Search found 142 matches

by Therenas
Wed Jan 01, 2020 8:58 pm
Forum: Modding interface requests
Topic: LuaEntityPrototype::fluid_energy_source_prototype
Replies: 2
Views: 91

Re: LuaEntityPrototype::fluid_energy_source_prototype

I requested this, along with one for heat, some time ago here. Would still really love to have it.
by Therenas
Wed Dec 18, 2019 8:47 pm
Forum: Minor issues
Topic: [0.17.25] Wrong status of entities
Replies: 5
Views: 524

Re: [0.17.25] Wrong status of entities

I'd like to argue for improving this status display, even though Rseding said it wasn't worth it. Now it is true that the minor flaws are not super important for players. However, you can read the status through the API . This is really great for making a mod that uses this status to analyse certain...
by Therenas
Wed Dec 18, 2019 7:47 pm
Forum: Duplicates
Topic: [0.17.79] Incorrect inserter status
Replies: 1
Views: 75

[0.17.79] Incorrect inserter status

I noticed that the inserter status displays 'waiting for source items' in the following situation. Shouldn't it be set to the 'waiting_for_space_in_destination'-status, since there is more iron to be put in the machine, while the item limit for iron inside the machine has been reached? wrong_inserte...
by Therenas
Wed Dec 18, 2019 11:29 am
Forum: Modding interface requests
Topic: game.write_to_clipboard
Replies: 10
Views: 351

Re: game.write_to_clipboard

Take my trainstops csv mod. It lets you import/export every trainstop and edit it outside factorio in something like libreoffice as a spreadsheet table. I can do that because I can show the text box and have copy and paste. Yes I have a csv export. But its clumsy. How do I then import the data back...
by Therenas
Sun Dec 01, 2019 4:59 pm
Forum: Modding interface requests
Topic: Allow mods to properly center a frame
Replies: 1
Views: 122

Allow mods to properly center a frame

Currently, when using auto_center or force_auto_center() on frames, it centers it vertically between the top of the screen and the top of your quickbar. This is weird. Now it probably is that way so it doesn't overlap with the quickbar, which is fair, but that is not a good solution for every use. F...
by Therenas
Sat Nov 30, 2019 3:05 pm
Forum: Modding interface requests
Topic: Improve tooltip moddability @ FFF318
Replies: 5
Views: 274

Re: Improve tooltip moddability @ FFF318

I just tried the workaround to not being able to have the nice tooltips. I created locked choose-elem-buttons instead of normal sprite-buttons. On an admittedly large set of 1500 buttons, it makes the creation time (for the whole function) go from 55ms to 850ms. Even on much smaller sets of 16 butto...
by Therenas
Fri Nov 22, 2019 4:17 pm
Forum: Modding interface requests
Topic: Make .enabled work on frames
Replies: 1
Views: 146

Re: Make .enabled work on frames

I want to bump this thread because a user just made me realise another disadvantage to .enabled not working on frames. When I use the current method of setting .ignored_by_interaction, the user can't click on anything on the frame, but their click goes 'through' to whatever is below it, which might ...
by Therenas
Thu Nov 21, 2019 12:23 pm
Forum: Modding interface requests
Topic: Add HeatEnergySourcePrototype and FluidEnergySourcePrototype runtime-API
Replies: 0
Views: 77

Add HeatEnergySourcePrototype and FluidEnergySourcePrototype runtime-API

Currently, LuaEntityPrototypes have their LuaBurnerPrototype or LuaElectricEnergySourcePrototype attached, if those are used. They do however not have anything if they are powered by heat or fluid, which is used in several of the big mods. According to Bilka, this is because there is simply no runti...
by Therenas
Sun Nov 17, 2019 10:51 am
Forum: Implemented Suggestions
Topic: Updating mods shouldn't make them incompatible
Replies: 6
Views: 313

Re: Updating mods shouldn't make them incompatible

If a mod uses a feature of factorio that doesn't exist in a previous version, it's not going to work in those previous versions. That's why you have to and there's nothing anyone can do about it. Yeah of course, why I meant is that a user should not have to always update to an experimental version ...
by Therenas
Sun Nov 17, 2019 10:07 am
Forum: Implemented Suggestions
Topic: Updating mods shouldn't make them incompatible
Replies: 6
Views: 313

Re: Updating mods shouldn't make them incompatible

Yeah might be, I'm not super sure actually if it's intended or not, I made the pitch assuming it was, but if it isn't, then it should get fixed for sure. Maybe a dev can weigh in on this?
by Therenas
Sat Nov 16, 2019 4:25 pm
Forum: Duplicates
Topic: [0.17.78] Mod settings not retained until menu is fully closed
Replies: 1
Views: 88

[0.17.78] Mod settings not retained until menu is fully closed

When changing mod settings in-game, it doesn't actually visually retain the change until you quit the menu all the way, meaning to the game world. The setting is actually saved and takes effect, but it doesn't show up as changed until you fully re-open that menu, which can be confusing. Here's a vid...
by Therenas
Mon Nov 11, 2019 10:05 pm
Forum: Implemented Suggestions
Topic: Updating mods shouldn't make them incompatible
Replies: 6
Views: 313

Updating mods shouldn't make them incompatible

TL;DR When updating mods through the in-game portal, prevent the updater from updating mods in a way that makes them incompatible with the current version of Factorio you are running. What ? When the game presents you the mods that can be updated in the in-game mod portal, it should hide/grey out t...
by Therenas
Mon Nov 04, 2019 11:32 am
Forum: Modding interface requests
Topic: Improve tooltip moddability @ FFF318
Replies: 5
Views: 274

Re: Improve tooltip moddability @ FFF318

I would appreciate the proposals here quite a bit. I would mainly make use of stage 1, so I can display proper recipe tooltips where I want them to be. I assume the new fancy multi-stage recipe tooltips would be useable for this too, as those are really nice and not reproduceable easily or at all by...
by Therenas
Mon Oct 28, 2019 10:48 pm
Forum: Implemented mod requests
Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
Replies: 9
Views: 462

Re: Add catalyst_amount to LuaRecipePrototype ingredients/products

Great news, thanks to you and thanks again to Boodals.
by Therenas
Sun Oct 27, 2019 5:09 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 983
Views: 112566

Re: [MOD 0.17] Industrial Revolution

Man I love the experimental graphics, great work as always, especially on the iron/steel-age(?) monowheel. If you're going off of Helmod or some other third party tool, it's wrong. Dirty water is marked as a catalyst so it's not affected by productivity. Just FYI, this problem should be addressed in...
by Therenas
Thu Oct 10, 2019 10:57 am
Forum: Implemented mod requests
Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
Replies: 9
Views: 462

Re: Add catalyst_amount to LuaRecipePrototype ingredients/products

It's not in reality though (The first log is the LuaRecipePrototype, the second is the LuaRecipe): 6103.263 Script @__factoryplanner__/data/util.lua:236: { { amount = 5, name = "uranium-238", type = "item" }, { amount = 40, name = "uranium-235", type = "item" } } 6103.264 Script @__factoryplanner__/...
by Therenas
Thu Oct 10, 2019 10:34 am
Forum: Implemented mod requests
Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
Replies: 9
Views: 462

Re: Add catalyst_amount to LuaRecipePrototype ingredients/products

That's the LuaRecipe, not the LuaRecipePrototype. I want it on the prototype so I can access it without having to associate it with a player, which can be inconvenient/impossible at times. As the value doesn't change at runtime, I don't see why it shouldn't be accessible on the prototype as well.
by Therenas
Mon Oct 07, 2019 10:42 am
Forum: Implemented mod requests
Topic: Documentation for UI style definitions
Replies: 4
Views: 294

Re: Documentation for UI style definitions

Nice, thanks for the work!
by Therenas
Mon Sep 30, 2019 7:16 pm
Forum: Resolved Problems and Bugs
Topic: [17.69] on_gui_switch_state_changed
Replies: 6
Views: 652

Re: [17.69] on_gui_switch_state_changed

I can confirm this, for switches with allow_none_state=false, it will fire the on_gui_switch_state_changed event twice when the switch is clicked once, which is probably not intended that way.

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