Search found 324 matches
- 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]
- 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]
- 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]
- 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]
- 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.
- 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.
- 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...
- Sun Jan 07, 2024 1:58 am
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 834
- Sat Jan 06, 2024 10:08 pm
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 834
- 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...
- 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,...
- Fri Jan 05, 2024 10:25 pm
- Forum: Modding interface requests
- Topic: LuaInventory::get_filtered_slots()
- Replies: 11
- Views: 834
- 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...
- 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).
- 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.
- 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.
- 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.
- 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 ...
- 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...
- 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?