Search found 130 matches

by Speadge
Tue Oct 24, 2023 2:22 pm
Forum: Pending
Topic: Repeatedly crashing on 7800x3d
Replies: 5
Views: 1141

Re: Repeatedly crashing on 7800x3d

Hi, sadly turning down those values didnt help at all - but i wasnt able to find a way to reproduce those crashes. So you might be right about an HW issue, though everything else like memtests and stability tests run fine... but i cant post anything regarding an error in the game here. The logs also...
by Speadge
Mon Oct 23, 2023 1:00 pm
Forum: Pending
Topic: Repeatedly crashing on 7800x3d
Replies: 5
Views: 1141

Re: Repeatedly crashing on 7800x3d

thanks for the fast responses. i am already on 6000 for my RAM, though it is marked for 6200. I will try lowering some settings and keep you up to date. Edit: strange: BIOS reported 6400, CPU-Z reported 3000 (x2) MTPS changed it to 6000 on on BIOS now and adjusted some values for the CPU. Do you thi...
by Speadge
Mon Oct 23, 2023 12:01 pm
Forum: Pending
Topic: Repeatedly crashing on 7800x3d
Replies: 5
Views: 1141

Repeatedly crashing on 7800x3d

Hi,

i have a heavily modded Space Exploration game running.
Since upgrading my PC from Intel i7 8700 to AMD 7800x3d i get game-crashes (CTD) every other hour.

Please see the log attached
by Speadge
Tue Dec 15, 2020 5:19 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Early savegame can leave behind invulnerable player
Replies: 9
Views: 6326

Re: [Klonan] [1.0.0] Early savegame can leave behind invulnerable player

Klonan wrote:
Fri Dec 11, 2020 8:08 am

No, I didn't worry about a migration, because its just a minor issue and not common

You can fix it with a console command:
/c game.player.gui.screen.skip_cutscene_label.destroy()
worked fine, thanks
by Speadge
Wed Dec 09, 2020 8:06 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Early savegame can leave behind invulnerable player
Replies: 9
Views: 6326

Re: [Klonan] [1.0.0] Early savegame can leave behind invulnerable player

Should be fixed for the next release its not fixed in 1.1.5 edit: "old" save from v 1.0.0 - didnt try to create a new game its 'not fixed' in what way? Do you have a way to spawn invulnerable players in 1.1? Sorry, thought you had a save to test this on. no, i have not tested to "cre...
by Speadge
Tue Dec 08, 2020 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.0.0] Early savegame can leave behind invulnerable player
Replies: 9
Views: 6326

Re: [Klonan] [1.0.0] Early savegame can leave behind invulnerable player

Klonan wrote:
Mon Aug 31, 2020 12:34 pm
Should be fixed for the next release
its not fixed in 1.1.5

edit: "old" save from v 1.0.0 - didnt try to create a new game
by Speadge
Wed Apr 22, 2020 7:38 pm
Forum: Outdated/Not implemented
Topic: Wait Condition: Station disabled
Replies: 2
Views: 1355

Wait Condition: Station disabled

TL;DR disabling a station cause its empty doesnt make the waiting train leave to go to another station What ? My Suggestion is, that there could be a condition that checks if the current station is still enabled. If this is not true, the train leaves, cause someone might wanted no trains here -> wh...
by Speadge
Wed Apr 22, 2020 5:55 pm
Forum: Minor issues
Topic: Loaders slower than belts on same tier
Replies: 4
Views: 2158

Re: Loaders slower than belts on same tier

so if i play at 120 ups, it should work?

edit: confirmed!
playing at 120ups makes it working
https://imgur.com/Y90yljk

- but thats no solution, since my game is now twice as fast :D
by Speadge
Wed Apr 22, 2020 5:19 pm
Forum: Minor issues
Topic: Loaders slower than belts on same tier
Replies: 4
Views: 2158

Loaders slower than belts on same tier

Hi, im using 3 mods to spicen up the transport belts: - loader redux - bobs logistics - double speed belts. using them brings the last tier of belts up to 240 items/s - way to fast to see even the belt moving. Sad, but i could work with that. The bug is, that the loader from this tier cant keep up w...
by Speadge
Thu Mar 07, 2019 5:56 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 20058

Re: Version 0.17.8

yop, updating worked from 17.7 to .8 on windows with the in-game updater
by Speadge
Mon Mar 04, 2019 10:17 pm
Forum: Ideas and Suggestions
Topic: [17.x] make "autoghostmode" just temporarily
Replies: 5
Views: 1907

[17.x] make "autoghostmode" just temporarily

when buildmode switches to ghostmode cause of having not the right item in my inventory when i activated buildmode, it stays there until i press Q and activate it again, nontheless i got some more items in the meantime while having buildmode activated. It would be cool if this mode would be more - d...
by Speadge
Fri Nov 16, 2018 5:24 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 82450

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

since the belts will have an "height" now - can i still walk over them without problems?
by Speadge
Fri Nov 16, 2018 4:59 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 82450

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

please take all the time you need.
For me, the game is finished already and eveything on top is a "nicetohave" but not essential nor a dealbreaker!

Thanks for your time!
by Speadge
Fri Sep 21, 2018 6:18 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 39996

Re: Friday Facts #261 - Performance + New player interaction

the popup error messeges are moving to fast!
by Speadge
Sat Jun 09, 2018 12:01 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 59950

Re: Friday Facts #246 - The GUI update (Part 3)

soundsettings:

there is no "cancel" as describen in the text to see on the screenshot... as wenn its said "escabe is same as pressing back" but its not said if this means settings are saved or not
by Speadge
Sat Dec 30, 2017 3:39 pm
Forum: Releases
Topic: Version 0.16.10
Replies: 21
Views: 15401

Re: Version 0.16.10

well, i saw the bugs reported about the requester - but my problem is with the buffer chest - it doesnt really supply my player.
Isnt that waht it intentionally was made for?

using provider does work - but not a buffer chest.
by Speadge
Wed Dec 13, 2017 1:07 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
Replies: 13
Views: 8189

Re: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network

Fixed in 0.16. When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. Circuit network settings will be also updated. does this also work for any other levels of the same entity? i.e. having assembler2 in BP replacing ...
by Speadge
Mon Dec 11, 2017 10:06 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 75884

Re: Friday Facts #220 - The best Friday Facts ever

I love everything about the artillery train except that you fire for free, building more than one just seems to destructive that way. An upgraded thank shell with a stackload of 200 or so would be perfect. and of course, now we need an gunn turret train :twisted: who told u that the shells are free...
by Speadge
Mon Dec 11, 2017 1:22 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 75884

Re: Friday Facts #220 - The best Friday Facts ever

I love everything about the artillery train except that you fire for free, building more than one just seems to destructive that way. An upgraded thank shell with a stackload of 200 or so would be perfect. and of course, now we need an gunn turret train :twisted: who told u that the shells are free?
by Speadge
Sun May 21, 2017 5:48 pm
Forum: Technical Help
Topic: Invalid packet (type LANBroadcast)
Replies: 1
Views: 1391

Invalid packet (type LANBroadcast)

Hi, since 015 (i guess) im getting the following message on my private hosted server (LAN) 66.556 Info UnparsedNetworkMessage.cpp:87: Invalid packet (type LANBroadcast) received from 192.168.2.5:49615: unexpected packet type The IP is the servers own one. its always naming the 2nd port factorio is l...

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