Arithmetic combinator that was specifically in a broken state was at [gps=-750.5,61,fulgora] (if you paste this into in game chat it will show you exact position) which you may need to verify if its configured correctly because i set it to take scrap of normal quality.
First of all, thank you for ...
Search found 23 matches
- Tue Nov 19, 2024 11:59 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Crash on save load - Consistency failed in arithmetic combinator with quality in signals
- Replies: 4
- Views: 602
- Tue Nov 19, 2024 2:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Crash on save load - Consistency failed in arithmetic combinator with quality in signals
- Replies: 4
- Views: 602
[2.0.20] Crash on save load - Consistency failed in arithmetic combinator with quality in signals
Autosaves are also dead. If you need anything else, let me know.
79.434 Loading map C:\Factorio Space Age\saves\Solo-SpaceAge.zip: 45223547 bytes.
79.483 Loading level.dat: 133880987 bytes.
79.487 Info Scenario.cpp:178: Map version 2.0.19-0
Factorio crashed. Generating symbolized stacktrace ...
79.434 Loading map C:\Factorio Space Age\saves\Solo-SpaceAge.zip: 45223547 bytes.
79.483 Loading level.dat: 133880987 bytes.
79.487 Info Scenario.cpp:178: Map version 2.0.19-0
Factorio crashed. Generating symbolized stacktrace ...
- Mon Jan 23, 2023 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Crash downgrading ghost via Upgrade Planner in multiplayer
- Replies: 1
- Views: 2177
[1.1.74] Crash downgrading ghost via Upgrade Planner in multiplayer
Steps to reproduce:
1. Connect to a headless multiplayer server that runs the attached save
2. Create a ghost of an assembling machine 4
3. Try to downgrade it via the upgrade planner by dragging a selection box with right click over it
Notes:
Singleplayer or Hosting it yourself does not crash ...
1. Connect to a headless multiplayer server that runs the attached save
2. Create a ghost of an assembling machine 4
3. Try to downgrade it via the upgrade planner by dragging a selection box with right click over it
Notes:
Singleplayer or Hosting it yourself does not crash ...
- Wed Sep 21, 2022 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
- Replies: 3
- Views: 1759
Re: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
Yeah, we probably produced them for a few days via the server and connected clients before I figured it out. At least there is a workaround for the moment to save the run.
- Wed Sep 21, 2022 1:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
- Replies: 3
- Views: 1759
[1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
Yes the title is handful but it is really specific.
Steps to reproduce:
1. Load attached save with the mods
2. Enter the Spidertron(left)
3. Activate the logistics on the spidertron to trigger the delivery
4. Enter the Factorissimo building in front of you and crash
I left the Spiderling(right) in ...
Steps to reproduce:
1. Load attached save with the mods
2. Enter the Spidertron(left)
3. Activate the logistics on the spidertron to trigger the delivery
4. Enter the Factorissimo building in front of you and crash
I left the Spiderling(right) in ...
- Sun Jun 26, 2022 12:29 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)
- Replies: 4
- Views: 3738
Re: [1.1.59] Segfault on TransportBeltConnectable?
Also shortly before the second crash (first report in this thread) everyone on the server experienced a Crash to Desktop but we could not collect any data on that. On each server crash it also crashed all connected clients.
A bit more info on that can be found here: https://discord.com/channels ...
A bit more info on that can be found here: https://discord.com/channels ...
- Sun Jun 26, 2022 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)
- Replies: 4
- Views: 3738
Re: [1.1.59] Segfault on TransportBeltConnectable?
Second earlier crash. Similar but not identical. I do not have a save for this crash.
Relevant stack trace:
281040.738 Error CrashHandler.cpp:635: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-Aee4FB/src/Util/Logger.cpp (313): Logger ...
Relevant stack trace:
281040.738 Error CrashHandler.cpp:635: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-Aee4FB/src/Util/Logger.cpp (313): Logger ...
- Sun Jun 26, 2022 12:20 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)
- Replies: 4
- Views: 3738
[boskid][1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)
To preface this, I am mostly starting this report to create a paper trail.
At this point I cannot provide any information on how to reproduce it. I just know we had two very similar crashes within 24h on one of our servers. Not on the same map/save/iteration however.
This is the stack trace:
5293 ...
At this point I cannot provide any information on how to reproduce it. I just know we had two very similar crashes within 24h on one of our servers. Not on the same map/save/iteration however.
This is the stack trace:
5293 ...
- Mon May 30, 2022 5:18 pm
- Forum: Not a bug
- Topic: [1.1.59-Headless] Main process throws an error trying to create notice box when an async save process child dies
- Replies: 1
- Views: 975
[1.1.59-Headless] Main process throws an error trying to create notice box when an async save process child dies
216.067 Info AsyncScenarioSaver.cpp:156: Saving process PID: 518584
216.174 Error ChildProcessAgent.cpp:62: Child 518584 was terminated by signal 9
216.175 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'
I do not necessarily disagree with ...
216.174 Error ChildProcessAgent.cpp:62: Child 518584 was terminated by signal 9
216.175 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'
I do not necessarily disagree with ...
- Mon May 10, 2021 9:18 pm
- Forum: PyMods
- Topic: Not a bug, just me being blind.
- Replies: 2
- Views: 1721
Re: [Bug] Mining Quartz Ore requires Syngas as a mining fluid
You are totally correct. So nevermind.AndrewSkier wrote: Mon May 10, 2021 9:11 pm Are you sure you're not mining borax? They look kind of similar and both use Crystal mine.
- Mon May 10, 2021 8:06 pm
- Forum: PyMods
- Topic: Not a bug, just me being blind.
- Replies: 2
- Views: 1721
Not a bug, just me being blind.

And as far as I can tell the first way to make Syngas is locked behind Coal Processing 1. So progress is completely blocked for now as there is no other way to make the glass for Automation Science.
- Sat Aug 22, 2020 3:44 pm
- Forum: Logistic Train Network
- Topic: [Feature Request] Add an option so that only empty trains leave the depot
- Replies: 8
- Views: 3365
Re: [Feature Request] Add an option so that only empty trains leave the depot
Whole reason I ask is trying to organize the mess LTN can become in multiplayer especially with people not being 100% on top of the nuances LTN. It only really became a problem when they changed the the fluid mixing prevention. Solid trains can easily be cleaned. Fluid trains just can become very ...
- Sat Aug 22, 2020 11:06 am
- Forum: Logistic Train Network
- Topic: [Feature Request] Add an option so that only empty trains leave the depot
- Replies: 8
- Views: 3365
[Feature Request] Add an option so that only empty trains leave the depot
Right now the depot schedule condition is just x Seconds of Inactivity.
My request would be to add an toggle in the options so that the depot schedule is x Seconds of Inactivity AND Empty Cargo. This would in my opinion allow for a safer fail state where instead of getting polluted stations you ...
My request would be to add an toggle in the options so that the depot schedule is x Seconds of Inactivity AND Empty Cargo. This would in my opinion allow for a safer fail state where instead of getting polluted stations you ...
- Sat Aug 08, 2020 10:49 am
- Forum: Pending
- Topic: [0.18.45] Crash in Multiplayer on Blueprint Copy
- Replies: 2
- Views: 2029
Re: [0.18.45] Crash in Multiplayer on Blueprint Copy
Might be related to or same as viewtopic.php?f=7&t=87673
- Sat Aug 08, 2020 10:47 am
- Forum: Pending
- Topic: [0.18.45] Crash in Multiplayer on Blueprint Copy
- Replies: 2
- Views: 2029
[0.18.45] Crash in Multiplayer on Blueprint Copy
According to the user he was just trying to copy freshly made blueprint into a blueprint book.
Error is below. Full log and latest save before crash are in the attachments.
Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xadb765, 0xadbf99, 0xb0126c, 0xd124ea ...
Error is below. Full log and latest save before crash are in the attachments.
Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xadb765, 0xadbf99, 0xb0126c, 0xd124ea ...
- Thu Oct 31, 2019 1:14 pm
- Forum: Logistic Train Network
- Topic: [LTN 1.11.3] Debug to log toggle broke?
- Replies: 1
- Views: 1295
[LTN 1.11.3] Debug to log toggle broke?
We updated one of our servers to 1.11.3 and since then the server log gets spammed with debug messages like:
787.566 Script @__LogisticTrainNetwork__/script/dispatcher.lua:572: DEBUG: schedule = {
current = 1,
records = {
{
station = "#Depot",
wait_conditions = {
{
compare_type = "and",
ticks = 120 ...
787.566 Script @__LogisticTrainNetwork__/script/dispatcher.lua:572: DEBUG: schedule = {
current = 1,
records = {
{
station = "#Depot",
wait_conditions = {
{
compare_type = "and",
ticks = 120 ...
- Thu Oct 31, 2019 12:45 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 29299
Re: pY Veganism (inofficial)
I have a github repository for this mod. Not sure if I should restructure it, so that you can directly clone it to your mods folder.
It may be an idea to move the mod into its own repo where kingarthur and I can work as collaborators.
That table should be final after it's population in line ...
- Sun Oct 27, 2019 11:29 am
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 29299
Re: pY Veganism (inofficial)
Hey,
thanks for offering your support. :)
I marked you two as collaborators.
Okay cool. :) How should we organize the collaboration? Via github? Btw if any of you needs me in a pinch I am available under Soggs#4093 on Discord. I can be found via the official factorio discord.
What I might do ...
- Thu Oct 24, 2019 8:30 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 29299
Re: pY Veganism (inofficial)
Aside from that: I won't be able to work much on this mod anymore, as I am in psychiatry for a while, which limits my free time.
If someone would like to continue developing or maintaining my terribly structured mess mod, then I would be happy about that.
First of I wish you the best for your ...
- Sat Oct 19, 2019 5:05 pm
- Forum: PyMods
- Topic: pY Veganism (inofficial)
- Replies: 78
- Views: 29299
Re: pY Veganism (inofficial)
wait invisible beacons? why would u use them? beacons are not ugly
I dunno what they are for here but they get used as a hack for things that aren't really supported by the API. For example there is a mod called Seablock Mining which applies productivity bonuses to crystallizers based on ...