Search found 217 matches
- Mon May 05, 2025 4:04 pm
- Forum: Modding interface requests
- Topic: [Resolved] Bug with quality modules being immune to quality
- Replies: 5
- Views: 1026
Re: Bug with quality modules being immune to quality
This doesn't happen with just modules. Here a Normal (level 5) inserter and a Broken (level 0) inserter have the same speed, despite other levels being affected by quality. This does not happen with all properties
- Sat May 03, 2025 6:02 pm
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 1717
- Thu May 01, 2025 8:30 am
- Forum: Modding interface requests
- Topic: Hide "circuit connection" side gui
- Replies: 5
- Views: 795
Re: Hide "circuit connection" side gui
You can hide the circuit connection window by clicking its widget.
I am perfectly aware of this. The problem is that it defaults to being shown and mods can't control it. And most players wont bother clicking that button every time they open that gui. All i want is for mods to be able to ...
- Sat Apr 26, 2025 2:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
- Replies: 2
- Views: 1783
Re: [2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
Sorry it took that long, i didn't receive a notification.Rseding91 wrote: Thu Apr 24, 2025 6:13 pm Can you post a save file that crashes when loaded? I'm not having luck making it crash.
Here's the save file: And here's a recording of a crash happening:
- Thu Apr 24, 2025 5:13 pm
- Forum: Modding interface requests
- Topic: Hide "circuit connection" side gui
- Replies: 5
- Views: 795
Re: Hide "circuit connection" side gui
It would be better if the two sidebars were combined into one: show both base game and modded anchored GUIs in the same column.
Not sure whether it would be better as some mods may like to hide circuit gui entirely and remake it on their own.
It also is likely to be much harder to implement ...
- Thu Apr 24, 2025 5:07 pm
- Forum: Not a bug
- Topic: [2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
- Replies: 2
- Views: 413
Re: [2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
Thank you for explaining it, it was very non obvious why it was happening
- Thu Apr 24, 2025 3:15 pm
- Forum: Modding interface requests
- Topic: Hide "circuit connection" side gui
- Replies: 5
- Views: 795
Hide "circuit connection" side gui
изображение.png
Mods often want to add a relative gui to the right side of a game gui. It works, but if the entity is connected to a circuit network, the "Circuit connection" window appears, and as it is a built in gui, modded gui will appear to the right of it. This looks ugly! It leaves a gap ...
Mods often want to add a relative gui to the right side of a game gui. It works, but if the entity is connected to a circuit network, the "Circuit connection" window appears, and as it is a built in gui, modded gui will appear to the right of it. This looks ugly! It leaves a gap ...
- Thu Apr 24, 2025 2:32 pm
- Forum: Not a bug
- Topic: [2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
- Replies: 2
- Views: 413
[2.0.45] on_gui_opened and on_gui_closed events fire in incorrect order
This issue happens with the mod Remote view item transfer (RVIT) and some mods that add to or replace entity GUIs.
In this report i will use Project Cybersyn (CS) as a mod that adds guis as i have not been able to replicate this issue with a trivial example.
To reproduce the issue:
1. Load the save ...
In this report i will use Project Cybersyn (CS) as a mod that adds guis as i have not been able to replicate this issue with a trivial example.
To reproduce the issue:
1. Load the save ...
- Wed Apr 23, 2025 3:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
- Replies: 2
- Views: 1783
[2.0.45] Crash rendering tile with image scale at 0 (TileTransitionRenderHelper::drawSpriteMaskedTinted)
Put the following code in data-updates.lua
Place concrete in a new world, or load a save with concrete placed. Game crashes when attempting to render it.
Code: Select all
data.raw.tile["concrete"].variants.transition.overlay_layout.side.scale = 0- Wed Apr 23, 2025 2:24 pm
- Forum: Implemented mod requests
- Topic: Transfer items between inventories with limit
- Replies: 7
- Views: 1588
Re: Transfer items between inventories with limit
Huge, thank you very muchRseding91 wrote: Tue Apr 22, 2025 9:19 pm I've added an optional amount to LuaItemStack::transfer_stack() for the next release.
- Tue Apr 22, 2025 7:29 pm
- Forum: Implemented mod requests
- Topic: Transfer items between inventories with limit
- Replies: 7
- Views: 1588
Re: Transfer items between inventories with limit
While moving partial stacks while preserving data is possible, it is unclear how to do and very cumbersome. You need to set a stack to the needed amount, insert it into an inventory, and then set the amount back to original value minus inserted amount.
Being able to specify the maximum amount would ...
Being able to specify the maximum amount would ...
- Wed Apr 16, 2025 1:47 pm
- Forum: Implemented mod requests
- Topic: Show all built-in effects same way as "Base productivity"
- Replies: 4
- Views: 801
Show all built-in effects same way as "Base productivity"
As an example i made a mod with the following code in data-updates.lua:
data.raw["assembling-machine"]["assembling-machine-1"].effect_receiver = {
base_effect = {
consumption = 1,
speed = 1,
productivity = 1,
pollution = 1,
quality = 1,
}
}
It would make sense to have those effects show ...
data.raw["assembling-machine"]["assembling-machine-1"].effect_receiver = {
base_effect = {
consumption = 1,
speed = 1,
productivity = 1,
pollution = 1,
quality = 1,
}
}
It would make sense to have those effects show ...
- Wed Apr 16, 2025 10:30 am
- Forum: Modding interface requests
- Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
- Replies: 4
- Views: 749
Re: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
+1, it doesn't really make sense to have color LUTs defined per hub instead of per location
- Wed Apr 16, 2025 10:21 am
- Forum: Ideas and Suggestions
- Topic: Show fluid temperature in storage tank and pipe gui
- Replies: 7
- Views: 1299
Re: Show fluid temperature in storage tank and pipe gui
But temperature is constant for all liquids. Is it a change that only makes sense for steam?
If liquids are at default temperature, i think temperature should not be shown.
I don't know about space age, but in base game, yes, only steam would be affected. It is still a useful information ...
- Wed Apr 16, 2025 10:11 am
- Forum: Modding interface requests
- Topic: Event for wire connected/disconnected to entity
- Replies: 23
- Views: 7959
Re: Event for wire connected/disconnected to entity
I'm making a mod that needs to know when power poles are connected/disconnected and this would be really helpful.
I don't even know how to approach this considering pasting blueprints can also create wires.
I don't even know how to approach this considering pasting blueprints can also create wires.
- Tue Apr 15, 2025 6:06 am
- Forum: Resolved Requests
- Topic: RecipePrototype::hide_from_signal_gui is missing a default value
- Replies: 4
- Views: 676
RecipePrototype::hide_from_signal_gui is missing a default value
https://lua-api.factorio.com/latest/pro ... signal_gui
As far as i know, it is true by default, but the docs say "Default: unset".
As far as i know, it is true by default, but the docs say "Default: unset".
- Sat Apr 12, 2025 12:18 pm
- Forum: Ideas and Suggestions
- Topic: Show fluid temperature in storage tank and pipe gui
- Replies: 7
- Views: 1299
Show fluid temperature in storage tank and pipe gui
TL;DR
Show fluid temperature in storage tank and pipe gui
What?
Here is an example of what it could look like, done with a (jank) mod изображение.png
Why?
It is weird that fluid temperature is shown in the tooltip when hovering over a tank or pipe, but when opening their gui, this information ...
Show fluid temperature in storage tank and pipe gui
What?
Here is an example of what it could look like, done with a (jank) mod изображение.png
Why?
It is weird that fluid temperature is shown in the tooltip when hovering over a tank or pipe, but when opening their gui, this information ...
- Sat Apr 12, 2025 11:38 am
- Forum: Won't fix.
- Topic: [2.0.44] Storage tank GUI is not updated if tank is disconnected from a pipeline
- Replies: 1
- Views: 482
[2.0.44] Storage tank GUI is not updated if tank is disconnected from a pipeline
If a storage tank gets connected to a pipeline while its gui is open, the "Storage tank contents" section appears. If pipeline contents change, the gui is also updated correctly.
However if a tank gets disconnected from a pipeline while its gui is open, the "Pipeline contents" section does not ...
However if a tank gets disconnected from a pipeline while its gui is open, the "Pipeline contents" section does not ...
- Thu Apr 10, 2025 11:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.44] Items in assemblers fail to migrate when order of ingredients in a recipe changes
- Replies: 1
- Views: 1568
[Rseding91] [2.0.44] Items in assemblers fail to migrate when order of ingredients in a recipe changes
1. Load the attached save file
2. Items are present in all slots of the assembler изображение.png
3. Make a mod with the following code in data-updates.lua: data.raw.item["copper-plate"].order = "bb"
4. Load the same save file. Copper and steel are missing because their order in a recipe changed ...
2. Items are present in all slots of the assembler изображение.png
3. Make a mod with the following code in data-updates.lua: data.raw.item["copper-plate"].order = "bb"
4. Load the same save file. Copper and steel are missing because their order in a recipe changed ...
- Thu Apr 10, 2025 1:42 am
- Forum: Modding interface requests
- Topic: (A way to) Make trains check collision masks of rail segments when pathfinding
- Replies: 2
- Views: 589
Re: (A way to) Make trains check collision masks of rail segments when pathfinding
Depending on how that goes, it might go the opposite of your request and simply disable that collision checking completely.
That is a good idea if it saves UPS, however the two ideas aren't mutually exclusive, as if they will check collision when pathfinding they won't have to do it when ...