Search found 232 matches
- Thu Jul 18, 2019 10:56 am
- Forum: Won't implement
- Topic: Make on_gui_confirmed work for text-boxes
- Replies: 2
- Views: 1029
Re: Make on_gui_confirmed work for text-boxes
... That's what I wrote about, wanting to come up with a solution to that. But if it's not something you want to support, that's fine too.
- Wed Jul 17, 2019 7:34 pm
- Forum: Won't implement
- Topic: Make on_gui_confirmed work for text-boxes
- Replies: 2
- Views: 1029
Make on_gui_confirmed work for text-boxes
As far as I can tell, on_gui_confirmed does not fire on text-boxes at all. It would be useful to have it work on them, too, for obvious reasons. Now the problem this poses is that the enter-key is overloaded in a text-box: It either performs a line return, or confirms the form. In other places (the ...
- Wed Jul 17, 2019 5:30 pm
- Forum: Implemented mod requests
- Topic: Add some textfield attributes to text-box
- Replies: 1
- Views: 657
Add some textfield attributes to text-box
Version 0.17.57 added several new attributes to textfields (numeric, allow_decimal, etc), which are awesome. I think two of them (lose_focus_on_confirm, clear_and_focus_on_right_click) should also be able to be set on text-boxes. This is currently not allowed. The others would not make much sense on...
- Tue Jul 16, 2019 11:20 am
- Forum: Not a bug
- Topic: [0.17.57] Mod loading times progressively slower
- Replies: 4
- Views: 816
Re: [0.17.57] Mod loading times progressively slower
Okay didn't see that in the patch notes, thanks.
- Tue Jul 16, 2019 11:09 am
- Forum: Not a bug
- Topic: [0.17.57] Mod loading times progressively slower
- Replies: 4
- Views: 816
Re: [0.17.57] Mod loading times progressively slower
Well, that just revealed another problem then. If I sync with the save I provided in 0.17.56, it correctly enables only the mods that are in the save. In 0.17.57 however, it enables all(?) the mods that I have installed, even though they are not all in the save, hence the large number of them. Speci...
- Mon Jul 15, 2019 9:29 pm
- Forum: Not a bug
- Topic: [0.17.57] Mod loading times progressively slower
- Replies: 4
- Views: 816
[0.17.57] Mod loading times progressively slower
When loading a game with a lot of mods enabled, startup time is much slower than in 0.17.56. It gets progressively worse with every mod loaded, regardless of the size of the mod. You can observe this pretty well by just looking at the loading screen and seeing the first few mods fly by, but the foll...
- Mon Jul 15, 2019 7:50 pm
- Forum: Implemented mod requests
- Topic: Allow enter-key for confirming dialogs
- Replies: 11
- Views: 3385
Re: Allow enter-key for confirming dialogs
This just got added for 0.17.57, thanks guys! (Can be moved)
- Sun Jul 14, 2019 1:23 pm
- Forum: Won't implement
- Topic: LuaGuiElement:focused [R/W] / on_gui_focused_state_changed event
- Replies: 6
- Views: 1429
Re: LuaGuiElement:focused [R/W] / on_gui_focused_state_changed event
+ 1 to this (and the unfocus on enter)
You can kind of catch the unfocus by listening to on_gui_click, and checking if the clicked element is not the one that should be reset, and run your code from there. It it not really reliable though, because not everything that defocuses fires on_gui_clicked.
You can kind of catch the unfocus by listening to on_gui_click, and checking if the clicked element is not the one that should be reset, and run your code from there. It it not really reliable though, because not everything that defocuses fires on_gui_clicked.
- Sat Jul 13, 2019 10:29 am
- Forum: Implemented mod requests
- Topic: Number-only text field
- Replies: 7
- Views: 2147
Re: Number-only text field
I would like to have this as well, btw.
- Fri Jul 12, 2019 8:46 pm
- Forum: Implemented mod requests
- Topic: Number-only text field
- Replies: 7
- Views: 2147
Re: Number-only text field
What's your use case?
- Wed Jul 10, 2019 8:14 am
- Forum: Won't implement
- Topic: Access to prototype dictionaries via script table
- Replies: 8
- Views: 2575
Re: Access to prototype dictionaries via script table
Thanks for the reply Boodals. It wouldn't be great, but having a prototypes table specifically on_load, and keeping the rest of the API the same (ie not removing the prototype access from LuaGameScript) would not break any mods, or would it? Also, if we are thinking about this on an abstract level, ...
- Tue Jul 09, 2019 9:43 pm
- Forum: Won't implement
- Topic: Access to prototype dictionaries via script table
- Replies: 8
- Views: 2575
Re: Access to prototype dictionaries via script table
Sounds like a perfect fit for on_configuration_changed and on_init. Except that I have to save it all in global then, which is slow when saving/loading. I currently do it on_init and on_configuration_changed, and parts of it would still be there, but this is to reduce the total size saved to global...
- Tue Jul 09, 2019 8:46 pm
- Forum: Won't implement
- Topic: Access to prototype dictionaries via script table
- Replies: 8
- Views: 2575
Re: Access to prototype dictionaries via script table
Digging this up again, because I think it would be useful to have prototype read access during on_load, if it doesn't cause desync or similar issues. In my use case, I have a rather large global table. The vast majority of that table are condensed and organised versions of game prototypes, like reci...
- Mon Jul 01, 2019 7:50 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 58761
- Mon Jul 01, 2019 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.53] Sync mods with save doesn't sync correctly under a specific condition
- Replies: 1
- Views: 2662
[0.17.53] Sync mods with save doesn't sync correctly under a specific condition
When syncing mods with a save from the load save screen, it sometimes enables mods that should be disabled. To reproduce this, follow these steps: - Download the attached save - Download the mods stdlib and pycoalprocessing - Open the game, enable pycoalprocessing and disable stdlib - On reload, not...
- Sun Jun 30, 2019 9:11 pm
- Forum: Implemented mod requests
- Topic: Change ItemPrototype.tier to be of type int
- Replies: 3
- Views: 877
Re: Change ItemPrototype.tier to be of type int
Makes me not have to worry about some mod setting a tier of 0.001256 and having to have code to deal with it. Makes it simpler if I can assume that that number will always be an int. Just a small quality of life improvement, and it makes the modding interface cleaner I guess.
- Sun Jun 30, 2019 9:04 pm
- Forum: Implemented mod requests
- Topic: Change ItemPrototype.tier to be of type int
- Replies: 3
- Views: 877
Change ItemPrototype.tier to be of type int
This is probably a bit nitpicky, but I would feel better if the .tier attribute on ItemPrototypes was an interger and not a float. It seems like that would make more sense and reduce the surface for error, especially across mods. Unless there is a reason for it to be a float that I'm not aware of.
- Sun Jun 30, 2019 2:47 pm
- Forum: Modding interface requests
- Topic: Change ItemPrototype.limitations to be string -> boolean format
- Replies: 0
- Views: 431
Change ItemPrototype.limitations to be string -> boolean format
Module prototypes have the property .limitations that is currently an array containing all recipes compatible with the module. If you want to find out if a given recipe is compatible, you have to iterate through the array. It would make sense, for performance, for that attribute to be of the format ...
- Thu Jun 27, 2019 7:38 am
- Forum: Implemented mod requests
- Topic: Allow enter-key for confirming dialogs
- Replies: 11
- Views: 3385
Re: Allow enter-key for confirming dialogs
You can detect an element being focused by listening to https://lua-api.factorio.com/latest/eve ... _gui_click, it works for textfields too.
- Sat Jun 22, 2019 9:15 am
- Forum: Implemented mod requests
- Topic: New gui elements for use
- Replies: 12
- Views: 3553
Re: New gui elements for use
Maybe the event related to changing the slider fires very frequently while the slider is being dragged?