Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side. Improved save/load performance of mod script data. Does any one have a reference posts on these two changes ? In case you didn't see it yet, bottom of the last blog post: https://www.factorio.com/blog/post...
This mod won't load under the latest version of Factorio: Failed to load mods: Error in assignID: tile with name 'dirt-1' does not exist. (Confirmed it's caused by this mod.) I'm surprised it hasn't already been reported because this is a great mod. P.S. I have no intention of joining Earendel's Dis...
Where do you find this "minor patch" description? Where do you find the promise that an update to the experimental beta branch won't break anything? You probably shouldn't be on the experimental branch if it's this upsetting to you that things might break. Go find out what SemVer is. Not ...
Er, yes. Yay, a "minor patch" broke lots of stuff!
Any chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19).
I finally got around to bisecting the issue — [Combat Roboports](https://mods.factorio.com/mod/combat-roboports) is responsible. (I still needed to use the reset command(s) after removing the mod.)
Gui Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is already researched. T...
But why do you need to put a buffer in the power pole? The Induction Charging mod is able to charge player/vehicle equipment grids directly from ordinary power poles. Combined with the Electric Vehicles mod (the .16 one at least; haven't tried the latest) this allowed pretty good electric trains in ...
Another little thing: can you fix requests getting filled by distant bots in a big network? Often it's quicker for a local bot to do two jobs than wait for a distant bot to arrive. Similarly for storage: why do bots place stuff in far away storage when there's much nearer options? And pre-emptive ch...
I'm not bothered how you present the blueprint library, but my main issues with blueprints: there is no easy way to copy a blueprint modifying blueprints only allows removal of elements; adding something requires recreating it which is a lot of work for some large blueprints there is no versioning o...
You could just use a fast-start mod; that's what I do now. Aside from that, you can build construction bots using only a very basic refinery set-up. Carry a bunch of engine units over to a simple electric engine assembler. Pip petroleum out for a small plastic & battery facility. Important point...
Nice work on the GUI. Now you can try improving map-generation to use user-centric units instead of internal model parameters, e.g. replace the size/frequency/richness stuff with 'average amount of ore per km^2" (or other area unit), compactness, and randomness. (You can even use the same model...
After a little experimentation, I realised the "start" signal is only for starting, i.e. the reactor won't stop automatically when the fuel cell is exhausted if the start signal is no longer present. Would it make sense to add that? I managed to make a very compact reactor with independent...
Maybe you should consider jumping technology at some point: http://arewegameyet.com/
GFX looks quite promising and there are a couple of windowing libraries.
I'm hoping Factorio 2 will use 3D rendering from the start