+11!
Would love to have this too.
Greetings from Vietnam
Search found 89 matches
- Tue Mar 12, 2019 9:40 am
- Forum: Modding interface requests
- Topic: Ability to generate LuaRailPath between two rail pieces
- Replies: 3
- Views: 1754
- Mon Mar 04, 2019 1:50 pm
- Forum: Duplicates
- Topic: "Can't put away ... Player inventory is full" with reserved slots
- Replies: 1
- Views: 479
"Can't put away ... Player inventory is full" with reserved slots
If you hold a stack of something you got reserved slots (in the inventory, not hotbar) for, and no more than fit into those slots, the first time you Q you get that error. The second keypress works and puts the stack back into the reserved slot in the inventory. https://imgur.com/a/vvKPZpg Sorry in ...
- Fri Mar 01, 2019 11:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] CustomGUI rendering differently center vs left
- Replies: 2
- Views: 542
- Fri Mar 01, 2019 11:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] CustomGUI rendering differently center vs left
- Replies: 2
- Views: 542
[0.17.4] CustomGUI rendering differently center vs left
https://imgur.com/a/6d9RMKh
Table inside scroll-pane.
Table filled with labels and stretchable_textfield.
Table inside scroll-pane.
Table filled with labels and stretchable_textfield.
- Fri Mar 01, 2019 9:16 pm
- Forum: Modding interface requests
- Topic: Keep rich text interactive in some kind of label/text-box
- Replies: 0
- Views: 422
Keep rich text interactive in some kind of label/text-box
At the moment all interactivity gets lost when you output rich text in the gui. That's fine and even wished for in most cases (who would want hover stuff in server names?) but it would be nice to have a way to tell an element to be fully interactive like the console in regards to rich text output. U...
- Fri Mar 01, 2019 9:14 pm
- Forum: Implemented mod requests
- Topic: scroll-pane position (rw)
- Replies: 4
- Views: 1401
scroll-pane position (rw)
With position in range 0..1 would be nice.
Trying to write a chat mod, and chat history would be better if the last message can be at the bottom and the scroll-pane keeps going there.
If I can read it I could say "if you were at 1 before I will keep you there".
Trying to write a chat mod, and chat history would be better if the last message can be at the bottom and the scroll-pane keeps going there.
If I can read it I could say "if you were at 1 before I will keep you there".
- Thu Feb 28, 2019 6:13 pm
- Forum: Implemented mod requests
- Topic: Option for create_entity rolling stock not to snap to train stops
- Replies: 1
- Views: 775
Option for create_entity rolling stock not to snap to train stops
At the moment I can not place a loco just a bit away from a train stop if the orientation is towards it.
This causes teleportation issues.
I would still like to have it snap to other rolling-stock, as long as I don't have the ability to say connect_rolling_stock{connect_to=otherrollingstock}
This causes teleportation issues.
I would still like to have it snap to other rolling-stock, as long as I don't have the ability to say connect_rolling_stock{connect_to=otherrollingstock}
- Thu Feb 28, 2019 10:55 am
- Forum: Duplicates
- Topic: [0.17.1] Turning off exos in MP leads to powersliding
- Replies: 3
- Views: 677
Re: [0.17.1] Turning off exos in MP leads to powersliding
Sorry, did search.php?keywords=exo&fid%5B0%5D=7 and it didn't show
- Thu Feb 28, 2019 10:35 am
- Forum: Duplicates
- Topic: [0.17.1] Turning off exos in MP leads to powersliding
- Replies: 3
- Views: 677
- Mon Feb 18, 2019 10:53 pm
- Forum: Modding interface requests
- Topic: Some way to "know" a train is getting stopped by something
- Replies: 0
- Views: 442
Some way to "know" a train is getting stopped by something
I would like to know if a train (not a single entity) is getting stopped by/colliding with, for instance a player, standing in it's way. Or an event when it is colliding with something. At the moment I check the speed and compare it to another speed. But that causes problems at low speeds where I ca...
- Thu Jan 10, 2019 3:00 pm
- Forum: Modding interface requests
- Topic: A way to disable player controls for a train (or any vehicle for that matter)
- Replies: 2
- Views: 877
Re: A way to disable player controls for a train (or any vehicle for that matter)
For my mod I just reset the control for all but one player to a neutral state, each tick.
- Fri Jan 04, 2019 8:19 am
- Forum: Implemented mod requests
- Topic: surface.total_pollution read
- Replies: 8
- Views: 2199
Re: surface.total_pollution read
I would guess that that one only sums up the pollution absorbed by the spawnersHow it was checked in evolution calculation?
- Fri Nov 30, 2018 6:34 pm
- Forum: Modding interface requests
- Topic: connect_rolling_stock(direction, max_distance)
- Replies: 2
- Views: 981
connect_rolling_stock(direction, max_distance)
new optional parameter "distance", that allows for farther rolling_stock connecting
- Wed Nov 28, 2018 8:04 pm
- Forum: Modding interface requests
- Topic: LuaEntity.map_color [rw]
- Replies: 3
- Views: 1135
Re: LuaEntity.map_color [rw]
For my purpose it would be enough if lamps had it
Or set the map_color of lamps to the color they are showing when circuit connected and there is nothing to do for the mod anymore
Or set the map_color of lamps to the color they are showing when circuit connected and there is nothing to do for the mod anymore
- Wed Nov 28, 2018 6:43 pm
- Forum: Modding interface requests
- Topic: LuaEntity.map_color [rw]
- Replies: 3
- Views: 1135
LuaEntity.map_color [rw]
The subject says it all I guess.
But I guess it's a prototype thing and can't be controlled per single entity
But I guess it's a prototype thing and can't be controlled per single entity
- Tue Nov 20, 2018 6:17 pm
- Forum: Modding interface requests
- Topic: A way to disable player controls for a train (or any vehicle for that matter)
- Replies: 2
- Views: 877
A way to disable player controls for a train (or any vehicle for that matter)
Like the flag operable, but causing player inputs to get ignored. Use-case: For the train tunnels I split trains into subtrains. To prevent a player from hijacking one such subtrain I need to disallow control of all but the control subtrain (the one with the first driver or the front automatic one)....
- Mon Nov 19, 2018 1:12 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 83630
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
One way to remove the unlogic of circular belts having a back lane in the new sprites would be to let the corner pieces stay unconnected separate belts. So only straight belt gets merged into one "piece"
- Mon Nov 19, 2018 10:49 am
- Forum: Already exists
- Topic: Request server change
- Replies: 3
- Views: 2481
Re: Request server change
Does not even have to restart the client either, just connect to the new server.
A restart would only be required if the mods differ, but that should be handled in 0.17 anyway.
A restart would only be required if the mods differ, but that should be handled in 0.17 anyway.
- Mon Nov 19, 2018 10:34 am
- Forum: Already exists
- Topic: Request server change
- Replies: 3
- Views: 2481
Request server change
A way to ask the player if he wants to connect to another server. Someting along the lines of player.confirmServerConnect{ ip = "10.11.12.13", port="12345", name="Grid 2-4: Smelting" } If he clicks "Yes" the game client is restarted with the -mp-connect argume...
- Mon Nov 12, 2018 7:38 pm
- Forum: Implemented mod requests
- Topic: optional attribute for flying-text to anchor it to another entity
- Replies: 4
- Views: 1586
optional attribute for flying-text to anchor it to another entity
with anchor being the entity possible version: anchor.surface.create_entity{name = "flying-text", anchor=anchor, position = {0,0.5}, text = text, color = {r=1,g=0,b=0}} or to better differentiate it from the normal variant: anchor.surface.create_entity{name = "flying-text", ancho...