Search found 1766 matches

by Pi-C
Tue Sep 09, 2025 3:39 pm
Forum: Implemented mod requests
Topic: LuaPlayer::swap_players
Replies: 5
Views: 459

Re: LuaPlayer::swap_players


The characters need players attached …

Two players, two characters? Yes, that really wouldn't help my mod to exchange characters. However, it could be necessary (not sure, must check the code first) for my mod to update the character data (e.g. in games with modded characters, when the player's ...
by Pi-C
Tue Sep 09, 2025 8:07 am
Forum: Implemented mod requests
Topic: LuaPlayer::swap_players
Replies: 5
Views: 459

Re: LuaPlayer::swap_players

Bilka wrote: Tue Sep 09, 2025 7:52 am Thank you for adding LuaPlayer::swap_characters() for 2.0.67.
Oooops, looks like I'll have to rework a major part of miniMAXIme
by Pi-C
Mon Sep 08, 2025 2:41 pm
Forum: Resolved Requests
Topic: Error when setting virtual signal in constant-combinator
Replies: 4
Views: 400

Re: Error when setting virtual signal in constant-combinator


I will throw this to Not a bug:

Thank you for your reply! As mentioned in my original post, I wasn't sure myself whether this bug should be classified as implementation or documentation bug. If you say it's working as expected, could you move this to Documentation Improvement Requests instead ...
by Pi-C
Mon Sep 08, 2025 8:52 am
Forum: Resolved Requests
Topic: Error when setting virtual signal in constant-combinator
Replies: 4
Views: 400

Error when setting virtual signal in constant-combinator

What?
If you try to set the slot of a constant-combinator to a virtual signal via script, this will error if no quality is provided. According to the description of SignalFilter (used by LuaLogisticSection::set_slot(), which has to be used for constant-combinators), all properties except name are ...
by Pi-C
Thu Sep 04, 2025 8:51 am
Forum: Implemented mod requests
Topic: Changing LuaCustomChartTag::position to writable? Or?
Replies: 5
Views: 1359

Re: Changing LuaCustomChartTag::position to writable? Or?

Great news, thank you very much! :-)
by Pi-C
Sun Aug 31, 2025 2:41 pm
Forum: Questions, reviews and ratings
Topic: Old mod does not work anymore, can someone help me?
Replies: 2
Views: 571

Re: Old mod does not work anymore, can someone help me?



Is there a similar mod or can someone fix the script for me?
Error:
Error while running event RepairToStart::on_built_entity (ID 6)...

Too bad you've left out the actual error message! But after taking a quick glance (without actually trying to run this), it seems all you need to do to get it ...
by Pi-C
Sat Aug 30, 2025 8:17 pm
Forum: Implemented mod requests
Topic: Changing LuaCustomChartTag::position to writable? Or?
Replies: 5
Views: 1359

Allow writing to LuaCustomChartTag::position

Moving a LuaCustomChartTag around is easy for players (click on the tag, then on the button next to the trash-can icon), but impossible for mods:

Currently, if we want to move a LuaCustomChartTag, we cannot simply change its position because LuaCustomChartTag::position is a read-only value. Instead ...
by Pi-C
Sun Aug 24, 2025 4:06 pm
Forum: Modding help
Topic: Learning to mod
Replies: 5
Views: 565

Re: Learning to mod



if recipe.result then
recipe.result_count = multiplier
elseif recipe.results then
for _, r in pairs(recipe.results) do
if r.name == "firearm_magazine" then
r.amount = multiplier
end
end
end
end


You shouldn't assume that recipe.result_count or r.amount are set to 1, other mods may ...
by Pi-C
Sat Aug 16, 2025 12:25 pm
Forum: Modding help
Topic: Changing gui background colors?
Replies: 5
Views: 464

Re: Changing gui background colors?


How do i add my new styles to the existing GUI style instance?

With other prototypes, you'd use something like

local new_proto = table.deepcopy(data.raw[old_type][old_name])
new_proto.name = new_name
...
data:extend({new_proto})


With GUI-styles, this doesn't work. The only style that will ...
by Pi-C
Wed Aug 13, 2025 9:11 am
Forum: Modding interface requests
Topic: Current visibility check for GUI elements
Replies: 4
Views: 386

Re: Current visibility check for GUI elements


[...] It would be very useful to be able to tell which GUI elements are actually currently visible in order to avoid having to update large numbers of invisible elements. [...] For a flow or tab, it would be considered visible if any sub-element is visible.

But what about mods that make frames ...
by Pi-C
Tue Jul 29, 2025 2:57 pm
Forum: Modding interface requests
Topic: Add "both" to ScriptRenderMode
Replies: 2
Views: 282

Re: Add "both" to ScriptRenderMode

Is there any chance that the logic will be changed at some point in the future? :-)

I don't know how LuaRenderObjects are handled internally and how much work it would be to rework the logic. But from my – definitely biased, and perhaps naive – point of view, if it really was possible to use the ...
by Pi-C
Tue Jul 29, 2025 4:28 am
Forum: Modding help
Topic: Dev help: This is driving me insane, what on earth am I missing?
Replies: 7
Views: 487

Re: Dev help: This is driving me insane, what on earth am I missing?


Go to line 1457 in the log I uploaded: the tick number on the left (that is what that is, right?) is identical for many lines. I have checked and rechecked and triple checked for any kind of infinite loop or recursion, and cannot find anything, and certainly nothing that can fire more than once ...
by Pi-C
Thu Jul 24, 2025 12:30 pm
Forum: Modding interface requests
Topic: Add "both" to ScriptRenderMode
Replies: 2
Views: 282

Add "both" to ScriptRenderMode

TLDR
Please allow mods to add a LuaRenderObject that is visible both in "game" and in "chart" mode! This would reduce overhead in mods that create renderings visible to all players on a force.

Use case
My mod Autodrive allows players to order vehicles to path and move to a selected position ...
by Pi-C
Fri Jun 27, 2025 5:03 am
Forum: Modding help
Topic: How to create prototypes without quality?
Replies: 2
Views: 341

Re: How to create prototypes without quality?

Thanks a lot! Yes, makes sense to set this in recipes, not in whatever the recipes produce. :-)
by Pi-C
Thu Jun 26, 2025 6:50 pm
Forum: Modding help
Topic: How to create prototypes without quality?
Replies: 2
Views: 341

How to create prototypes without quality?

Is there a way to define a prototype that won't have quality (or will just have quality 'normal'). In my mod Autodrive , I have several BatteryEquipmentPrototypes where quality just doesn't make sense. My equipment (so-called 'sensors') doesn't do anything on its own, it just serves as a kind of ...
by Pi-C
Sun Jun 15, 2025 7:25 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
Replies: 3
Views: 1846

Re: LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed


When reporting bugs, please always include a game version.

Sorry, may mistake. It was late when I sent this, so I forgot to include the version number. But it happened with version 2.0.55.


I see the return value of the transfer_stack has changed between 2.0.47 and 2.0.55: in 2.0.55 it reports ...
by Pi-C
Sun Jun 15, 2025 1:31 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
Replies: 3
Views: 1846

[boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed

TLDR
It seems LuaItemStack::transfer_stack() will always return true if LuaItemStack::can_set_stack() would succeed – even if no items have been transferred.

The problem:
LuaItemStack::can_set_stack() will succeed if the given stack can be used at all in the given inventory. For example, it ...
by Pi-C
Fri Jun 13, 2025 12:58 pm
Forum: Bob's mods
Topic: Updating Mods from 1.1 to 2.0
Replies: 3
Views: 1220

Re: Updating Mods from 1.1 to 2.0



I have little programming experience and some essential mods have not been updated for 2.0. How difficult would it be for me to update these mods myself for use?
… Modding usually require expert knowledge about game engine, and upgrading someone elses obsolete mods require you to know even more ...
by Pi-C
Thu Jun 12, 2025 12:50 pm
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 2236

Re: Add APIs to manage logistic groups

Rseding91 wrote: Mon Jun 09, 2025 9:00 pm Ok. For the next release I added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
Thank you, this looks very promising! :-)

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