Search found 470 matches
- Sun Aug 16, 2020 3:33 pm
- Forum: Assigned
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 18
- Views: 8524
[raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
Observed behavior: 1. Add event handler for on_player_setup_blueprint. 2. Create a blueprint of an entity. 3. In the event handler, observe the following: player.blueprint_to_setup.valid_for_read is true player.cursor_stack.valid_for_read is false player.blueprint_to_setup.is_blueprint is true playe...
- Fri Aug 14, 2020 5:27 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 103900
Re: Friday Facts #360 - 1.0 is here!
Congratulations to the whole team at this fantastic achievement. This has been my āforeverā game since I bought it in the 0.10 timeframe. So many amazing milestones (rocket silo, multiplayer, Steam release, and so many more!) and experiences, and many more yet to come now that itās officially out in...
- Tue Aug 11, 2020 7:53 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104658
Re: Friday Facts #359 - Crash site: The beginning
Original lore minded, I have VERY BAD feelings lore wise with the ship that crashed looking like such a one-man-one-use-only ship look. Shouldn't the guy with such wizardly engineering skills come from a civilization of some kind??? I prefer to think of the ship as an escape pod/lifeboat of some so...
- Fri Aug 07, 2020 3:33 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104658
Re: Friday Facts #359 - Crash site: The beginning
I'm looking forward to the new emergency break features. Complete with sparks and high-pitched squeaking. No. You can not un-announce it now :p. Also the hover-shoes research looks interesting too. The emergency brakes is actually concealed rocket boosters that are automatically activated when a pl...
- Fri Aug 07, 2020 3:32 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104658
Re: Friday Facts #359 - Crash site: The beginning
Really, really like the re-revised mining drill graphics. One thing that I immediately noticed was the chute that feeds the ore from the rails to the output roller. I thought "that's a lovely detail." Only then did I realize that it was there in the previous design, because it was so obscu...
- Mon Jun 08, 2020 6:48 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293255
Re: [MOD 0.18] Xander Mod v3.4.3
Edit: It seems work if I put a pump directly on the input and force feed the acid. Is that how it's supposed to work? There are some fluidbox errors. Input fluid boxes should have base_level = -1, and output fluid boxes should have base_level=1. Some of the input fluidboxes have the wrong base_leve...
- Thu Jun 04, 2020 2:31 am
- Forum: Won't fix.
- Topic: [0.18.30] hard freeze with spill_item_stack in ungenerated map area
- Replies: 1
- Views: 737
[0.18.30] hard freeze with spill_item_stack in ungenerated map area
Discovered by creating a new surface: /c game.create_surface("test").spill_item_stack({0,0}, {name="iron-plate", count=1}) but also reproducible on nauvis by pointing to an area of the map yet to be generated: /c game.surfaces[1].spill_item_stack({500000,500000},{name="iron-...
- Wed Jun 03, 2020 6:27 pm
- Forum: Modding interface requests
- Topic: fluid-wagon, user defined connection points
- Replies: 8
- Views: 3470
Re: fluid-wagon, user defined connection points
This is kind of implemented in 0.18.30. FluidWagon prototype will have tank_count with allowed values of 1,2 or 3 and default value of 3. No mods should be broken. Tank connection points will have spacing of 2 as always and set of connectors will be centered. This name initially made me think that ...
- Tue May 26, 2020 1:58 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293255
Re: [MOD 0.18] Xander Mod v3.4.3
Pretty sure he means āaxles.ā I quite liked the variety of mechanical intermediates in XM2, without the sheer number of them that are in something like Industrial Revolution, and Iām sad to hear that theyāre gone now (?). It felt good that even the simplest machines required multiple metals, some in...
- Sun May 24, 2020 4:02 am
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 7919
Re: Re-opened: breaking change/fix: script.raise_event rework
There are multiple ways to create or edit a blueprint through script that don't have any event logic associated. Adding it for one and not the rest doesn't make sense to me. Additionally I have no plans to add events for all the ways it can be done so there's no point in adding it for any of them. ...
- Fri May 22, 2020 8:05 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 7919
Re: Re-opened: breaking change/fix: script.raise_event rework
I recently received a bug report where another mod is using create_blueprint(), and this was bypassing my mod's on_player_setup_blueprint handling. My proposed fix was for the other mod to raise the event manually, but since this approach will no longer be accessible, it makes it more important that...
- Sat May 16, 2020 6:32 pm
- Forum: Modding interface requests
- Topic: Add raise_event to LuaItemStack::create_blueprint
- Replies: 0
- Views: 618
Add raise_event to LuaItemStack::create_blueprint
Some mods rely on on_player_setup_blueprint to perform fixup tasks on blueprints containing modded entities. If a mod creates a blueprint via script, the event is not raised and has to be raised manually by the mod creating the blueprint to get parity with the normal in-game action. Request: add 2 a...
- Fri May 15, 2020 5:43 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 102843
Re: [MOD 0.16] Bulk Rail Loaders
Is it possible for BRLs to respect slot limiting when blueprinting? Trying to limit the massive inventories to a single rail car worth, but it doesn't seem to save in blueprints Yes, itās possible. Itās even been on my todo list for a while, but just havenāt gotten around to it. Iāll have another l...
- Thu May 14, 2020 10:59 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 293255
Re: Upcoming update
Essentially, I could hard-code change them on only my computer, but I can't write a mod file that will change them. I would appreciate if anyone who is familiar with this part of the code could offer some help. There are remote.call interfaces declared in the free play scenario explicitly to contro...
- Fri May 08, 2020 2:16 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 20303
- Tue Mar 03, 2020 6:12 pm
- Forum: Modding interface requests
- Topic: Prototype property to restrict inserters to pick up from a single lane
- Replies: 5
- Views: 2556
Re: Prototype property to restrict inserters to pick up from a single lane
Additional use case here: Iād like Beltlayer to be able to preserve which item is in which lane, but currently there isnāt a way to guarantee to pick up items from just one side of a belt without using expensive scripting, so I canāt know which lane an item came from to be able to restore it to the ...
- Sat Feb 29, 2020 8:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.9] LuaEntity::splitter_filter doesn't accept LuaItemPrototype
- Replies: 1
- Views: 1697
[0.18.9] LuaEntity::splitter_filter doesn't accept LuaItemPrototype
The documentation for LuaEntity::splitter_filter indicates it's a read-write of LuaItemPrototype. Reading from this property does correctly return a LuaItemPrototype, but attempting to write one gives "string expected, got table". Writing with the name of the item prototype works correctly...
- Sat Feb 29, 2020 7:30 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 155850
Re: [MOD 0.16] Miniloader
Just updated this to the 1.10 version and it breaks when bobs logistics is also enabled. This should be fixed in v1.10.2. It only happened when the Bob's Logistics option for Overhauled Transport Belts was turned off. Then I tried to load the game all mods disabled and only enabled the miniloader m...
- Tue Feb 25, 2020 3:18 am
- Forum: Tools
- Topic: Extract current server player count
- Replies: 2
- Views: 2920
Re: Extract current server player count
Do you run your server with RCON enabled? If so it's as simple as sending the "/players online count" command via the RCON interface.
- Sun Feb 23, 2020 7:07 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 155850
Re: [MOD 0.16] Miniloader
Attached is the savefile. To your right is a miniloader that is not properly rotated. When hovering over it and pressing R to rotate it, the game crashes with the message above. Thanks for the report! This was caused by a mistake on my part allowing the Mining Drones to mine part (and only part) of...