Search found 14 matches

by OADINC
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.
by OADINC
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
by OADINC
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 ...
by OADINC
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 ...
by OADINC
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 ...
by OADINC
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 ...
by OADINC
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.
factorio-current.log
(14.44 KiB) Downloaded 121 times
by OADINC
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:
factorio-current.log
(25.36 KiB) Downloaded 115 times
by OADINC
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!
by OADINC
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 ...
by OADINC
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".

ssilk wrote: Thu Jun 03, 2021 12:14 am High gameplay value, not so much work for implementation. :)
Thanks, I'm glad you like the idea!
by OADINC
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 ...

Go to advanced search