Search found 226 matches

by Osmo
Thu Dec 11, 2025 9:04 pm
Forum: Fixed for 2.1
Topic: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
Replies: 4
Views: 509

Re: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture

Genhis wrote: Thu Dec 11, 2025 11:31 am Thanks for the report, this is fixed for 2.1. In the meantime, make sure all your layers have the same frame dimensions to work around this issue.
Thank you! I assume this is an issue specific to FluidStreamPrototype or can it happen with other animations too?
by Osmo
Wed Dec 10, 2025 5:38 pm
Forum: Modding interface requests
Topic: Better support for "wind"
Replies: 1
Views: 243

Re: Better support for "wind"

With some recent features, you can make a solar panel with performance tied to a surface property https://lua-api.factorio.com/latest/pro ... t_property and then update the surface property at runtime, without having to iterate over all entities
by Osmo
Tue Dec 09, 2025 11:31 pm
Forum: Modding help
Topic: Get mouse position each frame?
Replies: 1
Views: 220

Re: Get mouse position each frame?

There is no way to get mouse position apart from certain events as mouse position is not part of game state, and as such is not available to mods.
You can look at how https://mods.factorio.com/mod/Tapeline does it, which seems to be using a selection tool and area from event such as this https://lua ...
by Osmo
Tue Dec 09, 2025 2:14 am
Forum: Fixed for 2.1
Topic: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
Replies: 4
Views: 509

[Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture

With this mod: repair-spray_1.0.0.zip
When firing the repair gun, the stream texture renders parts that shouldn't be there
изображение.png
And it looks like its related to how the textures are arranged in the atlas
изображение.png
With no other mods, in the attached save, it looks like this to ...
by Osmo
Mon Dec 08, 2025 2:05 am
Forum: Modding help
Topic: Is it possible to rename a mod, but retain storage data?
Replies: 4
Views: 428

Re: Is it possible to rename a mod, but retain storage data?

It is not possible directly, and you usually don't need to rename a mod's internal name. You can change the displayed name instead.
But if you want to transfer storage data, you'll have to do it manually since you can only write files, but not read them. You can copy-paste the contents or rename the ...
by Osmo
Mon Dec 08, 2025 1:09 am
Forum: Fixed for 2.1
Topic: [2.0.72] vehicle_friction_modifier has incorrect tooltip
Replies: 1
Views: 188

[2.0.72] vehicle_friction_modifier has incorrect tooltip

- Download the following mod:
https://forums.factorio.com/download/file.php?mode=view&id=109356
- Look at "Repair spray" ammo item tooltip.
- Vehicle fricition is not displayed, and instead Vehicle speed, which is not defined, is displayed as 100%
https://forums.factorio.com/download/file.php?mode ...
by Osmo
Mon Dec 08, 2025 1:02 am
Forum: Fixed for 2.1
Topic: [2.0.72] Heal tooltip has erroneous minus sign
Replies: 1
Views: 235

[2.0.72] Heal tooltip has erroneous minus sign

- Download the following mod:
repair-gun_0.1.0.zip
- Look at "Repair spray" ammo item tooltip.
- Damage is displayed as "Heal: -120/s Healing", while it should be "Heal: 120/s Healing"
изображение.png
The trigger effect is defined like this in data.lua:214

{
type = "damage",
damage ...
by Osmo
Mon Dec 08, 2025 12:27 am
Forum: Bug Reports
Topic: [2.0.72] Piercing Power tooltip item has incorrect capitalization
Replies: 0
Views: 185

[2.0.72] Piercing Power tooltip item has incorrect capitalization

изображение.png
изображение.png (20.69 KiB) Viewed 185 times
It should be "Piercing power" instead of "Piercing Power"
by Osmo
Sun Dec 07, 2025 8:40 pm
Forum: Modding help
Topic: Ways to know when remote control window (map) is open or closed
Replies: 2
Views: 235

Re: Ways to know when remote control window (map) is open or closed

Switching to remote view puts the player in a different controller. It also raises an event on_player_controller_changed
by Osmo
Sun Dec 07, 2025 5:36 am
Forum: Modding help
Topic: I would like flame turrets to catch on fire and then explode.
Replies: 1
Views: 250

Re: I would like flame turrets to catch on fire and then explode.

You can make flamethrower turrets heal biters instead of damaging them :lol:. Technically also not a nerf since they'll be able to heal buildings if they're near biters
by Osmo
Sat Dec 06, 2025 9:55 pm
Forum: Modding interface requests
Topic: fast_replace argument for can_place_entity
Replies: 0
Views: 179

fast_replace argument for can_place_entity

Currently, calling LuaSurface.can_place_entity returns true if an entity can be placed by fast-replacing even if it can't be placed normally.
For example, a call to can_place_entity to place a wooden chest over an iron chest returns true, even though they collide.
изображение.png
What i'm doing in ...
by Osmo
Sat Nov 29, 2025 9:32 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.21] Pausing while hovering over GPS rich text obstructs the menu
Replies: 2
Views: 592

Re: [2.0.21] Pausing while hovering over GPS rich text obstructs the menu

Don't know what and when changed, but this doesn't seem to happen anymore in 2.0.72 and the preview window disappears when pause menu is opened
by Osmo
Sun Nov 23, 2025 7:32 am
Forum: Documentation Improvement Requests
Topic: EntityPrototype::sticker_box description
Replies: 0
Views: 196

EntityPrototype::sticker_box description

https://lua-api.factorio.com/latest/pro ... ticker_box says "currently only used for units", however it is, at the very least, also used on characters and spider-vehicles, and probably cars since they also support stickers. That line should probably be removed
by Osmo
Wed Nov 12, 2025 5:39 am
Forum: Modding interface requests
Topic: custom per-gui element tooltip for minimap
Replies: 4
Views: 575

Re: custom per-gui element tooltip for minimap

Just being able to position elements at the cursor in some way would go a long way. I've worked on multiple mods where this would be useful.
For example anything that tries to replicate combinator GUIs will run into the issue of not being able to display "connected to" tooltips изображение.png ...
by Osmo
Tue Nov 11, 2025 7:55 am
Forum: Modding help
Topic: How to create a new combinator?
Replies: 3
Views: 527

Re: How to create a new combinator?

DaveMcW wrote: Sun Nov 09, 2025 9:24 pm Output must be a constant-combinator where you set your processed signals.
Must is a wrong word, constant combinators are a common option, but decider combinator can also be a good choice if your entity has input and output sides, since decider's outputs can also be freely manipulated.
by Osmo
Thu Nov 06, 2025 2:48 pm
Forum: Modding discussion
Topic: [Question] Are these doable via modding?
Replies: 5
Views: 798

Re: [Question] Are these doable via modding?

1) No, only productivity technology effect exists, as has been said above.
2) No, you can change all base effects, but not at runtime.
3) You could enable and disable some recipes at runtime, which could be used to change whether reipes with fluids are available, for example, but not most other ...
by Osmo
Wed Oct 29, 2025 12:47 am
Forum: Modding interface requests
Topic: Gui element that shows script inventory
Replies: 8
Views: 831

Re: Gui element that shows script inventory

Allowing cursor interactions is usually the whole point, otherwise a table could work for just displaying the inventory (though there are a lot of things that need to be replicated, like filters, bar, quality, health and spoilage meters, etc.). Disabling the element could disable all interactions ...

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