Search found 454 matches

by raiguard
Thu Dec 14, 2023 5:44 pm
Forum: Implemented for 2.0
Topic: LuaEntity::custom_state_string
Replies: 3
Views: 660

Re: LuaEntity::custom_state_string

Implemented for 2.0 as LuaEntity::custom_status read/write. You can specify both the diode color and the label text.

LuaEntity::status read and working visualisations will remain unchanged - the custom status will only show in GUIs.
by raiguard
Mon Dec 11, 2023 4:10 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 25600

Re: Friday Facts #388 - Smaller things for 2.0

Love the FFF and this one does not disappoint. Read through the suggestions that this one sparked and I love most of those too! As a fan of Factorio and of Lua, I was very slightly sad to see that they aren't upgrading to 5.4. I'm pretty sure there isn't much in 5.4 that would have a direct impact ...
by raiguard
Mon Dec 04, 2023 3:43 pm
Forum: Modding interface requests
Topic: Read/write access to Game Blueprints
Replies: 1
Views: 671

Re: Read/write access to Game Blueprints

First part is implemented for 2.0 with a new LuaRecord API. I will look into the possibility of adding events, but no promises one way or the other quite yet.
by raiguard
Mon Dec 04, 2023 2:55 pm
Forum: Modding interface requests
Topic: Allow event for a cliff being destroyed
Replies: 2
Views: 810

Re: Allow event for a cliff being destroyed

You can use script.register_on_entity_destroyed to detect this for now. I'll look into a more proper solution for 2.0.
by raiguard
Mon Nov 13, 2023 2:59 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.94] Website link in About dialog isn't clickable
Replies: 5
Views: 1376

Re: [1.1.94] Website link in About dialog isn't clickable

Thanks for the report, this has been fixed for the next release.
by raiguard
Tue Nov 07, 2023 6:22 pm
Forum: Development tools
Topic: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
Replies: 2
Views: 809

Re: Workaround for broken mouse click functionality when debugging Factorio in a mouse event

Version 1.1.95 features a new hidden setting disable-mouse-auto-capture that will prevent this issue.
by raiguard
Wed Oct 25, 2023 12:48 am
Forum: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 26
Views: 8893

Re: [1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Illiander42 wrote:
Thu Sep 28, 2023 11:11 pm
What should I grab next time it happens?
Next time it happens, please upload the save file, your blueprint library, and log file. I haven't reproduced this yet so any extra data would be helpful.
by raiguard
Wed Oct 25, 2023 12:40 am
Forum: Pending
Topic: [1.1.91][Linux] Crash from main menu while in the background with Pyanodon mods
Replies: 1
Views: 440

Re: [1.1.91][Linux] Crash from main menu while in the background with Pyanodon mods

Thanks for the report. It's not feasible to tell what exactly happened from the log file and I can't reproduce it. It crashed while rendering one of the menu GUI buttons.

Did you perform a system update while the game was running?
by raiguard
Wed Oct 25, 2023 12:27 am
Forum: Minor issues
Topic: [1.1.91][Linux] Factorio uses a wrong GPU
Replies: 3
Views: 712

Re: [1.1.91][Linux] Factorio uses a wrong GPU

As was mentioned, OpenGL doesn't provide this capability, and the workaround we use only works on Windows. Even providing a GPU selector isn't feasible unless we port the game to Vulkan.

I would recommend writing a wrapper script to launch the game with your environment variable.
by raiguard
Tue Oct 24, 2023 11:47 pm
Forum: Implemented for 2.0
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 4277

Re: Export currently held blueprint library object to item

Blueprint library records will be accessible to mods in 2.0. Records in "my blueprints" are read-only, while records in "game blueprints" are read/write.
by raiguard
Tue Oct 24, 2023 11:45 pm
Forum: Modding interface requests
Topic: Temperature of the fluid for `on_player_flushed_fluid`
Replies: 2
Views: 488

Re: Temperature of the fluid for `on_player_flushed_fluid`

Couldn't you just disable the flush fluid permission?
by raiguard
Thu Sep 28, 2023 2:54 pm
Forum: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 26
Views: 8893

Re: [1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

It appears to have gotten stuck when saving the blueprint library. Could you attach your blueprint-storage.dat file so I can take a look?
by raiguard
Thu Sep 07, 2023 3:35 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard] Installed dependent mods are refetched on update
Replies: 4
Views: 1257

Re: [raiguard] Installed dependent mods are refetched on update

Thanks for the report, this has been fixed for the next release.
by raiguard
Thu Sep 07, 2023 3:34 pm
Forum: Assigned
Topic: [Donion] [1.1.87] Capslock-ctrl remapping failing in linux
Replies: 4
Views: 886

Re: [Donion] [1.1.87] Capslock-ctrl remapping failing in linux

I have had good results using keyd for remapping my capslock to ctrl/escape. It's not built-in to gnome, but it might work for you as well.
by raiguard
Mon Sep 04, 2023 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard] Installed dependent mods are refetched on update
Replies: 4
Views: 1257

Re: [raiguard] Installed dependent mods are refetched on update

Could you please post a list of all of the mods in your mods folder? Including duplicate versions, etc.
by raiguard
Sun Aug 20, 2023 3:20 am
Forum: Modding interface requests
Topic: request_slot_count for LuaPlayer
Replies: 1
Views: 378

Re: request_slot_count for LuaPlayer

LuaEntity::request_slot_count gives the highest requested slot for the entity, including characters.
by raiguard
Wed Jul 26, 2023 6:07 pm
Forum: Modding discussion
Topic: Controller modding guide / FAQ
Replies: 8
Views: 3009

Re: Controller modding guide / FAQ

To each their own, but in the time it took you to write these posts, you could have added an order string and called it a day.
by raiguard
Wed Jul 26, 2023 5:45 pm
Forum: Modding discussion
Topic: Controller modding guide / FAQ
Replies: 8
Views: 3009

Re: Controller modding guide / FAQ

It was obvious from the first second when there was talk about controller support that every gui will rotate around "CoNtRoLleR CoMfOrT". I also am willing to bet that any new content will revolve arount the idea, that it "has to work with controller, now that we have it". Mouse...
by raiguard
Wed Jul 26, 2023 5:43 pm
Forum: Modding discussion
Topic: Controller modding guide / FAQ
Replies: 8
Views: 3009

Re: Controller modding guide / FAQ

This is quite annoying. Agreed, it could be better. Shortcuts were introduced in 0.17 if I recall correctly. The "order" property was listed as optional property then; at the time of writing it is still listed as an optional property - none of the controller-related treatments of shortcut...

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