Search found 2244 matches

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: 1558

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: 1579

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: 2384

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...
by boskid
Sat Oct 19, 2019 9:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.71] Error on headless map generation "max_work_done_per_tick"
Replies: 3
Views: 3551

Re: [0.17.71] Error on headless map generation "max_work_done_per_tick"

I added missing entry in map-settings.example.json for [0.17.73]

Code: Select all

"max_work_done_per_tick": 8000,
I am not sure if this value can be considered "default"
by boskid
Sat Oct 19, 2019 9:34 pm
Forum: Duplicates
Topic: [0.17.72] Missing key in map-settings.example.json
Replies: 1
Views: 757

Re: [0.17.72] Missing key in map-settings.example.json

Duplicate of 76870 (that i fixed earlier today and forgot to respond)
by boskid
Sat Oct 19, 2019 8:42 am
Forum: PyMods
Topic: Small Oil Derrick no output, pipe alignment issue
Replies: 15
Views: 3503

Re: Small Oil Derrick no output, pipe alignment issue

yes. that intended. had to adjust the collision boxes to get it to work the way i wanted If that is intended, then OP's case was not a bug from start: oil-derrick-mk1 is defined to have entity size of 3x3 (because of collision box). Btw why not move this collision box definition directly to oil-der...
by boskid
Sat Oct 19, 2019 7:38 am
Forum: PyMods
Topic: Small Oil Derrick no output, pipe alignment issue
Replies: 15
Views: 3503

Re: Small Oil Derrick no output, pipe alignment issue

i see it bypasses check for pipe placement, i will investigate... hint: collision box is changed inside pypetroleumhandling inside data.lua when doing this: --((nat-from-oil))-- require("prototypes.functions.Natural-gas-from-oil-well") -- edit: Interesting - pypetroleumhandling_1.4.6/proto...
by boskid
Sat Oct 19, 2019 5:56 am
Forum: Modding help
Topic: Change belt speed in game
Replies: 3
Views: 682

Re: Change belt speed in game

belt speeds are defined on prototypes during data stage and so cannot be changed later. Some mods would solve this issue in data stage by doing n deep copies of transport belt (lets keep n<10) with different speeds and then in game you could using lua, fast replace selected belts to different ones. ...
by boskid
Fri Oct 18, 2019 1:56 pm
Forum: Releases
Topic: Version 0.17.72
Replies: 6
Views: 9584

Re: Version 0.17.72

Any idea when are gonna be released latest pathfinder FFF changes? hint: Last week we mentioned the change to make biters not collide with each other, but that wasn’t the only biter-related update we released this past week. Somewhat coincidentally, this week’s updates have included something I’d b...
by boskid
Fri Oct 18, 2019 12:50 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Replies: 4
Views: 5532

Re: [0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)

th0 wrote:
Fri Oct 18, 2019 12:30 pm
Oyxd wrote further down that it is fixed, do you still need anything?
For now, no, thanks :) I found reproduction myself
th0 wrote:
Fri Oct 18, 2019 12:30 pm
May I ask what was causing this?
unit group was deleted when we didn't expect that
by boskid
Fri Oct 18, 2019 7:49 am
Forum: Duplicates
Topic: [0.17.71] Crash (GotoBehavior::checkPathExecutionProgress)
Replies: 1
Views: 767

Re: [0.17.71] Crash (GotoBehavior::checkPathExecutionProgress)

Thanks for report, however it is duplicate of 76909.

Save from 6 minutes before will be useless since reproduction is quite fragile and many actions may prevent it from crashing.
by boskid
Fri Oct 18, 2019 4:43 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Replies: 4
Views: 5532

Re: [0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)

Thanks for the report, do you have reliable way to reproduce this? Or could you share you save file?
by boskid
Thu Oct 17, 2019 9:02 am
Forum: Not a bug
Topic: [0.17.71] Evolution Factor by Time/Pollution
Replies: 4
Views: 1746

Re: [0.17.71] Evolution Factor by Time/Pollution

Not a bug (in Factorio itself) PS: I used my own mod Schall Endgame Evolution ;) control.lua:256: -- Frames : Evolution Factor Components t = frame.add { type = "table", name="table_evo_pol", column_count = 3 } ------ pollution table.insert(captions, t.add { type = "label&qu...
by boskid
Wed Oct 16, 2019 8:41 pm
Forum: General discussion
Topic: Sudden change to unpowered personal roboport?
Replies: 5
Views: 2203

Re: Sudden change to unpowered personal roboport?

0.17.70 changelog:
FactorioBot wrote:
Tue Oct 15, 2019 8:19 pm
Bugfixes
  • Fixed that personal roboports would function with literally no power.
by boskid
Wed Oct 16, 2019 8:23 pm
Forum: Gameplay Help
Topic: [solved] Logic system for hand
Replies: 5
Views: 1589

Re: Logic system for hand

should be easy: inserter read hand (pulse) -> memory cell -> inserter enable condition (uranium < 40) memory cell: arithmetic combinator "each*1 -> each" with output connected to input 0eNqVk92OnDAMhd/FlxVU/CzdFu2bVCsUgrdYHRLkmFGno7x7HVjNjFra6dwgmcTHx/6cM/SHBWcmJ9Cegax3AdqvZwj0zZlD+ienGaEF...
by boskid
Wed Oct 16, 2019 5:02 pm
Forum: Minor issues
Topic: [0.17.71] Cross-surface teleporting of cars has a bug
Replies: 8
Views: 1861

Re: [0.17.71] Cross-surface teleporting of cars has a bug

This is kind of engine limitation, when removing car from first surface, lua handle gets disconnected from car.

To workaround this, before teleport you may read car's unit_number and then after teleport find this entity on target surface.

For now this is minor issue
by boskid
Wed Oct 16, 2019 1:29 am
Forum: Already exists
Topic: Option to not raise on_driving_state_changed
Replies: 2
Views: 1239

Re: Option to not raise on_driving_state_changed

FactorioBot wrote:
Tue Oct 15, 2019 8:19 pm
Scripting
  • Added support to teleport car entity types between surfaces.
For now i will throw this request to Won't Implement because ability to teleport cars should solve your underlying issue.
by boskid
Mon Oct 14, 2019 5:30 pm
Forum: Modding help
Topic: Formula for zooming at a constant speed through arbitrary zoom range?
Replies: 3
Views: 1242

Re: Formula for zooming at a constant speed through arbitrary zoom range?

i think zoom follows exponential curve with coef 1.05 between zoom levels but i may be wrong
by boskid
Mon Oct 14, 2019 10:07 am
Forum: Ideas and Suggestions
Topic: Desync resolver: reverse parallel execution
Replies: 6
Views: 1380

Re: Desync resolver: reverse parallel execution

If you enable replay wouldn't that record everything needed to go back to the last tick where client and server agreed and then single step each tick to find where they diverged? Almost yes(not undo, only replay from start to given tick), replay is just set of input_actions for each tick and so it ...
by boskid
Mon Oct 14, 2019 9:52 am
Forum: Ideas and Suggestions
Topic: Desync resolver: reverse parallel execution
Replies: 6
Views: 1380

Re: Desync resolver: reverse parallel execution

No. State contained in desync is some ticks later than desync occured because client seeing crc difference must send request "hey, something wrong, save me map for desync report" and this can arrive to server after some ticks later. Game being deterministic means that `f(state, input_actio...

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