I so far have been unsuccessful. Could you try something - just to eliminate a possible cause.
Could you boot into linux on the win11 machine's hardware and try connecting to the other linux machine and see if it desyncs?
Search found 13246 matches
- Fri May 31, 2024 6:52 pm
- Forum: Bug Reports
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 5
- Views: 513
- Sun May 26, 2024 2:36 am
- Forum: 1 / 0 magic
- Topic: [1.1.107] Crash on saving "Electric energy network corruption"
- Replies: 6
- Views: 377
Re: [1.1.107] Crash on saving "Electric energy network corruption"
Given you aren’t using any mods (that the log shows ar enabled), and that you don’t have a solid “load save, wait exactly x seconds for auto save” that leads me to believe your hardware is unstable and or failing.
Are you having any other pc issues?
Are you having any other pc issues?
- Sat May 25, 2024 9:37 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 6
- Views: 566
Re: Performance problem with pathing
I finally got around to looking at this in the profiler in more detail and can confirm my initial findings are accurate. There are some possibilities for improvement but it will still be quite slow with the amount of large paths cached. I also need to look into why the biters keep re-pathing when th...
- Sat May 25, 2024 1:00 pm
- Forum: Won't implement
- Topic: Allow beacons to use energy sources other than Electric and Void
- Replies: 1
- Views: 175
Re: Allow beacons to use energy sources other than Electric and Void
The reason is performance. Beacons have a huge performance overhead every time the amount of energy they have changes and also they do not update every tick so they can’t support energy sources that require updating.
- Fri May 24, 2024 12:26 pm
- Forum: Bug Reports
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 5
- Views: 513
Re: [1.1.107] Desync when using request_to_generate_chunks
Are you able to reproduce this without modifying freeplay.lua? As in, do the scripting with a mod that both computers have installed?
I'm wondering if maybe our detection of base game modifications missed it, and the linux end is running a vanilla freeplay.lua instead of the modified one.
I'm wondering if maybe our detection of base game modifications missed it, and the linux end is running a vanilla freeplay.lua instead of the modified one.
- Wed May 22, 2024 11:26 pm
- Forum: Duplicates
- Topic: Crash on exit
- Replies: 2
- Views: 112
Re: Crash on exit
Duplicate of viewtopic.php?f=49&t=108367
- Wed May 22, 2024 8:42 pm
- Forum: Technical Help
- Topic: Can't launch demo - crashes immediately
- Replies: 2
- Views: 142
Re: Can't launch demo - crashes immediately
This looks to be similar to this viewtopic.php?f=49&t=109955
- Sun May 19, 2024 12:50 pm
- Forum: Pending
- Topic: [1.1.107] Crash (ToDeleteList::clear())
- Replies: 1
- Views: 186
Re: [1.1.107] Crash (ToDeleteList::clear())
Thanks for the report. Do you have any way to reproduce this crash? Based off where it's crashing and the fact it happened randomly it makes me suspect faulting hardware.
- Fri May 17, 2024 10:01 pm
- Forum: Not a bug
- Topic: Unable to delete items from Quickbar using mouse shortcut.
- Replies: 10
- Views: 575
Re: Unable to delete items from Quickbar using mouse shortcut.
Without a way to reproduce what you describe and the fact that it works perfectly for me, all of my coworkers, and seemingly virtually everyone else (or we would have thousands of people here reporting that it does not work), I can only assume the issue is something on your end and that I can not do...
- Fri May 17, 2024 8:48 pm
- Forum: Not a bug
- Topic: Unable to delete items from Quickbar using mouse shortcut.
- Replies: 10
- Views: 575
Re: Unable to delete items from Quickbar using mouse shortcut.
Can you go to settings -> controls and click the red "reset" button in the top right? After that, click ok. And see if it works for you then?
- Fri May 17, 2024 3:55 pm
- Forum: Pending
- Topic: [1.1.107] Long range stream projectiles not rendering correctly.
- Replies: 1
- Views: 240
Re: [1.1.107] Long range stream projectiles not rendering correctly.
Are you sure those are failing to render and you're not just moving the view so far and so fast that they're now off screen?
Can you provide a simple save file showing the issue?
Can you provide a simple save file showing the issue?
- Fri May 17, 2024 9:04 am
- Forum: Not a bug
- Topic: Unable to delete items from Quickbar using mouse shortcut.
- Replies: 10
- Views: 575
Re: Unable to delete items from Quickbar using mouse shortcut.
Are you using any mods? If so, can you please post a save file where you’re having this issue?
- Wed May 15, 2024 5:21 pm
- Forum: Bug Reports
- Topic: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
- Replies: 7
- Views: 415
Re: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
I looked into this and it looks like there was some confusion in the past. Someone with source access made a pull request that claimed it fixed that report. When in reality it was code to fix this report https://forums.factorio.com/99793 Is that the right bug? Your "fixed" declaration pre...
- Wed May 15, 2024 5:19 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Game hangs when an item's burnt result is set to itself
- Replies: 3
- Views: 336
Re: [1.1.107] Game hangs when an item's burnt result is set to itself
Thanks for the report. The key part I missed with the other bug report is the freeze happens when generating/loading a map. I do not have menu simulations enabled so the game would always load to the main menu for me. For the other report it would freeze as soon as it would try to load the first men...
- Wed May 15, 2024 4:27 pm
- Forum: Bug Reports
- Topic: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
- Replies: 7
- Views: 415
Re: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
I looked into this and it looks like there was some confusion in the past. Someone with source access made a pull request that claimed it fixed that report. When in reality it was code to fix this report https://forums.factorio.com/99793 A burner with no burnt_result inventory is still a "mod s...
- Tue May 14, 2024 2:40 am
- Forum: Modding interface requests
- Topic: Remove all simple forms of properties that are defined in table and simple form
- Replies: 11
- Views: 625
Re: Remove all simple forms of properties that are defined in table and simple form
As a general answer: "no" Some things are changed in 2.0 but most of what you listed are not going to be changing. Furthermore, I expect that you can probably remove a few thousand lines of c++ code for handling the different variations as well. (which I guess would technically also speed ...
- Mon May 13, 2024 3:29 pm
- Forum: Pending
- Topic: [1.1.107] Crash when loading a save Error TransportLine.cpp:1120: prevAdjustedItemPosition < this->length.value was not
- Replies: 2
- Views: 330
Re: [1.1.107] Crash when loading a save Error TransportLine.cpp:1120: prevAdjustedItemPosition < this->length.value was
Can you reproduce the issue from a fresh map using those mods and provide steps how?
- Mon May 13, 2024 3:23 am
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 9
- Views: 608
Re: Excessive savefile load times
The issue is your blueprint library. It's *HUGE* - 613 megabytes. Every time you load a save file (or create one) the game starts transferring the library into the save so the contents can be used. You can resolve the issue by trimming some 95% of what you have in the library. Or just delete it comp...
- Sun May 12, 2024 3:49 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 6
- Views: 566
Re: Performance problem with pathing
I’ll look into it more tomorrow but from what I saw it seems like the cache count has been increased by a factor of 100, and then every time the biters are damaged they request a new path to the target. But before the new path can be completed they are damaged again and the old request is thrown out...
- Sun May 12, 2024 2:36 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 6
- Views: 566
Re: Performance problem with pathing
This looks like it might be related to the scenario you're using and it changing path-finder settings. Every time one of the biters is damaged it calls for reinforcements which triggers a re-path.