Search found 14 matches
- Sat Jan 25, 2025 3:03 pm
- Forum: Pending
- Topic: [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland
- Replies: 3
- Views: 754
Re: [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland
Update, I've let it run AFK twice and it hasn't crashed yet. It might have been fixed allong the way. I'll keep testing in the mean time. But this is good news.
- Wed Jan 22, 2025 8:22 am
- Forum: Pending
- Topic: [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland
- Replies: 3
- Views: 754
Re: [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland
I'll try it later today or tomorrow and keep you updated with the results
- Fri Oct 25, 2024 7:03 pm
- Forum: Pending
- Topic: [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland
- Replies: 3
- Views: 754
[raiguard] [2.0.10][Linux] Game crash when AFK in Wayland
Hi all,
first of I'm loving Space Age so far.
I was hosting my save and went AFK for a few minutes, when I came back, my screen had locked and after logging in I found it had crashed.
Now due to me being AFK I don't know if it crashed due to the screen locking (al tough I'm pretty sure Factorio ...
first of I'm loving Space Age so far.
I was hosting my save and went AFK for a few minutes, when I came back, my screen had locked and after logging in I found it had crashed.
Now due to me being AFK I don't know if it crashed due to the screen locking (al tough I'm pretty sure Factorio ...
- Wed Oct 23, 2024 10:20 pm
- Forum: Implemented Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 15
- Views: 6735
Re: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Good news I just confirmed that both features are now in the game! As of 2.0
- Fri Dec 22, 2023 10:51 am
- Forum: Ideas and Suggestions
- Topic: Elevated rail unloading
- Replies: 6
- Views: 3498
Re: Elevated rail unloading
I think restricting it to ores would be fair, though I feel a few of the basic components (like plates) would be fine in this system, but anything more complex or fragile (anything in the logistics, production, or military tabs, and any material that would be considered fragile or complex, like ...
- Fri Dec 22, 2023 10:35 am
- Forum: Ideas and Suggestions
- Topic: Add "Last Used" to Filters GUI - simple & nice
- Replies: 2
- Views: 728
Re: Add "Last Used" to Filters GUI - simple & nice
I like this idea, even in vanilla I've thought to myself how useful this could be multiple times.
The biggest issue I see for this to be implemented is that the base game already remembers which page you last looked at on that type of entity.
If I look at the "Production" page in a filter inserter ...
The biggest issue I see for this to be implemented is that the base game already remembers which page you last looked at on that type of entity.
If I look at the "Production" page in a filter inserter ...
- Fri Dec 22, 2023 10:15 am
- Forum: Implemented Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 15
- Views: 6735
Re: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
It only took 2 years, but according to FFF-388 it is going to be implemented!
- Thu Jun 10, 2021 10:43 am
- Forum: Technical Help
- Topic: [1.1.34] Main save & all autosaves corrupted in vanilla.
- Replies: 5
- Views: 1963
Re: [1.1.34] Main save & all autosaves corrupted in vanilla.
I just came here to say it happend again, it has gotten corrupted.
What you're saying makes sense. I recently bought 4x8GB@3200 ram but if I ran it that high I would get some occasional BSOD, so I turned it down to @3000. I havent had any BSOD since. Could this be related to the problem? This would ...
What you're saying makes sense. I recently bought 4x8GB@3200 ram but if I ran it that high I would get some occasional BSOD, so I turned it down to @3000. I havent had any BSOD since. Could this be related to the problem? This would ...
- Sun Jun 06, 2021 5:43 pm
- Forum: Technical Help
- Topic: [1.1.34] Main save & all autosaves corrupted in vanilla.
- Replies: 5
- Views: 1963
Re: [1.1.34] Main save & all autosaves corrupted in vanilla.
And it crashed again, this time with another error.
- Sun Jun 06, 2021 5:04 pm
- Forum: Technical Help
- Topic: [1.1.34] Main save & all autosaves corrupted in vanilla.
- Replies: 5
- Views: 1963
Re: [1.1.34] Main save & all autosaves corrupted in vanilla.
It crashed again, I looked in the log file the problem seems to be that you're calling a Enum which doesn't exist in craftingmachine.cpp
Anyway you guys know your code way better here is the log file:
Anyway you guys know your code way better here is the log file:
- Sun Jun 06, 2021 8:13 am
- Forum: Technical Help
- Topic: [1.1.34] Main save & all autosaves corrupted in vanilla.
- Replies: 5
- Views: 1963
Re: [1.1.34] Main save & all autosaves corrupted in vanilla.
Good news!
I had played on my laptop earlier that day, so I manually copied it from my laptop to my desktop. Now I've just lost like 5 hours instead 165.
If the game crashes again I'll make sure to paste the log, so you guys can fix it. Thank you for making this amazing game!
I had played on my laptop earlier that day, so I manually copied it from my laptop to my desktop. Now I've just lost like 5 hours instead 165.
If the game crashes again I'll make sure to paste the log, so you guys can fix it. Thank you for making this amazing game!
- Sat Jun 05, 2021 7:59 pm
- Forum: Technical Help
- Topic: [1.1.34] Main save & all autosaves corrupted in vanilla.
- Replies: 5
- Views: 1963
[1.1.34] Main save & all autosaves corrupted in vanilla.
As the title says, all the save files for my latest world are corrupted. The game had been crashing on random times the past few days. This has never happend to me before in Factorio. I can't remember the error that was given, sorry. If I would have to say when the game crashes happend it was a ...
- Fri Jun 04, 2021 1:18 pm
- Forum: Implemented Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 15
- Views: 6735
Re: Add the ability to type "16k" so it autocompletes to "16000".
Thanks, I'm glad you like the idea!
- Wed Jun 02, 2021 9:42 am
- Forum: Implemented Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 15
- Views: 6735
Add the ability to type "16k" so it autocompletes to "16000".
TL;DR
When entering a number for a constant value (circuit network or logistics for example) make it so "k" autocompletes it to "000".
What ?
This is very useful when entering a lot of values, I mess it up myself a lot.
The game already displays values with K & M to show thousand and million ...
When entering a number for a constant value (circuit network or logistics for example) make it so "k" autocompletes it to "000".
What ?
This is very useful when entering a lot of values, I mess it up myself a lot.
The game already displays values with K & M to show thousand and million ...