Search found 407 matches
- Sun Nov 05, 2023 10:24 am
- Forum: Fixed for 2.0
- Topic: [1.1.94] Filter frame has misalignment
- Replies: 1
- Views: 353
[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: 1317
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: 5168
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: 5168
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: 48570
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: 5715
[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: 1003
[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: 957
[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...
- Fri Jun 19, 2020 10:49 am
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 37984
Re: Friday Facts #352 - New website
Whooohoo, I'm on a hype train ... would the lua-api docs get better styles too ?
- Wed Jun 17, 2020 4:21 pm
- Forum: Modding help
- Topic: How to get entity by unit_number ?
- Replies: 3
- Views: 1209
Re: How to get entity by unit_number ?
Would it be possible to add a method for that because having x mods maintaining their own list of "thousands" of entities can be a little problematic ...
I think that like get_entity_by_tag we should have
I think that like get_entity_by_tag we should have
LuaGameScript
get_entity_by_unit_number(unit_number) → LuaEntity
- Wed Jun 17, 2020 4:09 pm
- Forum: Modding help
- Topic: How to get entity by unit_number ?
- Replies: 3
- Views: 1209
How to get entity by unit_number ?
So I've registered on a lot of entities and when destroyed I would like to retrieve the entity corresponding to the unit_number, here for the example I print it's name but I do more complex task. --[[ function to write local get_entity _from_unit_number(unit_number) return entity end --]] local func...
- Fri Feb 14, 2020 5:10 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 25444
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
More effects like these please !!!
- Fri Dec 13, 2019 5:13 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 23647
Re: Friday Facts #325 - New Explosions and Particles
I feel like that : - bitter should have a trail of purple blood when we are shooting at them (each bullet make their corpse loose blood) - construction like rails should explode less (arc being lower, nearest of the construction and less elements) - shooting particles (like on roboport) should be mo...
- Tue Nov 26, 2019 12:11 am
- Forum: Ideas and Suggestions
- Topic: [GUI update] Accumulator should indicate charge level on GUI
- Replies: 2
- Views: 1231
[GUI update] Accumulator should indicate charge level on GUI
Based on the mockups on the GFX wiki, I've seen that the Heat exchanger have a bar indicating his temperature. On this idea I think that Accumulators should indicate their charge level.
- Fri May 10, 2019 6:08 pm
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 21057
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
What is Factorio lacking about his Documentation is proper Prototype Documentation ... Would be great to have one
- Tue Apr 16, 2019 9:58 pm
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 22756
Re: Somethings not (or hidden) in doc but you need to know
About gui names, eradicator method is quite good for the mod itself, but it doesn't prevent other mods not protected by this method to fall in this trap ... An example is that I have two mods ModA (mine) and ModB (by any dev) defining each an interface with a cancel Button So with eradicator methods...
- Fri Mar 15, 2019 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 9956
Add dependency in reseach queue
TL;DR Being able to see research that can fit the research tree with their dependencies and quickly adding them with their dependencies. Now Actually with the research queue available, when we append a research, any research that could be researched after is displayed in orange and can be appended ...
- Fri Oct 26, 2018 6:55 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 205018
Re: Friday Facts #266 - Cleanup of mechanics
Regarding Assembling Machine, I think that ingredient limit should be kept as an optional thing for mods.
- Mon Aug 27, 2018 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Safe mode when factorio handle a crash
- Replies: 0
- Views: 922
Safe mode when factorio handle a crash
When factorio start and a crash occur, instead of just having the options to disable mods, we should have the possibility if possible to change settings and to disable individual mods, it could be . This would be really interesting because it would permit to change back that setting that fucked ever...
- Fri Jul 20, 2018 11:43 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 42555
Re: Friday Facts #252 - Sound design & Map editor
For my part, I would be glad to have two functionnality about the editor :
1) being able to run the editor without pausing the game, so the player on the editor could be a sort of GameMaster.
2) Player would get notified that somebody used the editor command, so it couldn't be done unotified.
1) being able to run the editor without pausing the game, so the player on the editor could be a sort of GameMaster.
2) Player would get notified that somebody used the editor command, so it couldn't be done unotified.