Search found 65 matches
- 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...
- 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.
- 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.
- 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...
- 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...
- 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*?
Why are you not using a Jump Point Search instead, which should be faster than the A*?
- 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
- 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.
- 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...
- 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?
- 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?
- 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 ...
- 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?
- 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?
Next question:
Does a on_focus event exist? and how can i find out, if an element is focused?
- 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?
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?
- 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?
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?
- 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.
Thanks for the short and precise answer.
- 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...
- 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
It got also added after the Version in the mod-settings.dat
- 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?
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?