Search found 705 matches
- 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!
- 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...
- 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.
- 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.
- 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.
- 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...
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- Thu Jan 30, 2020 2:19 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 61248
- 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...
- 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
I think maybe if they further adjust lag compensation. For now, it's the way it is.
- 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.
- 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
- 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.
- 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...