Search found 2259 matches

by boskid
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...
by boskid
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
by boskid
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...
by boskid
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.
by boskid
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 &...
by boskid
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).
by boskid
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 ...
by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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
by boskid
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...
by boskid
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...
by boskid
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
by boskid
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.
by boskid
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.

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