DaveMcW made a nice tech tree visualization you can start with: http://davemcw.com/factorio/tech-tree/
I was not able to find an image with the entire 0.15 technology tree. It is possible to automate making the thing; the raw data can be found in the game's folder under data\base\prototypes ...
Search found 20 matches
- Mon Aug 28, 2017 6:54 pm
- Forum: Ideas and Suggestions
- Topic: [Request] Full base game tech tree in one big picture
- Replies: 8
- Views: 16012
- Sat Aug 19, 2017 7:30 pm
- Forum: Technical Help
- Topic: Is there a clear way to identify what hurts UPS?
- Replies: 1
- Views: 1353
Re: Is there a clear way to identify what hurts UPS?
Could try deleting things (make a copy of your save first) until you figure it out:
/c for key, entity in pairs(game.player.surface.find_entities_filtered({force=game.player.force, name="roboport"})) do
entity.destroy()
end
/c for key, entity in pairs(game.player.surface.find_entities ...
/c for key, entity in pairs(game.player.surface.find_entities_filtered({force=game.player.force, name="roboport"})) do
entity.destroy()
end
/c for key, entity in pairs(game.player.surface.find_entities ...
- Tue Aug 15, 2017 8:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Server player cam
- Replies: 1
- Views: 1510
Re: Server player cam
I haven't bothered looking for a mod like this.
But this type of mod is theoretically possible (please note that I'm not volunteering to actually write the mod.). Try pasting some of these commands in game.
Initialization:
/c follow = game.player
webcam = game.player.gui.left.add{type="camera ...
But this type of mod is theoretically possible (please note that I'm not volunteering to actually write the mod.). Try pasting some of these commands in game.
Initialization:
/c follow = game.player
webcam = game.player.gui.left.add{type="camera ...
- Tue Aug 01, 2017 9:12 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 61300
Re: Friday Facts #201 - 0.15 Stable, but not really
Personally, I'd prefer interrupting the user. Buffering user input & stalling on a single tick for a half second would be less noticeable than the current state of affairs.
Can't the game serialize the non-changing stuff (dirty flags) while the main thread's waiting for the next update tick?
Can't the game serialize the non-changing stuff (dirty flags) while the main thread's waiting for the next update tick?
- Tue Aug 01, 2017 7:34 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 61300
Re: Friday Facts #201 - 0.15 Stable, but not really
Short of optimizing the save process by concurrently* serializing the non-changing stuff before pausing the game and bringing it into a consistent state, it would be nice if the game buffered the player's inputs while the game is paused, and replayed them after its unpaused.
* or doing it during ...
* or doing it during ...
- Tue Aug 01, 2017 5:40 pm
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 126958
- Tue Aug 01, 2017 5:03 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 61300
Re: Friday Facts #201 - 0.15 Stable, but not really
Another idea, (instead of mmap()/VirtualProtect() shenanigans) is to implement this concurrent algorithm for saving in the background.
It's based on the concurrent mark & sweep algorithm sometimes used by the JVM garbage collector, used to minimize stop-the-world pauses.
1) Main thread decides its ...
It's based on the concurrent mark & sweep algorithm sometimes used by the JVM garbage collector, used to minimize stop-the-world pauses.
1) Main thread decides its ...
- Tue Aug 01, 2017 3:20 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 92359
Re: Mirror Blueprints over Vertical/Horizontal Axis
Can't just have it play that error sound when a blueprint can't be mirrored?
- Tue Aug 01, 2017 3:15 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 61300
Re: Friday Facts #201 - 0.15 Stable, but not really
And even if all that is not prohibitive I believe windows doesn't have a fork() equivalent at all.
That is the main problem.
Windows has a VirtualProtect() API that allows you to mark pages as copy on write (PAGE_WRITECOPY). I've used it before. Works nice; certainly a lot faster than fork ...
- Mon Jul 31, 2017 12:00 am
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 40695
Re: Starting on a small isle?? Read this before you post!
Could the player's starting position just be randomly (but still deterministic) re-positioned, until you're not on a small island? Small islands can be checked by scanning 100 tiles in each cardinal direction, counting the number of land tiles till' ya hit water, adding them up and seeing if the ...
- Sun Jul 30, 2017 6:20 am
- Forum: Implemented Suggestions
- Topic: Use fork() on *nix systems for doing save game
- Replies: 21
- Views: 10314
Re: Use fork() on *nix systems for doing save game
I think that using virtual memory's copy on write functionality within the same process is a better approach, it has less overhead, plus both Linux & Windows have APIs to manipulate the virtual memory protection flags within your own process (mmap/VirtualProtect).
Implementing this copy on write ...
Implementing this copy on write ...
- Sat Jul 29, 2017 11:58 pm
- Forum: Implemented Suggestions
- Topic: Use fork() on *nix systems for doing save game
- Replies: 21
- Views: 10314
Re: Use fork() on *nix systems for doing save game
I did some digging on how to actually implement this idea on Windows & Linux.
The basic idea is to create and use a memory mapped file region to contain the current game's state. When it comes time to make a save, change the memory mapping to copy-on-write and then create another view of the same ...
The basic idea is to create and use a memory mapped file region to contain the current game's state. When it comes time to make a save, change the memory mapping to copy-on-write and then create another view of the same ...
- Fri Jul 28, 2017 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Lua - Persistent Data
- Replies: 13
- Views: 5677
Re: Lua - Persistent Data
Its probably never going to happen, storing data outside of the game state is a sure fire way to cause a desync
What is described here cries for a GUI or remote call. That is the right way to change things over all instances. Cause then the developer will handle the changes correctly. Which is ...
What is described here cries for a GUI or remote call. That is the right way to change things over all instances. Cause then the developer will handle the changes correctly. Which is ...
- Thu Jul 27, 2017 2:02 am
- Forum: Ideas and Suggestions
- Topic: Medium Power Poles should be in-place upgrade to small
- Replies: 2
- Views: 1378
Re: Medium Power Poles should be in-place upgrade to small
Even as a new player I've wondered why I couldn't fast-replace a small power pole with a medium one.
- Tue Jul 25, 2017 9:38 pm
- Forum: Not a bug
- Topic: Assembling machine production statistic counts wrong
- Replies: 4
- Views: 2497
Re: Assembling machine production statistic counts wrong
This thread suggests 'cycles completed'.
- Thu Jul 20, 2017 4:52 am
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 21559
Re: Confirmation on Delete Blueprint Book
Instead of a confirmation dialog, I'd suggest making it so that if you have a blueprint in hand and you click the trash can, it deletes the blue print.
As for when you delete the blueprint book, I'd suggest an undo button (like GitHub's delete pull request button), or altering the trash can icon to ...
As for when you delete the blueprint book, I'd suggest an undo button (like GitHub's delete pull request button), or altering the trash can icon to ...
- Mon Jul 17, 2017 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Large pages support
- Replies: 6
- Views: 2986
Re: Large pages support
I wouldn't implement this.
On Windows, allocating large pages requires the SeLockMemoryPrivilege token ( MSDN ), which requires that Factorio be installed with an administrator account, creating a user account on the system, and adding that user account to the "Lock pages in memory" privilege in ...
On Windows, allocating large pages requires the SeLockMemoryPrivilege token ( MSDN ), which requires that Factorio be installed with an administrator account, creating a user account on the system, and adding that user account to the "Lock pages in memory" privilege in ...
- Sun Jul 16, 2017 4:52 am
- Forum: Ideas and Suggestions
- Topic: Image Optimization (I cut 59% of graphics folders file size)
- Replies: 8
- Views: 4050
Re: Image Optimization (I cut 59% of graphics folders file size)
I ran optipng, a program that tries out lots of different lossless compression algorithms.
And it made the graphics folder a whopping 0.2% smaller.
124652 KiB - original
124636 KiB - no bit depth, palette, or color reductions (16 KiB saved)
124400 KiB - w/ reductions (252 KiB)
// C#
// script ...
And it made the graphics folder a whopping 0.2% smaller.
124652 KiB - original
124636 KiB - no bit depth, palette, or color reductions (16 KiB saved)
124400 KiB - w/ reductions (252 KiB)
// C#
// script ...
- Sat Jul 15, 2017 8:04 pm
- Forum: Ideas and Suggestions
- Topic: More scenarios in the base campaign
- Replies: 3
- Views: 1896
Re: More scenarios in the base campaign
I'm happy to hear that.
- Sat Jul 15, 2017 4:15 am
- Forum: Ideas and Suggestions
- Topic: More scenarios in the base campaign
- Replies: 3
- Views: 1896
More scenarios in the base campaign
TL;DR
As a new, casual, player, I'd enjoy having a few more scenarios in the base campaign. It feels like the campaign is incomplete.
What ?
There could be more to the storyline after making the plane and flying off in it. A lot more can be done with the aliens, rockets, colony ships, etc. Not ...
As a new, casual, player, I'd enjoy having a few more scenarios in the base campaign. It feels like the campaign is incomplete.
What ?
There could be more to the storyline after making the plane and flying off in it. A lot more can be done with the aliens, rockets, colony ships, etc. Not ...