Search found 11 matches

by mystify
Sat Aug 29, 2026 3:39 pm
Forum: Assigned
Topic: [Klonan] [2.1.12] Destroying planted nauvis trees shows yumako particles
Replies: 3
Views: 671

Re: [2.1.12] Destroying planted nauvis trees shows yumako particles

you can see it from within factorio with ctrl+shift e, which lets you explore all of the item prototypes, or ctrl+shift f to open it for the item under the cursor.
by mystify
Sat Aug 29, 2026 4:56 am
Forum: Minor issues
Topic: [2.1.17] You're Doing It Right acheivement counts contruction done by other forces
Replies: 1
Views: 283

[2.1.17] You're Doing It Right acheivement counts contruction done by other forces

I have a mod which has an opponent force building things with construction bots, and it unlocks the "You're doing it right" acheivement despite the player never building anything with bots.
by mystify
Sat Aug 29, 2026 4:49 am
Forum: Modding interface requests
Topic: [2.1.17] plant overlay interactions for tree growth
Replies: 0
Views: 156

[2.1.17] plant overlay interactions for tree growth

if the growing plant has an overlay defined in its variations, this simply grows in scale over time as the tree grows, so if it has any relationship to the leaves, it will be misaligned until the tree fully grows. There should be tree growth settings for the overlay as well, or if that doesn't play ...
by mystify
Sat Aug 29, 2026 4:43 am
Forum: Assigned
Topic: [Klonan] [2.1.12] Destroying planted nauvis trees shows yumako particles
Replies: 3
Views: 671

Re: [2.1.12] Destroying planted nauvis trees shows yumako particles

[2.1.17] I see this same issue
08-28-2026, 23-43-19.png
08-28-2026, 23-43-19.png (61.22 KiB) Viewed 365 times
The plant prototype for nauvis tree is using the yumako leaf particles
by mystify
Sat Aug 22, 2026 3:44 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.1.14] Crash building enemy spawner with blueprint
Replies: 1
Views: 415

[boskid][2.1.14] Crash building enemy spawner with blueprint

I am updating my mod 2.1 and I'm running into an issue where placing a blueprint for an enemy faction causes a crash when the blueprint contains an enemy spawner. This worked fine in version 2.0


I have attached a minimal mod to reproduce this error. All it does it attempt to build a blueprint ...
by mystify
Thu Jul 09, 2026 6:54 pm
Forum: Modding help
Topic: custom gui in tips and tricks simulation
Replies: 2
Views: 284

Re: custom gui in tips and tricks simulation

Right now its a choose-elem-button
by mystify
Thu Jul 09, 2026 12:35 pm
Forum: Modding help
Topic: custom gui in tips and tricks simulation
Replies: 2
Views: 284

custom gui in tips and tricks simulation

I am trying to make tips and tricks pages for my mod, and want to show demonstrations of using the new gui elements I've added. however, I can't seem to get game.simulation.get_widget_position to locate my new elements, and retreiving it directly from the player.gui doesn't seem to be able to either ...
by mystify
Tue Dec 30, 2025 7:07 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Stickers render on incorrect layer while flying
Replies: 2
Views: 982

[2.0.72] Stickers render on incorrect layer while flying

While flying, sticker effects don't render over the character properly. For instance, here I am flying with the yumako regend sticker, and its behind me.
12-30-2025, 12-47-36.png
It also has a tendency to render entirely behind the ship if I am too far up, as if it is trying to place it over a ...
by mystify
Tue Dec 02, 2025 12:45 am
Forum: Modding help
Topic: Fusion Generator not producing pollution
Replies: 1
Views: 484

Fusion Generator not producing pollution

I'm adding in a new pollution type, and while its working as expected in most cases, I can't get the fusion generator to output pollution.

energy_source=
{
type="electric",
usage_priority="secondary-output",
output_flow_limit="50MW",
emissions_per_minute=
{
new_pollution=833.33333333333 ...
by mystify
Fri Nov 28, 2025 7:37 pm
Forum: Modding interface requests
Topic: Allow event for a cliff being destroyed
Replies: 3
Views: 2044

Re: Allow event for a cliff being destroyed

I could really use a general solution to this. I have workarounds based on detecting when cliff explosives have been used, but this isn't comprehensive. I'd like to detect when cliffs are destroyed in general, which would include atomic bombs, exploding power plants, or effects from other mods ...

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