Search found 30 matches
- 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: 55
[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 cust...
- 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: 160
[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 cursor
- 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: 63
[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: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 9
- Views: 593
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: 63
[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: 702
[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
- 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: 551
- Thu Oct 24, 2024 4:50 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 11
- Views: 517
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...
- Tue Oct 22, 2024 5:37 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 11
- Views: 517
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: 12
- Views: 7519
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: 294
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: 4807
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: 4807
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: 4807
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: 4807
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)...
- Thu Sep 26, 2024 2:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 4807
Re: Wider quickbar
Further performance improvements + highlighting held ghost. Done for today.
- Thu Sep 26, 2024 12:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 4807
Re: Wider quickbar
Big performance improvement, not perfect but decent time of items counting.
- Thu Sep 26, 2024 11:32 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 4807
Re: Wider quickbar
Dynamic resizing and aligning columns for whole toolbar, more convenient and no ugly buttons anymore. Now I need to work on performance, especially on updating current item count. It's strange that lua is so slow. I wonder if Factorio is not making some operations more expensive, not many things hap...
- Tue Sep 24, 2024 11:19 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 4807
Re: Wider quickbar
Almost ready. I'm going to experiment with dynamic resizing to check if it's more convenient then buttons but all basic functionalities are working.
- Sat Sep 21, 2024 8:56 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 4807
Re: Wider quickbar
What styling do you use? UI looks different, it's easier to see borders, it would be useful during development.