Search found 844 matches

by Hares
Tue Jun 03, 2025 5:10 pm
Forum: Resolved for the next release
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 531

Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Edit. Okay, I got it. The problem is the fact I have Production screen open. Opening it during autosave causes crash. 10:58 is the time of next autosave.
by Hares
Tue Jun 03, 2025 5:07 pm
Forum: Resolved for the next release
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 531

Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Rseding91 wrote: Tue Jun 03, 2025 2:26 pm What's your autosave interval set at?
5 minutes.
by Hares
Mon Jun 02, 2025 7:39 pm
Forum: Resolved for the next release
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 531

Re: [2.0.54] Crash when playing Tight Space

Edit: Loading this savefile on 2.0.55 causes crash after some time at exactly the same time (10:58 on timer)
by Hares
Mon Jun 02, 2025 7:37 pm
Forum: Resolved for the next release
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 531

[2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Was playing tight space, and the game crashed.
06-02-2025, 22-32-11.png
06-02-2025, 22-32-11.png (3.61 MiB) Viewed 531 times
Attaching logs, crash dump & latest autosave.
by Hares
Mon Jun 02, 2025 5:20 pm
Forum: Balancing
Topic: Team Production: Landfill cost not updated for 2.0
Replies: 0
Views: 436

Team Production: Landfill cost not updated for 2.0

In 1.1, landfill costed 20 stone. In 2.0.7, its cost was changed to 50, an increase of +150%.

However, the Team Production scenario was not updated for that change, easily asking you to produce 5 thousand landfill
06-02-2025, 20-08-31.png

Yes, technically, this is not a bug, rather issue and ...
by Hares
Fri May 30, 2025 8:44 pm
Forum: Duplicates
Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
Replies: 3
Views: 322

Re: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error

Loewchen wrote: Fri May 30, 2025 8:15 pm 128737
Too bad "too far to connect" has 3 words of length 3 or less which are not indexed and thus cannot be searched.
by Hares
Fri May 30, 2025 8:10 pm
Forum: Duplicates
Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
Replies: 3
Views: 322

[2.0.54] Dragging ghost belt over belts shows "too far to connect" error

Steps to Reproduce

Have yellow belt deployed
Select ghost cursor for red belt
Drag over yellow belt
Drag over yellow belt again (over upgrade requests)
Alternatively: Drag over existing red belt


Expected:

Nothing


Actual:

Error sound is played with "Too far to connect" on ...
by Hares
Fri May 30, 2025 7:46 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 2777

Re: [boskid][2.0.47] Inserters can face diagonally


Yes, this is what I was describing? It is finicky to Blueprint these in some Slot types; my point was that you can “get away with more” by editing the Blueprint String than is possible in Vanilla. This Bug Report seems to be a case of one of these “features” being removed.

I don’t mind too much ...
by Hares
Fri May 30, 2025 7:24 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 2777

Re: [boskid][2.0.47] Inserters can face diagonally


There are some other “not normally possible” setups that can be created with Blueprint string hacking, like setting Item Requests in non-Logistic chests…


You can request items as ghost requests via in-game logic. Check this out ...
by Hares
Fri May 30, 2025 6:54 pm
Forum: Releases
Topic: Version 2.0.54
Replies: 4
Views: 4489

Re: Version 2.0.54

This update somehow "cleared" experimental-latest beta branch on Steam, and moved me to 2.0.47. I didn't change any Steam settings. 2.0.54 still available on beta branches however.
by Hares
Fri May 30, 2025 6:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 2777

Re: [boskid][2.0.47] Inserters can face diagonally

Damn. This looks so cool.
by Hares
Wed May 28, 2025 8:53 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 18
Views: 8644

Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades


This is an actual bug even for reasonable low research levels and I'm working on a fix.


This might be important: YouTube: Factorio Space Age - Railgun Shooting Speed NOT Capped at Level 4 // StupidFatHobbit

According to in-game calculations, the shooting speed tooltip is wrong and railguns ...
by Hares
Mon May 26, 2025 3:41 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 54251

Re: Version 2.0.45

RIP Railworld.
RIP speedruns.
by Hares
Mon May 26, 2025 3:33 pm
Forum: Ideas and Suggestions
Topic: [SA] Make Railworld preset apply to all planets
Replies: 0
Views: 170

[SA] Make Railworld preset apply to all planets

TL;DR
Railword preset should apply to all planets, except for Nauvis only

What?
Instead of this:
05-26-2025, 18-28-36.png
Have this:
05-26-2025, 18-30-02.png

Terrain generation changes on Fulgora are subject to discuss.

Why?
Currently, Railword preset applies only to Nauvis resources ...
by Hares
Mon May 26, 2025 3:24 pm
Forum: Ideas and Suggestions
Topic: Lowered enemy settings should not disable "It stinks and they do/don't like it" achievements
Replies: 1
Views: 252

Lowered enemy settings should not disable "It stinks and they do/don't like it" achievements

Problem:
The following achievements are disabled when lowering enemy settings, starting from patch 2.0.45:

It stinks and they don't like it
It stinks and they do like it

This is also the case for a fan-favorite Railworld preset:
05-26-2025, 18-24-13.png


It makes sence that speedrun and ...
by Hares
Sat May 24, 2025 10:12 am
Forum: Wiki Talk
Topic: Factorio Wiki is down
Replies: 5
Views: 949

Re: Factorio Wiki is down

Philipp wrote: Sat May 24, 2025 5:22 am Hi, its down again :warning:
Working now again. Also, I saw a cloudflare gateway, probably for the first time. Maybe there was a migration from the old hosting.
by Hares
Fri May 23, 2025 3:16 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.6] recipe.allowed_module_categories does not respect beacons
Replies: 5
Views: 1806

Re: [raiguard][2.0.6] recipe.allowed_module_categories does not respect beacons

InUniverse wrote: Fri May 23, 2025 2:57 pm
Hares wrote: Fri May 23, 2025 11:48 am A sad day for the Warptorio enjoyers.
Warp modules are allowed on all recipes to begin with, so this shouldn't affect anything there.
But not producivity modules, and you can put those into Warp Beacon
by Hares
Fri May 23, 2025 11:58 am
Forum: Bug Reports
Topic: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
Replies: 9
Views: 1069

Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean

Have you ever built a rail signal on foundation over the lake before failing to place a ghost? It's a known issue/won't fix that you need to "initialize" the base plate for each entity category for each unbuildable tile type, this is made because of Aquilo which has several stages of covering tiles.

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