Looking more at the dump and SDL, it seems like `gameoverlayrenderer.so` is just the library that manages the x11 window. This seams to not necessarily be for the steam overlay.
https://github.com/ValveSoftware/steam- ... sues/10351
Search found 40 matches
- Fri Jan 05, 2024 2:44 pm
- Forum: 1 / 0 magic
- Topic: [1.1.100] Deadlock for unknown reason.
- Replies: 4
- Views: 648
- Fri Jan 05, 2024 12:30 pm
- Forum: 1 / 0 magic
- Topic: [1.1.100] Deadlock for unknown reason.
- Replies: 4
- Views: 648
Re: [1.1.100] Deadlock for unknown reason.
I do not have the steam overlay enabled, and steam is up-to-date.
I can also not reproduce this, this seems to be a one-off or random event. I can send you the memory-dumps if you want, but otherwise I am not able to help much.
I can also not reproduce this, this seems to be a one-off or random event. I can send you the memory-dumps if you want, but otherwise I am not able to help much.
- Thu Jan 04, 2024 9:17 pm
- Forum: 1 / 0 magic
- Topic: [1.1.100] Deadlock for unknown reason.
- Replies: 4
- Views: 648
[1.1.100] Deadlock for unknown reason.
I was just playing the game, reworking pipes, at this exact moment I could have been connecting 2 fluid networks of different fluids (but I don't know). The screen went blank, and unresponsive. Log is attached I was unable to upload memory/core dumps of the heap and stack: Error Error parsing server...
- Thu Sep 02, 2021 7:16 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146787
Re: [MOD 1.1] Sea Block Pack 0.5.6
Since a couple of weeks (or more?) all alien science seems to be useless, and I cant find anything about this in the release notes. I just ordered all the science production to be in a rainbow, I would be really sad if this is a permanent and deliberate change. Looking at the FNEI listing, it seems ...
- Thu Jan 21, 2021 4:48 pm
- Forum: Duplicates
- Topic: [1.1.12] Mod downloading % shows 3 digits instead of 2
- Replies: 2
- Views: 826
Re: [1.1.12] Mod downloading % shows 3 digits instead of 2
that's weird, it never happened to me before, only since 1.1.12.
I even looked back at some old 1.1.x bugs but I didnt expect this to be so old.
I even looked back at some old 1.1.x bugs but I didnt expect this to be so old.
- Thu Jan 21, 2021 4:41 pm
- Forum: Duplicates
- Topic: [1.1.12] Mod downloading % shows 3 digits instead of 2
- Replies: 2
- Views: 826
[1.1.12] Mod downloading % shows 3 digits instead of 2
Pretty self-explanatory, instead of xx% its 0xx%.
When downloading the last 2 digits represent the actual %age, and the first 0 just always stays a 0.
You do not need to actually download a mod, just opening the update page should be enough
When downloading the last 2 digits represent the actual %age, and the first 0 just always stays a 0.
You do not need to actually download a mod, just opening the update page should be enough
- Thu Nov 19, 2020 3:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009850
Re: [1.0] Sea Block Pack 0.4.10
So the fix would be (This is just copy pasting from the mod posted above): ``` icons = angelsmods.functions.create_liquid_recipe_icon( { "crude-oil", "gas-raw-1" }, {{100, 100, 100}, {171, 161, 055}, {127, 163, 109}} ) ``` and remove the icon field
- Sat Nov 14, 2020 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Prevent stutering at all times (facing belts).
- Replies: 3
- Views: 914
Re: Prevent stutering at all times (facing belts).
Well the answer "no" was to "is this a bug". Not to "wouldn't this be good to have". From what I saw from that forum the requirements for "bug" are indeed pretty strict and if it was indeed intended behaviour is was indeed not, strictly speaking, a bug. The on...
- Sat Nov 14, 2020 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Prevent stutering at all times (facing belts).
- Replies: 3
- Views: 914
Prevent stutering at all times (facing belts).
TL;DR Currently when you stand on facing belts you jump between them, this is intended behaviour and I propose that this behaviour should be changed. What ? The issue outlined in https://forums.factorio.com/viewtopic.php?f=23&t=66489 is intended, but it is also really annoying. For detail https...
- Fri Nov 13, 2020 5:50 pm
- Forum: Not a bug
- Topic: [0.17.4] Graphic screen bouncing while standing on facing belts
- Replies: 4
- Views: 1551
Re: [0.17.4] Graphic screen bouncing while standing on facing belts
Can someone explain why this is "not a bug"? it is really annoying when it happens and should be fixed at some point (although not a high priority, its still missing polish)
- Fri Nov 13, 2020 3:35 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25502
Re: [1.0] bugs and balance issues.
I was pretty sure the reskin was mostly just a "select colour, replace" mod, but I checked to be sure and without reskin mod it is still the same
- Fri Nov 13, 2020 3:23 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214809
- Fri Nov 13, 2020 3:22 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 25502
Re: [1.0] bugs and balance issues.
I am not sure if this is the best place to post it, or if this is 1.0 specific, but I noticed something about the belts: basic transport belt is really shaky because of the limited animation frames. The basic transport belt doesn't look smooth because it shifts the sub-pixel alignment of all the ele...
- Fri Nov 13, 2020 3:18 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214809
Re: Bugs & FAQ
uhh I googled "bobs bug forum", I didnt care to check if it was actually for bobs lol, I'm sorry.
I am not sure how I ended up here.
I am not sure how I ended up here.
- Fri Nov 13, 2020 3:14 pm
- Forum: Duplicates
- Topic: [1.0.0] screen shakes when between 2 belts going the oposite direction
- Replies: 2
- Views: 1160
Re: [1.0.0] screen shakes when between 2 belts going the oposite direction
ok I just watched the video back for no reason, but I noticed that it looks completely fine because of the low bitrate, I can record it again but it should be pretty clear how to reproduce it now. If you need a higher bitrate recording I can make one.
- Fri Nov 13, 2020 3:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214809
Re: Bugs & FAQ
basic transport belt is really shaky because of the limited animation frames. The basic transport belt doesn't look smooth because it shifts the sub-pixel alignment of all the elements of the belt. This is especially annoying when you stand on it because the arrow seems to move left/right every othe...
- Fri Nov 13, 2020 3:02 pm
- Forum: Duplicates
- Topic: [1.0.0] screen shakes when between 2 belts going the oposite direction
- Replies: 2
- Views: 1160
[1.0.0] screen shakes when between 2 belts going the oposite direction
When you stand in between 2 belts that point the opposite direction, she screen shakes by a couple pixels per frame causing eye-strain/eyesore. I completely understand why this bug happens, but I would really appreciate a fix, once you notice it you cant un-see. I am using mods (seablock modpack), b...
- Fri Aug 14, 2020 3:42 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009850
Re: [0.18] Sea Block Pack 0.4.8
I already posted a fix on the mod page for that mod: https://mods.factorio.com/mod/CircuitPr ... 81c5cd6d11 since that mod doesnt seem to have a github/gitlab/forum.
- Fri Aug 14, 2020 2:38 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1009850
Re: [0.18] Sea Block Pack 0.4.8
Fix recipe difficulty checking. https://wiki.factorio.com/Prototype/Recipe#Recipe_data states that if normal is set, expensive can be set to false. This mod (together with others) assume that if normal is set expensive is set as well. After updating my game today (from 18.38) the game didnt launch b...
- Sat Jul 11, 2020 2:42 pm
- Forum: Duplicates
- Topic: Items on item belt are always rendered top->bottom/left->right
- Replies: 0
- Views: 512
Items on item belt are always rendered top->bottom/left->right
As shown in the attachment items on a belt are always rendered the same way independent of the belt direction. This leads to cases shown in the attachment where in corners some items are almost hidden/shown 100% depending on corner direction. Rendering should happen in order depending on belt direct...