Search found 44 matches

by dorfl
Sat Feb 12, 2022 2:56 am
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 419128

Re: Games Like Factorio

Factropy is in this space: https://dorfl.itch.io/factropy . Indie, WIP, free demo. Factory simulation genre tropes abound. Two parts Factorio, one part Satisfactory, a dash of Supreme Commander and a bunch of loose ideas a certain solo developer failed to mod into one of those games. The overall aim...
by dorfl
Mon Feb 17, 2020 12:08 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157175

Re: [MOD 0.16] Miniloader

... ran into the uneven loading bug again. This may happen if you use a miniloader of one tier with a mis-matched belt tier. The inserter timings get unpredictable and I don't promise consistent results. Fwiw, attached is a minimal 0.18 sandbox save with miniloaders 1.9.3 that shows express miniloa...
by dorfl
Sun Jan 26, 2020 7:46 am
Forum: Mods
Topic: [MOD 0.18] Crux Chests
Replies: 0
Views: 1029

[MOD 0.18] Crux Chests

Type : Mod Name : Crux Chests Description : Chests 1x1 to 9x9, including logistics versions. Factorio Version : 0.18.0 Tags : Storage License : MIT https://mods.factorio.com/mod/cruxchests https://mods-data.factorio.com/assets/13c50889e15c345299195a8d995b6e52830e305d.png Got carried away with autom...
by dorfl
Sun Aug 18, 2019 1:39 am
Forum: Not a bug
Topic: [0.17.65] mod load spike for on_robot_pre_mined on blocked entities
Replies: 2
Views: 1298

Re: [0.17.65] mod load spike for on_robot_pre_mined on blocked entities

Will try to get the obligatory screenshots from another box. For some reason screen capture is showing up all black on Wayland...
by dorfl
Sun Aug 18, 2019 1:27 am
Forum: Not a bug
Topic: [0.17.65] mod load spike for on_robot_pre_mined on blocked entities
Replies: 2
Views: 1298

[0.17.65] mod load spike for on_robot_pre_mined on blocked entities

This might be works-as-expected, but it confused me for a while and I couldn't see it described anywhere, so: I marked a rail depot for deconstruction before removing a train, so 25 robots went and sat waiting over 25 blocked rail segments -- as expected. But load from mods listening to on_robot_pre...
by dorfl
Mon Aug 12, 2019 12:51 am
Forum: Won't implement
Topic: electric-energy-interface circuit network connection
Replies: 0
Views: 866

electric-energy-interface circuit network connection

Consider allowing circuit network connection for the electric-energy-interface, with modes: * Report charge level (like Accumulators A=charge) * Enable/Disable Use case would be in https://mods.factorio.com/mod/smr which has power suppliers that currently use the accumulator prototype to get the A=c...
by dorfl
Sun Aug 11, 2019 11:48 pm
Forum: Mods
Topic: [0.17] SMRs
Replies: 0
Views: 1302

[0.17] SMRs

Small modular nuclear reactors designed to be deployed off-grid at remote sites. SMRs are manufactured as sealed units with a fixed energy capacity, including both fuel and generator components. This means they can be quickly setup anywhere but once depleted must be returned to base for refurbishmen...
by dorfl
Mon Jul 29, 2019 10:24 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532342

Re: [MOD 0.14] AAI Programmable Vehicles

Compatibility problem with Angel's vehicles: When using remote control on a Crawler vehicle, it empties generator's storage in its power grid Desktop recording: https://youtu.be/S734RCq5sTs I put coal into generator and after using remote control the coal is gone. The same happens when I first ente...
by dorfl
Mon Jul 29, 2019 9:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.59] LuaSurface.request_path crash
Replies: 3
Views: 2774

Re: [0.17.59] LuaSurface.request_path crash

factorio-current.log
(20.84 KiB) Downloaded 185 times
by dorfl
Mon Jul 29, 2019 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.59] LuaSurface.request_path crash
Replies: 3
Views: 2774

[0.17.59] LuaSurface.request_path crash

While playing around with the path finder, I found path_resolution_modifier = 8 caused a full process lockup and eventually a crash. Lower values work OK. I tried 8 only because UnitAISettings mentions an -8 to 8 range for an int8 parameter of the same name, and LuaSurface.request_path doesn't speci...
by dorfl
Sat Jul 20, 2019 2:32 pm
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 6151

Re: [0.17] Bulk Teleporters

It looks more like a rendering issue, not due to a specific mod. See you have "Flip[on]" which is spiking up to 90ms. Try turning vsync off, close other applications, update graphics drivers, reduce sprite resolution, etc. Search this forum for other examples with this symptom (eg: https:/...
by dorfl
Sat Jul 20, 2019 10:34 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 6151

Re: [0.17] Bulk Teleporters

That save runs at stable 60 UPS here, but I only tested it for a few minutes (sounds like your lag is intermittent?).

Try looking at the F5 debug output when you see lag. If any mod shows significantly higher values than the others, it's probably the culprit.
by dorfl
Sat Jul 20, 2019 7:50 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 6151

Re: [0.16] Bulk Teleporters

Can you post a save game that shows the lag problem?
by dorfl
Sat Jul 20, 2019 7:46 am
Forum: Mods
Topic: [0.17] Data Science
Replies: 5
Views: 2628

Re: [0.16] Data Science

0.17 update posted.

Sorry for the delay. I want to do new graphics for this one, but it keeps falling down the to-do list. So this is a plain update of the 0.16 version.
by dorfl
Tue Jul 16, 2019 11:59 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 6151

Re: [0.16] Bulk Teleporters

;)
by dorfl
Sun Jul 07, 2019 4:04 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 6151

Re: [0.16] Bulk Teleporters

What fuel is needed for teleporter to work? None, they're electric. The top-left interface is an electric furnace which automatically crafts hidden teleport recipes with cost and duration proportional to the teleport distance. Power is connected, signals are connected. What I forget to do, to make ...
by dorfl
Sat Apr 20, 2019 1:15 am
Forum: Pending
Topic: [0.17.31] crash to desktop Lab::checkIngredients()
Replies: 1
Views: 881

[0.17.31] crash to desktop Lab::checkIngredients()

No clue whether I did something specific or unusual to cause this. No recurrence yet after loading last autosave in .31, or after updating to .32. 2732.106 Info AppManagerStates.cpp:1747: Saving finished 3248.101 Error CrashHandler.cpp:564: Received SIGSEGV 3251.785 Warning Logger.cpp:503: Symbols.s...
by dorfl
Tue Mar 12, 2019 9:19 pm
Forum: Modding help
Topic: how to consistently detect when entities have electricity?
Replies: 2
Views: 935

how to consistently detect when entities have electricity?

Filed this bug: https://forums.factorio.com/viewtopic.php?f=7&t=67527 The GUI electricity bar oddness is not a big deal so I'm prepared for it to be not-a-bug, but from the Lua API perspective having LuaEntity .energy == .electric_buffer_size for a lamp with zero electricity available, and no in...
by dorfl
Tue Mar 12, 2019 11:01 am
Forum: Resolved Problems and Bugs
Topic: [0.17.11] lamp electricity bar shows full in electric network without power
Replies: 3
Views: 2503

[0.17.11] lamp electricity bar shows full in electric network without power

Lamp energy shows as full when part of an unpowered electric network. Place the lamp outside an electric network -- no-power icon flashes and electricity bar is zero. As expected. Place an unpowered electric pole next to the lamp -- no power icon continues to flash, but now electricity bar is full ....

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