Search found 105 matches
- Mon Dec 07, 2020 1:45 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
It is a question to devs: The following code prevents the game from being saved. The above error message appears. local LocalVariable script.on_init(function() LocalVariable = game.entity_prototypes end) I know this code is scary, but it is the simplified version of a real situation. The question ar...
- Mon Dec 07, 2020 1:10 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
That is what I understood. But why is there an error message about a variable outside of ENV.global that it can't be saved?eradicator wrote: βMon Dec 07, 2020 1:01 amNo, only the content of _ENV.global is serialized into the save.zip file. When you store local data between two ticks you gotta be wary of desyncs though.
- Mon Dec 07, 2020 12:48 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
What I now had to realize with pain is that it is not only about "local" as a declaration. You can not store these objects at all between two ticks. I should have known that before. But it is ok. But now I have the following question: Does this mean that everything I store anywhere between...
- Sun Dec 06, 2020 11:42 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
- Sun Dec 06, 2020 11:27 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
I use global variables (beyond the global-table) for performance reasons - with lots of LuaCustomTable. They are stateless. When a save file is loaded, they are always redefined. You're storing a LuaCustomTable somewhere outside of global between ticks. Either you did it explicitly or you forgot to ...
- Sat Dec 05, 2020 12:29 pm
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
Excuse me for giving this impression. It was really a misunderstanding. I really only wanted help to help myself.
But you helped me anyway. Because now I know that there is no howto. Please don't be mad at me.
That saying was meant ironically.
But you helped me anyway. Because now I know that there is no howto. Please don't be mad at me.
- Sat Dec 05, 2020 12:13 pm
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
I hoped there is some howto or some hints more than "something went wrong - please fix and reboot".
I am so sorry for asking. Lets close this post.
I am so sorry for asking. Lets close this post.
- Sat Dec 05, 2020 11:45 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Re: Howto fix "LuaCustomTable cannot be serialized."
I added my global structure. There is nothing.
Other global variables are not important, right?
My mod has some lines. It is called ingteb.
https://mods.factorio.com/mod/ingteb
If you want you can go into it
Other global variables are not important, right?
My mod has some lines. It is called ingteb.
https://mods.factorio.com/mod/ingteb
If you want you can go into it
- Sat Dec 05, 2020 11:37 am
- Forum: Modding help
- Topic: Howto fix "LuaCustomTable cannot be serialized."
- Replies: 19
- Views: 3072
Howto fix "LuaCustomTable cannot be serialized."
When trying to save my mod crashes by saying "LuaCustomTable cannot be serialized." My global structure seems to be harmless: serpent.block(global) "{\ Current = {\ Gui = {},\ Links = {},\ Location = {},\ PendingTranslation = {}\ }\ }" β±οΈ 0.193600β―ms Logfile say this only: databa...
- Thu Dec 03, 2020 2:11 pm
- Forum: Modding help
- Topic: Use of build-in tooltips
- Replies: 10
- Views: 1759
Re: Use of build-in tooltips
I was just kidding
- Thu Dec 03, 2020 1:54 pm
- Forum: Modding help
- Topic: Use of build-in tooltips
- Replies: 10
- Views: 1759
Re: Use of build-in tooltips
That is quite cool. I missed it when I read the docu. But actually this is not enough for my purpose. 1. This tooltip belongs to prototype. I need the one that belongs to the player (as in crafting-panel view) 2. Consequently, I would also like to have the number of objects that can be crafted displ...
- Thu Dec 03, 2020 10:51 am
- Forum: Modding help
- Topic: Use of build-in tooltips
- Replies: 10
- Views: 1759
Re: Use of build-in tooltips
The Gui is like this: inteb2.PNG There are sprites and sprite-buttons of items, recipes and technologies. I can set guiElement.tooltip to some self-created localised string, but in case of recipes it would be very nice to present the tooltip factorio would present. the code is as follows (although t...
- Tue Dec 01, 2020 3:44 pm
- Forum: Modding help
- Topic: Use of build-in tooltips
- Replies: 10
- Views: 1759
Re: Use of build-in tooltips
Can you please explain how choose-elem-button displays the detailed tooltips I get when I hover over a recipe in the crafting menu?Currently choose-elem-button is your only chance.
- Tue Dec 01, 2020 12:13 pm
- Forum: Modding help
- Topic: Use of build-in tooltips
- Replies: 10
- Views: 1759
Re: Use of build-in tooltips
Cannot see how this will help me with my issue. Could you explain?Not yet but I suggested it.
- Tue Dec 01, 2020 2:24 am
- Forum: Modding help
- Topic: Howto enlarge tabs
- Replies: 2
- Views: 789
Re: Howto enlarge tabs
in data.lua: data:extend{{ type = "font", name = "ingteb-bigger-font", from = "default", size = 32 }} data.raw["gui-style"].default["ingteb-bigtab"] = { type = "tab_style", font = "ingteb-bigger-font" } in control.lua: local tab =...
- Tue Dec 01, 2020 1:10 am
- Forum: Modding help
- Topic: Howto enlarge tabs
- Replies: 2
- Views: 789
Howto enlarge tabs
In my mod I have to present a selection for item-prototypes - grouped by item-group. The code looks like this: local groupHeader = group[next(group)][1].group -- will contain a LuaGroup object -- groupPanel is LuaGuiElement of type "tabbed-pane" local tab = groupPanel.add { type = "ta...
- Mon Nov 30, 2020 1:41 am
- Forum: Modding help
- Topic: burner productivity
- Replies: 6
- Views: 1120
Re: burner productivity
Thank you. That sounds like challenge.
- Mon Nov 30, 2020 12:54 am
- Forum: Modding help
- Topic: mod-defined utility-sprite not recognized
- Replies: 5
- Views: 1032
Re: mod-defined utility-sprite not recognized
Sure, I will do this tomorrow. But the Factorio-docu needs update too:
https://lua-api.factorio.com/latest/Con ... SpritePath
https://lua-api.factorio.com/latest/Con ... SpritePath
- Mon Nov 30, 2020 12:48 am
- Forum: Modding help
- Topic: burner productivity
- Replies: 6
- Views: 1120
Re: burner productivity
The screenshot shows what I want to display. The line with the steam is marked. The values here are currently hardwired and the producers do not show a factor yet. Probably a mod that defines boiler is displayed wrong, because I did not get the values from any prototypes. Steam.PNG It is this mod bt...
- Mon Nov 30, 2020 12:36 am
- Forum: Modding help
- Topic: mod-defined utility-sprite not recognized
- Replies: 5
- Views: 1032
Re: mod-defined utility-sprite not recognized
Thanks.
But I did not found this fact in the documentation or the wiki. Should be updated there.
But I did not found this fact in the documentation or the wiki. Should be updated there.