Search found 90 matches
- 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
- 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
- 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
There is also a factoriopedia_alternative field on every prototype you can set on the fake item to point to the real item
- 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
But a manual override would be nice too
- 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
- 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
- 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?)
- 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 ...
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 ...
- Sat Jul 05, 2025 10:43 pm
- Forum: Modding interface requests
- Topic: Let inserters place fish back into the water
- Replies: 3
- Views: 184
- Wed Jul 02, 2025 4:59 pm
- Forum: Minor issues
- Topic: [2.0.55] Transport line gap opens up in middle of belt where it shouldn't
- Replies: 5
- Views: 595
Re: [2.0.55] Transport line gap opens up in middle of belt where it shouldn't
Possibly related/a duplicate of 129429
- 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
- Mon Jun 30, 2025 4:28 pm
- Forum: Modding interface requests
- Topic: Populate [mod-name] with mod_name=mod_title from info.json by default
- Replies: 2
- Views: 332
- 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 ...
Otherwise the only option would be to replace every mined item by script, which can practically only be done ...
- 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
- 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.
And also you can open the mod itself to have a look.
- 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.
- 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.
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.
- 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.
- 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 ...
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 ...
- 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 ...
There exist hacky solutions, like creating a hidden item with data encoded into localised_description, but ...