Search found 59 matches
- 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...
- 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...
- 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...
- 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...
- Wed Oct 14, 2020 1:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Wheybags] [0.17.77] changing style.font for textfields does not cause redrawing
- Replies: 2
- Views: 3487
Re: [Wheybags] [0.17.77] changing style.font for textfields does not cause redrawing
You're welcome, and thanks for the fix
- Sun Jul 26, 2020 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken
- Replies: 3
- Views: 1717
- 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...
- 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...
- 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)
(i am 95% sure it currently gives deprecated entries but there is no way to tell that they are)
- 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...
- 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...
- 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...
- 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.
- 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...
- 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.
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.
- 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
I'm happy i haven't had to deal with them... yet
- 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.
However i am still open to using this approach.
- 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 ...
- 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...
- 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...