Search found 11 matches
- Mon Nov 04, 2024 6:54 pm
- Forum: Assigned
- Topic: [posila] [2.0.8] Visual Bug - Black lines in space
- Replies: 10
- Views: 624
Re: [posila] [2.0.8] Visual Bug - Black lines in space
I ran into this issue as well on an RTX 4090 I fixed the problem by changing my driver settings in my graphics card to no longer force 16x Anisotropic filtering. Check to see if you are forcing it for Factorio and change the setting to application-controlled or something equivalent for AMD cards Th...
- Thu Aug 08, 2024 11:44 am
- Forum: Mod portal Discussion
- Topic: Updated Mod Portal Frontpage
- Replies: 8
- Views: 820
Re: Updated Mod Portal Frontpage
I think there's still some value to browse the "deprecated" part of the mod portal. Sometimes people search for mods they played years ago and this helps them find them. If you want your mod to be truly gone from the mod portal you can send an e-mail to support@factorio.com, but we prefer...
- Thu Aug 08, 2024 10:23 am
- Forum: Mod portal Discussion
- Topic: Updated Mod Portal Frontpage
- Replies: 8
- Views: 820
Re: Updated Mod Portal Frontpage
Nice ! Would you mind changing the default tab to "Search" instead of "recently updated ? I'm sure that if you run some stats, the chances someone coming on the mod portal happens to be interested by one of the 20 most recently updated mods must be infinitesimal. Or alternatively, if...
- Fri Jul 26, 2024 1:21 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22512
Re: Friday Facts #421 - Optimizations 2.0
It needs to be a counter because otherwise how do you know when the last registration was cleaned up? That is, a boolean would be "lossy" here - you would be throwing away important information. Another way of thinking about this, is that what was described in the blog post is very much l...
- Fri Jul 26, 2024 12:24 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22512
Re: Friday Facts #421 - Optimizations 2.0
I settled on a registration style system where anything that wants to reveal an area of the map simply registers the chunks as "keep revealed" by increasing a counter for that chunk in the map system. As long as the counter is larger than zero the chunk stays visible. Things can overlap a...
- Wed Dec 27, 2023 9:46 am
- Forum: Modding interface requests
- Topic: LuaSurface::find_decoratives_filtered radius parameter
- Replies: 0
- Views: 293
LuaSurface::find_decoratives_filtered radius parameter
There is an inconsistency regarding LuaSurface::find_*_filtered functions: - LuaSurface::find_entities_filtered accept a radius parameter. - LuaSurface::find_tiles_filtered accept a radius parameter. - LuaSurface::find_decoratives_filtered does not accept a radius parameter. Also, with the recent ad...
- Sun Oct 08, 2023 12:10 pm
- Forum: Already exists
- Topic: LuaEntityPrototype::dying_speed [R]
- Replies: 2
- Views: 1103
Re: LuaEntityPrototype::dying_speed [R]
I didn't noticed, it slipped through the changelogs. Thank you for the notification!
It was added in 1.1.60 apparently.
It was added in 1.1.60 apparently.
- Tue Jun 29, 2021 7:49 am
- Forum: Not a bug
- Topic: [1.1.35] Pipe-to-ground ghost breaks real pipe-to-ground connection
- Replies: 2
- Views: 878
Re: [1.1.35] Pipe-to-ground ghost breaks real pipe-to-ground connection
Oh ok, I see. Thank you for the explanation!
It makes perfect sense for blueprints. I gladly accept the trade-off!
It makes perfect sense for blueprints. I gladly accept the trade-off!
- Tue Jun 29, 2021 6:57 am
- Forum: Not a bug
- Topic: [1.1.35] Pipe-to-ground ghost breaks real pipe-to-ground connection
- Replies: 2
- Views: 878
[1.1.35] Pipe-to-ground ghost breaks real pipe-to-ground connection
Bug description Placing, or having an existing pipe-to-ground ghost in the middle of a real pipe-to-ground connection breaks the real connection. What's expected to happen? Ghosted objects should not interfere with real objects. pipetogroundghostbug.png PipeToGroundGhost.zip PS: Sorry if the proble...
- Mon May 17, 2021 8:52 am
- Forum: Already exists
- Topic: LuaEntityPrototype::dying_speed [R]
- Replies: 2
- Views: 1103
LuaEntityPrototype::dying_speed [R]
When using LuaEntityPrototype::time_to_live in control stage to get a Prototype/Corpse.time_before_removed property, the value returned is not the one defined in the prototype (in ticks) but has been in-between multiplied by its Prototype/Corpse.dying_speed property, making it unusable. Adding LuaEn...
- Mon May 17, 2021 8:26 am
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::spawn_decoration [R]
- Replies: 1
- Views: 836
LuaEntityPrototype::spawn_decoration [R]
In Factorio 1.0.0 was added a new 'spawn_decoration' property to Prototype/EnemySpawner and Prototype/Turret.
This property is accessible during data stage but not during control stage.
Could you make it so we can have access to it (read-only indeed) during control stage too, please?
This property is accessible during data stage but not during control stage.
Could you make it so we can have access to it (read-only indeed) during control stage too, please?