Search found 2260 matches

by boskid
Tue Sep 26, 2023 1:51 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] Inserters can pull from far lane if belt orientation changes indirectly
Replies: 1
Views: 1910

Re: [1.1.87] Inserters can pull from far lane if belt orientation changes indirectly

Thanks for the report. Issue is now fixed for 1.1.93. Inserter caches side from which it should pick items however in that specific case since transport belt was curved it defaulted to Left side causing the inserter at the beginning to take from the inner lane of the belt and it only revalidates the...
by boskid
Tue Sep 26, 2023 12:23 pm
Forum: Pending
Topic: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."
Replies: 2
Views: 660

Re: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."

Thanks for the report, however that log file does not contain anything useful. Log file line you mentioned in the title is not an error itself, its just an info message printed when saving a blueprint shelf but the error itself does not need to be related to blueprint storage at all given the 0.3s d...
by boskid
Tue Sep 26, 2023 12:14 pm
Forum: Fixed for 2.0
Topic: [kovarex] Load savegame menu: Enter key when deleting savegame cause savegame load.
Replies: 1
Views: 1394

Re: [kovarex] Load savegame menu: Enter key when deleting savegame cause savegame load.

I tested those reproduction steps and everything works fine in 2.0: Enter key does not delete (if not bound to the "Confirm window" control) however after E or manual confirm or cancel there are no save files loaded. Moving to Fixed for 2.0
by boskid
Tue Sep 26, 2023 12:05 pm
Forum: Not a bug
Topic: [kovarex] [1.1.53] Splitter with input priority leak from low priority belt when first connected
Replies: 1
Views: 1448

Re: [kovarex] [1.1.53] Splitter with input priority leak from low priority belt when first connected

I am going to move this to Not a bug. This specific behavior happens because splitter in order to not take from the secondary input needs an item in the internal buffer located on the priority input which holds roughly 1 item on each priority lane. Because the output was never blocked, when item is ...
by boskid
Tue Sep 26, 2023 11:12 am
Forum: Resolved Problems and Bugs
Topic: [1.1.87] Crash when traveling far out: "Trying to make chunk at unreasonable position"
Replies: 3
Views: 2225

Re: [1.1.87] Crash when traveling far out: "Trying to make chunk at unreasonable position"

Ok. Issue is now fixed for 1.1.93: It will not be possible to set width or height to more than 2000000 in the map generator gui.
by boskid
Tue Sep 26, 2023 10:29 am
Forum: Resolved Problems and Bugs
Topic: [1.1.90] selection-tool not highlighting entities marked for deconstruction
Replies: 1
Views: 945

Re: [1.1.90] selection-tool not highlighting entities marked for deconstruction

Thanks for the report. Issue is now fixed for 1.1.93. There was a missing case for "cancel-deconstruct", "cancel-upgrade" and "downgrade" selection modes causing selection tool to not be considered able of selecting entities and so the selection rendering was not even t...
by boskid
Tue Sep 26, 2023 9:39 am
Forum: 1 / 0 magic
Topic: [1.1.89] Desync without mods, pure vanilla
Replies: 3
Views: 949

Re: [1.1.89] Desync without mods, pure vanilla

I looked at both of those desync reports and there is nothing interesting visible inside: the differences are around fluid contents, animation differences, pollution values and enemy evolution factors, which all indicate that at some point the energy consumption was most likely slightly different or...
by boskid
Wed Sep 20, 2023 10:45 am
Forum: Outdated/Not implemented
Topic: Space Age: will different planets be on different threads?
Replies: 6
Views: 1505

Re: Space Age: will different planets be on different threads?

No. There are no plans on having different surfaces to be on different threads. There are multiple shared resources like random generators, number allocators, pollution and production statistics, various system managers that would have to be handled first before we would even consider multithreading...
by boskid
Tue Sep 12, 2023 5:57 am
Forum: Technical Help
Topic: [SOLVED] - ISSUE - MAP - GENERATION - Partial Generation
Replies: 6
Views: 721

Re: ISSUE - MAP - GENRATION - Partial Generation

Welcome on the forum. This is not how ungenerated chunks look like. Dark grey checkered pattern can appear on the map in 2 primary ways, both are related to using Map editor: first is if in the SurfaceEditor you click "Fill with lab tiles" but in such case you would get entire map covered ...
by boskid
Sat Aug 26, 2023 6:03 am
Forum: Not a bug
Topic: Factorio seems to output base64 strings with wrong padding
Replies: 3
Views: 782

Re: Factorio seems to output base64 strings with wrong padding

First character, a "0" is not part of base64, its our format version indicator, thats what is throwing you off

https://wiki.factorio.com/Blueprint_string_format
by boskid
Wed Aug 23, 2023 8:14 am
Forum: Gameplay Help
Topic: Very deep researching technologies by cheats
Replies: 6
Views: 1057

Re: Very deep researching technologies by cheats

At that point you may just switch to `/editor` and place the "infinity chest" which you can set what items it should contain and it will be refilled every game tick. With editor you can also research or unresearch technologies more easily (there are some tooltips when hovering research but...
by boskid
Thu Aug 10, 2023 11:07 am
Forum: Implemented mod requests
Topic: Custom furnace entity can't be smelted text
Replies: 2
Views: 1392

Re: Custom furnace entity can't be smelted text

That makes a lot of sense. Added for 1.1.89. Value to provide will be just a `string` which is used as a LocalisedString key. __1__ parameter is the localised name of the item that a player tries to insert to the source stack Modding: - Added FurnacePrototype::cant_insert_at_source_message_key. (htt...
by boskid
Tue Aug 08, 2023 10:08 am
Forum: Modding interface requests
Topic: Get electric network information using API
Replies: 6
Views: 1678

Re: Get electric network information using API

This is a really tricky topic if i would want to handle it right now. Asking for electric networks of a given force is not really possible, an electric network does not belong to any specific force as it may span across electric poles of different forces, and may power entities of different forces a...
by boskid
Fri Aug 04, 2023 2:26 pm
Forum: Modding help
Topic: Performance problems with tagging entities
Replies: 7
Views: 998

Re: Performance problems with tagging entities

If you want an accurate answer what exactly is slow, please provide an easy to use save file with all required mods to reproduce the issue. -- edit: When using the py alienlife (2.1.7) mod, i placed 3200 of the "caravan" entities and they were updating their chart tags every second, update...
by boskid
Sat Jul 29, 2023 6:20 pm
Forum: Not a bug
Topic: [1.1.88] Fail to load past 9%
Replies: 3
Views: 997

Re: [1.1.88] Fail to load past 9%

Thanks for the report, however this is a mod error. In this specific case, there are 2 mods: alien-biomes and Natural_Evolution_Enemies both carrying a separate copy of the `collision-mask-util-extended.lua`, respectively in `__alien-biomes__/collision-mask-util-extended/data/collision-mask-util-ext...
by boskid
Sun Jul 23, 2023 7:17 am
Forum: Resolved Problems and Bugs
Topic: [1.1.87] Incorrect Achievement playtime warning
Replies: 7
Views: 4608

Re: [1.1.87] Incorrect Achievement playtime warning

I blame your bug report as being misleading. The condition for obtaining achievements was written in a relatively poor way (if its possible to say such things about 1 line of code) due to its ability to overflow on multiplication which happens once you get more than 9942h. Issue from the first post ...
by boskid
Sat Jul 22, 2023 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] Incorrect Achievement playtime warning
Replies: 7
Views: 4608

Re: [1.1.87] Incorrect Achievement playtime warning

There were no changes around this logic for at least 6 years, it is exactly as it was introduced in 0.15.11 with tiny tweaks around 0.17.0 when paused state was introduced that changed `tick` to become updateTick and entityTick. I also checked 1.1.87 and 1.1.88 on Steam and they are both working fin...
by boskid
Sat Jul 22, 2023 2:50 pm
Forum: Fixed for 2.0
Topic: [1.1.87] Circuit wires sometimes disappear when connected to ghost pole
Replies: 2
Views: 697

Re: [1.1.87] Circuit wires sometimes disappear when connected to ghost pole

Thanks for the report, however this issue is not going to be fixed in 1.1.x. This is more of a technical limitation due to circuit wires for a ghost entity being only kept by the ghost entity only. For copper wires this is implemented slightly differently where real electric poles are also aware of ...

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