Search found 24 matches

by ilikehackinggames
Thu Jul 17, 2025 10:43 pm
Forum: Pending
Topic: [2.0.60] performence problums when holding a item
Replies: 6
Views: 291

Re: [2.0.60] performence problums when holding a item

are you not able to just change the last verson number? or were there changes to the format in this update?
by ilikehackinggames
Wed Jul 16, 2025 2:18 am
Forum: Pending
Topic: [2.0.60] performence problums when holding a item
Replies: 6
Views: 291

Re: [2.0.60] performence problums when holding a item

sadly i do not (i had been playing over 15 minites when i finaly unlocked roboports and noticed it. i just checked and it seems like it doesnt happen on my space age save? mabey its from all the items or something? my gpu is pritty bad (a intel(R) UHD Graphics 630 though now that i think about it ...
by ilikehackinggames
Tue Jul 15, 2025 10:20 pm
Forum: Pending
Topic: [2.0.60] performence problums when holding a item
Replies: 6
Views: 291

Re: [2.0.60] performence problums when holding a item

i had a few outer debug things on by acsadent. new video has them turned off
by ilikehackinggames
Tue Jul 15, 2025 10:15 pm
Forum: Pending
Topic: [2.0.60] performence problums when holding a item
Replies: 6
Views: 291

[2.0.60] performence problums when holding a item

after updating to 2.0.60 anytime i hold a item my fps goes down. this is exstra true for power polls and roboports but is true with stuff like belts too. this didnt happen before 2.0.60 and i didnt update any mods sence then so its unlikely to be a mod problum. plus its the rendering thats slowing ...
by ilikehackinggames
Tue May 27, 2025 11:45 pm
Forum: Not a bug
Topic: [2.0.47] Dragging belt over asteroid collector doesnt place undergrounds
Replies: 1
Views: 268

[2.0.47] Dragging belt over asteroid collector doesnt place undergrounds

i exspected the underground to place when dragging over it with the belts. like it does with basicly everything else when posable. see attached video
by ilikehackinggames
Sun May 18, 2025 1:44 am
Forum: Technical Help
Topic: add non-blocking autosave to windowsby copying wsl's fork
Replies: 5
Views: 522

Re: add non-blocking autosave to windowsby copying wsl's fork


Processes created under Win32 user space cannot “fork()” into becoming a WSL process…. It has to start there to begin with. :-)

You can run a Headless Server on a Linux machine, with non-blocking saving enabled, and then connect to it from your Windows Desktop in Multiplayer mode. If the two ...
by ilikehackinggames
Sun May 18, 2025 1:44 am
Forum: Technical Help
Topic: add non-blocking autosave to windowsby copying wsl's fork
Replies: 5
Views: 522

Re: add non-blocking autosave to windowsby copying wsl's fork

DaveMcW wrote: Wed May 14, 2025 1:43 pm Have you tried installing the Linux version of Factorio in WSL?

https://learn.microsoft.com/en-us/windo ... s/gui-apps
no but the main issue is i dont want the overhead of everything else. i only want the saving.
by ilikehackinggames
Sun May 18, 2025 1:43 am
Forum: Technical Help
Topic: add non-blocking autosave to windowsby copying wsl's fork
Replies: 5
Views: 522

Re: add non-blocking autosave to windowsby copying wsl's fork


Processes created under Win32 user space cannot “fork()” into becoming a WSL process…. It has to start there to begin with. :-)

You can run a Headless Server on a Linux machine, with non-blocking saving enabled, and then connect to it from your Windows Desktop in Multiplayer mode. If the two ...
by ilikehackinggames
Mon May 12, 2025 9:31 am
Forum: Technical Help
Topic: add non-blocking autosave to windowsby copying wsl's fork
Replies: 5
Views: 522

add non-blocking autosave to windowsby copying wsl's fork

the main reson ive seen for it not being on windows is the lack of fork with cow. well thats not quite true. wsl (windows subsystem for linux) has full support for cow fork(). i beleave it works by creating a new prosess and remaping the memory with cow protectsons as well as copying all handles for ...
by ilikehackinggames
Tue May 06, 2025 1:41 am
Forum: Mod portal Discussion
Topic: [2.0.47] space age filter doesnt filter out mods that have requred dependenceys of mods that requre space age
Replies: 0
Views: 358

[2.0.47] space age filter doesnt filter out mods that have requred dependenceys of mods that requre space age

for exsaple the mod "https://mods.factorio.com/mod/primitive-foundry" (first mod i saw with this) will still show up when having space age tag blocked. very annoying and makes it much less useful
by ilikehackinggames
Sat May 03, 2025 2:42 am
Forum: Not a bug
Topic: [2.0.43] peramiterised train blueprints dont work
Replies: 1
Views: 199

Re: [2.0.43] peramiterised train blueprints dont work

never mind i just frogot to remove the train group. feel free to close it if that is intended. thogh you might want to add a warning or something
by ilikehackinggames
Sat May 03, 2025 2:33 am
Forum: Not a bug
Topic: [2.0.43] peramiterised train blueprints dont work
Replies: 1
Views: 199

[2.0.43] peramiterised train blueprints dont work

step 1: import this blueprint 0eNrtV2FvmzAQ/S/+TCawIUC0Ttp/2LcqQo5xqBVjR8akyyr+++6AJCxtlHRKJ1WaFAnZd9y9e+84Oy9kpVu5dcp4snghSljTkMXjC2lUZbjGPcNrSRbEcaVJFxBlSvmTLKJuGRBpvPJKDm/0i31h2nolHTgEhze1Fba2Xu0kCcjWNvCKNRgZwsQ0C8ieLGYxSzsMyFdaFtpWqvFKNMXzk4J1bXfKVGSx5rqRAbFOQTI+hAm ...
by ilikehackinggames
Sat May 03, 2025 1:24 am
Forum: Not a bug
Topic: (2.0.43) "wild card" signal in train interupts doesnt go though every item like the descriptson implys
Replies: 1
Views: 249

(2.0.43) "wild card" signal in train interupts doesnt go though every item like the descriptson implys

the "wild card" train interupt things descriptson makes no menctson of the fact that it only checks for items already in its cargo "when used in schedule interupt, it will match the first item that passes all wait conditsons and replace the signal with that item" not the first item in its inventory ...
by ilikehackinggames
Tue Apr 29, 2025 6:38 am
Forum: Modding discussion
Topic: is there any bug bountys?
Replies: 3
Views: 591

Re: is there any bug bountys?


Edit: New guidance from Staff is in the next Reply.

I have never seen a Bug Bounty discussed; Wube Software is a small team. Most of us Players are here for the Fun of it. :-)

yea thats fair. though if i did find a rce (unlikely) i would hope they would at least be willing to give me a free ...
by ilikehackinggames
Tue Apr 29, 2025 4:39 am
Forum: Modding discussion
Topic: would it be posable to compile the game with ASAN?
Replies: 7
Views: 736

Re: would it be posable to compile the game with ASAN?

wait no your talking about a steam build. the linux native build wouldnt have that issue as you already make it with asan.
by ilikehackinggames
Tue Apr 29, 2025 1:37 am
Forum: Modding discussion
Topic: would it be posable to compile the game with ASAN?
Replies: 7
Views: 736

Re: would it be posable to compile the game with ASAN?

hmm i mean you could also put them on the websites. and most people who want to find vunerabilitys use linux. as for the build time thats honistly fair enough of a reson. thanks anyways.
by ilikehackinggames
Tue Apr 29, 2025 12:45 am
Forum: Modding discussion
Topic: would it be posable to compile the game with ASAN?
Replies: 7
Views: 736

Re: would it be posable to compile the game with ASAN?

Rseding91 wrote: Mon Apr 28, 2025 11:10 pm We already do compile and run our test suite with ASAN and TSAN on every commit on every branch.
oh nice! do you think you could have a seprite verson with ASAN (and optsonaly tsan) as a steam beta or something so people like me who want to do fuzzing can know when we found a vunerability easyer?
by ilikehackinggames
Mon Apr 28, 2025 5:50 am
Forum: Modding discussion
Topic: would it be posable to compile the game with ASAN?
Replies: 7
Views: 736

Re: would it be posable to compile the game with ASAN?

or if the anser is no i would love a exsplinatson as to why not. it wouldnt give much new info given that you already send out the game symbles.
by ilikehackinggames
Mon Apr 28, 2025 4:14 am
Forum: Modding discussion
Topic: would it be posable to compile the game with ASAN?
Replies: 7
Views: 736

would it be posable to compile the game with ASAN?

would be good for fuzzing. or even better would be with afl++ but i dont exspect you to do that given that would requre installing afl++. but yea do you think you would be able to compile the game with asan and put it on a steam beta or something? its fine if not just would make it easyer for people ...

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