Search found 2247 matches

by boskid
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...
by boskid
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.
by boskid
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.
by boskid
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...
by boskid
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 ...
by boskid
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.
by boskid
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?
by boskid
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.
by boskid
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 ...
by boskid
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.
by boskid
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...
by boskid
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.
by boskid
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.
by boskid
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.
by boskid
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 ...
by boskid
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...
by boskid
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...

Go to advanced search