Search found 10 matches

by zysnarch
Fri Oct 13, 2023 3:01 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 30420

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...
by zysnarch
Fri Jun 30, 2023 4:11 am
Forum: Duplicates
Topic: Reproducible crash when downgrading ghost entities (modded, save attached)
Replies: 2
Views: 436

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...
by zysnarch
Fri Jun 30, 2023 4:03 am
Forum: Duplicates
Topic: Reproducible crash when downgrading ghost entities (modded, save attached)
Replies: 2
Views: 436

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...
by zysnarch
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: 367

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 ...
by zysnarch
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: 367

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...
by zysnarch
Tue Jun 09, 2020 8:00 pm
Forum: Mods
Topic: [0.18]BeltLiner 1.0.1
Replies: 1
Views: 657

[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...
by zysnarch
Thu Jan 24, 2019 8:13 am
Forum: Implemented mod requests
Topic: Allow enter-key for confirming dialogs
Replies: 11
Views: 3489

Re: Allow enter-key for confirming dialogs

Just chiming in to support this idea - I was about to ask the same thing.
by zysnarch
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: 599

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...
by zysnarch
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: 5710

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.
by zysnarch
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: 5710

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...

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