Search found 2244 matches

by boskid
Mon Jan 25, 2021 9:00 am
Forum: Minor issues
Topic: [1.1.15] Replacing underground pipes can cause fluids to mix depending on orientation
Replies: 1
Views: 900

Re: [1.1.15] Replacing underground pipes can cause fluids to mix depending on orientation

I am not considering this to be a bug after old "prevent fluid mixing at all costs" approach was abandoned for the "simple fluid mixing prevention" which handles some of the basics cases. If you have mixing fluid then cut some pipes, flush wrong fluids if they entered wrong syste...
by boskid
Mon Jan 25, 2021 8:31 am
Forum: 1 / 0 magic
Topic: [1.1.14] Crash after copy-paste (TransportLineManager::remergeTransportLineSequence)
Replies: 4
Views: 1972

Re: [1.1.14] Crash after copy-paste (TransportLineManager::remergeTransportLineSequence)

It does not look like anything recently fixed, quite contrary: it looks like one of those "1/0 magic" bug reports (random place, not reproducible, only 1 instance on crash tracker). Without reproduction there is not much to do with that.
by boskid
Sun Jan 24, 2021 10:37 pm
Forum: Duplicates
Topic: Crash at placing train ghosts
Replies: 1
Views: 515

Re: Crash at placing train ghosts

Duplicate 94894.
by boskid
Sun Jan 24, 2021 10:02 pm
Forum: Resolved Problems and Bugs
Topic: Crash when doing Q on Fhost Train
Replies: 2
Views: 1550

Re: Crash when doing Q on Fhost Train

This issue was already noticed and is fixed for next release. It is related to rolling stock ghosts that are not on rails yet (rails were placed after rolling stock ghost) or rolling stock ghost was placed off rails. Its also not related to the Q itself. It is because of the rolling stock snapping f...
by boskid
Sat Jan 23, 2021 10:11 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.14] Jittery Display on Pumps Pumping out of a Tank
Replies: 6
Views: 2840

Re: [1.1.14] Jittery Display on Pumps Pumping out of a Tank

Wouldn't making the energy buffer be enough to fill the fluid box, and pump all the fluid out be a fix? But in that case when pump would be moving from fluidbox to fluidbox it would only consume half the energy, same when pumping out of the train. Other hacky option would be to halve power usage fo...
by boskid
Sat Jan 23, 2021 9:49 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.14] Jittery Display on Pumps Pumping out of a Tank
Replies: 6
Views: 2840

Re: Jittery Display on Pumps Pumping out of a Tank

Long time ago when i was looking into this it was related to the pump moving fluid to the train, because in this case there are 2 fluid move operations that consume energy from the energy buffer and the buffer has enough energy for only one operation. Because of that in 1st tick pump may consume al...
by boskid
Fri Jan 22, 2021 2:41 pm
Forum: Pending
Topic: [1.1.12][Modded] desyncs with seablock
Replies: 7
Views: 2034

Re: [1.1.12][Modded] desyncs with seablock

I kept this save file running for 9h (in game time) in MP between 2 different PCs and there were no desyncs.

By memory related i mean, when memory starts to become broken it may flip some bits which causes crashes which are then misattributed to the software.
by boskid
Fri Jan 22, 2021 12:09 pm
Forum: Pending
Topic: [1.1.12][Modded] desyncs with seablock
Replies: 7
Views: 2034

Re: [1.1.12][Modded] desyncs with seablock

In the desync-report-2021-01-22_10-00-26.zip the most obvious difference is that one of the belts has different active state and there are 3 items missing in the desynced because they were taken by the inserter they are inside of the chemical plant inside of {-269.5, 660.5} In desync-report-2021-01-...
by boskid
Fri Jan 22, 2021 10:34 am
Forum: Outdated/Not implemented
Topic: Interactive pause
Replies: 3
Views: 1808

Re: Interactive pause

No.

Time is important to be running to keep all the machinery running. And the time pausing would not work at all in multiplayer or would be really irritating.
by boskid
Fri Jan 22, 2021 10:17 am
Forum: Gameplay Help
Topic: [1.1.12] Combinator not outputting all signals when pulsed
Replies: 2
Views: 695

Re: [1.1.12] Combinator not outputting all signals when pulsed

I looked at the save file and there is nothing wrong in game. You are trying to get multiplexing but it is broken because the clock signal is provided to the green cable through 2 paths: one is directly by the green wire from the clock and the second one is through the decider combinator that pulses...
by boskid
Fri Jan 22, 2021 9:48 am
Forum: Pending
Topic: [1.1.12][Modded] desyncs with seablock
Replies: 7
Views: 2034

Re: [1.1.12][Modded] desyncs with seablock

I looked at the desync report and it was around fluid counts and fluid speeds inside of the fluid system for Mineral Sludge ({-418.5, 88.5}). All the producers (filtration units) have matching amount of products finished, all the consumers (crystalizers) have matching amount of products finished so ...
by boskid
Thu Jan 21, 2021 9:48 pm
Forum: Duplicates
Topic: [1.1.8] "Continue multiplayer game" saves IP address instead of hostname
Replies: 2
Views: 782

Re: [1.1.8] "Continue multiplayer game" saves IP address instead of hostname

That was already fixed in 1.1.9.
Fixed that resolved server address (when specified by name) was saved and reused when hitting the continue button, making it useless if the server uses dynamic IP address. (93751)
by boskid
Wed Jan 20, 2021 11:45 am
Forum: Resolved Problems and Bugs
Topic: [1.1.12] Wrong maximum production of energy
Replies: 2
Views: 2127

Re: [1.1.12] Wrong maximum production of energy

Ok, i did exactly what i described in the above message and i am happy with the results. Issue is now fixed for 1.1.13. This has tiny consequence of making part of the generator's energy buffer not participate (it may not be charged even when enough energy is available) but since it would be suffici...
by boskid
Wed Jan 20, 2021 6:48 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.12] Crash of multiple players at EntityGhost::onDestroy
Replies: 1
Views: 1742

Re: [Lou][1.1.12] Crash of multiple players at EntityGhost::onDestroy

Thanks for the report. Issue is now fixed for 1.1.13.
by boskid
Tue Jan 19, 2021 7:31 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
Replies: 12
Views: 4721

Re: [1.1.12] Fast replace belt & undergroud belt not working as described

Not a bug. What is shown in the tips and tricks is a "belt power replace" mode which is triggered if first placement (not by drag) places belt over underground or splitter. In the belt power replace mode undergrounds and splitters during the drag are replaced. Since you started on the regu...
by boskid
Tue Jan 19, 2021 10:00 am
Forum: Outdated/Not implemented
Topic: Add extra penalty rule for recently used stations with shared names.
Replies: 6
Views: 2044

Re: Add extra penalty rule for recently used stations with shared names.

Isn't this exactly what train stop limits are for? No. Train stop limits were implemented because of the train horde behavior when there were multiple trains in a rail network and when a single request train stop would open, all of those trains would rush through half of the map, first train would ...
by boskid
Tue Jan 19, 2021 12:50 am
Forum: Resolved Problems and Bugs
Topic: [1.1.12] Wrong maximum production of energy
Replies: 2
Views: 2127

Re: [1.1.12] Wrong maximum production of energy

The value is not wrong. It shows available energy production for a single tick. This behavior is related to the steam engine electric energy source buffer size - its size(capacity) is based on the maximum performance but that means it also works as a tiny accumulator which is able to charge up if co...
by boskid
Tue Jan 19, 2021 12:17 am
Forum: Outdated/Not implemented
Topic: Add extra penalty rule for recently used stations with shared names.
Replies: 6
Views: 2044

Re: Add extra penalty rule for recently used stations with shared names.

So many questions without answers. If every train stop would be served really fast, all of those train stops penalty would increase unbounded making the trains pathfinder to at some point to visit the whole rails network "because maybe there is a way to avoid that penalty" causing some inc...

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