Search found 1314 matches

by Choumiko
Tue May 14, 2019 6:33 pm
Forum: Modding discussion
Topic: [GUIDE] creating blueprints manually
Replies: 1
Views: 240

Re: [GUIDE] creating blueprints manually

Why not use: LuaItemStack.export_stack LuaGameScript.json_to_table LuaGameScript.table_to_json and there is also util.encode and util.decode in data/core/lualib/util.lua Unless i'm missing something that's all you should need, no? To stay in your example: set the cursor to an empty blueprint, use js...
by Choumiko
Tue May 14, 2019 6:20 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 31049

Re: [0.12]Ideas, suggestions & discussion

Not sure if Choumiko still read forum or mod portal He does :D I might have an idea of what's wrong, i'll look into it during the weekend. FARL is going to get a complete rewrite some time during July. The current code is just bad bad bad. And after my longer absence i barely understand what is goi...
by Choumiko
Tue May 14, 2019 5:08 pm
Forum: Implemented mod requests
Topic: Simple property request: LuaEntityPrototype.item_slot_count
Replies: 3
Views: 274

Re: Simple property request: LuaEntityPrototype.item_slot_count

That requires an actual entity, i kind of want it from the prototype only (edited top post)
by Choumiko
Tue May 14, 2019 3:41 pm
Forum: Implemented mod requests
Topic: Simple property request: LuaEntityPrototype.item_slot_count
Replies: 3
Views: 274

Simple property request: LuaEntityPrototype.item_slot_count

Unless i'm blind the number of signals a constant combinator can hold isn't exposed in the LuaEntityPrototype . Would be nice to have access to that during runtime, so i can figure out which combinator to use in my mod (exporting a possibly big collection of items with associated numbers to a bluepr...
by Choumiko
Mon May 13, 2019 8:35 am
Forum: Minor issues
Topic: [Dominik][0.17.38]Character gui not updating when writing LuaPlayer.auto_trash_filters
Replies: 1
Views: 259

[Dominik][0.17.38]Character gui not updating when writing LuaPlayer.auto_trash_filters

To reproduce: Open the character gui, switch to the Auto Trash tab /c game.player.auto_trash_filters = {["wood"] = 0, ["iron-plate"] = 5}; game.print(serpent.line(game.player.auto_trash_filters)) Displayed filters are not updated, changing to the logistics tab and back to Auto Trash also doesn't upd...
by Choumiko
Sat May 11, 2019 12:45 pm
Forum: Not a bug
Topic: [0.17.38] Items disappear when picking up assembling machine
Replies: 17
Views: 1804

Re: [0.17.38] Items disappear when picking up assembling machine

Not a bug:
68370
67923 (No dev comment but those threads have been moved to Not a bug)

But there is a mod: Dont lose in progress ingredients
by Choumiko
Thu May 09, 2019 9:13 am
Forum: Modding discussion
Topic: [Resolved] Mod name help! "Automatic Ghost Train"?
Replies: 13
Views: 709

Re: Mod name help! "Automatic Ghost Train"?

Qon wrote:
Thu May 09, 2019 8:19 am
or if they think of something else first, like trains with no collision or something.
Happened to me.. and i was excited, so the real thing it does is kind of a letdown :D (still a nice idea though)
by Choumiko
Tue May 07, 2019 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
Replies: 7
Views: 855

[Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style

I'm trying to create a gui that looks and behaves similar to the vanilla logistics request gui: Clicking a button with an item selects that button without opening the selection window Clicking the same button again opens the selection window For that to work i have to set LuaGuiElement.locked = true...
by Choumiko
Thu May 02, 2019 8:45 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 182978

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

Fixed in the latest update.

The mod update from yesterday should already have worked with 0.17.34 and 0.17.35 (if i had guessed that they also renamed the icon :D)
by Choumiko
Sat Apr 20, 2019 4:51 pm
Forum: F.A.R.L
Topic: Any risk when removing FARL?
Replies: 1
Views: 722

Re: Any risk when removing FARL?

Only if you placed a FARL locomotive. It will disappear when the mod is removed, but that's about it.
by Choumiko
Sat Apr 20, 2019 10:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] LuaGuiElement.caption not updating correctly
Replies: 1
Views: 658

[kovarex] [0.17.32] LuaGuiElement.caption not updating correctly

Setting the caption for a label to "" doesn't always update the GUI: Screenshot from 2019-04-20 12-42-33.png clicking the clear button should set the labels to be displayed as empty, actual result: Screenshot from 2019-04-20 12-43-18.png It seems like if a label has style.width AND style.height defi...
by Choumiko
Fri Apr 12, 2019 7:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Linux headless server crash (with stacktraces) and Windows game crash upon connection attempt.
Replies: 6
Views: 2883

Re: [0.17.28] Linux headless server crash (with stacktraces) and Windows game crash upon connection attempt.

Log with actual stack trace (from the save in OP): 0.000 2019-04-12 09:51:01; Factorio 0.17.28 (build 44374, linux64, alpha) 0.030 Operating system: Linux (Ubuntu 18.04) 0.030 Program arguments: "./factorio" 0.030 Read data path: /home/choumiko/factorio/data 0.030 Write data path: /home/choumiko/fac...
by Choumiko
Tue Apr 09, 2019 8:34 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 180
Views: 77276

Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1

See my thoughts here: https://mods.factorio.com/mod/Foreman/d ... 000d01e48f

TLDR: With being able to use the vanilla upgrade planner on blueprints and https://mods.factorio.com/mod/BlueprintExtensions offering mirroring (and more) it really seems obsolete
by Choumiko
Fri Apr 05, 2019 8:12 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 300
Views: 58790

Re: [0.12] Bugs, crashes & other issues

Thanks for the report, should be fixed in the latest update
by Choumiko
Mon Apr 01, 2019 11:37 am
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 91807

Re: Configuration & usage

EDIT(1): Well, that was certainly an interesting one. When I was making the blueprints, I (without apparent reason) was rotating them by 180° before feeding them to F.A.R.L. This seems to have caused the described confusion. Upon rotating the blueprint back so that the chain signal would face north...
by Choumiko
Fri Mar 29, 2019 10:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.23]LuaCharacter.set_request_slot() inconsistency and typo
Replies: 1
Views: 462

[0.17.23]LuaCharacter.set_request_slot() inconsistency and typo

LuaCharacter.set_request_slot() doesn't let you set 0 as the requested amount, whereas you can set a 0 request via the GUI just fine. To reproduce: /c game.player.character.set_request_slot({name="wood", count=0}, 1) Results in an error: Cannot execute command. Error: Item stack count has to a be po...
by Choumiko
Tue Mar 19, 2019 12:39 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.15]Crash when loading 0.15.3 map (Train::checkConsistency)
Replies: 1
Views: 157

[kovarex] [0.17.15]Crash when loading 0.15.3 map (Train::checkConsistency)

Just for completeness (i don't care about the save) To reproduce simply load the attached save (with only base mod or mods synced to save) Without any mods: 0.000 2019-03-19 13:34:04; Factorio 0.17.15 (build 43864, linux64, alpha) 0.029 Operating system: Linux (Ubuntu 18.04) 0.029 Program arguments:...
by Choumiko
Tue Mar 19, 2019 12:14 pm
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 91807

Re: Configuration & usage

Should be fixed in the latest update.
I forgot that FARL has a startup setting that disabled the farl-roboport :oops:

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