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 ...
Search found 53 matches
- Mon Jul 14, 2025 6:07 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.7] axially_symmetrical removed but still in the API docs
- Replies: 0
- Views: 90
- 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: 584
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 ...
Sorry for the wrong ...
- 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: 584
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.
- 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: 584
[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 ...
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 ...
- Thu Jun 19, 2025 3:14 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 2966
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)
- Thu May 29, 2025 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 892
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 ...
- Thu May 29, 2025 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 892
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 ...
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 ...
- Wed May 21, 2025 8:37 am
- Forum: Modding interface requests
- Topic: More control for spidertron bobbing and height
- Replies: 1
- Views: 355
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 ...
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 ...
- Mon May 12, 2025 12:24 pm
- Forum: Modding interface requests
- Topic: Roboport "accepted_bots" or categories
- Replies: 1
- Views: 192
- Sat May 10, 2025 12:08 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1421
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 ...
- 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: 456
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 ...
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 ...
- 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: 468
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 ...
- Tue Apr 15, 2025 1:22 pm
- Forum: Modding interface requests
- Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
- Replies: 4
- Views: 468
Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
Hi, so far it's possible to change the color lookup table of planet surfaces and apparently, space platform hubs (I guess it would apply to the whole surface if I created a different hub prototype)
But it's apparently not possible to change the LUT of a space platform based on the orbit or spaceway ...
But it's apparently not possible to change the LUT of a space platform based on the orbit or spaceway ...
- Fri Apr 11, 2025 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44][modding] fluid_box.max_pipeline_extent ignored when flow_direction="input-output"
- Replies: 1
- Views: 1185
[boskid][2.0.44][modding] fluid_box.max_pipeline_extent ignored when flow_direction="input-output"
Hi, I have a modded crafting-machine, it has some fluidboxes. I have a separate fluid category called data, and I'm trying to have the specific pipes be infinite, instead of the default 320.
Every fluidbox I have in the whole mod has max_pipeline_extent = 1000000. When I use the flow_direction ...
Every fluidbox I have in the whole mod has max_pipeline_extent = 1000000. When I use the flow_direction ...
- Sun Apr 06, 2025 12:17 pm
- Forum: Already exists
- Topic: [Already implemented] show_in_made_in (for assembing-machine, character, furnace...)
- Replies: 3
- Views: 535
Re: show_in_made_in (for assembing-machine, character, furnace...)
My bad, i somehow missed that there's already a "not-in-made-in" flag, you can remove this thread
- Sat Apr 05, 2025 7:07 pm
- Forum: Already exists
- Topic: [Already implemented] show_in_made_in (for assembing-machine, character, furnace...)
- Replies: 3
- Views: 535
[Already implemented] show_in_made_in (for assembing-machine, character, furnace...)
Hi,
I'm humbly requesting a new property in assemblies, furnaces etc (every entity that has "crafting_categories") that allows me to hide it from the "made in" part of recipes without setting the entity to "hidden" completely.
I'm humbly requesting a new property in assemblies, furnaces etc (every entity that has "crafting_categories") that allows me to hide it from the "made in" part of recipes without setting the entity to "hidden" completely.
- Sun Mar 23, 2025 6:52 pm
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 1152
Re: Add "accepted_seeds" or seed categories to agricultural-tower
The reason I think this is "important" is that every prototype that borrows from the agricultural-tower prototype becomes basically just another agricultural tower. It's like not having crafting categories for assembling machines
Currently, you can basically do agriculture on my computer tower, and ...
Currently, you can basically do agriculture on my computer tower, and ...
- Sun Mar 23, 2025 12:21 pm
- Forum: Off topic
- Topic: Think devs need a break
- Replies: 6
- Views: 6065
Re: Think devs need a break
I think there's at least 1 US based developer (Rseding91)
- Thu Mar 13, 2025 11:41 am
- Forum: Implemented mod requests
- Topic: Support for a few more qualities as UI buttons
- Replies: 2
- Views: 418
Support for a few more qualities as UI buttons
03-13-2025, 12-30-27.png
Hi, I'd love to be able to add qualities (see: Mythic quality mod for example) without losing this big QoL feature that is the quality buttons in the UI. The current behavior is that when there's more than vanilla qualities, it reverts to a dropdown menu. There's space ...
Hi, I'd love to be able to add qualities (see: Mythic quality mod for example) without losing this big QoL feature that is the quality buttons in the UI. The current behavior is that when there's more than vanilla qualities, it reverts to a dropdown menu. There's space ...
- Mon Mar 10, 2025 4:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.39] Graphical - modded Agri-tower - 3x3 hardcoded soil indicators
- Replies: 2
- Views: 2011