Search found 428 matches

by robot256
Thu Jun 23, 2022 11:38 pm
Forum: Technical Help
Topic: Rails and lategame performance problems
Replies: 4
Views: 114

Re: Rails and lategame performance problems

Will need to see your save file to say, but there are plenty of reasons that could explain this. Modifying a large, active rail network will generally cause a lot of processing to happen after every individual chance. It's either (a) too many chain signals having to update in recursive loops, (b) to...
by robot256
Tue Jun 21, 2022 2:47 am
Forum: Technical Help
Topic: 1.1.59 Linux installed 2nd GPU to drive secondary display and game is stuck rendering on the 2nd GPU
Replies: 25
Views: 488

Re: 1.1.59 Linux installed 2nd GPU to drive secondary display and game is stuck rendering on the 2nd GPU

with my main GPU being a 1070, having no form of analog output
Does it not have a DVI-I port? If it has a DVI plug, and the wide flat pin has four smaller pins around it, then any $3 DVI to VGA adapter will work (the GPU should have come with one). But I guess it might not have that type of port.
by robot256
Mon Jun 20, 2022 4:29 am
Forum: Modding help
Topic: Unlocking shortcuts by research
Replies: 2
Views: 248

Re: Unlocking shortcuts by research

It's definitely odd that shortcuts put the technology reference in the shortcut prototype rather than the technology unlock list. That could be a mod interface request. To get around it, I suppose the answer is to put some code in the on_research_completed and related events, to keep the shortcut un...
by robot256
Thu Jun 16, 2022 1:24 pm
Forum: Outdated/Not implemented
Topic: Above 60 fps (120 or 144).
Replies: 28
Views: 8111

Re: Above 60 fps (120 or 144).

[Koub] Merged into older thread with same suggestion. Also won't happen (https://forums.factorio.com/viewtopic.php?p=553269#p553269). Ah, that's good to know! I didn't even think of the determinism aspect. The Global Tick Time Scale mod is an attempt to make the game run at e.g. 120 UPS but have ev...
by robot256
Thu Jun 16, 2022 1:27 am
Forum: Won't implement
Topic: Return nil if key does not exist in object
Replies: 19
Views: 362

Re: Return nil if key does not exist in object

Returning nil for an invalid parameter is bad because of the reasons given by the devs-- type-property errors are invaluable in debugging the vast majority of mods. Besides, nil is a valid return value for some properties, so while returning nil for invalid properties might work for Fury's polymorph...
by robot256
Wed Jun 15, 2022 10:10 pm
Forum: News
Topic: 2022 Mod Portal Survey
Replies: 18
Views: 1196

Re: 2022 Mod Portal Survey

I interpreted "Needs the least improvement" to mean "please *don't* change this".
by robot256
Tue Jun 14, 2022 5:03 pm
Forum: Implemented mod requests
Topic: reverse_entity_type_filters please
Replies: 9
Views: 218

Re: reverse_entity_type_filters please

Second post should have included a restatement of the request in the same manner the existing modes were described. I assume the request is for a fourth mode, activated by "shift-right-click-drag".
by robot256
Mon Jun 13, 2022 2:23 pm
Forum: Ideas and Requests For Mods
Topic: Req: Mod to split the Pipe item into two
Replies: 5
Views: 161

Re: Req: Mod to split the Pipe item into two

I could be wrong, but my interpretation of the OP's post was that they are having this issue in handcrafting. So, it's not so much that their production is all being consumed, but that they're grabbing up a stockpile of pipes and other materials, running out to an area they want to expand, then han...
by robot256
Mon Jun 13, 2022 12:28 pm
Forum: Ideas and Requests For Mods
Topic: Req: Mod to split the Pipe item into two
Replies: 5
Views: 161

Re: Req: Mod to split the Pipe item into two

There are many ways to solve your problem (not having a stockpile of pipes available) that don't require any mod. This is one of the intended puzzles of Factorio. Buffer logistic chests are filled at higher priority than requester chests and can only be emptied for player or construction requests (o...
by robot256
Thu Jun 09, 2022 2:25 pm
Forum: Ideas and Suggestions
Topic: Make tips&tricks and shortcut bar more resilient to mod loading and unloading
Replies: 8
Views: 535

Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading

I totally agree with this for shortcuts. It's so annoying having to constantly disable the ones that show up by default but I never use.
by robot256
Wed Jun 08, 2022 1:47 am
Forum: Implemented Suggestions
Topic: Transfer mod settings before the mod sync restart
Replies: 3
Views: 189

Re: Transfer mod settings before the mod sync restart

Thank you! This will be a great improvement and more intuitive.
by robot256
Tue Jun 07, 2022 6:59 pm
Forum: Implemented Suggestions
Topic: Transfer mod settings before the mod sync restart
Replies: 3
Views: 189

Re: Transfer mod settings before the mod sync restart

This suggestion would fix this issue, viewtopic.php?f=47&t=101655&p=566072 , which was marked duplicate without explanation.
by robot256
Sun Jun 05, 2022 10:25 pm
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 1056

Re: Make possibility to send a table from data.lua to control.lua

It wouldn't be arbitrary data, but a new prototype for "custom collision layer" would make a lot of sense. Sort of like how we have to define item groups and subgroups. The collision layer framework has been growing ad-hoc and the next step is a way to tag new layers in a persistent manner.
by robot256
Sun Jun 05, 2022 10:13 pm
Forum: Bug Reports
Topic: [1.1.57] Train says "both stops inaccessible" when one stop is inaccessible and one is full
Replies: 2
Views: 334

Re: [1.1.57] Train says "both stops inaccessible" when one stop is inaccessible and one is full

I don't mind if this is a "won't fix". I realized for my purposes it made more sense to leave the inaccessible stops with train limit 0, so they are never pathed to. My mod detects when certain trains enter "destination full" and changes the schedule for them.
by robot256
Fri Jun 03, 2022 3:14 am
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 1056

Re: Make possibility to send a table from data.lua to control.lua

If it helps, find_entities_filtered can search for entities with a specific collision mask layer (at the same time as other conditions). You may not need to do anything special in Lua at all.
by robot256
Fri Jun 03, 2022 2:22 am
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 1056

Re: Make possibility to send a table from data.lua to control.lua

Don't know if this was clear from before. But you should only do the search in on_init and on_configuration_changed, and store the list in global. That way it only runs after updates, when you know the prototypes might have changed. It won't have to run every time you load the save file.
by robot256
Fri Jun 03, 2022 12:08 am
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 1056

Re: Make possibility to send a table from data.lua to control.lua

It's been a while. I just checked how I do it in Multiple Unit Train Control, and I actually make a dummy recipe for each entry too. So, no easy answer. If the info you want can be extracted from existing prototype data, I agree with Pi-C that searching for it every time is best. We all do it, and i...
by robot256
Thu Jun 02, 2022 8:39 pm
Forum: Won't implement
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 19
Views: 1056

Re: Make possibility to send a table from data.lua to control.lua

However, for the control stage, I have no way of knowing which of all the entities in the game these other modders may have altered without just parsing through every entity in the game. This is commonly done in the control stage with a remote interface that the other mod calls in on_init and on_co...
by robot256
Wed Jun 01, 2022 11:17 pm
Forum: Not a bug
Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Replies: 14
Views: 1110

Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize

There may be other reasons, but computation time shouldn't be it. Recipe size doesn't change at runtime, so it can be computed and cached after the data phase. It would simply add some bytes to each recipe prototype, and change where the assembler logic looks for it.
by robot256
Tue May 31, 2022 12:28 pm
Forum: Modding help
Topic: [Fixed]Can't completely hide items.
Replies: 4
Views: 217

Re: Can't completely hide items.

I've never seen someone set item.group to nil. You can set items to hidden with the "flags" property. https://wiki.factorio.com/Prototype/Item#flags

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