Hey,
it would be awesome if clicking on the image preview would open a dialog with the image inside.
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/
Search found 333 matches
- Fri Jan 12, 2024 5:03 pm
- Forum: Mod portal Discussion
- Topic: Add the Dialog Feature for the Image Previews
- Replies: 0
- Views: 185
- Sun Dec 04, 2022 7:40 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 81744
Re: Documentation Improvement Requests
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.
- 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
So that on smaller screens this doesnt happen.
Greetz,
Luzifer
so I would recommend using
Code: Select all
.docs-table p {
line-height: 1.1;
word-break: break-word;
}
Luzifer
- Tue May 18, 2021 5:22 pm
- Forum: Modding interface requests
- Topic: A way to display max_speed in non-locomotive rolling stock tooltips
- Replies: 2
- Views: 948
- 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...
- 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.
- 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
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
- 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.
- 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.
- 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...
- 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...
- 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
it would be awesome if we could read and write the name of the spidertron via the backer_name function!
Greetz,
Luzifer
- 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
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
- 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.
- 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
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
- Wed Nov 04, 2020 8:05 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
UffRseding91 wrote: ↑Wed Nov 04, 2020 8:02 pmDuplicate of viewtopic.php?f=48&t=88294&p=508185&hil ... ed#p508185
The behavior is specifically documented on the event: https://lua-api.factorio.com/latest/eve ... gui_closed
- 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.
Something is defently going wrong and it can break mods fast and easy.
- 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...
- 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 ...
- 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
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