Search found 5206 matches

by eradicator
Mon Aug 21, 2017 8:28 pm
Forum: Won't implement
Topic: on_gui_click drag & drop support
Replies: 10
Views: 3338

on_gui_click drag & drop support

Long description: Currently on_gui_click only supports "conventional" clicking, i.e. if the <button down> and <button up> event occur above the same gui element. If the mouse is moved inbetween those two events - i.e. in a circle back to the button - that movement is ignored, and if they ...
by eradicator
Sun Aug 20, 2017 4:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.33] Ungraceful handling of UTF8-Byte-order-mark
Replies: 2
Views: 3138

[0.15.33] Ungraceful handling of UTF8-Byte-order-mark

When encountering a file encoded in UTF-8-with-BOM (Byte Order Mark) factorio currently produces one of several unhelpful errors.I don't know if it's realistic to ask that factorio loads these files normally, so instead i'd be content if it gave a proper error message at least. (Background context: ...
by eradicator
Mon Aug 14, 2017 5:42 am
Forum: Not a bug
Topic: [0.15.33] Item-with-inventory does not affect .opened
Replies: 2
Views: 950

Re: [0.15.33] Item-with-inventory does not affect .opened

Reading the type was just a proof of concept so to speak. I actually need to access the inventory of the currently opend item-with-inventory, but as .opened == nil that is not possible. opened_gui_type returns defines.gui_type.item which is correct, but i don't see how that gets me any closer to the...
by eradicator
Mon Aug 14, 2017 5:25 am
Forum: Not a bug
Topic: [0.15.33] Item-with-inventory does not affect .opened
Replies: 2
Views: 950

[0.15.33] Item-with-inventory does not affect .opened

game.player.opened is 'nil' even when an item-with-inventory is opened. Reproduction: 1) get the item "/c game.player.insert('item-with-inventory')" 2) right click it to open the gui 3) try to get the type of the opened item e.g. "/c game.print(game.player.opened.type)" 4) ??? 5)...
by eradicator
Thu Aug 10, 2017 10:35 pm
Forum: Not a bug
Topic: [0.15.33] Disabled GUI element produces empty on_click event
Replies: 2
Views: 1035

[0.15.33] Disabled GUI element produces empty on_click event

Behavior: Clicking the preperated gui element raises an on_gui_click event but the event.element does not have a .name or a .parent (did not check for further properties) despite evaluating .valid as true. Reproduction: 1) Create a new GUI element (i.e. a button) 2) Set .enabled=false on the highest...
by eradicator
Thu Aug 10, 2017 7:13 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.33] Unhelpful error msg when adding font without size
Replies: 1
Views: 2681

[Rseding91] [0.15.33] Unhelpful error msg when adding font without size

When adding a font and forgetting to specify the size the game errors after "loading sprites..." with "gui style not defined". Some more checks during mod loading or a more verbose error message would be nice :P data:extend{{ type = "font", name = "no-size-font&quo...
by eradicator
Thu Aug 10, 2017 7:16 am
Forum: Mods
Topic: [MOD 0.16.12] Hand Crank Generator
Replies: 9
Views: 7465

Re: [MOD 0.13.6] Hand Crank Generator

Hand Crank Generator has been properly updated for 15.33 including conversion to the not-so-new-anymore in-game mod settings interface. It's now easier than ever to customize it to your liking and/or needs ;) @Ranakastrasz: Thanks for keeping things updated while i was away. (Didn't check the file t...
by eradicator
Tue Mar 21, 2017 1:02 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 73037

Re: Friday Facts #180 - Map interaction

Also as a late afterthought it would be awesome to have a visual representation of the bot swarm as it moves around the factory. Although i imagine that would be somewhat computaionally expensive :?
by eradicator
Tue Mar 21, 2017 12:54 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22][Twinsen] Loginet condition blocks set filter from circuits
Replies: 2
Views: 1117

Re: [0.14.22][Twinsen] Loginet condition blocks set filter from circuits

Good to know. It seemed odd that i'd be the first one to notice after all this time ;)
/me waits
by eradicator
Tue Mar 21, 2017 12:39 am
Forum: Implemented mod requests
Topic: Report used keys in on_gui_click event.
Replies: 2
Views: 1168

Re: Report used keys in on_gui_click event.

Great! Thanks :D. (I think i can live without modifyer keys on check boxes.)
by eradicator
Sat Mar 18, 2017 4:03 pm
Forum: General discussion
Topic: Examples for trains not using all spots of a station.
Replies: 7
Views: 3650

Examples for trains not using all spots of a station.

This thread is for collecting examples for the following type of station deadlock: - A station with multiple same-name stops. - Multiple trains coming in. - Some of the trains wait in front of the station despite there being empty spots because they want to go to a different spots that's not free. T...
by eradicator
Thu Mar 16, 2017 8:19 am
Forum: Implemented mod requests
Topic: Make "sprite-button-with-numbers" available to mod guis.
Replies: 1
Views: 1342

Make "sprite-button-with-numbers" available to mod guis.

In an attempt to make a gui that looks vanilla-like i noticed that the type of sprite-button that also shows numbers is not available to mods. It's the button type that's used for the inventory/production/power statistics that shows a sprite and some numbers/strings. Would be awesome if that was mad...
by eradicator
Thu Mar 16, 2017 8:08 am
Forum: Implemented mod requests
Topic: Report used keys in on_gui_click event.
Replies: 2
Views: 1168

Report used keys in on_gui_click event.

It would be much easier to make vanilla-like GUIs if the buttons used to do the clicking in on_gui_click events were available, as currently all buttons and modifiers are the same. This could be a simple "control"-like string event.control = "Shift + Right mouse button" or prefer...
by eradicator
Mon Mar 13, 2017 7:17 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22][Twinsen] Loginet condition blocks set filter from circuits
Replies: 2
Views: 1117

[0.14.22][Twinsen] Loginet condition blocks set filter from circuits

If a "Stack filter inserter" or normal "Filter inserter" has a _logistic_ network condition set (e,g, "Enable condition: iron-plate > 0") then you can not set filters on that inserter via _circuit_ network (Mode of operation: set filters). The filters will simply be ign...
by eradicator
Fri Mar 03, 2017 11:39 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 73037

Re: Friday Facts #180 - Map interaction

Nice! Work! If i had to pick one of the features from the "what's next" list i'd pick being able to select train stations from the map. The current station selection window when setting up schedules is so tiny and shows only 5 stations at a time. With dozens of stations that quickly become...
by eradicator
Sun Feb 26, 2017 5:08 am
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 56669

Re: Friday Facts #179 - New resource graphics & concrete

While i do agree that the new ores look good overall i have to agree with some of the previous posters that they look too similar to each other. This is also the case with the old graphics but due to lower resolution it doesn't stick out as much. Several thoughts that come to mind looking at the pre...
by eradicator
Wed Feb 22, 2017 4:59 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.22] Don't restart when new mods are not enabled.
Replies: 1
Views: 985

[Rseding91] [0.14.22] Don't restart when new mods are not enabled.

(This is a MINOR quirk. Thought it might be equally easy to fix.) Reproduction: 1) Go to "Options" -> "Other" and DISABLE "Automatically enable new mods". 2) Go to "Mods" -> "Install Mods" and install any new mod. 3) Press "back" after down...
by eradicator
Sat Feb 11, 2017 4:09 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 56061

Re: Friday Facts #177 - Difficulty settings

The advanced settings sound like a really neat addition, though i have to admit i'm a bit scared of trying to adjust the evolution values with a slider. ...because it looks like that's a slider <200 pixels in size that's supposed to go from 0 to 1? Sounds impossible to adjust the sixth decimal place...
by eradicator
Sat Jan 21, 2017 11:40 am
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 36804

Re: Friday Facts #174 - Mod gui

If you're already introducing a wrapper-ish gui element manager it would be nice if you could add the following two features so they don't have to be implemented by every mod on its own: 1) The ability to change the order of mod buttons (currently unpossible). Because currently it's dependant on cod...
by eradicator
Tue Aug 09, 2016 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.15] [Twinsen] Gate ghosts do not store circuit connections.
Replies: 1
Views: 1854

[0.13.15] [Twinsen] Gate ghosts do not store circuit connections.

When a gate is destroyed and rebuilt by robots its circuit connections are not recreated.

http://gfycat.com/JadedWatchfulAfghanhound

Go to advanced search