Search found 2244 matches
- 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
- 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 ...
- 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
- 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.
- 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
- 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
- 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_...
- 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
- Thu Jan 02, 2020 9:26 pm
- Forum: Technical Help
- Topic: [0.17.79] Crash on Startup
- Replies: 2
- Views: 661
- 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
- suggested solution would be in fact, less realistic
- performance impact
- realism is not primary concern
- 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
- 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
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
Code: Select all
/permissions
- 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 ...
- 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...
- 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...
- 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]
- 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...
- Thu Dec 26, 2019 5:27 pm
- Forum: Won't fix.
- Topic: [0.17.79] Compilatron won't respond to interaction
- Replies: 1
- Views: 893
Re: [0.17.79] Compilatron won't respond to interaction
Most likely duplicate 77763
- 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]
- 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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