Search found 2256 matches
- Tue Oct 11, 2022 6:45 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.69] Loader not loading burner generator after full
- Replies: 1
- Views: 1776
Re: [boskid][1.1.69] Loader not loading burner generator after full
Thanks for the report. Issue is now fixed for 1.1.70. It was related to a bad logic inside of a Loader where it was allowed to deactivate itself even when the entity it interacts with has no wakeup lists. Now a loader will stay active if the entity it interacts with has no wakeup list. To additional...
- Mon Oct 10, 2022 2:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.69] Underground belt item duplication
- Replies: 3
- Views: 2669
Re: [boskid][1.1.69] Underground belt item duplication
Thanks for the report. Issue is now fixed for 1.1.70.
- Mon Oct 03, 2022 6:10 am
- Forum: Outdated/Not implemented
- Topic: "Destination full" train swap
- Replies: 1
- Views: 1241
Re: "Destination full" train swap
No.
This idea is incompatible with one of the 1.2 changes where it would be a clear violation of the train stop limits.
This idea is incompatible with one of the 1.2 changes where it would be a clear violation of the train stop limits.
- Mon Sep 26, 2022 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
- Replies: 1
- Views: 1853
Re: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
Thanks for the report. Lets see how many mods are broken by my changes. Instead of forcing stack size to 1, it will not force any values anymore, but if it happens to be different than 1 it will throw instead. LuaItemPrototype::stackable should also be fixed for 1.1.70.
- Mon Sep 26, 2022 10:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Spider-remote lose connection when spider teleported to other surface
- Replies: 1
- Views: 1747
Re: [1.1.69] Spider-remote lose connection when spider teleported to other surface
Thanks for the report. Issue is now fixed for 1.1.70.
- Mon Sep 26, 2022 9:27 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Highlight-box targeting entity not visible if tick is paused
- Replies: 1
- Views: 1652
Re: [1.1.69] Highlight-box targeting entity not visible if tick is paused
Ok, i did tiny tweaks to make the HighlightBoxEntity behave slightly better: it will perform copy of target's selectionBox immediately during construction without waiting for next update call. That has some important behavior changes because copy of this selection box is then used as a bounding box ...
- Sun Sep 25, 2022 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.69] Error loading save: "transport line groups are not consistent"
- Replies: 4
- Views: 2360
Re: [boskid][1.1.69] Error loading save: "transport line groups are not consistent"
Thanks for the report. Save file has enough clues that i was able to reproduce the issue without any mods. It is related to upgrading underground belt ghosts. Issue is now fixed for 1.1.70. For now you can fix this this save file using a "prototype changed mode" which you can trigger manua...
- Sat Sep 24, 2022 1:26 pm
- Forum: Duplicates
- Topic: Entity working sound causes hard freeze
- Replies: 3
- Views: 972
- Fri Sep 23, 2022 3:54 am
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7840
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
When i was implementing train stop limits i was aware it will not work nicely with enable/disable exactly because of that case but i kept it because it gives different behavior for controlling trains (allows trains to skip some schedule records instead of waiting). I guess i have enough of those iss...
- Sat Sep 17, 2022 8:30 pm
- Forum: Technical Help
- Topic: corrupted savegame
- Replies: 3
- Views: 700
Re: corrupted savegame
Merging of level data chunks from different save files is not allowed, it will not give anything usable.
- Sat Sep 17, 2022 3:00 pm
- Forum: Technical Help
- Topic: corrupted savegame
- Replies: 3
- Views: 700
Re: corrupted savegame
Unfortunately there is not much that can be done with this zip file. It is corrupted. I was able to recover level.dat33 up to level.dat73 but there are parts from dat0 to dat32 missing and any gap will make this save file not recoverable.
- Fri Sep 16, 2022 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] "show-player-robots" debug option do not respect surface
- Replies: 1
- Views: 2035
Re: [1.1.69] "show-player-robots" debug option do not respect surface
Thanks for the report. Issue is now fixed for 1.1.70.
- Sun Sep 11, 2022 9:14 am
- Forum: Ideas and Suggestions
- Topic: Allow walls and gates in the upgrade planner
- Replies: 2
- Views: 804
Re: Allow walls and gates in the upgrade planner
There are at least 2 reasons why this is unlikely to happen: - Gate has different collision mask than a wall has. This is one of many requirements for the current upgrade planner logic to consider 2 entities as upgradable which a gate-wall pair fails. - Walls have no direction when Gates have a dire...
- Sun Sep 11, 2022 7:59 am
- Forum: Fixed for 2.0
- Topic: [1.1.64] Map zoom level becomes extremely high
- Replies: 1
- Views: 1340
Re: [1.1.64] Map zoom level becomes extremely high
Thanks for the report. This is a minor issue. Most likely it will not get fixed in 1.1, however i see it is already fixed for 1.2.
- Sun Sep 11, 2022 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.16.1] Steam output capped until boiler is replaced
- Replies: 1
- Views: 2061
Re: [1.16.1] Steam output capped until boiler is replaced
Thanks for the report. Issue is now fixed for 1.1.69. It was related to boiler's burner energy source not updating its buffer size.
- Sun Sep 11, 2022 6:39 am
- Forum: 1 / 0 magic
- Topic: [1.1.68] Desync problem without any mod
- Replies: 9
- Views: 2168
Re: [1.1.68] Desync problem without any mod
Curiosity question: for MP, does the game do any checking of all game files, or just the game version? I'm wondering if maybe somehow one of the base files for the prototypes has been altered for this one person? If using the Steam version, I'd recommend maybe trying to verify the install? If that ...
- Sun Sep 11, 2022 6:27 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
- Replies: 3
- Views: 3058
Re: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
Thanks for the report. I was able to find a relatively simple fix for this so it is now fixed for 1.1.69. Fix was to change solar panel's energy source buffer size every tick to match the solar power multiplier if it goes above 1.
- Fri Sep 09, 2022 9:41 am
- Forum: Duplicates
- Topic: [1.1.68] Crash on exit
- Replies: 1
- Views: 1060
- Fri Sep 09, 2022 8:58 am
- Forum: Not a bug
- Topic: [1.1.68] unknown option should give an error
- Replies: 4
- Views: 979
Re: [1.1.68] unknown option should give an error
It was a value that cxxopts library silently ignored (not a flag, not consumed positional so it was put to keep). I do not think we want to dig into that library to change the behavior that will catch your issue.
- Thu Sep 08, 2022 11:17 am
- Forum: Fixed for 2.0
- Topic: [1.1.68] Production window sizing breaks on UI scale change
- Replies: 1
- Views: 944
Re: [1.1.68] Production window sizing breaks on UI scale change
Thanks for the report. This is quite minor issue. It works fine in 1.2 so i am considering this to be fixed for 1.2