Search found 22 matches

by Medium9
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: 602

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 everyone's ...
by Medium9
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: 602

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 ...
by Medium9
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: 602

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 I click an...
by Medium9
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: 602

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.biter_base_s...
by Medium9
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: 602

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 ...
by Medium9
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: 602

[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 whit...
by Medium9
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: 2791

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 the...
by Medium9
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: 2791

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...
by Medium9
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: 2791

[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 i...
by Medium9
Thu Feb 13, 2020 7:49 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006804

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 int...
by Medium9
Thu Feb 13, 2020 7:36 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006804

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't h...
by Medium9
Thu Feb 13, 2020 6:40 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006804

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: Fail...
by Medium9
Thu Nov 07, 2019 10:45 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35990

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 on thos...
by Medium9
Sat Nov 02, 2019 10:25 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35990

Re: UPS Wars 3 - Electronic Circuits

This thing went above my pay (and patience) grade SO fast! :D

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
by Medium9
Tue Oct 29, 2019 1:35 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35990

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 ...
by Medium9
Tue Oct 29, 2019 1:14 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 35990

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 the...
by Medium9
Mon May 27, 2019 7:07 pm
Forum: Not a bug
Topic: System crashing while loading mod
Replies: 1
Views: 749

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 under...
by Medium9
Wed Oct 24, 2018 9:43 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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 out th...
by Medium9
Wed Oct 24, 2018 7:49 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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...
by Medium9
Wed Oct 17, 2018 8:48 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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 man! I like...

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