Search found 66 matches

by Osmo
Tue Jun 10, 2025 7:34 pm
Forum: Bug Reports
Topic: [2.0.55] LuaGuiElement natural_width/natural_height don't work as described
Replies: 0
Views: 88

[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: 1
Views: 67

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: 308

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: 405

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: 467

[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: 1231

[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: 283

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: 847

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: 553

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: 358

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: 359

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: 639

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: 463

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: 463

[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: 771

[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: 313

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 ...
by Osmo
Mon May 19, 2025 5:43 am
Forum: Minor issues
Topic: [2.0.50] Incorrect error checking with nested GUI style definitions
Replies: 1
Views: 262

[2.0.50] Incorrect error checking with nested GUI style definitions

Create a mod with the following code in data.lua:
data.raw["gui-style"].default.new_style = {
type = "frame_style",
vertical_flow_style = {
type = "vertical_flow_style",
parent = "nonexistent_style"
}
}
Game errors after loading sprites with the following message:
изображение.png
This is ...
by Osmo
Fri May 16, 2025 8:07 pm
Forum: Implemented mod requests
Topic: LuaRendering.draw_on_map
Replies: 31
Views: 12050

Re: LuaRendering.draw_on_map

+ 1, i have noticed a lack of this feature many times, and have a mod using map tags, but that has a lot of limitations
by Osmo
Thu May 15, 2025 2:12 am
Forum: Modding interface requests
Topic: Allow setting player cursor to fluid or virtual signal
Replies: 1
Views: 175

Re: Allow setting player cursor to fluid or virtual signal

I found myself trying to pipette fluids many times, but it is not currently possible, so this should probably be a feature request.
Regardless, this gets an instant +1 from me

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