Search found 2310 matches
- Tue Mar 26, 2024 9:30 am
- Forum: Fixed for 2.0
- Topic: [1.1.104] Pumps stop working when mod replaces connected wagon
- Replies: 2
- Views: 564
Re: [1.1.104] Pumps stop working when mod replaces connected wagon
Thanks for the report. I am not going to fix that issue in 1.1.x because pump logic is quite tricky to not cause performance problems. One of the operations in pump that is relatively expensive due to entity searches is search of fluid wagons so pump tries as much to not do those searches if not nec...
- Mon Mar 25, 2024 8:13 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 2145
Re: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
I am not considering this to be important to fix. Having this relative grid position be allowed to be out of core entity snapping would only have a cosmetic effect and tiny effects on the cursor position but it would not add any new behaviors or would not remove any existing behaviors. I will mark t...
- Mon Mar 25, 2024 7:51 pm
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
- Replies: 1
- Views: 637
Re: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
Thanks for the report. Issue will be fixed in 2.0. Core of the issue is that blueprints in library are different objects than blueprints in inventory. When setting up that blueprint in library first a blueprint item is created but then it is cloned to blueprint record in the library. Common part of ...
- Mon Mar 25, 2024 6:58 pm
- Forum: Translations
- Topic: text/translation error in tight spot game mode
- Replies: 2
- Views: 1274
Re: [1.1.76] text/translation error in tight spot game mode
Moving to translations.
- Mon Mar 25, 2024 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
- Replies: 2
- Views: 1805
Re: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
Thanks for the report. I was able to reproduce the issue by watching the replay as well as reproduce it from scratch. It looks that replay considers first player as a local player so when first player left the game, blueprint library was disconnected from local player shelf and this caused another p...
- Mon Mar 25, 2024 2:50 pm
- Forum: Implemented mod requests
- Topic: Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
- Replies: 1
- Views: 510
Re: Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
Implemented for 1.1.106
- Sun Mar 24, 2024 9:06 pm
- Forum: Implemented for 2.0
- Topic: Provide length of LuaTransportLine
- Replies: 1
- Views: 434
Re: Provide length of LuaTransportLine
This is implemented for 2.0 as LuaTransportLine::line_length.
- Sun Mar 24, 2024 1:10 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2005
Re: 64-bit integer limit
How about 53-bit integers then? It's more than 32 so we get some benefit. We can't store 2 32-bit signals in one, but we can store 2 26-bit signals or 3 17-bit signals, which is both a benefit over being limited to e.g. 2 16-bit numbers when packing multiple values into a single signal type. How ab...
- Sun Mar 24, 2024 10:41 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2005
Re: 64-bit integer limit
This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit integ...
- Mon Mar 18, 2024 7:24 pm
- Forum: Pending
- Topic: [1.1.101] Ghost cursor doesn't update if items are created but still place the item
- Replies: 1
- Views: 403
Re: [1.1.101] Ghost cursor doesn't update if items are created but still place the item
Thanks for the report however i cannot reproduce the issue you described. I was trying to place stone furnaces from ghost cursor and when stone furnace recipe finished crafting i was still placing stone furnace ghosts.
Do you have any mods enabled?
Do you have any mods enabled?
- Mon Mar 18, 2024 7:17 pm
- Forum: Fixed for 2.0
- Topic: [1.1.91] zoom_to_world makes camera stop following player during replays
- Replies: 2
- Views: 625
Re: [1.1.91] zoom_to_world makes camera stop following player during replays
Thanks for the report. I see the issue was already fixed for 2.0.
- Mon Mar 18, 2024 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Can't use Shavian alphabet to name train stations.
- Replies: 2
- Views: 641
Re: Can't use Shavian alphabet to name train stations.
Thanks for the report. The issue seems to be caused by the font we are using that is not supporting all possible glyphs from all languages. Moving to ideas and suggestions.
- Mon Mar 18, 2024 6:48 pm
- Forum: Fixed for 2.0
- Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
- Replies: 3
- Views: 751
Re: [1.1.101][Linux] --load-scenario sets height and width to 50
Thanks for the report. I fixed this for 2.0 by making --load-scenario not force map generator size to 50x50.
- Mon Mar 18, 2024 6:12 pm
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 792
Re: LuaSurface::entity_prototype_collides incorrect with curved rails
I am considering this to be a wont fix. Those checks are primarily for being compatible with map generator and we never assumed rails would be placable by map generator.
- Mon Mar 18, 2024 5:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
- Replies: 1
- Views: 933
Re: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on
You are right, that is a desync. From a quick investigation it looks that when logistic container changes force, it destroys logistic point of that logistic container and since logistic point stores current filters they are simply lost. There is a code that is supposed to preserve filters when chang...
- Mon Mar 18, 2024 5:10 pm
- Forum: Won't fix.
- Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
- Replies: 4
- Views: 792
Re: LuaSurface::entity_prototype_collides incorrect with curved rails
This is not relevant for 2.0 since we are trying to get rid of secondary collision box logic, however this function seems to be far more broken when considering rails given that rails have custom set of collision box orientations for each direction and this specific check directly takes bounding box...
- Sat Mar 16, 2024 3:55 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Crash randomly while standing around idle
- Replies: 3
- Views: 560
Re: [1.1.104] Crash randomly while standing around idle
I was running both saves for about an hour each and no crashes.
- Tue Mar 12, 2024 7:48 am
- Forum: Minor issues
- Topic: [1.1.104] Train stop placing on intersection
- Replies: 1
- Views: 477
- Mon Mar 11, 2024 12:10 pm
- Forum: Bug Reports
- Topic: [1.1.104] burner-generator entity type shows up as power consumer and producer
- Replies: 2
- Views: 618
Re: [1.1.104] burner-generator entity type shows up as power consumer and producer
This is really strange. BurnerGenerator technically has 2 energy sources, one is Burner to consume fuel and second is Electric which works in reverse (provides energy to electric network). From the BurnerGenerator point of view it declares both maximumPowerOutput (because of Electric) and maximumPow...
- Sun Mar 10, 2024 10:52 am
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.104] Light on circuit disconnect does not revert to logistic network setting
- Replies: 1
- Views: 418
Re: [boskid][1.1.104] Light on circuit disconnect does not revert to logistic network setting
Thanks for the report. Issue will be fixed in 2.0.