Search found 452 matches

by raiguard
Thu Aug 27, 2020 8:02 pm
Forum: Modding help
Topic: Detect/prevent GUI modification/deletion from other mods.
Replies: 35
Views: 5914

Re: Detect/prevent GUI modification/deletion from other mods.

You're trying to solve something that isn't your problem. And you're trying to *not* fix something that *is* your problem. I already had to "fix" this in one of my mods because someone was clearing gui.screen. It's doable, but the point is that it shouldn't be needed . You're doing someth...
by raiguard
Thu Aug 27, 2020 6:46 pm
Forum: Modding help
Topic: Detect/prevent GUI modification/deletion from other mods.
Replies: 35
Views: 5914

Re: Detect/prevent GUI modification/deletion from other mods.

If a mod doesn't handle it properly, then it's that mod's fault. It's not your responsibility to "fix" them. We had a lengthy debate about this in the #mod-making channel on the discord and pretty much everyone who participated (including one of the developers) agrees on that sentiment. Yo...
by raiguard
Thu Aug 27, 2020 5:43 pm
Forum: Modding help
Topic: Detect/prevent GUI modification/deletion from other mods.
Replies: 35
Views: 5914

Re: Detect/prevent GUI modification/deletion from other mods.

I'm not aware of any friendlier mechanism to tell other mods that they need to close their gui *right now*. My own stuff is ofc designed under the assumption that destroying the root is the normal way for others mods to close my gui. What other method do you propose? And please don't tell me i'm su...
by raiguard
Thu Aug 27, 2020 1:24 am
Forum: Modding help
Topic: Detect/prevent GUI modification/deletion from other mods.
Replies: 35
Views: 5914

Re: Detect/prevent GUI modification/deletion from other mods.

I'm not aware of any friendlier mechanism to tell other mods that they need to close their gui *right now*. My own stuff is ofc designed under the assumption that destroying the root is the normal way for others mods to close my gui. What other method do you propose? And please don't tell me i'm su...
by raiguard
Thu Aug 27, 2020 12:17 am
Forum: Modding help
Topic: Detect/prevent GUI modification/deletion from other mods.
Replies: 35
Views: 5914

Re: Detect/prevent GUI modification/deletion from other mods.

Imho clearing the center root isn't that bad. Please, never ever ever ever ever ever ever EVER just straight-up destroy another mod's GUI. It's up to that mod to handle their GUI properly (using player.opened ) if they want that behavior. Messing with another mod's GUI is not something to be encour...
by raiguard
Fri Aug 21, 2020 11:23 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::max_power_production read
Replies: 3
Views: 1304

LuaEntityPrototype::max_power_production read

Currently there is no way (that I've been able to find) to read the maximum power production of a generator. You can read the maximum power output of a solar panel, but that field returns nil for generators. I would like to request a way to read this property so I can incorporate it into my Rate Cal...
by raiguard
Thu Aug 20, 2020 6:52 pm
Forum: Modding help
Topic: Detect/prevent GUI modification/deletion from other mods.
Replies: 35
Views: 5914

Re: Detect/prevent GUI modification/deletion from other mods.

I don't think straight-up preventing the modification of others' GUIs is the right answer. The correct solution would be to improve the documentation around GUIs in general, so people don't (accidentally) abuse the system. For example, running clear() on one of the root GUIs is obviously a no-go. If...
by raiguard
Tue Aug 18, 2020 8:10 pm
Forum: Ideas and Suggestions
Topic: Blueprints in "my blueprints" and the inventory linked
Replies: 3
Views: 1258

Re: Blueprints in "my blueprints" and the inventory linked

The blueprint library and inventory are not linked - the difference is that now the blueprint library acts like any other inventory. If you move something out of the library, it actually moves out of the library. It's a lot more intuitive and easy to use than the old system (in my opinion). The only...
by raiguard
Tue Aug 18, 2020 8:05 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 56254

Re: Friday Facts #356 - Blueprint library for real

excerpt Well, just saying "wrong" doesn't help anything. There is no "linking" going on between the library and inventory. The only "linking" is between the library and quickbar, but that has been in since 0.17.0 and is not a new concept. Think of the new library as a ...
by raiguard
Tue Aug 18, 2020 3:13 am
Forum: Resolved Problems and Bugs
Topic: Enable reading the currently held blueprint record
Replies: 4
Views: 2453

Enable reading the currently held blueprint record

Currently, when you're holding a blueprint record that is stored in the library, there is no way to access that from the API. My Quickbar Templates mod relies on being able to import and export blueprints, and using them straight from the library is the easiest and best method to do it. But now, in ...
by raiguard
Fri Aug 14, 2020 4:02 pm
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 22
Views: 6288

Re: [Editor] Wishlist of possible features for the editor

I wish I had noticed this before 1.0, but someone on the Discord pointed out to me that the resources editor doesn't have an "area" tool. I would like to request that this be added to bring it more in line with the tiles editor. Perhaps a paint bucket can be added as well, though that's le...
by raiguard
Mon Aug 10, 2020 8:08 pm
Forum: Resolved Problems and Bugs
Topic: Shortcut "get-blueprint-item" action no longer works with capsules
Replies: 2
Views: 3783

Re: Shortcut "get-blueprint-item" action no longer works with capsules

Since we don't want to make more changes to the game right before 1.0 release, I will add this change to the 1.1, that will come later. Edit: Its easy to work around, just set the shortcut to give a lua event instead, and then give the item with script Fair enough, it's a pretty easy workaround. Ma...
by raiguard
Mon Aug 10, 2020 7:26 pm
Forum: Resolved Problems and Bugs
Topic: Shortcut "get-blueprint-item" action no longer works with capsules
Replies: 2
Views: 3783

Shortcut "get-blueprint-item" action no longer works with capsules

My "Tapeline" mod adds a shortcut to get the capsule that it uses to draw tapes. To do this, I use the create-blueprint-item action type, and set the item_to_create to be the capsule. However, in a recent update (not sure when exactly it happened) that stopped working. When you click the s...
by raiguard
Thu Aug 06, 2020 6:13 pm
Forum: General discussion
Topic: Blueprint Library Feedback
Replies: 42
Views: 13220

Re: Blueprint Library Feedback

Let me share my perspective: The new library was immediately intuitive for me. The old one was confusing and needlessly complicated. The new one, though, behaves exactly like another inventory from the player's perspective. It's no different than moving a blueprint into a chest. Once you realize it'...
by raiguard
Thu Aug 06, 2020 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.18.46]Item prototype flag "only-in-cursor" does not block placing into the blueprint library
Replies: 3
Views: 826

Re: Item prototype flag "only-in-cursor" does not block placing into the blueprint library

Unfortunately it still occurs with the new library. To reproduce: 1. Download Recipe Book (it requires the Factorio Library mod as well) 2. Open it with Control + B or by using the shortcut 3. Search for any recipe 4. Click one of the "made in" items to get a temporary blueprint 5. Place t...
by raiguard
Fri Jul 31, 2020 9:25 pm
Forum: Modding interface requests
Topic: Allow mods to properly center a frame
Replies: 2
Views: 1011

Re: Allow mods to properly center a frame

+1. This isn't usually a problem, but when you get something as large and complex as Factory Planner, it becomes very noticeable.
by raiguard
Fri Jul 31, 2020 3:58 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 56254

Re: Friday Facts #356 - Blueprint library for real

I have seen surprisingly little discussion about the actual blueprint changes in this thread. Is that because until they are released it cannot be determined if the changes fix the fundamental problems of the existing blueprint UI or not? I am a total newcomer to the game, have been using 0.18.x. I...
by raiguard
Sat Jul 25, 2020 3:53 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.18.46]Item prototype flag "only-in-cursor" does not block placing into the blueprint library
Replies: 3
Views: 826

[kovarex][0.18.46]Item prototype flag "only-in-cursor" does not block placing into the blueprint library

If you set the only-in-cursor flag on an item, it would stand to reason that you wouldn't be able to put it anywhere . However, even with that flag set, you can still place a blueprint in the blueprint library: 2020-07-24 21_52_09-Factorio 0.18.36.png If this is intended, then I would like to reques...
by raiguard
Sun Jul 19, 2020 6:35 pm
Forum: Mod portal Discussion
Topic: Internal server error when viewing notifications
Replies: 4
Views: 1762

Internal server error when viewing notifications

I was part of the discussion on the "Industrial Revolution 0.18" mod, as one of the ones telling the author to take it down. It appears that it has been taken down now, which is good. However, I had a notification for a reply on that mod's discussion page. That notification persisted after...
by raiguard
Fri Jul 17, 2020 10:23 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 56254

Re: Friday Facts #356 - Blueprint library for real

THANK YOU KOVAREX. I appreciate your willingness to share your struggles with us. Overcoming mental struggles like that is no mean feat. And the blueprint library... it's amazing! It fixes so many issues, brings in many improvements, and looks really pretty. I am in love with it. Once again, thank y...

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