Search found 93 matches
- Fri Apr 05, 2019 9:11 am
- Forum: Minor issues
- Topic: Cropping, no-crop, not working as expected
- Replies: 3
- Views: 652
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...
- Fri Apr 05, 2019 7:20 am
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 23912
Re: Version 0.17.25
User Control Panel>Friends & Foes...meganothing wrote: ↑Thu Apr 04, 2019 11:18 pmHalf your posts seem to have been written when pissed.
- Thu Apr 04, 2019 6:13 pm
- Forum: Modding help
- Topic: Looking for a Set data structure
- Replies: 11
- Views: 1107
Re: Looking for a Set data structure
These guys recommend a table of bools indexed by whatever you want in your set: https://www.lua.org/pil/11.5.html
- Wed Apr 03, 2019 11:32 pm
- Forum: Won't implement
- Topic: Raise events by default
- Replies: 4
- Views: 1513
Re: Raise events by default
They events specifically are not raised by default because otherwise every single mod out there would have to care about other mods messing with their state when they perform what is supposed to be a non-intrusive operation. I guess my question is what you mean by “non-intrusive”? The entities on t...
- Tue Apr 02, 2019 10:18 pm
- Forum: Won't implement
- Topic: Raise events by default
- Replies: 4
- Views: 1513
Raise events by default
Would it make more sense for LuaSurface::create_entity() and LuaEntity::destroy() to raise events by default? Right now they default to running silently, and I've noticed a lot of mods create or destroy things without raising events. This makes it hard to keep track of which entities exist without r...
- Tue Apr 02, 2019 3:34 pm
- Forum: Implemented mod requests
- Topic: API usage validation
- Replies: 3
- Views: 1521
API usage validation
I recently encountered a problem where other mods are not correctly passing an entity when raising the script_raised_built event. I can program defensively, but the current situation means every mod developer needs to program defensively just to avoid errors. It would be super cool if Factorio consi...
- Sat Mar 30, 2019 1:28 am
- Forum: Modding help
- Topic: Sprite transparency threshold
- Replies: 11
- Views: 2623
Re: Sprite transparency threshold
Here is a mod which shows two test sprites. The source images are identical, but one has no-crop.
This is what it looks like in 0.17.14:
Oddly enough, in 0.17.22 both sprites are missing the zero alpha section.
This is what it looks like in 0.17.14:
Oddly enough, in 0.17.22 both sprites are missing the zero alpha section.
- Fri Mar 29, 2019 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] UI Scale slider doesn't do anything when set to Automatic
- Replies: 9
- Views: 1362
Re: [0.17.2] UI Scale slider doesn't do anything when set to Automatic
Thanks for reconsidering!
FactorioBot wrote: ↑Fri Mar 29, 2019 12:44 pmChanged the custom scale slider in interface settings to be disabled when automatic scale is selected.
- Fri Mar 29, 2019 1:08 pm
- Forum: Releases
- Topic: Version 0.17.22
- Replies: 5
- Views: 8058
Re: Version 0.17.22
Thanks for the update! I haven't seen this in the release notes (for .15 or since then) so I just wanted to check if it slipped through the cracks: In 0.17.15 cropping will check all channels are zero not just alpha. From my own testing it seems to work as before (transparent pixels get cropped even...
- Sat Mar 23, 2019 4:34 pm
- Forum: Modding help
- Topic: Need Solution to Deadlock
- Replies: 2
- Views: 795
Re: Need Solution to Deadlock
It sounds like the general problem is units shooting at things which are immune to their attacks. In this case it lasts forever and so it’s obviously silly, but even if you’re vulnerable to an enemy it doesn’t make sense to attack it for zero damage. So if it’s possible to not attack enemies which a...
- Wed Mar 20, 2019 5:40 pm
- Forum: Modding help
- Topic: Sprite transparency threshold
- Replies: 11
- Views: 2623
- Wed Mar 20, 2019 11:03 am
- Forum: Modding help
- Topic: Keeping track of all the things
- Replies: 4
- Views: 1500
- Mon Mar 18, 2019 10:07 am
- Forum: Releases
- Topic: Version 0.17.14
- Replies: 30
- Views: 19353
Re: Version 0.17.14
Worst is though the inconsistency with treadmills and inserter, of the treadmill going on for a few pixel. Will there be an option if this goes live to have the old look? This sort of problem is best handled with mods. Adding options in the game means the developers have to deal with the resulting ...
- Sun Mar 17, 2019 10:26 pm
- Forum: Modding help
- Topic: Can't upload mod to portal
- Replies: 2
- Views: 739
Re: Can't upload mod to portal
Ah of course, thank you! I forget that Mac OS creates a root folder when unzipping, even if it wasn't present in the zip.
- Sun Mar 17, 2019 10:04 pm
- Forum: Modding help
- Topic: Can't upload mod to portal
- Replies: 2
- Views: 739
Can't upload mod to portal
I keep getting an error about not having the right directory structure, but it's as straightforward as could be. I created the zip with git archive --format zip But I get this error from the form: Error: Your mod ZIP has the wrong structure. Mod files including info.json must be in a directory. (cod...
- Sun Mar 17, 2019 9:19 pm
- Forum: Modding help
- Topic: Keeping track of all the things
- Replies: 4
- Views: 1500
Re: Keeping track of all the things
Thanks for the confirmation. Hooking into these calls does seem to be working.
- Sun Mar 17, 2019 9:18 pm
- Forum: Modding help
- Topic: Sprite transparency threshold
- Replies: 11
- Views: 2623
Re: Sprite transparency threshold
Fantastic, thanks!
- Sat Mar 16, 2019 6:19 pm
- Forum: Modding help
- Topic: Keeping track of all the things
- Replies: 4
- Views: 1500
Keeping track of all the things
I'd like to have a list of all science labs at all times. Obviously doing this with find_entities_filtered every frame is a colossal waste. Does the API provide all the events I need to maintain my list? I'm not 100% sure which events I should be looking at: on_built_entity on_entity_cloned -- When ...
- Sat Mar 16, 2019 5:23 pm
- Forum: Modding help
- Topic: Trouble getting data to persist
- Replies: 2
- Views: 654
Re: Trouble getting data to persist
That was it, thank you! Moving the global references into callbacks fixed the issue, and now my table appears to persist.
- Sat Mar 16, 2019 2:58 pm
- Forum: Modding help
- Topic: Trouble getting data to persist
- Replies: 2
- Views: 654
Trouble getting data to persist
Hey, I'm having trouble keeping track of animations I've created across loads. My code looks like this: if global.labAnimations == nil then global.labAnimations = {} end local labAnimations = global.labAnimations -- table is filled out like this when iterating through all labs: if labAnimations[lab....