Search found 8 matches

by DragonD
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...
by DragonD
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.
by DragonD
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...
by DragonD
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
by DragonD
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.
by DragonD
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.
by DragonD
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...
by DragonD
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()...

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