Naming of scale_with_zoom parameter. scale_with_zoom = true implies that the scale/size of the rendered text changes, while it works the opposite way around.
It is possible that I'm just somehow misinterpreting the meaning of scale_with_zoom.
Search found 68 matches
- Fri May 03, 2019 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.36] Behavior of scale_with_zoom is inverted in rendering.draw_text
- Replies: 3
- Views: 1171
- Fri May 03, 2019 7:27 pm
- Forum: Won't fix.
- Topic: [0.17.36] Factorio renders fonts with sharp corners incorrectly
- Replies: 4
- Views: 1798
Re: [0.17.36] Factorio renders fonts with sharp corners incorrectly
That's what I was afraid of (signed distance fields for font rendering); I've dabbled with font rendering myself a bit before.
Would it be possible to add an additional parameter to the font prototype as a workaround to control internal resolution of the distance field for a specific font?
Would it be possible to add an additional parameter to the font prototype as a workaround to control internal resolution of the distance field for a specific font?
- Fri May 03, 2019 7:20 pm
- Forum: Won't fix.
- Topic: [0.17.36] Factorio renders fonts with sharp corners incorrectly
- Replies: 4
- Views: 1798
Re: [0.17.36] Factorio renders fonts with sharp corners incorrectly
info.json to add new font to the locale: { "language-name": "English", "font": { "tux-display": [ "__TuxControls__/fonts/TuxDisplay.ttf" ] } } The prototype: data:extend{ { type = "font", name = "tux-display", from = "tux-dis...
- Fri May 03, 2019 7:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.36] Behavior of scale_with_zoom is inverted in rendering.draw_text
- Replies: 3
- Views: 1171
[Bilka] [0.17.36] Behavior of scale_with_zoom is inverted in rendering.draw_text
From documentation:
If the parameter is true then it's always the same size. In other words, it never scales, which is the opposite of what scale_with_zoom means.
Code: Select all
scale_with_zoom :: boolean (optional): Defaults to false. If true, the text is always the same size, regardless of player zoom.
- Fri May 03, 2019 7:08 pm
- Forum: Won't fix.
- Topic: [0.17.36] Factorio renders fonts with sharp corners incorrectly
- Replies: 4
- Views: 1798
[0.17.36] Factorio renders fonts with sharp corners incorrectly
Factorio fails to render fonts correctly when using game.rendering API to render some text with a custom font: Screenshot_20190503_215839.png All of these round-ish things seen in the screenshot should be rectangles. I'm attaching sample font that exhibits issue. I've observed this problem with seve...
- Thu May 02, 2019 1:31 pm
- Forum: Won't implement
- Topic: Allow multiple LuaGuiElement in the same parent with duplicate names
- Replies: 4
- Views: 1798
Re: Allow multiple LuaGuiElement in the same parent with duplicate names
Fair enough. I was a bit optimistic that the change would be super easy to implement, but it's hard to estimate it without knowing how stuff is done on Factorio side. In the end, I've implemented my own concept of element name and achieved the behavior I wanted. I appreciate you taking time to respo...
- Wed May 01, 2019 9:31 pm
- Forum: Won't implement
- Topic: Allow multiple LuaGuiElement in the same parent with duplicate names
- Replies: 4
- Views: 1798
Re: Allow multiple LuaGuiElement in the same parent with duplicate names
I've written a sizable widget framework that introduces a concept of a "Widget". Multiple factorio elements can be bound to a single widget. All events from bound elements are delivered to a corresponding widget. Within each widget I use LuaGuiElement.name to differentiate between differen...
- Wed May 01, 2019 7:37 pm
- Forum: Won't implement
- Topic: Allow temporarily to grab keyboard and/or mouse events
- Replies: 1
- Views: 1157
Allow temporarily to grab keyboard and/or mouse events
It would be nice if there was a way to temporarily grab keyboard and/or mouse events (similarly to the way focused text fields intercept most of keystokes). This event grab could be implemented by adding an additional lua event and a LuaPlayer.grab_input_events(grab_keyboard, grab_mouse) (or similar...
- Wed May 01, 2019 7:29 pm
- Forum: Won't implement
- Topic: Allow multiple LuaGuiElement in the same parent with duplicate names
- Replies: 4
- Views: 1798
Allow multiple LuaGuiElement in the same parent with duplicate names
It would be useful if LuaGuiElement allowed creating multiple child elements with the same name. This would be useful in tables, where (for example) two columns are reserved for buttons. All buttons in the same column could have the same name. To differentiate multiple buttons with the same name, Lu...
- Wed May 01, 2019 7:24 pm
- Forum: Modding interface requests
- Topic: Allow inserting LuaGuiElement to specified position
- Replies: 0
- Views: 712
Allow inserting LuaGuiElement to specified position
Right now LuaGuiElement.add inserts newly created child elements at the end of the parent. It would be nice if there was a way to control where newly created elements are inserted. This would be especially useful when implementing tables, whose contents can change dynamically. Right now it seems tha...
- Thu Apr 25, 2019 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.33] Pressing Ctrl+C while Sound Settings are open causes a crash
- Replies: 1
- Views: 2259
[Oxyd] [0.17.33] Pressing Ctrl+C while Sound Settings are open causes a crash
Steps to reproduce the crash (on linux):
1. Open sound settings
2. Press Ctrl+C in terminal to cause a SIGINT
1. Open sound settings
2. Press Ctrl+C in terminal to cause a SIGINT
- Thu Apr 25, 2019 3:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.33] Crash when reviving entities in on_pre_ghost_deconstucted
- Replies: 1
- Views: 2039
[0.17.33] Crash when reviving entities in on_pre_ghost_deconstucted
I've experienced a reproducible crash in relation to on_pre_ghost_deconstucted.
I've attached my mods folder, the save that causes the crash and the log.
Steps to reproduce the crash:
1. Load save "A2".
2. Use deconstruction planner to deconstruct any of the 6 placed ghosts.
I've attached my mods folder, the save that causes the crash and the log.
Steps to reproduce the crash:
1. Load save "A2".
2. Use deconstruction planner to deconstruct any of the 6 placed ghosts.
- Wed Apr 17, 2019 10:07 pm
- Forum: Won't implement
- Topic: Allow connecting entities directly to LuaCircuitNetwork, LuaLogisticNetwork, electric networks
- Replies: 4
- Views: 1728
Re: Allow connecting entities directly to LuaCircuitNetwork, LuaLogisticNetwork, electric networks
It's entirely possible that I misunderstand some internal details about how this works on C++ side, however, the way I imagine it works (at least regarding electrical network) is this: 1. When player puts down an entity that uses electricity (say, an assembler), the game searches nearby area for ove...
- Wed Apr 17, 2019 8:46 pm
- Forum: Won't implement
- Topic: Allow connecting entities directly to LuaCircuitNetwork, LuaLogisticNetwork, electric networks
- Replies: 4
- Views: 1728
Re: Allow connecting entities directly to LuaCircuitNetwork, LuaLogisticNetwork, electric networks
I realize that they are completely different things. I'm probably being not 100% clear in what i mean. Right now it's possible to connect an entity (say, a decider combinator) to a circuit network by manually connecting it with wire to some existing network. It is also possible to do that with LuaEn...
- Wed Apr 17, 2019 5:53 pm
- Forum: Won't implement
- Topic: Allow connecting entities directly to LuaCircuitNetwork, LuaLogisticNetwork, electric networks
- Replies: 4
- Views: 1728
Allow connecting entities directly to LuaCircuitNetwork, LuaLogisticNetwork, electric networks
Right now the main way to connect an entity to electric/logistic network is to use LuaEntity.connect_neighbour I propose adding additional methods to LuaEntity or appropriate control behaviors that allow connecting entities directly to specified: LuaCircuitNetwork LuaLogisticNetwork electric network...
- Wed Apr 17, 2019 5:48 pm
- Forum: Won't implement
- Topic: network_id read for LuaLogisticNetwork, get_logistic_network_by_id, get_circuit_network_by_id
- Replies: 1
- Views: 1079
network_id read for LuaLogisticNetwork, get_logistic_network_by_id, get_circuit_network_by_id
I propose the following methods:
- network_id read for LuaLogisticNetwork
- get_logistic_network_by_id or similar (for LuaGameScript?)
- get_circuit_network_by_id or similar (for LuaGameScript?)
- Wed Apr 17, 2019 12:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] Factorio crashes when defining programmable-speaker with empty instruments
- Replies: 1
- Views: 2018
[0.17.31] Factorio crashes when defining programmable-speaker with empty instruments
Factorio crashes with the following steps:
1. Define a new programmable-speaker entity with instruments = {}
2. Place that entity somewhere on the ground
3. Clicking it causes the crash
1. Define a new programmable-speaker entity with instruments = {}
2. Place that entity somewhere on the ground
3. Clicking it causes the crash
- Fri Apr 12, 2019 3:08 pm
- Forum: Modding interface requests
- Topic: Add force_connect to LuaEntity.connect_neighbour
- Replies: 0
- Views: 750
Add force_connect to LuaEntity.connect_neighbour
I'd like to request adding force_connect to LuaEntity.connect_neighbour, so connect_neighbour would ignore wire_max_distance. Ideally this should allow to connect two poles across surfaces, like it's possible to do now with circuit connections. That way power could be transferred across surfaces wit...
- Fri Apr 12, 2019 3:03 pm
- Forum: Modding interface requests
- Topic: Allow connecting power-switches procedurally
- Replies: 0
- Views: 670
Allow connecting power-switches procedurally
It's currently impossible to procedurally connect power switches using Lua.connect_neighbour. It should be probably allowed.
- Mon Apr 08, 2019 9:23 pm
- Forum: Modding interface requests
- Topic: A function to bulk transfer signals from circuit network to a constant combinator
- Replies: 0
- Views: 613
A function to bulk transfer signals from circuit network to a constant combinator
Right now the way to bulk transfer a signal from one place to another by using Lua API is: 1. Manually read the input signal from some entity. 2. Write the result to a constant combinator using control_behavior.parameters = {parameters = signals} This, unfortunately has 2 limitations: 1. There is no...