Search found 333 matches
- 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...
- 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...
- 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...
- 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...
- 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?
- Sun Mar 29, 2020 8:21 am
- Forum: Won't implement
- Topic: Prototype/CraftingMachine.overflow
- Replies: 9
- Views: 2073
Re: Prototype/CraftingMachine.overflow
It doesnt, I even had it on 5k and it didnt do anything.posila wrote: βSun Mar 29, 2020 8:15 amAre you aware of RecipePrototype::overload_multiplier or does it not solve the problem you are trying to solve?LuziferSenpai wrote: βSun Mar 29, 2020 8:11 amThen pls allow us to make the same with Items, sometimes that could be useful.
- Sun Mar 29, 2020 8:11 am
- Forum: Won't implement
- Topic: Prototype/CraftingMachine.overflow
- Replies: 9
- Views: 2073
Re: Prototype/CraftingMachine.overflow
- Sun Mar 29, 2020 6:50 am
- Forum: Won't implement
- Topic: Prototype/CraftingMachine.overflow
- Replies: 9
- Views: 2073
Re: Prototype/CraftingMachine.overflow
Well, then why is it that they do it with Fluids?posila wrote: βSun Mar 29, 2020 6:48 amSo assemblers don't hoard items they are too slow to do anything with.LuziferSenpai wrote: βSun Mar 29, 2020 6:28 amFirst, why is there this limitation that the inserters only insert when there is nothing in the Output?
- 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...
- 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
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
- 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 ...
- 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 ...
- 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.
Greetz,
Luzifer
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.
Greetz,
Luzifer
- 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!
- 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
- 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
in 18.9 the utility sprite utility/remove was removed.
Greetz,
Luzifer
- 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
when you just do /promote it doesnt error.
Greetz,
Luzifer
- 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.
Greetz,
Luzifer
when I was working with the Editor and then pressed on the Dropdown inside Tools I couldnt press ANY other GUI Button.
Greetz,
Luzifer
- 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?
- 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.
Greetz,
Luzifer
I think this shouldnt be.
Greetz,
Luzifer