Search found 422 matches

by Afforess
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 ...
by Afforess
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, ...
by Afforess
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

wahming wrote:Running into some performance issues with 0.4.2. Getting pretty jerky. Performance completely restored once I removed the mod.
Performance.jpg
Can you upload save + mods and I can look into it.
by Afforess
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...
by Afforess
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
by Afforess
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

wahming wrote:It's very much still happening.
Once I got home I was able to debug and fix it.

https://github.com/Afforess/Misanthrope ... _0.4.2.zip
by Afforess
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...
by Afforess
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

wahming wrote:You're determined not to let me test this from scratch, aren't you? :P
Misanthrope Crash.jpg
Dang, and I swear I tested this.

I'm pretty sure I know what is wrong though. Ugh.
by Afforess
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.
by Afforess
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

wahming wrote:You mentioned ignoring rails. What about large power poles and rail signals?

And hopefully lights :P
Rail signals are not targetted. Large power poles still are. The list for 0.4.x is here: https://github.com/Afforess/Misanthrope ... argets.lua
by Afforess
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...
by Afforess
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...
by Afforess
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
by Afforess
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...
by Afforess
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.
by Afforess
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...
by Afforess
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

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 :)
Sweet, thanks. :)
by Afforess
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)
by Afforess
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...
by Afforess
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/...

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