Search found 29 matches

by deemer
Tue Feb 16, 2021 5:07 am
Forum: Duplicates
Topic: [1.1.22] Crash during biter attack
Replies: 5
Views: 1608

Re: [1.1.22] Crash during biter attack

This is a duplicate with other sound-related crashes, but the Linux stack trace above has a bit more detail that may be useful for debug.
by deemer
Tue Feb 16, 2021 4:59 am
Forum: Duplicates
Topic: [1.1.22] Crash during biter attack
Replies: 5
Views: 1608

Re: [1.1.22] Crash during biter attack

And a second crash at the same outpost. This time with no helicopter or spidertrons. This time the defenses were finished, the artillery was firing automatically, and the biters were attacking in large waves. Same save file, new log. Looks like the crash happened in the same place, SoundInstance.cpp...
by deemer
Tue Feb 16, 2021 4:31 am
Forum: Duplicates
Topic: [1.1.22] Crash during biter attack
Replies: 5
Views: 1608

[1.1.22] Crash during biter attack

I was building an artillery outpost when I accidentally loaded one of the artilleries before the defenses were up. The biters attacked, and I countered by bringing in 9 spidertrons loaded with explosive missiles. The spidertrons did significant damage to the outpost I was constructing, then the game...
by deemer
Thu Nov 26, 2020 6:38 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.1] Rail blueprint is corrupted when disabling absolute snap-to-grid with odd coordinates
Replies: 1
Views: 1864

[posila] [1.1.1] Rail blueprint is corrupted when disabling absolute snap-to-grid with odd coordinates

Make a rail blueprint, enable snap-to-grid, set size to even values, and all other coordinates to 1. Save the blueprint.
Blueprint_screen.png
Blueprint_screen.png (256.96 KiB) Viewed 1864 times
Edit the blueprint, disable snap-to-grid, and save it again.
When placing the blueprint it is now corrupted.
factorio-current.log
(8.31 KiB) Downloaded 119 times
by deemer
Tue Nov 24, 2020 2:32 am
Forum: Pending
Topic: [1.1.0] Clicking on quickbar item not in inventory does not give ghost
Replies: 5
Views: 1508

Re: [1.0.0] Hotbar slots getting overwritten, ghost placing broken

And I'm a dingus and set the version to 1.0.0 when I meant 1.1.0.
by deemer
Tue Nov 24, 2020 2:30 am
Forum: Pending
Topic: [1.1.0] Clicking on quickbar item not in inventory does not give ghost
Replies: 5
Views: 1508

[1.1.0] Clicking on quickbar item not in inventory does not give ghost

To reproduce:

Set a hotbar slot to an item not in inventory: Science Lab
Left-click the science lab on the hotbar
Expected behavior: Hand tool now contains ghost science lab
Actual behavior: No effect
by deemer
Tue Feb 25, 2020 12:57 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.2] Crash: this->lastDamageDealer->getSubstitute() == *this->lastDamageDealer was not true
Replies: 11
Views: 5056

Re: [Oxyd] [0.18.2] Crash: this->lastDamageDealer->getSubstitute() == *this->lastDamageDealer was not true

I feel like x123's issue may possibly have been different. I just had a hang, not a crash, with the same actions as x123 (launch a nuke, get in tank, drive away). I saved a core dump with gcore. I was using 0.18.3. I have updated to 0.18.8 and will repost this as a new bug if it happens again.
by deemer
Sat Oct 19, 2019 3:14 am
Forum: Modding help
Topic: Trains at abutting stations can't couple
Replies: 1
Views: 784

Trains at abutting stations can't couple

Hello, I'm trying to use Automatic Coupler Mod, and I'm oh so close to the behavior I need. I'm willing to tweak the mod to make it work like I want, if I could get a pointer what to change. regular.png I have trains arranged at abutting stations as shown, and I'd like to couple them (automatically,...
by deemer
Sat Mar 16, 2019 3:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Research Queue setting for new maps is inconsistent
Replies: 1
Views: 2969

Re: [0.17.9] Research Queue setting for new maps is inconsistent

Thanks, I can confirm it is fixed in 0.17.14!

Since you fixed such an unimportant bug, you are ready to declare 0.17 stable, no? :D
by deemer
Sun Mar 10, 2019 8:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Research Queue setting for new maps is inconsistent
Replies: 1
Views: 2969

[0.17.9] Research Queue setting for new maps is inconsistent

Many options in the new map settings are saved when you click play, but the research queue setting seems to follow some other rule. Reproducable: 100% Reproduction instructions: Click "New Game", select "Advanced", change "Research queue availability" setting Click Play...
by deemer
Fri Jan 18, 2019 3:51 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 64662

Re: Friday Facts #278 - The new quickbar

I love the new quickbar changes, but... There is one thing I use the quickbar for that I fear may be lost with the new design. In the late game I often setup a player station near my main base that makes all the building supplies. Next to the player station are requester chests that gather the items...
by deemer
Tue Jan 23, 2018 4:12 am
Forum: Duplicates
Topic: [0.16.17] Game won't start, not creating new log file
Replies: 4
Views: 1767

Re: [0.16.17] Game won't start, not creating new log file

I'm missing a library dependency after I upgraded to 0.16.17. (0.16.16 worked.) ... Downloaded 0.16.16 to resume playing, check with ldd, and there's no mention of libssl or libcrypto. Looks like they are new dependencies. I have versions 1.1.0g and 1.0.2m installed, but 1.0.0 is too old for my dis...
by deemer
Tue Jan 23, 2018 3:48 am
Forum: Duplicates
Topic: [0.16.17] Game won't start, not creating new log file
Replies: 4
Views: 1767

Re: [0.16.17] Game won't start, not creating new log file

I'm missing a library dependency after I upgraded to 0.16.17. (0.16.16 worked.) (And I was looking forward to attacking spawners with my mining axe :-) ) [dave@laptop factorio-0.16]$ bin/x64/factorio bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared object f...
by deemer
Sun Sep 24, 2017 6:21 pm
Forum: Technical Help
Topic: Problem with the Rocket Silo
Replies: 5
Views: 3283

Re: Problem with the Rocket Silo

I had this happen today, with only a one mod active: Steinos' unlasting oil https://i.imgur.com/zeHYA4G.png The issue happens when my personal roboport bots place the silo. But If I pick it up and place it again myself, the roboport works normally Save Game (10 seconds before Rocket Silo completes c...
by deemer
Fri May 19, 2017 6:19 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146997

Re: Friday Facts #191 - Gui improvements

Disadvantages I see: The granularity of 2 inventories is lost. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible This is something I do a lot in the mid- to late-game. Essentially, I automate one way or another (usually w/ requester chests) to have ...
by deemer
Sat Oct 15, 2016 12:32 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 113630

Re: Friday Facts #160 - Playtesting

Merging items with different health. - We didn't do the item merging, as we didn't want the player lose his precious items as two 49% items would merge into one, which would prevent the player from repairing both for just a few repair. In reality, I feel that the annoyance of having 8 different sta...
by deemer
Sat Sep 17, 2016 6:59 pm
Forum: Modding help
Topic: Question: how to go about making a rescheduling train stop
Replies: 0
Views: 708

Question: how to go about making a rescheduling train stop

I want to make a modded train stop that resets the schedule of a train. When a train stops at it, it sets the train to manual mode. It would need some sort of inventory slot that would take a modded item, a station tag, that names the destination station(s). When a station tag is inserted, it is add...
by deemer
Sat Sep 17, 2016 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 12007

Re: [13.13] [kovarex] Train Signal on BP Error REOPENED

Tested on 0.14.7. Fixed for me. Thanks, kovarex!
by deemer
Tue Sep 13, 2016 10:51 pm
Forum: Ideas and Requests For Mods
Topic: Truly underground belts and pipes
Replies: 2
Views: 2096

Truly underground belts and pipes

It is annoying to me that "underground" pipes and belts need to come up to the surface every 12 or 6 tiles, respectively. I would like to see a mod that adds an "underground pipe connector" and an "underground belt connector". They should perhaps be slightly more expens...
by deemer
Wed Aug 31, 2016 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 12007

Re: [0.13.13] [kovarex] Train Signal on BP Error

Loewchen wrote: Is this still the case if you make a new BP from the repaired (not blinking) junction?
Yes.

Save uploaded to dropbox: https://www.dropbox.com/s/23godd5475dnb ... t.zip?dl=0

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