Search found 132 matches

by Genhis
Wed Sep 28, 2022 10:22 am
Forum: Bug Reports
Topic: [1.1.41] Redundant power pole placed while building
Replies: 6
Views: 3621

Re: [1.1.41] Redundant power pole placed while building

Thanks for the report. I tried to reproduce it but so far I haven't been able to. If this happens again and you play with replay enabled, could you attach the save file? Also, clear reproduction steps, where you manage to encounter the issue repeatedly, would help a lot because at the moment this is...
by Genhis
Mon Sep 26, 2022 2:27 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Replies: 4
Views: 3228

Re: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."

Thanks for the report. Logistic containers will have their filters deduplicated when created from blueprints in the next release.

To deduplicate existing containers, you could trigger "prototypes changed" mode by holding Ctrl when pressing "Load" on the save file.
by Genhis
Mon Sep 26, 2022 2:15 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.64] Crash when player undoes tile deconstruction orders assigned to different force (via script)
Replies: 2
Views: 2345

Re: [Genhis] [1.1.64] Crash when player undoes tile deconstruction orders assigned to different force (via script)

Thanks for the report. Calling deconstruct_area() with mismatched force will not be allowed in the next release.
by Genhis
Sun Sep 25, 2022 10:40 pm
Forum: Pending
Topic: [1.1.61] Absolute grid position not updating grid box placement
Replies: 1
Views: 1027

Re: [1.1.61] Absolute grid position not updating grid box placement

Thanks for the report. Could you share a blueprint with expected/actual behavior and/or clarify the reproduction steps?
by Genhis
Thu Sep 22, 2022 11:11 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.68] noise.delimit_procedure doesn't overload operators for the return value
Replies: 1
Views: 1942

Re: [Genhis] [1.1.68] noise.delimit_procedure doesn't overload operators for the return value

Thanks, the issue should be fixed for the next release.

Some function return values, including delimit_procedure, didn't have the metatable set.
by Genhis
Tue Sep 13, 2022 7:41 pm
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 4695

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

Yes, the compiler can eliminate one of the branches during the compilation process. It can also simplify expressions, such as addition of two constants, to improve runtime preformance as much as possible. The condition doesn't strictly have to be a literal, elimination also works with per-surface co...
by Genhis
Tue Sep 13, 2022 10:46 am
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 4695

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

Yeah, I understand what you mean but it is not easily doable. The only thing if-else does is deciding which of already computed values should be forwarded/returned from the expression based on the condition. At runtime stage, 'if' has hard depencendies on its arguments, as do all noise operations, i...
by Genhis
Tue Sep 13, 2022 8:21 am
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 4695

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

This would require a large rework of the noise program system. A noise program, which noise expressions get compiled into, has no concept of branches. All operations in a procedure are sequential and their result can be reused within the procedure if needed. It is similar to delimit_procedure dedupl...
by Genhis
Mon Sep 12, 2022 5:58 pm
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 4695

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

Thanks for the report, the issue should be fixed for the 1.2 major release. Thanks, looking forward to it. I keep going back to playing factorio, best money I ever spend. It seems that I misread your bug report. After reading through it again, the main issue in your report is not fixed, I'm sorry. ...
by Genhis
Wed Sep 07, 2022 7:46 am
Forum: Not a bug
Topic: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant
Replies: 13
Views: 4695

Re: [1.1.68] noise.if_then_else does not short circuit when contion isn't a constant

Thanks for the report, the issue should be fixed for the 2.0 release.
by Genhis
Mon May 23, 2022 10:53 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.58] Bot inserts prod module into rocket cargo
Replies: 1
Views: 2900

Re: [Genhis] [1.1.58] Bot inserts prod module into rocket cargo

Thanks for the report. In the next release, entities will subtract items collected from ground (modules in your case) from requested items which should fix the issue.
by Genhis
Tue Apr 05, 2022 7:50 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.57] Setting item_requests on item request proxy with multiple items seems broken
Replies: 5
Views: 3332

Re: [Genhis] [1.1.57] Setting item_requests on item request proxy with multiple items seems broken

Thanks for the report and for the attached save, it made testing a lot easier. :) The issue is fixed for the next release.
by Genhis
Mon Mar 07, 2022 9:34 am
Forum: Resolved Problems and Bugs
Topic: using cheat command softlocks the game
Replies: 6
Views: 2714

Re: [1.1.53] using cheat command softlocks the game

Thanks for the report. The issue was resolved in 1.1.54 (currently experimental). You should be able to see the victory screen and click continue.
by Genhis
Mon Mar 07, 2022 9:14 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.53] Corpse Armor sprite variation inconsistent with Character
Replies: 1
Views: 2198

Re: [Genhis] [1.1.53] Corpse Armor sprite variation inconsistent with Character

Thanks for the report and for the attached save, it made testing a lot easier. :) The issue is fixed for the next release.
by Genhis
Sun Feb 27, 2022 11:22 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.46] Can't deconstruct tree in PvP
Replies: 5
Views: 5186

Re: [Genhis] [1.1.46] Can't deconstruct tree in PvP

That is the goal, yes. Multiple forces should be able to deconstruct forceless entities at the same time but this is difficult to do in 1.1. Ideally, players also shouldn't see deconstruction markers of other forces.
by Genhis
Fri Feb 25, 2022 8:11 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.46] Can't deconstruct tree in PvP
Replies: 5
Views: 5186

Re: [Genhis] [1.1.46] Can't deconstruct tree in PvP

I have thought about several ways to resolve this issue in 1.1 but none seems like a proper fix and could result in more bug reports. We've done some refactoring in the 1.2 branch, so I would like to target that version and fix this bug properly. For now, all I can suggest is to mine such entities m...
by Genhis
Fri Jan 28, 2022 3:26 pm
Forum: Technical Help
Topic: FPS / UPS dropping suddenly
Replies: 8
Views: 3574

Re: FPS / UPS dropping suddenly

I thought the issue is related to deconstruction by robots but that doesn't seem to be the case. You have a lot of electric poles in your network and I experienced freezes every time I mined one of them. It may be happening because neighboring poles need to check if they are still part of the same n...
by Genhis
Mon Jan 24, 2022 8:50 am
Forum: Technical Help
Topic: FPS / UPS dropping suddenly
Replies: 8
Views: 3574

Re: FPS / UPS dropping suddenly

Hello, could you post your save file?
by Genhis
Sun Jan 23, 2022 9:40 am
Forum: Technical Help
Topic: [1.1.53] Unexplained Freeze / Lock Up when close to maximum tick value
Replies: 19
Views: 5284

Re: [1.1.53] Unexplained Freeze / Lock Up

Yeah, I let the game run at speed 20, so it would overflow. If you have other save files which are close to max tick value, some community members recommended to do the following: Open editor (/editor) Pick a deconstruction planner and add all types of transport belts to its whitelist (undergrounds ...

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