Search found 8 matches
- Fri Mar 08, 2019 10:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Small GUI bug: dialog frame glitch
- Replies: 2
- Views: 2521
Re: [Twinsen]Small GUI bug: dialog frame glitch
You're welcome! Keep rockin'!
- Fri Mar 08, 2019 6:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Small GUI bug: dialog frame glitch
- Replies: 2
- Views: 2521
[Twinsen]Small GUI bug: dialog frame glitch
Here's a picture: https://i.imgur.com/1hPkl77.png
Latest update from Steam as of yesterday evening, 20:10 UTC+1
Latest update from Steam as of yesterday evening, 20:10 UTC+1
- Thu Jun 29, 2017 3:27 pm
- Forum: Technical Help
- Topic: Closing a window that is too wide for screen
- Replies: 3
- Views: 1832
Re: Closing a window that is too wide for screen
I was able to close the window by the following command:
Code: Select all
/c game.players[1].gui.center.chest_picker.destroy()
- Thu Jun 29, 2017 3:09 pm
- Forum: Technical Help
- Topic: Closing a window that is too wide for screen
- Replies: 3
- Views: 1832
Re: Closing a window that is too wide for screen
It's Miner Planner 0.9.9
- Thu Jun 29, 2017 2:22 pm
- Forum: Technical Help
- Topic: Closing a window that is too wide for screen
- Replies: 3
- Views: 1832
Closing a window that is too wide for screen
Hi everyone,
how do I close a window that was opened by a mod that is too wide for the screen? Keys Q and E don't close it, there's no visible button to close it, GUI size is already scaled down to 80%. The window cannot be moved by the mouse.
Thanks!
how do I close a window that was opened by a mod that is too wide for the screen? Keys Q and E don't close it, there's no visible button to close it, GUI size is already scaled down to 80%. The window cannot be moved by the mouse.
Thanks!
- Fri Mar 24, 2017 5:55 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 388858
Re: [Mod 0.14] Logistic Train Network 0.9.9
Pull request: consumer only stations
I have created a "consumer only" station signal that can be used to configure a station in a way that it never offers what is available, even if it receives a positive value on its lamp. I've made a pull request on GitHub for the developer of this mod to merge ...
I have created a "consumer only" station signal that can be used to configure a station in a way that it never offers what is available, even if it receives a positive value on its lamp. I've made a pull request on GitHub for the developer of this mod to merge ...
- Wed Mar 15, 2017 7:16 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 388858
Re: [Mod 0.14] Logistic Train Network 0.9.5
Decider combinator(s) that filters all items < 0 before you send it to ltn? So did I.
Yeah, I figured that. But that's some considerable amount of work to be done on my existing network. Had hoped that there was a way to do this in code somehow. Like a signal that tells the station whether it's ...
Yeah, I figured that. But that's some considerable amount of work to be done on my existing network. Had hoped that there was a way to do this in code somehow. Like a signal that tells the station whether it's ...
- Tue Mar 14, 2017 8:32 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 388858
Re: [Mod 0.14] Logistic Train Network 0.9.5
I'm not sure if this has been mentioned before but here's one tiny issue that I have with the otherwise awesome mod:
I have requester stations that sometimes get filled up so much that LTN thinks they are provider stations and sends a train there to pick up items. That doesn't work because they don ...
I have requester stations that sometimes get filled up so much that LTN thinks they are provider stations and sends a train there to pick up items. That doesn't work because they don ...