Search found 2259 matches

by boskid
Fri Jun 09, 2023 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.82] Fluid-powered loader-1x1s do not show "out of fuel" notification when filled then emptied
Replies: 1
Views: 1118

Re: [boskid][1.1.82] Fluid-powered loader-1x1s do not show "out of fuel" notification when filled then emptied

Thanks for the report. Issue is now fixed for 1.1.83. When i was adding energy source support to loaders i did some clever tricks to reduce update cost but those tricks were too clever as i made loader only able to consume energy in increments of energy_per_item. In this case when the amount of ener...
by boskid
Mon Jun 05, 2023 8:38 am
Forum: Resolved Problems and Bugs
Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
Replies: 6
Views: 1860

Re: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)

Once 1.1.83 will be released, could you verify if this issue is still present? When fixing 106428 i had to backport one of the changes related to compound prototypes creation where i also decided to bring the fluid filter fix.
by boskid
Mon Jun 05, 2023 8:36 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
Replies: 3
Views: 1809

Re: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe

Ok, i somehow managed to backport the fix from 1.2.0 back to 1.1.83 without bringing other unrelated changes with it, i was just missing one bit of knowledge i completly ignored 6 months since it was not required for me back then.
by boskid
Sat Jun 03, 2023 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
Replies: 3
Views: 1809

Re: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe

Thanks for the report. This is obviously a bug, however a fix for this is really annoying to implement, it requires basically rewriting half of the FluidBoxManager logic used by CraftingMachines. I was already fixing exactly that issue during one of refactorings for 1.2.0 around 6 months ago and i k...
by boskid
Thu Jun 01, 2023 6:03 pm
Forum: Duplicates
Topic: [1.1.82] CTD Modded
Replies: 1
Views: 505

Re: [1.1.82] CTD Modded

Thanks for the report. This issue was already reported in 105935 and is fixed in 1.1.81. Current experimental release is 1.1.82 to which you can switch to in order to stop those crashes from happening.
by boskid
Wed May 31, 2023 4:59 am
Forum: Modding help
Topic: how do collision masks work in request_path
Replies: 2
Views: 644

Re: how do collision masks work in request_path

By having bounding box centered at {0,0} and passing a water-tile collision mask it should not path over water anymore since that layer collides with water tile. Most likely what you say is not what your code does so please share your currently not working code piece to get accurate answers. As for ...
by boskid
Wed May 31, 2023 4:52 am
Forum: Modding help
Topic: How do I use request_path?
Replies: 4
Views: 1120

Re: How do I use request_path?

Did you ever figure this out? I'm having the same problem were request path generates a path over water for the player. Given the other topic (https://forums.factorio.com/106448) you opened while cross posting here, i will give you an answer here for the part related to this topic: Your problem is ...
by boskid
Wed May 24, 2023 6:40 am
Forum: Not a bug
Topic: [1.1.82] Power pole connection missing when replacing ghost with create_entity
Replies: 1
Views: 580

Re: [1.1.82] Power pole connection missing when replacing ghost with create_entity

Thanks for the report however i am not considering this to be a bug. As you noticed there are already 4 different connections at the electric pole below leaving only a single one cable slot for the ghost. By creating another pole through the create_entity you basically specify a new entity which is ...
by boskid
Tue May 23, 2023 12:51 pm
Forum: Not a bug
Topic: [1.1.80] Splitters do not exchange lines
Replies: 3
Views: 682

Re: [1.1.80] Splitters do not exchange lines

None of the 3 possible outcomes is preferred. There are actually 4 distinct outcomes since there are 2 cases for left lines and 2 cases for right lines: they are either passed through or swapped, so 2x2 = 4. Exact outputs selected are based on the previous state of a splitter, it simply remembers &q...
by boskid
Tue May 23, 2023 12:29 pm
Forum: Not a bug
Topic: [1.1.80] Splitters do not exchange lines
Replies: 3
Views: 682

Re: [1.1.80] Splitters do not exchange lines

Thanks for the report however that is Not a bug. Splitter receives 2 full belts and outputs 2 full belts, everything is working as expected. There are solutions to guarantee mixing as you expect but they are using more than 1 splitter.
by boskid
Sun May 21, 2023 12:40 pm
Forum: Duplicates
Topic: [1.1.80] crash on exit
Replies: 3
Views: 1344

Re: [1.1.80] crash on exit

This log file does not show any crashes.
by boskid
Tue May 16, 2023 9:29 pm
Forum: 1 / 0 magic
Topic: [1.1.81] Crash loading save, checkNearbyForcesUnRegistration fails
Replies: 2
Views: 845

Re: [1.1.81] Crash loading save, checkNearbyForcesUnRegistration fails

With Rseding we took a look at this save file and there are traces of memory corruption. The crash happens on the military target that is attached to a straight-rail at position {2231, 285} on surface "Hadur". That rail was not supposed to have a military target. The same rail also reports...
by boskid
Sat May 13, 2023 10:02 am
Forum: Not a bug
Topic: [1.1.80] Underground belt bug with inserter control drops.
Replies: 2
Views: 716

Re: [1.1.80] Underground belt bug with inserter control drops.

Given you did not provide a log file (that would contain details about mods used) or a save file (that would allow to quickly verify the behavior), since i am seeing the inserter drop arrows at a different positions i am going to say that this is a mod issue. Decision on which lane an inserter will ...
by boskid
Wed May 10, 2023 5:19 am
Forum: Pending
Topic: [1.1.80 win64] Inserters stop taking from full belts
Replies: 1
Views: 536

Re: [1.1.80 win64] Inserters stop taking from full belts

Welcome on the forums.

Could you provide a save file where the issue can be observed?
by boskid
Mon May 08, 2023 12:28 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.81] Game crash caused by cut operation
Replies: 7
Views: 2017

Re: [boskid][1.1.81] Game crash caused by cut operation

Thanks for the report. Issue is now fixed for 1.1.82. As for a temporary workaround, the issue is based on the fact that the Advanced Fluid Handling's pipe-to-ground connects on both sides so when it is removed it tries to reconnect 2 nearby pipes-to-ground. Issue is that first connection was going ...
by boskid
Mon May 08, 2023 9:43 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.81] Game crash caused by cut operation
Replies: 7
Views: 2017

Re: [1.1.81] Game crash caused by cut operation

Ok i was able to reproduce the crash using only Advanced Fluid Handling mod and Fluid Must Flow mod. It is related to this configuration:
106105-fmf-afh.png
106105-fmf-afh.png (36.1 KiB) Viewed 1909 times
by boskid
Mon May 08, 2023 8:11 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.81] Game crash caused by cut operation
Replies: 7
Views: 2017

Re: [1.1.81] Game crash caused by cut operation

I am unable to sync all mods with this save as there are is no "AnimationFreeze" and "aotixzhcn" mods on the mod portal, loading without those mods complains on incorrect inserter stack size and loading without some mods disabled from previous steps fails in osha_hot_swap handler...
by boskid
Sun May 07, 2023 6:53 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
Replies: 17
Views: 3326

Re: [boskid][1.1.81] Copy-paste randomly loses building recipes

Thanks! Would the Space Exploration beacons also cause this bug? I've noticed the copy-paste issue with that mod too. Unlikely, Space Exploration is not spawning hidden entities around beacons so if you have problems here that would be a separate issue for which a new set of details would be requir...

Go to advanced search