Search found 201 matches

by WIZ4
Thu Jul 18, 2019 12:22 pm
Forum: Gameplay Help
Topic: How to clear console history
Replies: 5
Views: 293

Re: How to clear console history

darkfrei wrote:
Thu Jul 18, 2019 7:05 am
And from the control.lua?
player.clear_console()
by WIZ4
Mon Jul 15, 2019 6:59 pm
Forum: Ideas and Suggestions
Topic: lua scenario restart button on error
Replies: 4
Views: 152

Re: lua scenario restart button on error

That would be great! Devs please!
by WIZ4
Sat Jun 08, 2019 4:37 pm
Forum: Not a bug
Topic: [0.17.47] Server name is clipped
Replies: 1
Views: 87

[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.
Screenshot_88.jpg
Screenshot_88.jpg (19.31 KiB) Viewed 86 times
Screenshot_1.jpg
Screenshot_1.jpg (46.67 KiB) Viewed 86 times
The name was shown fully in the young early versions.
by WIZ4
Sun Apr 14, 2019 4:15 pm
Forum: Won't implement
Topic: Add table-header-sort-arrows to utility-sprites
Replies: 4
Views: 244

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 most other icons
by WIZ4
Sat Apr 13, 2019 2:03 pm
Forum: Won't implement
Topic: Add table-header-sort-arrows to utility-sprites
Replies: 4
Views: 244

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
Screenshot_14.jpg
Screenshot_14.jpg (46.14 KiB) Viewed 244 times
Please add them
by WIZ4
Mon Apr 08, 2019 5:18 pm
Forum: Modding interface requests
Topic: scroll_policy 'never' should not focus on scrolling
Replies: 5
Views: 200

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 = "outer" }, ...
by WIZ4
Mon Apr 08, 2019 3:01 pm
Forum: Modding interface requests
Topic: scroll_policy 'never' should not focus on scrolling
Replies: 5
Views: 200

Re: scroll_policy 'never' should not focus on scrolling

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?
Unfortunately, I could not find list_box_frame in prototypes/style.lua.
Having of this frame would also solve my problem.
Screenshot_13.jpg
Screenshot_13.jpg (150.93 KiB) Viewed 180 times
by WIZ4
Mon Apr 08, 2019 12:08 pm
Forum: Modding interface requests
Topic: scroll_policy 'never' should not focus on scrolling
Replies: 5
Views: 200

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.
by WIZ4
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: 259

[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-current.lo...
by WIZ4
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: 272

[Bilka] [0.17.25] get_closest leads to crash if the second parameter is incorrect

1. Enter this command:

Code: Select all

/c  
game.surfaces[1].get_closest({0,0},'string')
2. Get crash.
factorio-current.log
(8.52 KiB) Downloaded 14 times
by WIZ4
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: 165

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", position=n...
by WIZ4
Fri Apr 05, 2019 8:23 am
Forum: Resolved Problems and Bugs
Topic: [0.17.25]New Russian font - ugly
Replies: 3
Views: 345

[0.17.25]New Russian font - ugly

After 0.17.24, the Russian font became too fat and not orderly.
Old:
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5SSIBzxREAk.jpg (27.9 KiB) Viewed 345 times
kVXORTNhGok.jpg
kVXORTNhGok.jpg (102.57 KiB) Viewed 345 times
New:
663qrN9Ydjo.jpg
663qrN9Ydjo.jpg (32.61 KiB) Viewed 345 times
aYvGrnNknLI.jpg
aYvGrnNknLI.jpg (101.58 KiB) Viewed 345 times
Especially ugly: 'default-semibold' and 'default-dialog-button'
Please, return the old font back.
by WIZ4
Tue Apr 02, 2019 12:43 pm
Forum: Modding help
Topic: [Solved]Could not create cutscene controller
Replies: 1
Views: 101

Re: Could not create cutscene controller

I forgot to put a waypoint in the table. Problem solved

Code: Select all

	local waypoint = {{
		position = {x=90,y=89},
		transition_time = 1000,
		time_to_wait = 1000
	}}
by WIZ4
Mon Apr 01, 2019 1:07 pm
Forum: Modding help
Topic: [Solved]Could not create cutscene controller
Replies: 1
Views: 101

[Solved]Could not create cutscene controller

I'm trying to create a cutscene: function cutscene(player) local waypoint = { position = {x=100,y=100}, transition_time = 1000, time_to_wait = 1000 } player.set_controller{ --line 546 type = defines.controllers.cutscene, waypoints = waypoint, final_transition_time = 1000} And when I call this functi...
by WIZ4
Mon Apr 01, 2019 11:10 am
Forum: Implemented mod requests
Topic: Get access to last online time
Replies: 2
Views: 165

Re: Get access to last online time

So fast! Thank you, Bilka!
by WIZ4
Sun Mar 31, 2019 12:02 pm
Forum: Implemented mod requests
Topic: Get access to last online time
Replies: 2
Views: 165

Get access to last online time

In the /admin frame there is a column with the latest time when the player was online. Can we access the last_online_time?
At the moment I have to save it in a global variable.
Screenshot_21.jpg
Screenshot_21.jpg (93.19 KiB) Viewed 165 times
by WIZ4
Tue Mar 26, 2019 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [Albert] [Oxyd] [0.17.5] GUI right of toolbelt misaligned
Replies: 6
Views: 2594

Re: [Albert] [Oxyd] [0.17.5] GUI right of toolbelt misaligned

I see a 1 pixel shift with the toolbar open
E7QDL9J4sZU.jpg
E7QDL9J4sZU.jpg (50.94 KiB) Viewed 1091 times
Screenshot_20.jpg
Screenshot_20.jpg (146.82 KiB) Viewed 1091 times
by WIZ4
Thu Mar 21, 2019 11:40 am
Forum: Modding help
Topic: [Solved]cancel_crafting error 'invalid crafting queqe index'
Replies: 2
Views: 107

Re: cancel_crafting error 'invalid crafting queqe index'

Nice that worked! Thanks for your help
by WIZ4
Wed Mar 20, 2019 2:12 pm
Forum: Modding help
Topic: [Solved]cancel_crafting error 'invalid crafting queqe index'
Replies: 2
Views: 107

[Solved]cancel_crafting error 'invalid crafting queqe index'

I'm trying to undo the player craft using this command: /c for i, option in pairs(game.player.crafting_queue) do game.player.cancel_crafting({index=1,count=option['count']}) end Craft is canceled, but I get an error. before: Screenshot_12.jpg after: Screenshot_13.jpg This is probably due to the fact...

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