Search found 587 matches

by Reika
Fri Oct 09, 2020 5:18 pm
Forum: Implemented mod requests
Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Replies: 18
Views: 9319

Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal



...
After some testing, I was able to confirm it to be the lights from my Bioluminescence mod , ...

i can confirm that, i now identified (thanks for this thread)that this mods cause fps/ups drops (~25fps/40ups) after removeing this mod i can do 120fps/120ups without problem (with game speed 2 ...
by Reika
Fri Oct 09, 2020 5:17 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 44376

Re: Geothermal - A clean, but powerful power source all day long

hoidnyc wrote: Fri Oct 09, 2020 1:50 pm What is the geothermal water filter for? I get a "no recipe" message if I click on it.
For removing the chemical impurities.
by Reika
Sun Sep 13, 2020 4:09 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 3127

Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)




Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites ...
by Reika
Sat Sep 12, 2020 9:20 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 3127

Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)


Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites ...
by Reika
Thu Sep 10, 2020 4:35 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 3127

[Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Notice how the selected rail chain signal looks darkened by the shadow falling across it, despite it ostensibly being a lighted object.
Image
by Reika
Tue Sep 08, 2020 4:11 pm
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 2906

Re: How to get the creation/first release date of a mod from the portal

Qon wrote: Mon Sep 07, 2020 7:07 pm
Reika wrote: Mon Sep 07, 2020 6:50 pm However, the API you linked mentions a "created_at" field, which sounds much more like what I need.
Nice :)

Why do you need it though? I'm curious :)
For a project whose nature I cannot yet disclose.
by Reika
Tue Sep 08, 2020 4:08 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 40948

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it


What is charcoal? I don't have any recipes that use it, and furnaces keep making charcoal when they were supposed to insert the wood into the fuel slot. If I try to put wood into furnaces and I put in more than the fuel slot holds, instead of filling completely and returning the rest to my ...
by Reika
Mon Sep 07, 2020 6:50 pm
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 2906

Re: How to get the creation/first release date of a mod from the portal


Be aware that before the mod portal existed the mods where published in this forum.

Download the oldest version and check dates of files in the zip. The zip itself can change date on download.



The mod portal api gives timestamps. You can go through all dates to find the earliest one, but if ...
by Reika
Mon Sep 07, 2020 5:10 am
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 2906

How to get the creation/first release date of a mod from the portal

I find myself needing to find when a mod was first ever released, which is synonymous with knowing when it was first uploaded to the mod portal. Important to note is that there is no date information in the changelog, the oldest download is NOT the first release, (it is instead the last release for ...
by Reika
Mon Sep 07, 2020 4:59 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 40948

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it



I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that is far in excess of normal.


They might not have caused damage immediately. All I know is that they showed up as soon as I started mining, and they caused damage as soon as I was ...
by Reika
Sun Sep 06, 2020 7:00 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 40948

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

The trees are supposed to be far more significant than the terrain type is, especially among the "natural" terrains as opposed to concrete (which is supposed to carry heavy penalties).

I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that ...
by Reika
Sun Sep 06, 2020 5:13 pm
Forum: Reika's Mods
Topic: TreePlant - A green thumb (inserter?)
Replies: 8
Views: 9195

Re: TreePlant - A green thumb (inserter?)

thereaverofdarkness wrote: Sun Sep 06, 2020 4:49 pm Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.
It plants them into forests.
by Reika
Fri Sep 04, 2020 4:08 am
Forum: Implemented mod requests
Topic: Noise expression system hooks
Replies: 6
Views: 3309

Re: Noise expression system hooks



A more complex and frankly less sensible idea would be to hardcode more functions, but the sheer number that are necessary - in my case, I needed bitwise operations, array index use, math.floor(), and modulo, and others likely need other functions - makes that not a realistic means to achieve ...
by Reika
Fri Sep 04, 2020 4:06 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 40948

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it


The biters seem to ramp up far too aggressively in the early game. Not even twenty minutes in, I'd mined up a few hundred plates and had only just started a coal mining section when I got my first wave, and then my second wave, and then my third...the waves came in as rapidly as if I were inside a ...
by Reika
Sat Aug 29, 2020 6:28 pm
Forum: Modding interface requests
Topic: Two improvements to player.add_custom_alert: position instead of entity, and duration
Replies: 8
Views: 3154

Re: Two improvements to player.add_custom_alert: position instead of entity, and duration

Rseding91 wrote: Sat Aug 29, 2020 6:09 pm Duration isn't possible. The times a given alert last are compiled and stored in the exe: Capture.PNG
Is there a reason this has to be as such? Why is it hardcoded (ie not even a utility constant, let alone a prototype or script thing)?
by Reika
Sat Aug 22, 2020 4:04 am
Forum: Not a bug
Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
Replies: 5
Views: 2072

Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen


If that's the case then I believe it's up to the mod adding the new decoratives the define the render layers for them so they don't collide with the new biter nesting ones.

There are 2 properties in the decorative that control the layering: https://wiki.factorio.com/Prototype/Decorative


I will ...
by Reika
Thu Aug 20, 2020 8:14 pm
Forum: Not a bug
Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
Replies: 5
Views: 2072

Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen


That almost looks like a layering issue with the the mods decoratives/decals it's putting on the terrain. If you remove the mods does it sill look wrong? Removing the mods should cause all of that terrain and the decoratives/decals it adds to be erased and replaced with vanilla terrain.


I no ...
by Reika
Thu Aug 20, 2020 8:05 pm
Forum: Implemented mod requests
Topic: [RW] LuaEntity (tree type) "gray progress"
Replies: 2
Views: 1998

[RW] LuaEntity (tree type) "gray progress"

As seen in the debug info panel here:
Image

I would like to be able to repair the trees' color.

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