Search found 2246 matches

by boskid
Wed Sep 07, 2022 7:29 am
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 3832

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

As far as i know about the noise expression internals (which is not much), noise programs when running are working as a SIMD, basically a compiled (to internal representation) noise program consists of many instructions and instruction works on a long vector of data: in case of a chunk, such vector ...
by boskid
Thu Sep 01, 2022 6:43 am
Forum: Gameplay Help
Topic: SLOW FOUND PATH
Replies: 2
Views: 770

Re: SLOW FOUND PATH

Your message is not precise enough so i will assume you have no idea what those messages are which means you want to get rid of them. Those are messages from a Debug settings which i implemented during https://forums.factorio.com/102362. You can press F4 to open the Debug settings gui and disable th...
by boskid
Wed Aug 31, 2022 9:24 pm
Forum: Modding help
Topic: Changing transport belt speed in-game
Replies: 2
Views: 514

Re: Changing transport belt speed in-game

There is no support for this. This falls into the common problem of deciding what value to take in case of a prototype data changes: should it take a value from an existing entity or a value from a new prototype? Internally TransportLines can have speed changed and it is used in one specific case (w...
by boskid
Wed Aug 31, 2022 1:16 pm
Forum: Implemented mod requests
Topic: connect_neighbour and disconnect_neighbour for Power Switch
Replies: 4
Views: 1975

Re: connect_neighbour and disconnect_neighbour for Power Switch

API for power switches in 1.1.x is quite limited, i see no clean way of finding which side of a power switch is connected to an electric pole. Only usable information here is that if a power switch is connected to 2 electric poles, the LuaEntity::neighbours in the "copper" output will retu...
by boskid
Wed Aug 31, 2022 7:46 am
Forum: Gameplay Help
Topic: Circuit Network Train ID #
Replies: 5
Views: 953

Re: Circuit Network Train ID #

Train ID's are guaranteed to be non-zero. They are allocated starting from 1 and increasing for each new train. Even if an overflow would happen, a train ID will never be 0 as there is a special check that guards against this case.
by boskid
Wed Aug 31, 2022 6:55 am
Forum: Ideas and Suggestions
Topic: [Optimization] Lamp performance improvement
Replies: 2
Views: 768

Re: [Optimization] Lamp performance improvement

There are no reasons to change current lamp staggering behavior in order to optimize this logic. Electric network right now has a vector that maps from a UnitNumber into a staggeringModifier of a lamp. Currently this code has a linear complexity O(N) while lamps are turning on because electric netwo...
by boskid
Sat Aug 20, 2022 11:36 am
Forum: Outdated/Not implemented
Topic: Make inserters be able to grab from another inserter while the items is in the air
Replies: 13
Views: 2488

Re: Make inserters be able to grab from another inserter while the items is in the air

No. This would make inserter a lot more complex because technically it could be woken up by belt OR inserter that tries to drop at that belt piece. That would make inserters a lot more complex in the implementation. Also there may be multiple inserters trying to drop at the same belt piece which mea...
by boskid
Sat Aug 20, 2022 8:03 am
Forum: Resolved Problems and Bugs
Topic: [1.1.67] modding related, flashlight enable/disable on LuaPlayer
Replies: 1
Views: 2464

Re: [1.1.67] modding related, flashlight enable/disable on LuaPlayer

LuaControl::enable/disable_flashlight not working when used through LuaPlayer that points at a player with CharacterController was an issue and is now fixed for 1.1.68. As for the reason why those methods are in LuaControl, they are here because they are valid for LuaEntity (in case of a Character e...
by boskid
Tue Aug 16, 2022 9:09 pm
Forum: Not a bug
Topic: [1.1.65] Similar fluids cannot mix, but only with manual building
Replies: 5
Views: 907

Re: [1.1.65] Similar fluids cannot mix, but only with manual building

Would you be looking into "known not a bug" topic if there would be one? the other topic is in the "Not a bug" subforum.
by boskid
Tue Aug 16, 2022 9:01 pm
Forum: Not a bug
Topic: [1.1.65] Similar fluids cannot mix, but only with manual building
Replies: 5
Views: 907

Re: [1.1.65] Similar fluids cannot mix, but only with manual building

This is the same as the other not a bug you linked.
by boskid
Mon Aug 15, 2022 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.65] Loaders don't pull/push into beacons after filling/emptying
Replies: 5
Views: 1388

Re: [1.1.65] Loaders don't pull/push into beacons after filling/emptying

Good that you did not found yet that loaders are unable to correctly interact with rolling stocks.
by boskid
Sun Aug 14, 2022 8:34 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.61] Crash when using clear_cursor()
Replies: 1
Views: 2003

Re: [boskid][1.1.61] Crash when using clear_cursor()

Thanks for the report. Issue is now fixed for 1.1.66.
by boskid
Mon Aug 08, 2022 8:10 am
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2296

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

Not a bug.

Since the output temperature is fixed it makes sense to use input fluid heat capacity to adjust the energy required for conversion since the temperature of incoming source fluid affects the total energy required to produce a unit of output fluid.
by boskid
Thu Aug 04, 2022 10:41 am
Forum: Not a bug
Topic: Offshore Pump + Landfill + Player = Death
Replies: 6
Views: 1726

Re: Offshore Pump + Landfill + Player = Death

Thanks for the report, however i was unable to reproduce any issues. I see your game is modded, could you provide a save file to make it easier to reproduce for me?
by boskid
Thu Aug 04, 2022 8:10 am
Forum: Resolved Problems and Bugs
Topic: [1.1.61] 'E' to confirm stack size override after double-clicking
Replies: 1
Views: 1923

Re: [1.1.61] 'E' to confirm stack size override after double-clicking

Thanks for the report. Issue is now fixed for 1.1.65
by boskid
Thu Aug 04, 2022 4:04 am
Forum: Resolved Problems and Bugs
Topic: [1.1.64] Crash on LuaSurface.request_path with path_resolution_modifier value of 10
Replies: 2
Views: 2014

Re: [1.1.64] Crash on LuaSurface.request_path with path_resolution_modifier value of 10

I can give you some hints about what will be the fix in 1.1.65 when it will be fixed: - path_resolution_modifier parameter is used for AI Pathfinder's pathResolutionModifier - The same AI Pathfinder's pathResolutionModifier when searching for paths for units gets its value from AI settings, specific...
by boskid
Mon Aug 01, 2022 10:20 am
Forum: Modding help
Topic: How to read the file contents in the user data folder
Replies: 5
Views: 1227

Re: How to read the file contents in the user data folder

There is no such thing as "read a file". When a script is running in a multiplayer game, every instance of the game would be trying to read the same file from different machine and if the content would be different a desync would happen. Primary way of mutable data storage is through a var...
by boskid
Sun Jul 31, 2022 3:28 pm
Forum: Minor issues
Topic: [1.1.62] Freezing in multiplayer
Replies: 10
Views: 2943

Re: [1.1.62] Freezing in multiplayer

Description is quite accurate (except of specifying which exact mod from Pyanodons has this entity) so i was able to reproduce the issue in [1.1.63] with the following save file: 102991-reproduction.zip 1/ Sync mods with save 2/ Load 3/ Run time: a freeze will happen From looking at where it freezes...

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