Search found 232 matches
- Mon Apr 19, 2021 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
- Replies: 1
- Views: 1216
Re: [Therenas][1.1.32] on_cutscene_cancelled() not called when cutscene finishes on its own
Thanks for the report. This is not actually a bug, but a mistake in the documentation, which is fixed for the next version. I added the 'on its own' part recently because that's how the vanilla freeplay cutscene behaves, so I mistakenly assumed this is the default behaviour. Looking into it again, I...
- Fri Apr 16, 2021 8:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Therenas] [1.1.32] Documentation Inconsistency
- Replies: 1
- Views: 1130
Re: [Therenas] [1.1.32] Documentation Inconsistency
Thanks a lot for the report, both points have been addressed for the next release.
- Wed Dec 02, 2020 11:41 pm
- Forum: General discussion
- Topic: Alt-F4 #15 - Investigating 1.1
- Replies: 2
- Views: 2036
Re: Alt-F4 #15 - Investigating 1.1
Hi, author here, glad you enjoyed it! Regarding your question, the measurements were run on a i5-8600k@4.8 GHz, with memory clocked at 2133MHz. I want to emphasize again though that the results are not very precise, and are only intended to show the general trend of the improvements. Regarding scali...
- Mon Nov 30, 2020 2:51 pm
- Forum: Modding interface requests
- Topic: Differentiate types of on_gui_closed
- Replies: 4
- Views: 1274
Differentiate types of on_gui_closed
With 1.1, the game now treats pressing 'E' on a GUI interface with a confirm-button as confirmation, which is fine. An issue arises though when mods try to emulate that behavior. What you want to do as a mod is to confirm your current dialog if possible, and close it if it doesn't have a submit-butt...
- Sun Nov 29, 2020 9:49 pm
- Forum: Implemented mod requests
- Topic: Add GUI elements in the middle of a parent
- Replies: 5
- Views: 1983
Re: Add GUI elements in the middle of a parent
Pretty sure this was implemented with 1.1
- Thu Nov 26, 2020 3:39 pm
- Forum: Modding interface requests
- Topic: Tips and Tricks wishlist
- Replies: 3
- Views: 1023
Re: Tips and Tricks wishlist
This is probably a long shot, but it would be a-ma-zing if the tips could simulate GUIs.
- Sat Nov 21, 2020 8:10 pm
- Forum: Modding interface requests
- Topic: Apply built-in tooltips to custom GUI elements
- Replies: 8
- Views: 2683
Re: Apply built-in tooltips to custom GUI elements
Jarg`s Factorio Debugger has a profiling mode, it's super useful.
- Fri Oct 23, 2020 8:00 am
- Forum: Won't fix.
- Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
- Replies: 3
- Views: 1462
Re: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Thanks for the explanations, that's interesting! I (and Raiguard too) actually ran into this before several times, but always worked around it somehow. I just got the motivation to write a reproduction this time.
- Thu Oct 15, 2020 8:56 pm
- Forum: Won't fix.
- Topic: [kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
- Replies: 3
- Views: 1462
[kovarex] [1.0.0] Setting certain elements to stretch leads to weird results
Sorry for the bad title, the situation is somewhat complex to explain in words. So, to save me a thousand words, a picture: https://i.imgur.com/LUVqFcL.png I'm not going to try and explain the exact situation in words, as it requires a somewhat particular setup to exhibit this behavior. The attached...
- Sat Sep 26, 2020 8:27 am
- Forum: Implemented mod requests
- Topic: Add GUI elements in the middle of a parent
- Replies: 5
- Views: 1983
Re: Add GUI elements in the middle of a parent
Now this whole request does seem a bit unlikely to happen, but if it did, it would be cool if we could replace elements by index too. I can see this being useful for tables especially.
- Thu Sep 10, 2020 6:25 pm
- Forum: Pending
- Topic: [1.0.0] Setting .style.single_line = false on label breaks height calculation
- Replies: 2
- Views: 846
Re: [1.0.0] Setting .style.single_line = false on label breaks height calculation
The source of the issue might be wrong, but shouldn't the code I provided properly center the text in the frame?
- Thu Sep 10, 2020 2:00 pm
- Forum: Pending
- Topic: [1.0.0] Setting .style.single_line = false on label breaks height calculation
- Replies: 2
- Views: 846
[1.0.0] Setting .style.single_line = false on label breaks height calculation
When you set single_line to false on a label, the game still considers the height of the label to be that of a single line of text, even if the actual text displayed gets spread over multiple lines. This breaks some situations, like when using vertically_stretchable empty-widgets to vertically cente...
- Sun Sep 06, 2020 12:21 pm
- Forum: Resolved Requests
- Topic: REQUEST: Improving the Modding API and its Documentation?
- Replies: 7
- Views: 2159
Re: REQUEST: Improving the Modding API and its Documentation?
Thanks for clarifying what you think could be better. There is always room for improvement for sure. Regarding the modding API philosophy itself, I don't think you'll find much support from the devs for a C++ modding API. I get that having the ultimate flexibility would be great, and would lead to s...
- Sat Sep 05, 2020 7:25 pm
- Forum: Resolved Requests
- Topic: REQUEST: Improving the Modding API and its Documentation?
- Replies: 7
- Views: 2159
Re: REQUEST: Improving the Modding API and its Documentation?
The wiki is up to date on pretty much everything most of the time, they have a dedicated employee looking after it as their job. Also, a general 'make it better pls' is not helpful to anyone. If you could suggest parts that are not very good in your opinion, people could work on them. 'Just make eve...
- Sat Aug 29, 2020 10:10 am
- Forum: Mod portal Discussion
- Topic: [Mod portal] No images loading
- Replies: 1
- Views: 966
Re: [Mod portal] No images loading
Works again.
- Fri Aug 28, 2020 2:42 pm
- Forum: Mod portal Discussion
- Topic: [Mod portal] No images loading
- Replies: 1
- Views: 966
[Mod portal] No images loading
From today on, when opening the mod portal website, no image assets are loading for me anymore. Looks like this. Not sure what to do. I already deleted everything my browser cached about the website. MacOS, Safari, recent versions.
- Sun Aug 16, 2020 7:36 pm
- Forum: Implemented mod requests
- Topic: Improve performance for setting .text on textfields
- Replies: 4
- Views: 1113
Re: Improve performance for setting .text on textfields
Great, thanks a lot!
- Sun Aug 16, 2020 10:52 am
- Forum: Implemented mod requests
- Topic: Improve performance for setting .text on textfields
- Replies: 4
- Views: 1113
Re: Improve performance for setting .text on textfields
Sure, made one special for you. Lets you put in a character count and it inserts a string with that size into the textfield. Some more remarks in the code.
- Sat Aug 15, 2020 11:14 am
- Forum: Modding interface requests
- Topic: Style.margin/padding doesn't work correctly on switches
- Replies: 0
- Views: 603
Style.margin/padding doesn't work correctly on switches
At least, I think it doesn't. When setting margin/padding on switches, it applies it to the switch button itself, and not the whole element, including its labels. The following code demonstrates this (change margin for padding to see both things): local frame = player.gui.screen.add{type="frame...
- Sat Aug 15, 2020 11:02 am
- Forum: Implemented mod requests
- Topic: Improve performance for setting .text on textfields
- Replies: 4
- Views: 1113
Improve performance for setting .text on textfields
Currently, setting a large amount of characters on a textfield is slow. Setting textfield.text to a string with ~6000 characters in it takes ~6.5ms according to the ingame profiler. Is there anything that could be done to improve this? I know there might be good explanation for it, I'm just asking. ...