Search found 1404 matches

by boskid
Sat Mar 06, 2021 7:13 pm
Forum: Not a bug
Topic: Train Signals - Correct Way to Set Bi-directional Bypasses
Replies: 6
Views: 218

Re: Train Signal Bug

You need to provide more details: at least game version, save file with your rails setup or screenshots. Save file with description is the preferred way.
by boskid
Fri Mar 05, 2021 6:47 am
Forum: Gameplay Help
Topic: Changing player color
Replies: 2
Views: 120

Re: Changing player color

`/color r g b`, `/color <color-name>` or color picker in the character gui (near top right corner of the inventory slots)
by boskid
Tue Mar 02, 2021 8:40 am
Forum: Resolved for the next release
Topic: [posila] [1.1.26] TestBasicGrapics.cpp test failed, black_pixel_top_left.png not found
Replies: 5
Views: 334

Re: [1.1.26] TestBasicGrapics.cpp test failed, black_pixel_top_left.png not found

If you enjoy running all tests, there will be more files missing TestImages.7z Remaining 3 files are only used when tests are run with graphics. If you want you may run `factorio-test.exe -g --fork` (or even `-gh --fork` for heavy mode with graphics) and they will be used (https://factorio.com/blog/...
by boskid
Mon Mar 01, 2021 11:25 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.25] Placing a (mod) item destroys a number of items in my inventory - new bug
Replies: 1
Views: 561

Re: [boskid][1.1.25] Placing a (mod) item destroys a number of items in my inventory - new bug

Ok so the issue emerged after the smart belt building was introduced because in those cases you hold one item (transport belt) and underground may be placed and there have to be some items to be removed directly from the inventory. That logic however was not accounting for the multiple items to plac...
by boskid
Sun Feb 28, 2021 5:06 pm
Forum: Gameplay Help
Topic: how does oil work?
Replies: 4
Views: 370

Re: how does oil work?

Oil refinery has 2 inputs for fluids and only one of them (marked with icon of crude oil) accepts crude oil. In your screenshot crude oil pipes go to the other input which does not accept crude oil.
by boskid
Sun Feb 28, 2021 11:12 am
Forum: Resolved Problems and Bugs
Topic: [1.1.25] Counting trains,
Replies: 3
Views: 748

Re: [1.1.25] Counting trains,

That sounds like the same issue. It is now fixed for 1.1.26.
by boskid
Sun Feb 28, 2021 9:42 am
Forum: Resolved Problems and Bugs
Topic: [1.1.25] Counting trains,
Replies: 3
Views: 748

Re: Counting trains,

Just because issue seems to be simple it does not mean you do not need to provide any details. When i was testing this right now in 1.1.26 everything seems fine except one case when the train is removed while the train stop gui is opened. Without any details i cannot verify if your issue has the sam...
by boskid
Sun Feb 28, 2021 8:55 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)
Replies: 4
Views: 597

Re: [boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)

I am really unhappy because of the save file not being provided as i had to try to reproduce this crash by myself. I was able to finally reproduce this crash and the issue is now fixed for 1.1.26
by boskid
Fri Feb 26, 2021 2:50 am
Forum: Not a bug
Topic: [1.1.25] Extremely lag and game freeze/pause after 1.1.25 update
Replies: 18
Views: 662

Re: [1.1.25] Extremely lag and game freeze/pause after 1.1.25 update

I looked into that save file and it is "not a bug". 96417.png There is a missing curved rail around {1171, -917} that is leading to a `Iron Mine` train stop. Because of that there are literally 42 trains that are no-pathing. I cannot prevent those trains from repathing because missing rail...
by boskid
Wed Feb 24, 2021 12:49 pm
Forum: Assigned
Topic: [boskid][1.1.25] Ghost curved rail bug
Replies: 4
Views: 572

Re: [1.1.25] Ghost curved rail bug

There are a lot of unknowns here: 1/ if that was MP game (because it could be latency state related), 2/ why the real rail was removed when it should not, and 3/ what mods are there installed (there are some looking into the gui). Preferably a save file would help for a reproduction and for syncing ...
by boskid
Wed Feb 24, 2021 9:22 am
Forum: Outdated/Not implemented
Topic: Train path finding should not block the game (if possible), run in separate thread
Replies: 4
Views: 231

Re: Train path finding should not block the game (if possible), run in separate thread

Train path finding should not block the game, run in separate thread I will quote myself here (fff-364): One could simply say "make it multithreaded" but there are a lot of technical challenges to solve before this is even possible in order to not cause any issues when running in multipla...
by boskid
Mon Feb 22, 2021 11:07 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)
Replies: 4
Views: 597

Re: [boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)

I would really like to have the save file because it should not crash that way under my knowledge of transport line internals.
by boskid
Sun Feb 21, 2021 10:24 pm
Forum: Gameplay Help
Topic: [v1.1.25] Items on floor
Replies: 2
Views: 239

Re: [v1.1.25] Items on floor

Not a bug. It may happen in many cases, like cancelling crafting queue when inventory is full or by taking armor which results in inventory size being reduced.
by boskid
Sun Feb 21, 2021 7:29 pm
Forum: Duplicates
Topic: [1.1.22] Crash if much biters attacking my base
Replies: 2
Views: 712

Re: [1.1.22] Crash if much biters attacking my base

This is duplicate of 96177. Version 1.1.22 was prone to that crash. Please update to current stable (which right now is 1.1.25)
by boskid
Sat Feb 20, 2021 11:36 pm
Forum: Not a bug
Topic: [1.1.25] Disconnected rolling stock treated differently by signals
Replies: 5
Views: 308

Re: [1.1.25] Disconnected rolling stock treated differently by signals

I do not have any solid numbers related to those margins. Some time ago i was doing trains movement changes where distance between joints is computed along rails (not as a straight line distance) so the margins most likely are small. There are some threshold values, like when a rail joint is within ...
by boskid
Sat Feb 20, 2021 8:32 pm
Forum: Not a bug
Topic: [1.1.25] Disconnected rolling stock treated differently by signals
Replies: 5
Views: 308

Re: [1.1.25] Disconnected rolling stock treated differently by signals

connection_distance and joint_distance are available for modding in the prototype so this should be possible. Keep in mind that by changing joint_distance from default of 4 into something slightly higher, train will still travel to have front joint of front rolling stock to arrive at distance of 2 ...
by boskid
Sat Feb 20, 2021 6:47 pm
Forum: Not a bug
Topic: [1.1.25] Disconnected rolling stock treated differently by signals
Replies: 5
Views: 308

Re: [1.1.25] Disconnected rolling stock treated differently by signals

Thanks for the report, however this is not a bug. Last rolling stock's rail join is at the position that is exactly on the transition between 2 rail blocks because of the rail signal that after the train stop on the same side, so depending on numerical accuracy and direction from which train arrived...
by boskid
Wed Feb 17, 2021 8:30 am
Forum: Releases
Topic: Version 1.1.24
Replies: 3
Views: 5538

Re: Version 1.1.24

Is there an undocumented change? When starting a new freeplay map, I now see icons next to the resource names Those changes were made in 1.1.22 and are "covered" by: Bugfixes Removed and tweaked some hidden locale to hopefully make 100% possible. (https://forums.factorio.com/95743)

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