Search found 2257 matches

by boskid
Thu Mar 23, 2023 9:53 am
Forum: Not a bug
Topic: surface.find_entities_filtered() hangs for large radius
Replies: 5
Views: 956

Re: surface.find_entities_filtered() hangs for large radius

Is there a use case for searching ungenerated areas? If the generated map looks like a donut, then entity search has to go through entire search area. If a chunk does not exist the search quickly sweeps to the end of line but because entity searches are always scanning surface row by row (advanced ...
by boskid
Mon Mar 20, 2023 10:35 am
Forum: Pending
Topic: [1.1.77] Crash modifying and reloading mods "LuaBinder.hpp:405: obj was not true"
Replies: 1
Views: 720

Re: [1.1.77] Crash modifying and reloading mods "LuaBinder.hpp:405: obj was not true"

Thanks for the report however i will require a reproduction on this because i was unable to reproduce it myself and its first time i am seeing this assert catching anything and it suggests a heavy abuse of the lua metatables by the scripting: it can be either reattaching metatable to non-table, reat...
by boskid
Mon Mar 20, 2023 9:52 am
Forum: 1 / 0 magic
Topic: [1.1.77] Crash "Trying to make chunk at unreasonable position"
Replies: 1
Views: 755

Re: [1.1.77] Crash "Trying to make chunk at unreasonable position"

Thanks for the report. There is exactly one "iron-ore" resource entity that has a position which is corrupted: that entity reports as having a position MapPosition(-322.5, 4161536) while it is being loaded by a chunk at a ChunkPosition(-11, 1). The x coordinate is well within the limits (b...
by boskid
Mon Mar 20, 2023 9:25 am
Forum: Resolved Problems and Bugs
Topic: [1.1.77] [modded] inserter stack_size_bonus = 4294967295 crash
Replies: 1
Views: 1884

Re: [1.1.77] [modded] inserter stack_size_bonus = 4294967295 crash

Thanks for the report. In 1.1.78 the InserterPrototype::stack_size_bonus will only accept values from 0 to 255.
by boskid
Fri Mar 17, 2023 8:59 am
Forum: Pending
Topic: [1.1.72] Crash on linux
Replies: 1
Views: 877

Re: [1.1.72] Crash on linux

SInce stacktrace has no useful details here and you are not providing any extra details about when the crash happened, if you can reproduce this or anything, i am moving this to pending.
by boskid
Fri Mar 17, 2023 8:55 am
Forum: Pending
Topic: [1.1.73] Crash loading save: "force.getIndex() - 1u < this->activeNeighbourForces.size() was not true"
Replies: 18
Views: 3433

Re: [1.1.73] Crash loading save: "force.getIndex() - 1u < this->activeNeighbourForces.size() was not true"

I am trying to reproduce the crash in 1.1.76 or 1.1.78 (not yet released) and whatever i do the save file loads fine up to loading this save file with no mods enabled. Moving to pending unless you can still reproduce the crash in 1.1.76 or later.
by boskid
Wed Mar 15, 2023 6:28 pm
Forum: 1 / 0 magic
Topic: [1.1.76] Invalid TransportLineIndex 90 Error [Modded]
Replies: 4
Views: 922

Re: [1.1.76] Invalid TransportLineIndex 90 Error [Modded]

Well, my conclusion here is that this save file is corrupted. Corruption here is around stack inserter on nauvis near position {677.5, 894.5} which tries to pickup item from express-transport-belt at {676.5, 894.5}. That inserter during update tries to use a transportLineIndex of 90 when the only po...
by boskid
Wed Mar 15, 2023 12:36 pm
Forum: Duplicates
Topic: [1.1.77] Crash after some time when disconnected
Replies: 4
Views: 980

Re: [1.1.77] Crash after some time when disconnected

This log does not contain any useful informations and as such there is no well defined condition when this bug report would be considered fixed or not a bug. Since there is also 105527 it could be a duplicate as well. Moving to duplicates until proven otherwise.
by boskid
Wed Mar 15, 2023 12:03 pm
Forum: Not a bug
Topic: [1.1.76] Positive flamethrower gun speed bonus does not affect fluid consumption of flamethrower turret
Replies: 1
Views: 737

Re: [1.1.76] Positive flamethrower gun speed bonus does not affect fluid consumption of flamethrower turret

Thanks for the report. This is not a bug. Flamethrower turret shooting speed is limited by the value of FluidTurret::ending_attack_speed which means a fluid turret is only able to shoot every 4 ticks (since ending_attack_speed=0.2, 3 ticks will be required only to increase the progress, and in 4th t...
by boskid
Wed Mar 15, 2023 11:21 am
Forum: Not a bug
Topic: [1.1.76] smart belt bug
Replies: 4
Views: 1338

Re: [1.1.76] smart belt bug

Thanks for the report. Fix is to not do that. It was never designed to handle those cases so its not a bug if it does not work. This is an intersection of 3 complex systems, electric poles drag building, smart belt building and player input source. Smart belt building uses belt building locked to a ...
by boskid
Wed Mar 15, 2023 10:53 am
Forum: Not a bug
Topic: [1.1.70] on_built_entity reports incorrect belt_to_ground_type when dragging backwards
Replies: 1
Views: 734

Re: [1.1.70] on_built_entity reports incorrect belt_to_ground_type when dragging backwards

Thanks for the report however this is not a bug. Smart belt building logic for reverse drag that creates underground belts is implemented as 2 stages: first it builds undergrounds in a way they would connect correctly and then it adjusts their direction if they happened to be pointing wrong way. The...
by boskid
Wed Mar 15, 2023 10:07 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.76] Crash loading save "Error TransportBelt.cpp:612: !this->isCurved() was not true"
Replies: 4
Views: 1983

Re: [boskid][1.1.76] Crash loading save "Error TransportBelt.cpp:612: !this->isCurved() was not true"

Thanks for the report and primarily for the save file. The issue here is tightly related to loader ghosts making a connection to an entity of different force which it was not supposed to do. The issue is now fixed for 1.1.78 and the provided save file will load fine.
by boskid
Wed Mar 15, 2023 7:37 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.76] Crash loading save "Error TransportBelt.cpp:612: !this->isCurved() was not true"
Replies: 4
Views: 1983

Re: [1.1.76] Crash loading save "Error TransportBelt.cpp:612: !this->isCurved() was not true"

Hm.. this is really interesting. The issue is with the belt to the left of the selected loader, the belt on the left should be only connected to the left loader as the ghost on the right is of different force and should not be affecting shape of a belt, same as the belt below.
105518.png
105518.png (367.23 KiB) Viewed 1865 times
by boskid
Tue Mar 14, 2023 9:32 am
Forum: Not a bug
Topic: [1.1.53] Wider wire sprites do not affect vertical wires
Replies: 1
Views: 1066

Re: [1.1.53] Wider wire sprites do not affect vertical wires

Thanks for the report. This is not a bug. If a vertical wires would be required to be rendered as wider, there should be a modding interface request for a separate wire sprite used when rendering vertical cables. If an existing sprite of a wire (that includes the bending due to gravity) would be ren...
by boskid
Tue Mar 14, 2023 9:24 am
Forum: Not a bug
Topic: [1.1.74] Spidertron path line disappears from map when zooming out too much
Replies: 2
Views: 839

Re: [1.1.74] Spidertron path line disappears from map when zooming out too much

Thanks for the report. This is not a bug. There is a threshold of 0.5 chart zoom below which the spider path does not render.

For 1.1.78 i moved that constant to utility constants under "chart.zoom_threshold_to_draw_spider_path" with a default value of 0.5.
by boskid
Tue Mar 14, 2023 7:59 am
Forum: Fixed for 2.0
Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
Replies: 1
Views: 1160

Re: [1.1.68] Current signal not preserved in some signal selection dialogs

Thanks for the report. I see the issue happening in 1.1.77 but it was already fixed for 1.2.0 so i am moving this to "fixed for 1.2"
by boskid
Tue Mar 14, 2023 7:29 am
Forum: Not a bug
Topic: [1.1.63] Rounding error when supplying flamethrower turrets with oil from an assembly machine
Replies: 2
Views: 1145

Re: [1.1.63] Rounding error when supplying flamethrower turrets with oil from an assembly machine

Fluids are implemented using floating point numbers, there are roundings happening in various places. If during fluid flow there was some fluid amount lost then its gone. I am not going to round those numbers up because it could happen that there is 49.99999 fluid in the assembling machine that woul...

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