Search found 28 matches

by jurgy
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

Re: [boskid] Assembler working animation continues for 1 additional tick after finishing

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?
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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?
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
Sun Mar 09, 2025 1:08 pm
Forum: Modding interface requests
Topic: Pause LuaRenderObject animation
Replies: 2
Views: 206

Re: Pause LuaRenderObject animation

curiosity 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.
Yeah, that's a better idea, I guess
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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

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.
So Factoriopedia still shows it as appearing on the planet.
by jurgy
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 ...
by jurgy
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!
by jurgy
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 ...
by jurgy
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?

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