I my case the steam overlay was enabled but not in use at the time of the freeze.
I had them both when actively playing and when the window was alt+tabbed.
I guess I'll try to disable the overlay to see whether it's still happening but it's so rare it will be hard to get something conclusive ...
Search found 10 matches
- Wed May 29, 2024 3:42 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 30
- Views: 15086
- Sat Apr 27, 2024 11:45 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 30
- Views: 15086
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
I'll keep an eye for any zombified process but IIRC I did not saw any zombie process hanging around while the "main" factorio process hanged. So I think if autosave was just a fork() the auto-saving process exited correctly.
I think workaround might be plainly doing waitpid() on the forked process ...
I think workaround might be plainly doing waitpid() on the forked process ...
- Fri Apr 26, 2024 11:03 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 30
- Views: 15086
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
I just got it. Factorio is basically using no CPU
Here is stacktrace (thread apply all bt)
(gdb) thread apply all bt 100
Thread 45 (Thread 0x7fda696006c0 (LWP 517575) "factorio"):
#0 __futex_abstimed_wait_common64 (private=0, cancel=true, abstime=0x0, op=393, expected=0, futex_word=0x6c6b460 ...
Here is stacktrace (thread apply all bt)
(gdb) thread apply all bt 100
Thread 45 (Thread 0x7fda696006c0 (LWP 517575) "factorio"):
#0 __futex_abstimed_wait_common64 (private=0, cancel=true, abstime=0x0, op=393, expected=0, futex_word=0x6c6b460 ...
- Fri Mar 15, 2024 7:16 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 46392
Re: Friday Facts #402 - Lightspeed circuits
Real world radars is for detecting stuff like enemies, not for transmitting data.
So I think it would be better to make an new entity for transmitting data and leave the circuit connection for an future implementation of getting data of enemies/biters in the radar range. Then the radar would work ...
- Fri Mar 15, 2024 4:19 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 46392
Re: Friday Facts #402 - Lightspeed circuits
Now we only need "required materials for ghosts" signal/combiner to make fully automated global train logistics without much fuss!
First off, I LOVE what you're doing with the expansion. Secondly, I LOVE your latest series of FFF.
None of the following criticisms are intended to detract from ...
First off, I LOVE what you're doing with the expansion. Secondly, I LOVE your latest series of FFF.
None of the following criticisms are intended to detract from ...
- Sun Nov 12, 2023 8:25 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 98073
Re: Friday Facts #384 - Combinators 2.0
I'd love that. With say 68000-esque assembly and just running X instructions of code per tick of the game.blazespinnaker wrote: Sun Nov 12, 2023 9:00 am should have been a code combinator. just cut to the chase
- Sat Nov 11, 2023 1:30 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 98073
Re: Friday Facts #384 - Combinators 2.0
Can we get graphing (just draws input signals in same way production stats are drawn) combiners in addition to that ?
Would make debugging any circuit issues much easier (and graphs for nerds are great too) and last time I've checked the one mod that tried it (using some surface hacks) got broken ...
Would make debugging any circuit issues much easier (and graphs for nerds are great too) and last time I've checked the one mod that tried it (using some surface hacks) got broken ...
- Fri Oct 27, 2023 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Time series graph combiner
- Replies: 0
- Views: 358
Time series graph combiner
TL;DR
Combiner that make graphs like current production statistics, but from provided circuit signals.
What ?
It is sometimes hard (especially with one of the more complex mods) to debug what is exactly happening in our little rube goldberg machines called "factories".
Ability to graph the ...
Combiner that make graphs like current production statistics, but from provided circuit signals.
What ?
It is sometimes hard (especially with one of the more complex mods) to debug what is exactly happening in our little rube goldberg machines called "factories".
Ability to graph the ...
- Thu Jan 20, 2022 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 60214
Roboports emitting signals with missing blueprint items and requests
TL;DR
Roboport should have option to emit:
Missing elements for the blueprint in the network's range.
Logistic requests that can't be fulfilled from network inventory
What ?
We have mods like GhostScanner (scans ghosts, outputs parts of the ghosts) who fulfill it partially but it comes ...
Roboport should have option to emit:
Missing elements for the blueprint in the network's range.
Logistic requests that can't be fulfilled from network inventory
What ?
We have mods like GhostScanner (scans ghosts, outputs parts of the ghosts) who fulfill it partially but it comes ...
- Tue Jun 11, 2019 5:55 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Roboport option to output construction needs
- Replies: 14
- Views: 8197
Re: [0.13] Roboport option to output construction needs
It is already possible via [some](https://mods.factorio.com/mod/GhostScanner) mods, altho in apparently not very effective way. Would be nice to have additional option for roboport to
Output building requests (so blueprints/repairs)
Output resource requests (requester/buffer chests)
just as ...
Output building requests (so blueprints/repairs)
Output resource requests (requester/buffer chests)
just as ...