Search found 2246 matches

by boskid
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...
by boskid
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.
by boskid
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...
by boskid
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 ...
by boskid
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.
by boskid
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
by boskid
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
by boskid
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...
by boskid
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...
by boskid
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...
by boskid
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.
85718-colors.png
85718-colors.png (177.95 KiB) Viewed 843 times
by boskid
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...
by boskid
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...
by boskid
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 ...
by boskid
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.
by boskid
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.
by boskid
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...
by boskid
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...
by boskid
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.

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