Search found 339 matches

by Raiguard
Fri Nov 19, 2021 5:03 pm
Forum: Modding interface requests
Topic: Expose historical data of LuaFlowStatistics
Replies: 3
Views: 482

Re: Expose historical data of LuaFlowStatistics

Bump. Having milestones work retroactively with greater precision would be awesome!
by Raiguard
Tue Nov 16, 2021 2:30 am
Forum: Modding interface requests
Topic: Selection tool mode/filter for selecting only ghost entities
Replies: 3
Views: 438

Re: Selection tool mode/filter for selecting only ghost entities

+1 on this. I have a usecase for selecting ghosts. I propose three new selection modes: entity-ghost, tile-ghost, and any-ghost.
by Raiguard
Wed Nov 10, 2021 6:25 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 36
Views: 3804

Re: New API Docs website

The improvements are noticeable, and thank you! However, I'm still very much against using the Factorio CSS styling for API documentation. I much prefer the old flat style to this one in every way possible. I understand you want to have a consistent style across all of the Factorio websites, but it ...
by Raiguard
Sat Nov 06, 2021 12:35 am
Forum: Modding interface requests
Topic: Add mod-list.json to save files
Replies: 0
Views: 68

Add mod-list.json to save files

This isn't so much a mod API request as it is a save file format request. I am writing a CLI mod manager , and the next feature I'm working on is sync-mods-with-save. I have found many previous posts on this subject, but they're all pretty outdated. Work was progressing, and I was slowly learning ho...
by Raiguard
Fri Nov 05, 2021 3:19 pm
Forum: Modding interface requests
Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
Replies: 9
Views: 613

Re: Modding - order property in LuaGuiElement

LuaGuiElement::swap_children() was added in today's release. It's not quite as good as just moving an element to a specified index, but you can accomplish that by creating a hidden element at the intended location, swapping it with your current element, then deleting the temp element. It will still ...
by Raiguard
Mon Nov 01, 2021 4:24 am
Forum: Modding interface requests
Topic: New prototype request: filterable-selection-tool
Replies: 3
Views: 103

Re: New prototype request: filterable-selection-tool

Deconstruction planners do not fire the events. Those only fire for selection-tool items.
by Raiguard
Sun Oct 31, 2021 9:40 pm
Forum: Modding interface requests
Topic: New prototype request: filterable-selection-tool
Replies: 3
Views: 103

New prototype request: filterable-selection-tool

I would like to request a new selection tool, one that has the ability to use deconstruction planner filters, but will raise the selected area event instead of deconstructing. It would be immensely useful for users to be able to customize what they select for certain mods, and right now the only way...
by Raiguard
Tue Sep 07, 2021 6:02 pm
Forum: Releases
Topic: Version 1.1.39
Replies: 7
Views: 15268

Re: Version 1.1.39

Added on_equipment_inserted and on_equipment_removed events that fire any time any equipment is added/removed from a grid. on_equipment_removed includes the number of equipment removed, on_equipment_inserted doesn't. Is there any particular reason for that? The same goes for the already existing ev...
by Raiguard
Tue Sep 07, 2021 4:12 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.38] game.finished only lasts for a single tick
Replies: 4
Views: 754

Re: [1.1.38] game.finished only lasts for a single tick

I would expect it to remain true after a force wins the game. The game appears to already track this internally, since if you call game.set_game_state() again after the first force wins, it doesn't pop up the victory box again. My usecase is I only want to play the K2 victory audio once, when the ga...
by Raiguard
Wed Sep 01, 2021 5:46 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 36
Views: 3804

Re: New API Docs website

Honestly, while the Factorio-esque design is OK for the main site, I don't think it works well here. I'm finding it generally harder to read things. I agree that the search on the left takes up a bunch of room, perhaps having it be collapsible would solve that. I am also experiencing scroll lag on t...
by Raiguard
Mon Aug 30, 2021 1:17 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.38] game.finished only lasts for a single tick
Replies: 4
Views: 754

[Genhis] [1.1.38] game.finished only lasts for a single tick

I could be misunderstanding how this is supposed to work, but so far as I can tell, game.finished is supposed to tell you if the game was finished in the past. However, reading it after the tick where the game was finished will always return false . Reproduction: 1. Stick the following in a mod's co...
by Raiguard
Wed Aug 18, 2021 2:28 am
Forum: Modding interface requests
Topic: Limit how many of one equipment can be in a grid
Replies: 0
Views: 173

Limit how many of one equipment can be in a grid

In Krastorio 2, there is an equipment called the "energy absorber" that allows you to be wirelessly charged via tesla coils. However, it comes with the limitation that you can only have one absorber. Right now, K2 does some trickery to limit you to a single absorber. However, this doesn't ...
by Raiguard
Mon Aug 02, 2021 3:22 pm
Forum: Modding interface requests
Topic: A method to detect changes in player language in Singleplayer.
Replies: 7
Views: 573

Re: A method to detect changes in player language in Singleplayer.

For a native search experience you should be asking for locale to become part of the game state, so it can be read directly. Based on the way that request_translation() was implemented using network packages instead of direct disk reading I'm assuming that anything locale related is a huge mess and...
by Raiguard
Mon Aug 02, 2021 3:21 pm
Forum: Modding interface requests
Topic: A method to detect changes in player language in Singleplayer.
Replies: 7
Views: 573

Re: A method to detect changes in player language in Singleplayer.

I dealt with this simply by not dealing with it. People will hardly ever change their locale mid-game unless they're a translator or a mod developer. I'd just provide a command to retranslate and call it a day. I do provide a command already. But I'm not calling it a day. I want Babelfish to delive...
by Raiguard
Sun Aug 01, 2021 10:54 pm
Forum: Modding interface requests
Topic: A method to detect changes in player language in Singleplayer.
Replies: 7
Views: 573

Re: A method to detect changes in player language in Singleplayer.

I dealt with this simply by not dealing with it. People will hardly ever change their locale mid-game unless they're a translator or a mod developer. I'd just provide a command to retranslate and call it a day.
by Raiguard
Sun Aug 01, 2021 8:40 pm
Forum: Modding interface requests
Topic: LuaPlayer::active_locale
Replies: 1
Views: 187

LuaPlayer::active_locale

A while back, Rseding mentioned on Discord that it would be "relatively easy" to add support for reading which locale a player was using directly. I would like to request this, it would be very useful! Edit: to clarify, this would simply be reading which language each player has selected -...
by Raiguard
Mon Jun 14, 2021 5:15 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 3
Views: 269

Re: Set ignored_by_interaction without setting it on children

I am using it for the X position. I can't use it for the Y position unless I hardcode the height of the GUI, which won't play well with how this GUI is going to work. It needs to dynamically stretch up and down based on its content.
by Raiguard
Sun Jun 13, 2021 5:38 pm
Forum: Modding interface requests
Topic: Ability to "hide" alerts without disabling them
Replies: 0
Views: 142

Ability to "hide" alerts without disabling them

I'm working on an experiment to replace the vanilla alerts GUI with a "better" one, with an alert history and more details. As a part of this, I wish to also fix alerts crossing surfaces. To do this, I wish to prevent the game from showing alerts on the map itself, so my mod can do it inst...
by Raiguard
Sun Jun 13, 2021 5:35 pm
Forum: Modding interface requests
Topic: Alert arrows for custom alerts & an API to trigger them
Replies: 0
Views: 125

Alert arrows for custom alerts & an API to trigger them

I would like to request that alert arrows be made to work with custom alerts (whether that be from programmable speakers or those created by mods). It seems strange that arrows are drawn for built-in alerts, but not custom ones. Screenshot from 2021-06-13 11-33-15.png Additionally, I would love to b...
by Raiguard
Sun Jun 13, 2021 1:16 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 3
Views: 269

Set ignored_by_interaction without setting it on children

I am (ab)using a flow to position a GUI in the bottom-right of the screen. I need this GUI to have a dynamic height, so what I ended up doing was putting it in a flow with a pusher above it, then setting the height of that flow to the height of the screen: Screenshot from 2021-06-12 19-15-11.png It ...

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