Search found 113 matches
- Thu Aug 14, 2025 8:00 pm
- Forum: Modding help
- Topic: Changing gui background colors?
- Replies: 1
- Views: 66
Re: Changing gui background colors?
This needs to be done by defining gui styles at data stage https://lua-api.factorio.com/latest/pro ... Style.html
- Tue Aug 12, 2025 7:38 pm
- Forum: Modding interface requests
- Topic: RotatedAnimationVariations on SimpleEntity(WithOwner)Protoype
- Replies: 0
- Views: 102
RotatedAnimationVariations on SimpleEntity(WithOwner)Protoype
Simple entities already support graphics variations by defining pictures or animations . They also support rotated sprites in the form of picture . However there is no way to get both rotations and variations at the same time.
There is a data type for this already: RotatedAnimationVariations ...
There is a data type for this already: RotatedAnimationVariations ...
- Mon Aug 11, 2025 10:43 pm
- Forum: Resolved Requests
- Topic: CorpseProtoype::direction_shuffle
- Replies: 1
- Views: 147
CorpseProtoype::direction_shuffle
https://lua-api.factorio.com/latest/prototypes/CorpsePrototype.html#direction_shuffle
What does it do? How does it relate to the graphics definition? What is the default? I'm making a mod with a complex graphics definition on a corpse prootype and need to know if its even relevant to what i'm doing ...
What does it do? How does it relate to the graphics definition? What is the default? I'm making a mod with a complex graphics definition on a corpse prootype and need to know if its even relevant to what i'm doing ...
- Mon Aug 11, 2025 9:11 pm
- Forum: Implemented mod requests
- Topic: Show all built-in effects same way as "Base productivity"
- Replies: 4
- Views: 425
- Sat Aug 09, 2025 5:49 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to Visualize Train Network Efficiency & Congestion
- Replies: 5
- Views: 308
Re: Mod to Visualize Train Network Efficiency & Congestion
This is an interesting idea
I think it can be made performant if stuff only gets checked in the on_train_changed_state event. For example, amount of time spent waiting at a signal or station could probably be gathered from that, and then displayed to the user when needed.
And while that doesn't give ...
I think it can be made performant if stuff only gets checked in the on_train_changed_state event. For example, amount of time spent waiting at a signal or station could probably be gathered from that, and then displayed to the user when needed.
And while that doesn't give ...
- Fri Aug 08, 2025 11:02 pm
- Forum: Assigned
- Topic: [Lou][2.0.63] tile_buildability_rules behaving differently than expected
- Replies: 2
- Views: 300
Re: [2.0.63] tile_buildability_rules behaving differently than expected
Have you also modified the collision mask of the assembler?
If not, it will require the area to collide with lava, while also colliding with lava itself, preventing its placement anywhere. Collision masks functions independently of the tile buildability rules.
If not, it will require the area to collide with lava, while also colliding with lava itself, preventing its placement anywhere. Collision masks functions independently of the tile buildability rules.
- Sat Aug 02, 2025 5:53 pm
- Forum: Modding help
- Topic: "Logistic Network" and "Circuit Network" Sub GUIs
- Replies: 1
- Views: 100
Re: "Logistic Network" and "Circuit Network" Sub GUIs
You can't do that. It is not possible to interact with built in guis apart from adding an element relative to them. And the ___ network sub guis are considered as part of the parent gui, and you can't make an element relative to only one of them, but rather relative to both windows as a whole
- Fri Aug 01, 2025 9:43 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 162
Re: How to access the curently configured blueprint
player.opened is not available anymore during the on_player_configured_blueprint event.
Because by that point the GUI is closed. In the previous message i said save it in on_gui_opened event, and by that i meant write it to storage, and then read it from storage in the on_player_configured ...
- Thu Jul 31, 2025 4:02 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 162
Re: How to access the curently configured blueprint
It can be in the cursor_stack, but doesn't have to . It could be in the cursor, but also in inventory, or in another entity.
What i'm think of for the solution is in the on_gui_opened event, if the opened gui is of type blueprint, save the blueprint that you can get from player.opened, and if the ...
What i'm think of for the solution is in the on_gui_opened event, if the opened gui is of type blueprint, save the blueprint that you can get from player.opened, and if the ...
- Thu Jul 31, 2025 2:11 pm
- Forum: Won't fix.
- Topic: [0.18.24] Every individual layer within an icon casts a shadow
- Replies: 6
- Views: 1889
Re: [0.18.24] Every individual layer within an icon casts a shadow
Running into this issue myself with my own icons, and also noting that it happens with base game barrel icons, especially visible at the top, where there is a cutout in the shadow near the thing sticking out of the lid and it looks like it "casts an inverse shadow"
- Tue Jul 29, 2025 9:38 pm
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 351
Re: How do I open a GUI with the radar?
1. The animation is infinite from the moment it is created (without player intervention).
Actually, any entity can have that, its called a stateless visualisation , an animation that plays regardless of the state of the entity or the game. Creating a continuos looping animation is easy.
Note ...
- Tue Jul 29, 2025 9:57 am
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 351
Re: How do I open a GUI with the radar?
You are wrapping defines.events.xxx in parentheses, thus providing a table when the on_event function expects a defines.events number or a string of the same name. Remove the {} and it should work. (assuming radars even have gui, i don't remember if they do with energy sources other than burner)
- Tue Jul 29, 2025 9:29 am
- Forum: Modding interface requests
- Topic: Expose the mapping of identical localised characters to mods
- Replies: 0
- Views: 95
Expose the mapping of identical localised characters to mods
FFF-436 shows factorio uses a custom mapping function to convert text to some standard representation. I'm asking for the same mapping to be exposed to mods in some way, for the same reasons it exists in the base game, mainly for searching. I imagine it should take a string (such as one returned in ...
- Sun Jul 27, 2025 12:56 pm
- Forum: Modding help
- Topic: [Solved] How do I change the sound of a dropdown menu?
- Replies: 6
- Views: 352
Re: How do I change the sound of a dropdown menu?
But you are not changing the opened_sound on the style. If you did, it would display in the Ctrl+F6 menu
- Sat Jul 26, 2025 11:49 am
- Forum: Modding help
- Topic: Lifespan of globals created when using /c console command?
- Replies: 2
- Views: 210
Re: Lifespan of globals created when using /c console command?
local scope is only within that command (or less)
I don't remember whether global is permanent or lasts until you reload the save.
But all code snippets you provided do the same thing. In this case variables are optional.
I don't remember whether global is permanent or lasts until you reload the save.
But all code snippets you provided do the same thing. In this case variables are optional.
- Sat Jul 26, 2025 11:43 am
- Forum: Modding help
- Topic: [Solved] How do I change the sound of a dropdown menu?
- Replies: 6
- Views: 352
- Thu Jul 24, 2025 11:06 am
- Forum: Resolved Requests
- Topic: boiler prototype not updated or just wrong
- Replies: 3
- Views: 942
Re: boiler prototype not updated or just wrong
This is still the case, both output_fluid_box and mode properties are wrong
- Thu Jul 24, 2025 10:47 am
- Forum: Modding help
- Topic: [Solved] How do I upload a sound to use when pressing a button?
- Replies: 2
- Views: 198
Re: How do I upload a sound to use when pressing a button?
The UtilitySounds prototype only holds some predefined sounds. For custom sounds, you beed to define a Sound Protoype https://lua-api.factorio.com/latest/pro ... otype.html
- Wed Jul 23, 2025 1:19 pm
- Forum: Modding interface requests
- Topic: A way to get entity status diode color
- Replies: 1
- Views: 132
A way to get entity status diode color
There is a way to get the status of an entity , however it returns a defines enum with around 70 values, and its the job of the mod to match it to the corresponding diode color . This is unnecessary work that must be done if the status needs to be displayed anywhere in the mod, especially so given ...
- Sat Jul 19, 2025 9:10 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Proxy-Container Based Wagon Scanner
- Replies: 2
- Views: 677
Re: [Mod Request] Proxy-Container Based Wagon Scanner
I don't think this would work as there is no way to change how the station reads items from the train without physically removing items ordisconnecting the wagons from the train. One could however make a separate entity for reading the contents of a specific wagon.