Sorry about that. After almost a year's break from active development, I forgot that keybinds are defined in my locale.cfg β and it wasn't set up for opening Factoriopedia.
In Toolbars mod I would like to present Total raw in a custom tooltip and maybe also time of crafting. Is it possible to expose api to calculate those values? Calculating in Lua is way more expensive and it's also pretty complicated logic which I would like to avoid if it is already done in the ...
Maybe you could detect that a gui was created by a mod therefore any GUI controls are not working if not implemented by a modder and don't block any of them. Alternative would be to allow a modder to define some inputs as GUI related.
I decided to post it as a bug because I couldn't find any mention of it in the documentation and I was really surprised that it works this way. It's at least inconsistency.
Steps to reproduce: 1. Create a button (even frame should be enough but a button is my case) 2. Create custom-input 3. Set ...
Confirm window control (for example when selecting an item for the quickbar) is not working when it's the same as Cancel Craft 5 and probably other similar controls. It was working fine before roughly 2.0.10.
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Yes, you can do handling of it by yourself but it would be nice to have it out of the box. It's also not such obvious to make there can be some edge cases in which it won't work.
Hi, I'm working on Toolbars (floating quickbars) and would like to make it work as similar to the quickbar as possible.
To support records I need:
LuaRecord.id - to store it in a slot and retrieve from LuaPlayer:blueprints() when picked LuaPlayer:cursor_record - write access to place it in the ...
Hi, I'm working on Toolbars (floating quickbars) and would like to make it work as similar to the quickbar as possible.
What is missing is an option to show selection of a quality condition in LuaGuiElement.choose-elem-button() as in the quickbar.
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10-30-2024, 14-19-32.png (370.18 KiB) Viewed 870 times
It's just overcomplicated. What is needed is a simple API and modders will do the job. player.setController("character", zoom) player.setController("remote", surface, position, zoom) It would also be useful to have an option to hide the remote controller frame or allow to do that through styles ...