Search found 2244 matches

by boskid
Mon Jan 04, 2021 1:36 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.6] Crash while loading modded game (RailSegment::initFrom)
Replies: 6
Views: 2693

Re: [boskid][1.1.6] Crash while loading modded game (RailSegment::initFrom)

The issue with the buildability check is fixed for 1.1.7. I was holding this bug report in assigned because i wanted to implement a migration that would fix those saves but the migration to remove some overlapping rails and fix the rest of the rails and trains state would be so ugly i had to decide ...
by boskid
Mon Jan 04, 2021 12:54 pm
Forum: Not a bug
Topic: [1.1] empty schedule and manual-mode and penalty issues
Replies: 2
Views: 754

Re: [1.1] empty schedule and manual-mode and penalty issues

In 1.1.7 there will be train_auto_without_schedule_penalty of 7000.
by boskid
Mon Jan 04, 2021 9:24 am
Forum: Modding help
Topic: Ghost entity placement event?
Replies: 2
Views: 1164

Re: Ghost entity placement event?

Ghosts are just another type of Entity so all the standard events should apply. When you build a ghost of electric pole you will get `on_built_entity` event with created_entity pointing to the entity-ghost for which ghost_name=<pole name>.
by boskid
Mon Jan 04, 2021 7:57 am
Forum: Duplicates
Topic: [1.1.6] Crash loading save, Build check failed curved-rail in the way
Replies: 2
Views: 611

Re: [1.1.6] Crash loading save, Build check failed curved-rail in the way

Duplicate 93227. This save file will load just fine in the 1.1.7
by boskid
Sat Jan 02, 2021 9:20 pm
Forum: Not a bug
Topic: [1.1.6] Game Freezes when you run this Command
Replies: 1
Views: 346

Re: [1.1.6] Game Freezes when you run this Command

Not a bug.

Your command contains infinite loop which will never end. Cause: inner "local".
by boskid
Sat Jan 02, 2021 8:15 pm
Forum: Not a bug
Topic: [1.1.6] Possible error in Logistic Science Pack recipe
Replies: 2
Views: 648

Re: [1.1.6] Possible error in Logistic Science Pack recipe

Not a bug.

Recipe for transport belt is "1 iron-plate + 1 iron-gear-wheel -> 2 transport-belt", so on average single transport belt requires 1.5 iron plate
by boskid
Sat Jan 02, 2021 9:25 am
Forum: Duplicates
Topic: [1.1.6] Crash loading save: Build check failed, straight-rail in the way
Replies: 3
Views: 1081

Re: [1.1.6] Crash loading save: Build check failed, straight-rail in the way

Duplicate 93227.

I checked that save file and it will load in 1.1.7 just fine.
by boskid
Fri Jan 01, 2021 9:02 pm
Forum: Modding help
Topic: Determining performance impact of low_power state
Replies: 5
Views: 1494

Re: Determining performance impact of low_power state

low_power state shows in case of entity with electric energy source which has availableEnergy below 90,909% of the buffer size. That state is irrelevant for the performance computation. Crafting machines (assembling machines, furnaces, rocket silo) use performance value: craftingMachinePerformance =...
by boskid
Thu Dec 31, 2020 5:47 pm
Forum: 1 / 0 magic
Topic: [1.1.6] Crash loading save "Error Chunk.cpp:729: Trying to make chunk at unreasonable position"
Replies: 4
Views: 1654

Re: [1.1.6] Crash loading save "Error Chunk.cpp:729: Trying to make chunk at unreasonable position"

I am not sure what happened here, size of one of the lists was off by 1 causing deserialisation to misinterpret some data as chunk position and because they were not chunk position, the crash happened. For this i am moving this to "1/0 magic" because i do not know how would that list size ...
by boskid
Thu Dec 31, 2020 5:11 pm
Forum: 1 / 0 magic
Topic: [1.1.6] Crash when loading save (Entity::setup)
Replies: 2
Views: 1075

Re: [1.1.6] Crash when loading save (Entity::setup)

I am moving this to "1/0 magic": there was one byte in the saved file that was wrong - transport belt at {-3799.5, -121.5} had wrong force id. In attachment is the fixed save file. Please make sure your PC is stable and does not have memory issues because corrupted save files are not fun t...
by boskid
Wed Dec 30, 2020 11:33 am
Forum: Not a bug
Topic: [1.0.0] "Repathed" string not available for translation
Replies: 2
Views: 1119

Re: [1.0.0] "Repathed" string not available for translation

Not a bug.

"Repathed" message is locked behind debug option "show-train-repathing" and as such is not going through translations.
by boskid
Tue Dec 29, 2020 8:57 pm
Forum: Not a bug
Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
Replies: 7
Views: 2077

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Is it intended that this shows up under both train pathfinder and entity update? I guess I could see either, I'm kind of surprised it's both though. Nothing unusual. Rail signals were placed by construction bots which happens during entity update, and placing signals causes immediate repath events ...
by boskid
Tue Dec 29, 2020 6:52 pm
Forum: Minor issues
Topic: [1.0.0] Scenario Editor Graphics Error
Replies: 1
Views: 962

Re: [1.0.0] Scenario Editor Graphics Error

I see. It is an out-of-map tile that has exactly 3 grass and 1 water neighbour (not including diagonals). Pretty much minor issue because out of map tiles are not player placeable, but maybe someone wants to fix that.
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93660.png (287.26 KiB) Viewed 891 times
by boskid
Tue Dec 29, 2020 6:38 pm
Forum: Not a bug
Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
Replies: 7
Views: 2077

Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal

Duplicate of Not a bug https://forums.factorio.com/49892 https://forums.factorio.com/83347. Unfortunately when rails or signals are created or destroyed, there are many cases that may invalidate some train paths or make some trains to now have a path so they have to be checked and this causes increa...
by boskid
Tue Dec 29, 2020 9:39 am
Forum: Gameplay Help
Topic: Power logic
Replies: 8
Views: 2100

Re: Power logic

Moved to gameplay help. If you want to report a bug, please follow the friendly rules: 3638 - provide a save file and game version.
by boskid
Sun Dec 27, 2020 8:09 am
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.6] Ghost combinator loses settings when placed
Replies: 2
Views: 2076

Re: [1.1.6] Ghost combinator loses settings when placed

Thanks for the report. Issue is now fixed for 1.1.7. At first i was going to "not a bug" this because when you place an entity with a different direction than ghost's direction and entity supports directions (constant combinator can be rotated), it does not trigger entity revive but instea...
by boskid
Sat Dec 26, 2020 12:34 pm
Forum: Won't implement
Topic: LuaRCON instances should persist!
Replies: 12
Views: 5338

Re: LuaRCON instances should persist!

Actually, I just found it: From the original Source RCON protocol spec (https://developer.valvesoftware.com/wiki/Source_RCON_Protocol#Packet_ID): The packet id field is a 32-bit little endian integer chosen by the client for each request. It may be set to any positive integer. When the server respo...

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