Search found 3728 matches

by boskid
Fri Mar 28, 2025 1:15 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.21] Locomotives shown heading wrong direction on blueprint when rotated.
Replies: 5
Views: 448

Re: [boskid][2.0.21] Locomotives shown heading wrong direction on blueprint when rotated.

Thanks for the report. This issue is now fixed for 2.0.44.

Being able to reproduce this was really helpful as this is what allowed me to identify root of the issue. Rolling stocks can have their position and orientation set by 2 competing means: one is by position of front and back joints, and ...
by boskid
Fri Mar 28, 2025 12:00 pm
Forum: Minor issues
Topic: [2.0.23] biters not attacking artillery wagon
Replies: 5
Views: 415

Re: [2.0.23] biters not attacking artillery wagon

Thanks for the report. I have to classify this as minor issue.

Problem is that biters usually want to attack military targets while artillery wagons are not marked as military targets. If they would be, trains with artillery wagons would aggro biters whenever they would ride next to them, possibly ...
by boskid
Fri Mar 28, 2025 11:53 am
Forum: Resolved for the next release
Topic: [boskid][2.0.23] Opening galaxy of fame unpauses game
Replies: 2
Views: 253

Re: [2.0.23] Opening galaxy of fame unpauses game

This is not strictly a bug, but for 2.0.44 i changed the galaxy of fame gui to keep game paused while this gui is visible.
by boskid
Fri Mar 28, 2025 10:22 am
Forum: Not a bug
Topic: [2.0.41] Train priority overrides enable/disable and train limit 0
Replies: 1
Views: 539

Re: [2.0.41] Train priority overrides enable/disable and train limit 0

Thanks for the report however i am going to classify this as Not a bug. Thats a consequence of multiple features and train priorities are not a required part of this observed behavior. Setting higher train stop priority makes this behavior more visible by making other "Enter" train stops to have far ...
by boskid
Fri Mar 28, 2025 10:03 am
Forum: Not a bug
Topic: [2.0.41] Error loading Base mod: tile prototype "empty-space" missing
Replies: 4
Views: 218

Re: [2.0.41] Error loading Base mod: tile prototype "empty-space" missing

Not a bug. "empty-space" tile must be defined when space_travel feature flag is enabled, one of the mods enables space_travel feature flag and does not provide "empty-space" tile. It looks like if you update those mods, then all-armors-can-fly mod will have an extra dependency on enable-all-feature ...
by boskid
Fri Mar 28, 2025 9:56 am
Forum: Not a bug
Topic: [2.0.42] Unexpected platform damage 2
Replies: 1
Views: 88

Re: [2.0.42] Unexpected platform damage 2

Not a bug. Obstacle just in front and obstacle "outside of the screen" are both within railgun turret range and turret is free to choose any target that is in range and matches filters. There are no rules saying it should target an obstacle that is just in front of.
by boskid
Fri Mar 28, 2025 9:34 am
Forum: Resolved for the next release
Topic: [Jerzy][2.0.12] No recipe for molten metal from ore in decider combinator
Replies: 3
Views: 1233

Re: [Jerzy][2.0.12] No recipe for molten metal from ore in decider combinator

Thanks for the report. In 2.0.44 those melting recipes will have different icons than related molten metal fluids.
by boskid
Fri Mar 28, 2025 8:16 am
Forum: Not a bug
Topic: [2.0.42] Description clarification issue, circuit input list is always sorted
Replies: 2
Views: 99

Re: [2.0.42] Description clarification issue, circuit input list is always sorted

I am not really sure on what exactly you are focusing here, if i am reading this correctly its about adding description that anything output when given multiple passing signals (when in each mode), it selects one with lowest id using internal id order.

Personally i think it was a mistake to keep ...
by boskid
Thu Mar 27, 2025 6:47 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 471

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily

I looked at this a little bit closer and noticed that inserters were not fully respecting what pickup target declares. Inserter should check if pickup target is valid pickup target and remain connected to it as long as it is valid, however it instead used a different check, a "has output inventories ...
by boskid
Thu Mar 27, 2025 5:19 pm
Forum: Modding help
Topic: Problems with defines.wire_connector_id.*
Replies: 4
Views: 192

Re: Problems with defines.wire_connector_id.*

I do not know what you are confused about there. Those defines are literally named like "pole_copper" (=5) for copper wire connector on power poles, or "power_switch_left_copper" (=5) and "power_switch_right_copper" (=6) for power switches. There are no reasons why they should be guarnateed unique ...
by boskid
Thu Mar 27, 2025 4:17 pm
Forum: Modding help
Topic: Problems with defines.wire_connector_id.*
Replies: 4
Views: 192

Re: Problems with defines.wire_connector_id.*

Those are just named constants, they are not required to be unique, similarily as inventory indexes are not unique.
by boskid
Thu Mar 27, 2025 2:45 pm
Forum: Technical Help
Topic: [2.0.42] Crash loading all saves: "Corrupt map: unknown quality prototype ID 65"
Replies: 6
Views: 203

Re: [2.0.42] Crash loading all saves: "Corrupt map: unknown quality prototype ID 65"

That looks like a classic bit-flip, even if it was inside of one of blueprints. Since locating the issue was relatively fast and it was possible to fix with hex editor, here is a fixed save:

127808-SpaceAge-fixed.zip
(65.52 MiB) Downloaded 12 times
by boskid
Thu Mar 27, 2025 12:26 pm
Forum: Resolved for the next release
Topic: [2.0.43] editor entity extra settings properties can not retrieve data from ghosts
Replies: 2
Views: 126

Re: [2.0.43] editor entity extra settings properties can not retrieve data from ghosts

This is slightly tricky to decide because i am not sure if those checkboxes should be targeting entity ghost or the inner entity itself. Gui tries to show state of the inner entity however trying to change state of checkboxes affects state of the ghost. This spreads also onto other checkboxes, for ...
by boskid
Wed Mar 26, 2025 7:48 pm
Forum: Technical Help
Topic: [2.0.42] corrupt map: bad loaded inserter filter count: 100 > 5 (max)
Replies: 8
Views: 340

Re: [2.0.42] corrupt map: bad loaded inserter filter count: 100 > 5 (max)

Unfortunately your save file seems to be corrupted and i am not seeing ways to fix it. Just trying to load all 100 item filters (even when in memory there can be at most 5 of them) fails to load other entities, and by forcing amount of filters loaded to 5 it also fails to load other entities.
by boskid
Wed Mar 26, 2025 7:34 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.43] expected resources (map/resource) inaccurate for probabilities
Replies: 1
Views: 132

Re: [2.0.43] expected resources (map/resource) inaccurate for probabilities

Quite minor, the expected amounts were rounded down for each resource entity. Decided to get rid of this rounding down as it does not affect base game at all. Fixed for 2.0.44.
by boskid
Wed Mar 26, 2025 7:09 pm
Forum: Not a bug
Topic: [2.0.43] LuaCommandable.is_script_driven is false despite setting commands by script
Replies: 1
Views: 90

Re: [2.0.43] LuaCommandable.is_script_driven is false despite setting commands by script

This is not a bug. Unit groups that are created using LuaSurface::create_unit_group are ones that are considered is_script_driven.
by boskid
Wed Mar 26, 2025 6:52 pm
Forum: Not a bug
Topic: [2.0.42] Exoskeleton(s) do not affect walking speed
Replies: 4
Views: 165

Re: [2.0.42] Exoskeleton(s) do not affect walking speed

arisgoun wrote: Wed Mar 26, 2025 6:47 pm Save Attached.
In this save file, you have exoskeletons turned off. Press Alt+E or click the exoskeletons button on the shortcut bar.
03-26-2025, 19-52-16.png
03-26-2025, 19-52-16.png (1.36 KiB) Viewed 98 times

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