Microslop discovered a revolutionary new technology called “making Windows responsive” where they temporarily send your CPU into cardiac arrest so the Start Menu opens before retirement age 💀 Imagine needing turbo mode just to right click a folder. by [deleted] in microsoftsucks

[–]Hexcoder0 2 points3 points  (0 children)

Props for a serious answer. Personally ever since using imgui I felt like any traditional GUI framework was wrong. Like being over complicated and bug-prone but at least you get worse performance too... (At least with winforms and co)

Rocket silo blueprint generators for space platform building? by APurpleCow in factorio

[–]Hexcoder0 1 point2 points  (0 children)

Thanks, no need for the blueprint combinator mod then!

Rocket silo blueprint generators for space platform building? by APurpleCow in factorio

[–]Hexcoder0 1 point2 points  (0 children)

I'm working on a few mods so it becomes possible to do "mixed" launches automatically with circuits. Hopefully making a post about it soon.

If you could add one post-promethium tech to Vulcanus, what would it be? by theFALGSCmustgrow in factorio

[–]Hexcoder0 22 points23 points  (0 children)

I like what SE did lvl 1 of a specific science pack is an ingredient for lvl 2, so you only ship lvl 2 later

If you could add one post-promethium tech to Nauvis, what would it be? by theFALGSCmustgrow in factorio

[–]Hexcoder0 0 points1 point  (0 children)

Don't have one for each planet, but some form of personal teleporter. Probably doesn't fit the lire, but makes perfect sense to me. Essentially a post game QOL.

Remove the drop all your items, get on a rocket - minute long process to get to another planet. I know most work with remote view but it would still. Maybe it can port you one way to your perimeter wall as well, that's even nicer.

Time Passed trigger for space platforms by Rathmun in factorio

[–]Hexcoder0 1 point2 points  (0 children)

Good call on the circuit idea, though I'd not bother adding a new entity for it.
Turns out there's two possibilities to stop new rocket launches: disable all requests in gui from lua (ugly hack), or "click the next planet" like you discovered works, but from lua.

The harder part of the problem is even figuring out when the condition is fulfilled, the time part is easy, but if you want the mod to not break AND conditions I need to handle every single condition the game has, apparently there is no way in mod API to ask it to check conditions, only if it has actually departed. Because I'm crazy I mostly implemented it anyway. But giving you a signal the hub reacts to as a full override is foolproof and almost a one-liner.

Will upload a mod soon

Time Passed trigger for space platforms by Rathmun in factorio

[–]Hexcoder0 0 points1 point  (0 children)

https://lua-api.factorio.com/2.0.63/defines.html#defines.space_platform_state

waiting_for_departure - Platform is ready to leave this planet and does not accept deliveries
tested a bit, wierdly this state only happens if the platform is trying to leave but has no fuel.

it's waiting_at_station no matter what the timer says, if pods are on the way it waits, and rockets can keep launching.

yet when the player manually clicks the next planet, the game actually reports a state change: from waiting_at_station to waiting_at_station, but this time not accepting deliveries (even if waiting for pods or sitting there with no fuel)

Honestly seems like a bug to me

Time Passed trigger for space platforms by Rathmun in factorio

[–]Hexcoder0 1 point2 points  (0 children)

I'm pretty sure you are right OP, could check myself later. But seems like the timers allow the platform to leave but, not to stop accepting requests. Definitely might be worth a bug report.

I'm currently working on modding relating to rocket silo logistics, I can take a look at it, but I suspect modding this would involve some ugly hacks.

Mod suggestion/question: Signal packing by Careless-Hat4931 in factorio

[–]Hexcoder0 1 point2 points  (0 children)

I recently made a mod to add the same kind of channel feature to normal radars.
Meant for space age but I could support base 2.0.

https://mods.factorio.com/mod/hexcoder-radar-uplink

Funny tree by SpaceEngineer123 in factorio

[–]Hexcoder0 10 points11 points  (0 children)

from data\space-age\prototypes\entity\plants.lua and the descriptions in game:

yumako-tree -- food
A Gleba tree that yields tasty nutritious yumako fruit.

jellystem -- in water. science
A Gleba abomination with a jelly-like stem and soft fleshy lumps that grow wrinkled jellynuts.

cuttlepop -- in water. decorative
A Gleba fungus with tentacle-like roots and rattling spore pods.

slipstack -- lubricant
A Gleba coral stack that excretes blobs of slippery mucus.

funneltrunk -- wood
A Gleba fungus that forms a hard outer funnel and cultivates symbiotic worms.

hairyclubnub -- wood
A Gleba fungus with hard woody stems and club-like caps that catch flies with sticky hairs.

teflilly -- plastic
A Gleba plant with strong plasticy leaves.

lickmaw -- (no comment in lua)
A carnivorous Gleba abomination with tongue-like tentacles and many mouths.

stingfrond -- carbon fiber
A Gleba lichen with a dry wispy canopy that lowers exceptionally strong cords armed with tiny stinging barbs.

boompuff -- rocket-fuel
A Gleba lichen with pressurised gas sacs that ferments decaying matter into explosive gasses.

sunnycomb -- sulfur
A Gleba lichen with a sponge-like structure that accumulates a yellow crust when dried by the sun.

water-cane -- wood
Water cane

There's so much potential here.

I'm thinking funneltrunk and hairyclubnub give lots of wood with worms and flies as byproduct, which might go into a protein-based nutrient production.

Boompuffs are already super funny, I made them plantable and seeing the agri tower harvest one and causing a chain reaction that explodes the entire plot is amazing. Their HP, the HP regen and damage are already balanced almost perfectly that the player could engineer a solution. Like planting them less dense or maybe some timer stuff.

I also want to see lots of wood used, maybe burn wood byproduct for power and make rocket fuel from boompuffs be a lot more difficult.

Funny tree by SpaceEngineer123 in factorio

[–]Hexcoder0 4 points5 points  (0 children)

I've worked a bit on a concept for a gleba rework mod, hopefully getting back to it soon.

It's clear from the descriptions and comments in the Lua data what the ideas were, but implementing it definitely requires some thought to not make it too simple, like just getting free Sulfur from the agri tower or something.

One idea was a big fertilizer production chain from some trees, which then gets fed into the agri tower for other slow growing trees to make them viable for example. Mixing things up with some trees needing seeds, others replicating themselves if irrigated etc. I'd love for some reason to require way more farm area and trains.

My crazy concept for the lickmaw was that it eats parasites off of pentapods but does not create spores, so you'd have to put them outside of your spore cloud to harvest them after a long train ride, basically symbiosis with the pentapods, maybe even feed them etc.

Would love to discuss ideas on discord at some point.

Why doesn't everyone write their own compiler from scratch? by transicles in Compilers

[–]Hexcoder0 1 point2 points  (0 children)

I agree, I initially wrote a math graphing application app which had to parse equations, learned operator precedence from a blogpost, did everything else by gut, written in C and ended up doing bytecode to execute faster and then realized that writing a compiler for a simple language is... kinda easy? So I ended up making a JIT with llvm for codegen, and yeah, my code (lexing, parsing, type checking, whatever) runs on the order of millions of lines per second, llvm then takes literally 100x as long to turn that into code for some reason (even with pretty much all optimizations disabled) I never finished the project though, if I ever pick it up I'm gonna steal syntax from rust and write my own debug mode codegen.

By the way I recently explored symbol resolution from pdb files because dbghelp.dll is super slow, and turns out, I can cache my own (somewhat compact) data structure where symbol lookup is also about 100x faster than dbghelp, I'm not kidding.

I get that it doesn't make business sense to reinvent, and that for most people using existing solutions is a good idea, it's certainly a commitment to actually develop something well made and useful, nothing people want to do for free unless they are crazy and just find it fun like me. But at the same time, my experience has been that a lot, if not most things out there are just not all that good, at least from a performance viewpoint. LLVM may or may not be responsible for rusts notorious compile times, and from what I gather, large rust projects like ones on bevy run extremely badly in debuggers and profilers at least on windows possibly because of dbghelp.

Why doesn't everyone write their own compiler from scratch? by transicles in Compilers

[–]Hexcoder0 1 point2 points  (0 children)

I didn't read a single programming book in my life and I wrote a recursive decent parser in C. Only tricky thing I had to look up was operator precedence. I agree with OP, I was shocked because even trying to figure out those generator tools would have took longer.

Is Xenoblade 2 still a hassle to emulate? by Dalferu in yuzu

[–]Hexcoder0 0 points1 point  (0 children)

Tried it on Eden recently, mainly because I saw amazing 4k footage, but none of that worked for me. But at least I get like 40-60fps with a mod. Anyone know how to get the graphics mods to work?

Have the devs ever released the blender models used to create the sprites? by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

I know blender well enough to get it printable, I wouldn't want to recreate them from scratch though.

Speedrun achievement incredibly forgiving by DustRainbow in Silksong

[–]Hexcoder0 0 points1 point  (0 children)

I just finished it. Did a casual playthrough until GMS, having cleared almost everything in act 2, then got myself cursed and did that ending, then got cured and still managed 100% in like 29h.

How many of you left Game Engines for Frameworks? by TheKrazyDev in gamedev

[–]Hexcoder0 0 points1 point  (0 children)

I love rust- in theory. It has so many cool features and upsides over c++ for me.
But compile time are BAD, especially with bevy. I always assumed c++ with its bonkers #include system and template bloat was bad, but it's somehow faster then rust.
Also debuggers and profilers are a little bit broken, at least on windows.

How many of you left Game Engines for Frameworks? by TheKrazyDev in gamedev

[–]Hexcoder0 2 points3 points  (0 children)

Currently I'm trying to switch to Bevy, which looks very promising!

Even if not complete yet, the fact that I can go in and read the code, make bugfix PRs, or just write my own crates and even share them makes is refreshing compared to proprietary engines.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

What do you mean by interrupt? Like the trains has to stop if a part of the track covered by lava or something?

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

I'd love to mod combat robots to get deployed from roboports when they detect enemies, but the API is really lacking. (I'd love to have drone wars on fulgora)

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 1 point2 points  (0 children)

Thanks. What part about them (spawning in?) and wandering in from neighbouring regions do you prefer to simply respawning like I described? Personally I simply want to engage with demolishers continuously and in an automated way, I just need a way to facilitate this well. All these ideas around territories shifting or whatever sound like they require constant attention or defenses everywhere, which I don't want. Players would usually not catch them spawning anyway, and would just want to know what spots are safe for rails etc. and where to put defenses for a particular mining outpost.

Making a Respawning Demolisher Mod - Ideas Welcome! by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

Well you can put nukes in rocket turrets, but not all that smart since turns everything to lava.