Search found 43 matches

by Daeruun
Sat Apr 23, 2022 8:27 pm
Forum: Modding discussion
Topic: question on properties of LuaItemPrototype: flags = {"not-stackable"} and stack_size
Replies: 4
Views: 1521

Re: question on properties of LuaItemPrototype: flags = {"not-stackable"} and stack_size

Thanks a lot for the feedback.

If I understand correctly, this should be enough to prevent this error in data-final-fixes:

Code: Select all

    for _, item in pairs(data.raw.item) do
        if item.stackable then
            item.stack_size = item.stack_size * desired_multiplier
        end
    end
by Daeruun
Fri Apr 22, 2022 7:26 pm
Forum: Modding discussion
Topic: question on properties of LuaItemPrototype: flags = {"not-stackable"} and stack_size
Replies: 4
Views: 1521

question on properties of LuaItemPrototype: flags = {"not-stackable"} and stack_size

Hello there, my mod adds a custom item with data:extend( { { type = "item", name = "LRM-dummy-item", icon = "__core__/graphics/cancel.png", icon_size = 64, stack_size = 1, flags = { "hidden", "not-stackable" }, subgroup = "other", } } Now a...
by Daeruun
Fri Feb 04, 2022 3:15 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 142033

Re: Friday Facts #367 - Expansion news

OK, so... where is that little button that says "preorder" to play the expansion as soon as it is released?

I'm definitely hyped!
by Daeruun
Tue Apr 13, 2021 5:04 pm
Forum: Releases
Topic: Version 1.1.31
Replies: 8
Views: 11749

Re: Version 1.1.31

Hi, would it be possible to push strings for translation to crowdin sooner before new releases? Since game is finished and releases are not so often, it's possible some strings stay untranslated in game for weeks. For example 1.1.31 was released in 9:30 and strings ware pushed into crowdin in 8:50 ...
by Daeruun
Sat Mar 27, 2021 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.30] Crash loading game while in another save (InConfirmLoadGameBox::process)
Replies: 2
Views: 2602

[1.1.30] Crash loading game while in another save (InConfirmLoadGameBox::process)

I had a crash with windows-popup behind the game when I loaded a savegame after saving my current game. The game stayed alive until I confirmed the popup. I wanted to sync only part of the missing mods, but not all, if I recall correctly. (sorry, my son was nagging me to show him something in that s...
by Daeruun
Tue Mar 02, 2021 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.25] Changing key for confirming window does not change tooltip
Replies: 5
Views: 2587

Re: [1.1.25] Changing key for confirming window does not change tooltip

I'm curious: What is the benefit of pre-building the strings with the controls? I'd expect these strings to be parameterized at the time the GUI-element is (re)created. If I understood correctly, the GUI-elements are destroyed on closing, so at least when rebuilding them, the strings could be filled...
by Daeruun
Tue Mar 02, 2021 7:07 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.25] Changing key for confirming window does not change tooltip
Replies: 5
Views: 2587

Re: [1.1.25] Changing key for confirming window does not change tooltip

From a users POV i think that is a bug, Honktown.
The tooltip should be a localized string in the form of {Close (__1__ or __2__)} with parameters added on creation of the GUI.
I do it that way in my mod with tooltips containing icons and in some places names of entities and it works fine.
by Daeruun
Thu Feb 04, 2021 2:43 am
Forum: Modding interface requests
Topic: [1.1.0] LuaControl::get_blueprint_entities
Replies: 2
Views: 1338

Re: [1.1.0] LuaControl::get_blueprint_entities

It would be nice to get the whole blueprint as a temporary copy.
Even better a whole blueprint book that is stored in library.
So that one could extract the complete costs to build for example.
by Daeruun
Sat Jan 30, 2021 6:11 pm
Forum: Modding help
Topic: How to access temporary BP in player's hand?
Replies: 5
Views: 2680

Re: How to access temporary BP in player's hand?

I'm working on a similar problem, but only reading. (see here ) With some quirks I can get the active blueprint from a library-stored book or blueprint. But only the entities, not the tiles, as mentioned above. And I could not (yet) come up with a way to get the other blueprints from a library-store...
by Daeruun
Fri Jan 29, 2021 10:14 pm
Forum: Modding help
Topic: get blueprint-book from library link
Replies: 0
Views: 1153

get blueprint-book from library link

Hi there, i'm just trying to fix a bug in my mod regarding blueprint-books that are stored in the library. I try to get the blueprint-book that i have picked from my shortlink-bar in a lua script. The following works correctly, if the book is stored in my inventory: local blueprint_book = player.cur...
by Daeruun
Mon Jan 25, 2021 2:46 am
Forum: 1 / 0 magic
Topic: [1.1.14] Crash after copy-paste (TransportLineManager::remergeTransportLineSequence)
Replies: 4
Views: 2304

Re: [1.1.14] Crash after copy-paste (TransportLineManager::remergeTransportLineSequence)

Hi Kovarex,

Thanks for looking into it!

I tried to reproduce it for a while tonight, but unfortunately I can't reproduce it either,...
I really hate sporadic errors.
by Daeruun
Sun Jan 24, 2021 4:37 pm
Forum: 1 / 0 magic
Topic: [1.1.14] Crash after copy-paste (TransportLineManager::remergeTransportLineSequence)
Replies: 4
Views: 2304

[1.1.14] Crash after copy-paste (TransportLineManager::remergeTransportLineSequence)

Hi there, I experienced my first crash last night that did not throw an ingame but a exception behind/outside the game. (At least the first whilst running a game. Happened before during mod-debugging but then during loading before the main-menu.) Unfortunately I don't have a screenshot or similar. S...
by Daeruun
Thu Dec 03, 2020 10:12 pm
Forum: Releases
Topic: Version 1.1.4
Replies: 24
Views: 18042

Re: Version 1.1.4

That's actually a feature that I wrote for my Spidertron Engineer mod (https://mods.factorio.com/mod/SpidertronEngineer). Now that you've mentioned it here, I think that I might release that little bit as a standalone mod, without all the 'transform-the-player-into-a-spidertron' extra that the orig...
by Daeruun
Wed Dec 02, 2020 11:15 pm
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 5684

Re: Splitter GUI, clickable graphical priorities

+1
would be wonderful not to click the wrong filter in every second splitter
by Daeruun
Mon Nov 30, 2020 10:23 pm
Forum: Modding help
Topic: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or not
Replies: 5
Views: 2062

Re: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or

Thanks a lot, Choumiko, that seems to work nicely - can be used for chests as well, and I'm optimistic it will work on modded entities as well. with defines.logistic_member_index = { logistic_container=0, vehicle_storage=1, character_requester=0, character_storage=1, character_provider=2, generic_on...
by Daeruun
Mon Nov 30, 2020 9:22 pm
Forum: Modding help
Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
Replies: 6
Views: 2901

Re: [1.1] BUG: LuaEntity.request_slot_count always read 0

'request_slot_count ()'
returns the highest configured request slot...

there might be empty ones before, thou
by Daeruun
Mon Nov 30, 2020 9:11 pm
Forum: Modding help
Topic: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or not
Replies: 5
Views: 2062

Re: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or

arg. sorry boskid of course that function does not work anymore. damn. what broke my neck was this line: if not (entity and entity.request_slot_count > 0) then return nil end entity is valid, but as mentioned before, 'entity.request_slot_count' returns '0' regardless if I open a requester chest (wit...
by Daeruun
Mon Nov 30, 2020 3:21 pm
Forum: Not a bug
Topic: [1.1.2]big UI scale leads to missing info in inventories
Replies: 1
Views: 907

[1.1.2]big UI scale leads to missing info in inventories

I increased the UI-scaling to take some screenshots in higher resolution and then opened a requester chest which requests (and contains) parts for a satelite. This is what I got with 200%: 200.jpg I know it's not usefull to increase the GUI that far, but this looks... wrong... in many ways ;-) I'd e...
by Daeruun
Mon Nov 30, 2020 3:00 pm
Forum: Modding help
Topic: [1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or not
Replies: 5
Views: 2062

[1.1.2][Modding]event 'on_gui_opened' contains different entities if requests are configured in a logistic chest or not

Hi guys, I'm not 100% sure this is a bug or a feature, but I'm quite sure it was different in 1.0 and I could not find a changelog-entry on this. Whilst messing around with my code and some chests I found that the event 'on_gui_opened' behaves differently if a requester/buffer chest contains request...

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