Search found 28 matches

by luziferius
Sat Jan 09, 2021 8:57 pm
Forum: Technical Help
Topic: Can't join any multiplayer game
Replies: 3
Views: 229

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 “public” 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: 176

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 then…
by luziferius
Sat Jan 09, 2021 7:34 pm
Forum: Pending
Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
Replies: 3
Views: 176

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, I’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: 176

[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: 370

[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: 942

[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 don’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: 1047

[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: 257

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: 1633

[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. I’ll call this button type “mod link button”. 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: 2156

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 won’t scroll the output arbitrarily. This’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: 633

Re: Symbol for Deconstruction Planner "Items On Ground"

Poliochi wrote:
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: 5
Views: 507

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 […] 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: 5
Views: 507

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...
by luziferius
Tue Mar 12, 2019 1:06 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 5
Views: 507

[Optimization] Improve map download netcode

The network code used to download multiplayer maps can be optimized, resulting in generally faster map downloads. Here in Germany, many ISPs offer highly asymmetric DSL lines, like 16MBit/s down, 0.5MBit/s up. Because the factorio network code uses about 4 times the number of packages in upload dire...
by luziferius
Thu Mar 07, 2019 7:43 pm
Forum: Not a bug
Topic: [0.17.8] [GUI] Confirmation buttons are ultra wide
Replies: 2
Views: 345

Re: [0.17.8] [GUI] Confirmation buttons are ultra wide

I think this is intentional. At least the early mock-ups, like shown in https://www.factorio.com/blog/post/fff-246, already show those wide buttons. But under some circumstances, the text on other buttons gets truncated, while the large green button grabs most of the horizontal space available. This...
by luziferius
Fri Sep 07, 2018 8:38 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 20113

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

There are quite some different keyboard layouts out there … The scan code based approach looks reasonable. I use the german »neo2« layout, so my keyboard looks like this: http://neo-layout.org/grafik/druckvorlage/neo-druckvorlage.png (Ignore the bottom row. The image is a low resolution render of a ...
by luziferius
Wed Mar 28, 2018 7:08 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 1384

Re: [0.16.35] Factorio deadlocks ingame, SP, no mods

I hope that this will resolve itself when the renderer rewrite hits in 0.17. When only render deadlocks, then the game should therefore continue doing autosaves. Since that stopped (huge time diff in log without saves), I conclude it was the prepare step. If this happens again, would a full memory d...
by luziferius
Tue Mar 27, 2018 11:25 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 1384

Re: [0.16.35] Factorio deadlocks ingame, SP, no mods

This does not happen often and I have not found any reproduction steps. The steam version runs fine for days worth of play time, so its not that I can't play because of this. I thougth about it a bit more: It might be a lock in the graphics driver caused by some weird interactions between Factorio, ...
by luziferius
Tue Mar 27, 2018 10:21 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 1384

[0.16.35] Factorio deadlocks ingame, SP, no mods

Well, This might be 1/0 magic… I got a deadlock. Rendering stops. Simulation stops (CPU load drops to 13% of a single core.). Autosaves stop being saved. It now happened the second time, the first time was several versions ago, but I don’t remember which 0.16.x version that was. After I got the dead...
by luziferius
Mon Mar 12, 2018 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.16.29] Corrupted graphics - SOLVED
Replies: 19
Views: 5900

Re: [0.16.29] Corrupted graphics

Currently, all logs are from the windows version. GPU vendor is mixed (AMD, NVidia). Maybe try to force the game to use the OpenGL renderer to see if this is specific to the Direct3D renderer: Open config\config.ini in the user data directory (https://wiki.factorio.com/Application_directory) Then en...

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