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: 13130
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
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, since ...
- 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: 13130
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...
- 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: 13130
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=0x6c6b4...
- Fri Mar 15, 2024 7:16 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35450
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 m...
- Fri Mar 15, 2024 4:19 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35450
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 fr...
- Sun Nov 12, 2023 8:25 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 70050
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: βSun 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: 70050
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 af...
- Fri Oct 27, 2023 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Time series graph combiner
- Replies: 0
- Views: 289
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 th...
- 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: 154
- Views: 49362
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 at hefty UPS...
- Tue Jun 11, 2019 5:55 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Roboport option to output construction needs
- Replies: 14
- Views: 7317
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 negative...