Search found 339 matches

by LuziferSenpai
Sun Nov 15, 2020 1:48 pm
Forum: Modding interface requests
Topic: BurnerPrototype no_power_icon change
Replies: 2
Views: 899

BurnerPrototype no_power_icon change

Hey,

it would be nice if we could change the icon shown when a entity is out of fuel/out of electricity.

Why?

Because when my Electronic Locomotives use fuel to save ups and its pretty confusing, when there is a no fuel icon, but they use electricity.

Greetz,

Luzifer
by LuziferSenpai
Wed Nov 04, 2020 8:01 pm
Forum: Duplicates
Topic: [1.0] on_gui_closed doesnt get triggered when leaving editor mode
Replies: 4
Views: 1452

Re: [1.0] on_gui_closed doesnt get triggered when leaving editor mode

Yea, then editor mode shouldnt close a entity gui ...

Something is defently going wrong and it can break mods fast and easy.
by LuziferSenpai
Wed Nov 04, 2020 7:46 pm
Forum: Duplicates
Topic: [1.0] on_gui_closed doesnt get triggered when leaving editor mode
Replies: 4
Views: 1452

[1.0] on_gui_closed doesnt get triggered when leaving editor mode

Hey, how to reproduce it: 1. Have a mod that adds a custom gui, when opening a entity. I used CTL 2. Go into editor mode 3. Open a cargo wagon(when using CTL) 4. exist editor mode Now the side gui for ctl is still open, but it shouldnt because the cargo wagon is not open. factorio_ZEAoMVwNtW.png fac...
by LuziferSenpai
Thu Oct 22, 2020 7:26 pm
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 2920

Re: game.take_screenshot mapshot and working with headless

No, it does not work on headless because headless never renders anything. For screenshots you need a fully capable client with graphics. You may solve this for example by having your own delegated client called "i_am_for_screenshots" that is under your control and have a game script that ...
by LuziferSenpai
Thu Oct 22, 2020 5:54 pm
Forum: Modding interface requests
Topic: game.take_screenshot mapshot
Replies: 1
Views: 788

game.take_screenshot mapshot

So,

because this got under I make a new thread for this.

It would be nice to have the option to screenshot the map view and not only the ingame view.

Greetz,

Luzifer
by LuziferSenpai
Thu Oct 22, 2020 5:53 pm
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 2920

Re: game.take_screenshot mapshot and working with headless

boskid wrote:
Thu Oct 22, 2020 8:44 am
https://lua-api.factorio.com/1.0.0/LuaG ... screenshot
by_player :: PlayerSpecification (optional): If defined, the screenshot will only be taken for this player.
But does that already work on headless?
by LuziferSenpai
Thu Oct 22, 2020 8:37 am
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 2920

Re: game.take_screenshot mapshot and working with headless

But why then not allow us to give a player_id and then take the screenshot from the player's client? That would go around the graphic problem.
And the map view screenshot option would still be awesome, either way.
by LuziferSenpai
Wed Oct 21, 2020 6:25 pm
Forum: Won't implement
Topic: game.take_screenshot mapshot and working with headless
Replies: 9
Views: 2920

game.take_screenshot mapshot and working with headless

Hey, it would be awesome to have the option to the screenshot the map itself and do that on a headless server, because for Community Events like Red-Circuit's Molten Silicon we would love to beable to just screenshot every x seconds the 2k x 2k map with the custom scenario, that I created. Greetz, L...
by LuziferSenpai
Mon Oct 19, 2020 11:57 am
Forum: Modding interface requests
Topic: LuaGuiElement double slider
Replies: 3
Views: 1042

Re: LuaGuiElement double slider

Any update to this?
by LuziferSenpai
Mon Oct 19, 2020 11:53 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype::gun
Replies: 4
Views: 1463

Re: LuaEntityPrototype::gun

So any Update to this? Are you looking for this: https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.attack_result ? Edit: Looking at this I don't think that turrets have more information. I'm not sure how to get damage for laser turret in runtime from prorotype data. On g...
by LuziferSenpai
Thu Aug 27, 2020 6:41 pm
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 4041

Re: Issues with the new design

When you have a mod with a hidden depency, but no other depency it shows nothing. But shouldnt it show "No depency" or so?
by LuziferSenpai
Sun Jul 26, 2020 2:27 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::gun
Replies: 4
Views: 1463

LuaEntityPrototype::gun

It would be nice to beable to read the gun of a artillery turret or normal turret, because I didnt found ANY way todo that in script.
by LuziferSenpai
Tue Jul 21, 2020 10:46 am
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 4041

Re: Issues with the new design

When you log into the mod portal, you get to the factorio.com website, not the mod portal.
by LuziferSenpai
Tue Jul 07, 2020 10:31 pm
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 4041

Re: Issues with the new design

The enable button in the notifications tab has no css
by LuziferSenpai
Fri Jul 03, 2020 7:33 am
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 4041

Re: Issues with the new design

Some small things I found: nav bar: The right elements are always wrapping, wouldnt it be better, if the dont? body: The success element is staying behind and is getting overlapped from the buttons Recently updated etc. Logging in puts you into trends, but it should put you into Recently updated . C...
by LuziferSenpai
Sun Jun 14, 2020 8:36 pm
Forum: Modding interface requests
Topic: LuaGuiElement button single_line support
Replies: 0
Views: 471

LuaGuiElement button single_line support

Hey,

it would be nice if we could have buttons to act like a label, if there caption is longer then the maximal width.

Greetz,

Luzifer
by LuziferSenpai
Thu Jun 11, 2020 4:44 am
Forum: Implemented mod requests
Topic: Letting us change the color of the String for the Network ID
Replies: 1
Views: 968

Letting us change the color of the String for the Network ID

Hey,

for my Colorblind Circuit Network mod, I would love to beable to change the color of the Network ID inside all of the entities that use it.
Why?
Because its hard for colorblind people to read that.
And my mod already changes the colors red to blue and green to yellow.

Greetz,

Luzifer
by LuziferSenpai
Sun Jun 07, 2020 10:28 am
Forum: Modding interface requests
Topic: LuaGuiElement double slider
Replies: 3
Views: 1042

LuaGuiElement double slider

Hey,

it would be nice to get the double slider from the Logistic Menu, so we can use it to create custom request/keep/send GUI's, without needing 2 sliders in 2 rows or even more.

I would use it for this mod: https://mods.factorio.com/mod/Cargo_Train_Logistics

Greetz,

Luzifer
by LuziferSenpai
Fri Jun 05, 2020 12:59 pm
Forum: Not a bug
Topic: [18.30] Error when only using the minimal required entities etc
Replies: 1
Views: 488

[18.30] Error when only using the minimal required entities etc

Hey, so after installing Bilka's mod and adding a new scenario just to see if it would load, I get this error: Loading blueprint storage failed: Unknown entity type recipe (Maybe you loaded alpha save from demo) Attempt to use different prototype to traverse save of already removed entity type "...

Go to advanced search