Search found 53 matches

by snouz
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

[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: 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 ...
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: 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.
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: 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 ...
by snouz
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)
by snouz
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 ...
by snouz
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 ...
by snouz
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 ...
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: 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 ...
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: 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 ...
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: 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 ...
by snouz
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 ...
by snouz
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 ...
by snouz
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
by snouz
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.
04-05-2025, 21-03-30.png
04-05-2025, 21-03-30.png (37.42 KiB) Viewed 535 times
by snouz
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 ...
by snouz
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)
by snouz
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 ...

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