Search found 357 matches

by Raiguard
Sat Jan 16, 2021 8:12 am
Forum: Ideas and Suggestions
Topic: Smart belt dragging to place splitters
Replies: 2
Views: 412

Re: Smart belt dragging to place splitters

ssilk wrote:
Sat Jan 16, 2021 8:10 am
Why “F”-key?
No particular reason, just that it's near to R and it's unused by the base game when holding a belt.
by Raiguard
Sat Jan 16, 2021 1:59 am
Forum: Implemented mod requests
Topic: Event: on_entity_request_slot_changed
Replies: 2
Views: 706

Re: Event: on_entity_request_slot_changed

I see this was silently moved to "won't implement". Is there a reason for that, or is it just on the back burner? Anyway, I need this now more than ever, for a different mod. I could survive without it, but with it I can significantly improve the performance of my mod when it comes to sett...
by Raiguard
Fri Jan 15, 2021 6:06 pm
Forum: Ideas and Suggestions
Topic: Smart belt dragging to place splitters
Replies: 2
Views: 412

Smart belt dragging to place splitters

The new smart belt dragging is phenomenal, and I don't know how I ever lived without it now. However, it is missing one thing: splitters. I came up with a solution for splitters that I think is ridiculously intuitive: When smart dragging a belt, moving your cursor to one side of the belt then pressi...
by Raiguard
Thu Jan 14, 2021 4:06 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 10967

Re: Version 1.1.9

Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered. Nice feature, but i dont want to press r...
by Raiguard
Mon Jan 11, 2021 5:53 am
Forum: Modding interface requests
Topic: Allow up and down arrows to be captured by custom-inputs when in a single-line textfield
Replies: 0
Views: 232

Allow up and down arrows to be captured by custom-inputs when in a single-line textfield

In a rewrite of one of my mods, I'm using an admittedly disgusting hack to detect an enter with any combo of modifier keys (ctrl, shift, alt). I'm using a to-be-invisible numeric textfield that is confirmed to detect enter, but is set to numeric to allow custom inputs to work. However, even though i...
by Raiguard
Sun Jan 03, 2021 1:05 am
Forum: Ideas and Suggestions
Topic: Control for picking up one item
Replies: 1
Views: 261

Control for picking up one item

The one itemstack interaction I've been missing is how to take one of whatever you're hovering over. Could this be added? We're out of primary mouse buttons, so how about using F by default? I have some extra mouse buttons so I'll remap it, but I think that would make for a good default.
by Raiguard
Tue Dec 22, 2020 6:56 pm
Forum: Modding interface requests
Topic: Tie a sprite-button to a LuaItemStack
Replies: 4
Views: 496

Tie a sprite-button to a LuaItemStack

I would like to request a way to tie a LuaItemStack to a sprite-button, so we can show the contents of that ItemStack in the same way that the base game does. Currently, sprite-buttons can only display SpritePaths, which are static and unchanging. This means that you can't display things such as a b...
by Raiguard
Tue Dec 15, 2020 7:27 pm
Forum: Implemented mod requests
Topic: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
Replies: 17
Views: 4230

Re: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second

I'll add my own things to this list: - Per-lane filters - Show filters in alt info - Let input loaders support filters (less important) If the first two were implemented, along with supporting faster belt speeds, then I could significantly simplify Editor Extensions' infinity loaders. The third thin...
by Raiguard
Sat Dec 12, 2020 6:05 pm
Forum: Modding interface requests
Topic: LuaGuiElement sprite-button: disabled_sprite
Replies: 0
Views: 198

LuaGuiElement sprite-button: disabled_sprite

It would be nice if we could specify a sprite to show when a sprite button is disabled. That is all! :)
by Raiguard
Sun Dec 06, 2020 6:03 pm
Forum: Duplicates
Topic: [1.1.5] Crash when loading any existing save file with my blueprint library
Replies: 3
Views: 656

Re: [1.1.5] Crash when loading any existing save file with my blueprint library

My apologies, I usually am pretty good about looking first. This time I forgot. :oops:
by Raiguard
Sun Dec 06, 2020 6:00 pm
Forum: Duplicates
Topic: [1.1.5] Crash when loading any existing save file with my blueprint library
Replies: 3
Views: 656

[1.1.5] Crash when loading any existing save file with my blueprint library

I somehow managed to screw up my blueprint library such that loading any pre-existing save file with it will crash the game. This happened right after I edited a blueprint already in the library (the one at the bottom) to have a relative grid, then saved it and tried to load another save file. To re...
by Raiguard
Mon Nov 30, 2020 11:49 pm
Forum: Modding interface requests
Topic: Customizable selection box color for selection tools
Replies: 0
Views: 228

Customizable selection box color for selection tools

I swear I've requested this before, but I couldn't find a thread on it after searching. I would love to be able to use custom colors for the entity selection boxes while using selection tools, so I can match them to the color of the selection rectangle. This is a purely cosmetic thing, so it's not a...
by Raiguard
Mon Nov 30, 2020 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.3] Misaligned selection tool icons when dragging from right to left
Replies: 1
Views: 920

[1.1.3] Misaligned selection tool icons when dragging from right to left

When dragging a selection tool from right to left, there is a large gap between the cursor and the start of the item icons. The gap increases in size proportionally to the number of icons it's showing. 2020-11-30 16_44_13-Factorio 1.1.3.png To reproduce - Load any world with a lot of entities - Make...
by Raiguard
Thu Nov 26, 2020 8:27 am
Forum: Modding interface requests
Topic: Tips and Tricks wishlist
Replies: 3
Views: 522

Tips and Tricks wishlist

I've been exploring the new tips and tricks functionality, and have compiled a small list of features and/or changes that I would like to see surrounding them. Since there's no documentation for them yet, it's been a bit of a challenge. Before the list, I want to point something out to the modders r...
by Raiguard
Wed Nov 25, 2020 7:00 pm
Forum: Modding interface requests
Topic: Make ItemWithLabel::label accept LocalisedString
Replies: 2
Views: 386

Re: Make ItemWithLabel::label accept LocalisedString

I'm back to +1 this. I am messing with item labels myself now, and them not supporting localised strings is a huge bummer. I can use flib's translation module to get them, but that is a huge amount of added complexity for such a small thing. I hope for the best! :) 2020-11-25 12_01_25-Factorio 1.1.1...
by Raiguard
Wed Nov 25, 2020 7:43 am
Forum: Modding interface requests
Topic: Prototype property to make an item not place ghosts when holding shift
Replies: 0
Views: 191

Prototype property to make an item not place ghosts when holding shift

I would like to request a prototype property for items (perhaps a flag?) that will change the behavior for that item so holding shift will not trigger ghost building. My usecase is a really hacky one: I am using a selection tool with a place_result to detect the cursor position while dragging. I wou...
by Raiguard
Thu Nov 19, 2020 4:50 am
Forum: Modding interface requests
Topic: Make ItemWithLabel::label accept LocalisedString
Replies: 2
Views: 386

Re: Make ItemWithLabel::label accept LocalisedString

In the meantime, you could use localisation in item labels by using LuaPlayer::request_translation() and storing the translation in the player's global table.
by Raiguard
Wed Nov 18, 2020 9:39 pm
Forum: Modding interface requests
Topic: A method for placing entities without consuming the item
Replies: 0
Views: 204

A method for placing entities without consuming the item

I would like to request a way to avoid consuming an item when placing an entity with it. That's it! The reason is I am investigating using dummy entities combined with a selection tool for my Tapeline mod, instead of using capsules (which cannot be used on the map view). Right now, I have to manuall...
by Raiguard
Tue Nov 17, 2020 3:08 am
Forum: Implemented mod requests
Topic: Request to add API of getting user's mouse location on surface
Replies: 4
Views: 647

Re: Request to add API of getting user's mouse location on surface

This is amazing, and thank you! While this will work for a huge variety of usecases, it won't work for my specific usecase: dragging. I'll still have to resort to using capsules (which don't work on the map view) in order to facilitate this. The only way to suit my usecase would be to have an option...
by Raiguard
Mon Nov 16, 2020 8:46 pm
Forum: Modding interface requests
Topic: Associate script inventories with a player
Replies: 0
Views: 241

Associate script inventories with a player

I would like to be able to associate a script inventory with a player, to gain access to the hand and quickbar blueprint links. I have two usecases: 1. I am experimenting with a blueprint-library-as-a-hidden-blueprint-book mod, and while it works fine in the character's inventory, if I use a script ...

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