Search found 318 matches

by Raiguard
Tue May 04, 2021 6:47 pm
Forum: Modding interface requests
Topic: Relative GUI for static GUI elements
Replies: 1
Views: 103

Relative GUI for static GUI elements

Just throwing this out there: It would be stupendously amazing if we could position GUI elements relative to the "static" GUI elements that are almost always shown. For example, the top-right GUI, the quickbar, shortcut bar, guns/ammo GUI, map editor GUI, etc. Right now it is possible to p...
by Raiguard
Mon Apr 05, 2021 5:26 pm
Forum: Modding interface requests
Topic: "Context" for selected_prototype in custom-inputs
Replies: 1
Views: 149

"Context" for selected_prototype in custom-inputs

I would like to request a new feature related to the "selected_prototype" field on custom-inputs. Currently, it will only return the thing "contained" in whatever you use the custom-input on. However, it does not tell you what the user actually had selected. For example, there is...
by Raiguard
Mon Mar 08, 2021 11:35 pm
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 9
Views: 784

Re: Strange Downloads

I have noticed this on two of my mods recently. Rate Calculator got 4,000 downloads overnight, but the most recent version (released yesterday) only has 1,599 downloads. I released an update to Editor Extensions two hours ago, and it suddenly gained 5,000 downloads in those two hours. The most recen...
by Raiguard
Sun Mar 07, 2021 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.25] Modded accumulator sometimes not charging all of the way
Replies: 3
Views: 1126

Re: [1.1.25] Modded accumulator changing to "normal" status instead of "fully charged"

This is indeed an actual bug with the entity not being completely charged. The status is actually correct:
2021-03-07 14_17_56-planetary-teleporter.lua - Krastorio2 - Visual Studio Code.png
2021-03-07 14_17_56-planetary-teleporter.lua - Krastorio2 - Visual Studio Code.png (3.41 KiB) Viewed 829 times
by Raiguard
Sat Mar 06, 2021 1:29 am
Forum: Modding interface requests
Topic: List of things that don't work with the prototype explorer GUI
Replies: 5
Views: 472

Re: List of things that don't work with the prototype explorer GUI

Fluids in recipes do not open the fluid page.

On another note, there is no way to open the recipe directly from this screen. You can open the ingredients and products, but not the recipe itself. I think it would be very nice to be able to do this.
2021-03-05 18_26_44-Factorio 1.1.26.png
2021-03-05 18_26_44-Factorio 1.1.26.png (78.28 KiB) Viewed 281 times
by Raiguard
Thu Mar 04, 2021 11:15 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.26] Bots placing a rolling stock with equipment grid are not setting the grid
Replies: 1
Views: 466

[Rseding91] [1.1.26] Bots placing a rolling stock with equipment grid are not setting the grid

When a construction robot places a rolling stock (in this case, a locomotive) with an equipment grid, the equipment grid is not being set. All of the equipment that you put into the grid just disappears. To reproduce: - Install the Vehicle Grid mod - Load the attached save file - Place a locomotive ...
by Raiguard
Wed Mar 03, 2021 7:10 pm
Forum: Modding interface requests
Topic: List of things that don't work with the prototype explorer GUI
Replies: 5
Views: 472

Re: List of things that don't work with the prototype explorer GUI

Entity previews should probably open their entity.
2021-03-03 12_09_45-Factorio 1.1.26.png
2021-03-03 12_09_45-Factorio 1.1.26.png (46.79 KiB) Viewed 322 times
by Raiguard
Tue Mar 02, 2021 7:15 pm
Forum: Releases
Topic: Version 1.1.26
Replies: 2
Views: 10194

Re: Version 1.1.26

I am playing with a friend of mine. He uses the windows version 1.1.25 and is not able to update to 1.1.26. There is no update message when launching the game, trying about -> check for updates does not show an update. 1.1.26 is an experimental update for now, have your friend enable experimental v...
by Raiguard
Mon Mar 01, 2021 10:39 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.25] Modded accumulator sometimes not charging all of the way
Replies: 3
Views: 1126

[1.1.25] Modded accumulator sometimes not charging all of the way

local test = table.deepcopy(data.raw["accumulator"]["accumulator"]) test.name = "test-accumulator" test.energy_source.input_flow_limit = "40MW" test.energy_source.buffer_capacity = "200MJ" data:extend{test} Put this code into a mod and load a new sa...
by Raiguard
Sun Feb 21, 2021 6:14 pm
Forum: Modding interface requests
Topic: Fire on_gui_click on mouse up for empty-widgets, instead of mouse down
Replies: 0
Views: 127

Fire on_gui_click on mouse up for empty-widgets, instead of mouse down

I am experimenting with reordering items in a list by dragging in a mod GUI, similar to the train GUI. I have a pretty good idea of how to go about it, but I need a reliable way of detecting when the drag ends. Buttons fire on_gui_click on mouse up, which would be perfect, but unfortunately empty-wi...
by Raiguard
Thu Feb 18, 2021 8:31 pm
Forum: Modding interface requests
Topic: List of things that don't work with the prototype explorer GUI
Replies: 5
Views: 472

List of things that don't work with the prototype explorer GUI

At Rseding's request, this is a list of places where the prototype explorer GUI doesn't open when it probably should. I'll add to this list if I find any more. If anyone reading this finds other places that don't work, please reply to this post. Active research button: 2021-02-18 13_29_46-Factorio 1...
by Raiguard
Wed Feb 17, 2021 7:16 am
Forum: Modding interface requests
Topic: Export currently held blueprint library object to item
Replies: 0
Views: 121

Export currently held blueprint library object to item

I swear I made a post about this before, but cannot find it for the life of me. Hopefully my searching powers aren't failing me. The new blueprint library works well for users, but not for mods. We can get the entities of the currently held library blueprint, but there's no way to get anything else ...
by Raiguard
Sun Feb 14, 2021 5:07 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.21] Crash when deconstructing modded underground pipes with robots
Replies: 1
Views: 387

[kovarex] [1.1.21] Crash when deconstructing modded underground pipes with robots

I ran across a crash when deconstructing a modded underground pipe with robots. Log indicates the crash is in FluidManager::countAndMarkVisitedRecursive. Reproduction video: https://forums.factorio.com/download/file.php?mode=view&id=67656 Log file, save, and unpublished / modified mods are attac...
by Raiguard
Sat Feb 13, 2021 8:38 pm
Forum: Implemented mod requests
Topic: Provide "currently hovered prototype" on a custom-input
Replies: 2
Views: 277

Provide "currently hovered prototype" on a custom-input

The prototype explorer GUI works by pressing a hotkey when hovering over something in the GUI or on the map - entities, items, recipes, technologies, etc. Would it be possible to provide this same functionality to a custom-input? For example, hovering over a recipe in the crafting menu, and pressing...
by Raiguard
Thu Feb 04, 2021 12:52 am
Forum: Modding interface requests
Topic: on_ticks_played event
Replies: 8
Views: 554

Re: on_ticks_played event

Bump. I have more GUI-related stuff that simply stops working when the tick is paused, which is quite annoying. on_tick_played would fix that!
by Raiguard
Tue Feb 02, 2021 5:41 am
Forum: Not a bug
Topic: [kovarex] [1.1.19] Infinite build reach
Replies: 4
Views: 451

Re: [kovarex] [1.1.19] Infinite build reach

jvj, I've fixed the issue and released a new version of Tapeline. It should also fix your borked build distance when you update, but please let me know if you have any issues. Thanks!
by Raiguard
Mon Feb 01, 2021 6:05 pm
Forum: Not a bug
Topic: [kovarex] [1.1.19] Infinite build reach
Replies: 4
Views: 451

Re: [kovarex] [1.1.19] Infinite build reach

95556.png -- edit: mod "Tapeline" messes with character build distance: elseif holding_tl_tool(player) then player_table.flags.holding_tool = true player.cursor_stack.set_stack{name = "tl-tool", count = 100} set_cursor_label(player, player_table) if player.controller_type == def...
by Raiguard
Tue Jan 26, 2021 7:48 am
Forum: Modding interface requests
Topic: Detect when tabbing between textfields
Replies: 0
Views: 112

Detect when tabbing between textfields

I am attempting to emulate the vanilla logistic request setter as closely as I can, but I have run into a snag: there is no way for me to tell when the player tabs between textfields. I can detect when they press enter, but that doesn't match what the vanilla setter does. There are three ways I can ...
by Raiguard
Mon Jan 25, 2021 1:57 am
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 25
Views: 3107

Re: screen.element.force_render_above() please?

FYI, Ownlyme has linked this topic as (part of) explanation of why he's stopping modding, and I have to say: without knowing the context, this topic as-is looks like a big embarassment for the dev team. Small mod developer makes a totally sensible request, then a dev tells "We don't care"...
by Raiguard
Sun Jan 17, 2021 7:53 pm
Forum: Modding interface requests
Topic: Differentiate types of on_gui_closed
Replies: 3
Views: 292

Re: Differentiate types of on_gui_closed

+100. I think it would make more sense to fire `on_gui_confirmed` itself, so you can also pick up on the alt-keys.

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