Search found 1352 matches

by Choumiko
Sun Jun 16, 2019 12:56 pm
Forum: Modding help
Topic: accessing global table from outside of the mod
Replies: 4
Views: 2169

Re: accessing global table from outside of the mod

There is a difference between function some_event(event) global.something = 10 end and Something = {} Something.somethingelse = 10 Something is a global variable, global.something is also a global variable, but it's preserved through a save/load cycle. Your working code changes global["Somethin...
by Choumiko
Sun Jun 16, 2019 9:16 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 85150

Re: [MOD 0.17]AutoTrash 4.1.2

Version: 4.1.2 Date: 16. 06. 2019 Features: Combined logistic requests and trash configuration into one window Click and drop: Hold shift when clicking a configured item, then shift click another button to swap the buttons It is now possible to load multiple presets at once. If more than one preset...
by Choumiko
Sun Jun 09, 2019 8:41 am
Forum: Not a bug
Topic: [0.17.47]Error when using script.on_nth_tick(nil, nil)
Replies: 1
Views: 565

[0.17.47]Error when using script.on_nth_tick(nil, nil)

To reproduce: /c script.on_nth_tick(nil, nil) According to the documentation passing nil as the first argument should unregister all handlers, but it errors instead with "First argument must be a number or table". Passing it an empty table does nothing, so currently it's impossible to unse...
by Choumiko
Sun Jun 09, 2019 6:16 am
Forum: Not a bug
Topic: [0.17.47]Freeplay message style regression
Replies: 7
Views: 1759

[0.17.47]Freeplay message style regression

After starting a new game in 0.17.47 i get the old style message:

Screenshot from 2019-06-09 08-04-53.png
Screenshot from 2019-06-09 08-04-53.png (270.87 KiB) Viewed 1759 times

versus 0.17.45:
Screenshot from 2019-06-09 08-08-09.png
Screenshot from 2019-06-09 08-08-09.png (440.12 KiB) Viewed 1759 times

Don't know if this is intentional, but i like the .45 version of it
by Choumiko
Sun Jun 09, 2019 5:38 am
Forum: Minor issues
Topic: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
Replies: 5
Views: 2848

Re: Mod related crash when reverted to stable

Looks like 0.16 doesn't like hidden dependencies (which i guess is to be expected): 0.000 2019-06-09 07:32:27; Factorio 0.16.51 (build 36654, linux64, steam) 0.055 Operating system: Linux (Ubuntu 18.04) 0.055 Program arguments: "/home/choumiko/.steam/steamapps/common/Factorio/bin/x64/factorio&q...
by Choumiko
Mon Jun 03, 2019 7:26 pm
Forum: Won't implement
Topic: Add read access to players interface setting
Replies: 2
Views: 1114

Add read access to players interface setting

I'd like read access to this setting (Interface settings):
Screenshot from 2019-06-03 21-08-32.png
Screenshot from 2019-06-03 21-08-32.png (5.12 KiB) Viewed 1114 times

Some boolean value whether it is set on LuaPlayer should do the trick

Why: I want to add an option to my mod to set the trash amount to the default request amount
by Choumiko
Mon Jun 03, 2019 6:12 pm
Forum: Implemented mod requests
Topic: Minor: excessive recipe time precision?
Replies: 15
Views: 2524

Re: Minor: excessive recipe time precision?

Deadlock989 wrote:
Mon Jun 03, 2019 6:02 pm
Arguably, 2.67 seconds would be just as informative, and less off-putting.
When seeing 2.67 i'm more inclined to think it is 2.67 and not 2 2/3

2.667 is probably the point where i go: ah yeah, 2 2/3
by Choumiko
Fri May 31, 2019 8:07 am
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.44]API description cut off for LuaLogisticNetwork.select_pickup_point
Replies: 1
Views: 509

[Bilka] [0.17.44]API description cut off for LuaLogisticNetwork.select_pickup_point

The documentation for LuaLogisticNetwork.select_pickup_point parameters: members is missing something:
members :: string (optional): When given, it will find from only the specific type of member. Must be
Same for select_drop_point
by Choumiko
Fri May 31, 2019 7:23 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
Replies: 7
Views: 3229

Re: [0.17.37]choose-elem-button: wierd interaction with locked button and updating style

Setting locked=true on a choose-elem-button should disable all interaction with that button since the player can't do anything anymore They still raise on_gui_click, which is good, please don't change that :) The whole "clicked" state in buttons really was never meant to exist for mods an...
by Choumiko
Fri May 31, 2019 7:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
Replies: 7
Views: 3229

Re: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style

What series of actions are you performing and what outcomes do you expect? Maybe this gif helps: strange.gif Basically every sequence of clicks you do in the first row should result in the same visible result as when you repeat the sequence in the second row. The only difference between the 2 rows ...
by Choumiko
Sat May 25, 2019 6:15 pm
Forum: Modding help
Topic: [solved] [0.17.43] coding - find all surfaces with players on it
Replies: 27
Views: 4977

Re: [0.17.43] Question - coding - find all surfaces with players on it

local surfaces = {} for i, player in pairs(game.players) do if player.connected then--only online players surfaces[player.surface.name] = player.surface end end That's probably how i would do it. Get's all surfaces for online players (whether or not they have a character, they could be respawning, ...
by Choumiko
Tue May 21, 2019 11:56 am
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.41]Crash when using table_size() with no argument
Replies: 1
Views: 1753

[Bilka] [0.17.41]Crash when using table_size() with no argument

To reproduce: /c table_size() Expected result: Probably the same error i get when doing table_size(nil) 0.000 2019-05-21 13:50:08; Factorio 0.17.41 (build 45035, linux64, alpha) 0.066 Operating system: Linux (Ubuntu 18.04) 0.066 Program arguments: "./factorio" 0.066 Read data path: /home/c...
by Choumiko
Tue May 21, 2019 9:03 am
Forum: Modding help
Topic: [bug?] luaguielement textfield and style.horizontal_align
Replies: 2
Views: 852

Re: luaguielement textfield and style.horizontal_align

Works for me:

Code: Select all

style.horizontal_align = "center"
Screenshot from 2019-05-21 11-00-27.png
Screenshot from 2019-05-21 11-00-27.png (3.05 KiB) Viewed 848 times
Did you assign anything invalid?
by Choumiko
Sun May 19, 2019 4:26 pm
Forum: Modding help
Topic: count vs count_forumla
Replies: 5
Views: 1914

Re: count vs count_forumla

you put the techMult variable in the string, depending on how you want it to apply it should be

Code: Select all

unitTechCopy.count_formula = "2^(L-6)*" .. 1000*techMult
or something along those lines
by Choumiko
Sat May 18, 2019 6:49 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 130843

Re: [0.12] Bugs, crashes & other issues

I reported it to https://mods.factorio.com/mod/LightedPolesPlus/discussion/5cdfaa148caa6d000b88b701 (i guess that's the mod you are using) FARL doesn't place normal big electric poles, those are the modded ones (hence the unknown key), they just are exact copies of the normal big poles and have a in...
by Choumiko
Wed May 15, 2019 8:46 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 63090

Re: [0.12]Ideas, suggestions & discussion

That’s always reassuring, when author doesn’t understand own code :mrgreen: Well, i know that a lot, i’m working on project, that has part of codebase from 1992, although i started working on it in 2001, still sometimes i rewrite my own code, because i have no slightest idea, what that thing means ...
by Choumiko
Wed May 15, 2019 8:44 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 63090

Re: [0.12]Ideas, suggestions & discussion

Wow, a complete rewrite ? OK, time to plug another suggestion. It's the only way. When i took over the old version (back in 0.12/0.13) i knew nothing about Lua or Factorio modding. Since then i like to believe my experience/skill has increased. Also the API and the game evolved quite a bit and FARL...
by Choumiko
Tue May 14, 2019 6:33 pm
Forum: Modding discussion
Topic: [GUIDE] creating blueprints manually
Replies: 1
Views: 866

Re: [GUIDE] creating blueprints manually

Why not use: LuaItemStack.export_stack LuaGameScript.json_to_table LuaGameScript.table_to_json and there is also util.encode and util.decode in data/core/lualib/util.lua Unless i'm missing something that's all you should need, no? To stay in your example: set the cursor to an empty blueprint, use js...
by Choumiko
Tue May 14, 2019 6:20 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 63090

Re: [0.12]Ideas, suggestions & discussion

Not sure if Choumiko still read forum or mod portal He does :D I might have an idea of what's wrong, i'll look into it during the weekend. FARL is going to get a complete rewrite some time during July. The current code is just bad bad bad. And after my longer absence i barely understand what is goi...

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