Search found 8 matches

by guardog
Wed Jan 11, 2023 5:17 am
Forum: Fixed for 2.0
Topic: [Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents
Replies: 4
Views: 2177

Re: [Rseding91] [1.1.53] item field not populated during on_gui_opened/on_gui_closed for blueprint book contents

I too have come across this bug from a recent report. The same behaviour is still being observed in 1.1.74 where closing a blueprint in a blueprint book fires on_gui_closed with defines.gui_type.item as gui_type but no item was returned.
Capture.PNG
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by guardog
Mon Nov 28, 2022 1:57 am
Forum: Modding discussion
Topic: Radiobutton discussion
Replies: 10
Views: 1255

Radiobutton discussion

https://lua-api.factorio.com/latest/LuaGuiElement.html Just being nitpicky with the description of "radiobutton" type. Functionally I think it is a little bit different from checkbox - when you click a selected checkbox it will deselect, but if you click a selected radio button it stays se...
by guardog
Sat Nov 26, 2022 4:10 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 85279

Re: Documentation Improvement Requests

https://lua-api.factorio.com/latest/Lua ... set_recipe

Description and actual behaviour shows that both recipe or nil can be accepted as parameters, but the documentation showed that the parameters are not optional.


-> Thanks, fixed for 1.1.79.
by guardog
Thu Nov 17, 2022 7:52 pm
Forum: Modding interface requests
Topic: order_deconstruction and order_upgrade do not create undo orders
Replies: 2
Views: 1140

Re: order_deconstruction and order_upgrade do not create undo orders

I would like to bump this request as I am encountering this limitation in my mod as well. Hope to spark more discussion on how to best integrate Undo function into our mods. Similar threads https://forums.factorio.com/viewtopic.php?f=28&t=70393 Allow mods BP orders to be undo-able! https://forum...
by guardog
Thu Nov 17, 2022 6:54 pm
Forum: Modding interface requests
Topic: Make on_marked_for_deconstruction not fire before cloning events
Replies: 4
Views: 979

Re: Make on_marked_for_deconstruction not fire before cloning events

Should the marked for deconstruction event even fire to begin with? There is no marking happening, the entity was already marked. Cloning is at the end of the day creating a new entity with all the same properties. Exactly why I made this request - my expectation was that all properties get cloned ...
by guardog
Wed Nov 02, 2022 9:45 am
Forum: Modding interface requests
Topic: Make on_marked_for_deconstruction not fire before cloning events
Replies: 4
Views: 979

Make on_marked_for_deconstruction not fire before cloning events

Problem statement: Currently on 1.1.70, cloning an entity which has been marked for deconstruction will cause the marked_for_decons event to fire before the entity is cloned. This behaviour can be observed by making a small test mod that handles both on_marked_for_deconstruction and on_entity_cloned...
by guardog
Tue Oct 11, 2022 2:34 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.69] Loader not loading burner generator after full
Replies: 1
Views: 1730

[boskid][1.1.69] Loader not loading burner generator after full

Search Similar problem was mentioned in https://forums.factorio.com/viewtopic.php?f=88&t=102896 but no details was provided. What did you do? Setup a burner generator fed by express loader using editor as shown below: Capture.PNG What happened? Loader loads the generator until full (100), it th...
by guardog
Fri Aug 12, 2022 6:03 pm
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 25
Views: 5278

Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading

I concur with this suggestion. Just found out the inconvenience of having shortcut bars reset on changing mod sets.

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