Search found 48 matches
- Fri May 16, 2025 8:07 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 30
- Views: 11495
Re: LuaRendering.draw_on_map
+ 1, i have noticed a lack of this feature many times, and have a mod using map tags, but that has a lot of limitations
- Thu May 15, 2025 2:12 am
- Forum: Modding interface requests
- Topic: Allow setting player cursor to fluid or virtual signal
- Replies: 1
- Views: 109
Re: Allow setting player cursor to fluid or virtual signal
I found myself trying to pipette fluids many times, but it is not currently possible, so this should probably be a feature request.
Regardless, this gets an instant +1 from me
Regardless, this gets an instant +1 from me
- Thu May 15, 2025 2:07 am
- Forum: Modding interface requests
- Topic: [2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
- Replies: 4
- Views: 511
Re: [2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
Being able to specify spoil timer multiplier would be really nice, and would also be great if some values could extend the spoil time, so a sort of active upkeep if the recipe is run in a loop.
- Tue May 13, 2025 1:59 pm
- Forum: Modding interface requests
- Topic: Land mine trigger interval
- Replies: 0
- Views: 66
Land mine trigger interval
Right now land mines seem to trigger every 10 ticks, it would be nice if this time was configurable on the prototype, something like LandMinePrototype::trigger_interval, with a default of 10
- Tue May 13, 2025 1:47 pm
- Forum: Modding interface requests
- Topic: Trigger target mask for land mines
- Replies: 0
- Views: 61
Trigger target mask for land mines
Turrets have an attack and ignore target masks, but landmines only have collision masks to define whether something makes this mine explode. Which is weird considering trigger target mask is a thing. I suggest on top or instead of collision mask be able to define an activation trigger target mask ...
- Tue May 13, 2025 1:30 am
- Forum: Documentation Improvement Requests
- Topic: specify that icon is only loaded if icons is not defined
- Replies: 0
- Views: 47
specify that icon is only loaded if icons is not defined
The "icon" value on a lot of prototypes says "Mandatory if icons is not defined."
On some of them, like tips and tricks, it says "Only loaded if icons is not defined.", presumably because it is optional there.
To be more clear, everywhere it is mandatory, it should say "Only loaded, and mandatory if ...
On some of them, like tips and tricks, it says "Only loaded if icons is not defined.", presumably because it is optional there.
To be more clear, everywhere it is mandatory, it should say "Only loaded, and mandatory if ...
- Mon May 12, 2025 8:05 pm
- Forum: Implemented mod requests
- Topic: Agricultural tower grappler current position read
- Replies: 1
- Views: 212
Agricultural tower grappler current position read
With the new agricultural tower features it opens up possibilities to use it for more than just agriculture. For my usecase i'd like to be able to draw with LuaRendering at the position of the crane, as an item icon won't be enough. It is currently possible to read the destination of the crane ...
- Fri May 09, 2025 11:07 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Crash loading a save when type of a cargo wagon inside an undo action changed to inifinity cargo wagon
- Replies: 1
- Views: 635
[2.0.47] Crash loading a save when type of a cargo wagon inside an undo action changed to inifinity cargo wagon
1. Create a mod with following code in data.lua
local flatbed_wagon = table.deepcopy(data.raw["cargo-wagon"]["cargo-wagon"])
flatbed_wagon.type = "infinity-cargo-wagon"
flatbed_wagon.name = "flatbed-wagon"
flatbed_wagon.placeable_by = {item="flatbed-wagon", count=1}
flatbed_wagon.minable = {mining ...
local flatbed_wagon = table.deepcopy(data.raw["cargo-wagon"]["cargo-wagon"])
flatbed_wagon.type = "infinity-cargo-wagon"
flatbed_wagon.name = "flatbed-wagon"
flatbed_wagon.placeable_by = {item="flatbed-wagon", count=1}
flatbed_wagon.minable = {mining ...
- Tue May 06, 2025 8:07 pm
- Forum: Modding help
- Topic: Event of player landed on space platform
- Replies: 1
- Views: 174
Re: Event of player landed on space platform
https://lua-api.factorio.com/latest/eve ... ed_surface
And check if the surface is a platform
And check if the surface is a platform
- Mon May 05, 2025 5:10 pm
- Forum: Modding interface requests
- Topic: Add Factoriopedia Recipe Category Group prototype
- Replies: 3
- Views: 294
- Mon May 05, 2025 5:09 pm
- Forum: Modding interface requests
- Topic: Factoriopedia "Recycling recipes" should show recipes that are not hidden in factoriopedia
- Replies: 0
- Views: 71
Factoriopedia "Recycling recipes" should show recipes that are not hidden in factoriopedia
Right now "Recycling recipes" in factoriopedia only show recipes marked as hidden in factoriopedia.
This does not make sense. If a recipe is marked as hidden it makes sense for it to not show up in factoriopedia, but recycling recipes do.
Even worse though, if a recipe is not hidden, it makes zero ...
This does not make sense. If a recipe is marked as hidden it makes sense for it to not show up in factoriopedia, but recycling recipes do.
Even worse though, if a recipe is not hidden, it makes zero ...
- Mon May 05, 2025 4:04 pm
- Forum: Modding interface requests
- Topic: Bug with quality modules being immune to quality
- Replies: 5
- Views: 442
Re: Bug with quality modules being immune to quality
This doesn't happen with just modules. Here a Normal (level 5) inserter and a Broken (level 0) inserter have the same speed, despite other levels being affected by quality. This does not happen with all properties
- Sat May 03, 2025 6:02 pm
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 690
- Thu May 01, 2025 8:30 am
- Forum: Modding interface requests
- Topic: Hide "circuit connection" side gui
- Replies: 5
- Views: 274
Re: Hide "circuit connection" side gui
You can hide the circuit connection window by clicking its widget.
I am perfectly aware of this. The problem is that it defaults to being shown and mods can't control it. And most players wont bother clicking that button every time they open that gui. All i want is for mods to be able to ...
- Sat Apr 26, 2025 2:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
- Replies: 2
- Views: 950
Re: [2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
Sorry it took that long, i didn't receive a notification.Rseding91 wrote: Thu Apr 24, 2025 6:13 pm Can you post a save file that crashes when loaded? I'm not having luck making it crash.
Here's the save file: And here's a recording of a crash happening:
- Thu Apr 24, 2025 5:13 pm
- Forum: Modding interface requests
- Topic: Hide "circuit connection" side gui
- Replies: 5
- Views: 274
Re: Hide "circuit connection" side gui
It would be better if the two sidebars were combined into one: show both base game and modded anchored GUIs in the same column.
Not sure whether it would be better as some mods may like to hide circuit gui entirely and remake it on their own.
It also is likely to be much harder to implement ...
- Thu Apr 24, 2025 5:07 pm
- Forum: Not a bug
- Topic: [2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
- Replies: 2
- Views: 137
Re: [2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
Thank you for explaining it, it was very non obvious why it was happening
- Thu Apr 24, 2025 3:15 pm
- Forum: Modding interface requests
- Topic: Hide "circuit connection" side gui
- Replies: 5
- Views: 274
Hide "circuit connection" side gui
изображение.png
Mods often want to add a relative gui to the right side of a game gui. It works, but if the entity is connected to a circuit network, the "Circuit connection" window appears, and as it is a built in gui, modded gui will appear to the right of it. This looks ugly! It leaves a gap ...
Mods often want to add a relative gui to the right side of a game gui. It works, but if the entity is connected to a circuit network, the "Circuit connection" window appears, and as it is a built in gui, modded gui will appear to the right of it. This looks ugly! It leaves a gap ...
- Thu Apr 24, 2025 2:32 pm
- Forum: Not a bug
- Topic: [2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
- Replies: 2
- Views: 137
[2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
This issue happens with the mod Remote view item transfer (RVIT) and some mods that add to or replace entity GUIs.
In this report i will use Project Cybersyn (CS) as a mod that adds guis as i have not been able to replicate this issue with a trivial example.
To reproduce the issue:
1. Load the save ...
In this report i will use Project Cybersyn (CS) as a mod that adds guis as i have not been able to replicate this issue with a trivial example.
To reproduce the issue:
1. Load the save ...
- Wed Apr 23, 2025 3:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
- Replies: 2
- Views: 950
[2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
Put the following code in data-updates.lua
Place concrete in a new world, or load a save with concrete placed. Game crashes when attempting to render it.
Code: Select all
data.raw.tile["concrete"].variants.transition.overlay_layout.side.scale = 0