Kind of. I need to be a bit more granular than that. More like row-by row. I tried having a horizontal flow with a whole bunch of buttons and no padding, but i wound up with a bunch of really small buttons that are hard to click on with spaces in between them.
Too bad that the slider control can't ...
Search found 33 matches
- Sun Nov 30, 2025 7:46 am
- Forum: Modding help
- Topic: DIY Vertical Scrollbar
- Replies: 2
- Views: 140
- Sun Nov 30, 2025 4:33 am
- Forum: Modding help
- Topic: DIY Vertical Scrollbar
- Replies: 2
- Views: 140
DIY Vertical Scrollbar
I'm looking for a way to build a scrollbar with the GUI or some type of vertical version of the slider. Normally i would just use a scroll-pane.
However, I'm working on a mod that displays a large amount of data, and I don't want to have to update elements that aren't visible. Since visibility ...
However, I'm working on a mod that displays a large amount of data, and I don't want to have to update elements that aren't visible. Since visibility ...
- Mon Nov 24, 2025 4:06 am
- Forum: Modding interface requests
- Topic: Add direction to sliders
- Replies: 0
- Views: 132
Add direction to sliders
Add a GUIdirection property when adding sliders, allowing sliders to be either horizontal or vertical
- Sat Aug 16, 2025 5:07 am
- Forum: Modding help
- Topic: Changing gui background colors?
- Replies: 5
- Views: 665
Re: Changing gui background colors?
That's using ElementImageSetLayer?
I'll probably be able to understand that once i'm sober.
How do i add my new styles to the existing GUI style instance?
I'll probably be able to understand that once i'm sober.
How do i add my new styles to the existing GUI style instance?
- Sat Aug 16, 2025 2:03 am
- Forum: Modding help
- Topic: Changing gui background colors?
- Replies: 5
- Views: 665
Re: Changing gui background colors?
Since the style prototype is limited to one total instance, how do i extend that?
Unless I'm just blind, also appears that most of the data-stage style specifications don't have background colors either.
Unless I'm just blind, also appears that most of the data-stage style specifications don't have background colors either.
- Thu Aug 14, 2025 5:08 pm
- Forum: Modding interface requests
- Topic: Current visibility check for GUI elements
- Replies: 4
- Views: 513
Re: Current visibility check for GUI elements
I imagine that being able to read element sizes and the scroll-pane scrollbar positions would run into the same problems?
I'll probably just have to manage scrolling with up/down buttons. Would it be possible to get a vertical slider component?
I'll probably just have to manage scrolling with up/down buttons. Would it be possible to get a vertical slider component?
- Thu Aug 14, 2025 5:25 am
- Forum: Modding help
- Topic: Changing gui background colors?
- Replies: 5
- Views: 665
Changing gui background colors?
How do i change the background colors of GUI elements like buttons or flows and panes? It doesn't look like that exists as part of luastyle.
- Thu Aug 14, 2025 2:59 am
- Forum: Modding interface requests
- Topic: Current visibility check for GUI elements
- Replies: 4
- Views: 513
Re: Current visibility check for GUI elements
[...] It would be very useful to be able to tell which GUI elements are actually currently visible in order to avoid having to update large numbers of invisible elements. [...] For a flow or tab, it would be considered visible if any sub-element is visible.
But what about mods that make frames ...
- Tue Aug 12, 2025 11:50 pm
- Forum: Modding interface requests
- Topic: Current visibility check for GUI elements
- Replies: 4
- Views: 513
Current visibility check for GUI elements
For GUIs that need to display large amounts of changing information inside a scroll-pane, It would be very useful to be able to tell which GUI elements are actually currently visible in order to avoid having to update large numbers of invisible elements.
I'm thinking either a boolean variable or a ...
I'm thinking either a boolean variable or a ...
- Sun Aug 03, 2025 7:42 am
- Forum: Gameplay Help
- Topic: Help with auto-mall
- Replies: 0
- Views: 294
Help with auto-mall
I'm having some travel with this auto-mall. There seems to be some sort of issue where when it needs to do the same number of crafting cycles for different products, it winds up making the wrong number of ingredients. It makes extras.
I'm pretty sure that the planning section is OK, the issue ...
I'm pretty sure that the planning section is OK, the issue ...
- Wed Jun 11, 2025 1:39 am
- Forum: Modding help
- Topic: cannot read recipe subgroup from data.raw
- Replies: 8
- Views: 1503
Re: cannot read recipe subgroup from data.raw
Yes, they do show up in-game. right now i'm just adding the copied recipes into a subgroup called "recipe-subgroup". What i want to do is create subgroups based on the original recipe's subgroup.
for example, if the original recipe had the "circuit-network" subgroup, i want the copied recipe to ...
for example, if the original recipe had the "circuit-network" subgroup, i want the copied recipe to ...
- Tue Jun 10, 2025 9:21 pm
- Forum: Modding help
- Topic: cannot read recipe subgroup from data.raw
- Replies: 8
- Views: 1503
Re: cannot read recipe subgroup from data.raw
I've created a group and subgroup for my new recipes. I don't have any problem assigning them into that subgroup. The problem though, is that i want to create similarly named subgroups inside my group as the original recipe. However, i can't figure out how to get the original subgroup from the old ...
- Fri May 16, 2025 12:48 am
- Forum: Modding help
- Topic: cannot read recipe subgroup from data.raw
- Replies: 8
- Views: 1503
Re: cannot read recipe subgroup from data.raw
local function process_recipe(name, recipe)
if not recipe.results or next(recipe.results) == nil then return end
if ends_with(name,"_rcomb") then return end
local new_recipe=table.deepcopy(recipe)
new_recipe.name=new_recipe.name.."_rcomb"
new_recipe.hide_from_signal_gui = false
new_recipe ...
- Thu May 15, 2025 11:31 pm
- Forum: Modding help
- Topic: Help with recipe signal
- Replies: 0
- Views: 299
Help with recipe signal
https://drive.google.com/file/d/18nKtbxmPWk0BAtApHkseCCmE_FGiyIyD/view?usp=sharing
I'm working on a recipe combinator for factorio 2.0. In this save file, The thrower bulk inserter signal cannot set the recipe on the assembler, but the primer inserter signal can.
When i remove space age form the ...
I'm working on a recipe combinator for factorio 2.0. In this save file, The thrower bulk inserter signal cannot set the recipe on the assembler, but the primer inserter signal can.
When i remove space age form the ...
- Fri Apr 25, 2025 11:40 pm
- Forum: Modding help
- Topic: cannot read recipe subgroup from data.raw
- Replies: 8
- Views: 1503
cannot read recipe subgroup from data.raw
I'm trying to copy recipes in data-final-fixes.lua, and I need to be able to read the subgroup. None of the recipes in data.raw["recipe"] have the subgroup member present. If I deepcopy a recipe, it still has the original subgroup. I can change the subgroup, but i need to be able to modify the ...
- Tue Mar 25, 2025 10:10 pm
- Forum: Modding discussion
- Topic: Circuit network change detection questions.
- Replies: 0
- Views: 546
Circuit network change detection questions.
I'm working on a PLC mod where I need to be able to tell when the signals change on an input point. I need to be able to detect the changes and read what the signal is even when the signal changes every tick.
03-25-2025, 14-47-32.png
The combinator labeled IO represents anything external ...
03-25-2025, 14-47-32.png
The combinator labeled IO represents anything external ...
- Sun Mar 23, 2025 9:37 pm
- Forum: Modding interface requests
- Topic: Circuit network signal change events
- Replies: 0
- Views: 256
Circuit network signal change events
Basically a way to detect circuit network changes without having to resort to polling.
Register_On_Circuit_Network_Signal_Change(LuaCircuitNetwork) : registers a circuit network for notification whenever the signals on that network change
On_Circuit_Network_Signal_Change() : called when signals on ...
Register_On_Circuit_Network_Signal_Change(LuaCircuitNetwork) : registers a circuit network for notification whenever the signals on that network change
On_Circuit_Network_Signal_Change() : called when signals on ...
- Sun Mar 23, 2025 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Recipe Combinator
- Replies: 0
- Views: 230
Recipe Combinator
TL;DR
A recipe combinator like the one from Crafting Combinator.
What?
Distinct recipes should have their own signals. The recipe combinator should show available recipes that produce a product, ingredients required for a recipe, products produced by a recipe, and which machines can produce a ...
A recipe combinator like the one from Crafting Combinator.
What?
Distinct recipes should have their own signals. The recipe combinator should show available recipes that produce a product, ingredients required for a recipe, products produced by a recipe, and which machines can produce a ...
- Sun Feb 09, 2025 12:53 am
- Forum: Modding help
- Topic: Scrolling table with static header?
- Replies: 0
- Views: 268
Scrolling table with static header?
I'm trying to create a table that can scroll, but the header on top stays in place. I tried putting my header labels in a flow, with a scroll-pane containing the table underneath it. I was going to try and set the header label widths to the elements inside the table, but I couldn't figure out a way ...
- Fri Jan 31, 2025 9:00 am
- Forum: Show your Creations
- Topic: Smart Autocrafter
- Replies: 0
- Views: 1129
Smart Autocrafter
Mini Version https://factoriobin.com/post/1r31pj
Giant Version https://factoriobin.com/post/9ksm65
Mods used: AAI containers, Renai Transportation, Text PLates, Compakt Circuits, Project Cybersyn
Giant Version https://factoriobin.com/post/9ksm65
Mods used: AAI containers, Renai Transportation, Text PLates, Compakt Circuits, Project Cybersyn