But does that already work on headless?boskid wrote: ↑Thu Oct 22, 2020 8:44 amhttps://lua-api.factorio.com/1.0.0/LuaG ... screenshotby_player :: PlayerSpecification (optional): If defined, the screenshot will only be taken for this player.
Search found 333 matches
- Thu Oct 22, 2020 5:53 pm
- Forum: Won't implement
- Topic: game.take_screenshot mapshot and working with headless
- Replies: 9
- Views: 2837
Re: game.take_screenshot mapshot and working with headless
- Thu Oct 22, 2020 8:37 am
- Forum: Won't implement
- Topic: game.take_screenshot mapshot and working with headless
- Replies: 9
- Views: 2837
Re: game.take_screenshot mapshot and working with headless
But why then not allow us to give a player_id and then take the screenshot from the player's client? That would go around the graphic problem.
And the map view screenshot option would still be awesome, either way.
And the map view screenshot option would still be awesome, either way.
- Wed Oct 21, 2020 6:25 pm
- Forum: Won't implement
- Topic: game.take_screenshot mapshot and working with headless
- Replies: 9
- Views: 2837
game.take_screenshot mapshot and working with headless
Hey, it would be awesome to have the option to the screenshot the map itself and do that on a headless server, because for Community Events like Red-Circuit's Molten Silicon we would love to beable to just screenshot every x seconds the 2k x 2k map with the custom scenario, that I created. Greetz, L...
- Mon Oct 19, 2020 11:57 am
- Forum: Modding interface requests
- Topic: LuaGuiElement double slider
- Replies: 2
- Views: 961
Re: LuaGuiElement double slider
Any update to this?
- Mon Oct 19, 2020 11:53 am
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::gun
- Replies: 4
- Views: 1421
Re: LuaEntityPrototype::gun
So any Update to this? Are you looking for this: https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.attack_result ? Edit: Looking at this I don't think that turrets have more information. I'm not sure how to get damage for laser turret in runtime from prorotype data. On g...
- Thu Aug 27, 2020 6:41 pm
- Forum: Mod portal Discussion
- Topic: Issues with the new design
- Replies: 13
- Views: 3950
Re: Issues with the new design
When you have a mod with a hidden depency, but no other depency it shows nothing. But shouldnt it show "No depency" or so?
- Sun Jul 26, 2020 2:27 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::gun
- Replies: 4
- Views: 1421
LuaEntityPrototype::gun
It would be nice to beable to read the gun of a artillery turret or normal turret, because I didnt found ANY way todo that in script.
- Tue Jul 21, 2020 10:46 am
- Forum: Mod portal Discussion
- Topic: Issues with the new design
- Replies: 13
- Views: 3950
Re: Issues with the new design
When you log into the mod portal, you get to the factorio.com website, not the mod portal.
- Tue Jul 07, 2020 10:31 pm
- Forum: Mod portal Discussion
- Topic: Issues with the new design
- Replies: 13
- Views: 3950
Re: Issues with the new design
The enable button in the notifications tab has no css
- Fri Jul 03, 2020 7:33 am
- Forum: Mod portal Discussion
- Topic: Issues with the new design
- Replies: 13
- Views: 3950
Re: Issues with the new design
Some small things I found: nav bar: The right elements are always wrapping, wouldnt it be better, if the dont? body: The success element is staying behind and is getting overlapped from the buttons Recently updated etc. Logging in puts you into trends, but it should put you into Recently updated . C...
- Sun Jun 14, 2020 8:36 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement button single_line support
- Replies: 0
- Views: 468
LuaGuiElement button single_line support
Hey,
it would be nice if we could have buttons to act like a label, if there caption is longer then the maximal width.
Greetz,
Luzifer
it would be nice if we could have buttons to act like a label, if there caption is longer then the maximal width.
Greetz,
Luzifer
- Thu Jun 11, 2020 4:44 am
- Forum: Implemented mod requests
- Topic: Letting us change the color of the String for the Network ID
- Replies: 1
- Views: 938
Letting us change the color of the String for the Network ID
Hey,
for my Colorblind Circuit Network mod, I would love to beable to change the color of the Network ID inside all of the entities that use it.
Why?
Because its hard for colorblind people to read that.
And my mod already changes the colors red to blue and green to yellow.
Greetz,
Luzifer
for my Colorblind Circuit Network mod, I would love to beable to change the color of the Network ID inside all of the entities that use it.
Why?
Because its hard for colorblind people to read that.
And my mod already changes the colors red to blue and green to yellow.
Greetz,
Luzifer
- Sun Jun 07, 2020 10:28 am
- Forum: Modding interface requests
- Topic: LuaGuiElement double slider
- Replies: 2
- Views: 961
LuaGuiElement double slider
Hey,
it would be nice to get the double slider from the Logistic Menu, so we can use it to create custom request/keep/send GUI's, without needing 2 sliders in 2 rows or even more.
I would use it for this mod: https://mods.factorio.com/mod/Cargo_Train_Logistics
Greetz,
Luzifer
it would be nice to get the double slider from the Logistic Menu, so we can use it to create custom request/keep/send GUI's, without needing 2 sliders in 2 rows or even more.
I would use it for this mod: https://mods.factorio.com/mod/Cargo_Train_Logistics
Greetz,
Luzifer
- Fri Jun 05, 2020 12:59 pm
- Forum: Not a bug
- Topic: [18.30] Error when only using the minimal required entities etc
- Replies: 1
- Views: 482
[18.30] Error when only using the minimal required entities etc
Hey, so after installing Bilka's mod and adding a new scenario just to see if it would load, I get this error: Loading blueprint storage failed: Unknown entity type recipe (Maybe you loaded alpha save from demo) Attempt to use different prototype to traverse save of already removed entity type "...
- Thu Jun 04, 2020 12:08 pm
- Forum: Won't implement
- Topic: Table Support for script.set_event_filter
- Replies: 3
- Views: 1077
Re: Table Support for script.set_event_filter
So we can apply the filter to multiple events?
Same goes with script.on_event.
When you have a table full with event ids, you cant apply a filter to all of them ...
Same goes with script.on_event.
When you have a table full with event ids, you cant apply a filter to all of them ...
- Wed Jun 03, 2020 10:40 am
- Forum: Modding interface requests
- Topic: event_handler lib update for Eventfilter
- Replies: 3
- Views: 744
Re: event_handler lib update for Eventfilter
Hmm, its more tricky For instance, if you have two libs, one has event filter for the event, one does not, then what should it do? Should it error and say "Well you can't have 1 with filter and 1 without", Or should it mean the filter won't work and just have it be uselesss? What if two l...
- Wed Jun 03, 2020 4:19 am
- Forum: Won't implement
- Topic: Table Support for script.set_event_filter
- Replies: 3
- Views: 1077
Table Support for script.set_event_filter
Hey,
could we pls get table support, like we have in script.on_event, for script.set_event_filter?
Greetz,
Luzifer
could we pls get table support, like we have in script.on_event, for script.set_event_filter?
Greetz,
Luzifer
- Wed Jun 03, 2020 4:14 am
- Forum: Modding interface requests
- Topic: event_handler lib update for Eventfilter
- Replies: 3
- Views: 744
event_handler lib update for Eventfilter
Hey,
could you guys pls update the event_handler lib, so it supports Eventfilter and we dont need todo them outside? Should be possible or?
Greetz,
Luzifer
could you guys pls update the event_handler lib, so it supports Eventfilter and we dont need todo them outside? Should be possible or?
Greetz,
Luzifer
- Fri May 29, 2020 11:27 am
- Forum: Resolved Problems and Bugs
- Topic: [18.22] LuaGUIElement::ListBox doesnt use style in the right way
- Replies: 3
- Views: 3026
Re: [18.22] LuaGUIElement::ListBox doesnt use style in the right way
This is actually a generic problem for any GUI element type that has sub-widgets. When updating the parent style the child elements don't reset their styles. And I think a lot of stuff relies on it working that way. If it just forced all child elements to update their styles to the new parent value...
- Tue May 19, 2020 1:02 pm
- Forum: Won't implement
- Topic: LuaScriptArea more features
- Replies: 3
- Views: 1019
Re: LuaScriptArea more features
Some of these functions DONT support Area and we dont need to go down in a table just to get the area, so it would be less script.