Search found 27 matches

by admo
Fri Feb 16, 2018 6:43 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 22944

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 tha...
by admo
Fri Jan 26, 2018 7:11 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 18046

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 pa...
by admo
Fri Jan 12, 2018 6:41 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137780

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.
by admo
Fri Jan 05, 2018 7:49 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 117329

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 in F...
by admo
Fri Jan 05, 2018 7:38 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 117329

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 in Fa...
by admo
Mon Jul 31, 2017 10:31 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 560
Views: 108649

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 with y...
by admo
Mon Jul 31, 2017 5:21 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 560
Views: 108649

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 that o...
by admo
Mon Jul 31, 2017 12:17 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 560
Views: 108649

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 a...
by admo
Fri Jul 14, 2017 2:35 am
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 28628

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=Optional...
by admo
Fri Jul 14, 2017 1:49 am
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 28628

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 = "rese...
by admo
Thu Jul 13, 2017 1:21 pm
Forum: Modding help
Topic: Is there an event type for on simulation start?
Replies: 3
Views: 416

Re: Is there an event type for on simulation start?

Mooncat's solution worked, thank you for the help.
by admo
Thu Jul 13, 2017 4:32 am
Forum: Modding help
Topic: Is there an event type for on simulation start?
Replies: 3
Views: 416

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-...
by admo
Thu May 25, 2017 3:28 am
Forum: Modding help
Topic: What is the easiest method to create a mod bundle?
Replies: 9
Views: 1042

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...
by admo
Wed May 24, 2017 2:04 pm
Forum: Modding help
Topic: What is the easiest method to create a mod bundle?
Replies: 9
Views: 1042

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 a...
by admo
Wed May 24, 2017 5:26 am
Forum: Modding help
Topic: What is the easiest method to create a mod bundle?
Replies: 9
Views: 1042

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 and ...
by admo
Wed May 24, 2017 1:46 am
Forum: Modding help
Topic: What is the easiest method to create a mod bundle?
Replies: 9
Views: 1042

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 wa...
by admo
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: 455

Re: why do references into data.raw require both name and type?

Thank you for the help everyone.
by admo
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: 455

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 = {"placeable...
by admo
Mon May 01, 2017 4:49 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 560
Views: 108649

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 r...
by admo
Mon May 01, 2017 2:43 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 560
Views: 108649

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 mur...

Go to advanced search