I'm 98% certain this is hardware-related.
Turns out DDR5 is finicky and my motherboard needed an update to deal with the mem, even through it is QVL.
Just ran the same save for 20 minutes without issue.
Feel free to close. Can reopen if it re-occurs
Search found 48 matches
- Mon Feb 06, 2023 2:25 pm
- Forum: 1 / 0 magic
- Topic: F1.1.76 CTD [Possible Hardware]
- Replies: 2
- Views: 1192
- Sun Feb 05, 2023 8:27 am
- Forum: 1 / 0 magic
- Topic: F1.1.76 CTD [Possible Hardware]
- Replies: 2
- Views: 1192
F1.1.76 CTD [Possible Hardware]
Hi,
I just installed my new computer [and am still debugging it so this might be hardware related!]
I was trying to debug an nvidia driver issue, so am currently running on the integrated graphics. I was curious if the CPU could handle my megabase, so I booted up Factorio. It ran buttery-smooth for ...
I just installed my new computer [and am still debugging it so this might be hardware related!]
I was trying to debug an nvidia driver issue, so am currently running on the integrated graphics. I was curious if the CPU could handle my megabase, so I booted up Factorio. It ran buttery-smooth for ...
- Wed Jun 03, 2020 6:43 am
- Forum: Ideas and Suggestions
- Topic: GUI Should remember time selection in production screen
- Replies: 4
- Views: 1970
Re: GUI Should remember time selection in production screen
The new production GUI has dropped, and sadly this tweak wasn’t included. Allow me to make another plea.
Personally, I find the default to the previous 5sec to be very annoying. The time range is too short to be useful, and the numbers jump around too much to get an idea of the status of the ...
Personally, I find the default to the previous 5sec to be very annoying. The time range is too short to be useful, and the numbers jump around too much to get an idea of the status of the ...
- Thu Mar 12, 2020 7:10 am
- Forum: Releases
- Topic: Version 0.18.11
- Replies: 20
- Views: 14874
Re: Version 0.18.11
Klonan, please make the new gui remember the selected time interval. The gui already remembers the selected products, after all.
- Sat Mar 07, 2020 7:24 am
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 36530
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Please, please, please make the new statistics window remember the time frame that was previously selected.
I’d much rather see the 10m or the 1h stats than the last 5 seconds, and it would be great if the window could remember that selection.
I’d much rather see the 10m or the 1h stats than the last 5 seconds, and it would be great if the window could remember that selection.
- Fri May 17, 2019 4:55 am
- Forum: Not a bug
- Topic: 0.17.X Blueprint library lost switching between two computers
- Replies: 1
- Views: 1227
0.17.X Blueprint library lost switching between two computers
I usually play on my desktop PC, which was updated to 0.17.38.
This week I decided to play a little on my laptop, which was at 0.17.X (unknown, several weeks old)
Factorio updated through steam, All mods updated, Last save loaded as expected.
About an hour in, I realised my blueprint library wasn’t ...
This week I decided to play a little on my laptop, which was at 0.17.X (unknown, several weeks old)
Factorio updated through steam, All mods updated, Last save loaded as expected.
About an hour in, I realised my blueprint library wasn’t ...
- Mon Mar 04, 2019 9:53 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 46279
Re: Version 0.17.5
I like the mining change. On a base which can crank out 5k+ research, opening the research window to click yet another level of mining becomes very tedious.
...
Still I concur with earlier posts, at a certain point, the new formula becomes nothing more then a rounding error. The really big thing ...
- Fri Jul 20, 2018 4:35 pm
- Forum: Ideas and Suggestions
- Topic: GUI Should remember time selection in production screen
- Replies: 4
- Views: 1970
GUI Should remember time selection in production screen
When I look at production or electricity stats, I am generally interested in the trend, so I almost always switch to a 1m or 10m selection. It would be awesome if the GUI remembered what I had last set it to, and it would remain on that time-scale after closing and re-opening the window. This would ...
- Sun Jul 30, 2017 9:23 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 73409
Re: [Mod 0.15] Power Armor MK3
I just started using this mod, and I noticed that there's a tier-3 battery, which unlike the other modules doesn't upgrade from the vanilla tier-2 batteries? Is this intended? It feels a bit odd that the recipe does not require batteries.
Also wondering if there's any upgrades to the fusion reactor ...
Also wondering if there's any upgrades to the fusion reactor ...
- Fri Jul 28, 2017 10:43 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1020846
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Can anyone point me to a blueprint for an 'optimal' 2 or 4-lane T-junction?
I assume there is a reference design, and the people in this thread have it, but I've been unable to find it.
I assume there is a reference design, and the people in this thread have it, but I've been unable to find it.
- Sat Jun 17, 2017 8:12 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 51892
Re: [0.15.*] Feedback topic
I have a game started in 0.13.X with RSO, and upgraded to 0.15.X along the way.
I just noticed that my depleted oil wells produce 0.3 oil/sec. The minimum for a base game is supposedly 2/sec. Is this intended?
Thats a base game thing. Oil wells changed in 0.15 I think with fluid value changes but ...
I just noticed that my depleted oil wells produce 0.3 oil/sec. The minimum for a base game is supposedly 2/sec. Is this intended?
Thats a base game thing. Oil wells changed in 0.15 I think with fluid value changes but ...
- Fri Jun 16, 2017 10:24 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 51892
Re: [0.15.*] Feedback topic
I have a game started in 0.13.X with RSO, and upgraded to 0.15.X along the way.
I just noticed that my depleted oil wells produce 0.3 oil/sec. The minimum for a base game is supposedly 2/sec. Is this intended?
I just noticed that my depleted oil wells produce 0.3 oil/sec. The minimum for a base game is supposedly 2/sec. Is this intended?
- Sun May 14, 2017 6:36 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 73409
Re: [Mod 0.15] Power Armor MK3 0.0.6
Could you make the power grid size configurable?
I prefer the 20x20 grid, as there is no upgraded fusion reactor, and dealing with biters just gets tiresome after a while.
I prefer the 20x20 grid, as there is no upgraded fusion reactor, and dealing with biters just gets tiresome after a while.
- Wed May 10, 2017 7:40 am
- Forum: Resolved Problems and Bugs
- Topic: [.15.6] Crash on loading save on: "FluidBox::PipeConnection::PipeConnection"
- Replies: 3
- Views: 1872
Re: [.15.6] Crash on loading save on: "FluidBox::PipeConnection::PipeConnection"
Thank you! You guys are awesome.
- Thu May 04, 2017 6:51 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 51892
Re: [0.15.*] Feedback topic
I have a megabase-save which was started using RSO. Is there a way to dial back biter generation now that the game is underway?
I never realised that biters were affected by RSO, but I'd like to reduce their frequency by quite a bit to save time.
I never realised that biters were affected by RSO, but I'd like to reduce their frequency by quite a bit to save time.
- Thu May 04, 2017 6:48 am
- Forum: Resolved Problems and Bugs
- Topic: [.15.6] Crash on loading save on: "FluidBox::PipeConnection::PipeConnection"
- Replies: 3
- Views: 1872
Re: [.15.6] Crash on loading save.
I managed to load the save by disabling creative mode, so there was something wrong in the interaction between my save and the mod. Other saves I had loaded with that version, so I didn't think it was the mod.
I'm not sure if you can close this, as I can't reproduce the original crash anymore, or ...
I'm not sure if you can close this, as I can't reproduce the original crash anymore, or ...
- Tue May 02, 2017 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [.15.6] Crash on loading save on: "FluidBox::PipeConnection::PipeConnection"
- Replies: 3
- Views: 1872
[.15.6] Crash on loading save on: "FluidBox::PipeConnection::PipeConnection"
Steam updated, I updated my mods, then loaded my save.
Migration notice due to a changed creative mode mod entity
Then an immediate crash.
Save was started in a .14.x version, but previously migrated to .15
The save/base is pretty large. Loading it might take a while, even though the base is ...
Migration notice due to a changed creative mode mod entity
Then an immediate crash.
Save was started in a .14.x version, but previously migrated to .15
The save/base is pretty large. Loading it might take a while, even though the base is ...
- Thu Apr 27, 2017 8:54 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 698383
Re: Simple Questions and Short Answers
How many heat exchangers to a reactor?
How many turbines to a heat exchanger?
What are the ideal theoretical ratio's?
Edit: Is there a good way to see the pressure/flow in pipes?
How many turbines to a heat exchanger?
What are the ideal theoretical ratio's?
Edit: Is there a good way to see the pressure/flow in pipes?
- Wed Apr 26, 2017 3:19 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 465699
Re: [MOD 0.15.1+] Creative Mode 0.3.0 - Update for 0.15!
Error while running event creative-mode::on_tick (ID 0)
__creative-mode__/scripts/util.lua:177: attempt to index local 'item' (a number value)
When enabling instant construction/blueprint laying and applying a blueprint
0.15.2?
I have the same error when I load my design/cheat save started in ...
__creative-mode__/scripts/util.lua:177: attempt to index local 'item' (a number value)
When enabling instant construction/blueprint laying and applying a blueprint
0.15.2?
I have the same error when I load my design/cheat save started in ...
- Wed Apr 26, 2017 8:37 am
- Forum: Resource Spawner Overhaul
- Topic: Best way to increase density of ore on existing save
- Replies: 7
- Views: 6985
Best way to increase density of ore on existing save
Hi all,
I've put several hunderd hours into a save that wasn't intended to run as long, but it is slowly turning into a megabase.
With the upgrade to .15, I'd like to find a way to increase either the richness of ore deposits or their frequency a bit, as building outposts takes up more and more of ...
I've put several hunderd hours into a save that wasn't intended to run as long, but it is slowly turning into a megabase.
With the upgrade to .15, I'd like to find a way to increase either the richness of ore deposits or their frequency a bit, as building outposts takes up more and more of ...