Comments (2)
Setting it to none will just let the default behavior work, so you'd press E and the GUI will close but the inventory will also open.
I feel that's not an ideal way of doing it tbh.
from advanced-logistics-system.
I also liked the idea of using the e
key to close any GUI but also open the inventory if no GUI is opened (with the possibility to use the same key for every mod) but unfortunately this can't be done as I described here: https://forums.factorio.com/viewtopic.php?f=28&t=31221 (feel free to weigh in 😃)
The best solution I found for now is to have a dedicated close key (I use h
) that doesn't trigger any game action so none
and game-only
both work (they'll share the key with different mods).
from advanced-logistics-system.
Related Issues (20)
- Module crashes with "attempt to index field '?'" error HOT 1
- global.hasSystem[index] is nil from old version HOT 2
- Error on_init HOT 1
- ALS is not working with Factorissimo mod
- Factorio 0.14? HOT 1
- Error selecting normal items HOT 1
- Mod causes high load times in 0.14.9
- Locate feature may not return to player HOT 7
- Effects not showing HOT 2
- Item count possible underflow
- bug when searching for '['
- Please update to work with Factorio 0.15.x
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- search causes game crash on some characters HOT 1
- on_gui_click (ID 1) __advanced-logistics-system__/gui/network.lua:51: attempt to compare two nil values HOT 1
- Crash of module when using "All button" HOT 2
- Question on usage with alert
- Update to .16? HOT 13
- Mod crashes when a roboport is being deconstructed HOT 1
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from advanced-logistics-system.