Search found 10 matches
- Thu Apr 02, 2026 11:19 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 521
- Views: 420811
Re: 3 and 4 way intersections
This turbine design is rotationally symmetric in a 3x3 chunk space, with the 'downside' that not all lanes can go in all directions and there is no turnaround. 90-degree rotationally symmetric. However, throughput is good and I usually build this in my maps with a separate lane-changer on the ...
- Thu Apr 02, 2026 11:05 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 521
- Views: 420811
Re: 3 and 4 way intersections
Only constraint in building this was that it had to be 3x3 chunks (so 96x96 tiles). 180-degree rotationally symmetric. Prioritises straight-through traffic, with the inner lanes being straight-through exclusive. Bottleneck is the turning lanes and merging, by design of course. Power poles were just ...
- Tue Feb 16, 2021 1:26 am
- Forum: Duplicates
- Topic: Game crashes about 15 seconds after loading save
- Replies: 0
- Views: 881
Game crashes about 15 seconds after loading save
Hey guys, I have a vanilla save that I've been playing for a while and it crashes repeatedly soon after loading the save on the latest 1.1.22 patch. Reverting back to 1.1.21 fixes my issue for now.
Attached is dump and save file, cheers.
Attached is dump and save file, cheers.
- Sun Jan 31, 2021 11:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Crash loading save without syncing mods (ElectricSubNetwork.cpp:1008: foundCount == 1 was not true)
- Replies: 3
- Views: 3951
Re: [1.1.19] Crash loading save without syncing mods (ElectricSubNetwork.cpp:1008: foundCount == 1 was not true)
Attached is the save file. The error occurs upon loading of the save file and the game never fully loads - is that what you mean by 'new save'?
- Sun Jan 31, 2021 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Crash loading save without syncing mods (ElectricSubNetwork.cpp:1008: foundCount == 1 was not true)
- Replies: 3
- Views: 3951
[kovarex] [1.1.19] Crash loading save without syncing mods (ElectricSubNetwork.cpp:1008: foundCount == 1 was not true)
I have a creative savegame with a few mods, and when I tried to load it without the 'sync mods' button, this error occurs (see attached). It is repeatable as well.
- Sun Feb 24, 2019 11:56 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 239549
Re: Friday Facts #283 - Prepare to Launch
Everything looks great except for the belts affecting biters change. I agree it was buggy/belts were OP previously, but now belts do nothing, they're useless. You need to find a middle ground where the belts slow the biters significantly, but not as much as previously. Judging by the GIF the belts ...
- Wed Nov 21, 2018 11:57 pm
- Forum: General discussion
- Topic: No AUD price set in Steam store
- Replies: 4
- Views: 3301
Re: No AUD price set in Steam store
Update: I just checked the Steam store and there is now a price in AUD of $42.
Thankyou Factorio devs <3 now I can buy this for my friend so we can play together on the weekend
Thankyou Factorio devs <3 now I can buy this for my friend so we can play together on the weekend
- Wed Nov 21, 2018 11:55 pm
- Forum: General discussion
- Topic: No AUD price set in Steam store
- Replies: 4
- Views: 3301
Re: No AUD price set in Steam store
I'll take some Australian Donuts
- Wed Nov 21, 2018 1:46 am
- Forum: General discussion
- Topic: No AUD price set in Steam store
- Replies: 4
- Views: 3301
No AUD price set in Steam store
Hoping the devs see this - Steam released support for AUD last night and it's now impossible to buy Factorio on the Steam store because the devs haven't set a price in AUD. I only ask that you set a fair price as most other developers have set unfair prices to gouge us even more than Steam did ...
- Mon Jan 08, 2018 12:22 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 612123
Re: Friday Facts #224 - Bots versus belts
Construction bots need to be available earlier in the game, and logistics bots need to be available later in the game. While I have 10k logistics bots flying around my current duo base, belts are certainly still being assembled and used; they will never stop being useful. For me the "bot-only" base ...