Search found 348 matches
- Thu Jan 19, 2023 6:42 pm
- Forum: Modding interface requests
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 4
- Views: 1354
Re: Separate the 2 functions of "catalyst_amount" into 2 parameters
For example if a recipe has 50% chance to output stone, and that product has catalyst_amount = 1 (has to be an int), then when the recipe outputs stone it works as expected (stone does not appear in stats) but when the recipe does not output stone then 1 stone appears in consumption stats. I'm gues...
- Mon Jan 16, 2023 2:49 am
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6805
Re: What to do with entities after uninstall
While your approach makes sense at the first glance, I don't think that mods can (or should be able to --> just think of malicious or buggy mods) restart the game. This would only work if it's implemented in vanilla Just what do you think this API request thread is about? And with the suggestion yo...
- Sat Jan 14, 2023 8:52 am
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6805
Re: What to do with entities after uninstall
What's the reason this got moved to Won't Implement? Probably because this: My immediate reaction: it's working how we want it to: remove the mod and everything it added is removed. If that's not what you want to happen then don't remove the mod. That being said, if someone has better arguments I'l...
- Fri Jan 13, 2023 11:56 am
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6805
Re: What to do with entities after uninstall
Definitely needs an uninstalling migration to solve this. The migration is a JSON migration (the only way to change one prototype into another) that gets stored in the save (updated every time fresh from the mod) and run when the mod is removed (after which the migration itself is removed). This mig...
- Sat Jan 07, 2023 4:47 pm
- Forum: Implemented mod requests
- Topic: Get the inserter's effective stack size limitation
- Replies: 1
- Views: 756
Get the inserter's effective stack size limitation
If you open an inserter, there's the option to override stack size and the related input field. Right now, there's LuaEntity.inserter_stack_size_override, which corresponds to that input field if and only if the override is enabled . Meanwhile the input field shows the actual stack size limit at all...
- Fri Jan 06, 2023 5:44 pm
- Forum: Modding interface requests
- Topic: GUI style property to adjust line spacing in text
- Replies: 0
- Views: 388
GUI style property to adjust line spacing in text
I made a monospace textbox, but it looks subtly wrong because of the distance between lines of text. I would like to be able to configure that.
Personally, I only care to have this for textbox (for now), but I imagine someone will find it handy for other text-displaying elements as well.
Personally, I only care to have this for textbox (for now), but I imagine someone will find it handy for other text-displaying elements as well.
- Wed Jan 04, 2023 4:37 am
- Forum: Mod portal Discussion
- Topic: Search doesn't work within a category
- Replies: 5
- Views: 1283
Re: Search doesn't work within a category
Apparently, it works just fine now. No idea what the issue was.
- Tue Jan 03, 2023 12:01 pm
- Forum: Mod portal Discussion
- Topic: Search doesn't work within a category
- Replies: 5
- Views: 1283
Re: Search doesn't work within a category
Still can't search in the Internal category.
- Sat Dec 31, 2022 3:51 am
- Forum: Documentation Improvement Requests
- Topic: SoundPrototype::aggregation missing description
- Replies: 0
- Views: 205
SoundPrototype::aggregation missing description
Prototype/Sound#aggregation could use a description.
- Fri Dec 30, 2022 2:23 pm
- Forum: Mod portal Discussion
- Topic: Search doesn't work within a category
- Replies: 5
- Views: 1283
Search doesn't work within a category
To reproduce, search something with results, then select one of the results' categories. Observe 0 results.
Surprisingly, it works from the in-game mod manager.
Surprisingly, it works from the in-game mod manager.
- Mon Dec 26, 2022 1:37 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 87796
Re: Documentation Improvement Requests
LuaEquipmentGrid.inhibit_movement_bonus : "True if this movement bonus equipment is turned off, otherwise false." Sounds like it's a property of an equipment, not of a grid. IMO, this would be better: "True if this grid's movement bonus equipment is turned off, otherwise false."...
- Mon Dec 26, 2022 10:34 am
- Forum: Modding interface requests
- Topic: Set ignored_by_interaction without setting it on children
- Replies: 4
- Views: 1293
Re: Set ignored_by_interaction without setting it on children
I would also like to see this. Right now nesting interactive elements with any control over their alignment is practically impossible.
- Mon Dec 26, 2022 5:23 am
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 1326
Re: Documentation Improvement Requests
https://lua-api.factorio.com/latest/LuaGuiElement.html Just being nitpicky with the description of "radiobutton" type. Functionally I think it is a little bit different from checkbox - when you click a selected checkbox it will deselect, but if you click a selected radio button it stays s...
- Wed Dec 07, 2022 3:55 am
- Forum: Won't implement
- Topic: On pre save request
- Replies: 7
- Views: 1869
Re: On pre save request
Some mods keep lots of temporary data out of global to reduce save size. What you suggest may drastically increase the amount of data to transfer on join.
- Mon Dec 05, 2022 1:29 am
- Forum: Modding discussion
- Topic: Radiobutton discussion
- Replies: 10
- Views: 1326
Re: Documentation Improvement Requests
Yes, I had already read that, but every place where I've used radios have something implemented in the backend so any radios placed in the same container are automatically linked and thus change each other's states. I have only seen an automatic implementation like that once in all the frameworks I...
- Sun Nov 20, 2022 8:18 pm
- Forum: Modding interface requests
- Topic: Event for trying to place a blueprint.
- Replies: 3
- Views: 1689
- Sun Nov 06, 2022 1:23 pm
- Forum: Modding interface requests
- Topic: Make on_marked_for_deconstruction not fire before cloning events
- Replies: 4
- Views: 1010
Re: Make on_marked_for_deconstruction not fire before cloning events
Should the marked for deconstruction event even fire to begin with? There is no marking happening, the entity was already marked.
- Fri Oct 21, 2022 3:49 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 87796
Re: Small documentation improvement requests
There seems to be missing from the docs a very important notion: the game-mod boundary. And what happens with table values that cross it. -> Good point, thanks. There will be more of these 'auxiliary' topic pages in the future, and I wrote this one down for that. Will take a while to materialize tho...
- Thu Oct 13, 2022 11:09 pm
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 52
- Views: 20656
Re: [One Line Suggestions]
FWIW, most of the time I open the downloads page is to see dependencies. I won't mind it being a sibling tab to downloads, but I will mind if I have to load an additional page to get there.
- Sat Oct 01, 2022 3:35 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 87796
Re: Small documentation improvement requests
-> Interesting, noted for 1.1.71, thanks.