Search found 20 matches

by Gizzmohammer
Tue Sep 09, 2025 10:30 pm
Forum: Modding interface requests
Topic: Assigning multiple fluidboxes
Replies: 1
Views: 45

Assigning multiple fluidboxes

Problem:

There is no way for a recipe to manually specify that a fluid should use multiple fluid boxes.
However, manually specifying is the only real option when using connection_category to specify different types of pipes.
(I.e, Automatic fluid box indexing might send plasma through a normal ...
by Gizzmohammer
Thu Sep 04, 2025 8:24 pm
Forum: Modding help
Topic: How to make procedural Blender rocks for Factorio ore sprites?
Replies: 10
Views: 552

Re: How to make procedural Blender rocks for Factorio ore sprites?

No worries! Happy to help :)

Best tutorials I've found are from CGMatter on YouTube. He taught me everything I know about shader nodes
by Gizzmohammer
Tue Sep 02, 2025 1:18 am
Forum: Modding interface requests
Topic: Scaling the Health Effects of Crafting Machines
Replies: 4
Views: 242

Scaling the Health Effects of Crafting Machines

Unsure if this is a bug or not.
Currently the "Production Health Effects" in the "Crafting Machine Prototype" are unaffected by crafting speed penalties.
For example, this machine gets the full healing from "production" even though it's not producing anything.


09-01-2025, 21-03-55.png


It ...
by Gizzmohammer
Sun Aug 31, 2025 6:44 pm
Forum: Modding help
Topic: How to make procedural Blender rocks for Factorio ore sprites?
Replies: 10
Views: 552

Re: How to make procedural Blender rocks for Factorio ore sprites?

There's probably better ways to do it, but this is what I did:

I used a repeating loop.
Each loop I select the next point, generate a new rock, move that rock to the point (along with random scale/rotation) and then add that rock to the geometry.

08-31-2025, 14-28-28.png
08-31-2025, 14-39-54 ...
by Gizzmohammer
Sun Aug 31, 2025 11:48 am
Forum: Modding help
Topic: How to make procedural Blender rocks for Factorio ore sprites?
Replies: 10
Views: 552

Re: How to make procedural Blender rocks for Factorio ore sprites?

The basic idea is that you can read and write the attributes of points (like radius, location etc) directly.

So instead of creating instances on the points, you would read the location of each point and move the rock there with a transform node, along with a random scale, rotation etc.

By ...
by Gizzmohammer
Sun Aug 31, 2025 1:05 am
Forum: Modding help
Topic: How to make procedural Blender rocks for Factorio ore sprites?
Replies: 10
Views: 552

Re: How to make procedural Blender rocks for Factorio ore sprites?

got a little carried away, added a shader and animation to it as well
by Gizzmohammer
Sun Aug 31, 2025 12:11 am
Forum: Modding help
Topic: How to make procedural Blender rocks for Factorio ore sprites?
Replies: 10
Views: 552

Re: How to make procedural Blender rocks for Factorio ore sprites?

I see the problem. Instances are designed to re-use the same geometry multiple times to speed up processing time. You can't have unique procedural rocks the way these nodes are set up.

If you want truly random rocks, here's a few possible solutions:
1) Instead of making a rock from scratch and ...
by Gizzmohammer
Sat Aug 30, 2025 4:05 pm
Forum: Modding help
Topic: Can't locate sprites after zipping Mod
Replies: 2
Views: 161

Re: Can't locate sprites after zipping Mod

Ah, that's solved it, thank you!
by Gizzmohammer
Sat Aug 30, 2025 3:22 pm
Forum: Modding help
Topic: Can't locate sprites after zipping Mod
Replies: 2
Views: 161

Can't locate sprites after zipping Mod

My mod works great from the folder, but once I zip it, I get this error:
08-30-2025, 11-10-57.png


Which is weird, because the file exists.
08-30-2025, 11-13-35.png


Here's the code that's failing
08-30-2025, 11-19-02.png


Again, it worked perfectly before I zipped it.
08-30-2025, 11-16 ...
by Gizzmohammer
Sat Aug 30, 2025 3:07 pm
Forum: Modding help
Topic: How to make procedural Blender rocks for Factorio ore sprites?
Replies: 10
Views: 552

Re: How to make procedural Blender rocks for Factorio ore sprites?

I can help with this!

Do you have experience with Shader Nodes and/or geometry nodes in Blender?

The short version is:

Step 1: set up camera to be orthographic at a 45 degree angle, add some lighting and create a ground plane set to "shadow catcher"

Step 3: Add a UV sphere to be a Rock, and ...
by Gizzmohammer
Mon Aug 11, 2025 4:08 pm
Forum: Modding help
Topic: Help with autoplacing resources / updating an old mod
Replies: 5
Views: 568

Re: Help with autoplacing resources / updating an old mod

Hi, Can someone explain this part to me?

Code: Select all

local resource_autoplace = require("resource-autoplace")
...
autoplace = resource_autoplace.resource_autoplace_settings({ ... etc ...})
where does that "resource-autoplace.lua" file come from?
by Gizzmohammer
Wed Jul 23, 2025 7:30 pm
Forum: Modding help
Topic: Inserters ignoring ProxyContainers
Replies: 5
Views: 375

Re: Inserters ignoring ProxyContainers


Only explanation i can guess from the details provided is that you are creating that entity using LuaSurface::create_entity and you failed to provide a `force` parameter causing the entity to be of `enemy` force. When a container is of different force, inserters will be able to insert items into ...
by Gizzmohammer
Wed Jul 23, 2025 6:24 pm
Forum: Modding help
Topic: Inserters ignoring ProxyContainers
Replies: 5
Views: 375

Re: Inserters ignoring ProxyContainers

Thanks for the reply!
Glad to know it's user-error :D

My prototype definition must be incomplete.

Currently it's just a type, name, collision box and selection box.


Local proxychest = {
type = "proxy-container",
name = "proxy-chest",
collision_box = {{-0.5, -0.5},{0.5, 0.5}},
celection_box ...
by Gizzmohammer
Wed Jul 23, 2025 4:48 pm
Forum: Modding help
Topic: Inserters ignoring ProxyContainers
Replies: 5
Views: 375

Inserters ignoring ProxyContainers

I've been playing around a bit with ProxyContainers.

Inserting works just fine, but inserters seem to ignore them when removing items. They don't even show the white "connected" overlay when I hover the inserters.

I.e I linked a proxy container to the player inventory, and I could add things ...
by Gizzmohammer
Wed Jul 23, 2025 4:42 pm
Forum: Modding help
Topic: "apply_runtime_tint" not working?
Replies: 2
Views: 302

Re: "apply_runtime_tint" not working?

Osmo wrote: Sat Jul 19, 2025 9:04 pm As far as i know, LuaRendering always tints the whole image, you need to make two animation protoypes and tint only one of them
Ah beans. I was worried that was the case.
Thanks for the help!
by Gizzmohammer
Tue Jul 15, 2025 1:13 am
Forum: Modding help
Topic: "apply_runtime_tint" not working?
Replies: 2
Views: 302

"apply_runtime_tint" not working?

Hi, Looking for some advice

"apply_runtime_tint" seems to do nothing.
Both Layers of my animation have tint applied to them regardless of what it's set to

Code below is in data.lua:

local cargoCrateAnimationLayered = {
type = "animation",
name = "cargo-crate-animation-layered",
layers ...
by Gizzmohammer
Fri Jul 11, 2025 2:03 pm
Forum: Implemented mod requests
Topic: List of Space Platforms orbiting a given planet
Replies: 2
Views: 348

List of Space Platforms orbiting a given planet

Request:

LuaPlanet.GetStoppedSpacePlatforms(force?)

Returns a list of Space Platforms currently stopped at the planet (optionally filtered by force)

Reasoning:

There must be some system that tracks this already (for rocket silos, etc). Would be nice to have access to that through the API ...
by Gizzmohammer
Wed Jun 18, 2025 12:07 am
Forum: Modding interface requests
Topic: Trigger when recipe completes
Replies: 0
Views: 184

Trigger when recipe completes

It would be awesome if the RecipePrototype included an optional trigger that's called when the recipe is completed.

My current workaround: I'm creating a dummy item with an extremely short spoil time, which triggers the effect I want.
by Gizzmohammer
Wed May 07, 2025 1:58 am
Forum: Modding interface requests
Topic: Diagonal Pipes
Replies: 0
Views: 207

Diagonal Pipes

Any chance that Diagonal Pipe Connections will be supported in the future?
I've been working on a mod that used them quite heavily, and was sad to see them go.

Even just the 45 degree angles would be great.

Thanks!

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