Search found 24 matches
- 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?
- 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 ...
- 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
- 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 ...
- 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
- 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 ...
- 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
no but the main issue is i dont want the overhead of everything else. i only want the saving.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
- 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 ...
- 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 ...
- Mon May 12, 2025 8:12 am
- Forum: Technical Help
- Topic: Game won't relaunch randomly after i've been playing for a while
- Replies: 1
- Views: 265
Re: Game won't relaunch randomly after i've been playing for a while
looks like a hardwhere problum to me
- 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
- 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
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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?
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?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.
- 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.
- 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 ...