Alternative Alt Mode


Replaces the standard Alt-Mode by providing more information for more objects. This information is shown only for entities around the player cursor, so the graphics of other objects can be enjoyed without always having an information overlay on top of them.

Utilities
a month ago
2.0
464

b [Crash] on_selected_entity_changed (ID 59)

a month ago

Error while running event alt-alt-mode::on_selected_entity_changed (ID 59)
alt-alt-mode/scripts/util.lua:81: attempt to index field '?' (a nil value)
stack traceback:
alt-alt-mode/scripts/util.lua:81: in function <alt-alt-mode/scripts/util.lua:76>
[C]: in function 'sort'
alt-alt-mode/scripts/util.lua:76: in function 'sort_inventory'
alt-alt-mode/scripts/entity_logic.lua:751: in function '?'
alt-alt-mode/scripts/entity_logic.lua:1166: in function 'show_alt_info_for_entity'
alt-alt-mode/scripts/player_logic.lua:48: in function 'show_alt_info_for_player'
alt-alt-mode/control.lua:14: in function <alt-alt-mode/control.lua:9>

a month ago
(updated a month ago)

Thanks for the report.

For next time please provide some more information so I can more easily reproduce it.

In this case you were using a constant combinator with multiple sections. One section was from a logistic group where you set the quality to "Any Quality", and the other section had the same signal type with a different quality.

If that is not the case, please let me know, because I've fixed the above bug.

a month ago

Sorry i could not recreate it myself and it happened randomly when i was scrolling the map.

Thanks for the fix, appriciate it!

a month ago

Yes, makes sense. It's quite an obscure bug.
Luckily I was able to figure it out based on the stacktrace, so that was hugely appreciated.

Hope you didn't lose too much playtime.

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