Search found 50 matches

by DeHackEd
Tue Jun 23, 2026 10:36 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.1.7] Upgrade planner on space platform ghosts will not request new ghosts
Replies: 3
Views: 410

[Genhis][2.1.7] Upgrade planner on space platform ghosts will not request new ghosts

Build a space platform. Place ghosts that cannot be built. Use an upgrade planner to convert those ghosts into something else (I went with Epic Accumulators => Normal Accumulators).

Expected behaviour: platform requests the new item (normal accumulators)

Actual behaviour: new ghosts are not ...
by DeHackEd
Mon Jun 15, 2026 10:56 am
Forum: Not a bug
Topic: [2.0.76] Mining entities with bots leaves items on the ground
Replies: 3
Views: 283

Re: [2.0.76] Mining entities with bots leaves items on the ground

The same behaviour can be seen deconstructing terrain that yields multiple items, such as the huge rocks on Nauvis that produce both stone and coal. The stone is collected immediately and the coal is left on the ground to be picked up by other robots. Space Age provides additional examples. So I ...
by DeHackEd
Fri May 22, 2026 4:47 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.76] Crash pasting richtext in combinator description
Replies: 3
Views: 713

Re: [2.0.76] Factorio crashes when pasting Richtext inside of a combinator description textfield

Able to reproduce on Linux in English. Copy the text to your clipboard, paste into the combinator edit box, highlight the text in the box, and then re-paste. That should do it.
by DeHackEd
Sat Apr 04, 2026 12:44 pm
Forum: Not a bug
Topic: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
Replies: 9
Views: 3281

Re: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request

I'm gonna argue this one. Players have an expectation that personal roboport construction robots can only take from their main inventory. A precedent for this is that they can't take items out of your trash slots. Taking items out of your armor slot, or weapons or ammo slots, seems wrong. Those are ...
by DeHackEd
Tue Mar 10, 2026 10:14 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.75] lowering rocket_parts_required past a silo's stored parts deadlocks it
Replies: 2
Views: 1584

Re: [2.0.75] lowering rocket_parts_required's past a silo's stored parts deadlocks it

Based on a chat in Discord just recently, this may also apply to people trying to convert from Vanilla to space age in the same save. It's discouraged, but it also reduces the rocket part requirement from 100 to 50 which could set this off without needing "mods".
by DeHackEd
Mon Jan 19, 2026 7:04 pm
Forum: Bug Reports
Topic: [2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules
Replies: 3
Views: 657

Re: [2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules

Add more modules to the platform. The 2 you have aren't reserved. If you fill it up with modules it still won't insert them. In my recording I made several AM2 requesting modules... like, 3 or 4 or them. None got modules. The moment I deconstruct the upgrade-pending AM2 all of them suddenly get ...
by DeHackEd
Mon Jan 19, 2026 4:56 pm
Forum: Bug Reports
Topic: [2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules
Replies: 3
Views: 657

[2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules

Attached savegame with replay for reference. Some fumbling of the controls by me at the start.

Process:

1) Make a space platform. Send it Assembling Machine2 and some modules to be inserted.
2) Build the assembling machine on the platform with modules
3) Make a blueprint for an Assembling Machine ...
by DeHackEd
Sat Oct 11, 2025 3:28 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.69] Trains en route to temporary coordinates show up as part of a ghost station
Replies: 1
Views: 2585

[Genhis][2.0.69] Trains en route to temporary coordinates show up as part of a ghost station

This is an interaction of 2 odd facts.

1) When creating a ghost train stop, it doesn't have a name set. Normally this would be impossible as train stations can't have blank names set, but on creation the ghost station has no name until actually built.

2) When a train is heading to a temporary ...
by DeHackEd
Mon Apr 07, 2025 9:09 pm
Forum: Minor issues
Topic: [raiguard] [2.0.11] Large in-game downloads could be much faster
Replies: 4
Views: 2101

Re: [raiguard] [2.0.11] Large in-game downloads could be much faster

Based on the netstat output, I suspect that you're not fully draining the TCP buffer each cycle. Are you sure you've pulled as much data as you possibly can from curl before you move on to other game update code? That might help without impacting the code nearly as much, and provide a speed ...
by DeHackEd
Tue Jan 07, 2025 8:01 pm
Forum: Pending
Topic: [2.0.15] Map shows red dots where nothing exists
Replies: 29
Views: 9938

Re: [2.0.15] Map shows red dots where nothing exists

I have a reproducer for Gleba. There was just a n upgrade of Artillery Shell Range and the turrets have been busy. Enemies are incoming. In the moments after loading the save enemies will attack, be killed, and leave red dots on the map as they do. Don't take any action other than opening the map ...
by DeHackEd
Wed Nov 13, 2024 11:33 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 23699

Re: Smart Belt Dragging Setting

I would still prefer having both options... lock to straight lines but without the "smart" building is the sweet spot I like, and allows things like doing corners in map view from a long ways away that line up with targets.
by DeHackEd
Tue Nov 05, 2024 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Can't send quality starter pack (MR)
Replies: 3
Views: 21551

Re: [Rseding91] Can't send quality starter pack (MR)

I did this as well. It gave me my 10 starter foundations, which I can't use because they are Uncommon I can't place above-Normal tiles.

But the hub is still uncommon.
by DeHackEd
Mon Nov 04, 2024 2:41 am
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 23699

Re: Smart Belt Dragging Setting

Smart building has issues. It can lead players to make undergrounds under nature (trees, rocks) which is totally unacceptable, especially when ghost building and there's the expectation that robots will take care of it.

It also makes fixing drawing mistakes more difficult since smart mode will tend ...
by DeHackEd
Sat Nov 02, 2024 4:05 am
Forum: Minor issues
Topic: [raiguard] [2.0.11] Large in-game downloads could be much faster
Replies: 4
Views: 2101

[raiguard] [2.0.11] Large in-game downloads could be much faster

For context, I have fiber to the home at high speed (gigabit or so). But while inside factorio, downloads (eg: large mods, or game updates) are often self-throttling to about 3 megabytes/second. I know it could go faster because the TCP receive buffers are highly full when I check them:


tcp ...
by DeHackEd
Sat Oct 12, 2024 2:20 pm
Forum: Technical Help
Topic: [Solved] [1.1.110] Crash on launch
Replies: 6
Views: 1984

Re: [1.1.110] Crash on launch

Nope, this is happening during early initialization of libraries. With only the backtrace to work with, my gut says that Factorio is statically linked against libstdc++ but something dynamically linked is also using libstdc++ from your own system. There's a compatibility mismatch and it blows up ...
by DeHackEd
Sun Aug 18, 2024 2:20 pm
Forum: Ideas and Suggestions
Topic: Using Profile-Guided Optimization (PGO) to optimize Factorio's performance
Replies: 1
Views: 2798

Re: Using Profile-Guided Optimization (PGO) to optimize Factorio's performance

I suggested this to a dev recently as well.

There are a ton of ways this could go wrong though. In a game with mods, every possible mod concept (from an API standpoint) needs to be tested during Profile-generate mode. If not, it's possible PGO will think some specific feature is never ever used and ...
by DeHackEd
Fri Dec 16, 2022 7:18 pm
Forum: Technical Help
Topic: Can't use player-data.json from local host using Steam version of game
Replies: 0
Views: 1450

Can't use player-data.json from local host using Steam version of game

The super-short version is, my log files contain:


1.337 Info PlayerData.cpp:73: Local player-data.json unavailable
1.337 Info PlayerData.cpp:76: Cloud player-data.json available, timestamp 1671218050

... which is wrong for two reasons. First, I do have a local player-data.json. Second, I have ...
by DeHackEd
Mon Nov 21, 2022 10:52 pm
Forum: Technical Help
Topic: [1.1.70] Crashes - SE mod
Replies: 1
Views: 2565

Re: [1.1.70-1] Random Crashes - SE mod

The stack trace suggests this is happening inside an nVidia thread. Upgrade your graphics drivers.
by DeHackEd
Sat Nov 19, 2022 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.70] Crash when using chat [train=xxx] rich text and train deleted
Replies: 1
Views: 2834

[Genhis] [1.1.70] Crash when using chat [train=xxx] rich text and train deleted

If you're mouse-overing a [Train] rich text block in chat, and that train is deleted, the game crashes. Simple.

Save-game to reproduce attached. Load the game, QUICKLY open the chat console, and mouseover the [Train] rich text link. When the construction robot touches the locomotive, the game ...
by DeHackEd
Tue Oct 11, 2022 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs
Replies: 14
Views: 10075

Re: [1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs

If it's a low priority, okay. Issues shutting down a headless server under specific circumstances are fairly minor. But file it under some other category besides "Not a bug".

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