Search found 1285 matches

by sparr
Wed Mar 01, 2023 3:05 pm
Forum: Not a bug
Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
Replies: 2
Views: 796

Re: [1.1.53] Off-center collision box allows rotation into colliding orientation

Can we get that expectation/constraint mentioned in the prototype docs?
by sparr
Sun Jan 22, 2023 6:45 am
Forum: Ideas and Suggestions
Topic: Automatically split rail blocks when rails are too close together to insert signals
Replies: 8
Views: 462

Automatically split rail blocks when rails are too close together to insert signals

In a reddit thread about using a simple circuit to create priority merges, the topic shifted to dense rail layouts, particularly where crossing rails are too close together to insert a signal. Someone pointed out that the game Sweet Transit has a novel solution to this. Their rail network implementa...
by sparr
Mon Jan 02, 2023 9:32 am
Forum: Modding interface requests
Topic: Mining drill real output slot
Replies: 6
Views: 789

Re: Mining drill real output slot

I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing. That might help with robot256' use case, but it doesn't address mine. I need to detect the ore s...
by sparr
Wed Nov 30, 2022 3:02 pm
Forum: Ideas and Suggestions
Topic: Fast entity transfer/split also works for items linked on toolbar
Replies: 7
Views: 640

Re: Fast entity transfer/split also works for items linked on toolbar

I have wanted this behavior in the past.

I also want "Q" when hovering the hotbar to put the item on the cursor.
by sparr
Wed Nov 30, 2022 3:01 pm
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 712

Re: Occasionally not detecting full fluid wagon

If there's any fluid at all in the storage tank, which the alt mode icon suggests there is, then the pump should be able to put the last unit(s) of fluid into the fluid wagon. If you have a save showing this situation, I recommend posting it as a bug report.
by sparr
Tue Oct 18, 2022 4:19 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 206
Views: 80369

Re: 3 and 4 way intersections

4lane BufferedSuperCompact

For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
by sparr
Fri Oct 14, 2022 4:57 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 206
Views: 80369

Re: 3 and 4 way intersections

it doesn't fit the forum as all intersections on here allow every lane to go in every direction. I, too, was shocked to discover that this is not true. It comes up occasionally on Discord. Apparently a lot of folks have been contributing intersections without that trait for a while now, and the yea...
by sparr
Wed Sep 07, 2022 4:19 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 502

Re: Allow settings that present multiple input fields based on prototypes and other data

The part that would be truly confusing to users is caused by allowing those settings to be used in earlier data stages after a restart. What if data.lua makes steel chest with 48 slots and settings-dynamic adds a setting claiming steel chest has 100 slots? It's hard to know how to respond when you'...
by sparr
Tue Sep 06, 2022 8:37 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 502

Re: Allow settings that present multiple input fields based on prototypes and other data

It sounds like you simply want one int setting for every (not blacklisted) container. You can simply do that with a loop. No, you can't. You don't have access to data (where the container list exists) during the settings stage, and you can't create settings during the data stage. Making it possible...
by sparr
Tue Sep 06, 2022 7:47 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 502

Allow settings that present multiple input fields based on prototypes and other data

About once a week I see someone on the Discord in #mod-making asking how to make a dynamic group of settings based on some game data, such as one setting for each turret or tile. Sadly we have to shoot them down every time, and a few folks end up implementing something like a string setting with a d...
by sparr
Mon Sep 05, 2022 2:59 pm
Forum: Won't fix.
Topic: [1.1.68] Unknown item sprite displays poorly in alt mode
Replies: 1
Views: 440

[1.1.68] Unknown item sprite displays poorly in alt mode

The sprite for unknown-item is a black question mark. This looks fine in the GUI where it will be backed by a crisp grey square. It looks terrible in Alt mode where it will appear on top of an entity with a black gradient surrounding it. A white outline is one potential way to resolve this.
by sparr
Mon Sep 05, 2022 1:12 pm
Forum: Ideas and Suggestions
Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
Replies: 3
Views: 337

Draw rail blocks and power/circuit wires on top of debug tile grid

I often enable the debug tile grid when developing blueprints. A minor annoyance which occasionally leads to mistakes is that both the colored lines for rail blocks and the red/gold/green lines for power and circuit wires can be completely hidden by the grid when they line up, which is often the cas...
by sparr
Wed Aug 31, 2022 4:12 pm
Forum: Fixed for 1.2
Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
Replies: 1
Views: 456

[1.1.68] Current signal not preserved in some signal selection dialogs

When selecting a signal, such as for a filter or combinator, the currently/previously/already selected signal should be highlighted, and pressing E or clicking Set should preserve that selection. This is the case in approximately half of places, and I refer to it below as "works". In the o...
by sparr
Mon Aug 29, 2022 7:13 pm
Forum: Modding interface requests
Topic: Mod flag to trigger mod sync dialog on load of save without the mod
Replies: 0
Views: 219

Mod flag to trigger mod sync dialog on load of save without the mod

If I try to load a save that used a mod that I don't have loaded, I'll get prompted to sync mods. That sync dialog will also include disabling mods I have loaded that weren't loaded when the save was created. However, if I have some new mods loaded and load a save without them, that goes through sil...
by sparr
Wed Aug 24, 2022 3:17 pm
Forum: Modding interface requests
Topic: function to set dawn/dusk/morning/evening all at once
Replies: 5
Views: 857

Re: function to set dawn/dusk/morning/evening all at once

As I consider rewriting my mod that changes day/night length over time, I'd really appreciate having this functionality instead of having to work around edge cases.
by sparr
Tue Aug 09, 2022 2:30 pm
Forum: Not a bug
Topic: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
Replies: 1
Views: 354

[1.1.65] Changing rocket silo position doesn't move launching rocket sprite

If you move a rocket silo (with console commands or mods) while the rocket launch animation is playing, the rocket doesn't move with the silo. Also, for some moves (e.g. moving the silo to the right) the overlap/mask of the sprites glitches and part of the rocket is obscured by part of the silo. Scr...
by sparr
Sun Aug 07, 2022 4:02 pm
Forum: Modding interface requests
Topic: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
Replies: 0
Views: 247

Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size

In the GUI I can check "Snap to grid" on a blueprint and the width/height will be calculated automatically while the positions of the entities within the blueprint are shifted to put a corner of the blueprint at the origin. I'd like a way to trigger one or both of these behaviors (or at le...
by sparr
Sat Aug 06, 2022 3:54 am
Forum: Ideas and Suggestions
Topic: Randomize biter spawn location
Replies: 5
Views: 570

Re: Randomize biter spawn location

The exploit is that you can stand northwest of a spawner while shooting it, and be guaranteed to be shooting the biter that spawns and comes at you every time. Or southeast and be sure the biter will have to run around the spawner, giving you more of a head start. And you always know which spawners ...
by sparr
Thu Aug 04, 2022 3:50 pm
Forum: Ideas and Suggestions
Topic: Randomize biter spawn location
Replies: 5
Views: 570

Randomize biter spawn location

Biters always spawn at the northwest corner of the spawner. This feels too predictable and exploitable. It would be nice if they would spawn randomly around the edge of the spawner.

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