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 ...
Search found 339 matches
- Thu Jun 04, 2020 12:08 pm
- Forum: Won't implement
- Topic: Table Support for script.set_event_filter
- Replies: 3
- Views: 1092
- 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...
- 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
could we pls get table support, like we have in script.on_event, for script.set_event_filter?
Greetz,
Luzifer
- 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
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
- 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...
- 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.
- 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...
- 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
in the current API Description the LuaGuiElement::elem_filters is missing the concept, so we know how to add the filters.
Greetz,
Luzifer
- 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!
- 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.
- 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...
- 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
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
- 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...
- 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...
- 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)
What Optera says, to check if a player has something selected is just so much performance cost.Klonan wrote: βMon Apr 27, 2020 9:48 amAnd whats wrong with doing that?LuziferSenpai wrote: βMon Apr 27, 2020 9:12 amBecause otherwise we always need to do game.players[event.player_index].selected.
- 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
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
- 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.
- Mon Apr 20, 2020 1:01 pm
- 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
These functions are for the fluidbox, but like I said, they select automaticly and cant be filtered.
- 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:
Luzifer
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
- 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: Greetz,
Luzifer
when the string is too long for it to fit after "Max consumption" it will do this: Greetz,
Luzifer