Search found 286 matches
- Fri Apr 12, 2024 11:43 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 153
- Views: 28820
Re: Friday Facts #406 - Space Age Music
Very cool! I like the music and the detailed look at some beautiful factories. That massive asteroid smashing into the space platform is fun to watch!
- Fri Apr 05, 2024 11:27 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 24424
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
THANK YOU! I love these changes. The little graphical details on the belts is such a nice little touch, and the fact that you iterated through multiple different versions of the logistics gui shows that Factorio is a true labour of love. I would suggest adding a highlight to every network in the lis...
- Mon Mar 25, 2024 8:27 pm
- Forum: Modding interface requests
- Topic: LuaRendering scale_with_zoom and combining objects
- Replies: 0
- Views: 233
LuaRendering scale_with_zoom and combining objects
I have encountered a show-stopper for a mod which requires the ability to draw multiple lines of text on the screen, anchored to an entity, and with scale_with_zoom enabled. Since text objects ignore line breaks, the only way to do multi-line text (anchored to an entity) is to create multiple object...
- Mon Mar 25, 2024 7:47 pm
- Forum: Won't implement
- Topic: Provide a way to render entities (without creating entities)
- Replies: 2
- Views: 895
Re: Provide a way to render entities (without creating entities)
I agree, that would be very useful.
- Sun Mar 24, 2024 8:32 pm
- Forum: Modding help
- Topic: Get all personal logistic slots
- Replies: 1
- Views: 279
Re: Get all personal logistic slots
I found how to get the highest index at least: LuaEntity::request_slot_count
- Sun Mar 24, 2024 8:20 pm
- Forum: Modding help
- Topic: Get all personal logistic slots
- Replies: 1
- Views: 279
Get all personal logistic slots
LuaControl::get_personal_logistic_slot(slot_index) takes an index to get a single personal logistic slot. Is there a way to get all of the personal logistic filters without guessing slot indices? (since there can be arbitrary gaps due to deleted filters)
- Sun Mar 24, 2024 1:54 pm
- Forum: Modding interface requests
- Topic: Map-related relative GUIs
- Replies: 0
- Views: 231
Map-related relative GUIs
Please add a way to create GUIs that are visible only when:
- the map is not opened, and/or
- the map is opened and zoomed out, and/or
- the map is opened and zoomed in to world view
- Sun Mar 24, 2024 1:16 pm
- Forum: This Forum
- Topic: Please make the forum search support underscored words
- Replies: 4
- Views: 1708
Re: Please make the forum search support underscored words
+1 searching underbarred API names is impossible!
- Sun Mar 24, 2024 11:21 am
- Forum: Modding interface requests
- Topic: Event when blueprint is rotated/flipped
- Replies: 4
- Views: 1009
Re: Event when blueprint is rotated/flipped
+1 for streamlining the blueprint APIs and making more stuff like this easy/possible!
Thanks for the detailed write-up.
Thanks for the detailed write-up.
- Sun Mar 24, 2024 10:58 am
- Forum: Modding help
- Topic: Blueprint orientation when still in hand (not pasted).
- Replies: 2
- Views: 414
Re: Blueprint orientation when still in hand (not pasted).
I have found a way to track the rotation of blueprints by defining two new shortcuts using linked_game_control and then listening to the CustomInputEvent for those shortcuts. It allows me to get the rotation without the blueprint needing to be placed in the world. data.lua looks something like this:...
- Sun Mar 24, 2024 10:17 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book Improvements
- Replies: 1
- Views: 455
Re: Blueprint Book Improvements
When holding a blueprint book of any kind, right click now brings up a table of contents, separated by book (if applicable) that shows the blueprints that it contains. Clicking any blueprint will instantly jump to that blueprint in the book. Clicking a sub-book will jump to the start of that book. ...
- Sun Mar 03, 2024 1:30 pm
- Forum: Already exists
- Topic: connected_rail for rail signals
- Replies: 2
- Views: 422
Re: connected_rail for rail signals
My bad, thank you!
- Sun Mar 03, 2024 1:24 pm
- Forum: Modding interface requests
- Topic: LuaEntity::get_rail_signals // LuaEntity::get_rail_signal_positions
- Replies: 1
- Views: 742
Re: LuaEntity::get_rail_signals // LuaEntity::get_rail_signal_positions
+1 This would be great to have for my mod.
- Sun Mar 03, 2024 1:23 pm
- Forum: Already exists
- Topic: connected_rail for rail signals
- Replies: 2
- Views: 422
connected_rail for rail signals
LuaEntity::connected_rail should work for rail signals too, not just train stops.
- Sun Mar 03, 2024 1:03 pm
- Forum: Modding interface requests
- Topic: Rail Planner
- Replies: 1
- Views: 444
Rail Planner
I would like to connect two distant rail pieces by rail, avoiding obstacles along the way like the built-in rail planner already available to players. Since the functionality already exists, I expected it to also be available to scripts. Please add a function that takes two rail pieces or positions ...
- Sun Mar 03, 2024 7:15 am
- Forum: Modding discussion
- Topic: Dependencies revisited
- Replies: 8
- Views: 1898
Re: Dependencies revisited
+1 for clarifying "optional dependencies" as cross-promotional suggestions, +1 for autoremove, +1 for reverse dependency lookup on mod portal.
- Tue Feb 27, 2024 5:58 pm
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 5871
- Tue Feb 27, 2024 12:18 pm
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 5871
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
I don't agree with the OP's rationale. The idea that you could cut an unlimited amount of gear wheels out of a single iron plate is preposterous. 300% productivity is already very generous.
- Tue Feb 20, 2024 11:00 am
- Forum: Fixed for 2.0
- Topic: [1.1.104] Escape key doesn't dismiss Sync mods with save
- Replies: 1
- Views: 430
[1.1.104] Escape key doesn't dismiss Sync mods with save
There is a "Back" button and normally pressing Escape is a shortcut for it, but in the Sync mods with save dialog the Escape key doesn't do anything.
- Tue Feb 20, 2024 6:56 am
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 9
- Views: 2479
Re: Ability to copy string to clipboard using api
A special button would work for most use cases, but wouldn't always be ideal. For example, if I wanted to make an "Export Area" tool, it should simply let me draw a rectangle and copy what is found in that area to my clipboard. A console command should also not require extra cursor motion ...