Search found 332 matches

by curiosity
Fri Jan 05, 2024 7:05 am
Forum: Modding interface requests
Topic: Expose agui::TableWithSelection to Lua
Replies: 0
Views: 218

Expose agui::TableWithSelection to Lua

It's a table where you can select rows like in a listbox. Example can be found in the multiplayer game browser window. This kind of table being available will be a massive improvement for mods. Right now any mod that wants even slightly nontrivial functionality from a listbox is forced to roll out i...
by curiosity
Mon Jan 01, 2024 5:12 pm
Forum: Resolved Requests
Topic: on_player_cursor_stack_changed is not raised immediately
Replies: 3
Views: 437

Re: on_player_cursor_stack_changed is not raised immediately

Sorry, didn't notice that. Yes, it should be in the event description, since it's the property of the event and not merely how it was raised. You can operate on the stack directly to change it and that also raises the event (and isn't mentioned anywhere, AFAICT).
by curiosity
Thu Dec 28, 2023 8:40 pm
Forum: Resolved Requests
Topic: Poor quality of LuaGroup documentation
Replies: 1
Views: 328

Poor quality of LuaGroup documentation

Properties marked as can be nil when they can not. Type-specific properties are not marked by the customary "Can only be used if this is <type name>" or lack any note whatsoever.
by curiosity
Thu Dec 28, 2023 8:07 pm
Forum: Resolved Requests
Topic: on_player_cursor_stack_changed is not raised immediately
Replies: 3
Views: 437

on_player_cursor_stack_changed is not raised immediately

IDK when it is raised, but it should be pointed out in the docs that it's not immediately.
by curiosity
Mon Dec 25, 2023 2:18 am
Forum: Modding interface requests
Topic: A way to access currently hovered over LuaGuiElement
Replies: 1
Views: 238

A way to access currently hovered over LuaGuiElement

I am sure it's not just me who finds player.selected an invaluable tool for quickly inspecting entities. But when I work on GUI, time and again I find myself missing this ease of access. If I could simply point at an element and access it in code, that would be extremely convenient.
by curiosity
Sun Dec 17, 2023 11:59 am
Forum: Won't implement
Topic: LuaGameScript.small_tick
Replies: 6
Views: 764

Re: LuaGameScript.small_tick

FFF 388 announced engine support for ticks up to 2^64, but only Lua support for ticks up to 2^52. We can work around the Lua limit by breaking up the tick into two 32-bit numbers. The upper 32 bits are easy to calculate from LuaGameScript.tick. But we need a new property that contains the lower 32 ...
by curiosity
Thu Dec 14, 2023 11:47 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 814

Re: Exclude entity from mining productivity

Excluding "productivity" from allowed_effects just controls productivity modules. We already have it set to reject those. This doesn't stop the entity being affected by mining productivity research. That seems like a bug to me. Mining productivity bonus is a productivity effect, I think i...
by curiosity
Wed Dec 13, 2023 12:10 pm
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 814

Re: Exclude entity from mining productivity

What if you made the miner reject the productivity effect? It's not like productivity makes any sense in an offshore pump. Would it ignore the mining bonus then?
by curiosity
Mon Dec 11, 2023 10:54 am
Forum: Modding interface requests
Topic: Limit number of items loader inserts into an assembly machine
Replies: 3
Views: 393

Re: Limit number of items loader inserts into an assembly machine

If this is implemented, it should be as an option.
by curiosity
Sat Dec 09, 2023 2:02 pm
Forum: Resolved Requests
Topic: More precise type information for has_flag
Replies: 1
Views: 289

More precise type information for has_flag

Right now the type of the parameter is listed as string whereas in fact it's one of the respective string literals (and the game will error if you try to pass any other string). This affects all instances of the method (including ghost_has_flag).
by curiosity
Fri Dec 08, 2023 11:31 pm
Forum: Documentation Improvement Requests
Topic: LuaItemPrototype.fuel_value should say that zero means "not burnable"
Replies: 0
Views: 277

LuaItemPrototype.fuel_value should say that zero means "not burnable"

It says that for fluid prototype, but with item the docs leave you to guess.

edit: Or, hm, an item isn't burnable without a fuel category (unlike fluids, which don't have fuel categories), so maybe this is a pointless distinction.
by curiosity
Wed Dec 06, 2023 10:27 am
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 592

Re: on_player_placed_equipment does not equipment is inserted by script

The reason I think it might be missed is because it's very easy to underestimate the extent having to react to mods changing things. This is something that took me a while to fully realize. I of course knew about it, but the full extend of it took me a while to appreciate. And in this instance even...
by curiosity
Tue Dec 05, 2023 7:10 pm
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 592

Re: on_player_placed_equipment does not equipment is inserted by script

Completely agree with Rseding, the name is self-evident.

edit: As for the linked bug, people aren't perfect infallible beings. Notnotmelon might have simply overlooked that event or the possibility that scripted action is something they need to be concerned about. No need to overreact.
by curiosity
Mon Dec 04, 2023 10:18 pm
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1247

Re: on_gui_element_destroyed

That's great news, thank you.
by curiosity
Sat Dec 02, 2023 2:35 pm
Forum: Documentation Improvement Requests
Topic: What is maximum_corner_sliding_distance?
Replies: 1
Views: 386

What is maximum_corner_sliding_distance?

Description missing in both data and runtime docs.
by curiosity
Fri Nov 24, 2023 3:12 pm
Forum: Modding interface requests
Topic: a "not-beaconable" flag on assemblers, labs, drills, etc
Replies: 1
Views: 336

Re: a "not-beaconable" flag on assemblers, labs, drills, etc

I don't see the connection. A "not-beaconable" flag doesn't make it harder or easier to detect beacon effects (which you can already do by detecting changes to a beacon's modules the same way you described for other entities and find_entities_filtered to look for exisitng beacons), it just...
by curiosity
Mon Nov 06, 2023 12:15 am
Forum: Assigned
Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
Replies: 3
Views: 910

Re: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number

I see. Thank you for telling me. Workaround time, I guess.
by curiosity
Sat Nov 04, 2023 5:55 pm
Forum: Assigned
Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
Replies: 3
Views: 910

[Genhis] [1.1.94] Plural forms in locale break when given a non-integer number

To reproduce: 1. Make the following locale entry: n-items=__1__ __plural_for_parameter_1_{1=item|rest=items}__ 2. Launch the game and run the following command: /c game.print{'n-items', 0.5} 3. Observe the following output: 0.5 1 Expected behavior: The "rest" form gets used, producing the ...

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