Search found 20 matches

by Sharparam
Mon Dec 02, 2024 11:57 pm
Forum: Modding interface requests
Topic: Event when entity is pasted using Ctrl+C Ctrl+V
Replies: 1
Views: 72

Event when entity is pasted using Ctrl+C Ctrl+V

Currently, if you have something like a custom constant combinator prototype, and a user copies an existing one with Ctrl+C and then pastes over another entity of the same type with Ctrl+V (blue highlight meaning it will replace/merge on the target entity), there doesn't seem to be any kind of event...
by Sharparam
Wed Nov 27, 2024 10:25 pm
Forum: Modding interface requests
Topic: [2.x] Add field for name of logistic network
Replies: 3
Views: 146

Re: [2.x] Add field for name of logistic network

What do you mean by the name of the network? Sections do have names, and that is accessible in LuaLogisticSection.group, but I didn't think logistic networks as a whole could have names. If you open the "Logistic networks" view (default hotkey "L" or use the button with the squa...
by Sharparam
Tue Nov 26, 2024 2:59 am
Forum: Modding interface requests
Topic: elem_filters for type=signal choose-elem-button
Replies: 3
Views: 1444

Re: elem_filters for type=signal choose-elem-button

Are there any updates on any chance of getting support for hiding "everything", "anything", and "each"? Currently I still have to have a workaround in my mod when a player selects one of those three, displaying an error message to the chat instead of just being able to ...
by Sharparam
Sun Nov 24, 2024 3:01 pm
Forum: Modding interface requests
Topic: Allow setting number on choose-elem-button
Replies: 0
Views: 73

Allow setting number on choose-elem-button

Currently there is no way to display a number/label on a choose-elem-button . This is needed e.g. for making a custom combinator GUI where you can select signals and they also have a count associated with them which needs to be displayed (just like a vanilla constant combinator). Currently you can w...
by Sharparam
Fri Nov 22, 2024 4:42 pm
Forum: Translations
Topic: Spanish translation lacks a proofreader
Replies: 1
Views: 122

Re: Spanish translation lacks a proofreader

Linking my thread about Swedish proofreader since they are related and a response in one might be interesting for the other too: viewtopic.php?f=12&t=118884 (specifically what is the current way to apply to become proofreader).
by Sharparam
Tue Nov 19, 2024 4:22 pm
Forum: Translations
Topic: Minor grammar in "resource drain" and "spoil time" descriptions
Replies: 12
Views: 952

Re: Minor grammar in "resource drain" and "spoil time" descriptions

If anyone knows of a way (on this forum) to actually "hide" text, such that it doesn't "take up space" until clicked (etc) -- rather than simply being "redacted" -- Please, PLEASE tell me. If you give your spoiler tag a title, it will generate a collapsible block inste...
by Sharparam
Tue Nov 19, 2024 10:38 am
Forum: Translations
Topic: Minor grammar in "resource drain" and "spoil time" descriptions
Replies: 12
Views: 952

Re: Minor grammar in "resource drain" and "spoil time" descriptions

All of these walls of text that can be answered with: There is implied context for the "baseline". It's more slowly/slower than normal.
by Sharparam
Fri Nov 15, 2024 1:30 am
Forum: Modding interface requests
Topic: Ability to re-order logistic sections
Replies: 0
Views: 114

Ability to re-order logistic sections

In order to mimic the behaviour of various entities that use logistic sections in the normal game, it would be nice to be able to re-order logistic sections.

For example in LuaConstantCombinatorControlBehavior.

Currently you can only add or remove sections.
by Sharparam
Thu Nov 14, 2024 1:55 pm
Forum: Modding interface requests
Topic: Expose drag-and-drop list to Lua
Replies: 5
Views: 1842

Re: Expose drag-and-drop list to Lua

I want to revive this request since this is even more important now in 2.0. I want to reimplement the logistic sections UI for my custom combinator, but to do that there has to be some way to implement the drag and drop mechanic. I don't mind if it ends up needing a bunch of custom code, but we need...
by Sharparam
Wed Nov 13, 2024 8:15 pm
Forum: Translations
Topic: [2.0.17] heating tower translation missing
Replies: 4
Views: 289

Re: [2.0.17] heating tower translation missing

Crowdin does indeed save old translations in its database and suggests them based on similarity of the English original. If the new English text is just a minor change that does not affect the translation, copying over the old one is just a single click. But nonetheless, a translator has to look at...
by Sharparam
Wed Nov 13, 2024 5:53 pm
Forum: Translations
Topic: [2.0.17] heating tower translation missing
Replies: 4
Views: 289

Re: [2.0.17] heating tower translation missing

When strings change, we remove their translation to make the community aware that they should be translated again. It is usually done in the following release. Maybe it's a limitation in Crowdin, but is there any way to preserve the old translation for context when making the updated one? Sometimes...
by Sharparam
Tue Nov 12, 2024 3:41 am
Forum: Won't fix.
Topic: [2.0.15] Biters expand beyond cliff
Replies: 8
Views: 1199

Re: [2.0.15] ]Biter Expansion and Cliffs

More useful β‰  perfect Notice how I did not say perfect? As it stands, cliffs are no more "useful" than they were in 1.1 since you have to treat them as open space and litter them with turrets anyway. As mentioned above, all it does is save you from having to build some walls. If you read ...
by Sharparam
Tue Nov 12, 2024 2:55 am
Forum: Modding interface requests
Topic: [2.0] Routing trains to specific stops
Replies: 4
Views: 335

Re: [2.0] Routing trains to specific stations

curiosity wrote: ↑Mon Nov 11, 2024 11:26 am And your thread title is bad. A station is the name. A stop is the entity in the world.
The API uses station both to refer to the entity and the name (in different places), so it's not very consistent.
by Sharparam
Mon Nov 11, 2024 4:53 am
Forum: Won't fix.
Topic: [2.0.15] Biters expand beyond cliff
Replies: 8
Views: 1199

Re: [2.0.15] ]Biter Expansion and Cliffs

Rseding91 wrote: ↑Sun Nov 10, 2024 7:20 pm Cliffs are not a guarantee of protection.
So what about all that stuff about making cliffs more useful for defense in FFF-401?
by Sharparam
Sat Nov 09, 2024 12:49 am
Forum: Modding interface requests
Topic: Please add on_gui_focus and on_gui_unfocus
Replies: 1
Views: 265

Re: Please add on_gui_focus and on_gui_unfocus

I'm trying to reimplement the search bar from base game and this sounds like it would make it possible, so add me to the count of people wanting this.

Either that or an is_focused field on LuaGuiElement to be able to check if something is focused.
by Sharparam
Wed Nov 06, 2024 8:33 pm
Forum: Modding interface requests
Topic: Add APIs to manage logistic groups
Replies: 3
Views: 291

Add APIs to manage logistic groups

There doesn't seem to be any APIs to manipulate logistic groups for mods. This makes it impossible to implement custom combinator UIs where the user needs to be able to select and manage logistic groups, just like with base game combinators. We need APIs to: Get all existing logistic groups (with th...
by Sharparam
Wed Nov 06, 2024 7:02 pm
Forum: Modding interface requests
Topic: combinator_description not accessible on ghosts
Replies: 1
Views: 155

combinator_description not accessible on ghosts

Trying to access the combinator_description field on a LuaEntity that is a ghost of a combinator entity fails with the following error: Entity is not arithmetic-combinator or decider-combinator or constant-combinator. However, the base game is somehow able to set the description on combinators while...
by Sharparam
Thu Oct 31, 2024 6:53 pm
Forum: Translations
Topic: Proofreader for Swedish language
Replies: 0
Views: 136

Proofreader for Swedish language

I would be interested in getting added as proofreader for the Swedish language, since we don't currently have one. Is it still Klonan that should be contacted on Crowdin for these matters?
by Sharparam
Mon Mar 27, 2023 2:35 pm
Forum: Modding discussion
Topic: [Guide] Adding badges to a mod's github readme
Replies: 2
Views: 1976

Re: [Guide] Adding badges to a mod's github readme

- On GitHub the images become hyperlinks to the pictures instead of what i assume should be the mod-portal page? I didn't investigate this further as it didn't really bother me. This is just due to GitHub turning pure image tags into links to the image if not wrapped within an explicit link. In reg...
by Sharparam
Sat Mar 25, 2023 11:26 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 100664

Re: Documentation Improvement Requests

The documentation for LuaConstantCombinatorControlBehavior.set_signal says that the second parameter (signal) cannot be nil, but passing nil is valid (seemingly, it works in-game, version 1.1.76) to clear the signal.

-> Thanks, noted for 1.1.79.

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