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
Search found 339 matches
- Sun Nov 15, 2020 1:48 pm
- Forum: Modding interface requests
- Topic: BurnerPrototype no_power_icon change
- Replies: 2
- Views: 899
- Wed Nov 04, 2020 8:05 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
UffRseding91 wrote: ↑Wed Nov 04, 2020 8:02 pmDuplicate of viewtopic.php?f=48&t=88294&p=508185&hil ... ed#p508185
The behavior is specifically documented on the event: https://lua-api.factorio.com/latest/eve ... gui_closed
- 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.
Something is defently going wrong and it can break mods fast and easy.
- 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...
- 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 ...
- 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
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
- 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
But does that already work on headless?boskid wrote: ↑Thu Oct 22, 2020 8:44 amhttps://lua-api.factorio.com/1.0.0/LuaG ... screenshotby_player :: PlayerSpecification (optional): If defined, the screenshot will only be taken for this player.
- 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.
And the map view screenshot option would still be awesome, either way.
- 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...
- 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?
- 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...
- 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?
- 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.
- 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.
- 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
- 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...
- 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
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
- 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
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
- 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
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
- 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 "...