Search found 8450 matches
- Thu Jul 25, 2024 9:57 pm
- Forum: Gameplay Help
- Topic: [SOLVED] Burner inserter not refuelling itself
- Replies: 4
- Views: 168
Re: Burner inserter not refuelling itself
You can check out the wiki here: https://wiki.factorio.com/Burner_inserter
- Thu Jul 25, 2024 5:10 pm
- Forum: Technical Help
- Topic: [1.1.71] In-game updater requires admin permission for portable install
- Replies: 3
- Views: 148
Re: [1.1.71] In-game updater requires admin permission for portable install
No idea what you mean with: I've manually downloaded an one version older stable version, and it is still present in 1.1.107. The log is from an install performed with an .exe not a .zip package and it is of version 1.1.107. So depending on what you did to get version 1.1.71 wasn't from the log prov...
- Thu Jul 25, 2024 12:35 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 163
- Views: 29872
- Tue Jul 23, 2024 7:54 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 16
- Views: 567
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
Try the following: In the bios, set the ram speed to something very low, lower than 5600, disable all P-cores and disable all the overclocking features like thermal velocity boost, boost max and what ever else this chip has. Run the save with those settings and see how long until it crashes.
- Tue Jul 23, 2024 6:12 pm
- Forum: General discussion
- Topic: Mods for 1st expansion run
- Replies: 6
- Views: 307
Re: Mods for 1st expansion run
Many mods will not work on launch yet anyway, even for just 2.0 without expansion this might be the case.
- Tue Jul 23, 2024 2:53 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 16
- Views: 567
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
I let it run for 70min at 20ups without issue.
- Tue Jul 23, 2024 12:22 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 16
- Views: 567
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
I'm on my phone, I will try it later today.
- Tue Jul 23, 2024 12:13 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 16
- Views: 567
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
It is interesting that they are generally related to unit AI, but even those crashing the same tick have different stack traces, one is failing a consistency check and one doesn't even seem to crash in factorio code.
- Tue Jul 23, 2024 12:17 am
- Forum: Technical Help
- Topic: let people who don't have factorio on steam add mods to their bookmarks
- Replies: 9
- Views: 359
Re: let people who don't have factorio on steam add mods to their bookmarks
It's showing that the account you are logged in with does not own a license to the game. This has nothing to do with steam.
- Mon Jul 22, 2024 11:05 pm
- Forum: Technical Help
- Topic: let people who don't have factorio on steam add mods to their bookmarks
- Replies: 9
- Views: 359
Re: let people who don't have factorio on steam add mods to their bookmarks
There is no such limit, you can even set the bookmarks on https://mods.factorio.com/library/bookmarks in the browser.
- Mon Jul 22, 2024 9:37 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 16
- Views: 567
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
Then this is not a game issue but unstable hardware, if it were a bug in the game it would crash the same tick with the same error every single time.
- Mon Jul 22, 2024 8:36 pm
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash (UnitGroup::setActiveConditionally)
- Replies: 16
- Views: 567
Re: [1.1.109] Crash (UnitGroup::setActiveConditionally)
If you load that save and let it run without interacting, will it always crash at the same time?
- Mon Jul 22, 2024 4:43 pm
- Forum: General discussion
- Topic: Factorio price
- Replies: 8
- Views: 744
Re: Factorio price
On a slight tangent, is better (financially) for wube when the game is paid directly on their website vs on steam ? I imagine that they get to keep the 30% cut from steam that way. They will still pay commission/processing fees for humble/stripe but it is save to say that that will be way lower tha...
- Mon Jul 22, 2024 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Inserters: Why are filters getting baked in, but stacks are separated?
- Replies: 25
- Views: 931
Re: Inserters: Why are filters getting baked in, but stacks are separated?
The obvious reason is that with quality and spoilage need for filtering will be prevalent and limiting it to only some inserters will be an annoyance instead of a challenge. Stacking on the other hand is incredibly powerful and limiting it to only special machines is keeping it in check. The metric ...
- Sun Jul 21, 2024 7:34 pm
- Forum: Technical Help
- Topic: Game crash when Hosting multiplayer
- Replies: 1
- Views: 103
Re: Game crash when Hosting multiplayer
Remove RivaTuner.
- Sun Jul 21, 2024 6:14 pm
- Forum: Ideas and Suggestions
- Topic: The Blueprint Hub
- Replies: 34
- Views: 1012
Re: The Blueprint Hub
Someone in a multiplayer game using blueprints to ruin the fun for other people is already incredibly easy for a person to do without an in-game blueprint hub. And an official bp hub would make it even easier and suggest to players that using bps from the hub instead of finding own solutions is the...
- Sat Jul 20, 2024 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Inserters: Why are filters getting baked in, but stacks are separated?
- Replies: 25
- Views: 931
Re: Inserters: Why are filters getting baked in, but stacks are separated?
Now I mixed up the names, the new Stack inserter will have max 16 hand size, the bulk one will stay at 12.
- Sat Jul 20, 2024 6:36 pm
- Forum: Gameplay Help
- Topic: Pipes merging
- Replies: 4
- Views: 284
- Sat Jul 20, 2024 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Inserters: Why are filters getting baked in, but stacks are separated?
- Replies: 25
- Views: 931
Re: Inserters: Why are filters getting baked in, but stacks are separated?
What is that "capacity"? Hand size or stack size?LackadaisyFrog wrote: ↑Sat Jul 20, 2024 5:54 pmthe newly created "stack inserters" with a capacity of 12
- Sat Jul 20, 2024 6:03 pm
- Forum: Gameplay Help
- Topic: Pipes merging
- Replies: 4
- Views: 284
Re: Pipes merging
You either placed a blueprint that connects the water and oil pipes or you misaligned the blueprint so they connect, nothing about this is a bug.