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.
Search found 2737 matches
- 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
- Fri Nov 08, 2024 3:06 pm
- Forum: Duplicates
- Topic: [2.0.15] Decider combinator does not select certain quality signals (copper wire)
- Replies: 1
- Views: 31
Re: [2.0.15] Decider combinator does not select certain quality signals (copper wire)
This looks like another instance of 116758
- Fri Nov 08, 2024 1:43 pm
- Forum: Not a bug
- Topic: Quality decreases with Speed Module
- Replies: 4
- Views: 92
- 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...
- 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...
- Thu Nov 07, 2024 6:19 pm
- Forum: Releases
- Topic: Version 2.0.15
- Replies: 14
- Views: 8486
Re: Version 2.0.15
Because it is still in the `experimental` branch which you can opt-in by selecting it in "Properties..." -> "Betas"ChefOfRamen wrote: ↑Thu Nov 07, 2024 6:12 pmAny idea why I'm not seeing this version on Steam? I'm still getting 2.0.14.
- 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.
- 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.
- 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.
- Thu Nov 07, 2024 12:11 pm
- Forum: Duplicates
- Topic: [2.0.14] Read Train Count does not update until the train has arrived at another station
- Replies: 2
- Views: 130
- 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...
- 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...
- 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...
- 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?
- 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...
- 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 ...
- 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.
- 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...
- Thu Nov 07, 2024 8:57 am
- Forum: Duplicates
- Topic: [2.0.14] biochamber draw bug with pipe connections
- Replies: 1
- Views: 92
- 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...