Search found 2246 matches
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
- 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.
- Sun Aug 14, 2022 7:00 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.65] Lag spike when using copy/upgrade/destruction planner from far away when in map view
- Replies: 1
- Views: 1993
Re: [boskid][1.1.65] Lag spike when using copy/upgrade/destruction planner from far away when in map view
Thanks for the report. Issue is now fixed for 1.1.66.
- 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.
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.
- 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?
- 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
- Thu Aug 04, 2022 4:27 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
Thanks for the report. Issue is now fixed for 1.1.65.
- 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...
- 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...
- 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...