Search found 15 matches
- Sat Oct 03, 2020 4:43 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm v2.0 - 5.7 GW
- Replies: 0
- Views: 6199
Very Large Solar Farm v2.0 - 5.7 GW
Thanks to the new blueprint features - particularly the grid size and allowing a blueprint to snap to a location, I reworked my large solar farm so that it is now tileable. I recommend only placing these blueprints while in map mode from high altitude. On the ground brings the game nearly to a halt ...
- Thu Jun 27, 2019 6:01 pm
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash loading save, beacon stuff
- Replies: 5
- Views: 1881
Re: [0.17.52] Crash loading save, beacon stuff
Well, ok I guess then.... wow. I did just go through and check my autosaves... I have three old ones which are saved every 15 minutes. All of them have the same problem. And by coincidence I did a different save yesterday morning which *does* load ok. I guess only losing one days work isn't so bad. ...
- Thu Jun 27, 2019 2:21 pm
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash loading save, beacon stuff
- Replies: 5
- Views: 1881
Re: [0.17.52] crash at startup when loading save
And I forgot to mention - no mods are being used. Only vanilla factorio
- Thu Jun 27, 2019 1:54 pm
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash loading save, beacon stuff
- Replies: 5
- Views: 1881
Re: [0.17.52] crash at startup when loading save
And I tried reverting back to .50 - but it won't load the save due to the map version being higher than the game.
So I guess I'm stuck for today without factorio....
So I guess I'm stuck for today without factorio....
- Thu Jun 27, 2019 1:40 pm
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash loading save, beacon stuff
- Replies: 5
- Views: 1881
[0.17.52] Crash loading save, beacon stuff
The game is now crashing when trying to load my save from yesterday.
The save file is 114MB and too large to attach directly so a google drive link for it is:
https://drive.google.com/open?id=1H8fEW ... oBOU8pnZ5r
The save file is 114MB and too large to attach directly so a google drive link for it is:
https://drive.google.com/open?id=1H8fEW ... oBOU8pnZ5r
- Fri May 17, 2019 2:58 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm
- Replies: 5
- Views: 5986
Re: Very Large Solar Farm
For anyone who may be interested in using this or is trying to, I updated the blueprint. The full blueprint is still available on Google Drive at: https://drive.google.com/open?id=1aOHGPheJU6iPZZECcZlIhaxrfCOdsXx6 The Foundation print is also available there now as: https://drive.google.com/open?id=...
- Thu May 09, 2019 9:35 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm
- Replies: 5
- Views: 5986
Re: Very Large Solar Farm
lol! Yeah, trust me - I understand the irony there. To be clear - I play vanilla, no QOL mods even. I used the Landfill mod along with the creative mod to add landfill to my blueprint. That's one save. I also use the creative mod to find out the performance of the various factories and blueprints I ...
- Tue May 07, 2019 5:54 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm
- Replies: 5
- Views: 5986
Re: Very Large Solar Farm
I know about FARL but have never used it. I'm one of those die-hard vanilla fans.
I didn't know FARL could build whatever. I always figured it was for building out some rails.
Thanks for the idea though.
I didn't know FARL could build whatever. I always figured it was for building out some rails.
Thanks for the idea though.
- Tue May 07, 2019 5:15 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm
- Replies: 5
- Views: 5986
Very Large Solar Farm
Hi all - I haven't seen anything like this come through so thought I'd post it for you. I like building megabases. I DO NOT like building solar farms. So... use the robots. Here's what I built - I don't recall anymore where I got the base solar farm print from but I love it. It is a little hard to u...
- Tue Sep 18, 2018 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Proposal for Blueprint Versioning that works now
- Replies: 3
- Views: 1966
Re: Proposal for Blueprint Versioning that works now
I too constantly update my blueprints, some more than others. What I do is simply name the blueprint with the next version number I'm using and remove any older copies I may have previously saved, much easier than fiddling around with a Constant Combinator?. Yes, I update the title/name of the blue...
- Thu Sep 06, 2018 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Proposal for Blueprint Versioning that works now
- Replies: 3
- Views: 1966
Proposal for Blueprint Versioning that works now
I'm new to posting in this forum so please bear with me. I have a proposal to offer that allows blueprints to be versioned using a constant combinator in the blueprint. This of course assumes that you have enough space in the blueprint for a combinator. It works well for the train blueprints I'm usi...
- Tue Dec 19, 2017 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [16.6] crash when loading save: double free
- Replies: 3
- Views: 1439
Re: [posila] [16.6] crash when loading save: double free
And thank you for the fix. Very nice work!
- Tue Dec 19, 2017 4:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [16.6] crash when loading save: double free
- Replies: 3
- Views: 1439
Re: [16.6] crash when loading save: double free
FYI - I got past the startup problem by setting MALLOC_CHECK_ to 1. (Yes, I'm a developer). I can see I have a few trains with blank entries in their schedules. I was dropping station blueprints over some existing stations (but not using the new Save Station Names feature) - perhaps the blank entrie...
- Tue Dec 19, 2017 3:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [16.6] crash when loading save: double free
- Replies: 3
- Views: 1439
[posila] [16.6] crash when loading save: double free
This is an older save - largish base. I've had it going for a while now. The problem happens when I load the game, it crashes right away. I've been playing on Windows the entire game, but moved the save to Linux and ran it there. This is where the log comes from - a fresh install of Factorio on Linu...
- Wed Sep 27, 2017 4:28 pm
- Forum: Pending
- Topic: [15.34] shift click copy for trains changes the "at stop"
- Replies: 1
- Views: 1000
[15.34] shift click copy for trains changes the "at stop"
When I use shift-right click to copy a train schedule and then shift-left click to paste it into another train - the pasted train will have the little marker symbol signifying where it is at in the schedule copied also. *Even though it is at a differently named stop than the copied train.* My schedu...