Search found 1284 matches

by sparr
Mon Jan 17, 2022 7:04 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 202
Views: 72557

Re: 3 and 4 way intersections

I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail.
by sparr
Tue Jan 11, 2022 1:38 am
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1140

Re: Why do my lab tiles have noise in the texture?

So even if I'm using 32-bit color, there's probably still some 16-bit conversion going on during texture compression?
by sparr
Sun Jan 09, 2022 5:24 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1140

Re: Why do my lab tiles have noise in the texture?

Based on a screenshot from someone on Discord, the #303030 -> #313031 problem seems to happen across OSes and video card brands. That points me at least a little back in the direction of a Factorio bug?
by sparr
Sun Jan 09, 2022 5:00 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1140

Re: Why do my lab tiles have noise in the texture?

Thanks! It was 16 bit color mode. And this prompts further concern. The actual tile graphics are colors #303030 and #1b1b1b. In full color mode, in-game, they render as #313031 and #1b1b1b, so the brighter one is already wonky right there and I'd like to know why. Then in 16-bit mode, I guess I can ...
by sparr
Sun Jan 09, 2022 3:23 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 202
Views: 72557

Re: 3 and 4 way intersections

LHD 4-tile-gap 32x32 roundabout with diagonally symmetric interior. Scores 43 (47/36/47) Can't be built in RHD. Better score than anything in the top post with this spacing and footprint. Screenshot_2022-01-08_22-19-01.png 0eNqlmslu4zAMht9FZzcQRa15jLkOikEWo2MgdYosxRRF3n2cpkgdl45J9hgj/kT/5ir53Sw3x/pl...
by sparr
Sun Jan 09, 2022 12:46 am
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1140

Why do my lab tiles have noise in the texture?

Why do lab tiles render with this weird pattern for me, when they are solid colors in the texture file and other people's screenshots?
Screenshot_2022-01-08_19-45-22.png
Screenshot_2022-01-08_19-45-22.png (5.27 KiB) Viewed 1140 times
by sparr
Sat Jan 01, 2022 2:37 pm
Forum: Modding help
Topic: Equivalent of .selected that includes cliffs?
Replies: 1
Views: 346

Re: Equivalent of .selected that includes cliffs?

Thanks to @Honktown#2912 on Discord for suggesting a temporary workaround to change selectable_in_game = false, to selectable_in_game = true, in the cliff prototype definition (__base__/prototypes/entity/entities.lua), or by writing a small mod to do the same, so that LuaControl.selected will intera...
by sparr
Sat Jan 01, 2022 2:34 pm
Forum: Modding interface requests
Topic: Writeable entity.cliff_orientation
Replies: 0
Views: 315

Writeable entity.cliff_orientation

Currently I need to delete cliffs and re-create them to change their orientation. It would be helpful if I could just edit the orientation and then update_connections() the entity.
by sparr
Sat Jan 01, 2022 5:04 am
Forum: Implemented mod requests
Topic: Cliff connection information
Replies: 1
Views: 502

Cliff connection information

Two cliffs with the same location and cliff_orientation have different size and sprite depending on which directions they connect to other cliffs. However, that connection information doesn't seem to be visible in the API. I'd like to be able to query it, perhaps as LuaEntity.cliff_connections refer...
by sparr
Sat Jan 01, 2022 5:00 am
Forum: Modding help
Topic: Equivalent of .selected that includes cliffs?
Replies: 1
Views: 346

Equivalent of .selected that includes cliffs?

I am trying to debug a mod that creates new cliffs based on existing cliffs. It is maddeningly difficult to identify a single cliff entity that I'm looking at. If game.player.selected recognized cliffs it would be trivial. Is there a way I can emulate this, perhaps by finding entities whose bounding...
by sparr
Sun Oct 18, 2020 7:18 am
Forum: Minor issues
Topic: [1.0.0] Typing while dragging to select in a text field selects newly typed text
Replies: 3
Views: 1021

Re: [1.0.0] Typing while dragging to select in a text field selects newly typed text

Without checking all of them, I can confidently say this is not the interaction paradigm in tens of thousands of other gui applications with textboxes and a mouse cursor, not lease being the web browser I'm typing in right now.
by sparr
Sat Oct 03, 2020 6:29 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 1955

Re: [1.0.0] more trains fit between signals than the preview shows on c

Why doesn't the internal code use >41 instead of >=42? That's what I still don't understand. What would break or be inaccurate if we did that?
by sparr
Sat Oct 03, 2020 6:20 am
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 1955

Re: [1.0.0] more trains fit between signals than the preview shows on c

Thank you for helping explain how the current calculation works. That does not change the fact that the current calculation does not match the relevant game mechanics. Screenshot-2020-10-02-231810.png Notice the green signal. When the train stops in the given position, the block behind it is not occ...
by sparr
Fri Oct 02, 2020 6:22 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 1955

Re: [1.0.0] more trains fit between signals than the preview shows on c

The point of this bug report is that the check is faulty. The current implementation of the check reports that a rolling stock will not be entirely inside a rail block when it actually will be. I definitely don't have enough insight into the game code to understand why it's wrong, I can just see in ...
by sparr
Thu Oct 01, 2020 6:31 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 1955

Re: [1.0.0] more trains fit between signals than the preview shows on c

I'm not sure why you think this is not a bug. Everything you described about the internal mechanisms doesn't seem to be actually important from a player point of view. Six cars can stop in that block without causing the previous block to turn signals red, and that's what matters to me as someone lay...
by sparr
Sat Sep 19, 2020 5:37 am
Forum: Won't implement
Topic: parameter for Sprite to load graphics at lower resolution
Replies: 2
Views: 701

Re: parameter for Sprite to load graphics at lower resolution

Licensing restrictions prevent me from shipping a scaled down version of the sprites in question.
by sparr
Fri Sep 18, 2020 5:13 pm
Forum: Won't implement
Topic: parameter for Sprite to load graphics at lower resolution
Replies: 2
Views: 701

parameter for Sprite to load graphics at lower resolution

I would like to be able to set a scaling factor for a Sprite (or RotatedSprite) that is applied when the file is loaded rather than at render time. My use case here is to write a small mod that applies to a larger mod and causes that larger mod to load all its graphics at half (or less) resolution, ...
by sparr
Thu Sep 17, 2020 6:44 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 10693

Re: Suggestion to change Whitelist/Blacklist terms

Could we please move the discussion of racism and terrorism to viewforum.php?f=27 ?
by sparr
Mon Sep 14, 2020 9:16 pm
Forum: Ideas and Suggestions
Topic: [Linux] Comply with the XDG directory standard
Replies: 16
Views: 4651

Re: [Linux] Comply with the XDG directory standard

There's some partially outdated info on the wiki that might help with writing a launcher script and doing some directory rearrangement to come closer to compliance: https://wiki.factorio.com/Application_directory#Changing_the_user_data_directory What I think would be possible would be to move ~/.fac...

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