Search found 9 matches

by commanderguy3001
Fri Oct 25, 2024 2:52 pm
Forum: Ideas and Suggestions
Topic: Local named logistic groups
Replies: 0
Views: 181

Local named logistic groups

Logistic groups are a great feature, but they have a few specific problems. One of the main usages for logistic groups in a normal playthrough is for enabling/disabling sets of logistic requests for the player. This works perfectly fine in singleplayer, where having all logistic groups being global ...
by commanderguy3001
Tue May 14, 2024 12:28 am
Forum: Modding interface requests
Topic: Remove all simple forms of properties that are defined in table and simple form
Replies: 11
Views: 1278

Re: Remove all simple forms of properties that are defined in table and simple form

I do heavily support this change. There are however many more instances of this in the API. A (hopefully mostly complete) list of things that should be kept in favor of their direct assignment counterparts: For Prototypes: - the entirety of AnimationPrototype - BeaconPrototype.graphics_set - Electri...
by commanderguy3001
Fri Mar 29, 2024 10:30 pm
Forum: Modding interface requests
Topic: LuaRendering.draw_on_map
Replies: 26
Views: 9845

Re: LuaRendering.draw_on_map

big +1 from me, I could make a lot of use off this. just being able to specify in what cases a LuaRendering should be visible would allow for a lot of nice mod ideas that I had for a long time, for example showing red and green circuit wire connections in the map view, there and only there. also bei...
by commanderguy3001
Sat Mar 02, 2024 2:32 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104] a player moving diagonally along a collision box won't contact perpendicular collision boxes
Replies: 2
Views: 1554

[1.1.104] a player moving diagonally along a collision box won't contact perpendicular collision boxes

Since the title may be doing a bad job at explaining the issue, an example first: Suppose you have two entities with big collision boxes (that really just makes it easier to test...) that are close together, like solar panels (see picture below). Now, let the player run to the top left starting som...
by commanderguy3001
Fri Feb 23, 2024 10:48 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] LuaForce.chart() area safety check incorrect
Replies: 1
Views: 420

[1.1.104] LuaForce.chart() area safety check incorrect

When trying to use the LuaForce.chart() API call with a very large high aspect ratio area (for example, 900000x1 tiles), the game fails with the message: Cannot execute command. Error: The given area is too large. A 900096x900096 area would require over 6413 gigabytes of RAM. If you really want to c...
by commanderguy3001
Sat Aug 05, 2023 9:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] LuaGuiElement of type=camera does not render "missing electricity" symbols
Replies: 4
Views: 2141

Re: [1.1.88] LuaGuiElement of type=camera does not render "missing electricity" symbols

yeah, LuaRendering luckily works just fine.
A different thing that I noticed today while testing a bit more with this, is that ghosts don't behave as I would expect them to, but I'll make a separate report for that later.
by commanderguy3001
Sat Aug 05, 2023 12:25 am
Forum: Resolved Problems and Bugs
Topic: [1.1.88] LuaGuiElement of type=camera does not render "missing electricity" symbols
Replies: 4
Views: 2141

[1.1.88] LuaGuiElement of type=camera does not render "missing electricity" symbols

As per Title, when adding a LuaGuiElement of type=camera, it will not show the "missing electricity" symbols that the player can see above any entities that need electricity, but aren't connected to the network in any way. Actual behaviour: The camera doesn't show the "missing electri...
by commanderguy3001
Sun Jul 30, 2023 8:11 am
Forum: Resolved Problems and Bugs
Topic: [1.1.88] adding LuaGuiElement of type=slider doesn't immediately respect enabled attribute
Replies: 1
Views: 1129

[1.1.88] adding LuaGuiElement of type=slider doesn't immediately respect enabled attribute

When adding a new LuaGuiElement of type slider, either through a mod or via command ingame, the slider will disregard the `enabled` attribute when adding it. Actual behavior: No matter if this attribute is set to true or false, the slider will be enabled in the GUI and will function as if it was ena...

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