Search found 2244 matches

by boskid
Sun Mar 24, 2024 9:06 pm
Forum: Implemented for 2.0
Topic: Provide length of LuaTransportLine
Replies: 1
Views: 188

Re: Provide length of LuaTransportLine

This is implemented for 2.0 as LuaTransportLine::line_length.
by boskid
Sun Mar 24, 2024 1:10 pm
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 614

Re: 64-bit integer limit

How about 53-bit integers then? It's more than 32 so we get some benefit. We can't store 2 32-bit signals in one, but we can store 2 26-bit signals or 3 17-bit signals, which is both a benefit over being limited to e.g. 2 16-bit numbers when packing multiple values into a single signal type. How ab...
by boskid
Sun Mar 24, 2024 10:41 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 614

Re: 64-bit integer limit

This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit integ...
by boskid
Mon Mar 18, 2024 7:24 pm
Forum: Pending
Topic: [1.1.101] Ghost cursor doesn't update if items are created but still place the item
Replies: 1
Views: 224

Re: [1.1.101] Ghost cursor doesn't update if items are created but still place the item

Thanks for the report however i cannot reproduce the issue you described. I was trying to place stone furnaces from ghost cursor and when stone furnace recipe finished crafting i was still placing stone furnace ghosts.

Do you have any mods enabled?
by boskid
Mon Mar 18, 2024 7:17 pm
Forum: Fixed for 2.0
Topic: [1.1.91] zoom_to_world makes camera stop following player during replays
Replies: 2
Views: 392

Re: [1.1.91] zoom_to_world makes camera stop following player during replays

Thanks for the report. I see the issue was already fixed for 2.0.
by boskid
Mon Mar 18, 2024 6:58 pm
Forum: Ideas and Suggestions
Topic: Can't use Shavian alphabet to name train stations.
Replies: 2
Views: 362

Re: Can't use Shavian alphabet to name train stations.

Thanks for the report. The issue seems to be caused by the font we are using that is not supporting all possible glyphs from all languages. Moving to ideas and suggestions.
by boskid
Mon Mar 18, 2024 6:48 pm
Forum: Fixed for 2.0
Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
Replies: 3
Views: 488

Re: [1.1.101][Linux] --load-scenario sets height and width to 50

Thanks for the report. I fixed this for 2.0 by making --load-scenario not force map generator size to 50x50.
by boskid
Mon Mar 18, 2024 6:12 pm
Forum: Won't fix.
Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
Replies: 4
Views: 432

Re: LuaSurface::entity_prototype_collides incorrect with curved rails

I am considering this to be a wont fix. Those checks are primarily for being compatible with map generator and we never assumed rails would be placable by map generator.
by boskid
Mon Mar 18, 2024 5:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
Replies: 1
Views: 488

Re: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on

You are right, that is a desync. From a quick investigation it looks that when logistic container changes force, it destroys logistic point of that logistic container and since logistic point stores current filters they are simply lost. There is a code that is supposed to preserve filters when chang...
by boskid
Mon Mar 18, 2024 5:10 pm
Forum: Won't fix.
Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
Replies: 4
Views: 432

Re: LuaSurface::entity_prototype_collides incorrect with curved rails

This is not relevant for 2.0 since we are trying to get rid of secondary collision box logic, however this function seems to be far more broken when considering rails given that rails have custom set of collision box orientations for each direction and this specific check directly takes bounding box...
by boskid
Sat Mar 16, 2024 3:55 pm
Forum: 1 / 0 magic
Topic: [1.1.104] Crash randomly while standing around idle
Replies: 3
Views: 293

Re: [1.1.104] Crash randomly while standing around idle

I was running both saves for about an hour each and no crashes.
by boskid
Mon Mar 11, 2024 12:10 pm
Forum: Bug Reports
Topic: [1.1.104] burner-generator entity type shows up as power consumer and producer
Replies: 2
Views: 387

Re: [1.1.104] burner-generator entity type shows up as power consumer and producer

This is really strange. BurnerGenerator technically has 2 energy sources, one is Burner to consume fuel and second is Electric which works in reverse (provides energy to electric network). From the BurnerGenerator point of view it declares both maximumPowerOutput (because of Electric) and maximumPow...
by boskid
Fri Mar 08, 2024 12:11 pm
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 1761

Re: Can trains ever crash into gates across tracks?

A closed gate is only supposed to be a blocker for path finding if it can't open in time. That would require introducing a time factor to the trains pathfinder which is not going to happen. At speed 0 every gate has enough time to open False. If a gate requires a minute to open and train is directl...
by boskid
Thu Mar 07, 2024 1:11 am
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 1761

Re: Can trains ever crash into gates across tracks?

... Reserving only the gates on the path the train is actually reserving is enough. Well, lets start with most important observations, there are no "gate reservations" in the game. Train is only "kindly asking" gates to open within the braking distance and if they would be set t...
by boskid
Wed Mar 06, 2024 10:43 am
Forum: Outdated/Not implemented
Topic: Constant combinator pulse
Replies: 2
Views: 173

Re: Constant combinator pulse

No.
by boskid
Tue Mar 05, 2024 9:02 pm
Forum: Not a bug
Topic: wire connection to mining drill not updated with update_connections
Replies: 2
Views: 475

Re: wire connection to mining drill not updated with update_connections

This is a non trivial problem, it is possible it may be decided to be a not a bug, or indeed broken. Problem here is that mining drill control behavior reading ore path does a one time scan of resources (either in range of the drill, or an entire patch) and from that point, mainly when in "enti...
by boskid
Tue Mar 05, 2024 7:12 pm
Forum: Modding interface requests
Topic: Rail Planner
Replies: 1
Views: 243

Re: Rail Planner

Short answer: No. Slightly longer answer: Noooooo. Full answer: 1/ Rail plan finder as you can see when using a rail item is actually implemented as client side feature. Only the client that is planning the path has its CPU working on finding possible solutions and once you confirm build the specifi...
by boskid
Sun Mar 03, 2024 11:05 pm
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 1761

Re: Can trains ever crash into gates across tracks?

Just to say that I have no mods installed that increase train speed, acceleration or braking. Full braking distance research has been completed. The only train going through the gate would be an empty 1-4 train, presumably slowing down, as it is very near the pickup station. I note that only 1 of t...

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