Search found 54 matches
- Tue Oct 04, 2022 8:45 pm
- Forum: Minor issues
- Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
- Replies: 9
- Views: 7625
Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
Create a new empty freeplay game. Open the console and enter /editor. You need to do this twice (the 1st time is rejected to tell you're disabling achievements for this save). In editor mode, you have a new menu. Choose the "Surface" category. In that category, there is the button "Import save ...
- Thu Sep 29, 2022 12:37 pm
- Forum: Minor issues
- Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
- Replies: 9
- Views: 7625
Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
I think I am having the same problem reported here https://forums.factorio.com/viewtopic.php?f=47&t=103019
but I can find no work around that fix's this for me.
The work around in this page talks about "import into the editor" is this the "Convert Save" feature?
I can't find a button marked ...
but I can find no work around that fix's this for me.
The work around in this page talks about "import into the editor" is this the "Convert Save" feature?
I can't find a button marked ...
- Sat Jul 30, 2022 1:31 pm
- Forum: Duplicates
- Topic: [1.1.63] Parts of the game stop running and the console history appears, radar coverage is inverted.
- Replies: 0
- Views: 1875
[1.1.63] Parts of the game stop running and the console history appears, radar coverage is inverted.
Note this bug has been discussed here https://www.reddit.com/r/factorio/comments/wa7svz/crazy_reverse_radar_bug/ and I was asked to report this as a bug even though it's almost certain is a repeat of this bug https://forums.factorio.com/viewtopic.php?p=437898#p437898 .
This bug was first seen in 1 ...
This bug was first seen in 1 ...
- Thu Jan 21, 2021 11:17 pm
- Forum: General discussion
- Topic: No Bugs in Reported Bug list.
- Replies: 1
- Views: 1461
No Bugs in Reported Bug list.
That has to be an awesome feeling. Been a dev for about 35 years and I'm not sure I have ever had a point where there were no reported bugs on a project. Maybe if it was something tiny and internal.
WELL DONE.
WELL DONE.
- Sat Jan 16, 2021 1:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Additional error beeps of unknown origin
- Replies: 2
- Views: 5959
Re: [1.1.12] Additional error beeps of unknown origin
At a guess this is out of reach because there has already been an error raised about the out of reach errors not coming out. Although it's marked Not A Bug so would have thought the beep should (and was) gone as well.
- Wed Dec 09, 2020 1:55 pm
- Forum: Not a bug
- Topic: [1.1.5] Unintended consequence of waypoints and train limits
- Replies: 7
- Views: 3741
Re: [1.1.5] Unintended consequence of waypoints and train limits
Thanks for the report however that's working fully as intended.
If I may just added a few points. It looks like we have 2 ideas on what a waypoint is for.
1)A station that has no limits and can be used to direct a train into a stacker.
2)A re route to force trains to take a particular route ...
- Wed Dec 09, 2020 1:47 pm
- Forum: Not a bug
- Topic: [1.1.5] Unintended consequence of waypoints and train limits
- Replies: 7
- Views: 3741
Re: [1.1.5] Unintended consequence of waypoints and train limits
Do you really need waypoints anymore? The train limits make them unnecessary.
If you have more trains than destination stations available (eg, deliberate product backlog) then having them go to a waypoint station in a holding yard/train stacker prevents them blocking a loading station or the ...
- Wed Dec 09, 2020 1:39 pm
- Forum: Not a bug
- Topic: [1.1.5] Unintended consequence of waypoints and train limits
- Replies: 7
- Views: 3741
Re: [1.1.5] Unintended consequence of waypoints and train limits
Absolutely one has to do with how many trains are running the other has to do with the route they take. They have almost nothing to do with each other.AmericanPatriot wrote: Wed Dec 09, 2020 2:30 am Do you really need waypoints anymore? The train limits make them unnecessary.
- Wed Dec 09, 2020 1:13 am
- Forum: Not a bug
- Topic: [1.1.5] Unintended consequence of waypoints and train limits
- Replies: 7
- Views: 3741
[1.1.5] Unintended consequence of waypoints and train limits
Plan a train back to a station that has the new train limits through a waypoint.
The train travels to the waypoint then because of the train limits stops saying "Destination Full".
I expected the train to look past the waypoint and only leave the first real station if the next real station (with ...
The train travels to the waypoint then because of the train limits stops saying "Destination Full".
I expected the train to look past the waypoint and only leave the first real station if the next real station (with ...
- Sun Mar 01, 2020 12:54 pm
- Forum: Not a bug
- Topic: [0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1
- Replies: 2
- Views: 1440
Re: [0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1
Fair enough. I just found where you said all this for a freight car not lining up for 0.18.8.
Sorry I didn't find that first but I was searching for pumps and fluid wagons specifically.
Thank you for such a super fast response.
Sorry I didn't find that first but I was searching for pumps and fluid wagons specifically.
Thank you for such a super fast response.
- Sun Mar 01, 2020 6:11 am
- Forum: Not a bug
- Topic: [0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1
- Replies: 2
- Views: 1440
[0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1
Just updated the game from 0.18.1 to 0.18.9. The long Petrol trains will load the first half of the train but not the last half because stops 3 and 4 no longer make the pumps engage. This happens at both Refinery1 and Refinery2. Trains have to stop at 0Refinery1, 0Refinery1_2, 0Refinery1_3 and ...
- Mon Feb 03, 2020 1:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
- Replies: 4
- Views: 3912
Re: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
When I moved from 0.17 map had the same thing for all trains that weren't at a station. Weirdly they are displayed correct when going around a corner.
As soon as the train stops at a station to will be correct and then all cars will close and be correct when leaving the station.
As soon as the train stops at a station to will be correct and then all cars will close and be correct when leaving the station.
- Tue Oct 29, 2019 5:24 pm
- Forum: General discussion
- Topic: Can you heat water anymore?
- Replies: 8
- Views: 4738
Re: Can you heat water anymore?
Your worried about making cups of tea aren't you.
I have the same problem my kettle just broke.
I have the same problem my kettle just broke.

- Wed Aug 07, 2019 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 8549
Re: [Oxyd] [0.17.52] Biters have just given up on attacking
It seems generally to be a fix. I am now being attacked all be it not as often as I was pre 0.17.59.
However hello UPS I have missed you. 12 UPS has become 26 UPS still missing the days of 0.17.43 where I was running at 30+ UPS.
I did have to run the console command above to get this but it has ...
However hello UPS I have missed you. 12 UPS has become 26 UPS still missing the days of 0.17.43 where I was running at 30+ UPS.
I did have to run the console command above to get this but it has ...
- Sun Aug 04, 2019 1:35 am
- Forum: Releases
- Topic: Version 0.17.62
- Replies: 21
- Views: 17764
- Sun Jul 28, 2019 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.59] UPS drop after .59
- Replies: 12
- Views: 6764
Re: [Oxyd] [0.17.59] UPS drop after .59
I have also seen a drop of around 8UPS when moving from 0.17.54 to 0.17.59. I am under near constant attack so maybe I am seeing the same bug.
The loss of 8 UPS is almost exactly what I gained from moving from 0.17.43 to 0.17.54.
The loss of 8 UPS is almost exactly what I gained from moving from 0.17.43 to 0.17.54.
- Sun Jul 28, 2019 12:01 am
- Forum: Not a bug
- Topic: [Oxyd] [0.17.59] Intermittent UPS drop on Biter path finding
- Replies: 7
- Views: 3042
Re: [0.17.59] Intermittent UPS drop on Biter path finding
I have found that I get a near Permanente drop of 8 ups when I moved from 0.17.54 to 0.17.59. How ever I am under near constant bitter attack so maybe it's the same bug. The 8 UPS I have lost is almost exactly the same amount I gained when I moved from 0.17.43 to 0.17.54.
- Sat Jul 27, 2019 11:58 pm
- Forum: Releases
- Topic: Version 0.17.59
- Replies: 73
- Views: 54457
Re: Version 0.17.59
I've lost about 8UPS moving to this build almost exactly the same amount gained moving to 0.17.54. Did you report this as a bug or have heard anything?
- Thu Apr 18, 2019 7:47 am
- Forum: 1 / 0 magic
- Topic: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner
- Replies: 9
- Views: 4592
Re: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner
This is fixed now I have the new save game and it all seems to be working.
Thank you
Thank you
- Thu Apr 11, 2019 5:13 pm
- Forum: 1 / 0 magic
- Topic: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner
- Replies: 9
- Views: 4592
Re: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner
This one please it's bang up to date.Rseding91 wrote: Thu Apr 11, 2019 11:06 am So, if you can let me know which save you want me to fix please let me know.
https://www.dropbox.com/s/80z65kfnuapj1 ... v.zip?dl=0