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by Rseding91
Fri May 01, 2026 8:39 pm
Forum: Ideas and Suggestions
Topic: Delete mod settings of a single mod
Replies: 2
Views: 120

Re: Delete mod settings of a single mod

In the error screen for that mod there's a check-box to reset that mods settings. Is there some reason you don't use that?
by Rseding91
Thu Apr 30, 2026 4:28 pm
Forum: Won't implement
Topic: Access to the global electric network on a space platform
Replies: 2
Views: 800

Re: Access to the global electric network on a space platform

Power switches can't connect to nothing. They only support connecting to electric poles. Functionally: they do not apply or interact with "global electric network"s.
by Rseding91
Thu Apr 30, 2026 4:23 pm
Forum: Won't implement
Topic: player.gui.relative[].bring_to_front() ?
Replies: 5
Views: 1540

Re: player.gui.relative[].bring_to_front() ?

There is no "front" with relative GUI elements: all elements are draw in the same Z coordinate as each other and as the game GUI they're relative-to.
by Rseding91
Thu Apr 30, 2026 4:21 pm
Forum: Won't implement
Topic: make settings calls more performant
Replies: 8
Views: 1788

Re: make settings calls more performant

There's nothing to make "more performant", there's a fixed cost to create and push the custom settings table into Lua and there's a fixed cost per index operation into it. If we knew of any way to improve the performance of those things we already would have done it.
by Rseding91
Thu Apr 30, 2026 4:17 pm
Forum: Won't implement
Topic: Agricultural Tower output_inventory_slots has no effect
Replies: 2
Views: 742

Re: Agricultural Tower output_inventory_slots has no effect

Agricultural towers do not support "plant only" or "harvest only" modes. Towers won't harvest things they didn't plant so if such a mode existed it would render the tower functionally useless.
by Rseding91
Wed Apr 29, 2026 11:48 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Burner assemblers can get fuel stuck in trash slots
Replies: 3
Views: 274

Re: [2.0.76] Burner assemblers can get fuel stuck in trash slots

Mod(s) can force the control behavior to exist regardless of the player connecting it to the circuit network. If they do that, this issue will start happening.

It's *partially* fixed for 2.1. I see another potential issue that the 2.1 fix doesn't address however I can add another check that should ...
by Rseding91
Wed Apr 29, 2026 4:35 pm
Forum: Technical Help
Topic: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
Replies: 5
Views: 483

Re: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

Unless you have a way to take a known good save file and get it into this state this looks like every other failing/failed hardware case.

A failing CPU or failing RAM can manifest in virtually any way. Anything can go wrong - any bit of memory can become corrupt - any CPU operation can be malformed ...
by Rseding91
Tue Apr 28, 2026 8:49 pm
Forum: Implemented mod requests
Topic: Ability to disable roboport equipment
Replies: 1
Views: 481

Re: Ability to disable roboport equipment

I changed LuaEntity::allow_dispatching_robots to work for everything that supports roboport equipment for 2.1.
by Rseding91
Tue Apr 28, 2026 6:47 pm
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 5
Views: 991

Re: saved_progress support for scripted research triggers

Part of the issue is how saved progress is stored/used by the engine. It is a value between 0 and num-research-units. So when a technology does not *have* research units there's no context for what percentage the number represents (there is no max-value).
by Rseding91
Tue Apr 28, 2026 6:44 pm
Forum: Implemented mod requests
Topic: "not-in-mined-by" flag
Replies: 2
Views: 423

Re: "not-in-mined-by" flag

Ok, I've added it for 2.1.
by Rseding91
Tue Apr 28, 2026 6:35 pm
Forum: Implemented mod requests
Topic: LuaPlayer:mining_progress
Replies: 3
Views: 1564

Re: LuaPlayer:mining_progress

Added for 2.1.
by Rseding91
Tue Apr 28, 2026 5:29 pm
Forum: Pending
Topic: [2.0.76] Crash while alt tabbed "Error HeatBufferManager.cpp:340: Didn't record all update indexes: 319 != 320."
Replies: 3
Views: 264

Re: [2.0.76] Crash while alt tabbed "Error HeatBufferManager.cpp:340: Didn't record all update indexes: 319 != 320."

The only ideas I have that could cause this would be failing or failed hardware. Either bad RAM or bad CPU. Given that specific bit of logic runs for anyone using heat pipes and does not experience issues on other players computers.
by Rseding91
Tue Apr 28, 2026 4:23 pm
Forum: Outdated/Not implemented
Topic: Adding modules to building should not wait for building to be constructed
Replies: 9
Views: 973

Re: Adding modules to building should not wait for building to be constructed



No. This would cause bots to have to wait until building is placed and if there are no items that place building that robot with modules would be stuck or more complexity would be needed with robots task scheduling.


Doesn't landfill behave this way? I believe I've seen bots waiting for ...
by Rseding91
Tue Apr 28, 2026 4:17 pm
Forum: Won't implement
Topic: LuaPlayer.in_space_map
Replies: 1
Views: 394

Re: LuaPlayer.in_space_map

Unfortunately this is not known by the mod-accessible game state (the GUI being opened is not part of the save and is not persisted through save/load and so mods can't read if it's opened as it would cause desyncs).
by Rseding91
Mon Apr 27, 2026 2:35 pm
Forum: Modding interface requests
Topic: Consistency issues in events on_placed/removed_equipment
Replies: 9
Views: 427

Re: Consistency issues in events on_placed/removed_equipment


So equipment is accessible before the event, thats interesting.
What if you just save all of the data as LuaEquipment but readonly? Like, not the link to the object, but deepcopy?
This could solve #4 if paired with #2.

This is asking for a complete re-write of how LuaObjects work on the engine ...
by Rseding91
Mon Apr 27, 2026 1:55 pm
Forum: Modding interface requests
Topic: Consistency issues in events on_placed/removed_equipment
Replies: 9
Views: 427

Re: Consistency issues in events on_placed/removed_equipment


#2 is kinda useless without #4
Btw, how does the event provide equipment name and quality if the instance is already gone?


Recording the ID (name and quality) before removing the equipment is simple. In Lua terms its as simple as:

local name = equipment.name
local quality = equipment.quality ...
by Rseding91
Mon Apr 27, 2026 1:24 pm
Forum: Modding interface requests
Topic: Consistency issues in events on_placed/removed_equipment
Replies: 9
Views: 427

Re: Consistency issues in events on_placed/removed_equipment

Sorry, I meant #3 and #4. I updated the post.

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