Search found 278 matches
- Sat May 04, 2019 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.35-36] Mod GUI container no longer click-throughable
- Replies: 1
- Views: 2071
[kovarex] [0.17.35-36] Mod GUI container no longer click-throughable
Initially reported to me in https://mods.factorio.com/mod/YARM/discussion/5ccca4c4a2e6cc000c080949: - if you have a tall mod GUI (e.g., FNEI) and a wide mod GUI (e.g., YARM) in the same GUI container at the same time, it creates a large area of the screen that can't be used to interact with the worl...
- Thu May 02, 2019 4:37 pm
- Forum: Modding interface requests
- Topic: Change character modifiers to a table?
- Replies: 6
- Views: 2136
Re: Change character modifiers to a table?
+1 this idea. We could also have all those modifiers shown in the effects window (maybe only in debug mode?).
- Fri Apr 05, 2019 2:30 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1251737
Re: Bugs & FAQ
Hi, Angel, maybe you could change the setting `angels-infinite-yield` to have a `minimum_value` of 1? Setting it to 0 causes Factorio to refuse to start, making it impossible to fix it without deleting `mod-settings.dat`.
- Sat Mar 30, 2019 5:34 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 42594
Re: Factorio Update Helper (an aid for headless server owners)
Hi, quick question, where do you have the script installed / where do you run it from? Giddy FIXED - had to put it in factorio, not factorio/bin/x64/ Looks like you got it resolved. It doesn't matter where the script is, only that you give it the path to the Factorio executable. I tend to run it fr...
- Tue Mar 26, 2019 8:45 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 42594
Re: Factorio Update Helper (an aid for headless server owners)
Hi, the chmod thing worked, but it doesn't install the files for you, is it supposed to do this or can I mod it so that it does this. also it would be cool if you can add this to the startup of the factorio server, I am using systemd service. Giddy It is supposed to do exactly what you tell it to d...
- Thu Mar 21, 2019 2:47 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 42594
Re: Factorio Update Helper (an aid for headless server owners)
Hi, Now it is finding 0.17 if you use --experimental but no longer detects the current version. also it doesn't install and asks you to run command apply with `factorio --apply-update /tmp/core-linux_headless64-0.17.10-0.17.11-update.zip` which is not an option. (should be --apply-to) and doesn't w...
- Mon Mar 04, 2019 7:34 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 42594
Re: Factorio Update Helper (an aid for headless server owners)
Hi, Thanks for the interest! According to reports from github friends , and according to the change log in the 0.17.2 release and later ones, there's a problem with the auto-updater in Factorio and it is temporarily turned off while they work on fixing it. Given that this update helper uses the same...
- Fri Dec 15, 2017 12:56 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 132610
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Nice, thank you! I'll take care of it ASAP.RikkiLook wrote:Translations into Russian. (YARM_0.7.301)
- Thu Dec 14, 2017 12:27 pm
- Forum: Duplicates
- Topic: [0.16.1] Checkboxes not raising `on_gui_click`
- Replies: 5
- Views: 2329
Re: [0.16.1] Checkboxes not raising `on_gui_click`
So it is, good find! I did try a search, but apparently with the wrong terms. Glad to know this is intended behaviour, then.
- Thu Dec 14, 2017 11:43 am
- Forum: Duplicates
- Topic: [0.16.1] Checkboxes not raising `on_gui_click`
- Replies: 5
- Views: 2329
Re: Checkboxes not raising `on_gui_click`
What version is this about? Erp! Sorry, it's for 0.16.1. Edited the title, thanks for the reminder. Strange that the docs say this. I've done a lot of GUI stuff in latest 0.15, and checkboxes definitely did not fire the on_click event.[...] Well, EvoGUI has always relied on just on_gui_click, but t...
- Thu Dec 14, 2017 9:23 am
- Forum: Duplicates
- Topic: [0.16.1] Checkboxes not raising `on_gui_click`
- Replies: 5
- Views: 2329
[0.16.1] Checkboxes not raising `on_gui_click`
I'm using some checkboxes in my mod GUIs, and was relying on the documented (ctrl+F "checkbox") behaviour that they would raise `on_gui_click` when clicked -- this simplifies my GUI handling by using the same code for both buttons and checkboxes. But now I see that checkboxes only raise `o...
- Tue Aug 01, 2017 8:59 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161078
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Thank you, it's now included in EvoGUI v0.4.206.RikkiLook wrote:Update translations RU.
- Thu Jun 22, 2017 10:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding][0.15.22] Mods (GUI) not loading on existing saves only
- Replies: 2
- Views: 3001
Re: [0.15.22] Mods (GUI) not loading on existing saves only
This seems to be a more generic problem with GUI elements getting consumed on loads... I have this same problem in EvoGUI and came to the same conclusion: the root GUI element is getting eaten at load time (or all the mods' GUI elements are). It also happens when joining a server, but only on the c...
- Wed May 24, 2017 11:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil
- Replies: 19
- Views: 8021
Re: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil
assuming your return is just missing the # Yup, sorry, untested code. It's also got the logic backward, and would fit "has_no_neighbours(entity)" on an underground belt that will return 0 if the belt has neighbours since the neighbour is an entity [and entities have 0 array members, but s...
- Wed May 24, 2017 10:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil
- Replies: 19
- Views: 8021
Re: [0.15] [Rseding91] LuaEntity:neighbours on underground belt returns {} not nil
I agree this "change" leads to some ugly hacks [...] before when using it on both pipes and undergrounds if neighbours and #neighbours < 1 then Shouldn't that still work? I mean, 'if not neighbours' will be true if `if neighbours == nil` is true. local function has_neighbours(entity) retu...
- Tue May 16, 2017 11:48 am
- Forum: Modding help
- Topic: Existing mod that provides per-train GUI?
- Replies: 4
- Views: 2022
Re: Existing mod that provides per-train GUI?
Pretty sure that's a normal feeling -- in those 5 months you've learned how to do it much better. I get the same feeling about EvoGUI and YARM, but I don't believe they're that bad.Choumiko wrote:[...]after not really touching it for 5 months: The code is a horrible mess[...]
Please forgive the off-topic.
- Tue May 16, 2017 8:27 am
- Forum: Modding help
- Topic: Scenario: Reveal map at start?
- Replies: 1
- Views: 1844
Re: Scenario: Reveal map at start?
In what way cleaner? LuaForce.chart_all will chart all generated chunks, like it says in the spec. It shouldn't cause the generation of chunks -- the game map can be very large and prohibitively expensive to generate entirely (or to retain on disk or in memory). If your scenario map is fixed size, y...
- Tue May 16, 2017 8:14 am
- Forum: Modding help
- Topic: Existing mod that provides per-train GUI?
- Replies: 4
- Views: 2022
Re: Existing mod that provides per-train GUI?
I think FARL or Shuttle Train might be the closest to what you're looking for, but I don't know that either of them has per-train settings. Maybe the Fat Controller? I'm not entirely clear what you're looking for, but those have GUIs relating to trains.
- Tue May 16, 2017 8:11 am
- Forum: Modding help
- Topic: Infinite resources: how to calculate minimum yield in 0.15+? How about current yield?
- Replies: 0
- Views: 1031
Infinite resources: how to calculate minimum yield in 0.15+? How about current yield?
I've noticed that, given an infinite resource entity in the world, I can query entity.initial_amount . I can also get entity.prototype.minimum_resource_amount . According to the changelog, this should be enough data to calculate the minimum yield: Infinite resource minimal yield is calculated using ...
- Wed May 03, 2017 8:36 pm
- Forum: Development tools
- Topic: Script to zip your mod using info.json
- Replies: 6
- Views: 4262
Re: Script to zip your mod
The info.json is your own. All the makefile does is replace a few tags with things like the mod name or version.sparr wrote:I think I'm thinking of when they added factorio_version as mandatory in info.json?