Search found 34 matches
- Tue Mar 18, 2025 8:57 am
- Forum: Modding interface requests
- Topic: Add LuaControl::open_factoriopedia_gui(prototype?)
- Replies: 2
- Views: 323
- Wed Jan 29, 2025 10:35 am
- Forum: Bug Reports
- Topic: [2.0.32] Confirm window control is not working when it's the same as Cancel Craft 5
- Replies: 0
- Views: 135
[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.
- Thu Dec 05, 2024 9:46 pm
- Forum: Modding interface requests
- Topic: Default Toggle State for shortcuts.
- Replies: 4
- Views: 1081
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.
- Sun Dec 01, 2024 8:33 pm
- Forum: Modding interface requests
- Topic: Default Toggle State for shortcuts.
- Replies: 4
- Views: 1081
- Fri Nov 15, 2024 4:16 pm
- Forum: Bug Reports
- 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: 0
- Views: 217
[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 ...
Steps to reproduce:
1. Create a button (even frame should be enough but a button is my case)
2. Create custom-input
3. Set ...
- 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: 1
- Views: 374
[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 ...
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 ...
- 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: 203
[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.
What is missing is an option to show selection of a quality condition in LuaGuiElement.choose-elem-button() as in the quickbar.
- Wed Oct 30, 2024 12:41 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::zoom very limited compared to 1.1
- Replies: 14
- Views: 1967
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
character: start_zoom, chart_mode_cutoff
remote: start_position, start_zoom, chart_mode_cutoff
- 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: 144
[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.
- 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: 1113
[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
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
- Thu Oct 24, 2024 10:25 pm
- Forum: Ideas and Suggestions
- Topic: Simplify inventory sounds (more like 1.1) or add option
- Replies: 9
- Views: 968
- Thu Oct 24, 2024 4:50 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 14
- Views: 1295
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 ...
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 ...
- Tue Oct 22, 2024 5:37 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 14
- Views: 1295
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.
- Fri Oct 11, 2024 5:59 pm
- Forum: Ideas and Suggestions
- Topic: More toolbar slots visible on screen.
- Replies: 18
- Views: 8879
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
https://mods.factorio.com/mod/toolbars-mod
- Mon Oct 07, 2024 5:16 pm
- Forum: Modding help
- Topic: Why library blueprint (record) is always invalid for read?
- Replies: 2
- Views: 483
Re: Why library blueprint (record) is always invalid for read?
Yes, noticed it yesterday. This is what I would expect. Thanks for the replay.
- Mon Oct 07, 2024 10:44 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 6589
Re: Wider quickbar
Released. Performance improved greatly since last posted here version.
https://mods.factorio.com/mod/toolbars-mod
https://mods.factorio.com/mod/toolbars-mod
- Wed Oct 02, 2024 5:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 6589
Re: Wider quickbar
Crafting controls:
Ctrl + left = 1
Ctrl + right = 5
Alt + left = stack
Alt + right = half stack
Shift + left = all
Shift + right = half all
Ctrl + left = 1
Ctrl + right = 5
Alt + left = stack
Alt + right = half stack
Shift + left = all
Shift + right = half all
- Wed Oct 02, 2024 4:11 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 6589
Re: Wider quickbar
A lot of small improvements.
- Mon Sep 30, 2024 10:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 6589
Re: Wider quickbar
Great performance improvement. Even with hundreds slots it takes roughly 1ms to sync count in toolbar with inventory.
Added scrollbar when toolbar is higher than screen.
Added crafting: (further improvement awaiting, I want those bindings to be configurable and also add binding for crafting a stack ...
Added scrollbar when toolbar is higher than screen.
Added crafting: (further improvement awaiting, I want those bindings to be configurable and also add binding for crafting a stack ...
- Thu Sep 26, 2024 2:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 6589
Re: Wider quickbar
Further performance improvements + highlighting held ghost. Done for today.