The logs and the large blueprint book I used are attached for easier reproduction. Blueprints are from factorioprints.com
Search found 25 matches
- Sat Feb 13, 2021 12:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] Crash of server when scrolling blueprint book during sync
- Replies: 2
- Views: 6027
Re: [1.1.21] Server crash when scrolling blueprint book during sync (BlueprintRecord.cpp:180 synchronised was not true)
Can reproduce both with a windows client on a linux headless instance and with a linux client on a windows server.
The logs and the large blueprint book I used are attached for easier reproduction. Blueprints are from factorioprints.com
The logs and the large blueprint book I used are attached for easier reproduction. Blueprints are from factorioprints.com
- Sat Apr 25, 2020 11:30 am
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 35825
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
Does anyone have a link to speedrun with synchronised views?
I have A speedrun with synchronized views for you (not the current one): https://www.youtube.com/watch?v=1BIn-Qt6om8
Its from 0.16, AntiElitz made it for our best time back then. It was a lot of work, but maybe he will do it again for ...
- Sun Sep 22, 2019 3:46 pm
- Forum: Technical Help
- Topic: [0.17.69] FPS Problems with many sprites on screen under Linux
- Replies: 2
- Views: 1997
Re: [0.17.69] FPS Problems with many sprites on screen under Linux
Even more info:
I was suspicious and tried to profile what is happening.
Seems like my system is brutally memory bound (what a surprise in factorio :D), it seems most time is taken by rendering.
Totally me guessing stuff about code I don't know anything about:
I'd guess that that is the renderer ...
I was suspicious and tried to profile what is happening.
Seems like my system is brutally memory bound (what a surprise in factorio :D), it seems most time is taken by rendering.
Totally me guessing stuff about code I don't know anything about:
I'd guess that that is the renderer ...
- Sun Sep 22, 2019 2:39 pm
- Forum: Technical Help
- Topic: [0.17.69] FPS Problems with many sprites on screen under Linux
- Replies: 2
- Views: 1997
Re: [0.17.69] FPS Problems with many sprites on screen under Linux
Some more information:
I got an 6600k 16GB of 2667MHz RAM and a GTX 1060. Driver is the Nvidia binary blob 430.40.
I tested the same under Windows 10 1809, Driver version 436.30. The same thing happens there.
I get the impression that my PC just can't keep up with the save and I'm understanding ...
I got an 6600k 16GB of 2667MHz RAM and a GTX 1060. Driver is the Nvidia binary blob 430.40.
I tested the same under Windows 10 1809, Driver version 436.30. The same thing happens there.
I get the impression that my PC just can't keep up with the save and I'm understanding ...
- Sun Sep 22, 2019 2:09 pm
- Forum: Technical Help
- Topic: [0.17.69] FPS Problems with many sprites on screen under Linux
- Replies: 2
- Views: 1997
[0.17.69] FPS Problems with many sprites on screen under Linux
Hi,
I have problems under Linux with FPS when there is a lot if stuff going on on screen. When I zoom out, FPS tanks in Multiplayer but UPS stays the same. In Singleplayer, both go down alongside as seen in the screenshot. When I zoom fully in, everything is fine. I find it confusing because
1) The ...
I have problems under Linux with FPS when there is a lot if stuff going on on screen. When I zoom out, FPS tanks in Multiplayer but UPS stays the same. In Singleplayer, both go down alongside as seen in the screenshot. When I zoom fully in, everything is fine. I find it confusing because
1) The ...
- Thu Sep 19, 2019 8:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.17.69][Modded] New Landfill Texture does not migrate correctly
- Replies: 2
- Views: 3271
[Posila] [0.17.69][Modded] New Landfill Texture does not migrate correctly
Hi,
the new landfill texture does not work correctly with existing landfill and Industrial Revolution.
2019-09-19_22-32.png
If i disable all mods, the existing textures load correctly. Newly placed landwith with the mod enabled works correctly.
I don't know if this is a specific mod problem or a ...
the new landfill texture does not work correctly with existing landfill and Industrial Revolution.
2019-09-19_22-32.png
If i disable all mods, the existing textures load correctly. Newly placed landwith with the mod enabled works correctly.
I don't know if this is a specific mod problem or a ...
- Mon Jul 22, 2019 10:32 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 334362
Re: Friday Facts #304 - Small bugs; Big changes
I post this for forum user AntiElite as he currently has no access to the forum. Opinions (and all spelling mistakes :D) are his, not mine!
Firstly I have to say I'm shocked you did take the speedrunners into consideration, because that is really something you should not do when balancing the ...
Firstly I have to say I'm shocked you did take the speedrunners into consideration, because that is really something you should not do when balancing the ...
- Wed Jun 12, 2019 7:54 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.48] Window capture in OBS not working (dxgi-presentation-model)
- Replies: 12
- Views: 9193
Re: [posila] [0.17.48] Window capture in OBS not working (dxgi-presentation-model)
What's the difference in overlays between the stream and recording? If it's the same, you can both stream and record from one instance of OBS, and quick looking at his streams and recordings I'm not seeing any differences.
For example, in the recording instance he doesn't record the music he ...
- Mon May 20, 2019 9:09 am
- Forum: Implemented mod requests
- Topic: Add multiple preview generation to the CLI
- Replies: 4
- Views: 2484
Re: Add multiple preview generation to the CLI
Thats amazing, thank you! Even better than I had wished for 
- Sun May 19, 2019 12:02 am
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS] Map Gen changed with same exchange string
- Replies: 2
- Views: 3726
Re: [TOGoS] Map Gen changed with same exchange string
Great, thanks!
- Sat May 18, 2019 7:21 am
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS] Map Gen changed with same exchange string
- Replies: 2
- Views: 3726
[TOGoS] Map Gen changed with same exchange string
Hi,
there was some kind of bug / undocumented change introduced to map gen or exchange strings from 17.40 to 17.41 with oil. With this map string
>>>eNpjYBBkUGZgZgCCAw4gkoMlOT8xh4HBwQEicsCBKzm/oCC1SDe/
KBUmBMKcyUWlKam6+Zk5yKJcqXmpuZW6SYnFQMUN9gxg0GDPkVmUn4d ...
there was some kind of bug / undocumented change introduced to map gen or exchange strings from 17.40 to 17.41 with oil. With this map string
>>>eNpjYBBkUGZgZgCCAw4gkoMlOT8xh4HBwQEicsCBKzm/oCC1SDe/
KBUmBMKcyUWlKam6+Zk5yKJcqXmpuZW6SYnFQMUN9gxg0GDPkVmUn4d ...
- Fri May 17, 2019 7:08 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 47390
Re: Friday Facts #295 - New design for the chemical plant
Currently, it looks like this (lower right):5thHorseman wrote: Fri May 17, 2019 6:46 pm I love the look of the chemical plant. What color will the water be when making batteries? I say copper, justto stick it to the manas an homage to the original battery color.

EDIT: DaveMcW beat me to it!
- Fri May 17, 2019 10:01 am
- Forum: Implemented mod requests
- Topic: Add multiple preview generation to the CLI
- Replies: 4
- Views: 2484
Add multiple preview generation to the CLI
Hi,
It would be neat being able to generate multiple previews without needing to setup/tear down factorio fully from the command line for every preview generated.
Examples how that feature could work:
./factorio --generate-map-preview path/to/store/pics/ --generate-map-preview-count N // For ...
It would be neat being able to generate multiple previews without needing to setup/tear down factorio fully from the command line for every preview generated.
Examples how that feature could work:
./factorio --generate-map-preview path/to/store/pics/ --generate-map-preview-count N // For ...
- Sat Mar 09, 2019 8:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.9] Map Dimensions and Default Settings Inconsistency
- Replies: 1
- Views: 2821
[Bilka] [0.17.9] Map Dimensions and Default Settings Inconsistency
Hi,
if you change the map width/height to limit the map dimensions, it doesn't change the comfiguration from "Default" to "Default [Modified]". This is contrary to the dimensions being a part of the mapstring and the dimension textboxes getting cleared when resetting to "Default" from "Default ...
if you change the map width/height to limit the map dimensions, it doesn't change the comfiguration from "Default" to "Default [Modified]". This is contrary to the dimensions being a part of the mapstring and the dimension textboxes getting cleared when resetting to "Default" from "Default ...
- Fri Feb 01, 2019 5:55 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 128130
Re: Friday Facts #280 - Visual Feedback is the king
Since the blueprint menu is gone, how will steinios toolbox be affected? Will mods be able to add custom items to the tool bar selection list?
"Mods will be able to add their own tools to the list, making it a nice place for players to access mod-created tools." Second to last sentence :D
- Tue Sep 18, 2018 10:20 am
- Forum: Won't fix.
- Topic: [0.16.51] Side loading on belt has priority over items on the belt
- Replies: 8
- Views: 8791
Re: [0.16.51] Side loading on belt has priority over items on the belt
Use a splitter with priority input if you want another behavior.
This is still a bug, as the behaviour isn't consistent as shown in the video. If the sideloaded items always had priority, weird but fine. But it isn't consistent across setups, most of the time the main belt has priority ...
- Mon Aug 27, 2018 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Clear pipes with F
- Replies: 4
- Views: 2839
Re: Clear pipes with F
I like that idea too. Getting "punished" for messing up is one thing, but that is just pure torture 
- Fri May 25, 2018 3:24 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 41934
Re: Friday Facts #244 - Localised plurals & Modernisation progress
Read the title and immediately thought about the Computerphile/Tom Scott video. Nice to see it linked in the FFF :)
Nice writeup, very interesting as always! The one thing I don't understand is what the Debug Info pictures mean. Is it OpenGL vs DirectX or 0.17 Main vs Rewrite? If the latter, a 30 ...
Nice writeup, very interesting as always! The one thing I don't understand is what the Debug Info pictures mean. Is it OpenGL vs DirectX or 0.17 Main vs Rewrite? If the latter, a 30 ...
- Fri May 04, 2018 3:19 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 63873
Re: Friday Facts #241 - New player experience
Redoing the tutorial definitely sounds like a good idea. As you talk about level switching, I think it would be really cool to just keep everything as is when changing levels, so the new player isn’t overwelmed with "oh, this is completely different than my thinking process, who did they do this and ...
- Mon Apr 09, 2018 10:26 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 446
- Views: 354374
Re: Performance optimization - post your saves
Hi,
AntiElitz played a Sub Event and people tried to deconstruct the starter base a bit too fast, so 5000 bots where doing that at once and the Construction manager got up to 13ms update time (more than the actual base needed to run).
Here is a save when that happened: https://www.dropbox.com/s ...
AntiElitz played a Sub Event and people tried to deconstruct the starter base a bit too fast, so 5000 bots where doing that at once and the Construction manager got up to 13ms update time (more than the actual base needed to run).
Here is a save when that happened: https://www.dropbox.com/s ...