Search found 105 matches
- Sun Nov 29, 2020 10:35 pm
- Forum: Modding help
- Topic: mod-defined utility-sprite not recognized
- Replies: 5
- Views: 1073
mod-defined utility-sprite not recognized
In data.lua: data.raw["utility-sprites"].default.factorio = { filename = "__core__/graphics/factorio-icon.png", priority = "medium", size = 64, scale = 0.5, flags = {"icon"} } I want to use that sprite in some gui-field as caption: myframe.caption = "[img...
- Sun Nov 29, 2020 8:44 pm
- Forum: Modding help
- Topic: burner productivity
- Replies: 6
- Views: 1146
Re: burner productivity
Oh sorry, I wasn't precise enough: I need this information inside my mod.
- Sun Nov 29, 2020 2:56 pm
- Forum: Modding help
- Topic: burner productivity
- Replies: 6
- Views: 1146
burner productivity
In a mod I want to present a kind of recipe for the production of steam. But I can't find anything about how much water an entity of the type "boiler" will turn into steam in which time.
- Tue Nov 24, 2020 1:44 pm
- Forum: Not a bug
- Topic: Modding: Errormsg on storage-chests
- Replies: 4
- Views: 1120
Modding: Errormsg on storage-chests
When (locally) upgrading creative mod to 1.1 I get the following error message: Error ModManager.cpp:1552: Error while running setup for entity prototype "creative-mod_void-storage-chest" (logistic-container): A storage-type chest can't have more than 1 request slot. I have no idea what th...
- Sun Nov 22, 2020 11:23 pm
- Forum: Modding help
- Topic: Modding tutorial for styles
- Replies: 3
- Views: 908
Re: Modding tutorial for styles
... Hours later I found a solution. I'll post it here so that the next ones can benefit from it. function result.SelectTarget() local frame = global.Current.Player.gui.screen.add { type = "frame", direction = "vertical", } frame.caption = "select" local scroll = frame.a...
- Sun Nov 22, 2020 10:02 pm
- Forum: Modding help
- Topic: Modding tutorial for styles
- Replies: 3
- Views: 908
Re: Modding tutorial for styles
I want to display a line of sprite buttons that should have a maximum width, for example 6 buttons wide. If there are more buttons than can be displayed, a horizontal scrollbar should appear. function result.SelectTarget() local frame = global.Current.Player.gui.screen.add {type = "frame",...
- Sun Nov 22, 2020 8:16 pm
- Forum: Modding help
- Topic: Modding tutorial for styles
- Replies: 3
- Views: 908
Modding tutorial for styles
Is there a tutorial for using styles? I am desperately trying to get the system to do what I want. Examples: - Size, Height and Widths, are they pixels or millimeters or what? - How do I determine how big a scroll-pane is? - If I want to reuse a build-in style, how do I find out what it is called? S...
- Sat Nov 21, 2020 7:54 pm
- Forum: Modding interface requests
- Topic: Apply built-in tooltips to custom GUI elements
- Replies: 8
- Views: 2711
Re: Apply built-in tooltips to custom GUI elements
Where can I get this easy-to-use-looking performance information from?choose-elem-button-cost.png
- Sat Nov 21, 2020 7:05 pm
- Forum: Modding help
- Topic: Use of build-in tooltips
- Replies: 10
- Views: 1798
Use of build-in tooltips
Is there a way to call build-in tooltips from my mod - for example the one of recipes in crafting tab of character panel?
- Wed Nov 18, 2020 6:47 pm
- Forum: Modding help
- Topic: what does Player.opened return?
- Replies: 2
- Views: 763
what does Player.opened return?
When calling LuaControl.opened the documentation says that LuaEntity or LuaItemStack or LuaEquipment or LuaEquipmentGrid or LuaPlayer or LuaGuiElement or defines.gui_type could be returned.
Is there an elegant way to get the actual runtime type from the returned object?
Is there an elegant way to get the actual runtime type from the returned object?
- Mon Sep 07, 2020 9:39 am
- Forum: Pending
- Topic: [1.0.0] Crash in lua
- Replies: 6
- Views: 1120
Re: [1.0.0] Crash in lua
Ok for me.
- Sun Sep 06, 2020 8:55 am
- Forum: Pending
- Topic: [1.0.0] Crash in lua
- Replies: 6
- Views: 1120
- Sat Sep 05, 2020 11:40 pm
- Forum: Pending
- Topic: [1.0.0] Crash in lua
- Replies: 6
- Views: 1120
- Sat Sep 05, 2020 7:59 pm
- Forum: Pending
- Topic: [1.0.0] Crash in lua
- Replies: 6
- Views: 1120
[1.0.0] Crash in lua
I don't know what caused the crash. Just watched my factory.
- Wed Aug 19, 2020 10:26 am
- Forum: Technical Help
- Topic: Numpad Cursor keys not working
- Replies: 3
- Views: 725
Re: Numpad Cursor keys not working
Does not help. Was it working in your version?
- Wed Aug 19, 2020 10:15 am
- Forum: Not a bug
- Topic: on_player_cursor_stack_changed not raised when selecting blueprint
- Replies: 6
- Views: 1803
Re: on_player_cursor_stack_changed not raised when selecting blueprint
So which event will be fired instead?
- Tue Aug 18, 2020 10:27 pm
- Forum: Technical Help
- Topic: Numpad Cursor keys not working
- Replies: 3
- Views: 725
Numpad Cursor keys not working
The cursor keys as well as insert and delete key on the numpad of the keyboard are not working anymore when editing text fields.
- Tue Aug 18, 2020 8:06 pm
- Forum: Not a bug
- Topic: on_player_cursor_stack_changed not raised when selecting blueprint
- Replies: 6
- Views: 1803
Re: on_player_cursor_stack_changed not raised when selecting blueprint
It is probably a duplicte to viewtopic.php?f=28&t=88185
- Tue Aug 18, 2020 12:15 pm
- Forum: Not a bug
- Topic: on_player_cursor_stack_changed not raised when selecting blueprint
- Replies: 6
- Views: 1803
on_player_cursor_stack_changed not raised when selecting blueprint
When selecting something in blueprint library the event "on_player_cursor_stack_changed" is not raised anymore.
- Thu Jun 25, 2020 4:18 pm
- Forum: Won't fix.
- Topic: Too long translations in controls settings
- Replies: 12
- Views: 4284
Re: Too long translations in controls settings
Steuerungstaste=CTRL right? Translating Control into some weird word is a mistake in my view. At least, in czech it would be pretty weird, and we just use Control. "Strg" is the text that is written on the actual key: So, why not just use "Strg" instead of "Steuerungstaste&...