Search found 98 matches

by CmdrKeen
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...
by CmdrKeen
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

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.
A suitable implementation.
by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
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?
by CmdrKeen
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...
by CmdrKeen
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...
by CmdrKeen
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:
15.26-passive-provider.png
15.26-passive-provider.png (714.18 KiB) Viewed 10882 times
each chest had 2k belts.
by CmdrKeen
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.
by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
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.
by CmdrKeen
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*
by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
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

Added for the next version of 0.15.
Thank you!
by CmdrKeen
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...
by CmdrKeen
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.

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