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by boskid
Sat Feb 03, 2024 2:42 pm
Forum: Modding help
Topic: LuaSurface map_gen_settings width and height cannot be changed
Replies: 5
Views: 223

Re: LuaSurface map_gen_settings width and height cannot be changed

Cannot confirm. It works fine for me:

Code: Select all

/c
  local s = game.surfaces.nauvis.map_gen_settings
  s.width = 123
  s.height = 123
  game.surfaces.nauvis.map_gen_settings = s
by boskid
Fri Feb 02, 2024 7:41 pm
Forum: Outdated/Not implemented
Topic: Multithreading by surface
Replies: 4
Views: 427

Re: Multithreading by surface

Due to amount of state variables we cannot simply "upload missing state" to a client when it decides to switch to a different surface. If a client has some pieces of state missing it simply cannot do anything, lua cannot run because it may be touching any surfaces at any point in time and ...
by boskid
Fri Feb 02, 2024 4:42 pm
Forum: Outdated/Not implemented
Topic: Multithreading by surface
Replies: 4
Views: 427

Re: Multithreading by surface

Moreover, in multiplayer games, it seems possible and cool to allow client game instances process only the surface where a player's character located on. This message alone shows you have no idea about our architecture of multiplayer so you have no idea what you are talking about. Its not that we a...
by boskid
Wed Jan 31, 2024 11:01 am
Forum: Won't fix.
Topic: [1.1.104] Crash when teleporting beyond edge of map
Replies: 2
Views: 254

Re: [1.1.104] Crash when teleporting beyond edge of map

Thanks for the report. In order for this crash to not happen please do not teleport yourself intentionally close to the playable area edge.
by boskid
Tue Jan 30, 2024 11:52 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 15534

Re: Friday Facts #395 - Generic interrupts and Train stop priority

TrainStopCircuitControlGui was shown couple of times (https://www.factorio.com/blog/post/fff-384) but the priority setting was hidden because it would obviously leak that train stop priorities were added. As this FFF mentioned, there is a way to set a priority by circuit network.
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by boskid
Wed Jan 24, 2024 2:16 pm
Forum: Duplicates
Topic: [1.1.101][Linux] Pipe to Ground overlapping transport belts
Replies: 3
Views: 303

Re: [1.1.101][Linux] Pipe to Ground overlapping transport belts

FuryoftheStars wrote:
Wed Jan 24, 2024 2:51 am
Most likely they'll link you to this: 28783
Indeed
by boskid
Tue Jan 23, 2024 2:28 pm
Forum: Fixed for 2.0
Topic: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
Replies: 2
Views: 317

Re: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)

Thanks for the report. As mentioned in previous message, this is a side effect of a hack implemented in 0.15.31 which tries to expose internal buffer of fluid turret through a LuaFluidBox class. Issue is that internal buffer is not a FluidBox and a such does not support concept of a filter. Multiple...
by boskid
Tue Jan 23, 2024 11:39 am
Forum: Ideas and Suggestions
Topic: Reactors lose energy to the air when not powered.
Replies: 8
Views: 1222

Re: Non-Electric Energy Source Drain (+ Heat Pipe Drain)

Such "features" would go with a performance penalty that i am not sure we want to introduce. BurnerEnergySource, FluidEnergySource and HeatEnergySource are only updating when entity is updated this is why they have no drain on them. FluidEnergySource holds one FluidBox but the FluidBox its...
by boskid
Mon Jan 22, 2024 7:50 pm
Forum: Fixed for 2.0
Topic: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
Replies: 2
Views: 317

Re: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)

Ref 0.15.31: "Exposed internal buffer of fluid turret to Lua as its last fluidbox."
by boskid
Mon Jan 22, 2024 7:38 pm
Forum: Fixed for 2.0
Topic: [1.1.94] clicking ping with deconplanner in mapview decons whole map
Replies: 1
Views: 437

Re: [1.1.94] clicking ping with deconplanner in mapview decons whole map

Thanks for the report. I did some small tweaks for 2.0 to prevent this from happening: when GPS tag is clicked, selection is aborted.
by boskid
Mon Jan 22, 2024 3:08 pm
Forum: Fixed for 2.0
Topic: [posila][1.1.101] Heat Exchanger Glow Sprite is above Player Character
Replies: 2
Views: 481

Re: [1.1.101] Heat Exchanger Glow Sprite is above Player Character

AFAIK this is the same as 104512 - the way how glowing (draw_as_light) is implemented causes it to not be covered by other sprites. In order for this to be fixed there would have to be significant changes made with how rendering works.
by boskid
Mon Jan 22, 2024 2:54 pm
Forum: Pending
Topic: [1.1.74] In map view zooming while panning causes jitter
Replies: 1
Views: 559

Re: [1.1.74] In map view zooming while panning causes jitter

I am not sure what this bug report is about but there were some changes around zooming while panning already made for 2.0 so i am moving this to Pending.
by boskid
Mon Jan 22, 2024 1:55 pm
Forum: Fixed for 2.0
Topic: [1.1.81] LuaEntity.set_filter does not update open GUI
Replies: 3
Views: 759

Re: [1.1.81] LuaEntity.set_filter does not update open GUI

Thanks for the report. This issue is now fixed for 2.0: set_filter(call) for inserter and loader and splitter_filter(write) for splitter were fixed to refresh GUI correctly.
by boskid
Mon Jan 22, 2024 1:29 pm
Forum: Not a bug
Topic: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
Replies: 3
Views: 501

Re: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read

For my understanding, will the "abstract items" announced in the FFF 379 change the duality blueprint item/blueprint not-item we have today ? Or did I understand things wrong ? This is completly unrelated to abstract items from FFF-379. Items spawned from shortcut bar are true items which...
by boskid
Mon Jan 22, 2024 12:48 pm
Forum: Fixed for 2.0
Topic: [1.1.94] Cursor split stack doesn't round up when used on quickbar
Replies: 1
Views: 324

Re: [1.1.94] Cursor split stack doesn't round up when used on quickbar

Thanks for the report. Issue is now fixed for 2.0
by boskid
Mon Jan 22, 2024 12:20 pm
Forum: Not a bug
Topic: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
Replies: 3
Views: 501

Re: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read

Thanks for the report however that is Not a bug. Blueprints technically have 2 states of existence: first is Item when they are inside of inventories and second is Records when they are inside of blueprint library. When you are holding blueprint from library you are holding blueprint record which is...
by boskid
Mon Jan 22, 2024 9:40 am
Forum: Fixed for 2.0
Topic: [1.1.94] Custom rail map colour doesn't work
Replies: 3
Views: 536

Re: [1.1.94] Custom rail map colour doesn't work

Thanks for the report. In 2.0 it will be possible to change rail's charting color by setting map_color.
by boskid
Mon Jan 22, 2024 8:30 am
Forum: Modding interface requests
Topic: [1.1.101] Rail signal cannot be rotated by script
Replies: 1
Views: 188

Re: [1.1.101] Rail signal cannot be rotated by script

Thanks for the report however that is a modding interface request. Rail signals never supported rotate by script.
by boskid
Sat Jan 20, 2024 4:45 pm
Forum: Fixed for 2.0
Topic: [boskid][1.1.103] Burner mining drill drops on wrong side of belt
Replies: 1
Views: 300

Re: [boskid][1.1.103] Burner mining drill drops on wrong side of belt

Thanks for the report. Issue is now fixed for 2.0. Issue is related to floating point errors when computing drop position: for directions other than North the drop vector from prototype gets rotated by "90/180/270" degrees but not quite exactly causing the drop vector to no longer be point...

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