Search found 34 matches

by DeHackEd
Fri Dec 16, 2022 7:18 pm
Forum: Technical Help
Topic: Can't use player-data.json from local host using Steam version of game
Replies: 0
Views: 531

Can't use player-data.json from local host using Steam version of game

The super-short version is, my log files contain: 1.337 Info PlayerData.cpp:73: Local player-data.json unavailable 1.337 Info PlayerData.cpp:76: Cloud player-data.json available, timestamp 1671218050 ... which is wrong for two reasons. First, I do have a local player-data.json. Second, I have every ...
by DeHackEd
Mon Nov 21, 2022 10:52 pm
Forum: Technical Help
Topic: [1.1.70] Crashes - SE mod
Replies: 1
Views: 658

Re: [1.1.70-1] Random Crashes - SE mod

The stack trace suggests this is happening inside an nVidia thread. Upgrade your graphics drivers.
by DeHackEd
Sat Nov 19, 2022 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.70] Crash when using chat [train=xxx] rich text and train deleted
Replies: 1
Views: 1441

[Genhis] [1.1.70] Crash when using chat [train=xxx] rich text and train deleted

If you're mouse-overing a [Train] rich text block in chat, and that train is deleted, the game crashes. Simple. Save-game to reproduce attached. Load the game, QUICKLY open the chat console, and mouseover the [Train] rich text link. When the construction robot touches the locomotive, the game crashes.
by DeHackEd
Tue Oct 11, 2022 7:37 pm
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

If it's a low priority, okay. Issues shutting down a headless server under specific circumstances are fairly minor. But file it under some other category besides "Not a bug".
by DeHackEd
Tue Oct 11, 2022 6:49 pm
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

I'd like to formally challenge this ruling that this isn't a bug. Non-blocking save bugs are being fixed today, invalidating the reason this was rejected.
by DeHackEd
Tue Apr 26, 2022 6:12 pm
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

That's one option. I think an acceptable alternative would be to wait until an existing non-blocking save finishes before trying another save, regardless of type. Perhaps if you want to be really smart, if the point in time being saved is the same in both situations (ie. server is paused) then let t...
by DeHackEd
Tue Apr 26, 2022 12:27 pm
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

Right, well, with that out of the way, please consider this bug report and not just toss it aside.
by DeHackEd
Mon Apr 25, 2022 3:11 am
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

In that particular example the user ran out of RAM really hard and Linux killed the saving process to free RAM. So that's a basic server administrative issue, not a Factorio issue. Should have been filed as "not a bug" (user's fault) rather than "Won't Fix" I'd say.
by DeHackEd
Sun Apr 24, 2022 11:11 pm
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

I respectfully disagree and present evidence to the contrary.

Experimental and at my own risk? Yes. But I also have a consistent reproducer of the problem.
by DeHackEd
Sun Apr 24, 2022 9:36 pm
Forum: Assigned
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 13
Views: 3778

[raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

I know "non-blocking saves" are experimental and all that, but this one is pretty easy to reproduce. 0. Have a very large map. Mine has a savegame size nearly 250 MB. 1. Run a multiplayer headless server with non-blocking save enabled and join the game. 2. Have the last (only?) player quit...
by DeHackEd
Sun Mar 20, 2022 2:32 am
Forum: Not a bug
Topic: Map scanlines cause flickering on LCD screens
Replies: 5
Views: 2059

Re: Map scanlines cause flickering on LCD screens

As said earlier, you can use a mod. The devs have selected an overlay for the map view, probably to make it obvious you're in map mode. Can confirm with the overlay disabled I've gotten confused as to whether I'm in map mode or not... :) Version 1.0 had this static overlay that was really subtle... ...
by DeHackEd
Sat Dec 11, 2021 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
Replies: 2
Views: 4298

[Oxyd] [1.1.49] Biters path to character who started forest fire at any distance

Mindful this might end up in "won't fix" but.... If a player starts a forest fire and then leaves, and that fire eventually spreads to an enemy nest causing damage, the enemies will retaliate against the player who started the forest fire. That is, they pathfind to the character entity who...
by DeHackEd
Tue Sep 28, 2021 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.41] Rocket silo consumes power for non-existent lights
Replies: 2
Views: 4645

[Lou] [1.1.41] Rocket silo consumes power for non-existent lights

Back in the day the rocket silo had lights on it that lit up at night: https://cdn.discordapp.com/attachments/139677590393716737/892388288567058442/unknown.png (screen shot from the 2016 trailer on youtube) Fast forward today. The silo still consumes power for a lamp but there's no lamp any more. El...
by DeHackEd
Fri Sep 17, 2021 8:08 pm
Forum: Duplicates
Topic: [1.1.39] Pipe window not animating as fluid flows
Replies: 1
Views: 919

[1.1.39] Pipe window not animating as fluid flows

With this (admittedly strange) pipe configuration one window of the pipe (highlighted) does not animate while the fluid flows in a circle. While prodding it by adding and removing pipes in various places I was not able to get it to respond. Attached a save file showing the problem as well. It has a ...
by DeHackEd
Mon Aug 23, 2021 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.38] Pollution overlay missing on vertical line
Replies: 1
Views: 2635

[posila] [1.1.38] Pollution overlay missing on vertical line

I think the screen shot tells the story. When I have just the right zoom level and the line is aligned just right, I can see this column where no pollution overlay is visible. Scrolling left and right may cause it to disappear. The line is typically visible when it is on the right half of the screen...
by DeHackEd
Mon Aug 23, 2021 3:45 pm
Forum: Won't fix.
Topic: [1.1.38] Robots can replace a destroyed Water Well Pump, player can not
Replies: 2
Views: 1805

Re: [1.1.38] Robots can replace a destroyed Water Well Pump, player can not

A variant of the above: 1. Place offshore pump ghosts. Do not let robots build them. Yet. 2. Landfill in the ghosts. The ghosts will remain, but no water is under them any more. 3. Enable the construction robots/roboport Expected behaviour: robots can't build anything, either getting stuck somehow o...
by DeHackEd
Mon Aug 23, 2021 3:39 pm
Forum: Won't fix.
Topic: [1.1.38] Robots can replace a destroyed Water Well Pump, player can not
Replies: 2
Views: 1805

[1.1.38] Robots can replace a destroyed Water Well Pump, player can not

Reproducer steps: 0. Have construction robots researched and available 1. Build an offshore pump 2. Landfill it in to make it into a Water Well Pump 3. Destroy the Water Well Pump by damage (eg: shoot it, biter attacks it), leaving the ghost in its place Robots can replace the destroyed ghost and ge...
by DeHackEd
Sat Aug 14, 2021 1:14 am
Forum: Not a bug
Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
Replies: 4
Views: 2248

Re: [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor

I don't think this is a bug. If you check the blueprint editor screen, you can see the pole has 1 connection to another pole, and then you exclude that pole. Blueprints in version 1.1.x save the individual power lines used. This means a nice clean input will produce a nice clean copy, and blueprints...
by DeHackEd
Thu Aug 12, 2021 1:08 am
Forum: Not a bug
Topic: Map scanlines cause flickering on LCD screens
Replies: 5
Views: 2059

Re: Map scanlines cause flickering on LCD screens

fyi, this can be changed by mods, and they do exist today.
by DeHackEd
Wed Aug 11, 2021 10:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.37] Roboport in buggy state when destroyed and rebuilt at empty power
Replies: 2
Views: 4490

Re: [1.1.37] Roboport in buggy state when destroyed and rebuilt at empty power

Updates:

I think the thing where yellow+red alarms show is random? I'm not sure what causes it now. My description may not have been accurate.

Uploading new savegame. This one includes a replay and now requires no mods.

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