Search found 23 matches
- Mon Jul 06, 2020 2:53 pm
- Forum: Implemented mod requests
- Topic: Event for on-permissions-changed?
- Replies: 7
- Views: 2917
Re: Event for on-permissions-changed?
It's been over a year. At the time, I was implementing a mod to be a super-set of permissions (which could be exported/imported between games). Since we couldn't create custom permissions (primarily for multiplayer administrative tools), I was looking to grab updates from the permissions changes to ...
- Thu May 09, 2019 2:40 am
- Forum: Modding discussion
- Topic: Matchmaking API (web) questions
- Replies: 0
- Views: 816
Matchmaking API (web) questions
I was hoping I could get some further knowledge regarding the Matchmaking API as described on the wiki at https://wiki.factorio.com/Matchmaking_API . 1- Is it possible to request a filtered list from /get-games/ so that the server doesn't have to return the entire 1MB result set? 2- Is game_id or se...
- Sat Mar 16, 2019 9:47 pm
- Forum: Implemented mod requests
- Topic: Event for on-permissions-changed?
- Replies: 7
- Views: 2917
Event for on-permissions-changed?
Any chance that an event could be raised when the base-game permissions are changed?
I leave it up to the author of such a possible event as to whether it would raise with details for every change, or just general updates.
I leave it up to the author of such a possible event as to whether it would raise with details for every change, or just general updates.
- Sat Sep 22, 2018 1:03 pm
- Forum: Multiplayer
- Topic: The Fish-Bus servers disappeared?
- Replies: 3
- Views: 2236
Re: The Fish-Bus servers disappeared?
Merc created a new invite link: https://discord.gg/VDT4hKn
- Fri Sep 21, 2018 1:25 pm
- Forum: Multiplayer
- Topic: The Fish-Bus servers disappeared?
- Replies: 3
- Views: 2236
Re: The Fish-Bus servers disappeared?
It got deleted by its owner.
- Tue Jul 17, 2018 9:34 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 48636
Re: Simple property requests (something that exists but has no way to read/write it)
I'd like to have runtime read access to ammo item prototype's target damage values. I'm not sure if it would need to expose a large section of data, but it would be of interest to be able to get or calculate the damage that a particular ammo would do. I'm guessing that LuaItemPrototype::action/acti...
- Tue May 15, 2018 1:57 am
- Forum: Implemented mod requests
- Topic: Platform-native JSON parse/encode
- Replies: 6
- Views: 3242
Re: Platform-native JSON parse/encode
I don't know that it is affecting performance, but with the potential performance difference between a pure-lua solution, and one that can take advantage of native code (including even libpeg), it seems reasonable to ask for it. As to what I'm doing with it, I'm using json-encoded content as a way t...
- Fri Apr 27, 2018 9:27 pm
- Forum: Implemented mod requests
- Topic: Platform-native JSON parse/encode
- Replies: 6
- Views: 3242
Platform-native JSON parse/encode
It would be advantageous to me if there were a higher-performance interface for interacting with JSON data in Factorio. Right now I'm using dkjson http://dkolf.de/src/dkjson-lua.fsl to do LUA table -> JSON encoding & parsing from JSON -> LUA table. I'd read a benchmark of performance for that js...
- Fri Apr 27, 2018 3:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16] RCON port in TIME_WAIT prevents restart
- Replies: 2
- Views: 2680
Re: [Oxyd] [0.16] RCON port in TIME_WAIT prevents restart
Sounds good, thanks!
- Tue Apr 24, 2018 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16] RCON port in TIME_WAIT prevents restart
- Replies: 2
- Views: 2680
[Oxyd] [0.16] RCON port in TIME_WAIT prevents restart
I'm working with a persistent connection via rcon to a headless server. If the headless server quits while an rcon client is still connected, then the port goes into a TIME_WAIT state. This prevents the headless server from restarting until it finishes timing out based on the operating system settin...
- Thu Dec 14, 2017 11:41 pm
- Forum: Duplicates
- Topic: [0.16.2] Browse games search remembered, but empty
- Replies: 1
- Views: 1044
[0.16.2] Browse games search remembered, but empty
It seems that if you enter a search string into the Search field on the "browse public games" list, it gets remembered, but doesn't display it again. I love that it remembers it, but it doesn't show you that it remembered it. Steps to reproduce: On the menu: Multiplayer -> Browse Public Ga...
- Thu Nov 09, 2017 9:52 pm
- Forum: Modding interface requests
- Topic: Flow style support of horizontal_spacing at runtime
- Replies: 0
- Views: 830
Flow style support of horizontal_spacing at runtime
I've noticed through some poking around that if I create a flow container, that I can pass it a predefined style which includes horizontal/vertical_spacing parameters. However, once that flow is instantiated, I cannot set the horizontal_spacing or vertical_spacing parameters on its style. An example...
- Thu Nov 09, 2017 9:33 pm
- Forum: Implemented mod requests
- Topic: Adjustable GUI element margins
- Replies: 4
- Views: 2058
Re: Adjustable GUI element margins
That would be a LOT of overhead. It seems what I want ought to be possible via horizontal_spacing & vertical_spacing style modifications, but I don't seem to be able to set these on a flow, though they seem to be part of every flow's style. https://forums.factorio.com/viewtopic.php?f=28&t=53...
- Thu Nov 09, 2017 7:18 pm
- Forum: Implemented mod requests
- Topic: Adjustable GUI element margins
- Replies: 4
- Views: 2058
Adjustable GUI element margins
I was hoping that at some point we might be able to adjust the margins of GUI elements. Right now, I see that we can adjust the padding for an element via its LuaStyle, but not the margin. In the case of a button, adjusting the padding of the element changes the size between our button text/sprite a...
- Tue Nov 07, 2017 2:24 pm
- Forum: Implemented mod requests
- Topic: on_corpse_removed (or similar)
- Replies: 2
- Views: 1352
Re: on_corpse_removed (or similar)
Wonderful news! Yet another reason to look forward to 0.16!
- Tue Nov 07, 2017 5:05 am
- Forum: Implemented mod requests
- Topic: on_corpse_removed (or similar)
- Replies: 2
- Views: 1352
on_corpse_removed (or similar)
I was hoping to find an event that happened when a player corpse is removed from the game, either due to decay or due to all of the items in its inventory being removed. It doesn't seem like an event is fired for those two cases. The on_preplayer_mined_item and on_player_mined_entity events are fire...
- Thu Oct 26, 2017 7:08 pm
- Forum: Not a bug
- Topic: [0.15.35] - Output from custom commands RCON
- Replies: 11
- Views: 4482
Re: [0.15.35] - Output from custom commands RCON
It's not a matter of redoing anything: it's a fundamental part of how game logic works: you're telling the game to execute a Lua command and it does so. The Lua command doesn't know who executed it - it's simply going to run and do what it was programmed to do. A lua command has no "output&quo...
- Tue Oct 03, 2017 6:10 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 225925
Re: [MOD 0.15] Upgrade planner
Upgrade Planner's "on_event(defines.events.on_gui_selection_state_changed)" throws an error when another mod's dropdown changes state. It looks like the fix should be a 1-liner, as similar code exists in the following on_event. Adding the line below seems to fix the problem (copied from &q...
- Thu Jul 06, 2017 1:54 pm
- Forum: Duplicates
- Topic: [0.15.27] Headless server crash while user was in BP library
- Replies: 3
- Views: 1686
[0.15.27] Headless server crash while user was in BP library
What happened User reports that they were screwing with blueprints, when the server stopped responding. Server reports getting a SIGSEGV, and provides a stack trace. Crashlog 2369.005 Info GameActionHandler.cpp:3323: MapTick (10774319) processed PlayerJoinGame peerID(4) playerIndex(0) mode(connect ...
- Mon Jun 27, 2016 9:58 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Add [CHAT] infront of the playername in the log file
- Replies: 5
- Views: 2093
Re: Add [CHAT] infront of the playername in the log file
I second this, but I'd like for it to be taken a step further, and have it include timestamps like the rest of the server output:
Something like this:
Something like this:
mm:ss [CHAT] username: message message message ipsum something blah.