Search found 7 matches

by leoric
Thu Jul 23, 2026 10:07 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 177812

Re: Version 2.1.7

This is quite strange, GUI says I have zero Space Platform Foundations on other platforms when I have 40k of those. Other items got recognised and delivered just fine, from the same platform, so it's not a logistic issue on my part.
I've checked the changelogs and don't see anything about Space ...
by leoric
Mon Jun 29, 2026 2:42 am
Forum: Modding help
Topic: removing a button from top-left corner?
Replies: 5
Views: 333

Re: removing a button from top-left corner?

that's the question, innit. I've remvoed the code that creates teleportation_main_button - and the button still there. According to logs, there is no teleportation_main_button in game.player.gui.top. But there is that mod_gui_top_frame - and only when this mod is enabled

case closed, GUI Unifyer ...
by leoric
Sun Jun 28, 2026 11:01 pm
Forum: Modding help
Topic: removing a button from top-left corner?
Replies: 5
Views: 333

Re: removing a button from top-left corner?

this button is mod_gui_top_frame as /c local f=game.player.gui.top.mod_gui_top_frame if f and f.valid then f.destroy() end removes it.

But if I just start the game normally - even a new game - the button is there despite the migration
https://imgbox.com/v0gzSNSL


--Hides mod's toolbar button for ...
by leoric
Sun Jun 28, 2026 5:38 am
Forum: Modding help
Topic: removing a button from top-left corner?
Replies: 5
Views: 333

removing a button from top-left corner?

I'm trying to update GUI for https://mods.factorio.com/mod/Teleportation_Redux/

One of the improvements I've made is creating a button in shortcut bar that opens a new beacon management window.

But now I can't get rid of that old button in the top-left corner!
I can't find neither the tooltip text ...
by leoric
Mon Dec 16, 2024 6:37 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect Ratio Bioflux production
Replies: 2
Views: 3836

Re: Perfect Ratio Bioflux production

that's nice, but can't be beaconed
by leoric
Wed Dec 11, 2024 12:28 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior [passed -> inactive]
Replies: 4
Views: 1901

Re: Train's CTRL-click Temporary Stop behavior [passed -> inactive]

bombcar wrote: Fri Dec 06, 2024 2:39 pm This could be handled by interrupts.

Make it so if you name an interrupt “Temporary Stop” it calls that interrupt when arriving at a temporary stop.

Then you program the interrupt how you’d like.
Please elaborate. What condition and target should be set in the Interrupt?

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