Search found 271 matches

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: 80479

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: 214

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: 214

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 t...
by Narc
Thu Dec 14, 2017 9:23 am
Forum: Duplicates
Topic: [0.16.1] Checkboxes not raising `on_gui_click`
Replies: 5
Views: 214

[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_chec...
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: 97005

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: 653

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 c...
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: 2004

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 answe...
by Narc
Wed May 24, 2017 10:32 am
Forum: Resolved Problems and Bugs
Topic: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil
Replies: 19
Views: 2004

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

I agree this "change" leads to some ugly hacks [...] before when using it on both pipes and undergrounds if neighbours and #neighbours < 1 then Shouldn't that still work? I mean, 'if not neighbours' will be true if `if neighbours == nil` is true. local function has_neighbours(entity) return not (en...
by Narc
Tue May 16, 2017 11:48 am
Forum: Modding help
Topic: Existing mod that provides per-train GUI?
Replies: 4
Views: 229

Re: Existing mod that provides per-train GUI?

Choumiko wrote:[...]after not really touching it for 5 months: The code is a horrible mess[...]
Pretty sure that's a normal feeling -- in those 5 months you've learned how to do it much better. I get the same feeling about EvoGUI and YARM, but I don't believe they're that bad.

Please forgive the off-topic.
by Narc
Tue May 16, 2017 8:27 am
Forum: Modding help
Topic: Scenario: Reveal map at start?
Replies: 1
Views: 579

Re: Scenario: Reveal map at start?

In what way cleaner? LuaForce.chart_all will chart all generated chunks, like it says in the spec. It shouldn't cause the generation of chunks -- the game map can be very large and prohibitively expensive to generate entirely (or to retain on disk or in memory). If your scenario map is fixed size, y...
by Narc
Tue May 16, 2017 8:14 am
Forum: Modding help
Topic: Existing mod that provides per-train GUI?
Replies: 4
Views: 229

Re: Existing mod that provides per-train GUI?

I think FARL or Shuttle Train might be the closest to what you're looking for, but I don't know that either of them has per-train settings. Maybe the Fat Controller? I'm not entirely clear what you're looking for, but those have GUIs relating to trains.
by Narc
Tue May 16, 2017 8:11 am
Forum: Modding help
Topic: Infinite resources: how to calculate minimum yield in 0.15+? How about current yield?
Replies: 0
Views: 163

Infinite resources: how to calculate minimum yield in 0.15+? How about current yield?

I've noticed that, given an infinite resource entity in the world, I can query entity.initial_amount . I can also get entity.prototype.minimum_resource_amount . According to the changelog, this should be enough data to calculate the minimum yield: Infinite resource minimal yield is calculated using ...
by Narc
Wed May 03, 2017 8:36 pm
Forum: Development-Tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 606

Re: Script to zip your mod

sparr wrote:I think I'm thinking of when they added factorio_version as mandatory in info.json?
The info.json is your own. All the makefile does is replace a few tags with things like the mod name or version.
by Narc
Wed May 03, 2017 8:26 pm
Forum: Development-Tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 606

Re: Script to zip your mod

That's awesome! I had the same problem, but I fixed it with make . Thanks for reminding me of this. Did you ever update it to handle the "new" (0.13?) requirements for info.json? What's there to update? I just used the current Makefile to build EvoGUI v0.4.202, but it hasn't functionally changed si...
by Narc
Wed May 03, 2017 8:20 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 97005

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

Hey Narc, If I'm not mistaken, currently EvoGI is showing the evolution factor of the player. But as of 0.15 there are now 3: Player, Enemy and Neutral. I think you should have the option to show all 3. All three sounds like a pain, especially when only the enemy force has any spawners normally. Bu...
by Narc
Wed May 03, 2017 8:15 pm
Forum: Modding help
Topic: game.evolution_factor - 0.15
Replies: 7
Views: 769

Re: game.evolution_factor - 0.15

TheSAguy wrote:No idea what neutral will do.
Control the spawners owned by the neutral force, of course. You can make your own forces, too. And give entities to other forces as desired.
by Narc
Wed May 03, 2017 7:58 pm
Forum: Development-Tools
Topic: Script to zip your mod using info.json
Replies: 6
Views: 606

Re: Script to zip your mod

That's awesome! I had the same problem, but I fixed it with make.
by Narc
Fri Apr 28, 2017 11:47 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 97005

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

Oh, and... the change seems to be minimal: info.json factorio_version (obvs). And in value_sensors/evolution_factor, replace game.evolution_factor with player.force.evolution_factor. I may make a pull request, but... I'd first have to fork and download, and all that. Seems a bit much for a two-line...
by Narc
Fri Apr 28, 2017 9:18 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 97005

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

Peter34 wrote:Any chance of an update for 0.15?
I'll take a look at it, but I'd like to ask anyone else willing and able to make a pull request if I don't. I've not had much interest in Factorio or the mods in a while, and I don't foresee this changing for the predictable future.
by Narc
Fri Jan 20, 2017 9:43 am
Forum: Tools
Topic: Mod Control (Python Script)
Replies: 2
Views: 820

Re: Mod Control (Python Script)

Just out of curiosity, is it not easier to pass the `--mod-directory` argument at Factorio startup? I mean, sure, if you have duplicate mods between mod sets, that can lead to some extra disk space usage, but it seems to me the extra convenience would be worth it (assuming you can't just symlink you...

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