Search found 1207 matches

by robot256
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.
by robot256
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 ...
by robot256
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 ...
by robot256
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.
by robot256
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.
by robot256
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 ...
by robot256
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.
by robot256
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 ...
by robot256
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 ...
by robot256
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.
by robot256
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 ...
by robot256
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.
by robot256
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 ...
by robot256
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.
by robot256
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 ...
by robot256
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 ...
by robot256
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 ...
by robot256
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 ...

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