Search found 94 matches

by darklich14
Sat Mar 05, 2022 6:40 pm
Forum: Gameplay Help
Topic: [SOLVED] Need help with mass deleting chunks (function)
Replies: 7
Views: 4590

Re: [SOLVED] Need help with mass deleting chunks (function)

Thank you, but between a mod and a command, I'll take the command. I'm a vanilla *enthusiast* :D

Good recs though for those who do mods!
by darklich14
Sat Mar 05, 2022 2:22 am
Forum: Gameplay Help
Topic: [SOLVED] Need help with mass deleting chunks (function)
Replies: 7
Views: 4590

Re: [SOLVED] Need help with mass deleting chunks (function)

No warranty: /c ltx = 227 lty = 278 rbx = 597 rby = 3964 for chunk in game.player.surface.get_chunks() do a = chunk.area if not (a.left_top.x > ltx and a.right_bottom.x < rbx and a.left_top.y > lty and a.right_bottom.y < rby) then game.player.surface.delete_chunk({chunk.x, chunk.y}) end end I'm tryi...
by darklich14
Wed Feb 03, 2021 6:31 am
Forum: Pending
Topic: [1.1.19] Hang On Save
Replies: 3
Views: 1534

[1.1.19] Hang On Save

AssemblyStorm's server is occasionally hanging on connect/save. We have a small amount of rcon code for discord chat sync, but otherwise are 100% vanilla. We launch huge numbers of rockets per week as a goal, so I consider the server to be a pretty important part of the factorio ecosystem. Anyway, w...
by darklich14
Sat Jan 30, 2021 5:59 am
Forum: Resolved Problems and Bugs
Topic: [1.1.19] Crash in RichTextHoverManager::handleSpecialItemHover
Replies: 2
Views: 2051

[1.1.19] Crash in RichTextHoverManager::handleSpecialItemHover

Apologies for lack of save file but I have no idea whatsoever how to repeat this. I wish I had something more helpful to offer.... Anyway, here is the stack trace: 32622.860 Error CrashHandler.cpp:621: Received SIGSEGV 32631.842 Warning Logger.cpp:526: Symbols.size() == 27, usedSize == 16 Factorio c...
by darklich14
Tue Jan 12, 2021 10:29 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
Replies: 14
Views: 4389

Re: [1.1.8] Crash using new train UI (Train::getStateDescription)

Thank you, doubly civilized factorian
R4m80 wrote: ↑
Tue Jan 12, 2021 9:27 pm

Code: Select all

/c
for _,ent in pairs (game.player.force.get_trains()) do
	if ent.speed == 0 and ent.manual_mode == false then
		ent.manual_mode = true
		ent.manual_mode = false
	end
end
worked for me and is only one copy/pasta
by darklich14
Tue Jan 12, 2021 9:14 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
Replies: 14
Views: 4389

Re: [1.1.8] Crash using new train UI (Train::getStateDescription)

Code tags for civilized people (and fixed unclosed iterator):

Code: Select all

/c
for _,ent in pairs (game.player.force.get_trains()) do
if ent.speed == 0 then
ent.manual_mode = true
end
end

Code: Select all

/c for _,ent in pairs (game.player.force.get_trains()) do
if ent.manual_mode == true
then ent.manual_mode = false
end
end
by darklich14
Sun Jan 10, 2021 4:46 am
Forum: Duplicates
Topic: [1.1.8] Crash when clicking Train Station in IR2 (TrainWithMinimap::updateStatusButton)
Replies: 3
Views: 1239

[1.1.8] Crash when clicking Train Station in IR2 (TrainWithMinimap::updateStatusButton)

Save file: https://drive.google.com/file/d/1ZlXf6iDxm3k9ruouD4OTlE4zOVCGGFm5/view?usp=sharing Opening the iron ingot loader station at [gps=17,484] crashes the game. Opening the iron ingot unloader station at [gps=23,185] crashes the game. It appears that trying to manually recreate the iron ingot s...
by darklich14
Fri Aug 14, 2020 9:34 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Linux download 404
Replies: 5
Views: 1922

Re: [1.0.0] Linux download 404

wat
by darklich14
Fri Aug 14, 2020 9:28 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Linux download 404
Replies: 5
Views: 1922

[1.0.0] Linux download 404

I'm not sure what else to put here. No update messages for 1.0 and I get a 404 on the direct login download like for linux. HALP!

Also you guys are amazing. Thank you for all you do/have done!!!
by darklich14
Wed Aug 05, 2020 3:35 pm
Forum: Ideas and Suggestions
Topic: Build Queues for every entity and tile type
Replies: 4
Views: 1253

Re: Build Queues for every entity and tile type

Not a few hundred lists. Make a hashtable of lists. Each item goes into their own list. If no such list exists yet it gets added to the hashtable. When it becomes empty it gets removed. The hashtable would allow finding the list for each item in O(1) and also allow iterating through the used entrie...
by darklich14
Wed Aug 05, 2020 2:59 pm
Forum: Ideas and Suggestions
Topic: Build Queues for every entity and tile type
Replies: 4
Views: 1253

Re: Build Queues for every entity and tile type

This would be very useful and solve a really unintuitive problem. The only question is what goes in each group. Put each new construction request at the beginning of each queue to give it a preemption opportunity. Literally a separate list for every entity type in the game no matter whether it's a ...
by darklich14
Tue Aug 04, 2020 8:35 pm
Forum: Ideas and Suggestions
Topic: Build Queues for every entity and tile type
Replies: 4
Views: 1253

Build Queues for every entity and tile type

I know that it would require a bit more overhead, but imagine a round robin whereby the ghosts were serviced X at a time per tick PER entity type. This way, no particular item type starves, and especially beneficial is that power and robot infrastructure can be built in parallel with all the other e...
by darklich14
Tue Aug 04, 2020 4:58 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.42] Biters stop attacking
Replies: 4
Views: 1880

Re: [0.18.42] Biters stop attacking

Why do they stop attacking? This is a rhetorical question. They are pacifist biters. We sat down to smoke before a long journey. I have not asked this question for a long time, at least they did well that such groups disappear over time. Before, I had millions of them, stood and ate UPS. This is by...
by darklich14
Tue Aug 04, 2020 4:18 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.42] Biters stop attacking
Replies: 4
Views: 1880

[Oxyd] [0.18.42] Biters stop attacking

Why do they stop attacking? Thousands of units pile together and every time they are aggravated, they just pile to bigger and bigger groups. They never attack only ever despawn after whatever the time window is. There are only a handful of unit groups and the pathfinder does not appear to be wildly ...
by darklich14
Sun Aug 02, 2020 11:32 pm
Forum: Ideas and Suggestions
Topic: Multiplayer blueprint sharing
Replies: 21
Views: 7900

Re: Multiplayer blueprint sharing

Hm. First: This is just a guess, wich came in my mind after a beer on a very hot day. Don't take me too serious, just my personal opinion. The blueprints are complex and playtesting means you need players, that don't know too much about the game. Because if you play-test with experienced players, y...
by darklich14
Sun Aug 02, 2020 5:14 pm
Forum: Ideas and Suggestions
Topic: Multiplayer blueprint sharing
Replies: 21
Views: 7900

Re: Multiplayer blueprint sharing

ssilk wrote: ↑
Sun Aug 02, 2020 8:28 am
Hm. I don’t think so. I think it either has been forgotten or is now solved in a super clever way. 8-)
Can you please elaborate? This is quite opaque!
by darklich14
Sun Aug 02, 2020 6:44 am
Forum: Ideas and Suggestions
Topic: Multiplayer blueprint sharing
Replies: 21
Views: 7900

Re: Multiplayer blueprint sharing

n3ss wrote: ↑
Sat Aug 01, 2020 9:30 pm
Regardless of what anyone thinks the devs are thinking, this is ultimately about a regression in features.
Progression in the privacy feature.
by darklich14
Sat Aug 01, 2020 6:44 pm
Forum: Ideas and Suggestions
Topic: Multiplayer blueprint sharing
Replies: 21
Views: 7900

Re: Multiplayer blueprint sharing

exploring BP's is an essential part of the MP experience on public servers. I admit I'm abysmally ignorant of what people who play multi find interesting in playing with other people, but in my mind, using others' blueprints is about as rewarding as solving a puzzle with the solution under the eyes...
by darklich14
Sat Aug 01, 2020 3:42 pm
Forum: Ideas and Suggestions
Topic: Multiplayer blueprint sharing
Replies: 21
Views: 7900

Re: Multiplayer blueprint sharing

exploring BP's is an essential part of the MP experience on public servers. I admit I'm abysmally ignorant of what people who play multi find interesting in playing with other people, but in my mind, using others' blueprints is about as rewarding as solving a puzzle with the solution under the eyes...

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