Search found 536 matches

by Zaflis
Tue Jan 01, 2019 3:30 pm
Forum: Ideas and Suggestions
Topic: Else output for decider combinator
Replies: 30
Views: 25677

Re: Else output for decider combinator


A >= B => A
A < B => B
with 2 combinators.
That's exactly the same example i wrote. It's a matter of perspective. 2 inputs is a simple example, but if you have 200 of them the matter of 400 vs 200 combinator makes a significant difference. It's not just that but this simple "if - then - else" is ...
by Zaflis
Tue Jan 01, 2019 12:58 pm
Forum: Ideas and Suggestions
Topic: Else output for decider combinator
Replies: 30
Views: 25677

Else output for decider combinator

In programming there is a simple structure; If - Then - Else. There are numerous potential applications for this, but if i were to do that simple thing with current combinators i'd be in for a bit of trouble.

Example: Signals A=10 and B=20, output higher value
Signal first goes to 2 decider ...
by Zaflis
Fri Dec 28, 2018 8:56 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 278262

Re: Friday Facts #275 - 0.17 Science changes

The satellite is unlocked with the Space science pack technology and its only purpose is obtaining these science packs.
How does that work? Something like you get say 500 space science packs for launching without satellite, but 1000 with satellite? Because you need them to research the satellite ...
by Zaflis
Tue Dec 25, 2018 3:34 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 22789

Re: [MOD 0.15] Ore and plate compress

You could try https://mods.factorio.com/mod/compressor as it allows to compress all modded resources along with all other items as well. I have to admit i use it myself in some modded playthroughs ;) If you have gamechanging mods like bobs/angels it is more logical choice now.
by Zaflis
Sun Dec 23, 2018 4:29 am
Forum: Technical Help
Topic: Dedicated server fails to connect(400)
Replies: 4
Views: 3407

Re: Dedicated server fails to connect(400)

Have you portforwarded 34197 in router?
by Zaflis
Fri Dec 07, 2018 4:15 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 51612

Re: Friday Facts #272 - Mod GUI

Counting on my app based factorio launcher i have 17 different modpacks, each with unique set of mods for varying versions of Factorio. I know i could trim that down to just 4 maybe, but anyway main Factorio doesn't have a quick way to swap a large set of mods with a single click of a button. One of ...
by Zaflis
Thu Dec 06, 2018 12:23 pm
Forum: Won't fix.
Topic: [0.16.51] on_player_driving_changed_state doesn't trigger when player died
Replies: 1
Views: 1415

[0.16.51] on_player_driving_changed_state doesn't trigger when player died

There are scenarios and custom possibilities to kill player while he is inside a vehicle. Normally the vehicle absorbs damage and has to be destroyed before player takes damage, so normal players won't ever see this. But my mod was relying on on_player_driving_changed_state event which is supposed ...
by Zaflis
Fri Nov 30, 2018 10:08 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 29357

Re: [MOD 0.16] Ribbon Maze

RibbonMaze may teleport the player at start to ensure they are in the maze path. VehicleSnap sets up some data structures when a player is created, which don't exist yet. Probably it should ignore player movement/teleports until that then.
The API should allow changing player position without ...
by Zaflis
Fri Nov 30, 2018 10:01 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 68650

Re: [MOD 0.16] VehicleSnap

I can check validity of pdata by adding this, but i don't know if more errors will follow:
if pdata and pdata.driving then

There was other relatively harmless bug i think, that game was carrying over the per-player snapping amount even if it was set in different save. Mod however was assuming it ...
by Zaflis
Sun Nov 18, 2018 3:49 am
Forum: Modding help
Topic: conditional events by global settings cause MP desync
Replies: 7
Views: 3969

Re: conditional events by global settings cause MP desync

..
Since this thread became relevant again, i have to clarify those for further confusion.
https://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_load
This is meant for 3 specific reasons and only 3:
- re-register conditional event handlers
- re-setup meta tables
- create local ...
by Zaflis
Sun Nov 18, 2018 3:24 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 68650

Re: [MOD 0.16] VehicleSnap

Code: Select all

script.on_load(function()
  if global.RegisterEvents then
    ToggleEvents(true)
  end
end)
I hope it's fixed with that. At least my server was ok on 1.16.2. I reconnected to it a couple times, wether i was driving or not.
by Zaflis
Sun Nov 18, 2018 2:22 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 68650

Re: [MOD 0.16] VehicleSnap

mod-VehicleSnap was not registered for the following events when the map was saved but has registered them as a result of loading: on_tick (ID 0) and on_player_changed_position (ID 81)
That's curious, and yes i had not tested the new one on dedicated server. I don't yet know why the events are not ...
by Zaflis
Sat Nov 17, 2018 7:59 pm
Forum: Implemented Suggestions
Topic: Car aligns to cardinal directions
Replies: 33
Views: 22266

Re: Car aligns to cardinal directions

Ok now i don't mind if they implement it or not anymore. I spent all day updating VehicleSnap and i highly doubt there is too much left it can be improved on. I went as far as using the vehiclestate events and turn off onTick when it's not needed. With the backwards driving and per-player options it ...
by Zaflis
Sat Nov 17, 2018 7:14 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 68650

Re: [MOD 0.15] VehicleSnap


I thought I'd have a look and I found the problem. Line 51 of control.lua:

if player.vehicle.speed > 0.1 then

needs a math.abs(player.vehicle.speed) to cover backwards as well, I tried it seems to work fine :p

Hey, new update (0.16.1) is out if you guys want to test. It allows snapping when ...
by Zaflis
Wed Nov 14, 2018 3:34 pm
Forum: Balancing
Topic: Nuclear fuel should be better than rocket fuel
Replies: 7
Views: 5279

Re: Nuclear fuel should be better than rocket fuel

Anyway, a locomotive filled with nuclear fuel (which by the way is 4; 3 in stock and 1 active) can power a train for 134 minutes straight.
I doubt anyone has to cover such long distances that they even need one nuclear fuel for one trip.

Rocket fuel can power a train for 193 minutes which is ...
by Zaflis
Tue Nov 13, 2018 8:49 pm
Forum: Balancing
Topic: Nuclear fuel should be better than rocket fuel
Replies: 7
Views: 5279

Re: Nuclear fuel should be better than rocket fuel

I hope it will last long enough then on a very long railway. I can see that solid fuel is actually still twice as efficient than rocket fuel when it comes to MJ per light oil, so i guess they all have their perks. However making of nuclear fuel involves Kovarex setup and sulfuric acid mining, all of ...
by Zaflis
Tue Nov 13, 2018 12:54 pm
Forum: Balancing
Topic: Nuclear fuel should be better than rocket fuel
Replies: 7
Views: 5279

Nuclear fuel should be better than rocket fuel

I'm just trying to justify using of nuclear fuel in trains. 10 rocket fuel has 2250 MJ and nuclear fuel while having max stack of 1 item contains 1210 MJ. Meaning that train with a single load of rocket fuel will run almost twice as long time. Solid fuel's 50 item stack values 1250 MJ with almost ...
by Zaflis
Sat Nov 03, 2018 7:41 pm
Forum: Implemented Suggestions
Topic: Car aligns to cardinal directions
Replies: 33
Views: 22266

Re: sticky car steering

Obviously, just snapping to angles is the easiest-to-implement of that requests (and VehicleSnap already implements it).
But as i said, it's not implementing it "properly". I had to use the onTick event, so it's actually doing something 60 times a second even if just waiting for delay or someone ...
by Zaflis
Tue Oct 30, 2018 6:17 pm
Forum: Ideas and Suggestions
Topic: Oil (overflow) burner
Replies: 29
Views: 24446

Re: Oil (overflow) burner


The way I handle petro balancing is to crack the excess of one thing to the next thing. So if the heavy oi tank is nearly full (>24000) it pumps heavy oil into the heavy to light oil cracking array. The same with light to gas. The problem becomes, particularly in the early game, that I end up with ...
by Zaflis
Tue Oct 30, 2018 5:55 pm
Forum: Implemented Suggestions
Topic: Car aligns to cardinal directions
Replies: 33
Views: 22266

Please restrict vehicle moving angles some way

I'm author of mod Vehiclesnap, but i too have moments when i want to play just "pure vanilla" - no. mods. at. all. Let me show what i mean first:
https://www.youtube.com/watch?v=9X-4AqpFhUE

The controls are very touchy and it's almost impossible to drive straight along tracks, and that's even if ...

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