Yeah, that's a better idea, I guesscuriosity wrote: Sun Mar 09, 2025 12:42 pm Would be great if it recalculated the offset to preserve the current frame instead of a dedicated pause function. Then it will work for any change of speed.
Search found 20 matches
- Sun Mar 09, 2025 1:08 pm
- Forum: Modding interface requests
- Topic: Pause LuaRenderObject animation
- Replies: 2
- Views: 161
Re: Pause LuaRenderObject animation
- Sun Mar 09, 2025 1:06 pm
- Forum: Modding interface requests
- Topic: LuaRenderObject.prototype or prototypes.animation
- Replies: 4
- Views: 253
Re: LuaRenderObject.prototype or prototypes.animation
https://lua-api.factorio.com/latest/classes/LuaRenderObject.html#animation
The exact same property name as on creation.
Or if you mean that animation prototypes are missing from runtime entirely, you should rephrase your request to ask for that.
Yeah, the animation prototype is afaik missing ...
- Sun Mar 09, 2025 1:04 pm
- Forum: Modding interface requests
- Topic: LuaRenderObject.prototype or prototypes.animation
- Replies: 4
- Views: 253
Re: LuaRenderObject.prototype or prototypes.animation
What do you want to use the frame_count for?
I posted another interface request for pausing/restarting animations . In that thread I talked about a script work around. That solution requires the frame count such that you can calculate the frame the animation should be at.
The code is still ...
- Sun Mar 09, 2025 12:28 pm
- Forum: Modding interface requests
- Topic: LuaRenderObject.prototype or prototypes.animation
- Replies: 4
- Views: 253
LuaRenderObject.prototype or prototypes.animation
I'm trying to get the number of frames in an animation. It's stored as the frame_count property of the animation prototype but I believe there's no way to get the prototype of a LuaRenderObject.
There's neither a LuaRenderObject.prototype field nor a table in the prototypes object that contains the ...
There's neither a LuaRenderObject.prototype field nor a table in the prototypes object that contains the ...
- Sun Mar 09, 2025 11:05 am
- Forum: Modding interface requests
- Topic: Pause LuaRenderObject animation
- Replies: 2
- Views: 161
Pause LuaRenderObject animation
Hi,
I wish there was an easier way to pause animations of LuaRenderObjects.
Setting the animation_speed field to 0, jumps the animation to the first frame and later if you increase the speed again the animation jumps to the frame as if the animation was never paused.
It is possible to account for ...
I wish there was an easier way to pause animations of LuaRenderObjects.
Setting the animation_speed field to 0, jumps the animation to the first frame and later if you increase the speed again the animation jumps to the frame as if the animation was never paused.
It is possible to account for ...
- Fri Jan 31, 2025 9:50 pm
- Forum: Not a bug
- Topic: [2.0.33] Infinite research.level off by one
- Replies: 1
- Views: 242
[2.0.33] Infinite research.level off by one
(Tested without Space-Age enabled)
I noticed in an on_research_finished event that the event.research.technology.level is one too high for the infinite research.
I'm not sure if this is related to this report or if this has any practical effect, besides modding but here's a repro:
local on ...
I noticed in an on_research_finished event that the event.research.technology.level is one too high for the infinite research.
I'm not sure if this is related to this report or if this has any practical effect, besides modding but here's a repro:
local on ...
- Wed Jan 08, 2025 7:00 am
- Forum: Modding interface requests
- Topic: Demolisher territory colors
- Replies: 1
- Views: 263
Demolisher territory colors
Hi, I've released a mod people on Reddit asked for that hides the Demolishers' territory. But when implementing it, I was surprised to see there is no clean way to change the color of just the territory on Vulcanus. I had to modify to default values, namely default_enemy_territory_color for the ...
- Sat Jan 04, 2025 9:51 pm
- Forum: Modding interface requests
- Topic: AutoplaceControl.hidden = true to hide the control from the map generation screen
- Replies: 2
- Views: 290
Re: AutoplaceControl.hidden = true to hide the control from the map generation screen
So Factoriopedia still shows it as appearing on the planet.i142857 wrote: Sat Jan 04, 2025 4:32 pm But if you don't want it to be auto placed, why do you need an AutoplaceControl? You can define the prototype and just place it with create_entity.
- Fri Jan 03, 2025 11:41 pm
- Forum: Modding interface requests
- Topic: AutoplaceControl.hidden = true to hide the control from the map generation screen
- Replies: 2
- Views: 290
AutoplaceControl.hidden = true to hide the control from the map generation screen
I'm trying to get a resource to show up in the Factoriopedia as appearing on a specific planet, but not be present during map gen or ever being naturally spawned on the planet, but instead placed by my mod during runtime
One thing I encountered while trying to accomplish that was that ...
One thing I encountered while trying to accomplish that was that ...
- Tue Dec 31, 2024 1:06 pm
- Forum: Modding interface requests
- Topic: OldTileAndPosition data in script_raised_set_tiles
- Replies: 1
- Views: 313
Re: OldTileAndPosition data in script_raised_set_tiles
Could this be considered again? Thanks!
- Sat Nov 30, 2024 12:28 pm
- Forum: Bug Reports
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 7
- Views: 1497
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
The schedules in your blueprint appears to be just interrupts and no stops in the regular schedule. This is not a supported configuration.
It also happens when the station Test-No-Path is in the main schedule: I think the bug is that a train stops evaluating its interrupts when it's in a no-path ...
It also happens when the station Test-No-Path is in the main schedule: I think the bug is that a train stops evaluating its interrupts when it's in a no-path ...
- Thu Nov 28, 2024 9:59 pm
- Forum: Bug Reports
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 7
- Views: 1497
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
Do you still need a save file or is the blueprint enough?
- Fri Nov 22, 2024 9:55 pm
- Forum: Bug Reports
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 7
- Views: 1497
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
Sometimes the train does get the signal and sometimes it doesn't.
I think I have a repro for the case where it stops retrieving the signal.
Blueprint:
0eNrtW11zqzYQ/S88QwaJD0Fm2l/QafvQPt3JMBjLiSYYuUIkTTP5710hYkiuHK ...
I think I have a repro for the case where it stops retrieving the signal.
Blueprint:
0eNrtW11zqzYQ/S88QwaJD0Fm2l/QafvQPt3JMBjLiSYYuUIkTTP5710hYkiuHK ...
- Tue Jul 30, 2024 3:49 pm
- Forum: Modding interface requests
- Topic: OldTileAndPosition data in script_raised_set_tiles
- Replies: 1
- Views: 313
OldTileAndPosition data in script_raised_set_tiles
Is it possible to expose the OldTileAndPosition data when a script runs set_tiles with raise_event=true? This would match the behavior of on_player_built_tile and on_robot_built_tile.
Currently it's not possible to run cleanup code of my mod's tiles when they are removed by a script unless I store ...
Currently it's not possible to run cleanup code of my mod's tiles when they are removed by a script unless I store ...
- Thu May 16, 2024 8:05 pm
- Forum: Modding interface requests
- Topic: Exclude entity from mining productivity
- Replies: 11
- Views: 2139
Re: Exclude entity from mining productivity
+1 for the proposal.
My mod, Canal Excavator, uses stone ore to simulate the process of digging a canal, but I don't want players to infinitely replace the canals with landfill and extract more from it than it would cost. Productivity bonuses make this much harder to implement.
My mod, Canal Excavator, uses stone ore to simulate the process of digging a canal, but I don't want players to infinitely replace the canals with landfill and extract more from it than it would cost. Productivity bonuses make this much harder to implement.
- Sat May 11, 2024 9:30 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] LuaPlayerBuiltEntityEventFilter ghost_name for tiles not the name of the underlying tile prototype
- Replies: 1
- Views: 943
[1.1.107] LuaPlayerBuiltEntityEventFilter ghost_name for tiles not the name of the underlying tile prototype
I was working on filtering my events instead of checking inside the event, and noticed that in the on_built_entity event "event.ghost_name" is equal to the name underlying type, even for tiles, but when I added the filtering to the on_event, my event stopped working.
After some digging around, I ...
After some digging around, I ...
- Tue Mar 29, 2022 9:29 pm
- Forum: Not a bug
- Topic: [1.1.57] Multiple identical fluid outputs displays fluid as mixed if one output has another fluid as input
- Replies: 5
- Views: 2450
[1.1.57] Multiple identical fluid outputs displays fluid as mixed if one output has another fluid as input
Lengthy title, but a picture is worth a thousand words:
https://i.imgur.com/77C5MJn.png
Here you can see I connected the lubricant to one of the water outputs of Space Exploration's Decontamination Facility and as you can see the pipe connected to the other fluid output says that there is lube in ...
https://i.imgur.com/77C5MJn.png
Here you can see I connected the lubricant to one of the water outputs of Space Exploration's Decontamination Facility and as you can see the pipe connected to the other fluid output says that there is lube in ...
- Sat Apr 03, 2021 1:33 pm
- Forum: Not a bug
- Topic: [1.1.30] Blueprint json position inaccuracy for negative values
- Replies: 2
- Views: 1258
Re: [1.1.30] Blueprint json position inaccuracy for negative values
Thanks for your response. The "pixels" being 1/256 wide does make sense!
I do still wonder though why the inaccuracy only shows up for negative numbers though. This makes the center tile 1/256th bigger than the rest.
I've created a blueprint of two rows of belts where the top row is as much to the ...
I do still wonder though why the inaccuracy only shows up for negative numbers though. This makes the center tile 1/256th bigger than the rest.
I've created a blueprint of two rows of belts where the top row is as much to the ...
- Sat Apr 03, 2021 10:36 am
- Forum: Not a bug
- Topic: [1.1.30] Blueprint json position inaccuracy for negative values
- Replies: 2
- Views: 1258
[1.1.30] Blueprint json position inaccuracy for negative values
Hi, I'm working on some tool that handles blueprint strings/json when I noticed that Factorio handles the exact position of entities in a rather odd way.
When exporting a single 1x1 tile as blueprint (let's say a single belt) the position of the belt in the json is nice and round at the (.5, .5 ...
When exporting a single 1x1 tile as blueprint (let's say a single belt) the position of the belt in the json is nice and round at the (.5, .5 ...
- Wed Feb 27, 2019 5:58 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
- Replies: 57
- Views: 21570
Re: [MOD 0.16] Ribbon Maze 0.6.7
Any ETA for 0.17 support? Love the mod btw <3