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.
Search found 58 matches
- Sat Dec 09, 2023 4:02 am
- Forum: Fan Art
- Topic: Factorio Blueprint Visualizer
- Replies: 2
- Views: 935
- 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...
- 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...
- Mon Nov 13, 2023 9:34 pm
- Forum: Modding interface requests
- Topic: LuaPlayer.open_map(position, scale, surface)
- Replies: 9
- Views: 2712
- 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...
- 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...
- 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...
- 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...
- 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
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
- Fri Nov 10, 2023 5:25 am
- Forum: Technical Help
- Topic: Game crashes after going through the initial loading screen
- Replies: 3
- Views: 387
Re: Game crashes after going through the initial loading screen
This log contains no crash
- 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 ...
- 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 ).
Seems like the conversion from doubles to the fixed point representation does not like infinities at all.
Seems like the conversion from doubles to the fixed point representation does not like infinities at all.
- 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
- 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 ...
- 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
π 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...
- 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
- 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...
- 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...
- Mon Oct 09, 2023 9:42 am
- Forum: Resolved Requests
- Topic: collection of some prototype docs issues
- Replies: 4
- Views: 440
- 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...