Search found 49 matches
- Wed Jun 17, 2020 8:12 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Re: Performance - Multiple Questions
I want to post you an example Algorithm how to parallelize Inserters. This is based only on public information from Forum and FFF. I donβt know if all my assumptions from this are correct, but this should illustrate an approach. Maybe it can be adapted to your real World. I picked Inserters, because...
- Tue Jun 16, 2020 9:59 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Re: Performance - Multiple Questions
All true what you say and not easy. Dont want to drift to this tecnical discussion, because I have no idea of your code and can only guess - mostly being wrong of course, because on what base should I discuss? Its hard and complicated, but I sill belive It can be done. It is not impossible. Offer is...
- Tue Jun 16, 2020 9:22 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Re: Performance - Multiple Questions
Thank you for the benchmark link - will have a look Yes mods are a big unknown and the hardest to Multithread. May be the last one or never be done... Transport lines already merge up to 200 belt entities into one object to be updated. The transport lines are affected by other transport lines, so yo...
- Tue Jun 16, 2020 9:00 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Re: Performance - Multiple Questions
Read a bit in this named Thread and also in this post: https://www.factorio.com/blog/post/fff-151 Was a great plan explained in this FFF. Yes, some parts are suitable for Multithreading, others are not. Good plan go this way. And the discussion thread is mostly about bashing who said what, and who i...
- Tue Jun 16, 2020 8:49 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Re: Performance - Multiple Questions
In fact there are in deed very vew algorithms that can not be parallelized. But those are absolutely reare and related to special mathematically equations. I will read the topic you linked, but for Factory - which is object based - there is no mathematically impossibility that this can not be done. ...
- Tue Jun 16, 2020 8:37 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Re: Performance - Multiple Questions
I have an offer for you: I am a very skilled c++ programmer β even if saying this is not really modest. I have written 3 world wide sold (Windows + Linux) PC games (you can have the names as PN/Mail, dont want to advertise here) and worked for a PC game company for 10 Years. I have written a lot of ...
- Tue Jun 16, 2020 8:02 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3325
Performance - Multiple Questions
Hi, We have strong Gaming PC's. But our Base is down to 40 UPS, and the game only uses 24% of the (4 Cores, 8 Threads) CPU. Because Factorio do not scale with more CPU Cores, it is not even possible to buy a better CPU with 8, 12, 16, 32 Cores to speed it up. Any tipps for me, what I can do to speed...
- Wed Jun 10, 2020 8:00 am
- Forum: Modding help
- Topic: Limit Stack size in Container?
- Replies: 1
- Views: 946
Limit Stack size in Container?
Hello, is it possible to limit/set the stack size in a container? I want a Loader to be only able to load a maximum of for example 10 Items to a container. Thought the best Way would be to limit the Container to 2 slots and the stack size to 5. Because maybe the loader loads 2 different items from t...
- Tue Jun 09, 2020 5:13 pm
- Forum: Modding interface requests
- Topic: Custom "operate" UI for Entities
- Replies: 8
- Views: 3409
Re: Custom "operate" UI for Entities
Found a solution - dont know if it is the official one, but I like to share it for all other google users finding this: Its simple: Listen to the event "GUI Opened" and open your own one if it is the gui you want: script.on_event( defines.events.on_gui_opened, function(event) if event.enti...
- Tue Jun 09, 2020 2:46 pm
- Forum: Modding interface requests
- Topic: Custom "operate" UI for Entities
- Replies: 8
- Views: 3409
Re: Custom "operate" UI for Entities
When you search with Google for "Add custom GUI to Factorio entity" - you find this thread.
... But it is not the solution and implemented in a different way....
So - who can point me to how a custom GUI for a enety is done - instead of this here?
... But it is not the solution and implemented in a different way....
So - who can point me to how a custom GUI for a enety is done - instead of this here?
- Sat Jun 06, 2020 6:21 pm
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
Re: From one moment to another back to Version 0.17?
Great! Thank you very much! You saved my... hmmm... time? mood? This was exactly what I was looking for. Thanks :) -> more than happy! I needed to use the Account from the mods portal on the webpage, in order to see the downloads. For that reason I was not able to see them without the login before. ...
- Sat Jun 06, 2020 4:51 pm
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
Re: From one moment to another back to Version 0.17?
Hi, I can't read this in a tone other than sarcasm Sorry, this was not my intend and maybe an issue of my bad english. It was really a question how to get a version that keeps stable for a long time. And the Question - how to see in a save game the name of the needed game version? You could have sim...
- Sat Jun 06, 2020 6:30 am
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
Re: From one moment to another back to Version 0.17?
Was late at night last evening, so I could no longer answer. Tried to get the log - but it only saves the last 2 starts as it seems. So unfortunately it is long overwritten, because i started the game lots of times to try get it working. So all Logs start now with the current installed version: 0.00...
- Fri Jun 05, 2020 8:01 pm
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
Re: From one moment to another back to Version 0.17?
I have a py world - with at least 150 Mods installed. Some of them are self written. We play this world now for month in Multiplayer. For example FNEI is no longer working with latest 0.18.x. - but we have a self modified FNEI showing what items are already in stock an what not. If i update the game...
- Fri Jun 05, 2020 7:13 pm
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
Re: From one moment to another back to Version 0.17?
How can I find out the version in the save game?
Steam do not longer show the selected version so i can not find it out. was a early 0.18.x version.
Where to find the log?
Steam do not longer show the selected version so i can not find it out. was a early 0.18.x version.
Where to find the log?
- Fri Jun 05, 2020 2:08 pm
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
Re: From one moment to another back to Version 0.17?
Same on the other PC's. When I boot them, steam forces an update and killes our multiplayer version :(. Any chance to download the old version somewhere? We have reall a huge amount of mods and they are not working with oder or newer versions. We are 350 hours in this savegame and now it is broken :...
- Fri Jun 05, 2020 2:03 pm
- Forum: Technical Help
- Topic: From one moment to another back to Version 0.17?
- Replies: 13
- Views: 2962
From one moment to another back to Version 0.17?
We picked a 0.18... for a very long Multiplayer (Py) session. But today when I started Factorio it is back to 0.17.79. We can no longer load the game Also our Version we picked for this session seems no longer availible in Steam? Any chance to get our game version back? Where to find the exact game ...
- Thu Apr 23, 2020 10:40 am
- Forum: Modding help
- Topic: How to get localised string?
- Replies: 7
- Views: 1714
Re: How to get localised string?
Have a working solution - by building my own dictionary on startup with async call. Then search with this: if string.find( string.lower(stringRealName), string.lower(frame.fastfiltertext.text) ) then Only for interest, what is "more involved" then comparing the strings in this pre-build di...
- Thu Apr 23, 2020 9:59 am
- Forum: Modding help
- Topic: How to get localised string?
- Replies: 7
- Views: 1714
Re: How to get localised string?
Filtering elements in the GUI for substring search of items.
Its a custom GUI - a list with hundrets of items.
Display the name is not a problem, because the widget ist doing the translation.
But Searching for the displayed string ist hard, because you can not read this localised string anywhere.
Its a custom GUI - a list with hundrets of items.
Display the name is not a problem, because the widget ist doing the translation.
But Searching for the displayed string ist hard, because you can not read this localised string anywhere.
- Thu Apr 23, 2020 8:03 am
- Forum: Modding help
- Topic: How to get localised string?
- Replies: 7
- Views: 1714
Re: How to get localised string?
I need it in a string variable. Found no function doing this. So currently I use "local stringRealNameBool = player.request_translation(realName)" for all elements on startup and write it in "local function entities_translated(event)" in a global array. Then use this array for tr...