Search found 14 matches

by Gegell
Sun Jun 01, 2025 2:07 pm
Forum: Duplicates
Topic: [2.0.54] Spidertrons won't restock ammo slots from trunk items
Replies: 1
Views: 309

[2.0.54] Spidertrons won't restock ammo slots from trunk items

Expectation : In previous versions spidertrons automatically restocked their ammunition slots with more from their trunks.
Bug : It appears it no longer refills the ammo slots from the items in the trunk.

Additional info :

This happens regardless on whether there is a driver present or not ...
by Gegell
Sun Apr 06, 2025 12:16 am
Forum: Assigned
Topic: [Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Replies: 11
Views: 1570

Re: [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator


Sorry, I'm pretty sure it was fixed in that it *doesn't* wrap, but clamps to the best acceptable value.


For constant combinators the behavior is still wrapping, so the original bug that there is a discrepancy between input methods between the different combinators is definitely still standing ...
by Gegell
Sat Apr 05, 2025 3:17 pm
Forum: Assigned
Topic: [Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Replies: 11
Views: 1570

Re: [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator


Does this still happen on the latest release? I believe there were several cases like this fixed at some point.


Yup, I just tried it in 2.0.43 and it still happens. As far as I can tell the following input fields have this behavior:


Decider combinator: Both the constant you compare with ...
by Gegell
Thu Mar 06, 2025 12:36 pm
Forum: Assigned
Topic: [Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Replies: 11
Views: 1570

Re: [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator



That there's a difference between base10 and base16 behavior is the real problem. In other words, if they clamped it to positives on all three combinators--while now consistent--would be incorrect as it forces a user to use base10 for negative numbers.

FYI, you can just use sign in base16 as ...
by Gegell
Fri Nov 22, 2024 2:41 pm
Forum: Assigned
Topic: [Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Replies: 11
Views: 1570

Re: [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator

That there's a difference between base10 and base16 behavior is the real problem.

I do not believe that there being a difference in behavior for the different bases is an issue. As robot256 said, either behavior can be useful depending on the context you use it in. Think of the following 2 ...
by Gegell
Thu Nov 21, 2024 12:26 pm
Forum: Assigned
Topic: [Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Replies: 11
Views: 1570

[Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator

When setting the values for signals in constant combinators using the new 0x prefix it works as I'd expect (as in all 32 bits are set to the entered value). The same does not occur when setting the constant value in arithmetic / decider combinators.
If I try to set the constant to a value which ...
by Gegell
Thu Oct 31, 2024 3:04 pm
Forum: Minor issues
Topic: [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Replies: 3
Views: 1053

[2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)

factorio-stacked-item-wrong-render-order.png

A belt which has items stacked up to maximum capacity (e.g. 4 in this case) will render the items on the belt behind underground pipes instead of infront, when the belt is routed 1 tile below the pipes. Happens regardless of which belt type is used.
It ...
by Gegell
Fri Oct 25, 2024 12:35 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.10] Factoriopedia panel closes when opened from machine GUI when machine is modified
Replies: 1
Views: 1293

[Rseding91] [2.0.10] Factoriopedia panel closes when opened from machine GUI when machine is modified

What did you do?
In multiplayer whenever we are simultaneously designing factories I like to use (Alt+Left Click) to open the factoriopedia page for the recipe, from within a assembling machine. While it's open, the assembler gets deconstructed. The same also happens when opening it from the GUI of ...
by Gegell
Fri May 19, 2017 10:50 pm
Forum: Not a bug
Topic: [0.15.12] Train GUI opens on default key binding in Map View
Replies: 1
Views: 1028

[0.15.12] Train GUI opens on default key binding in Map View

I have changed the "Open object's GUI" keybinding to the right mouse button. In the normal view the trains GUI can only be opened by the right mouse button as expected. However in the map view (zoomed out enough for the radars not to take effect) it opens only over the default keybinding (left mouse ...
by Gegell
Sat Aug 06, 2016 2:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.13] Accumulator research tiered
Replies: 2
Views: 2073

Re: [0.13.13] Accumulator research tiered

Well i think it is supposed to be only the one research as it is currently.
This is what the is inside the technology.lua:
{
type = "technology",
name = "electric-energy-accumulators-1",
icon = "__base__/graphics/technology/electric-energy-acumulators.png",
effects =
{
{
type = "unlock ...
by Gegell
Sun Jul 31, 2016 9:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.13] Accumulator research tiered
Replies: 2
Views: 2073

[0.13.13] Accumulator research tiered

The accumulator research is marked as tiered, but there is only tier one, as seen here.

It's defenitly (not) game-breaking ;D
by Gegell
Sat Apr 09, 2016 12:05 am
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 153004

Re: Your Logistic Robots Are Broken! [Forum Game]

Your logistic bots bring you your requested barrels, but as your about to grab them they start rolling away and drop in to nearby water where their out of your reach because there are no boats.

I want my logistic bots to bring me my stored bluepints.
by Gegell
Thu Apr 07, 2016 5:29 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 196746

Re: Random Word Association Game

Wierd Letters
by Gegell
Thu Apr 07, 2016 5:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [kovarex] Wrong coal icon for bots in detailed mode
Replies: 1
Views: 2449

[0.12.30] [kovarex] Wrong coal icon for bots in detailed mode

Hey,

As you might know the coal icon in this game has two different variants. One just the normal coal that you see on the belts and in the chests, and one with a yellowish background added.
Icons: http://imgur.com/oPouflf http://imgur.com/Rvbl1fs

The Background is added so you can see the icons ...

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