Search found 158 matches
- Mon Sep 29, 2025 10:36 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 9
- Views: 422
Re: Disable quality chances per item in a recipes results
At most what i could make is a quality_behavior on item product prototype with 3 options: "default" (for current behavior), "no_bump" for product not affected by quality but preserving input quality, and "set_normal" that would always give normal quality product regardless of ingredients quality ...
- Sun Sep 28, 2025 12:00 pm
- Forum: Modding interface requests
- Topic: Adding draw_as_glow to FluidPrototype
- Replies: 2
- Views: 170
Re: Adding draw_as_glow to FluidPrototype
It seems like a good idea to better differentiate fluids, especially in big mods, and it would make sense to also add that to lava and molten metals in space age. +1
- Sat Sep 27, 2025 7:30 am
- Forum: Resolved Requests
- Topic: [2.0.68] draw_sprite example with `$field` reference
- Replies: 2
- Views: 136
Re: [2.0.68] draw_sprite example with `$field` reference
I will add that draw_sprite also doesn't show render_mode field
- Fri Sep 26, 2025 10:44 am
- Forum: Modding interface requests
- Topic: Read style protoype properties at runtime
- Replies: 3
- Views: 178
Re: Read style protoype properties at runtime
What is your usecase for reading these values?
Modifying the various gui properties in-game as a tool for modders, as i've seen many people having trouble making GUIs. While modifying element properties and copying element styles and style properties work, for modifying the style properties ...
- Fri Sep 26, 2025 9:14 am
- Forum: Modding interface requests
- Topic: Read style protoype properties at runtime
- Replies: 3
- Views: 178
Re: Read style protoype properties at runtime
To show the problem, these are all the properties:
This is what mods see:
- Fri Sep 26, 2025 9:07 am
- Forum: Modding interface requests
- Topic: Read style protoype properties at runtime
- Replies: 3
- Views: 178
Read style protoype properties at runtime
prototypes.style only allows accessing the type of the style, which isn't very useful. LuaStyle returns nil when reading "default" properties, ones that have not been overwritten. This means that to read the actual properties of styles, using ModData is needed, which comes with all of its flaws ...
- Thu Sep 25, 2025 12:28 am
- Forum: Resolved Requests
- Topic: allow_on_deep_oil_ocean collision mask
- Replies: 1
- Views: 146
allow_on_deep_oil_ocean collision mask
https://lua-api.factorio.com/latest/pro ... _oil_ocean says indexed by "allow_on_deep_oil_ocean", however it seems to actually be indexed by "rail-ramp/allow_on_deep_oil_ocean"
- Mon Sep 22, 2025 12:49 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 647
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Though when the train is going fast they still look bad, hmm. It's like I'm setting the position for the last draw, so it's always lagging behind.
Even the rotation is wrong, hmm. It's like I'm getting the data at the start of the frame, applying that, then the train's update is handled, moving ...
- Sun Sep 21, 2025 11:24 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 647
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Only it drifts off centre on corners compared to the normal way, as well as the rotation not being quite right (seems to be using the angle between the front/rear wheels, when a wagon is actually floatier than that).
Any tips?
That's because due to the game's apparent camera angle, the actual ...
- Sun Sep 21, 2025 9:18 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 647
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
You can use LuaRendering to draw stuff in a way thay it looks like a part of the wagon.
But it is kind of complex, and swapping the wagon to a different one may be better. Or just not modifying graphics at all if its not strictly necessary- Sat Sep 20, 2025 5:34 am
- Forum: Resolved Requests
- Topic: DeciderCombinatorBlueprintControlBehavior documentation is incorrect
- Replies: 1
- Views: 241
DeciderCombinatorBlueprintControlBehavior documentation is incorrect
The docs say it returns a single DeciderCombinatorCondition, however in reality it returns a table with an array of DeciderCombinatorConditions and an array of DeciderCombinatorOutputs:
- Fri Sep 19, 2025 6:05 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.66] Automatically request contsruction materials button forces Hub GUI to stretch
- Replies: 0
- Views: 181
[Klonan] [2.0.66] Automatically request contsruction materials button forces Hub GUI to stretch
Expected behaviour would be for the button to be squashed, like on character logistics GUI:
- Wed Sep 17, 2025 1:22 pm
- Forum: Implemented mod requests
- Topic: Fluid wagon connection category
- Replies: 5
- Views: 552
Re: Fluid wagon connection category
+1, special pumps for special wagons opens quite a few possibilities
- Mon Sep 15, 2025 9:47 pm
- Forum: Resolved Requests
- Topic: Undocumented property on CargoPodPrototype - impact_trigger
- Replies: 1
- Views: 205
Undocumented property on CargoPodPrototype - impact_trigger
https://github.com/wube/factorio-data/b ... lua#L10185
Base game uses it, but there is no mention of it on the docs anywhere.
Base game uses it, but there is no mention of it on the docs anywhere.
- Mon Sep 15, 2025 6:19 am
- Forum: Modding help
- Topic: How is the Robot Energy Multiplier set?
- Replies: 4
- Views: 397
Re: How is the Robot Energy Multiplier set?
There is no stat for robot energy usage, it's (gravity/pressure) * 100
- Mon Sep 15, 2025 5:54 am
- Forum: Modding interface requests
- Topic: Access to the style of child flow of frames
- Replies: 1
- Views: 218
Access to the style of child flow of frames
What?
Ability to access the agui flow's style properties that is created as an element inside every frame. Doesn't need to be a LuaStyle, just margin and padding would cover most of the cases.
Why?
When LuaGuiElement of type frame is created, a child agui flow is created which is used to ...
Ability to access the agui flow's style properties that is created as an element inside every frame. Doesn't need to be a LuaStyle, just margin and padding would cover most of the cases.
Why?
When LuaGuiElement of type frame is created, a child agui flow is created which is used to ...
- Sun Sep 14, 2025 8:26 pm
- Forum: Implemented mod requests
- Topic: Read access to icon_selector on a LuaGuiElement
- Replies: 1
- Views: 229
Read access to icon_selector on a LuaGuiElement
I'm working on a mod that allows editing Gui Elements in-game, and all of the properties which can be set on the elements can then be read back in some way.
Except for the icon_selector, which can be set on textboxes and textfields, but there is no way for a script to read whether it is set.
Read ...
Except for the icon_selector, which can be set on textboxes and textfields, but there is no way for a script to read whether it is set.
Read ...
- Sat Sep 13, 2025 1:15 pm
- Forum: Not a bug
- Topic: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
- Replies: 3
- Views: 373
Re: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
If a mod invalidates the state of an event, and doing that
probably does invalidate it, the event does not propagate further. That is intended.the mod resets the schedule of the train wihin the event handler.
- Thu Sep 11, 2025 9:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] CustomInputEvent set to mouse buttons doesn't raise when clicking on GUIs
- Replies: 1
- Views: 712
[2.0.66] CustomInputEvent set to mouse buttons doesn't raise when clicking on GUIs
The custom input event is defined like this:
{
type = "custom-input",
name = "right-click",
key_sequence = "mouse-button-2",
action = "lua",
}
And i react to it like this:
script.on_event("right-click", function(event)
game.print(event.element)
end)
When clicking "in-world" (in-game and in ...
{
type = "custom-input",
name = "right-click",
key_sequence = "mouse-button-2",
action = "lua",
}
And i react to it like this:
script.on_event("right-click", function(event)
game.print(event.element)
end)
When clicking "in-world" (in-game and in ...
- Wed Sep 10, 2025 2:51 pm
- Forum: Resolved Requests
- Topic: basis_noise example is useless
- Replies: 2
- Views: 271
Re: basis_noise example is useless
Also document that multioctave_noise uses the same algorithm as basis_noise but allows for having multiple layers of it with different scales, to make it clear that it also has the same issue. And remove the example with no input_scale from it too as it effectively removes the first layer.