Here is the save:
https://ufile.io/oxyev85m
Steps to reproduce:
1. Have the spaceship console gui opened (shown on the left side of the screen on the screenshot above). If not, click the blue spaceship console a bit to the left below the player position to bring it up.
2. Wait for an autosave to ...
Search found 32 matches
- Tue Jan 12, 2021 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.8] Crash after interacting with SE mod gui during autosave
- Replies: 3
- Views: 2631
- Tue Jan 12, 2021 2:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.8] Crash after interacting with SE mod gui during autosave
- Replies: 3
- Views: 2631
[Rseding91] [1.1.8] Crash after interacting with SE mod gui during autosave
I've been playing Space Exploration with a couple of other mods and did the following actions:
1. I have the spaceship console gui opened at the time autosave kicked in (it takes ~10 seconds to complete due to the size of the game)
2. During that time I discovered that the mod gui is interactive so ...
1. I have the spaceship console gui opened at the time autosave kicked in (it takes ~10 seconds to complete due to the size of the game)
2. During that time I discovered that the mod gui is interactive so ...
- Wed Nov 11, 2020 4:21 pm
- Forum: Pending
- Topic: Ubuntu, alt-tab freezes game
- Replies: 8
- Views: 5411
Re: Ubuntu, alt-tab freezes game
New observation:
The freeze does not occur when I have the steam overlay present (shift+tab) when switching apps via alt+tab, and it seems to be pretty consistent.
In the case of active steam overlay I can also see the resolution/window size to change quickly after I switch back to Factorio.
The freeze does not occur when I have the steam overlay present (shift+tab) when switching apps via alt+tab, and it seems to be pretty consistent.
In the case of active steam overlay I can also see the resolution/window size to change quickly after I switch back to Factorio.
- Mon Nov 09, 2020 3:48 am
- Forum: Pending
- Topic: Ubuntu, alt-tab freezes game
- Replies: 8
- Views: 5411
Re: Ubuntu, alt-tab freezes game
Notes:
1. Switching to a text console (ctrl+alt+f1) pauses the music, logging in in the text console starts the music(!), switching back to X (ctrl+alt+f7) brings back the game that I can still play.
2. Switching alt+tab froze the game but the music was still playing.
3. When the game freezes and I ...
1. Switching to a text console (ctrl+alt+f1) pauses the music, logging in in the text console starts the music(!), switching back to X (ctrl+alt+f7) brings back the game that I can still play.
2. Switching alt+tab froze the game but the music was still playing.
3. When the game freezes and I ...
- Mon Nov 09, 2020 3:37 am
- Forum: Pending
- Topic: Ubuntu, alt-tab freezes game
- Replies: 8
- Views: 5411
Re: Ubuntu, alt-tab freezes game
Factorio 1.0.0
I played the game, saved it, left the in-game menu open, pressed alt+tab, attempted to switch back, then ran gdb.
Here is a stacktrace dump for all threads after the game froze in the above situation:
(gdb) thread apply all bt
Thread 21 (Thread 0x7f43a1554700 (LWP 18115)):
#0 ...
I played the game, saved it, left the in-game menu open, pressed alt+tab, attempted to switch back, then ran gdb.
Here is a stacktrace dump for all threads after the game froze in the above situation:
(gdb) thread apply all bt
Thread 21 (Thread 0x7f43a1554700 (LWP 18115)):
#0 ...
- Fri Nov 06, 2020 10:20 pm
- Forum: Pending
- Topic: Ubuntu, alt-tab freezes game
- Replies: 8
- Views: 5411
Re: Ubuntu, alt-tab freezes game
Seems to happen every time on my ubuntu 18.04 (installed from steam):
Let me know which options I should test to investigate it further.
It's a Dell Latitude e6330 (Intel i5-3340m, integrated graphics)Let me know which options I should test to investigate it further.
- Fri Oct 09, 2020 12:54 pm
- Forum: Technical Help
- Topic: Unexpected Crash while launching
- Replies: 3
- Views: 1609
Re: Unexpected Crash while launching
You may also try to set graphics quality to "Normal" instead of "High" to use less RAM.
Settings -> Graphics -> Sprite resolution -> Normal
and restart Factorio
Settings -> Graphics -> Sprite resolution -> Normal
and restart Factorio
- Mon Oct 05, 2020 10:31 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed
- Replies: 2
- Views: 1236
Re: [1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed
Tldr Please add the above tldr to the docs or increase the speed of removal to at least 1% per tick.
Otherwise it is an unnecessary trap for mod develipers that I already fell into when trying to contribute a performance improvement (sic!) to Space Exploration which would easily replace adding 100 ...
Otherwise it is an unnecessary trap for mod develipers that I already fell into when trying to contribute a performance improvement (sic!) to Space Exploration which would easily replace adding 100 ...
- Mon Oct 05, 2020 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed
- Replies: 2
- Views: 1236
[1.0.0] rendering.draw_sprite()s attached to entities are not destroyed properly when entity is destroyed
Renderings made by rendering.draw_sprite() when targeted at entity are not cleared properly when the entity is destroyed
even though the docs say:
Note: If an entity target of an object is destroyed or changes surface, then the object is also destroyed.
See https://lua-api.factorio.com/latest ...
even though the docs say:
Note: If an entity target of an object is destroyed or changes surface, then the object is also destroyed.
See https://lua-api.factorio.com/latest ...
- Wed Aug 12, 2020 3:14 am
- Forum: Duplicates
- Topic: [0.18.47] Crash on Comfy server: EnvironmentSoundPlayer::update
- Replies: 1
- Views: 1391
[0.18.47] Crash on Comfy server: EnvironmentSoundPlayer::update
I've been playing on one of the Comfy server (can't recall a name not find it right now due to the reasons described below) - the one with multiple underground levels, ability to fight bosses.
I started a boss fight a few times in a row quickly (killing them in a fraction of second with personal ...
I started a boss fight a few times in a row quickly (killing them in a fraction of second with personal ...
- Wed Aug 12, 2020 3:06 am
- Forum: Not a bug
- Topic: [0.18.35] Incorrect text in sync mods dialog window
- Replies: 2
- Views: 1258
Re: [0.18.35] Incorrect text in sync mods dialog window
It might be technically correct from the developer perspective, as a user I don't need to be aware of how the multiplayer works, and that text was misleading for me as I started to wonder what's going on.
- Thu Jul 30, 2020 6:33 pm
- Forum: Duplicates
- Topic: [0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs
- Replies: 2
- Views: 1080
Re: [0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs
Let me argue with that response for a moment.
The referenced example is a different one, you have mixed fluids there. Directly connected pipes have different fluids and that's the situation that prevents you from building further.
In the situation I described the fluid mixing doesn\'t happen ...
The referenced example is a different one, you have mixed fluids there. Directly connected pipes have different fluids and that's the situation that prevents you from building further.
In the situation I described the fluid mixing doesn\'t happen ...
- Thu Jul 30, 2020 5:32 am
- Forum: Duplicates
- Topic: [0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs
- Replies: 2
- Views: 1080
[0.18.37] New fluid mixing avoidance doesn't properly handle multiple fluid inputs
The new fluid mixing avoidance system doesn't work well with multiple inputs of the same fluid in assemblers/chemical plants, as shown in the example below:
factorio-aggresive-fluid-mixing.png
Obviously placing this pipe doesn't mix any fluids, so why we get this action blocked? It looks like ...
factorio-aggresive-fluid-mixing.png
Obviously placing this pipe doesn't mix any fluids, so why we get this action blocked? It looks like ...
- Thu Jul 30, 2020 3:41 am
- Forum: Duplicates
- Topic: [0.18.37] Cannot clear cursor when keeping a ghost item in hand
- Replies: 1
- Views: 832
[0.18.37] Cannot clear cursor when keeping a ghost item in hand
I have the "Pick ghost item if no items are available" checked in the Interface settings.
I pick up a ghost item of entity that is not present in my inventory, and a ghost item is put into my hand. Normally pressing "q" clears my cursor if I have an item from my inventory.
In 0.18.37 clearing ...
I pick up a ghost item of entity that is not present in my inventory, and a ghost item is put into my hand. Normally pressing "q" clears my cursor if I have an item from my inventory.
In 0.18.37 clearing ...
- Fri Jul 24, 2020 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Crash after hitting "Esc" when loading game
- Replies: 3
- Views: 2939
Re: [0.18.36] Crash after hitting "Esc" when loading game
https://ufile.io/a60qg87l
I did some more tests, and here are the results.
The crash occurs in a reproducible way. Here are the moments I checked, and are known to crash my game (English version, 100% interface size):
Loading map sx38
-----^
Loading map sx38
---------^
The crash happens ...
I did some more tests, and here are the results.
The crash occurs in a reproducible way. Here are the moments I checked, and are known to crash my game (English version, 100% interface size):
Loading map sx38
-----^
Loading map sx38
---------^
The crash happens ...
- Thu Jul 23, 2020 3:44 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 328880
Re: [0.17+] Space Exploration WIP
Imersite is removed from your home planet on purpose when you play SE+K2. You can still find it on other planets.
- Thu Jul 23, 2020 3:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Crash after hitting "Esc" when loading game
- Replies: 3
- Views: 2939
[0.18.36] Crash after hitting "Esc" when loading game
I was loading a save when I realized that I have a wrong set of mods enabled so I hit Esc to stop loading the game (progress bar was at about 20%), and the game crashed. Here is the log:
0.000 2020-07-23 05:36:20; Factorio 0.18.36 (build 53200, win64, steam)
0.000 Operating system: Windows 8.1 ...
0.000 2020-07-23 05:36:20; Factorio 0.18.36 (build 53200, win64, steam)
0.000 Operating system: Windows 8.1 ...
- Thu Jul 09, 2020 10:43 pm
- Forum: Not a bug
- Topic: [0.18.35] Incorrect text in sync mods dialog window
- Replies: 2
- Views: 1258
[0.18.35] Incorrect text in sync mods dialog window
As I've been joining a multiplayer server and needed to sync my mods I was shown this dialog where the text "Not in save" doesn't match the situation of joining a multiplayer server I guess.
- Thu Feb 13, 2020 11:44 am
- Forum: Implemented Suggestions
- Topic: [0.18.6] New Continue button does not ask to sync mods
- Replies: 3
- Views: 1573
Re: [0.18.6] New Continue button does not ask to sync mods
This one is a bit more inconvenient since you don't have any "Sync mods" button, and thus I would still consider it rather a bug than a suggestion. Would you agree?
- Thu Feb 13, 2020 8:37 am
- Forum: Implemented Suggestions
- Topic: [0.18.6] New Continue button does not ask to sync mods
- Replies: 3
- Views: 1573
[0.18.6] New Continue button does not ask to sync mods
The new Continue button is great! Unfortunately it doesn't doesn't check if the current mods match the ones from the save.
It would great if the Continue button could check if there's any mismatch and display a "sync mods" dialog in such case.
The set of enabled mods can easily change when as a ...
It would great if the Continue button could check if there's any mismatch and display a "sync mods" dialog in such case.
The set of enabled mods can easily change when as a ...