Search found 35 matches

by luziferius
Tue Jan 30, 2024 1:29 pm
Forum: Bug Reports
Topic: [1.1.103]Reselecting rail blueprint content shifts global grid position
Replies: 3
Views: 299

Re: [1.1.103]Reselecting rail blueprint content shifts global grid position, persists after cancelling edit

Thanks.
I guess, that makes the second part of the issue a feature request to rename the display text of the blue button to something like "Reselect content and save" :|
by luziferius
Tue Jan 30, 2024 1:23 pm
Forum: Bug Reports
Topic: [1.1.100] Hotbar Slot stays selected when selecting vehicle that is not available
Replies: 3
Views: 372

Re: [1.1.100] Hotbar Slot stays selected when selecting vehicle that is not available

Was able to reproduce in 1.1.103. This seems to require a multiplayer connection. Screen capture Note: No keyboard keys were pressed in the screen capture while interacting with the car ghosts. I used [Q] to de-select the chest ghost. With the cars, the deselection happened automatically. factorio-c...
by luziferius
Tue Jan 30, 2024 12:41 pm
Forum: Bug Reports
Topic: [1.1.103]Reselecting rail blueprint content shifts global grid position
Replies: 3
Views: 299

[1.1.103]Reselecting rail blueprint content shifts global grid position

Re-selecting the content of some rail blueprints shifts the global grid set in the blueprint by 2 tiles (can be X, Y, or both). This change even persists when cancelling the edit via ESC or the [X] button in the blueprint editor window. Reproduction steps: Have an affected blueprint (attached) Place...
by luziferius
Thu Aug 04, 2022 1:37 pm
Forum: Pending
Topic: [1.1.64] Desync on unmodded server
Replies: 1
Views: 801

[1.1.64] Desync on unmodded server

While the desync happened, I was the only player on the server. The server is currently running and is named ā€œDeath World - All Welcomeā€

It happened while walking east and bumping into a power pole.

I guess that the cause lies within the latency state, but really unsure.

Desync report (~710MiB)
by luziferius
Mon Jan 10, 2022 12:10 pm
Forum: Duplicates
Topic: [1.1.50] Controls settings window cuts off long keyboard combinations
Replies: 3
Views: 1417

[1.1.50] Controls settings window cuts off long keyboard combinations

The settings window for keyboard controls cuts off long texts. I assume it only affects translations, here shown for German. This causes some issues with actions bound to the numpad. Marked in red are ā€œIncrease game speedā€, ā€œDecrease game speedā€ and ā€œSet game speed to 1ā€, which are all three by defa...
by luziferius
Thu May 20, 2021 8:55 pm
Forum: Duplicates
Topic: [Meta] Linux/macOS downloads for stable release still named ā€œalphaā€
Replies: 1
Views: 843

[Meta] Linux/macOS downloads for stable release still named ā€œalphaā€

The stand-alone downloads for any stable, post-release Linux or macOS version still have ā€œalphaā€ in their name. It doesnā€™t have any impact on the actual game (of course), but it looks kind-of weird that the server offers factorio_alpha_1.1.33.tar.xz when requesting the latest stable releaseā€¦ Unless ...
by luziferius
Thu May 20, 2021 8:40 pm
Forum: Not a bug
Topic: [1.1.33] Error migrating save: "attempt to index global 'silo_script' (a nil value)"
Replies: 1
Views: 906

[1.1.33] Error migrating save: "attempt to index global 'silo_script' (a nil value)"

I took the Darude Sandstorm video player save from https://forums.factorio.com/viewtopic.php?t=37490 , and tried to migrate it to 1.1 from 0.14. To do so, I saved it in 0.15.40, then in 0.17.79, then in 1.0.0. Loading the resulting map in 1.0.0 works fine, but trying to load it in 1.1.33 (to perform...
by luziferius
Sat Jan 09, 2021 8:57 pm
Forum: Technical Help
Topic: Can't join any multiplayer game
Replies: 3
Views: 1605

Re: Can't join any multiplayer game

I assume you use Windows. So check if your home network is marked as a private network, as the windows firewall might block access if you are connected to a ā€œpublicā€ network. And check any firewall application you may have, those may block the network traffic. I assume you use the Steam version. Try...
by luziferius
Sat Jan 09, 2021 8:18 pm
Forum: Pending
Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
Replies: 3
Views: 1245

Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)

It seems to work after loading the last successful autosave. I think this is 1/0 magic thenā€¦
by luziferius
Sat Jan 09, 2021 7:34 pm
Forum: Pending
Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
Replies: 3
Views: 1245

Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)

Thanks for the report. Looking at the stack trace it's crashing at a place that should never crash unless there's some kind of memory corruption going on. Ok, Iā€™ll just load the last auto-save then Do you have any way to reproduce the issue from a known working state? If not; there's nothing I can ...
by luziferius
Sat Jan 09, 2021 7:05 pm
Forum: Pending
Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
Replies: 3
Views: 1245

[1.1.8] Crash during saving (FluidManager::getSaveIndex)

The game started crashing during autosaving, I got a notification that the saving process died. I tried to manually save, and it crashed again. (I chose a new file name to not destroy my save file, in case it overwrites the map with partial data, so no total data loss on my side.) Then I turned on h...
by luziferius
Wed Nov 06, 2019 10:58 pm
Forum: Won't fix.
Topic: [0.17.75] NPE: Partially blocking biter paths breaks biter-following cutscenes.
Replies: 1
Views: 1058

[0.17.75] NPE: Partially blocking biter paths breaks biter-following cutscenes.

You can break the cutscenes during the first part of the Arrival campaign, in which the biters spawn, go to ship wrecks and munch on them. This is probably a minor issue, but it looks odd nonetheless when happening. This happens only due to malicious intent, when you try to break the scenario. Steps...
by luziferius
Wed Nov 06, 2019 9:16 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.75] NPE crash, accessing deleted entity in on_ai_command_completed()
Replies: 1
Views: 2451

[wheybags] [0.17.75] NPE crash, accessing deleted entity in on_ai_command_completed()

Background: I did an NPE play-through to find some issues. I donā€™t know what exactly caused this. Compilatron approached the coal mine in the starting location, I think because I placed a chest collecting coal. (It seems if you do so, Compilatron sometimes approaches it to tell you that you can take...
by luziferius
Sat Jul 06, 2019 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404
Replies: 1
Views: 2558

[Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404

I tried to join a vanilla multiplayer game, while I had some mods enabled. When the Game restarted after the mod sync process, the MP lobby server somehow returned an HTTP 404 error, causing the restarted game instance to get stuck without a GUI. I expected the game to either throw me back into the ...
by luziferius
Wed May 08, 2019 1:12 pm
Forum: Ideas and Suggestions
Topic: GUI: Allow scrolling on closed drop down fields
Replies: 2
Views: 1027

GUI: Allow scrolling on closed drop down fields

TL;DR Allow using the "scroll up" and "scroll down" action (typically mapped to the mouse wheel) on closed drop down fields to switch between entries. What? When the mouse is placed on a closed drop down field, allow using the mouse wheel to switch the currently selected item. S...
by luziferius
Sun Apr 14, 2019 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.31] Mod portal GUI: Following dependencies does not work on first try
Replies: 1
Views: 2822

[Rseding91] [0.17.31] Mod portal GUI: Following dependencies does not work on first try

(As you know) When opening a Mod with dependencies in the in-game Mod portal GUI, the GUI shows a button with a right arrow for each dependency. Those buttons can be used to open the respective mod in the GUI. Iā€™ll call this button type ā€œmod link buttonā€. The bug report: The mod link button does not...
by luziferius
Sat Apr 13, 2019 7:49 pm
Forum: Technical Help
Topic: [SOLVED][0.17][Linux] FPS 3.3 with default settings on GeForce GT 630
Replies: 29
Views: 6812

Re: [0.17.27][Linux] FPS 3.3 with default settings on GeForce GT 630

Things you may want to try: Run nvidia-smi in a terminal window on your secondary display. A simple way is running watch nvidia-smi Using watch has the advantage over using the repeat function built into nvidia-smi, that it wonā€™t scroll the output arbitrarily. Thisā€™ll tell you if it is exhausted VRA...
by luziferius
Sat Mar 23, 2019 8:10 pm
Forum: Implemented Suggestions
Topic: Symbol for Deconstruction Planner "Items On Ground"
Replies: 4
Views: 2402

Re: Symbol for Deconstruction Planner "Items On Ground"

Poliochi wrote: ā†‘
Sat Mar 23, 2019 5:43 pm
"Item request slot" doesn't need an icon, and (unless I'm missing something) should be removed from the list of filter options.
I think this filter can be used to mass-remove modules or module requests (created when modules are included in blueprints) from buildings.
by luziferius
Tue Mar 19, 2019 10:05 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 7
Views: 2762

Re: [Optimization] Improve map download netcode

It has been some years since I programmed mixed TCP/UDP, but I also recall there are issues with TCP sending more and more until it causes packet loss [ā€¦] Yeah, thats the TCP congestion control algorithm (https://en.wikipedia.org/wiki/TCP_congestion_control). Many algorithms use packet loss as an i...
by luziferius
Tue Mar 19, 2019 3:58 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 7
Views: 2762

Re: [Optimization] Improve map download netcode

Probably too small payload for each transmitted packet. 660K/1800 ~ 320 bytes of payload per packet, i'm not sure they even using TCP for bulk data transfer, and I think they should. Its actually 1300 packages/s incoming, and 1800 packages/s sent. While downloading maps, Factorio sends more package...

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