Search found 1314 matches
- Mon Jun 23, 2025 6:20 pm
- Forum: Modding help
- Topic: Undo/redo
- Replies: 5
- Views: 808
Re: Undo/redo
If I remember correctly, your question was about how to add an empty item to the undo stack that you could add things to later. The existing API lets you read and modify the undo and redo stacks, but does not let you create entries without invoking an action that emulates a player action that would ...
- Sun Jun 22, 2025 2:01 pm
- Forum: Modding discussion
- Topic: How to get undo to work?
- Replies: 4
- Views: 961
Re: How to get undo to work?
This is a terrible idea...
Just a heads up, starting a post in this manner might set the wrong tone. :)
I don't care if it's terrible. The game doesn't seem to offer a clean way of letting mods undo things. The devs give mod authors the silent treatment. So anything that works is a good idea ...
- Fri Jun 20, 2025 8:15 pm
- Forum: Modding help
- Topic: How to enforce line break in visible text?
- Replies: 2
- Views: 348
Re: How to enforce line break in visible text?
Use the C-style escape sequence "\n" (backslash n)
- Fri Jun 20, 2025 11:49 am
- Forum: Technical Help
- Topic: [2.0.56] Headless Server Fails to Update to 2.0.57
- Replies: 4
- Views: 643
Re: [2.0.56] Headless Server Fails to Update to 2.0.57
Probably because the the 2.0.56 package was malformed and they pulled it from the release channel. You'll have to manually update to 2.0.57 from whatever version you are on now.
- Thu Jun 19, 2025 10:02 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Teleporting car to other surface invalidates reference to non-player driver
- Replies: 2
- Views: 1397
[2.0.55] Teleporting car to other surface invalidates reference to non-player driver
What did you do?
1. Place a non-player character entity inside a car.
2. Store a LuaEntity reference to the non-player character entity.
3. Used a script to teleport the car to another surface.
To replicate, load the attached save and run the following command:
/c game.print("Before teleport ...
1. Place a non-player character entity inside a car.
2. Store a LuaEntity reference to the non-player character entity.
3. Used a script to teleport the car to another surface.
To replicate, load the attached save and run the following command:
/c game.print("Before teleport ...
- Thu Jun 19, 2025 1:36 am
- Forum: Resolved Requests
- Topic: set_driver() and set_passenger() parameters are not optional
- Replies: 1
- Views: 316
set_driver() and set_passenger() parameters are not optional
LuaEntity::set_driver() and LuaEntity::set_passenger() both list the parameter with a "?" at the end, implying that the parameter is optional. However, calling either function with 0 parameters will cause a script error.
You must explicitly write "nil" in the argument list in order to use the ...
You must explicitly write "nil" in the argument list in order to use the ...
- Tue Jun 17, 2025 3:02 am
- Forum: Ideas and Suggestions
- Topic: Mod sync on vanilla saves
- Replies: 6
- Views: 812
Re: Mod sync on vanilla saves
I agree. Even though the most common thing to do after installing a mod is load a save that does not already have the mod in it, you should always be given the options to sync. There should not be special treatment given to saves without *any* mods yet. Especially since Space Age DLC exist as mods ...
- Thu Jun 12, 2025 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
- Replies: 4
- Views: 1904
Re: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
Potentially a duplicate of the very unintuitive behavior you called intentional here: viewtopic.php?p=673916
Edit: Apparently this is a different behavior altogether.
Edit: Apparently this is a different behavior altogether.
- Tue Jun 10, 2025 9:46 pm
- Forum: Modding interface requests
- Topic: on_post_built event, especially for blueprints
- Replies: 4
- Views: 746
Re: on_post_built event, especially for blueprints
Suggestion to solve the original problem:
Check the last_user or the just built entity.
Check the cursor_stack of that player.
If it's not an underground pipe, don't do anything.
That way if they are holding a blueprint, it won't trigger.
Check the last_user or the just built entity.
Check the cursor_stack of that player.
If it's not an underground pipe, don't do anything.
That way if they are holding a blueprint, it won't trigger.
- Tue Jun 10, 2025 3:01 am
- Forum: Modding help
- Topic: [Solved] What will happen to entities when merging two forces?
- Replies: 5
- Views: 678
Re: [Solved] What will happen to entities when merging two forces?
1. It's impossible to delete forces. You can only merge them. You can choose to delete all the entities on the unwanted force before you merge them, or you can allow them to be reassigned.
2. Many mods make hidden forces to achieve certain things. The mod that lets you make overlapping independent ...
2. Many mods make hidden forces to achieve certain things. The mod that lets you make overlapping independent ...
- Tue Jun 10, 2025 2:50 am
- Forum: Modding help
- Topic: [Solved] What will happen to entities when merging two forces?
- Replies: 5
- Views: 678
Re: What will happen to entities when merging two forces?
The force parameter of each entity is changed automatically by the game during the "game.merge_forces" function call. The entities continue to exist and the same LuaEntity references are still valid. You do not have to do anything, except any special logic that you need to run to make your mod work ...
- Tue Jun 10, 2025 1:53 am
- Forum: Modding help
- Topic: [Solved] What will happen to entities when merging two forces?
- Replies: 5
- Views: 678
Re: What will happen to entities when merging two forces?
All the entities in the "source" force should have their force changed to the "destination" force before the source force is deleted.
- Sun Jun 08, 2025 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Please leave those configuration check box always enabled, there is not a single reason to disable them
- Replies: 5
- Views: 1201
Re: Please leave those configuration check box always enabled, there is not a single reason to disable them
+1, but OP I think you put the wrong pictures in the first post? I see several versions of the "trash unrequested" inventory checkbox instead if the R/G circuit wire selector. And change the title to explain what "those" checkboxes are.
- Sun Jun 08, 2025 4:08 am
- Forum: Pending
- Topic: [2.0.55] Desync after minutes
- Replies: 11
- Views: 1828
Re: [2.0.55] Desync after minutes
What do you mean by that ? We both had the problem.
The computer that shows the desync error isn't necessarily the one that is faulty. If your computer has a faulty component, then it will desync when connected to a non-faulty server. But also, if the faulty computer is the server, the non ...
- Sun Jun 08, 2025 1:17 am
- Forum: Ideas and Suggestions
- Topic: Train interrupts should be copiable like logistic groups
- Replies: 1
- Views: 486
- Sat Jun 07, 2025 4:15 pm
- Forum: Pending
- Topic: [2.0.55] Desync after minutes
- Replies: 11
- Views: 1828
Re: Desync after some minutes
Have you tried connecting your brother's computer to his switch? It's possible your computer has an issue.
- Fri Jun 06, 2025 9:57 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 27
- Views: 3828
Re: Need your help to optimize a buffer zone
An even unload is ensured for my examples in the second post. No matter how uneven the unloading is performed. Just one lane, complete block, slow, fast. All the chests will be empty within the same second. No circuit control required. That's because of the balancers at the output.
I tried ...
- Thu Jun 05, 2025 11:15 pm
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 27
- Views: 3828
Re: Need your help to optimize a buffer zone
You can always add a bypass route instead of having the buffer directly in series between input and output.
You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
- Tue Jun 03, 2025 3:54 am
- Forum: Modding help
- Topic: Help from experienced modders to create a hidden lightning rod
- Replies: 2
- Views: 615
Re: Help from experienced modders to create a hidden lightning rod
For a better example of compound entity management, look at how Shortwave Fixed radios work, and how Cargo Ships oil rigs work.
- Sun Jun 01, 2025 11:26 pm
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 1010
Re: [2.0.47] Train schedule is overriden when using blueprint
Nevermind, I think this is not a bug. After some testing I figured that interrupts with the same name override each other as well. I changed name from "Dispatch" to "Dispatch - *W" in my case where * is number of wagons and started to work.
Oh right. Interrupt names are also overridden by what ...