Search found 316 matches

by d3x0r
Fri Apr 05, 2019 11:40 am
Forum: Mods
Topic: [MOD 0.15] Junk Rails
Replies: 9
Views: 4835

Re: [MOD 0.15] Junk Rails

All good comments :)
by d3x0r
Fri Apr 05, 2019 7:12 am
Forum: Mods
Topic: [MOD 0.15] Junk Rails
Replies: 9
Views: 4835

Re: [MOD 0.15] Junk Rails

Working on that one also; going to change the logic a little to use train.state...
But it's also got cross compatibility with other mods that's complicating things :)
by d3x0r
Fri Apr 05, 2019 4:41 am
Forum: Mods
Topic: [MOD 0.15] Junk Rails
Replies: 9
Views: 4835

Re: [MOD 0.15] Junk Rails

Did post an update; not very tested...
by d3x0r
Fri Apr 05, 2019 4:24 am
Forum: Modding discussion
Topic: Is it possible to mod a train with lower top speed on curves
Replies: 7
Views: 3522

Re: Is it possible to mod a train with lower top speed on curves

Yes.

https://mods.factorio.com/mod/train-speed-limiter

I'm working on updating it...

was looking to see if there were classes of tracks yet...
Could add an option for slow on curves...
by d3x0r
Thu Mar 28, 2019 4:08 am
Forum: Mods
Topic: [MOD 0.15] Junk Rails
Replies: 9
Views: 4835

Re: [MOD 0.15] Junk Rails

Is possible :)
Gimme a few days to gear up to this... I haven't been in this for a bit.
by d3x0r
Thu May 24, 2018 7:13 am
Forum: Mods
Topic: [MOD 0.15] Point and Craft
Replies: 4
Views: 2793

Re: [MOD 0.15] Point and Craft

Hallo, long time without any activities in this thread, but as long as it works perfectly, we only use it and are quiet :-) btw: i also was using that other mod that had all those functions on Q, and there are also some other mods which allow crafting eg with a set of three hotkeys for craftx1, cra...
by d3x0r
Tue May 22, 2018 2:11 am
Forum: Mods
Topic: [MOD 0.15] Upgrade planner
Replies: 28
Views: 16161

Re: [MOD 0.15] Upgrade planner

:)
I'll try and take a look...
could wish the other guy would support tile changing :)
by d3x0r
Sun Jan 07, 2018 4:26 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 225836

Re: [MOD 0.15] Upgrade planner

Mods should be checking that event data they want to use is valid, But in any case, I have added the stack to the raised event, thanks for the report Yes :) they should, and do now... was just reporting the potential issue :) And thanx. Although the other item information was sufficient in my case.
by d3x0r
Sun Dec 31, 2017 9:17 am
Forum: Mods
Topic: [MOD 0.15] Point and Craft
Replies: 4
Views: 2793

Re: [MOD 0.15] Point and Craft

Adds ability to craft item that is currently selected by the mouse. ALT + Left click - craft one of the item. ALT + Right click - craft 5 of the items. Since ALT is used for Show Info, I suggest rebinding Show info to another key before using this. nice utility ! in 0.13 or 0.14, i used a similar m...
by d3x0r
Wed Dec 27, 2017 9:14 pm
Forum: Mods
Topic: [MOD 0.15] Truck
Replies: 3
Views: 5019

Re: [MOD 0.15] Truck

Are they automated? what do they do? Can they be used as a middle ground between belts or trains no automation... I planned to make a road type of track that the truck would go on and then would be a slow train... There's https://mods.factorio.com/mods/Earendel/aai-programmable-vehicles that can au...
by d3x0r
Wed Dec 27, 2017 12:08 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 225836

Re: [MOD 0.15] Upgrade planner

script.raise_event(defines.events.on_built_entity,{player_index = player.index, created_entity = new_item}) When the event is raised it doesn't have stack= This causes other mods to crash that are expecting a stack. http://lua-api.factorio.com/0.16.7/events.html#on_built_entity created_entity :: Lua...
by d3x0r
Fri Nov 17, 2017 11:42 pm
Forum: Modding interface requests
Topic: Power Readout mod support
Replies: 1
Views: 1275

Re: Power Readout mod support

1) Please add a method to get all electric networks on a surface


2) provide information about accumulator charge in power network .

3) Add split/join electric network events similar to train attach/detach events.
by d3x0r
Fri Nov 17, 2017 11:38 pm
Forum: Implemented mod requests
Topic: More information for train state
Replies: 2
Views: 1523

More information for train state

re https://forums.factorio.com/viewtopic.php?f=28&t=27024 and https://forums.factorio.com/viewtopic.php?f=28&t=51175 It woudl be nice to be able to get. in script, whether a train is accelerating, cruising, stopping, or stopped. I don't know if the engine internally uses cruising, or just al...
by d3x0r
Fri Nov 17, 2017 11:33 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6936

Re: new rail categories...

Any chance rail categories could be re-added?
by d3x0r
Thu Nov 16, 2017 5:38 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 225836

Re: [MOD 0.15] Upgrade planner

rubensayshi wrote:automatically having it all upgraded feels so OP, wish it was possible with bots, but <3 regardless cuz it beats trying to look over all the belts and find the spots which you skipped when upgrading lol
It is, use shift-click-drag and it will replace via bots.
by d3x0r
Tue Nov 07, 2017 4:52 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 49196

Re: Friday Facts #215 - Multithreading issues

I really would have thought you would have already created SLAB allocators for things. https://en.wikipedia.org/wiki/Slab_allocation And you know, memory is cashed in 4096 byte chunks? I noticed in the FFF that you said 'some amount of bytes' It's the same size that page map table tracks. I've been ...
by d3x0r
Fri Sep 29, 2017 12:58 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 69883

Re: Personal robots prioritizing nearest first

it's a thought... but it only has to be done once, in one tick, once the selection has been completed. The work queue can then just be kept and dispatched as each bot finishes. yeah, that's the math I did it has to be done only once in each tick and then the player moves and all the bots move and t...
by d3x0r
Fri Sep 29, 2017 11:34 am
Forum: Modding interface requests
Topic: Request on Rail Tracks
Replies: 13
Views: 5891

Re: Request on Rail Tracks

i would have thought the easiest way to implement this would be to use a modded signal "speed signals" set on the side of tracks, with an on changed (to red/yellow), as opposed to different tracks as a train passes a signal, its max speed can be changed (wireless signal?)... etc im not su...
by d3x0r
Fri Sep 29, 2017 11:22 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 69883

Re: Personal robots prioritizing nearest first

here's a basic reason why prioritising bots based on distance really won't work (without even needing to look at the code) for every target you'll need to work out the distance to it so every tick you need to do ((playerX-targetX)^2+(playerY-targetY)^2)^0.5 to get the distance for every blue print ...
by d3x0r
Thu Sep 28, 2017 9:01 pm
Forum: Pending
Topic: 4K FPS is really poor
Replies: 13
Views: 7828

Re: 4K FPS is really poor

Here's logs. (previous is normal, current is high) Good luck finding anything to do with rendering in them. OKay I do see why memory increased after game load... the atlases get mipmapped. 16384*12404 + 16384 * 3388 + 16384*2729 + 8192*1920+8192*800+8192*2940 1 399 259 136 (4 bytes per pixel approx ...

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