Sorry, didn't see your post, I've put details on why it would be interesting and what changes it would need.
Setting Parent Body for a SpaceLocation
Search found 419 matches
- Wed Nov 20, 2024 4:56 pm
- Forum: Modding interface requests
- Topic: Allow to set a space location's parent.
- Replies: 1
- Views: 120
- Mon Nov 18, 2024 2:44 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 6
- Views: 308
Re: Setting Parent Body for a SpaceLocation
This is neat. Currently us modders basically need to keep a spreadsheet of all planets to avoid collisions with other mods in the starmap. This would be a welcome feature. This would not prevent them to colide, but it would be less likely Something interesting is that someone could make a final-fix...
- Sun Nov 17, 2024 12:49 am
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 6
- Views: 308
Setting Parent Body for a SpaceLocation
For now we have : distance :: double : Distance from the location's parent body in map coordinates. orientation :: RealOrientation : Angle in relation to the parent body. It would be interesting to add parent :: string : Name of the parent SpaceLocation, optionnal, if not set it would work like in ...
- Fri Nov 08, 2024 1:22 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 10539
Re: Friday Facts #436 - Lost in Translation
One thing I really would like to see is alternate search languages to allow searching with internal keys or english (or a secondary language you choosen) when you don't use english as display language. So if you are french, you could type: "plaque de fer", "iron plate" or even &q...
- Sat Nov 02, 2024 9:57 pm
- Forum: Implemented mod requests
- Topic: [2.0.14] lane-splitter missing api
- Replies: 3
- Views: 227
Re: [2.0.14] lane-splitter missing api
The reason I asked for this id because I was interested in updating the Belt Visualiser mod to implement lane-splitter, and it has the feature that when you have an item in hand, it display the potential path for this item, and use the mentionned properties on splitter
- Sat Nov 02, 2024 3:21 pm
- Forum: Implemented mod requests
- Topic: [2.0.14] lane-splitter missing api
- Replies: 3
- Views: 227
[2.0.14] lane-splitter missing api
lane-splitter works simirlarly to splitter but don't have splitter_filter and splitter_output_priority in api
- Sat Oct 26, 2024 3:25 pm
- Forum: Modding interface requests
- Topic: [2.x] Negative quality
- Replies: 4
- Views: 354
Re: [2.x] Negative quality
As I"ve calculated, most quality is based on a multiplier of 1/3 so the minimal quality would be of -3 (-3.33333) There is still some edge case, like electric poles, which is based on increments of 2 for their range and wire distance, this put the Big electric pole to a minimum effective level ...
- Fri Oct 25, 2024 4:00 pm
- Forum: Modding interface requests
- Topic: [2.x] Negative quality
- Replies: 4
- Views: 354
[2.x] Negative quality
As for now, when adding a new quality, it can only be positive, it would be interesting to let define negative quality. It would permit to define that something can be worse than normal For example, I'm making a mod where everything you hancraft is of Makeshift quality, meaning it's worse than norma...
- Wed Oct 23, 2024 11:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [2.0.9] Display Panel still display if no condition is fullfilled
- Replies: 1
- Views: 749
[Tobias] [2.0.9] Display Panel still display if no condition is fullfilled
I've tried to make a map 7-segment display using the lines signals and found out that the display panel display a display panel if no condition is fullfilled, same if no icon is selected. Copie d'écran_20241023_131207.png As a display panel can still be explicitly selected as an icon, I would expect...
- Fri May 03, 2024 1:38 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36257
- Fri May 03, 2024 11:21 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36257
Re: Friday Facts #409 - Diminishing beacons
The fact that it's finally dicted by a lua table is the most exciting thing of the feature.
- Wed May 01, 2024 8:57 am
- Forum: Duplicates
- Topic: [1.1.107] (minor) Item render order on belts
- Replies: 1
- Views: 300
[1.1.107] (minor) Item render order on belts
Why: On still image this is doesn't really bugs me but ingame where items move on belts, this show a small imperfection in the factory Actual behavior: - On Down or Right belts (red on image): items are rendered from start to end - On Up or Left belts (yellow on image): items are rendered from end ...
- Sun Nov 05, 2023 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Filter frame has misalignment
- Replies: 1
- Views: 581
[1.1.94] Filter frame has misalignment
Filter frame has some misalignment when in button mode It give this result Bad.png This is how it should look like Good.png Here a reference of filter_tabbed_pane Ref.png I tried fixing it manually but I don't know if filter_frame is used elsewhere, it needed to update this in style.lua:4450 filter_...
- Sat Jan 02, 2021 7:45 am
- Forum: Won't implement
- Topic: LuaControl.move_crafting(start_index, end_index, count)
- Replies: 2
- Views: 1566
LuaControl.move_crafting(start_index, end_index, count)
TL;DR LuaControl.move_crafting would permit to reorder crafting queue without quirks LuaControl.begin_crafting and LuaControl.cancel_crafting can cause unwanted side effects when reordering and need some hacks to prevent them which cause other unwanted side effects. What ? LuaControl.move_crafting(...
- Sun Dec 13, 2020 6:27 pm
- Forum: Implemented mod requests
- Topic: Linked-belt
- Replies: 9
- Views: 6281
Re: Linked-belt
Sorry for posting in the wrong section, in fact if you can, can you move this in the Modding Interface Request since it is where it belong. I'm not asking about another mod doing things, I'm asking about a feature fors mods to use. Linked-chest are cool and there is a lot of cool things we can do wi...
- Sun Dec 13, 2020 9:09 am
- Forum: Implemented mod requests
- Topic: Linked-belt
- Replies: 9
- Views: 6281
Linked-belt
TL;DR Linked-belt would link two belt-lines wherever there are (could be on two different surfaces). linked-belt-concept.png What ? Linked-belt would link two belt-lines and merge them into one belt-line wherever the links are, they can be really far appart or on two different surfaces. Linked-belt...
- Sat Nov 28, 2020 1:35 am
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 53915
Re: Version 1.1.1
In another game (Eco to be more precise) there is the functionnality to navigate tooltips to see deep informations, here in factorio I really would like to have the possibility to see by default only the tooltip, being as simple as it can (so a lot of text is not consistant), and when holding a butt...
- Sat Aug 15, 2020 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Spidertron can't use roboport if logistic while moving is disabled
- Replies: 5
- Views: 6449
[1.0.0] Spidertron can't use roboport if logistic while moving is disabled
In the spidertron, if the Enable logistics while moving checkbox is disabled, the roboport in it can't be used when stationary (like the spidertron was always moving)
- Tue Jul 07, 2020 8:11 am
- Forum: Pending
- Topic: [0.18.35] Shift on sprites for guis are inconsistant
- Replies: 1
- Views: 1198
[0.18.35] Shift on sprites for guis are inconsistant
For some reason I needed a tree_view and for that I recreated my own version of the tree_view_tileset To make it working, I've added each variation where the line in the center can't be cut and for all other I used some crop technics using size position and shift But it seems that shift is not consi...
- Thu Jun 25, 2020 5:46 pm
- Forum: Not a bug
- Topic: [0.18.33] Custom input are gone wild
- Replies: 1
- Views: 1143
[0.18.33] Custom input are gone wild
Custom input seems to trigger to other inputs like entering a car. How to reproduce : - install a fresh factorio version - Install a mod that use custom-input like informatron - load or create a game - put a car - finally enter the car by pressing "return" - with informatron the popup open...