Search found 2244 matches

by boskid
Thu Dec 26, 2019 10:20 am
Forum: Resolved Problems and Bugs
Topic: [0.17.77] Multiplayer Desync - COMFY Fish Defense
Replies: 1
Views: 1230

Re: [0.17.77] Multiplayer Desync - COMFY Fish Defense

Desync with pathfinding, since then there was [0.17.78] that was fixing pathfinding desync so i assume it is already resolved
by boskid
Thu Dec 26, 2019 9:59 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)

Save file is quite large so i cannot compare diffs easily. After loading reference level and running it with heavy mode i found there are diffs around targeters to electric-mining-drills. Issue is because of mod AutoDeconstruct 0.1.12 mod AutoDeconstruct unsafe object ref _G.drill_entities.4575 mod ...
by boskid
Wed Dec 25, 2019 8:39 am
Forum: Technical Help
Topic: Random Desync in Multiplayer
Replies: 9
Views: 3071

Re: Random Desync in Multiplayer

Desync is because of VoidChestPlus 2.2.2 local function init_chests() -- gather all void chests on every surface in case another mod added some global.VoidChests = nil for _, surface in pairs(game.surfaces) do chests = surface.find_entities_filtered{ name = "void-chest" } for _, chest in p...
by boskid
Wed Dec 25, 2019 12:42 am
Forum: Not a bug
Topic: [0.17.79] Train line (with multiple same name stops) counts same station twice
Replies: 3
Views: 1098

Re: [0.17.79] Train line (with multiple same name stops) counts same station twice

i looked into code and i have exact explanation why it happens: - pathfinding from train stop is implemented in a way to exclude given train stop. This should prevent this behavior. - rail signal is so close to train station it prevents train from moving when next block is occupied - when train in f...
by boskid
Tue Dec 24, 2019 11:14 pm
Forum: Not a bug
Topic: [0.17.79] Train line (with multiple same name stops) counts same station twice
Replies: 3
Views: 1098

Re: [0.17.79] Train line (with multiple same name stops) counts same station twice

Technicaly this is Not a bug since next schedule entry is to go "Copper plate pickup" and train is already there. There is no rule saying train must leave station it is already in.

You may use Circuit Network to disable train station until train leaves.
by boskid
Mon Dec 23, 2019 3:23 pm
Forum: Gameplay Help
Topic: Flamethrower turrets, where does oil disappear to?
Replies: 3
Views: 1522

Re: Flamethrower turrets, where does oil disappear to?

That is working as intended. Flamethrower turret has fluidbox so it works as pipe, and it has buffer that is filled from fluidbox. In your case there is 4000 fluid taken out of storage tank and that is 20*100 inside buffers and 20*100 inside fluidboxes. If you would place pump to another storage tan...
by boskid
Mon Dec 23, 2019 10:07 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crash when loading modded map (TransportLine IntrusiveList corruption)
Replies: 8
Views: 4607

Re: [0.17.79] Crash when loading modded map (TransportLine IntrusiveList corruption)

I narrowed this issue down to one mod: "miniloader"

Code: Select all

/c game.player.teleport{-108.5, -154.5}
79200.png
79200.png (40.08 KiB) Viewed 4462 times
This save file should work fine as long as miniloader mod is enabled. Fixing this issue may break miniloader.
by boskid
Sun Dec 22, 2019 11:56 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crash when loading modded map (TransportLine IntrusiveList corruption)
Replies: 8
Views: 4607

Re: [0.17.79] Crash when loading modded map

This is super weird, i can load this save file under 0.17.79 without crash, consistency passes here, but this save file when loading under 0.18.0 without any mods will crash 25% of times, while 75% of times it loads fine. Crash i have is inside "TransportLineManager::update (67)"
by boskid
Thu Dec 19, 2019 3:02 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Crash placing an underground pipe on its ghost in custom scenario (FluidSystem::absorb)
Replies: 5
Views: 3466

Re: [0.17.79] Crash placing an underground pipe on its ghost in custom scenario (FluidSystem::absorb)

Can you reproduce this issue on a fresh save? This particular save cannot be loaded under 0.18.0 because it is corrupted: 49.622 Error Map.cpp:2134: Active entities count doesn't match. Current: 78245, expected 78308. -- edit: consistency check under 0.17.79 also fails: 124.805 Error Map.cpp:2049: A...
by boskid
Mon Dec 16, 2019 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.79] Crash loading a 0.16 Seablock save (FluidManager::moveOut)
Replies: 3
Views: 1637

Re: [0.17.79] Crash loading a 0.16 Seablock save

Yes!, crashed for me. c:\cygwin64\tmp\factorio-build-shnskz\src\fluid\fluidmanager.cpp (309): FluidManager::moveOut c:\cygwin64\tmp\factorio-build-shnskz\src\fluid\fluidboxmanager.cpp (567): FluidBoxManager::onDestroy c:\cygwin64\tmp\factorio-build-shnskz\src\fluid\fluidboxmanager.cpp (594): FluidBo...
by boskid
Sat Dec 14, 2019 11:17 am
Forum: Not a bug
Topic: [0.17.79] LuaEntity.is_connected_to_electric_network() is wrong
Replies: 1
Views: 789

Re: [0.17.79] LuaEntity.is_connected_to_electric_network() is wrong

I will count this as Not a bug is_connected_to_electric_network is exactly same check as for disconnected icon. It is implemented to look for energy producers and is looks intentional. If you want to detect if entity is in range of any electric pole, you may use LuaEntity.electric_network_id read : ...
by boskid
Fri Dec 13, 2019 8:15 am
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Crash from modded vehicle grid attacking itself
Replies: 4
Views: 3110

Re: [boskid][0.17.79] Crash from modded vehicle grid attacking itself

Thanks for the report, it should be fixed for next release.
by boskid
Fri Dec 13, 2019 5:50 am
Forum: Not a bug
Topic: [0.18.0] Fish prevent water tiles from being filled in in editor
Replies: 2
Views: 735

Re: [0.18.0] Fish prevent water tiles from being filled in in editor

Not a bug

Turn off "Smart entity collision mode" in editor if you want different behavior
by boskid
Tue Dec 10, 2019 8:45 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19353

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

I think making big-electric-pole wire reach equal 32 would be bad. This would allow setups that would have exactly 1 big-electric-pole in every chunk in repeating pattern, but since power poles can have at most 5 copper connections to other electric poles, in most cases placing 1 big-electric-pole i...
by boskid
Sun Nov 24, 2019 8:56 am
Forum: Duplicates
Topic: [0.17.79] Pipes can be placed by bots and trap player
Replies: 8
Views: 2572

Re: [0.17.79] Pipes can be placed by bots and trap player

in above case, robot placed underground pipe with respect of underground pipe collision box. What happens is collision box expands after placement due to connection with flamethrower-turret's input. May be a minor issue (you can trap yourself by rotating underground pipe), or not (manual building wi...

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