Search found 275 matches

by DarkShadow44
Sun Sep 03, 2023 8:00 pm
Forum: Implemented for 2.0
Topic: No more than 255 tiles?
Replies: 21
Views: 6692

Re: No more than 255 tiles?

If every byte was set to the true 64-bit integer (1 decellion), this game would need ~200 TB of memory. So that is why these practical values exist. I have no idea where you got that number from. If you were to use a 64bit integer instead of a byte for the tile id, you'd need 8 times as much memory...
by DarkShadow44
Wed Feb 15, 2023 7:03 pm
Forum: PyMods
Topic: Optimization?
Replies: 8
Views: 1972

Re: Optimization?

That's quite a save :D
Probably mostly empty chunks I bet, I can't load it after all. Reminds me, could be worth for OP to try and trim the map.
by DarkShadow44
Tue Feb 14, 2023 9:29 pm
Forum: PyMods
Topic: Optimization?
Replies: 8
Views: 1972

Re: Optimization?

aka13 wrote:
Mon Feb 13, 2023 11:00 pm
Largest base that is actively played I have seen on the forum is the azembog with 100 gig ram.
Oh my... I kinda want to see that one :D
by DarkShadow44
Mon Feb 13, 2023 1:00 am
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4247

Re: Do mods prevent steam achievements permanently?

Silari wrote:
Mon Feb 13, 2023 12:49 am
The game doesn't track if mods were used on a save, only if they're currently active.
Huh interesting. But isn't that as much cheating as is using console commands? I mean mods can do what the console can do, right? IMHO mods should get recorded permanently as well.
by DarkShadow44
Mon Feb 13, 2023 12:18 am
Forum: PyMods
Topic: Optimization?
Replies: 8
Views: 1972

Re: Optimization?

Want to share your map? Maybe your save is just too big, my game is running at ~3GB for py. Although at the loading screen it goes up to 6.
by DarkShadow44
Mon Feb 13, 2023 12:16 am
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2378

Re: Can Steam power be prioritized?

Excess wood? Sound like a typical case of "put into chest and destroy chest" :D
by DarkShadow44
Mon Feb 13, 2023 12:11 am
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4247

Re: Do mods prevent steam achievements permanently?

You can't get Steam achievements on a modded world. However there are local game achievements per game, and those are not prevented by mods. If you give a look at the top part of the modded world achievements windows, it should be written. I think you misunderstood, I mean when you when I remove th...
by DarkShadow44
Sun Feb 12, 2023 10:10 pm
Forum: General discussion
Topic: Do mods prevent steam achievements permanently?
Replies: 5
Views: 4247

Do mods prevent steam achievements permanently?

I noticed that when loading a modded world without any mods, it seems like steam achievements are enabled, at least it shows I'm on track for "Massproduction 3". Do achievements get reenabled when you load a modded world without mods? Because that seems like a bug, you could just cheat in ...
by DarkShadow44
Wed Feb 08, 2023 11:56 pm
Forum: Technical Help
Topic: [1.1.76] Crash: Trying to make chunk at unreasonable position
Replies: 7
Views: 1015

Re: [1.1.76] Crash: Trying to make chunk at unreasonable position

Constructed a script for you: /c results = {} for _, surface in pairs(game.surfaces) do local entities = surface.find_entities_filtered({type = "car"}) for _, ent in pairs(entities) do table.insert(results, "Found car on "..surface.name.." at "..ent.position.x.." ,...
by DarkShadow44
Fri Feb 03, 2023 6:26 am
Forum: Ideas and Requests For Mods
Topic: Chatbot based on the Pygmalion dialogue model
Replies: 4
Views: 1265

Re: Chatbot based on the Pygmalion dialogue model

You can do it indirectly though, by having an external program to communicate with. Clustorio does that, although it doesn't look easy.
by DarkShadow44
Tue Jan 31, 2023 9:15 pm
Forum: Releases
Topic: Version 1.1.76
Replies: 11
Views: 15076

Re: Version 1.1.76

That's due to scaling isn't it? I don't think you can avoid that.
by DarkShadow44
Tue Jan 31, 2023 7:07 pm
Forum: Releases
Topic: Version 1.1.76
Replies: 11
Views: 15076

Re: Version 1.1.76

BlueTemplar wrote:
Tue Jan 31, 2023 4:50 pm
It's an issue with map view, BTW...
At the edges you mean? That's a feature, not a bug. ;)
There's mods to remove it though.
by DarkShadow44
Tue Jan 31, 2023 6:59 pm
Forum: Modding help
Topic: Can I create a combinator with multiple input/output connection points?
Replies: 4
Views: 970

Re: Can I create a combinator with multiple input/output connection points?

tomkcook wrote:
Tue Jan 31, 2023 5:30 pm
Is it possible to create a combinator with more than one input connection point or more than one output connection point? Or is it limited to having different red and green outputs?
Compact circuits does it, so it has to be doable one way or another. Maybe you could look there for inspiration.
by DarkShadow44
Sun Jan 29, 2023 3:19 am
Forum: Ideas and Suggestions
Topic: Use ZSTD for savegame compression (much faster, smaller)
Replies: 19
Views: 5612

Re: Use ZSTD for savegame compression (much faster, smaller)

I thought it was about file sizes as well. And since zstd ist so much faster, you can run it at higher settings for the same time and get smaller saves basically for free.
by DarkShadow44
Sun Jan 29, 2023 12:44 am
Forum: Ideas and Suggestions
Topic: Use ZSTD for savegame compression (much faster, smaller)
Replies: 19
Views: 5612

Re: Use ZSTD for savegame compression (much faster, smaller)

Well, you're testing the fasted settings of the compression alorithms, no? What are the results with e.g. zlib -9 vs zstd -9? It only becomes interesting if you're not IO bound, I think. Especially for MP download saves, IMHO. One more thing, it's still chunked into levelXYZ.dat, right? I do believe...
by DarkShadow44
Sun Jan 29, 2023 12:36 am
Forum: Technical Help
Topic: [1.1.74] Crash loading save "Active entities count doesn't match."
Replies: 5
Views: 823

Re: [1.1.74] Crash loading save "Active entities count doesn't match."

All with the same error? Does that imply that you played for 30 hours without ever loading those saves, or did they use to work?
by DarkShadow44
Sat Jan 28, 2023 4:33 pm
Forum: Technical Help
Topic: [1.1.74] Crash loading save "Active entities count doesn't match."
Replies: 5
Views: 823

Re: [1.1.74] Crash loading save "Active entities count doesn't match."

Just to add, there is no way for anyone without the code (and probably quite a bit of knowledge) to do anything about issues like that. I wish I could help, but unless it's a modded issue, no dice. Do you keep previous saves? I personally always save once in a while under a new name, to prevent issu...
by DarkShadow44
Sat Jan 28, 2023 2:42 pm
Forum: Pending
Topic: [1.1.74] Blueprints randomly delete buildings
Replies: 2
Views: 600

Re: [1.1.74] Blueprints randomly delete buildings

Can you share the save? That is pretty weird.
by DarkShadow44
Fri Jan 27, 2023 9:48 pm
Forum: Ideas and Suggestions
Topic: More efficient multiplayer map download
Replies: 13
Views: 5427

Re: More efficient multiplayer map download

FWIW, xdelta is under the Apache Public License: https://github.com/jmacd/xdelta I tested four saves I consider big: big: Just an empty widely explored world reactor: A massive nuclear reactor setup, otherwise empty world vanilla: My save that started as vanilla, biggest one I have so far se: Space ...
by DarkShadow44
Fri Jan 27, 2023 9:14 pm
Forum: Ideas and Suggestions
Topic: Use ZSTD for savegame compression (much faster, smaller)
Replies: 19
Views: 5612

Re: Use ZSTD for savegame compression (much faster, smaller)

I tested four saves I consider big: big: Just an empty widely explored world reactor: A massive nuclear reactor setup, otherwise empty world vanilla: My save that started as vanilla, biggest one I have so far se: Space exploration save from me, lots of explored planets How tests were done: Save file...

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