Search found 129 matches
- Thu Oct 22, 2020 9:58 pm
- Forum: Already exists
- Topic: Remove "Elapsed:"+"ms" from LuaProfiler printout
- Replies: 6
- Views: 3573
Re: Remove "Elapsed:"+"ms" from LuaProfiler printout
When I made the lua profiler, I gave it that locale so that you can quickly see whether the timer is paused or not when it is read, without having to add extra code. It was not intended to be seen by users, since it is just a debugging tool for mod developers. You can just overwrite the locale in yo...
- Fri Sep 18, 2020 11:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Only half of map preview is shown at 250% scaling
- Replies: 2
- Views: 1546
Re: [1.0.0] Only half of map preview is shown at 250% scaling
I found a way to reproduce this at 100% gui scale and on lower resolutions. If you open "The rest" settings (hold ctrl or shift or alt (i just hold all three) when clicking settings) and set the map preview chunk side to 16, then open the map preview and resize the window such that there i...
- Sat Jun 06, 2020 12:49 pm
- Forum: Won't implement
- Topic: Please add an API hook for changing entity resistances
- Replies: 3
- Views: 1581
Re: Please add an API hook for changing entity resistances
You can script this yourself by using the on_entity_damaged event and adding/removing health.
- Mon May 04, 2020 12:07 am
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 8879
Re: Re-opened: breaking change/fix: script.raise_event rework
Could you explain which events specifically you are worried about? Download every mod ever and do a search for "raise_event", those will be the ones requested. Maybe it's all of them, maybe its just the ones you've already listed. This "please list the specific events" request a...
- Sun May 03, 2020 5:39 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 8879
Re: Re-opened: breaking change/fix: script.raise_event rework
I don't like the idea of not being able to manually raise events. In one of my mods, I create an entity, then set some values on it, then manually raise the script_raised_built event. If I had to use the raise_event parameter in the create_entity call, then I would overwrite any values that other mo...
- Mon Apr 20, 2020 8:10 pm
- Forum: Modding interface requests
- Topic: Inventory GUI element
- Replies: 0
- Views: 734
Inventory GUI element
With the new script inventories, it would be nice to have an easy way to put them in a GUI. I think it is possible with sprite buttons in a table, but having an existing GUI element for it would be way easier. It would also need to be able to display the player's inventory, otherwise transferring it...
- Wed Apr 15, 2020 12:41 pm
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 5453
Re: Ability to create out-of-world LuaItemStacks.
That sounds awesome. Just out of curiosity, *how* old was the pull? Also i'm guessing that if i "lose" the reference to such an inventory it's auto-destroyed? And all inventories are "private" (i.e. other mods can't mess them up)? I made the pull request on 16th Feb 2019, hoping...
- Tue Apr 14, 2020 11:23 am
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 5453
Re: Ability to create out-of-world LuaItemStacks.
One of my oldest pull requests just got accepted which allows this. It should be in the next version. Main additions are: LuaGameScript::create_inventory, LuaInventory::resize, LuaInventory::destroy. Obviously once you've created an inventory you can use its slots as you wish. You can't destroy or r...
- Tue Dec 10, 2019 9:27 am
- Forum: Modding interface requests
- Topic: Please provide player's cursor position or a way to highlight around the cursor
- Replies: 12
- Views: 4237
Re: Please provide player's cursor position or a way to highlight around the cursor
Getting the player's mouse position will never be done because then every player would have to send a network packet every time their mouse moved.
However something to draw LuaRendering objects relative to the player's cursor ghost could be done, and has been requested previously.
However something to draw LuaRendering objects relative to the player's cursor ghost could be done, and has been requested previously.
- Sun Nov 17, 2019 5:31 pm
- Forum: Won't implement
- Topic: post-dependencies-loaded event
- Replies: 10
- Views: 3411
Re: post-dependencies-loaded event
Reading back what I wrote.. I probably made it more confusing.
His mod has no (relevant) dependencies.
Other mods list his mod as a dependency. They get on_init called after his mod.
He wants an init event which will fire after all of the [mods that list his as a dependency] inits fire.
His mod has no (relevant) dependencies.
Other mods list his mod as a dependency. They get on_init called after his mod.
He wants an init event which will fire after all of the [mods that list his as a dependency] inits fire.
- Sat Nov 16, 2019 11:18 pm
- Forum: Won't implement
- Topic: post-dependencies-loaded event
- Replies: 10
- Views: 3411
Re: post-dependencies-loaded event
If a mod is a dependency of your mod, your on_init will be called after the dependencies on_init. This means this event already exists in the form of on_init. Unless I misunderstood you, of course. You have it backwards, Bilka. His mod is the one being depended on, so his on_init fires, then the ot...
- Wed Nov 13, 2019 10:15 am
- Forum: Modding discussion
- Topic: Breaking change/fix: script.raise_event rework - opinions wanted
- Replies: 88
- Views: 24675
Re: Breaking change/fix: script.raise_event rework - opinions wanted
That's (at a guess) around 12'000 lines of code that someone would have to write all just to handle the rotten-eggs case of mods doing things wrong. All you need to check is: whether a given variable is missing when its not optional, the lua type, and sometimes the prototype type. That to me sounds...
- Wed Nov 13, 2019 12:26 am
- Forum: Won't implement
- Topic: API returning index of the player the code is running on
- Replies: 12
- Views: 3848
Re: API returning index of the player the code is running on
You seem to not understand what a desync is. A desync isn't "the game quitting because it detected something fucky", a desync is "data on one client is different to data on another client". Just because GUI data isn't periodically checked for desyncs doesn't mean it doesn't need ...
- Tue Nov 12, 2019 10:36 am
- Forum: Modding discussion
- Topic: Breaking change/fix: script.raise_event rework - opinions wanted
- Replies: 88
- Views: 24675
Re: Breaking change/fix: script.raise_event rework - opinions wanted
The way I see it, any mod may want to simulate an action that normally would raise an event, for example Bluebuild raises the player_built event. script_raised_built just wouldn't work for it because there is no proper way to pass the player, item stack, etc. In my mod, I have (planned) a scripted r...
- Mon Nov 11, 2019 10:08 am
- Forum: Modding interface requests
- Topic: control behaviour type of an entity prototype
- Replies: 7
- Views: 2848
Re: control behaviour type of an entity prototype
Most of the control behaviours are literally "XControlBehaviour" where X is the entity type. A hardcoded lookup table is probably enough, but I guess it would be nice to have that info available automatically so it stays up to date.
What it is you are doing where you need to know this?
What it is you are doing where you need to know this?
- Mon Nov 11, 2019 9:56 am
- Forum: Won't implement
- Topic: Local folder for each mod (version inspecific) and a settings file
- Replies: 8
- Views: 2959
Re: Local folder for each mod (version inspecific) and a settings file
My mod supports custom item stacks, and some other bits here and there that are more for messing with than anything serious. If someone found some items that didn't work well for stack changes, they could write a little bit, without me having to overwrite their additions every time or add them to t...
- Sun Nov 10, 2019 12:14 pm
- Forum: Won't implement
- Topic: Local folder for each mod (version inspecific) and a settings file
- Replies: 8
- Views: 2959
Re: Local folder for each mod (version inspecific) and a settings file
persistent file of user changes to my mod What changes can users make to a mod? Do you mean users modifying your mod? That isn't really supported, nor recommended, beyond scripted changes determined by settings . I'd tell them to use version control so they can make their changes, then if the mod u...
- Sun Nov 10, 2019 12:08 pm
- Forum: Won't implement
- Topic: on_spawner_absorb
- Replies: 2
- Views: 1486
Re: on_spawner_absorb
An event for this would never be made because it happens to so many spawners so frequently.
I'm not sure if the spawner's absorbed pollution count is exposed to the api, but if not, you should request that instead and poll the spawners you are interested in occasionally.
I'm not sure if the spawner's absorbed pollution count is exposed to the api, but if not, you should request that instead and poll the spawners you are interested in occasionally.
- Sun Nov 03, 2019 5:17 am
- Forum: Modding interface requests
- Topic: Data stage prototype filters.
- Replies: 12
- Views: 3218
Re: Data stage prototype filters.
The main benefit of the prototype filters is to save the amount of LuaObjects being created. That doesn't happen in the data stage since everything is already in lua. C++ objects for the prototypes aren't even loaded until after the data stage finishes. Maybe some functions could be written in luali...
- Sun Oct 20, 2019 8:42 pm
- Forum: Implemented mod requests
- Topic: ChooseElemButton EntityType/s
- Replies: 4
- Views: 1941