Search found 10 matches
- Thu Nov 21, 2024 8:15 am
- Forum: Mod portal Discussion
- Topic: Show actual required Factorio version in downloads page
- Replies: 0
- Views: 71
Show actual required Factorio version in downloads page
The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release. This should help users with finding which mod version to download if for example there's an ext...
- Tue Nov 12, 2024 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
- Replies: 4
- Views: 718
Re: [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
Thanks for the report. Can you give me some example lua code I can test with where it should work but doesn't? /c game.player.gui.screen.add{type="frame", name="ceb_frame"}.add{type="choose-elem-button", elem_type="item", elem_filters={{filter="type"...
- Sat Nov 09, 2024 11:05 pm
- Forum: Implemented mod requests
- Topic: LuaForce read/write for "mining-with-fluid" boolean modifier
- Replies: 1
- Views: 539
LuaForce read/write for "mining-with-fluid" boolean modifier
Please add a LuaForce read/write for "mining-with-fluid" boolean modifier.
(and maybe R/W for "cliff-deconstruction-enabled" too)
(and maybe R/W for "cliff-deconstruction-enabled" too)
- Thu Nov 07, 2024 3:25 pm
- Forum: Duplicates
- Topic: [2.0.15] Alt-mode in blueprint preview doesn't display quality conditions
- Replies: 1
- Views: 172
[2.0.15] Alt-mode in blueprint preview doesn't display quality conditions
Blueprint preview doesn't properly show quality conditions compared to alt-mode in world. https://i.imgur.com/4wQqSFr.png 0eNqdk01uwjAQhe8ya4NIcJDIohepqsgkA7Xk2K5/WiKUA/QWXfRkPUnHRFABQQV2cfxm3uc39g5WKqJ1UgcodyBroz2UzzvwcqOFSv+0aBFK8FbJENBBz0DqBrdQZj0bEeLWOvR+ooxoTuR5/8IAdZBB4mCyX3SVju2KlGXGDj1W0Wl0E...
- Wed Oct 30, 2024 4:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
- Replies: 4
- Views: 718
[Rseding91] [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
If the player has an item in cursor and clicks a choose-elem-button that doesn't pass the filter it silently fails. In Factorio 1.1 clicking a choose-elem-button with a wrong item would open the filter menu. I can't recall if 1.1 vanilla has any filtered choose-elem-buttons to test but in 2.0 there ...
- Fri Mar 15, 2024 8:54 pm
- Forum: Modding interface requests
- Topic: Add quantity to choose-elem-button
- Replies: 6
- Views: 1159
Re: Add quantity to choose-elem-button
Bumping for interest to have a quantity selector in addition to the filter on the "choose-elem-button" element.
- Wed Jan 31, 2024 11:54 pm
- Forum: Implemented mod requests
- Topic: Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
- Replies: 1
- Views: 547
Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
Please expose MiningDrillPrototype#vector_to_place_result to control stage. Maybe as LuaEntityPrototype#mining_drill_drop_position.
Currently you'd have to spawn in a temporary mining drill and get its drop position via LuaEntity#drop_position.
Currently you'd have to spawn in a temporary mining drill and get its drop position via LuaEntity#drop_position.
- Sun Feb 05, 2023 11:03 pm
- Forum: Modding interface requests
- Topic: on_player_changed_controller event
- Replies: 0
- Views: 438
on_player_changed_controller event
There have been posts that asked for this related to bugs but I couldn't find an existing request topic for this. Problem in my case is that changing controllers also changes the cursor stack but doesn't fire "on_player_cursor_stack_changed". I ran into this lack of functionality when tryi...
- Sat Jan 28, 2023 8:55 am
- Forum: Modding interface requests
- Topic: Add "related_underground_pipe" to pipe prototype definitions
- Replies: 2
- Views: 769
Re: Add "related_underground_pipe" to pipe prototype definitions
Ideally pipes with custom behaviour wouldn't define/be defined as a related pipe but we can read fluidbox connections so its possible to filter them if they don't behave as expected.DaleStan wrote: βFri Jan 27, 2023 7:37 pm Does that still do what you want when the fluid system is extended by mods like Advanced Fluid Handling?
- Fri Jan 27, 2023 6:33 pm
- Forum: Modding interface requests
- Topic: Add "related_underground_pipe" to pipe prototype definitions
- Replies: 2
- Views: 769
Add "related_underground_pipe" to pipe prototype definitions
For feature parity with Prototype/TransportBelt#related_underground_belt and LuaEntityPrototype#related_underground_belt . It doesn't exist because pipes don't have smart drag quick replace function but I believe there is still a benefit to having it for inter mod compatibility. I already use LuaEnt...