Search found 42 matches

by DeHackEd
Mon Apr 07, 2025 9:09 pm
Forum: Minor issues
Topic: [raiguard] [2.0.11] Large in-game downloads could be much faster
Replies: 4
Views: 733

Re: [raiguard] [2.0.11] Large in-game downloads could be much faster

Based on the netstat output, I suspect that you're not fully draining the TCP buffer each cycle. Are you sure you've pulled as much data as you possibly can from curl before you move on to other game update code? That might help without impacting the code nearly as much, and provide a speed ...
by DeHackEd
Tue Jan 07, 2025 8:01 pm
Forum: Pending
Topic: [2.0.15] Map shows red dots where nothing exists
Replies: 29
Views: 3709

Re: [2.0.15] Map shows red dots where nothing exists

I have a reproducer for Gleba. There was just a n upgrade of Artillery Shell Range and the turrets have been busy. Enemies are incoming. In the moments after loading the save enemies will attack, be killed, and leave red dots on the map as they do. Don't take any action other than opening the map ...
by DeHackEd
Wed Nov 13, 2024 11:33 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 10411

Re: Smart Belt Dragging Setting

I would still prefer having both options... lock to straight lines but without the "smart" building is the sweet spot I like, and allows things like doing corners in map view from a long ways away that line up with targets.
by DeHackEd
Tue Nov 05, 2024 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Can't send quality starter pack (MR)
Replies: 3
Views: 19872

Re: [Rseding91] Can't send quality starter pack (MR)

I did this as well. It gave me my 10 starter foundations, which I can't use because they are Uncommon I can't place above-Normal tiles.

But the hub is still uncommon.
by DeHackEd
Mon Nov 04, 2024 2:41 am
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 10411

Re: Smart Belt Dragging Setting

Smart building has issues. It can lead players to make undergrounds under nature (trees, rocks) which is totally unacceptable, especially when ghost building and there's the expectation that robots will take care of it.

It also makes fixing drawing mistakes more difficult since smart mode will tend ...
by DeHackEd
Sat Nov 02, 2024 4:05 am
Forum: Minor issues
Topic: [raiguard] [2.0.11] Large in-game downloads could be much faster
Replies: 4
Views: 733

[raiguard] [2.0.11] Large in-game downloads could be much faster

For context, I have fiber to the home at high speed (gigabit or so). But while inside factorio, downloads (eg: large mods, or game updates) are often self-throttling to about 3 megabytes/second. I know it could go faster because the TCP receive buffers are highly full when I check them:


tcp ...
by DeHackEd
Sat Oct 12, 2024 2:20 pm
Forum: Technical Help
Topic: [Solved] [1.1.110] Crash on launch
Replies: 6
Views: 1072

Re: [1.1.110] Crash on launch

Nope, this is happening during early initialization of libraries. With only the backtrace to work with, my gut says that Factorio is statically linked against libstdc++ but something dynamically linked is also using libstdc++ from your own system. There's a compatibility mismatch and it blows up ...
by DeHackEd
Sun Aug 18, 2024 2:20 pm
Forum: Ideas and Suggestions
Topic: Using Profile-Guided Optimization (PGO) to optimize Factorio's performance
Replies: 1
Views: 721

Re: Using Profile-Guided Optimization (PGO) to optimize Factorio's performance

I suggested this to a dev recently as well.

There are a ton of ways this could go wrong though. In a game with mods, every possible mod concept (from an API standpoint) needs to be tested during Profile-generate mode. If not, it's possible PGO will think some specific feature is never ever used and ...
by DeHackEd
Fri Dec 16, 2022 7:18 pm
Forum: Technical Help
Topic: Can't use player-data.json from local host using Steam version of game
Replies: 0
Views: 951

Can't use player-data.json from local host using Steam version of game

The super-short version is, my log files contain:


1.337 Info PlayerData.cpp:73: Local player-data.json unavailable
1.337 Info PlayerData.cpp:76: Cloud player-data.json available, timestamp 1671218050

... which is wrong for two reasons. First, I do have a local player-data.json. Second, I have ...
by DeHackEd
Mon Nov 21, 2022 10:52 pm
Forum: Technical Help
Topic: [1.1.70] Crashes - SE mod
Replies: 1
Views: 1805

Re: [1.1.70-1] Random Crashes - SE mod

The stack trace suggests this is happening inside an nVidia thread. Upgrade your graphics drivers.
by DeHackEd
Sat Nov 19, 2022 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.70] Crash when using chat [train=xxx] rich text and train deleted
Replies: 1
Views: 2125

[Genhis] [1.1.70] Crash when using chat [train=xxx] rich text and train deleted

If you're mouse-overing a [Train] rich text block in chat, and that train is deleted, the game crashes. Simple.

Save-game to reproduce attached. Load the game, QUICKLY open the chat console, and mouseover the [Train] rich text link. When the construction robot touches the locomotive, the game ...
by DeHackEd
Tue Oct 11, 2022 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 7028

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

If it's a low priority, okay. Issues shutting down a headless server under specific circumstances are fairly minor. But file it under some other category besides "Not a bug".
by DeHackEd
Tue Apr 26, 2022 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 7028

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

That's one option. I think an acceptable alternative would be to wait until an existing non-blocking save finishes before trying another save, regardless of type. Perhaps if you want to be really smart, if the point in time being saved is the same in both situations (ie. server is paused) then let ...
by DeHackEd
Tue Apr 26, 2022 12:27 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 7028

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

Right, well, with that out of the way, please consider this bug report and not just toss it aside.
by DeHackEd
Mon Apr 25, 2022 3:11 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 7028

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

In that particular example the user ran out of RAM really hard and Linux killed the saving process to free RAM. So that's a basic server administrative issue, not a Factorio issue. Should have been filed as "not a bug" (user's fault) rather than "Won't Fix" I'd say.
by DeHackEd
Sun Apr 24, 2022 11:11 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 7028

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

I respectfully disagree and present evidence to the contrary.

Experimental and at my own risk? Yes. But I also have a consistent reproducer of the problem.
by DeHackEd
Sun Apr 24, 2022 9:36 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 7028

[raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

I know "non-blocking saves" are experimental and all that, but this one is pretty easy to reproduce.

0. Have a very large map. Mine has a savegame size nearly 250 MB.

1. Run a multiplayer headless server with non-blocking save enabled and join the game.

2. Have the last (only?) player quit the ...
by DeHackEd
Sun Mar 20, 2022 2:32 am
Forum: Not a bug
Topic: Map scanlines cause flickering on LCD screens
Replies: 5
Views: 2694

Re: Map scanlines cause flickering on LCD screens

As said earlier, you can use a mod. The devs have selected an overlay for the map view, probably to make it obvious you're in map mode. Can confirm with the overlay disabled I've gotten confused as to whether I'm in map mode or not... :)

Version 1.0 had this static overlay that was really subtle ...
by DeHackEd
Sat Dec 11, 2021 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
Replies: 2
Views: 4995

[Oxyd] [1.1.49] Biters path to character who started forest fire at any distance

Mindful this might end up in "won't fix" but....

If a player starts a forest fire and then leaves, and that fire eventually spreads to an enemy nest causing damage, the enemies will retaliate against the player who started the forest fire. That is, they pathfind to the character entity who used the ...

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