I'm 150+ hours into this space exploration save. No issues until today. When I was playing the game it crashed, then after loading and a similar amount of time it would crash again. I loaded and played for about 5 min and saved. Now the map wont load at all.
Current log is trying to load SP ...
Search found 58 matches
- Sat Nov 22, 2025 3:07 pm
- Forum: Bug Reports
- Topic: [2.0.72] Crash loading save, Hand.cpp check fails
- Replies: 1
- Views: 329
- Fri Apr 12, 2024 4:48 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 63290
Re: Friday Facts #406 - Space Age Music
But I can't resist showing a little bit more, this time without graphics. Listen to this track and imagine a remote and unexplored planet, full of...
Penguins . That hop around and give off essence. There are no useful resources on this planet but penguin powder. Penguin powder is only collected ...
Penguins . That hop around and give off essence. There are no useful resources on this planet but penguin powder. Penguin powder is only collected ...
- Wed May 02, 2018 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 22975
Re: Train signals no longer working (0.16.40, Build 36428)
Directly after loading my savegame:
https://www.youtube.com/watch?v=89xfVwDKvUQ
Replacing the signal is working as soon as you have replaced 2 signals in a row so they can build a new rail block. The existing signals don't divide the tracks into serparate blocks...
My save look identical.. I'm ...
https://www.youtube.com/watch?v=89xfVwDKvUQ
Replacing the signal is working as soon as you have replaced 2 signals in a row so they can build a new rail block. The existing signals don't divide the tracks into serparate blocks...
My save look identical.. I'm ...
- Fri Feb 09, 2018 4:07 am
- Forum: Pending
- Topic: [0.16.22] Crashes on "cropping bitmaps"
- Replies: 1
- Views: 1910
[0.16.22] Crashes on "cropping bitmaps"
Foring openGL fixes the issue
0.001 2018-02-08 19:04:56; Factorio 0.16.22 (build 35382, win64, steam)
0.001 Operating system: Windows 10 (version 1709)
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Read data path: C:/Program Files ...
0.001 2018-02-08 19:04:56; Factorio 0.16.22 (build 35382, win64, steam)
0.001 Operating system: Windows 10 (version 1709)
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Read data path: C:/Program Files ...
- Mon Jul 06, 2015 2:57 am
- Forum: Duplicates
- Topic: Website bug
- Replies: 1
- Views: 4006
Website bug
This may be known but I'll post it here anyways. When hovering over the navigation on the factorio.com website, I can make the 2 drop down menus queue their animations and open and close continuously.
- Sun Jan 26, 2014 6:24 am
- Forum: News
- Topic: Friday Facts #18
- Replies: 13
- Views: 24697
Re: Friday Facts #18
Very nice!
- Thu Feb 21, 2013 3:48 pm
- Forum: Mods
- Topic: [MOD 0.2.7] Explosive Bullet Magazine Mod
- Replies: 9
- Views: 17651
Re: Explosive Bullet Magazine Mod
Great mod!
- Thu Feb 21, 2013 3:46 pm
- Forum: Not a bug
- Topic: Undergroung belt takes stuff from sides.
- Replies: 8
- Views: 13195
Re: Undergroung belt takes stuff from sides.
Oh man this changes everything!
Great find!
Great find!
- Thu Feb 21, 2013 3:42 pm
- Forum: Implemented Suggestions
- Topic: [Done] noob corner in the forums
- Replies: 12
- Views: 10262
Re: noob corner in the forums
True, I suggest renaming "Help and Contributions" to "Mods and contributions", and creating a new subforum named "Help and guides" (where you can ask questions and post guides)
As you may have noticed with some of the language in the game, devs aren't American English speakers. It makes sense to ...
As you may have noticed with some of the language in the game, devs aren't American English speakers. It makes sense to ...
- Wed Feb 20, 2013 9:04 pm
- Forum: General discussion
- Topic: Where should we post mods?
- Replies: 5
- Views: 6962
Re: Where should we post mods?
There are a couple different threads about this right now. If you guys have any input on this topic press feel free to chime in!Ween wrote:They want to reorganize the forum, and you will have a section dedicated for modding...
- Wed Feb 20, 2013 9:01 pm
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 10621
Re: Conveyor belts - split
This makes us ask very happykovarex wrote:Thanks for suggestion.
We know what you mean, and we plan to do machine like that.
One for splitting (left/right into separate belts), and one for splitting incoming resources in some ratio.
- Wed Feb 20, 2013 8:59 pm
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 10621
Re: Conveyor belts - split
At this point just use smart inserter..
There is some talk on some other threads about this. Devs are aware we want inserters that can split of combine.
There is some talk on some other threads about this. Devs are aware we want inserters that can split of combine.
- Wed Feb 20, 2013 2:37 pm
- Forum: Implemented Suggestions
- Topic: The Forum
- Replies: 3
- Views: 4745
Re: The Forum
Looks great,must keep in mind we should break up the mods into 3 sections similar to minecraft forums. A forum for requests, discussion and completed mods. I've been part of a few forums and this seems to be the best structure.
Regards
Ryan
Regards
Ryan
- Tue Feb 19, 2013 4:06 pm
- Forum: Show your Creations
- Topic: Hugest Factory with Hi-Speed-BUS design. Made by Vel-Master
- Replies: 25
- Views: 31259
- Tue Feb 19, 2013 2:17 pm
- Forum: Outdated/Not implemented
- Topic: The day after
- Replies: 6
- Views: 9299
Re: The day after
I think with Factorio being so open and easily mod-able we can make this happen.Poiasdope wrote:I like this thread. We should keep it. I mean, everything from it
I love dreaming such stuff! And I know that somewhere in the future, if not in Factorio maybe in a next game, this all could happen!
- Mon Feb 18, 2013 8:30 pm
- Forum: General discussion
- Topic: All about Solar Power!
- Replies: 6
- Views: 10460
Re: All about Solar Power!
I like youMysteria9 wrote:I don't think we should use electricity at all. Use coal for everything.
Smoke out those creepers! Make them cough blood! Deny them of sunlight with smog! Pollute their water!
That'll teach'em.
- Mon Feb 18, 2013 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Possible Inserters
- Replies: 6
- Views: 8328
Re: Possible Inserters
How about inserted that are 2 tiles wife and that merge 2 belts into 1(useless) or split 1 belt into 2 belts(very useful).
- Mon Feb 18, 2013 7:44 pm
- Forum: General discussion
- Topic: Factorio + Kerbal Space Program
- Replies: 6
- Views: 11123
Factorio + Kerbal Space Program
With all this talk of different worlds and visiting different peoples worlds and multiplayer wars I wouldn't help but think of ksp..
I don't think it needs explosion..
If you don't know what ksp is go here:
https://kerbalspaceprogram.com
You may nerdgasm now.
I don't think it needs explosion..
If you don't know what ksp is go here:
https://kerbalspaceprogram.com
You may nerdgasm now.
- Mon Feb 18, 2013 7:34 pm
- Forum: Outdated/Not implemented
- Topic: The day after
- Replies: 6
- Views: 9299
Re: The day after
Must have!!Verbesity wrote:It might be an interesting way to work multiplayer. The last part of the campaign is an endless map and once people land you can visit friends worlds and load materials onto spaceships along with fuel and move resources between worlds. Maybe even cross world PvP.
- Mon Feb 18, 2013 7:31 pm
- Forum: Releases
- Topic: Version 0.2.7
- Replies: 11
- Views: 18558
Re: Version 0.2.7
That's amazing!!kovarex wrote:Thank you for the info!!
We had download limit 1000 per day (This was something we were sure that couldn't be reached natural way).
Tomas just increased the download limit to 20000, you can try it now.