Search found 114 matches
- Mon Nov 18, 2024 5:54 am
- Forum: Duplicates
- Topic: [2.0.19] Undoing replacing rail signal with chain signal does not keep wire connection.
- Replies: 1
- Views: 52
[2.0.19] Undoing replacing rail signal with chain signal does not keep wire connection.
Screencast from 2024-11-18 06-45-47.webm Replacing a rail signal which has a circuit wire connection with a chain signal works as expected. (I guess it is kept in the undo buffer as a deconstruct and construct order) Undoing that action marks the rail signal for deconstruction and places a ghost of...
- Mon Nov 18, 2024 4:55 am
- Forum: Bug Reports
- Topic: [2.0.19] Changing quality of Item ghost hovering over some GUI elements does nothing
- Replies: 0
- Views: 71
[2.0.19] Changing quality of Item ghost hovering over some GUI elements does nothing
change_quality_gui.webm In the video, I have opened a decider combinator. I wanted to change the quality of output signal for plates, while hovering over the existing output item slot. Over the duration of the entire video I am changing quality. I am holding down left alt and using the scroll wheel...
- Sat Nov 16, 2024 2:50 am
- Forum: Bug Reports
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 6
- Views: 272
- Sat Nov 16, 2024 2:49 am
- Forum: Bug Reports
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 6
- Views: 272
- Wed Nov 13, 2024 2:01 am
- Forum: Bug Reports
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 6
- Views: 272
- Sun Nov 10, 2024 8:05 pm
- Forum: Not a bug
- Topic: [2.0.16] Quality Substations have the same red/green wire reach as normal ones
- Replies: 3
- Views: 240
Re: [2.0.16] Quality Substations have the same red/green wire reach as normal ones
I'm not sure I understand.
Does that mean it's intended that entities between two legendary substations can not be connected to either one by circuit wire?
Does that mean it's intended that entities between two legendary substations can not be connected to either one by circuit wire?
- Sat Nov 09, 2024 6:52 pm
- Forum: Not a bug
- Topic: [2.0.16] Quality Substations have the same red/green wire reach as normal ones
- Replies: 3
- Views: 240
[2.0.16] Quality Substations have the same red/green wire reach as normal ones
I tried to connect something with a red wire from a legendary substation to a chest, but the wire won't reach. I think this is a bug, why would the circuit wire be restricted to the same as normal substations, but not copper wire reach to connect power? 11-09-2024, 19-51-31.png I guess quality small...
- Fri Nov 08, 2024 3:17 pm
- Forum: Bug Reports
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 6
- Views: 272
Re: [2.0.16] savegame from 2.0.14 doesn't load (Chunk.cpp:705: value > 0 was not true)
Same thing in 2.0.16
I want to continue playing, but I also don't want to stay on 2.0.14 with a potentially corrupt savegame with which I can never update Factorio.- Thu Nov 07, 2024 3:42 pm
- Forum: Ideas and Suggestions
- Topic: have elevated and ground tracks not share color, if they "intersect"
- Replies: 7
- Views: 253
Re: have elevated and ground tracks not share color, if they "intersect"
Maybe a different rail visualization sprite for elevated rails would work. For example adding periodic hatch marks on the lines (as railroads are often depicted on city maps). Then you could see when a hatched line cross a straight line. I like that Idea. Here's a few mockups: elevated_rail_colorin...
- Thu Nov 07, 2024 3:11 pm
- Forum: Bug Reports
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 6
- Views: 272
- Thu Nov 07, 2024 2:30 pm
- Forum: Bug Reports
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 6
- Views: 272
[2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
I am well aware my save game may be corrupted from using faulty ram before.
I have installed an entirely new ram kit now and a memtest passed.
Opening the savegame in 2.0.14 works (although the log complains that it was opened in .15), but 2.0.15 does not, it crashes.
I have installed an entirely new ram kit now and a memtest passed.
Opening the savegame in 2.0.14 works (although the log complains that it was opened in .15), but 2.0.15 does not, it crashes.
- Tue Nov 05, 2024 2:38 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 371
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
Just to end this, I did a memtest on my ram, it failed, many many errors.
Tested each of my two sticks, one passes, one errors almost immediately.
I've ordered new RAM, and I'm just using the one good stick for now.
Tested each of my two sticks, one passes, one errors almost immediately.
I've ordered new RAM, and I'm just using the one good stick for now.
- Tue Nov 05, 2024 2:09 am
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 371
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
So, I tried to figure out which autosave was the last good one. Wrote a small bash script that runs a benchmark for one tick, and saves the output in different files. Each Autosave is tested like this each 5 times. (and a bunch more during writing of the script) Sadly, some have mixed results, where...
- Mon Nov 04, 2024 9:24 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 371
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
Like maybe your computer is failing/having issues? It's always possible that the issues are in Factorio's code somewhere but i'm starting to have doubts. I have had these hardware doubts for a while now. Nothing much I can do about it. I am going to use the drm free version now, and try to benchmar...
- Mon Nov 04, 2024 9:17 pm
- Forum: 1 / 0 magic
- Topic: [2.0.10] Crash exiting game after getting dropped (TransportLine::~TransportLine())
- Replies: 5
- Views: 212
Re: [2.0.10] Crash exiting game after getting dropped (TransportLine::~TransportLine())
In the next release (2.0.15), there will be extra logging around the affected areas, so please do post more crashes if they happen. Although extremely unlikely, maybe it's our issue after all. Thank you. I'd like to have the logs be optionally numbered by timestamp, is that possible? Since I have a...
- Mon Nov 04, 2024 8:18 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 371
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
factorio-current.log This time, I was using Will's savegame as "creative mode" to design rail blueprints. I got a notice, that the saving in background did not succeed, and tried to save manually, a few times, since it didn't work. I disabled the blocking saving, tried again, and it crash...
- Mon Nov 04, 2024 12:30 am
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 371
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
It did generate a zip file, but:
- Sun Nov 03, 2024 10:42 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 371
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
After more than 6 hours connected, I crashed. I did nothing at the time.
I know my pc may have some sort of issue.- Sun Nov 03, 2024 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Flat bed rail car with a 2x6 buidlable tile space
- Replies: 2
- Views: 205
Flat bed rail car with a 2x6 buidlable tile space
A train flat bed car, which you can build anything you like on just like a space platform. This means you can't build chests or power poles on it, but it would be possible to build combinators on it, which could be communicated with via a stop when connected to the flat bed car The flat bed car need...
- Sun Nov 03, 2024 5:39 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] crash on saving map, crashes on starting factorio now
- Replies: 4
- Views: 268
Re: [2.0.14] crash on saving map, crashes on starting factorio now
That is my fear too.
I have changed my cpu from an AMD 3800XT to a 5700X3D after playing 2.0, and changed my os from ubuntu to debian a while back this summer. So it could be my ram, storage, mobo or power supply (?). idk.