(Sorry, I'm not super experienced with Lua.)
By cache you mean put them as local variables in Control.lua, right?
What types of values should I cache? Just tables, or would it help to cache other types as well?
Search found 213 matches
- Sat Feb 02, 2019 4:23 pm
- Forum: Modding discussion
- Topic: Tip: Cache your constant tables
- Replies: 5
- Views: 1707
- Fri Feb 01, 2019 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 9792
Re: Tree leaf regrowth
Have them release all the pollution they absorbed while alive. I don't support this idea, because in general, biological processes slowly break down hazardous substances into simpler components. Not all of the pollution would be released because some of it would have been broken down by biological ...
- Fri Feb 01, 2019 8:43 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 87958
Re: Friday Facts #280 - Visual Feedback is the king
Your idea to visually show and/or precedence is great! But the UI you show is not so great. It is not obvious if the "or" falls in between the grouped areas or inside the second one. The UI you had shown us is easier to understand, yes, but it is still not understandable enough. Do somethi...
- Thu Jan 31, 2019 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 9792
- Mon Jan 28, 2019 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 9792
Re: Tree leaf regrowth
OR above a given pollution value, trees should change to dead trees (the ones that give 2 wood) and never be able to regenerate. That would make sense, but since pollution doesn't harm any other life forms on the planet, it would be a bit odd. But if pollution would damage the player and biters, an...
- Sat Jan 26, 2019 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 9792
Re: Tree leaf regrowth
What do you mean by "dead" trees? There are dead trees in Factorio that give only 2 wood when mined instead of 4. Trees that lost their leaves because of pollution shouldn't be considered "dead" -- they are simply "poisoned" and so they should recover their leaves very ...
- Wed Jan 16, 2019 12:44 am
- Forum: Balancing
- Topic: More bonuses to rocket launcher research
- Replies: 3
- Views: 1959
Re: More bonuses to rocket launcher research
Except for the nuclear rocket, I feel that the rocket's range isn't enough.
I would like to be able to hit worms from long distance with the rocket launcher without them hitting me (after I research a bonus to the weapon's range, of course)
I would like to be able to hit worms from long distance with the rocket launcher without them hitting me (after I research a bonus to the weapon's range, of course)
- Fri Jan 11, 2019 8:52 pm
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 4836
Re: [MOD 0.16] LongerBurnerPhase
CJ5Boss: I'm glad you like it! Are there any parts of it you feel could be improved? To everyone who uses this mod: what are your thoughts? I'm open to suggestions, although I can't promise I'l implement everything. Please leave feedback! Also, a new version (0.17) of Factorio is coming out & I ...
- Fri Jan 04, 2019 8:28 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63629
Re: Friday Facts #276 - Belt item spacing & Script rendering
Wow, the new script rendering sounds AMAZING!
I don't know if I'll ever use it, but I'm sure so many others will love it.
Thank you.
I don't know if I'll ever use it, but I'm sure so many others will love it.
Thank you.
- Thu Jan 03, 2019 11:23 pm
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35145
Re: The Problem With Pickaxes - Digging Out Factorio's Core
The developers said that they would remove pickaxes from the game engine--this means that for a mod to add them back in would take a lot of hard work and might not work quite as smoothly.
However, they are now discussing the possibility of adding them back in, just in a different way.
However, they are now discussing the possibility of adding them back in, just in a different way.
- Sat Dec 29, 2018 4:44 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152756
Re: Friday Facts #275 - 0.17 Science changes
The laser turret shooting speed actually does influence PLD atm, for some reason it doesn't work on Distractors. Questionnable whether it should, will consider, discuss and solve. :) Good point, thanks! Thank you for your reply. I would argue that the PLD, Laser Turret, and Distractor Robots should...
- Sat Dec 29, 2018 3:41 pm
- Forum: Fan Art
- Topic: Real Factorio Steel Axe
- Replies: 5
- Views: 5644
Re: Real Factorio Steel Axe
+1
Super cool!
Now you just need to practice a lot with the Steel Axe so you can get as good as the Factorian.
Super cool!
Now you just need to practice a lot with the Steel Axe so you can get as good as the Factorian.
- Sat Dec 29, 2018 3:23 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152756
Re: Friday Facts #275 - 0.17 Science changes
To answer the question in the FFF about seeing the "no satellite message," I only ever saw it once. I was trying to get "So Long & Thanks for all the Fish," and I met all the requirements. I launched the rocket and was surprised to see that message. I thought, "Of course...
- Sat Dec 29, 2018 3:22 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152756
Re: Friday Facts #275 - 0.17 Science changes
Oh my, this FFF is amazing! This was full of so much more cool information than most FFFs! Thank you very much. Here are my comments: The postcard is really great, and the new names for the Science Packs are much, much better! It is good that Military shows up before Chemical Science Packs (the orde...
- Sat Dec 29, 2018 3:19 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152756
Re: Friday Facts #275 - 0.17 Science changes
About the names of the science packs: I love them! Except for 2 small things: Someone made a good point about the name of purple science. It should be "Chemistry". All the other packs are nouns. Chemical is an adjective. After the other FFF about consistent naming in all areas this should ...
- Wed Dec 26, 2018 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Organize right side information panel for easier comprehension
- Replies: 4
- Views: 1714
Re: Organize right side information panel for easier comprehension
This is a very good idea.
- Wed Dec 19, 2018 2:57 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 35145
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Just rename the research "Personal Tool Optimization". You're not carrying around a pick axe. Instead, you've got an omni-tool, extractor, and micro-fabricator. ...You say that you want the axe to take titanium, I tell you how to make it take titanium. If having a solution for your proble...
- Fri Dec 07, 2018 1:49 am
- Forum: Gameplay Help
- Topic: Assign build orders to multiply selected Assembly Machines/Chemical Plants/Etc
- Replies: 2
- Views: 1169
Re: Assign build orders to multiply selected Assembly Machines/Chemical Plants/Etc
Are you aware you can use shift + left click and shift + right click to copy settings from entity to entity? (works on just about any entity, includes circuit & logistic settings)
Or do you mean something in addition to this?
Or do you mean something in addition to this?
- Wed Dec 05, 2018 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Storms, haze and Visible Pollution
- Replies: 11
- Views: 4242
Re: Storms, haze and Visible Pollution
Visible pollution is a good idea. Perhaps a black grime that gets on the machines/floor or a haze in the air (not enough to make it hard to see though). The black grime would only appear if it's very polluted. It really gives a sense of having a factory, and perhaps gives the player a reason to clea...
- Wed Dec 05, 2018 1:58 am
- Forum: Ideas and Suggestions
- Topic: Modules for Radars
- Replies: 10
- Views: 4084
Re: Modules for Radars
Sorry to revive such an old thread, but still: A lot of players, myself included, wish that radars, like many other elements of the game, could be improved somehow in the later game. Module slots inside radars would do the trick. Speed modules would make it faster, efficiency modules would make it c...