Search found 2244 matches
- Thu Jul 28, 2022 10:33 am
- Forum: Duplicates
- Topic: [1.1.61] Flamethrower turret oil capacity
- Replies: 1
- Views: 746
- Wed Jul 27, 2022 9:14 am
- Forum: Modding help
- Topic: How to get "owner" of an equipment grid?
- Replies: 5
- Views: 1026
Re: How to get "owner" of an equipment grid?
Adding an "owner" read is not likely to happen in 1.1.x branch, but for 1.1.63 i added LuaEquipmentGrid::unique_id read.
- Wed Jul 27, 2022 8:47 am
- Forum: Duplicates
- Topic: [1.1.62] crash: Linked chest + circuit wires
- Replies: 1
- Views: 648
- Wed Jul 27, 2022 8:20 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.62] Linked containers with filters do not preserve filters when no containers on map
- Replies: 1
- Views: 1734
Re: [boskid][1.1.62] Linked containers with filters do not preserve filters when no containers on map
Thanks for the report. Issue is now fixed for 1.1.63. Next time please report by creating a new topic in the Bug reports subforum since this is the place where it has the highest chance of being noticed and i also need a link to put in the changelog. Using a release topic fails on both (no link and ...
- Wed Jul 27, 2022 5:51 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.62] Crash upon creating a blueprint of circuit-connected linked containers
- Replies: 1
- Views: 1852
Re: [boskid][1.1.62] Crash upon creating a blueprint of circuit-connected linked containers
Thanks for the report. Issue is now fixed for 1.1.63.
- Tue Jul 26, 2022 9:22 am
- Forum: Technical Help
- Topic: Factorio crashed when exploring the edge of the map
- Replies: 4
- Views: 1316
Re: Factorio crashed when exploring the edge of the map
A "playable" area of the surface is from {-1 000 000, -1 000 000} up to {1 000 000, 1 000 000}. If a position has any coordinate of 1 048 576 (=2^20) (ignoring a sign) such position is considered "not reasonable" and an assert will abort the program because such positions are not...
- Tue Jul 19, 2022 7:55 am
- Forum: Not a bug
- Topic: [1.1.61] Numerical instability for fluidboxes smaller than 100 units
- Replies: 2
- Views: 1089
- Mon Jul 18, 2022 8:39 pm
- Forum: Minor issues
- Topic: [1.1.61] Fluid loss in long pipes at low volume
- Replies: 2
- Views: 1259
Re: [1.1.61] Fluid loss in long pipes at low volume
I know that you know about 96170. This topic was already discussed there so do not create bug reports for something we already know. It uses floating point math and we do not care about tiny amounts of fluid losses, at least for now.
- Sun Jul 17, 2022 4:23 am
- Forum: 1 / 0 magic
- Topic: [1.1.61] Crash loading save, TransportLine consistency check fails
- Replies: 1
- Views: 703
Re: [1.1.61] Crash loading save, TransportLine consistency check fails
Here is fixed save file. One empty transport line that was reporting distance to first item of 0.5. I decided to fix this save file using hex editor where there was only one bit to flip required. This is not bug report worthy unless you can provide reproduction steps that would show how it can becom...
- Fri Jul 15, 2022 6:20 pm
- Forum: Modding help
- Topic: How to get "owner" of an equipment grid?
- Replies: 5
- Views: 1026
Re: How to get "owner" of an equipment grid?
Primary issue with finding who is an owner of EquipmentGrid is that there are 3 possible owner types: Vehicle (Entity), Armor (Item) and ItemWithEntityData (Item). There are no places in the code where an EquipmentGrid would care where it is so there are no pointers to the owner. It is possible to a...
- Wed Jul 13, 2022 6:08 am
- Forum: Fixed for 2.0
- Topic: [kovarex][1.1.59] Lock belt working inconsistent
- Replies: 5
- Views: 2567
Re: [kovarex][1.1.59] Lock belt working inconsistent
I have good and bad news about this. I see this issue was already fixed in 1.2 (test which i wrote for 1.1.x that was failing here is green in 1.2) but it is unlikely the fix would be back-ported to 1.1.x because of the insane amount of differences in manual builder logic between those branches.
- Wed Jul 13, 2022 4:43 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.61] Items not in filtered inventory slot after inventory size change
- Replies: 1
- Views: 1746
Re: [1.1.61] Items not in filtered inventory slot after inventory size change
Thanks for the report. Issue is now fixed for 1.1.62
- Tue Jul 12, 2022 7:24 am
- Forum: Not a bug
- Topic: Editor mode movement speed slow
- Replies: 8
- Views: 2028
Re: Editor mode movement speed slow
Log file and a save file would help.
- Mon Jul 11, 2022 3:40 pm
- Forum: Not a bug
- Topic: [1.1.61] Replay wrong version message has bad old version text
- Replies: 1
- Views: 642
Re: [1.1.61] Replay wrong version message has bad old version text
Thanks for the report however it is a pure garbage. This issue did not happen to you specifically and from the details obtained through other means i know this happened because a player was tampering with a save file using hex editor. The behavior is correct because the game version in the save file...
- Fri Jul 08, 2022 6:41 am
- Forum: Not a bug
- Topic: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
- Replies: 3
- Views: 955
Re: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
Not a bug. 25 units of heavy oil is considered to be a catalyst so you only get 65 heavy oil for free per productivity cycle. 69934
- Tue Jul 05, 2022 8:59 am
- Forum: Technical Help
- Topic: Crash: "Error HeatBufferManager.cpp:368: Didn't record all update indexes: 57 != 58."
- Replies: 9
- Views: 1460
Re: Crash: "Error HeatBufferManager.cpp:368: Didn't record all update indexes: 57 != 58."
I tried to reproduce the issue, i got all mods in exact version, game was compiled from the exact commit a release was made from, prototypes changed flag was verified and it was not set, i was following exact numbers of ticks (from the save file and from the crash log) to reproduce the issue but eve...
- Tue Jul 05, 2022 5:45 am
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 2548
Re: Flag to force prototype placement on rail grid
Implemented for 1.1.62: Modding: - Added EntityPrototype::build_grid_size. Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid). Only values 1 or 2 will be allowed. Rails, Rail Remnants and Train Stops will overwrite this value to 2 (hardcoded grid size). This value corresponds to a LuaEntityP...
- Thu Jun 30, 2022 6:48 am
- Forum: Outdated/Not implemented
- Topic: Train station priority
- Replies: 9
- Views: 2927
- Tue Jun 28, 2022 9:47 am
- Forum: Implemented mod requests
- Topic: Additional railway queries API
- Replies: 3
- Views: 1787
Re: Additional railway queries API
ad 7/ I was able to find something else that is possible to be exposed to a Lua and should give you ability to perform rest of your logic in your mod.
1.1.62 wrote: - Added LuaEntity::get_parent_signals.
- Added LuaEntity::get_child_signals.
- Tue Jun 28, 2022 7:17 am
- Forum: Implemented mod requests
- Topic: Additional railway queries API
- Replies: 3
- Views: 1787
Re: Additional railway queries API
ad 1/ Implemented for 1.1.62: - LuaEntity::get_connected_rail also returns rail_direction and rail_connection_direction going back to origin rail. ad 2/ No. The left-right buildability is a render only heuristic which is searching at most 5 rail segments deep from the starting position. That would n...