Search found 2244 matches
- 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.
- 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...
- 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...
- 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?
Do you have any mods enabled?
- 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.
- 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.
- 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.
- 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.
- 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...
- 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...
- 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.
- Tue Mar 12, 2024 7:48 am
- Forum: Minor issues
- Topic: [1.1.104] Train stop placing on intersection
- Replies: 1
- Views: 282
- 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...
- Sun Mar 10, 2024 10:52 am
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.104] Light on circuit disconnect does not revert to logistic network setting
- Replies: 1
- Views: 270
Re: [boskid][1.1.104] Light on circuit disconnect does not revert to logistic network setting
Thanks for the report. Issue will be fixed in 2.0.
- 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...
- 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...
- Wed Mar 06, 2024 10:43 am
- Forum: Outdated/Not implemented
- Topic: Constant combinator pulse
- Replies: 2
- Views: 173
- 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...
- 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...
- 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...