Search found 275 matches
- 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...
- Wed Feb 15, 2023 7:03 pm
- Forum: PyMods
- Topic: Optimization?
- Replies: 8
- Views: 1972
Re: Optimization?
That's quite a save
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.
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.
- Tue Feb 14, 2023 9:29 pm
- Forum: PyMods
- Topic: Optimization?
- Replies: 8
- Views: 1972
- 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?
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.
- 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.
- 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"
- 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...
- 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 ...
- 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.." ,...
- 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.
- 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.
- Tue Jan 31, 2023 7:07 pm
- Forum: Releases
- Topic: Version 1.1.76
- Replies: 11
- Views: 15076
Re: Version 1.1.76
- 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?
Compact circuits does it, so it has to be doable one way or another. Maybe you could look there for inspiration.
- 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.
- 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...
- 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?
- 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...
- 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.
- 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 ...
- 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...