Search found 1428 matches

by Oxyd
Tue Dec 08, 2020 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Enemies target indestructible spider-vehicles
Replies: 1
Views: 781

Re: [Oxyd] Enemies target indestructible spider-vehicles

Thanks, should be fixed in 1.1.6.
by Oxyd
Tue Dec 08, 2020 11:59 am
Forum: Minor issues
Topic: [1.1.4] Factorio becomes non-responsive after switching consoles on linux
Replies: 7
Views: 2752

Re: [1.1.4] Factorio becomes non-responsive after switching consoles on linux

Hm, when I test this, the game doesn't freeze for me. The menu simulation goes black after switching back to X, but that goes away after resizing the window.
by Oxyd
Fri Dec 04, 2020 3:20 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.2] big group of biters not attacking after artillery hits
Replies: 1
Views: 2279

Re: [Oxyd] [1.1.2] big group of biters not attacking after artillery hits

Looks like the issue is that it's biters who are very close to the edge of the generated map and that causes issues for the pathfinder. Fixed in 1.1.6, thanks.
by Oxyd
Tue Dec 01, 2020 10:32 pm
Forum: Not a bug
Topic: [1.1.3] - Spidertron Grid UI not usable at UI Scale 125%
Replies: 3
Views: 1068

Re: [1.1.3] - Spidertron Grid UI not usable at UI Scale 125%

How big is your screen? Larger UI scales are for larger screens, from your screenshot it looks like there simply isn't enough space for the enlarged GUI to fit.
by Oxyd
Tue Dec 01, 2020 4:51 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5944

Re: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game

So, with Steam enabled I've seen the hang and subsequent crash myself, but also couldn't reproduce it reliably. Nevertheless, when I tried saving a file to Steam Cloud from both the parent and child processes, both processes hung immediately. So whilst I can't be 100% sure, I think the cause of this...
by Oxyd
Thu Nov 26, 2020 4:56 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game
Replies: 17
Views: 5944

Re: [1.1.1] Asynchronous save process stuck, crash when quitting game

This being connected to Steam storage would make sense to me. I also haven't really tried the Steam version, so I'll see if I can reproduce it this way.
by Oxyd
Fri Nov 20, 2020 2:49 pm
Forum: Technical Help
Topic: [1.0] Screenshot issues in Linux GNOME
Replies: 11
Views: 3049

Re: [1.0] Screenshot issues in Linux GNOME

1. If you do a screenshot of the whole screen (just print-screen) then the game window is just not visible (*). You see a checkerboard instead of it (same thing as graphic software use for marking transparent background). Seems to be a known bug in GNOME . 2. If you do a screenshot of active window...
by Oxyd
Thu Nov 19, 2020 3:09 pm
Forum: Not a bug
Topic: [1.0.0] Options screen recognizes input sent by xdotool, but bound keys do not work in-game
Replies: 2
Views: 1046

Re: [1.0.0] Options screen recognizes input sent by xdotool, but bound keys do not work in-game

Seems to work for me. What controls did you bind those inputs to? And what does Factorio call these buttons in the controls screen once bound? I get “Mouse button 4” for xdotool click 8.
by Oxyd
Mon Nov 16, 2020 2:55 pm
Forum: 1 / 0 magic
Topic: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
Replies: 4
Views: 2027

Re: [1.0.0] Server and Client crash - Fish Defender wave 1600

Could you post the scenario and the latest save that you've got?
by Oxyd
Tue Nov 10, 2020 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.26] Crash: "abstractNodeIt != search.abstractNodes.end() was not true"
Replies: 5
Views: 1592

Re: [Oxyd] [0.18.26] Crash: "abstractNodeIt != search.abstractNodes.end() was not true"

Looks like this was already fixed in 0.18.37. Even though the error message is different, I'm pretty sure it's the same bug.
by Oxyd
Wed Nov 04, 2020 4:21 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.72] Crash in pathfinder: waitingClients.empty() was not true
Replies: 7
Views: 3153

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

This sounds like an earlier version of this crash, which should be fixed in 1.1.0.
by Oxyd
Wed Nov 04, 2020 4:20 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.36] Crash: "!queue.empty() was not true"
Replies: 3
Views: 3429

Re: [Oxyd] [0.18.36] Crash: "!queue.empty() was not true"

Thanks, should be fixed in 1.1.0.
by Oxyd
Tue Nov 03, 2020 4:31 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.0.0] Biter lost in forest
Replies: 1
Views: 870

Re: [Oxyd] [1.0.0] Biter lost in forest

This is the same as this issue which will be fixed in 1.1.0.
by Oxyd
Tue Nov 03, 2020 4:28 pm
Forum: Fixed for 2.0
Topic: [Oxyd] [1.0.0] [Minor] Sometimes the dependency highlight in the tech tree does not work correctly
Replies: 6
Views: 2129

Re: [Oxyd] [1.0.0] [Minor] Sometimes the dependency highlight in the tech tree does not work correctly

I can't realy reproduce this and it's a pretty minor thing anyway, so moving to minor issues.
by Oxyd
Tue Nov 03, 2020 4:04 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.69] /server-save used in-game doesn't tell you if it didn't save the game
Replies: 1
Views: 2879

Re: [Oxyd] [0.17.69] /server-save used in-game doesn't tell you if it didn't save the game

Thanks, fixed in 1.1.0, it will now save the game to the same location it does on graceful exit.

Go to advanced search