Search found 451 matches
- Sat Jan 25, 2020 6:36 pm
- Forum: Implemented mod requests
- Topic: on_player_set_quick_bar_slot event
- Replies: 1
- Views: 746
on_player_set_quick_bar_slot event
I would like to request an on_player_set_quick_bar_slot event. This would be useful for my Editor Extensions mod, where I wish to add a feature that will sync a player's infinity inventory filters with the filters set on their quickbar, so they always have access to the items they use the most. Than...
- Sat Jan 25, 2020 4:07 am
- Forum: General discussion
- Topic: Involving the community in the creation of mini-tutorials
- Replies: 2
- Views: 767
Involving the community in the creation of mini-tutorials
With the campaign abandonded and Freeplay becoming the only "main" mode for Factorio, the question of how to help new players has come up. It is already planned to update the mini-tutorials before 1.0 (it says so in the FFF). The devs have a lot on their plate ahead of them, between finish...
- Fri Jan 24, 2020 4:57 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62813
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
The more I think about it, the more I agree with scrapping the campaign entirely. The campaign was not representative of the "actual" game, and players would probably have been confused when they went to go to freeplay. The thing I do suggest is to flesh out the mini-tutorials. This seems ...
- Fri Jan 24, 2020 5:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.0] Player stops throwing capsules
- Replies: 1
- Views: 1761
[0.18.0] Player stops throwing capsules
This is a very strange issue that I'm not quite sure how to reproduce in a simple manner. I haven't been able to get it to happen outside of this one circumstance: 1) Download the attached mod and start a multiplayer game with it 2) Pick up the tapeline tool, un-check the auto-clear checkbox in the ...
- Wed Jan 22, 2020 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.18.0] Missing screen in main menu
- Replies: 1
- Views: 1847
[Twinsen] [0.18.0] Missing screen in main menu
I have encountered by sheer accident an edge case where the main menu will simply disappear. To reproduce: 1) Start a LAN game in one instance 2) In another instance, don't log in to a Factorio account, then try to connect 3) The game will prompt you to log in 4) Press escape, and the menu will disa...
- Mon Jan 13, 2020 9:32 pm
- Forum: Won't implement
- Topic: More data for on_player_used_capsule
- Replies: 1
- Views: 794
More data for on_player_used_capsule
I am abusing capsules to make click-and-drag functionality for some of my mods. Right now, I am only limited to one function per capsule: left-click and drag. However, there are tons of things I want to do with capsules, that can only be accomplished with more kinds of interaction. So would it be po...
- Fri Jan 10, 2020 4:51 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33331
Re: Friday Facts #329 - Campaign reassessment
I'm not a level designer or a storywriter, and I appreciate all that has been done for the good of the campaign. But no story? The premise of Factorio is simple: you have crash-landed on an alien world, and your ship is completely destroyed. You need to build up a Factory that can build a rocket to ...
- Wed Jan 01, 2020 8:36 pm
- Forum: Tools
- Topic: factory planning tool
- Replies: 2
- Views: 3789
Re: factory planning tool
There's also in-game mods for this, if you're willing to use them. They're convenient because they're right inside the game, and can work with any other mods you might have installed. Factory Planner is my recommendation. There's also Helmod, but it is significantly harder to use.
- Sat Dec 28, 2019 11:09 pm
- Forum: Implemented mod requests
- Topic: LuaGuiElement scroll-pane: extra_(direction)_padding_when_activated
- Replies: 2
- Views: 1272
Re: LuaGuiElement scroll-pane: extra_(direction)_padding_when_activated
(reposted since I actually didn't find another way...) Bump. I am having to re-implement listboxes with a scrollpane and buttons due to limitations of that gui element. As you can see in this GIF, I have mostly managed to get the styles right, but there is a small problem: https://i.imgur.com/OKJ2Ts...
- Sat Dec 28, 2019 5:47 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer :: create_local_flying_text at cursor position
- Replies: 9
- Views: 2565
Re: LuaPlayer :: create_local_flying_text at cursor position
Cursor position is not part of the gamestate (the part of the game that is deterministic). Mods run completely in gamestate, and so anything that's not deterministic cannot be read through the API. However, in a few circumstances, mods can interact with things outside of gamestate by writing them. O...
- Sat Dec 28, 2019 5:31 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer :: create_local_flying_text at cursor position
- Replies: 9
- Views: 2565
Re: LuaPlayer :: create_local_flying_text at cursor position
You can't read cursor position, but you can tell the game to put something at the cursor position. If you could read cursor position, things would be very interesting, but that's never going to happen.
- Sat Dec 28, 2019 4:31 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer :: create_local_flying_text at cursor position
- Replies: 9
- Views: 2565
LuaPlayer :: create_local_flying_text at cursor position
In the vanilla GUI, flying text is used to convey errors: https://i.imgur.com/8SRaSvt.gif There is no way AFAIK for us modders to do the same. Matching vanilla behavior as closely as possible is something I strive to do with my mods, and being able to create "error" texts like this would b...
- Sat Dec 28, 2019 1:25 am
- Forum: Modding interface requests
- Topic: LuaGuiElement (list-box) :: scroll_to_item(index)
- Replies: 0
- Views: 513
LuaGuiElement (list-box) :: scroll_to_item(index)
Hello. I would like to request that a scroll_to_item() function be added to the list-box LuaGuiElement. The reason for this is because in my Encyclopedia mod, users can navigate the interface using either the mouse or keyboard shortcuts. I'm using a list-box to manage the search results. As you can ...
- Sat Dec 28, 2019 1:15 am
- Forum: Modding interface requests
- Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
- Replies: 5
- Views: 1311
Re: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
It's actually fine, turns out that I don't need this feature anymore anyways. My "recipe book" mod has evolved into a full "encyclopedia" mod, and items and fluids are separated in the encyclopedia. However , I would like to request something else: would it be possible to optiona...
- Mon Dec 23, 2019 10:16 pm
- Forum: Modding interface requests
- Topic: LuaPlayer :: request_locale_name()
- Replies: 1
- Views: 688
LuaPlayer :: request_locale_name()
In order to enable localised search in a mod, one must use the player.request_translation() function. However, since locale is non-deterministic, this function can't just return the translated text - you must wait for a corresponding event to fire with the result. Because of this, you need to build ...
- Mon Dec 23, 2019 4:37 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
- Replies: 5
- Views: 1311
LuaGuiElement (choose-elem-button) :: 'item-and-fluid' elem type
Hello. I would like to request that a new elem_type be added to choose-elem-buttons: item-and-fluid . The reason behind this is I'm making a Recipe Book ("better" version of FNEI), and I would like to be able to use one choose-elem-button for both items and fluids. Currently there is no wa...
- Mon Dec 23, 2019 4:16 am
- Forum: Mods
- Topic: [0.17] Quick Item Search
- Replies: 0
- Views: 418
[0.17] Quick Item Search
Mod Portal Link Quickly and easily search for items in your inventory or connected logistic network. Use keyboard shortcuts to navigate the results, and take actions depending on where the item is. Quickly access items without having to browse your inventory, temporarily request a stack of items fr...
- Mon Dec 23, 2019 3:23 am
- Forum: Ideas and Suggestions
- Topic: Proper scaling/smoothing of Mod Thumbnails
- Replies: 3
- Views: 792
Proper scaling/smoothing of Mod Thumbnails
When making a thumbnail for my new mod, I noticed that the mod thumbnail sprites do not appear to be smoothed/filtered/scaled properly. The game obviously supports proper scaling/smoothing, so it would be nice if the thumbnails could receive this treatment. 100% GUI scale, 100% resolution thumbnail ...
- Mon Dec 23, 2019 1:50 am
- Forum: Not a bug
- Topic: [0.17.41] Performance issues with get_craftable_count
- Replies: 4
- Views: 1299
Re: [0.17.41] Performance issues with get_craftable_count
So is there nothing that can be done to improve this performance? In my Quick Item Search mod, I only show recipes that you can actually craft. When you have a very tiny search query (such as "b") and lots of mods enabled, checking each item to see if the player can craft it can take upwar...
- Sun Dec 22, 2019 10:23 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement :: x_anchor and y_anchor
- Replies: 0
- Views: 391
LuaGuiElement :: x_anchor and y_anchor
I'm not sure if this is possible, but I would like to request it anyways. Since we can't read element width/height, the only way to "anchor" a frame to anywhere besides the top-left of the screen is to hardcode the possible heights and widths. This is, obviously, not very flexible, and is ...