Search found 231 matches
- 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 ...
- 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 ...
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 ...
- Sat Jan 31, 2026 11:48 am
- Forum: Won't implement
- Topic: Energy Sources for Beacon Prototypes
- Replies: 4
- Views: 284
Re: Energy Sources for Beacon Prototypes
Meanwhile, you can use this instead https://mods.factorio.com/mod/zzz-nonstandard-beacons
- 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
- 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 ...
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 ...
- 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
- 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 ...
- 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
The direction its pulling from can be changed.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.
What's the main point is that the graphic definition doesn't match entity direction (as can be seen in the debug tooltip)
- 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 ...
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 ...
- 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 ...
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 ...
- 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
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
- 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
Yes i figured from using it, just the description is confusingcuriosity wrote: Fri Jan 16, 2026 5:38 am The amount of the resource. Seems obvious, but I guess that's just me.
- 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
The bigger problen is that its unclear what is lowered
- 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
- 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.
- 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
- 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 ...
- 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
- 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 ...
So assuming animations is in a valid CharacterArmorAnimation format, you can ...
- Mon Dec 22, 2025 10:20 am
- Forum: Modding interface requests
- Topic: CustomTooltipField sections
- Replies: 1
- Views: 317