Search found 96 matches
- 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?
- 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.
- Wed Jul 17, 2019 10:35 pm
- Forum: Modding interface requests
- Topic: [0.17.x] Allow to hide the fluid icon on the fluid connections
- Replies: 1
- Views: 601
Re: [0.17.x] Allow to hide the fluid icon on the fluid connections
I'm looking into this.
- 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.
- 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"
- 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...
- 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.
putting in "expires=false" removed the CTD
Putting "grass-1" as the inner_name causes a CTD even with expires false present.
- 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:
4.) Profit.
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})
- 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.
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- Wed Mar 20, 2019 9:33 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
Oh that's awesome! Hopefully this is it!
- 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.
- 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.
Rotating the above pipe shown in the image causes an instant process termination to desktop without bug report.
Rotating the above pipe shown in the image causes an instant process termination to desktop without bug report.
- 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.
- 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: