Search found 31 matches

by Tynach
Thu Jul 30, 2020 6:43 pm
Forum: Won't implement
Topic: Implement per-user settings that are available at startup
Replies: 4
Views: 1505

Re: Implement per-user settings that are available at startup

Determining what values can be changed and not cause determinism issues is a bag of cats that none of us wants to sign up for maintaining. That's why I proposed another phase, stage, or whatever you want to call it. You could have an entirely separate system that doesn't touch 'data', even, to make...
by Tynach
Thu Jul 30, 2020 6:03 am
Forum: Won't implement
Topic: Implement per-user settings that are available at startup
Replies: 4
Views: 1505

Re: Implement per-user settings that are available at startup

Multiplayer is implemented using deterministic lock-step (if that helps you understand why none of this can ever happen) Multiplayer works perfectly fine when my 'mod' was not a proper mod, but instead consisted of me editing the lua files in the game's own folders to instead hold the values I want...
by Tynach
Thu Jul 30, 2020 5:47 am
Forum: Modding help
Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
Replies: 5
Views: 1974

Re: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?

There might be a way, but it would require quite a bit of coding, and it will work for single player, but might create some issues in the multi-player. If your are writing your mod only for single player, than consider this. The point of my concern is purely with regards to multiplayer. If I'm targ...
by Tynach
Tue Jul 28, 2020 11:07 pm
Forum: Won't implement
Topic: Implement per-user settings that are available at startup
Replies: 4
Views: 1505

Implement per-user settings that are available at startup

I recently asked for help with implementing settings for a mod of mine , and found it was impossible to implement a setting that was both available in the 'data' stage (such as the 'startup' setting type), and could be set separately for each user that joins a server (such as the 'runtime-per-user' ...
by Tynach
Tue Jul 28, 2020 8:59 am
Forum: Modding help
Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
Replies: 5
Views: 1974

Re: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?

There no way to do this in 0.18 and 1.0 for that matter. Your only hope is to add color filter matrix to utility-constants, and than player can select it in graphics settings. However, the matrix is applied to final composition, so it affects also GUI. I'd be all for a color matrix being used, exce...
by Tynach
Tue Jul 28, 2020 8:16 am
Forum: Modding help
Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
Replies: 5
Views: 1974

Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?

I have a mod that just replaces the color LUTs for night (and adds a LUT for sunrise/sunset, and replaces the night vision LUT). This doesn't change the game in any way, but it does change the visibility at night - and because not everyone's monitor is going to be the same, I'm wanting to add multip...
by Tynach
Fri May 08, 2020 11:43 pm
Forum: Modding help
Topic: How is each color LUT used?
Replies: 5
Views: 1511

Re: How is each color LUT used?

Only lut-night.png, night.png and nightvision.png ended up being used. Their usage is defined in utility-constants.lua and equipment.lua (just use find-in-files in your favourite text editor and you should find it). At the moment, for non-nightvision mode, LUTs from nearest two defined daytime &quo...
by Tynach
Wed May 06, 2020 10:24 am
Forum: Modding help
Topic: How is each color LUT used?
Replies: 5
Views: 1511

Re: How is each color LUT used?

I really hate doing this, but it's left the first page without any helpful responses... So bumping. May as well also share the LUTs I generated for this (make sure if you try these out, first rename the existing files to something like 'name-bak.png'): lut-dawn.png lut-day.png lut-night.png lut-suns...
by Tynach
Sun Apr 26, 2020 12:12 am
Forum: Modding help
Topic: Solved: Regular expression help
Replies: 12
Views: 3442

Re: Regular expression help

Your examples include the names you want to pull, but not the sorts of things that those names might be embedded in. Will the parts you want to cut off at the end always include either an underscore or a number, and always be preceded by a dash?
by Tynach
Mon Apr 20, 2020 5:31 pm
Forum: Modding help
Topic: How is each color LUT used?
Replies: 5
Views: 1511

Re: How is each color LUT used?

I just found out, if i set the dawn lut to night vision equipment, the night is bright like "dawn" probably. I haven't tested my replacement for 'nightvision.png' yet, as I'm not at a point in the game where I have night vision available. That said, I have made one, and it's good to know ...
by Tynach
Mon Apr 20, 2020 5:12 pm
Forum: Modding help
Topic: How is each color LUT used?
Replies: 5
Views: 1511

How is each color LUT used?

According to a post in this bug report , the difference between 'lut-night.png' and 'night.png' is that one is applied to how the world is normally rendered, and the other one is applied to a highly zoomed in map view. However, I can't see any changes when I supply my own variants of certain LUTs, s...
by Tynach
Wed Apr 15, 2020 5:54 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29705

Re: Friday Facts #322 - New Particle system

vandench wrote: ↑
Thu Dec 12, 2019 6:04 am
At its most basic level improving cache locality can be done by switching to a structure of arrays.
Data oriented design, right? (I hope responding to old posts isn't too discouraged here!)
by Tynach
Sat Nov 23, 2019 4:33 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29705

Re: Friday Facts #322 - New Particle system

Im doubtful that a 16 byte number would be necessary anywhere in factorio. A float for rotation could save a division every time it is evaluated, but there wouldn't be any need for a double unless it's just to follow a convention of using doubles everywhere. Regardless my main thought was just that...
by Tynach
Sat Nov 23, 2019 12:27 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29705

Re: Friday Facts #322 - New Particle system

Here are some thoughts for possible future improvements. Take advantage of the commonality between particles produced by a common source. Say you have a particle source object, which contains the majority of those 64bytes you mentioned. Then a particle would be a tiny structure which would be appen...
by Tynach
Fri Nov 22, 2019 7:09 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29705

Re: Friday Facts #322 - New Particle system

Each pointer is 8 bytes. As you get to medium-sized factories, that means your lists are each going to be in the 100K-1MB range. You might then say "I've got 8+GB of RAM, who cares?", but the reality is that it's not the RAM that's precious, it's your caches. If your lists don't fit in th...
by Tynach
Fri Nov 22, 2019 3:56 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75478

Re: Friday Facts #320 - Color correction

Yeah, I'd also love to actually see them in-game. Would love an ETA :)
by Tynach
Wed Nov 20, 2019 6:15 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75478

Re: Friday Facts #320 - Color correction

And there you go again, blaming the hardware for something that most definitely is a matter of personal taste. I've looked at the comparisons on several different screens already and my conclusion is the same. The before looks better than the after. You simply cannot accept that regardless of what ...
by Tynach
Wed Nov 20, 2019 5:33 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75478

Re: Friday Facts #320 - Color correction

Spot on... the monitor had shifted to game profile with a weird transfer function increasing hue. Back to calibrated sRGB profile, and it looks actually plausible. Ah, I forgot many monitors had those things... My current ones don't, but I've had plenty of past monitors that had modes which did all...
by Tynach
Wed Nov 20, 2019 4:09 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75478

Re: Friday Facts #320 - Color correction

And i think you overestimate the average humans interest in caring for all that which you said about color calibration. Furthermore, i did say average here. Meaning Wube should strive for the middle ground that makes everyone happy, not just the ones with monochrome monitors from the 60's or those ...
by Tynach
Tue Nov 19, 2019 3:55 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75478

Re: Friday Facts #320 - Color correction

Jap2.0 wrote: ↑
Tue Nov 19, 2019 3:32 am
(A quote from me)
That's relating to the guy trying to say different players have different tastes, but that only the developers' own personal tastes were bad. I don't believe that's constructive or anything but rude.

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