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.
Search found 15 matches
- Sat Jun 20, 2020 6:31 pm
- Forum: Modding interface requests
- Topic: Remove/hide weapon slots at bottom-right of screen
- Replies: 8
- Views: 3547
- Tue Jun 16, 2020 11:12 pm
- Forum: Modding interface requests
- Topic: Remove/hide weapon slots at bottom-right of screen
- Replies: 8
- Views: 3547
Re: Remove/hide weapon slots at bottom-right of screen
Can you do a big hack and draw a GUI. Screen something over it?
- Sun Jun 14, 2020 8:31 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 3182
Allow entity prototypes to specify their building grid alignment/size
So that e.g. they can be aligned with rails.
- Sat Jun 13, 2020 10:10 pm
- Forum: Implemented mod requests
- Topic: Add connection_distance and double joint_distance to LuaEntityPrototoype
- Replies: 3
- Views: 1707
Add connection_distance and double joint_distance to LuaEntityPrototoype
Hey, could we get:
from https://wiki.factorio.com/Prototype/RollingStock
to be available from LuaEntityPrototype?
Thanks!
Code: Select all
connection_distance :: double
joint_distance :: double
to be available from LuaEntityPrototype?
Thanks!
- Wed Jun 03, 2020 11:11 am
- Forum: Implemented mod requests
- Topic: Disable clouds by script
- Replies: 1
- Views: 1183
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)
(Current workaround is to set daytime = 0.5 and freeze_daytime = true and then spam lights)
- Mon May 04, 2020 11:37 am
- Forum: Resolved Requests
- Topic: Prototype/Entity.additional_pastable_entities wiki entry incorrect
- Replies: 1
- Views: 1386
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](https://forums.factorio.com/images/ext/8716a5c255ede62aeb51d5f23b46aec1.png)
string or table of string (optional)
But on startup, if given a string, the game says:
![Image](https://forums.factorio.com/images/ext/8716a5c255ede62aeb51d5f23b46aec1.png)
- Sat May 02, 2020 7:14 pm
- Forum: Modding help
- Topic: Blank entity to extend with 4way sprite?
- Replies: 12
- Views: 3345
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.
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.
- Sat May 02, 2020 2:53 pm
- Forum: Modding help
- Topic: LuaRendering blend mode (currently additive?)
- Replies: 1
- Views: 951
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?
Is there a way to change blend mode / force use of alpha?
- Sat May 02, 2020 2:50 pm
- Forum: Modding help
- Topic: Blank entity to extend with 4way sprite?
- Replies: 12
- Views: 3345
Re: Blank entity to extend with 4way sprite?
This seems to return the entity rather than the gui though (unless I am going completely mad...)
- Sat May 02, 2020 1:04 pm
- Forum: Modding help
- Topic: Blank entity to extend with 4way sprite?
- Replies: 12
- Views: 3345
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 ...
- Fri May 01, 2020 8:11 pm
- Forum: Modding help
- Topic: Blank entity to extend with 4way sprite?
- Replies: 12
- Views: 3345
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?
Optera, if I set operable to false, can I still open my own gui when the player clicks on the entity?
- Fri May 01, 2020 7:41 pm
- Forum: Modding help
- Topic: Blank entity to extend with 4way sprite?
- Replies: 12
- Views: 3345
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?
Is the correct thing to do check player.selected every few ticks, close the default gui (if open) and open my custom gui?
- Fri May 01, 2020 5:19 pm
- Forum: Modding help
- Topic: Blank entity to extend with 4way sprite?
- Replies: 12
- Views: 3345
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?
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?
- 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: 358022
Re: [0.11.x][v0.1.2] Bob's Logistics mod
Thanks, you are bobing amazing. ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- 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: 358022
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 ...
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 ...