Search found 2246 matches
- Tue Jun 09, 2020 1:30 pm
- Forum: Not a bug
- Topic: [0.18.30] .teleport() does nothing on belts
- Replies: 3
- Views: 996
Re: [0.18.30] .teleport() does nothing on belts
Is it possible to add this to complete the functionality to teleport all the entities in an area...? No. Each class of entities that cannot be teleported has different reason for why it cannot be teleported. FYI as for 0.18.30, things that cannot be teleported: - transport belt, spliters, undergrou...
- Tue Jun 09, 2020 1:12 pm
- Forum: Pending
- Topic: [0.17.79] Desync with 1 player on server with no mods
- Replies: 1
- Views: 871
Re: [0.17.79] Desync with 1 player on server with no mods
Desync contains a lot of differences around heat pipes and some around fluids. There were some fixes related to heat pipes in 0.18.0 and 0.18.7. If you can reproduce it in latest experimental i would like to look at it. For now moving to pending.
- Tue Jun 09, 2020 12:28 pm
- Forum: Not a bug
- Topic: [0.18.9] Green train signal with train on both sides
- Replies: 2
- Views: 1288
Re: [0.18.9] Green train signal with train on both sides
To get train properly aligned with pumps there is part of a train movement logic that makes sure train is not closer than 2 (arriving distance) from train stop because it would not be possible to align to a given train stop by only moving forward. Since train moves up to a point where it will have d...
- Tue Jun 09, 2020 11:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.0] Motor starting sound of Tank was not replaced with the new sound
- Replies: 1
- Views: 694
Re: [0.18.0] Motor starting sound of Tank was not replaced with the new sound
This was fixed at some point in time after 20th Feb.
- Tue Jun 09, 2020 9:04 am
- Forum: Modding help
- Topic: multiple results in smelting recipe (need help)
- Replies: 4
- Views: 861
Re: multiple results in smelting recipe (need help)
Enabled in prototype only gives initial enabled state, if you are using save that already has them enabled for "player" force or you research tech that unlocks them (in vanilla there are no tech to unlock them since they are enabled by default), they will be available to use. Just in case ...
- Tue Jun 09, 2020 7:42 am
- Forum: Modding help
- Topic: multiple results in smelting recipe (need help)
- Replies: 4
- Views: 861
Re: multiple results in smelting recipe (need help)
Are you sure furnace does not choose existing vanilla recipe for iron plates? When multiple recipes match, only one will be choosen. For this reason some mods change furnaces to be based on AssemblingMachine instead of Furnace prototype to allow manually choosing recipe.
- Tue Jun 09, 2020 7:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.30] Number in combinator not updated
- Replies: 1
- Views: 1939
Re: [0.18.30] Number in combinator not updated
Thanks for the report. It is now fixed for 0.18.31
- Tue Jun 09, 2020 6:18 am
- Forum: Gameplay Help
- Topic: Solaris Achievement Question
- Replies: 1
- Views: 365
Re: Solaris Achievement Question
little less than 9 seconds assuming:
- there are no other electricity producers (that would prevent achievement from being acquired)
- it is full daylight
- you are consuming all 1,116GW
- there are no other electricity producers (that would prevent achievement from being acquired)
- it is full daylight
- you are consuming all 1,116GW
- Mon Jun 08, 2020 9:24 pm
- Forum: Not a bug
- Topic: [0.18.30] Unloading water from fluid wagon does'nt work
- Replies: 3
- Views: 481
Re: Unloading water from fluid wagon does'nt work
Pumps need quite precise alignment that is ensured when train reaches train stop while in automatic mode (*). In your image i can see pumps are not properly aligned. Unfortunately this is not a bug. If you think it is a bug, please post a save file with reproduction when a train in automatic reaches...
- Mon Jun 08, 2020 8:29 am
- Forum: Pending
- Topic: [0.18.25] Make chunk at unreasonable position
- Replies: 2
- Views: 1188
Re: [0.18.25] Make chunk at unreasonable position
it crashes on a pathfinder request for a unit number 12469241 which is at position {-1104.8, 217.6}, goal for request is at {-8380299.29, -8336073.49} and unit is in state GoingForGathering Moving to Pending. Save file already has unit group in a broken state without any details about how it got in...
- Sun Jun 07, 2020 7:54 pm
- Forum: Gameplay Help
- Topic: Can't access buttons for blueprints
- Replies: 2
- Views: 393
Re: Can't access buttons for blueprints
The 'ALT mode' icon is always available. The other icons are unavailable until the player has researched Construction robotics in any game. When this research has been completed the other icons will appear in that and all future games. Alternatively the player can enable the full set of icons at an...
- Sun Jun 07, 2020 12:40 pm
- Forum: Not a bug
- Topic: [0.18.30] Oil Refinery Still Showing Yellow Droplet for Light Oil
- Replies: 2
- Views: 848
Re: [0.18.30] Oil Refinery Still Showing Yellow Droplet for Light Oil
I am 99% certain you have mods, like Krastorio 2 enabled and so this is not a bug.
- Sat Jun 06, 2020 6:24 am
- Forum: Modding help
- Topic: Can I fix scripts in the saved file by migration?
- Replies: 3
- Views: 812
Re: Can I fix scripts in the saved file by migration?
It should be possible the same way as we did for 0.18.28 when we needed to update PvP and other scenario scripts due to style changes and script changes - simply provide migration in your mod that has "game.reload_script()" in it. As long player has your mod enabled and updated, scripts sh...
- Fri Jun 05, 2020 5:46 pm
- Forum: Won't implement
- Topic: on_ticks_played event
- Replies: 9
- Views: 2870
Re: on_ticks_played event
Could we not have that? paused state is not something used heavily in game, and it could be abused by mods to change other parts of game state. When testing i depend on ability to pause time to investigate state (assuming mods do not catch on_selected_entity_changed event) and when mods would be abl...
- Fri Jun 05, 2020 7:39 am
- Forum: Gameplay Help
- Topic: [0.18.30] Pump won't connect to fluid wagon
- Replies: 3
- Views: 958
Re: [0.18.30] Pump won't connect to fluid wagon
That is not a bug, pumps only work with fluid wagons when pump is placed directly next to straight rail. They do not work with curved rails. The whole fluid wagon has small angle between north direction, why first two pumps are connected? There is an angle margin for up to 1.4deg to consider fluid ...
- Thu Jun 04, 2020 2:22 pm
- Forum: Gameplay Help
- Topic: [0.18.30] Pump won't connect to fluid wagon
- Replies: 3
- Views: 958
Re: [0.18.30] Pump won't connect to fluid wagon
That is not a bug, pumps only work with fluid wagons when pump is placed directly next to straight rail. They do not work with curved rails.
- Thu Jun 04, 2020 7:34 am
- Forum: Won't fix.
- Topic: [0.18.30] pumps connecting between fluid wagon connectors
- Replies: 4
- Views: 1097
Re: [0.18.30] pumps connecting between fluid wagon connectors
Maybe it would fix the issue, but it would create a lot more issues requiring mods being told that direction of given train has changed because in LuaTrain there are values like front_stock, back_stock, front_rail, back_rail and a lot of others, that all would swap when changing direction.
- Thu Jun 04, 2020 7:17 am
- Forum: Won't fix.
- Topic: [0.18.30] pumps connecting between fluid wagon connectors
- Replies: 4
- Views: 1097
Re: [0.18.30] pumps connecting between fluid wagon connectors
This is one of the well known cases of pump missalignment when part of train is on curved rail. There is always one end of train that is decided to be a head of train and there is also vertical shifting logic that is implemented to "make gaps between rolling stocks on curves nice", unfortu...
- Thu Jun 04, 2020 6:03 am
- Forum: Modding interface requests
- Topic: fluid-wagon, user defined connection points
- Replies: 8
- Views: 3554
Re: fluid-wagon, user defined connection points
This name initially made me think that the initial fluid wagon implementation had been exposed again, that could actually have 3 separate fluidboxes to hold 3 different fluids. Perhaps this should be "tank_connection_count"? Oh no... this feature is 1 day old and it is already a legacy. L...
- Wed Jun 03, 2020 12:58 pm
- Forum: Modding interface requests
- Topic: fluid-wagon, user defined connection points
- Replies: 8
- Views: 3554
Re: fluid-wagon, user defined connection points
This is kind of implemented in 0.18.30. FluidWagon prototype will have tank_count with allowed values of 1,2 or 3 and default value of 3. No mods should be broken.
Tank connection points will have spacing of 2 as always and set of connectors will be centered.
Tank connection points will have spacing of 2 as always and set of connectors will be centered.