As shown in the screenshot, required dependencies for mods have the tooltip "This mod is incompatible with these mods". This is clearly incorrect.
factorio_required_mod_tooltip.png
Interestingly, I couldn't find a "gui-mod-info:" string in Crowdin that would correspond to this case, so maybe ...
Search found 6 matches
- Sun Feb 14, 2021 1:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.21] Wrong tooltip text for mod required dependencies
- Replies: 2
- Views: 2485
- Mon Sep 14, 2020 7:25 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crashed twice, no stack trace
- Replies: 4
- Views: 1717
Re: [1.0.0] Crashed twice, no stack trace
Small update: the memory test had no issues going through 8 passes for a total of ~10 hours of runtime. So I think I'm safe on that side.
While trying to understand what's going on, I discovered a CPU overclock that I forgot about from a previous test. After disabling it, I had no further crash ...
While trying to understand what's going on, I discovered a CPU overclock that I forgot about from a previous test. After disabling it, I had no further crash ...
- Sun Sep 13, 2020 9:48 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crashed twice, no stack trace
- Replies: 4
- Views: 1717
Re: [1.0.0] Crashed twice, no stack trace
Since I wasn't doing anything that felt special when the crashes happened, I didn't try to reproduce them actively. That being said, I still continued what I was doing from the last autosave each time and the game didn't crash from that.
In each case, the game was running for at least 30 minutes ...
In each case, the game was running for at least 30 minutes ...
- Sun Sep 13, 2020 7:23 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crashed twice, no stack trace
- Replies: 4
- Views: 1717
[1.0.0] Crashed twice, no stack trace
Hi,
My game crashed twice today. I think both time, I had a temporary blueprint (from Ctrl+V) in hand, although I'm not 100% sure about the first time. I didn't think much about the first time, assuming the devs could take a look at the automated crash report, so I didn't save the log file.
I did ...
My game crashed twice today. I think both time, I had a temporary blueprint (from Ctrl+V) in hand, although I'm not 100% sure about the first time. I didn't think much about the first time, assuming the devs could take a look at the automated crash report, so I didn't save the log file.
I did ...
- Sat Jun 27, 2020 6:45 pm
- Forum: Not a bug
- Topic: [0.18.34] Game allows import of broken blueprint
- Replies: 1
- Views: 936
[0.18.34] Game allows import of broken blueprint
I have a blueprint that seems to misbehave when I try to paste it. Basically, some entities get pasted at a different position than what they should have (and override what was supposed to be pasted at that position). Also, the preview in the map (the thing in green/red that I move around) have ...
- Sat May 23, 2020 1:09 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Factorio hangs forever on startup (linux)
- Replies: 2
- Views: 1567
[0.18.26] Factorio hangs forever on startup (linux)
After starting Factorio from Steam (by clicking the big gree "Play" button), it didn't seem to start at all. After some debugging, it looks like it's stuck reading a pipe connected to "lsb_release -ri" that is itself stuck in a futex_wait call.
Stack trace of factorio:
#0 0x00007f40bd7fea42 in ...
Stack trace of factorio:
#0 0x00007f40bd7fea42 in ...