Search found 270 matches

by Raiguard
Tue Oct 27, 2020 2:02 am
Forum: Implemented Suggestions
Topic: /cheat off
Replies: 5
Views: 165

Re: /cheat off

eradicator wrote:
Tue Oct 27, 2020 1:44 am
Already implemented *cough*.

Code: Select all

/sudo cheat(off)
EE already has it as well:

Code: Select all

/EditorExtensions disable-cheat-mode
But /cheat off would be more convenient. :D
by Raiguard
Mon Oct 26, 2020 9:12 pm
Forum: Implemented Suggestions
Topic: /cheat off
Replies: 5
Views: 165

/cheat off

It would be nice to have a built-in command for disabling cheat mode, instead of just enabling it. It doesn't need to do anything else, just disable cheat mode for the player who types it. I could read this command's execution and do my own cheat-mode cleanup for Editor Extensions as well. :)
by Raiguard
Thu Oct 22, 2020 6:48 pm
Forum: Mods
Topic: [0.18+] Editor Extensions
Replies: 8
Views: 327

Re: [0.18+] Editor Extensions

eradicator wrote:
Thu Oct 22, 2020 1:18 pm
Raiguard wrote:
Thu Oct 22, 2020 6:44 am
I just wish that Bilka had pointed out that prototype property to me sooner!
Which one?
additional_pastable_entities
2020-10-22 13_03_39-Factorio 1.0.0.png
2020-10-22 13_03_39-Factorio 1.0.0.png (40.92 KiB) Viewed 67 times
by Raiguard
Thu Oct 22, 2020 6:44 am
Forum: Mods
Topic: [0.18+] Editor Extensions
Replies: 8
Views: 327

Re: [0.18+] Editor Extensions

I can probably update the GUI to make the base unit adjustable. It won't come until Factorio 1.1 though, which will have my new GUI framework that I've been developing for the past month. As for the highlight box, that will be solved once I switch away from my hacked solution to the built-in one. I ...
by Raiguard
Thu Oct 22, 2020 3:28 am
Forum: Mods
Topic: [0.18+] Editor Extensions
Replies: 8
Views: 327

Re: [0.18+] Editor Extensions

Thank you for the kind words! I went ahead and added copy/paste between infinity pipes and constant combinators. Since the base game doesn't support this, I had to do some trickery, and so the green highlight box on the source entity won't show up like it usually does when copy/pasting between entit...
by Raiguard
Mon Oct 19, 2020 9:32 pm
Forum: Ideas and Suggestions
Topic: Blueprint library architecture
Replies: 1
Views: 127

Re: Blueprint library architecture

Are very least, the main problem is that if the player is holding an object in the library, mods can't read from or write to that object. This post was a very long-winded way of saying that. The entire problem (for me, anyway) could be solved if the thing that the player is holding was always an ite...
by Raiguard
Mon Oct 19, 2020 9:00 pm
Forum: Ideas and Suggestions
Topic: Blueprint library architecture
Replies: 1
Views: 127

Blueprint library architecture

During a lengthy discussion on the mod-making channel of the Factorio Discord , several problems with the current blueprint library implementation were brought up. While the BP library works great for users (I've thoroughly enjoyed using it while playing and think it is a huge step forward from the ...
by Raiguard
Sat Oct 17, 2020 6:41 pm
Forum: Resolved for the next release
Topic: Enable reading the currently held blueprint record
Replies: 4
Views: 345

Re: Enable reading the currently held blueprint record

Thank you very much! Is there some sort of event we can listen for to tell when a player picks up or changes their held blueprint record? Otherwise I'll have to read the cursor in an on_tick event.
by Raiguard
Wed Oct 14, 2020 6:55 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 324

Re: Add a hotkey for blueprint string import

Actually, blueprint books do have the ability to set a hotkey, it's just unset by default: Damn, I always assumed there was none, since it didn’t say “(Not set)” in the tooltip. Turns out associated_control_input only shows the hotkey when it is set like “(Alt + B)”. Not very intuitive. I also coul...
by Raiguard
Tue Oct 13, 2020 5:18 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 324

Re: Add a hotkey for blueprint string import

ickputzdirwech wrote:
Tue Oct 13, 2020 2:40 pm
Blueprint book also doesn’t have a hotkey. Really annoying. Definitely a +1

Edit: I’ll add both of them to my mod when I got time this evening.
Actually, blueprint books do have the ability to set a hotkey, it's just unset by default:
2020-10-13 11_18_35-Factorio 1.1.0.png
2020-10-13 11_18_35-Factorio 1.1.0.png (15.66 KiB) Viewed 160 times
by Raiguard
Tue Oct 13, 2020 6:12 am
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 324

Re: Add a hotkey for blueprint string import

Not ridiculously often, but it's really difficult to push two really tiny buttons every time I want to do it. Import string is literally the only vanilla shortcut that doesn't have a hotkey.
by Raiguard
Tue Oct 13, 2020 1:32 am
Forum: Modding interface requests
Topic: LuaGuiElement for graphs like production/electricity
Replies: 2
Views: 145

Re: LuaGuiElement for graphs like production/electricity

+1. I would like to use graphs as well!
by Raiguard
Wed Oct 07, 2020 2:04 am
Forum: Implemented mod requests
Topic: Make LuaGuiElement::name writable
Replies: 2
Views: 178

Re: Make LuaGuiElement::name writable

I would be ecstatic if we could store "tags" on a GUI element. That would solve all sorts of problems that I've been using the name for.
by Raiguard
Sun Oct 04, 2020 7:33 pm
Forum: Logistic Train Network
Topic: [0.18] LTN Manager (ALPHA)
Replies: 15
Views: 2758

Re: [0.18] LTN Manager (ALPHA)

I tested this mod for a short time and I'm quite liking it. I won't use it on our server yet, because I spotted quite a few missing Request-Icons in the Station List. For example a Station that is requesting 99k of Oxygen and getting it delivered, but there is no red icon with 99k oxygen in the req...
by Raiguard
Thu Oct 01, 2020 5:48 am
Forum: Implemented mod requests
Topic: Make LuaGuiElement::name writable
Replies: 2
Views: 178

Make LuaGuiElement::name writable

Currently, you can only read a LuaGuiElement's name. I would love to be able to modify the name as well. The reason is that while I don't use names to match against to fire specific GUI handlers, I do use them to encode information about which button was clicked for generic handlers. For example, I ...
by Raiguard
Thu Oct 01, 2020 12:02 am
Forum: Questions, reviews and ratings
Topic: Rate-limited Pumps Mod?
Replies: 42
Views: 999

Re: Rate-limited Pumps Mod?

So I didn't end up doing the "check-if-both-sides-are-connected" thing because I decided that the overhead of checking all the fluidbox connections every time you place a pipe, pump, storage tank, infinity pipe, or crafting machine wasn't worth it to fix a relatively minor problem. But, I did add a ...
by Raiguard
Tue Sep 29, 2020 2:47 am
Forum: Questions, reviews and ratings
Topic: Rate-limited Pumps Mod?
Replies: 42
Views: 999

Re: Rate-limited Pumps Mod?

eradicator wrote:
Tue Sep 29, 2020 2:35 am
You mean other than listening to on_built and active=false'ing the pump unless both sides are connected?
Well, this thread is full of good insight! I'll try that. Thanks! :)
by Raiguard
Tue Sep 29, 2020 2:19 am
Forum: Questions, reviews and ratings
Topic: Rate-limited Pumps Mod?
Replies: 42
Views: 999

Re: Rate-limited Pumps Mod?

There's one minor flaw with the super pump that I've found: in order to make the throughput capabilities so ridiculous, I had to give the pump's fluidbox a ridiculous height (1500, vs. a regular pipe's 1). Because of this, if the output backs up, the pipe will amass a ridiculous amount of buffer. An...
by Raiguard
Tue Sep 29, 2020 1:50 am
Forum: Questions, reviews and ratings
Topic: Rate-limited Pumps Mod?
Replies: 42
Views: 999

Re: Rate-limited Pumps Mod?

Well, mods do crazy things sometimes. And for testing crazy builds (or crazy mods ;) higher numbers might come in handy. Huge tanks are not uncommon either, and 30 seems like a strangely odd number. And above all: This is factorio. So increasing the manual input limit to 100k or 1M without changing...

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