Search found 22 matches

by anmoch
Mon Jul 11, 2016 7:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

Re: [0.13.4] [kovarex] Rail laying immediately segfaults

Confirmed fixed in 0.13.8. Thanks again!
by anmoch
Thu Jul 07, 2016 4:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

Re: [0.13.4] [kovarex] Rail laying immediately segfaults

Great, thanks for the continued investigation and fix!
by anmoch
Thu Jul 07, 2016 7:01 am
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

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?
by anmoch
Wed Jul 06, 2016 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

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...
by anmoch
Wed Jul 06, 2016 7:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

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...
by anmoch
Tue Jul 05, 2016 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

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...
by anmoch
Tue Jul 05, 2016 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

Re: [0.13.4] [kovarex] Rail laying immediately segfaults

And here's actually the savegame.
by anmoch
Tue Jul 05, 2016 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

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 "...
by anmoch
Mon Jul 04, 2016 6:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

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.
by anmoch
Mon Jul 04, 2016 6:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.4] [kovarex] Rail laying immediately segfaults
Replies: 16
Views: 6946

[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() ==...
by anmoch
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: 11241

[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 ...
by anmoch
Tue Mar 15, 2016 9:52 am
Forum: Ideas and Suggestions
Topic: Rail signal conditions
Replies: 0
Views: 738

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...
by anmoch
Fri Jan 29, 2016 8:06 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74478

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, ...
by anmoch
Fri Jan 29, 2016 7:45 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74478

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...
by anmoch
Sun Oct 18, 2015 1:01 pm
Forum: Implemented Suggestions
Topic: Allow signal 0,1...,A,... in blueprint icons
Replies: 1
Views: 4123

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...
by anmoch
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: 5171

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...
by anmoch
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: 5171

[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...
by anmoch
Thu Feb 12, 2015 4:26 pm
Forum: Pending
Topic: [0.11.15] [cube] Crash with saves a symlink across devices
Replies: 3
Views: 5832

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...
by anmoch
Thu Feb 12, 2015 4:11 pm
Forum: General discussion
Topic: That moment when,
Replies: 69
Views: 37771

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.)

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