Search found 978 matches
- 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...
- 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.
- 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.
- 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 ...
- 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...
- 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...
- 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...
- Fri Dec 13, 2019 4:33 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.79] Changing display resolution messes up switch hitboxes
- Replies: 3
- Views: 1662
Re: [0.17.79] Changing display resolution messes up switch hitboxes
Does this apply with built-in GUIs as well?
- 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...
- 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.
- 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'...
- 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...
- 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.
- 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 ...
- 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.
- 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
- 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...
- Thu Dec 05, 2019 11:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.79] Crash loading a 0.16 Seablock save (FluidManager::moveOut)
- Replies: 3
- Views: 1660
Re: [0.17.79] Crash loading a 0.16 Seablock save
That log does not contain any crash.
- 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).
- 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).