Search found 410 matches

by y.petremann
Thu May 25, 2017 4:33 pm
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

Also, I think I will make a temporary release once all current instructions are functionnal before the split between core and instruction sets mods.
by y.petremann
Thu May 25, 2017 4:25 pm
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

I will write how I understand the plan, because I'm not sure I get it right. If I don't, then I will write this as suggestions because it sounds really useful and really cool. Each CPU is handled individually. They are executed one at a time (Factorio is single threaded), but each has unique regist...
by y.petremann
Wed May 24, 2017 11:17 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 206462

Re: [MOD 0.13] Black Market (sell and buy on the market)

This mod is way too imbalanced and mainly for one reason, it bypasses research. Can you please add this as an option? Yeah this is true, the only way I found to balance this is to add a drastic cost if recipes are not availables, maybe a fee of 10% the cost of what is needed to research the techs n...
by y.petremann
Wed May 24, 2017 11:12 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

I think I will wait for the next version. I figured out how to create a loop, but that's about it. I suspect it could be due to having a mismatch between icon, text and functionality, which really hurts the ability to do anything useful. Each device have exactly 16 memory slots, memory slot get add...
by y.petremann
Tue May 23, 2017 8:41 pm
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

My next step is to make a program, which does the very same thing. I have come as far as setting up input/output for circuit network, a memory and a CPU. The plan is: read input signal add together with int from memory write result to the same address in memory write result to output loop (presumab...
by y.petremann
Tue May 23, 2017 5:09 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.15.13] Weird behaviour on heat pipes on entities.
Replies: 5
Views: 2038

[Kovarex] [0.15.13] Weird behaviour on heat pipes on entities.

Following this bug report and trying to make some heat entities (including furnace): https://forums.factorio.com/viewtopic.php?t=47524 I've found that : An aditionnal bar is displayed but never fill, modules icons goes over that bar and temperature display. If you place the heat pipe before the enti...
by y.petremann
Wed May 03, 2017 9:04 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 206462

Re: [MOD 0.13] Black Market (sell and buy on the market)

An interesting thing would be a market combinator, it would simply return market price of each item and update when price update.
Ucoin would return the player balance.
by y.petremann
Wed May 03, 2017 12:11 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

i must ask, this is built to ack like assembly language right, if so what chip set is it base on, as i dont know it, it good to know, i rewrote the instructions to ack more like pic chip set for me, ie value can only be edit in the register and memory can only be move in and out of register by the ...
by y.petremann
Tue May 02, 2017 8:41 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

i must ask, this is built to ack like assembly language right, if so what chip set is it base on, as i dont know it, it good to know, i rewrote the instructions to ack more like pic chip set for me, ie value can only be edit in the register and memory can only be move in and out of register by the ...
by y.petremann
Wed Apr 26, 2017 10:25 pm
Forum: Duplicates
Topic: 0.15.1 Station doesnt read fluids
Replies: 6
Views: 4811

Re: [0.15.1]Fluid not used for signals and inactivity for trains

Simple fact, It's actually not possible to read fluid values where items can be correctly read at the train stop. Also loading and unloading fluids is not taken in account like an activity, so the train ignore that. Reading fluids from a fluidbox is even easier than using inventory.get_content(). S...
by y.petremann
Wed Apr 26, 2017 7:20 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29789

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

y.petremann are you still working on this as i wood like to have an update please if your not i wood like to update if for you :) + i did found some bugs but i fix them ++ your texturs for 4E and 4F is wrong just to let you know Just for information, the mod is not dead, You can submit your own ide...
by y.petremann
Tue Apr 25, 2017 9:38 am
Forum: Duplicates
Topic: 0.15.1 Station doesnt read fluids
Replies: 6
Views: 4811

[0.15.1]Fluid not used for signals and inactivity for trains

Merged with existing Bug report --daniel34

Simple fact, It's actually not possible to read fluid values where items can be correctly read at the train stop. Also loading and unloading fluids is not taken in account like an activity, so the train ignore that.
by y.petremann
Mon Apr 24, 2017 11:12 pm
Forum: Won't fix.
Topic: [0.15.1]Rail remnants don't have ends, stone of rail ends ov
Replies: 1
Views: 1037

[0.15.1]Rail remnants don't have ends, stone of rail ends ov

As seen in the image bellow, we can see that: Rail remnants don't have stone part of rail endings, thus making the rail stopping like in old versions. Rail ending stone part overlap over rail remnants My proposed solution would be to separate the stone part of rail endings from rail endings and to a...
by y.petremann
Fri Apr 21, 2017 11:27 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 143866

Re: Friday Facts #187 - Space science & 0.15 graphics

I definitely see that somes will try to adapt the Gotlag Reactors mecanism on 0.15 reactors, mainly core overheating and melting since almost everything else is actually there, or maybe core overheating is already there ...
by y.petremann
Fri Apr 07, 2017 3:05 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 49142

Re: Friday Facts #185 - Progress report

Welcome Ernestas

Nightvision is 20% cooler
by y.petremann
Thu Apr 06, 2017 2:32 am
Forum: Modding discussion
Topic: 0.15 modding related changelog as of March 6, 2017
Replies: 38
Views: 13524

Re: 0.15 modding related changelog as of March 6, 2017

Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
Does that mean that we can have counter clockwise rotation ? You should implement it before anybody complain ...
by y.petremann
Mon Apr 03, 2017 4:39 am
Forum: Modding discussion
Topic: [Short article] Can X-Ypoint be described by only one coord?
Replies: 12
Views: 6973

Re: [Short article] Can X-Ypoint be described by only one coord?

On my case I've done some rewrite to test, firstly I decided to work on already existing table and overwriting it,this permit to have a lot of test without suffering memory problems, also all function are referenced in a table but that don't affect profiling performance. ----------------------------...
by y.petremann
Sun Apr 02, 2017 3:15 am
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42986

Re: Friday Facts #184 - Five years of Factorio

Hey, one thing bthathas been kept are fish, the item looks the same
by y.petremann
Fri Mar 31, 2017 10:05 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42986

Re: Friday Facts #184 - Five years of Factorio

Three thingsnthat would be interesting : - Throught lua api or prototype, adding custom permission that can be checked from lua api - Being able to set permission about group effect : is the player able to interact with his constructions (rude), same force, allied forces, neutral forces and enemy fo...
by y.petremann
Fri Mar 17, 2017 6:19 pm
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 42911

Re: Friday Facts #182 - Optimizations, always more optimizations

The fact about the buggy cargo wagon is not something players do, but as the game is multiplayer, some peoples want to annoy others and see some server crashing. Having trains that can't be moved, removed or destroyed in some important place for the players can be really anoying. Imagine you have a ...

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