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[2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Posted: Sat Jun 20, 2026 1:31 am
by hgschmie
Copy and pasting settings from an entity to another (the underlying entity is an inserter):

- Screenshot 2026-06-19 at 18.26.03.png (87.89 KiB) Viewed 218 times
I found no reference what that means. Some left-over debug message?
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Posted: Sat Jun 20, 2026 5:35 am
by boskid
Please do not report mod issues in bug reports.
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Posted: Sat Jun 20, 2026 10:28 pm
by hgschmie
It is not a mod problem. There is nothing in the code that would create those messages; this comes out of the engine.
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Posted: Sat Jun 20, 2026 10:35 pm
by boskid
Do you have a save file where i could observe this?
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Posted: Sat Jun 20, 2026 10:42 pm
by eugenekay
hgschmie wrote: Sat Jun 20, 2026 10:28 pm
It is not a mod problem. There is nothing in the code that would create those messages; this comes out of the engine.
This looks exactly like the "cidl-drop-near" message from
ChangeInserterDropLane.
Code: Select all
--- @param entity LuaEntity
--- @param is_far boolean
local function change_mode_fx(entity, is_far)
for _, player in pairs(game.players) do
if player.surface == entity.surface then
player.create_local_flying_text({
text = is_far and { "message.cidl-drop-far" } or { "message.cidl-drop-near" },
color = { r = 1, g = 0.5, b = 0.25 },
position = entity.position,
})
end
end
Good Luck!
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Posted: Sat Jun 20, 2026 11:29 pm
by hgschmie
eugenekay wrote: Sat Jun 20, 2026 10:42 pm
hgschmie wrote: Sat Jun 20, 2026 10:28 pm
It is not a mod problem. There is nothing in the code that would create those messages; this comes out of the engine.
This looks exactly like the "cidl-drop-near" message from
ChangeInserterDropLane.
Yes, you are correct. Sorry for the noise. Turns out that mod snuck into my testing/debug save when I was not looking and I wasn't aware that it simply takes over all inserters with custom vectors (which is pretty rude IMHO).
https://codeberg.org/raiguard/ChangeIns ... e/pulls/19