Search found 945 matches
- Mon Jan 01, 2024 10:17 pm
- Forum: Duplicates
- Topic: Freeze while saving
- Replies: 4
- Views: 411
Re: Freeze while saving
Thanks for the reply! non-blocking save was a godsend with K2SE. Note that this is the first time it occurred and it had no real impact, just figured it would be good to report...
- Mon Jan 01, 2024 6:43 pm
- Forum: Duplicates
- Topic: Freeze while saving
- Replies: 4
- Views: 411
Freeze while saving
Factorio froze while autosaving. It looks like the save actually did succeed (just restarted from autosave3 and seems fine), but factorio froze and I had to kill -9 it. Last lines of log seem to suggest the save just never returned, but it's possible of course that something else caused the freeze a...
- Sun Dec 03, 2023 3:57 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39550
Re: Friday Facts #387 - Swimming in lava
If an intermediate is only ever used for one thing then perhaps it should be more useful or be removed You have no idea how much of a relief it is to read these words. This was my single biggest frustration when trying to play Space Exploration (unique single-use buildings that make unique single-u...
- Mon Sep 12, 2022 10:04 pm
- Forum: Releases
- Topic: Version 1.1.69
- Replies: 25
- Views: 25345
- Wed Jan 19, 2022 11:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.51] Crashes frequently after update to new version
- Replies: 5
- Views: 2231
Re: [1.1.51] Crashes frequently after update to new version
Upgraded to .52 and issue no longer occurs, thanks! You guys are the best! <3
- Tue Jan 18, 2022 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.51] Crashes frequently after update to new version
- Replies: 5
- Views: 2231
Re: [1.1.51] frequent crashes after update to new version
Excellent, thanks! I didn't see it on the forums but maybe it didn't look very well .
- Tue Jan 18, 2022 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.51] Crashes frequently after update to new version
- Replies: 5
- Views: 2231
[1.1.51] Crashes frequently after update to new version
Playing a modded game (Krastorio 2), and IIRC I previously had weird issues that might be related to a hardware problem. However, played fine until updating to 1.1.51 this morning. I play the game for a couple minutes and it crashes. First time it happened while selecting an area to copy, but I thin...
- Tue Jul 06, 2021 7:08 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10k spm base, aesthetic rating:0/10
- Replies: 3
- Views: 3656
Re: 10k spm base, aesthetic rating:0/10
Nice! I made a 10kspm base using modular raw-to-science units like that, but went for 500spm and used many-to-many ore trains rather than independent local units like this. Did you consider doing direct-to-train mining to avoid the belts and inserters around ore fields? I think it makes it even more...
- Wed Mar 17, 2021 6:46 pm
- Forum: 1 / 0 magic
- Topic: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
- Replies: 3
- Views: 1950
Re: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
(the weird thing is, I played factorio for >5 years, and never had any stability issues, always playing experimental and also using mods. I didn't make major hardware or software changes in the last year(s), and now within a week I get crashes... Of course it's possible I have a new hardware issue t...
- Wed Mar 17, 2021 4:03 pm
- Forum: 1 / 0 magic
- Topic: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
- Replies: 3
- Views: 1950
[1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
It's me again. Same base, same computer. Didn't have any crashes since the last post (a week ago?), playing pretty intensively. Factorio crashed again just now while AFK. Log is attached, let me know if you need anything from me.
- Mon Mar 08, 2021 7:20 pm
- Forum: Pending
- Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
- Replies: 5
- Views: 2430
Re: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Update: I rebooted my computer, and the problem seems to have gone away...
Edit: Had the game on most of the evening, no crash. So apparently it was indeed my computer being weird. Sorry!
Edit: Had the game on most of the evening, no crash. So apparently it was indeed my computer being weird. Sorry!
- Mon Mar 08, 2021 12:32 pm
- Forum: Pending
- Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
- Replies: 5
- Views: 2430
Re: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
You make me feel special :) Here's a link to the save file: https://www.dropbox.com/s/b2cay1a8o91qik5/_autosave1_backup.zip?dl=0 [e: just copied the autosave to _autosave1_backup.zip and replaced the link, I was afraid that dropbox might automatically track a new version of the file] I'll try to loa...
- Mon Mar 08, 2021 8:50 am
- Forum: Pending
- Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
- Replies: 5
- Views: 2430
Re: [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Probably not really relevant anymore, but the game just crashed again while I was AFK (so certainly not walking around with spidertron). Log attached.
(edit: and another crash now. So it seems something is actually wrong)
(edit: and another crash now. So it seems something is actually wrong)
- Sun Mar 07, 2021 9:51 pm
- Forum: Pending
- Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
- Replies: 5
- Views: 2430
Re: [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Another crash happened about 15 minutes later, log attached.
- Sun Mar 07, 2021 8:41 pm
- Forum: Pending
- Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
- Replies: 5
- Views: 2430
[kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
I've been playing over 5 years now, always with experimental updates, and AFAIK this is the first time the game crashed on me. I've attached the log, I'm not really sure what caused it. I was restocking while in spidertron, had just picked up some engines and walked to the rails to place a new train...
- Sun May 24, 2020 2:58 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 53512
Re: Friday Facts #348 - The final GUI update
I like everything except the double row of tabs in the crafting menu. There are 6 options (in vanilla; 4 craft categories, character, and logistics), I don't think 6 options need a two-level menu structure. Most annoyingly/confusingly, one of the craft categories is called logistics. Thus, when you ...
- Wed May 06, 2020 9:16 am
- Forum: Ideas and Suggestions
- Topic: More circuit signals and controls: pumps, heat pipes, exchangers
- Replies: 1
- Views: 1139
More circuit signals and controls: pumps, heat pipes, exchangers
I would like to propose some new circuit signals to help monitor and control esp. fluid and heat flow: - Pumping speed signal: Pumps have a new (ish?) feature where you see actual "pumping speed" in user interface (i.e. pumping speed: 1259/12000). It would be nice if this could be measured...
- Fri Apr 10, 2020 2:40 pm
- Forum: General discussion
- Topic: 0.18, bus, orphan trains.
- Replies: 6
- Views: 4329
Re: 0.18, bus, orphan trains.
So it seems like even with the one place buffer in front of loading stations you are subject to the Thundering Herd problem (lots of trains all head for one enabled station; one or two get there disabling it; rest of Herd charges off to next enabled station, probably on other side of map; rinse, re...
- Tue Apr 07, 2020 8:32 am
- Forum: General discussion
- Topic: 0.18, bus, orphan trains.
- Replies: 6
- Views: 4329
Re: 0.18, bus, orphan trains.
[... trains ...] With vanilla there are some things that are difficult to do with trains without very elaborate circuit network structures, timers, and triggers. However, I'm pretty happy with my current setup with one-to-many and many-to-many connections. 1. Fuel There is one place that produces fu...
- Sun Mar 22, 2020 6:13 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 18206
Re: [0.16] The Blueprint Lab 0.2.4
Thanks for this mod! I would wish some way to generate and consume full belts of resources, maybe including loaders would do the trick? Anyway, I have a bug report: Game crash when returning from blueprint lab. Seems reproducible - if I reload the autosave and exit the lab it triggers the error. sta...