Search found 36 matches

by azaghal
Tue Nov 12, 2024 6:05 pm
Forum: Modding help
Topic: [2.0] Get blueprint in cursor on_pre_build
Replies: 3
Views: 164

Re: [2.0] Get blueprint in cursor on_pre_build

And to anyone else who might face-palm like myself, at least for the inventory book access , active blueprint from the blueprint book held in inventory can be grabbed with: stack.get_inventory(defines.inventory.item_main)[stack.active_index] I just failed to realise that books expose their inner con...
by azaghal
Wed Nov 06, 2024 12:44 am
Forum: Modding help
Topic: [2.0] Get blueprint in cursor on_pre_build
Replies: 3
Views: 164

Re: [2.0] Get blueprint in cursor on_pre_build

In fact, from what I can tell, it is not possible to do anything similar with the LuaItemCommon (when a BlueprintBookItem) either. We do have a LuaItemCommon.active_index if it is a blueprint book, but nothing to do with it? :)

Best regards,
Branko
by azaghal
Wed Nov 06, 2024 12:25 am
Forum: Modding help
Topic: [2.0] Get blueprint in cursor on_pre_build
Replies: 3
Views: 164

Re: [2.0] Get blueprint in cursor on_pre_build

I am actually baffled by this one as well. There are multiple mods I have which heavily depend on being able to access blueprint entities no matter where they are stored, and this kinda kills off a lot of their usability. This surely must be some kind of oversight? It would be useful even if we coul...
by azaghal
Tue Nov 05, 2024 4:50 pm
Forum: Bug Reports
Topic: [2.0.14] Build events not triggered for ghost underground belts during super-forced build
Replies: 0
Views: 43

[2.0.14] Build events not triggered for ghost underground belts during super-forced build

Description When a player is placing an entity ghost in midst of transport belts while using super-forced build, the game automatically deconstructs underlying entities, and places down ghost undergrounds on either side of the newly-placed ghost entity in order to ensure the transport belt line is ...
by azaghal
Mon Nov 04, 2024 4:47 pm
Forum: Assigned
Topic: [Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds
Replies: 1
Views: 125

Re: [Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds

In the meantime I have figured out why the crash started to happen in the mod - there were some changes to event properties that I did not adjust the code for - so some of the code that was supposed to switch back the force for unapproved ghost just before a new ghost gets pasted in never kicked in....
by azaghal
Mon Nov 04, 2024 4:22 pm
Forum: Bug Reports
Topic: [2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints
Replies: 0
Views: 47

[2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints

[2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints Description When trying to place a spidertron ghost on top of an existing spidretron ghost using a blueprint, the new ghost entity will not snap to existing one (effectively refusing to place/overwrite/r...
by azaghal
Mon Nov 04, 2024 3:58 pm
Forum: Bug Reports
Topic: [2.0.14] Vehicle-like inventory slot filters not overwritten with forced pasting
Replies: 0
Views: 55

[2.0.14] Vehicle-like inventory slot filters not overwritten with forced pasting

Description Vehicle-like inventory slot filters are not overwritten when using forced/super-forced pasting on top of existing vehicle ghost entities. Reproductions steps Place down a car ghost. Set any number of inventory slot filters on the placed car ghost. Create a blueprint with the car ghost. ...
by azaghal
Mon Nov 04, 2024 3:11 pm
Forum: Modding interface requests
Topic: Expose entity-ghost Inventory Filters to Lua
Replies: 2
Views: 867

Re: Expose entity-ghost Inventory Filters to Lua

With the 2.0 game release, the player can now modify placed ghost entities - including recipes, filters etc. However... It looks like we still cannot programmatically easily access the "inventories" of ghost entities (primarily for the ability to modify the slot filters as mentioned by the...
by azaghal
Fri Nov 01, 2024 7:31 pm
Forum: Assigned
Topic: [Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds
Replies: 1
Views: 125

[Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds

Description When a player tries to do a super-forced build over existing ghost entities, there is a difference in behaviour, depending on ghost type, when the ghost entity's force is changed during the on_built_entity event. Described scenario is a bit unusual, and probably not something that most ...
by azaghal
Fri Nov 01, 2024 4:43 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.13] Space platforms trying to construct ghosts belonging to different force
Replies: 3
Views: 575

[Rseding91] [2.0.13] Space platforms trying to construct ghosts belonging to different force

Description When a ghost entity is placed on a space platform that does not match the space platform's force, the platform will keep "trying" to construct the said entity, including requesting the missing item for entity's construction. If the item is available, the platform will start th...
by azaghal
Thu Oct 31, 2024 2:23 pm
Forum: Modding interface requests
Topic: Events for LuaRecipe object modificatons
Replies: 0
Views: 72

Events for LuaRecipe object modificatons

Hello, Would it be possible to introduce some additional events related to changes being made to the LuaRecipe objects? While most of the usual recipe-related changes (like technology unlocks) are already covered by research-related events, mods can still change a couple of properties that do not se...
by azaghal
Thu Oct 31, 2024 1:42 pm
Forum: Won't implement
Topic: Entity filter for player.disable_alert()?
Replies: 3
Views: 170

Re: Entity filter for player.disable_alert()?

To chime in on this one since I have been maintaining a fork of the mentioned mod and faced similar issues as well (hello ceresward :) ), it would be even better if we could tell the game during runtime to ignore specific ghosts for bot-based construction. This would quite probably also trivialise t...
by azaghal
Sat Oct 26, 2024 10:53 am
Forum: Modding help
Topic: on_pre_build not triggering when quick-building rails
Replies: 0
Views: 63

on_pre_build not triggering when quick-building rails

Does anyone know if quick-building rails (as opposed to building individual rails) is meant not to trigger the on_pre_build event? Is this really on purpose or probably a bug within the game?
by azaghal
Fri Oct 25, 2024 1:25 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.10] LuaRecord.deconstruct_area does not deconstruct ghosts/order entity deconstruction
Replies: 2
Views: 435

[Rseding91] [2.0.10] LuaRecord.deconstruct_area does not deconstruct ghosts/order entity deconstruction

Description Using deconstruction planner from player's library to deconstruct an area via player.cursor_record.deconstruct_area invocation has no effect. Reproduction steps Start a new game, and place some belts and belt ghosts in vicinity of the shipwreck. Create a deconstruction planner with a si...
by azaghal
Sun Jun 30, 2024 11:55 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.109] "Request from buffer chest" not preserved when changing the force
Replies: 1
Views: 1000

[Rseding91] [1.1.109] "Request from buffer chest" not preserved when changing the force

Description When changing the force of a requester chest entity, Request from buffer chests option is not preserved. Reproduction steps Start a new game, enable the cheat mode. Create a new (friendly) force using the console: /c player_ally = game.create_force("player.ally") /c player_all...
by azaghal
Wed Jun 26, 2024 11:11 am
Forum: Modding interface requests
Topic: Button for downloading all missing dependencies
Replies: 0
Views: 265

Button for downloading all missing dependencies

Hello, Would it be possible to introduce some form of button/functionality to the mods management user interface that would allow player (modpack developer) to download all missing dependencies for the mod(pack) with a single click? The main use-case for this would be the ability to easily work with...
by azaghal
Thu Oct 26, 2023 10:58 pm
Forum: Modding help
Topic: Please Help with multiplayer error message
Replies: 4
Views: 1307

Re: Please Help with multiplayer error message

Since I just got hit by this one, maybe I can at least try to shed some light on what I think happens. And in some ways, I am doing something similar where I register event handler for on_nth_tick, but only when required (my mod does some processing of delivered equipment, and if there's nothing mor...
by azaghal
Sat Apr 08, 2023 1:57 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale
Replies: 3
Views: 1454

Re: [1.1.76] Anchored GUI elements not visible or clickable depending on window height/GUI scale

This was fixed in 1.1.77 experimental. Ah, thanks for letting me know - I was browsing through the version history listing and this seemed somewhat related, but never got around to testing with the experimental version (probably should have done that, truth be told - lesson learned fro the future :...

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