Search found 10 matches
- Mon Aug 30, 2021 5:24 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 99723
Re: Small documentation improvement requests
For https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings or similar, add specification on limits for map size. Maybe even an entry on https://lua-api.factorio.com/latest/Builtin-Types.html#uint describing the exception if there is one. -> The actual limitation is a million tiles in each...
- Wed Aug 25, 2021 2:53 pm
- Forum: Modding interface requests
- Topic: Fade/scale over duration parameters for rendering.draw_sprite / draw_animation
- Replies: 1
- Views: 1212
Re: Fade/scale over duration parameters for rendering.draw_sprite / draw_animation
I think something that would be nice to have in animations and sprites too, would be scheduling animations if that would be possible. So that when I know I need to create animation B at time X that I can create it, without to check every tick to create it at the correct time. Currently what I do for...
- Thu Aug 19, 2021 7:07 am
- Forum: Modding interface requests
- Topic: Manipulate entity visibility / render in control stage
- Replies: 0
- Views: 778
Manipulate entity visibility / render in control stage
Issue summary: There is no possibility of (uniformly) editing the visibility of entities at runtime. In Nauvis Melange there is a car, a travel worm (not in current release yet, but in git master), that can be called via a thumper. When called a chain of events are activated, to simulate the travel...
- Thu Aug 19, 2021 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.37] Animation prototype missing from Prototype Explorer
- Replies: 2
- Views: 979
Re: [Rseding91] [1.1.37] Animation prototype missing from Prototype Explorer
That would be perfect, thank you.
- Thu Aug 19, 2021 3:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.37] Animation prototype missing from Prototype Explorer
- Replies: 2
- Views: 979
[Rseding91] [1.1.37] Animation prototype missing from Prototype Explorer
Seems like animation prototypes are missing from the prototype explorer. I can see this being like that due to most animations being bound to entities, but with Lua.Rendering, its possible to render animations that arent used by any entity. This makes it hard to verify if animations have been read c...
- Thu Oct 08, 2020 4:35 pm
- Forum: Not a bug
- Topic: [1.0.0][Modded] Default resolution shadow gets chosen for entities even when hq texture exists
- Replies: 3
- Views: 1037
Re: [1.0.0][Modded] Default resolution shadow gets chosen for entities even when hq texture exists
Yeah, since I havent changed anything on my config, thats it.
Thank you and have a great day
Thank you and have a great day
- Thu Oct 08, 2020 3:02 am
- Forum: Not a bug
- Topic: [1.0.0][Modded] Default resolution shadow gets chosen for entities even when hq texture exists
- Replies: 3
- Views: 1037
[1.0.0][Modded] Default resolution shadow gets chosen for entities even when hq texture exists
Expected: High quality texture for the entity (assembling-machine prototype) should be chosen. Outcome: Default shadow is chosen no matter the setting. ! prototype cache and texture cache are disabled, I have never used them ! Steps to reproduce: 1. Add this data.raw['assembling-machine']['assemblin...
- Sat Oct 03, 2020 11:32 am
- Forum: Modding interface requests
- Topic: [Request] Add capsule cooldown manipulation/access
- Replies: 2
- Views: 1267
[Request] Add capsule cooldown manipulation/access
To remove cooldown under certain circumstances, if player has a certain sticker, or need to use more to make the capsule work (addiction for example)
- Thu Sep 24, 2020 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] sticker with negative phyiscal damage per tick doesnt work
- Replies: 2
- Views: 3007
- Thu Sep 24, 2020 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] sticker with negative phyiscal damage per tick doesnt work
- Replies: 2
- Views: 3007
[1.0.0] sticker with negative phyiscal damage per tick doesnt work
Expected: Regeneration of health points like raw fish does, but just per tick. Outcome: Doesnt do anything. Steps to reproduce: 1. make mod with new sticker, like: { type = 'sticker', name = 'regen-sticker', duration_in_ticks = 60 * 60, damage_per_tick = {type = 'physical', amount = -10}, damage_int...