Search found 5 matches
- Fri Feb 08, 2019 1:55 am
- Forum: Not a bug
- Topic: [0.16.51] Surface.set_tiles Glitch During on_init - Sometimes doesn't set specified tiles
- Replies: 4
- Views: 1482
Re: [0.16.51] Surface.set_tiles Glitch During on_init - Sometimes doesn't set specified tiles
That's much cleaner. My original confusion arose from not understanding that surface.get_chunks can return some chunks where is_chunk_generated is false.
- Fri Feb 08, 2019 1:08 am
- Forum: Not a bug
- Topic: [0.16.51] Surface.set_tiles Glitch During on_init - Sometimes doesn't set specified tiles
- Replies: 4
- Views: 1482
Re: [0.16.51] Surface.set_tiles Glitch During on_init - Sometimes doesn't set specified tiles
Thanks, I'm glad there's a reasonable explanation. For newly created maps, using on_chunk_generated is a good solution. (I checked, and the event is generated even for the initial chunks.) When the mod is added to an existing map, the mod will not get chunk_generated notifications for existing chunk...
- Fri Feb 08, 2019 12:14 am
- Forum: Not a bug
- Topic: [0.16.51] Surface.set_tiles Glitch During on_init - Sometimes doesn't set specified tiles
- Replies: 4
- Views: 1482
[0.16.51] Surface.set_tiles Glitch During on_init - Sometimes doesn't set specified tiles
What I did I'm creating a mod which calls LuaSurface.set_tiles in the script.on_init event handler. Some of the tiles I've instructed it to set to concrete are not set to concrete, and vice versa. I've only noticed the glitches at the outermost initially generated chunks, i.e. slightly further out ...
- Mon May 22, 2017 5:54 am
- Forum: Ideas and Suggestions
- Topic: Organize technologies by columns, based on needed science
- Replies: 3
- Views: 1755
Organize technologies by columns, based on needed science
TL;DR In the technology research screen, arrange the technology icons in columns instead of by rows. The highest level science pack required to research a technology determines which column that technology appears in. This suggestion is an enhancement of the reordering of technologies based on cost...
- Wed May 17, 2017 3:25 am
- Forum: Resolved Problems and Bugs
- Topic: [15.10] Saving blueprint in an existing book does not update
- Replies: 3
- Views: 3371
Re: [15.10] Saving blueprint in an existing book does not update
I've seen the same behavior, checked in 0.15.11. Here is the simplest reproduction I could come up with: 1. (a) In game A, create a new blueprint book, and add two blueprints to it. Call them BP1 and BP2. 1. (b) Add the blueprint book to the blueprint library. 1. (c) Save the game. 2. (a) In game B,...