Search found 351 matches

by jeroon
Mon Sep 22, 2014 10:20 am
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

- 0.3.5: Added Base Circumference Button, to map only to the outlines of the base - 0.3.5: Screenshot size is now 256x256 pixels (was 1024x1024) Using this new button, in combination with the "small" zoom option, even the biggest bases will have a reasonable total filesize now. (Note that ...
by jeroon
Sun Sep 21, 2014 5:44 pm
Forum: Won't implement
Topic: game.player.cursorposition should be relative
Replies: 4
Views: 5144

Re: game.player.cursorposition should be relative

do these help?

screen2realposition
Translate screen coordinates (position relative to the left top edge of the window) to the map coordinates (what is the map position of the place under the cursor).
real2screenposition
Translate map coordinates to screen coordinates.
by jeroon
Sat Sep 20, 2014 7:09 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

20 sept 2014: v 0.3.0 - Added options for levels of zooming (leave out last level of zoom-in, use png/jpg), plus one experimental zoom-out level for huge maps (game.takescreenshot{zoom = 0.015}) - Smaller maps will not get the full 6 levels of zooming - Google api is now called via https instead of ...
by jeroon
Fri Sep 19, 2014 8:07 am
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

I don't really know if there is anything I can do to prevent tab-stuttering, will see if I come across something. Don't browsers nowadays try to buffer urls/links not yet clicked, in this case.. the rest of the map? :D would it be possible to modify this to generate stuff with ALT info, so one can u...
by jeroon
Fri Sep 19, 2014 8:06 am
Forum: Implemented mod requests
Topic: game.takescreenshot{ALTinfo = true}
Replies: 3
Views: 5466

game.takescreenshot{ALTinfo = true}

The screenshot function works fine, I'd just like to have an option to add the ALT info icons to a screenshot, to make the workings of the base clearer.
by jeroon
Thu Sep 18, 2014 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12 - minor][cube] game.takescreenshot{} crashes game
Replies: 3
Views: 2159

[0.10.12 - minor][cube] game.takescreenshot{} crashes game

It looks like the changes in the last update broke game.takescreenshot{} (no arguments). http://i.imgur.com/ZHDhwl4.png Also, game.takescreenshot{path="test.png", showGui = true} does not show the Gui in the screenshot. (Looks like that hasn't been working right for quite a few versions, i...
by jeroon
Wed Sep 17, 2014 8:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12][resolved for 0.11] Connecting trains crashes
Replies: 5
Views: 4629

Re: [0.10.12] Connecting rolling stock crashes

If you get into the locomotive on the other end of the train, it crashes on the first 'connect rolling stock'. But since this is a very silly way to build trains, it's fine if you fix it somewhere late 2015 :mrgreen:
by jeroon
Wed Sep 17, 2014 6:45 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

You can view it here :: http://mclama.com/Factorio/GoogleMaps/ss1/ I noticed the edges of the world are a little blurry, don't know if that's because I'm missing 200 files at the moment or what. I think the blurry edges are chuncks not yet created by the game. If you go exploring to the south-west,...
by jeroon
Tue Sep 16, 2014 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.x] [kovarex] Recipe tooltip counts
Replies: 19
Views: 9150

Re: Incorrect amunt of items

It is cosmetic, as soon as I add the missing 50 Prod modules to my inventory, everything becomes white and I can build RD. http://i.imgur.com/puhQYhP.jpg (By cosmetic I mean you don't have to fix it tonight, and release it tomorrow. No, really, you can go for a beer tonight, fixed for 0.11 sounds go...
by jeroon
Tue Sep 16, 2014 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.x] [kovarex] Recipe tooltip counts
Replies: 19
Views: 9150

Re: Incorrect amunt of items

It happens in your inventory as well (0.10.12, it has been like this for quite a few versions).

Here I hover over Rocket Defense, only thing missing should be Prod modules, but it's also missing Adv circuits and Proc units.

http://i.imgur.com/LBErUS4.png
by jeroon
Tue Sep 16, 2014 3:39 pm
Forum: Videos
Topic: [Youtube] SpeedRun!
Replies: 21
Views: 15815

Re: [Youtube] SpeedRun!

I was thinking of using your worlds seed string to try the same map. I'm not sure if it still works like this, but before, you could not use a seed string from a previous version, and.. 3 hours after your first ep comes out, there's a new version :D Could you share your seed please, see if I get the...
by jeroon
Tue Sep 16, 2014 3:29 pm
Forum: Releases
Topic: Version 0.10.12
Replies: 37
Views: 52102

Re: Version 0.10.12

Item bombs are back! OOOOH YEAAAAH! http://i.imgur.com/ynMX854.jpg
by jeroon
Tue Sep 16, 2014 3:17 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

I've uploaded v0.2.0 - Changed images from png to jpg, much smaller output files and faster to load, total filesize will now be around 5 GB on really big maps. - Added "Set midday" button. - Entered values now get saved when you hit "Hide Menu" and open it again. takescreenshot o...
by jeroon
Tue Sep 16, 2014 1:17 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

- Set daytime to noon before making the screenshots and set it back afterwards. I'm running into something weird here: using (just a test) game.onload(function() game.daytime = 0 game.takescreenshot{} end) works like I expect, taking a screenshot in broad daylight. When I change it to game.onload(f...
by jeroon
Tue Sep 16, 2014 9:43 am
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

If you change extensions from png to jpg, the file size and saving time both drop about 10 times :-) Oh wow, I was about to test that, but I never realized the difference was that big. The next version will use jpg, and once I figure out how to zoom in past the current min/max level, I might add an...
by jeroon
Tue Sep 16, 2014 9:10 am
Forum: General discussion
Topic: Wall Gates gone missing?
Replies: 5
Views: 2414

Re: Wall Gates gone missing?

Just name them Multiplayer Gates, and you can sneak 'em into the MP schedule ;)
by jeroon
Mon Sep 15, 2014 6:36 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

Skellitor301 wrote:Train Stops can be renamed, and the names will show up in both the minimap and the full map at the location. I've used them to label my bases and sites
I see. But this mod takes screenshots, it doesn't use the map or the minimap.
by jeroon
Mon Sep 15, 2014 6:20 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73698

Re: [0.10.x] Factorio Maps

You do realize you can already do this and make labeled markers in the game right? Just place a single track and put down a trainstop next to it, then remove the track, and finally rename the stop. You posted this in the original thread as well, and I didn't understand what you meant then, and I st...
by jeroon
Mon Sep 15, 2014 4:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.11 - minor] Minimap is a little bit too small
Replies: 1
Views: 860

[0.10.11 - minor] Minimap is a little bit too small

I think the fix of https://forums.factorio.com/forum/viewtopic.php?f=30&t=5786 left the minimap just a little bit too small: hovering over chests, roboports but especially bots themself makes the minimap slightly bigger. This gets very annoying if you have a lot of bots, because it's constantly ...

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