<sad>, but not super-surprised. I assumed it would be something like this. Thank you for the thorough explanation, this helps me a lot to understand how the game sends events.
Let me see if I can figure out a workaround for my use-case.
(I don't think there is a way for a mod to register a ...
I have two mods. Let's call them "Logistic Train Network" and "Train Tracker". Both listen to `on_train_changed_state`.
When a train stops at a station (transition from `arrive_station` to `wait_station`), the first mod (Logistic Train Network) receives an event with `old_state` = 5 (arrive_station ...
I had a user asking whether it is possible to expose that information to the circuit network (https://github.com/hgschmie/factorio-inventory-sensor-improved/issues/4) and I started poking around to see whether this information is available.
I guess having a way to ask a requester or buffer chest ...
for a mod, I intercept the "on_pre_build" event so that I can correct information if a blueprint is placed that contains some of my entities. That event contains the direction in which all following entities are built (direction) and also flags whether the blueprint has been flipped horizontally or ...
While I agree with the "it is all user space interpretation", the surprising part (and the bug IMHO) is that one should be able to expect to read back from the table what you wrote. So when I create a new LuaGuiElement with tags:
I have a mod with a GUI window whose main component is a tabbed-pane. In each tab, there is a vertical frame that contains a scroll pane, which in turn contains a table.
Each of these scroll panes may have a different width. However, the window only resizes on the scroll pane in the first tab. Any ...