Search found 217 matches

by Osmo
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
изображение.png
изображение.png (49.58 KiB) Viewed 810 times
by Osmo
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 ...
by Osmo
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)

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.
Sorry it took that long, i didn't receive a notification.
Here's the save file:
tile_crash.zip
(130.8 KiB) Downloaded 100 times
And here's a recording of a crash happening:
Factorio - 2025-04-26 17-41-47.mp4
(8.07 MiB) Downloaded 109 times
by Osmo
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 ...
by Osmo
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
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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

Code: Select all

data.raw.tile["concrete"].variants.transition.overlay_layout.side.scale = 0
Place concrete in a new world, or load a save with concrete placed. Game crashes when attempting to render it.
by Osmo
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

Rseding91 wrote: Tue Apr 22, 2025 9:19 pm I've added an optional amount to LuaItemStack::transfer_stack() for the next release.
Huge, thank you very much
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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
by Osmo
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 ...
by Osmo
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.
by Osmo
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".
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...
by Osmo
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 ...

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