Search found 286 matches

by SupplyDepoo
Fri Apr 12, 2024 11:43 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 146
Views: 16880

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!
by SupplyDepoo
Fri Apr 05, 2024 11:27 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 137
Views: 13814

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...
by SupplyDepoo
Mon Mar 25, 2024 8:27 pm
Forum: Modding interface requests
Topic: LuaRendering scale_with_zoom and combining objects
Replies: 0
Views: 109

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...
by SupplyDepoo
Sun Mar 24, 2024 8:32 pm
Forum: Modding help
Topic: Get all personal logistic slots
Replies: 1
Views: 118

Re: Get all personal logistic slots

I found how to get the highest index at least: LuaEntity::request_slot_count
by SupplyDepoo
Sun Mar 24, 2024 8:20 pm
Forum: Modding help
Topic: Get all personal logistic slots
Replies: 1
Views: 118

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)
by SupplyDepoo
Sun Mar 24, 2024 1:54 pm
Forum: Modding interface requests
Topic: Map-related relative GUIs
Replies: 0
Views: 111

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
Basically like player.gui.screen but limited to one or two of those contexts.
by SupplyDepoo
Sun Mar 24, 2024 1:16 pm
Forum: This Forum
Topic: Please make the forum search support underscored words
Replies: 4
Views: 1242

Re: Please make the forum search support underscored words

+1 searching underbarred API names is impossible!
by SupplyDepoo
Sun Mar 24, 2024 11:21 am
Forum: Modding interface requests
Topic: Event when blueprint is rotated/flipped
Replies: 4
Views: 654

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.
by SupplyDepoo
Sun Mar 24, 2024 10:58 am
Forum: Modding help
Topic: Blueprint orientation when still in hand (not pasted).
Replies: 2
Views: 175

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:...
by SupplyDepoo
Sun Mar 24, 2024 10:17 am
Forum: Ideas and Suggestions
Topic: Blueprint Book Improvements
Replies: 1
Views: 176

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. ...
by SupplyDepoo
Sun Mar 03, 2024 1:30 pm
Forum: Already exists
Topic: connected_rail for rail signals
Replies: 2
Views: 168

Re: connected_rail for rail signals

My bad, thank you!
by SupplyDepoo
Sun Mar 03, 2024 1:23 pm
Forum: Already exists
Topic: connected_rail for rail signals
Replies: 2
Views: 168

connected_rail for rail signals

LuaEntity::connected_rail should work for rail signals too, not just train stops.
by SupplyDepoo
Sun Mar 03, 2024 1:03 pm
Forum: Modding interface requests
Topic: Rail Planner
Replies: 1
Views: 221

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 ...
by SupplyDepoo
Sun Mar 03, 2024 7:15 am
Forum: Modding discussion
Topic: Dependencies revisited
Replies: 8
Views: 1443

Re: Dependencies revisited

+1 for clarifying "optional dependencies" as cross-promotional suggestions, +1 for autoremove, +1 for reverse dependency lookup on mod portal.
by SupplyDepoo
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: 3799

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

MeduSalem wrote:
Tue Feb 27, 2024 5:32 pm
there are no other sources where it could come from.
FFF 376 # Productivity researches (infinite research)
by SupplyDepoo
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: 3799

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.
by SupplyDepoo
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: 240

[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.
by SupplyDepoo
Tue Feb 20, 2024 6:56 am
Forum: Modding interface requests
Topic: Ability to copy string to clipboard using api
Replies: 9
Views: 1980

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 ...

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