Search found 357 matches
- Wed Nov 10, 2021 6:25 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 64
- Views: 8505
Re: New API Docs website
The improvements are noticeable, and thank you! However, I'm still very much against using the Factorio CSS styling for API documentation. I much prefer the old flat style to this one in every way possible. I understand you want to have a consistent style across all of the Factorio websites, but it ...
- Sat Nov 06, 2021 12:35 am
- Forum: Modding interface requests
- Topic: Add mod-list.json to save files
- Replies: 0
- Views: 201
Add mod-list.json to save files
This isn't so much a mod API request as it is a save file format request. I am writing a CLI mod manager , and the next feature I'm working on is sync-mods-with-save. I have found many previous posts on this subject, but they're all pretty outdated. Work was progressing, and I was slowly learning ho...
- Fri Nov 05, 2021 3:19 pm
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 1225
Re: Modding - order property in LuaGuiElement
LuaGuiElement::swap_children() was added in today's release. It's not quite as good as just moving an element to a specified index, but you can accomplish that by creating a hidden element at the intended location, swapping it with your current element, then deleting the temp element. It will still ...
- Mon Nov 01, 2021 4:24 am
- Forum: Modding interface requests
- Topic: New prototype request: filterable-selection-tool
- Replies: 3
- Views: 305
Re: New prototype request: filterable-selection-tool
Deconstruction planners do not fire the events. Those only fire for selection-tool items.
- Sun Oct 31, 2021 9:40 pm
- Forum: Modding interface requests
- Topic: New prototype request: filterable-selection-tool
- Replies: 3
- Views: 305
New prototype request: filterable-selection-tool
I would like to request a new selection tool, one that has the ability to use deconstruction planner filters, but will raise the selected area event instead of deconstructing. It would be immensely useful for users to be able to customize what they select for certain mods, and right now the only way...
- Tue Sep 07, 2021 6:02 pm
- Forum: Releases
- Topic: Version 1.1.39
- Replies: 7
- Views: 17300
Re: Version 1.1.39
Added on_equipment_inserted and on_equipment_removed events that fire any time any equipment is added/removed from a grid. on_equipment_removed includes the number of equipment removed, on_equipment_inserted doesn't. Is there any particular reason for that? The same goes for the already existing ev...
- 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: 1811
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...
- Wed Sep 01, 2021 5:46 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 64
- Views: 8505
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...
- 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: 1811
[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...
- 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: 269
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 ...
- 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: 1007
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...
- 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: 1007
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...
- 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: 1007
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.
- Sun Aug 01, 2021 8:40 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::active_locale
- Replies: 1
- Views: 323
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 -...
- Mon Jun 14, 2021 5:15 am
- Forum: Modding interface requests
- Topic: Set ignored_by_interaction without setting it on children
- Replies: 3
- Views: 434
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.
- Sun Jun 13, 2021 5:38 pm
- Forum: Modding interface requests
- Topic: Ability to "hide" alerts without disabling them
- Replies: 0
- Views: 229
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...
- 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: 201
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...
- Sun Jun 13, 2021 1:16 am
- Forum: Modding interface requests
- Topic: Set ignored_by_interaction without setting it on children
- Replies: 3
- Views: 434
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 ...
- 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: 1143
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.
- Tue May 04, 2021 6:47 pm
- Forum: Modding interface requests
- Topic: Relative GUI for static GUI elements
- Replies: 1
- Views: 382
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...