Search found 1314 matches

by robot256
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 ...
by robot256
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 ...
by robot256
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)
by robot256
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.
by robot256
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 ...
by robot256
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 ...
by robot256
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 ...
by robot256
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.
by robot256
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.
by robot256
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 ...
by robot256
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 ...
by robot256
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.
by robot256
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.
by robot256
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 ...
by robot256
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.
by robot256
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 ...
by robot256
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 ...
by robot256
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.
by robot256
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 ...

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