maybe a mod too new for 1.0?
I would try to boil it down to the mod which produces the error. Disable them one by one (or maybe 50% of them if there is a lot), then try again until you find it
Search found 135 matches
- Fri Nov 27, 2020 4:02 pm
- Forum: 1 / 0 magic
- Topic: [kovarex] [1.0.0] Crashed when loading saves
- Replies: 7
- Views: 2889
- Fri Nov 27, 2020 3:40 pm
- Forum: Translations
- Topic: [1.1.1] tips and tricks issues
- Replies: 6
- Views: 3529
Re: [1.1.1] tips and tricks issues
Identified the mod causing the error and notified the author:
https://mods.factorio.com/mod/platforms
https://mods.factorio.com/mod/platforms
- Thu Nov 26, 2020 9:39 am
- Forum: Translations
- Topic: [1.1.1] tips and tricks issues
- Replies: 6
- Views: 3529
- Tue Nov 24, 2020 11:55 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 1403
- Tue Nov 24, 2020 11:47 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 1403
- Tue Nov 24, 2020 11:45 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 1403
Re: [1.1.1] crash on autosave - or: fun with power poles
I just reproduced the autosave crash too:
This and my other bug report are connected:
https://forums.factorio.com/viewtopic.php?f=23&t=91817&p=522643#p522643
just could reproduce the autosave crash described there. after marking an article in tipps and tricks with missing translation read ...
This and my other bug report are connected:
https://forums.factorio.com/viewtopic.php?f=23&t=91817&p=522643#p522643
just could reproduce the autosave crash described there. after marking an article in tipps and tricks with missing translation read ...
- Tue Nov 24, 2020 11:23 pm
- Forum: Not a bug
- Topic: [1.1.1] german translation issue
- Replies: 2
- Views: 1248
[1.1.1] german translation issue
in new tipps, this one should be german as well as all other ones:


- Tue Nov 24, 2020 11:15 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 1403
[1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
my game (factorio 1.1.1, started from steam in offline mode) just crashed to desktop.
some mods, but none should influence here
what happened before:
discovered an issue with placing wooden power poles over a ghost-built bp with steel poles. the wooden power poles did not connect to the other ...
some mods, but none should influence here
what happened before:
discovered an issue with placing wooden power poles over a ghost-built bp with steel poles. the wooden power poles did not connect to the other ...
- Tue Nov 24, 2020 9:06 pm
- Forum: Not a bug
- Topic: [1.x] Steam issues
- Replies: 1
- Views: 1388
[1.x] Steam issues
I just hit the save file limit for steam (12.6 GB). Instead deleting them in-game, I moved the old save files to another location.
Now Steam tries to re-download all the old 12GB over my pesky internet connection (2 mbit) and stops me from playing factorio (it does not start..).
Had problems like ...
Now Steam tries to re-download all the old 12GB over my pesky internet connection (2 mbit) and stops me from playing factorio (it does not start..).
Had problems like ...
- Thu Nov 12, 2020 10:21 am
- Forum: Ideas and Requests For Mods
- Topic: Artylery Auto Targeting System
- Replies: 2
- Views: 1452
Re: Artylery Auto Targeting System
Not exactly what you are looking for, but solves the problem:
https://mods.factorio.com/mod/AtomicArtillery
https://mods.factorio.com/mod/AtomicArtillery
- Wed Nov 11, 2020 5:20 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
Tile-able advanced circuits. each row spits 42 red circuits per sec and eats almost 2 full blue belts copper.
Could stack up to 20 rows if you double the petroleum pumps above. 7 should be enough for my current setup. consumption around 6.1 blue belts of red circuits, because it will not feed ...
Could stack up to 20 rows if you double the petroleum pumps above. 7 should be enough for my current setup. consumption around 6.1 blue belts of red circuits, because it will not feed ...
- Wed Nov 11, 2020 3:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Shortcuts for 1.1
- Replies: 15
- Views: 9524
Re: [MOD 1.0] Shortcuts for 1.0
How to get more slots for the shortcut bar? somehow i'm locked to 12 buttons max.
when clicking the 3 points to access options, there are more slots shown. but can't use them
when clicking the 3 points to access options, there are more slots shown. but can't use them
- Mon Nov 09, 2020 2:48 pm
- Forum: Wiki Talk
- Topic: Modulo @ Arithmetic Combinator
- Replies: 7
- Views: 6063
Re: Modulo @ Arithmetic Combinator
thank you!
- Mon Nov 09, 2020 4:48 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
https://www.reddit.com/r/factorio/comme ... the_beast/
It's pretty nice for high base load, but it won't limit fuel cell consumption if too much power. I have now built 3
It's pretty nice for high base load, but it won't limit fuel cell consumption if too much power. I have now built 3
- Mon Nov 09, 2020 1:32 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
my new oil refinery is ready. 1 refinery to serve it all:
- 6483 petroleum gas /sec (for plastic bars). It's enough for 2700spm science packs if they are full prod module augmented
- 34.4 rocket fuel /sec (satellite+rockets)
- 160 lubricant (some surplus for mall)
- 757 sulfuric acid (optional ...
- 6483 petroleum gas /sec (for plastic bars). It's enough for 2700spm science packs if they are full prod module augmented
- 34.4 rocket fuel /sec (satellite+rockets)
- 160 lubricant (some surplus for mall)
- 757 sulfuric acid (optional ...
- Sun Nov 08, 2020 2:33 am
- Forum: Wiki Talk
- Topic: Modulo @ Arithmetic Combinator
- Replies: 7
- Views: 6063
Modulo @ Arithmetic Combinator
I'm not a math expert, but I think i have discovered an error @ https://wiki.factorio.com/Arithmetic_combinator
Could fix it myself of course, but I do not want to enter wrong information ;)
This one:
Modulo, indicated using % as it is in most programming languages, is the remainder after ...
Could fix it myself of course, but I do not want to enter wrong information ;)
This one:
Modulo, indicated using % as it is in most programming languages, is the remainder after ...
- Fri Oct 30, 2020 10:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
Was time to wipe some aliens. Love this map :D
2700spm11aliens.GIF
Bild_2020-10-30_231754.png
Spidertron + Rampant Mod = Great fun. Even nukes are not overpowered.. if you aren't carefull, they will nuke you.
Map code: >>>eNp1U7+L1EAUnmdcjCfKFdsIuq5wiE2WY89CFtmMNiKif4PZ7KwO ...
2700spm11aliens.GIF
Bild_2020-10-30_231754.png
Spidertron + Rampant Mod = Great fun. Even nukes are not overpowered.. if you aren't carefull, they will nuke you.
Map code: >>>eNp1U7+L1EAUnmdcjCfKFdsIuq5wiE2WY89CFtmMNiKif4PZ7KwO ...
- Wed Oct 28, 2020 8:27 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
Inserters feed on the right side, so offset allows 6 inserters per wagon + feeding the same amount on both sides of the belt. Exploration goes with artillery. I choose a nice location at my perimeter (some small piece of land with cliffs around, build an outpost there with a big artillery gun. Then ...
- Tue Oct 27, 2020 8:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
madzuri inspired unloader. this is a 10 belt unloading station. 4 one side, 6 the other. i want to draw items from every wagon in the train evenly.
insersters set to activate if copper ore > 1, combinator divides through negative number of chests. 4 chest because it should see all 6 chest for a ...
insersters set to activate if copper ore > 1, combinator divides through negative number of chests. 4 chest because it should see all 6 chest for a ...
- Tue Oct 27, 2020 8:04 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 9599
Re: Belt-based 2700SPM Megabase
Thank you! This is my first approach to a vanilla megabase. Only other thing I tried that went comparable big was my expensive mode playthrough a while ago