Search found 289 matches
- 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.
- 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...
- 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!
I like your guess though, nice find!
- 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.
Unzipping the mod "fixed" the issue.
I thought I got this but then I moved the menu aside to reveal an error: "level.dat not found"Deadlock989 wrote: ↑Wed Nov 25, 2020 11:27 am... you get a completely black screen when the mod is zipped.
Unzipping the mod "fixed" the issue.
- 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, ...
- 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.
Thanks for the pointer on scenario scripts. I'll take a look at that.
- 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...
- 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...
- 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...
- 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...
- 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&...
- 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
- 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...
- 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)
- 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.
- 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.
- 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...
- 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...
- 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
- 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?