Search found 17 matches

by darkszero
Thu Jul 23, 2026 10:06 am
Forum: Resolved for the next release
Topic: [2.1.12] Performance regression from 1.1 with calculate_tile_properties
Replies: 3
Views: 536

Re: [2.1.12] Performance regression from 1.1 with calculate_tile_properties

I did improve it to call a fixed number of times (https://github.com/GregorSamsanite/nullius/pull/128) which was a lot better, but as I mentioned it wasn't perfect. Hopefully your improvements can make it smooth!

Edit: checking my own video it seems pretty smooth. Maybe it was suttery with the ...
by darkszero
Thu Jul 23, 2026 9:55 am
Forum: Bug Reports
Topic: [Rseding91] [2.1.12] Stuttering when interacting with the tech tree
Replies: 0
Views: 151

[Rseding91] [2.1.12] Stuttering when interacting with the tech tree

This happens with latest 2.0 but I've managed to reproduce it with 2.1. It reliably happens with my late game nullius base which makes this quite noticeable, but sadly it went away when I reduce the number of mods in the save file to just Nullius. My investigation tells me that it needs a high time ...
by darkszero
Tue Jul 21, 2026 5:26 pm
Forum: Resolved for the next release
Topic: [2.1.12] Performance regression from 1.1 with calculate_tile_properties
Replies: 3
Views: 536

[2.1.12] Performance regression from 1.1 with calculate_tile_properties

In Nullius, shooting an Arboriculture drone makes numerous calls to LuaSurface.calculate_tile_properties . The code that does so remained untouched from what it was at 1.1 era, where it ran fast enough to not cause a significant lag spike.

In latest 2.0, and also latest 2.1, this causes a massive ...
by darkszero
Thu Jun 25, 2026 12:44 pm
Forum: Resolved Problems and Bugs
Topic: destroys_dropped_items ignored when default_destroyed_dropped_item_trigger is nil
Replies: 1
Views: 537

destroys_dropped_items ignored when default_destroyed_dropped_item_trigger is nil

If a tile has destroys_dropped_items set to true, but default_destroyed_dropped_item_trigger is set to nil, in 2.0 it would delete dropped items just fine. In 2.1 nothing happens.

This is either a regression in 2.1, or something that needs to be documented in the docs (and could be a load-time ...
by darkszero
Wed Jun 24, 2026 8:42 pm
Forum: Assigned
Topic: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
Replies: 4
Views: 1529

Re: [2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)

With the Steam Hammer, removing the fluidboxes does nothing.
06-24-2026, 23-39-42.png
06-24-2026, 23-39-42.png (896.84 KiB) Viewed 1351 times
However just removing the filter for steam in the energy source's fluidbox causes the issue to go away
06-24-2026, 23-40-21.png
06-24-2026, 23-40-21.png (1004.75 KiB) Viewed 1351 times
So this seems somewhat different from Muluna's issue.
by darkszero
Wed Jun 24, 2026 8:25 pm
Forum: Assigned
Topic: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
Replies: 4
Views: 1529

Re: [2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)

This also happens with Moshine Start. There's no fluid indices, but there's an assembling machine with a Fluid Energy source and an fluid box, both passthrough.

06-24-2026, 23-24-57.png

Fluid boxes part of the entity

energy_source = {
type = "fluid",
maximum_temperature = 165,
scale_fluid ...
by darkszero
Tue Oct 29, 2024 6:30 pm
Forum: Duplicates
Topic: [2.0.11] Multiplayer Desync
Replies: 4
Views: 1325

Re: [2.0.11] Multiplayer Desync

Went ask one of the others what they were doing and turns only just me desynced!

So it's definitely related to ghost actions, potentially undo. At some point one of the other players visited where I was planning things so their robots might have done things.
by darkszero
Tue Oct 29, 2024 3:18 pm
Forum: Duplicates
Topic: [2.0.11] Multiplayer Desync
Replies: 4
Views: 1325

Re: [2.0.11] Multiplayer Desync

Fixed. It's great that I double checked before posting...
by darkszero
Tue Oct 29, 2024 3:05 pm
Forum: Duplicates
Topic: [2.0.11] Multiplayer Desync
Replies: 4
Views: 1325

[2.0.11] Multiplayer Desync

No mods.

There was 4 players total with one being the host, at least 2 maybe all 3 other players desynced including me. One player was AFK, I was designing rail blueprints with ghosts in Nauvis with remote view. It happened rather unexpectedly, after rejoining it was just fine.

https://drive ...
by darkszero
Thu Oct 24, 2024 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.10] Visual bug when technology requires no science packs
Replies: 1
Views: 1967

[Genhis][2.0.10] Visual bug when technology requires no science packs

When a technology has an unit cost with no ingredients, selecting it in the tech tree keeps the research cost of the previously selected tech.

When opening the tech tree with that tech selected, an empty ingredients is displayed instead of how long it takes and how many crafts are needed.

It can ...
by darkszero
Tue Oct 10, 2023 9:19 pm
Forum: 1 / 0 magic
Topic: [1.1.91][Mod] Linux dedicated server crashes occasionally
Replies: 1
Views: 1279

[1.1.91][Mod] Linux dedicated server crashes occasionally

I'm playing a multiplayer session of Space Exploration and my Linux dedicated server is sometimes crashing. This happened quite a few times in a 3-4 hour period, after not hard-crashing for over 250 hours.
There were about 4 players and the most suspicious thing is that 2 players were flying around ...
by darkszero
Fri Jul 17, 2020 10:14 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 96112

Re: Friday Facts #356 - Blueprint library for real

I'm happy you bonded with your son over the game and it managed to help you recover from your low. :D
by darkszero
Fri Jun 07, 2019 12:05 pm
Forum: Duplicates
Topic: [0.17.46] Crash when deconstructing while moving in a manual train
Replies: 5
Views: 2584

[0.17.46] Crash when deconstructing while moving in a manual train

Steps taken after loading the file to led to crash:
1. Opened the map
2. Placed the T rail intersection blueprint that is on the inventory between two Iron Ore patches to the left of the player
3. Drove the train backwards until it was inside the blueprint and robots started building
4. Replaced a ...
by darkszero
Sat Mar 09, 2019 3:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.8]/[0.17.9] Linux headless loops while trying to apply update
Replies: 1
Views: 3193

[0.17.8]/[0.17.9] Linux headless loops while trying to apply update

Hello!

Using this binary: https://www.factorio.com/get-download/0.17.8/headless/linux64
While trying to apply this update: https://dcdn.factorio.com/updates/core-linux_headless64-0.17.8-0.17.9-update.zip


~/ $ factorio/bin/x64/factorio --apply-update /tmp/core-linux_headless64-0.17.8-0.17.9 ...
by darkszero
Fri Jun 01, 2018 10:30 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 107209

Re: Friday Facts #245 - Campaign concept

Regarding the Production vs High-Tech packs, just seeing the tech-tree for what's unlocked by the Production research shows how pointless the split is: it appears you unlock 10 researches, but 4 of then also requires High-Tech.
Never mind that 2 of the unlocked tech is just high-tiered belts and ...
by darkszero
Sun Jan 07, 2018 2:14 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3818
Views: 2585164

Re: Development and Discussion

Do you plan on ever making petrochen optional for the smelting mod? I really love refining+smelting, but I'd like to lower the complexity of the game a bit.
by darkszero
Wed Jul 19, 2017 3:35 am
Forum: Angels Mods
Topic: Show me yours...
Replies: 62
Views: 79071

Re: Show me yours...

Since there are so many good looking bases here, I'll share mine:

http://i.imgur.com/UOD7D46.jpg
Partial overview of the base. It's bot only because last time I played with Bob+Angels the mess was impossible and I half used bots anyway.

http://i.imgur.com/hCUkoom.jpg
Here we have my ore, slug ...

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