Search found 108 matches
- Tue Nov 17, 2020 6:15 pm
- Forum: Implemented mod requests
- Topic: Please make defines.events.on_player_created more predictable
- Replies: 6
- Views: 948
Re: Please make defines.events.on_player_created more predictable
What you want is a way to get a reference to the character entity while in a cutscene. And then for every quick-start mod out there to properly deal with the different controller types a player may be using. This does sound like the most reliable way to deal with it. Any time a player's character m...
- Tue Nov 17, 2020 5:41 pm
- Forum: Implemented mod requests
- Topic: Please make defines.events.on_player_created more predictable
- Replies: 6
- Views: 948
Re: Please make defines.events.on_player_created more predictable
I've been told in the Factorio discord that the remote calls do not work for complex items (eg power armor). Disabling the cutscene is in consideration as it interferes with more than just TinyStart but... I'd really like to avoid that kind of impact on end users. I'm not sure what you mean exactly...
- Tue Nov 17, 2020 5:23 pm
- Forum: Implemented mod requests
- Topic: Please make defines.events.on_player_created more predictable
- Replies: 6
- Views: 948
Re: Please make defines.events.on_player_created more predictable
If this is about TinyStart - you can use remote calls to the freeplay scenario script to set up starting and respawn inventories and even disable the initial cutscene completely if it is causing other issues somehow. In my experience those work reliably regardless of whether the game start cutscene...
- Tue Nov 17, 2020 4:35 pm
- Forum: Implemented mod requests
- Topic: Please make defines.events.on_player_created more predictable
- Replies: 6
- Views: 948
Please make defines.events.on_player_created more predictable
defines.events.on_player_created This event either does not fire when freeplay starts now, or it fires before the character/their inventory is valid. This means that previous functionality that relied on defines.events.on_player_created to spawn stuff for a player at the start of the game must now r...
- Tue Feb 11, 2020 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] Odd interaction with surface.brightness_visual_weights, lights, and map mode
- Replies: 2
- Views: 1158
Re: [0.18.4] Odd interaction with surface.brightness_visual_weights, lights, and map mode
That was very fast. Thanks!
- Tue Feb 11, 2020 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] Odd interaction with surface.brightness_visual_weights, lights, and map mode
- Replies: 2
- Views: 1158
[0.18.4] Odd interaction with surface.brightness_visual_weights, lights, and map mode
Using: game.surfaces[1].brightness_visual_weights = { 1 / 0.85, 1 / 0.85, 1 / 0.85 } When: game.surfaces[1].daytime == 0.5 results in some odd rendering on the map. In particular, light sources appear. For example, the engineer's flashlight: https://cdn.discordapp.com/attachments/231518135231053825/...
- Fri Jan 24, 2020 1:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.0] surface.min_brightness issue
- Replies: 6
- Views: 2070
Re: [posila] [0.18.0] surface.min_brightness issue
It seems to me min_brightness was used just for making night pitch black. The mod that I use this as a part of is called "Clockwork". While I think the most common use case is to make nights as dark as possible, that is by no means a requirement. At least pre-18, it could also be used, of...
- Tue Jan 21, 2020 8:52 pm
- Forum: Not a bug
- Topic: [0.18.0] Large and Behemoth Biters can spawn on day 1
- Replies: 2
- Views: 679
- Tue Jan 21, 2020 8:13 pm
- Forum: Not a bug
- Topic: [0.18.0] Large and Behemoth Biters can spawn on day 1
- Replies: 2
- Views: 679
[0.18.0] Large and Behemoth Biters can spawn on day 1
In testing updates for the mod Nightfall (which does not spawn any biters), I use this command: /c game.surfaces[1].pollute(game.players[1].character.position,5000000) However, I noticed this causes large and behemoth biters to spawn even on day 1 (unmodded daylength). Included is a screenshot of a ...
- Tue Jan 21, 2020 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.0] surface.min_brightness issue
- Replies: 6
- Views: 2070
[posila] [0.18.0] surface.min_brightness issue
Setting game.surfaces[1].min_brightness to 0 does not make the map completely dark/black outside of light fields at the darkest portions of the night.
- Tue Dec 24, 2019 1:45 pm
- Forum: Implemented mod requests
- Topic: noise.atan2(x, y)
- Replies: 1
- Views: 623
noise.atan2(x, y)
Could we please get an atan2 function added to the noise class? So that, for example, I can call noise.atan2(x - tile.x, y - tile.y) or similar.
Thank you.
Thank you.
- Tue Dec 17, 2019 11:58 am
- Forum: Modding help
- Topic: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
- Replies: 6
- Views: 1170
Re: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
You need only 7 lines of code (well, 6 not counting the space) to prove there is a bug where the event does not always fire. Everything else just makes it easier to find, but if you want to go through each built entity's unit number manually and see that no event fired for some of them, you can do ...
- Tue Dec 17, 2019 9:52 am
- Forum: Modding help
- Topic: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
- Replies: 6
- Views: 1170
Re: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
Thanks for the report however I don't believe there's any bug here. The event doesn't care if you fire 1 per 2 weeks or 5 million in a single frame - they all get fired every time. I'm going to move this to modding help until it can be proven that there's anything going wrong on the games side. Ple...
- Sun Dec 15, 2019 2:21 pm
- Forum: Modding help
- Topic: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
- Replies: 6
- Views: 1170
Re: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
I am most likely to believe this is a scripting error rather than a game engine issue The robot event has been in the game for a very long time, use in very many mods and scripts, and no issue has ever been reported with it The conditions that need to be met to write to the log file are pretty simp...
- Sun Dec 15, 2019 1:44 pm
- Forum: Modding help
- Topic: [0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
- Replies: 6
- Views: 1170
[0.17.79] defines.events.on_robot_built_entity sometimes doesn't fire under certain circumstances
defines.events.on_robot_built_entity doesn't always fire when there is a large number of queued robot construction tasks. [*] It is possible that the bug below can also only occur after a large number of robot deconstruction tasks have been processed, I haven't been able to determine this for certai...
- Thu Dec 12, 2019 2:59 am
- Forum: Modding interface requests
- Topic: Please provide player's cursor position or a way to highlight around the cursor
- Replies: 12
- Views: 1896
- Sat Dec 07, 2019 9:55 pm
- Forum: Modding interface requests
- Topic: Please provide player's cursor position or a way to highlight around the cursor
- Replies: 12
- Views: 1896
Please provide player's cursor position or a way to highlight around the cursor
When a mining drill is in the player's cursor, the resource mining area is displayed with a highlight. However, as far as I know, there is no way to do this with a modded item that is not a mining drill nor a power pole. Therefore, as part of LuaPlayer.cursor_stack or LuaPlayer.cursor_ghost, I would...
- Fri Nov 22, 2019 2:41 pm
- Forum: Modding interface requests
- Topic: Please allow modding map gen presets without overwriting
- Replies: 1
- Views: 483
Please allow modding map gen presets without overwriting
Currently, if you try to define a new set of map presets, you will receive the following error: https://i.imgur.com/qYeMNfq.png This means the only option left is to overwrite the defaults. While I don't know of anyone else doing mod development that affects map presets, but should someone else wish...
- Fri Nov 22, 2019 1:02 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 19500
Re: Friday Facts #322 - New Particle system
I like playing with (sometimes very large amounts of) biters, so I'm guessing this will help performance when under heavy siege, or doing heavy siege-ing, or pretty much time there's a lot of effects going off. Great to hear.
- Fri Nov 08, 2019 4:27 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 45014
Re: Friday Facts #320 - Color correction
For my $.02, I think the new colors look 'just right' without going overboard.
But I'm also using a professional display that doesn't do weird tricks to boost its contrast rating on a store's specs page, so, IDK.
But I'm also using a professional display that doesn't do weird tricks to boost its contrast rating on a store's specs page, so, IDK.