Search found 48 matches

by Osmo
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
by Osmo
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
by Osmo
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.
by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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
изображение.png
изображение.png (49.58 KiB) Viewed 226 times
by Osmo
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 ...
by Osmo
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)

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.
Sorry it took that long, i didn't receive a notification.
Here's the save file:
tile_crash.zip
(130.8 KiB) Downloaded 8 times
And here's a recording of a crash happening:
Factorio - 2025-04-26 17-41-47.mp4
(8.07 MiB) Downloaded 11 times
by Osmo
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 ...
by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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

Code: Select all

data.raw.tile["concrete"].variants.transition.overlay_layout.side.scale = 0
Place concrete in a new world, or load a save with concrete placed. Game crashes when attempting to render it.

Go to advanced search