Search found 17 matches

by selplacei
Tue Feb 16, 2021 9:10 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.24] Logistics request values reset when confirming with enter
Replies: 4
Views: 4728

Re: [1.1.24] Logistics set to 0 when confirming with enter

Does this happen in personal requests, requester/buffer chests, or all of the above?
by selplacei
Sun Dec 20, 2020 7:16 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: GC "The Fish": Compact tileable beaconed belt-based green circuits
Replies: 4
Views: 10800

Re: GC "The Fish": Compact tileable beaconed belt-based green circuits

I have a question about the middle wire assembler, though: It looks like it's only fed by one stack inserter, instead of the two stack inserters used on the ends. Does it wind up input limited as a result? It seems so, but I tested the build for quite some time and the output is always compressed r...
by selplacei
Wed Dec 09, 2020 11:29 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 28366

Re: [MOD 0.15+] Automatic train deployment

Any chance of updating this to 1.1+?
by selplacei
Tue Dec 08, 2020 5:08 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Blueprint does not show preview
Replies: 12
Views: 6039

Re: [1.1.0] Blueprint does not show preview

same issue here. most of the bp's i generated in 1.0 got offset with snap to grid actived itself in 1.1.1 Blueprint strings or in-save (or in blueprint library) blueprints? Do you have 1.0 blueprint I could reproduce this with? The one in the first post is already version 1.1.1 and technically work...
by selplacei
Tue Dec 08, 2020 1:05 am
Forum: Minor issues
Topic: [1.1.5] In some cases, splitters produce gaps despite compressed input
Replies: 1
Views: 1289

[1.1.5] In some cases, splitters produce gaps despite compressed input

Here is a blueprint where this consistently happens - I found it hard to reproduce it with other setups, mostly because I have no clue what exactly causes it. 0eNrtWluOqzgQ3Yu/kyswD0M2MdL8jlqIgNOxBgwypnVbrSxgdjFrm5VMGSehu4M7Nr4tRaP5igBz6lTVqbKx84b2zUh7wbhEuzfEqo4PaPfHGxrYMy8bdU++9hTtEJO0RRvEy1Zd0Z+9...
by selplacei
Sat Dec 05, 2020 6:33 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: GC "The Fish": Compact tileable beaconed belt-based green circuits
Replies: 4
Views: 10800

GC "The Fish": Compact tileable beaconed belt-based green circuits

This is a belt-based factory that produces green circuits from iron and copper plates. One segment ( = one fully compressed blue belt of GC) takes 6 assemblers, 21 inserters, no splitters, and 23 beacons, with each additional tiled segment costing 13 beacons. The actual blueprint consists of two sym...
by selplacei
Mon Nov 30, 2020 7:37 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 6914

Re: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game

I've managed to get the bug again, this time with strace enabled! Also, I wasn't doing anything blueprint-related this time (at least since 30 minutes before the crash), and there weren't any failed autosaves before the crash. Like last time, the progress bar was stuck at 100%, and when I tried to q...
by selplacei
Mon Nov 30, 2020 6:50 am
Forum: Ideas and Suggestions
Topic: 2 QoL improvements regarding construction spidertrons
Replies: 4
Views: 1611

Re: 2 QoL improvements regarding construction spidertrons

I second this. While the second idea is just QOL and technically can be achieved in the current game (would be amazing to have it anyway), the lack of auto-sorting doesn't make sense for an entity that can use construction robots - a lot of the spider's inventory gets clogged by unstacked items (eve...
by selplacei
Sat Nov 28, 2020 9:52 pm
Forum: Minor issues
Topic: [1.1.2] Placement indicator not shown when placing train station via blueprint
Replies: 1
Views: 1055

[1.1.2] Placement indicator not shown when placing train station via blueprint

When a train station is copied, cut, or blueprinted, the green squares next to rails (which show where the station can be placed) don't show up. The station still aligns itself to the rail grid as normal. The expected behavior is that the green squares will be visible - this successfully happens whe...
by selplacei
Sat Nov 28, 2020 5:56 am
Forum: Duplicates
Topic: [1.1.1] Selecting new contents for a blueprint with a relative grid sets nonsense grid position
Replies: 2
Views: 1609

Re: [1.1.1] Selecting new contents for a blueprint with a relative grid sets nonsense grid position

Loewchen wrote: ↑Sat Nov 28, 2020 5:42 am viewtopic.php?f=7&t=91878
Although the underlying problem might be the same, the actual issue is still different, as this happens with blueprints freshly made in 1.1 and from the same entities as those already in the blueprint.
by selplacei
Sat Nov 28, 2020 5:33 am
Forum: Duplicates
Topic: [1.1.1] Selecting new contents for a blueprint with a relative grid sets nonsense grid position
Replies: 2
Views: 1609

[1.1.1] Selecting new contents for a blueprint with a relative grid sets nonsense grid position

Steps to reproduce: 1. Make a blueprint from something that's built on the map and enable "Snap to grid". Make sure it's set to Relative. Setting custom size or position is optional. The automatic grid position will be as expected, at X=0 and Y=0. 2. Save the blueprint. 3. Go into the blue...
by selplacei
Thu Nov 26, 2020 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 6914

Re: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game

I haven't been able to reproduce neither the original issue nor the "Save process crashed" message so far. It is interesting that saving on that one save still takes much more CPU and RAM than normal (noticeably more than on 1.1.0) on my machine. I'll play as normal with strace enabled and...
by selplacei
Thu Nov 26, 2020 2:03 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 6914

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

I'm currently running

Code: Select all

strace -f
on Factorio on a clean save, hoping that at least the "Save process crashed" thing happens again. Will post if anything comes up. The useful info should be easy to separate since the saving process has its own PID
by selplacei
Thu Nov 26, 2020 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 6914

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

System info: Arch Linux 5.9.9-zen 64-bit, Factorio 1.1.1 on the native Steam client installed from multilib/steam, with multilib/steam-native-runtime installed as well. System info: [CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz, 4 cores, RAM: 7896 MB] Out of interest @selplacei, what swap space do ...
by selplacei
Thu Nov 26, 2020 11:58 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Blueprint does not show preview
Replies: 12
Views: 6039

Re: [1.1.0] Blueprint does now show preview

My guess: If you decode a blueprint string, you'll see that absolute positions of entities are stored, even in pre 1.1 blueprints that aren't aligned to an absolute grid. It seems that when opening old blueprints, the anchor point is implied to be (0, 0), but the actual entities still keep their coo...
by selplacei
Thu Nov 26, 2020 11:48 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 6914

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

I thought the devs removed the non-blocking save. Is it still available in the settings? It is available via the config file on Linux. Based on the comment ("Does nothing on Windows") it appears to be supported. It has worked perfectly fine until 1.1 (I got the "Saving process crashe...
by selplacei
Thu Nov 26, 2020 6:39 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 6914

[Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game

Save files: https://drive.google.com/drive/folders/17L4RerqZdJsNp5bBAJ__nRS3HACa4Syi?usp=sharing Included are the original save (suffering..zip), the autosaves as of right after the crash, and both of the .tmp.zip files that were present. Log file, as of right after the crash (also attached to this ...

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