Some further context. I saw this in the log file:
11917.736 Popped blueprint record (player-index: 73, ID: 71)
Factorio crashed. Generating symbolized stacktrace, please wait ...
I was able to look up the name of player-index 73 and talk to them. They have told me they were copying and pasting a ...
Search found 209 matches
- Fri Jan 24, 2025 4:43 am
- Forum: Bug Reports
- Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
- Replies: 1
- Views: 251
- Fri Jan 24, 2025 4:20 am
- Forum: Bug Reports
- Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
- Replies: 1
- Views: 251
[2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
I returned from a long afk to find the game crashed.
It's unclear what caused the crash and I have no info about how to reproduce it. However, the log seems to have a nice stack trace about what went wrong.
Something to do with rails, I think?
Unfortunately I have no clue how to reproduce this ...
It's unclear what caused the crash and I have no info about how to reproduce it. However, the log seems to have a nice stack trace about what went wrong.
Something to do with rails, I think?
Unfortunately I have no clue how to reproduce this ...
- Tue Dec 24, 2024 11:04 am
- Forum: Duplicates
- Topic: [2.0.28] Vehicles on the Enemy force are remotely driveable by the player
- Replies: 1
- Views: 199
[2.0.28] Vehicles on the Enemy force are remotely driveable by the player
Players can remotely drive vehicles on the "enemy" force by hovering the vehicle in map view, and pressing enter.
I attach a scenario that is suitable for exploring this problem. It's a tiny test world with various vehicles on the "enemy" force.
bug 1.png
To reproduce the bug:
1) Start a new ...
I attach a scenario that is suitable for exploring this problem. It's a tiny test world with various vehicles on the "enemy" force.
bug 1.png
To reproduce the bug:
1) Start a new ...
- Thu Dec 19, 2024 5:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
- Replies: 2
- Views: 1005
Re: [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
Here's a save where the problem is visible. To reproduce the bug: load the save, go to the map, and turn on the "Show Pipelines" overlay.
- Thu Dec 19, 2024 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
- Replies: 2
- Views: 1005
[Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
bug of war.png
In my scenario, the players face an enemy force who has various structures etc.
However a sneaky player has just discovered that they can reveal whats up ahead in the fog of war by enabling the "Show Pipelines" map overlay.
Surely this isn't right. I expected that "Show Pipelines ...
In my scenario, the players face an enemy force who has various structures etc.
However a sneaky player has just discovered that they can reveal whats up ahead in the fog of war by enabling the "Show Pipelines" map overlay.
Surely this isn't right. I expected that "Show Pipelines ...
- Tue Dec 10, 2024 7:00 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 622
Re: [2.0.23] Blueprint with roboport pixels don't align
No problem, fully agree it's minor issue. Thanks for the reply :>
- Tue Dec 10, 2024 5:00 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 622
Re: [2.0.23] Blueprint with roboport pixels don't align
I don't think this is a bug, as when you zoom in to normal view, you can usually see the ghost as well as the real entity underneath it. I suspect this is done by offsetting the position of the ghost slightly, which is what you see on the map.
Offsetting the position slightly so the entities ...
- Tue Dec 10, 2024 3:36 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 622
Re: [2.0.23] Blueprint with roboport pixels don't align
Actually I think it may affect all things? The pixels on poles and lamps look misaligned and inconsistent too, although its harder to see those.
- Tue Dec 10, 2024 3:26 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 622
[2.0.23] Blueprint with roboport pixels don't align
I was placing a roboport grid, and noticed that the preview of the roboports does not perfectly line up with the pixels of the existing roboports.
Here's an image to show what I mean:
hover bug.png
I expected that when I hover the existing roboport grid with my blueprint, there will be no ...
Here's an image to show what I mean:
hover bug.png
I expected that when I hover the existing roboport grid with my blueprint, there will be no ...
- Wed Nov 13, 2024 6:08 pm
- Forum: Assigned
- Topic: [raiguard][2.0.15] Space Map does not respect "drag map" keybinding
- Replies: 0
- Views: 189
[raiguard][2.0.15] Space Map does not respect "drag map" keybinding
I bound the "drag map" button as the side mouse button.
This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around.
I expected the Space Map would respect the same drag map keybind as everywhere else.
Minor bug, easily reproduced tho :>
This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around.
I expected the Space Map would respect the same drag map keybind as everywhere else.
Minor bug, easily reproduced tho :>
- Fri Nov 08, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 16884
Re: Friday Facts #436 - Lost in Translation
I almost hate to say this, because I've got really used to the name.... but....
In English, we would generally say "Iron Rod", and not "Iron Stick".
In English, we would generally say "Iron Rod", and not "Iron Stick".
- Fri Nov 08, 2024 1:35 pm
- Forum: News
- Topic: Friday Facts #435 - Space Age Soundtrack release
- Replies: 26
- Views: 7428
Re: Friday Facts #435 - Space Age Soundtrack release
It's been a running joke between my friend and I, how fast the bugs are getting fixed. The huge list of fixes every patch, and the almost daily deployment of new patches... It's breathtakingly efficient.
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ...
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ...
- Thu Oct 31, 2024 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
- Replies: 2
- Views: 1331
Re: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
woohoo, thanks ! :D You guys are the best!! So efficient :>
- Sun Oct 27, 2024 10:09 pm
- Forum: Technical Help
- Topic: Update ruined years long map?
- Replies: 5
- Views: 666
Re: Update ruined years long map?
Hello, I know what causes this from my experience with making scenarios. The latest update has changed the global storage table's name. It used to be called "global". It's now called "storage".
To fix the problem, you'll need to navigate to the folder where your savegame is stored. Open the ...
To fix the problem, you'll need to navigate to the folder where your savegame is stored. Open the ...
- Sun Oct 27, 2024 9:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
- Replies: 2
- Views: 1331
[Lou][2.0.11] Game crashes after deconstructing landfill ghosts
While playing Space Age, I placed my wall blueprint at the water's edge. When placed, landfill ghosts appear beneath items on water tiles. I did not wish these to be built on the water, so I use a Decon Planner filtered for Tiles Only, and with the filter set to Landfill. I then drag-select the ...
- Fri Aug 30, 2024 8:13 pm
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 23489
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
What happens to that resources menu if there is a patch of mixed ores?
- Wed Aug 28, 2024 4:03 am
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 22507
Re: Friday Facts #425 - Behind the legs
The new spidertron legs animation looks really creepy!! It's surprising what a big difference it is from the original walk.
Does leg groups mean we can now have spidertrons (or other legged creatures) that subscribe to the ministry of funny walks? Such as having 7 legs in the first group, and one ...
Does leg groups mean we can now have spidertrons (or other legged creatures) that subscribe to the ministry of funny walks? Such as having 7 legs in the first group, and one ...
- Fri Aug 02, 2024 10:21 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 30095
Re: Friday Facts #422 - Tesla Turret
That looks sweet. The electrical arcing effects are really cool, but it also looks like there is a "laser" running down the center of the beam, which kind of spoils the electrical effect a bit. It looks like a laser that just happens to have electrical arcs floating around the beam. Does it look ...
- Mon Jul 29, 2024 11:40 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 28131
Re: Friday Facts #421 - Optimizations 2.0
Yes, this is what I wait for, the optimizations! gogo devs!! :D
- Sun Apr 21, 2024 11:53 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 16446
Re: Friday Facts #407 - Automating a soundtrack
Will this audio backend update resolve the constructive interference/digital distortion and clipping that can be heard when a large group of bitters die on the same frame, eg from a grenade?