Search found 91 matches

by danielbrauer
Wed Apr 17, 2019 9:35 am
Forum: Won't implement
Topic: Access to sprite filenames for entities and items and other things with sprites
Replies: 10
Views: 536

Re: Access to sprite filenames for entities and items and other things with sprites

"why don't they just read the setting that controls the colors in bobs mod and calculate the colors from that (during runtime)" If I understand correctly, that would be code written just to support one mod. I don’t really care about Bob’s mod in particular: I would like a robust and generic way of ...
by danielbrauer
Mon Apr 15, 2019 3:34 pm
Forum: Won't implement
Topic: Access to sprite filenames for entities and items and other things with sprites
Replies: 10
Views: 536

Re: Access to sprite filenames for entities and items and other things with sprites

Example use case is DiscoScience, where the most resilient way to map colours is by icon rather than tech name (Bob’s Tech, for instance, switches some icons around).

Right now I’m sneaking data out through flying-text, and I can feel Wube glaring at me.
by danielbrauer
Mon Apr 15, 2019 3:31 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1926

Re: Allow uncompressed mod folders without version

Your git repo resides inside the Factorio mod folder? No offense, but that is a bad idea. What if Factorio decides to remove the mod (say because your little brother clicked the delete mod button)? Hope your remote repo is up-to-date... Instead, have your repo in a separate location and use a deplo...
by danielbrauer
Mon Apr 15, 2019 12:51 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1926

Re: Remove Version requirment from mod folder names

Ok so one last possibility: a “development mode” option for Factorio which loosens the naming requirement for mod folders. Obviously I don’t know the complexity of the code involved, but that seems like it shouldn’t be too much work to maintain, considering how many modders would appreciate it. It a...
by danielbrauer
Sun Apr 14, 2019 9:14 am
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1926

Re: Remove Version requirment from mod folder names

You could still have more than one version if one was allowed without a version number. The one without the version number should just take precedence.
by danielbrauer
Sat Apr 13, 2019 7:08 pm
Forum: Mods
Topic: [MOD 0.17] DiscoScience
Replies: 2
Views: 163

Re: [MOD 0.17] DiscoScience

So you're saying that there's now RGB sync on the labs? Yeah, they dance around your player. I haven't actually tested it but I think if you have two players in competitive, they can have separate light shows. Sort of like those neighbourhoods where people compete on Christmas lights. Does that inc...
by danielbrauer
Sat Apr 13, 2019 6:40 pm
Forum: Mods
Topic: [MOD 0.17] DiscoScience
Replies: 2
Views: 163

[MOD 0.17] DiscoScience

When I first tried the New Player Experience in 0.17, I thought the lab was lighting up red because it was consuming red science packs. So great was my disappointment upon discovering I was mistaken, that I decided to make this mod. https://i.imgur.com/kV2KyTL.png It's my first Factorio mod, and my ...
by danielbrauer
Sat Apr 13, 2019 4:40 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1926

Re: Remove Version requirment from mod folder names

I feel like I’ve missed the original premise: what’s the reason for the version number requirement for folders?
by danielbrauer
Sat Apr 13, 2019 12:22 pm
Forum: Won't implement
Topic: Remove Version requirment from mod folder names
Replies: 24
Views: 1926

Allow uncompressed mod folders without version

Like many modders, I'm using git to version my work. This works nicely except when I have to bump the version number. The process is: Close the VSCode workspace Close the repo in SourceTree Rename the folder Open the workspace again Change the info file to match Open the repo again Commit If Factori...
by danielbrauer
Sat Apr 13, 2019 10:14 am
Forum: Modding help
Topic: Getting lab inputs
Replies: 2
Views: 174

Re: Getting lab inputs

Bilka wrote:
Sat Apr 13, 2019 9:35 am
In 0.17.32 there will be LuaEntityPrototype::lab_inputs :)
♥️
by danielbrauer
Sat Apr 13, 2019 9:09 am
Forum: Modding help
Topic: Getting lab inputs
Replies: 2
Views: 174

Getting lab inputs

Labs have a slot for every researched science pack type at the top. Is there any way to access a list of these via the API?
by danielbrauer
Sat Apr 13, 2019 9:08 am
Forum: Modding help
Topic: Effects, random numbers, and desyncs
Replies: 3
Views: 174

Re: Effects, random numbers, and desyncs

Ok that makes sense, and makes things really easy. Thanks!
by danielbrauer
Fri Apr 12, 2019 10:20 pm
Forum: Modding help
Topic: Effects, random numbers, and desyncs
Replies: 3
Views: 174

Effects, random numbers, and desyncs

Are effects rendered using rendering.draw_animation() and rendering.draw_light() expected to be synchronised?

If not, how do I synchronise the state of a random number generator? As far as I can see, Lua's math.random() only lets you seed it, but there's no facility for synchronising state.
by danielbrauer
Fri Apr 12, 2019 7:14 pm
Forum: Not a bug
Topic: [Rseding91] [0.17.17] RAM usage and the time to save the game rises over time
Replies: 9
Views: 640

Re: [Rseding91] [0.17.17] RAM usage and the time to save the game rises over time

Thank you for fixing the mod! I wasn't actually able to reproduce the memory leak on macOS (or at least not so as I could detect it with Activity Monitor), so I fixed the issue somewhat blindly. I think I have a pretty good understanding of what the problem was, but if anyone can confirm that it's ...
by danielbrauer
Fri Apr 12, 2019 6:31 pm
Forum: Releases
Topic: Version 0.17.30
Replies: 4
Views: 5341

Re: Version 0.17.30

Thank you!

It looks like this post isn't pinned as an announcement, perhaps because you made it instead of FactorioBot?
by danielbrauer
Fri Apr 12, 2019 6:09 pm
Forum: Not a bug
Topic: [Rseding91] [0.17.17] RAM usage and the time to save the game rises over time
Replies: 9
Views: 640

Re: [Rseding91] [0.17.17] RAM usage and the time to save the game rises over time

Thanks for looking into this, Rseding! Thanks Bilka for explaining the issues in detail. And thanks, SNACKaJACK, for letting me know on the mod portal!

I think I have addressed both of these issues in DiscoScience 0.0.10.
by danielbrauer
Wed Apr 10, 2019 9:23 pm
Forum: Modding help
Topic: Get visible area
Replies: 1
Views: 132

Get visible area

Is it possible to get the area of the map being viewed by a player? I looked through the API but couldn't find anything that seems like it does what I want.
by danielbrauer
Fri Apr 05, 2019 10:45 am
Forum: Minor issues
Topic: Cropping, no-crop, not working as expected
Replies: 3
Views: 156

Re: Cropping, no-crop, not working as expected

Thanks, I was just making sure the issue didn’t get lost. I’m in no hurry: I doubt overdraw is my bottleneck at the moment. 😃

Can you explain what you think is happening with texture compression?
by danielbrauer
Fri Apr 05, 2019 9:11 am
Forum: Minor issues
Topic: Cropping, no-crop, not working as expected
Replies: 3
Views: 156

Cropping, no-crop, not working as expected

Here is a mod which shows two test sprites. The source images are identical, but one has no-crop. https://forums.factorio.com/download/file.php?id=46352 This is what it looks like in 0.17.14: https://i.imgur.com/HHuUYVv.jpg Since 0.17.15 both sprites are missing the zero alpha section. This seems to...
by danielbrauer
Fri Apr 05, 2019 7:20 am
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 12565

Re: Version 0.17.25

meganothing wrote:
Thu Apr 04, 2019 11:18 pm
Half your posts seem to have been written when pissed.
User Control Panel>Friends & Foes...
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