Search found 42 matches
- 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 ...
- 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 ...
- 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.
- 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.
But the hub is still uncommon.
- 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 ...
It also makes fixing drawing mistakes more difficult since smart mode will tend ...
- 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 ...
tcp ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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".
- Tue Oct 11, 2022 6:49 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'd like to formally challenge this ruling that this isn't a bug. Non-blocking save bugs are being fixed today, invalidating the reason this was rejected.
- 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 ...
- 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.
- 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.
- 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.
Experimental and at my own risk? Yes. But I also have a consistent reproducer of the problem.
- 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 ...
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 ...
- 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 ...
Version 1.0 had this static overlay that was really subtle ...
- 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 ...
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 ...