Search found 332 matches

by curiosity
Fri Aug 25, 2023 10:39 am
Forum: Documentation Improvement Requests
Topic: Redirects to the new docs structure lose the anchor
Replies: 1
Views: 342

Redirects to the new docs structure lose the anchor

Prominently seen here. You click the link, it takes you to the top of the page instead of the description of draw_text the original link was pointing at.
by curiosity
Fri Aug 25, 2023 10:33 am
Forum: Documentation Improvement Requests
Topic: Alignments in rendering are unclear
Replies: 8
Views: 992

Re: Alignments in rendering are unclear

Therenas wrote:
Fri Aug 25, 2023 8:14 am
Just want to note that this is a very valid issue, but hard to explain without an image, which the runtime docs don't support yet, so I'll likely wait on that.
"Where the target is relative to the text"? Not hard, if you ask me.
by curiosity
Sat Aug 12, 2023 8:51 am
Forum: Modding interface requests
Topic: Icon or text indicating mod is zip or folder in game
Replies: 2
Views: 428

Re: Icon or text indicating mod is zip or folder in game

You saying that some mods didn't update after updating makes it sound related to a bug where version selection (and all other mod versions in general) is ignored if there is an unversioned folder of the mod.
by curiosity
Thu Aug 10, 2023 11:01 am
Forum: Modding interface requests
Topic: Get electric network information using API
Replies: 6
Views: 1536

Re: Get electric network information using API

When a power switch has connection to 2 electric sub networks and power switch is turned on, it causes both electric sub networks to become part of the same electric network by merging electric networks. This creates some problems because statistics you want to get are inside of the "electric ...
by curiosity
Sun Jul 30, 2023 12:00 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 85269

Re: Documentation Improvement Requests

https://lua-api.factorio.com/latest/Con ... #Alignment says that a single-word alignment implies middle vertical alignment when in reality the vertical alignment is top.
by curiosity
Wed Jul 26, 2023 2:50 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 85269

Re: Documentation Improvement Requests

LuaGuiElement API has multiple string properties, which can only assume a value from a specific set. In the JSON docs these properties should have a union type of all allowed values instead of just string. Same goes for passing these properties to LuaGuiElement.add. -> Changed it for the type of Lu...
by curiosity
Wed Jul 05, 2023 8:04 pm
Forum: Implemented for 2.0
Topic: extend /admins [online|o] [count|c] <-- akin to /players
Replies: 3
Views: 842

Re: extend /admins [online|o] [count|c] <-- akin to /players

Klonan wrote:
Tue Jul 04, 2023 10:25 pm
I will move this to modding interface requests as it feels more appropriate
How is that? This is not modding, but built-in commands for players.

Unless you want to expose these things in the API?
by curiosity
Mon Jun 26, 2023 12:27 pm
Forum: Modding interface requests
Topic: take_screenshot flag for train status text
Replies: 2
Views: 540

Re: take_screenshot flag for train status text

Stringweasel wrote:
Sun Jun 25, 2023 9:13 pm
IMHO the train status should be in the tooltip, just like all the other information in the game. Not a random floating text. Then we wouldn't have this odd issue :)
Train status is not updated often enough for that, IMO. It would mislead players into thinking it updated every tick.
by curiosity
Thu May 25, 2023 1:05 pm
Forum: Modding interface requests
Topic: entity_limitation and entity_limitation_blacklist for module prototypes
Replies: 8
Views: 1246

Re: entity_limitation and entity_limitation_blacklist for module prototypes

Duplicate of https://forums.factorio.com/viewtopic.php?f=28&t=72130 (in spirit). One issue with this is how to convey to the player what the limits are in a given module. The distinction of what recipes accept what module effects is already confusing. Leave it to the mod author. That's what base...
by curiosity
Tue May 16, 2023 10:32 pm
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1247

Re: on_gui_element_destroyed

Barely more than one LuaObject in my original request, if you count tags. And if you go with the registration route, you could get away with no LuaObjects at all, since a unique registration number will be uniquely identifiable. (and, TBH, bad GUI performance is hardly an argument to me when they ha...
by curiosity
Sat May 13, 2023 10:00 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 85269

Re: Documentation Improvement Requests

LuaGameScript.get_entity_by_tag - what does it do?
-> Added to the docs in 1.1.102, thanks Honktown for the description/pointer to discord.
by curiosity
Mon May 01, 2023 7:37 am
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1247

Re: on_gui_element_destroyed

If I have to go through all children in Lua, that doesn't make any difference. Regarding the number of events, deletion is a one-time thing, you don't delete and recreate GUIs every tick. And the game already has such events, which it doesn't bother to batch. Compare on_built and placing a big bluep...
by curiosity
Sun Apr 30, 2023 12:39 pm
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 1247

on_gui_element_destroyed

A new event that is called when a LuaGuiElement is destroyed. It would be great if it was raised before the element is gone, so that you could get the element itself. But if not, the element's common identifying properties should be passed: name, index, player index, tags and parent element. The pur...
by curiosity
Sat Apr 29, 2023 5:42 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 85269

Re: Documentation Improvement Requests

[quote=paybara post_id=584599 time=1682745816 user_id=165945] LuaEntity.circuit_connected_entities did not appear to be populated when inspecting entities attached to circuit networks. [/quote] Hovering over the connected entity and performing [code]/c game.print(serpent.line(game.player.selected.c...
by curiosity
Tue Apr 04, 2023 6:48 am
Forum: Modding interface requests
Topic: Dynamically render item icon based on item data
Replies: 7
Views: 1191

Re: Dynamically render item icon based on item data

Rseding91 wrote:
Tue Apr 04, 2023 2:30 am
You may need to re-think your idea because even if that would work item count wise; the memory usage to have them all defined would be non-viable.
This request is the rethinking.
by curiosity
Sun Apr 02, 2023 8:07 pm
Forum: Not a bug
Topic: [1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration
Replies: 1
Views: 782

[1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration

To reproduce: 1. Place a vanilla boiler with some infinite pipes going to and from it. Provide it with fuel. Ensure it functions. Save and close the game. 2. Change max_temperature of water to 150. This has to be the boiler's input fluid. 3. Load the game and open the above save. Adjust the temperat...
by curiosity
Sun Apr 02, 2023 5:26 am
Forum: Modding interface requests
Topic: On_research_queued event
Replies: 5
Views: 940

Re: On_research_queued event

It's only a few slots long. Shouldn't be too costly. Alternatively, since you don't care about historical accuracy, you can poll it in on_research_finished or on_research_started. Or not at all, and just compress the actual researched techs into the queue when you reproduce the run. Actually, I have...

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