Search found 58 matches

by Lou
Mon Dec 13, 2021 4:02 pm
Forum: Duplicates
Topic: Multiplayer crash when replacing a broken power pole
Replies: 2
Views: 1767

Re: Multiplayer crash when replacing a broken power pole

Hello and thank you for the feedback. This issue should be fixed in the next release (1.1.50) . If it persists in 1.1.50 please let us/me know.
by Lou
Mon Dec 13, 2021 3:39 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2415

Re: [Lou][1.1.43] Crash when power pole is destroyed

It evaded me for a long time but it will be fixed as of next version. The issue was caused by a feature where Reactor (one of the components of the injector was Reactor) would increase its boundingbox when connected to a neighbouring Reactor of the same type. (This feature will be removed in next ve...
by Lou
Mon Dec 13, 2021 12:58 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6011

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

lyvgbfh wrote: ↑
Fri Dec 10, 2021 8:40 am
Thank you! For reference, this is the same thing with "only right angles" connection logic applied. I personally find it preferable.
What exactly do you mean by "only right angles". Not connecting any poles that have different both x and y coordinates?
by Lou
Wed Dec 08, 2021 3:23 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6011

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti A grid is wasteful on the number of connections, near 50% of the connections are unnecessary in a simple grid. More with diagonals. The question is...
by Lou
Wed Dec 08, 2021 11:44 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6011

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

Under vanilla, or even modded where the default/longer wire reach is needed, I'm just not seeing the "need" to spend the time (potentially making the connection code more complex) to fix this. Even in vanilla, substation and large pole reach, or upgrade-plannering poles up a step both lea...
by Lou
Wed Dec 08, 2021 11:41 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6011

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetica...
by Lou
Wed Dec 08, 2021 11:29 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6011

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

One thing I would say is a bug, or more a bad feature, is the amount of connections added. Connections per pole are limited and, especially with long distance power poles, a precious resource. Poles should not gain a wire if they are already in the same electrical network. Ideally they would choose...
by Lou
Thu Dec 02, 2021 6:28 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6011

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

Hello and thank you for the input. I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in on...
by Lou
Thu Nov 04, 2021 10:36 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2415

Re: [Lou][1.1.43] Crash when power pole is destroyed

Thanks! The video really helped, reproduction succesful. Looking into the problem...
by Lou
Wed Nov 03, 2021 3:13 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2415

Re: [Lou][1.1.43] Crash when power pole is destroyed

I spent some more time trying to reporudce this (both in singleplayer and as multiplayer client) and still no luck :(. Do you have some more specific reproduction instructions?
by Lou
Wed Nov 03, 2021 11:35 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2415

Re: [Lou][1.1.43] Crash when power pole is destroyed

Hello and thank you for the report. I loaded the save (both in 1.1.43 and latest dev version) and have not encountered the described issue (no "disconnected from grid" icon, entity functioning normally, upon pole destruction -> no crash) and without reproduction I cannot find source of the...
by Lou
Wed Sep 22, 2021 12:24 pm
Forum: 1 / 0 magic
Topic: [Lou] [1.1.37] Crash Report - Crash while game is paused
Replies: 4
Views: 2270

Re: [Lou] [1.1.37] Crash Report - Crash while game is paused

Hello! Thank you for bringing this to our attention. The crash originates from openGL library and we do not have reasonable way to fix (or even reproduce) the issue since it is possibly dependent on your setup. I will move this topic to 1/0 Magic. If you are still experiencing these crushes you can ...
by Lou
Thu Aug 26, 2021 2:10 pm
Forum: Not a bug
Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
Replies: 4
Views: 2246

Re: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor

ad ... you can even see how a connection is created upon placing down the blueprint but then immediately removed again ... : this is actually not the case, the connections rendered are between poles in cursor and poles/ghosts placed "bellow" them - since right after placing BP they have sa...
by Lou
Mon Aug 16, 2021 10:42 am
Forum: 1 / 0 magic
Topic: [Lou] [1.1.37] Crash Report - Crash while game is paused
Replies: 4
Views: 2270

Re: [1.1.37] Crash Report - Crash while game is paused

This log is not enough to figure out the issue, the save file will be needed, please upload it as you said.
by Lou
Thu Aug 05, 2021 4:24 pm
Forum: Not a bug
Topic: [Lou] [1.1.33] Crash: "Trying to disconnect circuit connector in inconsistent state."
Replies: 7
Views: 2526

Re: [Lou] [1.1.33] Crash: "Trying to disconnect circuit connector in inconsistent state."

I am marking this as resolved
EDIT: "Not a Bug" is a better place for this
by Lou
Thu Aug 05, 2021 4:21 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.35] blueprint wire ghost inconsistent behaviour
Replies: 2
Views: 8424

Re: [Lou] [1.1.35] blueprint wire ghost inconsistent behaviour

Thank you for the feedback. The issue is fixed for version 1.1.38.
by Lou
Mon Aug 02, 2021 1:10 pm
Forum: Pending
Topic: [Lou][1.1.34] Crash when moving electric pole
Replies: 7
Views: 2741

Re: [Lou][1.1.34] Crash when moving electric pole

I'll move this back to pending, if you'll have any more info, I'll take another shot at this, but as this stands i still have no success in reproducing (and therefore fixing) the issue.
by Lou
Wed Jul 28, 2021 11:56 am
Forum: Pending
Topic: [Lou][1.1.34] Crash when moving electric pole
Replies: 7
Views: 2741

Re: [Lou][1.1.34] Crash when moving electric pole

Also, there should be file named 'factori-dump-previous.dmp' or something like that in the same folder as crash logs, that could also be helpful

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