Search found 333 matches

by LuziferSenpai
Fri Apr 03, 2020 2:36 pm
Forum: Not a bug
Topic: [0.18.17] LuaPlayer::set_shortcut_toggled doesnt toggle shortcut
Replies: 2
Views: 772

[0.18.17] LuaPlayer::set_shortcut_toggled doesnt toggle shortcut

Hey, so if I run this Command: /c local player = game.get_player( "LuziferSenpai" ) local shortcut = "toggle-equipment-movement-bonus" if player.is_shortcut_toggled( shortcut ) then game.print( "true" ) player.set_shortcut_toggled( shortcut, false ) else game.print( &qu...
by LuziferSenpai
Thu Apr 02, 2020 5:17 pm
Forum: Modding interface requests
Topic: Quicktoolbar RGB/No Background/Item Icon Support
Replies: 6
Views: 1289

Re: Quicktoolbar RGB/No Background/Item Icon Support

You can always do how it worked in the past: just make it a recipe that costs nothing. Why a recipe? It was so nice to have it all in one place not scared around in the recipe menu. Still will not work more some Modders, because they add so many new Blueprints/Blueprint Books. Still don't see a pro...
by LuziferSenpai
Thu Apr 02, 2020 10:54 am
Forum: Modding interface requests
Topic: Quicktoolbar RGB/No Background/Item Icon Support
Replies: 6
Views: 1289

Re: Quicktoolbar RGB/No Background/Item Icon Support

The game supports as many shortcuts as mods add, you can just only display so many at once. I don't really see a problem there, just get rid of the ones you don't use very often and add the ones you use often to be always visible. Personally I kinda like the limited options, it keeps the style cons...
by LuziferSenpai
Wed Apr 01, 2020 8:31 am
Forum: Modding interface requests
Topic: Quicktoolbar RGB/No Background/Item Icon Support
Replies: 6
Views: 1289

Quicktoolbar RGB/No Background/Item Icon Support

Hey, it would be nice if we could get RGB, no Background AND Item Icon Support for the Quicktoolbar, because now we cant have a difference between Stuff like Upgrade Selection, Decon, Blueprint and custom Selection Tools. 2 of my Mods are currently not working, because I CANT add new Quicktoolbar Bu...
by LuziferSenpai
Tue Mar 31, 2020 10:10 am
Forum: Ideas and Suggestions
Topic: Recipe Tree
Replies: 10
Views: 3060

Re: Recipe Tree

So, any Update to this Topic, Devs?
by LuziferSenpai
Sun Mar 29, 2020 8:21 am
Forum: Won't implement
Topic: Prototype/CraftingMachine.overflow
Replies: 9
Views: 2073

Re: Prototype/CraftingMachine.overflow

posila wrote: ↑
Sun Mar 29, 2020 8:15 am
LuziferSenpai wrote: ↑
Sun Mar 29, 2020 8:11 am
Then pls allow us to make the same with Items, sometimes that could be useful.
Are you aware of RecipePrototype::overload_multiplier or does it not solve the problem you are trying to solve?
It doesnt, I even had it on 5k and it didnt do anything.
by LuziferSenpai
Sun Mar 29, 2020 8:11 am
Forum: Won't implement
Topic: Prototype/CraftingMachine.overflow
Replies: 9
Views: 2073

Re: Prototype/CraftingMachine.overflow

posila wrote: ↑
Sun Mar 29, 2020 8:10 am
LuziferSenpai wrote: ↑
Sun Mar 29, 2020 6:50 am
Well, then why is it that they do it with Fluids?
Because fluids are not inserted to machines by inserters. (I am not claiming assemblers hoarding fluids is desirable)
Then pls allow us to make the same with Items, sometimes that could be useful.
by LuziferSenpai
Sun Mar 29, 2020 6:50 am
Forum: Won't implement
Topic: Prototype/CraftingMachine.overflow
Replies: 9
Views: 2073

Re: Prototype/CraftingMachine.overflow

posila wrote: ↑
Sun Mar 29, 2020 6:48 am
LuziferSenpai wrote: ↑
Sun Mar 29, 2020 6:28 am
First, why is there this limitation that the inserters only insert when there is nothing in the Output?
So assemblers don't hoard items they are too slow to do anything with.
Well, then why is it that they do it with Fluids?
by LuziferSenpai
Sun Mar 29, 2020 6:28 am
Forum: Won't implement
Topic: Prototype/CraftingMachine.overflow
Replies: 9
Views: 2073

Re: Prototype/CraftingMachine.overflow

First, why is there this limitation that the inserters only insert when there is nothing in the Output? Second, this would be useful for people that use circuit smeling, so they dont need a chest in between as puffer. Third, I would need it, so I can use the assembling machine as input AND output an...
by LuziferSenpai
Sat Mar 28, 2020 6:07 pm
Forum: Won't implement
Topic: Prototype/CraftingMachine.overflow
Replies: 9
Views: 2073

Prototype/CraftingMachine.overflow

Hey,

it would be awesome if we could get Prototype/CraftingMachine.overflow = true/false.

If true then items will always be filled into the entity, until the input slot is FULL.

Greetz,

Luzifer
by LuziferSenpai
Wed Mar 18, 2020 5:33 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 26018

Re: Version 0.18.13

Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. Pls add support for Custom RGB and other Style like no Background and images for the quickbar! Otherwise you will break a lot of mods and dont give them a nice ...
by LuziferSenpai
Tue Mar 17, 2020 2:59 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 26018

Re: Version 0.18.13

Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. Pls add support for Custom RGB and other Style like no Background and images for the quickbar! Otherwise you will break a lot of mods and dont give them a nice ...
by LuziferSenpai
Wed Mar 11, 2020 4:16 pm
Forum: Not a bug
Topic: [0.18.11] Inventory doesnt update after mod remove
Replies: 1
Views: 565

[0.18.11] Inventory doesnt update after mod remove

Hey,

after you remove a mod and have items in your inventory of that mod, the removed items doesnt cause a update to the inventory list.
factorio_9I42FgkhI5.png
factorio_9I42FgkhI5.png (575.81 KiB) Viewed 563 times
Greetz,

Luzifer
by LuziferSenpai
Wed Feb 26, 2020 12:55 pm
Forum: Not a bug
Topic: [0.18.9] Utility sprite utility/remove was removed
Replies: 4
Views: 836

Re: [0.18.9] Utility sprite utility/remove was removed

Thanks for NOT putting it into the Patch Notes!
by LuziferSenpai
Wed Feb 26, 2020 4:42 am
Forum: Won't implement
Topic: Making Group Permissions modable
Replies: 1
Views: 847

Making Group Permissions modable

Hey, it would be awesome if we could add Group Permissions to the selection and they trigger a Event, when changed. factorio_fUUcHP4PE9.png Usage: For Mods that have special Multiplayer Features, so they dont need to put that into a GUI orso. And Admins have a better control over it. Greetz, Luzifer
by LuziferSenpai
Wed Feb 26, 2020 12:28 am
Forum: Not a bug
Topic: [0.18.9] Utility sprite utility/remove was removed
Replies: 4
Views: 836

[0.18.9] Utility sprite utility/remove was removed

Hey,

in 18.9 the utility sprite utility/remove was removed.

Greetz,

Luzifer
by LuziferSenpai
Tue Feb 25, 2020 3:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.9] just /promote doesnt error
Replies: 1
Views: 591

[0.18.9] just /promote doesnt error

Hey,

when you just do /promote it doesnt error.

Greetz,

Luzifer
by LuziferSenpai
Wed Jan 22, 2020 3:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.0] Stuck in editor UI
Replies: 1
Views: 1530

[0.18.0] Stuck in editor UI

Hey,

when I was working with the Editor and then pressed on the Dropdown inside Tools I couldnt press ANY other GUI Button.
factorio_suMyKuBdip.jpg
factorio_suMyKuBdip.jpg (2.95 MiB) Viewed 1530 times
Greetz,

Luzifer
by LuziferSenpai
Sun Dec 08, 2019 5:52 pm
Forum: Implemented mod requests
Topic: ChooseElemButton EntityType/s
Replies: 4
Views: 1738

Re: ChooseElemButton EntityType/s

So, any Progress here?
by LuziferSenpai
Tue Nov 12, 2019 2:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [17.76] Item GUI has a offset
Replies: 1
Views: 2551

[kovarex] [17.76] Item GUI has a offset

Hey,

I think this shouldnt be.
factorio_kJaFy6A8JZ.png
factorio_kJaFy6A8JZ.png (306.93 KiB) Viewed 2551 times
Greetz,

Luzifer

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