Search found 255 matches

by apriori
Sun Feb 24, 2019 2:02 pm
Forum: Modding help
Topic: How to change the distance between gui elements
Replies: 7
Views: 447

Re: How to change the distance between gui elements

Klonan wrote:
Sun Feb 24, 2019 1:27 pm
We have fixed it for 0.17
Klonan, hello! Where can I find ALL properties for EVERY SINGLE style? Didn't find on Wiki and in APIdocs.
by apriori
Sun Feb 24, 2019 1:22 pm
Forum: Modding help
Topic: How to change the distance between gui elements
Replies: 7
Views: 447

Re: How to change the distance between gui elements

I solved the problem by adding buttons to the table. And changing the vertical_spacing and horizontal_spacing to 0 But I still hope that in 0.17 it can be made easier. Yep, I wanted to do the same, but right now found another solution making me able to use flows and frames instead of tables: styles...
by apriori
Sat Feb 23, 2019 7:47 pm
Forum: Modding help
Topic: How to change the distance between gui elements
Replies: 7
Views: 447

Re: How to change the distance between gui elements

Tried to set guielement.style.xxx_padding = 0 but didn't help, I'm still having distance between elements: 2019-02-23_22-49-31.png But earlier the same code worked just fine: 2019-02-23_22-52-07.png EDIT: I add buttons to a flow. Tried to set paddings of both a flow and buttons, but it didn't work. ...
by apriori
Mon Apr 23, 2018 6:49 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17240

Re: [0.16] Teleportation

Hi guys! At first: sourcecode. Here: https://mods.factorio.com/mod/Teleportation - is a link to github. It's strange that you didn't notice it. "Sorce Code" tab. At second: are there any issues with the mod I should fix? I haven't played Factorio for a long time so I don't even know if the mod is st...
by apriori
Sat Apr 14, 2018 6:36 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 22443

Re: Friday Facts #238 - The GUI update (Part II)

Blueprint preview: Left Right click to remove, Right Left click to restore.
Because I build using Left click and remove using Right click.
by apriori
Mon Dec 25, 2017 4:48 pm
Forum: Not a bug
Topic: [0.16.7] Seems like the game doesn't load a new translation
Replies: 3
Views: 516

Re: [0.16.7] Seems like the game doesn't load a new translation

I know that it's necessary to restart the game.
The mod is still in English. After I restarted my PC (not even the game) 3 times.
by apriori
Sun Dec 24, 2017 10:33 am
Forum: Not a bug
Topic: [0.16.7] Seems like the game doesn't load a new translation
Replies: 3
Views: 516

[0.16.7] Seems like the game doesn't load a new translation

Hi there! Steps: 1. I started a new game having one of mods unlocalized. Saved the game. 2. Created a localization for this unlocalized mod (locale>ru>locale.cfg, UTF-8). 3. Loaded a savegame. An item, an entity and a tech stayed unlocalized (in English). The mod is https://mods.factorio.com/mods/Op...
by apriori
Mon Dec 18, 2017 6:01 pm
Forum: Duplicates
Topic: [0.16.5] Overdid belt compressing =)
Replies: 1
Views: 217

[0.16.5] Overdid belt compressing =)

The best compression ever! It's not a visual glitch - I checked it.
by apriori
Sat Sep 02, 2017 4:47 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17240

Re: [0.15] Teleportation

Sorry, friends, but I didn't play Factorio since July - there's too much work I got. If there are any bugs or crashes - I'll fix it. But I'm not sure I'll be able to develop the mod in the near future...
by apriori
Sat Sep 02, 2017 4:44 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17240

Re: [0.15] Teleportation

Anyone else lost the map markers in the last factorio update? If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport ;) I'm not sure if the mod can know when you D-cli...
by apriori
Sat Sep 02, 2017 4:43 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17240

Re: [0.15] Teleportation

:D And the question is, how many things can be put in 1 lighthouse to from the telelogic chests? It may be easier to make another 1 chest from point a to point b and a lighthouse, too, as an option. I made 6 chests that send 1 lighthouse but they do nothing. и вопрос, сколько вещей можно помещать в...
by apriori
Thu Jun 29, 2017 5:53 pm
Forum: Releases
Topic: Version 0.15.24
Replies: 21
Views: 11137

Re: Version 0.15.24

Does anybody know how to use the mod name/desc localization? How can I localize it?
by apriori
Wed Jun 21, 2017 9:40 am
Forum: Ideas and Suggestions
Topic: Right click deconstruction planner
Replies: 1
Views: 219

Re: Right click deconstruction planner

Imo shift + RMB should mark entities for deconstruction. Like shift+LMB ghost-places an entity.
by apriori
Wed Jun 21, 2017 9:36 am
Forum: Ideas and Suggestions
Topic: Hyperlinks in mod dialog
Replies: 3
Views: 383

Re: Hyperlinks in mod dialog

Vote for it.
by apriori
Wed May 31, 2017 6:26 pm
Forum: Modding help
Topic: Custom action type
Replies: 0
Views: 156

Custom action type

Code: Select all

  {
    type = "capsule",
    ...
    capsule_action =
    {
      type = "equipment-remote", -- wanna make my own action to use here
      equipment = "discharge-defense-equipment" --- without additional rows. Just raise an event
    },
    ...
    stack_size = 1
  },
Is it possible?
by apriori
Wed May 24, 2017 10:08 am
Forum: Duplicates
Topic: [0.15.13] Chem plant pipe connections look ugly
Replies: 1
Views: 307

[0.15.13] Chem plant pipe connections look ugly

2017-05-24_13-05-10.png
2017-05-24_13-05-10.png (120.78 KiB) Viewed 307 times
by apriori
Tue May 23, 2017 6:26 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17240

Re: [0.15] Teleportation

Neemys wrote:now the building is placeable
Thanks a lot! Fixed in 0.15.6 mod version.
by apriori
Tue May 23, 2017 6:08 pm
Forum: Releases
Topic: Version 0.15.13
Replies: 49
Views: 20916

Re: Version 0.15.13

0.15.13 wrote:My Mod Name instead of my-mod-name
So, maybe, let's make mod display name localizable too?
by apriori
Mon May 22, 2017 6:12 am
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 17240

Re: [0.15] Teleportation

Is there a way to change the beacon's inventory size? Currently it's limited to 2 types of items, hoping I could change something in the mod lua files but so far I don't know which part can change it. I'm using the beacon with Teleprovider chests. edit: Nevermind, found it in entity.lua, inventory ...
by apriori
Sun May 21, 2017 3:18 pm
Forum: Modding help
Topic: Create image dynamically
Replies: 3
Views: 451

Re: Create image dynamically

I think so. Look at the base-game script for how Barreling icons are created. I am pretty sure you can copy that and use it for entities as well. data/base/data-updates Thanks for the reply. I already can create combined icons (as in exampled file), but I want to create combined entity sprites on g...

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