My problem:
right now there seems to be no way to restrict what kind of seed goes into what kind of agricultural-tower (when modders add new types), that means anything that has a "plant_result" will be displayed in every agricultural towers.
Proposed solution:
My request would be to add a ...
Search found 31 matches
- Mon Feb 10, 2025 7:04 pm
- Forum: Modding interface requests
- Topic: Add "possible_inputs" to agricultural-tower
- Replies: 0
- Views: 48
- Mon Feb 10, 2025 3:21 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 0
- Views: 99
Add PlanetPrototype.LightningProperties.start_time and end_time
Hi, I'm trying to create a new sort of lightning strikes (solar flares) and I searched everywhere how to make the lightning strike when the sun is up, which I can't find neither in LightningPrototype , nor LightningProperties . Lightning will always strike at night.
My suggestion would be to have a ...
My suggestion would be to have a ...
- Sun Jan 19, 2025 2:15 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88974
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
For information, the mod is now updated for 2.0/space age, with new graphics, techs and bugfixes!
- Sat Jan 04, 2025 12:48 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 44
- Views: 54599
Re: [MOD 0.18.X] Pollution detector
Hi @cagricelebi, I've done a pull request on the github
- Sat Dec 25, 2021 12:48 pm
- Forum: Modding discussion
- Topic: Questions about mipmapped icons (@posila)
- Replies: 6
- Views: 2864
Re: Questions about mipmapped icons (@posila)
Thanks Deadlock !
- Wed Dec 22, 2021 10:39 pm
- Forum: Modding interface requests
- Topic: BeamAttackParameter source_offset for more entities
- Replies: 5
- Views: 2328
Re: BeamAttackParameter source_offset for more entities
I noticed that too while trying to fix the laser gun beam from Bob warfare, which right now starts at the feet.
data.raw.gun["laser-rifle"].attack_parameters =
{
type = "beam",
ammo_category = "laser-rifle",
cooldown = 20,
movement_slow_down_factor = 0.5,
damage_modifier = 1.2,
source_offset ...
data.raw.gun["laser-rifle"].attack_parameters =
{
type = "beam",
ammo_category = "laser-rifle",
cooldown = 20,
movement_slow_down_factor = 0.5,
damage_modifier = 1.2,
source_offset ...
- Sun Dec 19, 2021 4:27 pm
- Forum: Modding discussion
- Topic: Questions about mipmapped icons (@posila)
- Replies: 6
- Views: 2864
Re: Questions about mipmapped icons (@posila)
Sorry to dig an old thread, I have a additional questions.
Is there a performance or loading time hit from defining or not making mipmaps?
Also, is there a consequence to defining icon_mipmaps = 4 then just not include them in the image?
Is there a performance or loading time hit from defining or not making mipmaps?
Also, is there a consequence to defining icon_mipmaps = 4 then just not include them in the image?
- Wed Dec 15, 2021 10:56 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 54
- Views: 24966
Re: [One Line Suggestions]
Show mod contributors on mod pages, for example like this:
![Image](https://forums.factorio.com/images/ext/8609ce3015707cce86ef18e3da1f9ec5.png)
![Image](https://forums.factorio.com/images/ext/8609ce3015707cce86ef18e3da1f9ec5.png)
- Tue Nov 30, 2021 6:28 pm
- Forum: Minor issues
- Topic: [1.1.48] Cargo-wagon and artillery-wagon's working_sound doesn't work
- Replies: 2
- Views: 1615
[1.1.48] Cargo-wagon and artillery-wagon's working_sound doesn't work
WHAT
Cargo Wagon 's property working_sound actually doesn't produce sound. You can hear the "tie" sound but not "__base__/sound/train-wheels.ogg"
It does work on Fluid Wagon and Locomotive though.
HOW TO REPRODUCE
Create a track with a very long train with plenty of each wagon type in a row ...
Cargo Wagon 's property working_sound actually doesn't produce sound. You can hear the "tie" sound but not "__base__/sound/train-wheels.ogg"
It does work on Fluid Wagon and Locomotive though.
HOW TO REPRODUCE
Create a track with a very long train with plenty of each wagon type in a row ...
- Tue Nov 23, 2021 2:30 pm
- Forum: Modding interface requests
- Topic: [bug?] water_reflection doesn't show on resources
- Replies: 2
- Views: 1858
Re: [bug?] water_reflection doesn't show on resources
water_reflection currently renders only for entities with health (because those have bitmask with some unsed bits which I used to cache a flag marking if reflection is defined or not, as I believe it would add too much performance penalty to query a prototype for this information ... but I am ...
- Tue Nov 23, 2021 1:07 pm
- Forum: Modding interface requests
- Topic: [bug?] water_reflection doesn't show on resources
- Replies: 2
- Views: 1858
[bug?] water_reflection doesn't show on resources
In the base game, no resource uses water_reflection, but modded ones could (specifically, offshore oil in Cargo Ships)
I can confirm the property is filled, but doesn't apply to the surface.
https://i.imgur.com/3awXoo7.png
https://i.imgur.com/gLl63TZ.png
my code just in case:
local deep_oil ...
I can confirm the property is filled, but doesn't apply to the surface.
https://i.imgur.com/3awXoo7.png
https://i.imgur.com/gLl63TZ.png
my code just in case:
local deep_oil ...
- Mon Nov 22, 2021 6:28 pm
- Forum: Implemented mod requests
- Topic: Custom scaling of alt-info icons
- Replies: 8
- Views: 3607
Re: Inconsistency between scale_info_icons and scale_entity_info_icon
+1, I got the same problem on big entities in BioIndustries.
- Mon Nov 22, 2021 6:25 pm
- Forum: Modding interface requests
- Topic: Add selection_box_offsets to rail-signal prototype
- Replies: 0
- Views: 797
Add selection_box_offsets to rail-signal prototype
WHAT
Adding/moving selection_box_offsets from RailChainSignal to RailSignalBase
WHY
There's no reason to have this property in RailChainSignal but not RailSignal. Currently, when you offset the selection box (so the median point is not 0,0), the box rotates for the 4 main directions (N,E,S,W ...
Adding/moving selection_box_offsets from RailChainSignal to RailSignalBase
WHY
There's no reason to have this property in RailChainSignal but not RailSignal. Currently, when you offset the selection box (so the median point is not 0,0), the box rotates for the 4 main directions (N,E,S,W ...
- Sun Nov 21, 2021 2:24 pm
- Forum: Modding interface requests
- Topic: Adding rotation_shift to RotatedSprite and RotatedAnimation
- Replies: 1
- Views: 948
Adding rotation_shift to RotatedSprite and RotatedAnimation
WHAT
I'm suggesting adding a rotated offset to RotatedSprite and RotatedAnimation , similar to LightDefinition .
WHY
When doing modded vehicles, there's no way to easily change the rotation point. The only way is to re-render or edit 256 images individually.
The shift property applies in an ...
I'm suggesting adding a rotated offset to RotatedSprite and RotatedAnimation , similar to LightDefinition .
WHY
When doing modded vehicles, there's no way to easily change the rotation point. The only way is to re-render or edit 256 images individually.
The shift property applies in an ...
- Sat Nov 06, 2021 11:12 pm
- Forum: Modding interface requests
- Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
- Replies: 9
- Views: 3873
Re: Modding - order property in LuaGuiElement
I don't know if it's a result of this request, but thanks to the devs for adding that !
- Sat Oct 16, 2021 2:33 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 106736
Re: Small documentation improvement requests
Settings aren't really documented at all, which may be more of the "confusion". The only page is: https://wiki.factorio.com/Tutorial:Mod_settings . With regards to data and data:extend, extend is a function you can see in core/lualib/dataloader.lua (it is nothing magical, just puts stuff in data ...
- Fri Oct 15, 2021 10:41 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 106736
Re: Small documentation improvement requests
Not 100% sure it belongs to that page, but I can confirm settings are accessible in data.raw (from the setting stage at least). But it's nowhere to be seen in https://wiki.factorio.com/Data.raw
example in settings-updates.lua:
data.raw["bool-setting"]["Schall-VS-XL-t2-enable"].order = "1 ...
example in settings-updates.lua:
data.raw["bool-setting"]["Schall-VS-XL-t2-enable"].order = "1 ...
- Mon Oct 11, 2021 5:42 pm
- Forum: Modding interface requests
- Topic: player.set_shortcut_toggled should be able to trigger the associated_control_input
- Replies: 0
- Views: 856
player.set_shortcut_toggled should be able to trigger the associated_control_input
Currently, LuaPlayer.set_shortcut_toggled can only set the button toggled, but not actually trigger the custom-input linked by shortcut.associated_control_input .
WHAT
- adding a third optional bool parameter to set_shortcut_toggled to trigger or not the shortcut's associated_control_input
OR ...
WHAT
- adding a third optional bool parameter to set_shortcut_toggled to trigger or not the shortcut's associated_control_input
OR ...
- Sat Oct 09, 2021 4:28 pm
- Forum: Modding help
- Topic: New mod version using new hard dependency, how to force it in existing saves?
- Replies: 1
- Views: 902
Re: New mod version using new hard dependency, how to force it in existing saves?
I was made aware that it might be because the new mod version is not yet on the mod portal, and that when it is updated, the dependency is automatically activated. I apologize for wasting any time.
- Sat Oct 09, 2021 3:25 pm
- Forum: Modding help
- Topic: New mod version using new hard dependency, how to force it in existing saves?
- Replies: 1
- Views: 902
New mod version using new hard dependency, how to force it in existing saves?
We're updating a fairly big mod, Bio Industries, but there are 2 new hard dependencies. When loading an older save without the new dependencies, the game will simply load the save without them, disabling the mod. Is there a way to force these new dependencies into the save config by way of migration ...