Search found 96 matches
- Sun Nov 25, 2018 1:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash removing recipe of removed mod from crafting queue
- Replies: 3
- Views: 1153
[0.16.51] Crash removing recipe of removed mod from crafting queue
Had pipelayer installed. Kept crashing. Removed mod and my buddy loaded game and hosted it. On me re-joining after mod removal, I still had items from the mod in hand craft queue (They displayed as blank squares). On each square, it just quickly hopped it as if nothing was there. Attempted to remove...
- Sat Nov 24, 2018 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Sprite shifting itself after second boot without shift present in proto
- Replies: 10
- Views: 2516
[0.16.51] Sprite shifting itself after second boot without shift present in proto
No shift defined in prototype. As expected, game launches without the shift. -Install mod -Open any map world -Place down some pipes -"Select" the pipes. https://i.imgur.com/xFRcHVL.jpg Reboot once... once ...and it suddenly shifts itself to the center of the grid space. Permanently. (Unti...
- Wed Nov 21, 2018 10:09 pm
- Forum: Implemented mod requests
- Topic: A way to see if a pump is connected to a rail
- Replies: 3
- Views: 1079
Re: A way to see if a pump is connected to a rail
This is what I've got right now. Just does a positional check. Being able to check this property you added will make it more accurate.
- Wed Nov 21, 2018 9:57 pm
- Forum: Implemented mod requests
- Topic: A way to see if a pump is connected to a rail
- Replies: 3
- Views: 1079
Re: A way to see if a pump is connected to a rail
Nice! This is great
- Wed Nov 21, 2018 2:06 am
- Forum: Implemented mod requests
- Topic: Transport line neighbours
- Replies: 8
- Views: 2365
- Mon Nov 19, 2018 5:42 pm
- Forum: Implemented mod requests
- Topic: Transport line neighbours
- Replies: 8
- Views: 2365
Re: Transport line neighbours
Use case:
Imma make this for belts.
Imma make this for belts.
- Mon Nov 19, 2018 5:17 am
- Forum: Implemented mod requests
- Topic: Transport line neighbours
- Replies: 8
- Views: 2365
Transport line neighbours
Request that transport lines has a method to return connected transport line neighbour entities. Very similar to the way the .neighbours would work on a pipe, except it returns any entity that has a transport line that leads to this entity or from this entity. It should account for sideloading (To t...
- Sat Nov 17, 2018 2:28 pm
- Forum: Implemented mod requests
- Topic: A way to see if a pump is connected to a rail
- Replies: 3
- Views: 1079
A way to see if a pump is connected to a rail
I'd just like a way to return if a pump is connected to a rail. Preferably it would return the rail it's connected to. Use case: I count neighbours on fluidboxes for pumps and pipes. I have it so if the fluidboxes don't have at least two neighbours, it's considered an orphan. Problem being that the ...
- Mon Nov 12, 2018 7:17 pm
- Forum: Modding interface requests
- Topic: next_rotation for entities
- Replies: 4
- Views: 1231
Re: next_rotation for entities
It can be handled in a similar manner to the minable.result or placeable_by where it overrides default behavior if present in the prototype.
- Mon Nov 12, 2018 1:10 am
- Forum: Implemented mod requests
- Topic: Bool for disabling random rotation of "ending" property in beam
- Replies: 1
- Views: 733
Bool for disabling random rotation of "ending" property in beam
The ending, and quite likely the start properties in a beam do this random rotation. https://i.imgur.com/FjR0ONR.png https://i.imgur.com/ei7eV9t.png https://i.imgur.com/HxuF6iE.png A boolean under the 'ending' property in the beam prototype to disable this random rotation/translucency would be quite...
- Sat Oct 13, 2018 12:03 am
- Forum: Mods
- Topic: [MOD 0.16] Picker Pipe Tools
- Replies: 3
- Views: 1627
[MOD 0.16] Picker Pipe Tools
PICKER PIPE TOOLS Adds tools focused around ease of use when piping! - Orphan finder - Hover over any belt or underground belt and it will highlight any underground belts nearby that are missing a connection. The same applies with pipes. - Pipe cleaner - Use the selection tool to select a single pi...
- Wed Oct 03, 2018 12:14 am
- Forum: Implemented for 2.0
- Topic: Ability to declare pipe fluidbox neighbors
- Replies: 2
- Views: 1122
Re: Ability to declare pipe fluidbox neighbors
Ok, understood.
- Wed Sep 12, 2018 12:42 pm
- Forum: Implemented for 2.0
- Topic: Ability to declare pipe fluidbox neighbors
- Replies: 2
- Views: 1122
Ability to declare pipe fluidbox neighbors
Some way to be able to declare two pipes as neighbors by whatever side via Index that points at a valid portside. Use case: There are mods that use multiple surfaces actively that would benefit highly from this, such as factorissimo, or other future mods that want to make use of multiple surfaces. B...
- Mon Sep 10, 2018 1:43 am
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 19
- Views: 9944
Re: [MOD 0.16] Advanced Underground Piping v0.16.53
v0.16.53 ---------------------------- --Fixed intermediate products to be gated behind technology properly. --Fixed rotation problem on t3 pipes --Fixed various other random stuff --Added blueprint script! Now you can blueprint this stuff without worrying. You will get flying text notifications for ...
- Sun Sep 09, 2018 4:40 am
- Forum: Won't implement
- Topic: Module events on add/remove.
- Replies: 7
- Views: 2012
Re: Module events on add/remove.
Cheese and rice. Fair enough.
Is module slots a type of "inventory" that other things like a mining drill can even interact with though?
Is module slots a type of "inventory" that other things like a mining drill can even interact with though?
- Sat Sep 08, 2018 7:01 pm
- Forum: Won't implement
- Topic: Module events on add/remove.
- Replies: 7
- Views: 2012
Re: Module events on add/remove.
Bots and players right?
- Sat Sep 08, 2018 5:47 pm
- Forum: Won't implement
- Topic: Module events on add/remove.
- Replies: 7
- Views: 2012
Re: Module events on add/remove.
Could just stick an event call in the code to fire when the module enters the inventory of the structure. I mean I read it but the counterargument to the request could be used for a large number of other events that do similar stuff. More specifically the event fired for equipment grids. Or, just do...
- Sat Sep 08, 2018 12:44 pm
- Forum: Won't implement
- Topic: Module events on add/remove.
- Replies: 7
- Views: 2012
Module events on add/remove.
Fire events on module addition and module removal. Returns entity added to/removed from, module, and player. Use case: Allows for interfacing with modules to create custom effects when adding or removing modules. My particular idea is allowing addition of "features" of modularity to buildi...
- Fri Aug 31, 2018 2:21 am
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 19
- Views: 9944
Re: [MOD 0.16] Advanced Underground Piping v0.16.9
Updated. v0.16.9 ---------------------------- --Fixed icon in underground L entity. --Added T2 pipes. Distance set to 22. --Added second tier research. Requires red and green research (30 units). --Rebalanced all costs. Every underground segment costs a pipe. Previous design was giving away free pip...
- Thu Aug 30, 2018 2:43 am
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 19
- Views: 9944
Re: [MOD 0.16] Advanced Underground Piping v0.16.7
Updated. Changelog: v0.16.8 ---------------------------- --Altered included 4-to-4 pipe to 11 underground depth to match other pipes in pack --Due to multiple requests, and re-assessment of use of these items, flag replaced to "goes-to-quickbar" instead of "goes-to-main-inventory"...