Search found 85 matches

by TOGoS
Thu Jun 24, 2021 4:20 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 80
Views: 23073

Re: Friday Facts #366 - The only way to go fast, is to go well!

[...] Functional Reactive Programming for their UI code (and things like the building code), as these complex state interactions / asynchronous actions are exactly the kind of use case for this paradigm. [...] So, what is FRP ? Here is the wikipedia article: https://en.wikipedia.org/wiki/Functional...
by TOGoS
Wed Jul 22, 2020 5:51 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 24052

Ah, burnout!

I know the burnout feeling! I think a lot of it has to do with losing focus and not really knowing what to work on anymore. Having a partner (your kid, in this case) who approaches the project from another angle (like developing content, just playing it, or getting on your case about inefficiencies ...
by TOGoS
Fri May 08, 2020 4:44 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 8959

Re: Friday Facts #346 - He who does nothing, breaks nothing

note: this assumes walkable tiles draw transitions over non-walkable ones, in case you are thinking of creating a mod with new terrain type that player won't be able to walk on. Oh right. That's why I couldn't get my 'mountain' tiles working. There's an implicit assumption in the engine that the on...
by TOGoS
Mon Apr 27, 2020 7:42 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 11438

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record

Speaking of tile transition collisions, has anyone ever tried to make "solid" tiles (representing, say, a rock), that is not traversable, but should be drawn in over other tiles, such as grass? I had been trying to make this work for a while but was running into quite a bit of trouble. Fis...
by TOGoS
Fri Feb 07, 2020 7:13 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 10369

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: 12019

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: 14557

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: 1644

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: 1210

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: 1182

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: 1644

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: 12993

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: 12993

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: 12993

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: 1892

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: 1892

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 damage...
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: 941

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: 941

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: 8901

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: 8901

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...

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