after autoupdate from 1.1.19 to 1.1.21:
1.214 Crop bitmaps.
1.214 Atlases were not loaded from disk cache.
1.659 Parallel Sprite Loader initialized (threads: 7)
6.057 Error ParallelSpriteLoader.cpp:223: Parallel sprite loading failed (__base__/graphics/entity/tree/06/hr-tree-06-j-trunk.png ...
Search found 36 matches
- Mon Feb 08, 2021 12:08 pm
- Forum: Releases
- Topic: Version 1.1.21
- Replies: 10
- Views: 18405
- Wed Nov 25, 2020 10:10 am
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 57822
Re: Version 1.1.1
Yes, something wrong with API...
no token - BAD REQUEST
Request URL: https://updater.factorio.com/updater/get-available-versions?username=hhrhhr&apiVersion=2
Request Method: GET
Status Code: 400 BAD REQUEST
Remote Address: 52.54.245.245:443
no username - OK
Request URL: https://updater.factorio ...
no token - BAD REQUEST
Request URL: https://updater.factorio.com/updater/get-available-versions?username=hhrhhr&apiVersion=2
Request Method: GET
Status Code: 400 BAD REQUEST
Remote Address: 52.54.245.245:443
no username - OK
Request URL: https://updater.factorio ...
- Sat Aug 01, 2020 9:13 am
- Forum: Releases
- Topic: Version 0.18.39
- Replies: 10
- Views: 9675
Re: Version 0.18.39
Сan i update 0.18.39 without downloading the full installer?
- Sat Aug 01, 2020 6:48 am
- Forum: Releases
- Topic: Version 0.18.39
- Replies: 10
- Views: 9675
Re: Version 0.18.39
updated from 0.18.38 to 0.18.39:
0.298 Loading mod core 0.0.0 (data.lua)
0.394 Loading mod base 0.18.39 (data.lua)
0.409 Error ModManager.cpp:1514: Failed to load mod "base": __base__/data.lua:5: __base__/prototypes/entity/demo-entities.lua:13: module prototypes.entity.assemblerpipes not found ...
0.298 Loading mod core 0.0.0 (data.lua)
0.394 Loading mod base 0.18.39 (data.lua)
0.409 Error ModManager.cpp:1514: Failed to load mod "base": __base__/data.lua:5: __base__/prototypes/entity/demo-entities.lua:13: module prototypes.entity.assemblerpipes not found ...
- Sat Jun 13, 2020 7:41 am
- Forum: Not a bug
- Topic: [0.18.31] wrong satisfaction value in Electric network info
- Replies: 3
- Views: 2073
[0.18.31] wrong satisfaction value in Electric network info
Small setup: 1 × Boiler + 2 × Steam engine (900 kW)
Consumers: 3 × Beacon (480 kW) + 28 × Assembling machine 3 (12.5 kW drain)
Electric statistic show (attachment 2):
Satisfaction — 1.8 MW / 1.8 MW
Production — 1.8 MW / 1.9 MW (???)
Check:
3 × 480 kW + 28 x 12.5 kW = 1440 kW + 350 kW = 1790 kW ...
Consumers: 3 × Beacon (480 kW) + 28 × Assembling machine 3 (12.5 kW drain)
Electric statistic show (attachment 2):
Satisfaction — 1.8 MW / 1.8 MW
Production — 1.8 MW / 1.9 MW (???)
Check:
3 × 480 kW + 28 x 12.5 kW = 1440 kW + 350 kW = 1790 kW ...
- Thu Jun 04, 2020 9:27 pm
- Forum: Resolved Requests
- Topic: Recipe.main_product, is everything right on the wiki?
- Replies: 2
- Views: 2485
Re: Recipe.main_product, is everything right on the wiki?
Second example:
{
type = "recipe",
name = "sulfuric-acid",
results = { [1] = { type = "fluid", name = "sulfuric-acid", amount = 50 } },
subgroup = "fluid-recipes", -- !!! subgroup present
-- cutted
}
Recipe have only one product and no main_product is defined. So icon(s) taken from product ...
{
type = "recipe",
name = "sulfuric-acid",
results = { [1] = { type = "fluid", name = "sulfuric-acid", amount = 50 } },
subgroup = "fluid-recipes", -- !!! subgroup present
-- cutted
}
Recipe have only one product and no main_product is defined. So icon(s) taken from product ...
- Thu Jun 04, 2020 6:55 pm
- Forum: Resolved Requests
- Topic: Recipe.main_product, is everything right on the wiki?
- Replies: 2
- Views: 2485
Recipe.main_product, is everything right on the wiki?
main_product
Type : string
Optional.
For recipes with more than one product: This defines of which result the icon, subgroup and name is used. If it is not set and the recipe has more than 1 result the recipe will use the recipe-name and recipe-description locale and its own subgroup and icon ...
Type : string
Optional.
For recipes with more than one product: This defines of which result the icon, subgroup and name is used. If it is not set and the recipe has more than 1 result the recipe will use the recipe-name and recipe-description locale and its own subgroup and icon ...
- Mon Jun 01, 2020 4:15 pm
- Forum: Releases
- Topic: Version 0.18.29
- Replies: 32
- Views: 23154
Re: Version 0.18.29
What is the archive variable for?FactorioBot wrote: Mon Jun 01, 2020 2:19 pm Features
- Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output'
- Fri May 29, 2020 9:27 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
absolutely no difference:
#include <iostream>
#include <filesystem>
namespace fs = std::filesystem;
int main()
{
fs::path p = fs::path("..") / ".." / "config-path.cfg";
std::cout << "Current path is " << fs::current_path() << '\n'
<< "Canonical path for " << p << " is " << fs::weakly_canonical(p ...
#include <iostream>
#include <filesystem>
namespace fs = std::filesystem;
int main()
{
fs::path p = fs::path("..") / ".." / "config-path.cfg";
std::cout << "Current path is " << fs::current_path() << '\n'
<< "Canonical path for " << p << " is " << fs::weakly_canonical(p ...
- Fri May 29, 2020 9:18 am
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
With this example, everything is fine:
#include <iostream>
#include <filesystem>
namespace fs = std::filesystem;
int main()
{
fs::path p = fs::path("..") / ".." / "config-path.cfg";
std::cout << "Current path is " << fs::current_path() << '\n'
<< "Canonical path for " << p << " is " << fs ...
#include <iostream>
#include <filesystem>
namespace fs = std::filesystem;
int main()
{
fs::path p = fs::path("..") / ".." / "config-path.cfg";
std::cout << "Current path is " << fs::current_path() << '\n'
<< "Canonical path for " << p << " is " << fs ...
- Thu May 28, 2020 10:18 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
Could you provide an example of your code that opens a file using the standard C++ library?
No matter how I tried, but I could not find an example that could not access the file on any types of virtual disks, including file systems with utf8 and utf16 encodings.
No matter how I tried, but I could not find an example that could not access the file on any types of virtual disks, including file systems with utf8 and utf16 encodings.
- Thu May 28, 2020 5:22 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
Cold-start anything isn't how you could ever launch from a ramdisk since you have to copy the thing into the ramdisk first anyway - then you could launch it.
I need to copy the game to ramdisk only once, and a cold start, at least in Windows, does not occur only if the game is launched literally ...
- Thu May 28, 2020 9:29 am
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
config:
cache-sprite-atlas-count=1
cache-sprite-atlas=true
compress-sprite-atlas-cache=true
graphics-quality=normal
high-quality-animations=false
high-quality-shadows=false
high-quality-terrain=false
video-memory-usage=low
texture-compression-level=low-quality
run from SSD, cold start ...
cache-sprite-atlas-count=1
cache-sprite-atlas=true
compress-sprite-atlas-cache=true
graphics-quality=normal
high-quality-animations=false
high-quality-shadows=false
high-quality-terrain=false
video-memory-usage=low
texture-compression-level=low-quality
run from SSD, cold start ...
- Mon May 25, 2020 7:39 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factorio Lab
- Replies: 7
- Views: 8823
Re: Factorio Lab
Hello. I continue to work on "file scraper" and the first results are ready: https://github.com/factoriolab/factorio ... -633694865
- Sun May 24, 2020 3:23 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
I meant a clean game without mods. At least at 0.18.26, the data directory contains exactly 9999 files and 1503 directories.
Yes, on powerful desktops with fast SSDs, the game’s launch time is not so exciting. But sometimes I have to run the game on an old HP laptop (with Radeon HD4250 video and 256 ...
Yes, on powerful desktops with fast SSDs, the game’s launch time is not so exciting. But sometimes I have to run the game on an old HP laptop (with Radeon HD4250 video and 256 ...
- Sun May 24, 2020 9:47 am
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
In my case, the data directory contains almost 10 thousand files. Even after several launches and caching of files by the operating system, the launch of the game takes 10-12 seconds. And when using a RAM disk - only 2-3 seconds. When debugging mods / scripts, this is pretty significant.
Аnother ...
Аnother ...
- Sat May 23, 2020 11:18 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 11379
Re: Run from ramdisk
Factorio 0.18.26 and 0.18.26, unzipped to ramdisk (created with OSFMount):
I:\Factorio_0.18.22>ver
Microsoft Windows [Version 10.0.18363.657]
I:\Factorio_0.18.22>bin\x64\factorio.exe -v
I:\Factorio_0.18.22> 0.000 Error Util.cpp:83: weakly_canonical: .
: "I:\Factorio_0.18.22\bin\x64/../../config ...
I:\Factorio_0.18.22>ver
Microsoft Windows [Version 10.0.18363.657]
I:\Factorio_0.18.22>bin\x64\factorio.exe -v
I:\Factorio_0.18.22> 0.000 Error Util.cpp:83: weakly_canonical: .
: "I:\Factorio_0.18.22\bin\x64/../../config ...
- Thu May 14, 2020 11:00 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factorio Lab
- Replies: 7
- Views: 8823
Re: Factorio Lab
Cool! The ability to selectively select an assembly machine class is really great.
There are a few comments:
What about energy consumption?
Сan you make a "compiled" version of the site to run locally WITHOUT NodeJS, Angular, and so on?
How do you get the source data from the game (/src/assets/0 ...
There are a few comments:
What about energy consumption?
Сan you make a "compiled" version of the site to run locally WITHOUT NodeJS, Angular, and so on?
How do you get the source data from the game (/src/assets/0 ...
- Thu May 14, 2020 9:58 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640897
Re: Bugs & FAQ
I suppose I found something similar to a copy-paste error.
angelsrefining_0.11.10\prototypes\angels-functions.lua
function angelsmods.functions.create_viscous_liquid_fluid_icon:
@721 :
tints. bot_left and {
icon = "__angelsrefining__/graphics/icons/angels-liquid/liquid-viscous-item- bot-left ...
angelsrefining_0.11.10\prototypes\angels-functions.lua
function angelsmods.functions.create_viscous_liquid_fluid_icon:
@721 :
tints. bot_left and {
icon = "__angelsrefining__/graphics/icons/angels-liquid/liquid-viscous-item- bot-left ...
- Thu May 14, 2020 9:50 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640897
Re: AngelsRefining: clean_table adds to the table while it's iterating
...when using my own Lua instance to build a calculator...
I will also come across a similar one. Since the developers have kindly shared the modified Lua, you can use their version in your project for the similar behavior of Lua tables. I created a fork of this version of Lua, which includes all ...