Search found 910 matches

by TruePikachu
Wed Dec 11, 2019 2:39 am
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 141

Re: [0.17.79] Rocket without power can auto-launch with cargo

Please take a look at 65184 then, since that thread is a NaB-filed statement that the silo does take power to launch.
by TruePikachu
Wed Dec 11, 2019 12:00 am
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 141

Re: [0.17.79] Rocket without power can auto-launch with cargo

That complicates things slightly, since that thread is categorized NaB; it shows intent that the rocket silo should consume power during the launch, and so it follows that an unpowered launch is a bug. But, of course, it's hard to actually interrupt the launch if power does in fact run out (you can'...
by TruePikachu
Tue Dec 10, 2019 10:28 pm
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 141

Re: [0.17.79] Rocket without power can auto-launch with cargo

Strictly speaking, I'm not sure if this is a bug. The power consumption goes to the assembler part of the silo; the rocket parts are the product, and the rocket is the othewise-free product of 100 rocket parts. The desire can probably be accomplished by using e.g. 10 stack inserters set to stack siz...
by TruePikachu
Mon Dec 09, 2019 9:14 pm
Forum: Gameplay Help
Topic: Can't enter vehicles but ships
Replies: 3
Views: 116

Re: Can't enter vehicles but ships

Is this/was this a game on a public server? If so, you might want to check `/permissions` to check if the permission was revoked by someone else (or possibly the mod). That's the only thing I can think of aside from bad keybindings.
by TruePikachu
Mon Dec 09, 2019 1:43 pm
Forum: Resolved for the next release
Topic: [Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
Replies: 2
Views: 210

Re: [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled

57.118 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff6464f1148 ModuleBase: 0x00007ff645f50000, ImageSize: 0183e000, RelativeAddress: 005a1148 57.118 Error CrashHandler.cpp:468: Access Violation: Read at address 0000000000000198 57.118 Error CrashHandler.cpp:482: Exception ...
by TruePikachu
Mon Dec 09, 2019 5:11 am
Forum: Assigned
Topic: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
Replies: 5
Views: 187

Re: [0.17.79] Range of turrets and spitter shooting range problem

The spitters have an AoE attack which might instead be aimed at the walls, and hitting the turrets via splash damage.
by TruePikachu
Mon Dec 09, 2019 4:15 am
Forum: Bug Reports
Topic: [0.17.74] undo on selflooped combinator-ghosts vanishes wires
Replies: 2
Views: 245

Re: [0.17.74] undo on selflooped combinator-ghosts vanishes wires

I believe this is a duplicate, but I'd have to find the thread to be sure.

EDIT: Not technically a dupe, but another missed case related to 68191 and 66419 (both considered resolved).
by TruePikachu
Mon Dec 09, 2019 4:10 am
Forum: Pending
Topic: Personal Roboport Bots not upgrading/fixing.
Replies: 3
Views: 143

Re: Personal Roboport Bots not upgrading/fixing.

I might mention, to my knowledge (I don't know if it has been changed) the list of jobs that are waiting for robots is stored in a circular queue, and only so many are checked every tick. If you are within range when an entity creates an "order", it can be "served" immediately; if you aren't within ...
by TruePikachu
Thu Dec 05, 2019 11:06 pm
Forum: Bug Reports
Topic: [0.17.79] Crash loading a 0.16 Seablock save
Replies: 1
Views: 136

Re: [0.17.79] Crash loading a 0.16 Seablock save

That log does not contain any crash.
by TruePikachu
Thu Nov 28, 2019 3:23 pm
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 371

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

Except there's still a bug that the fluid transferred (and energy consumed) is double-counted. A simple fix would be to remove the energy usage and rate accumulation for filling a fluid wagon with the pump's fluidbox (since it still takes energy to fill its fluidbox from the rear fluidbox).
by TruePikachu
Thu Nov 28, 2019 12:23 am
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 371

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

And I just reproduced the issue including the extra power consumption; this suggests the actual throughput is 6400/s. I'm not quite sure why the rear pump is behaving the way it is, though, from a theoretical perspective (but I think this is also a known bug that's marked as won't fix).
by TruePikachu
Wed Nov 27, 2019 8:34 pm
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 371

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

I just dug through the code again. Aside from a possible issue with modded pumps containing multiple input connections (going by a rough disassembly, it appears the pumping speed is limited per input connection; I don't know if this is correct or intended), the member `Pump::pumpedLastTick` is (in t...
by TruePikachu
Wed Nov 27, 2019 5:15 am
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 371

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

I can confirm, at least, that pumps shouldn't be capable of such speeds in vanilla, due to two different factors in `Pump::update()` (which I recently dug through for unrelated reasons). I wasn't paying close attention to the code responsible for tracking fluid transfer logging, however, so I can't...
by TruePikachu
Mon Nov 25, 2019 3:55 am
Forum: Resolved for the next release
Topic: [posila][0.17.79]Crash when applying a CreateEntityTriggerEffectItem
Replies: 4
Views: 210

Re: [0.17.79]Crash when applying a CreateEntityTriggerEffectItem

The changes described in the FFF are slated to be added for 0.18.0; they are not present in 0.17. EDIT: 123.843 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff70a9fcf2b ModuleBase: 0x00007ff70a1a0000, ImageSize: 0184b000, RelativeAddress: 0085cf2b 123.843 Error CrashHandler....
by TruePikachu
Tue Nov 19, 2019 1:39 pm
Forum: Bug Reports
Topic: [0.17.76] Crash when saving, in FluidBoxManager
Replies: 6
Views: 367

Re: [0.17.76] Crash when saving, in FluidBoxManager

Honktown wrote:
Tue Nov 19, 2019 10:27 am
I have a save which shows this same behavior. I'm going to bed soon, but I can load it up tomorrow and test anything if needed. About a minute into my save the game becomes un-saveable.
But it can be saved immediately after loading? If so, by all means post the savegame itself.
by TruePikachu
Mon Nov 18, 2019 5:58 pm
Forum: General discussion
Topic: Challenge: maximum net energy from a blue belt of coal
Replies: 68
Views: 5169

Re: Challenge: maximum net energy from a blue belt of coal

How are you going to do that without a uranium input though?
by TruePikachu
Sun Nov 17, 2019 4:01 am
Forum: Not a bug
Topic: [0.17.78]Rocket Silo Auto-launch no longer waits until all Space Science is removed
Replies: 2
Views: 129

Re: [0.17.78]Rocket Silo Auto-launch no longer waits until all Space Science is removed

Um, I don't remember it _ever_ waiting for all science to be removed to launch. NaB.
by TruePikachu
Fri Nov 15, 2019 2:56 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.77] Multiplayer Core Desync
Replies: 6
Views: 1871

Re: [0.17.77] Multiplayer Core Desync

Desync issues for 0.17.77 are known, and are targetted to be fixed with a release in at most 24 hours.
by TruePikachu
Fri Nov 15, 2019 2:54 am
Forum: Pending
Topic: [0.17.74] Crash while saving: "lua_traceandabort"
Replies: 8
Views: 269

Re: [0.17.74] Crash while saving: "lua_traceandabort"

Almost certainly not, that would be a completely different error and backtrace. However, a RAM failure could be uncovered in that scenario, if it only exists within an unfrequently-used section of the sticks.
by TruePikachu
Fri Nov 15, 2019 2:52 am
Forum: Resolved Problems and Bugs
Topic: [0.17.77] Electric Energy Interface consumption broke
Replies: 6
Views: 1046

Re: [0.17.77] Electric Energy Interface consumption broke

I literally was just in 0.17.77 doing reactor design using the EEI, and did not encounter any issues. The plot reflects that your interface had consumed an average of 16.7MW over the past 10 minutes, and produced next to no power.

Unless you can get more specific, NaB.

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