Search found 15 matches
- Mon Mar 04, 2019 7:55 am
- Forum: Ideas and Suggestions
- Topic: Available space for mods increased to whole screen height
- Replies: 0
- Views: 545
Available space for mods increased to whole screen height
TL;DR Currently mods are limited to ~2/3rd of screen height. Exceeding this height breaks rendering. What ? On https://imgur.com/a/8s8OHd8 you can see the todo list rendered without the buttons at the bottom (it should look like this: https://mods-data.factorio.com/assets/7e904c4a3f318b9fff5f887c84...
- Tue Feb 05, 2019 3:13 pm
- Forum: Modding help
- Topic: [Question] What is the best way to provide alternative localisations?
- Replies: 2
- Views: 777
Re: [Question] What is the best way to provide alternative localisations?
It means for every translation that I want to have changeable I have to switch from `{"todo.some_thing"}` to `{todo.translate("some_thing")}`. Which is inconsistent.
So ideally I switch for everything..
But thanks for the input. I'll go this way then
So ideally I switch for everything..
But thanks for the input. I'll go this way then
- Tue Feb 05, 2019 1:36 pm
- Forum: Modding help
- Topic: [Question] What is the best way to provide alternative localisations?
- Replies: 2
- Views: 777
[Question] What is the best way to provide alternative localisations?
Hi, I'm the author of the ToDo Lis t mod. There is a request to enable a quest log mode to have everything more RPG like. I'm now trying to understand how to implement this the best way. 1. provide a second mod with the changed translations + easy to toggle for players - lot of overhead - hard to ke...
- Mon Nov 19, 2018 7:12 pm
- Forum: Modding help
- Topic: Trigger UI redrawing?!
- Replies: 6
- Views: 2158
Re: Trigger UI redrawing?!
Follow up question.
If I use the dialog it actually blocks UI rendering. Is there a way to programmatically close it again?
Because otherwise the user has to manually proceed for every step.
Or am I missing something?
If I use the dialog it actually blocks UI rendering. Is there a way to programmatically close it again?
Because otherwise the user has to manually proceed for every step.
Or am I missing something?
- Mon Nov 19, 2018 1:22 pm
- Forum: Modding help
- Topic: Usage of mod-gui
- Replies: 12
- Views: 6504
Re: Usage of mod-gui
Hey :) Thanks for the input. Somehow I still don't get full notifications for everything here in the forum :/ Hi there! It's me, the noob coder :). From a quick look at the explanation page i have a few thought that are hopefully useful insigts into how other people code. If not feel free to ignore ...
- Mon Nov 19, 2018 1:04 pm
- Forum: Modding help
- Topic: Trigger UI redrawing?!
- Replies: 6
- Views: 2158
Re: Trigger UI redrawing?!
Awesome, thanks
I'll try that out.
I'll try that out.
- Sun Nov 18, 2018 10:30 pm
- Forum: Angels Mods
- Topic: [Question] Saline Water with just Angels Refining?
- Replies: 0
- Views: 1847
[Question] Saline Water with just Angels Refining?
Hi, we ware playing a game that only uses Angels Refining (and some other mods, but nothing else from Angels and nothing from Bobs). I'm currently looking into using the byproducts of the refining process and need Saline Water to create Slurry. It seems it should have been enabled with Water Treatme...
- Tue Oct 30, 2018 9:54 pm
- Forum: Modding help
- Topic: Trigger UI redrawing?!
- Replies: 6
- Views: 2158
Re: Trigger UI redrawing?!
Okay, thanks.
I was afraid this was the answer
Off to creating a scheduler and some locking logic then
I was afraid this was the answer
Off to creating a scheduler and some locking logic then
- Tue Oct 30, 2018 9:52 pm
- Forum: Modding help
- Topic: Usage of mod-gui
- Replies: 12
- Views: 6504
Re: Usage of mod-gui
I somehow missed the notification for posts in this thread -.- I completely rewrote faketorio by now. It is now running inside of Factorio and thus you can do whatever you want/could do anyway. Automated testing basically removes the long and error prone phase of testing everything in your mod after...
- Tue Oct 30, 2018 12:44 pm
- Forum: Modding help
- Topic: Trigger UI redrawing?!
- Replies: 6
- Views: 2158
Trigger UI redrawing?!
Hi, I have a rather long running / command that raises some click events (script.raise_event). These events cause some UI elements to be drawn, created, closed, ... As everything happens in one command/function it looks like there is no UI update until the very end. I would like to see the steps in ...
- Sun Oct 21, 2018 8:06 pm
- Forum: Implemented mod requests
- Topic: Platform-native JSON parse/encode
- Replies: 6
- Views: 2825
Re: Platform-native JSON parse/encode
Awesome, thank you
Would it be possible to also expose the base64 encoder/decoder in a similar way?
This would make exchanging mod state extremely easy (blueprint like).
Thanks!
- Sat Oct 07, 2017 9:54 am
- Forum: Modding help
- Topic: Usage of mod-gui
- Replies: 12
- Views: 6504
Re: Usage of mod-gui
Hey,
thanks for the explanation. I know how mod-gui works and I'm actively using it.
The question is: Is anyone else using it?
thanks for the explanation. I know how mod-gui works and I'm actively using it.
The question is: Is anyone else using it?
- Sat Oct 07, 2017 9:17 am
- Forum: Modding help
- Topic: Usage of mod-gui
- Replies: 12
- Views: 6504
Usage of mod-gui
Hi, I'm currently working on a library/framework to make automated testing for Factorio mods possible and easy (inspired by the stdlib project). You can find the first version here: https://github.com/JonasJurczok/faketorio The question I have is: Is anyone using mod-gui for the UI in their mods? I ...
- Thu Sep 21, 2017 11:13 am
- Forum: Mod portal Discussion
- Topic: [mod-portal] 10 unused images
- Replies: 2
- Views: 1477
Re: [mod-portal] 10 unused images
Awesome, thank you
- Thu Sep 21, 2017 9:33 am
- Forum: Mod portal Discussion
- Topic: [mod-portal] 10 unused images
- Replies: 2
- Views: 1477
[mod-portal] 10 unused images
Hi, I created my first mod https://mods.factorio.com/mods/JasonMiles/Todo-List I wanted to add images to the mod. Upon submitting the new images the whole page just froze up. After reloading the details page none of the images where there (neither in the normal, nore in the edit view). I uploaded th...