Search found 90 matches

by Osmo
Sun Jul 13, 2025 6:43 pm
Forum: Modding interface requests
Topic: max_fluid_flow as a fluidbox prototype
Replies: 7
Views: 624

Re: max_fluid_flow as a fluidbox prototype

+1, the latest suggestion would basically function like extents do already, and no one seems to have problems with them this part of their impelmentarion
by Osmo
Sun Jul 13, 2025 3:51 pm
Forum: Modding interface requests
Topic: Fixed effect for beacons as prototype
Replies: 4
Views: 1595

Re: Fixed effect for beacons as prototype

base_effect on a beacon would be great since its already a thing on crafting machines
by Osmo
Sat Jul 12, 2025 10:57 am
Forum: Modding help
Topic: Setting recipe outputs' quality
Replies: 4
Views: 202

Re: Setting recipe outputs' quality

The spoil to trigger result will have to be a script (lua) trigger to which you then react at runtime in control.lua.
There is also a factoriopedia_alternative field on every prototype you can set on the fake item to point to the real item
by Osmo
Fri Jul 11, 2025 10:39 pm
Forum: Modding interface requests
Topic: Option to hide recipes/entities from bonuses GUI
Replies: 2
Views: 144

Re: Option to hide recipes/entities from bonuses GUI

Do they show even if they have hidden set to true? Sounds like they should not be displayed there when hidden.
But a manual override would be nice too
by Osmo
Mon Jul 07, 2025 10:53 pm
Forum: Modding help
Topic: Is there a way to apply the shallow water slowing effect to vehicles on tiles other than water?
Replies: 2
Views: 199

Re: Is there a way to apply the shallow water slowing effect to vehicles on tiles other than water?

I don't think there is anything special about shallow water, you can just set vehicle_friction_modifier on every tile that can't be placed from an item
by Osmo
Mon Jul 07, 2025 1:57 pm
Forum: Modding help
Topic: [Solved] Does create-entity trigger effect take ghosts into account?
Replies: 3
Views: 171

Re: Does create-entity trigger effect take ghosts into account?

By default, creating entites removes colliding ghosts. In some places like LuaSurface.create_entity() there is an option to disable this behaviour, but seems like there isn't on the trigger effect
by Osmo
Mon Jul 07, 2025 1:50 pm
Forum: Modding interface requests
Topic: LuaGuiElement.open_elem() (choose-elem-button)
Replies: 3
Views: 879

Re: LuaGuiElement.open_elem() (choose-elem-button)

+1, more access to existng gui features is always nice. It would also be great to have a similar feature for dropdowns, like LuaGuiElement.open_dropdown(index?)
by Osmo
Sun Jul 06, 2025 10:12 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.58] Beacon radius visualisation displays incorrectly when supply_area_distance is 0
Replies: 2
Views: 424

[2.0.58] Beacon radius visualisation displays incorrectly when supply_area_distance is 0

I have a a mod with a beacon defined like this:

data:extend{{
type = 'beacon',
name = 'beacon2',

selection_priority = 80,
selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
collision_box = {{-0.4, -0.4}, {0.4, 0.4}},
collision_mask = {layers = {}},
supply_area_distance = 0,

module_slots = 1 ...
by Osmo
Tue Jul 01, 2025 2:51 am
Forum: Resolved Problems and Bugs
Topic: [2.0.58] Sync mods confirmation dialog has incorrect style
Replies: 1
Views: 269

[2.0.58] Sync mods confirmation dialog has incorrect style

The header is draggable, but the filler element is not visible because it has a width of 0
изображение.png
изображение.png (548.95 KiB) Viewed 269 times
by Osmo
Fri Jun 27, 2025 6:27 pm
Forum: Modding help
Topic: Quality Ore Patch?
Replies: 2
Views: 204

Re: Quality Ore Patch?

You might be able to get away with setting the quality of resource entities by script inside on_chunk_generated event, but not sure if this will make mining it return oreof thesame quality.
Otherwise the only option would be to replace every mined item by script, which can practically only be done ...
by Osmo
Fri Jun 27, 2025 6:16 pm
Forum: Modding interface requests
Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
Replies: 4
Views: 393

Re: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity

You could set entity.operable to false, and restore it to true on the next tick
by Osmo
Wed Jun 25, 2025 8:07 pm
Forum: Modding help
Topic: Identifying GUI elements
Replies: 2
Views: 561

Re: Identifying GUI elements

Ctrl + F5 and Ctrl + F6
And also you can open the mod itself to have a look.
by Osmo
Wed Jun 25, 2025 8:03 pm
Forum: Documentation Improvement Requests
Topic: BoundingBox::orientation misleading description
Replies: 2
Views: 202

Re: BoundingBox::orientation misleading description

Yes, as i said, it can be used by entities to have a bouniding box rotated by 45°, for example (or some different angle). I think even cliffs in base game do that.
by Osmo
Wed Jun 25, 2025 7:01 pm
Forum: Documentation Improvement Requests
Topic: BoundingBox::orientation misleading description
Replies: 2
Views: 202

BoundingBox::orientation misleading description

https://lua-api.factorio.com/latest/typ ... ngBox.html
It says orientation is unused, but it is actually used in some places. For example, it can allow to make rotated collision boxes for entities that do not support rotation.
by Osmo
Sun Jun 22, 2025 12:10 pm
Forum: Modding interface requests
Topic: Show all built-in effects same way as "Base productivity"
Replies: 2
Views: 284

Re: Show all built-in effects same way as "Base productivity"

After this report and version 2.0.56, base quality is now also shown, but not other effects, which does not make much sense.
by Osmo
Sat Jun 21, 2025 1:42 pm
Forum: Modding help
Topic: Heat as energy source for Reactor / Prototype for heat input, heat output
Replies: 2
Views: 231

Re: Heat as energy source for Reactor / Prototype for heat input, heat output

What you could do is something that is reffered to as "compound entities"
Basically, at runtime, when your entity is placed, place another hidden entity, in your case probably an assembling machine with a heat enegy source that produces a hidden fluid, whose output is then connected with a linked ...
by Osmo
Sat Jun 21, 2025 1:14 pm
Forum: Implemented mod requests
Topic: Importing any basic data from protoype stage to runtime
Replies: 9
Views: 627

Importing any basic data from protoype stage to runtime

It is common for mods' scripts to need some data that is only availible at protoype stage. Some of that could and should be exposed in the relevant LuaProtoype. But that is not always the case.
There exist hacky solutions, like creating a hidden item with data encoded into localised_description, but ...

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