Search found 29 matches
- Sun May 26, 2019 4:03 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 30725
Re: Friday Facts #296 - All kinds of bugs
The best thing to do when you encounter the NPE is work out why and if you should or not correct in place. Error: Acronym overflow has occured near "NPE". NPE = Null Pointer Exception. Thank you. I was merely saying that recently NPE was mostly used as "New Player Experience" on...
- Sat May 25, 2019 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.23] Handcraft infinite free items
- Replies: 8
- Views: 7495
Re: [0.17.23] Handcraft infinite free items
What happens if you cancel that craft, biggest item spill in the history of Factorio? Yes: ProdScrap.png Of course the game's pretty well useless at that point because it's got all this stuff it wants to dump. Denying intermediates seems more of a workaround to me; I'd prefer to see a solution wher...
- Fri May 24, 2019 11:39 am
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 30725
Re: Friday Facts #296 - All kinds of bugs
Klonan: If you're interested in sorting out overflow errors maybe you could take a look at the Production Scrap bug where creating a boiler results in attempting to create 4.3G stone furnaces? If you try to cancel it this results in the map and your inventory being spammed with tons of stone. The au...
- Sat Mar 02, 2019 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][v0.17.4] Message appears then promptly disappears behind tooltip
- Replies: 2
- Views: 2392
[wheybags][v0.17.4] Message appears then promptly disappears behind tooltip
Started the first scenario and this was the very first thing that happened.
- Fri Aug 03, 2018 11:15 pm
- Forum: Mod portal Discussion
- Topic: Option not to update specific mods
- Replies: 2
- Views: 1851
Option not to update specific mods
Currently if a mod breaks on update, if you don't want to update that mod then you can't update any other mod. Use case: there is a great Better Axes mod, but the latest update only works for new games. In old games the mod breaks and the tools are lost. I have old games I'm not done with yet, and I...
- Thu Mar 08, 2018 6:30 pm
- Forum: Releases
- Topic: Version 0.16.28
- Replies: 31
- Views: 26950
Re: Version 0.16.28
All those crashes! Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle. Handle those exceptions; fill in those default: sections and use else! Initialise p...
- Sun Jan 07, 2018 8:46 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 396292
Re: Friday Facts #224 - Bots versus belts
For the base game I think bots are probably overkill. But when you start getting into the complexity of something like Bob's mods, they are really essential. I can't imagine how my last Bob's build would have worked without bots. Dev team: if you think bots should be removed then I challenge you to ...
- Sat Aug 19, 2017 3:08 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 58894
Re: Friday Facts #201 - 0.15 Stable, but not really
Regarding optimisations, have you considered using database techniques to optimise out that huge annoyance that is Autosave? A large production database cannot afford to lock up for several minutes every few minutes to write everything to disk; if you use an approach like the redo log stuff in Oracl...
- Mon May 01, 2017 10:23 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 101770
Re: [MOD 0.14] Satellite Uplink Station 1.0.6
Found another possible bug. Whenever I enter the uplink station the game immediately crashes with this message: Error while running event on_player_driving_changed_state (ID 26) Blueprint has to have at least one icon. stack traceback: __Satellite Uplink Station__/control.lua:208: in function 'inser...
- Wed Feb 08, 2017 3:30 pm
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 25022
Re: Friday Facts #172 - Blending and Rendering
Well, I'll just drop this here... Factorio interesting shadows.png If it's only my OCD that's bothered by that then it can probably be ignored. I think there'd be a better way of improving it than via a massive resource drain (like calculating light levels periodically, then picking from one of mayb...
- Sun Jan 08, 2017 7:03 pm
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 25022
Re: Friday Facts #172 - Blending and Rendering
Are you planning on fixing the shadows at all? 1. They always cast to the right; there is no movement during the day; 2. They remain during the night too; 3. If you place a light to the right, the shadow remains cast to the right even at night, when it should cast to the left. No, to explain why wo...
- Sat Jan 07, 2017 3:28 pm
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 25022
Re: Friday Facts #172 - Blending and Rendering
Another minor niggle relating to the rail signals is the inventory icon versus the placed object:
- the Rail Signal icon has two lights, but three when placed into the world;
- the Chain Signal icon has three lights, and only one when placed into the world.
- the Rail Signal icon has two lights, but three when placed into the world;
- the Chain Signal icon has three lights, and only one when placed into the world.
- Sat Jan 07, 2017 3:25 pm
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 25022
Re: Friday Facts #172 - Blending and Rendering
Are you planning on fixing the shadows at all?
1. They always cast to the right; there is no movement during the day;
2. They remain during the night too;
3. If you place a light to the right, the shadow remains cast to the right even at night, when it should cast to the left.
1. They always cast to the right; there is no movement during the day;
2. They remain during the night too;
3. If you place a light to the right, the shadow remains cast to the right even at night, when it should cast to the left.
- Mon Nov 21, 2016 1:48 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344526
Re: [MOD 0.14] Orbital Ion Cannon 1.4.5
Suggestion: could you throttle the number of audio messages back to maybe no more than one announcement every 15 seconds? Or perhaps have the option to silence it altogether? Having got to 500 satellites in orbit around my developing megabase I started looking for something else and this seemed idea...
- Sat Oct 15, 2016 9:54 am
- Forum: Ideas and Suggestions
- Topic: Different Alt views for main window and maps
- Replies: 0
- Views: 775
Different Alt views for main window and maps
Could you implement a different Alt view for the main game window and the map screens? I like Alt view on for the main window, but off for the map view because the pollution cloud makes everything difficult to see. So when switching between game and map I also have to switch Alt on and off every tim...
- Tue Sep 20, 2016 11:56 am
- Forum: Not a bug
- Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
- Replies: 18
- Views: 5899
Re: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
Thanks, that appears to have fixed the problem, in that it hasn't crashed for several days now foreground or background. For anyone else's benefit who might experience this, there was a bit more to it; disabling Raptr wasn't enough on its own as Factorio was still loading the DLL. Had to delete the ...
- Thu Sep 15, 2016 10:05 pm
- Forum: Not a bug
- Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
- Replies: 18
- Views: 5899
Re: [0.14.5] Crash while game is paused
Oh well if this doesn't reproduce for you at all then there must be something wrong with my computer, if you've run it in the background for well over 2 minutes and it hasn't crashed. Anyway, minidump attached. Everything is fully up to date as far as I'm aware.
- Thu Sep 15, 2016 5:39 pm
- Forum: Not a bug
- Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
- Replies: 18
- Views: 5899
Re: [0.14.5] Crash while game is paused
Still crashed at 120.416 with force-opengl=false.
- Thu Sep 15, 2016 9:32 am
- Forum: Not a bug
- Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
- Replies: 18
- Views: 5899
Re: [0.14.5] Crash while game is paused
It's the menu immediately after saving the game. Here's a screenshot. BTW I'm also getting a very repeatable stack overflow about 2 minutes (timestamps: 122.116 121.529 118.537 120.708 121.746) into Factorio starting, if it is not the current application. So I click Start, then Factorio, then when t...
- Thu Sep 15, 2016 8:28 am
- Forum: Not a bug
- Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
- Replies: 18
- Views: 5899
Re: [0.14.5] Crash while game is paused
Can you reproduce the issue? Unfortunately, the stack trace is weird and I have no idea how could I know what to fix based on that. Sort of - yes. Woke up this morning after doing the same; i.e. save the game then leave it in a paused state. This time the crash was at 03:41 (based on the log file t...