Search found 284 matches
- Mon Sep 29, 2025 1:38 pm
- Forum: Modding help
- Topic: circular dependency management
- Replies: 2
- Views: 123
Re: circular dependency management
What do you want to achieve exactly?
- Wed Sep 24, 2025 3:26 pm
- Forum: Modding help
- Topic: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
- Replies: 4
- Views: 282
Re: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
You can also run migration code in the on_configuration_changed event after checking if the buggy version of your mod was NOT installed
- Fri Sep 19, 2025 12:41 pm
- Forum: Modding help
- Topic: How to add a mineable fluid resource that only spawns one entity per patch?
- Replies: 4
- Views: 361
Re: How to add a mineable fluid resource that only spawns one entity per patch?
Also pyrawores does that with e.g. aluminium rock. It's basically a very low spawning probability
- Mon Sep 15, 2025 1:50 pm
- Forum: Modding help
- Topic: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
- Replies: 4
- Views: 506
Re: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
Disable iron before generating the map
- Sun Sep 14, 2025 4:25 pm
- Forum: Modding help
- Topic: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
- Replies: 4
- Views: 506
Re: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
You should use some regex for the string which will be replaced. In the base game, the rq values are 1.10, not 0.11.
Did you manage to generate copper at the same spots as iron, but with iron turned off?
Did you manage to generate copper at the same spots as iron, but with iron turned off?
- Fri Sep 12, 2025 7:08 pm
- Forum: Modding help
- Topic: Restricting entities to water tiles
- Replies: 1
- Views: 346
Re: Restricting entities to water tiles
Collision mask is the way to go, what did you do so far?
- Tue Sep 09, 2025 4:13 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Unique chunk ID
- Replies: 3
- Views: 1359
Re: Unique chunk ID
Alternatively use x+y*524288 :)
Since the game stores positions as fixed 32-bit numbers with 8 bits for decimal precision, that means the maximum map coordinate is 2^24. A chunk has 32 or 2^5 tiles, dividing one by the other would give a value large enough for every chunk in the game. 2^24/2^5 = 2 ...
- Fri Aug 15, 2025 7:11 pm
- Forum: Modding help
- Topic: Can Science Packs "Remaining" values be changed? (Solved)
- Replies: 4
- Views: 428
- Fri Aug 01, 2025 5:34 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 272
Re: How to access the curently configured blueprint
It can be in the cursor_stack, but doesn't have to . It could be in the cursor, but also in inventory, or in another entity.
What i'm think of for the solution is in the on_gui_opened event, if the opened gui is of type blueprint, save the blueprint that you can get from player.opened, and if the ...
- Fri Aug 01, 2025 5:30 pm
- Forum: Not a bug
- Topic: [2.0.61] on_chunk_generated is executed before on_surface_created
- Replies: 1
- Views: 164
[2.0.61] on_chunk_generated is executed before on_surface_created
Don't know if this is intended, but it breaks functionality of my mod:
When using force_generate_chunk_requests inside the on_surface_created event, the on_chunk_generated event is executed for all mods before all other mods execute on_surface_created.
In my example I assign a surface property in on ...
When using force_generate_chunk_requests inside the on_surface_created event, the on_chunk_generated event is executed for all mods before all other mods execute on_surface_created.
In my example I assign a surface property in on ...
- Thu Jul 31, 2025 1:54 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 272
How to access the curently configured blueprint
How to access the ItemStack or Record holding the blueprint configured in on_player_configured_blueprint?
It's not blueprint_to_setup or cursor_stack
It's not blueprint_to_setup or cursor_stack
- Tue Jul 29, 2025 2:14 pm
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 489
Re: How do I open a GUI with the radar?
You are wrapping defines.events.xxx in parentheses, thus providing a table when the on_event function expects a defines.events number or a string of the same name. Remove the {} and it should work. (assuming radars even have gui, i don't remember if they do with energy sources other than burner ...
- Thu Jul 24, 2025 8:29 pm
- Forum: Modding interface requests
- Topic: Beacon interface / Beacons without inventory
- Replies: 4
- Views: 314
Beacon interface / Beacons without inventory
Similar to the Electric Energ Interface, a Beacon Interface would be nice which allows to arbitrarily set the effects runtime without dealing with module items.
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime
- Wed Jul 23, 2025 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.60] Crash when trying to clone rolling stock
- Replies: 5
- Views: 938
Re: [2.0.57] Crash when trying to clone rolling stock
Here are the save file and the mod (Do not sync mods). Just guide the train trough the subway.
- Tue Jul 22, 2025 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 1144
Re: [2.0.60] Crash on certain tick
There are more hints now and the savefile does only contain one mod
47.841 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff60b88e491
ModuleBase: 0x00007ff60b4e0000, ImageSize: 029be000, RelativeAddress: 003ae491
47.841 Error CrashHandler.cpp:509: Access Violation: Read at ...
47.841 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff60b88e491
ModuleBase: 0x00007ff60b4e0000, ImageSize: 029be000, RelativeAddress: 003ae491
47.841 Error CrashHandler.cpp:509: Access Violation: Read at ...
- Tue Jul 22, 2025 9:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 1144
Re: [2.0.60] Crash on certain tick
Interesting, I don't get that error. There is still a noise.lua in my installations data/core.
Don't care the missing mods. The error also occurs when only bztungsten is active. Just load the save without syncing. Luckily the error does not occur because of mods interferring each other.
Without ...
Don't care the missing mods. The error also occurs when only bztungsten is active. Just load the save without syncing. Luckily the error does not occur because of mods interferring each other.
Without ...
- Tue Jul 22, 2025 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 1144
[boskid][2.0.60] Crash on certain tick
I updated a mod to 2.0, and the game crashes on my save when it reaches a certain tick:
44.708 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff752dde491
ModuleBase: 0x00007ff752a30000, ImageSize: 029be000, RelativeAddress: 003ae491
44.708 Error CrashHandler.cpp:509: Access ...
44.708 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff752dde491
ModuleBase: 0x00007ff752a30000, ImageSize: 029be000, RelativeAddress: 003ae491
44.708 Error CrashHandler.cpp:509: Access ...
- Sun Jul 20, 2025 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.60] Crash when trying to clone rolling stock
- Replies: 5
- Views: 938
Re: [2.0.57] Crash when trying to clone rolling stock
Actually I cannot reproduce it outside of my mod.
Creating the carriage via create_entity on the same position works fine, with clone it crashes. But when I output some "breakpoint messages" after this line to a file, it shows that the code runs through the end of the tick loop (variable e is ...
Creating the carriage via create_entity on the same position works fine, with clone it crashes. But when I output some "breakpoint messages" after this line to a file, it shows that the code runs through the end of the tick loop (variable e is ...
- Sun Jul 20, 2025 1:02 pm
- Forum: Modding help
- Topic: Create-entity trigger way to set Owner?
- Replies: 1
- Views: 225
Re: Create-entity trigger way to set Owner?
Alternatively you could use the script trigger and create the entity via script
- Sat Jul 12, 2025 10:33 pm
- Forum: Modding interface requests
- Topic: Flag to order robots throw explosives on minable cliffs
- Replies: 2
- Views: 210
Re: Flag to order robots throw explosives on minable cliffs
Yes. It would be useful for balancing reasonsrobot256 wrote: Sat Jul 12, 2025 4:41 pm Is your actual intention to make a cliff that players can mine but robots cannot?