I have a theory of steps to reproduce.
The last time this happened I noticed that I was fast replacing a substation ghost with a lighted substation at a point which would join two separate power networks into one.
Search found 33 matches
- Thu Sep 23, 2021 10:47 am
- Forum: Pending
- Topic: [boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
- Replies: 3
- Views: 1890
- Thu Sep 16, 2021 8:09 pm
- Forum: Pending
- Topic: [boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
- Replies: 3
- Views: 1890
[boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
I'm in a Sandbox scenario map with this mod enabled: https://mods.factorio.com/mod/LightedPolesPlus version 1.7.1, as well as power-grid-comb 1.1.0 and a number of other seemingly unrelated mods. I wasn't using the comb while experiencing the bug, though I had used it previously on one of the networ...
- Sat Mar 23, 2019 12:58 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
I am running Ubuntu mate distro, and the mate desktop. My window manager is Metacity (Marco). I'm using the laptop keyboard with no modifications. My laptop is an Entroware Aether https://www.entroware.com/store/aether . I should try with an external keyboard! I downloaded 0.17.17 and started a new ...
- Thu Mar 21, 2019 7:10 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
Sorry for spamming, I'm back again with an update. I noticed that loading a 0.17.16 autosave worked fine, but loading a 0.17.14 save froze again. I'm still plagued with the notion that version bumps might be to blame. The thing is that the 0.16 autosave was made by staying in the 0.17.14 save a litt...
- Thu Mar 21, 2019 5:53 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
I found "last-played-version": { "game_version": "0.17.16", "build_version": 43906, "build_mode": "steam", "platform": "linux64" } but setting game_version to 0.17.14 didn't cause the changelog popup window to reappear :...
- Thu Mar 21, 2019 5:42 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
Okay, have manged to load the game successfully. Can't be sure of this (would need to repeat the steps) but I have a theory. Each time I started the game and had this freeze issue there was the changelog popup when first starting the game. When force quitting the game with repeated ctrl-alt-delete e...
- Thu Mar 21, 2019 5:35 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
QWERTY. I have remapped some factorio hotkeys but nothing at a keyboard / OS level. Good thought though thank you.What keyboard layout do you use, and have you remapped any keys? Map pings are done by shift-clicking, so it's possible there is some weird modifier key state in effect.
- Thu Mar 21, 2019 5:29 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
I've just tried on 0.17.16 and this is still happening.
I've just tried twice to load a game and had the freeze occur.
I've just tried twice to load a game and had the freeze occur.
- Sat Mar 09, 2019 8:32 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
Just quickly, a factorio current.log for the successful load: https://pastebin.com/Nvbq8DQs
As far as I can tell it's exactly the same minus the exiting steam part
As far as I can tell it's exactly the same minus the exiting steam part
- Sat Mar 09, 2019 8:28 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
Re: [0.17.9] keyboard input freeze on game start
Loading Factorio again now for a second attempt (as usual) but trying to be more observant. First thing I noticed: Clicking "Play" at the main menu switched focus back out to this browser, minimising Factorio. But this time it worked, again, as usual. I hope you can shed some light on this...
- Sat Mar 09, 2019 8:24 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 4087
[0.17.9] [Linux] keyboard input freeze on game start
I have an occasional issue when starting, or loading a game. Factorio appears to run perfectly fine but doesn't respond to any keyboard input. It responds to mouse input, I can click on the map and drag the map view around. Often, clicking on the ground will cause a "map ping" to appear, b...
- Sun Mar 03, 2019 10:21 am
- Forum: Duplicates
- Topic: [0.17.4] [Linux] - introduction scenario crash at "rebuild" stage
- Replies: 1
- Views: 617
[0.17.4] [Linux] - introduction scenario crash at "rebuild" stage
Full Log File: https://pastebin.com/mQFCuerZ . Error while running event level::on_tick (ID 0) __base__/lualib/command_callback.lua:31: assertion failed! stack traceback: [C]: in function 'assert' __base__/lualib/command_callback.lua:31: in function 'set_command' __base__/lualib/attacks.lua:123: in ...
- Fri Aug 17, 2018 4:15 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 46911
Re: Friday Facts #256 - The little things 3
A science research that upgrades the exoskeletons to provide "belt motion compensation" seems like a good idea.
I applaud these three ideas
I applaud these three ideas
- Sat Jun 30, 2018 5:38 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69753
Re: Friday Facts #249 - Dead end exploration
I think proposal 4 is successful for its simplicity. To address some reasonable concerns I've seen: Mods mean useless actionbar 'pages' and wasted slots. Limiting the number of blueprints players can keep. I think both of these problems should be solved by modifying the 4th proposal. Have the synchr...
- Thu Oct 12, 2017 7:05 pm
- Forum: Ideas and Suggestions
- Topic: train station tags
- Replies: 0
- Views: 774
train station tags
A lot is currently possible by duplicating station names and using circuit signals to enable/disable stations. Like, a lot a lot with enough patience and circuit network ability. However many of us rely on what is possible using the train gui (I was a massive fan of the new wait conditions) My idea ...
- Fri Oct 06, 2017 9:08 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 32623
Re: Friday Facts #211 - The little things
Will the artillery train be moddeable? I would love to see a mixture of super long range artillery, mid range cannons and short range gun turrets. Could be fun to orchestrate a creeping train advance. Also an interesting method for flexible base defence. Keep some gun trains in reserve to dispatch t...
- Sat Jul 29, 2017 7:09 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 995053
- Mon May 08, 2017 8:38 am
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44294
Re: Version 0.15.9
I've noticed some odd biter behaviour in this version. I made a bug report for it because I had a lot of biters frozen in place on the map, that is unless my player is nearby. I was doing lots of blueprinting in the zoomed in map view around the time (which I love btw!) EDIT: Just checked my bug rep...
- Sun May 07, 2017 9:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9] - frozen biters
- Replies: 7
- Views: 5539
[0.15.9] - frozen biters
Attached is a save where the visible biters are frozen in place on the map. Symptoms: biters visible on map view stopped moving proximity to player unfreezes them (some only temporarily) Actions beforehand: Radars and roboports built using zoomed map view (recently added feature), shift-clicking and...
- Sat Apr 22, 2017 4:50 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 141183
Re: Friday Facts #187 - Space science & 0.15 graphics
One suggestion for the rocket/satellites that would add to game play: Have two satellite types: Explorer and Destroyer An explorer would provide radar type functionality, but over a far greater area (simplified, it could cover the whole map, more complex, you could deploy the satellite over a speci...