Search found 400 matches

by ownlyme
Thu Jan 23, 2020 1:49 pm
Forum: Not a bug
Topic: (0.18) clouds with damage = 0 don't trigger event
Replies: 7
Views: 1331

Re: (0.18) clouds with damage = 0 don't trigger event

thank you, very friendly :) was already about to ask because it's not yet in the wiki
by ownlyme
Thu Jan 23, 2020 1:44 pm
Forum: Not a bug
Topic: (0.18) clouds with damage = 0 don't trigger event
Replies: 7
Views: 1331

Re: (0.18) clouds with damage = 0 don't trigger event

oh okay thanks.. i'll figure out that one then
by ownlyme
Thu Jan 23, 2020 1:39 pm
Forum: Not a bug
Topic: (0.18) clouds with damage = 0 don't trigger event
Replies: 7
Views: 1331

(0.18) clouds with damage = 0 don't trigger event

this is my cloud action: action = { type = "direct", action_delivery = { type = "instant", target_effects = { type = "nested-result", action = { type = "area", radius = 14, entity_flags = {"placeable-off-grid"}, action_delivery = { type = "insta...
by ownlyme
Mon Jan 20, 2020 10:46 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119050

Re: [MOD 0.17] Squeak Through 1.4.0

15 months ago i posted a thread in your mod's discussion, suggesting you should check for a prototype flag like "ignore_squeak_through = true" so you don't need to add support for every mod and we don't have to rely on you providing support, but you didn't answer. maybe you didn't answer b...
by ownlyme
Mon Jan 20, 2020 7:59 pm
Forum: Implemented mod requests
Topic: on_entity_settings_pasted for all entities ?
Replies: 4
Views: 1982

Re: on_entity_settings_pasted for all entities ?

works, thx :)
this hint should be right in the events documentation :D
by ownlyme
Tue Jan 14, 2020 12:00 pm
Forum: Not a bug
Topic: on_player_main_inventory_changed unreliable
Replies: 6
Views: 1449

Re: on_player_main_inventory_changed unreliable

i think i got confused because construction robots sometimes go back into your inventory even if there should still be items that they could pick up (but maybe they are reserved?), thus triggering the event. So i assumed the main_inventory_changed event would always fire even if i have the item in m...
by ownlyme
Mon Jan 13, 2020 9:53 pm
Forum: Not a bug
Topic: on_player_main_inventory_changed unreliable
Replies: 6
Views: 1449

Re: on_player_main_inventory_changed unreliable

as you see it's written in a way that there won't be any dublicate messages until the first time it detected that the cursor is empty
by ownlyme
Mon Jan 13, 2020 8:24 am
Forum: Not a bug
Topic: on_player_main_inventory_changed unreliable
Replies: 6
Views: 1449

Re: on_player_main_inventory_changed unreliable

yeah but in the on_tick function i only check if it happened in the last tick (see my first screenshot)
but it's getting worse:
Screenshot_9.jpg
Screenshot_9.jpg (23.77 KiB) Viewed 1384 times
(this is new....)
when i look at that screenshot i have no clue why my new system works... (99% of the time)

guess my bug is not reproducible..
by ownlyme
Sun Jan 12, 2020 4:39 pm
Forum: Not a bug
Topic: on_player_main_inventory_changed unreliable
Replies: 6
Views: 1449

on_player_main_inventory_changed unreliable

I'm trying to determine when a bot takes an item out of my hand To achieve this, i registered some events for on_player_main_inventory_changed, on_player_cursor_stack_changed and on_player_fast_transferred Then i wrote an on_tick script that compares the last-registered on_player_main_inventory_chan...
by ownlyme
Thu Jan 02, 2020 10:37 am
Forum: Not a bug
Topic: Luarendering sometimes messing up brightness
Replies: 3
Views: 579

Re: Luarendering sometimes messing up brightness

thanks for the insight :)
by ownlyme
Thu Jan 02, 2020 9:08 am
Forum: Not a bug
Topic: Luarendering sometimes messing up brightness
Replies: 3
Views: 579

Re: Luarendering sometimes messing up brightness

setting the render layer to "wires-above" fixed it
by ownlyme
Thu Jan 02, 2020 8:54 am
Forum: Not a bug
Topic: Luarendering sometimes messing up brightness
Replies: 3
Views: 579

Luarendering sometimes messing up brightness

Before i switched to luarendering for my https://mods.factorio.com/mod/windturbines the base and the top always blended seemlessly, but now i'm randomly getting this glitch:
glitch.jpg
glitch.jpg (90.88 KiB) Viewed 579 times
i only used
draw_animation,
set_animation,
set_animation_speed,
and set_animation_offset
by ownlyme
Thu Jan 02, 2020 7:42 am
Forum: Not a bug
Topic: rendering.set_animation_speed() skips frames
Replies: 8
Views: 2133

Re: rendering.set_animation_speed() skips frames

OMG THANK YOU SO MUCH!!!!!
IT WORKS! :D :) ;) :shock: :lol: :P :mrgreen:
by ownlyme
Thu Jan 02, 2020 6:33 am
Forum: Not a bug
Topic: rendering.set_animation_speed() skips frames
Replies: 8
Views: 2133

Re: rendering.set_animation_speed() skips frames

but there is... (a lot) .. if it only skipped 1 or 2 frames i'd know that i was on the right way but it often skips half of the animation
https://www.dropbox.com/s/079sm3hc4tpfm ... .zip?raw=1
by ownlyme
Thu Jan 02, 2020 6:12 am
Forum: Not a bug
Topic: rendering.set_animation_speed() skips frames
Replies: 8
Views: 2133

Re: rendering.set_animation_speed() skips frames

i tried a new algorithm based on your formula but it still glitches local expected_frame = (((game.tick * turbine.last_speed) + turbine.last_offset) % 24) game.print("currently at frame: "..expected_frame) local current_wind_speed = wind_speeds[turbine.base.surface.name]*WIND_SPEED_MULT lo...
by ownlyme
Thu Jan 02, 2020 5:30 am
Forum: Not a bug
Topic: rendering.set_animation_speed() skips frames
Replies: 8
Views: 2133

Re: rendering.set_animation_speed() skips frames

if that formula is correct i should be able to calculate an offset, but it doesn't work (but i'll try something new based on your formula, give me 1 hour...) if you're not able to calculate the offset, the set_animation_speed function is useless. i'm pretty sure there's something you can do to fix t...
by ownlyme
Wed Jan 01, 2020 8:23 am
Forum: Not a bug
Topic: rendering.set_animation_speed() skips frames
Replies: 8
Views: 2133

rendering.set_animation_speed() skips frames

I needed an animated graphic with render layer that i can dynamically change the animation speed of ( https://mods.factorio.com/mod/windturbines ) so i stumbled over your new LuaRendering API and was really happy about it's seemingly endless possibilities. But i soon ran into an issue when i changed...
by ownlyme
Fri Nov 08, 2019 7:37 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 74439

Re: Friday Facts #320 - Color correction

i bet the dev who wrote this uses my blood mod with rainbow preset Hey guys, looks like a lot of work went into this Not at all. Letting a batch image processor run over all the images is 2 clicks... Guess that's also what i'm going to do to desaturate this candyland nightmare when they really ruin ...
by ownlyme
Fri Nov 08, 2019 4:07 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 74439

Re: Friday Facts #320 - Color correction

i told you when 0.17 came out... now it seems like it lacks a bit of contrast.. maybe adjust it by pollution edit: WTF i thought you were going to make it darker, but you are seriously going to make it even more saturated? Hell... I've even written TWO tree mods to desaturate this freaking candylan...
by ownlyme
Sat Nov 02, 2019 12:40 am
Forum: News
Topic: Friday Facts #319 - New T-shirts & Lua event filtering
Replies: 35
Views: 16578

Re: Friday Facts #319 - New T-shirts & Lua event filtering

does this apply to all events?
it would be pretty useful for the damage event...

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