Search found 470 matches
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- Mon Jan 15, 2018 6:58 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157103
Re: [MOD 0.16] Miniloader
Thank you! Fixed in v1.5.3.Dimava wrote:Error when trying to bluepring road (tiles without buildings)
- 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
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.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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...