Search found 596 matches

by robot256
Thu May 12, 2022 3:15 am
Forum: Ideas and Suggestions
Topic: Rename mod "startup settings" to clarify that they can be changed for existing games
Replies: 5
Views: 1285

Re: Rename mod "startup settings" to clarify that they can be changed for existing games

I agree the only change that would make sense is to add, "Changes to these settings will be applied after restarting Factorio". I suppose it also doesn't help that the in-game menu includes an option for "restart map" which has nothing to do with restarting/reloading the game eng...
by robot256
Wed May 11, 2022 7:05 pm
Forum: Technical Help
Topic: Unexpected error occurred
Replies: 6
Views: 1274

Re: Unexpected error occurred

The log shows a segfault 250ms into loading the game. It didn't even get to loading graphics or anything. Pretty much the only things it could be are corrupted game files, unstable system, defective memory, or some other problem with the OS.
by robot256
Wed May 11, 2022 5:23 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 3194

Re: How to get the translation?

So if the mod is installed before the player joins, the mod can add the player's translation in on_player_joined_game. If the mod is installed after the player joined, it will add the player's translation in on_configuration_changed (which will run after on_init when adding the mod to an existing sa...
by robot256
Wed May 11, 2022 4:42 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 3194

Re: How to get the translation?

Is on_player_joined_game fired when loading a single player map? I think there is a small bug in the example. This code from on_configuration_changed should also be at the end of on_init to handle when the mod is added to an existing single player map. -- Request translations for all connected playe...
by robot256
Tue May 10, 2022 7:37 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 3194

Re: How to get the translation?

Your use case makes sense to me. No, there is no way to avoid keeping the dictionary in global if you want to avoid recreating it from scratch every time the user enters a query. It is really not that much memory, only a few kilobytes of text per player, and it will compress well in the save file zi...
by robot256
Tue May 10, 2022 5:12 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 3194

Re: How to get the translation?

I'm not very familiar with how the translation API works. Does it do things that you can't with simple localised printing? Where do you need to display the translated strings? Normally I just do, for example, "game.print({"item-name.iron-plate"})" and it selects the correct trans...
by robot256
Tue May 10, 2022 3:41 pm
Forum: Modding help
Topic: How to get the translation?
Replies: 19
Views: 3194

Re: How to get the translation?

Do you know of any way to activate the event when a game loads? Normally that would be the purpose of on_load(), in the lower branch of the data lifestyle diagram. It runs when you load the save, and is only allowed to do things to restore the game state to exactly what it was before you saved and ...
by robot256
Tue May 10, 2022 2:58 pm
Forum: Not a bug
Topic: [1.1.57] Factorio API - chunk area overlap
Replies: 4
Views: 1102

Re: [1.1.57] Factorio API - chunk area overlap

Integer Map Positions, and chunk boundaries, specify the edges between tiles. They do not specify the center of a tile. If you stand at 0,0, you will overlap with four chunks. Therefore, two adjacent chunks share the same coordinates for the same boundary line.
by robot256
Tue May 10, 2022 11:08 am
Forum: Logistic Train Network
Topic: LTN problems
Replies: 3
Views: 2726

Re: LTN problems

The train schedule shows that the delivery has been programmed, but the train is waiting for unmet conditions to become met before it leaves the depot. Specifically, Circuit Red=0. But that should be met because no circuit wires are attached to the train stop (the lamp doesn't send signals to the tr...
by robot256
Tue May 10, 2022 10:58 am
Forum: Ideas and Requests For Mods
Topic: Train tunnel idea
Replies: 2
Views: 1268

Re: Train tunnel idea

Wube fixed a bug a while ago that enabled collision-less trains, because it creates too many edge cases for them to support. You can make tracks that let trains go through objects, but they will still collide with other trains and there is no graphical accommodation. https://mods.factorio.com/mod/no...
by robot256
Fri May 06, 2022 11:18 pm
Forum: Logistic Train Network
Topic: Temp. Stations. Setting to disable them?
Replies: 12
Views: 3594

Re: Any way to disable temporary stops?

You can't use the vanilla train limit feature with LTN. You have to send the LTN Train Limit signal to the LTN stop to control how maby trains are dispatched.
by robot256
Fri May 06, 2022 7:49 pm
Forum: Ideas and Suggestions
Topic: [0.17] Make Pipette also copy recipe
Replies: 42
Views: 7986

Re: [0.17] Make Pipette also copy recipe

If you want a ghost with a recipe set to match something else, that's exactly what Ctrl-C Ctrl-V is for. Just select the one assembler and paste it all you want. The entire reason behind this is to avoid using Ctrl-C Ctrl-V.... as that limited history gets cleared as you copy new stuff.....and we a...
by robot256
Fri May 06, 2022 5:31 pm
Forum: Balancing
Topic: Idea: reduce pollution emitted by machines on floor tiles
Replies: 22
Views: 6791

Re: Idea: reduce pollution emitted by machines on floor tiles

Concrete won't affect air pollution, no. If we're also taking about groundwater pollution, concrete only helps if you have extra filtration infrastructure.
by robot256
Thu May 05, 2022 10:07 pm
Forum: Ideas and Suggestions
Topic: [0.17] Make Pipette also copy recipe
Replies: 42
Views: 7986

Re: [0.17] Make Pipette also copy recipe

If you want a ghost with a recipe set to match something else, that's exactly what Ctrl-C Ctrl-V is for. Just select the one assembler and paste it all you want.
by robot256
Thu May 05, 2022 10:03 pm
Forum: Modding help
Topic: What happens with integer overflow?
Replies: 12
Views: 2142

Re: What happens with integer overflow?

Once it's in Lua, it stays as a double (52-bit integer capable) until you pass it back to another API function.
by robot256
Thu May 05, 2022 8:31 pm
Forum: Modding help
Topic: What happens with integer overflow?
Replies: 12
Views: 2142

Re: What happens with integer overflow?

At tick 2^32-1, you calculate future_index=2^32-1+factor, which is a large positive number. It will never test equal to any subsequent game.tick values, because they roll over from 2^32-1 to 0, 1, 2 etc. So to make your code rollover proof you have to detect when future_index exceeds 2^32-1 and stor...
by robot256
Thu May 05, 2022 4:23 pm
Forum: Modding help
Topic: What happens with integer overflow?
Replies: 12
Views: 2142

Re: What happens with integer overflow?

If you are doing math with game.tick and equality comparisons, you can account for the rollover. For example, "tick_to_wait_for = math.mod(game.tick+1000, 2^32)". If you are doing less than/greater than comparisons, then some extra logic will be required to handle the rollover, and possibl...
by robot256
Thu May 05, 2022 3:33 pm
Forum: Not a bug
Topic: Detect module inconsistent!
Replies: 3
Views: 1010

Re: Detect module inconsistent!

This is because the mod puts require() statements inside If statements, which breaks setting synchronizing with the server. I reported it to the author: https://mods.factorio.com/mod/248k/disc ... 7dc7fb93a9
by robot256
Thu May 05, 2022 12:03 pm
Forum: Technical Help
Topic: [SOLVED] Very Strange Lag Issues
Replies: 8
Views: 9805

Re: Very Strange Lag Issues

utoxin wrote:
Wed May 04, 2022 3:29 pm
My computer is faster than the server, and the server can happily run it at 60 UPS. And both of my friends who have equal or slower computers than me can run it just fine.
I see the thread is marked solved. How did you solve it? Curious minds want to know!

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