Search found 142 matches

by hgschmie
Mon Sep 29, 2025 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.66] Gleba failure to build power pole.
Replies: 4
Views: 615

Re: [Lou][2.0.66] Gleba failure to build power pole.

Lou wrote: Thu Sep 25, 2025 9:14 am Thanks for the report, the issue is fixed for 2.1.0.
Oh, hello! Tell us more about 2.1.x :-)
by hgschmie
Mon Sep 29, 2025 5:07 am
Forum: Modding help
Topic: circular dependency management
Replies: 1
Views: 51

circular dependency management

Hi,

so I have two files, A.lua and B.lua:

A.lua:
local A = {}

-- manage circular dependencies
local _pkgname = ...
package.loaded['__' .. script.mod_name .. '__/' .. _pkgname:gsub('%.', '/') .. '.lua'] = A
-- manage circular dependencies

local B = require('some.thing.B')


B.lua:
local B ...
by hgschmie
Mon Sep 15, 2025 8:54 pm
Forum: Resolved Requests
Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Replies: 11
Views: 767

Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?

I’d consider “mark it clearly in the docs” a reasonable outcome. I spent quite some time chasing this and trying to reproduce the problem.

Another possible fix would be “only ever return string keys” but I understand that this would break some existing mods.
by hgschmie
Sun Sep 14, 2025 11:51 pm
Forum: Not a bug
Topic: [2.0.66] Train Manager does not calculate path from departure station
Replies: 2
Views: 359

Re: [2.0.66] Train Manager does not calculate path from departure station

So it seems there is an explanation to the behavior but I still think it is kind of a bug. The station in question looks like this:

Screenshot 2025-09-14 at 16.43.36.png

There are two rails. One straight rail that the station is connected to and a curved rail that connects (on the left side) to ...
by hgschmie
Sun Sep 14, 2025 8:59 pm
Forum: Not a bug
Topic: [2.0.66] Train Manager does not calculate path from departure station
Replies: 2
Views: 359

[2.0.66] Train Manager does not calculate path from departure station

So I have a train. The train is departing a station (wait_station -> on_the_track) and has a path (and a path_end_rail, but not a path_end_station):

Screenshot 2025-09-14 at 08.52.06.png

If I ask the train manager to calculate the path for the train itself, it works fine:

game.train_manager ...
by hgschmie
Sat Sep 13, 2025 10:10 pm
Forum: Not a bug
Topic: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
Replies: 3
Views: 370

Re: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler

<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 ...
by hgschmie
Sat Sep 13, 2025 5:44 am
Forum: Not a bug
Topic: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
Replies: 3
Views: 370

[2.0.66] event state 'wait_station' never fired when changing schedule in an event handler

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 ...
by hgschmie
Fri Sep 12, 2025 5:41 pm
Forum: Already exists
Topic: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
Replies: 4
Views: 549

Re: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)

Cool, thanks! This is a part of the lua api that I have not yet ventured into. I think this is what I was looking for.
by hgschmie
Tue Sep 09, 2025 7:00 pm
Forum: Already exists
Topic: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
Replies: 4
Views: 549

Re: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)

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 ...
by hgschmie
Tue Sep 09, 2025 1:53 am
Forum: Modding help
Topic: [2.0.66] on_pre_build flip_horizontal and flip_vertical
Replies: 0
Views: 258

[2.0.66] on_pre_build flip_horizontal and flip_vertical

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 ...
by hgschmie
Sat Sep 06, 2025 10:07 pm
Forum: Already exists
Topic: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
Replies: 4
Views: 549

[2.0.66] Find outstanding requests / requests in flight for an entity (chest)

I was looking for a simple way to find out for a requester or buffer chest how many items are currently "in flight" to be delivered.

Basically programmatic access to this information:
Screenshot 2025-09-06 at 15.07.01.png
Screenshot 2025-09-06 at 15.07.01.png (67.12 KiB) Viewed 549 times
Is that possible?
by hgschmie
Sun Aug 24, 2025 4:39 am
Forum: Releases
Topic: Version 2.0.65
Replies: 5
Views: 9878

Re: Version 2.0.65

Thanks for the explanation. Also demonstrates that the forum search function is useless (nothing turns up at search.php?keywords=respect_insert_limits)
by hgschmie
Sat Aug 23, 2025 8:11 pm
Forum: Releases
Topic: Version 2.0.65
Replies: 5
Views: 9878

Re: Version 2.0.65

FactorioBot wrote: Fri Aug 22, 2025 11:43 am
Modding
  • Added LoaderPrototype::respect_insert_limits.
This sounds interesting. What does it do? There is no information in the API docs besides "that exists now".
by hgschmie
Tue Aug 19, 2025 8:17 pm
Forum: Resolved Requests
Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Replies: 11
Views: 767

Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?

Yes. Sorry for not being clearer in the original post, it was late at night. :-)

The “numeric key becomes a string key” is the problem/bug.
by hgschmie
Tue Aug 19, 2025 7:34 pm
Forum: Resolved Requests
Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Replies: 11
Views: 767

Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?

You can not reproduce this by using the lua command line or the debugger console; it is specific to LuaGuiElement.add and tags.
by hgschmie
Tue Aug 19, 2025 7:32 pm
Forum: Resolved Requests
Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Replies: 11
Views: 767

Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?


Ok, lets slow down and reiterate. When i run following command:

/c
local foo = { [3] = "onSort inside foo" }
game.print(serpent.line(foo))
game.print(foo[3])

local bar = { [1] = "onSort inside bar" }
game.print(serpent.line(bar))
game.print(bar[1])

local qux = { "onSort inside qux ...
by hgschmie
Tue Aug 19, 2025 7:10 pm
Forum: Resolved Requests
Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Replies: 11
Views: 767

Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?

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:



child = parent.add {
...
tags = {
xxx = {
[defines.events.on ...
by hgschmie
Tue Aug 19, 2025 6:11 am
Forum: Resolved Requests
Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Replies: 11
Views: 767

[2.0.64] LuaGuiElement.add woes with sparse arrays?

consider this code:

local handler = {
[defines.events.on_gui_checked_state_changed] = 'onSort',
}

local child = element.add {
type = 'checkbox',
...
tags = {
value = sort_value,
entity_type = entity_type,
handler = handler,
},
}


Looking at this in the debugger shows this:

Screenshot ...
by hgschmie
Tue Aug 19, 2025 5:52 am
Forum: Modding help
Topic: [2.0.64] tabbed-pane width changing per-tab?
Replies: 2
Views: 370

Re: [2.0.64] tabbed-pane width changing per-tab?

Thanks. I expected as much. I won't bother reimplementing. :-)
by hgschmie
Sun Aug 17, 2025 4:51 am
Forum: Modding help
Topic: [2.0.64] tabbed-pane width changing per-tab?
Replies: 2
Views: 370

[2.0.64] tabbed-pane width changing per-tab?

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 ...

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