Search found 978 matches

by TruePikachu
Wed Nov 27, 2019 8:34 pm
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 3663

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

I just dug through the code again. Aside from a possible issue with modded pumps containing multiple input connections (going by a rough disassembly, it appears the pumping speed is limited per input connection; I don't know if this is correct or intended), the member `Pump::pumpedLastTick` is (in t...
by TruePikachu
Wed Nov 27, 2019 5:15 am
Forum: Won't fix.
Topic: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)
Replies: 9
Views: 3663

Re: [0.17.79] Tooltip for pumps display incorrect speed (12800/s?)

I can confirm, at least, that pumps shouldn't be capable of such speeds in vanilla, due to two different factors in `Pump::update()` (which I recently dug through for unrelated reasons). I wasn't paying close attention to the code responsible for tracking fluid transfer logging, however, so I can't...
by TruePikachu
Mon Nov 25, 2019 3:55 am
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.79]Crash when applying a CreateEntityTriggerEffectItem
Replies: 4
Views: 1070

Re: [0.17.79]Crash when applying a CreateEntityTriggerEffectItem

The changes described in the FFF are slated to be added for 0.18.0; they are not present in 0.17. EDIT: 123.843 Error CrashHandler.cpp:462: Exception Code: c0000005, Address: 0x00007ff70a9fcf2b ModuleBase: 0x00007ff70a1a0000, ImageSize: 0184b000, RelativeAddress: 0085cf2b 123.843 Error CrashHandler....
by TruePikachu
Tue Nov 19, 2019 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.76] Crash when saving, in FluidBoxManager
Replies: 10
Views: 5959

Re: [0.17.76] Crash when saving, in FluidBoxManager

Honktown wrote:
Tue Nov 19, 2019 10:27 am
I have a save which shows this same behavior. I'm going to bed soon, but I can load it up tomorrow and test anything if needed. About a minute into my save the game becomes un-saveable.
But it can be saved immediately after loading? If so, by all means post the savegame itself.
by TruePikachu
Mon Nov 18, 2019 5:58 pm
Forum: General discussion
Topic: Challenge: maximum net energy from a blue belt of coal
Replies: 71
Views: 25360

Re: Challenge: maximum net energy from a blue belt of coal

How are you going to do that without a uranium input though?
by TruePikachu
Sun Nov 17, 2019 4:01 am
Forum: Not a bug
Topic: [0.17.78]Rocket Silo Auto-launch no longer waits until all Space Science is removed
Replies: 2
Views: 1118

Re: [0.17.78]Rocket Silo Auto-launch no longer waits until all Space Science is removed

Um, I don't remember it _ever_ waiting for all science to be removed to launch. NaB.
by TruePikachu
Fri Nov 15, 2019 2:56 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.77] Multiplayer Core Desync
Replies: 6
Views: 5420

Re: [0.17.77] Multiplayer Core Desync

Desync issues for 0.17.77 are known, and are targetted to be fixed with a release in at most 24 hours.
by TruePikachu
Fri Nov 15, 2019 2:54 am
Forum: Pending
Topic: [0.17.74] Crash while saving: "lua_traceandabort"
Replies: 8
Views: 2851

Re: [0.17.74] Crash while saving: "lua_traceandabort"

Almost certainly not, that would be a completely different error and backtrace. However, a RAM failure could be uncovered in that scenario, if it only exists within an unfrequently-used section of the sticks.
by TruePikachu
Fri Nov 15, 2019 2:52 am
Forum: Resolved Problems and Bugs
Topic: [0.17.77] Electric Energy Interface consumption broke
Replies: 9
Views: 5711

Re: [0.17.77] Electric Energy Interface consumption broke

I literally was just in 0.17.77 doing reactor design using the EEI, and did not encounter any issues. The plot reflects that your interface had consumed an average of 16.7MW over the past 10 minutes, and produced next to no power.

Unless you can get more specific, NaB.
by TruePikachu
Thu Nov 14, 2019 6:42 pm
Forum: Not a bug
Topic: [0.17.76] Rolling stock indicator offset in blueprint
Replies: 2
Views: 919

Re: [0.17.76] Train station misplace in blueprint

I don't see an issue; the overlay is showing both the stopping points for the signal as well as the station.
by TruePikachu
Thu Nov 14, 2019 6:28 pm
Forum: Pending
Topic: [0.17.74] Crash while saving: "lua_traceandabort"
Replies: 8
Views: 2851

Re: [0.17.74] Crash while saving: "lua_traceandabort"

I'd have to pull the 0.17.74 symbols to be sure of the exact crash site (since the error message doesn't appear to be in the log for whatever reason), but the reason why it's "impossible" is because the crash is inside the Lua API. Going by my copy of vanilla 5.2.1 sources, assuming no Lua...
by TruePikachu
Thu Nov 14, 2019 6:09 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.76] Crash when saving, in FluidBoxManager
Replies: 10
Views: 5959

Re: [0.17.76] Crash when saving, in FluidBoxManager

I read through the first attached log, and found it curious there was no summary of applied migrations (which should have happened, given that the mod configuration was changed). It might be a feature request for them to be added to the log, just to simplify diagnosing these kinds of issues that inv...
by TruePikachu
Wed Nov 13, 2019 10:44 pm
Forum: Not a bug
Topic: [0.17.74] Single square of flamethrower pollution hangs around forever
Replies: 3
Views: 1136

Re: [0.17.74] Single square of flamethrower pollution hangs around forever

Keep in mind that concrete doesn't absorb pollution, and if there's no tiles or entities in that chunk that can absorb pollution, a minimal amount will remain for eternity (to my knowledge, at least).

EDIT: Wiki numbers say landfill doesn't absorb either
by TruePikachu
Wed Nov 13, 2019 1:24 am
Forum: Not a bug
Topic: [0.17.58] Crash: ProductionHelper::hasProductOverload
Replies: 8
Views: 1739

Re: [0.17.58] Crash: ProductionHelper::hasProductOverload

That last error code is 0xC000001D STATUS_ILLEGAL_INSTRUCTION; you appear to have faulty RAM.
by TruePikachu
Wed Nov 13, 2019 12:18 am
Forum: Not a bug
Topic: [0.17.58] Crash: ProductionHelper::hasProductOverload
Replies: 8
Views: 1739

Re: [0.17.58] Crash: ProductionHelper::hasProductOverload

Right now, I'm thinking it might be memory failure on bit 31 of machine words. If you crash again, upload the log (and possibly the crashdump as well).
by TruePikachu
Tue Nov 12, 2019 4:48 pm
Forum: Minor issues
Topic: [Twinsen] [0.17.76] Logistic network content in tooltip above health and "last user"
Replies: 6
Views: 2025

Re: [Twinsen] [0.17.76] Logistic network content in tooltip above health and "last user"

Right now, my vote would be to: Remove the field listing logistic network contents, in favor of a field that indicates the network ID. Add a (config option controlled?) additional field for production entities, trains, logistic network entities, and electric network entities (?) which explains how t...
by TruePikachu
Tue Nov 12, 2019 2:02 pm
Forum: Minor issues
Topic: [Twinsen] [0.17.76] Logistic network content in tooltip above health and "last user"
Replies: 6
Views: 2025

Re: [Twinsen] [0.17.76] Logistic network content in tooltip above health and "last user"

Do we even still need the logistics content on the tooltip? Why not just replace it with the logistics network ID, and have players use the dedicated logistics content view to get the contents?
by TruePikachu
Tue Nov 12, 2019 1:54 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.76] Crash on running /c game.reload_script()
Replies: 3
Views: 1332

Re: [0.17.76] Crash on running /c game.reload_script()

15.438 <server> ran command: game.reload_script() Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb47618, 0xd2ca5d, 0x9fe3c9, 0xa1471f, 0xafafef, 0xafb245, 0xbae30f, 0xc8981c, 0xd425c0, 0xff268e, 0xff2d02, 0x1012227, 0x1012bcb, 0x534ed5, 0, 0x5463be 26.959 Warn...
by TruePikachu
Mon Nov 11, 2019 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.76] Train Can't Path When Moving Backwards
Replies: 5
Views: 3497

Re: [0.17.76] Train Can't Path When Moving Backwards

I think I might have encountered this one myself. The gist of repro steps would be: Make a good-length section of rail Put a single locomotive, with fuel, on the rail Drive the locomotive backwards in manual mode While still driving backwards, open the train's GUI and set a temporary stop somewhere ...
by TruePikachu
Mon Nov 11, 2019 1:36 am
Forum: Resolved Problems and Bugs
Topic: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
Replies: 8
Views: 3674

Re: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation

I stand corrected, looking at the final-fixes from that mod.

The different energy source is likely still relevant, however; the tooltip might not be implemented for fluid consumers.

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