Search found 59 matches

by jan1i3
Fri Dec 04, 2020 1:15 am
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 6
Views: 2278

Wider error notice boxes?

Intro You can safely skip to the TL;DR. I just go over details and context. Background So with longer file names or bigger folder structures or function names, it's not uncommon to see error notice boxes like these: Screenshot 2020-12-04 014858.png where the lines start with: __modname__/ 'function...
by jan1i3
Tue Nov 24, 2020 10:21 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Replies: 5
Views: 3119

Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece

Reproduction: It seems very circumstancial but this is pretty consistent... load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it import the bp string open it remove the right belt confirm the fol...
by jan1i3
Wed Nov 04, 2020 6:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash
Replies: 2
Views: 1168

Re: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash

LuaPlayer::get_active_quick_bar_page returning nil is correct behavior and is well documented. Oh right, sorry. Always embarrassing when you don't read something that's right in font of your face. Issue was already fixed (for 1.1) by adding a range check for the page_index. If it will be out of acc...
by jan1i3
Sun Nov 01, 2020 10:26 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash
Replies: 2
Views: 1168

[boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash

The Problem set_active_quick_bar_page seems to not validate the second parameter page_index. This causes it to be setable to 11, which looks like it works, but you actually can't modify that row (only tested by clicking on it) But when setting it to 12 or higher it causes a crash. demonstration.png...
by jan1i3
Wed Jun 10, 2020 12:24 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 28014

Re: Version 0.18.31

Mods can now be loaded from directories with the name of the mod but no version number. cool, finally! but how about, you know, not requiring mods to be in a folder inside of another (zipped) folder at all? i.e. i just can't understand why abc_1.0.0.zip/abc_1.0.0/data.lua which can now become abc_1...
by jan1i3
Fri May 22, 2020 9:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.26] LuaEntity.copy_settings copies in the wrong direction when by_player is given
Replies: 1
Views: 597

[0.18.26] LuaEntity.copy_settings copies in the wrong direction when by_player is given

The title says it all, but here's a link to the docs and further clarification just in case: copy_settinsg is supposed to copy the settings from the entity given in the first argument to the entity it is called on. it does so when by_player is not given as a second arg, however does the opposite whe...
by jan1i3
Mon May 11, 2020 4:43 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19606

Re: [One Line Suggestions]

[Mod Portal API] A deprecated flag in Result Entry would be nice. specifically in api/mods endpoint, but Short and Full would also make sense
(i am 95% sure it currently gives deprecated entries but there is no way to tell that they are)
by jan1i3
Sun May 10, 2020 5:54 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 7954

Re: Re-opened: breaking change/fix: script.raise_event rework

That's what it's called now? A few years ago we called it "raising awareness to shoddy coding". We don't have to call it that, or see it that way. the thing is that there is potential for people seeing that way, as i'll go over more below PS: not sure how you interpret misuse of informati...
by jan1i3
Sun May 10, 2020 12:13 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 7954

Re: Re-opened: breaking change/fix: script.raise_event rework

I thought about it more, and also with some external input i've decided i don't want to post any of this in here. except 2), which is this: 2) total events: 138 40 on_built_entity 6 on_console_chat 1 on_entity_cloned 1 on_entity_died 3 on_entity_settings_pasted 3 on_entity_spawned 2 on_gui_click 1 o...
by jan1i3
Sun May 10, 2020 8:01 am
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 7954

Re: Re-opened: breaking change/fix: script.raise_event rework

I have (finally) downloaded all (latest 0.18) mods. I wrote a query to get all raise_event calls with game events (it might miss some if people use weird event systems/handlers) the result is... interesting, but less useful than i was hoping it would be, however if you think it can be useful i can p...
by jan1i3
Sun May 03, 2020 3:44 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 7954

Re: Re-opened: breaking change/fix: script.raise_event rework

I'm all for this change. Also means i can remove this disgusting Raise Event Protection mod :D (though it was a fun project) I currently only rely on raising game events for on_entity_settings_pasted , but i can definitely change this to work without it, with just a tiny bit of behavior change if any.
by jan1i3
Wed Apr 22, 2020 12:21 am
Forum: Resolved Problems and Bugs
Topic: [0.18.19] rail duplication when building curved rail with some damaged rail items
Replies: 1
Views: 3125

[0.18.19] rail duplication when building curved rail with some damaged rail items

What and How When Having 1 undamaged rail At least 3 damaged rails Using the undamaged rail to build a curved rail Then The undamaged rail is used to place the whole curved rail The damaged rails remain unused Which means 3 undamaged rails got duplicated / created out of nothing. 55ldJb4l25.gif Thi...
by jan1i3
Tue Apr 21, 2020 11:39 pm
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 1678

Re: Make LuaEntity.copy_settings raise events

With more experience now I'd like to retract this request.
I also now saw that i misread RSed's response, and i totally agree
(or rather have no reason).

I don't think i can close it myself, but i personally see it as closed.
by jan1i3
Fri Mar 27, 2020 1:27 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 41498

Re: Friday Facts #340 - Deep desyncs

Good Job on finding those desync bugs, desyncs are somehting else.
I'm happy i haven't had to deal with them... yet ;)
by jan1i3
Tue Feb 25, 2020 8:32 pm
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 1678

Re: Make LuaEntity.copy_settings raise events

To be 100% accurate, i know you can paste using blueprints, but it felt like a very hacky way to copy settings when there is a literal copy_settings function, so i scrapped that idea.
However i am still open to using this approach.
by jan1i3
Tue Feb 25, 2020 8:26 pm
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 1678

Re: Make LuaEntity.copy_settings raise events

I didn't know there were multiple ways. My specific usecase would be to have an area paste tool, which is basically just a selection tool, and all selected entities get settings pasted from the current player.copy_source_entity. I wanted it be behave just like the player pasting on the machines, so ...
by jan1i3
Tue Feb 25, 2020 2:25 am
Forum: Won't implement
Topic: Make LuaEntity.copy_settings raise events
Replies: 4
Views: 1678

Make LuaEntity.copy_settings raise events

I would like LuaEntity.copy_settings to raise events of some kind for compatability. I can see on_entity_settings_pasted and on_pre_entity_settings_pasted being modified so that player_index is optional, and an optional arg is added to LuaEntity.copy_settings to provide the player who did the copy p...
by jan1i3
Tue Feb 18, 2020 6:48 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 19926

Re: Version 0.18.7

Generally there are good and bad sounds, but as usual the bad ones stick out. I haven't played that much, but with what i'm doing there were only good sounds, except a few and those stuck out. I had a very good experiance, and the only thing that annoyed me was the sound when you click any inventory...

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