Isn't effective behavior? What do you mean by that? I see no use for the camera element where it is better for the camera not to scale with the GUI. Wouldn't it be the most reasonable behavior for the camera to scale with the GUI?
Since I cannot read a player's gui scale setting, and the camera ...
Search found 37 matches
- Fri May 05, 2017 5:15 pm
- Forum: Not a bug
- Topic: [0.15.3] GUI camera zoom does not scale with GUI
- Replies: 2
- Views: 1117
- Fri May 05, 2017 4:45 pm
- Forum: Implemented mod requests
- Topic: New GUI root for temporary GUI elements
- Replies: 34
- Views: 15233
New GUI root for temporary GUI elements
Recently I've added a preview feature to Factorissimo2 that allows you to see what's inside your factory buildings by hovering over them. This creates a new camera GUI element, but I'm faced with the problem of where to put it. If I put it in gui.top, or gui.left, it will either be to the right of a ...
- Sun Apr 30, 2017 1:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.1x.x] [Harkonnen] Huge bias in biter north expansion
- Replies: 10
- Views: 6951
Re: [0.1x.x] Huge bias in biter expansion to northern hemisphere
It seems that none of you have actually taken a look at the scenario I provided. It automatically logs every single on_biter_base_built event with its coordinates and quadrant. As you can see from the scenario log I provided, and also as you can literally watch happening if you have show_enemy ...
- Sat Apr 29, 2017 8:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.1x.x] [Harkonnen] Huge bias in biter north expansion
- Replies: 10
- Views: 6951
Re: [0.1x.x] Huge bias in biter expansion to northern hemisphere
Klonan, I'm not talking about worldgen, I'm talking about biter expansion, the part where biters group together and build new nests while the game is running.
- Sat Apr 29, 2017 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.1x.x] [Harkonnen] Huge bias in biter north expansion
- Replies: 10
- Views: 6951
[0.1x.x] [Harkonnen] Huge bias in biter north expansion
Biters seem to build new nests (not the worldgen ones, Klonan!) almost exclusively in the northern hemisphere.
This bug may have been in the game for a very long time already, I think this has happened in all the worlds I've played, even in 0.12. After having this happen to ridiculous extents in my ...
This bug may have been in the game for a very long time already, I think this has happened in all the worlds I've played, even in 0.12. After having this happen to ridiculous extents in my ...
- Fri Apr 28, 2017 12:26 am
- Forum: Not a bug
- Topic: [0.15.3] GUI camera zoom does not scale with GUI
- Replies: 2
- Views: 1117
[0.15.3] GUI camera zoom does not scale with GUI
A camera GUI element's zoom does not change with the GUI scale setting in the options menu. This means that reducing the GUI scale makes the camera element show less of the map.
This is an issue when I need the camera to show a specific area of the map.
This is an issue when I need the camera to show a specific area of the map.
- Mon Apr 24, 2017 10:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] LuaFluidbox.get_capacity() returns zero if empty
- Replies: 1
- Views: 2378
[0.15.1] LuaFluidbox.get_capacity() returns zero if empty
If a fluidbox contains no fluid, get_capacity() returns zero, otherwise the proper capacity. Tested on pipes, tanks, pumps and boilers.
- Mon Apr 24, 2017 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] LuaFluidbox.get_capacity() indices off by 1
- Replies: 1
- Views: 2576
[0.15.1] LuaFluidbox.get_capacity() indices off by 1
entity.fluidbox.get_capacity(i) and entity.fluidbox.get_connections(i) returns the capacity/connections of the (i+1)st fluid box
Example: To get the contents of a boiler's fluidboxes, you use boiler.fluidbox[1] and boiler.fluidbox[2]. To get their capacities, currently you need to use boiler ...
Example: To get the contents of a boiler's fluidboxes, you use boiler.fluidbox[1] and boiler.fluidbox[2]. To get their capacities, currently you need to use boiler ...
- Wed Apr 19, 2017 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.22] Teleporting Fire to diff chunk causes desyncs
- Replies: 9
- Views: 12168
Re: [14.22] Teleporting Fire to diff chunk causes desyncs
AAI Programmable Vehicles uses a "fire" type entity to provide an autonomous vehicle with light, sound and pollution. Basically all we would need is an entity that can teleport around and produce light and sound (we can place pollution manually). However, your response does make me rather curious ...
- Fri Mar 10, 2017 4:25 pm
- Forum: Implemented mod requests
- Topic: Improve bad performance of setting constant combinator slots
- Replies: 6
- Views: 2858
Re: Improve bad performance of setting constant combinator slots
Well okay then. Guess I'll have to add some performance warnings. Thanks for the response!
- Fri Mar 10, 2017 2:54 pm
- Forum: Implemented mod requests
- Topic: Improve bad performance of setting constant combinator slots
- Replies: 6
- Views: 2858
Re: Improve bad performance of setting constant combinator slots
I already tested that commenting out the second line makes the 0.1ms per signal go away completely , so either the majority of those 0.1ms is spent translating one single signal (two tables with four entries total) from Lua into C++ (which I sorta doubt because Lua can't be that slow), or there's ...
- Fri Mar 10, 2017 10:27 am
- Forum: Implemented mod requests
- Topic: Improve bad performance of setting constant combinator slots
- Replies: 6
- Views: 2858
Improve bad performance of setting constant combinator slots
Constant combinators can have their signals set through the API, like this:
local control_behavior = some_constant_combinator_entity.get_or_create_control_behavior()
control_behavior.parameters = {parameters = table_of_signals}
Unfortunately a single write to control_behavior.parameters takes ...
local control_behavior = some_constant_combinator_entity.get_or_create_control_behavior()
control_behavior.parameters = {parameters = table_of_signals}
Unfortunately a single write to control_behavior.parameters takes ...
- Fri Mar 10, 2017 12:14 am
- Forum: Implemented mod requests
- Topic: Read capacities and connections of fluid boxes
- Replies: 2
- Views: 1464
Re: Read capacities and connections of fluid boxes
I want to use the pipe connections to see where the entity could connect to Factorissimo ports. So I don't actually need the entities the fluidbox is connected to, but rather the locations of the potential connections. Right now, as a workaround, I just copy-paste the connection information directly ...
- Wed Mar 08, 2017 8:24 pm
- Forum: Implemented mod requests
- Topic: Read capacities and connections of fluid boxes
- Replies: 2
- Views: 1464
Read capacities and connections of fluid boxes
I would like the ability to read-access the properties of fluid boxes of an entity (via its entity.prototype), specifically their base_area (or just the capacity in fluid units) and their pipe_connections.
- Fri Sep 30, 2016 8:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.12] Unnecessary /c command confirmation in scenarios
- Replies: 1
- Views: 2520
[0.14.12] Unnecessary /c command confirmation in scenarios
Even though achievements are disabled in scenarios or campaigns, the first lua /c command in a scenario world has to be entered twice. This confirmation should only be required when achievements are actually available.
- Fri Sep 30, 2016 7:46 pm
- Forum: Maps and Scenarios
- Topic: [0.16] Frontier
- Replies: 5
- Views: 16714
[0.16] Frontier
http://i.imgur.com/TzgkTol.jpg
Frontier - Multiplayer-enhancing vanilla scenario
Description album
Playthrough album
The world has two parts: west and east, divided by a measly stone wall. The west half of the world has been colonized, there are no biters at all. However, resources are ...
Frontier - Multiplayer-enhancing vanilla scenario
Description album
Playthrough album
The world has two parts: west and east, divided by a measly stone wall. The west half of the world has been colonized, there are no biters at all. However, resources are ...
- Sun Aug 28, 2016 12:13 am
- Forum: Not a bug
- Topic: Map player icons appearing on wrong surface in multiplayer
- Replies: 2
- Views: 1320
Map player icons appearing on wrong surface in multiplayer
Map player icons should only be shown for players that are currently on the same surface as you.
Right now, when two players are on different surfaces in multiplayer, the map shows the other player's position by simply taking his coordinates on his surface and displaying him at those coordinates ...
Right now, when two players are on different surfaces in multiplayer, the map shows the other player's position by simply taking his coordinates on his surface and displaying him at those coordinates ...