I've made a blueprint for elevated rails for a cross rail section. When building it by hand, it's fine and no issues. But when using bots it changes how they build it depending on where it is. Sometimes they wont build a specific part of the up and down (relative to screen) lane. and when placing it as a ghost and the bots don't have issues. There is a missing piece at the top that just. Doesn't exist? but force placing it down in a creative gamemode it'll paste fine. Version [2.0.77] Here is the blueprint for it. Code: 0eNqtW+tOIk0QfZf5DZuuvrevstlsUCe7JIgG0HzG8O7foAvoUM101fGPVzh16br1meKtu10990+b5XrX3bx1y7vH9ba7+fnWbZd/1ovV4W/rxUPf3XSbxXLV7Wfdcn3f/9fd0P7XrOvXu+Vu2X+84/2X19/r54fbfjO8YPb5nfPt89PT42bXzbqnx+3wpsf1AXsAmgc3vPR1+IFs3u9nF0C2GciGq0DuBNSv+pfFrr+fb3cD5p+/u/m7dVd1Cxykv4S8e968DN/edV1ch4yDO++Xm/7u4/9kGAlBofTZD6zSUaH0GXKkdGYEpK8ndvd3sVzP/wUUh+1+nND9j/AVf8A6gPxeLV4P0CeVO0Zuhg7Ycb4qiij2HBAZ6CBZ5YgUqcFrZ6/HxC1rsTtiUkMgk4NyxU6HHXno/Il1TICSxbY4JkKRwaudFOdpa+fJOhtKNiqs1oJsM2ekr/WC6yBQ7vG6WkHuxYquxOGO2121bPpz2aQ4LpteUDatk9Vrb64IdhLBXlN10lF2GpnMSQgy05w9m5beTWs3JgpFfdvxJSgTExvdWdjCyxVjDjW03ZqiqVylEhNc5XJGaFu8YlsRmOZIY1ot3Nle4ixU6dhYcE49zv3Loc8HIvGXFwq235RRLigOimoxSFxhcsJqQd9mm6Za+ONkQGG65rrc3Bm9l+AWjeYkkOCNYtjzViKBNLW6SCRYzZidKxIiJ0F1j04SG1SDfJBI0FyrnSQLfIS6couEBErgMDVTvRXFpyaLrSR6gmmfzLMEl6Deyvo7WBBzWmtNtlpJpAdNtlpJpAdNtpIkKoMmW0kUlUlRl6kWn2Q5EZrkJVEwFY0RtSbPDkZRc1cnSbxGTR6TJF5jO2VNkukhunZ+5HSs/itu4HC9/pbsxsOo5LIXA0I7kpseViLWhlnaNaoar6kcCJfJUdWGY0UC65cCNR7WL8noL4oO4ZESIWznOIzY2poET
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But to keep it brief, the only solution ive thought of so far is to have a unused rocket silo to read requests, to be able to manage that signal, to decide which inserters to enable- allowing the the other (actually to-be-manually-loaded) rocket silos being able to read contents so the inserters avoid making mixed payload rockets. In order for this to work, you need to remember which silo is fulfilling which request. I think you're trying to use the contents of the silo as memory, but that's not a good idea, as it would still allow multiple silos to attempt to field the same request. That is, if 3 requests for different items come in at the same time, you need to parcel those out to specific silos (assuming any silo can fulfill any request). That needs to happen before the silos starts getting loaded with stuff.
Do not make requests in Bug Reports.
Factorio already saves the credentials of the last online multiplayer game you played. But when you play a single player save or connect to another online multiplayer game afterwards, the previous credentials are lost. It is a little annoying when you join an online multiplayer game, then play your singleplayer world, then want to join the multiplayer game again because you have to find the game in the online games list and type in the password again. Proposal: How about saving credentials of all previous multiplayer games or at least the credentials of the last 5 online multiplayer games? The player can just choose a previous world by clicking the name of the game. Password was saved and does not need to be typed in again. See attached pic for a vague idea. People who often switch between singleplayer and online multiplayer worlds or even just between several online multiplayer worlds might appreciate this feature. This is more like a feature request and less like a bug.
It's working quite nicely on a rk3588 board with the latest panthor/panfrost driver. I've only played through the tutorial, and I've not yet noted any graphical issues. Such devices are only OpenGL 3.1 compliant so they do require: MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=430 Great work devs!
this blueprint is so weird 0eNqtmt9vozgQx/+ViGdS4d9Q6R5Ou121L6107Wq1qipEiZtYS0wOSHtVlf/9TGggSSExDC8NoeZre/wZz2TMh/OcrOUqU7pwLj8cFac6dy4fP5xczXWUlPd0tJTOpRPluVw+J0rPp8soXigtp9jZuI7SM/mfc4k2T64jdaEKJSuF7Zf3UK+XzzIzDdyd0kuUF1Olc5kV5h+us0pz81Sqy86M0hR5F8x13s0Vphdss3G/aOFaq8gina/SrJg+y6Q4LUaMmOvMVCbjqgVtkSaDpLGNNHVP2BK1dBDU+nyrb9TVqnxeZamezmWUTd8WUibO7l/hv+soMV2aJjrNlmb9WobB6mGszdJl8yw1n11zDA6W4mCKvusU79Vw9GpdtHXFrdc86F4lhFuUxQBlbKXs18q5MWAylYlpnql4ukoTeVIftcMaDLO3123vdF10GBx59vjWXaHAhl6EehrGr6cStBsG9XBjv5vD1lVExBoQv9sO7dK0pyFEPXbRYQhmPVhxtCWcWzQ+QJnZmUHYr57ou3p+361SHHl5vVW2hq1e+yUKBtjwq/e2hTFvgAlRhzdhZC/GD1zz/DjxEGnfSpoMkRZW0nSItJVbYTZEmlmNmg+Rplajtg+a/ADkNq29MFmYFGQaL2R+coyd3Dbula+MM7YPiDULdDRR13lRSflQk6pu06NVEhXlbvzFxV0nTperKIuK1Dzk/FUmsVVEDU0enGZV40zNF60hljROm6RmV1lEJqrPThmTnVim3eirlHmXS9c9VKEl1Sa4xCqL16qwm5HJxde5DGvtIlvLtrnYJ+WsX65LcM8gyc4RR0hPRXou7BJqPXvavT+0BjDCBkjbxV3C+/JHe0ZfIgZbmnRY2rc2BzmrFfTNDchBhl46izY+lYTPchG9qnS7c+SyCHc5Q+ksZYYQzT5vGT/SKl/I2c6RTqYXqF96QZv9JI7aLGL8TXgE4QYT5AVElDOROnpOZJikc5UXKs7Dt4Uy35fpqxnQbiLmr/4TKv1qOk6z91L25J4Tp6uVzHrtn7UKHkWFjKJCR1Fh4L240eIjaokRtfwRtRrv7B2FGxa9MUTQGCJ4DBFyKHJQuOmnREdTYqMp8dGUGqaz6G36Yrbc3hI+XCIAS+z9rhssgeASGC5B4BIULsHgEhwuAacTw+nEcDoJnE4Cp5PA6SRwOgmcTgKnk8DpJHA6CZxOAqeTwumkcDopnE4Kp5PC6aRwOimcTgqnk8LppHA6GZxOBqeTwelkcDoZnE4Gp5PB6WRwOhmcTgank8Pp5HA6OZxODqeTw+nkcDo5nE4Op5PD6eRwOgWcTgGnU8DpFHA6BZxOAadTwOkUcDoFnE4Bp9MfSufTxnWi5TLdr7DqdZK4zixTrzILVR4uI6XD+VrrsuD7EiW5dJ18W2uTs/J+2BRh00wZlagqAHsXhPrC40hgIQLsYcoRppgLJvxtQVgVcvlZxp3tHYDF
From what I can tell the behaviour will not change, so I've added a note about the feature flag to the docs for the next release.
I've added this information to the docs for the next release.
The documentation is based on the code with does a >= check. As boskid explained, that may run into floating point issues. I'd rather not alter the documentation based on floating point issues, also based on boskid's reasoning that you're not really meant to set this to 0.01 either. Since you now got this explanation and the documentation also matches the code, I will move this to resolved.
Thanks for the detailed post, all fixed for the next doc release.
Thanks for the note and the list, I've added these to the docs for 2.1.21.
Only miniscule "catch" that i know of about Steam Frame is that we have it supported on version 2.1 of the game, which is available in the "experimental" branch, not on the "default" branch (at least not at the moment). Could you try switching to experimental branch and then trying if it works?
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