Search found 164 matches
- Fri Feb 14, 2020 8:02 pm
- Forum: Off topic
- Topic: Run from ramdisk - offtopic
- Replies: 21
- Views: 13136
Re: Run from ramdisk
Other than that, we don't touch the disk for writing runtime. So, your statement is false :P uhm, how does that mean my statement is false? you just described where all the IO is coming from. factorio writes to disk an awful lot during runtime That statement is false: 100% false. "All the IO&q...
- Fri Feb 14, 2020 8:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Same happens with non-blocking save feature disabled.
- Fri Feb 14, 2020 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
I just got it on forkstat! 5966.560 Info ChildProcessAgent.cpp:60: Child 14616 exited with return value 0 5966.561 Warning ChildProcessAgent.cpp:79: We were not waiting for that child it is in fact this lsb_release thingy Time Event PID Info Duration Process 20:43:18 fork 9987 parent ../factorio/bin...
- Fri Feb 14, 2020 7:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
- Replies: 16
- Views: 4720
Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
Can't test it via Wine. Unfortunately running Factorio 0.18.6 under Wine 5.0-rc5 doesn't work: __core__/graphics/shaders/sprites.vsh:1:53 syntax error, unexpected KW_CBUFFER, during startup / shader compilation. That is probably a bug in Wine tho, and obviously unrelated to the topic in this thread....
- Fri Feb 14, 2020 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
It just happened again: 2020-02-14 19:55:16 [JOIN] movax20h joined the game 3086.449 Info ServerMultiplayerManager.cpp:1039: Disconnect notification for peer (3) 3086.449 Info ServerMultiplayerManager.cpp:921: updateTick(360551) received stateChanged peerID(3) oldState(InGame) newState(DisconnectSch...
- Fri Feb 14, 2020 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Well, the only way that line ever shows up is if you're using the non-blocking saving feature. Otherwise that code just never runs. Ok. Makes sense. But why would there be some dangling child that only finished 40 minutes after the game was already paused / last async autosave happened? Dunno. It's...
- Fri Feb 14, 2020 7:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
- Replies: 16
- Views: 4720
- Fri Feb 14, 2020 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
Ok. Makes sense. But why would there be some dangling child that only finished 40 minutes after the game was already paused / last async autosave happened?
- Fri Feb 14, 2020 7:31 pm
- Forum: Technical Help
- Topic: [0.18.3] Linux headless server closing after initialization
- Replies: 8
- Views: 2388
- Fri Feb 14, 2020 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
- Fri Feb 14, 2020 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
- Replies: 16
- Views: 4720
Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
Here is a short video example: https://www.youtube.com/watch?v=G7PzIGcSbx0
- Fri Feb 14, 2020 6:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
- Replies: 12
- Views: 2718
Re: [0.18.6] Warning ChildProcessAgent.cpp:79: We were not waiting for that child
I was really curious about it, and started monitoring using forkstat, with filtering out all irrelevant other processes. Even with no clients connected, I see factorio does do a fork() exactly every 30 seconds. It looks like the forked process is calling `sh -c /usr/bin/lsb_release -ri`. Every 30 se...
- Fri Feb 14, 2020 6:11 pm
- Forum: Pending
- Topic: [0.18.2] linux Crash while loading save
- Replies: 5
- Views: 2125
Re: [0.18.2] linux Crash while loading save
"018.zip" load loads fine for me on Linux. I am using 0.18.6. But no mods, so a lot of entities got removed. No crashes.
- Fri Feb 14, 2020 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
- Replies: 16
- Views: 4720
Re: [0.18.6] IPv6 address in square brackets without port is claimed to be incorrect.
It doesn't for me. It fails with the same error message every time.
The server is running right now, it is vanilla server without password, could you try connecting right now to it using "[2a02:348:9a:83b1::1]" ?
The server is running right now, it is vanilla server without password, could you try connecting right now to it using "[2a02:348:9a:83b1::1]" ?
- Fri Feb 14, 2020 5:53 pm
- Forum: Pending
- Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
- Replies: 35
- Views: 11163
Re: [0.18.0] Crash to Desktop (save process stalled with non-blocking save feature)
I can't reproduce a crash with no mods. non-blocking autosaving works flawlessly for me. Could you share your mods? As a single zip with all required mods.
Could you reproduce it in any way, even only just sometimes?
Could you reproduce it in any way, even only just sometimes?
- Fri Feb 14, 2020 5:47 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 28144
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
This is fantastic. I love both new poison cloud animation (way better than what was previously). It is perfect. And the robot destruction animations and variations are just cute and awesome.
Thank you!
Thank you!
- Fri Feb 14, 2020 5:39 pm
- Forum: Not a bug
- Topic: Unexpected multiplication result
- Replies: 6
- Views: 1361
Re: Unexpected multiplication result
The reason you are seeing these numbers is because "0.025" is not a representable floating point number. 0.25 is. But 0.025 isn't. Closest value is "0.025000000000000001387778780781". Agreed with devs. Not a bug. If you want to format values to be "nicer" you need to do...
- Thu Feb 13, 2020 8:18 pm
- Forum: Not a bug
- Topic: [0.18.6] Game autosave and console output autohide are coupled to game.speed
- Replies: 12
- Views: 2398
Re: [0.18.6] Game autosave and console output autohide are coupled to game.speed
Thanks that is helpful. I will try that.eradicator wrote: βThu Feb 13, 2020 8:17 pmLuaGameScript.autosave_enabled exists. So you could write a mod that detects "high" speed values and temporarily disables autosaving.
- Thu Feb 13, 2020 8:13 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3582
Re: [posila] Daylight suddenly darkens
I guess shaders in your installation got corrupted somehow. Out of curiosity, why would Steam "verify integrity" not detect this issue then? Maybe the drive cached the shaders and it got corrupted instead? Why do you assume Steam verify integrity would not detect the issue? (I don't know ...
- Thu Feb 13, 2020 8:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
- Replies: 11
- Views: 6440
Re: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
FYI. On Linux (at least on a distro and kernel I tested), the default receive buffer is reasonably high, and is automatically tuned by the kernel's networking stack based on available (free) memory and the load (number of incoming packets and speed at which application is handling them) on each sock...