Description
Using deconstruction planner from player's library to deconstruct an area via player.cursor_record.deconstruct_area invocation has no effect.
Reproduction steps
Start a new game, and place some belts and belt ghosts in vicinity of the shipwreck.
Create a deconstruction planner ...
Search found 41 matches
- Fri Oct 25, 2024 1:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.10] LuaRecord.deconstruct_area does not deconstruct ghosts/order entity deconstruction
- Replies: 2
- Views: 1621
- Sun Jun 30, 2024 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.109] "Request from buffer chest" not preserved when changing the force
- Replies: 1
- Views: 2256
[Rseding91] [1.1.109] "Request from buffer chest" not preserved when changing the force
Description
When changing the force of a requester chest entity, Request from buffer chests option is not preserved.
Reproduction steps
Start a new game, enable the cheat mode.
Create a new (friendly) force using the console:
/c player_ally = game.create_force("player.ally")
/c player ...
When changing the force of a requester chest entity, Request from buffer chests option is not preserved.
Reproduction steps
Start a new game, enable the cheat mode.
Create a new (friendly) force using the console:
/c player_ally = game.create_force("player.ally")
/c player ...
- Wed Jun 26, 2024 11:11 am
- Forum: Modding interface requests
- Topic: Button for downloading all missing dependencies
- Replies: 0
- Views: 1338
Button for downloading all missing dependencies
Hello,
Would it be possible to introduce some form of button/functionality to the mods management user interface that would allow player (modpack developer) to download all missing dependencies for the mod(pack) with a single click?
The main use-case for this would be the ability to easily work ...
Would it be possible to introduce some form of button/functionality to the mods management user interface that would allow player (modpack developer) to download all missing dependencies for the mod(pack) with a single click?
The main use-case for this would be the ability to easily work ...
- Thu Oct 26, 2023 10:58 pm
- Forum: Modding help
- Topic: Please Help with multiplayer error message
- Replies: 4
- Views: 2581
Re: Please Help with multiplayer error message
Since I just got hit by this one, maybe I can at least try to shed some light on what I think happens. And in some ways, I am doing something similar where I register event handler for on_nth_tick, but only when required (my mod does some processing of delivered equipment, and if there's nothing ...
- Sat Apr 08, 2023 1:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
- Replies: 3
- Views: 2314
Re: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
This was fixed in 1.1.77 experimental.
Ah, thanks for letting me know - I was browsing through the version history listing and this seemed somewhat related, but never got around to testing with the experimental version (probably should have done that, truth be told - lesson learned fro the ...
- Sat Mar 25, 2023 9:54 pm
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 1942
Re: Spidertron instantaneous acceleration/deceleration
To follow-up on this topic, I ended-up using plain container entities, and recreating them (instead of cloning) if the target entity's surface changes. Cloning is not required since I empty out the container as the first step of processing (basically install the equipment into grid or just spill it ...
- Sat Mar 25, 2023 8:56 pm
- Forum: Minor issues
- Topic: [1.1.76] Button tooltips unreadable when hovering over with named blueprint/blueprint book
- Replies: 0
- Views: 1213
[1.1.76] Button tooltips unreadable when hovering over with named blueprint/blueprint book
Description
When holding a blueprint or blueprint book in a cursor that has a name set on it, and hovering over a button GUI element, it is impossible to read the button tooltip, since the blueprint/blueprint book name is drawn on top of the tooltip.
While in vanilla game this is usually not a ...
When holding a blueprint or blueprint book in a cursor that has a name set on it, and hovering over a button GUI element, it is impossible to read the button tooltip, since the blueprint/blueprint book name is drawn on top of the tooltip.
While in vanilla game this is usually not a ...
- Sat Mar 25, 2023 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
- Replies: 3
- Views: 2314
[1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
Description
GUI elements anchored (attached) to one of the sides (left/right/top/bottom) of game's built-in windows. This is helpful for providing context-dependent buttons to player for some of the operations.
However, when such GUI elements are anchored to the bottom of windows that occupy ...
GUI elements anchored (attached) to one of the sides (left/right/top/bottom) of game's built-in windows. This is helpful for providing context-dependent buttons to player for some of the operations.
However, when such GUI elements are anchored to the bottom of windows that occupy ...
- Tue Mar 14, 2023 12:55 pm
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 1942
Re: Spidertron instantaneous acceleration/deceleration
Ah... I've misread (or skimmed more likely) the error message that I received when trying to teleport the wooden chest. I was passing-in the surface as well, and didn't realise that was the thing preventing the chest from being teleported. Thanks for pointing out that one.
Hm... I'll have to think ...
Hm... I'll have to think ...
- Tue Mar 14, 2023 12:40 am
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 1942
Re: Spidertron instantaneous acceleration/deceleration
Hm... Yeah, looks like it would be difficult to do what I've asked for. It felt like the right thing to do, but it's probably not worth it.
In the meantime I've went ahead and implemented a small prototype where I use a custom car entity (since I need some form of container entity that can teleport ...
In the meantime I've went ahead and implemented a small prototype where I use a custom car entity (since I need some form of container entity that can teleport ...
- Sun Mar 12, 2023 10:29 pm
- Forum: Modding help
- Topic: Spidertron instantaneous acceleration/deceleration
- Replies: 6
- Views: 1942
Spidertron instantaneous acceleration/deceleration
'ello all,
To give some background, I am working on a mod that would allow templating (export/import) of vehicle equipment grids using blueprints. The export part was fairly simple, but import is giving me some headaches. The import code is currently based on using the item request proxies to ...
To give some background, I am working on a mod that would allow templating (export/import) of vehicle equipment grids using blueprints. The export part was fairly simple, but import is giving me some headaches. The import code is currently based on using the item request proxies to ...
- Sun Mar 12, 2023 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.76] on_equipment_inserted not triggered for locomotives with grid when using item request proxy/bots
- Replies: 1
- Views: 1581
[Tobias][1.1.76] on_equipment_inserted not triggered for locomotives with grid when using item request proxy/bots
Description
Locomotives can be customised to have an equipment grid where player can insert supported equipment items. In addition to manual insertion of equipment by player, it is also possible to create an item request proxy entity targeting the locomotive entity that contains one or more ...
Locomotives can be customised to have an equipment grid where player can insert supported equipment items. In addition to manual insertion of equipment by player, it is also possible to create an item request proxy entity targeting the locomotive entity that contains one or more ...
- Sun Mar 12, 2023 6:44 pm
- Forum: Modding interface requests
- Topic: Let item-request-proxy target specific inventory/grid
- Replies: 8
- Views: 10878
Re: Let item-request-proxy target specific inventory/grid
As it turns out, I have faced a similar issue while, ironically, working on a mod that makes it possible to blueprint (export/import) equipment grid layout/configuration for vehicles.
One thing I ended-up doing was having one item request proxy per equipment item (count=1) in order to try to ...
One thing I ended-up doing was having one item request proxy per equipment item (count=1) in order to try to ...
- Mon Feb 13, 2023 12:09 am
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 9336
Re: Export currently held blueprint library object to item
Coming back to this request, I have another use-case for being able to access deconstruction and upgrade planners from game/player library.
The mod ConstructionPlannerContinued (which I maintain) allows players to plan-out parts of the base using blueprints without any entity being built by ...
The mod ConstructionPlannerContinued (which I maintain) allows players to plan-out parts of the base using blueprints without any entity being built by ...
- Fri Feb 10, 2023 9:23 am
- Forum: Modding interface requests
- Topic: Expose affected area and artillery entities for artillery remote
- Replies: 0
- Views: 877
Expose affected area and artillery entities for artillery remote
Hello,
The Advanced Artillery Remotes Continued mod (of which I am the maintainer) provides players with additional artillery remote that can be used to carpet-bomb a wide area of biter nests via single click.
The mod tries to somewhat optimise the number of fired artillery shells by calculating ...
The Advanced Artillery Remotes Continued mod (of which I am the maintainer) provides players with additional artillery remote that can be used to carpet-bomb a wide area of biter nests via single click.
The mod tries to somewhat optimise the number of fired artillery shells by calculating ...
- Sun Oct 16, 2022 7:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.64] Crash when player undoes tile deconstruction orders assigned to different force (via script)
- Replies: 2
- Views: 3357
Re: [Genhis] [1.1.64] Crash when player undoes tile deconstruction orders assigned to different force (via script)
Yikes, I am kinda glad the fix was made, but I kinda was depending on being able to do that in the Construction Planner (Continued) mod in order to try to handle undo history 
- Wed Aug 03, 2022 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.64] Crash when player undoes tile deconstruction orders assigned to different force (via script)
- Replies: 2
- Views: 3357
[Genhis] [1.1.64] Crash when player undoes tile deconstruction orders assigned to different force (via script)
Game crashes when player attempts to undo tile deconstruction orders which has been created for a non-player force, but assigned to the player using a deconstruction planner (via script).
Reproduction steps:
Set-up and load a minimal mod with the following control.lua script:
function ...
Reproduction steps:
Set-up and load a minimal mod with the following control.lua script:
function ...
- Sat Jul 30, 2022 9:06 pm
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 8
- Views: 4787
Re: .neighbours on ghost electric poles
Apologies for possibly hijacking this thread, but I ran into somewhat similar issue, but this time around with the ghost underground belts. If you feel this would be better off discussed in separate thread, please do let me know.
Trying to invoke .neighbours on a pair of "connected" ghost ...
Trying to invoke .neighbours on a pair of "connected" ghost ...
- Sat Jul 09, 2022 3:28 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 9336
Re: Export currently held blueprint library object to item
Instead of opening up a new request, I wanted to chime in on this one with another use case that would benefit from being able to work with blueprints from a library. If this would be better posted separately, please do let me know (but someone has already been kinda redirected to this topic on a ...
- Mon Jul 20, 2020 3:23 pm
- Forum: Not a bug
- Topic: [0.14] player.connected behavior changed. Intended?
- Replies: 6
- Views: 3518
Re: [0.14] player.connected behavior changed. Intended?
Sorry for resurrecting this thread, but I was curious to know if anything has changed compared to the time this was reported (currently using 0.18.36).
I was trying to debug an error related to one of the mods I'm using, and ended-up looking into behaviour of the LuaPlayer::connected property.
I ...
I was trying to debug an error related to one of the mods I'm using, and ended-up looking into behaviour of the LuaPlayer::connected property.
I ...