Search found 1024 matches

by Honktown
Mon Oct 24, 2022 8:15 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83690

Re: Small documentation improvement requests

1.1.70/events.html#on_pre_build The English for these two description is strange: flip_horizontal :: boolean If building this blueprint was flipped horizontally. flip_vertical :: boolean If building this blueprint was flipped vertically. Perhaps: flip_horizontal :: boolean If a blueprint was used a...
by Honktown
Thu Oct 20, 2022 9:12 am
Forum: Implemented mod requests
Topic: Localised string "if key is unknown use something else" (or equivalent)
Replies: 14
Views: 3778

Re: Locale operator to silence missing keys

One, possibly small way to do it: make a locale key for unknown key, instead of hard-coding it. Then instead of e.g. unknown-key=Unknown key: "__1__", it could be replaced with unknown-key= in a mod that wanted to silence it. It would have to be "turned on" or "turned off&qu...
by Honktown
Wed Oct 19, 2022 9:48 pm
Forum: Implemented mod requests
Topic: Localised string "if key is unknown use something else" (or equivalent)
Replies: 14
Views: 3778

Re: Locale operator to silence missing keys

A more compact form which was suggested: putting the "?" at the start of a localised string: {"?entity-name.abc"}. A little less overhead, and the only risk is if someone made a locale category with a leading ? (if that's even possible) which is a "breaking change" but....
by Honktown
Wed Oct 19, 2022 9:29 pm
Forum: Implemented mod requests
Topic: Localised string "if key is unknown use something else" (or equivalent)
Replies: 14
Views: 3778

Re: Locale operator to silence missing keys

For consideration: in terms of behavior, it would make sense to return "" (empty string) as a result, similar to how {"", results in concatenation, with each term resulting in a string before concatenation. The alternative which would not follow normal expectations, is, if the fi...
by Honktown
Tue Oct 18, 2022 6:11 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501640

Re: Simple Questions and Short Answers

Where can I find the location the Console commands are stored? On a Mac? Your previous console commands are in player-data.json , search for "console-history": https://wiki.factorio.com/Application_directory MacOSX: ~/Library/Application Support/factorio There is no list of console comman...
by Honktown
Thu Oct 13, 2022 5:42 pm
Forum: Ideas and Suggestions
Topic: Scrolling for item-details/info?
Replies: 3
Views: 1325

Re: Scrolling for item-details/info?

Bumping for +1. Separate controls for scroll up/down tooltip would be nice (not just if it were added to scroll wheel)
by Honktown
Thu Oct 13, 2022 10:00 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.70] regression with scenario locale loading
Replies: 3
Views: 1934

Re: [1.1.70] regression with scenario locale loading

Adding: With only base enabled, the bug still exists.
by Honktown
Thu Oct 13, 2022 9:51 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.70] regression with scenario locale loading
Replies: 3
Views: 1934

[Genhis] [1.1.70] regression with scenario locale loading

What's happening: A scenario locale string used in a render_text is not found (rendering created on_init I think), but is available, later. Expected: It works, like 1.0. Not sure when the bug first arises. Scenario which reproduces it: only changes from existing scenario are commented out some defin...
by Honktown
Thu Oct 13, 2022 6:19 am
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19640

Re: [One Line Suggestions]

I think I'd rather just stop displaying dependencies when there's like >500 of them. Or is there a legit use-case to have so many dependencies visible when browsing? That does apply, though strictly speaking, in this case the optional hidden dependencies aren't showing. For a comparison number, SE ...
by Honktown
Mon Oct 10, 2022 8:58 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83690

Re: Small documentation improvement requests

https://lua-api.factorio.com/1.1.69/LuaSurface.html#LuaSurface.min_brightness min_brightness :: double [Read/Write] The minimal brightness during the night. Default is 0.15. The value has an effect on the game simalution only, it doesn't have any effect on rendering. Besides the typo simalution , th...
by Honktown
Sat Oct 08, 2022 6:47 pm
Forum: Modding interface requests
Topic: hiding the "expected resources"
Replies: 3
Views: 1010

Re: hiding the "expected resources"

Unfortunately, the miner also shows when it can or cannot be placed. It would need to show red yet be place-able for "hiding" resources to work. In my opinion, you are better off not making the resource entities, but storing if they *should* be there, and only placing them if the player us...
by Honktown
Sat Oct 08, 2022 6:24 pm
Forum: Won't implement
Topic: Add something along the lines pre_final_build_collision_check
Replies: 9
Views: 1746

Re: Add something along the lines pre_final_build_collision_check

One problem for the entity to be red: it would have to apply *every time* the entity could be built by the cursor. Filtering for an item or entity specifically might not be bad for singular entities, but to check every entity in a blueprint every time the blueprint is moved would be extremely disrup...
by Honktown
Sat Oct 08, 2022 5:48 am
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19640

Re: [One Line Suggestions]

Came across some behavior that may be optimize-able? data_final_final_i_swear/downloads takes a while to load, which, presumably, is because the dependencies are being parsed each time to determine which ones are visible. A short list could be baked / precalculated instead to avoid this?
by Honktown
Fri Oct 07, 2022 7:29 am
Forum: Resolved Problems and Bugs
Topic: [1.1.69] [modded] hard crash when disabling "no mods" after error
Replies: 1
Views: 1537

[1.1.69] [modded] hard crash when disabling "no mods" after error

Cause: An edit of a style in data.raw["gui-style"].default which results in an error. E.g.: data.raw["gui-style"].default["a_inner_frame"].height = -1 Outcome (with error gui after data): 9.363 Mods to disable:Failed to load mods: Error while loading gui-style prototype...
by Honktown
Tue Oct 04, 2022 8:23 am
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19640

Re: [One Line Suggestions]

Sorting / Search among My downloads
by Honktown
Sun Oct 02, 2022 6:42 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83690

Re: Small documentation improvement requests

LuaLogisticContainerControlBehavior.circuit_mode_of_operation doesn't mention it can only be used on chests with the logistic_mode = "requester", and results in an error even if one writes the value that can be read (0 in the case of unmodded Infinity Chests) -> Thanks, noted for 1.1.71.
by Honktown
Sun Oct 02, 2022 8:21 am
Forum: Modding discussion
Topic: Portal suggestion: a mark on a changelog page, if the changelog will show in game
Replies: 4
Views: 1114

Re: Portal suggestion: a mark on a changelog page, if the changelog will show in game

Something else that would REALLY help, imo: a message if there is a changelog.txt and it is invalid, asking if the user is sure they want to update their mod. It's annoying to update a mod, only to find out there's one small mistake in the changelog. I wouldn't mind if it were an option to turn on i...
by Honktown
Sun Oct 02, 2022 12:09 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83690

Re: Small documentation improvement requests

set_infinity_inventory_filter Could probably use a little tweaking: Can only be used if this is InfinityContainer Looks like the description was copy/pasted from set_infinity_container_filter on LuaEntity Also, the InfinityInventoryFilter probably should have that the index is not required for writ...
by Honktown
Thu Sep 29, 2022 7:34 pm
Forum: Modding discussion
Topic: Portal suggestion: a mark on a changelog page, if the changelog will show in game
Replies: 4
Views: 1114

Portal suggestion: a mark on a changelog page, if the changelog will show in game

I believe this message: Quick note about changelogs. This page will display whatever you stick in your changelog.txt, but the game's parser is more strict. To get your changelog to display properly in-game please follow this tutorial courtesy of Pi-C! Could be misleading, in that one could read that...
by Honktown
Sun Sep 25, 2022 11:19 am
Forum: Ideas and Suggestions
Topic: Selectable server info text
Replies: 4
Views: 893

Selectable server info text

When joining a server, the info on the right would be nice to be selectable. Then someone can copy/paste things like discord links, info pages, whatever.

e.g.:
server-text.jpg
server-text.jpg (154.83 KiB) Viewed 893 times
Can't copy and paste any of it!

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