Search found 11 matches

by Valeskas
Mon Jun 05, 2023 2:26 pm
Forum: 1 / 0 magic
Topic: [1.1.80] Crash Chunk::preSaveNonRecursive
Replies: 2
Views: 596

Re: [1.1.80] Crash Chunk::preSaveNonRecursive

This machine failed memtester, so the report is useless.
by Valeskas
Mon Jun 05, 2023 9:15 am
Forum: 1 / 0 magic
Topic: [1.1.80] Crash Chunk::preSaveNonRecursive
Replies: 2
Views: 596

[1.1.80] Crash Chunk::preSaveNonRecursive

Edit2: this machine failed memtester, so the report is useless. Edit: somehow I missed a previous report: https://forums.factorio.com/viewtopic.php?p=584391#p584391 So my report is a duplicate. Please delete if not needed. I have a headless server running continously on a linux machine in a closet. ...
by Valeskas
Thu Feb 01, 2018 8:34 am
Forum: Pending
Topic: [0.16.16] Crash of server on saving on: "DifficultySettings::save"
Replies: 2
Views: 999

Re: [0.16.16] Crash of server on saving on: "DifficultySettings::save"

Rseding91 wrote:Do you have any way to reproduce the crash?
Nope, server was not mine, and it is gone now.

Also topic title is incorrect, it should be "Crash of client", not "Crash of server", since server autosaved without crashes, but clients could not save local copy.
by Valeskas
Wed Jan 17, 2018 7:42 am
Forum: Pending
Topic: [0.16.16] Crash of server on saving on: "DifficultySettings::save"
Replies: 2
Views: 999

[0.16.16] Crash of server on saving on: "DifficultySettings::save"

Server name "Dangerous|OARC|Vanilla|24/7|" Server itself seems to autosave just fine. Factorio crashed. Generating symbolized stacktrace, please wait ... 11813.967 Info ClientSynchronizer.cpp:279: Changing local latency from 19 to 30 (nextTickToSend: 5793484, ticksClientWillJumpOver: 116 {...
by Valeskas
Wed Jan 10, 2018 7:51 pm
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
Replies: 38
Views: 18788

Re: Fps and sometimes UPS issues when playing

Setting factorio process priority to High solved the problem for me.
Windows 10
i5 4670 3.4GHz
GTX 1060 6GB
16GB RAM

Dropping UPS to 30 when FPS drops to 30 is a defect that should be fixed IMO.
by Valeskas
Mon Jan 08, 2018 3:37 pm
Forum: Ideas and Suggestions
Topic: Rename Everything/Anything to Not Exists/Exists
Replies: 1
Views: 806

Rename Everything/Anything to Not Exists/Exists

In combinators, Everything is equivalent to Not Exists with negated condition, Anything is equivalent to Exists with condition as is. In Everything->Not Exists case condition should be negated automaticaly during map migration. I think that suggested names are way more clear, but I am not a native e...
by Valeskas
Fri May 19, 2017 10:24 am
Forum: Not a bug
Topic: [0.15.12][kovarex] Player can't build signals where bots can
Replies: 6
Views: 2235

Re: [0.15.12] Player can't build signals where bots can

My bad. The game allows to place signals manually if you do it 1,2,3,4, but does not allow if you do it 4,3,2,1
test.png
test.png (717.05 KiB) Viewed 2216 times
by Valeskas
Fri May 19, 2017 10:02 am
Forum: Not a bug
Topic: [0.15.12][kovarex] Player can't build signals where bots can
Replies: 6
Views: 2235

Re: [0.15.12] Player can't build signals where bots can

There are two rails near this signals, curved and straight. I dont expect this case to work as it is looking, this signals are probably not attached to curved rail.
by Valeskas
Fri Dec 09, 2016 1:17 pm
Forum: Not a bug
Topic: [0.14.21] Lamps load chunks causing unnecessary lag
Replies: 4
Views: 2281

Re: [0.14.21] Lamps load chunks causing unnecessary lag

GeoStyx wrote:I love lamps.
Personally, I would expect default lamps to be treated as single entity, similar to solar panels. If that is not the case, maybe create a world covered with lamps, and submit it here Performance optimization - post your saves.
by Valeskas
Wed Dec 07, 2016 11:49 am
Forum: Not a bug
Topic: [14.21] Deconstruction markers time out, issue for placing BP
Replies: 8
Views: 2456

Re: [14.21] Deconstruction markers time out, issue for placing BP

Rseding91 wrote:That's by design.
When finite deconstruction order disappears from a tree/rock that blocks infinite construction order, robots are stuck flying over the ghost.
It clearly violates player expectation at least.
by Valeskas
Fri Sep 16, 2016 5:18 pm
Forum: Duplicates
Topic: [0.14.7] Seg Fault in RailBlock::trainEntered
Replies: 1
Views: 762

[0.14.7] Seg Fault in RailBlock::trainEntered

Does not reproduce, reported in case crash stack is useful/sufficient. 3738.448 Error CrashHandler.cpp:135: Exception Code: c0000005, Address: 00007FF6F95E6181 ModuleBase: 00007FF6F92C0000, ImageSize: 01160000, RelativeAddress: 00326181 3738.448 Error CrashHandler.cpp:145: Exception Context: rax=000...

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