Search found 2244 matches
- 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
- 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 ...
- 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...
- 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...
- 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.
You may use Circuit Network to disable train station until train leaves.
- 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...
- 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"
This save file should work fine as long as miniloader mod is enabled. Fixing this issue may break miniloader.
Code: Select all
/c game.player.teleport{-108.5, -154.5}
- 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)"
- Fri Dec 20, 2019 8:10 am
- Forum: Duplicates
- Topic: Belt / Splitter speed display on tool tips UI
- Replies: 2
- Views: 878
- Thu Dec 19, 2019 4:37 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: [boskid][0.17.79] Crash placing an underground pipe on its ghost in custom scenario (FluidSystem::absorb)
Thanks for the report, test case is added and issue is fixed for next release.
- 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...
- 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...
- 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 : ...
- 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.
- 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
Turn off "Smart entity collision mode" in editor if you want different behavior
- 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...
- Sat Nov 30, 2019 11:33 am
- Forum: Ideas and Requests For Mods
- Topic: Angled underground pipes
- Replies: 2
- Views: 994
- Thu Nov 28, 2019 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: Train pathing penalty is incorrect if there are 2 or more trains in a segment.
- Replies: 6
- Views: 4274
Re: Train pathing penalty is incorrect if there are 2 or more trains in a segment.
Thanks for the report. It is fixed for next release.
- Sun Nov 24, 2019 7:38 pm
- Forum: Not a bug
- Topic: [0.17.79] Trains Can't path to 2/4 Station Stops
- Replies: 2
- Views: 837
- 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...