Search found 429 matches

by Xorimuth
Tue May 03, 2022 1:40 am
Forum: Not a bug
Topic: [1.1.57] Tooltips on labels inside of buttons aren't displayed
Replies: 5
Views: 316

Re: [1.1.57] Tooltips on labels inside of buttons aren't displayed

Why don't you just use 'caption' on the botton and set the tooltip on the button itself? It would replicate the behavior exactly as you are describing you want. It's also the intended way to use buttons. Because there needs to be several labels inside the button each with their own tooltip. I don't...
by Xorimuth
Mon May 02, 2022 10:32 pm
Forum: Not a bug
Topic: [1.1.57] Tooltips on labels inside of buttons aren't displayed
Replies: 5
Views: 316

Re: [1.1.57] Tooltips on labels inside of buttons aren't displayed

Can you please provide some minimal mod that shows the issue? Here it is. Place an entity to trigger the GUI to pop up. The issue isn't quite as conclusive as I thought. The tooltips work when ignored_by_interaction = false, but in that case the button hover highlighting doesn't work. I'd like both...
by Xorimuth
Mon May 02, 2022 9:06 am
Forum: Not a bug
Topic: [1.1.57] Tooltips on labels inside of buttons aren't displayed
Replies: 5
Views: 316

[1.1.57] Tooltips on labels inside of buttons aren't displayed

Space Exploration's Universe Explorer GUI has clickable rows (buttons) each containing a flow containing labels. The labels in some of the columns (Zone type and Primary resource) have implemented tooltips but they aren't visible. If I modify zonelist.lua and remove the `row` buttons, so that it is ...
by Xorimuth
Sun May 01, 2022 2:14 pm
Forum: Modding interface requests
Topic: Implement textfield icon picker
Replies: 4
Views: 654

Re: Implement textfield icon picker

+1 this would be handy basically anywhere a mod asks for a user-defined name for something.
by Xorimuth
Sat Apr 30, 2022 12:31 pm
Forum: Modding interface requests
Topic: LuaRendering.draw_on_map
Replies: 15
Views: 3052

Re: LuaRendering.draw_on_map

I find it interesting that this already works perfectly fine, but only on sections that are not scanned by a radar. Then when you zoom out, it disappears on these sections as well.
by Xorimuth
Sat Apr 30, 2022 12:22 am
Forum: Ideas and Suggestions
Topic: QoL requests
Replies: 3
Views: 226

Re: QoL requests

Hello , got some requests and i dunno where to post them. - setting toggle : no more new product yellow mark that i need to hover over every time i start a new map - setting toggle : hold autosave if i got something in my mouse, like a bp or anything, just make do it after i have mouse cleared... H...
by Xorimuth
Fri Apr 29, 2022 2:20 pm
Forum: Modding help
Topic: Ask for a Lua syntax
Replies: 4
Views: 258

Re: Ask for a Lua syntax

a[1]["b"] or a[1].b both work.
by Xorimuth
Wed Apr 27, 2022 11:34 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 543

Re: [1.1.57] Achievements are flawed

Achievements with mods are totally separate from vanilla achievements and aren't associated with steam.
by Xorimuth
Tue Apr 26, 2022 2:11 am
Forum: Modding help
Topic: on_player_dropped_item How to get item.name
Replies: 7
Views: 294

Re: on_player_dropped_item How to get item.name

This leads to another question: Why do the notes at the top of the clas say: In most instances this is a simple reference as in: it points at a specific slot in an inventory and not the item in the slot. Can someone explain when to use the LuaStack, when not to, and what the difference is... I mean...
by Xorimuth
Tue Apr 26, 2022 12:27 am
Forum: Bug Reports
Topic: [1.1.57] Tooltip horizontal line not using full width
Replies: 0
Views: 153

[1.1.57] Tooltip horizontal line not using full width

As you can see in the screenshot of the spidertron remote tooltip, the horizontal line after the description doesn't extend the full width of the tooltip like it does for most tooltips. With Space Exploration this issue occurs with most items (presumably due to it adding more/longer descriptions?). ...
by Xorimuth
Mon Apr 25, 2022 12:52 am
Forum: Implemented Suggestions
Topic: Get Ghost Building From Crafting Tab Using Q
Replies: 16
Views: 1048

Re: Get Ghost Building From Crafting Tab Using Q

jodokus31 wrote:
Sun Feb 27, 2022 11:30 pm
+1
something like that.
If you played Brave new world, you get a ghost by selecting it from crafting menu. That something, which was pretty neat and what I missed afterwards.
https://mods.factorio.com/mod/slightly_smarter_pipette
by Xorimuth
Sun Apr 24, 2022 11:33 pm
Forum: Ideas and Suggestions
Topic: Improvements to the Dropper aka Pipette tool (Q)
Replies: 15
Views: 4796

Re: Improvements to the Dropper aka Pipette tool (Q)

Being able to push Q from the crafting window while the cursor is over an item would be an awesome QoL improvement, which I've always hoped would someday just get snuck in as a feature. https://mods.factorio.com/mod/slightly_smarter_pipette is a mod that uses a relatively new mod API feature to add...
by Xorimuth
Sun Apr 24, 2022 3:06 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 242
Views: 27327

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaConstantCombinatorControlBehavior.html#LuaConstantCombinatorControlBehavior.parameters This returns nil when the prototype's item_slot_count is set to 0. This should either be specified (at least with a question mark) or changed to return an empty table. -> Go...
by Xorimuth
Sun Apr 24, 2022 1:41 pm
Forum: Modding interface requests
Topic: LuaPlayer.open_map(position, scale, surface)
Replies: 6
Views: 1079

Re: LuaPlayer.open_map(position, scale, surface)

+1 I’d love to be able to open the map on other surfaces for my mod Factory Search, primarily with Factorissimo. Though for space exploration planets I can use its navigation satellite remote interfaces.
by Xorimuth
Fri Apr 22, 2022 11:59 am
Forum: Modding interface requests
Topic: LuaGuiElement.open_elem() (choose-elem-button)
Replies: 0
Views: 108

LuaGuiElement.open_elem() (choose-elem-button)

For my mod Factory Search I’d love a way to open the choose-elem-button from Lua. Even better if I can specify to focus the search textfield on open (like element.open_elem{search=true} ).
by Xorimuth
Thu Apr 21, 2022 11:02 pm
Forum: Ideas and Requests For Mods
Topic: [Mod request] Item Interchange
Replies: 2
Views: 160

Re: [Mod request] Item Interchange

In case you haven't seen them:

https://github.com/clusterio/clusterio, a kind of factorio to factorio bridge
https://github.com/Creator256/Factorio- ... ridge/wiki, a factorio to minecraft bridge from 2018 (Factorio 1.0)
by Xorimuth
Fri Apr 08, 2022 2:14 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 242
Views: 27327

Re: Small documentation improvement requests

https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.set_vehicle_logistic_slot "spider-vehicules" is spelt wrong and the 's' looks weird. Should the same caveat be on get_vehicle_logistic_slot? https://lua-api.factorio.com/latest/LuaStyle.html#LuaStyle.extra_padding_when_activat...
by Xorimuth
Fri Apr 08, 2022 2:17 am
Forum: Modding interface requests
Topic: get_signal_last_tick() for all control behaviors
Replies: 0
Views: 138

get_signal_last_tick() for all control behaviors

I'm writing a tool to search all entities for their output signals, but the current API doesn't allow this. Going off the list of control behaviors (https://lua-api.factorio.com/latest/defines.html#defines.control_behavior.type), I've come up with a list of which entities allow the reading of their ...
by Xorimuth
Thu Apr 07, 2022 1:47 am
Forum: Ideas and Suggestions
Topic: Search installed mods by author (in game)
Replies: 1
Views: 185

Search installed mods by author (in game)

You can search the 'install' (all mods) tab by author name, but not the 'manage' (installed mods) tab :(

I just want to be able to check that I've got all of Raiguard's mods enabled... 8-)

Perhaps this could even be considered to be a bug?

Go to advanced search