Search found 16759 matches
- 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?
- Thu Apr 30, 2026 4:44 pm
- Forum: Implemented mod requests
- Topic: Allow option in mining-drill prototype to place anywhere
- Replies: 6
- Views: 3142
Re: Allow option in mining-drill prototype to place anywhere
OK, I've added this for 2.1.
- 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.
- 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.
- 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.
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- Tue Apr 28, 2026 8:03 pm
- Forum: Fixed for 2.1
- Topic: [Rseding91] [2.0.76] Dragging the (unfiltered) upgrade planner over the edge of underground belts double upgrades them
- Replies: 1
- Views: 331
Re: [Rseding91] [2.0.76] Dragging the (unfiltered) upgrade planner over the edge of underground belts double upgrades th
Thanks for the report. This is now fixed for 2.1.
- 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).
- Tue Apr 28, 2026 6:45 pm
- Forum: Implemented mod requests
- Topic: New TriggerEffectItem for Creating Pollution
- Replies: 2
- Views: 392
Re: New TriggerEffectItem for Creating Pollution
This will be in 2.1.
- 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.
- 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.
- 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.
- 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 ...
- 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).
- 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 ...
- 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 ...
- 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.