Search found 66 matches

by kitcat
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

Re: [1.1.34] Crash in scenario with character in locomotive (VehiclePassenger::setPositionWithoutMapRegistration)

Should’ve searched for the crashing function, I guess. (Someone else added that to the subject after I made my post.)

Looks like it wasn’t properly fixed last time, even though you used exactly the same steps to reproduce the problem.
by kitcat
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 “player” inside a locomotive. How to reproduce the crash * Alternative 1: Edit the attached scenario and click “Play” or “Tick once”. The attached log file is from this alternative. * Alternative 2: Try to play th...
by kitcat
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 you’re seeing is not too unexpected. If the server runs on Linux, there’s some fancy network configuration stuff that you c...
by kitcat
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 Prime95’s torture test, which generally pushes the system more than Memtest but doesn’t tell you which area the problem is in exactly.
by kitcat
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 there’s so little on the belt, the most reliable w...
by kitcat
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...
by kitcat
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 doesn’t handle not being able to write it’s log file. After starting...
by kitcat
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 ...
by kitcat
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 don’t emit any pollution. Odd that pumps are the only generically pollution-producing entities, but at least that explains why...
by kitcat
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 don’t emit pollution. Will try circuit-disabled pumps later.
by kitcat
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 haven’t 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 ...
by kitcat
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 OP’s problem, but doesn’t change the fact that items fro...
by kitcat
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 ...
by kitcat
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 aren’t 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 you’re still standing right next to it.
by kitcat
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 I’ve never used mods. This also happens if items are placed on the other lane of the belt. Mining the corner belt ...
by kitcat
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 doesn’t. 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...
by kitcat
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...
by kitcat
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 ...
by kitcat
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?

Rseding91 wrote:The game doesn't round numbers.
Maybe not internally, but it at least does something for display. If it doesn’t round(), does it floor()?
by kitcat
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. 80 % is 0.8, which cannot be represented in binary and becomes 0.80000001192092895508 when forced into a float type variable. 1 - 0.80000001192092895508 = 0.19999998808 210 * 0.19999998808 = 41.9999974968 Truncate the fraction...

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