Search found 30 matches
- Wed Aug 30, 2017 3:16 pm
- Forum: Mods
- Topic: [MOD 0.15+] Quickbar Switcher
- Replies: 8
- Views: 5159
Re: [MOD 0.15+] Quickbar Switcher
Hi beiju, sorry for the late reply! I didn't have email notifications enabled for this thread. I was planning to rework the whole switching logic anyways, because as of right now its a single big and kind of messy function. That's why I added these weird "please report" messages, so thanks...
- Sat Jul 01, 2017 7:43 pm
- Forum: News
- Topic: Friday Facts #197 - Chugging along
- Replies: 12
- Views: 11618
Re: Friday Facts #197 - Chugging along
You say that GUI inheritance tree is complex? I think you have never seen enterprise "quality" code before
- Wed Jun 28, 2017 10:57 pm
- Forum: Modding discussion
- Topic: modders get rich?
- Replies: 25
- Views: 10487
Re: modders get rich?
Hahahaha, thanks a lot for the good laugh, Mr. "I have a $10.000.000 Mod Idea" :D I mean, you bring up an interesting and quite valid point, because the modding API is indeed powerful enough to create, with enough dedication and effort, a mod that could be almost comparable in quality to a...
- Wed Jun 14, 2017 6:10 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 70433
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Dammit, yet another useful QOL mod I wish I'd have discovered earlier. I think this thread should be rather in the Helper mods section, no?
Anyway, nice work! I'll definitely play with this this weekend.
Anyway, nice work! I'll definitely play with this this weekend.
- Tue Jun 13, 2017 7:21 pm
- Forum: Modding help
- Topic: How do I remove an item from a drop-down?
- Replies: 12
- Views: 4723
Re: How do I remove an item from a drop-down?
I guess Gangsir learned everything here except how to remove an item drop a dropdown :D I haven't tried it myself, but now I'm curious, how does one remove an item from a dropdown? Looking at the docs I would have guessed that what kikker450 said is correct, although it seems "items" is a ...
- Tue Jun 13, 2017 6:26 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Cardinal - Prevision Vehicle Driving Assistant
- Replies: 2
- Views: 1701
Re: [MOD 0.15.x] Cardinal - Prevision Vehicle Driving Assistant
Neat idea! I always preferred my sprinter suit (power armor full of exoskelletons) over the jeep. I just can't drive this thing, I keep hitting stuff and so in the end I'm always faster by foot.
I'll try this when I get the chance to play this weekend. Thanks for creating this!
I'll try this when I get the chance to play this weekend. Thanks for creating this!
- Tue Jun 13, 2017 10:03 am
- Forum: Mods
- Topic: [MOD 0.15+] Quickbar Switcher
- Replies: 8
- Views: 5159
Re: [MOD 0.15+] Quickbar Switcher
Hi there, I love the mod! I think it neatly fixes the issues about the quickbar which were also discussed in fff 191 (https://www.factorio.com/blog/post/fff-191). Thanks! I love the ideas presented in fff 191 (although I didn't see multiple quickbar layouts mentioned). I couldn't wait for them and ...
- Mon Jun 12, 2017 8:00 pm
- Forum: Modding help
- Topic: How do I remove an item from a drop-down?
- Replies: 12
- Views: 4723
Re: How do I remove an item from a drop-down?
Sure, in this specific case I can just set result = nil, but that doesn't feel right. That's the official (correct) way to remove a key from a table in Lua :P variable["result"] = nil -- removes the key "result" from the table "variable". That's good to know :D I was m...
- Mon Jun 12, 2017 4:54 pm
- Forum: Modding help
- Topic: Struggling getting a recipe to display in game
- Replies: 4
- Views: 2084
Re: Struggling getting a recipe to display in game
I know nothing about recipes, but the first two lines don't make much sense:
You are overwriting the copy with a empty table. I have no idea if this solves your problem, though.
Code: Select all
local autoMiner = util.table.deepcopy(data.raw["simple-entity-with-force"])
autoMiner = {}
- Mon Jun 12, 2017 4:35 pm
- Forum: Modding help
- Topic: How do I remove an item from a drop-down?
- Replies: 12
- Views: 4723
Re: How do I remove an item from a drop-down?
@bobingabout: As a JS developer I work with immutable objects (which are the same as tables in Lua) regularly, and since mutating objects directly is not allowed I have to create copies of objects. Here is one simple utility function (adapted to Lua) I use to create a copy of an object minus some pr...
- Sun Jun 11, 2017 5:33 pm
- Forum: Mods
- Topic: [MOD 0.15+] Quickbar Switcher
- Replies: 8
- Views: 5159
Re: [MOD 0.15+] Quickbar Switcher
I have just released 1.1.0 which brings some great improvements, see first post for details and a small demo I have created.
Have fun and feedback welcome! Let me know if you experience any issues.
Have fun and feedback welcome! Let me know if you experience any issues.
- Mon Jun 05, 2017 6:43 pm
- Forum: Ideas and Requests For Mods
- Topic: What are your UI painpoints?
- Replies: 1
- Views: 1189
Re: What are your UI painpoints?
I have created my first mod, which addresses my biggest personal pain point, quickbar management: https://forums.factorio.com/viewtopic.php?f=92&t=49335 Next thing I'd like to make is a Power Armor Switcher mod :D Maybe it's just me, but personally I'm carrying multiple power armor suits with me...
- Mon Jun 05, 2017 6:21 pm
- Forum: Modding help
- Topic: Qickbar/LuaInventory: Where do items go that get removed?
- Replies: 6
- Views: 2943
Re: Qickbar/LuaInventory: Where do items go that get removed?
Thank you very much! With your help I was able to create my first mod, Quickbar Switcher: viewtopic.php?f=92&t=49335
- Mon Jun 05, 2017 5:08 pm
- Forum: Mods
- Topic: [MOD 0.15+] Quickbar Switcher
- Replies: 8
- Views: 5159
[MOD 0.15+] Quickbar Switcher
Allows you to easily manage up to 5 individual quickbar layouts with the press of a hotkey. Useful if you want to have different quickbar layouts for different tasks. For example: one for base building, one for train building, one for combat, and so on. Please note that the ALT hotkey of this mod wi...
- Mon Jun 05, 2017 12:22 am
- Forum: Modding help
- Topic: Qickbar/LuaInventory: Where do items go that get removed?
- Replies: 6
- Views: 2943
Re: Qickbar/LuaInventory: Where do items go that get removed?
I totally misunderstood how this works, now it's crystal clear, thanks a lot guys! :) Also set_stack and clear is exactly what I needed. One last question: If I want to search for an empty LuaItemStack in an inventory, is it safe to use the "valid_for_read" property for this purpose (e.g. ...
- Sun Jun 04, 2017 11:04 pm
- Forum: Modding help
- Topic: Qickbar/LuaInventory: Where do items go that get removed?
- Replies: 6
- Views: 2943
Re: Qickbar/LuaInventory: Where do items go that get removed?
Maybe it's "remove" as in "delete"? And for your second point, since you are using "defines.inventory.player_quickbar", why would you expect it not to go to the quickbar? I think you misunderstood, what I don't get is: if it's really "delete" then where does ...
- Sun Jun 04, 2017 7:49 pm
- Forum: Modding help
- Topic: Qickbar/LuaInventory: Where do items go that get removed?
- Replies: 6
- Views: 2943
Qickbar/LuaInventory: Where do items go that get removed?
I have stone walls in my quickbar and when I execute this command: /c game.players[1].character.get_inventory(defines.inventory.player_quickbar).remove("stone-wall") then the stone wall is correctly removed, but where does it go? Because it doesn't appear in the main inventory. Next, when ...
- Sun Jun 04, 2017 4:53 pm
- Forum: Modding discussion
- Topic: Factorio API autocomplete extension for Visual Studio Code
- Replies: 11
- Views: 7170
Re: Factorio API autocomplete extension for Visual Studio Code
I spent another evening trying to parse that stupid HTML and it's still a mess but I'm happy with the result. Tooltips are now fully markdown formatted, with links to the official api docs. It's not perfect but I'm not gonna touch that anytime soon again. Also class inheritance is now considered, so...
- Thu Jun 01, 2017 10:21 pm
- Forum: Ideas and Requests For Mods
- Topic: What are your UI painpoints?
- Replies: 1
- Views: 1189
What are your UI painpoints?
This game is so awesomely complex, but the current GUI just doesn't handle this complexity that well, and so I have my own list of things that slow me down during gameplay. For example managing my quickbar. Maybe I'm doing it wrong, but in the late game I never have the items I need right now in the...
- Tue May 30, 2017 2:04 pm
- Forum: Mods
- Topic: [MOD 0.15+] Copy & Paste Modules v0.3.1
- Replies: 25
- Views: 12578
Re: [MOD 0.15+] Copy & Paste Modules
Well, not exactly similar, but both have a building in the screenshot and so I was too quick and confused them