Search found 30 matches

by TBC_x
Tue Nov 04, 2025 8:21 am
Forum: Not a bug
Topic: [2.0.72] [Modding] Inconsistent environment setup during migrations when mod/control.lua is missing
Replies: 2
Views: 235

[2.0.72] [Modding] Inconsistent environment setup during migrations when mod/control.lua is missing

Context
I had to come up with a way to migrate data in my primarily-scenario mod and it came to exfiltrating data through remote interface into the mod, which performs data migrations and then sends it back. Which is possible, thanks to some discipline (no metatables in storage) and hacks ...
by TBC_x
Mon Nov 03, 2025 6:48 pm
Forum: Ideas and Requests For Mods
Topic: Roboport planet landing
Replies: 1
Views: 597

Re: Roboport planet landing

by TBC_x
Thu Oct 30, 2025 7:38 am
Forum: Modding interface requests
Topic: Add a way to prevent the player from leaving the remote controller
Replies: 2
Views: 183

Add a way to prevent the player from leaving the remote controller

I've created a mod, where I've stashed the player character away onto a separate surface and let him use only the remote view to interact with the world.

The problem I ran into is that when the player accidentally leaves the remote view, he has to figure out a way to get back.

I thought of just ...
by TBC_x
Wed Oct 22, 2025 6:59 pm
Forum: Modding interface requests
Topic: [2.0.69] Revisit label prototypes for parent hovered color (core)
Replies: 2
Views: 183

Re: [2.0.69] Revisit label prototypes for parent hovered color (core)

Rich text is an acceptable workaround, that actually works
by TBC_x
Wed Oct 22, 2025 7:32 am
Forum: Modding interface requests
Topic: [2.0.69] Revisit label prototypes for parent hovered color (core)
Replies: 2
Views: 183

[2.0.69] Revisit label prototypes for parent hovered color (core)

I'm implementing custom inventory GUI and the inherited style of count_label sets parent_hovered_font_color to black (also game_controller_hovered_font_color), which turns my item counts black. That attribute is inherited by every single label style

parent_hovered_font_color beats hovered_font ...
by TBC_x
Tue Oct 21, 2025 6:28 pm
Forum: Modding interface requests
Topic: Blueprint support in custom guis (ElemID, LuaGuiElement)
Replies: 0
Views: 98

Blueprint support in custom guis (ElemID, LuaGuiElement)

I'm making a custom gui where I need to allow remote controller to put blueprint into an inventory (backed by LuaGameScript::create_inventory), but I cannot show the blueprint tooltip.

I would also appreciate an easy way to create blueprint sprites.
by TBC_x
Tue Oct 21, 2025 7:30 am
Forum: Implemented mod requests
Topic: Access to procession prototype data (LuaProcessionPrototype)
Replies: 1
Views: 180

Access to procession prototype data (LuaProcessionPrototype)

My scenario begins with the player landing on the planet, skipping the ascent phase to avoid a blank screen during the pod's launch sequence.

To achieve this, I modified the pod procession tick using a hardcoded value from the prototypes, as runtime access to prototype data is unavailable.
by TBC_x
Tue Oct 21, 2025 6:13 am
Forum: Modding interface requests
Topic: Access to transparent sprites for custom gui
Replies: 3
Views: 236

Re: Access to transparent sprites for custom gui

I haven't found any way to apply transparency on a sprite
by TBC_x
Mon Oct 20, 2025 6:47 pm
Forum: Modding interface requests
Topic: Access to transparent sprites for custom gui
Replies: 3
Views: 236

Access to transparent sprites for custom gui

I'm making custom gui for a scenario and I would like to have access to transparent icons like they are displayed in empty assemblers or ghost items
ghost_items.png
ghost_items.png (33.75 KiB) Viewed 236 times
by TBC_x
Mon Oct 20, 2025 5:52 pm
Forum: Modding interface requests
Topic: Add LuaRecord.label
Replies: 0
Views: 104

Add LuaRecord.label

I'm working on a mod where I do light blueprint manipulation and I've realized that LuaRecord does not have a way to extract the blueprint label, like its LuaItemCommon counterpart
by TBC_x
Sat Oct 18, 2025 5:38 am
Forum: Not a bug
Topic: [2.0.69] Power outages might erase custom logistic network names
Replies: 3
Views: 439

Re: [2.0.69] Power outages might erase custom logistic network names

That is understandable, what I'm simply asking for is to prefer custom name over auto generated when merging networks in 3-roboport edge case (third roboport wakes up in between isolated first and second roboport).

Even when the two roboports have power, their nework name gets overriden by the new ...
by TBC_x
Thu Oct 16, 2025 3:19 pm
Forum: Not a bug
Topic: [2.0.69] Power outages might erase custom logistic network names
Replies: 3
Views: 439

[2.0.69] Power outages might erase custom logistic network names

What did you do?
I've placed three roboports in series and completely discharged the middle one.

What happened?
The other roboports got their own networks, both with the same custom name. After the discharged one reconnected, it created a new logistic network with autogenerated name

What did ...
by TBC_x
Sat Aug 31, 2024 12:46 pm
Forum: Modding interface requests
Topic: Decorative power pole prototype
Replies: 1
Views: 580

Decorative power pole prototype

I am trying to solve the issue with decoratively placed power poles with their own networks taking huge performance hit. My current solution is to create large power network that connects all the disconnected networks (no producer, no consumer) together, but that has other issues like having to ...
by TBC_x
Sat Aug 31, 2024 11:46 am
Forum: Modding interface requests
Topic: Method to prevent certain automatic power pole connections
Replies: 1
Views: 1236

Re: Method to prevent certain automatic power pole connections

I am trying to optimize power networks (many disconnected power networks) by merging them all into single big network, because the stats are being (likely) collected regardless of whether the network has any producers or consumers.

This solved UPS issues of many networks but now I need to prevent ...
by TBC_x
Fri May 31, 2024 5:30 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 122
Views: 48645

Re: Friday Facts #413 - Gleba

Nice job! I can't wait for what the final sprites will look like.

I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
by TBC_x
Mon Apr 15, 2024 5:00 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 59811

Re: Friday Facts #406 - Space Age Music

What the undisclosed music at around 4:00 sounds like to me:
Infernotown.png

I have a suggestion, you could have two sets of playlists for each planet.

The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular ...
by TBC_x
Sat Mar 02, 2024 12:10 pm
Forum: Ideas and Suggestions
Topic: Better hotkey system
Replies: 0
Views: 813

Better hotkey system

Factorio has a lot of hotkeys and not all hotkeys are useful in every situation. So I usually set up dual-use hotkeys. Especially when I know that the two actions will never happen simultaneously. For example connect rolling stock and jetpack. Another case is simple module inserter where you have to ...
by TBC_x
Mon Feb 19, 2024 8:15 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 52745

Re: Friday Facts #398 - Fulgora


This gave me an idea. It should be Like Dune II, you can't build large structures over sand or soft terrain.
https://www.myabandonware.com/media/screenshots/d/dune-ii-the-building-of-a-dynasty-1e7/dune-ii-the-building-of-a-dynasty_19.gif


There are mods for this and it should stay as such, it ...
by TBC_x
Sun Feb 18, 2024 10:48 pm
Forum: Gameplay Help
Topic: how do I set the traffic lights so that this train passes?
Replies: 4
Views: 1484

Re: how do I set the traffic lights so that this train passes?

My general guideline is - Put chain signals everywhere for any single-track system. Then you can tinker with regular signals later to figure out how to use them.
by TBC_x
Fri Feb 09, 2024 2:00 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 122
Views: 51366

Re: Friday Facts #397 - Factoriopedia

So does Factoriopedia support uncommon cases like fuel byproducts? Is there support for scripted actions like performing a ritual that is not a part of recipe system, for example delivering specific items to selected chests to produce an item in a scenario? The Factoriopedia entry (or link) would ...

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