Search found 152 matches
- Thu Sep 25, 2025 12:28 am
- Forum: Resolved Requests
- Topic: allow_on_deep_oil_ocean collision mask
- Replies: 1
- Views: 104
allow_on_deep_oil_ocean collision mask
https://lua-api.factorio.com/latest/pro ... _oil_ocean says indexed by "allow_on_deep_oil_ocean", however it seems to actually be indexed by "rail-ramp/allow_on_deep_oil_ocean"
- Mon Sep 22, 2025 12:49 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 549
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Though when the train is going fast they still look bad, hmm. It's like I'm setting the position for the last draw, so it's always lagging behind.
Even the rotation is wrong, hmm. It's like I'm getting the data at the start of the frame, applying that, then the train's update is handled, moving ...
- Sun Sep 21, 2025 11:24 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 549
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Only it drifts off centre on corners compared to the normal way, as well as the rotation not being quite right (seems to be using the angle between the front/rear wheels, when a wagon is actually floatier than that).
Any tips?
That's because due to the game's apparent camera angle, the actual ...
- Sun Sep 21, 2025 9:18 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 549
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
You can use LuaRendering to draw stuff in a way thay it looks like a part of the wagon.
But it is kind of complex, and swapping the wagon to a different one may be better. Or just not modifying graphics at all if its not strictly necessary- Sat Sep 20, 2025 5:34 am
- Forum: Resolved Requests
- Topic: DeciderCombinatorBlueprintControlBehavior documentation is incorrect
- Replies: 1
- Views: 191
DeciderCombinatorBlueprintControlBehavior documentation is incorrect
The docs say it returns a single DeciderCombinatorCondition, however in reality it returns a table with an array of DeciderCombinatorConditions and an array of DeciderCombinatorOutputs:
- Fri Sep 19, 2025 6:05 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.66] Automatically request contsruction materials button forces Hub GUI to stretch
- Replies: 0
- Views: 130
[Klonan] [2.0.66] Automatically request contsruction materials button forces Hub GUI to stretch
Expected behaviour would be for the button to be squashed, like on character logistics GUI:
- Wed Sep 17, 2025 1:22 pm
- Forum: Modding interface requests
- Topic: Fluid wagon connection category
- Replies: 4
- Views: 433
Re: Fluid wagon connection category
+1, special pumps for special wagons opens quite a few possibilities
- Mon Sep 15, 2025 9:47 pm
- Forum: Resolved Requests
- Topic: Undocumented property on CargoPodPrototype - impact_trigger
- Replies: 1
- Views: 166
Undocumented property on CargoPodPrototype - impact_trigger
https://github.com/wube/factorio-data/b ... lua#L10185
Base game uses it, but there is no mention of it on the docs anywhere.
Base game uses it, but there is no mention of it on the docs anywhere.
- Mon Sep 15, 2025 6:19 am
- Forum: Modding help
- Topic: How is the Robot Energy Multiplier set?
- Replies: 4
- Views: 340
Re: How is the Robot Energy Multiplier set?
There is no stat for robot energy usage, it's (gravity/pressure) * 100
- Mon Sep 15, 2025 5:54 am
- Forum: Modding interface requests
- Topic: Access to the style of child flow of frames
- Replies: 1
- Views: 188
Access to the style of child flow of frames
What?
Ability to access the agui flow's style properties that is created as an element inside every frame. Doesn't need to be a LuaStyle, just margin and padding would cover most of the cases.
Why?
When LuaGuiElement of type frame is created, a child agui flow is created which is used to ...
Ability to access the agui flow's style properties that is created as an element inside every frame. Doesn't need to be a LuaStyle, just margin and padding would cover most of the cases.
Why?
When LuaGuiElement of type frame is created, a child agui flow is created which is used to ...
- Sun Sep 14, 2025 8:26 pm
- Forum: Implemented mod requests
- Topic: Read access to icon_selector on a LuaGuiElement
- Replies: 1
- Views: 214
Read access to icon_selector on a LuaGuiElement
I'm working on a mod that allows editing Gui Elements in-game, and all of the properties which can be set on the elements can then be read back in some way.
Except for the icon_selector, which can be set on textboxes and textfields, but there is no way for a script to read whether it is set.
Read ...
Except for the icon_selector, which can be set on textboxes and textfields, but there is no way for a script to read whether it is set.
Read ...
- Sat Sep 13, 2025 1:15 pm
- Forum: Not a bug
- Topic: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
- Replies: 3
- Views: 352
Re: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
If a mod invalidates the state of an event, and doing that
probably does invalidate it, the event does not propagate further. That is intended.the mod resets the schedule of the train wihin the event handler.
- Thu Sep 11, 2025 9:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] CustomInputEvent set to mouse buttons doesn't raise when clicking on GUIs
- Replies: 1
- Views: 654
[2.0.66] CustomInputEvent set to mouse buttons doesn't raise when clicking on GUIs
The custom input event is defined like this:
{
type = "custom-input",
name = "right-click",
key_sequence = "mouse-button-2",
action = "lua",
}
And i react to it like this:
script.on_event("right-click", function(event)
game.print(event.element)
end)
When clicking "in-world" (in-game and in ...
{
type = "custom-input",
name = "right-click",
key_sequence = "mouse-button-2",
action = "lua",
}
And i react to it like this:
script.on_event("right-click", function(event)
game.print(event.element)
end)
When clicking "in-world" (in-game and in ...
- Wed Sep 10, 2025 2:51 pm
- Forum: Resolved Requests
- Topic: basis_noise example is useless
- Replies: 2
- Views: 243
Re: basis_noise example is useless
Also document that multioctave_noise uses the same algorithm as basis_noise but allows for having multiple layers of it with different scales, to make it clear that it also has the same issue. And remove the example with no input_scale from it too as it effectively removes the first layer.
- Wed Sep 10, 2025 2:45 pm
- Forum: Resolved Requests
- Topic: basis_noise example is useless
- Replies: 2
- Views: 243
basis_noise example is useless
There is a quirk in how basis_noise function in noise expressions works. When given integer values for x and y, the output is always 0 (ref) . This means that if x and y are passed directly, and input scale is unchanged, the function appears to not work.
The noise expressions auxilary page has this ...
The noise expressions auxilary page has this ...
- Mon Sep 08, 2025 7:09 pm
- Forum: Implemented mod requests
- Topic: Improve data:extend's error message (or support the common misuse)
- Replies: 3
- Views: 192
Re: Improve data:extend's error message (or support the common misuse)
+1, can even do a different error message if the provided table has type or name keys, saying "Expected array of prototypes, got a single protoype"
- Sun Sep 07, 2025 11:58 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Unique chunk ID
- Replies: 3
- Views: 1311
Re: Unique chunk ID
Alternatively use x+y*524288 :)
Since the game stores positions as fixed 32-bit numbers with 8 bits for decimal precision, that means the maximum map coordinate is 2^24. A chunk has 32 or 2^5 tiles, dividing one by the other would give a value large enough for every chunk in the game. 2^24/2^5 = 2 ...
Since the game stores positions as fixed 32-bit numbers with 8 bits for decimal precision, that means the maximum map coordinate is 2^24. A chunk has 32 or 2^5 tiles, dividing one by the other would give a value large enough for every chunk in the game. 2^24/2^5 = 2 ...
- Sat Sep 06, 2025 8:02 pm
- Forum: Modding help
- Topic: Allow create_smoke for entities to be disabled
- Replies: 3
- Views: 375
Re: Allow create_smoke for entities to be disabled
Why would it not be possible already? You can define a CreatedSmokePrototype with an empty animation
- Sat Sep 06, 2025 7:57 am
- Forum: Modding interface requests
- Topic: Add quantity to choose-elem-button
- Replies: 9
- Views: 1990
- Fri Sep 05, 2025 7:56 pm
- Forum: Not a bug
- Topic: [2.0.66] Mining Drills do not update minable resources when nearby ores are altered by script
- Replies: 1
- Views: 361
Re: [2.0.66] Mining Drills do not update minable resources when nearby ores are altered by script
This is not a bug, and there is a way to trigger it to update by script https://lua-api.factorio.com/latest/cla ... onnections