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by Loewchen
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...
by Loewchen
Thu Jul 25, 2024 12:35 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 163
Views: 29872

Re: Friday Facts #418 - Space Age release date

PapaDrom wrote:
Thu Jul 25, 2024 12:10 am
Would it even make sense to invest in Space Age if I never technically got through the initial game.
Rocket launches will be way earlier and cheaper with the expansion, if it's for you will depend on if the features interest you.
by Loewchen
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.
by Loewchen
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.
by Loewchen
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.
by Loewchen
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.
by Loewchen
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.
by Loewchen
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.
by Loewchen
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.
by Loewchen
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?
by Loewchen
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...
by Loewchen
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 ...
by Loewchen
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.
by Loewchen
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...
by Loewchen
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.
by Loewchen
Sat Jul 20, 2024 6:36 pm
Forum: Gameplay Help
Topic: Pipes merging
Replies: 4
Views: 284

Re: Pipes merging

Citronek wrote:
Sat Jul 20, 2024 6:07 pm
So It just leaves me to place it with bots but not by hand, alright thanks
If you want to go out of your way too keep the screw up yes, otherwise disconnecting and flushing the pipes would be the neutron star of glaring solutions.
by Loewchen
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?

LackadaisyFrog wrote:
Sat Jul 20, 2024 5:54 pm
the newly created "stack inserters" with a capacity of 12
What is that "capacity"? Hand size or stack size?
by Loewchen
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.

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