That is quite interesting. Thanks a lot for the workaround, I'll be able to release my update with that at least.
Search found 232 matches
- 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: 2968
Re: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
- 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: 2968
[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...
- Mon Aug 03, 2020 8:24 am
- Forum: Implemented mod requests
- Topic: Expose LuaEntityPrototype.rocket_entity
- Replies: 1
- Views: 709
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...
- Sun Aug 02, 2020 1:30 pm
- Forum: Implemented mod requests
- Topic: Expose LuaEntityPrototype.rocket_entity
- Replies: 1
- Views: 709
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 ...
- Mon Jul 27, 2020 9:58 pm
- Forum: Modding interface requests
- Topic: Make .enabled work on frames
- Replies: 2
- Views: 1081
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...
- Mon Jul 27, 2020 8:34 pm
- Forum: Implemented mod requests
- Topic: Add LuaStyle.extra_[margin/padding]_when_activated
- Replies: 1
- Views: 834
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...
- 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: 782
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...
- Fri Jun 12, 2020 6:25 pm
- Forum: Modding interface requests
- Topic: Make sprite-button.number round instead of truncate
- Replies: 2
- Views: 637
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.
- Fri Jun 12, 2020 11:31 am
- Forum: Modding interface requests
- Topic: Make sprite-button.number round instead of truncate
- Replies: 2
- Views: 637
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...
- Tue Jun 09, 2020 7:03 pm
- Forum: Won't implement
- Topic: screen.element.force_render_above() please?
- Replies: 26
- Views: 11303
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...
- Sat Jun 06, 2020 12:20 pm
- Forum: Won't implement
- Topic: on_ticks_played event
- Replies: 9
- Views: 2816
Re: on_ticks_played event
But, not all logic is paused right? GUI events still work and can change the state of stuff no?
- Fri Jun 05, 2020 8:33 am
- Forum: Not a bug
- Topic: [0.18.27] When clicking and holding sprite-button sound is longer/duplicated
- Replies: 2
- Views: 758
Re: [0.18.27] When clicking and holding sprite-button sound is longer/duplicated
Idk, I think I'm wrong here, nothing to fix. My bad.
- Thu Jun 04, 2020 8:56 pm
- Forum: Won't implement
- Topic: screen.element.force_render_above() please?
- Replies: 26
- Views: 11303
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...
- 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: 744
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...
- Thu May 28, 2020 2:22 pm
- Forum: Won't implement
- Topic: screen.element.force_render_above() please?
- Replies: 26
- Views: 11303
Re: screen.element.force_render_above() please?
Duplicate of this, still very much needed.
- 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: 758
[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...
- 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: 744
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 ...
- 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: 825
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. ...
- Fri May 15, 2020 9:49 pm
- Forum: Implemented mod requests
- Topic: LuaGuiElement.bring_to_front()
- Replies: 7
- Views: 3837
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...
- 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: 1179
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.