Search found 21 matches
- Thu Apr 13, 2023 6:13 pm
- Forum: Assigned
- Topic: [raiguard][1.1.80] Layout bug with nested frames and stretching
- Replies: 1
- Views: 941
[raiguard][1.1.80] Layout bug with nested frames and stretching
I have already posted this in Modding help ( https://forums.factorio.com/viewtopic.php?f=25&t=105879 ), but it did not get any answers and might be bug, so I am reposting here. Please feel free to delete this post, if that is not allowed. I have two nested frames (outer_frame and inner_frame) an...
- Thu Apr 13, 2023 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Add support for Lua-debugging in IntelliJ-products.
- Replies: 6
- Views: 1699
Re: Add support for Lua-debugging in IntelliJ-products.
As an IntelliJ user myself, I would very much appreciate this.
- Wed Apr 12, 2023 3:54 pm
- Forum: Modding help
- Topic: Trying to understand horizontally_stretchable with nested elements
- Replies: 0
- Views: 500
Trying to understand horizontally_stretchable with nested elements
I have two nested frames (outer_frame and inner_frame) and am trying to understand how horizontally_stretchable changes the layout, when setting it on inner_frame: local frame = player.gui.screen.add { type = 'frame' } frame.style.size = 150 frame.force_auto_center() local outer_frame = frame.add { ...
- Mon Mar 27, 2023 3:03 pm
- Forum: Modding help
- Topic: Unable to remove gap between two buttons in a flow
- Replies: 2
- Views: 803
Re: Unable to remove gap between two buttons in a flow
That works, many thanks!
- Mon Mar 27, 2023 2:32 pm
- Forum: Modding help
- Topic: Unable to remove gap between two buttons in a flow
- Replies: 2
- Views: 803
Unable to remove gap between two buttons in a flow
I am trying to remove the gap between two buttons (more specifically a sprite-button and a button) in a horizontal flow (see attachement). Here is a short snippet that adds a command for creating this GUI: commands.add_command('debug_gui', '', function(data) local player = game.get_player(data.playe...
- Tue Feb 21, 2023 10:42 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Error when passing nil as event handler filter for custom inputs
- Replies: 6
- Views: 2891
Re: [1.1.76] Error when passing nil as event handler filter for custom inputs
Actually, in this specific case it will work, because the nil is not meaningful. Passing nil for filters is the same as passing nothing. Sorry, you are right. I somehow thought omitting the nil would keep the previously set filter. In the interest of consistency I agree that it should be kept this ...
- Mon Feb 20, 2023 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Error when passing nil as event handler filter for custom inputs
- Replies: 6
- Views: 2891
Re: [1.1.76] Error when passing nil as event handler filter for custom inputs
edit: for the described use it is easily circumvented as such: ... This would not work in case I want to set the filter to nil for events that do support filters. There absolutely are work-arounds and this bug is nothing serious, I just think it would be cleaner to handle nil and no argument the sa...
- Fri Feb 17, 2023 9:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Error when passing nil as event handler filter for custom inputs
- Replies: 6
- Views: 2891
[1.1.76] Error when passing nil as event handler filter for custom inputs
When passing `nil` as an event handler filter to `script.on_event` for custom inputs, an error "Filters can only be used when registering single events." is raised, e.g.: script.on_event('test-custom-input', function(event) end, nil) -- raises error Not passing `nil` as a filter, does not ...
- Sat Feb 04, 2023 6:02 pm
- Forum: Modding help
- Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
- Replies: 6
- Views: 1443
Re: "Checksum for script __my_mod__/control.lua" suddenly takes longer
I use testorio for unit testing. But if it is only the testing that takes time, then that's not an issue.
Many thanks again!
Many thanks again!
- Sat Feb 04, 2023 4:49 pm
- Forum: Modding help
- Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
- Replies: 6
- Views: 1443
Re: "Checksum for script __my_mod__/control.lua" suddenly takes longer
Sure, thanks for your help.
- Sat Feb 04, 2023 4:15 pm
- Forum: Modding help
- Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
- Replies: 6
- Views: 1443
Re: "Checksum for script __my_mod__/control.lua" suddenly takes longer
Thanks for the quick reply! I am pretty sure calculating the CRCs is what is taking so long, so I was hoping there was a way to find out exactly what part of the calculation takes up most of the time. Unfortunately verbose logging does not output that. Could you maybe give me one or two pointers wha...
- Sat Feb 04, 2023 3:11 pm
- Forum: Modding help
- Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
- Replies: 6
- Views: 1443
"Checksum for script __my_mod__/control.lua" suddenly takes longer
I am currently writing a mod and have noticed that the "Checksum for script __my_mod__/control.lua" step takes longer than usual. It used to be almost instant, but now takes 3-4 seconds and is noticable when loading a savegame for example. Is there any way to get more info about what is ta...
- Tue Sep 06, 2022 2:06 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 20386
Re: UPS Optimized Green Circuits 45/s
Interesting. Does this mean it would be beneficial for UPS to use red and yellow belts for the iron towards the end of the assembly line in an attempt to keep them fully compressed after the first assemblers have taken iron off the blue belt?
- Tue Sep 06, 2022 11:49 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 20386
Re: UPS Optimized Green Circuits 45/s
Do you have any reading tips what "UPS-optimized transport belts" means? Do you try to have the least amount of "overground" belts? If so, could this not be even more optimized by introducing further underground belts on the top part, e.g., for the green circuit or copper belts?...
- Tue Sep 06, 2022 11:29 am
- Forum: Mod portal Discussion
- Topic: New mod portal profile page
- Replies: 5
- Views: 1798
Re: New mod portal profile page
I am trying to upload a profile picture, but it says "Unknown error, please try again later.". Any idea what the issue could be?
It is the same profile picture I use here, if that is relevant.
Edit: just checked again and it works now!
It is the same profile picture I use here, if that is relevant.
Edit: just checked again and it works now!
- Tue Sep 06, 2022 10:31 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 20386
Re: UPS Optimized Green Circuits 45/s
Do you have any reading tips what "UPS-optimized transport belts" means? Do you try to have the least amount of "overground" belts? If so, could this not be even more optimized by introducing further underground belts on the top part, e.g., for the green circuit or copper belts?
- Fri Sep 02, 2022 11:05 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: Poly Modding Framework
- Replies: 3
- Views: 1909
Re: Poly Modding Framework
I had a closer look at flib and think I have a better understanding now of the differences to my mod. My goal for Poly is to provide concepts on how to implement whole aspects of mods (e.g. multiple GUIs or how to store data in global in a concise way) instead of loosely coupled utilities like in fl...
- Thu Sep 01, 2022 7:48 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: City-building modpack
- Replies: 22
- Views: 12207
Re: City-building modpack
This looks awesome, great work!
- Sun Aug 21, 2022 12:45 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Poly Modding Framework
- Replies: 3
- Views: 1909
Re: Poly Modding Framework
I didn't know about flib, thanks for the link! It does indeed look quite similar.
- Sat Aug 20, 2022 2:08 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Poly Modding Framework
- Replies: 3
- Views: 1909
Poly Modding Framework
Mod-Info-Header Name: Poly Modding Framework Version: 0.1.0 Factorio-Version: 1.1.61 Description: License: MIT Release: 2022-08-20 Download-Url: Download Website: https://biterunion.github.io/poly Dependencies: None. Category: Lib. I started writing a base planner mod a few weeks ago and realized t...