Yeah, I gotcha. This would be my two-cent preference.TheSAguy wrote:I'm looking into ways to improve this. Maybe I'll just have no tile change when there is water near.
Search found 152 matches
- Mon Aug 22, 2016 7:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 432680
Re: Scorched Earth coastline render
- Mon Aug 22, 2016 7:55 pm
- Forum: Modding help
- Topic: Creating a new texture programmatically?
- Replies: 3
- Views: 1461
Re: Creating a new texture programmatically?
Yeah, I figured it out. The item in question had it's animation defined in a top-level table. By moving that definition into a newly created sub-table called layers , i was able to add another animation frame that's my texture overlay. It took some hunting around to find the magic sauce ( i.e., that...
- Mon Aug 22, 2016 7:19 pm
- Forum: Modding help
- Topic: [Solved] Why would util be nil?
- Replies: 12
- Views: 3324
Re: [Solved] Why would util be nil?
Surfaces is one such mode that wipes out util . I received an error report for example the same reason. Luckily the bug reporter gave me a zip of the mod directory and after a binary search of the mods, I found that my mod fails with Surfaces due to: $ head -n 20 script/lib/util.lua --[[ Surfaces (F...
- Mon Aug 22, 2016 3:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 432680
Scorched Earth coastline render
I noticed on the mod portal that for NEEnemies, V6.2.1 - Slight tweak to "Scorched Earth". If not near water the edges will be rounded. If near water, they have to be square . I am unsure if it's working properly. The scorched earth is near the water, and they are definitely square... Here...
- Wed Aug 17, 2016 8:33 pm
- Forum: Modding help
- Topic: Creating a new texture programmatically?
- Replies: 3
- Views: 1461
Creating a new texture programmatically?
Howdy. When I tweaked the splitters in my mod, I manually edited every animation frame in Paint.NET to dinstinguish them visually from the default splitters (four direction facings, three splitter types, and 32 animation frames). In thinking about supporting other mod author's splitters natively, I ...
- Sat Aug 13, 2016 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.5 LAN game crashes with more than 10 mods
- Replies: 12
- Views: 5266
Re: [0.13.5 LAN game crashes with more than 10 mods
Can confirm this exists in the latest version 0.13.15 on Mac OS X (El Capitan) with 29 mods.
Code: Select all
53.247 Error ServerGameUpdater.cpp:275: Failed sending LAN game broadcast: Sendto failed: Message too long
Factorio crashed. Generating symbolized stacktrace, please wait ...
- Sat Aug 13, 2016 10:26 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 11361
Re: [MOD 0.13] Hacked Splitters - bring balance to the belts
Thanks. I loaded up a LAN multiplayer to test and it didn't fail. Bad luck on my part I guess. I would have rather it failed fast. My guess is that because the first person joins, it does as you say, and their first tick fires. This initializes in `global` my lookup table. By time the MP joins, the ...
- Sat Aug 13, 2016 8:18 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 11361
[MOD 0.15] Hacked Splitters - bring balance to the belts
Hacked Splitters Mod Version: 1.1.0 Factorio Version: 0.15 Tested w/ Version: 0.15.5 Dependencies: Base, Bob's Logistics (optional) Download: Mod Portal Homepage: https://bitbucket.org/doktorstick/hacked-splitters License: MIT You've used your ingenuity as an engineer to hack your original splitter...
- Sat Aug 13, 2016 4:39 am
- Forum: Modding help
- Topic: Proper way to initialize a cache to "game" table?
- Replies: 4
- Views: 1310
Re: Proper way to initialize a cache to "game" table?
Thanks for the response. Minor misunderstanding. I'm not storing the cache in game ; it's in the top-level "local". It's basically a lookup table on some static computations from game.entity.prototypes . Since the data is static and cannot change during run-time, I don't see a need to stor...
- Sat Aug 13, 2016 2:37 am
- Forum: Implemented mod requests
- Topic: util.timestamp() for performance debugging
- Replies: 8
- Views: 2553
util.timestamp() for performance debugging
Howdy. I would like a debugging API to help identify performance bottlenecks. For instance: t1 = util.timestamp() do_order_n_cubed_operations() print ("function took", util.timestamp() - t1, "nanoseconds") Optimally, it would measure only the time my code spent running, but if it...
- Sat Aug 13, 2016 2:30 am
- Forum: Modding help
- Topic: Proper way to initialize a cache to "game" table?
- Replies: 4
- Views: 1310
Proper way to initialize a cache to "game" table?
Howdy. What's the proper way to initialize a cache to the game table? I cannot do it in on_load since game doesn't exist, yet. Right now, I've resorted to doing: local hacked_cache = nil script.on_event ( defines.events.on_tick, function (event) if hacked_cache == nil then build_hacked_cache() end ....
- Sat Aug 13, 2016 2:06 am
- Forum: Modding help
- Topic: "On_load" causing the save to be out of sync and cant load.
- Replies: 11
- Views: 2825
Re: "On_load" causing the save to be out of sync and cant load.
I'm relatively new to modding and this forum (my first post, actually), but I've spent a bit of time experimenting. My statements below are from my observations and I fully welcome any course corrections where I'm off-base. :D I'm not sure what I can tell you as an end user, but as a modder, the ans...