Search found 339 matches

by LuziferSenpai
Thu Jun 04, 2020 12:08 pm
Forum: Won't implement
Topic: Table Support for script.set_event_filter
Replies: 3
Views: 1092

Re: Table Support for script.set_event_filter

So we can apply the filter to multiple events?

Same goes with script.on_event.

When you have a table full with event ids, you cant apply a filter to all of them ...
by LuziferSenpai
Wed Jun 03, 2020 10:40 am
Forum: Modding interface requests
Topic: event_handler lib update for Eventfilter
Replies: 3
Views: 764

Re: event_handler lib update for Eventfilter

Hmm, its more tricky For instance, if you have two libs, one has event filter for the event, one does not, then what should it do? Should it error and say "Well you can't have 1 with filter and 1 without", Or should it mean the filter won't work and just have it be uselesss? What if two l...
by LuziferSenpai
Wed Jun 03, 2020 4:19 am
Forum: Won't implement
Topic: Table Support for script.set_event_filter
Replies: 3
Views: 1092

Table Support for script.set_event_filter

Hey,

could we pls get table support, like we have in script.on_event, for script.set_event_filter?

Greetz,

Luzifer
by LuziferSenpai
Wed Jun 03, 2020 4:14 am
Forum: Modding interface requests
Topic: event_handler lib update for Eventfilter
Replies: 3
Views: 764

event_handler lib update for Eventfilter

Hey,

could you guys pls update the event_handler lib, so it supports Eventfilter and we dont need todo them outside? Should be possible or?

Greetz,

Luzifer
by LuziferSenpai
Fri May 29, 2020 11:27 am
Forum: Resolved Problems and Bugs
Topic: [18.22] LuaGUIElement::ListBox doesnt use style in the right way
Replies: 3
Views: 3082

Re: [18.22] LuaGUIElement::ListBox doesnt use style in the right way

This is actually a generic problem for any GUI element type that has sub-widgets. When updating the parent style the child elements don't reset their styles. And I think a lot of stuff relies on it working that way. If it just forced all child elements to update their styles to the new parent value...
by LuziferSenpai
Tue May 19, 2020 1:02 pm
Forum: Won't implement
Topic: LuaScriptArea more features
Replies: 3
Views: 1037

Re: LuaScriptArea more features

Some of these functions DONT support Area and we dont need to go down in a table just to get the area, so it would be less script.
by LuziferSenpai
Tue May 19, 2020 12:55 pm
Forum: Won't implement
Topic: LuaScriptArea more features
Replies: 3
Views: 1037

LuaScriptArea more features

Hey, so it would be nice if we could get this for LuaScriptArea, so its more useful then already. First make it a own Class. With that we could use with Stuff like this: LuaScriptArea::name β†’ string [Read-Write] LuaScriptArea::id β†’ uint [Read-only] LuaScriptArea::area β†’ BoundingBox [Read-Write] LuaS...
by LuziferSenpai
Tue May 19, 2020 12:38 pm
Forum: Resolved Problems and Bugs
Topic: [18.25] LuaGuiElement::elem_filters is missing Concept
Replies: 2
Views: 962

[18.25] LuaGuiElement::elem_filters is missing Concept

Hey,

in the current API Description the LuaGuiElement::elem_filters is missing the concept, so we know how to add the filters.

Greetz,

Luzifer
by LuziferSenpai
Tue May 05, 2020 3:40 am
Forum: Modding interface requests
Topic: TrainsGUI Stations Sorting Access
Replies: 4
Views: 875

Re: TrainsGUI Stations Sorting Access

Oh, yea now to how to make it work. But thanks!
by LuziferSenpai
Tue May 05, 2020 3:14 am
Forum: Modding interface requests
Topic: TrainsGUI Stations Sorting Access
Replies: 4
Views: 875

Re: TrainsGUI Stations Sorting Access

It's just this: https://sourcefrog.net/projects/natsort/ more specifically the logic is here: https://sourcefrog.net/projects/natsort/strnatcmp.c Yea but it has a Licence, so I dont think I can just take it and write it into a Lua function or? And even if I would be allowed, I dont even know how.
by LuziferSenpai
Tue May 05, 2020 2:59 am
Forum: Resolved Problems and Bugs
Topic: [18.22] LuaGUIElement::ListBox doesnt use style in the right way
Replies: 3
Views: 3082

[18.22] LuaGUIElement::ListBox doesnt use style in the right way

Hey, after testing around I found out that currently the List-Box Element doesnt use the style, that it gets provided. verticalflow.add{ type = "list-box", items = self.dropdowntable[1], style = "richlistbox" } s["richlistbox"] = { type = "list_box_style", par...
by LuziferSenpai
Mon May 04, 2020 8:32 am
Forum: Modding interface requests
Topic: TrainsGUI Stations Sorting Access
Replies: 4
Views: 875

TrainsGUI Stations Sorting Access

Hey,

it would be nice to have access to the sort function of the Schedule GUI for Trains, because that function can sort backernames aswell and that is awesome!

Greetz,

Luzifer
by LuziferSenpai
Sun May 03, 2020 10:44 am
Forum: Implemented mod requests
Topic: Mod settings, colour code type
Replies: 6
Views: 1315

Re: Mod settings, colour code type

Going by here: https://wiki.factorio.com/Tutorial:Mod_settings#The_type_property We have types bool, int, double and string... which is good for many things, but... What if I want to allow players to choose their own colour codes? currently, I'd have to have 3 values for the Red, Green and Blue com...
by LuziferSenpai
Mon Apr 27, 2020 5:25 pm
Forum: Won't implement
Topic: on_selected_entity_changed::entity (optional)
Replies: 7
Views: 1731

Re: on_selected_entity_changed::entity (optional)

The exact reason why you want it added is the exact reason why it doesn't exist. You would pay that performance cost every time the event fired to push the new LuaEntity into the event handler. Instead, cache the player on your end if its that slow and you want to read it. Then why do you pass last...
by LuziferSenpai
Mon Apr 27, 2020 5:06 pm
Forum: Won't implement
Topic: on_selected_entity_changed::entity (optional)
Replies: 7
Views: 1731

Re: on_selected_entity_changed::entity (optional)

Klonan wrote: ↑
Mon Apr 27, 2020 9:48 am
LuziferSenpai wrote: ↑
Mon Apr 27, 2020 9:12 am
Because otherwise we always need to do game.players[event.player_index].selected.
And whats wrong with doing that?
What Optera says, to check if a player has something selected is just so much performance cost.
by LuziferSenpai
Mon Apr 27, 2020 9:12 am
Forum: Won't implement
Topic: on_selected_entity_changed::entity (optional)
Replies: 7
Views: 1731

on_selected_entity_changed::entity (optional)

Hey,

it would nice to get the entity that is currently selected, if one is selected, as third output out of the event.

Because otherwise we always need to do game.players[event.player_index].selected.

Greetz,

Luzifer
by LuziferSenpai
Thu Apr 23, 2020 6:03 am
Forum: Modding interface requests
Topic: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support
Replies: 5
Views: 1493

Re: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support

So what I just want, that this functions gets changed so it has the feature to NOT automaticly select the fluidbox, but to tell it which one to use.
by LuziferSenpai
Fri Apr 17, 2020 2:33 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.18] Deconstruction Planner menu looks odd with big character inventory
Replies: 1
Views: 647

[kovarex] [0.18.18] Deconstruction Planner menu looks odd with big character inventory

Hey,

with my mod Inventory Tech I increased the inventory size, but when I now open the deconstruction planner it looks like this:
With tech researched
Normaly it would look like this:
Without researched
Greetz,

Luzifer
by LuziferSenpai
Thu Apr 16, 2020 6:25 pm
Forum: Not a bug
Topic: [18.18] Entity Info::Max consumption is not right aligned
Replies: 1
Views: 537

[18.18] Entity Info::Max consumption is not right aligned

Hey,

when the string is too long for it to fit after "Max consumption" it will do this:
factorio_O4518d9yhE.png
factorio_O4518d9yhE.png (29.35 KiB) Viewed 537 times
Greetz,

Luzifer

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