Search found 27 matches
- Fri Feb 16, 2018 6:43 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 53108
Re: Friday Facts #230 - Engine modernisation
Not going to advocate DX12/Vulkan here but I do wonder how much of the game's CPU budget is eaten up in rendering code? From the start developers told us they wanted DX12 because the driver is too expensive (CPU-wise) because we do too much state tracking. Factorio is uniquely one of those games ...
- Fri Jan 26, 2018 7:11 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 55069
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
For your DirectX-using builds the new version of PIX has all kinds of memory reporting ( https://blogs.msdn.microsoft.com/pix/gpu-memory-usage/ ). I have not had a chance to check it out yet but it was added for a similar issue DirectX 12 applications are hitting where they thrash GPU memory with ...
- Fri Jan 12, 2018 6:41 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 457196
Re: Friday Facts #225 - Bots versus belts (part 2)
While considering splitter improvements perhaps variable lane-width splitters could become a thing. Though it would probably over-simplify belt-balancer designs.
- Fri Jan 05, 2018 7:49 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427909
Re: Friday Facts #224 - Bots versus belts
The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this:
Bots are too powerful because their cost is negligible.
The one-time cost of building anything ...
Bots are too powerful because their cost is negligible.
The one-time cost of building anything ...
- Fri Jan 05, 2018 7:38 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427909
Re: Friday Facts #224 - Bots versus belts
The topic of bots has been something I've been modding to adjust for a bit, but I think bots are just one facet of the bigger issue of "free/resourceless/infinite" power. The argument goes like this:
Bots are too powerful because their cost is negligible.
The one-time cost of building anything ...
Bots are too powerful because their cost is negligible.
The one-time cost of building anything ...
- Mon Jul 31, 2017 10:31 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380477
Re: [MOD 0.13.17+] Rampant - 0.15.17
I've attached my game save, I also have the zipped mod folder but it was too large for the forums but I could put that on my google drive if you would like it. It is interesting how only the units on the Eastern side are building up while those on the west are not.
Do you do anything strange ...
- Mon Jul 31, 2017 5:21 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380477
Re: [MOD 0.13.17+] Rampant - 0.15.17
If you are willing to share your save, I can take a look and see if I can fix your issue.
I can't promise results, but I may be able to come up with a stronger cleanup mechanism.
I've attached my game save, I also have the zipped mod folder but it was too large for the forums but I could put ...
I can't promise results, but I may be able to come up with a stronger cleanup mechanism.
I've attached my game save, I also have the zipped mod folder but it was too large for the forums but I could put ...
- Mon Jul 31, 2017 12:17 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380477
Re: [MOD 0.13.17+] Rampant - 0.15.17
I saw in the comments Veden has seen the "crescent" groups of biters and described it as vanilla behavior. My groups are not crescent but there are certainly huge numbers of biters sitting around not attacking me killing my UPS. I've attached some pictures of my radar view at 61 and 63 hours.
Does ...
Does ...
- Fri Jul 14, 2017 2:35 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 73358
Re: [0.15] Mod setting/config interface - give your input
The setting name is only an identifier, you need to define an actual name for it in the locale (translation) files, eg, in locale/en/base.cfg :
[mod-setting-name]
research-causes-evolution-all-techs-equal=Setting name here
[mod-setting-description]
research-causes-evolution-all-techs-equal ...
[mod-setting-name]
research-causes-evolution-all-techs-equal=Setting name here
[mod-setting-description]
research-causes-evolution-all-techs-equal ...
- Fri Jul 14, 2017 1:49 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 73358
Re: [0.15] Mod setting/config interface - give your input
I cannot solve why my mod setting is showing up in the UI as an unknown key. I tried to copy the simplest example I could find, Cardinal, but I don't understand what it is doing differently.
I added a settings.lua file and in it I placed this code:
data:extend({
{
type = "bool-setting",
name ...
I added a settings.lua file and in it I placed this code:
data:extend({
{
type = "bool-setting",
name ...
- Thu Jul 13, 2017 1:21 pm
- Forum: Modding help
- Topic: Is there an event type for on simulation start?
- Replies: 3
- Views: 1972
Re: Is there an event type for on simulation start?
Mooncat's solution worked, thank you for the help.
- Thu Jul 13, 2017 4:32 am
- Forum: Modding help
- Topic: Is there an event type for on simulation start?
- Replies: 3
- Views: 1972
Is there an event type for on simulation start?
I have a mod which wishes to change the game.map_settings values, so I seemingly need to do this after the simulation has started. I was unable to find an event that description that fit the description of "run once on simulation start".
Is there an event I can use for run-once code and avoid piggy ...
Is there an event I can use for run-once code and avoid piggy ...
- Thu May 25, 2017 3:28 am
- Forum: Modding help
- Topic: What is the easiest method to create a mod bundle?
- Replies: 9
- Views: 3954
Re: What is the easiest method to create a mod bundle?
In general mod packs suck hard because at the moment they are published they are outdated if one of the included mods are updated.
At any point of time the uploader abandone the pack and all users complain of bugs not fixed anymore or complain about bugs in the mod pack for what the uploader is not ...
At any point of time the uploader abandone the pack and all users complain of bugs not fixed anymore or complain about bugs in the mod pack for what the uploader is not ...
- Wed May 24, 2017 2:04 pm
- Forum: Modding help
- Topic: What is the easiest method to create a mod bundle?
- Replies: 9
- Views: 3954
Re: What is the easiest method to create a mod bundle?
that's definitely easier.
Merging mods together (which can actually be a violation of some of the mod licences) is quite the modding job. you need to merge control.lua so all scripts with the same name are one big script... and this is actually the easy part.
you'll need to find all references in ...
Merging mods together (which can actually be a violation of some of the mod licences) is quite the modding job. you need to merge control.lua so all scripts with the same name are one big script... and this is actually the easy part.
you'll need to find all references in ...
- Wed May 24, 2017 5:26 am
- Forum: Modding help
- Topic: What is the easiest method to create a mod bundle?
- Replies: 9
- Views: 3954
Re: What is the easiest method to create a mod bundle?
Perhaps I should just merge all the mods and concatenate all same-named files.
You only get one script.on_init() call per mod, after that it overwrites the previous one. Same with all other script.* functions. So you will have to do some merging anyway.
Seems I should give up on the cleverness ...
You only get one script.on_init() call per mod, after that it overwrites the previous one. Same with all other script.* functions. So you will have to do some merging anyway.
Seems I should give up on the cleverness ...
- Wed May 24, 2017 1:46 am
- Forum: Modding help
- Topic: What is the easiest method to create a mod bundle?
- Replies: 9
- Views: 3954
What is the easiest method to create a mod bundle?
I'm playing on a multiplayer server with some friends, in order to ease things for everyone I thought to bundle all our mods into a single mod. Once I got started though things just kept spiraling in hackery so I thought to come here and see what lua experts thought on the topic.
My first thought ...
My first thought ...
- Fri May 12, 2017 11:01 am
- Forum: Modding help
- Topic: why do references into data.raw require both name and type?
- Replies: 4
- Views: 1762
Re: why do references into data.raw require both name and type?
Thank you for the help everyone.
- Fri May 12, 2017 2:51 am
- Forum: Modding help
- Topic: why do references into data.raw require both name and type?
- Replies: 4
- Views: 1762
why do references into data.raw require both name and type?
I have lots of programming experience but I am confounded on why I must supply both the type and then name when dereferencing into data.raw. An example from entities.lua:
{
type = "electric-pole",
name = "big-electric-pole",
icon = "__base__/graphics/icons/big-electric-pole.png",
flags ...
{
type = "electric-pole",
name = "big-electric-pole",
icon = "__base__/graphics/icons/big-electric-pole.png",
flags ...
- Mon May 01, 2017 4:49 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380477
Re: [MOD 0.13.17+] Rampant - 0.15.4
I didn't name one of the settings very well, "make buildings safe from biters" needs to be enabled for any of the make safe toggles.
I'm uploading a new version with updated verbiage:
"Enable building safety."
Works great, I took out my personal roboports to deal with robots getting out while I'm ...
I'm uploading a new version with updated verbiage:
"Enable building safety."
Works great, I took out my personal roboports to deal with robots getting out while I'm ...
- Mon May 01, 2017 2:43 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380477
Re: [MOD 0.13.17+] Rampant - 0.15.3
The build v0.15.3 has that code integrated and configuration options in the mod menu.
Great! I turned it on and things are working great except that if the spitters retreat near some rails they'll destroy them. They do ignore the rails on their way to attack me though.
edit: nevermind they just ...
Great! I turned it on and things are working great except that if the spitters retreat near some rails they'll destroy them. They do ignore the rails on their way to attack me though.
edit: nevermind they just ...