Search found 12 matches

by yangbowen1028
Sun Dec 22, 2024 4:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.27]Elevated rails misalign when rotating blueprint
Replies: 6
Views: 1514

Re: [2.0.27]Elevated rails misalign when rotating blueprint

If "A + B.rotate(0 or 90 or 180 or 270)" is used as the coordinates as-is then all 4 of those do need to be of the same parity for the snapping requirements to be fulfilled. However I believe there are legitimate cases where you want the "incorrect" behaviour (i.e. the addition resulting in an odd ...
by yangbowen1028
Sun Dec 22, 2024 3:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.27]Elevated rails misalign when rotating blueprint
Replies: 6
Views: 1514

Re: [2.0.27]Elevated rails misalign when rotating blueprint


More important question is why was the blueprint even allowed to have a mixed even/odd coordinates in the grid position vs absolute.


From what I see, the grid position vs absolute must be both even or both odd in each axis , but one of the axis (X versus Y) may be odd while the other is even ...
by yangbowen1028
Sun Dec 22, 2024 2:18 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.27]Elevated rails misalign when rotating blueprint
Replies: 6
Views: 1514

[boskid][2.0.27]Elevated rails misalign when rotating blueprint

I was trying to create some tileable, chunk-aligned blueprints of (elevated) rails. When tweaking & experimenting with grid snapping values I noticed some strange behaviour. With an absolute snapping of odd numbers , the blueprint tiled correctly in its original & 180-degrees orientation, but when ...
by yangbowen1028
Thu Dec 19, 2024 9:26 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 13
Views: 3995

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


Exactly. As soon as you recycle up a single pentapod egg, you'd have an unending supply of those. Together with infinite 100% legendary bioflux, so now all your ag science is legendary forever. Absolutely broken.

Not only agricultural science, but bacteria->ore->everything.


Higher quality ...
by yangbowen1028
Sun Dec 15, 2024 11:39 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.25] crash when deconstructing a power switch
Replies: 8
Views: 1141

Re: [boskid][2.0.25] crash when deconstructing a power switch

I also have a crash that fails the same assert when mining a power switch.

To reproduce, simply mine the power switch to the left of the player.
by yangbowen1028
Sat Dec 14, 2024 4:52 am
Forum: Releases
Topic: Version 2.0.25
Replies: 20
Views: 12924

Re: Version 2.0.25


[*]Fixed that some damage tooltips were incorrect. (https://forums.factorio.com/124208)


Speaking of which, I find the tooltips somewhat confusing as to which number is the pellet count and which number is the damage value. Even more so with the damage bonus since the way it is written does not ...
by yangbowen1028
Thu Nov 14, 2024 10:42 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products
Replies: 13
Views: 7803

Re: [2.0.14] Speed module quality malus does not apply to in-progress products



Why not update the quality value only if the newer value is lower instead? i.e. use the lowest quality value during the timespan of that crafting. I imagine that would be smoother in cases of module change or power supply fluctuation, while still avoiding being exploitable. Or perhaps there's ...
by yangbowen1028
Thu Nov 14, 2024 1:16 am
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products
Replies: 13
Views: 7803

Re: [2.0.14] Speed module quality malus does not apply to in-progress products


reset quality of the current craft to its default value based on the selected recipe

Why not update the quality value only if the newer value is lower instead? i.e. use the lowest quality value during the timespan of that crafting. I imagine that would be smoother in cases of module change or ...
by yangbowen1028
Tue Nov 12, 2024 8:22 am
Forum: Technical Help
Topic: Run from ramdisk
Replies: 30
Views: 11102

Re: Run from ramdisk


The path is created, and then normalized by calling https://en.cppreference.com/w/cpp/filesystem/canonical - specifically 'weakly_canonical'. It's failing and reports the error you're getting.


Apology for necrobumping, but are you aware of the fact that 'canonical' and 'weakly_canonical ...
by yangbowen1028
Fri Nov 08, 2024 8:36 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 40010

Re: Friday Facts #408 - Statistics improvements, Linux adventures


3. You now have a file descriptor for the part of the CoW address space and your C runtime is not going to deadlock.
4. Do crazy things to read and your game from the address space snapshot


I'm unfamiliar with Linux. But if I understand it correctly, this would mean the async saver could only ...
by yangbowen1028
Mon Nov 25, 2019 1:30 am
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.79]Crash when applying a CreateEntityTriggerEffectItem
Replies: 4
Views: 1420

Re: [0.17.79]Crash when applying a CreateEntityTriggerEffectItem

As FFF#322 mentioned the particle system will be separated from the entity system, perhaps the crash was related to the new particle system?
However I didn't find a more suitable entity type for the dummy entity. IMHO, ideally the game should offer a heavyweight entity version besides the ...
by yangbowen1028
Mon Nov 25, 2019 1:17 am
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.79]Crash when applying a CreateEntityTriggerEffectItem
Replies: 4
Views: 1420

[posila][0.17.79]Crash when applying a CreateEntityTriggerEffectItem

I was trying to add a CreateEntityTriggerEffect that creates a dummy entity, with trigger_created_entity set to true, so that the Lua control script can capture the on_trigger_created_entity event and do complex logic. I created an entity prototype with type "particle" for the dummy entity. However ...

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