Search found 28 matches

by Roang
Sat Jan 10, 2026 6:26 am
Forum: Modding help
Topic: NoiseFunction parameter defaults
Replies: 1
Views: 136

NoiseFunction parameter defaults

I am currently trying to implement a new MapGen Setting and have re-implemented some old 1.0 mod code.

One question that popped up for me is how can one set a default value for NoiseFunction parameters.
The parameters attribute is a string only array, so there is no possibility of param=default ...
by Roang
Mon Dec 14, 2020 3:36 am
Forum: Mod portal Discussion
Topic: Automatic mod uploading by mod authors possible?
Replies: 6
Views: 5656

Re: Automatic mod uploading by mod authors possible?

Is there any chance of this getting implemented? Currently my GitHub action is broken due to captcha.
I would rather replace it with a robust upload API.
by Roang
Thu May 28, 2020 11:17 pm
Forum: Modding help
Topic: Issuing on_pre_player_mined_item from mod
Replies: 0
Views: 923

Issuing on_pre_player_mined_item from mod

In the Upgrade Planner Mod I maintain the code raises an on_pre_player_mined_item event before trying to replace entities. ( https://github.com/Roang-zero1/upgrade-planner-next/blob/master/upgrade-planner/entity-upgrade.lua#L166 )

Since the Version .18.27 this is no longer supported. Is there ...
by Roang
Fri Oct 18, 2019 3:19 pm
Forum: Mod portal Discussion
Topic: Automatic mod uploading by mod authors possible?
Replies: 6
Views: 5656

Re: Automatic mod uploading by mod authors possible?

I am in the process of updating my GitHub Action for uploading mods (https://github.com/Roang-zero1/factorio-mod-actions) and this feature would still improve the workflow quite a bit.
So I am giving it a push ;)
by Roang
Sun Jun 23, 2019 12:22 am
Forum: Resolved Problems and Bugs
Topic: [0.17.50] Lua API Class Inheritance
Replies: 2
Views: 1657

[0.17.50] Lua API Class Inheritance

On the page Classes the divs containing the class inheritance are html-classed with

Code: Select all

[('class', 'brief-inherited')]
instead of

Code: Select all

brief-inherited
.
by Roang
Thu Jun 20, 2019 3:31 pm
Forum: Not a bug
Topic: [0.17.49] LuaSurface.can_place_entity creates build smoke
Replies: 5
Views: 2525

Re: [0.17.49] LuaSurface.can_place_entity creates build smoke

Yeah that was it, thanks.
Can be moved to not a bug.
by Roang
Tue Jun 18, 2019 12:06 pm
Forum: Not a bug
Topic: [0.17.49] LuaSurface.can_place_entity creates build smoke
Replies: 5
Views: 2525

Re: [0.17.49] LuaSurface.can_place_entity creates build smoke

The relevant code can be found at: https://github.com/Roang-zero1/upgrade-planner-next/blob/4f43f29599d67c5f69ce4ec029e31026256d701a/upgrade-planner/entity-upgrade.lua#L203-L214

Maybe the build smoke comes from trying to fast replace a non fast-replaceable entity?
https://github.com/Roang-zero1 ...
by Roang
Sun Jun 16, 2019 1:46 pm
Forum: Not a bug
Topic: [0.17.49] LuaSurface.can_place_entity creates build smoke
Replies: 5
Views: 2525

[0.17.49] LuaSurface.can_place_entity creates build smoke

When using LuaSurface.can_place_entity build smoke is visible, even if the entity cannot be placed.

Reference: https://lua-api.factorio.com/latest/Lua ... ace_entity

Demo while checking to build a Rocket Silo over Solar Panel:
Peek 2019-06-16 15-45.webm
(188.46 KiB) Downloaded 238 times
by Roang
Fri Jun 14, 2019 12:52 am
Forum: Mod portal Discussion
Topic: Automatic mod uploading by mod authors possible?
Replies: 6
Views: 5656

Re: Automatic mod uploading by mod authors possible?

I've also been working on creating CI scripts for my mods and have some success with the browser mocking, but the error detection leaves a lot to be desired (e.g. login error detection).
Therefore I would also like to request an API endpoint to upload a mod to the portal one can sue with the tokens ...
by Roang
Sat Jun 01, 2019 7:21 pm
Forum: Modding discussion
Topic: Factorio API autocomplete extension for Visual Studio Code
Replies: 11
Views: 9483

Re: Factorio API autocomplete extension for Visual Studio Code

I've updated the extension with the latest data, the version is available as download at: https://github.com/Roang-zero1/vscode-f ... /releases/

I've also updated the Readme of the extension to show how to update the data on your own.
by Roang
Tue Apr 09, 2019 7:17 am
Forum: Implemented mod requests
Topic: [0.17.25] Performance of rendering.set/get/is_* requests
Replies: 6
Views: 3919

Re: [0.17.25] Performance of rendering.set/get/is_* requests

Ok thanks for the feedback, I will look into optimising with entities and the new entities stati.
by Roang
Mon Apr 08, 2019 9:07 pm
Forum: Implemented mod requests
Topic: [0.17.25] Performance of rendering.set/get/is_* requests
Replies: 6
Views: 3919

Re: [0.17.25] Performance of rendering.set/get/is_* requests

Thanks for the input, unfortunately applying these changes to the demo mod does not improve the timings noticeably.
Same goes for the Bottleneck rewrite.
by Roang
Mon Apr 08, 2019 7:10 pm
Forum: Implemented mod requests
Topic: [0.17.25] Performance of rendering.set/get/is_* requests
Replies: 6
Views: 3919

[0.17.25] Performance of rendering.set/get/is_* requests

The performance for calls to rendering with mods is not very good ft a large number of rendering objects are present..

I've run into this issue on my rewrite of Bottleneck for the 0.17 rendering engine.
On a large base with up to 300k Bottleneck entities (150k sprites, 150k lights) checking the ...
by Roang
Mon Mar 25, 2019 9:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Crash on opening Construction Drones Logistic Beacon
Replies: 0
Views: 2494

[0.17.18] Crash on opening Construction Drones Logistic Beacon

When placing a Logistic Beacon and trying to open the GUI with a left click the game crashes.

The easiest way to reproduce is:
  • download the latest version of the mod
  • to go into a sandbox
  • Craft a Logistic Beacon
  • Place it anywhere
  • Try to open the GUI with a left click
by Roang
Tue Mar 05, 2019 10:47 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 273149

Re: [MOD 0.16] Upgrade planner

I've created a working version of the old planner at: https://mods.factorio.com/mod/upgrade-planner-next
by Roang
Sun Mar 03, 2019 3:55 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
Replies: 7
Views: 6006

Re: [0.17.3] Blueprint preview has entity outside of bounds (MR)

I think it has something to do with large selection rectangles and the logic behind blueprinting the ground.
If you select only the entities it mostly works, but large assemblies + much ground will offset the entities outside the window.

If you enable tiles, the blueprint will be centred correctly.

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