Search found 2244 matches

by boskid
Fri Feb 05, 2021 5:34 pm
Forum: 1 / 0 magic
Topic: [1.1.19] Crash placing factory (TargeterWithCallback<TrainStop>::clearAsReactionToNotification)
Replies: 1
Views: 1042

Re: [1.1.19] Crash placing factory (TargeterWithCallback<TrainStop>::clearAsReactionToNotification)

Unfortunately stack trace does not look like reasonable one and the place where it crashed is also weird. There is only one crash of that kind in log sorter and i do not even know where to start looking for reproduction. Moving to "1/0 magic" unless you have a reproduction steps.
by boskid
Fri Feb 05, 2021 10:07 am
Forum: Duplicates
Topic: [1.1.20] Crash during multiplayer.
Replies: 1
Views: 1257

Re: [1.1.20] Crash during multiplayer.

Duplicate 95693
by boskid
Fri Feb 05, 2021 8:10 am
Forum: Not a bug
Topic: [1.1.19] Missing Satellite Launched Counter
Replies: 4
Views: 1572

Re: [1.1.19] Missing Satellite Launched Counter

1.1.0:
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
Changes
  • Removed the 'Rocket silos stats' GUI.
by boskid
Wed Feb 03, 2021 10:28 am
Forum: Not a bug
Topic: [1.1.19] Map is frozen on a tick?
Replies: 1
Views: 867

Re: [1.1.19] Map is frozen on a tick?

This is a normal state when tick is paused. In this save file tick is paused and no entity updates are happening, exactly as expected. You have 2 mods that are able to stop the entity update: clock and helmod. By simply opening and closing helmod main gui entity update will be back. Other option is ...
by boskid
Wed Feb 03, 2021 9:51 am
Forum: Desyncs with mods
Topic: [1.1.19][Desync] Desync immediately after connection to host (Better air filtering)
Replies: 4
Views: 2806

Re: [1.1.19][Desync] Desync immediately after connection to host

Ok i looked into this desync and i was able to reliably reproduce it when hosting the reference save file in local MP. When i was running that map with single ticks and doing crc checks, it made a clean diff saying that pollution values are different and evolution by pollution values were different....
by boskid
Tue Feb 02, 2021 5:44 pm
Forum: Not a bug
Topic: Power on seemingly unpowered poles
Replies: 3
Views: 1101

Re: Power on seemingly unpowered poles

Not a bug. Inserters are in range of substations.
by boskid
Mon Feb 01, 2021 5:54 pm
Forum: Not a bug
Topic: [kovarex] [1.1.19] Infinite build reach
Replies: 4
Views: 1354

Re: [kovarex] [1.1.19] Infinite build reach

95556.png -- edit: mod "Tapeline" messes with character build distance: elseif holding_tl_tool(player) then player_table.flags.holding_tool = true player.cursor_stack.set_stack{name = "tl-tool", count = 100} set_cursor_label(player, player_table) if player.controller_type == def...
by boskid
Mon Feb 01, 2021 8:58 am
Forum: Technical Help
Topic: Script error using when loading save/launching rocket on old save game.
Replies: 22
Views: 8141

Re: Script error using when loading save/launching rocket on old save game.

level.datX (where X = "metadata" or numbers) is just a level.dat in disguise. Just keep all of those. This save format was introduced recently in 1.1.14 so it had to already load fine in 1.1.14+ and be saved in that new version, that most likely means you do not need any of those fixing st...
by boskid
Sat Jan 30, 2021 8:56 am
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 35960

Re: Friday Facts #364 - 1.1 stable

11-office-playing-m.zip is at 41h 18min
11-office-playing-af.zip is at 86h 17min

When loading those save files in 1.1.19 there may be some migration artifacts related to transport lines around underground belts, just do not use those saves for benchmarking purposes.

Enjoy :)
by boskid
Tue Jan 26, 2021 11:45 am
Forum: Outdated/Not implemented
Topic: Allow to place railroad signals near each other.
Replies: 4
Views: 1187

Re: Allow to place railroad signals near each other.

Rails are generally placed on a 2x2 grid and every rail (except diagonal) has exactly 4 places for a signal to be placed (2 exit signals and 2 entrance signals). Signals are cutting rail segments into smaller ones but those cuts are never made in the middle of the rail. Rail always belongs to only o...
by boskid
Tue Jan 26, 2021 10:07 am
Forum: Modding help
Topic: Add prototype definition?
Replies: 6
Views: 1362

Re: Add prototype definition?

Are they optimized like solar panels or accumulators? Or every EEI is calculated separately? EEI works as normal active entity: they will take their time in entity update to refill/use their energy buffer, and they are visited one by one by electric network update when distributing energy. Solar pa...
by boskid
Mon Jan 25, 2021 8:07 pm
Forum: Resolved Problems and Bugs
Topic: Crash after opening "copy paste tutorial"
Replies: 2
Views: 809

Re: Crash after opening "copy paste tutorial"

Yeah this is already fixed for 1.1.18.
by boskid
Mon Jan 25, 2021 6:56 pm
Forum: Releases
Topic: Version 1.1.17
Replies: 10
Views: 11463

Re: Version 1.1.17

7386.3km/h is half rail circle in 1 tick (speed of 34.196 tile/tick). Value choosen a little arbitraily with large margings. I could choose limit value as high as 60.55 tile/tick (13078 km/h). Above that speed when a train moves on a tight circle, front joint starting on a curved rail may move aroun...
by boskid
Mon Jan 25, 2021 4:15 pm
Forum: Gameplay Help
Topic: Train Stop Limits
Replies: 5
Views: 3219

Re: Train Stop Limits

In my opinion default of zero is the only available option.
by boskid
Mon Jan 25, 2021 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.15] Placing train ghost on moving train crashes the game
Replies: 3
Views: 3699

Re: [boskid][1.1.15] Placing train ghost on moving train crashes the game

Thanks for the report. Issue is now fixed for 1.1.17 - trains will be limited in speed to be not faster than 7386.3km/h.
by boskid
Mon Jan 25, 2021 10:35 am
Forum: Minor issues
Topic: [Lou][1.1.15] Floating power cable PVP
Replies: 1
Views: 1060

Re: [1.1.15] Floating power cable PVP

I guess power pole of the other force turned into a ghost and wire is drawn to that ghost which you cannot see here.
by boskid
Mon Jan 25, 2021 9:52 am
Forum: Outdated/Not implemented
Topic: default options
Replies: 5
Views: 2036

Re: default options

It is really simple to change but i am not going to change it. This value was intentionally choosen as there are multiple cases to get into that default value: 1/ enabling trains limit checkbox - maybe could be changed to 1 but 1 is so arbitrary i do not like it 2/ disabling circuit controlled "...

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