realtime is not deterministic and therefore not possible.
You only got game ticks, and you cannot know how long a tick took to render.
In logs - maybe, and i agree this would give us a way to benchmark scripts that is not currently possible.
+1 (log realtime timestamps)
Search found 356 matches
- Sat Dec 28, 2019 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Absolute game tick/time in performance monitor log thing
- Replies: 5
- Views: 1489
- Sat Dec 28, 2019 8:35 am
- Forum: Ideas and Suggestions
- Topic: Programming
- Replies: 2
- Views: 1272
Re: Programming
You can mod factorio using lua.
https://lua-api.factorio.com/latest/index.html
https://www.lua.org/manual/5.3/manual.html
And here's an example of a "microcontroller" combinator chip mod: https://mods.factorio.com/mod/circuitchips
https://lua-api.factorio.com/latest/index.html
https://www.lua.org/manual/5.3/manual.html
And here's an example of a "microcontroller" combinator chip mod: https://mods.factorio.com/mod/circuitchips
- Sat Dec 28, 2019 8:03 am
- Forum: Outdated/Not implemented
- Topic: Enable coroutines in data phase?
- Replies: 9
- Views: 3763
Re: Enable coroutines in data phase?
wikipedia and other citations I asked for examples and proof that coroutines make certain things easier to write. Not for links to other websites that have coroutines in their examples, as this is not proof of anything. I want to see factorio lua code that is cleaner when written as a coroutine whe...
- Sat Dec 28, 2019 5:43 am
- Forum: Outdated/Not implemented
- Topic: Enable coroutines in data phase?
- Replies: 9
- Views: 3763
- Sat Dec 28, 2019 5:40 am
- Forum: Ideas and Requests For Mods
- Topic: Please make a mod to add inventory filters to chests
- Replies: 7
- Views: 2454
Re: Please make a mod
As far as i know, chests can't be setup with filters like the cargo wagons can.
You can probably achieve this with circuits and filter inserters however.
You can probably achieve this with circuits and filter inserters however.
- Fri Dec 27, 2019 2:43 pm
- Forum: Outdated/Not implemented
- Topic: Factorio on Stadia please
- Replies: 20
- Views: 7898
- Thu Dec 26, 2019 5:59 pm
- Forum: Modding help
- Topic: Detect collision with cliffs
- Replies: 12
- Views: 2381
Re: Detect collision with cliffs
Not quite that easy. ... To be honest: I don't understand the code for moving vehicles completely yet. ... getting some primitive panic mode working first, and refining it later on seems reasonable. It's never that easy, and much like a changelog we're making light of what could be days or even wee...
- Thu Dec 26, 2019 5:38 pm
- Forum: Pending
- Topic: [0.17.79] Multiplayer replay desyncs (crc fail)
- Replies: 3
- Views: 1700
Re: [0.17.79] Multiplayer replay desyncs (crc fail)
I've given this a few attempts with no success, and have looked into some of the mod code. I don't see any issues - why is it desyncing on tick 60 and not tick 0? Also made a 60 second replay with the same mods and no issue. I had a hunch that your mod settings are different from those that were in ...
- Thu Dec 26, 2019 5:15 pm
- Forum: Modding help
- Topic: Script mismatch when adding mod to existing save
- Replies: 9
- Views: 2830
- Thu Dec 26, 2019 4:12 pm
- Forum: Outdated/Not implemented
- Topic: Factorio on Stadia please
- Replies: 20
- Views: 7898
Re: Factorio on Stadia please
Small correction - server also fully simulates the game. So it does all the game processing just no graphics side. And desync happens if any of the simulations - server or clients gets different. Is true, but for all intents and purposes, the server is only running the game world so it can check fo...
- Thu Dec 26, 2019 10:16 am
- Forum: Outdated/Not implemented
- Topic: Factorio on Stadia please
- Replies: 20
- Views: 7898
Re: Factorio on Stadia please
How much of the game processing is accomplished by the server in a multiplayer game? Literally none. Zero. Nothing. 100% of the game processing happens on every game client in syncronization with eachother. Each and every tick will always have the same result, and end in the same state. If it doesn...
- Wed Dec 25, 2019 11:55 pm
- Forum: Technical Help
- Topic: Game has trouble with not having focus
- Replies: 1
- Views: 735
Re: Game has trouble with not having focus
turn that on
- Wed Dec 25, 2019 11:52 pm
- Forum: Duplicates
- Topic: [0.17.79] I demand a refund!
- Replies: 0
- Views: 673
[0.17.79] I demand a refund!
That satellite was so expensive :'( https://i.gyazo.com/2e697339e3c928304a0db7aeeb6672bd.mp4 Or it would have been had i not done this with /editor to showcase the issue. The loss also happens when the recipe is swapped. This seems related: https://forums.factorio.com/viewtopic.php?f=11&t=23274 ...
- Wed Dec 25, 2019 11:19 pm
- Forum: Ideas and Suggestions
- Topic: remember servers connected
- Replies: 4
- Views: 1589
Re: history
+1 server history or riot
- Wed Dec 25, 2019 11:17 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6287
Re: [MOD 0.17] Picklocks Inserter
found a typo; "if debug then"... always returns true, debug is a special lua library / keyword. This appears twice in your control.lua https://www.lua.org/pil/23.html Also, why do you need to hook on_player_crafted_item at all? It seems you are doing this just to be buggy for the sake of b...
- Wed Dec 25, 2019 11:00 pm
- Forum: Questions, reviews and ratings
- Topic: Mod suggestion - reverse vehicle sound
- Replies: 1
- Views: 1011
Re: Mod suggestion - reverse vehicle sound
real cars sound different when reversing too.
+1 reverse vehicle sound or riot
+1 reverse vehicle sound or riot
- Wed Dec 25, 2019 10:51 pm
- Forum: Modding help
- Topic: Detect collision with cliffs
- Replies: 12
- Views: 2381
Re: Detect collision with cliffs
The whole panic mode thing seems a bit strange to me, but in any case. I'm glad you've already checked the damaged event, because that was my first thought as well. There is no reliable or "clean" method to detect this. There are a few options, but most of them are bad. Line intersections ...
- Wed Dec 25, 2019 5:58 pm
- Forum: Modding help
- Topic: Script mismatch when adding mod to existing save
- Replies: 9
- Views: 2830
Re: Script mismatch when adding mod to existing save
If you've touched the base game files, e.g. those in steamapps/common/Factorio/data/base/ or date/core/ then it's possible you have inadvertently edited the base game files causing checksum mismatch (on level.dat - not your mods files) Same goes on the other end - something on the server may be alte...
- Wed Dec 25, 2019 5:54 pm
- Forum: Modding help
- Topic: Detect collision with cliffs
- Replies: 12
- Views: 2381
Re: Detect collision with cliffs
What's wrong with the pathfinder that's built in to factorio?
https://lua-api.factorio.com/latest/Lua ... quest_path
https://lua-api.factorio.com/latest/Lua ... quest_path
- Wed Dec 25, 2019 5:32 pm
- Forum: Not a bug
- Topic: [0.17.66] underground assembly line - iron supply interrupted
- Replies: 5
- Views: 2077
Re: [0.17.66] underground assembly line - iron supply interrupted
Steps to reproduce: https://i.gyazo.com/9ff549f008a0c4782cb7f87fe3f1b88c.mp4 OR: https://i.gyazo.com/45892f6d336e4e58c593164ca516c173.mp4 Also, in the OP screenshot, it is likely there are other items in that underground that you can't see, because i can see there's iron on that line and an inserter...