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 ...
Search found 284 matches
- 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
- 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 ...
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?).
- 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`.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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
Nice, thank you! I'll take care of it ASAP.RikkiLook wrote:Translations into Russian. (YARM_0.7.301)
- 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.
- 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 ...
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 ...
- 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 ...
But now I see that checkboxes only raise `on_gui ...
- 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
Thank you, it's now included in EvoGUI v0.4.206.RikkiLook wrote:Update translations RU.
- 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 ...
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 ...
- 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 ...
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 ...