Search found 8 matches

by dstar4138
Sat Oct 22, 2016 10:08 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 49631

Re: Friday Facts #161 - Infinite Research and Blueprint Library

The main problem with any such queue system or delayed calling is handling save/load. I can't serialize a closure with upvalues and ones without aren't guaranteed to point at anything valid when de-serialized (maybe you changed your function names between saving/loading). What if it triggered a rem...
by dstar4138
Sat Oct 22, 2016 5:54 am
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 49631

Re: Friday Facts #161 - Infinite Research and Blueprint Library

This queue mechanism is interesting for modders. Super useful if a modder would be enabled to create different types of future events (plus data). In this context: https://forums.factorio.com/viewtopic.php?f=28&t=33441&p=212499&hilit=filter#p212481 forget the first part, ---> Timers Oh ...
by dstar4138
Sat Oct 08, 2016 7:42 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 102828

Re: Friday Facts #159 - Research revolution

Oh! Love the PvP scenario work! Looking forward to restructuring for the new research levels! Personally I'd love an MMO scenario where all players crash land in remote starting points and have to build their own bases to survive (only eventually being able to pool resources together). Players would...
by dstar4138
Mon Sep 12, 2016 9:35 am
Forum: Implemented mod requests
Topic: on_entity_damaged event
Replies: 6
Views: 3040

Re: on_entity_damaged event

Additionally, this request could be merged with another:

viewtopic.php?f=28&t=7595
by dstar4138
Mon Sep 12, 2016 1:32 am
Forum: Implemented mod requests
Topic: on_entity_damaged event
Replies: 6
Views: 3040

Re: on_entity_damaged event

Here are some other alternative events with some trade offs. It really depends on the goal of the event and what you want to happen. on_violent_chunk ; something even more general, such as an event in a particular map chunk, would abstract around the quantity of entities in the chunk. on_robot_fixed...
by dstar4138
Wed Sep 07, 2016 7:11 am
Forum: Off topic
Topic: Your first and second impression?
Replies: 27
Views: 22094

Re: Your first and second impression?

Pre-Purchase: Wow, I think I could get into that (watched Zisteau's videos). Post-Purchase: Yep. This is my life now. Later (10 hrs): Whoa trains and robots!! Much Later (50 hrs): Whoa this thing has circuits!? Even Later (100+ hrs): I still haven't gone to space... What I've loved about Factorio is...
by dstar4138
Mon Sep 05, 2016 11:55 am
Forum: Frequently Suggested / Link Collections
Topic: Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms
Replies: 6
Views: 14842

Re: Alerts, Alert-Info (Map), visible/audible Indication

At the very least it would be nice to have more event types in the Mod API: http://lua-api.factorio.com/latest/defines.html#defines.events That way Modders can do whatever they want with Alerts (personally I'd like to see someone work on an alert stream published to a log which could be read by a th...
by dstar4138
Mon Sep 05, 2016 11:28 am
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 26
Views: 8856

Re: Organize saves into folders by game/world

I wouldn't say the feature is implemented until it has GUI support, but yeah from your link it does look like it should be relatively simple to support "Organize saves into folders by game/world". That being said, I'm not sure if that gets to the spirit of the request, which was to have a ...

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