Based on the documentation there is one for every gui but not for the map.
Search found 86 matches
- Sat Aug 10, 2019 6:28 am
- Forum: Modding interface requests
- Topic: Block map opening
- Replies: 4
- Views: 1582
Re: Block map opening
- Thu Jul 25, 2019 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.59] Force Auto Center Not Working
- Replies: 1
- Views: 1790
[Rseding91] [0.17.59] Force Auto Center Not Working
TL;DR auto_center (which is ment to be "auto-center-on-resize") is named incorrectly and is misleading. LugGuiElement::force_auto_center() does not force an auto re-center. Re-Production All executed ingame with /c game.player.gui.screen.add{name='test',type='frame'} -- new frame in the t...
- Thu Jul 25, 2019 2:40 pm
- Forum: Releases
- Topic: Version 0.17.59
- Replies: 73
- Views: 44105
Re: Version 0.17.59
Wow so many new gui related stuff; going to have some fun playing with these. Edit: I can not seam to get auto center to work; commands which I am running: game.player.gui.screen.add{name='test',type='frame'} game.player.gui.screen.test.auto_center -- returns false game.player.gui.screen.test.auto_c...
- Fri Jul 19, 2019 5:25 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 208515
Re: Friday Facts #304 - Small bugs; Big changes
The enlarged server description is nice; but name limits are still an issue when we use icons and colors. Also possible hint at tags being used for something? Talking with some server owners we found it hard to think of reasons not to use tags beyound: array vs string proformace; tag searching; or a...
- Sun Jun 30, 2019 2:28 pm
- Forum: Modding interface requests
- Topic: Block map opening
- Replies: 4
- Views: 1582
Re: Block map opening
I was making a scenario where it would be easier to have all players on the same force but hide the map so that they dont know where other players are. It would have been easier as I had no reason to have every player on a different force in order to hide location and explored chunks.
- Sun Jun 30, 2019 1:43 pm
- Forum: Modding interface requests
- Topic: Block map opening
- Replies: 4
- Views: 1582
Block map opening
Currently we are able to disable the mini map however there is no clear way to stop the main map from opening. Could we have open_map added to input actions so that we can disallow the action for a permission group? Since we have access to LuaPlayer::open_map and LuaPlayer::close_map would it be pos...
- Fri May 31, 2019 7:44 pm
- Forum: Not a bug
- Topic: [0.17.44] Non blocking save geting stuck on waiting to save
- Replies: 5
- Views: 3339
Re: [0.17.44] Non blocking save geting stuck on waiting to save
Doesnt the line "changing state from(InGameSavingMap) to(InGame)" mean that it has finished saving, also the map never seams to finish saving if that is not the case since I have at times waited upwards of 10 minutes on that screen and the map is only a few megabytes big, plus many other p...
- Fri May 31, 2019 5:16 pm
- Forum: Not a bug
- Topic: [0.17.44] Non blocking save geting stuck on waiting to save
- Replies: 5
- Views: 3339
[0.17.44] Non blocking save geting stuck on waiting to save
I have as erver which has non blokcing save enabled but from time to time when I try to connect it will get stuck on "waiting for the server to save the map" when I look at the log for the server it seams like it might be saving the map before my client is ready to recive it, see log extra...
- Thu May 30, 2019 4:51 pm
- Forum: Minor issues
- Topic: [0.17.44] Auto launch does not trigger gui update
- Replies: 1
- Views: 857
[0.17.44] Auto launch does not trigger gui update
When changing auto launch using a script or commands using LuaEntity.auto_launch it will not cause the checkbox inside the rocket silo gui to update. The checkbox will update only when the gui is reopened. However the checkbox will still set the correct state when used; ie. when the checkbox shows t...
- Tue May 28, 2019 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus
- Replies: 2
- Views: 2472
Re: [kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus
I have found that it doesnt even need to be a loss of focus, I have a duel monitor setup and even when the game is focused if my mouse is on the other screen then it will act at 1,1. I saw that it was at 1,1 by enabling crtl+f6 and seeing that the mod_gui_button_flow was being selected by the debug ...
- Mon May 27, 2019 8:18 pm
- Forum: Already exists
- Topic: Access to if a rocket silo has a completed rocket
- Replies: 1
- Views: 1018
Access to if a rocket silo has a completed rocket
The rocket_parts can be used to find the progress towards a rocket however when it has been complete it resets to 0 so there isnt really a way to test if there is a rocket in it or not. So could we have read access to the rocket silo status?
- Mon May 27, 2019 4:51 pm
- Forum: Implemented mod requests
- Topic: Access to auto-launch for rocket silo.
- Replies: 1
- Views: 749
Access to auto-launch for rocket silo.
Could we have read-write access to the auto-launch feature on rocket silos as I wanted to make a gui that allows admins to toggle the auto-launch without needing to walk over to the entity.
- Mon May 20, 2019 9:39 pm
- Forum: Duplicates
- Topic: [0.17.41] Relative paths with require
- Replies: 1
- Views: 487
[0.17.41] Relative paths with require
I am unsure if this is a bug, it may be how lua works however you also altered the require function which is why I am unsure. While requiring files using relative paths I came accross a bug in my code however I found the cause to be because of lua's package cache; you may already know but require st...
- Sun May 12, 2019 1:20 pm
- Forum: Duplicates
- Topic: [Dominik][0.17.38] Crash due to assember fluid box
- Replies: 1
- Views: 1272
[Dominik][0.17.38] Crash due to assember fluid box
Our server has crashed twise now with this save; from the stacktrace it seams to be related to a fulid box of an assembling machine. Full log is attached and save file can be found at: Server Save File #0 0x0000000000c861ad in std::__uniq_ptr_impl<LoggerFileWriteStream, std::default_delete<LoggerFil...
- Fri May 10, 2019 10:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.38] Not Helpful Crash Message
- Replies: 4
- Views: 2263
Re: [0.17.38] Not Helpful Crash Message
Add this code to the control.lua and it will cause the error with no stack trace, you can change the error({}) to error('foo') and see that a stack trace is produced and that is only when log is given an empty table that no stack trace is produced. local function log_errors(callback) local success, ...
- Fri May 10, 2019 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.38] Not Helpful Crash Message
- Replies: 4
- Views: 2263
Re: [0.17.38] Not Helpful Crash Message
Update: after reading through more code I found that the point I made about escaping the pcall was not true and that the error was caused by pcall returning the table which I raised with error. The reason it crashed was because log was called with a empty table (outside the pcall) however a stack tr...
- Fri May 10, 2019 6:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.38] Not Helpful Crash Message
- Replies: 4
- Views: 2263
[Rseding91] [0.17.38] Not Helpful Crash Message
Was busy making a scenario when an update must have broken something; I check log for details for where I was casuing an error but nothing of use was included: 1002.674 Error MainLoop.cpp:1173: Exception at tick 0: Unable to parse LocalisedString: given table is empty. 1002.674 Error ServerMultiplay...
- Tue Apr 30, 2019 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.34] Server crash after user deletes blueprint
- Replies: 4
- Views: 2686
Re: [0.17.34] Server crash after user deletes blueprint
After finding the other thread i read: "Your steps say something about "The Complete Belt Series: Yellow, Part 1" blueprint book yet no save is provided" So here is a link to one of the saves: Map save for factorio-previous-server-one.log (this save were taken after the time of t...
- Tue Apr 30, 2019 4:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.34] Server crash after user deletes blueprint
- Replies: 4
- Views: 2686
[Oxyd] [0.17.34] Server crash after user deletes blueprint
I run the server where this happended; I will include what the user posted onto reddit. TL;DR A user reported a server crash to us and explained how he may have been the cause (since he crashed two of our servers doing the same thing) we found quickly that it was because he tried to delete a bluepri...
- Tue Mar 19, 2019 8:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS] [0.17.15] Error with map-gen-settings.json
- Replies: 2
- Views: 2269
[TOGoS] [0.17.15] Error with map-gen-settings.json
All within write_dir/data/map-settings.json Within "_property_expression_names_comment" it says to "Leave it blank to get 'normal' terrain." however when I used "elevation": "" no water was generated at all on the map (including non in the starting area) afte...