Well I have almost already fixed it in 1.2 with all the GUI cleanups,
I will add it to my TODO list
Search found 5110 matches
- Sat Jan 07, 2023 4:26 pm
- Forum: Assigned
- Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
- Replies: 10
- Views: 2239
- Fri Jan 06, 2023 8:10 am
- Forum: Assigned
- Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
- Replies: 10
- Views: 2239
Re: Train GUI formatted incorrectly for one type of locomotive?
What does the fuel tab look like?
- Thu Jan 05, 2023 6:43 pm
- Forum: Modding help
- Topic: How to set "red-ed out" inventory slots
- Replies: 3
- Views: 672
Re: How to set "red-ed out" inventory slots
Its part of LuaInventory:
https://lua-api.factorio.com/latest/Lua ... ry.set_bar
Internally it is called 'bar'
https://lua-api.factorio.com/latest/Lua ... ry.set_bar
Internally it is called 'bar'
- Tue Jan 03, 2023 5:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.74] Ammo slot filter style
- Replies: 2
- Views: 1683
Re: [Klonan] [1.1.74] Ammo slot filter style
Thanks for the report,
Similar to the other, I have fixed it for vehicles and spiders, but will leave the character/player slots for another time
Similar to the other, I have fixed it for vehicles and spiders, but will leave the character/player slots for another time
- Tue Jan 03, 2023 5:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.74] Ammo slot filter menu shows ineligible entries
- Replies: 1
- Views: 1405
Re: [Klonan] [1.1.74] Ammo slot filter menu shows ineligible entries
Thanks for the report, I am surprised nobody has mentioned it before
I have fixed it for vehicles and spiders for the next release
Characters and players are little bit trickier (and messier), so I might leave them for 1.2 depending on how I feel about it
I have fixed it for vehicles and spiders for the next release
Characters and players are little bit trickier (and messier), so I might leave them for 1.2 depending on how I feel about it
- Tue Jan 03, 2023 9:05 am
- Forum: Not a bug
- Topic: [1.1.74] Artillery not generating chunks
- Replies: 7
- Views: 1219
- Fri Dec 30, 2022 11:17 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] pathfinder issue
- Replies: 4
- Views: 2072
Re: [1.1.74] pathfinder issue
The information here is too general and mixed in with your own script orginisation Can you dissect out a few lines of console command or script that will accurately and reliably reproduce the issue? A small save have (50x50) and the command to show the problem will very much help us check and fix th...
- Tue Dec 27, 2022 3:18 pm
- Forum: This Forum
- Topic: No notifications per email
- Replies: 3
- Views: 1284
Re: No notifications per email
We're having some Christmas 'fun' with our email provider, fixes are ongoing
- Wed Dec 21, 2022 9:53 am
- Forum: Not a bug
- Topic: [1.1.74] No upper limit to UI scale when using hotkeys
- Replies: 1
- Views: 580
Re: [1.1.74] No upper limit to UI scale when using hotkeys
Hi,
Thank you for the report,
This is not a bug, the UI scale can be adjusted past the limits in the interface GUI in many ways, and we use it internally for many reasons
Thank you for the report,
This is not a bug, the UI scale can be adjusted past the limits in the interface GUI in many ways, and we use it internally for many reasons
- Tue Dec 20, 2022 11:07 am
- Forum: Technical Help
- Topic: Linked my account, lost character in offline and online games.
- Replies: 4
- Views: 1060
Re: Linked my account, lost character in offline and online games.
For future reference: Is there any way at all that I am able to reclaim my old character, its inventory and associated statistics? Don't really feel like losing those 200 hours worth of good times together. Just run the command in-game: /swap-players old-username new-username It will switch all the ...
- Sat Dec 17, 2022 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Add stack size to item-on-ground tooltip
- Replies: 1
- Views: 1559
Re: [Klonan] Add stack size to item-on-ground tooltip
Thanks for the report,
It is fixed for the next release:
It is fixed for the next release:
- Sat Dec 17, 2022 11:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Fix create_spidertron()
- Replies: 1
- Views: 1615
Re: [Klonan] Fix create_spidertron()
Thanks for the report,
It is fixed for the next release
It is fixed for the next release
- Sat Dec 17, 2022 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1] Support orientated lights on Projectile prototypes
- Replies: 1
- Views: 1670
Re: [Klonan] [1.1] Support orientated lights on Projectile prototypes
Thanks for the report,
It is fixed for the next release
It is fixed for the next release
- Thu Dec 15, 2022 12:03 pm
- Forum: Modding help
- Topic: How to detect: a player is a driver or a passenger? And if so, what does he drive?
- Replies: 1
- Views: 478
Re: How to detect: a player is a driver or a passenger? And if so, what does he drive?
You can check if he is in a vehicle with : https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.vehicle And with the vehicle you can get the entity or player who is driving: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.get_driver Or the passenger: https://lua-api.factorio.c...
- Tue Dec 13, 2022 7:56 pm
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 7
- Views: 1350
Re: LuaAPI: player.open_map allow to follow entity
Thank you for the request,BrainGamer_ wrote: ↑Sun Dec 11, 2022 2:46 amI would like to be able to have a mod open the map view that follows an entity (like the train overview GUI can).
I have added it for the next release
Code: Select all
- Added 'entity' to LuaPlayer::open_map and LuaPlayer::zoom_to_world, which specifies an entity to follow.
- Fri Dec 09, 2022 8:36 am
- Forum: Not a bug
- Topic: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, cannon)
- Replies: 3
- Views: 904
Re: [1.1.74]Combat robots are invulnerable to explosions(grenades, artillery etc) & nonhoming projectiles (shotguns, can
The fire flame on the ground doesn't do any filtering for collision masks, it just does damage to all entities in the fire hitbox
- Wed Dec 07, 2022 11:17 am
- Forum: Modding help
- Topic: By RCON spawned Biter won´t attack
- Replies: 2
- Views: 536
Re: By RCON spawned Biter won´t attack
You can use `entity.set_command` and set an Idle command, with the distraction type of 'by_anything':
https://lua-api.factorio.com/latest/Con ... ml#Command
https://lua-api.factorio.com/latest/Con ... ml#Command
- Sat Dec 03, 2022 10:30 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 23
- Views: 9512
- Fri Dec 02, 2022 6:32 am
- Forum: Modding interface requests
- Topic: Add efficient method for damaging (or killing) LuaEntities from the lua API
- Replies: 4
- Views: 1223
Re: Add efficient method for damaging (or killing) LuaEntities from the lua API
The biters don't spawn particles if they are damaged by 'fire' damage type, if the script uses this type to do the damage it will not spawn the particles.
Mods can also add other damage types to the `damage_type_filters` in the particle trigger effects to also filter with those ones.
Mods can also add other damage types to the `damage_type_filters` in the particle trigger effects to also filter with those ones.
- Mon Nov 28, 2022 1:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.72] dropdown style not supporting all font_color types
- Replies: 2
- Views: 1523
Re: [Klonan] [1.1.72] dropdown style not supporting all font_color types
Thanks for the report,
It is fixed for the next release
It is fixed for the next release