Search found 2257 matches
- 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 ...
- 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...
- 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 ...
- 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.
- 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.
- 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,...
- 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.
This feature is now implemented for 1.2: ghost pipes will correctly connect to each other.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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_...
- 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...
- 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...
- 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...
- 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 >...