Search found 92 matches

by Raiguard
Sun Aug 11, 2019 4:31 am
Forum: Modding interface requests
Topic: Container prototype: Don't show contents in tooltip option
Replies: 5
Views: 236

Container prototype: Don't show contents in tooltip option

I would like to request a prototype option on containers that allows one to prevent the game tooltips from showing that container's inventory contents. The reason is simple: I have a modded chest that contains a stack of every item in the game, and the tooltip is horrifying: 2019-08-10 22_30_32-D__C...
by Raiguard
Fri Aug 09, 2019 12:31 am
Forum: Ideas and Suggestions
Topic: Add infinity train wagons, and infinity chest logistics mode
Replies: 2
Views: 207

Re: Add infinity train wagons, and infinity chest logistics mode

Bump. I implemented infinity cargo wagon and infinity fluid wagon in a mod, but it requires an on_tick that has a higher performance impact than I'd like. If these were implemented in vanilla, the performance would be much better! Disregard the thing about infinity chest logistic modes, turns out th...
by Raiguard
Tue Aug 06, 2019 5:33 pm
Forum: Implemented mod requests
Topic: Add support for back_patch, front_patch to loader entity (from underground belt)
Replies: 9
Views: 1658

Re: Add support for back_patch, front_patch to loader entity (from underground belt)

Is there a chance of this happening now? It seems that using loaders in the campaign has been scrapped. My "Infinity Loader" entity uses an underground belt because it has front_patch and back_patch support. If loaders supported this, then I could use that instead and avoid a bunch of issues relatin...
by Raiguard
Mon Aug 05, 2019 6:05 am
Forum: Modding interface requests
Topic: LuaEntity: alt_info_shift property
Replies: 5
Views: 177

Re: LuaEntity: alt_info_shift property

Hey, so it turns out I won't need this after all... I figured out that I can actually just place the chest right in the middle without any issues. It would probably be nice for this to be implemented for all entities, but I personally don't need it anymore (for now). Thanks! :D
by Raiguard
Mon Aug 05, 2019 5:44 am
Forum: Modding interface requests
Topic: Prototype property to stop inserters from "chasing" items
Replies: 17
Views: 998

Re: Prototype property to stop inserters from "chasing" items

Optera wrote:
Mon Aug 05, 2019 5:26 am
I see, then turning off inserter lane switching and chasing would really help you both implement these features without resorting to performance killing per line scripting.
Yes, precisely! It would be an enormous help.
by Raiguard
Mon Aug 05, 2019 5:22 am
Forum: Modding interface requests
Topic: Prototype property to stop inserters from "chasing" items
Replies: 17
Views: 998

Re: Prototype property to stop inserters from "chasing" items

Hasn't Therax solved this issue in Miniloader, or did he use a workaround? No, he hasn't. Inserters can place onto a specific side of a belt just fine, but when you have an input miniloader, they'll jump around just as much as mine do. It's just not noticable because miniloaders don't use per-side ...
by Raiguard
Mon Aug 05, 2019 4:44 am
Forum: Modding interface requests
Topic: Prototype property to stop inserters from "chasing" items
Replies: 17
Views: 998

Re: Prototype property to stop inserters from "chasing" items

I would like to add my +1 to this. I am creating an entity that will act similar to Creative Mode's matter source/void, the difference being that mine will use inserters with an infinity chest instead of control scripting. The inserters are (usually) invisible and move extremely quickly. Because ins...
by Raiguard
Sun Aug 04, 2019 9:01 pm
Forum: Modding interface requests
Topic: LuaEntity: alt_info_shift property
Replies: 5
Views: 177

Re: LuaEntity: alt_info_shift property

Bilka wrote:
Sun Aug 04, 2019 8:55 pm
Raiguard wrote:
Sun Aug 04, 2019 8:48 pm
Edit: I don't see entity_info_icon_shift anywhere in the prototype definition docs...
https://wiki.factorio.com/Prototype/Cra ... icon_shift ? The lab page isn't updated yet, change was on Friday...
Don't mind me, just being blind... :oops:
by Raiguard
Sun Aug 04, 2019 8:48 pm
Forum: Modding interface requests
Topic: LuaEntity: alt_info_shift property
Replies: 5
Views: 177

Re: LuaEntity: alt_info_shift property

In this case, it's an infinity container.

Edit: I don't see entity_info_icon_shift anywhere in the prototype definition docs...
by Raiguard
Sun Aug 04, 2019 8:44 pm
Forum: Modding interface requests
Topic: LuaEntity: alt_info_shift property
Replies: 5
Views: 177

LuaEntity: alt_info_shift property

Hello. I would like to request an addition to the LuaEntity prototype that allows one to offset the alt info display from the center of the entity. The reason is because I am making a complex multi-part entity, which needs an alt-info display, but the only entity that can display it properly is very...
by Raiguard
Fri Aug 02, 2019 5:21 pm
Forum: Releases
Topic: Version 0.17.61
Replies: 8
Views: 4140

Re: Version 0.17.61

FactorioBot wrote:
Fri Aug 02, 2019 5:06 pm
Modding
  • Added InserterPrototype::draw_inserter_arrow.
Ooooooohh, thank you! I've been hoping for a way to hide inserter arrows so ultimate miniloaders won't look like this anymore!
2019-08-02 11_19_15-Window.png
2019-08-02 11_19_15-Window.png (129.75 KiB) Viewed 3973 times
by Raiguard
Fri Aug 02, 2019 2:47 am
Forum: Modding interface requests
Topic: LuaGuiElement scroll-pane: extra_(direction)_padding_when_activated
Replies: 0
Views: 75

LuaGuiElement scroll-pane: extra_(direction)_padding_when_activated

Hello. With scroll panes, you have the ability to define extra padding and extra margin when the scroll is active. With margin, you can specify an extra margin for each side specifically (top, left, bottom, right). However, with padding, you can only define it for all four sides at once. I would lik...
by Raiguard
Thu Aug 01, 2019 4:17 am
Forum: Won't implement
Topic: LuaGuiElement textfield: confirm_on_focus_lost
Replies: 2
Views: 157

Re: LuaGuiElement textfield: confirm_on_focus_lost

Fair enough, thanks anyway!
by Raiguard
Thu Aug 01, 2019 3:39 am
Forum: Won't implement
Topic: LuaGuiElement textfield: confirm_on_focus_lost
Replies: 2
Views: 157

LuaGuiElement textfield: confirm_on_focus_lost

Hello. With all of the new textfield additions (THANK YOU!!!), there are still two things missing that would complete my needs 100%, one of which is the option for the textfield to confirm when its focus is lost. Think of it as the opposite of the lose_focus_on_confirm option. The reason I want this...
by Raiguard
Thu Aug 01, 2019 3:29 am
Forum: Modding interface requests
Topic: LuaGuiElement textfield: minimum_value and maximum_value
Replies: 0
Views: 83

LuaGuiElement textfield: minimum_value and maximum_value

Hello. With the new additions to the textfields (THANK YOU!!!), there are two more things missing that would complete my needs 100%, one of which is the ability to restrict a numeric textfield to a certain range. Ideally, it would work similar to the vanilla settings GUI: inputting a number above or...
by Raiguard
Thu Aug 01, 2019 2:46 am
Forum: Resolved Problems and Bugs
Topic: [0.17.60] Checking equality with LuaGameScript crashes the game
Replies: 2
Views: 345

Re: [0.17.60] Checking equality with LuaGameScript crashes the game

My usecase was that I had a generalized function that could have one of a LuaPlayer, LuaForce, LuaSurface, or LuaGameScript as one of the arguments. For the first three, I wanted to get the index of the object. However, game has no index (and trying to do game.index returns an error instead of nil )...
by Raiguard
Thu Aug 01, 2019 12:36 am
Forum: Resolved Problems and Bugs
Topic: [0.17.60] Checking equality with LuaGameScript crashes the game
Replies: 2
Views: 345

[0.17.60] Checking equality with LuaGameScript crashes the game

Hello. The following code will crash the game: script.on_init(function(e) log('Crashing game by comparing with LuaGameScript:') game.print(game.forces[1] == game) log('If you\'re seeing this, the game didn\'t crash!') end) If you run this in a mod, the game will crash. By looking at the crash report...
by Raiguard
Tue Jul 23, 2019 9:08 pm
Forum: Modding interface requests
Topic: Force event and lookup consistency
Replies: 6
Views: 234

Re: Force event and lookup consistency

Yes, turns out that I was wrong about the event firing when nauvis was created. I guess it's good to keep everything as-is. Thanks guys!
by Raiguard
Sun Jul 21, 2019 9:17 pm
Forum: Modding interface requests
Topic: Force event and lookup consistency
Replies: 6
Views: 234

Force event and lookup consistency

Hello. I have noticed that there appear to be some inconsistencies between on_force_created and on_surface_created . The game only appears to fire on_force_created when a force is created through LUA, and so doesn't get fired when a new map is created with the three default forces. On the other hand...
by Raiguard
Sat Jul 20, 2019 5:41 am
Forum: Modding interface requests
Topic: Event: on_entity_request_slot_changed
Replies: 0
Views: 72

Event: on_entity_request_slot_changed

Hello. In my Infinity Mode mod (which is a modernized recreation of the Creative Mode mod), I am attempting to implement an Instant Request cheat. The essence of this code is that when the player's main inventory changes, I make sure that all of the character's requests are fulfilled, by adding any ...

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