Search found 2310 matches

by boskid
Fri Feb 17, 2023 10:17 am
Forum: Ideas and Suggestions
Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
Replies: 11
Views: 2334

Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient

I am not considering this to be a bug. Its always possible to insert modules when assembler has other or no recipe set, when modules are already inserted to one machine its possible to make a copy with a blueprint and let construction robots do the rest. Moving to ideas and suggestions.
by boskid
Fri Feb 10, 2023 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][Technical] Is there a way to get coordinates of what cousing "transport line groups are not consistent" error?
Replies: 3
Views: 2070

Re: [boskid][Technical] Is there a way to get coordinates of what cousing "transport line groups are not consistent" err

Thanks for the report. Issue is now fixed for 1.1.77. Core of the problem is related to changing force of a linked-belt. There will be also more logging in case another "transport line groups are not consistent" error would show up.
by boskid
Fri Feb 10, 2023 3:30 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][Technical] Is there a way to get coordinates of what cousing "transport line groups are not consistent" error?
Replies: 3
Views: 2070

Re: [boskid][Technical] Is there a way to get coordinates of what cousing "transport line groups are not consistent" err

I guess i will just implement more verbose consistency check for transport lines. In 1.1.77 it will print some extra details to the log file if such issue happens. Using the hint about merge_forces i found that merging force "Bierman_UA" into "neutral" force causes the consistenc...
by boskid
Thu Feb 09, 2023 8:47 am
Forum: Modding help
Topic: How do I use request_path?
Replies: 4
Views: 1286

Re: How do I use request_path?

Core of the problem is due to `bounding_box` you are giving to the request_path. LuaEntity::bounding_box gives you a bounding box which is centered around the entity's position and that is most likely far away from the {0,0} position. The request_path needs a bounding_box which is centered at {0,0} ...
by boskid
Thu Jan 26, 2023 11:23 am
Forum: Modding discussion
Topic: spider-vehicle unselectable if it is too high
Replies: 5
Views: 1500

Re: spider-vehicle unselectable if it is too high

..., but why is the search for selection boxes implemented using collision boxes? Entities are registering on the surface based on their collision boxes because entity collisions is the most common case where entity searches are required. Selection is less common use case so if possible we try to r...
by boskid
Wed Jan 25, 2023 3:44 pm
Forum: Modding discussion
Topic: spider-vehicle unselectable if it is too high
Replies: 5
Views: 1500

Re: spider-vehicle unselectable if it is too high

This is related to how entity selection in 1.1.x is implemented. Entity selection is searching for entities using entity searches which are based on collision boxes. Area with entities is based on the cursor position, around which a box with radius of 2 tiles is expanded and it is further expanded t...
by boskid
Thu Jan 12, 2023 1:54 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 15174

Re: Version 1.1.75

Modding Added LoaderPrototype::allow_rail_interaction and allow_container_interaction. Interesting, especially the "rail interaction" part. Any details/docs? Does "containers" also include non-container entities with an inventory, e.g. crafting machines? When did native loaders ...
by boskid
Fri Jan 06, 2023 4:51 pm
Forum: Modding help
Topic: Error "Cannot serialise ttype=function"
Replies: 3
Views: 733

Re: Error "Cannot serialise ttype=function"

Code: Select all

corpse.animation = betonomeshalka_ultra_die_animation
Its not a function call so it does not store result of the function call. It stores reference to a function itself.
by boskid
Wed Jan 04, 2023 8:20 am
Forum: Fixed for 2.0
Topic: [1.1.74] Removing the last stop of a train schedule does not free the train limit slot.
Replies: 4
Views: 1770

Re: [1.1.74] Removing the last stop of a train schedule does not free the train limit slot.

Thanks for the report. I see this issue was already fixed for 1.2.0 and because i am considering this to be minor issue i do not want to fix that in 1.1.x due to possible merge conflicts (that fix would be basically a temporary fix for 1.1.x only).
by boskid
Wed Jan 04, 2023 7:37 am
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Train light cone visible in preview on other surface
Replies: 1
Views: 1830

Re: [1.1.74] Train light cone visible in preview on other surface

Thanks for the report. Issue is now fixed for 1.1.75. There was an incorrect surface check when rendering train lights that was filtering for a player's surface instead of the preview-provided surface. Btw when reporting please make bug reports more helpful. I remember there was already similar issu...
by boskid
Tue Jan 03, 2023 10:10 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: 1172

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

I am moving this bug report to "1/0 magic". For 1.1.75 i have added some extra consistency checks related to loading save files with this type of corruption (fluidbox connection pointing to another fluidbox connection that is already connected to something else) but i was unable to reprodu...
by boskid
Tue Jan 03, 2023 9:39 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: 1172

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

Ok i see where the issue comes from. You are quite right with narrowing where the issue is. On the image below, the pipe-to-ground "A" thinks it is connected to pipe "B", however that connection of pipe "B" reports as being connected to chemical plant "C". You...
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: 1172

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: 1557

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: 6229

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: 5305

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: 6229

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: 1010

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: 1861

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.

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