Search found 978 matches

by TruePikachu
Fri Dec 27, 2019 5:41 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
Replies: 3
Views: 1638

Re: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"

228.647 Error CrashHandler.cpp:603: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb4a8f8, 0xd35b0d, 0xbe457d, 0xbe48ed, 0xbe4949, 0x3bfb0, 0xbcd069, 0xbd3534, 0xbd38e6, 0xbd43e6, 0xa0528f, 0xccf23d, 0xd27684, 0xd27d1c, 0xe8fd53, 0xf681e4, 0x1...
by TruePikachu
Thu Dec 26, 2019 6:35 pm
Forum: 1 / 0 magic
Topic: [posila] [0.17.79/0.18.19] Microstutter at random intervals
Replies: 16
Views: 5866

Re: [0.17.79] Microstutter at random intervals

Attachments are not attached.
by TruePikachu
Thu Dec 26, 2019 4:28 am
Forum: Minor issues
Topic: Logitech G505 Mouse Led Bug
Replies: 9
Views: 3879

Re: Logitech G505 Mouse Led Bug

Either disable mouse LED control within the profile, or Factorio's Logitech LED control if you don't use it at all. In my experience, Factorio doesn't touch the mouse LEDs past init.
by TruePikachu
Mon Dec 23, 2019 5:02 pm
Forum: Gameplay Help
Topic: Filtering Fluid Signals
Replies: 2
Views: 1036

Re: Filtering Fluid Signals

"Simple" solutions exist for both blacklisting and whitelisting from a sharable-per-filter-configuration bank of constants, assuming all signals remain positive or zero. To blacklist: The constants should emit -2147483648 for all undesired signals The constants are implicitly added to the ...
by TruePikachu
Mon Dec 23, 2019 4:20 pm
Forum: Gameplay Help
Topic: Request (.17): Simple 3-light indicator for item count in a chest
Replies: 5
Views: 2153

Re: Request (.17): Simple 3-light indicator for item count in a chest

If you use the signal priorities, yeah, the simplest solution is two comparisons and one constant, but there is no guarantee that it will continue to work in the future, and might need to be rewired after changing mods or an update. (That said, it's probably as unlikely as possible that it would bre...
by TruePikachu
Sun Dec 22, 2019 1:03 am
Forum: 1 / 0 magic
Topic: [0.17.62] Blueprint Steam Sync - All blueprints are gone
Replies: 13
Views: 8749

Re: [0.17.62] Blueprint Steam Sync - All blueprints are gone

Actually, I think I came up with a possible resolution for this issue. For background, Steam Auto-Cloud is the system by which Factorio uses the Steam Cloud, and it is really dumb in how it operates; if a file is newer than the one it knows about (e.g. because the blueprint library was just regenera...
by TruePikachu
Tue Dec 17, 2019 2:48 am
Forum: Not a bug
Topic: [0.17.79] Crashes randomly every 2-10 minutes
Replies: 2
Views: 906

Re: [0.17.79 build 47865, win65, steam] Game Crashes randomly every 2-10 minutes

172.962 Include minidump in crash report. 172.962 Error CrashHandler.cpp:462: Exception Code: c000001d, Address: 0x00007ff6b1b7bd57 ModuleBase: 0x00007ff6b19b0000, ImageSize: 0183e000, RelativeAddress: 001cbd57 172.962 Error CrashHandler.cpp:482: Exception Context: rax=0000000000000000, rbx=0000015...
by TruePikachu
Thu Dec 12, 2019 11:47 pm
Forum: Gameplay Help
Topic: Bug or feature?
Replies: 2
Views: 1154

Re: Bug or feature?

There are three kinds of items. The general rule is: If the item is strictly an intermediate product (e.g. electronic circuits), the item won't get damaged anyway and so stacking works "as expected". If the item is used as a fractionally-consumable resource (e.g. science packs, repair pack...
by TruePikachu
Wed Dec 11, 2019 2:39 am
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 2766

Re: [0.17.79] Rocket without power can auto-launch with cargo

Please take a look at 65184 then, since that thread is a NaB-filed statement that the silo does take power to launch.
by TruePikachu
Wed Dec 11, 2019 12:00 am
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 2766

Re: [0.17.79] Rocket without power can auto-launch with cargo

That complicates things slightly, since that thread is categorized NaB; it shows intent that the rocket silo should consume power during the launch, and so it follows that an unpowered launch is a bug. But, of course, it's hard to actually interrupt the launch if power does in fact run out (you can'...
by TruePikachu
Tue Dec 10, 2019 10:28 pm
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 2766

Re: [0.17.79] Rocket without power can auto-launch with cargo

Strictly speaking, I'm not sure if this is a bug. The power consumption goes to the assembler part of the silo; the rocket parts are the product, and the rocket is the othewise-free product of 100 rocket parts. The desire can probably be accomplished by using e.g. 10 stack inserters set to stack siz...
by TruePikachu
Mon Dec 09, 2019 9:14 pm
Forum: Gameplay Help
Topic: Can't enter vehicles but ships
Replies: 3
Views: 1186

Re: Can't enter vehicles but ships

Is this/was this a game on a public server? If so, you might want to check `/permissions` to check if the permission was revoked by someone else (or possibly the mod). That's the only thing I can think of aside from bad keybindings.
by TruePikachu
Mon Dec 09, 2019 1:43 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
Replies: 2
Views: 3300

Re: [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled

57.118 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff6464f1148 ModuleBase: 0x00007ff645f50000, ImageSize: 0183e000, RelativeAddress: 005a1148 57.118 Error CrashHandler.cpp:468: Access Violation: Read at address 0000000000000198 57.118 Error CrashHandler.cpp:482: Exception ...
by TruePikachu
Mon Dec 09, 2019 5:11 am
Forum: Resolved Problems and Bugs
Topic: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
Replies: 6
Views: 4491

Re: [0.17.79] Range of turrets and spitter shooting range problem

The spitters have an AoE attack which might instead be aimed at the walls, and hitting the turrets via splash damage.
by TruePikachu
Mon Dec 09, 2019 4:15 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.74] undo on selflooped combinator-ghosts vanishes wires
Replies: 3
Views: 2921

Re: [0.17.74] undo on selflooped combinator-ghosts vanishes wires

I believe this is a duplicate, but I'd have to find the thread to be sure.

EDIT: Not technically a dupe, but another missed case related to 68191 and 66419 (both considered resolved).
by TruePikachu
Mon Dec 09, 2019 4:10 am
Forum: Pending
Topic: Personal Roboport Bots not upgrading/fixing.
Replies: 3
Views: 1516

Re: Personal Roboport Bots not upgrading/fixing.

I might mention, to my knowledge (I don't know if it has been changed) the list of jobs that are waiting for robots is stored in a circular queue, and only so many are checked every tick. If you are within range when an entity creates an "order", it can be "served" immediately; i...
by TruePikachu
Thu Nov 28, 2019 3:23 pm
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 3728

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

Except there's still a bug that the fluid transferred (and energy consumed) is double-counted. A simple fix would be to remove the energy usage and rate accumulation for filling a fluid wagon with the pump's fluidbox (since it still takes energy to fill its fluidbox from the rear fluidbox).
by TruePikachu
Thu Nov 28, 2019 12:23 am
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 3728

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

And I just reproduced the issue including the extra power consumption; this suggests the actual throughput is 6400/s. I'm not quite sure why the rear pump is behaving the way it is, though, from a theoretical perspective (but I think this is also a known bug that's marked as won't fix).

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