Search found 124 matches
- Mon Sep 07, 2026 1:22 am
- Forum: Pending
- Topic: [2.1.17] Crash on exit clearing fluidbox
- Replies: 6
- Views: 506
Re: [2.1.17] Crash on exit clearing fluidbox
The place this crashed plus you saying you’ve had unrelated crashes makes me suspect failing/failed hardware. Most likely RAM. That, or a bad overlock on something causing instability.
I will run memcheck on the memory. The system is a new build and I'm fairly confident it's in good order ...
- Mon Sep 07, 2026 12:37 am
- Forum: Pending
- Topic: [2.1.17] Crash on exit clearing fluidbox
- Replies: 6
- Views: 506
Re: [2.1.17] Crash on exit clearing fluidbox
I will run memcheck on the memory. The system is a new build and I'm fairly confident it's in good order.Rseding91 wrote: Sun Sep 06, 2026 11:46 pm The place this crashed plus you saying you’ve had unrelated crashes makes me suspect failing/failed hardware. Most likely RAM. That, or a bad overlock on something causing instability.
- Mon Sep 07, 2026 12:17 am
- Forum: Pending
- Topic: [2.1.17] Crash on exit clearing fluidbox
- Replies: 6
- Views: 506
- Sun Sep 06, 2026 11:44 pm
- Forum: Pending
- Topic: [2.1.17] Crash on exit clearing fluidbox
- Replies: 6
- Views: 506
Re: [2.1.17] Crash on exit clearing fluidbox
No, though I've had a couple of other unrelated crashes (for which I also have no repro). For the issue at hand in this thread, I was streaming and could highlight a clip if that helps?
- Fri Sep 04, 2026 11:34 pm
- Forum: Pending
- Topic: [2.1.17] Crash on exit clearing fluidbox
- Replies: 6
- Views: 506
[2.1.17] Crash on exit clearing fluidbox
I recently moved over to Linux gaming (Gentoo, for those who are curious) and moved the savegame from my Windows PC over to join me in Linux-land.
While streaming briefly, swapping between Space Age 2.1.17 and Vanilla 2.0.77 (without issue), I had a crash at the very end after exiting the Space Age ...
While streaming briefly, swapping between Space Age 2.1.17 and Vanilla 2.0.77 (without issue), I had a crash at the very end after exiting the Space Age ...
- Fri Jul 31, 2026 4:35 pm
- Forum: Implemented Suggestions
- Topic: Minimum payload should count for mixed rockets also
- Replies: 19
- Views: 4621
Re: Minimum payload should count for mixed rockets also
The biggest of +1s here.
The behaviour is non-deterministic. If your platform is missing x and y, you could get the minimum payload for x, or some other value if you're also getting y in the same rocket.
The behaviour is non-deterministic. If your platform is missing x and y, you could get the minimum payload for x, or some other value if you're also getting y in the same rocket.
- Thu Jul 16, 2026 3:59 am
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 34
- Views: 5686
Re: Concrete should take 10 times less times to recycle or give back refined concrete loop
It is far more efficient to do concrete recycling/upcycling on Vulcanus than it is, or would be on Fulgora. The limiting factor is only the upcycling of calcite, which is extremely abundant on Vulcanus. I've had this loop running for a long time and I'm drowning in stone bricks. Anybody need 2 ...
- Mon Jul 13, 2026 5:43 pm
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 619
Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Wait, why isn't it a bug? The platform already has repair packs, so why should it want to get more, of a lesser quality?
It's not a bug because that doesn't happen. It won't request more repair packs unless there are none in the hub.
I've already had one Factorio dream this week (a ...
- Mon Jul 13, 2026 4:33 pm
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 619
- Mon Jul 13, 2026 4:29 pm
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 619
Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Wait, why isn't it a bug? The platform already has repair packs, so why should it want to get more, of a lesser quality?
- Mon Jul 13, 2026 11:56 am
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 619
Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Will do. Might be around midday Toronto time when I can catch a break at lunch.
- Mon Jul 13, 2026 11:46 am
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 619
[2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
I moved my 2.0.77 game over to 2.1.9 last night and let's just say there was an incident with one platform taking off from Nauvis before it should have, and encounter with some asteroids. I was able to get it back to Nauvis to before the entire thing was lost, but the platform auto requested common ...
- Tue Jul 07, 2026 8:41 pm
- Forum: Implemented Suggestions
- Topic: Remove manual z-drop feeding into inserter hands
- Replies: 9
- Views: 978
Re: Remove manual z-drop feeding into inserter hands
+1
Hasn't happened to me specifically, but I have to think the case of hand feeding coal into burner inserters doesn't come up so often (with acknowledgement to Antipatience for being something he might be likely to do
).
Hasn't happened to me specifically, but I have to think the case of hand feeding coal into burner inserters doesn't come up so often (with acknowledgement to Antipatience for being something he might be likely to do
- Sun Jul 05, 2026 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Have rail signals detect locomotive and wagon ghosts
- Replies: 14
- Views: 1033
Re: Have rail signals detect locomotive and wagon ghosts
BIG +1 to this idea, OP.
- Wed Jul 01, 2026 1:04 pm
- Forum: Not a bug
- Topic: [2.1.9] Space platforms can request non-items
- Replies: 4
- Views: 581
Re: [2.1.9] Space platforms can request non-items
Does that keep the "all requests are met" ship schedule from being completed?DeHackEd wrote: Wed Jul 01, 2026 12:33 pm Nearest I can tell, if you can put it into your cursor, you can set a request for that on a space platform. That includes fluids, planets, and anything in the "Virtual Signals" list.
- Wed Jul 01, 2026 11:03 am
- Forum: Not a bug
- Topic: [2.1.9] Can't easily see circuit number on entities
- Replies: 4
- Views: 444
Re: [2.1.9] Can't easily see circuit number on entities
if you do not want to hover over R/G checkboxes to see the circuit number, you could use a `show-circuit-network-numbers` debug settings, you wont even need to open the entity itself.
That's true, but it can be visually noisy and lead to other kinds of confusion (is the annotation for this ...
- Tue Jun 30, 2026 9:27 pm
- Forum: Not a bug
- Topic: [2.1.9] Can't easily see circuit number on entities
- Replies: 4
- Views: 444
Re: [2.1.9] Can't easily see circuit number on entities
rip my carpal tunnel
- Tue Jun 30, 2026 8:58 pm
- Forum: Not a bug
- Topic: [2.1.9] Can't easily see circuit number on entities
- Replies: 4
- Views: 444
[2.1.9] Can't easily see circuit number on entities
A change from 2.0 has resulted in the inability to click on an entity (such as an inserter or assembler) and seeing the circuit numbers to which it is a member. Well, not strictly true, but now we have to mouse over the checkbox. It is my opinion that way in 2.0 was better with the circuit numbers ...
- Fri Jun 26, 2026 5:54 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 232806
Re: Version 2.1.7
Also, a wall ship at 40km/s against a medium asteroid used to remove half the HP of walls. Now, 4 walls are destroyed on impact, and some are damaged.
Four walls horizontally, right? As in 1 Wall deep 4 Walls wide, on impact, right?
Just asking if Walls are at least useful to precent ONE ...
- Fri Jun 26, 2026 1:09 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 232806
Re: Version 2.1.7
Wait wait wait...
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Does that mean the railgun animation limitation is gone?
Yes, and boy howdy you have to be careful with what you shoot at now, because if you're not careful, you'll blow your ...