Search found 332 matches
- 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...
- 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).
- 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.
- 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.
- 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.
- 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 ...
- 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...
- 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?
- Tue Dec 12, 2023 10:35 am
- Forum: Modding interface requests
- Topic: Adding the ability to force open a different entity's GUI
- Replies: 9
- Views: 685
Re: Adding the ability to force open a different entity's GUI
Did something happen to player.opened?
- 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.
- Sun Dec 10, 2023 5:24 pm
- 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
FYI, it doesn't understand negative numbers either.
- 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).
- 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.
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.
- 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...
- 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.
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.
- 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.
- 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.
- 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...
- 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.
- 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 ...