Search found 2247 matches

by boskid
Mon Mar 05, 2018 7:41 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.16.26] Logistic network connections don't always show
Replies: 13
Views: 7393

Re: [posila][0.16.26] Logistic network connections don't always show

Not resolved in [0.16.28]

There is this corner case where it is still not working properely
by boskid
Wed Feb 28, 2018 9:25 am
Forum: Resolved Problems and Bugs
Topic: [posila][0.16.26] Logistic network connections don't always show
Replies: 13
Views: 7393

Re: [posila][0.16.26] Logistic network connections don't always show

@posila: isn't this because you are using voronoi with euclidean metric while roboports use metric L-infinity (two robports connect when max(dx,dy)<=N)? You can solve this by changing voronoi metric to L-Infinity, or by changing roboports to use euclidean metric (roboport ranges would be circular, n...
by boskid
Tue Feb 27, 2018 2:41 pm
Forum: Duplicates
Topic: [0.16.26] Ores disappearing?
Replies: 2
Views: 1025

Re: {16.26] Ores disappearing?

As you have "angelsinfiniteores_0.7.3" in your mods, it may be tightly related to 58210. Please disable this particular mod and check if bug is still happening
by boskid
Fri Feb 23, 2018 4:45 pm
Forum: Minor issues
Topic: [0.16.25] Couldn't find suitable position to put player (2)
Replies: 1
Views: 1361

[0.16.25] Couldn't find suitable position to put player (2)

This is small continuation for 58114 Create new map, then execute following: /c game.player.teleport({210,210}) /c tiles={}; for x = -205,205 do for y = -205,205 do table.insert(tiles, {name="water", position={x, y}}); end end; game.player.surface.set_tiles(tiles, true); /c game.player.cha...
by boskid
Fri Feb 23, 2018 3:40 pm
Forum: Not a bug
Topic: [0.16.25] Couldn't find suitable position to put the player
Replies: 9
Views: 2752

Re: [0.16.25] Couldn't find suitable position to put the player

garbage in, garbage out. If you set map to generate map containing only nothing, then you will get error. Same goes with "Mods" in main screen - if you disable all mod (by pressing "enable/disable all" and then select "Base mod" and press "toggle" to disable i...
by boskid
Fri Feb 23, 2018 1:46 pm
Forum: Not a bug
Topic: [0.16.25] Couldn't find suitable position to put the player
Replies: 9
Views: 2752

Re: [0.16.25] Couldn't find suitable position to put the player

mrvn: look at this part of sandbox script: script.on_event(defines.events.on_player_created, function(event) local player = game.players[event.player_index] local character = player.character player.character = nil if character then character.destroy() end -- [..] end) This means game always spawns ...
by boskid
Fri Feb 23, 2018 1:37 pm
Forum: Not a bug
Topic: [0.16.25] Belt decompresses after double splitter.
Replies: 12
Views: 4833

Re: [0.16.25] Belt decompresses after double splitter.

spliters use simple logic to determine from where to get items - with default settings, spliter with two inputs and one output is forced to take items alternating between two input belts. This is what happend in your setup with third spliter. This behavior makes lower belt (from first spliter to thi...
by boskid
Thu Feb 22, 2018 1:21 pm
Forum: Not a bug
Topic: [16.25] Placing 2nd Trainstop can't be exactly one length
Replies: 9
Views: 2696

Re: [16.25] Placing 2nd Trainstop can't be exactly one length

@dune, noone here is obliged to help, stop offending me. @Zavian: it seems there is no clear reason for stations to be locked to 2-tile grid: semaphores are 1-tile, their limitation is they cannot be shifted one tile between sides. This means, they have to allow any 1-tile offset (when on one side s...
by boskid
Thu Feb 22, 2018 6:35 am
Forum: Duplicates
Topic: Belt compression forces items backwards (Video included)
Replies: 1
Views: 990

Re: Belt compression forces items backwards (Video included)

Dup: 58046

(to mod: i suggest merging topics as this link shows clearly where issue is)
by boskid
Thu Feb 22, 2018 6:10 am
Forum: Not a bug
Topic: [16.25] Placing 2nd Trainstop can't be exactly one length
Replies: 9
Views: 2696

Re: [16.25] Placing 2nd Trainstop can't be exactly one length

Well, this is inconvinient, but cargo wagon (and other train parts) is 7 tiles long: 6 for wagon itself and 1 for connection between them. Because 7 is not divisible by 2 (standard tile increment in rail networks" pattern repeats every two cargo wagons (or locomotives) - you have to move second...
by boskid
Thu Feb 22, 2018 5:58 am
Forum: Not a bug
Topic: [0.16.25] Circuit/Logistic connection unclear in UI
Replies: 2
Views: 957

Re: [0.16.25] Adding belt to network with the button breaks it.

I can confirm that belt stops, but this Not a Bug, at least not because belt is still stopped. If you connect belt with wire ("circuit connection" page) and check it to connect to logistic network ("logistic connection" page) you will have belt with two setting pages at the same ...
by boskid
Wed Feb 21, 2018 8:54 pm
Forum: Not a bug
Topic: [kovarex] [0.16.25] Gaps moving backwards when items put on belts
Replies: 7
Views: 5040

Re: [0.16.25] Odd Sideloading Behaviour

Same here It looks like compression is achieved by increasing gap between two items on lane till there is gap wide enough to insert item, but because position of items on belt is (after belt optimization) not directly accesible but depends on "head offset" and offsets between items from st...
by boskid
Sat Jan 27, 2018 9:49 pm
Forum: Not a bug
Topic: [0.16.20] Output priority not working
Replies: 7
Views: 2760

Re: [0.16.20] Output priority not working

Well, why NaB? This is rather interesting case. There are three blue belts that are 1/3 full (feed by yellow belts) on the right. By using priority spliter, they should merge directly into one blue belt, so two output belts from right should be empty. First from right is empty, but second one is not...
by boskid
Fri Jan 26, 2018 10:35 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
Replies: 13
Views: 7509

Re: [16.17] Priority splitter can stop unblocked lane

As per [0.16.20] this bug still exists despite some changes to splitters mentioned in changelog
by boskid
Mon Jan 22, 2018 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
Replies: 13
Views: 7509

Re: [16.17] Priority splitter can stop unblocked lane

Confirm. it is most likely to happen when priority lane is deconstructed by hand after first priority output belt. This may be related to rebuilding of internal structure representing belt not notifying spliter or something like this. In attachment my save with extracted problem. 40x40 map, 42 secon...
by boskid
Mon Jan 22, 2018 9:52 pm
Forum: Ideas and Suggestions
Topic: [0.16.17] Misleading splitter settings - filter
Replies: 4
Views: 2133

[0.16.17] Misleading splitter settings - filter

For testing i am feeding splitter with two belts of mixed copper and iron. Splitter can be used in 3 output rules: - normal rule (when output priority is off) - priority rule (when output priority is on and no filter) - filter rule (when output priority is on and filter is set) There are two problem...
by boskid
Thu Jan 04, 2018 6:53 pm
Forum: Duplicates
Topic: [16.13] Logistic Bots wont work
Replies: 2
Views: 735

Re: Logistic Bots wont work

by boskid
Tue Jan 02, 2018 9:29 pm
Forum: Not a bug
Topic: [16.12] Passive Provider Chest provides before Storage Chest
Replies: 12
Views: 4586

Re: [16.12] Passive Provider Chest provides before Storage Chest

Oh i see what you are about and where i made a mistake in my previous post. This wiki page says about logistic bots, they behave as is said in wiki - they will first try to empty storage chest, then passive providers (tested right now in 0.16.12). You are placing yellow belt. It is served by constru...

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