Search found 17 matches

by Tritano
Wed Jun 06, 2018 3:11 pm
Forum: Won't fix.
Topic: [Oxyd] [0.16.47] Crash after autosave
Replies: 2
Views: 1570

Re: [Oxyd] [0.16.47] Crash after autosave

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 ...
by Tritano
Sun Jun 03, 2018 6:22 pm
Forum: Won't fix.
Topic: [Oxyd] [0.16.47] Crash after autosave
Replies: 2
Views: 1570

[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 :-)...
by Tritano
Tue May 22, 2018 3:33 pm
Forum: Pending
Topic: [Oxyd] [0.16.36] Crash on start [Linux]
Replies: 4
Views: 2337

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.
by Tritano
Sun Apr 29, 2018 1:00 pm
Forum: Pending
Topic: [Oxyd] [0.16.36] Crash on start [Linux]
Replies: 4
Views: 2337

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, usedSiz...
by Tritano
Sat Dec 16, 2017 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.3] Crash when hovering a blueprint
Replies: 6
Views: 4140

Re: [0.16.3] Crash when hovering a blueprint

Thank you very much!
I did not expect that you guys work today...
by Tritano
Sat Dec 16, 2017 4:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.3] Crash when hovering a blueprint
Replies: 6
Views: 4140

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 somewhere. Ho...
by Tritano
Sat Dec 16, 2017 11:49 am
Forum: Resolved Problems and Bugs
Topic: [0.16.3] Crash when hovering a blueprint
Replies: 6
Views: 4140

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.
by Tritano
Sat Dec 16, 2017 11:22 am
Forum: Resolved Problems and Bugs
Topic: [0.16.3] Crash when hovering a blueprint
Replies: 6
Views: 4140

[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, please...
by Tritano
Mon Sep 04, 2017 10:26 am
Forum: Gameplay Help
Topic: Emergency power with delay (Combinators help)
Replies: 7
Views: 5185

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.
by Tritano
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: 8886

[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 ...
by Tritano
Fri Nov 18, 2016 7:36 pm
Forum: Modding help
Topic: Decider combinator configuration question
Replies: 5
Views: 2368

Re: Decider combinator configuration question

Thanks a lot, this did the trick :D
by Tritano
Fri Nov 18, 2016 5:04 pm
Forum: Modding help
Topic: Decider combinator configuration question
Replies: 5
Views: 2368

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 :?
by Tritano
Wed Nov 16, 2016 9:17 pm
Forum: Modding help
Topic: Decider combinator configuration question
Replies: 5
Views: 2368

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 very si...
by Tritano
Wed Nov 16, 2016 7:01 pm
Forum: Modding help
Topic: Decider combinator configuration question
Replies: 5
Views: 2368

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...
by Tritano
Thu Apr 07, 2016 1:20 pm
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 34827

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.
by Tritano
Tue Sep 22, 2015 5:16 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 237943

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 getlocalisedentityname in...

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