
Search found 9 matches
- Thu Jan 26, 2023 1:19 am
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 4
- Views: 464
Re: copy-paste by blueprint should trigger an event
Would benefit this mod as well:


- Sun Jan 22, 2023 11:20 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 4
- Views: 464
Re: copy-paste by blueprint should trigger an event
I'm making a mod with signals that are treated as variables in a blueprint. Once the player updates the variables, they get resolved on the entities placed by the blueprint. If the player uses "shift" and places the blueprint, there is currently no easy way to detect what buildings were up...
- Wed Jan 18, 2023 5:21 am
- Forum: Not a bug
- Topic: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint
- Replies: 3
- Views: 191
- Wed Jan 18, 2023 2:19 am
- Forum: Not a bug
- Topic: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint
- Replies: 3
- Views: 191
[1.1.76] on_built_entity loses stack on clear_cursor with blueprint
Issue Using a blueprint, if you use a `player.clear_cursor()` then subsequent enumerations of the `event.stack` provided by `defines.events.on_built_entity` fail. Example: local counter = 0 script.on_event(defines.events.on_built_entity, function(event) game.print(tostring(counter) .. ": "...
- Sat Nov 28, 2020 4:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 3249
Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1
I'm having the same issue, I had a conga-line of 4. I lost the middle two.
- Sun Oct 18, 2020 4:01 pm
- Forum: Ideas and Suggestions
- Topic: [Train] New wait condition to compliment v1.1 — condition to not skip stations
- Replies: 4
- Views: 1403
Re: [Train] New wait condition to compliment v1.1 — condition to not skip stations
you want to have conditions for deciding if a train should go to a station in addition to the existing conditions to leave a station Not quite. When you turn off all stations in a train's list—and when it's time for that train to path to that station—it will skip that station. In my case I want the...
- Sun Oct 18, 2020 4:49 am
- Forum: Ideas and Suggestions
- Topic: [Train] New wait condition to compliment v1.1 — condition to not skip stations
- Replies: 4
- Views: 1403
[Train] New wait condition to compliment v1.1 — condition to not skip stations
Trains are my current stumbling block. I can't seem to get a world past 3-4 trains before I get frustrated with trying to make them dynamic. Thankfully, v1.1 is bringing the train limit to train stations. I've started building a "big" train network in my v1.0 world to accommodate the v1.1 ...
- Sat May 06, 2017 7:24 am
- Forum: Maps and Scenarios
- Topic: [0.15] Scenario: Island Spawn
- Replies: 2
- Views: 7218
[0.15] Scenario: Island Spawn
Been working on an Island Spawn scenario which I teased on reddit. Unfortunately the mods thought it was a rule 9 violation :lol: In this scenario you spawn on an island with default resources and some electric poles. The four main resources—iron, copper, coal, and stone "infinitely" spawn...
- Tue Jun 28, 2016 2:21 am
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 12059
[0.13.0] Spawners spawn far too close
See images below for issue.
Started my first non-peaceful game (just launched a rocket on peaceful). I switched to hostile enemies. After a bit, two spawners spawned literally in my base.
Started my first non-peaceful game (just launched a rocket on peaceful). I switched to hostile enemies. After a bit, two spawners spawned literally in my base.