Search found 102 matches
- Wed Feb 21, 2018 9:13 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] FNEI 0.0.17
I am curious, why showing tech tree allows me to "earn achievements in a dishonest way"? Unfortunately, factorio developers have not added the opportunity to open a technology tree on the corresponding technology (https://forums.factorio.com/viewtopic.php?f=25&t=49599). Therefore, in ...
- Mon Feb 19, 2018 8:57 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] FNEI 0.0.17
Hello, really enjoying your mod. I posted a Bug on the mods.factorio.com page before seeing the forum link and don't know how to delete it. I know you don't get notifications there so I'll just leave this here :) " I've been explaining this for days so hopefully I've gotten better at it. When ...
- Fri Feb 16, 2018 8:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Caption for sprite button
- Replies: 1
- Views: 2305
[0.16.18] Caption for sprite button
I want to create a sprite button with the text on it, but after attaching the value of the sprite, the text was under the sprite. It seems to me that the text should be on top of the sprite. https://pp.userapi.com/c841439/v841439206/70c90/GmIjTo1MD8s.jpg gui.add({ type = "sprite-button", n...
- Tue Jan 30, 2018 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Problems with displaying "made in" items
- Replies: 3
- Views: 2533
[0.16.18] Problems with displaying "made in" items
I installed several mods and when I hover over the recipe I saw the following:
IMG
full screen
- Mon Jan 29, 2018 9:58 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] FNEI 0.0.17
I guess I'm against things adding unnecessary options. What would break if the input focus was always moved to the text box any time FNEI was opened? Is there any reason this needs to be an option, and not just standard behaviour. This will be an optional feature. By default this will be disabled.
- Sun Jan 28, 2018 9:02 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] FNEI 0.0.17
First things first, love this mod. It helps SOOO much in discovery. My feature request is super simple in concept, but might be tricky in implementation due to how Factorio limits UI interaction. When I bring up NEI almost always my first action is to type in the name of some item that I want to tr...
- Wed Jan 24, 2018 8:50 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] FNEI 0.0.17
A little new version 0.1.0
- Mon Jan 22, 2018 8:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] Locked choose-elem-button.
- Replies: 1
- Views: 1871
[Rseding91] [0.16.16] Locked choose-elem-button.
I do not know whether this is a bug or not, but I think it's worth asking you. I create a choose-elem-button and set its properties elem_type = "recipe", locked = true, elem_value = "fast-inserter". Then, when i right-click on this item, it resets the selected item, although the ...
- Tue Jan 16, 2018 2:56 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
At the moment I'm developing a completely redesigned mod v0.1.0. In it there will be an opportunity to turn off the crafting category. This allows you to completely solve your problem described in paragraph 1. 1)Add an option (probably enabled by default) to hide barrelling/unbarrelling recipes. Now...
- Mon Jan 08, 2018 9:52 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] Factorio NEI 0.0.16
Hey, I get an exception if I have the option ''Show hidden items' enabled. Change search text after enabling the option: 3850.842 Error MainLoop.cpp:1013: Exception at tick 23258082: Error while running event FNEI::on_gui_text_changed (ID 2) Unknown style red_slot_button_style stack traceback: __FN...
- Fri Jan 05, 2018 11:49 am
- Forum: Modding help
- Topic: Problem with closing player gui
- Replies: 4
- Views: 1318
Re: Problem with closing player gui
What "gui mod" do you want to close? I create a flow container for my mod and add it to the player's opened gui. Further inside the flow of the container, I have the additional elements necessary inside the mod. While the player is using the gui, autosave occurs. Next, I load the preserva...
- Thu Jan 04, 2018 11:56 pm
- Forum: Modding help
- Topic: Problem with closing player gui
- Replies: 4
- Views: 1318
- Thu Jan 04, 2018 11:55 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] Factorio NEI 0.0.16
I find FNEI really useful, it saves me doing a lot of alt-tabbing in and out of the game to look at the wiki for recipe details. Thanks for developing it! However, I have a suggestion. At the moment there is no quick way to get back to the search page apart from closing FNEI and reopening it, which...
- Tue Jan 02, 2018 6:14 pm
- Forum: Modding help
- Topic: Problem with closing player gui
- Replies: 4
- Views: 1318
Problem with closing player gui
The goal: to close the gui mod, if it is open, when the player enters the game. If a player starts a multiplayer game, then for some players, the on_player_joined_game event is called, but for the player who created this game, this event is not called. The on_player_create event is called 1 time whe...
- Wed Dec 27, 2017 8:37 pm
- Forum: Not a bug
- Topic: [0.16.7] A little more "choose-elem-button"
- Replies: 2
- Views: 734
Re: [0.16.7] A little more "choose-elem-button"
Ok, thanks.Rseding91 wrote:Those GUIs aren't persistent - if you have one open when the game auto-saves it won't be open if you load that save. They exist as a temporary floating window only. and can exist on top of other game GUIs (you can open one from inside a logistic requester chest GUI for example).
- Wed Dec 27, 2017 7:44 pm
- Forum: Not a bug
- Topic: [0.16.7] A little more "choose-elem-button"
- Replies: 2
- Views: 734
[0.16.7] A little more "choose-elem-button"
Why does the window that opens when we click on the "choose-elem-button" does not matter in gui_type (game.players[pl_name].opened_gui_type equal 0) and does not cause the on_gui_closed event when it closes like the other gui in the game? https://pp.userapi.com/c831109/v831109097/2bc67/kmY...
- Wed Dec 27, 2017 7:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.7] Bug for choose-elem-button
- Replies: 1
- Views: 1753
[Rseding91] [0.16.7] Bug for choose-elem-button
I create choose-elem-button and set elem_type = recipe. As a result, when I clicked on this button, I saw this:
img
I think there is not enough background for this gui, as it is done in similar gui when choosing an item, etc.- Wed Dec 27, 2017 7:04 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154430
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Thank you for your fashion. I have suggestions for your mod. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done. A small example: function open_gui() --create gui game.players[event.player_index].opened = gui end script.on_event(defines.events....
- Wed Dec 27, 2017 7:01 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 328710
Re: [0.16.x] Bob's Mods: General Discussion
Thank you for your fashion. I have suggestions for the mod's Bob's Adjustable Inserters. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done. A small example: function open_gui() --create gui game.players[event.player_index].opened = gui end scr...
- Thu Nov 30, 2017 8:42 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 60249
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Would be nice if the search used item names for lookup. Right now it seems as if you can't find some of the items, if the mods have changed their names. I'll add the search name in future versions. Unfortunately now very little time to develop the mod. It would be nice if someone else joined the de...