Search found 393 matches

by LuziferSenpai
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

[posila] [2.0.6] Rich Text Icons dont use the new icon code

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 ...
by LuziferSenpai
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.
10-18-2024, 18-31-40.png
10-18-2024, 18-31-40.png (290.72 KiB) Viewed 275 times
10-18-2024, 18-31-57.png
10-18-2024, 18-31-57.png (67.14 KiB) Viewed 275 times
Greetz,

Luzifer
by LuziferSenpai
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
by LuziferSenpai
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
by LuziferSenpai
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 ...
by LuziferSenpai
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
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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 ...
by LuziferSenpai
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
by LuziferSenpai
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.
by LuziferSenpai
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 ...
by LuziferSenpai
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?
by LuziferSenpai
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 ...
by LuziferSenpai
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.

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