incompatible with personal teleporter mod and others

Adds new train stops forming a highly configurable logistic network.

Moderator: Optera

User avatar
ownlyme
Filter Inserter
Filter Inserter
Posts: 444
Joined: Thu Dec 21, 2017 8:02 am
Contact:

incompatible with personal teleporter mod and others

Post by ownlyme »

in control.lua, line 764, in the function script.on_event(defines.events.on_entity_renamed, you wrote:
if event.entity.type == "train-stop" then...
which causes issues with other mods, especially the "personal teleporter" mod.
for that mod, it would be enough to change the line to
if event.entity.type == "train-stop" and event.entity.name ~= "TP_marker" then
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: incompatible with personal teleporter mod and others

Post by steinio »

Code: Select all

if event.entity.type == "train-stop" and event.entity.name == "logistic-train-stop" then
would be more future oriented.
Image

Transport Belt Repair Man

View unread Posts
User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2920
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: incompatible with personal teleporter mod and others

Post by Optera »

[sarcasm] Sure let me make a blacklist for all mods that don't bother to properly handle train stops or events. [/sarcasm] :roll:

I see no reason why any mod should be incompatible with LTN.
Post Reply

Return to “Logistic Train Network”