Search found 253 matches

by DedlySpyder
Wed Jul 27, 2016 4:27 pm
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 4481

Re: HIdden Entities and Such

Adil wrote:
DedlySpyder wrote:nil selection box
If I remember right it did error on that one. Dot-boxes of {{0,0},{0,0}} seem to work fine.
Maybe they fixed it at some point, or something caused from me taking a deep copy then setting selection box to nil
by DedlySpyder
Wed Jul 27, 2016 2:48 pm
Forum: Modding help
Topic: Bug in mods!
Replies: 2
Views: 880

Re: Bug in mods!

Something happening on line 12 of control.lua. I had a similar error with surfaces.find_entities_filtered
by DedlySpyder
Wed Jul 27, 2016 2:41 pm
Forum: Modding help
Topic: HIdden Entities and Such
Replies: 14
Views: 4481

Re: HIdden Entities and Such

I forget the exact process, but my powered entities mod (see signature) has invisible power poles. And, IIRC I didn't need an item or recipe for them, I think that relies on the mined property. EDIT: After a quick check, I left the minable of normal power poles, since they can't be mined it doesn't ...
by DedlySpyder
Wed Jul 27, 2016 1:06 am
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31761

Re: [MOD 0.12.x] Powered Entities (0.3.0)

charmead wrote:hmm, new version,

Error while running the on_configuration_changed: __Powered_Entities__/control.lua:44: attempt to index global 'force' (a nil value)
0.3.8 is up

Image
by DedlySpyder
Tue Jul 26, 2016 11:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31761

Re: [MOD 0.12.x] Powered Entities (0.3.0)

I like the mod portal for downloads, but it sucks for reports or discussion of the mods. These forums are much better for that. New update should fix that issue. If you're curious, it was actually an issue that was probably around for quite some time, just was never noticed/report. I was checking t...
by DedlySpyder
Tue Jul 26, 2016 8:09 pm
Forum: Implemented mod requests
Topic: GUI Element type: Window
Replies: 13
Views: 6073

Re: GUI Element type: Window

The game re-centers them next time it loads. The core game only ever has 1 GUI window open at a time. If mods could add as many as they want then you'd end up with all of them on top of each other (which is fine) but it's not ideal. Maybe when the game is reloaded with multiple windows open it stag...
by DedlySpyder
Tue Jul 26, 2016 8:05 pm
Forum: Modding help
Topic: Custom pop-up messages?
Replies: 5
Views: 1452

Re: Custom pop-up messages?

I'm not really sure what you mean, unless you're talking about the game over (with kill stats) screen? If you want something like that you could just use a GUI frame with a button to close it.
by DedlySpyder
Tue Jul 26, 2016 8:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31761

Re: [MOD 0.12.x] Powered Entities (0.3.0)

On .13.11, using mod portal to download, using Powered_Entities_0.3.6.zip. I figure it has something to do with the change made for LuaSurface::find_entities/filtered. Ah yes, they finally added whole surface searching, I'll fix it as soon as I get home from work. Thanks for the report (and putting...
by DedlySpyder
Tue Jul 26, 2016 4:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Powered Entities (0.3.0)
Replies: 29
Views: 31761

Re: [MOD 0.12.x] Powered Entities (0.3.0)

Was using a blueprint to put something down, got the following error when deleting an item before it was placed.. Error while running the event handler: __Powered_Entities__/scripts.lua:146: An area of zero size is not supported. Either don't define area to search the entire surface or use 'positio...
by DedlySpyder
Tue Jul 26, 2016 4:34 pm
Forum: Modding help
Topic: Ipairs don't work?
Replies: 8
Views: 2583

Re: Ipairs don't work?

kiba wrote: The Lua API documentation is fine for what it does, but it's neither a tutorial nor a FAQ.

I would have never thought about custom table and such.
I know, I dropped that here for the people wondering why ipairs doesn't work
by DedlySpyder
Tue Jul 26, 2016 4:32 pm
Forum: Modding help
Topic: Custom pop-up messages?
Replies: 5
Views: 1452

Re: Custom pop-up messages?

Like box with the arrow pointer to the player? I believe it uses this.
by DedlySpyder
Mon Jul 25, 2016 4:49 pm
Forum: Modding help
Topic: How to center button in GUI frame?
Replies: 3
Views: 1379

Re: How to center button in GUI frame?

I could never get automatic centering to work myself. I normally just add padding/margins to make it look nice
by DedlySpyder
Mon Jul 25, 2016 4:44 pm
Forum: Modding help
Topic: Custom Data
Replies: 6
Views: 2434

Re: Custom Data

So, the first idea is to have a base mod that handles the table storage with remote calls that your others ones access to add/remove/etc? You could handle partial mod removal by having that base mod check active_mods when on_configuration_changed is fired, to remove anything relevant (one of the ele...
by DedlySpyder
Fri Jul 22, 2016 2:27 pm
Forum: Modding discussion
Topic: lua table parsing and remove item
Replies: 10
Views: 3753

Re: lua table parsing and remove item

Hm, I didn't even know that existed. When I made my first mod using tables I looked at rail tanker fir an example, and in that elements are removed from the table by creating a new table without the one to be removed and overwrites it. Not sure which way is better, that just ended up being the thing...
by DedlySpyder
Thu Jul 21, 2016 2:42 pm
Forum: Ideas and Requests For Mods
Topic: [Request]: graphics for ancient ruins
Replies: 3
Views: 1767

Re: [Request]: graphics for ancient ruins

Also, this isn't the subforum for textures.

viewforum.php?f=15
by DedlySpyder
Thu Jul 21, 2016 12:50 am
Forum: Modding help
Topic: Can I call the std clear cursor routine (default Q)?
Replies: 3
Views: 1122

Re: Can I call the std clear cursor routine (default Q)?

Rseding gave an example on IRC at one point, I thought he was gonna write something up for the wiki, but I guess he got busy.

Here's his pastebin example.
by DedlySpyder
Wed Jul 20, 2016 4:51 pm
Forum: Modding help
Topic: Changing position of entity
Replies: 3
Views: 1659

Re: Changing position of entity

You can't capture the player holding down a button, but you can make it a toggle.

As for moving it, you could just spawn a new one at the correct location and destroy the wrong one.

I'm not sure how on_built_entity caused an infinite loop tbh, because it shouldn't trigger on itself, AFAIK
by DedlySpyder
Wed Jul 20, 2016 4:42 pm
Forum: Modding help
Topic: Why the error?
Replies: 3
Views: 715

Re: Why the error?

So simple! So I destroy the entity and then on the next check I don't gave an entity, thus the error. So how would I handle multiple entity destroy cases? (my case only has 1, so putting it last will work) Just use elseif? Any better way? You elseif, or you could have a return statement at the end ...
by DedlySpyder
Wed Jul 20, 2016 2:45 pm
Forum: Modding help
Topic: Why the error?
Replies: 3
Views: 715

Re: Why the error?

(Reading on my phone, so I may have missed something) I think you destroy the entity when it's the control station? If so, any code after that is looking for it will see an invalid entity. If your function should just end after it does everthing to the control station then add a return at the end of...

Go to advanced search