Search found 11 matches
- Mon Nov 18, 2024 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] Crash on launch. Almost no trace
- Replies: 16
- Views: 1401
Re: [raiguard] Crash on launch. Almost no trace
Yep, 2.0.20 fixed it for me. Thanks!
- Thu Oct 31, 2024 5:44 pm
- Forum: Bug Reports
- Topic: [2.0.13] LuaPlayer::create_local_flying_text speed seems very slow
- Replies: 0
- Views: 75
[2.0.13] LuaPlayer::create_local_flying_text speed seems very slow
My mod (Inventory Trim) uses flying text to show which items are being moved to trash. In 1.1, the speed parameter was set to 1, which gave me about 1 tile/s as per docs. I've just been updating it to 2.0, and I need to set the speed to about 40 to get roughly the same effect. Is this a regression b...
- Sat Oct 26, 2024 10:26 am
- Forum: Modding help
- Topic: [2.0] character.get_logistic_point() returns two items
- Replies: 0
- Views: 80
[2.0] character.get_logistic_point() returns two items
Hi, I'm trying to re-implement a mod for 2.0 that checks the player character's logistic requests (and trash). It's more complex now, with LuaLogisticPoints and their sections. I think I can call player.character.get_requester_point() to get the LogisticPoint I need. But I spent a while calling play...
- Fri Oct 25, 2024 3:51 pm
- Forum: Modding help
- Topic: 2.0 mod porting guide
- Replies: 5
- Views: 1335
Re: 2.0 mod porting guide
Brilliant - thank you!!
- Thu Jan 04, 2024 2:34 pm
- Forum: Mods
- Topic: [Mod 1.1] Inventory Trim
- Replies: 3
- Views: 936
Re: [Mod 1.1] Inventory Trim
I made HandyHands - Automatic . My mod does the opposite, it fills your inventory from requests. I was considering if I should make a mod that automatically throws stuff from your inventory into nearby chest and assemblers if you have too much stuff. Kind of like pre-bot personal logistics for tras...
- Tue Jan 02, 2024 10:38 am
- Forum: Mods
- Topic: [Mod 1.1] Inventory Trim
- Replies: 3
- Views: 936
Re: [Mod 1.1] Inventory Trim
And ... I just played through a proper game with it, and it a) didn't irritate me, and b) seemed to do a good job. I think the balance is about right?
- Thu Dec 28, 2023 1:31 pm
- Forum: Mods
- Topic: [Mod 1.1] Inventory Trim
- Replies: 3
- Views: 936
[Mod 1.1] Inventory Trim
New mod: Inventory Trim I've just been working on this mod to improve Quality of Life. From the README: This mod enables inventory trimming: your main inventory is scanned periodically to see if there are slots that are being used inefficiently, and throws their contents into the logistics trash. Hu...
- Tue Dec 12, 2023 11:41 am
- Forum: Modding discussion
- Topic: Identify if an item is "intermediate"
- Replies: 2
- Views: 668
Re: Identify if an item is "intermediate"
Thanks for the lightning response!!
Ok, groups - perfect. I'll try it now.
I'm hoping to differentiate between things in the inventory like red-wire, which I think is always handy to have around even in small quantities, and copper-cable, which I normally want to throw in the trash.
Ok, groups - perfect. I'll try it now.
I'm hoping to differentiate between things in the inventory like red-wire, which I think is always handy to have around even in small quantities, and copper-cable, which I normally want to throw in the trash.
- Tue Dec 12, 2023 11:23 am
- Forum: Modding discussion
- Topic: Identify if an item is "intermediate"
- Replies: 2
- Views: 668
Identify if an item is "intermediate"
Is there a way to identify if an item is an "intermediate item" via the modding API, please?
I'm looking in the API docs for LuaItemPrototype and I don't see anything obvious...
I'm looking in the API docs for LuaItemPrototype and I don't see anything obvious...
- Wed Nov 01, 2023 5:07 pm
- Forum: Gameplay Help
- Topic: help & advice wanted: my late game pain points
- Replies: 7
- Views: 1326
Re: help & advice wanted: my late game pain points
My solution is: rail-based artillery outposts. When I run extremely long rail routes, I hang a heavily defended autonomous artillery-train base on to the rails, with some timer logic to enable the train-stop every X minutes (like, every 20 mins). It has radar, some robots, and usually some logic to ...
- Sun Jan 31, 2021 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Undo/Redo indication
- Replies: 9
- Views: 3274
Re: Undo/Redo indication
Ok, this feature would be really useful ! Some actions don't feature in the "undo" chain. I've just been optimizing a station, adding circuit controls, cables, and tweaking some modules. But none of that counts as undoable actions. So I just hooked a wire to the wrong inserter and hit undo...