Search found 13218 matches
- Wed Feb 28, 2024 3:19 am
- Forum: Not a bug
- Topic: [1.1.104] Duplicated myself in solo
- Replies: 1
- Views: 254
Re: [1.1.104] Duplicated myself in solo
Thanks for the report however this is likely related to one of the many mods you're using.
- Sun Feb 25, 2024 8:26 am
- Forum: Technical Help
- Topic: [1.1.104] Factorio hangs when opening Steam overlay
- Replies: 5
- Views: 459
Re: [1.1.104] Factorio hangs when opening Steam overlay
Well it only happens with Factorio, and since my friend also has the same issue even tho differant hardware. She also only has this problem with Factorio. Are they also running Linux? A search brings up several people having the same issue with several games over the last several years with seeming...
- Sat Feb 24, 2024 3:42 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 20862
Re: Above 60 fps (120 or 144).
Sure, but creating some interpolation (or a in-between sprite) would definitely be beneficial for smoothness of animation. You're making impossible possible with each FFF, I'm sure you'll come up with something eventually . You can simply re-read developer replies to this topic for why that doesn't...
- Sat Feb 24, 2024 2:53 pm
- Forum: Pending
- Topic: [SOLVED][1.1.104] Crash when loading into the main menu
- Replies: 15
- Views: 683
Re: [SOLVED][1.1.104] Crash when loading into the main menu
The post tile says solved but I don't see anyone mentioning what the issue was?
- Sat Feb 24, 2024 2:41 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 20862
Re: Above 60 fps (120 or 144).
With recent https://factorio.com/blog/post/fff-393 and faster belts, it feels like this issue should be readdressed. The new belt just doesn't look good anymore at 60 FPS. The belt animation is still tied to the game update so it would have no impact how it looks. Sorry but there's nothing to be re...
- Sat Feb 24, 2024 2:01 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] LuaForce.chart() area safety check incorrect
- Replies: 1
- Views: 221
Re: [1.1.104] LuaForce.chart() area safety check incorrect
Looking at the logic, it seems the documentation is incorrect and the error is correct. The logic takes the area, centers it on 0,0 and then takes the maximum of the width or height and converts it into a square before charting that area. I have no idea why it works like that but at this point I'm g...
- Sat Feb 24, 2024 1:57 pm
- Forum: Technical Help
- Topic: [1.1.104] Factorio hangs when opening Steam overlay
- Replies: 5
- Views: 459
Re: [1.1.104] Factorio hangs when opening Steam overlay
Thanks for the report however because this is seemingly only happening for you, and is not software we have any control over there's nothing we can do.
- Thu Feb 22, 2024 5:21 pm
- Forum: Pending
- Topic: [SOLVED][1.1.104] Crash when loading into the main menu
- Replies: 15
- Views: 683
Re: [1.1.104] Crash when loading into the main menu
This almost looks like it's crashing in something that has hooked into the game.
Can you try closing everything else on your computer and see if it still crashes? If it does, re-open things 1 at a time until finding what's causing it.
Can you try closing everything else on your computer and see if it still crashes? If it does, re-open things 1 at a time until finding what's causing it.
- Thu Feb 22, 2024 9:42 am
- Forum: Not a bug
- Topic: [1.1.104] No victory screen after first Rocket Launch
- Replies: 9
- Views: 681
Re: [1.1.104] No victory screen after first Rocket Launch
Specifically the mod AP-W17724995960202541683-P2-Kayson version 0.4.3 was added, and then removed from your save.
- Thu Feb 22, 2024 2:57 am
- Forum: Technical Help
- Topic: [1.1.104] hovering over vehicles causing halting
- Replies: 4
- Views: 282
Re: [1.1.104] hovering over vehicles causing halting
Do you mind answering; why did you enable that setting? I’ve seen several people who have had this issue and I have no idea why they turned on the setting.
- Wed Feb 21, 2024 3:37 pm
- Forum: Technical Help
- Topic: Crush logs
- Replies: 2
- Views: 234
Re: Crush logs
This looks the same as this viewtopic.php?f=49&t=108367 which AMD still has not said anything definitive about because they can't reproduce it internally.
- Tue Feb 20, 2024 12:34 am
- Forum: Outdated/Not implemented
- Topic: Artillery Wagon Inactivity Change
- Replies: 2
- Views: 292
Re: Artillery Wagon Inactivity Change
What you describe to remove is exactly how they were programmed and intended to function. Moving to outdated/won't implement.
- Tue Feb 20, 2024 12:31 am
- Forum: Technical Help
- Topic: [1.1.104-0]Unable to Load Game: Stating "Invalid Bool Loaded from input File"
- Replies: 7
- Views: 465
Re: [1.1.104-0]Unable to Load Game: Stating "Invalid Bool Loaded from input File"
I'll Run the test tomorrow, Will this fix the save? I was about 25 hours away from completing the SE run :( at the moment I've found a save that works from 620ish hours in so that's something. Thanks for the quick reply. it will not. The save is unknown amounts of corrupt. The error you get is simp...
- Tue Feb 20, 2024 12:18 am
- Forum: Technical Help
- Topic: [1.1.104-0]Unable to Load Game: Stating "Invalid Bool Loaded from input File"
- Replies: 7
- Views: 465
Re: [1.1.104-0]Unable to Load Game: Stating "Invalid Bool Loaded from input File"
Every known case of save files getting corrupt in this way has been traced back to bad and or failing hardware (typically bad RAM). Try running this https://www.memtest.org/
- Sun Feb 18, 2024 8:21 pm
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 902
Re: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
Because nobody added it when writing the upgrade entity logic.
- Sun Feb 18, 2024 5:57 pm
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 902
Re: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
pre_mined will get called several times as construction robots empty out the entity. on_mined will get called once with the results of mining the entity in the buffer.
So they have functional differences depending on what you are trying to do.
So they have functional differences depending on what you are trying to do.
- Fri Feb 16, 2024 6:57 pm
- Forum: Fixed for 2.0
- Topic: [Rseding91] [1.1.104] inserters not switching to sleep state while train is departing
- Replies: 1
- Views: 328
Re: [Rseding91] [1.1.104] inserters not switching to sleep state while train is departing
Thanks for the report. This looks like a super super old artifact from when the game was in early development that was never changed. I don't want to risk changing it for 1.1 but I will change it for 2.0 and assuming no issues are found it will be fixed in the 2.0 release.
- Fri Feb 16, 2024 5:57 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Game Save File and -Speed Related Suggestions
- Replies: 19
- Views: 7755
Re: Game Save File and -Speed Related Suggestions
I thought of something while working. My computer (windows) has a stupid amount of RAM (due to job-related reasons). How feasible would it be for Factorio to create a RAM drive, save the world there, and in a separate thread save the ram drive to disk without interrupting (or minimizing the time it...
- Fri Feb 16, 2024 3:17 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] on_unit_group_finished_gathering event triggers twice for expansion groups
- Replies: 1
- Views: 197
Re: [1.1.104] on_unit_group_finished_gathering event triggers twice for expansion groups
Thanks for the report. This is fixed for 2.0. The event simply fires twice but the actual internal logic only runs once.
- Thu Feb 15, 2024 10:11 am
- Forum: Technical Help
- Topic: [1.1.104] big lag while hovering over electric drill on uranium
- Replies: 4
- Views: 337
Re: [1.1.104] big lag while hovering over electric drill on uranium
You turned on "log stack trace on non-critical exception" and left it enabled. It's not supposed to be left enabled.