+1
Console commands should also be able to copy to the clipboard (easier than using log).
Search found 286 matches
- Mon Feb 19, 2024 8:13 pm
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 9
- Views: 2079
- Mon Feb 19, 2024 6:42 pm
- Forum: Assigned
- Topic: [StrangePan] [1.1.104] Modifier keys stuck after screenshot on macOS
- Replies: 0
- Views: 194
[StrangePan] [1.1.104] Modifier keys stuck after screenshot on macOS
After pressing ⇧⌘4 and selecting a region to screenshot, the shift and command keys remain stuck until I press and release both keys, or switch to another program and back. The same also happens with the ⇧⌘5 shortcut that brings up the screenshot/recording overlay. The stuck modifier keys prevents m...
- Mon Feb 05, 2024 11:22 am
- Forum: Modding help
- Topic: Control hints
- Replies: 2
- Views: 244
Re: Control hints
Cool, thanks!
- Mon Feb 05, 2024 10:00 am
- Forum: Modding help
- Topic: Text shadow
- Replies: 0
- Views: 148
Text shadow
How do you add a text shadow (or outline) effect to a label element? I'd like to get more contrast against the game world for a piece of text that is displayed in a transparent frame, like the chat console messages. Alternatively I could do with a semi-transparent background but I've not been able t...
- Sun Feb 04, 2024 5:44 pm
- Forum: Modding help
- Topic: Control hints
- Replies: 2
- Views: 244
Control hints
Is there a way to add to the control hints GUI?
Also, is there a way to read/reference the player's customized key sequence for a given key binding?
Also, is there a way to read/reference the player's customized key sequence for a given key binding?
- Sun Feb 04, 2024 11:40 am
- Forum: Modding interface requests
- Topic: player.gui.cursor
- Replies: 0
- Views: 150
player.gui.cursor
player.gui.cursor should be another gui root container which mods and scenarios can add GUI elements to. The container would always follow the player's mouse cursor, like the GUI style view (Ctrl+F6) does. It could be useful for adding important hints or other information depending on what the playe...
- Sun Feb 04, 2024 11:02 am
- Forum: Modding interface requests
- Topic: Relative GUI for static GUI elements
- Replies: 2
- Views: 916
Re: Relative GUI for static GUI elements
Is this possible yet?
- Sun Feb 04, 2024 6:10 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101] Ghost poles have copper wires in circuit_connection_definitions
- Replies: 1
- Views: 562
[1.1.101] Ghost poles have copper wires in circuit_connection_definitions
Electric poles ghosts include copper cable connections in circuit _connection_definitions :: array[ CircuitConnectionDefinition ]? which should contain only elements with defines.wire_type.red or defines.wire_type.green. The same copper connections are also listed in copper_connection_definitions. R...
- Sat Feb 03, 2024 4:40 pm
- Forum: Modding help
- Topic: Fog of War
- Replies: 2
- Views: 203
Re: Fog of War
I see, thanks!
- Sat Feb 03, 2024 4:12 pm
- Forum: Modding help
- Topic: Fog of War
- Replies: 2
- Views: 203
Fog of War
Is there any way for scenarios to set the fog of war status of a chunk?
How do you keep an area revealed without a radar?
How do you keep an area revealed without a radar?
- Sat Feb 03, 2024 3:17 pm
- Forum: Modding help
- Topic: LuaSurface map_gen_settings width and height cannot be changed
- Replies: 5
- Views: 307
Re: LuaSurface map_gen_settings width and height cannot be changed
Ok, it works perfectly. I didn't realize that those chunks were generated with out-of-map tiles.
- Sat Feb 03, 2024 2:55 pm
- Forum: Modding help
- Topic: LuaSurface map_gen_settings width and height cannot be changed
- Replies: 5
- Views: 307
Re: LuaSurface map_gen_settings width and height cannot be changed
That exact snippet has no effect for me in 1.1.101. I can see that the width and height is written without error, but that's it.
- Sat Feb 03, 2024 2:17 pm
- Forum: Modding help
- Topic: LuaSurface map_gen_settings width and height cannot be changed
- Replies: 5
- Views: 307
LuaSurface map_gen_settings width and height cannot be changed
I wanted to increase the surface width/height but it doesn't work, even though the description of map_gen_settings says "these can be modified after surface generation".
- Thu Feb 01, 2024 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Add last modified field to building tooltips near Last user
- Replies: 2
- Views: 333
Re: Add last modified field to building tooltips near Last user
+1 It would allow anyone to make a pseudo-timelapse after a game without any mods (using some external program or web service), like the official Factorio Gameplay Trailer (2016) (30 seconds in), visualizing the growth of their factory. Maybe some animated GIF generator could even be integrated into...
- Wed Jan 31, 2024 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: chart_all ignores unvisited surfaces
- Replies: 3
- Views: 884
Re: chart_all ignores unvisited surfaces
The chunks are definitely generated, with the following evidence: There is perceptible lag when request_to_generate_chunks is called with a large radius like 20 chunks. The on_chunk_generated event is raised for those chunk positions. The function is_chunk_generated returns true for those chunk posi...
- Sun Jan 28, 2024 11:36 am
- Forum: Modding help
- Topic: Deinit?
- Replies: 3
- Views: 318
Re: Deinit?
Great, thanks!
- Sun Jan 28, 2024 7:32 am
- Forum: Modding help
- Topic: Deinit?
- Replies: 3
- Views: 318
Deinit?
Is there a way to run code when a mod is removed in order to clean up stuff that the player would not expect to stick around, such as surfaces added by the mod?
- Sat Jan 27, 2024 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: chart_all ignores unvisited surfaces
- Replies: 3
- Views: 884
chart_all ignores unvisited surfaces
The chart_all method won't chart surfaces until the player has teleported to them, even when the surface name is specified. Reproduction steps: Start a new freeplay scenario with default settings. Create a new surface and try to chart a large area: /c game.create_surface("test") /c game.su...
- Sat Jan 27, 2024 5:18 pm
- Forum: Assigned
- Topic: [StrangePan] [1.1.101] Hang after switching macOS user
- Replies: 0
- Views: 286
[StrangePan] [1.1.101] Hang after switching macOS user
Summary: The game freezes (showing the spinning color wheel as the cursor) after temporarily switching to another user account, and can only be force-quit. Reproduction steps: Launch Factorio. Switch to another user. Switch back again. Factorio has stopped responding. Menu simulation and gameplay s...
- Sat Jan 27, 2024 10:58 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22343
Re: Friday Facts #394 - Assembler flipping and circuit control
Well, to be honest, the blueprint system does not seem like it was designed for large scale blueprinting, anyway. But that's a whole 'nother ball. :D This might change in 2.0, let's wait and see. The splitters are configured with a GUI, and when flipped the GUI configuration for left/right input/ou...