Search found 8 matches
- Mon Aug 26, 2024 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Surveillance Drone
- Replies: 6
- Views: 2714
Re: [Idea] Surveillance Drone
Not a drone but has the functionality to scan indefinitely beyond regular boundaries: Infinite Radar
- Sun Aug 25, 2024 11:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.109] [API] Inconsistent shortcut toggle behavior when 'toggleable' is not set
- Replies: 1
- Views: 945
[Rseding91] [1.1.109] [API] Inconsistent shortcut toggle behavior when 'toggleable' is not set
When a shortcut.toggleable is not set the shortcut's visual toggle behavior gives inconsistent results.
Observed behavior:
Given below code, player.set_shortcut_toggled gives inconsistent results depending on when a shortcut button is pressed or when a custom input is given to call a generic ...
Observed behavior:
Given below code, player.set_shortcut_toggled gives inconsistent results depending on when a shortcut button is pressed or when a custom input is given to call a generic ...
- Tue May 07, 2024 8:10 am
- Forum: Modding help
- Topic: How to get the GUI element "camera" working
- Replies: 2
- Views: 771
Re: How to get the GUI element "camera" working
Alright so I solved it. Apparently this element needs to be styled properly and doesn't work out of the box. Here's what I did;
Data.lua
local styles = data.raw["gui-style"].default
styles["my_camera_style"] = {
type = "camera_style",
horizontally_stretchable = "on",
vertically_stretchable ...
Data.lua
local styles = data.raw["gui-style"].default
styles["my_camera_style"] = {
type = "camera_style",
horizontally_stretchable = "on",
vertically_stretchable ...
- Mon May 06, 2024 8:02 pm
- Forum: Modding help
- Topic: How to get the GUI element "camera" working
- Replies: 2
- Views: 771
How to get the GUI element "camera" working
Hi there,
I'm having trouble to get a "camera" GUI element on my frame. I have tried literally everything up until the point that I disabled all my mods and created a new test mod with only the mandatory info.json and following control.lua:
script.on_init(function()
--Create a global variable to ...
I'm having trouble to get a "camera" GUI element on my frame. I have tried literally everything up until the point that I disabled all my mods and created a new test mod with only the mandatory info.json and following control.lua:
script.on_init(function()
--Create a global variable to ...
- Fri Oct 13, 2023 5:00 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 6269
Re: Export currently held blueprint library object to item
Adding my +1 here too! Personally I never store blueprints in game (character, chest, entity, whatever) but always in my personal blueprint library. Almost all blueprint altering mods will benefit from this feature.
- Fri Oct 13, 2023 4:23 pm
- Forum: Modding help
- Topic: Solved - player.is_cursor_blueprint always returns true?
- Replies: 5
- Views: 993
Re: player.is_cursor_blueprint always returns true?
I feel so stupid now..
Thanks for this insight!
Thanks for this insight!
- Thu Oct 12, 2023 11:31 pm
- Forum: Modding help
- Topic: Solved - player.is_cursor_blueprint always returns true?
- Replies: 5
- Views: 993
Re: player.is_cursor_blueprint always returns true?
With 'no matter what item I select' I mean any item, being it a dumb stick to a rocket silo, selection tool, cusom mod items, you name it.
- Thu Oct 12, 2023 9:20 pm
- Forum: Modding help
- Topic: Solved - player.is_cursor_blueprint always returns true?
- Replies: 5
- Views: 993
Solved - player.is_cursor_blueprint always returns true?
So I'm probably the gazillionth person trying to read blueprints from libraries and dove into the API docs to find player.is_cursor_blueprint and player.cursor_stack.is_blueprint, which should return a true/false whether the player is holding a blueprint item.
Now I tried and tested a million ...
Now I tried and tested a million ...