Search found 13239 matches
- Sat Mar 16, 2024 2:03 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Crash randomly while standing around idle
- Replies: 3
- Views: 359
Re: [1.1.104] Crash randomly while standing around idle
Is there anything I need to do? I loaded it, zoomed out fully, and waited 10 minutes and no crash.
- Fri Mar 15, 2024 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] 0/0 causing nan set on a circuit signal causes crash to desktop
- Replies: 2
- Views: 604
Re: [1.1.104] 0/0 causing nan set on a circuit signal causes crash to desktop
Thanks for the report. This will now give a standard modding error for the next release.
- Wed Mar 13, 2024 2:48 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Crash in CircuitConnector when loading BlueprintLibrary
- Replies: 1
- Views: 228
Re: [1.1.104] Crash in CircuitConnector when loading BlueprintLibrary
Thanks for the report however this blueprint storage file is corrupt. The end half of the file is all zeros. The only known way that has ever happened has been failing hardware (bad RAM and or bad CPU). There's nothing to do with this blueprint storage file except delete it. Unless someone knows of ...
- Wed Mar 13, 2024 9:21 am
- Forum: Technical Help
- Topic: Linux multi-monitor support weirdness
- Replies: 2
- Views: 637
Re: Linux multi-monitor support weirdness
The fix is to select the other display as the one to use in display settings and then the game will use that one during startup.
- Tue Mar 12, 2024 6:06 pm
- Forum: Technical Help
- Topic: Crash SysGetLine - Log attached
- Replies: 7
- Views: 387
Re: Crash SysGetLine - Log attached
This is crashing due to a stack overflow because of one or more mod(s) you're using. My guess would be the Reinforced-Walls mod. Try disabling that and see if it works for you.
- Sun Mar 10, 2024 2:01 am
- Forum: Fixed for 2.0
- Topic: [1.1.104] Spider with auto-targeting does not shoot
- Replies: 2
- Views: 352
Re: [1.1.104] Spider with auto-targeting does not shoot
Thanks for the report. At this point I don't want to poke this in 1.1 so I've fixed it for 2.0. The issue was with the spidertrons internal logic to check if the current target was still in range not being the same as the shooter logic in-range check.
- Fri Mar 08, 2024 7:26 pm
- Forum: Minor issues
- Topic: [1.1.104] Inserters do not pick up items on output full machine speed increase
- Replies: 2
- Views: 284
Re: [1.1.104] Inserters do not pick up items on output full machine speed increase
Thanks for the report. This was reported in the past https://forums.factorio.com/96457 and I applied a fix. However that fix was incorrect and it resulted in desyncs so it unfortunately had to be reverted https://forums.factorio.com/98445. We have so far not found an option that isn't incorrect and ...
- Fri Mar 08, 2024 5:43 pm
- Forum: Technical Help
- Topic: [1.1.104] Crash loading save: "Unexpected error occurred"
- Replies: 5
- Views: 392
Re: [1.1.104] Crash loading save: "Unexpected error occurred"
By the way, is there a method to recover my map? I mean, the 3 autosaves are also unopenable, and when I open it it's not written "corrupted save" it's just this crash. My last copy of save on a usb drive is 50 hours ago. For example this, seems like it's possible to recover this map if e...
- Fri Mar 08, 2024 5:41 pm
- Forum: Technical Help
- Topic: [1.1.104] Crash loading save: "Unexpected error occurred"
- Replies: 5
- Views: 392
Re: [1.1.104] Crash loading save: "Unexpected error occurred"
Just FYI: A passing test doesn't mean it's not hardware related. It just means that test didn't find any issues.
- Fri Mar 08, 2024 3:20 pm
- Forum: Technical Help
- Topic: [1.1.104] Crash loading save: "Unexpected error occurred"
- Replies: 5
- Views: 392
Re: [1.1.104] Crash loading save: "Unexpected error occurred"
Save corruption is almost exclusively related to failing hardware so you will want to get that fixed first otherwise this will just keep happening. The most common one being failing RAM. https://www.memtest.org/
- Thu Mar 07, 2024 2:58 pm
- Forum: Technical Help
- Topic: [1.1.104] Game crash while generating seed previews
- Replies: 9
- Views: 585
Re: [1.1.104] Game crash while generating seed previews
Could you try running some CPU stress-test software like prime95?
- Thu Mar 07, 2024 9:18 am
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 21300
Re: Above 60 fps (120 or 144).
I can add another "No" to re-up for the next 2.5 years.coppercoil wrote: ↑Thu Mar 07, 2024 9:14 amStatements "It is not going to happen" may not last forever. Sometimes things do change. 2.5 years has already passed.
- Thu Mar 07, 2024 9:15 am
- Forum: Technical Help
- Topic: [1.1.104] Game crash while generating seed previews
- Replies: 9
- Views: 585
Re: [1.1.104] Game crash while generating seed previews
Based off the crash log I'm also thinking unstable hardware. The map preview code is highly multi-threaded and utilizes the CPU to the maximum it can. In your case that seems to mean it's too much and it starts executing incorrectly. Has this ever worked on your computer? Are you having any other cr...
- Wed Mar 06, 2024 3:15 pm
- Forum: Not a bug
- Topic: wire connection to mining drill not updated with update_connections
- Replies: 2
- Views: 528
Re: wire connection to mining drill not updated with update_connections
I moved this to not a bug given there's not a clear correct answer for how it should behave and there is a simple method for a mod to force a refresh if that's what they want and are ok with the possible side effects.
- Sun Mar 03, 2024 4:31 pm
- Forum: Pending
- Topic: [1.1.104] Crash when closing (Chunk::~Chunk)
- Replies: 1
- Views: 206
Re: [1.1.104] Crash when closing (Chunk::~Chunk)
Thanks for the report. I've never seen a game bug produce this stack trace and based off where it's crashing it makes me suspect hardware issues. Are you able to reproduce it?
- Fri Mar 01, 2024 7:03 pm
- Forum: Technical Help
- Topic: Port randomization issue when hosting
- Replies: 2
- Views: 213
Re: Port randomization issue when hosting
The issue is going to be with the ISP and or the LTE connection. They are not designed for this kind of thing and you'll run into this sort of issue. You can still have friends join you through steam networking/steam invites but you won't be able to host directly on the browse-games GUI. I have neve...
- Fri Mar 01, 2024 1:38 am
- Forum: Not a bug
- Topic: [1.1.104] Radar uses 320kw in some solar configurations
- Replies: 1
- Views: 246
Re: [1.1.104] Radar uses 320kw in some solar configurations
Thanks for the report however this is working correctly. The radar uses 300 kw, and the solar panels can produce 300 kw, however the buffer is larger and when it is not full the total demand is 'enough to fill the entire buffer' but it never has enough to fill it so the demand shows what it shows.
- Thu Feb 29, 2024 5:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Crash loading save in ElectricSubNetwork
- Replies: 3
- Views: 873
Re: [1.1.104] Crash loading save in ElectricSubNetwork
I was able to get the save loaded by updating the mod giving the error and reproduced the crash. The crash is related to bad saving logic when there are a lot of overlapping small electric poles. It's now fixed for the next 1.1. release.
- Thu Feb 29, 2024 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Crash loading save in ElectricSubNetwork
- Replies: 3
- Views: 873
Re: [1.1.104] Crash loading save in ElectricSubNetwork
When I try to sync mods with the save I get this error on startup:
- Wed Feb 28, 2024 8:13 pm
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 1044
Re: [1.1.104] Priority Splitter producing gaps with full input
Splitters have an internal buffer that is supposed to take care of that. They don't have any internal buffers. Anti means the extra transport line length mentioned here: https://factorio.com/blog/post/fff-287 Ah, my error. I read "buffer" and interpreted it as a separate inventory that it...