Search found 232 matches

by Therenas
Thu Jul 18, 2019 10:56 am
Forum: Won't implement
Topic: Make on_gui_confirmed work for text-boxes
Replies: 2
Views: 1029

Re: Make on_gui_confirmed work for text-boxes

... That's what I wrote about, wanting to come up with a solution to that. But if it's not something you want to support, that's fine too.
by Therenas
Wed Jul 17, 2019 7:34 pm
Forum: Won't implement
Topic: Make on_gui_confirmed work for text-boxes
Replies: 2
Views: 1029

Make on_gui_confirmed work for text-boxes

As far as I can tell, on_gui_confirmed does not fire on text-boxes at all. It would be useful to have it work on them, too, for obvious reasons. Now the problem this poses is that the enter-key is overloaded in a text-box: It either performs a line return, or confirms the form. In other places (the ...
by Therenas
Wed Jul 17, 2019 5:30 pm
Forum: Implemented mod requests
Topic: Add some textfield attributes to text-box
Replies: 1
Views: 657

Add some textfield attributes to text-box

Version 0.17.57 added several new attributes to textfields (numeric, allow_decimal, etc), which are awesome. I think two of them (lose_focus_on_confirm, clear_and_focus_on_right_click) should also be able to be set on text-boxes. This is currently not allowed. The others would not make much sense on...
by Therenas
Tue Jul 16, 2019 11:20 am
Forum: Not a bug
Topic: [0.17.57] Mod loading times progressively slower
Replies: 4
Views: 816

Re: [0.17.57] Mod loading times progressively slower

Okay didn't see that in the patch notes, thanks.
by Therenas
Tue Jul 16, 2019 11:09 am
Forum: Not a bug
Topic: [0.17.57] Mod loading times progressively slower
Replies: 4
Views: 816

Re: [0.17.57] Mod loading times progressively slower

Well, that just revealed another problem then. If I sync with the save I provided in 0.17.56, it correctly enables only the mods that are in the save. In 0.17.57 however, it enables all(?) the mods that I have installed, even though they are not all in the save, hence the large number of them. Speci...
by Therenas
Mon Jul 15, 2019 9:29 pm
Forum: Not a bug
Topic: [0.17.57] Mod loading times progressively slower
Replies: 4
Views: 816

[0.17.57] Mod loading times progressively slower

When loading a game with a lot of mods enabled, startup time is much slower than in 0.17.56. It gets progressively worse with every mod loaded, regardless of the size of the mod. You can observe this pretty well by just looking at the loading screen and seeing the first few mods fly by, but the foll...
by Therenas
Mon Jul 15, 2019 7:50 pm
Forum: Implemented mod requests
Topic: Allow enter-key for confirming dialogs
Replies: 11
Views: 3385

Re: Allow enter-key for confirming dialogs

This just got added for 0.17.57, thanks guys! (Can be moved)
by Therenas
Sun Jul 14, 2019 1:23 pm
Forum: Won't implement
Topic: LuaGuiElement:focused [R/W] / on_gui_focused_state_changed event
Replies: 6
Views: 1429

Re: LuaGuiElement:focused [R/W] / on_gui_focused_state_changed event

+ 1 to this (and the unfocus on enter)

You can kind of catch the unfocus by listening to on_gui_click, and checking if the clicked element is not the one that should be reset, and run your code from there. It it not really reliable though, because not everything that defocuses fires on_gui_clicked.
by Therenas
Sat Jul 13, 2019 10:29 am
Forum: Implemented mod requests
Topic: Number-only text field
Replies: 7
Views: 2147

Re: Number-only text field

I would like to have this as well, btw.
by Therenas
Fri Jul 12, 2019 8:46 pm
Forum: Implemented mod requests
Topic: Number-only text field
Replies: 7
Views: 2147

Re: Number-only text field

What's your use case?
by Therenas
Wed Jul 10, 2019 8:14 am
Forum: Won't implement
Topic: Access to prototype dictionaries via script table
Replies: 8
Views: 2575

Re: Access to prototype dictionaries via script table

Thanks for the reply Boodals. 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? Also, if we are thinking about this on an abstract level, ...
by Therenas
Tue Jul 09, 2019 9:43 pm
Forum: Won't implement
Topic: Access to prototype dictionaries via script table
Replies: 8
Views: 2575

Re: Access to prototype dictionaries via script table

Sounds like a perfect fit for on_configuration_changed and on_init. Except that I have to save it all in global then, which is slow when saving/loading. I currently do it on_init and on_configuration_changed, and parts of it would still be there, but this is to reduce the total size saved to global...
by Therenas
Tue Jul 09, 2019 8:46 pm
Forum: Won't implement
Topic: Access to prototype dictionaries via script table
Replies: 8
Views: 2575

Re: Access to prototype dictionaries via script table

Digging this up again, because I think it would be useful to have prototype read access during on_load, if it doesn't cause desync or similar issues. In my use case, I have a rather large global table. The vast majority of that table are condensed and organised versions of game prototypes, like reci...
by Therenas
Mon Jul 01, 2019 7:50 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 58761

Re: [MOD 0.15.15+] FNEI Mod

Blokus wrote:
Fri Jun 14, 2019 12:01 am
Any idea why random recipes (e.g. vanilla uranium processing) aren't showing up correctly in FNEI (or Helmod for that matter) anymore?
The base game changed some assumption about recipe definitions, more here.
by Therenas
Mon Jul 01, 2019 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.53] Sync mods with save doesn't sync correctly under a specific condition
Replies: 1
Views: 2662

[0.17.53] Sync mods with save doesn't sync correctly under a specific condition

When syncing mods with a save from the load save screen, it sometimes enables mods that should be disabled. To reproduce this, follow these steps: - Download the attached save - Download the mods stdlib and pycoalprocessing - Open the game, enable pycoalprocessing and disable stdlib - On reload, not...
by Therenas
Sun Jun 30, 2019 9:11 pm
Forum: Implemented mod requests
Topic: Change ItemPrototype.tier to be of type int
Replies: 3
Views: 877

Re: Change ItemPrototype.tier to be of type int

Makes me not have to worry about some mod setting a tier of 0.001256 and having to have code to deal with it. Makes it simpler if I can assume that that number will always be an int. Just a small quality of life improvement, and it makes the modding interface cleaner I guess.
by Therenas
Sun Jun 30, 2019 9:04 pm
Forum: Implemented mod requests
Topic: Change ItemPrototype.tier to be of type int
Replies: 3
Views: 877

Change ItemPrototype.tier to be of type int

This is probably a bit nitpicky, but I would feel better if the .tier attribute on ItemPrototypes was an interger and not a float. It seems like that would make more sense and reduce the surface for error, especially across mods. Unless there is a reason for it to be a float that I'm not aware of.
by Therenas
Sun Jun 30, 2019 2:47 pm
Forum: Modding interface requests
Topic: Change ItemPrototype.limitations to be string -> boolean format
Replies: 0
Views: 431

Change ItemPrototype.limitations to be string -> boolean format

Module prototypes have the property .limitations that is currently an array containing all recipes compatible with the module. If you want to find out if a given recipe is compatible, you have to iterate through the array. It would make sense, for performance, for that attribute to be of the format ...
by Therenas
Thu Jun 27, 2019 7:38 am
Forum: Implemented mod requests
Topic: Allow enter-key for confirming dialogs
Replies: 11
Views: 3385

Re: Allow enter-key for confirming dialogs

You can detect an element being focused by listening to https://lua-api.factorio.com/latest/eve ... _gui_click, it works for textfields too.
by Therenas
Sat Jun 22, 2019 9:15 am
Forum: Implemented mod requests
Topic: New gui elements for use
Replies: 12
Views: 3553

Re: New gui elements for use

Maybe the event related to changing the slider fires very frequently while the slider is being dragged?

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