Search found 212 matches

by Dune
Wed Oct 30, 2024 11:42 pm
Forum: Gameplay Help
Topic: [2.0.11] Train interrupt activates even if all next stops are disabled
Replies: 6
Views: 753

Re: [2.0.11] Train interrupt activates even if all next stops are disabled

Is there a way to add a condition to see if there are open stations to the interrupt? Otherwise, it still seems broken. Wouldn't the spirit of the fueling station be that trains shouldn't remain there after they fill up?
by Dune
Wed Oct 30, 2024 3:15 am
Forum: Not a bug
Topic: [2.0.12] Game crash when ship gets destroyed
Replies: 2
Views: 326

Re: [2.0.12] Game crash when ship gets destroyed

also attaching the autosaves. I was on the way to gleba but it also made autosave for first trip to nauvis.

Edit: Loading the autosave first trip to nauvis will be right where the ship is blowing up, and the crash happened again, so maybe repeatable for you(?).
by Dune
Wed Oct 30, 2024 3:13 am
Forum: Not a bug
Topic: [2.0.12] Game crash when ship gets destroyed
Replies: 2
Views: 326

[2.0.12] Game crash when ship gets destroyed

I've a new ship, flew it towards Gleba and it blows up on the way. The game crashed.

Attached are the log file and save game.
by Dune
Wed Oct 30, 2024 12:00 am
Forum: Gameplay Help
Topic: [2.0.11] Train interrupt activates even if all next stops are disabled
Replies: 6
Views: 753

Re: [2.0.11] Train interrupt activates even if all next stops are disabled

The save game - but at a later time from when it happened.

Edit: I opened the map and found an easy way to duplicate it. Go to the streel train, change the stop to disable by changing the sign to less-than (see picture) so that it is disabled. Then remove fuel from the train, down to less than 20 ...
by Dune
Tue Oct 29, 2024 7:58 am
Forum: Gameplay Help
Topic: [2.0.11] Train interrupt activates even if all next stops are disabled
Replies: 6
Views: 753

[2.0.11] Train interrupt activates even if all next stops are disabled

So, if the train has a loading station and fills up, and then is waiting for an available unloading station, but none are available, if the train has a fuel interrupt, it'll just leave for the interrupt instead of waiting until their next destination is available. IE, the train shouldn't interrupt ...
by Dune
Sun Oct 20, 2024 7:51 am
Forum: Outdated/Not implemented
Topic: [2.0.6] Flip horizontally / vertically issues
Replies: 2
Views: 617

[2.0.6] Flip horizontally / vertically issues

So, there's an issue with the flip horizonal for me. This isn't really a bug, but supper annoying. I remapped the flip horizontal key to F, (which it was in 1.1?). It shouldn't matter which key is assigned, but has more issues with F.

When I try to pick up items from belts with F, sometimes my ...
by Dune
Sun Oct 20, 2024 7:30 am
Forum: Pending
Topic: [2.0.6] Map lags on opening and other lag
Replies: 3
Views: 778

Re: [2.0.6] Map lags on opening and other lag

Unfortunately the log file isn't from the play period, as I was trying to find and update mods afterwards. I have included the save game.
by Dune
Sun Oct 20, 2024 6:57 am
Forum: Pending
Topic: [2.0.6] Map lags on opening and other lag
Replies: 3
Views: 778

[2.0.6] Map lags on opening and other lag

It's almost as if there is a memory leak, as the game becomes laggier and laggier as a play (from last load, not whole play) progresses. It's most noticeable on viewing the map. The whole game freezes after a short time when opening the map.

About my rig, I've an AMD 7950x3d processor, 64gigs of ...
by Dune
Sun Oct 20, 2024 6:43 am
Forum: Balancing
Topic: [2.0.6] Big Worms nigh unbeatable
Replies: 9
Views: 2173

[2.0.6] Big Worms nigh unbeatable

I went for blue science before military science, and when I first came across a big-worm it killed dozens of turrets and myself several times. I finally gave up fighting it and opened the /editor and just deleted the thing.

It's so ridiculous that your reach is about five feet and their spit goes ...
by Dune
Wed Oct 02, 2024 5:05 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 45105

Re: Friday Facts #406 - Space Age Music

I'm trying to catch up on the FF's, and just looking at this... notably the space music and couldn't help notice an oddity.

It's probably been mentioned, but the steam from the reactors is blowing towards the direction the ship is traveling. I know there is no friction in space, but the ship is ...
by Dune
Thu Feb 22, 2024 4:26 am
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 144
Views: 52545

Re: Friday Facts #392 - Parametrised blueprints

I don't see the point of this feature - it seems to be an added complexity that puts further menus over the top of the game that is supposed to be being played. Instead of looking at say a train stop blueprint, now I'm looking at an over complicated editor that is like a programming language that ...
by Dune
Wed Feb 17, 2021 4:23 am
Forum: Duplicates
Topic: [1.1.24] inconsistent underground belt placement over ghosts
Replies: 2
Views: 1826

[1.1.24] inconsistent underground belt placement over ghosts

Placing ghost underground of different color over another builds both undergrounds.

See video for demonstration

https://youtu.be/Ts6SlrcAMfI
by Dune
Mon Feb 15, 2021 11:24 pm
Forum: Duplicates
Topic: [1.1.22] combat / flamethrower turrets
Replies: 1
Views: 1073

Re: [1.1.22] crash getting out of train

game crashed again 2 mins in after reloading. Rolling back to previous version, this is unstable.

Here's a link to where in the stream - https://www.twitch.tv/videos/915686527?t=00h17m00s
by Dune
Mon Feb 15, 2021 11:15 pm
Forum: Duplicates
Topic: [1.1.22] combat / flamethrower turrets
Replies: 1
Views: 1073

[1.1.22] combat / flamethrower turrets

Was streaming, can see here of https://www.twitch.tv/videos/915686527?t=00h09m50s

I'm not sure what I was doing, but it might have something to do with flamethrower turrets, as it crashed below too when flamethrower turrets started shooting.
by Dune
Fri Jan 15, 2021 9:35 am
Forum: Duplicates
Topic: [1.1.11] Can't ghost place anything (except blueprints) from map view
Replies: 4
Views: 2151

Re: [1.1.11] Can't ghost place anything (except blueprints) from map view

Nm, it's already fixed for the next release.
by Dune
Fri Jan 15, 2021 9:33 am
Forum: Duplicates
Topic: [1.1.11] Can't ghost place anything (except blueprints) from map view
Replies: 4
Views: 2151

Re: [1.1.11] Can't ghost place anything (except blueprints) from map view

Clarification, can ghost place from map view when near your character.
by Dune
Fri Jan 15, 2021 9:27 am
Forum: Duplicates
Topic: [1.1.11] Can't ghost place anything (except blueprints) from map view
Replies: 4
Views: 2151

[1.1.11] Can't ghost place anything (except blueprints) from map view

Nm, it's already fixed for the next release.



Title says it all, but check out my vod from tonight's stream, 3hrs in, I'll give a link when I'm done streaming. First noticed this with belts, but a viewer asked about other stuff, and they were right, nothing but blueprints (including copy paste ...
by Dune
Wed Jan 13, 2021 5:17 am
Forum: Technical Help
Topic: [1.1.8] upgrading to 1.1.8 switched save, mods folder to the %appdata%
Replies: 7
Views: 2945

Re: [1.1.8] upgrading to 1.1.8 switched save, mods folder to the %appdata%

Okay, but whichever I mentioned, I did mean the one in ./appdata/factorio/config/ was being checked first, and then once it saw that the flags were set for the exe directory and not the system directory did it then use the local files to the exe.

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