Search found 11 matches
- 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.
- 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.
- 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 ...
- 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
The plant prototype for nauvis tree is using the yumako leaf particles
The plant prototype for nauvis tree is using the yumako leaf particles
- 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 ...
I have attached a minimal mod to reproduce this error. All it does it attempt to build a blueprint ...
- 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
- 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 ...
- Sat Feb 07, 2026 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Stickers render on incorrect layer while flying
- Replies: 2
- Views: 982
- 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 ...
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 ...
- 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 ...
energy_source=
{
type="electric",
usage_priority="secondary-output",
output_flow_limit="50MW",
emissions_per_minute=
{
new_pollution=833.33333333333 ...
- 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 ...