Search found 204 matches

by Therenas
Fri Jun 12, 2020 11:31 am
Forum: Modding interface requests
Topic: Make sprite-button.number round instead of truncate
Replies: 2
Views: 221

Make sprite-button.number round instead of truncate

Currently, when settings a number on sprite-buttons, it formats it in a nice way so it fits on the button. That part is fine. What is not optimal imo is that the number just gets truncated. So when you set a number to 138.9999, is shows as 138, which it shouldn't I think, that is just wrong. Applyin...
by Therenas
Tue Jun 09, 2020 7:03 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 25
Views: 3578

Re: screen.element.force_render_above() please?

Hello a good example is my mod which is only an interface: https://mods.factorio.com/mods/Helfima/helmod for my windows now I destroy them on reopening because otherwise they always go in the background in my case it was 1 or 2 lines to modify after if you add an option I will be happy if not too b...
by Therenas
Sat Jun 06, 2020 12:20 pm
Forum: Modding interface requests
Topic: on_ticks_played event
Replies: 9
Views: 714

Re: on_ticks_played event

But, not all logic is paused right? GUI events still work and can change the state of stuff no?
by Therenas
Thu Jun 04, 2020 8:56 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 25
Views: 3578

Re: screen.element.force_render_above() please?

and youre talking to a modder who spent over 2000 hours of his life on YOUR game and you just tell him "fuck you we dont care about you" Come on, don't be silly. They obviously care a ton about modders, more than any other game devs I'm aware of. It's been one of their priorities/goals si...
by Therenas
Sun May 31, 2020 9:42 am
Forum: Modding interface requests
Topic: Easy ability to detect whether crafting machine can use fluids
Replies: 2
Views: 224

Re: Easy ability to detect whether crafting machine can use fluids

You're right, you can actually work this out from what is provided. I was looking at the wrong thing here, I found a solution that seems to work fine. I'll leave the code here for posterity. The request does not need to be implemented, although it would be a nice-to-have. -- Determine fluid input/ou...
by Therenas
Thu May 28, 2020 2:22 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 25
Views: 3578

Re: screen.element.force_render_above() please?

Duplicate of this, still very much needed.
by Therenas
Wed May 27, 2020 10:27 pm
Forum: Not a bug
Topic: [0.18.27] When clicking and holding sprite-button sound is longer/duplicated
Replies: 2
Views: 292

[0.18.27] When clicking and holding sprite-button sound is longer/duplicated

The newest version added sounds to many UI interactions. When clicking and holding (ie not releasing the mouse button immediately) a sprite-button, it sounds to me like the sound is longer/duplicated, like it fires at least twice in rapid succession. I might be going crazy though, sorry if I am. Edi...
by Therenas
Wed May 20, 2020 2:44 pm
Forum: Modding interface requests
Topic: Easy ability to detect whether crafting machine can use fluids
Replies: 2
Views: 224

Easy ability to detect whether crafting machine can use fluids

I was looking for a way to detect whether a machine can use fluids in its crafting, and it turns out this is not easy, if possible at all, to know. One way is to look at fluidbox_prototypes, but since those also include sources for fuel and such, it's super convoluted to find out from there, if you ...
by Therenas
Sun May 17, 2020 2:48 pm
Forum: Won't implement
Topic: Add the ability to have two numbers on sprite-buttons
Replies: 1
Views: 222

Add the ability to have two numbers on sprite-buttons

At the moment, a mod can add a number to the lower right corner of a sprite-button by using the 'number'-attribute. The new character UI of the base game has sprite buttons with two different numbers, stacked on top of each other. I would like to have that possibility too for modded sprite-buttons. ...
by Therenas
Fri May 15, 2020 9:49 pm
Forum: Implemented mod requests
Topic: LuaGuiElement.bring_to_front()
Replies: 7
Views: 1170

Re: LuaGuiElement.bring_to_front()

I think we need this more than ever now. Meaning the ability to programmatically simulate a user's click on a window. Before, we could rely on the inherent, unchangable ordering of the window to make pop-up windows and such work. Now, we can't be sure which window is in front for the user, so we can...
by Therenas
Fri May 15, 2020 8:41 pm
Forum: Not a bug
Topic: [0.18.22][Mod][Edited] Alt-tab closes mod window without un-pausing and locks game
Replies: 6
Views: 383

Re: [0.18.22][Mod][Edited] Alt-tab closes mod window without un-pausing and locks game

Oh wow, kinda embarrassed about this one! Sorry about it, it's fixed for the next release which is to be released shortly. Thanks for the hint about the cause too, Rseding.
by Therenas
Sat Apr 18, 2020 7:46 pm
Forum: Mods
Topic: Helmod vs Factory Planner
Replies: 8
Views: 1658

Re: Helmod vs Factory Planner

I think my next project will be with Krastorio2, so Kirk's calculator will not be a lot of use, but (unless I'm wrong) Factory Planner will still be able to use the in-game data for Krastorio2 to provide the production chains required. Yes being able to incorporate any and all recipes and items tha...
by Therenas
Fri Apr 17, 2020 9:07 pm
Forum: Mods
Topic: Helmod vs Factory Planner
Replies: 8
Views: 1658

Re: Helmod vs Factory Planner

Well, you can use it for that, but it'll be more fiddly to get the cracking recipes ratios right by manually entering percentages. Matrix solvers (in theory) take care of that for you automatically, optimizing which recipes too use in which ratio and so on. They don't always work correctly though fo...
by Therenas
Fri Apr 17, 2020 8:04 pm
Forum: Mods
Topic: Helmod vs Factory Planner
Replies: 8
Views: 1658

Re: Helmod vs Factory Planner

Well, if you ask me, the author of Factory Planner, I think you should use that one obviously! But seriously, both have their advantages and disadvantages. I originally created FP because I found Helmod to be difficult to learn and clunky to use in places. So the focus on FP is very much on the intu...
by Therenas
Sat Feb 29, 2020 10:17 am
Forum: Modding help
Topic: Adding resistances to modules?
Replies: 2
Views: 280

Re: Adding resistances to modules?

You can't add module effects other than the 4 standard ones. You'll have to hack around this somehow.
by Therenas
Sat Feb 29, 2020 9:38 am
Forum: Modding interface requests
Topic: Filtering on_string_translated
Replies: 6
Views: 438

Re: Filtering on_string_translated

Having events filtered by mod would be useful in other places too, GUI mainly as you almost never care about other people's GUI events. It wouldn't have the same performance impact as this does, but if such a system were put in place, it could be applied to other events too.
by Therenas
Fri Feb 28, 2020 1:28 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.9] Layered sprites still glitchy
Replies: 1
Views: 665

[posila] [0.18.9] Layered sprites still glitchy

The glitchy sprites for layered icons that were discussed here and here are not fully fixed. The thread mentions rich text, for which this seems to indeed be fixed. It is not fixed for GuiElements of type sprite (sprite-buttons are fine). This is reproducible by running the following code on_player_...
by Therenas
Thu Feb 20, 2020 10:29 am
Forum: Implemented mod requests
Topic: Have is_valid_sprite_path work without a player
Replies: 2
Views: 302

Have is_valid_sprite_path work without a player

Currently, you can call is_valid_sprite_path on a LuaGui, which means you need to have a reference to a player to be able to call it. In my use case, I'd like to check on_init/on_config_changed if certain entities/items/recipes even have a sprite, and exclude them from a list right away. That way, I...

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