Search found 461 matches

by keyboardhack
Thu Sep 13, 2018 5:33 am
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 8317

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: 1076

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: 470

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: 168

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: 148

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: 369

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...
by keyboardhack
Fri Apr 06, 2018 5:20 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 70
Views: 9183

Re: Friday Facts #237 - Rich & interactive text

Damn that's an awesome feature! How do you come up with those ideas?

For this to be easy to use we need a way to easily write those tags. Maybe some kind of autocomplete could be useful.
by keyboardhack
Tue Mar 27, 2018 3:41 pm
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 22
Views: 1896

Re: [0.16.16] Tile prototype limit (255) too low

Ehh it's definetly possible to increase the limit without affecting all saves or making it slower. You have to add an indirection and the code may not be as intuitive as before. Probably also have to change code elsewhere like loading/saving with different sizes but it's definetly possible to do. It...
by keyboardhack
Mon Mar 19, 2018 7:32 am
Forum: Mods
Topic: Need Help on mod Factorio
Replies: 2
Views: 101

Re: Need Help on mod Factorio

Image
by keyboardhack
Mon Mar 12, 2018 4:34 am
Forum: Technical Help
Topic: [0.16.28] Computer shuts down (bluescreens?) idling in menu
Replies: 3
Views: 176

Re: [0.16.28] Computer shuts down (bluescreens?) idling in menu

I own a computer that's very similar to yours. Same CPU and GPU. The graphics card seems to overheat if i play a game that allows an excessive amount of frames. Afaik Factorios menu doesn't have a frame limit, i guess that could overheat the GPU. Try going into Nvidia settings and force vsync. That ...
by keyboardhack
Sat Feb 10, 2018 4:26 pm
Forum: Technical Help
Topic: How do you figure out which entities are using UPS?
Replies: 3
Views: 238

Re: How do you figure out which entities are using UPS?

There is afaik only one way to measure which entities uses the most ups, and that's by using a program profiler. Actually downloading the profiler and getting it to work is probably way to much work unless you have used one before. As an alternative you can upload your save file and i can do the pro...
by keyboardhack
Mon Jan 22, 2018 9:44 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 12002

Re: Version 0.16.17

  • Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Thank you!
by keyboardhack
Mon Dec 25, 2017 11:33 pm
Forum: Mods
Topic: [MOD 0.16.x] WaiTex 1.2.3: A HD Texture Pack
Replies: 236
Views: 207235

Re: [MOD 0.15.x] WaiTex 1.2.3: A HD Texture Pack

Tyrindor wrote:The new buffer chest doesn't have high resolution officially yet and Waitex doesn't affect it. Not sure when/if they'll ever do chests in high resolution.
Totally missed that one. I will update waitex when i get home in a few days.
by keyboardhack
Wed Dec 13, 2017 5:17 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 50767

Re: Version 0.16.0

This is awesome. Got a ~25% perf boost :D
Time to blow up biters in real time!
by keyboardhack
Sun Nov 19, 2017 3:50 am
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 9744

Re: Friday Facts #217 - Just another Friday Facts

In Friday Facts #207 there was a small note about the mod portal being worked on. It said that a new version would probably be out a month after #207. Any interesting progress on this, or has it encountered unexpected delays?
by keyboardhack
Wed Oct 25, 2017 1:31 am
Forum: Technical Help
Topic: any tricks to increas FPS / UPS?
Replies: 21
Views: 1455

Re: any tricks to increas FPS / UPS?

How do you generate these profile reports? I've seen them occasionally, but I've never seen anyone mention how they were generated. The report was created using Visual Studio performance profiler. The basic steps are: Install Visual Studio Community edition with the C++ parts. Start factorio and ru...
by keyboardhack
Wed Oct 25, 2017 12:03 am
Forum: Technical Help
Topic: any tricks to increas FPS / UPS?
Replies: 21
Views: 1455

Re: any tricks to increas FPS / UPS?

Forgot to say but it's in percent. it doesn't add up to 100% because other things like rendering also takes time.
by keyboardhack
Tue Oct 24, 2017 11:49 pm
Forum: Technical Help
Topic: any tricks to increas FPS / UPS?
Replies: 21
Views: 1455

Re: any tricks to increas FPS / UPS?

400k active entities, most of them probably moving on belts, I think that's your main UPS killer. Entity update is like 95% of the update cycle. replace your huge busses with trains, or chained underground belts, and you should see a difference. I profiles his save to see if that was the case and i...
by keyboardhack
Fri Sep 22, 2017 7:53 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 15339

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

In regards to the bots. I would say that making the the proposed change just for optimization would definitely be worth it. As you said in the FF, having it not apply to Construction Bots would be good because otherwise that would be too cheaty sense they are involved in combat and such. However, h...
by keyboardhack
Sat Sep 02, 2017 10:03 pm
Forum: Technical Help
Topic: Extreme memory leak, possibly my (mod) fault (help wanted)
Replies: 18
Views: 1230

Re: Extreme memory leak, possibly my (mod) fault (help wanted)

I just tested a slightly modified version of your code, and though the memory leak looks to be fixed, given the lack of a large spike each strike on the task manager, I still ran out of RAM after several dozen, including a Factorio CTD and Windows closing half a dozen other open programs. Oddly, ho...

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