Search found 2244 matches

by boskid
Mon May 18, 2020 5:25 pm
Forum: Gameplay Help
Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
Replies: 11
Views: 2499

Re: Unpredictable number of science packs preloaded into laboratory

Your assumptions will break as soon inserters will have stack size > 1 or when you have lab with multiple input inserters since they check target content before movement and then they will try to push anything they have into the target. Please follow the rules for posting bug reports (https://forums...
by boskid
Mon May 18, 2020 5:06 pm
Forum: Ideas and Suggestions
Topic: Support bigger number of channels by constant combinator
Replies: 3
Views: 626

Re: Support bigger number of channels by constant combinator

There is nothing here that could be considered a bug. Moved out of Bug Reports to Ideas and Suggestions
by boskid
Mon May 18, 2020 6:20 am
Forum: Desyncs with mods
Topic: 0.18.24 Desync attempting to log into multi user game
Replies: 9
Views: 4215

Re: 0.18.24 Desync attempting to log into multi user game

quick summary for me in the future:
- there are 4 diffs around near blueprint-entity rotation-point
- there is 1 diff near equipment-grid of locomotive at {183, 454}
- a lot of mods
- a lot of custom script
by boskid
Sat May 16, 2020 12:06 pm
Forum: Modding help
Topic: About obtain container context.
Replies: 3
Views: 384

Re: About obtain container context.

https://lua-api.factorio.com/0.18.24/LuaEntity.html

Code: Select all

for _, entity in pairs(game.player.surface.find_entities_filtered{area = radius, name = "wooden-chest"}) do
    game.player.print(serpent.block(entity.get_inventory(defines.inventory.chest).get_contents()))
end
by boskid
Sat May 16, 2020 6:06 am
Forum: Ideas and Suggestions
Topic: Change how underground pipes work
Replies: 3
Views: 1106

Re: Change how underground pipes work

Not going to happen. 1/ What if you build pipe to ground in place where there already exists underground pipe in between of pipe-to-grounds - would this mean pipes would be returned? 2/ Since placing pipe-to-ground ghost is able to cut underground, would it mean by placing such ghost you would get p...
by boskid
Fri May 15, 2020 4:48 pm
Forum: Pending
Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
Replies: 3
Views: 1325

Re: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"

I saw this crash in at least 2 bugs and they both are fixed in current experimental. Were you using for example Bob Locomotives Mk3 (or something like that) at the time of a crash?

Most likely duplicate 84216
by boskid
Fri May 15, 2020 4:38 am
Forum: Modding interface requests
Topic: [0.18.x] Strange pump interaction Non-standard size fluid wagon
Replies: 3
Views: 923

Re: [0.18.x] Strange pump interaction Non-standard size fluid wagon

Issue with joint_distance of 0 is that it has to be unsupported. When rolling stocks are moving, joints are the primary thing which position is being traced. Rolling stock position is overriden by a middle point between map positions of both joints ("map position" here means conversion fro...
by boskid
Thu May 14, 2020 9:17 pm
Forum: Modding help
Topic: [item-name] vs [entity-name] localization keys
Replies: 8
Views: 2101

Re: [item-name] vs [entity-name] localization keys

Little more thorough description of how ItemPrototype localised_name should work: 1/ if `localised_name` is provided in ItemPrototype and it is not empty {}, use provided value 2/ else if there is place result and it has localised name that is not empty {}, use localised name of place result 3/ else...
by boskid
Thu May 14, 2020 6:52 pm
Forum: Modding help
Topic: [item-name] vs [entity-name] localization keys
Replies: 8
Views: 2101

Re: [item-name] vs [entity-name] localization keys

[ItemPrototype logic] If ItemPrototype has no localised_name, then it will take default one same as defining it to be {"entity-name.%s"} with %s being name of the item. [Item Tooltip logic] If ItemPrototype resolved localised name is empty, place_result localised_name will be taken (fallba...
by boskid
Wed May 13, 2020 3:04 pm
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 2117

Re: [0.18.22] inconsistent chain signal behaviour

Now lets make it even worse: if train has a temporary train stop in schedule, it will be able to pass chain signals that are red, because chain signals are able to see only real train stops - temporary train stops have no entity, they are simply a pointer in a train saying to which rail it should go...
by boskid
Tue May 12, 2020 5:12 pm
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 2117

Re: [0.18.22] inconsistent chain signal behaviour

chain signals perform a check for a train stop so its reported state is consistent with how trains would behave. As the reservation code will pass when a last signal before train stop is chain signal, train will enter such chain signal section so signal cannot be set to red.
by boskid
Tue May 12, 2020 4:55 pm
Forum: Pending
Topic: Fluid wagon overfilled?
Replies: 2
Views: 951

Re: Fluid wagon overfilled?

Post a save file before and after, i suspect storage tank was not empty.
by boskid
Tue May 12, 2020 6:31 am
Forum: Duplicates
Topic: [0.18.22] inconsistent chain signal behaviour
Replies: 15
Views: 2117

Re: [0.18.22] inconsistent chain signal behaviour

There is nothing interesting here. Rail chain signal is blue because there exists a path that ends at train stop and this is intended. As Loewchen said: https://forums.factorio.com/30881 This logic goes deep into how trains signal reservation works: if train tries to reserve rail chain signal, it is...
by boskid
Sun May 10, 2020 9:40 pm
Forum: Modding help
Topic: [Solved] Plz help with "Entity is not a corpse." error on entity with name "character-corpse"
Replies: 2
Views: 306

Re: Plz help with "Entity is not a corpse." error on entity with name "character-corpse"

There are 2 prototype types: "corpse" and "character-corpse". They are different types, corpse_expires works only with entities of type "corpse".
by boskid
Sun May 10, 2020 5:31 pm
Forum: Not a bug
Topic: [0.18.22] Train Pathfinding broken when wagon gets destroyed
Replies: 1
Views: 452

Re: [0.18.22] Train Pathfinding broken when wagon gets destroyed

Not a bug. When rolling stock is deleted or destroyed, train switches from Automatic back to Manual but is still moving. In Manual train has no path and is moving freely due to initial condition.
by boskid
Sun May 10, 2020 10:35 am
Forum: Desyncs with mods
Topic: [Fixed][0.18.21] Desynced in MP with Krastorio 2, Space Exploration and some other mods
Replies: 5
Views: 2394

Re: [0.18.21] Desynced in MP with Krastorio 2, Space Exploration and some other mods

link to google drive is not working for me. IP would be usefull when server would be in editor's paused time, not paused game because i cannot communicate with anyone on a server
by boskid
Fri May 08, 2020 8:29 pm
Forum: Mod and installation managers
Topic: Mod Portal Downloads have Inconsistent Checksums
Replies: 2
Views: 1922

Re: Mod Portal Downloads have Inconsistent Checksums

Are you sure you are downloading a mod and not downloading a login page that each time has a different csrf token?
by boskid
Mon May 04, 2020 7:00 pm
Forum: Duplicates
Topic: [0.18.21] crash with unexpected error
Replies: 1
Views: 648

Re: [0.18.21] crash with unexpected error

Duplicate 84181, already fixed in 0.18.22

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