Search found 330 matches

by LuziferSenpai
Sat Mar 06, 2021 8:30 pm
Forum: Modding interface requests
Topic: Implement textfield icon picker
Replies: 3
Views: 287

Re: Implement textfield icon picker

For the devs, it would mean just adding the "all" option to the choose-elem element. No it wouldn't, If we implement this it would be properly, as in, you just set a bool on the textfield that adds the rich text picker, and then it automatically adds it to the textfield and handles everyt...
by LuziferSenpai
Sat Mar 06, 2021 4:51 pm
Forum: Modding interface requests
Topic: Implement textfield icon picker
Replies: 3
Views: 287

Re: Implement textfield icon picker

For the devs, it would mean just adding the "all" option to the choose-elem element.
by LuziferSenpai
Sat Feb 06, 2021 9:56 pm
Forum: Modding interface requests
Topic: GUI Simulation
Replies: 0
Views: 165

GUI Simulation

Hey,

wouldnt it be nice if we could simulate gui inputs?

It would allow many modders to show off how the gui in there mods work.
Because from my experience, many people struggle with getting used to a gui.

Greetz,

Luzifer
by LuziferSenpai
Sat Feb 06, 2021 9:14 am
Forum: Modding interface requests
Topic: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support
Replies: 4
Views: 538

Re: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support

Any update? Because this would be useful for entities, that have the fluid in the input and output of the entity. It would save alot of performance, if we can get this.
by LuziferSenpai
Tue Dec 08, 2020 3:31 pm
Forum: Not a bug
Topic: [Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart
Replies: 3
Views: 276

Re: [Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart

Shouldnt there be then a command to both togehter? And just have a file to start it? Because thats more easier for people, then use both and somehow get them magically together.
by LuziferSenpai
Tue Dec 08, 2020 1:17 pm
Forum: Not a bug
Topic: [Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart
Replies: 3
Views: 276

[Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart

Hey, when I do this command: /c game.write_file("test.txt", game.table_to_json(game.parse_map_exchange_string(">>>eNpjZGBkYGWAAHsGhgP2HCzJ+Yk5q1etsmNgcHBgYGiw50rOL yhILdLNL0pFFuZMLipNSdXNz0RVnJqXmlupm5RYnAriwjBHZlF+H roJrMUl+XmoIiVFqanFyBq5S4sS8zJLc9H1MjBqFh5iaGiRA+P/9 QwK//+DMJD1AOgV...
by LuziferSenpai
Thu Nov 26, 2020 12:06 pm
Forum: Not a bug
Topic: [1.1.0/1.1.1] LuaGuiElement::text doesnt accept numbers
Replies: 1
Views: 154

[1.1.0/1.1.1] LuaGuiElement::text doesnt accept numbers

Hey, if you run these two commands: /c game.player.gui.screen.add{type = "textfield", name = "test", text = 1} /c game.player.gui.screen.test.text = 5 You get the error: Cannot execute command. Error: (command): 1: bad argument #1 of 2 '__newindex' (string expected, got number) B...
by LuziferSenpai
Mon Nov 23, 2020 10:57 pm
Forum: Implemented mod requests
Topic: LuaEntity::backer_name Spidertron support
Replies: 1
Views: 243

LuaEntity::backer_name Spidertron support

Hey,

it would be awesome if we could read and write the name of the spidertron via the backer_name function!

Greetz,

Luzifer
by LuziferSenpai
Mon Nov 23, 2020 9:32 pm
Forum: Not a bug
Topic: [1.1.0] Tool window not next quickbar in editor mode
Replies: 1
Views: 295

[1.1.0] Tool window not next quickbar in editor mode

Hey,

like the title says, when you are in editor mode and have your tool window set to next to quickbar, its still on the right side. And eventually a icon is missing there.

Greetz,

Luzifer
by LuziferSenpai
Tue Nov 17, 2020 7:43 pm
Forum: Modding interface requests
Topic: BurnerPrototype no_power_icon change
Replies: 2
Views: 235

Re: BurnerPrototype no_power_icon change

Yea, but I want to change it on a per-entity-base, not disable it.
by LuziferSenpai
Sun Nov 15, 2020 1:48 pm
Forum: Modding interface requests
Topic: BurnerPrototype no_power_icon change
Replies: 2
Views: 235

BurnerPrototype no_power_icon change

Hey,

it would be nice if we could change the icon shown when a entity is out of fuel/out of electricity.

Why?

Because when my Electronic Locomotives use fuel to save ups and its pretty confusing, when there is a no fuel icon, but they use electricity.

Greetz,

Luzifer
by LuziferSenpai
Wed Nov 04, 2020 8:01 pm
Forum: Duplicates
Topic: [1.0] on_gui_closed doesnt get triggered when leaving editor mode
Replies: 4
Views: 367

Re: [1.0] on_gui_closed doesnt get triggered when leaving editor mode

Yea, then editor mode shouldnt close a entity gui ...

Something is defently going wrong and it can break mods fast and easy.
by LuziferSenpai
Wed Nov 04, 2020 7:46 pm
Forum: Duplicates
Topic: [1.0] on_gui_closed doesnt get triggered when leaving editor mode
Replies: 4
Views: 367

[1.0] on_gui_closed doesnt get triggered when leaving editor mode

Hey, how to reproduce it: 1. Have a mod that adds a custom gui, when opening a entity. I used CTL 2. Go into editor mode 3. Open a cargo wagon(when using CTL) 4. exist editor mode Now the side gui for ctl is still open, but it shouldnt because the cargo wagon is not open. factorio_ZEAoMVwNtW.png fac...
by LuziferSenpai
Thu Oct 22, 2020 7:26 pm
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 782

Re: game.take_screenshot mapshot and working with headless

No, it does not work on headless because headless never renders anything. For screenshots you need a fully capable client with graphics. You may solve this for example by having your own delegated client called "i_am_for_screenshots" that is under your control and have a game script that ...
by LuziferSenpai
Thu Oct 22, 2020 5:54 pm
Forum: Modding interface requests
Topic: game.take_screenshot mapshot
Replies: 1
Views: 234

game.take_screenshot mapshot

So,

because this got under I make a new thread for this.

It would be nice to have the option to screenshot the map view and not only the ingame view.

Greetz,

Luzifer
by LuziferSenpai
Thu Oct 22, 2020 5:53 pm
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 782

Re: game.take_screenshot mapshot and working with headless

boskid wrote:
Thu Oct 22, 2020 8:44 am
https://lua-api.factorio.com/1.0.0/LuaG ... screenshot
by_player :: PlayerSpecification (optional): If defined, the screenshot will only be taken for this player.
But does that already work on headless?
by LuziferSenpai
Thu Oct 22, 2020 8:37 am
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 782

Re: game.take_screenshot mapshot and working with headless

But why then not allow us to give a player_id and then take the screenshot from the player's client? That would go around the graphic problem.
And the map view screenshot option would still be awesome, either way.
by LuziferSenpai
Wed Oct 21, 2020 6:25 pm
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 782

game.take_screenshot mapshot and working with headless

Hey, it would be awesome to have the option to the screenshot the map itself and do that on a headless server, because for Community Events like Red-Circuit's Molten Silicon we would love to beable to just screenshot every x seconds the 2k x 2k map with the custom scenario, that I created. Greetz, L...

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