Search found 2244 matches
- 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...
- 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
- 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...
- 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]
I am not sure if this value can be considered "default"
Code: Select all
"max_work_done_per_tick": 8000,
- 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)
- 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...
- 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...
- 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. ...
- 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...
- 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
- 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.
Save from 6 minutes before will be useless since reproduction is quite fragile and many actions may prevent it from crashing.
- 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?
- 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...
- 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 pmBugfixes
- Fixed that personal roboports would function with literally no power.
- 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...
- 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
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
- 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
For now i will throw this request to Won't Implement because ability to teleport cars should solve your underlying issue.FactorioBot wrote: ↑Tue Oct 15, 2019 8:19 pmScripting
- Added support to teleport car entity types between surfaces.
- 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
- 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 ...
- 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...