Search found 11 matches

by Galista
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...
by Galista
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...
by Galista
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...
by Galista
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...
by Galista
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...
by Galista
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...
by Galista
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.
by Galista
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!
by Galista
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...
by Galista
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...
by Galista
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?

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