Search found 17 matches
- Wed Jun 06, 2018 3:11 pm
- Forum: Won't fix.
- Topic: [Oxyd] [0.16.47] Crash after autosave
- Replies: 2
- Views: 1618
Re: [Oxyd] [0.16.47] Crash after autosave
Ah then I have an explanation. On this day the computer was on sleep (suspend to ram) for some time with at least steam running. Normally after wakeup I need to restart steam or steam won't start any game. But factorio started without problems and I played. The crashes were the result. Steam always ...
- Sun Jun 03, 2018 6:22 pm
- Forum: Won't fix.
- Topic: [Oxyd] [0.16.47] Crash after autosave
- Replies: 2
- Views: 1618
[Oxyd] [0.16.47] Crash after autosave
I get this crash very regularily every 5-6th autosave now. The map is ~ 70 hours played, It seems that moving around or doing things in the game during autosave encourages the crash. When I try to stand still and do nothing it seems that the crash is less frequent. But I might be wrong of course :-)...
- Tue May 22, 2018 3:33 pm
- Forum: Pending
- Topic: [Oxyd] [0.16.36] Crash on start [Linux]
- Replies: 4
- Views: 2389
Re: [Oxyd] [0.16.36] Crash on start [Linux]
I am sorry but I do not have the log anymore.
I report back if I can reproduce the problem, it did not happen since then.
I report back if I can reproduce the problem, it did not happen since then.
- Sun Apr 29, 2018 1:00 pm
- Forum: Pending
- Topic: [Oxyd] [0.16.36] Crash on start [Linux]
- Replies: 4
- Views: 2389
Re: [0.16.36] Crash on start [Linux]
I am not the original author but I think my crash is the same. In my case it happened after some hours of gameplay. 8578.894 Error CrashHandler.cpp:522: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... 8583.192 Warning Logger.cpp:483: Symbols.size() == 10, usedSiz...
- Sat Dec 16, 2017 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4259
Re: [0.16.3] Crash when hovering a blueprint
Thank you very much!
I did not expect that you guys work today...
I did not expect that you guys work today...
- Sat Dec 16, 2017 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4259
Re: [0.16.3] Crash when hovering a blueprint
I did some testing - it is sufficient to have the attached two mods in order to reproduce the bug: 5dim_automatization_0.16.0.zip 5dim_core_0.16.1.zip To reproduce: Generate a new world, default settings. Import this blueprint: blueprint.txt Put the blueprint into the blueprint library somewhere. Ho...
- Sat Dec 16, 2017 11:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4259
Re: [0.16.3] Crash when hovering a blueprint
I updated my bug report accordingly.
The save is not necessary, it happens also when creating a new game with default settings.
The save is not necessary, it happens also when creating a new game with default settings.
- Sat Dec 16, 2017 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4259
[0.16.3] Crash when hovering a blueprint
Factorio: 0.16.3 System: Ubuntu 17.10 I have a blueprint from 0.15 - a shopping mall. When I hover this blueprint with the mouse the game crashes. This does not happen for other blueprints. 84.484 Error CrashHandler.cpp:419: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please...
- Mon Sep 04, 2017 10:26 am
- Forum: Gameplay Help
- Topic: Emergency power with delay (Combinators help)
- Replies: 7
- Views: 5391
Re: Emergency power with delay (Combinators help)
I have seen a neat idea: control the offshore pumps of the steam engine, not the output power.
This helps because there is a quite long delay between cutting off the water supply and the
steam engines stopping.
This helps because there is a quite long delay between cutting off the water supply and the
steam engines stopping.
- Tue Jan 03, 2017 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.14.20] inserting a carriage does not properly connect
- Replies: 8
- Views: 8989
- Wed Nov 23, 2016 5:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.14.20] inserting a carriage does not properly connect
- Replies: 8
- Views: 8989
[Kovarex] [0.14.20] inserting a carriage does not properly connect
Inserting a locomotive or cargo wagon into two train parts does not properly connect to a single train. Not that it is that important, but I thought you might want to know :) Reproduce: make a train LLCCLL (two locomotives, two cargo wagons, two locomotives) Remove the second locomotive, you end up ...
- Fri Nov 18, 2016 7:36 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2460
Re: Decider combinator configuration question
Thanks a lot, this did the trick
- Fri Nov 18, 2016 5:04 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2460
Re: Decider combinator configuration question
I am still hoping that somebody has a hint for me.
As it stands now it looks to me like a bug in the game
As it stands now it looks to me like a bug in the game
- Wed Nov 16, 2016 9:17 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2460
Re: Decider combinator configuration question
I have seen the double parameters used with another entity type, but unfortunately it does not work for the decider-combinator. update I made a tiny demo mod to easier reproduce it. Set a wooden chest and get a free (but unconfigured) decider combinator. data.lua is empty, and control.lua is very si...
- Wed Nov 16, 2016 7:01 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2460
Decider combinator configuration question
I try to configure a decider combinator in a mod as an auxiliary entity. What the code does is create a decider-combinator and configure it's control behaviour. According to the game's html documentation the control behaviour parameters are read/write. Unfortunately the behaviour does not change, as...
- Thu Apr 07, 2016 1:20 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 35110
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Confirmed, unfortunately. The version 1.1.1 causes desyncs in multiplayer (factorio version 0.12.29)
This happens with client/server on the same fast computer, so it's not a network issue.
This happens with client/server on the same fast computer, so it's not a network issue.
- Tue Sep 22, 2015 5:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 241099
Re: [MOD 0.12.x] Autofill
Doing a quick grep in the lua code of factorio says that there is no function getlocalisedentityname but one that is named get_localised_entity_name. It's probably a leftover code part from factorio 0.11 How to fix Open the zip of autofill, edit control.lua, change the word getlocalisedentityname in...