The playtime is over 19,881 hours!!
So some quick mental arithmetic tells me that’s over 4.3 billion ticks.
Search found 33 matches
- Wed Dec 02, 2020 6:33 pm
- Forum: Technical Help
- Topic: [1.0.0] Bots no longer picking up stuff game freezing after a while
- Replies: 5
- Views: 2009
- Wed Dec 02, 2020 5:36 pm
- Forum: Technical Help
- Topic: [1.0.0] Bots no longer picking up stuff game freezing after a while
- Replies: 5
- Views: 2009
Re: [1.0.0] Bots no longer picking up stuff game freezing after a while
Weird. I've tried downloading the map and I get the same bug without any mods installed. (Fresh install 1.1.3) If you mark hundreds of entities for deconstruction they do get a red cross on them, but then the red crosses quickly get removed one by one. It even sets trains to manual when trying to de...
- Sat Aug 17, 2019 11:01 pm
- Forum: Gameplay Help
- Topic: Tell me what's wrong with this following rail laying attempt:
- Replies: 3
- Views: 1710
Re: Tell me what's wrong with this following rail laying attempt:
Premier69: Do you mean when the predicted path changes rapidly in weird patterns? If so, this looks like pressing the 'r' key to rotate the direction of the final piece of the predicted path. This overrides the default logical pathfinding. So it looks strange until the streamer presses 'r' to get ba...
- Fri Jan 18, 2019 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
I've tested again with the save file I sent to you. I've also tested again with the autosave from 1 minute after the save file I sent to you. Both crash at the gametime just after the autosave when using the official factorio.exe Both don't crash when using the new edited factorioWORKING.exe I have ...
- Thu Jan 17, 2019 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
OK, thanks. I tried setting all trains to manual using The Fat Controller mod, but it still crashed, so I presume that once the logic loop has started, then cancelling all re-pathing won't also cancel the loop. As a fix I've increased the .exe stack size so that I can carry on using the save file (f...
- Wed Jan 16, 2019 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Glad to hear that the bug is fixed for 0.17.
Are you able to explain the cause of the bug?
Is there anyway to fix the save file(s)?
Are you able to explain the cause of the bug?
Is there anyway to fix the save file(s)?
- Sun Jan 06, 2019 12:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
I've just tested Nosferatu's map and it crashes for me too. But interestingly after around 36 seconds. (@60UPS)
Log file attached.
Log file attached.
- Sun Jan 06, 2019 8:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Hi Rseding91,
Original post has been updated with new links to saves and mods.
Original post has been updated with new links to saves and mods.
- Thu Dec 13, 2018 8:46 pm
- Forum: Show your Creations
- Topic: Megabase in progress
- Replies: 10
- Views: 7409
Re: Megabase in progress
I think 1M science/hour is definitely possible. 2 or 3M science/hour should be achievable too, but like BigTrains said, the science per hour in real time will drop due to a lower UPS. @Alien_Squasher How did you get 1.6k science/second though? For 1M/hour, I calculate 16.7k science/minute or 277.7 s...
- Wed Dec 12, 2018 5:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Apologies. Log file updated.
- Wed Dec 12, 2018 5:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
- Replies: 12
- Views: 7293
[0.16.51] ERROR: Factorio crashed due to Stack overflow error
Hi, I have a map where it crashes to desktop with no Factorio error message popup. The log file shows "ERROR: Factorio crashed due to Stack overflow error" Audio is disabled on the PC so ignore these errors in the log file. I am not performing any actions at the time of the crash. It seems...
- Wed May 23, 2018 8:40 pm
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 20998
Re: Whats your current game goal?
I've played three games in Factorio with a real long-term goal other than simply launching a rocket. I started #1 below in 0.15 and put it on hold when 0.16 was released until 0.16 was stable. In the meantime completed #2 and I'm almost done with #3. 1) 60rpm (Vanilla+) I planned this map from the s...
- Wed Dec 13, 2017 2:44 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 116847
Re: Version 0.16.0
“Slightly adjusted some recipe craft times to better reflect their ingredient count.”
Please can you specify what these are?
Please can you specify what these are?
- Wed Dec 13, 2017 2:20 pm
- Forum: Mods
- Topic: [MOD 0.13] Score Extended - rocket score replacement
- Replies: 94
- Views: 40705
Re: [MOD 0.13] Score Extended - rocket score replacement
Heya, 0.16 is just out.
Will this be updated?
Many thanks.
Will this be updated?
Many thanks.
- Fri Nov 24, 2017 1:48 am
- Forum: Gameplay Help
- Topic: Train yard management - circuit conditions advice needed
- Replies: 16
- Views: 9989
Re: Train yard management - circuit conditions advice needed
Nice map. It looks cool, but I don’t quite understand it. Why have you gone for this design? 1) It looks like only the raw resources are delivered by train. So why have all of the city block rails? 2) If you’re going to add in loading and unloading stations on the existing city blocks, won’t deadloc...
- Thu Nov 23, 2017 6:11 pm
- Forum: Gameplay Help
- Topic: Train yard management - circuit conditions advice needed
- Replies: 16
- Views: 9989
Re: Train yard management - circuit conditions advice needed
I don't think that works. All trains would get the signal and leave the station. Then all but one is blocked at the signal. But when it has left the signal turns green and the next train can leave. They don't return to the station. You’re right, it wouldn’t work with a stacker using train stations....
- Wed Nov 22, 2017 11:44 pm
- Forum: Gameplay Help
- Topic: Train yard management - circuit conditions advice needed
- Replies: 16
- Views: 9989
Re: Train yard management - circuit conditions advice needed
The logic sounds like it should work, but it depends on your setup.
So 2 greens circuit signal are being sent too early.
Run it for a while and report back why.
So 2 greens circuit signal are being sent too early.
Run it for a while and report back why.
- Wed Nov 22, 2017 5:38 pm
- Forum: Gameplay Help
- Topic: Train yard management - circuit conditions advice needed
- Replies: 16
- Views: 9989
Re: Train yard management - circuit conditions advice needed
I’m not on Factorio to test this, but I think it would work. Using your example, the signal I=1 would be sent when iron ore = 0. This signal would have a timer that stops I=1 being sent after around 2-3 seconds, this would allow only 1 train to exit the waiting bays. A second timer allows the I=1 to...
- Wed Nov 22, 2017 2:30 am
- Forum: Gameplay Help
- Topic: Train yard management - circuit conditions advice needed
- Replies: 16
- Views: 9989
Re: Train yard management - circuit conditions advice needed
I also use leitk’s design without the rail signal. It works well if you have only a couple of different unloading station types. If it’s a long distance or a main line then it probably isn’t suitable. Using this method you don’t need to use a circuit condition to tell trains to go to the unloading s...
- Wed Oct 18, 2017 8:20 pm
- Forum: Energy Production
- Topic: 20GW Nuclear Reactor Design
- Replies: 15
- Views: 37604
Re: 20GW Nuclear Reactor Design
Yes, LazyGao, you're logic is right. However, it doesn't quite work like that for RPM challenges. Speedrunning to the first rocket launch, like AntiElitz does every weekend on Twitch, is measured in time in real life. When measuring RPM challenges, it's measured by in-game time. In real time it woul...