Search found 14 matches
- Fri Aug 08, 2025 10:26 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.63] Smart belt bug #10: Underground not placed/placed too early/too late with obstacles in the way
- Replies: 3
- Views: 681
Re: [2.0.63] Just another smart belt bug #10
Seems like that was introduced on 2.0.62 or 2.0.63 because on 2.0.61 works fine
- Wed Jun 25, 2025 9:27 pm
- Forum: Bug Reports
- Topic: [2.0.58] Placement error messages received multiple times in multiplayer
- Replies: 0
- Views: 313
[2.0.58] Placement error messages received multiple times in multiplayer
General description:
When trying to place any type of underground (belt and pipe) above water or any type of fluid without allowing the placement of the landfill/foundation on a multiplayer, the game print the error message for every tick delay from server to client
What I do:
Placing an ...
When trying to place any type of underground (belt and pipe) above water or any type of fluid without allowing the placement of the landfill/foundation on a multiplayer, the game print the error message for every tick delay from server to client
What I do:
Placing an ...
- Sat May 31, 2025 10:27 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.54] Vehicle auto-reload
- Replies: 3
- Views: 3610
[boskid][2.0.54] Vehicle auto-reload
After the update the Vehicles doesn't pick anymore the ammunition when they run out, from the internal inventory.
- Fri May 23, 2025 10:20 pm
- Forum: Gameplay Help
- Topic: [2.0.52] Train pathfinding selects full station
- Replies: 5
- Views: 772
Re: [2.0.52] Train pathfinding selects full station
I do not understand what you are trying to say.
when a train leave a station and try to go to a depot, if there is a depot with an empty path in a certain range they go into that depot, instead go to the nearest depot, empty or full doesn't matter. I can send in private the save of my "mega ...
- Fri May 23, 2025 9:49 pm
- Forum: Gameplay Help
- Topic: [2.0.52] Train pathfinding selects full station
- Replies: 5
- Views: 772
Re: [2.0.52] Train pathfinding selects full station
on three depot configured only one have a free path to reach.Loewchen wrote: Fri May 23, 2025 9:22 pm None of the depot stations is full, they do not even have limits.
- Fri May 23, 2025 9:15 pm
- Forum: Gameplay Help
- Topic: [2.0.52] Train pathfinding selects full station
- Replies: 5
- Views: 772
[2.0.52] Train pathfinding selects full station
During my gameplay on a mega-factory using city-blocks with the ltn mod (the bug also occurs in vanilla), the trains after unloading and leaving the station, it happens that if there is no empty depot station on nearby, the pathfinding select a station that already contain a train.
bug-report.zip ...
bug-report.zip ...
- Wed May 14, 2025 8:21 am
- Forum: Modding interface requests
- Topic: Request: New technology effects modifier
- Replies: 1
- Views: 195
Request: New technology effects modifier
If it is possible I would like to have a modifier implemented that would allow me via the mod https://mods.factorio.com/mod/crafting-efficiency-2 to change the productivity of the various entities (ex "assembling-machine")
- Mon Feb 12, 2024 6:14 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 2237
Re: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
Anyway the segmentation fault happens randomly during gameplay and with always different crash times.
This screams unstable/failing hardware to me. Additionally if there was some issue with noise logic I would expect there to be a lot more crashes and a lot more people here complaining. The ...
- Mon Feb 12, 2024 4:07 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 2237
Re: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
On the log are not present the crash because factorio are been killed by the kernel (Segmentation fault).
In that case, do you have the full stack trace? Can you reproduce this crash repeatedly?
The save file has mods which aren't on the mod portal, can you upload them?
The segmentation ...
- Mon Feb 12, 2024 1:36 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 2237
Re: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
Below i post two .7z containing the two crashdumps.
- Mon Feb 12, 2024 1:24 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 2237
Re: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
The log file of the server are already attached on the post.
Below i attach the save file (that are basically a new game started with factorio 1.1.101 with 6 minutes of playtime).
On the log are not present the crash because factorio are been killed by the kernel (Segmentation fault).
Below i attach the save file (that are basically a new game started with factorio 1.1.101 with 6 minutes of playtime).
On the log are not present the crash because factorio are been killed by the kernel (Segmentation fault).
- Mon Feb 12, 2024 10:09 am
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 2237
[1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
With the latest version of the headless server for linux I am experiencing several crashes (Segmentation fault).
Analyzing the coredumps with coredumpctl debug <pid> I noticed that it is always the same function that fails in /tmp/factorio-build-p7gquL/src/Noise/Noise.cpp:626.
Below I attach all the ...
Analyzing the coredumps with coredumpctl debug <pid> I noticed that it is always the same function that fails in /tmp/factorio-build-p7gquL/src/Noise/Noise.cpp:626.
Below I attach all the ...
- Mon Aug 29, 2022 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] update broke audio on linux
- Replies: 22
- Views: 9837
[1.1.68] audio problem on linux
After update factorio from 1.161 to 1.1.68 (steam automatic update) it does not play any sound.
- Wed Sep 09, 2020 2:11 pm
- Forum: Not a bug
- Topic: joining of fluids
- Replies: 6
- Views: 2190
joining of fluids
I was starting to build the plant for the production of sulfuric acid and I'm going to notice that factorio made me combine the fluids which, if I'm not mistaken, could not be done