Search found 79 matches

by SWeini
Sat Apr 11, 2026 6:34 am
Forum: Technical Help
Topic: Performance in map view
Replies: 4
Views: 313

Re: Performance in map view

Maybe alt-mode was the wrong technical term, I meant the recipe icons in map view. They make such a huge difference when trying to visually find stuff, so I don't really want to disable those.

Unfortunately they cost performance in map view even if zoomed in and I don't see a single one of those ...
by SWeini
Fri Apr 10, 2026 8:56 pm
Forum: Technical Help
Topic: Performance in map view
Replies: 4
Views: 313

Re: Performance in map view

I did some testing, and you are right, disabling all map view options did help. Unfortunately it's difficult to live without ALT-mode in map view, and that option was responsible for the largest part of the extra update time.

Really sad that I have to pay that performance cost even when zoomed in ...
by SWeini
Fri Apr 10, 2026 4:59 am
Forum: Technical Help
Topic: Performance in map view
Replies: 4
Views: 313

Performance in map view

I have a very large base (100x science multiplier) where every bit of performance matters. Nowadays I mostly work from map view, but going into map view (looking at the same location with the same zoom) causes ~1.7ms of update time continuously, which is already 10% of the available budget. Since I ...
by SWeini
Fri Apr 10, 2026 4:46 am
Forum: Technical Help
Topic: Performance issue with trains and unreachable train stops
Replies: 0
Views: 110

Performance issue with trains and unreachable train stops

I have a very large base (100x science multiplier) using vanilla trains using parameters (2.7k trains, 2.9k stations).
Vanilla trains go to a loading station (all named the same), then go to an unloading station based on its cargo content using the item parameter.

Everything runs fine (just enough ...
by SWeini
Thu Dec 11, 2025 6:39 pm
Forum: Ideas and Suggestions
Topic: Simplify item logistics when recipe has an item both as ingredient and product
Replies: 0
Views: 415

Simplify item logistics when recipe has an item both as ingredient and product

TL;DR
Why is it so complex to feed products back into the machine?

What?
I'd like machines to pull from their output inventory (and maybe also trash inventory) when consuming ingredients. Inserters responsible for input/output can easily be wired to the machine itself for controlled input ...
by SWeini
Wed Dec 10, 2025 5:18 pm
Forum: Modding interface requests
Topic: Better support for "wind"
Replies: 1
Views: 335

Better support for "wind"

TL;DR
Make it easier and for mods to define wind turbines.

What?
LuaSurface currently has a few wind properties, but they only affect smoke/clouds.

Please make it possible to:

bind an electric-energy-interface to the surface's wind speed or a user-defined per-surface runtime variable. I don ...
by SWeini
Wed Dec 10, 2025 5:08 pm
Forum: Modding interface requests
Topic: defines.event.on_entity_crafting_complete
Replies: 7
Views: 3268

Re: defines.event.on_entity_crafting_complete

+1

Mods that want to do that will find a way and it will cost more performance that such an event (and might have restrictions with mod compatibility). For example using rocket silos or on-tick events with products_finished and/or crafting_progress .

This can be very restrictive, such that is has ...
by SWeini
Wed Dec 10, 2025 4:59 pm
Forum: Modding interface requests
Topic: Visual portals to other surfaces
Replies: 0
Views: 346

Visual portals to other surfaces

TL;DR
Render a part of the map on top of the map somewhere else.

What?
Factorissimo 3 does something like this on mouse-over
12-10-2025, 17-46-12.png

However, there are some restrictions:

has problems with sizing (I had it matching previously, might be a bug in the mod, but shows how ...
by SWeini
Wed Dec 10, 2025 4:39 pm
Forum: Modding interface requests
Topic: Improved global effects
Replies: 0
Views: 352

Improved global effects

TL;DR
More freedom on global or per-surface effects to not need hidden beacons that often.

What?
What we currently have:

LuaSurface::global_effect
some TechnologyModifier, such as lab-productivity, lab-speed, mining-productivity, recipe-productivity


These offer some possibilities ...
by SWeini
Wed Dec 10, 2025 7:57 am
Forum: Modding interface requests
Topic: Alternative technology prerequisite
Replies: 1
Views: 381

Alternative technology prerequisite

TL;DR
Technology A needs
- B
- C
- D or E or F

What?
Allow the tech tree to be more flexible. Some kind of OR in the tech tree dependencies would go a long way.

Every prerequisite is either a single technology or a list of alternative technologies (having 1 suffices).
Natural extension would ...
by SWeini
Wed Dec 10, 2025 7:44 am
Forum: Ideas and Suggestions
Topic: Alternative recipe ingredients
Replies: 1
Views: 626

Alternative recipe ingredients

TL;DR
A new way to describe recipes:

2 iron plates OR 2 copper plates OR 1 steel plate
+ 5 wood
+ 100 water OR 50 petroleum
--->
2 medium power poles

What?
Every ingredient to a recipe is actually a list of alternative items/fluids.
I haven't thought this through to the very end, but it will ...
by SWeini
Tue Jul 15, 2025 3:47 pm
Forum: Pending
Topic: [2.0.60] super-force-paste preview incorrect
Replies: 1
Views: 634

[2.0.60] super-force-paste preview incorrect

Trying to paste the top row onto a straight line of belts going the same direction. Preview suggests that another underground belt is added (middle row), but after execution it isn't (bottom row). I don't think that the extra underground belt is a good thing (see https://forums.factorio.com/129883 ...
by SWeini
Tue Jul 15, 2025 3:31 pm
Forum: Duplicates
Topic: [2.0.60] non-smart pasting of underground belts
Replies: 0
Views: 408

[2.0.60] non-smart pasting of underground belts

When trying to paste the top row onto a straight line of belt (middle row) going to the same direction, it adds additional underground belts that are absolutely not wanted (bottom row).

07-15-2025, 17-25-19.png

This is just a repro case, what I actually tried to copy&paste made a bit more sense ...
by SWeini
Tue Jun 24, 2025 4:22 am
Forum: Implemented mod requests
Topic: runtime access to fusion reactor/generator properties
Replies: 8
Views: 1936

Re: runtime access to fusion reactor/generator properties

Rseding91 wrote: Sun Jun 22, 2025 7:28 pm Ok, I added it for the next release.
Thanks for adding neighbour_connectable. Unfortunately I still don't have access to fluid usage of fusion reactors, see my last post. Bug or feature request?
by SWeini
Sat Jun 21, 2025 12:24 pm
Forum: Not a bug
Topic: [2.0.57] asteroid collector energy usage spiking
Replies: 2
Views: 625

Re: [2.0.57] asteroid collector energy usage spiking


Thanks for the report however this is working as intended. The arms consume power when they start moving towards a chunk and don't constantly draw power while in operation. This is done on purpose to avoid constantly needing to touch the energy source memory and the performance of doing that as it ...
by SWeini
Sat Jun 21, 2025 11:49 am
Forum: Not a bug
Topic: [2.0.57] asteroid collector energy usage spiking
Replies: 2
Views: 625

[2.0.57] asteroid collector energy usage spiking

06-21-2025, 13-46-05.png

This is the energy consumption of a single asteroid collector. Looks to me as if the arm's energy is only consumed for a single tick, even though it is moving all the time.

Expected behavior: If there is enough power, the arm should consume the max power for the whole ...
by SWeini
Sat Jun 21, 2025 10:00 am
Forum: Resolved Problems and Bugs
Topic: [2.0.57] Collected asteroid chunks missing from production statistics
Replies: 1
Views: 1404

[2.0.57] Collected asteroid chunks missing from production statistics

I was testing some asteroid collector setups and was surprised to see that the collected chunks are completely missing from the production side of the statistics. I'd really expect this to be in line with mining drills and agricultural towers, where the generated resources appears in the production ...
by SWeini
Fri Jun 20, 2025 5:50 am
Forum: Documentation Improvement Requests
Topic: Improve runtime docs of TriggerEffectItem
Replies: 0
Views: 663

Improve runtime docs of TriggerEffectItem

Please take a look at TriggerEffectItem .

It is lacking all the extra fields that exist depending on the type, which are well documented for prototype stage. I don't know whether it's worth duplicating all that information, but it means that working with these in runtime stage currently doesn't ...
by SWeini
Fri Jun 20, 2025 5:35 am
Forum: Implemented mod requests
Topic: runtime access to fusion reactor/generator properties
Replies: 8
Views: 1936

Re: runtime access to fusion reactor/generator properties


Fluid usage is here: https://lua-api.factorio.com/latest/classes/LuaEntityPrototype.html#get_fluid_usage_per_tick

Neighbor connectable I didn't include - what's the point in having it?


Fluid usage works for fusion generator (even though the documentation doesn't say so) but always returns nil ...
by SWeini
Thu Jun 19, 2025 8:28 pm
Forum: Implemented mod requests
Topic: LuaItemPrototype::get_module_effects(quality?)
Replies: 1
Views: 503

LuaItemPrototype::get_module_effects(quality?)

There is LuaItemPrototype::module_effects , but it is very difficult to properly calculate the effects of a module with given quality due to integer math and rounding going on. This problem got more serious with the addition of QualityPrototype::default_modifier . It's very difficult to reproduce ...

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