Necroing a bit here... You really should use LuaJIT. It would give a strong boost to UPS with almost no work on your side, as it is 99.9% compatible to standard LUA.Bilka wrote: βSat Mar 30, 2019 5:26 pm We don't use LuaJIT. We use a modified version of Lua 5.2.1.
Search found 15 matches
- Thu Jul 04, 2019 4:30 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 41744
Re: Version 0.17.23
- Sat Mar 30, 2019 4:40 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 41744
Re: Version 0.17.23
Yea, would have been nice to let modders know beforehand and leave time for feedback. This. We luckily had a backup save, otherwise our 200+ hour game would have been destroyed by this patch. We are now stuck with v22 until this mess is fixed. Please don't do such things unannounced! pretty sure yo...
- Fri Mar 29, 2019 7:00 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 41744
Re: Version 0.17.23
JavaScript is an inherently very slow language. So if you would write Factorio mods in JavaScript, you would inevitably slow down the game much more than if you would have written the same mod in Lua.
Would anyone run a mod that by design would slow down the game? I think not.
Would anyone run a mod that by design would slow down the game? I think not.
- Sun Mar 10, 2019 6:57 pm
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 17038
- Sun Mar 10, 2019 11:59 am
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 17038
Re: [0.17.9] map gen puts enemies too close
In 0.16 there was a huge dead-zone around spawn in which biter bases could not exist. This zone seems to be much smaller now, resulting in a great variance in difficulty when generating a map. It is ok if some maps are more or less difficult than others, but the game basically requires you to get a ...
- Sun Mar 10, 2019 10:15 am
- Forum: Desyncs with mods
- Topic: [0.17.9] Frequent desyncs
- Replies: 5
- Views: 2751
- Sun Mar 10, 2019 10:13 am
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 17038
Re: [0.17.9] map gen puts enemies too close
It's 1234 56 (no extra3.) It's interesting, this should actually be relatively balanced if you don't scale too much too fast, since there's a 2 chunks wide forest between your starting ores and the nest ? Thx for the typo, I fixed that. No it is not balanced. I played that map and the burner miners...
- Sat Mar 09, 2019 7:11 pm
- Forum: Desyncs with mods
- Topic: [0.17.9] Frequent desyncs
- Replies: 5
- Views: 2751
[0.17.9] Frequent desyncs
Starting with 17.9 I suddenly experience many dsyncs in multiplayer at completely random occasions (filling machines, placing stuff). https://www.file-upload.net/download-13530899/desync-report-2019-03-09_20-00-36.zip.html https://www.file-upload.net/download-13530898/desync-report-2019-03-09_20-08-...
- Sat Mar 09, 2019 5:43 pm
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 17038
Map gen puts enemies too close
The new terrain generator is great, but it has a tendency to put enemies too close to the spawn. I had one game where I got attacked by biters before I could even start the first research.
Example:
Seed: 123456 (default settings)
Example:
Seed: 123456 (default settings)
- Wed Mar 06, 2019 5:46 pm
- Forum: Pending
- Topic: [0.17.6] rail section length confuses path calculation
- Replies: 2
- Views: 1105
Re: [0.17.6] rail section length confuses path calculation
The blueprint is the complete example that describes the issue.
- Wed Mar 06, 2019 5:17 pm
- Forum: Pending
- Topic: [0.17.6] rail section length confuses path calculation
- Replies: 2
- Views: 1105
[0.17.6] rail section length confuses path calculation
In the current game I am playing we have built several train parking system that all work fine, except for one, that is however in every way exactly as the others. After some try and error I figured out that the length of the rail section determines whether or not trains properly detect a blocked pa...
- Sun Mar 03, 2019 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Clarify and fix Logistic Network usage
- Replies: 4
- Views: 1531
Re: Clarify and fix Logistic Network usage
Or you could just use the chest correctly and output things into buffer chests. The chests can then also request the item being produced and thus recycle it in the case of intermediate products like belts. It is questionable if you use the chests correctly if you store things in a buffer chest and ...
- Sun Mar 03, 2019 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Clarify and fix Logistic Network usage
- Replies: 4
- Views: 1531
Re: Clarify and fix Logistic Network usage
Yeah a new logistic chest again. /s Assemblers outputting in storage chests sounds weird. It only sounds weird because everyone uses the whole concept in a wrong way, because of the storage chest "bug." Obviously from the name a storage chest is supposed to store things, so the general id...
- Sun Mar 03, 2019 10:51 am
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 16212
Re: Idling player should delete/place ghosts in reach
I think this would make Blueprints way too powerful. Currently they are already destroying some fun of the game, because once you have a perfect setup you are going to copy/paste it everywhere and rapidly build your factories without any changes from game to game. The only time where that does not h...
- Sun Mar 03, 2019 10:41 am
- Forum: Ideas and Suggestions
- Topic: Clarify and fix Logistic Network usage
- Replies: 4
- Views: 1531
Clarify and fix Logistic Network usage
TL;DR Split Storage Chest in Storage Chest and Overflow Chest. Fix inconsistencies of the Logistic network. Make it easier for people to understand how Logistic Networks work. What ? Add a new chest called Overflow Chest that replaces the functionality of the Storage Chest without filter, and then ...