Search found 445 matches

by y.petremann
Thu Jun 25, 2026 8:59 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 13
Views: 3329

Re: Setting Parent Body for a SpaceLocation




Add this as a related request.
https://forums.factorio.com/viewtopic.php?t=134210

This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.


I added it to the main post as a related request, and sure being able to see ...
by y.petremann
Wed Jun 24, 2026 10:16 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 13
Views: 3329

Re: Setting Parent Body for a SpaceLocation


Add this as a related request.
https://forums.factorio.com/viewtopic.php?t=134210

This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.


I added it to the main post as a related request, and sure being able to see ...
by y.petremann
Tue Jun 23, 2026 9:42 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 13
Views: 3329

Re: Setting Parent Body for a SpaceLocation

Would really love if this would be part of 2.1
by y.petremann
Tue Jun 23, 2026 9:42 pm
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 2686

Re: Improve Wire Rendering

Would really love if this would be part of 2.1
by y.petremann
Tue Jun 23, 2026 9:26 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 196
Views: 120681

Re: Version 2.1.7

i would like to up about two thing I think would be interesting:

Improve Wire Rendering The idea is that wire would get rendered by shader instead of squeezing a sprite (which in a case where wire are straight make them strictly one pixel large)
Setting Parent Body for a SpaceLocation This would ...
by y.petremann
Fri Jun 05, 2026 11:22 am
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21693

Re: Friday Facts #441 - Space logistics improvements

Wube never disapoint when it's back to it's FFF.
Some other studios tried the formula, but only Wube has the true recipe.
by y.petremann
Thu Oct 23, 2025 8:30 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 29163

Re: Version 2.0.72


i meant more in the sense of "I like building random spaghetti nearby, and occasionally upgrading all power poles on the map to legendary even if not needed", which will inadvertently reconnect the separate power network by accident.

When a block works I usually don't upgrade things like power ...
by y.petremann
Wed Oct 22, 2025 8:09 pm
Forum: General discussion
Topic: WASM instead of Lua
Replies: 13
Views: 4165

Re: WASM instead of Lua


Rimworld modding is C# based, however as far as I understand Rimworld itself is programmed in C# (Unity engine) and the modding "API" is just a hook into the class and object structure directly. It's directly patching the game, not going through a well defined modding api. A different concept than ...
by y.petremann
Wed Oct 22, 2025 7:34 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 29163

Re: Version 2.0.72


Yeah separating power grids is a pain though, because each time you put a power pole nearby it will just autoconnect the two networks and you need to undo it, making setups really hard to keep compact, which is likely the reason this change was implemented in the first place.

It also lags quite a ...
by y.petremann
Wed Oct 22, 2025 2:07 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 29163

Re: Version 2.0.72


also gonna be funny when the speakers dont work from low power so you wont get notified something is wrong XD


Then do what real life system does: Make a secondary electric network for important things that need constant power even on global power failure.

On my factories I usually put ...
by y.petremann
Sun Oct 12, 2025 6:44 pm
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 2686

Re: Improve Wire Rendering

Here it's totally unoptimised, consider that on every pixel, it will get to check if it's near a cable:
1) we have sdSegment that return the distance of any point to a segment defined by two points.
2) we have sdBezier which does a 12 point interpolation of a bezier curve, use sdSegment on each part ...
by y.petremann
Sun Oct 12, 2025 2:14 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 2686

Re: Improve Wire Rendering

Curved rails are managed by sprites and it seems reasonable becaus eit can became really complex because they hold a lot of details.
But the fact is that wires are monocolored and mostly empty sprite that is stretched and skewed, on some cases they are so thin that they are barely visible.

My ...
by y.petremann
Wed Oct 08, 2025 4:19 pm
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 2686

Re: Improve Wire Rendering


It shows a triangle of red wire on green background. ( and their shadow )

Can you highlight which number to modify to change the position of one point of the triangle for someone with no background in programming to see how it looks when the point are placed differently ?


There is PowerPole ...
by y.petremann
Wed Oct 08, 2025 8:10 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 2686

Re: Improve Wire Rendering

Sorry for unknow reason, my shadertoy demo link has problems and the account too, so simple paste the code in a new shadertoy
by y.petremann
Sun Oct 05, 2025 3:10 pm
Forum: Modding interface requests
Topic: Getting event filter results
Replies: 1
Views: 463

Re: Getting event filter results

Also before I was just putting a simple example, but actually I'm trying to make something that would permit to register and dispatch micro events like:


player_built_entity.register({
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
by y.petremann
Sun Oct 05, 2025 2:59 pm
Forum: Modding interface requests
Topic: Getting event filter results
Replies: 1
Views: 463

Getting event filter results

I'm starting to build an event with lots filter case

To summarise to look like this:
script.on_event(defines.events.on_built_entity, function(event)
game.print(serpent.block(event))
end, {
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
by y.petremann
Sun Sep 28, 2025 12:06 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 2686

Re: Improve Wire Rendering

I know it's been near one year, I've got some update about that.

I tried with my humble programming background to write my first ever shader for wire rendering demonstration

Go to https://shaderoo.org/?cmd=new and replace by the code bellow.
// Example: draw one wire
struct Wire {
vec3 from ...
by y.petremann
Sat Sep 27, 2025 4:50 am
Forum: Modding interface requests
Topic: [Space Age] Orbit Line Movement
Replies: 6
Views: 2362

Re: [Space Age] Orbit Line Movement

I've put link to you proposal in my Modding Interface Request
Setting Parent Body for a SpaceLocation
by y.petremann
Sat Sep 27, 2025 4:50 am
Forum: Modding interface requests
Topic: [Space Age] Space Connection Curving
Replies: 1
Views: 1059

Re: [Space Age] Space Connection Curving

I've put link to you proposal in my Modding Interface Request
Setting Parent Body for a SpaceLocation

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