maybe a mod too new for 1.0?
I would try to boil it down to the mod which produces the error. Disable them one by one (or maybe 50% of them if there is a lot), then try again until you find it
Search found 115 matches
- Fri Nov 27, 2020 4:02 pm
- Forum: 1 / 0 magic
- Topic: [kovarex] [1.0.0] Crashed when loading saves
- Replies: 7
- Views: 2253
- Fri Nov 27, 2020 3:40 pm
- Forum: Translations
- Topic: [1.1.1] tips and tricks issues
- Replies: 6
- Views: 2778
Re: [1.1.1] tips and tricks issues
Identified the mod causing the error and notified the author:
https://mods.factorio.com/mod/platforms
https://mods.factorio.com/mod/platforms
- Thu Nov 26, 2020 9:39 am
- Forum: Translations
- Topic: [1.1.1] tips and tricks issues
- Replies: 6
- Views: 2778
- Tue Nov 24, 2020 11:55 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 967
- Tue Nov 24, 2020 11:47 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 967
- Tue Nov 24, 2020 11:45 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 967
Re: [1.1.1] crash on autosave - or: fun with power poles
I just reproduced the autosave crash too: This and my other bug report are connected: https://forums.factorio.com/viewtopic.php?f=23&t=91817&p=522643#p522643 just could reproduce the autosave crash described there. after marking an article in tipps and tricks with missing translation read, w...
- Tue Nov 24, 2020 11:23 pm
- Forum: Not a bug
- Topic: [1.1.1] german translation issue
- Replies: 2
- Views: 908
[1.1.1] german translation issue
in new tipps, this one should be german as well as all other ones:
- Tue Nov 24, 2020 11:15 pm
- Forum: Duplicates
- Topic: [1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
- Replies: 4
- Views: 967
[1.1.0] crash on autosave - or: fun with power poles (DifficultySettings::save)
my game (factorio 1.1.1, started from steam in offline mode) just crashed to desktop. some mods, but none should influence here what happened before: discovered an issue with placing wooden power poles over a ghost-built bp with steel poles. the wooden power poles did not connect to the other wooden...
- Tue Nov 24, 2020 9:06 pm
- Forum: Not a bug
- Topic: [1.x] Steam issues
- Replies: 1
- Views: 1046
[1.x] Steam issues
I just hit the save file limit for steam (12.6 GB). Instead deleting them in-game, I moved the old save files to another location. Now Steam tries to re-download all the old 12GB over my pesky internet connection (2 mbit) and stops me from playing factorio (it does not start..). Had problems like th...
- Thu Nov 12, 2020 10:21 am
- Forum: Ideas and Requests For Mods
- Topic: Artylery Auto Targeting System
- Replies: 2
- Views: 1091
Re: Artylery Auto Targeting System
Not exactly what you are looking for, but solves the problem:
https://mods.factorio.com/mod/AtomicArtillery
https://mods.factorio.com/mod/AtomicArtillery
- Wed Nov 11, 2020 5:20 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
Tile-able advanced circuits. each row spits 42 red circuits per sec and eats almost 2 full blue belts copper. Could stack up to 20 rows if you double the petroleum pumps above. 7 should be enough for my current setup. consumption around 6.1 blue belts of red circuits, because it will not feed proces...
- Wed Nov 11, 2020 3:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Shortcuts for 1.1
- Replies: 15
- Views: 6709
Re: [MOD 1.0] Shortcuts for 1.0
How to get more slots for the shortcut bar? somehow i'm locked to 12 buttons max.
when clicking the 3 points to access options, there are more slots shown. but can't use them
when clicking the 3 points to access options, there are more slots shown. but can't use them
- Mon Nov 09, 2020 2:48 pm
- Forum: Wiki Talk
- Topic: Modulo @ Arithmetic Combinator
- Replies: 7
- Views: 3886
Re: Modulo @ Arithmetic Combinator
thank you!
- Mon Nov 09, 2020 4:48 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
https://www.reddit.com/r/factorio/comme ... the_beast/
It's pretty nice for high base load, but it won't limit fuel cell consumption if too much power. I have now built 3
It's pretty nice for high base load, but it won't limit fuel cell consumption if too much power. I have now built 3
- Mon Nov 09, 2020 1:32 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
my new oil refinery is ready. 1 refinery to serve it all: - 6483 petroleum gas /sec (for plastic bars). It's enough for 2700spm science packs if they are full prod module augmented - 34.4 rocket fuel /sec (satellite+rockets) - 160 lubricant (some surplus for mall) - 757 sulfuric acid (optional - cou...
- Sun Nov 08, 2020 2:33 am
- Forum: Wiki Talk
- Topic: Modulo @ Arithmetic Combinator
- Replies: 7
- Views: 3886
Modulo @ Arithmetic Combinator
I'm not a math expert, but I think i have discovered an error @ https://wiki.factorio.com/Arithmetic_combinator Could fix it myself of course, but I do not want to enter wrong information ;) This one: Modulo, indicated using % as it is in most programming languages, is the remainder after division. ...
- Fri Oct 30, 2020 10:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
Was time to wipe some aliens. Love this map :D 2700spm11aliens.GIF Bild_2020-10-30_231754.png Spidertron + Rampant Mod = Great fun. Even nukes are not overpowered.. if you aren't carefull, they will nuke you. Map code: >>>eNp1U7+L1EAUnmdcjCfKFdsIuq5wiE2WY89CFtmMNiKif4PZ7KwO ZDPrJDk8LQx4hYWgiI022tpYa...
- Wed Oct 28, 2020 8:27 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
Inserters feed on the right side, so offset allows 6 inserters per wagon + feeding the same amount on both sides of the belt. Exploration goes with artillery. I choose a nice location at my perimeter (some small piece of land with cliffs around, build an outpost there with a big artillery gun. Then ...
- Tue Oct 27, 2020 8:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
madzuri inspired unloader. this is a 10 belt unloading station. 4 one side, 6 the other. i want to draw items from every wagon in the train evenly. insersters set to activate if copper ore > 1, combinator divides through negative number of chests. 4 chest because it should see all 6 chest for a wago...
- Tue Oct 27, 2020 8:04 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt-based 2700SPM Megabase
- Replies: 14
- Views: 7339
Re: Belt-based 2700SPM Megabase
Thank you! This is my first approach to a vanilla megabase. Only other thing I tried that went comparable big was my expensive mode playthrough a while ago