Search found 2250 matches

by boskid
Thu Sep 08, 2022 5:53 am
Forum: Pending
Topic: [1.1.64] Crash with nullius mod (DrawEngine::renderShadowsToWorkingSprite)
Replies: 3
Views: 1192

Re: [1.1.64] Crash with nullius mod (DrawEngine::renderShadowsToWorkingSprite)

Thanks for the report, however i am unable to reproduce any issues. Is this crash happening often or was it a one-off event? Do you have any ways to reproduce this?
by boskid
Thu Sep 08, 2022 5:42 am
Forum: Pending
Topic: [1.1.68] Crash inside tech tree (InventoryHighlights::forItemsCheckRemove)
Replies: 1
Views: 686

Re: [1.1.68] Crash inside tech tree (InventoryHighlights::forItemsCheckRemove)

I was trying to reproduce this crash with given step and with many variations of simillar steps but i was unable. Moving to Pending until a reproduction is found - without a reproduction there is not much i could do.
by boskid
Thu Sep 08, 2022 4:18 am
Forum: Not a bug
Topic: [1.1.65] Max flame count doesn't behave right for a high value
Replies: 1
Views: 867

Re: [1.1.65] Max flame count doesn't behave right for a high value

This behavior is because value of 255 is internally used as a special marker when creating a fire flame saying "use initial_flame_count value from prototype instead" which for a fire-flame is 0. Value of 0 is then interpreted as "use particle offset count / 5" which is equal to 6...
by boskid
Thu Sep 08, 2022 3:44 am
Forum: Resolved Problems and Bugs
Topic: [1.1.63] Duplicate loader item in data
Replies: 1
Views: 771

Re: [1.1.63] Duplicate loader item in data

Thanks for the report. The duplicate item definition is now removed for 1.1.69. No changelog record for this because it was not breaking anything and not causing any observable issues.
by boskid
Wed Sep 07, 2022 7:29 am
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 3978

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

As far as i know about the noise expression internals (which is not much), noise programs when running are working as a SIMD, basically a compiled (to internal representation) noise program consists of many instructions and instruction works on a long vector of data: in case of a chunk, such vector ...
by boskid
Thu Sep 01, 2022 6:43 am
Forum: Gameplay Help
Topic: SLOW FOUND PATH
Replies: 2
Views: 793

Re: SLOW FOUND PATH

Your message is not precise enough so i will assume you have no idea what those messages are which means you want to get rid of them. Those are messages from a Debug settings which i implemented during https://forums.factorio.com/102362. You can press F4 to open the Debug settings gui and disable th...
by boskid
Wed Aug 31, 2022 9:24 pm
Forum: Modding help
Topic: Changing transport belt speed in-game
Replies: 2
Views: 534

Re: Changing transport belt speed in-game

There is no support for this. This falls into the common problem of deciding what value to take in case of a prototype data changes: should it take a value from an existing entity or a value from a new prototype? Internally TransportLines can have speed changed and it is used in one specific case (w...
by boskid
Wed Aug 31, 2022 1:16 pm
Forum: Implemented mod requests
Topic: connect_neighbour and disconnect_neighbour for Power Switch
Replies: 4
Views: 2016

Re: connect_neighbour and disconnect_neighbour for Power Switch

API for power switches in 1.1.x is quite limited, i see no clean way of finding which side of a power switch is connected to an electric pole. Only usable information here is that if a power switch is connected to 2 electric poles, the LuaEntity::neighbours in the "copper" output will retu...
by boskid
Wed Aug 31, 2022 7:46 am
Forum: Gameplay Help
Topic: Circuit Network Train ID #
Replies: 5
Views: 980

Re: Circuit Network Train ID #

Train ID's are guaranteed to be non-zero. They are allocated starting from 1 and increasing for each new train. Even if an overflow would happen, a train ID will never be 0 as there is a special check that guards against this case.
by boskid
Wed Aug 31, 2022 6:55 am
Forum: Ideas and Suggestions
Topic: [Optimization] Lamp performance improvement
Replies: 2
Views: 805

Re: [Optimization] Lamp performance improvement

There are no reasons to change current lamp staggering behavior in order to optimize this logic. Electric network right now has a vector that maps from a UnitNumber into a staggeringModifier of a lamp. Currently this code has a linear complexity O(N) while lamps are turning on because electric netwo...
by boskid
Sat Aug 20, 2022 11:36 am
Forum: Outdated/Not implemented
Topic: Make inserters be able to grab from another inserter while the items is in the air
Replies: 13
Views: 2596

Re: Make inserters be able to grab from another inserter while the items is in the air

No. This would make inserter a lot more complex because technically it could be woken up by belt OR inserter that tries to drop at that belt piece. That would make inserters a lot more complex in the implementation. Also there may be multiple inserters trying to drop at the same belt piece which mea...
by boskid
Sat Aug 20, 2022 8:03 am
Forum: Resolved Problems and Bugs
Topic: [1.1.67] modding related, flashlight enable/disable on LuaPlayer
Replies: 1
Views: 2516

Re: [1.1.67] modding related, flashlight enable/disable on LuaPlayer

LuaControl::enable/disable_flashlight not working when used through LuaPlayer that points at a player with CharacterController was an issue and is now fixed for 1.1.68. As for the reason why those methods are in LuaControl, they are here because they are valid for LuaEntity (in case of a Character e...
by boskid
Tue Aug 16, 2022 9:09 pm
Forum: Not a bug
Topic: [1.1.65] Similar fluids cannot mix, but only with manual building
Replies: 5
Views: 953

Re: [1.1.65] Similar fluids cannot mix, but only with manual building

Would you be looking into "known not a bug" topic if there would be one? the other topic is in the "Not a bug" subforum.
by boskid
Tue Aug 16, 2022 9:01 pm
Forum: Not a bug
Topic: [1.1.65] Similar fluids cannot mix, but only with manual building
Replies: 5
Views: 953

Re: [1.1.65] Similar fluids cannot mix, but only with manual building

This is the same as the other not a bug you linked.
by boskid
Mon Aug 15, 2022 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.65] Loaders don't pull/push into beacons after filling/emptying
Replies: 5
Views: 1424

Re: [1.1.65] Loaders don't pull/push into beacons after filling/emptying

Good that you did not found yet that loaders are unable to correctly interact with rolling stocks.
by boskid
Sun Aug 14, 2022 8:34 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.61] Crash when using clear_cursor()
Replies: 1
Views: 2046

Re: [boskid][1.1.61] Crash when using clear_cursor()

Thanks for the report. Issue is now fixed for 1.1.66.
by boskid
Mon Aug 08, 2022 8:10 am
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2408

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

Not a bug.

Since the output temperature is fixed it makes sense to use input fluid heat capacity to adjust the energy required for conversion since the temperature of incoming source fluid affects the total energy required to produce a unit of output fluid.
by boskid
Thu Aug 04, 2022 10:41 am
Forum: Not a bug
Topic: Offshore Pump + Landfill + Player = Death
Replies: 6
Views: 1774

Re: Offshore Pump + Landfill + Player = Death

Thanks for the report, however i was unable to reproduce any issues. I see your game is modded, could you provide a save file to make it easier to reproduce for me?
by boskid
Thu Aug 04, 2022 8:10 am
Forum: Resolved Problems and Bugs
Topic: [1.1.61] 'E' to confirm stack size override after double-clicking
Replies: 1
Views: 1958

Re: [1.1.61] 'E' to confirm stack size override after double-clicking

Thanks for the report. Issue is now fixed for 1.1.65

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