Search found 429 matches
- 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...
- 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...
- 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 ...
- 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.
- 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.
- 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...
- 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.
- 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.
- 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...
- 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?). ...
- Mon Apr 25, 2022 12:52 am
- Forum: Implemented Suggestions
- Topic: Get Ghost Building From Crafting Tab Using Q
- Replies: 16
- Views: 1048
- 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...
- 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...
- 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.
- 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} ).
- 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)
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)
- Mon Apr 11, 2022 2:01 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to enable filter on chest slots
- Replies: 16
- Views: 904
- 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...
- 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 ...
- 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...
Perhaps this could even be considered to be a bug?

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

Perhaps this could even be considered to be a bug?