Search found 339 matches
- Tue Apr 30, 2024 6:57 pm
- Forum: Modding interface requests
- Topic: A way to display max_speed in non-locomotive rolling stock tooltips
- Replies: 3
- Views: 1027
- Tue Apr 30, 2024 6:56 pm
- Forum: Modding interface requests
- Topic: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support
- Replies: 5
- Views: 1451
- Tue Apr 30, 2024 6:52 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement double slider
- Replies: 3
- Views: 1016
Re: LuaGuiElement double slider
Any update?
- Tue Apr 30, 2024 3:17 pm
- Forum: Modding interface requests
- Topic: A consistency error in the API
- Replies: 0
- Views: 67
A consistency error in the API
Hey, I found something that is a bit weird. LuaCircuitNetwork::get_signal returns a signal value . LuaConstantCombinatorControlBehavior::get_signal returns a signal . Shouldnt it be LuaCircuitNetwork::get_value or LuaCircuitNetwork::get_signal_value instead of LuaCircuitNetwork::get_signal ? Simple ...
- Sat Apr 27, 2024 8:38 pm
- Forum: Mod portal Discussion
- Topic: Collections that can be shared
- Replies: 2
- Views: 138
Re: Collections that can be shared
Hey, how cool would it be if we could create Collection of Mods that then can be downloaded all at once. Same as the Steam Workshop Collection Feature. With that people could create collection of specfic playthough, share them and people dont need to search hundreds of modname. I think you can alre...
- Fri Apr 26, 2024 11:56 am
- Forum: Mod portal Discussion
- Topic: Collections that can be shared
- Replies: 2
- Views: 138
Collections that can be shared
Hey,
how cool would it be if we could create Collection of Mods that then can be downloaded all at once.
Same as the Steam Workshop Collection Feature.
With that people could create collection of specfic playthough, share them and people dont need to search hundreds of modname.
how cool would it be if we could create Collection of Mods that then can be downloaded all at once.
Same as the Steam Workshop Collection Feature.
With that people could create collection of specfic playthough, share them and people dont need to search hundreds of modname.
- Fri Jan 12, 2024 5:03 pm
- Forum: Mod portal Discussion
- Topic: Add the Dialog Feature for the Image Previews
- Replies: 0
- Views: 237
Add the Dialog Feature for the Image Previews
Hey,
it would be awesome if clicking on the image preview would open a dialog with the image inside. So when you click on the big picture it opens up a dialog, instead of opening the image path.
Here you can see how easy that is now.
https://daisyui.com/components/modal/
it would be awesome if clicking on the image preview would open a dialog with the image inside. So when you click on the big picture it opens up a dialog, instead of opening the image path.
Here you can see how easy that is now.
https://daisyui.com/components/modal/
- Sun Dec 04, 2022 7:40 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84625
Re: Documentation Improvement Requests
A feature that would be awesome, that is saves which of the category you have currently open/closed. So that is doesnt reopen the categories all the time, when you search something or switch between pages.
Greetz,
Luzifer
-> Good point actually, put it on the roadmap.
- Sun Dec 04, 2022 7:37 pm
- Forum: Documentation Improvement Requests
- Topic: API Docs Visual Refresh
- Replies: 5
- Views: 1680
Re: API Docs Visual Refresh
Hey,
so I would recommend using
So that on smaller screens this doesnt happen.
Greetz,
Luzifer
so I would recommend using
Code: Select all
.docs-table p {
line-height: 1.1;
word-break: break-word;
}
Luzifer
- Tue May 18, 2021 5:22 pm
- Forum: Modding interface requests
- Topic: A way to display max_speed in non-locomotive rolling stock tooltips
- Replies: 3
- Views: 1027
- Sat Mar 06, 2021 8:30 pm
- Forum: Implemented for 2.0
- Topic: Implement textfield icon picker
- Replies: 5
- Views: 2188
Re: Implement textfield icon picker
For the devs, it would mean just adding the "all" option to the choose-elem element. No it wouldn't, If we implement this it would be properly, as in, you just set a bool on the textfield that adds the rich text picker, and then it automatically adds it to the textfield and handles everyt...
- Sat Mar 06, 2021 4:51 pm
- Forum: Implemented for 2.0
- Topic: Implement textfield icon picker
- Replies: 5
- Views: 2188
Re: Implement textfield icon picker
For the devs, it would mean just adding the "all" option to the choose-elem element.
- Sat Feb 06, 2021 9:56 pm
- Forum: Modding interface requests
- Topic: GUI Simulation
- Replies: 0
- Views: 640
GUI Simulation
Hey,
wouldnt it be nice if we could simulate gui inputs?
It would allow many modders to show off how the gui in there mods work.
Because from my experience, many people struggle with getting used to a gui.
Greetz,
Luzifer
wouldnt it be nice if we could simulate gui inputs?
It would allow many modders to show off how the gui in there mods work.
Because from my experience, many people struggle with getting used to a gui.
Greetz,
Luzifer
- Sat Feb 06, 2021 9:14 am
- Forum: Modding interface requests
- Topic: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support
- Replies: 5
- Views: 1451
Re: LuaEntity::remove_fluid, LuaEntity::insert_fluid and LuaEntity::get_fluid_count fluidbox index support
Any update? Because this would be useful for entities, that have the fluid in the input and output of the entity. It would save alot of performance, if we can get this.
- Tue Dec 08, 2020 3:31 pm
- Forum: Not a bug
- Topic: [Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart
- Replies: 3
- Views: 1234
Re: [Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart
Shouldnt there be then a command to both togehter? And just have a file to start it? Because thats more easier for people, then use both and somehow get them magically together.
- Tue Dec 08, 2020 1:17 pm
- Forum: Not a bug
- Topic: [Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart
- Replies: 3
- Views: 1234
[Twinsen][1.1.5] game.parse_map_exchange_string errors on Serverstart
Hey, when I do this command: /c game.write_file("test.txt", game.table_to_json(game.parse_map_exchange_string(">>>eNpjZGBkYGWAAHsGhgP2HCzJ+Yk5q1etsmNgcHBgYGiw50rOL yhILdLNL0pFFuZMLipNSdXNz0RVnJqXmlupm5RYnAriwjBHZlF+H roJrMUl+XmoIiVFqanFyBq5S4sS8zJLc9H1MjBqFh5iaGiRA+P/9 QwK//+DMJD1AOgV...
- Thu Nov 26, 2020 12:06 pm
- Forum: Not a bug
- Topic: [1.1.0/1.1.1] LuaGuiElement::text doesnt accept numbers
- Replies: 1
- Views: 703
[1.1.0/1.1.1] LuaGuiElement::text doesnt accept numbers
Hey, if you run these two commands: /c game.player.gui.screen.add{type = "textfield", name = "test", text = 1} /c game.player.gui.screen.test.text = 5 You get the error: Cannot execute command. Error: (command): 1: bad argument #1 of 2 '__newindex' (string expected, got number) B...
- Mon Nov 23, 2020 10:57 pm
- Forum: Implemented mod requests
- Topic: LuaEntity::backer_name Spidertron support
- Replies: 1
- Views: 1152
LuaEntity::backer_name Spidertron support
Hey,
it would be awesome if we could read and write the name of the spidertron via the backer_name function!
Greetz,
Luzifer
it would be awesome if we could read and write the name of the spidertron via the backer_name function!
Greetz,
Luzifer
- Mon Nov 23, 2020 9:32 pm
- Forum: Not a bug
- Topic: [1.1.0] Tool window not next quickbar in editor mode
- Replies: 1
- Views: 985
[1.1.0] Tool window not next quickbar in editor mode
Hey,
like the title says, when you are in editor mode and have your tool window set to next to quickbar, its still on the right side. And eventually a icon is missing there.
Greetz,
Luzifer
like the title says, when you are in editor mode and have your tool window set to next to quickbar, its still on the right side. And eventually a icon is missing there.
Greetz,
Luzifer
- Tue Nov 17, 2020 7:43 pm
- Forum: Modding interface requests
- Topic: BurnerPrototype no_power_icon change
- Replies: 2
- Views: 886
Re: BurnerPrototype no_power_icon change
Yea, but I want to change it on a per-entity-base, not disable it.