Implemented for 2.0 as LuaEntity::custom_status read/write. You can specify both the diode color and the label text.
LuaEntity::status read and working visualisations will remain unchanged - the custom status will only show in GUIs.
Search found 454 matches
- Thu Dec 14, 2023 5:44 pm
- Forum: Implemented for 2.0
- Topic: LuaEntity::custom_state_string
- Replies: 3
- Views: 660
- Mon Dec 11, 2023 4:10 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25600
Re: Friday Facts #388 - Smaller things for 2.0
Love the FFF and this one does not disappoint. Read through the suggestions that this one sparked and I love most of those too! As a fan of Factorio and of Lua, I was very slightly sad to see that they aren't upgrading to 5.4. I'm pretty sure there isn't much in 5.4 that would have a direct impact ...
- Mon Dec 04, 2023 3:43 pm
- Forum: Modding interface requests
- Topic: Read/write access to Game Blueprints
- Replies: 1
- Views: 671
Re: Read/write access to Game Blueprints
First part is implemented for 2.0 with a new LuaRecord API. I will look into the possibility of adding events, but no promises one way or the other quite yet.
- Mon Dec 04, 2023 2:55 pm
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 2
- Views: 810
Re: Allow event for a cliff being destroyed
You can use script.register_on_entity_destroyed to detect this for now. I'll look into a more proper solution for 2.0.
- Mon Nov 13, 2023 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Website link in About dialog isn't clickable
- Replies: 5
- Views: 1376
Re: [1.1.94] Website link in About dialog isn't clickable
Thanks for the report, this has been fixed for the next release.
- Tue Nov 07, 2023 6:22 pm
- Forum: Development tools
- Topic: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
- Replies: 2
- Views: 809
Re: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
Version 1.1.95 features a new hidden setting disable-mouse-auto-capture that will prevent this issue.
- Wed Oct 25, 2023 12:48 am
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 26
- Views: 8893
Re: [1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Next time it happens, please upload the save file, your blueprint library, and log file. I haven't reproduced this yet so any extra data would be helpful.
- Wed Oct 25, 2023 12:40 am
- Forum: Pending
- Topic: [1.1.91][Linux] Crash from main menu while in the background with Pyanodon mods
- Replies: 1
- Views: 440
Re: [1.1.91][Linux] Crash from main menu while in the background with Pyanodon mods
Thanks for the report. It's not feasible to tell what exactly happened from the log file and I can't reproduce it. It crashed while rendering one of the menu GUI buttons.
Did you perform a system update while the game was running?
Did you perform a system update while the game was running?
- Wed Oct 25, 2023 12:27 am
- Forum: Minor issues
- Topic: [1.1.91][Linux] Factorio uses a wrong GPU
- Replies: 3
- Views: 712
Re: [1.1.91][Linux] Factorio uses a wrong GPU
As was mentioned, OpenGL doesn't provide this capability, and the workaround we use only works on Windows. Even providing a GPU selector isn't feasible unless we port the game to Vulkan.
I would recommend writing a wrapper script to launch the game with your environment variable.
I would recommend writing a wrapper script to launch the game with your environment variable.
- Tue Oct 24, 2023 11:47 pm
- Forum: Implemented for 2.0
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 4277
Re: Export currently held blueprint library object to item
Blueprint library records will be accessible to mods in 2.0. Records in "my blueprints" are read-only, while records in "game blueprints" are read/write.
- Tue Oct 24, 2023 11:45 pm
- Forum: Modding interface requests
- Topic: Temperature of the fluid for `on_player_flushed_fluid`
- Replies: 2
- Views: 488
Re: Temperature of the fluid for `on_player_flushed_fluid`
Couldn't you just disable the flush fluid permission?
- Thu Sep 28, 2023 2:54 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 26
- Views: 8893
Re: [1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
It appears to have gotten stuck when saving the blueprint library. Could you attach your blueprint-storage.dat file so I can take a look?
- Mon Sep 25, 2023 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.80] Sync mods with save downloads higher version of the mod than compatible with current Factorio version
- Replies: 2
- Views: 1625
Re: [raiguard][1.1.80] Sync mods with save downloads higher version of the mod than compatible with current Factorio ver
Thanks for the report, this has been fixed for the next release.
- Thu Sep 07, 2023 3:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] Installed dependent mods are refetched on update
- Replies: 4
- Views: 1257
Re: [raiguard] Installed dependent mods are refetched on update
Thanks for the report, this has been fixed for the next release.
- Thu Sep 07, 2023 3:34 pm
- Forum: Assigned
- Topic: [Donion] [1.1.87] Capslock-ctrl remapping failing in linux
- Replies: 4
- Views: 886
Re: [Donion] [1.1.87] Capslock-ctrl remapping failing in linux
I have had good results using keyd for remapping my capslock to ctrl/escape. It's not built-in to gnome, but it might work for you as well.
- Mon Sep 04, 2023 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] Installed dependent mods are refetched on update
- Replies: 4
- Views: 1257
Re: [raiguard] Installed dependent mods are refetched on update
Could you please post a list of all of the mods in your mods folder? Including duplicate versions, etc.
- Sun Aug 20, 2023 3:20 am
- Forum: Modding interface requests
- Topic: request_slot_count for LuaPlayer
- Replies: 1
- Views: 378
Re: request_slot_count for LuaPlayer
LuaEntity::request_slot_count gives the highest requested slot for the entity, including characters.
- Wed Jul 26, 2023 6:07 pm
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 3009
Re: Controller modding guide / FAQ
To each their own, but in the time it took you to write these posts, you could have added an order string and called it a day.
- Wed Jul 26, 2023 5:45 pm
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 3009
Re: Controller modding guide / FAQ
It was obvious from the first second when there was talk about controller support that every gui will rotate around "CoNtRoLleR CoMfOrT". I also am willing to bet that any new content will revolve arount the idea, that it "has to work with controller, now that we have it". Mouse...
- Wed Jul 26, 2023 5:43 pm
- Forum: Modding discussion
- Topic: Controller modding guide / FAQ
- Replies: 8
- Views: 3009
Re: Controller modding guide / FAQ
This is quite annoying. Agreed, it could be better. Shortcuts were introduced in 0.17 if I recall correctly. The "order" property was listed as optional property then; at the time of writing it is still listed as an optional property - none of the controller-related treatments of shortcut...