Search found 12 matches
- Thu Dec 12, 2024 6:24 pm
- Forum: Gameplay Help
- Topic: Toggle Electric Network Information [on a Space-Platform]
- Replies: 5
- Views: 1661
Re: Toggle Electric Network Information [on a Space-Platform]
Click on the space platform hub and then on the electricity symbol on the top right in the GUI that opens, which is labelled "Show electric network".
Thank you so much! Indeed somewhat hidden, but yeah I clearly didn't see that :-)
- Add the "Electric Network Information" into the ...
- Thu Dec 12, 2024 8:36 am
- Forum: Gameplay Help
- Topic: Toggle Electric Network Information [on a Space-Platform]
- Replies: 5
- Views: 1661
Toggle Electric Network Information [on a Space-Platform]
Hello Factorio Team,
thanks for the great Space Age DLC!
Maybe I'm blind but one piece I can not find is the ability to see if the solar panels I build on my space platform are sufficient to power all the machines. Or phrased differently I can not find a quick ability to gain insights into the ...
thanks for the great Space Age DLC!
Maybe I'm blind but one piece I can not find is the ability to see if the solar panels I build on my space platform are sufficient to power all the machines. Or phrased differently I can not find a quick ability to gain insights into the ...
- Wed Dec 02, 2020 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.3] Crash right after loading seablock save (TransportLineManager::update)
- Replies: 5
- Views: 3217
Re: [boskid][1.1.3] Crash right after loading seablock save (TransportLineManager::update)
Thanks for the investigation and the quick fix!
- Tue Dec 01, 2020 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.3] Crash right after loading seablock save (TransportLineManager::update)
- Replies: 5
- Views: 3217
Re: [1.1.3] Crash right after loading seablock save (TransportLineManager::update)
I have done more experimenting. I can reproduce the issue without any mods enabled. So just launching native factorio without the need to sync the mods enables to reproduce the issue.
Save-Game:
https://www.dropbox.com/s/0pe98t3f53lp59s/seablock02_06_experiments_6.zip
Hopes that helps to reproduce ...
Save-Game:
https://www.dropbox.com/s/0pe98t3f53lp59s/seablock02_06_experiments_6.zip
Hopes that helps to reproduce ...
- Tue Dec 01, 2020 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.3] Crash right after loading seablock save (TransportLineManager::update)
- Replies: 5
- Views: 3217
[boskid][1.1.3] Crash right after loading seablock save (TransportLineManager::update)
Use modded seablock, so not sure if mods need to e updated, but this one seems to be a factorio bug:
Raw stacktrace: 0xcfb877, 0xef8bcd, 0xd53505, 0xd53b91, 0xd53c49, 0x3f040, 0xeaf304, 0x12afa69, 0x12b0057, 0x12b0450, 0x12b07db, 0x12deb94, 0x12dee85, 0xd13a11, 0x1fb41e0, 0x76db, 0
77.989 Warning ...
Raw stacktrace: 0xcfb877, 0xef8bcd, 0xd53505, 0xd53b91, 0xd53c49, 0x3f040, 0xeaf304, 0x12afa69, 0x12b0057, 0x12b0450, 0x12b07db, 0x12deb94, 0x12dee85, 0xd13a11, 0x1fb41e0, 0x76db, 0
77.989 Warning ...
- Fri Jun 12, 2020 8:59 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 91922
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I like the new design of the beacons. Just as a side note some mods might allow for multiple modules to be placed in a beacon (as far as I can recall factorio extended does so). However visually it seems that the new beacon design is limited to two slots. Can this be extended by mods so that it also ...
- Sat Jan 25, 2020 12:43 pm
- Forum: Pending
- Topic: [Rseding91] [0.17.69] error loading save - Corrupt map: unknown item prototype ID 49104
- Replies: 9
- Views: 3689
Re: [0.17.69] error loading save - Corrupt map: unknown item prototype ID 49104
Hello,
that's unfortunate that there seems to be no other way.
I don't use loaders (at least I'm not aware of any).
Regardless in my case I can confirm that a 0.17 save with all mods disabled can also be loaded into 0.18 without any error. Obviously all modded items are gone, so I guess in my case ...
that's unfortunate that there seems to be no other way.
I don't use loaders (at least I'm not aware of any).
Regardless in my case I can confirm that a 0.17 save with all mods disabled can also be loaded into 0.18 without any error. Obviously all modded items are gone, so I guess in my case ...
- Fri Jan 24, 2020 6:29 pm
- Forum: Pending
- Topic: [Rseding91] [0.17.69] error loading save - Corrupt map: unknown item prototype ID 49104
- Replies: 9
- Views: 3689
Re: [0.17.69] error loading save - Corrupt map: unknown item prototype ID 49104
I have a similar issue after upgrading to "0.18.1":
Corrupt map: unknown item prototype ID 640.
It doesn't seem to make a difference if i enable/disable mods.
Save:
https://drive.google.com/file/d/1eXJkMSTHQeZ78eCU2HJJkvBbnNR8fPHG/view
Might be related to Factorio Extended Mods ...
Corrupt map: unknown item prototype ID 640.
It doesn't seem to make a difference if i enable/disable mods.
Save:
https://drive.google.com/file/d/1eXJkMSTHQeZ78eCU2HJJkvBbnNR8fPHG/view
Might be related to Factorio Extended Mods ...
- Sat Jun 15, 2019 2:16 am
- Forum: Duplicates
- Topic: [0.17.49] PathFinder causes SIGSEGV
- Replies: 0
- Views: 666
[0.17.49] PathFinder causes SIGSEGV
Thank you devs for factorio.
Pretty confident this is related to what was mentioned in the FFF regarding the spike in path finding errors. This seems to be one of them.
Pretty confident this is related to what was mentioned in the FFF regarding the spike in path finding errors. This seems to be one of them.
- Fri Mar 29, 2019 10:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] and [0.17.23] download links broken
- Replies: 17
- Views: 7544
Re: 0.17.23 download links broken
I'm sadly also effected by this - residing in Canada - thus seems to be a more general north america problem.
Let me know if you need any further information to troubleshoot.
Let me know if you need any further information to troubleshoot.
- Wed Feb 27, 2019 3:36 am
- Forum: Not a bug
- Topic: [0.17.1] Control+clicking for temporary stations just yields 'Can't reach'
- Replies: 1
- Views: 968
[0.17.1] Control+clicking for temporary stations just yields 'Can't reach'
This seems to be a rather minor thing, but whatever i do i can't add temporary train stations (by Control+clicking). This just creates a "Can't reach" text (example https://prnt.sc/mqn3gu). It doesn't seem to matter what direction the train is facing, or if the target rail is curved. Map view or ...
- Tue Feb 19, 2019 3:49 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 58598
Re: [MOD 0.16] Realistic Electric Trains
Thanks for the awesome mod!
github works now, was just giving a 404 (thanks).
As I used signals as the base entity for the poles it is unfortunately not possible to display the wire's reach and have that run-and-place-automatically feature from vanilla poles.
This might be a very long fetched ...
github works now, was just giving a 404 (thanks).
As I used signals as the base entity for the poles it is unfortunately not possible to display the wire's reach and have that run-and-place-automatically feature from vanilla poles.
This might be a very long fetched ...