Yeah I wasn't sure how all the memory use could be from Factorio, so I thought maybe it was a driver misbehaving or something.KoBOLTA wrote: Sun Jun 07, 2026 5:19 am i figured out that i have near maximum usage of memory by factorio (all 32+ Gb), my bad that i didn't checked that
Search found 45 matches
- Sun Jun 07, 2026 11:16 am
- Forum: Bug Reports
- Topic: [2.0.76] Crash on start loading mods, excessive memory allocation failed
- Replies: 5
- Views: 344
Re: [2.0.76] Crash on start loading mods, excessive memory allocation failed
- Sun Jun 07, 2026 2:37 am
- Forum: Bug Reports
- Topic: [2.0.76] Crash on start loading mods, excessive memory allocation failed
- Replies: 5
- Views: 344
Re: [2.0.76] Crash on start loading mods, excessive memory allocation failed
Your page file seems very full by the end of loading, possibly due to allocation leaks from other things on your system. Try restarting your PC, that usually fixes weird issues like this.
- Thu Jun 04, 2026 12:52 am
- Forum: Technical Help
- Topic: [2.0.76]Infinite Map Download
- Replies: 3
- Views: 308
Re: [2.0.76]Infinite Map Download
Ah, yeah that indicates the issue is with NAT traversal. Some WiFi repeaters create what is called a double NAT, which depending on the configuration can prevent UDP hole punching (the technique Factorio uses to establish connections) from working. As for hosting on different computers changing the ...
- Tue Jun 02, 2026 7:47 am
- Forum: Not a bug
- Topic: [2.0.76] "Station is not full" wait condition fails with station names containing [virtual-signal=signal-item-parameter]
- Replies: 3
- Views: 290
Re: [2.0.76] "Station is not full" wait condition fails with station names containing [virtual-signal=signal-item-parame
It's probably substituting the parameter and looking for a station matching whatever the first item it found in the cargo is (or just doing nothing if the cargo is empty). That is how parameters are intended to be used, after all.
- Fri May 15, 2026 12:23 am
- Forum: Gameplay Help
- Topic: Uncommon+ Satellite ROI?
- Replies: 10
- Views: 1306
Re: Uncommon+ Satellite ROI?
That isn't true. For example, you can make quality production science by dropping four quality modules in the crafters for electric furnaces, production module 1s, and rails, filtering the higher quality items off to machines to craft higher quality science, and adding a process to deal with the ...
- Tue May 05, 2026 7:25 pm
- Forum: Gameplay Help
- Topic: Legendary walls replaced with normal walls after destruction
- Replies: 3
- Views: 635
Re: Legendary walls replaced with normal walls after destruction
I am using a few QOL mods and there is one designed to affect walls so that might be it: https://mods.factorio.com/mod/no-stone-wall-alarm
I had a quick look at the code and yeah that's definitely it. The mod hooks the on_entity_damaged event and uses its own logic to destroy the entity and ...
- Sat May 02, 2026 1:14 pm
- Forum: Gameplay Help
- Topic: Uncommon+ Satellite ROI?
- Replies: 10
- Views: 1306
Re: Uncommon+ Satellite ROI?
In terms of raw resource input, quality science is always a net loss. Uncommon only gives double the science value while costing about 4x as much resources (assuming you use ore upcycling/voiding with legendary quality module 3s, which I think is the only really practical way of doing it). The ...
- Sun Mar 29, 2026 12:51 am
- Forum: Technical Help
- Topic: headless server some mod "Incompatible with space-age"
- Replies: 8
- Views: 1144
Re: headless server some mod "Incompatible with space-age"
DLC_SPACE_AGE is an environment variable you can set for the docker container.
https://docs.docker.com/reference/cli/d ... r/run/#env
https://docs.docker.com/reference/cli/d ... r/run/#env
- Sun Jan 25, 2026 1:12 am
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 1030
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
If all users just recently downloaded the mod then yeah, it would make sense for all (relevant) edge caches to be stale simultaneously. I guess I can see how you would need to iteratively test a mod like this if it requires a bunch of players to do so.
In any case, the solution for this on Wube's ...
In any case, the solution for this on Wube's ...
- Sat Jan 03, 2026 4:18 pm
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 1030
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
The mod portal uses a CDN so I would hazard a guess that this is probably just caused by a stale edge cache. Don't update your mod multiple times in the span of minutes I guess.
- Fri Dec 12, 2025 8:47 am
- Forum: Minor issues
- Topic: Copy/Pasting train locomotive info to a locomotive ghost does not work properly
- Replies: 2
- Views: 730
Re: Copy/Pasting train locomotive info to a locomotive ghost does not work properly
I believe this is because locomotives and "trains" are separate things in the engine, since a whole train can have multiple locomotives and other wagons. When you copy the settings from a locomotive, you're also copying the settings of its associated train. But then when you try to paste the ...
- Sun Nov 02, 2025 12:59 am
- Forum: Ideas and Requests For Mods
- Topic: No fuel for vehicles
- Replies: 1
- Views: 942
Re: No fuel for vehicles
In my no fuel (again, no mod, just messed with the base files) save, i don't see any difference from my 300+ save file that has trains with fuel exactly because it's that easy to ensure the train's never run out of fuel. And oil to make rocket fuel is infinite, add uranium that you have to many ...
- Sat Nov 01, 2025 1:47 am
- Forum: Not a bug
- Topic: [2.0.72] Performance issues when mods add many unit prototypes
- Replies: 3
- Views: 1042
Re: [2.0.72] Performance issues when mods add many unit prototypes
Well the fact that there's nearly 3x as many unit entities in total with the mod installed would explain the difference in time usage. It is pretty well established that enemy units eat your UPS for breakfast.
- Thu Oct 30, 2025 7:39 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 28
- Views: 28366
Re: Version 2.0.72
Seems like the same thing happened with the Space Age download. Something must've gone amiss.arku31 wrote: Thu Oct 30, 2025 7:34 pm Hey, the headless version is missing 2.0.72 update. I would appreciate if it will be kept it in sync
And thanks again for the game <3
10-30-2025, 20-34-15.png
- Sun Oct 26, 2025 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 4202
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
Yeah, I just thought it's weird to be using underground connections on an assembler to force direct connection.robot256 wrote: Sat Oct 25, 2025 6:39 pm Yes it is, and shouldn't affect this bug at all since all the machine connections involved have the same connection category.
- Sat Oct 25, 2025 4:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 4202
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
The bug aside, isn't using a different connection category the correct way to accomplish this? Just like how fusion plasma works in space age. It won't connect with base game pipes, and you simply don't create a pipe entity that does.
- Sat Oct 18, 2025 7:07 pm
- Forum: Not a bug
- Topic: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
- Replies: 3
- Views: 961
Re: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
Sounds like an infinite loop in a lua script, which would likely be a bug in the mod and not Factorio itself.
- Fri Oct 17, 2025 11:18 am
- Forum: Implemented mod requests
- Topic: Runtime access to spawner protection flag
- Replies: 1
- Views: 593
Runtime access to spawner protection flag
Spawners have an internal flag that controls whether it's protected from automated shooting by turrets, but unless I missed something, the only way I've found to set this flag is through a create entity trigger effect. There's no way to read to write the flag on an existing spawner entity. This ...
- Tue Oct 14, 2025 8:34 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
- Replies: 2
- Views: 645
Re: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
You have to enable "Show all items in selection lists" in interface settings.
- Mon Sep 29, 2025 4:39 am
- Forum: Bug Reports
- Topic: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
- Replies: 1
- Views: 584
Re: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
The grenades are just that powerful, that they actually burn the water. They are capable of mowing down entire forests after all. 