Search found 2528 matches

by Deadlock989
Tue Jul 18, 2023 7:30 am
Forum: Bug Reports
Topic: [1.1.87] Bug with sprite prototype size.
Replies: 5
Views: 851

Re: [1.1.87] Bug with sprite prototype size.

Do either of you have some example of a sprite being "wrong" and how you think it should look so I can experiment? Two methods of making a 5-layer sprite, where the bottom layer is a 64x64 blank sprite (fully transparent) and the top 4 layers are a 64x64 white rounded-off square (with var...
by Deadlock989
Mon Jul 17, 2023 7:53 pm
Forum: Bug Reports
Topic: [1.1.87] Bug with sprite prototype size.
Replies: 5
Views: 851

Re: [1.1.87] Bug with sprite prototype size.

I have also encountered this: sprites composed of multiple layers do not behave as expected when embedded in rich text and UI scale is anything other than 100%. I had to work around it by using a dummy item with layered icons.
by Deadlock989
Sat Jul 01, 2023 10:47 am
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
Replies: 2
Views: 1160

[1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)

To reproduce: - Create two loader-1x1s, one with an electric energy source, the other with a fluid energy source (e.g. steam) and two symmetrical fluidboxes. - Place one of each, facing the same way. After placing use the rotate key to change the input/output mode of the electric loader. - Pipette t...
by Deadlock989
Thu Jun 15, 2023 3:40 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
Replies: 6
Views: 1683

Re: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)

Not really. It initially seemed weird to me that filter icons don't appear on unfiltered fluidboxes when the furnace has "chosen" a recipe, but thinking about it, it's probably correct as it is - an assembling machine locks on to the filters because they won't change without manual interve...
by Deadlock989
Wed Jun 14, 2023 11:24 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
Replies: 6
Views: 1683

Re: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)

Confirmed that this is much improved in 1.1.83, thank you.

Furnace fluidboxes now respect filters and show them in alt-mode, which was the most limiting issue here.
by Deadlock989
Wed Jun 14, 2023 12:27 pm
Forum: Fixed for 2.0
Topic: [1.1.82] runtime-sprite-reload option doesn't tolerate mipmap warnings
Replies: 2
Views: 765

[1.1.82] runtime-sprite-reload option doesn't tolerate mipmap warnings

There are numerous mods which specify a mipmap value for icon sprites which don't match the width of the bitmap, often because they are copying post-1.0 mipmapped icon specifications without updating their non-mipmapped sprites to match, or maybe some other oversight - it's easily done. There are ev...
by Deadlock989
Fri Jun 09, 2023 1:54 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.82] Fluid-powered loader-1x1s do not show "out of fuel" notification when filled then emptied
Replies: 1
Views: 979

[boskid][1.1.82] Fluid-powered loader-1x1s do not show "out of fuel" notification when filled then emptied

When loaders powered by electricity or fluids are first placed down and they have no power, their respective "out of fuel" flashing icon is correctly shown: Untitled.jpg However if fluid-powered loaders are given fluid and it then runs out (i.e. the entity tooltip shows no fluidbox informa...
by Deadlock989
Fri Jun 09, 2023 10:23 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.82] Rotating in-hand ghosts including loader-1x1s with a fluid energy source results in hard crash
Replies: 1
Views: 963

[boskid][1.1.82] Rotating in-hand ghosts including loader-1x1s with a fluid energy source results in hard crash

If a loader-1x1 is given a fluid type energy source (e.g. hot steam), and such an entity is then copied so that at least one ghost entity of the loader is "in the hand", and then the rotate key is then pressed, the game crashes with a hard error. Example log file attached. Loader energy so...
by Deadlock989
Mon Apr 24, 2023 4:35 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 23
Views: 4044

Re: Improving the Mod Portal Search

Prioritise mod names over everything else and give us the option to turn off fuzzy searches. For example, if I search for "disco", only one result on the first page of results actually has the separated word "disco" in the mod's name (another has the word "Discord"). Th...
by Deadlock989
Thu Mar 30, 2023 5:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.79] Rendering API errors
Replies: 1
Views: 471

[1.1.79] Rendering API errors

You're probably already aware but it seems that in 1.1.79 experimental, pretty much any call to rendering.draw_sprite and rendering.draw_animation appears to be broken, triggering a script error ( for example ). I think the issue is something to do with the surface index but it's hard to figure out ...
by Deadlock989
Wed Mar 22, 2023 1:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.76] [minor] Recipe result probabilities not rounded consistently on tooltip
Replies: 1
Views: 1350

[1.1.76] [minor] Recipe result probabilities not rounded consistently on tooltip

ItemProductPrototype , the prototype for a result in a recipe which returns multiple results, has a probability property (type double) which represents the chance of the recipe's completion actually returning the result. This is expressed as a number between 0 and 1, so a 58% chance is represented ...
by Deadlock989
Sun Mar 12, 2023 10:41 am
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4384

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

Yes, this is the main problem. When you build your 3D model, you know the z height of the barrel and the length of the barrel in the xy plane. The issue I never nailed was how calculate from those values to get the value of the source_offset in the action_delivery of the ammo_type of the attack_para...
by Deadlock989
Wed Mar 01, 2023 12:04 pm
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4384

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

I've spent an unreasonable amount of time trying to figure this out. Like well over 160 hours. I bet money that I got confused and went down a totally wrong path at some point and it's way simpler than I'm making it. No, it's very difficult and bizarre and bordering on black magic. I have also wast...
by Deadlock989
Wed Feb 01, 2023 9:38 pm
Forum: Modding help
Topic: [Solved] Sounds not playing during cutscene but only in arbitrary locations
Replies: 4
Views: 1293

Re: Sounds not playing during cutscene but only in arbitrary locations

Thanks, that's a huge relief. It never would have occurred to me that an uncharted area remains uncharted when a player controller in cutscene mode moves into it. By charting a very small area around the position of the sound just before you play it (the target entity's bounding box is ideal), the i...
by Deadlock989
Thu Jan 12, 2023 12:27 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 13272

Re: Version 1.1.75

Modding Added LoaderPrototype::allow_rail_interaction and allow_container_interaction. Interesting, especially the "rail interaction" part. Any details/docs? Does "containers" also include non-container entities with an inventory, e.g. crafting machines? When did native loaders ...
by Deadlock989
Wed Jan 11, 2023 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.75] Crash on trying to set vehicle ammo slot filter
Replies: 1
Views: 1964

[Klonan] [1.1.75] Crash on trying to set vehicle ammo slot filter

Originally discovered in a modded game, can reproduce in a vanilla game with no mods installed. To reproduce, middle click on a car's or tank's ammo slots. 36.238 Error CrashHandler.cpp:635: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... c:\tmp\factorio-build-3n...
by Deadlock989
Sun Jan 08, 2023 6:38 pm
Forum: Modding help
Topic: [Solved] Sounds not playing during cutscene but only in arbitrary locations
Replies: 4
Views: 1293

Re: Sounds not playing during cutscene but only in arbitrary locations

Donion wrote:
Sun Jan 08, 2023 4:23 pm
Can you provide the test base?
PM sent.
by Deadlock989
Sun Jan 08, 2023 12:49 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.74] surface.play_sound override_sound_type has no effect
Replies: 2
Views: 1680

[Donion] [1.1.74] surface.play_sound override_sound_type has no effect

While trying to get to the bottom of this random missing sound problem , I noticed the documentation for SoundType suggests that "some sound types are mixed differently than others, e.g. zoom level effects are applied" and wondered if that was causing my issues. So I experimented with sett...
by Deadlock989
Thu Jan 05, 2023 2:40 pm
Forum: Ideas and Suggestions
Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Replies: 18
Views: 3738

Re: Please add ability to connect pipes with logic wires like chests and belts

Wouldn't it be possible to make a tiny inline tank that looks and acts like a pipe, but allows the circuit network connection? I don't think there's factorio changes necessary. Almost, but not quite. It's certainly very possible to make 1x1 buffer tanks with circuit connectors, several or more mods...

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