Search found 1743 matches

by Qon
Sun Apr 24, 2022 8:40 am
Forum: Ideas and Suggestions
Topic: Yellow train signal cannot be closed with circuits
Replies: 17
Views: 725

Re: [1.1.57] Yellow train signal cannot be closed with circuits

Or train accelerators, where you loop a train around until it reaches full speed before sending it off into ... wherever. Biter territory, a high-speed "freeway" track, etc. Without the ability to reroute a train by closing a yellow signal, both of those are either outright impossible, or...
by Qon
Sun Apr 24, 2022 8:27 am
Forum: Modding help
Topic: Adding a new ressource to the game
Replies: 6
Views: 373

Re: Adding a new ressource to the game

The things listed there are the resources that are placed on the map. So my guess is that you didn't add an icon for the autoplace-control prototype, just for the resource itself. The oil patch doesn't have the liquid black oil drop as icon, right? It has the sprite of oil pool that you see on the g...
by Qon
Sun Apr 24, 2022 7:32 am
Forum: Combinator Creations
Topic: Five-in-a-row game, with deep-learning AI
Replies: 18
Views: 1926

Re: Five-in-a-row game, with deep-learning AI

I was expecting more discussion about this ! I wouldn't mind reading the full story and design philosophy of why you made it this way. Or at least some more vulgarisation to bridge the gap of understanding between demonstration and explanation. Thanks for your interest. I am glad to give more detai...
by Qon
Fri Apr 22, 2022 4:43 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 464118

Re: Accumulator / Solar panel ratio

Bilka wrote:
Fri Apr 22, 2022 1:22 pm
but I like verifying things before reverting wiki edits :)

I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Bilka, YOU are what's right with the wiki <3
by Qon
Tue Apr 19, 2022 12:03 pm
Forum: Balancing
Topic: Nuclear Artillery Shells (with same explosion as handheld nukes)
Replies: 6
Views: 434

Re: Nuclear Artillery Shells (with same explosion as handheld nukes)

There’s already logic in the game to not fire more than needed on targets (to avoid wasted ammo). Not that hard to extend it to include nuke splash vs nests. I think it already does so for nuke artillery as well. There's no need for manual fire. Also if someone were worried about losing nukes then ...
by Qon
Mon Apr 18, 2022 11:04 am
Forum: Modding help
Topic: Need help replace items in all recipes
Replies: 4
Views: 224

Re: Need help replace items in all recipes

Variable "data" is available at data stage, in data.lua, not in control stage in control.lua.
Also, "script" is only available in control stage. Take the code inside the function and just execute it directly.
by Qon
Mon Apr 18, 2022 8:52 am
Forum: Balancing
Topic: Nuclear Artillery Shells (with same explosion as handheld nukes)
Replies: 6
Views: 434

Re: Nuclear Artillery Shells (with same explosion as handheld nukes)

These should not be automatically fired, [...] or make it so a cannon loaded with nuke shells, will not fire automatically. I disagree. Nuke artillery should definitely also fire automatically. Adding ways to toggle automatic fire is another suggestion. I would be fine with that, though I don't rea...
by Qon
Sun Apr 17, 2022 11:00 am
Forum: Modding help
Topic: Understanding multiplayer events, GUI, and desyncs
Replies: 2
Views: 167

Re: Understanding multiplayer events, GUI, and desyncs

I'm trying to understand how exactly GUI events and events in general work in multiplayer context and how to avoid desyncs . In your other thread boskid answered this already Here there is the most important concept to understand: "Part of game state". Whenever you see "part of game ...
by Qon
Fri Apr 15, 2022 7:00 pm
Forum: Modding interface requests
Topic: Rocket silo: allow landing rockets
Replies: 8
Views: 549

Re: Rocket silo: allow landing rockets

I would like this as well. I could use this to update an older mod and maybe release a new one 8-)
by Qon
Fri Apr 15, 2022 9:53 am
Forum: Fixed for 1.2
Topic: [1.1.27] cross-surface electric networks with solar panels produce wrong energy
Replies: 4
Views: 1052

Re: [1.1.27] cross-surface electric networks with solar panels produce wrong energy

Is this a clue for what will come in the expansion? ;)

I'm happy for improved surface connection support. It's such a cool feature and the mods it has brought are some of the coolest ones ever :)
Thanks anyways for always making Factorio better and better! <3
by Qon
Fri Apr 15, 2022 9:47 am
Forum: Modding help
Topic: How to handle long running functions?
Replies: 9
Views: 470

Re: How to handle long running functions?

If you want more detailed profiling the Factorio Mod debugger by justarandomgeek might be able to do that. I haven't used it myself, the debug timing output for the whole mod has been enough so far for me and doesn't need any external tools. But I suggest you start making mods and see what kinds of ...
by Qon
Thu Apr 14, 2022 2:59 pm
Forum: Modding help
Topic: How to handle long running functions?
Replies: 9
Views: 470

Re: How to handle long running functions?

As robot256 said: Queue things in the global table and work off a manageable slice each tick or once every few ticks. It's also possible to dynamically remove the on_tick handler when the queue is empty, but that requires that you make sure to add it back when mod loads if there's anything in the st...
by Qon
Thu Apr 14, 2022 9:26 am
Forum: Ideas and Suggestions
Topic: multithread
Replies: 19
Views: 6583

Well how was I supposed to know? There's no post by a moderator saying that they merged the threads.

Loewchen wrote:
Wed Apr 13, 2022 8:41 pm
Qon wrote:
Wed Apr 13, 2022 8:28 pm
It's a merged post.
Not sure I believe you.
by Qon
Wed Apr 13, 2022 8:28 pm
Forum: Ideas and Suggestions
Topic: multithread
Replies: 19
Views: 6583

Re: multithread

It would be excellent if the heavy lifting could be distributed to more CPU cores/threads. Possibly, give an option for a player to set the number of cores for the game to use, but at least quadruple the current default of 1. You should read the 20-page-long, non-necro post on this topic with expla...
by Qon
Tue Apr 12, 2022 7:50 am
Forum: Off topic
Topic: Studying Game Development
Replies: 2
Views: 603

Re: Studying Game Development

You don't need to wait until you have studied game design until you can start making games. You can start make games today. You will need to have game-making as a hobby to actually become proficient at making games. Programming is important. You can't just sell ideas without proving yourself first m...
by Qon
Mon Apr 11, 2022 11:46 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6402

Re: [MOD 0.17] Ice Ore

My mistake - I was meant to have said just add to data, not data updates. It works! Version: 1.1.5 Date: 2022-04-10 Info: - Updated by Qon, on request by lyvgbfh. Features: - Added compatibility with Omnimatter mod. 1:5 as initial ratio seems very hard. Omnimatter can be used as fuel directly so co...
by Qon
Mon Apr 11, 2022 8:41 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6402

Re: [MOD 0.17] Ice Ore

lyvgbfh wrote:
Mon Apr 11, 2022 5:17 am
You'll have to add an optional dependency - "(?)omnimatter" to the info.json
I actually did that as well. And it didn't work.
by Qon
Sun Apr 10, 2022 6:41 pm
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 512

Re: Licensing question about interactions between mods

Is it possible for a mod's license to protect it's entities, recipes, items, technologies, etc, from being altered by a third party mod through factorio's data.raw table? I'm 99.9% sure that the answer is no, but someone asked a question about a mod's license possibility of reading 'the mod must no...

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