If you use "Anything" in the condition (like in the following example) what is bigger than an number - and then output the Input:
- It count all qualitys in one summ for condition
- It outpus only the standard quality amount in output
I think best fix would be, to use each quality seperately in the ...
Search found 61 matches
- Tue Dec 10, 2024 5:56 pm
- Forum: Duplicates
- Topic: Combinator count Quality wrong
- Replies: 1
- Views: 125
- Thu Dec 05, 2024 1:46 pm
- Forum: Technical Help
- Topic: All Savegames are uploaded to the cloud - even disabled
- Replies: 2
- Views: 253
Re: All Savegames are uploaded to the cloud - even disabled
No, this is also not active.
On each Start I get this error/Warning:
And over that, I dont even use Blueprints so much. Only the temporary once with Copy&Paste, I build each game everything from scratch without blueprints.... So 23 GB full?- Thu Dec 05, 2024 8:50 am
- Forum: Technical Help
- Topic: All Savegames are uploaded to the cloud - even disabled
- Replies: 2
- Views: 253
All Savegames are uploaded to the cloud - even disabled
Seems the game is ignoring the "Disable cloud" option in Steam and still uploads everything to the cloud.
Then there is an error message "Cloud is full" on each start, but you cant delete from cloud nor you can disable the uploads.
There is no Log, Dump, savegame,... for this behaviour.
Think its ...
Then there is an error message "Cloud is full" on each start, but you cant delete from cloud nor you can disable the uploads.
There is no Log, Dump, savegame,... for this behaviour.
Think its ...
- Wed Dec 04, 2024 2:06 pm
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Re: Crash on Autosave, Vanilla Space age - Copy Spacecraft Hub in Blueprint Repo
Sava attached.
Go to Ship "Baui Klein" -> Copy all with ctrl+c -> Go to empty Ship "Vulcanus Express" -> Paste with ctrl+v -> Save ... Crash should occur during Save.
Go to Ship "Baui Klein" -> Copy all with ctrl+c -> Go to empty Ship "Vulcanus Express" -> Paste with ctrl+v -> Save ... Crash should occur during Save.
- Wed Dec 04, 2024 11:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
- Replies: 8
- Views: 1839
Re: [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save)
Seems I have the same issue.
Sorry for duplicate, didnt find this correlation before.
https://forums.factorio.com/viewtopic.php?f=7&t=123691
Its when the blueprint contain the central Hub of the spaceship. Dont know if special settings in the Blueprint are neede for this. Here is a blueprint ...
Sorry for duplicate, didnt find this correlation before.
https://forums.factorio.com/viewtopic.php?f=7&t=123691
Its when the blueprint contain the central Hub of the spaceship. Dont know if special settings in the Blueprint are neede for this. Here is a blueprint ...
- Wed Dec 04, 2024 9:29 am
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Re: Crash on Autosave, Vanilla Space age
Narrowed it further.
I can copy and paste all parts of the ship and saving working wihtout crash. Top, bottom, sides.
But the moment the "Central Hub" is copied, the next save crashes.
So here is a much smaller Blueprint string to make it 100% crash on next save ...
I can copy and paste all parts of the ship and saving working wihtout crash. Top, bottom, sides.
But the moment the "Central Hub" is copied, the next save crashes.
So here is a much smaller Blueprint string to make it 100% crash on next save ...
- Wed Dec 04, 2024 9:22 am
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Re: Crash on Autosave, Vanilla Space age
I have the Reproduction case.
it is after Copy & Pasting this Spaceship.
New Platform exists, and this ship is also working. After Pasting it to build a copy of it, next save always crashes:
0eNrtnduP47hyh/+VAz8G9oGqdB/k5C2veTgI8rIYNNRu9bSyvh3ZnuycxfzvoXyVu0WL5Ndz2WSBxU6r2y5RFPljkfyq ...
it is after Copy & Pasting this Spaceship.
New Platform exists, and this ship is also working. After Pasting it to build a copy of it, next save always crashes:
0eNrtnduP47hyh/+VAz8G9oGqdB/k5C2veTgI8rIYNNRu9bSyvh3ZnuycxfzvoXyVu0WL5Ndz2WSBxU6r2y5RFPljkfyq ...
- Wed Dec 04, 2024 9:17 am
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Re: Crash on Autosave, Vanilla Space age
It continues Crashing - even loading an old savegame, all new saves crash
. Plz help!
![Sad :(](./images/smilies/icon_e_sad.gif)
- Wed Dec 04, 2024 9:11 am
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Re: Crash on Autosave, Vanilla Space age
Cloud sync for Blueprints is also disabled in the game - still saving Gigabtys of data there and dont know what and how to delete:
- Wed Dec 04, 2024 9:09 am
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Re: Crash on Autosave, Vanilla Space age
Steam cloud is set to off - anyway its completely full with 23 GB.
How to delete there? Its not savegames, seems to be all Blueprints? How to disable/delete it completely?
How to delete there? Its not savegames, seems to be all Blueprints? How to disable/delete it completely?
- Wed Dec 04, 2024 9:07 am
- Forum: Duplicates
- Topic: Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
- Replies: 8
- Views: 785
Crash on Autosave, copy Spacecraft Hub in Blueprint (LogisticSection check fails)
Dump attached.
Maybe Crahs, because Steam cloud full and new Blueprint?
But I have no possibility to delete something in Steam, dont know how. Dont save Savegames there at all...
Stack trace logging done
762.030 Error LogisticSection.cpp:72: this->filters.empty() || !output.savingBlueprint ...
Maybe Crahs, because Steam cloud full and new Blueprint?
But I have no possibility to delete something in Steam, dont know how. Dont save Savegames there at all...
Stack trace logging done
762.030 Error LogisticSection.cpp:72: this->filters.empty() || !output.savingBlueprint ...
- Wed Nov 27, 2024 7:03 am
- Forum: Ideas and Suggestions
- Topic: Please add Mod Portal Tag for Space Age
- Replies: 5
- Views: 447
Please add Mod Portal Tag for Space Age
Currently it is hard to find Mods, which expand or add stuff to space age.
Because everything is mixed into "Version 2.0" and you need to read the whole text of each mod to find if it is for space age or only "2.0 without Space age".
So all those cool "new Planet" Mods are hard to find, if you dont ...
Because everything is mixed into "Version 2.0" and you need to read the whole text of each mod to find if it is for space age or only "2.0 without Space age".
So all those cool "new Planet" Mods are hard to find, if you dont ...
- Wed Jun 17, 2020 8:12 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Re: Performance - Multiple Questions
I want to post you an example Algorithm how to parallelize Inserters.
This is based only on public information from Forum and FFF. I donβt know if all my assumptions from this are correct, but this should illustrate an approach. Maybe it can be adapted to your real World. I picked Inserters ...
This is based only on public information from Forum and FFF. I donβt know if all my assumptions from this are correct, but this should illustrate an approach. Maybe it can be adapted to your real World. I picked Inserters ...
- Tue Jun 16, 2020 9:59 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Re: Performance - Multiple Questions
All true what you say and not easy.
Dont want to drift to this tecnical discussion, because I have no idea of your code and can only guess - mostly being wrong of course, because on what base should I discuss?
Its hard and complicated, but I sill belive It can be done. It is not impossible.
Offer ...
Dont want to drift to this tecnical discussion, because I have no idea of your code and can only guess - mostly being wrong of course, because on what base should I discuss?
Its hard and complicated, but I sill belive It can be done. It is not impossible.
Offer ...
- Tue Jun 16, 2020 9:22 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Re: Performance - Multiple Questions
Thank you for the benchmark link - will have a look
Yes mods are a big unknown and the hardest to Multithread.
May be the last one or never be done...
Transport lines already merge up to 200 belt entities into one object to be updated. The transport lines are affected by other transport lines ...
Yes mods are a big unknown and the hardest to Multithread.
May be the last one or never be done...
Transport lines already merge up to 200 belt entities into one object to be updated. The transport lines are affected by other transport lines ...
- Tue Jun 16, 2020 9:00 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Re: Performance - Multiple Questions
Read a bit in this named Thread and also in this post:
https://www.factorio.com/blog/post/fff-151
Was a great plan explained in this FFF.
Yes, some parts are suitable for Multithreading, others are not.
Good plan go this way.
And the discussion thread is mostly about bashing who said what, and ...
https://www.factorio.com/blog/post/fff-151
Was a great plan explained in this FFF.
Yes, some parts are suitable for Multithreading, others are not.
Good plan go this way.
And the discussion thread is mostly about bashing who said what, and ...
- Tue Jun 16, 2020 8:49 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Re: Performance - Multiple Questions
In fact there are in deed very vew algorithms that can not be parallelized. But those are absolutely reare and related to special mathematically equations.
I will read the topic you linked, but for Factory - which is object based - there is no mathematically impossibility that this can not be done ...
I will read the topic you linked, but for Factory - which is object based - there is no mathematically impossibility that this can not be done ...
- Tue Jun 16, 2020 8:37 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Re: Performance - Multiple Questions
I have an offer for you:
I am a very skilled c++ programmer β even if saying this is not really modest.
I have written 3 world wide sold (Windows + Linux) PC games (you can have the names as PN/Mail, dont want to advertise here) and worked for a PC game company for 10 Years.
I have written a lot of ...
I am a very skilled c++ programmer β even if saying this is not really modest.
I have written 3 world wide sold (Windows + Linux) PC games (you can have the names as PN/Mail, dont want to advertise here) and worked for a PC game company for 10 Years.
I have written a lot of ...
- Tue Jun 16, 2020 8:02 am
- Forum: Ideas and Suggestions
- Topic: Performance - Multiple Questions
- Replies: 13
- Views: 3603
Performance - Multiple Questions
Hi,
We have strong Gaming PC's.
But our Base is down to 40 UPS, and the game only uses 24% of the (4 Cores, 8 Threads) CPU.
Because Factorio do not scale with more CPU Cores, it is not even possible to buy a better CPU with 8, 12, 16, 32 Cores to speed it up.
Any tipps for me, what I can do to ...
We have strong Gaming PC's.
But our Base is down to 40 UPS, and the game only uses 24% of the (4 Cores, 8 Threads) CPU.
Because Factorio do not scale with more CPU Cores, it is not even possible to buy a better CPU with 8, 12, 16, 32 Cores to speed it up.
Any tipps for me, what I can do to ...
- Wed Jun 10, 2020 8:00 am
- Forum: Modding help
- Topic: Limit Stack size in Container?
- Replies: 1
- Views: 1126
Limit Stack size in Container?
Hello,
is it possible to limit/set the stack size in a container?
I want a Loader to be only able to load a maximum of for example 10 Items to a container.
Thought the best Way would be to limit the Container to 2 slots and the stack size to 5.
Because maybe the loader loads 2 different items from ...
is it possible to limit/set the stack size in a container?
I want a Loader to be only able to load a maximum of for example 10 Items to a container.
Thought the best Way would be to limit the Container to 2 slots and the stack size to 5.
Because maybe the loader loads 2 different items from ...