Search found 90 matches
- Tue Feb 28, 2017 12:32 am
- Forum: Implemented mod requests
- Topic: Make locomotive orientation consistent with create_entity
- Replies: 7
- Views: 2787
Make locomotive orientation consistent with create_entity
Locomotives don't support direction, but have an orientation. Though orientation is listed as RW, it's not actually writable for locomotives, so you can't turn them around. However, create_entity will take a direction and correctly place a locomotive in that direction if possible. So if I need to co...
- Mon Feb 27, 2017 9:48 pm
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36920
Re: Challenge: Build the fastest glider (and win something!)
Regarding scoring: I've noticed that my glider can end up with a significant variation in score depending on where I place the glider in the grid (shown when you pause the game). Thanks for the suggestions. I've updated the rules to specify that for official scoring, the top-most and left-most enti...
- Mon Feb 27, 2017 8:38 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152329
Re: GreyGoo Mk I: A self-expanding factory
You could also use one mod to automatic deconstruct every tree in range from the roboports... - or is there a reason for not using it? Why would I want to auto deconstruct all trees? My robots handle trees fine. Also I really like the stations nestled in dense forest, it's something you never see w...
- Sat Feb 25, 2017 9:58 pm
- Forum: Pending
- Topic: [0.14.22] Freeze, then desync with mods
- Replies: 2
- Views: 918
Re: [0.14.22] Freeze, then desync with mods
Sorry then. I didn't touch the mp-download.zip, the temp directory was zipped exactly as it was. The server was frozen for a long time and I eventually killed it, so I perhaps it didn't finish downloading. Though before it seemed to happen on every connect, I can't reproduce it now; I'll upload a (h...
- Sat Feb 25, 2017 9:39 pm
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36920
Re: Challenge: Build the fastest glider (and win something!)
I think the scoring code unfairly penalizes ghost blueprints placed on the start tick. Fair enough. Scoring scoring script updated to ignore ghosts entirely. There appears to be a bug in the scoring code, no idea whats causing it, but it's outputting my final score as -0.019 regardless of what the ...
- Sat Feb 25, 2017 6:33 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152329
Re: GreyGoo Mk I: A self-expanding factory
I've put up v3 which adds radars to the scout. I also realized that my cell size just happens to be exactly 3x3 chunks. If I'd realized sooner, I could have started the factory aligned with the chunks, which would have made radar placement much easier. What is the current record for most tiles? I am...
- Sat Feb 25, 2017 7:04 am
- Forum: Pending
- Topic: [0.14.22] Freeze, then desync with mods
- Replies: 2
- Views: 918
[0.14.22] Freeze, then desync with mods
On connecting to the server, I can use the console and place items, but cannot move via the keyboard or mine items. I can move around by zooming in and out or teleporting via console. At some point later it desyncs. I can copy the save to my machine and play it without issue. Attached zip has the te...
- Sat Feb 25, 2017 6:02 am
- Forum: Outdated/Not implemented
- Topic: Add debug info to Lua API
- Replies: 3
- Views: 1720
Re: Add debug info to Lua API
Makes sense. Could it be made available only from the console, but not from mods? Similar to how game.player can be accessed only from the console.
- Sat Feb 25, 2017 2:13 am
- Forum: Outdated/Not implemented
- Topic: Add debug info to Lua API
- Replies: 3
- Views: 1720
Add debug info to Lua API
It'd be nice if we could access the info on the debug screens, like FPS/UPS or script update time, via the Lua API. This would be useful for monitoring server performance via console, and recording benchmark data. Maybe this post should be in "Modding API Requests"... but I wouldn't imagin...
- Sat Feb 25, 2017 12:16 am
- Forum: Won't fix.
- Topic: [Rseding91] Re: [0.14.22] Issues with blueprints on ungenerated chunks
- Replies: 12
- Views: 4622
Re: [Rseding91] Re: [0.14.22] Issues with blueprints on ungenerated chunks
Yes, that's how I plan to solve this issue for GreyGoo. This thread is about the bug though.Yoyobuae wrote:Use radars maybe? Don't they explore chunks causing them to be generated?
- Fri Feb 24, 2017 10:04 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152329
Re: GreyGoo Mk I: A self-expanding factory
DragonHeart: I figured out the bug with the deconstruction orders! Maybe you were right about the half-hour timeout, but there's a bigger bug: if you just let the factory expand, it'll start placing blueprints onto ungenerated chunks, which will screw everything up! I filed a bug report (https://for...
- Fri Feb 24, 2017 9:52 pm
- Forum: Won't fix.
- Topic: [Rseding91] Re: [0.14.22] Issues with blueprints on ungenerated chunks
- Replies: 12
- Views: 4622
Re: [0.14.22] Issues with blueprints on ungenerated chunks
In writing this post, I figured out the issue! It's pretty esoteric. Summary: If a blueprint is placed on an ungenerated chunk, tree deconstruction won't happen properly. This could happen in an unmodded game when placing a blueprint that extends past the generated region. This will also happen in m...
- Fri Feb 24, 2017 6:25 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152329
Re: GreyGoo Mk I: A self-expanding factory
Hey there NiftyManiac, just wanted to point out that some of the resource trains were beginning to clog up (I added around 10 more trains along with a new depot) with copper and coal because iron was being used up so much. I saw that this was because the trains were set to leave the cells when they...
- Fri Feb 24, 2017 6:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152329
Re: GreyGoo Mk I: A self-expanding factory
I put in the 5 ore trains as well as the scout train... loaded the scout train full, added like 50k of each the 4 required copper, iron, coal, stone to give myself a boost.. then put the books into the box as well as the deconstruct print... and then plugged in power.... Nothing... sat around for a...
- Fri Feb 24, 2017 5:32 pm
- Forum: Won't fix.
- Topic: [Rseding91] Re: [0.14.22] Issues with blueprints on ungenerated chunks
- Replies: 12
- Views: 4622
Re: [0.14.22] Trees not being deconstructed, sometimes
With all due respect I don't think you fully read my report: I explicitly said that that's not the issue here. Within the span of 5 minutes robots try to place a blueprint and get stuck.
The saves attached are 5 minutes apart. I have plenty of robots.
The saves attached are 5 minutes apart. I have plenty of robots.
- Fri Feb 24, 2017 3:46 am
- Forum: Won't fix.
- Topic: [Rseding91] Re: [0.14.22] Issues with blueprints on ungenerated chunks
- Replies: 12
- Views: 4622
[Rseding91] Re: [0.14.22] Issues with blueprints on ungenerated chunks
This bug has been a pain to track down. Sometimes when blueprints are placed, certain trees are not marked for deconstruction, and robots end up hovering over the un-placeable tiles indefinitely. I've attached two autosaves, saved by a headless server five minutes apart. The outcome is visible in th...
- Fri Feb 24, 2017 2:56 am
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2824
Re: [0.14.22] get_control_behavior() bad performance
Yeah, I've seen the same issues, especially with recursive blueprints (https://github.com/justarandomgeek/fact ... t/issues/3). I'd love there to be a way to react to signals on every tick without bogging down performance.
- Fri Feb 24, 2017 2:28 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36920
Re: Challenge: Build the fastest glider (and win something!)
Also, just a small hint for those using ConMan: It's pretty much built with the assumption that Location Combinators also exist, to provide reference coordinates. I would strongly encourage adding that to the allowed modlist too, as it *greatly* simplifies getting things positioned correctly. Oh, t...
- Thu Feb 23, 2017 8:02 pm
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36920
Re: Challenge: Build the fastest glider (and win something!)
Idea: If there's enough entrants for a prize to be given out, could the prize optionally be be a small donation to a good cause (animal shelters, Prevent Cancer Foundation, Doctors Without Borders, etc.)? Good idea. Adding that as a prize option. I was on the brink of making a mod that reads (disco...
- Thu Feb 23, 2017 1:30 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152329
Re: GreyGoo Mk I: A self-expanding factory
here is my rocket producing save! Nice. I added matter voids to consume resources so that your train fleet would start moving, and got this: http://imgur.com/MJzVb8p haha. Also I've thought of a way to do train routing myself, using Stringy Train Stops instead of LTN. That mod just lets you rename ...