Search found 2312 matches
- 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 ...
- 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...
- 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...
- 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.
- 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...
- Fri Jan 05, 2024 2:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Tank does not always consume fuel when turning
- Replies: 1
- Views: 2123
Re: [1.1.100] Tank does not always consume fuel when turning
Deep sigh
Fixed for 1.1.102
Fixed for 1.1.102
- 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
- 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
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
- 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.
- 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.
- 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.
- Sat Dec 23, 2023 11:04 pm
- Forum: Duplicates
- Topic: [1.1.100] Cliff rendering issue
- Replies: 1
- Views: 362
- Fri Dec 22, 2023 11:47 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Crash to desktop: LuaStack::transfer_stack with item-on-ground
- Replies: 1
- Views: 2088
Re: [1.1.100] Crash to desktop: LuaStack::transfer_stack with item-on-ground
Thanks for the report. Issue is now fixed for 1.1.101
- 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 ...
- Thu Dec 21, 2023 1:49 pm
- Forum: Outdated/Not implemented
- Topic: Increase the absolute max stack size within the integers.
- Replies: 2
- Views: 607
- 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.
- Sat Dec 16, 2023 2:21 pm
- Forum: Duplicates
- Topic: [1.1.100] Signal before station does not turn red
- Replies: 1
- Views: 463
- 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...
- 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 ...
- 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...