yeah, this one:
https://lua-api.factorio.com/2.0.66/typ ... ffect.html
Search found 20 matches
- Wed Sep 10, 2025 12:05 am
- Forum: Modding interface requests
- Topic: Scaling the Health Effects of Crafting Machines
- Replies: 4
- Views: 242
- 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 ...
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 ...
- 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

Best tutorials I've found are from CGMatter on YouTube. He taught me everything I know about shader nodes
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
- 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 ...
If you want truly random rocks, here's a few possible solutions:
1) Instead of making a rock from scratch and ...
- 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!
- 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 ...
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 ...
- 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 ...
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 ...
- 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?
where does that "resource-autoplace.lua" file come from?
Code: Select all
local resource_autoplace = require("resource-autoplace")
...
autoplace = resource_autoplace.resource_autoplace_settings({ ... etc ...})
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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?
Ah beans. I was worried that was the case.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
Thanks for the help!
- 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 ...
"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 ...
- 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 ...
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 ...
- 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.
My current workaround: I'm creating a dummy item with an extremely short spoil time, which triggers the effect I want.
- 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!
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!