Search found 170 matches
- Wed Jun 24, 2020 9:48 am
- Forum: Not a bug
- Topic: [0.18.32] LuaAPI documentation for supply area
- Replies: 1
- Views: 954
[0.18.32] LuaAPI documentation for supply area
I was trying this code in a little test mod data.raw["roboport"]["roboport"].construction_radius = 500 data.raw["roboport"]["roboport"].logistic_radius = 500 The construction area became 1000 so that's correct, but the supply area stayed the same. https://lua-...
- Sat Oct 12, 2019 8:20 pm
- Forum: Technical Help
- Topic: [Linux, steam, 0.17.69] Slow startup first time, quick after that
- Replies: 4
- Views: 2094
Re: [Linux, steam, 0.17.69] Slow startup first time, quick after that
Kingston A400 480GB Advertised SATA-600 500MB/s read 450MB/s write for sequential data. hdparm gives me 234 MB/sec, I think that's sequential. fio gives me IOPS 64.9k with bandwidth 266MiB/s. Online benchmarks from other people show similar speeds, so that seems okay. I've done another test, first f...
- Fri Oct 11, 2019 8:52 pm
- Forum: Technical Help
- Topic: [Linux, steam, 0.17.69] Slow startup first time, quick after that
- Replies: 4
- Views: 2094
Re: [Linux, steam, 0.17.69] Slow startup first time, quick after that
Thanks, that's it! When I flush the cache it takes a long time again. When I copy all factorio files to /dev/null so they're in the cache again, the startup is fast again. Only thing I'm disappointed at is that it seems the cache size used is about 1100MB and filled in about 70 seconds, so that's ju...
- Fri Oct 11, 2019 5:54 pm
- Forum: Technical Help
- Topic: [Linux, steam, 0.17.69] Slow startup first time, quick after that
- Replies: 4
- Views: 2094
[Linux, steam, 0.17.69] Slow startup first time, quick after that
After a fresh computer boot, the first time I open factorio it will take a long time to open. 86.895 Factorio initialised When I close and reopen or when I restart factorio because mod selection changed, it starts quick. 15.274 Factorio initialised Is there anyway to get a more detailed log to see w...
- Thu May 16, 2019 10:23 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 0.17 600 SPM just add raw
- Replies: 3
- Views: 3851
Re: 0.17 600 SPM just add raw
Very nice! I found one small error in the center blueprint. There's a place where batteries and advanced circuits are placed together on a belt. The splitter used for it can output batteries on the copper plate belt if that copper plate belt is not full. By placing the fast underground belt at least...
- Wed Jan 30, 2019 11:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash when hovering mouse above a recipe
- Replies: 8
- Views: 3548
Re: [0.16.51] Crash when hovering mouse above a recipe
So if I understand it correctly the game tries all the 39 recipies in all possible orders, that's O(N!) That's good to know, because that means I need a factor of 39^39/39! = 5.5*10^15 less cpu cores compared to O(N^N) :D Thanks for the tip to use allow_decomposition = false For now I've just change...
- Sun Jan 13, 2019 1:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash when hovering mouse above a recipe
- Replies: 8
- Views: 3548
Re: [0.16.51] Crash when hovering mouse above a recipe
Yeah, I call a hang a crash, there's no exception or something like it.
I can still alt-tab away and back, but alt-f4 or right click and close doesn't do anything.
/edit
pkill factorio doesn't kill the process, pkill -9 factorio does kill it.
I can still alt-tab away and back, but alt-f4 or right click and close doesn't do anything.
/edit
pkill factorio doesn't kill the process, pkill -9 factorio does kill it.
- Sun Jan 13, 2019 12:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash when hovering mouse above a recipe
- Replies: 8
- Views: 3548
Re: [0.16.51] Crash when hovering mouse above a recipe
Here is the log, but it doesn't contain anything usefull for as far I can see. The last line in the log is saving finished and after saving I've crashed the game. So I've added my little testing mod and a savegame with it. If you load this savegame and don't synchronize the mods the game won't crash...
- Sun Jan 13, 2019 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Crash when hovering mouse above a recipe
- Replies: 8
- Views: 3548
[0.16.51] Crash when hovering mouse above a recipe
I'm running the linux steam version 0.16.51 and made a little mod with just a data-final-fixes.lua local resource_list = {} for _, resource in pairs(data.raw.resource) do if resource.minable.results ~= nil then for _, results in pairs(resource.minable.results) do if results.type == "item" ...
- Thu May 31, 2018 4:52 pm
- Forum: Show your Creations
- Topic: Modular tileable endgame science megabase building block
- Replies: 6
- Views: 13124
Re: Modular tileable endgame science megabase building block
A solution to make bigger n*3-8 trains can be a seperate place where you unload smaller 3-8 trains and fill the bigger n*3-8 trains.
- Fri Jan 19, 2018 9:15 pm
- Forum: Modding help
- Topic: New line in text-box Gui element
- Replies: 3
- Views: 1981
Re: New line in text-box Gui element
I've found the same problem, have you found any workaround yet? What I use for now is the on_gui_text_changed event and check if the length is more than 10 different compared to the previous change to detect a paste action. When it's a paste action I do a event.element.text:gsub(' ', '\n') to replac...
- Mon Nov 27, 2017 7:54 am
- Forum: Mods
- Topic: [0.15] Multiblocks
- Replies: 9
- Views: 4973
Re: [0.15] Multiblocks
I still don't understand what 'multiblocks' are. I've never played minecraft so I googled it a bit, but it doesn't explain a lot. What I can find is structures in minecraft that are bigger than one block and can do 'complicated' stuff. What is the equivalent in factorio? Multiple assembling machines...
- Fri Nov 03, 2017 8:11 am
- Forum: Energy Production
- Topic: Scalable Nuclear Power Plant
- Replies: 3
- Views: 7342
Re: Scalable Nuclear Power Plant
I've made this one a while ago, https://forums.factorio.com/viewtopic.php?f=208&t=46231 But my version was before the change in heatpipe behaviour so it probably won't work optimal anymore. At the moment I'm not investigating it anymore, since an infinite*2 array with reactors would give 160MW e...
- Sat Sep 23, 2017 12:55 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: fractal 2048 belt balancer (and bigger?)
- Replies: 99
- Views: 164246
Re: 512 fractal belt balancer
[*] The 256 balancer requires 75k UG belt, 18k express belts and 2.4k express splitters. I think you mean the 512 balancer needs 2.4k (2304 to be exact) or the 256 needs 1024 splitters. 2 belt balancer : 1*1 = 1 splitter 4 belt balancer : 2*2 = 4 splitters 8 belt balancer : 3*4 = 12 splitters 16 be...
- Mon Jul 31, 2017 11:33 am
- Forum: Releases
- Topic: Version 0.15.31
- Replies: 35
- Views: 32521
Re: Version 0.15.31
This is more in regards to FFF#200 and talk of the Mod Portal overhaul... Please add an indicator/filter for the mod publisher to indicate "MP Safe" (or not).... Please also add an filter to hide al incompatible mods. Now you have al those mods with no version number, that you can't use. ...
- Sun Jul 30, 2017 8:05 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 5468
Re: Full Angels+Bobs rocket cost
I made some progress, I read the localisation data so that the names are more readable. When playing a little with the data I noticed some recipies have a result "Something went wrong". After some debugging and reading the localisation files myself I found for example the recipe "ange...
- Sun Jul 23, 2017 8:59 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 5468
Re: Full Angels+Bobs rocket cost
My current progress, angelbobrocketpart.png The more than one recipe needs a way to choose for me what recipe I like the best. The cannot find recipe for item water and coal is because the program doesn't know yet what the resources are that are minable. I know it's in the type = "resource"...
- Sat Jul 22, 2017 5:46 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 5468
Re: Full Angels+Bobs rocket cost
I think I'll have to write something myself than. I already found the Data Raw Serpent mod to log the complete data.raw table in a format I can easily load in C# with NLua, so the next step is to parse and after that figure out how to handle the recursive recipies and multiple paths to make somethin...
- Sat Jul 22, 2017 2:05 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 5468
Full Angels+Bobs rocket cost
Does anyone have an idea how much raw resources a rocket costs with the full Angels+Bobs mods with all default settings and max productivity modules where possible? I've started to calculate it with helmod, but there are so much items, it makes the mod slow when the list got to large. I've also trie...
- Mon Jul 17, 2017 12:19 pm
- Forum: Angels Mods
- Topic: until now i got confused how to make plastic
- Replies: 5
- Views: 4556
Re: until now i got confused how to make plastic
With bobs + angels. Grow trees in greenhouses, convert enough trees to seedlings to keep it going. Convert excess trees to cellulose fiber in assembling machines. Convert cellulose fiber to methanol gas in liquifiers. Make steam in boilers by burning whatever you like to burn. Convert methanol + ste...