Search found 28 matches

by blargh2015
Wed Feb 07, 2024 2:09 am
Forum: Not a bug
Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Replies: 7
Views: 481

Re: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events

Yes... and from the API documentation on the on_entity_destroyed event: Depending on when a given entity is destroyed, this event will be fired at the end of the current tick or at the end of the next tick. Unfortunately, this makes it useless for my use, as I can still have cases where I haven't go...
by blargh2015
Mon Feb 05, 2024 10:21 pm
Forum: Not a bug
Topic: [1.1.101] Map editor right-click entity deconstruction doesn't trigger events
Replies: 7
Views: 481

[1.1.101] Map editor right-click entity deconstruction doesn't trigger events

Note: This is not a repeat of https://forums.factorio.com/viewtopic.php?p=452117#p452117 - that deals with the deconstruction planner. This is the same type of issue, but in a different mechanism. I have a mod that numerically tracks the utilization of most entities that produce things (UtilizationM...
by blargh2015
Mon Feb 05, 2024 12:10 am
Forum: Minor issues
Topic: [1.1.101] get_flow() on offshore pumps always returns 0 if immediately connected to a pump
Replies: 1
Views: 295

[1.1.101] get_flow() on offshore pumps always returns 0 if immediately connected to a pump

Offshore pumps that connect to pipes or tanks report their pumping values via entity.fluidbox.get_flow(1) correctly. However, offshore pumps that are directly connected to pumps always return 0 for entity.fluidbox.get_flow(1), regardless of their actual flow rate. This bug has been around a long tim...
by blargh2015
Mon Feb 22, 2021 5:27 pm
Forum: Ideas and Suggestions
Topic: Three Personal Logistics improvements - save/restore, move, and highlighting
Replies: 4
Views: 1999

Re: Three Personal Logistics improvements - save/restore, move, and highlighting

Heh, and after getting some coffee and coming back to this, my next idea for search terms, "logistics highlight", came up with a few matches on that idea. So, sorry again for the dupe.
by blargh2015
Mon Feb 22, 2021 4:17 pm
Forum: Ideas and Suggestions
Topic: Three Personal Logistics improvements - save/restore, move, and highlighting
Replies: 4
Views: 1999

Re: Three Personal Logistics improvements - save/restore, move, and highlighting

Heh, I did give it a try, just didn't hit the right things apparently: Keywords: Logistics save - gets a thread "Persistent toolbar and logistics settings" which is to save out to an .ini, which isn't what this is about. It gets another thread "Save (import/export) 'preference' info b...
by blargh2015
Sun Feb 21, 2021 5:41 pm
Forum: Ideas and Suggestions
Topic: Three Personal Logistics improvements - save/restore, move, and highlighting
Replies: 4
Views: 1999

Three Personal Logistics improvements - save/restore, move, and highlighting

TL;DR In the late game (and especially in heavily modded games), the personal logistics pane can get quite extensive. When dealing with large logistics request setups, three ideas come to mind to improve the functionality: save and restore, being able to move requests, and blinking ala the crafting...
by blargh2015
Tue Jan 19, 2021 9:30 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 3104

Re: [1.1.6] High UPS drop with forest fires

I'll give it a look. Our main point of deploying the water turrets was to try and deal with the overwhelming forest fires, so our solution will PROBABLY be "Okay Blargh2015, you made your point, turn the tree density back down." :) this is what i was recommending my Wildfire Season mod fo...
by blargh2015
Tue Jan 19, 2021 8:27 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 3104

Re: [1.1.6] High UPS drop with forest fires

… increased the tree density to its absolute maximum. … You could edit settings.lua (lines 178--185): { -- Set radius in which fires are extinguished around a fire dummy type = "double-setting", name = "WT-fire-extinguish-radius", setting_type = "runtime-global", allow...
by blargh2015
Tue Jan 19, 2021 5:21 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 3104

Re: [1.1.6] High UPS drop with forest fires

what if you change the tree force to enemy (once it's on fire)? I think that would cause every turret type to target them? So flamethrower turrrets ("YOU'RE NOT HELPING!!!"), snipers, artillery, etc... The idea of flamethrower turrets attacking forest fires is unreasonably hilarious to me...
by blargh2015
Tue Jan 19, 2021 5:16 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 3104

Re: [1.1.6] High UPS drop with forest fires

Oh, geez! I thought I'd improved performance somewhat, and I've honestly no idea what more I could do. But it's true, whenever a fire is created it will spawn a dummy (which will be removed again together with the fire). Currently, I use combat bots (if I remember correctly, they are made inactive ...
by blargh2015
Tue Jan 19, 2021 3:44 pm
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 3104

Re: [1.1.6] High UPS drop with forest fires

After binary-tree-searching through our mods, it turned out Water Turret was the culprit here, which I suppose makes sense. Just weird it didn't show as the culprit on the detailed time listing.
by blargh2015
Tue Jan 19, 2021 5:36 am
Forum: Modding help
Topic: Determining performance impact of low_power state
Replies: 5
Views: 1507

Re: Determining performance impact of low_power state

Thanks eradicator and boskid for the info and the pointers - I've updated UtilizaitonMonitorBlargh (https://mods.factorio.com/mod/UtilizationMonitorBlargh) with the code adopted from this thread.
by blargh2015
Sun Jan 17, 2021 2:15 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.12] Crash of multiple players at EntityGhost::onDestroy
Replies: 1
Views: 1752

[Lou][1.1.12] Crash of multiple players at EntityGhost::onDestroy

On a modded game, whenever anyone uses nanobots to paste miniloaders with signals attached in the blueprint, since 1.1.8 and still happening with 1.1.12, every player connected to the multiplayer server crashes with a similar error as below (although the Linux dedicated server does not) with the fol...
by blargh2015
Fri Jan 01, 2021 7:20 pm
Forum: Modding help
Topic: Determining performance impact of low_power state
Replies: 5
Views: 1507

Re: Determining performance impact of low_power state

My other concern is (at least according to posts and such) not all entities are created equal in low power states - for example defenses have power priority over machines. I THOUGHT I had saw somewhere that machines CAN have more than a simple-ratio impact of the available power as well (i.e. loss o...
by blargh2015
Thu Dec 31, 2020 10:09 pm
Forum: Modding help
Topic: Determining performance impact of low_power state
Replies: 5
Views: 1507

Determining performance impact of low_power state

So for my UtilizationMonitorBlargh mod, I'm looking for a way to determine just how slow a machine is going due to entity.status == defines.entity_status.low_power. For example, if an assembler or research lab or whatever is in low_power and is only performing at 50% speed because of that, I'm wanti...
by blargh2015
Tue Dec 29, 2020 1:53 am
Forum: Modding discussion
Topic: [1.1.6] High UPS drop with forest fires
Replies: 13
Views: 3104

[1.1.6] High UPS drop with forest fires

Disclaimer: This is a modded game. We are experiencing VERY high UPS performance hits with even small forest fires after upgrading from 1.0 to 1.1.6, to the point that I'm having to almost constantly do a "for k,v in pairs(game.player.surface.find_entities_filtered{type="fire"}) do v....
by blargh2015
Sun Sep 22, 2019 3:37 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 360937

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Can you do me a favour and try this third version - I tackled it procedurally this time, so it should catch any and all techs that AAI has made dependent on a disabled vanilla tech. It looks good to me in-game but a second pair of eyes would help. Seems good so far - I loaded up my previous saves I...
by blargh2015
Sun Sep 22, 2019 2:38 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 360937

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Miniloaders are electric, right? Unless you turn that off in the settings. So it's a bit of a dilemma about where they should go. Making them dependent on electricity would put the yellow miniloader unlock in the early Iron Age - a stone's throw from red belts. Put them anywhere near Logistics 1, h...
by blargh2015
Sun Sep 22, 2019 12:15 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 360937

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

There are two different ways of adding support for other mods if you're doing it within IR's own code. One is to modify just the recipes of the unlocks themselves in code/mods/mods-data-pretech.lua. You need an optional dependency as well for that. Look at the code in that file for DSB/DCM, it's es...
by blargh2015
Sat Sep 21, 2019 10:23 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 360937

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

No, it's good to have the help. AAI is awkward to work with, it goes about things ... differently. I originally took a really brute force approach which did all of this automatically - but then it broke a ton of other stuff if IR+AAI and certain other mods were installed, domino style. So I went ba...

Go to advanced search