Search found 12 matches

by MegaMech
Fri Dec 20, 2019 10:56 pm
Forum: Ideas and Suggestions
Topic: Train personalization; names and auto colour
Replies: 0
Views: 623

Train personalization; names and auto colour

What:
Train names and preset locomotive placement colour.


Why:
In big servers it's difficult to find your train in the train list. Add train names like in train stops.
Then when you hit the train button you can see all the names and just know which one is yours. Perhaps pregenerated names could ...
by MegaMech
Thu Dec 19, 2019 3:59 pm
Forum: Modding discussion
Topic: [Guide] Editing entity UI
Replies: 2
Views: 2406

Re: [Guide] Editing entity UI

Glad it helped!
The problem is likely related to improper switching in an event. Or an event being called when you don't want it so improper filtering of it. I dislike doing GUI stuff in games. The documentation is normally lacking, the coding is tedious and complicated for something quite simple in ...
by MegaMech
Mon Dec 16, 2019 10:24 pm
Forum: Modding interface requests
Topic: Add UI flow types to API
Replies: 1
Views: 939

Add UI flow types to API

I believe that "vertical_flow_style" is missing from the wiki/API.
One would think that a flow with the setting direction="vertical" would have a type and parent of "flow_style" and "flow" respectively. This is not the case rather its "vertical_flow_style" and "vertical_flow" presumably the ...
by MegaMech
Mon Dec 16, 2019 10:20 pm
Forum: Modding discussion
Topic: [Guide] Editing entity UI
Replies: 2
Views: 2406

[Guide] Editing entity UI

One might think that something as simple as adding a button to a building UI wouldn't be too hard. It's actually somewhat complicated if you don't know which approach to use. I created this guide to help new modders figure out the UI a bit quicker.

In Factorio all entity UI's are read-only. If you ...
by MegaMech
Mon Dec 16, 2019 9:34 pm
Forum: Modding interface requests
Topic: Allow mods to properly center a frame
Replies: 2
Views: 1222

Re: Allow mods to properly center a frame

style="margin-top: %hotbar_heighth%";

It would be nice if there was a wiki-page with the default sizings of all elements, or a debug that shows sizings of all elements in-game. Can also check style.lua under core or whatever. I just guessed with my mod until I got it kinda where I wanted it. I ...
by MegaMech
Mon Dec 16, 2019 8:20 pm
Forum: Modding help
Topic: Keep inventory after building upgrade
Replies: 0
Views: 573

Keep inventory after building upgrade

Hello,

I am replacing a turret with a fast_replace upgraded one. How do I keep the previous inventory after the upgrade? It says table expected got nil.
local inv = turret.get_inventory(defines.inventory.turret_ammo).get_contents()
local turret = player.opened --(LuaEntity)
local upg = turret ...
by MegaMech
Sun Dec 15, 2019 10:00 pm
Forum: Modding interface requests
Topic: Entity editable command cards
Replies: 0
Views: 545

Entity editable command cards

Hello,

Can modded deepcopy entities contain predefined UI's with editable "command cards" (starcraft II term)? So modders can just choose how many buttons and their types then assign each button to a method? It's really tedious making the simplest edit to an entity UI because it requires recreating ...
by MegaMech
Sat Dec 14, 2019 8:09 pm
Forum: Modding help
Topic: Upgradable gun turrets w/coins possible?
Replies: 4
Views: 1524

Re: Upgradable gun turrets w/coins possible?

Do I have to create new types of ammo to change damage output? I do not see a "damage" option in the ammo-turret entity information on the wiki.
by MegaMech
Sat Dec 14, 2019 7:25 pm
Forum: Modding help
Topic: Upgradable gun turrets w/coins possible?
Replies: 4
Views: 1524

Upgradable gun turrets w/coins possible?

Hello,

Is the following possible or feasible? If not, can you suggest a similar idea that would be? I am new to modding Factorio but not new to programming. It has several modding limits, specifically with editing the UI, so I don't want to waste time if what I want to do is not possible. I want to ...
by MegaMech
Wed Mar 23, 2016 10:32 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Bad sentence structure
Replies: 3
Views: 1496

Re: Bad sentence structure

MasterBuilder wrote:But aliens don't have guns. :|
Exactly

I feel like my 3rd grade english teacher right now haha
by MegaMech
Tue Mar 22, 2016 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Bad sentence structure
Replies: 3
Views: 1496

[Twinsen] Bad sentence structure

In-game, researching the tech 'combat robotics':
"Combat robotics help to fight the enemy with their guns.
They are spawned from the capsules and have a limited lifetime. Some follow the player"

Is "their guns" referring to the enemy alien guns or the robot guns. I would recommend a change to ...

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