Search found 2244 matches

by boskid
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.
by boskid
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 ...
by boskid
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...
by boskid
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

Re: [1.1.61] Numerical instability for fluidboxes smaller than 100 units

Ref: 101501, (maybe 97338 but not strictly: there was a full fluidbox transfer happening due to decreased area)
by boskid
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.
by boskid
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...
by boskid
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...
by boskid
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.
by boskid
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.
by boskid
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...
by boskid
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
by boskid
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...
by boskid
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...
by boskid
Thu Jun 30, 2022 6:48 am
Forum: Outdated/Not implemented
Topic: Train station priority
Replies: 9
Views: 2927

Re: Train station priority

Ref 90474
by boskid
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.
by boskid
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...

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