I know everyone is all hype about 2.0 (and I am, too), but I found a 100% reproduceable crash in vanilla 1.1.110:
The reproduction steps are as follows:
Run vanilla Factorio v1.1.110
Set bypass-library-sync=true in config.ini (or via "the rest" hidden settings)
Open the attached save game in ...
Search found 99 matches
- Sun Nov 10, 2024 12:00 am
- Forum: Won't fix.
- Topic: [1.1.110] Crash trying to extract blueprints from a savegame "BlueprintLibrary.cpp:1146: Abort 3407 does not exist in e"
- Replies: 2
- Views: 1483
- Wed Nov 06, 2024 12:04 am
- Forum: Duplicates
- Topic: [2.0.15] Previous mining productivity tech tooltips are misleading
- Replies: 1
- Views: 540
[2.0.15] Previous mining productivity tech tooltips are misleading
I was curious about the progression of the early mining productivity techs and looked back at mining productivity 1 and hovered over the "Effects" miner/tooltip and it reads "Mining productivity +10% [80% -> +90%]" (I have mining productivity 8). Given that it's the first tech, I would expect it to ...
- Mon Nov 04, 2024 7:26 pm
- Forum: Minor issues
- Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
- Replies: 5
- Views: 868
Re: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Ooh. That is unexpected behaviour, but good to know. I didn't consider that a ghost could have a quality in that sense, but it makes sense now that I know!
- Mon Nov 04, 2024 6:30 pm
- Forum: Minor issues
- Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
- Replies: 5
- Views: 868
Re: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Okay, I have reproduction steps. I've tested this on Aquilo, having /editor'd myself there. It seems as if you can't ghost decon plan >common cargo bays. So, common ones good, uncommon and higher do not appear. I've attached a savegame.
- Mon Nov 04, 2024 7:01 am
- Forum: Minor issues
- Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
- Replies: 5
- Views: 868
Re: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Yes. I will try to engineer a minimal one in the coming couple days, and if I can't, I will post the big game save file (which is well past the time where this came up).
- Sun Nov 03, 2024 1:02 am
- Forum: Minor issues
- Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
- Replies: 5
- Views: 868
[2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
I added a bunch of cargo bays to my space platform and also to a planet (Aquilo). I tried to use a ghost decon planner to get an easy count of them, and they weren't marked. I could copy, instead, to get the easy count.
- Thu Oct 31, 2024 1:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
- Replies: 9
- Views: 3726
Re: [2.0.11] Smart belts may place only input ghost underground
Here is a clip from AntiElitz's stream today of this occuring in 2.0.13: https://clips.twitch.tv/HelpfulAstutePe ... 3AgunA3G6f
- Sun Oct 27, 2024 5:05 am
- Forum: Ideas and Suggestions
- Topic: Simplify inventory sounds (more like 1.1) or add option
- Replies: 9
- Views: 1931
Re: Simplify inventory sounds (more like 1.1) or add option
Loosely related : https://forums.factorio.com/viewtopic.php?f=6&t=117139
This is my (quoted) thread and I want to be clear that I don't have any problem with the sound effects as is, in contrast to others in this consolidated thread. My suggestion was to even out the levels of the sounds ...
- Thu Oct 24, 2024 1:23 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.10] Text fields have a different feel than v1.1
- Replies: 2
- Views: 581
[2.0.10] Text fields have a different feel than v1.1
This is an admittedly broad topic, and I have some examples where behaviour is now different, and, in my opinion, a regression.
Example 1 - TAB behaviour in text fields
In Factorio version 1.1, interacting with text fields was different. When deleting achievements, we could use the TAB key to ...
Example 1 - TAB behaviour in text fields
In Factorio version 1.1, interacting with text fields was different. When deleting achievements, we could use the TAB key to ...
- Thu Oct 24, 2024 12:42 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] It's hard to hear inventory interactions now!
- Replies: 1
- Views: 532
[2.0] It's hard to hear inventory interactions now!
With the release of Factorio 2.0 and Space Age came a whole new set of sound effects and music. Many of the ones from version 1.1 are changed, including the ones that have to do with interacting with inventories. Taking items from and, putting items into chests has a new sound, and this sound is ...
- Wed Aug 28, 2024 2:55 am
- Forum: Assigned
- Topic: [Klonan] [1.1.110] Bots persist to next round in team production
- Replies: 0
- Views: 665
[Klonan] [1.1.110] Bots persist to next round in team production
If you have bots flying in the air before the round ends, they will still be in the air for you (or someone) to claim in the next round. It seems like the cleanup script neglects to pluck bots out of the air. No log file since I wasn't the host, but it should be easy enough to reproduce.
- Mon Aug 19, 2024 6:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Updating fails "changelog-switch.txt has unexpected content"
- Replies: 2
- Views: 1478
Re: [1.1.109] Updating fails "changelog-switch.txt has unexpected content"
I have a .zip-based install of 1.1.109 that I'm trying to update to 1.1.110 with the built-in update mechanism, but find that it's failing:
The log file is here:
0.001 2024-08-16 14:02:57; Factorio 1.1.109 (build 62320, win64, full)
0.001 Operating system: Windows 10 (build 19045)
0.001 ...
- Fri Aug 16, 2024 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Updating fails "changelog-switch.txt has unexpected content"
- Replies: 2
- Views: 1478
[1.1.109] Updating fails "changelog-switch.txt has unexpected content"
I have a .zip-based install of 1.1.109 that I'm trying to update to 1.1.110 with the built-in update mechanism, but find that it's failing:
The log file is here:
0.001 2024-08-16 14:02:57; Factorio 1.1.109 (build 62320, win64, full)
0.001 Operating system: Windows 10 (build 19045)
0.001 ...
The log file is here:
0.001 2024-08-16 14:02:57; Factorio 1.1.109 (build 62320, win64, full)
0.001 Operating system: Windows 10 (build 19045)
0.001 ...
- Fri Jun 14, 2024 12:04 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 35806
Re: Friday Facts #415 - Fix, Improve, Optimize

I am excited beyond words for 2.0.
- Fri Apr 26, 2024 5:17 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 65864
Re: Friday Facts #408 - Statistics improvements, Linux adventures
I would pay gobs and gobs of money if production stats were made available via an HTTP endpoint that could be scraped by Prometheus in the vanilla game. The in-game stuff is great, but not very flexible in the ways that something like Grafana can be. We can't "drill down" into stats from the ...
- Fri Apr 26, 2024 5:07 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 65864
Re: Friday Facts #408 - Statistics improvements, Linux adventures
I would pay gobs and gobs of money if production stats were made available via an HTTP endpoint that could be scraped by Prometheus in the vanilla game. The in-game stuff is great, but not very flexible in the ways that something like Grafana can be. We can't "drill down" into stats from the 1000 ...
- Mon Mar 25, 2024 2:24 am
- Forum: Won't fix.
- Topic: [Kovarex] [1.1.105] Smart belt dragging state can be manipulated persistently to alter build range
- Replies: 2
- Views: 1472
- Fri Mar 22, 2024 1:33 am
- Forum: Not a bug
- Topic: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging
- Replies: 4
- Views: 2101
[1.1.105] Entire range of belt flipping direction unexpectedly while dragging
This is a clip of the issue taking place in a completely vanilla setting in version 1.1.105. I've encountered plenty of smart belt issues in the past, but I've never seen this one.
Clip: https://youtube.com/clip/Ugkx76ZuTf1PRMXANNSwIjCllahkT7SoGmnU?feature=shared
I've attached a replay section of ...
Clip: https://youtube.com/clip/Ugkx76ZuTf1PRMXANNSwIjCllahkT7SoGmnU?feature=shared
I've attached a replay section of ...
- Sat Mar 02, 2024 9:01 pm
- Forum: Ideas and Suggestions
- Topic: The UI should have the same number of hotbars as a replay
- Replies: 0
- Views: 548
The UI should have the same number of hotbars as a replay
TL;DR
If I have my normal UI set to show only 2 hotbars and start playing a replay where the player had 4 hotbars, I will only see the first 2 hotbars. I'd like to see all 4 temporarily while playing the replay.
What ?
Kinda the same as the tl;dr. If my normal UI is set to show just 2 ...
If I have my normal UI set to show only 2 hotbars and start playing a replay where the player had 4 hotbars, I will only see the first 2 hotbars. I'd like to see all 4 temporarily while playing the replay.
What ?
Kinda the same as the tl;dr. If my normal UI is set to show just 2 ...
- Sat Jan 20, 2024 1:31 pm
- Forum: Ideas and Suggestions
- Topic: Concrete is a silly feature... and I want more!
- Replies: 11
- Views: 5303
Re: Concrete is a silly feature... and I want more!
I want concrete removed from the game.
It is completely useless, a pain to make and at this point little more than a meme.
Concrete is essential for the rocket silo, centrifuges and nuclear reactors, where it makes complete sense. What would substitute? We are "lucky" that the base game, unlike ...