Search found 44 matches

by WildBraas
Mon Jan 16, 2023 5:58 pm
Forum: Ideas and Suggestions
Topic: Increase Speaker alert text field
Replies: 2
Views: 539

Re: Speaker text is too small

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
2023-01-16_20-51-35.png
2023-01-16_20-51-35.png (75.19 KiB) Viewed 528 times
by WildBraas
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.
by WildBraas
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?
by WildBraas
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
by WildBraas
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?
by WildBraas
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...
by WildBraas
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
by WildBraas
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
lua eval.png
lua eval.png (25.83 KiB) Viewed 2522 times
by WildBraas
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
by WildBraas
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...
by WildBraas
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.
by WildBraas
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...
by WildBraas
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_...
by WildBraas
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

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);
Gives me same behavior
2021-05-03_18-00-49.png
2021-05-03_18-00-49.png (8.43 KiB) Viewed 887 times
Any suggestions?
by WildBraas
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...
by WildBraas
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.
by WildBraas
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...
by WildBraas
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
by WildBraas
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
by WildBraas
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...

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