Search found 31 matches
- Thu Jul 30, 2020 6:43 pm
- Forum: Won't implement
- Topic: Implement per-user settings that are available at startup
- Replies: 4
- Views: 1505
Re: Implement per-user settings that are available at startup
Determining what values can be changed and not cause determinism issues is a bag of cats that none of us wants to sign up for maintaining. That's why I proposed another phase, stage, or whatever you want to call it. You could have an entirely separate system that doesn't touch 'data', even, to make...
- Thu Jul 30, 2020 6:03 am
- Forum: Won't implement
- Topic: Implement per-user settings that are available at startup
- Replies: 4
- Views: 1505
Re: Implement per-user settings that are available at startup
Multiplayer is implemented using deterministic lock-step (if that helps you understand why none of this can ever happen) Multiplayer works perfectly fine when my 'mod' was not a proper mod, but instead consisted of me editing the lua files in the game's own folders to instead hold the values I want...
- Thu Jul 30, 2020 5:47 am
- Forum: Modding help
- Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
- Replies: 5
- Views: 1974
Re: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
There might be a way, but it would require quite a bit of coding, and it will work for single player, but might create some issues in the multi-player. If your are writing your mod only for single player, than consider this. The point of my concern is purely with regards to multiplayer. If I'm targ...
- Tue Jul 28, 2020 11:07 pm
- Forum: Won't implement
- Topic: Implement per-user settings that are available at startup
- Replies: 4
- Views: 1505
Implement per-user settings that are available at startup
I recently asked for help with implementing settings for a mod of mine , and found it was impossible to implement a setting that was both available in the 'data' stage (such as the 'startup' setting type), and could be set separately for each user that joins a server (such as the 'runtime-per-user' ...
- Tue Jul 28, 2020 8:59 am
- Forum: Modding help
- Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
- Replies: 5
- Views: 1974
Re: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
There no way to do this in 0.18 and 1.0 for that matter. Your only hope is to add color filter matrix to utility-constants, and than player can select it in graphics settings. However, the matrix is applied to final composition, so it affects also GUI. I'd be all for a color matrix being used, exce...
- Tue Jul 28, 2020 8:16 am
- Forum: Modding help
- Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
- Replies: 5
- Views: 1974
Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
I have a mod that just replaces the color LUTs for night (and adds a LUT for sunrise/sunset, and replaces the night vision LUT). This doesn't change the game in any way, but it does change the visibility at night - and because not everyone's monitor is going to be the same, I'm wanting to add multip...
- Fri May 08, 2020 11:43 pm
- Forum: Modding help
- Topic: How is each color LUT used?
- Replies: 5
- Views: 1511
Re: How is each color LUT used?
Only lut-night.png, night.png and nightvision.png ended up being used. Their usage is defined in utility-constants.lua and equipment.lua (just use find-in-files in your favourite text editor and you should find it). At the moment, for non-nightvision mode, LUTs from nearest two defined daytime &quo...
- Wed May 06, 2020 10:24 am
- Forum: Modding help
- Topic: How is each color LUT used?
- Replies: 5
- Views: 1511
Re: How is each color LUT used?
I really hate doing this, but it's left the first page without any helpful responses... So bumping. May as well also share the LUTs I generated for this (make sure if you try these out, first rename the existing files to something like 'name-bak.png'): lut-dawn.png lut-day.png lut-night.png lut-suns...
- Sun Apr 26, 2020 12:12 am
- Forum: Modding help
- Topic: Solved: Regular expression help
- Replies: 12
- Views: 3442
Re: Regular expression help
Your examples include the names you want to pull, but not the sorts of things that those names might be embedded in. Will the parts you want to cut off at the end always include either an underscore or a number, and always be preceded by a dash?
- Mon Apr 20, 2020 5:31 pm
- Forum: Modding help
- Topic: How is each color LUT used?
- Replies: 5
- Views: 1511
Re: How is each color LUT used?
I just found out, if i set the dawn lut to night vision equipment, the night is bright like "dawn" probably. I haven't tested my replacement for 'nightvision.png' yet, as I'm not at a point in the game where I have night vision available. That said, I have made one, and it's good to know ...
- Mon Apr 20, 2020 5:12 pm
- Forum: Modding help
- Topic: How is each color LUT used?
- Replies: 5
- Views: 1511
How is each color LUT used?
According to a post in this bug report , the difference between 'lut-night.png' and 'night.png' is that one is applied to how the world is normally rendered, and the other one is applied to a highly zoomed in map view. However, I can't see any changes when I supply my own variants of certain LUTs, s...
- Wed Apr 15, 2020 5:54 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29705
- Sat Nov 23, 2019 4:33 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29705
Re: Friday Facts #322 - New Particle system
Im doubtful that a 16 byte number would be necessary anywhere in factorio. A float for rotation could save a division every time it is evaluated, but there wouldn't be any need for a double unless it's just to follow a convention of using doubles everywhere. Regardless my main thought was just that...
- Sat Nov 23, 2019 12:27 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29705
Re: Friday Facts #322 - New Particle system
Here are some thoughts for possible future improvements. Take advantage of the commonality between particles produced by a common source. Say you have a particle source object, which contains the majority of those 64bytes you mentioned. Then a particle would be a tiny structure which would be appen...
- Fri Nov 22, 2019 7:09 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29705
Re: Friday Facts #322 - New Particle system
Each pointer is 8 bytes. As you get to medium-sized factories, that means your lists are each going to be in the 100K-1MB range. You might then say "I've got 8+GB of RAM, who cares?", but the reality is that it's not the RAM that's precious, it's your caches. If your lists don't fit in th...
- Fri Nov 22, 2019 3:56 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75478
Re: Friday Facts #320 - Color correction
Yeah, I'd also love to actually see them in-game. Would love an ETA
- Wed Nov 20, 2019 6:15 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75478
Re: Friday Facts #320 - Color correction
And there you go again, blaming the hardware for something that most definitely is a matter of personal taste. I've looked at the comparisons on several different screens already and my conclusion is the same. The before looks better than the after. You simply cannot accept that regardless of what ...
- Wed Nov 20, 2019 5:33 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75478
Re: Friday Facts #320 - Color correction
Spot on... the monitor had shifted to game profile with a weird transfer function increasing hue. Back to calibrated sRGB profile, and it looks actually plausible. Ah, I forgot many monitors had those things... My current ones don't, but I've had plenty of past monitors that had modes which did all...
- Wed Nov 20, 2019 4:09 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75478
Re: Friday Facts #320 - Color correction
And i think you overestimate the average humans interest in caring for all that which you said about color calibration. Furthermore, i did say average here. Meaning Wube should strive for the middle ground that makes everyone happy, not just the ones with monochrome monitors from the 60's or those ...
- Tue Nov 19, 2019 3:55 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75478