Search found 49 matches

by blahfasel2000
Tue Oct 20, 2020 8:47 am
Forum: Modding help
Topic: Is it possible to call functions in cpp from lua?
Replies: 11
Views: 3700

Re: Is it possible to call functions in cpp from lua?

As mentioned by others, you can't have the Factorio process load any DLL you provide and start calling its functions from your Lua code (And from a security point of view, I hope it never happens). Strictly speaking there's nothing that would prevent someone from writing an external mod loader that...
by blahfasel2000
Mon Sep 28, 2020 4:21 pm
Forum: Implemented Suggestions
Topic: Option to Reset mod settings at load fail.
Replies: 19
Views: 7276

Re: Option to Reset mod settings at load fail.

So I have just 2 choices, both of them very unpleasant: Assuming the crash happens in the data stage there's a third option, although it requires a bit more work (but no deeper understanding of Factorio modding needed): Make a backup copy of the offending mods zip file, then delete data.lua, data-u...
by blahfasel2000
Thu Sep 03, 2020 11:53 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.0.0] Small biters don't attack chests obstructing their way
Replies: 1
Views: 3901

[Oxyd] [1.0.0] Small biters don't attack chests obstructing their way

If you load the attached save file you can see a bunch of small biters boxed in by chests (placed using the map editor). They all try to attack the right turret, but can't get there because of the chests. Therefore I would expect them to attack the chests like they attack other obstructing objects (...
by blahfasel2000
Sun Aug 30, 2020 4:48 pm
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 38974

Re: Better Blueprint Placement

No, it will only deconstruct those entities, which are “in the way”. That's not enough though to ensure the blueprint works afterwards, as there are ways that things not conflicting with the blueprint placement could still interfere with its functioning, for example a piece of belt that turns a bel...
by blahfasel2000
Wed Aug 26, 2020 12:51 pm
Forum: Not a bug
Topic: [1.0.0] Server creates corrupt autosave file and dies
Replies: 5
Views: 1202

Re: [1.0.0] Server creates corrupt autosave file and dies

I don't understand why linux would kill a process when it runs out of memory... on Windows when memory runs out it just overflows to the page file and if that runs out the OS fails allocations and it's up to what ever program is wanting more memory to handle the allocation failure or to just not an...
by blahfasel2000
Sat Aug 22, 2020 10:00 pm
Forum: Ideas and Suggestions
Topic: Slight reduction of rocket launch animation time
Replies: 29
Views: 10664

Re: Slight reduction of rocket launch animation time

AmericanPatriot wrote:
Thu Aug 20, 2020 11:25 pm
The game won’t actually go at 1000 times speed though.
No, but setting it to such a high value ensures that it's free running as fast as your hardware possibly can.
by blahfasel2000
Wed Aug 19, 2020 11:13 pm
Forum: Ideas and Suggestions
Topic: Slight reduction of rocket launch animation time
Replies: 29
Views: 10664

Re: Slight reduction of rocket launch animation time

I would so totally want a kind of rocket launcher repeater, with rockets being sent like "Ra ta ta ta ta ta ta". Create a new completely empty sandbox map (no biters or anything), go to map editor, place rocket silo fed from infinity chests, beacon it, set game.speed to something like 100...
by blahfasel2000
Wed Aug 19, 2020 8:27 pm
Forum: Ideas and Suggestions
Topic: Feature Request - RSS Data on Mod Portal
Replies: 24
Views: 6541

Re: Feature Request - RSS Data on Mod Portal

And RSS is a format, which has no far future. My opinion, but all big browsers need nowadays an extension to read it. That’s a big hurdle. Also - even if the standard is very clear, the implementation is in 50% buggy (to my experience). In my opinion it exists only, because between 2000 and 2010 ev...
by blahfasel2000
Wed Aug 19, 2020 3:53 pm
Forum: General discussion
Topic: ARM Macs.
Replies: 9
Views: 3335

Re: ARM Macs.

I'd say that's only Partially true... Basically, it's like "Here's 3 instruction sets, 16bit, 32bit and 64bit. But you can only use 2 side by side.", and AFAIK, most of the "You can only pick 2" is mostly down to Windows (Which was first done in XP at the time, but nobody liked ...
by blahfasel2000
Wed Aug 19, 2020 2:42 pm
Forum: General discussion
Topic: ARM Macs.
Replies: 9
Views: 3335

Re: ARM Macs.

Though, an X86 based CPU already have Virtualisation, dedicated hardware for virtual machines... why can't they just make a new hybrid CPU that runs both? (I mean... there's reasons for moving to ARM, and one of them is that it apparantly uses less POWER to do the processing, which is an advantage ...
by blahfasel2000
Mon Aug 17, 2020 1:35 pm
Forum: Ideas and Suggestions
Topic: PPC and ARM build?
Replies: 5
Views: 1910

Re: PPC and ARM build?

their reasoning seems to be performance... so ppc should be possibly. i just keep hoping :) That, but also that ensuring determinism for the lock-step multiplayer architecture is already difficult enough as it is across different operating systems on the same CPU architecture. Bringing in another a...
by blahfasel2000
Mon Aug 17, 2020 1:22 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 602100

Re: Accumulator / Solar panel ratio

Solar is the ultimate in resource to power ratio: In the "perfect" ratio it gives you 42kW per solar cell for 0 resources (amortized over time). While that is technically true, the cost for setting up solar is so high that it takes ages (more than 100 hours) for it to actually break even ...
by blahfasel2000
Sun Aug 16, 2020 10:00 pm
Forum: Technical Help
Topic: [1.0.0] Can't initialize audio [Linux]
Replies: 8
Views: 3054

Re: [1.0.0] Can't initialize audio

But when I $ padsp factorio it now just getting stuck at loading sounds. The padsp wrapper is for old software that still uses the old OSS /dev/dsp sound interface. Using it with anything that uses pulseaudio directly likely leads to breakage. Here's the part you forgot to log: Those are messages f...
by blahfasel2000
Sun Aug 16, 2020 9:46 pm
Forum: Technical Help
Topic: Mods don't load anymore on Mac
Replies: 9
Views: 1753

Re: Mods don't load anymore on Mac

Let me guess: You thought the mods didn't load because you didn't get the TinyStart items upon starting the new game?

The mod got broken by the new freeplay intro cutscene, just like most other quickstart mods. This needs to be fixed by the mod author (it has already been reported on the mod page).
by blahfasel2000
Wed Aug 12, 2020 4:11 pm
Forum: Technical Help
Topic: [0.18.45] black screen in obs when using dedicated graphics
Replies: 4
Views: 915

Re: [0.18.45] black screen in obs when using dedicated graphics

Because the way AMD does GPU switching is basically a sort of CrossFire light.
by blahfasel2000
Thu Jun 18, 2020 2:14 am
Forum: Not a bug
Topic: [0.18.31] Searching production for Uranium shows things unrelated to Uranium
Replies: 11
Views: 2622

Re: [0.18.31] Searching production for Uranium shows things unrelated to Uranium

Levenshtein itself is only suitable for a fuzzy string comparison, not for a fuzzy substring search. None of the on-line (meaning that only the search pattern can be preprocessed, there's no prior indexing of the data to be searched) fuzzy search algorithms are really performance wonders. However, w...
by blahfasel2000
Wed Jun 17, 2020 9:11 pm
Forum: Not a bug
Topic: [0.18.31] Searching production for Uranium shows things unrelated to Uranium
Replies: 11
Views: 2622

Re: [0.18.31] Searching production for Uranium shows things unrelated to Uranium

One would argue that matching shouldn't be affected by font or color tags. :) Uhm, yeah, but that ignores the elephant in the room. Just looking for the characters in the order they are in the search word without regard to what's in between those characters is certainly a creative, but not a very u...
by blahfasel2000
Fri Jun 12, 2020 4:48 pm
Forum: Ideas and Suggestions
Topic: 'Leave immediately' should not be the default behaviour for trains
Replies: 8
Views: 2447

Re: 'Leave immediately' should not be the default behaviour for trains

You are missing something. Having no condition on a stop doesn't mean "leave immediately", it means "drive through without stopping or slowing down". Replicating this functionality with an explicit "condition" would mean that you'd either have to introduce an inconsiste...
by blahfasel2000
Thu Jun 11, 2020 7:54 am
Forum: Not a bug
Topic: [0.18.31] Can't build train stop in 2 tile gap between tracks for east-west or north-south direction
Replies: 4
Views: 829

Re: [0.18.31] Can't build train stop in 2 tile gap between tracks for east-west or north-south direction

Hmm, OK. But it still seems a bit confusing to me, as normally train stops automatically orient themselves the right way, without having to rotate them manually. I don't think I've ever rotated a train stop before.
by blahfasel2000
Thu Jun 11, 2020 4:17 am
Forum: Not a bug
Topic: [0.18.31] Can't build train stop in 2 tile gap between tracks for east-west or north-south direction
Replies: 4
Views: 829

[0.18.31] Can't build train stop in 2 tile gap between tracks for east-west or north-south direction

With train tracks set two tiles apart you can't build train stops in the gaps between tracks for an east-west or a north-south travel direction, while it is possible to build them for west-east or south-north directions. In the attached save file you can see the W-E and S-N stations placed between t...

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