Search found 278 matches

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: 1997

[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 worl...
by Narc
Thu May 02, 2019 4:37 pm
Forum: Modding interface requests
Topic: Change character modifiers to a table?
Replies: 6
Views: 2054

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: 3871
Views: 1207395

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: 40734

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 it fr...
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: 40734

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 to d...
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: 40734

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 w...
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: 40734

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 same...
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: 130598

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: 2241

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: 2241

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: 2241

[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 `o...
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: 158400

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: 2893

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: 7784

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 s...
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: 7784

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) retu...
by Narc
Tue May 16, 2017 11:48 am
Forum: Modding help
Topic: Existing mod that provides per-train GUI?
Replies: 4
Views: 1932

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: 1781

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: 1932

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: 994

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: 4111

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.

Go to advanced search