Search found 344 matches

by eduran
Wed May 22, 2019 6:34 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99297

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

In the Inventory (and now Statistics) would it be possible to have a toggle to cancel out the provider/requester limit? For example the inventory shows I have 20k iron ore. But that is spread out over 4 stations, each 5k each. With the provider limit being 8k none of the station actually provides a...
by eduran
Mon May 20, 2019 3:39 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99297

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

After a work-related break development of 1.0 is continuing. Pace will still be slow-ish for a while. 0.1.6 is now ready and ships with a brand new tab: stats_1.JPG Apparently, my CPU production requires an upgrade and I will probably need more copper mines shortly. At least LDS is trending upwards.
by eduran
Mon May 20, 2019 1:31 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99297

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

When a train has left over items when arriving in the depot nothing happens. But on the next delivery you get an alerts that it was loaded wrong. It would be better to warn about the train not being empty at the depot. Trains are not checked on arrival at the depot, but when leaving the requester. ...
by eduran
Sat May 18, 2019 5:34 pm
Forum: Modding help
Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Replies: 36
Views: 7434

Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()

Note that if I understand correctly, same problem will still occur when multiple mods will be added to a saved game, even after the fix, as it doesn't affect events in that case. Multiple on_init's will run for these mods added at the same time, and ones that get initialized earlier will neither ge...
by eduran
Sat May 18, 2019 1:06 pm
Forum: Modding help
Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Replies: 36
Views: 7434

Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()

I might be misunderstanding something. Not sure how the fix will affect that but my understanding is (I'm using surfaces not forces in here since it's in RSO): 1. When mod is added to the save on_init will run - it can enumarate surfaces and should see all the surfaces created in the game until now...
by eduran
Fri May 17, 2019 7:59 pm
Forum: Modding help
Topic: [0.17.41] lua on_force_created event handler is not called on game.create_force()
Replies: 36
Views: 7434

Re: [0.17.41] lua on_force_created event handler is not called on game.create_force()

on_configuration_changed is not triggered when you start a new game, only when you load an existing save and something changed. I don't see a good way to deal with this situation in a new game :?
by eduran
Wed May 15, 2019 4:07 pm
Forum: Modding interface requests
Topic: Ability to enhance game gui
Replies: 5
Views: 1524

Re: Ability to enhance game gui

There are a few things i'd love as a modder: - Read the window position of the "controller" gui (thats the inventory with crafting menu, because it can be repositioned by the player..) - (Read the gui scale setting) Pretty sure that is going to fall into the "non-deterministic, there...
by eduran
Mon May 13, 2019 10:07 am
Forum: Gameplay Help
Topic: Throughput unlimited fluid balancer. How?
Replies: 6
Views: 4538

Re: Throughput unlimited fluid balancer. How?

Connect the tanks on the left and let them balance themselves. Good enough for most applications. If it does not work in your case: circuits or barrels, there is no way to do it with just pipes and pumps.
by eduran
Sun May 12, 2019 3:18 pm
Forum: Modding discussion
Topic: I made a GUI thingy
Replies: 3
Views: 1314

Re: I made a GUI thingy

Thanks for your feedback. Making it freely available instead of a library is indeed a good idea.
by eduran
Sun May 12, 2019 3:15 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99297

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

New beta feature: When selecting a train or LTN stop an info window is shown (the vanilla GUI is also there). Rather basic at the moment, still trying to figure out if this is useful or not. Feedback on this and what would be useful to display in or control through this window is appreciated. depot_...
by eduran
Sat May 11, 2019 8:23 am
Forum: Modding discussion
Topic: "player" vs "character" entity changes
Replies: 3
Views: 1195

Re: "player" vs "character" entity changes

This has never happened before and mods designed for a certain beta version would previously always be compatible with all of the micropatches you release almost daily? Yes it has happened before and will happen again. It can be annoying for modders, but you don't have to keep up with the experimen...
by eduran
Fri May 10, 2019 6:27 pm
Forum: Modding help
Topic: pairs() vs next() with userdata objects?
Replies: 6
Views: 1289

Re: pairs() vs next() with userdata objects?

Your issue is not about <userdata> objects, but about custom tables. Those can only be iterated over with the modified pairs() function Factorio provides. Retry your second example with something that returns a normal lua table of objects (e.g. game.get_train_stops()) and it will work.
by eduran
Fri May 10, 2019 6:48 am
Forum: Modding interface requests
Topic: gui element x/y position ++ graph element
Replies: 7
Views: 2068

Re: gui element x/y position ++ graph element

When I do get around to exposing the graph GUI element: it's not going to do what you're doing in those examples. It only does what you see in the production stats GUI. Exactly what I am looking for, just with a different y axis. The bar graph in my screenshot also does that, but not as nice lookin...
by eduran
Thu May 09, 2019 11:50 am
Forum: Modding discussion
Topic: [Resolved] Mod name help! "Automatic Ghost Train"?
Replies: 13
Views: 2709

Re: Mod name help! "Automatic Ghost Train"?

Choumiko wrote:
Thu May 09, 2019 9:13 am
Qon wrote:
Thu May 09, 2019 8:19 am
or if they think of something else first, like trains with no collision or something.
Happened to me.. and i was excited, so the real thing it does is kind of a letdown :D (still a nice idea though)
Same. That is what I would hope for when hearing ghost train:
ghost_train.jpg
ghost_train.jpg (103.81 KiB) Viewed 2649 times
by eduran
Thu May 09, 2019 10:18 am
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99297

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

But with SeaBlock and some extra Bobs/Angels mods there are a lot of extra categories. You said only 3 more will fit. What happens then? Will the filter just not be able to show them all or crash the mod? Can't the window be wider or use multiple lines for categories? The code handling categories w...
by eduran
Wed May 08, 2019 7:06 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99297

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

Probably added a bunch of bugs and issues with the newest version with this graph. Totally worth it :D
graph.JPG
graph.JPG (41.94 KiB) Viewed 4803 times
by eduran
Wed May 08, 2019 7:05 pm
Forum: Modding interface requests
Topic: gui element x/y position ++ graph element
Replies: 7
Views: 2068

Re: gui element x/y position ++ graph element

Be warned: if the API does not expose graphs I am going to abuse existing elements :twisted:
graph.JPG
graph.JPG (41.94 KiB) Viewed 1781 times
by eduran
Wed May 08, 2019 6:18 pm
Forum: Won't implement
Topic: Protect game tables and Lua libraries during data stage
Replies: 10
Views: 2251

Re: Protect game tables and Lua libraries during data stage

Maybe something along those lines, for data stage only?
eradicator wrote:
Wed May 08, 2019 6:14 pm
so in control everybody could still be free to shoot themselfs in the foot?)
No problem with that. But during the data stage, everyone's feet are at risk :D

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