Search found 33 matches
- Sat Mar 26, 2022 5:56 am
- Forum: Mod portal Discussion
- Topic: Feature Request -- Interface to sort mod portal json API
- Replies: 3
- Views: 2090
Re: Feature Request -- Interface to sort mod portal json API
Please add the ability to sort the json output from https://mods.factorio.com/api/mods, possibly only by last updated date. (I don't care about the rest) Just deployed an update which makes this possible: https://mods.factorio.com/api/mods?sort=updated_at&sort_order=desc You can find more detai...
- Sat Mar 26, 2022 5:18 am
- Forum: Releases
- Topic: Version 1.1.55
- Replies: 6
- Views: 13346
Re: Version 1.1.55
Bugfixes Fixed that the Steam version wouldn't start on Linux and OSX. The game feels significantly more sluggish from .54 to .56. Not sure if it's related to this or the GUI fixes in .56. What profiling information do you want to attempt to troubleshoot this? There's a thread in the bug reports fo...
- Sat Mar 26, 2022 3:24 am
- Forum: Releases
- Topic: Version 1.1.55
- Replies: 6
- Views: 13346
Re: Version 1.1.55
The game feels significantly more sluggish from .54 to .56. Not sure if it's related to this or the GUI fixes in .56.FactorioBot wrote: ↑Wed Feb 23, 2022 4:19 pmBugfixes
- Fixed that the Steam version wouldn't start on Linux and OSX.
What profiling information do you want to attempt to troubleshoot this?
- Wed Aug 19, 2020 10:39 pm
- Forum: Mod portal Discussion
- Topic: Feature Request -- Interface to sort mod portal json API
- Replies: 3
- Views: 2090
Feature Request -- Interface to sort mod portal json API
TL;DR Please add the ability to sort the json output from https://mods.factorio.com/api/mods, possibly only by last updated date. (I don't care about the rest) What ? In https://forums.factorio.com/viewtopic.php?f=6&t=87788 I was told to use the mod json API to pull lists of mods for another pr...
- Wed Aug 19, 2020 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7591
Re: Feature Request - RSS Data on Mod Portal
And what disturbs me a very little bit is the “weekly request” (You, JD, Uthrom). Seems that you really need this. And the simplest way to use it for you is RSS. ;) This was detailed by me earlier in the thread -- one can use off-the-shelf things with RSS scrapers that broke 3 times in 3 weeks whil...
- Tue Aug 18, 2020 1:18 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7591
Re: Feature Request - RSS Data on Mod Portal
Other than @boskid giving non-functioning alternatives, I have heard nothing in response to this.
Anyone?
Anyone?
- Tue Aug 11, 2020 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7591
Re: Feature Request - RSS Data on Mod Portal
It also appears to be missing a way of retrieving most recently updated mods.boskid wrote: ↑Tue Aug 11, 2020 4:57 amIs there something missing in the mod portal's api? https://mods.factorio.com/api/mods?page ... ersion=1.0
- Tue Aug 11, 2020 6:23 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7591
Re: Feature Request - RSS Data on Mod Portal
Is there something missing in the mod portal's api? https://mods.factorio.com/api/mods?page_size=10&version=1.0 Yes, RSS data. The api may be great, but it means that instead of using any of a dozen or more existing systems that use RSS for what RSS is really good at, I have to write a custom a...
- Tue Aug 11, 2020 2:42 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - View your own character exact HP numbers
- Replies: 3
- Views: 2024
Re: Feature Request - View your own character exact HP numbers
I have always wondered why this doesn't just show up when hovering over my character the way it does with others....
- Tue Aug 11, 2020 2:35 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7591
Feature Request - RSS Data on Mod Portal
TL;DR Please add RSS data to Mod portal entries, so various bots, et cetera, will actually work. What ? I know of several people who are running bots (discord, others) that are used to announce mod updates to mods by either community members, or other authors of interes. Currently, in order to do t...
- Mon Mar 16, 2020 12:46 am
- Forum: 1 / 0 magic
- Topic: [0.18.12] Malloc - incorrect checksum
- Replies: 1
- Views: 1284
[0.18.12] Malloc - incorrect checksum
Idling on the MP game boskid was debugging earlier, gave the following: factorio(55761,0x700007d47000) malloc: *** error for object 0x7fa9a176e0b8: incorrect checksum for freed object - object was probably modified after being freed. *** set a breakpoint in malloc_error_break to debug Attaching with...
- Sun Mar 15, 2020 11:56 pm
- Forum: 1 / 0 magic
- Topic: [0.18.12] Crash "Chunk::damageTrees"
- Replies: 2
- Views: 1502
Re: [0.18.12] Crash "Chunk::damageTrees"
Well, I have the temp/currently-playing folder of the most recent crash on the same map.
Is there a way to repackage that into a save game? Just zipping it up, is not working.
Is there a way to repackage that into a save game? Just zipping it up, is not working.
- Sun Mar 15, 2020 3:58 am
- Forum: 1 / 0 magic
- Topic: [0.18.12] Crash "Chunk::damageTrees"
- Replies: 2
- Views: 1502
[0.18.12] Crash "Chunk::damageTrees"
Joining a MP game of Krastorio 2, get the following on state change from catching up to in game: 140.117 Info ClientMultiplayerManager.cpp:592: UpdateTick(5747446) changing state from(ConnectedLoadingMap) to(TryingToCatchUp) 151.557 Info ClientMultiplayerManager.cpp:592: UpdateTick(5749153) changing...
- Sun Mar 08, 2020 5:08 pm
- Forum: Not a bug
- Topic: [0.18.10] [Documentation?] calling on_nth_tick(nil, anything) gives error
- Replies: 2
- Views: 1104
Re: [0.18.10] [Documentation?] calling on_nth_tick(nil, anything) gives error
Passing nil as the only parameter when you give more than 1 parameter, this part about nil does not apply. on_nth_tick(tick, f) Register a handler to run every nth tick(s). When the game is on tick 0 it will trigger all registered handlers. Parameters tick :: uint or array of uint: The nth-tick(s) ...
- Sun Mar 08, 2020 3:48 pm
- Forum: Not a bug
- Topic: [0.18.10] [Documentation?] calling on_nth_tick(nil, anything) gives error
- Replies: 2
- Views: 1104
[0.18.10] [Documentation?] calling on_nth_tick(nil, anything) gives error
According to the documentation: on_nth_tick(tick, f) Register a handler to run every nth tick(s). When the game is on tick 0 it will trigger all registered handlers. Parameters tick :: uint or array of uint: The nth-tick(s) to invoke the handler on. Passing nil as the only parameter will unregister ...
- Fri Mar 06, 2020 2:26 am
- Forum: 1 / 0 magic
- Topic: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
- Replies: 9
- Views: 3463
Re: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
That may be, but almost all of the crashes I've experienced involve PathFindAlgorithm::expandBaseNode: Shoggoth:factorio dominic$ grep expandBaseNode *.log factorio-previous.log:#6 0x000000010aec2751 in PathFindAlgorithm::expandBaseNode(PathFindAlgorithm::BaseNode&, PathFindAlgorithm::SearchData...
- Thu Mar 05, 2020 3:02 pm
- Forum: 1 / 0 magic
- Topic: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
- Replies: 9
- Views: 3463
Re: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
When I let it sit for ~ 20 seconds, then took 4 fusion reactors, put in pink engineer armor (not power armor), and took them back out, I got this while taking them back out: 23.361 Script @__billbo99_spawn_tweaks__/spawn.lua:186: Spawn.OnLoad 60.138 Error CrashHandler.cpp:619: Received SIGSEGV Facto...
- Thu Mar 05, 2020 3:59 am
- Forum: 1 / 0 magic
- Topic: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
- Replies: 9
- Views: 3463
Re: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
27.310 Script @__billbo99_spawn_tweaks__/spawn.lua:186: Spawn.OnLoad 73.994 Error CrashHandler.cpp:619: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... #1 0x00000001053dcf32 in Logger::logStacktrace(StackTraceInfo*) + 0x12 #2 0x0000000104a29d49 in CrashHandler::...
- Thu Mar 05, 2020 3:57 am
- Forum: 1 / 0 magic
- Topic: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
- Replies: 9
- Views: 3463
Re: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
I was able to reproduce it by loading the attached save, and filling the pink engineer armor in inventory with reactors, exo and batteries over the next minute or so: https://we.tl/t-GqwhdjKgEt See below: 56.957 Error CrashHandler.cpp:619: Received SIGSEGV Factorio crashed. Generating symbolized sta...
- Thu Mar 05, 2020 2:50 am
- Forum: 1 / 0 magic
- Topic: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
- Replies: 9
- Views: 3463
[0.18.10] Crash: PathFindAlgorithm::expandBaseNode
I've been getting segmentation faults on the last 2 versions of factorio, while playing the current JD-Plays community map.
See below for log files, save file, and mod folder.
https://we.tl/t-03QezcIr0d
See below for log files, save file, and mod folder.
https://we.tl/t-03QezcIr0d