Search found 2250 matches
- 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?
- 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.
- 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...
- 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.
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
- 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.
- Sun Aug 14, 2022 7:00 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.65] Lag spike when using copy/upgrade/destruction planner from far away when in map view
- Replies: 1
- Views: 2042
Re: [boskid][1.1.65] Lag spike when using copy/upgrade/destruction planner from far away when in map view
Thanks for the report. Issue is now fixed for 1.1.66.
- 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.
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.
- 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?
- 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