Search found 524 matches

by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...
by GrumpyJoe
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 ...

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