Search found 105 matches

by ixu
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...
by ixu
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.
by ixu
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.
by ixu
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...
by ixu
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...
by ixu
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",...
by ixu
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...
by ixu
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

choose-elem-button-cost.png
Where can I get this easy-to-use-looking performance information from?
by ixu
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?
by ixu
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?
by ixu
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.
by ixu
Sun Sep 06, 2020 8:55 am
Forum: Pending
Topic: [1.0.0] Crash in lua
Replies: 6
Views: 1120

Re: [1.0.0] Crash in lua

Rseding91 wrote: ↑
Sun Sep 06, 2020 12:13 am
Have you had any other crashing or other PC issues?
No. You're scaring me.
I'm using a relatively new mod "Moon Logic". "Moon Logic" is an artithmetic combinator style entity that enables executing custom lua code to control things.
by ixu
Sat Sep 05, 2020 11:40 pm
Forum: Pending
Topic: [1.0.0] Crash in lua
Replies: 6
Views: 1120

Re: [1.0.0] Crash in lua

No
by ixu
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.
by ixu
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?
by ixu
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?
by ixu
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.
by ixu
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.
by ixu
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&...

Go to advanced search