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by boskid
Wed Jun 16, 2021 1:22 pm
Forum: Won't implement
Topic: LuaGameScript or LuaBootstrap is_headless_server [boolean]
Replies: 1
Views: 65

Re: LuaGameScript or LuaBootstrap is_headless_server [boolean]

Unfortunately no. This is not part of the game state so it cannot be exposed (as a simple change). When considering a game with replay, it could contain parts when the game was hosted on headless server and could contain parts where it was run in single player and in that case it will be a single lo...
by boskid
Wed Jun 16, 2021 11:49 am
Forum: Implemented mod requests
Topic: [1.1.34] rendering.draw_text centering is weird
Replies: 9
Views: 226

Re: [1.1.34] rendering.draw_text centering is weird

Fine. Modding interface request implemented for 1.1.35.

Below is vertical_alignment="middle".
98850.png
98850.png (71.84 KiB) Viewed 49 times
by boskid
Wed Jun 16, 2021 10:52 am
Forum: Resolved for the next release
Topic: [boskid] [1.1.34] 65535 slot beacon has nil slots via prototype
Replies: 1
Views: 78

Re: [boskid] [1.1.34] 65535 slot beacon has nil slots via prototype

Indeed the NO_ITEM_STACK_INDEX caused this. Fixed for next release.
by boskid
Wed Jun 16, 2021 8:11 am
Forum: Technical Help
Topic: [1.1.34] Can't load save: transport line groups are not consistent
Replies: 3
Views: 72

Re: [1.1.34] Can't load save: transport line groups are not consistent

I looked into this save file and it is really weird. The error is showing correctly because one of the transport lines is slightly corrupted. If you look at the transport belt at {340.5, 52.5} there is one belt with copper ore which is pointing wrong direction and is "deactivated manually"...
by boskid
Wed Jun 16, 2021 7:51 am
Forum: Technical Help
Topic: [1.1.34] Can't load save: transport line groups are not consistent
Replies: 3
Views: 72

Re: [1.1.34] Can't load save: transport line groups are not consistent

I will look into why there is this error showing here. In the meantime you can load this save file just fine from from the "Load game" window by selecting the save file and pressing "Load" button while holding Control. This is a modifier key to load the save file in prototype cha...
by boskid
Tue Jun 15, 2021 11:37 pm
Forum: Implemented mod requests
Topic: [1.1.34] rendering.draw_text centering is weird
Replies: 9
Views: 226

Re: [1.1.34] rendering.draw_text centering is weird

eradicator wrote:
Tue Jun 15, 2021 11:04 pm
Without the knowledge of "top alignment" I'd describe it as: "The text looks like it has an invisible second line above the visible line, and that second line is center aligned on the target position."
https://github.com/memononen/fontstash/ ... sh.h#L1282
by boskid
Wed Jun 09, 2021 8:53 am
Forum: Implemented Suggestions
Topic: Train Stop - Train Limit from Combinator
Replies: 2
Views: 143

Re: Train Stop - Train Limit from Combinator

Thanks for the suggestion. This feature already exists. You just need to connect a wire and enable the "set train limit" checkbox in the circuit connection gui. This will disable the manual trains limit field because its value will be overwriten by the signal value.
by boskid
Mon Jun 07, 2021 6:49 pm
Forum: Pending
Topic: [1.1.34] Crash PrototypesHistoryTemplate<PrototypeHistory>::operator[]
Replies: 7
Views: 266

Re: [1.1.34] Crash PrototypesHistoryTemplate<PrototypeHistory>::operator[]

Hm.. there are certain mods that are not available on the mod portal so i can not verify with exact set of mods. This error is weird: 85.824 Error ModManager.hpp:51: No history for the given key: console. Only occurence of word "console" in the source code is for the "console" fo...
by boskid
Sun Jun 06, 2021 5:49 pm
Forum: Technical Help
Topic: [1.1.34] Main save & all autosaves corrupted in vanilla.
Replies: 5
Views: 421

Re: [1.1.34] Main save & all autosaves corrupted in vanilla.

Those crashes are unrelated to each other. Please check if your memory is not failing and if the hardware in general is in a good shape.
by boskid
Sun Jun 06, 2021 1:56 pm
Forum: Resolved for the next release
Topic: [boskid][1.1.33] Do Loaders sleep too long?
Replies: 8
Views: 444

Re: [boskid][1.1.33] Do Loaders sleep too long?

I have no idea what was the reason behind moving this bug report to wont fix. Just in case i decided to look at this behavior and i found why it was leaving a gap. This behavior was because loader registers as a sleeper which is a "sideloading" interaction and this has some consequences fo...
by boskid
Sun Jun 06, 2021 8:11 am
Forum: Pending
Topic: [1.1.34] Crashes (luasurface.cpp (397): DetailedEntitySearch::setupFromSurface)
Replies: 8
Views: 299

Re: [1.1.34] Crashes (luasurface.cpp (397): DetailedEntitySearch::setupFromSurface)

I am confused quite a lot because there are completly unrelated crashes happening (LuaContext::clearTemporaryStateIncremental, 2x agui::Tab::resizeToContents) but at the same time DetailedEntitySearch::setupFromSurface happened twice and the inner cause of them (having corrupted pointer in the Entit...
by boskid
Fri Jun 04, 2021 8:39 pm
Forum: Not a bug
Topic: [1.1.34]robot_limit in entity roboport not working
Replies: 4
Views: 121

Re: [1.1.34]robot_limit in entity roboport not working

Given this: robot_limit :: uint [Read-only] Maximum number of robots the network can work with. Currently only used for the personal roboport. Or this: /** If number of robots in network is larger than robotLimit, logistic cell won't spawn new robots. Used for personal roboport only. */ ItemCountTyp...
by boskid
Fri Jun 04, 2021 6:16 pm
Forum: General discussion
Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
Replies: 11
Views: 1794

Re: Last hope: blueprint library recovery from save file. (v1.1.9+)

Only reason why they were not possible to be extracted was that when a player joins with an empty blueprint library, there is a blueprint library synchronization happening which removes all the blueprints that player does not have. But why remove them? Because player does not have them in local sto...
by boskid
Fri Jun 04, 2021 3:46 pm
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 21
Views: 1910

Re: please do not use floating point value in Factorio

Would it be possible to override that for modded games? Specifically, Pyanodons, and the seablock mod for it? Early game, I'm slowly producing liquid glass from quartz at a rate of 10 fluid units per 10 seconds or so, and with the underground pipe length I was using, I was experiencing 75% fluid lo...
by boskid
Fri Jun 04, 2021 9:57 am
Forum: Technical Help
Topic: Loading Error: The sprite names appear over the sprites [1.1.34 experimental]
Replies: 4
Views: 287

Re: Loading Error: The sprite names appear over the sprites [1.1.34 experimental]

This is a debug layer turned on. Press F4 to open "Debug settings", find "show-decorative-names" on the list and turn it off. If you do not want to use debug settings, you should disable everything in the debug settings, including the "always" tab (those layers are alwa...
by boskid
Fri Jun 04, 2021 9:38 am
Forum: Resolved for the next release
Topic: [1.1.34] Gate Technology has no Description
Replies: 1
Views: 176

Re: [1.1.34] Gate Technology has no Description

Actually there is a description for gates. It was just not showing because there was wrong key used: "gates" which is different from the technology internal name which is "gate". As to not annoy translators i kept the "gates" key and changed this technology to use "...
by boskid
Fri Jun 04, 2021 9:17 am
Forum: Won't fix.
Topic: [1.1.34] on_string_translated handles empty localised string incorrectly
Replies: 2
Views: 116

Re: [1.1.34] on_string_translated handles empty localised string incorrectly

This LocalisedString has to go through the input actions so at some point it has to be converted from lua table to internally used LocalisedString. This issue you have is because internally there are 3 states for LocalisedString: Translation, Literal and Empty. In this case you have Literal with 4 p...
by boskid
Fri Jun 04, 2021 8:32 am
Forum: Modding interface requests
Topic: Read access to interface setting "Fuzzy search"
Replies: 2
Views: 119

Re: Read access to interface setting "Fuzzy search"

This is one of those "unlikely to happen" because the fuzzy search flag is not part of the game state. It only changes parts of the view but you can change it while playing and there are no input actions sent for that. auto_sort_main_inventory was different story as it has to be part of th...

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