Hey,
when using icon_scale & shift and that pushes the icons out of the frame, it shows up weird in Rich Text.
10-18-2024, 18-48-35.png
10-18-2024, 18-48-51.png
But its complety fine in the crafting menu:
10-18-2024, 18-49-11.png
local function makeCastingIcons(item, iconType)
local icons ...
Search found 393 matches
- Fri Oct 18, 2024 4:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.6] Rich Text Icons dont use the new icon code
- Replies: 1
- Views: 1367
- Fri Oct 18, 2024 4:32 pm
- Forum: Not a bug
- Topic: [2.0.6] Editor Character & Entity Menus dont have Quality Overlay for Items
- Replies: 1
- Views: 275
[2.0.6] Editor Character & Entity Menus dont have Quality Overlay for Items
Hey,
when trying to see at which quality you are you currently need to check the dropdown menus. Greetz,
Luzifer
when trying to see at which quality you are you currently need to check the dropdown menus. Greetz,
Luzifer
- Thu Oct 17, 2024 4:59 pm
- Forum: Modding interface requests
- Topic: [2.0] TileMainPictures tintable
- Replies: 0
- Views: 152
[2.0] TileMainPictures tintable
Hey,
it would be greet if TileMainPictures could be tintable.
Greetz,
Luzifer
it would be greet if TileMainPictures could be tintable.
Greetz,
Luzifer
- Thu Oct 17, 2024 4:58 pm
- Forum: Modding interface requests
- Topic: [2.0] LuaSurface:GlobalPowerNetwork force support
- Replies: 0
- Views: 134
[2.0] LuaSurface:GlobalPowerNetwork force support
Hey,
it would be awesome if we could give the GlobalPowerNetwork per force, not in general for everybody.
Greetz,
Luzifer
it would be awesome if we could give the GlobalPowerNetwork per force, not in general for everybody.
Greetz,
Luzifer
- Thu Oct 17, 2024 4:57 pm
- Forum: Modding interface requests
- Topic: [2.0] More quality options for AchievementsPrototype
- Replies: 2
- Views: 423
[2.0] More quality options for AchievementsPrototype
It would be nice if more achievement prototypes could be defined with a quality option.
Here is a list:
Most of these would be a simple change with the change from EntityID to EntityIDFilter, similiar to ItemIDFilter.
Or Adding a QualityIDFilter, which would be Quality + Operator ...
Here is a list:
Most of these would be a simple change with the change from EntityID to EntityIDFilter, similiar to ItemIDFilter.
Or Adding a QualityIDFilter, which would be Quality + Operator ...
- Thu Oct 17, 2024 4:50 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Add Fluid Consumption to Miner Tooltip
- Replies: 0
- Views: 183
[2.0] Add Fluid Consumption to Miner Tooltip
Hey,
it would be nice if a miner consumes a fluid for a operation, it will be shown like in the assembler tooltip.
Yes I know it a bit lower, but for clarity its much better to have it there too.
Greetz,
Luzifer
it would be nice if a miner consumes a fluid for a operation, it will be shown like in the assembler tooltip.
Yes I know it a bit lower, but for clarity its much better to have it there too.
Greetz,
Luzifer
- Mon Oct 14, 2024 6:54 pm
- Forum: Railway Setups
- Topic: [RHD] Space Age Grid Rail Blueprints
- Replies: 3
- Views: 32368
[RHD] Space Age Grid Rail Blueprints
Hey,
I made a massiv book of blueprints for space age.
I hope you find it useful.
grid_rail_blueprints.png
grid_rail_blueprints_all.png
0eNrtfU1zHEeS5V+h4TBzQbZleHzLrA+7a7Oz29ZzmT70oU0mA0VIgjUbgEGkZjVt+O9bBVQVi0Bk5nuR7pBA1kUESMERlRkfHs+fv/fPs7fvP17e3l1df/ju7c3N38+++eenv/n57Ju//ZP4H7b ...
I made a massiv book of blueprints for space age.
I hope you find it useful.
grid_rail_blueprints.png
grid_rail_blueprints_all.png
0eNrtfU1zHEeS5V+h4TBzQbZleHzLrA+7a7Oz29ZzmT70oU0mA0VIgjUbgEGkZjVt+O9bBVQVi0Bk5nuR7pBA1kUESMERlRkfHs+fv/fPs7fvP17e3l1df/ju7c3N38+++eenv/n57Ju//ZP4H7b ...
- Fri Sep 27, 2024 11:58 am
- Forum: Mod portal Discussion
- Topic: [API Request] Option to add specific keys to multi request
- Replies: 2
- Views: 861
Re: [API Request] Option to add specific keys to multi request
Yea, what I'm working on doesnt allow for a cache, because its a simple HTML page that shows the current "modpack" a user uses.
I wanted to design it to look like the mod portal, but with the data that is currently avaible that is not good, when I would need to request for each mod itself.
But ...
I wanted to design it to look like the mod portal, but with the data that is currently avaible that is not good, when I would need to request for each mod itself.
But ...
- Sat Sep 14, 2024 10:04 am
- Forum: Mod portal Discussion
- Topic: [API Request] Option to add specific keys to multi request
- Replies: 2
- Views: 861
[API Request] Option to add specific keys to multi request
Hey,
it would be nice if we could add keys from the result entry, to the /api/mods endpoint, but with a queryparameter.
So as a user you would add for example: keylist=name,owner,summary,title,thumbnail,tags and it would ONLY give these keys back.
With that we can also get more information that ...
it would be nice if we could add keys from the result entry, to the /api/mods endpoint, but with a queryparameter.
So as a user you would add for example: keylist=name,owner,summary,title,thumbnail,tags and it would ONLY give these keys back.
With that we can also get more information that ...
- Wed Sep 11, 2024 3:10 pm
- Forum: Modding interface requests
- Topic: SpriteParameters::rotation
- Replies: 6
- Views: 768
SpriteParameters::rotation
Hey,
it would be nice if we could define a rotation for a sprite, so that we dont need to provide different angles or rotations of something.
I personly would use this for a mod, that would automaticly make 3 more equipment pieces for each one, for each direction.
Another use case:
When doing new ...
it would be nice if we could define a rotation for a sprite, so that we dont need to provide different angles or rotations of something.
I personly would use this for a mod, that would automaticly make 3 more equipment pieces for each one, for each direction.
Another use case:
When doing new ...
- Sat Jun 29, 2024 9:12 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork::get_signal vs LuaConstantCombinatorControlBehavior::get_signal
- Replies: 1
- Views: 374
LuaCircuitNetwork::get_signal vs LuaConstantCombinatorControlBehavior::get_signal
Hey,
I found something that is a bit weird.
LuaCircuitNetwork::get_signal returns a signal value/count as a int , not a full Signal .
On the other hand LuaConstantCombinatorControlBehavior::get_signal returns a full Signal .
Shouldnt it be LuaCircuitNetwork::get_signal_value instead of ...
I found something that is a bit weird.
LuaCircuitNetwork::get_signal returns a signal value/count as a int , not a full Signal .
On the other hand LuaConstantCombinatorControlBehavior::get_signal returns a full Signal .
Shouldnt it be LuaCircuitNetwork::get_signal_value instead of ...
- Sat Jun 29, 2024 8:56 pm
- Forum: Modding interface requests
- Topic: custom permissions, set via prototype stage
- Replies: 0
- Views: 314
custom permissions, set via prototype stage
Hey,
it would be awesome if we could add custom new permissions.
How would that look?
For example if you want to disable a custom-input that you made, you would create this prototype.
{
type = "permission",
name = "NAME",
action = "disable-input",
input = "INPUT-NAME"
}
But if you want ...
it would be awesome if we could add custom new permissions.
How would that look?
For example if you want to disable a custom-input that you made, you would create this prototype.
{
type = "permission",
name = "NAME",
action = "disable-input",
input = "INPUT-NAME"
}
But if you want ...
- Fri Jun 21, 2024 9:12 pm
- Forum: Modding interface requests
- Topic: on_entity_force_changed
- Replies: 0
- Views: 260
on_entity_force_changed
Hey,
after looking throw the API to find the event that gets triggered when a entity changes its force, I noticed its missing.
It would be nice if it gets added.
Pls include the source_name & source_index, so its easier to transfer the entity from one table to the other.
Greetz,
Luzifer
after looking throw the API to find the event that gets triggered when a entity changes its force, I noticed its missing.
It would be nice if it gets added.
Pls include the source_name & source_index, so its easier to transfer the entity from one table to the other.
Greetz,
Luzifer
- Mon Jun 10, 2024 5:52 am
- Forum: Not a bug
- Topic: [1.1.109] Tutorials dont load mod script & mod global values
- Replies: 2
- Views: 552
Re: [1.1.109] Tutorials dont load mod script & mod global values
But why?
This would be a great way for mods to show how they work, when they have mod script.
This would be a great way for mods to show how they work, when they have mod script.
- Sun Jun 09, 2024 9:06 pm
- Forum: Not a bug
- Topic: [1.1.109] Tutorials dont load mod script & mod global values
- Replies: 2
- Views: 552
[1.1.109] Tutorials dont load mod script & mod global values
Hey,
after playing around with the Tips and Tricks, I thought it was a nice idea to implement a scenario that a user can take a look at and check how two of my mods work together.
After all of the implementation, it seems that the tutorials loads the mods, but not the mod script or the global ...
after playing around with the Tips and Tricks, I thought it was a nice idea to implement a scenario that a user can take a look at and check how two of my mods work together.
After all of the implementation, it seems that the tutorials loads the mods, but not the mod script or the global ...
- Tue Apr 30, 2024 6:57 pm
- Forum: Modding interface requests
- Topic: A way to display max_speed in non-locomotive rolling stock tooltips
- Replies: 3
- Views: 1545
- Tue Apr 30, 2024 6:56 pm
- Forum: Modding interface requests
- Topic: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support
- Replies: 5
- Views: 2051
- Tue Apr 30, 2024 6:52 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement double slider
- Replies: 4
- Views: 1685
Re: LuaGuiElement double slider
Any update?
- Sat Apr 27, 2024 8:38 pm
- Forum: Mod portal Discussion
- Topic: Collections that can be shared
- Replies: 2
- Views: 1368
Re: Collections that can be shared
Hey,
how cool would it be if we could create Collection of Mods that then can be downloaded all at once.
Same as the Steam Workshop Collection Feature.
With that people could create collection of specfic playthough, share them and people dont need to search hundreds of modname.
I think you ...
- Fri Apr 26, 2024 11:56 am
- Forum: Mod portal Discussion
- Topic: Collections that can be shared
- Replies: 2
- Views: 1368
Collections that can be shared
Hey,
how cool would it be if we could create Collection of Mods that then can be downloaded all at once.
Same as the Steam Workshop Collection Feature.
With that people could create collection of specfic playthough, share them and people dont need to search hundreds of modname.
how cool would it be if we could create Collection of Mods that then can be downloaded all at once.
Same as the Steam Workshop Collection Feature.
With that people could create collection of specfic playthough, share them and people dont need to search hundreds of modname.