Search found 2312 matches
- Mon Jul 29, 2024 11:01 am
- Forum: Ideas and Requests For Mods
- Topic: Any mod that creates an underground-pipe-underground entity?
- Replies: 8
- Views: 605
Re: Any mod that creates an underground-pipe-underground entity?
This sounds like a heresy that i saw long time ago being done by Advanced Fluid Handling mod.
- Mon Jul 29, 2024 10:12 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (TransportLineUpdateState::ThreadContext::alarmWakeupList)
- Replies: 2
- Views: 452
Re: [1.1.109] Crash (TransportLineUpdateState::ThreadContext::alarmWakeupList)
I am not even trying to try reproduce this on my own because that specific function is about 2 lines of code long and it is used tens or hundreds of times every tick by roughly all the players. I do not believe it could be faulty with such a low crash rate. Given that there are no reproduction steps...
- Sun Jul 28, 2024 5:27 pm
- Forum: Modding interface requests
- Topic: Remove result and count from MinableProperties
- Replies: 3
- Views: 413
Re: Remove result and count from MinableProperties
Bilka made an executive decision, IngredientPrototype will no longer support short syntax. IngredientPrototype's type will be mandatory. Those changes will be released with 2.0. To not mess up with technologies, since technologies only support items they wont be using IngredientPrototype but instead...
- Sat Jul 27, 2024 3:51 pm
- Forum: Technical Help
- Topic: [1.1.109]The memory usage is very high
- Replies: 4
- Views: 523
Re: [1.1.109]The memory usage is very high
Given that this looks to be related to excessive amount of script inventories created by Mining_Drones mod, i forwarded this to Klonan.
- Sat Jul 27, 2024 7:14 am
- Forum: Outdated/Not implemented
- Topic: [Performance, FFF #421] Potential fix for Electric Network multi-threading issue [Good faith repost]
- Replies: 5
- Views: 598
Re: [Performance, FFF #421] Potential fix for Electric Network multi-threading issue [Good faith repost]
I think you are misunderstanding the content of the FFF. Allowing an entity to be powered by multiple electric networks is not an issue preventing electric network multithreading - it is just a cause of shared state that requires me to perform some additional checks to group multiple such electric n...
- Thu Jul 25, 2024 8:25 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Game not throwing an error when adding functions in global table
- Replies: 2
- Views: 566
Re: [1.1.107] Game not throwing an error when adding functions in global table
Thanks for the report. I will end the graceful period of silently ignoring functions inside of `global` with the release of 2.0
- Thu Jul 25, 2024 1:40 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Conflict between logistics and circuit control behaviours for single tick
- Replies: 1
- Views: 493
Re: [1.1.107] Conflict between logistics and circuit control behaviours for single tick
Thanks for the report. Issue is now fixed for 2.0
- Wed Jul 24, 2024 3:27 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 17
- Views: 1139
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
Just to make sure i tested this save file on my machine and it runs fine without any crashes.
- Sun Jul 21, 2024 9:36 am
- Forum: Modding interface requests
- Topic: Remove result and count from MinableProperties
- Replies: 3
- Views: 413
Re: Remove result and count from MinableProperties
I am not touching item ingredients because it creates insane amount of diffs around cost in technology prototype. If you have good arguments maybe other dev would do it.
- Sat Jul 20, 2024 9:11 am
- Forum: General discussion
- Topic: Bad Cargo Wagon Performance in Vanilla
- Replies: 3
- Views: 607
Re: Bad Cargo Wagon Performance in Vanilla
All rolling stock when built are part of some train, even if there are no locomotives in it. Having unconnected cargo wagon still causes some extra trains to exist and trains are updating every tick even when in manual mode because movement of trains is part of its update: if you have moving train a...
- Thu Jul 11, 2024 10:39 pm
- Forum: Not a bug
- Topic: [1.1.109] Spidertron firing more rockets than needed
- Replies: 2
- Views: 382
Re: [1.1.109] Spidertron firing more rockets than needed
Thanks for the report, however based on current knowledge this is working as intended. There is a 10% margin on the estimated damage to be taken before entity is considered "will die, no need to shoot anymore". This 10% margin is to make sure there are no floating point errors causing enti...
- Thu Jul 11, 2024 2:05 pm
- Forum: Implemented for 2.0
- Topic: Don't return zero-value signals in get_merged_signals
- Replies: 2
- Views: 344
Re: Don't return zero-value signals in get_merged_signals
Implemented for 2.0: get_signals [due to rename] will not return signals with value of 0.
- Wed Jul 03, 2024 3:54 pm
- Forum: Gameplay Help
- Topic: Trains stopping in the middle of tracks!
- Replies: 6
- Views: 614
Re: Trains stopping in the middle of tracks!
This behavior happens when a train stop the train is traveling to gets disabled: at some point train stop closes and says to all incoming trains "sorry, go away" and the train say "i have nowhere to go" and stops with the message. As long as you have other train stops using enabl...
- Tue Jul 02, 2024 6:49 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 65220
Re: Friday Facts #377 - New new rails
That is Curved-A rail. It can be told by the direction of rail at its ends: Curved-A connects straight with "22.5" when Curved-B connects "22.5" with 45deg. From code point of view having even+odd causes absolutely no new problems. Game engine is already well prepared to handle t...
- Mon Jul 01, 2024 11:48 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 65220
Re: Friday Facts #377 - New new rails
How can the new new rails follow the rule of only being built on a 2x2 grid if the individual puzzle pieces are an odd numbers of tiles tall & wide? There are no contradictions there. Entity being buildable on 2x2 grid means that the entity snaps to positions that repeat every 2 tiles in X and ...
- Sat Jun 22, 2024 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Quality Mixing
- Replies: 2
- Views: 363
Re: Quality Mixing
Ideas for not yet released fearures are for me inappropriate. Ability to set any quality exists (so recipes with at least 2 item ingredients can be given items of different qualities) but there wont be any weight system as it would requirevto balance which ingredient contribute most (blue chips take...
- Thu Jun 13, 2024 3:57 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 15
- Views: 5744
Re: [1.1.107] Desync when using request_to_generate_chunks
Ok so the investigation revealed that this is indeed a game bug. There are effectively 4 moving pieces involved here: requesting to generate multiple chunks, forcing them to generate "now", changing tiles inside of on_chunk_generated event and value reported by `std::thread::hardware_concu...
- Thu Jun 13, 2024 1:10 pm
- Forum: Duplicates
- Topic: Crash when trying to preview build (non existing fluidbox and fixed recipe)
- Replies: 1
- Views: 213
Re: Crash when trying to preview build (non existing fluidbox and fixed recipe)
That is a duplicate of 105308
- Thu Jun 13, 2024 8:56 am
- Forum: Fixed for 2.0
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 15
- Views: 5744
Re: [1.1.107] Desync when using request_to_generate_chunks
Interesting, using 1.1.109 and running on two machines with i9-14900k and i7-5820k there is a desync happening, with reproduction steps working it should be possible to investigate what causes this.
- Tue Jun 11, 2024 3:21 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 15
- Views: 5744
Re: [1.1.107] Desync when using request_to_generate_chunks
I am trying to reproduce this issue using windows+linux pair, i see the script running as it places shallow water in place of regular water however i see no desyncs happening, force_crc() is not throwing any desyncs and changing map gen settings does nothing.