Search found 357 matches

by Raiguard
Mon Nov 16, 2020 2:49 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 3260

Re: Combination of Crafting and Logistics Menu

It's a good idea, but it has one crippling problem: items and recipes don't always match. There might be multiple items from one recipe, or there might be items that have multiple recipes to make them, or they might not have a recipe at all. How do you represent that with a combined menu? Edit: for ...
by Raiguard
Sat Nov 14, 2020 12:52 am
Forum: Modding interface requests
Topic: Add modifier keys used to on_player_used_spider_remote
Replies: 7
Views: 819

Re: Add modifier keys used to on_player_used_spider_remote

The idea to use a custominput was a brilliant one, and I would like to use it as well for Tapeline. However, capsules suffer the same problem as the spider remote - you simply cannot use them while holding shift or control. If that could be changed, then that would be enough to make it work!
by Raiguard
Sun Nov 08, 2020 2:45 am
Forum: Modding interface requests
Topic: Add modifier keys used to on_player_used_spider_remote
Replies: 7
Views: 819

Re: Add modifier keys used to on_player_used_spider_remote

When I requested modifier keys and mouse buttons for on_player_used_capsule, I was denied, so I wouldn't get your hopes up.
by Raiguard
Fri Oct 30, 2020 5:53 pm
Forum: Ideas and Suggestions
Topic: Train Colors in HSV
Replies: 45
Views: 7876

Re: Train Colors in HSV

Here to bump this suggestion. HSV is a lot more intuitive than RGB ever will be, and I hope it can be implemented in the future.
by Raiguard
Fri Oct 30, 2020 5:49 pm
Forum: Won't implement
Topic: Raise an error for script.get_event_handler(invalid_event_number)
Replies: 11
Views: 1032

Re: Raise an error for script.get_event_handler(invalid_event_number)

Runtime event handlers (from generate_event) are not known except by just checking to see if at the time of running the given event ID is valid. Except there is no way to check that from a mods perspective. That's kinda the point of this whole thread. Actually, you can check if an event ID exists b...
by Raiguard
Fri Oct 30, 2020 7:13 am
Forum: Not a bug
Topic: [1.0.0] Incorrect tab width on choose-a-thing GUIs with 5 or 6 tabs
Replies: 1
Views: 215

[1.0.0] Incorrect tab width on choose-a-thing GUIs with 5 or 6 tabs

This has been bothering me since March, but for some reason I never reported it, and apparently nobody else has either that I've been able to find. With choose-a-thing GUIs (for example, the recipe / item selector in the controller GUI), a single row of five or six tabs will leave a gap at the right...
by Raiguard
Wed Oct 28, 2020 6:50 pm
Forum: Modding interface requests
Topic: Scenario "required mods" and sync-mods-with-scenario functionality
Replies: 7
Views: 666

Re: Scenario "required mods" and sync-mods-with-scenario functionality

After a conversation on the #mod-making channel of the Factorio Discord, this is now more important than ever. Some scenarios that previously worked with vanilla will now require a mod to re-add some removed entities, but there is no way for scenarios to specify that certain mods are required in ord...
by Raiguard
Tue Oct 27, 2020 2:02 am
Forum: Implemented Suggestions
Topic: /cheat off
Replies: 5
Views: 2142

Re: /cheat off

eradicator wrote:
Tue Oct 27, 2020 1:44 am
Already implemented *cough*.

Code: Select all

/sudo cheat(off)
EE already has it as well:

Code: Select all

/EditorExtensions disable-cheat-mode
But /cheat off would be more convenient. :D
by Raiguard
Mon Oct 26, 2020 9:12 pm
Forum: Implemented Suggestions
Topic: /cheat off
Replies: 5
Views: 2142

/cheat off

It would be nice to have a built-in command for disabling cheat mode, instead of just enabling it. It doesn't need to do anything else, just disable cheat mode for the player who types it. I could read this command's execution and do my own cheat-mode cleanup for Editor Extensions as well. :)
by Raiguard
Thu Oct 22, 2020 6:48 pm
Forum: Mods
Topic: [0.18+] Editor Extensions
Replies: 10
Views: 2091

Re: [0.18+] Editor Extensions

eradicator wrote:
Thu Oct 22, 2020 1:18 pm
Raiguard wrote:
Thu Oct 22, 2020 6:44 am
I just wish that Bilka had pointed out that prototype property to me sooner!
Which one?
additional_pastable_entities
2020-10-22 13_03_39-Factorio 1.0.0.png
2020-10-22 13_03_39-Factorio 1.0.0.png (40.92 KiB) Viewed 1831 times
by Raiguard
Thu Oct 22, 2020 6:44 am
Forum: Mods
Topic: [0.18+] Editor Extensions
Replies: 10
Views: 2091

Re: [0.18+] Editor Extensions

I can probably update the GUI to make the base unit adjustable. It won't come until Factorio 1.1 though, which will have my new GUI framework that I've been developing for the past month. As for the highlight box, that will be solved once I switch away from my hacked solution to the built-in one. I ...
by Raiguard
Thu Oct 22, 2020 3:28 am
Forum: Mods
Topic: [0.18+] Editor Extensions
Replies: 10
Views: 2091

Re: [0.18+] Editor Extensions

Thank you for the kind words! I went ahead and added copy/paste between infinity pipes and constant combinators. Since the base game doesn't support this, I had to do some trickery, and so the green highlight box on the source entity won't show up like it usually does when copy/pasting between entit...
by Raiguard
Mon Oct 19, 2020 9:32 pm
Forum: Ideas and Suggestions
Topic: Blueprint library architecture
Replies: 1
Views: 398

Re: Blueprint library architecture

Are very least, the main problem is that if the player is holding an object in the library, mods can't read from or write to that object. This post was a very long-winded way of saying that. The entire problem (for me, anyway) could be solved if the thing that the player is holding was always an ite...
by Raiguard
Mon Oct 19, 2020 9:00 pm
Forum: Ideas and Suggestions
Topic: Blueprint library architecture
Replies: 1
Views: 398

Blueprint library architecture

During a lengthy discussion on the mod-making channel of the Factorio Discord , several problems with the current blueprint library implementation were brought up. While the BP library works great for users (I've thoroughly enjoyed using it while playing and think it is a huge step forward from the ...
by Raiguard
Sat Oct 17, 2020 6:41 pm
Forum: Resolved Problems and Bugs
Topic: Enable reading the currently held blueprint record
Replies: 4
Views: 1239

Re: Enable reading the currently held blueprint record

Thank you very much! Is there some sort of event we can listen for to tell when a player picks up or changes their held blueprint record? Otherwise I'll have to read the cursor in an on_tick event.
by Raiguard
Wed Oct 14, 2020 6:55 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 876

Re: Add a hotkey for blueprint string import

Actually, blueprint books do have the ability to set a hotkey, it's just unset by default: Damn, I always assumed there was none, since it didn’t say “(Not set)” in the tooltip. Turns out associated_control_input only shows the hotkey when it is set like “(Alt + B)”. Not very intuitive. I also coul...
by Raiguard
Tue Oct 13, 2020 5:18 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 876

Re: Add a hotkey for blueprint string import

ickputzdirwech wrote:
Tue Oct 13, 2020 2:40 pm
Blueprint book also doesn’t have a hotkey. Really annoying. Definitely a +1

Edit: I’ll add both of them to my mod when I got time this evening.
Actually, blueprint books do have the ability to set a hotkey, it's just unset by default:
2020-10-13 11_18_35-Factorio 1.1.0.png
2020-10-13 11_18_35-Factorio 1.1.0.png (15.66 KiB) Viewed 712 times
by Raiguard
Tue Oct 13, 2020 6:12 am
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 876

Re: Add a hotkey for blueprint string import

Not ridiculously often, but it's really difficult to push two really tiny buttons every time I want to do it. Import string is literally the only vanilla shortcut that doesn't have a hotkey.
by Raiguard
Tue Oct 13, 2020 1:32 am
Forum: Modding interface requests
Topic: LuaGuiElement for graphs like production/electricity
Replies: 3
Views: 725

Re: LuaGuiElement for graphs like production/electricity

+1. I would like to use graphs as well!

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