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by Xorimuth
Thu May 13, 2021 11:30 am
Forum: Modding interface requests
Topic: player.recenter_opened_gui()
Replies: 0
Views: 38

player.recenter_opened_gui()

Since viewtopic.php?f=48&t=98136 was declined, I'd like a function that mods can call after adding/removing a LuiGuiElement to trigger the recentering manually.
by Xorimuth
Wed May 12, 2021 8:02 pm
Forum: Minor issues
Topic: [1.1.32] Main GUIs do not recenter after removing relative GUI
Replies: 2
Views: 167

Re: [1.1.32] Main GUIs do not recenter after removing relative GUI

Thanks for the report however I don't believe we're going to change any of this behavior. The re-centering is a side effect of how the generic GUI system works - not specifically designed to do that but because of how the implementation works it happens. Ok, would a 'recenter_gui' lua call be easy ...
by Xorimuth
Mon May 10, 2021 10:19 pm
Forum: Bug Reports
Topic: [1.1.32] Buggy base game GUI when using large relative GUIs
Replies: 2
Views: 359

Re: [1.1.32] Buggy base game GUI when using large relative GUIs

This does not cause any issues with https://mods.factorio.com/mod/production-potential (v1.2.0) which has a relative GUI, a scroll box, but no `maximal_height`, implying that it is an issue specific to entity GUIs.
by Xorimuth
Sat May 08, 2021 11:21 am
Forum: Ideas and Requests For Mods
Topic: Dropdown to continue 2nd/3rd last game
Replies: 1
Views: 86

Re: Dropdown to continue 2nd/3rd last game

Mods cannot modify the menu in that way (they can only change the background simulations and gui styles) so no.
by Xorimuth
Fri May 07, 2021 10:03 pm
Forum: Bug Reports
Topic: [1.1.32] Buggy base game GUI when using large relative GUIs
Replies: 2
Views: 359

Re: [1.1.32] Buggy base game GUI when using large relative GUIs

My hardcoded maximal_height workaround doesn't even work when another mod is taking up some of the relative space: https://mods.factorio.com/mod/Spidertro ... 5c11dd15bf
by Xorimuth
Thu May 06, 2021 8:55 pm
Forum: Resolved for the next release
Topic: [1.1.33] Spidertron tech icon has gray border
Replies: 1
Views: 322

[1.1.33] Spidertron tech icon has gray border

I noticed this whilst modifying the icon for one of my mods. base/graphics/technology/spidertron.png has a strange gray border around each mipmapped image that isn't present on any of the other tech icons that I could see.
by Xorimuth
Wed May 05, 2021 10:22 pm
Forum: Modding interface requests
Topic: New event on_entity_recolored
Replies: 0
Views: 95

New event on_entity_recolored

I'm currently having to use `on_gui_closed` for this one, but it only takes effect when the overall GUI is closed, not immediately. Why? I'm kind of trying to re-create the line on the ground from a spidertron to its destination, which is coloured the same colour as the spidertron. I can't detect th...
by Xorimuth
Wed May 05, 2021 2:59 pm
Forum: Bug Reports
Topic: [1.1.32] Spidertron items of the same color look different
Replies: 0
Views: 112

[1.1.32] Spidertron items of the same color look different

All spidertrons in the screenshot have the same colour and look identical when placed. The 2 lighter ones have had their colours changed from default and then manually set back to the default colour.
Screenshot 2021-05-05 at 15.57.14.png
Screenshot 2021-05-05 at 15.57.14.png (6.88 KiB) Viewed 112 times
by Xorimuth
Tue May 04, 2021 7:04 pm
Forum: Won't implement
Topic: LuaGuiElement textfield: confirm_on_focus_lost
Replies: 4
Views: 818

Re: LuaGuiElement textfield: confirm_on_focus_lost

This isn't going to happen. Losing focus can happen for one of many reasons - even destroying the game when exiting can trigger focus lost. It's not an explicit user input and the base game specifically never treats "focus lost" as confirmation. If that's the behavior you want - you're ou...
by Xorimuth
Tue May 04, 2021 4:11 pm
Forum: Not a bug
Topic: [1.1.32] Backfilled Offshore pump continues to pump water
Replies: 5
Views: 191

Re: [1.1.32] Backfilled Offshore pump continues to pump water

akapulko wrote:
Tue May 04, 2021 4:09 pm
Kyralessa wrote:
Tue May 04, 2021 3:54 pm
Hover over one of those pumps and see what it says it is now.
The Offshore pump, covered with landfill, pumps water ...
It is deliberately allowed. In English, when you cover it with landfill it becomes a "Water well pump" instead of an "Offshore pump" to signify this.
by Xorimuth
Mon May 03, 2021 9:02 pm
Forum: Releases
Topic: Version 1.1.33
Replies: 14
Views: 14932

Re: Version 1.1.33

old
new
by Xorimuth
Mon May 03, 2021 3:50 pm
Forum: Bug Reports
Topic: [1.1.32] Alternate input name localisation breaks when used with standard parameter
Replies: 0
Views: 111

[1.1.32] Alternate input name localisation breaks when used with standard parameter

Using this locale: [test] alt1=__ALT_CONTROL__1__build__ alt2=__ALT_CONTROL__1__build__ __1__ test and running /c game.print({"test.alt1"}) game.print({"test.alt2", "substituted parameter"}) should print Left-click Left-click substituted parameter test but instead it pr...
by Xorimuth
Sat May 01, 2021 10:50 pm
Forum: Bug Reports
Topic: [1.1.32] Buggy base game GUI when using large relative GUIs
Replies: 2
Views: 359

[1.1.32] Buggy base game GUI when using large relative GUIs

I can work around this by setting `maximal_height = 930` on the outermost frame, but I'm pretty sure the behaviour is unwanted. To reproduce, load the save with the attached mod ( not the same as the version on the mod portal), and click on the spidertron. You can use the patrol remote (click on the...
by Xorimuth
Sat May 01, 2021 7:06 pm
Forum: Modding interface requests
Topic: Expose active bot count
Replies: 3
Views: 178

Re: Expose active bot count

For some reason doing `logistic_network.all_construction_robots == logistic_network.available_construction_robots` wouldn't quite work. It would usually trigger just before all the robots were back inside the spidertron, leaving some behind. Doing `not next(logistic_network.construction_robots)` wor...
by Xorimuth
Fri Apr 30, 2021 10:50 pm
Forum: Modding interface requests
Topic: Request: ChooseSignalOrNumberButton
Replies: 2
Views: 303

Re: Request: ChooseSignalOrNumberButton

+1 for the ability to use the "Or set a constant" in mods.
by Xorimuth
Fri Apr 30, 2021 9:18 pm
Forum: Modding help
Topic: Get entity connections?
Replies: 3
Views: 166

Re: Get entity connections?

https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.neighbours https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.circuit_connected_entities https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.circuit_connection_definitions You'll need that last one for connecting to comb...
by Xorimuth
Fri Apr 30, 2021 9:04 pm
Forum: Minor issues
Topic: [1.1.32] Main GUIs do not recenter after removing relative GUI
Replies: 2
Views: 167

[1.1.32] Main GUIs do not recenter after removing relative GUI

When a relative GUI is added, the main GUI recenters, but it does not go back when the relative GUI is destroyed (or hidden). See video: https://cdn.discordapp.com/attachments/306402592265732098/837795318610788383/relative_gui_demo.mp4 Related, if the relative GUI size is extended downwards, the GUI...
by Xorimuth
Wed Apr 28, 2021 10:39 am
Forum: Already exists
Topic: LuaGuiElement{type="camera",entity=<follow this>}
Replies: 6
Views: 250

Re: LuaGuiElement{type="camera",entity=<follow this>}

Using flib.gui-beta, I can just do

Code: Select all

{type = "camera", position = spidertron.position, surface_index = spidertron.surface.index, elem_mods = {entity = spidertron}},
:D
by Xorimuth
Wed Apr 28, 2021 9:42 am
Forum: Already exists
Topic: LuaGuiElement{type="camera",entity=<follow this>}
Replies: 6
Views: 250

Re: LuaGuiElement{type="camera",entity=<follow this>}

Already exists: https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.entity You can write the entity to follow after creating the element Oh wow, thanks! I see for 'entity-preview' it says "The entity has to be set after the GUI element is created.", so maybe there's a tec...
by Xorimuth
Tue Apr 27, 2021 11:15 am
Forum: Already exists
Topic: LuaGuiElement{type="camera",entity=<follow this>}
Replies: 6
Views: 250

Re: LuaGuiElement{type="camera",entity=<follow this>}

+1. Also for type = "minimap", which is how base game train GUI works.

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