Search found 356 matches

by PyroFire
Sat Dec 28, 2019 5:29 pm
Forum: Ideas and Suggestions
Topic: Absolute game tick/time in performance monitor log thing
Replies: 5
Views: 1453

Re: Absolute game tick/time in performance monitor log thing

realtime is not deterministic and therefore not possible.
You only got game ticks, and you cannot know how long a tick took to render.

In logs - maybe, and i agree this would give us a way to benchmark scripts that is not currently possible.

+1 (log realtime timestamps)
by PyroFire
Sat Dec 28, 2019 8:35 am
Forum: Ideas and Suggestions
Topic: Programming
Replies: 2
Views: 1245

Re: Programming

You can mod factorio using lua.

https://lua-api.factorio.com/latest/index.html

https://www.lua.org/manual/5.3/manual.html

And here's an example of a "microcontroller" combinator chip mod: https://mods.factorio.com/mod/circuitchips
by PyroFire
Sat Dec 28, 2019 8:03 am
Forum: Outdated/Not implemented
Topic: Enable coroutines in data phase?
Replies: 9
Views: 3692

Re: Enable coroutines in data phase?

wikipedia and other citations I asked for examples and proof that coroutines make certain things easier to write. Not for links to other websites that have coroutines in their examples, as this is not proof of anything. I want to see factorio lua code that is cleaner when written as a coroutine whe...
by PyroFire
Sat Dec 28, 2019 5:43 am
Forum: Outdated/Not implemented
Topic: Enable coroutines in data phase?
Replies: 9
Views: 3692

Re: Enable coroutines in data phase?

mrudat wrote:
Sat Dec 28, 2019 12:22 am
but they can range between somewhat and significantly more complicated to implement.
Got any examples or proof of that claim?
by PyroFire
Sat Dec 28, 2019 5:40 am
Forum: Ideas and Requests For Mods
Topic: Please make a mod to add inventory filters to chests
Replies: 7
Views: 2385

Re: Please make a mod

As far as i know, chests can't be setup with filters like the cargo wagons can.
You can probably achieve this with circuits and filter inserters however.
by PyroFire
Fri Dec 27, 2019 2:43 pm
Forum: Outdated/Not implemented
Topic: Factorio on Stadia please
Replies: 20
Views: 7684

Re: Factorio on Stadia please

urza99814 wrote:
Fri Dec 27, 2019 2:29 pm
stream Factorio over Steam using a wired Ethernet connection
How?
by PyroFire
Thu Dec 26, 2019 5:59 pm
Forum: Modding help
Topic: Detect collision with cliffs
Replies: 12
Views: 2302

Re: Detect collision with cliffs

Not quite that easy. ... To be honest: I don't understand the code for moving vehicles completely yet. ... getting some primitive panic mode working first, and refining it later on seems reasonable. It's never that easy, and much like a changelog we're making light of what could be days or even wee...
by PyroFire
Thu Dec 26, 2019 5:38 pm
Forum: Pending
Topic: [0.17.79] Multiplayer replay desyncs (crc fail)
Replies: 3
Views: 1676

Re: [0.17.79] Multiplayer replay desyncs (crc fail)

I've given this a few attempts with no success, and have looked into some of the mod code. I don't see any issues - why is it desyncing on tick 60 and not tick 0? Also made a 60 second replay with the same mods and no issue. I had a hunch that your mod settings are different from those that were in ...
by PyroFire
Thu Dec 26, 2019 5:15 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2756

Re: Script mismatch when adding mod to existing save

PyroFire wrote:
Wed Dec 25, 2019 5:58 pm
can other people join it?
by PyroFire
Thu Dec 26, 2019 4:12 pm
Forum: Outdated/Not implemented
Topic: Factorio on Stadia please
Replies: 20
Views: 7684

Re: Factorio on Stadia please

Small correction - server also fully simulates the game. So it does all the game processing just no graphics side. And desync happens if any of the simulations - server or clients gets different. Is true, but for all intents and purposes, the server is only running the game world so it can check fo...
by PyroFire
Thu Dec 26, 2019 10:16 am
Forum: Outdated/Not implemented
Topic: Factorio on Stadia please
Replies: 20
Views: 7684

Re: Factorio on Stadia please

How much of the game processing is accomplished by the server in a multiplayer game? Literally none. Zero. Nothing. 100% of the game processing happens on every game client in syncronization with eachother. Each and every tick will always have the same result, and end in the same state. If it doesn...
by PyroFire
Wed Dec 25, 2019 11:55 pm
Forum: Technical Help
Topic: Game has trouble with not having focus
Replies: 1
Views: 725

Re: Game has trouble with not having focus

Image

turn that on
by PyroFire
Wed Dec 25, 2019 11:52 pm
Forum: Duplicates
Topic: [0.17.79] I demand a refund!
Replies: 0
Views: 658

[0.17.79] I demand a refund!

That satellite was so expensive :'( https://i.gyazo.com/2e697339e3c928304a0db7aeeb6672bd.mp4 Or it would have been had i not done this with /editor to showcase the issue. The loss also happens when the recipe is swapped. This seems related: https://forums.factorio.com/viewtopic.php?f=11&t=23274 ...
by PyroFire
Wed Dec 25, 2019 11:19 pm
Forum: Ideas and Suggestions
Topic: remember servers connected
Replies: 4
Views: 1560

Re: history

+1 server history or riot
by PyroFire
Wed Dec 25, 2019 11:17 pm
Forum: Mods
Topic: [MOD 0.17 - 1.1] Picklocks Inserter
Replies: 19
Views: 6114

Re: [MOD 0.17] Picklocks Inserter

found a typo; "if debug then"... always returns true, debug is a special lua library / keyword. This appears twice in your control.lua https://www.lua.org/pil/23.html Also, why do you need to hook on_player_crafted_item at all? It seems you are doing this just to be buggy for the sake of b...
by PyroFire
Wed Dec 25, 2019 11:00 pm
Forum: Questions, reviews and ratings
Topic: Mod suggestion - reverse vehicle sound
Replies: 1
Views: 994

Re: Mod suggestion - reverse vehicle sound

real cars sound different when reversing too.

+1 reverse vehicle sound or riot
by PyroFire
Wed Dec 25, 2019 10:51 pm
Forum: Modding help
Topic: Detect collision with cliffs
Replies: 12
Views: 2302

Re: Detect collision with cliffs

The whole panic mode thing seems a bit strange to me, but in any case. I'm glad you've already checked the damaged event, because that was my first thought as well. There is no reliable or "clean" method to detect this. There are a few options, but most of them are bad. Line intersections ...
by PyroFire
Wed Dec 25, 2019 5:58 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 2756

Re: Script mismatch when adding mod to existing save

If you've touched the base game files, e.g. those in steamapps/common/Factorio/data/base/ or date/core/ then it's possible you have inadvertently edited the base game files causing checksum mismatch (on level.dat - not your mods files) Same goes on the other end - something on the server may be alte...
by PyroFire
Wed Dec 25, 2019 5:54 pm
Forum: Modding help
Topic: Detect collision with cliffs
Replies: 12
Views: 2302

Re: Detect collision with cliffs

What's wrong with the pathfinder that's built in to factorio?

https://lua-api.factorio.com/latest/Lua ... quest_path
by PyroFire
Wed Dec 25, 2019 5:32 pm
Forum: Not a bug
Topic: [0.17.66] underground assembly line - iron supply interrupted
Replies: 5
Views: 2034

Re: [0.17.66] underground assembly line - iron supply interrupted

Steps to reproduce: https://i.gyazo.com/9ff549f008a0c4782cb7f87fe3f1b88c.mp4 OR: https://i.gyazo.com/45892f6d336e4e58c593164ca516c173.mp4 Also, in the OP screenshot, it is likely there are other items in that underground that you can't see, because i can see there's iron on that line and an inserter...

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