Search found 32 matches

by talchas
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: 2518

[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...
by talchas
Mon Sep 09, 2019 1:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357675

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...
by talchas
Sun Sep 08, 2019 10:48 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357675

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...
by talchas
Sat Jul 06, 2019 4:27 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 28622

Re: Version 0.17.54

I registered on the forums just to add my voice here: I’m 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 ...
by talchas
Fri Jul 05, 2019 5:57 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 28622

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...
by talchas
Thu Jul 04, 2019 3:14 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 28622

Re: Version 0.17.54

FactorioBot wrote: ↑
Thu Jul 04, 2019 12:51 pm
[*]The Linux version of the game now depends on PulseAudio.
Welp, had a good run.
by talchas
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: 4743

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 ...
by talchas
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: 4743

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...
by talchas
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: 4743

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...
by talchas
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: 4743

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...
by talchas
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: 4743

[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...
by talchas
Fri Apr 05, 2019 3:22 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215460

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...
by talchas
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: 4510

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).
by talchas
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: 4510

[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 ...
by talchas
Sun Mar 10, 2019 3:54 am
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 9002

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...
by talchas
Wed Mar 06, 2019 3:14 am
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 9002

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...
by talchas
Thu Feb 28, 2019 4:47 pm
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 9002

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.
by talchas
Thu Feb 28, 2019 12:28 am
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 9002

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...
by talchas
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...
by talchas
Sat Jun 30, 2018 3:49 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010202

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.

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