it broke alot of styles for alot of mods.
viewtopic.php?f=25&t=67420&p=410979#p410979
since we have to select from a standard list (or make everything new) it would be really nice (if not critical) to have a list of what is available.
Search found 65 matches
- Tue Mar 12, 2019 5:19 pm
- Forum: Implemented mod requests
- Topic: Documentation for UI style definitions
- Replies: 4
- Views: 1563
- Mon Mar 11, 2019 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Production screen, and save energy setting
- Replies: 2
- Views: 1207
Re: Production screen, and save energy setting
bump. please let the selected options persist. i basically never want to look at the last 5 seconds. and i constantly have to re enable currently filtered items.
- Mon Mar 11, 2019 4:52 pm
- Forum: Modding help
- Topic: Syle conversion issues
- Replies: 2
- Views: 811
Syle conversion issues
so i am trying to update the mods i have to run on .017 that the makers have not updated. i keep running in to gui-style issues but i simply can not find the current list of style options or how to define them. does anyone have a suggestion or a place to look? all of these work fine until i enable s...
- Sun Feb 03, 2019 3:50 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89633
Re: Friday Facts #280 - Visual Feedback is the king
could we make construction robots prioritize power poles first when being built and make them last when deconstructing? this would help all the items inside the power lines. especially when they build a roboport but have not connected it to power
- Fri Feb 01, 2019 6:47 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89633
Re: Friday Facts #280 - Visual Feedback is the king
Thanks for the new toggles! The toolbar will be an awesome addition. Please make the personal roboport a 3-way toggle. On/off/self-only. With self-only in multiplayer, inventory won't empty/fill when walking by something done by another player. One thing to consider is should self-only still repair...
- Fri Feb 01, 2019 6:44 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89633
Re: Friday Facts #280 - Visual Feedback is the king
regarding the tool selection part of the quick bar:
will the size of the section change based on how many tools are in it or manually? i would hate to only have a couple tools in the bar and have 8 empty spots blocking the screen.
will the size of the section change based on how many tools are in it or manually? i would hate to only have a couple tools in the bar and have 8 empty spots blocking the screen.
- Sun Aug 19, 2018 6:00 pm
- Forum: Modding help
- Topic: How to see errors and logs?
- Replies: 9
- Views: 6530
Re: How to see errors and logs?
darkfrei wrote:AntispamIccor56 wrote:game.print only prints the event.name every few seconds. but it prints the event.tick every time i mine an entity. any idea why that is?
but it is not telling me the things i am telling it to tell me. this is very frustrating. especially when the code is obviously running.
- Sun Aug 19, 2018 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Logistics disable
- Replies: 0
- Views: 703
Logistics disable
PLEASE let us disable the logistics request section (center section next to inventory and crafting). there are many times i have dumped our inventory someplace for robots to work with and use big roboports not my personal stuff. i then don't want them to drop stuff back in my inventory instead of bu...
- Wed Aug 08, 2018 5:59 pm
- Forum: Modding help
- Topic: Requester methods and fields?
- Replies: 8
- Views: 8726
Re: Requester methods and fields?
Ok i understood that. So what you are saying is that there is no other fields and/or methods specific to requesters? so, everything that is on the wiki is in the game. it should, in the lua parts, not be outdated. The piece logistic network contains information specific for anything that has to do ...
- Wed Aug 08, 2018 5:48 pm
- Forum: Modding help
- Topic: How to see errors and logs?
- Replies: 9
- Views: 6530
Re: How to see errors and logs?
game.print() and player.print() display on screen, they are not connected to any external monitoring tool. (Also Lua tables start at 1 so players[0] is an error.) print() does go to stdout, but stdout is not easy to work with on Steam. Use this to print to factorio-current.log: log("Hi Mom!&qu...
- Sat Aug 04, 2018 12:51 am
- Forum: Modding help
- Topic: debuging ability
- Replies: 1
- Views: 544
debuging ability
so i have this proof of concept code ---------------- Event Listeners -------------- local function Blueprint_Scanner_on_scanner_on_tick(event) --if(event.tick%300==0) then if(event.tick==3977400) then log(event.tick) end end local function Blueprint_Scanner_on_built_entity(event) log("on_built...
- Fri Aug 03, 2018 10:12 pm
- Forum: Modding help
- Topic: mod sprites
- Replies: 2
- Views: 932
Re: mod sprites
that program is awesome.
thank you
thank you
- Fri Aug 03, 2018 2:02 am
- Forum: Modding help
- Topic: mod sprites
- Replies: 2
- Views: 932
mod sprites
so i am trying to rebuild an old defunct mod and it's going good so far.
i am trying to get the sprites to work and they show up but they show up as squares with white backgrounds to the objects.
how do i add transparency to the PNG??
i am trying to get the sprites to work and they show up but they show up as squares with white backgrounds to the objects.
how do i add transparency to the PNG??
- Thu Aug 02, 2018 1:18 am
- Forum: Modding help
- Topic: I really need help with my mod
- Replies: 16
- Views: 4112
Re: I really need help with my mod
any idea where i can find a list of what is in "player", "defines" or "game"? i can find lots of class info in the api listings but now how it is put into use in game. and i have zero idea how to look at the live situation.
- Sat Jun 09, 2018 1:22 am
- Forum: Ideas and Requests For Mods
- Topic: tree bounding box
- Replies: 4
- Views: 1173
Re: tree bounding box
i don't know where the issue is or if it is a bug. i just know things don't line up with squeak through enabled and they do when it is disabled. either it is an engine bug or something missing in the addon.
- Sun Jun 03, 2018 11:01 pm
- Forum: Ideas and Requests For Mods
- Topic: tree bounding box
- Replies: 4
- Views: 1173
Re: tree bounding box
squeak through can also leaves tress and other items not marked for destruction when you ghost something onto that area but when a robot goes to create the entity the tree is blocking it so the robot just sits there trying and wasting power.
- Sun Jun 03, 2018 10:36 pm
- Forum: Ideas and Suggestions
- Topic: More Filters for Stack Filter Inserters
- Replies: 4
- Views: 4141
Re: More Filters for Stack Filter Inserters
i feel "more efficient" should be decided by the user and the game map. i do not see a valid reason for limiting the filter stack inserter to one if other filter inserters can do more. yes it can only pick up one type of item at a time. but so can the regular filter inserter. stack just pi...
- Tue May 15, 2018 12:12 am
- Forum: Modding help
- Topic: ghost entitites on descrution
- Replies: 7
- Views: 2727
Re: ghost entitites on descrution
i'm trying that via onload and it does not seem to work. i seem to be having great difficulty understanding the lua modding environment. any suggestions? local OnLoad=function() --define handler game.player.force.ghost_time_to_live=60*60*60 end script.on_load(OnLoad)--this will execute when the save...
- Sun May 13, 2018 9:58 pm
- Forum: Modding help
- Topic: ghost entitites on descrution
- Replies: 7
- Views: 2727
Re: ghost entitites on descrution
it was not researched
is there a way or setting or mod based setting that can increase that before research is done?
is there a way or setting or mod based setting that can increase that before research is done?
- Sat May 12, 2018 5:03 pm
- Forum: Modding help
- Topic: ghost entitites on descrution
- Replies: 7
- Views: 2727
ghost entitites on descrution
has anyone else noticed destroyed items no longer make ghost entities? i tried validating game files with steam and i also removed all the mods (change the folder name). i even change the config file name so it was rebuilt. i tried a brand new game and i still could not make ghost entity when i dest...