Search found 204 matches

by Therenas
Thu Oct 15, 2020 8:56 pm
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Replies: 3
Views: 441

[kovarex] [1.0.0] Setting certain elements to stretch leads to weird results

Sorry for the bad title, the situation is somewhat complex to explain in words. So, to save me a thousand words, a picture: https://i.imgur.com/LUVqFcL.png I'm not going to try and explain the exact situation in words, as it requires a somewhat particular setup to exhibit this behavior. The attached...
by Therenas
Sat Sep 26, 2020 8:27 am
Forum: Implemented mod requests
Topic: Add GUI elements in the middle of a parent
Replies: 5
Views: 488

Re: Add GUI elements in the middle of a parent

Now this whole request does seem a bit unlikely to happen, but if it did, it would be cool if we could replace elements by index too. I can see this being useful for tables especially.
by Therenas
Thu Sep 10, 2020 6:25 pm
Forum: Pending
Topic: [1.0.0] Setting .style.single_line = false on label breaks height calculation
Replies: 2
Views: 243

Re: [1.0.0] Setting .style.single_line = false on label breaks height calculation

The source of the issue might be wrong, but shouldn't the code I provided properly center the text in the frame?
by Therenas
Thu Sep 10, 2020 2:00 pm
Forum: Pending
Topic: [1.0.0] Setting .style.single_line = false on label breaks height calculation
Replies: 2
Views: 243

[1.0.0] Setting .style.single_line = false on label breaks height calculation

When you set single_line to false on a label, the game still considers the height of the label to be that of a single line of text, even if the actual text displayed gets spread over multiple lines. This breaks some situations, like when using vertically_stretchable empty-widgets to vertically cente...
by Therenas
Sun Sep 06, 2020 12:21 pm
Forum: Modding interface requests
Topic: REQUEST: Improving the Modding API and its Documentation?
Replies: 7
Views: 572

Re: REQUEST: Improving the Modding API and its Documentation?

Thanks for clarifying what you think could be better. There is always room for improvement for sure. Regarding the modding API philosophy itself, I don't think you'll find much support from the devs for a C++ modding API. I get that having the ultimate flexibility would be great, and would lead to s...
by Therenas
Sat Sep 05, 2020 7:25 pm
Forum: Modding interface requests
Topic: REQUEST: Improving the Modding API and its Documentation?
Replies: 7
Views: 572

Re: REQUEST: Improving the Modding API and its Documentation?

The wiki is up to date on pretty much everything most of the time, they have a dedicated employee looking after it as their job. Also, a general 'make it better pls' is not helpful to anyone. If you could suggest parts that are not very good in your opinion, people could work on them. 'Just make eve...
by Therenas
Sat Aug 29, 2020 10:10 am
Forum: Mod portal Discussion
Topic: [Mod portal] No images loading
Replies: 1
Views: 225

Re: [Mod portal] No images loading

Works again.
by Therenas
Fri Aug 28, 2020 2:42 pm
Forum: Mod portal Discussion
Topic: [Mod portal] No images loading
Replies: 1
Views: 225

[Mod portal] No images loading

From today on, when opening the mod portal website, no image assets are loading for me anymore. Looks like this. Not sure what to do. I already deleted everything my browser cached about the website. MacOS, Safari, recent versions.
by Therenas
Sun Aug 16, 2020 10:52 am
Forum: Implemented mod requests
Topic: Improve performance for setting .text on textfields
Replies: 4
Views: 298

Re: Improve performance for setting .text on textfields

Sure, made one special for you. Lets you put in a character count and it inserts a string with that size into the textfield. Some more remarks in the code.
by Therenas
Sat Aug 15, 2020 11:14 am
Forum: Modding interface requests
Topic: Style.margin/padding doesn't work correctly on switches
Replies: 0
Views: 212

Style.margin/padding doesn't work correctly on switches

At least, I think it doesn't. When setting margin/padding on switches, it applies it to the switch button itself, and not the whole element, including its labels. The following code demonstrates this (change margin for padding to see both things): local frame = player.gui.screen.add{type="frame...
by Therenas
Sat Aug 15, 2020 11:02 am
Forum: Implemented mod requests
Topic: Improve performance for setting .text on textfields
Replies: 4
Views: 298

Improve performance for setting .text on textfields

Currently, setting a large amount of characters on a textfield is slow. Setting textfield.text to a string with ~6000 characters in it takes ~6.5ms according to the ingame profiler. Is there anything that could be done to improve this? I know there might be good explanation for it, I'm just asking. ...
by Therenas
Sat Aug 08, 2020 12:57 pm
Forum: Not a bug
Topic: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
Replies: 10
Views: 838

Re: [0.18.42] Modded sliders don't step correctly when their range is equal to 1

bormand wrote:
Fri Aug 07, 2020 6:09 am
Looks like it's something with rounding: maximum_value = 2.0000001 works fine, but maximum_value = 2 does not.

P.S. 2.00000001 is a good workaround until this issue would be fixed.
That is quite interesting. Thanks a lot for the workaround, I'll be able to release my update with that at least.
by Therenas
Wed Aug 05, 2020 9:13 pm
Forum: Not a bug
Topic: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
Replies: 10
Views: 838

[0.18.42] Modded sliders don't step correctly when their range is equal to 1

When creating a modded slider element like this: parent.add{type="slider", minimum_value=1, maximum_value=2} It steps in values of 0.05 for some reason. It should step in increments of 1, meaning in this case, go from one end of the slider directly to the other end. When setting the maxima...
by Therenas
Mon Aug 03, 2020 8:24 am
Forum: Modding interface requests
Topic: Expose LuaEntityPrototype.rocket_entity
Replies: 1
Views: 222

Re: Expose LuaEntityPrototype.rocket_entity

The reference to the prototype has been added with 0.18.41, which is amazingly fast, thanks! I seems like the requested attributes were not added though, making the reference rather less useful. Is it possible to have reads to those added as well? Edit: Oh also, the rocket silo prototype itself woul...
by Therenas
Sun Aug 02, 2020 1:30 pm
Forum: Modding interface requests
Topic: Expose LuaEntityPrototype.rocket_entity
Replies: 1
Views: 222

Expose LuaEntityPrototype.rocket_entity

Every rocket silo has an associated rocket silo rocket . This rocket is actually relevant to figure out some things about what the rocket silo produces and how long the launch animation takes. I'd need this information at runtime for Factory Planner . So, I'm asking for rocket_entity to be added to ...
by Therenas
Mon Jul 27, 2020 9:58 pm
Forum: Modding interface requests
Topic: Make .enabled work on frames
Replies: 2
Views: 428

Re: Make .enabled work on frames

Going to bump this again, is it possible to simply have it so that setting .enabled = false on frame makes it behave the same way as if you set ignored_by_interaction = true, with the difference being that the click does not go 'through' the frame, possibly activating something behind it? I would re...
by Therenas
Mon Jul 27, 2020 8:34 pm
Forum: Implemented mod requests
Topic: Add LuaStyle.extra_[margin/padding]_when_activated
Replies: 1
Views: 223

Add LuaStyle.extra_[margin/padding]_when_activated

Currently, when changing styles during runtime, we have nice convenient attributes on LuaStyle where we can change multiple of the directions (top, right, bottom, left) in one line, simply using .padding and .margin (and even .cell_padding !). It would be swell if we could have the same kind of attr...
by Therenas
Wed Jul 08, 2020 2:53 pm
Forum: Implemented mod requests
Topic: Allow item prototype filter to look for rocket_launch_products
Replies: 1
Views: 204

Allow item prototype filter to look for rocket_launch_products

Simple request really, I want to find all items that, when put into the rocket silo, produce a product when the rocket is launched. To do that, I have to check `rocket_launch_products`. It would be more efficient if I could check for that specific field with an ItemPrototypeFilter , which I can't do...
by Therenas
Fri Jun 12, 2020 6:25 pm
Forum: Modding interface requests
Topic: Make sprite-button.number round instead of truncate
Replies: 2
Views: 221

Re: Make sprite-button.number round instead of truncate

I do, but wouldn't it be nice if the button behaved nicely out of the box? Also, I'd have to round it to the exact number of digits that the button would show, which is not trivial I think.

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