Search found 11 matches

by stagdancer
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!
by stagdancer
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...
by stagdancer
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...
by stagdancer
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!!
by stagdancer
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...
by stagdancer
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?
by stagdancer
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...
by stagdancer
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.
by stagdancer
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...
by stagdancer
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 ...
by stagdancer
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...

Go to advanced search