That's not possible. You're out of luck.Maybe there is a way to edit the locomotive prototype to accept rotated animation?
Search found 3145 matches
- Fri May 10, 2024 7:56 am
- Forum: Modding help
- Topic: Animated Locomotive Running Gear
- Replies: 2
- Views: 148
Re: Animated Locomotive Running Gear
- Fri May 10, 2024 7:43 am
- Forum: Modding help
- Topic: Can someone please count brackets for me? I'm serious.
- Replies: 10
- Views: 293
Re: Can someone please count brackets for me? I'm serious.
There was a comma missing at the end of the first "icon = sprite '3in1-item.png', icon_size = 64" line. And another one at the end of the "{'roboport', 1}" line. data:extend({ {type = 'accumulator', name = '3in1-entity', flags = {'placeable-neutral', 'player-creation'}, icon = sp...
- Wed May 08, 2024 12:38 pm
- Forum: Modding help
- Topic: How to get the GUI element "camera" working
- Replies: 2
- Views: 169
Re: How to get the GUI element "camera" working
Just a heads up: You don't need to set the position of the camera every tick, instead you can just point it at the player character with https://lua-api.factorio.com/latest/cla ... tml#entity.
- Tue May 07, 2024 6:53 pm
- Forum: Resolved Requests
- Topic: remove_tab
- Replies: 4
- Views: 289
Re: remove_tab
And in 2.0 it will be possible to simply call remove_tab() without the extra nil param.
- Sun May 05, 2024 6:14 pm
- Forum: Gameplay Help
- Topic: I can not research Radar
- Replies: 2
- Views: 237
Re: I can not research Radar
Radar's don't need a research, they're unlocked from the start of the game.
- Sun May 05, 2024 9:05 am
- Forum: Modding interface requests
- Topic: [1.1.28] No pollution from Heat Energy Source
- Replies: 3
- Views: 1211
Re: [1.1.28] No pollution from Heat Energy Source
Indeed, heat energy sources generally cannot produce pollution. I added this information to the docs for the next doc release.
- Sun May 05, 2024 8:56 am
- Forum: Resolved Requests
- Topic: What happens on invalid LuaRemote::call?
- Replies: 1
- Views: 243
Re: What happens on invalid LuaRemote::call?
Both cases error, added to the docs for the next doc release.
- Sun May 05, 2024 8:51 am
- Forum: Resolved Requests
- Topic: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
- Replies: 3
- Views: 226
Re: Difference between LuaEntity::revive() and LuaEntity::silent_revive()
Thanks for the note, added boskid's info for the next doc release.
- Sun May 05, 2024 8:42 am
- Forum: Resolved Requests
- Topic: About writing nil, explicitly, in "opened"
- Replies: 1
- Views: 213
Re: About writing nil, explicitly, in "opened"
Thanks for the note, I added an explicit mention of writing nil to the "If the attribute is non-nil..." sentence for the next doc release.
- Sat May 04, 2024 7:20 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 32
- Views: 4655
Re: Improving the Mod Portal Search
I like that the search bar on the recently updated page now finally sorts by recently updated. One of my use cases is to see mods that modify a specific mod and if they recently updated. Now I can just search for the mod name and find that.
- Sat May 04, 2024 6:13 pm
- Forum: Resolved Requests
- Topic: LuaSurface::create_entity missing variant parameter for loader types
- Replies: 1
- Views: 231
Re: LuaSurface::create_entity missing variant parameter for loader types
Thank you for pointing this out. It also accepts the filter parameter in the same format as inserters. Added to the docs for the next doc release.
- Sat May 04, 2024 6:02 pm
- Forum: Documentation Improvement Requests
- Topic: Some non-/conditionally-required properties not marked optional
- Replies: 1
- Views: 129
Re: Some non-/conditionally-required properties not marked optional
Thank you finding these issues and listing them here, much appreciated. 1 + 2: Yes, docs changed for the next doc release. 3: I cannot change anything about FootstepTriggerEffectItem without introducing a way to mark inherited properties as not loaded (tiles is mandatory even when actions is given)....
- Sat May 04, 2024 5:09 pm
- Forum: Resolved Requests
- Topic: Clarify EntityPrototype.emissions_per_second
- Replies: 1
- Views: 140
Re: Clarify EntityPrototype.emissions_per_second
Thank you pointing this out. I adjusted the text with your suggestions for the next doc release.
- Sat May 04, 2024 5:01 pm
- Forum: Resolved Requests
- Topic: EntityPrototype.remove_decoratives bool coercion
- Replies: 2
- Views: 265
Re: EntityPrototype.remove_decoratives bool coercion
Thank you for noting this here, added for the next doc release, including a deprecation notice.
- Sat May 04, 2024 4:53 pm
- Forum: Resolved Requests
- Topic: [1.1.107] LuaSurface.create_entity docs missing stack property
- Replies: 3
- Views: 274
Re: [1.1.107] LuaSurface.create_entity docs missing stack property
As Pi-C notes, this already documented for the entity type, which is "item-entity", not "item-on-ground".
- Sat May 04, 2024 4:49 pm
- Forum: Resolved Requests
- Topic: remove_tab
- Replies: 4
- Views: 289
Re: remove_tab
Thank you for pointing this out, docs updated for the next doc release.
- Sat May 04, 2024 4:49 pm
- Forum: Resolved Requests
- Topic: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
- Replies: 3
- Views: 234
- Sat May 04, 2024 4:40 pm
- Forum: Resolved Requests
- Topic: DecorativePrototype default value for collision_mask is incorrect
- Replies: 2
- Views: 169
Re: DecorativePrototype default value for collision_mask is incorrect
Thank you for noting this here, default value fixed for the next doc release.
- Sat May 04, 2024 2:36 pm
- Forum: Fixed for 2.0
- Topic: [Genhis] [1.1.107] Crash loading save with disabled mod "undefined Noise expression within CompiledMapGenSettings"
- Replies: 6
- Views: 344
Re: [1.1.107] Crash loading save with disabled mod "undefined Noise expression within CompiledMapGenSettings"
It's attached but doesn't show any error or crash.
- Thu May 02, 2024 9:44 am
- Forum: Modding help
- Topic: Is there a way to hide some of the side panel buttons?
- Replies: 1
- Views: 135
Re: Is there a way to hide some of the side panel buttons?
You can hide the entire bar with player.game_view_settings.show_side_menu = false, but you can't control individual buttons. Note also that when using a controller, the buttons are accessible via the quick panel. You cannot disable the hotkeys. What you can do is use the permissions system to disall...