Search found 1352 matches

by Choumiko
Fri Nov 27, 2020 9:09 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
Replies: 7
Views: 3794

Re: [1.1.0] Inventory auto extend logic inconsistency

In 1.1.1 the logistics expand when i put a request anywhere in the last row except in the first cell

Screenshot from 2020-11-27 22-08-37.png
Screenshot from 2020-11-27 22-08-37.png (17.25 KiB) Viewed 3788 times
by Choumiko
Wed Nov 25, 2020 6:30 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
Replies: 6
Views: 3321

Re: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open

Should be fixed in Version: 1.1.2 I was just messing around with spidertron logistics and on 1.1 it's the same behavior: get in a spidertron, open the gui, switch to logistics tab /c game.player.vehicle.set_vehicle_logistic_slot(45,{name="wooden-chest",min=50}) no gui update, close, open ...
by Choumiko
Wed Nov 25, 2020 8:06 am
Forum: Not a bug
Topic: Bizarre graphical problem (1.1)
Replies: 4
Views: 969

Re: Bizarre graphical problem (1.1)

But it looks really weird in the screenshots, looks different (and better/correct) on mine
Screenshot from 2020-11-25 09-05-14.png
Screenshot from 2020-11-25 09-05-14.png (3.96 MiB) Viewed 857 times
Edit: Never mind, opening the images in a new tab fixed it.. :roll:
by Choumiko
Tue Nov 24, 2020 11:02 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
Replies: 6
Views: 3321

Re: [1.1.0] adding logistic requests by set_personal_logistic_slot() seems not to update the GUI correctly if GUI is ope

sidenote: adding a (single) request to the first slot of that row does not extend the slots either if no other slot in that row is configured: That is also the case when you do it manually via the gui. So far i assumed it is intentional (for whatever reason) Regarding to set_personal_logistic_slot:...
by Choumiko
Tue Nov 24, 2020 10:32 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Replies: 5
Views: 3121

Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece

Reproduction: It seems very circumstancial but this is pretty consistent... load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it import the bp string open it remove the right belt confirm the fo...
by Choumiko
Tue Nov 24, 2020 9:08 pm
Forum: Modding help
Topic: player.character_logistic_slot_count
Replies: 2
Views: 1137

Re: player.character_logistic_slot_count

Yes, it now is called https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.request_slot_count player.character.request_slot_count And the value is the highest slot that is actually set to something. Writing to it isn't necessary anymore, since LuaPlayer.set_personal_logistic_slot() extends t...
by Choumiko
Tue Nov 24, 2020 7:46 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Crash using LuaGuiElement.bring_to_front()
Replies: 1
Views: 1531

[1.1.0] Crash using LuaGuiElement.bring_to_front()

Calling LuaGuiElement.brong_to_front() during on_configuration_changed yauses a hard crash. To reproduce: - add the 2 attached mods - load the attached save (it didn't have the mod previously, but has all techs researched via cheat) Starting a new save with the mod and then using cheat and opening t...
by Choumiko
Sat Nov 21, 2020 11:01 pm
Forum: Modding help
Topic: How to revive ghosts from a blueprint
Replies: 2
Views: 1096

Re: How to revive ghosts from a blueprint

Try removing the brackets around k,v When i try it with brackets in the Factorio console i get an error. Seems like the mod you're editing does that function in a pcall and gives no information when an error occurs. As for searching the API, if i don't know what a function belongs to i go to https:/...
by Choumiko
Thu Nov 12, 2020 3:34 pm
Forum: Not a bug
Topic: [1.0.0] Numeric only textfields allow character movement when using WASD
Replies: 3
Views: 968

[1.0.0] Numeric only textfields allow character movement when using WASD

Clicking in a numeric only textfield (e.g. setting the request/trash amount in the character gui) and then typing any of the movement keys (or in fact any key that has a game control linked) executes that movement. For unbound keys the input is ignored (as expected) To reproduce: - Add item to logis...
by Choumiko
Sun Nov 01, 2020 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0]LuaControl.set_personal_logistic_slot strange behavior
Replies: 1
Views: 553

[1.0.0]LuaControl.set_personal_logistic_slot strange behavior

LuaControl.set_personal_logistic_slot is behaving kind of strange/unexpected: It seems like it only returns true and updates the UI when min and max are different to the value that was set previously. If only min changes, then it returns false, but the value is set anyways without updating the UI If...
by Choumiko
Sat Oct 17, 2020 4:02 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] Crash with /c game.player.opened = defines.gui_type.blueprint_library
Replies: 1
Views: 2405

[Rseding91] [1.0.0] Crash with /c game.player.opened = defines.gui_type.blueprint_library

Factorio crashes hard with " Error CommonActionHandler.cpp:1296 : Unknown enum value: 9" when using

Code: Select all

/c game.player.opened = defines.gui_type.blueprint_library
The other gui types from the top right buttons work as expected (production, bonus, tutorials, trains and achievements)
by Choumiko
Mon Oct 12, 2020 8:05 pm
Forum: Modding discussion
Topic: What is the best way to get started?
Replies: 2
Views: 1152

Re: What is the best way to get started?

https://discord.com/invite/factorio #mod-making is also nice if you want to discuss more in real time
by Choumiko
Sat Oct 03, 2020 9:12 pm
Forum: Modding help
Topic: [Solved] Can't write to vehicle_automatic_targeting_parameters
Replies: 2
Views: 575

Re: Can't write to vehicle_automatic_targeting_parameters

You have to write the entire table: local params = player.vehicle.vehicle_automatic_targeting_parameters params.auto_target_with_gunner = true player.vehicle.vehicle_automatic_targeting_parameters = params Whenever something is RW and it returns a table you have to write the whole table, even if you...
by Choumiko
Fri Oct 02, 2020 11:36 am
Forum: Modding help
Topic: Help obtaining BP string data when mentioned in chat
Replies: 5
Views: 1582

Re: Help obtaining BP string data when mentioned in chat

Doesn't this rely on the player posting the message while the BP is on their curser? Yes it does, and i don't think there is a way around it only working when the blueprint still is on the cursor. I haven't checked, but i suspect the rich text tag [special-item] is handled internally and not access...
by Choumiko
Wed Sep 30, 2020 9:02 pm
Forum: Modding help
Topic: [Solved] Turn event.name into actual event name?
Replies: 3
Views: 1194

Re: Turn event.name into actual event name?

Code: Select all

local function reverse_event(id)
  for name, event_id in pairs(defines.events) do
    if id == event_id then
      return name
    end
  end
end
game.print(reverse_event(78))
That should do it
by Choumiko
Sun Sep 27, 2020 8:55 pm
Forum: Ideas and Requests For Mods
Topic: Red-green colourblind issues - help!
Replies: 4
Views: 1342

Re: Red-green colourblind issues - help!

I just created this mod for your boyfriend, hope it helps: https://mods.factorio.com/mod/colorblind_adv_circuit By default it turns the red circuit into more of a dark-purple circuit. You can adjust the color in the mod settings, using a hex color to change it. It won't look exactly the same inside ...
by Choumiko
Mon Sep 21, 2020 8:38 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0]Missing instruction tooltip in quickbar for selection tool
Replies: 1
Views: 2489

[1.0.0]Missing instruction tooltip in quickbar for selection tool

Having a selection tool with the "mod-openable" flag in your quickbar doesn't show the "Right-click" to open tooltip (like the deconstruction planner) tt_bug.png It shows up in the inventory though: Screenshot from 2020-09-21 10-31-27.png Item definition: { type = "selection...
by Choumiko
Wed Apr 15, 2020 8:21 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129511

Re: [0.12] Bugs, crashes & other issues

I think so yes. But i also think i might have a few lines of code that should try to eliminate rails if they are connected to another rail that has a signal?
Not sure anymore, except that if you use only 1 piece of rail per lane everything should always work.
by Choumiko
Wed Apr 15, 2020 7:53 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84612

Re: [0.17]AutoTrash 4.1.5

Hmm, yeah. That's kind of a bug, but then again not, since the feature to export to BP is/was mainly for debugging the export feature :D The created blueprint uses the combinators positions to determine whether something is a request or trash config. Saving the blueprint manually messes with those p...

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