Search found 2247 matches
- Thu Oct 20, 2022 5:02 am
- Forum: Modding help
- Topic: Pedantic double-check: on_configuration_changed() always fires when game version changes?
- Replies: 3
- Views: 784
Re: Pedantic double-check: on_configuration_changed() always fires when game version changes?
From the internal logic of loading save files, on_configuration_changed will be raised for all mods any time any part of the game version is changed, this includes main, major, minor and developer part of the save file format version field. This is because on_configuration_changed will raise every t...
- Thu Oct 20, 2022 4:12 am
- Forum: Modding help
- Topic: Lua. Connect rail-signal to rail
- Replies: 2
- Views: 502
Re: Lua. Connect rail-signal to rail
Signals will automatically try to connect to rails when they are created. Only things you need to take care of is for the position to be exactly on a tile center, direction to be correct and to not have signals on an adjacent tile in the direction of a signal.
Your signals have incorrect direction.
Your signals have incorrect direction.
- Sun Oct 16, 2022 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Electric pole ghost does not respect draw_copper_wires=false
- Replies: 2
- Views: 1643
Re: [1.1.69] Electric pole ghost does not respect draw_copper_wires=false
Thanks for the report. This issue was already fixed for 1.2 in a lot more generic and clean way so i had to decide if i even want to fix this in 1.1.x as well, but given a temporary fix has only 4 lines of code it is now also fixed for 1.1.71.
- Fri Oct 14, 2022 12:26 pm
- Forum: Not a bug
- Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
- Replies: 9
- Views: 1542
Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
Yes, that would be fully expected. If there are two stops (same) name with a limit of 1 each, two trains will go. If one station gets disabled one train will go and the other will stop dead where it is - usually on the main track. That is the issue. I do not care about this case anymore. Train stop...
- Tue Oct 11, 2022 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Biters (unit group) that got lured away built nest at old spot
- Replies: 2
- Views: 2424
Re: [1.1.59] Biters (unit group) that got lured away built nest at old spot
Thanks for the report. Issue is now fixed for 1.1.70. I was able to reproduce the issue using a UnitGroup with a BuildBase command set since the biter that was a member of this unit group had a distraction that allowed it to go away of the group while not preventing the UnitGroup from finishing its ...
- Tue Oct 11, 2022 8:40 am
- Forum: Desyncs with mods
- Topic: Heavy Modded server Nitrado constant Desynk.
- Replies: 3
- Views: 1715
Re: Heavy Modded server Nitrado constant Desynk.
Looking into the desync report i only see differences related to Rampant's units.
- Tue Oct 11, 2022 8:19 am
- Forum: Pending
- Topic: [1.1.68] Research not progressing after patch (TileGhostJobData::revive)
- Replies: 1
- Views: 917
Re: [1.1.68] Research not progressing after patch (TileGhostJobData::revive)
Could you provide a save file in which the issue is happening?
- Tue Oct 11, 2022 8:11 am
- Forum: Not a bug
- Topic: [1.1.69] Cannot copy-paste splitters onto belts in map mode
- Replies: 2
- Views: 1020
Re: [1.1.69] Cannot copy-paste splitters onto belts in map mode
Given the description i am going to say this is Not a bug: as Tobias said, copy-paste gives you a blueprint and blueprint placement does not follow the fast-replace logic.
- Tue Oct 11, 2022 7:56 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Crash on open blueprint book when tick_paused
- Replies: 1
- Views: 1586
Re: [1.1.69] Crash on open blueprint book when tick_paused
Thanks for the report. Issue is now fixed for 1.1.70. It was related to BlueprintBookGui logic trying to interact with inventory gui which is not present while tick is paused. This issue was already fixed for 1.2 but since it was 2 lines of code fix i back-ported it. There may be some gui artifacts ...
- Tue Oct 11, 2022 7:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.65] Loaders don't pull/push into beacons after filling/emptying
- Replies: 5
- Views: 1406
Re: [1.1.65] Loaders don't pull/push into beacons after filling/emptying
This will be fixed in 1.1.70 due to changes made to fix 103719
- Tue Oct 11, 2022 7:21 am
- Forum: Assigned
- Topic: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled
- Replies: 2
- Views: 983
Re: [1.1.69] Crash scaling GUI with GUI debug enabled
Scaling up 9 times is just a coincidence on your end, for me it is 11 times. Crash is basically a stack overflow because TabbedPane during resizing is recursively resizing itself which in this particular case causes it to blow up as every other nested call gets larger width.
- Tue Oct 11, 2022 6:45 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.69] Loader not loading burner generator after full
- Replies: 1
- Views: 1741
Re: [boskid][1.1.69] Loader not loading burner generator after full
Thanks for the report. Issue is now fixed for 1.1.70. It was related to a bad logic inside of a Loader where it was allowed to deactivate itself even when the entity it interacts with has no wakeup lists. Now a loader will stay active if the entity it interacts with has no wakeup list. To additional...
- Mon Oct 10, 2022 2:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.69] Underground belt item duplication
- Replies: 3
- Views: 2601
Re: [boskid][1.1.69] Underground belt item duplication
Thanks for the report. Issue is now fixed for 1.1.70.
- Mon Oct 03, 2022 6:10 am
- Forum: Outdated/Not implemented
- Topic: "Destination full" train swap
- Replies: 1
- Views: 1195
Re: "Destination full" train swap
No.
This idea is incompatible with one of the 1.2 changes where it would be a clear violation of the train stop limits.
This idea is incompatible with one of the 1.2 changes where it would be a clear violation of the train stop limits.
- Mon Sep 26, 2022 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
- Replies: 1
- Views: 1801
Re: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
Thanks for the report. Lets see how many mods are broken by my changes. Instead of forcing stack size to 1, it will not force any values anymore, but if it happens to be different than 1 it will throw instead. LuaItemPrototype::stackable should also be fixed for 1.1.70.
- Mon Sep 26, 2022 10:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Spider-remote lose connection when spider teleported to other surface
- Replies: 1
- Views: 1702
Re: [1.1.69] Spider-remote lose connection when spider teleported to other surface
Thanks for the report. Issue is now fixed for 1.1.70.
- Mon Sep 26, 2022 9:27 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Highlight-box targeting entity not visible if tick is paused
- Replies: 1
- Views: 1621
Re: [1.1.69] Highlight-box targeting entity not visible if tick is paused
Ok, i did tiny tweaks to make the HighlightBoxEntity behave slightly better: it will perform copy of target's selectionBox immediately during construction without waiting for next update call. That has some important behavior changes because copy of this selection box is then used as a bounding box ...
- Sun Sep 25, 2022 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.69] Error loading save: "transport line groups are not consistent"
- Replies: 4
- Views: 2286
Re: [boskid][1.1.69] Error loading save: "transport line groups are not consistent"
Thanks for the report. Save file has enough clues that i was able to reproduce the issue without any mods. It is related to upgrading underground belt ghosts. Issue is now fixed for 1.1.70. For now you can fix this this save file using a "prototype changed mode" which you can trigger manua...
- Sat Sep 24, 2022 1:26 pm
- Forum: Duplicates
- Topic: Entity working sound causes hard freeze
- Replies: 3
- Views: 944
- Fri Sep 23, 2022 3:54 am
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7583
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
When i was implementing train stop limits i was aware it will not work nicely with enable/disable exactly because of that case but i kept it because it gives different behavior for controlling trains (allows trains to skip some schedule records instead of waiting). I guess i have enough of those iss...