Search found 22 matches
- Sat Mar 23, 2024 1:02 am
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 2228
Re: [1.1.105] Crash in main menu after a few (or more) seconds
My theory is something hooking an overlay render and being broken. Steam, discord, riva tuner, anything else that does that.
I couldn't agree more. The whole thing stinks of very specific combinations of outside influences, of which we're in decreasing control of.
I'm super grateful for ...
- Fri Mar 22, 2024 5:32 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 2228
Re: [1.1.105] Crash in main menu after a few (or more) seconds
Yup, it's the mere transition between animations. I've edited the "menu-simulations.lua" file such that only one entry remained (a known working one), and after re-starting the animation a couple of times, the game froze.
I've also tried every single scenario on its own, and they all work fine. It ...
I've also tried every single scenario on its own, and they all work fine. It ...
- Fri Mar 22, 2024 4:59 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 2228
Re: [1.1.105] Crash in main menu after a few (or more) seconds
Whoops, uploaded wrong log. Sorry!! The one here is from when I recreated the issue right now.
This also does not have a crash in it. It simply shows it running normally.
I know, that's what made me pessimistic about any hope for a real solution. The game just goes unresponsive, and when ...
- Fri Mar 22, 2024 3:58 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 2228
Re: [1.1.105] Crash in main menu after a few (or more) seconds
These are the ones listed in the menu-simulations.lua file of the base game:
menu_simulations.forest_fire
menu_simulations.solar_power_construction
menu_simulations.lab
menu_simulations.burner_city
menu_simulations.mining_defense
menu_simulations.biter_base_steamrolled
menu_simulations ...
- Fri Mar 22, 2024 3:57 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 2228
Re: [1.1.105] Crash in main menu after a few (or more) seconds
Did you already try to disable the background animations? You can do this from the main menu ("Graphics", section "General"): show_anims.png
Of course, that would only work around the symptom, not actually fixing the bug that caused it.
I never noticed this option, thanks! That does indeed ...
- Thu Mar 21, 2024 8:23 pm
- Forum: Technical Help
- Topic: [1.1.105] Crash in main menu after a few (or more) seconds
- Replies: 15
- Views: 2228
[1.1.105] Crash in main menu after a few (or more) seconds
What did you do?
Start the game from steam library.
What happened?
The game started normally. After the loading bar finished, I let the game focussed but idle. Didn't even move the mosue. (I also tried it unfocussed, no change.)
After an arbitrary amount of time, the game just freezes and goes ...
Start the game from steam library.
What happened?
The game started normally. After the loading bar finished, I let the game focussed but idle. Didn't even move the mosue. (I also tried it unfocussed, no change.)
After an arbitrary amount of time, the game just freezes and goes ...
- Wed Mar 16, 2022 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.56] Crash when rapidly placing blueprint (RailChainSignal::clearChainState)
- Replies: 3
- Views: 3547
Re: [boskid][1.1.56] Crash when rapidly placing blueprint (RailChainSignal::clearChainState)
So this was essentially a classic stack overflow? Neat!
And woah, I was not aware that this was already at over 19k signals. Whoopsie.
This base was fully intentionally made using two things I percieve as anti-patterns: 2-way rails and city block style layout, and I wanted to push it. Mostly for ...
And woah, I was not aware that this was already at over 19k signals. Whoopsie.
This base was fully intentionally made using two things I percieve as anti-patterns: 2-way rails and city block style layout, and I wanted to push it. Mostly for ...
- Fri Mar 11, 2022 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.56] Crash when rapidly placing blueprint (RailChainSignal::clearChainState)
- Replies: 3
- Views: 3547
Re: [1.1.56] Crash when rapidly placing blueprint (RailChainSignal::clearChainState)
Update: After I slowly added ~20 more squares after many tries, it has now gotten to a point where this error occurs immediately before the switch from the loading bar to the game screen should happen, after loading the savegame from a freshly started game. I therefore cannot continue with this base ...
- Wed Mar 09, 2022 6:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.56] Crash when rapidly placing blueprint (RailChainSignal::clearChainState)
- Replies: 3
- Views: 3547
[boskid][1.1.56] Crash when rapidly placing blueprint (RailChainSignal::clearChainState)
Bug observed in editor mode when placing the following BP in quick succession by walking with it in hand with LMB pressed. Effect is a crash to desktop.
(This already happened in the previous version as well.)
The map parts were entirely cleared of obstacles, and ~380 of these squares were already ...
(This already happened in the previous version as well.)
The map parts were entirely cleared of obstacles, and ~380 of these squares were already ...
- Thu Feb 13, 2020 7:49 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1196124
Re: [0.18] Sea Block Pack 0.4.1
if deleting mod-settings.dat doesn't help then the only thing that worked for me was to download the actual seablock pack zip from this thread and extract it manually.
Got the same recommendation on discord just now as well. I'll do it this way then. A bit of a shame that I can't really use the ...
- Thu Feb 13, 2020 7:36 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1196124
Re: [0.18] Sea Block Pack 0.4.1
remove your mod-settings.dat and try again, there's some incompatibilities in the way you had bob's setup, i think it involves nuclear power rework being selected. it may or may not be required, try whatever state is opposite the one it's currently in.
That sadly didn't do anything. I also didn ...
- Thu Feb 13, 2020 6:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1196124
Re: [0.18] Sea Block Pack 0.4.1
I just updated from 0.17.x to the latest build and wanted to try out Sea Block for the first time. I updated all mods I already had and disabled any that weren't compatible, and downloaded SB with all its dependencies via the ingame mod manager.
Upon loading the game, I get the following error ...
Upon loading the game, I get the following error ...
- Thu Nov 07, 2019 10:45 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 47541
Re: UPS Wars 3 - Electronic Circuits
I got around to running all the 1M scale maps, here's the results.
50 runs, 1k ticks per run (train maps beware)
26x.png
Woohoo! I only made it to second-worst! :mrgreen:
I have learned so damn much from this competition, and am in the slowest of progressions towards my next mega base built ...
- Sat Nov 02, 2019 10:25 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 47541
Re: UPS Wars 3 - Electronic Circuits
This thing went above my pay (and patience) grade SO fast! 
But I'm (ab)using this competition so hard and gobble up all the techniques for my next 60+UPS base attempt - I have learned so much here! Thanks <3

But I'm (ab)using this competition so hard and gobble up all the techniques for my next 60+UPS base attempt - I have learned so much here! Thanks <3
- Tue Oct 29, 2019 1:35 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 47541
Re: UPS Wars 3 - Electronic Circuits
Are sleeping cars allowed to be used? (Cars can be put to sleep to use as chests via console commands, and it cuts down their UPS usage considerably).
I'd personally say just go for it. If it won't end up in the general ranking, it could still go into a "shady tactics" category and still serve ...
- Tue Oct 29, 2019 1:14 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 103
- Views: 47541
Re: UPS Wars 3 - Electronic Circuits
I didn't know about the former challenges, and it tickles me just right. I couldn't resist and stay up way beyond my deadline to extend the GC setup of my latest 2700spm build (that gave me personally higher UPS than any other attempt before) to meet the criteria!
Hopefully I managed to meet all ...
Hopefully I managed to meet all ...
- Mon May 27, 2019 7:07 pm
- Forum: Not a bug
- Topic: System crashing while loading mod
- Replies: 1
- Views: 987
System crashing while loading mod
I was hinted at reporting this as a bug, despite it probably being caused by a mod going (intentionally) crazy. The mod in question is Merging Chests ( https://mods.factorio.com/mods/Atria/WideChests ).
I set the max width and height of the chests to 512, and the max chest area to 262144. As I ...
I set the max width and height of the chests to 512, and the max chest area to 262144. As I ...
- Wed Oct 24, 2018 9:43 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 192808
Re: [MOD 0.16] Miniloader
A thing I think I have noticed since the last graphical overhaul is, that the loaders seem to be a little bit biased towards one lane of a belt when loading stuff into machines.
Nothing has changed, and inserter behavior is pretty much entirely out of my control. Sorry!
Odd, but I can't rule ...
- Wed Oct 24, 2018 7:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 192808
Re: [MOD 0.16] Miniloader
A thing I think I have noticed since the last graphical overhaul is, that the loaders seem to be a little bit biased towards one lane of a belt when loading stuff into machines. At least there is where I noticed it. This in itself isn't too much of an issue, but some bits of my latestest large build ...
- Wed Oct 17, 2018 8:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 192808
Re: [MOD 0.16] Miniloader
Ahhh, now I see what you mean. The arrows cover a good bit of the filter icons. Mhhh, that's nasty. If they were juuuust a bit smaller, but I fully understand that this is out of your hands.
Who says it's out of my hands? :mrgreen:
https://mods.factorio.com/mod/arrowtweaker
You're a mad ...