Search found 978 matches
- Sat Jan 04, 2020 1:15 am
- Forum: Pending
- Topic: [0.17.79] Crash shortly after joining server (EntityWithHealth::hasEnoughHealth)
- Replies: 6
- Views: 1976
Re: [0.17.79] Game crash shortly after joining MP server
115.530 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff6ef7ae646 ModuleBase: 0x00007ff6ef610000, ImageSize: 0183e000, RelativeAddress: 0019e646 115.530 Error CrashHandler.cpp:468: Access Violation: Read at address 0000240000000000 115.530 Error CrashHandler.cpp:482: Excepti...
- Sat Jan 04, 2020 12:04 am
- Forum: Technical Help
- Topic: [0.17.79] Crash on start (GraphicsInterfaceOpenGL::swapBuffers)
- Replies: 2
- Views: 749
Re: [0.17.79] Crash on start (GraphicsInterfaceOpenGL::swapBuffers)
0.001 2020-01-03 16:29:34; Factorio 0.17.79 (build 47865, win64, steam) 0.001 Operating system: Windows 10 (build 18363) 0.009 Program arguments: "D:\Games\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.009 Read data path: D:/Games/SteamLibrary/steamapps/common/Factorio/da...
- Sat Jan 04, 2020 12:02 am
- Forum: Minor issues
- Topic: Multiple recipe for item
- Replies: 8
- Views: 2338
Re: Multiple recipe for item
It shouldn't affect anything within the game, however; since the recipies have the same name, the one that's read later is the one that will be used (and that one is the non-demo-file version).
- Fri Jan 03, 2020 1:08 am
- Forum: Minor issues
- Topic: [0.17.79] Overlapping electric networks can cause increased power draw
- Replies: 6
- Views: 3373
Re: [0.17.79] Overlapping electric networks can cause increased power draw
I think this might be caused by lamps being merged together with respect to the interface to the electric network. If you have three groups of lamps, with 2, 3, and 4 lamps, and two electric networks, where the first sees the 2 and 3 groups while the second sees the 3 and 4 groups, the lamps virtual...
- Fri Jan 03, 2020 12:55 am
- Forum: 1 / 0 magic
- Topic: [posila] [0.17.79/0.18.19] Microstutter at random intervals
- Replies: 16
- Views: 5817
- Thu Jan 02, 2020 10:03 pm
- Forum: Gameplay Help
- Topic: I think train routing is subtly broken, but…
- Replies: 4
- Views: 1982
Re: I think train routing is subtly broken, but…
Iirc the pathfinding happens actually rather rarely, so it might not have recalculated the path. The path is recalculated every 30 seconds while stopped at a chain signal, or every 5 seconds if there are multiple stops with the same name as the destination. The path is also recalculated just before...
- Thu Jan 02, 2020 7:34 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2138
Re: rendering.set_animation_speed() skips frames
Set the animation speed in your prototypes to 1.0, or account for the effects that setting a not-1.0 speed in the prototypes has on the actual speeds. The actual animation speed is the speed set on the render object multiplied by the animation's speed in prototypes. I just verified the equation prov...
- Thu Jan 02, 2020 6:28 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2138
Re: rendering.set_animation_speed() skips frames
I have just verified the math in the new algorithm; assuming the formula provided by Klonan is correct, and the animation is exactly 24 frames long, there shouldn't be any frame skipping.
- Thu Jan 02, 2020 6:04 am
- Forum: Not a bug
- Topic: rendering.set_animation_speed() skips frames
- Replies: 8
- Views: 2138
Re: rendering.set_animation_speed() skips frames
Your math likely does have an error, since substituting it into the equation Klonan provided states that the animation would transition to the same frame only if `turbine.creation_tick * (turbine.last_speed - current_wind_speed) ≡ (turbine.last_change - game.tick) * turbine.last_speed (mod frame_cou...
- Thu Jan 02, 2020 1:21 am
- Forum: Gameplay Help
- Topic: I think train routing is subtly broken, but…
- Replies: 4
- Views: 1982
Re: I think train routing is subtly broken, but…
I do not see any explicit issue in this screenshot, but it would be a good idea to check the rest of the path between the green signal and the station, to ensure e.g. that no signals are facing the wrong way. What happens if you put the train in manual, drive it to just before the green signal (so i...
- Thu Jan 02, 2020 1:17 am
- Forum: Gameplay Help
- Topic: What's wrong with my nuclear reactor?
- Replies: 2
- Views: 1093
Re: What's wrong with my nuclear reactor?
Firstly, the turbines will only produce electricity if there isn't enough power available, just like with the steam engines on boiler-based power systems. If all the electrical demand is currently satisfied, some turbines won't operate at all. Secondly, while it's not as likely to be the issue, you ...
- Thu Jan 02, 2020 1:10 am
- Forum: Pending
- Topic: [0.17.79] Crash loading save (FluidManager::setupConnections)
- Replies: 6
- Views: 2597
Re: [0.17.79] Crash loading save (FluidManager::setupConnections)
@DanaScully What fluid would have been handled by that affected pipe system? Is it a vanilla or a modded fluid? @Blacky007 No Factorio updates since the map was created would have run migrations that would affect anything related to fluidboxes, going by the changelog. --- A mod update could be respo...
- Tue Dec 31, 2019 9:06 pm
- Forum: Not a bug
- Topic: [0.17.79] Reading whole ore field from miner does not work
- Replies: 5
- Views: 1201
Re: [0.17.79] Reading whole ore field from miner does not work
Please show the ore patch on the map — it's possible it has been mined away so much that it's no longer considered a single field.
- Mon Dec 30, 2019 3:22 am
- Forum: Gameplay Help
- Topic: Request Sanity Check (Factory Size)
- Replies: 8
- Views: 3072
Re: Request Sanity Check (Factory Size)
Additionally, an increase of productivity from modules results in needing more of that particular machine in order to get the same output rate (due to the speed reduction)...unless you also mix in speed modules, which easily cancel out that speed reduction while still giving the bonus outputs.
- Mon Dec 30, 2019 3:17 am
- Forum: Won't fix.
- Topic: raising height of storage tank bug
- Replies: 2
- Views: 1105
Re: raising height of storage tank bug
Right now, I think this is either a bug caused by loss of floating-point precision (Won't Fix due to exceeding sane values) or a misunderstanding of fluid mechanics (Not A Bug due to it working as intended). On the former note, when running testing in my perfectly-accurate simulation of 0.17.79 flui...
- Mon Dec 30, 2019 2:20 am
- Forum: Minor issues
- Topic: Logitech G505 Mouse Led Bug
- Replies: 9
- Views: 3842
Re: Logitech G505 Mouse Led Bug
This just tells me there's a number of outstanding bugs in the Logitech RGB support somewhere . I've never dealt with the API itself, however, so I can't really say where the bugs might lie. This issue would need testing with a wider range of hardware, possibly including a couple keyboards. For comp...
- Sun Dec 29, 2019 5:32 pm
- Forum: Gameplay Help
- Topic: Need help making delayed output circuit
- Replies: 6
- Views: 1903
Re: Need help making delayed output circuit
That mod is only useful for making large circuits more compact and potentially more UPS-efficient. It does not help with learning the techniques behind construction.
- Sun Dec 29, 2019 7:20 am
- Forum: Gameplay Help
- Topic: Request Sanity Check (Factory Size)
- Replies: 8
- Views: 3072
Re: Request Sanity Check (Factory Size)
Firstly, note that 10000/h uses e.g. 18.6 factories for science pack 1. Secondly, note that these particular calculations are done with the tier 2 assembly machines; if you opt for tier 3 instead, you only need 60% of the machines. Thirdly, note that the miner counts (by default) don't take into acc...
- Sun Dec 29, 2019 12:06 am
- Forum: Gameplay Help
- Topic: Need help making delayed output circuit
- Replies: 6
- Views: 1903
Re: Need help making delayed output circuit
For people who don't want to import the blueprint above, the settings are as follows (where → represents value assignment and ⇒ represents decider true/false assignment): Green-wire constant is 1→✓ Red-wire constant is 1→A 1→B Arithmetic is EACH*✓→EACH Left decider is A>0→B (note there's a looparoun...
- Fri Dec 27, 2019 8:20 pm
- Forum: Minor issues
- Topic: Logitech G505 Mouse Led Bug
- Replies: 9
- Views: 3842
Re: Logitech G505 Mouse Led Bug
I've never seen lighting effects work on my G600, though. @Koub: If Factorio's control is enabled and the profiler is set up to allow games to control lighting effects, Factorio does something I forget on init, but doesn't appear to touch it any further, and it turns off entirely on alt+tab. I'd nee...