Search found 131 matches
- Fri Apr 12, 2024 8:53 pm
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 7
- Views: 636
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”. Maybe: https://stackoverflow.com/questions/7180970/return-code-when-oom-killer-kills-a-process What could s...
- Sat Apr 06, 2024 8:23 pm
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 7
- Views: 636
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
If I read that correctly, I was at 28GB with the main process, out of 32 gb my laptop has... Anyway: I now loaded factorio from the previous sucessful autosave, which is not that far off the one that exploded ... it only needs 9 GB ram ... are there maybe some memleaks? ^^ I let it run and do exactl...
- Sat Apr 06, 2024 1:22 am
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 7
- Views: 636
[raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
I use the fork-saving (cant remember how you named it in game). I explored in editor mode and run a few commands to further afk explore, as mapgen takes a while, which made the map quite big and was generating during the fork-saving, since fork uses copy on write memory allocation i guess it went bo...
- Fri Jan 19, 2024 8:10 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 20951
Re: Friday Facts #394 - Assembler flipping and circuit control
Since you started renaming things ... Can we please get the one most annoying thing in the whole factorio (modding api) renamed? Namely: force to something like faction For example placing an entity and reading the api docs and thinking "oh there is force" and intuitively means for me to ...
- Fri Jan 12, 2024 2:52 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45635
- Sun Jan 07, 2024 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7637
Re: "Read Chest contents" - Indicate if empty
First, I think you should redesign to avoid asymmetric drain. Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in. Show me where you would put that one decider per chest in my first scree...
- Sun Jan 07, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7637
- Sun Jan 07, 2024 12:24 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7637
"Read Chest contents" - Indicate if empty
Following setup: I have a train-to-train smelter (and basically everything else). I disable a station if I dont have enought products to fill up a train at max speed*. In the same way, I want to make ingredient deliveries: Enable the station, if I can unload at least a whole train at max speed*. * m...
- Fri Oct 20, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42140
Re: Friday Facts #381 - Space Platforms
Definitely add stats of "space pollution caused" (=items thrown overboard) maybe per item, like produced, used.
- Fri Feb 05, 2021 2:24 am
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 10635
[1.1.x] Length of rocket launch sequence
Not really a bug as nothing is really broken, BUT it still doesnt feel right. You cannot launch 1 rocket per minute from one rocket pad by a tiny margin. With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute. Would it be p...
- Wed Dec 16, 2020 11:19 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 32022
Re: Version 1.1.6
You've calculated the productivity on the reprocessing as 25%, not 20%. With maximum productivity everywhere, 19 U238 + 1 U235 gives 10 x 1.4 = 14 fuel cells, which reprocess to 14/5 x 3 x 1.2 = 10.08 U238 for a net consumption of 8.92 U238. The U235 can be kovarexed from 3/1.2 = 2.5 U238, so we en...
- Wed Dec 16, 2020 9:51 am
- Forum: Technical Help
- Topic: Explanation of detailed save-info-stats?
- Replies: 0
- Views: 619
Explanation of detailed save-info-stats?
Out of personal interest: would anyone share any details what the detailed saveing stats mean? Also: can we get per-force and per-surface stats? For example, what is *.targetable or surface.hidden-tiles? I added a few comments to things I consider obvious. Info AsyncScenarioSaver.cpp:149: Saving pro...
- Tue Dec 15, 2020 11:48 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 32022
Re: Version 1.1.6
Im playing a "it if can fit prod modules, you have to put prod modules in it" / maximise natural resources/dont waste (therefore: no coal liquification, no filling up a chest and shooting it, no filling the map with radars, lightoil to solid, as long as possible/not backed up due to excess...
- Thu Nov 26, 2020 4:14 pm
- Forum: Mod portal Discussion
- Topic: Mod ordering in author-page?
- Replies: 7
- Views: 2020
Re: Mod ordering in author-page?
oh... ty.
- Thu Nov 26, 2020 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.0] Infinity chests - GUI looks weird
- Replies: 1
- Views: 1902
[Rseding91] [1.1.0] Infinity chests - GUI looks weird
I modded my Infinity chests to be buffer chests - so I can test my mod networks. -> https://mods.factorio.com/mod/some-infinitychest Since 1.1.0 The Logistic grid looks weird (marked red) screen_20201126_040228.png And the infinity grid overlaps into some kind of border, making that "remove unf...
- Thu Nov 26, 2020 2:59 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
- Replies: 5
- Views: 3248
Re: [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Oh just wanted to create the same issue because of my spidertron mod... I am not alone, who got his grids borked, it seems.
Also color picker disappears
Also color picker disappears
- Thu Nov 26, 2020 2:57 am
- Forum: Mod portal Discussion
- Topic: Mod ordering in author-page?
- Replies: 7
- Views: 2020
Mod ordering in author-page?
If I did not miss anything really obvious I think mods are ordered by download count if you click on your modder-page...
But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?
-> https://mods.factorio.com/user/someone1337
But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?
-> https://mods.factorio.com/user/someone1337
- Tue Aug 25, 2020 2:36 am
- Forum: Implemented mod requests
- Topic: [RW] LuaEntity (tree type) "gray progress"
- Replies: 2
- Views: 1294
Re: [RW] LuaEntity (tree type) "gray progress"
This!
There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
- Mon Aug 24, 2020 9:04 pm
- Forum: Pending
- Topic: Spidertron repair bug
- Replies: 4
- Views: 2716
Re: Spidertron repair bug
The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
- Fri Aug 14, 2020 3:20 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104764
Re: Friday Facts #359 - Crash site: The beginning
yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...
This would still solve the problem in a nicer way that the current dual-field solution.
So those that really want to can depend on core only and others can depend on base...
This would still solve the problem in a nicer way that the current dual-field solution.