Search found 5206 matches
- Mon Oct 02, 2017 8:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] Arithmetic Combinator: First input can't set constant
- Replies: 5
- Views: 6514
Re: [Twinsen] Arithmetic Combinator: First input can't set constant
Can you make this available on the API too? (In case you didn't already.)
- Mon Oct 02, 2017 8:04 am
- Forum: Ideas and Suggestions
- Topic: More Command Freedom
- Replies: 9
- Views: 3161
Re: More Command Freedom
/c let's you run any command you want in a touring complete language. It's impossible to judge a command for its "difficulty factor". And as Koub already said. Your example is actually making things easier :P That aside if mods are on the table there are several (i think "Change Map S...
- Mon Oct 02, 2017 7:56 am
- Forum: Ideas and Suggestions
- Topic: Split Steam into "Low Temp" and "High Temp" steam entities
- Replies: 12
- Views: 4807
Re: Split Steam into "Low Temp" and "High Temp" steam entities
The game doesn't really make any use of the temperature mechanic elsewhere anyways since nothing else needs to be heated so just get rid of the legacy mechanic for the sake of simplification and unification and call it a day. I think you have that backwards. The temperature mechanic, like many othe...
- Sun Oct 01, 2017 8:47 pm
- Forum: Modding help
- Topic: Variable check efficiency
- Replies: 4
- Views: 1297
Re: Variable check efficiency
So to clarify this, running the modulo check every tick (I understand that the expression "if event.tick % 60 == 36 then" is evaluated every tick [...] Yes. That will run every tick. But that's - as i mentioned - basically what everybody does. Feel free to do performance measuring yoursel...
- Sat Sep 30, 2017 11:23 pm
- Forum: Won't implement
- Topic: on_gui_click drag & drop support
- Replies: 10
- Views: 3136
Re: on_gui_click drag & drop support
The slider itself is 1 widget, the slider with the text display and the label is 4 different widgets. So wouldn't it be possible for modders to just "manually" add the text+label on the lua side if the slider was available via the API? Or does it not fire an on_gui_click event for every m...
- Sat Sep 30, 2017 7:34 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 23285
Re: Friday Facts #210 - Circuit connector module implementation
Or just a simple option "Show wires in ALT-view only", disabled by default. So everyone can chose to use it or not. And it doesn't add any additional hotkeys.ible wrote: 1. Hotkey that hides wires and wire connectors
- Sat Sep 30, 2017 7:30 pm
- Forum: Won't implement
- Topic: on_gui_click drag & drop support
- Replies: 10
- Views: 3136
Re: on_gui_click drag & drop support
A slider is all 1 widget that receives the mouse-drag event and renders the "pip" at the new location on the same 1 widget. Ok. I'll guess i'll just wait a few years then... :ugeek: I'm a bit confused though as you said in another thread that the slider was a combination of 4 widgets and ...
- Sat Sep 30, 2017 5:11 am
- Forum: Not a bug
- Topic: [0.15.35] Crashes and bad perf previewing/working larger BPs
- Replies: 8
- Views: 2661
Re: [0.15.35] Crashes and bad perf previewing/working larger BPs
Just loading the save takes 5.4 GB of RAM, if you also have the large blueprint copied into the library that adds another 1.5 GB and rendering the preview takes between 1 and 2 GB. How does this interact with multiplayer blueprint sharing? If i theoretically had 10 such blueprints in my library, wo...
- Sat Sep 30, 2017 4:44 am
- Forum: Modding help
- Topic: on_gui_click, press/release posibility?
- Replies: 20
- Views: 5433
Re: on_gui_click, press/release posibility?
Info bubbles? Sure: Tooltip . Your face: :oops: My face: 8-) For switching mod options on/off check-box is better suited than button imho (unless you want to go through the trouble of defining proper custom button styles to make the buttons stay debossed.) For getting positions there's events.define...
- Sat Sep 30, 2017 3:03 am
- Forum: Won't implement
- Topic: on_gui_click drag & drop support
- Replies: 10
- Views: 3136
Re: on_gui_click drag & drop support
As described above for partial support it would be sufficient to have seperate <button_down> and <button_up> events. Are you saying that the base logic doesn't even support that? :| Yes. :cry: This makes me curious how "slider" type elements work in the base GUI though. Would you be nice ...
- Fri Sep 29, 2017 10:55 pm
- Forum: Modding help
- Topic: on_gui_click, press/release posibility?
- Replies: 20
- Views: 5433
Re: on_gui_click, press/release posibility?
GUIs may seem daunting but creating them is actually quite easy, they're just a stack of boxes after all. Imagine stacking rectangular toy blocks into each other. Every one a tiny bit smaller than the last one. Interacting with them is easy too, they're just like a table with many subtables. I wouln...
- Fri Sep 29, 2017 10:37 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 23285
Re: Friday Facts #210 - Circuit connector module implementation
https://eu2.factorio.com/assets/img/blog/fff-210-ccm-02b-new-vertical-overlap.png While i generally like the wire changes i have a few OCD-ish "issues" that i'd like to point out: I'd prefer if parallel wires had the same distance for all entities. On the picture inserters have ~5 pixels ...
- Thu Sep 28, 2017 8:27 pm
- Forum: Modding discussion
- Topic: Oil patch amount: is "amount" documented somewhere?
- Replies: 2
- Views: 1176
Re: Oil patch amount: is "amount" documented somewhere?
/data/base/prototypes/entity/resources.lua defines type="resource", name="crude-oil", minimum=60000. "1.0" liquid per second (in-game) should be equivalient to "10" liquid on the code side. As to the exact relation between current .amount and actual production...
- Thu Sep 28, 2017 8:19 pm
- Forum: Implemented mod requests
- Topic: LuaGuiElement::choose-elem-button.type = recipe, technology
- Replies: 6
- Views: 2608
Re: LuaGuiElement::choose-elem-button.type = recipe, technology
I've added fluid and recipe support for 0.16 but technology is a little more complex. Technology icons don't fit in the standard button size (32x32) meaning they're going to be near impossible to understand when squashed to fit or the button will be massive. I've used some sprite buttons with techn...
- Thu Sep 28, 2017 8:11 pm
- Forum: Modding help
- Topic: on_gui_click, press/release posibility?
- Replies: 20
- Views: 5433
Re: on_gui_click, press/release posibility?
P.s. kinda derailing this but is it possible to put a button inside a frame or a in the table that's inside a frame? allowing to sort/expand/collapse the content of the frame would be so nice Flows, frames, tables and scroll-panes can be arbitrarily nested into each other. Without that GUIs wouldn'...
- Thu Sep 28, 2017 8:03 pm
- Forum: Won't implement
- Topic: on_gui_click drag & drop support
- Replies: 10
- Views: 3136
Re: on_gui_click drag & drop support
The base GUI logic doesn't support the concept of click-and-drag starting on one widget and ending on another so that makes this request highly improbable. As described above for partial support it would be sufficient to have seperate <button_down> and <button_up> events. Are you saying that the ba...
- Thu Sep 28, 2017 4:24 am
- Forum: Modding help
- Topic: Variable check efficiency
- Replies: 4
- Views: 1297
Re: Variable check efficiency
IF and ONLY IF your cases are mutually exclusive and you want to overengineer your stuff you can try directly calling a function from a table of functions like this: local cases = { [1] = function() --dostuff1 end, [2] = function() --dostuff2 end, [3] = function() --dostuff3 end } script.on_event(de...
- Tue Sep 26, 2017 6:07 pm
- Forum: Modding help
- Topic: on_gui_click, press/release posibility?
- Replies: 20
- Views: 5433
Re: on_gui_click, press/release posibility?
If you just want to have a button with two functions you might consider left/right/middle click or alt/shift/control modifiers as a workaround: http://lua-api.factorio.com/latest/events.html#on_gui_click (thanks again for that rsed) Also I wrote a feature request some time ago that might make KeyDow...
- Tue Sep 26, 2017 5:56 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 64509
Re: [0.15] Mod setting/config interface - give your input
+10 for localizable dropdowns. English string dropdowns are just not an option in e.g. a Japanese locale.Bilka wrote:It would be nice if dropdowns could be translated using localised strings.
Code: Select all
[mod-setting-string]
stringvalueone=Value One
string-value-two=Value Two
- Tue Sep 26, 2017 5:51 pm
- Forum: Modding discussion
- Topic: Do you (mod devs) use verbose logging and the game helper methods?
- Replies: 8
- Views: 2441
Re: Do you (mod devs) use verbose logging and the game helper methods?
The check locale function checks if everything that should have a translation has one and outputs everything that doesn't to the log file. Does it do this for all languages that have at least one locale file or only for the currently running locale? (Because you asked what other helper methods woul...