Search found 2244 matches
- 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.
- 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
- Fri Feb 05, 2021 10:06 am
- Forum: Duplicates
- Topic: [1.1.20] Crash after building over ghost-landfill
- Replies: 1
- Views: 1192
- Fri Feb 05, 2021 9:47 am
- Forum: Outdated/Not implemented
- Topic: Allow to place railroad signals near each other.
- Replies: 4
- Views: 1187
- Fri Feb 05, 2021 8:10 am
- Forum: Not a bug
- Topic: [1.1.19] Missing Satellite Launched Counter
- Replies: 4
- Views: 1572
- 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 ...
- 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....
- 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.
- 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...
- 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...
- 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
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
- 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...
- 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...
- 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.
- 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...
- 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.
- 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.
- 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.
- Mon Jan 25, 2021 10:07 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.15] Placing train ghost on moving train crashes the game
- Replies: 3
- Views: 3699
- 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 "...