Search found 14 matches

by bolderbrush10
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...
by bolderbrush10
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 ...
by bolderbrush10
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.
by bolderbrush10
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 ...
by bolderbrush10
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'...
by bolderbrush10
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
by bolderbrush10
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.
by bolderbrush10
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...
by bolderbrush10
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!
by bolderbrush10
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...

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