Search found 3069 matches

by boskid
Tue Dec 03, 2024 10:58 am
Forum: Documentation Improvement Requests
Topic: [2.0.23] what is a real wire connection?
Replies: 4
Views: 118

Re: [2.0.23] what is a real wire connection?

Short explanation is: - wire is "real" when entities at both ends are "real" (not ghost). Real wires are causing real effects: propagating electric network or circuit network, carrying signals, electricity. Opposite case is ghost wires which are just visual (script will see them ...
by boskid
Tue Dec 03, 2024 8:56 am
Forum: Not a bug
Topic: Solar panels show default output on Electric network window
Replies: 3
Views: 139

Re: Solar panels show default output on Electric network window

After some additional consideration i am going to definitely move this to Not a bug. I see no reason for having solar panel tooltips for a solar panel group to account for surface conditions same as assemblers do not account for energy consumption effects caused by modules. With assemblers it is eve...
by boskid
Tue Dec 03, 2024 6:36 am
Forum: Not a bug
Topic: Solar panels show default output on Electric network window
Replies: 3
Views: 139

Re: Solar panels show default output on Electric network window

While in a vast majority of cases a single electric network exists on a single surface, it is possible with mods to have one network spanning multiple surfaces in which case the tooltip would be ambiguous. I am not considering this to be a bug, its a generic tooltip for given entity type. I will kee...
by boskid
Tue Dec 03, 2024 5:21 am
Forum: Not a bug
Topic: [2.0.23]empty beacons are helping out the quality stat
Replies: 1
Views: 64

Re: [2.0.23]empty beacons are helping out the quality stat

Not a bug. Quality debuff is reduced but also speed buff is reduced.
by boskid
Mon Dec 02, 2024 6:13 pm
Forum: Not a bug
Topic: [2.0.23] Loaders do not orient when built on space platforms
Replies: 2
Views: 89

Re: [2.0.23] Loaders do not orient when built on space platforms

Given https://mods.factorio.com/mod/aai-loaders/changelog, if you update "AAI Loaders" mod to 0.2.5, the issue should be fixed. Base game never rotates loaders and as such this is not a bug, this is strictly a mod issue.
by boskid
Mon Dec 02, 2024 5:08 am
Forum: Not a bug
Topic: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
Replies: 2
Views: 186

Re: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections

For 2.0.24 i changed the connection logic slightly to make underground fluid box connections with incompatible underground_collision_mask possible, such connection will fail when tile between collides with any of the two masks on connection ends.
by boskid
Mon Dec 02, 2024 1:04 am
Forum: Gameplay Help
Topic: Setting a recipe on an assembler with circuits
Replies: 3
Views: 125

Re: Setting a recipe on an assembler with circuits

Can you show the assembler gui? Usually it wont set recipe until all trash items from previous recipe are taken out.
by boskid
Sun Dec 01, 2024 11:12 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.21] Disabled gun turret with 0 health, cannot deconstruct, won't die
Replies: 2
Views: 193

Re: [2.0.21] Disabled gun turret with 0 health, cannot deconstruct, won't die

Heh, they are in a dying state which requires them to remain active for anination purposes but control behavior deactivates it. That should be an easy fix
by boskid
Sun Dec 01, 2024 4:08 pm
Forum: Duplicates
Topic: Desynced while building with elevated rails
Replies: 2
Views: 60

Re: Desynced while building with elevated rails

I will mark this as duplicate of 123181
by boskid
Sun Dec 01, 2024 1:32 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.21] Some signals cannot be parameterized
Replies: 1
Views: 222

Re: [boskid][2.0.21] Some signals cannot be parameterized

Thanks for the report. Those are now added for 2.0.24.
by boskid
Sun Dec 01, 2024 2:43 am
Forum: Not a bug
Topic: [2.0.23] Inserter can pass items to each other while chest in between
Replies: 3
Views: 220

Re: [2.0.23] Inserter can pass items to each other while chest in between

This looks like update order dependency. Trashing is not instant, it happens once per tick so if the inserter update order is first insert then second extract, then trashing would not happen in between. Inserter waking up on container will schedule itself before other inserter so it avoids the issue...
by boskid
Sat Nov 30, 2024 8:06 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
Replies: 1
Views: 218

Re: [boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter

Thanks for the report. For 2.0.24 i made parametrization of selector combinator only propose those variables that are relevant in selected mode.
by boskid
Sat Nov 30, 2024 3:33 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.23] Entity prototypes are missing "layers" information, leading to collision_mask_util.masks_collide crash
Replies: 1
Views: 150

Re: [boskid][2.0.23] Entity prototypes are missing "layers" information, leading to collision_mask_util.masks_collide cr

Thanks for the report. Issue is now fixed for 2.0.24. My intention was to have "layers" be mandatory in all cases using the "make modders happy by reducing amount of formats data can be given" and this code was also structured in a way that was supposed to guarantee layers is giv...
by boskid
Sat Nov 30, 2024 3:10 pm
Forum: Not a bug
Topic: [2.0.21] The wire does not reach
Replies: 23
Views: 745

Re: [2.0.21] The wire does not reach

No, i will just use your own argument about importance of real life analogy here: to have long cables, both endpoints need to be able to resist increased tensile forces so they need to be strong enough. Inserter is not strong enough to resist immense tensile forces of having such a long wire (it was...
by boskid
Sat Nov 30, 2024 2:48 pm
Forum: Not a bug
Topic: [2.0.21] The wire does not reach
Replies: 23
Views: 745

Re: [2.0.21] The wire does not reach

After all, the essence of my claim is that the power line does not perform its function, not allowing you to connect the green wire. In its area of operation. This shouldn't be happening! 4 [30.11.2024].png So you are suggesting that if entity is in range of electric coverage, then wire should also...
by boskid
Sat Nov 30, 2024 2:42 pm
Forum: Not a bug
Topic: [2.0.21] The wire does not reach
Replies: 23
Views: 745

Re: [2.0.21] The wire does not reach

If you want to use real life comparisons then lets go that way: if you have 2 big electric poles with super long wire between them then weight of the wire may be significant so the tensile force on the cable will be significant and so the forces on the big pole need to balance by having wire from bo...

Go to advanced search