Search found 70 matches
- Thu Jun 12, 2025 7:36 pm
- Forum: Modding interface requests
- Topic: Splitter prototype - Disable ability to set priorities or filter
- Replies: 2
- Views: 232
Re: Splitter prototype - Disable ability to set priorities or filter
I can see how some mods could benefit from having "dumb splitters", sounds useful. Although you could do that by replacing the gui and disabling copy-pasting of settings
- Wed Jun 11, 2025 9:17 pm
- Forum: Bug Reports
- Topic: [2.0.55] Losing in a tips and tricks simulation forces restart of the save
- Replies: 0
- Views: 210
[2.0.55] Losing in a tips and tricks simulation forces restart of the save
Create a mod with the following code in data-updates.lua
local simulation =
{
init =
[[
require("__core__/lualib/story")
player = game.simulation.create_test_player{name = "big k"}
player.teleport({-9, 5.5})
game.simulation.camera_player = player
game.simulation.camera_position = {0, 0.5 ...
local simulation =
{
init =
[[
require("__core__/lualib/story")
player = game.simulation.create_test_player{name = "big k"}
player.teleport({-9, 5.5})
game.simulation.camera_player = player
game.simulation.camera_position = {0, 0.5 ...
- Wed Jun 11, 2025 8:56 pm
- Forum: Modding help
- Topic: Triggering Smoke on Entity
- Replies: 3
- Views: 245
Re: Triggering Smoke on Entity
If you move it by script, you can use https://lua-api.factorio.com/latest/classes/LuaEntity.html#draw_data to get the height. But i don't know if there is a way to do it naturally in a trigger (apart from doing different things in drive_over_tie_trigger and drive_over_elevated_tie_trigger, which you ...
- Wed Jun 11, 2025 8:47 pm
- Forum: Not a bug
- Topic: [2.0.55] LuaGuiElement natural_width/natural_height don't work as described
- Replies: 2
- Views: 370
Re: [2.0.55] LuaGuiElement natural_width/natural_height don't work as described
Thanks for the response, it makes sense, however its the last example that was the main concern. Even if the frame is set to not stretchable, and instead of natural_width, just width is set to 150, the elements still don't try to stretch/squash to their natural sizes, despite being able to.
- Tue Jun 10, 2025 7:34 pm
- Forum: Not a bug
- Topic: [2.0.55] LuaGuiElement natural_width/natural_height don't work as described
- Replies: 2
- Views: 370
[2.0.55] LuaGuiElement natural_width/natural_height don't work as described
The documentation of natural_width/natural_height says the following:
Natural width specifies the width of the element tries to have, but it can still be squashed/stretched to have a smaller or bigger size.
However i found that most of the time, and in situations where that would be the most ...
Natural width specifies the width of the element tries to have, but it can still be squashed/stretched to have a smaller or bigger size.
However i found that most of the time, and in situations where that would be the most ...
- Mon Jun 09, 2025 4:58 pm
- Forum: Modding help
- Topic: Triggering Smoke on Entity
- Replies: 3
- Views: 245
Re: Triggering Smoke on Entity
You could modify the drive_over_tie_trigger to produce smoke and remove/reduce smoke from the energy source. https://lua-api.factorio.com/latest/pro ... ie_trigger
- Sat Jun 07, 2025 7:16 pm
- Forum: Documentation Improvement Requests
- Topic: Document LuaSimulation.get_widget_position
- Replies: 1
- Views: 392
Re: Document LuaSimulation.get_widget_position
I agree, it is hard to figure out what is supported and what isn't
- Mon Jun 02, 2025 10:47 pm
- Forum: Implemented mod requests
- Topic: Option for LuaRendering to flash like alerts
- Replies: 4
- Views: 482
Re: Option for LuaRendering to flash like alerts
+1 While possible to recreate already, it would be nice to have them syncronized without on_tick stuff, and would also be more performant.
- Mon Jun 02, 2025 1:13 pm
- Forum: Resolved for the next release
- Topic: [2.0.54] Freeze at runtime when assembling machine has >256 fluidboxes
- Replies: 1
- Views: 537
[2.0.54] Freeze at runtime when assembling machine has >256 fluidboxes
1. Install the following mod
fluidbox_freeze_1.0.1.zip
2. Load provided save file
fluidboxbug_mod_sync.zip
3. Open inventory
4. Q pick the oil burner
изображение.png
5. Close inventory. Game freezes.
I tried to replicate this without the entirety of pyanodon's mods, but couldn't. This could ...
fluidbox_freeze_1.0.1.zip
2. Load provided save file
fluidboxbug_mod_sync.zip
3. Open inventory
4. Q pick the oil burner
изображение.png
5. Close inventory. Game freezes.
I tried to replicate this without the entirety of pyanodon's mods, but couldn't. This could ...
- Sun Jun 01, 2025 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.54] Heat connections do not flip the same way as pipe connections
- Replies: 1
- Views: 1542
[boskid][2.0.54] Heat connections do not flip the same way as pipe connections
As a demonstration, i created a mod that changes fluidbox of the oil refinery and changes its energy source to heat.
crash_0.1.0.zip
Selecting basic oil processing, it looks like this.
изображение.png
When flipping it horizontally, heat connection stays in place, while pipe connections flip ...
crash_0.1.0.zip
Selecting basic oil processing, it looks like this.
изображение.png
When flipping it horizontally, heat connection stays in place, while pipe connections flip ...
- Sun Jun 01, 2025 1:28 pm
- Forum: Modding discussion
- Topic: Repairing tech tree after mod removal?
- Replies: 1
- Views: 364
Re: Repairing tech tree after mod removal?
You can reset all technology effects with https://lua-api.factorio.com/latest/classes/LuaForce.html#reset_technology_effects. Marking all prerequisites of all researched technologies as also researched is also possible.
Also, if achievements are a concern, every console command is basically the same ...
Also, if achievements are a concern, every console command is basically the same ...
- Sat May 31, 2025 7:19 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 890
Re: New mod dependency category to be downloaded by default
+1, even just from the end use perspective, being able to install recommended mods without going through the entire list of optional dependencies and choosing some of them or reading the mod page or needing to go to another mod, or even worse - an external resource to get a list of commonly used ...
- Thu May 29, 2025 6:48 pm
- Forum: Resolved Requests
- Topic: Inconsistent use of "count" and "amount" in modding api
- Replies: 4
- Views: 627
Re: Inconsistent use of "count" and "amount" in modding api
isn't the difference generally that one is integer and the other one decimal?
Not always. Fluids are usually amount, but items are inconsistent. The most prominent example is that minable and placeable_by uses count, while recipe ingredients and products uses amount.
https://lua-api.factorio ...
- Mon May 26, 2025 6:21 pm
- Forum: Modding help
- Topic: Hardcoded\Weird processing of 'normal' quality
- Replies: 2
- Views: 405
Re: Hardcoded\Weird processing of 'normal' quality
Some of these have since been fixed (inserters), but if this still happens you should report every occurence of this as a bug
- Fri May 23, 2025 3:09 am
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 6
- Views: 392
Re: Support drag to reorder for GUI Elements
+1, as someone who worked with replicas of this schedule-like system with buttons, and currently doing the same in a different mod, this would be very useful.
Even if the amount of work to make it will be the same or more, buttons are just much worse from end user perspective.
Even if the amount of work to make it will be the same or more, buttons are just much worse from end user perspective.
- Fri May 23, 2025 2:56 am
- Forum: Minor issues
- Topic: [2.0.51] Rotated reflections don't match main graphics
- Replies: 3
- Views: 710
Re: [2.0.51] Rotated reflections don't match main graphics
This is probably related to the fact RotatedAnimation has apply_projection field, true by default, which changes which frame is displayed at which orientation so an animation with constant rotation speed looks better with the game's camera angle.
Water reflecrions however don't have that, which ...
Water reflecrions however don't have that, which ...
- Thu May 22, 2025 3:34 pm
- Forum: Assigned
- Topic: [raiguard] [2.0.51] Messed up fluid connections after loading save file
- Replies: 3
- Views: 517
Re: [raiguard] [2.0.51] Messed up fluid connections after loading save file
Weird. The valves in the save are old ones (version <= 1.2.1). But the issue happens even when loading the save without any mods at all. Of course in that case everything is broken, but those pipes shouldn't look like that as they're not even the ones adjacent to removed entities
- Thu May 22, 2025 9:54 am
- Forum: Assigned
- Topic: [raiguard] [2.0.51] Messed up fluid connections after loading save file
- Replies: 3
- Views: 517
[raiguard] [2.0.51] Messed up fluid connections after loading save file
After loading my modded (py) save, pipe connections in some places got messed up. Whether i have similar mod set or no mods, the issue still exists. Replacing those pipes fixes them.
изображение.png
This is approximately what this area looked like before. The pipes are connected normally ...
изображение.png
This is approximately what this area looked like before. The pipes are connected normally ...
- Tue May 20, 2025 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] Crash rendering corpse with animations removed
- Replies: 1
- Views: 1012
[2.0.51] Crash rendering corpse with animations removed
1. Create a mod with the following code in data-updates.lua
for _, prototype in pairs(data.raw.corpse) do
prototype.animation = nil
prototype.animation_overlay = nil
prototype.decay_animation = nil
prototype.splash = nil
prototype.ground_patch = nil
prototype.ground_patch_higher = nil ...
for _, prototype in pairs(data.raw.corpse) do
prototype.animation = nil
prototype.animation_overlay = nil
prototype.decay_animation = nil
prototype.splash = nil
prototype.ground_patch = nil
prototype.ground_patch_higher = nil ...
- Mon May 19, 2025 11:18 pm
- Forum: Modding help
- Topic: Is it possible to read achievement status with mods?
- Replies: 2
- Views: 362
Re: Is it possible to read achievement status with mods?
There does indeed seem to be no way of reading whether a certain achievement is gained. There is an event for it, but this wouldn't count achievements gained before your mod got added to the save https://lua-api.factorio.com/latest/events.html#on_achievement_gained
You could make an api request to ...
You could make an api request to ...