Search found 1428 matches
- Mon Jan 10, 2022 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Biters run away from activating mines
- Replies: 4
- Views: 3873
Re: [Oxyd] Biters run away from activating mines
The flee behaviour is meant mostly as a last option when there's nothing they can do – like when they're being attacked by a turret on an unreachable island. I suppose it makes some sense for suddenly-armed landmines as well, but I agree that they should first look for an alternative target. So fixe...
- Tue Dec 21, 2021 11:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
- Replies: 2
- Views: 4379
Re: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
Thanks for the report. Biters are actually not supposed to chase you across the entire map for the reasons you mentioned. I changed it so that if the player is far enough away, they'll path toward the point where the fire originated – this should be reasonably close to where they took damage, and it...
- Wed Dec 08, 2021 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.42] Biter stuck on underground belt
- Replies: 3
- Views: 3621
Re: [Oxyd] [1.1.42] Biter stuck on underground belt
Thanks, fixed in 1.1.50.
- Mon Dec 06, 2021 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.48] Mini research bar not always showing.
- Replies: 1
- Views: 2267
Re: [1.1.48] Mini research bar not always showing.
Thanks, it will show the progress bar in 1.1.49.
- Tue Nov 30, 2021 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.42] Biters make a cuddle pile with me instead of brutally murdering myself and my base
- Replies: 7
- Views: 4930
- Mon Nov 29, 2021 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.48] game.map_settings.path_finder.fwd2bwd_ratio <= 1 never completes
- Replies: 2
- Views: 2635
Re: [Oxyd] [1.1.48] game.map_settings.path_finder.fwd2bwd_ratio <= 1 never completes
The comment is wrong. Maybe it was right at one point and then things changed internally, I don't know. In any case, the actual behaviour is that every fwd2bwd'th step is a backward step. So the lowest value that makes sense is 2, which means that every 2nd step is a backward one, so it's symmetric....
- Wed Oct 27, 2021 12:30 pm
- Forum: Not a bug
- Topic: [1.1.42] Factorio makes XOrg freeze sometimes
- Replies: 2
- Views: 1470
Re: [1.1.42] Factorio makes XOrg freeze sometimes
Well X.org has no business freezing no matter what Factorio – or any other program – does. I'd blame the AMD driver, especially since Googling “linux amd freeze” returns a bunch of results describing an issue similar to yours.
Does dmesg or journalctl contain anything interesting?
Does dmesg or journalctl contain anything interesting?
- Tue Oct 26, 2021 3:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
- Replies: 6
- Views: 4053
Re: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
It's because Companion Drones contains a spider leg definition that has scale set to 0, which then causes a division by zero in the game. Fixed for 1.1.44, thanks for the logs!
- Wed Oct 06, 2021 12:40 pm
- Forum: Not a bug
- Topic: [1.1.41] Biters Stop Moving or Attacking Off Screen
- Replies: 4
- Views: 1878
Re: [1.1.41] Biters Stop Moving or Attacking Off Screen
This is correct behaviour. Most of the biters on map are disabled to save resources, which can look quite stupid if you look closely but that's how it works.
- Tue Sep 28, 2021 5:19 pm
- Forum: 1 / 0 magic
- Topic: [1.1.39] Mouse clicks and position are read at different times
- Replies: 5
- Views: 2343
Re: [1.1.39] Mouse clicks and position are read at different times
I can't reproduce this on Linux either. It's possible that the CPU spike lags the whole system and the mouse event the game receives is generated from the new location of the mouse.
- Wed Sep 22, 2021 1:00 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 24639
- Fri Sep 10, 2021 3:46 pm
- Forum: Technical Help
- Topic: [Linux] Game bug - problems with loading
- Replies: 12
- Views: 2648
Re: [Linux] Game bug - problems with loading
So there must be some extra element that made it not work, and it's yet unclear what that element is. I guess that the issue here may be the placeholder of a path with is interpreted not as it should... Well it's interpreted correctly for other people, yet on your computer it isn't. So the question...
- Fri Sep 10, 2021 2:31 pm
- Forum: Technical Help
- Topic: [Linux] Game bug - problems with loading
- Replies: 12
- Views: 2648
Re: [Linux] Game bug - problems with loading
Well no, if you just extract the archive and run the game, it should work: [lily] /tmp % tar xf factorio_alpha_x64_1.1.39.tar.xz [lily] /tmp % cd factorio [lily] /tmp/factorio % ./bin/x64/factorio 0.000 2021-09-10 16:29:39; Factorio 1.1.39 (build 58937, linux64, full) … So there must be some extra e...
- Fri Sep 10, 2021 2:21 pm
- Forum: Technical Help
- Topic: [Linux] Game bug - problems with loading
- Replies: 12
- Views: 2648
Re: [Linux] Game bug - problems with loading
It is permanently fixed, you just managed to break something somehow and didn't tell us what you broke or how.
- Thu Sep 09, 2021 3:00 pm
- Forum: Technical Help
- Topic: [1.1.39] Error using prime-run: "Could not make GL context current: BadAlloc" (Arch Linux)
- Replies: 11
- Views: 3441
Re: [1.1.39] Error using prime-run: "Could not make GL context current: BadAlloc" (Arch Linux)
I don't honestly know, I have no experience with prime-run, sorry.
I would try the standalone version of Factorio to see if Steam somehow interferes – Steam is still 32-bit and Factorio is 64, so that could potentially cause issues.
I would try the standalone version of Factorio to see if Steam somehow interferes – Steam is still 32-bit and Factorio is 64, so that could potentially cause issues.
- Wed Sep 08, 2021 3:30 pm
- Forum: Technical Help
- Topic: [1.1.39] Error using prime-run: "Could not make GL context current: BadAlloc" (Arch Linux)
- Replies: 11
- Views: 3441
Re: [1.1.39] Error using prime-run: "Could not make GL context current: BadAlloc"
0.679 Error MessageDialog.cpp:211: Unable to show message dialog. SDL Error: [No message system available] I think this error is quite telling. It seems that Factorio can't talk to the rest of the windowing system to even display an error message box. When you say you used Manjaro before, does that...
- Tue Aug 17, 2021 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] "Enable non-blocking saving" is not working when restarting multiplayer game with "continue" button
- Replies: 2
- Views: 4680
- Thu Jul 08, 2021 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.35] Slow robot take-off when entering a roboport is cancelled
- Replies: 1
- Views: 2373
Re: [Oxyd] [1.1.35] Slow robot take-off when entering a roboport is cancelled
Thanks, should be fixed in 1.1.36.
- Mon May 24, 2021 2:05 pm
- Forum: Won't fix.
- Topic: [1.1.33] Crash in std::basic_regex initialization on musl with gcompat (Alpine Linux)
- Replies: 1
- Views: 1273
Re: [1.1.33] Crash in std::basic_regex initialization on musl with gcompat (Alpine Linux)
Unfortunately, for now the game requires glibc and we have no plans to provide an additional build. Switching from glibc to musl may be something to consider in the future, but absolutely no promises.
- Wed Mar 24, 2021 9:03 pm
- Forum: Releases
- Topic: Version 1.1.30
- Replies: 21
- Views: 24684