Search found 152 matches

by Osmo
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"
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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.
5526_0000h46m57s_nauvis.jpg
5526_0000h46m57s_nauvis.jpg (961.57 KiB) Viewed 442 times
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
by Osmo
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:
изображение.png
изображение.png (77.46 KiB) Viewed 191 times
by Osmo
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

изображение.png
изображение.png (415 KiB) Viewed 130 times
In certain languages, for example in russian, the button causes the whole GUI to stretch.
Expected behaviour would be for the button to be squashed, like on character logistics GUI:
изображение.png
изображение.png (33.96 KiB) Viewed 130 times
by Osmo
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
by Osmo
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.
by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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
the mod resets the schedule of the train wihin the event handler.
probably does invalidate it, the event does not propagate further. That is intended.
by Osmo
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 ...
by Osmo
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.
by Osmo
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 ...
by Osmo
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"
by Osmo
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 ...
by Osmo
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

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