Search found 164 matches

by movax20h
Fri Feb 14, 2020 8:02 pm
Forum: Off topic
Topic: Run from ramdisk - offtopic
Replies: 21
Views: 12462

Re: Run from ramdisk

Other than that, we don't touch the disk for writing runtime. So, your statement is false :P uhm, how does that mean my statement is false? you just described where all the IO is coming from. factorio writes to disk an awful lot during runtime That statement is false: 100% false. "All the IO&q...
by movax20h
Fri Feb 14, 2020 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Replies: 12
Views: 2430

Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child

I just got it on forkstat! 5966.560 Info ChildProcessAgent.cpp:60: Child 14616 exited with return value 0 5966.561 Warning ChildProcessAgent.cpp:79: We were not waiting for that child it is in fact this lsb_release thingy Time Event PID Info Duration Process 20:43:18 fork 9987 parent ../factorio/bin...
by movax20h
Fri Feb 14, 2020 7:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
Replies: 16
Views: 4187

Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.

Can't test it via Wine. Unfortunately running Factorio 0.18.6 under Wine 5.0-rc5 doesn't work: __core__/graphics/shaders/sprites.vsh:1:53 syntax error, unexpected KW_CBUFFER, during startup / shader compilation. That is probably a bug in Wine tho, and obviously unrelated to the topic in this thread....
by movax20h
Fri Feb 14, 2020 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Replies: 12
Views: 2430

Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child

It just happened again: 2020-02-14 19:55:16 [JOIN] movax20h joined the game 3086.449 Info ServerMultiplayerManager.cpp:1039: Disconnect notification for peer (3) 3086.449 Info ServerMultiplayerManager.cpp:921: updateTick(360551) received stateChanged peerID(3) oldState(InGame) newState(DisconnectSch...
by movax20h
Fri Feb 14, 2020 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Replies: 12
Views: 2430

Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child

Well, the only way that line ever shows up is if you're using the non-blocking saving feature. Otherwise that code just never runs. Ok. Makes sense. But why would there be some dangling child that only finished 40 minutes after the game was already paused / last async autosave happened? Dunno. It's...
by movax20h
Fri Feb 14, 2020 7:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
Replies: 16
Views: 4187

Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.

Rseding91 wrote: ↑
Fri Feb 14, 2020 7:29 pm
Are you on windows, mac, or linux? Because I'm on Windows 7 and can't reproduce that issue.
On Linux.

I can try running Windows version of factorio via wine. I guess to check it out.
by movax20h
Fri Feb 14, 2020 7:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Replies: 12
Views: 2430

Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child

Rseding91 wrote: ↑
Fri Feb 14, 2020 7:30 pm
Well, the only way that line ever shows up is if you're using the non-blocking saving feature. Otherwise that code just never runs.
Ok. Makes sense. But why would there be some dangling child that only finished 40 minutes after the game was already paused / last async autosave happened?
by movax20h
Fri Feb 14, 2020 7:31 pm
Forum: Technical Help
Topic: [0.18.3] Linux headless server closing after initialization
Replies: 8
Views: 2093

Re: [0.18.3] Linux headless server closing after initialization

Goll420 wrote: ↑
Thu Feb 06, 2020 5:02 pm
It was the admins part at the bottom of fctserver.json.

Checked with a parse checker and it's fired up! :D
You mean there was JSON syntax error that was not reported by factorio server properly?
by movax20h
Fri Feb 14, 2020 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Replies: 12
Views: 2430

Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child

ptx0 wrote: ↑
Fri Feb 14, 2020 7:06 pm
just out of curiosity are you using the non blocking save feature here?
Yes. But as I said game was paused and no clients were connected. Looking at logs, the all async save child processed exited without issues. It could be related tho of course.
by movax20h
Fri Feb 14, 2020 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
Replies: 16
Views: 4187

Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.

Rseding91 wrote: ↑
Fri Feb 14, 2020 6:45 pm
I get "Couldn't establish network communication with the server" when I try to use that IP.
Here is a short video example: https://www.youtube.com/watch?v=G7PzIGcSbx0
by movax20h
Fri Feb 14, 2020 6:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Replies: 12
Views: 2430

Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child

I was really curious about it, and started monitoring using forkstat, with filtering out all irrelevant other processes. Even with no clients connected, I see factorio does do a fork() exactly every 30 seconds. It looks like the forked process is calling `sh -c /usr/bin/lsb_release -ri`. Every 30 se...
by movax20h
Fri Feb 14, 2020 6:11 pm
Forum: Pending
Topic: [0.18.2] linux Crash while loading save
Replies: 5
Views: 1852

Re: [0.18.2] linux Crash while loading save

"018.zip" load loads fine for me on Linux. I am using 0.18.6. But no mods, so a lot of entities got removed. No crashes.
by movax20h
Fri Feb 14, 2020 6:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
Replies: 16
Views: 4187

Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.

It doesn't for me. It fails with the same error message every time.

The server is running right now, it is vanilla server without password, could you try connecting right now to it using "[2a02:348:9a:83b1::1]" ?
by movax20h
Fri Feb 14, 2020 5:53 pm
Forum: Pending
Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
Replies: 35
Views: 9933

Re: [0.18.0] Crash to Desktop (save process stalled with non-blocking save feature)

I can't reproduce a crash with no mods. non-blocking autosaving works flawlessly for me. Could you share your mods? As a single zip with all required mods.

Could you reproduce it in any way, even only just sometimes?
by movax20h
Fri Feb 14, 2020 5:47 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 26325

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

This is fantastic. I love both new poison cloud animation (way better than what was previously). It is perfect. And the robot destruction animations and variations are just cute and awesome.

Thank you!
by movax20h
Fri Feb 14, 2020 5:39 pm
Forum: Not a bug
Topic: Unexpected multiplication result
Replies: 6
Views: 1219

Re: Unexpected multiplication result

The reason you are seeing these numbers is because "0.025" is not a representable floating point number. 0.25 is. But 0.025 isn't. Closest value is "0.025000000000000001387778780781". Agreed with devs. Not a bug. If you want to format values to be "nicer" you need to do...
by movax20h
Thu Feb 13, 2020 8:18 pm
Forum: Not a bug
Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Replies: 12
Views: 1985

Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed

eradicator wrote: ↑
Thu Feb 13, 2020 8:17 pm
LuaGameScript.autosave_enabled exists. So you could write a mod that detects "high" speed values and temporarily disables autosaving.
Thanks that is helpful. I will try that.
by movax20h
Thu Feb 13, 2020 8:13 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 3310

Re: [posila] Daylight suddenly darkens

I guess shaders in your installation got corrupted somehow. Out of curiosity, why would Steam "verify integrity" not detect this issue then? Maybe the drive cached the shaders and it got corrupted instead? Why do you assume Steam verify integrity would not detect the issue? (I don't know ...
by movax20h
Thu Feb 13, 2020 8:11 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
Replies: 11
Views: 5872

Re: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows

FYI. On Linux (at least on a distro and kernel I tested), the default receive buffer is reasonably high, and is automatically tuned by the kernel's networking stack based on available (free) memory and the load (number of incoming packets and speed at which application is handling them) on each sock...

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