Search found 58 matches

by BrainGamer_
Sat Dec 09, 2023 4:02 am
Forum: Fan Art
Topic: Factorio Blueprint Visualizer
Replies: 2
Views: 935

Re: Factorio Blueprint Visualizer

Those look pretty neat. I love the idea of visualizing the BPs in a more abstract manner!

I've been working on my own BP renderer for a while now and this seems like something that could be added as another misc blueprint tool next to a bunch of others.

Really nice job.
by BrainGamer_
Thu Dec 07, 2023 4:29 am
Forum: Documentation Improvement Requests
Topic: RollingStock wheels position
Replies: 1
Views: 369

Re: RollingStock wheels position

Alright this has been solved after taking a look at how FBSR does this and with some help from the mod-making channel on discord . First of all one thing I didn't knew before is that rolling-stocks (or vehicles in general maybe?) don't directly use the orientation to get the corresponding sprite but...
by BrainGamer_
Thu Nov 23, 2023 11:45 am
Forum: General discussion
Topic: HDR
Replies: 22
Views: 5177

Re: HDR

To be fair HDR for PCs is still just in a very very messy state. When I was still using Windows I tried to enable HDR multiple times over the years but all the SDR content always looked immediately way worse and lots of games don't implement HDR well at all too. Additionally taking any screenshots o...
by BrainGamer_
Mon Nov 13, 2023 9:34 pm
Forum: Modding interface requests
Topic: LuaPlayer.open_map(position, scale, surface)
Replies: 9
Views: 2712

Re: LuaPlayer.open_map(position, scale, surface)

Thebri wrote: ↑
Mon Nov 13, 2023 9:11 pm
At least for 2.0 we will need this.
I asked about it on discord a month ago and the answer was "sure" so it seems very likely this will be a thing :D
by BrainGamer_
Mon Nov 13, 2023 8:52 pm
Forum: Documentation Improvement Requests
Topic: RollingStock wheels position
Replies: 1
Views: 369

RollingStock wheels position

How are the positions for the wheels of a rolling-stock determined? My current implementation uses the joint_distance and then rotates that according to the orientation of the entity but I seem to be missing some vertical offset (and the horizontal offset also seems to not fit perfectly). let offset...
by BrainGamer_
Mon Nov 13, 2023 9:15 am
Forum: Documentation Improvement Requests
Topic: RailSignalPrototype.rail_piece should be RotatedAnimation - No, but needs more info
Replies: 2
Views: 384

Re: RailSignalPrototype.rail_piece should be RotatedAnimation - No, but needs more info

There is a comment in the code regarding the frame count: On vertical rail there are two variations of the rail piece. One for odd y-coordinate and the other for even y-coordinate to make these pieces aligned with rail ties. These extra variations are stored as frame 8 and 9. (Those frame numbers a...
by BrainGamer_
Mon Nov 13, 2023 7:20 am
Forum: Documentation Improvement Requests
Topic: RailSignalPrototype.rail_piece should be RotatedAnimation - No, but needs more info
Replies: 2
Views: 384

RailSignalPrototype.rail_piece should be RotatedAnimation - No, but needs more info

RailSignalBasePrototype.rail_piece is currently documented as being an Animation. When you take a look at the sprites used tho it seems more like it should be a RotatedSprite, while the prototype dump includes a "axially_symmetrical": false property on the definitions which is only used f...
by BrainGamer_
Fri Nov 10, 2023 4:22 pm
Forum: Minor issues
Topic: [1.1.92] data.raw JSON dump serializes empty arrays wrong
Replies: 8
Views: 1030

Re: [1.1.92] data.raw JSON dump serializes empty arrays wrong

"flags": [ "placeable-neutral", "player-creation" ], The fun thing is that this is not the only valid representation for this! Since Lua basically does everything with HashMaps like Rseding said you can have the following: "flags": { 1: "placeable-neutra...
by BrainGamer_
Fri Nov 10, 2023 6:44 am
Forum: Resolved Requests
Topic: Types/LocalisedString missing number variant
Replies: 1
Views: 385

Types/LocalisedString missing number variant

Localised strings appear to not only consist of strings, bools or arrays of itself.
Apparently they can also be numbers (integers and floats, tho double would make the most sense here I guess).

The provided examples even show localised strings with numbers in them :D
by BrainGamer_
Wed Nov 08, 2023 6:01 pm
Forum: Ideas and Suggestions
Topic: [Linux] Fix related to the Factorio binary and eventually folder structure
Replies: 13
Views: 1262

Re: [Linux] Fix related to the Factorio binary and eventually folder structure

I don't really get what the apparent issue here is? Factorio will use the read-data and write-data directories as configured in the config.ini file. The standalone/archive install of factorio defaults to using the root of the unpacked zip as both the read-data and write-data folder (as explained in ...
by BrainGamer_
Fri Nov 03, 2023 8:15 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Crash when adding entities to blueprint with position at infinity
Replies: 1
Views: 450

[1.1.94] Crash when adding entities to blueprint with position at infinity

The game crashes with my attached WIP mod when creating a new BP that has only 1 entity selected (easy fix on my side but that still should not hard crash the game :D ).

Seems like the conversion from doubles to the fixed point representation does not like infinities at all.
by BrainGamer_
Fri Nov 03, 2023 2:06 pm
Forum: Modding help
Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
Replies: 6
Views: 745

Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines

Glsl2 wrote: ↑
Fri Nov 03, 2023 10:06 am
I see. But how do I attach a invisible entity to the visible entity? Is it done in the control.lua file?
Yes you would need to use runtime scripting for this behaviour
by BrainGamer_
Wed Nov 01, 2023 7:49 pm
Forum: Modding help
Topic: Understand data.raw entity pictures
Replies: 11
Views: 1242

Re: Understand data.raw entity pictures

Do I correctly understand that you expect the prototype instance data of a given mod to be in the file `../dumps/data-raw-dump.json`? I currently have a prototype dump json in the given location but that is not added in the repo. And that creating that file from your app is still a to do? Yes this ...
by BrainGamer_
Mon Oct 30, 2023 10:24 pm
Forum: Modding help
Topic: Understand data.raw entity pictures
Replies: 11
Views: 1242

Re: Understand data.raw entity pictures

πŸ‘ I guess I just wait then :) Sorry it took so long but I finally got around to publish the repository. You can find it here: https://github.com/fgardt/factorio-scanner. It can currently render pretty much all entities apart from rails, vehicles, and wires. I also still need to find a way to handle...
by BrainGamer_
Thu Oct 19, 2023 7:20 pm
Forum: Mods
Topic: [Mod: 0.1.15] Galdoc's Manufacturing
Replies: 2
Views: 464

Re: [Mod: 0.1.15] Galdoc's Manufacturing

maybe a link to the modpage itself would be nice too :D
by BrainGamer_
Tue Oct 10, 2023 9:08 pm
Forum: Modding help
Topic: Understand data.raw entity pictures
Replies: 11
Views: 1242

Re: Understand data.raw entity pictures

ow far are you with that? I'm at the point where I am starting to write the rendering stuff of invidivual entities / graphics types. I pretty much completed the data dump deserializer, locale dump deserializer, blueprint string deserializer and sprite loader (from base/core or even from zipped mods...
by BrainGamer_
Tue Oct 10, 2023 9:43 am
Forum: Modding help
Topic: Understand data.raw entity pictures
Replies: 11
Views: 1242

Re: Understand data.raw entity pictures

Isn't there a common method that's used for blueprints? There's no animations in blueprints for example and a default non-animated graphic is used. as DaveMcW mentioned it is dependent on the entities type. If you want to have a look at how the various external BP rendering tools do it you can read...
by BrainGamer_
Mon Oct 09, 2023 9:42 am
Forum: Resolved Requests
Topic: collection of some prototype docs issues
Replies: 4
Views: 440

Re: collection of some prototype docs issues

Bilka wrote: ↑
Mon Oct 09, 2023 9:05 am
They are uint16, the floating point value that the base game is setting is getting truncated during loading.
Does that apply to all integer values?
by BrainGamer_
Mon Oct 09, 2023 9:38 am
Forum: Resolved Requests
Topic: collection of some prototype docs issues
Replies: 4
Views: 440

Re: collection of some prototype docs issues

Those are in fact different properties with different effects, see the description on belt_length. belt_distance is hardcoded internally. Then that appears to be wrongly documented in the abstract parent LoaderPrototype here ? edit: hmm no that also refers to the internal variable. I just don't see...

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