Search found 27 matches

by snouz
Sat Dec 25, 2021 12:48 pm
Forum: Modding discussion
Topic: Questions about mipmapped icons (@posila)
Replies: 6
Views: 2279

Re: Questions about mipmapped icons (@posila)

Thanks Deadlock !
by snouz
Wed Dec 22, 2021 10:39 pm
Forum: Modding interface requests
Topic: BeamAttackParameter source_offset for more entities
Replies: 4
Views: 1749

Re: BeamAttackParameter source_offset for more entities

I noticed that too while trying to fix the laser gun beam from Bob warfare, which right now starts at the feet. data.raw.gun["laser-rifle"].attack_parameters = { type = "beam", ammo_category = "laser-rifle", cooldown = 20, movement_slow_down_factor = 0.5, damage_modifie...
by snouz
Sun Dec 19, 2021 4:27 pm
Forum: Modding discussion
Topic: Questions about mipmapped icons (@posila)
Replies: 6
Views: 2279

Re: Questions about mipmapped icons (@posila)

Sorry to dig an old thread, I have a additional questions.

Is there a performance or loading time hit from defining or not making mipmaps?

Also, is there a consequence to defining icon_mipmaps = 4 then just not include them in the image?
by snouz
Wed Dec 15, 2021 10:56 am
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19583

Re: [One Line Suggestions]

Show mod contributors on mod pages, for example like this:

Image
by snouz
Tue Nov 30, 2021 6:28 pm
Forum: Minor issues
Topic: [1.1.48] Cargo-wagon and artillery-wagon's working_sound doesn't work
Replies: 1
Views: 1081

[1.1.48] Cargo-wagon and artillery-wagon's working_sound doesn't work

WHAT Cargo Wagon 's property working_sound actually doesn't produce sound. You can hear the "tie" sound but not "__base__/sound/train-wheels.ogg" It does work on Fluid Wagon and Locomotive though. HOW TO REPRODUCE Create a track with a very long train with plenty of each wagon t...
by snouz
Tue Nov 23, 2021 2:30 pm
Forum: Modding interface requests
Topic: [bug?] water_reflection doesn't show on resources
Replies: 2
Views: 1304

Re: [bug?] water_reflection doesn't show on resources

water_reflection currently renders only for entities with health (because those have bitmask with some unsed bits which I used to cache a flag marking if reflection is defined or not, as I believe it would add too much performance penalty to query a prototype for this information ... but I am proba...
by snouz
Tue Nov 23, 2021 1:07 pm
Forum: Modding interface requests
Topic: [bug?] water_reflection doesn't show on resources
Replies: 2
Views: 1304

[bug?] water_reflection doesn't show on resources

In the base game, no resource uses water_reflection, but modded ones could (specifically, offshore oil in Cargo Ships) I can confirm the property is filled, but doesn't apply to the surface. https://i.imgur.com/3awXoo7.png https://i.imgur.com/gLl63TZ.png my code just in case: local deep_oil = table....
by snouz
Mon Nov 22, 2021 6:28 pm
Forum: Implemented for 2.0
Topic: Custom scaling of alt-info icons
Replies: 8
Views: 2646

Re: Inconsistency between scale_info_icons and scale_entity_info_icon

+1, I got the same problem on big entities in BioIndustries.
by snouz
Mon Nov 22, 2021 6:25 pm
Forum: Modding interface requests
Topic: Add selection_box_offsets to rail-signal prototype
Replies: 0
Views: 622

Add selection_box_offsets to rail-signal prototype

WHAT Adding/moving selection_box_offsets from RailChainSignal to RailSignalBase WHY There's no reason to have this property in RailChainSignal but not RailSignal. Currently, when you offset the selection box (so the median point is not 0,0), the box rotates for the 4 main directions (N,E,S,W), but ...
by snouz
Sun Nov 21, 2021 2:24 pm
Forum: Modding interface requests
Topic: Adding rotation_shift to RotatedSprite and RotatedAnimation
Replies: 1
Views: 735

Adding rotation_shift to RotatedSprite and RotatedAnimation

WHAT I'm suggesting adding a rotated offset to RotatedSprite and RotatedAnimation , similar to LightDefinition . WHY When doing modded vehicles, there's no way to easily change the rotation point. The only way is to re-render or edit 256 images individually. The shift property applies in an absolut...
by snouz
Sat Nov 06, 2021 11:12 pm
Forum: Modding interface requests
Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
Replies: 9
Views: 3069

Re: Modding - order property in LuaGuiElement

I don't know if it's a result of this request, but thanks to the devs for adding that !
by snouz
Sat Oct 16, 2021 2:33 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83484

Re: Small documentation improvement requests

Settings aren't really documented at all, which may be more of the "confusion". The only page is: https://wiki.factorio.com/Tutorial:Mod_settings . With regards to data and data:extend, extend is a function you can see in core/lualib/dataloader.lua (it is nothing magical, just puts stuff ...
by snouz
Fri Oct 15, 2021 10:41 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83484

Re: Small documentation improvement requests

Not 100% sure it belongs to that page, but I can confirm settings are accessible in data.raw (from the setting stage at least). But it's nowhere to be seen in https://wiki.factorio.com/Data.raw example in settings-updates.lua: data.raw["bool-setting"]["Schall-VS-XL-t2-enable"].o...
by snouz
Mon Oct 11, 2021 5:42 pm
Forum: Modding interface requests
Topic: player.set_shortcut_toggled should be able to trigger the associated_control_input
Replies: 0
Views: 659

player.set_shortcut_toggled should be able to trigger the associated_control_input

Currently, LuaPlayer.set_shortcut_toggled can only set the button toggled, but not actually trigger the custom-input linked by shortcut.associated_control_input . WHAT - adding a third optional bool parameter to set_shortcut_toggled to trigger or not the shortcut's associated_control_input OR BETTER...
by snouz
Sat Oct 09, 2021 4:28 pm
Forum: Modding help
Topic: New mod version using new hard dependency, how to force it in existing saves?
Replies: 1
Views: 695

Re: New mod version using new hard dependency, how to force it in existing saves?

I was made aware that it might be because the new mod version is not yet on the mod portal, and that when it is updated, the dependency is automatically activated. I apologize for wasting any time.
by snouz
Sat Oct 09, 2021 3:25 pm
Forum: Modding help
Topic: New mod version using new hard dependency, how to force it in existing saves?
Replies: 1
Views: 695

New mod version using new hard dependency, how to force it in existing saves?

We're updating a fairly big mod, Bio Industries, but there are 2 new hard dependencies. When loading an older save without the new dependencies, the game will simply load the save without them, disabling the mod. Is there a way to force these new dependencies into the save config by way of migration...
by snouz
Sun Sep 26, 2021 4:53 pm
Forum: Mod portal Discussion
Topic: I can't update mods
Replies: 2
Views: 1211

Re: I can't update mods

Same error for me, this seems general.
by snouz
Mon Sep 20, 2021 1:11 pm
Forum: Modding interface requests
Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
Replies: 9
Views: 3069

Re: Modding - order property in LuaGuiElement

Making index RW would work (index doesn't need to be sequential apparently, according to my tests) but it needs to be unique, so there would be conflict if 2 mods used the same index, or one already sequentially attributed. But if it's a separate property (order) like recipes and items, it eliminate...
by snouz
Sun Sep 19, 2021 1:37 pm
Forum: Modding interface requests
Topic: [Kinda added with swap_children] Modding - order property in LuaGuiElement
Replies: 9
Views: 3069

[Kinda added with swap_children] Modding - order property in LuaGuiElement

TL;DR Adding an "order" property to LuaGuiElement , to be able to sort (e.g.) buttons What ? An "order" property would define the display order of LuaGuiElement like buttons, and work just like the recipe's order property. https://i.imgur.com/oIggu96.png Why ? Currently, GuiElem...
by snouz
Tue Aug 31, 2021 7:56 pm
Forum: Mods
Topic: [MOD 1.1] ToggleSpeedBoost
Replies: 0
Views: 721

[MOD 1.1] ToggleSpeedBoost

I just release a very small mod aimed to be a much more barebone version of "Speed Buttons", with only one button that toggles the speed boost on and off.

https://mods.factorio.com/mod/ToggleSpeedBoost

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