A mod exists for this but needs updating for 0.14: viewtopic.php?f=94&t=14506
Also, from vague memory of when I looked at the source code of that mod, it's not very performant and could start to cause significant lag if used lots.
Search found 1264 matches
- Sat Nov 12, 2016 10:24 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Limited Water Supply
- Replies: 2
- Views: 1204
- Sat Nov 12, 2016 10:20 pm
- Forum: Modding help
- Topic: Is it possible to make the Lamppost Mod by Klonan rotatable?
- Replies: 2
- Views: 945
Re: Is it possible to make the Lamppost Mod by Klonan rotatable?
I think you can rotate whilst placing, but not after they are placed. This is because the mod doesn't currently (last time I checked anyway) listen to the on_player_rotated_entity event. As long as the graphical sprites exist, it should be easy to update the mod to allow rotation both during and aft...
- Sat Nov 12, 2016 10:17 pm
- Forum: Modding help
- Topic: on_gui_click XOR custom_input ?
- Replies: 1
- Views: 702
Re: on_gui_click XOR custom_input ?
As far as I can tell the modifier keys don't raise events on their own. As for detecting right-click, etc., on a GUI element, I don't think there's any way to do that currently (because we can't work out where the mouse is in relation to GUI). Hopefully the GUI updates that might come with 0.15 bran...
- Thu Nov 10, 2016 8:06 pm
- Forum: Modding help
- Topic: Merge signals read from get_circuit_network
- Replies: 5
- Views: 1892
Re: Merge signals read from get_circuit_network
It would help to know what you intend to do with the merged results.
Merging in any manner would be relatively slow compared to just iterating the results of both wires.
Merging in any manner would be relatively slow compared to just iterating the results of both wires.
- Thu Nov 10, 2016 8:04 pm
- Forum: Modding discussion
- Topic: Creating an event/function
- Replies: 10
- Views: 3183
Re: Creating an event/function
IG2, at some point you'll have to learn basics of Lua scripting. There's loads of free references online that you can use. http://lua-users.org/wiki/ControlStructureTutorial
- Tue Nov 08, 2016 6:12 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 388246
Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!
I normally don't bother with such image formatting, it takes too much time (I treat wiki as a wiki, not a website).
- Tue Nov 08, 2016 5:59 pm
- Forum: Modding help
- Topic: Contents of scroll-pane.style and progressbar.style
- Replies: 5
- Views: 1662
Re: Contents of scroll-pane.style and progressbar.style
It's not possible, although there was some discussion a while back about adding ability to determine if an element is visible within a scroll panel, and also a method to make a panel scroll to show a specified element. Not sure if that's going to happen though.
- Tue Nov 08, 2016 7:31 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 42711
Re: Little Quirks
Add a short delay before player logistic requests are fullfilled +1 for this. It's the logistics equivalent annoyance of having to almost always having to set "<" on decider combinators. Which reminds me, if not already mentioned in this topic: Default mode of decider combinators should b...
- Tue Nov 08, 2016 7:24 am
- Forum: Modding help
- Topic: Contents of scroll-pane.style and progressbar.style
- Replies: 5
- Views: 1662
Re: Contents of scroll-pane.style and progressbar.style
Those progress bar color properties only exist in the prototypes (data.lua), not in the exposed GUI element objects you see in the game (control.lua). As far as I know, only the properties listed here and here are available from control.lua, and some of them are specific to certain types of GUI elem...
- Tue Nov 08, 2016 5:41 am
- Forum: Ideas and Suggestions
- Topic: Many suggestions after 340 hours of play
- Replies: 2
- Views: 1458
Re: Many suggestions after 340 hours of play
Place markers on map: https://mods.factorio.com/mods/Supercheese/Map%20Ping
What do you mean "better map quality"? Which map (game map, world map, mini map?), and how would it's quality be improved?
What do you mean "better map quality"? Which map (game map, world map, mini map?), and how would it's quality be improved?
- Tue Nov 08, 2016 5:35 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 41621
Re: [MOD 0.12.11+] Concreted Rail Tracks
With upcoming changes to rail graphics, I doubt it's worth investing more time in this mod at present: https://www.factorio.com/blog/post/fff-163Yakuza wrote:Any chance this will be updated to work with ver 14??
- Tue Nov 08, 2016 5:32 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 388246
Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!
Tile correction, especially for water tiles adjacent to land tiles, is a bit unreliable as I found out while developing my bridges mod: https://forums.factorio.com/viewtopic.php?f=25&t=34428 There's not much that can be done about it from a modding perspective, I found that regardless of tile co...
- Tue Nov 08, 2016 5:08 am
- Forum: Implemented mod requests
- Topic: GUI Element type: Window
- Replies: 13
- Views: 5906
Re: GUI Element type: Window
+1 for this. Alternatively, can we get ability to have custom-input shortcuts that only apply to specific GUI elements and their child elements? Maybe done via a new scope on the custom-input, such as "gui", and the GUI element would have perhaps have some way to set which scopes are appli...
- Tue Nov 08, 2016 5:03 am
- Forum: Modding interface requests
- Topic: pipes are a PITA to customise graphically
- Replies: 2
- Views: 1056
Re: pipes are a PITA to customise graphically
Yup. I should have closed this request some time ago; it was written at time when I was at peak of hair-pulling-out whilst modding some wooden pipes but have since got it working. The main thing that initially confused me was the seemingly random sizes of the pipe images etc., but have since wrapped...
- Tue Nov 08, 2016 4:54 am
- Forum: Implemented mod requests
- Topic: LuaEntity.get_target() + set target options
- Replies: 2
- Views: 1549
Re: LuaEntity.get_target() + set target options
A recent topic asking for similar stuff: viewtopic.php?f=28&t=35361
- Tue Nov 08, 2016 4:51 am
- Forum: Implemented mod requests
- Topic: Hide and disable some autoplace-controls
- Replies: 2
- Views: 1412
Re: Hide and disable some autoplace-controls
It seems somewhat cumbersome to have to delete all the default autoplace settings in data.raw and then create custom logic to manually create them via Lua. Likewise, it's also cumbersome to create a new surface and then have to destroy the autoplaced resources/entities (I've only scratched the surfa...
- Tue Nov 08, 2016 4:45 am
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype - max_underground_distance
- Replies: 5
- Views: 2211
Re: LuaEntityPrototype - max_underground_distance
<3 Thank you!!
- Tue Nov 08, 2016 4:44 am
- Forum: Implemented mod requests
- Topic: Simple-Force-Entity
- Replies: 17
- Views: 5232
Re: Simple-Force-Entity
Awesome! Assuming there are no examples of these entities being used in the vanilla prototypes, would it be possible to get a list of the properties they support (or the properties they add, compared to simple-entity)?
- Tue Nov 08, 2016 4:42 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Filter small pumps
- Replies: 5
- Views: 1821
Re: [Request] Filter small pumps
Apparently, with some careful engineering, it is possible to have a pipe network handle multiple liquids (but only one liquid at a time): viewtopic.php?f=8&t=35683
- Tue Nov 08, 2016 4:31 am
- Forum: Modding discussion
- Topic: Anti-piracy for mods? No, community is more important
- Replies: 24
- Views: 28288
Re: Anti-piracy for mods? No, community is more important
All my modding is open source, and will remain that way. I certainly don't want to start putting shite in to my mods just to pander to an obsolete socioeconomic paradigm. Piracy isn't really the issue here - people who pirate the software aren't going to pay for it, regardless of what is done to try...