Search found 15722 matches
- Tue Jun 17, 2025 1:19 am
- Forum: Technical Help
- Topic: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
- Replies: 3
- Views: 198
Re: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
If my math is right, the log is showing it wants roughly 50 max sized textures each of which is 1GB large. Effectively it wants 50GB of VRAM and the GPU has choked and died trying to deal with it.
- Mon Jun 16, 2025 10:06 pm
- Forum: Resolved for the next release
- Topic: [2.0.55] remote view cannot open factoriopedia through rich text
- Replies: 1
- Views: 71
Re: [2.0.55] remote view cannot open factoriopedia through rich text
Thanks for the report. This is now fixed for the next release.
- Mon Jun 16, 2025 9:13 pm
- Forum: Pending
- Topic: [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 8
- Views: 934
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
Do you have some sample save file that shows the issue? Looking at the code I don't see anywhere that looks wrong which makes me wonder if it might be the setting of the schedule through the lua API breaking the logic.
- Mon Jun 16, 2025 8:53 pm
- Forum: Resolved for the next release
- Topic: [GFX][1.1.76] Manual Crafting queue "expand" button using old UI graphics
- Replies: 1
- Views: 1117
Re: [GFX][1.1.76] Manual Crafting queue "expand" button using old UI graphics
I've changed the icon for the next release.
- Mon Jun 16, 2025 6:48 pm
- Forum: Resolved for the next release
- Topic: [2.0.23] inserter can't insert spoilage into captive biter spawner
- Replies: 13
- Views: 1955
Re: [2.0.23] inserter can't insert spoilage into captive biter spawner
Since this report never went anywhere internally with discussions, I'm deciding that I will simply change how spoilage works for this case and make the inserter put it into the trash slot if the normal output is full.
- Mon Jun 16, 2025 3:39 pm
- Forum: Resolved for the next release
- Topic: [Rseding91] [2.0.55] Electric Mining Drills cannot saturate stacked belts
- Replies: 4
- Views: 365
Re: [Rseding91] [2.0.55] Electric Mining Drills cannot saturate stacked belts
Thanks for the report. This is now fixed for the next release.
- Mon Jun 16, 2025 12:46 am
- Forum: Not a bug
- Topic: [2.0.55] Using large robot requests in the roboport stops any request from working
- Replies: 1
- Views: 76
Re: [2.0.55] Using large robot requests in the roboport stops any request from working
Thanks for the report however that's intended. 301 / 50 (the stack size) is 7~ slots worth of space which is all the roboport has. It then no longer will have space for any construction robots and so they leave.
- Sun Jun 15, 2025 7:39 pm
- Forum: Resolved for the next release
- Topic: [2.0.55][Modded] Crash when pasting train with equipment blueprint (!this->grid->isSetup())
- Replies: 1
- Views: 252
Re: [2.0.55][Modded] Crash when pasting train with equipment blueprint (!this->grid->isSetup())
Thanks for the report. This is now fixed for the next release.
- Sun Jun 15, 2025 7:08 pm
- Forum: Resolved for the next release
- Topic: [2.0.55] Crash when launching rocket by command on custom surface
- Replies: 1
- Views: 175
Re: [2.0.55] Crash when launching rocket by command on custom surface
Thanks for the report. This is now fixed for the next release.
- Sun Jun 15, 2025 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Steam protocol server connection
- Replies: 6
- Views: 217
Re: Steam protocol server connection
This sounds like something steam would have to implement since it would be the one to get the command line options and then pass them along to the process once started.
- Fri Jun 13, 2025 4:55 pm
- Forum: Implemented mod requests
- Topic: runtime access to UtilityConstants.rocket_lift_weight
- Replies: 4
- Views: 557
Re: runtime access to UtilityConstants.rocket_lift_weight
I've added LuaPrototypes::utility_constants read for the next release.
- Fri Jun 13, 2025 12:18 pm
- Forum: Documentation Improvement Requests
- Topic: LuaEntityPrototype::logistic_mode read not restricted
- Replies: 1
- Views: 168
Re: LuaEntityPrototype::logistic_mode read not restricted
Note virtually all prototype reads return nil when called on the wrong thing. This is intentional because of the way everything is setup through inheritance it would otherwise be a nightmare to know if something is valid to call on a given instance.
- Thu Jun 12, 2025 2:36 pm
- Forum: Implemented mod requests
- Topic: runtime access to asteroid dying effects
- Replies: 1
- Views: 359
Re: runtime access to asteroid dying effects
Added for the next release.
- Thu Jun 12, 2025 1:32 pm
- Forum: 1 / 0 magic
- Topic: [2.0.55] Crash pressing ESC while saving (Map::save)
- Replies: 3
- Views: 357
Re: [2.0.55] Crash pressing ESC while saving (Map::save)
Thanks for the report. Looking at the log - it appears to be crashing when saving is almost completed. It has finished saving everything and was attempting cleanup and at that point it crashed. I don't see how it could possibly ever crash in that scenario since everything in the cleanup stage is ...
- Thu Jun 12, 2025 1:25 pm
- Forum: Bug Reports
- Topic: [2.0.55] Desync after minutes
- Replies: 11
- Views: 869
Re: [2.0.55] Desync after minutes
Looking at the desync report, I'm not seeing anything stick out. The electric and fluid flow are different. Electric and fluid flow happen all the time on every single save so if there was some underlying desync with them it feels like they should be breaking a lot faster and more frequently.
Have ...
Have ...
- Thu Jun 12, 2025 1:18 pm
- Forum: Not a bug
- Topic: [2.0.55] Spaceship stuck waiting for fake delivery
- Replies: 2
- Views: 325
Re: [2.0.55] Spaceship stuck waiting for fake delivery
Thanks for the report. This is working correctly: if an item is available in the logistic network the auto-request logic will make the request on one of the available rocket silos.
If you then remove those items and manually put them in a different silo, or just remove them from the network - the ...
If you then remove those items and manually put them in a different silo, or just remove them from the network - the ...
- Thu Jun 12, 2025 11:56 am
- Forum: Pending
- Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
- Replies: 2
- Views: 275
Re: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
So the mods explicitly require the space-age mod or do they require the feature flags for space age features?
- Wed Jun 11, 2025 8:03 pm
- Forum: Implemented mod requests
- Topic: Last placed concrete tile
- Replies: 2
- Views: 489
Re: Last placed concrete tile
I've added LuaSurface get_default_cover_tile() and set_default_cover_tile() for the next release.
- Wed Jun 11, 2025 7:27 pm
- Forum: Assigned
- Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
- Replies: 7
- Views: 854
Re: [Lou] [2.0.21] Construction task for rail ramp never assigned
I think that may run into the same issue but from the other end. Where the rail ghosts get built in the air before the ramp is moved, getting the ramp robot stuck again. But I don't know for sure.
Personally, I think the game is trying to be too smart about everything in this scenario and it's not ...
Personally, I think the game is trying to be too smart about everything in this scenario and it's not ...
- Wed Jun 11, 2025 7:19 pm
- Forum: Assigned
- Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
- Replies: 7
- Views: 854
Re: [Lou] [2.0.21] Construction task for rail ramp never assigned
Looking into this, I don't think there's a solution that will allow the robots to actually perform the requested operation. The elevated rails require supports and the logic wants to remove one of them to move it slightly... but it can never do that without also removing the elevated rails.