Search found 2221 matches

by boskid
Thu Oct 31, 2019 9:32 am
Forum: Won't fix.
Topic: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table
Replies: 7
Views: 2376

Re: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync

For now it looks that length operator (#) on its own works ok (deterministic), but issue (desync) comes from cases where global variable is save-loaded: globals are serialised using serpent.dump on server and then loaded in client but here when loading, lua may choose different internal format than ...
by boskid
Thu Oct 31, 2019 6:34 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.74] Crash: "fonsDrawText"
Replies: 6
Views: 1438

Re: [0.17.74] Crash: "fonsDrawText"

It should not be even possible to crash here: array with 400 elements is indexed with value of character (byte, cannot exceed 255) that in this case was equal to 48 (character '0'). Only explanation is some earlier instruction that loads address of this (static) table somehow got corrupted in memory...
by boskid
Mon Oct 28, 2019 1:03 pm
Forum: 1 / 0 magic
Topic: [0.17.74] Game crashes after blueprinting
Replies: 7
Views: 2370

Re: [0.17.74] Game crashes after blueprinting

From dump for 0.17.74, there is only one explanation: bit flip. In one place there is std::vector<> with capacity of 1 and size of 0x0001000000000001 elements.
by boskid
Sun Oct 27, 2019 3:20 pm
Forum: Gameplay Help
Topic: Can not understand train signals.
Replies: 3
Views: 1276

Re: Can not understand train signals.

There is nothing wrong here. Train when moving in auto will reserve some blocks in advance since it knows path it wants to go. Train in manual could turn on player's input so there is no reservation in advance. Block in which train is (auto or manual), is occupied so there is red on chain signal (si...
by boskid
Sat Oct 26, 2019 11:30 am
Forum: Won't implement
Topic: LuaTile.get_light_level()
Replies: 6
Views: 1702

Re: LuaTile.get_light_level()

It is not going to happen. Light levels are rendered from png and so headless server would not be able to compute this values.
by boskid
Fri Oct 25, 2019 8:32 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46053

Re: Friday Facts #318 - New Tooltips

DerGraue wrote:
Fri Oct 25, 2019 8:16 pm
I thought landfill counts as a tile, so it should work with the new system, shouldn't it?
landfill is tile so it works with tile batching
by boskid
Fri Oct 25, 2019 9:45 am
Forum: Resolved Problems and Bugs
Topic: [posila] My game crashed (OpenGL: OUT_OF_MEMORY)
Replies: 2
Views: 990

Re: My game crashed

Code: Select all

5563.933 Error GraphicsInterfaceOpenGL.cpp:248: [OpenGL]: Error OUT_OF_MEMORY encountered in frame 329528.
by boskid
Fri Oct 25, 2019 6:56 am
Forum: Modding discussion
Topic: result vs results
Replies: 2
Views: 983

Re: result vs results

"result" is old one, for it to specify amount you would have to add extra property "result_count" because default is 1 (you can see this in "transport-belt" recipe). No other attributes can be added for it. "results" is new, generic one in which you can specif...
by boskid
Thu Oct 24, 2019 9:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] " function on_player_rotated_entity(event)" only works when fluid connection is present
Replies: 5
Views: 3388

Re: [0.17.14] " function on_player_rotated_entity(event)" only works when fluid connection is present

Thanks. It is now fixed for [0.17.74] Issue was introduced in [0.17.70] by some mistake. Immediate workaround is to rebuild heat pipes adjacent to previous and new position of heat connection. -- edit: btw, this second issue was different and is not related to topic's subject. Next time please make ...
by boskid
Mon Oct 21, 2019 4:29 am
Forum: Resolved Problems and Bugs
Topic: [0.17.72] Steam Engine Rotation Not Working
Replies: 2
Views: 2225

Re: [0.17.72] Steam Engine Rotation Not Working

Thanks, it is now fixed for [0.17.73]
by boskid
Mon Oct 21, 2019 4:10 am
Forum: Not a bug
Topic: [0.17.72] Cleaning the inventory does not work
Replies: 5
Views: 1518

Re: [0.17.72] Cleaning the inventory does not work

https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.spill_item_stack wrote:enable_looted :: boolean (optional): When true, each created item will be flagged with the LuaEntity::to_be_looted flag.
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.to_be_looted wrote:to_be_looted :: boolean [Read-Write]
Will this entity be picked up automatically when the player walks over it?
by boskid
Mon Oct 21, 2019 3:54 am
Forum: Resolved Problems and Bugs
Topic: [0.17.72] Steam Engine Rotation Not Working
Replies: 2
Views: 2225

Re: [0.17.72] Steam Engine Rotation Not Working

Seriously how we missed that? Steam engines are not supposed to be rotatable so rotate after placement will be disabled -- edit: Issue looks to be with gfx, steam engine with direction North looks ok, after rotate it turns to South and this uses gfx for weird horizontal one; or issue is with steam e...
by boskid
Sun Oct 20, 2019 5:17 pm
Forum: Duplicates
Topic: [0.17.72] Connected trains unload/load bug
Replies: 5
Views: 956

Re: Connected trains unload/load bug

Duplicate 76999 - part of train is on a curved rails.
by boskid
Sun Oct 20, 2019 5:12 pm
Forum: Ideas and Suggestions
Topic: Minecraft "Pick Up" like button
Replies: 1
Views: 571

Re: Minecraft "Pick Up" like button

You mean Pipette tool, that by default is under "Q"? Already exists. Only difference to what you described is it will not put shortcut in toolbar, you have to do it by yourself. Pipette tool (Q) is used to quickly put an item in hand without searching through the inventory (similar to a &q...
by boskid
Sun Oct 20, 2019 4:12 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.72] Unable to copy accumulator variable by shift-click
Replies: 1
Views: 2022

Re: [boskid][0.17.72] Unable to copy accumulator variable by shift-click

Thanks, this issue and related issue of blueprint placement over existing accumulator are fixed for [0.17.73]
by boskid
Sun Oct 20, 2019 12:03 pm
Forum: Not a bug
Topic: [0.17.72] Cleaning the inventory does not work
Replies: 5
Views: 1518

Re: [0.17.72] Cleaning the inventory does not work

Cannot reproduce. /c global.npc_worker = game.surfaces[1].create_entity{name="character", position={0,0}, force="player"} global.npc_worker.selected = game.surfaces[1].create_entity{name="iron-ore", position={0.5, 0.5}, amount=10000} global.npc_worker.mining_state = {mi...
by boskid
Sun Oct 20, 2019 11:25 am
Forum: Duplicates
Topic: [0.17.72] Cargo wagon disalignment
Replies: 5
Views: 1557

Re: (17.72) Cargo wagon disalignment

Reproduction with moving train going for stop, only 5 inserters work
by boskid
Sun Oct 20, 2019 6:59 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
Replies: 3
Views: 2311

Re: [boskid][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

https://www.factorio.com/blog/post/fff-317 Issue is that you are using "path_resolution_modifier = -8". This means that abstract nodes cover 1 chunk each (32x32), but base node covers 64 chunks (256x256). At some point goal position is badly aligned because of resolution, chunk that contai...

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