Search found 7 matches
- Fri May 09, 2014 2:58 am
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 13219
Re: Bigger more dynamic mods with less memory
Primitives have a length of one byte. ...the only thing that I know of that is one byte (at least typically) is char (and perhaps some typedefs), are not the rest (int for example, which is used to store pointers) typically 4 bytes on a x86 system and 8 bytes on a x64 system (of course then you hav...
- Thu May 08, 2014 4:39 am
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 13219
Re: Bigger more dynamic mods with less memory
creating a technology 'item' would only fill out the inner struct for the technology leaving the other structs for recipe/etc 'empty' but wouldn't those empty structs still be allocated memory even though you are not actually using them? Unless of course you meant those inner structs to be struct p...
- Thu May 08, 2014 4:00 am
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 13219
Re: Bigger more dynamic mods with less memory
sure, I understand that much, but from what I've heard doesn't that introduce more work by making sure you are manipulating the 'object' (for lack of a better term) properly? Not more work, it's less work, but it's more complex and the devs need to be more vigilant to prevent stack errors. but coul...
- Thu May 08, 2014 3:01 am
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 13219
Re: Bigger more dynamic mods with less memory
However, all I see with the xml here is another way to specify the exact same things that lua already does It is, but because of the way XML can be parsed in C++, it's actually easier on the devs and takes less processor time then executing a lua script. Hence bigger more dynamic mods less load tim...
- Thu May 08, 2014 1:27 am
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 13219
Re: Bigger more dynamic mods with less memory
I forget sometimes that I'm not talking to my coworkers. So here comes the long winded explanation that I was trying to avoid before. It does seem like the XML would be less flexible. You have pointed out that the main impediment to modding is C++ classes. So lets get rid of those all together. With...
- Tue May 06, 2014 10:48 pm
- Forum: Won't implement
- Topic: Bigger more dynamic mods with less memory
- Replies: 26
- Views: 13219
Bigger more dynamic mods with less memory
I apologize in advance for breaking rule 6, but there just is no short way of explaining this. Lets assume you are writing a mod for a furnace the uses oil instead of electricity or coal. Right now there is no easy way to do this. But if objects were defined in XML instead of being hard coded there ...
- Tue May 06, 2014 3:43 am
- Forum: Modding help
- Topic: creating a new type
- Replies: 1
- Views: 1124
creating a new type
I'm trying to create a new generator that burns any solid fuel/coal/wood item to directly generate electricity. Is there a way to create a new type/edit an existing type, or do I have to get creative with control.lua?