Search found 77 matches
- Mon May 10, 2021 8:11 pm
- Forum: Not a bug
- Topic: [1.1.x] Hidden script rendered shapes are still being checked in preparation loop
- Replies: 2
- Views: 1215
Re: [1.1.x] Hidden script rendered shapes are still being checked in preparation loop
same thing with alt-view; if you go with a "custom grid", should you need a 3x3 one or something, I can give you the code, it is exactly as you say. It does NOT change "script preparation" whether an alt view is enabled. It is even more deadly if you have an alt view with a detai...
- Mon May 10, 2021 5:48 pm
- Forum: Minor issues
- Topic: [1.1.33] lua: unexpected projectile target miss at slow speeds
- Replies: 2
- Views: 1302
Re: [1.1.33] lua: unexpected projectile target miss at slow speeds
I see... If it were possible, Would really like to see something like Bresenham's (wiki link) algorithm applied here for projectile position logic. We set the source and the goal for the projectile (to even be able to spawn it) in the first place. But then it reduces it to per-tick deltas... And app...
- Wed May 05, 2021 9:11 pm
- Forum: Minor issues
- Topic: [1.1.33] lua: unexpected projectile target miss at slow speeds
- Replies: 2
- Views: 1302
[1.1.33] lua: unexpected projectile target miss at slow speeds
TL;DR: with surf.create_entity(projectile, target = playerpos.y +2, speed=0.1) cannon ball kills you instead :> (not exactly, just flies higher than the target). expect: hit that pole what you get: you get killed. /c local ce = game.surfaces[1].create_entity; local ppos = game.player.position; local...
- Mon Apr 19, 2021 8:52 am
- Forum: Modding help
- Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
- Replies: 8
- Views: 2574
Re: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
The ability to set undertiles is quite tempting. With a simple code as this function setter(name,pos) game.surfaces[1].set_tiles({{name=name,position=pos}}) end function loop(area,f) for x = area[1][1],area[2][1]-1 do for y = area[1][2],area[2][2]-1 do f({x,y}) end end end function waterstep(pos) se...
- Mon Apr 19, 2021 6:50 am
- Forum: Modding help
- Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
- Replies: 8
- Views: 2574
Re: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
the under-tile does not get updated on set-tiles. It should be though. open up the freeplay. Set up sizes to 50x50 to skip the crash site then (/c + code) first do this function setter(name) game.surfaces[1].set_tiles({{name=name,position={1,1}}}) end function tester() local tile = game.surfaces[1]...
- Mon Apr 19, 2021 6:44 am
- Forum: Modding help
- Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
- Replies: 8
- Views: 2574
Re: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
The expected behavior would either be >> a clever set_tiles that sanitizes the undertile to nil if the tile is below the concrete/cover layer (can't cover other tiles and thus can't have undertiles). This would mean it just works and we could rely on the ids we get with get_tile. >> an api to direct...
- Mon Apr 19, 2021 6:18 am
- Forum: Modding help
- Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
- Replies: 8
- Views: 2574
Re: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
Lemme elaborate on what is going on: TL;DR: the under-tile does not get updated on set-tiles. Thus we can not rely on get_tile.hidden_tile . It would _not_ be the last _update_ one but the last to have went _under the concrete_ one. (which does not happen on set_tiles as you may guess) We want to te...
- Mon Feb 22, 2021 2:31 pm
- Forum: Duplicates
- Topic: [1.1.25] Bitters can jump. Now over the walls. Old ref included.
- Replies: 2
- Views: 2130
Re: [1.1.25] Bitters can jump. Now over the walls. Old ref included.
Does me getting a vid of a relatively small number (4 nades to clean) (vs 12-15 average at bottlenecks) jumping over the straight wall would turn the tables here?
I mean them getting over the closed area that they have no access to on a normal basis
I mean them getting over the closed area that they have no access to on a normal basis
- Mon Feb 22, 2021 2:20 pm
- Forum: Duplicates
- Topic: [1.1.25] Bitters can jump. Now over the walls. Old ref included.
- Replies: 2
- Views: 2130
[1.1.25] Bitters can jump. Now over the walls. Old ref included.
# AN OLD ONE ref: The old one about jumping bitters (green ones over the void gap in 1.1.21) was triaged as not-a-bug. That thread is here , That video [31 sec] is here . # WAHT? When you see the wall and the bitters on the other side... Even if the wall is unbreakable for you, fear not, the bitters...
- Sun Feb 14, 2021 3:24 pm
- Forum: Not a bug
- Topic: [1.1.21] Biter can cross land gap
- Replies: 0
- Views: 713
[1.1.21] Biter can cross land gap
An old one here. At *normal* conditions 1 cell moat or 1 cell void is too much for any bitter to cross. I suppose it was an old pathfinder issue but whatever. Since you yourself and most of your means for transport (except for trains) can easily cross the 1-cell-gap it is sometimes being used as a t...
- Sat Feb 13, 2021 7:34 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] Crash of server when scrolling blueprint book during sync
- Replies: 2
- Views: 4986
[kovarex] [1.1.21] Crash of server when scrolling blueprint book during sync
a bug What works: The server crashes. (vector detected and tested around 1.1.6 / Dec 2020) err how? just copy your bp storage 4mb+ to a second file, wipe the main one, join the server, make a book you can scroll with a wheel pretty fast, (3+ prints), put a book to your fast slot (WITHOUT COPYING IT...
- Fri Feb 12, 2021 3:40 am
- Forum: Technical Help
- Topic: [1.1.19] Lockup randomly during play (Ubuntu 18.04)
- Replies: 3
- Views: 1477
Re: [1.1.19] Lockup randomly during play
just a random guess... But that look like you got niced . 50/50 either that or ubuntu has broken your graphic drivers while updating yet again. You know ubuntu maintainers ppl are sometimes even more mad than deb ppl ever were. And also pls do NOT use sleep/hybernation/etc while testing. It used to ...
- Fri Feb 12, 2021 12:58 am
- Forum: Pending
- Topic: [1.1.21] (1/0)(mods) selection tool and operable flag sometimes crash the client.
- Replies: 1
- Views: 814
[1.1.21] (1/0)(mods) selection tool and operable flag sometimes crash the client.
repro: attempted to access the landmine operable (false) property with a gui tool... too fast? mods: [creative mode, editor extensions] comm: hardware fault probability exists this time but is very low. log: timestamp.104 Error CrashHandler.cpp:621: Received SIGSEGV Factorio crashed. Generating symb...
- Fri Feb 12, 2021 12:48 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
- Replies: 6
- Views: 3356
Re: [1.1.21] ENTER in personal logistic requests not working when in a vehicle
(just adding ref links)
This old one might be VERY related to this. Especially the enter key.
Also there's another related thread here (1.1.21).
This old one might be VERY related to this. Especially the enter key.
Also there's another related thread here (1.1.21).
- Fri Feb 12, 2021 12:46 am
- Forum: Duplicates
- Topic: [1.1.21] Request GUI will not close with Enter in all cases
- Replies: 2
- Views: 1496
Re: [1.1.21] Request GUI will not close with Enter in all cases
(adding ref link only)
Not very sure but this one from long before might be tightly related to the loosing focus issue.
Not very sure but this one from long before might be tightly related to the loosing focus issue.
- Sun Jan 17, 2021 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Ghost smart belt building creates real underground belt without item consumption
- Replies: 3
- Views: 2539
Re: [kovarex] [1.1.12] Ghost smart belt building creates real underground belt without item consumption
can reproduce this just fine. Linux build, mp game.
Indeed a free undergrounds farm emerged!
Indeed a free undergrounds farm emerged!
- Thu Jan 14, 2021 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] MP BP-library related crash. The stacktrace. Each time.
- Replies: 4
- Views: 2380
Re: [kovarex] [1.1.6] MP BP-library related crash. The stacktrace. Each time.
We shall see... But well it appears as if it is one of those latency squad things. The issue is still as stable as ever. But well something different might have *just* been improved so that it won't break in long-games with mods anymore when you try to get a bunch of books off your sleeve without ac...
- Mon Jan 11, 2021 8:41 am
- Forum: Off topic
- Topic: About Computer Science
- Replies: 6
- Views: 6463
Re: About Computer Science
IF you google it then a lot comes by. Like this for example. TL;DR: which entity you are opposing matters, you are a human after all. But what I really want of you is NOT to be ignorant of the world you are living in. While the "code" is a tool it can be misused and even abused in a lot of...
- Mon Jan 11, 2021 5:21 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] MP BP-library related crash. The stacktrace. Each time.
- Replies: 4
- Views: 2380
Re: [kovarex] [1.1.6] MP BP-library related crash. The stacktrace. Each time.
Sent a PM with bpst.dat files. Also the steps are included. Bp storage it too big for forums so zipped it down.
- Mon Jan 04, 2021 5:01 pm
- Forum: Ideas and Suggestions
- Topic: game settings: biter entity attack factor
- Replies: 3
- Views: 1382
Re: game settings: biter entity attack factor
Lemme tell you a story from the long forgotten past. . . Usually if you get quite too lazy in the death world (or waay too moded to care) you still have the defence strategy known as the rail creep. The turrets have the range. The Worm-turrets (aka WORMZ) have a greater range with overstacked evo. I...