Factorio

Factorio

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jayycrisis Jan 6, 2017 @ 8:26am
Moving the hotbars
Is there any way to move the "inventory" bar in the bottom right corner of the screen? I can't seem to find any info telling me I can or cannot.

Its really only because it cuts off some of the info when I mouse over different machines, and its annoying.
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Showing 1-6 of 6 comments
Lawlzer Jan 6, 2017 @ 8:29am 
Nope, there's no way to move it, or fix not being able to see all stats (that I know of), maybe a mod could fix this? If you find one, please tell me :D
Nailfoot Jan 6, 2017 @ 1:49pm 
The other problem with it being there is when you attack a biter base to the south. Turret creeping laser towers southward is not as effective as the other 3 directions because of that hotbar.

I flatout avoid southward attacking until I get destroyers.
Last edited by Nailfoot; Jan 6, 2017 @ 1:49pm
daniel0674 Jan 8, 2017 @ 9:08am 
I have written a mod that does something similar:
https://mods.factorio.com/mods/daniel34/minimap-autohide

It hides the minimap whenever the mouse is over a logistics chest so there is more space in the sidebar. You can also enable it for trains and roboports and I'm thinking of adding support for more entities to it. So if you have a list of machines you need more space for on the sidebar then tell me.

The original plan was to hide the minimap and the armor/ammo display, but with the Factorio API the armor/ammo display is part of the toolbar (bottom center), you can only show/hide them together.

I've also added hotkeys for permanently enabling/disabling the toolbar, minimap, research progress and alerts.
Lawlzer Jan 9, 2017 @ 7:18am 
Originally posted by daniel0674:
I have written a mod that does something similar:
https://mods.factorio.com/mods/daniel34/minimap-autohide

It hides the minimap whenever the mouse is over a logistics chest so there is more space in the sidebar. You can also enable it for trains and roboports and I'm thinking of adding support for more entities to it. So if you have a list of machines you need more space for on the sidebar then tell me.

The original plan was to hide the minimap and the armor/ammo display, but with the Factorio API the armor/ammo display is part of the toolbar (bottom center), you can only show/hide them together.

I've also added hotkeys for permanently enabling/disabling the toolbar, minimap, research progress and alerts.
Huh, I always thought you were a cool and pretty good mod, but WHOA, that's AWESOME. Thanks! -
How hard is it to learn to code/code in Factorio? I've wanted to start, but it seems like way too much work
daniel0674 Jan 9, 2017 @ 10:23am 
Originally posted by Lawlzer (AFK):
How hard is it to learn to code/code in Factorio? I've wanted to start, but it seems like way too much work
I think it mostly depends on your background and your determination.

Factorio mod code is written in Lua, a programming language. If you already know Lua it will be quite easy, if you know any other programming language it will be not that hard and you're learning a new programming language as a bonus.

I myself learned programming in school and have been working as a programmer the few years since, using C#, PHP and some Java. I started learning Lua after reading the code of some Factorio mods, if you already know a programming language then understanding the code and making changes to it is easy. From that I went to code my first own mod (for personal use) and later writing more complex mods, also learning a lot from the Modding help subforum on the official forums.

If you don't know any programming language then it will be considerably harder, but it's still possible to make mods.
There's a whole book dedicated to learning Lua available online: https://www.lua.org/pil/contents.html (I think it's more aimed at people who already know some programming languages, but I didn't find a better link)

I advise you to read lots of mod code (use mods that are simple*) and understand how they work. Use a mod where you already understand what it does, and roughly what it's code does, then start to experiment with it. Change what it does, try to add some new functionality to it or change it's behavior.

* When I say simple, I mean mods where the data.lua / control.lua is low in filesize. While e.g. RSO is simple in what it does (spreading out resources), it's code is very complex with >2000 lines of code.

Always use a text editor that supports syntax highlighting, such as Notepad++ or Sublime.
Last edited by daniel0674; Jan 9, 2017 @ 10:24am
Lawlzer Jan 9, 2017 @ 12:02pm 
Originally posted by daniel0674:
Originally posted by Lawlzer (AFK):
How hard is it to learn to code/code in Factorio? I've wanted to start, but it seems like way too much work
I think it mostly depends on your background and your determination.

Factorio mod code is written in Lua, a programming language. If you already know Lua it will be quite easy, if you know any other programming language it will be not that hard and you're learning a new programming language as a bonus.

I myself learned programming in school and have been working as a programmer the few years since, using C#, PHP and some Java. I started learning Lua after reading the code of some Factorio mods, if you already know a programming language then understanding the code and making changes to it is easy. From that I went to code my first own mod (for personal use) and later writing more complex mods, also learning a lot from the Modding help subforum on the official forums.

If you don't know any programming language then it will be considerably harder, but it's still possible to make mods.
There's a whole book dedicated to learning Lua available online: https://www.lua.org/pil/contents.html (I think it's more aimed at people who already know some programming languages, but I didn't find a better link)

I advise you to read lots of mod code (use mods that are simple*) and understand how they work. Use a mod where you already understand what it does, and roughly what it's code does, then start to experiment with it. Change what it does, try to add some new functionality to it or change it's behavior.

* When I say simple, I mean mods where the data.lua / control.lua is low in filesize. While e.g. RSO is simple in what it does (spreading out resources), it's code is very complex with >2000 lines of code.

Always use a text editor that supports syntax highlighting, such as Notepad++ or Sublime.

Wow, that's a LOT of good to know information, thanks! I'm definitely going to take a few programming classes next year, but that's sooo farrr awayyy :P
Do you know of any good mods to look at the coding of? It sounds interesting/fun to look at, until my brain dies of confusion :D
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Date Posted: Jan 6, 2017 @ 8:26am
Posts: 6