Search found 17 matches
- Thu Aug 27, 2026 11:21 am
- Forum: Ideas and Suggestions
- Topic: Let --generate-map-preview render several planets in one launch
- Replies: 2
- Views: 360
Re: Let --generate-map-preview render several planets in one launch
Thanks - I tried cache-prototype-data=true on 2.1.17. With my 133-mod set Factorio logs "Data stage cache not used." on every single launch and then rewrites the 115 MB cache file again. Three planets through tool: 177s without the cache, 184s with it, so it is marginally slower rather than faster ...
- Thu Aug 27, 2026 11:03 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] --map-preview-planet with an unknown planet name silently renders Nauvis
- Replies: 1
- Views: 446
[2.1.17] --map-preview-planet with an unknown planet name silently renders Nauvis
What did you do?
Ran the command line map preview generator with a planet name that does not exist.
Vanilla, no mods (base, elevated-rails, quality, recycler, space-age), empty
--mod-directory:
factorio --generate-map-preview=out.png --map-gen-settings=map-gen-settings.json ^
--map-preview ...
Ran the command line map preview generator with a planet name that does not exist.
Vanilla, no mods (base, elevated-rails, quality, recycler, space-age), empty
--mod-directory:
factorio --generate-map-preview=out.png --map-gen-settings=map-gen-settings.json ^
--map-preview ...
- Thu Aug 27, 2026 9:48 am
- Forum: Ideas and Suggestions
- Topic: Let --generate-map-preview render several planets in one launch
- Replies: 2
- Views: 360
Let --generate-map-preview render several planets in one launch
TL;DR
Let --map-preview-planet accept a list of planets (or be repeatable), so one Factorio
launch can render previews for several planets - the way --map-gen-seed-max already
renders several seeds in one launch.
What?
Today --map-preview-planet takes exactly one planet, so generating previews ...
Let --map-preview-planet accept a list of planets (or be repeatable), so one Factorio
launch can render previews for several planets - the way --map-gen-seed-max already
renders several seeds in one launch.
What?
Today --map-preview-planet takes exactly one planet, so generating previews ...
- Sat Aug 13, 2022 3:44 pm
- Forum: Technical Help
- Topic: Crash when starting the game
- Replies: 2
- Views: 2001
Re: Crash when starting the game
well seems after a reboot it worked again... wierd
- Sat Aug 13, 2022 3:35 pm
- Forum: Technical Help
- Topic: Crash when starting the game
- Replies: 2
- Views: 2001
Crash when starting the game
Hey, when i start the game it crashes, i have run check on steam, and says all files are ok, but it still crashes.
0.003 2022-08-13 17:30:55; Factorio 1.1.61 (build 59839, win64, steam)
0.004 Operating system: Windows 10 (build 22000)
0.006 Program arguments: "C:\Program Files (x86)\Steam ...
0.003 2022-08-13 17:30:55; Factorio 1.1.61 (build 59839, win64, steam)
0.004 Operating system: Windows 10 (build 22000)
0.006 Program arguments: "C:\Program Files (x86)\Steam ...
- Sat Oct 31, 2020 10:25 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 8
- Views: 4858
Re: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
I have been testing ram all day, and found out one of my 4 bank is bad... going to return it as a warrenty on monday
Thanx i have had no crashes today, don't know if the other crash has been related to the ram problem....
- Sat Oct 31, 2020 1:57 am
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 8
- Views: 4858
Re: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
ok i will run a check om my memory and se if i have a problem with that...
- Sat Oct 31, 2020 12:50 am
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 8
- Views: 4858
- Fri Oct 30, 2020 5:30 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 8
- Views: 4858
Re: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
Sorry i have not saved them, but i will post when it crashes again.... normaly does 1-2 times if i play a few hours...
- Fri Oct 30, 2020 5:16 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 8
- Views: 4858
[1.0.0] Crash on save: FluidBox::PipeConnection::calculateFlowSpeed
i'm running a modded SE game, but i keep seing crashes on save, so now i think i will add a report so you can have a look if this is in the mod or can be fixed
i can't say how to reproduce it, as it seems to happen random, but always on autosave ..
Do ask, if there is any more info needed
factorio ...
i can't say how to reproduce it, as it seems to happen random, but always on autosave ..
Do ask, if there is any more info needed
factorio ...
- Fri Oct 09, 2020 8:23 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 149784
Re: Friday Facts #361 - Train stop limit, Tips and tricks
About train limits, it should skip the stop if limit is changed while in route, if there are other stops where it can fit if there is limit in them.
that way you can do a depot where you can have more trains waiting, if no ore is ready/needed
that way you can do a depot where you can have more trains waiting, if no ore is ready/needed
- Wed Apr 17, 2019 2:21 pm
- Forum: Technical Help
- Topic: enable research queue on map generator
- Replies: 0
- Views: 1136
enable research queue on map generator
hey,
how can i enable the research queue in the map-generator json file ?
how can i enable the research queue in the map-generator json file ?
- Sun Feb 03, 2019 2:27 pm
- Forum: Logistic Train Network
- Topic: 1.9.8 makes desync
- Replies: 3
- Views: 2512
Re: 1.9.8 makes desync
yes it does... i have 2x20 stops depots alone 
- Sun Feb 03, 2019 12:46 pm
- Forum: Logistic Train Network
- Topic: 1.9.8 makes desync
- Replies: 3
- Views: 2512
1.9.8 makes desync
i installed 1.9.8 and got 4 desyncs wery fast... after going back to 1.9.7 there is no problems again
- Tue Jun 06, 2017 9:44 am
- Forum: Ideas and Suggestions
- Topic: Favourite server / Last played servers / Recent server list / Custom list of servers
- Replies: 18
- Views: 8757
Re: Recent played servers
i must have searched bad, cause i didn't find the other post in there that gives the same idea... but i see i'm not alone about my suggestion then 
- Mon May 29, 2017 10:01 am
- Forum: Frequently Suggested / Link Collections
- Topic: Suggestion around Game-Internal Mods-Handling/Mods-Management
- Replies: 8
- Views: 12819
Re: Suggestion around Game-Internal Mods-Handling/Mods-Management
you should really look into how openttd solves this issue with mods and versions for joining a multiplayer game
- Mon May 29, 2017 9:42 am
- Forum: Ideas and Suggestions
- Topic: Favourite server / Last played servers / Recent server list / Custom list of servers
- Replies: 18
- Views: 8757
Recent played servers
In multiplayer, it can sometimes be hard to find back to the servers you played last time, so a recent played servers area in the list or column to filter by would be a great addition to the game and make ppl go back to the servers where you already where a part of before.