Search found 82 matches

by Cooldude2606
Fri Apr 16, 2021 4:28 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.30] Opened GUI and controller change edge case
Replies: 8
Views: 1258

Re: [Rseding] [1.1.30] Opened GUI and controller change edge case

Thanks for the fix and sorry I wasnt able to explain it well the first time. :)
by Cooldude2606
Fri Apr 16, 2021 3:16 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.30] Opened GUI and controller change edge case
Replies: 8
Views: 1258

Re: [Rseding] [1.1.30] Opened GUI and controller change edge case

What to do Assign a LuaGuiElement to player.opened. Assign a different LuaGuiElement to player.opened. During on_gui_closed make a call to LuaPlayer.set_controller. (I am not sure if the type of controller has an affect) What happens on_gui_closed is raised with the first gui element. (as expected)...
by Cooldude2606
Thu Apr 15, 2021 11:37 pm
Forum: Modding interface requests
Topic: Abilty to nil tag.icon to remove SignalId
Replies: 0
Views: 66

Abilty to nil tag.icon to remove SignalId

We are already able to set an icon for a chart tag with LuaCustomChartTag.icon; would it be possible to allow setting a nil value which will cause the tag to show the "tag marker" which a tag has by default? So far I have needed to remake a chart tag in order to remove the icon.
by Cooldude2606
Thu Apr 15, 2021 11:07 pm
Forum: Resolved Problems and Bugs
Topic: [Therenas] [1.1.32] Documentation Inconsistency
Replies: 1
Views: 394

[Therenas] [1.1.32] Documentation Inconsistency

The latest api docs for on_chart_tag_modified has the optional argument of "old_player_index :: uint"; however, in game it is named "old_player".

Edit: Another inconsistency in same area, "old_icon :: SignalID" can be nil, but is not marked as optional.
by Cooldude2606
Thu Apr 15, 2021 10:52 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.30] Opened GUI and controller change edge case
Replies: 8
Views: 1258

Re: [Rseding] [1.1.30] Opened GUI and controller change edge case

I understand that changing controller will set opened to nil; however, opened is already nil during on_gui_closed and when set_controller is called. (This is seen in my event output with "During Close spectate_label: nil" and "Before Controller Change: nil") Therefore, the contro...
by Cooldude2606
Wed Mar 31, 2021 2:11 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.30] Opened GUI and controller change edge case
Replies: 8
Views: 1258

[Rseding] [1.1.30] Opened GUI and controller change edge case

While working on a spectator feature for a scenario, I discovered an edge case where "player.opened" is nil during and after the "on_gui_opened" event. This edge case occurs when setting a new value for "player.opened" and the "on_gui_closed" event changes the...
by Cooldude2606
Wed Dec 30, 2020 3:34 am
Forum: Not a bug
Topic: [0.17.44] Non blocking save geting stuck on waiting to save
Replies: 5
Views: 1380

Re: [0.17.44] Non blocking save geting stuck on waiting to save

Highcooley wrote: ↑
Wed Dec 30, 2020 12:55 am
I can confirm, that is still an issue in Version 1.0.0.0
The issue should be fixed for version 1.1 as reported in this thread, however I have not tested it on our servers yet.
From further digging I found the issue was related to our ban list rather than non blocking save.
by Cooldude2606
Fri Nov 13, 2020 2:20 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 52194

Re: Friday Facts #363 - 1.1 is getting close

Building belts in a line without spraying them all over the place is really nice. Could you maybe add this also while pressing a button so it can be used for anything? E.g. if I create a new station I have to drag a line of chests but usually spray them all over the place. Being able to go in a str...
by Cooldude2606
Sun Aug 30, 2020 12:10 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.28] Stuck on waiting to save map
Replies: 10
Views: 1729

Re: [Oxyd] [0.18.28] Stuck on waiting to save map

We have done some testing with our server, as well as getting some feedback from other server hosters, and we believe that the banlist might be the cause of the error. First we filtered our banlist to only include valid usernames (containing alphanumeric characters and ._-) and limited it to bans wh...
by Cooldude2606
Fri Aug 14, 2020 11:39 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 66509

Re: Version 1.0.0

Congratulations guys, you have done it!
I cant see what you guys will work on next.
Here's to the future!
by Cooldude2606
Fri Jul 17, 2020 11:10 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 21332

Re: Friday Facts #356 - Blueprint library for real

This wall of text is about my personal struggle with Factorio and life, feel free to skip to the next subject if you wish to see the actual Factorio content. I could never skip a story like this, glad to see that you were able to bond with your son and recover from your low point. And the new chang...
by Cooldude2606
Fri Jul 03, 2020 8:36 pm
Forum: Not a bug
Topic: [0.18.34] Stack Overflow RtlCaptureContext
Replies: 2
Views: 264

Re: [0.18.34] Stack Overflow RtlCaptureContext

Following your first message I decided to look into how xpcall works. And you were correct, the error handler caused an error which was then feed back into its self. I was not aware that xpcall would capture errors from the error handler and feed it back into the error handler, resulting in a stack ...
by Cooldude2606
Fri Jul 03, 2020 7:43 pm
Forum: Not a bug
Topic: [0.18.34] Stack Overflow RtlCaptureContext
Replies: 2
Views: 264

[0.18.34] Stack Overflow RtlCaptureContext

While making a custom command to run code in a custom environment I found some strange cases that will result in the game crashing from a stack overflow centered around the following loop: (full log is attached) f:\dd\vctools\crt\vcruntime\src\eh\frame.cpp (1528): __FrameHandler3::CxxCallCatchBlock ...
by Cooldude2606
Fri Jun 26, 2020 3:44 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 14804

Re: Friday Facts #352 - New website

The rocket on the bottom needs a higher z-index, it's lower part is not hovering/clickable (unless that's intentional) -- (very cool though 8-) ) I also noticed the issue of the lower part not being hovering/clickable. I was disapointed that I can only use it once per page load. As soon as I used i...
by Cooldude2606
Fri Jun 19, 2020 6:56 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 25547

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Edit: Removed reply about where the module setting is located due to the above reply being exactly the same You can see grenade and nuke troll! How you can see troll who removed oil ?? Where information about it ? Who it was ? Who removed oil ? how are you going to determine who is troll? So kick t...
by Cooldude2606
Fri Jun 19, 2020 1:23 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 14804

Re: Friday Facts #352 - New website

y.petremann wrote: ↑
Fri Jun 19, 2020 10:49 am
Whooohoo, I'm on a hype train ... would the lua-api docs get better styles too ?
Gergely wrote: ↑
Fri Jun 19, 2020 11:46 am
What about also unifying it all somehow with the forum and wiki as well?

Or some method to link our forum & wiki accounts to our factorio account.
+1 for both of these
by Cooldude2606
Sat Jun 13, 2020 4:14 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 25547

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

We were originally considering some kind of tiling of beacons I really like the basic idea of it, but: - it doesn't Really make gameplay sense, the beacons don't interact with each other at all, they just add towards the close by machines, which is representative with separate units - it's quite a ...
by Cooldude2606
Sat Jun 13, 2020 2:11 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 25547

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I want to start by saying I like the new design but a few posts have suggested improvements that add the finishing touches. I really like the reversed version. It's simple, clean and the spike goes from a bit too thin for air transmission to naturally communicating that the device is sending a signa...
by Cooldude2606
Wed Jun 10, 2020 1:00 am
Forum: Modding help
Topic: Render Text ? :o
Replies: 3
Views: 294

Re: Render Text ? :o

its hard to setup Text in correct place... i was trying 10 times before it was in center and over market :D What might be useful is if you use "alignment" with draw_text. The default is to align the left corner, if you set the value to "center" then you dont need to worry about ...
by Cooldude2606
Tue Jun 09, 2020 4:11 pm
Forum: Modding help
Topic: Need a solution to getting cursor position while in map view
Replies: 2
Views: 199

Re: Need a solution to getting cursor position while in map view

I cant offer much help, but here is an older thread with a similar issue. TL;DR There is no way to get the current map or cursor position since both are non deterministic. The only work around is to make a custom capsule. I would suggest looking at the MIRV mod by Klonan for how he does a custom rem...

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