Search found 12 matches
- Fri May 03, 2024 6:32 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 160
- Views: 17407
Re: Friday Facts #409 - Diminishing beacons
So far, the changes you've been making have been fundamentally additive to the base game. This one makes breaking changes to existing game mechanics. You're smart people, so I'm sure you realized this, but I'd be really curious to hear a bit more about why you still felt it was worth boiling this o...
- Fri May 03, 2024 6:23 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 160
- Views: 17407
Re: Friday Facts #409 - Diminishing beacons
A couple of thoughts after reading the FFF, both inspired by imagined "real world" mechanics โ sounds like you already have a solution you're satisfied with for the expansion, but maybe mod support could be added/improved for these: I wonder if having beacons have a circular area of effect...
- Wed Apr 10, 2024 6:49 am
- Forum: Ideas and Suggestions
- Topic: Direct transfer between vehicle and entity
- Replies: 0
- Views: 149
Direct transfer between vehicle and entity
TL;DR When the player character is in a vehicle and selects an entity with inventory, allow transferring directly between the vehicle and entity. What? There might be alternate ways to do this, but when the player is in a vehicle and clicks something like a chest, instead of always showing the char...
- Sat Oct 14, 2023 12:31 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31136
Re: Friday Facts #380 - Remote view
One feature request for remote/map view: currently opening the map centers it on the player's current location. This makes remote editing very tedious, as you have to pan/zoom the map back every time you switch back to your player for whatever reason. Please let the remote/map view remember the las...
- Mon Oct 02, 2023 8:12 am
- Forum: Minor issues
- Topic: [1.1.91] Lua sequences with 1-2 million elements excessively slow (integer hash collisions)
- Replies: 4
- Views: 955
Re: [1.1.91] Lua sequences with 1-2 million elements excessively slow (integer hashing)
Not sure what the meaning of this is, but you are linking to two different hash functions. The one you linked for original Lua is inside a LUA_IEEE754TRICK define. Here is the same one as linked for Factorio-Lua: https://github.com/lua/lua/blob/v5.2.1/llimits.h#L284-L286 Edit: The removal of that L...
- Mon Oct 02, 2023 6:45 am
- Forum: Minor issues
- Topic: [1.1.91] Lua sequences with 1-2 million elements excessively slow (integer hash collisions)
- Replies: 4
- Views: 955
Re: [1.1.91] Lua sequences with 1-2 million elements excessively slow (integer hashing)
I don't know if this is a known issue but I couldn't find anything about it. I'm not expecting this to be a very high-priority issue to address given how many mods there are that apparently haven't encountered it, but I thought it was interesting to investigate, and I wanted to write up my findings ...
- Mon Oct 02, 2023 6:28 am
- Forum: Minor issues
- Topic: [1.1.91] Lua sequences with 1-2 million elements excessively slow (integer hash collisions)
- Replies: 4
- Views: 955
[1.1.91] Lua sequences with 1-2 million elements excessively slow (integer hash collisions)
Problem I have been working on a mod that renders a bitmap image in-memory based on the game map to a table before writing it out to a file. While performance was slow but acceptable with smaller image (and therefore table) sizes, I found that after adding 1049600 entries to a table, the next entry...
- Mon Sep 25, 2023 10:38 pm
- Forum: Show your Creations
- Topic: Generated landmine blueprints
- Replies: 2
- Views: 1176
Re: Generated landmine blueprints
Landmine implementation details As I was experimenting with circle packing I realized I could find the landmine dimensions using the easier but less fun method - look at the game's lua code. entities.lua lists a land-mine collision box as [-.4,-.4] to [.4,.4]. Of course that doesn't square with my ...
- Sun Sep 24, 2023 10:25 pm
- Forum: Off topic
- Topic: Craptorio - a Factorio de-make for the TIC80 console (Play now!)
- Replies: 17
- Views: 5729
Re: Craptorio - a Factorio de-make for the TIC80 console (Play-test now!)
You can now play Craptorio in your browser here: https://tic80.com/play?cart=3551 Awesome! This definitely makes it a lot easier to check out. I was surprised that I couldn't find a way to use the downloaded cartridge on https://tic80.com/create without having to download and run the player applica...
- Sat Sep 23, 2023 7:38 pm
- Forum: Minor issues
- Topic: [1.1.91] Floating point precision loss with some Blueprint string fields
- Replies: 3
- Views: 739
Re: [1.1.91] Floating point precision loss with some Blueprint string fields
In 2.0 we added support for 64 bit integer types (signed and unsigned) so the logic that converts the string version to the PropertyTree could theoretically convert to the integer types with some extra logic. Does this mean a Lua runtime upgrade to 5.3 or later in 2.0 to be able to interact with th...
- Fri Sep 22, 2023 8:18 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 50892
Re: Friday Facts #377 - New new rails
the code of the rail system accumulated some technical debt over time, like: Hard-coded connectivity rules Hard-coded rail planner logic Curved rail being the only entity with multiple bounding boxes Diagonal rails had front and back signal positions overlapping I know that these are generally engi...
- Wed Jan 18, 2023 6:35 am
- Forum: Ideas and Suggestions
- Topic: Back button on Trains interface
- Replies: 6
- Views: 1551
Re: Back button on Trains interface
I have the same complaint โย doing anything related to multiple trains or stations with the same schedule/name through the Trains interface takes a lot of extra time because of the necessity of having to re-navigate to the same part of the UI over and over. A back button would help, but the minor imp...