Search found 7 matches

by Olipro
Sat Dec 17, 2016 7:25 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 65262

Re: Friday Facts #169 - Combat revisit 2

If you're going to make the Flamethrower have a minimum distance then I would be highly in favour of enabling an automatic secondary weapon that is fired whenever you target an enemy that's too close for the flamethrower to fire on, otherwise when raiding bases you're going to get into a very frustr...
by Olipro
Mon Oct 31, 2016 12:52 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 64553

Re: Friday Facts #162 - Theme Art Again

I like the Alien Artifacts in principle but they could have done with a few tweaks rather than throwing them out entirely - I always had a few ideas on how to expand their usefulness, these things could of course be a mod just as easily as in the base game. 1) Potentially tweak the accumulation rate...
by Olipro
Thu Oct 27, 2016 9:14 pm
Forum: Modding discussion
Topic: Metatables, NOT
Replies: 8
Views: 3503

Re: Metatables, NOT

Doing a quick test of 10M iterations, calling a function that's directly in a table took about 0.55s. This then increased to 0.66 when performed on an empty table with its __index metamethod set to another table. Making __index a function that performed the table load and returned it resulted in the...
by Olipro
Mon Aug 01, 2016 2:30 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 21781

Re: Friday Facts #149 - Deep down in multiplayer

My suggestion for avoiding DDoS facilitation via an amplification attack would be to incorporate a nonce and hash in the initial client payload with a requirement that X number of leading bits in the hash be zero (however many it takes for the average computer to compute in a few hundred ms) - this ...
by Olipro
Mon Jun 06, 2016 7:29 am
Forum: Won't implement
Topic: Put Lua C API in Export Table?
Replies: 5
Views: 2396

Re: Put Lua C API in Export Table?

That's not likely to ever happen. The potential for desyncs, crashes, save corruption, and just malicious mods in general is far too high for any benefits from exposing that portion of Lua in Factorio. "Malicious Mods" is a bit of a stretch - someone willing to do that can simply make a m...
by Olipro
Wed Jun 01, 2016 4:38 pm
Forum: Won't implement
Topic: Put Lua C API in Export Table?
Replies: 5
Views: 2396

Re: Put Lua C API in Export Table?

That's not likely to ever happen. The potential for desyncs, crashes, save corruption, and just malicious mods in general is far too high for any benefits from exposing that portion of Lua in Factorio. "Malicious Mods" is a bit of a stretch - someone willing to do that can simply make a m...
by Olipro
Tue May 31, 2016 1:02 pm
Forum: Won't implement
Topic: Put Lua C API in Export Table?
Replies: 5
Views: 2396

Put Lua C API in Export Table?

Assuming any developers read this - Would you consider exporting (into the export table of the PE) the Lua C API functions so that they can be invoked either with a simple GetProcAddress() call or if you include a generated LIB for dynamic linkage, even better. Obviously with the included PDB it's t...

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