Search found 98 matches
- Wed Dec 06, 2017 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Belt Speed customisation
- Replies: 5
- Views: 2229
Re: Belt Speed customisation
Is there any statistical evidence about how much the current speed of a belt (yellow vs red vs blue) affects game performance? I kind of doubt that the speed as such is a major performance drain. the way it sounded to me, the belts would be extremely optimized (50-100x) in areas with few to no gaps...
- Wed Dec 06, 2017 9:43 pm
- Forum: Ideas and Suggestions
- Topic: An admin command to disable chunk generation
- Replies: 6
- Views: 2483
Re: An admin command to disable chunk generation
A suitable implementation.Rseding91 wrote:...Limiting chunk generation just stops entities/tiles from generating - it's effectively the same as setting a map size limit. In 0.16 you can runtime change the map size limit with console commands.
- Sun Dec 03, 2017 7:58 pm
- Forum: Ideas and Suggestions
- Topic: An admin command to disable chunk generation
- Replies: 6
- Views: 2483
Re: An admin command to disable chunk generation
I'd like to see implemented a command that disables/enables chunk generation. This is mainly because I've seen several servers get shut down for running over the assigned memory limit for a hosted server. I would say its maybe easier to just limit the map, But it still wouldn't solve the problem, a...
- Sun Dec 03, 2017 7:36 am
- Forum: Ideas and Suggestions
- Topic: An admin command to disable chunk generation
- Replies: 6
- Views: 2483
An admin command to disable chunk generation
I'd like to see implemented a command that disables/enables chunk generation. This is mainly because I've seen several servers get shut down for running over the assigned memory limit for a hosted server.
- Sat Nov 18, 2017 4:25 am
- Forum: Implemented mod requests
- Topic: a way to get a players screen resolution
- Replies: 11
- Views: 2609
Re: a way to get a players screen resolution
... I'm definetly not going to complain if we can get on_resolution_changed and player.resolution :D. It's still far superior than asking the player to manually add mod settings... (i kinda suspected relative size would be to time consuming to integrate now) I'm not gonna complain either. I'll prob...
- Fri Nov 17, 2017 8:29 pm
- Forum: Implemented mod requests
- Topic: a way to get a players screen resolution
- Replies: 11
- Views: 2609
a way to get a players screen resolution
I'd like to get implemented a way to pull information on a players screen size to make it possible to adjust a large dialog to the players screen without the player having to input the resolution themselves.
It'd also require an event to handle resolution changes in order to resize the dialog.
It'd also require an event to handle resolution changes in order to resize the dialog.
- Thu Nov 02, 2017 9:13 pm
- Forum: Modding help
- Topic: lua pass by reference issue
- Replies: 3
- Views: 1138
Re: lua pass by reference issue
I guess my next question is parse[v] evaluated as a value then?
- Thu Nov 02, 2017 7:34 pm
- Forum: Modding help
- Topic: lua pass by reference issue
- Replies: 3
- Views: 1138
lua pass by reference issue
I was under the impression that variable assignment was pass by reference for tables. However, I'm finding an issue with the following: parse["1"]["inner"]["1"] = some_number works properly, but the code as handled by a for loop: local values = ... for _,v in ipairs(val...
- Sat Jul 01, 2017 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.26] force.chart generates chunks outside of map limits
- Replies: 1
- Views: 1859
[Rseding91] [0.15.26] force.chart generates chunks outside of map limits
Maps with at least one limit to height or width can still have chunks generated outside of those boundries when using force.chart. reproduction steps: 1. make a map with 1x1 boundry 2. run this command: /c local dist = 16384; local x = 0; local y = 0; game.player.force.chart(game.player.surface,{lef...
- Sat Jul 01, 2017 3:15 am
- Forum: Ideas and Suggestions
- Topic: Construction robots don't prioritize storage chests
- Replies: 24
- Views: 12779
Re: [.15.26] Construction robots don't prioritize storage chests
Confirmed:
each chest had 2k belts.- Sun Jun 04, 2017 4:16 pm
- Forum: Mods
- Topic: [0.15.12+] Compound Furnaces 0.0.9
- Replies: 5
- Views: 3129
Re: [0.15.12+] Compound Furnaces 0.0.6
I have added pollution simulation after finding it has a negligible impact on simulation performance.
- Sat Jun 03, 2017 1:30 am
- Forum: Mods
- Topic: [0.15.12+] Compound Furnaces 0.0.9
- Replies: 5
- Views: 3129
Re: [0.15.12+] Compound Furnaces 0.0.6
I think it should perhaps have an option to output directly onto a belt in a compressed form, to make up for the fact that there are far fewer chests etc to do so I'm kind of expecting players to either directly unload from and onto trains, or to use a loader unlocker mod. but I think pollution imp...
- Fri Jun 02, 2017 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.15.18] - Train start/stop loop near signal
- Replies: 3
- Views: 2333
Re: [0.15.18] - Train start/stop loop near signal
I don't believe the two are related. The other looks like a race around condition in the combinator logic and not a bug.
- Fri Jun 02, 2017 3:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.15.18] - Train start/stop loop near signal
- Replies: 3
- Views: 2333
[Klonan] [0.15.18] - Train start/stop loop near signal
I found a train that would reliably cause this weird loop with starting and stopping. I found it to be because it was very close, but not at the signal it was near.
https://www.youtube.com/watch?v=oONQjN1W3dk
The save used in the video is attached below.
https://www.youtube.com/watch?v=oONQjN1W3dk
The save used in the video is attached below.
- Thu Jun 01, 2017 10:56 pm
- Forum: Mods
- Topic: [0.15.12+] Compound Furnaces 0.0.9
- Replies: 5
- Views: 3129
Re: [0.15.12+] Compound Furnaces 0.0.6
*reserved*
- Thu Jun 01, 2017 10:55 pm
- Forum: Mods
- Topic: [0.15.12+] Compound Furnaces 0.0.9
- Replies: 5
- Views: 3129
[0.15.12+] Compound Furnaces 0.0.9
Type: Mod Name: Compound Furnaces Description: A mod to reduce the UPS impact of large furnace setups by 6x+ License: The MIT License Version: 0.0.9 Release: 2017-06-01 Tested With Factorio Version: 0.12.16 Category: UPS reduction Tags: New Items Download: https://mods.factorio.com/mods/msu320/compo...
- Sat May 27, 2017 3:26 pm
- Forum: Not a bug
- Topic: 0.15.15 expected resources + productivity bonus
- Replies: 2
- Views: 1344
Re: 0.15.15 expected resources + productivity bonus
This isn't a bug. The number on the map is resources 'in the ground', not what you might pull out of it with productivity.
- Thu May 18, 2017 6:56 pm
- Forum: Implemented mod requests
- Topic: allow luaFlowStatistics to update the production graphs
- Replies: 2
- Views: 1739
Re: allow luaFlowStatistics to update the production graphs
Thank you!Added for the next version of 0.15.
- Mon May 15, 2017 10:25 pm
- Forum: Already exists
- Topic: A way to prevent entities recieving beacon effects
- Replies: 3
- Views: 1751
Re: A way to prevent entities recieving beacon effects
Placing certain modules in an entity is controlled by the "allowed_effects" tag (I think that's what it's called), specifying no effects would prevent any module from being fitted. I'm fairly sure this also prevents the effect being received from a transmitter. However, I think mining dri...
- Sun May 14, 2017 5:20 am
- Forum: Already exists
- Topic: A way to prevent entities recieving beacon effects
- Replies: 3
- Views: 1751
A way to prevent entities recieving beacon effects
I'm trying to make a mod with custom mining drills that lack module slots and cannot receive beacon effects. Unfortunately there's no way (that I know of) to prevent effects from being received at the moment. I'd like to have a method added to accomplish this.