Search found 13174 matches
- Thu Mar 28, 2024 11:14 pm
- Forum: Pending
- Topic: [1.1.104] Null pointer dereference in rail.cpp
- Replies: 5
- Views: 143
Re: [1.1.104] Null pointer dereference in rail.cpp
It can happen that the instructions the CPU is told to execute (that came from RAM) were corrupt. Additionally anything stored on the C++ stack will end up in RAM somewhere which can also get corrupt by bad RAM. I'm not saying it's impossible there's some base game bug. But given nobody else is here...
- Thu Mar 28, 2024 10:46 pm
- Forum: Pending
- Topic: [1.1.104] Null pointer dereference in rail.cpp
- Replies: 5
- Views: 143
Re: [1.1.104] Null pointer dereference in rail.cpp
I've also seen people running their RAM overclock profiles report their computer was "completely stable" and then get random crashes in Factorio indicating it was not in fact completely stable. Disabling the overclocks fixed the issue(s) for those people.
- Thu Mar 28, 2024 7:55 pm
- Forum: Pending
- Topic: [1.1.104] Null pointer dereference in rail.cpp
- Replies: 5
- Views: 143
Re: [1.1.104] Null pointer dereference in rail.cpp
Thanks for the report however that log file does not appear to be the correct one. It does not show any crash. Based off your description of the crash and where you say it was pointing my best guess is you have unstable and or failing hardware. Are you experiencing any other issues with other games/...
- Thu Mar 28, 2024 7:24 pm
- Forum: Minor issues
- Topic: [1.1.104] LuaGameScript::is_multiplayer() is false on_init
- Replies: 1
- Views: 54
Re: [1.1.104] LuaGameScript::is_multiplayer() is false on_init
Thanks for the report. Because of how that value works and because it can switch between single player and multiplayer it takes 1 or more updates after a save is loaded before the live value is populated.
- Tue Mar 26, 2024 9:31 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Daisy-chained research labs can jam with modded tech costs
- Replies: 1
- Views: 132
Re: [1.1.104] Daisy-chained research labs can jam with modded tech costs
Thanks for the report. This is now fixed for 2.0.
- Tue Mar 26, 2024 6:03 pm
- Forum: Fixed for 2.0
- Topic: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
- Replies: 1
- Views: 1215
Re: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
Thanks for the report. This is now fixed for 2.0.
- Mon Mar 25, 2024 9:46 pm
- Forum: Bug Reports
- Topic: [1.1.76] Tooltip for recipe in crafting gui fails to appear
- Replies: 1
- Views: 537
Re: [1.1.76] Tooltip for recipe in crafting gui fails to appear
Thanks for the report. I looked into this and it seems this behavior is built into the GUI library we use since 9+ years ago. If a widget is clicked before the hover time expires it marks it as "do not hover anymore" which disables the tooltip for the widget. I have no idea why it works li...
- Mon Mar 25, 2024 8:50 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Cliff deconstruction cannot be cancelled normally and is not actioned by construction bots
- Replies: 1
- Views: 167
Re: [1.1.104] Cliff deconstruction cannot be cancelled normally and is not actioned by construction bots
Thanks for the report. This is now fixed for 2.0.
- Mon Mar 25, 2024 8:01 pm
- Forum: Fixed for 2.0
- Topic: [1.1.100] Hotbar Slot stays selected when selecting vehicle that is not available
- Replies: 4
- Views: 455
Re: [1.1.100] Hotbar Slot stays selected when selecting vehicle that is not available
Thanks for the report. This is fixed for 2.0.
- Mon Mar 25, 2024 4:07 pm
- Forum: Minor issues
- Topic: [1.1.104] Miners can appear empty with probabilistic ore
- Replies: 1
- Views: 209
Re: [1.1.104] Miners can appear empty with probabilistic ore
Thanks for the report. I looked into the logic and it seems to be matching how the actual production would work. The amount for items produced is always rounded down so if an ore says it will most likely produce 0, that's what gets shown in the outputs. More specifically: the amount shown in the cir...
- Mon Mar 25, 2024 3:24 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Escape key doesn't dismiss Sync mods with save
- Replies: 1
- Views: 198
Re: [1.1.104] Escape key doesn't dismiss Sync mods with save
Thanks for the report. This is now fixed for 2.0.
- Sun Mar 24, 2024 2:58 am
- Forum: Not a bug
- Topic: [1.1.105] Enemies exactly know artillery turret position
- Replies: 1
- Views: 115
Re: [1.1.105] Enemies exactly know artillery turret position
That is intended.
- Sat Mar 23, 2024 9:01 pm
- Forum: Pending
- Topic: [1.1.105] Crash in Lua on loading mod
- Replies: 4
- Views: 218
Re: [1.1.105] Crash in Lua on loading mod
Are you sure that's the actual mods folder you're using? Because it's not giving me the error you're seeing.
- Sat Mar 23, 2024 8:40 pm
- Forum: Pending
- Topic: [1.1.105] Crash in Lua on loading mod
- Replies: 4
- Views: 218
Re: [1.1.105] Crash in Lua on loading mod
When I attempt to load that set of mods I get this error:
- Sat Mar 23, 2024 5:46 pm
- Forum: Pending
- Topic: [1.1.105] Crash in Lua on loading mod
- Replies: 4
- Views: 218
Re: [1.1.105] Crash in Lua on loading mod
Can you provide the mod(s) you're using? Zip and upload if small enough, or upload to something like google drive.
- Fri Mar 22, 2024 7:21 pm
- Forum: Minor issues
- Topic: [1.1.105] Mods can set special signals (undefined behavior)
- Replies: 1
- Views: 147
Re: [1.1.105] Mods can set special signals (undefined behavior)
Technically speaking nothing breaks by setting them. Simply they don’t do anything special for inserters. They are simply treated special in places they get allowed.
- Fri Mar 22, 2024 7:18 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 487
Re: [1.1.105] Crash in main menu after a few (or more) seconds
My theory is something hooking an overlay render and being broken. Steam, discord, riva tuner, anything else that does that.
- Fri Mar 22, 2024 4:00 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 487
- Fri Mar 22, 2024 2:01 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 487
Re: [1.1.105] Crash in main menu after a few (or more) seconds
Thanks for the report however there is no crash in the log file. It simply shows normal operation and then you closing the game by clicking the "X".
- Thu Mar 21, 2024 3:14 pm
- Forum: Modding discussion
- Topic: How to swap armors without dropping items?
- Replies: 8
- Views: 2290
Re: How to swap armors without dropping items?
This was fixed in 1.1.97 so it will simply swap without needing any extra logic.