Search found 410 matches

by y.petremann
Fri Mar 10, 2017 8:20 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 38636

Re: Friday Facts #181 - Calm before the storm

For keys send like that, I think that a tagging system would be great : The youtuber ask you for a steam key, through the youtube mp system, you give them one. This key is not a normal one, this is a press version, this version has some differences : When adding factorio on steam, it would be named ...
by y.petremann
Sun Feb 26, 2017 4:23 am
Forum: Texture Packs
Topic: [Submission] Idiocracy Toilet pump
Replies: 2
Views: 4276

Re: [Submission] Idiocracy Toilet pump

The reason your game cuts the top is because it doesn't updated the crop-cache for this texture, you simply need to remove the crop-cache file in factorio folder
by y.petremann
Fri Feb 24, 2017 9:51 am
Forum: Not a bug
Topic: [0.14.22] get_control_behavior() bad performance
Replies: 12
Views: 2852

Re: [0.14.22] get_control_behavior() bad performance

Yep, that's Lua for you. There's nothing special about that method other than your calling it a ton, it involves a ton of small strings and tables, and it's Lua. There's nothing I can do about that - it's working as fast as it can. The thing is that for the mod that use them, it needs to read them ...
by y.petremann
Fri Feb 24, 2017 3:41 am
Forum: Not a bug
Topic: [0.14.22] get_control_behavior() bad performance
Replies: 12
Views: 2852

Re: [0.14.22] get_control_behavior() bad performance

Yeah, I've seen the same issues, especially with recursive blueprints (https://github.com/justarandomgeek/factorio-bad-chest/issues/3). I'd love there to be a way to react to signals on every tick without bogging down performance. The only way I've found for now is indexing only what we need and pu...
by y.petremann
Fri Feb 24, 2017 2:27 am
Forum: Not a bug
Topic: [0.14.22] get_control_behavior() bad performance
Replies: 12
Views: 2852

[0.14.22] get_control_behavior() bad performance

In order to create a mod that add programming I used constant combinators as the main entity that hold value and instructions, for it to work I need to read and write on them each ticks, when we start having a lot of them (30 entities) it start lagging, the culprit seems to be the get_control_behavi...
by y.petremann
Wed Feb 22, 2017 5:45 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 538622

Re: [MOD 0.14] AAI Programmable Vehicles

I've managed to make my first Programmable Controller setup controlling AAI

Basically this :
Image
Replace that :
Image

You can look at the thread here
by y.petremann
Wed Feb 22, 2017 5:42 pm
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29788

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

Hey, I've good news for you ! I've uploaded a beta version of the new version of programmable controllers, why ? Because for now it's incomplete, but you can play with some functions just to look a bit. programmable-controllers_0.14.0.zip I've managed to make a specific system in factorio and this i...
by y.petremann
Sat Feb 18, 2017 3:49 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 23711

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

Ideally it'd activate the matching mods (and deactivate others, unless maybe harmless things like graphics only?) when joining server without restart of game. And download mods you don't have from the server automatically. And manage multiple versions of mods if needed. And if mod has error, no too...
by y.petremann
Fri Feb 17, 2017 7:21 pm
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 23711

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

How exactly mini tutorials would works ? Will it be a mini scenario that pops out of the original world, like on a temporary subsurface ? Will it be a complete mini scenario that ask to save, play this one then after reload the first world ? Will it be like those explanations of inserters and steam ...
by y.petremann
Thu Feb 16, 2017 4:58 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29788

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

Here the first program I've done yet:
A basic second clock
A basic second clock
clock.png (69.12 KiB) Viewed 13153 times
by y.petremann
Wed Feb 15, 2017 10:59 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 52532

Re: Friday Facts #177 - Difficulty settings

Alien artifacts being removed? Yet they just got a new icon! I think that there might've been a communication error there. I think they got their new icon BECAUSE they're being removed. Otherwise the icon would have been wasted entirely. Looks more like scales than artifacts, though. Why do people ...
by y.petremann
Tue Feb 14, 2017 7:57 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29788

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

Here a quick update on where I am on the update of this mod : Firstly, enjoy the new graphics : factorio.png If anybody would like to make icon corresponding to each computer module it would be great, for now I only have a chip with the name on them, but I really appreciate something that looks like...
by y.petremann
Sun Feb 12, 2017 8:07 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 52532

Re: Friday Facts #177 - Difficulty settings

For those which complain about time ... I have a diferent aproach ... I consider the dev releasing 0.15 in june, so it's not really frustrating, (unless they release it after june), and the sooner is simply the better ... but also the bigger is the better ... Dev take your time to make this game gre...
by y.petremann
Fri Feb 10, 2017 7:22 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 52532

Re: Friday Facts #177 - Difficulty settings

To sum up some idea for this gui : min/max range sliders would be preferable over two sliders, it avoid duplicate lines, save some space and is intuitive range map settings would be preferable, but I think it should get a dropdown button just after the range to choose common values like itnis now ma...
by y.petremann
Wed Feb 08, 2017 2:22 pm
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34658

Re: Friday Facts #174 - Mod gui

If you want, there is this mod that automaticaly hide minimap when looking at logistic chest
https://mods.factorio.com/mods/daniel34 ... p-autohide
by y.petremann
Sat Jan 21, 2017 4:13 am
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34658

Re: Friday Facts #174 - Mod gui

Almost all gui are either a informative one the client could hold, a sensitive one the server could handle in conjunction with the client side one, and the other scripts with are common to client and server. client side control could be naned : control-client.lua server side control could be naned ...
by y.petremann
Fri Jan 20, 2017 10:24 pm
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34658

Re: Friday Facts #174 - Mod gui

Also if this is a simple optional lua file, could you provide it for modders somewhere, so they could update to this system asap in 0.14 and use it in 0.15 natively ?
by y.petremann
Fri Jan 20, 2017 10:21 pm
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34658

Re: Friday Facts #174 - Mod gui

Plss make the mod-gui scenario friendly, it would help my server allot! It would also be cool if there was a way to make server side and client side code and the communication between the client and the server. Take for instance garry's mod it has client and server side code and a way to communicat...
by y.petremann
Thu Jan 19, 2017 4:44 am
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 36592

Re: Friday Facts #150 - New Terrain Experiments

Late but still interesting, some biomes could modify the chance of having bitters, if they don't like too cold or too hot biomes, they could not naturely spawn in them. If we get wind turbines, they could be more efficient in cold terrain. Sulfuric terrain could be desertic with less resources and c...
by y.petremann
Thu Dec 29, 2016 10:53 pm
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29788

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

My interest is mainly because this is the kind of mods I want to see working ...

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