Search found 2312 matches

by boskid
Tue Jan 09, 2024 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.101] Train incorrectly reports "Destination full"
Replies: 3
Views: 1753

Re: [boskid][1.1.101] Train incorrectly reports "Destination full"

Does the fix have any effect on performance if there is a trainstop with no rails for a long period of time? Just curious. Given how this question is stated: No. This additional limit logic trigger will just cause some trains to switch from destination_full state into no_path state, but as long as ...
by boskid
Mon Jan 08, 2024 8:19 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.101] Train incorrectly reports "Destination full"
Replies: 3
Views: 1753

Re: [boskid][1.1.101] Train incorrectly reports "Destination full"

Thanks for the report. Issue is now fixed for 1.1.102. I was able to reproduce the issue consistently, it is related to train stop being built from a blueprint (it has a station name already when a ghost is revived) and it is related to entities build order (a train stop was built before a rail next...
by boskid
Fri Jan 05, 2024 5:40 pm
Forum: Not a bug
Topic: [1.1.100] game crash at certain map tick
Replies: 6
Views: 1165

Re: [1.1.100] game crash at certain map tick

There is one suspicious RTPropCar near {-526,-1452} near a zipline terminal, when that prop car is destroyed it spawns a character which is suspicious already. As for the second RTPropCar, its too far to reach to it manually. You can destroy both of those hidden cars using console command (it may ne...
by boskid
Fri Jan 05, 2024 5:15 pm
Forum: Not a bug
Topic: [1.1.100] game crash at certain map tick
Replies: 6
Views: 1165

Re: [1.1.100] game crash at certain map tick

Thanks for the report. In this case there is an "RTPropCar" from Renai Transportation going south and crossing map border. I am considering this to be a not (our) bug.
110522-RTPropCar-tick-before-crash.png
110522-RTPropCar-tick-before-crash.png (18.7 KiB) Viewed 1144 times
by boskid
Fri Jan 05, 2024 2:58 pm
Forum: Pending
Topic: [1.1.55] Ghost build machine rotation inconsistencies
Replies: 1
Views: 1147

Re: [1.1.55] Ghost build machine rotation inconsistencies

Given that for 2.0 a rotate request was removed (and machines can be rotated remotely, https://factorio.com/blog/post/fff-380) and there were other features added (like https://factorio.com/blog/post/fff-383) i can no longer rate this bug reports if its fixed or not 2.0. I did a matrix by placing as...
by boskid
Fri Jan 05, 2024 11:41 am
Forum: Fixed for 2.0
Topic: [1.1.100] Holes in Locomotive Wheel Truck Sprites
Replies: 1
Views: 566

Re: [1.1.100] Holes in Locomotive Wheel Truck Sprites

Thanks for the report. I am not considering this to be important to fix in 1.1.x, and given that wheel sprites were rerendered for 2.0 and i see no holes in wheels here, i am considering this to be fixed for 2.0
by boskid
Wed Jan 03, 2024 7:19 pm
Forum: Not a bug
Topic: stack-filter-inserter missing energy_required
Replies: 2
Views: 488

Re: stack-filter-inserter missing energy_required

Not a bug.

RecipePrototype::energy_required has a default value of 0.5 and we are allowed to use it. https://lua-api.factorio.com/latest/pro ... y_required
by boskid
Wed Dec 27, 2023 12:08 am
Forum: Not a bug
Topic: [1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.
Replies: 1
Views: 501

Re: [1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.

Thanks for the report. I see no issues with LuaSurface::request_to_generate_chunks in this report. You ordered ~1000000 chunks to be generated, you get ~1000000 chunks being generated.
by boskid
Mon Dec 25, 2023 6:21 pm
Forum: Modding help
Topic: How do I determine if a train stop is accessible to a train, without side effects?
Replies: 5
Views: 1081

Re: How do I determine if a train stop is accessible to a train, without side effects?

I am not providing any info before 1.1.101 release because there are still some features added to that function.
by boskid
Mon Dec 25, 2023 12:07 am
Forum: Modding help
Topic: How do I determine if a train stop is accessible to a train, without side effects?
Replies: 5
Views: 1081

Re: How do I determine if a train stop is accessible to a train, without side effects?

I added certain method for 1.1.101 that i expect will help you significantly. Once it will be out i would like to know if its acceptable so i could move this topic to implemented.
by boskid
Sat Dec 23, 2023 11:04 pm
Forum: Duplicates
Topic: [1.1.100] Cliff rendering issue
Replies: 1
Views: 362

Re: [1.1.100] Cliff rendering issue

by boskid
Thu Dec 21, 2023 1:59 pm
Forum: Outdated/Not implemented
Topic: Tiled Blueprints Sizing - simple & nice
Replies: 4
Views: 921

Re: Tiled Blueprints Sizing - simple & nice

I do not think this makes any sense. It would be only usable with a small subclass of blueprints which can be built next to each other in both axis and the brush would be effectively only a "square" like 2x2 or 3x3. If a blueprint is reasonably large then having brush anything larger than ...
by boskid
Sun Dec 17, 2023 10:28 am
Forum: Won't implement
Topic: LuaGameScript.small_tick
Replies: 6
Views: 1165

Re: LuaGameScript.small_tick

I do not get what this request is about. In all realistic cases i assume the upper 12 bits will always be 0 so every tick value can be represented accurately by a `double` and as such LuaGameScript::tick exposing full value is the best possible solution.
by boskid
Wed Dec 06, 2023 9:52 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 418
Views: 268041

Re: Performance optimization - post your saves

Did I just win the over-signaling competition? 1st place :D Anyway, thx again. And yes I noticed a performance drain previously when the trains were actually running. I used that many signals to improve throughput in/around factory and had the feeling that it worked. Ofc it is a nightmare regarding...
by boskid
Wed Dec 06, 2023 10:06 am
Forum: Modding help
Topic: Efficient way to get the LuaObject again for a known entity?
Replies: 7
Views: 957

Re: Efficient way to get the LuaObject again for a known entity?

Storage of LuaObjects in `global` is the intended way of keeping references between ticks. They hook into targeters system game uses so they are fast when used and compact when saved. For me the title of this topic is a red flag: a known entity means you already have LuaObject to it (as this is the ...
by boskid
Tue Dec 05, 2023 9:48 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 64820

Re: Friday Facts #377 - New new rails

Looking at the new rail pictures it looks like there are still at most 3 ways a rail can go. Look at the last picture for the biggest example. Correct? Yes. On top of that this system is complete: for every direction there are always 3 rails available: one that will turn left by 1/16th, one that wi...

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