Search found 259 matches
- Sat Jan 28, 2017 12:45 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 41398
Re: Friday Facts #175 - Programmable Speaker
You guys are trueЪ devs!
- Fri Jan 20, 2017 5:51 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34606
Re: Friday Facts #174 - Mod gui
Standardisation of GUI-appearance is cool. But its unification is better I suppose. I been thinking of making mod that unifies several mod GUI elements into popup groups. Actions Personal Teleportation <PT tab> FARL <FARL options> OneMoreModName <OMM options> Info Mod level Mod options level It shou...
- Mon Dec 19, 2016 8:59 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65179
Re: Friday Facts #169 - Combat revisit 2
I'm agreed with some spokesmen and have a couple more thoughts about the combat and expansion. My humble experience and opinion: I've finished this great game 4 times. Last 2 times I tried to use railroads and vehicles. But it was useless: 2-3 trains and no vehicles each time. Because my PA Mk2 is m...
- Fri Nov 11, 2016 4:22 pm
- Forum: Modding help
- Topic: on_gui_click XOR custom_input ?
- Replies: 1
- Views: 724
on_gui_click XOR custom_input ?
I've tried to cheat the impossibility of reacting differently to different mouse buttons. global.key_tick script.on_event(defines.events.on_gui_click, function(event) if event.element then local player = game.players[event.player_index] player.print("Clicked: <" .. event.element.name .. &q...
- Thu Nov 10, 2016 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Insertion options
- Replies: 1
- Views: 1032
Insertion options
Ctrl + LMB = insert items into entity (ok)
Shift + LMB = build using bots (ok)
Ctrl + Shift + LMB = insert items into entity using bots (suggestion)
Shift + LMB = build using bots (ok)
Ctrl + Shift + LMB = insert items into entity using bots (suggestion)
- Tue Nov 08, 2016 9:11 pm
- Forum: Modding interface requests
- Topic: on_entity_clicked
- Replies: 2
- Views: 1259
Re: on_entity_clicked
I'm in! Vote for on_entity_clicked event!
Now I'm trying to realize "custom gui" for entities, and the only way to do that (which I use) is by hovering a mouse over an entity for some time. on_entity_clicked would be VERY HELPFUL!
Now I'm trying to realize "custom gui" for entities, and the only way to do that (which I use) is by hovering a mouse over an entity for some time. on_entity_clicked would be VERY HELPFUL!
- Tue Nov 08, 2016 8:43 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 37173
Re: [0.14] Teleportation
Now you CAN charge beacon from accus. =) And power statistics is correct. OMG I'm learning)))
- Tue Nov 08, 2016 6:24 am
- Forum: Modding help
- Topic: Contents of scroll-pane.style and progressbar.style
- Replies: 5
- Views: 1687
Re: Contents of scroll-pane.style and progressbar.style
While not specific to those element types, it will error if it can't accept the style, so just trial and error them Thanks for the reply. As I know, smooth_color and other_smooth_colors are specific for a progressbar, but using it in a script causes "doesn't contain key" error, so I have ...
- Mon Nov 07, 2016 9:36 pm
- Forum: Modding help
- Topic: Contents of scroll-pane.style and progressbar.style
- Replies: 5
- Views: 1687
Contents of scroll-pane.style and progressbar.style
Which properies of scroll-pane and progressbar can be changed in runtime (in control.lua)?
Where can I see the full list of its properties?
Where can I see the full list of its properties?
- Mon Nov 07, 2016 5:55 pm
- Forum: Modding help
- Topic: Entity accepting items
- Replies: 4
- Views: 1761
Re: Entity accepting items
Fixed_recipe = your_recipe - in entity's prototype. See prototype of rocket silo in Factorio -> Base folder.
- Sun Nov 06, 2016 11:53 pm
- Forum: Modding help
- Topic: Combo entity: accum + chest. How?
- Replies: 2
- Views: 900
Re: Combo entity: accum + chest. How?
Nobody knows? Maybe I should just spawn chest-like entity and hidden accu with output=0 in the same position?
- Sun Nov 06, 2016 8:29 pm
- Forum: Modding help
- Topic: Entity accepting items
- Replies: 4
- Views: 1761
Re: Entity accepting items
Maybe an assembler? 1. Create special recipe category. 2. Use an assembler prototype that can craft recipes of this special category. 3. Create recipes of this category. Now your entity can accept defined resources at the defined amount. entity.operable = false -- to prevent changing currently craft...
- Sat Nov 05, 2016 4:33 pm
- Forum: Modding help
- Topic: Are there any flags descriptions?
- Replies: 1
- Views: 716
Are there any flags descriptions?
I can't understand what some of flags do. "filter-directions" - ??? (as example) If I set flag "not-on-map" to the entity (train stop) that has "null graphics" (empty png) - it's on the map (and minimap) anyway. Also when I set friendly_map_color = {r=1, g=1, b=0} to th...
- Fri Nov 04, 2016 7:48 pm
- Forum: Mods
- Topic: [MOD 0.13] Oil Patch Exhauster
- Replies: 5
- Views: 2404
Re: [MOD 0.13] Oil Patch Exhauster
Thanks for your feedback. Fixed.xxdolcexx wrote:i got tis eror when i try to start
Error Util.cpp:57: Path __StoneWaterWell__/graphics/pipe-covers/pipe-cover-none32x32.png does not match any mod.
- Fri Nov 04, 2016 3:52 pm
- Forum: Modding discussion
- Topic: [Guide] Linting lua and json files to spot missed errors
- Replies: 4
- Views: 2926
Re: [Guide] Linting lua and json files to spot missed errors
Hmm... I just use npp... If there's any editor/IDE that can help me in looking through "classes" (fields and methods) - tell me please.aubergine18 wrote:bumping, still seeing lots of people not using proper editors and running in to basic syntax errors as a result.
- Thu Nov 03, 2016 10:05 pm
- Forum: Modding help
- Topic: Combo entity: accum + chest. How?
- Replies: 2
- Views: 900
Combo entity: accum + chest. How?
How can I create (or simulate) an entity, that consumes energy while being charged and can get items like chest (to put and pick items with inserters and loaders)? And power consumption should be calculated correctly to be shown in energy stats window.
- Thu Nov 03, 2016 7:56 pm
- Forum: Duplicates
- Topic: [0.14.18] Train colours seem broken
- Replies: 3
- Views: 1739
Re: [0.14.18] Train colours seem broken
Steinio, thanks, I'll try.
Everything is ok at home (great PC) and there's no train colour at another (bad) PC. Nevermind.
Everything is ok at home (great PC) and there's no train colour at another (bad) PC. Nevermind.
- Thu Nov 03, 2016 7:13 pm
- Forum: Ideas and Suggestions
- Topic: New Type of Energy Generation
- Replies: 4
- Views: 1646
Re: New Type of Energy Generation
Pussion power!
- Thu Nov 03, 2016 6:42 pm
- Forum: Implemented Suggestions
- Topic: Loading items into entities on the run...
- Replies: 5
- Views: 2075
Re: Loading items into entities on the run...
I see, it was there in your original post. Sorry for not reading more diligently. That could actually be a very useful feature, I'm surprised that it wasn't suggested before (as far as I know). One question: Imagine you run down a row of turrets with CTRL+RMB held to fill to 50 and you pass turret ...
- Thu Nov 03, 2016 4:38 pm
- Forum: Duplicates
- Topic: [0.14.18] Train colours seem broken
- Replies: 3
- Views: 1739
[0.14.18] Train colours seem broken
proof pic