Search found 101 matches

by ixu
Sun Nov 22, 2020 11:23 pm
Forum: Modding help
Topic: Modding tutorial for styles
Replies: 3
Views: 571

Re: Modding tutorial for styles

... Hours later I found a solution. I'll post it here so that the next ones can benefit from it. function result.SelectTarget() local frame = global.Current.Player.gui.screen.add { type = "frame", direction = "vertical", } frame.caption = "select" local scroll = frame.a...
by ixu
Sun Nov 22, 2020 10:02 pm
Forum: Modding help
Topic: Modding tutorial for styles
Replies: 3
Views: 571

Re: Modding tutorial for styles

I want to display a line of sprite buttons that should have a maximum width, for example 6 buttons wide. If there are more buttons than can be displayed, a horizontal scrollbar should appear. function result.SelectTarget() local frame = global.Current.Player.gui.screen.add {type = "frame",...
by ixu
Sun Nov 22, 2020 8:16 pm
Forum: Modding help
Topic: Modding tutorial for styles
Replies: 3
Views: 571

Modding tutorial for styles

Is there a tutorial for using styles? I am desperately trying to get the system to do what I want. Examples: - Size, Height and Widths, are they pixels or millimeters or what? - How do I determine how big a scroll-pane is? - If I want to reuse a build-in style, how do I find out what it is called? S...
by ixu
Sat Nov 21, 2020 7:54 pm
Forum: Modding interface requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 8
Views: 1847

Re: Apply built-in tooltips to custom GUI elements

choose-elem-button-cost.png
Where can I get this easy-to-use-looking performance information from?
by ixu
Sat Nov 21, 2020 7:05 pm
Forum: Modding help
Topic: Use of build-in tooltips
Replies: 10
Views: 1069

Use of build-in tooltips

Is there a way to call build-in tooltips from my mod - for example the one of recipes in crafting tab of character panel?
by ixu
Wed Nov 18, 2020 6:47 pm
Forum: Modding help
Topic: what does Player.opened return?
Replies: 2
Views: 554

what does Player.opened return?

When calling LuaControl.opened the documentation says that LuaEntity or LuaItemStack or LuaEquipment or LuaEquipmentGrid or LuaPlayer or LuaGuiElement or defines.gui_type could be returned.
Is there an elegant way to get the actual runtime type from the returned object?
by ixu
Mon Sep 07, 2020 9:39 am
Forum: Pending
Topic: [1.0.0] Crash in lua
Replies: 6
Views: 743

Re: [1.0.0] Crash in lua

Ok for me.
by ixu
Sun Sep 06, 2020 8:55 am
Forum: Pending
Topic: [1.0.0] Crash in lua
Replies: 6
Views: 743

Re: [1.0.0] Crash in lua

Rseding91 wrote: ↑
Sun Sep 06, 2020 12:13 am
Have you had any other crashing or other PC issues?
No. You're scaring me.
I'm using a relatively new mod "Moon Logic". "Moon Logic" is an artithmetic combinator style entity that enables executing custom lua code to control things.
by ixu
Sat Sep 05, 2020 11:40 pm
Forum: Pending
Topic: [1.0.0] Crash in lua
Replies: 6
Views: 743

Re: [1.0.0] Crash in lua

No
by ixu
Sat Sep 05, 2020 7:59 pm
Forum: Pending
Topic: [1.0.0] Crash in lua
Replies: 6
Views: 743

[1.0.0] Crash in lua

I don't know what caused the crash. Just watched my factory.
by ixu
Wed Aug 19, 2020 10:26 am
Forum: Technical Help
Topic: Numpad Cursor keys not working
Replies: 3
Views: 467

Re: Numpad Cursor keys not working

Does not help. Was it working in your version?
by ixu
Wed Aug 19, 2020 10:15 am
Forum: Not a bug
Topic: on_player_cursor_stack_changed not raised when selecting blueprint
Replies: 6
Views: 1294

Re: on_player_cursor_stack_changed not raised when selecting blueprint

So which event will be fired instead?
by ixu
Tue Aug 18, 2020 10:27 pm
Forum: Technical Help
Topic: Numpad Cursor keys not working
Replies: 3
Views: 467

Numpad Cursor keys not working

The cursor keys as well as insert and delete key on the numpad of the keyboard are not working anymore when editing text fields.
by ixu
Tue Aug 18, 2020 12:15 pm
Forum: Not a bug
Topic: on_player_cursor_stack_changed not raised when selecting blueprint
Replies: 6
Views: 1294

on_player_cursor_stack_changed not raised when selecting blueprint

When selecting something in blueprint library the event "on_player_cursor_stack_changed" is not raised anymore.
by ixu
Thu Jun 25, 2020 4:18 pm
Forum: Won't fix.
Topic: Too long translations in controls settings
Replies: 12
Views: 3035

Re: Too long translations in controls settings

Steuerungstaste=CTRL right? Translating Control into some weird word is a mistake in my view. At least, in czech it would be pretty weird, and we just use Control. "Strg" is the text that is written on the actual key: So, why not just use "Strg" instead of "Steuerungstaste&...
by ixu
Thu Jun 25, 2020 4:02 pm
Forum: Won't fix.
Topic: Too long translations in controls settings
Replies: 12
Views: 3035

Re: Too long translations in controls settings

Steuerungstaste=CTRL right? Translating Control into some weird word is a mistake in my view. At least, in czech it would be pretty weird, and we just use Control. "Strg" is the text that is written on the actual key: https://upload.wikimedia.org/wikipedia/commons/thumb/b/b0/German-T2-Key...
by ixu
Thu Jun 25, 2020 11:41 am
Forum: Releases
Topic: Version 0.18.33
Replies: 17
Views: 10789

Small Issue: Texts on load screen

Seems that the texts on load screen are not translated anymore.
(Tested for German and Russian)
by ixu
Wed Jun 24, 2020 10:29 am
Forum: Won't fix.
Topic: Too long translations in controls settings
Replies: 12
Views: 3035

Re: Too long translations in controls settings

Vainock wrote: ↑
Wed Jun 24, 2020 10:22 am
Not a good place for discussing things about translations
I agree.
But this topic isn't about translations.
by ixu
Tue Jun 16, 2020 2:53 pm
Forum: Translations
Topic: Verbose German translations of keyboard keys
Replies: 7
Views: 1582

Re: Verbose German translations of keyboard keys

Thank you for testing.

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