Search found 2257 matches

by boskid
Tue Jan 03, 2023 9:02 am
Forum: 1 / 0 magic
Topic: [boskid][1.1.74] "Corrupted FluidBoxIndex, Crash / game file corrupts when removing pipes connected to some buildings
Replies: 4
Views: 1074

Re: [boskid][1.1.74] "Corrupted FluidBoxIndex, Crash / game file corrupts when removing pipes connected to some buildin

I will take a look at why this save file reports as consistent while making this bug to appear, however when loading this save file with prototype changed mode (by holding control key while pressing the green "load" button) the fluid systems are rebuilt from scratch and i cannot reproduce ...
by boskid
Tue Jan 03, 2023 8:19 am
Forum: Not a bug
Topic: [1.1.74] Artillery not generating chunks
Replies: 7
Views: 1331

Re: [1.1.74] Artillery not generating chunks

This is not a bug. Artillery is not shooting "to discover area" but it is shooting to kill enemies. When a chunk is not yet generated (pollution will generate chunks, radars will generate chunks) or it is at one of the generation stages where it has no entities yet, artillery will not shoo...
by boskid
Tue Dec 20, 2022 9:12 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5590

Re: Linked pipes

It is defined in data stage but then connections are requested in the control stage. Just to make sure there is no confusion here: its not making multiple fluidboxes shared (having single fluid storage), it is just a third type of connection (so there are normal connections, underground connections ...
by boskid
Mon Dec 19, 2022 2:55 pm
Forum: Fixed for 2.0
Topic: [16.20] Blueprint shows unused pipe connections
Replies: 9
Views: 5084

Re: [16.20] Blueprint shows unused pipe connections

This is now fixed for 1.2.0. Assembling machine in a blueprint (in gui) and in a blueprint preview (while holding cursor with blueprint over terrain) will only show fluidbox connections which are used by the current recipe.
by boskid
Mon Dec 19, 2022 2:41 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5590

Re: Linked pipes

Implemented for 1.2.0. Its not implemented as linked pipes but as a linked fluidbox connections which means any fluidbox of any entity will have the ability to be defined as linked and connect to other fluidboxes as long as they also have linked connection and belong to a different entity.
by boskid
Sun Dec 18, 2022 10:52 am
Forum: Implemented mod requests
Topic: LuaTrain.driving_direction
Replies: 2
Views: 921

Re: LuaTrain.driving_direction

Implemented for 1.1.75 as LuaRailPath::is_front, because in the end this is the important bit which prevents setting speed of wrong sign (the train would be going back on the path, extending remaining path instead of consuming it). When is_front = true, speed must be >= 0, and when is_front = false,...
by boskid
Wed Dec 14, 2022 1:12 pm
Forum: Fixed for 2.0
Topic: [boskid][for 1.2][1.1.72] Ghost of pipes only show one side
Replies: 1
Views: 1667

Re: [boskid][for 1.2][1.1.72] Ghost of pipes only show one side

Thanks for the report.

This feature is now implemented for 1.2: ghost pipes will correctly connect to each other.
by boskid
Wed Dec 14, 2022 1:09 pm
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: 1827

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

Thanks for the report. Issue is now fixed for 1.2. Issue was that CraftingMachines (which includes AssemblingMachine and Furnaces) are using FluidBoxManager to have flexible fluidboxes (where the amount of them is not hardcoded but can be given by some prototypes, either the FluidBoxManagerPrototype...
by boskid
Thu Dec 08, 2022 1:45 pm
Forum: Not a bug
Topic: [1.1.72] Operation AND in arithmetic combinator works incorrect
Replies: 5
Views: 1229

Re: [1.1.72] Operation AND in arithmetic combinator works incorrect

Genhis is correct. This is not a bug. Arithmetic combinator is not working on signal presence but it is doing a bitwise AND operation on those signal values and all values in your screenshots are correct. By doing (X AND Y) where Y=1 that arithmetic basically extracts lowest bit of the signal X whic...
by boskid
Thu Dec 08, 2022 8:42 am
Forum: This Forum
Topic: Unrighteousness in Factorio Forums from authorities.
Replies: 7
Views: 2219

Re: Unrighteousness in Factorio Forums from authorities.

1/ This does not belong to Technical Help. If anywhere, it should be in This forum. 2/ Factorio discord and factorio forums are not related to each other, factorio discord is managed by community while factorio forum is managed by Wube. If you have problems with Factorio discord, you should resolve ...
by boskid
Mon Dec 05, 2022 12:27 pm
Forum: Won't implement
Topic: lua as dll
Replies: 3
Views: 1234

Re: lua as dll

I am not saying they are inlined but they may be based on compiler discretion given the amount of optimization switches we have turned on. We treat lua as a library but because we are directly using some of the structures defined inside of lua header files, if a memory layout of some objects would c...
by boskid
Mon Dec 05, 2022 12:09 pm
Forum: Won't implement
Topic: [lua][feature] User defined data attached to lua entity
Replies: 6
Views: 2034

Re: [lua][feature] User defined data attached to lua entity

Unfortunately based on how our scripting support looks right now, we try to keep arrows always [ Lua ] ==> [ Game ] (and events are notifications where Lua registered as a GameActionListener) - they are separate so much that Lua data goes to script.dat and Game data goes to level.dat inside of a sav...
by boskid
Mon Dec 05, 2022 11:42 am
Forum: Won't implement
Topic: lua as dll
Replies: 3
Views: 1234

Re: lua as dll

No. There is quite tight integration between Lua and rest of game code and we are not interested in huge performance loss due to all lua function calls going to a dll (which is windows specific solution) or more complex code because of not being able to investigate state of lua objects directly when...
by boskid
Mon Dec 05, 2022 11:09 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1913

Re: On pre save request

Upon logging into a multiplayer session, isn't it possible to just send mod/lua state to the game from another player? If done this way, first player in the session would initialize all the required stuff, while subsequent players that joined would just get up to date lua state. Well, this is not h...
by boskid
Mon Dec 05, 2022 9:15 am
Forum: Won't implement
Topic: On pre save request
Replies: 7
Views: 1913

Re: On pre save request

But why? Correctly implemented mod should keep all state data in `global` variable so it is ready to be saved literally in between of any event. A pre_save event would not be deterministic (could happen on one client while not happening on other clients) and as such if it would change game state it ...
by boskid
Fri Dec 02, 2022 10:53 pm
Forum: Not a bug
Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
Replies: 7
Views: 1495

Re: [1.1.72][Lua] corrupt defines.circuit_connector_id

No, it would not be nicer, it would be a pain on the game engine side, because with what you expect, a GenericOnOffControlBehavior would need to be given what CircuitConnectorID it should use. This could be fixed by reworking those defines slightly so they would explicitly contain the "generic_...
by boskid
Fri Dec 02, 2022 10:14 pm
Forum: Not a bug
Topic: [1.1.72][Lua] corrupt defines.circuit_connector_id
Replies: 7
Views: 1495

Re: [1.1.72][Lua] corrupt defines.circuit_connector_id

Almost all entities which can be connected to circuit network have one circuit connector ("Circuit connector" = set of 2 wire connectors to which you connect circuit wires, one for red wires and one for green wires). Only exception here is arithmetic combinator and decider combinator since...
by boskid
Fri Nov 18, 2022 9:33 am
Forum: Duplicates
Topic: [1.1.72] rounding error with create_entity{position}
Replies: 3
Views: 984

Re: [1.1.72] rounding error with create_entity{position}

I am going to move this to Duplicates due to https://forums.factorio.com/97568 but it could also go to Not a bug (because there is no explicit guarantee that rounding of coordinates for MapPosition and build position function are equal) or Wont fix (because changes here have a really high possibilit...
by boskid
Fri Nov 18, 2022 5:36 am
Forum: Duplicates
Topic: [1.1.72] rounding error with create_entity{position}
Replies: 3
Views: 984

Re: [1.1.72] rounding error with create_entity{position}

This topic is not as simple to call it a bug based on what you are describing. It is simillar to https://forums.factorio.com/97568 because there are actually 2 layers of rounding: first layer of rounding happens when values from lua are converted to MapPosition (where coordinates are fixed points wi...
by boskid
Wed Nov 16, 2022 7:28 am
Forum: Outdated/Not implemented
Topic: Make tanks and cars turning controls the same
Replies: 3
Views: 1417

Re: Make tanks and cars turning controls the same

Car's control (CarPrototype::tank_driving = false) and Tank's control (CarPrototype::tank_driving = true) are 2 different control schemes and they cannot be merged because they are inherently different. Tanks are able to rotate in place without moving. That means rotation is as following: - when v >...

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