Search found 2115 matches

by boskid
Wed Dec 06, 2023 9:52 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 404
Views: 226514

Re: Performance optimization - post your saves

Did I just win the over-signaling competition? 1st place :D Anyway, thx again. And yes I noticed a performance drain previously when the trains were actually running. I used that many signals to improve throughput in/around factory and had the feeling that it worked. Ofc it is a nightmare regarding...
by boskid
Wed Dec 06, 2023 10:06 am
Forum: Modding help
Topic: Efficient way to get the LuaObject again for a known entity?
Replies: 7
Views: 276

Re: Efficient way to get the LuaObject again for a known entity?

Storage of LuaObjects in `global` is the intended way of keeping references between ticks. They hook into targeters system game uses so they are fast when used and compact when saved. For me the title of this topic is a red flag: a known entity means you already have LuaObject to it (as this is the ...
by boskid
Tue Dec 05, 2023 9:48 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 39025

Re: Friday Facts #377 - New new rails

Looking at the new rail pictures it looks like there are still at most 3 ways a rail can go. Look at the last picture for the biggest example. Correct? Yes. On top of that this system is complete: for every direction there are always 3 rails available: one that will turn left by 1/16th, one that wi...
by boskid
Tue Dec 05, 2023 5:47 pm
Forum: Modding help
Topic: Hwo to detect if 2 train stops are connected?
Replies: 4
Views: 162

Re: Hwo to detect if 2 train stops are connected?

Unfortunately there are no ways to check that. The closest data we have internally are rail blocks and rail segments but traversal of those data is expensive. Direct answer from the game engine would require implementing trains pathfinder lua API to allow lua to perform direct queries of paths betwe...
by boskid
Mon Dec 04, 2023 3:44 pm
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 655

Re: Adding gps tags/map pings with code

:wink: -- edit: I am going to move this to "implemented" even when technically it does not match the request. Reason is that the request in original shape makes no sense as the pings storage is literally in the output console so it is tightly binding to message printing and it makes no sen...
by boskid
Mon Dec 04, 2023 3:41 pm
Forum: Implemented for 2.0
Topic: Raise events when trains are removed
Replies: 1
Views: 178

Re: Raise events when trains are removed

I think this may be considered as implemented for 2.0 as there was "register_on_object_destroyed" implemented which supports LuaTrain. In that case when a train is destroyed (where by train we should consider "specific composition of stocks" so 2 trains may be destroyed when merg...
by boskid
Mon Dec 04, 2023 3:34 pm
Forum: Implemented for 2.0
Topic: Event for expired/destroyed renderings
Replies: 2
Views: 265

Re: Event for expired/destroyed renderings

This is now implemented for 2.0. Objects from LuaRendering will be provided as LuaRenderObject (viewtopic.php?p=591699#p591699) and those objects are one of supported types for a "register_on_object_destroyed".
by boskid
Mon Dec 04, 2023 3:18 pm
Forum: Implemented for 2.0
Topic: on_gui_element_destroyed
Replies: 7
Views: 780

Re: on_gui_element_destroyed

I am considering this to be implemented for 2.0 as there was "register_on_object_destroyed" implemented which has LuaGuiElement as one of the supported types. Amount of data provided is similar to register_on_entity_destroyed which is basically just the registration number and some useful ...
by boskid
Mon Dec 04, 2023 3:09 pm
Forum: Implemented for 2.0
Topic: Add event for when a unit_group is destroyed
Replies: 2
Views: 325

Re: Add event for when a unit_group is destroyed

TLDR part is implemented for 2.0 as there was "register_on_object_destroyed" implemented that supports unit groups. It may be slightly tricky because it has the same limitations as register_on_entity_destroyed - depending on when unit group is destroyed, the event may be raised in current ...
by boskid
Sat Dec 02, 2023 10:26 am
Forum: Resolved Problems and Bugs
Topic: [1.1.99] Inconsistent belt / loader snapping
Replies: 2
Views: 1126

Re: [1.1.99] Inconsistent belt / loader snapping

Thanks for the report. This issue was already fixed for 2.0 but given a fix is 1 line of code i decided to backport this fix and so it is now fixed for 1.1.100. It is an issue of BuildingRenderer drawing preview as it was changing entities position without notifying entities they had position change...
by boskid
Fri Dec 01, 2023 11:48 am
Forum: Modding help
Topic: [RESOLVED] Determine if a belt is a corner/turn belt
Replies: 3
Views: 237

Re: Determine if a belt is a corner/turn belt

For 1.1.100 i added LuaEntity::belt_shape read that will return "left", "straight" or "right" depending on what is the current shape of a transport belt. There are ways to determine the shape from existing fields but it is annoying operation as you need to get all neigh...
by boskid
Sun Nov 26, 2023 8:42 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 3085

Re: [1.0.0] more trains fit between signals than the preview shows on c

You can check available length by measuring rail segment length (assuming there are no merges or splits in the middle) using the command mentioned above: /c game.print(game.player.selected.get_rail_segment_length()) As for the length a train needs to fit entirely inside of such segment: Lets introdu...
by boskid
Sun Nov 26, 2023 8:10 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 3085

Re: [1.0.0] more trains fit between signals than the preview shows on c

What about this case? I am not seeing anything interesting with this case. Diagonal straight rail has front and back signal positions overlapping and so the signal binding logic is implemented to choose if a signal is binding to the front or to the back. If one of those is not possible (because the...
by boskid
Sat Nov 25, 2023 9:46 pm
Forum: Technical Help
Topic: [1.1.94] Save freezes at specific time
Replies: 4
Views: 321

Re: [1.1.94] Save freezes at specific time

I am going to blame unfortunate mod composition. Freeze happens during nth_tick handler of RenaiTransportation which calls LuaSurface::find_non_colliding_position for item entity and this search is unbound. In this specific case the search happens on the "Factory Floor 55" surface. I expec...
by boskid
Wed Nov 22, 2023 11:18 pm
Forum: Releases
Topic: Version 1.1.98
Replies: 12
Views: 5261

Re: Version 1.1.98

Weird, headless package i downloaded for 1.1.98 from CDN has different checksum than the file i see on our local copy. Our local copy of `factorio_headless_x64_1.1.98.tar.xz` has SHA1 `eaf69f3e37d4d92fc75a5c5b86078e460e752b04` (i suspect this will be the correct one [packaged as zip because of forum...
by boskid
Tue Nov 21, 2023 8:48 pm
Forum: Resolved Requests
Topic: EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing
Replies: 3
Views: 220

Re: EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing

Jetpack creates equipment specifying `energy_source.type = "void"` but game ignores this field as it is implemented to only ever load electric energy source (there is no need to specify type if there is nothing to choose from). This is why jetpack also specifies `usage_priority` as otherwi...
by boskid
Mon Nov 20, 2023 12:07 pm
Forum: Won't fix.
Topic: [1.1.97] Pump connects misaligned to train
Replies: 4
Views: 440

Re: [1.1.97] Pump connects misaligned to train

Thanks for the report. I am going to move this to "wont fix". Pump to fluid wagon sprites are prepared for a specific fluid wagon offsets under assumption that entire train is standing only on straight rails. In this specific scenario front rolling stock is standing partially on the curved...
by boskid
Sun Nov 19, 2023 9:05 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.97] Crash with Dyworld Dynamics 2 simulation "TransportLineGroup: members.count(related) was not true"
Replies: 6
Views: 674

Re: [boskid][1.1.97] Crash with Dyworld Dynamics 2 simulation "TransportLineGroup: members.count(related) was not true"

Thanks for the report. Issue is now fixed for 1.1.98. `menu-simulation-big-defense.zip` background simulation from base mod uses fast-loader which is of type `loader` however DyWorld-Dynamics-2 forces `fast-loader` to be of type `loader-1x1`. Because of a mistake i did long time ago it fails to proc...

Go to advanced search