Search found 14 matches

by GhostPirate
Sat Nov 07, 2020 6:42 am
Forum: Resolved Problems and Bugs
Topic: Screenshot causes crash with very small resolution values
Replies: 5
Views: 1564

Re: Screenshot causes crash with very small resolution values

@Valneq: It was actually an accident: - Try to take screenshots of very big base, but UPS is slow and walking is slow and train tracks are intentionally separate networks to prevent clogs - Learn to use game.take_screenshot instead of /screenshot command - Try to use parameters "position",...
by GhostPirate
Sat Nov 07, 2020 5:25 am
Forum: Resolved Problems and Bugs
Topic: Screenshot causes crash with very small resolution values
Replies: 5
Views: 1564

Screenshot causes crash with very small resolution values

Running the following command is guaranteed to cause a crash:

game.take_screenshot{resolution={0.25,0.25}}

It seems that when the resolution is below 1 pixel, the game cannot handle it gracefully.

Log file attached.
by GhostPirate
Fri Aug 28, 2020 7:33 am
Forum: Duplicates
Topic: [1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials
Replies: 2
Views: 490

Re: [1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials

Any chance new construction commands could be placed at the top of the queue, interrupting or restarting the game's backlog of unbuilt ghosts? This way if there are 8000 accumulators sitting off in the distance missing material, a new construction command could still be carried out quickly. This see...
by GhostPirate
Fri Aug 28, 2020 7:29 am
Forum: Not a bug
Topic: [0.18.13] Robot Construction count incorrect
Replies: 5
Views: 961

Re: [0.18.13] Robot Construction count incorrect

I understand. Could the game "fake it" ? For example: Would it be possible to store the alerts generated each tic in a list and report that list to the user, with a 1 second expiration or something? 1 second of tracking at 600 bot alerts per tic is 36000 missing items you could "repor...
by GhostPirate
Fri Aug 28, 2020 12:21 am
Forum: Duplicates
Topic: [1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials
Replies: 2
Views: 490

[1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials

Bug Report I have 8400 solar panels and 8000 accumulators blueprinted, waiting for material to build (this is about 500 MW of power). There is one single logistics network with 1000 construction robots. There are no robots currently in the air. I place a blueprint of anything you like that has item...
by GhostPirate
Thu Aug 27, 2020 11:38 pm
Forum: Not a bug
Topic: [0.18.13] Robot Construction count incorrect
Replies: 5
Views: 961

Re: [0.18.13] Robot Construction count incorrect

This is really confusing, as the alert says "### Entities are missing material for construction" See example: https://imgur.com/ZoPWHRA Not sure why the link isn't working. https://imgur.com/ZoPWHRA I would recommend changing this alert to show the total number of missing materials, not th...
by GhostPirate
Wed Jul 31, 2019 6:36 am
Forum: Not a bug
Topic: Train pathfinding not updating
Replies: 2
Views: 827

Re: Train pathfinding not updating

I'm pretty sure there is a bug here. I've simplified the train network considerably to demonstrate the behavior. Blueprint: https://pastebin.com/PngghZ3t 1. A train is waiting at the "Ore Load" station. It wants to go to an Ore Unload station. There are three available: Two are nearby, and...
by GhostPirate
Tue Jul 30, 2019 5:43 am
Forum: Not a bug
Topic: Train pathfinding not updating
Replies: 2
Views: 827

Train pathfinding not updating

Apologies if this has been posted, I've searched but there are quite a few posts on trains, and I couldn't find anything quite like this. Blueprint: https://pastebin.com/ms2gsKEZ I believe I have identified a train pathfinding bug: - A train is in a smelting array, but it is empty. It cannot leave d...
by GhostPirate
Sat May 04, 2019 2:27 pm
Forum: Resolved Problems and Bugs
Topic: [posila] Worms acid womit looks wrong on water
Replies: 2
Views: 1885

Re: [posila] Worms acid womit looks wrong on water

Worm acid also appears on the void past the edge of a limited map, like a strip world. Does this fix that as well?
by GhostPirate
Wed Apr 03, 2019 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.24] Train stop label angle setting doesn't apply to label
Replies: 5
Views: 2805

Re: [0.17.24] Train stop label angle setting doesn't apply to label

I noticed the same thing. My train stops are now unreadable:
Train Stop Label Angle.png
Train Stop Label Angle.png (43.31 KiB) Viewed 2564 times
by GhostPirate
Fri Mar 15, 2019 7:11 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 22809

Re: Friday Facts #286 - Pollution cleanup

I think it's quite unclear what this means: Spawn values for current evolution factor (0.73) 35%: Medium biter: 20 pollution 64%: Big biter: 80 pollution I think it's pretty clear: - Evolution factor is unexplained, I agree. It also doesn't matter. It grows over time (from 0 to 1, but you don't nee...
by GhostPirate
Wed Jan 23, 2019 7:34 am
Forum: Technical Help
Topic: Weird line tghat goes through my screen
Replies: 7
Views: 2509

Re: Weird line that goes through my screen

Sorry to revive an old thread, but I'm having the same issue. Wondering what's causing it - any known solutions?
by GhostPirate
Fri Dec 28, 2018 4:58 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 100818

Re: Friday Facts #275 - 0.17 Science changes

Re: Win condition I think we should be able to enter the rocket silo as a vehicle and launch ourselves to space. Isn't that the whole point of the game? You're an engineer stranded on a foreign planet - build a rocket to go home! Upon launching yourself into orbit and getting the victory screen, you...

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