Add a button that deletes the thing you want to hide. Save state you want to keep, rebuild gui when uncollapsing and restore anything from the saved state.
Search found 1743 matches
- Thu Jun 02, 2022 7:04 am
- Forum: Modding help
- Topic: [SOLVED] GUI table row caption, item-name or entity-name?
- Replies: 2
- Views: 169
- Thu Jun 02, 2022 5:51 am
- Forum: Gameplay Help
- Topic: Inconsistency between power and production
- Replies: 6
- Views: 282
Re: Inconsistency between power and production
Well the left one is the one that is most useful for both item production and electric network info and the one most look at. So maybe that's why? Main info to the left, additional less important info to the right. Item consumption doesn't include items that aren't consumed, like buildings. Electric...
- Wed Jun 01, 2022 5:46 pm
- Forum: Mods
- Topic: Editor Extensions - How to edit oil patch?
- Replies: 3
- Views: 116
Re: Editor Extensions - How to edit oil patch?
This topic is not about the mod Editor Extensions. It is about /editor mode.
Set intensity, write in whatever number you want.
You are allowed to move your cursor/brush to create whatever shape you like.
Set intensity, write in whatever number you want.
You are allowed to move your cursor/brush to create whatever shape you like.
- Tue May 31, 2022 11:01 pm
- Forum: Gameplay Help
- Topic: Time comparison between clocks
- Replies: 7
- Views: 264
Re: Time comparison between clocks
Ahh, so does the “T < Z check -> output 1 T” not take a tick? It takes a tick. Not 2 ticks, there is no time between updates. The output is updated every tick, if you select the combinator you see it's inputs and outputs. The output is the result from input of the previous tick, and if you look at ...
- Mon May 30, 2022 11:49 am
- Forum: General discussion
- Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
- Replies: 8
- Views: 618
Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Hmm, this reminds me of hacks with blueprints using higher levels than you already have of Bob's Adjustable Inserters... Wube decided that that exploit wasn't worth fixing, but they might change their minds if it becomes too frequent ? If you import blueprint from others or from external tools to a...
- Sun May 29, 2022 7:12 pm
- Forum: General discussion
- Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
- Replies: 8
- Views: 618
Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
They work for me now too! Maybe they fixed it? Or it was a temporary issue with the server or my computer that fixed itself?BlueTemplar wrote: ↑Sun May 29, 2022 5:51 pmThey did work for me (Firefox/Ubuntu) ..?![]()
Looks very impressive and awesome !![]()
- Fri May 27, 2022 8:13 pm
- Forum: General discussion
- Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
- Replies: 8
- Views: 618
Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
If node counts, you could take a look at factorio-blueprint , which is actually linked in the article. It hasn't been updated in a while, but it might be sufficient if you just need simple modification/re-encoding. For this project, that should work. I mainly just need to dump a lot of signal data ...
- Fri May 27, 2022 4:17 pm
- Forum: General discussion
- Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
- Replies: 8
- Views: 618
Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
I was just considering making my own tool like that for my combinator computer that is used to control a self-expanding factory...
I would have preferred JavaScript though. Any chance you will make DraftsmanJS as well?

I would have preferred JavaScript though. Any chance you will make DraftsmanJS as well?

- Wed May 25, 2022 3:17 pm
- Forum: Ideas and Requests For Mods
- Topic: Circuit Logistics/Send and store digitized items
- Replies: 0
- Views: 126
Circuit Logistics/Send and store digitized items
I might make a mod I'm considering making a mod (not a request!) that lets you digitize items and turn them into circuit signals which can then be materialized back into items anywhere you like, instantly or later. Goals and purpose The goal is to add a brand new type of logistics alternative to be...
- Wed May 25, 2022 1:01 am
- Forum: Modding interface requests
- Topic: alt_reverse_selection for Selection tools
- Replies: 4
- Views: 188
Re: alt_reverse_selection for Selection tools
That the fourth option doesn't exists, feels like a whole in the matrix to me. Seems reasonable. I agree with this. What I'm against is for selection tools by default to have a modifier to select the things outside the region. And I don't think you want it for your tool either. It's going to confus...
- Tue May 24, 2022 1:08 pm
- Forum: Modding interface requests
- Topic: alt_reverse_selection for Selection tools
- Replies: 4
- Views: 188
Re: alt_reverse_selection for Selection tools
I would like to create a selection tool that does the following things: alt_selection = Do something to all not selected entities. alt_reverse_selection = Do the opposite to all not selected entities. You want a tool to do something to every entity on every surface, except the things inside the sel...
- Fri May 20, 2022 11:01 pm
- Forum: Ideas and Suggestions
- Topic: Mod portal "favorit" feature
- Replies: 6
- Views: 239
Re: Mod portal "favorit" feature
A good idea. I can use bookmarks in my browser, but when I then install the mods I prefer to do so through the in game mod manager to get dependencies immediately and toggle mods on/off that don't fit together with new ones I test and so on. Now I have to search for all mods again in game client aft...
- Fri May 20, 2022 10:54 am
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 1014
- Tue May 17, 2022 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 1014
- Tue May 17, 2022 9:35 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 64
- Views: 8251
Re: New API Docs website
Hey, is it possible to get the link to the API docs site put to the top of the page for each site like the rest? The old mod portal layout had a link somewhere to the API docs. It's kind of weird I haven't been able to find the docs now from anywhere except by searching with an external web search ...
- Thu May 05, 2022 5:07 pm
- Forum: Modding help
- Topic: Spreading a table out over several ticks
- Replies: 22
- Views: 833
Re: Spreading a table out over several ticks
Use the edit button.FuryoftheStars wrote: ↑Thu May 05, 2022 3:04 pmWhoops. Meant ~4k planters and ~3k-3.5k saplings.FuryoftheStars wrote: ↑Thu May 05, 2022 12:25 pmI noticed that at ~2k planters with ~1.5k saplings growing I was taking a 5-10 ups hit.
- Wed May 04, 2022 10:53 am
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 25
- Views: 1624
Re: No Deconstruction Timeout
Mind if I ask: why? The default is 2 hours but if you've marked something for deconstruction and over 2 hours later you still haven't gotten around to letting a robot work on it why is it important? Obviously it wasn't important since 2 hours has passed and it still wasn't handled. I'm making a sel...
- Sat Apr 30, 2022 9:09 am
- Forum: Ideas and Suggestions
- Topic: Make the laser turret max consumption show the most it can consume
- Replies: 31
- Views: 808
Re: Make the laser turret max consumption show the most it can consume
as it only happens once when the roboport is placed That’s a one time event, Wrong. If you lose power the buffers of your roboports and other enties will drain. This affects you a lot every time you blackout and makes the brownout spirals after buffers have been depleted even harder to recover from.
- Sun Apr 24, 2022 1:08 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Using a SAT Solver to optimize balancers
- Replies: 2
- Views: 620
Re: Using a SAT Solver to optimize balancers
That's cool! Maybe I should update my N-to-N-belt-belt balancer code (post with img , img ) to include these, and maybe clean them up a bit and maybe make bigger than 2048 belt balancers. ;) But a lot more than just balancers should be solvable. This could be applied to any other constraints and fac...
- Sun Apr 24, 2022 12:48 pm
- Forum: Combinator Creations
- Topic: Five-in-a-row game, with deep-learning AI
- Replies: 18
- Views: 1915
Re: Five-in-a-row game, with deep-learning AI
Thanks for the info! Have you considered chess as well? A lot more rules to take into account, but it's the game I'm more familiar with. Also the different pieces are perhaps much more difficult to visualize so that might be the bigger issue. But Recursive Blueprints mod could be used to display det...