Search found 501 matches

by Mylon
Mon Oct 19, 2020 7:42 pm
Forum: Not a bug
Topic: [1.0.0] resource.deplete() destroys infinite resources
Replies: 5
Views: 153

Re: [1.0.0] resource.deplete() destroys infinite resources

Infinite resources can still deplete (and they fire the related event) without being destroyed via normal gameplay. I may have mistated my original request, but the goal was to recreate the vanilla behavior.
by Mylon
Mon Oct 19, 2020 3:01 pm
Forum: Not a bug
Topic: [1.0.0] resource.deplete() destroys infinite resources
Replies: 5
Views: 153

[1.0.0] resource.deplete() destroys infinite resources

Summary:
entity.deplete() deletes infinite resources

To recreate: mouse over a patch of oil and do
/c game.player.selected.deplete()

What happened:
Resource is destroyed.

What was expected:
Resource remains. Is set to depletion amount.
by Mylon
Tue Sep 22, 2020 1:08 pm
Forum: Questions, reviews and ratings
Topic: dangoreus weird generation
Replies: 1
Views: 108

Re: dangoreus weird generation

Fixed. Thanks for the report.
by Mylon
Wed Sep 02, 2020 6:37 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 294
Views: 57064

Re: Mylon's Many Mods

Apparently Big Monsters and Prospector do not like each other. The mod Prospector (1.0.26) caused a non-recoverable error. Please report this error to the mod author. Error while running event Prospector::on_sector_scanned (ID 7) The mod Big-Monsters (1.0.1) caused a non-recoverable error. Please r...
by Mylon
Sun Aug 23, 2020 2:07 pm
Forum: Modding interface requests
Topic: Set Hue for data stage (and for control stage; and saturation and value)
Replies: 43
Views: 2264

Re: Set Hue for data stage (and for control stage; and saturation and value)

If anyone is still paying attention, I finally sat down to explore this and found success! https://media.discordapp.net/attachments/306402592265732098/746403609876627557/unknown.png Here's the code I used to achieve this result: local refurbisher = util.table.deepcopy(data.raw["assembling-machine"][...
by Mylon
Sun Jul 19, 2020 2:04 pm
Forum: Duplicates
Topic: [0.18.36] Unable to place train ghosts
Replies: 0
Views: 72

[0.18.36] Unable to place train ghosts

At some point in the past I was able to place train ghosts. It was super simple, q a locomotive then shift-click on a track to place a locomotive. Do the same for cargo wagons and new train, connected and ready to go. At some point within 0.18 this stopped working. Sometimes when I click a ghost wil...
by Mylon
Sun Jul 19, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 267

Re: Network Mask for Electric Poles

automatically wire up green and red wires if the connection is in range, or according to whatever criteria they want. This could currently be done by matching the names of the poles in your script, Could do this via a toggle accessible via a mod ui. Toggle the flag and any Electric Poles will autom...
by Mylon
Sat Jul 18, 2020 5:24 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 267

Re: Network Mask for Electric Poles

This should be possible with a mod. Using scripts when entities are built, connections between incompatible entities can be removed, or connections between compatible entities created.
by Mylon
Fri Jul 10, 2020 1:59 pm
Forum: Modding interface requests
Topic: Event.on_alert_click
Replies: 6
Views: 480

Re: Event.on_alert_click

Can this event be raised by the player? That is, when the player clicks an alert, the player's client builds the event context and sends it to the server?

It's a bit of a hack and I imagine would cause some delay, but it could work without a significant rewrite.
by Mylon
Tue Jul 07, 2020 6:16 pm
Forum: Modding interface requests
Topic: on_player_clicked_alert event
Replies: 1
Views: 154

on_player_clicked_alert event

Similar to on_player_clicked_gps_tag, make the alert surface-aware and give mods the chance to hook into that.
by Mylon
Mon Jun 22, 2020 7:02 pm
Forum: Ideas and Suggestions
Topic: Fluid Tank circuit modes: Read/flush network
Replies: 0
Views: 432

Fluid Tank circuit modes: Read/flush network

TL;DR Extend the new fluid controls to make them accessible via circuit. What ? The means to read the fluid network already exists in the entity detail popup. The ability to flush fluids via this method also exist. Make them available for circuits. Why ? These functions exist already. It shouldn't ...
by Mylon
Wed May 27, 2020 6:44 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 294
Views: 57064

Re: Mylon's Many Mods

The refurbisher is supposed to have multiple output slots. Something must have goofed in the setup. Without the output slots, most of the recipe products are lost. I'll look into it to improve the desired behavior.
by Mylon
Wed May 27, 2020 1:05 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 294
Views: 57064

Re: Mylon's Many Mods

This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py. You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py...
by Mylon
Sun May 17, 2020 9:22 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 294
Views: 57064

Re: Mylon's Many Mods

All mods must be active on the server. Bluebuild doesn't do anything the player can't do without clicking fast enough so it's practically like an auto-hotkey script. But the way it works is the server has to have it.
by Mylon
Wed May 06, 2020 3:03 pm
Forum: Texture Packs
Topic: [Resource] Greeblies pack
Replies: 1
Views: 526

[Resource] Greeblies pack

I saw a link for this and thought the creators here might make good use of these.

https://siris-pendrake.itch.io/low-poly-greeble-pack
by Mylon
Wed May 06, 2020 3:01 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 1853

Re: Re-opened: breaking change/fix: script.raise_event rework

What was the roadblock preventing that kind of event validate on script.raise_event() before?
by Mylon
Mon May 04, 2020 3:30 am
Forum: Not a bug
Topic: luaEntity.order_upgrade{} behavior differs from upgrade planner
Replies: 2
Views: 160

luaEntity.order_upgrade{} behavior differs from upgrade planner

What happened: Calling `/c game.player.selected.order_upgrade{force=game.player.force, target="fast-underground-belt"}` on an underground transport belt marks the entity for upgrade but does not mark its neighbor. What was expected: Calling the above command marks the entity and its connected neigh...
by Mylon
Sun May 03, 2020 2:58 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 1853

Re: Re-opened: breaking change/fix: script.raise_event rework

I originally resisted because I liked the flexibility to do weird stuff. But I've since found ways to do stuff I need without using this function. Well that and now resource.deplete() exists so I'm happy.

I'm okay with removing it now.
by Mylon
Sun Apr 26, 2020 12:15 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] 0.18.21 loading modules into an assembler overflows into modules slots
Replies: 2
Views: 918

Re: 0.18.21 loading modules into an assembler overflows into modules slots

This is a bug with mods that use insert() to perform actions. To achieve the desired effect, the mod has to target the correct inventory.
by Mylon
Thu Apr 23, 2020 1:22 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3297
Views: 425007

Re: Bugs & FAQ

Are there any other mods that make good use of Angel's ore sorting besides Bob's? I really like the idea of requiring advanced processing to get access to other materials and Angels does a great job at this, but I'm craving something other than Bob electronics or the rest of those mods.

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