I'm running Linux Mint and have installed all available updates.
The issue started when I updated Factorio, without updating anything in Linux.
I am more inclined to think it is Factorio code which is not handling some problem correctly than Linux or Mesa.
Search found 21 matches
- Sun Sep 07, 2025 8:02 am
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 895
- Thu Aug 07, 2025 5:19 pm
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 895
Re: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
Hello
Everything was working fine until I updated Factorio. Then it wouldn't run anymore. The problem could be related to the graphic card, but must be caused by some change in Factorio. In any case, Factorio shouldn't crash, even if the graphic card has a problem.
Everything was working fine until I updated Factorio. Then it wouldn't run anymore. The problem could be related to the graphic card, but must be caused by some change in Factorio. In any case, Factorio shouldn't crash, even if the graphic card has a problem.
- Wed Aug 06, 2025 7:05 pm
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 895
Re: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
I checked with update manager and ensured all available updates have been installed. The problem persists with the same symptoms.
- Tue Aug 05, 2025 7:37 pm
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 895
Re: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
Hello
I tried with a fresh copy of the entire game from the web page, version 2.0.63 on the other of the two computers where it crashes as well, and it crashed at 54%.
The following is the print in console from when it crashed.
The previous log and system info files are from the first computer ...
I tried with a fresh copy of the entire game from the web page, version 2.0.63 on the other of the two computers where it crashes as well, and it crashed at 54%.
The following is the print in console from when it crashed.
The previous log and system info files are from the first computer ...
- Tue Aug 05, 2025 7:31 pm
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 895
Re: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
I would like to add that I now downloaded the complete game again and started from a fresh "tar -xf" with the same result. I watched the game crash at 55%.
I ran it from command line, and the following are the last lines it printed:
[0x000000c6] HDR 200240c7 subch 2 NINC
mthd 031c NV9039_LINE ...
I ran it from command line, and the following are the last lines it printed:
[0x000000c6] HDR 200240c7 subch 2 NINC
mthd 031c NV9039_LINE ...
- Tue Aug 05, 2025 7:21 pm
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 895
Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
System is Linux Mint.
Factorio worked fine with old version 2.0.41.
I updated to 2.0.60 and it now crashes on load, around 53% or so.
This happens on two computers with identical mother boards and graphics cards.
If I run with --gfx-safe-mode it will start, but not without.
On one computer it ...
Factorio worked fine with old version 2.0.41.
I updated to 2.0.60 and it now crashes on load, around 53% or so.
This happens on two computers with identical mother boards and graphics cards.
If I run with --gfx-safe-mode it will start, but not without.
On one computer it ...
- Tue Jul 15, 2025 12:02 pm
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 3419
Re: Allow us put more landing pads. With high distance from each
The reason landing pads are limited to 1 is not to prevent "one big chest". It's 2 reasons:
1. So "rocket logistics" is not a thing - you can't send something up in a rocket and request it at another landing pad - effectively transporting items from A to B through rocket launches.
2. To make a ...
- Sat Jul 05, 2025 4:06 pm
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 3419
Re: Allow us put more landing pads. With high distance from each
the technology effect for multiple pads is already in the API, so you could easily add a mod that puts them behind promethium science!
making them not placable by range would be a bit harder though, and would require some runtime scripting to get to work..
Using a mod disables universal ...
- Sat Jan 18, 2025 10:18 pm
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 3419
Re: Allow us put more landing pads. With high distance from each
For multiplayer purpose, it would be really nice to have multiple landing pads.
It would also be a lot more realistic. What is the logical idea behind only having one pad? Most other stuff in Factorio has a pretty natural reason for it, but not this.
I wish at minimum it was a setting which was ...
It would also be a lot more realistic. What is the logical idea behind only having one pad? Most other stuff in Factorio has a pretty natural reason for it, but not this.
I wish at minimum it was a setting which was ...
- Wed Jan 01, 2025 8:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
- Replies: 6
- Views: 1083
Re: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
[2.0.28]
Durability of repair packs which a quality above common is reported as X/300
Common is 300/300
Uncommon is 600/300
Rare is 900/300.
I suppose it should be 900/900, etc.
Durability of repair packs which a quality above common is reported as X/300
Common is 300/300
Uncommon is 600/300
Rare is 900/300.
I suppose it should be 900/900, etc.
- Fri Dec 27, 2024 3:44 pm
- Forum: Not a bug
- Topic: Spidertron Equipment Grid Emptied
- Replies: 1
- Views: 379
Spidertron Equipment Grid Emptied
I filled up my spidertron equipment grid with items of uncommon quality.
I sent it to the space platform and moved it to Gleba.
Then I dropped it to the ground and used 'q' to pick it up and place it on the ground. The robots picked it up and placed it.
I then went to the enemies, but it never fired ...
I sent it to the space platform and moved it to Gleba.
Then I dropped it to the ground and used 'q' to pick it up and place it on the ground. The robots picked it up and placed it.
I then went to the enemies, but it never fired ...
- Mon Apr 19, 2021 4:07 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 60288
Re: Hotkey to replace existing structures with blueprint
Frequently suggested says 91 topics. Don't include Implemented or Outdated.
- Sun Apr 18, 2021 7:29 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 60288
Re: Hotkey to replace existing structures with blueprint
The suggestion board only has 91 topics today. As a software developer myself, this seems low and easily manageable. I won't say all 91 are easily implemented, but cannot see why this one should be any problem, or why it hasn't been added. As stated before, it is a "seemingly easy to develop, but ...
- Sat Feb 06, 2021 8:20 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 60288
Re: Hotkey to replace existing structures with blueprint
With the end of development being announced today, this seemingly easy to develop, but undoubtedly useful feature is left untouched. Will it be lost forever now, unless some modders decide to implement it?
I don't believe it was not implemented for its difficulty, but for the possibility of ...
- Wed Dec 16, 2020 7:07 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 60288
Re: Hotkey to replace existing structures with blueprint
Being able to mark an area in a blueprint, which would be replaced or cleared would be nice too. If for example you want to replace a straight rail with a "T", you may want to remove rail signals which end up in the middle of the "T", and thus messing things up.
I like the idea of a "blueprints mode ...
I like the idea of a "blueprints mode ...
- Thu Nov 26, 2020 7:39 pm
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 60288
Re: Hotkey to replace existing structures with blueprint
Please implement some way to (re-)place blueprints over existing structures and ghosts with a hotkey, causing old ones to be removed or marked for removal.
- Sat Feb 01, 2020 5:57 pm
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 60288
Re: Hotkey to replace existing structures with blueprint
I would really like to see this feature implemented.
I like the idea of Ctrl-Shift-Left to replace all objects which are in the way, and perhaps place landfill if necessary.
I have a blueprint of a compact base I use in multiple saves. When I make changes in one save it would be nice to transfer ...
I like the idea of Ctrl-Shift-Left to replace all objects which are in the way, and perhaps place landfill if necessary.
I have a blueprint of a compact base I use in multiple saves. When I make changes in one save it would be nice to transfer ...
- Wed Nov 07, 2018 1:18 am
- Forum: Technical Help
- Topic: "Server is not responding" while downloading map perfectly fine
- Replies: 2
- Views: 2083
Re: "Server is not responding" while downloading map perfectly fine
Thanks, but sorry, that doesn't help. I've tried it.
- Tue Nov 06, 2018 11:26 pm
- Forum: Technical Help
- Topic: "Server is not responding" while downloading map perfectly fine
- Replies: 2
- Views: 2083
"Server is not responding" while downloading map perfectly fine
I play Factorio with a friend of mine over the Internet.
Since he has much faster upload speed it is beneficial for us when he hosts the game.
If I host the game, everything works fine, but it takes ages to download the map for him, as my upload is about 500 kbps.
If he hosts the map, I can connect ...
Since he has much faster upload speed it is beneficial for us when he hosts the game.
If I host the game, everything works fine, but it takes ages to download the map for him, as my upload is about 500 kbps.
If he hosts the map, I can connect ...
- Thu Nov 30, 2017 6:30 pm
- Forum: Releases
- Topic: Version 0.15.40
- Replies: 24
- Views: 27307
Re: Version 0.15.40
Uffda... Or even 0.15.18446744073709551615