Search found 61 matches

by snouz
Wed Sep 03, 2025 1:05 pm
Forum: Modding interface requests
Topic: Display recipe ingredients and results in the order they're declared in the prototype
Replies: 4
Views: 250

Re: Display recipe ingredients and results in the order they're declared in the prototype


Recipe's item ingredients are sorted since 0.16.31 due to https://forums.factorio.com/58757. Ordering is based on ItemGroup's order_in_recipe and if those are equal it uses item order. The only change that could be done is to have a RecipePrototype explicitly opt out of the ingredients sorting ...
by snouz
Wed Sep 03, 2025 12:08 pm
Forum: Modding interface requests
Topic: Display recipe ingredients and results in the order they're declared in the prototype
Replies: 4
Views: 250

Display recipe ingredients and results in the order they're declared in the prototype

Hi, even when playing with item order and subgroup, I couldn't get a consistent ordering of items/fluids in recipe tooltips.

The most logical ordering for me would be to prioritize items that are declared the most (for example, if the recipe needs 12 steel and 1 plastic, it'd make sense for the ...
by snouz
Mon Aug 25, 2025 1:25 pm
Forum: Modding interface requests
Topic: Transport-belt: add "transports_character"
Replies: 1
Views: 177

Transport-belt: add "transports_character"

Hi,

I would like to suggest adding "transports_character" to https://lua-api.factorio.com/latest/pro ... otype.html, true by default, but act as if players have the boots if false.
by snouz
Fri Aug 15, 2025 11:36 am
Forum: Modding interface requests
Topic: Add surface_conditions on items - desintegrate if not met on surface change
Replies: 3
Views: 400

Add surface_conditions on items - desintegrate if not met on surface change

Hi,

Feature
My suggestion is to add surface_conditions on items, structured the same as recipes or entities, but the effect would be that the item gets destroyed when changing surface.
Another possibility, maybe more optimized, would be to add "forbidden_items" in the planet properties. That way ...
by snouz
Tue Aug 12, 2025 12:46 pm
Forum: Modding interface requests
Topic: Allow spoil_result to spoil into multiple weighted items
Replies: 15
Views: 1639

Re: Allow spoil_result to spoil into multiple weighted items

Something to consider: if the result is like recipe results, that means you could have several items out of 1 spoiling item? That would mean you could hit a container max and items would need to be able to spill, but I guess that's already taken into account since it can already theoretically spoil ...
by snouz
Mon Aug 11, 2025 9:53 pm
Forum: Modding interface requests
Topic: Allow spoil_result to spoil into multiple weighted items
Replies: 15
Views: 1639

Re: Allow spoil_result to spoil into multiple weighted items

Rseding91 wrote: Mon Aug 11, 2025 3:30 pm Code wise this would be fairly simple to do. Tooltip wise I have zero idea how it would be shown.
A simple suggestion, which I think is clean and clear
by snouz
Sun Aug 03, 2025 12:30 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.62] generator: fluid_box.pipe_picture not recognized
Replies: 1
Views: 624

[boskid][2.0.62] generator: fluid_box.pipe_picture not recognized

Hello, I noticed that fluid_box.pipe_picture isn't rendered on generator prototypes.

I tried using assembling-machine-3's code: doesn't render (only the pipe covers)

I tried putting my own pictures as cover: it renders correctly

I tried making my pics transparent to be sure it's not rendered ...
by snouz
Mon Jul 21, 2025 8:24 pm
Forum: Modding interface requests
Topic: Allow spoil_result to spoil into multiple weighted items
Replies: 15
Views: 1639

Re: Allow spoil_result to spoil into multiple weighted items

+ 1, adding a way to spoil into a random result (based on a probability value) would allow for new gameplay possibilities.
by snouz
Mon Jul 14, 2025 6:07 pm
Forum: Resolved Requests
Topic: [2.0.7] axially_symmetrical removed but still in the API docs
Replies: 1
Views: 169

[2.0.7] axially_symmetrical removed but still in the API docs

In the 2.0 changelog:

- Removed "axially_symmetrical" property from RotatedSprite and RotatedAnimation definitions.

Yet this property is still present in 2.0.60's API doc.

https://lua-api.factorio.com/latest/types/RotatedAnimation.html#axially_symmetrical
https://lua-api.factorio.com/latest/types ...
by snouz
Mon Jun 30, 2025 1:49 pm
Forum: Not a bug
Topic: [Donion][2.0.58] Bots each repeat one sound in a loop
Replies: 6
Views: 696

Re: [Donion][2.0.58] Bots each repeat one sound in a loop

Ok, I was sure of my tests, but I can't reproduce the problem as described. The loop indeed comes from the charging, which seems to ignore the probability setting (maybe that's intentional?). Disabling charging sound in today's tests makes the working sounds behave as intended.

Sorry for the wrong ...
by snouz
Mon Jun 30, 2025 12:34 pm
Forum: Not a bug
Topic: [Donion][2.0.58] Bots each repeat one sound in a loop
Replies: 6
Views: 696

Re: [Donion][2.0.58] Bots each repeat one sound in a loop

Hi, thanks for looking at it. The problem also happens when I disable charging sounds completely. Hold on, I can make a version that shows the problem while only having the working sound.
by snouz
Sat Jun 28, 2025 11:29 am
Forum: Not a bug
Topic: [Donion][2.0.58] Bots each repeat one sound in a loop
Replies: 6
Views: 696

[Donion][2.0.58] Bots each repeat one sound in a loop

Hi, in my mod, I'm replacing the sounds of bots with random speech sounds.
https://mods.factorio.com/mod/Age_of_Empires_II_soundpack

Attached: 4 short videos showing the problem

I did several test to isolate the problem.

For example, I made data.raw["logistic-robot"]["logistic-robot"].charging ...
by snouz
Thu Jun 19, 2025 3:14 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3831

Re: QualityPrototype extended

Suggestion: add the ability for a quality to tint items / entity (combined with "draw sprite by default = false", it would give an alternative way to represent quality)
by snouz
Thu May 29, 2025 3:58 pm
Forum: Ideas and Suggestions
Topic: Mod licenses could be improved
Replies: 7
Views: 1040

Re: Mod licenses could be improved


I think that Custom Licenses or "you can't do that!" are very Silly in this context


I know what you mean, but I think the license is meant as a way for modders to express their wish toward how their mods can be used by other modders, and not really like a legal text for a judge.

In that way ...
by snouz
Thu May 29, 2025 2:09 pm
Forum: Ideas and Suggestions
Topic: Mod licenses could be improved
Replies: 7
Views: 1040

Mod licenses could be improved

On a discord server, we came to have a big discussion about licenses with several modders.

There are some points that transpired that I think should be heard:

- Several people have expressed how lost they were with licenses, and they end up with one that don't represent how they wish their work be ...
by snouz
Wed May 21, 2025 8:37 am
Forum: Modding interface requests
Topic: More control for spidertron bobbing and height
Replies: 1
Views: 385

More control for spidertron bobbing and height

Hi, I would like to suggest being able to control several things about the spider-vehicle prototype
https://lua-api.factorio.com/latest/prototypes/SpiderVehiclePrototype.html

Right now, we have access to: height, torso_rotation_speed and torso_bob_speed.

Request:
I would love to be able to ...
by snouz
Sat May 10, 2025 12:08 pm
Forum: Modding interface requests
Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
Replies: 7
Views: 1509

Re: Add PlanetPrototype.LightningProperties.start_time and end_time


Currently amount of lightnings generated is based on the surface's darkness - its not quite the same as LuaSurface::darkness because the darkness used for lightnings is not capped by a value set by LuaSurface::min_brightness. Primary issue is that right now the darkness is 0 at day and 1 at night ...
by snouz
Fri May 09, 2025 1:42 pm
Forum: Modding interface requests
Topic: API Request: option to turn off lightning warnings on a surface
Replies: 2
Views: 517

Re: API Request: option to turn off lightning warnings on a surface

+1

Instead of just on/off, I suggest being able to set the warning icon based on lightning type. That way, you can make it transparent, or another type of icon.

Lightning has a great potential to become a ton of things for modded planets. e.g. on a Dune project, we might plan to use that system ...
by snouz
Wed Apr 16, 2025 1:53 pm
Forum: Modding interface requests
Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
Replies: 4
Views: 523

Re: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way


+1, it doesn't really make sense to have color LUTs defined per hub instead of per location


It's apparently per hub PROTO, meaning unless you add a new hub type, you can color space ONCE, and it will always stay at hour 0, so even if you define a cycle, it will keep the same color. Just tested ...

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