Well if you spent en entire day clearing tables then adding one by hand then you would feel the same way.
I think the loading issue could be resolved in another way, but i am not pretending that it is top priority. Its just something that would be nice.
Search found 17 matches
- Tue Nov 19, 2019 10:21 am
- Forum: Won't implement
- Topic: Remove "Requires at least 1 Prototype"
- Replies: 3
- Views: 1584
- Tue Nov 19, 2019 9:13 am
- Forum: Won't implement
- Topic: Remove "Requires at least 1 Prototype"
- Replies: 3
- Views: 1584
Remove "Requires at least 1 Prototype"
Most if not all tables in data.raw require at least one prototype to be defined.
Which is a huge hassle when trying to minimize the number of unused prototypes and sprites in an total overhaul mod.
It would be a lot less frustrating if you were able to remove this condition.
Which is a huge hassle when trying to minimize the number of unused prototypes and sprites in an total overhaul mod.
It would be a lot less frustrating if you were able to remove this condition.
- Sat Oct 05, 2019 1:50 pm
- Forum: Implemented mod requests
- Topic: Prototype property inserter.capacity
- Replies: 4
- Views: 2064
- Fri Oct 04, 2019 3:44 am
- Forum: Ideas and Suggestions
- Topic: Train names
- Replies: 16
- Views: 9568
Re: Train names
I agree Train Names should be more visible.
-on the mini-map
-on the train overview
-per signal
-in the train ui
-in Alt-mode
Also allow Car names
-on the mini-map
-on the train overview
-per signal
-in the train ui
-in Alt-mode
Also allow Car names
- Sat Sep 21, 2019 8:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.69] Rotating not rotateable Assembler results in offgrid placement
- Replies: 8
- Views: 4576
Re: [0.17.69] Rotating not rotateable Assembler results in offgrid placement
I attached an number of images showing that the assembler is ofset by 0.5 tiles after pressing r before placing. Its collision box is also not rotated.
- Sat Sep 21, 2019 6:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.69] Rotating not rotateable Assembler results in offgrid placement
- Replies: 8
- Views: 4576
[Rseding91] [0.17.69] Rotating not rotateable Assembler results in offgrid placement
To reproduce this: -have an assembler on the cursor -press r for rotate -it now places 0.5 tiles to the side. -Its collision box is not rotated(this part is correctly working) The assembler cant have a pipe connection else it is allowed to rotate normaly The assembler has to have different width to ...
- Wed Sep 04, 2019 1:43 am
- Forum: Implemented mod requests
- Topic: Prototype property inserter.capacity
- Replies: 4
- Views: 2064
Prototype property inserter.capacity
You currently can not set a base capacity for inserters. You can increase the capacity of inserters by researching "Inserter capacity bonus", but this bonus is equaly applied. You can not have have different versions of stack-inserters in regards to their stack size ability. The easy solut...
- Sun Aug 11, 2019 2:49 am
- Forum: Not a bug
- Topic: [0.17.64] force.add_chart_tag not working at the start
- Replies: 1
- Views: 960
[0.17.64] force.add_chart_tag not working at the start
i am using force.add_chart_tag in an on_chunk_generated event. And the tags i place before the game has rendered the first frame arent visible/not existant. The tags which are placed later by on_chunk are visible. I placed some log() and they tell me that the code is being executed like it is suppos...
- Sat Aug 10, 2019 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.63] map-gen-preset with order higher then default
- Replies: 4
- Views: 1854
Re: [Rseding91] [0.17.63] map-gen-preset with order higher then default
Thanks we appreciate it
- Fri Aug 09, 2019 1:31 am
- Forum: Won't implement
- Topic: Add option to surface.get_connected_tiles(position, tiles)
- Replies: 0
- Views: 820
Add option to surface.get_connected_tiles(position, tiles)
surface.get_connected_tiles(position, tiles) position :: Position: The tile position to start at. tiles :: array of string: The tiles to search for. new option : collision_mask (instead of tiles) Edit: new option : radius (only consider tiles within the radius of given position) Edit: new option : a...
- Thu Aug 08, 2019 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.63] map-gen-preset with order higher then default
- Replies: 4
- Views: 1854
[Rseding91] [0.17.63] map-gen-preset with order higher then default
So i made my own map-gen-preset and since i cant declare it as default (because it then can not have other properties) i did the following. I gave the default order="b" and my own order="a". The result is that it is indeed selected from the start but none of its values are actual...
- Fri Aug 02, 2019 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.60] Fast replacing assemblers with different fixed recipe
- Replies: 1
- Views: 2285
[Rseding] [0.17.60] Fast replacing assemblers with different fixed recipe
[0.17.60] Fast replacing assemblers with different fixed recipe will leave the new assembler with the incorrect recipe. If the new assembler has the same crafting_categories then it will have the same recipe which the previous assembler has. If not then the assembler has no recipe set. If you decide...
- Wed Jul 24, 2019 10:03 pm
- Forum: Modding interface requests
- Topic: Make maximum_wire_distance optional when placing wire in script
- Replies: 6
- Views: 1972
Re: Make maximum_wire_distance optional when placing wire in script
Thank you i was not aware of that. If my proposal goes nowhere then i will do that
edit: "Surface teleport can only be done for players at the moment."
edit2:Yes , it works when you leave out the surface
edit: "Surface teleport can only be done for players at the moment."
edit2:Yes , it works when you leave out the surface
- Wed Jul 24, 2019 9:56 pm
- Forum: Modding interface requests
- Topic: Make maximum_wire_distance optional when placing wire in script
- Replies: 6
- Views: 1972
Make maximum_wire_distance optional when placing wire in script
"maximum_wire_distance" currently has a limit of 64 which is fine most of the time.
But sometimes you want to connect entities far beyond the normal ranges.
I propose a change to LuaEntity.connect_neighbour(target).
Add the optional parameter bool::ignore_maximum_wire_distance
But sometimes you want to connect entities far beyond the normal ranges.
I propose a change to LuaEntity.connect_neighbour(target).
Add the optional parameter bool::ignore_maximum_wire_distance
- Sun Jul 14, 2019 12:57 pm
- Forum: Modding help
- Topic: [0.17.56]Sprite ignores "extra-high-no-scale"
- Replies: 2
- Views: 1213
Re: [0.17.56]Sprite ignores "extra-high-no-scale"
Thank you for your time. I was able to fix with your advice
- Sun Jul 14, 2019 12:30 am
- Forum: Modding help
- Topic: [0.17.56]Sprite ignores "extra-high-no-scale"
- Replies: 2
- Views: 1213
[0.17.56]Sprite ignores "extra-high-no-scale"
I have a "burned_brick_icon.png" with the dimensions 64x64 and display it in my GUI. But in the atlas it only has 44x48 pixels and displays with artefacts of other sprites. { type = "sprite", name = "burned_brick_icon", filename = "__Annotorio__/graphics/icons/burn...
- Wed Jul 10, 2019 1:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.55] fixed_recipe does not prevent the player from changing the recipe
- Replies: 1
- Views: 2430
[Rseding91] [0.17.55] fixed_recipe does not prevent the player from changing the recipe
With shift+right-click and shift+left-click it is possible to change the recipe of assemblers that have a fixed_recipe set.