Search found 59 matches
- Sat Feb 08, 2020 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
- Replies: 8
- Views: 3461
- Fri Feb 07, 2020 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
- Replies: 8
- Views: 3461
Re: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
Oh I see - yea if you want to reproduce it, you'll have to be in 0.18
The "latest" api is 0.18.4 (currently), so script.active_mods is there
see the 0.17.79 api where it isn't
The "latest" api is 0.18.4 (currently), so script.active_mods is there
see the 0.17.79 api where it isn't
- Fri Feb 07, 2020 2:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
- Replies: 8
- Views: 3461
Re: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
I don't exactly see how what you've said/posted is related. The issue is specific to script.active_mods. Before 0.18 to do conditional requires in the control stage you had to pcall require. With 0.18 came script.active_mods with the purpose of no longer needing pcall, and having the version numbers...
- Thu Feb 06, 2020 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
- Replies: 8
- Views: 3461
[0.18.4] script.active_mods contains mods during mod initialization which have been disabled when loading a save
TL;DR When loading a save which had a mod enabled, which is now disabled, it will still be in script.active_mods during mod initialization. Expected script.active_mods should always only have mods in it which are currently active. Example save_info.png error.png ScriptActiveModsIssue/control.lua: i...
- Tue Jan 28, 2020 3:40 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
- Replies: 6
- Views: 1684
- Mon Jan 20, 2020 12:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Wrong events marked as being filterable on the api
- Replies: 1
- Views: 1511
[Rseding] [0.17.79] Wrong events marked as being filterable on the api
Issues The events on_player_mined_item and on_robot_mined are marked as being filterable, but cannot be filtered. The events on_player_mined_entity and on_robot_mined_entity are not marked as filterable, but actually can be filtered. Expected on_player_mined_item and on_robot_mined should not be ma...
- Sun Jan 19, 2020 11:50 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
- Replies: 6
- Views: 1684
Re: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
Well, yes I need them too, but positions are just as important. Basically I need everything
- Sun Jan 19, 2020 10:11 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
- Replies: 6
- Views: 1684
Re: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
The units are the ones used here https://wiki.factorio.com/Inserters#Inserter_speed
- Thu Jan 09, 2020 3:01 am
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype :: pickup_position [R] and drop_position [R]
- Replies: 6
- Views: 1684
LuaEntityPrototype :: pickup_position [R] and drop_position [R]
LuaEntityPrototype :: pickup_position [R] -> Vector β¦ Default position offset where the entity puts its stuff. (see LuaEntity :: pickup_position ) LuaEntityPrototype :: drop_position [R] -> Vector β¦ Default position offset where the inserter will pick up items from. (see LuaEntity :: drop_position ...
- Sat Dec 28, 2019 11:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken
- Replies: 3
- Views: 1729
Re: [0.17.79] LuaGuiElement switch created in on_player_created broken
Switches loaded from a save have the exact same issues.
reproduce:
load the example mod
create a new world
add the new switch with the command (see above)
try that switch (tirggers events)
save the game
load that game
try that switch again (does not tirgger events)
reproduce:
load the example mod
create a new world
add the new switch with the command (see above)
try that switch (tirggers events)
save the game
load that game
try that switch again (does not tirgger events)
- Fri Nov 29, 2019 4:29 pm
- Forum: Not a bug
- Topic: [0.17.79] Train track start location is incorrect after connected rail pickup
- Replies: 4
- Views: 1534
Re: [0.17.79] Train track start location is incorrect after connected rail pickup
I've always seen this as not a bug. If you are talking about the arrow staying behind even when the source rail has been removed.
Imo it's more of a feature request to have the arrow automatically move back to the previous rail from the source rail (in your case c->b once c is removed)
Imo it's more of a feature request to have the arrow automatically move back to the previous rail from the source rail (in your case c->b once c is removed)
- Sat Nov 23, 2019 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken
- Replies: 3
- Views: 1729
[kovarex] [0.17.79] LuaGuiElement switch created in on_player_created broken
* The hitbox of a switch - the area where you click it to change the state - seems to not consider the left_label_caption * The right_label_tooltip seems to be offset somehow so that it simply doesn't appear ever. * The entire width is determined incorrectly, as you can see here WidthWrong.png * The...
- Fri Nov 15, 2019 1:54 pm
- Forum: Modding discussion
- Topic: Breaking change/fix: script.raise_event rework - opinions wanted
- Replies: 88
- Views: 22210
Re: Breaking change/fix: script.raise_event rework - opinions wanted
Looks like the the best solution would be to validate every events data. issue: implementation. i don't know if you (WUBE) would accept this being like a community effort of a couple of people who are willing to implement this for you (if they exist, even) if yes, then that would be a possible solut...
- Fri Nov 15, 2019 2:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Wheybags] [0.17.77] changing style.font for textfields does not cause redrawing
- Replies: 2
- Views: 3497
[Wheybags] [0.17.77] changing style.font for textfields does not cause redrawing
When changing the font of a textfield after it has already been drawn, the text does not get redrawn with the new font until something else causes it to redraw (like after the user types a character for example). (one can also say "the change has no effect - yet", "it is delayed"...
- Fri Nov 15, 2019 12:28 am
- Forum: Won't fix.
- Topic: [0.17.74] belt transition rendering layer issue
- Replies: 2
- Views: 997
Re: [0.17.74] belt transition rendering layer issue
sounds good, and very reasonable.
and yea i agree this is not a big deal at all, was just really odd that it's only every other tile.
and yea i agree this is not a big deal at all, was just really odd that it's only every other tile.
- Sun Nov 03, 2019 9:10 pm
- Forum: Won't fix.
- Topic: [0.17.74] belt transition rendering layer issue
- Replies: 2
- Views: 997
[0.17.74] belt transition rendering layer issue
demonstration.png the screen shot can explain this very well. the transition in the red circle is the only transition rendering below other belts - but only every other tile (row). no positive/negative position weirdness. the coordinates are describing the top left corner of the tiles. however, whe...
- Sat Nov 02, 2019 1:44 pm
- Forum: News
- Topic: Friday Facts #319 - New T-shirts & Lua event filtering
- Replies: 35
- Views: 16629
Re: Friday Facts #319 - New T-shirts & Lua event filtering
Long awaited, Rseding. Thanks. :) Still missing: Schedule time-events. E.g.: - raise an event every 60 ticks, as payload the index-number of that event - raise event in 200 ticks, then in 250, then in 480 ticks... (a list of wanted time-events plus some payload for that event) And if this scheduler...
- Fri Aug 23, 2019 10:04 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111925
Re: Friday Facts #309 - Controversial opinions
I'll say the thing that is most important to me: Keyboard shortcuts are amazing! As an example, the exoskeleton and personal roboport toggle is really nice for me early because of power usage/management, and roboport later as well of course so you can ghost plan stuff easily. EDIT: well i should men...
- Mon Aug 19, 2019 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Keyboard shortcut for "Entity tooltip on the side"
- Replies: 3
- Views: 1715
Re: Keyboard shortcut for "Entity tooltip on the side"
I feel the same. I would simply like to list some solutions I can see: (I refer to 'entity tooltips' as 'tooltips') 1) keybind to toggle tooltips being on the side or at the cursor, as already mentioned. 2) keybind to hold to switch positions. 3) keybind to toggle visibility of tooltips. 4) keybind ...