Search found 2305 matches

by boskid
Sat Sep 07, 2024 4:36 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31171

Re: Friday Facts #409 - Diminishing beacons

mrvn wrote:
Fri Sep 06, 2024 9:26 pm
That would make it a beacon overload scenario, right? Any chance of getting a warning icon displayed over the factory then?
No, that would be an equivalent of beacons being ignored so the effect receiver would work at its base speed.
by boskid
Thu Sep 05, 2024 3:31 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31171

Re: Friday Facts #409 - Diminishing beacons

Last one. Knowing this if you want 0 to be used instead, just add extra 0 at the end of table.
by boskid
Wed Sep 04, 2024 7:24 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31171

Re: Friday Facts #409 - Diminishing beacons

I decided to use table because of modding: it makes it trivial because i do not care how complex are the expressions or if they are pre computed by someone in excel or in lua. Those lookups are so rare i could use anything else but given that it would have to be defined in data stage and evaluated a...
by boskid
Tue Sep 03, 2024 9:47 am
Forum: Fixed for 2.0
Topic: [1.1.110] Desync when using technology_price_multiplier
Replies: 2
Views: 225

Re: [1.1.110] Desync when using technology_price_multiplier

Thanks for the report. In this specific case it is not a real desync, its a false-positive because technology_price_multiplier uses quite ugly coding pattern (a per-process global variable because it influences some values obtained from prototypes while prototypes are not created per-scenario-instan...
by boskid
Wed Aug 28, 2024 3:15 pm
Forum: Fixed for 2.0
Topic: wire connection to mining drill not updated with update_connections
Replies: 3
Views: 879

Re: wire connection to mining drill not updated with update_connections

For 2.0 i made an executive decision: mining drill will rescan resources that are read by control behavior after LuaEntity::update_connections call. This is for consistency because i also added a rescan when prototypes change because drill range could change or accepted resources for that drill coul...
by boskid
Mon Aug 26, 2024 6:39 pm
Forum: Not a bug
Topic: [1.1.109] detour in train routing with stop at curved rail
Replies: 1
Views: 176

Re: [1.1.109] detour in train routing with stop at curved rail

Everything works as expected. Train stop only binds to a straight rail and it is seen at the end of that short rail segment where it adds the penalty of a path going though a station that is not a destination. Blocking building of a curved rail here is not simple because it could be turning left ins...
by boskid
Mon Aug 26, 2024 6:30 pm
Forum: Not a bug
Topic: [1.1.109] inconsistent belt circuit when inserting
Replies: 1
Views: 146

Re: [1.1.109] inconsistent belt circuit when inserting

Thanks for the report however this case is described in the tooltip that should show up when you hover over the "read belt contents" mode. To be more precise, belt "pulse" mode keeps track of the last item and anything that appears after the last item is going to be transmitted d...
by boskid
Mon Aug 26, 2024 1:00 pm
Forum: Outdated/Not implemented
Topic: Train stops on curved/diagonal rails
Replies: 4
Views: 380

Re: Train stops on curved/diagonal rails

No. If train stops on diagonal rails would be allowed that would mean it would be a fully supported feature and so far Pump connection to FluidWagon requires precise alignment so when any part of train is on diagonal the pump will not connect.
by boskid
Tue Aug 20, 2024 11:52 pm
Forum: Technical Help
Topic: Is there a way to sync mods with the exact version?
Replies: 4
Views: 818

Re: Is there a way to sync mods with the exact version?

AFAIK for various debug purposes if you press "sync mods with save" button while holding Control key, it should select exact versions.
by boskid
Sun Aug 18, 2024 3:38 pm
Forum: Modding help
Topic: Invisiible and undestructable structures, undestructaable hanging copper wire
Replies: 4
Views: 428

Re: [1.1.109] Invisiible and undestructable structures, undestructaable hanging copper wire

Thanks for the report, however that is Not our bug. There are some invisible electric poles (a "betterbots-dummy-pole" entities) that come from "Better Bots Technologies (Updated)" mod that were left on the surface so go ask the mod author to fix this instead. From the game engin...
by boskid
Sat Aug 17, 2024 10:50 am
Forum: Outdated/Not implemented
Topic: Feature request for 2.0 - Text on belts
Replies: 2
Views: 230

Re: Feature request for 2.0 - Text on belts

No. Features we have for 2.0 should be enough for documentation purposes and i do not think juggling 28 different items is anthing convenient when doing simple things.
by boskid
Thu Aug 15, 2024 12:57 pm
Forum: Gameplay Help
Topic: How do I cope with the power demand of (mega)bases?
Replies: 2
Views: 385

Re: How do I cope with the power demand of (mega)bases?

It looks like you did a mistake in calculations somewhere, because 2,88TW for 5700 entities works to be 500MW per entity, while beacons consume 480kW, three orders of magnitude less.
by boskid
Wed Aug 14, 2024 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.109] Crash on creating Lua context when loading a save
Replies: 6
Views: 2290

Re: [1.1.109] Crash on creating Lua context when loading a save

In 2.0 it will work fine with weak tables. Not using weak tables in 1.1 is just a workaround.
by boskid
Wed Aug 14, 2024 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.109] Crash on creating Lua context when loading a save
Replies: 6
Views: 2290

Re: [1.1.109] Crash on creating Lua context when loading a save

Issue was identified and is fixed for 2.0.

Please do not use weak tables inside of `global` (classes/Notifier.lua, Notifier.subscribe calls WeakTable.with_keys())
by boskid
Tue Aug 13, 2024 6:50 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 438
Views: 218797

Re: Multithreading shower thoughts

if you play multiplayer, does every player needs to compute the entire game, or is sufficient to have a super beefy host to do all the computations and the other players can be "thin clients" who just get the results and need to compute only graphics. I can imagine that it would be very b...
by boskid
Tue Aug 13, 2024 3:41 pm
Forum: Minor issues
Topic: [1.1.109] Landmines in range of worms drain UPS
Replies: 4
Views: 367

Re: [1.1.109] Landmines in range of worms drain UPS

Exposing time taken by landmines is not feasible because they are using WhenEnemyIsAround mode which makes them register on a chunk. Entities that are using other active modes are registering on a surface and here its cheap to have 80+ lists (one per entity type) and measure update time of an entire...
by boskid
Mon Aug 12, 2024 6:59 am
Forum: Outdated/Not implemented
Topic: Water Cannon
Replies: 5
Views: 401

Re: Water Cannon

No.

Its not an interesting use case and it would make FireFlame to be a lot more complex because it would have to be a military target for turrets to see them.
by boskid
Mon Aug 12, 2024 6:54 am
Forum: Not a bug
Topic: Multiple RoboPorts connected via circuit network creates an undesired multiple effect
Replies: 1
Views: 193

Re: Multiple RoboPorts connected via circuit network creates an undesired multiple effect

From the description i can tell its a Not a bug.

Roboports are requested to send network content to the circuit network and so thats what they are doing. When there are multiple sources of a value in a circuit network the values get added together.

Go to advanced search