Search found 47 matches

by L0laapk3
Tue Dec 26, 2023 1:31 pm
Forum: Ideas and Suggestions
Topic: PVP scenario: control the spawning of large and huge rocks in the starting area
Replies: 0
Views: 207

PVP scenario: control the spawning of large and huge rocks in the starting area

TL;DR Guarantee spawning of huge rocks in starting area to balance PVP scenario What ? It would be nice if this spawning was controlled to ensure a fixed amount of large and huge rocks in the proximity of the starting area. Why ? Across various starting scenarios, factorio already controls the spaw...
by L0laapk3
Tue Dec 26, 2023 1:21 pm
Forum: Bug Reports
Topic: PVP scenario generated perimiter walls spawn over water
Replies: 1
Views: 368

PVP scenario generated perimiter walls spawn over water

With the PVP scenario default parameters, a perimiter wall is generated for you. However the landfill in this wall is one block too small: it spawns walls floating over water blocks. This causes several issues: 1. once picked up, the walls cannot be placed back 2. The walls connect to the adjescent ...
by L0laapk3
Wed Apr 29, 2020 3:08 pm
Forum: Implemented mod requests
Topic: Allow specifying the location of the script-output directory separately
Replies: 6
Views: 2833

Re: Allow specifying the location of the script-output directory separately

This feature would be very much appreciated, due to changes in the way factorio handles symlinks on linux, they are now completely broken. Factorio on windows is still happy with having the base script-output be a symlink, but linux will not tolerate even that. This has caused multiple issue reports...
by L0laapk3
Thu Feb 13, 2020 1:20 pm
Forum: Implemented mod requests
Topic: Allow specifying the location of the script-output directory separately
Replies: 6
Views: 2833

Allow specifying the location of the script-output directory separately

The proper location for this is kind of split between modding interface requests and ideas and suggestions, but my specific use case is for a mod so I'll post it here. It would be nice if it was possible to specify a separate location for script-output. AFAIK, currently this is not possible: while y...
by L0laapk3
Wed Dec 18, 2019 4:08 pm
Forum: Modding interface requests
Topic: Ability to load a game trough command line stdin
Replies: 0
Views: 660

Ability to load a game trough command line stdin

Currently, the only documented way to be able to load games programmatically is by starting factorio.exe with the --load-game parameter. It would be nice if this same functionality would be possible on an already running game by sending it a command trough stdin. Factoriomaps heavily depends on the ...
by L0laapk3
Tue Oct 08, 2019 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
Replies: 1
Views: 1866

[Rseding91] [0.17.69] --disable-migration-window does not disable the migration window

pretty self explanatory.

Tested with command: factorio.exe --disable-migration-window --load-game luke.zip

Here is the result: Image

I've attached the luke.zip savefile in case it is needed.
by L0laapk3
Wed Apr 03, 2019 9:22 pm
Forum: Modding interface requests
Topic: daytime parameter for take_screenshot
Replies: 0
Views: 626

daytime parameter for take_screenshot

I (cough) propose to add a daytime parameter to take_screenshot. If not passed, the current daytime of the surface is used.

example:

Code: Select all

game.take_screenshot{daytime=0.5}
by L0laapk3
Wed Mar 27, 2019 8:01 pm
Forum: Modding interface requests
Topic: on_updated: on_tick that works when paused
Replies: 6
Views: 1697

Re: on_updated: on_tick that works when paused

You can simply run a loop that counts to a billion to distract the CPU until the screenshot finishes. What OP wants, and the devs won't give, is a way to wait for exactly the right amount of time. No, that wouldnt do anything for me I think, since all the lua stuff is ran synchronously. Such an eve...
by L0laapk3
Wed Mar 27, 2019 2:30 pm
Forum: Won't fix.
Topic: [0.17.18] Symlinks in script-output no longer work.
Replies: 9
Views: 4494

Re: [0.17.18] Symlinks in script-output no longer work.

Thanks for the report however I don't consider this a bug. I don't want scripts writing anything outside of the script output folder even if you symlink it to some other location. Can I ask why not? In the case that the symlink was created by a user, permission is already explicitely given. In the ...
by L0laapk3
Tue Mar 26, 2019 8:44 pm
Forum: Won't fix.
Topic: [0.17.18] Symlinks in script-output no longer work.
Replies: 9
Views: 4494

Re: [0.17.18] Symlinks in script-output no longer work.

They're being paranoid about where they'll allow file overwrites by arbitrary code their engine loads? ... yup, that's some paranoia-level constraint checking. Good. These are mod-supplied file overwrites to mod-supplied paths, they _should_ be confined. The symlink would have to be made explicitel...
by L0laapk3
Tue Mar 26, 2019 1:27 pm
Forum: Modding interface requests
Topic: on_updated: on_tick that works when paused
Replies: 6
Views: 1697

on_updated: on_tick that works when paused

When using game.tick_paused, I don't understand how to unpause the game after that. The only delayed entry points that might work that I can find are GUI or key events. Is this true, or am I missing something important? If not, I propose to add some kind of on_updated event, which works similar to o...
by L0laapk3
Tue Mar 26, 2019 12:30 pm
Forum: Won't fix.
Topic: [0.17.18] Symlinks in script-output no longer work.
Replies: 9
Views: 4494

[0.17.18] Symlinks in script-output no longer work.

In past versions of the game, you were always able to create a symlink from script-output to another folder to explicitely allow mods to output to different locations. This is no longer possible, the game now first resolves the symlink and then realises its no longer inside script-output. This is pr...
by L0laapk3
Tue Feb 26, 2019 8:21 pm
Forum: Ideas and Suggestions
Topic: [0.17.1] Non qwerty keyboard layouts are now shited
Replies: 3
Views: 1248

Re: [0.17.0] Non qwerty keyboard layouts are now shited

I think you misread the FFF-259 . They switched to scancodes from keycodes. Using the keys that would be WASD on a QWERTY layout should now be easier on an AZERTY layout. I imagine you had the keymapping changed before so that you were using the WASD equivalent (ZQSD?)? It's plausible the game didn...
by L0laapk3
Tue Feb 26, 2019 8:10 pm
Forum: Ideas and Suggestions
Topic: [0.17.1] Non qwerty keyboard layouts are now shited
Replies: 3
Views: 1248

[0.17.1] Non qwerty keyboard layouts are now shited

When you guys wrote a piece over keyboard input changes I feared the worst.. Now my fears have been confirmed, the change from using scancodes like normal programs to using keycodes has fucked over the default keyboard settings for just about everyone that doesn't use qwerty: wasd is now completely ...
by L0laapk3
Mon Feb 25, 2019 10:12 pm
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4784

Re: read status of screenshot queue

The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. In multiplayer the game will sacrifice rendering for trying to keep up with the server. It should be safe to assume that rendering will happen within 10 ticks. Wait, do you...
by L0laapk3
Mon Feb 25, 2019 7:50 pm
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4784

Re: read status of screenshot queue

The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. In multiplayer the game will sacrifice rendering for trying to keep up with the server. It should be safe to assume that rendering will happen within 10 ticks. Wait, do you...
by L0laapk3
Mon Feb 25, 2019 4:27 pm
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4784

Re: read status of screenshot queue

posila wrote: ↑
Mon Feb 25, 2019 3:41 pm
What do you mean tick perfect? All screenshots queued in the same tick will be captured at the same tick. But they are not guaranteed to be captured at the same tick you requested them.
I just care if they are consistent with eachother.
by L0laapk3
Mon Feb 25, 2019 2:35 pm
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4784

Re: read status of screenshot queue

The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. (...) It should be safe to assume that rendering will happen within 10 ticks. Edit: The mod stalls the game for a very long time and is only suited for single player. I'm t...
by L0laapk3
Mon Feb 25, 2019 11:16 am
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4784

Re: read status of screenshot queue

L0laapk3, you should also know that capturing screenshot is not guaranteed to succeed and all errors that happen during taking screenshots are silently thrown away. How so? What are some of the errors that could potentially occur? Is it maybe an option to give some indication of those errors in the...
by L0laapk3
Sun Feb 24, 2019 12:27 pm
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4784

Re: read status of screenshot queue

I was doing exactly this but only writing the file 1 tick later. The problem is there exist some sort of screenshotting queue that attempts to spread out the saving of files or something along those lines. So it doesn't actually work. I never noticed that it didnt work because for me it always worke...

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