Search found 13170 matches
- Fri Mar 08, 2024 3:20 pm
- Forum: Technical Help
- Topic: [1.1.104] Crash loading save: "Unexpected error occurred"
- Replies: 5
- Views: 249
Re: [1.1.104] Crash loading save: "Unexpected error occurred"
Save corruption is almost exclusively related to failing hardware so you will want to get that fixed first otherwise this will just keep happening. The most common one being failing RAM. https://www.memtest.org/
- Thu Mar 07, 2024 2:58 pm
- Forum: Technical Help
- Topic: [1.1.104] Game crash while generating seed previews
- Replies: 9
- Views: 332
Re: [1.1.104] Game crash while generating seed previews
Could you try running some CPU stress-test software like prime95?
- Thu Mar 07, 2024 9:18 am
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 19903
Re: Above 60 fps (120 or 144).
I can add another "No" to re-up for the next 2.5 years.coppercoil wrote: ↑Thu Mar 07, 2024 9:14 amStatements "It is not going to happen" may not last forever. Sometimes things do change. 2.5 years has already passed.
- Thu Mar 07, 2024 9:15 am
- Forum: Technical Help
- Topic: [1.1.104] Game crash while generating seed previews
- Replies: 9
- Views: 332
Re: [1.1.104] Game crash while generating seed previews
Based off the crash log I'm also thinking unstable hardware. The map preview code is highly multi-threaded and utilizes the CPU to the maximum it can. In your case that seems to mean it's too much and it starts executing incorrectly. Has this ever worked on your computer? Are you having any other cr...
- Wed Mar 06, 2024 3:15 pm
- Forum: Not a bug
- Topic: wire connection to mining drill not updated with update_connections
- Replies: 2
- Views: 397
Re: wire connection to mining drill not updated with update_connections
I moved this to not a bug given there's not a clear correct answer for how it should behave and there is a simple method for a mod to force a refresh if that's what they want and are ok with the possible side effects.
- Sun Mar 03, 2024 4:31 pm
- Forum: Pending
- Topic: [1.1.104] Crash when closing (Chunk::~Chunk)
- Replies: 1
- Views: 120
Re: [1.1.104] Crash when closing (Chunk::~Chunk)
Thanks for the report. I've never seen a game bug produce this stack trace and based off where it's crashing it makes me suspect hardware issues. Are you able to reproduce it?
- Fri Mar 01, 2024 7:03 pm
- Forum: Technical Help
- Topic: Port randomization issue when hosting
- Replies: 2
- Views: 123
Re: Port randomization issue when hosting
The issue is going to be with the ISP and or the LTE connection. They are not designed for this kind of thing and you'll run into this sort of issue. You can still have friends join you through steam networking/steam invites but you won't be able to host directly on the browse-games GUI. I have neve...
- Fri Mar 01, 2024 1:38 am
- Forum: Not a bug
- Topic: [1.1.104] Radar uses 320kw in some solar configurations
- Replies: 1
- Views: 156
Re: [1.1.104] Radar uses 320kw in some solar configurations
Thanks for the report however this is working correctly. The radar uses 300 kw, and the solar panels can produce 300 kw, however the buffer is larger and when it is not full the total demand is 'enough to fill the entire buffer' but it never has enough to fill it so the demand shows what it shows.
- Thu Feb 29, 2024 5:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Crash loading save in ElectricSubNetwork
- Replies: 3
- Views: 555
Re: [1.1.104] Crash loading save in ElectricSubNetwork
I was able to get the save loaded by updating the mod giving the error and reproduced the crash. The crash is related to bad saving logic when there are a lot of overlapping small electric poles. It's now fixed for the next 1.1. release.
- Thu Feb 29, 2024 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Crash loading save in ElectricSubNetwork
- Replies: 3
- Views: 555
Re: [1.1.104] Crash loading save in ElectricSubNetwork
When I try to sync mods with the save I get this error on startup:
- Wed Feb 28, 2024 8:13 pm
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 700
Re: [1.1.104] Priority Splitter producing gaps with full input
Splitters have an internal buffer that is supposed to take care of that. They don't have any internal buffers. Anti means the extra transport line length mentioned here: https://factorio.com/blog/post/fff-287 Ah, my error. I read "buffer" and interpreted it as a separate inventory that it...
- Wed Feb 28, 2024 3:19 am
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 700
- Wed Feb 28, 2024 3:19 am
- Forum: Not a bug
- Topic: [1.1.104] Duplicated myself in solo
- Replies: 1
- Views: 190
Re: [1.1.104] Duplicated myself in solo
Thanks for the report however this is likely related to one of the many mods you're using.
- Sun Feb 25, 2024 8:26 am
- Forum: Technical Help
- Topic: [1.1.104] Factorio hangs when opening Steam overlay
- Replies: 5
- Views: 378
Re: [1.1.104] Factorio hangs when opening Steam overlay
Well it only happens with Factorio, and since my friend also has the same issue even tho differant hardware. She also only has this problem with Factorio. Are they also running Linux? A search brings up several people having the same issue with several games over the last several years with seeming...
- Sat Feb 24, 2024 3:42 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 19903
Re: Above 60 fps (120 or 144).
Sure, but creating some interpolation (or a in-between sprite) would definitely be beneficial for smoothness of animation. You're making impossible possible with each FFF, I'm sure you'll come up with something eventually . You can simply re-read developer replies to this topic for why that doesn't...
- Sat Feb 24, 2024 2:53 pm
- Forum: Pending
- Topic: [SOLVED][1.1.104] Crash when loading into the main menu
- Replies: 15
- Views: 510
Re: [SOLVED][1.1.104] Crash when loading into the main menu
The post tile says solved but I don't see anyone mentioning what the issue was?
- Sat Feb 24, 2024 2:41 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 19903
Re: Above 60 fps (120 or 144).
With recent https://factorio.com/blog/post/fff-393 and faster belts, it feels like this issue should be readdressed. The new belt just doesn't look good anymore at 60 FPS. The belt animation is still tied to the game update so it would have no impact how it looks. Sorry but there's nothing to be re...
- Sat Feb 24, 2024 2:01 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] LuaForce.chart() area safety check incorrect
- Replies: 1
- Views: 186
Re: [1.1.104] LuaForce.chart() area safety check incorrect
Looking at the logic, it seems the documentation is incorrect and the error is correct. The logic takes the area, centers it on 0,0 and then takes the maximum of the width or height and converts it into a square before charting that area. I have no idea why it works like that but at this point I'm g...
- Sat Feb 24, 2024 1:57 pm
- Forum: Technical Help
- Topic: [1.1.104] Factorio hangs when opening Steam overlay
- Replies: 5
- Views: 378
Re: [1.1.104] Factorio hangs when opening Steam overlay
Thanks for the report however because this is seemingly only happening for you, and is not software we have any control over there's nothing we can do.
- Thu Feb 22, 2024 5:21 pm
- Forum: Pending
- Topic: [SOLVED][1.1.104] Crash when loading into the main menu
- Replies: 15
- Views: 510
Re: [1.1.104] Crash when loading into the main menu
This almost looks like it's crashing in something that has hooked into the game.
Can you try closing everything else on your computer and see if it still crashes? If it does, re-open things 1 at a time until finding what's causing it.
Can you try closing everything else on your computer and see if it still crashes? If it does, re-open things 1 at a time until finding what's causing it.