i wish they released an update every time they finished a new feature...
i also thing they confused "low priority" and "planned", especially that car handling multiplayer latency.
and where is the new laser tower?
Search found 400 matches
- Tue Aug 14, 2018 11:54 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 990625
- Sat Aug 11, 2018 6:02 pm
- Forum: Implemented mod requests
- Topic: hide item signals
- Replies: 6
- Views: 1822
- Sat Aug 11, 2018 6:39 am
- Forum: Modding interface requests
- Topic: flexible sprite / borderless sprite-button & other elements
- Replies: 7
- Views: 1896
Re: flexible sprite / borderless sprite-button & other elements
then put it on a different cpu core
also its not the only thing that makes the outlines of objects seem to lag when running/driving around. the game has some huge performance issues.
whatever, i didnt expect you to be motivated to work on it anyway, but please fix the other things.
also its not the only thing that makes the outlines of objects seem to lag when running/driving around. the game has some huge performance issues.
whatever, i didnt expect you to be motivated to work on it anyway, but please fix the other things.
- Wed Aug 08, 2018 4:17 am
- Forum: Modding interface requests
- Topic: flexible sprite / borderless sprite-button & other elements
- Replies: 7
- Views: 1896
flexible sprite / borderless sprite-button & other elements
it's quite impossible to make a gui look exactly like you imagined it. sprite: - cannot scale the image inside it, it always crops it - the image cannot be replaced, like on sprite-buttons - its quite impossible to put a label into it, like the "count" property of the sprite-buttons (you c...
- Wed Aug 08, 2018 4:00 am
- Forum: Modding help
- Topic: inconsistent gui sizes
- Replies: 2
- Views: 699
Re: inconsistent gui sizes
the scaleable property does not work on labels, at least not on the text inside.
- Sun Aug 05, 2018 3:17 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 81228
Re: Friday Facts #254 - No research queue for you
dont remove the research queue!
if it's really such a big issue, add a flat box above the research box that shows previous unlocked technologies.
BUT DONT REMOVE IT, AT ANY COST!
if it's really such a big issue, add a flat box above the research box that shows previous unlocked technologies.
BUT DONT REMOVE IT, AT ANY COST!
- Sun Aug 05, 2018 3:10 pm
- Forum: Modding interface requests
- Topic: flexible lamps
- Replies: 3
- Views: 1225
flexible lamps
there should be an api to switch lamps between "always on", "always off" and "auto".
also you should be able to set the color via api.
additionally, you should be able to remove the power consumption (at least via prototype)
also you should be able to set the color via api.
additionally, you should be able to remove the power consumption (at least via prototype)
- Sun Aug 05, 2018 4:03 am
- Forum: Implemented mod requests
- Topic: hide item signals
- Replies: 6
- Views: 1822
hide item signals
when you use a dummy fluid for a transformer for example, the fluid (and the steam) show up in combinator menus.
in my mod, this results in 10 useless signals taking up space in the menu.
maybe you could add that the "hidden" flag also hides the signals from combinators.
in my mod, this results in 10 useless signals taking up space in the menu.
maybe you could add that the "hidden" flag also hides the signals from combinators.
- Sun Aug 05, 2018 3:42 am
- Forum: Won't implement
- Topic: Optional power grid requirement for ammo-turret entities
- Replies: 2
- Views: 1221
Re: Optional power grid requirement for ammo-turret entities
you could periodically check if the rotation is not north/east/west/south or shooting target is not nil, and when there is not enough energy you set the turret to active = false, though this would probably be a total ups nightmare..
- Wed Aug 01, 2018 7:22 pm
- Forum: Modding interface requests
- Topic: gui element x/y position ++ graph element
- Replies: 7
- Views: 2006
Re: gui element x/y position ++ graph element
a graph element would be really awesome!
thank you
thank you
- Tue Jul 31, 2018 10:25 pm
- Forum: Modding interface requests
- Topic: gui element x/y position ++ graph element
- Replies: 7
- Views: 2006
gui element x/y position ++ graph element
graph element: It would be nice if we had a gui element for graphs, like the one you are using for the electricity network i suggest it would have the properties value (table with value assignments x->y), min value (lower end of the scale), max value (upper end of the scale), color and line thicknes...
- Tue Jul 31, 2018 4:52 pm
- Forum: Modding help
- Topic: inconsistent gui sizes
- Replies: 2
- Views: 699
inconsistent gui sizes
I noticed that the gui is heavily affected by the window size of the game.
For example you set the maximal and minimal_width and height of an element to 100, change the window size and create another one - the size of the new gui element will be different
For example you set the maximal and minimal_width and height of an element to 100, change the window size and create another one - the size of the new gui element will be different
- Tue Jul 31, 2018 9:00 am
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 31726
Re: Friday Facts #253 - Fans & Fun
**** yes!
already started to believe it was clickbait when you announced the new laser towers.
now i have hope again.
hope the beams glow in the night.
btw: the beam gets rendered above the cannon
already started to believe it was clickbait when you announced the new laser towers.
now i have hope again.
hope the beams glow in the night.
btw: the beam gets rendered above the cannon
- Mon Jul 30, 2018 3:09 am
- Forum: Modding help
- Topic: test,_ = next(game.players,test) only returns __self?
- Replies: 6
- Views: 1346
test,_ = next(game.players,test) only returns __self?
i really can't figure out what i'm doing wrong.
if i use for test,_ in pairs(game.players) it works fine
see for yourself:
/c test,_ = next(game.players,test) game.players[1].print(test)
returns __self and nil
i can only assume the engine struggles with this way of iterating...
if i use for test,_ in pairs(game.players) it works fine
see for yourself:
/c test,_ = next(game.players,test) game.players[1].print(test)
returns __self and nil
i can only assume the engine struggles with this way of iterating...
- Sun Jul 29, 2018 11:24 pm
- Forum: Modding help
- Topic: spriteelement.sprite ... can only be used on sprite-button?
- Replies: 0
- Views: 405
spriteelement.sprite ... can only be used on sprite-button?
i have a table with 4000 entries for a graph and want to replace single sprites with different colors, but i cant change the sprite of a "sprite" element, it says it only works with sprite-buttons. i cant regenerate the whole table because it lags half a second. maybe a way to remove the p...
- Sat Jul 28, 2018 5:24 pm
- Forum: Modding interface requests
- Topic: define input/output on storage tanks
- Replies: 2
- Views: 976
Re: define input/output on storage tanks
the cooling is already scripted,
i think the input and output fluid boxes might be too small, but i will try it
i think the input and output fluid boxes might be too small, but i will try it
- Sat Jul 28, 2018 5:17 pm
- Forum: Won't implement
- Topic: gui/cursor pos, player.opened, pl. zoom , bonus_progress
- Replies: 1
- Views: 947
gui/cursor pos, player.opened, pl. zoom , bonus_progress
1. set gui position: i want to make a tooltip when you hover entities, but i couldn't find the position parameters in luagui 2. reading player.cursor_position: i assume there is also no api for cursor coordinates or something like that? well i can still put it at the right border of the screen if #1...
- Sat Jul 28, 2018 4:51 pm
- Forum: Modding help
- Topic: player.zoom
- Replies: 5
- Views: 2737
Re: player.zoom
there should be a way to make it readable.
would be a helpful api with many use cases (mainly workarounds for other things that don't work)
would be a helpful api with many use cases (mainly workarounds for other things that don't work)
- Sat Jul 28, 2018 4:50 pm
- Forum: Modding help
- Topic: gui position? how to make entity tooltips? player.opened?
- Replies: 0
- Views: 573
gui position? how to make entity tooltips? player.opened?
1. i want to make a tooltip when you hover entities, but i couldn't find the position parameters in luagui 2. i assume there is also no api for cursor coordinates or something like that? well i can still put it at the right border of the screen if #1 works 3. an alternative would be to use floating ...
- Thu Jul 26, 2018 6:27 pm
- Forum: Modding interface requests
- Topic: define input/output on storage tanks
- Replies: 2
- Views: 976
define input/output on storage tanks
i was looking for alternatives to script the cooling system on nuclear reactors so i got the idea to divide the storage tank into two -> fresh water and warm water, which gets heated and moved via script. the main reason for this new input output definition is to tell players with blue arrows where ...