Search found 235 matches

by Osmo
Sat Feb 14, 2026 12:34 pm
Forum: Modding interface requests
Topic: RecipePrototype::single_use
Replies: 3
Views: 208

Re: RecipePrototype::single_craft

thesixthroc wrote: Fri Feb 13, 2026 6:04 pm That is addressed in the OP.
I thought you meant 41 displaying in the crafting queue, nevermind
by Osmo
Fri Feb 13, 2026 5:03 pm
Forum: Modding interface requests
Topic: RecipePrototype::single_use
Replies: 3
Views: 208

Re: RecipePrototype::single_craft

You can cancel cancel crafts in progress to leave only one https://lua-api.factorio.com/latest/cla ... l_crafting
by Osmo
Wed Feb 11, 2026 7:23 pm
Forum: Bug Reports
Topic: [2.0.73] Multi-line rich-text colors in display panel do not display correctly
Replies: 0
Views: 87

[2.0.73] Multi-line rich-text colors in display panel do not display correctly

изображение.png
Judging by the fact that the background width doesn't match the actual text, it seems unintentional
The text is the following:

[color=red]||
||
||
||
||
||
||
||[/color]
||
||

Expected result would be how it looks on the forum:
||
||
||
||
||
||
||
||
||
||
or for colors to ...
by Osmo
Mon Feb 09, 2026 4:42 pm
Forum: Modding interface requests
Topic: ItemPrototype::place_as_tile::consumed
Replies: 2
Views: 160

Re: ItemPrototype::place_as_tile::consumed

Interested in this as well if it can be implemented. I have a landfill-like item, and want landfill to be expensive, but just the recipes cannot be changed because the item has other uses as well (such as fuel value). Tiles can already have multiple items in their minable result, so it'd work for ...
by Osmo
Thu Feb 05, 2026 6:43 am
Forum: Modding discussion
Topic: [Guide] Making spritesheets with Blender
Replies: 38
Views: 71085

Re: [Guide] Making spritesheets with Blender


With this tutorial being a bit dated, anyone who is willing to update it to a more current blender version?

At this point, I have a 3D entity in blender but literally no clue on how to create a sprite sheet from it. Most tutorials expect familiarity with blender (I have not).


Didn't read this ...
by Osmo
Wed Feb 04, 2026 8:53 am
Forum: Mod portal Discussion
Topic: Short mod descriptions incorrectly show `...`
Replies: 0
Views: 276

Short mod descriptions incorrectly show `...`

In the browse/search sections, the mod is displayed like this:
02-04-2026, 10-33-09.png
Notice the ... at the end. However on the mod's page it is clearly visible that the description is short and fits completely:
02-04-2026, 10-33-25.png
This seems to happen for all mods whose description is ...
by Osmo
Sun Jan 25, 2026 4:03 am
Forum: Modding help
Topic: Color balance alteration
Replies: 2
Views: 254

Re: Color balance alteration

The only thing you can do in a mod is apply tint to the graphic
by Osmo
Wed Jan 21, 2026 6:02 pm
Forum: Documentation Improvement Requests
Topic: angle_when_stopped too vague
Replies: 0
Views: 145

angle_when_stopped too vague

https://lua-api.factorio.com/latest/types/AsteroidSpawnPoint.html#angle_when_stopped
It currently it says:

Default: 1

Facing the north. Must be in [0, 1] range.

What it represents is angle the asteroids will come from, with 0 representing straight from the north and 1 represent them coming from ...
by Osmo
Mon Jan 19, 2026 10:24 pm
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 474

Re: [2.0.73] Inserter direction in graphics definitions are backwards

Understandable, thanks for the response
by Osmo
Mon Jan 19, 2026 2:31 pm
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 474

Re: [2.0.73] Inserter direction in graphics definitions are backwards


There may or may not be some error in the naming, but that is why the direction in the game is not dependant on the naming of the sprite files or vice versa

i.e, this is not a bug


I don't understand how an error in the naming is not a bug. Its not a typo, the meaning is backwards. I do ...
by Osmo
Mon Jan 19, 2026 5:28 am
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 474

Re: [2.0.73] Inserter direction in graphics definitions are backwards

eugenekay wrote: Mon Jan 19, 2026 5:26 am It appears to be referring to the Direction it is pulling FROM; not the one it is pushing TO.
The direction its pulling from can be changed.
What's the main point is that the graphic definition doesn't match entity direction (as can be seen in the debug tooltip)
by Osmo
Mon Jan 19, 2026 5:19 am
Forum: Resolved Problems and Bugs
Topic: [RSeding][2.0.73] Crash rendering agricultural tower crane part with no graphics (DrawPartContext::getDrawPosition)
Replies: 0
Views: 362

[RSeding][2.0.73] Crash rendering agricultural tower crane part with no graphics (DrawPartContext::getDrawPosition)

Agricultural tower is modified like this:

table.insert(data.raw['agricultural-tower']['agricultural-tower'].crane.parts, {
extendable_length = {0, 10, 10},
static_length = {0, 0, 0},
}
)

Grabbing the tower into cursor crashes the game when previewing placement, so does loading into a save ...
by Osmo
Mon Jan 19, 2026 4:03 am
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 474

[2.0.73] Inserter direction in graphics definitions are backwards

An inserter is modified like this:

local inserter = data.raw.inserter.inserter
inserter.platform_picture = {
north = {
filename = "__core__/graphics/arrows/hint-orange-arrow-up.png",
size = {62,37},
},
east = {
filename = "__core__/graphics/arrows/hint-orange-arrow-right.png",
size = {38,73 ...
by Osmo
Fri Jan 16, 2026 11:38 am
Forum: Modding help
Topic: Detecting whether an inserter is stuck
Replies: 5
Views: 428

Re: Detecting whether an inserter is stuck

If mods write to drop_position on a LuaEntity, reading it will return the overriden value
So if you read from an entity and not the prototype it should be fine
Alternatively, you might want to just check if inserter's status is defines.entity_status.waiting_for_space_in_destination
by Osmo
Fri Jan 16, 2026 11:33 am
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 407

Re: inifinite_depletion_amount small error

curiosity wrote: Fri Jan 16, 2026 5:38 am The amount of the resource. Seems obvious, but I guess that's just me.
Yes i figured from using it, just the description is confusing
by Osmo
Thu Jan 15, 2026 11:56 pm
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 407

Re: inifinite_depletion_amount small error

curiosity wrote: Thu Jan 15, 2026 4:51 pm Missing comma, yeah.
The bigger problen is that its unclear what is lowered
by Osmo
Thu Jan 15, 2026 2:58 pm
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 407

inifinite_depletion_amount small error

https://lua-api.factorio.com/latest/pro ... ion_amount says
Every time an infinite-type resource "ticks" lower it's lowered by that amount.
lower it's lowered
by Osmo
Fri Jan 09, 2026 3:17 pm
Forum: Modding help
Topic: [solved] Detect Ghosts before building
Replies: 4
Views: 426

Re: Detect Ghosts before building.

You will get a ghost mined event before entity built event i think. Also, robots and platforms always build because of a ghost.
by Osmo
Fri Jan 09, 2026 10:43 am
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 2
Views: 680

Re: saved_progress support for scripted research triggers

+1, i have the same usecase of having multiple entities to mine

Go to advanced search