Search found 3911 matches

by orzelek
Mon Jan 03, 2022 10:27 pm
Forum: Resource Spawner Overhaul
Topic: Resource spawn size not as expected
Replies: 4
Views: 1881

Re: Resource spawn size not as expected

Sizes are not guaranteed and code has a lot of room to go around them. Or my math is messed up somewhere in code that tires to make them not go crazy big. If you are curious (for one case I won't be playing the save game game I think) you can enable debug in config.lua and then logs will contain inf...
by orzelek
Mon Jan 03, 2022 2:27 am
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 4345

Re: RSO regenerate/clear

And starting area size is in regions and thats taken from map settings. So making region size to 21 means a huge starting area. You don't need to set it so big in map settings when planning to play with such big region sizes. Ah, ok. I guess that explains it. In my use case, I was wanting the dista...
by orzelek
Mon Jan 03, 2022 2:25 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 46
Views: 31274

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Few notes from me: If one of mods is not supported by RSO then config needs to be added - some description of how to spawn it from mod author would be useful. Having config prepared by mod author is ideal. As for starting area size - you wrote that it changes exponentially and that sounds suspicious...
by orzelek
Mon Jan 03, 2022 2:20 am
Forum: Resource Spawner Overhaul
Topic: Resource regen with new seed?
Replies: 8
Views: 3201

Re: Resource regen with new seed?

It seems that new seed option was lost on one of upgrades. When it worked it caused new seed to be randomly generated and I think I could get that back to working state easily. Entering new seed might get a bit tricky since there is a second parameter to regenerate now and I'd need to do something l...
by orzelek
Mon Jan 03, 2022 2:15 am
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 4345

Re: RSO regenerate/clear

I think that there is a note somewhere that you should not change the region size in a running game - thats because you will notice issues like this potentially. And starting area size is in regions and thats taken from map settings. So making region size to 21 means a huge starting area. You don't ...
by orzelek
Tue Dec 28, 2021 10:52 pm
Forum: Technical Help
Topic: Performance problems when using the factorissimo mod
Replies: 61
Views: 11899

Re: Factorio suggestions for improvement performance patch

As a host, he didn't lose that much FPS. at least that's how he says it. We have not yet tried that we have swapped and he joins as a client. Since network seems ok few additional questions: Do you have similar machine compared to host? Can you check on yours in cingle player with: /c game.speed = ...
by orzelek
Tue Dec 28, 2021 7:24 pm
Forum: Technical Help
Topic: Performance problems when using the factorissimo mod
Replies: 61
Views: 11899

Re: Factorio suggestions for improvement performance patch

You are so right and I mean calm. i say i have a MagentaZuhause L (2) mit TV Plus 150mb/s My Network Card can 1 GB/s max. I think that not my problem. To check if that is not your link problem grab a trace route tool - like WinMTR - and run a trace to your host ip address. You will be able to see w...
by orzelek
Sat Dec 18, 2021 5:11 pm
Forum: Technical Help
Topic: [1.1.49] Unexpected error occurred while preview map
Replies: 12
Views: 2476

Re: [1.1.49] Unexpected error occurred while preview map

yeah, but it only happens in factorio. it said i should share it, so there you are. And also not only in factorio, it also ONLY happens while creating a preview of a map. I think that preview map generates using multiple threads so if it causes blue screens you could run some tests to load CPU and ...
by orzelek
Thu Dec 16, 2021 11:58 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314592

Re: [MOD 0.13.17+] Rampant

Veden, any chance your recent updates to Rampant fixed the compatibility issues with mods that spawn spawners, like RSO? Not sure what the problem is. Nothing appears wrong to me. Orzelek, when you are creating entities are you calling the raise_built flag on the create entity? If so, I should be p...
by orzelek
Wed Nov 24, 2021 1:03 am
Forum: Technical Help
Topic: High UPS, Low FPS
Replies: 13
Views: 6885

Re: High UPS, Low FPS

Did you try to disable the integrated GPU in the APU (if thats possible?).
I'm thinking running NV and AMD GPU at the same time might not be a good thing for a PC.
by orzelek
Mon Nov 22, 2021 5:53 pm
Forum: Releases
Topic: Version 1.1.47
Replies: 11
Views: 13016

Re: Version 1.1.47

FactorioBot wrote:
Mon Nov 22, 2021 4:18 pm
Scripting
  • Reworked table saving and loading to be non-recursive. This allows to have extreme table nesting inside of `global` variable.
This one looks.. interesting. Do we have mods that enjoy extreme table nesting? :D
by orzelek
Mon Nov 22, 2021 5:51 pm
Forum: Mod portal Discussion
Topic: Reducing the number of categories
Replies: 19
Views: 5032

Re: Reducing the number of categories

Looking at the list I'd still have no idea where to put RSO. It's not an Overhaul or Content mod but I think it might chage to much to be considered a Tweaks mod.
by orzelek
Thu Nov 18, 2021 7:18 pm
Forum: Technical Help
Topic: DDR5 Tests
Replies: 8
Views: 3213

Re: DDR5 Tests

There are factorio (and Dwarf Fortress :D ) benchmarks here:
https://www.anandtech.com/show/17047/th ... plexity/12
DDR5 is quite new and those are first chips so it might get even better.
by orzelek
Sat Nov 13, 2021 12:29 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314592

Re: [MOD 0.13.17+] Rampant

And I do recall Rampant working with RSO generated bases but that was long time ago. I'm pretty sure that the issue might be in the fact that RSO disables normal generation and creates the bases by hand in on chunk (and they are not confined to that chunk). Was there any chance in getting Rampant a...
by orzelek
Thu Nov 04, 2021 2:17 am
Forum: Questions, reviews and ratings
Topic: help createing a map poster
Replies: 8
Views: 2229

Re: help createing a map poster

From what I remember screenshot size is limited by what GPU reports as biggest available texture size.
To go bigger you'd need to make tiles and stich them later.
by orzelek
Mon Oct 25, 2021 11:13 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 9
Views: 3904

Re: Ore config for Qatmore.

I've added the config and tried to load mods but was greeted by this: 3.129 Error ModManager.cpp:1577: Failed to load mod "qatmore": __qatmore__/data-updates.lua:359: attempt to index field 'action_delivery' (a nil value) stack traceback: __qatmore__/data-updates.lua:359: in main chunk It ...
by orzelek
Wed Oct 20, 2021 4:57 pm
Forum: General discussion
Topic: My new PC (Specially ordered for Factorio)
Replies: 22
Views: 7441

Re: My new PC (Specially ordered for Factorio)

Koub wrote:
Wed Oct 20, 2021 4:45 pm
Virtually any video card will do the trick for Factorio. What you need is :
- a fast CPU (prioritise high core speed instead of core number)
- A high speed (and if possible low latency) RAM.
Not any video card - take care to have decent amount of VRAM if you like lots of mods.
by orzelek
Mon Oct 18, 2021 4:38 pm
Forum: General discussion
Topic: HDR
Replies: 22
Views: 4888

Re: HDR

I think that HDR mode would work quite well with Factorio especially after all the lightning updates. And since most of that is calculated in runtime it might not need any changes from srpites. Night mode would look much better in HDR most likely. (I might be biased but I have a monitor capable of H...
by orzelek
Thu Sep 02, 2021 11:21 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Burnt_Result_Inventory not being pulled from
Replies: 7
Views: 4916

Re: Burnt_Result_Inventory not being pulled from

Normal output is a fluid that inserter can't touch in any way.
And making sure that it's emptied might get problematic - would need to have storage for the fluid that has space and pump it out - seems a bit convoluted as workaround for inserter not ignoring fluids on output.
by orzelek
Wed Sep 01, 2021 7:33 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68050

Re: Friday Facts #366 - The only way to go fast, is to go well!

One of the problems I have encountered after having been a software engineer for about 25 years now is that features and fixes are billable hours, while writing tests are not billable hours. In 95% of the time I have to 'sneakily' add tests during development. Everything is a priority, everything h...

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