Search found 22 matches
- Mon Jul 11, 2016 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
Confirmed fixed in 0.13.8. Thanks again!
- Thu Jul 07, 2016 4:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
Great, thanks for the continued investigation and fix!
- Thu Jul 07, 2016 7:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
I'll try - I've never done that though
But note that the fourth post already has reproduction steps. Do they not work for you?
But note that the fourth post already has reproduction steps. Do they not work for you?
- Wed Jul 06, 2016 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
Actually, here's something that might help. At the point of the segfault in 0.13.6: (gdb) disassemble Dump of assembler code for function getEdgeDirection(): 0x0000000000493990 <+0>: mov 0x48(%rdi),%rax => 0x0000000000493994 <+4>: mov 0x3a8(%rax),%eax 0x000000000049399a <+10>: test %eax,%eax 0x00000...
- Wed Jul 06, 2016 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
Tested again with 0.13.6, still persists, still the same backtrace: [edited - had the wrong backtrace from scrollback...] 95.573 Error CrashHandler.cpp:183: Received SIGSEGV 96.366 Warning Logger.cpp:360: Symbols.size() == 18, usedSize == 13 Factorio crashed. Generating symbolized stacktrace, please...
- Tue Jul 05, 2016 7:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
Yes, still looks the same. Here's what was in my scrollback from my experiments: Factorio crashed. Generating symbolized stacktrace, please wait ... 37.010 Warning Logger.cpp:360: Symbols.size() == 17, usedSize == 12 #0 0x7d9fdb in CrashHandler::writeStackTrace() at /tmp/factorio-N1bTA9/src/Util/Cra...
- Tue Jul 05, 2016 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
And here's actually the savegame.
- Tue Jul 05, 2016 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] [kovarex] Rail laying immediately segfaults
Thanks for looking into it! Unfortunately a clean install didn't help at all. I re-downloaded 0.13.4 from the website and even used sha1sum to verify that it was, in fact, exactly the same as what I had previously. Steps to reproduce: 1. Play -> Multiplayer -> Load game, the attached save. Set "...
- Mon Jul 04, 2016 6:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
Re: [0.13.4] Rail laying immediately segfaults
This also happens when I'm hosting the same map, to me (as the host) but not to the others (as the clients). Weird.
- Mon Jul 04, 2016 6:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
- Replies: 16
- Views: 7576
[0.13.4] [kovarex] Rail laying immediately segfaults
First rail in empty space (not connected to anything) is fine. Then I click an arrow on said first rail, move the mouse a bit until it suggests laying more track; clicking then leads to a segfault at 43.269 Error CrashHandler.cpp:183: Received SIGSEGV 44.074 Warning Logger.cpp:360: Symbols.size() ==...
- Fri Jul 01, 2016 8:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] Desync by holding offshore pump in hand
- Replies: 19
- Views: 11933
[0.13.3] Desync by holding offshore pump in hand
Merely holding an offshore pump in hand is causing a desync. From our experimentation it does not matter which side (host or client), nor whether the pump is held over land or water (in any obvious way, anyway). Let me know if you need more information than the attached desync report. I renamed the ...
- Tue Mar 15, 2016 9:52 am
- Forum: Ideas and Suggestions
- Topic: Rail signal conditions
- Replies: 0
- Views: 808
Rail signal conditions
Could we get a way to set conditions on rail signals to control what trains can pass through them? For example, by setting "train wagon = 0" on entry signals into track sections, you can make sections that can only be used by player trains that only consist of locomotives. This would allow...
- Fri Jan 29, 2016 8:06 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 77777
Re: Friday Facts #123 - Better circuit network (Part 2)
IMHO both smart inserter and smart chest need an exception. Train stations need both inserters and chests, and their throughput is bounded by the number of inserters you can place - IOW, by space. Having to add a 1x1 item to either inserter or chest will drop the throughput of the station by half, ...
- Fri Jan 29, 2016 7:45 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 77777
Re: Friday Facts #123 - Better circuit network (Part 2)
IMHO both smart inserter and smart chest need an exception. Train stations need both inserters and chests, and their throughput is bounded by the number of inserters you can place - IOW, by space. Having to add a 1x1 item to either inserter or chest will drop the throughput of the station by half, m...
- Sun Oct 18, 2015 1:01 pm
- Forum: Implemented Suggestions
- Topic: Allow signal 0,1...,A,... in blueprint icons
- Replies: 1
- Views: 4224
Allow signal 0,1...,A,... in blueprint icons
Can you allow the icons from the "Signals" tab used for circuit networks (i.e. "signal 0", "signal 1", ..., "signal A", ...., "green signal", etc.) in the icons available for a blueprint's icon? The numbers alone would help me a lot in distinguishing...
- Sat Oct 17, 2015 11:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Unknown key:"rockets-sent", rocket counter stuck
- Replies: 4
- Views: 5413
Re: [0.12.10] Unknown key:"rockets-sent", rocket counter stuck
Hmm, you're right, 0.12.11 loads it with a working counter. I guess you can call it fixed then? Am I supposed to have a control.lua and the locale directory within the save? Re-saving with 0.12.11 (immediately after loading) puts those in the save again. I'm not sure how they would have been lost in...
- Thu Oct 15, 2015 9:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Unknown key:"rockets-sent", rocket counter stuck
- Replies: 4
- Views: 5413
[0.12.10] Unknown key:"rockets-sent", rocket counter stuck
In a savegame I am playing with a friend (started when 0.12 first came out) the "number of rockets sent" overlay just says unknown-key-rockets-sent.png 233 is actually the number of rockets sent - except that it doesn't update anymore! Launching another rocket (with satellite) doesn't do a...
- Thu Feb 12, 2015 4:26 pm
- Forum: Pending
- Topic: [0.11.15] [cube] Crash with saves a symlink across devices
- Replies: 3
- Views: 6008
Re: [0.11.15] [cube] Crash with saves a symlink across devic
Oops. And by now I of course lost *that* logfile, but here's one of a new run. (It would help if the forum accepted .log or .txt attachments, sigh.) As the subject said, it's a different device: # in the factorio directory $ df -h . Filesystem Size Used Avail Use% Mounted on /dev/mapper/bigdisk-home...
- Thu Feb 12, 2015 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Game menu steals focus after autosave
- Replies: 3
- Views: 3614
Re: [0.11.15] Game menu steals focus after autosave
Thanks for the fast fix!
- Thu Feb 12, 2015 4:11 pm
- Forum: General discussion
- Topic: That moment when,
- Replies: 69
- Views: 39856
Re: That moment when,
You spend half an hour with a friend redesigning the entry/exit area into your main train station to allow trains to exit and enter at the same time, and shortly afterwards the new design gets everything stuck in a 7-train deadlock.
(Sadly I didn't make a screenshot.)
(Sadly I didn't make a screenshot.)