Search found 333 matches

by LuziferSenpai
Fri Jan 12, 2024 5:03 pm
Forum: Mod portal Discussion
Topic: Add the Dialog Feature for the Image Previews
Replies: 0
Views: 185

Add the Dialog Feature for the Image Previews

Hey,

it would be awesome if clicking on the image preview would open a dialog with the image inside.
chrome_rns9yQc64j.jpg
chrome_rns9yQc64j.jpg (397.59 KiB) Viewed 185 times
So when you click on the big picture it opens up a dialog, instead of opening the image path.
Here you can see how easy that is now.

https://daisyui.com/components/modal/
by LuziferSenpai
Sun Dec 04, 2022 7:40 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 81744

Re: Documentation Improvement Requests

Hey,

A feature that would be awesome, that is saves which of the category you have currently open/closed. So that is doesnt reopen the categories all the time, when you search something or switch between pages.

Greetz,

Luzifer


-> Good point actually, put it on the roadmap.
by LuziferSenpai
Sun Dec 04, 2022 7:37 pm
Forum: Documentation Improvement Requests
Topic: API Docs Visual Refresh
Replies: 5
Views: 1460

Re: API Docs Visual Refresh

Hey,

so I would recommend using

Code: Select all

.docs-table p {
    line-height: 1.1;
    word-break: break-word;
}
So that on smaller screens this doesnt happen.
chrome_eNZy9l8uuw.png
chrome_eNZy9l8uuw.png (225.99 KiB) Viewed 1182 times
Greetz,

Luzifer
by LuziferSenpai
Sat Mar 06, 2021 8:30 pm
Forum: Implemented for 2.0
Topic: Implement textfield icon picker
Replies: 5
Views: 2112

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: Implemented for 2.0
Topic: Implement textfield icon picker
Replies: 5
Views: 2112

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: 607

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: 1367

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: 1177

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: 1177

[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: 673

[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: 1109

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: 946

[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: 844

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: 844

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: 1373

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: 1373

[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: 2790

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: 748

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

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