Search found 103 matches

by AlienX
Thu Jan 30, 2020 7:07 pm
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 26091

Re: Version 0.18.3

Thanks, I can reload my blueprints now :D
by AlienX
Mon Jan 27, 2020 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly
Replies: 3
Views: 2859

Re: [posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly

That is a fair point bud, and i was reluctant to even post it.
However, i thought: This worked fine on 0.17, so maybe they should know :)

Goodnight :P
by AlienX
Mon Jan 27, 2020 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly
Replies: 3
Views: 2859

[posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly

Hi,
Using the command /c game.player.zoom=0.1 causes weird chunk rendering issues.
Please see the attached image for reference.

Walking away from the blacked out chunk so it's out of view and back in again seems to fix the issue, but i assume this is just the game re-rendering it anyway.
by AlienX
Mon Jan 27, 2020 1:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Crash when attempting to load a world [modded] (BlueprintEntities::setupContainedEntities)
Replies: 4
Views: 2739

[0.18.1] Crash when attempting to load a world [modded] (BlueprintEntities::setupContainedEntities)

Hi, So i have a bit of a weird crash here, I feel it's related to my blueprint storage and also related to the Krastorio loaders. Hopefully to be useful, i have zipped up the contents of everything I think you'll need, you can download it here: http://www.agngaming.com/private/factorio/crash_info.zi...
by AlienX
Wed Sep 18, 2019 11:38 am
Forum: Modding interface requests
Topic: LuaRendering and LuaPlayer Limitations
Replies: 4
Views: 1328

Re: LuaRendering and LuaPlayer Limitations

Well yes i want to rotate the sprite, and in terms of it being missed you pretty much answered your own question... "draw_text is the only one with it" - so why not the rest that supports scaling? I understand the limitations in terms of having text and a sprite re-sizing on the fly when u...
by AlienX
Tue Sep 17, 2019 10:55 pm
Forum: Won't implement
Topic: Expand LuaRendering to be able to be drawn to the screen
Replies: 1
Views: 1004

Expand LuaRendering to be able to be drawn to the screen

Hi, Could there be any way of allowing us to draw sprites/text/rectangles etc directly to the screen, instead of the world - perhaps using X any Y from the players resolution? If this is a no because player.gui.screen exists, then could you please instead add the option for certain GUI elements such...
by AlienX
Tue Sep 17, 2019 10:52 pm
Forum: Modding interface requests
Topic: LuaRendering and LuaPlayer Limitations
Replies: 4
Views: 1328

LuaRendering and LuaPlayer Limitations

Hi devs, and others. LuaRendering: Please can you make draw_sprite have the option to also be able to scale_with_zoom - i feel this has been missed? LuaPlayer: I was also going to write some code to do some LuaRendering work based off the players zoom level, but it's write only - is there any reason...
by AlienX
Tue Sep 17, 2019 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.68] Attempting to draw a sprite of entity/orange-arrow-with-circle crashes the game
Replies: 1
Views: 1935

[0.17.68] Attempting to draw a sprite of entity/orange-arrow-with-circle crashes the game

Simply run the following command in any game to have Factorio crash: /c rendering.draw_sprite{sprite="entity/orange-arrow-with-circle", target=game.player.position, surface=game.player.surface} Stack: Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\facto...
by AlienX
Thu Sep 12, 2019 6:28 pm
Forum: Won't implement
Topic: Setting a logistic chest active to false should make the logistic network ignore the chest
Replies: 2
Views: 1334

Setting a logistic chest active to false should make the logistic network ignore the chest

Hi, If possible, i would love for logistical chests (Prototype/LogisticContainer) to be ignored by the logistic network logic when the entity's active state is set to false. But the player should still be able to use the chest, as in store items manually and set logistical requests, scripts getting ...
by AlienX
Wed Sep 11, 2019 6:59 pm
Forum: Implemented mod requests
Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
Replies: 11
Views: 3123

Re: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable

As requested by Rseding91, here is a screenie of our convo for memory purposes.
convo.png
convo.png (672.98 KiB) Viewed 3063 times
by AlienX
Wed Sep 11, 2019 2:34 pm
Forum: Implemented mod requests
Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
Replies: 11
Views: 3123

Re: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable

Agree with deadlock, any more areas where this data is available to us, the better.
While a long shot, i would love to have this before a stable release.
by AlienX
Wed Sep 11, 2019 12:41 pm
Forum: Implemented mod requests
Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
Replies: 11
Views: 3123

Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable

Hi, For a project i have in my head, I would find it really useful if modders could grab the data of what mods have touched what items, and in what order during game play. For example, if you wanted to make a whitelist/blacklist mod, which disables placement of a certain mods buildings depending on ...
by AlienX
Wed Apr 03, 2019 9:10 pm
Forum: Resource Spawner Overhaul
Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
Replies: 6
Views: 2903

Re: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods

This is a shame bud, but i can understand your side of things indeed. Hopefully one day you can shove the responsibility to the mod creators to configure RSO, instead of yourself having to do a lot of work :) However, as you have the entity prototype and autoplace settings available to you during th...
by AlienX
Wed Apr 03, 2019 8:06 pm
Forum: Resource Spawner Overhaul
Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
Replies: 6
Views: 2903

Re: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods

What about something like this? Totally untested mind you, just an example. function validateConfigElement(configElement) -- Check element against values that must exist if ( configElement.type == nil ) then return {result=false, message="type must be set"} end if ( configElement.allotment...
by AlienX
Wed Apr 03, 2019 7:44 pm
Forum: Resource Spawner Overhaul
Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
Replies: 6
Views: 2903

Re: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods

This is true, but some simple nil checks on the data validation stage could be done, if any data validation fails then ignore the whole mod, and report it in the log file, or a message on the screen like you do already.
by AlienX
Wed Apr 03, 2019 5:35 pm
Forum: Resource Spawner Overhaul
Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
Replies: 6
Views: 2903

[EXAMPLE] Dynamic Loading of RSO Configs directly from the mods

Hi, While I love RSO, i find it a bit irritating that people have to badger you in order to add their configs for their new mods, however I have found a simple elegant solution to the problem. Instead of people having to badger you to do it, why not make RSO dynamically call each mod, and request th...
by AlienX
Tue Mar 26, 2019 2:21 am
Forum: Duplicates
Topic: [0.17.18] GUI Scaling issues
Replies: 3
Views: 1666

[0.17.18] GUI Scaling issues

Hi, I am currently having this issue when the right side of the inventory screen has a lot of items inside it: https://media.discordapp.net/attachments/490303333479874562/559924131966222351/unknown.png?width=902&height=918 My resolution is: 3480x1600 running at the automatic 150% UI Scale. Mods ...
by AlienX
Tue Mar 19, 2019 12:40 am
Forum: Modding help
Topic: Keeping track of all the things
Replies: 4
Views: 1492

Re: Keeping track of all the things

Just to answer your question of when does "on_entity_cloned" happen.

This will be when the player uses the Cloning Tool on the Editor, you can activate the editor on any game with /editor in the console, however it may disable achievements.
by AlienX
Tue Mar 19, 2019 12:35 am
Forum: Modding help
Topic: How can I modify player damage?
Replies: 2
Views: 1420

Re: How can I modify player damage?

Hey, I am new to modding, but have an idea. Could you listen to the raised event "on_entity_damaged" (https://lua-api.factorio.com/latest/events.html), check the player against some global table for per-player damage values and then damage the target via code to make up for the difference?...

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