To clarify my question a bit—what I’m really trying to understand is whether there is any API that allows enabling or disabling an entity’s animation directly, or if there are other commonly used methods to control animations in practice.
At the moment, the only idea I have is to base the entity on ...
Search found 46 matches
- Wed Nov 19, 2025 10:17 am
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 280
- Wed Nov 19, 2025 10:10 am
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 280
How to control building animations
Hello. I’m looking for a way to turn a building’s animation on and off through scripting.
For example, I would like the entity to remain in an idle (non-animated) state normally, and then start playing its animation when the player “turns on the power” through a dialogue interaction.
I don’t have ...
For example, I would like the entity to remain in an idle (non-animated) state normally, and then start playing its animation when the player “turns on the power” through a dialogue interaction.
I don’t have ...
- Tue Nov 18, 2025 9:18 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 299
Re: I would like to migrate (rename) a surface name.
Thank you. It seems I was confused.
- Tue Nov 18, 2025 9:12 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 299
Re: I would like to migrate (rename) a surface name.
There is a surface that already exists in save files from previous versions.
I would like to migrate its name to a different one.
Is the surface name not eligible for migration?
I would like to migrate its name to a different one.
Is the surface name not eligible for migration?
- Tue Nov 18, 2025 8:55 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 299
I would like to migrate (rename) a surface name.
I wrote the migration JSON as shown below.
{
"tile":[
["linox-tile_linox-installation-foundation", "linox-tile_linox-foundation"],
["linox-tile_linox-installation-terminal-platform", "linox-tile_linox-terminal-platform"],
["linox-tile_linox-installation-hazard-terminal-platform", "linox-tile ...
{
"tile":[
["linox-tile_linox-installation-foundation", "linox-tile_linox-foundation"],
["linox-tile_linox-installation-terminal-platform", "linox-tile_linox-terminal-platform"],
["linox-tile_linox-installation-hazard-terminal-platform", "linox-tile ...
- Tue Nov 18, 2025 5:23 pm
- Forum: Won't implement
- Topic: The issue where research_all_technologies() does not follow the research tree
- Replies: 2
- Views: 362
The issue where research_all_technologies() does not follow the research tree
Hello. I am developing a mod called Planet Linox.
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is ...
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is ...
- Sun Nov 09, 2025 2:12 pm
- Forum: Modding help
- Topic: How to create a new combinator?
- Replies: 3
- Views: 500
How to create a new combinator?
I want to create a combinator that represents sine and cosine functions.
Is there a better way to build a machine that performs this kind of circuit processing, other than using the tick event?
And to implement this, do I have to keep track of every combinator entity and run a loop on each tick?
Is there a better way to build a machine that performs this kind of circuit processing, other than using the tick event?
And to implement this, do I have to keep track of every combinator entity and run a loop on each tick?
- Sun Oct 26, 2025 3:43 pm
- Forum: Modding help
- Topic: I don’t understand why it’s causing such severe lag.
- Replies: 2
- Views: 467
Re: I don’t understand why it’s causing such severe lag.
That’s correct. However, in the early stages of development, when I attempted to land on the lava, the landing was successful, and the player was placed in a state where they couldn’t move on the lava.
Could it be that the forced landing being successful was actually a Error?
Could it be that the forced landing being successful was actually a Error?
- Sun Oct 26, 2025 3:28 pm
- Forum: Modding help
- Topic: I don’t understand why it’s causing such severe lag.
- Replies: 2
- Views: 467
I don’t understand why it’s causing such severe lag.
There’s an issue during the process where the player departs from the spaceship and descends to the planet’s surface. When the player departs and the cargo pod begins to descend, the framerate drops sharply and the game stops progressing.
10-27-2025, 00-20-24.png
local function create_building ...
10-27-2025, 00-20-24.png
local function create_building ...
- Sun Oct 26, 2025 11:57 am
- Forum: Modding help
- Topic: Why isn’t this event handler working?
- Replies: 3
- Views: 518
Re: Why isn’t this event handler working?
I’ve been studying the syntax, and it seems that Lua doesn’t have a separate function forward declaration syntax, or it was added only much later. For now, I’ve confirmed that it works when written as shown below.
local on_elevator;
script.on_event(defines.events.on_lua_shortcut, function(event ...
local on_elevator;
script.on_event(defines.events.on_lua_shortcut, function(event ...
- Sat Oct 25, 2025 1:58 pm
- Forum: Modding help
- Topic: Why isn’t this event handler working?
- Replies: 3
- Views: 518
Why isn’t this event handler working?
(Before I start my questions, I’d like to mention that I’ve used C, C++, and some basic JavaScript, but I’m new to Lua through this modding project.)
For example, when I register an event handler as shown below, it seems that the handler is not being called.
local test_handler;
script.on_event ...
For example, when I register an event handler as shown below, it seems that the handler is not being called.
local test_handler;
script.on_event ...
- Sat Oct 25, 2025 11:38 am
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 19
- Views: 3180
Please make it so that the previous selection remains when choosing a recipe.
For example, when selecting a recipe in buildings like assemblers or chemical plants, there are times when I want to produce the same item but simply increase the quality setting.
Currently, when reselecting a recipe, all previous selection states are cleared. If the previous selection state could ...
Currently, when reselecting a recipe, all previous selection states are cleared. If the previous selection state could ...
- Fri Oct 24, 2025 10:35 am
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 577
Re: I want to right-align the label
I’m also wondering if there’s a way to prevent the player from performing other actions while a GUI window is open. Currently, even when the window is displayed, the player can still move their character or open their inventory. Is it possible to make it behave like a modal dialog?
- Thu Oct 23, 2025 12:02 pm
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 577
Re: I want to right-align the label
Ah, I solved it. It seems that the direction axis of the flow element needs to be set differently. When I set it to vertical, the horizontally_stretchable property works. Thank you for your answer.
- Thu Oct 23, 2025 11:54 am
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 577
Re: I want to right-align the label
It still doesn’t seem to work. Could the order in which styles are applied have an effect?
- Thu Oct 23, 2025 10:08 am
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 577
I want to right-align the label
Hello. I am designing a dialog box like the one below.
10-23-2025, 19-03-53.png
The goal is to right-align the yellow text in this window.
First, I created the text portion of the window using a table, as shown below.
dialog.create = function(name, sprite, player)
if player.gui.screen["ui ...
10-23-2025, 19-03-53.png
The goal is to right-align the yellow text in this window.
First, I created the text portion of the window using a table, as shown below.
dialog.create = function(name, sprite, player)
if player.gui.screen["ui ...
- Wed Oct 22, 2025 1:18 pm
- Forum: Modding help
- Topic: I want to attach an identifier that can uniquely identify a specific entity.
- Replies: 1
- Views: 246
I want to attach an identifier that can uniquely identify a specific entity.
Hello. I’d like to summon a regular Spidertron at a specific location,
and trigger a certain event only when this particular Spidertron is clicked.
Is there any way to distinguish it from other Spidertrons?
and trigger a certain event only when this particular Spidertron is clicked.
Is there any way to distinguish it from other Spidertrons?
- Sun Oct 19, 2025 8:47 am
- Forum: Modding help
- Topic: Is there no separate event for entity clicks?
- Replies: 2
- Views: 361
Is there no separate event for entity clicks?
I’m trying to make an NPC dialogue window appear when a certain entity is clicked. However, it seems there’s no specific event for entity clicks. Is there any good way to achieve this?
- Sat Oct 18, 2025 12:44 pm
- Forum: Modding help
- Topic: How can I move the position of a player who is not connected?
- Replies: 1
- Views: 225
How can I move the position of a player who is not connected?
It seems that players who are not connected don’t have a character, so I’m not sure how to control their position and surface for when they later connect.
- Mon Oct 13, 2025 6:49 pm
- Forum: Resolved Requests
- Topic: Please clarify what can be stored in dictionary objects
- Replies: 8
- Views: 887
Re: Please clarify what can be stored in dictionary objects
I understand now — I was asking for something that obviously wouldn’t be included in the documentation. That was my mistake! Thank you very much for taking the time to explain it in detail.