Search found 407 matches

by y.petremann
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_...
by y.petremann
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(...
by y.petremann
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...
by y.petremann
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...
by y.petremann
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...
by y.petremann
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)
by y.petremann
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...
by y.petremann
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...
by y.petremann
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 ?
by y.petremann
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
LuaGameScript
get_entity_by_unit_number(unit_number) → LuaEntity
by y.petremann
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...
by y.petremann
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...
by y.petremann
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.
by y.petremann
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
by y.petremann
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...
by y.petremann
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 ...
by y.petremann
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.
by y.petremann
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...
by y.petremann
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.

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