Search found 46 matches

by Phoenix27833
Sun Nov 07, 2021 1:56 pm
Forum: Won't fix.
Topic: [Rseding] [1.1.46] Ghost controller can open permissions but not close it
Replies: 1
Views: 651

[Rseding] [1.1.46] Ghost controller can open permissions but not close it

I changed to ghost controller with /c game.player.set_controller{type=defines.controllers.ghost} then open the permissions window with /permissions Changing permissions in this state does not apply and you can not close the permissions window I got out of the state by changing the controller type vi...
by Phoenix27833
Mon Mar 29, 2021 8:52 pm
Forum: Ideas and Suggestions
Topic: Automatically equip best armor
Replies: 14
Views: 1509

Automatically equip best armor

It would be great if when you:
Craft a better armor it would automatically swap it for your current armor
Pick up a corpse, it would equip the best armor in the corpse rather than the worst. (this is particularly annoying)
by Phoenix27833
Sat Mar 20, 2021 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.27] Inserting armor tag in chat uses wrong icon
Replies: 2
Views: 1701

[Klonan] [1.1.27] Inserting armor tag in chat uses wrong icon

Any armor tag put in chat seems to result in power armor 2 icon being displayed
Specifically referring to player armor, not the armor item

Image

ref:viewtopic.php?f=11&t=67537
by Phoenix27833
Mon Nov 23, 2020 10:05 pm
Forum: Duplicates
Topic: [1.1.0] Character/Weapon GUI in old position in editor mode
Replies: 1
Views: 324

[1.1.0] Character/Weapon GUI in old position in editor mode

If you go into editor mode, the character/weapon GUI jumps back to the old position in the bottom right corner
by Phoenix27833
Fri Aug 07, 2020 8:24 am
Forum: Not a bug
Topic: [0.18.43] Editor GUI Settings tab vertical size based on Tools Tab
Replies: 1
Views: 299

[0.18.43] Editor GUI Settings tab vertical size based on Tools Tab

The new editor gui settings tab follows the vertical size of whatever is selected in the tools tab
So if you select none in tools, settings is really short
if you select entities in tools, settings fills the screen (vertically)
by Phoenix27833
Sat Jun 06, 2020 8:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.30] Personal laser light effect and beam position don't match under latency
Replies: 2
Views: 508

[0.18.30] Personal laser light effect and beam position don't match under latency

When playing on a multiplayer game with some latency, the personal laser beams originate from the character position but the light effect for the beams originate from a delayed position

Image
by Phoenix27833
Wed Jun 03, 2020 12:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.29] Hard game crash calling LuaEntity.set_driver() passing an offline LuaPlayer
Replies: 1
Views: 1093

[0.18.29] Hard game crash calling LuaEntity.set_driver() passing an offline LuaPlayer

To reproduce: I load a multiplayer save file, place a locomotive and then run

Code: Select all

/c game.player.selected.set_driver(game.players["Bilka"])
while locomotive is selected and Bilka is offline.

PS. Doesn't seem to crash if offline player is in editor mode
by Phoenix27833
Mon Jun 01, 2020 9:06 pm
Forum: Implemented mod requests
Topic: Flag to force prototype placement on rail grid
Replies: 6
Views: 1097

Re: Flag to force prototype placement on rail grid

I found a workaround using the train-stop which seems to work in my case (it hasn't broken anything yet), so I probably don't need this anymore.

EDIT: turns out my workaround has some issues.
by Phoenix27833
Mon Jun 01, 2020 6:14 pm
Forum: Implemented mod requests
Topic: Flag to force prototype placement on rail grid
Replies: 6
Views: 1097

Re: Flag to force prototype placement on rail grid

The workaround is to listen for the build event, calculate the expected position, and rebuild or refund the building if it does not match. You cant calculate the expected position because you are exactly halfway between 2 or 4 valid positions. You can refund if its off but then player has a 1 in 4 ...
by Phoenix27833
Mon Jun 01, 2020 5:14 pm
Forum: Implemented mod requests
Topic: Flag to force prototype placement on rail grid
Replies: 6
Views: 1097

Flag to force prototype placement on rail grid

I would like something which forces placement of the prototype on the rail grid, (the way it works with rails and train-stops) eg "placeable-rail-grid" flag in EntityPrototypeFlags This would allow creation of modded entities related to the rail grid. Currently this is only achievable by b...
by Phoenix27833
Wed May 27, 2020 12:33 am
Forum: Not a bug
Topic: [0.18.27] Icons are blurry on 100% scale
Replies: 6
Views: 1041

Re: [0.18.27] Icons are blurry on 100% scale

The icons made with scaling on the left side are anti-aliased, the pixels were blended in resizing rather than sampled. Sure the quality could be improved further with some more processing.
The image on the right makes me feel like I need to get my eyes checked.
by Phoenix27833
Tue May 26, 2020 6:18 pm
Forum: Not a bug
Topic: [0.18.27] Icons are blurry on 100% scale
Replies: 6
Views: 1041

[0.18.27] Icons are blurry on 100% scale

Most of the new icons appear blurry at 100% scale. On the left I set the game to 200% and then rescaled the screenshot by half in mspaint. On the right is the ingame icons on 100% The rescaled icons in paint are much clearer. Especially visible on solar panel and accumulators https://i.imgur.com/KaT...
by Phoenix27833
Tue May 26, 2020 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.26] Cant modify scriptarea using editor gui when client in multiplayer
Replies: 1
Views: 1054

[0.18.26] Cant modify scriptarea using editor gui when client in multiplayer

If you join a multiplayer game as a client and go into editor mode, you can add and remove areas but attempting to change the name makes it nil and changing the color makes it black.
Works fine in singleplayer or when hosting multiplayer.
by Phoenix27833
Tue May 19, 2020 12:45 pm
Forum: Modding interface requests
Topic: Let minimap GuiElement take a train argument to show the centered on train minimap
Replies: 0
Views: 310

Let minimap GuiElement take a train argument to show the centered on train minimap

This would allow recreating the train gui with modifications, seeing as modifying base guis is not allowed.
Also useful for creating other train-related guis
by Phoenix27833
Sat May 16, 2020 11:11 pm
Forum: Pending
Topic: [0.18.24] Rolling stock snapping offset when part of train on curve
Replies: 1
Views: 568

[0.18.24] Rolling stock snapping offset when part of train on curve

When part of a train is on a curve, the snapping points for adding a new wagon on the straight section no longer correspond to the position of the back wagon but have an offset. For the mod I am developing wagons added to the back of the train via script based on the back_stock position do not alway...
by Phoenix27833
Mon Apr 27, 2020 8:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.21] Use different mod settings per save option does nothing
Replies: 2
Views: 1387

[0.18.21] Use different mod settings per save option does nothing

I want to use the same mod settings across all saves but every save I load keeps its own settings.
Enabling or disabling the "Use different mod settings per save" option has no effect.
by Phoenix27833
Fri Apr 24, 2020 3:40 pm
Forum: Not a bug
Topic: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
Replies: 3
Views: 652

Re: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail

Segment - a series of rails that are not split in between by junctions, signals or stations. The basic unit for pathfinder.
Image

Above returns nil in all cases

Image

Above works fine
by Phoenix27833
Thu Apr 23, 2020 11:15 pm
Forum: Not a bug
Topic: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
Replies: 3
Views: 652

[0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail

Rail signals have two placement positions on a straight rail. If the rail signal is at the further away position from the source rail for get_rail_segment_entity, the rail signal entity is returned. However if the rail signal is at the closer position, get_rail_segment_entity returns nil. I expect i...
by Phoenix27833
Thu Apr 23, 2020 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.19] Replay stuck paused in tech window
Replies: 1
Views: 1287

[kovarex] [0.18.19] Replay stuck paused in tech window

If you switch to a player who has the tech window open while in a paused replay, the fullscreen tech window covers the replay gui and you cannot unpause or leave.

The replay gui needs to be in front, it would also be nice if it had hotkeys.
by Phoenix27833
Fri Jan 31, 2020 11:24 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.3] Black line on screen
Replies: 4
Views: 1809

Re: [0.18.3] Black line on screen

Here's the log and a save
If I load the save and zoom in 3 levels, the line appears on the right

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