Search found 1207 matches
- Thu Jun 12, 2025 8:16 pm
- Forum: Pending
- Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
- Replies: 2
- Views: 262
Re: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
Potentially a duplicate of the very unintuitive behavior you called intentional here: viewtopic.php?p=673916
- Tue Jun 10, 2025 9:46 pm
- Forum: Modding interface requests
- Topic: on_post_built event, especially for blueprints
- Replies: 4
- Views: 355
Re: on_post_built event, especially for blueprints
Suggestion to solve the original problem:
Check the last_user or the just built entity.
Check the cursor_stack of that player.
If it's not an underground pipe, don't do anything.
That way if they are holding a blueprint, it won't trigger.
Check the last_user or the just built entity.
Check the cursor_stack of that player.
If it's not an underground pipe, don't do anything.
That way if they are holding a blueprint, it won't trigger.
- Tue Jun 10, 2025 3:01 am
- Forum: Modding help
- Topic: [Solved] What will happen to entities when merging two forces?
- Replies: 5
- Views: 246
Re: [Solved] What will happen to entities when merging two forces?
1. It's impossible to delete forces. You can only merge them. You can choose to delete all the entities on the unwanted force before you merge them, or you can allow them to be reassigned.
2. Many mods make hidden forces to achieve certain things. The mod that lets you make overlapping independent ...
2. Many mods make hidden forces to achieve certain things. The mod that lets you make overlapping independent ...
- Tue Jun 10, 2025 2:50 am
- Forum: Modding help
- Topic: [Solved] What will happen to entities when merging two forces?
- Replies: 5
- Views: 246
Re: What will happen to entities when merging two forces?
The force parameter of each entity is changed automatically by the game during the "game.merge_forces" function call. The entities continue to exist and the same LuaEntity references are still valid. You do not have to do anything, except any special logic that you need to run to make your mod work ...
- Tue Jun 10, 2025 1:53 am
- Forum: Modding help
- Topic: [Solved] What will happen to entities when merging two forces?
- Replies: 5
- Views: 246
Re: What will happen to entities when merging two forces?
All the entities in the "source" force should have their force changed to the "destination" force before the source force is deleted.
- Sun Jun 08, 2025 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Please leave those configuration check box always enabled, there is not a single reason to disable them
- Replies: 2
- Views: 534
Re: Please leave those configuration check box always enabled, there is not a single reason to disable them
+1, but OP I think you put the wrong pictures in the first post? I see several versions of the "trash unrequested" inventory checkbox instead if the R/G circuit wire selector. And change the title to explain what "those" checkboxes are.
- Sun Jun 08, 2025 4:08 am
- Forum: Bug Reports
- Topic: [2.0.55] Desync after minutes
- Replies: 11
- Views: 854
Re: [2.0.55] Desync after minutes
What do you mean by that ? We both had the problem.
The computer that shows the desync error isn't necessarily the one that is faulty. If your computer has a faulty component, then it will desync when connected to a non-faulty server. But also, if the faulty computer is the server, the non ...
- Sun Jun 08, 2025 1:17 am
- Forum: Ideas and Suggestions
- Topic: Train interrupts should be copiable like logistic groups
- Replies: 1
- Views: 211
- Sat Jun 07, 2025 4:15 pm
- Forum: Bug Reports
- Topic: [2.0.55] Desync after minutes
- Replies: 11
- Views: 854
Re: Desync after some minutes
Have you tried connecting your brother's computer to his switch? It's possible your computer has an issue.
- Fri Jun 06, 2025 9:57 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 974
Re: Need your help to optimize a buffer zone
An even unload is ensured for my examples in the second post. No matter how uneven the unloading is performed. Just one lane, complete block, slow, fast. All the chests will be empty within the same second. No circuit control required. That's because of the balancers at the output.
I tried ...
- Thu Jun 05, 2025 11:15 pm
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 974
Re: Need your help to optimize a buffer zone
You can always add a bypass route instead of having the buffer directly in series between input and output.
You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
- Tue Jun 03, 2025 3:54 am
- Forum: Modding help
- Topic: Help from experienced modders to create a hidden lightning rod
- Replies: 2
- Views: 325
Re: Help from experienced modders to create a hidden lightning rod
For a better example of compound entity management, look at how Shortwave Fixed radios work, and how Cargo Ships oil rigs work.
- Sun Jun 01, 2025 11:26 pm
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 559
Re: [2.0.47] Train schedule is overriden when using blueprint
Nevermind, I think this is not a bug. After some testing I figured that interrupts with the same name override each other as well. I changed name from "Dispatch" to "Dispatch - *W" in my case where * is number of wagons and started to work.
Oh right. Interrupt names are also overridden by what ...
- Sun Jun 01, 2025 7:45 pm
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 559
Re: [2.0.47] Train schedule is overriden when using blueprint
I'll check your save file tonight, but I'm not a mod so they will do what they think is right.
- Sun Jun 01, 2025 7:50 am
- Forum: Modding help
- Topic: Help from experienced modders to create a hidden lightning rod
- Replies: 1
- Views: 264
Re: Help from experienced modders to create a hidden lightning rod
What you are trying to make is commonly called a "compound entity". You want your modded entity to have the functionality of both a power pole and a lightning attractor, which the game can only handle as separate prototypes. You have to create two entities, only one of which is craftable, (for ...
- Sun Jun 01, 2025 4:48 am
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 559
Re: [2.0.47] Train schedule is overriden when using blueprint
Hmm, that might be a bug. It'll be easier to replicate if you can upload a save file with the affected blueprint in your inventory.
- Sun Jun 01, 2025 12:26 am
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 559
Re: [2.0.47] Train schedule is overriden when using blueprint
When the blueprint contains the name of a train group, the new train is assigned to that group. If the group already exists, the train is given the schedule from the group already in the save, and the schedule in the blueprint is discarded. This is intentional so you don't have to update all your ...
- Sat May 31, 2025 7:55 pm
- Forum: Pending
- Topic: [2.0.47] Construction bots ignore orders on one planet
- Replies: 4
- Views: 644
Re: [2.0.47] Construction bots ignore orders on one planet
It's possible for jobs to be "ignored" if they are assigned to the job queue of a robot that is stuck trying to complete a prior job. (There is still no queue timeout AFAIK.) For example, if it's trying to place a building that has a tile or vehicle in the way. Can you see if there are any stuck ...
- Sat May 31, 2025 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Bring back 1.x rail signal wagon visualisation when hovering over a signal
- Replies: 10
- Views: 1110
Re: Bring back 1.x rail signal wagon visualisation when hovering over a signal
There are other topics where the signal auto-rotate behavior is mentioned. It won't auto-rotate in a position where it can't be built (either because there's an identical signal there already, or it's over water). This is the intended behavior and changing it might be complicated, but it's also an ...
- Sat May 31, 2025 6:07 am
- Forum: Implemented mod requests
- Topic: runtime access to UtilityConstants.rocket_lift_weight
- Replies: 4
- Views: 548
Re: runtime access to UtilityConstants.rocket_lift_weight
Please note that my request is not for having per-prototype rocket lift weights, but for having the one rocket lift weight available in runtime stage (without resorting to smuggling arbitrary data from data stage). Related, but still completely different.
Ah, you want *read* access. That makes ...