Search found 1243 matches

by Pi-C
Fri May 20, 2022 5:33 pm
Forum: Ideas and Suggestions
Topic: Mod portal "favorit" feature
Replies: 6
Views: 114

Re: Mod portal "favorit" feature

FuryoftheStars wrote:
Fri May 20, 2022 1:39 pm
(does the mod portal filter out repeat downloads?).
Screenshot at 2022-05-20 19-30-23.png
Screenshot at 2022-05-20 19-30-23.png (148.62 KiB) Viewed 84 times
by Pi-C
Thu May 19, 2022 6:17 am
Forum: Modding help
Topic: How can I close a GUI without "name"?
Replies: 2
Views: 90

Re: How can I close a GUI without "name"?

I want to close the GUI of other mods in my mod and replace it with my GUI, but his GUI doesn't have "name", so how can I close it? He wrote: global.inserter_guis[player.index] = player.gui.relative.add{ type = "frame", caption = { "aaaaa" }, anchor = {...................
by Pi-C
Fri May 13, 2022 8:27 am
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 14
Views: 1049

Re: [0.15.1] Improvements to the mod options

To me your choice of green and orange seems a bit strange as I don't associate orange with "Off". Red is the obvious signal color for "off" or "stop", so naturally I tried that. However, I found that very hard to read (at least in normal text, bold text may be differen...
by Pi-C
Fri May 13, 2022 7:37 am
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 14
Views: 1049

Re: [0.15.1] Improvements to the mod options

Agreed that I don't think most mod setting names should be coloured. It is very useful for setting descriptions (tooltips) though. My reasoning for using colors in the setting names was that players can see at a glance what the setting's default value, without having to move the cursor to show the ...
by Pi-C
Thu May 12, 2022 7:43 pm
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 14
Views: 1049

Re: [0.15.1] Improvements to the mod options

Oh, that's cool! What does that look like in the locale file? Specifically, what do you need to do to the line to get it to do that? [mod-setting-name] GCKI-flying_text=[color=orange]Display messages as flying text[/color] GCKI-show_hints=[color=green]Show all hints[/color] This description of rich...
by Pi-C
Thu May 12, 2022 5:58 pm
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 14
Views: 1049

Re: [0.15.1] Improvements to the mod options

I've never tried adding colors to mod setting names & descriptions, and can't say I've seen it, so I don't know if this is possible already or not. If not, it would be nice to have. I don't know about descriptions, but it definitely works for the setting names! I use colors to mark the default ...
by Pi-C
Wed May 11, 2022 5:44 pm
Forum: Technical Help
Topic: Unexpected error occurred
Replies: 6
Views: 127

Re: Unexpected error occurred

please fix this problem because I'm really like this game and played here a lot If there hadn't been a response after a week I'd understand that you push your thread -- but you followed up your first post after just 23 minutes, complaining that there is no fix yet! You definitely should be more pat...
by Pi-C
Wed May 11, 2022 5:09 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 496

Re: How to get the translation?

Is on_player_joined_game fired when loading a single player map? IIRC, the event fires only once in single player, after on_player_created. So the safe way to handle both single- and multiplayer games is to store player data in the global table when on_player_joined_game fires, and to reinitialize ...
by Pi-C
Wed May 11, 2022 10:33 am
Forum: Modding help
Topic: Arachnids, would you like to know more...? Data.raw function replacement help!
Replies: 8
Views: 287

Re: Arachnids, would you like to know more...? Data.raw function replacement help!

Now i need to do the same with the bloodtint particle local function arachnids_bloodtint() return {r = 50, g = 204, b = 50} end data.raw["particles"].bloodtint = arachnids_bloodtint but this return me a nill value You're making data.raw["particles"].bloodtint a reference to the ...
by Pi-C
Tue May 10, 2022 1:28 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 496

Re: How to get the translation?

The event will be triggered only if the string could be translated, i.e. if the return value of LuaPlayer::request_translation(localised_string) is true. I don't understand you, because the function always returns true Here it says: request_translation(localised_string) → boolean Requests a transla...
by Pi-C
Mon May 09, 2022 3:15 am
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 496

Re: How to get the translation?

The event will be triggered only if the string could be translated, i.e. if the return value of LuaPlayer::request_translation(localised_string) is true.
by Pi-C
Sat May 07, 2022 10:05 am
Forum: Mods
Topic: on_player_died not working with other mods
Replies: 2
Views: 94

Re: on_player_died not working with other mods

I have a small mod that write some evens to a file so that I can use it to post it to Discord (https://mods.factorio.com/mod/FactoriGOChatBot-companion) One of the things is player death messages: script.on_event( defines.events.on_player_died, function(event) local player_index = event.player_inde...
by Pi-C
Thu May 05, 2022 5:23 am
Forum: Modding help
Topic: Change registered function for event handler
Replies: 6
Views: 118

Re: Change registered function for event handler

Is it ok to change which function is registered for a particular event based on a setting? Yes, you can assign another function (or nil to stop listening to an event). However, you must do this when the game is loading (this can be before on_load) or within an event. Also, something like this is po...
by Pi-C
Wed May 04, 2022 3:32 am
Forum: Modding help
Topic: Spreading a table out over several ticks
Replies: 22
Views: 696

Re: Spreading a table out over several ticks

Ok, idea 2 may not work. If anything happens to the sapling (it gets mined separate from its planter or somehow destroyed), I don't want to have to loop through the whole planters table to figure out which one it belonged to. Make 2 tables, one indexed by planter unit_number, with a lookup list of ...
by Pi-C
Mon May 02, 2022 10:00 am
Forum: Modding help
Topic: How does technology_to_unlock work for Prototype/Shortcut?
Replies: 2
Views: 130

Re: How does technology_to_unlock work for Prototype/Shortcut?

Rather unexpectedly technology_to_unlock means the shortcut will be available if you researched that technology already in any game. Oh, I see! That's really unexpected, it definitely should be documented. To achieve your goal you need enable the shortcut in control.lua on_research_finished with se...
by Pi-C
Mon May 02, 2022 12:16 am
Forum: Modding help
Topic: How to get the width of GUI element containers?
Replies: 3
Views: 199

Re: How to get the width of GUI element containers?

There is no way to read the height or width of an element. Yes, looks like it … :cry: Is there any way how I could determine the real width of character_frame, so that I can set the width of main_flow? If you want the container sizes, you must give the inner objects a fixed size. The idea was that ...
by Pi-C
Sun May 01, 2022 11:57 pm
Forum: Modding help
Topic: How does technology_to_unlock work for Prototype/Shortcut?
Replies: 2
Views: 130

How does technology_to_unlock work for Prototype/Shortcut?

I've defined this prototype: { type = "shortcut", name = "GCKI_car-key", action = "lua", icon = { filename = GCKI.modRoot.."/graphics/"..icon, size = 64, mipmap_count = 1, }, technology_to_unlock = "automobilism", }, I expected that the shortcut woul...
by Pi-C
Fri Apr 29, 2022 5:34 pm
Forum: Modding help
Topic: Which LuaGuiElement is in front?
Replies: 1
Views: 121

Which LuaGuiElement is in front?

My mod has 2 GUIs on player.gui.screen. When I turn them on, I will use LuaGuiElement.bring_to_front() to make sure they are visible. One of them ("Available characters") can become quite small, as you can see in this screenshot: overlay-guis.png In this case the small GUI is on top, so it...
by Pi-C
Fri Apr 29, 2022 3:27 pm
Forum: Questions, reviews and ratings
Topic: Thoughts about byproducts in SE and game design
Replies: 10
Views: 449

Re: Thoughts about byproducts in SE and game design

The discord separation helps contain the spoilers, but doesn't do much for spreading word of mouth. Discord channels aren't very stumble upon. Also, some people don't like to register at yet another place. The mod portal may not be optimal for bug reports because the Markdown is easily broken (code...
by Pi-C
Fri Apr 29, 2022 3:01 pm
Forum: Modding help
Topic: Ask for a Lua syntax
Replies: 4
Views: 222

Re: Ask for a Lua syntax

action = { { type = "direct", action_delivery = { { type = "projectile", projectile = "anti-material-rifle-ammo-3", starting_speed = 3, direction_deviation = 0.02, range_deviation = 0.02, max_range = 50, source_effects = { { type = "create-explosion", entity_...

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