Search found 83 matches
- Wed Jul 16, 2014 9:22 am
- Forum: Resolved Problems and Bugs
- Topic: caninsert() ignores inventory size
- Replies: 4
- Views: 2756
Re: caninsert() ignores inventory size
It is a car, with zero in fuel and inventory storage. Mod that automatically placed fuel in any player build entities conflicted with it. { type = "car", name = "AI-spotlight-proxy", icon = "__AdvancedIllumination__/graphics/icons/spotlight.png", flags = {"placeabl...
- Wed Jul 16, 2014 9:10 am
- Forum: Minor issues
- Topic: Oriented light disapears when entity moves offscreen
- Replies: 7
- Views: 10644
Re: Oriented light disapears when entity moves offscreen
Tested with both "car" and "player" types, everything seems like you said :) Light is about 40 tiles long (its planned to be possible even bigger), when testing with "player"-type it disappears almost immediately, with "car" - about 15-20 tiles off-screen befo...
- Tue Jul 15, 2014 10:03 am
- Forum: Minor issues
- Topic: Oriented light disapears when entity moves offscreen
- Replies: 7
- Views: 10644
Oriented light disapears when entity moves offscreen
When entity that has "oriented" light moves beyond the visible area (or screen zooms-in leaving entity outside) the light disappear, even if light directed to the center of the screen.
Petty wired I can say, I do understand that it was done for simplicity but still weird.
Petty wired I can say, I do understand that it was done for simplicity but still weird.
- Tue Jul 15, 2014 7:46 am
- Forum: Resolved Problems and Bugs
- Topic: caninsert() ignores inventory size
- Replies: 4
- Views: 2756
caninsert() ignores inventory size
This is a minor issue. entity.caninsert() returns true despite the fact that entity's inventory is zero sized. Workaround code: if entity.caninsert{name=item_name, count=count} then entity.insert{name=item_name, count=1} -- the real test if entity.getinventory(defines.inventory.fuel).getitemcount(it...
- Mon Jul 14, 2014 11:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Constant micro-freezes/frame drops
- Replies: 21
- Views: 12536
Re: [0.10.3] Constant micro-freezes/frame drops
Could you post a video/screenshot with debug information enabled?
Just press F5 in game to show it - this will surely help the devs.
Just press F5 in game to show it - this will surely help the devs.
- Mon Jul 14, 2014 5:54 pm
- Forum: Show your Creations
- Topic: Visualization (Current: Belts)
- Replies: 7
- Views: 4873
Re: Visualization (Current: Belts)
Creepy indeed... Some sort of alternative world visualizer, like for DwarfFortresses?
- Mon Jul 14, 2014 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] toogle mods and reopen inventory scrollbar reset
- Replies: 6
- Views: 3548
Re: [0.10.3] toogle mods and reopen inventory scrollbar rese
True. Wasn't an issue until DyTech was split to 10+ separate mods.ssilk wrote: [snip] not programmed for this number of mods.
Anyway it is now logged, whatever it is
- Mon Jul 14, 2014 5:12 pm
- Forum: Won't implement
- Topic: Energy state awareness events
- Replies: 0
- Views: 2300
Energy state awareness events
Basically this comes to two new events - onpoweredup and onpowereddown , both provide entity object that was turned on or off and the tick value to track how many objects to process per tick from lua. Bonus points if events will come in order of increasing distance from power source, for a nice casc...
- Mon Jul 14, 2014 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] toogle mods and reopen inventory scrollbar reset
- Replies: 6
- Views: 3548
Re: [0.10.3] toogle mods and reopen inventory scrollbar rese
I would consider scroll position reset in the mods list as bug, and it's quite annoying one if you have lots of mods and want to turn off few of those that are at the bottom of the list.
For inventory it is OK to reset scroll.
For inventory it is OK to reset scroll.
- Mon Jul 14, 2014 1:23 pm
- Forum: Not a bug
- Topic: [0.10.2][kovarex] Voracious burner inserter
- Replies: 14
- Views: 5625
Re: Voracious burner inserter
The problem is - the slot was already filled with wood. So no, not as intended.
I seen this behavior for myself.
I seen this behavior for myself.
- Mon Jul 14, 2014 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Teleport() resets orientation of some entities...
- Replies: 4
- Views: 8006
[0.10.3] Teleport() resets orientation of some entities...
...and breaks the others. While it may be intended for reasons unknown, it certainly hinders the modding. Teleport() resets orientation/direction of some entities (car, player), if someone wanted to reset the entity's orientation he would either set it explicitly or recreate the entity. Another prob...
- Sun Jul 13, 2014 12:56 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Trailer Mod
- Replies: 15
- Views: 20126
Re: [MOD 0.10.x] Trailer Mod
This "mod" is very very curious in terms of undocumented API, " walkingstate "...finally I found a way to rotate a player-type entity, some RTS-like mods may use it in near future. " driving " & " ridingstate " are another interesting thing, at very least ...
- Sat Jul 12, 2014 9:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Directional Lights
- Replies: 16
- Views: 9713
Re: Directional Lights
There is not and that would be great. If you want a good way to do it without lots of individual item have a look at CleanPipes mod, it uses inserters for the direction arrow then places the correct pipe. You could also use a gui to set the colour, this means you would only need 1 item to place all...
- Sat Jul 12, 2014 9:33 pm
- Forum: Implemented mod requests
- Topic: Seed of random generation
- Replies: 20
- Views: 8967
Re: Seed of random generation
Still not understood: a random seed has nothing to do with the settings of a map. It's like a password and the salt. My mod can use that salt/seed for procedural generation, in fact it already doing so, but seed it uses is generated from tile data, it equivalent to map seed in same way, but it's no...
- Sat Jul 12, 2014 9:26 pm
- Forum: Ideas and Requests For Mods
- Topic: Directional Lights
- Replies: 16
- Views: 9713
Re: Directional Lights
Wow, I was just beginning to work on my searchlight mod and saw this thread, is there is already such mod in the work?
I was planing to create several omni-directional spotlights with at least 3 colors each, and an additional "wide" type of spotlights.
I was planing to create several omni-directional spotlights with at least 3 colors each, and an additional "wide" type of spotlights.
- Fri Jul 11, 2014 1:31 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114590
Re: [MOD 0.10.x] TimeButtons v0.2.0
Commands to delete gui elements should be ok. But how there can be a clear up function in onsave handler. My mod was compleatly removed so none of my code will be executed. If you want to turn my mod off or delete it you should use your intelligence and first hide timebuttons and after that save ga...
- Fri Jul 11, 2014 1:20 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29678
[MOD 0.10.x] Time Display - v1.0.0
A simple mod that shows in-game time and how much time has passed since the game was started. Location of display, what in shows and how it shows it are configurable from within game, see configuration spoiler for details. Mod can be removed at any time and it will not left any orphan gui elements. ...
- Thu Jul 10, 2014 1:58 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114590
Re: [MOD 0.10.x] TimeButtons v0.2.0
How to delete it, because it's start to be annoying. Type one by one in the console: game.player.gui.top.blank1.destroy() game.player.gui.top.blank2.destroy() game.player.gui.top.tb_frame.destroy() game.player.gui.top.time_frame.destroy() game.player.gui.top.menu_tb.destroy() game.player.gui.top.li...
- Wed Jul 09, 2014 9:32 pm
- Forum: Already exists
- Topic: Write full LUA call stack in log on critical error
- Replies: 3
- Views: 3986
Re: Write full LUA call stack in log on critical error
I think error() has it use if you expect an error and know what parameter/condition can cause it, but most of the time you can do little for an unexpected error. You'll need to place an error() call in method of interest (along with xpcall to catch and print stack trace) then reproduce the error and...
- Wed Jul 09, 2014 8:32 pm
- Forum: Already exists
- Topic: Write full LUA call stack in log on critical error
- Replies: 3
- Views: 3986
Write full LUA call stack in log on critical error
What the title says. Right now there is only little window with point of error, nothing else is provided. It is frustrating to have refined code, with high amount of different small specialized methods only to find that such code is very hard to debug. In such code point of original error has little...