Search found 207 matches

by mrudat
Sat May 30, 2020 4:14 am
Forum: Pending
Topic: Fails to restart after adding mods and updating
Replies: 4
Views: 614

Re: Fails to restart after adding mods and updating

Here's a copy of my current/previous logs when this occurred. Immediately before this I: Upgraded some mods, and installed some other mods. Restarted Factorio. Synced mods with save. Factorio closed, but did not restart. Well, obviously it started, given the log file, but it did not manage to open a...
by mrudat
Sat May 23, 2020 3:48 am
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 22886

Re: Friday Facts #348 - The final GUI update

Perhaps a cut-away icon of a single cylinder would look good for the engine, given that we rarely use just the one engine for anything? Logically, you would be constructing a v20 engine out of individual single-cylinder sub-assemblies when you build a locomotive, for example.
by mrudat
Sun May 03, 2020 4:10 am
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 9491

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

As far as I can tell, the particle looks to be made from the artillery shellcartridge with the projectile removed, though, I think that we need a new projectile sprite; in the video, it looks like the projectile is dragging the case along, which is now also being ejected by the cannon.
by mrudat
Mon Mar 23, 2020 2:27 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37433

Re: Friday Facts #339 - Beacon HR + Redesign process

Perhaps something like a 3x3 area with a random collection of outdoor equipment cabinets (ideally visually distinct based on the installed modules), with cables running between them and to the edges of the sprite, with junction boxes on the edges; the junction boxes would overlap for rows/columns of...
by mrudat
Sat Feb 08, 2020 11:16 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 10314

Re: Friday Facts #333 - Terrain scrolling

Depending on how complicated the tile transition rules are, could you not have a texture with 1 pixel/tile that stored the tile variation number, then have a shader use that to index into the tile texture during rendering? More or less a sharp-edged displacment map. I suspect that it might go faster...
by mrudat
Sun Jan 19, 2020 9:58 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 17204

Re: Friday Facts #330 - Main menu and File Share Shenanigans

It sounds like you want HA (high availability) for your file server, not just RAID. I assume all of the NAS vendors support HA, Synology does at least. Do you have a UPS for the NAS? It could be dirty power, which the NAS isn't designed for because it assumes it will be hooked up to a UPS, while PC ...
by mrudat
Sat Jan 04, 2020 12:43 am
Forum: Modding discussion
Topic: Dealing with large operations in a single tick.
Replies: 14
Views: 1710

Re: Dealing with large operations in a single tick.

Perhaps a 'charging' animation as the teleporter winds up, giving you time to do stuff. You'd need to check the player is still present when the charging phase is done, of course.
by mrudat
Sat Dec 28, 2019 10:12 am
Forum: Outdated/Not implemented
Topic: Enable coroutines in data phase?
Replies: 9
Views: 1447

Re: Enable coroutines in data phase?

I did some searching. I wrote a mod that I haven't published as it's kind of fragile, that calculates crafting recipes that consume and produces barrels of fluid while also applying productivity (in the form of productivity modules used as catalysts). I wanted to calculate the cartesian product of b...
by mrudat
Sat Dec 28, 2019 9:26 am
Forum: Outdated/Not implemented
Topic: Enable coroutines in data phase?
Replies: 9
Views: 1447

Re: Enable coroutines in data phase?

Um. It's not possible to have prior examples of coroutines for Factorio use-cases because you can't have a working example, because coroutines are disabled? After having thought about things a little, I'm fairly certain that the rosetta code example is something I actually did write for Factorio and...
by mrudat
Sat Dec 28, 2019 7:43 am
Forum: Ideas and Suggestions
Topic: Add Option to enable Quick Play menu
Replies: 2
Views: 276

Re: Add Option to enable Quick Play menu

Wouldn't it feasible to just have a 'Continue' entry as the first (and default) entry in the main menu, and have that either load your last single-player save, or reconnect to your last multiplayer session? In that case, once the main menu has loaded, you only need hit enter to start playing. As far...
by mrudat
Sat Dec 28, 2019 7:21 am
Forum: Outdated/Not implemented
Topic: Enable coroutines in data phase?
Replies: 9
Views: 1447

Re: Enable coroutines in data phase?

For example Cartesian product in Lua , which has a functional, coroutine-based, and iterative implementation. Of the three the coroutine-based one is simpler; you don't have as much scaffolding around the algorithm to confuse the reader about what's going on. I can just read the code, and I recognis...
by mrudat
Sat Dec 28, 2019 2:25 am
Forum: Spread the Word
Topic: Factorio need IRL Stuff (Merchandise).
Replies: 73
Views: 30614

Re: Factorio need IRL Stuff (Merchandise).

I don't know if there are other concerns around it, but in theory, for printed merchandise, creating an official Wube account on DeviantArt, or Redbubble, or Shapeways, or CafePress, and uploading images/STL files with the correct privileges would allow people to order their own t-shirts, mugs, stic...
by mrudat
Sat Dec 28, 2019 2:11 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 24036

Re: Friday Facts #327 - 2020 Vision

I would think that the most effective form of tutorial would be something like a quest list, pre-populated with the steps you can follow to go from hand-mining to launching a rocket, with each step linking to an actual tutorial that walks you through how to achieve it, possibly launching a laborator...
by mrudat
Sat Dec 28, 2019 12:29 am
Forum: Ideas and Suggestions
Topic: Explicit errors for removed Lua features
Replies: 0
Views: 209

Explicit errors for removed Lua features

TL;DR It would be nice if the Lua environment would immediately error when attempting to use a removed feature. What? As an example, coroutines are disabled in the control phase, but the error when attempting to use them didn't actually state that, and I had to look around on the forum to find out ...
by mrudat
Sat Dec 28, 2019 12:22 am
Forum: Outdated/Not implemented
Topic: Enable coroutines in data phase?
Replies: 9
Views: 1447

Enable coroutines in data phase?

TL;DR Allow using coroutines in the data phase. What? If re-enabling coroutines is simple, eg. omitting coroutine = nil, it would be nice to have them available in the data phase. Why? From the posts on the forum, I believe that coroutines were removed from the Lua interpreter as there was no way t...
by mrudat
Sat Jul 20, 2019 1:05 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83746

Re: Friday Facts #304 - Small bugs; Big changes

I think that what would be most nifty is to have a fractionating column powered by heat, and a heat-producer that burns all oils. To bootstrap, you burn crude, then later you burn any product you don't want; basically using the burner as a flare stack. Perhaps also a low-temp heat exchanger? Later s...
by mrudat
Thu Jul 11, 2019 12:21 am
Forum: Modding interface requests
Topic: Ability to whitelist LuaPlayer::connect_to_server() servers
Replies: 1
Views: 374

Re: Ability to whitelist LuaPlayer::connect_to_server() servers

Alternatively, could a notion of a cluster be added; if you connect to a server that's part of a cluster, it allows transfer to other nodes in that cluster.
by mrudat
Sat Jul 06, 2019 2:50 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 697
Views: 552481

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I ran Rail bridge interchange with no shared track (rail bridges mod) through throughput testing, and here's a summary of the results: Equal: 46 TPM Planned RHD: 48 TPM Planned LHD: 47 TPM Left Only: 66 TPM Right Only: 75 TPM U-Turn and Lane Switch: N/A 3 Way Equal: N/A : N/A Left Only Nuclear: 79 T...
by mrudat
Fri Jul 05, 2019 10:12 pm
Forum: Ideas and Requests For Mods
Topic: Sonic weaponry?
Replies: 2
Views: 389

Re: Sonic weaponry?

I mostly suggested sonic weaponry, as it's one of the few forms of directed energy weapons that we can actually build right now (perhaps not at the requisite power levels, yet) but isn't represented in the game. I don't think that there's a gap that needs filling, more that there's a variety of fun ...
by mrudat
Fri Jul 05, 2019 11:26 am
Forum: Ideas and Requests For Mods
Topic: Sonic weaponry?
Replies: 2
Views: 389

Sonic weaponry?

It might be cool to have sonic weaponry to accompany laser directed energy weapons. A sonic weapon would be, by nature, area of effect, and very short ranged. At lower power levels, it is likely to cause disorientation or cause the enemies to stumble (slow effect). At higher power levels, it would c...

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