I would suggest changing the circle to an oval. And oval is to a circle what a rectangle is to a square.The current implementation of the script rendering boasts eight different object types. The basic geometric shapes being line, circle, rectangle, arc and polygon.
Search found 196 matches
- Sat Jan 05, 2019 4:39 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 71318
Re: Friday Facts #276 - Belt item spacing & Script rendering
- Sun Jan 29, 2017 3:41 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 45213
Re: Friday Facts #175 - Programmable Speaker
but... no info on the progress of the 0.15 update? :( No info other than the weekly posts about all its new features :) new features are nice and all - but I'm just blueballing for when we'll get it Its like your girlfriend is sending you nudes and you just want to play with it, but your boss won't...
- Fri Jan 27, 2017 10:02 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 45213
Re: Friday Facts #175 - Programmable Speaker
Is the sound just going to be a piano? I mean, I see a dropdown box so obviously not, but what other sounds are planned? Because if you haven't thought of it, the game needs klaxons. Here is one (with an air siren) example. Klaxons, sirens and other alarms would be a great fit for a giant sprawling...
- Wed Jan 18, 2017 1:37 pm
- Forum: Balancing
- Topic: Chemical plants should have a crafting speed of 1
- Replies: 5
- Views: 3069
Re: Chemical plants should have a crafting speed of 1
Yes, this is the most important part. In the end game I only use yellow assemblers, and having chemical plants the same speed makes ratios easier. But then agian, I use a lot of modules so the point is moot againtorne wrote: at least now it matches yellow assemblers
- Fri Jan 13, 2017 8:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [14.21] Crash after desync.
- Replies: 8
- Views: 3411
Re: [Kovarex] [14.21] Crash after desync.
So do I keep posting the desync reports and logfiles? I just happened again, but if these files don't help you then I won't bother to upload them.
- Fri Jan 13, 2017 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [14.21] Crash after desync.
- Replies: 8
- Views: 3411
Re: [Kovarex] [14.21] Crash after desync.
It happened again, same modpack.
Desyncs only seem to happen when updating the power grid, when plaing a power pole to power inserters to be exact, but that might just be my imagination.
desync report: https://www.dropbox.com/s/zo7r4cgxsa2nb ... 0.zip?dl=0
Desyncs only seem to happen when updating the power grid, when plaing a power pole to power inserters to be exact, but that might just be my imagination.
desync report: https://www.dropbox.com/s/zo7r4cgxsa2nb ... 0.zip?dl=0
- Sat Jan 07, 2017 7:15 pm
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 24971
Re: Friday Facts #172 - Blending and Rendering
It is a preview, since otherwise the chain signal in front of that station should be red.Losash wrote:Why is the horizontal train station 3D model turned sligtly clockwise? Or it's just a preview, and placed rougly by hand? I checked straight lines in paint, and yeah, it's turned.
- Fri Dec 23, 2016 5:43 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 38584
Re: Friday Facts #170 - Blueprint library GUI design and redesign
Why not use different tabs for the players?
- Fri Dec 23, 2016 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [14.21] Crash after desync.
- Replies: 8
- Views: 3411
Re: [14.21] Crash after desync.
here are the mods.
- Thu Dec 22, 2016 10:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [14.21] Crash after desync.
- Replies: 8
- Views: 3411
Re: [14.21] Crash after desync.
Please note that not only I desync, but also crash instantly after reconnecting.
- Thu Dec 22, 2016 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [14.21] Crash after desync.
- Replies: 8
- Views: 3411
[Kovarex] [14.21] Crash after desync.
Hello,
I've had a desync twice now and both times i've crashed after reconnecting. Here's the log
I've had a desync twice now and both times i've crashed after reconnecting. Here's the log
- Wed Oct 19, 2016 11:41 am
- Forum: Modding help
- Topic: How to make a simple GUI
- Replies: 3
- Views: 1717
Re: How to make a simple GUI
Have you checked out: http://lua-api.factorio.com/latest/LuaGuiElement.html
- Thu Oct 13, 2016 2:48 pm
- Forum: General discussion
- Topic: Achievements not quite working right
- Replies: 30
- Views: 15725
Re: Achievements not quite working right
Achievement text for Solaris mentions three conditions: Steam engines are excluded. 10GJ are produced last_hour_only. Given that the wording is similar to other exclusion achievements, you likely need to make sure there are no steam-engines anywhere. Destroy em all, then play for an hour+ and gener...
- Thu Oct 13, 2016 12:12 pm
- Forum: Implemented mod requests
- Topic: Read CraftingMachine / MiningDrill speed + effectivity + etc
- Replies: 0
- Views: 957
Read CraftingMachine / MiningDrill speed + effectivity + etc
Basically I want to be able to read the prototype's stats that are displayed in the right sidebar, and mainly crafting_speed, energy_usage and emissions and specified in the data files.
- Wed Oct 12, 2016 2:51 pm
- Forum: Technical Help
- Topic: Scaleable graphics
- Replies: 2
- Views: 1580
- Wed Oct 12, 2016 9:26 am
- Forum: Modding help
- Topic: Question about lua control flow
- Replies: 9
- Views: 3578
Re: Question about lua control flow
This printing behavior can be very confusing, but I suppose there's a reason for it. There was a time when a robot wanted to put an item in your inventory and your inventory was full, it would sprint non stop that your inventory is full. (Probably 60 times a second). They fixed it then by not print...
- Tue Oct 11, 2016 4:19 pm
- Forum: Modding help
- Topic: Question about lua control flow
- Replies: 9
- Views: 3578
Re: Question about lua control flow
Instead of game.print, try log and see what is printed in the log file. Factorio automatically skips printing stuff if it has been printed in the last x (1?) seconds. For example if you do /c for i = 1,100 do game.print("text") end you won't print 100x text, but only 1 time text. Thanks f...
- Tue Oct 11, 2016 9:24 am
- Forum: Modding help
- Topic: Question about lua control flow
- Replies: 9
- Views: 3578
Re: Question about lua control flow
Instead of game.print, try log and see what is printed in the log file.
Factorio automatically skips printing stuff if it has been printed in the last x (1?) seconds. For example if you do
you won't print 100x text, but only 1 time text.
Factorio automatically skips printing stuff if it has been printed in the last x (1?) seconds. For example if you do
Code: Select all
/c for i = 1,100 do game.print("text") end
- Fri Oct 07, 2016 11:43 am
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 57210
Re: [0.14] What is it used for?
Update 1.1.3 Recipes locked behind disabled technologies are now hidden. Disabled recipes without any technology to unlock them are hidden. To show the above, chance SHOW_ALL to true in control.lua Hidden recipes now do show up (eg: the recipe for rocket parts is hidden, so before this update rocke...
- Fri Oct 07, 2016 10:22 am
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 57210
Re: [0.14] What is it used for?
So I have a little issue: If you lookup something it will also show recipes/technologies which are hidden. You're right, this wasn't important when you could only look up items in your inventory since you couldn't really get items that where hidden. But now you can search for items there are some i...