Search found 40 matches
- Thu Mar 04, 2021 7:53 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 7944
Re: Lua or something else?
think I remember that Rseding was very critical towards LUA in an Q&A a few years back. Yes I saw that a while back as well. I was hoping to get an updated account from the devs though now that the game is finished and released, maybe their views have evolved and/or their reasons for liking/dis...
- Thu Mar 04, 2021 3:05 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 7944
Re: Lua or something else?
The LLVM IR approach sounds like it could work, if it is feasible to ship Factorio with the necessary LLVM libraries to do the IR translation (I assume it would be). Barring that, I don't think that it is practically feasible to ask the average modder to compiler their C++ code for all the different...
- Thu Mar 04, 2021 2:00 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 7944
Re: Lua or something else?
I prefer C++ over anything else Understand that I'm talking about the modding language here. Factorio is already written in C++ as the main language. What I'm asking is, if the developers could do Factorio over again (still using C++ as the main language) what modding language would they choose? No...
- Wed Feb 24, 2021 2:34 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 7944
Lua or something else?
Question for devs: if you could redo Factorio from scratch today, would you choose Lua as the scripting/modding language or some other language? Which language then and why?
- Fri Jul 17, 2020 3:08 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.18] Blueprint Book File Symlink Overwritten
- Replies: 10
- Views: 2852
Re: [0.18.18] Blueprint Book File Symlink Overwritten
I think that you could continue using that copy/tmp methodology -- all you have to do is first resolve the symlink pointed to by blueprint-storage.dat. So logic to fix this would be like this: let f = "blueprint-storage.dat" if on platform supporting symlinks { f = realpath(f) // resolve s...
- Thu May 07, 2020 1:01 pm
- Forum: Energy Production
- Topic: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
- Replies: 16
- Views: 8242
Re: Kovarex - autostart, modules, efficient, compact, all the bells and whistles (update for 18.x)
2. The stack inserter takes 4 things at a time from the centrifuge, but first does the U-235 (two of them). i think there should be U-238. Yes you are right. Could I use your description of process in my first post? Sure. One situation I did not check with your design is the situation when the extr...
- Wed May 06, 2020 9:12 pm
- Forum: Combinator Creations
- Topic: Efficient Kovarex Process with Productivity Modules
- Replies: 8
- Views: 7596
Re: Efficient Kovarex Process with Productivity Modules
For posterity, let me note that the design by gGeorg in the other post that he linked above (with one small fix described in that thread) appears to have the same properties but is simpler and faster, so that one should probably be preferred over mine.
- Wed May 06, 2020 8:52 pm
- Forum: Energy Production
- Topic: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
- Replies: 16
- Views: 8242
Re: Kovarex - autostart, modules, efficient, compact, all the bells and whistles (update for 18.x)
Yes as you mentioned, setting the yellow stack inserter to stack size 2 solves the problem. I don't know how to confirm if the number of CPU cores affects this (it might, or perhaps the order in which the inserters are built affects it), but, either way, making the stack size 2 seems to solves the p...
- Wed May 06, 2020 8:31 pm
- Forum: Energy Production
- Topic: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
- Replies: 16
- Views: 8242
Re: Kovarex - autostart, modules, efficient, compact, all the bells and whistles (update for 18.x)
I was able to fix this by making the yellow inserter (the one that puts the U-235 onto the output/middle belt) to have stack size 2 instead of 1, that way it works for both regular cycles and productivity cycles, and no U-235 accumulates in the centrifuge. That said, I still can't figure out why tha...
- Wed May 06, 2020 8:06 pm
- Forum: Energy Production
- Topic: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
- Replies: 16
- Views: 8242
Re: Kovarex - autostart, modules, efficient, compact, all the bells and whistles (update for 18.x)
Hi gGeorg, I gave this a try and analyzed the combinator logic and it appears to make sense (see my analysis below and tell me if it is correct). However, I was then surprised to see that when I tested it it doesn't appear to work quite right when the extra U-235 gets emitted due to productivity mod...
- Wed May 06, 2020 7:52 pm
- Forum: Combinator Creations
- Topic: Efficient Kovarex Process with Productivity Modules
- Replies: 8
- Views: 7596
Re: Efficient Kovarex Process with Productivity Modules
@gGeorg, thanks, I tried out your blueprint and analyzed it and I have some questions/comments but I put them in the other thread where you original posted it.
- Sun May 03, 2020 8:59 pm
- Forum: Combinator Creations
- Topic: Efficient Kovarex Process with Productivity Modules
- Replies: 8
- Views: 7596
Efficient Kovarex Process with Productivity Modules
This beaconed Kovarex setup has the following properties: 1. Works correctly and efficiently with or without productivity modules in the centrifuge, i.e., can detect an extra U-235 that appears every few cycles. 2. Tolerant of input materials getting cut off, i.e., will start back up again properly ...
- Thu Apr 30, 2020 10:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Ian] Initial Game Loading Music needs Volumn Balancing/Reduction
- Replies: 0
- Views: 2472
[Ian] Initial Game Loading Music needs Volumn Balancing/Reduction
Hello, The first couple seconds of the initial music that plays when the game first starts up and loads needs a bit of volume reduction because it is noticeably louder than the rest of the music/ambient sounds in the game (at least with default settings). However, this seems to only apply to the fir...
- Wed Apr 22, 2020 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.15] Crash on save: "incomingBlock->getOutboundSignals().count(const_cast<RailSignalBase*>(this))" failed
- Replies: 10
- Views: 5482
Re: [0.18.15] Crash on save: "incomingBlock->getOutboundSignals().count(const_cast<RailSignalBase*>(this))" failed
"incomingBlock->getOutboundSignals().count(const_cast<RailSignalBase*>(this))" failed
note to devs... const_cast is a code smell!
- Sun Apr 19, 2020 11:09 pm
- Forum: Questions, reviews and ratings
- Topic: Change threshold for Map view switch to pixelated mode?
- Replies: 2
- Views: 1248
Re: Change threshold for Map view switch to pixelated mode?
Actually sorry -- after posting this I realized that the lua command that I use for non-map mode, which is: /c game.player.zoom = .3 will also work in map view, but it has to be entered when not in pixelated mode. If you enter it while in pixelated mode it seems to have no effect. This also applies ...
- Sun Apr 19, 2020 11:05 pm
- Forum: Questions, reviews and ratings
- Topic: Change threshold for Map view switch to pixelated mode?
- Replies: 2
- Views: 1248
Re: Change threshold for Map view switch to pixelated mode?
I should add -- I don't mind if FPS drops when zoomed out far as a result of the extra rendering load.
- Sun Apr 19, 2020 11:04 pm
- Forum: Questions, reviews and ratings
- Topic: Change threshold for Map view switch to pixelated mode?
- Replies: 2
- Views: 1248
Change threshold for Map view switch to pixelated mode?
TL;DR: while zooming out in map mode, I want factorio to wait longer before changing to "pixelated map view." Hi, I have always thought that, when zooming out in map view mode, that the game switches to the "pixelated rendering" too quickly. Is there a mod that will allow me, whi...
- Fri Apr 17, 2020 9:57 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.18] Blueprint Book File Symlink Overwritten
- Replies: 10
- Views: 2852
[0.18.18] Blueprint Book File Symlink Overwritten
OS: Linux I have my blueprint-storage.dat file as a symlink into another folder (it's a symlink into a git repo so that I can version my blueprint book). This has always worked fine in that Factorio, when saving blueprint book changes, would follow the symlink. But in recent versions (I jumped from ...
- Fri Apr 17, 2020 5:34 pm
- Forum: Outdated/Not implemented
- Topic: Remove Fluid Barreling
- Replies: 6
- Views: 2029
Re: Remove Fluid Barreling
Thanks all for the answers, I agree now that they should stay in the game.
- Fri Apr 17, 2020 2:55 am
- Forum: Outdated/Not implemented
- Topic: Remove Fluid Barreling
- Replies: 6
- Views: 2029
Remove Fluid Barreling
Seems that people rarely (or never) put fluids in barrels... perhaps that concept should be removed from the game. Is there any reason to ever do it?