Search found 14 matches
- Thu Nov 28, 2024 1:00 pm
- Forum: Not a bug
- Topic: [2.0.17] [SA] Stack inserter behaves wierdly with hand size overrides
- Replies: 14
- Views: 1788
Re: [boskid][2.0.17] [SA] Stack inserter behaves wierdly with hand size overrides
If you set stack size override to 10, items that cannot stack that high are still getting transferred at a lower stack size, would you also consider that a bug because inserter does not obey its stack size setting?
No, it is something of a common sense, that if unstackable items like promethium ...
- Thu Nov 28, 2024 12:07 pm
- Forum: Not a bug
- Topic: [2.0.17] [SA] Stack inserter behaves wierdly with hand size overrides
- Replies: 14
- Views: 1788
Re: [2.0.17] [SA] Stack inserter behaves wierdly with hand size overrides
That means that even if you have those stack inserters set with stack size override of 10, it only grabs up to 8 items since that is a largest multiple of belt stack size that can be dropped without leaving a partial stacks on the belt.
If its not a technical limitation, then its really weird ...
- Thu Nov 21, 2024 10:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] Stack Inserter swings with less than stack size items
- Replies: 2
- Views: 1175
[boskid][2.0.20] Stack Inserter swings with less than stack size items
Subject.
Steps: Start a new game, go to /editor, stamp the following blueprint, leave /editor, observe stack inserter
Potentially a duplicate of https://forums.factorio.com/viewtopic.php?p=639228#p639228
0eNqNU9FyozAM/Bc9m04I0Ex4uB ...
Steps: Start a new game, go to /editor, stamp the following blueprint, leave /editor, observe stack inserter
Potentially a duplicate of https://forums.factorio.com/viewtopic.php?p=639228#p639228
0eNqNU9FyozAM/Bc9m04I0Ex4uB ...
- Mon Jun 05, 2023 2:26 pm
- Forum: 1 / 0 magic
- Topic: [1.1.80] Crash Chunk::preSaveNonRecursive
- Replies: 2
- Views: 1016
Re: [1.1.80] Crash Chunk::preSaveNonRecursive
This machine failed memtester, so the report is useless.
- Mon Jun 05, 2023 9:15 am
- Forum: 1 / 0 magic
- Topic: [1.1.80] Crash Chunk::preSaveNonRecursive
- Replies: 2
- Views: 1016
[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 ...
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 ...
- Thu Feb 01, 2018 8:34 am
- Forum: Pending
- Topic: [0.16.16] Crash of server on saving on: "DifficultySettings::save"
- Replies: 2
- Views: 1333
Re: [0.16.16] Crash of server on saving on: "DifficultySettings::save"
Nope, server was not mine, and it is gone now.Rseding91 wrote:Do you have any way to reproduce the crash?
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.
- Wed Jan 17, 2018 7:42 am
- Forum: Pending
- Topic: [0.16.16] Crash of server on saving on: "DifficultySettings::save"
- Replies: 2
- Views: 1333
[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 {5793484 ...
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 {5793484 ...
- 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: 24055
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.
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.
- Mon Jan 08, 2018 3:37 pm
- Forum: Ideas and Suggestions
- Topic: Rename Everything/Anything to Not Exists/Exists
- Replies: 1
- Views: 1057
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 ...
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 ...
- 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: 2882
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
- 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: 2882
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.
- Fri Dec 09, 2016 1:17 pm
- Forum: Not a bug
- Topic: [0.14.21] Lamps load chunks causing unnecessary lag
- Replies: 4
- Views: 2883
Re: [0.14.21] Lamps load chunks causing unnecessary lag
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.GeoStyx wrote:I love lamps.
- 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: 3250
Re: [14.21] Deconstruction markers time out, issue for placing BP
When finite deconstruction order disappears from a tree/rock that blocks infinite construction order, robots are stuck flying over the ghost.Rseding91 wrote:That's by design.
It clearly violates player expectation at least.
- Fri Sep 16, 2016 5:18 pm
- Forum: Duplicates
- Topic: [0.14.7] Seg Fault in RailBlock::trainEntered
- Replies: 1
- Views: 1007
[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 ...
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 ...