Search found 2244 matches

by boskid
Mon Jan 06, 2020 9:16 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.79] Multiple spitters stuck spitting at nothing
Replies: 3
Views: 2336

Re: [0.17.79] Multiple spitters stuck spitting at nothing

medium spitter at {1053.34, -82.0} is trying to shoot train near {89, 85}. This is 977 units far
by boskid
Mon Jan 06, 2020 8:51 am
Forum: Modding help
Topic: Saving Tables inside Tables in Lua
Replies: 3
Views: 806

Re: Saving Tables inside Tables in Lua

result[#result+1] = tab This does not perform deepcopy, it only puts reference to another table. Since there is only one instance of "tab", both elements inside result will be same. local x = 3 local result = {} for k = 2, x do local tab = {} -- moved into loop for v = 1, k do tab[v] = v ...
by boskid
Sun Jan 05, 2020 2:10 am
Forum: Not a bug
Topic: [0.17.79] Upgrade planner does not allow walls/gates
Replies: 4
Views: 1262

Re: [0.17.79] upgrade planner walls

They have incompatible collision masks so they cannot be upgraded to each other
by boskid
Sun Jan 05, 2020 1:20 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Train incorrectly deadlocks in presence of occupied block guarded by signal closed by circuit network conditio
Replies: 11
Views: 5621

Re: [0.17.79] Train incorrectly deadlocks in presence of occupied block guarded by signal closed by circuit network cond

I made test case and fixed penalty so it will be applied when rail signal is scheduled to be reserved for circuit network. It felt counter intuitive that adding train (and so changing signal state to CLOSED) was decreasing total penalty.
by boskid
Sat Jan 04, 2020 8:33 pm
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 4743

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

Code: Select all

#define DBL_MANT_DIG     53                      // # of bits in mantissa
It is obvious that for each bit of mantissa, we need at least one character on output :)
by boskid
Sat Jan 04, 2020 10:09 am
Forum: Ideas and Suggestions
Topic: (not) picking up car
Replies: 7
Views: 2195

Re: (not) picking up car

Not a bug
79649-mining-with-full-inventory.gif
79649-mining-with-full-inventory.gif (172.11 KiB) Viewed 2189 times
by boskid
Sat Jan 04, 2020 9:06 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Train incorrectly deadlocks in presence of occupied block guarded by signal closed by circuit network conditio
Replies: 11
Views: 5621

Re: [0.17.19] Train incorrectly deadlocks in presence of occupied block guarded by signal closed by circuit network cond

Technicaly signal that you refer as closed by CN, is in state CLOSED because of white train and not reserved_by_the_circuit_network, so penalty for signal closed by CN does not apply. I could easily fix this so signals that are closed and at same time, scheduled to close by CN (but not yet reserved_...
by boskid
Thu Jan 02, 2020 10:44 pm
Forum: Modding help
Topic: [0.17.79] Circuit connections in blueprint lost if bp is used in a book (modded)
Replies: 3
Views: 1391

Re: [0.17.79] Circuit connections in blueprint lost if bp is used in a book (modded)

This is mod issue, in ghostconnections.lua there is function on_put_item that checks player.cursor_stack and function is_setup_bp fails when there is blueprint book in hand
by boskid
Thu Jan 02, 2020 9:26 pm
Forum: Technical Help
Topic: [0.17.79] Crash on Startup
Replies: 2
Views: 661

Re: [0.17.79] Crash on Startup

Ref 79153
by boskid
Thu Jan 02, 2020 9:23 pm
Forum: Outdated/Not implemented
Topic: Energy is more logical
Replies: 3
Views: 1532

Re: Energy is more logical

It is not going to happen.
- suggested solution would be in fact, less realistic
- performance impact
- realism is not primary concern
by boskid
Thu Jan 02, 2020 9:46 am
Forum: Gameplay Help
Topic: [solved] Crude oil tank not working
Replies: 3
Views: 958

Re: Crude oil tank not working

If you want to fill tanks with crude oil from fluid wagons, then you have to rotate pumps so they are setup to unload. Right now they are loading crude oil into fluid wagons
by boskid
Wed Jan 01, 2020 12:42 pm
Forum: Gameplay Help
Topic: disabling blueprints -please help-
Replies: 2
Views: 2229

Re: disabling blueprints -please help-

There is command

Code: Select all

/permissions
Using it you may disable some permissions for Default group. Disabling "Import blueprint", "Import blueprint string", "Open blueprint library gui" and "Open blueprint record" should help
by boskid
Wed Jan 01, 2020 10:32 am
Forum: Technical Help
Topic: [0.17.79] Desync, moded
Replies: 7
Views: 2006

Re: [0.17.79] Desync, moded

Hm... desync was around inserter and belt /c game.player.teleport{-140.5,-42.5} I can somehow consistently reproduce this desync when transport lines are merging while inserters pickup position is changed using "bob adjustable inserters mod" - heavy mode diffs are happening when inserters ...
by boskid
Tue Dec 31, 2019 6:21 pm
Forum: Pending
Topic: [0.17.79] Crash loading save (FluidManager::setupConnections)
Replies: 6
Views: 2598

Re: [0.17.79] Crash loading save (FluidManager::setupConnections)

Crash is happening because save file is corrupted. Some FluidBoxes are not present inside save file or failed to load. With some temporary changes i could fix save file, however some pipes may now be empty https://drive.google.com/file/d/1hmA2gv2VnP0UYjqr7jUp8RkORrdYBk_G/view Do you have any clues a...
by boskid
Tue Dec 31, 2019 10:25 am
Forum: Not a bug
Topic: [0.17.79] Rocket launch not triggering victory
Replies: 10
Views: 3648

Re: [0.17.79] Rocket launch not triggering victory

--no-log-rotation is not magic option for allowing multiple instances of factorio under same config file and working directory. Server after loading map will extract all files to temp/currently-playing and any changes to files here will result in changes in saves made by server. Starting client will...
by boskid
Tue Dec 31, 2019 10:11 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Missing tooltip in technology screen
Replies: 4
Views: 3324

Re: [0.17.79] Missing tooltip in technology screen

Cannot reproduce. For me it works fine in [0.17.79] and [0.18.0]
by boskid
Sat Dec 28, 2019 9:30 am
Forum: Desyncs with mods
Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
Replies: 7
Views: 3556

Re: Intermitted desync (some on join, some later)

Desync itself is most likely because of "Mining Drones" mod (i let Klonan know) When running with heavy-mode (6 minutes for 1 tick....) there are diffs after-scenario-update related to Labs and script rendered lights: colors in reference and desynced are different. I suspect it may be beca...
by boskid
Thu Dec 26, 2019 10:24 am
Forum: Resolved Problems and Bugs
Topic: Desync shortly after join, solo in multiplayer
Replies: 1
Views: 879

Re: Desync shortly after join, solo in multiplayer

Pathfinder desync, fixed by [0.17.78]
by boskid
Thu Dec 26, 2019 10:20 am
Forum: Desyncs with mods
Topic: [0.17.78] Redmew - Diggy Deeper [BobMods]
Replies: 1
Views: 1309

Re: [0.17.78] Redmew - Diggy Deeper [BobMods]

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