I add 5 icons to text, and sixth icon is not fitted by text size
With some icons have a very large names, like in SE, in this textfield fit 2 icons sometimes and little text
This is very sad.
Have in mind, this is not gui-related restriction, by code text is also cutted
Search found 44 matches
- Mon Jan 16, 2023 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Increase Speaker alert text field
- Replies: 2
- Views: 539
- Mon Jan 16, 2023 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Increase Speaker alert text field
- Replies: 2
- Views: 539
Increase Speaker alert text field
After adding to text icons, which also stores as text, programmable speaker has a extremely small text size. This is very sad.
- Sun Jan 08, 2023 11:14 pm
- Forum: Modding discussion
- Topic: How to change entity before blueprinting
- Replies: 4
- Views: 944
Re: How to change entity before blueprinting
Indexes and values in tables event.mapping and player.cursor_stack.get_blueprint_entities is similar?
- Sun Jan 08, 2023 9:17 pm
- Forum: Modding discussion
- Topic: How to change entity before blueprinting
- Replies: 4
- Views: 944
Re: How to change entity before blueprinting
The only one solution I made right now:
- get event.mapping
- get player.cursor_stack.get_blueprint_entities
- iterate mapping entities and change blueprint entities in same index praying for indexes is exactly similar.
- set blueprints entities back to cursor
This is working but seems shitty imho
- get event.mapping
- get player.cursor_stack.get_blueprint_entities
- iterate mapping entities and change blueprint entities in same index praying for indexes is exactly similar.
- set blueprints entities back to cursor
This is working but seems shitty imho
- Sun Jan 08, 2023 8:57 pm
- Forum: Modding discussion
- Topic: How to change entity before blueprinting
- Replies: 4
- Views: 944
How to change entity before blueprinting
I want change some entity properties right before blueprinting, so this entity lay to blueprint with changes.
In event on_player_setup_blueprint I may access to entities, but its changing not stored in blueprint.
Has the way do something with it?
In event on_player_setup_blueprint I may access to entities, but its changing not stored in blueprint.
Has the way do something with it?
- Fri Jul 29, 2022 10:07 am
- Forum: Implemented mod requests
- Topic: Allow hide crafting machines from recipe tooltip
- Replies: 1
- Views: 771
Allow hide crafting machines from recipe tooltip
What ? In prototype definition for crafting machine add bool option "hide from recipe tooltip". Def false. If true, this entity not shown in "Made in" section. Why ? With mods which generate additional assebling machines on start recipe tooltip is overloaded and not fit vertical...
- Sun May 15, 2022 8:05 pm
- Forum: Won't implement
- Topic: Ability to iterate entity properties
- Replies: 12
- Views: 5375
Re: Ability to iterate entity properties
Yes, but dynamically see what inside entity in right line of code still unpossible wo this extension
- Sun May 15, 2022 7:06 pm
- Forum: Won't implement
- Topic: Ability to iterate entity properties
- Replies: 12
- Views: 5375
Re: Ability to iterate entity properties
Now its possible using Factorio mod debug for Visual Code, with breakpoints and code analysis.
ANd in breakpoint stop will be it possible
ANd in breakpoint stop will be it possible
- Sun May 15, 2022 5:07 am
- Forum: Modding discussion
- Topic: Speaker alert_message is read only?
- Replies: 2
- Views: 931
Re: Speaker alert_message is read only?
Thank you
- Sat May 14, 2022 9:49 pm
- Forum: Modding discussion
- Topic: Speaker alert_message is read only?
- Replies: 2
- Views: 931
Speaker alert_message is read only?
I read an api and discovered that alert_aprameters is [Read/Write]. But alert_message do not change: function on_gui_closed(event) if event.entity.name == "programmable-speaker" then event.entity.alert_parameters.alert_message = "+" log(serpent.block(event.entity.alert_parameters...
- Sat Oct 09, 2021 7:39 pm
- Forum: Technical Help
- Topic: [1.1.41] Error load game after edit mod settings
- Replies: 1
- Views: 1147
Re: [1.1.41] Error load game after edit mod settings
I reboot my PC, delete Factorio from Steam, from Roaming and from steamapps
Download it again and all worked.
Download it again and all worked.
- Sat Oct 09, 2021 4:39 pm
- Forum: Technical Help
- Topic: [1.1.41] Error load game after edit mod settings
- Replies: 1
- Views: 1147
[1.1.41] Error load game after edit mod settings
I have main save with Space Exploration setting "Deep space conveyor speed" with defaul 90. In game I do not have still any deep space belts. I edit in Space exploration settings "Deep space conveyor speed" to 239. Game is restarted. I start new freeplay game and check deep space...
- Sun May 09, 2021 11:36 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.33] LuaPlayer.disable_alert do not disable alerts
- Replies: 1
- Views: 2023
[1.1.33] LuaPlayer.disable_alert do not disable alerts
In my simple mod I want disable all custom alerts from alert gui, but LuaPlayer.disable_alert does nothing Here simplified code with problem function OnTick(e) for _, player in pairs(game.connected_players) do player.disable_alert(defines.alert_type.custom); if player.is_alert_enabled(defines.alert_...
- Mon May 03, 2021 3:05 pm
- Forum: Modding help
- Topic: How works player.mute_alert?
- Replies: 2
- Views: 895
Re: How works player.mute_alert?
Even simplified
Gives me same behavior
Any suggestions?
Code: Select all
function OnTick(e)
if e.tick % 60 == 0 then
for _, player in pairs(game.connected_players) do
player.disable_alert(defines.alert_type.custom);
end
end
end
script.on_event(defines.events.on_tick, OnTick);
- Mon May 03, 2021 2:42 pm
- Forum: Modding help
- Topic: How works player.mute_alert?
- Replies: 2
- Views: 895
How works player.mute_alert?
Hi masterminds! In api for mute_alert written: mute_alert(alert_type) β boolean Mutes alerts for the given alert category. Parameters alert_type :: defines.alert_type Return value If the alert type was muted (false if it was already muted). I use that: player.mute_alert(defines.alert_type.custom); B...
- Tue Apr 06, 2021 7:23 pm
- Forum: Modding help
- Topic: Send any data between data and control stages
- Replies: 3
- Views: 1069
Re: Send any data between data and control stages
Question more complicated than current unsolved task.
As variant I could use your method, but if I catch data across stages I may write complicated code once and everyone may use this api without core rewriting.
As variant I could use your method, but if I catch data across stages I may write complicated code once and everyone may use this api without core rewriting.
- Tue Apr 06, 2021 2:04 pm
- Forum: Modding help
- Topic: Send any data between data and control stages
- Replies: 3
- Views: 1069
Send any data between data and control stages
Hi all! I want to add cross-mod compatibility to one mod as realized in space exploration. SE provide a custom prototype option called se_allow_in_space which may add to any entity to allow build in space. But in data-final-fixes in SE this option change collision masks table and all. After this all...
- Wed Mar 17, 2021 12:34 pm
- Forum: Not a bug
- Topic: [Twinsen][1.1.27] Alerts is not showing
- Replies: 4
- Views: 1912
Re: [Twinsen][1.1.27] Alerts is not showing
Work for me, thank you so much
- Wed Mar 17, 2021 11:45 am
- Forum: Not a bug
- Topic: [Twinsen][1.1.27] Alerts is not showing
- Replies: 4
- Views: 1912
Re: [1.1.27] Alerts is not showing
Here is save which I already setup electricity with drones for visualize problem instantly
- Wed Mar 17, 2021 11:18 am
- Forum: Not a bug
- Topic: [Twinsen][1.1.27] Alerts is not showing
- Replies: 4
- Views: 1912
[Twinsen][1.1.27] Alerts is not showing
I play Krastorio2 + Space Exploration. And in some moment I lost alerts (righty from quickbar) In map I saw them, but not in gui. Restart, another machine, reinstall, disabling all mods in current save not helping - alerts is gone and do not want return back. /c game.player.print(game.player.is_aler...