Search found 1191 matches

by boskid
Thu Nov 26, 2020 8:43 pm
Forum: Duplicates
Topic: [1.1.1] Unable to load map due to entity in the way
Replies: 1
Views: 20

Re: [1.1.1] Unable to load map due to entity in the way

Duplicate 91864. I tested this save file in 1.1.2 and it will load fine.
by boskid
Thu Nov 26, 2020 1:31 am
Forum: Not a bug
Topic: [1.1.1] Train reservations block each other
Replies: 1
Views: 71

Re: [1.1.1] Train reservations block each other

Not a bug. If trains on the right were first to make a reservation and something is blocking their path then player made a mistake and has to redesign something. I will not be implementing any global train coordination to fix issues player made. This is a tiny part of the challenge with using this f...
by boskid
Thu Nov 26, 2020 12:46 am
Forum: Bug Reports
Topic: [1.1.0] Blueprint does now show preview
Replies: 7
Views: 222

Re: [1.1.0] Blueprint does now show preview

Let me guess, it is not fresh blueprint, but you were using "choose new content" for the blueprint and new entities were placed on completly different end of the map compared to where were entities primarily used for blueprint.
by boskid
Wed Nov 25, 2020 10:07 pm
Forum: Not a bug
Topic: [1.1.1] Train does not output any circuit conditions to station when in "Destination is full" modus.
Replies: 4
Views: 85

Re: [1.1.1] Train does not output any circuit conditions to station when in "Destination is full" modus.

Can this be "fixed"? It seems logical to me as long as the train does not leave the station we should be able to read it's content or ID via the station it's parked in no? No. The train left the train stop and is trying to find a path to goal from next schedule record. It is not parked at that trai...
by boskid
Wed Nov 25, 2020 8:36 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Belt performance regression
Replies: 19
Views: 1717

Re: [boskid][1.1.0] Belt performance regression

Would it be possible to make it an option in "settings"? No. It would have to be an option that would be part of the game state and shared between all the players and i am not going to duplicate all the tests only to check belts when this logic is turned on and off. If you would have a fluid system...
by boskid
Wed Nov 25, 2020 7:09 pm
Forum: Resolved for the next release
Topic: [boskid] Fluid box "get_flow" returns wrong value
Replies: 6
Views: 263

Re: [boskid] Fluid box "get_flow" returns wrong value

TreefrogGreaken wrote:
Wed Nov 25, 2020 7:03 pm
Does this also mean that the FlowRate wont go to 0 on full outputs? i.e a really long pipeline will have those first few pipes full.
I do not know what you are talking about. Fluid amount and fluid flow are 2 different values.
by boskid
Wed Nov 25, 2020 6:19 pm
Forum: Resolved for the next release
Topic: [boskid] Fluid box "get_flow" returns wrong value
Replies: 6
Views: 263

Re: [boskid] Fluid box "get_flow" returns wrong value

Ok i found relatively nice fix for this. Flow values will be correct and will also properly account for inflow (previously they were only accounting for outflow). Fixed for 1.1.2
by boskid
Wed Nov 25, 2020 6:16 pm
Forum: Pending
Topic: [1.1.1] FPS/UPS drop to about 30
Replies: 1
Views: 98

Re: Bug in version 1.1.1 - FPS/UPS drop to about 30

For performance issues please follow guides from https://forums.factorio.com/68653 since without any time values on screenshot it is hard to even decide what to look for. (OBLIGATORY) Screenshot of the game with the following debug options: show-fps, show-time-usage, show-gpu-time-usage, show-multip...
by boskid
Wed Nov 25, 2020 3:16 pm
Forum: Resolved for the next release
Topic: [boskid] Fluid box "get_flow" returns wrong value
Replies: 6
Views: 263

Re: Fluid box "get_flow" returns wrong value

Oh no... not this... Fluid system... I do not want to touch that... Issue is that during the fluid flow update, there is a variable `speed` which is used to determine amount of fluid to transfer, but then there is another variable that is used as a flow state for next ticks to simulate some flow mom...
by boskid
Wed Nov 25, 2020 8:57 am
Forum: Duplicates
Topic: Failed to reach auth server. Code: 520.
Replies: 1
Views: 93

Re: Failed to reach auth server. Code: 520.

Duplicate 91660
by boskid
Tue Nov 24, 2020 10:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
Replies: 2
Views: 173

Re: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not tr

Thanks for the report and a save file, it was really easy to find what was wrong having that file. Issue only happens when some belt related entities are removed due to prototype changes (mod removal), in this exact case it was removal of miniloaders that was causing the crash because without it som...
by boskid
Tue Nov 24, 2020 9:22 pm
Forum: Not a bug
Topic: [1.1.0] Force values
Replies: 4
Views: 90

Re: [1.1.0] Force values

If you say game has custom scenario you can no longer say it is unmodded. Custom scenario is capable of catching defines.events.on_technology_effects_reset event to restore proper values and if it does not do that, well... not a (base game) bug.
by boskid
Tue Nov 24, 2020 8:12 pm
Forum: Not a bug
Topic: [1.1.0] Force values
Replies: 4
Views: 90

Re: [1.1.0] Force values

This is not a bug.

Whenever a base game or a mod calls LuaForce::reset_technology_effects those values are recomputed based on the tech tree state. 1.1.0 loading anything below is requesting that migration (it is not visible in migration files as it is baked into the code now).
by boskid
Tue Nov 24, 2020 5:17 pm
Forum: Duplicates
Topic: [1.1.0] Crash when autosaving (DifficultySettings::save)
Replies: 1
Views: 53

Re: [1.1.0] Crash when autosaving (DifficultySettings::save)

Thanks for the report. It is duplicate of 91673.
by boskid
Tue Nov 24, 2020 3:18 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Desync in a big 4 Player Map
Replies: 4
Views: 251

Re: [1.1.0] Desync in a big 4 Player Map

Thanks for the report, save files are relatively large so it will take a little to check what was the cause. Some parts i noticed in this desync report is spidertron logistics desync, however as i was watching that stream and i am also suspecting it could be desync related to placement of blueprint ...
by boskid
Tue Nov 24, 2020 3:03 pm
Forum: Won't implement
Topic: Event request: on_water_polluted
Replies: 1
Views: 100

Re: Event request: on_water_polluted

There is no such thing. Green water is purely cosmetic thing of standard water tiles based on chunk pollution. If you disable `Show animated water` all the green will be gone.
by boskid
Tue Nov 24, 2020 2:45 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Old Reservation Can Be Reused by Train
Replies: 1
Views: 354

Re: [1.1.0] Old Reservation Can Be Reused by Train

Thanks for the report. I made some tiny tweaks that should resolve this issue.
by boskid
Tue Nov 24, 2020 10:04 am
Forum: Duplicates
Topic: [1.1.0] Error loading save: "Transport Line Groups Are Not Consistent"
Replies: 8
Views: 513

Re: [boskid][1.1.0] Error loading save: "Transport Line Groups Are Not Consistent"

It is definitely the underground ghost weirdness. I've made a video reproducing the bug, here: https://youtu.be/8O0O1ZNOVeU Really nice to have reliable reproduction. Indeed the issue is with the ghosts: 91701-repro.gif By having fast underground belt ghosts on top of real underground belts, when b...

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