Search found 83 matches

by Dark
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...
by Dark
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...
by Dark
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.
by Dark
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...
by Dark
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.
by Dark
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?
by Dark
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

ssilk wrote: [snip] not programmed for this number of mods.
True. Wasn't an issue until DyTech was split to 10+ separate mods.
Anyway it is now logged, whatever it is :)
by Dark
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...
by Dark
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.
by Dark
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.
by Dark
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...
by Dark
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 ...
by Dark
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...
by Dark
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...
by Dark
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.
by Dark
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...
by Dark
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. ...
by Dark
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...
by Dark
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...
by Dark
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...

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