Search found 478 matches

by keyboardhack
Thu May 03, 2018 2:54 am
Forum: Modding interface requests
Topic: Automatic mod tests
Replies: 1
Views: 1081

Automatic mod tests

Not sure if this is the correct place to post this but it seems to fit here the best. This is a rough idea of how i think automatic tests in factorio should work so i just hope to get the general idea across. What is this request about? One of the things i don't like about factorio modding is the fa...
by keyboardhack
Wed May 02, 2018 8:06 pm
Forum: Modding help
Topic: [solved] game.write_file does not work at all
Replies: 3
Views: 1629

Re: game.write_file does not work at all

When exactly does the game flush the written data? right after the call or does it cache all calls to write_data and waits for the game to close? It should write the file immediately. If you are running this in multiplayer, try with the command /c game.write_file("text.txt", "hello t...
by keyboardhack
Mon Apr 30, 2018 2:51 pm
Forum: Implemented mod requests
Topic: find_entities_filtered searching for multiple names at once
Replies: 11
Views: 2443

find_entities_filtered searching for multiple names at once

Currently i have a mod that has to search the whole map for 8 different entities which each has a different name. Currently this is done by calling find_entities_filtered 8 different times with a different name each time. On large maps this takes more than 16ms. The goal of this interface request is...
by keyboardhack
Fri Apr 06, 2018 5:20 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 37903

Re: Friday Facts #237 - Rich & interactive text

Damn that's an awesome feature! How do you come up with those ideas?

For this to be easy to use we need a way to easily write those tags. Maybe some kind of autocomplete could be useful.
by keyboardhack
Tue Mar 27, 2018 3:41 pm
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 30
Views: 17170

Re: [0.16.16] Tile prototype limit (255) too low

Ehh it's definetly possible to increase the limit without affecting all saves or making it slower. You have to add an indirection and the code may not be as intuitive as before. Probably also have to change code elsewhere like loading/saving with different sizes but it's definetly possible to do. It...
by keyboardhack
Mon Mar 19, 2018 7:32 am
Forum: Mods
Topic: Need Help on mod Factorio
Replies: 2
Views: 987

Re: Need Help on mod Factorio

Image
by keyboardhack
Mon Mar 12, 2018 4:34 am
Forum: Technical Help
Topic: [0.16.28] Computer shuts down (bluescreens?) idling in menu
Replies: 3
Views: 1311

Re: [0.16.28] Computer shuts down (bluescreens?) idling in menu

I own a computer that's very similar to yours. Same CPU and GPU. The graphics card seems to overheat if i play a game that allows an excessive amount of frames. Afaik Factorios menu doesn't have a frame limit, i guess that could overheat the GPU. Try going into Nvidia settings and force vsync. That ...
by keyboardhack
Sat Feb 10, 2018 4:26 pm
Forum: Technical Help
Topic: How do you figure out which entities are using UPS?
Replies: 3
Views: 1796

Re: How do you figure out which entities are using UPS?

There is afaik only one way to measure which entities uses the most ups, and that's by using a program profiler. Actually downloading the profiler and getting it to work is probably way to much work unless you have used one before. As an alternative you can upload your save file and i can do the pro...
by keyboardhack
Mon Jan 22, 2018 9:44 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 29740

Re: Version 0.16.17

  • Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Thank you!
by keyboardhack
Mon Dec 25, 2017 11:33 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307050

Re: [MOD 0.15.x] WaiTex 1.2.3: A HD Texture Pack

Tyrindor wrote:The new buffer chest doesn't have high resolution officially yet and Waitex doesn't affect it. Not sure when/if they'll ever do chests in high resolution.
Totally missed that one. I will update waitex when i get home in a few days.
by keyboardhack
Wed Dec 13, 2017 5:17 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109457

Re: Version 0.16.0

This is awesome. Got a ~25% perf boost :D
Time to blow up biters in real time!
by keyboardhack
Sun Nov 19, 2017 3:50 am
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 34870

Re: Friday Facts #217 - Just another Friday Facts

In Friday Facts #207 there was a small note about the mod portal being worked on. It said that a new version would probably be out a month after #207. Any interesting progress on this, or has it encountered unexpected delays?
by keyboardhack
Wed Oct 25, 2017 1:31 am
Forum: Technical Help
Topic: any tricks to increas FPS / UPS?
Replies: 21
Views: 9316

Re: any tricks to increas FPS / UPS?

How do you generate these profile reports? I've seen them occasionally, but I've never seen anyone mention how they were generated. The report was created using Visual Studio performance profiler. The basic steps are: Install Visual Studio Community edition with the C++ parts. Start factorio and ru...
by keyboardhack
Wed Oct 25, 2017 12:03 am
Forum: Technical Help
Topic: any tricks to increas FPS / UPS?
Replies: 21
Views: 9316

Re: any tricks to increas FPS / UPS?

Forgot to say but it's in percent. it doesn't add up to 100% because other things like rendering also takes time.
by keyboardhack
Tue Oct 24, 2017 11:49 pm
Forum: Technical Help
Topic: any tricks to increas FPS / UPS?
Replies: 21
Views: 9316

Re: any tricks to increas FPS / UPS?

400k active entities, most of them probably moving on belts, I think that's your main UPS killer. Entity update is like 95% of the update cycle. replace your huge busses with trains, or chained underground belts, and you should see a difference. I profiles his save to see if that was the case and i...
by keyboardhack
Fri Sep 22, 2017 7:53 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 55877

Re: Friday Facts #209 - Optimisation is a way of life

In regards to the bots. I would say that making the the proposed change just for optimization would definitely be worth it. As you said in the FF, having it not apply to Construction Bots would be good because otherwise that would be too cheaty sense they are involved in combat and such. However, h...
by keyboardhack
Sat Sep 02, 2017 10:03 pm
Forum: Technical Help
Topic: Extreme memory leak, possibly my (mod) fault (help wanted)
Replies: 18
Views: 4579

Re: Extreme memory leak, possibly my (mod) fault (help wanted)

I just tested a slightly modified version of your code, and though the memory leak looks to be fixed, given the lack of a large spike each strike on the task manager, I still ran out of RAM after several dozen, including a Factorio CTD and Windows closing half a dozen other open programs. Oddly, ho...
by keyboardhack
Wed Aug 30, 2017 5:59 pm
Forum: Technical Help
Topic: Extreme memory leak, possibly my (mod) fault (help wanted)
Replies: 18
Views: 4579

Re: Extreme memory leak, possibly my (mod) fault (help wanted)

Your solution involves turning one find_entities_filtered into many, which I avoided due to the - I was told - extreme performance cost of ever calling that, let alone repeatedly. However, if it can be called several times without issue, would it not be more effective to just call it type-by-type (...
by keyboardhack
Wed Aug 30, 2017 9:35 am
Forum: Technical Help
Topic: Extreme memory leak, possibly my (mod) fault (help wanted)
Replies: 18
Views: 4579

Re: Extreme memory leak, possibly my (mod) fault (help wanted)

I could never get the game to run out of memory but the game did lag a lot with your save. The reason the game lags is because the function fireOrbitalWeaponManually goes through a lot of redundant entities. The first time it's called it goes through these enemies. (Sorry about formatting but the fo...
by keyboardhack
Wed Aug 30, 2017 5:13 am
Forum: Technical Help
Topic: Extreme memory leak, possibly my (mod) fault (help wanted)
Replies: 18
Views: 4579

Re: Extreme memory leak, possibly my (mod) fault (help wanted)

Can't reproduce it. Downloaded mod from your git with the latest commit being update 35. After a few hundred manual and 20 or so automatic orbital strikes, the game still only uses 1gb of ram. My game uses 4GB of RAM normally, so something else must be affecting it. Can you upload the save where it...

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