Use the permissions system to disable dropping items?
defines.input_action.drop_item
Search found 1828 matches
- Sat Jan 19, 2019 3:44 pm
- Forum: Modding help
- Topic: How to prevent a player from dropping items over a transport belt?
- Replies: 3
- Views: 1018
- Thu Jan 10, 2019 12:13 am
- Forum: Implemented mod requests
- Topic: Allow enter-key for confirming dialogs
- Replies: 11
- Views: 3526
Re: Allow enter-key for confirming dialogs
Most programs with multi line text boxes use CTRL+ENTER to send it, would it be viable to add this combination to multiline boxes?
- Sat Dec 15, 2018 4:27 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 130994
Re: [0.12] Bugs, crashes & other issues
That is probably related to inventory sorting, I'll add an issue on picker to take a peek at it
- Thu Dec 13, 2018 11:57 pm
- Forum: Modding help
- Topic: Mod syntax error, can't figure out why
- Replies: 3
- Views: 1506
Re: Mod syntax error, can't figure out why
- is a special character in lua, to use it as a key it needs to be quoted
a.one is the same as a['one']
but
a.two-three has a special character in the key string so it has to be quoted otherwise it tries to subtract a.two and the (possibly nil) variable three. a['two-three']
a.one is the same as a['one']
but
a.two-three has a special character in the key string so it has to be quoted otherwise it tries to subtract a.two and the (possibly nil) variable three. a['two-three']
- Thu Dec 13, 2018 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Move runtime-global mod settings to Map generator
- Replies: 6
- Views: 1697
Re: Move runtime-global mod settings to Map generator
@rseding, You are thinking from inside out. not outside in. In a NEW game the runtime-global settings (and user) are set to whatever is set when edited from the main menu (or default) Changing these settings FROM the main menu then loading an existing game doesn't change the current maps value. I as...
- Wed Nov 07, 2018 1:57 am
- Forum: Resolved Problems and Bugs
- Topic: 0.16.51 - Multiple entities on same position not found by API call
- Replies: 5
- Views: 3677
Re: 0.16.51 - Multiple entities on same position not found by API call
I believe this is fixed for .17 with 0 sized bounding boxes
- Wed Nov 07, 2018 12:49 am
- Forum: Resolved Problems and Bugs
- Topic: 0.16.51 - Multiple entities on same position not found by API call
- Replies: 5
- Views: 3677
Re: 0.16.51 - Multiple entities on same position not found by API call
Entities are created on a grid unless the off-grid flag is set The pole is being created at {x.4245234, y.32423} then being grid moved to x.5 and y.5 The hidden entity has the off-grid flag so it is not being moved to be on the grid. hence you won't find the hidden entity at the lights position Or m...
- Sat Oct 20, 2018 1:06 am
- Forum: Modding help
- Topic: entity.destroy() makes new item-on-the-ground
- Replies: 2
- Views: 809
Re: entity.destroy() makes new item-on-the-ground
entity.destroy() is not making a new item, fast_replace = true is It simulates fast_replacing an entity, if there is no player associated to the create_entity event then the item from mining is spilled to the ground. so you need to add spill=false I think this next bit applies to later versions of ....
- Thu Oct 18, 2018 1:38 am
- Forum: Won't fix.
- Topic: data:extend({nil}) does not error, but causes the NEXT prototype to fail to register
- Replies: 4
- Views: 1701
Re: data:extend({nil}) does not error, but causes the NEXT prototype to fail to register
function data.extend(self, otherdata) if type(otherdata) ~= table_string or #otherdata == 0 then error("Invalid prototype array " .. serpent.block(otherdata, {maxlevel= 1})) end for _, e in ipairs(otherdata) do Not a bug in the sense that it is doing what ipairs does by stopping iteration...
- Fri Oct 05, 2018 11:54 pm
- Forum: Modding help
- Topic: Create a function that will work for 10 ticks when it is called.
- Replies: 5
- Views: 1653
Re: Create a function that will work for 10 ticks when it is called.
With a quick glance, none of the proposed soultions are multiplayer safe If you ALREADY have a tick handler I use something like this local function print_in_10(msg) global.future[game.tick] = msg end script.on_init(function() global.future = {} end) script.on_tick(function() -- stuff if global.futu...
- Fri Oct 05, 2018 11:41 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64966
Re: [MOD 0.12.26] Picker: Easily select items from inventory
It doesn't "just" use up memory. It does stuff with it. It is just doing too much stuff on a big map (mostly find_entities migration fixes). For .17 I have removed some of the migration files as they shouldn't be needed anymore.
- Tue Oct 02, 2018 1:55 am
- Forum: Modding discussion
- Topic: Mod event handlers
- Replies: 17
- Views: 4306
Re: Add the ability to influence item loot in lua
Yes it adds more overhead, but so do most libraries. is it perfect no, but it does a nice job and catches most of the issues.
- Tue Oct 02, 2018 12:06 am
- Forum: Modding discussion
- Topic: Mod event handlers
- Replies: 17
- Views: 4306
Re: Add the ability to influence item loot in lua
If the entity becomes invalid no further events for that entity will be raised. So all you need to worry is what you do in your own event after destroying the entity. OP is using a library that doesn't handle this correctly ( ahem stdlib ahem ), so the event subscribers still get called. Ahem lies,...
- Sat Sep 29, 2018 9:28 pm
- Forum: Modding discussion
- Topic: 0.17 Mod/Script changelog as of February 25 2019
- Replies: 20
- Views: 12960
Re: 0.17 Mod/Script changelog as of September 24 2018
Checking the list after some time...oh, nice more delicious cookies =). Added highlight-box entity that can be passed a "bounding_box" or "source" entity parameter to display a highlight box around an area or entity. Added LuaPlayer::create_local_flying_text(). Can i assume that...
- Sat Sep 29, 2018 3:24 pm
- Forum: Modding discussion
- Topic: Friday Facts 262 Lua script access
- Replies: 4
- Views: 1662
Re: Friday Facts 262 Lua script access
Confirmederadicator wrote: ↑Sat Sep 29, 2018 10:14 amAlso can you confirm that the require __mod__/file.lua actually works limitless? I.e. things like factorio-stdlib now finally don't need to be copied for every single mod anymore? (because the example explicitly mentions scenarios requiring mods, not mods requiring mods.)
- Mon Sep 10, 2018 12:18 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 43747
Re: [MOD 0.14] Text Plates
It goes back to that Nexela guy using on_built_entity for this. I will change it for .17 version to use on_robot_built_entity. Chances are I won't have the time to do anything with the .16 version though In the meantime you could probably do an if event.mod_name == "Nanobots" do robot buil...
- Wed Aug 29, 2018 3:44 am
- Forum: Modding help
- Topic: Cant access technologies in control.lua[Solved]
- Replies: 7
- Views: 2395
Re: Cant access technologies in control.lua
Why are you using a library to do logging when you can just do: log("your contents here") ? Thanks! The problem was actually the logger, which for some reason only printed one line. The only reason i used it was to get all of the log into a separate file, but im not sure if that is possib...
- Tue Aug 28, 2018 11:37 pm
- Forum: Modding interface requests
- Topic: "Evaluation" functions for surface.find_entities_filtered
- Replies: 13
- Views: 3228
Re: "Evaluation" functions for surface.find_entities_filtered
find_entities_filtered should return nil if the table is empty Why? All that would do is add more lua code bloat :) for _ in pairs(s.find_entities_filtered{}) do vs hacks which add an extra step like for _ in pairs(s.find_entities_filtered{} or {}) do local ents = s.find_entities_filtered{} if s th...
- Sun Aug 26, 2018 9:18 pm
- Forum: Mod portal Discussion
- Topic: Description and Category improvments
- Replies: 0
- Views: 924
Description and Category improvments
If a mod has a 'readme.md' file in the root and the description in the portal edit box is blank it should use the readme as the description. Category could be read from the info.json as a string (or array depending on how it is set up), And if the category string doesn't match a valid category (typo...
- Sat Aug 25, 2018 7:40 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64966
Re: [MOD 0.12.26] Picker: Easily select items from inventory
When loading my map: Error while applying migration: Picker Extended Version: migration_0.6.2.lua LuaEntity API call when LuaEntity was invalid. stack traceback: __PickerExtended__/migrations/migration_0.6.2.lua:4: in main chunk You should be able to safely delete the file for Single player at leas...