Search found 333 matches
- Wed Oct 23, 2024 3:07 pm
- Forum: Modding interface requests
- Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 9
- Views: 594
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
Interesting! I figured there'd be changes brought on by the remote view etc. but not that they were that comprehensive. I'll look forward to reworked API (or perhaps even configuration?) support for zooming. As I've been hacking around the limitations of the current API since 0.14, I'll try to be pa...
- Wed Oct 23, 2024 2:26 pm
- Forum: Modding interface requests
- Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 9
- Views: 594
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
I did a quick search on the mod portal and the (undocumented) API-change seems to break about 5-10 mods, though in some cases only partially. Going by download numbers for the "pure" zoom mods, this affects something like 30k users.
- Wed Oct 23, 2024 10:26 am
- Forum: Modding interface requests
- Topic: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
- Replies: 9
- Views: 594
[2.0.9] LuaPlayer::zoom very limited compared to 1.1
My Infinizoom mod uses the zoom API to allow players to zoom in or out as much as the engine allows far beyond what is possible in vanilla 1.1. In 2.0.9 (only 2.x version I've tested) the API no longer allows zooming beyond the vanilla limits. I can't find anything explicit about this in the change ...
- Sun Apr 14, 2024 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] Conflict between logistics and circuit control behaviours for single tick
- Replies: 1
- Views: 613
[1.1.107] Conflict between logistics and circuit control behaviours for single tick
Noticed a conflict in control behaviours on inserters (at least): if using both the logistics and circuit connections, changes in settings to the circuit connection may override the logistics connection for one instant each time the circuit control setting is set to "None". Below is a smal...
- Wed Nov 01, 2023 7:28 pm
- Forum: Gameplay Help
- Topic: I'm looking for information on the train braking mechanic.
- Replies: 32
- Views: 6209
Re: I'm looking for information on the train braking mechanic.
Cheers! I hope you're able to get some useful results! The mod would need some additional work before it's ready for public distribution, at least a way to cap the output size would be needed; anyone finding it in this thread and manually installing it will be aware of the potential side effects and...
- Tue Oct 31, 2023 8:46 pm
- Forum: Gameplay Help
- Topic: I'm looking for information on the train braking mechanic.
- Replies: 32
- Views: 6209
Re: I'm looking for information on the train braking mechanic.
If anyone is interested in doing further tests on this in the future I made a small mod to make the measuring easier. The mod listens for train state changes and starts tracking trains that go into defines.train_state.arrive_station or defines.train_state.arrive_signal. While a train is tracked some...
- Sun Sep 24, 2023 12:23 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 216008
Re: 3 and 4 way intersections
Also, as we need some more cursed intersections, here's a roundabout that includes two-way tracks to make the long turns short: In testbench.png Cursedabout LHT 0eNqlW8tu20gQ/BeeRWN63qPrXvaQ496CYCFLRELAlg09jDUM/Xuo6GGJbi6rpFNgRSz1dFf19PQ0P6rHp23zumqXm2r6US2a9XzVvm7al2U1rb79/U81qdr5y3JdTb9/VOv253L2tP...
- Sun Sep 24, 2023 10:54 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 216008
Re: 3 and 4 way intersections
Good to see you guys still keeping up with the testing! I have been scavenging some old disks and found the material I used for the old test thread , including all the BP-strings that are no longer available in the thread. Attached is an archive here with the 120 blueprints that I had collected for ...
- Mon Apr 17, 2023 8:45 pm
- Forum: Minor issues
- Topic: [1.1.80] Increasing crafting speed of an assembler does not wake sleeping inserters
- Replies: 1
- Views: 923
[1.1.80] Increasing crafting speed of an assembler does not wake sleeping inserters
Found that inserters are not woken up when the output limit of an assembler changes due to the crafting speed increasing. This (or very similar) has already been reported here and marked as resolved, but the issue seems to exist in 1.1.80 Screenshot showing the issue using the show-active-state debu...
- Sat Jun 25, 2022 12:53 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 168580
Re: How-to: Two-way rails
While they may have said so (or some version of it) it is not true, see counterexample in the post above.
- Sat Jun 25, 2022 12:50 pm
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 168580
Re: How-to: Two-way rails
I reported it because it happened to me. In a vanilla game (Death World + Marathon) where (IIRC) I wasn't even at yellow science yet. Also, you don't seem to understand the issue ? Which is that the train(s) do NOT take the longer route, but get stuck instead, potentially forever. That is a pretty ...
- Mon Nov 22, 2021 8:45 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 216008
Re: 3 and 4 way intersections
Good stuff guys! It's really heartening to see this carried on! There is so much spirit of invention in this community that I have no doubt this this thread will generate a lot of discussions/innovation, even my old thread had a lot of activity long after I dropped off (thank you to everyone who par...
- Sun Dec 06, 2020 10:38 am
- Forum: Modding interface requests
- Topic: Changing zoom level in the map view (i.e. when render_mode == render_mode.chart)
- Replies: 2
- Views: 1436
Re: Changing zoom level in the map view (i.e. when render_mode == render_mode.chart)
I would like to second this request (or at least parts of it) for two reasons: Completeness: this parameter can be used to control the two other rendering modes, I don't really see any good reason for why it shouldn't work for the regular map if it works for the zoom-to-world-map. Hijacking the zoom...
- Wed Aug 19, 2020 8:20 pm
- Forum: Mods
- Topic: [0.14-1.1] Infinizoom - zoom without limits
- Replies: 12
- Views: 19301
Re: [0.14+] Infinizoom - zoom without limits
Aaaaaaand we're back to the hotkeys. As the dev responses for my first foray into binding to the scroll wheel implied, things got messy in a lot of cases. So many different things are bound to the scroll wheel, and the "zoom-in"/"zoom-out" key-binds are triggered regardless of wh...
- Mon Aug 17, 2020 8:45 pm
- Forum: Mods
- Topic: [0.14-1.1] Infinizoom - zoom without limits
- Replies: 12
- Views: 19301
Re: [0.14+] Infinizoom - zoom without limits
Both of these issues are, hopefully, fixed in 0.1.7. The second one is the mod actually hitting the limits of the game engine, it keeps trying to use smaller/larger values but the game won't go further. Implemented limits in either direction to prevent this breakage (turns out you can actually get &...
- Sun Aug 16, 2020 10:44 am
- Forum: Mods
- Topic: [0.14-1.1] Infinizoom - zoom without limits
- Replies: 12
- Views: 19301
Re: [0.14+] Infinizoom - zoom without limits
Good news for anyone having trouble with AutoHotkey: as of version 0.1.5 this mod does not use separate key-binds, instead it replaces the normal zoom function. This means that third party software is no longer needed to make this work with the scroll wheel. Big thanks to calcwizard for the contribu...
- Wed Jan 22, 2020 7:22 pm
- Forum: Mods
- Topic: [0.14-1.1] Infinizoom - zoom without limits
- Replies: 12
- Views: 19301
Re: [0.14+] Infinizoom - zoom without limits
While you don't need to use AutoHotkey -or any other third party key rebinding software- it is the only way to use the scroll wheel as an input to trigger custom events, something this mod uses to change the zoom level. If you're fine using other keys to zoom, they hotkeys used by the mod are config...
- Sat Jan 11, 2020 8:39 pm
- Forum: Duplicates
- Topic: [0.17.79] Train pathfinder does not account for length of final segment
- Replies: 2
- Views: 1384
Re: [0.17.79] Train pathfinder does not account for length of final segment
Ah, must have missed that one in my search. Good to know it's already handled.
Keep up the good work!
Keep up the good work!
- Sat Jan 11, 2020 5:26 pm
- Forum: Duplicates
- Topic: [0.17.79] Train pathfinder does not account for length of final segment
- Replies: 2
- Views: 1384
[0.17.79] Train pathfinder does not account for length of final segment
While trying to wrangle the train pathfinder to create logic circuits using trains (you know, as you do) I ran in to a train always choosing the longer of two similar paths. After experimenting a bit, and taking a look at the source code, I've arrived at the conclusion that the length of the final s...
- Sat Jan 11, 2020 5:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.17.79] Train pathfinder incorreclty assumes path in same segment is shortest
- Replies: 3
- Views: 3361
[boskid][0.17.79] Train pathfinder incorreclty assumes path in same segment is shortest
As the train pathfinder is currently implemented it will always prefer the path that ends in the same segment as it starts in, regardless of whether it is the closest one or not: demonstration.png 0eNqVmd1uozAQhd/F11B5bGND3mCfYVWt0sTbRSIQAam2qvLuCyVp2qwrzrkEzMfY83PG5k09Nad47Ot2VJs3Ve+6dlCbn29qqJ/bbT...