Search found 291 matches

by Osmo
Mon May 18, 2026 11:44 am
Forum: Not a bug
Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
Replies: 5
Views: 188

Re: [2.0.76] Solar panels can be fast replaced despite having different collision boxes

That's understandable, i thought since upgrade planner had the restriction, fast replacing had it too
by Osmo
Mon May 18, 2026 11:11 am
Forum: Not a bug
Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
Replies: 5
Views: 188

Re: [2.0.76] Solar panels can be fast replaced despite having different collision boxes

Its... weird. It allows fast replacing assemblers that'd collide when placing a foundry, but not when placing an oil refinery.
This is with a mod that just does this:

for type, _ in pairs(defines.prototypes.entity) do
for _, prototype in pairs(data.raw[type] or {}) do
prototype.fast_replaceable ...
by Osmo
Mon May 18, 2026 10:46 am
Forum: Not a bug
Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
Replies: 5
Views: 188

[2.0.76] Solar panels can be fast replaced despite having different collision boxes

- Install https://mods.factorio.com/mod/Tiny_Solar (version 1.0.8)
- /cheat all
- Place a 3x3 grid of tiny solar panels изображение.png
- Force build (ctrl + shift + click) a regular solar panel in the middle изображение.png
- When a robot builds it, the solar panel now overlaps the 8 tiny solar ...
by Osmo
Fri May 15, 2026 6:44 pm
Forum: Resolved Requests
Topic: All runtime MapGenSettings properties are optional.
Replies: 2
Views: 157

Re: All runtime MapGenSettings properties are optional.

Thanks. For autoplace_settings, i was just curious/evaluating the options i had, if its complicated i'd need to test it anyway, no need to dig deep into it.
by Osmo
Tue May 12, 2026 5:27 am
Forum: Modding interface requests
Topic: Add LuaSurface::show_fog, similar to LuaSurface::show_clouds
Replies: 1
Views: 123

Re: Add LuaSurface::show_fog, similar to LuaSurface::show_clouds

TacticalMook wrote: Tue May 12, 2026 2:51 am Screen capture mods might like to use this feature, too.
Just noting that screenshots can already hide fog https://lua-api.factorio.com/latest/cla ... screenshot
by Osmo
Mon May 11, 2026 7:06 pm
Forum: Resolved Requests
Topic: Copy paste error in ProttoypeFilter
Replies: 1
Views: 126

Copy paste error in ProttoypeFilter

https://lua-api.factorio.com/latest/con ... ilter.html says "Every filter can only be used with its corresponding event", however this type is only used in Gui elements, not events
by Osmo
Mon May 11, 2026 6:28 pm
Forum: Modding interface requests
Topic: LuaRendering antialiasing
Replies: 0
Views: 94

LuaRendering antialiasing

Is it possible to get a flag on LuaRenderObjects to enable some sort of anti-aliasing?
Sprites and animations do it (unless SpriteFlags on SpritePrototype change it), but can geometric shapes get it too?
Circles espeically look ugly at low zoom levels
изображение.png
изображение.png (4.58 KiB) Viewed 94 times
by Osmo
Mon May 11, 2026 5:38 pm
Forum: Resolved Requests
Topic: All runtime MapGenSettings properties are optional.
Replies: 2
Views: 157

All runtime MapGenSettings properties are optional.

https://lua-api.factorio.com/latest/concepts/MapGenSettings.html doesn't list any property as optional, however you can create a surface with an empty MapGenSettings /c game.create_surface("some-surface", {})
As such, all properties should be marked as optional. It'd also be good to specify what ...
by Osmo
Mon May 11, 2026 3:13 pm
Forum: Modding help
Topic: Is it possible to directly generate pollution within a trigger?
Replies: 2
Views: 494

Re: Is it possible to directly generate pollution within a trigger?

Pollution trigger effect will be added in 2.1 viewtopic.php?p=687450
But right now you can use script trigger effects as said above.
by Osmo
Mon May 11, 2026 2:37 am
Forum: Resolved for the next release
Topic: [2.0.76] Crash loading a save with a particular mod (Space platform isStarterPackApplied consistency)
Replies: 1
Views: 472

[2.0.76] Crash loading a save with a particular mod (Space platform isStarterPackApplied consistency)

Download and unzip the mod into the mods folder:
ftl-factorio.zip
Mod (unzip it first)
(44.76 MiB) Downloaded 37 times

Load the save file:
_autosave3-but-its-bugged-when-loading-with-ftl.zip
(22.73 MiB) Downloaded 21 times

Game crashes:
factorio-current.log
(24.22 KiB) Downloaded 21 times
If needed, i can later try narrowing down what changes in the mod causes the issue.
by Osmo
Sat May 09, 2026 11:54 pm
Forum: Implemented mod requests
Topic: ItemPrototype::spoil_bar_visible
Replies: 6
Views: 738

Re: ItemPrototype::spoil_bar_visible

Oh right, it doesn't control drawing it in inventories. Sorry for the confusion
by Osmo
Sat May 09, 2026 10:21 pm
Forum: Implemented mod requests
Topic: ItemPrototype::spoil_bar_visible
Replies: 6
Views: 738

Re: ItemPrototype::spoil_bar_visible

Rseding91 wrote: Sat Mar 14, 2026 2:01 pm For 2.1 I've added ItemPrototypeFlags hide-health-bar-in-world, and hide-spoilage-bar-in-world.
Can there also be one for ammo bar? For items whose main purpose isn't being ammo.
Or would that not be a thing similar to science packs? :)
by Osmo
Fri May 08, 2026 2:02 pm
Forum: Modding interface requests
Topic: Make collision-mask-util.lua use utility constant `default_collision_masks`
Replies: 0
Views: 149

Make collision-mask-util.lua use utility constant `default_collision_masks`

collision-mask-util.lua in core/lualib uses collision-mask-default.lua to use as default. collision-mask-default.lua returns a constant table. While this doesn't allow mods to change the default, this is fine.

However, there also exists a utility constant default_collision_masks . The two are ...
by Osmo
Thu May 07, 2026 1:17 pm
Forum: Bug Reports
Topic: [2.0.76] Factoriopedia does not show Yield if item has a recipe
Replies: 0
Views: 169

[2.0.76] Factoriopedia does not show Yield if item has a recipe

Make a transport belt yield a different item:
data.raw["transport-belt"]["transport-belt"].minable = {mining_time = 0.1, result = "copper-plate", count = 1}
Yield is not show in factoriopedia.
изображение.png
Also remove the transport belt recipe:
data.raw["recipe"]["transport-belt"] = nil ...
by Osmo
Mon May 04, 2026 7:48 pm
Forum: Modding interface requests
Topic: Overwrite dependency incompatibility
Replies: 12
Views: 931

Re: Overwrite dependency incompatibility

Most (if not all) licenses mods use allow you to edit files locally. But also, you can ask the author to remove the incompatibility, and often they'll change it. An incompatibility can be replaced with a custom error message at data or settings stage that other mods could disable.
by Osmo
Sun May 03, 2026 10:13 am
Forum: Ideas and Suggestions
Topic: Display Panel QoL change
Replies: 2
Views: 279

Re: Display Panel QoL change

This is a bug that will be fixed in 2.1 viewtopic.php?p=685853
by Osmo
Sun May 03, 2026 10:10 am
Forum: Won't implement
Topic: Mod Folders
Replies: 2
Views: 249

Re: Mod Folders

The game prompts you to sync mods with a save file if you don't have a mod enabled that is enabled in the save. So if you make a save, you can later restore the exact mods you used.
by Osmo
Sun May 03, 2026 10:08 am
Forum: Modding interface requests
Topic: Add a slider-setting as a new type of mod setting
Replies: 20
Views: 3029

Re: Add a slider-setting as a new type of mod setting

BlueTemplar wrote: Sat May 02, 2026 2:32 pm Do current Factorio sliders even accept non-integers ?
Sliders can accept an arbitrary minimum an maximum value, as well as a "step" value (how much is each notch). So yes.
by Osmo
Thu Apr 30, 2026 9:18 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Cannot put item-with-entity-data into an ingredient slot if there is exactly one item already
Replies: 1
Views: 272

[2.0.76] Cannot put item-with-entity-data into an ingredient slot if there is exactly one item already

- Define a recipe like this

data.extend{
{
type = "recipe",
name = "spidertrons",
ingredients = {
{type = "item", name = "spidertron", amount = 4},
},
results = {
{type = "item", name = "iron-plate", amount = 4},
},
}
}

- Place an assembler with that recipe
- Put one spidertron into ...

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