This is what I've been waiting for since Friday Facts #225, when I posted this GIF
And I'm glad that it will be implemented
Search found 209 matches
- Fri Jan 12, 2024 3:16 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 74040
- Tue Mar 15, 2022 10:26 am
- Forum: Gameplay Help
- Topic: How can I accurately know the number of items in a blueprint?
- Replies: 3
- Views: 3373
Re: How can I accurately know the number of items in a blueprint?
It's enough. Thanks
- Mon Mar 14, 2022 5:59 pm
- Forum: Gameplay Help
- Topic: How can I accurately know the number of items in a blueprint?
- Replies: 3
- Views: 3373
- Thu Aug 19, 2021 5:48 pm
- Forum: Releases
- Topic: Version 1.1.38
- Replies: 18
- Views: 23707
Re: Version 1.1.38
I agree. The new font has become difficult to readShadow_Man wrote: Thu Aug 19, 2021 12:01 pm This new cyrillic font... It has become smaller and bolder, the readability has deteriorated.
- Mon Jun 01, 2020 9:17 pm
- Forum: Releases
- Topic: Version 0.18.29
- Replies: 32
- Views: 22264
Re: Version 0.18.29
Will be used anywhere last engine icon? I fell in love with him
- Thu Nov 28, 2019 11:53 am
- Forum: Modding help
- Topic: How to check if a rocket is ready to launch?
- Replies: 2
- Views: 1394
- Mon Nov 25, 2019 9:38 pm
- Forum: Modding help
- Topic: How to check if a rocket is ready to launch?
- Replies: 2
- Views: 1394
How to check if a rocket is ready to launch?
I can't find an easy way to find out if a rocket can be launched.
The number of rocket parts at this moment is 0, but I expected it to be 100.- Wed Nov 20, 2019 9:07 pm
- Forum: Modding help
- Topic: Set transparency sprite in sprite-button
- Replies: 0
- Views: 796
Set transparency sprite in sprite-button
Is there a way to set transparency sprite in sprite-button? In the scenario
Like this:
Like this:
- Thu Jul 18, 2019 12:22 pm
- Forum: Gameplay Help
- Topic: How to clear console history
- Replies: 5
- Views: 5006
Re: How to clear console history
player.clear_console()
- Mon Jul 15, 2019 6:59 pm
- Forum: Ideas and Suggestions
- Topic: lua scenario restart button on error
- Replies: 4
- Views: 1859
Re: lua scenario restart button on error
That would be great! Devs please!
- Sat Jun 08, 2019 4:37 pm
- Forum: Not a bug
- Topic: [0.17.47] Server name is clipped
- Replies: 1
- Views: 1003
[0.17.47] Server name is clipped
This is how the name appears in the server list. It is written in the server settings completely.
The name was shown fully in the young early versions.- Sun Apr 14, 2019 4:15 pm
- Forum: Won't implement
- Topic: Add table-header-sort-arrows to utility-sprites
- Replies: 4
- Views: 2250
Re: Add table-header-sort-arrows to utility-sprites
You can define your own sprites from those files.
data:extend({
{
type = "sprite",
name = "sprite_name",
filename = "__core__/graphics/arrows/table-header-sort-arrow-down-active.png",
width = 16,
height = 16,
scale = 1,
}
)
But why, if they can just add to the utility-sprites? like ...
- Sat Apr 13, 2019 2:03 pm
- Forum: Won't implement
- Topic: Add table-header-sort-arrows to utility-sprites
- Replies: 4
- Views: 2250
Add table-header-sort-arrows to utility-sprites
I want to use these cute arrows in gui elements. But they are not in the utility-sprites.lua
Please add them- Mon Apr 08, 2019 5:18 pm
- Forum: Modding interface requests
- Topic: scroll_policy 'never' should not focus on scrolling
- Replies: 5
- Views: 2138
Re: scroll_policy 'never' should not focus on scrolling
Just make your own frame style that looks like the scroll pane, this one works for me:
data.raw["gui-style"].default.list_box_frame =
{
type = "frame_style",
padding = 0,
graphical_set =
{
base =
{
position = {17, 0},
corner_size = 8,
center = {position = {42, 8}, size = 1},
draw_type ...
- Mon Apr 08, 2019 3:01 pm
- Forum: Modding interface requests
- Topic: scroll_policy 'never' should not focus on scrolling
- Replies: 5
- Views: 2138
Re: scroll_policy 'never' should not focus on scrolling
Unfortunately, I could not find list_box_frame in prototypes/style.lua.Bilka wrote: Mon Apr 08, 2019 2:16 pm Why are you using scroll pane if you don't want it to scroll? Wouldn't a frame work instead?
Having of this frame would also solve my problem.
- Mon Apr 08, 2019 12:13 pm
- Forum: Implemented mod requests
- Topic: Get the opportunity to target objects other than units in cutscene controller
- Replies: 2
- Views: 1442
- Mon Apr 08, 2019 12:08 pm
- Forum: Modding interface requests
- Topic: scroll_policy 'never' should not focus on scrolling
- Replies: 5
- Views: 2138
scroll_policy 'never' should not focus on scrolling
If I choose scroll_policy - never, I will not be able to scroll the scroll panel using the mouse wheel. But the scroll pane still takes care of the focus, not allowing the parent scroll to be used.
ignored_by_interaction does not suit me, since I cannot use the child elements of the panel.
ignored_by_interaction does not suit me, since I cannot use the child elements of the panel.
- Sat Apr 06, 2019 6:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.25] Crash to save after assigning a controller to an unconnected player
- Replies: 1
- Views: 2099
[0.17.25] Crash to save after assigning a controller to an unconnected player
1. Enter this command in the save I provided
/c
local character = game.surfaces[1].create_entity{name = "player", position=game.player.position, force="player"}
game.players[2].set_controller{type = defines.controllers.character, character = character}
2. Save game.
3. Get crash.
factorio ...
/c
local character = game.surfaces[1].create_entity{name = "player", position=game.player.position, force="player"}
game.players[2].set_controller{type = defines.controllers.character, character = character}
2. Save game.
3. Get crash.
factorio ...
- Sat Apr 06, 2019 6:27 am
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.25] get_closest leads to crash if the second parameter is incorrect
- Replies: 1
- Views: 2118
[Bilka] [0.17.25] get_closest leads to crash if the second parameter is incorrect
1. Enter this command:
2. Get crash.
Code: Select all
/c
game.surfaces[1].get_closest({0,0},'string')
- Fri Apr 05, 2019 11:24 pm
- Forum: Implemented mod requests
- Topic: Get the opportunity to target objects other than units in cutscene controller
- Replies: 2
- Views: 1442
Get the opportunity to target objects other than units in cutscene controller
Hi Devs, using the cutscene controller, I can follow the unit using this code:
global.waypoints = {}
function compilatron()
local s = game.surfaces[1]
local non_colliding = s.find_non_colliding_position("compilatron", {0,0}, 10, 1)
local compilatron = s.create_entity{name = "compilatron ...
global.waypoints = {}
function compilatron()
local s = game.surfaces[1]
local non_colliding = s.find_non_colliding_position("compilatron", {0,0}, 10, 1)
local compilatron = s.create_entity{name = "compilatron ...