Nice, hope it's fixed in 2.1.9. Wasn't sure if his original message meant 2.1.8 or if it will be fixed in 2.1.9Loewchen wrote: Fri Jun 26, 2026 11:10 pmFixed for the next release means the devs don't want to travel back in time to include the fix in the current release.
Search found 7 matches
- Fri Jun 26, 2026 11:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Platform-to-platform construction requests deadlock
- Replies: 7
- Views: 1315
Re: [Klonan] [2.1.7] Platform-to-platform construction requests deadlock
- Fri Jun 26, 2026 10:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Platform-to-platform construction requests deadlock
- Replies: 7
- Views: 1315
Re: [Klonan] [2.1.7] Platform-to-platform construction requests deadlock
Thanks for the report,
This is fixed in the next release
I'm able to reproduce this in 2.1.8, but it seems to primarily happen around when another ship with provide materials to other platforms and is stuck in a "No path" state, and there are construction requests, this causes the construction ...
- Mon Dec 23, 2024 7:02 am
- Forum: Won't implement
- Topic: Ability to change PlanetPrototype.player_effects during runtime
- Replies: 4
- Views: 1707
Ability to change PlanetPrototype.player_effects during runtime
Copying the template from the ideas and suggestions area.
TL;DR
The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client.
What?
player_effects is used by space age to give Gleba ...
TL;DR
The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client.
What?
player_effects is used by space age to give Gleba ...
- Sun Aug 11, 2024 7:23 pm
- Forum: Documentation Improvement Requests
- Topic: SmokeWithTrigger duration vs animation time and cyclic
- Replies: 2
- Views: 1271
Re: SmokeWithTrigger duration vs animation time and cyclic
Would also be helpful if fade_away_duration and fade_in_duration showed some more details about how they work.
I'm assuming they fade during those, `fade_in_duration` from the first tick it's created to X tick, and `fade_away_duration` is from (last tick - X ticks) until last tick, and during those ...
I'm assuming they fade during those, `fade_in_duration` from the first tick it's created to X tick, and `fade_away_duration` is from (last tick - X ticks) until last tick, and during those ...
- Sun Aug 11, 2024 7:12 pm
- Forum: Documentation Improvement Requests
- Topic: SmokeWithTrigger duration vs animation time and cyclic
- Replies: 2
- Views: 1271
SmokeWithTrigger duration vs animation time and cyclic
Hi,
Spent too long trying to debug this, but it seems that the duration on entities 'smoke-with-trigger' gets seemingly ignored unless the cyclic property is set to true.
If you don't have cyclic set (or it's false), then the entity will expire (not get destroyed or dies, since those events never ...
Spent too long trying to debug this, but it seems that the duration on entities 'smoke-with-trigger' gets seemingly ignored unless the cyclic property is set to true.
If you don't have cyclic set (or it's false), then the entity will expire (not get destroyed or dies, since those events never ...
- Tue Apr 13, 2021 3:12 pm
- Forum: Duplicates
- Topic: [Lou][1.1.30] Desync repeatable upon recovering from a solar power outage in the morning
- Replies: 13
- Views: 9066
Re: [1.1.30] Desync repeatable upon recovering from a solar power outage in the morning
...
Edit: Upon further testing, we discovered that it does not desync when we go through power recovery in our smaller, nuclear powered north base.
What do you mean by that?
Ah, I can pitch in here since that was my factory.
From testing:
With separate power grids:
* Disconnecting ...
- Sun Apr 04, 2021 9:39 pm
- Forum: Duplicates
- Topic: [Lou][1.1.30] Desync repeatable upon recovering from a solar power outage in the morning
- Replies: 13
- Views: 9066
Re: [1.1.30] Desync repeatable upon recovering from a solar power outage in the morning
We were able to reproduce this on our server too.
* Vanilla server
* Two separate factories
* Two separate power grids
* One factory relies on solar + batteries
* Other factory relies on nuclear
At night:
1. Solar panel factory eventually drains batteries and dies at night
2. Entire factory goes ...
* Vanilla server
* Two separate factories
* Two separate power grids
* One factory relies on solar + batteries
* Other factory relies on nuclear
At night:
1. Solar panel factory eventually drains batteries and dies at night
2. Entire factory goes ...