Search found 29 matches

by Dave64738
Sun May 26, 2019 4:03 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 9654

Re: Friday Facts #296 - All kinds of bugs

The best thing to do when you encounter the NPE is work out why and if you should or not correct in place. Error: Acronym overflow has occured near "NPE". NPE = Null Pointer Exception. Thank you. I was merely saying that recently NPE was mostly used as "New Player Experience" on FFF threads, so my ...
by Dave64738
Sat May 25, 2019 9:57 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.23] Handcraft infinite free items
Replies: 8
Views: 3452

Re: [0.17.23] Handcraft infinite free items

What happens if you cancel that craft, biggest item spill in the history of Factorio? Yes: ProdScrap.png Of course the game's pretty well useless at that point because it's got all this stuff it wants to dump. Denying intermediates seems more of a workaround to me; I'd prefer to see a solution wher...
by Dave64738
Fri May 24, 2019 11:39 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 9654

Re: Friday Facts #296 - All kinds of bugs

Klonan: If you're interested in sorting out overflow errors maybe you could take a look at the Production Scrap bug where creating a boiler results in attempting to create 4.3G stone furnaces? If you try to cancel it this results in the map and your inventory being spammed with tons of stone. The au...
by Dave64738
Sat Mar 02, 2019 9:53 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][v0.17.4] Message appears then promptly disappears behind tooltip
Replies: 2
Views: 539

[wheybags][v0.17.4] Message appears then promptly disappears behind tooltip

Started the first scenario and this was the very first thing that happened.
by Dave64738
Fri Aug 03, 2018 11:15 pm
Forum: Mod portal Discussion
Topic: Option not to update specific mods
Replies: 2
Views: 567

Option not to update specific mods

Currently if a mod breaks on update, if you don't want to update that mod then you can't update any other mod. Use case: there is a great Better Axes mod, but the latest update only works for new games. In old games the mod breaks and the tools are lost. I have old games I'm not done with yet, and I...
by Dave64738
Thu Mar 08, 2018 6:30 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 16477

Re: Version 0.16.28

All those crashes! Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle. Handle those exceptions; fill in those default: sections and use else! Initialise p...
by Dave64738
Sun Jan 07, 2018 8:46 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 114014

Re: Friday Facts #224 - Bots versus belts

For the base game I think bots are probably overkill. But when you start getting into the complexity of something like Bob's mods, they are really essential. I can't imagine how my last Bob's build would have worked without bots. Dev team: if you think bots should be removed then I challenge you to ...
by Dave64738
Sat Aug 19, 2017 3:08 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 22198

Re: Friday Facts #201 - 0.15 Stable, but not really

Regarding optimisations, have you considered using database techniques to optimise out that huge annoyance that is Autosave? A large production database cannot afford to lock up for several minutes every few minutes to write everything to disk; if you use an approach like the redo log stuff in Oracl...
by Dave64738
Mon May 01, 2017 10:23 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 67678

Re: [MOD 0.14] Satellite Uplink Station 1.0.6

Found another possible bug. Whenever I enter the uplink station the game immediately crashes with this message: Error while running event on_player_driving_changed_state (ID 26) Blueprint has to have at least one icon. stack traceback: __Satellite Uplink Station__/control.lua:208: in function 'inser...
by Dave64738
Wed Feb 08, 2017 3:30 pm
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 12664

Re: Friday Facts #172 - Blending and Rendering

Well, I'll just drop this here... Factorio interesting shadows.png If it's only my OCD that's bothered by that then it can probably be ignored. I think there'd be a better way of improving it than via a massive resource drain (like calculating light levels periodically, then picking from one of mayb...
by Dave64738
Sun Jan 08, 2017 7:03 pm
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 12664

Re: Friday Facts #172 - Blending and Rendering

Are you planning on fixing the shadows at all? 1. They always cast to the right; there is no movement during the day; 2. They remain during the night too; 3. If you place a light to the right, the shadow remains cast to the right even at night, when it should cast to the left. No, to explain why wo...
by Dave64738
Sat Jan 07, 2017 3:28 pm
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 12664

Re: Friday Facts #172 - Blending and Rendering

Another minor niggle relating to the rail signals is the inventory icon versus the placed object:
- the Rail Signal icon has two lights, but three when placed into the world;
- the Chain Signal icon has three lights, and only one when placed into the world.
by Dave64738
Sat Jan 07, 2017 3:25 pm
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 12664

Re: Friday Facts #172 - Blending and Rendering

Are you planning on fixing the shadows at all?

1. They always cast to the right; there is no movement during the day;
2. They remain during the night too;
3. If you place a light to the right, the shadow remains cast to the right even at night, when it should cast to the left.
by Dave64738
Mon Nov 21, 2016 1:48 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.0
Replies: 495
Views: 188511

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

Suggestion: could you throttle the number of audio messages back to maybe no more than one announcement every 15 seconds? Or perhaps have the option to silence it altogether? Having got to 500 satellites in orbit around my developing megabase I started looking for something else and this seemed idea...
by Dave64738
Sat Oct 15, 2016 9:54 am
Forum: Ideas and Suggestions
Topic: Different Alt views for main window and maps
Replies: 0
Views: 180

Different Alt views for main window and maps

Could you implement a different Alt view for the main game window and the map screens? I like Alt view on for the main window, but off for the map view because the pollution cloud makes everything difficult to see. So when switching between game and map I also have to switch Alt on and off every tim...
by Dave64738
Tue Sep 20, 2016 11:56 am
Forum: Not a bug
Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
Replies: 18
Views: 2084

Re: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)

Thanks, that appears to have fixed the problem, in that it hasn't crashed for several days now foreground or background. For anyone else's benefit who might experience this, there was a bit more to it; disabling Raptr wasn't enough on its own as Factorio was still loading the DLL. Had to delete the ...
by Dave64738
Thu Sep 15, 2016 10:05 pm
Forum: Not a bug
Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
Replies: 18
Views: 2084

Re: [0.14.5] Crash while game is paused

Oh well if this doesn't reproduce for you at all then there must be something wrong with my computer, if you've run it in the background for well over 2 minutes and it hasn't crashed. Anyway, minidump attached. Everything is fully up to date as far as I'm aware.
by Dave64738
Thu Sep 15, 2016 5:39 pm
Forum: Not a bug
Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
Replies: 18
Views: 2084

Re: [0.14.5] Crash while game is paused

Still crashed at 120.416 with force-opengl=false.
by Dave64738
Thu Sep 15, 2016 9:32 am
Forum: Not a bug
Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
Replies: 18
Views: 2084

Re: [0.14.5] Crash while game is paused

It's the menu immediately after saving the game. Here's a screenshot. BTW I'm also getting a very repeatable stack overflow about 2 minutes (timestamps: 122.116 121.529 118.537 120.708 121.746) into Factorio starting, if it is not the current application. So I click Start, then Factorio, then when t...
by Dave64738
Thu Sep 15, 2016 8:28 am
Forum: Not a bug
Topic: [0.14.5] Crash while game is paused (SOLVED: caused by Raptr overlay)
Replies: 18
Views: 2084

Re: [0.14.5] Crash while game is paused

Can you reproduce the issue? Unfortunately, the stack trace is weird and I have no idea how could I know what to fix based on that. Sort of - yes. Woke up this morning after doing the same; i.e. save the game then leave it in a paused state. This time the crash was at 03:41 (based on the log file t...

Go to advanced search