Search found 19 matches
- Mon Nov 04, 2024 3:51 pm
- Forum: Not a bug
- Topic: [2.0.8] Nearby rail blocks are considered one
- Replies: 8
- Views: 1490
Re: [2.0.8] Nearby rail blocks are considered one
Thanks for the report. This is Not a bug.
When 2 rails pieces overlap each other then they are forced to be in the same rail block. In this case both rails above the junction overlap each other and both rails in below the junction overlap each other but they do not overlap top-bottom so this is ...
- Sun Nov 03, 2024 4:29 pm
- Forum: Duplicates
- Topic: [2.0.14] Possible signalling bug
- Replies: 2
- Views: 290
Re: [2.0.14] Possible signalling bug
Here is the blueprint string to reproduce:
0eNqtm+tu4kgQhd/Fv03kvlRf8iqrCDnGIdaAPQLDbhTx7muHATKhZ3ROK1L+QOyvO6eryp3T5ffieXNof+66fiwe34uuGfp98fjPe7Hv1n29mb/r621bPBa7utsUp7Lo+lX7X/GoTk9l0fZjN3bt+Y6PD2/L/rB9bnfTBeXlzuawO7arxQxYPBdl8XPYT3cN/QyfSAsVY1m8TXdYM/FX3a5tzr8Op/IOq3Fs8DjW4FgvONaWn+Vb ...
0eNqtm+tu4kgQhd/Fv03kvlRf8iqrCDnGIdaAPQLDbhTx7muHATKhZ3ROK1L+QOyvO6eryp3T5ffieXNof+66fiwe34uuGfp98fjPe7Hv1n29mb/r621bPBa7utsUp7Lo+lX7X/GoTk9l0fZjN3bt+Y6PD2/L/rB9bnfTBeXlzuawO7arxQxYPBdl8XPYT3cN/QyfSAsVY1m8TXdYM/FX3a5tzr8Op/IOq3Fs8DjW4FgvONaWn+Vb ...
- Sun Nov 03, 2024 9:24 am
- Forum: Duplicates
- Topic: [2.0.14] Possible signalling bug
- Replies: 2
- Views: 290
[2.0.14] Possible signalling bug
afbeelding.png
There seems to be a bug with the new rails. I expect the yellow and purple block to be split to allow trains moving parallel horizontal.
It isn't just a visual bug:
afbeelding.png
it also feels weird that in this screenshot the top-right signal is green, while the 2 following ...
There seems to be a bug with the new rails. I expect the yellow and purple block to be split to allow trains moving parallel horizontal.
It isn't just a visual bug:
afbeelding.png
it also feels weird that in this screenshot the top-right signal is green, while the 2 following ...
- Wed Dec 23, 2020 9:45 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.6] Train limit not enforced for a short moment when copy-pasting to new station
- Replies: 1
- Views: 2228
[boskid] [1.1.6] Train limit not enforced for a short moment when copy-pasting to new station
What did you do?
1. Place a train station, with a train limit of lets say 1. 1 train drives to the station as expected.
2. Place a second station and ctrl c - ctrl v the settings of the first station (so with train limit 1)
3. all trains that were waiting for a destination start driving to the ...
1. Place a train station, with a train limit of lets say 1. 1 train drives to the station as expected.
2. Place a second station and ctrl c - ctrl v the settings of the first station (so with train limit 1)
3. all trains that were waiting for a destination start driving to the ...
- Thu Dec 03, 2020 9:53 pm
- Forum: Duplicates
- Topic: [1.1.4] Crash on loading save: Error BlueprintLibrary.cpp:608: false was not true
- Replies: 1
- Views: 1606
[1.1.4] Crash on loading save: Error BlueprintLibrary.cpp:608: false was not true
I just tried opening the following save file but it crashed during loading. Weird enough i could open it a few hours ago. It is an older save that was recently converted to 1.0
The save is too big so here is a download link: https://we.tl/t-TvHjdgOeAU
The save is too big so here is a download link: https://we.tl/t-TvHjdgOeAU
- Wed Jul 31, 2019 6:51 pm
- Forum: Angels Mods
- Topic: Change in chemical science pack in 17.60
- Replies: 6
- Views: 3968
Re: Change in chemical science pack in 17.60
Well true, but compared to solid fuel those recipes can be quite hard to balance with all those byproducts.
- Wed Jul 31, 2019 6:13 pm
- Forum: Angels Mods
- Topic: Change in chemical science pack in 17.60
- Replies: 6
- Views: 3968
Re: Change in chemical science pack in 17.60
Mostly from sulfuric waste water made by slag slurry processing. But you need that sulfur to turn back into sulfuric acid.
- Wed Jul 31, 2019 11:30 am
- Forum: Angels Mods
- Topic: Change in chemical science pack in 17.60
- Replies: 6
- Views: 3968
Change in chemical science pack in 17.60
I've opened in the bobs category a topic about the new sulfur requirement for the chemical science pack which is in combination with angels quite a pain in the ass to make, so could there maybe be a way to revert it back to solid fuel or a new recipe to make sulfur.
https://forums.factorio.com ...
https://forums.factorio.com ...
- Wed Jul 31, 2019 10:33 am
- Forum: Bob's mods
- Topic: Change in chemical science pack in 17.60
- Replies: 5
- Views: 3503
Change in chemical science pack in 17.60
In this version the science pack recipe is changed to sulfur instead of the solid fuel it was before. In bobs/angels it is kinda a pain in the ass to make sulfur, because it is often made in a loop where its recycled. So is it maybe possible to change the recipe back to use solid fuel?
- Thu Feb 01, 2018 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [16.21] Trains do not snap with specific train stop
- Replies: 2
- Views: 3817
[wheybags] [16.21] Trains do not snap with specific train stop
Hi I found a weird bug. In 0.15 a feature was added so when you build a train it snaps to the train stop, well I found a single train stop in my base where this snap feature does not work on. I made a GIF to show the difference between the working train stop and the one that is bugged (the bottom ...
- Sun Jan 28, 2018 12:39 pm
- Forum: Not a bug
- Topic: Game crashed when starting, shortly after that windwos crash
- Replies: 1
- Views: 1092
Re: Game crashed when starting, shortly after that windwos crash
Crash was caused my Malwarebytes RAM issue yesterday, so this bug report can be closed 

- Sat Jan 27, 2018 6:49 pm
- Forum: Not a bug
- Topic: Game crashed when starting, shortly after that windwos crash
- Replies: 1
- Views: 1092
Game crashed when starting, shortly after that windwos crash
Hi,
I was just starting Factorio (I think it was still in the process of loading the graphics) and suddenly i got a message of "factorio crashed see log files" or something like that. About 5 seconds later Windows crashed too.
So Windows has been doing a little bit weird for me today (multiple ...
I was just starting Factorio (I think it was still in the process of loading the graphics) and suddenly i got a message of "factorio crashed see log files" or something like that. About 5 seconds later Windows crashed too.
So Windows has been doing a little bit weird for me today (multiple ...
- Mon Jan 01, 2018 10:55 am
- Forum: Minor issues
- Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
- Replies: 38
- Views: 25061
Re: Fps and sometimes UPS issues when playing
Tried doing v-sync of one more time, it worked this time!
- Sun Dec 31, 2017 10:53 pm
- Forum: Minor issues
- Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
- Replies: 38
- Views: 25061
Re: Fps and sometimes UPS issues when playing
Turning vsync of doens't help :/Rseding91 wrote:It looks like it's spending all of the time trying to flip the display (waiting on vsync).
Try turning vsync off.
Will try that soon.orzelek wrote:Try disabling decoratives - if it starts behaving normally then it's the issue Loewchen linked.
- Sun Dec 31, 2017 5:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.0][Windows 10]Decoratives causing excessive GPU usage
- Replies: 14
- Views: 12419
Re: [posila][16.0][Windows 10]Decoratives causing excessive GPU usage
I have the same issue (posted it here: viewtopic.php?f=7&t=55974) because i couldn't find this topic at first.
V-sync on/off doesn't matter the only fix is reducing setting sprite resolution from high to normal.
V-sync on/off doesn't matter the only fix is reducing setting sprite resolution from high to normal.
- Sun Dec 31, 2017 3:49 pm
- Forum: Minor issues
- Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
- Replies: 38
- Views: 25061
Re: Fps and sometimes UPS issues when playing
I noticed something weird, when these fps drops happen factorio uses 100% of my gpu which sounds a little bit strange because the game shouldn't be that harsh on a gtx 980. It even happens when looking at no entities. I do see that zooming in and out makes it fluctuate a lot. when im fully zoomed in ...
- Sun Dec 31, 2017 2:25 pm
- Forum: Minor issues
- Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
- Replies: 38
- Views: 25061
Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
When i play the game sometimes i get a very annoying stutter that is often about 10 seconds long. It feels really random when it happens, but I did made a few pictures of the time usage when it happens. One thing i notice is that the "Flip[on]" takes a lot of time during those fps drops.
I have ...
I have ...
- Wed Sep 13, 2017 7:57 pm
- Forum: Technical Help
- Topic: Train movement taking a lot of UPS in my megabase
- Replies: 4
- Views: 4549
Train movement taking a lot of UPS in my megabase
I built a 3.3k spm megabase (latest version of factorio) and I am playing right now on 30 fps and 30 ups
My computer specs are: gtx 980, have an i7 5820k and 16gb
So the problem is that of those 30 ups a lot is used for trains (using the 'time-usage' tool ingame). A guy did a performance test for ...
My computer specs are: gtx 980, have an i7 5820k and 16gb
So the problem is that of those 30 ups a lot is used for trains (using the 'time-usage' tool ingame). A guy did a performance test for ...
- Wed May 10, 2017 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15.10 Infinite research text goes out of its border
- Replies: 4
- Views: 2678
0.15.10 Infinite research text goes out of its border

I think since 0.15.10 the text of the infinite research goes outside its own box (haven't seen that before). It only happens when the research is level 8 or higher.