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by _CodeGreen
Mon May 19, 2025 8:43 pm
Forum: Resolved for the next release
Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Replies: 3
Views: 369

Re: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer

Sounds good, and yeah I considered poking around myself but decided not to due to the same risk.
Thanks for looking into this!
by _CodeGreen
Sun May 18, 2025 5:58 pm
Forum: Resolved for the next release
Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Replies: 3
Views: 369

Re: [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer

here's a video for clarification, entering singleplayer and testing the mod works, multiplayer and testing the mod doesn't.
I've made sure the custom input events result in the same outcome.

OBS-2025-05-18 08-01-10.mp4
(16.65 MiB) Downloaded 15 times
by _CodeGreen
Sun May 18, 2025 3:57 pm
Forum: Resolved for the next release
Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Replies: 3
Views: 369

[Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer

I made a mod a while ago called Force Inventory Insert that lets the player forcibly insert items into the bar portion of an inventory if it's full, that way players don't have to manually move each stack.
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
by _CodeGreen
Tue Apr 29, 2025 1:20 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 15716

Re: Version 2.0.46


There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out ...
by _CodeGreen
Fri Apr 18, 2025 7:15 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 53591

Re: Version 2.0.45

I'm reading over this thread, and something I'd like to point out regardless of opinions on whether or not the change should be reverted, is that mods disable steam achievements. So sure, you could technically unlock achievements with mods, but the second you disable mods you lose all of the ...
by _CodeGreen
Sun Apr 13, 2025 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
Replies: 14
Views: 2508

Re: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow

+1

I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.
by _CodeGreen
Thu Apr 10, 2025 1:28 pm
Forum: Minor issues
Topic: [2.0.43] "list-box" GUI elements ignore "enabled" property
Replies: 3
Views: 343

Re: [2.0.43] "list-box" GUI elements ignore "enabled" property

A simple workaround for this would be to not use the list box element and instead make it yourself with a frame and a few buttons. You should be able to use the same styles that the list box uses and have it look exactly the same, the only downside being you have to code the logic yourself. Luckily ...
by _CodeGreen
Tue Apr 08, 2025 12:26 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
Replies: 3
Views: 1172

[Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)

I'm not sure why this is happening as I had someone else try it and they were able to mouse over it fine, but attached is the log file and the chat message.
by _CodeGreen
Wed Mar 26, 2025 12:00 pm
Forum: Pending
Topic: on_post_entity_died event.ghost is nil for vehicles
Replies: 2
Views: 168

Re: on_post_entity_died event.ghost is nil for vehicles

I tried more than once and wasn't able to get it to work, but for some reason today it's perfectly fine. I'm guessing I was miraculously being an idiot and not using /cheat (thus the ghost wasn't spawning) every single time I tested reading the field, even though that's something I was frequently ...
by _CodeGreen
Wed Mar 26, 2025 2:43 am
Forum: Pending
Topic: on_post_entity_died event.ghost is nil for vehicles
Replies: 2
Views: 168

on_post_entity_died event.ghost is nil for vehicles

As the title says, the event has a field for ghosts yet it is not populated for vehicles.
With vehicles only now leaving ghosts on death in 2.0, this part of the implementation seems to have been overlooked :P
by _CodeGreen
Wed Jan 22, 2025 8:48 pm
Forum: Won't fix.
Topic: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled
Replies: 4
Views: 1645

Re: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled

That's fine, we don't have the ability to scale the GUI up that high anymore anyway (nor did we have much reason to in the first place), so it's probably not even an issue anymore.
by _CodeGreen
Mon Nov 18, 2024 4:01 pm
Forum: Releases
Topic: Version 2.0.20
Replies: 45
Views: 18635

Re: Version 2.0.20

Biggest thing here for most people is the last one, super force building belt-related things on top of existing belts just got a lot better, no more unnecessary undergrounds that require a manual fix.
by _CodeGreen
Sat Nov 16, 2024 11:29 pm
Forum: Modding interface requests
Topic: Allow 'camera' LuaGuiElements to render through the fog of war again.
Replies: 1
Views: 291

Re: Allow 'camera' LuaGuiElements to render through the fog of war again.

I'd almost argue that there's no reason to have a camera show fog of war, so it should be that the default goes through fog of war and there should be a field to enable that behavior, not the other way around.
by _CodeGreen
Sun Nov 10, 2024 5:37 pm
Forum: Not a bug
Topic: Trash Unrequested ignores inf. maximum
Replies: 21
Views: 2667

Re: Trash Unrequested ignores inf. maximum

50-50 means you only want 50 in your inventory ever
50-inf means you want from 50 to infinity items, which translates to "at least 50 but don't trash excess"
Trash unrequested does not affect 50-50 because you're never having any items that aren't requested, but it does affect 50-inf.

There are ...
by _CodeGreen
Sat Nov 02, 2024 5:00 am
Forum: Implemented mod requests
Topic: LuaSpacePlatform::paused
Replies: 2
Views: 510

LuaSpacePlatform::paused

I looked everywhere and couldn't find a way to set a platform to automatic or paused through script, similar to LuaTrain::manual_mode. If I missed something I'm happy to be wrong, but .paused makes the most sense to me.
by _CodeGreen
Thu Oct 31, 2024 7:05 pm
Forum: Modding interface requests
Topic: Empty collision_mask.layers should collide with itself
Replies: 3
Views: 489

Re: Empty collision_mask.layers should collide with itself

I really doubt mods will be hitting the mask limit any time soon. I have never heard of anyone needing to do what you're trying to do right now, but a creating a single layer prototype and using it for your entity is the correct way to go about handling this.
by _CodeGreen
Thu Oct 31, 2024 6:13 pm
Forum: Documentation Improvement Requests
Topic: LuaBootstrap::get_event_handler incorrect param type
Replies: 0
Views: 225

LuaBootstrap::get_event_handler incorrect param type

LuaBootstrap::get_event_handler says it takes a uint, but shouldn't it be possible to take string as well, or for typedef's sake defines.events|string|uint? Just noticed it from it trickling down to LuaLS typedefs. Same thing with get/set_event_filter, I'd think those would be just defines.events ...
by _CodeGreen
Wed Aug 14, 2024 10:28 pm
Forum: Resolved Requests
Topic: LuaSurface::create_entity projectile missing default value for max_range
Replies: 2
Views: 488

LuaSurface::create_entity projectile missing default value for max_range

I was having an issue with projectiles triggering before reaching their target, and I suspected it had something to do with their max range.
After a while, I found out the default max range of projectiles is 1000, which isn't listed in the docs.
Should be an easy fix, thank you in advance!

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