Search found 451 matches

by Therax
Tue Sep 08, 2020 1:05 pm
Forum: Modding interface requests
Topic: Enable reading the currently held blueprint record
Replies: 2
Views: 164

Re: Enable reading the currently held blueprint record

This is extremely important, as the current behavior breaks a whole slew of modding use cases: 1) If a player places a blueprint using a blueprint library record, during `on_put_item` there is no way for mods to access the blueprint configuration or content. 2) If a player deconstructs an area with ...
by Therax
Sun Aug 16, 2020 3:33 pm
Forum: Bug Reports
Topic: [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Replies: 0
Views: 72

[1.0.0] Updated blueprint has no entities during on_player_setup_blueprint

Observed behavior: 1. Add event handler for on_player_setup_blueprint. 2. Create a blueprint of an entity. 3. In the event handler, observe the following: player.blueprint_to_setup.valid_for_read is true player.cursor_stack.valid_for_read is false player.blueprint_to_setup.is_blueprint is true playe...
by Therax
Fri Aug 14, 2020 5:27 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 203
Views: 22768

Re: Friday Facts #360 - 1.0 is here!

Congratulations to the whole team at this fantastic achievement. This has been my “forever” game since I bought it in the 0.10 timeframe. So many amazing milestones (rocket silo, multiplayer, Steam release, and so many more!) and experiences, and many more yet to come now that it’s officially out in...
by Therax
Tue Aug 11, 2020 7:53 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 10746

Re: Friday Facts #359 - Crash site: The beginning

Original lore minded, I have VERY BAD feelings lore wise with the ship that crashed looking like such a one-man-one-use-only ship look. Shouldn't the guy with such wizardly engineering skills come from a civilization of some kind??? I prefer to think of the ship as an escape pod/lifeboat of some so...
by Therax
Fri Aug 07, 2020 3:33 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 10746

Re: Friday Facts #359 - Crash site: The beginning

I'm looking forward to the new emergency break features. Complete with sparks and high-pitched squeaking. No. You can not un-announce it now :p. Also the hover-shoes research looks interesting too. The emergency brakes is actually concealed rocket boosters that are automatically activated when a pl...
by Therax
Fri Aug 07, 2020 3:32 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 10746

Re: Friday Facts #359 - Crash site: The beginning

Really, really like the re-revised mining drill graphics. One thing that I immediately noticed was the chute that feeds the ore from the rails to the output roller. I thought "that's a lovely detail." Only then did I realize that it was there in the previous design, because it was so obscured by the...
by Therax
Mon Jun 08, 2020 6:48 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 699
Views: 137084

Re: [MOD 0.18] Xander Mod v3.4.3

Edit: It seems work if I put a pump directly on the input and force feed the acid. Is that how it's supposed to work? There are some fluidbox errors. Input fluid boxes should have base_level = -1, and output fluid boxes should have base_level=1. Some of the input fluidboxes have the wrong base_leve...
by Therax
Thu Jun 04, 2020 2:31 am
Forum: Won't fix.
Topic: [0.18.30] hard freeze with spill_item_stack in ungenerated map area
Replies: 1
Views: 99

[0.18.30] hard freeze with spill_item_stack in ungenerated map area

Discovered by creating a new surface: /c game.create_surface("test").spill_item_stack({0,0}, {name="iron-plate", count=1}) but also reproducible on nauvis by pointing to an area of the map yet to be generated: /c game.surfaces[1].spill_item_stack({500000,500000},{name="iron-plate",count=1}) Observed...
by Therax
Wed Jun 03, 2020 6:27 pm
Forum: Modding interface requests
Topic: fluid-wagon, user defined connection points
Replies: 8
Views: 1027

Re: fluid-wagon, user defined connection points

This is kind of implemented in 0.18.30. FluidWagon prototype will have tank_count with allowed values of 1,2 or 3 and default value of 3. No mods should be broken. Tank connection points will have spacing of 2 as always and set of connectors will be centered. This name initially made me think that ...
by Therax
Tue May 26, 2020 1:58 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 699
Views: 137084

Re: [MOD 0.18] Xander Mod v3.4.3

Pretty sure he means “axles.” I quite liked the variety of mechanical intermediates in XM2, without the sheer number of them that are in something like Industrial Revolution, and I’m sad to hear that they’re gone now (?). It felt good that even the simplest machines required multiple metals, some in...
by Therax
Sun May 24, 2020 4:02 am
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 1731

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

There are multiple ways to create or edit a blueprint through script that don't have any event logic associated. Adding it for one and not the rest doesn't make sense to me. Additionally I have no plans to add events for all the ways it can be done so there's no point in adding it for any of them. ...
by Therax
Fri May 22, 2020 8:05 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 1731

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

I recently received a bug report where another mod is using create_blueprint(), and this was bypassing my mod's on_player_setup_blueprint handling. My proposed fix was for the other mod to raise the event manually, but since this approach will no longer be accessible, it makes it more important that...
by Therax
Sat May 16, 2020 6:32 pm
Forum: Modding interface requests
Topic: Add raise_event to LuaItemStack::create_blueprint
Replies: 0
Views: 93

Add raise_event to LuaItemStack::create_blueprint

Some mods rely on on_player_setup_blueprint to perform fixup tasks on blueprints containing modded entities. If a mod creates a blueprint via script, the event is not raised and has to be raised manually by the mod creating the blueprint to get parity with the normal in-game action. Request: add 2 a...
by Therax
Fri May 15, 2020 5:43 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 259
Views: 38046

Re: [MOD 0.16] Bulk Rail Loaders

Is it possible for BRLs to respect slot limiting when blueprinting? Trying to limit the massive inventories to a single rail car worth, but it doesn't seem to save in blueprints Yes, it’s possible. It’s even been on my todo list for a while, but just haven’t gotten around to it. I’ll have another l...
by Therax
Thu May 14, 2020 10:59 am
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 699
Views: 137084

Re: Upcoming update

Essentially, I could hard-code change them on only my computer, but I can't write a mod file that will change them. I would appreciate if anyone who is familiar with this part of the code could offer some help. There are remote.call interfaces declared in the free play scenario explicitly to contro...
by Therax
Tue Mar 03, 2020 6:12 pm
Forum: Modding interface requests
Topic: Prototype property to restrict inserters to pick up from a single lane
Replies: 4
Views: 505

Re: Prototype property to restrict inserters to pick up from a single lane

Additional use case here: I’d like Beltlayer to be able to preserve which item is in which lane, but currently there isn’t a way to guarantee to pick up items from just one side of a belt without using expensive scripting, so I can’t know which lane an item came from to be able to restore it to the ...
by Therax
Sat Feb 29, 2020 8:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.9] LuaEntity::splitter_filter doesn't accept LuaItemPrototype
Replies: 1
Views: 485

[0.18.9] LuaEntity::splitter_filter doesn't accept LuaItemPrototype

The documentation for LuaEntity::splitter_filter indicates it's a read-write of LuaItemPrototype. Reading from this property does correctly return a LuaItemPrototype, but attempting to write one gives "string expected, got table". Writing with the name of the item prototype works correctly. Expected...
by Therax
Sat Feb 29, 2020 7:30 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 379
Views: 58813

Re: [MOD 0.16] Miniloader

Just updated this to the 1.10 version and it breaks when bobs logistics is also enabled. This should be fixed in v1.10.2. It only happened when the Bob's Logistics option for Overhauled Transport Belts was turned off. Then I tried to load the game all mods disabled and only enabled the miniloader m...
by Therax
Tue Feb 25, 2020 3:18 am
Forum: Tools
Topic: Extract current server player count
Replies: 2
Views: 500

Re: Extract current server player count

Do you run your server with RCON enabled? If so it's as simple as sending the "/players online count" command via the RCON interface.

Go to advanced search