I am experiencing a memory leak. The game locks up and then Factorio slowly continues to inflate into RAM non-stop.
Mods,Save,Config; https://drive.google.com/file/d/1OHyvmf ... sp=sharing
Search found 55 matches
- Sat Jul 04, 2020 2:26 pm
- Forum: Not a bug
- Topic: [0.18.34] Memory Leak
- Replies: 1
- Views: 1014
- Sat Dec 07, 2019 5:11 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 408741
Re: [MOD 0.17] Industrial Revolution
Mod doesn't seem to be loading after changing to 1.0.9.
- Fri Jun 15, 2018 2:40 am
- Forum: Pending
- Topic: [0.16.50] Window Flickers like its being redrawn then crash.
- Replies: 1
- Views: 1399
[0.16.50] Window Flickers like its being redrawn then crash.
Game will no longer load with 16.50. Screen flickers like its being drawn a few times or attempting to then crashes; Could this be the beta version of steam's fault? Edit; Nope! Fails on normal steam too. 0.024 2018-06-14 22:36:04; Factorio 0.16.50 (build 36649, win64, steam) 0.025 Operating system:...
- Thu Apr 27, 2017 1:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.2] - Host crashing when connecting with mods enabled.
- Replies: 1
- Views: 1099
[15.2] - Host crashing when connecting with mods enabled.
Client connects to server (with his mods enabled) and crashes the host (With no mods enabled). Client gets no error other than; Cannot communicate with server. Brand new map. No loaded map. Not a headless server. 0.001 2017-04-27 14:25:00; Factorio 0.15.2 (build 29124, win64, steam) 0.001 Operating ...
- Mon Apr 24, 2017 12:06 pm
- Forum: General discussion
- Topic: Tuesday Version 15.0
- Replies: 4
- Views: 2817
Re: Tuesday Version 15.0
Best answer ever.HanziQ wrote:It comes out when it comes out.
When its done and ready. They may find a game breaking bug before launch and have to delay.
Can't wait!
- Fri Apr 21, 2017 1:39 pm
- Forum: Technical Help
- Topic: Monitor buzzing on certain zoom level
- Replies: 2
- Views: 1548
Re: Monitor buzzing on certain zoom level
Monitor or is it the video card fan kicking up? I'd believe this is a video card fan more than the monitor. And this is normal at that zoom level. I get the same thing zooming out further where I hear the fan kick up as more is being rendered. Many games will render less details the further you get ...
- Sat Mar 25, 2017 11:28 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575120
Re: Development and Discussion
Angel,
Do you have any plans to support AnonyMod?
Do you have any plans to support AnonyMod?
- Tue Jan 03, 2017 4:40 pm
- Forum: Mods
- Topic: [0.17.x] AnonyMods - Overhaul mod
- Replies: 174
- Views: 73389
Re: [0.14.x] AnonyMods - Overhaul mod
AnonymoScoot, Near drop offset doesn't appear to do anything on the inserter configuration panel. Near drop offset is a checkbox, if checked, the boolean for drop offset is set to true and the next time you adjust inserter drop offset it will drop it on near side. Thanks. It looks very similar to h...
- Tue Jan 03, 2017 2:15 pm
- Forum: Mods
- Topic: [0.17.x] AnonyMods - Overhaul mod
- Replies: 174
- Views: 73389
Re: [0.14.x] AnonyMods - Overhaul mod
AnonymoScoot,
Near drop offset doesn't appear to do anything on the inserter configuration panel.
Near drop offset doesn't appear to do anything on the inserter configuration panel.
- Fri Dec 30, 2016 7:27 pm
- Forum: Mods
- Topic: [0.17.x] AnonyMods - Overhaul mod
- Replies: 174
- Views: 73389
Re: [0.14.x] AnonyMods - Overhaul mod
Getting an error saying cobalt ore is missing when trying to load the mod. Checksum for mod rso-mod: 3375856497 19.666 Error Util.cpp:57: Error in assignID, item with name 'cobalt-ore' does not exist. You posted checksum of RSO not AnonyMods. It seems to match latest version so it should work. If y...
- Fri Dec 30, 2016 6:29 pm
- Forum: Mods
- Topic: [0.17.x] AnonyMods - Overhaul mod
- Replies: 174
- Views: 73389
Re: [0.14.x] AnonyMods - Overhaul mod
Getting an error saying cobalt ore is missing when trying to load the mod.
Checksum for mod rso-mod: 3375856497
19.666 Error Util.cpp:57: Error in assignID, item with name 'cobalt-ore' does not exist.
- Fri Dec 09, 2016 6:42 pm
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 7784
Re: Active Robots
Yes..........I know.Smarty wrote:only construction bots can place stuff
- Fri Dec 09, 2016 5:18 pm
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 7784
Active Robots
Is there a limit on the number of active robots that can be out? I have a lot of things they can be built by them but most of my bots are sitting idle in the roboport.
- Fri Dec 09, 2016 5:16 pm
- Forum: General discussion
- Topic: Factorio For XboxOne
- Replies: 12
- Views: 20466
Re: Factorio For XboxOne
I would argue this kind of game doesn't belong on a console.
The same reason you don't see many RTS games on a console. It just doesn't work well.
The same reason you don't see many RTS games on a console. It just doesn't work well.
- Fri Nov 25, 2016 5:28 pm
- Forum: Implemented Suggestions
- Topic: Mod Directories
- Replies: 8
- Views: 5065
Re: Mod Directories
Thank you Daniel. While a shortcut won't really work due to the portable HD I use. A batch file does the trick nicely using the same thing. Is there a similar --save-directory command? I feel as if this would work better if these commands looked for these folders under the already existing directori...
- Fri Nov 25, 2016 2:30 pm
- Forum: Implemented Suggestions
- Topic: Mod Directories
- Replies: 8
- Views: 5065
Re: Mod Directories
I tried the command line parameter you provided and it didn't seem to work. That program also didn't work correctly. It created a 0.14 directory in my mods folder with more 0.14 directories about 20 folders deep and then crashed. EDIT; Ok that command line parameter did work but it created a directo...
- Thu Nov 24, 2016 4:53 pm
- Forum: Implemented Suggestions
- Topic: Mod Directories
- Replies: 8
- Views: 5065
Mod Directories
Not sure how feasible this is.
Want to be able to have different mod directories so I can load up a specific set of mods.
Back in the olden quake days you'd have a -game or maybe could use -mod as a command line switch to specific which directory to load from.
Want to be able to have different mod directories so I can load up a specific set of mods.
Back in the olden quake days you'd have a -game or maybe could use -mod as a command line switch to specific which directory to load from.
- Thu Nov 24, 2016 4:51 pm
- Forum: Ideas and Suggestions
- Topic: New Game Profiles
- Replies: 1
- Views: 1515
New Game Profiles
Would like to see the settings when selecting "New Game" be saved or at least allow a person to create profiles of different settings or map seeds.
- Mon Oct 10, 2016 2:00 pm
- Forum: Technical Help
- Topic: Game Limitations
- Replies: 7
- Views: 3421
Re: Game Limitations
I did just update Cursed-Exp-Remake_0.5.4. I didn't think it added anything like that.
- Mon Oct 10, 2016 1:21 pm
- Forum: Technical Help
- Topic: Game Limitations
- Replies: 7
- Views: 3421
Game Limitations
Can someone give me some more information on this error. I have a number of mods installed but I didn't think I was at this kinda wall yet; 14.428 Error Util.cpp:57: Reached id limit for equipment-grid. The game can't contain more than 255 instances of this prototype due to hardcoded limits of the e...