Search found 34 matches
- Thu Nov 14, 2024 9:17 pm
- Forum: Gameplay Help
- Topic: Surfaces Window
- Replies: 0
- Views: 138
Surfaces Window
In 2.0 (non space age) there is a Surfaces Window. This seems like a waste of space since there is only one surface. How do I disable it?
- Thu Jun 29, 2023 10:33 pm
- Forum: Technical Help
- Topic: [1.1.83] Crashes when ran from the command line.
- Replies: 2
- Views: 855
Re: [1.1.83] Crashes when ran from the command line.
I tried that. Same thing. I crashes (or at least exits without saving) when I close the starting powershell instance. I've also tried
Start .\Factorio.exe
and then I tried via cmd and you all the following. It's like it's sending a bunch of stuff to standard out and dies if it gets an error while ...
Start .\Factorio.exe
and then I tried via cmd and you all the following. It's like it's sending a bunch of stuff to standard out and dies if it gets an error while ...
- Sat Jun 17, 2023 9:39 pm
- Forum: Technical Help
- Topic: [1.1.83] Crashes when ran from the command line.
- Replies: 2
- Views: 855
[1.1.83] Crashes when ran from the command line.
I have a power shell script that backup the game and then starts factrio like this;
echo "Run"
cd "$FactorioDir\bin\x64"
.\Factorio.exe
The game comes up and works find but if I close the Powershell box that started it, factorio crashes. Nothing added to the log even when I add the -v option to ...
echo "Run"
cd "$FactorioDir\bin\x64"
.\Factorio.exe
The game comes up and works find but if I close the Powershell box that started it, factorio crashes. Nothing added to the log even when I add the -v option to ...
- Mon Dec 26, 2022 3:47 am
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 326758
Re: [photos] Factorio in real life
Warehouse 13?
- Thu Jul 11, 2019 2:07 am
- Forum: Duplicates
- Topic: Crash during update to 0.17.55
- Replies: 1
- Views: 908
Re: Crash during update to 0.17.55
May I suggest you disable the popup that asks players to send in the log file if you don't want them.
- Wed Jul 10, 2019 1:54 am
- Forum: Duplicates
- Topic: Crash during update to 0.17.55
- Replies: 1
- Views: 908
Crash during update to 0.17.55
The last two updates have crashed during update.
In both cases running it a second time updated it.
Here is the log from the last one.
In both cases running it a second time updated it.
Here is the log from the last one.
- Sun Jun 09, 2019 6:58 pm
- Forum: Duplicates
- Topic: Crash placing signal over chain signal.
- Replies: 1
- Views: 882
Crash placing signal over chain signal.
It happened instantly. Just as soon as I clicked.
Not much more to say as the log has the version info. Attached.
Not much more to say as the log has the version info. Attached.
- Mon Apr 08, 2019 4:22 pm
- Forum: Won't fix.
- Topic: [0.17.11] Two Problems with the trains list.
- Replies: 3
- Views: 1651
Re: [0.17.11] Two Problems with the trains list.
I hope there is a solution to these soon. It's especially hard on my laptop where the screen is 'vertically challenged'
- Thu Mar 14, 2019 6:05 am
- Forum: Not a bug
- Topic: Manually clearing inventory clears too much
- Replies: 8
- Views: 3898
Re: Manually clearing inventory clears too much
Pretty Odd that the devs would intend to take a great and useful feature away.Rseding91 wrote: Fri Mar 01, 2019 4:30 am Welcome to the new quickbar. That's working as intended. It's terrible.
- Fri Mar 01, 2019 3:41 am
- Forum: Not a bug
- Topic: Manually clearing inventory clears too much
- Replies: 8
- Views: 3898
Re: Manually clearing inventory clears too much
CDarklock, Thanks for trying to help but that doesn't address the actual issues at all.
I know how to move things (hundreds of hours and second mega-base). What's been broken is the ability to not move some things when you ctrl-click a empty slot (i.e. the subject line). I also know what 'locked ...
I know how to move things (hundreds of hours and second mega-base). What's been broken is the ability to not move some things when you ctrl-click a empty slot (i.e. the subject line). I also know what 'locked ...
- Fri Mar 01, 2019 2:13 am
- Forum: Not a bug
- Topic: Manually clearing inventory clears too much
- Replies: 8
- Views: 3898
Manually clearing inventory clears too much
We've lost the ability to clear most of your inventory.
It used to be you could open a chest, Ctrl-Left click and all your inventory would be pushed to the chest (that fit).
In 0.17.1 This also clears your hot bar. Meaning you can't automatically keep some basic things and you have to stand there ...
It used to be you could open a chest, Ctrl-Left click and all your inventory would be pushed to the chest (that fit).
In 0.17.1 This also clears your hot bar. Meaning you can't automatically keep some basic things and you have to stand there ...
- Sat Feb 23, 2019 7:57 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 177996
Re: Friday Facts #283 - Prepare to Launch
fff-283
If you having done the fluid thing yet. Take a look at this, It satisfies all your stated requirements and will improve fluids a lot.
(from Reddit)
Here is a very fast system that accomplishes all your liquid goals.
Divide the pipes into types.
Flow pipes are straight, turns and ...
If you having done the fluid thing yet. Take a look at this, It satisfies all your stated requirements and will improve fluids a lot.
(from Reddit)
Here is a very fast system that accomplishes all your liquid goals.
Divide the pipes into types.
Flow pipes are straight, turns and ...
- Sun Sep 16, 2018 12:12 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 138655
Re: Friday Facts #260 - New fluid system
Here is a very fast system that accomplishes all your liquid goals.
Divide the pipes into types.
Flow pipes are straight, turns and underground.
Juntion pipes are any pipe that has more then two connections.
Devices (pumps, assemblers, refineries, etc)
Forget individual pipes volumes and ...
Divide the pipes into types.
Flow pipes are straight, turns and underground.
Juntion pipes are any pipe that has more then two connections.
Devices (pumps, assemblers, refineries, etc)
Forget individual pipes volumes and ...
- Sun Jul 08, 2018 1:34 am
- Forum: Duplicates
- Topic: [0.16.51] Construction Robots stop working in various areas
- Replies: 10
- Views: 5163
Re: [0.16.51] Construction Robots stop working in various areas
Ok, but One network can still cover many chunks and presumably a logistics chest can be attached to zero networks.
- Fri Jul 06, 2018 3:04 am
- Forum: Duplicates
- Topic: [0.16.51] Construction Robots stop working in various areas
- Replies: 10
- Views: 5163
Re: [0.16.51] Construction Robots stop working in various areas
You may have misunderstood what I suggested. It's exactly the point of "divided by some chunk size" is to stop doing anything with OutsideRange ones. If you already have a "chunk" defined that's fine. I wasn't referring to that. However, if the dev team thinks so it could be attached to it that's ...
- Thu Jul 05, 2018 3:22 am
- Forum: Duplicates
- Topic: [0.16.51] Construction Robots stop working in various areas
- Replies: 10
- Views: 5163
Re: [0.16.51] Construction Robots stop working in various areas
that is of course assuming your using a flat data structure. Given you have an employee dedicated to optimisation I would not have guessed that. Maybe they are busy working on trains and pipes. Maybe when they get a sec you can separate ghost items into InRange and OutsideRange link lists divided by ...
- Tue Jul 03, 2018 6:45 am
- Forum: Duplicates
- Topic: [0.16.51] Construction Robots stop working in various areas
- Replies: 10
- Views: 5163
Re: [0.16.51] Construction Robots stop working in various areas
It will take the game many minutes to work through the queue of ghosts
Or many hours in this case. But two thoughts on this.
1) Is it necessary to even look at the ghosts that are not in roboport range?
2) The example is of a small area with only two roboports. Even if you want to limit for ...
Or many hours in this case. But two thoughts on this.
1) Is it necessary to even look at the ghosts that are not in roboport range?
2) The example is of a small area with only two roboports. Even if you want to limit for ...
- Mon Jul 02, 2018 9:18 pm
- Forum: Duplicates
- Topic: [0.16.51] Construction Robots stop working in various areas
- Replies: 10
- Views: 5163
[0.16.51] Construction Robots stop working in various areas
What did you do? - I stamp blueprints setup robotports, drop off some constructions robots and required materials then walk off.
What happened? - The construction robots fly to the roboports and just stay there.
What did you expect to happen instead? It might be obvious to you, but do it anyway! I ...
What happened? - The construction robots fly to the roboports and just stay there.
What did you expect to happen instead? It might be obvious to you, but do it anyway! I ...
- Fri Apr 27, 2018 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves
- Replies: 9
- Views: 3252
Re: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves
Good news. Thanks
- Wed Apr 25, 2018 5:43 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves
- Replies: 9
- Views: 3252
Re: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves
Sure, here is the save file as requested.