Search found 7 matches

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: 162

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: 3720

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: Modding interface requests
Topic: Allow setting locked field of choose-elem-button as an argument to .add()
Replies: 0
Views: 496

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: 463

Re: Add tooltips to listbox items

+1
by jagoly
Sat Jan 04, 2025 7:52 am
Forum: Pending
Topic: Setting enabled to false on a textbox widget with an icon selector doesn't disable the selector
Replies: 1
Views: 188

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: 508

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: 160

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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