Search found 10 matches

by Zetabite
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...
by Zetabite
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...
by Zetabite
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...
by Zetabite
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...
by Zetabite
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
by Zetabite
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...
by Zetabite
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)
by Zetabite
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...

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