Search found 289 matches

by PFQNiet
Thu Nov 26, 2020 6:17 pm
Forum: Modding interface requests
Topic: Tips and Tricks wishlist
Replies: 3
Views: 999

Re: Tips and Tricks wishlist

^ That would be nice. It would allow the few image-based tips-and-tricks to be remade as simulations, which in turn allows them to be localised or otherwise modded.
by PFQNiet
Thu Nov 26, 2020 6:14 pm
Forum: Not a bug
Topic: [1.1.1] Changing input inventory and recipe of assembly machine in same tick doesn't update properly
Replies: 3
Views: 557

[1.1.1] Changing input inventory and recipe of assembly machine in same tick doesn't update properly

I've noticed what appears to be a regression because as far as I'm aware it was working fine before the latest version. local machine = some_assembling_machine local inventory = machine.get_inventory(defines.inventory.assembling_machine_input) -- for this example the recipe takes 1 iron plate, and t...
by PFQNiet
Thu Nov 26, 2020 1:52 am
Forum: Modding help
Topic: Menu sim sometimes freezes the game
Replies: 2
Views: 768

Re: Menu sim sometimes freezes the game

The save files are kept minimal, made in Map Editor so character inventory is empty, and freshly made in 1.1.1

I like your guess though, nice find!
by PFQNiet
Thu Nov 26, 2020 1:10 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Menu Simulation Mod not working when zipped
Replies: 3
Views: 3015

Re: [1.1.0] Menu Simulation Mod not working when zipped

I'll add my confirmation to this as well with my own mod.
Deadlock989 wrote:
Wed Nov 25, 2020 11:27 am
... you get a completely black screen when the mod is zipped.
I thought I got this but then I moved the menu aside to reveal an error: "level.dat not found"

Unzipping the mod "fixed" the issue.
by PFQNiet
Wed Nov 25, 2020 10:08 pm
Forum: Modding help
Topic: Menu sim sometimes freezes the game
Replies: 2
Views: 768

Menu sim sometimes freezes the game

I'm trying to debug this but I'm a little stuck. I'm making some custom menu sims, which is fine. But sometimes when I copy a save from my saves folder to the mod folder and add it to the list, the sim will run for a few ticks (about 15 or so) and then the game completely freezes. No error message, ...
by PFQNiet
Wed Nov 25, 2020 1:54 pm
Forum: Modding help
Topic: [1.1.0] Control scripts in tips/tricks
Replies: 2
Views: 919

Re: [1.1.0] Control scripts in tips/tricks

Since the "internal" functions are rather essential to making good tips/tricks sims (ie. mouse cursor movement, camera position...) I feel like they should be documented somewhere.

Thanks for the pointer on scenario scripts. I'll take a look at that.
by PFQNiet
Wed Nov 25, 2020 1:51 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] Fluid box "get_flow" returns wrong value
Replies: 6
Views: 3003

[boskid] Fluid box "get_flow" returns wrong value

Simple test setup: offshore pump, couple of pipes, pump, storage tanks. Basically ensure the pump can get its full 1,200/s flow rate. Hover the pump and run /c game.print(game.player.selected.fluidbox.get_flow(1)) It returns 11.79517552368, which I assume is supposed to be flow-per-tick. It should b...
by PFQNiet
Tue Nov 24, 2020 4:13 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Simulation create_entities_from_blueprint_string lacks modules
Replies: 1
Views: 1589

[kovarex] [1.1.0] Simulation create_entities_from_blueprint_string lacks modules

I'm messing around with modding the tips/tricks simulations, and I noticed that even though my blueprint includes modules, building that blueprint with: game.surfaces[1].create_entities_from_blueprint_string{ string = "0eJx9kNFqwzAMRf/lPtuQNHSjfuxvjFGcRHQCWzGRUxpC/n12Osae9iKwpHPvlTf0YaE0s2S4DTx...
by PFQNiet
Tue Nov 24, 2020 2:58 pm
Forum: Modding help
Topic: [1.1.0] Control scripts in tips/tricks
Replies: 2
Views: 919

[1.1.0] Control scripts in tips/tricks

I'm trying to customise the tips/tricks scenes to better fit my mod. It's slow going but I'm making progress. Before I dive too far into it though, is it possible to have my mod's control.lua run at all? The reason I ask is because I have entities being built that trigger additional things with even...
by PFQNiet
Tue Nov 24, 2020 11:47 am
Forum: Duplicates
Topic: [1.1.0] Bouncy chat
Replies: 1
Views: 884

[1.1.0] Bouncy chat

Type something in chat, then go mine some trees or something. The chat moves up to make room for the mining progress bar, then back down when you finish mining it. If you mine a bunch of entities one after the other, the chat ends up bouncing quite a bit. I feel like the chat should reserve some spa...
by PFQNiet
Tue Nov 24, 2020 12:48 am
Forum: Ideas and Suggestions
Topic: [1.1.0] Better handling of map tag permissions
Replies: 1
Views: 328

[1.1.0] Better handling of map tag permissions

As part of a mod I'm making, the ability to tag the map is disabled (via the permissions system). However the shiny new "place tag" button still pops up all the UI for creating a tag, and then puts it in your cursor for placement... and then vanishes without any feedback when "placed&...
by PFQNiet
Mon Nov 23, 2020 7:09 pm
Forum: Modding interface requests
Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
Replies: 19
Views: 4028

Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process

Code: Select all

if event.buffer then
  local burner = entity.burner
  if burner then
    local burning = burner.currently_burning
    if burning then
      local burnt = burning.burnt_result
      if burnt then
        event.buffer.insert{name=burnt.name,count=1}
      end
    end
  end
end
Seems fine to me.
by PFQNiet
Mon Nov 23, 2020 5:43 pm
Forum: Modding interface requests
Topic: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process
Replies: 19
Views: 4028

Re: Get BurntResult on Vehicle and BurnerGenerator while mined interrupting a consumption process

I definitely feel like this is something that should be "opted in" to, if added. As it is, you should be able to add a relatively cheap control script for mined events, check if a burner exists, check if the burning fuel has a burnt_result, and add it to the event buffer if so. A similar i...
by PFQNiet
Sun Nov 22, 2020 8:30 pm
Forum: Modding interface requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 8
Views: 2599

Re: Apply built-in tooltips to custom GUI elements

Glad this helped uncover a performance issue, but I still have my issue of wanting an item tooltip on my sprite-button (with number, so choose-elem-button is insufficient)
by PFQNiet
Sun Nov 22, 2020 8:27 pm
Forum: Modding help
Topic: Modding tutorial for styles
Replies: 3
Views: 871

Re: Modding tutorial for styles

One thing that may help you is Ctrl+F6 - this will toggle the "style inspector" that lets you see what styles are applied to various GUI elements, including the names of built-in styles.
by PFQNiet
Sat Nov 21, 2020 7:13 pm
Forum: Modding help
Topic: Use of build-in tooltips
Replies: 10
Views: 1730

Re: Use of build-in tooltips

Not yet but I suggested it.
by PFQNiet
Thu Nov 19, 2020 12:41 pm
Forum: Modding help
Topic: __core__/lualib docs
Replies: 1
Views: 948

__core__/lualib docs

Is there a place where the __core__/lualib files are documented? math2d is fairly self-explanatory, but I couldn't find any information on how to use story. event_handler is extremely useful but I had to figure it out through trial and error. Documentation on these files would be extremely helpful s...
by PFQNiet
Thu Nov 19, 2020 6:56 am
Forum: Modding help
Topic: Creating multiple entity-ghosts in the same location
Replies: 2
Views: 709

Re: Creating multiple entity-ghosts in the same location

I have a "floor" entity in the mod I'm building. I can place its ghost in the same place as "building" entities with no issue, but I can't place another "floor" ghost there. It seems that so long as they don't collide then you can put multiple of them. `not-colliding-wi...
by PFQNiet
Wed Nov 18, 2020 7:05 pm
Forum: Modding help
Topic: what does Player.opened return?
Replies: 2
Views: 745

Re: what does Player.opened return?

That's what opened_gui_type is for :)
by PFQNiet
Tue Nov 17, 2020 9:48 am
Forum: Won't implement
Topic: set_custom_alert time_to_live
Replies: 2
Views: 969

Re: set_custom_alert time_to_live

Oh I think I remember seeing something about that once. Would it be possible to document that fixes TTL in the API docs somewhere?

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