Search found 2259 matches
- Sat May 06, 2023 5:23 pm
- Forum: Technical Help
- Topic: Built computer with highest CPU cache available and game still stutters
- Replies: 17
- Views: 4064
Re: Built computer with highest CPU cache available and game still stutters
When you have save playing, please open Debug settings (F4) and enable "show-train-no-path-details". There is quite a lot of rails missing that are being built and they are preventing trains from finding path to some train stops and that debug setting will show you which trains were unable...
- Sat May 06, 2023 3:44 pm
- Forum: Implemented mod requests
- Topic: Using rotated areas in filtered searches
- Replies: 3
- Views: 969
Re: Using rotated areas in filtered searches
Ok, starting from 1.1.82 the BoundingBox parsing from lua will also check the orientation.
example
- Sat May 06, 2023 3:27 pm
- Forum: Implemented mod requests
- Topic: Using rotated areas in filtered searches
- Replies: 3
- Views: 969
Re: Using rotated areas in filtered searches
[*] "direction" will find any entity in the given direction from a given position, but apparently it's not possible to limit the search distance . I have no idea who told you about such mode because there is no such search type. In the code there are exactly 4 primary search code paths: 1...
- Sat May 06, 2023 11:33 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 for the report. Issue is now fixed for 1.1.82: when an entity is built it will not remove entity ghosts nearby that are failing on revive buildability check but pass on manual ghost buildability check.
- Sat May 06, 2023 9:38 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 3326
Re: [1.1.81] Copy-paste randomly loses building recipes
I have a really mixed feeling here. I was able to reproduce the issue with the Nullius mod only using following reproduction steps: - place a ghost of "Hydro plant 1" with a recipe set - place a real "Mecha 1" entity in a way that it has legs over the hydro plant - place a real &...
- Fri May 05, 2023 6:27 am
- Forum: Duplicates
- Topic: Displaying bug for Pipe between two Steam Engine
- Replies: 2
- Views: 483
Re: Displaying bug for Pipe between two Steam Engine
Technically this is fixed for 1.2 (104195 covers not only pipes but all entities with pipes, and it covers not only ghosts but also entities in a blueprint).
- Thu May 04, 2023 8:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 3326
Re: [1.1.81] Copy-paste randomly loses building recipes
Here's a replay-enabled save with it reproduced. Bug seems to xref with https://forums.factorio.com/viewtopic.php?f=29&t=101836 repro-1-1.zip The caveat to reproduction seems to be both flipping and turning, but it took me a few tries to find the order. edit: added log I am not seeing anything ...
- Thu May 04, 2023 8:04 am
- Forum: Gameplay Help
- Topic: Impossible to extract anything but coal
- Replies: 4
- Views: 1206
Re: Impossible to extract anything but coal
Thanks for the bug report but i am moving this to Gameplay help. Burner mining drill outputs mined resources directly to the output which in this case is the burner inserter. If you try feeding burner mining drill manually with a coal, the burner inserter will move it out into the wooden chest. Most...
- Wed May 03, 2023 8:36 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 3326
Re: [1.1.81] Copy-paste randomly loses building recipes
If you think the error is easily reproducible, then it would help if you could provide a save file with a replay data where i could observe what is happening under the hood. In order to create a replay of an existing game, you would need to do following steps: 1/ in main menu, use `Map editor > Conv...
- Fri Apr 28, 2023 5:54 pm
- Forum: Not a bug
- Topic: [1.1.81] Power poles fail to connect if ghost is inbetween
- Replies: 4
- Views: 1033
Re: [1.1.81] Power poles fail to connect if ghost is inbetween
Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint. Since 1.1.0 made copper connections saved in blueprints, ghosts had to persist those connections once built. By making ghosts keep connections a lot of build order issues were fixed, jus...
- Fri Apr 28, 2023 5:14 pm
- Forum: Not a bug
- Topic: [1.1.81] Power poles fail to connect if ghost is inbetween
- Replies: 4
- Views: 1033
Re: [1.1.81] Power poles fail to connect if ghost is inbetween
Thanks for the report however i am not considering this to be a bug. Ghosts are primarily used for construction robots so this state is expected to be a temporary until a robot builds an electric pole. If you have no robots then it may be a good idea to not use ghosts. A logic that would try to igno...
- Mon Apr 24, 2023 10:22 am
- Forum: Not a bug
- Topic: [1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration
- Replies: 1
- Views: 852
Re: [boskid][1.1.80] Boiler stops accepting fluid above certain temperature after fluid migration
Thanks for the report however i am forced to call this a "Not a bug". The issue here is that a FluidBox has a fluid filter which is copying some values from the FluidBoxPrototype (the FluidID) and FluidPrototype (related to the FluidID filter like the default fluid temperature and max flui...
- Mon Apr 24, 2023 8:53 am
- Forum: Not a bug
- Topic: [1.1.81] Length of underground belt affects behaviour of inserter at belt entrance
- Replies: 2
- Views: 1256
Re: [1.1.81] Length of underground belt affects behaviour of inserter at belt entrance
Thanks for the report however i am not considering any of the mentioned behaviors to be a bug. When transport belt connectables (belts, undergrounds, splitters) are built, transport lines are not immediately merged because that is relatively costly operation and belts are often built one after anoth...
- Mon Apr 24, 2023 8:10 am
- Forum: 1 / 0 magic
- Topic: [1.1.81] Error HeatBufferManager.cpp:368: Didn't record all update indexes: 1 != 2.
- Replies: 2
- Views: 926
Re: [1.1.81] Error HeatBufferManager.cpp:368: Didn't record all update indexes: 1 != 2.
Thanks for the report however log file only for this bug report is not enough. Looking into the code the only reasonable way for such failure is for the heat buffer (heat pipe, reactor, heat exchanger) to fail its update if it is considered to be already updated in this tick. That could happen due t...
- Mon Apr 17, 2023 2:12 pm
- Forum: Duplicates
- Topic: [boskid][1.1.80] Crash (Commandable::findDistraction)
- Replies: 2
- Views: 791
Re: [boskid][1.1.80] Crash (Commandable::findDistraction)
Stack trace looks the same and given this topic has a dump file that also looks really similar, i am considering this to be a duplicate of 105935
- Mon Apr 17, 2023 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.80] Crash shortly after loading save (Commandable::findDistraction)
- Replies: 2
- Views: 1973
Re: [boskid][1.1.80] Crash shortly after loading save (Commandable::findDistraction)
Thanks for the save file, by being able to consistently reproduce the issue i was able to narrow down what the issue is. There are layers of moving pieces involved, the core of the issue is that mod Rampant is setting composite command with a Flee+Group command making a unit not yet member of a unit...
- Sun Apr 16, 2023 9:18 am
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 7
- Views: 1810
Re: LuaCircuitNetwork.signals_changed
Such value is indeed available but it is not save-load stable and as such i am not allowed to expose that without risks of desyncs. Due to way circuit network is implemented in 1.1, it is recomputing some values during first update after save was loaded (by client) even when those computations are n...
- Fri Apr 07, 2023 9:48 am
- Forum: Outdated/Not implemented
- Topic: Disabled train stop penalty reduction
- Replies: 1
- Views: 1017
Re: Disabled train stop penalty reduction
I am not going to add any new features around train stop disabling since train stop disabling will be removed in 1.2
- Wed Apr 05, 2023 7:19 am
- Forum: Fixed for 2.0
- Topic: [1.1.77][macOS] Unable to load too large save file
- Replies: 6
- Views: 1948
Re: [1.1.77][macOS] Unable to load too large save file
Fixes here are related to MiniZip, you may try extracting the save file into a directory using an external tool to try loading a save file when it does not load from zip, factorio supports loading unpacked save files.
- Thu Mar 30, 2023 2:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.27] cross-surface electric networks with solar panels produce wrong energy
- Replies: 5
- Views: 4526
Re: [1.1.27] cross-surface electric networks with solar panels produce wrong energy
Ok. Fixes for all 3 issues (solar panels, lamps, electric wires on chart) were backported and will be available in 1.1.79.