Search found 70 matches

by snouz
Tue Oct 14, 2025 9:23 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 13
Views: 791

Re: A sibling API to play_sound: play_music

music_already_playing_mode = "interrupt" or "wait" or "play-on-top" or "interrupt-suddenly"
by snouz
Sun Oct 12, 2025 6:21 pm
Forum: Won't implement
Topic: Allowing more than 4 recipe tints (ideally 10)
Replies: 1
Views: 193

Allowing more than 4 recipe tints (ideally 10)

Hi, I know this request is a stretch, but hear me out.

The recipe tint system allows me to have fully distinct animations on machines, by using this trick: having 4 distinct working_visualisations on assembling machines, then making them all transparent but one with tint alpha 0. Example:

10-12 ...
by snouz
Sat Oct 04, 2025 8:55 pm
Forum: Modding interface requests
Topic: Adding draw_as_glow to RecipePrototype
Replies: 0
Views: 90

Adding draw_as_glow to RecipePrototype

In the same spirit as this request: https://forums.factorio.com/viewtopic.php?t=131071, I believe it would be cool to be able to make liquid glow in machines. Currently, there's:

crafting_machine_tint =
{
primary = {82, 199, 238},
secondary = {82, 199, 238},
tertiary = {82, 199, 238 ...
by snouz
Sat Oct 04, 2025 7:44 pm
Forum: Bug Reports
Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
Replies: 2
Views: 290

[2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing

Hi, I noticed while making a menu simulation that this setting seemingly doesn't work as intended

https://lua-api.factorio.com/latest/types/SimulationDefinition.html#game_view_settings

The save in question has been saved in normal mode, the way to bypass this is to save in editor mode, which makes ...
by snouz
Sat Oct 04, 2025 7:10 pm
Forum: Modding interface requests
Topic: Menu simulation prototype: adding a priority setting
Replies: 0
Views: 107

Menu simulation prototype: adding a priority setting

Hi, I would like to suggest adding a way to influence the chance that a simulation will appear early on.

Why?
- When modders add simulations, they usually want to make sure their work is shown and not drown in Space Age and 2.0 menu simulations that (while great) most people have already seen 1000 ...
by snouz
Wed Oct 01, 2025 12:02 am
Forum: Modding interface requests
Topic: Module slots for Agricultural Towers
Replies: 8
Views: 808

Re: Module slots for Agricultural Towers


Aside from efficiency modules, no module type would have any effect on agricultural towers. They don't actually produce anything, they just automatically harvest plants.


Speed can be used, as you could have a tower that harvests slower than the output of its field, so the speed module could ...
by snouz
Sat Sep 27, 2025 10:55 pm
Forum: Modding interface requests
Topic: Adding draw_as_glow to FluidPrototype
Replies: 3
Views: 328

Adding draw_as_glow to FluidPrototype

Hi, I would like to suggest allowing for fluid to glow in the dark in pipes.

Right now, a fluid has flow_color, which tints the fluid visualization in pipes.
https://lua-api.factorio.com/latest/prototypes/FluidPrototype.html

I'd like to suggest having an extra boolean property that would signal ...
by snouz
Thu Sep 11, 2025 6:32 pm
Forum: Implemented mod requests
Topic: More powerful recipe 'categories'
Replies: 5
Views: 2229

Re: More powerful recipe 'categories'

This can be closed as this has been added recently
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: 489

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: 489

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: 264

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: 504

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: 1971

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: 1971

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: 895

[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: 1971

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: 218

[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: 833

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: 833

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.

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