Search found 39 matches

by zerwiport
Sun Jun 28, 2026 2:35 pm
Forum: Pending
Topic: Unknown key: "key-sequences.open-factoriopedia"
Replies: 3
Views: 199

Re: Unknown key: "key-sequences.open-factoriopedia"

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.

Code: Select all

open-factoriopedia=__CONTROL__open-factoriopedia__
by zerwiport
Sun Jun 28, 2026 1:46 pm
Forum: Modding interface requests
Topic: Total raw, crafting time
Replies: 0
Views: 108

Total raw, crafting time

Hi,

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 ...
by zerwiport
Sun Jun 28, 2026 1:36 pm
Forum: Pending
Topic: Unknown key: "key-sequences.open-factoriopedia"
Replies: 3
Views: 199

Unknown key: "key-sequences.open-factoriopedia"

06-28-2026, 15-32-44.png
06-28-2026, 15-32-44.png (244.99 KiB) Viewed 199 times
by zerwiport
Sat Jun 13, 2026 10:55 pm
Forum: Won't implement
Topic: Detecting if the space map is open
Replies: 2
Views: 301

Detecting if the space map is open

Hi,

I need a way to detect when a player opens the space map, so I can hide my mod's GUI components and restore them when it's closed.
by zerwiport
Tue Apr 22, 2025 4:59 pm
Forum: Minor issues
Topic: [2.0.15] CustomInput is not triggered when hovering over mod's UI when there is game's control with the same sequence
Replies: 2
Views: 1216

Re: [2.0.15] CustomInput is not triggered when hovering over mod's UI when there is game's control with the same sequenc

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.
by zerwiport
Thu Apr 10, 2025 7:54 pm
Forum: Minor issues
Topic: [2.0.15] CustomInput is not triggered when hovering over mod's UI when there is game's control with the same sequence
Replies: 2
Views: 1216

[2.0.15] CustomInput is not triggered when hovering over mod's UI when there is game's control with the same sequence

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 ...
by zerwiport
Wed Jan 29, 2025 10:35 am
Forum: Won't fix.
Topic: [2.0.32] Confirm window control is not working when it's the same as Cancel Craft 5
Replies: 1
Views: 773

[2.0.32] Confirm window control is not working when it's the same as Cancel Craft 5

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.
01-29-2025, 11-31-11.png
01-29-2025, 11-31-11.png (73.46 KiB) Viewed 773 times
by zerwiport
Thu Dec 05, 2024 9:46 pm
Forum: Modding interface requests
Topic: Default Toggle State for shortcuts.
Replies: 4
Views: 1953

Re: Default Toggle State for shortcuts.

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.
by zerwiport
Wed Oct 30, 2024 1:39 pm
Forum: Modding interface requests
Topic: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
Replies: 2
Views: 1219

[2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable

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 ...
by zerwiport
Wed Oct 30, 2024 1:25 pm
Forum: Modding interface requests
Topic: [2.0.12] LuaGuiElement.choose-elem-button() - add an option to show filter with quality condtion as in the quickbar
Replies: 0
Views: 870

[2.0.12] LuaGuiElement.choose-elem-button() - add an option to show filter with quality condtion as in the quickbar

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.
10-30-2024, 14-18-56.png
10-30-2024, 14-18-56.png (1.04 MiB) Viewed 870 times
10-30-2024, 14-19-32.png
10-30-2024, 14-19-32.png (370.18 KiB) Viewed 870 times
by zerwiport
Wed Oct 30, 2024 12:41 pm
Forum: Implemented mod requests
Topic: LuaPlayer::zoom very limited compared to 1.1
Replies: 15
Views: 5758

Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1

At least to me it would be enough to extend support of some LuaPlayer.set_controller(...) parameters instead of limiting them only to cutscene.

character: start_zoom, chart_mode_cutoff
remote: start_position, start_zoom, chart_mode_cutoff
by zerwiport
Wed Oct 30, 2024 12:13 pm
Forum: Assigned
Topic: [klonan] [2.0.12] textfield.icon_selector doesn't scale to textfield height
Replies: 0
Views: 520

[klonan] [2.0.12] textfield.icon_selector doesn't scale to textfield height

It's especially painful when height is lower than default. It could at least not overflow textfield.
10-30-2024, 13-07-57.png
10-30-2024, 13-07-57.png (76.72 KiB) Viewed 520 times
by zerwiport
Wed Oct 30, 2024 11:25 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.12] When sprite-button.elem_tooltip.quality is set the tooltip is not displayed
Replies: 1
Views: 2037

[Rseding91] [2.0.12] When sprite-button.elem_tooltip.quality is set the tooltip is not displayed

With elem_tooltip.type="item-with-quality" tooltip doesn't appear at all.
10-30-2024, 12-17-32.png

With elem_tooltip.type="item" tooltip for normal quality is displayed.
10-30-2024, 12-18-22.png

Quality is persisted for type="item-with-quality"
10-30-2024, 12-23-21.png
by zerwiport
Thu Oct 24, 2024 4:50 pm
Forum: Ideas and Suggestions
Topic: How to get old map key functionality?
Replies: 15
Views: 4757

Re: How to get old map key functionality?

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 ...
by zerwiport
Tue Oct 22, 2024 5:37 pm
Forum: Ideas and Suggestions
Topic: How to get old map key functionality?
Replies: 15
Views: 4757

Re: How to get old map key functionality?

At least allow to do it through API. Now I don't see a possibility to control it. What's the point of API if it's limited to what is in a base game.
by zerwiport
Fri Oct 11, 2024 5:59 pm
Forum: Ideas and Suggestions
Topic: More toolbar slots visible on screen.
Replies: 26
Views: 15243

Re: More toolbar slots visible on screen.

I created a mod that allows to create toolbars which you can place anywhere with named sections and possibility to put custom tools into them.

https://mods.factorio.com/mod/toolbars-mod
10-11-2024, 19-57-36.png
10-11-2024, 19-57-36.png (12.82 MiB) Viewed 7673 times
by zerwiport
Mon Oct 07, 2024 5:16 pm
Forum: Modding help
Topic: Why library blueprint (record) is always invalid for read?
Replies: 2
Views: 1047

Re: Why library blueprint (record) is always invalid for read?

Yes, noticed it yesterday. This is what I would expect. Thanks for the replay.

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