Shouldâve searched for the crashing function, I guess. (Someone else added that to the subject after I made my post.)
Looks like it wasnât properly fixed last time, even though you used exactly the same steps to reproduce the problem.
Search found 66 matches
- Fri Jun 04, 2021 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.34] Crash in scenario with character in locomotive (VehiclePassenger::setPositionWithoutMapRegistration)
- Replies: 3
- Views: 2462
- Thu Jun 03, 2021 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.34] Crash in scenario with character in locomotive (VehiclePassenger::setPositionWithoutMapRegistration)
- Replies: 3
- Views: 2462
[1.1.34] Crash in scenario with character in locomotive (VehiclePassenger::setPositionWithoutMapRegistration)
What happens? The game crashes when trying to play a scenario that was saved with the âplayerâ inside a locomotive. How to reproduce the crash * Alternative 1: Edit the attached scenario and click âPlayâ or âTick onceâ. The attached log file is from this alternative. * Alternative 2: Try to play th...
- Sun Jul 22, 2018 12:02 pm
- Forum: Technical Help
- Topic: [0.16.51] "Server is not responding" while downloading map
- Replies: 5
- Views: 2765
Re: [0.16.51] "Server is not responding" while downloading map
The game communication uses UDP while the map download uses TCP. TCP connections can sometimes swamp out UDP packets, depending on network connections and routers used, so what youâre seeing is not too unexpected. If the server runs on Linux, thereâs some fancy network configuration stuff that you c...
- Sun Jul 15, 2018 6:52 pm
- Forum: 1 / 0 magic
- Topic: [0.16.51] Crash when autosaving
- Replies: 4
- Views: 2008
Re: [0.16.51] Crash when autosaving
You could also run Prime95âs torture test, which generally pushes the system more than Memtest but doesnât tell you which area the problem is in exactly.
- Tue Jul 03, 2018 7:55 pm
- Forum: Minor issues
- Topic: [0.16.51]Inserters stuck looping with uncompressed blue belt
- Replies: 5
- Views: 3890
Re: [0.16.51]Inserters stuck looping with uncompressed blue belt
The items are perfectly spaced so that the inserters take just a bit too long to switch belt sides to reach them before they go out of range. I think the only way to prevent that is making sure that the items are spaced differently. Considering that thereâs so little on the belt, the most reliable w...
- Wed Jun 27, 2018 6:40 pm
- Forum: Pending
- Topic: Server not reponding during map download
- Replies: 4
- Views: 1937
Re: Server not reponding during map download
I'm surprised it's 2018 and networks still can't tell the difference between low intensity, high priority data and bulk "when it gets there" low priority data. It's so annoying that my 12kb/s game connections get ruined because the 5GB download NEEDS to complete 0.0023 seconds faster. A b...
- Sun Jun 24, 2018 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.51] Segmentation fault when running out of disk space
- Replies: 2
- Views: 3138
Re: [Rseding91] [0.16.51] Segmentation fault when running out of disk space
I think the saves are unrelated. If you symlink the temp directory to a filesystem with space left and then start the campaign four times, Factorio will crash even without attempting to save the game. I think the problem is that it doesnât handle not being able to write itâs log file. After starting...
- Sat Jun 23, 2018 6:54 pm
- Forum: Duplicates
- Topic: [0.16.51] Inserter stops picking up items from blue belt
- Replies: 7
- Views: 3471
Re: [0.16.51] Inserter stops picking up items from blue belt
That leaves me with just one question: why does this behavior differ between the underground entrance and exit? I'd imagine they're both 'half a tile long', but the behavior differs so is the entrance just a couple pixels shorter? What could be the reason for this difference? AFAIK, inserters will ...
- Fri Jun 15, 2018 11:04 pm
- Forum: Not a bug
- Topic: [0.16.50] Idle Pumps Emit Pollution
- Replies: 8
- Views: 3132
Re: [0.16.50] Idle Pumps Emit Pollution
I still believe, that a pump that has been disabled by circuit connections should not emit any pollution (Correct me if I'm wrong). I just checked and disabled pumps indeed donât emit any pollution. Odd that pumps are the only generically pollution-producing entities, but at least that explains why...
- Fri Jun 15, 2018 8:08 pm
- Forum: Not a bug
- Topic: [0.16.50] Idle Pumps Emit Pollution
- Replies: 8
- Views: 3132
Re: [0.16.50] Idle Pumps Emit Pollution
Start sandbox game, place a pump, solar panel and power pole: chunk has pollution.
Unpowered pumps donât emit pollution. Will try circuit-disabled pumps later.
Unpowered pumps donât emit pollution. Will try circuit-disabled pumps later.
- Fri Jun 15, 2018 2:38 pm
- Forum: Not a bug
- Topic: [0.16.50] Idle Pumps Emit Pollution
- Replies: 8
- Views: 3132
Re: [0.16.50] Idle Pumps Emit Pollution
I havenât found any other electric entities that produce pollution when idle even though they drain power. All other entities only produce pollution when active, i.e. animated. When I stop all resource input and let my whole base grind to a halt and then wait for the pollution to clear, only chunks ...
- Tue Jun 12, 2018 11:55 am
- Forum: Not a bug
- Topic: [0.16.49] Green Circuits
- Replies: 7
- Views: 2496
Re: [0.16.49] Green Circuits
That belt which is sideloading onto the belt before the splitter. If you want to use the splitter priority logic, then you need to actually feed the belt into the splitter, rather than sideload onto the belt. eg something like. That fixes the OPâs problem, but doesnât change the fact that items fro...
- Mon Jun 11, 2018 6:59 pm
- Forum: Not a bug
- Topic: [0.16.49] Green Circuits
- Replies: 7
- Views: 2496
Re: [0.16.49] Green Circuits
The belt feeding from the top is backed up, so no items from the belt coming from the right should fit on it, yet items on the right lane of that belt squeeze into the left belt. Items on the left lane stay. There is probably a split between two belt lines between the first and second belt in front ...
- Sat May 19, 2018 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [for 0.17] Programmable Speaker Audible Distance Bug (Minor)
- Replies: 4
- Views: 4072
Re: Programmable Speaker Audible Distance Bug (Minor)
Non-fading sounds arenât limited to just the programmable speaker. Try standing next to a rocket silo and run away when a rocket is starting: the sound will keep playing at full volume as if youâre still standing right next to it.
- Wed May 16, 2018 12:17 am
- Forum: Won't fix.
- Topic: [0.16.43] Inserter waiting on wrong belt tile
- Replies: 2
- Views: 1539
[0.16.43] Inserter waiting on wrong belt tile
confused_inserter.png The inserter in the attached save is waiting on the far lane of the wrong belt tile (to its side, south). See screenshot above. The inserter was never rotated and Iâve never used mods. This also happens if items are placed on the other lane of the belt. Mining the corner belt ...
- Sun May 13, 2018 12:51 pm
- Forum: Minor issues
- Topic: Toogle fullscreen toogles train station names on map view
- Replies: 5
- Views: 2828
Re: Toogle fullscreen toogles train station names on map view
Pressing alt in the map view toggles all of the options you have enabled on the top-right off/on. For me, it doesnât. If I select all options, pressing Alt toggles only roboports, turrets, power and pollution but not station names or player names. The GIF in the OP also shows that the station names...
- Sat May 05, 2018 6:17 pm
- Forum: Duplicates
- Topic: [0.16.41] Stuck on loading map
- Replies: 5
- Views: 3225
Re: [0.16.41] Game stuck on loading screen
0.16.41 contains a bugfix that needs to replace every rail signal when you load an older save. Considering that you have a huge train-based map, this will take a looong time. Try waiting even longer. If it works, save the map again and you should be fine from then on. 0.16.42 is supposed to have a f...
- Sat May 05, 2018 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.16.41] Melting CPU while in Mainmenu (constant 55%)
- Replies: 25
- Views: 12070
Re: [Posila] [0.16.41] Melting CPU while in Mainmenu (constant 55%)
I haven't had chance to look into it further yet. To get you started, maybe have a look at timeBeginPeriod / timeEndPeriod and timeGetDevCaps , mentioned in the Sleep() api . By default, Windows uses low resolution timers (important on laptops to conserve power) and you have to explicitly tell the ...
- Wed May 02, 2018 12:05 pm
- Forum: Won't fix.
- Topic: [0.16.36] Rounding error with modules?
- Replies: 11
- Views: 3703
Re: [0.16.36] Rounding error with modules?
Maybe not internally, but it at least does something for display. If it doesnât round(), does it floor()?Rseding91 wrote:The game doesn't round numbers.
- Tue May 01, 2018 10:37 pm
- Forum: Won't fix.
- Topic: [0.16.36] Rounding error with modules?
- Replies: 11
- Views: 3703
Re: [0.16.36] Rounding error with modules?
This is most likely a result of imperfect representation of real numbers. 80âŻ% is 0.8, which cannot be represented in binary and becomes 0.80000001192092895508 when forced into a float type variable. 1âŻ-âŻ0.80000001192092895508âŻ=âŻ0.19999998808 210âŻ*âŻ0.19999998808 = 41.9999974968 Truncate the fraction...