Search found 2253 matches

by boskid
Tue Mar 26, 2024 1:54 pm
Forum: Fixed for 2.0
Topic: [1.1.72] Replacing belt with underground belt can act strangely in a weird case
Replies: 1
Views: 774

Re: [1.1.72] Replacing belt with underground belt can act strangely in a weird case

Thanks for the report. Issue here was that the underground building logic assumed that if belts between underground belt ends were straight they should get removed but that logic was slightly wrong as it could remove straight belts with side connections as well as showing what is reported here (on f...
by boskid
Tue Mar 26, 2024 10:30 am
Forum: Not a bug
Topic: [1.1.80] Grid position initially incorrect with waterfill tiles
Replies: 1
Views: 668

Re: [1.1.80] Grid position initially incorrect with waterfill tiles

Thanks for the report. I am considering this to be a Not a bug. If the grid position values would be required to be relative to the top left corner of all visible entities then if visible entities would change the grid position values would have to be adjusted. In this example when you selected blue...
by boskid
Tue Mar 26, 2024 9:30 am
Forum: Fixed for 2.0
Topic: [1.1.104] Pumps stop working when mod replaces connected wagon
Replies: 2
Views: 437

Re: [1.1.104] Pumps stop working when mod replaces connected wagon

Thanks for the report. I am not going to fix that issue in 1.1.x because pump logic is quite tricky to not cause performance problems. One of the operations in pump that is relatively expensive due to entity searches is search of fluid wagons so pump tries as much to not do those searches if not nec...
by boskid
Mon Mar 25, 2024 8:13 pm
Forum: Minor issues
Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
Replies: 9
Views: 1791

Re: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary

I am not considering this to be important to fix. Having this relative grid position be allowed to be out of core entity snapping would only have a cosmetic effect and tiny effects on the cursor position but it would not add any new behaviors or would not remove any existing behaviors. I will mark t...
by boskid
Mon Mar 25, 2024 7:51 pm
Forum: Fixed for 2.0
Topic: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
Replies: 1
Views: 546

Re: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library

Thanks for the report. Issue will be fixed in 2.0. Core of the issue is that blueprints in library are different objects than blueprints in inventory. When setting up that blueprint in library first a blueprint item is created but then it is cloned to blueprint record in the library. Common part of ...
by boskid
Mon Mar 25, 2024 6:58 pm
Forum: Translations
Topic: text/translation error in tight spot game mode
Replies: 2
Views: 1027

Re: [1.1.76] text/translation error in tight spot game mode

Moving to translations.
by boskid
Mon Mar 25, 2024 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)
Replies: 2
Views: 1478

Re: [1.1.87] Crash during replay (BlueprintBookRecordWidget::BlueprintBookRecordWidget)

Thanks for the report. I was able to reproduce the issue by watching the replay as well as reproduce it from scratch. It looks that replay considers first player as a local player so when first player left the game, blueprint library was disconnected from local player shelf and this caused another p...
by boskid
Sun Mar 24, 2024 9:06 pm
Forum: Implemented for 2.0
Topic: Provide length of LuaTransportLine
Replies: 1
Views: 313

Re: Provide length of LuaTransportLine

This is implemented for 2.0 as LuaTransportLine::line_length.
by boskid
Sun Mar 24, 2024 1:10 pm
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 812

Re: 64-bit integer limit

How about 53-bit integers then? It's more than 32 so we get some benefit. We can't store 2 32-bit signals in one, but we can store 2 26-bit signals or 3 17-bit signals, which is both a benefit over being limited to e.g. 2 16-bit numbers when packing multiple values into a single signal type. How ab...
by boskid
Sun Mar 24, 2024 10:41 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 812

Re: 64-bit integer limit

This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit integ...
by boskid
Mon Mar 18, 2024 7:24 pm
Forum: Pending
Topic: [1.1.101] Ghost cursor doesn't update if items are created but still place the item
Replies: 1
Views: 294

Re: [1.1.101] Ghost cursor doesn't update if items are created but still place the item

Thanks for the report however i cannot reproduce the issue you described. I was trying to place stone furnaces from ghost cursor and when stone furnace recipe finished crafting i was still placing stone furnace ghosts.

Do you have any mods enabled?
by boskid
Mon Mar 18, 2024 7:17 pm
Forum: Fixed for 2.0
Topic: [1.1.91] zoom_to_world makes camera stop following player during replays
Replies: 2
Views: 476

Re: [1.1.91] zoom_to_world makes camera stop following player during replays

Thanks for the report. I see the issue was already fixed for 2.0.
by boskid
Mon Mar 18, 2024 6:58 pm
Forum: Ideas and Suggestions
Topic: Can't use Shavian alphabet to name train stations.
Replies: 2
Views: 445

Re: Can't use Shavian alphabet to name train stations.

Thanks for the report. The issue seems to be caused by the font we are using that is not supporting all possible glyphs from all languages. Moving to ideas and suggestions.
by boskid
Mon Mar 18, 2024 6:48 pm
Forum: Fixed for 2.0
Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
Replies: 3
Views: 553

Re: [1.1.101][Linux] --load-scenario sets height and width to 50

Thanks for the report. I fixed this for 2.0 by making --load-scenario not force map generator size to 50x50.
by boskid
Mon Mar 18, 2024 6:12 pm
Forum: Won't fix.
Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
Replies: 4
Views: 564

Re: LuaSurface::entity_prototype_collides incorrect with curved rails

I am considering this to be a wont fix. Those checks are primarily for being compatible with map generator and we never assumed rails would be placable by map generator.
by boskid
Mon Mar 18, 2024 5:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
Replies: 1
Views: 633

Re: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on

You are right, that is a desync. From a quick investigation it looks that when logistic container changes force, it destroys logistic point of that logistic container and since logistic point stores current filters they are simply lost. There is a code that is supposed to preserve filters when chang...
by boskid
Mon Mar 18, 2024 5:10 pm
Forum: Won't fix.
Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
Replies: 4
Views: 564

Re: LuaSurface::entity_prototype_collides incorrect with curved rails

This is not relevant for 2.0 since we are trying to get rid of secondary collision box logic, however this function seems to be far more broken when considering rails given that rails have custom set of collision box orientations for each direction and this specific check directly takes bounding box...
by boskid
Sat Mar 16, 2024 3:55 pm
Forum: 1 / 0 magic
Topic: [1.1.104] Crash randomly while standing around idle
Replies: 3
Views: 407

Re: [1.1.104] Crash randomly while standing around idle

I was running both saves for about an hour each and no crashes.

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