Search found 62 matches

by asdff45
Sun Apr 05, 2020 4:02 pm
Forum: Modding interface requests
Topic: Readd extra_padding_when_activated, with same functionality as margin/padding
Replies: 0
Views: 642

Readd extra_padding_when_activated, with same functionality as margin/padding

In version 9.18.13, the option `LuaStyle::extra_padding_when_activated` got removed. It would be great, if this gets readded, with the same functionality as LuaStyle::margin/LuaStyle::padding. padding :: int or array of int [Write-only] Sets top/right/bottom/left paddings to this value. An array wit...
by asdff45
Fri Mar 06, 2020 1:38 am
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 15752

Re: Version 0.18.10

Since we know have access to `debug` with `--instrument-mod`. Can we also get access to change `package.cpath` and `package.path`, it would make creating a remote debugger so much more simple :) we've had access to `debug` all along it turns out, Instrument Mode is a whole other set of super-powers...
by asdff45
Fri Mar 06, 2020 12:17 am
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 15752

Re: Version 0.18.10

Since we know have access to `debug` with `--instrument-mod`. Can we also get access to change `package.cpath` and `package.path`, it would make creating a remote debugger so much more simple :) we've had access to `debug` all along it turns out, Instrument Mode is a whole other set of super-powers...
by asdff45
Thu Mar 05, 2020 11:38 pm
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 15752

Re: Version 0.18.10

Since we know have access to `debug` with `--instrument-mod`. Can we also get access to change `package.cpath` and `package.path`, it would make creating a remote debugger so much more simple :)
by asdff45
Thu Feb 27, 2020 11:39 pm
Forum: Development tools
Topic: Code Completion for jetbrains IDEs
Replies: 6
Views: 5649

Re: Code Completion for jetbrains IDEs

These fixes where released a while ago, but i forgot to post it here :)
Update 1.2.2:
Fixed:
  • endless "Download Factorio LuaApi" on startup
  • download of lualib and core prototypes failed
by asdff45
Fri Jan 31, 2020 12:12 am
Forum: Modding help
Topic: What's wrong with my attempt to overwrite the attack sound?
Replies: 2
Views: 810

Re: What's wrong with my attempt to overwrite the attack sound?

You are trying to create a new prototype with data:extend. What you want to do, is override it. That is possible, by editing the data.raw table. https://wiki.factorio.com/Data.raw So, in your case: data.raw["utility-sounds"].default.alert_destroyed = { filename = "__CustomAttackSound_...
by asdff45
Thu Jan 30, 2020 1:16 pm
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 3552

Re: Detect a click on inventory screen (before craft)

I'm not sure, but the event `on_gui_click` could help.

But when you only want to disable handcrafting, you can type `/permissions` in the chat, to open the permissions tab and there you can remove the checkbox on "Craft" to disable Handcrafting.
by asdff45
Wed Jan 29, 2020 1:41 pm
Forum: Modding help
Topic: [SOLVED]unexpected symbol near '='
Replies: 6
Views: 1758

Re: unexpected symbol near '='

data:extend() expects a table of tables of Prototypes: `data:extend({prot1, prot2}). In Lua you can use `{` instead of `(` to create a table as first parameter, so `data:extend{ }` equals `data:extend({ })`. In your case, you use `data:extend(prot)`, which is not correct. You can use: data:extend( {...
by asdff45
Mon Jan 20, 2020 2:45 pm
Forum: Development tools
Topic: Code Completion for jetbrains IDEs
Replies: 6
Views: 5649

Re: Code Completion for jetbrains IDEs

Update 1.2.1:
Fixed:
  • Added missing log() and table_size() functions
  • Defines-Table is now available again (was defined local)
  • functions and variables inside base/core Prototype definitions are not shown in auto-completion anymore.
by asdff45
Thu Jan 16, 2020 3:47 pm
Forum: Development tools
Topic: Code Completion for jetbrains IDEs
Replies: 6
Views: 5649

Re: Code Completion for jetbrains IDEs

Update 1.2.0: Added: Autocompletion for require statement. (autocompletes the path to lua files) Download the factorio lualib (https://github.com/wube/factorio-data/tree/master/core/lualib) Type infer is followed the require statements correctly to files. This is based on the two points above :) Au...
by asdff45
Tue Jan 14, 2020 12:16 am
Forum: Modding help
Topic: changing a texture of a wall
Replies: 4
Views: 1538

Re: changing a texture of a wall

THis should be possible, with overriding the default texture with your own texture in the data stage: data.raw.wall["stone-wall"].pictures.single.layers[0].filename = "your-sd-sprite" data.raw.wall["stone-wall"].pictures.single.layers[0].hr_version.filename = "your...
by asdff45
Wed Jan 08, 2020 1:59 am
Forum: Not a bug
Topic: [0.17.79] util table inside util.lua is global
Replies: 1
Views: 690

[0.17.79] util table inside util.lua is global

inside the `util.lua` file, the `util` table is defined global and later on returned to use in the files, where it is required from. For me, that makes no sence, it should be either a local table or not getting returned. Every other file in the lualib has local tables, that getting returned. Or dont...
by asdff45
Sat Jan 04, 2020 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
Replies: 3
Views: 2614

Re: [0.17.79] Script mismatch when migration contains require

https://lua-api.factorio.com/latest/Libraries.html require() Due to the changes to package, the functionality of require() changes. When using absolute paths, the path starts at the mod root, additionally .. is disabled as a path variable. This means that it is not possible to load arbitrary files f...
by asdff45
Fri Jan 03, 2020 6:11 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
Replies: 3
Views: 2614

[Rseding] [0.17.79] Script mismatch when migration contains require

As the title says, i noticed, that when adding a mod to a save, a `require` in migration scripts cause a multiplayer script-mismatch, when connecting to the server. Step by Step: download client and server create a new save without any mods add the mod attached to this bugreport start the server and...
by asdff45
Fri Jan 03, 2020 5:21 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2766

Re: Script mismatch when adding mod to existing save

yep, you were correct, the migration files are the problem.

As soon as i have a `require` in one migration file, the script mismatch occurs.

That is definitely a bug inside factorio, i will create a bugreport for that. Thanks for the thoughts and the help :)
by asdff45
Fri Jan 03, 2020 1:33 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2766

Re: Script mismatch when adding mod to existing save

Anybody has any idea, whats going on here?
And also that log output feels weird, like, the string concatenation is broken and not all information is printed :(
by asdff45
Mon Dec 30, 2019 11:46 am
Forum: Development tools
Topic: Code Completion for jetbrains IDEs
Replies: 6
Views: 5649

Re: Code Completion for jetbrains IDEs

Update 1.1.0: Added: JSON Schema for info.json Autocompletion for Prototypes (other autocompletion mostly deactivated) completion for prototype field (only names) completion for the type literal Compatibility with Jetbrains 2019.3 IDEs Update 1.1.1: Fixed: Global Variables where defined local
by asdff45
Thu Dec 26, 2019 9:08 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2766

Re: Script mismatch when adding mod to existing save

More tests results, i tested it on all my available hardware: - Ubuntu 18.04 Client -> Ubuntu 18.04 Headless Server - Ubuntu 18.04 Client -> Windows 7 Server - Windows 7 Client -> Ubuntu 18.04 Headless Server - Windows 7 Client -> Windows 7 Server - Ubuntu 18.04 Client -> Windows Server 2016 Standar...
by asdff45
Wed Dec 25, 2019 9:20 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2766

Re: Script mismatch when adding mod to existing save

It is tested on my ubuntu 18.04 machine. The server was also an Ubuntu 18.04 where the log is from.
by asdff45
Wed Dec 25, 2019 6:19 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2766

Re: Script mismatch when adding mod to existing save

Was an interesting theory, but this happens also happens, on a completely fresh installation of factorio with a fresh dedicated-server and a newly created save.

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