Search found 70 matches

by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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.
by Osmo
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 ...
by Osmo
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
by Osmo
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
by Osmo
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.
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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
by Osmo
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.
by Osmo
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 ...
by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...

Go to advanced search