Search found 1428 matches

by Oxyd
Thu Apr 23, 2020 4:50 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.79] Crash: "abstractNodeIt != search.abstractNodes.end() was not true"
Replies: 4
Views: 3254

Re: [Oxyd][0.17.79] Crash: "abstractNodeIt != search.abstractNodes.end() was not true"

Sorry about the late reply and thanks for reporting this. It should be fixed in 0.18.20.
by Oxyd
Wed Feb 26, 2020 4:56 pm
Forum: Ideas and Suggestions
Topic: Flush Blueprint storage to disk
Replies: 14
Views: 3507

Re: Flush Blueprint storage to disk

mrvn wrote:
Wed Feb 26, 2020 4:46 pm
Why does that even have to be manual? The blueprint library isn't changed often and only by user action. Why not simply write it after every change?
A huge library with a lot of large blueprints could take a significant amount of time to save.
by Oxyd
Tue Feb 25, 2020 12:29 pm
Forum: Ideas and Suggestions
Topic: NSFF
Replies: 9
Views: 3053

Re: NSFF

Finally, the age of Linux-exclusive content is upon us. Out of pity for our freedom-deprived brethren, I attach a still from that video:
vlcsnap-2020-02-25-13h26m16s392.png
vlcsnap-2020-02-25-13h26m16s392.png (2 MiB) Viewed 2993 times
Also, as I'm sure you're well aware, that's just a limitation of how 2D games work and it's very unlikely to change.
by Oxyd
Mon Jan 27, 2020 4:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Commander::callForHelp
Replies: 2
Views: 1497

Re: [0.18.1] Commander::callForHelp

Thanks for the save, it helped me reproduce the bug. This should be solved in 0.18.2.
by Oxyd
Thu Jan 23, 2020 12:59 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.0] Biters and Spitters actively attack all rail segments in range.
Replies: 6
Views: 7934

Re: [Oxyd] [0.18.0] Biters and Spitters actively attack all rail segments in range.

Thanks for the save, fixed in 0.18.1. What exactly was fixed? That the game crashes or that bitter attack rails? That they're attacking rails. The log doesn't contain any information about the crash and it's not clear how to reproduce the crash, so there isn't much I can do about that, other than p...
by Oxyd
Thu Dec 19, 2019 2:00 pm
Forum: Implemented Suggestions
Topic: A more costly better-performing pathfinding
Replies: 4
Views: 1783

Re: A more costly better-performing pathfinding

they often just try to move from A to B in a direct line without even attempting pathfinding (Not sure if that's pathfinding related, or AAI-related, although I have a feeling the latter is at fault, but I don't know). If the entity doesn't even attempt to pathfind then it cannot be pathfinding-rel...
by Oxyd
Fri Nov 15, 2019 2:59 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.77] Multiplayer Core Desync
Replies: 6
Views: 5812

Re: [Oxyd] [0.17.77] Multiplayer Core Desync

Thanks, should be fixed in 0.17.78.
by Oxyd
Tue Nov 05, 2019 2:51 pm
Forum: Pending
Topic: [Oxyd] [0.17.74] Crash (PathFindAlgorithm::expandBaseNode)
Replies: 1
Views: 1344

Re: [Oxyd] [0.17.74] Crash (PathFindAlgorithm::expandBaseNode)

I've tried both with and without mods, and it never crashed for me. Is there something specific I need to do to see the crash?
by Oxyd
Thu Oct 31, 2019 3:48 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3739

Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Somehow these were set to 100. I set it back to 8000 and 1000 per data/base/prototypes/map_settings.lua and now it is working fairly well /c game.map_settings.path_finder.max_work_done_per_tick=8000 /c game.map_settings.path_finder.max_steps_worked_per_tick=1000 I will follow up with additional obs...
by Oxyd
Thu Oct 31, 2019 3:27 pm
Forum: Technical Help
Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
Replies: 4
Views: 2000

Re: [0.17.74] Server not starting

Well, something kills the Factorio process. Does the server maybe run out of memory? Maybe, free memory is about 3.3Gb, on my home computer this savegame takes about the same amount. How can i check this? You could run something like htop on the server to monitor the memory usage in real-time as Fa...
by Oxyd
Thu Oct 31, 2019 3:04 pm
Forum: Technical Help
Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
Replies: 4
Views: 2000

Re: [0.17.74] Server not starting

Well, something kills the Factorio process. Does the server maybe run out of memory?
by Oxyd
Tue Oct 29, 2019 3:17 pm
Forum: Pending
Topic: Linux: Laptop freeze when exiting game after not saving [0.17.x]
Replies: 9
Views: 3504

Re: Linux: Laptop freeze when exiting game after not saving [0.17.x]

Yea, I'm now also experiencing it when I did save the game. I logged into my laptop with SSH after the freeze and took some strace -ff of the factorio executable. You can find the strace of all the factorio pid's attached. It seems that factorio is crashing the nvidia driver somehow, because when I...
by Oxyd
Fri Oct 25, 2019 3:18 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 51480

Re: Friday Facts #318 - New Tooltips

but in game you will notice that they are slightly transparent and the also have a blurring effect Please, please if that's anything like MSWindows™ Aero Glass add a "not transparent" setting somewhere. It has horrible readability for my shitty eyes. Other than that the tooltips look real...
by Oxyd
Thu Oct 24, 2019 4:13 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.72] Crash in pathfinder: waitingClients.empty() was not true
Replies: 7
Views: 3450

Re: [0.17.72] Crash in pathfinder: waitingClients.empty() was not true

https://drive.google.com/open?id=1kWpvU9l-g6BMDOKqmRWwRfixFlYXwgaH Save file. Yes, now you mention it, there are a fair number of angry bitters.. PS Oxyd thankyou so much for your efforts at improving the pathfinder, it makes me so happy to see the gradual decrease in bitter foolishness.. :D It say...

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