Search found 213 matches

by curiosity
Wed Feb 08, 2023 5:25 pm
Forum: Modding interface requests
Topic: Proper rounds/second calculation.
Replies: 2
Views: 83

Re: Proper rounds/second calculation.

It's not "vanilla bugs", it's bugs in the game. The game engine is part of the game.
by curiosity
Fri Feb 03, 2023 12:34 pm
Forum: Mod portal Discussion
Topic: [Preview] Mod Portal: Weekly Highlights
Replies: 13
Views: 574

Re: [Preview] Mod Portal: Weekly Highlights

I'm not sure I see the point of highlights that aren't hand-picked. It's also a heavy user of the random.sample function. From Python, if someone was wondering. To ensure a high quality mod selection it will also not highlight mods for which one of these is true: Mods without thumbnail Let's hope th...
by curiosity
Tue Jan 24, 2023 3:57 pm
Forum: Bug Reports
Topic: [1.1.76] Unexpected icon selector behavior when entering save name
Replies: 0
Views: 114

[1.1.76] Unexpected icon selector behavior when entering save name

To reproduce: Open save menu. Open the rich text icon selector. Click on a second row group button. It may not work with all of them. Sometimes it works on the first row, too, if you keep switching between groups. Always works with any row button if you click on it twice in a row, as long as it wasn...
by curiosity
Sun Jan 22, 2023 7:55 pm
Forum: Modding interface requests
Topic: Improving mod settings
Replies: 1
Views: 202

Improving mod settings

As you may have noticed, once you have any significant number of mods enabled, it becomes hard to make sense of the mod settings window. There have been a discussion on the Factorio discord some time ago and here are the problems that have been noticed: Mod settings tend to look like a solid wall of...
by curiosity
Sat Jan 21, 2023 6:25 am
Forum: Modding interface requests
Topic: Documentation Improvement Requests
Replies: 330
Views: 47951

Re: Documentation Improvement Requests

https://wiki.factorio.com/Prototype/ResourceEntity - minimum and normal could use some clarification.
by curiosity
Thu Jan 19, 2023 6:42 pm
Forum: Modding interface requests
Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
Replies: 2
Views: 207

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...
by curiosity
Mon Jan 16, 2023 2:49 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 3564

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...
by curiosity
Sat Jan 14, 2023 8:52 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 3564

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...
by curiosity
Fri Jan 13, 2023 11:56 am
Forum: Modding discussion
Topic: What to do with entities after uninstall
Replies: 28
Views: 3564

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...
by curiosity
Sat Jan 07, 2023 4:47 pm
Forum: Implemented mod requests
Topic: Get the inserter's effective stack size limitation
Replies: 1
Views: 172

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...
by curiosity
Fri Jan 06, 2023 5:44 pm
Forum: Modding interface requests
Topic: GUI style property to adjust line spacing in text
Replies: 0
Views: 118

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.
by curiosity
Wed Jan 04, 2023 4:37 am
Forum: Mod portal Discussion
Topic: Search doesn't work within a category
Replies: 5
Views: 312

Re: Search doesn't work within a category

Apparently, it works just fine now. No idea what the issue was.
by curiosity
Tue Jan 03, 2023 12:01 pm
Forum: Mod portal Discussion
Topic: Search doesn't work within a category
Replies: 5
Views: 312

Re: Search doesn't work within a category

Still can't search in the Internal category.
by curiosity
Fri Dec 30, 2022 2:23 pm
Forum: Mod portal Discussion
Topic: Search doesn't work within a category
Replies: 5
Views: 312

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.
by curiosity
Mon Dec 26, 2022 1:37 pm
Forum: Modding interface requests
Topic: Documentation Improvement Requests
Replies: 330
Views: 47951

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."
by curiosity
Mon Dec 26, 2022 10:34 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 4
Views: 700

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.
by curiosity
Mon Dec 26, 2022 5:23 am
Forum: Modding interface requests
Topic: Documentation Improvement Requests
Replies: 330
Views: 47951

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...
by curiosity
Wed Dec 07, 2022 3:55 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 557

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.
by curiosity
Mon Dec 05, 2022 1:29 am
Forum: Modding interface requests
Topic: Documentation Improvement Requests
Replies: 330
Views: 47951

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...

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