I went with deconstructing laser turrets and then reconstructing them on Gleba, but there still seems to be some missing power consumption:
20250423_214337.png
All of the items doesn't seem to add up to the total above. I've checked the other planets and so far, Gleba is the only planet with ...
Search found 9 matches
- Thu Apr 24, 2025 1:47 am
- Forum: 1 / 0 magic
- Topic: [2.0.43] Space age: Weird high power consumption
- Replies: 4
- Views: 816
- Sat Apr 19, 2025 2:07 pm
- Forum: 1 / 0 magic
- Topic: [2.0.43] Space age: Weird high power consumption
- Replies: 4
- Views: 816
Re: [2.0.43] Space age: Weird high power consumption
Uh, I wonder if this will help me identify them?
Like I think this is some bugged laser-turret, right?
energy laser turret.png
And I looked at another outpost to the west of my main base, but most of those other turrets are not with energy despite unpowered:
20250419_095415.png
Looking further ...
Like I think this is some bugged laser-turret, right?
energy laser turret.png
And I looked at another outpost to the west of my main base, but most of those other turrets are not with energy despite unpowered:
20250419_095415.png
Looking further ...
- Fri Apr 18, 2025 6:05 pm
- Forum: 1 / 0 magic
- Topic: [2.0.43] Space age: Weird high power consumption
- Replies: 4
- Views: 816
Re: [2.0.43] Space age: Weird high power consumption
Something wrong happened with the forum, so I've uploaded my save somewhere else:
https://drive.proton.me/urls/BH4MF2N9WM#phdIAafF1Rx4
https://drive.proton.me/urls/BH4MF2N9WM#phdIAafF1Rx4
- Fri Apr 18, 2025 5:55 pm
- Forum: 1 / 0 magic
- Topic: [2.0.43] Space age: Weird high power consumption
- Replies: 4
- Views: 816
[2.0.43] Space age: Weird high power consumption
Hi,
I feel like some "ghosts" are draining my electricity on Gleba. Note that this is a long-running game, but I've noticed something weird where a simple outpost would use an average of 500 MW but after deconstructing it and undoing the deconstruction, the new consumption become less than 50 MW ...
I feel like some "ghosts" are draining my electricity on Gleba. Note that this is a long-running game, but I've noticed something weird where a simple outpost would use an average of 500 MW but after deconstructing it and undoing the deconstruction, the new consumption become less than 50 MW ...
- Thu Apr 03, 2025 9:47 pm
- Forum: 1 / 0 magic
- Topic: [2.0.43][Linux] Stuck at autosaving (probably a failed fork of the game process?)
- Replies: 6
- Views: 549
Re: [2.0.43][Linux] Stuck at autosaving (probably a failed fork of the game process?)
I found the secret hidden menu, it was ctrl+shift on settings. I got the real non-blocking saves activated now. However, I've ran the game since last night and haven't had the issue happens again. Note that I did increase the nproc limit to 4096 since my original post.
Also, on a semi-related note ...
Also, on a semi-related note ...
- Wed Apr 02, 2025 11:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.43][Linux] Stuck at autosaving (probably a failed fork of the game process?)
- Replies: 6
- Views: 549
Re: [2.0.43][Linux] Stuck at autosaving (probably a failed fork of the game process?)
Did that feature got removed in linux builds? I've checked in settings and I don't even see the checkbox for non-blocking saves anymore (I was on Windows about half a year ago). Or is that just for server builds?
- Wed Apr 02, 2025 8:07 pm
- Forum: 1 / 0 magic
- Topic: [2.0.43][Linux] Stuck at autosaving (probably a failed fork of the game process?)
- Replies: 6
- Views: 549
[2.0.43][Linux] Stuck at autosaving (probably a failed fork of the game process?)
Hi,
I've had an issue where Factorio would randomly be stuck on autosaves at 0% and I'm wondering if an nproc security limit that is too low could be the culprit? An nproc security limit basically sets the max number of processes that can be opened but I'm wondering if we can have a more verbose ...
I've had an issue where Factorio would randomly be stuck on autosaves at 0% and I'm wondering if an nproc security limit that is too low could be the culprit? An nproc security limit basically sets the max number of processes that can be opened but I'm wondering if we can have a more verbose ...
- Sat Nov 16, 2024 1:32 am
- Forum: Minor issues
- Topic: [raiguard][2.0.27] Factorio starts on the wrong monitor. (Linux)
- Replies: 12
- Views: 1795
Re: [2.0.18] Factorio starts on the wrong monitor.
You're using KDE plasma, right? I get the same issue in 2.0.15 but you can make a Window rule for Factorio, in order to force it to your preferred location. It's in the system settings, as seen as below.
11-15-2024, 20-27-16.png
You can use the "Detect Window Properties" to get the proper ...
11-15-2024, 20-27-16.png
You can use the "Detect Window Properties" to get the proper ...
- Mon Jun 17, 2024 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Ability to name/rename your armors
- Replies: 1
- Views: 518
Ability to name/rename your armors
TL;DR
It would be nice to be able to name your armors the same way you can with Spidertrons.
What ?
Spidertrons can have custom names like so:
https://i.imgur.com/7M8fsgK.png
And the interface for renaming the spidertrons is kinda intuitive:
https://i.imgur.com/s5dRq3d.png
However, I've ...
It would be nice to be able to name your armors the same way you can with Spidertrons.
What ?
Spidertrons can have custom names like so:
https://i.imgur.com/7M8fsgK.png
And the interface for renaming the spidertrons is kinda intuitive:
https://i.imgur.com/s5dRq3d.png
However, I've ...