Search found 65 matches

by asdff45
Thu Dec 26, 2019 9:08 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 3215

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: 3215

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: 3215

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.
by asdff45
Wed Dec 25, 2019 5:17 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 3215

Script mismatch when adding mod to existing save

I've now got two different reports, that my mod is causing the error `459.779 Error ClientMultiplayerManager.cpp:101: MultiplayerManager failed: "" + multiplayer.script-mismatch + " " + "` when adding it to an existing save, where it previously was not used. Screenshot of th...
by asdff45
Tue Nov 19, 2019 2:14 pm
Forum: Development tools
Topic: Code Completion for jetbrains IDEs
Replies: 6
Views: 6379

Code Completion for jetbrains IDEs

I've written a plugin for Intellij, that downloads and parses the Factorio Lua API and adds autocompletion for it. The factorio Version can be selected in the Settings under `Settings > Languages & Frameworks > Factorio Autocompletion`. As plugin-dependency, emmyLua is required for the basic LUA...
by asdff45
Fri Oct 18, 2019 8:51 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 36041

Re: Friday Facts #317 - New pathfinding algorithm

You are using the A* Algorithm for defining the final path.
Why are you not using a Jump Point Search instead, which should be faster than the A*?
by asdff45
Wed Oct 16, 2019 1:27 pm
Forum: Implemented mod requests
Topic: Adjust style.margin and style.padding to be more like in CSS
Replies: 1
Views: 1042

Re: Adjust style.margin and style.padding to be more like in CSS

For tracking this request: It got implemented in 0.17.70 :)
by asdff45
Fri Jul 26, 2019 11:43 pm
Forum: Modding help
Topic: Stop Animation of entities
Replies: 0
Views: 525

Stop Animation of entities

Is it somehow possible to pause/stop the animation of an entity. Something, that splitters and assembly machines do. I am currently using an entity-with-force.
by asdff45
Fri Jul 26, 2019 12:07 am
Forum: Not a bug
Topic: [0.17.59] auto_center not available in LuaGuiElement::add()
Replies: 1
Views: 662

[0.17.59] auto_center not available in LuaGuiElement::add()

auto_center does not work, when defined in LuaGuiElement::add(). When defining auto_center=true in add(), and then reading it, it is still false. Reproduction All executed ingame with /c local test_frame = game.player.gui.screen.add{name='test',type='frame',auto_center=true} -- new frame in the cent...
by asdff45
Wed Jul 03, 2019 1:47 am
Forum: Modding help
Topic: Unique IDs
Replies: 1
Views: 743

Unique IDs

Many things in the API have the parameter index or unit_number. Can i generate my own index or unit_number, to make my objects unique? Or do i have to track this by myself?
by asdff45
Wed Jul 03, 2019 1:04 am
Forum: Modding help
Topic: Map Pings with the API
Replies: 0
Views: 509

Map Pings with the API

Since we have map pings now in 0.17 with "CTRL + ALT + LeftClick. Can we also ping with the lua api?
by asdff45
Mon Jun 17, 2019 10:35 pm
Forum: Implemented mod requests
Topic: Adjust style.margin and style.padding to be more like in CSS
Replies: 1
Views: 1042

Adjust style.margin and style.padding to be more like in CSS

Hi, since 0.17.46 we have the possibility to use style.margin and style.padding on elements to set all of their directions. It would be great to have the possibility to also set different values to the sites with only this shortcut. I have CSS (Cascadian Style Sheet) in minde, so: style.padding = 1 ...
by asdff45
Thu Jun 13, 2019 11:16 pm
Forum: Modding discussion
Topic: Some questions about GUIs
Replies: 9
Views: 3139

Re: Some questions about GUIs

Is it possible to change the design of a button? Or set the button to "active" state?
by asdff45
Wed Jun 12, 2019 2:07 pm
Forum: Modding discussion
Topic: Some questions about GUIs
Replies: 9
Views: 3139

Re: Some questions about GUIs

Thanks for the help so far.
Next question:
Does a on_focus event exist? and how can i find out, if an element is focused?
by asdff45
Sat Jun 01, 2019 1:26 am
Forum: Modding discussion
Topic: Some questions about GUIs
Replies: 9
Views: 3139

Re: Some questions about GUIs

ok, next question:

I want to have a max-height of around 80% of window-height. How to define a percentage of screen-heigth. Or even better, how to get the current window-height?
by asdff45
Fri May 31, 2019 12:05 am
Forum: Modding help
Topic: Open Train GUI
Replies: 1
Views: 730

Open Train GUI

Hi,

is it possible open the Train GUI with the API, like, when clicking in the Train-overview on a train? And is this also possible with Train-Stops?
by asdff45
Tue May 28, 2019 11:22 pm
Forum: Modding discussion
Topic: Some questions about GUIs
Replies: 9
Views: 3139

Re: Some questions about GUIs

Hm, thats unfortunate. I have to make it differently :(
Thanks for the short and precise answer.
by asdff45
Tue May 28, 2019 12:06 am
Forum: Modding discussion
Topic: Some questions about GUIs
Replies: 9
Views: 3139

Some questions about GUIs

Hi, im currently trying to create my own GUI, but its hard and not really documented :( So 2 questions: 1. How to instantiate a Filler? Those lined things, that are in the normal uis, where the ui can be dragged. Those agui:Filler objects. https://pasteboard.co/IgI1sGA.png 2. Is it possible to chang...
by asdff45
Wed Feb 27, 2019 10:48 pm
Forum: General discussion
Topic: 0.17-savefile additional uint8
Replies: 1
Views: 871

Re: 0.17-savefile additional uint8

I think it is something appended to the Version. So it is not only major, minor, patch and develop number.
It got also added after the Version in the mod-settings.dat
by asdff45
Wed Feb 27, 2019 1:49 am
Forum: General discussion
Topic: 0.17-savefile additional uint8
Replies: 1
Views: 871

0.17-savefile additional uint8

Hi,
in the saves for the 0.17 version, an addition uint8 got added after the Version and before the campeign string. For what is that used for?

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