Search found 2256 matches

by boskid
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...
by boskid
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.
by boskid
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Forum: Outdated/Not implemented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.
by boskid
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.
by boskid
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 ...
by boskid
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...
by boskid
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...
by boskid
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.
by boskid
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.
by boskid
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.
by boskid
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...
by boskid
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.
by boskid
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.
by boskid
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 ...
by boskid
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.
by boskid
Fri Sep 09, 2022 9:41 am
Forum: Duplicates
Topic: [1.1.68] Crash on exit
Replies: 1
Views: 1060

Re: [1.1.68] Crash on exit

mirpa wrote:
Fri Sep 09, 2022 3:39 am
Bug is not reproducible.
Given this and the log file that does not contain anything useful (PipelineStateManager::~PipelineStateManager then d3d11 stack), i am moving this to 1/0 magic.
by boskid
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.
by boskid
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

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