Search found 2737 matches

by boskid
Fri Nov 08, 2024 7:41 pm
Forum: Not a bug
Topic: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
Replies: 3
Views: 202

Re: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected

119917.

You are right TRUE | FALSE ==> TRUE however if there are no input signals, then this condition is considered as fulfilled for 0 signals and so each of the 0 signals produces output, which becomes no output.
by boskid
Fri Nov 08, 2024 1:43 pm
Forum: Not a bug
Topic: Quality decreases with Speed Module
Replies: 4
Views: 92

Re: Quality decreases with Speed Module

11-08-2024, 14-43-17.png
11-08-2024, 14-43-17.png (16.76 KiB) Viewed 89 times
by boskid
Fri Nov 08, 2024 1:26 pm
Forum: Not a bug
Topic: [2.0.14 and 2.0.15 and 1.0.11] Unexpected Inserter/Belt interaction.
Replies: 3
Views: 97

Re: [2.0.14 and 2.0.15 and 1.0.11] Unexpected Inserter/Belt interaction.

Lets take a look at transport belt since it is most complex. It has 3 shapes (straight, turning left and turning right) and can have 4 directions relative to an inserter. All 12 setups here are rotationally consistent, so my question here is: where is the problem with blueprint rotations? 11-08-2024...
by boskid
Fri Nov 08, 2024 11:41 am
Forum: Not a bug
Topic: [2.0.14 and 2.0.15 and 1.0.11] Unexpected Inserter/Belt interaction.
Replies: 3
Views: 97

Re: [2.0.14 and 2.0.15 and 1.0.11] Unexpected Inserter/Belt interaction.

Thanks for the report. I am not seeing anything broken here. Transport belts are never able to reject insertions onto them so inserting onto underground belt will snap to the closest valid position. All insertions are guided by the position at which inserter drops the items and when items are droppe...
by boskid
Thu Nov 07, 2024 6:19 pm
Forum: Releases
Topic: Version 2.0.15
Replies: 14
Views: 8486

Re: Version 2.0.15

ChefOfRamen wrote:
Thu Nov 07, 2024 6:12 pm
Any idea why I'm not seeing this version on Steam? I'm still getting 2.0.14.
Because it is still in the `experimental` branch which you can opt-in by selecting it in "Properties..." -> "Betas"
by boskid
Thu Nov 07, 2024 12:35 pm
Forum: Duplicates
Topic: [2.0.14] quality symbols stick through platform ui
Replies: 1
Views: 89

Re: [2.0.14] quality symbols stick through platform ui

Thanks for the report. This is a duplicate of 117647.
by boskid
Thu Nov 07, 2024 12:28 pm
Forum: Duplicates
Topic: [2.0.14] Replacing parameterized sub-factory led to parameter signal exposed
Replies: 2
Views: 70

Re: [2.0.14] Replacing parameterized sub-factory led to parameter signal exposed

Thanks for the report. I will consider this a duplicate of 118543 which is not a bug. In settings you can choose to have parameters enabled in those gui. There is nothing broken when they are set on entities.
by boskid
Thu Nov 07, 2024 12:26 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.14] Recipe with no item ingredients' quality can be set by signal
Replies: 1
Views: 280

Re: [2.0.14] Recipe with no item ingredients' quality can be set by signal

Thanks for the report. For 2.0.16 i made the "Set recipe" to ignore quality if the recipe selected has no item ingredients.
by boskid
Thu Nov 07, 2024 11:53 am
Forum: Pending
Topic: [2.0.14] Maps from version 1.1.110 fail to load
Replies: 4
Views: 146

Re: [2.0.14] Maps from version 1.1.110 fail to load

Those links are not public so i cannot attempt at fixing those save files for you. It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one. I can fix those save files if available or you can s...
by boskid
Thu Nov 07, 2024 11:33 am
Forum: Not a bug
Topic: [2.0.14] Inserting onto splitter no longer saturates both output belts
Replies: 2
Views: 161

Re: [2.0.14] Inserting onto splitter no longer saturates both output belts

Thanks for the report however this is not a bug. This behavior was a bug in 1.1 where items inserted onto a splitter were put at incorrect positions of a transport line causing them to be inserted at the end of transport line wher a splitting logic was happening. That meant that within 1 tick the it...
by boskid
Thu Nov 07, 2024 11:22 am
Forum: Not a bug
Topic: [2.0.14] Inserter places items through asteroid collector
Replies: 2
Views: 117

Re: [2.0.14] Inserter places items through asteroid collector

You cannot insert items into asteroid collector. If this would be possible then asteroid collectors would effectively become chests of the space platform. Since they are not considered as valid drop target, inserter continues searching what to do with the item and finds a space tile instead which ma...
by boskid
Thu Nov 07, 2024 10:51 am
Forum: Pending
Topic: [2.0.14] Crash while collecting Demolisher remains with robots
Replies: 2
Views: 94

Re: [2.0.14] Crash while collecting Demolisher remains with robots

Thanks for the report however i am not seeing any useful details in the crash log. Is this something that you can reproduce or was that a one time event?
by boskid
Thu Nov 07, 2024 10:17 am
Forum: Not a bug
Topic: [2.0.14] Quality crashes when malformed recipe
Replies: 5
Views: 130

Re: [2.0.14] Quality crashes when malformed recipe

There is no prototypes validation between mod stages because that would be huge slow down when loading highly modded games and that would require implementation of custom prototype validation checks for every prototype, we have too many of those. Also some mods may define partial prototypes in one s...
by boskid
Thu Nov 07, 2024 10:02 am
Forum: Not a bug
Topic: [2.0.14] Quality crashes when malformed recipe
Replies: 5
Views: 130

Re: [2.0.14] Quality crashes when malformed recipe

Yes, it is a bug with your recipe prototype. Quality mod tries to iterate over products table however it was not an array of products but a single product given directly. It is not a game crash but script throwing an error and the error tells you exactly that: it tries to use `product` (by going to ...
by boskid
Thu Nov 07, 2024 9:41 am
Forum: Not a bug
Topic: [2.0.14] Quality crashes when malformed recipe
Replies: 5
Views: 130

Re: [2.0.14] Quality crashes when recipes maps to itself

Not a bug. Your recipe prototype is malformed.
by boskid
Thu Nov 07, 2024 9:30 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 431

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated

I got bored when i said "There is nothing here to reconsider." and rest was just trying to be nice by providing details that would help you understand why your proposals are just bonkers. [Each] signal was made for handling vector of signals and you are trying to make excuses that would vi...
by boskid
Thu Nov 07, 2024 8:45 am
Forum: Resolved for the next release
Topic: [2.0.14] Game crashes on load due to TrainStop issue
Replies: 5
Views: 202

Re: [2.0.14] Game crashes on load due to TrainStop issue

Well, first i shall say: stop shooting yourself into your foot. This error is thrown because train stop is not supposed to have empty name, at the same time your backers list was intentionally changed to contain an empty name. If you do not want any names in the list, change it into `"backers&q...

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