Search found 658 matches
- Wed Aug 14, 2019 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.64] When pipe is built before furnace, furnace cannot output to pipe/fluid disappears
- Replies: 2
- Views: 2380
Re: [Dominik][0.17.64] When pipe is built before furnace, furnace cannot output to pipe/fluid disappears
I figured out a fix for it with low performance impact. It is ugly but since it will (hopefully) soon all be replaced, then what the fuck.
- Wed Aug 14, 2019 2:46 pm
- Forum: Pending
- Topic: [0.17.64] Crash with a furnace-type assembler using fluids and solids
- Replies: 1
- Views: 1338
Re: [Dominik][0.17.64] Crash with a furnace-type assembler using fluids and solids
Hi Fuzen, the report is quite detailed but I can't find any issue. It certainly does not crash and I am not sure what else is supposed to be wrong. With the first reproduction - removing the machine erases the water so the water step is irrelevant. And so is a water pipe two tiles away. The crash is...
- Wed Aug 14, 2019 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.64] When pipe is built before furnace, furnace cannot output to pipe/fluid disappears
- Replies: 2
- Views: 2380
Re: [Dominik][0.17.64] When pipe is built before furnace, furnace cannot output to pipe/fluid disappears
This is actually a very funny bug. It is caused by an oversimplification and asymmetry of the current fluid algorithm and a very special combination of the pipe order and fluid batch size and some constants of the algo. Notice that if you put the pipe to the left of the machine, it will work again. ...
- Wed Aug 14, 2019 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.62] Changing fluid-consuming recipe of ghost causes crash
- Replies: 1
- Views: 2043
Re: [Dominik][0.17.62] Changing fluid-consuming recipe of ghost causes crash
Hi, thanks for the report. Quite a simple bug related to the assembler only having one fluidbox when disabled.
- Wed Aug 14, 2019 11:46 am
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 36932
Re: Friday Facts #307 - 0.17 stable candidate
We asking about liquids flow in pipes , that works kinda bad now. We see a pipe of a good diameter (I'd say about one meter+ visually, and it performs so badly. :-( Isn’t it less than 1m diameter considering the tiles are 1m square? Still, yes, it’d be nice to have the fluid mechanics fixed. What k...
- Mon Aug 05, 2019 7:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by rotation
- Replies: 9
- Views: 4904
Re: [Dominik][0.17.60] Fluid mixing by rotation
Yes, preventing the action in the first place would be nice, but it is not realistic. "user can't fix the issue by rotation" - deleting the pipe is what I would think of to fix it, not rotating the pipe. I left it only at the message as this issue is really rare - before it would cause mix...
- Fri Aug 02, 2019 8:26 am
- Forum: Not a bug
- Topic: [0.17.60] GUI crashed when tinkering with fluid mixing: "Failed to create GUI slot"
- Replies: 1
- Views: 912
Re: [0.17.60] GUI crashed when tinkering with fluid mixing: "Failed to create GUI slot"
Yes, the gui crashes when the fluids are already in a broken state. That is known.
- Thu Aug 01, 2019 6:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by pipe upgrade [mods]
- Replies: 4
- Views: 1851
Re: [Dominik][0.17.60] Fluid mixing by pipe upgrade [mods]
I have blocked upgrading anything that has a fluid system with the block.
- Thu Aug 01, 2019 4:33 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 7565
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
For this one, I have to unfortunately do won't fix. It is not really something people would realistically encounter and rewriting several places in the code, force change logic, is just not worth it.
- Thu Aug 01, 2019 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by rotation
- Replies: 9
- Views: 4904
Re: [Dominik][0.17.60] Fluid mixing by rotation
So all these three reports (this, https://forums.factorio.com/viewtopic.php?f=182&t=73840 , https://forums.factorio.com/viewtopic.php?f=182&t=73890 ) were very similar in that the issue would require rewriting and complicating the current code beyond what is reasonable, considering how rare ...
- Thu Aug 01, 2019 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by pipe upgrade [mods]
- Replies: 4
- Views: 1851
Re: [Dominik][0.17.60] Fluid mixing by pipe upgrade [mods]
Resolved this by preventing the action altogether if the blocked connection is in play. See viewtopic.php?f=182&t=73884 for more.
- Thu Aug 01, 2019 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by entity.teleport(0,0)
- Replies: 4
- Views: 8131
Re: [Dominik][0.17.60] Fluid mixing by entity.teleport(0,0)
Resolved this by preventing the action altogether if the blocked connection is in play. See viewtopic.php?f=182&t=73884 for more.
- Thu Aug 01, 2019 2:03 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 7565
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
Yeah I would really love that, get rid of this whole blocked pipe thing. But that is the last resort and I don't want to do that when I have already sunk so much work into it
- Thu Aug 01, 2019 1:27 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 7565
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
Oktokolo solving problems by just splitting the pipes usually does not solve the actual problem. While having the better pipe building would be nice, it is not good a solution to mixing problems. (not like my solution is good, but it does not take two weeks to make)
- Thu Aug 01, 2019 12:12 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 7565
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
I remember that I spent long time fixing this one with pipes connecting wrong during the hidden prototype replacement.
- Thu Aug 01, 2019 11:25 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 7565
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
I am quite familiar with it as this "clamping" is internally quite sick and created some difficult bug.
- Thu Aug 01, 2019 10:47 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 7565
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
What do you mean by clamping?
We have the same number of posts.
We have the same number of posts.
- Thu Aug 01, 2019 8:57 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
- Replies: 10
- Views: 2558
Re: Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
Isn't that what any computer graphics do?
- Thu Aug 01, 2019 8:53 am
- Forum: 1 / 0 magic
- Topic: [0.17.60] crash while rotating thing - loader::findTarget
- Replies: 3
- Views: 1489
Re: [17.60] segfault while rotating thing
In the log I see that it crashes later, by a loader.
- Thu Aug 01, 2019 8:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.60] Fluid mixing by entity.teleport(0,0)
- Replies: 4
- Views: 8131
Re: [Dominik][0.17.60] Fluid mixing by entity.teleport(0,0)
Problem with teleport is that the way it works is that it takes the whole entity (can be a crafter with 25 fluidboxes), moves it to the new place, tries if it's ok, moves it back, and it it was ok, moves it again. So now if that underground pipe moves somewhere and moves back, it does not know anymo...