Search found 1828 matches

by Nexela
Sat Jan 19, 2019 3:44 pm
Forum: Modding help
Topic: How to prevent a player from dropping items over a transport belt?
Replies: 3
Views: 993

Re: How to prevent a player from dropping items over a transport belt?

Use the permissions system to disable dropping items?
defines.input_action.drop_item
by Nexela
Thu Jan 10, 2019 12:13 am
Forum: Implemented mod requests
Topic: Allow enter-key for confirming dialogs
Replies: 11
Views: 3434

Re: Allow enter-key for confirming dialogs

Most programs with multi line text boxes use CTRL+ENTER to send it, would it be viable to add this combination to multiline boxes?
by Nexela
Sat Dec 15, 2018 4:27 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129106

Re: [0.12] Bugs, crashes & other issues

That is probably related to inventory sorting, I'll add an issue on picker to take a peek at it
by Nexela
Thu Dec 13, 2018 11:57 pm
Forum: Modding help
Topic: Mod syntax error, can't figure out why
Replies: 3
Views: 1470

Re: Mod syntax error, can't figure out why

- is a special character in lua, to use it as a key it needs to be quoted

a.one is the same as a['one']

but

a.two-three has a special character in the key string so it has to be quoted otherwise it tries to subtract a.two and the (possibly nil) variable three. a['two-three']
by Nexela
Thu Dec 13, 2018 11:53 pm
Forum: Ideas and Suggestions
Topic: Move runtime-global mod settings to Map generator
Replies: 6
Views: 1655

Re: Move runtime-global mod settings to Map generator

@rseding, You are thinking from inside out. not outside in. In a NEW game the runtime-global settings (and user) are set to whatever is set when edited from the main menu (or default) Changing these settings FROM the main menu then loading an existing game doesn't change the current maps value. I as...
by Nexela
Wed Nov 07, 2018 1:57 am
Forum: Resolved Problems and Bugs
Topic: 0.16.51 - Multiple entities on same position not found by API call
Replies: 5
Views: 3571

Re: 0.16.51 - Multiple entities on same position not found by API call

I believe this is fixed for .17 with 0 sized bounding boxes
by Nexela
Wed Nov 07, 2018 12:49 am
Forum: Resolved Problems and Bugs
Topic: 0.16.51 - Multiple entities on same position not found by API call
Replies: 5
Views: 3571

Re: 0.16.51 - Multiple entities on same position not found by API call

Entities are created on a grid unless the off-grid flag is set The pole is being created at {x.4245234, y.32423} then being grid moved to x.5 and y.5 The hidden entity has the off-grid flag so it is not being moved to be on the grid. hence you won't find the hidden entity at the lights position Or m...
by Nexela
Sat Oct 20, 2018 1:06 am
Forum: Modding help
Topic: entity.destroy() makes new item-on-the-ground
Replies: 2
Views: 785

Re: entity.destroy() makes new item-on-the-ground

entity.destroy() is not making a new item, fast_replace = true is It simulates fast_replacing an entity, if there is no player associated to the create_entity event then the item from mining is spilled to the ground. so you need to add spill=false I think this next bit applies to later versions of ....
by Nexela
Thu Oct 18, 2018 1:38 am
Forum: Won't fix.
Topic: data:extend({nil}) does not error, but causes the NEXT prototype to fail to register
Replies: 4
Views: 1655

Re: data:extend({nil}) does not error, but causes the NEXT prototype to fail to register

function data.extend(self, otherdata) if type(otherdata) ~= table_string or #otherdata == 0 then error("Invalid prototype array " .. serpent.block(otherdata, {maxlevel= 1})) end for _, e in ipairs(otherdata) do Not a bug in the sense that it is doing what ipairs does by stopping iteration...
by Nexela
Fri Oct 05, 2018 11:54 pm
Forum: Modding help
Topic: Create a function that will work for 10 ticks when it is called.
Replies: 5
Views: 1629

Re: Create a function that will work for 10 ticks when it is called.

With a quick glance, none of the proposed soultions are multiplayer safe If you ALREADY have a tick handler I use something like this local function print_in_10(msg) global.future[game.tick] = msg end script.on_init(function() global.future = {} end) script.on_tick(function() -- stuff if global.futu...
by Nexela
Fri Oct 05, 2018 11:41 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64052

Re: [MOD 0.12.26] Picker: Easily select items from inventory

It doesn't "just" use up memory. It does stuff with it. It is just doing too much stuff on a big map (mostly find_entities migration fixes). For .17 I have removed some of the migration files as they shouldn't be needed anymore.
by Nexela
Tue Oct 02, 2018 1:55 am
Forum: Modding discussion
Topic: Mod event handlers
Replies: 17
Views: 4216

Re: Add the ability to influence item loot in lua

Yes it adds more overhead, but so do most libraries. is it perfect no, but it does a nice job and catches most of the issues.
by Nexela
Tue Oct 02, 2018 12:06 am
Forum: Modding discussion
Topic: Mod event handlers
Replies: 17
Views: 4216

Re: Add the ability to influence item loot in lua

If the entity becomes invalid no further events for that entity will be raised. So all you need to worry is what you do in your own event after destroying the entity. OP is using a library that doesn't handle this correctly ( ahem stdlib ahem ), so the event subscribers still get called. Ahem lies,...
by Nexela
Sat Sep 29, 2018 9:28 pm
Forum: Modding discussion
Topic: 0.17 Mod/Script changelog as of February 25 2019
Replies: 20
Views: 12755

Re: 0.17 Mod/Script changelog as of September 24 2018

Checking the list after some time...oh, nice more delicious cookies =). Added highlight-box entity that can be passed a "bounding_box" or "source" entity parameter to display a highlight box around an area or entity. Added LuaPlayer::create_local_flying_text(). Can i assume that...
by Nexela
Sat Sep 29, 2018 3:24 pm
Forum: Modding discussion
Topic: Friday Facts 262 Lua script access
Replies: 4
Views: 1629

Re: Friday Facts 262 Lua script access

eradicator wrote:
Sat Sep 29, 2018 10:14 am
Also can you confirm that the require __mod__/file.lua actually works limitless? I.e. things like factorio-stdlib now finally don't need to be copied for every single mod anymore? (because the example explicitly mentions scenarios requiring mods, not mods requiring mods.)
Confirmed
by Nexela
Mon Sep 10, 2018 12:18 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43224

Re: [MOD 0.14] Text Plates

It goes back to that Nexela guy using on_built_entity for this. I will change it for .17 version to use on_robot_built_entity. Chances are I won't have the time to do anything with the .16 version though In the meantime you could probably do an if event.mod_name == "Nanobots" do robot buil...
by Nexela
Wed Aug 29, 2018 3:44 am
Forum: Modding help
Topic: Cant access technologies in control.lua[Solved]
Replies: 7
Views: 2343

Re: Cant access technologies in control.lua

Why are you using a library to do logging when you can just do: log("your contents here") ? Thanks! The problem was actually the logger, which for some reason only printed one line. The only reason i used it was to get all of the log into a separate file, but im not sure if that is possib...
by Nexela
Tue Aug 28, 2018 11:37 pm
Forum: Modding interface requests
Topic: "Evaluation" functions for surface.find_entities_filtered
Replies: 13
Views: 3164

Re: "Evaluation" functions for surface.find_entities_filtered

find_entities_filtered should return nil if the table is empty Why? All that would do is add more lua code bloat :) for _ in pairs(s.find_entities_filtered{}) do vs hacks which add an extra step like for _ in pairs(s.find_entities_filtered{} or {}) do local ents = s.find_entities_filtered{} if s th...
by Nexela
Sun Aug 26, 2018 9:18 pm
Forum: Mod portal Discussion
Topic: Description and Category improvments
Replies: 0
Views: 898

Description and Category improvments

If a mod has a 'readme.md' file in the root and the description in the portal edit box is blank it should use the readme as the description. Category could be read from the info.json as a string (or array depending on how it is set up), And if the category string doesn't match a valid category (typo...
by Nexela
Sat Aug 25, 2018 7:40 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64052

Re: [MOD 0.12.26] Picker: Easily select items from inventory

When loading my map: Error while applying migration: Picker Extended Version: migration_0.6.2.lua LuaEntity API call when LuaEntity was invalid. stack traceback: __PickerExtended__/migrations/migration_0.6.2.lua:4: in main chunk You should be able to safely delete the file for Single player at leas...

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