Search found 21 matches

by ldinc
Sat Aug 08, 2026 3:50 am
Forum: Pending
Topic: [2.1.14] Strange order of drawing heat pipe connection patches sprite
Replies: 1
Views: 802

[2.1.14] Strange order of drawing heat pipe connection patches sprite

Using 2.1.14 game version I see the "reactor-connect-patches.png" or heat pipe original sprite overlap don't properly applied to nuclear reactor. Seems it render after "reactor-pipes.png" layer.

I'm not sure is it bug, or just design.
In game rendering - 08-08-2026, 06-49-49.png

My own test - 08 ...
by ldinc
Fri Jul 24, 2026 6:11 am
Forum: Not a bug
Topic: [2.1.12] Order of science pack differ in tech tree view and labs
Replies: 2
Views: 359

[2.1.12] Order of science pack differ in tech tree view and labs

Hi, the problem is: the ordering of science packs in nodes of tech tree and laborotary seems to be different and depends on item subgroup "science-pack". If item is used with subgroup "science-pack" - ordering works as expected (an as before 2.1).

How to reproduce: add custom item with non "science ...
by ldinc
Fri Jul 10, 2026 1:03 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 304
Views: 199831

Re: Version 2.1.7

In the version introduced wire shadows as actual shadows instead of transparent sprites! It's cool! And what about pipes? Can it get separate shadow to be more consistent look too?
by ldinc
Thu Jan 16, 2025 5:28 pm
Forum: Modding interface requests
Topic: Feature request: adding to artillery turret energy source
Replies: 1
Views: 595

Re: Feature request: adding to artillery turret energy source

Seems to be not actually needed. Some hacks with control.lua and proxy entities enough btw
by ldinc
Wed Jan 08, 2025 1:15 pm
Forum: Not a bug
Topic: [2.0.28] Spoiled item result doesn't trigger reseach progression
Replies: 3
Views: 1091

Re: [2.0.28] Spoiled item result doesn't trigger reseach progression

Many thanks for detailed explanation!
by ldinc
Wed Jan 08, 2025 3:10 am
Forum: Not a bug
Topic: [2.0.28] Spoiled item result doesn't trigger reseach progression
Replies: 3
Views: 1091

Re: [2.0.28] Spoiled item result doesn't trigger reseach progression

Adding spoilage as trigger for research progression mb can lead to perfomance issues ... If it's not a bug, but a feature it will be great to have a notice in docs =)
by ldinc
Wed Jan 08, 2025 3:07 am
Forum: Not a bug
Topic: [2.0.28] Spoiled item result doesn't trigger reseach progression
Replies: 3
Views: 1091

[2.0.28] Spoiled item result doesn't trigger reseach progression

1. What did I do?

I've added to technology craft item trigger with item "steel-plate". With some mod-set (will be linked with file) "steel-plate" can be obtained only via spolage process from "hot-steel-plate" item.

Steps:
1) Load save (save/report_save.zip). Mods version must be locked (required ...
by ldinc
Thu Dec 19, 2024 1:20 pm
Forum: Modding interface requests
Topic: Feature request: adding to artillery turret energy source
Replies: 1
Views: 595

Feature request: adding to artillery turret energy source

Hi! I want to create railgun-like artillery entity.
The main problem - there isn't way to consume electricity for shots as easy as it available for railgun turret.

It will be fine to have similar extra behavior for artillery turret.

At the moment it can be aproached with invisible accumulator or ...
by ldinc
Wed Dec 18, 2024 12:20 am
Forum: Modding interface requests
Topic: Energy source for FluidTurretPrototype and ArtilleryTurretPrototype
Replies: 4
Views: 1374

Re: Energy source for FluidTurretPrototype and ArtilleryTurretPrototype

Why does this post in "Implemented mod requests" group? Mayby misscreated?
by ldinc
Mon Dec 16, 2024 2:57 pm
Forum: Modding interface requests
Topic: Energy source for FluidTurretPrototype and ArtilleryTurretPrototype
Replies: 4
Views: 1374

Re: Energy source for FluidTurretPrototype and ArtilleryTurretPrototype

+1
It'll be great to have elecric energy source for artillery turrets! At the moment the only way to create railgun like artillery is hacking with hidden entities for consuming energy (and maybe fluids)
by ldinc
Sat Nov 16, 2024 4:18 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.16] Crash with custom technologies and research triggers.
Replies: 6
Views: 6561

Re: [2.0.16] Build 80214, Experimental + DLC, Windows x64, non-steam. Crash with custom technologies and research trigge

I found another strange behaviour. Reproduces with 2.0.19

Just renaming technology name form `apm_crusher_machine_0` to `apmcrusher` without _ syms leads to work fine without crashes...

Seems very strange.
My hypothesis:
- sym '_' leading to invalid hashing or smth else
- or smth strange with ...
by ldinc
Sat Nov 16, 2024 12:26 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.16] Crash with custom technologies and research triggers.
Replies: 6
Views: 6561

Re: [2.0.16] Build 80214, Experimental + DLC, Windows x64, non-steam. Crash with custom technologies and research trigge

2.0.18 Crashing too...


C:\Users\build\AppData\Local\Temp\factorio-build-mVKqXw\src\Technology\TechnologyTrigger\TechnologyTriggerProcessor.cpp(98): TechnologyTriggerProcessor::checkItems
C:\Users\build\AppData\Local\Temp\factorio-build-mVKqXw\src\Force\ForceData.cpp(898): ForceData::update
C ...
by ldinc
Mon Nov 11, 2024 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.16] Crash with custom technologies and research triggers.
Replies: 6
Views: 6561

[Rseding91] [2.0.16] Crash with custom technologies and research triggers.

1. What did I do?

I'm migrating old mods from 1.1 game version to 2.0.
As new feature TRT (Technology Research Trigger) was added I try to integrate it into mod.
The code can be seen in mod file: `apm_power_ldinc/prototypes/main/tech.lua`.

Steps (Example of actions can be found at `00_partial ...
by ldinc
Sun Nov 10, 2024 9:03 pm
Forum: Modding help
Topic: Research Triggers
Replies: 3
Views: 1665

Re: Research Triggers

Then i've tried to disable research trigger by setting up with `nil`. After this change any other tech-s with researh triggers become unsearchable via crafting items or interact with ores/oil


---@param technology_name string
function apm.lib.utils.technology.delete(technology_name)
if not apm ...
by ldinc
Sun Nov 10, 2024 9:00 pm
Forum: Modding help
Topic: Research Triggers
Replies: 3
Views: 1665

Re: Research Triggers

The first approoach to disable existing technology was:


---@param technology_name string
function apm.lib.utils.technology.delete(technology_name)
if not apm.lib.utils.technology.exist(technology_name) then return end

local technology = data.raw.technology[technology_name]

technology.hidden ...
by ldinc
Sun Nov 10, 2024 8:57 pm
Forum: Modding help
Topic: Research Triggers
Replies: 3
Views: 1665

Re: Research Triggers

Example of new tech i've tried:

{
effects = {
{ recipe = "apm_crusher_machine_0", type = "unlock-recipe" },
{ recipe = "apm_coal_crushed_1", type = "unlock-recipe" },
{ recipe = "apm_stone_crushed_1", type = "unlock-recipe" },
{ recipe = "apm_wood_pellets_1", type = "unlock-recipe ...

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