Search found 475 matches

by keyboardhack
Wed Feb 19, 2020 11:49 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 66469

Re: Multithreaded performance

But that's what the devs are claiming. That the memory bandwidth simply isn't there to make multiple threads useful. And this pretty clearly proves them wrong. It seems to be more a problem with latency. That's where threads and hyper threads would really help. Don't think they ever said that. I do...
by keyboardhack
Sun Jan 05, 2020 1:40 am
Forum: Ideas and Suggestions
Topic: Train Station dots should show whether the station is enabled
Replies: 6
Views: 275

Train Station dots should show whether the station is enabled

When a station is disabled the stations name changes color to red as seens in the image below. with names.PNG I usually play without station names as they clutter the screen. Unfortunately that also means i can't see if a station is disabled or not. without names.PNG I propose that the little train ...
by keyboardhack
Mon Jun 03, 2019 1:24 am
Forum: Modding discussion
Topic: Fixing data stage spam
Replies: 25
Views: 1211

Re: Fixing data stage spam

Maybe write log() to another file(like factorio-current-mods.log) when the game is running and when the game closes/crashes add the log file to the end of the factorio-current.log file. That way the log is still part of the factorio-current.log file but you don't have to look at it unless you scroll...
by keyboardhack
Fri Apr 19, 2019 7:15 pm
Forum: Modding help
Topic: Tile age
Replies: 6
Views: 201

Re: Tile age

According to this stackoverflow question tables shouldn't be used as keys in another table. The issue is that two identical tables won't return the same value if used as a key. One solution to this problem is to convert the tables content into a string and then use the string as a key. So for a tile...
by keyboardhack
Fri Mar 29, 2019 5:18 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 18140

Re: Version 0.17.23

Modding Non-upgrade technologies are now considered to be level 1; previously they were level 0. Oh god why don't you just enable modding in another language next to lua? This is getting ridiculous. Every mod is running in a separate lua instance. How hard would it be to run lua and ... say Javascr...
by keyboardhack
Sun Mar 03, 2019 8:07 pm
Forum: Ideas and Requests For Mods
Topic: Messing around with Shader files. Ghost entities?
Replies: 7
Views: 528

Re: Messing around with Shader files. Ghost entities?

Took a while but i figured out how to change the shader so ghosts looks like normal entities. Here is how to do it. Go into the shader called sprite-ycocg.frag. You can open the file as any other text file. Change line 28 from fragColor = YCoCgToRGB(param, param_1) * vTint; to fragColor = YCoCgToRGB...
by keyboardhack
Tue Feb 26, 2019 5:19 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 181786

Re: Version 0.17.0

It's finally here!
by keyboardhack
Thu Dec 13, 2018 12:51 pm
Forum: General discussion
Topic: Refresh my memory
Replies: 3
Views: 878

Re: Refresh my memory

They talk about the assembly machine restrictions removal here https://www.factorio.com/blog/post/fff-266 Assembling machine ingredient limit removal The idea behind this mechanic was that better assembling machines can use more complex recipes. But the reality is, that there is not really a clear c...
by keyboardhack
Thu Dec 13, 2018 10:46 am
Forum: Modding help
Topic: Question concerning: Electricity
Replies: 2
Views: 225

Re: Question concerning: Electricity

Sadly that's not possible. Same with robot networks.
by keyboardhack
Thu Dec 13, 2018 10:44 am
Forum: Ideas and Suggestions
Topic: Better compression for savegames
Replies: 15
Views: 1573

Re: Better compression for savegames

Apparently you can se the compression level in the config file https://forums.factorio.com/viewtopic.php?f=6&t=56287&p=331759&hilit=compression+7zip#p331759 I added support to set the compression level for autosaves and for multiplayer peer joining in the config for the next version of 0.16. The mai...
by keyboardhack
Tue Dec 11, 2018 9:28 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 16466

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

The real question is, whether parts of the logic could be moved to the GPU to profit from its typically lower memory latency (for some obscure reason, GPUs tend to always be one step ahead when it comes to RAM). Very unlikely. The CPU is moving small amount of data in an unpredictable pattern (well...
by keyboardhack
Sun Dec 02, 2018 12:43 pm
Forum: Modding help
Topic: Need help
Replies: 3
Views: 382

Re: Need help

Your item prototype has a typo in it. You call the function

Code: Select all

data.extend
buit it should be

Code: Select all

data:extend
by keyboardhack
Sat Nov 17, 2018 4:46 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 30295

Re: This game sucks and you are bad devs.

Not sure if you are trolling but here goes. I assume you are angry because there hasn't been any updates for a while. Here is a list of all the things that has been added to factorio over the last four years. New terrain generation Belt-optimizations Artillery train General update optimizations Allo...
by keyboardhack
Fri Nov 16, 2018 5:05 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 30295

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I remember when 0.12 was supposed to be the final release.
The quality of the game just keeps increasing so i can't complain :D
by keyboardhack
Thu Sep 13, 2018 5:33 am
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 17789

Re: Today's forum skin update

To begin with i disliked the redesign. Not because it looked bad(it looks great) but because it moved functionality away from me. I now had to click twice to get to the "Your posts" or "New posts" link which was very annoying. With those links being added back again i really can't complain. Some lon...
by keyboardhack
Wed Jul 11, 2018 8:39 pm
Forum: Gameplay Help
Topic: regenerate map without "cheating..."?
Replies: 15
Views: 2914

Re: regenerate map without "cheating..."?

Yes it's possible to change the richness without losing all archivements. It's still cheating though :) Can't give the most specific steps to do it right now but it's something like this. Go to the location of your save file Unpack/extract/unzip your savefile. In you unpakced savefile open control.l...
by keyboardhack
Tue May 29, 2018 7:03 pm
Forum: Modding interface requests
Topic: [Meta] Unify naming between data and control stage.
Replies: 14
Views: 1200

Re: [Meta] Unify naming between data and control stage.

We aren't likely to change any of the names at this point in development as it would break too many mods compared to the benefit it gave. you change names of variables between major mod versions all the time, why would this be different from 0.16 to 0.17? No we don't. Yes you do. Changed "on_prepla...
by keyboardhack
Thu May 03, 2018 2:54 am
Forum: Modding interface requests
Topic: Automatic mod tests
Replies: 1
Views: 352

Automatic mod tests

Not sure if this is the correct place to post this but it seems to fit here the best. This is a rough idea of how i think automatic tests in factorio should work so i just hope to get the general idea across. What is this request about? One of the things i don't like about factorio modding is the fa...
by keyboardhack
Wed May 02, 2018 8:06 pm
Forum: Modding help
Topic: [solved] game.write_file does not work at all
Replies: 3
Views: 506

Re: game.write_file does not work at all

When exactly does the game flush the written data? right after the call or does it cache all calls to write_data and waits for the game to close? It should write the file immediately. If you are running this in multiplayer, try with the command /c game.write_file("text.txt", "hello there", false, 1)
by keyboardhack
Mon Apr 30, 2018 2:51 pm
Forum: Implemented mod requests
Topic: find_entities_filtered searching for multiple names at once
Replies: 11
Views: 784

find_entities_filtered searching for multiple names at once

Currently i have a mod that has to search the whole map for 8 different entities which each has a different name. Currently this is done by calling find_entities_filtered 8 different times with a different name each time. On large maps this takes more than 16ms. The goal of this interface request is...

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