Search found 2244 matches
- Fri Mar 29, 2024 2:46 pm
- Forum: Not a bug
- Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
- Replies: 7
- Views: 609
Re: [1.1.104] Decider combinator Output input count uses wrong value on Each
Most of the stuff you mentioned makes a lot of sense, however i am not sure i am willing to change current behavior. Current behavior is kind of a mash-up of something that can be implemented explicitly using 2 combinators: first doing [each]>0, output [each] (input count), and second combinator con...
- Fri Mar 29, 2024 1:15 pm
- Forum: Already exists
- Topic: Add LuaItemPrototype.effect
- Replies: 3
- Views: 212
- Fri Mar 29, 2024 12:30 pm
- Forum: Won't implement
- Topic: Add Durability to ModulePrototype
- Replies: 3
- Views: 230
Re: Add Durability to ModulePrototype
No. For a feature that base game would never use but would have to pay the performance cost i am not accepting that. For an item to have durability it would need to have a data attached to it. So far modules have data attached to them but i already made them work without any item data so i am even m...
- Wed Mar 27, 2024 9:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.82]Mod browser "Last highlighted" sorting issue
- Replies: 1
- Views: 1714
Re: [1.1.82]Mod browser "Last highlighted" sorting issue
Thanks for the report. Issue is now fixed for 1.1.107.
- Wed Mar 27, 2024 7:13 pm
- Forum: Fixed for 2.0
- Topic: Spitter data prototype tint inconsistency
- Replies: 1
- Views: 716
Re: Spitter data prototype tint inconsistency
This is minor enough and possibly mod breaking enough that i decided to fix this for 2.0.
- Wed Mar 27, 2024 6:24 pm
- Forum: Fixed for 2.0
- Topic: [1.1.53] Minimum zoom is twice lower with native 5k resolution on mac
- Replies: 2
- Views: 1197
Re: [1.1.53] Minimum zoom is twice lower with native 5k resolution on mac
This is fixed for 2.0.
- Wed Mar 27, 2024 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: Bugs during training
- Replies: 1
- Views: 824
Re: Bugs during training
Thanks for the report. Issue is now fixed for 1.1.107. There is a shortcut in the story that was supposed to trigger when instead of setting quickbar you would place the mining drill but it was actually triggering when there was a stone furnace already on the surface. It went one step too far forwar...
- Wed Mar 27, 2024 5:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101] LuaEntity::set_request_slot() won't allow filters with a count of 0 on requester chests
- Replies: 1
- Views: 763
Re: [1.1.101] LuaEntity::set_request_slot() won't allow filters with a count of 0 on requester chests
Thanks for the report. Issue is now fixed for 1.1.107
- Wed Mar 27, 2024 4:42 pm
- Forum: Technical Help
- Topic: updating from 1.1.104 to 1.1.106
- Replies: 1
- Views: 193
- Wed Mar 27, 2024 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Update failed: changelog-switch.txt has unexpected content
- Replies: 6
- Views: 495
Re: [1.1.104] Update failed: changelog-switch.txt has unexpected content
This is suspicious, i managed to reproduce that exact issue by using standalone 1.1.100 that was updated using built in updater to 1.1.104, and at that point when i enabled experimental updates it failed to update to 1.1.106. By using fresh, standalone 1.1.104, enabling experimental updates it corre...
- Tue Mar 26, 2024 9:27 pm
- Forum: Gameplay Help
- Topic: Semaphores Copy-Paste bug
- Replies: 8
- Views: 521
Re: [1.1.106] Semaphores Copy-Paste bug
Thanks for the report however that is Not a bug. Signals are directional entities, they only connect to rails at specific side based on the signal direction. Since you are pasting signal with the West direction, it only binds to the rails above it (or when rotating a blueprint, on other sides). What...
- Tue Mar 26, 2024 4:31 pm
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.82] TrainSchedules are not updated when renaming surface-unique TrainStop.
- Replies: 2
- Views: 782
Re: [boskid][1.1.82] TrainSchedules are not updated when renaming surface-unique TrainStop.
Thanks for the report. Issue is now fixed for 2.0.
- Tue Mar 26, 2024 1:54 pm
- Forum: Fixed for 2.0
- Topic: [1.1.72] Replacing belt with underground belt can act strangely in a weird case
- Replies: 1
- Views: 698
Re: [1.1.72] Replacing belt with underground belt can act strangely in a weird case
Thanks for the report. Issue here was that the underground building logic assumed that if belts between underground belt ends were straight they should get removed but that logic was slightly wrong as it could remove straight belts with side connections as well as showing what is reported here (on f...
- Tue Mar 26, 2024 10:30 am
- Forum: Not a bug
- Topic: [1.1.80] Grid position initially incorrect with waterfill tiles
- Replies: 1
- Views: 571
Re: [1.1.80] Grid position initially incorrect with waterfill tiles
Thanks for the report. I am considering this to be a Not a bug. If the grid position values would be required to be relative to the top left corner of all visible entities then if visible entities would change the grid position values would have to be adjusted. In this example when you selected blue...
- Tue Mar 26, 2024 9:30 am
- Forum: Fixed for 2.0
- Topic: [1.1.104] Pumps stop working when mod replaces connected wagon
- Replies: 2
- Views: 323
Re: [1.1.104] Pumps stop working when mod replaces connected wagon
Thanks for the report. I am not going to fix that issue in 1.1.x because pump logic is quite tricky to not cause performance problems. One of the operations in pump that is relatively expensive due to entity searches is search of fluid wagons so pump tries as much to not do those searches if not nec...
- Mon Mar 25, 2024 8:13 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1603
Re: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
I am not considering this to be important to fix. Having this relative grid position be allowed to be out of core entity snapping would only have a cosmetic effect and tiny effects on the cursor position but it would not add any new behaviors or would not remove any existing behaviors. I will mark t...
- Mon Mar 25, 2024 7:51 pm
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
- Replies: 1
- Views: 463
Re: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
Thanks for the report. Issue will be fixed in 2.0. Core of the issue is that blueprints in library are different objects than blueprints in inventory. When setting up that blueprint in library first a blueprint item is created but then it is cloned to blueprint record in the library. Common part of ...
- Mon Mar 25, 2024 6:58 pm
- Forum: Translations
- Topic: text/translation error in tight spot game mode
- Replies: 2
- Views: 692
Re: [1.1.76] text/translation error in tight spot game mode
Moving to translations.
- Mon Mar 25, 2024 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
- Replies: 2
- Views: 1306
Re: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
Thanks for the report. I was able to reproduce the issue by watching the replay as well as reproduce it from scratch. It looks that replay considers first player as a local player so when first player left the game, blueprint library was disconnected from local player shelf and this caused another p...
- Mon Mar 25, 2024 2:50 pm
- Forum: Implemented mod requests
- Topic: Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
- Replies: 1
- Views: 289
Re: Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
Implemented for 1.1.106