Search found 14 matches
- Wed Oct 23, 2024 2:36 am
- Forum: Resolved Requests
- Topic: API Docs don't mention updates to SimulationDefinition
- Replies: 3
- Views: 176
- Wed Oct 23, 2024 2:27 am
- Forum: Resolved Requests
- Topic: API Docs don't mention updates to SimulationDefinition
- Replies: 3
- Views: 176
API Docs don't mention updates to SimulationDefinition
eg, game.camera_position calls should now use game.simulation.camera_position https://lua-api.factorio.com/latest/types/SimulationDefinition.html Edit: Changes are alluded to here in the version history, actually: Added LuaSimulation available through LuaGameScript::simulation (read). https://wiki.f...
- Fri Apr 15, 2022 10:10 pm
- Forum: Modding interface requests
- Topic: Rocket silo: allow landing rockets
- Replies: 9
- Views: 2709
Re: Rocket silo: allow landing rockets
Hmm, would this not then affect the resources required for launching subsequent rockets? This could significantly reduce the costs of the space science packs going forward unless the lander was nothing more than a capsule with a parachute, but that shouldn't be able to aim and land on something as ...
- Fri Apr 15, 2022 8:33 pm
- Forum: Already exists
- Topic: [Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
- Replies: 3
- Views: 1946
Re: [Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
I did some testing and using LuaBootstrap.register_on_entity_destroyed() has worked for my situation.
I've marked this thread as closed, feel free to move it to 'Already Implemented' or wherever is appropriate.
I've marked this thread as closed, feel free to move it to 'Already Implemented' or wherever is appropriate.
- Fri Apr 15, 2022 4:24 pm
- Forum: Already exists
- Topic: [Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
- Replies: 3
- Views: 1946
Re: Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
Ah. Yes, I think I can try that. Thank you.
- Fri Apr 15, 2022 4:17 pm
- Forum: Modding interface requests
- Topic: Rocket silo: allow landing rockets
- Replies: 9
- Views: 2709
Re: Rocket silo: allow landing rockets
Hmm, would this not then affect the resources required for launching subsequent rockets? This could significantly reduce the costs of the space science packs going forward unless the lander was nothing more than a capsule with a parachute, but that shouldn't be able to aim and land on something as ...
- Fri Apr 15, 2022 3:35 pm
- Forum: Already exists
- Topic: [Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
- Replies: 3
- Views: 1946
[Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
The entities-tab in the map editor doesn't seem to fire any of the on_mined() / on_died() functions or anything when removing entities. Please update the map editor to fire some kind of event when entities are removed, so mods can detect this and delete their hidden entities / etc as appropriate. I'...
- Wed Jan 05, 2022 7:44 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.50] rendering.draw_arc()/draw_circle() culling too aggressive when moving horizontally
- Replies: 4
- Views: 3424
Re: [boskid][1.1.50] rendering.draw_arc()/draw_circle() culling too aggressive when moving horizontally
Much appreciated, thank you!
- Tue Dec 28, 2021 9:47 am
- Forum: Won't fix.
- Topic: [1.1.42] Cars trigger_target_mask is not relevant for turret targeting
- Replies: 3
- Views: 2120
Re: [1.1.42] Cars trigger_target_mask is not relevant for turret targeting
I had a similar issue. I got around it by just targeting the driver inside the vehicle (although that doesn't work so well for spidertrons)
You can probably 'fake' always having a driver with some checks in defines.events.on_player_driving_changed_state
You can probably 'fake' always having a driver with some checks in defines.events.on_player_driving_changed_state
- Tue Dec 28, 2021 9:15 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.50] rendering.draw_arc()/draw_circle() culling too aggressive when moving horizontally
- Replies: 4
- Views: 3424
Re: [1.1.50] rendering.draw_arc() culling too aggressive
I messed around a little more and noticed that the premature culling didn't seem to happen when moving up and down, just side to side.
Edit: And the same horizontal behavior applies to rendering.draw_circle(), too
Weird.
Edit: And the same horizontal behavior applies to rendering.draw_circle(), too
Weird.
- Tue Dec 28, 2021 8:55 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.50] rendering.draw_arc()/draw_circle() culling too aggressive when moving horizontally
- Replies: 4
- Views: 3424
Re: rendering.draw_arc() culling too aggressive
factorio.log available upon request
- Tue Dec 28, 2021 8:50 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.50] rendering.draw_arc()/draw_circle() culling too aggressive when moving horizontally
- Replies: 4
- Views: 3424
[boskid][1.1.50] rendering.draw_arc()/draw_circle() culling too aggressive when moving horizontally
When drawing arcs from a "circle" larger than a few tiles, arcs are culled prematurely. (It seems like they're culled based on their origin being in view. Possibly, they should be culled based on target through target + max_radius in view?) New game, no mods: https://i.imgur.com/fCV3zaZ.mp...
- Thu Oct 14, 2021 12:40 pm
- Forum: Implemented mod requests
- Topic: [1.1.42] energy_glow_animation flickers badly
- Replies: 3
- Views: 1722
Re: [1.1.42] energy_glow_animation flickers badly
Oh that's awesome, thank you!
- Thu Oct 14, 2021 4:40 am
- Forum: Implemented mod requests
- Topic: [1.1.42] energy_glow_animation flickers badly
- Replies: 3
- Views: 1722
[1.1.42] energy_glow_animation flickers badly
This has been ongoing for at least several versions, but I finally made a demo to showcase what I'm experiencing. Animations associated with a turret's energy_glow_animation flicker very badly. It's visible on the default laser-turret, but modded turrets show the flicker as well and make it very obv...