Search found 108 matches

by Yehn
Tue Nov 17, 2020 6:15 pm
Forum: Implemented mod requests
Topic: Please make defines.events.on_player_created more predictable
Replies: 6
Views: 554

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...
by Yehn
Tue Nov 17, 2020 5:41 pm
Forum: Implemented mod requests
Topic: Please make defines.events.on_player_created more predictable
Replies: 6
Views: 554

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...
by Yehn
Tue Nov 17, 2020 5:23 pm
Forum: Implemented mod requests
Topic: Please make defines.events.on_player_created more predictable
Replies: 6
Views: 554

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...
by Yehn
Tue Nov 17, 2020 4:35 pm
Forum: Implemented mod requests
Topic: Please make defines.events.on_player_created more predictable
Replies: 6
Views: 554

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...
by Yehn
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: 839

[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/...
by Yehn
Fri Jan 24, 2020 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.0] surface.min_brightness issue
Replies: 6
Views: 1525

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...
by Yehn
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: 451

Re: [0.18.0] Large and Behemoth Biters can spawn on day 1

posila wrote: ↑
Tue Jan 21, 2020 8:36 pm
Thanks for the report,
however there has never been logic preventing that from happening

Attached screenshot of running your command in 0.17
Strange, I guess I must have avoided it out of sheer luck before. Thanks for checking.
by Yehn
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: 451

[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 ...
by Yehn
Tue Jan 21, 2020 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.0] surface.min_brightness issue
Replies: 6
Views: 1525

[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.
by Yehn
Tue Dec 24, 2019 1:45 pm
Forum: Implemented mod requests
Topic: noise.atan2(x, y)
Replies: 1
Views: 428

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.
by Yehn
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: 796

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 ...
by Yehn
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: 796

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...
by Yehn
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: 796

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...
by Yehn
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: 796

[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...
by Yehn
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: 1310

Re: Please provide player's cursor position or a way to highlight around the cursor

Rseding91 wrote: ↑
Wed Dec 11, 2019 9:24 pm
I could easily make a property which just shows "an area" around the item when in the cursor that has no other logic. Unless someone has better ideas.
For my purposes this would be perfect.
by Yehn
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: 1310

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...
by Yehn
Fri Nov 22, 2019 2:41 pm
Forum: Modding interface requests
Topic: Please allow modding map gen presets without overwriting
Replies: 1
Views: 340

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...
by Yehn
Fri Nov 22, 2019 1:02 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 16283

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.
by Yehn
Fri Nov 08, 2019 4:27 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 35238

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.

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