Search found 1528 matches

by Qon
Sat Oct 17, 2020 7:02 am
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1196

Re: New api in a OOP language?

Hi, sorry to disturb you again. I hear that you prevented lua in custom mod to call functions in any other code? Means that I can't write any cpp code and call it from control.lua or data.lua? Thanks. Dude are you a troll? This is the third time you ask this question. https://forums.factorio.com/vi...
by Qon
Fri Oct 16, 2020 12:50 pm
Forum: Modding help
Topic: Is it possible to call functions in cpp from lua?
Replies: 11
Views: 492

Re: Is it possible to call functions in cpp from lua?

He already knows it. I told him earlier. 3, You shouldn't talk about this idea here. You know amd and intel? Ask them for the solution. But in fact, I just started knowing that, lua can call functions written in cpp. If you mod a interface in lua, take the advantage of cpp and graphics card, with so...
by Qon
Fri Oct 16, 2020 9:58 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

When you set active=false on an inserter the *inserter* stops updating. The control behavior is separate and always updates. There are several unrelated update loops: Does that mean that active=false only affects the entity loop and every other loop is unaffected? Are inactive entities affecting th...
by Qon
Thu Oct 15, 2020 9:58 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

I will simply not freeze things in view. And anything that is connected to the thing in view in a way that isn't separated by a buffer will unfortunately also have to be running. That is why I needed active state to be quickly toggleable, or at least one reason. Belt based factories with no buffers ...
by Qon
Thu Oct 15, 2020 9:34 pm
Forum: General discussion
Topic: Deathworld goal?
Replies: 5
Views: 471

Re: Deathworld goal?

Land mines work great offensivly against behemoths too. And even more powerful modded enemies like armoured biters. And land mines work great with flamethrowers too, if the mines are stored far enough away that the flames die before the mines are replaced. But I don't combo ft turret with mines anyw...
by Qon
Thu Oct 15, 2020 8:41 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

Thanks for the info. Some more questions ;) Does that mean that those that use clocked inserters to force sleep to improve UPS in megabase smelting arrays and similar are not really getting anything out of it? I'm guessing inserters are event based though and can be made more effiencient like this, ...
by Qon
Thu Oct 15, 2020 8:25 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

I will only be able to work with buffers, inserting individual items is too expensive. Ah, so it'll only work for "natural" buffers and you're not going to artificially insert any. Interesting approach. As far as i remember the input/output slots in assemblers ignore the maximum stack size. That mi...
by Qon
Thu Oct 15, 2020 3:28 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

@Qon: What i was wondering is: How do you intend to create items with the correct rate when the machines are off? Spawning stuff via lua is too expensive and infinity chests have very limited rate control (only full integers each tick). I will only be able to work with buffers, inserting individual...
by Qon
Thu Oct 15, 2020 3:20 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

Not exactly sure what 1 - 4 are responses to, but I'll try to answer anyways. 1, I didn't mean a 100x assembler. If the recipe is 100x assembler into a big one, then the big one is 300x3 in size, and 100x in speed. When it's built on ground, it should look like 100 separated original things in a lin...
by Qon
Thu Oct 15, 2020 11:42 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

A solution is there and very simple. For functional areas like smelting, or basic products, you could mod some new, big furnaces and assemblers. Let's say, a long furnace. The recipe to get it is with gradient of 24 stone furnaces. And it can be crafted back to 24 separated furnaces. It not only sa...
by Qon
Thu Oct 15, 2020 11:21 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

Things with circuit logic that can't run event-based (most of them): the circuit logic never sleeps. Setting active=false doesn't do anything for it. Also setting active=false sticks until something sets active=true through script. Ok, good to know, thanks. Does that mean that those that use clocke...
by Qon
Wed Oct 14, 2020 5:07 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

If a belt is 100% full, or 100% empty, all the belts in that transport line will sleep. That's good at least. Don't use circuit network in attempt to optimise things, circuit network typically forces things to stay awake checking each tick if the circuit condition is met Does this mean I can't acti...
by Qon
Wed Oct 14, 2020 9:04 am
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1196

Re: New api in a OOP language?

JS is also faster singlethreaded than Lua multithreaded Do you have a source for that? Has already been posted in this thread: - js is really fast, I found benchmark which says up to hundred times https://benchmarksgame-team.pages.debian.net/benchmarksgame/fastest/lua.html I even doubt that any oth...
by Qon
Wed Oct 14, 2020 8:08 am
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1196

Re: New api in a OOP language?

What mods are using Lua threads for doing things?. Any mod that wishes to take advantage of multiple cores for performance reasons, I imagine. Kind of important these days factorio is not a browser app that is meant to be restricted to have only a tiny slice of the cpu. Not a single mod has ever us...
by Qon
Wed Oct 14, 2020 7:58 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

That's not great. They can be paused with circuits but not by mods? So do belts require CPU cycles if some items are on them but nothing is taken on or off them? (Inserters active false). I'm don't care about circular belts, so the items will be stationary at the ends after a short while. It would l...
by Qon
Tue Oct 13, 2020 12:57 pm
Forum: General discussion
Topic: "Widely used" settings that motivate the use of trains
Replies: 10
Views: 843

Re: "Widely used" settings that motivate the use of trains

I'm currently playing with a Rail World + Death World mix setting, resources at RW and biters and evolution at DW, with RW starting area to actually have some resources to start with. At first I also used Armoured Biters mod. But after getting to behemoths I had to swap to land mine defence to handl...
by Qon
Tue Oct 13, 2020 11:54 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 150
Views: 6345

Re: Optimization idea: abstraction

I've been thinking of making a mod for this (or something similar at least, to make it possible). I'm almost far enough with my specification to start coding it. But I'm too busy at the moment to do it. But it might be my next big mod project. This post is going to be a bit of a raw brain dump that ...
by Qon
Tue Oct 13, 2020 8:21 am
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1196

Re: New api in a OOP language?

Lack of threads in js might be an issue. :) What mods are using Lua threads for doing things? Also (modern implementations of) JS is so fast it doesn't need threads to outperform Lua. It's fast enough that it should be compared to Java and C++ instead of Lua, because it performs similarly to those....
by Qon
Mon Oct 12, 2020 10:06 pm
Forum: General discussion
Topic: Bots versus Belts
Replies: 49
Views: 2724

Re: Bots versus Belts

Indeed, but in that case, given enough time, the wagons emptying on these belts where draw is uneven will will take more time to empty, which will in turn lower the throughput on the other lanes (because one can't have 3 wagons leave the stations as soon as they are empty, leaving the remaining wag...
by Qon
Mon Oct 12, 2020 8:27 pm
Forum: General discussion
Topic: Is high train braking force better? Not really...
Replies: 20
Views: 1168

Re: Is high train braking force better? Not really...

It seems that a trains that has more wagons will take more time to stop than a train going at the same speed without wagons. Assuming wagons have breaks and contribute as much to decelarating force as locomotives: Locomotives are heavier so would impact breaking negativly (compared to equal length ...

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