Search found 259 matches

by theRustyKnife
Sat Apr 06, 2019 6:48 pm
Forum: Implemented mod requests
Topic: Draggable GUIs
Replies: 8
Views: 2873

Re: Draggable GUIs

This please.

Regarding the implementation, I would suggest making the gui that's set to player.opened draggable, since that's probably what most mods would do.
by theRustyKnife
Sat Mar 16, 2019 11:09 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

Re: [MOD 0.16] Crafting Combinator

I have a question, could this work with "reverse recipe"? the recipe that reverses fluid input & output. I tried to send recipe input to the crafting combinator but there's only normal recipe. I think the mod should generate a signal for reveresed recipes. What may happen tho, is that...
by theRustyKnife
Wed Mar 06, 2019 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.7] Item inventory closing behaves strangely
Replies: 1
Views: 2338

[0.17.7] Item inventory closing behaves strangely

I discovered this when trying to figure this out. From Rseding's response in that thread, it seems the intended behavior of closing an item gui is that the player should be returned to whatever they had open before (the main inventory in most cases). What actually happens though, is that if the play...
by theRustyKnife
Wed Mar 06, 2019 7:56 pm
Forum: Not a bug
Topic: [0.17.4] LuaPlayer.opened_self is true when closing an item's inventory
Replies: 2
Views: 1214

Re: [0.17.4] LuaPlayer.opened_self is true when closing an item's inventory

I'm not sure what you mean? If I close an item's inventory (using either e or escape), the inventory just closes completely, yet in the event handler, the player object still says that the player has their inventory open, which is just not true. This definitely doesn't seem like a not-a-bug. Edit: O...
by theRustyKnife
Tue Mar 05, 2019 9:16 pm
Forum: Minor issues
Topic: [0.17.6] require may behave unexpectedly when loading files from other mods
Replies: 2
Views: 807

[0.17.6] require may behave unexpectedly when loading files from other mods

Say we have mod A with the files config.lua and api.lua and mod B which also contains a config.lua file. Mod A's api.lua file contains something like: local config = require 'config' -- Some code If mod B then does local config = require 'config' it will get the content of mod A's config.lua, instea...
by theRustyKnife
Sun Mar 03, 2019 9:37 am
Forum: Not a bug
Topic: [0.17.4] LuaPlayer.opened_self is true when closing an item's inventory
Replies: 2
Views: 1214

[0.17.4] LuaPlayer.opened_self is true when closing an item's inventory

If the player closes an item's inventory (upgrade planner, armor, ...) the on_gui_closed event is fired, but the value of opened_self and opened_gui_type for the player are still saying the player has their inventory open. Interestingly, this only happens if the player's inventory was open when they...
by theRustyKnife
Sat Mar 02, 2019 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Changing mod settings from scripts doesn't raise an event
Replies: 1
Views: 1744

[0.17.4] Changing mod settings from scripts doesn't raise an event

Since mod runtime settings can now be changed from lua, it's possible that a setting gets changed without the on_runtime_mod_setting_changed being fired. This may cause mods that cache the setting in global to not update the value, which clearly isn't good. The expected behavior was that changing an...
by theRustyKnife
Mon Aug 13, 2018 1:14 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

New Version Released

Version 0.9.12 released.
Changes:
* Added compatibility for recipes from [Whistle Stop Factories](https://mods.factorio.com/mod/WhistleStopFactories)
by theRustyKnife
Sun Aug 05, 2018 7:09 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

New Version Released

Version 0.9.11 released.
Changes:
* Possibly fixed a crash caused by combinators with no assembler ([5b657d8c949d790009898aae](https://mods.factorio.com/mod/crafting_ ... 0009898aae))
by theRustyKnife
Wed Jul 25, 2018 8:17 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

New Version Released

Version 0.9.10 released.
Changes:
* Fixed a typo that could cause crashes in some cases ([41](https://github.com/theRustyKnife/Crafti ... /issues/41))
by theRustyKnife
Sat Jun 23, 2018 9:40 am
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6890

New Version Released

Version 2.0.2 released.
Bugfixes
by theRustyKnife
Fri Jun 15, 2018 9:03 pm
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6890

New Version Released

Version 2.0.1 released.
Bugfixes
by theRustyKnife
Sat Jun 09, 2018 3:54 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

New Version Released

Version 0.9.9 released. Changes: * Fixed occasional jamming of inserters with stack size > 1 (by [Marek-Arnold](https://github.com/theRustyKnife/CraftingCombinator/pull/40)) * Fixed module requests not working correctly because of API changes ([5add7924a5e370000943332a](https://mods.factorio.com/mo...
by theRustyKnife
Sat Apr 07, 2018 3:08 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

Re: [MOD 0.15] Crafting Combinator

Is there a reason that the placed combinators look same as constant combinators ? i am pretty sure I remember they were at 1 time green and blue (like icons in crafting menu) which was great. i thought it was probably conflict with 1 of my other many mods but out of curiosity i disabled all but thi...
by theRustyKnife
Fri Feb 02, 2018 3:59 pm
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6890

New Version Released

Version 2.0.0 released. Features Added an option to automatically sort containers when opened ( 5a5f1b0dadcc441024d76d79 ) Added an option to automatically sort player's inventory when opened Changes Used the new API features to replace the old sorting mechanism ( 0.16.21 ) Autosort is now much fas...
by theRustyKnife
Thu Feb 01, 2018 5:43 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15542

Re: Version 0.16.21

FactorioBot wrote: Added LuaInventory::sort_and_merge().
I think this just made ~90% of my mod's code obsolete.
Not complaining tho, it's surely going to work much better.
by theRustyKnife
Fri Jan 12, 2018 7:20 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

Re: [MOD 0.15] Crafting Combinator

Hi, would it be possible to include compatiblity of sorts for Recycling Machines ? So when the combinator has a signal for - let's say - a processor, it will set the recycling machine's recipe to the processor recycling recipe. That would make a one-machine-recycling plant possible. Can you do that...
by theRustyKnife
Wed Jan 03, 2018 6:59 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

Re: New Version Released

Version 0.9.8 released.
Changes:
* Added compatibility for base game version 0.16

Thanks to ersatzhero for making this patch.
by theRustyKnife
Thu Dec 21, 2017 4:06 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 73394

Re: [MOD 0.15] Crafting Combinator

Hello, any chance you can get this compatible with 0.16? I really like the mod and a big part of my factory relies on it. Thanks for all your hard work on it! :) Yes, the real question is, when that is going to be :|. I'm hoping to make an update sometime in the next week, but no promises. Cheers TRK
by theRustyKnife
Sat Dec 16, 2017 8:54 pm
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6890

New Version Released

Version 1.8.1 released.
Bugfixes
  • Fixed filters in the main inventory weren't taken into account

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