Search found 46 matches

by Kevin94
Thu May 04, 2017 1:16 pm
Forum: Duplicates
Topic: [0.15.6] Crash when maximizing Window
Replies: 3
Views: 1245

Re: [0.15.6] Crash when maximizing Window

I can't see how this fix is related, but of course you know your code better than me. And as a programmer myself I know how two very different symptoms can be caused by the same bug.
by Kevin94
Thu May 04, 2017 12:40 pm
Forum: Duplicates
Topic: [0.15.6] Crash when maximizing Window
Replies: 3
Views: 1245

[0.15.6] Crash when maximizing Window

Normally when the game crashed in the past, I know what I have done that was probably the cause. But this time I have no clue why the game crashed. The only thing I can definitely say, is I was just maximizing the factorio window. When looking at the error log (attached), there was an SegFault happe...
by Kevin94
Wed Sep 14, 2016 10:31 am
Forum: Resolved Problems and Bugs
Topic: [0.14.5][posila] Pollution by Fire when pollution disabled
Replies: 3
Views: 2607

Re: [0.14.5][posila] Pollution by Fire when pollution disabled

posila wrote:Or maybe pollution simulation should be completely stopped when pollution is disabled.
This is what I would have expected. It doesn't make sense, to calculate the distribution and removal of something that should not exist.
by Kevin94
Tue Sep 13, 2016 8:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.5][posila] Pollution by Fire when pollution disabled
Replies: 3
Views: 2607

[0.14.5][posila] Pollution by Fire when pollution disabled

I'm currently working on an own scenario. It will be a PvE scenario and I wanted only the destruction of spawners to influence evolution factor. When testing the map I found that fire produces Pollution even if Pollution is disabled in the MapSettings. Steps to reproduce: Start new Map, execute /c g...
by Kevin94
Sun Sep 11, 2016 1:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.5] [Twinsen] Error when loading 0.10 map in Map Editor
Replies: 3
Views: 2383

Re: [0.14.5] Error when loading 0.10 map in Map Editor

I know that. The point of this Bug Report is, that Factorio makes a Crash To Desktop, when I try to open such an old Scenario in the MapEditor. (You could argue, that it's only a crash when there were an unexpected error that wasn't handled properly, like a Segfault. But in my opinion, from the posi...
by Kevin94
Sun Sep 11, 2016 9:15 am
Forum: Resolved Problems and Bugs
Topic: [0.14.5] [Twinsen] Error when loading 0.10 map in Map Editor
Replies: 3
Views: 2383

[0.14.5] [Twinsen] Error when loading 0.10 map in Map Editor

When loading an old scenario in the Map Editor with a map-format the current version can no longer read, Factorio closes immediatly.

The Map Editor should handle this like the base game too, showing a nice error popup and not closing the game.
factorio-current.log
(2.04 KiB) Downloaded 192 times
by Kevin94
Thu Apr 21, 2016 4:27 pm
Forum: Show your Creations
Topic: Share your first factory!
Replies: 15
Views: 13487

Re: Share your first factory!

Was quite difficult to take some pictures of my first game. Factorio crashed when I tried to load it in the oldest available linux version on the Website (0.7). Luckily I still had the windows installer for 0.3 somewhere laying around. Unfortunatly I wasn't that wise in regards to the mods I used. W...
by Kevin94
Thu Mar 17, 2016 8:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [Dominik] Train block its own path with chain signals
Replies: 37
Views: 48450

Re: [0.12.22] Train block its own path with chain signals

I've found another type of that problem: Kevin, this is bad design of your rail network. The roundabout should be separated with the signal (more precisely a pair of them so the trains can go both ways). Because you have chain signal it will still not allow any train to go to the roundabout, even i...
by Kevin94
Sun Mar 13, 2016 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [Dominik] Train block its own path with chain signals
Replies: 37
Views: 48450

Re: [0.12.22] Train block its own path with chain signals

I've found another type of that problem: ChainSignalDetail.png ChainSignalMap.png The Signals in the track-triangle are all chain signals. The train should take the roundabout and leave where it has come from. It's no issue that has to be solved, as it is no problem at all to add normal signals or a...
by Kevin94
Fri Dec 04, 2015 2:37 pm
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54406

Re: ARM architecture

And I doubt about single core processing of factorio. Devs reworked the engine to be multithreaded long time ago so there is no reason to say "because factorio likes single core". Wrong. They put everything as far as possible in different threads: rendering, saving, game update, etc. But ...
by Kevin94
Mon Nov 09, 2015 3:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.10] [kovarex] Error related to train carriage connections
Replies: 10
Views: 14984

Re: [0.12.10] Error related to train carriage connections

Sure this is possible, if you have the time to fast forward 16h of replay (as there is no way to jump to a certain time). I started it at max speed and let it run in the background. After 4 hours it has been somewhere around 50% and the ups dropped to about 70. Then I tried to change the zoom level ...
by Kevin94
Sat Nov 07, 2015 12:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.10] [kovarex] Error related to train carriage connections
Replies: 10
Views: 14984

[0.12.10] [kovarex] Error related to train carriage connections

First of all, I'm sorry to report a bug for an outdated version, but I didn't want/haven't the time to update the mods for 12.11. But therefore you have a replay to reconstruct, how it happened (after fast forwarding 16h) So basically the problem is, that the connection between an Locomotive and an ...
by Kevin94
Mon Sep 21, 2015 3:28 pm
Forum: Not a bug
Topic: [0.12.8] Crash when loading invalid mods in linux
Replies: 5
Views: 7437

Re: [0.12.8] Crash when loading invalid mods in linux

Tested it on windows, with the latest version (0.11.19) I played there before migrating to linux. So im stil unsure if it was genrally removed or it's just an linux thing. But it was implemented at some time, so this definitly not a feature request. In opposition to my memories that it opens the sam...
by Kevin94
Sat Sep 19, 2015 6:41 am
Forum: Not a bug
Topic: [0.12.8] Crash when loading invalid mods in linux
Replies: 5
Views: 7437

Re: [0.12.8] Crash when loading invalid mods in linux

Yes, it writes a message in the log file. If you do not call this a crash, when the program exits without telling the user beforehand why it exits, I don't know what you would call a crash. What annoys me is, that factorio quits without opening some Message Box saying what the problem is. And as far...
by Kevin94
Fri Sep 18, 2015 12:48 pm
Forum: Not a bug
Topic: [0.12.8] Crash when loading invalid mods in linux
Replies: 5
Views: 7437

[0.12.8] Crash when loading invalid mods in linux

When ever I am trying to start the linux (64bit, if it matters) version of factorio, with a faulty mod active, the program crashes without any message. I remember the Windows version showing a nice message, telling me which problem occurred and which mod/file caused it. Some of the causes for the cr...
by Kevin94
Thu Sep 10, 2015 2:50 pm
Forum: Show your Creations
Topic: My first assembly block for belts
Replies: 8
Views: 16843

Re: My first assembly block for belts

The belt assembly setup I am using: screenshot.png It produces 150 express belts per minute (full utilisation of the level 3 assembly), of course only when enough iron (more than one full packed express belt) and lubricant is available. It requires 2 chem plants for lubricant (or at least two tanks ...
by Kevin94
Tue Aug 11, 2015 8:31 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Game crash when set_command invoked on empty group
Replies: 2
Views: 2611

[Oxyd] Game crash when set_command invoked on empty group

I'm currently programming my own scenario and trying to command the biters. As it seems this doesn't work if the attack target is more then 50 tiles away, so I'm planning to guide them myself to the target. Everything is still very WIP and I encountered a crash when setting the command on an empty u...
by Kevin94
Fri May 01, 2015 10:19 pm
Forum: General discussion
Topic: An AI for Factorio?!
Replies: 24
Views: 16317

Re: An AI for Factorio?!

Sorry, but I have to disagree : the fact that factorio is deterministic doesn't mean an AI playing the game has to be deterministic. It just means that given an initial condition, a serie of commands will always give the same result. But an AI doesn't have to follow that rule. On which non determin...
by Kevin94
Fri May 01, 2015 9:31 pm
Forum: General discussion
Topic: An AI for Factorio?!
Replies: 24
Views: 16317

Re: An AI for Factorio?!

In my opinion, two games on the same map with the same AI should end up with totally different bases, because of inner decisions of the AI. That doesn't make sense. Factorio is and has to be deterministic, the behavior of an AI will always be reproducable. I am currently working on a predecessor to...
by Kevin94
Fri May 01, 2015 8:36 am
Forum: Modding help
Topic: Where are the Lua/Force files located?
Replies: 5
Views: 7119

Re: Where are the Lua/Force files located?

I also thought about using makefile. But at the current time there is no read counterpart (afair they removed it because of some security issues). You can write the data and then prompt the user to manually copy it in a text field like blueprint mod/Foreman do it. Addressing your graphics Problem, Y...

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