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by Rseding91
Tue Jun 17, 2025 1:19 am
Forum: Technical Help
Topic: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
Replies: 3
Views: 198

Re: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET

If my math is right, the log is showing it wants roughly 50 max sized textures each of which is 1GB large. Effectively it wants 50GB of VRAM and the GPU has choked and died trying to deal with it.
by Rseding91
Mon Jun 16, 2025 10:06 pm
Forum: Resolved for the next release
Topic: [2.0.55] remote view cannot open factoriopedia through rich text
Replies: 1
Views: 71

Re: [2.0.55] remote view cannot open factoriopedia through rich text

Thanks for the report. This is now fixed for the next release.
by Rseding91
Mon Jun 16, 2025 9:13 pm
Forum: Pending
Topic: [2.0.43] Interrupts don't trigger before temporary rail stops
Replies: 8
Views: 934

Re: [2.0.43] Interrupts don't trigger before temporary rail stops

Do you have some sample save file that shows the issue? Looking at the code I don't see anywhere that looks wrong which makes me wonder if it might be the setting of the schedule through the lua API breaking the logic.
by Rseding91
Mon Jun 16, 2025 6:48 pm
Forum: Resolved for the next release
Topic: [2.0.23] inserter can't insert spoilage into captive biter spawner
Replies: 13
Views: 1955

Re: [2.0.23] inserter can't insert spoilage into captive biter spawner

Since this report never went anywhere internally with discussions, I'm deciding that I will simply change how spoilage works for this case and make the inserter put it into the trash slot if the normal output is full.
by Rseding91
Mon Jun 16, 2025 12:46 am
Forum: Not a bug
Topic: [2.0.55] Using large robot requests in the roboport stops any request from working
Replies: 1
Views: 76

Re: [2.0.55] Using large robot requests in the roboport stops any request from working

Thanks for the report however that's intended. 301 / 50 (the stack size) is 7~ slots worth of space which is all the roboport has. It then no longer will have space for any construction robots and so they leave.
by Rseding91
Sun Jun 15, 2025 7:08 pm
Forum: Resolved for the next release
Topic: [2.0.55] Crash when launching rocket by command on custom surface
Replies: 1
Views: 175

Re: [2.0.55] Crash when launching rocket by command on custom surface

Thanks for the report. This is now fixed for the next release.
by Rseding91
Sun Jun 15, 2025 7:01 pm
Forum: Ideas and Suggestions
Topic: Steam protocol server connection
Replies: 6
Views: 217

Re: Steam protocol server connection

This sounds like something steam would have to implement since it would be the one to get the command line options and then pass them along to the process once started.
by Rseding91
Fri Jun 13, 2025 4:55 pm
Forum: Implemented mod requests
Topic: runtime access to UtilityConstants.rocket_lift_weight
Replies: 4
Views: 557

Re: runtime access to UtilityConstants.rocket_lift_weight

I've added LuaPrototypes::utility_constants read for the next release.
by Rseding91
Fri Jun 13, 2025 12:18 pm
Forum: Documentation Improvement Requests
Topic: LuaEntityPrototype::logistic_mode read not restricted
Replies: 1
Views: 168

Re: LuaEntityPrototype::logistic_mode read not restricted

Note virtually all prototype reads return nil when called on the wrong thing. This is intentional because of the way everything is setup through inheritance it would otherwise be a nightmare to know if something is valid to call on a given instance.
by Rseding91
Thu Jun 12, 2025 2:36 pm
Forum: Implemented mod requests
Topic: runtime access to asteroid dying effects
Replies: 1
Views: 359

Re: runtime access to asteroid dying effects

Added for the next release.
by Rseding91
Thu Jun 12, 2025 1:32 pm
Forum: 1 / 0 magic
Topic: [2.0.55] Crash pressing ESC while saving (Map::save)
Replies: 3
Views: 357

Re: [2.0.55] Crash pressing ESC while saving (Map::save)

Thanks for the report. Looking at the log - it appears to be crashing when saving is almost completed. It has finished saving everything and was attempting cleanup and at that point it crashed. I don't see how it could possibly ever crash in that scenario since everything in the cleanup stage is ...
by Rseding91
Thu Jun 12, 2025 1:25 pm
Forum: Bug Reports
Topic: [2.0.55] Desync after minutes
Replies: 11
Views: 869

Re: [2.0.55] Desync after minutes

Looking at the desync report, I'm not seeing anything stick out. The electric and fluid flow are different. Electric and fluid flow happen all the time on every single save so if there was some underlying desync with them it feels like they should be breaking a lot faster and more frequently.

Have ...
by Rseding91
Thu Jun 12, 2025 1:18 pm
Forum: Not a bug
Topic: [2.0.55] Spaceship stuck waiting for fake delivery
Replies: 2
Views: 325

Re: [2.0.55] Spaceship stuck waiting for fake delivery

Thanks for the report. This is working correctly: if an item is available in the logistic network the auto-request logic will make the request on one of the available rocket silos.

If you then remove those items and manually put them in a different silo, or just remove them from the network - the ...
by Rseding91
Thu Jun 12, 2025 11:56 am
Forum: Pending
Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
Replies: 2
Views: 275

Re: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself

So the mods explicitly require the space-age mod or do they require the feature flags for space age features?
by Rseding91
Wed Jun 11, 2025 8:03 pm
Forum: Implemented mod requests
Topic: Last placed concrete tile
Replies: 2
Views: 489

Re: Last placed concrete tile

I've added LuaSurface get_default_cover_tile() and set_default_cover_tile() for the next release.
by Rseding91
Wed Jun 11, 2025 7:27 pm
Forum: Assigned
Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
Replies: 7
Views: 854

Re: [Lou] [2.0.21] Construction task for rail ramp never assigned

I think that may run into the same issue but from the other end. Where the rail ghosts get built in the air before the ramp is moved, getting the ramp robot stuck again. But I don't know for sure.

Personally, I think the game is trying to be too smart about everything in this scenario and it's not ...
by Rseding91
Wed Jun 11, 2025 7:19 pm
Forum: Assigned
Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
Replies: 7
Views: 854

Re: [Lou] [2.0.21] Construction task for rail ramp never assigned

Looking into this, I don't think there's a solution that will allow the robots to actually perform the requested operation. The elevated rails require supports and the logic wants to remove one of them to move it slightly... but it can never do that without also removing the elevated rails.

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