Search found 158 matches

by Osmo
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 ...
by Osmo
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
by Osmo
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
by Osmo
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 ...
by Osmo
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:
изображение.png
изображение.png (96.65 KiB) Viewed 171 times
This is what mods see:
изображение.png
изображение.png (3.73 KiB) Viewed 171 times
by Osmo
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 ...
by Osmo
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"
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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.
5526_0000h46m57s_nauvis.jpg
5526_0000h46m57s_nauvis.jpg (961.57 KiB) Viewed 540 times
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
by Osmo
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:
изображение.png
изображение.png (77.46 KiB) Viewed 241 times
by Osmo
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

изображение.png
изображение.png (415 KiB) Viewed 181 times
In certain languages, for example in russian, the button causes the whole GUI to stretch.
Expected behaviour would be for the button to be squashed, like on character logistics GUI:
изображение.png
изображение.png (33.96 KiB) Viewed 181 times
by Osmo
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
by Osmo
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.
by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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
the mod resets the schedule of the train wihin the event handler.
probably does invalidate it, the event does not propagate further. That is intended.
by Osmo
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 ...
by Osmo
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.

Go to advanced search