Search found 1025 matches
- Fri Dec 27, 2019 11:14 pm
- Forum: 1 / 0 magic
- Topic: [posila] [0.17.79/0.18.19] Microstutter at random intervals
- Replies: 16
- Views: 5819
Re: [0.17.79] Microstutter at random intervals
Also, I've looked into the 'lots of people report stuttering on the 2080 cards' but couldn't really find anything. Could you link to the sources you referred to? https://www.google.com/search?q=2080+stutter stutter.png If it's not stuttering in other games, I can see why you'd come to Factorio bein...
- Fri Dec 27, 2019 5:33 am
- Forum: Mods
- Topic: [17] atan2 function for noise expressions
- Replies: 0
- Views: 434
[17] atan2 function for noise expressions
https://mods.factorio.com/mod/atan2xy Makes atan2 available to noise expressions, with some edge case restrictions (only promised to work with positions - other variables not so much). I figured out a way to do conditionals in the noise expression filter, with variable arguments (if-else-chain compl...
- Fri Dec 27, 2019 4:59 am
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23842
Re: Pick-A-Signal combinator?
Unless I missed something, filtering positive and negative can be done with a single combinator (this might not've been present years ago): filter_only_positive.png I was messing with the combinators, and I came to a horrible conclusion: it's impossible to filter only one signal with only combinator...
- Thu Dec 26, 2019 8:32 pm
- Forum: 1 / 0 magic
- Topic: [posila] [0.17.79/0.18.19] Microstutter at random intervals
- Replies: 16
- Views: 5819
Re: [0.17.79] Microstutter at random intervals
Looking at the NVidia forums, a lot of people have reported stuttering on the 2080 cards and Windows 10. Suggestions are that it's a conflict with Windows 10 and the card switching into power saving. I don't know how Windows 10 does power saving, but there may be NVidia options to prevent power savi...
- Thu Dec 26, 2019 2:36 am
- Forum: Implemented mod requests
- Topic: implement compileIntoCurrentProcedure for if-else-chain expressions
- Replies: 2
- Views: 1015
Re: implement compileIntoCurrentProcedure for if-else-chain expressions
Nevermind, I figured out something for conditionals.
- Wed Dec 25, 2019 6:40 pm
- Forum: Modding help
- Topic: Script mismatch when adding mod to existing save
- Replies: 9
- Views: 2776
Re: Script mismatch when adding mod to existing save
What OS/filesystem is the server and client? Is it possible there's something odd going on with how the server handles files (moving/sandboxing/flushing to disk/etc)? FreeNAS/normal Linux's is all I'd have knowledge about.
- Wed Dec 25, 2019 2:03 pm
- Forum: Modding help
- Topic: Detect collision with cliffs
- Replies: 12
- Views: 2312
Re: Detect collision with cliffs
For your case, there might be an even easier way: If it's not moving but you're supposed to be, look for stuff within a small radius that could be stopping you. Only works after it collides. Thanks, I think I'll do that! Already thought of something along these lines. It's actually more versatile t...
- Wed Dec 25, 2019 6:31 am
- Forum: Implemented mod requests
- Topic: implement compileIntoCurrentProcedure for if-else-chain expressions
- Replies: 2
- Views: 1015
implement compileIntoCurrentProcedure for if-else-chain expressions
I want to use variables in conditionals for noise expressions. More complex functions can be implemented without doing work-arounds on map-gen. I was looking into atan2: have all the math correct for an accurate approximation, but no conditionals are available. "condition-expression" isn't...
- Tue Dec 24, 2019 9:09 pm
- Forum: Gameplay Help
- Topic: Map without oil
- Replies: 2
- Views: 1047
Re: Map without oil
You can run this command in console to make an oil patch near you. (press ~). Running a command disables achievements (you get a warning and have to do it again, it tells you in-game) /c local surface=game.player.surface if surface.get_tile(game.player.position.x+1, game.player.position.y+1).collide...
- Tue Dec 24, 2019 4:49 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 293978
Re: Thank you (Make the dev-team happy today!)
I have a new reason to thank the devs:
Thanks for making the lamps dim when power's low
I've ran out of coal a few times. >_>
Thanks for making the lamps dim when power's low
I've ran out of coal a few times. >_>
- Tue Dec 24, 2019 2:25 pm
- Forum: Gameplay Help
- Topic: Filter gui sometimes closes when research finishes
- Replies: 0
- Views: 479
Filter gui sometimes closes when research finishes
I'm trying to whittle down a "bug" but I'm having trouble reproducing it and wondered if anyone else ran into it: 1) open up a filter inserter's signal gui (don't know about combinators) 2) let a research finish 3) very, very rarely the signal gui closes (I don't know exactly when, but I'v...
- Mon Dec 23, 2019 11:18 pm
- Forum: Modding interface requests
- Topic: LuaPlayer :: request_locale_name()
- Replies: 1
- Views: 689
Re: LuaPlayer :: request_locale_name()
Couldn't you build dictionaries, then use a unique answer/reply which indicates what languages they use? I would write you a non-lua script that reads through the locale folders, stores all locales+strings, and puts them into Lua tables if you want it. Make a mod that just... has all the translation...
- Mon Dec 23, 2019 10:05 pm
- Forum: Modding help
- Topic: [SOLVED] Help - Detecting ghosts being destroyed
- Replies: 3
- Views: 1178
Re: Help - Detecting ghosts being destroyed
Oh er, I got through my post and forgot why you wanted this. It won't help you next tick, but the ideas will right?
- Mon Dec 23, 2019 8:42 pm
- Forum: Modding help
- Topic: [SOLVED] Help - Detecting ghosts being destroyed
- Replies: 3
- Views: 1178
Re: Help - Detecting ghosts being destroyed
Is is possible to detect ghosts getting killed by an entity being placed in competing space? My use case is, entity of one force gets placed on the spot where ghost of another force is present. This operation will remove the ghost. Is is possible to detect that removed ghost this with an event? I'm...
- Mon Dec 23, 2019 5:43 pm
- Forum: General discussion
- Topic: There is something wrong with music
- Replies: 30
- Views: 12292
Re: There is something wrong with music
I didn't even know there was music lol. I've downloaded multiple versions and had no other verfication-type errors... my slider is at 40%. Is it normally really quiet? edit: oohhhhh okay, I turned it up 100%. "I recognize those sounds!". Guess it was too quiet relative to everything else f...
- Mon Dec 23, 2019 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 4792
Re: Better scaling of enemies + alien tactics
I really do like the idea of some damage types being more effective on some units. It's possible the units could even adapt to your most common damage type over time. Thicker armour for standard bullets, flame resistance tor turrets - but only one type of resistance per unit so they don't turn immo...
- Mon Dec 23, 2019 5:19 pm
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2478
Re: Virtual Logistic Networks
Closest I see is: https://mods.factorio.com/mod/Robo-Charge-1x1/discussion/5cec7e276325fc000ce98539 The mod page says MIT, and that's the closest license I can find. Ironically, the size of those is already 2x2, so you could literally grab that mod and see if 2x2 roboport ranges are sufficient. It w...
- Mon Dec 23, 2019 11:44 am
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2478
Re: Virtual Logistic Networks
- Mon Dec 23, 2019 10:12 am
- Forum: Modding help
- Topic: [0.17.79] get_associated_characters() returns empty table on new game with character
- Replies: 1
- Views: 515
[0.17.79] get_associated_characters() returns empty table on new game with character
I was testing unrelated things with console commands in a new single player game, and using game.players[1].get_associated_characters() returns an empty table, but game.players[1].character returns my character. I don't know if that's intentional behavior or not, that the starting character is not &...
- Mon Dec 23, 2019 9:00 am
- Forum: Ideas and Requests For Mods
- Topic: Virtual Logistic Networks
- Replies: 6
- Views: 2478
Re: Virtual Logistic Networks
I poked around raw.txt and the api page. Very, VERY interestingly the logistic_network an entity is a part of is a read-write value! hell yes! https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.logistic_network A mod may be able to directly edit the network the roboport is a part of. Only ...