Search found 1352 matches
- Sun Jun 16, 2019 12:56 pm
- Forum: Modding help
- Topic: accessing global table from outside of the mod
- Replies: 4
- Views: 2116
Re: accessing global table from outside of the mod
There is a difference between function some_event(event) global.something = 10 end and Something = {} Something.somethingelse = 10 Something is a global variable, global.something is also a global variable, but it's preserved through a save/load cycle. Your working code changes global["Somethin...
- Sun Jun 16, 2019 9:16 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84440
Re: [MOD 0.17]AutoTrash 4.1.2
Version: 4.1.2 Date: 16. 06. 2019 Features: Combined logistic requests and trash configuration into one window Click and drop: Hold shift when clicking a configured item, then shift click another button to swap the buttons It is now possible to load multiple presets at once. If more than one preset...
- Sun Jun 09, 2019 8:41 am
- Forum: Not a bug
- Topic: [0.17.47]Error when using script.on_nth_tick(nil, nil)
- Replies: 1
- Views: 551
[0.17.47]Error when using script.on_nth_tick(nil, nil)
To reproduce: /c script.on_nth_tick(nil, nil) According to the documentation passing nil as the first argument should unregister all handlers, but it errors instead with "First argument must be a number or table". Passing it an empty table does nothing, so currently it's impossible to unse...
- Sun Jun 09, 2019 6:16 am
- Forum: Not a bug
- Topic: [0.17.47]Freeplay message style regression
- Replies: 7
- Views: 1713
[0.17.47]Freeplay message style regression
After starting a new game in 0.17.47 i get the old style message:
versus 0.17.45:
Don't know if this is intentional, but i like the .45 version of it
versus 0.17.45:
Don't know if this is intentional, but i like the .45 version of it
- Sun Jun 09, 2019 5:38 am
- Forum: Minor issues
- Topic: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
- Replies: 5
- Views: 2796
Re: Mod related crash when reverted to stable
Looks like 0.16 doesn't like hidden dependencies (which i guess is to be expected): 0.000 2019-06-09 07:32:27; Factorio 0.16.51 (build 36654, linux64, steam) 0.055 Operating system: Linux (Ubuntu 18.04) 0.055 Program arguments: "/home/choumiko/.steam/steamapps/common/Factorio/bin/x64/factorio&q...
- Mon Jun 03, 2019 7:26 pm
- Forum: Won't implement
- Topic: Add read access to players interface setting
- Replies: 2
- Views: 1088
Add read access to players interface setting
I'd like read access to this setting (Interface settings):
Some boolean value whether it is set on LuaPlayer should do the trick
Why: I want to add an option to my mod to set the trash amount to the default request amount
Some boolean value whether it is set on LuaPlayer should do the trick
Why: I want to add an option to my mod to set the trash amount to the default request amount
- Mon Jun 03, 2019 6:12 pm
- Forum: Implemented mod requests
- Topic: Minor: excessive recipe time precision?
- Replies: 15
- Views: 2434
Re: Minor: excessive recipe time precision?
When seeing 2.67 i'm more inclined to think it is 2.67 and not 2 2/3Deadlock989 wrote: ↑Mon Jun 03, 2019 6:02 pmArguably, 2.67 seconds would be just as informative, and less off-putting.
2.667 is probably the point where i go: ah yeah, 2 2/3
- Fri May 31, 2019 8:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.44]API description cut off for LuaLogisticNetwork.select_pickup_point
- Replies: 1
- Views: 496
[Bilka] [0.17.44]API description cut off for LuaLogisticNetwork.select_pickup_point
The documentation for LuaLogisticNetwork.select_pickup_point parameters: members is missing something:
Same for select_drop_pointmembers :: string (optional): When given, it will find from only the specific type of member. Must be
- Fri May 31, 2019 7:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
- Replies: 7
- Views: 3158
Re: [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
Setting locked=true on a choose-elem-button should disable all interaction with that button since the player can't do anything anymore They still raise on_gui_click, which is good, please don't change that :) The whole "clicked" state in buttons really was never meant to exist for mods an...
- Fri May 31, 2019 7:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
- Replies: 7
- Views: 3158
Re: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
What series of actions are you performing and what outcomes do you expect? Maybe this gif helps: strange.gif Basically every sequence of clicks you do in the first row should result in the same visible result as when you repeat the sequence in the second row. The only difference between the 2 rows ...
- Sat May 25, 2019 6:15 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 4836
Re: [0.17.43] Question - coding - find all surfaces with players on it
local surfaces = {} for i, player in pairs(game.players) do if player.connected then--only online players surfaces[player.surface.name] = player.surface end end That's probably how i would do it. Get's all surfaces for online players (whether or not they have a character, they could be respawning, ...
- Tue May 21, 2019 11:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.41]Crash when using table_size() with no argument
- Replies: 1
- Views: 1712
[Bilka] [0.17.41]Crash when using table_size() with no argument
To reproduce: /c table_size() Expected result: Probably the same error i get when doing table_size(nil) 0.000 2019-05-21 13:50:08; Factorio 0.17.41 (build 45035, linux64, alpha) 0.066 Operating system: Linux (Ubuntu 18.04) 0.066 Program arguments: "./factorio" 0.066 Read data path: /home/c...
- Tue May 21, 2019 9:03 am
- Forum: Modding help
- Topic: [bug?] luaguielement textfield and style.horizontal_align
- Replies: 2
- Views: 828
Re: luaguielement textfield and style.horizontal_align
Works for me:
Did you assign anything invalid?
Code: Select all
style.horizontal_align = "center"
- Sun May 19, 2019 4:26 pm
- Forum: Modding help
- Topic: count vs count_forumla
- Replies: 5
- Views: 1885
Re: count vs count_forumla
you put the techMult variable in the string, depending on how you want it to apply it should be
or something along those lines
Code: Select all
unitTechCopy.count_formula = "2^(L-6)*" .. 1000*techMult
- Sat May 18, 2019 6:49 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 128986
Re: [0.12] Bugs, crashes & other issues
I reported it to https://mods.factorio.com/mod/LightedPolesPlus/discussion/5cdfaa148caa6d000b88b701 (i guess that's the mod you are using) FARL doesn't place normal big electric poles, those are the modded ones (hence the unknown key), they just are exact copies of the normal big poles and have a in...
- Sat May 18, 2019 3:49 am
- Forum: Modding help
- Topic: count vs count_forumla
- Replies: 5
- Views: 1885
- Wed May 15, 2019 8:46 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 62158
Re: [0.12]Ideas, suggestions & discussion
That’s always reassuring, when author doesn’t understand own code :mrgreen: Well, i know that a lot, i’m working on project, that has part of codebase from 1992, although i started working on it in 2001, still sometimes i rewrite my own code, because i have no slightest idea, what that thing means ...
- Wed May 15, 2019 8:44 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 62158
Re: [0.12]Ideas, suggestions & discussion
Wow, a complete rewrite ? OK, time to plug another suggestion. It's the only way. When i took over the old version (back in 0.12/0.13) i knew nothing about Lua or Factorio modding. Since then i like to believe my experience/skill has increased. Also the API and the game evolved quite a bit and FARL...
- Tue May 14, 2019 6:33 pm
- Forum: Modding discussion
- Topic: [GUIDE] creating blueprints manually
- Replies: 1
- Views: 850
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...
- Tue May 14, 2019 6:20 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 62158
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...