Search found 49 matches
- 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...
- 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...
- 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 (...
- 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...
- 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...
- 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
No, but setting it to such a high value ensures that it's free running as fast as your hardware possibly can.AmericanPatriot wrote: ↑Thu Aug 20, 2020 11:25 pmThe game won’t actually go at 1000 times speed though.
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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...
- 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).
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).
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...