Search found 1428 matches
- 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.
- Fri Mar 20, 2020 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.14] Graphs are not shown after using the search function in the production statistics GUI
- Replies: 2
- Views: 2099
Re: [Oxyd] [0.18.14] Graphs are not shown after using the search function in the production statistics GUI.
Thanks. Should be fixed in 0.18.15.
- Wed Mar 11, 2020 2:34 pm
- Forum: Duplicates
- Topic: [0.18.12] incorrect progressbar on additional infinity reseach
- Replies: 1
- Views: 873
- Wed Feb 26, 2020 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Flush Blueprint storage to disk
- Replies: 14
- Views: 3507
- 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:
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.
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.
- Mon Feb 03, 2020 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.2] Crash: this->lastDamageDealer->getSubstitute() == *this->lastDamageDealer was not true
- Replies: 11
- Views: 5759
- 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.
- Mon Jan 27, 2020 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.0] Crash: "attackTarget->getSubstitute() == attackTarget was not true"
- Replies: 2
- Views: 2423
Re: [Oxyd] [0.18.0] Crash: "attackTarget->getSubstitute() == attackTarget was not true"
Thanks, should be fixed in 0.18.2.
- 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...
- Thu Jan 23, 2020 10:52 am
- 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.
- 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...
- 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.
- Thu Nov 14, 2019 4:23 pm
- Forum: Implemented Suggestions
- Topic: Saved research progress should be shown before continuing research
- Replies: 18
- Views: 6635
Re: Saved research progress should be shown before continuing research
Yeah, yeah, yeah, implemented in 0.17.77.
- 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?
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...