Search found 13 matches
- Mon Feb 10, 2025 4:14 pm
- Forum: Technical Help
- Topic: [2.0.34] Game freezes when toggling any map views
- Replies: 5
- Views: 430
Re: [2.0.34] Game freezes when toggling any map views
My game just randomly fixed itself back. no need to go further with this topic
- Fri Feb 07, 2025 10:45 pm
- Forum: Technical Help
- Topic: [2.0.34] Game freezes when toggling any map views
- Replies: 5
- Views: 430
Re: [2.0.34] Game freezes when toggling any map views
I just checked the factorio_current.log and there's nothing there just right after toggling the map views.
- Fri Feb 07, 2025 10:30 pm
- Forum: Technical Help
- Topic: [2.0.34] Game freezes when toggling any map views
- Replies: 5
- Views: 430
Re: [2.0.34] Game freezes when toggling any map views
thanks, looked for this issue but my search skills were not appropriate, sadly 

- Fri Feb 07, 2025 9:53 pm
- Forum: Technical Help
- Topic: [2.0.34] Game freezes when toggling any map views
- Replies: 5
- Views: 430
[2.0.34] Game freezes when toggling any map views
Hello,
For the past 2 weeks, whenever I change the view of any map, my game freezes for a good second or two. It did not happen before and even on a clean map, without any mods this behavior keeps happening.
Can anybody help me investigate how to fix this issue? It started to happen one day and it ...
For the past 2 weeks, whenever I change the view of any map, my game freezes for a good second or two. It did not happen before and even on a clean map, without any mods this behavior keeps happening.
Can anybody help me investigate how to fix this issue? It started to happen one day and it ...
- Fri Feb 07, 2025 9:50 pm
- Forum: Minor issues
- Topic: [Kovarex] [2.0.34] Parametrised blueprint dialog inconsistency (text field focus issue)
- Replies: 0
- Views: 202
[Kovarex] [2.0.34] Parametrised blueprint dialog inconsistency (text field focus issue)
Issue:
Depending on where the user clicks on the screen, the parametrized blueprint dialog behavior is not consistent.
Reproduction steps:
1. Create any blueprint, with parametrizable information (e.g. constant combinator)
2. Build the blueprint, taking care of clicking near the borders of the ...
Depending on where the user clicks on the screen, the parametrized blueprint dialog behavior is not consistent.
Reproduction steps:
1. Create any blueprint, with parametrizable information (e.g. constant combinator)
2. Build the blueprint, taking care of clicking near the borders of the ...
- Tue Feb 04, 2025 6:49 am
- Forum: Combinator Creations
- Topic: The simplest thruster fuel consumption control! No combinators, only 1 wire.
- Replies: 3
- Views: 4848
Re: The simplest thruster fuel consumption control! No combinators, only 1 wire.
You could put another pump in series, connected to a combinator which filters only by planet signals, and activate them whenever any signal is less than 3, which indicates that the ship is travelling
- Tue Nov 26, 2024 5:22 pm
- Forum: Duplicates
- Topic: [2.0.21] Inserter stack size defaults to 1 when parametrising blueprints
- Replies: 2
- Views: 462
Re: [2.0.21] Inserter stack size defaults to 1 when parametrising blueprints
As a workaround, you can use a constant combinator to set the stack size with the "Stack size" signl
- Mon Nov 25, 2024 9:38 pm
- Forum: Duplicates
- Topic: [2.0.21] Inserter stack size defaults to 1 when parametrising blueprints
- Replies: 2
- Views: 462
[2.0.21] Inserter stack size defaults to 1 when parametrising blueprints
As the title says, I was wondering why my stack inserters that I use to fill my trains all had a stack size of 1, after many attempts, I figured out that when inserters have their "override stack size" option checked, when blueprinting, if you choose to parametrize the blueprint, you can change the ...
- Fri Nov 15, 2024 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Train Station reservation option by interrupts
- Replies: 11
- Views: 2032
Re: Train Station reservation option by interrupts
I've ran into this issue and it's sad that I have to go through these hops, via a clock to be able to enable this behavior, feels hacky and non intentional to me, as the train's schedule actually includes the station.
- Fri Nov 15, 2024 12:10 am
- Forum: Gameplay Help
- Topic: Train interrupt conditions
- Replies: 4
- Views: 591
Re: Train interrupt conditions
I think this is actually nonintentional, can you move it to bugs, @koub?
- Fri Nov 08, 2024 2:48 pm
- Forum: Gameplay Help
- Topic: Train interrupt conditions
- Replies: 4
- Views: 591
Train interrupt conditions
So, I have a train interrupt which activates when any two stations (provider ands requester) are "not full" in the meaning that they have a train limit set to higher than 0 and not enough trains are coming for them.
I thought this meant that a train occupies a slot in both stations it has selected ...
I thought this meant that a train occupies a slot in both stations it has selected ...
- Wed Dec 27, 2023 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Separate logistics chests circuit network for reading contents and setting requests
- Replies: 0
- Views: 509
Separate logistics chests circuit network for reading contents and setting requests
TL;DR
Separating or allowing chests to specify which circuit network (red or green) is used for setting up contents of the chest or the requests.
What?
If logistic chests were able to use different circuit networks (read contents on red, set requests on green) we would have a greater degree of ...
Separating or allowing chests to specify which circuit network (red or green) is used for setting up contents of the chest or the requests.
What?
If logistic chests were able to use different circuit networks (read contents on red, set requests on green) we would have a greater degree of ...
- Wed Jul 26, 2017 6:24 pm
- Forum: Resolved Problems and Bugs
- Topic: Input lag, FPS drops and game freeze issues
- Replies: 1
- Views: 989
Input lag, FPS drops and game freeze issues
If you remove a substation from a very big circuit network that keep track of accumulator charge for example, the game freezes for a little amount of time, but it is noticeable, the input lags (i.e if i try to move, it will not respond instantly) and the fps drop, again, this just takes a time ...