Search found 145 matches
- Mon Dec 16, 2024 9:12 pm
- Forum: Releases
- Topic: Version 2.0.26
- Replies: 7
- Views: 9523
Re: Version 2.0.26
Please make the ingame Updater show the amount of MB to download and not a generic "it quite a lot to download and can take a long time".
- Fri Dec 06, 2024 12:25 pm
- Forum: Ideas and Suggestions
- Topic: logistics + wires: let us read "unfulfilled logistic requests" via wires
- Replies: 0
- Views: 128
logistics + wires: let us read "unfulfilled logistic requests" via wires
basically what the title says: let us read "unfulfilled logistic requests" via wires
- Fri Dec 06, 2024 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Updater: show how many MB it will need to download
- Replies: 1
- Views: 196
Updater: show how many MB it will need to download
Instead of showing the red text that it will take a long time.
- Fri Dec 06, 2024 12:22 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26060
Re: Version 2.0.24
Could you, instead of stating that updating can take long, show how much MB its to download?
- Tue Nov 26, 2024 11:41 am
- Forum: Not a bug
- Topic: [2.0.21] "Auto request missing construction materials" requests zero items
- Replies: 6
- Views: 930
Re: [2.0.21] "Auto request missing construction materials" requests zero items
Thanks for the report, this is not a bug. A planet can request items from space platforms which aren't requested by space platforms. Zero-sized construction requests block planet requests, so that the item is not immediately sent down. Such requests are cleared when your platform leaves the orbit ...
- Fri Nov 22, 2024 3:08 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 22278
Re: Version 2.0.21
Can we please get "read unfulfilled logistic requests" via wires?
Also allowing inserters to insert into landing pod hubs would be an alternative. Otherwise its difficult to keep stuff clean.
Also allowing inserters to insert into landing pod hubs would be an alternative. Otherwise its difficult to keep stuff clean.
- Sat Nov 09, 2024 1:50 am
- Forum: Not a bug
- Topic: [2.0.16] Platform treats space route as arrived at shattered planet
- Replies: 3
- Views: 2847
Re: [2.0.16] Platform treats space route as arrived at shattered planet
There is no shattered planet that you can reach (or i missed something).
The platform flies forever or until its destroyed.
The platform flies forever or until its destroyed.
- Tue Oct 29, 2024 4:49 pm
- Forum: Not a bug
- Topic: [2.0.12] Concrete produces iron ore in recycler
- Replies: 3
- Views: 1326
Re: [2.0.12] Concrete produces iron ore in recycler
seems correct?
since concrete needs brick + water + iron ore
since concrete needs brick + water + iron ore
- Fri Oct 25, 2024 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] Stuck on vulcanus
- Replies: 3
- Views: 15228
Re: Stuck on vulcanus
@devs - maybe add some /kill-myself command?
because respawning and reclaiming your dead body could be an easy solution.
@OP:
get yourself https://mods.factorio.com/mod/some-luaconsole
and execute:
game.player.teleport({0,0})
change coordinates if needed.
you have to be admin, you wont ...
because respawning and reclaiming your dead body could be an easy solution.
@OP:
get yourself https://mods.factorio.com/mod/some-luaconsole
and execute:
game.player.teleport({0,0})
change coordinates if needed.
you have to be admin, you wont ...
- Mon Oct 21, 2024 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: Resolved: Crash on starting: asks to disable space-age mod
- Replies: 3
- Views: 945
Re: Resolved: Crash on starting: asks to disable space-age mod
This happens when you load another broken mod.
For example, if you add https://mods.factorio.com/mod/some-npp (which i didnt have had the time to fix yet) factorio will try to disable "quality"
For example, if you add https://mods.factorio.com/mod/some-npp (which i didnt have had the time to fix yet) factorio will try to disable "quality"
- Mon Oct 21, 2024 11:21 am
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 123
- Views: 84563
Re: Factorio: Space Age is here!
Is there an inplace update (after buying space age) or do we need to download the full 4 GB?
- Fri Oct 04, 2024 2:41 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 43667
Re: Friday Facts #431 - Gleba & Captivity
looks like we are back to organ harvesting of the native populations. XD
- Fri Apr 26, 2024 1:51 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 30
- Views: 15053
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Also: consider looking into your "dmesg" if you get these freezes and also look up your ram with "free -m" to see if your swap is full and/or your ram is free (free = there was something that is gone now; usually linux will keep all files you open in ram until it needs ram, then it flushes these VFS ...
- Fri Apr 26, 2024 1:33 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 39645
Re: Friday Facts #408 - Statistics improvements, Linux adventures
yay for more linux! <3
Thanks for looking into my fork-save report.
Thanks for looking into my fork-save report.

- Fri Apr 12, 2024 8:53 pm
- Forum: Won't fix.
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 10
- Views: 2590
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”.
Maybe: https://stackoverflow.com/questions/7180970/return-code-when-oom-killer-kills-a-process
What ...
- Sat Apr 06, 2024 8:23 pm
- Forum: Won't fix.
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 10
- Views: 2590
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
If I read that correctly, I was at 28GB with the main process, out of 32 gb my laptop has...
Anyway: I now loaded factorio from the previous sucessful autosave, which is not that far off the one that exploded ... it only needs 9 GB ram ... are there maybe some memleaks? ^^
I let it run and do ...
Anyway: I now loaded factorio from the previous sucessful autosave, which is not that far off the one that exploded ... it only needs 9 GB ram ... are there maybe some memleaks? ^^
I let it run and do ...
- Sat Apr 06, 2024 1:22 am
- Forum: Won't fix.
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 10
- Views: 2590
[raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
I use the fork-saving (cant remember how you named it in game).
I explored in editor mode and run a few commands to further afk explore, as mapgen takes a while, which made the map quite big and was generating during the fork-saving, since fork uses copy on write memory allocation i guess it went ...
I explored in editor mode and run a few commands to further afk explore, as mapgen takes a while, which made the map quite big and was generating during the fork-saving, since fork uses copy on write memory allocation i guess it went ...
- Fri Jan 19, 2024 8:10 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 41066
Re: Friday Facts #394 - Assembler flipping and circuit control
Since you started renaming things ...
Can we please get the one most annoying thing in the whole factorio (modding api) renamed?
Namely:
force
to something like faction
For example placing an entity and reading the api docs and thinking "oh there is force" and intuitively means for me to ...
Can we please get the one most annoying thing in the whole factorio (modding api) renamed?
Namely:
force
to something like faction
For example placing an entity and reading the api docs and thinking "oh there is force" and intuitively means for me to ...
- Fri Jan 12, 2024 2:52 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 83146
- Sun Jan 07, 2024 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 40
- Views: 13723
Re: "Read Chest contents" - Indicate if empty
First, I think you should redesign to avoid asymmetric drain.
Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in.
Show me where you would put that one decider per chest in my first screenshot ...