Another Ryzen EntityRenderer::prepareRow crash; although this one also references razer chroma.
See also 59245.
Search found 96 matches
- Mon Apr 09, 2018 5:15 am
- Forum: Duplicates
- Topic: [0.16.36] Crash interacting with trains: "EntityRenderer::prepareRow" on Ryzen 5 1600
- Replies: 3
- Views: 3244
- Mon Apr 09, 2018 3:54 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hello,
i searched the forum for an solution but did not find anything yet.
I have a game with activated creative mode and hence near all technologies are researched.
Is there a way to "unresearch" them?
Just disabling it does not work.
Resetting via Esc/Options/Mods does not work either.
In the ...
i searched the forum for an solution but did not find anything yet.
I have a game with activated creative mode and hence near all technologies are researched.
Is there a way to "unresearch" them?
Just disabling it does not work.
Resetting via Esc/Options/Mods does not work either.
In the ...
- Sat Apr 07, 2018 12:46 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
This is a weird one: matter voids can't quite keep up with red belts any more. Items on the red belt are fractionally "pushed back". This causes issues when you're designing factory units to compress a red belt, making you think you're producing too much. What I can't figure out is why yellow belts ...
- Wed Apr 04, 2018 6:05 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Creative Mode Fix 0.0.25 - bug with the automatic creation of infinite resources and non-standard icon sizes.
Code in lines 242-285 of data-final-fixes assumes that item icons are default size, but it copies attributes from the base item including icon_size. When the base item wasn't icon_size ...
Code in lines 242-285 of data-final-fixes assumes that item icons are default size, but it copies attributes from the base item including icon_size. When the base item wasn't icon_size ...
- Wed Apr 04, 2018 5:55 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.16] Creative Mode 0.0.25
Error loader mods
Failed to load mods. Error while loader item prototype "creative-mode-fix_enemy-object_simple-spawner" (item): Key "icon" not found in property tree at ROOT.item.creative-mode-fix_enemy-object_simple-spawner
Modifications: Creative Mode (Fix for 0.16)
Sounds like a conflict with ...
Failed to load mods. Error while loader item prototype "creative-mode-fix_enemy-object_simple-spawner" (item): Key "icon" not found in property tree at ROOT.item.creative-mode-fix_enemy-object_simple-spawner
Modifications: Creative Mode (Fix for 0.16)
Sounds like a conflict with ...
- Wed Apr 04, 2018 5:54 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Try using the disable command first, and then the enable command again. If the mod is already enabled, running the enable command will be ignored.impetus maximus wrote:weird. i'm not getting an error. it just isn't showing in the corner, and using the enable command does nothing.
- Wed Apr 04, 2018 5:52 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Found the guilty
PY coal processing 1.0.4 :(
I did not expect from him such a case, heh it's looks like py coal processing is too complex in its structure
Can't launch creative mod fix 0.0.25 with py coal processing 1.0.4 and newer versions https://yadi.sk/i/bKjzLAlw3TywVn
If i'm toggling off ...
PY coal processing 1.0.4 :(
I did not expect from him such a case, heh it's looks like py coal processing is too complex in its structure
Can't launch creative mod fix 0.0.25 with py coal processing 1.0.4 and newer versions https://yadi.sk/i/bKjzLAlw3TywVn
If i'm toggling off ...
- Wed Apr 04, 2018 4:59 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
What version of CM-fix are you using? That was fixed in 0.0.22.McDuff wrote:Error on game load. Factorio 16.36, no other mods loaded.
- Wed Mar 28, 2018 10:56 am
- Forum: Technical Help
- Topic: Game Crashing During Initial Loading
- Replies: 5
- Views: 2732
Re: Game Crashing During Initial Loading
What is the exact error/crash message?
Have you tried running the standalone version instead of the steam version?
Have you tried downgrading or upgrading your GPU drivers?
It looks like, from your log, a crash is occurring while loading shaders, which leads me to believe it could be driver ...
Have you tried running the standalone version instead of the steam version?
Have you tried downgrading or upgrading your GPU drivers?
It looks like, from your log, a crash is occurring while loading shaders, which leads me to believe it could be driver ...
- Wed Mar 28, 2018 10:44 am
- Forum: Modding help
- Topic: Check mod-global values with console
- Replies: 3
- Views: 1727
Re: Check mod-global values with console
You have to write a function inside the mod that dumps the global table, and either add a console command or a remote interface to invoke it.
If you don't wish to do this yourself, the standard library includes a console GUI that you can add to each mod, adapted from another author, accessible via ...
If you don't wish to do this yourself, the standard library includes a console GUI that you can add to each mod, adapted from another author, accessible via ...
- Tue Mar 27, 2018 12:55 pm
- Forum: Modding help
- Topic: The patch.png files? What do they do?
- Replies: 1
- Views: 1366
Re: The patch.png files? What do they do?
Patches are used on more than just the roboport, such as the boiler; essentially, a patch is used anywhere that requires more control over layering to get the correct visual effect. With the boiler, the east orientation has a small patch to ensure part of the boiler isn't hidden behind either the ...
- Tue Mar 13, 2018 11:13 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 557125
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
When importing blueprints saved in factorio 0.15 with Creative Mode 0.15 entities, into a 0.16 game with Creative Mode enabled, none of the entities in the blueprints get imported.
creativeimport.PNG
The 0.16 branch of CM is currently technically a different mod, not compatible with the 0.15 ...
creativeimport.PNG
The 0.16 branch of CM is currently technically a different mod, not compatible with the 0.15 ...
- Thu Mar 08, 2018 11:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.28] [Updated] You are not an admin in a local game
- Replies: 11
- Views: 9585
Re: [0.16.28] You are not an admin in a local game
As a workaround you can load the map in the dedicated server, add yourself as admin from the console, which always has admin rights, and save.
- Sun Mar 04, 2018 6:58 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15 game save not loading
- Replies: 9
- Views: 3698
Re: 0.15 game save not loading
Nevermind, I fixed the issue in some unrelated refactoring I did for the next version of 0.16 which is why I couldn't reproduce the error - it was already fixed :)
Getting too efficient with the bug fixing, fixing them before they even get reported. Gonna tear a hole in space/time if you aren't ...
Getting too efficient with the bug fixing, fixing them before they even get reported. Gonna tear a hole in space/time if you aren't ...
- Sat Mar 03, 2018 10:38 pm
- Forum: Modding help
- Topic: Solar Boiler - Input needed
- Replies: 3
- Views: 1671
Re: Solar Boiler - Input needed
I've pondered that concept a few times over the years and my conclusion has always been that it's not (currently) possible to meaningfully implement. If you throw "good performance" from the list of criteria (why would you do that?), and considering the current possibilities i'd say some scripted ...
- Wed Feb 21, 2018 12:10 pm
- Forum: Duplicates
- Topic: Crash when adding "entity-preview" GUI element
- Replies: 1
- Views: 1065
Crash when adding "entity-preview" GUI element
Place down the starting furnace and hover over it, and run:
/c game.player.gui.left.add{type="entity-preview", name="mypreview"}; game.player.gui.left.mypreview.entity=game.player.selected
Crashes in agui::Widget::resizeToContents
...
11.933 Checksum for script C:/Users/Chris/AppData/Roaming ...
/c game.player.gui.left.add{type="entity-preview", name="mypreview"}; game.player.gui.left.mypreview.entity=game.player.selected
Crashes in agui::Widget::resizeToContents
...
11.933 Checksum for script C:/Users/Chris/AppData/Roaming ...
- Tue Feb 20, 2018 2:20 am
- Forum: Modding help
- Topic: settings.global is nil
- Replies: 4
- Views: 2898
Re: settings.global is nil
Runtime settings (note the name) are available runtime. The data stage is not runtime: http://lua-api.factorio.com/latest/Data-Lifecycle.html
I suggest taking a look at this tutorial instead of relying on other mods that might be doing it wrong: https://wiki.factorio.com/Tutorial:Mod_settings ...
I suggest taking a look at this tutorial instead of relying on other mods that might be doing it wrong: https://wiki.factorio.com/Tutorial:Mod_settings ...
- Mon Feb 19, 2018 1:00 pm
- Forum: Implemented mod requests
- Topic: Resolve LocalisedString to string
- Replies: 12
- Views: 7168
Re: Resolve LocalisedString to string
There shouldn't be a need for this: you can nest localisedstrings and let them take parameters. This lets you display translated names for items/entities/etc. in console messages/GUI/etc.
[message]
mod-message-with-parameter=__1__ is an entity.
game.print{"message.mod-message-with-parameter ...
[message]
mod-message-with-parameter=__1__ is an entity.
game.print{"message.mod-message-with-parameter ...
- Mon Feb 19, 2018 12:31 pm
- Forum: Not a bug
- Topic: [16.23] Fluids have direction preference
- Replies: 7
- Views: 5465
Re: [16.23] Fluids have direction preference
I wonder how technically in-depth it would be to reverse the update order each tick, which would theoretically solve this without processing overhead.
That wouldn't change the behaviour or theoretically solve anything; if you built all the pipes in the reverse order, that would be exactly the ...
That wouldn't change the behaviour or theoretically solve anything; if you built all the pipes in the reverse order, that would be exactly the ...
- Sun Feb 18, 2018 8:45 am
- Forum: Not a bug
- Topic: [16.23] Fluids have direction preference
- Replies: 7
- Views: 5465
Re: [16.23] Fluids have direction preference
In the current implementation of Factorio fluids, there is a defined update order, so in T sections of pipe, one side will always have priority. This is not so much a bug, as a side-effect of how it was designed. North and West have priority IIRC.