Search found 129 matches

by Boodals
Mon Jul 22, 2019 10:16 am
Forum: Implemented mod requests
Topic: on_player_opened/on_player_closed
Replies: 32
Views: 5995

Re: on_player_opened/on_player_closed

This was implemented a long time ago.
by Boodals
Mon Jul 22, 2019 10:16 am
Forum: Implemented mod requests
Topic: Request for on_entity_gui_opened, on_entity_gui_closed
Replies: 3
Views: 586

Re: Request for on_entity_gui_opened, on_entity_gui_closed

This was implemented a long time ago.
by Boodals
Mon Jul 22, 2019 10:15 am
Forum: Implemented mod requests
Topic: Ability to use the spacer in custom lua interfaces
Replies: 6
Views: 851

Re: Ability to use the spacer in custom lua interfaces

I think people have been using frames to do this recently. I'm not entirely sure how, it might need a new style prototype, but I've seen screenshots of custom GUIs with spacers, and I think someone said it was a frame, but i'm not totally sure.
Regardless, its easier now I guess.
by Boodals
Mon Jul 22, 2019 10:03 am
Forum: Modding interface requests
Topic: API docs improvements
Replies: 1
Views: 283

Re: API docs improvements

The docs have recently had a bit of an overhaul which addresses 1 and 2. For 3 and 4 I recommend ctrl F in the Classes page, which will search every function available, as well as the short descriptions.
by Boodals
Mon Jul 22, 2019 9:59 am
Forum: Implemented mod requests
Topic: Noise layer info
Replies: 3
Views: 611

Re: Noise layer info

This has been implemented recently: LuaSurface.calculate_tile_properties
by Boodals
Mon Jul 22, 2019 9:58 am
Forum: Implemented mod requests
Topic: LuaGui.overlay and LuaGuiElement.snap_to()
Replies: 2
Views: 512

Re: LuaGui.overlay and LuaGuiElement.snap_to()

You can create popups using the LuaGui::screen that is coming out in the next version of 0.17.
by Boodals
Mon Jul 22, 2019 9:50 am
Forum: Implemented mod requests
Topic: Tweaks to api docs
Replies: 2
Views: 567

Re: Tweaks to api docs

serpent and log are now documented in the new Libraries and functions page.
A message explaining the spam prevention in the various print functions would still be nice.
by Boodals
Mon Jul 22, 2019 9:35 am
Forum: Implemented mod requests
Topic: GUI Element type: Window
Replies: 13
Views: 3665

Re: GUI Element type: Window

This has been implemented for the next version of 0.17. See viewtopic.php?f=65&t=46487#p443704
by Boodals
Mon Jul 22, 2019 9:24 am
Forum: Implemented mod requests
Topic: LuaSurface::spill_item_stack(... bool can_spill_onto_belts)
Replies: 1
Views: 417

Re: LuaSurface::spill_item_stack(... bool can_spill_onto_belts)

This was implemented at some point in 0.17.
by Boodals
Mon Jul 22, 2019 9:12 am
Forum: Implemented mod requests
Topic: Ability to use noise layer in mod
Replies: 4
Views: 761

Re: Ability to use noise layer in mod

This has been implemented recently: LuaSurface.calculate_tile_properties
by Boodals
Mon Jul 22, 2019 4:36 am
Forum: Modding interface requests
Topic: Force event and lookup consistency
Replies: 6
Views: 569

Re: Force event and lookup consistency

Hello. I have noticed that there appear to be some inconsistencies between on_force_created and on_surface_created . The game only appears to fire on_force_created when a force is created through LUA, and so doesn't get fired when a new map is created with the three default forces. On the other han...
by Boodals
Sat Jul 20, 2019 7:22 am
Forum: Modding interface requests
Topic: Equipment grids for drills and machines
Replies: 4
Views: 468

Re: Equipment grids for drills and machines

Most of those can be solved with limitations on what modules can go in what machines. I know you can already limit a module to specific recipes, i'm not sure how/if that works with mining drills. You might want to check out this request . Adding equipment grids to machines would require a ton of ext...
by Boodals
Fri Jul 19, 2019 9:23 pm
Forum: Modding interface requests
Topic: Equipment grids for drills and machines
Replies: 4
Views: 468

Re: Equipment grids for drills and machines

How would this be any different to modules?
Also, instead of trial and error, you should check out the prototype definitions wiki page. That will tell you exactly what can be used where, and how each part works.
by Boodals
Mon Jul 15, 2019 4:46 pm
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 3600

Re: Assembling-machine with built-in productivity

eradicator wrote:
Mon Jul 15, 2019 11:49 am
Hm...what about furnaces? Are they more difficult?
Furnaces are crafting machines AKA assemblers. I guess I should have been clearer in the changelog.
by Boodals
Sat Jul 13, 2019 10:36 pm
Forum: Implemented mod requests
Topic: Assembling-machine with built-in productivity
Replies: 24
Views: 3600

Re: Assembling-machine with built-in productivity

I implemented this as a pull request a while ago (I have source access), and it was just accepted. It should be in 0.17.57. Pretty lucky too, I thought the devs wouldn't accept it until 0.18. Added base_productivity to assembling machines, mining drill, and lab prototypes. Added LuaEntityPrototype::...
by Boodals
Thu Jul 11, 2019 4:10 pm
Forum: Won't implement
Topic: Make on_gui_click event return x/y offset inside the clicked element
Replies: 2
Views: 318

Re: Make on_gui_click event return x/y offset inside the clicked element

I can't see x, y data being sent for all gui mouse clicks, as 99% of the time it would be unnecessary, but a special case for cameras might be okay. It should be in world coordinates though, not mouse position, as that would be much more useful. I also want a camera dragged event, so we can make cam...
by Boodals
Thu Jul 11, 2019 2:47 pm
Forum: Won't implement
Topic: Access to prototype dictionaries via script table
Replies: 8
Views: 1266

Re: Access to prototype dictionaries via script table

It wouldn't be great, but having a prototypes table specifically on_load, and keeping the rest of the API the same (ie not removing the prototype access from LuaGameScript) would not break any mods, or would it? That should work, but yeah, it isn't very clean. Edit: I didn't test whether this saves...
by Boodals
Wed Jul 10, 2019 2:18 am
Forum: Won't implement
Topic: Access to prototype dictionaries via script table
Replies: 8
Views: 1266

Re: Access to prototype dictionaries via script table

I tried to implement a "prototypes" object for this purpose when I first got source access, but it was denied for this reason: "I don't consider this worth the sheer amount of code/mods it will break. Additionally mods still wouldn't be allowed to keep any prototype references alive o...
by Boodals
Sun Jul 07, 2019 2:49 pm
Forum: Modding interface requests
Topic: Allow option in mining-drill prototype to place anywhere
Replies: 4
Views: 584

Re: Allow option in mining-drill prototype to place anywhere

Maybe make update_connections or whatever its called work on mining drills? Then just let modders worry about updating miners. I assume its already a problem if you spawn some resources under existing mining drills that have ran out of resources.
by Boodals
Tue Jul 02, 2019 10:12 am
Forum: Won't implement
Topic: finding ghosts in LuaLogisticNetwork
Replies: 5
Views: 640

Re: finding ghosts in LuaLogisticNetwork

A better way to do this is to listen to the various entity created events, check if it's a ghost, and put it into a global array. Then loop through them, and use that API function that tells you what logistics cell it's in (if any).
If something doesn't raise an event then you're out of luck though.

Go to advanced search