I hadn't even considered low power state but after testing your workaround a bit, low power breaks it, unfortunately.
Do you reckon making an interface request for a flag to match the animation with crafting progress would have a shot at being implemented?
Search found 28 matches
- Sun May 11, 2025 11:54 am
- Forum: Not a bug
- Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
- Replies: 4
- Views: 218
- Sun May 11, 2025 11:23 am
- Forum: Not a bug
- Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
- Replies: 4
- Views: 218
Re: [boskid] Assembler working animation continues for 1 additional tick after finishing
Thanks for looking into it and provide a workaround. I did think of it being a floating point error, but had assumed that internally crafting time would've been converted into ticks and thus be discrete numbers not taking into account that the progression is actually what drives the animation logic ...
- Sat May 10, 2025 7:59 pm
- Forum: Not a bug
- Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
- Replies: 4
- Views: 218
[boskid] Assembler working animation continues for 1 additional tick after finishing
I was working on synchronizing an assembler's animation with the crafting and kept finding that the animation keeps drifting.
Repro:
I've modified the chemical plant's graphics to include the frame count (see attachment) and the the animation speed to last 1 second. Furthermore I've set the ...
Repro:
I've modified the chemical plant's graphics to include the frame count (see attachment) and the the animation speed to last 1 second. Furthermore I've set the ...
- Tue May 06, 2025 5:07 pm
- Forum: Assigned
- Topic: [Rseding91] [2.0.47] Tiles colliding with cliffs remove some cliffs upon placement
- Replies: 4
- Views: 388
Re: [2.0.47] Tiles colliding with cliffs remove some cliffs upon placement
But shouldn't the game prevent you from placing the tiles under the cliffs since they collide? Just like you can't place buildings on cliffs.
Edit, my assumption is in line with the current behavior of other collision layers.
If you set "object = true" to concrete collision mask you don't remove ...
Edit, my assumption is in line with the current behavior of other collision layers.
If you set "object = true" to concrete collision mask you don't remove ...
- Tue May 06, 2025 2:50 pm
- Forum: Assigned
- Topic: [Rseding91] [2.0.47] Tiles colliding with cliffs remove some cliffs upon placement
- Replies: 4
- Views: 388
Re: [2.0.47] Tiles colliding with cliffs remove some cliffs upon placement
But the cliffs shouldn't be deleted in the first place, right?
- Tue May 06, 2025 1:08 pm
- Forum: Assigned
- Topic: [Rseding91] [2.0.47] Tiles colliding with cliffs remove some cliffs upon placement
- Replies: 4
- Views: 388
[Rseding91] [2.0.47] Tiles colliding with cliffs remove some cliffs upon placement
When placing tiles that collide with cliffs, some of the cliffs disappear.
Repro:
Modify concrete collision and ensure entity collisions are checked:
data.raw.tile["concrete"].collision_mask = {layers = {ground_tile = true, cliff = true}}
data.raw.tile["concrete"].check_collision_with_entities ...
Repro:
Modify concrete collision and ensure entity collisions are checked:
data.raw.tile["concrete"].collision_mask = {layers = {ground_tile = true, cliff = true}}
data.raw.tile["concrete"].check_collision_with_entities ...
- Fri May 02, 2025 3:52 pm
- Forum: Modding interface requests
- Topic: Add underwater_structure/underwater_pictures for more entities
- Replies: 0
- Views: 114
Add underwater_structure/underwater_pictures for more entities
Hi,
With the addition of tile_buildability_rules mods could create all sorts of mixed environment buildings. One of which is buildings on the water edge. For this it would be great if you added support for underwater_structure/underwater_pictures in the graphics for more entity types. Currently the ...
With the addition of tile_buildability_rules mods could create all sorts of mixed environment buildings. One of which is buildings on the water edge. For this it would be great if you added support for underwater_structure/underwater_pictures in the graphics for more entity types. Currently the ...
- Sat Apr 26, 2025 1:44 pm
- Forum: Modding interface requests
- Topic: Make entities with square collision_box but non-square tile_buildability_rules also rotatable
- Replies: 0
- Views: 79
Make entities with square collision_box but non-square tile_buildability_rules also rotatable
If you add the following modifications to the assembling machine prototypes:
data.raw["assembling-machine"]["assembling-machine-1"].collision_mask = {layers={}}
data.raw["assembling-machine"]["assembling-machine-2"].collision_mask = {layers={}}
data.raw["assembling-machine"]["assembling-machine-3 ...
data.raw["assembling-machine"]["assembling-machine-1"].collision_mask = {layers={}}
data.raw["assembling-machine"]["assembling-machine-2"].collision_mask = {layers={}}
data.raw["assembling-machine"]["assembling-machine-3 ...
- Sun Mar 09, 2025 1:08 pm
- Forum: Modding interface requests
- Topic: Pause LuaRenderObject animation
- Replies: 2
- Views: 206
Re: Pause LuaRenderObject animation
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.
- Sun Mar 09, 2025 1:06 pm
- Forum: Modding interface requests
- Topic: LuaRenderObject.prototype or prototypes.animation
- Replies: 4
- Views: 303
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: 303
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: 303
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: 206
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: 274
[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: 289
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: 321
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: 321
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: 335
Re: OldTileAndPosition data in script_raised_set_tiles
Could this be considered again? Thanks!
- Sat Nov 30, 2024 12:28 pm
- Forum: Not a bug
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 7
- Views: 1726
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: Not a bug
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 7
- Views: 1726
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
Do you still need a save file or is the blueprint enough?