Search found 77 matches

by danielbrauer
Sat Oct 12, 2019 12:05 pm
Forum: Ideas and Suggestions
Topic: Offer to update before loading mods etc.
Replies: 0
Views: 64

Offer to update before loading mods etc.

Would it be possible to check for updates and show the prompt before loading the whole game? Since after an update the whole thing needs to be reloaded anyway.
by danielbrauer
Fri May 10, 2019 5:43 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 6313

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

Slackie wrote:
Fri May 10, 2019 5:25 pm
Having a bit of trouble completely parsing this.
"Lua API Documentation" is a link to the documentation he's referencing:

https://lua-api.factorio.com/
by danielbrauer
Thu May 09, 2019 12:15 pm
Forum: Questions, reviews and ratings
Topic: Colored Science Lab Animations
Replies: 4
Views: 424

Re: Colored Science Lab Animations

Ha, if only I’d gone back in time to troll myself 😝
by danielbrauer
Mon Apr 22, 2019 9:25 pm
Forum: Modding help
Topic: I need a hint for graphics editing
Replies: 6
Views: 186

Re: I need a hint for graphics editing

How are you scaling your images down? It looks like interpolation is set to Nearest Neighbour, which is not really interpolation at all. In GIMP, under Image>Scale Image..., make sure you've selected Cubic, LoHalo or NoHalo Interpolation. With all due respect to Arch666Angel, I would not recommend b...
by danielbrauer
Thu Apr 18, 2019 9:09 am
Forum: Won't implement
Topic: Access to sprite filenames for entities and items and other things with sprites
Replies: 10
Views: 392

Re: Access to sprite filenames for entities and items and other things with sprites

Additionally, there is no such thing as a "color" for a science pack. That's a made up concept by you/others. That's why you're having such a hard time making it work: it's not a real thing. Like trying to nail imaginary jello to the wall - you're 5 problems deep in something you just can't do. Rig...
by danielbrauer
Wed Apr 17, 2019 9:35 am
Forum: Won't implement
Topic: Access to sprite filenames for entities and items and other things with sprites
Replies: 10
Views: 392

Re: Access to sprite filenames for entities and items and other things with sprites

"why don't they just read the setting that controls the colors in bobs mod and calculate the colors from that (during runtime)" If I understand correctly, that would be code written just to support one mod. I don’t really care about Bob’s mod in particular: I would like a robust and generic way of ...
by danielbrauer
Mon Apr 15, 2019 3:34 pm
Forum: Won't implement
Topic: Access to sprite filenames for entities and items and other things with sprites
Replies: 10
Views: 392

Re: Access to sprite filenames for entities and items and other things with sprites

Example use case is DiscoScience, where the most resilient way to map colours is by icon rather than tech name (Bob’s Tech, for instance, switches some icons around).

Right now I’m sneaking data out through flying-text, and I can feel Wube glaring at me.
by danielbrauer
Mon Apr 15, 2019 3:31 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1598

Re: Allow uncompressed mod folders without version

Your git repo resides inside the Factorio mod folder? No offense, but that is a bad idea. What if Factorio decides to remove the mod (say because your little brother clicked the delete mod button)? Hope your remote repo is up-to-date... Instead, have your repo in a separate location and use a deplo...
by danielbrauer
Mon Apr 15, 2019 12:51 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1598

Re: Remove Version requirment from mod folder names

Ok so one last possibility: a “development mode” option for Factorio which loosens the naming requirement for mod folders. Obviously I don’t know the complexity of the code involved, but that seems like it shouldn’t be too much work to maintain, considering how many modders would appreciate it. It a...
by danielbrauer
Sun Apr 14, 2019 9:14 am
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1598

Re: Remove Version requirment from mod folder names

You could still have more than one version if one was allowed without a version number. The one without the version number should just take precedence.
by danielbrauer
Sat Apr 13, 2019 7:08 pm
Forum: Mods
Topic: [MOD 0.17] DiscoScience
Replies: 2
Views: 104

Re: [MOD 0.17] DiscoScience

So you're saying that there's now RGB sync on the labs? Yeah, they dance around your player. I haven't actually tested it but I think if you have two players in competitive, they can have separate light shows. Sort of like those neighbourhoods where people compete on Christmas lights. Does that inc...
by danielbrauer
Sat Apr 13, 2019 6:40 pm
Forum: Mods
Topic: [MOD 0.17] DiscoScience
Replies: 2
Views: 104

[MOD 0.17] DiscoScience

When I first tried the New Player Experience in 0.17, I thought the lab was lighting up red because it was consuming red science packs. So great was my disappointment upon discovering I was mistaken, that I decided to make this mod. https://i.imgur.com/kV2KyTL.png It's my first Factorio mod, and my ...
by danielbrauer
Sat Apr 13, 2019 4:40 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1598

Re: Remove Version requirment from mod folder names

I feel like I’ve missed the original premise: what’s the reason for the version number requirement for folders?
by danielbrauer
Sat Apr 13, 2019 12:22 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1598

Allow uncompressed mod folders without version

Like many modders, I'm using git to version my work. This works nicely except when I have to bump the version number. The process is: Close the VSCode workspace Close the repo in SourceTree Rename the folder Open the workspace again Change the info file to match Open the repo again Commit If Factori...
by danielbrauer
Sat Apr 13, 2019 10:14 am
Forum: Modding help
Topic: Getting lab inputs
Replies: 2
Views: 119

Re: Getting lab inputs

Bilka wrote:
Sat Apr 13, 2019 9:35 am
In 0.17.32 there will be LuaEntityPrototype::lab_inputs :)
♥️
by danielbrauer
Sat Apr 13, 2019 9:09 am
Forum: Modding help
Topic: Getting lab inputs
Replies: 2
Views: 119

Getting lab inputs

Labs have a slot for every researched science pack type at the top. Is there any way to access a list of these via the API?
by danielbrauer
Sat Apr 13, 2019 9:08 am
Forum: Modding help
Topic: Effects, random numbers, and desyncs
Replies: 3
Views: 122

Re: Effects, random numbers, and desyncs

Ok that makes sense, and makes things really easy. Thanks!
by danielbrauer
Fri Apr 12, 2019 10:20 pm
Forum: Modding help
Topic: Effects, random numbers, and desyncs
Replies: 3
Views: 122

Effects, random numbers, and desyncs

Are effects rendered using rendering.draw_animation() and rendering.draw_light() expected to be synchronised?

If not, how do I synchronise the state of a random number generator? As far as I can see, Lua's math.random() only lets you seed it, but there's no facility for synchronising state.
by danielbrauer
Fri Apr 12, 2019 7:14 pm
Forum: Not a bug
Topic: [Rseding91] [0.17.17] RAM usage and the time to save the game rises over time
Replies: 9
Views: 505

Re: [Rseding91] [0.17.17] RAM usage and the time to save the game rises over time

Thank you for fixing the mod! I wasn't actually able to reproduce the memory leak on macOS (or at least not so as I could detect it with Activity Monitor), so I fixed the issue somewhat blindly. I think I have a pretty good understanding of what the problem was, but if anyone can confirm that it's ...

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