Search found 606 matches
- Sat Mar 29, 2025 8:05 pm
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 14
- Views: 310
Re: Add a slider-setting as a new type of mod setting
Chill with the personal attacks. You can suggest other solutions, but there's no need to argue against modding interface requests. In the end it will be us developers making the decision for whether something will be implemented. If that then results in a bug, you can always make a bug report then ...
- Sat Mar 29, 2025 7:03 pm
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 14
- Views: 310
Re: Add a slider-setting as a new type of mod setting
it's obvious there's no convincing this individual, they quite obviously and simply really dislike when people ask for stuff that they don't like the idea of, so I'm just gonna say:
On a dropdown menu, to select a percentage value I have to click 3 times, click the dropdown, click the scroll on ...
- Sat Mar 29, 2025 3:37 pm
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 14
- Views: 310
Re: Add a slider-setting as a new type of mod setting
so a better example would be a mod setting that changes how much of an item you spawn with - yeah sure you could use a dropdown for it, but why not also let people use a slider for it? it'd appear visually better, and allow for a lot more values to be included compared to a dropdown.
ontop of that ...
- Sat Mar 29, 2025 1:37 pm
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 14
- Views: 310
Re: Add a slider-setting as a new type of mod setting
but its not the only way to control them, so i'm using the other way to control them :lol:
to go back to the original point of this post, I just think that it'd look a lot cleaner then doing what im currently doing (while still setting pre-determined values) - and giving more options to modders ...
- Fri Mar 28, 2025 10:14 pm
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 14
- Views: 310
Re: Add a slider-setting as a new type of mod setting
Entirely because i would prefer control over how high or low a multiplier can be, rather then having to put the min/max values in the description of the mod setting, for example :]
Setting min/max is exactly how you control the setting's range. So use them.
I defintely could just let the ...
- Fri Mar 28, 2025 4:52 pm
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 14
- Views: 310
Re: Add a slider-setting as a new type of mod setting
But why are you limiting a multiplier to a select few values? Same for the fish thing, just a regular integer input field works great.
- Sun Mar 23, 2025 8:11 am
- Forum: Modding interface requests
- Topic: better quality properties
- Replies: 3
- Views: 159
Re: better quality properties
Not at all. One is about making object properties' quality scaling configurable, the other is about allowing recipes to manipulate quality.
- Tue Mar 18, 2025 9:13 am
- Forum: Modding interface requests
- Topic: Add Item Count to CustomInputEvent.selected_prototype
- Replies: 2
- Views: 116
Re: Add Item Count to CustomInputEvent.selected_prototype
Why not the item stack itself?
- Mon Mar 17, 2025 2:58 pm
- Forum: Implemented mod requests
- Topic: SpoilToTriggerResult : Trigger once per stack option
- Replies: 4
- Views: 613
Re: SpoilToTriggerResult : Trigger once per stack option
Duplicate of (a poorly formulated) viewtopic.php?t=127091
- Sat Mar 15, 2025 9:00 am
- Forum: Modding interface requests
- Topic: Add invert_colors to button_style
- Replies: 2
- Views: 165
Re: Add invert_colors to button_style
If at all, it should be a property in SpritePrototype, not button style. But you can already include manually modified files and use those.
- Sun Mar 09, 2025 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
- Replies: 19
- Views: 1168
Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Then why are you writing in a post-2.0.37 bugfix thread that can't possibly be the cause of your issue?wiggleshark wrote: Sun Mar 09, 2025 10:14 pm Okay, so there was a bit of a miscommunication. I am seeing new stops added to the front before the active temporary stop. I'm running 2.0.36.
- Sun Mar 09, 2025 9:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
- Replies: 19
- Views: 1168
Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Maybe it's your turn? Download it and try. It has never had the behavior you describe. Unless you're misunderstanding...
1.1.109, 1.1.110:
stop is added to the end
active stop not changed
2.0.34, 2.0.39:
stop is added to the end
new stop made active
At no point have I observed what you ...
- Sun Mar 09, 2025 12:49 pm
- Forum: Modding interface requests
- Topic: LuaRenderObject.prototype or prototypes.animation
- Replies: 4
- Views: 253
Re: LuaRenderObject.prototype or prototypes.animation
https://lua-api.factorio.com/latest/cla ... #animation
The exact same property name as on creation.
Or if you mean that animation prototypes are missing from runtime entirely, you should rephrase your request to ask for that.
The exact same property name as on creation.
Or if you mean that animation prototypes are missing from runtime entirely, you should rephrase your request to ask for that.
- Sun Mar 09, 2025 12:42 pm
- Forum: Modding interface requests
- Topic: Pause LuaRenderObject animation
- Replies: 2
- Views: 161
Re: Pause LuaRenderObject animation
Would be great if it recalculated the offset to preserve the current frame instead of a dedicated pause function. Then it will work for any change of speed.
- Sun Mar 09, 2025 5:54 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
- Replies: 19
- Views: 1168
Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Are you sure? It used to be [ edit on 1.1.110] that when I created a temporary stop, it would either
Insert it before the current stop [ edit and makes it active] or If a temporary stop is active, append it to the sequence of temporary stops.
Now, regardless, it just inserts it before the ...
- Sat Mar 08, 2025 1:58 am
- Forum: Modding interface requests
- Topic: Allow set_passenger to be used on cargo pods
- Replies: 2
- Views: 198
Re: Allow set_passenger to be used on cargo pods
Surely the items limitation is purely for balance. Meaning it should be for the mod to verify.
- Thu Mar 06, 2025 11:04 am
- Forum: Modding interface requests
- Topic: Add related_transport_belt to LuaEntityPrototype
- Replies: 10
- Views: 792
Re: Add related_transport_belt to LuaEntityPrototype
But it's the wrong way. The property doesn't mean what you want it to mean.PietersieliePC wrote: Thu Mar 06, 2025 7:31 am I'm asking for the right way to do it to be made available.![]()
- Thu Mar 06, 2025 1:37 am
- Forum: Modding interface requests
- Topic: Make LuaEntity::selection_priority modifiable at runtime
- Replies: 2
- Views: 177
Re: Make LuaEntity::selection_priority modifiable at runtime
Yes, putting this into entity seems like a wrong approach to the problem.
- Thu Mar 06, 2025 1:26 am
- Forum: Won't implement
- Topic: Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
- Replies: 2
- Views: 242
Re: Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
Right, that's called a missing API.boskid wrote: Wed Mar 05, 2025 5:53 pm There are no restrictions for entities having hidden inventories and moving items into them or advertising output inventory to be one of those not accessible through LuaEntity(LuaControl)::get_inventory.
- Fri Feb 28, 2025 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
- Replies: 19
- Views: 1168
Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Better change it now while few mods use it and it's not in stable than wait till 3.0 and then leave it as is due to deadline.Rseding91 wrote: Fri Feb 28, 2025 1:31 pm which is probably what add_record should have been but oh well.