Search found 81 matches

by TOGoS
Fri Feb 07, 2020 7:13 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 6361

Re: Friday Facts #333 - Terrain scrolling

Neat. Back in the 90s (when I first started trying to program games) cutting down the number of pixels drawn to the screen was super important, so basically every attempt to write games started with me writing a class that figured out which parts needed to be updated, and leaving everything else alo...
by TOGoS
Fri Nov 29, 2019 3:50 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 7666

Re: Friday Facts #323 - Animated water

The reflections are what makes it look super cool. I want more details about how that works! Even if it's just: now every sprite has a reflected version that masked by the reflection texture. But can any tile do reflection?
by TOGoS
Sat Oct 19, 2019 4:49 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 8754

Re: Friday Facts #317 - New pathfinding algorithm

programaths wrote:
Fri Oct 18, 2019 11:44 am
TOGoS, from conveyor belts to treadmills...there is only a step!
<biters-on-belts.gif>

Thanks for the well-wishes everybody!
by TOGoS
Fri Oct 18, 2019 1:01 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 16
Views: 783

Re: Speed up custom map generation

Either the forum doesn't notify me when there's a new reply or I'm missing something basic about how to use it. Anyway... I'll give it a try. But in order to achieve the result shown in my pictures, I'd have to do some basic vector calculations. Is it possible to get the x and y component of the dis...
by TOGoS
Wed Oct 02, 2019 6:33 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.66] Text-box graphical glitch
Replies: 1
Views: 609

Re: [TOGoS] [0.17.66] Text-box graphical glitch

I think what we're seeing is a tiny scrollbar. This should be fixed in 0.17.70. Thanks for the report!
by TOGoS
Wed Oct 02, 2019 6:32 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.66] bad prompt position with focus on LuaGuiElement textfield
Replies: 2
Views: 557

Re: [TOGoS] [0.17.66] bad prompt position with focus on LuaGuiElement textfield

The TextBox code is surprisingly complicated, so this took a while to fix. Should work more properly in 0.17.70, though. Thanks for the report!
by TOGoS
Fri Sep 06, 2019 3:32 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 16
Views: 783

Re: Speed up custom map generation

It might be possible to do something like this using spot noise. Spot noise returns a value indicating the closeness to the nearest of many points from an internally-generated list. If you took several spot noise expressions (using different lists of points, which you'd get by providing them with di...
by TOGoS
Fri Aug 23, 2019 2:26 pm
Forum: Modding help
Topic: map_gen_settings and autoplacers
Replies: 19
Views: 9962

Re: map_gen_settings and autoplacers

Two of those have associated noise expressions, `probability_expression`, and `richness_expression`. Those are the two fundamental noise equations that are used in placing resources by the C++ version of `on_chunk_generated`. To override those two properties for a specific surface you can change th...
by TOGoS
Mon Aug 19, 2019 1:04 pm
Forum: Modding help
Topic: map_gen_settings and autoplacers
Replies: 19
Views: 9962

Re: map_gen_settings and autoplacers

Those just link here. https://lua-api.factorio.com/latest/Concepts.html#NoiseExpression Someone told me these were used for the adjustable settings on the map generation page. I am also unsure as to how to interface with these properly when writing my own noise expressions. What are you trying to a...
by TOGoS
Fri Aug 16, 2019 4:23 pm
Forum: Modding help
Topic: map_gen_settings and autoplacers
Replies: 19
Views: 9962

Re: map_gen_settings and autoplacers

PyroFire wrote:
Fri Aug 16, 2019 3:28 pm
Not sure what these are:
game.named_noise_expressions - https://lua-api.factorio.com/latest/Lua ... xpressions
https://wiki.factorio.com/Prototype/Nam ... Expression
by TOGoS
Thu Aug 15, 2019 4:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives
Replies: 7
Views: 950

Re: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives

If making a cliff truly indestructible requires making at least one of its neighbours indestructible too, I don't see how that could be called wrong, maybe just a bit surprising to the uninitiated. Hmm, yeah, it'll take a little bit of work so that the correction logic takes that into account, but ...
by TOGoS
Wed Aug 14, 2019 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives
Replies: 7
Views: 950

Re: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives

I can "fix" this but the fix isn't so clear. If a specific cliff is indestructible does that mean that it can't change shape if the cliff next to it is destroyed? Because technically that alters the cliff. The indestructible flag was added for entities that have health and could be damaged - cliffs...
by TOGoS
Fri Jul 19, 2019 7:11 pm
Forum: Pending
Topic: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator
Replies: 3
Views: 556

Re: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator

Could you send me the list of mods you're using? Actually I think the problem isn't random_spot_size_minimum, but resource_index. I've attempted to reproduce this by using the same settings for uranium-ore and patches do show up. So some other questions: Is this still a problem with the current vers...
by TOGoS
Thu Jul 18, 2019 6:38 pm
Forum: Pending
Topic: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator
Replies: 3
Views: 556

Re: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator

I will look further into this, but my impression based just on the description is that it's trying to make patches that are far too large. random_spot_size_minimum = 20, random_spot_size_maximum = 100, Usually random_spot_size_minimum and random_spot_size_maximum are numbers close to 1. Maybe 0.5 to...
by TOGoS
Mon Jul 15, 2019 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 6410

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

Anyway, the upshot of all this is that 0.17.57 should restore ore placement as it was in 0.17.50. I'm jumping way to the side of the topic here, I think, but I'm not certain. If it is irrelevant, just tell me so and I'll not trouble you further. Anyway, when mods add additional base resources right...
by TOGoS
Mon Jul 15, 2019 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 6410

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

What is the intended resource balance ? Do these changes actually modify it in any way, globally speaking ? If they do, which distribution is closer to the intended one ? If they don't, how much does the local impact matter (this is likely to be quite subjective...) The 'correct balance' was determ...
by TOGoS
Fri Jul 12, 2019 9:42 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 6410

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

I was tempted to leave this as "Won't Fix" for the reasons given above, but I wanted to know why the ooverall change in copper was happening. In 0.17.50, candidate_point_count was 128, which means when divided up among 6 resource types, the first 2 types (iron and copper) got 22 spots, while the res...
by TOGoS
Thu Jun 27, 2019 7:40 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 6410

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

I also compared a few different maps and indeed, copper ore tends to be more abundant in the 0.17.50-like version (that's data commit ID f8eb4d01).

I did anticipate that there would be a few map generator changes before 0.17 stable, though. "That's what experimental releases are for"
by TOGoS
Wed Jun 26, 2019 11:12 pm
Forum: Implemented mod requests
Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
Replies: 6
Views: 496

Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)

If all goes well this should be available in 0.17.53. Probability and richness of any tile, entity, or decorative, and any tile property referenced by them (e.g. elevation, temperature, moisture, cliffiness) or explicitly listed in map gen settings.property_expression_names is available to be querie...
by TOGoS
Wed Jun 26, 2019 7:35 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 6410

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

Giving this a day or two for feedback, but leaning towards "Won't fix"

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