Search found 31 matches

by snouz
Mon Feb 10, 2025 7:04 pm
Forum: Modding interface requests
Topic: Add "possible_inputs" to agricultural-tower
Replies: 0
Views: 48

Add "possible_inputs" to agricultural-tower

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 ...
by snouz
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 ...
by snouz
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!
by snouz
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
by snouz
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 !
by snouz
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 ...
by snouz
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?
by snouz
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
by snouz
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 ...
by snouz
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 ...
by snouz
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 ...
by snouz
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.
by snouz
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 ...
by snouz
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 ...
by snouz
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 !
by snouz
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 ...
by snouz
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 ...
by snouz
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 ...
by snouz
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.
by snouz
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 ...

Go to advanced search