Search found 232 matches
- Tue Mar 12, 2019 9:19 am
- Forum: Implemented mod requests
- Topic: Make text in textfields selectable in code
- Replies: 5
- Views: 1268
Re: Make text in textfields selectable in code
Thanks a bunch!
- Tue Mar 12, 2019 9:18 am
- Forum: Modding help
- Topic: Syle conversion issues
- Replies: 2
- Views: 791
Re: Syle conversion issues
From looking at the style prototypes of the base game, I would say that textfield_style does not exist anymore, you should use textbox_style instead, even for textfields.
- Mon Mar 11, 2019 3:11 pm
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
Well I think I want to leave it the way it is. I saw the icons and they are nice, but the text is more intuitive at a glance. Also, as those buttons aren‘t on screen most of the time, the space they take up doesn‘t matter much.
- Sun Mar 10, 2019 7:31 pm
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
You make a really good point there. It is better to see an empty blueprint instead of wondering where everything went. I incorporated it in the newest version. Would love to make it actually work though in the future, if the API gets extended at some point.
- Sun Mar 10, 2019 2:38 pm
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
Oh I realised that I was doing the button placement wrong, my bad! The new version fixes this, thanks for the tip. I also changed it to a pretty generic icon, I myself sadly don't have the artistics talent to do a custom one. (Also, if the button bothers you, you can now also evoque the import/expor...
- Sun Mar 10, 2019 10:50 am
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
You can abuse a blueprint which is stored in the library. Give it a distinct name (Toolbar 01) and put the filtered items in it. Yeah that is a way to do it, This mod pretty much does that. I will investigate what is possible with the blueprint library, but I might be satisfied leaving it as is for...
- Sat Mar 09, 2019 10:57 am
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
Hm that is a nice idea, but I don't think it is such a frequent use case for me to implement it. You can just store the string anywhere else. In principle it would be a simple thing, but as soon as I add any kind of permanent state to the mod (stuff that will be saved anywhere), it complicates the w...
- Fri Mar 08, 2019 11:03 pm
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
Would it be possible to add a config option that you can paste an exported quickbar config into, and then automatically import that just once when starting a new game? (but not change anything when loading an existing save) That would be really neat :) So you want to set a sort of default quickbar ...
- Fri Mar 08, 2019 9:36 pm
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
Re: [0.17] QuickBar Import/Export
Thanks! Yeah that doesn‘t work currently, and the solution might be a bit complicated, I will take a look at it tomorrow.
- Fri Mar 08, 2019 5:39 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 15955
Re: [0.17.x] Save and Load Quickbar Layouts like blueprints
Well done, Therenas! I'm in the process of installing it right now. I would say that I do feel that this should still be in vanilla. In fact I'm talking about it to a guy on Discord right now, and his first response was "It's great that there's a mod, but I don't want to lose my Steam achievem...
- Fri Mar 08, 2019 3:46 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 15955
Re: [0.17.x] Save and Load Quickbar Layouts like blueprints
To tide you over, or replace the need entirely(maybe?), I wrote a mod that works like blueprint strings but for the quickbar. You can take a look here.
- Fri Mar 08, 2019 1:07 pm
- Forum: Mods
- Topic: [0.17] QuickBar Import/Export
- Replies: 15
- Views: 4654
[0.17] QuickBar Import/Export
Description This mod allows you to import the current state of your fancy new quickbar as a string and import it in another save. It is the same principle as blueprint strings. So, you can either use this to take the laborious work you did on your quickbar to a new save of yours, or share it with o...
- Mon Mar 04, 2019 1:06 pm
- Forum: Implemented mod requests
- Topic: Ability to use the spacer in custom lua interfaces
- Replies: 6
- Views: 2196
Re: Ability to use the spacer in custom lua interfaces
Oh alright, I see. Haven't experimented with the 0.17 styling changes much yet.
- Mon Mar 04, 2019 1:05 pm
- Forum: Implemented mod requests
- Topic: Documentation for UI style definitions
- Replies: 4
- Views: 1540
Re: Documentation for UI style definitions
Yeah I ran into this too, would be nice to have an overview of all the possibilities.
- Sun Mar 03, 2019 8:21 pm
- Forum: Implemented mod requests
- Topic: Ability to use the spacer in custom lua interfaces
- Replies: 6
- Views: 2196
Re: Ability to use the spacer in custom lua interfaces
So you want a button, then some space that stretches to whatever container it is in, and then another button? So one button is on the left of the container, and the other one on the right? If that is what you mean, you can do it in the following way: create a horizontal flow that is the main contain...
- Fri Mar 01, 2019 10:04 pm
- Forum: Implemented mod requests
- Topic: scroll-pane position (rw)
- Replies: 4
- Views: 1404
Re: scroll-pane position (rw)
Yes I would love this too!
- Thu Feb 28, 2019 9:39 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 186733
Re: [0.17.x] Bob's Mods: General Discussion
This morning I thought of a feature that would be great for bobsinserters imo. Hopefully this is the right place to post it. After seeing the 0.17.1 patch, you can apparently create your own toolbar actions as a mod. Didn't try that out, so hopefully I understood it correctly. Now my idea would be t...
- Thu Feb 28, 2019 9:27 pm
- Forum: Already exists
- Topic: Add option to disable sound on GUI-buttons
- Replies: 3
- Views: 1496
Re: Add option to disable sound on GUI-buttons
Well not that I am aware of? There is no such property in LuaStyle I think.
- Wed Feb 27, 2019 9:52 pm
- Forum: Implemented mod requests
- Topic: Make text in textfields selectable in code
- Replies: 5
- Views: 1268
Make text in textfields selectable in code
A second idea for today: LuaGuiElements have the attribute selectable that can be set, which is great. This regulates whether text in a text-box is able to be selected by the user. A welcome addition to this would be to have a method similar to focus() (select_text() maybe?) that selects all text in...
- Wed Feb 27, 2019 9:08 pm
- Forum: Already exists
- Topic: Add option to disable sound on GUI-buttons
- Replies: 3
- Views: 1496
Add option to disable sound on GUI-buttons
Currently, there seems to be no way to disable the 'click'-sound that a (sprite-)button makes for modders. The base game however does this in many places, as it would become quite annoying otherwise, hearing click-sounds all the time. Now I find myself in a situation where I am implementing views si...