Search found 14 matches

by jagoly
Fri May 23, 2025 1:40 pm
Forum: Modding interface requests
Topic: Increase maximum length of combinator_description, or add max_description_length prototype property
Replies: 0
Views: 299

Increase maximum length of combinator_description, or add max_description_length prototype property

The combinator description is an extremely convenient place to put settings and information for modded combinators. However, it is unfortunately limited to 499 bytes. If possible, I would like one of two things:

- Increase the character limit for all combinators. Even just going from 499 to 999 ...
by jagoly
Fri May 23, 2025 1:24 pm
Forum: Modding interface requests
Topic: Basic optimisation when adding or removing elements with visible=false to a gui table
Replies: 2
Views: 275

Re: Basic optimisation when adding or removing elements with visible=false to a gui table

I've opted to instead just destroy and create rows as needed for my mod, so I don't have a real example to show anymore. Feel free to close this if it is unlikely to be looked into without a good example :)
by jagoly
Thu May 15, 2025 4:03 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.49] Table background gets "stuck" when destroying all children at once
Replies: 3
Views: 1224

Re: Table background gets "stuck" when destroying all children at once

Add a "d" to the end of the search term (so that it reads "@fluid"). This will cause the code to destroy every cell in the table because none of them are fluids, which will reveal the bug.

I should also note that this problem occurs even when tables are cleared with LuaGuiElement.clear().
by jagoly
Thu May 15, 2025 3:48 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.49] Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector
Replies: 5
Views: 1517

Re: Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector

The issue is very easy to reproduce, just click on the rich text button in the bottom right after opening the save.

Note that the issue is being worked around in my mod here: https://github.com/jagoly/SourceSinkPushPull/blob/999ec1dd370871dfbb8ace9b760fc10e1baf48e1/SourceSinkPushPull/scripts/gui ...
by jagoly
Thu May 15, 2025 1:42 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.49] Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector
Replies: 5
Views: 1517

Re: Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector

This bug is still present, sorry for not responding earlier. I was referring to LuaGuiElement.enabled. 05-15-2025, 23-41-29.png

The widget is disabled, and you cannot focus it for typing, but the rich text button can still be clicked and will modify the text. It should be disabled along with the ...
by jagoly
Thu May 15, 2025 1:20 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.49] Table background gets "stuck" when destroying all children at once
Replies: 3
Views: 1224

[2.0.49] Table background gets "stuck" when destroying all children at once

1. initial state.png /storage/Projects/factorio/bugreports/stucktables/1. initial state.png
Here we have table with several rows. It uses odd_row_graphical_set to display an alternating background. The +Item and +Fluid buttons are not part of the table.


2. after some rows destroyed.png /storage ...
by jagoly
Tue Apr 29, 2025 3:17 pm
Forum: Modding interface requests
Topic: Basic optimisation when adding or removing elements with visible=false to a gui table
Replies: 2
Views: 275

Basic optimisation when adding or removing elements with visible=false to a gui table

Sometimes, it's convenient to add a very large number of rows to a table (1000+) but only show a small set of them, by keeping most of them set to visible = false. However, based on some testing (but without actually being able to see the code), it seems that adding elements to or removing elements ...
by jagoly
Mon Apr 14, 2025 4:31 am
Forum: Not a bug
Topic: LuaEntity.insert_fluid() does not account for active but empty filters on pumps
Replies: 2
Views: 314

LuaEntity.insert_fluid() does not account for active but empty filters on pumps

If I manually set a filter on a pump, then pump.insert_fluid(some_fluid) will check that filter before inserting the fluid, and not insert anything if the fluid does not match. Likewise, if the pump is connected to the circuit network and set_filters is enabled, then if the pump is receiving a ...
by jagoly
Wed Mar 19, 2025 4:35 am
Forum: Modding interface requests
Topic: copy-paste by blueprint should trigger an event
Replies: 18
Views: 4455

Re: copy-paste by blueprint should trigger an event

To add on to this, even the workaround of just setting allow_copy_paste = false is broken. While it does prevent pasting normal entity settings, tags on ghost entities are still overwritten. I'm pretty sure this is a bug, it makes no sense for tags to get pasted without all of the other entity ...
by jagoly
Mon Mar 17, 2025 2:58 am
Forum: Implemented mod requests
Topic: Allow setting locked field of choose-elem-button as an argument to .add()
Replies: 1
Views: 667

Allow setting locked field of choose-elem-button as an argument to .add()

LuaGuiElement has a handy boolean option that prevents the user from modifying the value of a choose-elem-button . However, for some reason this can only be set after the element is created by doing element.locked = true . It would be much more convenient if this field could be set by adding locked ...
by jagoly
Tue Feb 04, 2025 11:49 am
Forum: Modding interface requests
Topic: Add tooltips to listbox items
Replies: 5
Views: 712

Re: Add tooltips to listbox items

+1
by jagoly
Sat Jan 04, 2025 7:52 am
Forum: Resolved Problems and Bugs
Topic: [2.0.49] Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector
Replies: 5
Views: 1517

[2.0.49] Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector

As title. The selector visually appears to be disabled, however it may still be clicked, and choosing an icon will modify the text. I believe the button should simply be non-functional if the widget is disabled. The popup should also be force closed if it was already opened when the widget became ...
by jagoly
Sat Dec 28, 2024 12:45 pm
Forum: Implemented mod requests
Topic: combinator_description not accessible on ghosts
Replies: 3
Views: 726

Re: combinator_description not accessible on ghosts

still an issue, would very much appreciate a fix
by jagoly
Mon Dec 23, 2024 12:25 pm
Forum: Modding interface requests
Topic: Allow merging undo/redo actions within create/destroy event handlers
Replies: 0
Views: 214

Allow merging undo/redo actions within create/destroy event handlers

When calling LuaSurface.create_entity or LuaEntity.destroy, we are able to pass the arguments player and optionally item_index to have the actions added to the undo/redo stack. However, in the common case where these methods are being called within the various on_built or on_mined event handlers ...

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