Search found 451 matches

by raiguard
Tue Sep 07, 2021 4:12 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.38] game.finished only lasts for a single tick
Replies: 4
Views: 3504

Re: [1.1.38] game.finished only lasts for a single tick

I would expect it to remain true after a force wins the game. The game appears to already track this internally, since if you call game.set_game_state() again after the first force wins, it doesn't pop up the victory box again. My usecase is I only want to play the K2 victory audio once, when the ga...
by raiguard
Wed Sep 01, 2021 5:46 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 20164

Re: New API Docs website

Honestly, while the Factorio-esque design is OK for the main site, I don't think it works well here. I'm finding it generally harder to read things. I agree that the search on the left takes up a bunch of room, perhaps having it be collapsible would solve that. I am also experiencing scroll lag on t...
by raiguard
Mon Aug 30, 2021 1:17 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.38] game.finished only lasts for a single tick
Replies: 4
Views: 3504

[Genhis] [1.1.38] game.finished only lasts for a single tick

I could be misunderstanding how this is supposed to work, but so far as I can tell, game.finished is supposed to tell you if the game was finished in the past. However, reading it after the tick where the game was finished will always return false . Reproduction: 1. Stick the following in a mod's co...
by raiguard
Wed Aug 18, 2021 2:28 am
Forum: Modding interface requests
Topic: Limit how many of one equipment can be in a grid
Replies: 0
Views: 628

Limit how many of one equipment can be in a grid

In Krastorio 2, there is an equipment called the "energy absorber" that allows you to be wirelessly charged via tesla coils. However, it comes with the limitation that you can only have one absorber. Right now, K2 does some trickery to limit you to a single absorber. However, this doesn't ...
by raiguard
Mon Aug 02, 2021 3:22 pm
Forum: Modding interface requests
Topic: A method to detect changes in player language in Singleplayer.
Replies: 7
Views: 2055

Re: A method to detect changes in player language in Singleplayer.

For a native search experience you should be asking for locale to become part of the game state, so it can be read directly. Based on the way that request_translation() was implemented using network packages instead of direct disk reading I'm assuming that anything locale related is a huge mess and...
by raiguard
Mon Aug 02, 2021 3:21 pm
Forum: Modding interface requests
Topic: A method to detect changes in player language in Singleplayer.
Replies: 7
Views: 2055

Re: A method to detect changes in player language in Singleplayer.

I dealt with this simply by not dealing with it. People will hardly ever change their locale mid-game unless they're a translator or a mod developer. I'd just provide a command to retranslate and call it a day. I do provide a command already. But I'm not calling it a day. I want Babelfish to delive...
by raiguard
Sun Aug 01, 2021 10:54 pm
Forum: Modding interface requests
Topic: A method to detect changes in player language in Singleplayer.
Replies: 7
Views: 2055

Re: A method to detect changes in player language in Singleplayer.

I dealt with this simply by not dealing with it. People will hardly ever change their locale mid-game unless they're a translator or a mod developer. I'd just provide a command to retranslate and call it a day.
by raiguard
Sun Aug 01, 2021 8:40 pm
Forum: Modding interface requests
Topic: LuaPlayer::active_locale
Replies: 1
Views: 716

LuaPlayer::active_locale

A while back, Rseding mentioned on Discord that it would be "relatively easy" to add support for reading which locale a player was using directly. I would like to request this, it would be very useful! Edit: to clarify, this would simply be reading which language each player has selected -...
by raiguard
Mon Jun 14, 2021 5:15 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 4
Views: 1233

Re: Set ignored_by_interaction without setting it on children

I am using it for the X position. I can't use it for the Y position unless I hardcode the height of the GUI, which won't play well with how this GUI is going to work. It needs to dynamically stretch up and down based on its content.
by raiguard
Sun Jun 13, 2021 5:38 pm
Forum: Modding interface requests
Topic: Ability to "hide" alerts without disabling them
Replies: 0
Views: 534

Ability to "hide" alerts without disabling them

I'm working on an experiment to replace the vanilla alerts GUI with a "better" one, with an alert history and more details. As a part of this, I wish to also fix alerts crossing surfaces. To do this, I wish to prevent the game from showing alerts on the map itself, so my mod can do it inst...
by raiguard
Sun Jun 13, 2021 5:35 pm
Forum: Modding interface requests
Topic: Alert arrows for custom alerts & an API to trigger them
Replies: 0
Views: 532

Alert arrows for custom alerts & an API to trigger them

I would like to request that alert arrows be made to work with custom alerts (whether that be from programmable speakers or those created by mods). It seems strange that arrows are drawn for built-in alerts, but not custom ones. Screenshot from 2021-06-13 11-33-15.png Additionally, I would love to b...
by raiguard
Sun Jun 13, 2021 1:16 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 4
Views: 1233

Set ignored_by_interaction without setting it on children

I am (ab)using a flow to position a GUI in the bottom-right of the screen. I need this GUI to have a dynamic height, so what I ended up doing was putting it in a flow with a pusher above it, then setting the height of that flow to the height of the screen: Screenshot from 2021-06-12 19-15-11.png It ...
by raiguard
Mon May 31, 2021 5:32 pm
Forum: Modding interface requests
Topic: List of things that don't work with the prototype explorer GUI
Replies: 6
Views: 2227

Re: List of things that don't work with the prototype explorer GUI

Crafting categories don't work when in button form - they DO work when in tab form.

Screenshot from 2021-05-31 11-31-03.png
Screenshot from 2021-05-31 11-31-03.png (25.43 KiB) Viewed 1720 times
by raiguard
Tue May 04, 2021 6:47 pm
Forum: Modding interface requests
Topic: Relative GUI for static GUI elements
Replies: 2
Views: 885

Relative GUI for static GUI elements

Just throwing this out there: It would be stupendously amazing if we could position GUI elements relative to the "static" GUI elements that are almost always shown. For example, the top-right GUI, the quickbar, shortcut bar, guns/ammo GUI, map editor GUI, etc. Right now it is possible to p...
by raiguard
Mon Apr 05, 2021 5:26 pm
Forum: Modding interface requests
Topic: "Context" for selected_prototype in custom-inputs
Replies: 1
Views: 715

"Context" for selected_prototype in custom-inputs

I would like to request a new feature related to the "selected_prototype" field on custom-inputs. Currently, it will only return the thing "contained" in whatever you use the custom-input on. However, it does not tell you what the user actually had selected. For example, there is...
by raiguard
Mon Mar 08, 2021 11:35 pm
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 9
Views: 3318

Re: Strange Downloads

I have noticed this on two of my mods recently. Rate Calculator got 4,000 downloads overnight, but the most recent version (released yesterday) only has 1,599 downloads. I released an update to Editor Extensions two hours ago, and it suddenly gained 5,000 downloads in those two hours. The most recen...
by raiguard
Sun Mar 07, 2021 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.25] Modded accumulator sometimes not charging all of the way
Replies: 3
Views: 3030

Re: [1.1.25] Modded accumulator changing to "normal" status instead of "fully charged"

This is indeed an actual bug with the entity not being completely charged. The status is actually correct:
2021-03-07 14_17_56-planetary-teleporter.lua - Krastorio2 - Visual Studio Code.png
2021-03-07 14_17_56-planetary-teleporter.lua - Krastorio2 - Visual Studio Code.png (3.41 KiB) Viewed 2733 times
by raiguard
Sat Mar 06, 2021 1:29 am
Forum: Modding interface requests
Topic: List of things that don't work with the prototype explorer GUI
Replies: 6
Views: 2227

Re: List of things that don't work with the prototype explorer GUI

Fluids in recipes do not open the fluid page.

On another note, there is no way to open the recipe directly from this screen. You can open the ingredients and products, but not the recipe itself. I think it would be very nice to be able to do this.
2021-03-05 18_26_44-Factorio 1.1.26.png
2021-03-05 18_26_44-Factorio 1.1.26.png (78.28 KiB) Viewed 2036 times
by raiguard
Thu Mar 04, 2021 11:15 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.26] Bots placing a rolling stock with equipment grid are not setting the grid
Replies: 1
Views: 1901

[Rseding91] [1.1.26] Bots placing a rolling stock with equipment grid are not setting the grid

When a construction robot places a rolling stock (in this case, a locomotive) with an equipment grid, the equipment grid is not being set. All of the equipment that you put into the grid just disappears. To reproduce: - Install the Vehicle Grid mod - Load the attached save file - Place a locomotive ...
by raiguard
Wed Mar 03, 2021 7:10 pm
Forum: Modding interface requests
Topic: List of things that don't work with the prototype explorer GUI
Replies: 6
Views: 2227

Re: List of things that don't work with the prototype explorer GUI

Entity previews should probably open their entity.
2021-03-03 12_09_45-Factorio 1.1.26.png
2021-03-03 12_09_45-Factorio 1.1.26.png (46.79 KiB) Viewed 2077 times

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