Search found 232 matches
- Tue Jan 15, 2019 4:03 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 434121
Re: pY Raw Ores Discussion
I feel like the improved yield for later ore processing recipes is way off. With simple smelting, you get 600 copper plates from 6000 ore. Fair enough, that's when you don't do anything, so you don't deserve less pain. But when using the process chain that's one level above that, you can get 1000 co...
- Thu Jan 10, 2019 8:38 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 434121
Re: pY Raw Ores Discussion
Also, on a more aesthetic note, I find it quite annoying that in the 'Intermediate products' crafting tab, there are some items at the top, then a wall of barreling and unbarreling recipes, and then some items at the bottom. It's kinda annoying to always have to scroll past the barrel stuff to get ...
- Thu Jan 10, 2019 8:09 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 434121
Re: pY Raw Ores Discussion
After playing a bit more, some of the stack sizes seem wierd now that a lot of them go to 500. I have mentioned gears and both normal and treated wood 'panels'. I think wood itself, copper cables and chromium should also stack higher. Normal pipes and engines are also used in a lot of recipes and co...
- Tue Jan 08, 2019 6:22 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 434121
Re: pY Raw Ores Discussion
Having adjusted a lot of the stack sizes to 500, it would be nice if normal gears and wood 'panels' could also stack higher.
- Thu Dec 27, 2018 9:29 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 434121
Re: pY Raw Ores Discussion
Not sure if this matters all that much, or if it is a lot of work to fix, but the Crystal Mine graphic still says Borax on it on a sign, even though it is now used to mine more than that.
- Tue Dec 25, 2018 11:06 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 434121
- Wed Dec 19, 2018 11:10 am
- Forum: Implemented mod requests
- Topic: Allow enter-key for confirming dialogs
- Replies: 11
- Views: 3480
Allow enter-key for confirming dialogs
I would love it if I could confirm a dialog with ENTER. As it currently works, you can detect keyboard shortcuts only when no textfield is selected/in focus, so pressing ENTER directly after typing can't be detected by mods. Now I see how custom shortcuts won't work in a textfield, as for example CT...
- Mon Dec 17, 2018 4:35 pm
- Forum: Modding help
- Topic: Sprites won't accept size input?
- Replies: 3
- Views: 1020
Re: Sprites won't accept size input?
Just got the chance to try it out, sadly it doesn't seem to change anything.
- Fri Dec 14, 2018 11:10 am
- Forum: Modding help
- Topic: Sprites won't accept size input?
- Replies: 3
- Views: 1020
Re: Sprites won't accept size input?
Alright I just found out that when viewed on a 1080p monitor, all is fine. Previously I viewed it on my 4K screen. I assume, to fix this, it has something to do with the style.scaleable attribute, but I tried it out for a bit and couldn't work out what that really does, can anyone help? Thanks
- Wed Dec 12, 2018 3:37 pm
- Forum: Modding help
- Topic: Sprites won't accept size input?
- Replies: 3
- Views: 1020
Sprites won't accept size input?
I'm currently trying to get a GuiElement sprite to accept my style directions for height and width. When doing this with sprite-buttons, my size directions get through, like in this example: table.add{type="sprite-button", name="button_" .. id, sprite="item/" .. icon} t...
- Tue Dec 11, 2018 9:52 pm
- Forum: Modding help
- Topic: Overlapping UI's
- Replies: 3
- Views: 1036
Re: Overlapping UI's
You are looking for a choose-elem-button https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.add ' "choose-elem-button": A button that lets the player pick one of an: item, entity, tile, or signal similar to the filter-select window.' Right, thank you, that is very useful...
- Tue Dec 11, 2018 2:19 pm
- Forum: Modding help
- Topic: Overlapping UI's
- Replies: 3
- Views: 1036
Overlapping UI's
Hi there! Is it possible for a mod to do overlapping windows as factorio itself does it in a couple places? i.e. https://i.imgur.com/95OkmDd.png Also, I'm pretty sure it's not possible, but we can't get windows that are draggable right? Also, the API doesn't provide a way to get the signal-selection...