Search found 104 matches
- Mon May 13, 2024 4:13 am
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 9
- Views: 1665
Re: Excessive savefile load times
The issue is your blueprint library. It's *HUGE* - 613 megabytes. Every time you load a save file (or create one) the game starts transferring the library into the save so the contents can be used. You can resolve the issue by trimming some 95% of what you have in the library. Or just delete it com...
- Mon May 13, 2024 1:57 am
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 9
- Views: 1665
Re: Excessive savefile load times
** -- I'm vaguely aware of some UPS issues with creative-mod, but I'm nervous to part with it, as I run a parallel creative-save for blueprinting and design-tinkering purposes, which is kind of a medium-sized deal for a multiplayer session being planned. I may end up disabling this mod for the mult...
- Sat May 11, 2024 12:21 pm
- Forum: Technical Help
- Topic: Specific version
- Replies: 5
- Views: 1709
Re: Specific version
you could try the method described here to recover your blueprints: https://forums.factorio.com/94427 This suggestion basically worked, thank you. I recovered almost all of the blueprints that I consider "important," and was able to reconstruct those few that I wasn't able to recover by r...
- Sat May 11, 2024 12:20 pm
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 9
- Views: 1665
Excessive savefile load times
I initially posted at https://forums.factorio.com/113149. I dropped Factorio in April of 2023, back at base v1.1.76, with a savefile that was 210mb and had 415 hours on it. Earlier this year, I'd performed a system re-format, and was running Factorio v1.1.107, with roughly a dozen or so mods all als...
- Wed Apr 24, 2024 12:10 am
- Forum: Technical Help
- Topic: Specific version
- Replies: 5
- Views: 1709
Specific version
Is there any way to obtain this specific full-kit version of the game? In Steam, I can revert either as far back as v1.1.87, or back to v0.18.x. My modded savefiles are intact after a hiatus from last playing the game back in April 2023. During that hiatus, the SSD was re-imaged and Windows 11 was r...
- Thu Sep 16, 2021 1:32 pm
- Forum: Logistic Train Network
- Topic: Small curiosity: What exactly is a "building store"?
- Replies: 5
- Views: 2620
Small curiosity: What exactly is a "building store"?
I mostly follow my own best practice guidelines within reason. There's no noticeable performance gain in filtering from 5 items to 3, but when connecting LTN to a building store filtering down from 100 items to 10 certainly is a good idea. (Emphasis not in original) Hi there! The underlying topic b...
- Thu Sep 16, 2021 1:06 pm
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 53401
Re: Get stucked with basic LTN ID problem [solved]
Hi there! Sorry for the necro, but this post is square-on-point what I'm running into. I agree that cache or buffer locations are of limited utility. That said, I'd care to experiment with using one to accelerate depleting a specific resource patch -- I hate-hate-HATE building atop unharvested resou...
- Thu Sep 16, 2021 12:40 pm
- Forum: Logistic Train Network
- Topic: [1.16.3] Trains dispatched to stations without temporary GPS tag, thus going to wrong provider/requesters
- Replies: 5
- Views: 2779
Re: [1.16.3] Trains dispatched to stations without temporary GPS tag, thus going to wrong provider/requesters
1) Why doesn't LTN detect that adding the GPS temporary stop fails? Shouldn't that output a message and flag the station a broken / red light? Sending a train there should fail and pick another station. In essence, I think an A-or-B outcome of this is already the case, as discussed above. A), the t...
- Thu Sep 16, 2021 12:19 pm
- Forum: Logistic Train Network
- Topic: Should LTN use the vanilla train limit?
- Replies: 7
- Views: 3590
Re: Should LTN use the vanilla train limit?
I sometimes order myself a train, dump all my wood in it and send it to a wood consumer manually. Potentially the station could overflow there. By sheer accident, my personal gameplay habit on this particular issue seems to be a valid workaround for the error case you're describing. If I want a des...
- Wed Sep 01, 2021 12:47 am
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 5828
Re: [MOD 0.17] Landfill Everything!
Thank you for making this wonderful mod! There seems to be a replicable issue with this mod, and the crash-dialogue suggested that I report this information to the mod author. The mod portal's information regarding this mod's update history would seem to imply that this is an actively supported mod....
- Sat Apr 10, 2021 10:01 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1476785
Re: Bugs & FAQ
Hi there! Coming back to Factorio after some time off. I'd been using the standalone Warehouses mod, and would prefer to continue doing so in my main save. It seems to have migrated to "Angel's Addons - Storage Options," which does support mostly-seamless transition as my main save is stil...
- Thu Feb 11, 2021 10:37 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 26997
Re: Threshold and Stack Threshold
This seems to be the consolidated thread for my issue so I'll post here. If this is instead an unwelcome necro, I'll repost [EDIT: typo "report"] as a new thread. I am tinkering with a save (I think the map was initially started back in v0.17 if this is relevant, as that ended up being sil...
- Fri Jan 22, 2021 2:22 am
- Forum: Mods
- Topic: [MOD 0.16] Sisyphean Deliveries
- Replies: 17
- Views: 8659
Re: [MOD 0.16] Sisyphean Deliveries
Only necro-ing to state that this is an awesome idea for a mod. It's a shame that it hasn't evolved to post-release. A sincere thank you to this modder, and all modders for volunteering their time and ability to make games like Factorio better.
- Thu Dec 31, 2020 10:36 am
- Forum: Logistic Train Network
- Topic: Returning from factorio hiatus, noob question on new LTN features
- Replies: 8
- Views: 3825
Returning from factorio hiatus, noob question on new LTN features
Hi there Optera. Thank you so much for making this really neat mod. I got sucked away from Factorio just after the pandemic lockdowns started in the US, ad I'm back in earnest again now. I see that with v1.13.0 you changed the behavior to somehow take advantage of the temp-stop system of the base ga...
- Thu Mar 05, 2020 10:36 pm
- Forum: Modding help
- Topic: Freeplay remote interface not available in game upgraded from 0.17.79
- Replies: 1
- Views: 1304
Re: Freeplay remote interface not available in game upgraded from 0.17.79
Bump. Note that I am the mod-user to submit what I'm guessing to have been the first example of this bug in the wild. Recognizing that my precipitating circumstances were a rather rare use-case (creating a benchmark save for savefile-scumming and revert-to-beginning gameplay, THEN upgrading base, TH...
- Mon Mar 02, 2020 8:02 pm
- Forum: Logistic Train Network
- Topic: Seeking assistance with depot parking management
- Replies: 2
- Views: 1866
Seeking assistance with depot parking management
Howdy. Base v0.18.x (currently 0.18.9) LTN v1.12.3. My issue is that Depot parking spots can sometimes be over-partitioned, resulting in trains dangling out on the mainlines heading into the Depot. This is more pronounced near high-volume requester locations. I'm aware of the possibility of assignin...
- Fri Feb 07, 2020 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Train's CTRL-click Temporary Stop behavior
- Replies: 19
- Views: 8491
Re: Train's CTRL-click Temporary Stop behavior
When i don't want the train to leave to the next destination after a temporary stop, i don't give it a next destination ;) Before my taxi train used to have several PAX station scheduled in memory, so it was fast to select them as destination. But the train sneaking away a few times after temporary...
- Sat Jan 25, 2020 2:44 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 7760
Re: Blueprint Book is not enough for me
I WOULD like the ability to edit within a blueprint if I find an error. ... I really like this idea. It would eliminate the need to move the blueprint to my storage area. Plop it down. Change stuff. Make a new blueprint. Place the new blueprint in the blueprint storage area. And then delete the old...
- Fri Jan 24, 2020 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 8333
Feature Request: Mod update / install at END of play session
Hi folks. Small feature request. Same request about mod portal behavior, but 3 basic ideas that I'm convinced are all interrelated, which is why I post them together here as a lump sum. TLDR: 1) Allow for some form of user opt-out of forced restarts after applying updates or changing / toggling mods...
- Tue Jan 21, 2020 10:56 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 7760
Re: Blueprint Book is not enough for me
Zooming/scrolling should be much easier on the eyes. Oh, that would be totally awesome. It would also come in handy when actually *creating* a blueprint and when it comes to removing single items which don't belong there. For large blueprints, it's really tedious to click on a single inserter or po...