Search found 18 matches
- Thu Jan 05, 2023 9:06 pm
- Forum: Modding help
- Topic: How to set "red-ed out" inventory slots
- Replies: 3
- Views: 1119
Re: How to set "red-ed out" inventory slots
thanks, haha I missed it because I assumed "bar" had something to do with the quickbar without actually reading
- Thu Jan 05, 2023 6:33 pm
- Forum: Modding help
- Topic: How to set "red-ed out" inventory slots
- Replies: 3
- Views: 1119
How to set "red-ed out" inventory slots
So in most inventories in Factorio you can click the big X and red out several inventory slots to shrink the inventory size. How do I do this from a mod?
Also is there a more official name for "red-ing out" inventory slots?
Also is there a more official name for "red-ing out" inventory slots?
- Wed Jan 04, 2023 4:02 am
- Forum: Modding help
- Topic: Entity removed without raising an event
- Replies: 4
- Views: 1202
Re: Entity removed without raising an event
Also if I come across an invalid entity in global, is there a safe way to figure out what its unit_number was? A large part of why I can't use that solution, at least not easily and efficiently, is because I have some data structures that are indexed by the unit_number that need to be updated about ...
- Wed Jan 04, 2023 3:58 am
- Forum: Modding help
- Topic: Entity removed without raising an event
- Replies: 4
- Views: 1202
Re: Entity removed without raising an event
to clarify, is on_entity_destroyed guaranteed to fire after removal no matter what?
- Tue Jan 03, 2023 9:07 pm
- Forum: Modding help
- Topic: Entity removed without raising an event
- Replies: 4
- Views: 1202
Entity removed without raising an event
Is it possible for an entity to be removed from a world without raising an event?
I have a reoccurring bug in my mod where essential entities seemingly disappear during or before on_configuration_changed without my mod detecting them and updating.
My mod has code that must be run when specific ...
I have a reoccurring bug in my mod where essential entities seemingly disappear during or before on_configuration_changed without my mod detecting them and updating.
My mod has code that must be run when specific ...
- Sat Dec 24, 2022 5:25 am
- Forum: Modding help
- Topic: How to add in game tips and tricks
- Replies: 2
- Views: 1056
How to add in game tips and tricks
If I wanted to create an in game tutorial or guide for my mod similar to how vanilla factorio's tips and tricks functions, how would I do that? Is there any documentation available on how to do this?
- Thu Dec 08, 2022 9:23 pm
- Forum: Mods
- Topic: [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
- Replies: 2
- Views: 4823
Re: [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
Version 1.1.0 is out now!
A quickstart guide has been added to the mod portal: https://mods.factorio.com/mod/cybersyn
New Features:
Trains can bypass visiting the depot if they have enough fuel. Trains spend far more time productively making deliveries rather than travelling to and from their ...
A quickstart guide has been added to the mod portal: https://mods.factorio.com/mod/cybersyn
New Features:
Trains can bypass visiting the depot if they have enough fuel. Trains spend far more time productively making deliveries rather than travelling to and from their ...
- Wed Nov 30, 2022 1:11 am
- Forum: Mods
- Topic: yet another Rail Logistics Dispatcher
- Replies: 1
- Views: 1176
Re: yet another Rail Logistics Dispatcher
What a coincidence, we seemed to have had the same mod idea at the same time. Nice job!
- Wed Nov 30, 2022 1:09 am
- Forum: Mods
- Topic: [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
- Replies: 2
- Views: 4823
[MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher
https://mods.factorio.com/mod/cybersyn
Project Cybersyn
Behold one of the most feature-rich and performant train logistics network mods Factorio has to offer. Named for Project Cybersyn of Allende's Chile, with just this mod you can coordinate the economic inputs and outputs of your entire ...
Project Cybersyn
Behold one of the most feature-rich and performant train logistics network mods Factorio has to offer. Named for Project Cybersyn of Allende's Chile, with just this mod you can coordinate the economic inputs and outputs of your entire ...
- Sat Nov 19, 2022 3:37 pm
- Forum: Modding interface requests
- Topic: Event for trying to place a blueprint.
- Replies: 3
- Views: 2300
Re: Event for trying to place a blueprint.
^^^ This could also be a solution my current problem with the factorio api viewtopic.php?f=28&t=103934. I need some kind of event when a blueprint is pasted over an existing entity.
- Sat Nov 19, 2022 3:29 pm
- Forum: Modding help
- Topic: Event when singal of a constant combinator are changed
- Replies: 7
- Views: 3083
Re: Event when singal of a constant combinator are changed
I just attempted to use player_cursor_stack_changed, but if the player is using a blueprint from their blueprint library, it does not seem to show up. When watching the player_cursor_stack_changed, is there a way to determine if the player is holding a blueprint from their blueprint library?
- Tue Nov 01, 2022 10:52 pm
- Forum: Modding help
- Topic: how to force word wrap in a gui label
- Replies: 3
- Views: 1313
Re: how to force word wrap in a gui label
setting a maximal_width and single_line worked for me, thank!
- Mon Oct 31, 2022 5:31 pm
- Forum: Modding help
- Topic: how to force word wrap in a gui label
- Replies: 3
- Views: 1313
how to force word wrap in a gui label
Hello, I have a gui label with a long caption. This is causing me a problem where instead of word-wrapping the caption text onto a new line, instead the entire gui frame is being stretched horizontally to fit the text on one long single line. It looks awful and I want to ask how do I get the label ...
- Sat Oct 29, 2022 8:19 pm
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 18
- Views: 3704
copy-paste by blueprint should trigger an event
I would like blueprinting over an existing entity to trigger the "defines.event.on_entity_settings_pasted" event https://lua-api.factorio.com/latest/events.html#on_entity_settings_pasted or otherwise it's own unique event. So for example, if I have two constant combinators with different settings ...
- Sat Oct 29, 2022 7:43 pm
- Forum: Modding help
- Topic: filtering out asterisk signals from a choose-elem-button
- Replies: 0
- Views: 527
filtering out asterisk signals from a choose-elem-button
I would like to make a gui that lets you choose a signal type like in a combinator. I'm using a choose-elem-button https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.choose-elem-button set to elem_type="signal". However this has the problem that the wildcard asterisk signals appear ...
- Fri Oct 28, 2022 1:50 am
- Forum: Modding help
- Topic: Event when singal of a constant combinator are changed
- Replies: 7
- Views: 3083
Re: Event when singal of a constant combinator are changed
I was skeptical if this worked with blueprints but looks like it does, thanks!
- Thu Oct 27, 2022 8:50 pm
- Forum: Modding help
- Topic: Event when singal of a constant combinator are changed
- Replies: 7
- Views: 3083
Re: Event when singal of a constant combinator are changed
I am attempting to do the same thing here, catch when the settings of a custom combinator are changed. I'm currently catching when the settings are copy-pasted and when the gui to change them is accessed, but I cannot find a way to catch when the combinator is blueprinted over. Is there a way to ...
- Fri Oct 21, 2022 12:40 am
- Forum: Modding help
- Topic: Entity interaction preview
- Replies: 1
- Views: 688
Entity interaction preview
I would like to create an entity sort of like a beacon that affects the entities around it, so I want my item to show something like the beacon or power pole effect range preview when the player is holding it to place it. Is there any way to get this preview on a non-beacon, non-power pole prototype?