Search found 56 matches
- Fri Apr 19, 2024 7:59 am
- Forum: 1 / 0 magic
- Topic: [1.1.107] Crash loading save, force index check fails
- Replies: 4
- Views: 866
[1.1.107] Crash loading save, force index check fails
Hi. Loaded a map on a headless server from 1.1.104 and it crashed. The crash is reproducible and always occurs immediately on startup. Log attached in spoiler and savefile as attachment. 0.000 2024-04-19 09:53:55; Factorio 1.1.107 (build 62234, linux64, headless) 0.028 Operating system: Linux (Ubunt...
- Fri Nov 24, 2023 3:45 pm
- Forum: 1 / 0 magic
- Topic: [1.1.91] Crash (TrainCollisionHelper)
- Replies: 2
- Views: 696
Re: [1.1.94] Segfault on saving
My mistake, I got confused as I thought the log must have been the same. I thought that was the real crash log so I cleared it, so I am sorry but there is no log. If this would happen again, I will create a new bug report, but right now there isn't really any information about how it occured besides...
- Fri Nov 24, 2023 11:13 am
- Forum: 1 / 0 magic
- Topic: [1.1.91] Crash (TrainCollisionHelper)
- Replies: 2
- Views: 696
[1.1.91] Crash (TrainCollisionHelper)
Hi. My server was saving and it seems to have segfaulted during that process. I have attached the crash logfile output. I have the savefile downloaded as well if necessary, just haven't uploaded it here.
- Mon Sep 12, 2022 11:59 am
- Forum: Minor issues
- Topic: [1.1.68] banned and unbanned raised with no state change
- Replies: 1
- Views: 845
[1.1.68] banned and unbanned raised with no state change
The game's on_player_banned and on_player_unbanned events are raised when a player is banned or unbanned. I have outlined my 2 problems with the events below: 1. on_player_banned When a player is banned once, the event is raised - as it should be. When the player is however banned for the second tim...
- Mon Jun 06, 2022 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
- Replies: 6
- Views: 5612
Re: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
The issue still persists in 1.1.60, which is the latest 1.1. release. See the github repo provided above for a working implementation that deadlocks the server 100% of the time. You only need to change the instance and request IDs - I do it by Wireshark and then I increment the request ID by an amou...
- Fri Apr 22, 2022 8:38 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.57] Crash of headless after desync (Entity::getID)
- Replies: 4
- Views: 3509
[1.1.57] Crash of headless after desync (Entity::getID)
Hey there, I have a headless server running and it appears that a client desynced, after which the server crashed down with a SIGSEGV. I am sorry that I don't know how to replicate it since I wasn't there and the player is unknown to me - I'll try contacting the user if they rejoin and asking what t...
- Mon Feb 28, 2022 7:34 pm
- Forum: Pending
- Topic: [1.1.53] Entity has a non-existent force
- Replies: 2
- Views: 1427
Re: [1.1.53] Entity has a non-existent force
Sorry, but I have no idea how this error occured or how to replicate it. I know that this isn't a good bug report and there most likely isn't much for you to go off of, since you have only the end result. Understandable if you can't do anything about it.
- Sun Feb 27, 2022 7:00 pm
- Forum: Pending
- Topic: [1.1.53] Entity has a non-existent force
- Replies: 2
- Views: 1427
[1.1.53] Entity has a non-existent force
In the savefile provided, there is an error where it is not loadable, as the savefile has a force with index 10, which does not exist. I am sorry, but I am unable to provide logs or any further information as I don't have it. Understandable if it is not solvable from just this. The savefile was not ...
- Sat Feb 05, 2022 7:32 am
- Forum: Not a bug
- Topic: [1.1.53] Map generation + chunk copying does not work correctly
- Replies: 1
- Views: 1279
[1.1.53] Map generation + chunk copying does not work correctly
I am trying to create a surface "void" where chunks are generated. I then copy chunks from there onto the surface "battleground". The chunks are copied only from the bottom right quadrant (+x +y coordinates), with tiles being created by just multiplying the x and y values, which ...
- Mon Jan 03, 2022 5:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.50] Recursive attempted save loading?
- Replies: 1
- Views: 2340
[1.1.50] Recursive attempted save loading?
When a server is told to load the latest save (--start-server-load-latest) and the save directory (set to servers/) is blank, it attempts to load something, but instead loads the server directory recursively. With this I found that the folders recursed for 12 levels in 21 seconds, netting a 3gb temp...
- Mon Jan 03, 2022 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.50] Crash saving on headless: "Saving in this state will result in a desync when this is loaded: 1 != 0."
- Replies: 3
- Views: 2925
Re: [1.1.50] Crash saving on headless: "Saving in this state will result in a desync when this is loaded: 1 != 0."
Isolated it to running the attached scenario with the map gen settings, such as with the following start string:
Code: Select all
bin/x64/factorio --start-server-load-scenario FactorioScenarioMultiplayerSpawn --map-settings ./map-settings.json
- Sat Jan 01, 2022 11:35 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.50] Crash saving on headless: "Saving in this state will result in a desync when this is loaded: 1 != 0."
- Replies: 3
- Views: 2925
[1.1.50] Crash saving on headless: "Saving in this state will result in a desync when this is loaded: 1 != 0."
I got a crash when attempting to stop a server, during which the server attempted to save but crashed instead.
- Wed Dec 29, 2021 12:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.50] Banning players through lua doesn't work
- Replies: 1
- Views: 2548
[1.1.50] Banning players through lua doesn't work
https://i.imgur.com/lOh2E0t.png As can be seen in the image above, game.ban_player is not parsing it's arguments correctly / working with them when both the playername and reason for the ban are provided. When the same intended action is executed through /banlist add, it works fine. Exempt from thi...
- Sat Dec 18, 2021 4:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
- Replies: 6
- Views: 5612
Re: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
Please fix this. It still occurs sometimes, and it forces the server to be restarted. Here is a bit of code to replicate the issue. Doesn't support passworded servers (yet), but replicates the issue successfully. Existing data (such as serverKey and serverKeyTimestamp) was taken from running a Facto...
- Thu Nov 18, 2021 10:07 pm
- Forum: Modding interface requests
- Topic: LuaControl.shooting_state being allowed to be used for other entities than players
- Replies: 1
- Views: 936
LuaControl.shooting_state being allowed to be used for other entities than players
LuaControl.shooting_state is described as current shooting state of the entity, which implies that it is for spidertrons, cars, tanks and such too, not just characters. When this is set for non-character entities, it throws an error Entity is not a character. I believe that it should be possible to ...
- Tue Nov 16, 2021 9:12 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 5507
Re: Export currently held blueprint library object to item
+1. Making a mod that is attempting to save blueprints across multiple servers with external help, and it would be much more user-friendly if users could just drag and drop a BP from their library and not just a BP item.
- Tue Nov 16, 2021 7:20 pm
- Forum: Modding interface requests
- Topic: Interaction with blueprints from blueprint library
- Replies: 2
- Views: 1180
Re: Interaction with blueprints from blueprint library
It is, missed it. Thanks.
- Tue Nov 16, 2021 2:50 pm
- Forum: Modding interface requests
- Topic: Interaction with blueprints from blueprint library
- Replies: 2
- Views: 1180
Interaction with blueprints from blueprint library
I would like for some method of interaction with blueprints from the blueprint library. You can already see whether a player has a blueprint with LuaControl. is_cursor_blueprint and view it's entities with LuaControl. get_blueprint_entities. It would be nice to be able to access the blueprint as som...
- Tue Nov 16, 2021 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.46] game.save_atlas throws SIGSEGV on headless
- Replies: 1
- Views: 2892
[posila] [1.1.46] game.save_atlas throws SIGSEGV on headless
game.save_atlas throws a SIGSEGV when ran on a headless server. Rather than that, it should throw an error that it is not a supported method or something and not crash the server down. 0.042 2021-11-16 13:26:41; Factorio 1.1.46 (build 59110, linux64, headless) 0.069 Operating system: Linux (Ubuntu 2...
- Sat Nov 13, 2021 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 51
- Views: 23272
Re: Add support for zooming and havigating plueprint preview
I'd like for this to be added to the game. Just a bump since there has been no activity on this in a seemingly long time.