Search found 13234 matches
- Wed May 15, 2024 5:21 pm
- Forum: Bug Reports
- Topic: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
- Replies: 7
- Views: 210
Re: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
I looked into this and it looks like there was some confusion in the past. Someone with source access made a pull request that claimed it fixed that report. When in reality it was code to fix this report https://forums.factorio.com/99793 Is that the right bug? Your "fixed" declaration pre...
- Wed May 15, 2024 5:19 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Game hangs when an item's burnt result is set to itself
- Replies: 3
- Views: 160
Re: [1.1.107] Game hangs when an item's burnt result is set to itself
Thanks for the report. The key part I missed with the other bug report is the freeze happens when generating/loading a map. I do not have menu simulations enabled so the game would always load to the main menu for me. For the other report it would freeze as soon as it would try to load the first men...
- Wed May 15, 2024 4:27 pm
- Forum: Bug Reports
- Topic: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
- Replies: 7
- Views: 210
Re: [1.1.107] Burning a fuel with burnt_result in a burner with no result slots locks up burner
I looked into this and it looks like there was some confusion in the past. Someone with source access made a pull request that claimed it fixed that report. When in reality it was code to fix this report https://forums.factorio.com/99793 A burner with no burnt_result inventory is still a "mod s...
- Tue May 14, 2024 2:40 am
- Forum: Modding interface requests
- Topic: Remove all simple forms of properties that are defined in table and simple form
- Replies: 11
- Views: 430
Re: Remove all simple forms of properties that are defined in table and simple form
As a general answer: "no" Some things are changed in 2.0 but most of what you listed are not going to be changing. Furthermore, I expect that you can probably remove a few thousand lines of c++ code for handling the different variations as well. (which I guess would technically also speed ...
- Mon May 13, 2024 3:29 pm
- Forum: Bug Reports
- Topic: [1.1.107] Crash when loading a save Error TransportLine.cpp:1120: prevAdjustedItemPosition < this->length.value was not
- Replies: 2
- Views: 242
Re: [1.1.107] Crash when loading a save Error TransportLine.cpp:1120: prevAdjustedItemPosition < this->length.value was
Can you reproduce the issue from a fresh map using those mods and provide steps how?
- Mon May 13, 2024 3:23 am
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 8
- Views: 371
Re: Excessive savefile load times
The issue is your blueprint library. It's *HUGE* - 613 megabytes. Every time you load a save file (or create one) the game starts transferring the library into the save so the contents can be used. You can resolve the issue by trimming some 95% of what you have in the library. Or just delete it comp...
- Sun May 12, 2024 3:49 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 4
- Views: 274
Re: Performance problem with pathing
I’ll look into it more tomorrow but from what I saw it seems like the cache count has been increased by a factor of 100, and then every time the biters are damaged they request a new path to the target. But before the new path can be completed they are damaged again and the old request is thrown out...
- Sun May 12, 2024 2:36 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 4
- Views: 274
Re: Performance problem with pathing
This looks like it might be related to the scenario you're using and it changing path-finder settings. Every time one of the biters is damaged it calls for reinforcements which triggers a re-path.
- Sat May 11, 2024 2:34 pm
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 8
- Views: 371
Re: Excessive savefile load times
Can you please post he save file(s) mentioned here? Or post on google drive, dropbox, onedrive and link here.
- Thu May 09, 2024 12:12 pm
- Forum: Not a bug
- Topic: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon
- Replies: 4
- Views: 209
Re: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon
The cargo wagon has a direction as well and in your case it is not the same as the locomotive. It’s just far harder to see the direction because it looks close to the same.
- Wed May 08, 2024 9:54 pm
- Forum: Bug Reports
- Topic: [1.1.107] Nested blueprint books exhaust server memory
- Replies: 4
- Views: 321
Re: [1.1.107] Nested blueprint books exhaust server memory
You could also remove players ability to copy blueprints and or blueprint books so they would have to make them one at a time. Using the /permissions system. But that is similar to passwords where you have to micro manage who can and can’t do it.
- Wed May 08, 2024 9:51 pm
- Forum: Bug Reports
- Topic: [1.1.107] Nested blueprint books exhaust server memory
- Replies: 4
- Views: 321
Re: [1.1.107] Nested blueprint books exhaust server memory
I don’t see a way to avoid this provided players are allowed to make blueprints at all. Size just reduces how fast someone could do it. You could put a password on the server but I doubt you want to do that. In any public server there will be trolls and you will have to ban them. Maybe another devel...
- Tue May 07, 2024 4:13 pm
- Forum: Modding interface requests
- Topic: Some identifier linking mined entity events with mined item events
- Replies: 10
- Views: 1257
- Tue May 07, 2024 4:05 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Laggy upgrade planner
- Replies: 1
- Views: 205
Re: [1.1.107] Laggy upgrade planner
Thanks for the report. This is now fixed for 2.0.
- Tue May 07, 2024 12:54 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 249767
- Mon May 06, 2024 8:03 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 249767
Re: Performance optimization - post your saves
Why does this save use ~22 gb of memory when loaded? The player kirapple has made copies of copies of copies of blueprint books and stored them all in their inventory. You can use the command /open kirapple and then delete each book to reduce memory usage back to "normal" Based off near e...
- Fri May 03, 2024 3:13 pm
- Forum: Not a bug
- Topic: Placing resources under cliffs removes that cliff
- Replies: 1
- Views: 202
Re: Placing resources under cliffs removes that cliff
https://lua-api.factorio.com/latest/pro ... robability
The docs say "must be positive" but it can actually be set to 0. I've made a note to get them fixed.
The docs say "must be positive" but it can actually be set to 0. I've made a note to get them fixed.
- Thu May 02, 2024 1:46 am
- Forum: Minor issues
- Topic: [1.1.107] Crash with recursed concatenation of localisation strings
- Replies: 1
- Views: 156
Re: [1.1.107] Crash with recursed concatenation of localisation strings
Thanks for the report. Simply don’t do that.
- Tue Apr 30, 2024 10:39 pm
- Forum: Not a bug
- Topic: [1.1.107] Crash when idling with TimeButtons maxed
- Replies: 1
- Views: 153
Re: [1.1.107] Crash when idling with TimeButtons maxed
Thanks for the report however ...
As you said: your computer is unstable/failing. Once you fix that, the crashes will stop.Ekelbatzen wrote: ↑Tue Apr 30, 2024 10:23 pmThe new Memtest also has errors but less, there may be some more hardware faults other than RAM, regarding RAM access.
- Tue Apr 30, 2024 12:15 am
- Forum: Not a bug
- Topic: [1.1.107] Game crash after using LuaSurface::request_to_generate_chunks
- Replies: 2
- Views: 179
Re: [1.1.107] Game crash after using LuaSurface::request_to_generate_chunks
Thanks for the report however I don’t think you understand what you’re asking the game to do. You asked for a radius of 1000 chunks, or in other words: 2000x2000 chunks (4,000,000 chunks). That at some rough calculations would take around 19 gigabyte of RAM to just exist before entities generate. I ...