I made small changes to my platform in earlier version (maybe 2.0.39) and saved those changes to a blueprint. Now, when I place that blueprint game crashes.
Edit: just exporting blueprint string crashes the game
How to replicate:
1. save game: https://katiska.cc/temp/factorio/crash/Space%20Age ...
Search found 16 matches
- Wed Mar 12, 2025 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.40] Crash updating platform from blueprint (WaitCondition::getLocalisedConditionDescription)
- Replies: 2
- Views: 248
- Fri Feb 14, 2025 1:24 pm
- Forum: Assigned
- Topic: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
- Replies: 10
- Views: 2393
Re: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
https://katiska.cc/temp/factorio/fluid-flow-2.0/production-bonus-sync.mp4
Setup on the left produces 6122 molten iron per second. Identical setup on the right produces 5769 molten iron per second. We get 6% more output if we unsync productivity bonus from normal production cycles :)
edit: I ...
Setup on the left produces 6122 molten iron per second. Identical setup on the right produces 5769 molten iron per second. We get 6% more output if we unsync productivity bonus from normal production cycles :)
edit: I ...
- Thu Dec 26, 2024 6:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6340
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
Same issue [2.0.28]. My rail guns are getting destroyed

- Thu Dec 19, 2024 10:14 am
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3757
Re: [2.0.21] Foundry at high speeds is fluid output bound
Duplicate of https://forums.factorio.com/118644.
This is a side effect of the fluid transfer rate being restricted based on the fullness of the source and sink. I have some ideas on how to fix it but they likely won't be implemented until 2.1.
Yeah, there are some quirks with the new fluid ...
- Tue Dec 17, 2024 9:22 pm
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3757
Re: [2.0.21] Foundry inventory size causes flickering production
No, pumping directly from the output of the machine.
I did a bit more testing and for example if you want to boost chem plant output to 8653 fluid per second from 8645, you just need to add 135 pumps (for a total of 201) :lol:
Funnily, if I output directly to turbines, I also need 201 turbines ...
- Mon Dec 16, 2024 2:30 am
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3757
Re: [2.0.21] Foundry inventory size causes flickering production
I improved tester circuitry to just measure production ticks.
https://katiska.cc/temp/factorio/fluid-flow-2.0/fluid-flow-test-2.mp4
0eNrdXF1yG7kRvoqLVXlJoM3gZ/Dj2jxs7QX2fWtLRUljm7UUqZCUN64tHSC3yNlykmAaDZG0OSYapqw0UlvRADNo9Ad0NxrgZ/w5u1k+Dg+bxWo3e/vnbHG7Xm1nb3/9c7ZdvF/Nl2Pdan4/zN7OboZ5fDkTs38 ...
https://katiska.cc/temp/factorio/fluid-flow-2.0/fluid-flow-test-2.mp4
0eNrdXF1yG7kRvoqLVXlJoM3gZ/Dj2jxs7QX2fWtLRUljm7UUqZCUN64tHSC3yNlykmAaDZG0OSYapqw0UlvRADNo9Ad0NxrgZ/w5u1k+Dg+bxWo3e/vnbHG7Xm1nb3/9c7ZdvF/Nl2Pdan4/zN7OboZ5fDkTs38 ...
- Mon Dec 16, 2024 12:06 am
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3757
Re: [2.0.21] Foundry inventory size causes flickering production
Are you able to share some of your solutions to extracting a higher effective output? I tried using pumps directly into storage tanks, even legendary pumps, but it was somehow worse than without a pump+storage tank solution, just underground pipes to my LDS machines.
I could, in theory, just add ...
- Mon Dec 09, 2024 5:59 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 59741
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
+1, dynamic build requests would improve planet and outpost resupply a lot
- Sat Dec 07, 2024 9:24 pm
- Forum: Duplicates
- Topic: [2.0.23] Train schedule UI doesn't always highlight which station it's approaching
- Replies: 1
- Views: 177
[2.0.23] Train schedule UI doesn't always highlight which station it's approaching
Sometimes train schedule UI doesn't update yellow "go to station" button status.
Example 1 (1st stop is always highlighted):
https://katiska.cc/temp/factorio/train-schedule/train-schedule-repeated.mp4
Example 2 (which station is highlighted depends on schedule settings):
https://katiska.cc/temp ...
Example 1 (1st stop is always highlighted):
https://katiska.cc/temp/factorio/train-schedule/train-schedule-repeated.mp4
Example 2 (which station is highlighted depends on schedule settings):
https://katiska.cc/temp ...
- Wed Dec 04, 2024 6:55 am
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3757
Re: [2.0.21] Foundry inventory size causes flickering production
With molten metals from ores, bonus production tick stops foundry for a tick.
1000 molten metal produced during single tick and 100+ metal still in buffer, foundry has to stop for a tick empty buffers.
After ~5000 fluid per second foundry can no longer empty its buffers fast enough:
+1220%, 5156 ...
1000 molten metal produced during single tick and 100+ metal still in buffer, foundry has to stop for a tick empty buffers.
After ~5000 fluid per second foundry can no longer empty its buffers fast enough:
+1220%, 5156 ...
- Fri Nov 01, 2024 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Allow scaling display panel icon map view, so we can use them as pixels
- Replies: 1
- Views: 264
Re: Allow scaling display panel icon map view, so we can use them as pixels
Alternatively we could add option to lamps to render their color on map.
- Fri Nov 01, 2024 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Allow scaling display panel icon map view, so we can use them as pixels
- Replies: 1
- Views: 264
Allow scaling display panel icon map view, so we can use them as pixels
TL;DR
Enable using display panels as pixels in map view.
What?
Currently display panels can be used to draw icons on map view.
I propose that we could scaling that icon size from 1 tile to current 15x15 tiles which would allow for more flexibility when drawing on map and enables rudimentary ...
Enable using display panels as pixels in map view.
What?
Currently display panels can be used to draw icons on map view.
I propose that we could scaling that icon size from 1 tile to current 15x15 tiles which would allow for more flexibility when drawing on map and enables rudimentary ...
- Fri Aug 26, 2022 10:11 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 477
- Views: 273604
Re: 3 and 4 way intersections
Are they? Each exit already has room for 1 train from each direction, without blocking.I'm guessing that it's because I put safe exit blocks on it, which I believe are needed.
- Thu Aug 25, 2022 7:15 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 477
- Views: 273604
Re: 3 and 4 way intersections
My goal was to make in-place buffered upgrade for Symmetrical Cross 4- or 3-way intersection.
Also my rails are aligned to 48x48 grid, so intersection had to fit inside 5 such nodes.
Results if intersection is built as stand alone or if middle rails are removed after upgrade:
Set 1 76
Set 2 64 ...
Also my rails are aligned to 48x48 grid, so intersection had to fit inside 5 such nodes.
Results if intersection is built as stand alone or if middle rails are removed after upgrade:
Set 1 76
Set 2 64 ...
- Wed Apr 08, 2020 12:18 pm
- Forum: Ideas and Suggestions
- Topic: Some sort of herbicide, remove grass and foliage
- Replies: 3
- Views: 1740
Re: Some sort of herbicide, remove grass and foliage
Placing pavement removes some foliage, but not everything, which I think is fine. But for cases when I want to clean everything it would be nice if I could just pour some flamethrower fuel everywhere killing everything, or something similar.
Placing pavement repeatedly to remove all grass is ...
- Wed Apr 08, 2020 9:05 am
- Forum: Ideas and Suggestions
- Topic: Some sort of herbicide, remove grass and foliage
- Replies: 3
- Views: 1740
Some sort of herbicide, remove grass and foliage
TL;DR
Some way to remove all shrubberies and grass from parts of the factory.
What ?
Item that is placeable the same way different paths are, but when placed would remove all grass and bushes from area.
Why ?
Placing pavement removes some foliage, but not everything, which I think is fine ...
Some way to remove all shrubberies and grass from parts of the factory.
What ?
Item that is placeable the same way different paths are, but when placed would remove all grass and bushes from area.
Why ?
Placing pavement removes some foliage, but not everything, which I think is fine ...