Search found 101 matches
- 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...
- 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",...
- 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...
- 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
Where can I get this easy-to-use-looking performance information from?choose-elem-button-cost.png
- 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?
- 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?
Is there an elegant way to get the actual runtime type from the returned object?
- 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.
- Sun Sep 06, 2020 8:55 am
- Forum: Pending
- Topic: [1.0.0] Crash in lua
- Replies: 6
- Views: 743
- Sat Sep 05, 2020 11:40 pm
- Forum: Pending
- Topic: [1.0.0] Crash in lua
- Replies: 6
- Views: 743
- 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.
- 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?
- 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?
- 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.
- Tue Aug 18, 2020 8:06 pm
- 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
It is probably a duplicte to viewtopic.php?f=28&t=88185
- 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.
- 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&...
- 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...
- 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)
(Tested for German and Russian)
- Wed Jun 24, 2020 10:29 am
- Forum: Won't fix.
- Topic: Too long translations in controls settings
- Replies: 12
- Views: 3035
- 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.