Thank you. I'd assume it should be better option to use Pipewire natively rather than through a compatibility layer.
The issue turns out to have been related to VOLUME, of all things ...
I opened qpwgraph when I first encountered the issue to try understand what was happening - but I didn't have ...
Search found 19 matches
- Fri Nov 01, 2024 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13 Linux64] No sound ; Downgrade to 2.0.12 works fine
- Replies: 6
- Views: 652
- Fri Nov 01, 2024 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13 Linux64] No sound ; Downgrade to 2.0.12 works fine
- Replies: 6
- Views: 652
Re: [2.0.13 Linux64] No sound ; Downgrade to 2.0.12 works fine
The issue persists on 2.0.14, though I see that the log line for audio shows more information now.
See attached log
@qweytr_1 I haven't reached Stack inserters yet - but when I get there I will add feedback to your report based on my experience there. It doesn't seem related to this report in any ...
See attached log
@qweytr_1 I haven't reached Stack inserters yet - but when I get there I will add feedback to your report based on my experience there. It doesn't seem related to this report in any ...
- Thu Oct 31, 2024 9:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13 Linux64] No sound ; Downgrade to 2.0.12 works fine
- Replies: 6
- Views: 652
[2.0.13 Linux64] No sound ; Downgrade to 2.0.12 works fine
Arch Linux, Steam native, pipewire with pulseaudio compatibility.
I've confirmed that the issue persists with all mods disabled. There is no sound in the main menu, so I have gathered the logs without loading a save.
I don't see anything obvious when diffing the logs. Both logs mention pulseaudio ...
I've confirmed that the issue persists with all mods disabled. There is no sound in the main menu, so I have gathered the logs without loading a save.
I don't see anything obvious when diffing the logs. Both logs mention pulseaudio ...
- Sun Apr 10, 2016 7:09 pm
- Forum: Ideas and Suggestions
- Topic: Modifier key: in-hand craft in *front* of queue
- Replies: 4
- Views: 3532
Modifier key: in-hand craft in *front* of queue
Often we see a situation where we need or want to craft many items in-hand - but we don't necessarily need that item immediately (this happens often with ammo). Meanwhile, we start working on another project where we realise we need to build something now (a random inserter or belt, for example ...
- Sat Apr 02, 2016 7:58 pm
- Forum: Ideas and Suggestions
- Topic: Picker Frame (large-scale smart inserter)
- Replies: 4
- Views: 2288
Re: Picker Frame (large-scale smart inserter)
I hope two weeks isn't considered long enough for this to be an "old" topic. ;)
I realised that the easiest way to describe this would be that it'd be similar to a 3x3 logistics zone with a single bot that never needs recharging - but with smart-inserter-type rules instead of bots/boxes-type rules.
I realised that the easiest way to describe this would be that it'd be similar to a 3x3 logistics zone with a single bot that never needs recharging - but with smart-inserter-type rules instead of bots/boxes-type rules.
- Mon Mar 21, 2016 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Picker Frame (large-scale smart inserter)
- Replies: 4
- Views: 2288
Re: Picker Frame (large-scale smart inserter)
Can't you just use several smart inserters to get the exact same effect?
Probably - but it would use much more space to do it with several inserters.
It might also not even be necessary for a belt to be the source - it could go from and to multiple boxes.
The need is more with regards to ...
Probably - but it would use much more space to do it with several inserters.
It might also not even be necessary for a belt to be the source - it could go from and to multiple boxes.
The need is more with regards to ...
- Sun Mar 20, 2016 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Picker Frame (large-scale smart inserter)
- Replies: 4
- Views: 2288
Picker Frame (large-scale smart inserter)
I'm not certain how much this would be an improvement over the current facilities. Use it. Don't use it. :)
TL;DR: https://www.youtube.com/watch?v=yVMu6lQCkU0
In case the video link is broken in any way, the video is of an industrial "picker" machine that is above a belt in a factory. It is picking ...
TL;DR: https://www.youtube.com/watch?v=yVMu6lQCkU0
In case the video link is broken in any way, the video is of an industrial "picker" machine that is above a belt in a factory. It is picking ...
- Sat Aug 01, 2015 4:31 pm
- Forum: Duplicates
- Topic: Slow upload speed causes problems?
- Replies: 4
- Views: 8203
Re: Slow upload speed causes problems?
This is actually quite an old problem - hopefully the 0.12.2 update has either fixed it or at least helped alleviate it.
Another previous thread: https://forums.factorio.com/forum/vie ... f=7&t=9426
Another previous thread: https://forums.factorio.com/forum/vie ... f=7&t=9426
- Wed Jul 22, 2015 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Resumable in-game update
- Replies: 2
- Views: 1626
Resumable in-game update
When updating over EDGE connection, I ran out of bandwidth at about the 95% mark. The game became unresponsive taking up a core and I had to kill it via Task Manager. That's pretty bad - but not why I'm posting. ;)
When re-launching and updating again, the download started from scratch. I'm not ...
When re-launching and updating again, the download started from scratch. I'm not ...
- Thu Apr 23, 2015 1:29 pm
- Forum: Ideas and Suggestions
- Topic: Idea/Concept: Stream map data on join
- Replies: 12
- Views: 10833
Re: Idea/Concept: Stream map data on join
Good catch - I had not thought of that. Much less work to do if the idea is used.psorek wrote:some kind of ghost-mode

- Thu Apr 23, 2015 9:38 am
- Forum: Ideas and Suggestions
- Topic: Idea/Concept: Stream map data on join
- Replies: 12
- Views: 10833
Re: Idea/Concept: Stream map data on join
Even if it is possible, it requires the game engine to be entirely rewritten from scratch.
I'm a developer and I don't see why. In fact I know it would require a lot of work - but it doesn't require the game engine to be entirely rewritten (unless the game engine was written really badly ...
I'm a developer and I don't see why. In fact I know it would require a lot of work - but it doesn't require the game engine to be entirely rewritten (unless the game engine was written really badly ...
- Thu Apr 23, 2015 7:10 am
- Forum: Ideas and Suggestions
- Topic: Idea/Concept: Stream map data on join
- Replies: 12
- Views: 10833
Re: Idea/Concept: Stream map data on join
Here's an idea. Use it - or don't. I'll defend the concept if I can. The devs might have better ideas. So far I just hear excuses - but not coming from the devs. ;)
Due to the way that the game works in multiplayer, your idea is impossible to implement.
I didn't say it would be easy :P But it ...
Due to the way that the game works in multiplayer, your idea is impossible to implement.
I didn't say it would be easy :P But it ...
- Wed Apr 22, 2015 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Idea/Concept: Stream map data on join
- Replies: 12
- Views: 10833
Idea/Concept: Stream map data on join
This is a fairly simple proposal for a fairly simple problem ... but with a possible complex implementation. I certainly don't expect this idea to be implemented as is. There could be many things I haven't thought of etc. It is also possible that the devs have much better ideas in the backlog ...
- Tue Apr 21, 2015 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.20] [cube] Dropping MP while joining.
- Replies: 16
- Views: 11466
Re: [0.11.20] [cube] Dropping MP while joining.
We've noticed that shortly before the game disconnects, there is a huge spike in upload bandwidth that is far beyond either of our line speeds.
The attachment is a photo taken by my buddy shortly before we got disconnected while I was downloading from him. Bear in mind his Internet line has an ...
The attachment is a photo taken by my buddy shortly before we got disconnected while I was downloading from him. Bear in mind his Internet line has an ...
- Tue Apr 21, 2015 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.20] [cube] Dropping MP while joining.
- Replies: 16
- Views: 11466
Re: [0.11.20] [cube] Dropping MP while joining.
I'm seeing a similar issue - but we'vee done some troubleshooting and analysis of the network traffic while it happens. My gaming buddy is a Systems Administrator and I'm a Network Engineer at an ISP. We're currently using 0.11.21.
I have a MikroTik router in place at my house. The game uploads ...
I have a MikroTik router in place at my house. The game uploads ...
- Mon Apr 20, 2015 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Savegame technical suggestions
- Replies: 9
- Views: 3679
Re: Savegame technical suggestions
Potentially super technical now - but basically btrfs and zfs filesystems work *very* efficiently doing copy-on-write on *everything*. It can be done efficiently. That doesn't mean it is easy though. :-/
- Mon Apr 20, 2015 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: Minor bug: Console/chat breaks when autosave is triggered
- Replies: 6
- Views: 4883
Minor bug: Console/chat breaks when autosave is triggered
I searched for duplicates of this report but didn't find any. I'd expect many users to have come across it already though?
I've noticed in multiplayer that when I'm busy typing a message to my friends, if an autosave is triggered, that I can no longer type. I have to press tilde twice and start ...
I've noticed in multiplayer that when I'm busy typing a message to my friends, if an autosave is triggered, that I can no longer type. I have to press tilde twice and start ...
- Fri Apr 17, 2015 2:27 pm
- Forum: Ideas and Suggestions
- Topic: in-game "todo" gui
- Replies: 7
- Views: 3792
Re: in-game "todo" gui
I have always a block of paper and a pen. Much better than any electric todo list I can draw small things on it. I sketch stuff and this connects both half of the brain then most other techniques. :)
In my case I typically have my laptop next to my desktop screen. Its useful for quick research ...
In my case I typically have my laptop next to my desktop screen. Its useful for quick research ...
- Thu Apr 16, 2015 1:58 pm
- Forum: Ideas and Suggestions
- Topic: in-game "todo" gui
- Replies: 7
- Views: 3792
in-game "todo" gui
Often when playing, one can get distracted by events or have "real life" to attend to.
When returning to a big project, I sometimes find I'm not sure what I was busy with or what I wanted to do next. I sometimes found myself wanting to start a Trello board for my games. xD The idea here is to add a ...
When returning to a big project, I sometimes find I'm not sure what I was busy with or what I wanted to do next. I sometimes found myself wanting to start a Trello board for my games. xD The idea here is to add a ...