The latest experimental minor version appears to contain a breaking change for planet mods. Their ambient sound seems to be causing a crash.
The following happens for both Maraxis and Cerys, and probably other mods too.
Failed to load mods: Error while loading ambient-sound prototype "maraxsis ...
Search found 7 matches
- Wed Aug 05, 2026 2:26 pm
- Forum: Not a bug
- Topic: [2.1.13] Crash when opening this version with any planet mods.
- Replies: 1
- Views: 262
- Fri Jun 26, 2026 2:00 pm
- Forum: Implemented Suggestions
- Topic: [2.1] Fix concrete recycling time and other inconsistancies.
- Replies: 26
- Views: 4026
Re: [2.1] Fix concrete recycling time and other inconsistancies.
+1. Devs have said it isn't a bug, but in that case it is an oversight with negative gameplay effects. Getting rid of concrete shouldn't be the hardest thing about fulgora.
- Thu May 29, 2025 1:21 pm
- Forum: Ideas and Suggestions
- Topic: QoL idea: Automatically create ghosts on building destruction, even before robotics
- Replies: 6
- Views: 4173
Re: QoL idea: Automatically create ghosts on building destruction, even before robotics
It should really be a toggleable option, like the research queue.
- Fri Dec 27, 2024 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Show logistic range for ghost robotports
- Replies: 14
- Views: 4657
Re: Show logistic range for ghost robotports
Why don't we have this already? It's kinda an obvious requirement
- Sun Dec 01, 2024 8:39 am
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 16
- Views: 30648
Re: Gleba Petapod Perimeter Defense?
They expand too quickly for this to work. You will be spending 100% of your time taking out new nests as they place themterritrades wrote: Fri Nov 15, 2024 8:59 am Build a tank and take out all the nests in the spore cloud. That is way more effective than trying to build a traditional wall around your base using gun and laser turrets.
- Tue Jan 21, 2020 11:10 pm
- Forum: Ideas and Suggestions
- Topic: Return the object avoidance mode for ghost rail building
- Replies: 21
- Views: 14858
Re: Return the object avoidance mode for ghost rail building
This needs to come back. It was useful, especially before you get cliff explosives, or if you don't have enough of them, or if you don't want to spend hours clearing out trees. Rails avoiding cliffs was much cheaper than automatically driving straight through them all, marking them for deletion ...
- Thu Nov 24, 2016 4:03 pm
- Forum: Mods
- Topic: [MOD 0.13.0+] {0.0.5} CredoTimeLapseMod
- Replies: 2
- Views: 6148
Re: [MOD 0.13.0+] {0.0.5} CredoTimeLapseMod
Where do the files go? I have it taking screenshots, and giving me the debug message that it has taken them, but I can't find the files anywhere.
I have looked inside factorio\temp but all I can find is a "preview"
I have tried to change the folder in the settings, but I can't even find the folder ...
I have looked inside factorio\temp but all I can find is a "preview"
I have tried to change the folder in the settings, but I can't even find the folder ...