The reasons I believe that it's a bug:
- The behavior is different from static tints defined in the prototype (the right circle):
more_tints.png
- The dark square around is smaller than the original image. Here's the same, but with normal blending mode for comparison:
blend_normal.png ...
Search found 7 matches
- Thu Jul 17, 2025 6:08 pm
- Forum: Bug Reports
- Topic: [2.0.60] apply_render_tint breaks rendering in additive blend mode
- Replies: 2
- Views: 155
- Wed Jul 16, 2025 10:58 pm
- Forum: Bug Reports
- Topic: [2.0.60] apply_render_tint breaks rendering in additive blend mode
- Replies: 2
- Views: 155
[2.0.60] apply_render_tint breaks rendering in additive blend mode
Example entity:
--- @type data.SimpleEntityWithOwnerPrototype
local static_test = {
type = "simple-entity-with-owner",
name = "picture_test",
collision_box = { { -0.9, -0.9 }, { 0.9, 0.9 } },
selection_box = { { -1, -1 }, { 1, 1 } },
picture =
{
layers = {
{
filename = "__Test__/sprites ...
--- @type data.SimpleEntityWithOwnerPrototype
local static_test = {
type = "simple-entity-with-owner",
name = "picture_test",
collision_box = { { -0.9, -0.9 }, { 0.9, 0.9 } },
selection_box = { { -1, -1 }, { 1, 1 } },
picture =
{
layers = {
{
filename = "__Test__/sprites ...
- Wed May 14, 2025 9:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.49] AnimationSheet.repeat_count is not handled properly
- Replies: 1
- Views: 1533
[Genhis][2.0.49] AnimationSheet.repeat_count is not handled properly
Demonstration of the problem: animation_sheets.mp4
Two similarly defined entities. Both use main animation with frame_count=32 , and an animation with frame_count=1 repeat_count=32 for the shadow.
The left one has its animation defined as animation with two layers . The right one uses sheets ...
Two similarly defined entities. Both use main animation with frame_count=32 , and an animation with frame_count=1 repeat_count=32 for the shadow.
The left one has its animation defined as animation with two layers . The right one uses sheets ...
- Sat Mar 29, 2025 11:55 pm
- Forum: Not a bug
- Topic: [2.0.43] Entities render differently with and without SA enabled
- Replies: 1
- Views: 244
[2.0.43] Entities render differently with and without SA enabled
If an entity has a layer with draw_as_light, and a regular layer on top, it renders differently based on whether space age mod is enabled or not:
- Without space age, the light from the lower layers is illuminating the top one: vanilla.png
- With space age enabled, the light from the lower layers ...
- Without space age, the light from the lower layers is illuminating the top one: vanilla.png
- With space age enabled, the light from the lower layers ...
- Wed Mar 26, 2025 9:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.43] Crash loading save (RobotWithLogisticInterface: hasOrderInMember)
- Replies: 1
- Views: 1654
[2.0.43] Crash loading save (RobotWithLogisticInterface: hasOrderInMember)
Steps to reproduce:
- Disable all mods, including the ones enabled in the save (space age and dependencies)
- Load the save.
- Observe the crash
- Disable all mods, including the ones enabled in the save (space age and dependencies)
- Load the save.
- Observe the crash
- Wed Oct 30, 2024 2:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.12] LuaSurface::set_tiles doesn't properly unstack tiles
- Replies: 1
- Views: 1735
[Lou][2.0.12] LuaSurface::set_tiles doesn't properly unstack tiles
Scenario:
- Create a tile with concrete (minable tile) over landfill (foundation tile) over water (non-minable tile).
- Use LuaSurface::set_tiles to set the tile to landfill.
Expected behavior:
- Tile now just have a landfill (as tile) over the water (as hidden_tile).
Actual behavior:
- Tile now ...
- Create a tile with concrete (minable tile) over landfill (foundation tile) over water (non-minable tile).
- Use LuaSurface::set_tiles to set the tile to landfill.
Expected behavior:
- Tile now just have a landfill (as tile) over the water (as hidden_tile).
Actual behavior:
- Tile now ...
- Sun Aug 11, 2024 11:04 pm
- Forum: Resolved Requests
- Topic: LuaTile.get_tile_ghosts seems to have wrong return type
- Replies: 1
- Views: 468
LuaTile.get_tile_ghosts seems to have wrong return type
Documentation says that this method returns array[LuaTile].
Testing in game suggests that the result is actually array[LuaEntity], specifically ghost entities.
Testing in game suggests that the result is actually array[LuaEntity], specifically ghost entities.
Code: Select all
/c game.print(game.player.surface.find_tiles_filtered({has_tile_ghost=true})[1].get_tile_ghosts()[1].type)
>> tile-ghost