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by Rseding91
Mon Nov 12, 2018 3:17 pm
Forum: Ideas and Suggestions
Topic: [0.15] Add auto lauch and request robots ability to roboport
Replies: 3
Views: 332

Re: [0.15] Add auto lauch and request robots ability to roboport

factoriouzr wrote:
Mon Nov 12, 2018 12:10 pm
Is this going to be in 0.17. It has been requested for a long time and it's a great feature in line with the motivation of the game of automation.
No.
by Rseding91
Mon Nov 12, 2018 3:06 pm
Forum: Ideas and Suggestions
Topic: [0.15.2] filters etc. not set when player places ghost
Replies: 5
Views: 358

Re: [0.15.2] filters etc. not set when player places ghost

factoriouzr wrote:
Mon Nov 12, 2018 12:16 pm
Any update on this? Is this going to be fixed in 0.17?
It's already a thing since 0.16.0.

You seem to be going over random posts from 2016 asking if they're going to be in 0.17 like you haven't even played 0.16 where most of them are already in 0.16.
by Rseding91
Mon Nov 12, 2018 3:05 pm
Forum: Ideas and Suggestions
Topic: Blueprinting train stops should blueprint stop name
Replies: 6
Views: 413

Re: Blueprinting train stops should blueprint stop name

factoriouzr wrote:
Mon Nov 12, 2018 12:29 pm
great, thanks.

Is that checkbox going to be remembered along with all the other checkboxes with the hopefully added feature of re-taking blueprints and keeping their icons, names, and checkboxes?
Not likely.
by Rseding91
Mon Nov 12, 2018 3:03 pm
Forum: Not a bug
Topic: [0.15.10] missing material for const. constantly change
Replies: 5
Views: 279

Re: [0.15.10] missing material for const. constantly change

factoriouzr wrote:
Mon Nov 12, 2018 12:05 pm
Can you fix this please
Changing how that works has significant performance implications and isn't likely to ever happen.
by Rseding91
Mon Nov 12, 2018 3:02 pm
Forum: Not a bug
Topic: [0.15.10] mod settings are lost when disabling that mod
Replies: 5
Views: 236

Re: [0.15.10] mod settings are lost when disabling that mod

factoriouzr wrote:
Mon Nov 12, 2018 12:09 pm
Any update on this? It's a needed feature.
It's already a thing since 0.16.0.
by Rseding91
Mon Nov 12, 2018 3:00 pm
Forum: Ideas and Suggestions
Topic: [0.15.37] Broken blueprints making game worse
Replies: 6
Views: 315

Re: [0.15.37] Broken blueprints making game worse

Any update on implementing setting recipes on factories even if not researched in 0.17? Obviously the factories wouldn't actually make the recipe, but it would have the recipe set for the when the research is done, it will start producing it. No. Setting a recipe in a machine is the same as craftin...
by Rseding91
Mon Nov 12, 2018 2:59 pm
Forum: Implemented Suggestions
Topic: [0.15.x] Add support for synchronizing mod settings in MP
Replies: 3
Views: 250

Re: [0.15.x] Add support for synchronizing mod settings in MP

I hope it's automatic and not expecting you to set the setting manually. It is. It prompts on joining stating your settings are different and asks if you want to sync yours with the server. If you're instead getting "mod contents are different" then somebody is using mod settings wrong and conditio...
by Rseding91
Mon Nov 12, 2018 10:29 am
Forum: Modding help
Topic: smart/filter inserter filter slots ('filter_count') >5
Replies: 5
Views: 62

Re: smart/filter inserter filter slots ('filter_count') >5

There are a few reasons why it's limited to 5 maximum: The filters are implemented as an array on the Inserter entity. That means that when the inserter is allocated the filters are in the same memory block as the inserter. In the base game this gives a large performance boost from not having to go ...
by Rseding91
Mon Nov 12, 2018 10:18 am
Forum: Ideas and Suggestions
Topic: Map Preview enhancements prior to game start!
Replies: 2
Views: 51

Re: Map Preview enhancements prior to game start!

You can set the size in the config file.
by Rseding91
Mon Nov 12, 2018 10:15 am
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 15
Views: 677

Re: Divorcing behavior from entities

You do actually have a few component elements where appropriate. Most of the non-mobile power consuming entities just have an energy_source= tag, and you can specify which type they use. Boilers for example can run from heat, burner or electric. and 0.17 introduces fluid and void, both of which als...
by Rseding91
Mon Nov 12, 2018 10:14 am
Forum: Won't fix.
Topic: [0.16.51] Camera jumps in multiplayer games when a mod sets player.walking_state
Replies: 4
Views: 77

Re: [0.16.51] Camera jumps in multiplayer games when a mod sets player.walking_state

Windfisch wrote:
Mon Nov 12, 2018 9:10 am
... shouldn't the latency system be able to predict what's gonna happen next? (It's in the script, it just needs to be evaluated)
Predict what happens next in a touring complete dynamic script language? No :)
by Rseding91
Mon Nov 12, 2018 2:10 am
Forum: Won't fix.
Topic: [0.16.51] Camera jumps in multiplayer games when a mod sets player.walking_state
Replies: 4
Views: 77

Re: [0.16.51] Camera jumps in multiplayer games when a mod sets player.walking_state

Thanks for the report however I don't see this changing. What you're seeing is the latency system predicting where the player is going to walk and the script logic changing where it will walk outside of the latency system resulting in its predictions being wrong.
by Rseding91
Sun Nov 11, 2018 4:11 pm
Forum: Resolved for 0.17
Topic: Leaves and trunk have to have the same amount of levels
Replies: 2
Views: 71

Re: Leaves and trunk have to have the same amount of levels

Thanks for the report. I've improved the error for 0.17. It's actually checking that:

If you have shadows defined: shadow frame count must be == leaves frame count + 1

If you don't have shadows defined: trunk frame count must be == leaves frame count + 1
by Rseding91
Sun Nov 11, 2018 3:39 pm
Forum: Resolved for 0.17
Topic: Crash by writing in readonly value
Replies: 8
Views: 147

Re: Crash by writing in readonly value

Thanks for the save and easy steps to reproduce it. It's now fixed for 0.17.
by Rseding91
Sat Nov 10, 2018 6:03 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 15
Views: 677

Re: Divorcing behavior from entities

Show me a game that does what Factorio does as performant as Factorio is with anything you describe here and then I'll start to take these kinds of conversations seriously. Until then, all I've ever seen is hobby examples and poorly done slow games that claim to use any kind of entity component sys...
by Rseding91
Sat Nov 10, 2018 2:51 pm
Forum: Ideas and Suggestions
Topic: [0.16.51] Cannot load game save with sufficiently complex 'global' saved by mod
Replies: 3
Views: 123

Re: [0.16.51] Cannot load game save with sufficiently complex 'global' saved by mod

We don't use __serialize in the serpent library. We just call serpent.dump() on the table.
by Rseding91
Sat Nov 10, 2018 12:31 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 15
Views: 677

Re: Divorcing behavior from entities

Some loose ideas that is probably not feasible. The component model could fit better with data that is need together (components) stored directly in arrays. Then you loop thru the arrays of data and the CPU cache should get an easier time... And the possibility to use SIMD instructions. Think more ...
by Rseding91
Fri Nov 09, 2018 12:52 pm
Forum: Resolved for 0.17
Topic: Crash by writing in readonly value
Replies: 8
Views: 147

Re: Crash by writing in readonly value

Can you upload a simple mod + steps that reproduces the issue?
by Rseding91
Fri Nov 09, 2018 11:26 am
Forum: Resolved for 0.17
Topic: Crash by writing in readonly value
Replies: 8
Views: 147

Re: Crash by writing in readonly value

Yes, it's meant to show an error and put you back on the main menu. However, I'm trying to figure out how it crashed instead. Based off the stack trace in the log file you uploaded I'm speculating your code was running inside of some train related event when it errored? And as such, it left the trai...
by Rseding91
Fri Nov 09, 2018 11:25 am
Forum: Bug Reports
Topic: [0.16.51] Logistic requests slots show empty categories
Replies: 1
Views: 79

Re: [0.16.51] Logistic requests slots show empty categories

Can you please post an example mod and steps to reproduce? When I test by searching for things with a space in the name I don't have that issue.

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