Search found 58 matches

by zx64
Mon Apr 24, 2017 5:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] Entity sound not restored when leaving tutorial
Replies: 3
Views: 2428

[0.15.0] Entity sound not restored when leaving tutorial

Version tested: 0.15.0 Standalone Steps to reproduce: Load this save https://www.dropbox.com/s/tb41dqmb63vsujr/fromtut.zip?dl=1 Start the first in-game tutorial Wait for the mining drill sounds to fade out Exit the tutorial through the escape menu Observe the drills and furnaces are silent Hitting e...
by zx64
Sat Apr 08, 2017 4:58 pm
Forum: Frequently Suggested / Link Collections
Topic: Support for Color Blinds / Better Visibility ...
Replies: 16
Views: 13224

Re: Support for Color Blinds / Better Visibility ...

Reshade has a "Daltonize" filter with settings for Protanopia, Deuteranopia and Tritanopia. It's a game-agnostic colour adjust filter so it might not be of sufficient benefit to Factorio but it's easy enough to try to see if it's helpful to you. https://i.gyazo.com/321e8cfcb2de7e235a4da72...
by zx64
Sat Mar 18, 2017 3:21 am
Forum: Resolved Problems and Bugs
Topic: 0.14.22 Uncompletable commands prevent unit group collection
Replies: 1
Views: 2347

0.14.22 Uncompletable commands prevent unit group collection

When using script created unit groups and the members of the group are killed while carrying out a command, the number of unit groups does not appear to decrease according to show_detailed_info. This scenario recreates the issue I'm seeing - each group remains valid even after the biter is killed by...
by zx64
Wed Feb 15, 2017 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.22] No mapgen options for scenarios in MP
Replies: 1
Views: 943

[Rseding91] [0.14.22] No mapgen options for scenarios in MP

Starting a script only scenario (i.e. control.lua but no blueprint.dat) in single player results in getting to specify the mapgen settings. However, this option is not available when starting the game from the "Custom Scenario" option in the multiplayer menu, instead you go straight to the...
by zx64
Mon Feb 13, 2017 11:08 pm
Forum: Implemented mod requests
Topic: Extend signal_to_color_mapping to non-virtual signals
Replies: 1
Views: 736

Extend signal_to_color_mapping to non-virtual signals

If you add non-virtual signals to the signal_to_color_mapping table, e.g.: table.insert(data.raw.lamp["small-lamp"].signal_to_color_mapping, {signal="iron-ore", color={r=0,g=0.25,b=0.5,a=0.75}}) You get the following runtime error during the "Building prototypes" stage:...
by zx64
Fri Jan 27, 2017 8:26 pm
Forum: Resolved Problems and Bugs
Topic: 0.14.21 Sprite GUIElement errors are fatal during early init
Replies: 1
Views: 791

0.14.21 Sprite GUIElement errors are fatal during early init

Version tested: 0.14.21 Summary: Unknown sprite path errors from the Sprite GUIElement when created during the on_player_created event are reported with an OS message box followed by exiting the entire game. https://i.gyazo.com/bcd919d9ebd43a6fa839906a2c01b215.png Expected: It would be preferable if...
by zx64
Thu Jan 19, 2017 11:37 pm
Forum: Ideas and Suggestions
Topic: Few ideas for "Transport belt madness"
Replies: 1
Views: 753

Few ideas for "Transport belt madness"

First up, this is really cool (and difficult!) and I'd love to see more mini-games like this to go alongside the main freeplay game. Give the player two stacks of each available item at the start of the level. (saves some clicks) Run the levels faster by increasing game.speed, like how "Tight s...
by zx64
Thu Jan 19, 2017 3:00 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 199823

Re: Parrallel processing in games & applications

Any chance you could link some code samples showing the concepts you're talking about? I'm curious where it fits into the concepts of data parallelism and task parallelism . For example this: A clock is simply some point at which you say "I am done, here is my result", except that everythi...
by zx64
Tue Jan 17, 2017 12:55 am
Forum: Modding interface requests
Topic: Custom "operate" UI for Entities
Replies: 8
Views: 2991

Custom "operate" UI for Entities

Idea is to allow mods to define their own interfaces when a player clicks on modded entities, rather than having to clutter up the player's top level UI. Off the top of my head, something like this in data.lua: data:extend({ .... operate_ui = "my_entity_ui" }) And then define the function ...
by zx64
Tue Jan 17, 2017 12:23 am
Forum: Resolved Problems and Bugs
Topic: [0.14.21] game.get_event_handler doesn't work
Replies: 2
Views: 5086

Re: [0.14.21] game.get_event_handler doesn't work

Thanks, yeah, the example was just the bare minimum to do "something" with the result.
by zx64
Mon Jan 16, 2017 11:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.21] game.get_event_handler doesn't work
Replies: 2
Views: 5086

[0.14.21] game.get_event_handler doesn't work

My understanding of the documented behaviour is that this snippet should work: script.on_event(defines.events.on_tick, function() end); game.print(tostring(game.get_event_handler(defines.events.on_tick))) Instead, you get the error "Unknown custom input name: 0" thrown (the 0 comes from va...
by zx64
Sat Jan 14, 2017 8:41 pm
Forum: Implemented Suggestions
Topic: Console access in the map editor
Replies: 0
Views: 584

Console access in the map editor

The main things I'd like to do with a map editor console are: Custom scripts for tile and entity placement Setting properties of multiple entities Although I suspect it'd expand into "pretty much anything you can do with a LuaSurface". I am able to do these things indirectly by starting th...
by zx64
Sun Jan 08, 2017 8:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.21] Enemy land mines visible on player's map
Replies: 1
Views: 787

[0.14.21] Enemy land mines visible on player's map

Version tested: 0.14.21 Summary: Land mines created on the "enemy" force are still visible on the map (and minimap) despite being invisible to the player's normal view. This happens with both mines set up as being enemy owned as part of a scenario or when created at runtime, such as /c gam...
by zx64
Thu Jan 05, 2017 10:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.21] Crash after map2scenario runs
Replies: 3
Views: 1438

[Rseding91] [0.14.21] Crash after map2scenario runs

Version tested: 0.14.21 Steam (also checked 0.14.21 Standalone) Symptom: Factorio crashes when running map2scenario on a save game created from a scenario created in the editor. Conversion appears to successfully complete despite the crash. Steps to repro: Download and unpack this scenario . Create ...
by zx64
Tue Dec 20, 2016 10:48 pm
Forum: Modding discussion
Topic: Faster startup (e.g. for iterating on mod code)
Replies: 8
Views: 6040

Re: Faster startup (e.g. for iterating on mod code)

How complete is the sprite atlas caching feature intended to be? e.g. it doesn't seem to properly cache if you enable treemips or filtering (see timing in my logs), but it seems like a useful thing for normal users to have on.
by zx64
Mon Dec 19, 2016 12:04 am
Forum: Ideas and Suggestions
Topic: Little Quirks
Replies: 132
Views: 42589

Re: Little Quirks

Searched (e.g. "chain signal icon" "chain-signal icon") but didn't find anything related. The icon for the normal rail signal has two lights but the in-game object has three lights. Meanwhile the icon for the chain signal has three lights but the in-game object has one light. Thi...
by zx64
Sun Dec 18, 2016 10:05 pm
Forum: Modding discussion
Topic: Faster startup (e.g. for iterating on mod code)
Replies: 8
Views: 6040

Faster startup (e.g. for iterating on mod code)

While getting my head around the modding functionality of Factorio, I couldn't help but notice just how punishing a full restart of the game can be even with an SSD, so I had a look to see if there were any options that would speed things up (e.g. lowering texture quality etc.). I can't remember if ...
by zx64
Sun Dec 18, 2016 9:07 pm
Forum: Modding discussion
Topic: Prototype "inheritance"
Replies: 0
Views: 722

Prototype "inheritance"

I recently wanted to make a custom combinator and couldn't find a way to declare it in my data.lua without copy/pasting a bunch of values from the game's code when I only want to change the bare minimum. Furthermore, I wanted to add my new item to the existing tech tree, again without wanting to cop...

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