Search found 37 matches

by MagmaMcFry
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

Re: [0.15.3] GUI camera zoom does not scale with GUI

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 ...
by MagmaMcFry
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 ...
by MagmaMcFry
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 ...
by MagmaMcFry
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.
by MagmaMcFry
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 ...
by MagmaMcFry
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.
by MagmaMcFry
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.
by MagmaMcFry
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 ...
by MagmaMcFry
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 ...
by MagmaMcFry
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!
by MagmaMcFry
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 ...
by MagmaMcFry
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 ...
by MagmaMcFry
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 ...
by MagmaMcFry
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.
by MagmaMcFry
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.
by MagmaMcFry
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 ...
by MagmaMcFry
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 ...

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