Search found 204 matches

by Therenas
Mon Oct 07, 2019 10:42 am
Forum: Implemented mod requests
Topic: Documentation for UI style definitions
Replies: 4
Views: 630

Re: Documentation for UI style definitions

Nice, thanks for the work!
by Therenas
Mon Sep 30, 2019 7:16 pm
Forum: Resolved Problems and Bugs
Topic: [17.69] on_gui_switch_state_changed
Replies: 6
Views: 1463

Re: [17.69] on_gui_switch_state_changed

I can confirm this, for switches with allow_none_state=false, it will fire the on_gui_switch_state_changed event twice when the switch is clicked once, which is probably not intended that way.
by Therenas
Mon Sep 30, 2019 7:12 pm
Forum: Implemented mod requests
Topic: Move doc's class description to top of page
Replies: 7
Views: 770

Re: Move doc's class description to top of page

Perfect, I really appreciate this.
by Therenas
Sun Sep 29, 2019 10:20 am
Forum: Modding interface requests
Topic: Make the crafting queue arrow size adjustable by mods
Replies: 2
Views: 323

Make the crafting queue arrow size adjustable by mods

Now this request might sound really dumb, but bear with me. I've been having the issue of the crafting queue overlapping with my modded window (Only the crafting queue does this under some circumstances, the other vanilla elements seem to play nice): https://i.imgur.com/fsH9l1C.png Now as the .scree...
by Therenas
Fri Sep 20, 2019 7:02 am
Forum: Resolved Problems and Bugs
Topic: [0.17.68] Desync with mod caused by different serialization order
Replies: 4
Views: 597

Re: [0.17.68] Desync with mod caused by different serialization order

Well, that should put it to bed. Thanks again Deadlock. I just was kind of paranoid because I got two desync reports in two days, with both not being my fault after all. Sorry to bother.
by Therenas
Wed Sep 18, 2019 4:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.68] Desync with mod caused by different serialization order
Replies: 4
Views: 597

[0.17.68] Desync with mod caused by different serialization order

I'm the author of the mod Factory Planner, and I just got a desync report from a user. He took a look at the desync report and noticed that the difference was not with the actual data, but with the order that it was saved in. I'm no good at interpreting desync reports, but I don't know how a mod can...
by Therenas
Tue Sep 17, 2019 2:06 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 180192

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Deadlock989 wrote:
Tue Sep 17, 2019 1:16 pm

This is as non-prestige as I can get it without starting to lose the colouring too much:


scraptastic.png
Don't like those, looks like low-quality, static-y sprites somehow. Hm maybe they work when in motion or at different zoom levels, but that one shot isn't working for me at least.
by Therenas
Sun Sep 15, 2019 8:35 am
Forum: Implemented mod requests
Topic: A solution to searching prototypes in natural language
Replies: 23
Views: 2112

Re: A solution to searching prototypes in natural language

Well, I'm glad my dumb idea got the ball rolling. Thanks Rseding.
by Therenas
Thu Sep 12, 2019 6:01 pm
Forum: Implemented mod requests
Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
Replies: 9
Views: 1040

Add catalyst_amount to LuaRecipePrototype ingredients/products

Currently, during the control stage, the catalyst_amount attribute is available on ingredients and products of LuaRecipe, but not of LuaRecipePrototype. I suggest adding that attribute to the prototype too, to make it consistent for one and because it doesn't change during runtime, so it should prob...
by Therenas
Thu Sep 12, 2019 4:39 pm
Forum: Implemented mod requests
Topic: A solution to searching prototypes in natural language
Replies: 23
Views: 2112

A solution to searching prototypes in natural language

There are many situations where you want to find items/recipes/etc. by their localised name, ie. the user entering the name of an item (in their own natural language and locale). As a mod, you can't currently search localised strings because of determinism. This can't be circumvented without a lot o...
by Therenas
Sun Sep 08, 2019 2:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 180192

Re: [MOD 0.17+] Industrial Revolution (WIP)

It works well with FNEI. I don't know much about Helmod, have no current plans for it but will read requests. I know that Therenas has been working on something similar to Helmod and I made a couple of changes at their request so that IR's component system works better with that mod. Jup, Factory P...
by Therenas
Fri Sep 06, 2019 7:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.68] Escape doesn't work in the main menu
Replies: 1
Views: 918

[0.17.68] Escape doesn't work in the main menu

This is silly, but when in the main game menu, going to map editor -> new scenario, you can't use ESC to go back one level, while you can for every other menu.
by Therenas
Wed Sep 04, 2019 8:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.68] Textfields ignore constraints on copy-paste
Replies: 3
Views: 1154

Re: Textfields ignore constraints on copy-paste

Thanks Klonan, wasn't sure where to put it.
by Therenas
Wed Sep 04, 2019 8:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.68] Textfields ignore constraints on copy-paste
Replies: 3
Views: 1154

[0.17.68] Textfields ignore constraints on copy-paste

Recently, textfields got the ability to constrain what users could enter into them, namely numeric, allow_decimal and allow_negative. This works great when the user is inputting text by typing it directly on their keyboard. Any characters that aren't allowed are simply dropped. However, this is not ...
by Therenas
Tue Aug 27, 2019 11:52 am
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.66] bad prompt position with focus on LuaGuiElement textfield
Replies: 2
Views: 1102

Re: [0.17.66] bad prompt position with focus on LuaGuiElement textfield

I've run into this too, it probably has to do with the alignment, because it happens for 'center' as well.
by Therenas
Mon Aug 26, 2019 11:59 am
Forum: Implemented mod requests
Topic: Move doc's class description to top of page
Replies: 7
Views: 770

Re: Move doc's class description to top of page

I agree with this, it's really easy to overlook in it's current position.
by Therenas
Tue Aug 20, 2019 5:06 pm
Forum: Mods
Topic: [MOD 0.17+] Factory Planner
Replies: 0
Views: 409

[MOD 0.17+] Factory Planner

https://i.imgur.com/dAgso2P.png Relevant Links Download it on the mod portal , where you'll also find an extended description and more screenshots. If you've got suggestions or bug reports, I'd prefer them to go to the mod portal or onto the Factory Planner Discord (feel free to join). If you want ...
by Therenas
Wed Aug 14, 2019 10:11 am
Forum: Implemented mod requests
Topic: Ability to bring window to the front
Replies: 8
Views: 875

Re: Ability to bring window to the front

I really don't want to add this because mods should not be using player.screen to to try to make layered windows. It specifically does not pay any attention to z ordering of things in player.screen and they end up what ever they end up. It's purpose was not layered windows and in fact layered windo...
by Therenas
Tue Aug 13, 2019 7:12 pm
Forum: Implemented mod requests
Topic: Add the ability to unset sprites on GUI elements
Replies: 2
Views: 976

Re: Add the ability to unset sprites on GUI elements

As a note, writing nil to a sprite or sprite-button gives an error. Writing empty string to a sprite clears the element, but writing empty string to a sprite-button does nothing. Yes exactly. What's even worse is that when you set it to an empty string, the sprite will still be shown visually, but ...
by Therenas
Tue Aug 13, 2019 1:28 pm
Forum: Implemented mod requests
Topic: Add the ability to unset sprites on GUI elements
Replies: 2
Views: 976

Add the ability to unset sprites on GUI elements

Currently, you can set a sprite to a supported GUI element anytime you like, you don't have to set it when creating the element. You can't however unset it after it's been set. Setting it to nil gives an error and setting it to an empty string doesn't do anything. I'd like to be able to unset the sp...

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