Search found 12786 matches
- Sat Jun 03, 2023 7:53 pm
- Forum: Technical Help
- Topic: [1.1.53] Unexplained Freeze / Lock Up when close to maximum tick value
- Replies: 19
- Views: 2486
Re: [1.1.53] Unexplained Freeze / Lock Up when close to maximum tick value
It took my computer a good minute of chugging, and getting the selection rectangle to cover all corners of base while it was on the verge of crashing was also a challenge, but it wasn't very time consuming, certainly not on the scale of weeks etc. :)) Gentlemen are not to be taken at their word?) I...
- Sat Jun 03, 2023 8:29 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
- Replies: 5
- Views: 705
Re: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
Thanks for the report however it does work.
But it only works for chunk generation requests created after the value is set.
But it only works for chunk generation requests created after the value is set.
- Fri Jun 02, 2023 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.82] Game crash with many copy-paste and undo
- Replies: 1
- Views: 656
Re: [1.1.82] Game crash with many copy-paste and undo
Thanks for the report. I saw this crash in the automatic crash reports and fixed it an hour ago. It will be fixed in the next 1.1. release.
- Fri Jun 02, 2023 3:22 pm
- Forum: Technical Help
- Topic: [1.1.82] Cannot run Factorio from virtio-fs under Windows
- Replies: 5
- Views: 511
Re: [1.1.82] Cannot run Factorio from virtio-fs under Windows
From everything I can tell this is due to the filesystem emulation not implementing everything correctly. Factorio does not do anything special when it comes to disk access. We simply use the C++ standard library filesystem functions. You'll need to bring up the issue with whoever made virtio-fs.
- Fri Jun 02, 2023 3:17 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 29
- Views: 6329
- Thu Jun 01, 2023 2:27 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 29
- Views: 6329
- Thu Jun 01, 2023 2:14 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 29
- Views: 6329
Re: Run from ramdisk
ImDisk has served me very well for the past few years. I found this page for imdisk: https://github.com/LTRData/ImDisk which says in more words "don't use this on modern versions of windows" PLEASE NOTE: This project is not recommended on recent versions of Windows and many applications w...
- Thu Jun 01, 2023 12:30 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 29
- Views: 6329
Re: Run from ramdisk
If someone has some ramdisk software I could test with that isn't malware I could see if there are any workarounds but so far all of the errors I've seen are coming from the MSVC standard library; which is written by Microsoft developers for microsoft developers.
- Wed May 31, 2023 7:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.82] Crash with --dump-prototype-locale and "Remote Configuration" mod (ControlInputValue::getRichTextStylePrefix)
- Replies: 1
- Views: 248
Re: [1.1.82] Crash with --dump-prototype-locale and "Remote Configuration" mod (ControlInputValue::getRichTextStylePrefi
Thanks for the report. Bilka pointed this out to me the other day and I fixed it yesterday. The fix will be in the next 1.1 release.
- Wed May 31, 2023 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: Error when using color-setting for runtime-per-user setting
- Replies: 3
- Views: 705
Re: Error when using color-setting for runtime-per-user setting
It's now fixed for the next 1.1.x release.
- Wed May 31, 2023 12:10 am
- Forum: Resolved Problems and Bugs
- Topic: Error when using color-setting for runtime-per-user setting
- Replies: 3
- Views: 705
Re: Error when using color-setting for runtime-per-user setting
The error is coming from trying to load the old mod setting value from the saved player settings. It should reset just the 1 mod setting after the migration finishes but it sounds like it's resetting the entire player settings which is the bug.
- Sun May 28, 2023 6:51 am
- Forum: Duplicates
- Topic: [1.1.80] desync during artillery bombardment
- Replies: 1
- Views: 219
Re: [1.1.80] desync during artillery bombardment
Thanks for the report. This is most likely fixed in 1.1.82 which was released earlier this week.
- Fri May 26, 2023 10:35 am
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 7
- Views: 454
Re: entity_limitation and entity_limitation_blacklist for module prototypes
I went to look over the code again and it seems I was simply wrong. It does go over the beacon(s) inventories each time.
- Thu May 25, 2023 3:48 pm
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 7
- Views: 454
Re: entity_limitation and entity_limitation_blacklist for module prototypes
I didn’t explain well; beacons collect the total effect of the modules in their inventory and store that. Every time something is built in range of the beacon the combined effect is applied to the machine and the machine decides if it will exclude a given effect. When that apply happens the logic ha...
- Thu May 25, 2023 9:21 am
- Forum: Modding interface requests
- Topic: entity_limitation and entity_limitation_blacklist for module prototypes
- Replies: 7
- Views: 454
Re: entity_limitation and entity_limitation_blacklist for module prototypes
One issue with this is how to convey to the player what the limits are in a given module. The distinction of what recipes accept what module effects is already confusing. Additionally; how would these effects work when it comes to beacons? Beacons do not track where the beacon effect came from. They...
- Thu May 25, 2023 8:52 am
- Forum: Technical Help
- Topic: [1.1.80] Headless Server - Seemingly unavoidable crash at same point
- Replies: 9
- Views: 727
Re: [1.1.80] Headless Server - Seemingly unavoidable crash at same point
I think you provided the wrong save file the first time. The 2nd save file you provided is very close to the max play time possible on a given save (2.269~ years). It looks like you disabled auto-pause and left the save running on the server while you weren't playing which let it accumulate time. Th...
- Thu May 25, 2023 8:43 am
- Forum: Technical Help
- Topic: [1.1.80] Headless Server - Seemingly unavoidable crash at same point
- Replies: 9
- Views: 727
Re: [1.1.80] Headless Server - Seemingly unavoidable crash at same point
The save file is 600 megabytes. Loading saves that large typically takes > 32 GB of RAM. Your computer shows having 16 GB which means it will likely be hitting the page file long before loading finishes. If it ran out of RAM and started paging to the disk that will significantly slow things down. Di...
- Tue May 23, 2023 2:00 pm
- Forum: Technical Help
- Topic: [1.1.80] Headless Server - Seemingly unavoidable crash at same point
- Replies: 9
- Views: 727
Re: [1.1.80] Headless Server - Seemingly unavoidable crash at same point
How long do I need to wait before the freeze happens?
Does it only happen if hosted as a headless server or does it happen if loaded as a single player game?
Does it only happen if hosted as a headless server or does it happen if loaded as a single player game?
- Tue May 23, 2023 1:21 pm
- Forum: Technical Help
- Topic: [1.1.80] Game Crashing every 3-5 hours
- Replies: 2
- Views: 248
Re: [1.1.80] Game Crashing every 3-5 hours
The log file shows that your computer ran out of available RAM. You had 793 MB free when the game started which says to me you have a lot of open software already and need to close some of them or buy more RAM.
- Tue May 23, 2023 1:20 pm
- Forum: Technical Help
- Topic: Crash on start
- Replies: 8
- Views: 661
Re: Crash on start
What happens if you rename the media-hook dll and try to start the game?