Search found 13226 matches
- Sat Apr 06, 2024 3:13 am
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 9
- Views: 963
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
In general we don’t attempt to handle out of memory errors because there’s almost nothing that can be done in the standard execution path. But I’ll leave this to the Linux guys to decide if they want to try to handle this case. It seems unlikely it would succeed because if the fork ran out the main ...
- Thu Apr 04, 2024 1:14 am
- Forum: Not a bug
- Topic: [1.1.104] Robot drone pathfinding: infinite loops
- Replies: 2
- Views: 244
Re: [1.1.104] Robot drone pathfinding: infinite loops
Thanks for the report however currently in 1.1 that's just how it works. Don't build networks like that if you want to avoid it. For 2.0 this was changed slightly: https://www.factorio.com/blog/post/fff-374
- Wed Apr 03, 2024 3:01 pm
- Forum: Technical Help
- Topic: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
- Replies: 2
- Views: 207
Re: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
Looking at the log file I see 2 issues. 1. You've forced the game to run as OpenGL which is measurably worse performance wise than the default of DirectX. Is there a reason you did this? 2. Your GPU has 2 GB of video memory and you're trying to run graphics heavy mods. My theory is you're running ou...
- Wed Apr 03, 2024 1:17 pm
- Forum: Minor issues
- Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
- Replies: 5
- Views: 403
Re: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
It's creating a hidden file with a random extension and only at the end it gets renamed to the real, non-hidden name. So I'm a bit surprised the game doesn't ignore it. The game can open saves that have been extracted into folders so the list of file types it needs to care about is more than just ....
- Wed Apr 03, 2024 12:26 am
- Forum: Not a bug
- Topic: Sound alignment is off
- Replies: 14
- Views: 6068
Re: Sound alignment is off
I'll hand this over to the sound guy but I doubt this will ever work as you want. Sounds just aren't designed with that amount of control in mind in Factorio.
- Mon Apr 01, 2024 2:54 pm
- Forum: Fixed for 2.0
- Topic: [boskid][1.1.104] Large saves fail to load on Linux with Bad zip file
- Replies: 4
- Views: 541
Re: [1.1.104] Large saves fail to load on Linux with Bad zip file
Do you have one of these saves that you could send me somehow?
- Sat Mar 30, 2024 11:21 pm
- Forum: Technical Help
- Topic: [1.1.106] steam error
- Replies: 13
- Views: 703
Re: [1.1.106] steam error
Are you running some beta version of steam? From a quick search; have you tried steam-runtime instead of steam-native?
- Sat Mar 30, 2024 10:56 pm
- Forum: Technical Help
- Topic: [1.1.106] steam error
- Replies: 13
- Views: 703
Re: [1.1.106] steam error
Try reinstalling steam.
- Fri Mar 29, 2024 5:07 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 55764
Re: ARM Build
Every additional build of the game is another group of support tickets, another group of bug reports specific to that platform, another person needed to handle all of that for that platform. It's not just a matter of adding it to the release script and ignoring it for the rest of time. It's addition...
- Fri Mar 29, 2024 2:26 pm
- Forum: Minor issues
- Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
- Replies: 5
- Views: 403
Re: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
Why can't it remember the item visible at the top instead of scrolling to the selected item? Because that's not the default, and doing that is exactly the "extra GUI code" I want to avoid. If you want to avoid it, sync with a different folder and move to the actual saves folder when it's ...
- Fri Mar 29, 2024 1:26 pm
- Forum: Won't implement
- Topic: Provide a way to render entities (without creating entities)
- Replies: 2
- Views: 665
Re: Provide a way to render entities (without creating entities)
Given that's something we've wanted several times over the years and have still not found a way to do nicely. I don't see this happening. Sorry.
- Fri Mar 29, 2024 12:51 pm
- Forum: Minor issues
- Topic: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
- Replies: 5
- Views: 403
Re: [1.1.100] Load dialog constantly scrolls back to selected item while something is writing in the saves folder
Thanks for the report. The reason it scrolls back to the selection is due to how the GUI refreshes the list. When file contents change it refreshes by deleting everything in the list and then re-adding them. After it finishes that it scrolls to the selected save file. So if the files are constantly ...
- Thu Mar 28, 2024 11:14 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Null pointer dereference in rail.cpp
- Replies: 6
- Views: 555
Re: [1.1.104] Null pointer dereference in rail.cpp
It can happen that the instructions the CPU is told to execute (that came from RAM) were corrupt. Additionally anything stored on the C++ stack will end up in RAM somewhere which can also get corrupt by bad RAM. I'm not saying it's impossible there's some base game bug. But given nobody else is here...
- Thu Mar 28, 2024 10:46 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Null pointer dereference in rail.cpp
- Replies: 6
- Views: 555
Re: [1.1.104] Null pointer dereference in rail.cpp
I've also seen people running their RAM overclock profiles report their computer was "completely stable" and then get random crashes in Factorio indicating it was not in fact completely stable. Disabling the overclocks fixed the issue(s) for those people.
- Thu Mar 28, 2024 7:55 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Null pointer dereference in rail.cpp
- Replies: 6
- Views: 555
Re: [1.1.104] Null pointer dereference in rail.cpp
Thanks for the report however that log file does not appear to be the correct one. It does not show any crash. Based off your description of the crash and where you say it was pointing my best guess is you have unstable and or failing hardware. Are you experiencing any other issues with other games/...
- Thu Mar 28, 2024 7:24 pm
- Forum: Minor issues
- Topic: [1.1.104] LuaGameScript::is_multiplayer() is false on_init
- Replies: 1
- Views: 172
Re: [1.1.104] LuaGameScript::is_multiplayer() is false on_init
Thanks for the report. Because of how that value works and because it can switch between single player and multiplayer it takes 1 or more updates after a save is loaded before the live value is populated.
- Tue Mar 26, 2024 9:31 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Daisy-chained research labs can jam with modded tech costs
- Replies: 1
- Views: 256
Re: [1.1.104] Daisy-chained research labs can jam with modded tech costs
Thanks for the report. This is now fixed for 2.0.
- Tue Mar 26, 2024 6:03 pm
- Forum: Fixed for 2.0
- Topic: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
- Replies: 1
- Views: 1312
Re: [Rseding] [1.1.36] gui_type.bonus not actualized when changing Force bonuses
Thanks for the report. This is now fixed for 2.0.
- Mon Mar 25, 2024 9:46 pm
- Forum: Bug Reports
- Topic: [1.1.76] Tooltip for recipe in crafting gui fails to appear
- Replies: 1
- Views: 686
Re: [1.1.76] Tooltip for recipe in crafting gui fails to appear
Thanks for the report. I looked into this and it seems this behavior is built into the GUI library we use since 9+ years ago. If a widget is clicked before the hover time expires it marks it as "do not hover anymore" which disables the tooltip for the widget. I have no idea why it works li...
- Mon Mar 25, 2024 8:50 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Cliff deconstruction cannot be cancelled normally and is not actioned by construction bots
- Replies: 1
- Views: 265
Re: [1.1.104] Cliff deconstruction cannot be cancelled normally and is not actioned by construction bots
Thanks for the report. This is now fixed for 2.0.