Ahh! I just saw this reply! I'll have to verify my code then!
I made a new ammo type called "rocks" and had larger "rocks" have a longer range and it didn't do anything. It could be a bug for non-standard ammo types. But could also just be an error in my code. I'll to verify and report back!
Search found 17 matches
- Thu Jan 09, 2025 9:16 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
- Replies: 2
- Views: 459
- Sat Jan 04, 2025 9:06 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
- Replies: 2
- Views: 459
[Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Perhaps I did something wrong, but I month or so ago I encountered this while modding and forgot to make a report about it. I was experimenting with ammo modifiers that give range, or fire rate/cooldown, etc.
I put those ammos in turrets and it seems like they don't have any affect at all. I asked ...
I put those ammos in turrets and it seems like they don't have any affect at all. I asked ...
- Sat Jan 04, 2025 2:55 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 743
Re: Zipping the core files
OOOOOH, thanks! (if someone stumbles on this post from google, hold control and alt while clicking settings to get the extra/hidden settings)
For a pittance of 3.2 GB of cache dumped into a file (not using the compressed atlas option, only stock 'mods')
9.21 seconds! More than double the speed.
For a pittance of 3.2 GB of cache dumped into a file (not using the compressed atlas option, only stock 'mods')
9.21 seconds! More than double the speed.
- Sat Jan 04, 2025 12:27 am
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 743
Re: Zipping the core files
Well, that was fun! Confirming what you said it would be:
~22.48 seconds zipped (5 - normal zip compression)
~22.48 seconds zipped (0 - STORE)
~22.10 seconds normal open directory
And of course none of those differences really matter compared to sampling error.
Also for the fun of it, I max zip ...
~22.48 seconds zipped (5 - normal zip compression)
~22.48 seconds zipped (0 - STORE)
~22.10 seconds normal open directory
And of course none of those differences really matter compared to sampling error.
Also for the fun of it, I max zip ...
- Fri Jan 03, 2025 11:56 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 743
Re: Zipping the core files
Ah! Sorry for the misconception on my part!
And it looks like PNG decompression is multi-threaded. Perhaps that's just the nature of the beast barring some sort of faster PNG decompression library.
Hmmm.... perhaps I'm mining a dry well here.
[edit]
> You can try it yourself I believe. If you ...
And it looks like PNG decompression is multi-threaded. Perhaps that's just the nature of the beast barring some sort of faster PNG decompression library.
Hmmm.... perhaps I'm mining a dry well here.
[edit]
> You can try it yourself I believe. If you ...
- Fri Jan 03, 2025 8:59 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 743
Re: Zipping the core files
To be clear, I'm not talking about compressed archives. You can run zips with no compression where they function as simple archives.
Fun side note: There was a time when even compression was used because disks were so much slower, compressing it, sending it, and later uncompressing in CPU was ...
Fun side note: There was a time when even compression was used because disks were so much slower, compressing it, sending it, and later uncompressing in CPU was ...
- Fri Jan 03, 2025 5:36 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 743
Zipping the core files
As a fellow dev, I have a question, and I don't mean this is any kind of judgy way. Is there a reason the core files, game/space-age files aren't zipped with Factorio, the way mods are? In terms of loading time, loading 16,000 files with the operating system checking permissions on every one, is ...
- Fri Dec 27, 2024 2:59 pm
- Forum: Ideas and Suggestions
- Topic: signal sharing between planet and orbit
- Replies: 14
- Views: 4184
Re: signal sharing between planet and orbit
+1. Just talking with some people about this exact topic.
If there was a mod that did this, I'd immediately install it.
If there was a mod that did this, I'd immediately install it.
- Mon Dec 09, 2024 11:19 pm
- Forum: Ideas and Requests For Mods
- Topic: [Question] Music copyrights in mods
- Replies: 5
- Views: 779
Re: [Question] Music copyrights in mods
> For starter it violates the term of services of the mod portal which says
Hmmm. But there are Starcraft mods out there too.
BUT, if I was gonna upload a copyrighted music album, it definitely wouldn't be a public mod database. It'd be private friends only thing. Fair use covers small clips ...
Hmmm. But there are Starcraft mods out there too.
BUT, if I was gonna upload a copyrighted music album, it definitely wouldn't be a public mod database. It'd be private friends only thing. Fair use covers small clips ...
- Mon Dec 09, 2024 11:16 pm
- Forum: Balancing
- Topic: Railguns were a disappointment
- Replies: 12
- Views: 2348
Re: Railguns were a disappointment
I think i'm going to experiment with modding demolishers to either he surrounded by pods of smaller demolishers, or split into smaller ones when you shoot them. Maybe even, shooting one in the mid segment splits it into two like a crazed centipede. So if you're going to kill them, you should have ...
- Mon Dec 09, 2024 11:10 pm
- Forum: Modding help
- Topic: Do turrets respect ammo_type->cooldown_modifier and range_modifier?
- Replies: 0
- Views: 153
Do turrets respect ammo_type->cooldown_modifier and range_modifier?
I've seen these fields used for nuke rockets but it appears, they have no effect when fired from turrets.
Is this a bug, my mistake, or by-design?
docs: https://lua-api.factorio.com/latest/types/AmmoType.html#range_modifier
I was trying to have an ammo type that would have extended range for the ...
Is this a bug, my mistake, or by-design?
docs: https://lua-api.factorio.com/latest/types/AmmoType.html#range_modifier
I was trying to have an ammo type that would have extended range for the ...
- Thu Dec 05, 2024 6:18 pm
- Forum: Balancing
- Topic: Railguns were a disappointment
- Replies: 12
- Views: 2348
Railguns were a disappointment
I haven't used them for asteroids, so this is separate from that. And I know, this is my subjective experience BUT:
I had big demolishers on Vulcanus. I transport railguns down to try them out. I put down like 8 (3 rare, 2 uncommon). Railgun research is practically free at this point in the game so ...
I had big demolishers on Vulcanus. I transport railguns down to try them out. I put down like 8 (3 rare, 2 uncommon). Railgun research is practically free at this point in the game so ...
- Thu Dec 05, 2024 1:57 am
- Forum: Ideas and Suggestions
- Topic: Timestamps on production?
- Replies: 2
- Views: 231
Re: Timestamps on production?
Sorry I really should have been more clear I meant buildings (belts, assemblers, etc), not items!
- Wed Dec 04, 2024 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Timestamps on production?
- Replies: 2
- Views: 231
Timestamps on production?
It's really cool to see who placed an item and to see production charts.
It would be really nice if the:
last user: katastic
field also included a timestamp of how many hours ago it was created.
I love finding old stuff and going "how long ago did we do that???" and likewise, seeing something ...
It would be really nice if the:
last user: katastic
field also included a timestamp of how many hours ago it was created.
I love finding old stuff and going "how long ago did we do that???" and likewise, seeing something ...
- Tue Dec 03, 2024 1:41 am
- Forum: Ideas and Suggestions
- Topic: Impossible cargo wait condition
- Replies: 2
- Views: 305
Impossible cargo wait condition
Minor problem but: Setting cargo to "less than" zero shouldn't be possible since it's impossible to have negative inventory (...right...?)
This will silently fail, and if you just add a cargo criteria and set it to zero, this is the default case:
This will silently fail, and if you just add a cargo criteria and set it to zero, this is the default case:
- Mon Dec 02, 2024 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Qualtiy + Modules is visually, poorly distinquished.
- Replies: 0
- Views: 241
Qualtiy + Modules is visually, poorly distinquished.
You've got Quality 1, Quality 2, Quality 3. And they have more if there's more red dots.
But then you've got Quality 1 (uncommon), one red dot, two green dots.
Quality 3 (uncommon). three red dots, two green dots.
Quality 1 (rare), 1 red dot, four purple dots.
It's definitely not easy / nature ...
But then you've got Quality 1 (uncommon), one red dot, two green dots.
Quality 3 (uncommon). three red dots, two green dots.
Quality 1 (rare), 1 red dot, four purple dots.
It's definitely not easy / nature ...
- Mon Dec 02, 2024 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Let module selector ghost mode show AVIALABLE modules
- Replies: 0
- Views: 163
Let module selector ghost mode show AVIALABLE modules
This problem isn't caused by quality, but it explodes the second quality enters the game: the module selection becomes a nightmare.
Every time you remotely build something (or even to an extent in person) you have to quit back out, consult logistics to see what actual modules of what rarity, are ...
Every time you remotely build something (or even to an extent in person) you have to quit back out, consult logistics to see what actual modules of what rarity, are ...