Search found 243 matches
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 ...
- 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, will be moved to and made to work with character entities as well as players. Good luck!
Code: Select all
LuaPlayer::can_place_entity
Code: Select all
LuaControl::can_place_entity
- 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 ...
- 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 ...
- 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!
- 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.
- 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 ...
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 ...
- 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 ...
- 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!
- 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 ...
...
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 ...
- 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 ...
- 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?
- 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 ...
- 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.
- 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.