Search found 27 matches

by EvilPLa
Tue Apr 01, 2025 3:46 pm
Forum: Modding help
Topic: Gui Element Minimap Zoom
Replies: 2
Views: 257

Re: Gui Element Minimap Zoom

Ok, with one the recent patches the zoom works as it did in 1.1, glad I kept that old code nearby
by EvilPLa
Wed Feb 26, 2025 10:08 pm
Forum: Implemented mod requests
Topic: new schedule.add_record should return the index of the new record
Replies: 1
Views: 159

new schedule.add_record should return the index of the new record

TL;DR
The new schedule.add_record() should return the index of the new record. Unlike in the ui you don't acually see where the record is located. Temp records go in the current position, but the "current" value gets changed.
It would just make sense to return the index of the new record.

The ...
by EvilPLa
Thu Feb 06, 2025 9:03 am
Forum: Ideas and Requests For Mods
Topic: Colour code pipes based on contents?
Replies: 1
Views: 291

Re: Colour code pipes based on contents?

Did you see this companion mod https://mods.factorio.com/mod/color-coded-pipe-planner ? Simply use the planner over the new build and they are colored. Sure an automatic coloring would be nice, but I guess that would come with significant UPS waste, cause it would ALWAYS check EVERY pipe.
by EvilPLa
Tue Feb 04, 2025 8:00 pm
Forum: Duplicates
Topic: Exit Train on the edge of the World, aka Ribbon world
Replies: 1
Views: 169

Exit Train on the edge of the World, aka Ribbon world

When exiting the train on a Ribbon world, where the Rails are on the edge of the map, one gets stuck behind the train. In 1.1 you could walk out of that spot. Not sure if that counts as bug, but wanted to report it, because it is a bit frustrating, to turn around the locomotive everytime you want to ...
by EvilPLa
Mon Jan 27, 2025 9:48 am
Forum: Modding interface requests
Topic: Display quality overlay on a sprite and sprite-button
Replies: 5
Views: 635

Re: Display quality overlay on a sprite and sprite-button

Thanks for documenting this.
I had to set the size in the style definition and restrict the sprite widget to

Code: Select all

resize_to_sprite = false
01-27-2025, 10-44-49.png
01-27-2025, 10-44-49.png (16.9 KiB) Viewed 243 times
01-27-2025, 10-46-11.png
01-27-2025, 10-46-11.png (41.31 KiB) Viewed 243 times
(setting the actual sprite happens somewhere else)
01-27-2025, 10-44-06.png
01-27-2025, 10-44-06.png (11.42 KiB) Viewed 243 times
by EvilPLa
Sun Dec 15, 2024 5:23 pm
Forum: Won't fix.
Topic: [raiguard] [2.0.23] Loading sprites longer than in 1.0, to the point of unplayability with some mods.
Replies: 4
Views: 629

Re: Loading sprites longer than in 1.0, to the point of unplayability with some mods.

I'm on Linux Mint 21.3 Virginia too, using a laptop with only slightly better stats then yours. I don't have the extrem loading times you describe.
I have installed all py mods just to test, but no extreme loading times. The only difference I see is that I'm using XFCE and not Cinnamon. My log is ...
by EvilPLa
Wed Dec 11, 2024 12:49 pm
Forum: Duplicates
Topic: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work
Replies: 4
Views: 358

Re: [2.0.24] Passing parameter into __ENTITY__ LocalisedString doesn't work

The same happens with __CONTROL__

in 1.1 I had "registered=Train [train=__1__] registered to __CONTROL____2____"
But in 2.0 that doesn't work anymore
12-11-2024, 13-49-04.png
12-11-2024, 13-49-04.png (77.01 KiB) Viewed 318 times
by EvilPLa
Tue Dec 03, 2024 12:09 pm
Forum: Modding help
Topic: [2.0] Localisation Problems
Replies: 3
Views: 423

Re: [2.0] Localisation Problems

I don't see the missing name configured in these locale files.

something like this should fix the missing key

[entity-name]
ffr_fast-electric-furnace=I'm a fast Furnace
by EvilPLa
Fri Nov 29, 2024 9:18 am
Forum: Modding help
Topic: Gui Element Minimap Zoom
Replies: 2
Views: 257

Gui Element Minimap Zoom

Was the minimap zoom changed with 2.0. I got it all figured out for 1.1 and the minimaps looked fine. Now the seem to always zoom far out.
So was there a change, is it maybe a bug? Any infos will be appreciated.
Zoom in both pictures is 3

Old
11-29-2024, 10-13-45.png
11-29-2024, 10-13-45.png (394.05 KiB) Viewed 257 times
New
11-29-2024, 10-14-25.png
11-29-2024, 10-14-25.png (302.48 KiB) Viewed 257 times
by EvilPLa
Thu Nov 28, 2024 10:57 pm
Forum: Modding help
Topic: LuaEntity.ghost_prototype.items_to_place_this missing quality
Replies: 3
Views: 383

Re: LuaEntity.ghost_prototype.items_to_place_this missing quality

The quality for that prototype is in the entity as a separate quality prototype. Hope that helps
11-28-2024, 23-51-54.png
11-28-2024, 23-51-54.png (130.88 KiB) Viewed 253 times
by EvilPLa
Sun Nov 24, 2024 9:49 pm
Forum: Ideas and Suggestions
Topic: Reduce amount of text in mod manager overview
Replies: 0
Views: 146

Reduce amount of text in mod manager overview

On the left overview of the Modmanager, the amount a visible text should be reduced Workspace 1_015.png

The amount of text on the left side should be reduced to 4 maybe 6 lines of text. On the right side is the place where all the text can be read.

Why:
I think, when looking for new mods, the ...
by EvilPLa
Mon Nov 18, 2024 10:36 am
Forum: Pending
Topic: [2.0.19] Steam achievements won't work at all
Replies: 7
Views: 925

Re: [2.0.19] Steam achievements won't work at all

A bit more info would be nice. My steam achievements work, maybe you play modded?
by EvilPLa
Sun Nov 17, 2024 3:22 pm
Forum: Duplicates
Topic: [2.0.x] Chat messages not visible when Train UI open
Replies: 1
Views: 247

[2.0.x] Chat messages not visible when Train UI open

Not sure if that is a bug/oversight, but chat messages are not readable when the train UI is open.

What I would have expected:
Chat messages are readable.
11-17-2024, 15-54-57.png
11-17-2024, 15-54-57.png (64.04 KiB) Viewed 247 times
by EvilPLa
Wed Nov 13, 2024 8:51 pm
Forum: Implemented mod requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 24
Views: 2825

Re: [2.0] Be able to read/write interrupts for trains/space platforms

Looks like my mod exiguous-train-caller is deleting all Interupts too, need some way to modify the Schedule without wiping them.
by EvilPLa
Wed Nov 13, 2024 8:07 pm
Forum: Modding interface requests
Topic: [2.x] Rich Text img=class.name to support quality flag
Replies: 3
Views: 537

Re: [2.x] Rich Text img=class.name to support quality flag

My problem is in the same context, I want to get a quality sprite onto a sprite button. Something like that but with a quality overlay.
11-13-2024, 21-06-13.png
11-13-2024, 21-06-13.png (16.02 KiB) Viewed 428 times
by EvilPLa
Fri Nov 08, 2024 11:43 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [2.0.14] "Load save after sync" loads into single player mode when selected in Multiplayer "Host saved game"
Replies: 3
Views: 1744

Re: [2.0.14] "Load save after sync" loads into single player mode when selected in Multiplayer "Host saved game"

[2.0.15] Factorio is loading the save, even if the checkbox is not selected
11-08-2024, 12-42-51.png
11-08-2024, 12-42-51.png (84.56 KiB) Viewed 1701 times
by EvilPLa
Mon Nov 04, 2024 10:40 pm
Forum: Duplicates
Topic: [2.0.14] Set constant number Dialog, cannot confirm with "E" Key
Replies: 4
Views: 368

Re: [2.0.14] Set constant number Dialog, cannot confirm with "E" Key

Thanks. That is awesome and scary. You guys are great <3
by EvilPLa
Mon Nov 04, 2024 5:34 pm
Forum: Duplicates
Topic: [2.0.14] Set constant number Dialog, cannot confirm with "E" Key
Replies: 4
Views: 368

[2.0.14] Set constant number Dialog, cannot confirm with "E" Key

When entering a constant number in any Combinator, the Dialog opens and puts the cursor in the inputfield for numbers. that Dialog can not e closed by pressing "E" Key

To reproduce the Issue:
- Place a Combinator (eg. Decider Combinator) and open it's dialog
- Click on the Number Button to enter a ...

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