Search found 978 matches

by TruePikachu
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: 5979

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 ...
by TruePikachu
Sat Feb 08, 2020 4:33 pm
Forum: Pending
Topic: error when loading safe file
Replies: 1
Views: 826

Re: error when loading safe file

Please post log and save.
by TruePikachu
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: 2862

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.cp...
by TruePikachu
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: 2043

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.
by TruePikachu
Wed Feb 05, 2020 6:56 pm
Forum: Not a bug
Topic: [0.17.79] Opposite exoskeleton behaviour
Replies: 14
Views: 3277

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 Fact...
by TruePikachu
Mon Feb 03, 2020 7:46 pm
Forum: Duplicates
Topic: [0.18.3] crash when firing atomic bombs
Replies: 3
Views: 1458

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->lastDamageDealer w...
by TruePikachu
Mon Feb 03, 2020 7:45 pm
Forum: Gameplay Help
Topic: A Problem about Filter Inserter with Nectwork
Replies: 4
Views: 1649

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 ...
by TruePikachu
Mon Feb 03, 2020 7:39 pm
Forum: Duplicates
Topic: [0.18.3] crash when firing atomic bombs
Replies: 3
Views: 1458

Re: [0.18.3] crash when firing atomic bombs

Duplicate of 80613
by TruePikachu
Mon Feb 03, 2020 3:54 pm
Forum: General discussion
Topic: .17 changed the gamma setting
Replies: 3
Views: 1594

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 oth...
by TruePikachu
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: 13199

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 si...
by TruePikachu
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: 13199

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 impos...
by TruePikachu
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: 13199

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 additiona...
by TruePikachu
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: 13199

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 o...
by TruePikachu
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: 13199

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 result ...
by TruePikachu
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: 13199

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 tota...
by TruePikachu
Wed Jan 29, 2020 5:03 pm
Forum: Pending
Topic: [0.17.79] Crash while idle: "agui::Dimension"
Replies: 2
Views: 1116

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 i...
by TruePikachu
Wed Jan 29, 2020 5:01 pm
Forum: Pending
Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
Replies: 35
Views: 9416

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]
Is there a core dump available?
by TruePikachu
Tue Jan 21, 2020 4:36 am
Forum: Gameplay Help
Topic: Circuit networks reads unreliably from train content
Replies: 12
Views: 2850

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, but t...

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