Search found 91 matches

by swni
Wed Nov 01, 2023 6:44 am
Forum: Technical Help
Topic: [1.1.94] Aggravating ups / fps due to high "flip"
Replies: 3
Views: 428

Re: [1.1.94] Aggravating ups / fps due to high "flip"

I had a hunch -- "Getting on track like a pro" is the only early game achievement whose steam icon is animated. I wasn't able to figure out how to run factorio without steam, so in all of my testing I had to leave steam open. It turns out the problem only occurs if the "Getting on tra...
by swni
Wed Nov 01, 2023 6:06 am
Forum: Technical Help
Topic: [1.1.94] Aggravating ups / fps due to high "flip"
Replies: 3
Views: 428

Re: [1.1.94] Aggravating ups / fps due to high "flip"

I thought it was a strange coincidence that deleting achievements fixed the problem, and the problem came back immediately after getting "Getting on track like a pro" so I did some more testing. Deleting achievements and then restarting factorio consistently fixes the problem, and acquirin...
by swni
Wed Nov 01, 2023 3:55 am
Forum: Technical Help
Topic: [1.1.94] Aggravating ups / fps due to high "flip"
Replies: 3
Views: 428

[1.1.94] Aggravating ups / fps due to high "flip"

I have had Factorio on my current machine for a long time with no issues, including late game SpaceEx bases. The worst I get is a little lag when zoomed out in a big forest. I have screenshots from 2021 of getting 60.0 fps and ups, and with "flip" values in the range 1 - 5 ms. Recently I p...
by swni
Tue Jul 19, 2022 7:41 am
Forum: Not a bug
Topic: [1.1.61] Numerical instability for fluidboxes smaller than 100 units
Replies: 2
Views: 1078

[1.1.61] Numerical instability for fluidboxes smaller than 100 units

Not sure if this is a "bug", but as far as I searched it doesn't seem to be a known issue. In the SpaceEx mod, you can configure the "space pipe" to have sizes from 50 to 150 units, which is done by changing the "base area" of the fluidboxes. I had a completely static n...
by swni
Fri Feb 26, 2021 5:20 am
Forum: Technical Help
Topic: Rapid flickering and sometimes tearing
Replies: 1
Views: 1013

Re: Rapid flickering and sometimes tearing

Sorry, the attachments got dropped, I try again.
screenshot 1: mid-flicker
screenshot 1: mid-flicker
2021-02-25-19-48-12.png (289.49 KiB) Viewed 1012 times
screenshot 2: tearing and weird debug timing numbers
screenshot 2: tearing and weird debug timing numbers
2021-02-25-19-51-08.png (3.04 MiB) Viewed 1012 times
screenshot 3: graphics setting and more weird numbers
screenshot 3: graphics setting and more weird numbers
2021-02-25-19-51-35.png (1.74 MiB) Viewed 1012 times
by swni
Fri Feb 26, 2021 5:15 am
Forum: Technical Help
Topic: Rapid flickering and sometimes tearing
Replies: 1
Views: 1013

Rapid flickering and sometimes tearing

I've begun experiencing significant flickering within Factorio only; I'm unsure if this is a bug or can be fixed with more appropriate graphics settings. No other application has had any such problem. Issue: Flickering within Factorio. Speed of flickering is often steady around 1 Hz, sometimes slowe...
by swni
Mon Apr 27, 2020 1:37 am
Forum: Modding help
Topic: Detecting when ore on a tile is mined out
Replies: 2
Views: 928

Re: Detecting when ore on a tile is mined out

Great, thank you! I missed it when I was examining the list of events.
by swni
Sun Apr 26, 2020 6:52 pm
Forum: Modding help
Topic: Detecting when ore on a tile is mined out
Replies: 2
Views: 928

Detecting when ore on a tile is mined out

I would like to detect when the last of the ore on a tile is mined out, ideally on the same tick, and for all tiles that have been explored. Unfortunately I couldn't find anything in the API that would help with this. Approximate solutions would be okay, including looking at groups of tiles instead ...
by swni
Sun Oct 06, 2019 8:02 pm
Forum: Combinator Creations
Topic: Computing pi in binary
Replies: 3
Views: 2262

Re: Computing pi in binary

On second thought, if you relaxed the 32-bit restriction on signals, there are a wide variety of formulas for pi that could be calculated "in place", and it would be a little underwhelming to have a 20 combinator computer spitting out hundreds of digits of pi. The only consolation for the ...
by swni
Sun Oct 06, 2019 7:39 pm
Forum: Combinator Creations
Topic: Computing pi in binary
Replies: 3
Views: 2262

Re: Computing pi in binary

Thanks for the link. It's quite slick, and is a clever combinator creation, but my own goal was to make a computer that computes pi: the relevant distinction here being that a computer (in the sense of computer science) has a fixed size, rather than growing to accommodate the thing being computed. O...
by swni
Thu Oct 03, 2019 7:03 pm
Forum: Combinator Creations
Topic: Computing pi in binary
Replies: 3
Views: 2262

Computing pi in binary

I put this on reddit and forgot to crosspost here in case anyone was interested. I computed the first 455 binary digits of pi in 3 hours and 43 minutes. Explanation video (I suggest 1.5x speed if you find my typing too slow): https://www.youtube.com/watch?v=67XC8s5fG_g Reddit thread: https://old.red...
by swni
Thu Sep 26, 2019 4:29 am
Forum: Modding help
Topic: Setting color of car-like entities
Replies: 8
Views: 2507

Re: Setting color of car-like entities

This is surprising to me since turrets do change color when the player changes color. But I just tested and cars only change color if the player is currently inside. (And thus I've found for the first time an actual use for my Rainbow Player Color mod.) By the way - thanks for your changelog tutorial!
by swni
Thu Sep 26, 2019 2:25 am
Forum: Modding help
Topic: Migrations that change settings (including type of setting)
Replies: 5
Views: 1586

Re: Migrations that change settings (including type of setting)

Ok, I guess if I don't migrate the values I don't need to worry about the questions I had. I'll try to come up with some way to print a warning message to the chat console so that users can verify their settings are as desired. (Because the mod changes terrain generation, it can have effects that ar...
by swni
Wed Sep 25, 2019 7:09 pm
Forum: Modding help
Topic: Migrations that change settings (including type of setting)
Replies: 5
Views: 1586

Re: Migrations that change settings (including type of setting)

Maybe a dev knows the answers?

A transitional release was my backup plan if it's not possible to transition directly, but it sounds like even that may not be feasible.
by swni
Wed Sep 25, 2019 2:51 am
Forum: Modding help
Topic: Migrations that change settings (including type of setting)
Replies: 5
Views: 1586

Migrations that change settings (including type of setting)

I'm writing my first real migration script and was looking for some guidance on what I'm doing; I've already looked at e.g. https://lua-api.factorio.com/latest/Migrations.html , but it doesn't say much by way of specifics. I'm moving some settings from startup settings to runtime-global settings. Th...
by swni
Sat Jul 27, 2019 9:06 pm
Forum: Modding help
Topic: Items with hard-coded behavior like copper cable, etc.?
Replies: 6
Views: 1518

Re: Items with hard-coded behavior like copper cable, etc.?

Ahhhh excellent. That will be better. I will need some thought to deal with items that already have localized names. On that note, I'm unclear what the following localised_name does: localised_name = { "item-name.filled-barrel", { "fluid-name.heavy-oil" } } since there seems to b...
by swni
Sat Jul 27, 2019 8:01 pm
Forum: Modding help
Topic: Items with hard-coded behavior like copper cable, etc.?
Replies: 6
Views: 1518

Re: Items with hard-coded behavior like copper cable, etc.?

Thanks, that's helpful. I was thinking of making a mod that randomizes item names (the names visible to user, not the internal names) and icons, but since I think there's no way to change the locale names of things from lua, I figured I could just change every other attribute instead. But then I'll ...
by swni
Sat Jul 27, 2019 5:11 pm
Forum: Modding help
Topic: Items with hard-coded behavior like copper cable, etc.?
Replies: 6
Views: 1518

Items with hard-coded behavior like copper cable, etc.?

Some items, like copper cable, red wire, and green wire, have special behavior when users hold them in hand and click on certain entities. Looking in data.raw, the only thing unusual I see about these items is the attribute "wire_count = 1". It looks to me like there is no way to control t...
by swni
Sat Jan 05, 2019 8:55 pm
Forum: Modding help
Topic: Prompting player to input a string at beginning of game
Replies: 0
Views: 643

Prompting player to input a string at beginning of game

It was suggested in a response to another of my questions that I can ask the user to input a string at the beginning of a game. However, I couldn't figure out how to do that. I assume this involves the LuaGui stuff in some way, which I've never used before, but after looking through the documentatio...

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