Search found 422 matches
- Sat Jun 25, 2016 8:35 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
I wasn't really doing anything special. I would note though, that I had been playing for a few hours straight. Any chance of a memory leak? So you didn't see the 9ms usage until after several hours? Hmmm. I dumped the mod saved memory first thing to see if I could spot anything unusual. There were ...
- Sat Jun 25, 2016 6:00 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Running into some performance issues with 0.4.2. Getting pretty jerky. Performance completely restored once I removed the mod. Performance.jpg So I loaded your mod and saves up, and wandered around for ten minutes, killed a few biter bases, but I never saw script performance with 0.4.2 exceed 0.3, ...
- Fri Jun 24, 2016 7:39 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Can you upload save + mods and I can look into it.wahming wrote:Running into some performance issues with 0.4.2. Getting pretty jerky. Performance completely restored once I removed the mod.
- Fri Jun 24, 2016 4:38 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Based entirely on the error message he is receiving, it's this line that's the problem:] The data structures were supposed to be set up on_init in the world class, which was the source of the problem: https://github.com/Afforess/Misanthrope/blob/refactor/libs/world.lua#L34 Anyway, 0.4.2 should init...
- Fri Jun 24, 2016 2:31 pm
- Forum: Modding help
- Topic: Modifying multiple data.raw's in one line
- Replies: 6
- Views: 1863
Re: Modifying multiple data.raw's in one line
Not as far as I am aware, but you can cheat and use semicolons:
Code: Select all
local item = data.raw["item"]["construction-robot"]; item.flags = {"goes-to-main-inventory"}; item.stack_size = 100
- Fri Jun 24, 2016 3:51 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Once I got home I was able to debug and fix it.wahming wrote:It's very much still happening.
https://github.com/Afforess/Misanthrope ... _0.4.2.zip
- Thu Jun 23, 2016 4:46 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
I'd be interested to know what the problem was when you fix it. It looked like your if !null check should have worked, why didn't it? If you are bored, open up libs/world.lua in Misanthrope and change this line https://github.com/Afforess/Misanthrope/blob/refactor/libs/world.lua#L17 It should be `g...
- Thu Jun 23, 2016 3:02 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Dang, and I swear I tested this.wahming wrote:You're determined not to let me test this from scratch, aren't you?
I'm pretty sure I know what is wrong though. Ugh.
- Wed Jun 22, 2016 5:03 pm
- Forum: General discussion
- Topic: Discovering the obvious
- Replies: 8
- Views: 3033
Re: Discovering the obvious
Sure. Don't automatically use your starting area as your main base. It's fine while the early resource patches last, but often it is not the most strategic spot, especially if you have biters enabled.
Don't be afraid to relocate.
Don't be afraid to relocate.
- Tue Jun 21, 2016 2:19 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Rail signals are not targetted. Large power poles still are. The list for 0.4.x is here: https://github.com/Afforess/Misanthrope ... argets.luawahming wrote:You mentioned ignoring rails. What about large power poles and rail signals?
And hopefully lights
- Tue Jun 21, 2016 3:18 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
0.4.0 doesn't seem to work very well with new games. I'm getting this every time I start. Yep. I seem to always forget to test new starts. I've since fixed this in 0.4.1: https://github.com/Afforess/Misanthrope/releases/download/0.4.1/Misanthrope_0.4.1.zip 0.4.1 is still a pre-release alpha, but it...
- Sun Jun 19, 2016 3:27 am
- Forum: Implemented mod requests
- Topic: Set custom locale key string for prototypes
- Replies: 0
- Views: 707
Set custom locale key string for prototypes
It is fairly common for mods to copy/re-use existing prototypes (from vanilla or another modded type) and copy it, but there is no way to retain the old locale text for the new copied entities. The locale string seems to be auto-generated based on the prototype type and prototype name, so copies mus...
- Sat Jun 18, 2016 11:56 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 50047
Re: Friday Facts #143 - Nat Punching Again
A delayed game is eventually good, a bad game is bad forever.
/thread
/thread
- Sat Jun 18, 2016 11:31 pm
- Forum: Won't implement
- Topic: Enhance Surface.find_non_colliding_position
- Replies: 2
- Views: 1380
Enhance Surface.find_non_colliding_position
The current Surface.find_non_colliding_position is very useful for finding places to spawn entities, but there are times I want to find positions that won't collide, but also ignore checking collisions with certain types of entities (trees, I am looking at you!). So if Surface.find_non_colliding_pos...
- Fri Jun 17, 2016 5:20 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 50047
Re: Friday Facts #143 - Nat Punching Again
I expected the release to be June 30th (they just said 'June'), so in my opinion, June 27th is 3 days earlier than expected, and 3 days before their previous deadline.
NAT punching is a PITA, so nice work getting that working. I hope NAT's all die in a fire when ipv6 is fully adopted.
NAT punching is a PITA, so nice work getting that working. I hope NAT's all die in a fire when ipv6 is fully adopted.
- Thu Jun 16, 2016 3:00 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110276
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Low pollution and Low Evolution are effectively peaceful mode in the current release, I agree. I have been working on a large rewrite of Misanthrope for the last month or so. Anyone interested can download and play it here, but it may eat your saves/base/game: https://github.com/Afforess/Misanthrope...
- Mon Jun 13, 2016 2:28 pm
- Forum: Implemented mod requests
- Topic: Clear chart for a specific area
- Replies: 3
- Views: 1685
Re: Clear chart for a specific area
Sweet, thanks.Rseding91 wrote:I like it. Probably not for 0.13 but I'll put it in 0.14 so it doesn't get forgotten about.
The current chart system doesn't support deleting just a portion of the chart so it would take some new logic and at this stage of 0.13 I don't want to risk that
- Mon Jun 13, 2016 3:13 am
- Forum: Implemented mod requests
- Topic: Clear chart for a specific area
- Replies: 3
- Views: 1685
Clear chart for a specific area
LuaForce has an API call to chart specific chunks, and clear_chart clears all chunks, but lacks anything to clear a specific area/chunk. This would be useful for a mod where the map would disappear and regen if the player hasn't visited in a while (shape shifting wilderness)
- Sun Jun 12, 2016 5:48 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 47826
Re: [0.12.x] [Library] Factorio Standard Library Project 0.5.0
The Factorio Standard Library 0.5.0 is released, with a number of improvements & a few bug fixes: Version 0.5.0 Improved table.map, filter, and each to also include additional arguments and index. Added Event.core_events, allows registering Events for on_init, on_load, and on_configuration_chang...
- Wed Jun 08, 2016 4:40 pm
- Forum: Modding discussion
- Topic: Mod Compatibilty for 0.13
- Replies: 53
- Views: 12899
Re: Mod Compatibilty for 0.13
Modding discussion and modding help will remain here on the forum, as i feel they will still be useful So with 0.13, I ask that mod creators (myself included) will take this opportunity to become familiar with the mod portal, And from now on host their mods there. Where will mod feedback/questions/...