Search found 978 matches

by TruePikachu
Sun Jan 19, 2020 1:55 am
Forum: Not a bug
Topic: [0.17.79] Vanilla filter inserters do not respect filters by fishing
Replies: 6
Views: 1696

Re: [0.17.79] Vanilla filter inserters do not respect filters by fishing

It just means you need to have splitters set up to filter out the occasional fish and put it on its own bus line.
by TruePikachu
Sat Jan 18, 2020 9:23 pm
Forum: General discussion
Topic: Roboports
Replies: 24
Views: 6057

Re: Roboports

Because those two values have as much to do with one another as the amount of toast I can fit in my home vs how much I can heat up at a time. An now I wish a robot would deliver a steaming-fresh toast hawaii :( I like the comparison! :) Well, at least they can already deliver drinks ! :D Nothing li...
by TruePikachu
Sat Jan 18, 2020 9:15 pm
Forum: Minor issues
Topic: [Rseding] [0.17.79] You can mine entities in map view after deleting ghost
Replies: 10
Views: 2877

Re: [0.17.79] You can mine entities in map view after deleting ghost

Yeah, had time to test as well. With the currently-implemented logic, you don't enter mine-entities mode when you start pressing RMB on a nearby entity within the map, but you do enter mine-ghosts mode when doing such on a ghost. However, mine-ghosts mode implies mine-entities mode as per the usual ...
by TruePikachu
Thu Jan 16, 2020 1:51 pm
Forum: Minor issues
Topic: [Rseding] [0.17.79] You can mine entities in map view after deleting ghost
Replies: 10
Views: 2877

Re: [0.17.79] You can delete things while in world map

As far as I can tell, this is NaB. You can operate on entities nearby the player from the map, and you are able to remove entities with a RMB operation that started on a ghost.

EDIT: Minor issue, see my later comment.
by TruePikachu
Tue Jan 14, 2020 10:30 pm
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 4737

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

Just read through my copy of docs, looks good assuming it encodes to the standard format JSON uses (I'd suspect it does, but even if it doesn't there should only need to be minimal string manipulation) and that the implementations used by the various compilers are compatible with each other (the rou...
by TruePikachu
Tue Jan 14, 2020 5:17 am
Forum: Gameplay Help
Topic: Automated blueprint laying for auto base expansion
Replies: 1
Views: 633

Re: Automated blueprint laying for auto base expansion

In vanilla, no. Blueprints can only be designated by the player, and bots will only place entities where players have indicated for them to be built.

The lack of this functionality in vanilla is what inspired the Recursive Blueprints mod, however.
by TruePikachu
Tue Jan 14, 2020 4:41 am
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 4737

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

Okay, I just did some research, and Microsoft might actually be to blame for this one. Visual Studio no longer supports the extended-precision 80-bit floating point number format which is required for Trio to actually give correct answers . Either Trio will need to be compiled under another compiler...
by TruePikachu
Tue Jan 14, 2020 1:28 am
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 4737

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

So, I just went through how Trio does its formatting, and I believe a big part of the issue is that the requested precision is so large compared to the intermediate storage. While the raw math is analytically correct, there's shortcomings in how it is compiled. Formatting is done by `TrioWriteDouble...
by TruePikachu
Mon Jan 13, 2020 12:14 am
Forum: Technical Help
Topic: Crash while loading game
Replies: 3
Views: 1065

Re: Crash while loading game

0.001 2020-01-12 16:49:40; Factorio 0.17.79 (build 47865, win64, steam) 0.001 Operating system: Windows 10 (version 1809) 0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/com...
by TruePikachu
Sat Jan 11, 2020 6:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Incorrect pump tooltip when pumping directly from offshore pump to fluid wagon.
Replies: 3
Views: 3208

Re: [0.17.79] Incorrect pump tooltip when pumping directly from offshore pump to fluid wagon.

Small note: this is technically a dupe of 78375, marked Won't Fix.

Does the fix applied also fix the doubled power consumption for the pump, which can put consumption over its 30kW "limit"? Image
by TruePikachu
Thu Jan 09, 2020 3:53 am
Forum: Pending
Topic: [0.17.79] Crash: (AssemblingMachine::canInsert)
Replies: 5
Views: 1869

Re: Crash for unknown reason [0.17.79]

403.458 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x000000013fa1d60c ModuleBase: 0x000000013f8f0000, ImageSize: 0183e000, RelativeAddress: 0012d60c 403.458 Error CrashHandler.cpp:468: Access Violation: Read at address FFFFFFFFFFFFFFFF 403.458 Error CrashHandler.cpp:482: Excepti...
by TruePikachu
Tue Jan 07, 2020 10:26 pm
Forum: Not a bug
Topic: [0.17.79] Adding a blueprint to a book in the library reorders the entire book
Replies: 4
Views: 971

Re: [0.17.79] Adding a blueprint to a book in the library reorders the entire book

To note, IIRC we're still waiting on an overhaul of the blueprint library interface.
by TruePikachu
Sun Jan 05, 2020 4:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crash just moving around (ConstructionRobot::setWorkingOn)
Replies: 2
Views: 2612

Re: [0.17.79] Crash just moving around (ConstructionRobot::setWorkingOn)

49.754 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff67e7f35c8 ModuleBase: 0x00007ff67e690000, ImageSize: 0184b000, RelativeAddress: 001635c8 49.754 Error CrashHandler.cpp:468: Access Violation: Read at address 000000000000001C 49.754 Error CrashHandler.cpp:482: Exception ...
by TruePikachu
Sun Jan 05, 2020 3:34 am
Forum: Pending
Topic: [0.17.79] Crash on save "Count of indexed targeters doesn't match count of saved targetables"
Replies: 4
Views: 1306

Re: [0.17.79] Crash on save "Count of indexed targeters doesn't match count of saved targetables"

Maybe it crashed partway through updating targetters? Only idea I have, not knowing exactly how they're implemented, but seeing that the two faulty targetters "match" each other (in that one can surmise the armor was supposed to point to the equipment and vice versa). Any way to reproduce ...
by TruePikachu
Sat Jan 04, 2020 11:39 pm
Forum: Pending
Topic: [0.17.79] Crash on save "Count of indexed targeters doesn't match count of saved targetables"
Replies: 4
Views: 1306

Re: [0.17.79] Crash on save "Count of indexed targeters doesn't match count of saved targetables"

Code: Select all

10294.620 Error Scenario.cpp:923: Targeter for 5Armor was saved but the targetable instance wasn't saved.
10294.621 Error Scenario.cpp:923: Targeter for 18GeneratorEquipment was saved but the targetable instance wasn't saved.
by TruePikachu
Sat Jan 04, 2020 9:57 pm
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 4737

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

Conversion instability, if it's limited to ~1ULP, can frequently be attributed to `scanf` etc. internally truncating the unrounded output.
by TruePikachu
Sat Jan 04, 2020 6:57 pm
Forum: Gameplay Help
Topic: I think train routing is subtly broken, but…
Replies: 4
Views: 1982

Re: I think train routing is subtly broken, but…

Just a note to everyone watching this thread, bug 79640 was recently opened which seems to possibly be related to this behaviour.
by TruePikachu
Sat Jan 04, 2020 6:48 pm
Forum: Pending
Topic: [0.17.79] Crash shortly after joining server (EntityWithHealth::hasEnoughHealth)
Replies: 6
Views: 1975

Re: [0.17.79] Crash shortly after joining server (EntityWithHealth::hasEnoughHealth)

Chroma is completely unrelated; it is just how the rest of the code is given the option to use it if it is enabled. Stuff that shallow in the call stack is generally unrelated to crashes. 1134.983 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff68af1e646 ModuleBase: 0x00007ff...

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