Search found 183 matches

by OvermindDL1
Wed Mar 24, 2021 11:25 pm
Forum: Duplicates
Topic: Crash while ingame
Replies: 2
Views: 693

Re: Crash while ingame

Found the precise frame where it crashed, so yeah I do think it was what was just fixed in 1.1.30. Sorry for the noise. :-)

Image
by OvermindDL1
Wed Mar 24, 2021 11:24 pm
Forum: Duplicates
Topic: Crash while ingame
Replies: 2
Views: 693

Re: Crash while ingame

Oh actually, by random chance I did happen to be streaming it at the time so some friends could watch, my mouse cursor went over the icon for an entity that showed ammo in the tooltip, so this might be related! So this may have been what was *just* fixed in 1.1.30, I'm updating to 1.1.30 and will re...
by OvermindDL1
Wed Mar 24, 2021 11:17 pm
Forum: Duplicates
Topic: Crash while ingame
Replies: 2
Views: 693

Crash while ingame

EDIT: It looks like it was the ammo crash of 1.1.29 that was fixed in 1.1.30 shortly after, so this issue may be resolved. Factorio 1.1.29 (1.1.30 came out while in-game, updating to 1.1.30 now though, however the below log doesn't seem to be in the changelog of fixes for 1.1.30, thus still reportin...
by OvermindDL1
Mon Jan 18, 2021 12:18 am
Forum: Technical Help
Topic: Mod GC Time
Replies: 1
Views: 254

Mod GC Time

I have a (large) number of mods on my server where some are creating a lot of garbage memory instead of using pools or so as they should be doing. This is causing the LUA Incremental GC time to take almost *4* times the amount of time that LUA script processing itself is taking. Right now the LUA GC...
by OvermindDL1
Mon Jan 18, 2021 12:14 am
Forum: Technical Help
Topic: Why Factorio loading takes so long?...
Replies: 12
Views: 1954

Re: Why Factorio loading takes so long?...

Vanilla factorio loads almost instantly, it's mods that slow it down. Something I've noticed and mentioned somewhere before is that I did testing and found that for each additional mod added, even tiny QoL mods that don't adjust prototypes, increases the time for every mod to load. An example with r...
by OvermindDL1
Fri Jan 15, 2021 7:19 am
Forum: 1 / 0 magic
Topic: [1.1.8] Crash on start when loading mods
Replies: 4
Views: 494

Re: [1.1.8] Crash on start when loading mods

For documentation sake it happened again, same stack trace (though different symbol value, likely because factorio has been updated, 1.1.11 now): Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xd08b27, 0xf05b3d, 0xd5f425, 0xd5fab1, 0xd5fb69, 0x41950, 0x93d15, 0x...
by OvermindDL1
Fri Jan 08, 2021 10:04 pm
Forum: 1 / 0 magic
Topic: [1.1.8] Crash on start when loading mods
Replies: 4
Views: 494

Re: [1.1.8] Crash on start when loading mods

I thought that might be the case but the similar error on two computer that are separated by years between when they were built made me wonder... I'll try to update if it happens again and I catch it.
by OvermindDL1
Thu Jan 07, 2021 8:11 pm
Forum: 1 / 0 magic
Topic: [1.1.8] Crash on start when loading mods
Replies: 4
Views: 494

Re: [1.1.8] Crash on load

And it loaded on the next attempt for note. It's worth noting that I've gotten this same (or at least very similar) error in the same place a week ago on another computer but as it wasn't my main computer and it wasn't on the internet at the time so I didn't report it. It was the same set of mods ho...
by OvermindDL1
Thu Jan 07, 2021 8:03 pm
Forum: 1 / 0 magic
Topic: [1.1.8] Crash on start when loading mods
Replies: 4
Views: 494

[1.1.8] Crash on start when loading mods

Was loading in 1.1.6, skipped 1.1.7 as 1.1.8 came out immediately after, during loading the game it crashed, this is the last bit of the log (see attached for full log): Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xd05da7, 0xf0043d, 0xd5b9a5, 0xd5c031, 0xd5c0...
by OvermindDL1
Tue Jan 21, 2020 4:06 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 18540

Re: Friday Facts #330 - Main menu and File Share Shenanigans

ZFS is fantastic! As someone working a few years with T5 servers with ZFS I have to disagree. It was OK unless more than 50% disk usage, otherwise it was getting painfully slow. Now we switched to x86 with a different FS and evweything works fine even at 99% of used space. I don't even know which F...
by OvermindDL1
Fri Jan 17, 2020 5:50 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 18540

Re: Friday Facts #330 - Main menu and File Share Shenanigans

ZFS is fantastic! If all you need is a simple ZFS RAID for a network drive or so, then get a lot of drives and go. However, if you want even higher throughput and better reliability then an object store system (like ceph mentioned prior, which does use zfs underneath as I recall) is absolutely unbea...
by OvermindDL1
Fri Jan 10, 2020 4:58 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 16297

Re: Friday Facts #329 - Campaign reassessment

This is the main prototype that we have been working on so far. A single map which starts small but grows after each objective is complete. This would emulate Freeplay gameplay in that the player can build very large bases and expand in the directions they want, but with quest objectives to steer t...
by OvermindDL1
Fri Dec 06, 2019 7:40 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 23406

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. That's generally what I see in real life. Like a pecan tree field nearby, I live in an extremely flat area, so the wind quite literally makes rippling waves across the whole fie...
by OvermindDL1
Fri Dec 06, 2019 5:02 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 23406

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I quite want it on, but perhaps instead of a toggle you could add a slider for 'intensity' of the effect (a simple 0-N bias scale, where 0 is off (can just not run that shader then, fallback to the normal texture shader) and non-0 is a scale, can even turn it above 1.0 for a 'larger' effect (likely...
by OvermindDL1
Fri Dec 06, 2019 4:11 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 23406

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting? Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) I quite want it on, ...
by OvermindDL1
Sun Nov 10, 2019 5:38 pm
Forum: 1 / 0 magic
Topic: [0.17.76] Crash on load: "PropertyTree::getType()"
Replies: 2
Views: 489

[0.17.76] Crash on load: "PropertyTree::getType()"

Same mod set had been working fine before unchanged, but loaded this time and this crash happened while the game was loading (mods used is in the log, CargoShips and BI was edited to not crash on 0.17.75+ via tiny edits as documented in their respective 0.17.75 issues). Native code crash, here's the...
by OvermindDL1
Mon Sep 09, 2019 9:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 200902

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

2. Take the fuel value off wooden beams. Raw wood is only used in two recipes: making wooden beams, and making big wooden poles. The latter is an Iron Age tech anyway so you've got, or are close to getting, electric inserters by then. It means that once wood is turned into a beam, it's somehow immu...
by OvermindDL1
Fri Aug 23, 2019 5:29 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 51888

Re: Friday Facts #309 - Controversial opinions

Something else about bots to add to my prior reply, it was suggested to me that a roboport should only control a limited amount of bots, perhaps in a limited area (only that roboport), which I quite like the idea of to keep their 'limited range throughput' part and lower their overall power.
by OvermindDL1
Fri Aug 23, 2019 4:14 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 51888

Re: Friday Facts #309 - Controversial opinions

I've had a few thoughts about a lot of these for a lot of years now: Electricity I'd personally prefer if electricity had only a maximum amount it could transfer on a given energynet, say, 1MW or 10MW or whatever for the lowest tier, however you could have different 'tiers' of energynets, such as th...
by OvermindDL1
Fri Jul 05, 2019 5:17 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 10176

Re: Friday Facts #302 - The multiplayer megapacket

@Raiguard: Which one? Tapemeasure at least seems to not need them seperate. I don't know - can mods do things when you hover over something? Does the server tell clients what you click on, or just that you click? Currently "pressed a button" and "selected something" are differen...

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