Hello.
It is solved.
BIOS upgrade messed with XMP memory profile settings and set default 1,2V (JEDEC) instead of 1,45V (XMP) - which my memory needs to run on full frequency. That's never happened before. It also lowered frequency to 3400MHz instead 3600MHz.
My Asus Rog Mobo has Memtest x86 10 ...
Search found 22 matches
- Fri Nov 03, 2023 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
- Thu Nov 02, 2023 1:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
Re: [1.1.94] Autosave crashes - WIN11
Yep, last two crashes did not happen during autosave. Two others before were right in the middle of autosaving process.
My save/temporary files are on the NVME PCIE 3.0 x4 system drive C:/ which has 30k GB writes and 83% health status based on CrystalDiskInfo.
In case C:\ has any issues, might ...
My save/temporary files are on the NVME PCIE 3.0 x4 system drive C:/ which has 30k GB writes and 83% health status based on CrystalDiskInfo.
In case C:\ has any issues, might ...
- Thu Nov 02, 2023 12:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
Re: [1.1.94] Autosave crashes - WIN11
After last crash Factorio files was transfered to another SSD (in case it is an SSD issue). Another crash anyway with Factorio (Steam Library) on different SSD. I am still on Factorio version 1.1.94.
Now going forward with Video driver reinstall back to 545.92 WHQL. (ATM I have most recent 546.01 ...
Now going forward with Video driver reinstall back to 545.92 WHQL. (ATM I have most recent 546.01 ...
- Thu Nov 02, 2023 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
Re: [1.1.94] Autosave crashes - WIN11
Hello,
I tested the RAM with Memtest x86 after the first crash and the complete test passed without a single error (it ran all night repeatedly for 7h).
PC is completely stable in games like Cyberpunk, Baldurs Gate 3, Stellaris, Crusader Kings 3, Starfield,...
At the same time when Factorio 1.1 ...
I tested the RAM with Memtest x86 after the first crash and the complete test passed without a single error (it ran all night repeatedly for 7h).
PC is completely stable in games like Cyberpunk, Baldurs Gate 3, Stellaris, Crusader Kings 3, Starfield,...
At the same time when Factorio 1.1 ...
- Wed Nov 01, 2023 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
Re: [1.1.94] Autosave crashes - WIN11
Fresh new crash.
Log and save in attachment.
Log and save in attachment.
- Wed Nov 01, 2023 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
Re: [1.1.94] Autosave crashes - WIN11
Unfortunately I don't, I didn't know that the game only leaves the last two logs.
As soon as the next crash occurs, I'll put the current log after that crash.
There is only factorio-dump-previous.dmp file I can upload if it is somehow useful.
As soon as the next crash occurs, I'll put the current log after that crash.
There is only factorio-dump-previous.dmp file I can upload if it is somehow useful.
- Wed Nov 01, 2023 3:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Autosave crashes - WIN11
- Replies: 11
- Views: 2108
[1.1.94] Autosave crashes - WIN11
9,5k hours on Steam account, playing factorio few years. Never got crashes so far - except this version.
Crashes happen once per 3-4 hours in the middle of autosave. Result is then corrupted autosave file and CC to desktop.
No mods active, pure vanilla.
All drivers (chipset, graphic card, sound ...
Crashes happen once per 3-4 hours in the middle of autosave. Result is then corrupted autosave file and CC to desktop.
No mods active, pure vanilla.
All drivers (chipset, graphic card, sound ...
- Fri Mar 22, 2019 9:43 am
- Forum: Not a bug
- Topic: [0.17.17]Missing resources after load
- Replies: 1
- Views: 941
[0.17.17]Missing resources after load
I have smelting block with train. Train is full, chests are full, belts are full, smelters are full, some stack inserters have resources "inside hand" - and nothing is in process of working atm. because of no place where put products.
I made save - and load back - and few resources from train are ...
I made save - and load back - and few resources from train are ...
- Tue Mar 19, 2019 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 12698
- Tue Mar 19, 2019 9:52 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 24654
- Tue Mar 19, 2019 9:35 am
- Forum: General discussion
- Topic: I want to make my factory great (and nice) again!
- Replies: 4
- Views: 1900
I want to make my factory great (and nice) again!
Hello,
In fact I have 2 problems which iritate me when I am trying to build my factory aesthetically nice.
Problem 1: Pave everything with bricks/concrete.
Yeah. I like nice smooth factory with no nasty "natural surface". In old version - when I pave surface - most of nasty natural features ...
In fact I have 2 problems which iritate me when I am trying to build my factory aesthetically nice.
Problem 1: Pave everything with bricks/concrete.
Yeah. I like nice smooth factory with no nasty "natural surface". In old version - when I pave surface - most of nasty natural features ...
- Wed Feb 27, 2019 11:54 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1958
- Views: 658014
Re: Simple Questions and Short Answers
How to make wires (standard electric ones - not green/red) to look pretty?
I want my factory looks nice, but when I place poles - they are connected randomly to electric network with "multiple wires everywhere" - usually in directions I dont want them. And also poles are rotated based on this ...
I want my factory looks nice, but when I place poles - they are connected randomly to electric network with "multiple wires everywhere" - usually in directions I dont want them. And also poles are rotated based on this ...
- Wed Feb 27, 2019 10:32 am
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 260702
Re: Version 0.17.0
* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace
error message "item" cannot be used as fuel
Bug or intentional? I hate things I cant recycle :P
Intentional, read the changelog.
Hmm, so - when I upgrade and not need them anymore, what to do ...
- Wed Feb 27, 2019 10:16 am
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 260702
Re: Version 0.17.0
* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace
error message "item" cannot be used as fuel
Bug or intentional? I hate things I cant recycle![Razz :P](./images/smilies/icon_razz.gif)
* Cannot burn wooden electric pole in stone furnace
error message "item" cannot be used as fuel
Bug or intentional? I hate things I cant recycle
![Razz :P](./images/smilies/icon_razz.gif)
- Mon Feb 25, 2019 10:50 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 180220
Re: Friday Facts #283 - Prepare to Launch
"Loosing is fun." Toady One, Bay 12, Dwarf Fortress.
And I totally agree with him.
There is no joy in victory, if you do not know before, how multiple looses feels like. Then win finally feels like you really achieved something.
- Mon Apr 30, 2018 5:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.38] After longer play (2 hours+) game cant be started
- Replies: 1
- Views: 1046
Re: [0.16.38] After longer play (2 hours+) game cant be started
EDIT: It is most likely nVidia driver issue with factorio init on my system.
Rollback to 391.35 driver probably solved problem.
Rollback to 391.35 driver probably solved problem.
- Mon Apr 30, 2018 12:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.38] After longer play (2 hours+) game cant be started
- Replies: 1
- Views: 1046
[0.16.38] After longer play (2 hours+) game cant be started
Version: 0.16.38, steam version, vanilla with no mod, PC running without overclock and it is stable in any other game.
Bug never happened in 0.16.37 or before.
Bug is not related to old/new saves, affects both.
How it happen: If I leave Factorio after longer play session (2 hours) I am not able ...
Bug never happened in 0.16.37 or before.
Bug is not related to old/new saves, affects both.
How it happen: If I leave Factorio after longer play session (2 hours) I am not able ...
- Wed Jan 24, 2018 11:52 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 55147
Re: Belts vs Bots - A response to FFF #224
Well, one possible solution instead "nerf robots" might be just tech like "logistic central control tech" with unlimited tech update.
This tech would limit Robot total number CAP for factory. Which simply motivate player to where he should effectivelly use robots as their total number is limited ...
This tech would limit Robot total number CAP for factory. Which simply motivate player to where he should effectivelly use robots as their total number is limited ...
- Fri Nov 03, 2017 7:16 pm
- Forum: Gameplay Help
- Topic: Belt updgrades
- Replies: 8
- Views: 3004
Re: Belt updgrades
That mod is made by one of the developers. I keep hoping that something like it will be integrated into the game.
There isn't anything in game, other than deconstruct, place a new blueprint.
afaik, that's in the works for blueprints in 0.16 (basically you can change the tier of belts or assembly ...
There isn't anything in game, other than deconstruct, place a new blueprint.
afaik, that's in the works for blueprints in 0.16 (basically you can change the tier of belts or assembly ...
- Fri Nov 03, 2017 3:12 pm
- Forum: Gameplay Help
- Topic: Belt updgrades
- Replies: 8
- Views: 3004
Re: Belt updgrades
Thank you,
well, I am playing vanilla 0.15.37 and hoped for "system solution" I maybe overlooked myself, not for an external tool.
Any possibility without extra mods available?![Smile :)](./images/smilies/icon_e_smile.gif)
well, I am playing vanilla 0.15.37 and hoped for "system solution" I maybe overlooked myself, not for an external tool.
Any possibility without extra mods available?
![Smile :)](./images/smilies/icon_e_smile.gif)