Search found 131 matches

by billbo99
Sat Aug 15, 2020 10:32 am
Forum: Implemented mod requests
Topic: [1.0.0] Spidertron missing prototype data
Replies: 3
Views: 1461

[1.0.0] Spidertron missing prototype data

I was looking to query Spidertron from LUA during the control.lua phase and found there is no property .guns available. If I look at `game.entity_prototypes["tank"].guns` I can see all 3x weapons available in a tank. Under `game.entity_prototypes["spidertron"]` there is no proper...
by billbo99
Fri Aug 14, 2020 12:34 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Spidertron does not show entity.speed
Replies: 9
Views: 3296

[1.0.0] Spidertron does not show entity.speed

Its possible to look at the speed of cars / tanks using the LuaEntity property .speed ... with Spiderton this value is not exposed.
by billbo99
Fri Aug 14, 2020 12:32 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Spidertron defines.inventory.xxx missing
Replies: 1
Views: 889

[1.0.0] Spidertron defines.inventory.xxx missing

There are no defines documented in the API site for Spidertron .. https://lua-api.factorio.com/latest/def ... .inventory

Bilka said to log it here ... currently defines.inventory.car_trunk appears to be working.
by billbo99
Tue Aug 11, 2020 11:25 am
Forum: Ideas and Suggestions
Topic: Feature Request - RSS Data on Mod Portal
Replies: 24
Views: 6659

Re: Feature Request - RSS Data on Mod Portal

Is there something missing in the mod portal's api? https://mods.factorio.com/api/mods?page_size=10&version=1.0 I looked at the wiki for the documentation on this API. https://wiki.factorio.com/Mod_portal_API The documentation only shows that "page / page_size / namelist" are fields t...
by billbo99
Thu Aug 06, 2020 7:19 pm
Forum: Duplicates
Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
Replies: 9
Views: 3235

Re: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world

yup same server.

Placing 10-20 rails anywhere on the map was causing update to jump to 20+
by billbo99
Thu Aug 06, 2020 7:08 pm
Forum: Duplicates
Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
Replies: 9
Views: 3235

Re: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world

I did a performance grab using Visual Studio attached is the Hot Path.
stuff
by billbo99
Thu Aug 06, 2020 7:06 pm
Forum: Duplicates
Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
Replies: 9
Views: 3235

Re: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world

On the multi-player server when someone is laying rail tracks the update count goes into the 20+. When they stop update count drops back to 6-8.
by billbo99
Tue Aug 04, 2020 11:27 am
Forum: Releases
Topic: Version 0.18.42
Replies: 28
Views: 16748

Re: Version 0.18.42

Its showing up as published in steamdb .. 18hrs ago .. build_id 5366025
<https://steamdb.info/app/427520/depots/>

I have found I need to exit and restart my steam client for it to detect an update for games sometimes.
by billbo99
Sat Aug 01, 2020 4:57 pm
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 17167

Re: Better Compression (Stacking/Boxing/Pallets) Support

I create deadlock_stacked_recipes while playing a mod pack that had speed-25 modules. We found it impossible to feed the amount of resources needed to feed an assembley machine surounded with 12 beacon. You also quickly hit the 1x craft per tick limit. As such someone suggested that we could use the...
by billbo99
Sat Aug 01, 2020 4:48 pm
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 17167

Re: Better Compression (Stacking/Boxing/Pallets) Support

I think this a difficult change to Factorio. There should be no difference in counting items. A compressed item with 20 iron ore should count as 20 iron ore and not as 1 compressed iron ore. This would solve all issues with the brocken statistics/inventory containsr. Recipes have fixed ingredients,...
by billbo99
Wed Jul 29, 2020 4:23 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Replies: 8
Views: 4954

[kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand

Pressing 'Q' to get a ghost item in hand of an item you do not have in your inventory. Pressing 'Q' a second time will not clear the hand, the ghost item will still stay in hand. The only way I found to clear the hand was to press 'Q' on a building I had in my inventory. Or pressing a number mapped ...
by billbo99
Wed Jul 29, 2020 3:48 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 18144

Re: Version 0.18.37

Think we might have a bug .. Pressing 'Q' to get a ghost item in hand, then pressing 'Q' again will not clear the hand. The ghost item will still stay in hand.
by billbo99
Fri Jul 24, 2020 10:43 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 45484

Re: Friday Facts #357 - Nuke

How does the downgrade work when there are multiple tiers in the upgrade planner.

Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
belt.PNG
belt.PNG (139.72 KiB) Viewed 14977 times
by billbo99
Fri Jul 24, 2020 10:32 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 45484

Re: Friday Facts #357 - Nuke

Question .. In the bottom video at the top of the screen there is a is a nuclear reactor. I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ? It was damaged, but not killed Thanks for the clarification, for some reason I had it in m...
by billbo99
Fri Jul 24, 2020 10:20 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 45484

Re: Friday Facts #357 - Nuke

Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.

I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
by billbo99
Sun Jun 14, 2020 10:14 pm
Forum: Won't implement
Topic: register_on_entity_inventory_changed()
Replies: 1
Views: 849

register_on_entity_inventory_changed()

In 0.18.31 .. LuaBootstrap::register_on_entity_destroyed() .. was added. I was hoping that a DEV would add .. register_on_entity_inventory_changed() .. as a means for modders that want to keep an eye on the inventory of a specific entity, instead of keep polling on Tick updates looking for changes. ...
by billbo99
Thu May 28, 2020 4:19 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 9867

Re: Version 0.18.28

FactorioBot wrote:
Thu May 28, 2020 4:13 pm
  • Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
  • Improved save/load performance of mod script data.

Does any one have a reference posts on these two changes ?
by billbo99
Tue May 26, 2020 11:54 am
Forum: Modding interface requests
Topic: LuaPlayer.open_map(position, scale, surface)
Replies: 9
Views: 2692

Re: LuaPlayer.open_map(position, scale, surface)

This feature would be helpful in Space Exploration where people are on multiple different surfaces, or with Factorissimo / Warptorio. Ideally if this could be added to the richtext support so when people click a map position and it goes to the console with [gps=x,y,surface]. The surface variable wou...
by billbo99
Fri May 15, 2020 1:47 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 26657

Re: Friday Facts #347 - New hope demo levels

I wonder how hard it would be to have the construction drones throw grenades to clear trees
by billbo99
Fri Apr 24, 2020 8:48 am
Forum: Resolved Problems and Bugs
Topic: 0.18.20 Bug with "Mod Settings"
Replies: 7
Views: 4093

Re: 0.18.20 Bug with "Mod Settings"

Out of curiosity, what is the use case for "hiding" mod settings ?

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