Search found 7 matches
- Fri Oct 25, 2024 7:30 am
- Forum: Not a bug
- Topic: [2.0.9] Show paths keeps paths shown indefinitely
- Replies: 2
- Views: 126
Re: [2.0.9] Show paths keeps paths shown indefinitely
Thanks for the report however debug settings behavior does not have to obey any player expectations, they are primarily for developers/modders use only. Thanks for the feedback! I wasn't expecting it to work like before for any gameplay reason specifically, I just found it "odd" and thoug...
- Wed Oct 23, 2024 8:07 pm
- Forum: Not a bug
- Topic: [2.0.9] Show paths keeps paths shown indefinitely
- Replies: 2
- Views: 126
[2.0.9] Show paths keeps paths shown indefinitely
What did you do? I had (from previous plays) the "show-paths" Debug setting enabled, even if I toggle it on-off the result doesn't change. What happened? Paths are shown "indefinitely"; can't exactly prove that, but I definitely have some paths shown for the past couple of hours ...
- Wed Apr 21, 2021 7:03 am
- Forum: Technical Help
- Topic: FreeSync + VSync = DeadSync
- Replies: 4
- Views: 2743
Re: FreeSync + VSync = DeadSync
That combination of settings sounds like a deadlock, the monitor waiting on the video update and the video update waiting on the monitor refresh. could your video drivers have been updated automatically? I have checked, and indeed AMD Display drivers got update to 27.20.21001.7005 about a week ago ...
- Tue Apr 20, 2021 8:13 pm
- Forum: Technical Help
- Topic: FreeSync + VSync = DeadSync
- Replies: 4
- Views: 2743
FreeSync + VSync = DeadSync
I recently upgraded my PC to a 5800X paired with 16GB DDR4@3600 (mainly cause of my new 200+ hours world that reached the peak my old 3550k). Got no problem at all on first playthrough of couple hours after that upgrade. The next start of the game (couple of days later), however, was way worse. FPS ...
- Thu Apr 30, 2020 7:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
- Replies: 12
- Views: 6078
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Thanks for the great work you do developing this game! Taking a look at issues that happens only with mods and fixing in the base game it's rare to see in any other game and always much appreciated! Could you give some hint on what was the main cause of the issue? I've been trying to figure out what...
- Tue Apr 28, 2020 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
- Replies: 12
- Views: 6078
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
We've the same issue in 0.18.21 with Transport Drones.
Let me know if I can provide any additional useful information.
First one is a save file I've managed to save when our server crashed. It crashes the game upon loading
Let me know if I can provide any additional useful information.
First one is a save file I've managed to save when our server crashed. It crashes the game upon loading
- Tue Apr 28, 2020 5:29 pm
- Forum: Duplicates
- Topic: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"
- Replies: 1
- Views: 1301
[0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"
Having the same crash occurring in 0.18.21 I think it could be probably due to either "Transport Drone" or "Construction Drones".. We have added them (and a bunch of other mods) on top of Krastorio 2. I've also attached a save file that crashes instantly upon loading. Usually it ...