Search found 2312 matches
- Wed Aug 14, 2024 10:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Crash on creating Lua context when loading a save
- Replies: 6
- Views: 2557
Re: [1.1.109] Crash on creating Lua context when loading a save
In 2.0 it will work fine with weak tables. Not using weak tables in 1.1 is just a workaround.
- Wed Aug 14, 2024 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Crash on creating Lua context when loading a save
- Replies: 6
- Views: 2557
Re: [1.1.109] Crash on creating Lua context when loading a save
Issue was identified and is fixed for 2.0.
Please do not use weak tables inside of `global` (classes/Notifier.lua, Notifier.subscribe calls WeakTable.with_keys())
Please do not use weak tables inside of `global` (classes/Notifier.lua, Notifier.subscribe calls WeakTable.with_keys())
- Tue Aug 13, 2024 6:50 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 221287
Re: Multithreading shower thoughts
if you play multiplayer, does every player needs to compute the entire game, or is sufficient to have a super beefy host to do all the computations and the other players can be "thin clients" who just get the results and need to compute only graphics. I can imagine that it would be very b...
- Tue Aug 13, 2024 3:41 pm
- Forum: Minor issues
- Topic: [1.1.109] Landmines in range of worms drain UPS
- Replies: 4
- Views: 434
Re: [1.1.109] Landmines in range of worms drain UPS
Exposing time taken by landmines is not feasible because they are using WhenEnemyIsAround mode which makes them register on a chunk. Entities that are using other active modes are registering on a surface and here its cheap to have 80+ lists (one per entity type) and measure update time of an entire...
- Tue Aug 13, 2024 2:38 pm
- Forum: Minor issues
- Topic: [1.1.109] Landmines in range of worms drain UPS
- Replies: 4
- Views: 434
- Mon Aug 12, 2024 6:59 am
- Forum: Outdated/Not implemented
- Topic: Water Cannon
- Replies: 5
- Views: 473
Re: Water Cannon
No.
Its not an interesting use case and it would make FireFlame to be a lot more complex because it would have to be a military target for turrets to see them.
Its not an interesting use case and it would make FireFlame to be a lot more complex because it would have to be a military target for turrets to see them.
- Mon Aug 12, 2024 6:54 am
- Forum: Not a bug
- Topic: Multiple RoboPorts connected via circuit network creates an undesired multiple effect
- Replies: 1
- Views: 230
Re: Multiple RoboPorts connected via circuit network creates an undesired multiple effect
From the description i can tell its a Not a bug.
Roboports are requested to send network content to the circuit network and so thats what they are doing. When there are multiple sources of a value in a circuit network the values get added together.
Roboports are requested to send network content to the circuit network and so thats what they are doing. When there are multiple sources of a value in a circuit network the values get added together.
- Sun Aug 11, 2024 10:05 pm
- Forum: Won't implement
- Topic: moving/stalled state of a belt transport line
- Replies: 6
- Views: 1393
Re: moving/stalled state of a belt transport line
This has smell of a "wont implement" because it asks for a piece of data that is simply not present. First issue is that LuaTransportLine tries to hide internals of transport belt connectables, specifically it tries to hide inner transport lines can span multiple entities. Because of this,...
- Sun Aug 11, 2024 4:25 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 453
Re: base_productivity applies regardless of the productivity limitation for recipes
If you carefully take a look at `productivity_module_limitation` you will notice that it is used by modules, not by recipes. When there are no modules inserted into the machine then that machine does not know (does not care) about which modules are incompatible with it, it knows there is base produc...
- Sun Aug 11, 2024 2:36 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 453
Re: base_productivity is not always applied
From the machine point of view there is no distinction between productivity from modules, productivity from machine or (for 2.0) productivity from technology's recipe productivity research. It is all counted as "productivity" and affects speed of bonus progress bar being incremented while ...
- Fri Aug 09, 2024 7:59 pm
- Forum: Resolved Requests
- Topic: SoundPrototype docs wrong
- Replies: 2
- Views: 260
Re: SoundPrototype docs wrong
Proposed version makes no sense. It is a helper for handling $union(X, $array(X)) but PreeItemOrArrayIterator is not a lua concrpt that can be exposed.
- Fri Aug 09, 2024 7:48 pm
- Forum: Outdated/Not implemented
- Topic: Charge bots using tesla
- Replies: 3
- Views: 469
- Fri Aug 09, 2024 1:01 pm
- Forum: Bug Reports
- Topic: [1.1.109] Desync instantly of specific client
- Replies: 3
- Views: 509
Re: [1.1.109] Desync instantly of specific client
Hard to tell from the desync report, it looks like "a lot has changed" desync report, there are some biter differences, pollution differences, evolution factor differences, inserters, electric network, basically a lot is different. If its always the same machine desyncing it suggests it ma...
- Tue Aug 06, 2024 12:02 pm
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.109] LuaFluidBoxPrototype equality comparison is wrong
- Replies: 2
- Views: 314
Re: [boskid][1.1.109] LuaFluidBoxPrototype equality comparison is wrong
Thanks for the report. This issue was already fixed "by accident" for 2.0 by other changes so i made a test for this to make sure it will stay fixed. Core of the issue is that LuaFluidBoxPrototype equals operator checks if that lua object is binding to the same (EntityID, index) which by r...
- Fri Aug 02, 2024 4:09 pm
- Forum: Not a bug
- Topic: [1.1.109] show-recently-played-sound-info debug option shows in camera frame
- Replies: 1
- Views: 261
Re: [1.1.109] show-recently-played-sound-info debug option shows in camera frame
Thanks for the report however debug settings are not part of default game experience so i am not considering this to be a bug. This would require deciding for each option if it should run inside of camera widgets or not and there may be some debug options that are useful to run even inside of camera.
- Wed Jul 31, 2024 4:25 pm
- Forum: Implemented for 2.0
- Topic: Offshore pump energy source
- Replies: 4
- Views: 1736
- Wed Jul 31, 2024 4:13 pm
- Forum: Implemented for 2.0
- Topic: Request: energy source for OffshorePumpPrototype
- Replies: 1
- Views: 422
- Tue Jul 30, 2024 7:32 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 19975
Re: Friday Facts #421 - Optimizations 2.0
Usage of Intel VTune means that just my personal PC is known to be intel based, other machines can be anything. Its just a profiler but one that gives a really nice explanation about why code was slow to execute.
- Mon Jul 29, 2024 8:05 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 100392
Re: Friday Facts #378 - Trains on another level
Suggestion for elevated rails: Make it so cliffs on the terrain can transition from elevated rail to non-elevated rail. I made a bridge, got elevated, went up the cliff with it, and now I'm no longer elevated on the ground at the top of the cliff. I ran off the edge of the cliff, and now my rail is...
- Mon Jul 29, 2024 11:56 am
- Forum: Not a bug
- Topic: [1.1.109] Trains not connecting to their stations circuit network on drive-through
- Replies: 1
- Views: 206
Re: [1.1.109] Trains not connecting to their stations circuit network on drive-through
Thanks for the report however that is not a bug.