Ah then I have an explanation.
On this day the computer was on sleep (suspend to ram) for some time with at least steam running.
Normally after wakeup I need to restart steam or steam won't start any game. But factorio started
without problems and I played. The crashes were the result. Steam always ...
Search found 17 matches
- Wed Jun 06, 2018 3:11 pm
- Forum: Won't fix.
- Topic: [Oxyd] [0.16.47] Crash after autosave
- Replies: 2
- Views: 1685
- Sun Jun 03, 2018 6:22 pm
- Forum: Won't fix.
- Topic: [Oxyd] [0.16.47] Crash after autosave
- Replies: 2
- Views: 1685
[Oxyd] [0.16.47] Crash after autosave
I get this crash very regularily every 5-6th autosave now.
The map is ~ 70 hours played,
It seems that moving around or doing things in the game during autosave encourages the crash.
When I try to stand still and do nothing it seems that the crash is less frequent. But I might be
wrong of course ...
The map is ~ 70 hours played,
It seems that moving around or doing things in the game during autosave encourages the crash.
When I try to stand still and do nothing it seems that the crash is less frequent. But I might be
wrong of course ...
- Tue May 22, 2018 3:33 pm
- Forum: Pending
- Topic: [Oxyd] [0.16.36] Crash on start [Linux]
- Replies: 4
- Views: 2491
Re: [Oxyd] [0.16.36] Crash on start [Linux]
I am sorry but I do not have the log anymore.
I report back if I can reproduce the problem, it did not happen since then.
I report back if I can reproduce the problem, it did not happen since then.
- Sun Apr 29, 2018 1:00 pm
- Forum: Pending
- Topic: [Oxyd] [0.16.36] Crash on start [Linux]
- Replies: 4
- Views: 2491
Re: [0.16.36] Crash on start [Linux]
I am not the original author but I think my crash is the same.
In my case it happened after some hours of gameplay.
8578.894 Error CrashHandler.cpp:522: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
8583.192 Warning Logger.cpp:483: Symbols.size() == 10 ...
In my case it happened after some hours of gameplay.
8578.894 Error CrashHandler.cpp:522: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
8583.192 Warning Logger.cpp:483: Symbols.size() == 10 ...
- Sat Dec 16, 2017 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4447
Re: [0.16.3] Crash when hovering a blueprint
Thank you very much!
I did not expect that you guys work today...
I did not expect that you guys work today...
- Sat Dec 16, 2017 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4447
Re: [0.16.3] Crash when hovering a blueprint
I did some testing - it is sufficient to have the attached two mods in order to reproduce the bug:
5dim_automatization_0.16.0.zip 5dim_core_0.16.1.zip
To reproduce:
Generate a new world, default settings.
Import this blueprint: blueprint.txt
Put the blueprint into the blueprint library ...
5dim_automatization_0.16.0.zip 5dim_core_0.16.1.zip
To reproduce:
Generate a new world, default settings.
Import this blueprint: blueprint.txt
Put the blueprint into the blueprint library ...
- Sat Dec 16, 2017 11:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4447
Re: [0.16.3] Crash when hovering a blueprint
I updated my bug report accordingly.
The save is not necessary, it happens also when creating a new game with default settings.
The save is not necessary, it happens also when creating a new game with default settings.
- Sat Dec 16, 2017 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.3] Crash when hovering a blueprint
- Replies: 6
- Views: 4447
[0.16.3] Crash when hovering a blueprint
Factorio: 0.16.3
System: Ubuntu 17.10
I have a blueprint from 0.15 - a shopping mall.
When I hover this blueprint with the mouse the game crashes.
This does not happen for other blueprints.
84.484 Error CrashHandler.cpp:419: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace ...
System: Ubuntu 17.10
I have a blueprint from 0.15 - a shopping mall.
When I hover this blueprint with the mouse the game crashes.
This does not happen for other blueprints.
84.484 Error CrashHandler.cpp:419: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace ...
- Mon Sep 04, 2017 10:26 am
- Forum: Gameplay Help
- Topic: Emergency power with delay (Combinators help)
- Replies: 7
- Views: 5708
Re: Emergency power with delay (Combinators help)
I have seen a neat idea: control the offshore pumps of the steam engine, not the output power.
This helps because there is a quite long delay between cutting off the water supply and the
steam engines stopping.
This helps because there is a quite long delay between cutting off the water supply and the
steam engines stopping.
- Tue Jan 03, 2017 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.14.20] inserting a carriage does not properly connect
- Replies: 8
- Views: 9264
- Wed Nov 23, 2016 5:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.14.20] inserting a carriage does not properly connect
- Replies: 8
- Views: 9264
[Kovarex] [0.14.20] inserting a carriage does not properly connect
Inserting a locomotive or cargo wagon into two train parts does not properly connect to a single train.
Not that it is that important, but I thought you might want to know :)
Reproduce:
make a train LLCCLL (two locomotives, two cargo wagons, two locomotives)
Remove the second locomotive, you end up ...
Not that it is that important, but I thought you might want to know :)
Reproduce:
make a train LLCCLL (two locomotives, two cargo wagons, two locomotives)
Remove the second locomotive, you end up ...
- Fri Nov 18, 2016 7:36 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2597
Re: Decider combinator configuration question
Thanks a lot, this did the trick ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Fri Nov 18, 2016 5:04 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2597
Re: Decider combinator configuration question
I am still hoping that somebody has a hint for me.
As it stands now it looks to me like a bug in the game![Confused :?](./images/smilies/icon_e_confused.gif)
As it stands now it looks to me like a bug in the game
![Confused :?](./images/smilies/icon_e_confused.gif)
- Wed Nov 16, 2016 9:17 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2597
Re: Decider combinator configuration question
I have seen the double parameters used with another entity type, but unfortunately it does not work for the decider-combinator.
update
I made a tiny demo mod to easier reproduce it.
Set a wooden chest and get a free (but unconfigured) decider combinator.
data.lua is empty, and control.lua is ...
update
I made a tiny demo mod to easier reproduce it.
Set a wooden chest and get a free (but unconfigured) decider combinator.
data.lua is empty, and control.lua is ...
- Wed Nov 16, 2016 7:01 pm
- Forum: Modding help
- Topic: Decider combinator configuration question
- Replies: 5
- Views: 2597
Decider combinator configuration question
I try to configure a decider combinator in a mod as an auxiliary entity. What the code does is create a decider-combinator and configure it's control behaviour. According to the game's html documentation the control behaviour parameters are read/write. Unfortunately the behaviour does not change, as ...
- Thu Apr 07, 2016 1:20 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 35792
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Confirmed, unfortunately. The version 1.1.1 causes desyncs in multiplayer (factorio version 0.12.29)
This happens with client/server on the same fast computer, so it's not a network issue.
This happens with client/server on the same fast computer, so it's not a network issue.
- Tue Sep 22, 2015 5:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 248894
Re: [MOD 0.12.x] Autofill
Doing a quick grep in the lua code of factorio says that there is no function getlocalisedentityname but one that is named get_localised_entity_name. It's probably a leftover code part from factorio 0.11
How to fix
Open the zip of autofill, edit control.lua, change the word ...
How to fix
Open the zip of autofill, edit control.lua, change the word ...