Search found 524 matches
- Thu Mar 13, 2025 1:03 pm
- Forum: Technical Help
- Topic: [2.0.39] Crash loading save (biter not registered on chunk)
- Replies: 4
- Views: 329
Re: [2.0.39] Crashes when trying to load save files
what would the name of this file look like?
Your topic was renamed with the information, I guess a moderator did that.
Your factorio-current.log was from an instance that didn't crash I think (I'm on mobile now)
It could have been in the factorio-previous.log then instead. Depending on how ...
- Thu Mar 13, 2025 10:53 am
- Forum: Technical Help
- Topic: Launching the game takes 40 sec
- Replies: 2
- Views: 187
Re: Launching the game takes 40 sec
yeah, i figured as much, that 40s step is obvious
strange thing is, i wanted to run a memtest anyway, so i rebooted into my Memtest USB boot stick and ran the test
Then after restart, since windows update didn´t find any new drivers, i ran AMD Adrenaline, which said all drivers are up to date.
I ...
strange thing is, i wanted to run a memtest anyway, so i rebooted into my Memtest USB boot stick and ran the test
Then after restart, since windows update didn´t find any new drivers, i ran AMD Adrenaline, which said all drivers are up to date.
I ...
- Thu Mar 13, 2025 9:13 am
- Forum: Technical Help
- Topic: [2.0.39] Crash loading save (biter not registered on chunk)
- Replies: 4
- Views: 329
Re: [2.0.39] Crashes when trying to load save files
Reproducable with the autosave, there is a teleporting Behemoth Biter
Stack trace logging done
92.619 Error Chunk.cpp:413: On chunk [-19, 37] (surface nauvis) there is a MilitaryTarget (for entity [name=behemoth-biter, type=unit(Unit), position={13.023, 16.000}, direction=<no>, force=enemy ...
Stack trace logging done
92.619 Error Chunk.cpp:413: On chunk [-19, 37] (surface nauvis) there is a MilitaryTarget (for entity [name=behemoth-biter, type=unit(Unit), position={13.023, 16.000}, direction=<no>, force=enemy ...
- Thu Mar 13, 2025 8:57 am
- Forum: Technical Help
- Topic: Launching the game takes 40 sec
- Replies: 2
- Views: 187
Launching the game takes 40 sec
This is some new behaviour that i blame on some Windows update that happened this week, at least i hope its not the hardware
So far i concluded it must be my PC, i think its safe to skip my story and go straight to the log file
I have 2 installations. One Steam 2.0.41 and one standalone 2.0.37 ...
So far i concluded it must be my PC, i think its safe to skip my story and go straight to the log file
I have 2 installations. One Steam 2.0.41 and one standalone 2.0.37 ...
- Thu Feb 27, 2025 7:42 pm
- Forum: Balancing
- Topic: (ICE) Asteroid spawn above Nauvis
- Replies: 9
- Views: 920
Re: (ICE) Asteroid spawn above Nauvis
Reading this, it might be worth the devs adding thrusters research to the list of research that's exempt from the science multiplier and have it join Automation.
Nah, its ok(ish), i believe its only half the silo. with 3 science "collector" platforms i got it down to an hour, which is roughly ...
- Wed Feb 26, 2025 5:36 pm
- Forum: Balancing
- Topic: (ICE) Asteroid spawn above Nauvis
- Replies: 9
- Views: 920
Re: (ICE) Asteroid spawn above Nauvis
[...] i´m not able to produce enough ice with this abomination
As was said, the asteroid spawn rate in orbit is constant.
Thanks for the clarification and the BP
Multiple platforums it is then, need about 900spm
Sadly, "For the early game without asteroid processing productivity it's ...
- Wed Feb 26, 2025 5:09 pm
- Forum: Balancing
- Topic: (ICE) Asteroid spawn above Nauvis
- Replies: 9
- Views: 920
Re: (ICE) Asteroid spawn above Nauvis
I appreciate a hint in changing playstyle, i even thought about that multiple platform thing while reading your first reply.
It just felt like you overlooked me researching thrusters in the screenshot.
If its a fact that you cant scale up for orbit asteroids, more platforms is the only way ...
It just felt like you overlooked me researching thrusters in the screenshot.
If its a fact that you cant scale up for orbit asteroids, more platforms is the only way ...
- Wed Feb 26, 2025 5:05 pm
- Forum: Balancing
- Topic: Quality Module I research cost is "off the charts"
- Replies: 3
- Views: 407
Re: Quality Module I research cost is "off the charts"
Outlier opinion: 10X research cost should be the Default; I think EVERYTHING is too cheap to research.
Thats actually the reason i chose the x100.
Your entire post actually, i just like to highlight the most important part by deleting the rest.
I too think the base game should be x10 by ...
- Wed Feb 26, 2025 3:51 pm
- Forum: Balancing
- Topic: (ICE) Asteroid spawn above Nauvis
- Replies: 9
- Views: 920
Re: (ICE) Asteroid spawn above Nauvis
You need to have your Platform move to somewhere with more asteroids if you want to catch those Asteroids.
You didn´t read the part about my 3rd SA playthrough?
Also, top right corner, i can´t actually move yet.
I tought i have seen it all and can now begin to enjoy it, but every time i start ...
- Wed Feb 26, 2025 3:25 pm
- Forum: Balancing
- Topic: (ICE) Asteroid spawn above Nauvis
- Replies: 9
- Views: 920
(ICE) Asteroid spawn above Nauvis
Just like yesterday , this artificial roadblock of bad balancing is bringing me here.
Again, 100x science map and i´m not able to produce enough ice with this abomination
Screenshot Factorio ISS.png
Thats 79 asteroid collectors
Ice crushers with prod 1 modules.
Roughly 80 ice/min.
Not ...
Again, 100x science map and i´m not able to produce enough ice with this abomination
Screenshot Factorio ISS.png
Thats 79 asteroid collectors
Ice crushers with prod 1 modules.
Roughly 80 ice/min.
Not ...
- Tue Feb 25, 2025 3:00 pm
- Forum: Balancing
- Topic: Quality Module I research cost is "off the charts"
- Replies: 3
- Views: 407
Quality Module I research cost is "off the charts"
:not-enough-repair-packs:
Im no game dev, therefore i wont suggest any numbers here, dont look for them!
But I think you should look into this:
While all other Tier1 modules cost 50 research, the all singing all dancing shiny new quality 1 module cost 500.
While this reflects it´s usefulness ...
Im no game dev, therefore i wont suggest any numbers here, dont look for them!
But I think you should look into this:
While all other Tier1 modules cost 50 research, the all singing all dancing shiny new quality 1 module cost 500.
While this reflects it´s usefulness ...
- Mon Feb 24, 2025 10:25 pm
- Forum: Won't fix.
- Topic: 2.0.35 Parameterized machines show don´t show "no power" icon
- Replies: 3
- Views: 211
Re: 2.0.35 Parameterized machines show don´t show "no power" icon
I don't believe it's worth increasing the complexity to account for this combination given machines with parameters are useless until parameterized - at which point you will see it's not powered.
I described such a case, but as you said it´s not worth it.
Quite interesting new things to think ...
- Mon Feb 24, 2025 4:18 pm
- Forum: Won't fix.
- Topic: 2.0.35 Parameterized machines show don´t show "no power" icon
- Replies: 3
- Views: 211
2.0.35 Parameterized machines show don´t show "no power" icon
I noticed this when setting parameter placeholder for later unlocked recipes in the mall.
It´s the same for refinieries and chemical plants, didn´t test Space Age buildings
First i thought it would only be a minor issue, because my personal usecase is kinda small and who let parameters in when ...
It´s the same for refinieries and chemical plants, didn´t test Space Age buildings
First i thought it would only be a minor issue, because my personal usecase is kinda small and who let parameters in when ...
- Sun Feb 23, 2025 12:01 pm
- Forum: Duplicates
- Topic: [2.0.32] Incorrect numbers in production stats "consumption" of science packs when chaining labs
- Replies: 6
- Views: 406
Re: [2.0.32] Incorrect numbers in production stats "consumption" of science packs when chaining labs
Instead of opening a new one, here is another one (version is 2.0.35)
100x science cost
No modules researched yet, no productiviy possible
Only red and green produced
No flask has ever been stored, except for military, which ive not used yet
The numbers are WAY off in the ALL TIME tab
186k/137k for ...
100x science cost
No modules researched yet, no productiviy possible
Only red and green produced
No flask has ever been stored, except for military, which ive not used yet
The numbers are WAY off in the ALL TIME tab
186k/137k for ...
- Tue Feb 18, 2025 11:18 am
- Forum: General discussion
- Topic: Seeking advice in co-op with non-gamer friends
- Replies: 11
- Views: 1088
Re: Seeking advice in co-op with non-gamer friends
I gifted this game to my nephew a few years ago. He's 20 now. He likes the vanilla game when we play on his map, but generally he's of the type "load up ridiculous overpowered mods and mess around with cheats"
He gets the game and comes up with "good" builds.
But I get frustrated. It's not how I'd ...
He gets the game and comes up with "good" builds.
But I get frustrated. It's not how I'd ...
- Mon Feb 03, 2025 7:51 am
- Forum: Gameplay Help
- Topic: [SA] Megabasing on Vulcanus
- Replies: 4
- Views: 1390
Re: [SA] Megabasing on Vulcanus
Serious question
Why would coal be a problem on Vulcanus?
Megabasing SA would mean 12,5x efficiency on the coal patch (8%big miner yield/destroy ore thingie with legendary miners)
And that's not even accounting for base mining efficiency research.
Is it still not enough with all the oil coming ...
Why would coal be a problem on Vulcanus?
Megabasing SA would mean 12,5x efficiency on the coal patch (8%big miner yield/destroy ore thingie with legendary miners)
And that's not even accounting for base mining efficiency research.
Is it still not enough with all the oil coming ...
- Fri Jan 17, 2025 12:27 pm
- Forum: Gameplay Help
- Topic: Read alerts with combinators
- Replies: 3
- Views: 389
Re: Read alerts with combinators
Can you fit something else into your design, something like a normal turret?
Even if it's useless cos of resistances, you could read it's ammo (not sure) or read an inserter's hand contents. Just make sure the inserter draws from the main grid.
If you are so desperately looking for spare power ...
Even if it's useless cos of resistances, you could read it's ammo (not sure) or read an inserter's hand contents. Just make sure the inserter draws from the main grid.
If you are so desperately looking for spare power ...
- Fri Jan 17, 2025 12:21 pm
- Forum: Gameplay Help
- Topic: Last stack of rocket request doesn't fill.
- Replies: 5
- Views: 401
Re: Last stack of rocket request doesn't fill.
Looks fine on the platform, not sure what could be missing.
The only thing you don't see here is the planet, where you said "rockets are prepped"
Silos can be in different states as well, without knowing it, one can only guess or ask for a save file.
Whenever something weird happens to my space ...
The only thing you don't see here is the planet, where you said "rockets are prepped"
Silos can be in different states as well, without knowing it, one can only guess or ask for a save file.
Whenever something weird happens to my space ...
- Fri Jan 17, 2025 8:51 am
- Forum: Gameplay Help
- Topic: Remote restart of Gleba?
- Replies: 7
- Views: 837
Re: Remote restart of Gleba?
I just overproduce and burn the rest. Never needed to specifically make fuel for power.
It's not what you asked for, but just in case someone else is looking for a restart solution for a different problem:
Sometimes my Gleba base dies cos of clogged up belts, which clogs them up even more with ...
It's not what you asked for, but just in case someone else is looking for a restart solution for a different problem:
Sometimes my Gleba base dies cos of clogged up belts, which clogs them up even more with ...
- Sun Jan 12, 2025 8:32 am
- Forum: Balancing
- Topic: If it can be built around a tree, it should be able to be unbuild around a tree
- Replies: 6
- Views: 999
Re: If it can be built around a tree, it should be able to be unbuild around a tree
How could you live without a book of deconstruction & upgrade planners?
01-06-2025, 18-23-17.png
Pretty comprehensive!
I usually make everything new each playthrough. If you do everything the most optimal way then you only need to look at the internet and then do one playthru - or why even ...