Search found 462 matches

by Adamo
Thu Jul 02, 2020 4:35 pm
Forum: Resolved for the next release
Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Replies: 5
Views: 240

Re: [18.34] Fluid box connection doesn't draw under the condition that input is shared between underground and above gro

From what i see, issue is quite convoluted. That entity has 2 fluid boxes for input, first one is with 2 underground connections and no pipe covers (same applies to pipe pictures), second has 1 regular connection and has pipe covers. When multiple fluidboxes are merged due to recipe, they form a Fl...
by Adamo
Thu Jul 02, 2020 12:16 am
Forum: Resolved for the next release
Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Replies: 5
Views: 240

Re: [18.34] Fluid box connection doesn't draw under the condition that input is shared between underground and above gro

Sure thing. Take a peek at this save, which is just a simple proving ground. I *think* you can see the issue with just the following mods: adamo-carbon and adamo-cinefaction. I'll upload those here. Hopefully with those loaded you can see the issue right when you load up. Peek at the "Still" entity ...
by Adamo
Wed Jul 01, 2020 5:43 am
Forum: Resolved for the next release
Topic: [boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB
Replies: 5
Views: 240

[boskid][0.18.34] FBCompound renders pipes and covers using GFX from first FB

Hey All, I found an (I suspect) esoteric bug. In the case where a production machine has two input fluid boxes -- one being of underground type designated by setting the max_underground_distance value, and one being of the normal above-ground type -- AND both inputs are accepting a single, shared in...
by Adamo
Wed Jul 01, 2020 3:47 am
Forum: Resolved Problems and Bugs
Topic: [0.18.26] Crash when loading a save
Replies: 3
Views: 193

Re: [0.18.26] Crash when loading a save

I can try to fix this. The Chopper mod is a fork of Kumpu's original Helicopter mod. The system is pretty wicked due to the way it has to rebuild the function tables on load, but I gutted the entire thing myself, so I know most of what's going on. I can't imagine what it would be doing with vanilla ...
by Adamo
Mon Jun 29, 2020 4:39 am
Forum: Texture Packs
Topic: Discarded and/or unused
Replies: 20
Views: 5726

Re: Discarded and/or unused

Appreciate you.
by Adamo
Sat Jun 27, 2020 12:28 am
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 39
Views: 1906

Re: Fixing data stage spam

I hate spamming the log file, but I need to know what's going on in a clear way as my mods explore through other people's mod data and try to hook into and adjust them. I would greatly appreciate the availability of an output file during data stage. It would also be easier to search.
by Adamo
Fri Jun 26, 2020 1:49 am
Forum: Modding help
Topic: Write to file in data stage
Replies: 5
Views: 360

Re: Write to file in data stage

Yes, can't you print to terminal (or is it stdout ?) while the game is starting up ? I believe you are correct. print() prints to stdout, whereas log() prints to log (which also prints to stdout in the sense that the factorio logging is printed to stdout by default). I am disappointed to find out t...
by Adamo
Mon Jun 15, 2020 3:32 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 77
Views: 6430

Re: [MOD 0.17+] Adamo Mods

I'm officially back and working on clearing out the bug reports on my mods. I got all my mods loaded up into my personal gitlab server and updated my workflows so I think this should go swimmingly. (Heh.) Now is the time to remind me of things if I forget them! Thanks for the suggestion. I'll consid...
by Adamo
Fri Feb 21, 2020 9:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
Replies: 8
Views: 899

Re: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation

Bilka wrote:
Wed Feb 19, 2020 3:13 pm
Thanks for the report, fixed for the next version.
Cheers! Sorry I forgot to come back to give a screenshot. This report happened right before I moved about 1000 kilometers. :)
by Adamo
Tue Feb 11, 2020 9:07 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 77
Views: 6430

Re: [MOD 0.17+] Adamo Mods

1&2: Aight. Sad to see it go, because like I said it was pretty much the only viable way to use it as taxi, but I hope the part you're working on will be even better. There's no reason I'm aware of not to use the Helicopters mod from Kumpu. It still has the remote control that you're used to. I'm f...
by Adamo
Tue Feb 11, 2020 8:31 pm
Forum: Not a bug
Topic: [0.18.3] Are these the correct values for tile pollution?
Replies: 4
Views: 262

Re: [0.18.3] Are these the correct values for tile pollution?

Klonan wrote:
Sun Feb 09, 2020 7:07 am

The tiles in the base game are absorbing pollution, which is also what the variable says, "pollution absorption per second".
OK, thanks, Klonan. Just an FYI, it looks like the wiki is wrong, then. So maybe not a "bug" but definitely something you all should be aware of.
by Adamo
Tue Feb 11, 2020 12:11 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 69976

Re: Parrallel processing in games & applications

You can't do that if all of the operations depend on the results of the previous one. Such a program can only be run sequentially. Parallelization has little to do with time. Factorio is just a "program" on a loop. The "program" runs every 16.6ms (for 60fps) and must complete all its operations wit...
by Adamo
Tue Feb 11, 2020 5:34 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 69976

Re: Parrallel processing in games & applications

Consider the following: there's two inserters which can grab items from the same position of a belt in that timestep. But only one can grab them. You need to have a well-defined order for them, or in one case inserter 1 will be quicker, in another the other - and for instance in one case you build ...
by Adamo
Mon Feb 10, 2020 5:42 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 77
Views: 6430

Re: [MOD 0.17+] Adamo Mods

1. By removal of the auto-pilot, do you actually mean completely? So there's no camera+helipad window to click on when you enter your helicopter? I ask because it was pretty much the safest & fastest & non-boring (and only) way to use that thing. (Especially in crowded factories or close to forests...
by Adamo
Mon Feb 10, 2020 5:33 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 69976

Re: Parrallel processing in games & applications

My understanding is that the *only* things that can't always be done in parallel are things that have to be matched in the time coordinate. That's essentially the same as saying "all of those things that have to be completed before the next tick". You forgot dependencies. If calculation B uses the ...
by Adamo
Sat Feb 08, 2020 10:21 pm
Forum: Not a bug
Topic: [0.18.3] Are these the correct values for tile pollution?
Replies: 4
Views: 262

Re: [0.18.3] Are these the correct values for tile pollution?

I see someone moved this to "not a bug", but according to the words on the wiki and/or the values in the code, it is in fact doing the opposite of what you expected, right? Could someone at least respond to explain which one is correct while moving it to "not a bug"? I have tiles I need to edit.
by Adamo
Sat Feb 08, 2020 4:52 am
Forum: Not a bug
Topic: [0.18.3] Are these the correct values for tile pollution?
Replies: 4
Views: 262

[0.18.3] Are these the correct values for tile pollution?

Hey All, I noticed that there is a value for tiles to produce/consume pollution that is now mandatory. Wanted to check that these are in fact the correct values, because it seemed kind of weird that water, grass, dirt, and so on would be *producing* pollution. I see here on the wiki: pollution_absor...
by Adamo
Sat Feb 08, 2020 2:15 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 69976

Re: Parrallel processing in games & applications

Clusterio is awesome and much more on topic but pretty much the opposite of what I asked for (minimize the resources needed to run the exact same simulation over multiple instances running on the same computer). I'm sure it's been beat to death, but I'll throw in my thoughts. My understanding is th...
by Adamo
Fri Feb 07, 2020 12:26 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 69976

Re: Parrallel processing in games & applications

Speaking of which, any way to have multiple Factorio instances share as much "stuff" as possible ? (I'm especially thinking of atlases in VRAM, anything else ?) Has clusterio been mentioned, already? We run a cluster of factorio servers, so we're taking advantage of parallel processing this way. Cl...
by Adamo
Tue Feb 04, 2020 12:15 am
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 1822

Re: Thermal power plant

Moo Rhy wrote:
Sun Feb 02, 2020 9:37 pm
...
a boiler that burns oil or gas
...
https://mods.factorio.com/mod/gas-boiler

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