Search found 366 matches

by Stringweasel
Tue Dec 05, 2023 1:41 pm
Forum: Documentation Improvement Requests
Topic: on_player_placed_equipment does not equipment is inserted by script
Replies: 5
Views: 850

on_player_placed_equipment does not equipment is inserted by script

Some modders might use on_player_placed_equipment as the catch-all event to keep track of equipment changes. However, this might be misleading because it does not handle cases where equipment is changed through script, which is not explicitly mentioned in the docs. Modders might also be more incline...
by Stringweasel
Sat Nov 18, 2023 8:22 am
Forum: Ideas and Suggestions
Topic: [SA] Turret modes and defensive designs
Replies: 2
Views: 573

Re: Idea for factorio space expansion: Turret modes and defensive designs

It's likely that Space Age's turret will be similar to Space Exploration where only astroids that will hit your ship (or get close) will be targetted. Turret zones would be useful though to not let all turrets fire at the same astroid, and ignore others. But the effect of this will be small I think,...
by Stringweasel
Sat Nov 11, 2023 6:25 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 786

Re: [1.1.94] Custom rail map colour doesn't work

Ah yes, that does work. But unfortunately that of course changes all rail colours regardless of prototype.

Guess this is more of a Modding Request then to allow the rail prototype to specify the map colour :)
by Stringweasel
Sat Nov 11, 2023 1:12 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 786

[1.1.94] Custom rail map colour doesn't work

What The custom map colour for a rail (straight or curved) is ignored. Expected behaviour That the map colour of a rail will change if I set the map_colour in the prototype Reproduction steps Place this in data.lua local red = {1, 0, 0, 1} data.raw["straight-rail"]["straight-rail&quo...
by Stringweasel
Thu Nov 09, 2023 1:33 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 8309

As a programmer myself I'm curious what exactly you mean here. I understand the part that different platforms do floating point operations differently, and they might have different results. And because Factorio is deterministic it's very important that all calculations always result in exactly the...
by Stringweasel
Thu Nov 09, 2023 1:03 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 8309

Re: Version 1.1.95

AugustoResende wrote:
Wed Nov 08, 2023 9:55 pm
If you play in a Linux machine (x86) and your friend is playing in a M1 Mac Os, without this fix in some cases could occur a multiplayer desync because of different fload calculations
I do understand the reason why they are added. I'm curious what they added. :)
by Stringweasel
Wed Nov 08, 2023 1:34 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 8309

Re: Version 1.1.95

This experimental version also contains cross-platform checks for x86 vs arm floating point conversions. x86 and arm do floating point conversions differently and if we don't handle it correctly on the C++ side it results in different values which results in multiplayer desyncs. As a programmer mys...
by Stringweasel
Sat Nov 04, 2023 2:06 pm
Forum: Documentation Improvement Requests
Topic: Projectile behaviour when homing (and not)
Replies: 1
Views: 409

Re: Projectile behaviour when homing (and not)

Also, https://lua-api.factorio.com/latest/typ ... #max_range
This is the maximum range this projectile will travel after which it will expire.
by Stringweasel
Fri Nov 03, 2023 9:59 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 22792

Re: Comments on Deciders, possibly other entities

Didn't even notice that. Epic!
by Stringweasel
Fri Nov 03, 2023 9:50 am
Forum: Documentation Improvement Requests
Topic: Projectile behaviour when homing (and not)
Replies: 1
Views: 409

Projectile behaviour when homing (and not)

Just some information that I figured out which cost me an few headscratches, which could be part of the documentation for https://lua-api.factorio.com/latest/prototypes/ProjectilePrototype.html. I believe this could be part of the general description at the top. Projectiles have two modes, homing, o...
by Stringweasel
Wed Oct 25, 2023 7:03 am
Forum: Gameplay Help
Topic: Deconstruction train signals causes heavy lag
Replies: 3
Views: 998

Re: Deconstruction train signals causes heavy lag

It's a known issue that when modifying a massive rail network causes big lag spikes. IIRC this is because every time you place or remove a single rail then the entire rail network is recalculated, which means every train needs to recalculate it's path. This takes a long time, thus causes lag spikes,...
by Stringweasel
Sat Oct 21, 2023 7:42 am
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 2264

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

This seems similar to what I investigated here https://alt-f4.blog/ALTF4-52/. Many mega-base builders also know about this limiation, and try to limit isolated network. There's even a mod to locate isolated networks to improve UPS. It's of course easy to reproduce by spawning many isolated power pol...
by Stringweasel
Thu Oct 19, 2023 10:42 am
Forum: Implemented for 2.0
Topic: positionless player.play_sound()
Replies: 8
Views: 1559

Re: positionless player.play_sound()

That would be awesome! It's been requested here as well by me :) 98618
by Stringweasel
Mon Oct 16, 2023 7:09 am
Forum: Mods
Topic: Is Krastorio 2 stable yet?
Replies: 2
Views: 946

Re: Is Krastorio 2 stable yet?

It's definitely stable, already for some time, maybe even years.
by Stringweasel
Wed Oct 11, 2023 8:10 pm
Forum: Bug Reports
Topic: [1.1.91] Extreme belt speed/splitter bug.
Replies: 5
Views: 1206

Re: [1.1.91] Extreme belt speed/splitter bug.

Maybe each transport belt lane of the splitter can do a maximum of 60 items per second, in some conditions?
by Stringweasel
Fri Sep 22, 2023 5:35 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 22114

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

ickputzdirwech wrote:
Fri Sep 22, 2023 4:01 pm
Feels got to move this from “Outdated/Not implemented” to “Implemented Suggestions” :D

(Even though it’s still a while until 2.0 comes out)

See 108862
Might need to be in the "Implemented for 2.0" instead :)
by Stringweasel
Fri Sep 22, 2023 7:21 am
Forum: Technical Help
Topic: [1.1.91] Can't create game without active internet
Replies: 2
Views: 560

Re: [1.1.91] Can't create game without active internet

Is this because i host a game instead of create a single player game? Yes Is there something i can do to still play today? Yes. I'm not at my personal laptop so not 100% sure of the menu items. But you would have to go "Single Player" -> "Load Game" and then find your save-file ...
by Stringweasel
Fri Sep 15, 2023 11:55 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 76224

Re: Friday Facts #376 - Research and Technology

The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it. I do think there is a little room for improvement here. My m...

Go to advanced search