Search found 93 matches
- Mon Apr 22, 2019 9:25 pm
- Forum: Modding help
- Topic: I need a hint for graphics editing
- Replies: 6
- Views: 1751
Re: I need a hint for graphics editing
How are you scaling your images down? It looks like interpolation is set to Nearest Neighbour, which is not really interpolation at all. In GIMP, under Image>Scale Image..., make sure you've selected Cubic, LoHalo or NoHalo Interpolation. With all due respect to Arch666Angel, I would not recommend b...
- Thu Apr 18, 2019 9:09 am
- Forum: Won't implement
- Topic: Access to sprite filenames for entities and items and other things with sprites
- Replies: 10
- Views: 2363
Re: Access to sprite filenames for entities and items and other things with sprites
Additionally, there is no such thing as a "color" for a science pack. That's a made up concept by you/others. That's why you're having such a hard time making it work: it's not a real thing. Like trying to nail imaginary jello to the wall - you're 5 problems deep in something you just can...
- 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: 2363
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 donāt really care about Bobās mod in particular: I would like a robust and gener...
- 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: 2363
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 (Bobās Tech, for instance, switches some icons around).
Right now Iām sneaking data out through flying-text, and I can feel Wube glaring at me.
Right now Iām sneaking data out through flying-text, and I can feel Wube glaring at me.
- Mon Apr 15, 2019 3:31 pm
- Forum: Implemented mod requests
- Topic: Remove Version requirment from mod folder names
- Replies: 24
- Views: 4614
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...
- Mon Apr 15, 2019 12:51 pm
- Forum: Implemented mod requests
- Topic: Remove Version requirment from mod folder names
- Replies: 24
- Views: 4614
Re: Remove Version requirment from mod folder names
Ok so one last possibility: a ādevelopment modeā option for Factorio which loosens the naming requirement for mod folders. Obviously I donāt know the complexity of the code involved, but that seems like it shouldnāt be too much work to maintain, considering how many modders would appreciate it. It a...
- Sun Apr 14, 2019 9:14 am
- Forum: Implemented mod requests
- Topic: Remove Version requirment from mod folder names
- Replies: 24
- Views: 4614
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.
- Sat Apr 13, 2019 7:08 pm
- Forum: Mods
- Topic: [MOD 0.17] DiscoScience
- Replies: 2
- Views: 754
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...
- Sat Apr 13, 2019 6:40 pm
- Forum: Mods
- Topic: [MOD 0.17] DiscoScience
- Replies: 2
- Views: 754
[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 ...
- Sat Apr 13, 2019 4:40 pm
- Forum: Implemented mod requests
- Topic: Remove Version requirment from mod folder names
- Replies: 24
- Views: 4614
Re: Remove Version requirment from mod folder names
I feel like Iāve missed the original premise: whatās the reason for the version number requirement for folders?
- Sat Apr 13, 2019 12:22 pm
- Forum: Implemented mod requests
- Topic: Remove Version requirment from mod folder names
- Replies: 24
- Views: 4614
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...
- Sat Apr 13, 2019 10:14 am
- Forum: Modding help
- Topic: Getting lab inputs
- Replies: 2
- Views: 638
- Sat Apr 13, 2019 9:09 am
- Forum: Modding help
- Topic: Getting lab inputs
- Replies: 2
- Views: 638
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?
- Sat Apr 13, 2019 9:08 am
- Forum: Modding help
- Topic: Effects, random numbers, and desyncs
- Replies: 3
- Views: 676
Re: Effects, random numbers, and desyncs
Ok that makes sense, and makes things really easy. Thanks!
- Fri Apr 12, 2019 10:20 pm
- Forum: Modding help
- Topic: Effects, random numbers, and desyncs
- Replies: 3
- Views: 676
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.
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.
- 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: 3152
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 ...
- Fri Apr 12, 2019 6:31 pm
- Forum: Releases
- Topic: Version 0.17.30
- Replies: 4
- Views: 7581
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?
It looks like this post isn't pinned as an announcement, perhaps because you made it instead of FactorioBot?
- 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: 3152
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.
I think I have addressed both of these issues in DiscoScience 0.0.10.
- Wed Apr 10, 2019 9:23 pm
- Forum: Modding help
- Topic: Get visible area
- Replies: 1
- Views: 571
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.
- Fri Apr 05, 2019 10:45 am
- Forum: Minor issues
- Topic: Cropping, no-crop, not working as expected
- Replies: 3
- Views: 649
Re: Cropping, no-crop, not working as expected
Thanks, I was just making sure the issue didnāt get lost. Iām in no hurry: I doubt overdraw is my bottleneck at the moment.
Can you explain what you think is happening with texture compression?
Can you explain what you think is happening with texture compression?