Search found 15 matches

by tubs
Sat Jun 20, 2020 6:31 pm
Forum: Modding interface requests
Topic: Remove/hide weapon slots at bottom-right of screen
Replies: 8
Views: 2604

Re: Remove/hide weapon slots at bottom-right of screen

Any chance we could get e.g. gui.bottom_right so we can paint over it without hacking guessing pos and size?

I'd actually use that area of the screen for a few things myself not even just covering it.
by tubs
Tue Jun 16, 2020 11:12 pm
Forum: Modding interface requests
Topic: Remove/hide weapon slots at bottom-right of screen
Replies: 8
Views: 2604

Re: Remove/hide weapon slots at bottom-right of screen

Can you do a big hack and draw a GUI. Screen something over it?
by tubs
Sun Jun 14, 2020 8:31 pm
Forum: Implemented mod requests
Topic: Flag to force prototype placement on rail grid
Replies: 6
Views: 2545

Allow entity prototypes to specify their building grid alignment/size

So that e.g. they can be aligned with rails.
by tubs
Sat Jun 13, 2020 10:10 pm
Forum: Implemented mod requests
Topic: Add connection_distance and double joint_distance to LuaEntityPrototoype
Replies: 3
Views: 1266

Add connection_distance and double joint_distance to LuaEntityPrototoype

Hey, could we get:

Code: Select all

connection_distance	::	double
joint_distance	::	double
from https://wiki.factorio.com/Prototype/RollingStock

to be available from LuaEntityPrototype?

Thanks!
by tubs
Wed Jun 03, 2020 11:11 am
Forum: Implemented mod requests
Topic: Disable clouds by script
Replies: 1
Views: 864

Disable clouds by script

Similar to the settings>graphics>clouds option, but ideally per-surface.

(Current workaround is to set daytime = 0.5 and freeze_daytime = true and then spam lights)
by tubs
Mon May 04, 2020 11:37 am
Forum: Resolved Requests
Topic: Prototype/Entity.additional_pastable_entities wiki entry incorrect
Replies: 1
Views: 1168

Prototype/Entity.additional_pastable_entities wiki entry incorrect

The wiki says:

string or table of string (optional)

But on startup, if given a string, the game says:

Image
by tubs
Sat May 02, 2020 7:14 pm
Forum: Modding help
Topic: Blank entity to extend with 4way sprite?
Replies: 12
Views: 2689

Re: Blank entity to extend with 4way sprite?

Right, so this brings us all the way back to the start.

Is there an entity that supports 4way sprites that does not have a GUI (or at least, an empty one like an accumulator)?

I can do it with LuaRendering but that would, I assume, suck.
by tubs
Sat May 02, 2020 2:53 pm
Forum: Modding help
Topic: LuaRendering blend mode (currently additive?)
Replies: 1
Views: 781

LuaRendering blend mode (currently additive?)

LuaRendering.draw_circle appears to ignore color.alpha and blends using additive mode, so overlapping circles end up saturating.

Is there a way to change blend mode / force use of alpha?
by tubs
Sat May 02, 2020 2:50 pm
Forum: Modding help
Topic: Blank entity to extend with 4way sprite?
Replies: 12
Views: 2689

Re: Blank entity to extend with 4way sprite?

DaveMcW wrote: ↑
Sat May 02, 2020 2:26 pm
LuaPlayer.opened
This seems to return the entity rather than the gui though (unless I am going completely mad...)
by tubs
Sat May 02, 2020 1:04 pm
Forum: Modding help
Topic: Blank entity to extend with 4way sprite?
Replies: 12
Views: 2689

Re: Blank entity to extend with 4way sprite?

That has a GUI already associated with it though? Is the correct thing to do check player.selected every few ticks, close the default gui (if open) and open my custom gui? You can just listen to on_gui_opened: https://lua-api.factorio.com/latest/events.html#on_gui_opened How do I get the gui that w...
by tubs
Fri May 01, 2020 8:11 pm
Forum: Modding help
Topic: Blank entity to extend with 4way sprite?
Replies: 12
Views: 2689

Re: Blank entity to extend with 4way sprite?

Thanks Klonan!

Optera, if I set operable to false, can I still open my own gui when the player clicks on the entity?
by tubs
Fri May 01, 2020 7:41 pm
Forum: Modding help
Topic: Blank entity to extend with 4way sprite?
Replies: 12
Views: 2689

Re: Blank entity to extend with 4way sprite?

That has a GUI already associated with it though?

Is the correct thing to do check player.selected every few ticks, close the default gui (if open) and open my custom gui?
by tubs
Fri May 01, 2020 5:19 pm
Forum: Modding help
Topic: Blank entity to extend with 4way sprite?
Replies: 12
Views: 2689

Blank entity to extend with 4way sprite?

Hi,

If I want an entity/prototype to extend that supports 4way sprites but doesn't have any special logic like an assembly machine, which entity would I use?
by tubs
Tue Jan 06, 2015 9:16 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311211

Re: [0.11.x][v0.1.2] Bob's Logistics mod

Thanks, you are bobing amazing. :)
by tubs
Tue Jan 06, 2015 7:32 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311211

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Hi, it looks like the insert_position for the inserters has changed. I can get the regular express and long inserters working by changing the insert_position from 0.65 and 1.65 to 0.5 and 1.5 (which matches the current inserters in the base game). Not much much luck with the near and far inserters t...

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