Search found 7 matches

by Senpai1337
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

Loewchen wrote: Fri Jun 26, 2026 11:10 pm
Senpai1337 wrote: Fri Jun 26, 2026 10:55 pm I'm able to reproduce this in 2.1.8
Fixed for the next release means the devs don't want to travel back in time to include the fix in the current release.
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 2.1.9
by Senpai1337
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 ...
by Senpai1337
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 ...
by Senpai1337
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 ...
by Senpai1337
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 ...
by Senpai1337
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 ...
by Senpai1337
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 ...

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