Search found 28 matches

by can00336
Tue Jan 09, 2018 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.15] Modded Items Not Removed From Rockets In-Flight
Replies: 4
Views: 697

Re: [0.16.15] Modded Items Not Removed From Rockets In-Flight

The following change to \data\core\lualib\silo-script.lua seems sufficient to fix the bug: *** 137,143 **** local force = rocket.force local any_tracked = false for k, tracked_item in pairs (global.silo_script.tracked_items) do ! if rocket.get_item_count(tracked_item) > 0 then any_tracked = true bre...
by can00336
Tue Jan 09, 2018 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.15] Modded Items Not Removed From Rockets In-Flight
Replies: 4
Views: 697

Re: [0.16.15] Modded Items Not Removed From Rockets In-Flight

Neither the save nor the mod are publicly available for various reasons as the save is Xterminator's Sending Supporters to Space series save and the mod contains thousands of people's real names.
If the devs really need the mod and/or save for some reason, they can DM me or Xterminator for them.
by can00336
Tue Jan 09, 2018 7:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.15] Modded Items Not Removed From Rockets In-Flight
Replies: 4
Views: 697

[0.16.15] Modded Items Not Removed From Rockets In-Flight

It seems that once a mod is removed from a save that has modded rocket_launch_products that the rockets in-flight do not have their modded items removed and thus cause a crash. Quickly destroying the rockets in-flight via command before they can trigger the on_rocket_launched event prevents the cras...
by can00336
Fri Dec 29, 2017 10:34 pm
Forum: Mod portal Discussion
Topic: "Server error: Network Error"
Replies: 21
Views: 3371

Re: "Server error: Network Error"

Mod portal is down again for uploading/updating mods.
by can00336
Thu Dec 14, 2017 7:08 pm
Forum: General discussion
Topic: .16 Crafting Time Changes
Replies: 6
Views: 1336

Re: .16 Crafting Time Changes

Here's what I've found: Car craft time from 0.5 to 2 Cargo wagon craft time from 0.5 to 1 Explosives craft amount from 1 to 2 Express underground belt craft time from 0.5 to 2 Fast underground belt craft time from 0.5 to 2 Heat exchanger craft time from 0.5 to 3 Heat pipe craft time from 0.5 to 1 La...
by can00336
Fri Sep 22, 2017 7:24 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 22782

Re: Friday Facts #209 - Optimisation is a way of life

With regards to the logistic bots dillema, Factorio is primarily a game about automation of a factory, not about combat. Changing the game rules to allow logistic bots to avoid attack and damage seems like a reasonable trade-off in exchange for additional UPS. I always thought it was weird that bite...
by can00336
Mon Sep 04, 2017 6:53 pm
Forum: Combinator Creations
Topic: playable Pacman
Replies: 10
Views: 8520

Re: playable Pacman

What is this monitoring program? It looks really useful. I'm using the Windows Performance Analyzer. You can get it here: https://docs.microsoft.com/en-us/windows-hardware/test/wpt/windows-performance-analyzer I use this to take the traces: https://github.com/google/UIforETW/releases/download/v1.48...
by can00336
Wed Aug 30, 2017 2:53 pm
Forum: Combinator Creations
Topic: playable Pacman
Replies: 10
Views: 8520

Re: playable Pacman

Seems like all the UPS is spent in decider combinators. Most of it spent summing networks.
by can00336
Fri Jun 30, 2017 3:15 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.25] String Mod Setting with Long List Goes Off Screen
Replies: 1
Views: 737

[Rseding91] [0.15.25] String Mod Setting with Long List Goes Off Screen

When I use a string-type mod setting that uses a long list of allowed_values (all items in the game), it goes off the bottom of the screen.
Image
by can00336
Wed Jun 21, 2017 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [14.22] Missing progress bars w/ many module slots
Replies: 5
Views: 1373

Re: [Rseding91] [14.22] Missing progress bars w/ many module slots

Ranakastrasz wrote:Looks like the old, Infinite productivity thingy pre-infinite science.
That's essentially what it was for: simulating v0.15 infinite mining productivity for Colonelwill and Xterminator's v0.15 sim playthrough.
https://www.youtube.com/watch?v=yvMV4me ... YXy5gqs6fN
by can00336
Fri May 05, 2017 6:20 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 20469

Re: Version 0.15.8

A new bug has appeared. The game crashes when you enter a train.
Here's the crash log: https://pastebin.com/Gk3x6Nyr
by can00336
Thu Apr 13, 2017 4:57 am
Forum: Resolved Problems and Bugs
Topic: Inserter facing up/north slower than other directions
Replies: 38
Views: 24374

Re: Inserter facing up/north slower than other directions

Has this bug been looked at or fixed?
by can00336
Thu Mar 16, 2017 1:10 pm
Forum: Modding help
Topic: max_payload_size limited to stack size?
Replies: 6
Views: 678

Re: max_payload_size limited to stack size?

I figured that computational cost would be the reason.

Thank you for confirming it.
by can00336
Thu Mar 16, 2017 7:57 am
Forum: Modding help
Topic: max_payload_size limited to stack size?
Replies: 6
Views: 678

Re: max_payload_size limited to stack size?

I feel like logistic robots should have an inventory_size definition in their entity like cargo wagons. I don't see why mods shouldn't be able to enable more stack carry capacity for logistic bots.
by can00336
Thu Mar 16, 2017 4:26 am
Forum: Modding help
Topic: max_payload_size limited to stack size?
Replies: 6
Views: 678

Re: max_payload_size limited to stack size?

impetus maximus wrote:where/how are you setting max_payload_size?
entities.lua has max_payload_size for entities that can carry payloads.
by can00336
Wed Mar 15, 2017 11:16 pm
Forum: Modding help
Topic: max_payload_size limited to stack size?
Replies: 6
Views: 678

max_payload_size limited to stack size?

Setting the max_payload_size for a logistic-robot seems to be limited to the size of a single stack of whatever item it is gathering.
Is there a way to increase this limit to allow bots to hold item amounts similar to cargo-wagons?

Thanks.
by can00336
Wed Mar 15, 2017 8:47 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [14.22] Game Crash When Setting Train Speed Via Command
Replies: 1
Views: 397

[Kovarex] [14.22] Game Crash When Setting Train Speed Via Command

Run this command many times quickly to crash the game:
http://pastebin.com/qETDzSr0

It seems to crash the most when ran twice as a train leaves the station south for some reason.
by can00336
Wed Mar 15, 2017 8:24 pm
Forum: Technical Help
Topic: Variable but crippling mulitplayer lag at 70+ hrs
Replies: 12
Views: 1292

Re: Variable but crippling mulitplayer lag at 70+ hrs

The computational requirements for MP are higher than that of SP: https://www.reddit.com/r/factorio/comments/5o0kxh/multiplayer_issues/dcgtayj/?context=1 Rseding91: Single player doesn't have the other player to simulate, the CRC checks each tick, or the latency state to calculate + the overhead of ...
by can00336
Tue Mar 07, 2017 2:44 am
Forum: Modding help
Topic: How to get and set item-request-proxy slots
Replies: 1
Views: 473

How to get and set item-request-proxy slots

How do you get and set the items in the item request proxy entites?
by can00336
Fri Mar 03, 2017 8:35 am
Forum: Modding help
Topic: How to get "Expected resources" from a mining drill
Replies: 3
Views: 613

Re: How to get "Expected resources" from a mining drill

Not directly, you will need to go over each tile in the drill area and add it up yourself. I feared that was the case; I couldn't find anything in the API when I perused it. Thank you for the confirmation. Do you know of a UPS-friendly way to do so? Or is it best to do the usual chunk-by-chunk surf...

Go to advanced search