Search found 452 matches

by raiguard
Wed May 13, 2020 9:28 pm
Forum: Won't implement
Topic: LuaEntity::mining_targets read
Replies: 1
Views: 783

LuaEntity::mining_targets read

Currently you can read a mining drill's mining target (singular), which is the resource that it is currently mining. However, there is no way to get all of the resources that the drill could mine. I would like to request a mining targets (plural) property, so I can read all of the resources that a d...
by raiguard
Wed May 13, 2020 6:59 pm
Forum: Implemented mod requests
Topic: Mod settings, colour code type
Replies: 6
Views: 1297

Re: Mod settings, colour code type

To add to this, a great usability improvement would be if the game's color pickers were HSV instead of RGB. HSV is much more intuitive to use and makes it much easier to get the desired color.
by raiguard
Wed May 13, 2020 2:45 am
Forum: Not a bug
Topic: [0.18.24] Crash after leaving the game idle for a long time
Replies: 1
Views: 280

[0.18.24] Crash after leaving the game idle for a long time

I'm not sure how useful this crash report will be, since I have no idea why it would have happened. I left the game running while I cleaned my bathroom, and when I came back, it had crashed. Looking at the log, it appears that the game crashed when doing some sort of "time travel" thing? N...
by raiguard
Tue May 12, 2020 7:02 pm
Forum: Releases
Topic: Version 0.18.23
Replies: 12
Views: 10798

Re: Version 0.18.23

FactorioBot wrote:
Tue May 12, 2020 12:09 pm
  • Added the Prototypes GUI (ctrl + shift + E).
  • Added the Prototype Explorer GUI (mouse over most anything + ctrl + shift + F).
Easily the best update since draggable GUI windows! Thank you!
by raiguard
Mon May 04, 2020 11:11 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 8005

Re: Re-opened: breaking change/fix: script.raise_event rework

I'm all for this change, 100%. Though I do agree that it would probably be better if it was still raise_event, but would error if trying to raise an unsupported event. That way any mods that aren't already doing things wrong won't require any changes to work on the new system.
by raiguard
Mon May 04, 2020 4:13 pm
Forum: Minor issues
Topic: [0.18.22] Translations requested on the same tick that a game is saved are not fulfilled when that save is re-loaded
Replies: 5
Views: 1737

Re: [0.18.22] Translations requested on the same tick that a game is saved are not fulfilled when that save is re-loaded

Thanks for the reply, but I disagree with it being a "minor issue" because there's no clean way to deal with it. In singleplayer we have no way of knowing when a game is saved and reloaded so there's no easy way to tell when this might happen. I can work around it for now, but I do hope th...
by raiguard
Mon May 04, 2020 1:08 am
Forum: Minor issues
Topic: [0.18.22] Translations requested on the same tick that a game is saved are not fulfilled when that save is re-loaded
Replies: 5
Views: 1737

[0.18.22] Translations requested on the same tick that a game is saved are not fulfilled when that save is re-loaded

Long-winded title, but this is a long-winded bug. It's actually been pestering me for months and months, but I assumed that it was the fault of my translation handler module. No longer do I think that! The gist of it is, translations that are requested on the same tick that a game is saved are never...
by raiguard
Fri May 01, 2020 2:34 am
Forum: Won't implement
Topic: Custom-inputs with consuming type "game-only" should work inside textfields
Replies: 1
Views: 906

Custom-inputs with consuming type "game-only" should work inside textfields

I had the "brilliant" idea of lettings users of my Recipe Book mod cycle categories by using a custom-input while the search textfield is focused. However, this doesn't work, because when you're in a textfield, custom-inputs don't work at all. I would like to request a way to make custom-i...
by raiguard
Sat Apr 25, 2020 4:12 am
Forum: Modding interface requests
Topic: Add slot filter support to script inventories
Replies: 3
Views: 798

Add slot filter support to script inventories

Script inventories are the best! I love them. But they don't support slot filters! It would be nice if they did. I'm using script inventories to sync inventory contents when a player goes between the map editor and regular play. Right now, it doesn't sync inventory filters because script inventories...
by raiguard
Fri Apr 24, 2020 5:26 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 21587

Re: Friday Facts #343 - Environmental particle effects

bobingabout wrote:
Fri Apr 24, 2020 1:01 pm
Ugh, I just finished reading 3 FFFs in a row.

my eyes are KILLING me!

When are you going to implement a light theme on the main page?
Interesting how some people's eyes get killed by dark themes, while others (including myself) absolutely cannot stand light themes.
by raiguard
Fri Apr 24, 2020 6:52 am
Forum: Releases
Topic: Version 0.18.20
Replies: 16
Views: 11559

Re: Version 0.18.20

Thanks for not getting rid of compi and his speech bubbles! ^^
by raiguard
Thu Apr 23, 2020 3:52 pm
Forum: Logistic Train Network
Topic: [0.18] LTN Manager (ALPHA)
Replies: 20
Views: 12990

Re: [0.18] LTN Manager (ALPHA)

Yes, the mod adds a button on the shortcut bar. I don't like cluttering the top-left with useless buttons when the shortcut bar exists. Though I personally just use hotkeys for almost everything anyway.

It tells you where to find the button in the mod's FAQ.
by raiguard
Thu Apr 23, 2020 12:36 am
Forum: Modding interface requests
Topic: Set Hue for data stage (and for control stage; and saturation and value)
Replies: 43
Views: 8837

Re: Set Hue for data stage (and for control stage; and saturation and value)

Bump. I would really like to at least be able to desaturate icons before tinting them. Have a look here: desaturation comparison.png On top is my current method - taking vanilla entities and tinting them purple. As you can see, the results can vary widely, and it doesn't look all that great. On the ...
by raiguard
Tue Apr 21, 2020 2:57 am
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 15038

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

eradicator wrote:
Tue Apr 14, 2020 9:35 pm
Raiguard wrote:
Tue Apr 14, 2020 5:24 pm
a new take on an stdlib-like project
https://xkcd.com/927/
:p
Lol. In all seriousness though, stdlib is being deprecated when this gets to a point of reasonable usability. :D
by raiguard
Tue Apr 14, 2020 5:24 pm
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 15038

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

I should note that that module is now being rolled into FLib, which is a new take on an stdlib-like project, but cleaner and more broad. You could use the module by itself without having to use any other features of FLib if you so desired.
by raiguard
Sun Apr 12, 2020 3:55 am
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 15038

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

After just looking at your examples... can your library handle these cases? a) *different* translations for {'item-name.copper-ore'} and {'entity-name.copper-ore'} (recipe-name, etcpp). b) Compound localised strings like {'__1__ blabla', {'item-name.copper-ore'}} (i.e. fluid barrels) Also would you...
by raiguard
Sat Apr 11, 2020 10:21 pm
Forum: Implemented mod requests
Topic: LuaEntity::productivity_bonus read
Replies: 2
Views: 815

Re: LuaEntity::productivity_bonus read

Sweet! Thank you!
by raiguard
Sat Apr 11, 2020 6:18 am
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 15038

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

Ideally someone should probably roll all this into some standard library code (if they haven't already). I spent a lot of time writing and rewriting a translation module that I use in my mods. It rate-limits to 50 translations per tick, and that's total - if two players are doing translations at on...
by raiguard
Sat Apr 11, 2020 6:07 am
Forum: Modding interface requests
Topic: LuaEntity::effect_sources read
Replies: 1
Views: 544

LuaEntity::effect_sources read

Currently, there is no easy way to retrieve a list of what beacons are affecting a specific crafter. The method I'm using right now involves taking every beacon in the selection (the mod uses a selection tool), creating a bounding_box that represents its effect area, and iterating over every selecte...

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