Search found 181 matches

by moon69
Sat Jul 18, 2020 7:18 am
Forum: Modding help
Topic: Find style name in-game
Replies: 2
Views: 802

Re: Find style name in-game

Perfect thanks :)
by moon69
Thu Jul 16, 2020 5:48 pm
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 15824

Re: Friday Facts #355 - High resolution updates

The item-group icons need a bit of hi-res love... at 64px they look pretty bad at 200% UI scale.
by moon69
Thu Jul 16, 2020 5:45 pm
Forum: Modding help
Topic: Find style name in-game
Replies: 2
Views: 802

Find style name in-game

Is there a built-in function or mod that shows which styles are affecting a chosen GUI element?

Ideally something like...
EG: Hovering with the mouse over (say) a button, and a tooltip pops up listing the style(s) that control it's appearance.
by moon69
Thu Jul 16, 2020 5:36 pm
Forum: Modding help
Topic: Small item-group tab icons
Replies: 1
Views: 737

Re: Small item-group tab icons

Found it - "filter_group_button_tab" style → padding = 1
by moon69
Sun Jul 05, 2020 6:03 pm
Forum: Spread the Word
Topic: Factorio gear wheel vector
Replies: 0
Views: 2569

Factorio gear wheel vector

The Presskit link on Factorio.com used to have a logo pack that included PNG & SVG Factori⛭ logo and this top-down gear wheel...
Image
Is it still available somewhere? I'm after the SVG version of the above.

Cheers.
by moon69
Thu Jul 02, 2020 7:45 pm
Forum: Mod portal Discussion
Topic: Issues with the new design
Replies: 13
Views: 4031

Re: Issues with the new design

[*] It would be nice if we could preview our posts on the discussion boards before submitting. Sometimes, markdown mark-up plays strange tricks, so being able to get a post right before pressing the Submit button would be a nice feature. Agreed. Why is the mod-portal discussion not just using same ...
by moon69
Sun Jun 07, 2020 9:04 pm
Forum: General discussion
Topic: Async auto save in multiplayer but not in singleplayer?? Why??
Replies: 8
Views: 3102

Re: Async auto save in multiplayer but not in singleplayer?? Why??

A workaround is turning off compression in config.ini - this speeded my autosaves up noticeably...

Code: Select all

; Options: none, fast, maximum
; autosave-compression-level=none
by moon69
Mon Jun 01, 2020 8:00 pm
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 39
Views: 10431

Re: Fixing data stage spam

It seems there has always been reluctance to allow write_file during data stage - what are the reasons preventing it?
by moon69
Sat May 30, 2020 3:36 pm
Forum: Modding help
Topic: What is load game name unicode sort order?
Replies: 3
Views: 978

Re: What is load game name unicode sort order?

Thanks both.
by moon69
Fri May 29, 2020 11:40 am
Forum: Modding help
Topic: How to access toggled state for a button.
Replies: 3
Views: 1105

Re: How to access toggled state for a button.

Not sure from the API side, but I think the selected style stuff is here...
Types/StyleWithClickableGraphicalSetSpecification
by moon69
Fri May 29, 2020 11:26 am
Forum: Modding help
Topic: What is load game name unicode sort order?
Replies: 3
Views: 978

What is load game name unicode sort order?

I'd like to replicate how Factorio sorts the savegame in the Load screen - any ideas? This is how Windows 10 command line sorts some unicode test saves I made... a LATIN SMALL LETTER A 0x0061.zip z LATIN SMALL LETTER Z 0x007A.zip ͱ GREEK SMALL LETTER HETA 0x0371.zip ϻ GREEK SMALL LETTER SAN 0x03FB.z...
by moon69
Wed May 27, 2020 5:06 am
Forum: Modding help
Topic: Misleading error source reported for styles
Replies: 4
Views: 993

Re: Misleading error source reported for styles

Thanks Darkfrei, but I am actually wondering how to avoid mod A being disabled when the error is actually in unrelated mod B?
StyleTestB2.png
StyleTestB2.png (60.29 KiB) Viewed 959 times
by moon69
Tue May 26, 2020 6:13 pm
Forum: Modding help
Topic: Misleading error source reported for styles
Replies: 4
Views: 993

Misleading error source reported for styles

"StyleTestA" mod correctly implements a style, and allows the game to load... local style = data.raw["gui-style"].default style.StyleTestA = { type = "button_style", parent = "frame_action_button", width = 66 } "StyleTestB" mod has a style error, and...
by moon69
Thu May 21, 2020 8:53 pm
Forum: Technical Help
Topic: Control+Shift+Alt+F can't be mapped on Windows 10
Replies: 0
Views: 458

Control+Shift+Alt+F can't be mapped on Windows 10

Ctrl-Shift-Alt-F is getting swallowed by Windows 10 v1903, so can't be used as a shortcut.
What does “Ctrl+Alt+Shift+F” key combination in Windows 10 Pro (Version 1903) do?

No action required - just hoping to save someone a bit of head-scratching!
by moon69
Thu May 21, 2020 8:13 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 25435

Re: Version 0.18.26

Rseding91 wrote:
Thu May 21, 2020 5:56 pm
There is a hidden config setting you can change to allow it still (in config.ini)
Where is it hiding!?
by moon69
Sun May 17, 2020 10:30 am
Forum: Won't implement
Topic: game.auto_save - remove prefix
Replies: 2
Views: 1179

game.auto_save - remove prefix

From LuaGameScript.auto_save ... Saves will be named _autosave-*name* when provided. Could we please have ability to remove the "_autosave-" prefix when a name is provided? Primarily because it sorts _ to the bottom of the Load Game gui. It also reduces the horizontal space (so less of the...
by moon69
Sun May 17, 2020 5:49 am
Forum: Implemented mod requests
Topic: Prototype/ArtilleryTurret#gun from API
Replies: 1
Views: 893

Prototype/ArtilleryTurret#gun from API

Access Prototype/ArtilleryTurret#gun from API please.
Similarly for Prototype/ArtilleryWagon#gun.

Should they not appear in LuaEntityPrototype.guns ?

Cheers.
by moon69
Sun May 17, 2020 5:43 am
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 39
Views: 10431

Re: Fixing data stage spam

For those (re)visiting this topic, please also consider justarandomgeek's debugger as highlighted in FFF - good stuff!
Friday Facts #337 - Statistics GUI and Mod Debugger
by moon69
Tue May 12, 2020 6:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.24] choose-elem-button missing some signals
Replies: 4
Views: 2799

[0.18.24] choose-elem-button missing some signals

signal-everything, signal-anything, signal-each are missing from LuaGuiElement.add→choose-elem-button→elem_type=signal

I don't remember if they were missing in the past or not.
FactorioMissingSignals.png
FactorioMissingSignals.png (125.09 KiB) Viewed 2799 times

Go to advanced search