Search found 26 matches
- Sat Oct 26, 2024 9:14 pm
- Forum: Bug Reports
- Topic: [2.0.11] Rebind use to left click breaks spidertron remote
- Replies: 5
- Views: 330
[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. S...
- Sat Oct 26, 2024 8:00 pm
- Forum: Assigned
- Topic: [raiguard] [2.0.11][Linux headless] Crash on multiplayer related to pointers
- Replies: 4
- Views: 264
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): walkStackAndPrin...
- Sat Oct 26, 2024 3:21 pm
- Forum: Assigned
- Topic: [raiguard] [2.0.11][Linux headless] Crash on multiplayer related to pointers
- Replies: 4
- Views: 264
[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): walkStackAn...
- 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: 728
[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 HID...
- 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: 1401
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
- 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: 1401
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
- 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: 1401
[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 som...
- Thu Mar 14, 2019 11:13 pm
- Forum: Technical Help
- Topic: [0.17.8] Mod settings not loading on headless server
- Replies: 3
- Views: 1188
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
- Fri Mar 08, 2019 1:26 pm
- Forum: Technical Help
- Topic: [0.17.8] Mod settings not loading on headless server
- Replies: 3
- Views: 1188
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
- Fri Mar 08, 2019 1:13 pm
- Forum: Technical Help
- Topic: [0.17.8] Mod settings not loading on headless server
- Replies: 3
- Views: 1188
[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
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
- 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: 1137
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
- 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: 1137
[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 pr...
- Tue Dec 19, 2017 7:49 am
- Forum: Pending
- Topic: [0.16.6] Surface::collideWithEntityPredicate
- Replies: 3
- Views: 1782
Re: [0.16.6] Inserter::update
Ye loaded up the previus log and saw something different now so darn you notepad++ 3763.370 Error CrashHandler.cpp:286: Exception Code: c0000005, Address: 0x00007ff71ffedd88 ModuleBase: 0x00007ff71f9e0000, ImageSize: 012da000, RelativeAddress: 0060dd88 3763.370 Error CrashHandler.cpp:292: Access Vio...
- Tue Dec 19, 2017 6:33 am
- Forum: Pending
- Topic: [0.16.6] Surface::collideWithEntityPredicate
- Replies: 3
- Views: 1782
[0.16.6] Surface::collideWithEntityPredicate
Crash dump: https://mega.nz/#!ZaQgGCiB!iPaDuduQuVz4 ... GFO52-gZp8
Map: Arumba 0.16 Deathworld Marathon on the multiplayer list
Map: Arumba 0.16 Deathworld Marathon on the multiplayer list
- Fri Dec 15, 2017 12:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16] Info screen ingame
- Replies: 1
- Views: 2453
[Rseding91] [0.16] Info screen ingame
While messing around in the game i spawned a ore resource of uint max and hovred over it and saw -1 witch is the ending number of int
- Fri Oct 13, 2017 9:45 pm
- Forum: Mods
- Topic: [0.15] Multiblocks
- Replies: 9
- Views: 4993
Re: [0.15] Multiblocks
New version up now with actualy functionality for other mod creators
- Fri Oct 06, 2017 12:55 pm
- Forum: Mods
- Topic: [0.15] Multiblocks
- Replies: 9
- Views: 4993
Re: [0.15] Multiblocks
so then in reality their discription of the variable global is wrong
- Sun Oct 01, 2017 9:46 pm
- Forum: Mods
- Topic: [0.15] Multiblocks
- Replies: 9
- Views: 4993
[0.15] Multiblocks
This mod adds a way to add a new building method in factorio where you dont need to craft the building/s but instead build sub buildings to make the full structure on the map.
https://mods.factorio.com/mods/WildWolf/Multiblocks
https://mods.factorio.com/mods/WildWolf/Multiblocks
- Thu Jul 27, 2017 11:05 am
- Forum: Pending
- Topic: [0.15.1] Crash report
- Replies: 5
- Views: 2286
Re: [0.15.1] Crash report
Sorry for not having replied to this erlier but no the game crashed before the desync got generated
- Fri May 05, 2017 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Ox][0.15.9]Random crash (InputActionDefragmenter::assemble)
- Replies: 11
- Views: 5911
Re: [0.15.8]Random crash Error Util.cpp:76
Its all movable entities that can have a player name on them so it is related