Search found 232 matches

by Therenas
Mon Apr 19, 2021 9:31 am
Forum: Resolved Problems and Bugs
Topic: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
Replies: 1
Views: 1216

Re: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own

Thanks for the report. This is not actually a bug, but a mistake in the documentation, which is fixed for the next version. I added the 'on its own' part recently because that's how the vanilla freeplay cutscene behaves, so I mistakenly assumed this is the default behaviour. Looking into it again, I...
by Therenas
Fri Apr 16, 2021 8:44 am
Forum: Resolved Problems and Bugs
Topic: [Therenas] [1.1.32] Documentation Inconsistency
Replies: 1
Views: 1130

Re: [Therenas] [1.1.32] Documentation Inconsistency

Thanks a lot for the report, both points have been addressed for the next release.
by Therenas
Wed Dec 02, 2020 11:41 pm
Forum: General discussion
Topic: Alt-F4 #15 - Investigating 1.1
Replies: 2
Views: 2036

Re: Alt-F4 #15 - Investigating 1.1

Hi, author here, glad you enjoyed it! Regarding your question, the measurements were run on a i5-8600k@4.8 GHz, with memory clocked at 2133MHz. I want to emphasize again though that the results are not very precise, and are only intended to show the general trend of the improvements. Regarding scali...
by Therenas
Mon Nov 30, 2020 2:51 pm
Forum: Modding interface requests
Topic: Differentiate types of on_gui_closed
Replies: 4
Views: 1274

Differentiate types of on_gui_closed

With 1.1, the game now treats pressing 'E' on a GUI interface with a confirm-button as confirmation, which is fine. An issue arises though when mods try to emulate that behavior. What you want to do as a mod is to confirm your current dialog if possible, and close it if it doesn't have a submit-butt...
by Therenas
Sun Nov 29, 2020 9:49 pm
Forum: Implemented mod requests
Topic: Add GUI elements in the middle of a parent
Replies: 5
Views: 1983

Re: Add GUI elements in the middle of a parent

Pretty sure this was implemented with 1.1
by Therenas
Thu Nov 26, 2020 3:39 pm
Forum: Modding interface requests
Topic: Tips and Tricks wishlist
Replies: 3
Views: 1023

Re: Tips and Tricks wishlist

This is probably a long shot, but it would be a-ma-zing if the tips could simulate GUIs.
by Therenas
Sat Nov 21, 2020 8:10 pm
Forum: Modding interface requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 8
Views: 2683

Re: Apply built-in tooltips to custom GUI elements

ixu wrote:
Sat Nov 21, 2020 7:54 pm
choose-elem-button-cost.png
Where can I get this easy-to-use-looking performance information from?
Jarg`s Factorio Debugger has a profiling mode, it's super useful.
by Therenas
Fri Oct 23, 2020 8:00 am
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Replies: 3
Views: 1462

Re: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results

Thanks for the explanations, that's interesting! I (and Raiguard too) actually ran into this before several times, but always worked around it somehow. I just got the motivation to write a reproduction this time.
by Therenas
Thu Oct 15, 2020 8:56 pm
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Replies: 3
Views: 1462

[kovarex] [1.0.0] Setting certain elements to stretch leads to weird results

Sorry for the bad title, the situation is somewhat complex to explain in words. So, to save me a thousand words, a picture: https://i.imgur.com/LUVqFcL.png I'm not going to try and explain the exact situation in words, as it requires a somewhat particular setup to exhibit this behavior. The attached...
by Therenas
Sat Sep 26, 2020 8:27 am
Forum: Implemented mod requests
Topic: Add GUI elements in the middle of a parent
Replies: 5
Views: 1983

Re: Add GUI elements in the middle of a parent

Now this whole request does seem a bit unlikely to happen, but if it did, it would be cool if we could replace elements by index too. I can see this being useful for tables especially.
by Therenas
Thu Sep 10, 2020 6:25 pm
Forum: Pending
Topic: [1.0.0] Setting .style.single_line = false on label breaks height calculation
Replies: 2
Views: 846

Re: [1.0.0] Setting .style.single_line = false on label breaks height calculation

The source of the issue might be wrong, but shouldn't the code I provided properly center the text in the frame?
by Therenas
Thu Sep 10, 2020 2:00 pm
Forum: Pending
Topic: [1.0.0] Setting .style.single_line = false on label breaks height calculation
Replies: 2
Views: 846

[1.0.0] Setting .style.single_line = false on label breaks height calculation

When you set single_line to false on a label, the game still considers the height of the label to be that of a single line of text, even if the actual text displayed gets spread over multiple lines. This breaks some situations, like when using vertically_stretchable empty-widgets to vertically cente...
by Therenas
Sun Sep 06, 2020 12:21 pm
Forum: Resolved Requests
Topic: REQUEST: Improving the Modding API and its Documentation?
Replies: 7
Views: 2159

Re: REQUEST: Improving the Modding API and its Documentation?

Thanks for clarifying what you think could be better. There is always room for improvement for sure. Regarding the modding API philosophy itself, I don't think you'll find much support from the devs for a C++ modding API. I get that having the ultimate flexibility would be great, and would lead to s...
by Therenas
Sat Sep 05, 2020 7:25 pm
Forum: Resolved Requests
Topic: REQUEST: Improving the Modding API and its Documentation?
Replies: 7
Views: 2159

Re: REQUEST: Improving the Modding API and its Documentation?

The wiki is up to date on pretty much everything most of the time, they have a dedicated employee looking after it as their job. Also, a general 'make it better pls' is not helpful to anyone. If you could suggest parts that are not very good in your opinion, people could work on them. 'Just make eve...
by Therenas
Sat Aug 29, 2020 10:10 am
Forum: Mod portal Discussion
Topic: [Mod portal] No images loading
Replies: 1
Views: 966

Re: [Mod portal] No images loading

Works again.
by Therenas
Fri Aug 28, 2020 2:42 pm
Forum: Mod portal Discussion
Topic: [Mod portal] No images loading
Replies: 1
Views: 966

[Mod portal] No images loading

From today on, when opening the mod portal website, no image assets are loading for me anymore. Looks like this. Not sure what to do. I already deleted everything my browser cached about the website. MacOS, Safari, recent versions.
by Therenas
Sun Aug 16, 2020 10:52 am
Forum: Implemented mod requests
Topic: Improve performance for setting .text on textfields
Replies: 4
Views: 1113

Re: Improve performance for setting .text on textfields

Sure, made one special for you. Lets you put in a character count and it inserts a string with that size into the textfield. Some more remarks in the code.
by Therenas
Sat Aug 15, 2020 11:14 am
Forum: Modding interface requests
Topic: Style.margin/padding doesn't work correctly on switches
Replies: 0
Views: 603

Style.margin/padding doesn't work correctly on switches

At least, I think it doesn't. When setting margin/padding on switches, it applies it to the switch button itself, and not the whole element, including its labels. The following code demonstrates this (change margin for padding to see both things): local frame = player.gui.screen.add{type="frame...
by Therenas
Sat Aug 15, 2020 11:02 am
Forum: Implemented mod requests
Topic: Improve performance for setting .text on textfields
Replies: 4
Views: 1113

Improve performance for setting .text on textfields

Currently, setting a large amount of characters on a textfield is slow. Setting textfield.text to a string with ~6000 characters in it takes ~6.5ms according to the ingame profiler. Is there anything that could be done to improve this? I know there might be good explanation for it, I'm just asking. ...

Go to advanced search