Search found 203 matches

by Therenas
Wed Jun 16, 2021 4:56 pm
Forum: Releases
Topic: Version 1.1.35
Replies: 13
Views: 3784

Re: Version 1.1.35

Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. is this json schema and where can I find it so I can use it as a linter! Information about it can be found here , and support for code comple...
by Therenas
Fri Jun 04, 2021 6:44 am
Forum: Modding discussion
Topic: LuaEntity::get_recipe() subclasses
Replies: 6
Views: 177

Re: LuaEntity::get_recipe() subclasses

You're right, probably best to be explicit. Fixed for the next release.

The whole 'Can only be used if' system is kind of bad in general though, it's due for a re-do at some point I feel like.
by Therenas
Fri Jun 04, 2021 6:28 am
Forum: Modding discussion
Topic: LuaEntity::get_recipe() subclasses
Replies: 6
Views: 177

Re: LuaEntity::get_recipe() subclasses

Doesn't CraftingMachine already imply that?
by Therenas
Fri Jun 04, 2021 6:01 am
Forum: Modding discussion
Topic: LuaEntity::get_recipe() subclasses
Replies: 6
Views: 177

LuaEntity::get_recipe() subclasses

https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.get_recipe Works on a ghost of a crafting machine. Not sure if it is intentional or not (there is no other obvious way to check the recipe on a ghost), but it works. get_recipe() and previous_recipe don't do anything on a blueprint of a f...
by Therenas
Fri May 21, 2021 11:46 am
Forum: Modding help
Topic: What is the difference between discrete_slider and discrete_values in a LuaGuiElement slider?
Replies: 4
Views: 256

Re: What is the difference between discrete_slider and discrete_values in a LuaGuiElement slider?

From my testing, discrete_slider does not do anything at all, only the value of discrete_values matters. The solution is to remove it from the API, but as that's a breaking change, it's a bit more of a delicate affair. I'll see about that though. I noticed this a while ago, but documenting it as 'th...
by Therenas
Wed Apr 28, 2021 10:06 am
Forum: Already exists
Topic: LuaGuiElement{type="camera",entity=<follow this>}
Replies: 6
Views: 340

Re: LuaGuiElement{type="camera",entity=<follow this>}

I added a note hinting at this functionality to the docs for the next release.
by Therenas
Sun Apr 25, 2021 8:20 pm
Forum: Implemented mod requests
Topic: Ability to bring window to the front
Replies: 8
Views: 830

Re: Ability to bring window to the front

This was added with 1.1.0
by Therenas
Fri Apr 23, 2021 9:51 am
Forum: Resolved Problems and Bugs
Topic: [Therenas][1.1.32] Documentation inconsistency: Is `player.gui.screen` a flow or empty-widget?
Replies: 1
Views: 357

Re: [Therenas][1.1.32] Documentation inconsistency: Is `player.gui.screen` a flow or empty-widget?

Thank you for the report. top, left, center and goal are indeed flows, while screen and relative are empty-widgets. The docs have been updated to reflect this for the next release.
by Therenas
Thu Apr 22, 2021 8:13 am
Forum: Implemented mod requests
Topic: [1.1.27] update can_place_entity to clarify newer defines in API pages
Replies: 1
Views: 230

Re: [1.1.27] update can_place_entity to clarify newer defines in API pages

Thanks for the report, this has been corrected for the next release.
by Therenas
Wed Apr 21, 2021 11:53 am
Forum: Resolved Problems and Bugs
Topic: [Therenas] Documentation error in LuaEntity.get_logistic_point
Replies: 1
Views: 371

Re: [Therenas]Documentation error in LuaEntity.get_logistic_point

Thanks for the report, this has been rectified for the next release.
by Therenas
Mon Apr 19, 2021 9:31 am
Forum: Resolved Problems and Bugs
Topic: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
Replies: 1
Views: 425

Re: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own

Thanks for the report. This is not actually a bug, but a mistake in the documentation, which is fixed for the next version. I added the 'on its own' part recently because that's how the vanilla freeplay cutscene behaves, so I mistakenly assumed this is the default behaviour. Looking into it again, I...
by Therenas
Fri Apr 16, 2021 8:44 am
Forum: Resolved Problems and Bugs
Topic: [Therenas] [1.1.32] Documentation Inconsistency
Replies: 1
Views: 396

Re: [Therenas] [1.1.32] Documentation Inconsistency

Thanks a lot for the report, both points have been addressed for the next release.
by Therenas
Wed Dec 02, 2020 11:41 pm
Forum: General discussion
Topic: Alt-F4 #15 - Investigating 1.1
Replies: 2
Views: 732

Re: Alt-F4 #15 - Investigating 1.1

Hi, author here, glad you enjoyed it! Regarding your question, the measurements were run on a i5-8600k@4.8 GHz, with memory clocked at 2133MHz. I want to emphasize again though that the results are not very precise, and are only intended to show the general trend of the improvements. Regarding scali...
by Therenas
Mon Nov 30, 2020 2:51 pm
Forum: Modding interface requests
Topic: Differentiate types of on_gui_closed
Replies: 3
Views: 325

Differentiate types of on_gui_closed

With 1.1, the game now treats pressing 'E' on a GUI interface with a confirm-button as confirmation, which is fine. An issue arises though when mods try to emulate that behavior. What you want to do as a mod is to confirm your current dialog if possible, and close it if it doesn't have a submit-butt...
by Therenas
Sun Nov 29, 2020 9:49 pm
Forum: Implemented mod requests
Topic: Add GUI elements in the middle of a parent
Replies: 5
Views: 468

Re: Add GUI elements in the middle of a parent

Pretty sure this was implemented with 1.1
by Therenas
Thu Nov 26, 2020 3:39 pm
Forum: Modding interface requests
Topic: Tips and Tricks wishlist
Replies: 3
Views: 283

Re: Tips and Tricks wishlist

This is probably a long shot, but it would be a-ma-zing if the tips could simulate GUIs.
by Therenas
Sat Nov 21, 2020 8:10 pm
Forum: Modding interface requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 8
Views: 565

Re: Apply built-in tooltips to custom GUI elements

ixu wrote:
Sat Nov 21, 2020 7:54 pm
choose-elem-button-cost.png
Where can I get this easy-to-use-looking performance information from?
Jarg`s Factorio Debugger has a profiling mode, it's super useful.
by Therenas
Fri Oct 23, 2020 8:00 am
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Replies: 3
Views: 402

Re: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results

Thanks for the explanations, that's interesting! I (and Raiguard too) actually ran into this before several times, but always worked around it somehow. I just got the motivation to write a reproduction this time.
by Therenas
Thu Oct 15, 2020 8:56 pm
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Replies: 3
Views: 402

[kovarex] [1.0.0] Setting certain elements to stretch leads to weird results

Sorry for the bad title, the situation is somewhat complex to explain in words. So, to save me a thousand words, a picture: https://i.imgur.com/LUVqFcL.png I'm not going to try and explain the exact situation in words, as it requires a somewhat particular setup to exhibit this behavior. The attached...

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