Maybe they fixed it at some point, or something caused from me taking a deep copy then setting selection box to nilAdil wrote:If I remember right it did error on that one. Dot-boxes of {{0,0},{0,0}} seem to work fine.DedlySpyder wrote:nil selection box
Search found 253 matches
- Wed Jul 27, 2016 4:27 pm
- Forum: Modding help
- Topic: HIdden Entities and Such
- Replies: 14
- Views: 4481
Re: HIdden Entities and Such
- 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
- 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 ...
- 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)
0.3.8 is upcharmead wrote:hmm, new version,
Error while running the on_configuration_changed: __Powered_Entities__/control.lua:44: attempt to index global 'force' (a nil value)
- 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...
- 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...
- 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.
- 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...
- 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...
- Tue Jul 26, 2016 4:34 pm
- Forum: Modding help
- Topic: Ipairs don't work?
- Replies: 8
- Views: 2583
Re: Ipairs don't work?
I know, I dropped that here for the people wondering why ipairs doesn't workkiba 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.
- 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.
- Tue Jul 26, 2016 3:08 pm
- Forum: Modding help
- Topic: Ipairs don't work?
- Replies: 8
- Views: 2583
- 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
- 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...
- 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...
- Thu Jul 21, 2016 2:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request]: graphics for ancient ruins
- Replies: 3
- Views: 1767
- 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.
Here's his pastebin example.
- 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
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
- 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 ...
- 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...