No mods installed (only SA, and dependecies)
Reproduction:
1. Load save _autosave-platform-6s-first-trip-to-aquilo : player sitting on platform
2. Try to switch to Nauvis surface
3. ...
4. PROFIT!!!! (crash :( )
Switch to other platforms or planets works as normal.
Previously have this problem ...
Search found 65 matches
- Fri Nov 01, 2024 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.14] Crash on switching remote planet surface on "1st trip to new planet"
- Replies: 1
- Views: 683
- Thu Oct 31, 2019 3:31 pm
- Forum: Technical Help
- Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
- Replies: 4
- Views: 2150
Re: [0.17.74] Server not starting
Added 4Gb of RAM, server runs Ok.
Thanks!
Thanks!
- Thu Oct 31, 2019 3:13 pm
- Forum: Technical Help
- Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
- Replies: 4
- Views: 2150
Re: [0.17.74] Server not starting
Maybe, free memory is about 3.3Gb, on my home computer this savegame takes about the same amount.Oxyd wrote: Thu Oct 31, 2019 3:04 pm Well, something kills the Factorio process. Does the server maybe run out of memory?
How can i check this?
- Thu Oct 31, 2019 2:57 pm
- Forum: Technical Help
- Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
- Replies: 4
- Views: 2150
[SOLVED][0.17.74] Server not starting - Not enough RAM
Server does not fully start.
runs under non-sudoer user `gamemaster`
using command:
/home/gamemaster/factorio/bin/x64/factorio --server-settings /home/gamemaster/factorio/data/server-settings.json --start-server-load-latest --console-log /home/gamemaster/Factorio.log --verbose
(trying this before ...
runs under non-sudoer user `gamemaster`
using command:
/home/gamemaster/factorio/bin/x64/factorio --server-settings /home/gamemaster/factorio/data/server-settings.json --start-server-load-latest --console-log /home/gamemaster/Factorio.log --verbose
(trying this before ...
- Fri Mar 01, 2019 4:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.*] Sulfur processing isn't prerequisite Uranium processing
- Replies: 2
- Views: 2853
[0.17.*] Sulfur processing isn't prerequisite Uranium processing
As of 0.17 paradigm to all techs requires needed components - is this a bug due to uranium requires sulfuric acid for mining?
![Image](http://dl3.joxi.net/drive/2019/03/01/0003/2693/236165/65/2cc329f762.jpg)
![Image](http://dl3.joxi.net/drive/2019/03/01/0003/2693/236165/65/be5038839b.jpg)
![Image](http://dl3.joxi.net/drive/2019/03/01/0003/2693/236165/65/2cc329f762.jpg)
![Image](http://dl3.joxi.net/drive/2019/03/01/0003/2693/236165/65/be5038839b.jpg)
- Fri Feb 22, 2019 6:10 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 179917
Re: Friday Facts #283 - Prepare to Launch
need some vacation for next week... whole week
- Mon Oct 15, 2018 2:37 pm
- Forum: Not a bug
- Topic: [0.16.51] Strange invisible solar panels
- Replies: 8
- Views: 3422
Re: [0.16.51] Strange invisible solar panels
Found mod, causing this issue.
FactorioMaps
I'll speak about this entity generation and proper mod disabling when using with mod author.
Thanks for help!
upd:
Successfully removed this entities from save. All seems ok.
FactorioMaps
I'll speak about this entity generation and proper mod disabling when using with mod author.
Thanks for help!
upd:
Successfully removed this entities from save. All seems ok.
- Mon Oct 15, 2018 2:11 pm
- Forum: Not a bug
- Topic: [0.16.51] Strange invisible solar panels
- Replies: 8
- Views: 3422
Re: [0.16.51] Strange invisible solar panels
I don't see how this is related to the base game, moving to not a bug
It does not go away when loading without mods though, at least the power networks still shows those producers.
There is a hidden small solar panel prototype in the base game for use in the tutorials, so it is natural it ...
- Mon Oct 15, 2018 12:07 pm
- Forum: Not a bug
- Topic: [0.16.51] Strange invisible solar panels
- Replies: 8
- Views: 3422
Re: [0.16.51]Strange invisible solar panels
At this moment - no. Trying to find by searching mods code.
- Mon Oct 15, 2018 9:07 am
- Forum: Not a bug
- Topic: [0.16.51] Strange invisible solar panels
- Replies: 8
- Views: 3422
[0.16.51] Strange invisible solar panels
Played with mods, found next:
Near rail station with lamp and medium power pole i have several invisible solar panels with 10Gj capacity and unknown energy production value.
When i found it - i disabled all the mods and load game, but this solar panels stayed in place. It accidentally appears after ...
Near rail station with lamp and medium power pole i have several invisible solar panels with 10Gj capacity and unknown energy production value.
When i found it - i disabled all the mods and load game, but this solar panels stayed in place. It accidentally appears after ...
- Mon Mar 05, 2018 4:05 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 6584
Re: [MOD 0.15.X] Factorio Cross Mod
updated: 1.2.2 | 05.03.2018 - Big Bags features can now be enabled via startup mod settings
- Wed Feb 28, 2018 1:54 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 6584
Re: [MOD 0.15.X] Factorio Cross Mod
Is it a known issue that this mod cancels the intended effect of: https://mods.factorio.com/mod/InfiniteWorkerRobotCapacity_Research
Tested pretty thoroughly...With Cross Mod on no infinite bot cargo capacity (finite at 9th level)...With Cross Mod off, bot cargo capacity has the "4-(infinity ...
Tested pretty thoroughly...With Cross Mod on no infinite bot cargo capacity (finite at 9th level)...With Cross Mod off, bot cargo capacity has the "4-(infinity ...
- Mon Jan 22, 2018 9:11 am
- Forum: Mods
- Topic: [MOD 0.15.X] Factorio Cross Mod
- Replies: 12
- Views: 6584
Re: [MOD 0.15.X] Factorio Cross Mod
updated.
Version: 1.2.0
Date: 2018-01-22
Features:
- Factorio v0.16 support
Changes:
- Removed support of Portal Research mod, since it no longer maintained
Meta:
- Began maintaining changelog.txt for display in-game after updates
Version: 1.2.0
Date: 2018-01-22
Features:
- Factorio v0.16 support
Changes:
- Removed support of Portal Research mod, since it no longer maintained
Meta:
- Began maintaining changelog.txt for display in-game after updates
- Wed Aug 09, 2017 5:53 am
- Forum: Modding help
- Topic: [Question] lua guide for a proficient java programmer
- Replies: 7
- Views: 2944
Re: [Question] lua guide for a proficient java programmer
Very helpful might be http://lua-users.org/wiki/.
- Fri Jul 28, 2017 12:27 pm
- Forum: Modding discussion
- Topic: Possible to make some .14 mods work in .15? If so, how?
- Replies: 14
- Views: 5507
Re: Possible to make some .14 mods work in .15? If so, how?
Most popular mods already updated on mods portal. You just only need to download them via ingame modmanager.
If some mods are broken - try to request update on mod portal or on mod's forum thread.
If some mods are broken - try to request update on mod portal or on mod's forum thread.
- Thu Jul 20, 2017 12:26 am
- Forum: Modding help
- Topic: Conditions to place ghost via surface.create_entity
- Replies: 9
- Views: 3821
Re: Conditions to place ghost via surface.create_entity
Nothing collides. I'm trying to place ghost of entity. Tried another coords on flat terrain without anything.
- Wed Jul 19, 2017 9:58 am
- Forum: Modding help
- Topic: Conditions to place ghost via surface.create_entity
- Replies: 9
- Views: 3821
Re: Conditions to place ghost via surface.create_entity
Not working tooKlonan wrote:try setting 'expires' to false
![Sad :(](./images/smilies/icon_e_sad.gif)
- Wed Jul 19, 2017 9:45 am
- Forum: Modding help
- Topic: Conditions to place ghost via surface.create_entity
- Replies: 9
- Views: 3821
Re: Conditions to place ghost via surface.create_entity
You're trying to place the chest at the players position, that's not gonna work.
Try:
/c game.player.print(game.player.surface.can_place_entity{name="entity-ghost",position={x=game.player.position.x + 1, y= game.player.position.y }, inner_name="my_new_entity",force=game.player.force,expires=true ...
Try:
/c game.player.print(game.player.surface.can_place_entity{name="entity-ghost",position={x=game.player.position.x + 1, y= game.player.position.y }, inner_name="my_new_entity",force=game.player.force,expires=true ...
- Wed Jul 19, 2017 2:14 am
- Forum: Modding help
- Topic: Conditions to place ghost via surface.create_entity
- Replies: 9
- Views: 3821
Re: Conditions to place ghost via surface.create_entity
/c game.players[1].print(game.players[1].surface.can_place_entity{name="entity-ghost",position=game.players[1].position,inner_name="my_new_entity",force=game.players[1].force,expires=true})
returns false
Entity prototype is:
{
type = "container",
name = "my_new_entity",
flags = {"placeable ...
returns false
Entity prototype is:
{
type = "container",
name = "my_new_entity",
flags = {"placeable ...
- Wed Jul 19, 2017 12:48 am
- Forum: Modding help
- Topic: Conditions to place ghost via surface.create_entity
- Replies: 9
- Views: 3821
Re: Conditions to place ghost via surface.create_entity
type="container"
same as any chest
same as any chest