Most likely explanation is that your save file has corrupted data in it that was saved after a memory error occurred while you were playing at sone point in the past.
Run Memtest on your computer to see what the problem is. Once you fix it (say, by pulling out a bad RAM stick), there are ways that ...
Search found 1116 matches
- Thu Mar 27, 2025 5:58 pm
- Forum: Technical Help
- Topic: [2.0.42] Game updates break my save games
- Replies: 1
- Views: 59
- Thu Mar 27, 2025 6:18 am
- Forum: Not a bug
- Topic: [2.0.41] Error loading Base mod: tile prototype "empty-space" missing
- Replies: 4
- Views: 214
Re: [2.0.41] Error loading Base mod: tile prototype "empty-space" missing
This is a modded game, so the first cause to rule out is a mod or group of mods doing something dumb. SearchlightAssault is the most likely among them to manipulate tile deifnitions, try removing it and see if the error goes away.
- Thu Mar 27, 2025 1:09 am
- Forum: Resolved for the next release
- Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
- Replies: 8
- Views: 470
Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily
Does the inserter find a new target if the proxy is unlinked and relinked in the same tick/event handler? The biggest hack would be linking "disabled" proxies to empty/full/0-slot script inventories to prevent inserters from getting distracted.
Seems like what you need is the ability to set a ...
Seems like what you need is the ability to set a ...
- Wed Mar 26, 2025 8:49 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
- Replies: 8
- Views: 470
Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily
Since your mod is already setting explicit targets for the inserters, it should be trivial to re-assign them when the proxy targets change. Or better still, if possible, give the proxy containers fixed targets and change the inventory selection by altering just the inserter targets.
- Sat Mar 22, 2025 6:33 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 11
- Views: 997
Re: Unbeatable anti-cheat.
an aimbot is kind of superfluous on its own, but something like an aimbot that automatically cycles between different weapons for higher DPS or targets specific enemies with certain weapons seems possible.
Totally possible to do within the modding framework. But you're talking about doing it ...
- Fri Mar 21, 2025 10:05 pm
- Forum: Modding help
- Topic: Setting Circuit connections for a new entity
- Replies: 2
- Views: 144
Re: Setting Circuit connections for a new entity
Simple. Use https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_wire_connector and https://lua-api.factorio.com/latest/classes/LuaWireConnector.html#connections to identify which wire connectors belonging to other entities are connected to your entity with each type of wire. Then use ...
- Thu Mar 20, 2025 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
- Replies: 3
- Views: 737
Re: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
This seems to have broken any mods that had radially symmetric sprites marked not-rotatable. It the very least break blueprints from the Pyanodon mods with many of their tanks, but I assume it is a wider issue.
Obviously this is a correct behavior vs mod compatibility issue, so not I'm not sure ...
- Wed Mar 19, 2025 11:40 pm
- Forum: Technical Help
- Topic: [2.0.41] Corrupt map: unknown entity prototype ID 34720
- Replies: 2
- Views: 193
Re: [2.0.41] Corrupt map: unknown entity prototype ID 34720
The falling hardware referenced in the message is your RAM, CPU, or motherboard. The game became corrupted in memory while you were playing, and the corrupted data was written to all the save files. Memtest86 is the first diagnostic to run. Only way to rescue that save file is by hexediting the file ...
- Wed Mar 19, 2025 9:40 pm
- Forum: Ideas and Suggestions
- Topic: Add more decimal places in assembler tooltip
- Replies: 11
- Views: 1131
Re: Add more decimal places in assembler tooltip
This is a nice idea. Also note that for players interested in very precise calculations, mods like Rate Calculator give the ultimate solution, but in a mod.
- Wed Mar 19, 2025 5:30 pm
- Forum: Modding discussion
- Topic: How to define forward compatible prototypes
- Replies: 2
- Views: 164
Re: How to define forward compatible prototypes
If you want to make sure it's the same prototype no matter which mod (or both) is loaded and which was updated most recently, you can make a library mod that both mods use as a dependency.
- Sun Mar 16, 2025 4:05 am
- Forum: Duplicates
- Topic: [2.0.41] Crash placing underground ghost on top of belt
- Replies: 1
- Views: 110
[2.0.41] Crash placing underground ghost on top of belt
This crash appeared on my multiplayer server. From the player who triggered it: "i think what caused it is i put a turbo underground unconfirmed on top of a belt"
It might be an interaction between belt building and the ConstructionPlannerContinued_4.0.7 mod. Sorry I don't have time to make a full ...
It might be an interaction between belt building and the ConstructionPlannerContinued_4.0.7 mod. Sorry I don't have time to make a full ...
- Sat Mar 15, 2025 12:11 pm
- Forum: Won't fix.
- Topic: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
- Replies: 10
- Views: 1739
Re: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
Neat, a recursion problem in real life! :D A thought occurs: what if Handcrafting is made Simpler to deal with Spoilables, not more complex?
What if the Handcrafting of Spoilable items is restricted to 1 Craft at a time? I think the calculated “Spoil Time” for each item would then be ...
- Thu Mar 13, 2025 2:10 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 11
- Views: 997
Re: Unbeatable anti-cheat.
When you look at the Factorio multiplayer system as a whole, it is a very short distance away from avionics-grade reliability and redundancy. The only thing missing is proactive error correction in some places. This happens to be the direction the developers chose to put a lot of their time and ...
- Thu Mar 13, 2025 1:57 pm
- Forum: Won't fix.
- Topic: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
- Replies: 10
- Views: 1739
Re: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
It's effectively partially disabled now, except the message to the user is by spoiling the first large batch they try to hand-process. If there was a hard limit on how many spoilable items you could queue, or some sort of text warning that the result might spoil before you're done crafting then it ...
- Wed Mar 12, 2025 3:59 pm
- Forum: Gameplay Help
- Topic: Train interruption exceeds train limit
- Replies: 17
- Views: 731
Re: Train interruption exceeds train limit
Everything gets simpler if you decide to allow loaded trains to wait at the loading stop until needed. Then you can use a generic interrupt with just one stop (unload [cargo item]). And the loading stations are the depots they return to.
- Wed Mar 12, 2025 1:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.32] Filtered deconstruction planner doesn't match non-straight ghost rail
- Replies: 2
- Views: 517
Re: [2.0.32] Filtered deconstruction planner doesn't match non-straight ghost rail
I know this was a feature in 1.1 so that you could select only straight or only curved rails. Now that there are 6 flavors of rails (plus elevated), it would be really nice if a shortcut exists for "all rails".
- Tue Mar 11, 2025 5:28 pm
- Forum: Gameplay Help
- Topic: Train interruption exceeds train limit
- Replies: 17
- Views: 731
Re: Train interruption exceeds train limit
Yes, the only generic system that seems to be officially supported is to have one interrupt dispatching empty trains from the depot to a loading station, and a second interrupt dispatching loaded trains to the unloading station of the resource it contains.
Thinking about it again, the solution ...
- Tue Mar 11, 2025 3:56 pm
- Forum: Gameplay Help
- Topic: Train interruption exceeds train limit
- Replies: 17
- Views: 731
Re: Train interruption exceeds train limit
I think it will make much more sense if you use the Priority setting to increase the priority of the loading stops based on how few trains are already waiting loaded with that resource. That way you don't need one train for every loading stop necessarily, and you can ensure that the next empty train ...
- Tue Mar 11, 2025 3:33 pm
- Forum: Gameplay Help
- Topic: Train interruption exceeds train limit
- Replies: 17
- Views: 731
Re: Train interruption exceeds train limit
Yes, the only generic system that seems to be officially supported is to have one interrupt dispatching empty trains from the depot to a loading station, and a second interrupt dispatching loaded trains to the unloading station of the resource it contains.
Thinking about it again, the solution I ...
Thinking about it again, the solution I ...
- Tue Mar 11, 2025 2:21 pm
- Forum: Releases
- Topic: Version 2.0.39
- Replies: 9
- Views: 8510
Re: Version 2.0.39
I got a bunch of X-recycling recipes removed notices on my saves. I DID save a copy after the patch. So I have before & after. Looks benign to me though. I got:
tank-machine-gun-recycling
vehicle-machine-gun-recycling
tank-flamethrower-recycling
some wirestuff-recycling.
They removed recycling ...