Search found 243 matches

by StrangePan
Tue Jul 22, 2025 3:16 pm
Forum: Modding interface requests
Topic: create a demolisher entity with quality
Replies: 1
Views: 478

Re: create a demolisher entity with quality

Quickly checked that it is indeed possible to create demolishers with varying levels of qualities, both in the editor and via LuaSurface::create_entity. Now in 2.0.61, there is a full API for reading and controlling demolishers and their territories.
by StrangePan
Tue Jul 22, 2025 3:06 pm
Forum: Implemented mod requests
Topic: [2.0.12] Demolisher API (territories & spawning?)
Replies: 4
Views: 972

Re: [2.0.12] Demolisher API (territories & spawning?)

This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
by StrangePan
Tue Jul 22, 2025 3:05 pm
Forum: Implemented mod requests
Topic: Segmented Unit entity relationship
Replies: 6
Views: 608

Re: Segmented Unit entity relationship

This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
by StrangePan
Tue Jul 22, 2025 3:03 pm
Forum: Implemented mod requests
Topic: More control over the demolisher simulation mechanic
Replies: 4
Views: 584

Re: More control over the demolisher simulation mechanic

This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
by StrangePan
Tue Jul 22, 2025 3:00 pm
Forum: Implemented mod requests
Topic: Making it easier to clean up changed LuaPlayer::zoom_limits
Replies: 5
Views: 472

Re: Making it easier to clean up changed LuaPlayer::zoom_limits

LuaPlayer::set_zoom_limits() will be added to 2.0.61, which takes controller type so that you can set (or reset) the zoom limits for any controller type.
by StrangePan
Fri Jul 18, 2025 3:50 pm
Forum: Implemented mod requests
Topic: Allow setting if a SpiderLegPrototype rotates with its connected body or not
Replies: 3
Views: 506

Re: Allow setting if a SpiderLegPrototype rotates with its connected body or not

Ok, this is implemented in 2.0.61. Rotation is defined by the SpiderVehiclePrototype's SpiderTorsoGraphicsSet::base_animation number of rotations. In other words, if a SpiderVehicle's torso has a base sprite with NO rotation frames, then the legs will not rotate either. If the base sprite has 64 ...
by StrangePan
Fri Jul 18, 2025 8:11 am
Forum: Implemented mod requests
Topic: Additions to enable an AI team mate
Replies: 3
Views: 789

Re: Additions to enable an AI team mate

In 2.0.61,

Code: Select all

LuaPlayer::can_place_entity
will be moved to

Code: Select all

LuaControl::can_place_entity
and made to work with character entities as well as players. Good luck!
by StrangePan
Sat Jun 21, 2025 3:44 pm
Forum: Won't fix.
Topic: [StrangePan][2.0.47] Metal renderer overly saturated
Replies: 6
Views: 881

Re: [StrangePan][2.0.47] Metal renderer overly saturated


A MacBook Pro with an XDR display would probably suffice, someone's probably got one if there's active development on macOS. The game would look normal with the OpenGL renderer because of certain technologies they've implemented with their own displays, in typical fashion, but you should still be ...
by StrangePan
Sat Jun 21, 2025 11:02 am
Forum: Won't fix.
Topic: [StrangePan][2.0.47] Metal renderer overly saturated
Replies: 6
Views: 881

Re: [StrangePan][2.0.47] Metal renderer overly saturated


TLDR -- I am able to reproduce the phenomenon described by OP, but I disagree on its classification as a bug. It is due to differences in how the two graphics APIs handle HDR content and displays. I prefer the appearance of the Metal implementation when in HDR mode. If this is ever scheduled to ...
by StrangePan
Thu Jun 19, 2025 4:07 pm
Forum: Resolved Problems and Bugs
Topic: [Strangepan][2.0.7] Undo doesn't undo flipping entities
Replies: 2
Views: 2621

Re: [Strangepan][2.0.7] Undo doesn't undo flipping entities

Hello, this is implemented in 2.0.56. Thanks!
by StrangePan
Thu Jun 19, 2025 12:20 pm
Forum: Won't fix.
Topic: [StrangePan][2.0.47] Metal renderer overly saturated
Replies: 6
Views: 881

Re: [StrangePan][2.0.47] Metal renderer overly saturated

Gonna mark this as "won't fix" since I can't reproduce the issue and haven't received additional information.
by StrangePan
Wed Jun 18, 2025 9:20 am
Forum: Implemented mod requests
Topic: Making it easier to clean up changed LuaPlayer::zoom_limits
Replies: 5
Views: 472

Re: Making it easier to clean up changed LuaPlayer::zoom_limits

Implementation notes:

One challenge with this is that the engine doesn't actually remember all of the zoom limits for all of the different controller types a player can have. For example, if a player switches to the God controller, the character controller's zoom limits may be forgotten and vice ...
by StrangePan
Tue Jun 17, 2025 12:03 pm
Forum: Implemented mod requests
Topic: Additions to enable an AI team mate
Replies: 3
Views: 789

Re: Additions to enable an AI team mate

Before I look into the feasibility of this request, I should inform you that development on Factorio 1.110 is stopped, and all future fixes, features, and modding API requests will be applied to Factorio 2.0.+. Thus, any mods seeking to use this feature will also need to be updated to run on ...
by StrangePan
Fri Jun 06, 2025 5:02 pm
Forum: Not a bug
Topic: [2.0.55] M2 Macbook Air UI Blurry
Replies: 5
Views: 710

Re: [2.0.55] M2 Macbook Air UI Blurry

Awesome, no problem!
by StrangePan
Fri Jun 06, 2025 10:52 am
Forum: Not a bug
Topic: [2.0.55] M2 Macbook Air UI Blurry
Replies: 5
Views: 710

Re: [2.0.55] M2 Macbook Air UI Blurry

Hello, I think I know what the problem is.


...
Bugfixes

...
Fixed possible memory management error when initializing GPU device counters with Metal. (https://forums.factorio.com/128505)
Fixed texture initialization on low-memory Macs with the Metal graphics backend. (https://forums ...
by StrangePan
Wed May 14, 2025 10:16 am
Forum: Duplicates
Topic: [2.0.43] Screen jumps when moving camera with mouse
Replies: 3
Views: 449

Re: [2.0.43] Screen jumps when moving camera with mouse

Hello! Thanks for the report, video, logs, and saves. I believe this is a duplicate of https://forums.factorio.com/122891, which should have been fixed in 2.0.44. However, if you're still experiencing this issue in a version >= 2.0.44, please let us know by updating this thread or opening a new bug ...
by StrangePan
Wed May 14, 2025 10:02 am
Forum: Won't fix.
Topic: [StrangePan][2.0.47] Metal renderer overly saturated
Replies: 6
Views: 881

Re: [2.0.47] Metal renderer overly saturated

Hello, can you share a screenshot (or two or three) and your game's log file, as per these instructions?
by StrangePan
Wed May 14, 2025 9:59 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.47] Unexpected map view offset
Replies: 2
Views: 1247

Re: [StrangePan][2.0.47] Unexpected map view offset

Thanks for the report and videos. I'm not sure exactly how your remote view ended up in this state, but I did find one method of reliably reproducing it, which will be fixed in 2.0.50. If it happens again on or after 2.0.50, please let us know by filing a new bug. Also, if it happens again, it ...
by StrangePan
Tue May 13, 2025 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.47] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
Replies: 2
Views: 1321

Re: [StrangePan][2.0.47] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe

2.0.50 will fix another potential cause of failing demolisher consistency checks and will recover existing saves suffering from such failing checks.
by StrangePan
Tue May 13, 2025 11:50 am
Forum: Resolved Problems and Bugs
Topic: [strangepan] [2.0.44] Demolisher stationary until chunk visible/generated
Replies: 2
Views: 1575

Re: [strangepan] [2.0.44] Demolisher stationary until chunk visible/generated

Hello, thank you for the report and save files. This will be fixed in 2.0.50.

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