Search found 10 matches
- Fri Oct 13, 2023 3:01 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 43837
Re: Friday Facts #380 - Remote view
So many amazing QoL changes! One feature request for remote/map view: currently opening the map centers it on the player's current location. This makes remote editing very tedious, as you have to pan/zoom the map back every time you switch back to your player for whatever reason. Please let the remo...
- Fri Jun 30, 2023 4:11 am
- Forum: Duplicates
- Topic: Reproducible crash when downgrading ghost entities (modded, save attached)
- Replies: 2
- Views: 666
Re: Reproducible crash when downgrading ghost entities (modded, save attached)
Further context: specifically the entity causing the crash is the "Electronics assembling machine 2" with the "Advanced circuit substrate" recipe locked. The downgrade of this entity is "Electronics assembling machine 1", which is not capable of crafting this recipe, wh...
- Fri Jun 30, 2023 4:03 am
- Forum: Duplicates
- Topic: Reproducible crash when downgrading ghost entities (modded, save attached)
- Replies: 2
- Views: 666
Reproducible crash when downgrading ghost entities (modded, save attached)
Reproducible, see attached save file and follow these steps: 1. Load save file. 2. Create new upgrade planner (Alt+U) 3. Hold right-click for downgrade, select the ghost entities near player (the red circuit factory), and release. 4. Crash. End of factorio-current.log: 40025.081 Popped blueprint rec...
- Mon Jun 12, 2023 10:45 pm
- Forum: Modding help
- Topic: Extra entity data in blueprint tags not overridden on ghost replacement
- Replies: 1
- Views: 519
Re: Extra entity data in blueprint tags not overridden on ghost replacement
I have found a solution to my problem. It would be nice if there were a simpler way (hoping I'm missing something), or if the engine simply replaced the ghost tags automatically, but at least there I have a solution. The method I've found is to use the on_pre_build event to know when a blueprint is ...
- Mon Jun 12, 2023 10:51 am
- Forum: Modding help
- Topic: Extra entity data in blueprint tags not overridden on ghost replacement
- Replies: 1
- Views: 519
Extra entity data in blueprint tags not overridden on ghost replacement
My mod adds a custom entity with its extra data stored in blueprint tags (saved via on_player_setup_blueprint, restored in on_built_entity). This works great except for one case: if a player places a blueprint ghost, then places a different ghost on top of that ghost, the tags given when the ghost i...
- Tue Jun 09, 2020 8:00 pm
- Forum: Mods
- Topic: [0.18]BeltLiner 1.0.1
- Replies: 1
- Views: 753
[0.18]BeltLiner 1.0.1
BeltLiner Quickly and easily place multiple lanes of belts in a straight line. Handles corners and avoids obstacles with undergrounds. https://i.imgur.com/97kwX1K.mp4 How to use Place any belt as a starting point. Move cursor to target destination, then place a ghost of that belt (default Shift+Cli...
- Thu Jan 24, 2019 8:13 am
- Forum: Implemented mod requests
- Topic: Allow enter-key for confirming dialogs
- Replies: 11
- Views: 3951
Re: Allow enter-key for confirming dialogs
Just chiming in to support this idea - I was about to ask the same thing.
- Thu Jan 24, 2019 5:49 am
- Forum: Modding interface requests
- Topic: on_player_main_inventory_changed fires before sorting the inventory
- Replies: 1
- Views: 692
on_player_main_inventory_changed fires before sorting the inventory
This feels like a bug to me, but I'm not sure. If you have an item stack in your cursor, then "drop" it back to your inventory by pressing "q", the on_player_main_inventory_changed event fires, as expected. However, the item you just dropped appears at the end of the inventory li...
- Thu Jan 10, 2019 7:13 pm
- Forum: Logistic Train Network
- Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
- Replies: 7
- Views: 6309
Re: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
Thanks for the response. I completely misunderstood the purpose of the "Finish loading" option.
- Thu Jan 10, 2019 4:40 am
- Forum: Logistic Train Network
- Topic: [LTN 1.9.6] Trains started to overfill themselves, ignoring created delivery amount
- Replies: 7
- Views: 6309
Trains overfilling with multiple deliveries
I've had this problem a while on all of my stations, and I've only just dug into what's happening. I have a smart requester station, requesting X-3000 iron ore, where X is the current contents of the station. - When the requester drops down to 2000 iron ore remaining, the request reaches -1000, trig...