Search found 1755 matches

by boskid
Wed May 18, 2022 8:21 pm
Forum: Multiplayer / Dedicated Server
Topic: Multiple instances - are there any side effects if I delete .lock?
Replies: 5
Views: 138

Re: Multiple instances - are there any side effects if I delete .lock?

I am mostly in favor of using a config file since you have to allocate a separate directory anyway, there are no strong reasons preventing you from having multiple config files anyway. The ability to specify separately some of the paths was added in 0.18.29, while the --mod-directory is an override ...
by boskid
Wed May 18, 2022 6:27 am
Forum: Multiplayer / Dedicated Server
Topic: Multiple instances - are there any side effects if I delete .lock?
Replies: 5
Views: 138

Re: Multiple instances - are there any side effects if I delete .lock?

I have now added the parameter "--no-log-rotation". It would be better to switch off the log completely, is that possible? How much is the content in "factorio\temp\currently-playing" affected? Can the path be changed? You can create a separate config.ini inside of which you can...
by boskid
Fri May 13, 2022 3:52 pm
Forum: Not a bug
Topic: [1.1.59] Small amounts of fluid does not flow in pipes
Replies: 1
Views: 103

Re: [1.1.59] Small amounts of fluid does not flow in pipes

Unfortunately i am not considering this to be a bug. Mixing fluids is generally not supported so this corner case is not interesting to handle. If you manage to mix fluids, you can always click a pipe and flush fluids. As you already noticed, there is a threshold of 0.001 for the fluid amount inside...
by boskid
Wed May 11, 2022 5:44 pm
Forum: Bug Reports
Topic: LuaEntity.circuit_connected_entities is 0 when fast replacing
Replies: 1
Views: 110

Re: LuaEntity.circuit_connected_entities is 0 when fast replacing

This... is annoying to fix. Entity fast replace is doing a copy settings from old entity to new entity so there is a short period of time where both entities exist at the same time: logic for fast replace is basically "1/ create new entity, 2/ transfer settings, 3/ mine old entity". The ev...
by boskid
Wed May 11, 2022 5:00 am
Forum: Pending
Topic: [1.1.59] Train pathfinder is slow
Replies: 6
Views: 285

Re: [1.1.59] Train pathfinder is slow

If I can ask how you were able to track this down or point me to material so I can learn I would love to learn how I was running factorio under debugger, not something that you could do so there are no options for you to find the issue yourself in 1.1.59. Since those data were annoying to obtain ev...
by boskid
Tue May 10, 2022 3:02 pm
Forum: Not a bug
Topic: [1.1.57] Factorio API - chunk area overlap
Replies: 4
Views: 178

Re: [1.1.57] Factorio API - chunk area overlap

Chunks's area is returned as a BoundingBox and BoundingBoxes are described as a pair of 2 MapPositions, one for the left top and one for right bottom corner. Since they are MapPositions, they describe positions with the resolution of 1/256th of a tile and as such in order to properly describe a boun...
by boskid
Tue May 10, 2022 4:10 am
Forum: Not a bug
Topic: [1.1.57] Factorio API - chunk area overlap
Replies: 4
Views: 178

Re: [1.1.57] Factorio API - chunk area overlap

Your for loops are off by one because they include end of range making right bottom map position (of area) to expand by 1 tile. Corners of a chunk are always (32x, 32y) to (32x+32, 32y+32) as those map positions are on the chunk corners
by boskid
Mon May 09, 2022 8:33 am
Forum: Pending
Topic: [1.1.59] Train pathfinder is slow
Replies: 6
Views: 285

Re: [1.1.59] Train pathfinder is slow

And what are you expecting me to do? Make it fast? I was looking into the reasons why the trains pathfinder is slow, the most common reason is having trains in a NO_PATH state but i see that rails missing near [gps=2247,1614] are only causing NO_PATH state for 2 trains which are really close to the ...
by boskid
Sat May 07, 2022 10:54 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 401
Views: 126708

Re: Parrallel processing in games & applications

Wube limits it to user input for reasons that they have never made clear. I am feeling like being trolled by responding to this but i will answer anyway to have something to link to in the future. Determinism in context of factorio is basically a property that when you have game state S at tick t (...
by boskid
Fri May 06, 2022 1:54 pm
Forum: Balancing
Topic: Idea: reduce pollution emitted by machines on floor tiles
Replies: 20
Views: 562

Re: Idea: reduce pollution emitted by machines on floor tiles

Terrain covered with concrete does not consume pollution, why should placement of machines on concrete make them pollute less? They should pollute more!
by boskid
Fri May 06, 2022 7:25 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.58] Crash from creating infinite recursive blueprint book from the inventory
Replies: 2
Views: 1002

Re: [boskid][1.1.58] Crash from creating infinite recursive blueprint book from the inventory

Thanks for the report. Issue is now fixed for 1.1.59. It is related to linked topic but it is a separate issue that was not fixed by it.
by boskid
Thu May 05, 2022 7:57 pm
Forum: Not a bug
Topic: Comments Only in locale file crashes Factorio
Replies: 3
Views: 232

Re: Comments Only in locale file crashes Factorio

Thanks for the report. There are no bugs here. Ini file comments start with "#" or ";". Usage of "--" is not supported as a comment start.
by boskid
Sat Apr 30, 2022 6:07 pm
Forum: Technical Help
Topic: Chunk [10, 1] is already linked to polluted list error
Replies: 3
Views: 404

Re: Chunk [10, 1] is already linked to polluted list error

I looked at this save file. There is a level.dat1 missing and based on metadata there should be 10 dat files (from .dat0 up to .dat9) but there is .dat10 present. I tried shuffling those dat files but it failed badly. Unfortunately it is unrecoverable.
by boskid
Thu Apr 28, 2022 5:46 am
Forum: Pending
Topic: [1.1.57] Desync on local server (Win 10 server, Win 10 guests)
Replies: 1
Views: 184

Re: [1.1.57] Desync on local server (Win 10 server, Win 10 guests)

Weird, there is clearly only one difference in this desync report: one transport line is active in Desynced but is inactive in Reference (offset in level with tags: 0xDFA5631). It is right transport line going through belt at position {-202.5, 340.5}. 102273-line.png There is really nothing special ...
by boskid
Mon Apr 25, 2022 3:26 pm
Forum: Ideas and Suggestions
Topic: Yellow train signal cannot be closed with circuits
Replies: 17
Views: 554

Re: [1.1.57] Yellow train signal cannot be closed with circuits

Trains pathfinder already checks if a signal is requested to be closed by a circuit network because those signals are giving a pathfinder penalty. When a train is repathing, those signals within braking distance are released from trains reservation but they are not given to the circuit network reser...

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