Search found 312 matches
- Wed Feb 21, 2024 5:32 pm
- Forum: Modding interface requests
- Topic: Add events for `remote.add_interface` and `remote.remove_interface`
- Replies: 7
- Views: 312
Re: Add events for `remote.add_interface` and `remote.remove_interface`
With events as proposed, I'd imagine it would be simple to implement and go along nicely with the other similar features in the engine. In the context of the problem you are trying to solve, it's a suboptimal solution. You have to set up caches that you need to keep updated, handle events and so on...
- Mon Feb 19, 2024 2:55 pm
- Forum: Documentation Improvement Requests
- Topic: What happens on invalid LuaRemote::call?
- Replies: 0
- Views: 104
What happens on invalid LuaRemote::call?
What if you pass it a nonexistent interface name? Does it error or return nil, or maybe do something else? What about a nonexistent function name?
- Mon Feb 19, 2024 2:46 pm
- Forum: Modding interface requests
- Topic: Add events for `remote.add_interface` and `remote.remove_interface`
- Replies: 7
- Views: 312
Re: Add events for `remote.add_interface` and `remote.remove_interface`
Why is this better than adding a function like this?
Assuming call errors when given a nonexistent interface/function name instead of doing something similar already.
Code: Select all
LuaRemote::try_call(interface, function, ...) → boolean, Any?
- Tue Feb 06, 2024 10:39 am
- Forum: Documentation Improvement Requests
- Topic: Fill in LuaFluidEnergySourcePrototype field descriptions
- Replies: 0
- Views: 85
Fill in LuaFluidEnergySourcePrototype field descriptions
Most if not all of them can be found in the prototype docs.
- Wed Jan 24, 2024 4:55 pm
- Forum: Modding help
- Topic: Calling other mods functions in the data stage
- Replies: 7
- Views: 338
Re: Calling other mods functions in the data stage
However, i don't think mods can communicate with each other in the data stage, only in the control stage. That's because there is no barrier in data stage. All mods are mashed together into the same Lua state. The docs tell you this, by the way. That's why you are able to call table.deepcopy etc. w...
- Sun Jan 21, 2024 3:19 pm
- Forum: Resolved Requests
- Topic: LuaGuiElement.type
- Replies: 3
- Views: 207
Re: LuaGuiElement.type
Every type is like that.
- Mon Jan 15, 2024 7:02 am
- Forum: Modding interface requests
- Topic: Allow to specify textfield decoration
- Replies: 0
- Views: 150
Allow to specify textfield decoration
What is textfield decoration? Additional text around the value of the textfield. Most prominently visible in the train GUI and Sounds and Interface game settings. The most practical way to do this, in my opinion, would be to let the user specify a LocalisedString. Then, when it's time to display tex...
- Fri Jan 12, 2024 9:16 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Re: Add localised strings to LuaGuiElement drop-down items
[Moderated by Koub : response to a moderated post]
- Fri Jan 12, 2024 8:59 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Re: Add localised strings to LuaGuiElement drop-down items
[Moderated by Koub : response to a moderated post]
- Fri Jan 12, 2024 4:23 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Re: Add localised strings to LuaGuiElement drop-down items
[Moderated by Koub : response to a moderated post]
- Fri Jan 12, 2024 3:33 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Re: Add localised strings to LuaGuiElement drop-down items
[Moderated by Koub : response to a moderated post]
- Fri Jan 12, 2024 2:54 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Re: Add localised strings to LuaGuiElement drop-down items
[Moderated by Koub : response to a moderated post]
- Fri Jan 12, 2024 2:40 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Re: Add localised strings to LuaGuiElement drop-down items
The old topic's name is not very good. What are these localised strings supposed to be added for? Dropdown already takes an array of them for item names. It shouldn't require reading the first post to tell.
- Fri Jan 12, 2024 1:42 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 1118
Allow to specify tooltips for dropdown items
Mod settings can already have dropdowns with tooltips, just expose this ability in LuaGuiElement.
- Tue Jan 09, 2024 9:25 pm
- Forum: Documentation Improvement Requests
- Topic: Alignments in rendering are unclear
- Replies: 8
- Views: 839
Re: Alignments in rendering are unclear
For https://forums.factorio.com/viewtopic.php?p=600414#p600414 I made separate union types for the alignment and added these descriptions: firefox_LrZqpS5yPb.png "The text is at the given side of the target position" is the exact opposite of the actual behavior. The elaboration is correct...
- Sun Jan 07, 2024 1:58 am
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 757
- Sat Jan 06, 2024 10:08 pm
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 757
- Sat Jan 06, 2024 2:11 pm
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 757
Re: LuaInventory::get_filtered_slots()
That's a good idea! But I've a question regarding the bots' job queue: Do they get assigned to pick up items from a certain logistic chest, or from a particular slot in the its inventory? In the first case, they'd still get the item if there are several stacks of it, but in the other one, they'd re...
- Sat Jan 06, 2024 3:30 am
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 757
Re: LuaInventory::get_filtered_slots()
FWIW, you can still do your thing in one pass. You just have to check the chests and manually move the trashed items if they can satisfy your request. E.g. in your example you would trash 200 copper in one tick, then in the next you would bring them back into the filtered slots and request 100 more,...
- Fri Jan 05, 2024 10:25 pm
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 757