Search found 21 matches

by BiterUnion
Thu Apr 13, 2023 6:13 pm
Forum: Assigned
Topic: [raiguard][1.1.80] Layout bug with nested frames and stretching
Replies: 1
Views: 755

[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...
by BiterUnion
Thu Apr 13, 2023 6:09 pm
Forum: Ideas and Suggestions
Topic: Add support for Lua-debugging in IntelliJ-products.
Replies: 6
Views: 1140

Re: Add support for Lua-debugging in IntelliJ-products.

As an IntelliJ user myself, I would very much appreciate this.
by BiterUnion
Wed Apr 12, 2023 3:54 pm
Forum: Modding help
Topic: Trying to understand horizontally_stretchable with nested elements
Replies: 0
Views: 377

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 { ...
by BiterUnion
Mon Mar 27, 2023 2:32 pm
Forum: Modding help
Topic: Unable to remove gap between two buttons in a flow
Replies: 2
Views: 569

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...
by BiterUnion
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: 2297

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 ...
by BiterUnion
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: 2297

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...
by BiterUnion
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: 2297

[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 ...
by BiterUnion
Sat Feb 04, 2023 6:02 pm
Forum: Modding help
Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
Replies: 6
Views: 1021

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!
by BiterUnion
Sat Feb 04, 2023 4:15 pm
Forum: Modding help
Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
Replies: 6
Views: 1021

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...
by BiterUnion
Sat Feb 04, 2023 3:11 pm
Forum: Modding help
Topic: "Checksum for script __my_mod__/control.lua" suddenly takes longer
Replies: 6
Views: 1021

"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...
by BiterUnion
Tue Sep 06, 2022 2:06 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: UPS Optimized Green Circuits 45/s
Replies: 14
Views: 13518

Re: UPS Optimized Green Circuits 45/s

DaveMcW wrote: ↑
Tue Sep 06, 2022 1:32 pm
Another factor is keeping belts fully compressed.
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?
by BiterUnion
Tue Sep 06, 2022 11:49 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: UPS Optimized Green Circuits 45/s
Replies: 14
Views: 13518

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?...
by BiterUnion
Tue Sep 06, 2022 11:29 am
Forum: Mod portal Discussion
Topic: New mod portal profile page
Replies: 5
Views: 1312

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!
by BiterUnion
Tue Sep 06, 2022 10:31 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: UPS Optimized Green Circuits 45/s
Replies: 14
Views: 13518

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?
by BiterUnion
Fri Sep 02, 2022 11:05 am
Forum: Mod Packs / Libs / Special Interest
Topic: Poly Modding Framework
Replies: 3
Views: 1425

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...
by BiterUnion
Thu Sep 01, 2022 7:48 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: City-building modpack
Replies: 22
Views: 8831

Re: City-building modpack

This looks awesome, great work!
by BiterUnion
Sun Aug 21, 2022 12:45 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Poly Modding Framework
Replies: 3
Views: 1425

Re: Poly Modding Framework

I didn't know about flib, thanks for the link! It does indeed look quite similar.
by BiterUnion
Sat Aug 20, 2022 2:08 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Poly Modding Framework
Replies: 3
Views: 1425

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...

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