Getting a crash right shortly after launching the update with the Unexpected Error dialog (Steam edition of game) after multiple launches of the game
Will try standalone in a moment
Log file
Search found 34 matches
- Mon Feb 15, 2021 10:15 pm
- Forum: Releases
- Topic: Version 1.1.22
- Replies: 9
- Views: 13765
- Sun Dec 13, 2020 3:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
- Replies: 11
- Views: 5896
Re: [1.1.5] Minor - Continue button now always starts Hosted game
Did a number of additional tests that have me confused and unsure how to help diagnose this Steam build: 1. Re-enabled Steam cloud sync 2. Tried deleting ~/Library/Application Support/factorio/player-data.json and relaunching steam 3. No login request and no change in the Continue button other than ...
- Thu Dec 10, 2020 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
- Replies: 11
- Views: 5896
Re: [1.1.5] Minor - Continue button now always starts Hosted game
Here's the log file for a repeat of my original steps. A few additional configuration comments: 1. Settings > Other > Enable blueprint library Cloud Sync is ON 2. Steam Cloud synchronization in Steam is OFF I'll try checking if the behavior changes with Steam Cloud Sync on or if the Steam setting is...
- Thu Dec 10, 2020 2:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
- Replies: 11
- Views: 5896
Re: [1.1.5] Minor - Continue button now always starts Hosted game
I suspect the latter as I've noticed a few times when I get an alert that Cloud Storage was unavailable and local blueprint data would be used. I'll run thru it again and add the log as requested once I try to reset cloud storage.
- Wed Dec 09, 2020 4:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
- Replies: 11
- Views: 5896
[Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
Screen Shot 2020-12-09 at 10.51.12 AM.png After the recent change for the Continue button in the Main Menu to restore a hosted MP save file, it seems stuck in that mode following the first hosted session. Screen shot above is the Main Menu after loading, saving and exiting a single player save game...
- Mon Dec 07, 2020 4:12 pm
- Forum: Technical Help
- Topic: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
- Replies: 4
- Views: 1632
Re: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
Did some more testing and suspect this happens after any call starts. If another app such as Discord or Slack or FaceTime starts a call, factorio audio stops. Sometimes it will restart after the call ends, sometimes not.
- Sun Nov 29, 2020 9:35 pm
- Forum: Technical Help
- Topic: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
- Replies: 4
- Views: 1632
Re: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
Digging into this I found the following in the syslog during a recent session where audio for discord and factorio was working fine for using the built in speakers but then game audio failed when switching to a bluetooth headset: default 15:32:50.575788-0600 factorio kAudioUnitErr_TooManyFramesToPro...
- Sun Nov 22, 2020 5:06 am
- Forum: Technical Help
- Topic: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
- Replies: 4
- Views: 1632
Re: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
87.712 Info SteamContext.cpp:482: Entered own lobby.
165.178 Info ServerMultiplayerManager.cpp:112: Disconnecting multiplayer connection.
This is the interval in which the Discord call was started. I began the call after the MP host session was initiated
165.178 Info ServerMultiplayerManager.cpp:112: Disconnecting multiplayer connection.
This is the interval in which the Discord call was started. I began the call after the MP host session was initiated
- Sun Nov 22, 2020 2:41 am
- Forum: Technical Help
- Topic: [1.0.0] MacOS Audio stops working when Discord call starts after Factorio
- Replies: 4
- Views: 1632
[1.0.0] MacOS Audio stops working when Discord call starts after Factorio
I found a few old forum reports from the 2018 and 2019 but they all seemed to be for Linux users. Using any audio output (headset or no) shows same behavior. I noticed sound used to stop working some weeks back but finally narrowed things to reproducible steps: 1. Launch Factorio 2. Launch Discord 3...
- Mon Oct 12, 2020 5:17 pm
- Forum: Duplicates
- Topic: [1.0.0] MacOS Multiplayer random hang when autosaving
- Replies: 2
- Views: 1114
Re: [1.0.0] MacOS Multiplayer random hang when autosaving
Thank you - seems to be the same issue. I'll try turning off the non-blocking save
- Mon Oct 12, 2020 4:58 pm
- Forum: Duplicates
- Topic: [1.0.0] MacOS Multiplayer random hang when autosaving
- Replies: 2
- Views: 1114
[1.0.0] MacOS Multiplayer random hang when autosaving
I have an intermittent hang that has only happened when hosting a multiplayer game from my MacOS laptop (Steam build). The log file is attached and I have the save game also available. The final lines in the log are: 1568.749 Info AppManager.cpp:278: Saving to _autosave1 (non-blocking). 1568.936 Inf...
- Wed Feb 27, 2019 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] [MacOS] Delays in control
- Replies: 87
- Views: 31208
Re: [0.17][Mac] Delays in control
I was experiencing the movement lag described in the first page. This applied to both moving the cursor and keyboard events. They would get queued but not take effect until seconds later causing the character to run for a few seconds after releasing a key. FPS/UPS shows steady 60.0/60.0 Turning off ...
- Mon Jun 25, 2018 4:39 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 282729
Re: Stations & other LTN based designs
Still seeing the same invalid opening chars - /u/oYpFc0nIke . Not sure if it's a new bug in the forum but when I checked earlier the string text in the JS was invalid and reloading/using incognito windows isn't showing a different BP string. Will check later in case it's something with the forum cac...
- Mon Jun 25, 2018 2:53 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 282729
Re: Stations & other LTN based designs
v2 Requester BP string seems broken. Same (invalid) text in Chrome and Firefox.
- Mon Jul 03, 2017 10:43 pm
- Forum: Duplicates
- Topic: [Oxyd] [0.15.27] I Can Crash Multiplayer Servers w/ Blueprints
- Replies: 6
- Views: 2698
Re: [0.15.27] I Can Crash Multiplayer Servers w/ Blueprints
I've experienced the same issue. Trying to click a blueprint from my Player Library to transfer to inventory crashes the multiplayer server. Log attached. Easily reproduced on my server. Happy to provide a save file if needed.
- Wed Jun 21, 2017 5:20 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 45431
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Pressing the hotkey (usually accidentally) for flipping a blueprint without having a blueprint on the cursor (usually has been rail or ghosted rail) causes the game to crash. From the game log: KBlueprints::kblueprints_flip_horizontally (ID 74) Given item is not a blueprint. stack traceback: __KBlue...
- Thu Jun 08, 2017 10:42 pm
- Forum: Releases
- Topic: Version 0.15.19
- Replies: 19
- Views: 21961
Re: Version 0.15.19
0.15.19 doesn't seem to be available for MacOS via the update server. Steam downloaded the update properly and I can manually download 0.15.19.
thanks for the update!
thanks for the update!
- Fri May 19, 2017 8:45 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344547
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Just saw that in the code, thanks. I'll think about the behavior I'd ideally have and see if I can't try some options. Thanks again for the feedback!Supercheese wrote:It is for freshly-constructed nests only in the visible regions -- if there are several existing nests, you'll need to target them manually.
- Fri May 19, 2017 7:29 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344547
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
The two settings for toggling auto-targeting in the visible regions and for auto-targeting as radars scan distant regions are technically independent; Their descriptions definitely need updating, but you can turn off the "Enable Auto-Targeting" setting and leave the "Auto-Target Nest...
- Thu May 18, 2017 11:29 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344547
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Targeting queue or other adjustment to auto-targeting would be useful. In my current save with the target "visible" area turned on, I'm still seeing auto-targeting way out in random locations far outside the permanent visible radius. Instead it is still targeting out in the extended scan a...