Search found 15 matches

by JasonMiles
Mon Mar 04, 2019 7:55 am
Forum: Ideas and Suggestions
Topic: Available space for mods increased to whole screen height
Replies: 0
Views: 545

Available space for mods increased to whole screen height

TL;DR Currently mods are limited to ~2/3rd of screen height. Exceeding this height breaks rendering. What ? On https://imgur.com/a/8s8OHd8 you can see the todo list rendered without the buttons at the bottom (it should look like this: https://mods-data.factorio.com/assets/7e904c4a3f318b9fff5f887c84...
by JasonMiles
Tue Feb 05, 2019 3:13 pm
Forum: Modding help
Topic: [Question] What is the best way to provide alternative localisations?
Replies: 2
Views: 777

Re: [Question] What is the best way to provide alternative localisations?

It means for every translation that I want to have changeable I have to switch from `{"todo.some_thing"}` to `{todo.translate("some_thing")}`. Which is inconsistent.
So ideally I switch for everything..

But thanks for the input. I'll go this way then :)
by JasonMiles
Tue Feb 05, 2019 1:36 pm
Forum: Modding help
Topic: [Question] What is the best way to provide alternative localisations?
Replies: 2
Views: 777

[Question] What is the best way to provide alternative localisations?

Hi, I'm the author of the ToDo Lis t mod. There is a request to enable a quest log mode to have everything more RPG like. I'm now trying to understand how to implement this the best way. 1. provide a second mod with the changed translations + easy to toggle for players - lot of overhead - hard to ke...
by JasonMiles
Mon Nov 19, 2018 7:12 pm
Forum: Modding help
Topic: Trigger UI redrawing?!
Replies: 6
Views: 2158

Re: Trigger UI redrawing?!

Follow up question.
If I use the dialog it actually blocks UI rendering. Is there a way to programmatically close it again?
Because otherwise the user has to manually proceed for every step.
Or am I missing something?
by JasonMiles
Mon Nov 19, 2018 1:22 pm
Forum: Modding help
Topic: Usage of mod-gui
Replies: 12
Views: 6504

Re: Usage of mod-gui

Hey :) Thanks for the input. Somehow I still don't get full notifications for everything here in the forum :/ Hi there! It's me, the noob coder :). From a quick look at the explanation page i have a few thought that are hopefully useful insigts into how other people code. If not feel free to ignore ...
by JasonMiles
Mon Nov 19, 2018 1:04 pm
Forum: Modding help
Topic: Trigger UI redrawing?!
Replies: 6
Views: 2158

Re: Trigger UI redrawing?!

Awesome, thanks :)
I'll try that out.
by JasonMiles
Sun Nov 18, 2018 10:30 pm
Forum: Angels Mods
Topic: [Question] Saline Water with just Angels Refining?
Replies: 0
Views: 1847

[Question] Saline Water with just Angels Refining?

Hi, we ware playing a game that only uses Angels Refining (and some other mods, but nothing else from Angels and nothing from Bobs). I'm currently looking into using the byproducts of the refining process and need Saline Water to create Slurry. It seems it should have been enabled with Water Treatme...
by JasonMiles
Tue Oct 30, 2018 9:54 pm
Forum: Modding help
Topic: Trigger UI redrawing?!
Replies: 6
Views: 2158

Re: Trigger UI redrawing?!

Okay, thanks.

I was afraid this was the answer :)
Off to creating a scheduler and some locking logic then :D
by JasonMiles
Tue Oct 30, 2018 9:52 pm
Forum: Modding help
Topic: Usage of mod-gui
Replies: 12
Views: 6504

Re: Usage of mod-gui

I somehow missed the notification for posts in this thread -.- I completely rewrote faketorio by now. It is now running inside of Factorio and thus you can do whatever you want/could do anyway. Automated testing basically removes the long and error prone phase of testing everything in your mod after...
by JasonMiles
Tue Oct 30, 2018 12:44 pm
Forum: Modding help
Topic: Trigger UI redrawing?!
Replies: 6
Views: 2158

Trigger UI redrawing?!

Hi, I have a rather long running / command that raises some click events (script.raise_event). These events cause some UI elements to be drawn, created, closed, ... As everything happens in one command/function it looks like there is no UI update until the very end. I would like to see the steps in ...
by JasonMiles
Sun Oct 21, 2018 8:06 pm
Forum: Implemented mod requests
Topic: Platform-native JSON parse/encode
Replies: 6
Views: 2825

Re: Platform-native JSON parse/encode

Bilka wrote: ↑
Fri Jun 22, 2018 1:48 pm
0.17 changelog wrote:Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().
Awesome, thank you :)

Would it be possible to also expose the base64 encoder/decoder in a similar way?
This would make exchanging mod state extremely easy (blueprint like).

Thanks!
by JasonMiles
Sat Oct 07, 2017 9:54 am
Forum: Modding help
Topic: Usage of mod-gui
Replies: 12
Views: 6504

Re: Usage of mod-gui

Hey,

thanks for the explanation. I know how mod-gui works and I'm actively using it.
The question is: Is anyone else using it?
by JasonMiles
Sat Oct 07, 2017 9:17 am
Forum: Modding help
Topic: Usage of mod-gui
Replies: 12
Views: 6504

Usage of mod-gui

Hi, I'm currently working on a library/framework to make automated testing for Factorio mods possible and easy (inspired by the stdlib project). You can find the first version here: https://github.com/JonasJurczok/faketorio The question I have is: Is anyone using mod-gui for the UI in their mods? I ...
by JasonMiles
Thu Sep 21, 2017 11:13 am
Forum: Mod portal Discussion
Topic: [mod-portal] 10 unused images
Replies: 2
Views: 1477

Re: [mod-portal] 10 unused images

Awesome, thank you :)
by JasonMiles
Thu Sep 21, 2017 9:33 am
Forum: Mod portal Discussion
Topic: [mod-portal] 10 unused images
Replies: 2
Views: 1477

[mod-portal] 10 unused images

Hi, I created my first mod https://mods.factorio.com/mods/JasonMiles/Todo-List I wanted to add images to the mod. Upon submitting the new images the whole page just froze up. After reloading the details page none of the images where there (neither in the normal, nore in the edit view). I uploaded th...

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