Search found 96 matches

by dewiniaid
Thu Feb 06, 2020 12:56 am
Forum: Not a bug
Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Replies: 5
Views: 2073

Re: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else

Ok, this may be a neat observation, but I don't see anything that is a bug I don't see why the game runs slower when it has focus versus when it does not. The reverse makes sense, this does not. In my particular case it's observable at extremely high values of UPS, but it may be observable at stand...
by dewiniaid
Sat Feb 01, 2020 1:14 am
Forum: Not a bug
Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Replies: 5
Views: 2073

Re: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else

Loewchen wrote: ↑
Sat Feb 01, 2020 1:03 am
dewiniaid wrote: ↑
Sat Feb 01, 2020 1:01 am
Something edited it out of my original subject line as posted, but this also occurs in 0.17.79.
See: 3638
Makes sense. Also added the log file.

Since the issue also occured in 0.17.79, I thought that'd help narrow down when the issue in question was introduced.
by dewiniaid
Sat Feb 01, 2020 1:01 am
Forum: Not a bug
Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Replies: 5
Views: 2073

Re: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else

Something edited it out of my original subject line as posted, but this also occurs in 0.17.79.
by dewiniaid
Sat Feb 01, 2020 12:58 am
Forum: Not a bug
Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Replies: 5
Views: 2073

[0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else

So I was updating one of my mods (TimeControl) for 0.18 and as a quick test I set it to run the game at 64x speed (i.e. /c game.speed=64). I immediately noticed some odd effects that I don't recall noticing in earlier versions of Factorio. In a brand new save : In-game, my reported UPS in fact hit n...
by dewiniaid
Sun Apr 21, 2019 4:13 am
Forum: Combinator Creations
Topic: Easily tileable 7-segment display [0.17]
Replies: 7
Views: 10518

Re: Easily tileable 7-segment display [0.17]

Not certain why the blueprint string didn't work, so here's a hopefully working link instead
by dewiniaid
Sun Apr 21, 2019 12:43 am
Forum: Combinator Creations
Topic: Easily tileable 7-segment display [0.17]
Replies: 7
Views: 10518

Re: Easily tileable 7-segment display [0.17]

Here's an easily-tileable 11 segment display using far fewer combinators: This works by exploiting the fact that conditions on lamp can use "Anything = X" or "Everything != X" conditions, so the pair of constant combinators on the right specify a large set of values that -- when ...
by dewiniaid
Sat Apr 20, 2019 9:18 pm
Forum: Ideas and Suggestions
Topic: Joining a game with limited map download slots should show your position in the queue
Replies: 1
Views: 918

Joining a game with limited map download slots should show your position in the queue

As commonly requested by participants of today's FactorioMMO Stress Test: While waiting for a free map download slot while joining a multiplayer game, there should be some indication of your current position in the queue. Perhaps the text could read "Position in queue: 36 out of 205" or si...
by dewiniaid
Sat Apr 20, 2019 9:11 pm
Forum: Ideas and Suggestions
Topic: Tiny QOL Improvement to map exchange strings
Replies: 6
Views: 1772

Re: Tiny QOL Improvement to map exchange strings

I meant in sense of the proposed QOL improvement presumably showing it, not as it currently stands.
by dewiniaid
Sat Apr 20, 2019 9:01 pm
Forum: Ideas and Suggestions
Topic: Tiny QOL Improvement to map exchange strings
Replies: 6
Views: 1772

Re: Tiny QOL Improvement to map exchange strings

Sounds reasonable. But why show the map exchange string at all when there can be a "copy map exchange string" button instead of a "show MES" button. No one is going to write it down character by character manually anyways, seeing it is always followed by copying it. Showing it m...
by dewiniaid
Sat Apr 20, 2019 8:19 pm
Forum: Implemented mod requests
Topic: A means of telling a client to connect to a different server
Replies: 14
Views: 5252

A means of telling a client to connect to a different server

Today's FactorioMMO stress test got me thinking on ways to handle truly massive scale multiplayer games with some degree of performance. One thought would be to have people split across multiple games with some form of sharing resources and chat between them. Some of this can already be done with ex...
by dewiniaid
Sat Apr 20, 2019 1:11 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Painless landfill
Replies: 41
Views: 7971

Re: [0.17] Painless landfill

But, the 0.17 implementation of landfill is clunky, mainly because you have to add landfill to the blueprint for it to work... Clunky. There is a mod that let's you add landfill to your older blueprints, but... you are still messing with the blueprints. BlueprintExtensions has had a rocky 0.4.x rel...
by dewiniaid
Sat Apr 20, 2019 12:53 am
Forum: Implemented mod requests
Topic: Error logs should show version number.
Replies: 7
Views: 1851

Re: Error logs should show version number.

I'd also like to see this. I've one error report in particular where they only uploaded a partial factorio-current.log but it didn't have the first half which includes mod version numbers/etc. In that case, the issue was my mod relying on something added in 0.17.22 and them using it in an earlier ve...
by dewiniaid
Fri Apr 19, 2019 11:15 pm
Forum: Ideas and Suggestions
Topic: Tiny QOL Improvement to map exchange strings
Replies: 6
Views: 1772

Tiny QOL Improvement to map exchange strings

TL;DR: Map exchange strings should be automatically copied and pasted when the relevant functions are accessed. 99% of the time, if you are looking at the map exchange string for a map it is because you are going to copy it and paste it somewhere else. Currently (in 0.17), this requires two clicks (...
by dewiniaid
Fri Apr 12, 2019 10:04 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 36008

Re: Friday Facts #290 - Rail building changes & High-res icons

on a side note, still waiting for the shift click build over water, hey robots can place landfill now, why can't they do with shift click method and also placing blueprints with shift click. Blueprint Extensions now has a "Add landfill to every tile of this blueprint that needs it" option...
by dewiniaid
Fri Apr 05, 2019 7:21 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 57796

Re: Friday Facts #289 - Character GUI

So, 2 years ago I posted a request to have the GUI highlight matching items (and dim everything else out) when searching:

Image
by dewiniaid
Thu Mar 28, 2019 11:38 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
Replies: 3
Views: 1390

Re: LuaEntityPrototype::secondary_collision_box is not exposed.

Yup, I'm aware that priority prototype bounding boxes are relative to the origin and facing north. Transformed bounding boxes can be obtained from an entity directly, but I don't have a real entity available in this case. The transformation itself is not too difficult though, I already have code for...
by dewiniaid
Thu Mar 28, 2019 9:41 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
Replies: 3
Views: 1390

LuaEntityPrototype::secondary_collision_box is not exposed.

Some entities (i.e. curved rails) have a secondary collision box. While this can be accessed on an entity itself (LuaEntity::secondary_bounding_box), it can't be accessed on entity prototypes. I'm working on a feature to automatically add landfill to tiles that need it in a blueprint, so this is nee...
by dewiniaid
Tue Mar 19, 2019 1:09 am
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7619

Re: There's a bug in the train's parking

After trying a bunch, I came up with something that sort of works but not entirely. So I'll post my write-up here and maybe it can serve as a foundation for someone else. Alright, here's a FIFO stacker. It took a bit longer than planned to complete since I had to resolve some issues where a train wo...
by dewiniaid
Mon Mar 18, 2019 9:13 pm
Forum: Not a bug
Topic: There's a bug in the train's parking
Replies: 30
Views: 7619

Re: There's a bug in the train's parking

In the case of your parking bay, if you want a FIFO queue, wouldn't the easiest solution just be to use a long serial track as your parking instead of parallel ones? This has the drawback of extending travel time for a train that it wouldn't otherwise need when the queue is empty, and takes more sp...

Go to advanced search