Search found 1529 matches
- Sun Dec 25, 2022 12:51 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 16
- Views: 2814
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Error while running event GCKI::on_configuration_changed __GCKI__/scripts/event_handlers.lua:795: attempt to index field '?' (a nil value) OK, I'll try to fix that ASAP! I couldn't reproduce the bug. But If you comment out line 795 of __GCKI__/scripts/event_handlers.lua (it's just dumping the value...
- Sat Dec 24, 2022 11:59 pm
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 16
- Views: 2814
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Just to let you know I've encountered a crash when opening an existing save with GCKI 1.1.3 and Nullius 1.5.22, error message given below. Thanks for the report! One crash on loading has already been reported, but I'd feel bad when I'd upload a new version where I just removed two duplicate lines f...
- Fri Dec 23, 2022 3:33 pm
- Forum: Modding help
- Topic: player.vehicle.rotation_speed not working.
- Replies: 7
- Views: 481
Re: player.vehicle.rotation_speed not working.
Ok, so I guess the only way is to manually correct rotation on every tick, and limit it more and more the faster the car is going. Do you think this could be doable?? In Autodrive , we have straight paths between two waypoints. If a vehicle is driving from A to B, we determine the current position ...
- Fri Dec 23, 2022 12:12 pm
- Forum: Modding help
- Topic: player.vehicle.rotation_speed not working.
- Replies: 7
- Views: 481
Re: player.vehicle.rotation_speed not working.
Cars have all the variables from vehicle, since they inherit from it, but cars have some variables of their own that vehicles don't, like rotation speed. When I get player.vehicle I can modify all vehicle variables, but not car variables. You must distinguish between the car entity and the car prot...
- Thu Dec 22, 2022 12:42 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 16
- Views: 2814
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
I've just uploaded a major update, quickly followed by a first bugfix release. :oops: Here are the latest changes: --------------------------------------------------------------------------------------------------- Version: 1.1.2 Date: 2022-12-21T21:30:00+02:00 Info: - It's been a while since the la...
- Tue Dec 13, 2022 7:13 am
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 7
- Views: 872
Re: LuaAPI: player.open_map allow to follow entity
+1 though I'd also love to have a way to get what entity is currently being followed by the camera. While there is only one map per player that can be used with player.open_map(), each player may have multiple minimap or camera GUI elements opened simultaneously. If you have a camera, you can acces...
- Tue Dec 13, 2022 6:30 am
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 7
- Views: 872
Re: LuaAPI: player.open_map allow to follow entity
Yes it is somewhat possible to emulate the map view by using a camera and minimap LuaGuiElement but getting that to behave correctly to player inputs (panning, zooming, using remotes, building blueprints) is either really hard and janky or even not possible at all. Right, in real map view, you can ...
- Sun Dec 11, 2022 7:16 am
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 7
- Views: 872
Re: LuaAPI: player.open_map allow to follow entity
Currently we can only open the map view at a specified position (+ optional zoom level) by using player.open_map(position, zoom) My sugggestion is to extend this to also allow for passing a LuaEntity to follow in the map view identical to how trains can be followed. That should work already: see he...
- Fri Dec 09, 2022 9:30 am
- Forum: Mod portal Discussion
- Topic: Buggy download counter
- Replies: 3
- Views: 711
Re: Buggy download counter
Thanks for the explanation! Yeah I need to put more clarification around these numbers. The number on the mod page is "count of people who have downloaded this mod since Nov 2021", the previous number was heavily bloated by download scripts where every individual download got counted. The ...
- Thu Dec 08, 2022 7:01 pm
- Forum: Mod portal Discussion
- Topic: Buggy download counter
- Replies: 3
- Views: 711
Buggy download counter
The download counter on the mod portal seems to be wrong. At least for one of my mods, the total count is far less than the number of downloads for just the last version of the mod: downloads.png But looking at some other random mods from "Recently updated", it seems to be a general proble...
- Mon Dec 05, 2022 9:37 am
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 450
Re: Documentation Improvement Requests
I haven't done UIs in Factorio, so I don't know what they have for containers, but what I'm used to is being able to put in smaller containers within the main one for exactly that purpose. GUIs in Factorio have different types of containers, which may be nested. There are frames, flows, and scroll-...
- Fri Dec 02, 2022 4:47 pm
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 450
Re: Documentation Improvement Requests
"radiobutton": A clickable element that is functionally identical to a checkbox, but has a circular appearance. Relevant event: on_gui_checked_state_changed Yes, I had already read that, but every place where I've used radios have something implemented in the backend so any radios placed ...
- Fri Dec 02, 2022 2:01 pm
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 450
Re: Documentation Improvement Requests
Additionally, their uses are also different. In a group of checkboxes, you can select multiple. In a group of radiobuttons, selecting one deselects the rest. (At least, this is how they're supposed to work. I don't know if Factorio has anything implemented for that automatically or not.) I believe ...
- Fri Dec 02, 2022 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Moderate the post "Read this OR be ignored!"
- Replies: 25
- Views: 2838
Re: Moderate the post "Read this OR be ignored!"
TL;DR The "welcome" post promotes toxicity and should be moderated. The post could definitely do with some editing because English isn't the author's first language and there are some mistakes that may make it difficult to understand the text. But I don't think it should be moderated beca...
- Sat Nov 12, 2022 2:47 pm
- Forum: Modding help
- Topic: Dectorio - free decorative recipes not working as wanted
- Replies: 1
- Views: 241
Re: Dectorio - free decorative recipes not working as wanted
The mod seems to gather the recipe ingredients based on the entity it wants to create a recipe for. I've tried to both set this to zero by: table.insert(ingredients, {result.name, result.amount_max * 0}) (multiplying by zero) This doesn't work because you add new ingredients with amount 0. Instead,...
- Wed Nov 09, 2022 10:20 pm
- Forum: General discussion
- Topic: I don't know why 'factorio' makes such a fuss about "leeching"
- Replies: 15
- Views: 4887
Re: I don't know why 'factorio' makes such a fuss about "leeching"
2. That there is some 'feature' called allow_burner_leech = true/false, but it can't be simply set to true/false via the command line console. You can use inserter.prototype.allow_burner_leech to read whether an inserter can leech fuel. However, the property can only be changed in the prototype, wh...
- Wed Nov 09, 2022 8:36 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 50
- Views: 16129
Re: [One Line Suggestions]
Regarding dependencies: It's useful to see what other mods a mod depends on. As the mod names are links to the respective mod page, it's easy to use "Open in new tab" and check out those mods without trouble. However, sometimes a long list of dependencies may become a nuisance (e.g. when y...
- Mon Nov 07, 2022 7:42 am
- Forum: Ideas and Suggestions
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 4513
Re: Remove Expensive Mode
I don't (off-hand) see any real reason why expensive mode couldn't be a simple multiplier, and then if really needed, a flag for those things that should be excluded. Expensive mode just using more of the same ingredients as normal mode is boring. The way it's working now, you could add new ingredi...
- Mon Nov 07, 2022 7:20 am
- Forum: Not a bug
- Topic: [1.1.70] Blue inserter stuck in a "flickering" movement and not feeding turret
- Replies: 3
- Views: 400
Re: [1.1.70] Blue inserter stuck in a "flickering" movement and not feeding turret
@courtjus: Even with low power, the inserter would work if it didn't try to pick up ammo from a curved belt. You can't move the inserter one tile to the left (that's out of reach of your power pole), but you can add a straight belt:
- Sun Nov 06, 2022 7:34 am
- Forum: Modding interface requests
- Topic: API Docs Visual Refresh
- Replies: 5
- Views: 822
Re: API Docs Visual Refresh
The site looks weird with qutebrowser . Apparently, there is a table with column for name, type, and description. Most of the time, the last column is duplicated on a new line. This doesn't happen if only the first column contains text -- see the red box in the screenshot: api-site.png Torbrowser di...