Search found 344 matches
- Tue Jun 04, 2019 6:34 pm
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 3152
Re: Unfocus a textbox?
https://forums.factorio.com/viewtopic.php?f=7&t=71556 And good thing you pointed out that "Return" does not work when bound. I changed my keybinding for "Enter Vehicle" to something else and never noticed (and actually meant the "Return" key when I wrote "Enter...
- Tue Jun 04, 2019 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.45][Modded GUI] "Enter" key sets selected state for focused LuaGuiElement button
- Replies: 3
- Views: 2604
[kovarex] [0.17.45][Modded GUI] "Enter" key sets selected state for focused LuaGuiElement button
When hitting Enter or Return (assuming they are not bound via control settings) while a LuaGuiElement of type button is focused, that button shows its selected_graphical_set. No event is triggered and the button keeps the selected appearance until you press Enter/Return again. It is my understanding...
- Tue Jun 04, 2019 4:30 pm
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 3152
Re: Unfocus a textbox?
Sorry, I was not clear at all about what I meant. The problem is purely visual. You can get buttons to show their 'selected_graphical_set'. That's just a remnant from vanilla GUI elements and not meant to be a thing for modded UIs. Confusing when buttons suddenly look perma-clicked. If you create yo...
- Tue Jun 04, 2019 12:12 pm
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 3152
Re: Unfocus a textbox?
If it's a modded gui simply focusing another element (like a frame) might work too. LuaGuiElement.focus(). But i have to agree that double-toggling the same element is a nicer hack. Afaik you can't focus elements that don't allow interaction. And elements allowing interaction will react to pressing...
- Tue Jun 04, 2019 11:00 am
- Forum: Modding help
- Topic: Unfocus a textbox?
- Replies: 17
- Views: 3152
Re: Unfocus a textbox?
Cycle the visibility or enabled property of the text box. You can do it on the same tick, so it won't actually be invisible or disabled.
Code: Select all
my_textbox.visible = false
my_textbox.visible = true
- Tue Jun 04, 2019 8:44 am
- Forum: Gameplay Help
- Topic: I can't even, trains... Help.
- Replies: 5
- Views: 1668
Re: I can't even, trains... Help.
I run on the dev .17 version. 0.17 introduced temporary stations, which are a great no-path debugging tool. Here is how to use it: Select the train with the no-path error. The minimap that is part of the train GUI is what you need. On that map you follow the track the train is supposed to take with...
- Sat Jun 01, 2019 8:10 pm
- Forum: Logistic Train Network
- Topic: Inserters have wrong things in hand...
- Replies: 21
- Views: 5213
Re: Inserters have wrong things in hand...
Given a train that just changed state, how do you find the station's inserters?eradicator wrote: ↑Sat Jun 01, 2019 6:36 pmon_train_changed_state does exist, maybe not the cheapest if you have several hundred trains but it exists.
- Sat Jun 01, 2019 4:27 pm
- Forum: Logistic Train Network
- Topic: Overfilled LTN receiver behaves as provider?
- Replies: 3
- Views: 1624
Re: Overfilled LTN receiver behaves as provider?
Request and provide threshold are accounted for separately to allow mixed Provider/Requester stops. Set your Provide threshold to 1M or something like that for pure Requesters. There is also a mod setting for default thresholds. I tend to set both default provide and request thresholds to a few mill...
- Sat Jun 01, 2019 2:40 pm
- Forum: Logistic Train Network
- Topic: Inserters have wrong things in hand...
- Replies: 21
- Views: 5213
Re: Inserters have wrong things in hand...
Locked slots and inserter hand size limits already provide a very good workaround for that particular problem. Set up 10 inserters per wagon with a hand size of 2 and you will never need more than 2 reserved slots. And yes, that makes loading slightly slower. The other option is to use only one type...
- Sat Jun 01, 2019 11:56 am
- Forum: Logistic Train Network
- Topic: Inserters have wrong things in hand...
- Replies: 21
- Views: 5213
Re: Inserters have wrong things in hand...
why should that not be possible? e.g. as a extra mod *on remove filter from filter inserter* *remove item in hand* (or if possible swing back) The event you describe does not exist. A mod would have to cycle through all inserters on the map, read the settings and compare them to the setting from on...
- Sat Jun 01, 2019 11:10 am
- Forum: Logistic Train Network
- Topic: Inserters have wrong things in hand...
- Replies: 21
- Views: 5213
Re: Inserters have wrong things in hand...
For items with small stack sizes you can reduce inserter hand size or the number of inserters. What about adding a (if that is posssible) script to just let all inserters swing one time back into their chest when the train leaves...? :roll: (easiest, coolest solution ever?!?!) - if swing back is not...
- Sat Jun 01, 2019 5:59 am
- Forum: Modding discussion
- Topic: Some questions about GUIs
- Replies: 9
- Views: 2764
- Fri May 31, 2019 5:15 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156680
Re: [MOD 0.16] Miniloader
The latest update resets filters on some of the faster miniloaders (Bob's Turbo and several Ultimate Belts). And they work on any item when no filter is set. When setting the filter again, everything works as expected. I have to do some serious cleanup all across my factory, everything is clogged wi...
- Fri May 31, 2019 4:38 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 58701
Re: [0.17] LTN Combinator
Is it deliberate that the combinators a) do not allow for a station to be a simultaneous requester and provider and b) do not have an option to set train limit? b) in particular would be nice to see remedied. A) They do support mixed Provider/Requester stops. Shift+Click the checkboxes to activate ...
- Fri May 31, 2019 4:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
- Replies: 19
- Views: 6602
Re: [0.17.44] train ignoring red signal by circuit in special case
Why is it important that all waiting bays merge into the same block? How does a signal anywhere on the bypass cause an issue for your circuit control? in this situation some extra signals will be fine by coincidence, true. if the red train got to go it will wait at the red-lined-spot, no problem, t...
- Fri May 31, 2019 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.44] train ignoring red signal by circuit in special case
- Replies: 19
- Views: 6602
Re: [0.17.44] train ignoring red signal by circuit in special case
Why is it important that all waiting bays merge into the same block? How does a signal anywhere on the bypass cause an issue for your circuit control?
- Fri May 31, 2019 12:58 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 98027
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Thanks, it's fixed now. Totally forgot that I made a small change to the modules, too.
- Fri May 31, 2019 5:41 am
- Forum: Modding help
- Topic: Open Train GUI
- Replies: 1
- Views: 643
- Thu May 30, 2019 6:22 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 98027
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
So let me rephrase the request to what I think is still missing. I want to see just how much over production or under provision is there. A station providing 12k iron plates with a provider limit of 8k has a surplus of 4k. I want to see just the 4k, not the whole 12k. The 8k provider limit are nece...
- Thu May 30, 2019 8:21 am
- Forum: Modding help
- Topic: How to figure out "age" of the surface
- Replies: 12
- Views: 2042
Re: How to figure out "age" of the surface
I don't think there is a good way to handle this automatically. How do you know that a mod created surface should be touched by RSO? Just because it is new? What about mods like Factorissimo, i.e. surfaces that represent indoors areas? Or a mod creating a surface with properties specifically set by ...