Search found 27 matches
- 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
- 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 ...
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 ...
- 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.
- 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 ...
- 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
(setting the actual sprite happens somewhere else)
I had to set the size in the style definition and restrict the sprite widget to
Code: Select all
resize_to_sprite = false
- Sat Jan 04, 2025 11:25 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 29
- Views: 3161
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1 for this suggestion
- 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 ...
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 ...
- 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
in 1.1 I had "registered=Train [train=__1__] registered to __CONTROL____2____"
But in 2.0 that doesn't work anymore
- 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
something like this should fix the missing key
[entity-name]
ffr_fast-electric-furnace=I'm a fast Furnace
- 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 New
So was there a change, is it maybe a bug? Any infos will be appreciated.
Zoom in both pictures is 3
Old New
- 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
- 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 ...
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 ...
- 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?
- 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.
What I would have expected:
Chat messages are readable.
- 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.
- 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.
- 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
- Fri Nov 08, 2024 9:33 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Integer underflow entering negative number as parameter in combinator (Still unresolved)
- Replies: 4
- Views: 594
- 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
- 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 ...
To reproduce the Issue:
- Place a Combinator (eg. Decider Combinator) and open it's dialog
- Click on the Number Button to enter a ...