Search found 400 matches
- Thu Jan 23, 2020 1:49 pm
- Forum: Not a bug
- Topic: (0.18) clouds with damage = 0 don't trigger event
- Replies: 7
- Views: 1474
Re: (0.18) clouds with damage = 0 don't trigger event
thank you, very friendly was already about to ask because it's not yet in the wiki
- Thu Jan 23, 2020 1:44 pm
- Forum: Not a bug
- Topic: (0.18) clouds with damage = 0 don't trigger event
- Replies: 7
- Views: 1474
Re: (0.18) clouds with damage = 0 don't trigger event
oh okay thanks.. i'll figure out that one then
- Thu Jan 23, 2020 1:39 pm
- Forum: Not a bug
- Topic: (0.18) clouds with damage = 0 don't trigger event
- Replies: 7
- Views: 1474
(0.18) clouds with damage = 0 don't trigger event
this is my cloud action: action = { type = "direct", action_delivery = { type = "instant", target_effects = { type = "nested-result", action = { type = "area", radius = 14, entity_flags = {"placeable-off-grid"}, action_delivery = { type = "insta...
- Mon Jan 20, 2020 10:46 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 125490
Re: [MOD 0.17] Squeak Through 1.4.0
15 months ago i posted a thread in your mod's discussion, suggesting you should check for a prototype flag like "ignore_squeak_through = true" so you don't need to add support for every mod and we don't have to rely on you providing support, but you didn't answer. maybe you didn't answer b...
- Mon Jan 20, 2020 7:59 pm
- Forum: Implemented mod requests
- Topic: on_entity_settings_pasted for all entities ?
- Replies: 4
- Views: 2162
Re: on_entity_settings_pasted for all entities ?
works, thx
this hint should be right in the events documentation
this hint should be right in the events documentation
- Tue Jan 14, 2020 12:00 pm
- Forum: Not a bug
- Topic: on_player_main_inventory_changed unreliable
- Replies: 6
- Views: 1620
Re: on_player_main_inventory_changed unreliable
i think i got confused because construction robots sometimes go back into your inventory even if there should still be items that they could pick up (but maybe they are reserved?), thus triggering the event. So i assumed the main_inventory_changed event would always fire even if i have the item in m...
- Mon Jan 13, 2020 9:53 pm
- Forum: Not a bug
- Topic: on_player_main_inventory_changed unreliable
- Replies: 6
- Views: 1620
Re: on_player_main_inventory_changed unreliable
as you see it's written in a way that there won't be any dublicate messages until the first time it detected that the cursor is empty
- Mon Jan 13, 2020 8:24 am
- Forum: Not a bug
- Topic: on_player_main_inventory_changed unreliable
- Replies: 6
- Views: 1620
Re: on_player_main_inventory_changed unreliable
yeah but in the on_tick function i only check if it happened in the last tick (see my first screenshot)
but it's getting worse: (this is new....)
when i look at that screenshot i have no clue why my new system works... (99% of the time)
guess my bug is not reproducible..
but it's getting worse: (this is new....)
when i look at that screenshot i have no clue why my new system works... (99% of the time)
guess my bug is not reproducible..
- Sun Jan 12, 2020 4:39 pm
- Forum: Not a bug
- Topic: on_player_main_inventory_changed unreliable
- Replies: 6
- Views: 1620
on_player_main_inventory_changed unreliable
I'm trying to determine when a bot takes an item out of my hand To achieve this, i registered some events for on_player_main_inventory_changed, on_player_cursor_stack_changed and on_player_fast_transferred Then i wrote an on_tick script that compares the last-registered on_player_main_inventory_chan...
- Thu Jan 02, 2020 10:37 am
- Forum: Not a bug
- Topic: Luarendering sometimes messing up brightness
- Replies: 3
- Views: 679
Re: Luarendering sometimes messing up brightness
thanks for the insight
- Thu Jan 02, 2020 9:08 am
- Forum: Not a bug
- Topic: Luarendering sometimes messing up brightness
- Replies: 3
- Views: 679
Re: Luarendering sometimes messing up brightness
setting the render layer to "wires-above" fixed it
- Thu Jan 02, 2020 8:54 am
- Forum: Not a bug
- Topic: Luarendering sometimes messing up brightness
- Replies: 3
- Views: 679
Luarendering sometimes messing up brightness
Before i switched to luarendering for my https://mods.factorio.com/mod/windturbines the base and the top always blended seemlessly, but now i'm randomly getting this glitch:
i only used
draw_animation,
set_animation,
set_animation_speed,
and set_animation_offset
draw_animation,
set_animation,
set_animation_speed,
and set_animation_offset
- Thu Jan 02, 2020 7:42 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2402
Re: rendering.set_animation_speed() skips frames
OMG THANK YOU SO MUCH!!!!!
IT WORKS!
IT WORKS!
- Thu Jan 02, 2020 6:33 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2402
Re: rendering.set_animation_speed() skips frames
but there is... (a lot) .. if it only skipped 1 or 2 frames i'd know that i was on the right way but it often skips half of the animation
https://www.dropbox.com/s/079sm3hc4tpfm ... .zip?raw=1
https://www.dropbox.com/s/079sm3hc4tpfm ... .zip?raw=1
- Thu Jan 02, 2020 6:12 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2402
Re: rendering.set_animation_speed() skips frames
i tried a new algorithm based on your formula but it still glitches local expected_frame = (((game.tick * turbine.last_speed) + turbine.last_offset) % 24) game.print("currently at frame: "..expected_frame) local current_wind_speed = wind_speeds[turbine.base.surface.name]*WIND_SPEED_MULT lo...
- Thu Jan 02, 2020 5:30 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2402
Re: rendering.set_animation_speed() skips frames
if that formula is correct i should be able to calculate an offset, but it doesn't work (but i'll try something new based on your formula, give me 1 hour...) if you're not able to calculate the offset, the set_animation_speed function is useless. i'm pretty sure there's something you can do to fix t...
- Wed Jan 01, 2020 8:23 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2402
rendering.set_animation_speed() skips frames
I needed an animated graphic with render layer that i can dynamically change the animation speed of ( https://mods.factorio.com/mod/windturbines ) so i stumbled over your new LuaRendering API and was really happy about it's seemingly endless possibilities. But i soon ran into an issue when i changed...
- Fri Nov 08, 2019 7:37 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 82378
Re: Friday Facts #320 - Color correction
i bet the dev who wrote this uses my blood mod with rainbow preset Hey guys, looks like a lot of work went into this Not at all. Letting a batch image processor run over all the images is 2 clicks... Guess that's also what i'm going to do to desaturate this candyland nightmare when they really ruin ...
- Fri Nov 08, 2019 4:07 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 82378
Re: Friday Facts #320 - Color correction
i told you when 0.17 came out... now it seems like it lacks a bit of contrast.. maybe adjust it by pollution edit: WTF i thought you were going to make it darker, but you are seriously going to make it even more saturated? Hell... I've even written TWO tree mods to desaturate this freaking candylan...
- Sat Nov 02, 2019 12:40 am
- Forum: News
- Topic: Friday Facts #319 - New T-shirts & Lua event filtering
- Replies: 35
- Views: 17967
Re: Friday Facts #319 - New T-shirts & Lua event filtering
does this apply to all events?
it would be pretty useful for the damage event...
it would be pretty useful for the damage event...