Search found 34 matches

by WildWolf
Sun Jul 20, 2025 8:09 am
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Rail segment not allowed to be built by construction robots even when fully covered by the robot network
Replies: 2
Views: 746

[2.0.60] Rail segment not allowed to be built by construction robots even when fully covered by the robot network

The rail segment you see that is not being constructed in the screenshot below is only allowed to happen when the Rail Ramp is constructed even if it is a fully valid tile to be constructed on.
07-20-2025, 10-06-58.png

This fully works when constructing by hand, but when using blueprints that can ...
by WildWolf
Thu Jul 10, 2025 4:52 am
Forum: Not a bug
Topic: [2.0.55] Excessive overdraw during the rendering of elevated rails.
Replies: 6
Views: 472

Re: [2.0.55] Excessive overdraw during the rendering of elevated rails.

Looking at the drawing with just the base game, it seems there is a trim step missing from the texture loading during mods that isn't being processed to pack the textures or that the mod itself needs to properly trim the excess as this is the result for drawing elevated rails without the hd_age pack ...
by WildWolf
Thu Jul 10, 2025 4:27 am
Forum: Not a bug
Topic: [2.0.55] Excessive overdraw during the rendering of elevated rails.
Replies: 6
Views: 472

Re: [2.0.55] Excessive overdraw during the rendering of elevated rails.

Here is a collection of screenshots when an elevated track is being drawn with the full viewport visible.
factorio_f5fc8794c3.jpg
factorio_e464e3bb3d.jpg
factorio_0b1af12366.jpg
factorio_c3009a2b79.jpg
factorio_60a2564086.jpg
factorio_fa46db948b.jpg
factorio_e946de5987.jpg
factorio ...
by WildWolf
Thu Jul 10, 2025 4:20 am
Forum: Not a bug
Topic: [2.0.55] Excessive overdraw during the rendering of elevated rails.
Replies: 6
Views: 472

[2.0.55] Excessive overdraw during the rendering of elevated rails.

I started experiencing large framerate dips when there were a bunch of elevated rail segments on the screen during draw and decided to dig some more into it with NVIDIA Nsight and found large amounts of wasted pixel space being used to draw a singular track segment when it was elevated

The section ...
by WildWolf
Tue Jul 08, 2025 10:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Debug setting `show-train-signals` incorrectly offset on elevated signals
Replies: 1
Views: 1151

[2.0.55] Debug setting `show-train-signals` incorrectly offset on elevated signals

The following picture shows the offset that is with the signal
07-09-2025, 00-36-24.png
07-09-2025, 00-36-24.png (96.01 KiB) Viewed 1151 times
This is the expected visual for the signals
07-09-2025, 00-37-02.png
07-09-2025, 00-37-02.png (84.78 KiB) Viewed 1151 times
The extra exposure that is on the pictures is due to capture software I'm using doesn't properly account for HDR color space.
by WildWolf
Tue Jun 17, 2025 1:06 pm
Forum: Technical Help
Topic: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
Replies: 4
Views: 650

Re: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET

Something along those lines, yes.

The issue did disappear when I ticked off the caching of sprite atlases, so it seems to be in that behavior area the problem is located.
by WildWolf
Tue Jun 17, 2025 1:03 am
Forum: Technical Help
Topic: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
Replies: 4
Views: 650

Re: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET

Not related to the driver and GPU it self but due to the setting `The rest -> Graphics Settings -> cache-sprite-atlas` and possibly due to `The rest -> Graphics Settings -> compress-sprite-atlas-cache` as it probably have to load the entire compressed atlas into memory and then uncompress it but in ...
by WildWolf
Sun Jun 15, 2025 12:22 pm
Forum: Technical Help
Topic: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
Replies: 4
Views: 650

[2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET

When loading all the mods included with `Factorio HD Age Modpack` on a system with 8GB of VRAM and 32GB of RAM (16 GB is available as shared memory to the GPU) there is a large chance of the graphics card being fully overwhelmed to the point of fully resetting causing Factorio to crash when ...
by WildWolf
Sat Oct 26, 2024 9:14 pm
Forum: Not a bug
Topic: [Kovarex] [2.0.11] Rebind use to left click breaks spidertron remote
Replies: 8
Views: 1862

[Kovarex] [2.0.11] Rebind use to left click breaks spidertron remote

Rebinding the Use item keybind makes the new spidertron remote unusable when bound to Left Click
This is possibly an unintended side effect of the rebind features and not having the full list of keybinds for the spidertron remote in the list.

Steps to reproduce:
1. Change Use item to Left Click
2 ...
by WildWolf
Sat Oct 26, 2024 8:00 pm
Forum: Pending
Topic: [raiguard] [2.0.11][Linux headless] Crash on multiplayer related to pointers
Replies: 5
Views: 884

Re: [2.0.11] Crash during mass multiplayer session with Entity deletion

Got another one with SIGSEGV seems it might be something with null pointer or undefined pointer

14503.668 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-qOkfne/src/Util/StacktraceToStream.cpp (52 ...
by WildWolf
Sat Oct 26, 2024 3:21 pm
Forum: Pending
Topic: [raiguard] [2.0.11][Linux headless] Crash on multiplayer related to pointers
Replies: 5
Views: 884

[raiguard] [2.0.11][Linux headless] Crash on multiplayer related to pointers

Not exactly sure how to replicate this but happens after some random time on a mass multiplayer server

639.823 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-qOkfne/src/Util/StacktraceToStream.cpp (52 ...
by WildWolf
Mon Sep 18, 2023 4:44 am
Forum: Minor issues
Topic: [1.1.87] [1.1.91] FPS issues with Nintendo Switch JoyCon Charging Grip connected
Replies: 1
Views: 952

[1.1.87] [1.1.91] FPS issues with Nintendo Switch JoyCon Charging Grip connected

So when having a Nintendo Switch Joy Con Charging Grip VID_057E PID_200E REV_0200 MI_00 and VID_057E PID_200E REV_0200 MI_01 the game grinds to a slow 1 fps per 5 seconds.

This is a very super edge case but can happen it is not the first game I see something weird happen with Nintendo controller ...
by WildWolf
Fri Mar 15, 2019 4:07 pm
Forum: Not a bug
Topic: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier
Replies: 3
Views: 1752

Re: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier

And it shows that it is gona upgrade from tier 1 to tier 3 but only upgrades to tier 2 not shure if it due to mods or not
by WildWolf
Fri Mar 15, 2019 4:06 pm
Forum: Not a bug
Topic: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier
Replies: 3
Views: 1752

Re: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier

So i have configured the upgrade planer to upgrade from tier 1 belt to tier 3 belt but for some reason it only upgrades to the tier 2 belt and not tier 3 as it shows
by WildWolf
Thu Mar 14, 2019 11:33 pm
Forum: Not a bug
Topic: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier
Replies: 3
Views: 1752

[0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier

After extensive testing with both lua commands and the actual item it self, I just couldent wrap my head around why the upgrade planner dosent upgrade to the actual displayed item.
This can get anying as when you play with bob's logistic you have 6 different belts to upgrade from and if you have ...
by WildWolf
Thu Mar 14, 2019 11:13 pm
Forum: Technical Help
Topic: [0.17.8] Mod settings not loading on headless server
Replies: 3
Views: 1419

Re: [0.17.8] Mod settings not loading on headless server

Found out what the issue was apperently if you have a mod-settings.dat in both the root folder and in the /mods folder of where you are starting the server it decides to use default settings as it seems not to be shure witch one it should pick
by WildWolf
Fri Mar 08, 2019 1:26 pm
Forum: Technical Help
Topic: [0.17.8] Mod settings not loading on headless server
Replies: 3
Views: 1419

Re: [0.17.8] Mod settings not loading on headless server

it works fine on the client but when you transfer the files to a headless server it dosent work anymore
by WildWolf
Fri Mar 08, 2019 1:13 pm
Forum: Technical Help
Topic: [0.17.8] Mod settings not loading on headless server
Replies: 3
Views: 1419

[0.17.8] Mod settings not loading on headless server

For some reason i cant see why the mod-settings.dat is not loading on a headless server

i have checked through all the log files i could and i see no referance to it loading it somewhere else than /mods for the server folder
by WildWolf
Fri Mar 01, 2019 8:46 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Spitter and worms acid sets player speed instead of affecting it
Replies: 2
Views: 1376

Re: [0.17.x] Spitter and worms acid sets player speed instead of affecting it

its more on multiplayer if you get stuck in the acid you get pushed back to the acid and it feels that it factors the acid as a set speed more than a modifier
by WildWolf
Fri Mar 01, 2019 6:46 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Spitter and worms acid sets player speed instead of affecting it
Replies: 2
Views: 1376

[0.17.x] Spitter and worms acid sets player speed instead of affecting it

So this is more a tiny anoyance more than a major bug but sill feels like a bug.
The reason i feel like it should be a modifier of the normal player walking speed than effect the intirety of player walking speed is due to when you play multiplayer and have to also fight latency for inputs and the ...

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