Search found 1428 matches

by Oxyd
Fri Mar 25, 2022 10:57 pm
Forum: Technical Help
Topic: Problem with multiple instances of Factorio
Replies: 4
Views: 562

Re: Problem with multiple instances of Factorio

Two instances cannot share the same write-data directory because they use that to write various files. Some of those are permanent, such as the log file, some are temporary, such as the map file the server creates when someone joins. If two instances tried to use the same path they'd step on each ot...
by Oxyd
Thu Mar 24, 2022 11:49 am
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version
Replies: 8
Views: 1480

Re: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version

Okay, I think I worked it out. Steam uses LD_PRELOAD to inject gameoverlayrenderer.so into games, but apparently injecting that .so into xdg-open makes it take forever. So the “fix” – or rather a workaround – is to unsetenv("LD_PRELOAD") before exec'ing xdg-open. That seems to fix it on m...
by Oxyd
Tue Mar 22, 2022 4:45 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version
Replies: 8
Views: 1480

Re: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version

Okay, I think I worked it out. Steam uses LD_PRELOAD to inject gameoverlayrenderer.so into games, but apparently injecting that .so into xdg-open makes it take forever. So the “fix” – or rather a workaround – is to unsetenv("LD_PRELOAD") before exec'ing xdg-open. That seems to fix it on my...
by Oxyd
Mon Mar 21, 2022 2:15 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.56] Some units/unitgroups are calling on_ai_command_completed events non-stop.
Replies: 2
Views: 775

Re: [Oxyd] [1.1.56] Some units/unitgroups are calling on_ai_command_completed events non-stop.

It happens when you set a command (other than attack) as a distraction and it fails, it then fails on_ai_command_completed repeatedly instead of just cancelling the distraction. Nice find, fixed for 1.1.57.
by Oxyd
Mon Mar 14, 2022 4:16 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Crash with fixed point number in modded camera gui: "double value not in range"
Replies: 1
Views: 601

Re: [1.1.53] Crash with fixed point number in modded camera gui: "double value not in range"

It's caused by setting the zoom value to 0. The game should check for that. Fixed in 1.1.57, thanks.
by Oxyd
Mon Mar 14, 2022 2:46 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.39] Enemies spontaneously teleport
Replies: 4
Views: 1371

Re: [1.1.39] Enemies spontaneously teleport

The issue is that the “bounce” speed is given by how close they are together, so if they're really close, they'll get bumped really fast. I limited it to the normal unit speed, which fixes it in this particular case. I'm sure within 5 minutes someone will show up with a mod that changes biters max s...
by Oxyd
Fri Mar 11, 2022 4:01 pm
Forum: Bug Reports
Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Replies: 4
Views: 823

Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49

I don't see any stuck biters in that replay. Could you at least tell me at what time in the replay I'm supposed to be looking at?
by Oxyd
Tue Mar 01, 2022 5:04 pm
Forum: Fixed for 1.2
Topic: [Oxyd] [1.1.53] Construction robots in personal roboport take long to pick upgrade jobs
Replies: 9
Views: 1516

Re: [Oxyd] [1.1.53] Construction robots in personal roboport take long to pick upgrade jobs

Thanks for the saves, I see what you meant now. There are indeed different queues for each type of task. Since this is not a serious issue, this will be fixed in the 1.2 major release.
by Oxyd
Wed Feb 23, 2022 3:48 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.54] Linux build fails to start
Replies: 2
Views: 317

Re: [1.1.54] Linux build fails to start

Finally someone is complaining! We've noticed the issue over an hour ago and I've been waiting for a bug report about it ever since. Looks like you're the lucky winner.

Anyway, a new build is currently in progress which should fix it, so just hold on tight.
by Oxyd
Tue Feb 22, 2022 5:22 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version
Replies: 8
Views: 1480

Re: [1.1.53] Links not opening/opening incorrectly on Linux in Steam version

When opening links from Prototype Explorer or any other link, it takes a lot of time until it is open in browser. By "very long" I mean a minute or two. Opening exact same link from command-line using xdg-open is instant. This problem can be worked around by choosing Steam Linux Runtime a...
by Oxyd
Mon Feb 21, 2022 4:57 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.53] Multiplayer fails silently to sync specific mod settings
Replies: 5
Views: 1077

Re: [Oxyd] [1.1.53] Multiplayer fails silently to sync specific mod settings

Right. I've done two things here: If the client receives something it can't parse, it'll show an error and go back to main menu. It already complained in the log file about corrupt data, but I guess that's easy to miss. Loading a save will make use of the same checks that the client balked on, so yo...
by Oxyd
Mon Feb 21, 2022 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.53] Multiplayer fails silently to sync specific mod settings
Replies: 5
Views: 1077

Re: [1.1.53] Multiplayer fails to sync specific mod settings

2. Rebuilt `mod-settings.dat` from scratch with only the mods needed for my campaign, without any clumsy hex editing like the last one. “Clumsy hex editing”? 🤔 The core issue here seems to be that your mod settings are corrupted, so when the client receives them it refuses to load them and conseque...
by Oxyd
Mon Feb 07, 2022 2:14 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.53/Linux] RCON crash after repeated connections
Replies: 3
Views: 1076

Re: [Oxyd] [1.1.53/Linux] RCON crash after repeated connections

The library makes a new TCP connection with each call, and I'm not familiar enough with RCON to know if this is standard. That's fine. But the library never closes those connections, so you keep making new ones until the game breaks at around 500 simultaneous RCON connections. I added a limit of 12...
by Oxyd
Tue Jan 18, 2022 8:01 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.51] Crash (Commandable::runBehavior)
Replies: 3
Views: 1807

Re: [1.1.51] Crash (Commandable::runBehavior)

Thanks, fixed in 1.1.53.

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