Search found 26 matches
- Sun Jan 02, 2022 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 9014
Update on close (without Steam)
Currently the game the popup about updating the game is shown after it has been completely loaded. Especially when a number of mods are enabled, starting the game one time can already be a bit of a wait... So often I find myself skipping the update, thinking I will go through this process when I ...
- Tue Nov 24, 2020 12:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Update check error: "https" not supported or disabled in libcurl
- Replies: 15
- Views: 9276
Re: [1.1.0] Update check error: "https" not supported or disabled in libcurl
A quick search shows this for me: https://stackoverflow.com/questions/34914473/how-do-i-enable-curl-ssl-on-mac-os-x
What I don't know is; do we not ship CURL statically linked in the mac build?
Without any adjustments, curl can access https pages from the terminal, with or without the --http2 ...
- Mon Aug 03, 2020 10:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.41] Crash picking up new blueprint book (ReadAdapter::canSelect)
- Replies: 12
- Views: 4208
Re: [0.18.41] picking up new blueprint book crashes game
Same on OSX. It happens as well when using the shortcut (Command+B).
Importing a blueprint book from an import string works, so if you happen to have another blueprint. So for convenience, here's a string for an almost empty blueprint book:
0eNp9kNEOgjAMRf+lz1uC+oDuV4whRQpZhG7ZCpEQ ...
Importing a blueprint book from an import string works, so if you happen to have another blueprint. So for convenience, here's a string for an almost empty blueprint book:
0eNp9kNEOgjAMRf+lz1uC+oDuV4whRQpZhG7ZCpEQ ...
- Mon Mar 02, 2020 10:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.34 OSX] Mission Control shows black copies of game when restarting to apply mods
- Replies: 5
- Views: 2944
Re: [0.17.34 OSX] Mission Control shows black copies of game when restarting to apply mods
This still persists (in 0.18.9). It also creates these black empty screens when restarting for an update from within Factorio (not Steam). It seems it's just an empty fullscreen desktop, left behind.
When you hover over the (black) desktops in misson control, you will see the exit full screen ...
When you hover over the (black) desktops in misson control, you will see the exit full screen ...
- Mon Sep 23, 2019 12:51 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 30732
Re: Friday Facts #313 - Light at the end of the bug tunnel
as for the landfill graphic, it does indeed look better, it would be nice if some other suggestions were added as well,
- like the ability to dig it back up if we needed to, aka water fill
Removing land(fill) would create the possibility of having a moat and a "drawbridge" as a form of defense ...
- Sun Jun 09, 2019 8:07 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742909
Re: [0.17.47][MOD 1.2.4] pY Coal Processing - Discussion
Crash on load multiplayer when first player enters the game. The game was saved with the previous version of pY Coal Processing. Downgrading to version 1.2.3 is a workaround.
Error while running event pycoalprocessing::on_nth_tick(30)
__pycoalprocessing__/scripts/tailings-pond.lua:89: bad argument ...
Error while running event pycoalprocessing::on_nth_tick(30)
__pycoalprocessing__/scripts/tailings-pond.lua:89: bad argument ...
- Tue May 07, 2019 6:33 am
- Forum: Minor issues
- Topic: [wheybags] [0.17.36][OSX] Version in about is wrong (super minor)
- Replies: 1
- Views: 1349
[wheybags] [0.17.36][OSX] Version in about is wrong (super minor)
Very tiny detail I stumbled upon by accident: The about version from the version menu (factorio>About Factorio) is stuck at 0.17.9. The version in the about, reached from the main menu show the correct version.
- Thu Apr 04, 2019 5:23 pm
- Forum: Duplicates
- Topic: [0.17.24][OSX] Train schedules go blank when arriving at or leaving station
- Replies: 2
- Views: 1197
[0.17.24][OSX] Train schedules go blank when arriving at or leaving station
When watching the window with all the trains, or all the trains of a certain station, the schedule below each train is shown, but becomes empty when the train arrives at or leaves a station.
When performing a search, the whole window is updated again and the schedules are visible until it needs ...
When performing a search, the whole window is updated again and the schedules are visible until it needs ...
- Sun Mar 24, 2019 7:00 pm
- Forum: Duplicates
- Topic: [0.17.17][OSX] Marking as favourite in the browse multiplayer games window doesn't work
- Replies: 1
- Views: 1079
[0.17.17][OSX] Marking as favourite in the browse multiplayer games window doesn't work
When clicking the factorio sprocket in the browse games window, the server is not marked as a favourite (any more). The game stays unmarked.
- Sun Mar 10, 2019 8:59 am
- Forum: Not a bug
- Topic: [0.17.9] Trains in blueprints don't have wheels
- Replies: 1
- Views: 931
[0.17.9] Trains in blueprints don't have wheels
When adding a train to a blueprint, it does not have wheels in the preview. Same goes for the wagons.
- Thu Feb 28, 2019 8:16 am
- Forum: Not a bug
- Topic: [0.17.1] Train continues after ghost station
- Replies: 2
- Views: 1115
Re: [0.17.1] Train continues after ghost station
Ah. Yes. I realise now that the ghost station actually appears in the itinerary and I can change the condition on it. My bad.
- Wed Feb 27, 2019 5:43 pm
- Forum: Not a bug
- Topic: [0.17.1] Train continues after ghost station
- Replies: 2
- Views: 1115
[0.17.1] Train continues after ghost station
When I use the ghost station way of traveling to some place (Ctrl+Click on station/rails) and my train is in manual mode, the train continues to the next station in the itinerary, a couple of seconds after arriving at the ghost station.
This behaviour would be expected for a hijacked train that is ...
This behaviour would be expected for a hijacked train that is ...
- Wed Feb 27, 2019 5:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1][OSX] Controls setting KEYPAD ENTER changes to RETURN
- Replies: 6
- Views: 4246
[0.17.1][OSX] Controls setting KEYPAD ENTER changes to RETURN
The standard control for enter/leave vehicle (RETURN) doesn't work any more when using the KEYPAD ENTER key. To fix this, I set up this key as the 2nd control setting. After restarting factorio, that 2nd control setting has changed to RETURN as well. Also when making the first key KEYPAD ENTER and ...
- Fri Dec 28, 2018 1:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.16.51] Graphics with 16bit color channels not displayed on OSX
- Replies: 4
- Views: 3961
[posila] [0.16.51] Graphics with 16bit color channels not displayed on OSX
In my latest playthrough with a friend of mine we use the NPUtils mod. Both of us didn't see some graphics from this mod. After reporting this in the mod's forum thread with a screenshot of the entities from his mod, the creator replied with a screenshot of his own, showing all items.
After doing ...
After doing ...
- Sat Dec 16, 2017 6:28 pm
- Forum: Duplicates
- Topic: [0.15.40] Mac crash on update to 0.16.x
- Replies: 5
- Views: 2268
Re: [0.15.40] Mac crash on update to 0.16.x
Happened to me after a direct upgrade from 0.15.40 to 0.16.4.
The first time the progress bar went up to 60%. Now it keeps going to just 42% (coincidence?
). It finishes "cropping bitmaps" and crashes during "loading sprites". I attached the log file, just in case.
The first time the progress bar went up to 60%. Now it keeps going to just 42% (coincidence?

- Tue Sep 12, 2017 7:11 am
- Forum: Technical Help
- Topic: Server (<server>) is saving the game
- Replies: 0
- Views: 852
Server (<server>) is saving the game
When playing multiplayer on my own server, sometimes the message "Server (<server>) is saving the game" appears. Is the <server> tag configurable? I don't see anything along those lines in the template configuration file.
- Sun Aug 13, 2017 10:21 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 83769
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Can we "buffer" those flying robots, too? (I mean balancing and distributing of idle robots.)
Sometimes all robots fly off to one end of the map for construction or item movement. This is ok. But after they are finished they sit at the other end of the map and don't come back before needed. Not ...
Sometimes all robots fly off to one end of the map for construction or item movement. This is ok. But after they are finished they sit at the other end of the map and don't come back before needed. Not ...
- Sat Aug 12, 2017 3:39 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 83769
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
As cool as the buffer chest sounds, I've always felt that what the game needs is a passive requester chest.
To keep the place tidy and the storage chests empty, I like to recycle as much as possible. Deconstructing a full belt will just fill up the storage chests (with coal, for example). I always ...
To keep the place tidy and the storage chests empty, I like to recycle as much as possible. Deconstructing a full belt will just fill up the storage chests (with coal, for example). I always ...
- Mon Jun 19, 2017 8:04 am
- Forum: Won't fix.
- Topic: [0.15.21] Free green/red wires with blueprint and no robots
- Replies: 1
- Views: 1495
[0.15.21] Free green/red wires with blueprint and no robots
In my current marathon game, I currently have robots and robo-ports, but not yet a personal roboport.
By accident I ran into the following case: One of my stations had the wrong wiring for balanced unloading. The chests and inserters were already in place. I updated the wires (and condition) for ...
By accident I ran into the following case: One of my stations had the wrong wiring for balanced unloading. The chests and inserters were already in place. I updated the wires (and condition) for ...
- Tue Apr 11, 2017 8:06 am
- Forum: Implemented Suggestions
- Topic: Liquid wagon partitioning and filtering
- Replies: 17
- Views: 27355
Re: Liquid wagon partitioning and filtering
Technically I guess using valve symbols should be the way to go for liquids.

But I guess it's not very intuitive. The chain symbol doesn't make a lot of sense, but the expressed state is very clear.

But I guess it's not very intuitive. The chain symbol doesn't make a lot of sense, but the expressed state is very clear.