Search found 32 matches

by wladekb
Tue Jan 12, 2021 3:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.8] Crash after interacting with SE mod gui during autosave
Replies: 3
Views: 1991

Re: [1.1.8] Crash after interacting with SE mod gui during autosave

Here is the save: https://ufile.io/oxyev85m Steps to reproduce: 1. Have the spaceship console gui opened (shown on the left side of the screen on the screenshot above). If not, click the blue spaceship console a bit to the left below the player position to bring it up. 2. Wait for an autosave to beg...
by wladekb
Tue Jan 12, 2021 2:52 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.8] Crash after interacting with SE mod gui during autosave
Replies: 3
Views: 1991

[Rseding91] [1.1.8] Crash after interacting with SE mod gui during autosave

I've been playing Space Exploration with a couple of other mods and did the following actions: 1. I have the spaceship console gui opened at the time autosave kicked in (it takes ~10 seconds to complete due to the size of the game) 2. During that time I discovered that the mod gui is interactive so ...
by wladekb
Wed Nov 11, 2020 4:21 pm
Forum: Pending
Topic: Ubuntu, alt-tab freezes game
Replies: 8
Views: 4534

Re: Ubuntu, alt-tab freezes game

New observation:
The freeze does not occur when I have the steam overlay present (shift+tab) when switching apps via alt+tab, and it seems to be pretty consistent.
In the case of active steam overlay I can also see the resolution/window size to change quickly after I switch back to Factorio.
by wladekb
Mon Nov 09, 2020 3:48 am
Forum: Pending
Topic: Ubuntu, alt-tab freezes game
Replies: 8
Views: 4534

Re: Ubuntu, alt-tab freezes game

Notes: 1. Switching to a text console (ctrl+alt+f1) pauses the music, logging in in the text console starts the music(!), switching back to X (ctrl+alt+f7) brings back the game that I can still play. 2. Switching alt+tab froze the game but the music was still playing. 3. When the game freezes and I ...
by wladekb
Mon Nov 09, 2020 3:37 am
Forum: Pending
Topic: Ubuntu, alt-tab freezes game
Replies: 8
Views: 4534

Re: Ubuntu, alt-tab freezes game

Factorio 1.0.0 I played the game, saved it, left the in-game menu open, pressed alt+tab, attempted to switch back, then ran gdb. Here is a stacktrace dump for all threads after the game froze in the above situation: (gdb) thread apply all bt Thread 21 (Thread 0x7f43a1554700 (LWP 18115)): #0 0x00007f...
by wladekb
Fri Nov 06, 2020 10:20 pm
Forum: Pending
Topic: Ubuntu, alt-tab freezes game
Replies: 8
Views: 4534

Re: Ubuntu, alt-tab freezes game

Seems to happen every time on my ubuntu 18.04 (installed from steam):
factorio-current.log
(7.28 KiB) Downloaded 128 times
It's a Dell Latitude e6330 (Intel i5-3340m, integrated graphics)

Let me know which options I should test to investigate it further.
by wladekb
Fri Oct 09, 2020 12:54 pm
Forum: Technical Help
Topic: Unexpected Crash while launching
Replies: 3
Views: 1269

Re: Unexpected Crash while launching

You may also try to set graphics quality to "Normal" instead of "High" to use less RAM.
Settings -> Graphics -> Sprite resolution -> Normal
and restart Factorio
by wladekb
Mon Oct 05, 2020 10:31 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed
Replies: 2
Views: 933

Re: [1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed

Tldr Please add the above tldr to the docs or increase the speed of removal to at least 1% per tick. Otherwise it is an unnecessary trap for mod develipers that I already fell into when trying to contribute a performance improvement (sic!) to Space Exploration which would easily replace adding 100 (...
by wladekb
Mon Oct 05, 2020 2:00 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed
Replies: 2
Views: 933

[1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed

Renderings made by rendering.draw_sprite() when targeted at entity are not cleared properly when the entity is destroyed even though the docs say: Note: If an entity target of an object is destroyed or changes surface, then the object is also destroyed. See https://lua-api.factorio.com/latest/LuaRen...
by wladekb
Wed Aug 12, 2020 3:14 am
Forum: Duplicates
Topic: [0.18.47] Crash on Comfy server: EnvironmentSoundPlayer::update
Replies: 1
Views: 939

[0.18.47] Crash on Comfy server: EnvironmentSoundPlayer::update

I've been playing on one of the Comfy server (can't recall a name not find it right now due to the reasons described below) - the one with multiple underground levels, ability to fight bosses. I started a boss fight a few times in a row quickly (killing them in a fraction of second with personal las...
by wladekb
Wed Aug 12, 2020 3:06 am
Forum: Not a bug
Topic: [0.18.35] Incorrect text in sync mods dialog window
Replies: 2
Views: 997

Re: [0.18.35] Incorrect text in sync mods dialog window

It might be technically correct from the developer perspective, as a user I don't need to be aware of how the multiplayer works, and that text was misleading for me as I started to wonder what's going on.
by wladekb
Thu Jul 30, 2020 6:33 pm
Forum: Duplicates
Topic: [0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs
Replies: 2
Views: 785

Re: [0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs

Let me argue with that response for a moment. The referenced example is a different one, you have mixed fluids there. Directly connected pipes have different fluids and that's the situation that prevents you from building further. In the situation I described the fluid mixing doesn\'t happen because...
by wladekb
Thu Jul 30, 2020 5:32 am
Forum: Duplicates
Topic: [0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs
Replies: 2
Views: 785

[0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs

The new fluid mixing avoidance system doesn't work well with multiple inputs of the same fluid in assemblers/chemical plants, as shown in the example below: factorio-aggresive-fluid-mixing.png Obviously placing this pipe doesn't mix any fluids, so why we get this action blocked? It looks like separa...
by wladekb
Thu Jul 30, 2020 3:41 am
Forum: Duplicates
Topic: [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Replies: 1
Views: 593

[0.18.37] Cannot clear cursor when keeping a ghost item in hand

I have the "Pick ghost item if no items are available" checked in the Interface settings. I pick up a ghost item of entity that is not present in my inventory, and a ghost item is put into my hand. Normally pressing "q" clears my cursor if I have an item from my inventory. In 0.1...
by wladekb
Fri Jul 24, 2020 6:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Crash after hitting "Esc" when loading game
Replies: 3
Views: 2145

Re: [0.18.36] Crash after hitting "Esc" when loading game

https://ufile.io/a60qg87l I did some more tests, and here are the results. The crash occurs in a reproducible way. Here are the moments I checked, and are known to crash my game (English version, 100% interface size): Loading map sx38 -----^ Loading map sx38 ---------^ The crash happens with the wro...
by wladekb
Thu Jul 23, 2020 3:44 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 270733

Re: [0.17+] Space Exploration WIP

Imersite is removed from your home planet on purpose when you play SE+K2. You can still find it on other planets.
by wladekb
Thu Jul 23, 2020 3:43 am
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Crash after hitting "Esc" when loading game
Replies: 3
Views: 2145

[0.18.36] Crash after hitting "Esc" when loading game

I was loading a save when I realized that I have a wrong set of mods enabled so I hit Esc to stop loading the game (progress bar was at about 20%), and the game crashed. Here is the log: 0.000 2020-07-23 05:36:20; Factorio 0.18.36 (build 53200, win64, steam) 0.000 Operating system: Windows 8.1 0.000...
by wladekb
Thu Jul 09, 2020 10:43 pm
Forum: Not a bug
Topic: [0.18.35] Incorrect text in sync mods dialog window
Replies: 2
Views: 997

[0.18.35] Incorrect text in sync mods dialog window

As I've been joining a multiplayer server and needed to sync my mods I was shown this dialog where the text "Not in save" doesn't match the situation of joining a multiplayer server I guess.
factorio-sync-mods-incorrect-text.png
factorio-sync-mods-incorrect-text.png (93.54 KiB) Viewed 997 times
by wladekb
Thu Feb 13, 2020 11:44 am
Forum: Implemented Suggestions
Topic: [0.18.6] New Continue button does not ask to sync mods
Replies: 3
Views: 1213

Re: [0.18.6] New Continue button does not ask to sync mods

This one is a bit more inconvenient since you don't have any "Sync mods" button, and thus I would still consider it rather a bug than a suggestion. Would you agree?
by wladekb
Thu Feb 13, 2020 8:37 am
Forum: Implemented Suggestions
Topic: [0.18.6] New Continue button does not ask to sync mods
Replies: 3
Views: 1213

[0.18.6] New Continue button does not ask to sync mods

The new Continue button is great! Unfortunately it doesn't doesn't check if the current mods match the ones from the save. It would great if the Continue button could check if there's any mismatch and display a "sync mods" dialog in such case. The set of enabled mods can easily change when...

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