Search found 978 matches

by TruePikachu
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...
by TruePikachu
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...
by TruePikachu
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).
by TruePikachu
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...
by TruePikachu
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

Re: [0.17.79] Microstutter at random intervals

TruePikachu wrote:
Thu Dec 26, 2019 6:35 pm
Attachments are not attached.
by TruePikachu
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...
by TruePikachu
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...
by TruePikachu
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.
by TruePikachu
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...
by TruePikachu
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...
by TruePikachu
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 ...
by TruePikachu
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...
by TruePikachu
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.
by TruePikachu
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.
by TruePikachu
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...
by TruePikachu
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...
by TruePikachu
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

PyroFire wrote:
Sun Dec 29, 2019 12:17 pm
Circuitissimo might be helpful
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.
by TruePikachu
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...
by TruePikachu
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...
by TruePikachu
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...

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