Search found 324 matches

by curiosity
Fri Jan 12, 2024 8:59 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 1246

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by curiosity
Fri Jan 12, 2024 4:23 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 1246

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by curiosity
Fri Jan 12, 2024 3:33 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 1246

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by curiosity
Fri Jan 12, 2024 2:54 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 1246

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by curiosity
Fri Jan 12, 2024 2:40 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 1246

Re: Add localised strings to LuaGuiElement drop-down items

The old topic's name is not very good. What are these localised strings supposed to be added for? Dropdown already takes an array of them for item names. It shouldn't require reading the first post to tell.
by curiosity
Fri Jan 12, 2024 1:42 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 1246

Allow to specify tooltips for dropdown items

Mod settings can already have dropdowns with tooltips, just expose this ability in LuaGuiElement.
by curiosity
Tue Jan 09, 2024 9:25 pm
Forum: Documentation Improvement Requests
Topic: Alignments in rendering are unclear
Replies: 8
Views: 908

Re: Alignments in rendering are unclear

For https://forums.factorio.com/viewtopic.php?p=600414#p600414 I made separate union types for the alignment and added these descriptions: firefox_LrZqpS5yPb.png "The text is at the given side of the target position" is the exact opposite of the actual behavior. The elaboration is correct...
by curiosity
Sun Jan 07, 2024 1:58 am
Forum: Modding interface requests
Topic: LuaInventory::get_filtered_slots()
Replies: 11
Views: 834

Re: LuaInventory::get_filtered_slots()

Pi-C wrote:
Sun Jan 07, 2024 12:21 am
The beauty of this is that this will also give you the number of filtered slots if you use '#returned_list'.
What would you want it for?
by curiosity
Sat Jan 06, 2024 10:08 pm
Forum: Modding interface requests
Topic: LuaInventory::get_filtered_slots()
Replies: 11
Views: 834

Re: LuaInventory::get_filtered_slots()

Pi-C wrote:
Sat Jan 06, 2024 7:51 pm
So perhaps the method should return an array of "{ filter = string, index = uint }", or even simply an array of "{ string, uint }" instead?
Why do you want it to be an array so much?
by curiosity
Sat Jan 06, 2024 2:11 pm
Forum: Modding interface requests
Topic: LuaInventory::get_filtered_slots()
Replies: 11
Views: 834

Re: LuaInventory::get_filtered_slots()

That's a good idea! But I've a question regarding the bots' job queue: Do they get assigned to pick up items from a certain logistic chest, or from a particular slot in the its inventory? In the first case, they'd still get the item if there are several stacks of it, but in the other one, they'd re...
by curiosity
Sat Jan 06, 2024 3:30 am
Forum: Modding interface requests
Topic: LuaInventory::get_filtered_slots()
Replies: 11
Views: 834

Re: LuaInventory::get_filtered_slots()

FWIW, you can still do your thing in one pass. You just have to check the chests and manually move the trashed items if they can satisfy your request. E.g. in your example you would trash 200 copper in one tick, then in the next you would bring them back into the filtered slots and request 100 more,...
by curiosity
Fri Jan 05, 2024 7:05 am
Forum: Modding interface requests
Topic: Expose agui::TableWithSelection to Lua
Replies: 0
Views: 199

Expose agui::TableWithSelection to Lua

It's a table where you can select rows like in a listbox. Example can be found in the multiplayer game browser window. This kind of table being available will be a massive improvement for mods. Right now any mod that wants even slightly nontrivial functionality from a listbox is forced to roll out i...
by curiosity
Mon Jan 01, 2024 5:12 pm
Forum: Resolved Requests
Topic: on_player_cursor_stack_changed is not raised immediately
Replies: 3
Views: 395

Re: on_player_cursor_stack_changed is not raised immediately

Sorry, didn't notice that. Yes, it should be in the event description, since it's the property of the event and not merely how it was raised. You can operate on the stack directly to change it and that also raises the event (and isn't mentioned anywhere, AFAICT).
by curiosity
Thu Dec 28, 2023 8:40 pm
Forum: Resolved Requests
Topic: Poor quality of LuaGroup documentation
Replies: 1
Views: 304

Poor quality of LuaGroup documentation

Properties marked as can be nil when they can not. Type-specific properties are not marked by the customary "Can only be used if this is <type name>" or lack any note whatsoever.
by curiosity
Thu Dec 28, 2023 8:07 pm
Forum: Resolved Requests
Topic: on_player_cursor_stack_changed is not raised immediately
Replies: 3
Views: 395

on_player_cursor_stack_changed is not raised immediately

IDK when it is raised, but it should be pointed out in the docs that it's not immediately.
by curiosity
Mon Dec 25, 2023 2:18 am
Forum: Modding interface requests
Topic: A way to access currently hovered over LuaGuiElement
Replies: 0
Views: 169

A way to access currently hovered over LuaGuiElement

I am sure it's not just me who finds player.selected an invaluable tool for quickly inspecting entities. But when I work on GUI, time and again I find myself missing this ease of access. If I could simply point at an element and access it in code, that would be extremely convenient.
by curiosity
Sun Dec 17, 2023 11:59 am
Forum: Won't implement
Topic: LuaGameScript.small_tick
Replies: 6
Views: 706

Re: LuaGameScript.small_tick

FFF 388 announced engine support for ticks up to 2^64, but only Lua support for ticks up to 2^52. We can work around the Lua limit by breaking up the tick into two 32-bit numbers. The upper 32 bits are easy to calculate from LuaGameScript.tick. But we need a new property that contains the lower 32 ...
by curiosity
Thu Dec 14, 2023 11:47 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 766

Re: Exclude entity from mining productivity

Excluding "productivity" from allowed_effects just controls productivity modules. We already have it set to reject those. This doesn't stop the entity being affected by mining productivity research. That seems like a bug to me. Mining productivity bonus is a productivity effect, I think i...
by curiosity
Wed Dec 13, 2023 12:10 pm
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 7
Views: 766

Re: Exclude entity from mining productivity

What if you made the miner reject the productivity effect? It's not like productivity makes any sense in an offshore pump. Would it ignore the mining bonus then?

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