Search found 978 matches
- Wed Sep 09, 2020 1:59 am
- Forum: Gameplay Help
- Topic: [1.0] Next day didn`t come - solar are not working
- Replies: 20
- Views: 7579
Re: [1.0] Next day didn`t come - solar are not working
Just to add here (I've already commented on the Reddit post), I've gone through a brief disassembly of the `ElectricNetwork::solarProduction` function, since a lot of people on Reddit are suspecting integer overflow. I don't see evidence of this within the function; while the number of solar panels ...
- Sat Feb 08, 2020 4:33 pm
- Forum: Pending
- Topic: error when loading safe file
- Replies: 1
- Views: 1061
Re: error when loading safe file
Please post log and save.
- Sat Feb 08, 2020 4:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
- Replies: 3
- Views: 3453
Re: [0.18.4] Crash when loading map after removing fluid recipes with indexes
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-tkfejd\src\fluid\fluidbox.cpp (588): FluidBox::checkConsistency
c:\cygwin64\tmp\factorio-build-tkfejd\src\map\map.cpp (2211): Map::checkConsistency
c:\cygwin64\tmp\factorio-build-tkfejd\src\map\map ...
c:\cygwin64\tmp\factorio-build-tkfejd\src\fluid\fluidbox.cpp (588): FluidBox::checkConsistency
c:\cygwin64\tmp\factorio-build-tkfejd\src\map\map.cpp (2211): Map::checkConsistency
c:\cygwin64\tmp\factorio-build-tkfejd\src\map\map ...
- Wed Feb 05, 2020 7:16 pm
- Forum: Not a bug
- Topic: [0.18.3] Trains don't repath properly depending on track orientation
- Replies: 6
- Views: 2560
Re: [0.18.3] Trains don't repath properly depending on track orientation
I was going to complain as such as well, but e.g. in the 2nd and 3rd screenshots, the exit stacker has a train sitting at a blue chain signal.
- Wed Feb 05, 2020 6:56 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4140
Re: [0.17.79] Opposite exoskeleton behaviour
Mod list from log:
Aircraft 1.6.12
AircraftRealism 0.4.1
AtomicArtillery 0.1.11
BetterBots 1.3.4
Big_Brother 0.5.1
CanalBuilder 0.17.6
CharcoalBurner 1.17.25
Coke 1.0.13
CompressedFluids 0.1.13
ConstructionTower 0.0.9
DiscoScience 0.1.16
DragonIndustries 1.17.35
FactorioExtended-Plus-Core 0.3.0 ...
Aircraft 1.6.12
AircraftRealism 0.4.1
AtomicArtillery 0.1.11
BetterBots 1.3.4
Big_Brother 0.5.1
CanalBuilder 0.17.6
CharcoalBurner 1.17.25
Coke 1.0.13
CompressedFluids 0.1.13
ConstructionTower 0.0.9
DiscoScience 0.1.16
DragonIndustries 1.17.35
FactorioExtended-Plus-Core 0.3.0 ...
- Wed Feb 05, 2020 3:53 am
- Forum: Duplicates
- Topic: [0.18.3] Crash when throwing grenade/entering vehicle - *this->lastDamageDealer was not true
- Replies: 3
- Views: 1816
- Mon Feb 03, 2020 7:46 pm
- Forum: Duplicates
- Topic: [0.18.3] crash when firing atomic bombs
- Replies: 3
- Views: 1856
Re: [0.18.3] crash when firing atomic bombs
Duplicate of 80613
Very possible. And yes, also crashes after having launched nuke and going back into tank.
No, I mean it literally is a duplicate of that issue, I read the log myself.
Line 107:
144.376 Error Commandable.cpp:320: this->lastDamageDealer->getSubstitute() == *this ...
- Mon Feb 03, 2020 7:45 pm
- Forum: Gameplay Help
- Topic: A Problem about Filter Inserter with Nectwork
- Replies: 4
- Views: 2079
Re: A Problem about Filter Inserter with Nectwork
If memory serves correctly, when setting filters via the circuit network, an item is whitelisted if its signal is positive. This would mean that if you put very negative signals for all items the inserters might be holding but you don't want whitelisted on the "input" wire, the respective signals ...
- Mon Feb 03, 2020 7:39 pm
- Forum: Duplicates
- Topic: [0.18.3] crash when firing atomic bombs
- Replies: 3
- Views: 1856
Re: [0.18.3] crash when firing atomic bombs
Duplicate of 80613
- Mon Feb 03, 2020 7:38 pm
- Forum: Duplicates
- Topic: [0.18.3] [modded] "*this->lastDamageDealer was not true"
- Replies: 1
- Views: 1111
- Mon Feb 03, 2020 3:54 pm
- Forum: General discussion
- Topic: .17 changed the gamma setting
- Replies: 3
- Views: 1901
Re: .17 changed the gamma setting
I think (not 100% sure) some of the vanilla graphics had colors modified a bit, but theoretically that should have only been in the raw sprites and not an engine-level change.
Also, I'm not sure exactly when it was introduced, but there's lossy sprite compression available now, which is the only ...
Also, I'm not sure exactly when it was introduced, but there's lossy sprite compression available now, which is the only ...
- Wed Jan 29, 2020 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 16764
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
@BlueTemplar:
I'd need to download 0.16 again and invest the time into dissection, but my naive guess would be moving fluid simulation out of entity logic into its own system so it can run on a parallel thread. As it stands right now, all entities that have fluidboxes run their logic before fluid ...
I'd need to download 0.16 again and invest the time into dissection, but my naive guess would be moving fluid simulation out of entity logic into its own system so it can run on a parallel thread. As it stands right now, all entities that have fluidboxes run their logic before fluid ...
- Wed Jan 29, 2020 11:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 16764
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
Really, this is the most important point that I can make:
It has also been acknowledged by the devs that the current pumps are overpowered, and when the new fluid system is released, their flow rate will be turned down significantly (it is only as high as it is right now because of limitations ...
It has also been acknowledged by the devs that the current pumps are overpowered, and when the new fluid system is released, their flow rate will be turned down significantly (it is only as high as it is right now because of limitations ...
- Wed Jan 29, 2020 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 16764
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
...
I see, your model was based on per-tick changes, accounting for momentum, etc, while my practical experiments were using continuous flow (or at least flow over the course of a few ticks, once the momentum was established). If I'm reading that correctly, it looks like you have provided ...
- Wed Jan 29, 2020 10:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 16764
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
(All fluid counts are internal) That's a pressure differential of 4, attempting to move 1.6 units of fluid per tick. Then, the momentum factor kicks in, which will (in the second tick) attempt to add 0.944 fluid to the 1.6 differential flow, resulting in a movement of 2.544 fluid. This rate decays ...
- Wed Jan 29, 2020 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 16764
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
My code was based 1:1 off a disassembly of one of the later 0.17 versions, but it's a simple enough thing to test results for. And, indeed, the first tick transfers 1.2 internal units of fluid.
Annotation 2020-01-29 132534.png
EDIT: I investigated the 197-tile-falloff problem myself; it is a ...
Annotation 2020-01-29 132534.png
EDIT: I investigated the 197-tile-falloff problem myself; it is a ...
- Wed Jan 29, 2020 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 16764
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
Two notes:
The statement that a fluidbox can only change by half per tick is incorrect. I don't have the source code for my accurate fluid sim in front of me right now (it's on another machine), but IIRC the formula used is, per tick, 0.4 times the pressure difference plus either 0.59 times the ...
The statement that a fluidbox can only change by half per tick is incorrect. I don't have the source code for my accurate fluid sim in front of me right now (it's on another machine), but IIRC the formula used is, per tick, 0.4 times the pressure difference plus either 0.59 times the ...
- Wed Jan 29, 2020 5:03 pm
- Forum: Pending
- Topic: [0.17.79] Crash while idle: "agui::Dimension"
- Replies: 2
- Views: 1408
Re: [0.17.79] Crash while idle: "agui::Dimension"
1889.877 Error CrashHandler.cpp:603: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xb497f8, 0xd3202d, 0xbe299d, 0xbe2d0d, 0xbe2d69, 0x361e0, 0x152ddc7
1894.669 Warning Logger.cpp:518: Symbols.size() == 12, usedSize == 6
#0 0x0000000000d3202d ...
- Wed Jan 29, 2020 5:01 pm
- Forum: Pending
- Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
- Replies: 35
- Views: 12300
Re: [0.18.0] Crash to Desktop (save process stalled with non-blocking save feature)
Code: Select all
41635.350 Info AppManager.cpp:268: Saving to _autosave1 (non-blocking).
41635.591 Info AsyncScenarioSaver.cpp:144: Saving process PID: 27878
41636.135 [27878] Info BlueprintShelf.cpp:691: Saving blueprint storage.
[NB: EOF]
- Tue Jan 21, 2020 4:36 am
- Forum: Gameplay Help
- Topic: Circuit networks reads unreliably from train content
- Replies: 12
- Views: 3634
Re: Circuit networks reads unreliably from train content
This is especially true if you just dropped a brand new train on the track - it will start filling but it won't stop.
It may also be that the train is not detected by the station, missing a pixel while driving manually or adding a brand new trains could let the train seemingly on the station ...