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 ...
Search found 3728 matches
- 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
- 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 ...
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 ...
- 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.
- Fri Mar 28, 2025 11:34 am
- Forum: Resolved for the next release
- Topic: [boskid][2.0.18] Programmable speaker "show icon on map" toggle ignored when an alert is already active
- Replies: 2
- Views: 256
Re: [boskid][2.0.18] Programmable speaker "show icon on map" toggle ignored when an alert is already active
Thanks for the report. Issue is now fixed for 2.0.44.
- Fri Mar 28, 2025 11:19 am
- Forum: Resolved for the next release
- Topic: [boskid][2.0.21] Train group count does not update when adding new trains
- Replies: 2
- Views: 254
Re: [boskid][2.0.21] Train group count does not update when adding new trains
Thanks for the report. This is now fixed for 2.0.44.
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
Personally i think it was a mistake to keep ...
- 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 ...
- 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 ...
- 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.
- 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:
- 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 ...
- 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.
- 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.
- 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.
- Wed Mar 26, 2025 7:02 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.42] Pretty printer for LuaPlayer has the wrong value for index
- Replies: 1
- Views: 110
- 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
In this save file, you have exoskeletons turned off. Press Alt+E or click the exoskeletons button on the shortcut bar.