Search found 346 matches

by Squelch
Thu Nov 26, 2020 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5895

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

I'm currently running strace -f on Factorio on a clean save, hoping that at least the "Save process crashed" thing happens again. Will post if anything comes up. The useful info should be easy to separate since the saving process has its own PID Good call, and thanks for your efforts. The...
by Squelch
Thu Nov 26, 2020 1:41 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5895

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

selplacei wrote:
Thu Nov 26, 2020 1:39 pm
I have a 16 GB swap partition on an SSD with swappiness set to 60. Everything other than that I haven't touched.
Thanks, that helps to rule out that aspect.
by Squelch
Thu Nov 26, 2020 1:10 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5895

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

System info: Arch Linux 5.9.9-zen 64-bit, Factorio 1.1.1 on the native Steam client installed from multilib/steam, with multilib/steam-native-runtime installed as well. System info: [CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz, 4 cores, RAM: 7896 MB] Out of interest @selplacei, what swap space do ...
by Squelch
Thu Nov 26, 2020 1:03 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5895

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

In the OPs stacktrace, last line that makes sense is #32 0x00007ffddf8ac1f8 in SteamContext::getStorageQuota() const at /tmp/factorio-build-7k9uW8/src/SteamIntegration/SteamContext.cpp:182 from there up it is nonsense, so it's probably inside Steam API call and the address symbolization returned no...
by Squelch
Thu Nov 26, 2020 12:51 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Blueprint does not show preview
Replies: 12
Views: 5146

Re: [1.1.0] Blueprint does now show preview

I took that BP and pasted it. I then opened it for editing. Selected "Add new content" and selected the previously pasted content, and it created a new "diminutive" BP preview
BP-recreate.PNG
BP-recreate.PNG (173.63 KiB) Viewed 4959 times
Starting from scratch with the same pasted content creates a perfectly formed BP
by Squelch
Thu Nov 26, 2020 12:36 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5895

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

I thought the devs removed the non-blocking save. Is it still available in the settings? It was kept after several requests so we could attempt to identify the cause. see [Oxyd] [Linux/Mac] non-blocking save crashes From the log, and what seems to have initiated the crash is the generic error (retu...
by Squelch
Thu Nov 26, 2020 9:36 am
Forum: Ideas and Suggestions
Topic: Allow disabling of power pole auto-connect in clipboard and blueprints
Replies: 2
Views: 1231

Re: Allow disabling of power pole auto-connect in clipboard and blueprints

This points also to the thing, that you can choose how a bp should be printed only, if it is a bp, and not in clipboard. For completeness coloured power poles network masks Option to Lock Power Poles Against Auto-connection Thanks for the link-backs. I had intended to add them this morning, but you...
by Squelch
Thu Nov 26, 2020 9:17 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack
Replies: 21
Views: 6955

Re: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack

If it is opt-in (instead of opt-out), we won't get nice "OMG, my keyboard changes lights when I start Factorio" reddit posts, which are whole point of this. ;) You speak the truth ;) I was disappointed to find that what I thought was per key rgb was in fact just three blocks on this machi...
by Squelch
Thu Nov 26, 2020 8:53 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack
Replies: 21
Views: 6955

Re: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack

A couple of observations that may be related: The app does not appear to be fully implemented for me. I have an older three zone rgb keyboard on an MSI laptop. Attempting to configure it for "dynamic colors" results in a crash of the Steel Series process. Steelseries app.PNG It would seem ...
by Squelch
Thu Nov 26, 2020 2:02 am
Forum: Not a bug
Topic: [1.1.1] Items show in tech effect and bonus gui tooltips when hidden
Replies: 3
Views: 560

Re: [1.1.1] Items show in tech effect and bonus gui tooltips when hidden

Is "Interface Settings -> "Show all items in selection lists" being honoured?
by Squelch
Thu Nov 26, 2020 1:48 am
Forum: Modding help
Topic: Menu sim sometimes freezes the game
Replies: 2
Views: 768

Re: Menu sim sometimes freezes the game

Just a thought, but does your character inventory have any blueprints present in the save? There was a hint that <17.0 BPs are to deprecated. See https://forums.factorio.com/viewtopic.php?p=517501#p517501 This is speculation of course, but it seems plausible that the sim might not be migrating BPs a...
by Squelch
Wed Nov 25, 2020 9:49 pm
Forum: Ideas and Suggestions
Topic: Option to Lock Power Poles Against Auto-connection
Replies: 17
Views: 4896

Re: Option to Lock Power Poles Against Auto-connection

@Koub: These suggestions are not the same and should not be merged. @Squelch's suggestion is about disabling auto connect temporarily when pasting a blueprint, and is largely solved by the changes to blueprints mentioned in FFF #362. Mine is about persistently locking specific power poles to preven...
by Squelch
Wed Nov 25, 2020 9:28 pm
Forum: Implemented Suggestions
Topic: Play sound on entity rotation - QoL
Replies: 14
Views: 4396

Re: Play sound on entity rotation - QoL

Thankfully we now have feedback sounds to accompany entity actions including rotation in vanilla 1.1.x.

I will not update Sound On Rotate, and it will be deprecated in due course.
by Squelch
Wed Nov 25, 2020 9:12 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Replies: 21
Views: 32472

Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.

I made a suggestion a while back along these lines. Allow disabling of power pole auto-connect in clipboard and blueprints In fact, the new changes just about satisfy all aspects of that, and the older requests except for the meta key control or control while saving BPs. A revert is drastic. Some re...
by Squelch
Wed Nov 25, 2020 9:04 pm
Forum: Ideas and Suggestions
Topic: Sound when successfully copy/pasting an entity
Replies: 11
Views: 2138

Re: Sound when successfully copy/pasting an entity

We now have vanilla sounds for cut and paste so this suggestion has been satisfied. I'm a little disappointed that entity rotation has been overlooked however. Vanilla does have them now. The sound depends on the entity being rotated. I took it out of my mod because vanilla provides it. See core/so...
by Squelch
Wed Nov 25, 2020 8:57 pm
Forum: Ideas and Suggestions
Topic: Sound when successfully copy/pasting an entity
Replies: 11
Views: 2138

Re: Sound when successfully copy/pasting an entity

We now have vanilla sounds for cut and paste so this suggestion has been satisfied. I'm a little disappointed that entity rotation has been overlooked however.
by Squelch
Wed Nov 25, 2020 8:29 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up
Replies: 13
Views: 5131

Re: [1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up

Confirmed that it is the hidden quickbar, and that the mask is topmost on the next simulation. [edit] If the main menu has a green "continue" button, you can activate it by pressing "E", which spawns the new window in the center. All other menus return one level higher when press...
by Squelch
Wed Nov 25, 2020 7:45 pm
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 64
Views: 19691

Re: your thoughts on menu simulation

I'm liking the idea, but have a few reservations too. Too short - I've seen them all now, multiple times while waiting for mod updates to come in (slow connection) Construction seems to be absent - A missed opportunity to showcase new/old features such as power poles. [* ]Sound level too high - Whil...
by Squelch
Wed Nov 25, 2020 5:02 pm
Forum: Pending
Topic: [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
Replies: 9
Views: 2968

Re: [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed

I think it's a different manifestation of https://forums.factorio.com/82786. It does seem to be. looks like the autosave was killing the server, i turned off autosave and seems stable atm, might have another issue with the Child 53 thing. What's the environment for your headless server? It appears ...
by Squelch
Wed Nov 25, 2020 3:55 pm
Forum: Combinator Creations
Topic: The Universal Balanced Loader
Replies: 5
Views: 6042

Re: The Universal Balanced Loader

...Why not just use a 1x6 belt balancer? https://i.imgur.com/ineHz3V.png Seems to do everything you want it to do and doesn't require circuits while having higher throughput Distribute items evenly across all staging chests for fastest loading times [check] Handle multiple item types without specif...

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