Search found 96 matches

by Staplergun
Sat Jul 20, 2019 5:12 am
Forum: Modding interface requests
Topic: heat interface .. set power?
Replies: 18
Views: 4425

Re: heat interface .. set power?

Is this not literally what the heat interface entity does?
by Staplergun
Fri Jul 19, 2019 3:21 pm
Forum: Won't fix.
Topic: [Dominik] [0.17.28] [Modding] Assembling Machine Fluidbox Discrepancies
Replies: 4
Views: 1675

Re: [Dominik] [0.17.28] [Modding] Assembling Machine Fluidbox Discrepancies

I have submitted a PR for the arrows drawing two way properly.
by Staplergun
Fri Jul 12, 2019 2:00 pm
Forum: Mods
Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
Replies: 19
Views: 10116

Re: [MOD 0.16] Advanced Underground Piping v0.16.53

Apologies. I had messed up the prototypes. The latest version is fixed.
by Staplergun
Sat Jun 22, 2019 2:06 am
Forum: Ideas and Requests For Mods
Topic: High pressure flame thrower turret
Replies: 1
Views: 655

Re: High pressure flame thrower turret

Yeah just set the base_level to 1 and make it so fluid can't flow in normally. Boom "high-pressure-flamethrower"
by Staplergun
Sat Jun 22, 2019 1:58 am
Forum: Implemented mod requests
Topic: New gui elements for use
Replies: 12
Views: 3627

New gui elements for use

I'm looking at some of the built in gui elements and I'm curious if we could get some new styles or elements available to us: Horizontal or vertical dividers (ie: agui::HorizontalLine/VerticalLine) Fillers available as an element (vertical and horizontal) Tabbed frames (agui::TabbedFrames) Sliders w...
by Staplergun
Tue Jun 18, 2019 3:54 am
Forum: Resolved Problems and Bugs
Topic: [0.17.50] Crash on console command to place tile-ghost
Replies: 2
Views: 2000

Re: [0.17.50] Crash on console command to place tile-ghost

Upon some testing:

putting in "expires=false" removed the CTD
Putting "grass-1" as the inner_name causes a CTD even with expires false present.
by Staplergun
Tue Jun 18, 2019 2:40 am
Forum: Resolved Problems and Bugs
Topic: [0.17.50] Crash on console command to place tile-ghost
Replies: 2
Views: 2000

[0.17.50] Crash on console command to place tile-ghost

1.) Load the saved file.

2.) Move god-controller character to an empty area in the lab-tile zone.

3.) Run:

Code: Select all

game.player.surface.create_entity({name="tile-ghost",inner_name="landfill",position=game.player.position})
4.) Profit.
by Staplergun
Mon Jun 17, 2019 9:09 pm
Forum: Implemented mod requests
Topic: Belt neighbours
Replies: 4
Views: 2236

Re: Belt neighbours

Darkfrei I placed your additional piece about loaders into the main request.
by Staplergun
Sun Jun 16, 2019 7:27 pm
Forum: Implemented mod requests
Topic: Belt neighbours
Replies: 4
Views: 2236

Belt neighbours

Neighbours method for all four types of transport belts splitters transport-belt belt-to-ground loaders It needs to perform input/output validation, and for splitters self check validation (so it doesn't return itself as a neighbour). What I mean by this: Check if the current entity can actually out...
by Staplergun
Thu Jun 13, 2019 12:35 am
Forum: Modding interface requests
Topic: Flag to ignore doubled placement of pipe to ground
Replies: 2
Views: 975

Re: Flag to ignore doubled placement of pipe to ground

I'm back! So, a boolean type flag that would be added to the prototype in some way to disable the automatic flipping behavior would, in theory, prevent this doubled placement: https://i.imgur.com/o15I4tJ.png Considering the game does recognize custom distances for underground pipes when clicking and...
by Staplergun
Mon Mar 25, 2019 4:12 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
Replies: 13
Views: 7286

Re: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event

I have to delete the old one after the fact to port fluid and be able to pass certain information for the purpose of other scripts interacting, though I may be able to work around that for sure. I'll definitely look into doing it. Also I'm sorry I was mistaken. It wasn't working in earlier versions ...
by Staplergun
Mon Mar 25, 2019 2:03 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
Replies: 13
Views: 7286

Re: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event

The issue isn't on my end. This exact script worked just fine in 0.16 and earlier versions of 0.17. The fact that the connections aren't made until I rotate the pipe, or save and reload the file, shows that it is something that isn't working right underneath. Pipe to ground is used because it has a ...
by Staplergun
Sun Mar 24, 2019 9:09 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
Replies: 13
Views: 7286

Re: [MODDED][0.17.17] Fluid boxes not updating connections after create entity script event

The intended behavior if the pipe changing and why it's not working is: When placing pipes, it checks to see if the pipe it's being placed next to has two neighbors, as long as one of the neighbors is not the previously placed pipe. The script replaces the pipe with a different entity (pipe to groun...
by Staplergun
Sun Mar 24, 2019 2:03 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
Replies: 13
Views: 7286

[Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event

It seems that fluid boxes don't update when placed via a script in certain situations during runtime. Saving and loading does cause a proper connection. Old behavior: https://gfycat.com/ImprobableInfatuatedAmurratsnake New Behavior: https://gfycat.com/niftydiligentangelfish After rotating them: http...
by Staplergun
Fri Mar 15, 2019 12:51 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash on rotate again with underground pipes
Replies: 11
Views: 4613

Re: [Dominik][0.17.12][Mod] Crash on rotate again with underground pipes

It destroys the old entity and replaces it with a new entity. Oddly enough when that happens, then game doesn't crash in certain cases where you'd expect it to.
by Staplergun
Fri Mar 15, 2019 2:18 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
Replies: 11
Views: 3371

Re: [0.17.12] Crash after pipe-to-ground fast replace/regular place

Fast replacing the original pipe (1-to-2) with the pipe (1-to-3) without the pipe on the right does not crash.

Image

Rotating the above pipe shown in the image causes an instant process termination to desktop without bug report.
by Staplergun
Fri Mar 15, 2019 2:17 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
Replies: 11
Views: 3371

Re: [0.17.12] Crash after pipe-to-ground fast replace/regular place

Removing the pipe on the right, then placing the pipe on the left, then the pipe on the right allows it to work without crashing.

Image
by Staplergun
Fri Mar 15, 2019 2:14 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.12][Mod] Crash after pipe-to-ground fast replace/regular place
Replies: 11
Views: 3371

Re: [0.17.12] Crash after pipe-to-ground fast replace

Game also crashes if you freshly place the pipe without the other one under it:

Image

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