Search found 23 matches
- Mon Jan 26, 2026 8:57 pm
- Forum: 1 / 0 magic
- Topic: [2.0.73] Crash "entity->isSetup() was not true"
- Replies: 3
- Views: 252
Re: [2.0.73] Crash "entity->isSetup() was not true"
Thanks a lot, this helps a lot. The game state indeed fails a consistency check, and I had seen a couple RAM issues so perhaps that's the source. Good to know about the position recovery. I also tried a command to delete the one rock in question but the game failed consistency for other reasons ...
- Mon Jan 26, 2026 6:22 am
- Forum: Bug Reports
- Topic: [2.0.73] Train Schedule Parameter Overwrite
- Replies: 0
- Views: 164
[2.0.73] Train Schedule Parameter Overwrite
It seems like the logic to update a train schedule when a train stop name is changed is not performing as desired/expected for some cases with parameterized train blueprints.
Steps to Reproduce
Load the initial save file: train_parameter_overwrite.zip
Observe the train's schedule: it's ...
Steps to Reproduce
Load the initial save file: train_parameter_overwrite.zip
Observe the train's schedule: it's ...
- Mon Jan 26, 2026 5:36 am
- Forum: 1 / 0 magic
- Topic: [2.0.73] Crash "entity->isSetup() was not true"
- Replies: 3
- Views: 252
Re: [2.0.73] Crash "entity->isSetup() was not true"
I got some good feedback from the SE discord - based on the rock's position (65387.813, close to 2^16) it could be a bit flip or other memory corruption. I saved the game with the enable-corrupt-position-recovery setting enabled and we'll see if that prevents the crash long-term. I'm curious what ...
- Mon Jan 26, 2026 2:41 am
- Forum: 1 / 0 magic
- Topic: [2.0.73] Crash "entity->isSetup() was not true"
- Replies: 3
- Views: 252
[2.0.73] Crash "entity->isSetup() was not true"
I'm regularly experiencing a game crash in my Space Exploration modded world. I'm at Bio 2 and Energy 2 with a 100x multiplier, so the world is relatively large and things get sluggish and sometimes fail. But I've seen this error a few times now. The relevant portion of the crash log seems to be ...
- Sat Dec 13, 2025 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Split large saves into multiple files for Steam Cloud
- Replies: 1
- Views: 1735
Re: Split large saves into multiple files for Steam Cloud
This is an issue for me now, my large space exploration save has crossed above 400 MB and steam cloud is now unable to sync. I rely on steam cloud for two main things: transferring saves between computers and backup/restore.
- Tue Aug 19, 2025 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Show priority of train station in overview
- Replies: 2
- Views: 773
Re: Show priority of train station in overview
+1 from me, this would be a nice feature that seems relatively easy to fit into the UI. I'll expand on this idea using the recommended format to help gain visibility.
TL;DR
Add train station priority in the stations tab of the train overview.
What?
Train station priority is a powerful tool to ...
TL;DR
Add train station priority in the stations tab of the train overview.
What?
Train station priority is a powerful tool to ...
- Tue Jul 15, 2025 2:52 am
- Forum: Ideas and Suggestions
- Topic: Unrestrict Vehicle Fuel Information in Factoriopedia and Tooltip
- Replies: 1
- Views: 394
Unrestrict Vehicle Fuel Information in Factoriopedia and Tooltip
TL;DR
The vehicle fuel tooltip and Factoriopedia entry for vehicles only show burnable fuel that is already unlocked, but it should show all possible fuels.
What?
Before researching a fuel, it does not show up in the Factoriopedia entry or vehicle fuel tooltip for vehicles. For example, at the ...
The vehicle fuel tooltip and Factoriopedia entry for vehicles only show burnable fuel that is already unlocked, but it should show all possible fuels.
What?
Before researching a fuel, it does not show up in the Factoriopedia entry or vehicle fuel tooltip for vehicles. For example, at the ...
- Wed Jun 25, 2025 5:14 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.58] Electric Mining Drill Stacking on Belts
- Replies: 1
- Views: 2143
[boskid][2.0.58] Electric Mining Drill Stacking on Belts
The electric mining drill (not the big mining drill) is belt stacking items with sufficient mining rate. I don't remember this previously occurring (although I could be wrong), and it seems unexpected/unintended to me. At the very least, the 'Bonuses' entry that lists entities affected by "Belt ...
- Mon Mar 17, 2025 3:47 pm
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 65
- Views: 15760
Re: Quality should increase train wagons capacity.
+1 from me, see also viewtopic.php?p=666022#p666022 and viewtopic.php?t=124077.
- Mon Mar 17, 2025 3:46 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 37
- Views: 11640
Re: More Exciting Quality Effects (pls)
+1 from me for quality increasing cargo wagon space in vanilla, see also viewtopic.php?t=124077.
- Mon Mar 17, 2025 3:37 pm
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 65
- Views: 15760
Re: The cargo wagons are too small for DLC
I'm not sure if this post is the 'canonical' post to recommend that cargo wagons should increase cargo size with quality, but +1 from me. Given the high throughput of inserters and belts, plus the stone and coal requirements for late-game research productivity research, trains no longer feel like ...
- Sat Mar 15, 2025 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Allow use to use "Z" to place modules one at a time in remote view
- Replies: 8
- Views: 2299
Re: Allow use to use "Z" to place modules one at a time in remote view
+1 from me, also. I would personally use this for placing 3 efficiency 1 into a big miner and some more complex mixed-module setups in cryogenic plants.
- Fri Dec 13, 2024 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 31
- Views: 17865
Re: Set requests for space platform hub via circuit signals
Agreed - this seems like a natural thing to have and it directly addresses an otherwise annoying problem with biter eggs spoiling when not needed for the promethium science pack.
To avoid communication that can't exist otherwise, I don't think the circuit connection should allow one ship to set a ...
To avoid communication that can't exist otherwise, I don't think the circuit connection should allow one ship to set a ...
- Thu Mar 28, 2019 2:45 pm
- Forum: Duplicates
- Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
- Replies: 2
- Views: 1743
Re: [0.17.21] Cliff not exploded after shift+click with blueprint
Yes, those look similar and I wouldn't have posted a new thread if I had found any of those others.
Apologies for posting a duplicate - I searched the bug forums for 'Cliff Explosive' but none of the threads you linked actually include that phrase. Based on the first link, it looks like the issue ...
Apologies for posting a duplicate - I searched the bug forums for 'Cliff Explosive' but none of the threads you linked actually include that phrase. Based on the first link, it looks like the issue ...
- Thu Mar 28, 2019 12:20 am
- Forum: Duplicates
- Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
- Replies: 2
- Views: 1743
[0.17.21] Cliff not exploded after shift+click with blueprint
Typically, shift+click for blueprint placement marks all necessary cliffs for deconstruction via cliff explosives. This has worked fine for me in the past. However, I have a (presumably edge) case where not all cliffs that should be exploded have been exploded. It looks to me like the predictor ...
- Thu May 18, 2017 1:24 am
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 18596
Re: [15.11] Mapzoom Bug
I really liked to manage my base remotely, especially when placing large solar farms. This change makes it much harder, independent of the smoothing between zoom levels. I'd like to add my voice to the people requesting the option to customize the zoom level, or simply revert the change.
- Sun May 14, 2017 10:26 pm
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 3429
Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Furthermore, if I construct a circuit network to launch a rocket *exactly* ever 2 minutes of in-game time, the bug persists. So it's not just a filtering issue.
- Sat May 13, 2017 11:32 pm
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 3429
Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
... item production stats doing additional smoothing of the information recorded...
I don't fully understand what you mean by this. What's the width of this smoothing function? Judging by the plot, it's at top-hat with 5 second width in the case of space science.
The window is showing the wrong ...
I don't fully understand what you mean by this. What's the width of this smoothing function? Judging by the plot, it's at top-hat with 5 second width in the case of space science.
The window is showing the wrong ...
- Sat May 13, 2017 4:33 pm
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 3429
Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
I reproduced the error in a new world (using the creative mode mod) - the save file for my main world is 70 MB.
When launching two rockets at the same time, the 1 minute production window consistently shows 1.7k space science produced. 20170513112116_1.jpg The 10 minute window shows the correct ...
When launching two rockets at the same time, the 1 minute production window consistently shows 1.7k space science produced. 20170513112116_1.jpg The 10 minute window shows the correct ...
- Fri May 12, 2017 6:21 am
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 3429
[0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Display of the amount of space science packs produced in the 'Production' tab is broken. My base launches two rockets simultaneously using the circuit network, I'm not sure if that's required for the bug to manifest.
Especially with a relatively small window time (1 minute), the amount of packs ...
Especially with a relatively small window time (1 minute), the amount of packs ...