Friday Facts #237 - Rich & interactive text

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torham
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Re: Friday Facts #237 - Rich & interactive text

Post by torham »

OMG!! After all these years! Its definitely Saturday already, and no FFF.
markheloking
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Re: Friday Facts #237 - Rich & interactive text

Post by markheloking »

Yep... they're late again...

Only the second time in years though, I mean, pretty impressive overall imo.

I wonder if they actually just forgot or if they're still working on it :P
Zavian
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Re: Friday Facts #237 - Rich & interactive text

Post by Zavian »

Well Klonan normally posts the forum link, and if he's in the US atm, then by his clock he isn't late (yet).
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Re: Friday Facts #237 - Rich & interactive text

Post by markheloking »

Aaahhh, that would explain a lot actually.

[EDIT]
It's finally up folks!
Jap2.0
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Re: Friday Facts #237 - Rich & interactive text

Post by Jap2.0 »

Yeah, I'm in the eastern US, and it was posted at 5:35, so there was plenty of time. It actually seems like they've been coming earlier recently (this being a minor exception).
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POPISowyNumer
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Re: Friday Facts #237 - Rich & interactive text

Post by POPISowyNumer »

Can i have just one itsy bitsy complaint?

WHY ON THIS GAY EARTH ARE THOSE COMMANDS SO GOD DAMN LONG?
I really hope that's just mashup for sake of preview, but if f.e. color command will be longer than 10 signs total i riot.
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Re: Friday Facts #237 - Rich & interactive text

Post by Jap2.0 »

POPISowyNumer wrote:Can i have just one itsy bitsy complaint?

WHY ON THIS GAY EARTH ARE THOSE COMMANDS SO GOD DAMN LONG?
I really hope that's just mashup for sake of preview, but if f.e. color command will be longer than 10 signs total i riot.
They're adding easier ways to put them in chat, etc.
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CzBuCHi
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Re: Friday Facts #237 - Rich & interactive text

Post by CzBuCHi »

I can imagine also another usage of this:

Image

lua can replace icon strings with code, that returns given signal and has loadstring function to execute it ... :)
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Deing
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Re: Friday Facts #237 - Rich & interactive text

Post by Deing »

This looks most awesome!
You know, in Minecraft they have the json format in /tellraw commands and books and stuff, that was really useful and cool for map making. Now it's in Factorio, too, Great!
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Roxor128
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Re: Friday Facts #237 - Rich & interactive text

Post by Roxor128 »

Will you have both [color= and [colour= tags supported?

POVRay Scene Description Language supports both.

HTML only supports the American one (or this was the case last time I was writing HTML by hand), which gave me a lot of trouble when coding pages and not getting the expected results.
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ownlyme
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Re: Friday Facts #237 - Rich & interactive text

Post by ownlyme »

can it be used in the mod settings?
mods.factorio.com/user/ownlyme
My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
thuro
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Re: Friday Facts #237 - Rich & interactive text

Post by thuro »

So the spritepath changed I take it? I can get icons by ctrl clicking but typing doesn't work.
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Re: Friday Facts #237 - Rich & interactive text

Post by Mathematician »

thuro wrote: Thu Feb 28, 2019 4:46 am So the spritepath changed I take it? I can get icons by ctrl clicking but typing doesn't work.
The syntax changed. By trial and error I ran onto the right one.
Simply type [item=solar-panel] etc.
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