Basically its not an issue because there is a workaround; but what is the issue is that it ignores the mod-list.json and just because its found the directory it would enable the flag in the mod-list.json ( this is done by the docker container startup script.)
Delete directory space-age and quality ...
Search found 15 matches
- Sat Jul 26, 2025 5:02 pm
- Forum: Technical Help
- Topic: [2.0.60] Headless server enables Space-age, save game and mods-list.json has it set to disabled.
- Replies: 3
- Views: 339
- Sat Jul 26, 2025 12:43 pm
- Forum: Technical Help
- Topic: [2.0.60] Headless server enables Space-age, save game and mods-list.json has it set to disabled.
- Replies: 3
- Views: 339
Re: [2.0.60] Headless server enables Space-age, save game and mods-list.json has it set to disabled.
Thanks for the report however this is some configuration issue on your end. The game reads the mod-list.json file and will enable or disable which ever mods it is told to when starting. If this didn’t work, every server owner out there would be here complaining that the game is broken (and they’re ...
- Sat Jul 26, 2025 12:22 pm
- Forum: Technical Help
- Topic: [2.0.60] Headless server enables Space-age, save game and mods-list.json has it set to disabled.
- Replies: 3
- Views: 339
[2.0.60] Headless server enables Space-age, save game and mods-list.json has it set to disabled.
I am running docker headless stable version of Factorio.
And I ran a clean version of Factorio with a clean savegame, inside the save game its set to false and not use space-age and in the mod-list.json I disabled the space-age to FALSE. but when I run it it keeps overwriting it somewhere to true ...
And I ran a clean version of Factorio with a clean savegame, inside the save game its set to false and not use space-age and in the mod-list.json I disabled the space-age to FALSE. but when I run it it keeps overwriting it somewhere to true ...
- Wed Apr 14, 2021 10:45 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3898
- Views: 1797775
Re: Bugs & FAQ
On angelssmelting_0.6.14 mod / bobelectronics I get this error message in a popup and it crashes the game;
"Icon mipmap 1 is outside of spritesheet:
__angelssmelting__/graphics/icons/plate-sillicon.png"
__bobmodules__/graphics/icons/red-module-1.png
I used "cache-sprite-atlas" and
"compress ...
"Icon mipmap 1 is outside of spritesheet:
__angelssmelting__/graphics/icons/plate-sillicon.png"
__bobmodules__/graphics/icons/red-module-1.png
I used "cache-sprite-atlas" and
"compress ...
- Thu Jun 04, 2020 9:27 am
- Forum: Ideas and Suggestions
- Topic: Ctrl click temporary waypoints for trains
- Replies: 4
- Views: 2183
Ctrl click temporary waypoints for trains
the function ctrl click already exists and is mentioned in FF somewhere,
but can there be a tooltip somewhere stating you can use CTRL + click on the rails to generate a temporary waypoint? I had at least 6 players asking me how did you send a train to yourself! (temporary waypoints).
but can there be a tooltip somewhere stating you can use CTRL + click on the rails to generate a temporary waypoint? I had at least 6 players asking me how did you send a train to yourself! (temporary waypoints).
- Sun May 24, 2020 7:05 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Saving scenario failed: vector<T> too long
- Replies: 7
- Views: 3125
Re: [0.18.26] Saving scenario failed: vector<T> too long
Yep memtest giving errors out ...
sad... for my pc... its not factorio related issue:
Test 13:
Addr 3F1AB75C
Expected: B254DFE3 actual: B254D7E3
Cpu: 0
sad... for my pc... its not factorio related issue:
Test 13:
Addr 3F1AB75C
Expected: B254DFE3 actual: B254D7E3
Cpu: 0
- Sun May 24, 2020 5:45 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Saving scenario failed: vector<T> too long
- Replies: 7
- Views: 3125
Re: [0.18.26] Saving scenario failed: vector<T> too long
This happened when I exited the "corrupted" save.
16566.325 Time travel logging:
17.729 Popped blueprint record (player-index: 2, ID: 68)
16566.325 Error CrashHandler.cpp:621: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build ...
16566.325 Time travel logging:
17.729 Popped blueprint record (player-index: 2, ID: 68)
16566.325 Error CrashHandler.cpp:621: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build ...
- Sun May 24, 2020 5:42 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Saving scenario failed: vector<T> too long
- Replies: 7
- Views: 3125
Re: [0.18.26] Saving scenario failed: vector<T> too long
Memtest is queued on usb and starting.Rseding91 wrote: Sun May 24, 2020 5:36 pm Also based off your other bug report: your PC is bustedyou need to figure it out on your end.
- Sun May 24, 2020 5:41 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Saving scenario failed: vector<T> too long
- Replies: 7
- Views: 3125
Re: [0.18.26] Saving scenario failed: vector<T> too long
16301.693 Verbose Scenario.cpp:838: Saving game as C:/Users/<user>/AppData/Roaming/Factorio/saves/citygrid v2.0-try2
16301.740 Info LuaGameScript.cpp:735: level state size: 314 bytes.
16301.740 Info LuaGameScript.cpp:735: mod-AtomicArtillery state size: 26 bytes.
16301.741 Info LuaGameScript.cpp:735 ...
16301.740 Info LuaGameScript.cpp:735: level state size: 314 bytes.
16301.740 Info LuaGameScript.cpp:735: mod-AtomicArtillery state size: 26 bytes.
16301.741 Info LuaGameScript.cpp:735 ...
- Sun May 24, 2020 5:31 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Saving scenario failed: vector<T> too long
- Replies: 7
- Views: 3125
Re: [0.18.26] Saving scenario failed: vector<T> too long
added previous dump.
- Sun May 24, 2020 4:54 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Saving scenario failed: vector<T> too long
- Replies: 7
- Views: 3125
[0.18.26] Saving scenario failed: vector<T> too long
in version 0.18.26 the game gets harder to save first I thought it was the hdd.
Maybe because of some incorrectable sectors, but the game would not let me save.
Last Save I could make or is made: http://dev.jasperlankhorst.nl/factorio/_autosave2.zip
17.483 Checksum for script C:/Users/<user ...
Maybe because of some incorrectable sectors, but the game would not let me save.
Last Save I could make or is made: http://dev.jasperlankhorst.nl/factorio/_autosave2.zip
17.483 Checksum for script C:/Users/<user ...
- Sat May 23, 2020 6:21 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Savegame crashed
- Replies: 2
- Views: 1351
Re: [0.18.26] Savegame crashed
Yeah, I checked crystaldisk smartinfo of my hdd, got some uncorrectable issues here, it could be the hdd is failing, thx for helping.
I ordered a new 6TB hdd. guess my old one is failing and checking with memtest aswell
.
I ordered a new 6TB hdd. guess my old one is failing and checking with memtest aswell

- Sat May 23, 2020 6:01 pm
- Forum: 1 / 0 magic
- Topic: [0.18.26] Savegame crashed
- Replies: 2
- Views: 1351
[0.18.26] Savegame crashed
My game crashed when I tried to save it, I got 529 hours in it and with the version 0.18.26 it crashed.
Also tried to load the savegame, I got "Bad allocation" as a response.
Luckily I have a autosave which I can load and allot of oldersaves I can work off but I can't save it.
I tried to save it ...
Also tried to load the savegame, I got "Bad allocation" as a response.
Luckily I have a autosave which I can load and allot of oldersaves I can work off but I can't save it.
I tried to save it ...
- Wed May 29, 2019 9:22 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3898
- Views: 1797775
Re: Bugs & FAQ
In "Angels petro chemical Processing" mod.
im missing a translation key "recipe-name.coke-purification-2"
On coal processing 2 the icon is of Coke with II on it.
thanks in advance
.
im missing a translation key "recipe-name.coke-purification-2"
On coal processing 2 the icon is of Coke with II on it.
thanks in advance

- Thu Apr 25, 2019 3:37 pm
- Forum: Pending
- Topic: [kovarex] [0.17.32] Multiplayer blueprint crash
- Replies: 1
- Views: 1199
[kovarex] [0.17.32] Multiplayer blueprint crash
When 2 players are fiddling around with the same blueprint the client crashes.
Im not sure exactly which step it crashes, but I got a few ideas which should be checked:
Steps to reproduce:
- Watch the same blueprint on 2 clients on the same server. ( click on blueprint 2nd mousbutton, to preview ...
Im not sure exactly which step it crashes, but I got a few ideas which should be checked:
Steps to reproduce:
- Watch the same blueprint on 2 clients on the same server. ( click on blueprint 2nd mousbutton, to preview ...