Search found 1624 matches

by boskid
Wed Oct 27, 2021 11:38 am
Forum: Not a bug
Topic: [1.1.42] Hand craft Distractor capsule recipe speed effect not displaying correctly
Replies: 3
Views: 64

Re: [1.1.42] Hand craft Distractor capsule recipe speed effect not displaying correctly

What value should there be? Distractor is literally defined to have a speed of 0 and is set to not follow player because it cannot.
by boskid
Thu Oct 21, 2021 9:21 am
Forum: Modding interface requests
Topic: LuaSurface.create_entity{type='character-corpse', armor_picture_mapping=???}
Replies: 1
Views: 127

Re: LuaSurface.create_entity{type='character-corpse', armor_picture_mapping=???}

How CharacterCorpsePrototype::armor_picture_mapping works: it is a mapping from an ItemID to an armor index. Game checks entire character corpse inventory and if it finds an item which has a record in the armor_picture_mappings, it takes its value. Highest value found during the corpse inventory sca...
by boskid
Thu Oct 21, 2021 8:56 am
Forum: Won't implement
Topic: Reading dimensions of sprites during control stage.
Replies: 2
Views: 160

Re: Reading dimensions of sprites during control stage.

Unfortunately this is not going to happen. Sprite informations are not part of the game state and as such cannot be returned to a Lua. If such request would be performed in a multiplayer game, a headless server may not have any of the png files so an instance of the control script running on a headl...
by boskid
Thu Oct 21, 2021 8:46 am
Forum: Won't implement
Topic: Return temperature with get_fluid_contents
Replies: 1
Views: 116

Re: Return temperature with get_fluid_contents

Unfortunately this interface request in current shape is a no-go. LuaEntity::get_fluid_contents does not return a per-fluidbox fluids, in some cases it is able to return amount of fluids that are not stored in a FluidBox but a regular Fluid container (FluidWagon, FluidTurret). If an entity would hav...
by boskid
Thu Oct 21, 2021 8:27 am
Forum: Won't implement
Topic: Add LuaSurface.time_factor please
Replies: 1
Views: 58

Re: Add LuaSurface.time_factor please

This is way outside of what the engine is capable of doing and way off of how stuff works. For example belts are not updated per-surface, TransportLineManager is completly unaware of where the transport lines are (that is why linked-belt was relatively easy to implement). All the belts animations ar...
by boskid
Mon Oct 18, 2021 11:40 am
Forum: Bug Reports
Topic: [1.1.42] Inconsistent maximum circuit wire reach
Replies: 5
Views: 231

Re: [1.1.42] Inconsistent maximum circuit wire reach

The issue with the entity center approach would be that a larger entities would have a distance penalty like a storage-tank since it is a 3x3 entity. Increasing a circuit wire reach on a storage tank would not be sufficient because the reach limit is based on the smaller reach of the 2 entities to b...
by boskid
Mon Oct 18, 2021 8:35 am
Forum: Bug Reports
Topic: [1.1.42] Inconsistent maximum circuit wire reach
Replies: 5
Views: 231

Re: [1.1.42] Inconsistent maximum circuit wire reach

Thanks for the report however i am not considering this to be a bug. Case where you have 2 power poles is special because this one case has different condition for the circuit wire reach: in this case distance between entities is measured as a straight line distance between centers of electric poles...
by boskid
Mon Oct 18, 2021 6:40 am
Forum: Not a bug
Topic: [1.1.42]Robots are able to connect pipe systems with different fluids
Replies: 1
Views: 145

Re: [1.1.42]Robots are able to connect pipe systems with different fluids

It would be considered an issue with the old "hard fluid mixing prevention" logic, but it was causing too many implementation corner cases it was discarded long time ago (0.18.32) in favor of a soft fluid mixing prevention which only checks for some simple cases of player building manually...
by boskid
Mon Oct 18, 2021 5:41 am
Forum: Gameplay Help
Topic: How many ticks does it takes for an item to move through a belt ?
Replies: 15
Views: 489

Re: How many ticks does it takes for an item to move through a belt ?

Mechanically that still makes no sense at all. The belt is made of sliding plates that are fastened in the middle and the middle is pulled along by some force. In a curve the inner part compresses and the outer parts stretches. The inner corner moves slower than the middle and the outer corner move...
by boskid
Sun Oct 17, 2021 5:04 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.42] LuaItemStack - get_tile_filter issue
Replies: 3
Views: 316

Re: [boskid] LuaItemStack - get_tile_filter issue

There is a... copy-paste bug here... LuaItemStack::get_tile_filter returns entity filter... (moving out of Modding help to Bug reports) For a workaround you can ignore the LuaItemStack::get_tile_filter() method and instead use LuaItemStack::tile_filters [r/w] which is not affected. -- edit: Thanks f...
by boskid
Sun Oct 17, 2021 9:36 am
Forum: Gameplay Help
Topic: How many ticks does it takes for an item to move through a belt ?
Replies: 15
Views: 489

Re: How many ticks does it takes for an item to move through a belt ?

I am not sure what is the question here, but i can give you some numbers. - All transport lines use fixed point positions with a resolution of 1/256. - Inner corner has length of 106/256, Outer corner has length of 295/256. Straight belt has length of 1. Splitter input line has length of 179/256 and...
by boskid
Sat Oct 16, 2021 8:09 pm
Forum: Modding help
Topic: Problems with game.is_multiplayer()
Replies: 1
Views: 93

Re: Problems with game.is_multiplayer()

This is unlikely to be considered a bug. For the game state determinism (when creating a replay), every change of a game state has to be introduced by an input action. The same is true with the `game.is_multiplayer()` result value - because you can read it in lua it is part of the game state. There ...
by boskid
Sat Oct 16, 2021 1:30 pm
Forum: Won't implement
Topic: add train_stop_id argument to LuaTrain::go_to_station()
Replies: 16
Views: 597

Re: add train_stop_id argument to LuaTrain::go_to_station()

PFQNiet wrote:
Sat Oct 16, 2021 12:04 pm
I didn't realise that temporary stops could be two-directional.
Please do not mix rail target records with temporary records. From lua it is possible to add a temporary record that goes to a station name, and from lua it is possible to create a permanent record that goes to a rail target.
by boskid
Sat Oct 16, 2021 7:01 am
Forum: Won't implement
Topic: add train_stop_id argument to LuaTrain::go_to_station()
Replies: 16
Views: 597

Re: add train_stop_id argument to LuaTrain::go_to_station()

Ok, i did some "least effort" changes to solve the core issue here - that a rail target works as a two-directional target. Here is what will happen in 1.1.43: Scripting: - Added LuaEntity::connected_rail_direction read. - Added TrainScheduleRecord::rail_direction. LuaEntity::connected_rail...
by boskid
Thu Oct 14, 2021 8:44 am
Forum: Implemented mod requests
Topic: [1.1.42] energy_glow_animation flickers badly
Replies: 3
Views: 199

Re: [1.1.42] energy_glow_animation flickers badly

Ok i am just considering this a modding interface request (moving out of Bug reports).

It is now implemented for 1.1.43:
Changelog for 1.1.43 wrote:Added TurretPrototype::energy_glow_animation_flicker_strength.
by boskid
Thu Oct 14, 2021 8:22 am
Forum: Implemented mod requests
Topic: [1.1.42] energy_glow_animation flickers badly
Replies: 3
Views: 199

Re: [1.1.42] energy_glow_animation flickers badly

energy_glow_animation when being rendered uses a dynamically computed tint in form of Color(a, a, a, a) where the value of "a" changes from 0.8 to 1.0. Exact value changes from tick to tick because it is based on certain hash function that uses turret position and entity tick. If you want ...
by boskid
Thu Oct 14, 2021 7:56 am
Forum: 1 / 0 magic
Topic: [1.1.41] Crash "Trying to save item stack with non zero itemID and zero count"
Replies: 3
Views: 259

Re: [1.1.41] Crash "Trying to save item stack with non zero itemID and zero count"

Those 2 logs point to 2 different crashes. I am not willing to investigate those since there is a high risk of memory corruption or system being unstable. If you can reproduce a crash reliably i would like to know a reproduction steps which i will look carefully but right now i am moving this to &qu...
by boskid
Thu Oct 14, 2021 7:35 am
Forum: Bug Reports
Topic: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend
Replies: 4
Views: 235

Re: [1.1.42] LuaSurface::clone_brush() moves trains that are stopping with wagons on a bend

Would clone_brush get upset if source_positions contains duplicates? That would allow to go in two passes. First find the positions of important rolling stock then find all relevant tiles for the clone - EDIT: well I can simply try it out No it wont. Entities that were already collected during enti...

Go to advanced search