Search found 284 matches

by Narc
Sun Jan 05, 2025 8:32 pm
Forum: Not a bug
Topic: [2.0.28] UI buttons missing in a vertical flow
Replies: 4
Views: 366

Re: [2.0.28] UI buttons missing in a vertical flow

Ah, the mystery is solved.

Original reporter came back and said "well, I also got a copy of Factorio 1.1 and it turns out removing all the mods except Pyanodon and YARM the same thing happens", so I was able to discover that GUI_Unifyer hides the YARM GUI to replace it with its own -- and when the ...
by Narc
Thu Jan 02, 2025 9:22 pm
Forum: Not a bug
Topic: [2.0.28] UI buttons missing in a vertical flow
Replies: 4
Views: 366

Re: [2.0.28] UI buttons missing in a vertical flow

The original reporter gave me this drive link and said to look at the `Pyanodon` save; I would imagine one of the other saves would be relevant as well, maybe this other one I attached here, but I can't say for sure. Maybe the reporter will provide further information, I've left them a note to check ...
by Narc
Mon Dec 30, 2024 12:25 am
Forum: Not a bug
Topic: [2.0.28] UI buttons missing in a vertical flow
Replies: 4
Views: 366

Re: [2.0.28] UI buttons missing in a vertical flow

Further information: it seems the invisible buttons have `visible: false`, but I never had any code to set button visibility in YARM, so this must be a migration artifact
by Narc
Sun Dec 29, 2024 11:49 pm
Forum: Not a bug
Topic: [2.0.28] UI buttons missing in a vertical flow
Replies: 4
Views: 366

[2.0.28] UI buttons missing in a vertical flow

This happened in a modded save transferred from Factorio 1.1 and was reported as a bug in YARM , but debugging with FMTK suggests everything should be fine. Details follow:

What did you do:
As far as I know, the player only loaded an earlier version of the attached save in Factorio 2.0 (without ...
by Narc
Wed Dec 11, 2024 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Can't edit chart tag if script updates a different tag
Replies: 2
Views: 769

[Rseding91] [2.0.23] Can't edit chart tag if script updates a different tag

What did you do:
Attempted to change the name/icon of a chart tag (created from the Add tag button):
- click on the tag
- type into the text field in the "Tag properties" window
- change the icon in the "Tag properties" window

12-11-2024, 14-39-50.png

What happened:
The text field and icon are ...
by Narc
Wed Nov 20, 2024 9:37 am
Forum: Combinator Creations
Topic: Anti-spoiling belt terminator.
Replies: 5
Views: 1865

Re: Anti-spoiling belt terminator.


[...]if there is some very particular belt and inserter orientation, I don't want to be constrained in such a way (later edit: Found one: A Stack Inserter pulling from a corner can clear the belt).

I just use a looping belt for my nutrients. All the contents of the belt will (eventually) go past ...
by Narc
Sat May 04, 2019 7:15 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.35-36] Mod GUI container no longer click-throughable
Replies: 1
Views: 2452

[kovarex] [0.17.35-36] Mod GUI container no longer click-throughable

Initially reported to me in https://mods.factorio.com/mod/YARM/discussion/5ccca4c4a2e6cc000c080949:

- if you have a tall mod GUI (e.g., FNEI) and a wide mod GUI (e.g., YARM) in the same GUI container at the same time, it creates a large area of the screen that can't be used to interact with the ...
by Narc
Thu May 02, 2019 4:37 pm
Forum: Modding interface requests
Topic: Change character modifiers to a table?
Replies: 6
Views: 2581

Re: Change character modifiers to a table?

+1 this idea. We could also have all those modifiers shown in the effects window (maybe only in debug mode?).
by Narc
Fri Apr 05, 2019 2:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1592577

Re: Bugs & FAQ

Hi, Angel, maybe you could change the setting `angels-infinite-yield` to have a `minimum_value` of 1? Setting it to 0 causes Factorio to refuse to start, making it impossible to fix it without deleting `mod-settings.dat`.
by Narc
Sat Mar 30, 2019 5:34 pm
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 47858

Re: Factorio Update Helper (an aid for headless server owners)


Hi, quick question, where do you have the script installed / where do you run it from?

Giddy
FIXED - had to put it in factorio, not factorio/bin/x64/

Looks like you got it resolved. It doesn't matter where the script is, only that you give it the path to the Factorio executable. I tend to run ...
by Narc
Tue Mar 26, 2019 8:45 pm
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 47858

Re: Factorio Update Helper (an aid for headless server owners)


Hi, the chmod thing worked, but it doesn't install the files for you, is it supposed to do this or can I mod it so that it does this. also it would be cool if you can add this to the startup of the factorio server, I am using systemd service.

Giddy


It is supposed to do exactly what you tell it ...
by Narc
Thu Mar 21, 2019 2:47 pm
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 47858

Re: Factorio Update Helper (an aid for headless server owners)


Hi,

Now it is finding 0.17 if you use --experimental but no longer detects the current version. also it doesn't install and asks you to run command apply with `factorio --apply-update /tmp/core-linux_headless64-0.17.10-0.17.11-update.zip` which is not an option. (should be --apply-to) and doesn't ...
by Narc
Mon Mar 04, 2019 7:34 pm
Forum: Multiplayer / Dedicated Server
Topic: Factorio Update Helper (an aid for headless server owners)
Replies: 36
Views: 47858

Re: Factorio Update Helper (an aid for headless server owners)

Hi,

Thanks for the interest! According to reports from github friends , and according to the change log in the 0.17.2 release and later ones, there's a problem with the auto-updater in Factorio and it is temporarily turned off while they work on fixing it. Given that this update helper uses the ...
by Narc
Fri Dec 15, 2017 12:56 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 145224

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

RikkiLook wrote:Translations into Russian. (YARM_0.7.301)
Nice, thank you! I'll take care of it ASAP.
by Narc
Thu Dec 14, 2017 12:27 pm
Forum: Duplicates
Topic: [0.16.1] Checkboxes not raising `on_gui_click`
Replies: 5
Views: 2834

Re: [0.16.1] Checkboxes not raising `on_gui_click`

So it is, good find! I did try a search, but apparently with the wrong terms. Glad to know this is intended behaviour, then.
by Narc
Thu Dec 14, 2017 11:43 am
Forum: Duplicates
Topic: [0.16.1] Checkboxes not raising `on_gui_click`
Replies: 5
Views: 2834

Re: Checkboxes not raising `on_gui_click`

What version is this about? Erp! Sorry, it's for 0.16.1. Edited the title, thanks for the reminder.

Strange that the docs say this. I've done a lot of GUI stuff in latest 0.15, and checkboxes definitely did not fire the on_click event.[...] Well, EvoGUI has always relied on just on_gui_click, but ...
by Narc
Thu Dec 14, 2017 9:23 am
Forum: Duplicates
Topic: [0.16.1] Checkboxes not raising `on_gui_click`
Replies: 5
Views: 2834

[0.16.1] Checkboxes not raising `on_gui_click`

I'm using some checkboxes in my mod GUIs, and was relying on the documented (ctrl+F "checkbox") behaviour that they would raise `on_gui_click` when clicked -- this simplifies my GUI handling by using the same code for both buttons and checkboxes.

But now I see that checkboxes only raise `on_gui ...
by Narc
Tue Aug 01, 2017 8:59 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 177423

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

RikkiLook wrote:Update translations RU.
Thank you, it's now included in EvoGUI v0.4.206.
by Narc
Thu Jun 22, 2017 10:18 am
Forum: Resolved Problems and Bugs
Topic: [Rseding][0.15.22] Mods (GUI) not loading on existing saves only
Replies: 2
Views: 3507

Re: [0.15.22] Mods (GUI) not loading on existing saves only

This seems to be a more generic problem with GUI elements getting consumed on loads...
I have this same problem in EvoGUI and came to the same conclusion: the root GUI element is getting eaten at load time (or all the mods' GUI elements are).

It also happens when joining a server, but only on the ...
by Narc
Wed May 24, 2017 11:17 am
Forum: Resolved Problems and Bugs
Topic: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil
Replies: 19
Views: 9661

Re: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil

assuming your return is just missing the # Yup, sorry, untested code. It's also got the logic backward, and would fit "has_no_neighbours(entity)"

on an underground belt that will return 0 if the belt has neighbours since the neighbour is an entity [and entities have 0 array members, but still ...

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