Search found 32 matches
- Sat Jun 11, 2022 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.60] Error in get_product_list in modded game
- Replies: 1
- Views: 2522
[Klonan] [1.1.60] Error in get_product_list in modded game
Running DyWorld-Dynamics + Fill4Me (patched to print the whole traceback) and starting a new freeplay (or scenario) game, gives __core__/lualib/production-score.lua:92: attempt to perform arithmetic on field 'amount' (a nil value) stack traceback: __core__/lualib/production-score.lua:92: in function...
- Mon Sep 09, 2019 1:51 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358443
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Edited to add: rails are available before steel. Rail is iron-based in IR. Ah, it's Krastorio that changes that and makes the locomotive require steel. I checked that it hadn't accidentally changed the resource distribution, but didn't check what it did to the tech tree. Definitely would be signifi...
- Sun Sep 08, 2019 10:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358443
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I'm liking this a lot 5h in, as actually using burner inserters is surprisingly interesting (to the point where I'm ignoring the early game loader from beltboxes+loaders). The millions of (slow) intermediates made the early game speedups being building assemblers rather than more miners/furnaces, wh...
- Sat Jul 06, 2019 4:27 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 28669
Re: Version 0.17.54
I registered on the forums just to add my voice here: Iβm disappointed that you chose to use PulseAudio by default instead of ALSA; it seems that using the latter would have made everyone happy, since as far as I know, PulseAudio intercepts applications using ALSA and routes them just fine, but it ...
- Fri Jul 05, 2019 5:57 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 28669
Re: Version 0.17.54
[*]The Linux version of the game now depends on PulseAudio. Welp, had a good run. Yeah, I guess I'm stuck on 0.17.53 Have you tried 0.17.54 doesn't work for you? If so make a bug a report , please. It's just going to say ./bin/x64/factorio: error while loading shared libraries: libpulse.so.0: canno...
- Thu Jul 04, 2019 3:14 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 28669
Re: Version 0.17.54
Welp, had a good run.FactorioBot wrote: βThu Jul 04, 2019 12:51 pm[*]The Linux version of the game now depends on PulseAudio.
- Thu Apr 18, 2019 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
Re: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
Teleport does, the issue is that teleport also has no problem allowing the entity to overlap with other entities, and the mod wants to prevent things like that that you couldn't normally do. It uses surface.can_place_entity to do so, which obviously just thinks the entity you're teleporting is just ...
- Wed Apr 17, 2019 12:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
Re: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
Yeah, what it's doing is moving the object out of the way to see if it would normally be legal in the target position. teleport() on its own ignores this (except now for fluid mixing), and can_place_entity() would otherwise say false for any non-1x1 entity because it would overlap the current positi...
- Sat Apr 13, 2019 12:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
Re: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
Ok, it looks like the likely issue is that a pipe-to-ground being teleport()ed sometimes doesn't always check against if the target location will cause it to link to another pipe-to-ground with a different fluid. Other times it does. Depending on which fluid wins this can wind up with an invalid flu...
- Fri Apr 12, 2019 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
Re: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
Yeah, the double teleport thing is weird, and may be the actual cause, but some part of it is still crashing the game (and oddly enough sometimes only after like 300ms delay). Is incorrect teleport()s (that do something like causing invalid fluid linkages or whatever) sufficiently weird that it's fi...
- Wed Apr 10, 2019 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
[Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
Using https://mods.factorio.com/mod/PickerDollies (entity.teleport followed by update calls mostly) to move a particular underground pipe and disconnect from the machine it's attached to is crashing this save and then I think during the symbolized stack tracing free() complains about memory corrupti...
- Fri Apr 05, 2019 3:22 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218320
Re: Bugs & FAQ
I'm getting ridiculous gas well and fissure percentages. I do max them out, but I also max out oil and in my starting area my oil is 3 wells, totaling 2886%, but my gas well is 2 nodes, totaling 299659%. The fissures are also about 100X the oil percentages. I'm using RSO as well. I'm also getting t...
- Sat Mar 16, 2019 4:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.12][Mod] Crash when replacing a ghost (causing fluid conflict)
- Replies: 10
- Views: 4516
Re: [Dominik][0.17.12][Mod] Crash when replacing a ghost (causing fluid conflict)
Whoops, my bad, I should have double checked the attachment. And yes, that crash is the same (and 0.17.14 fixes it).
- Fri Mar 15, 2019 6:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.12][Mod] Crash when replacing a ghost (causing fluid conflict)
- Replies: 10
- Views: 4516
[Dominik][0.17.12][Mod] Crash when replacing a ghost (causing fluid conflict)
Running angels + bobs + a bunch of stuff, I had a ghost of an induction furnace crafting iron bars -> molten iron (fluid). I then hooked this up to a pipe, into a casting machine set to molten copper fluid -> copper plates. Filling in the ghost by hand succeeded, the furnace animated for a bit, and ...
- Sun Mar 10, 2019 3:54 am
- Forum: 1 / 0 magic
- Topic: [0.16.3][Linux] Video hang on game exit
- Replies: 26
- Views: 9013
Re: [0.16.3][Linux] Video hang on game exit
Yeah, I can confirm this still crashes for me as well when I ran with a bunch of mods adding textures. The atlas cache is 2.6G, I didn't check with nvidia-smi what exactly it showed as when loaded. So nothing special about my machine, it was just vanilla that wasn't crashing :P. (... if the game man...
- Wed Mar 06, 2019 3:14 am
- Forum: 1 / 0 magic
- Topic: [0.16.3][Linux] Video hang on game exit
- Replies: 26
- Views: 9013
Re: [0.16.3][Linux] Video hang on game exit
Starting the game with this setup already consumes 2230MiB of VRAM in the main menu (my graphics card has 4GB in total) - while the low-spec mode above consumed around 60MiB. Unlike the low-spec setup, these settings have me crash my video driver every single time I attempt to quit the game. I have...
- Thu Feb 28, 2019 4:47 pm
- Forum: 1 / 0 magic
- Topic: [0.16.3][Linux] Video hang on game exit
- Replies: 26
- Views: 9013
Re: [0.16.3][Linux] Video hang on game exit
Hmmm, doing like 10 quick attempts this morning after I'd lost power anyways, I got no crashes on 0.17.2, nvidia 418.43, xorg 1.20.3 and kernel 4.14.52-gentoo. I guess I'll go back to doing it on nvidia and see if it crashes again for me after longer playtimes.
- Thu Feb 28, 2019 12:28 am
- Forum: 1 / 0 magic
- Topic: [0.16.3][Linux] Video hang on game exit
- Replies: 26
- Views: 9013
Re: [0.16.3][Linux] Video hang on game exit
Yeah, the kill -9 was not actually sufficient. I thought I'd edited the post, but apparently not. And yeah, mine is also a 960M, and "run it in intel" does work. It didn't crash when exiting 0.17.1 for me on nvidia, but it was never 100% consistent and I only tried the once, so I'll make s...
- Wed Feb 27, 2019 1:27 am
- Forum: Duplicates
- Topic: [0.17.1] Keybinds ignore moved modifier keys
- Replies: 1
- Views: 525
[0.17.1] Keybinds ignore moved modifier keys
At least on linux the game no longer properly works with keyboard options that use XKB to swap control/caps or similar. The game will list the physical capslock button as "LEFT CONTROL", but not as a modifier for CONTROL + whatever. I'm guessing this comes from the switch to try to not req...
- Sat Jun 30, 2018 3:49 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1011458
Re: [0.16] Sea Block Pack 0.2.11
Yeah, it's straight up worse in terms of inputs and power and space. You need level 2 for it to actually be at all useful.