Search found 705 matches

by SHiRKiT
Fri Nov 25, 2022 12:27 pm
Forum: News
Topic: Friday Facts #371 - Apple Silicon
Replies: 60
Views: 30196

Re: Friday Facts #371 - Apple Silicon

Glad to see small FFF updates like this! :D
by SHiRKiT
Fri Sep 23, 2022 7:37 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 31568

Re: Friday Facts #370 - The journey to Nintendo Switch

I love FFFs. But the reasons stated for stopping them are still valid. 50 FFF basically saying "we're not ready, soon" don't seem necessary. People, don't forget that FFF drained a lot of dev time :) I guess trading dev time for a passionate player base due to one of the most communicatio...
by SHiRKiT
Fri Sep 23, 2022 12:47 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 31568

Re: Friday Facts #370 - The journey to Nintendo Switch

Not doing FFF updates for the expansion is the biggest bummer I've seen in a while. Sad to see that this is the path you guys took.
by SHiRKiT
Fri Feb 25, 2022 4:19 pm
Forum: News
Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
Replies: 30
Views: 19075

Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements

Good to see FFF back! It's one of the few news updates I actually enjoy reading.
by SHiRKiT
Sun Nov 29, 2020 8:01 pm
Forum: Modding help
Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
Replies: 6
Views: 2901

Re: [1.1] BUG: LuaEntity.request_slot_count always read 0

It only reads 0 when it has no requests configured, which is weird.
by SHiRKiT
Sun Nov 29, 2020 6:26 pm
Forum: Modding help
Topic: [1.1] BUG: LuaEntity.request_slot_count always read 0
Replies: 6
Views: 2901

[1.1] BUG: LuaEntity.request_slot_count always read 0

Hello, I'd like to report that https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.request_slot_count is reading always ZERO for requester chests. I think with the 1.1 update, it broke the value being written in request_slot_count, now I cannot figure out a way to iterate over the requester...
by SHiRKiT
Fri Jun 19, 2020 9:27 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 43646

Re: Friday Facts #352 - New website

Dudes I love your game. Been playing since bought.
by SHiRKiT
Sun Jun 14, 2020 3:44 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 45575

Re: Friday Facts #340 - Deep desyncs

Your game is great Wube, been going on for 8 years, your FFF are awesome and the game sold really well (and continue selling), thus proving the product is a high quality one (not to mention the review rating of this awesome game). You have one of the most well-documented game development of all time...
by SHiRKiT
Mon Mar 02, 2020 3:29 pm
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 4215

Re: Detect a click on inventory screen (before craft)

Maybe an alternative is to replace the Player Inventory GUI? Although I didn't find a way to re-instantiate it so I have control over it, so I could hook on on_gui_click for it's buttons.
by SHiRKiT
Mon Feb 03, 2020 1:58 pm
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 4215

Re: Detect a click on inventory screen (before craft)

Hmm, you haven't stated your goal here. There could be another way to achieve it. Example usage: Open up your inventory (ctrl+shift) click on a recipe The mod then adds the ingredients to the players logistics request each additional click would increment the ingredients in the logistics request (j...
by SHiRKiT
Sat Feb 01, 2020 2:15 pm
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 4215

Re: Detect a click on inventory screen (before craft)

Hmm, you haven't stated your goal here. There could be another way to achieve it. Example usage: Open up your inventory (ctrl+shift) click on a recipe The mod then adds the ingredients to the players logistics request each additional click would increment the ingredients in the logistics request (j...
by SHiRKiT
Fri Jan 31, 2020 10:34 pm
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 4215

Re: Detect a click on inventory screen (before craft)

... Sorry I can't help you, but I wanted to say I had the same issue. I think it's because the gui's aren't owned by your mod, and/or base gui events don't get fired, other than entity open and entity closed (which aren't really gui events, so to speak). I tried: script.on_event(defines.events.on_g...
by SHiRKiT
Fri Jan 31, 2020 2:37 pm
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 4215

Re: Detect a click on inventory screen (before craft)

I'm not sure, but the event `on_gui_click` could help. But when you only want to disable handcrafting, you can type `/permissions` in the chat, to open the permissions tab and there you can remove the checkbox on "Craft" to disable Handcrafting. I can't get on_gui_click to fire on any cli...
by SHiRKiT
Thu Jan 30, 2020 2:19 am
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 61248

Re: [0.18.x] Bob's Mods: General Discussion

shuzen wrote: Wed Jan 29, 2020 8:09 am Bob, just wanted to thank you for the mods and your continued support! Had lots of fun with them already, your work really brings Factorio to another level!
Bob is the best
by SHiRKiT
Thu Jan 30, 2020 1:56 am
Forum: Modding help
Topic: Detect a click on inventory screen (before craft)
Replies: 10
Views: 4215

Detect a click on inventory screen (before craft)

Hey, I'd like to listen for click events on the player inventory GUI screen, but I have no idea how to do it. Doing: script.on_event(defines.events.on_gui_opened, FUNCTION_HERE) does not get called on any clicks. My goal is to do this Open up the inventory (pressing E) (ctrl+shift) click on a recipe...
by SHiRKiT
Wed Nov 27, 2019 9:46 pm
Forum: Not a bug
Topic: LAGS WHEN PRESSING SPACEBAR
Replies: 3
Views: 3105

Re: LAGS WHEN PRESSING SPACEBAR

XenophobiX wrote: Sun Nov 17, 2019 5:20 pm Will it ever be fixed
I think maybe if they further adjust lag compensation. For now, it's the way it is.
by SHiRKiT
Wed Nov 27, 2019 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 9831

Re: [wheybags]Image codes's length not correctly considered for train station names

Image codes should be parsed as what their rendered version occupies, instead of what's the length of the string. that is not how codes and strings work. I know, I wrote this quick just to illustrate the problem and a possible solution. How the team implements it's up to them.I'm just glad it works.
by SHiRKiT
Wed Nov 27, 2019 9:19 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 32266

Re: Friday Facts #322 - New Particle system

IF there's a thing that impreses me, is that 20 members of the team later, and 5 years, and you gus still improve the performance by huge margins. Your dedication to this game is unparallel
by SHiRKiT
Sat Jul 20, 2019 12:14 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 242703

Re: Friday Facts #304 - Small bugs; Big changes

My toughts are: you are the best devs out there. Period.
by SHiRKiT
Thu Mar 21, 2019 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 9831

[wheybags]Image codes's length not correctly considered for train station names

As pointed out by reddit user leixiaotie, Station names have a hard cap of 100 characters. But Image Codes themselves are rendered as 2-3 characters wide, the way to write them is actually quite large, so complex station names can't be done https://i.redd.it/i7adu86k0fn21.png Image codes should be p...

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