Search found 32 matches

by hhrhhr
Sat Jun 13, 2020 7:41 am
Forum: Bug Reports
Topic: [0.18.31] wrong satisfaction value in Electric network info
Replies: 0
Views: 108

[0.18.31] wrong satisfaction value in Electric network info

Small setup: 1 × Boiler + 2 × Steam engine (900 kW) Consumers: 3 × Beacon (480 kW) + 28 × Assembling machine 3 (12.5 kW drain) Electric statistic show (attachment 2): Satisfaction — 1.8 MW / 1.8 MW Production — 1.8 MW / 1.9 MW (???) Check: 3 × 480 kW + 28 x 12.5 kW = 1440 kW + 350 kW = 1790 kW ~= 1....
by hhrhhr
Thu Jun 04, 2020 9:27 pm
Forum: Wiki Talk
Topic: Recipe.main_product, is everything right on the wiki?
Replies: 1
Views: 187

Re: Recipe.main_product, is everything right on the wiki?

Second example: { type = "recipe", name = "sulfuric-acid", results = { [1] = { type = "fluid", name = "sulfuric-acid", amount = 50 } }, subgroup = "fluid-recipes", -- !!! subgroup present -- cutted } Recipe have only one product and no main_product is defined. So icon(s) taken from product, but subg...
by hhrhhr
Thu Jun 04, 2020 6:55 pm
Forum: Wiki Talk
Topic: Recipe.main_product, is everything right on the wiki?
Replies: 1
Views: 187

Recipe.main_product, is everything right on the wiki?

main_product Type : string Optional. For recipes with more than one product: This defines of which result the icon, subgroup and name is used. If it is not set and the recipe has more than 1 result the recipe will use the recipe-name and recipe-description locale and its own subgroup and icon. For ...
by hhrhhr
Mon Jun 01, 2020 4:15 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 6107

Re: Version 0.18.29

FactorioBot wrote:
Mon Jun 01, 2020 2:19 pm
Features
  • Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output'
What is the archive variable for?
by hhrhhr
Fri May 29, 2020 9:27 pm
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

absolutely no difference: #include <iostream> #include <filesystem> namespace fs = std::filesystem; int main() { fs::path p = fs::path("..") / ".." / "config-path.cfg"; std::cout << "Current path is " << fs::current_path() << '\n' << "Canonical path for " << p << " is " << fs::weakly_canonical(p) <<...
by hhrhhr
Fri May 29, 2020 9:18 am
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

With this example, everything is fine: #include <iostream> #include <filesystem> namespace fs = std::filesystem; int main() { fs::path p = fs::path("..") / ".." / "config-path.cfg"; std::cout << "Current path is " << fs::current_path() << '\n' << "Canonical path for " << p << " is " << fs::canonical...
by hhrhhr
Thu May 28, 2020 10:18 pm
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

Could you provide an example of your code that opens a file using the standard C++ library?
No matter how I tried, but I could not find an example that could not access the file on any types of virtual disks, including file systems with utf8 and utf16 encodings.
by hhrhhr
Thu May 28, 2020 5:22 pm
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

Cold-start anything isn't how you could ever launch from a ramdisk since you have to copy the thing into the ramdisk first anyway - then you could launch it. I need to copy the game to ramdisk only once, and a cold start, at least in Windows, does not occur only if the game is launched literally im...
by hhrhhr
Thu May 28, 2020 9:29 am
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

config: cache-sprite-atlas-count=1 cache-sprite-atlas=true compress-sprite-atlas-cache=true graphics-quality=normal high-quality-animations=false high-quality-shadows=false high-quality-terrain=false video-memory-usage=low texture-compression-level=low-quality run from SSD, cold start: ... 14.977 Da...
by hhrhhr
Mon May 25, 2020 7:39 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Factorio Lab
Replies: 7
Views: 308

Re: Factorio Lab

Hello. I continue to work on "file scraper" and the first results are ready: https://github.com/factoriolab/factorio ... -633694865
by hhrhhr
Sun May 24, 2020 3:23 pm
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

I meant a clean game without mods. At least at 0.18.26, the data directory contains exactly 9999 files and 1503 directories. Yes, on powerful desktops with fast SSDs, the game’s launch time is not so exciting. But sometimes I have to run the game on an old HP laptop (with Radeon HD4250 video and 256...
by hhrhhr
Sun May 24, 2020 9:47 am
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

In my case, the data directory contains almost 10 thousand files. Even after several launches and caching of files by the operating system, the launch of the game takes 10-12 seconds. And when using a RAM disk - only 2-3 seconds. When debugging mods / scripts, this is pretty significant. Аnother exa...
by hhrhhr
Sat May 23, 2020 11:18 pm
Forum: Technical Help
Topic: Run from ramdisk
Replies: 18
Views: 1346

Re: Run from ramdisk

Factorio 0.18.26 and 0.18.26, unzipped to ramdisk (created with OSFMount): I:\Factorio_0.18.22>ver Microsoft Windows [Version 10.0.18363.657] I:\Factorio_0.18.22>bin\x64\factorio.exe -v I:\Factorio_0.18.22> 0.000 Error Util.cpp:83: weakly_canonical: . : "I:\Factorio_0.18.22\bin\x64/../../config\conf...
by hhrhhr
Thu May 14, 2020 11:00 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Factorio Lab
Replies: 7
Views: 308

Re: Factorio Lab

Cool! The ability to selectively select an assembly machine class is really great. There are a few comments: What about energy consumption? Сan you make a "compiled" version of the site to run locally WITHOUT NodeJS, Angular, and so on? How do you get the source data from the game (/src/assets/0-18....
by hhrhhr
Thu May 14, 2020 9:58 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3067
Views: 389328

Re: Bugs & FAQ

I suppose I found something similar to a copy-paste error. angelsrefining_0.11.10\prototypes\angels-functions.lua function angelsmods.functions.create_viscous_liquid_fluid_icon: @721 : tints. bot_left and { icon = "__angelsrefining__/graphics/icons/angels-liquid/liquid-viscous-item- bot-left .png", ...
by hhrhhr
Thu May 14, 2020 9:50 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3067
Views: 389328

Re: AngelsRefining: clean_table adds to the table while it's iterating

...when using my own Lua instance to build a calculator... I will also come across a similar one. Since the developers have kindly shared the modified Lua, you can use their version in your project for the similar behavior of Lua tables. I created a fork of this version of Lua, which includes all d...
by hhrhhr
Sat May 09, 2020 5:33 am
Forum: Technical Help
Topic: Dear devs, can you share your patches for Lua?
Replies: 2
Views: 167

Re: Dear devs, can you share your patches for Lua?

Thank you, I will study and understand.
by hhrhhr
Sat May 09, 2020 1:11 am
Forum: Technical Help
Topic: Dear devs, can you share your patches for Lua?
Replies: 2
Views: 167

Dear devs, can you share your patches for Lua?

from help: Libraries and functions 2. New functions pairs() In standard Lua, the order of iteration when using pairs() is arbitrary. Because Factorio has to be deterministic, this was changed in Factorio's version of Lua. Factorio's iteration order when using next(), which pairs() uses for iteration...
by hhrhhr
Sat May 09, 2020 12:08 am
Forum: Resolved Problems and Bugs
Topic: [0.18.22] Crash on game.save_atlas() in DirectX mode
Replies: 1
Views: 145

[0.18.22] Crash on game.save_atlas() in DirectX mode

set max-texture-size=8192 DirectX: texture-compression-level=none , save_atlas() - OK texture-compression-level=high-quality , save_atlas() - FAIL texture-compression-level=low-quality , save_atlas() - OK OpenGL ( force-opengl=true ): texture-compression-level=none , save_atlas() - OK texture-compre...
by hhrhhr
Thu Mar 14, 2019 1:43 pm
Forum: Modding discussion
Topic: How to overwrite the translation of built-in campaign?
Replies: 0
Views: 164

How to overwrite the translation of built-in campaign?

Overwriting translation for core and base modules works fine. /mods/test_0.0.1/info.json { "name": "test", "version": "0.0.1", "title": "Test", "author": "hhrhhr", "contact": "hhrhhr@gmail.com", "homepage": "", "factorio_version": "0.17.11", "dependencies": ["base >= 0.17.11"], "description": "test ...

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