Search found 8 matches
- Wed Dec 04, 2019 3:47 pm
- Forum: Won't implement
- Topic: [Request] Gui button states
- Replies: 1
- Views: 1029
[Request] Gui button states
It would be incredibly useful to have read-only button states. Like with the checkbox and radio-button, but than with 3 states: - Click - Hover, the mouse cursor is over the button. - Inactive For example, those states can be used to do stuff when the button are being hovered over or to repeat comma...
- Tue Oct 29, 2019 9:25 pm
- Forum: Won't implement
- Topic: [Request] Adapt event on_player_placed_equipment
- Replies: 2
- Views: 1041
Re: [Request] Adapt event on_player_placed_equipment
Ok thx. I guess I will have to get back to the drawing board.
- Tue Oct 29, 2019 9:05 pm
- Forum: Won't implement
- Topic: [Request] Adapt event on_player_placed_equipment
- Replies: 2
- Views: 1041
[Request] Adapt event on_player_placed_equipment
I suggest you adapt the event on_player_placed_equipment https://lua-api.factorio.com/latest/events.html#on_player_placed_equipment to contain the entity or luaplayer that the equipment has been added to. For example, this could be used to do some sort of effect on the entity that the equipment is i...
- Sun Oct 13, 2019 1:49 pm
- Forum: Already exists
- Topic: [Request] New entry point for registering event handlers
- Replies: 4
- Views: 1788
Re: [Request] New entry point for registering event handlers
Whoops, I misunderstood xD ...
Ty
Ty
- Sun Oct 13, 2019 1:40 pm
- Forum: Already exists
- Topic: [Request] New entry point for registering event handlers
- Replies: 4
- Views: 1788
Re: [Request] New entry point for registering event handlers
I meant that it should be repeated every ... ticks.
And doing a for loop to add the event a few thousands of times seems a bit messy to me.
And doing a for loop to add the event a few thousands of times seems a bit messy to me.
- Sun Oct 13, 2019 1:37 pm
- Forum: Not a bug
- Topic: [Very Small Bug] With game.tick_paused
- Replies: 3
- Views: 989
[Very Small Bug] With game.tick_paused
When game.tick_paused == true, players can still enter and leave vehicles.
I know that this isn't a game-breaking bug, but I still wanted to mention it.
I know that this isn't a game-breaking bug, but I still wanted to mention it.
- Sun Oct 13, 2019 1:35 pm
- Forum: Not a bug
- Topic: [Bug/Feature] player.opened = LuaPlayer
- Replies: 1
- Views: 831
[Bug/Feature] player.opened = LuaPlayer
I am making a mod. And my mod opens player inventories when ("e" is pressed and game.tick_paused == true) . I do this by using: player.opened = Luaplayer But this only opens the players crafting menu: https://cdn.discordapp.com/attachments/306402592265732098/632646430200430592/Capture3.PNG...
- Sun Oct 13, 2019 1:09 pm
- Forum: Already exists
- Topic: [Request] New entry point for registering event handlers
- Replies: 4
- Views: 1788
[Request] New entry point for registering event handlers
the following way of doing something every ... amount of time seems performance intensive and unhandy if many mods use it: script.on_event(defines.events.on_tick, function() if game.tick % 300 == 0 then game.print("HI") end in another mod: script.on_event(defines.events.on_tick, function()...