Corsair's Vengeance memory is not ECC capable. Running Memtest86+ would be a good first troubleshooting step.
The Asus motherboard listed seems to be a standard ATX-style; what Case is it mounted in? Plexiglass side-panels do not provide much protection against RF interference (eg, Microwave ovens ...
Search found 839 matches
- Mon Nov 03, 2025 1:46 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash of headless in lgc.c
- Replies: 7
- Views: 336
- Sun Nov 02, 2025 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Enable circuit wire on train tracks
- Replies: 1
- Views: 86
Re: Enable circuit wire on train tracks
Currently, if you have areas of the factory that are deliberately separated (in terms of robot networks and power) there is no way to transfer information through a circuit wire between them.
Version 2.0 added the ability to connect Radars to the Circuit Network , allowing for wireless signal ...
Version 2.0 added the ability to connect Radars to the Circuit Network , allowing for wireless signal ...
- Sun Nov 02, 2025 4:01 pm
- Forum: Not a bug
- Topic: [2.0.72] Roboports allow charging when unpowered after being placed
- Replies: 2
- Views: 133
Re: [2.0.72] Roboports allow charging when unpowered after being placed
Roboports seem to get an initial small amount of energy in their energy buffer when placed.
More specifically: freshly placed roboports will have their energy buffer filled with 0.25 × recharge_minimum energy.
The base game sets this value to 40 MJ , which is 10MJ of "free" energy.
Good Luck!
- Sun Nov 02, 2025 3:54 pm
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 3
- Views: 163
Re: AI generated assets and disclosure
Previous discussion
I appreciate when the Author of a Mod is honest enough to disclose that they have used "AI" tools for the code or graphical assets of their Mod - so that I can ignore it completely.
I appreciate when the Author of a Mod is honest enough to disclose that they have used "AI" tools for the code or graphical assets of their Mod - so that I can ignore it completely.
- Sun Nov 02, 2025 3:52 pm
- Forum: Ideas and Suggestions
- Topic: "Stop exists" interrupt condition
- Replies: 3
- Views: 128
Re: "Stop exists" interrupt condition
Can you think of a way to disable your provider stations until a requester station exists? or perhaps even until a requester station can actually use the train? (Circuit network)
Wire the Requester stations to a global Circuit network (or Radar) to send a "Demand signal" when they are actually ...
Wire the Requester stations to a global Circuit network (or Radar) to send a "Demand signal" when they are actually ...
- Sun Nov 02, 2025 1:06 am
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 438
- Sat Nov 01, 2025 1:07 am
- Forum: Gameplay Help
- Topic: Over 70k holmium plates for 1 legendary Mech Armour
- Replies: 11
- Views: 519
Re: Over 70k holmium plates for 1 legendary Mech Armour
Ouch. It pains me to see people upcycle things by recycling them into themselves rather than craft-recycle loops.
Direct-recycling of Holmium Plates is mechanically simple: 1 Ingredient yields the exact same Ingredient, at a higher quality. No backpressure or intermediate shortage forms anywhere ...
Direct-recycling of Holmium Plates is mechanically simple: 1 Ingredient yields the exact same Ingredient, at a higher quality. No backpressure or intermediate shortage forms anywhere ...
- Fri Oct 31, 2025 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Overgrowth Nauvis Soil (Planting Trees on Landfill)
- Replies: 1
- Views: 98
- Fri Oct 31, 2025 5:40 pm
- Forum: Gameplay Help
- Topic: Over 70k holmium plates for 1 legendary Mech Armour
- Replies: 11
- Views: 519
Re: Over 70k holmium plates for 1 legendary Mech Armour
It sounds like you got Lucky! With 4x Quality Module 3 (+24.8%) and using only Recycling you need approximately 2700 Normal Input items to get one Legendary Output items . The Mech Armor recipe calls for 200 Holmium plates (plus an extra 25 for the Superconductors, and 100 for the Supercapacitors ...
- Fri Oct 31, 2025 3:03 pm
- Forum: This Forum
- Topic: General Error - Not allowed to access this file
- Replies: 0
- Views: 65
General Error - Not allowed to access this file
Received a phpBB Forum error page while Posting a Reply to a topic. The Reply was still submitted successfully... This is probably a phpBB bug, but the error said to "notify the board administrator", so here you go!
- Fri Oct 31, 2025 3:00 pm
- Forum: Not a bug
- Topic: [2.0.72] Inserters dropping items into lava / other surfaces that void items drop items 1 at a time
- Replies: 2
- Views: 178
Re: [2.0.72] Inserters dropping items into lava / other surfaces that void items drop items 1 at a time
Machines have an Inventory that holds multiple Items. Tiles can have multiple Items in different spots, but only 1 item per spot.
10-31-2025, 10-59-31.png
Items are dropped onto the ground 1 at a time, because the Ground does not support Item Stacking. This puts the Inserter into "Target full ...
10-31-2025, 10-59-31.png
Items are dropped onto the ground 1 at a time, because the Ground does not support Item Stacking. This puts the Inserter into "Target full ...
- Fri Oct 31, 2025 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Add "disable quality modules" circuit condition
- Replies: 2
- Views: 167
Re: Add "disable quality modules" circuit condition
Add the ability to disable quality modules in a machine based on a circuit condition.
At the moment the only way to stop quality production is to remove the quality modules
Yes, but also No! Speed modules provide a negative Quality effect:
10-31-2025, 10-40-20.png
Beacons can be en/disabled ...
At the moment the only way to stop quality production is to remove the quality modules
Yes, but also No! Speed modules provide a negative Quality effect:
10-31-2025, 10-40-20.png
Beacons can be en/disabled ...
- Thu Oct 30, 2025 11:08 pm
- Forum: Questions, reviews and ratings
- Topic: Space Exploration mod issue
- Replies: 4
- Views: 168
Re: Space Exploration mod issue
That is the symbol for “No electric connection”, because there is no Power Pole. Try placing one in range of both entities and it should function fine.
The “no energy” symbol is Red.
The “no energy” symbol is Red.
- Thu Oct 30, 2025 10:52 pm
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 12
- Views: 649
Re: Why is the Quality mod required for Space Age?
Because Quality was invented long before 1.0 was finished ; it just did not get merged into the Game Engine until 2.0 / Space Age. The early design of Platforms goes all the way back to FFF-74 , written in 2015. I can’t make out the text in the whiteboard photograph well enough to tell if Quality ...
- Thu Oct 30, 2025 3:27 am
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 30
- Views: 1840
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Just in case you don't know, quality is already a mod you can disable in the mods menu.
The “Space Age” mod requires the Quality mod, so no, you really cannot do this and still play the DLC. You can simply not-research Quality (or use a Mod which disables its effects entirely ), but you cannot ...
The “Space Age” mod requires the Quality mod, so no, you really cannot do this and still play the DLC. You can simply not-research Quality (or use a Mod which disables its effects entirely ), but you cannot ...
- Mon Oct 20, 2025 10:52 pm
- Forum: Balancing
- Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
- Replies: 8
- Views: 776
Re: Curved quality chance: normal to uncommon should be more likely than epic to legendary
This could be accomplished in a Mod by adding "In-Between" Quality Levels which provide no additional benefits, eg:
Normal
Uncommon
Uncommon+
Rare
Rare+
Rare++
Epic
Epic+
Epic++
Epic+++
Legendary
This is similar to QualityPlus , but without raising the bonuses for the intermediate ...
- Mon Oct 20, 2025 6:38 pm
- Forum: Releases
- Topic: Version 2.0.71
- Replies: 10
- Views: 6114
Re: Version 2.0.71
What exactly is the asteroid collector navmesh used for? Just for picking asteroids?
Yes; it is re-computed each time an Asteroid Collector (or Platform Tile) is added/removed. It is used to determine where the Arms can/not path through Space. Doing this "once" when the environment changes is ...
- Mon Oct 20, 2025 5:56 pm
- Forum: Gameplay Help
- Topic: Question about farming legendary asteroids
- Replies: 5
- Views: 423
Re: Question about farming legendary asteroids
Carbonic Asteroids make Carbon & Sulfur - useful for Coal Synthesis, Explosives, and Plastic.
Metallic Asteroids can be smelted directly Iron/Copper in a Furnace; no point in using the Foundry recipes with high-grade Inputs since Liquids "reset" to Normal quality. You can get Unlimited Liquid Iron ...
Metallic Asteroids can be smelted directly Iron/Copper in a Furnace; no point in using the Foundry recipes with high-grade Inputs since Liquids "reset" to Normal quality. You can get Unlimited Liquid Iron ...
- Mon Oct 20, 2025 5:03 pm
- Forum: Mod portal Discussion
- Topic: Mod portal appears down (SSL) handshake error
- Replies: 2
- Views: 273
Re: Mod portal appears down (SSL) handshake error
The public-facing IP addresses for the mods.factorio.com DNS record belong to Cloudflare. I am intermittently seeing a 522 (Cloudflare Backend connection timed-out), 525 (TLS handshake failed), and 200 (Success!) response from https://mods.factorio.com from different endpoints. This suggests that at ...
- Sun Oct 19, 2025 8:17 pm
- Forum: Balancing
- Topic: Make asteriod chucks (spoil)
- Replies: 2
- Views: 270
Re: Make asteriod chucks (spoil)
The Asteroid Reprocessing recipes only have a ~80% success rate to begin with, so.... feature exists?
Spoiling Promethium is available as a Mod; I like the version that makes them explode.
Spoiling Promethium is available as a Mod; I like the version that makes them explode.