Search found 231 matches

by Osmo
Thu Feb 05, 2026 6:43 am
Forum: Modding discussion
Topic: [Guide] Making spritesheets with Blender
Replies: 38
Views: 70733

Re: [Guide] Making spritesheets with Blender


With this tutorial being a bit dated, anyone who is willing to update it to a more current blender version?

At this point, I have a 3D entity in blender but literally no clue on how to create a sprite sheet from it. Most tutorials expect familiarity with blender (I have not).


Didn't read this ...
by Osmo
Wed Feb 04, 2026 8:53 am
Forum: Mod portal Discussion
Topic: Short mod descriptions incorrectly show `...`
Replies: 0
Views: 167

Short mod descriptions incorrectly show `...`

In the browse/search sections, the mod is displayed like this:
02-04-2026, 10-33-09.png
Notice the ... at the end. However on the mod's page it is clearly visible that the description is short and fits completely:
02-04-2026, 10-33-25.png
This seems to happen for all mods whose description is ...
by Osmo
Sun Jan 25, 2026 4:03 am
Forum: Modding help
Topic: Color balance alteration
Replies: 2
Views: 229

Re: Color balance alteration

The only thing you can do in a mod is apply tint to the graphic
by Osmo
Wed Jan 21, 2026 6:02 pm
Forum: Documentation Improvement Requests
Topic: angle_when_stopped too vague
Replies: 0
Views: 120

angle_when_stopped too vague

https://lua-api.factorio.com/latest/types/AsteroidSpawnPoint.html#angle_when_stopped
It currently it says:

Default: 1

Facing the north. Must be in [0, 1] range.

What it represents is angle the asteroids will come from, with 0 representing straight from the north and 1 represent them coming from ...
by Osmo
Mon Jan 19, 2026 10:24 pm
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 416

Re: [2.0.73] Inserter direction in graphics definitions are backwards

Understandable, thanks for the response
by Osmo
Mon Jan 19, 2026 2:31 pm
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 416

Re: [2.0.73] Inserter direction in graphics definitions are backwards


There may or may not be some error in the naming, but that is why the direction in the game is not dependant on the naming of the sprite files or vice versa

i.e, this is not a bug


I don't understand how an error in the naming is not a bug. Its not a typo, the meaning is backwards. I do ...
by Osmo
Mon Jan 19, 2026 5:28 am
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 416

Re: [2.0.73] Inserter direction in graphics definitions are backwards

eugenekay wrote: Mon Jan 19, 2026 5:26 am It appears to be referring to the Direction it is pulling FROM; not the one it is pushing TO.
The direction its pulling from can be changed.
What's the main point is that the graphic definition doesn't match entity direction (as can be seen in the debug tooltip)
by Osmo
Mon Jan 19, 2026 5:19 am
Forum: Resolved for the next release
Topic: [RSeding][2.0.73] Crash rendering agricultural tower crane part with no graphics (DrawPartContext::getDrawPosition)
Replies: 0
Views: 203

[RSeding][2.0.73] Crash rendering agricultural tower crane part with no graphics (DrawPartContext::getDrawPosition)

Agricultural tower is modified like this:

table.insert(data.raw['agricultural-tower']['agricultural-tower'].crane.parts, {
extendable_length = {0, 10, 10},
static_length = {0, 0, 0},
}
)

Grabbing the tower into cursor crashes the game when previewing placement, so does loading into a save ...
by Osmo
Mon Jan 19, 2026 4:03 am
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 416

[2.0.73] Inserter direction in graphics definitions are backwards

An inserter is modified like this:

local inserter = data.raw.inserter.inserter
inserter.platform_picture = {
north = {
filename = "__core__/graphics/arrows/hint-orange-arrow-up.png",
size = {62,37},
},
east = {
filename = "__core__/graphics/arrows/hint-orange-arrow-right.png",
size = {38,73 ...
by Osmo
Fri Jan 16, 2026 11:38 am
Forum: Modding help
Topic: Detecting whether an inserter is stuck
Replies: 5
Views: 403

Re: Detecting whether an inserter is stuck

If mods write to drop_position on a LuaEntity, reading it will return the overriden value
So if you read from an entity and not the prototype it should be fine
Alternatively, you might want to just check if inserter's status is defines.entity_status.waiting_for_space_in_destination
by Osmo
Fri Jan 16, 2026 11:33 am
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 377

Re: inifinite_depletion_amount small error

curiosity wrote: Fri Jan 16, 2026 5:38 am The amount of the resource. Seems obvious, but I guess that's just me.
Yes i figured from using it, just the description is confusing
by Osmo
Thu Jan 15, 2026 11:56 pm
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 377

Re: inifinite_depletion_amount small error

curiosity wrote: Thu Jan 15, 2026 4:51 pm Missing comma, yeah.
The bigger problen is that its unclear what is lowered
by Osmo
Thu Jan 15, 2026 2:58 pm
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 377

inifinite_depletion_amount small error

https://lua-api.factorio.com/latest/pro ... ion_amount says
Every time an infinite-type resource "ticks" lower it's lowered by that amount.
lower it's lowered
by Osmo
Fri Jan 09, 2026 3:17 pm
Forum: Modding help
Topic: [solved] Detect Ghosts before building
Replies: 4
Views: 398

Re: Detect Ghosts before building.

You will get a ghost mined event before entity built event i think. Also, robots and platforms always build because of a ghost.
by Osmo
Fri Jan 09, 2026 10:43 am
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 2
Views: 651

Re: saved_progress support for scripted research triggers

+1, i have the same usecase of having multiple entities to mine
by Osmo
Thu Jan 01, 2026 9:38 am
Forum: Modding interface requests
Topic: Localization for error()
Replies: 10
Views: 2865

Re: Localization for error()


Localising startup errors has a problem that locales aren't even loaded until the game is after the data stage (anything but core, presuming).


That may be true, but from the point of a mod that doesn't matter, and can be changed as it doesn't have access to what they resolve to anyway. And the ...
by Osmo
Sat Dec 27, 2025 9:03 pm
Forum: Modding help
Topic: Need help with character sprites replacement!
Replies: 3
Views: 383

Re: Need help with character sprites replacement!

It is defined in base/prototypes/entity/entities.lua on line 759. And it uses the fields from character-animations.lua, but the fields are named differently
by Osmo
Sat Dec 27, 2025 2:16 pm
Forum: Modding help
Topic: Need help with character sprites replacement!
Replies: 3
Views: 383

Re: Need help with character sprites replacement!

Similar to how you changed the icon, you can write to character.animations . However according to the docs it takes an array of animations https://lua-api.factorio.com/latest/prototypes/CharacterPrototype.html#animations.
So assuming animations is in a valid CharacterArmorAnimation format, you can ...
by Osmo
Mon Dec 22, 2025 10:20 am
Forum: Modding interface requests
Topic: CustomTooltipField sections
Replies: 1
Views: 317

Re: CustomTooltipField sections

+1

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