Search found 2115 matches
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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".
- 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 ...
- 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 ...
- Mon Dec 04, 2023 2:56 pm
- Forum: Won't fix.
- Topic: [Rsed] When taking an item out from the item-with-inventory using the hotbar, it gets put into the character inventory
- Replies: 1
- Views: 825
Re: [Rsed] When taking an item out from the item-with-inventory using the hotbar, it gets put into the character invento
Moving this to Wont fix because "extends_inventory" will be removed in 2.0.
- Sun Dec 03, 2023 11:46 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.99] Handcrafting with ingredient free intermediates not possible
- Replies: 2
- Views: 1037
Re: [boskid][1.1.99] Handcrafting with ingredient free intermediates not possible
Thanks for the report. Both issues are now fixed for 1.1.100.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...