Search found 30 matches

by Lindor
Wed Oct 02, 2019 10:57 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: How to get a logistic chests items being fetched?


Making blueprints should not affect how the factory works. But that's more of an ugly quirk than a bug if you want to do it like that.

It affects it only for a max of 29 ticks. But i trust your advice more. i'll swap them back.


Please state the nature of the medical emergency obvious reasons ...
by Lindor
Wed Oct 02, 2019 9:41 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug


No. For the purpose of modding the game runs in a single thread. If you stall while counting to 1800 (which will take a few microseconds) the game does not continue. All events terminate in the tick they are raised. All events happen in order. Nothing else happens before your function doesn't ...
by Lindor
Wed Oct 02, 2019 5:12 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug

Btw, *never ever* use "goto" for anything, it's an artifact of old times and will only cause you headaches.

I wanted to trigger the old batch vibes xd The moment i wrote it down i knew you would complain.
I have no clue what you're trying to count there with the repeat loop, but that thing will ...
by Lindor
Wed Oct 02, 2019 4:09 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug

The problem with blueprints is that we can only allow chests in requester mode with it's request slots but theres no way to draw a connection between an entities unit number and it's blueprinted entity.
This is my idea (didn't really test yet):


--check for new created blueprints
function ...
by Lindor
Wed Oct 02, 2019 2:33 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug


I don't see any way to access that in the apidoc for LuaEntity, LuaLogisticCell or LuaLogisticNetwork. So i strongly suspect that it's not currently possible. Not sure if that's a realistic thing to make a request for.

:cry:

So you're saying if a bot is on its way to fetch stuff from a ...
by Lindor
Wed Oct 02, 2019 1:09 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug


Not really sure what you mean by that.
This:
(bottom right)
https://i.imgur.com/qUDbelq.jpg

You can't control the bots, so if fast_replacing a chest causes them to cancel their current "job" there's nothing you can do about it.

Well, i can't control them individually but i can control the ...
by Lindor
Wed Oct 02, 2019 9:50 am
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug

Your tips are so helpful. I implemented each of your suggestions. Hopefully i will be able to spot these things myself one day.


Hopefully i can submit soon.


Seems like i was way too enthusiastic here. Ingame testing showed me some problems that i never thought about. There's still a lot of ...
by Lindor
Tue Oct 01, 2019 4:24 pm
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug

Oh you've done me such a big favor. For three days i've been trying to get this script working now. It looks a little bit messy now but at least it works as intended in singleplayer. I will definitely thank you in the mod description unless you don't want me to.


Why are you filling the first ...
by Lindor
Tue Oct 01, 2019 2:18 am
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

Re: really annoying bug

Hello, thanks a lot, i really hope you or somebody else can help me.
I agree now that this is more of a help topic and i should have posted it there. Can maybe moderator move it there?

I've done some more research and managed to answer some of my questions. I've found that these are actually three ...
by Lindor
Sun Sep 29, 2019 5:43 am
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 5086

[Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)

Hi all :)
There is a really annoying issue for me: everytime i try to save something about entities and then the entity gets destroyed every table and variable referring to that entity gets reset, even globals.

E.g. having a for loop around a table of entities and one of the entities gets destroyed ...

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