Search found 470 matches

by Therax
Thu Jan 18, 2018 9:11 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

Found another problem in the latest version, Upgrade builder damages the entities, they disappear and only a part of the graphics remains that is not selectable: I have also tested with no mods, except miniloader and "upgrade builder and planner" and it still does that. This was tricky, b...
by Therax
Thu Jan 18, 2018 7:47 pm
Forum: Modding help
Topic: Unable to deconstruct entity that lacks a paired item
Replies: 14
Views: 4605

Re: Unable to deconstruct entity that lacks a paired item

The entity just has to be mineable. What entity type are you using? Entity type is "loader". I was able to get it to work by adding "player-creation" to the entity's flags. Is there documentation somewhere on what all the different flags mean? Some of them are relatively clear f...
by Therax
Thu Jan 18, 2018 8:56 am
Forum: Modding help
Topic: Unable to deconstruct entity that lacks a paired item
Replies: 14
Views: 4605

Re: Unable to deconstruct entity that lacks a paired item

I've changed it for the next version of 0.16 so an entity that's mineable but doesn't have an item-to-place can still be deconstructed. I must still be missing something. I have an entity that has no item-to-place, but is minable entity.minable = { mining_time = 1, count = 1, result = "raw-woo...
by Therax
Thu Jan 18, 2018 7:14 am
Forum: Mod portal Discussion
Topic: [Issue]modzip upload error: 'newfilename' is not defined
Replies: 5
Views: 2671

Re: [Issue]modzip upload error: 'newfilename' is not defined

Same here. Hoping this can be addressed soon.
by Therax
Thu Jan 18, 2018 7:10 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

edit - it seems to happen every time one use shift-click with a blueprint in order to get a BP of a single item. Just tested this with concrete and a random inserter. Just as BHakluyt we are having a lot of problems with blueprints crashing the game. I had a couple crashes with 1.5.3 also, in bluep...
by Therax
Tue Jan 16, 2018 9:48 pm
Forum: Not a bug
Topic: [0.16.16] LuaPlayer::blueprint_to_setup invalid
Replies: 2
Views: 1051

Re: [0.16.16] LuaPlayer::blueprint_to_setup invalid

Got it, and confirmed that when holding SHIFT, game.players[event.player_index].cursor_stack.get_blueprint_entities() is accessible. Perhaps a documentation update is in order? When SHIFT is not held, on_player_setup_blueprint is raised before the blueprint in the cursor is actually setup, but durin...
by Therax
Tue Jan 16, 2018 9:26 pm
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2806

Re: Non-square non-1x1 inserter giving constant error

Maybe you can glean some insight from this: bool InserterPrototype::isPickupDropoffPositionValid(Vector checkVector) { double intPart; float intPartFloat; checkVector.dx = modff(modf(modf(checkVector.dx, &intPart) + double(1.0), &intPart), &intPartFloat); checkVector.dy = modff(modf(mod...
by Therax
Tue Jan 16, 2018 9:14 pm
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2806

Re: Non-square non-1x1 inserter giving constant error

@Therax: Do you have any "proof"/anectodes that that "conceptual" center of entities is relevant to vectors? I assumed that entities are always "centered" on 0,0 of their own collision box and thus the vectors should be based on that and not on if the game places them ...
by Therax
Tue Jan 16, 2018 8:16 pm
Forum: Modding help
Topic: Non-square non-1x1 inserter giving constant error
Replies: 12
Views: 2806

Re: Non-square non-1x1 inserter giving constant error

However, among the values I tried were ones that should meet that criterion, like {0, -1.6} or {0, -2} for an entity of collision box {{-2.9, -1.4}, {2.9, 1.4}}. Insert positions must not be on tile boundaries, i.e. having final coordinates that are integers or close to integers. (I've found >=0.2 ...
by Therax
Tue Jan 16, 2018 7:39 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

Placed probably by bots (Nanobots) and yes, they might be migrated from previous version. This hasn't happened again though, only that time in that save, so maybe you have fixed it by accident :) Ah, this would have been the same Nanobots-related bug I tracked down in pleauser's save. The miniloade...
by Therax
Tue Jan 16, 2018 7:37 pm
Forum: Not a bug
Topic: [0.16.16] LuaPlayer::blueprint_to_setup invalid
Replies: 2
Views: 1051

[0.16.16] LuaPlayer::blueprint_to_setup invalid

When an area is selected with a blank blueprint while holding SHIFT to suppress display of the editing window, during the on_player_setup_blueprint event LuaPlayer::blueprint_to_setup is an invalid ItemStack. The on_player_configured_blueprint event is also never fired, in sum giving mods no opportu...
by Therax
Mon Jan 15, 2018 6:58 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

Dimava wrote:Error when trying to bluepring road (tiles without buildings)
Thank you! Fixed in v1.5.3.
by Therax
Mon Jan 15, 2018 6:38 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64293

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Nexela wrote:Aside from the ignore list miniloaders should be able to use the moved event data to destroy and recreate the miniloaders at the new position.
A very good point! I must be very tired today because that didn't occur to me despite doing this exact thing in prior iterations of my mod. :lol:
by Therax
Mon Jan 15, 2018 6:35 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

Nanobots raises the on_built_entity event instead of the on_robot_built_entity. Since this is the event for a player building something, and it's normally impossible for a player to build an entity that is already connected to a circuit network or with circuit conditions set This was a toss up at t...
by Therax
Mon Jan 15, 2018 6:01 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

very cool. I was concerned it might be nanobots.. but haven't dug into the whole bobs-robots thing yet :-p All your reported issues around blueprints should be resolved in 1.5.2. Let me know if you find more! I can somehow understand automation 2, but all the other tech and even science2 packs? All...
by Therax
Mon Jan 15, 2018 5:37 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64293

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Would you consider adding a remote interface to allow mods to opt-out from the dolly functionality? For miniloaders, which are multiple entities, one of the inserters is the selectable entity, so it can be circuit connected. The inserter can be teleported, and so PickerExtended does, but the belt co...
by Therax
Mon Jan 15, 2018 12:06 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

the pasted version to my right, if you click on the loaders above the warehouse that are clearly green wired, you cannot access the circuit network properties without manually replacing and wiring them. In fact they aren't really connected. Thank you for the save. This problem is a bad interaction ...
by Therax
Sun Jan 14, 2018 10:30 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

1) When updating to 0.15, I did not receive the filter-version recipes for loader technologies I had already researched. i.e. I had yellow and read miniloaders, but did not get the filter recipe for them when migrating. Now fixed in v1.5.1. Here ya go. link is to a onedrive folder containing 2 3 fi...
by Therax
Sun Jan 14, 2018 7:51 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

1) When updating to 0.15, I did not receive the filter-version recipes for loader technologies I had already researched. i.e. I had yellow and read miniloaders, but did not get the filter recipe for them when migrating. I knew I forgot something important! 2) I know you've already tweaked the mater...
by Therax
Sat Jan 13, 2018 7:05 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157103

Re: [MOD 0.16] Miniloader

Hi, are these mini loaders really inserters? Why not just resize the loaders? It's sad that we must choose for with or without filter and can not have both variations. The original reason for this mod was for a UPS-friendly way to load/unload trains from belts, which loaders cannot do. Loaders are ...

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