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forum-topic-127424
127424
[2.0.39] Legendary Refined Concrete when put down and removed reverts to common
Duplicates
https://forums.factorio.com/viewtopic.php?t=127424
Omzig
funny thing, i find it difficult to blueprint legendary concrete so that i can use it up instead of destroying it, but i cannot seem to make a blueprint that will use it. The only thing that i can find that will stamp down the quality stuff is my person.
[ { "author": "Muche", "content": "Duplicate of 122146 Tiles ignore quality .", "date": "2025-03-12T14:46:45+00:00", "quotes": [] } ]
1
2025-03-12T06:01:04-05:00
forum-topic-120089
120089
Serious Question: Can Gleba not be idle?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120089
JackTheSpades
I'm not talking about the spoilable things sitting on belts. I generally understand that any setup needs to be "self purging" of spoilage and you can use normal assembly machines to make your first batch of Yomako Mash and Nutrients to kickstart things... But what about the eggs? In general, if I want to turn the factory off I can just use a signal to the tree farms to leave the fruit trees alone and not harvest them. They will remain unspoiled and ready to harvest forever. Basically like a buffer chest. But the Pentapod Eggs need to be recycled every ~15 minutes or they hatch and when (not if) they hatch the system is completely deadlocked since you need to manually fetch new eggs to restart it. But recycling them need Nutrients, which spoil. You could craft Nutrients from Spoilage on demand every time but this would take a TON of spoilage and with the factory in "idle" you will run out soon with no means to replenish it. So unless I'm missing something the factory can never be idle, it need to constantly harvest and produce spores, driving evolution more and more. The only way to be idle would be to destroy all your eggs and then fetch new ones when you want to start the factory up again.
[ { "author": "mmmPI", "content": "You can restart eggs production by recycling biochamber \nYou can restart nutrient production by transforming spoilage \n \nCombined those allow to let the factory \"idle\" if you wish.", "date": "2024-11-06T14:29:24+00:00", "quotes": [ { "author": "JackTheSpades wrote: Wed Nov 06, 2024 2:23 pm", "content": "" } ] }, { "author": "JackTheSpades", "content": "Ah, I forgot all about recycling. \nI guess the one thing that bothers me about it is the chance of not getting the egg back. The chance of failing to get an egg from N recycles is 0.75^N which comes out to: \n \n1 = 75.0% \n2= 56.3% \n3 = 42.2% \n4 = 31.6% \n5 = 23.7% \n10 = 5.63% \n20 = 0.32% \n40 = 0.001% \n \nSo at two stacks you're almost guaranteed to get the egg back. \nIt becomes comically unlikely that you'd fail but the fact that you can never be safe bothers the same part of my brain that demands I build everything symmetrical regardless of actual ratio requirements.", "date": "2024-11-06T16:12:36+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "Let the science rot if you don't need it. Better use them than to fight hatched eggs \n \nMy Gleba is never idle, I don't want to look at the belts again every time I turned it on.", "date": "2024-11-06T16:16:06+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "So just leave the gleba egg production running then. ^^ \n \nI am doing the same. While I totally know it is possible to put the factory in idle mode using the method that mmmPi wrote, I will never do that except as a guaranteed fail-safe if the factory goes haywire. But definitely not as a regular \"idle mdoe\". ^^ \n \nIn that regard, I keep on producing science packs forever. And since my science pack production is ever so slightly pentapod-egg starved they never exist long enough to hatch into pentapods. ^^ \n \nBecause the science packs can rot without any repercussions. And you don't need to deal with the hassle of a delayed upstart from an idle-mode.", "date": "2024-11-06T16:17:57+00:00", "quotes": [ { "author": "JackTheSpades wrote: Wed Nov 06, 2024 4:12 pm", "content": "" } ] }, { "author": "Krusnik", "content": "Never idle so far. If you want constant science production, why would you want idle? \n \nI guess you could easily setup a system that only starts nutrient production when your science goes below a certain amount.", "date": "2024-11-06T20:31:49+00:00", "quotes": [] }, { "author": "JackTheSpades", "content": "The main reason I'd want to factory to be idle is spores and evolution. Also, there's still plenty of research that just doesn't need the Agriculture science. \nI guess once you got defenses properly set up it won't be a concern anymore, much like how I left Nauvis crunching science without caring about evolution since I know even Behemoth Biters won't get through flamethrowers + repair bots. \n \nHonestly, now that I have a steady flow of Agriculture Science going, I'll probably just take out the eggs when I'm done and manually pick up new ones. My brain doesn't like solutions that don't \"automate\" properly but my brain also doesn't like designing a circuit for 4 hours to try and handle every edge case.", "date": "2024-11-06T21:52:30+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "Having said \"let science rot\", I now remember that I may have played around with enemy values too much. Maybe pollution too... \nNever got attacked and I'm a few infinite researches I into Agriculture", "date": "2024-11-07T05:12:58+00:00", "quotes": [] }, { "author": "mmmPI", "content": "From what i understand the spores only comes from the harvest of trees, only when they are \"cut\" are the spore generated, so a way to \"mitigate\" pollution, or rather to be \"efficient\" on it, would be to make sure that every harvested tree is put to good use. \n \nI found it more difficult to try and defend against the attacks than to make to sure they don't happen by having artillery covering more than my spore cloud. The more difficult even would be to make an \"on demand\" production for science ( on my list i made this after the others to try and 'go further'). \n \nOne can compare the logic with Fulgora science pack, where you can have the factory idle, you can also have a factory that produces only half the science of your regular nauvis science, and have in vulcanus also a factory that produces half the science, and you queue 1 tech from Fulgora 1 from Vulcanus 1 from Fulgora 1 from Vulcanus and so on. \n \nThis logic in Gleba is difficult to apply, because if you try to stockpile some buffer with a slow and steady production, it will be worth almost nothing or spoil. Therefore it seemed important to me to be able to produce \"a lot\" of science, \"fast\". Which is easier to do than setting up a proper stop mechanism, hence the need to defend against attacks at first, then bringing artillery, and then having time to make the system smarter before scaling it more while controlling the extend of the spore cloud/ arty range research. \n \nThis is feels easier when it's not the first time", "date": "2024-11-07T05:27:37+00:00", "quotes": [] }, { "author": "Junorus", "content": "For idling eggs, you can just disable the biochamber making eggs during production. Ingredients already consumed for production seen not to spoil.", "date": "2024-11-07T10:53:19+00:00", "quotes": [] }, { "author": "frony0", "content": "This feels like such a dirty trick, but I love it. This might be the only way I'll be able to satisfy myself", "date": "2025-01-23T01:02:31+00:00", "quotes": [ { "author": "Junorus wrote: Thu Nov 07, 2024 10:53 am", "content": "" } ] }, { "author": "NineNine", "content": "You can certainly idle it, but restarting it remotely can be a challenge if you don't have a good system in place. I just let mine run. The natives on Gleba don't seem to expand like the biters on Nauvis, so evolution doesn't seem to be a problem with Gleba. I've got some artillery and tesla turrets around in case some of the natives come to check out my factory, but it seems that once you clear out a nest, they don't make new ones in the same area.", "date": "2025-01-23T01:25:56+00:00", "quotes": [] }, { "author": "waterBear", "content": "It sounds like your only reason for turning Gleba off is spores. The real problem here is not how to start and stop Gleba, it's how to automate defenses against Gleba's natives. That's pretty much just artillery, turrets, and bots. Build repair packs and other replacements on-planet. \n \nIn my experience, the way to deal with Gleba is to just trash excess. Let everything run straight into a recycler or heating tower. Belt unused science on Nauvis right into the trash. It's amazing how many other engineering problems on Gleba this will solve. You don't get spoilage on belts if items never back up. You don't have to restart factories if they never stop. There's never a shortage of eggs if you're always producing fresh ones.", "date": "2025-01-23T02:41:30+00:00", "quotes": [] }, { "author": "Mr Wednesday", "content": "They definitely do expand, and to me it looks a bit like biter expansion, though perhaps not as frequent.", "date": "2025-01-23T05:04:57+00:00", "quotes": [ { "author": "NineNine wrote: Thu Jan 23, 2025 1:25 am", "content": "" } ] }, { "author": "frony0", "content": "I just put together https://mods.factorio.com/mod/hard-boiled-gleba to make the whole egg situation less annoying... Puts my mind at ease at least", "date": "2025-01-23T06:43:52+00:00", "quotes": [] }, { "author": "adam_bise", "content": "In my line of science chambers the science and egg chambers input inserters are disabled save for the first one that just keeps making eggs over and over. Those eggs go along a belt past all of the disabled chambers and into a line of heating towers to be burned. Once a request for ag science appears on the wire, the inserters enable and begin full production. \n \nI've had outposts that I turn completely off when not used, but this isn't possible for bases that handle pentapod eggs. Even if you disable your ag towers and use spoilage to make the nutrients for your egg keepalive chamber, you could potentially run out of spoilage. \n \nYou pretty much have to abandon the concept of completely shutting down a factory that handles pentapod eggs. Unless you're OK with sending spidertrons out to get more eggs every time you want to boot it back up.", "date": "2025-01-24T16:21:47+00:00", "quotes": [] } ]
15
2024-11-06T08:23:14-06:00
forum-topic-102327
102327
[REQUEST] Sapling tree graphics
Texture Packs
https://forums.factorio.com/viewtopic.php?t=102327
FuryoftheStars
I'm editing one of the tree sapling mods and am almost done. Something I'd like to expand upon with the original is different growth stages of the saplings, but I'm no artist. Attached are the current sprites in use. What I'd like to get: A couple variants of sprouts (just coming out of the ground) A couple variants of saplings about half the size of the current ones A couple variants of saplings about halfway in size between the current ones and the full grown trees If you want to provide other size variants in-between, or more variations than what there already is/requested, I will not say no. If interested, please let me know here, via PM, or I should have the mod on the mod portal in the next few days to 1 week and will link to it from here (in case you are registered there but not here and don't want to register here). Thank you.
[ { "author": "FuryoftheStars", "content": "a month later… \n \nFigures. \n \n https://mods.factorio.com/mod/TreeSaplings-Redux", "date": "2022-05-31T06:47:59+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Tue May 03, 2022 9:38 pm", "content": "" } ] } ]
1
2022-05-03T16:38:57-05:00
forum-topic-62426
62426
Unofficial Factorio Web API Documentation
Development tools
https://forums.factorio.com/viewtopic.php?t=62426
Artentus
As you may or may not know, Factorio has a Web API that allows developers of 3rd party software to do such things as: log in, download mods, search for game servers or download Factorio updates. However, this API is not officialy documented, and so whenever a dev wants to use any of it they have to reverse engineer it for themselves. I, too, was one of these devs. When writing my mod manager ModMyFactory I learned how the API worked. Now, I had the idea that I could make it a great deal easier for other devs in the future by sharing my knowlege of the API, so they may not have to do what I did back then. That is why I have created an unofficial API documentation over at my GitHub . It is detailed, fully interactive, contains examples and can be found here: https://artentus.github.io/FactorioApiDoc/ Special thanks to Danacus for helping me create this. As is the nature with unofficial solutions, the docs may not be complete or 100% correct. If you are a developer and find anything missing or a mistake, please help us out and contribute over at GitHub. For example we are currently missing some information about the matchmaking API, and none of us two have actually ever used it so we don't know how to fill it in. Help would be greatly appreciated.
[ { "author": "", "content": "Why aren't you using/improving the documentation hosted on the wiki: https://wiki.factorio.com/Category:Technical ? I saw Danacus improving that, so I don't understand why you are rehosting it.", "date": "2018-09-08T17:33:24+00:00", "quotes": [] }, { "author": "Artentus", "content": "Firstly, I am not actually registered on the wiki. \n \nI considered applying for an account but when I actually took a look at it I realized I was not at all happy about how the wiki handled this \"documentation\". I wanted a much finer structure of pages, similar to how big API docs (for example the ones from Microsoft) do it. The wiki just throws everything at a single page with very little guidance and calls it a day, I don't find this particulary useful. \n \nI can imagine part of the problem is that the wiki software is not actually intended for such use. On GitHub I was able to use software specifically designed to host documentation. As a result, it actually looks and feels like one big connected documentation, and not like a bunch of wiki pages thrown together. \nThe nature as a wiki is just counterproductive for hosting docs. There is too much overhead for other wiki-related stuff. The information gets burried under too much wiki-related stuff, the entire site structure does not optimally depict an API structure.", "date": "2018-09-08T17:54:42+00:00", "quotes": [] } ]
2
2018-09-08T11:27:12-05:00
forum-topic-123035
123035
Factorio Forums • [raiguard][2.0.22] Space connection drawn incorrectly
[Modded] A space-connection created between to planets doesn't cross direction above the sun If the shortest connection between the two planets (possibly with the same magnitude) (for example planet1.orientation = 0.1 & planet2.orientation = 0.9) would cross above sun it is instead drawn around the bottom of the sun. Screenshot 2024-11-26 230744.png (152.93 KiB) Viewed 900 times
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.34.", "date": "", "quotes": [] } ]
1
forum-topic-39570
39570
Most chunks blacked out in map.
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=39570
mooklepticon
This was a fun one. Loaded my game and got the below stuff. Mod list attached. Can zip if needed. 2017-01-07_20-41-09.png (175.37 KiB) Viewed 2052 times
[ { "author": "", "content": "Can you reproduce it?", "date": "2017-01-08T02:56:40+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "No, sadly. I reloaded several times from the original save, it's fixed every time. Played some, saved and loaded and it's fixed. \n \nNow that I think about it, this isn't the first time it's happened, either. About 2 months ago, this happened and I just saved/loaded.", "date": "2017-01-08T03:42:27+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "", "content": "Could be a hardware issue on your end (I've never seen it nor have any of the other developers). \n \nBut, without a way to reproduce it there's nothing we can do.", "date": "2017-01-08T04:47:59+00:00", "quotes": [] } ]
3
2017-01-07T20:43:55-06:00
forum-topic-32046
32046
it has to be said....
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=32046
alphamax86
Hi all, Am i really the only one here who thinks the Mod portal SUCKS ASS it is so much worse than the " http://www.factoriomods.com/ " page was and lets be honest that was one big mess... bud this mod portal is so much much much worse Just had to say it sorry very much love the game though
[ { "author": "", "content": "I trust the mod portal will evolve as Factorio evolves. I'm sure Factorio v0.1 was a lot crappier than it is now, and look at the hell of a game it is now", "date": "2016-09-02T16:58:15+00:00", "quotes": [] }, { "author": "Nexela", "content": "While the mod portal has some small issues overall it works. The biggest thing holding back improvements to the mod portal is this \n \n https://www.factorio.com/job/python-developer", "date": "2016-09-02T17:06:55+00:00", "quotes": [] }, { "author": "Rockstar04", "content": "The biggest problem with the biggest problem is", "date": "2016-09-02T17:43:25+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "alphamax86", "content": "Ulgh never heard of remote working stations i guess.....", "date": "2016-09-04T14:07:15+00:00", "quotes": [ { "author": "Rockstar04 wrote:", "content": "" }, { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "steinio", "content": "Maybe use php instead python? \nNever heard of a web backend with python - i see it more like a linux console script language.", "date": "2016-09-04T14:24:48+00:00", "quotes": [] }, { "author": "aubergine18", "content": "I'm not convinced a permanent web developer will be long-term beneficial for Wube Software... not unless they are planning to get in to web development. IMO it would make more sense to hire a contractor on an as-needed basis - more costly in the short-term, but much less costly in the long-term. It would help keep projects short and focussed on getting stuff done and then moving on, rather than the situation that could arise whereby a full-time web dev ends up spending lots of time dreaming up ever more convoluted ways to fill the hours once the initial maintenance/upgrade work is done.", "date": "2016-09-04T22:55:16+00:00", "quotes": [] }, { "author": "", "content": "Or how about no? I don't see a reason why anyone should use PHP for anything.", "date": "2016-09-05T07:37:03+00:00", "quotes": [ { "author": "steinio wrote:", "content": "" } ] }, { "author": "credomane", "content": "There is nothing wrong with PHP. Every language has quirks and issues. Don't go dismissing a language because you don't like it. :/", "date": "2016-09-06T18:37:37+00:00", "quotes": [ { "author": "HanziQ wrote:", "content": "" } ] }, { "author": "aubergine18", "content": "While PHP has improved in recent years, it's somewhat lagging behind other languages. That being said, these forums are PHP based and are incredibly fast (I assume due to extensive caching and HTTP 2.x goodness).", "date": "2016-09-06T21:39:25+00:00", "quotes": [] }, { "author": "steinio", "content": "But with luck the developers find a php coder faster then a python coder and we get the mod portal we deserve at last.", "date": "2016-09-06T21:48:20+00:00", "quotes": [] }, { "author": "", "content": "I tell you some: I've a house with a big garden, a car, cats, a wife (but she has her own job), and I don't have to starve. \nAnd the truth is: It works for all PHP programmers I know, but I cannot say that to many Phython-programmers I know. \n \nOk, more seriously. In fact my opinion is this: \n- Every programming language can be misused. Indeed you can program wonderful clear code in PHP - if you know how. And you can program super ugly code in Java. Not to mention C++. The problem with PHP is: It's used too often by people, who don't know how. \n- Never use a programming language, cause you know it. Choose the right programming language for the right project. You wouldn't also use a hammer for everything. \n \nAnd before we discuss: Using Python for the mod-portal is a good choice. No question. Maybe others are more useful, but who knows? \n \nPS: Yes, the trend goes away from PHP, especially in big industrial projects I'm working, that's the reason why I learn Lua and Go-lang (my 8th and 9th programming language). \nBut, hey, that may take some time: https://w3techs.com/technologies/overvi ... nguage/all", "date": "2016-09-07T17:32:52+00:00", "quotes": [ { "author": "HanziQ wrote:", "content": "" } ] }, { "author": "lux", "content": "Actually there is a big problem: \"In 2013, 9% of all vulnerabilities listed by the National Vulnerability Database were linked to PHP, historically, about 30% of all vulnerabilities listed since 1996 in this database are linked to PHP.\" - source: https://en.wikipedia.org/wiki/PHP#Security . PHP (and the LAMP stack as a whole) did introduce a lot of people to web development (myself included), which is great a great thing for the internet, but there are good reasons to move to greener pastures. Languages like ruby and python provide the same flexibility for scripting, better standard libraries and documentation, and a very strong set of frameworks that make them ideally suited for web development. The only good reason to use PHP for a new project if you have a team of veteran PHP engineers (or if you are facebook, but even there, some people refuse to write php). \n \nFor a custom site that is rich in interactivity, most people are building single page javascript applications these days. Webpack / React / Redux / and many others: there is a huge eco-system that has sprung up in the few years. But with that kind of architecture, what language you write the backend starts to matter a lot less - phoenix/elixir looks pretty awesome, but Python is certainly fine, especially if you have senior folks on staff. \n \nI did like that the earlier mod portal was open source, but it is worth the trade-off to lose a few features in order to get in-game integration. What would probably be most helpful is to list specific things you miss. For me personally the biggest issues are \na) the thumbnails do not work at all (in chrome) \nb) lack of sub-categorization, top level categorization could be improved \nc) it would be nice to have more views onto the mods such as popular in last 3/7/30/60/180 days, or highest rated, or \"people who use this mod also use x,y,z..\"", "date": "2016-09-10T06:58:11+00:00", "quotes": [ { "author": "credomane wrote:", "content": "" }, { "author": "HanziQ wrote:", "content": "" } ] }, { "author": "steinio", "content": "The damn search is not working probably because the Ajax call fails.", "date": "2016-09-10T07:23:55+00:00", "quotes": [] }, { "author": "alphamax86", "content": "yeah its nice to talk about what different programming languages etc bud that is not the issue the game works and with adding a lot of new features without first completing old ones (or at least not the right way) makes for a cluster F in malfunctioning features which paying customers are not satisfied with, \n \nlong story short. Its one thing to be willing to give your players new content its a whole other thing to have 100 beta's running while the main game is still at version 0.01...", "date": "2016-09-11T15:11:40+00:00", "quotes": [] }, { "author": "lux", "content": "So among the \"100s of betas\" that are \"not done right\", did you find any meaningful feedback or suggestions to share? or did you just come here to troll?", "date": "2016-09-11T19:55:35+00:00", "quotes": [ { "author": "alphamax86 wrote:", "content": "" } ] }, { "author": "alphamax86", "content": "it's just a way of me saying why go so far ahead when the gremlins are not yet tamed to a way you like them to be or your customers which in the long run will be more important than your own opinion ofc. i worked at CCP for a while (8 years) and we did just that hard lesson learned player base shrinking we had to bring production to a near dead stop and take a year just fixing stuff making sure that everything worked like it should work and mainly satisfy the player.", "date": "2016-09-13T14:11:09+00:00", "quotes": [ { "author": "lux wrote:", "content": "" }, { "author": "alphamax86 wrote:", "content": "" } ] }, { "author": "aubergine18", "content": "Uh, from what I've seen Wube are ninjas when it comes to fixing stuff. Almost every release they fix way more bugs than the release creates, even going to so far as to fix bugs in the modding API (which most other game devs tend to leave until after final release, and then never really fix - Prison Architect being a great example). The bug reporting forum on this site is by far the most well maintained I've seen on any site - every single bug responded to, every single bug categorised once investigated, forums constantly updated to clarify progress of bugfixing... \n \nThe mod portal is a different matter, because they have a lack of available resource in that area, but I don't doubt that at some point they'll kick it in to shape (it's already pretty good despite the grinding thread blocking issues).", "date": "2016-09-13T15:19:40+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Jeez, could you find a more dick-ish way to say that? Saying \"Sorry\" after being a jackass like that doesn't make it any better because it's insincere.", "date": "2016-09-13T15:50:22+00:00", "quotes": [ { "author": "alphamax86 wrote:", "content": "" } ] }, { "author": "Ratzap", "content": "Most people looking for that kind of work will be young and male. Have you seen the quality of young ladies in the Czech Republic? Many of whom can no doubt speak English and would love to talk to the exotic new guy in town. The weathers decent, lovely countryside and living is cheaper than where you probably are. If I was 30 years younger that's the sort of opportunity I'd leap at.", "date": "2016-09-13T16:23:27+00:00", "quotes": [ { "author": "Rockstar04 wrote:", "content": "" }, { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] } ]
19
2016-09-02T11:35:50-05:00
forum-topic-123654
123654
Move get_item_localised_name from the quality mod to core utils
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=123654
LuziferSenpai
Hey, the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function. Greetz, Luzifer
[ { "author": "PennyJim", "content": "That would force the get_prototype function to be in util and that's honestly the one I feel needs to be in there more \n \nBut yeah I do think they are simple and useful enough functions to deserve to be canon utilities", "date": "2024-12-03T21:06:26+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "+1, i dont understand why it isn't there already", "date": "2024-12-06T00:21:50+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Several of my otherwise simple mods have had to define my own get_prototypes function (which retuens an array so you can either loop over everything, or get a specific prototype), so I was very surprised it's not already in utils.", "date": "2024-12-29T12:17:01+00:00", "quotes": [] }, { "author": "", "content": "I agree that this would be nice to have in lualib. In the meantime, I have added some similar things to flib for getting localised names and prototypes by base type .", "date": "2025-01-09T04:30:23+00:00", "quotes": [] } ]
4
2024-12-03T14:59:14-06:00
forum-topic-119969
119969
Remove ability for inserters to interact with the beacons
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119969
Hares
TL;DR Inserters should not be able to insert modules into beacons and, more importantly, remove them. What? Literally "What?". "What?" was my first thought when I saw them doing so. So many times rotating an inserter ended up with it grabbing out a module or two and putting them in the belt or getting stuck in its hand. Why? WHY do you think it increases the value of Factorio as a game? Exactly. WHY this interaction is in the game in the first place? No other entity can interact with the modules in such way, and there's literally no reason to do so. Beacons don't consume less energy when they have no modules, and construction robots (especially in 2.0) can add/change/remove modules easily via upgrade planner (or even Ctrl+C/Ctrl+V).
[ { "author": "Tinyboss", "content": "But the buildings in their area of effect do use less energy without (speed/prod) modules. And inserters can be automated with the circuit network. The point is to allow a factory to choose automatically and dynamically which modules to use. \n \nAs an example off the top of my head, you could have a ship that uses prod/speed in assemblers when stopped in orbit, but swaps them out for efficiency during travel to reserve power for laser turrets.", "date": "2024-11-05T19:25:28+00:00", "quotes": [ { "author": "Hares wrote: Tue Nov 05, 2024 6:51 pm", "content": "" } ] }, { "author": "Hares", "content": "On the ground, power switch exists. The starship case is irrelevant as the only chest available is space platform hub, and making a belt full of modules just to potentially save some of cheap & infinite asteroic resources doesn't look like someone sane would do. Unless they are doing so on purpose but then they can use mods.", "date": "2024-11-05T19:45:08+00:00", "quotes": [] }, { "author": "Tinyboss", "content": "The ship example was just to illustrate the idea. Work was done to make automatic selection of recipes possible, and it makes a lot of sense that we'd want to use different modules depending on the recipe being crafted.", "date": "2024-11-05T20:25:45+00:00", "quotes": [] }, { "author": "Tinyboss", "content": "True, but that can only turn off a beacon, not put different modules into it. And having one beacon with each kind of modules obviously won't work because it wastes beacon spots.", "date": "2024-11-06T01:22:52+00:00", "quotes": [ { "author": "Hares wrote: Tue Nov 05, 2024 7:45 pm", "content": "" } ] }, { "author": "Stargateur", "content": "haha I love it, so many possibility, I would left this feature", "date": "2024-11-06T01:27:36+00:00", "quotes": [] }, { "author": "myridium", "content": "\"Remove this feature from the game because sometimes I accidentally use it.\"", "date": "2024-11-06T04:18:44+00:00", "quotes": [] }, { "author": "DeadMG", "content": "Honestly I don't see any genuine use case for this, it only ever seems to be used by mistake, so removing it seems fine to me.", "date": "2024-11-06T12:24:03+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "No. \n \nI remember I was one of the original people who wanted the ability to be able to remove modules from beacons with inserters in the first place. So I just say no. ^^ \n \nI would only agree with the removal of the feature of being able to use inserters to remove the modules, if they would give beacons a circuit network connection that allows to disable beacons on demand. \n \nOtherwise leave it as it is. \n \nBecause currently the only other way to turn beacons \"off\" is to use power switches. But I am one of those players who hates using the power switch to turn them off because it is sometimes difficult to do that when power poles effect such big areas. But what is way more annoying is the constant blinking when machines are un-powered. ^^", "date": "2024-11-06T16:07:01+00:00", "quotes": [] }, { "author": "Hares", "content": "You don't disable beacons with power switches; you disable the entire production areas to stop energy drain. And I can't really imagine a non-modded scenario where you really need to manage which modules are inserted into the beacon – feel free to give me one. Why am I speaking of unmodded? Because in modded Factorio, recursive blueprints exist, allowing to programmatically apply any update to your facility. And the feature in subject – it hurts more than benefits.", "date": "2024-11-06T16:26:13+00:00", "quotes": [] } ]
9
2024-11-05T12:51:57-06:00
forum-topic-103578
103578
Mod Pack String (proposal)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=103578
Hornwitser
Mod Pack String is a string format I'm proposing for exchanging a complete mod pack setup between client and server tools that deal with mods. They are similar to Blueprint Strings and for example allow a user to easily transfer a pack of mods including the mod settings between different mod and server managers. Basic Format A Mod Pack String is a JSON structure that has been compressed with zlib deflate and then base64 encoded. This is very similar to blueprint strings except there's no version byte in front. The root of the JSON structure is a ModString object containing all of the information of the mod pack. Note that all fields documented here are required to be present unless explicitly marked optional. ModString object name <string> - The name of this mod pack. Should not be an empty string. description <string> - A description for this mod pack. May be an empty string if the user provides no description for this mod pack. factorio_version <string> - The exact version of Factorio this Mod Pack String was made for, i.e. 1.1.68. Partial versions like 1.1 should not be used. mods <ModEntry[]> - Contains an array of ModEntry objects defining the mods of this mod pack. The order of the mods is unspecified and must not be relied upon. Multiple mod entries with the same name must not be present in the array. The builtin base mod should always be present in the array. The builtin core mod should not be present in the array. settings <object> - Contains ModSettings objects under the "startup", "runtime-global" and "runtime-per-user" keys which defines the mod settings used in this mod pack and correspond to the three scopes a mod setting may be present under in the game. startup <ModSettings> - Startup settings for mods. runtime-global <ModSettings> - Map settings for mods, this is only relevant when creating a new save. runtime-per-user <ModSettings> - Per player settings for mods, this is only relevant when creating a new save. ModEntry name <string> - Internal name of the mod, this is the value of the "name" field in the mod's info.json file. enabled <boolean> - If the mod should be loaded. Including a mod that is not loaded has two use cases: To disable the base mod that is bundled with the game, and to provide optional mods in a mod pack that a user can easily choose to enable or not. This field should not be used for dumping all the disabled mods a user may have in their mods folder into a mod pack. version <string> - Version of the mod, this is the value of the "version" field in the mod's info.json file. sha1 <string> (optional) - 40 lower case hex digits representing the SHA1 digest of the mod's zip file. If present this should be used to validate the integrity of the mod. ModSettings Object mapping mod setting names to <ModSetting> objects, the property names correspond to the internal name mods have defined and access the setting under. If there are no settings for this scope then this is an empty object. setting-name <ModSetting> (optional) - Value for the mod setting of the given name. ModSetting The value of a mod setting is an object containing the single property "value" with the actual value of the setting. This mirrors how the game serialize mod settings into mod-settings.dat. value <boolean|number|string|object> - Value of the mod setting. JSON Schema A complete description of the format follows in JSON Schema. Code: Select all { "$id": "ModString", "$defs": { "ModEntry": { "type": "object", "required": ["name", "enabled", "version"], "properties": { "name": { "type": "string" }, "enabled": { "type": "boolean" }, "version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" }, "sha1": { "type": "string", "format": "^[0-9a-f]{40}$" } } }, "ModSetting": { "type": "object", "required": ["value"], "properties": { "value": { "type": ["boolean", "number", "string", "object"], "properties": { "r": { "type": "number" }, "g": { "type": "number" }, "b": { "type": "number" }, "a": { "type": "number" } } } } }, "ModSettings": { "type": "object", "additionalProperties": { "$ref": "#/$defs/ModSetting" } } }, "type": "object", "required": ["name", "description", "factorio_version", "mods", "settings"], "properties": { "name": { "type": "string" }, "description": { "type": "string" }, "factorio_version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" }, "mods": { "type": "array", "items": { "$ref": "#/$defs/ModEntry" } }, "settings": { "type": "object", "required": ["startup", "runtime-global", "runtime-per-user"], "properties": { "startup": { "$ref": "#/$defs/ModSettings" }, "runtime-global": { "$ref": "#/$defs/ModSettings" }, "runtime-per-user": { "$ref": "#/$defs/ModSettings" } } } } } Creating Mod Pack Strings The simplest way to create a mod pack string is to inspect game.active_mods, settings and player.mod_settings from the Lua API while the game is running, and then build a JSON table from those. As an example, the following command will print a mod pack string of the currently loaded mods to the client/server log file: Code: Select all /command local modpack = { name="pack", description="", factorio_version=game.active_mods.base, mods={}, settings={ startup={}, ["runtime-global"]={}, ["runtime-per-user"]={} } } for n, v in pairs(game.active_mods) do table.insert(modpack.mods, { name=n, enabled=true, version=v }) end local function set(settings, scope) for n, v in pairs(settings) do modpack.settings[scope][n] = v end end set(settings.startup, "startup") set(settings.global, "runtime-global") if game.player then set(game.player.mod_settings, "runtime-per-user") else set(settings.player, "runtime-per-user") end log(game.encode_string(game.table_to_json(modpack))) It is possible to create a modpack string by inspecting the mods in the mods directory along with mod-list.json and mod-settings.dat, but this should be avoided because it has the major drawback that mod-settings.dat contains all settings for all mods ever loaded (unless it was freshly created). Another option is to recreate the Lua settings stage and run it for all enabled mods and then use the resulting settings prototypes, but that is rather involved to set up. Applying Mod Pack Strings To apply a Mod Pack String to a mods folder, obtain any missing mods from The Mod Portal API , then replace mod-list.json such that it enables mods enabled in the mod pack string and disabled all other mods. Then update mod-settings.dat ( a description of the format is on the wiki ) by overwriting any settings defined in the modpack and leaving the rest untouched. The structure of the settings key mirror that of the structure of the mod-settings.dat file. Once done Factorio should start up with the same mods and settings as the mod pack. Editing Mod Pack Strings The goal of the Mod Pack string is to contain only what's necessary to recreate a given configuration of mods and their settings, and for this reason it does not contain enough information to effectively edit it on its own. Therefore the best approach to edit a mod pack string is to download all the mods in it in order to extract the necessary dependency and settings prototype information from the mods to then build a UI and edit tools from that. While it would be possible to include this information in the mod pack string it would bloat the string and the information would be of little use because as soon as any mods are added, updated or removed it's no longer valid. Software Supporting Mod Pack Strings Nothing that I know of. I'm currently working on mod management for Clusterio which will support importing and exporting Mod Packs with strings as defined here. Feel free to add support for mod pack strings in your own software, if you have any suggestions, issues, or know about something using mod pack strings please let me know. Changes 2024-01-21: Added color-setting values to the JSON schema.
[]
0
2022-09-26T16:57:44-05:00
forum-topic-119846
119846
LuaPlayer::physical_vehicle is not MapPosition
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=119846
PennyJim
LuaPlayer::physical_vehicle is listed as a MapPosition, that is simply not true Also why does `player.character.vehicle` not return the same thing? I'll be making a separate bug report for that though. ( 119848 )
[ { "author": "randomflyingtaco", "content": "Seconding, since it is a LuaEntity\n \n \n \n 11-19-2024, 23-42-04.png (91.61 KiB) Viewed 170 times", "date": "2024-11-20T05:43:46+00:00", "quotes": [] }, { "author": "", "content": "This was fixed at some point.", "date": "2025-03-14T17:49:52+00:00", "quotes": [] } ]
2
2024-11-04T18:05:32-06:00
forum-topic-3762
3762
Peace with Aliens - Page 7
Development Proposals
https://forums.factorio.com/viewtopic.php?t=3762&start=120
Foreros
I remember that insects can be "tamed", after all. Bees and few kinds of other insects can be trained to act differently with its owner and so you can act similarly with these insect-like aliens. If you teach them that harm you is worse than interact with you, this will let you a new level of game.
[ { "author": "uliks", "content": "Basically there is nothing to give aliens instead of pollution . If we could create with factories happy environment then meybee it could be other story. But this game is to much straight forward pollutional.", "date": "2017-05-04T20:17:47+00:00", "quotes": [] }, { "author": "chridder", "content": "Hi, \n \nI thought of the following idea: \n- Biters still get angry by pollution, but you can reduce the angriness by giving them food. \n- Biters are living on that world consuming something, for example wood. \n- If we destroy the trees and increase pollution, the reaction of the biters is understandable. \n \nSo, giving them food, produces somehow from wood would solve two issues: \n1. Have another use for wood and maybe a new production line \n - Wood farming, for example by setting wood fences up to 20x20 fields with a farming facility at one place at the fence. Bots can manage the farming and deliver the wood to the facility, from where it can be transported via belts to a food production (maybe a new factory type). delivering the food to a specific main builing of the biters keep them happy \n2. You do not have to fight against the biters, instead you have to take care of their mood and healthiness. To be save, you can put a wall around their villages. \n \nNext to food, other things could be interesting, e.g. some kind of medicine (or drugs), water, etc. \nTheir could be a productine line, combining wood and oil products, this would also give oil some other use cases. \n \nNext to that, it could result into a completly different end game. Instead of builing the rocket, user could decide to renaturate the planet again. Maybe with some sort of mega maching, much larger than everything is in the game so far. After player has polluted the planet so much, a kind of oxygen production, CO2 filter (in large scale) can be placed to get the planet green again. Therefore, player has to switch all industries to electricity without burning coal anymore. And he has to pull a lot of material into the new machine to refresh the atmosphare. A map mode or a progress bar shows the progress the user makes in cleaning the atmosphare. Any activity with coal or oil reduces the progress again. \n \nWith all said above, user can switch play style at any time, as soon as he starts producing food & co, he can live in peace, if he stops it, he might get attacked folling current pullution rules / hungriness of biters. \n \nChridder", "date": "2017-05-25T20:56:59+00:00", "quotes": [] }, { "author": "Foreros", "content": "Nice idea the wood farming. \nYou can build trees where needed, for absorb pollution and maybe replace the wood you farm for get building ground.", "date": "2017-05-26T18:09:23+00:00", "quotes": [] }, { "author": "Factorie", "content": "Never found the main focus of the game to be the aliens. I mostly play on peaceful because I just see them as a headache right now.", "date": "2017-06-06T01:17:05+00:00", "quotes": [] }, { "author": "chridder", "content": "me too. \n \nBut I feel that they could add something to the game even in a more peaceful oriented gameplay. Take care for your \"pets\" (aliens) and you get no trouble with them. \nThis might need \n- additional planning for your factory: build around their village or build a kind of reservat for them \n- additional production lines to feed them: make food out of wood by adding tree farming, wood production, food production: for example use windmills or watermills (in the middle age sense) to produce food \n- bring water to their villages \n- additional production lines to take medical care of them: for example produce drugs from chemical production lines or add another plant type with healthy ingredients you need to extract \n- additional efforts to reduce pollution: maybe some modules for pollution reduction (as some kind of air filters), but with effects on production speed or efficiency or energy consumption \n \n \nBut if you do not care about them at all, and destroy their environment you might get angry animals and run into the same gameplay as right now with aliens. \n \nIt would allows both play styles within one game mode adding options for everyone. \nFor sure, it must be possible to reach relevant researches early enough to stay in peaceful gameplay. \n \nIt would solve the issue, that wood is currently only waste in most times of the game. \nA village you do not take care of might get angry while others keep peaceful. \n \nQuestion is: if you have many villages spread over the map, and you need to supply all of them, it could get really much effort, so maybe a central building will take care later on, OR a new type of robot for \"Alien Supply\", which can land in/on alien houses starting from specific supply roboport which gets delivered with the products mentioned above and has a large range to supply a whole region for example.", "date": "2017-06-07T12:06:15+00:00", "quotes": [ { "author": "Factorie wrote:", "content": "" } ] }, { "author": "Daz3", "content": "Like others have said the Bitters seem too feral for diplomacy. Though taming/controlling them could be interresting. \n \nA new race might be an option; we have the Biters so how about the 'Writers?' A more civilised group. This leaves a few options; \n \nThey could be a bronse age hunter/gather group that are in awe of the players technology. \n \nA industrial age group with similar, if not as advanced, systems. \n \nA high tech group with better tech than the player. \n \nThis could then work out several ways depending on game settings; you could try and fight them. Easier with the nomads, hardest with the techies. Trade or even make an alliance (Federation? Can that apply to two species?) \n \nEach group would have it's own needs and wants. Would become hostile in diffrent ways and open diffrent tech for research. (You can't learn the natives super-tech from the primative nomads. But they could teach you how to get stuff from the biters which the techys can't.) \n \nJust a rough idea. Not sure about balance or anything.", "date": "2017-06-09T11:56:50+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "The Sci Fi culture usually deals with this by giving mindless hive/swarmy aliens some kind of intelligent queen variant. A master brain that is buried deep behind enemy lines and is orchestrating everything. Some execution of this idea seems appropriate for the game, for example having to seek out a brain or brains which have spawned in random locations in the world, to contact and reason with in order to make peace.", "date": "2017-06-14T15:21:05+00:00", "quotes": [ { "author": "Daz3 wrote:", "content": "" } ] }, { "author": "Daz3", "content": "Imagine finding one of the Queens; you ride up to check out an odd looking spawner on your tamed Biter and have to explain why you're riding around on one of her enslaved children!", "date": "2017-06-14T20:44:52+00:00", "quotes": [ { "author": "Factory Lobster wrote:", "content": "" }, { "author": "Daz3 wrote:", "content": "" } ] }, { "author": "Factory Lobster", "content": "There are so many directions to take something like this. For example, there could be warring alien factions, and all are hostile to you at the beginning. But you can choose which one(s) to ally with by finding and killing the brain(s) of a faction and taking a special drop from it to a brain of another faction you want to make peace with. Or another example, have a reputation system where killing one faction improves your standing with another, or others. \n \nSomething like that could not be required at all, just a side thing to do, and completely customizeable. Build your own scenario. But the cool thing is that you would really have to apply (or not apply) your military tech shrewdly to accomplish your alien peace goals.", "date": "2017-06-15T16:15:53+00:00", "quotes": [ { "author": "Daz3 wrote:", "content": "" } ] }, { "author": "Vladmirangel", "content": "Im pretty glad there is a mode turning off alien aggression. im tired of having to do turret creeps and manually repairing outposts since roboport construction bots only fly straight and sometimes end up suiciding in the enemy base.", "date": "2017-08-04T02:14:35+00:00", "quotes": [] }, { "author": "wemdee", "content": "I say we take off and nuke the site from orbit. It's the only way to be sure.", "date": "2017-08-30T21:21:24+00:00", "quotes": [] }, { "author": "AcolyteOfRocket", "content": "If you want peace with the aliens then we need to stop polluting. \n \nThe game could be changed to have pollution created by the recipe, not the machine, which will allow higher level machines to produce less pollution. \n \nYou could combine this by refactoring productivity to always be less than 100% and allow productivity modules to move towards this ideal limit on an asymptotic basis, reducing pollution-per-machine as we go. \n \nThen just start the player with polluting low tech stuff to start the war, then as tech increases and base size increases pollution goes down and biters eventually completely stop attacking as the base pollution tends to zero due to pollution control systems you research. \n \nYou know.... sort of how we do it in the real world \n \n(Note - this post seriously influence by my playing angel-bobs at the moment).", "date": "2017-08-31T14:38:18+00:00", "quotes": [] }, { "author": "Pascali", "content": "Contracts would be nice with high evolution alines. \n \n-to deal resscoures (some offers will be rare some not, not on every map there will be all offers - or the change after a while) -> you can hire them to attack an other player(Multiplayergame). The other player will not know, if you forced them by dealing with them or not. And the won´t kill the whole fabrik. Only 2 or 3 buildings (depending on the loan). You have a decision: To i buy the expensive resources from the alien(maybe per konvoy, spaceship) or do i get it from far away and have to protect the way and invest in the building-time). \n-deal with them to stop them attacking you - maybe a pirate alien-race, like in anno. ->In multiplayer the one who is allied with the pirates - will focus them more on the other player(s). \n-race who don´t destroys you whole fabric, but some special building - cause they need something from that - or are afraid of that. -> you can spend ressources in expensive buildings again vs. defend them better. So you have a decission.", "date": "2017-09-01T10:41:34+00:00", "quotes": [] }, { "author": "a4dd2b88", "content": "Reforestation? Have a tree of research focused specifically on balancing the harmful effects of pollution, with nurseries and greenhouses for large-scale trees replanting, based on the use of Builder Robots.", "date": "2017-09-15T12:05:17+00:00", "quotes": [ { "author": "uliks wrote:", "content": "" } ] }, { "author": "Sonik-HSC", "content": "Hello mrs Devs... I have a small idea or at least 30% of idea. If we can catch fish why we can give fish to them to they dont atack us by the polution like a candy.... I dont think he can have peace with aliens because they aren´t an civilizations they are kind of Ants.....", "date": "2017-12-08T12:48:22+00:00", "quotes": [] }, { "author": "AcolyteOfRocket", "content": "Instead of considering peace with aliens as equals why not farm them ? \n \nBiters could be farmed for meat and Ivory, and Spitters could be farmed for mucus that might have pharmaceutical benefits. Worms could be planted and harvested too. Fish could be farmed and maybe used as food for other livestock. \n \nThis could form the second phase of the invasion that earlier versions of factorio posited as the basis for the game (way back in the days of rocket defence). \n \nSuch exploitation of the environment fits in well with the theme of factorio as would also give a reason to control pollution, as polluted farms would produce contaminated products. \n \nMwaaah ha ha", "date": "2017-12-11T11:08:33+00:00", "quotes": [] }, { "author": "olafthecat", "content": "I'm amused by this for some reason! \nI literally just discovered this area of the forum and immediately discovered that the most necroed topic there: 'electrical energy' had just been locked. \nPretty amused by this, as electricity is pretty much essential in today's factorio!", "date": "2017-12-13T13:19:24+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Nightshade", "content": "I'm not too fond of this idea and would actually prefer more development on the opposite. \nRight now the space shrimps (\"shrimps\" is what the humans call the aliens in the movie District 9) are no more than a nuisance. Early in the game - and on Death World I should add - they pose a threat. But once you get your laser turrets, flame throwers and a tank, they are just in the way for further expansion. \n \nInstead of doing going for this \"peace with aliens path\" I would prefer if more work was put into making the shrimps dangerous throughout the entire game - and not just the beginning.", "date": "2017-12-30T16:16:32+00:00", "quotes": [] }, { "author": "ttapada", "content": "I totally agree! I think this is the thing I would like the most to see done before the final release!", "date": "2018-01-02T14:55:39+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
19
2014-05-21T02:31:58-05:00
forum-topic-124986
124986
Ability to change PlanetPrototype.player_effects during runtime
Won't implement
https://forums.factorio.com/viewtopic.php?t=124986
Senpai1337
Copying the template from the ideas and suggestions area. TL;DR The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client. What? player_effects is used by space age to give Gleba a constant rain, as well as Aquilo a nice snowy effect. It's very nice to use and very performant. Why? Not being able to change it live makes it difficult to implement any kind of weather system. Even just having the ability to change the opacity or something would be a big plus over what's there currently. Ideally more of these surface effects should be moved to LuaPlanet or LuaSurface to allow for implementing a weather system, but I also understand that's probably a bigger ask. These appearance settings, while they don't directly affect gameplay, I believe should be considered similar, if not the same, to LuaSurface.map_gen_settings . Also, and I realize this might need to be a new thread, it would be nice if PlanetPrototype.persistent_ambient_sounds was also moved / made available to change.
[ { "author": "", "content": "Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, \"moving them to LuaPlanet\" makes no sense in the state they are.", "date": "2024-12-30T20:48:30+00:00", "quotes": [] }, { "author": "curiosity", "content": "The suggestion very clearly is to change that state.", "date": "2024-12-30T21:33:34+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 30, 2024 8:48 pm", "content": "" } ] }, { "author": "", "content": "Triggers (which this uses) are prototypes and are not changeable runtime. We are not going to be writing completely new logic that clones all of the trigger prototype definitions into a \"runtime changeable\" version.", "date": "2024-12-30T21:43:34+00:00", "quotes": [ { "author": "curiosity wrote: Mon Dec 30, 2024 9:33 pm", "content": "" }, { "author": "Rseding91 wrote: Mon Dec 30, 2024 8:48 pm", "content": "" } ] }, { "author": "curiosity", "content": "Fair. But the OP isn't asking for quite that much, only enough to implement a \"weather system\". I imagine being able to specify a collection of effects would be sufficient, even if the effects themselves are predetermined. Some kind of a free-standing TriggerPrototype that could be named and thus referenced, maybe? In likeness of SpritePrototype and such.", "date": "2024-12-30T23:38:29+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 30, 2024 9:43 pm", "content": "" } ] } ]
4
2024-12-23T01:02:05-06:00
forum-topic-111358
111358
[Solved] [1.1.104] [Modded] Desync when joining multiplayer game or within a few minutes
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=111358
Oniguro
Since the Desyncs with mods subforum seems locked, I'll post this here in the hopes anyone can help us. After starting a new game with the HEAVILY MODDED Modpack it went fine for ~200 hours before we've suddenly started getting desyncs, first sometimes but after a while right away when one person was joining the hoster (switching host also didn't work). We've been trying to figure out which mod might be the cause but we haven't been able to get any closer to a solution. At this point we've disabled a ton of mods that we weren't using in the hopes it would help (it did, but only a little and only sometimes). Even when we thought it might be LTN, so we disabling the entire mod but no luck. So right now we're just playing in turns I first posted on the HMM page itself but it's been over 2 weeks with no response. I've uploaded the latest desync report to Dropbox, it can be found here . While writing all of this and checking some of the desync reports that I have I noticed that the following line was often before the first line containing desync information: 118.346 Script @_heroturrets_/control.lua:470: control.local_on_start So I'll be checking with my brother as soon as possible if it's perhaps this mod that's causing the issues. (I'll update this part once I know more) If you need any info, please let me know and I'll try to help as much as possible!
[ { "author": "Oniguro", "content": "Okay, so it seems we were able to pinpoint the issue. \nIt seems to have been the belt balancer mod , especially the part in the added screenshot.\n \n \n \n Factorio 1.1.104 - 2024-02-19 07_15_24-005674.png (859.75 KiB) Viewed 1444 times \n \n \nWhen they are not too loaded, and are only handling a single resource, everything seems to be fine (after disabling the mod we seem to have 940 of them in our factories), but when handling high-load multi resource belts, it seems to fail.", "date": "2024-02-19T06:24:06+00:00", "quotes": [] }, { "author": "jpgosselin", "content": "https://wetransfer.com/downloads/79eeba ... 209/931a8e \nwe just started having this problem today avec 100+ hours with krastorio and SE i cant seem make a new thread", "date": "2024-03-08T14:15:04+00:00", "quotes": [] } ]
2
2024-02-17T12:42:56-06:00
forum-topic-17734
17734
New types of vehicles (train, tank, car, plane, ship...)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=17734
This is a collection of ideas about new vehicles. Flying vehicles There are ideas about introducing planes/Zeppelins or ships/boats viewtopic.php?f=6&t=3973 planes and such viewtopic.php?f=6&t=7750 Flying buildings viewtopic.php?f=6&t=7798 Air Transportation viewtopic.php?f=6&t=8620 Whater Vehicles Ship viewtopic.php?f=33&t=8838 Zeppelins! viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters) viewtopic.php?f=6&t=12731 Airships viewtopic.php?f=80&t=14024 Boats viewtopic.php?f=80&t=14121 Planes viewtopic.php?f=6&t=32599 Airships viewtopic.php?f=6&t=33864 One bigger logistic robot = "logistic ship" viewtopic.php?f=6&t=35885 Better motion: Helicopters viewtopic.php?f=6&t=43882 Cargo Airships? Tanks or Cars viewtopic.php?f=6&t=1111 Flamethrower car viewtopic.php?f=6&t=2240 vehicle and building ideas viewtopic.php?f=6&t=3722 New Vehicles viewtopic.php?f=6&t=5468 Road-rail vehicle viewtopic.php?f=6&t=6033 more cars viewtopic.php?f=6&t=12837 Logistics in vehicles. viewtopic.php?f=6&t=13291 Mobile Construction Vehicle viewtopic.php?f=6&t=26790 the "Build"Dozer... viewtopic.php?f=6&t=27823 Drill Bore Vehicle suggestion viewtopic.php?f=6&t=29032 Expeditionary Tank viewtopic.php?f=6&t=38557 Tree Crusher Machine. viewtopic.php?f=6&t=45431 Deforester vehicle And see bulldozer mod below! About Trains (locomotive, wagon) General ideas about new types: viewtopic.php?f=6&t=1512 My observations from playing the game (Trains/wishlist) - very old, but quite interesting and actual viewtopic.php?f=6&t=2848 Enrichment of train-stuff, and other viewtopic.php?f=6&t=3309 Additions to the train system. viewtopic.php?f=67&t=8973 Electric locomotives ☸ viewtopic.php?f=6&t=9291 More wagons types [Roboport, Turret, Battery, Logistic...] viewtopic.php?f=6&t=16492 Multipurpose modular platform wagons viewtopic.php?f=6&t=23261 Aditional Rail Features viewtopic.php?f=6&t=28399 RoboCart / Logistic Trains viewtopic.php?f=6&t=33982 Way to load car/tank to train. viewtopic.php?f=6&t=34293 New types of trains viewtopic.php?f=6&t=43884 Idea: Steam, Diesel and Electric locomotives viewtopic.php?f=6&t=47472 Trains: Flatbed Wagon viewtopic.php?f=6&t=50113 Steam/diesel locomotives This is an important problem: There is a difference between vertical and horizontal train length: viewtopic.php?f=6&t=16464 Train length [wagon, locomotive] viewtopic.php?f=5&t=17795 Train car length changes depending on orientation? viewtopic.php?f=6&t=23261 Aditional Rail Features Fluids with trains There are very detailed overview about introducing fluid transport (tank-wagons or barrelling): viewtopic.php?f=80&t=15330 Transport of Fluids/Liquids via Barrels or Tank Wagons Newer suggestion: viewtopic.php?f=6&t=28101 Water Reservoir / Fluid Transfer System viewtopic.php?f=6&t=28143 fluid barrels Electric trains / Electric vehicles ... todo ... Most suggested, when talking about new train types, so see above! Meanwhile use this search: search.php?keywords=%22electric%2Btrain ... d%5B0%5D=6 New suggestions: viewtopic.php?f=6&t=31220 electric trains viewtopic.php?f=6&t=45643 Modern Trains Here related: viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid With the new vehicle grid this idea changes to: viewtopic.php?f=6&t=31616 Let Vehicle Grid tap the engine for electricity viewtopic.php?f=6&t=31760 Electric transport ideas viewtopic.php?f=6&t=32365 Electric Trains Steam Engine Trains viewtopic.php?f=6&t=20616 Steam Engines for Railroads viewtopic.php?f=6&t=21927 Electric and Steam Train viewtopic.php?f=6&t=32596 Steam Locomotives (and much more) Armored trains viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more viewtopic.php?f=6&t=823 Artillery viewtopic.php?f=6&t=4200 Comprehensive overview of how artillery could be implemented viewtopic.php?f=6&t=21350 Gun Wagons viewtopic.php?f=6&t=22678 Things I would like with trains viewtopic.php?f=6&t=26118 train wagons - gun wagon and roboport wagon viewtopic.php?f=6&t=28140 Laser Cart Related list: viewtopic.php?f=6&t=823&p=34941#p34902 New types of transport (transport without vehicles) viewtopic.php?f=6&t=7977 Ropeway conveyor above the factory... viewtopic.php?f=5&t=13200 Discussing the (missing?) 4th type of transport! Teleport: todo (important distinction between item-transport and character transport!) Related viewtopic.php?f=6&t=2851 A Bulldozer viewtopic.php?f=6&t=9658 An early-game way to easily remove Trees is needed viewtopic.php?f=14&t=9341 Bulldozer MOD viewtopic.php?f=14&t=9478 RoadTrain MOD (aka Trailers) viewtopic.php?f=6&t=3196 Bulldozer to fill in water tiles viewtopic.php?f=6&t=1351 Moving Fortress viewtopic.php?f=6&t=3072 Outpost logistics viewtopic.php?f=6&t=3882 Low volume, long range, low infrastructure goods transport Graphical viewtopic.php?f=6&t=12587&hilit=vehicle * Character Customization (also valid for vehicles) About Fuel viewtopic.php?f=6&t=12770 Wood and coal fuel should yield less power and top speed viewtopic.php?f=6&t=12772 Diesel. Liquid fuel instead of solid fuel viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid Roads and tracks viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it ... todo ... Modular Vehicles viewtopic.php?f=6&t=2241 Vehicles from parts viewtopic.php?f=6&t=3399 Custom vehicles and turrets like the modular armor viewtopic.php?f=6&t=5463 Modular Tanks viewtopic.php?f=6&t=7233 Modular Tanks Expansion viewtopic.php?f=6&t=13286 Modular Vehicles viewtopic.php?f=6&t=17645 Modules for vehicles (Equipment, PowerSuit for vehicles) viewtopic.php?f=6&t=21287 more combat option:Modular Combat Vehicle w/ remote control? viewtopic.php?f=6&t=25593 Vehicles should get power armor slots viewtopic.php?f=6&t=29775 Modular Vehicles + Vehicle Assembler. viewtopic.php?f=6&t=30821 modular train viewtopic.php?f=6&t=46631 Make the upcoming artillery wagon modular Remote control viewtopic.php?f=6&t=6885 I like tanks. The new tanks are awesome. (Remote control of many vehicles at once) Far related viewtopic.php?f=6&t=7792 Filters (Stack Filters for all Vehicles) viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others viewtopic.php?f=6&t=7475 Large and Heavy items viewtopic.php?f=6&t=8161 Items, too big for the inventory viewtopic.php?f=6&t=18262 Vehicle Assembly Plant / no hand crafting of tanks / trains viewtopic.php?f=6&t=5263 New Biomes And New Kinds Of Playing ( use of tanks , roads ) viewtopic.php?f=6&t=12663 Garage loader/unloader, parking lot viewtopic.php?f=6&t=16509 Whistle for when train is about to depart viewtopic.php?f=6&t=13979&hilit=wagon+tank%2A Add physics to Trains, and support for more Wagon options viewtopic.php?f=6&t=3383 multiple planets,bridges,vehicles and more recources viewtopic.php?f=6&t=2247 Chest-on-a-belt viewtopic.php?f=80&t=17734 New types of vehicles (train, tank, car, plane, ship...)
[ { "author": "dapullia", "content": "Steam Powered Railroad Engines + Support Cars to Operate them as first step into railroads instead of the current Diesel Electric Engine: viewtopic.php?f=6&t=20616#p129506", "date": "2016-03-12T05:59:16+00:00", "quotes": [] }, { "author": "", "content": "Indeed, seems like I forgot to press save after adding it... thank you... added it now...", "date": "2016-03-12T10:22:30+00:00", "quotes": [] }, { "author": "tobsimon", "content": "There was another planes thread: \n \n viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters)", "date": "2016-06-19T08:37:43+00:00", "quotes": [] }, { "author": "", "content": "Yeah, thanks. The long term idea was to split this topic into the different vehicle-types.", "date": "2016-06-19T17:01:11+00:00", "quotes": [] } ]
4
2015-11-12T06:00:30-06:00
forum-topic-125010
125010
Make prototype.output_slots >1 useful
Already exists
https://forums.factorio.com/viewtopic.php?t=125010
ownlyme
viewtopic.php?f=23&t=125005&p=655063 It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything?
[ { "author": "", "content": "The only reason to have it be > 1 is for recipes that produce > 1 result.", "date": "2024-12-23T15:13:44+00:00", "quotes": [] } ]
1
2024-12-23T08:11:13-06:00
forum-topic-104430
104430
Put the release notes on the download page
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=104430
silverdev2482
Add the release notes on the download page or a link to the download page. TL;DR Put the release notes on the download page. What ? I suggest putting the release notes as a link or the whole list in the text boxes on the release page. Putting the whole list may take up too much space so a link may be a better option Here is what I would think for the release page should look like. Download Factorio - Experimental - 1.1.74 This is the cutting edge "experimental" version. There might be some nasty bugs. Use on your own risk. Be sure to report bugs on our forum! If you are running a server, you can use this link to always download the latest experimental version. Release Notes (per platform download option available here) As for why I'm asking, for some reason I was on the release page, probably to recommend the demo to a friend. I looked and saw an option for experimental. I wondered what the differences were and got confused for the next 30 seconds looking for the release notes an figured out they were on the forum. In my opinion that isn't the best site design and in some capacity the release notes should be available on the download page. Note for mods: I'm not sure where suggestion for the website should go. The only other valid option seems to be the thread "this forum" however I hesitantly decide this would be a better place to put it.
[ { "author": "silverdev2482", "content": "Using the power of inspect element, grim (a screen shotting tool for wayland), and gimp to crop off my other moniter I have made what I think it should look like \n \nNormal website \n \n \n \nWhat it might look like", "date": "2022-12-14T21:56:18+00:00", "quotes": [] }, { "author": "", "content": "This has been implemented!", "date": "2023-08-01T12:56:30+00:00", "quotes": [] } ]
2
2022-12-14T15:32:00-06:00
forum-topic-124919
124919
Attachment limit is actually 30 MB
This Forum
https://forums.factorio.com/viewtopic.php?t=124919
tinker9
On the forums attachment screen, it says the attachment limit is 1GB. But the "how to report a bug" post viewtopic.php?f=7&t=3638 suggests it is 30 MB. It's also confusing because there is no error message for a large attachment, it just simply doesn't appear. Screenshot 2024-12-22 at 17.19.14.png (218.73 KiB) Viewed 575 times
[]
0
2024-12-22T01:22:16-06:00
forum-topic-117342
117342
[2.x/Space Age] The old map view was much better!
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=117342
FritzHugo3
The old map view was much better! 01. why can't you zoom in when the game is paused, you could look around and plan without being attacked! 02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as if they were real! You have great innovations in Space Age but unfortunately destroyed a lot of useful functions in the process.
[ { "author": "DarkShadow44", "content": "I never even used the pause, AFAIK game simply isn't designed around being able to pause anytime. \n \n\nYes it does. It allows you to intuitively interact with the world remotely. \n \nYou have yet to provide reasons as to why the old one was better, and which functions \"got destroyed\".", "date": "2024-10-25T08:53:22+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "Can use this mod as a workaround : \n https://mods.factorio.com/mod/vlads_AutoTime", "date": "2024-10-25T09:01:54+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Hares", "content": "You still can insta mine ghosts by using a decon planner.", "date": "2024-10-25T10:35:41+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" } ] }, { "author": "Maxvoss12", "content": "the mining ghosts thing is weird to get used to, but its only on the FIRST right click press. So if you want to dismantle multiple things either hold right click or use deconstruction planner", "date": "2024-10-25T10:56:38+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "\"It allows you to intuitively interact with the world remotely.\" Space Exploration \ncould do the same, but in an extremely more awesome way, have you ever played it? You can install remotely in neatly This has absolutely nothing to do with my two points mentioned here! \n \nyou may see it differently, I have grown accustomed and fond of the quality of life with 5,500 hours of play and now see the disadvantages when they have been abolished! \n \nThis is not a survey. If you think it's great the way it is now, then I wonder why you're even writing here. It doesn't contribute anything to the topic. \n \nI have no problem if other south players want to play differently, but respect my desire to enjoy the comforts of the old map again. Should everyone play how they want fair enough? \n \n \n\nMod does many fix and good, nice things - But I want after a long time with 160 Mods a vanila run. (For achievements but also as princiep). \nI'm sure there will be many mods that will straighten things out in the future. (For example, disabling that wafting ghost animation that's so hard on my eyes, why is there nothing for people with vision problems to disable that ^^). \n \n \n \n\nMaybe is this a bug? Workaround are not a general solutions for something that was there before and worked wonderfully, why do you make something worse than before? It should be changed again \n \n \n \nAnyway, 2.x/Space Age is only just out, the studio will certainly make further improvements, as they have done for many years - and sometimes that also means re-introducing functions that they have simply removed from the souekler - this weird smart beld dragging - let the people who think it's great use it, but why are they cancelling the deactivation in the options, I'm constantly tearing down wrongly set tunnels, it's so incredibly annoying! \n \nThe add-on brings great new features but unfortunately also negative ones, which is a shame. \n___________________________ \nAnd the Germans are told that they want to pick apart the wishes of others and don't want to respect other opinions.", "date": "2024-10-25T15:14:05+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Fri Oct 25, 2024 8:53 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "BlueTemplar wrote: Fri Oct 25, 2024 9:01 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "Hares wrote: Fri Oct 25, 2024 10:35 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "Maxvoss12 wrote: Fri Oct 25, 2024 10:56 am", "content": "" } ] }, { "author": "DarkShadow44", "content": "What? I was just trying to explain why you ran right click to mine entities - because it's intuitive. It works in remote view like it works in normal view. \nI played it, what did Space Exploration do better? \n \nWhat quality of life got \"abolished\"? \n \nNow that's just mean. You realize you complain about things being \"worse\" without actually telling us what exactly you consider bad, right?", "date": "2024-10-25T16:07:15+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 3:14 pm", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 3:14 pm", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 3:14 pm", "content": "" } ] }, { "author": "Ovidian", "content": "I agree that we'll get used to the changes to blueprint mining, but there are QOL issues with the remote view and I worry missing 1.x features will get lost in the knee-jerk reaction to the new. Specifically, wherever the default place blueprints go when the cursor is cleared MUST be available from remote view. Probably a couple dozen times in just the last hour or so of play I've cleared the cursor of a random blueprint while doing something remotely, then had to close the remote view to go get my blueprint again, then reopen remote view and find my place again. Each time it's just \"ugh, this again,\" and it didn't used to be this way.", "date": "2024-10-25T16:53:02+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "Ok, now it's getting completely absurd! It makes no sense to demolish ghosts and at the same time all the buildings built are marked for demolition - who came up with this strange new mechanic - it's completely unacceptable. You can't play like this! \n \nPLEASE add an option so that you CAN switch it OFF. And give back the option to deactivate the Smart Beld mode - you've broken the controls. It's no fun at all anymore. All the fine, sophisticated mechanics are gone. \n \nI'm seriously considering downgrading, it's insane. \n \nThe remote control in Space Exploration used earlier was so nice before! \nThis vanila way are the wrong way! \n \n \nYou didn't just add 100 cool and meaningful things, you threw away old meaningful things and for no reason, both could have complemented each other wonderfully, new and old - but you preferred to destroy the old things. \nAnd for no recognisable reason at all. \nI'm extremely unhappy right now! \n \nV. 1.1 with the corresponding qol mods feels a thousand times better to me than the current 2.0, for me it's a step backwards.", "date": "2024-10-25T23:41:02+00:00", "quotes": [] }, { "author": "jamiechi1", "content": "I agree with the OP. Especially this: \n\" (For example, disabling that wave like ghost animation that's so hard on my eyes, why is there nothing for people with vision problems to disable that ^^). \" \nI'm old and I have glasses with eyesight issues. I can't take it any more!", "date": "2024-10-26T02:08:29+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "What do you mean ?", "date": "2024-10-26T10:14:24+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "This was already the case in 1.1 if you use the normal deconstruction planner \n \nThere is a special configuration for it to remove only the ghost : \n \n \n \n custom decon planner.jpg (86.69 KiB) Viewed 1724 times", "date": "2024-10-26T10:21:32+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 11:41 pm", "content": "" } ] }, { "author": "FritzHugo3", "content": "Man please I speak from manual NOT FROM ALT + D - ONLY WITH CLICK RIGHT MOUSE - THIS WORKED 10 YEARS PERFECT! \nI KNOW THIS WHAT YOU SHOW ME! This is absolut indiscutable to use for a quick, detailed change!!! You make me really angry. it dispointing, what I say. \n \nI BUILD VERRY CLOSE BECAUSE BIG BUILDING IS BORING, LET ME GIVE MY WISH TO HAVE WHAT IS WAS - IT WAS BEFORE BETTER! \n \nIt is absolutely disrespectful! To want to deny someone their wish. Apparently you don't know the subtleties that Facrodio had before the intervention, or you didn't use it the way I did.", "date": "2024-10-26T15:43:57+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Oct 26, 2024 10:21 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 11:41 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Sorry i didn't notice you were being subtle, you are correct i probably didn't use factorio the way you did. \nI'm glad you were able despite the langage barrier to clarify that you were indeed aware that there existed a tool to remove only ghosts. \nI find you disrespectful too, i guess that's just a culture thing", "date": "2024-10-26T16:57:27+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Sat Oct 26, 2024 3:43 pm", "content": "" } ] }, { "author": "FritzHugo3", "content": "Because you can now right-click to mark everything that has already been built for demolition, even without the demolition planner. HERE it would be logical and sensible to demolish only with the planner \n \n \n_________ \n@ mmmPI \nI've been playing this game almost since the first beta release. I have more than 5,000 hours of gameplay, although I've only streamed less than 200 of them. Thanks, I know how to use Alt+D and the filters - WHAT does that have to do with my thread. \n \nAGAIN, this subforum is for writing to the developers, not for help requests for game tips. \n \nFor any complaints regarding the translation, you can write to Deeple.com and make suggestions for improvement. \n \n \nOne last attempt to make it more plausible. My blueprint file (I have NEVER downloaded anything from the net in my life) is 190MB in size. I work with huge blueprints that I plan myself. A single city block can easily take between 20-100 hours of planning, which has always happened without me personally being present. And I can no longer play the way I want to. \n \n \nI'll have a moderator delete this soon and repost it and then ask him to block the new one. If this goes on, no developer will read it anymore. This is no longer a suggestion, this is a discussion and you have no business here. THIS IS A suggestions subforum! Developers don't want to read discussions, it's about making very short and concise suggestions that they don't have to read more than two or three minutes. Basically you're making this thread pointless with your ‘tips’ I'm a game developer myself, I know how little time you have for suggestions and bug reports. Everything that contains a lot of text is directly ignored because there isn't time for more. \n \n_______ \nAnd now I implore you not to discuss this any further, unless you would also like to fulfil the points I have raised or add to them. (Or I must call a moderator). Any contributions, such as Maxvoss12, Ovidian, jamiechi1, are of course welcome because that contributes to the topic.", "date": "2024-10-27T04:55:43+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sat Oct 26, 2024 10:14 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "It's difficult to understand the point you tried to raise, notice that another user asked you to clarify too, when you said : \n \n[/quote] \n \nThis is because your sentence is very confusing and make it sound like you don't know that you can demolish only ghosth if you want. Or even the opposite, demolish only the building with the decon planner. \n \nAt no point did you mention that you were talking about the right click before people asked you. No amount of suggestion for improving the translation could help making your first post not sound like a childish complaint without argument for me. \n \nNow that it's clearer what you suggest, i'm afraid i have to express my disagreements with the suggestions. I find it handy that i can deconstruct building from map view by mining them remotely, i like this. If it was instant, it would be too fast, too risky too error prone, if there was the need for using a decon planner everytime it would be a step back. I like the feature that you want removed ,and it's my right to express it on the forum for the devs to read it too. despite your imploration for people who disagree or don't understand to be censored.", "date": "2024-10-27T07:11:51+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Sun Oct 27, 2024 4:55 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "FritzHugo3", "content": "If you right-click and hold on a ghost, ghosts must remain locked and only ghosts may disappear! \n \nIf you right-click on a building to demolish it (for construction robots), it must be locked on buildings! \n \nIf it was like this, everything would be great, but as it is now, it's an absolute disaster! \n \nIt must not be mixed? It's the same with the right demolition, by the way. If I cut down trees and stones, no building may be demolished by mistake. That was also broken. \n \nI'm felling trees in the forest and have recently been tearing down all the electricity pylons and undergound pipes. The problem didn't exist before \n \nThere are so many points I found in the short duration of the game, why make existing ones worse? Take research, why is it no longer possible to cancel research with the right mouse button? Leave the new X there for all I care BUT ALSO LEAVE THE RIGHT CLICK. That is a deterioration \n \nI'm really at the end of my tether \n \nI know a different quality of Factorio and I want it back. a cool, well thought-out control system. At the moment, 2.0 is a long way from a great control system and that in many places. It feels completely unfinished.", "date": "2024-10-27T23:04:14+00:00", "quotes": [] } ]
16
2024-10-25T00:08:52-05:00
forum-topic-86365
86365
[twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
Minor issues
https://forums.factorio.com/viewtopic.php?t=86365
movax20h
It is a rather minor issue, but. Code: Select all 0.173 2020-06-25 20:34:55; Factorio 0.18.32 (build 52799, linux64, alpha) 0.338 Operating system: Linux (Debian testing) I have a headless server running on IPv6 only, using `--bind [::1]:8181--rcon-bind [::1]:8182` When I try to connect to it using `factorio --mp-connect localhost:8181`, or use "localhost:8181" in the GUI to connect, factorio only tries 127.0.0.1 for the network address: Code: Select all 88357.782 Joining game IP ADDR:({127.0.0.1:8181}) Which does fail with the error eventually. It never tries IPv6 first (despite this being my configuration AFAIK), or fallbacks to other addresses after IPv4 failed. My configuration is very standard and not modified from default: Code: Select all $ getent hosts localhost ::1 localhost ip6-localhost ip6-loopback $ Code: Select all $ getent ahosts localhost ::1 STREAM localhost ::1 DGRAM ::1 RAW 127.0.0.1 STREAM 127.0.0.1 DGRAM 127.0.0.1 RAW $ getent ahostsv4 localhost 127.0.0.1 STREAM localhost 127.0.0.1 DGRAM 127.0.0.1 RAW 127.0.0.1 STREAM 127.0.0.1 DGRAM 127.0.0.1 RAW $ getent ahostsv6 localhost ::1 STREAM localhost ::1 DGRAM ::1 RAW Code: Select all $ cat /etc/hosts | grep localhost 127.0.0.1 localhost debian ::1 localhost ip6-localhost ip6-loopback $ Code: Select all $ grep hosts /etc/nsswitch.conf hosts: files mdns4_minimal [NOTFOUND=return] dns myhostname mymachines $ (files mean to check `/etc/hosts.conf` first, before trying DNS resolves are configured in `resolv.conf` - standard behavior). Code: Select all $ egrep -v '^#' /etc/gai.conf $ Code: Select all $ cat /etc/host.conf multi on # If set to on, the resolver library will return all valid addresses for a host that appears in the `/etc/hosts` file, instead of only the first. Code: Select all $ host localhost localhost has address 127.0.0.1 localhost has IPv6 address ::1 $ I am guessing when there are multiple results for the host, factorio uses just the first one. I would suggest to trying all in order returned by the resolver? Similar to how web browsers maybe do it? If the system doesn't have IPv6 available (this can be tested by opening the socket to destination - if there are no route to it or the protocol is disabled system wise, it will fail opening in `connect` immedietly, with `ENETUNREACH` error), the testing can be skipped. Otherwise factorio could be trying all address in the system default order, and only return back an error if all addresses failed? But there must be more to it, because even if I change the gai.conf to: Code: Select all $ egrep -v '^#' /etc/gai.conf label ::1/128 0 # IPv6 localhost will be returned first label ::/0 1 label 2002::/16 2 label ::/96 3 label ::ffff:0:0/96 4 # IPv4 in "tunneled IPv6 form", will be returned, but last precedence ::1/128 50 precedence ::/0 40 precedence 2002::/16 30 precedence ::/96 20 precedence ::ffff:0:0/96 10 $ it still doesn't work (factorio is still trying IPv4 address by default). Similarly, if I use, ask DNS resolver (which is not used for `localhost`, because it is handled by hosts resolver), to return tunneled form for IPv4 addresses, it still doesn't. Code: Select all $ cat /etc/resolv.conf nameserver 2001:1620:2777:1::10 nameserver 2001:1620:2777:2::20 options inet6 # Ask `gethostbyname` to do AAAA query before A query, and wrap IPv4 addresses (A records) as "tunneled form" back to app if there are no AAAA records. AFAIK it is ignored by `getaddrinfo`, which requires explicit `AI_V4MAPPED` in the app for same functionality. If I change the `/etc/hosts` to only list IPv6 for localhost it does work: Code: Select all # cat /etc/hosts 127.0.0.1 ipv4-localhost debian ::1 localhost ip6-localhost ip6-loopback # Connect using "localhost": Code: Select all 13.228 Joining game IP ADDR:({[::1]:34197}) So I think still it has something to do with only trying the first address. I know in reality if the factorio server has DNS address (and clients asked to use it), the factorio server process should listen on all IP addresses exposed via this DNS address, so any address would work (not doing so would be a server misconfiguration really). The problem is it is not totally possible with factorio headless server. It can only listen on ALL (current and future) interfaces (using `--port`), or on only one (via `--bind`). For non-public server, it doesn't is exactly a good option, because it forces one to listen on all interfaces or one. However I do think the factorio is not respecting current standards: RFC 6724: https://tools.ietf.org/rfc/rfc6724.txt - Default Address Selection for Internet Protocol Version 6 (IPv6) (obsoletes RFC 3484) RFC 3493: https://tools.ietf.org/rfc/rfc3493.txt - Basic Socket Interface Extensions for IPv6 (obsoletes RFC 2553) RFC 4291: https://tools.ietf.org/rfc/rfc4291.txt - IP Version 6 Addressing Architecture (obsoletes RFC 3513) RFC 4862: https://tools.ietf.org/rfc/rfc4862.txt - IPv6 Stateless Address Autoconfiguration (obsoletes RFC 2462) Quote from RFC 6724 , section 2: And more details about treatment of IPv4 and IPv6: "preferred" (in the RFC 4862) only means that they can be used unrestricted by the applications (i.e. they are not stale, or link-local). It doesn't determinine priority of which address to use. All "preferred" addresses (which is some set IPv6 and IPv4 addresses) are considered equal in this sense: From RFC 4862: A non-preferred address types are tentative addresses and deprecated address. These will not be used. It is more for the purpose of selecting the source address, not the destination address, or the host resolution priorities. As far as I know `getaddrinfo` in Linux (glibc 2.30 in my case), does respect this behaviors (as tested in other apps), but Factorio is not. It somehow feels factorio is using own non-glibc resolver, and/or sets own address sorting, and only tries the first address. It does appear factorio uses `getaddrinfo`, as I checked with gdb and ltrace: Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 2161 in ../sysdeps/posix/getaddrinfo.c (gdb) bt #0 __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 #1 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117 #2 0x0000000000ff6b5b in NamedSocketAddress::resolve () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:12 #3 0x0000000001001164 in NamedSocketAddress::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:5 #4 MultiplayerConnectSettings::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/MultiplayerConnectSettings.cpp:27 #5 ClientRouter::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientRouter.cpp:40 #6 0x00000000011c3b22 in ClientMultiplayerManager::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientMultiplayerManager.cpp:271 ... (gdb) print *hints $4 = {ai_flags = 1024, ai_family = 0, ai_socktype = 2, ai_protocol = 0, ai_addrlen = 0, ai_addr = 0x0, ai_canonname = 0x0, ai_next = 0x0} (gdb) `ai_flags = 1024`, is equivelent to `ai_flags = AI_NUMERICSERV`, which is OK (it asks getaddrinfo to only resolve the `service` from string to integer, without checking service resolution, i.e. in `/etc/services` or DNS SRV). That is OK. `ai_family = 0` means `AF_UNSPEC`, which is also OK (return both AF_INET and AF_INET6). `ai_socktype = 2` means `SOCK_DGRAM`, that is OK. All is good, and if I trace it manually after the return: Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 2161 ../sysdeps/posix/getaddrinfo.c: No such file or directory. (gdb) print pai $8 = (struct addrinfo **) 0x7ffd6deb5c88 (gdb) advance getaddrinfo 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117 117 /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp: No such file or directory. (gdb) print **(struct addrinfo**)(0x7ffd6deb5c88) $17 = {ai_flags = 1024, ai_family = 10, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 28, ai_addr = 0x4a996f0, ai_canonname = 0x0, ai_next = 0xae6dc10} (gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next $20 = {ai_flags = 1024, ai_family = 2, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 16, ai_addr = 0xae6dc40, ai_canonname = 0x0, ai_next = 0x0} (gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr $22 = {sa_family = 10, sa_data = "\205\225", '\000' <repeats 11 times>} (gdb) print *(*(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next).ai_addr $26 = {sa_family = 2, sa_data = "\205\225\177\000\000\001\000\000\000\000\000\000\000"} I can see glibc does return two addresses for "localhost", one IPv6 and one IPv4. Code: Select all "\205\225", '\000' <repeats 11 times> corresponds to (sockaddr_in6 value) of [::1]:34197 '\205\225\177\000\000\001...' corresponds to (sockaddr_in value) of 127.0.0.1:34197 (0205 * 256 + 0225 == 34197) (gdb) print ((**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr.sa_data)[/*port*/2+/*flow_info*/4+/*address_length*/16-1/*last_digit*/] $73 = 1 '\001' # 1 in `0000:0000:0000:0000:0000:0000:0000:0001` So factorio knows about both addresses, and as you can see glibc returns IPv6 as the first one.
[ { "author": "", "content": "For other developers: Factorio iterates all of the network adapters on a computer and finds the first IPv4 one it can, or falls back to IPv6. I'm not sure if it forces ipv6 if you use --bind. \n \nFrom all of my testing it's almost impossible to force Factorio to use IPv6 without completely uninstalling ipv4 from the system. Once an address is chosen nothing ever \"tries the other if one fails\". You basically have to force the game to use one and then it uses it; otherwise you get IPv4.", "date": "2020-10-16T20:21:03+00:00", "quotes": [] }, { "author": "", "content": "Some more info: \n \nThe issue as I see it on our side: If the game has to choose between an IPv4 or an IPv6 adapter when doing network communication - the chances that a given IPv6 address will have internet connection *and* be what the user wants to use (host on or otherwise) is so near zero that we're statistically always better off choosing the IPv4 adapter. \n \nAt least - on windows - every system out there since Vista has an IPv6 LAN address that only works for LAN communication and will have no internet connection unless that user happens to have an IPv6 address from their ISP or has a router with 4to6 or some variant configured. \n \nSo in the end: if Factorio sees 2 network adapters - one with IPv4 and one with IPv6 - we're always better off choosing the IPv4 one. \n \nI don't know if that story is the same on Linux but it's why Factorio never chooses IPv6 as the network adapter to use unless it can't find an IPv4 one.", "date": "2020-10-21T16:14:20+00:00", "quotes": [] }, { "author": "orzelek", "content": "Is IPv6 really so rare? \nI have functioning IPv6 address from at least few years.", "date": "2020-10-21T20:30:06+00:00", "quotes": [] }, { "author": "", "content": "According to a quick search: yes. 20% to 22% of the world has them. Now, which % has them and uses them as their primary connection I have no idea - some smaller % still.", "date": "2020-10-21T21:24:25+00:00", "quotes": [ { "author": "orzelek wrote: Wed Oct 21, 2020 8:30 pm", "content": "" } ] }, { "author": "Squelch", "content": "This is the current state of hosts announcing IPv6 according to RIPE NCC \n \nie just under 29% \n \n IPv6 statistics", "date": "2020-10-21T22:11:04+00:00", "quotes": [] }, { "author": "SoShootMe", "content": "The issue as I see it, is that the game chooses in the first place. Discounting advertisement/discovery communication, if all clients talk only to the server (as I understand is the case), I don't see why either the client or server need to choose. \n \nAs it happens I have network client/server software development experience (and so I realise it is far from a trivial problem, particularly on the server side, and perhaps an even bigger problem to fix now) but it is plain for anyone to see that other software manages IPv4/IPv6 just fine.", "date": "2020-10-23T12:56:27+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 4:14 pm", "content": "" } ] }, { "author": "", "content": "I'd be interested to see how other software handles it. Every piece of game software i've seen requires you give it the host IP address for it to bind to. Or it just hosts through steam networking which then falls back to steam to do it.", "date": "2020-10-23T15:44:16+00:00", "quotes": [ { "author": "SoShootMe wrote: Fri Oct 23, 2020 12:56 pm", "content": "" } ] }, { "author": "SoShootMe", "content": "With regards to binding sockets, the \"TL;DR\" version is that in my experience, typical clients don't explicitly bind to a particular address (or port) but may provide an option to do so, and typical servers bind to what they're configured to, with a default of either any (one socket; TCP and sometimes UDP) or all addresses (one socket per address; only UDP). This is separate to IP version considerations. \n \nThe IPv4/IPv6 side is different on clients and servers. For clients, because of the above it's basically about choosing a destination address: trying each in turn, in the order provided, whether IPv4 or IPv6, is one approach indicated in RFC6724 (as quoted by the OP) and works well in many cases: attempting an IPv6 address will fail immediately as the OP described in the (common, currently) case of full IPv4 connectivity but the only IPv6 being link-local. For servers, portability is probably the biggest challenge due to variation between (and within) platforms, notably around IPv6-mapped IPv4, but network code portability in general is not a new problem.", "date": "2020-10-24T01:40:32+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Oct 23, 2020 3:44 pm", "content": "" }, { "author": "SoShootMe wrote: Fri Oct 23, 2020 12:56 pm", "content": "" } ] }, { "author": "justarandomgeek", "content": "Most software i've interacted with defaults to binding to all addresses on the machine unless configured to a single interface/address (or, in really nice ones, a list of them).", "date": "2020-10-30T04:31:02+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Oct 23, 2020 3:44 pm", "content": "" } ] }, { "author": "blahfasel2000", "content": "Google reports that 30% of their users are using their services through native IPv6: https://www.google.com/intl/en/ipv6/statistics.html \nIn some countries (Germany and India for example) IPv6 adoption has reached 50% already. And the numbers are going up steadily. \n \nAlso, in more and more countries you can't actually get a new internet connection with native IPv4 anymore, unless you pay extra for a business account. Access to IPv4 is provided through DS-Lite tunneling, which means you are basically behind a NAT shared with many other customers, with no control over it (no port forwarding!). So for more and more people IPv6 is the only option when they want to host a game. \n \n\nThe once common problem of broken systems having IPv6 configured for some reason but having no internet connectivity has been more or less weeded out years ago (see https://en.wikipedia.org/wiki/World_IPv ... Launch_Day ). Today you can basically just assume that if a system has a public IPv6 address configured then it will have proper IPv6 internet connectivity.", "date": "2020-10-30T14:09:13+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 9:24 pm", "content": "" }, { "author": "Rseding91 wrote: Wed Oct 21, 2020 4:14 pm", "content": "" } ] }, { "author": "Squelch", "content": "Maybe this example code for the Happy Eyeballs algorithm may be of help? \n \n https://github.com/shtrom/happy-eyeballs-c", "date": "2020-10-30T15:20:04+00:00", "quotes": [] }, { "author": "", "content": "So I looked into this. To my understanding this is what happens: \n \n \nWhen resolving addresses Factorio will call getaddrinfo and then use the first ipv4 address, otherwise the first ipv6 address. The preference for ipv4, while not technically correct, is not the problem. \n \nThe problem is not respecting RFC 6724, section 2. Currently Factorio takes the first address and uses it everywhere. \n \nUnfortunately implementing this correctly will mean a serious refactor of how we handle and save addresses. \nAlso since we use UDP, correctly and quickly choosing the correct address to connect to probably means updating our network protocol. \nI'm not sure if this is worth the effort. In practice, I don't really see the current implementation causing problems that can't be worked around(in the most common use cases). \n \nThat implementation works for TCP, but we use UDP. \nAlso, in my opinion RFC 6555 is solving a problem that really shouldn't exist, but that's irrelevant.", "date": "2020-11-02T14:30:00+00:00", "quotes": [ { "author": "Squelch wrote: Fri Oct 30, 2020 3:20 pm", "content": "" } ] }, { "author": "justarandomgeek", "content": "The big one i see is that it seems like it would be impossible to host a game that's accessible to both ipv4-only and ipv6-only clients, if the server is only binding to a single address (as opposed to the more common all-addresses-on-machine)", "date": "2020-11-02T14:33:47+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Nov 02, 2020 2:30 pm", "content": "" } ] }, { "author": "Squelch", "content": "I meant it as a hint under the assumption that TCP was being used for initial server/client setup. I later found RFC 6936 outlining the use of zero checksum datagrams over IPv6. It would appear that it's not simple, and if it also needs a major netcode refactor, then that makes it just that bit harder. I do foresee it becoming more of a problem as time goes on, so there's only so long before it will need to be addressed.", "date": "2020-11-02T14:52:29+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Nov 02, 2020 2:30 pm", "content": "" } ] }, { "author": "", "content": "That's more of a feature request of being able to bind to a list of addresses instead of just one, which probably makes sense given the whole ipv4 and ipv6 transition (and will probably make more sense in the future)", "date": "2020-11-02T15:15:33+00:00", "quotes": [ { "author": "justarandomgeek wrote: Mon Nov 02, 2020 2:33 pm", "content": "" } ] }, { "author": "SoShootMe", "content": "It's not strictly necessary to allow binding to a list of addresses to support IPv4-only and IPv6-only clients on the same server: most platforms allow a single IPv6 socket bound to the wildcard address, by default or with appropriate setup (IPV6_V6ONLY off), to be used to serve both IPv4 and IPv6 clients. \n \nThis works well for a TCP server, and usually also for a UDP server, but there are certain network configurations - regardless of IP version or versions - where a single socket bound to the wildcard address can precipitate problems for a UDP server. Without going into details (I'm happy to if there's interest), the end result is that multiple sockets is the best way to support such configurations in a UDP server.", "date": "2020-11-03T11:30:37+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Nov 02, 2020 3:15 pm", "content": "" }, { "author": "justarandomgeek wrote: Mon Nov 02, 2020 2:33 pm", "content": "" } ] } ]
16
2020-06-26T17:19:11-05:00
forum-topic-123398
123398
Come play with me
Multiplayer
https://forums.factorio.com/viewtopic.php?t=123398
gamesmaster879
Hi, I'm in the UK, currently playing quite a lot on my server which has a well-established base on Vulcanus, a functional space platform which can move between Nauvis and Vulcanus, and a discarded base on Nauvis (I left Nauvis, headed to Vulcanus, and haven't gone back). Come play with me! (I have about 900 hours of Factorio experience, but all but 50 hours of it are pre-Space Age)
[ { "author": "Hopscotch1337", "content": "I am looking for a mutliplayer session long ago, have completed space age and want to go bigger. \n \nAre you using any mods? \nIs your server dedicated or 24/7 online? \nDo you have any goals or just want to finishing space age? \n \nGreetings, \nhops", "date": "2024-12-01T10:40:42+00:00", "quotes": [] } ]
1
2024-11-30T14:42:46-06:00
forum-topic-91770
91770
[1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
Pending
https://forums.factorio.com/viewtopic.php?t=91770
luketyleruk
last of the script. 762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53 790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9 790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.' 793.464 Info ServerMultiplayerManager.cpp:113: Disconnecting multiplayer connection. 793.464 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(InGame) to(DisconnectingScheduled) 793.690 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection. 793.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(DisconnectingScheduled) to(Closed) 793.690 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/remove-game/8647461 794.010 Info UDPSocket.cpp:218: Closing socket 794.010 Info UDPSocket.cpp:248: Socket closed 794.010 Info UDPSocket.cpp:218: Closing socket 794.124 Info UDPSocket.cpp:218: Closing socket 794.124 Info UDPSocket.cpp:248: Socket closed 794.128 Goodbye
[ { "author": "", "content": "Post the complete log.", "date": "2020-11-24T15:35:28+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "Code: Select all 0.002 2020-11-24 15:00:44; Factorio 1.1.0 (build 56997, linux64, headless)\n 0.070 Operating system: Linux (Debian 10)\n 0.071 Program arguments: \"./bin/x64/factorio\" \"--port\" \"34197\" \"--server-settings\" \"data/server-settings.json\" \"--start-server\" \"mega.zip\" \n 0.071 Read data path: /home/container/data\n 0.071 Write data path: /home/container [16875/40007MB]\n 0.071 Binaries path: /home/container/bin\n 0.076 System info: [CPU: QEMU Virtual CPU version 2.5+, 4 cores, RAM: 11981 MB]\n 0.076 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>\n 0.076 Running in headless mode\n 0.119 Loading mod core 0.0.0 (data.lua)\n 0.164 Loading mod base 1.1.0 (data.lua)\n 0.395 Loading mod base 1.1.0 (data-updates.lua)\n 0.503 Checksum for core: 1359792165\n 0.503 Checksum of base: 2334436397\n 0.652 Prototype list checksum: 1154245852\n 0.686 Info PlayerData.cpp:70: Local player-data.json available, timestamp 1606230042\n 0.686 Info PlayerData.cpp:77: Cloud player-data.json unavailable\n 0.689 Factorio initialised\n 0.690 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).\n 0.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)\n 0.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)\n 0.690 Loading map /home/container/mega.zip: 278226999 bytes.\n 0.701 Loading level.dat: 678435850 bytes.\n 0.705 Info Scenario.cpp:199: Map version 1.1.0-40\n 15.147 Loading script.dat: 425 bytes.\n 15.150 Checksum for script /home/container/temp/currently-playing/control.lua: 2384004003\n 15.298 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))\n 15.298 Hosting game at IP ADDR:({0.0.0.0:34197})\n 15.298 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=4\n 15.687 Info AuthServerConnector.cpp:68: Obtained serverPadlock for serverHash (9ZMM5Gwuo1KmweJWtNCEvel9jVPs6ky8) from the auth server.\n 15.687 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(CreatingGame) to(InGame)\n 15.784 Info ServerRouter.cpp:636: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address\n 15.785 Info UDPSocket.cpp:39: Opening socket for broadcast\n 15.785 Info CommandLineMultiplayer.cpp:278: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20\n 15.870 Info ServerRouter.cpp:519: Own address is IP ADDR:({51.77.226.83:34197}) (confirmed by pingpong1)\n 15.887 Info ServerRouter.cpp:519: Own address is IP ADDR:({51.77.226.83:34197}) (confirmed by pingpong3)\n 16.038 Info ServerRouter.cpp:519: Own address is IP ADDR:({51.77.226.83:34197}) (confirmed by pingpong4)\n 16.279 Info MatchingServer.cpp:114: Matching server game `8647461` has been created.\n 16.291 Info ServerMultiplayerManager.cpp:712: Matching server connection resumed\n 27.907 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({213.104.125.23:2094}))\n 27.907 Info ServerRouter.cpp:602: Generated hmac(dAtxadx7ezOvHsPfLEgoUQ==) and serverKey(xkcvXViSFKZZ1mIyVCOunw==) for username(ColonelWill) differ. Generated from message(ColonelWill_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124145121).\n 27.907 Refusing connection for address (IP ADDR:({213.104.125.23:2094})), username (ColonelWill). UserVerificationMismatch\n 28.662 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({213.104.125.23:2098}))\n 28.662 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({213.104.125.23:2098})).\n 28.662 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(383) adding peer(1)\n 28.679 Warning WriteFileGuard.cpp:96: Couldn't chown /home/container/player-data.tmp.json: Operation not permitted\n 28.680 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGame) to(InGameSavingMap)\n 28.748 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap)\n 35.111 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({217.137.42.72:1403}))\n 35.111 Info ServerRouter.cpp:602: Generated hmac(cW9Wuz9RhknDO+c7kBZFqg==) and serverKey(g7IB7udPhrOIBmqagnrHIQ==) for username(studix2002) differ. Generated from message(studix2002_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124145128).\n 35.111 Refusing connection for address (IP ADDR:({217.137.42.72:1403})), username (studix2002). UserVerificationMismatch\n 36.173 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({217.137.42.72:1406}))\n 36.173 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({217.137.42.72:1406})).\n 36.173 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(606) adding peer(2)\n 36.275 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(2) oldState(Ready) newState(ConnectedWaitingForMap)\n 37.568 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({82.11.248.109:57122}))\n 37.568 Info ServerRouter.cpp:602: Generated hmac(+qZ+Lx31Ia3C12zGax2UcQ==) and serverKey(+OXcWLKnLm/o+eK5XsrZ2g==) for username(lukus) differ. Generated from message(lukus_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124144739).\n 37.568 Refusing connection for address (IP ADDR:({82.11.248.109:57122})), username (lukus). UserVerificationMismatch\n 38.105 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({82.11.248.109:59264}))\n 38.105 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({82.11.248.109:59264})).\n 38.105 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(664) adding peer(3)\n 38.155 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(3) oldState(Ready) newState(ConnectedWaitingForMap)\n 40.447 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-0.zip) for peer(1) size(277641637) crc(2030808986)\n 40.447 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-0.zip) for peer(2) size(277641637) crc(2030808986)\n 40.447 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-0.zip) for peer(3) size(277641637) crc(2030808986)\n 40.447 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGameSavingMap) to(InGame)\n 40.564 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(3) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 40.615 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(1) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 40.682 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(2) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 41.643 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({81.140.239.206:50204}))\n 41.643 Info ServerRouter.cpp:602: Generated hmac(rOoHPgHse/XlD0XewYsWJg==) and serverKey(x1Afi5pQVj77kBez22BxuQ==) for username(Higiey) differ. Generated from message(Higiey_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124145615).\n 41.644 Refusing connection for address (IP ADDR:({81.140.239.206:50204})), username (Higiey). UserVerificationMismatch\n 42.287 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({81.140.239.206:58614}))\n 42.287 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({81.140.239.206:58614})).\n 42.287 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(780) adding peer(4)\n 42.305 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGame) to(InGameSavingMap)\n 42.461 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(4) oldState(Ready) newState(ConnectedWaitingForMap)\n 54.197 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-1.zip) for peer(4) size(277641637) crc(1592605191)\n 54.197 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGameSavingMap) to(InGame)\n 54.424 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(4) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 113.311 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(3) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 120.791 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({5.146.195.184:52859}))\n 120.791 Refusing connection for address (IP ADDR:({5.146.195.184:52859})), username (posteule). UserVerificationMissing\n 121.641 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({5.146.195.184:52939}))\n 121.641 Refusing connection for address (IP ADDR:({5.146.195.184:52939})), username (posteule). PasswordMissing\n 128.374 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({5.146.195.184:52991}))\n 128.374 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({5.146.195.184:52991})).\n 128.374 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(3378) adding peer(5)\n 128.391 Info ServerMultiplayerManager.cpp:780: updateTick(27513970) changing state from(InGame) to(InGameSavingMap)\n 128.437 Info ServerMultiplayerManager.cpp:930: updateTick(27513970) received stateChanged peerID(5) oldState(Ready) newState(ConnectedWaitingForMap)\n 128.808 Info ServerMultiplayerManager.cpp:930: updateTick(27513970) received stateChanged peerID(4) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 137.745 Info ServerMultiplayerManager.cpp:930: updateTick(27513970) received stateChanged peerID(3) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 140.242 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513970) Serving map(/home/container/temp/mp-save-2.zip) for peer(5) size(277591974) crc(3012265541)\n 140.242 Info ServerMultiplayerManager.cpp:780: updateTick(27513970) changing state from(InGameSavingMap) to(InGame)\n 140.421 Info ServerMultiplayerManager.cpp:930: updateTick(27513984) received stateChanged peerID(5) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 147.080 Info ServerMultiplayerManager.cpp:930: updateTick(27514384) received stateChanged peerID(4) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 147.815 Info ServerMultiplayerManager.cpp:930: updateTick(27514428) received stateChanged peerID(1) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 155.692 Info ServerMultiplayerManager.cpp:930: updateTick(27514901) received stateChanged peerID(3) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 155.694 Info GameActionHandler.cpp:4976: UpdateTick (27514901) processed PlayerJoinGame peerID(3) playerIndex(10) mode(connect) \n 155.798 Info ServerMultiplayerManager.cpp:930: updateTick(27514907) received stateChanged peerID(3) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 166.777 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(1) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 173.219 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(4) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 173.287 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(4) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 175.250 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(5) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 189.063 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(1) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 189.198 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(1) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 195.219 Info GameActionHandler.cpp:4976: UpdateTick (27515326) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n 195.219 Info GameActionHandler.cpp:4976: UpdateTick (27515326) processed PlayerJoinGame peerID(4) playerIndex(33) mode(connect) \n 210.254 Info ServerMultiplayerManager.cpp:930: updateTick(27516229) received stateChanged peerID(5) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 307.029 Info ServerMultiplayerManager.cpp:930: updateTick(27522014) received stateChanged peerID(5) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 307.030 Info GameActionHandler.cpp:4976: UpdateTick (27522014) processed PlayerJoinGame peerID(5) playerIndex(41) mode(connect) \n 307.119 Info ServerMultiplayerManager.cpp:930: updateTick(27522020) received stateChanged peerID(5) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 436.657 Info ServerMultiplayerManager.cpp:930: updateTick(27529787) received stateChanged peerID(2) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 466.526 Info ServerMultiplayerManager.cpp:930: updateTick(27531579) received stateChanged peerID(2) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 743.681 Info ServerMultiplayerManager.cpp:930: updateTick(27539658) received stateChanged peerID(2) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 743.766 Info ServerMultiplayerManager.cpp:930: updateTick(27539658) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 756.914 Info GameActionHandler.cpp:4976: UpdateTick (27539658) processed PlayerJoinGame peerID(2) playerIndex(3) mode(connect) \n 762.618 Info AppManager.cpp:285: Saving to _autosave5 (non-blocking).\n 762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53\n 790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9\n 790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'\n 793.464 Info ServerMultiplayerManager.cpp:113: Disconnecting multiplayer connection.\n 793.464 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(InGame) to(DisconnectingScheduled)\n 793.690 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.\n 793.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(DisconnectingScheduled) to(Closed)\n 793.690 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/remove-game/8647461\n 794.010 Info UDPSocket.cpp:218: Closing socket\n 794.010 Info UDPSocket.cpp:248: Socket closed\n 794.010 Info UDPSocket.cpp:218: Closing socket\n 794.124 Info UDPSocket.cpp:218: Closing socket\n 794.124 Info UDPSocket.cpp:248: Socket closed\n 794.128 Goodbye", "date": "2020-11-24T15:43:14+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "just found a link about the crash on auto save, just looked at that and i think this is same issue, just testing now", "date": "2020-11-24T16:18:26+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "looks like the autosave was killing the server, i turned off autosave and seems stable atm, might have another issue with the Child 53 thing.", "date": "2020-11-24T16:40:10+00:00", "quotes": [] }, { "author": "", "content": "I think it's a different manifestation of 82786 .", "date": "2020-11-24T16:41:33+00:00", "quotes": [] }, { "author": "movax20h", "content": "Do you have any mods? I heard sometimes mods might cause asynchronous auto save to crash. \n \nIf it is unmodded, if you can share the save, I can test async autosave on my Linux machine. I personally use async autosave for a long time, (vanilla, no mods), and never had a crash, even on hugs bases, and frequent autosaves.", "date": "2020-11-24T21:08:29+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "no mods, save file is attached", "date": "2020-11-25T15:27:45+00:00", "quotes": [] }, { "author": "Squelch", "content": "It does seem to be.\n \nWhat's the environment for your headless server? It appears to be virtualised and this might be a factor in the problems encountered with non blocking saves. Can you confirm that you have this set in server settings?", "date": "2020-11-25T17:02:35+00:00", "quotes": [ { "author": "Loewchen wrote: Tue Nov 24, 2020 4:41 pm", "content": "" }, { "author": "luketyleruk wrote: Tue Nov 24, 2020 4:40 pm", "content": "" } ] }, { "author": "blahfasel2000", "content": "Signal 9 is SIGKILL. Assuming noone was messing around and manually killing processes on the server the most likely explanation is that the OP's server simply ran out of memory, which caused the OOM killer to kill the autosave process (the OOM killer uses SIGKILL). \n \nOP, if you still have the server's kernel message logs from the time of the crash, please take a look to confirm, there should be a bunch of kernel message about the OOM killer (search for \"Out of memory: Kill process\"). \n \nIt doesn't look like those other instances of async autosave crashes/hangs at all to me. Although I would say that in the case of this happening (ie. the child getting SIGKILLed), instead of terminating I think factorio should probably just display an error to players and turn off async saves (odds are that without forking the OOM might not happen again) while continueing to run normally.", "date": "2020-12-22T10:30:35+00:00", "quotes": [] } ]
9
2020-11-24T09:31:31-06:00
forum-topic-127157
127157
LuaSchedule::add_record insert index
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=127157
LuziferSenpai
Hey, it would be awesome if we could give the add_record option a index at which it should insert. Greetz, Luzifer
[ { "author": "", "content": "ok", "date": "2025-02-27T16:53:20+00:00", "quotes": [] } ]
1
2025-02-26T19:51:13-06:00
forum-topic-127227
127227
[2.0.37] Grey line next to car icon when in car
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127227
Quezler
The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car:
[ { "author": "Quezler", "content": "the left side and bottom left corner of the production tab of assembling machines seem to have it too:", "date": "2025-03-03T09:33:00+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-03T16:03:29+00:00", "quotes": [] } ]
2
2025-03-02T10:15:54-06:00
forum-topic-124974
124974
[2.0.28] Crash loading save - ElectricNetwork.cpp:633: Missing statistics.
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=124974
Zanko
Hello, Hello! My main save file has begun crashing upon trying to load it. No matter if it's _autosave1 or the manual save I made. If I load a very old save (first trip to fulgora) from 13 hours before, the game does load. I don't know how well redoing 13 hours of work sits with me however. The issue happens if mods are enabled or not. The mods I did have enabled at the time of "corruption"? were mostly quality of life, no big overhauls. I've searched the forum for similar incidents, and it seems this has happened before, viewtopic.php?t=109413 I don't believe that to be the issue in this case, but it seemed relevant as the crash message is the same. I have also tried: -Doing a memory test, checked out. -Validating my game files, save didn't load. -Reinstalling game, save didn't load -Restarting my PC, save didn't load. What was I doing before the crash? I don't know what really "caused it" but the game had been open for about 26 hours, and I was currently in the process of building/moving/creating new space platforms. Code: Select all 0.000 2024-12-22 17:25:23; Factorio 2.0.28 (build 81088, win64, steam, space-age) 0.000 Operating system: Windows 11 (build 22631) 0.000 Initializing Steam API. 0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.000 Config path: C:/Users/wool9/AppData/Roaming/Factorio/config/config.ini 0.000 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.000 Write data path: C:/Users/wool9/AppData/Roaming/Factorio [289780/1907214MB] 0.000 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: AMD Ryzen 5 7600 6-Core Processor, 12 cores, RAM: 17850/130168 MB, page: 44537/138360 MB, virtual: 4352/134217727 MB, extended virtual: 0 MB] 0.027 Memory info: 0.027 [0]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [1]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [2]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [3]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.056 Display options: [FullScreen: false] [VSync: true] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.355 Video driver: windows 0.355 Available displays: 3 0.356 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3090 {0x05, [0,0], 2560x1440, 32bit, 120Hz} 0.356 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3090 {0x01, [-1440,181], 1440x900, 32bit, 60Hz} 0.357 [2]: \\.\DISPLAY3 - NVIDIA GeForce RTX 3090 {0x01, [2560,7], 1920x1080, 32bit, 60Hz} 0.384 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 0.513 Initialised Direct3D[0]: NVIDIA GeForce RTX 3090; id: 10de-2204; driver: nvldumdx.dll 32.0.15.6590 0.513 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.513 [Local Video Memory] Budget: 23558MB, CurrentUsage: 8MB, Reservation: 0/11907MB 0.513 [Non-Local Vid.Mem.] Budget: 64316MB, CurrentUsage: 0MB, Reservation: 0/32286MB 0.513 Tiled resources: Tier 2 0.513 Unified Memory Architecture: No 0.513 BGR 565 Supported: Yes 0.513 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.513 Graphics settings preset: very-high 0.513 Dedicated video memory size 24326 MB 0.547 Desktop composition is active. 0.547 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.547 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:10,C:10,S:120] 0.574 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.661 Info ModManager.cpp:438: FeatureFlag expansion-shaders = true 0.661 Info ModManager.cpp:438: FeatureFlag freezing = true 0.661 Info ModManager.cpp:438: FeatureFlag quality = true 0.661 Info ModManager.cpp:438: FeatureFlag rail-bridges = true 0.661 Info ModManager.cpp:438: FeatureFlag segmented-units = true 0.661 Info ModManager.cpp:438: FeatureFlag space-travel = true 0.661 Info ModManager.cpp:438: FeatureFlag spoiling = true 0.663 Loading mod settings squeak-through-2 0.1.2 (settings.lua) 0.663 Loading mod settings AutoSwitchTechs 1.3.1 (settings.lua) 0.663 Loading mod settings even-distribution 2.0.2 (settings.lua) 0.664 Loading mod settings fluid-void-extra 1.6.0 (settings.lua) 0.664 Loading mod settings omnimatter_move_renasci 1.0.0 (settings.lua) 0.664 Loading mod settings pump 2.1.8 (settings.lua) 0.664 Loading mod settings cybersyn 2.0.16 (settings.lua) 0.664 Loading mod settings RateCalculator 3.3.5 (settings.lua) 0.664 Loading mod settings RitnWaterfill 1.5.3 (settings.lua) 0.665 Loading mod settings aai-containers 0.3.1 (settings.lua) 0.665 Loading mod settings loaders-modernized 0.7.8 (settings.lua) 0.665 Loading mod settings loaders-modernized 0.7.8 (settings-updates.lua) 0.667 Loading mod core 0.0.0 (data.lua) 0.716 Loading mod base 2.0.28 (data.lua) 0.935 Loading mod AutoSwitchTechs 1.3.1 (data.lua) 0.943 Loading mod elevated-rails 2.0.28 (data.lua) 0.969 Loading mod even-distribution 2.0.2 (data.lua) 0.978 Loading mod flib 0.16.0 (data.lua) 0.989 Loading mod fluid-void-extra 1.6.0 (data.lua) 1.000 Loading mod omnimatter_move_renasci 1.0.0 (data.lua) 1.008 Loading mod pump 2.1.8 (data.lua) 1.020 Loading mod quality 2.0.28 (data.lua) 1.045 Loading mod some-luaconsole 2.0.3 (data.lua) 1.054 Loading mod cybersyn 2.0.16 (data.lua) 1.064 Loading mod factoryplanner 2.0.16 (data.lua) 1.071 Loading mod RateCalculator 3.3.5 (data.lua) 1.079 Loading mod RitnWaterfill 1.5.3 (data.lua) 1.087 Loading mod space-age 2.0.28 (data.lua) 1.456 Loading mod aai-containers 0.3.1 (data.lua) 1.475 Loading mod loaders-modernized 0.7.8 (data.lua) 1.493 Loading mod base 2.0.28 (data-updates.lua) 1.509 Loading mod CleanFloor 2.0.0 (data-updates.lua) 1.521 Loading mod quality 2.0.28 (data-updates.lua) 1.548 Loading mod space-age 2.0.28 (data-updates.lua) 1.561 Loading mod loaders-modernized 0.7.8 (data-updates.lua) 1.575 Loading mod squeak-through-2 0.1.2 (data-final-fixes.lua) 1.591 Loading mod pump 2.1.8 (data-final-fixes.lua) 1.594 Script @__pump__/data-final-fixes.lua:4: Map of which extractors are usable for each fluid type: 1.594 Script @__pump__/data-final-fixes.lua:5: { ["basic-fluid"] = { extractors = { "pumpjack" }, fluids = { "crude-oil", "sulfuric-acid-geyser", "lithium-brine", "fluorine-vent" } } } 1.606 Loading mod cybersyn 2.0.16 (data-final-fixes.lua) 1.620 Loading mod aai-containers 0.3.1 (data-final-fixes.lua) 1.633 Loading mod loaders-modernized 0.7.8 (data-final-fixes.lua) 1.742 Checksum for core: 283742623 1.742 Checksum of base: 1505520187 1.742 Checksum of CleanFloor: 2254551355 1.742 Checksum of squeak-through-2: 1101572755 1.742 Checksum of AutoSwitchTechs: 1791776663 1.742 Checksum of elevated-rails: 3624276517 1.742 Checksum of even-distribution: 281457414 1.742 Checksum of flib: 728527376 1.742 Checksum of fluid-void-extra: 3230606643 1.743 Checksum of omnimatter_move_renasci: 1193319355 1.743 Checksum of pump: 244163891 1.743 Checksum of quality: 1945933776 1.743 Checksum of RitnLib: 0 1.743 Checksum of some-luaconsole: 1826646908 1.743 Checksum of cybersyn: 337412423 1.743 Checksum of factoryplanner: 1350146402 1.743 Checksum of RateCalculator: 1295360039 1.743 Checksum of RitnWaterfill: 1381852469 1.743 Checksum of space-age: 507955763 1.743 Checksum of aai-containers: 3255584102 1.743 Checksum of loaders-modernized: 3979722326 2.044 Prototype list checksum: 1256966092 2.104 Loading sounds... 2.407 Info PlayerData.cpp:68: Local player-data.json unavailable 2.408 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1734917216 2.410 Post-data load graphics options: [Light occlusion: YES] 2.686 Crop bitmaps. 2.689 Parallel sprite loader initialized (threads: 12, bitmaps: 8215) 12.646 Initial atlas bitmap size is 16384 12.656 Created an atlas bitmap (size 16384x16340) [none] 12.671 Created an atlas bitmap (size 16384x16384) [none] 12.687 Created an atlas bitmap (size 16384x16372) [none] 12.688 Created an atlas bitmap (size 16384x14552) [none] 12.688 Created an atlas bitmap (size 16384x8392) [decal] 12.692 Created an atlas bitmap (size 16384x16384) [low-object] 12.692 Created an atlas bitmap (size 4096x1120) [low-object] 12.693 Created an atlas bitmap (size 16384x13440) [corpse-decay] 12.693 Created an atlas bitmap (size 16384x5596) [none] 12.693 Created an atlas bitmap (size 1676x79) [not-compressed] 12.694 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level] 12.698 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level] 12.698 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level] 12.698 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 12.699 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification] 12.699 Created an atlas bitmap (size 8192x2576) [mipmap] 12.699 Created an atlas bitmap (size 2048x1520) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.700 Created an atlas bitmap (size 8192x4128) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 12.700 Created an atlas bitmap (size 16384x6120) [alpha-mask] 12.715 Created an atlas bitmap (size 16384x16356) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 16384x7684) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 2048x520) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 12.719 Loading 3D bitmaps. 12.734 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 12.748 Parallel sprite loader initialized (threads: 11, bitmaps: 8365) 27.364 Sprites loaded 27.408 Generated mipmaps (4) for atlas [5] of size 16384x16384 27.419 Generated mipmaps (4) for atlas [6] of size 4096x1120 27.430 Generated mipmaps (3) for atlas [10] of size 16384x4208 27.452 Generated mipmaps (3) for atlas [11] of size 16384x16352 27.463 Generated mipmaps (3) for atlas [12] of size 16384x4944 27.475 Generated mipmaps (3) for atlas [13] of size 8192x3872 27.486 Generated mipmaps (3) for atlas [14] of size 4096x3104 27.526 Generated mipmaps (3) for atlas [15] of size 8192x2576 27.538 Generated mipmaps (3) for atlas [16] of size 2048x1520 27.549 Generated mipmaps (3) for atlas [17] of size 4096x3152 27.574 Generated mipmaps (3) for atlas [18] of size 4096x3152 27.585 Generated mipmaps (3) for atlas [19] of size 4096x3152 27.596 Generated mipmaps (5) for atlas [20] of size 8192x4128 27.607 Generated mipmaps (3) for atlas [25] of size 8192x3952 27.633 Custom mipmaps uploaded (3223) 27.656 Video memory usage: 3588.78 MB (Atlases: 3458.48 MB, Textures: 130.30 MB) 27.659 Custom inputs active: 22 27.768 Factorio initialised 27.822 Steam Storage Quota: 23132/23841 38.218 Loading map C:\Users\wool9\AppData\Roaming\Factorio\saves\TheSecondComing.zip: 41470664 bytes. 38.249 Loading level.dat: 153135403 bytes. 38.252 Info Scenario.cpp:178: Map version 2.0.27-3 41.375 Loading blueprint storage: Local timestamp 1734911878, Cloud timestamp 1734914255 Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Energy\ElectricNetwork.cpp(633): ElectricNetwork::checkStatisticsConsistency C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\MapSetupHelper.cpp(184): MapSetupHelper::MapSetupHelper C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\Map.cpp(828): Map::setupEntities C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\Scenario.cpp(331): Scenario::loadFactory C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\ParallelScenarioLoader.cpp(192): ParallelScenarioLoader::doLoad C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7> minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FBA9259D) 00007FF8FBA9259D (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FDA0AF38) 00007FF8FDA0AF38 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 43.396 Error ElectricNetwork.cpp:633: Missing statistics. Connected entities dump: 43.396 Error CrashHandler.cpp:643: Received 22 Logger::writeStacktrace skipped. 43.441 Info CrashHandler.cpp:318: Executable CRC: 2137041080 43.441 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 44.766 Uploading log file 44.784 Error CrashHandler.cpp:270: Heap validation: success. 44.785 Creating crash dump. 44.899 CrashDump success I would like to know if this is something that can be "fixed" (not just for future, but for my save) or if I should just move on and start rebuilding my Fulgora. Either way, I hope it doesn't happen to others!
[ { "author": "", "content": "I believe this save will load in the latest version due to a migration for a different bug. But without finding out why it happened, it could happen again.", "date": "2025-01-20T20:32:41+00:00", "quotes": [] } ]
1
2024-12-22T19:43:39-06:00
forum-topic-110878
110878
Request for new tag/category
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=110878
Pi-C
TLDR Please add a new "Character" tag (or even category) for the mod portal! Why? During the past two years, a number of mods providing new player characters have been released (see the dependency list on my character-selector mod miniMAXIme -- there may still be others I'm not aware of). While some of these mods may affect game play (e.g. by changing inventory size, reach etc.), most of these mods are about changing the appearance of the player character in the game by changing graphics/animations and, possibly, sounds. Especially in multiplayer games, this allows players to better identify each other (player color is no longer the only distinction). In my opinion, none of the tags available as of today really covers such mods. One tag ("Cheats") has the description "Play it your way" -- but obviously, using different graphics for your character is not really cheaty but rather a matter of personal taste. A new category "Characters" could make sense as well. Among the categories currently available, "Tweaks: Small changes concerning balance, gameplay, or graphics" seems the one to fit best. However, I wouldn't call the changes to graphics "small" as most of the character mods are not about scaling or recoloring the vanilla character, but create new characters from scratch.
[ { "author": "ChakatStormCloud", "content": "This, for the love of god this, searching for character replacements is a nightmare at present. Since there's really no good way to search for them, other than a handful of keywords that get used intermittently in the description, if there even is one. I've had more luck searching by mods that depend on the character helper mod, to the point that close to half of them I was only able to find through that method, and meaning there's probably still a handful of ones I've missed.", "date": "2024-11-07T16:08:06+00:00", "quotes": [] }, { "author": "UselessAqua", "content": "Yes, please. I don't won't to get bothered by people that tag there characters with literally all tags available and no option to report/block those creators.", "date": "2024-12-21T22:13:01+00:00", "quotes": [] }, { "author": "heyqule", "content": "They should add one for planets too.", "date": "2025-01-18T23:22:15+00:00", "quotes": [] }, { "author": "Dae", "content": "+1 for planets", "date": "2025-02-01T09:18:58+00:00", "quotes": [] } ]
4
2024-01-22T09:41:09-06:00
forum-topic-124828
124828
[2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=124828
berggen
https://lua-api.factorio.com/latest/cla ... quest_path says and links to https://lua-api.factorio.com/latest/cla ... et_command . That anchor is not present. I believe this should instead link to https://lua-api.factorio.com/latest/cla ... et_command , possibly with a tip about how to access from LuaEntity?
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T17:43:10+00:00", "quotes": [] } ]
1
2024-12-20T11:54:59-06:00
forum-topic-25133
25133
South Africa Co-Op ???
Multiplayer
https://forums.factorio.com/viewtopic.php?t=25133
PUNISHER989
Are there anyone Hosting a server in South Africa or close by? Looking for a Multiplayer server i can join,
[ { "author": "PUNISHER989", "content": "So many views, and no response. I can connect to EU servers just fine, just haven't found a server that hasn't been over run by the aliens. \nIm not a noob, i have played a few maps. so if you are out there, let me know.", "date": "2016-05-11T08:10:45+00:00", "quotes": [] }, { "author": "Phillip_Lynx", "content": "Maybe make an own server and tell here, so you can invite people?", "date": "2016-05-11T08:56:35+00:00", "quotes": [] }, { "author": "PUNISHER989", "content": "not in my capability to do so.", "date": "2016-06-15T09:48:56+00:00", "quotes": [ { "author": "Phillip_Lynx wrote:", "content": "" } ] }, { "author": "Capayo", "content": "I live in South Africa, If it's not too late I'd love to host a server to play on. I'm getting tired of the lag on EU servers.", "date": "2017-04-03T14:16:38+00:00", "quotes": [] }, { "author": "DBNULL", "content": "I'll join. Got no one else in SA to play with.", "date": "2017-05-02T10:50:43+00:00", "quotes": [] }, { "author": "rndmremy", "content": "looks your way. *Shows Interest*", "date": "2017-07-25T09:28:00+00:00", "quotes": [] }, { "author": "wingspan", "content": "Ok Lets Do this! \nIf we have 3 People here I will hire a Server!!", "date": "2018-03-27T11:23:18+00:00", "quotes": [] }, { "author": "Thejudge999", "content": "Wink wink *Shows interest*", "date": "2018-04-11T13:15:22+00:00", "quotes": [] }, { "author": "lukazoid", "content": "I'd be keen but not too active with multiplayer as I'm playing with mods a lot", "date": "2018-04-11T22:23:38+00:00", "quotes": [] }, { "author": "Sicarus", "content": "Is this still happening? If not, will it? South Africa really needs more servers in a lot of games...", "date": "2018-05-13T22:22:35+00:00", "quotes": [] }, { "author": "x10sion", "content": "Im looking to join a server a well!!! Havn't played the game in a while but i am keen to join one if one has become available?", "date": "2018-11-22T12:36:06+00:00", "quotes": [] }, { "author": "K4G", "content": "Any one in SA want to play co-op thx", "date": "2024-09-10T10:30:56+00:00", "quotes": [] }, { "author": "Danx", "content": "Add me on WhatsApp plz ‪+27 81 269 8746‬", "date": "2025-01-24T16:12:51+00:00", "quotes": [ { "author": "K4G wrote: Tue Sep 10, 2024 10:30 am", "content": "" } ] } ]
13
2016-05-10T08:39:54-05:00
forum-topic-113783
113783
Free Icon Resource: 400+ Item/Fluid/Tech Icons
Texture Packs
https://forums.factorio.com/viewtopic.php?t=113783
CmmdrNeverborn
I've been working on a mod, but decided to put it on hold for the time being. If you'd like to use the renders I made for it, they are organized into a GitHub repository here. Free for personal or commercial use, so feel free to edit, adapt, redistribute or otherwise transmogrify the images to suit your needs. Happy modding!
[ { "author": "Saiph", "content": "Nice work! I love the Sardine Tin!", "date": "2024-10-25T23:30:59+00:00", "quotes": [] } ]
1
2024-06-07T19:02:52-05:00
forum-topic-122358
122358
Show actual required Factorio version in downloads page
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=122358
rimbas
The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release. This should help users with finding which mod version to download if for example there's an extended Factorio experimental phase. Mockup
[]
0
2024-11-21T02:15:07-06:00
forum-topic-77315
77315
Problems with making sand using the centrifuge.
DyWorld
https://forums.factorio.com/viewtopic.php?t=77315
Yaaman42
I've set up a centrifuge to make sand from water using resin filters. I have an assembler making the filter direct inserting them into the centrifuge and a filter inserter to remove the empty filter and make a new resin filter. However, the centrifuge gets stuck. If I connect a tank to the water OUTPUT of the centrifuge, it will run. However, how do I get rid of the water? Just use a "recycler" to burn it away. Is there a better way? Also I have problems doing the math on all the different boilers and steam engines. Anyone who can help will be much appreciated. Having lots of fun with the mod. It got me back to the game after watching KatherineOfSky on YouTube. I have about a thousand hours in vanilla...
[ { "author": "Yaaman42", "content": "Perhaps a waste pipe that works like an inverse offshore pump would be a cool item to have?", "date": "2019-10-28T20:20:49+00:00", "quotes": [] } ]
1
2019-10-28T15:19:00-05:00
forum-topic-101110
101110
Normal6969 learns to do modpacks here. :)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=101110
Normal69
Yes I know it is terrible to upload this unprepared for the rigorous rules and guildelines early in the morning. I am just happy that the mods together are still working together - and I feel the same if I gave you some new ideas. In theory you will be able to import the pack with ModMyFactory: https://github.com/Artentus/ModMyFactory2/releases The importable file is the one you dowload and unzip from the bottom. Some recap of how this became: My favourite games are those which I could transform with mods to my unrefined tastes. It's a hobby. Krastorio 2 and Space Exploration are already compatible, after looking around I've spiced them up with several interesting, dangerous and quality of life mods, trying to keep in mind the loading time and how well it runs. Always check the mod options fully. A lot of combinations were taken from other modpacks I've tried to play, I encourage you to do the same. I have an ongoing playthru, where my character and knowledge survives the world-reset after overhauling the pack again and again. I'd also be glad if you direct me to a text based FAQ how can I upload this to the mod portal as a real pack. Please? Updated the mods (202-01-08), removed Map Cleanup as it caused errors (after map restart via NewGame+, and missing chunks in Factorissimo houses). Have fun!
[ { "author": "Normal69", "content": "It seems that these mods need to be activated whatever I do : \n-Bio Industries \n-Shield Projector \n \nJust edited the files. Hope they are right now. \nThose 12 people who downloaded it: \nI'd be happy to have some feedback.", "date": "2022-01-04T17:38:21+00:00", "quotes": [] }, { "author": "Normal69", "content": "See a short recap what kinds of mods are there: \n \naai-industry\t\t\t\t\t- some light recipe and research modifications, a bit more burner stuff \naai-programmable-structures\t\t- automated control, depos, garages, auto-deployment of vehicles \naai-programmable-vehicles\t\t- for automated vehicles (can be set up like a strategy game) \naai-signal-transmission\t\t\t- wireless logisctics even between planets \naai-signals\t\t\t\t\t\t- special signal types for the above \naai-vehicles-chaingunner\t\t- your usual turret on tracks \naai-vehicles-flame-tank\t\t\t- scaled up spider exterminator \naai-vehicles-flame-tumbler\t\t- a crash-proof racecar with flamers \naai-vehicles-hauler\t\t\t\t- a transport truck (my low-level long range transport - use shipt clicks to set up a route-loop, then set the vehicle on it) \naai-vehicles-laser-tank\t\t\t- your energy turret on tracks \naai-vehicles-miner\t\t\t\t- moving mine, park it on an ore patch, also harvests wood and uses it as fuel \naai-vehicles-warden\t\t\t\t- a multipurpose armed repair vehicle \naai-zones\t\t\t\t\t\t- set up restricted zones for the programmed auto-behaviors above \nAfraidOfTheDark\t\t\t\t\t- better flashlight and lamps \nAircraft\t\t\t\t\t\t- from a simple scout ro the flying fortress, AAI covers them too \nalien-biomes\t\t\t\t\t- biomes on different planets \nBig_Brother\t\t\t\t\t\t- surveillance buildings \nBio_Industries\t\t\t\t\t- biology related factories, terraformers, but compressed logistics, like solar farm, power pole and substation \nbobinserters\t\t\t\t\t- after several researches, tell your inserters exactly where from/to move \nBottleneck\t\t\t\t\t\t- icons will show problems with production lines \nbullet-trails\t\t\t\t\t- nice looks \ncar-finder\t\t\t\t\t\t- where I've parked? \nCold_biters\t\t\t\t\t\t- cold themed enemies for cold biomes, several researches and stuff \ncombat-mechanics-overhaul\t\t- combat-related settings, for example shots don't go over walls, acid pools don't hurt fliers, and such \nCompanion_Drones\t\t\t\t- your personal entourage of death-buld drones \nCopyPasteModules\t\t\t\t- copy module setup with recipes \nEnhanced_Map_Colors\t\t\t\t- nice \neven-distribution\t\t\t\t- draging your items over containers distribute them evenly \nExplosive_biters\t\t\t\t- hot themed enemies for hot biomes, several researches and stuff \nFactorissimo2\t\t\t\t\t- different sized houses with bigger, but limited surfaces, makes it easier to group and move your factories (use Factory Bulk Transfer Pipes for fluid trasfer) \nfactoryplanner\t\t\t\t\t- play your ftroughput and craft speed \nFill4Me\t\t\t\t\t\t\t- auto filling fuel into anything placed down \nflib\t\t\t\t\t\t\t- library mod for other stuff \nFlow Control\t\t\t\t\t- fixed shapes for pipes, for tight areas \nFNEI\t\t\t\t\t\t\t- search all recipes \ngrappling-gun\t\t\t\t\t- shoot where you want to go \ninformatron\t\t\t\t\t\t- wiki mod for AAI and Space Exploration \njetpack\t\t\t\t\t\t\t- fly with fuel, an armor module \nKrastorio2\t\t\t\t\t\t- a difficulty and function overhaul, the end-game is to open a wormhole to message home, lots of interesting and useful stuff \nKrastorio2Assets\t\t\t\t- library mod for other stuff \nmanual-inventory-sort\t\t\t- sort inventories with a button combo or click (I set up the buttons) \nMF_Base\t\t\t\t\t\t\t- library mod for other stuff \nMining_Drones\t\t\t\t\t- wind up dwarves for mining with a depot - no power needed, but pollutes \nMobile_Factory\t\t\t\t\t- 3 kinds of crawler-vehicles, inside can be expanded, has an matter-storage system like Applied Energistics \nMobile_Factory-Jets\t\t\t\t- multipurpose flying drones for that \nMobile_Factory_Graphics\t\t\t- library mod for other stuff \nmore-minimap-autohide-017\t\t- don't get it in the way \nNatural_Evolution_Buildings2\t- buffed up enemies with several researches and buildables \nNewGamePlus\t\t\t\t\t\t- restart your game, but keep evolution/inventory/research intact (a great testing tool, I've used it 5 times already on my playtrough when the mods changed a lot) \nNightfall\t\t\t\t\t\t- enemies come at night \nNova-Natural_Evolution_Enemies\t- library mod for other stuff \nNoxys_Extra_Settings_Info\t\t- in the mod settings tooltips say min/max values too \nNoxys_Trees\t\t\t\t\t\t- tree growth and spread \nNoxys_Waterfill\t\t\t\t\t- amke water holes, research, and crafting is needed \nNPBees2\t\t\t\t\t\t\t- make resources, but needs several researches and complicated production \nqol_research\t\t\t\t\t- better avatar abilities via research \nRateCalculator\t\t\t\t\t- select a production line, it auto-calculates the speed of components and recipes \nReactor Interface\t\t\t\t- a logistic connection for start/stop a reactor \nrobot_attrition\t\t\t\t\t- drones can break down on different planets \nRobot_Battery_Research\t\t\t- as it says \nRPGsystem\t\t\t\t\t\t- better avatar abilities via combat experience \nshield-projector\t\t\t\t- as it says, needed for Space Exploration to protect your ship from meteors \nspace-exploration\t\t\t\t- your quadrant of galaxy to explore, huge amount of new stuff, really extended engame to fly home in a huge built starchip \nspace-exploration-graphics\t\t- library mod for other stuff \nspace-exploration-graphics-2\t- library mod for other stuff \nspace-exploration-graphics-3\t- library mod for other stuff \nspace-exploration-graphics-4\t- library mod for other stuff \nspace-exploration-graphics-5\t- library mod for other stuff \nspace-exploration-postprocess\t- library mod for other stuff, other mod compatibilities \nspidertron-logistics\t\t\t- buffing it with new possibilities, remote control on different planets \nSqueak Through\t\t\t\t\t- you can walk between connecting buildings, and over pipes \nstdlib\t\t\t\t\t\t\t- library mod for other stuff \nTimeTools\t\t\t\t\t\t- change time and day-speed \nTodo-List\t\t\t\t\t\t- don't forget what you wanted to do yesterday, an in-game notepad, assign work to others in multiplayer \nTransport_Drones\t\t\t\t- little cars trasferring resources over prebuilt roads, less laggy than drone network, a lot of different researches \nVehicleSnap\t\t\t\t\t\t- choose degrees of turning to snap to \nVoidChestPlus\t\t\t\t\t- anything you put in, disappears \nWater_Ores\t\t\t\t\t\t- oregen over water", "date": "2022-01-08T07:57:34+00:00", "quotes": [] }, { "author": "Normal69", "content": "By the way, if you speak mordorian, here are some moments: \n https://www.youtube.com/playlist?list=P ... i44x0Ggi4d", "date": "2022-01-08T23:29:13+00:00", "quotes": [] }, { "author": "Normal69", "content": "I'll cross my fingers that there are no problems with this: \n https://mods.factorio.com/mod/unholy_legacy \n \nIt seems that only one version number was mistyped.", "date": "2022-01-10T17:05:42+00:00", "quotes": [] }, { "author": "robot256", "content": "Looks like an ambitious pack! I'll just make a comment that for mods with a lot of mandatory dependencies like Space Exploration, you don't have to include all of its dependencies in your info.json unless you want to peg all of them equal to a specific version. That way, if their list changes, you don't have to update your pack.", "date": "2022-01-10T21:49:46+00:00", "quotes": [] }, { "author": "Normal69", "content": "Thank you! \nDo you mean I should remove lines like these? \n Code: Select all \"shield-projector >= 0.1.3\",\n \"space-exploration-graphics >= 0.5.14\",\n \"space-exploration-graphics-2 >= 0.1.1\",\n \"space-exploration-graphics-3 >= 0.1.1\",\n \"space-exploration-graphics-4 >= 0.1.1\",\n \"space-exploration-graphics-5 >= 0.1.2\",\n \"space-exploration-postprocess >= 0.5.27\",\n \n\nI've thought by using this \"greater than\" version number, any later version would fit in.", "date": "2022-01-16T11:55:26+00:00", "quotes": [ { "author": "robot256 wrote: Mon Jan 10, 2022 9:49 pm", "content": "" } ] }, { "author": "robot256", "content": "Yes, that's right. The Space Exploration mod itself is already a modpack, which sets the versions of everything it needs to function. Anything required there doesn't need to be also listed in yours. More importantly, putting just \"Space Exploration\" in your modpack makes it easy for users to see what's in it without confusing them. (Also reduces the amount of work you need to do, and opportunities for mistakes, copying/updating the Space Exploration dependency list into your list.) \n \nOther mods that fall into this category are Krastorio 2 Assets, Factorio Standard Library, Mobile Factory Graphics, MF: Base, Informatron, Jetpack, AAI Signal Transmission, Alien Biomes, AAI Industries, AAI Signals, AAI Zones. \n \nStrictly speaking, there's no need to specify versions in your modpack for anything if the latest version of everything works together when you first release it. If some mods update and cause a new incompatibility bug, you might need to put a \"=\" version requirement to avoid using the later, breaking version until the bug is fixed. Other than that, you can just have the mod names in your list and if someone has a problem, they just need to update to the latest of everything.", "date": "2022-01-16T16:04:37+00:00", "quotes": [] }, { "author": "Normal69", "content": "Thank you! \nI will notice if something off because I'm currently playing it. \n \nAnother questin: is this arrangement for the pack a problem, or it's enough to remove already standing dependencies (like you wrote) when I'll refresh the pack?", "date": "2022-01-17T16:00:09+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 16, 2022 4:04 pm", "content": "" } ] }, { "author": "robot256", "content": "It's not a problem as it is. You can clean it up later. Have fun!", "date": "2022-01-17T18:29:40+00:00", "quotes": [] }, { "author": "Normal69", "content": "Oh wow, this is wonderful! \n \nSo it would work like this?\n Code: Select all \"TimeTools\",\n \"!Todo-List\",\n \"?Transport_Drones\",\n \n\nPlease confirm. :O", "date": "2022-01-23T19:50:57+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 16, 2022 4:04 pm", "content": "" } ] }, { "author": "robot256", "content": "Yes, just like that! \n \nYou probably saw there are two other dependency prefixes, optional hidden \"(?)\" [to force load order without cluttering the list] and non-ordered \"~\" [intentionally ignore load order], but those aren't needed for modpacks at all.", "date": "2022-01-23T20:09:06+00:00", "quotes": [ { "author": "Normal69 wrote: Sun Jan 23, 2022 7:50 pm", "content": "" } ] }, { "author": "Normal69", "content": "Of course! Would I lie to you? \n \nNo I didn't. \nAll the indo I've got is from looking into other modpack zips. \n \nSo we have a load order? \nWhy? What is it for? How it would react if a ~ mod ignores it? \nSo many questions, and so little time!", "date": "2022-01-27T19:37:10+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 23, 2022 8:09 pm", "content": "" } ] }, { "author": "robot256", "content": "Give the docs a read: https://lua-api.factorio.com/latest/Data-Lifecycle.html \n \nMod A can only reference or modify things made by Mod B if the other mod was loaded first during a particular stage. Mod A includes a dependency on Mod B to make sure that Mod B always loads before it. If Mod C needs to modify Mod A, and includes its own dependency, then the game will always load Mod B, then Mod A, then Mod C. \n \nThis is also the reason that you have to reload the entire game every time you change anything in the mod configuration. Any mod can modify any other mod that loads before it, and slight changes in one mod or its dependencies can change the load order or game state for everything else. \n \nBut what happens if Mod A requires Mod B, and Mod B requires Mod A? That's a circular dependency. Mod B can't change Mod A if Mod A also has to change Mod B because one of them has to load before the other. If, however, Mod B needs Mod A to exist when the game starts but doesn't need to change Mod A during loading, then Mod B can include Mod A as an unordered dependency. No loops, and both mods still get installed together automatically. \n \nThis feature was added specifically for Space Exploration, where the Postprocess script has everything as hard dependencies so it loads last (since it changes all the recipes and technologies based on what you have installed), but the main mod has Postprocess as an unordered dependency so that nobody forgets it by accident.", "date": "2022-01-27T21:51:09+00:00", "quotes": [] }, { "author": "Normal69", "content": "You are a good teacher. \n \nSo my \"modpack mod\" is loaded last as it has hard dependencies for everything, except where - by your wise lead - I've removed the dependent-dependent mods. \n \nI was wondering if I can make a compatibility patch for two mods which have some items duplicated, like sand or oxygen, and you seem to provided the info for that. \nFor example the Krastorio2 one is called Sand and the Mobile Factory one is mfSand.", "date": "2022-01-29T21:45:48+00:00", "quotes": [ { "author": "robot256 wrote: Thu Jan 27, 2022 9:51 pm", "content": "" } ] }, { "author": "robot256", "content": "You could, but it could also be a separate patch mod. Maybe message the author of this one to try adding it: https://mods.factorio.com/mod/MF_Compat \n \nThat type of compatibility fix typically requires looping through every recipe and changing one ingredient name to another. This would go in data-final-fixes.lua.", "date": "2022-01-29T23:58:28+00:00", "quotes": [] }, { "author": "Normal69", "content": "I've dropped him a comment, thanks! \nI lack the exact knowledge, but I've offered him to do the boring Notepad++ work.", "date": "2022-01-30T09:07:37+00:00", "quotes": [ { "author": "robot256 wrote: Sat Jan 29, 2022 11:58 pm", "content": "" } ] }, { "author": "Normal69", "content": "My gaming friend commented on me that I am a chicken and will never reach space. \nSo I've thought about it, and took his hidden wisdom to my hearth. \n \nWent looking around for another modpack-solution for providing more recipe advancements, different paths of going forwards, keeping the adventure aspect, perhaps multiplayer and easier loading/running. \n \nIt might be a success and a new pack coming around, dubbed Kras Ghoulash, from your favourite ork mekboy granpa. \n \nSpace Exploration and it's dependecies went away, freeing up almost 350MB from loading. \nTried Dark Utilities which is a fine one, but haven't been updated for a time, now I'm looking into 248k with great interest. \nThere are several modules from ModMash Splinters which I fit in, for example we have now underground levels, and different dimensions? \nMust play with it a few hundred hours till I'm satisfied with the unbalances I'll introduce. \nAlso found a few quality of life ones. \n \nPlus Team Competition seems to be a great one, teams with separate starting places, diplomacy, new dangers, no offline biter attacks, npc market, and several types of game: \n \n \nFor example this is a possible starting area: \n \n \nThey are running together, and I am testing.", "date": "2022-01-30T09:19:04+00:00", "quotes": [] }, { "author": "Normal69", "content": "For all of your dose of horror and terror: https://mods.factorio.com/mod/kras_ghoulash", "date": "2022-01-31T19:34:32+00:00", "quotes": [] }, { "author": "Normal69", "content": "I wonder how I can make the mod-settings for the pack public? \nAs an optional thing if you wanna play my packs with the balance I consider pleasing?", "date": "2022-02-07T09:39:46+00:00", "quotes": [] } ]
19
2022-01-03T01:07:06-06:00
forum-topic-126824
126824
A fan project for Helldivers 2
Off topic
https://forums.factorio.com/viewtopic.php?t=126824
Puppet
Hi engineers ! Or should I say helldivers if you've read the title. I had a project idea for quite a long time now on helldivers 2, which is to make a tactical squadron. Obviously groups like this already exists but what makes it original is the features I would like to make inside it : 1. What I would call a strategic pole, where strategists elected by the community think about strategies to take dependently on the galactic war status. Then "head strategists" would be the few ones to chose which tactic to adopt, then dispatch it to the community to execute. 2. Special "Units" that would be composed of trues veterans of helldivers, and would be deployed in certains urgent situations. 3. Other side things like people to create good loadouts for people who are lost in all the weapons and stratagems that Super Earth have to offer, some events maybe. Anyways, the most important goal of the project is to create strong bonds between helldivers, and have also organize our strength around the galaxy to spread and defend democracy. Plus I already got the name of the squadron. So if you're interested in helping me with the project feel free to tell me and add me on discord "puppet816". Please consider that is it only a fan project, there isn't any kind of engagements, only be very motivated, have spare time and be sure that you want this squadron to emerge.
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0
2025-02-13T11:27:14-06:00
forum-topic-25752
25752
Factorio Forums • You can find it cool Mod Pack
A bit of challange from mods like DyTech War, Natural Evolution, Swarm etc. A bit of complexity from mods like Bob's mods, Angels mods etc. A bit of exploration from Rso mod. A bit of other small addons to sweetewn the whole. Enjoy picture of mods in this pack lights mod pack Light's mod pack v_0.1 some more info about configuration Dytech war difficulty = 5 Dytech world = only xp system left, ruins/loot generation turned off Dyzyllia spawner on (very hard enemies) Changed few recipes (e.g. dytech laser turrets) There should be no duplicates No overly good machines changelog v_0.1 - fixed recipes List and links of used mods in this pack 5dim core, trains Advanced Logistic System Aircraft Angels Infinie Ores Angels Refining Angels Processing Autofill Better Icons Biter Friendly Rails Bob's mods DyTech mods Day Night Extender Enhanced Map Colors EvoGUI Factorio Basics (Extended) FARL Fractional Destilation Landfill Macromanaged Turrets Map Labels Natural Evolution Orbital Ion Cannon Oxygen Rail Tanker Red Alerts Rso mod Swarm The Fat Controller Treefarm Lite Uranium Power VanillaΣx Werehousing Sort Invenory
[ { "author": "", "content": "You need to post proper link, this one is wrong. (you probably took it from your direct search bar instead of share link) \nOtherwise, woah.. This combination of mods. Definetaly a challenge, will try!", "date": "", "quotes": [] }, { "author": "", "content": "Damn, thanks for pointing that out! Dunno why I didn't share that one.", "date": "", "quotes": [ { "author": "SlyJacob wrote:", "content": "" } ] }, { "author": "", "content": "A text list aswell as links to the mods would be great!", "date": "", "quotes": [] }, { "author": "", "content": "nie mozna zrobic steam enginow, bo wymagaja jakichs circuitow ktorych nie mozna zrobic \n http://screenshot.sh/ouEYXN7wNDcDe \n http://screenshot.sh/oAzO7UhvyPi0k \n http://screenshot.sh/mE60wMXmQ8YOI \npozdrawiam", "date": "", "quotes": [] }, { "author": "", "content": "Pamiętam, że zmieniałem recepty i dane technologi ponieważ, jak wyżej przedstawiłeś, mody wchodziły w konflikt. \nDziwne. \nZaraz to naprawię i odświeżę link do paczki. Dla was wrzucę naprawione pliki w tym poście. \nPs. Paczka w 100% wspiera język polski \n \nEnglish. \nI remember that I changed those recipes and technologies to make it so mods don't get in conflict with each other. \nWeird. \nI will fix that in no time. I will refresh mod pack link and post repaired files in this post. \n \nEdit* \nOk. Gotowe / It is done. \nReplace this : and everything will be okay.\n \n \n CORE-DyTech-Core_1.9.9.zip \n (2.1 MiB) Downloaded 226 times \n \n \n \n \n MapLabels_0.1.0.zip \n (5.57 KiB) Downloaded 228 times", "date": "", "quotes": [ { "author": "jestemrozem wrote:", "content": "" } ] }, { "author": "", "content": "Dzieki teraz działa \nThanks its now working ! use this files to fix some problems with recipes greetings ! \nmasz skype'a ? albo jakiegos tsa ? \nale dalej cos jest zle, bo z saphritu recipy nie akceptuja crushed stune, tylko z stiratitu, taki byl zamysl ? ;p", "date": "", "quotes": [] }, { "author": "", "content": "Mówisz o ręcznym tworzeniu kamienia? \nJeśli tak, wtedy zakładam, że mod domyślnie wybiera tę rudę. \nNadal możesz zbierać skruszony kamień z każdej rudy i przerabiać go w kamień. Po prostu kiedy robisz to ręcznie, domyślnie (gdy brak jest skruszonego kamienia) mod wybiera ten jeden rodzaj rudy. \nTakie są moje przypuszczenia", "date": "", "quotes": [ { "author": "jestemrozem wrote:", "content": "" } ] } ]
7
forum-topic-121878
121878
New Live Stream
Videos
https://forums.factorio.com/viewtopic.php?t=121878
DeadHippie
Live Streaming Factorio Now YouTube DeadHippie62. :lol: https://youtu.be/WrApeEWEkiA
[ { "author": "DeadHippie", "content": "Will be live streaming from 12:00 Noon to 2:00pm PST Sunday Nov.24,2024.", "date": "2024-11-24T16:40:07+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Now on Youtube DeadHippie62. Nov. 27,2024 9:30 am PST", "date": "2024-11-27T17:21:33+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Will be live steaming today Dec 1, 2024 From 12:00 pm to 2:00 pm ish PST", "date": "2024-12-01T14:14:06+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "lIVE ON yOUTBE/DeadHippie62. 12/7/2024 8:00pm PST", "date": "2024-12-08T04:07:10+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Steaming today 12/8/2024 12:00pm to whenever PST. Stop by and have chat.", "date": "2024-12-08T19:47:33+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Stream up now. Stop by and have a chat...12/15/2024 https://www.youtube.com/watch?v=eZpIrw9N1H4", "date": "2024-12-15T20:05:02+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live streaming now 12/20/2024 2:30 pst https://youtu.be/WrApeEWEkiA", "date": "2024-12-20T22:29:26+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live STreaming Now 5:30 PM PST https://youtu.be/69ymXzw9pKk", "date": "2024-12-25T01:29:57+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live streaming now on youtube. come join me and chat. https://youtu.be/nxvCOT_eH3Q", "date": "2025-01-27T20:58:57+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live streaming now on youtube. come join me and chat. https://youtube.com/live/3UdAsYu4KU8?feature=share", "date": "2025-02-02T02:40:59+00:00", "quotes": [] } ]
10
2024-11-17T13:17:16-06:00
forum-topic-127140
127140
[2.0.35] Quality burner-generator has wrong max consumption tooltip
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127140
StephenB
Go in map editor. Use the sidebar to place down a legendary burner-generator. Tooltip says max consumption is 2.0 MW (efficiency 50% , power output 2.5 MW). If you put coal in it and put down an electric interface to use up the energy, and time it, it burns 50 coal in 40 seconds so it's actually consuming 5MW. This power consumption scales with quality the same way as power output, but the tooltip always says 2.0 MW max consumption making it look like it's going to generate more energy than it consumes. This is different from other entities (boiler, reactor, generator) where the tooltip shows quality scaling of max consumption correctly. I don't care about the actual `data.raw["burner-generator"]["burner-generator"]` entity but I'm working on a mod that uses that type.
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0
2025-02-26T00:13:27-06:00
forum-topic-127251
127251
[2.0.33] Ctrl+Click remotely in equipment grid removes one of each
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127251
sben
What did you do? What happened? I was trying to set forced-item-replacement requests in equipment grid over the remote viewer (which does not seem to work or to be implemented). What I found is that [Ctrl+Click] on an empty slot does have wrong effect: It splits up the equipment grid, randomly selecting which items to keep and on which equipment to place removal request (or in case of ghosts, the ghost is removed immediately). What did you expect to happen instead? It might be obvious to you, but do it anyway! To either remove all equipment or none, not randomly selecting which one to keep. Removing no items would be desirable for me. Tested this few times, each time different equipment pieces were kept and removed. Note that I did not have enough space in the user inventory that would be sufficient to store all the equipment, but this should be irrelevant to this case, since these are bot requests made over the remove viewer. Does it happen always, once, or sometimes? Always. See pictures: Before [Ctrl + Click]: broken-grid-removal-1.png (115.89 KiB) Viewed 156 times After [Ctrl + Click]: broken-grid-removal-2.png (96.26 KiB) Viewed 156 times
[ { "author": "sben", "content": "seems someone renamed the title of this bug report, \nI did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing", "date": "2025-03-04T16:13:06+00:00", "quotes": [] } ]
1
2025-03-03T19:55:25-06:00
forum-topic-30853
30853
Circuit network features for 0.15 - Page 7
Development Proposals
https://forums.factorio.com/viewtopic.php?t=30853&start=120
Optera
Would be my top priority as well. So many sleek train loader and smart furnace designs suddenly becoming possible..... My votes for bit operators and more decider operands have been implemented already. Here's hoping the switchable beacon might become reality too.
[ { "author": "MeduSalem", "content": "Yeah, train loader/unloading... smart furnaces... I miss especially the later. Though I XNight's approach to overcome the stack size problems is truly awesome... I wish it would be easier. \n \nMy votes were: \n \nAssembler Set Recipes ... obviously. \nMore decider operands as well \nLogic Combinator ... because sometimes they would be better and more straight forward than emulating the behaviour with deciders \nTimer Combinator ... because emulating that behaviour sometimes turns awkward too \n \nThough I'm looking forward to the train station features as well... because I would have voted on them too, but they won the popularity votes anyways. xD \n \nA question though... is the switchable beacon really necessary? ... because it can be done with the powerswitch too. That said I hate the yellow blinking and it would be nice if one could turn them off without that...", "date": "2016-12-17T19:30:59+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" } ] }, { "author": "Optera", "content": "For me being able to switch off beacons would be a quality of life enhancement. \nCurrently I switch off whole modules when not needed but it has some ugly side effects. \na) if one pole is replanted it very likely will short circuit the power switch \nb) I need to run a separate power line to keep the lights on \nc) inserters stop mid cycle which looks really ugly \nWith switchable beacons I could turn off resource input and switch the beacons off, which would be a much more graceful way to turn off a module. \n \nI can't wait to see how the changes to train stops will break my Logistic Train Network mod", "date": "2016-12-18T16:25:41+00:00", "quotes": [] }, { "author": "mrvn", "content": "I saw a mod for buildings that you can enter and then place other buildings inside. The mod was for placing assembler inside so you could for example make a factory that takes iron plates and copper plates and produces electronic circuits in a single building. So factorio seems to already have the ability to do recursive constructs. So how about adding a breadboard or circuit board item that you can place. On the outside it would have circuit connections for input and output. Number of inputs and outputs could depend on size (level 1 research has 2x1 tiles, level 2 has larger boards with 2x2 tiles, ...). And then you enter them and can place combinators and wires inside. \n \nA followup idea would be an assembler that takes a blueprint of such a circuit board and then builds them according to the blueprint. If you don't like the idea of entering the circuit board to design it then the assembler could take the blueprint of a normally build circuit and create a circuit board of it.", "date": "2016-12-25T17:02:44+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "MadOverlord", "content": "I started playing too late for the poll, but with respect to being able to set Assembler recipes, I would definitely like this as an endgame feature. \n \nOne suggestion that might make implementation / use easier: do LRU or \"smallest quantity\" cache ejection when needed to open up a buffer slot. You're going to have to sort the ejected materials out of the finished products belt/box anyway, so it doesn't matter if it happens automatically or is commanded somehow (and the former is simpler). Might be nice to have a \"flush\" recipe that just clears the buffers though.", "date": "2016-12-30T17:04:05+00:00", "quotes": [] }, { "author": "hansinator", "content": "Yes that's true. Hopefully the dev's will change their mind. I haven't visited this thread for a while and missed the current discussion on this topic. My unawareness and recent disappointment caused me to start this thread: viewtopic.php?f=5&t=39218 \nI already feel a little bad now for posting a separate complaints thread.. \n \nTo sum it up: The general problem is, that there are quite a few things that make it impossible to control the flow of items in quantity and time which in turn makes all advanced control circuits problematic. What I would like is that changes like inserter stack size are checked (before implementing them) if they would break the ability to precisely control count-perfect (or tick-perfect) movement of items.", "date": "2016-12-31T19:02:38+00:00", "quotes": [ { "author": "siggboy wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "@hansinator: I don't think it is quite as bad as you sketch it. Some fine grained tuning is indeed impossible due to stack sizes and implementation details, but at least for things like variable numbers of ticks for some operations it would be the case IRL as well: everything has a tolerance, and nothing is perfect. And there's a number of useful things in the circuit network that are possible now: disable production lines for certain conditions, including if output is backed up, store items in buffer if input is backed up, move items only to a destination X tiles away if the supply is low and there are no items in transit, balanced loading etc. It could be a lot nicer with some additions, but it is certainly not a gimmick as it is right now. \n \nFor the problem of imprecise control over numbers of items, what about this simple solution: allow a second option when connecting chests to the circuit network to limit the contents and size of a chest to the supplied value, i.e. if you connect a chest to a constant combinator that emits 3 iron and 1 steel, the chest will only accept exactly that content. This allows you to move exactly N items from A to B by placing the chest inbetween, and allows for dynamic filtering. \n \nOne other improvement would be to make inserters a bit 'smarter' by having them grab at most the number of items that the destination will accept. Currently if there is room for 1 plate in a chest, an inserter will happily grab 12 plates, insert 1, and keep hovering over the chest with the remainder. \n \nAlternatively, allow inserters to accept a filter+amount option, so if you wire 2 iron to the inserter it will only grab iron and only 2 at a time.", "date": "2017-01-01T15:51:05+00:00", "quotes": [] }, { "author": "aober93", "content": "Where is the option to vote for inserter stack size?", "date": "2017-01-08T15:13:37+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Twinsen mentioned in another thread that the inserter stack size stuff will probably be added with 0.15.", "date": "2017-01-08T16:48:41+00:00", "quotes": [ { "author": "aober93 wrote:", "content": "" } ] }, { "author": "hansinator", "content": "Just found that post. \n \n\nThe solutions that I have seen being discussed before don't work with filter inserters. If you don't need filtering you don't even need a combinator, just a wire and a pole..", "date": "2017-02-02T23:10:58+00:00", "quotes": [ { "author": "siggboy wrote:", "content": "" }, { "author": "Optera wrote:", "content": "" }, { "author": "DaveMcW wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "Hugedata", "content": "How about the ability to count the number of active/available robots in a logistic network? \n \nI would love to be able to automate building more robots anytime the available robots hits zero", "date": "2017-02-16T13:53:07+00:00", "quotes": [] }, { "author": "steinio", "content": "This is already implemented. Just connect a roboport to your circuit network. You can select different signals outputting amount and available logistic or construction robots. \n \nGreetings steinio", "date": "2017-02-16T14:01:44+00:00", "quotes": [ { "author": "Hugedata wrote:", "content": "" } ] }, { "author": "js1", "content": "With the recent implementations of von Neumann probes, I think anything that allows blueprint placement (what e.g. Conman mod does https://mods.factorio.com/mods/justarandomgeek/conman ) would qualify for consideration as well. Also, some more capability to read the map with circuit combinators would be useful, too. \n \nI am so looking forward to contests of two different von Neumann probes in Factorio.", "date": "2017-04-10T12:52:25+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "I would love to have a >>> operator for logical shift instead of arithmetic shift . \n \nAny bitwise operation that touches the sign bit is very awkward to do without it.", "date": "2017-04-28T06:01:33+00:00", "quotes": [] }, { "author": "justarandomgeek", "content": "Alternately, the current arithmetic shift can be a yellow >> and a logical shift could be the blue >>, to preserve the arithmetic/bitwise coloring. << could then be either color.", "date": "2017-05-14T01:22:54+00:00", "quotes": [ { "author": "DaveMcW wrote:", "content": "" } ] }, { "author": "Claudius1729", "content": "The concept of an item circuitboard that would be built from a blueprint of a circuit network seems very cool. But in practice, how it would work? Let's say for instance I build a small circuit that takes in input signal A, B and C, and then return 2*A+B-min(A,B) (basic, but footprint of a dozen factorio circuit components). \n \nHow would the circuitboard know where are the \"external\" inputs, and where are the \"external\" outputs?", "date": "2017-05-16T08:54:59+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "mrvn", "content": "Every combinator, which would include such user designed circuit boards, has 2 bus inputs and 2 bus outputs: red wire and green wire. Combinators are 1x2m large so that they have an input tile and output tile. Custom circuit boards would be just the same. At least 1x2m large with input and output tiles predefined. This takes care of connecting the outside world to the chip. But what about internally connecting the signals to the combinators? \n \nI imagine in the blueprint you need to define some terminals where the input and output connects to. I would add a new combinator \"terminal\" that also has an input side and output side. But whatever signal you connect to the input side becomes the output of the chip and whatever is connected to the input of the chip becomes the output of the combinator. If the chip has more than one of them then every output is the same and the inputs are additive.", "date": "2017-05-16T09:12:38+00:00", "quotes": [ { "author": "Claudius1729 wrote:", "content": "" }, { "author": "mrvn wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] } ]
16
2016-08-12T07:26:12-05:00
forum-topic-117432
117432
[raiguard] [2.0.11] [starmap] data.raw["surface-property"].hidden = true has no effect.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117432
micromario
Greetings, I have defined the following ["surface-property"] Code: Select all data:extend{{ name = "ceiling", type = "surface-property", default_value = 1, is_time = true, hidden = true }} However it seems the hidden field has no effect. The values are still visible in the starmap. 10-25-2024, 10-24-56.png (128.04 KiB) Viewed 924 times
[ { "author": "micromario", "content": "Log", "date": "2024-10-25T15:25:49+00:00", "quotes": [] }, { "author": "micromario", "content": "Here is the offending mod:", "date": "2024-10-25T15:28:05+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.33.", "date": "2025-01-28T00:17:59+00:00", "quotes": [] } ]
3
2024-10-25T10:25:11-05:00
forum-topic-44305
44305
[MOD 0.16 - 1.1] Portals
Mods
https://forums.factorio.com/viewtopic.php?t=44305
Description Adds portals that can teleport players (and only players!). Build the portals using the portal gun: Left click for the orange portal, SHIFT+ Left click (ghost build) for the blue portal. Every player can have one set of portals which can be distinguished using the number next to the portal. Adds combustible lemons that work similiar to cluster grenades, just with fire. Details Name: Portals Version: 0.7.1 Factorio-Version: 0.16 to 1.1 (0.14 and 0.15 available on github ) Description: Adds combustible lemons, a portal gun and portals. Each player has their own set of portals that can be used by all players. License: MIT First release: 2017-03-26 Download: Mod portal Dependencies: base Category: Transportation Tags: Transportation Changelog: https://mods.factorio.com/mod/Portals/changelog Author: Bilka Pictures Recipes: Technologies: Custom events on_player_teleported_event: When a player teleports using a portal. Contains: player_index = Index of the player that is teleporting entrance_portal = LuaEntity, the portal the player is teleporting from target_portal = LuaEntity, the portal the player is teleporting to on_player_placed_portal_event: When a player places a portal using the portal gun. Contains: portal = LuaEntity, the portal that was placed player_index = Index of the player that placed the portal, which is the player the portal belongs to Example: Code: Select all script.on_load(function() script.on_event(remote.call("portals", "get_on_player_teleported_event"), function(event) game.print("Woosh!") game.print(game.players[event.player_index].name .. " teleported from " .. serpent.line(event.entrance_portal.position) .. " to " .. serpent.line(event.target_portal.position)) end) script.on_event(remote.call("portals", "get_on_player_placed_portal_event"), function(event) game.print(game.players[event.player_index].name .. " created " .. event.portal.name .. " at " .. serpent.line(event.portal.position)) end) end) script.on_init(function() script.on_event(remote.call("portals", "get_on_player_teleported_event"), function(event) game.print("Woosh!") game.print(game.players[event.player_index].name .. " teleported from " .. serpent.line(event.entrance_portal.position) .. " to " .. serpent.line(event.target_portal.position)) end) script.on_event(remote.call("portals", "get_on_player_placed_portal_event"), function(event) game.print(game.players[event.player_index].name .. " created " .. event.portal.name .. " at " .. serpent.line(event.portal.position)) end) end) Remote functions build_portal_a: function(player, surface, position) Build an orange portal. Parameters: position: Position of the new portal surface: LuaSurface, the surface of the new portal player: LuaPlayer that the portal belongs to. This player can't have more than one pair, build_portal will delete any excess portals build_portal_b: function(player, surface, position) Build a blue portal. Parameters: position: Position of the new portal surface: LuaSurface, the surface of the new portal player: LuaPlayer that the portal belongs to. This player can't have more than one pair, build_portal will delete any excess portals destroy_portal: function(entity) Destroy the given entity if it is a portal (also destroys label + animation). Parameter: entity: LuaEntity, the portal to destroy disable_long_distance_placing: function(bool) Change whether the blue portal can be placed from a long distance. Parameter: bool: Boolean, if this is true the player can never place from a long distance, if it is false, the player can place from a long distance depending on the mod option Examples in the console: Code: Select all /c remote.call("portals", "build_portal_b", game.player, game.player.surface, game.player.position) --place at current player position /c remote.call("portals", "destroy_portal", game.player.selected) --destroy currently selected portal /c remote.call("portals", "disable_long_distance_placing", true) --disable long distance placing
[ { "author": "teenkertoy", "content": "How has nobody thanked you for this? Portals in Factorio was a small revolution for me. Awesome work. \n \nTwo requests: \n \nCould you make the portals a little larger? They are sometimes hard to walk through when I'm using lots of exoskeleton because my ability to walk to such a precise target is difficult at high speed. \n \nAlso, since 0.15.12 updated today I have the following error upon loading the game: \n \n \n \n \n Untitled.jpg (32.81 KiB) Viewed 14942 times", "date": "2017-05-19T00:34:47+00:00", "quotes": [] }, { "author": "teenkertoy", "content": "I'm not sure if this is a good fix or not, but poked around in the mod file entities.lua and replaced two instances of \"effectivity = 0\" with \"effectivity = 1\". It seems to work, I hope this help. \n \nAlso, I was able to get the functionality I wanted by changing some of the X and Y values in control.lua. Don't worry about making changes to the mod just for me since I am happy now. \n \nThank you again for your work on this!", "date": "2017-05-19T00:53:27+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the bug report, I'll release a fix today. Darn devs didn't document the change.... \n \nI have had problems with getting into the portal before, though I thought it had to do with how often I check if someone is on a portal. I find that making the portal bigger would be kind of weird because it currently fits to the size of the player. So I can only tweak the values you mentioned by very small amounts without making people teleport while they are not *really* on the portal.", "date": "2017-05-19T06:37:27+00:00", "quotes": [] }, { "author": "", "content": "Alright, I fixed the bug, the newest version is currently version 0.2.3. \n \nCurrently known issues: The portal shows the researched lab research speed bonus. This willl be fixed by a major overhaul that will also add better sounds, propulsion gel, and repulsion gel.", "date": "2017-05-19T10:08:56+00:00", "quotes": [] }, { "author": "teenkertoy", "content": "You know companion cubes look an awful lot like chests, and the talking turrets look a lot like turrets, and the Glados potato looks a lot like a combinator, and Glados might look like a radar if you quint your eyes a bit. \n \nJust saying.....", "date": "2017-05-20T19:45:47+00:00", "quotes": [] }, { "author": "", "content": "Alright, version 0.2.5 is done. I was sadly unable to add the gels in a way that wasn't incredibly unintuitive. I was however able to add combustible lemons. So have fun with the lemons that life gives you", "date": "2017-06-04T19:56:27+00:00", "quotes": [] }, { "author": "teenkertoy", "content": "Heh, thank you again for your work on this. I really enjoy using the portals and they seem to fit into the Factorio play style so cleanly despite being completely against the lore. It's very strange, but very fun.", "date": "2017-07-01T00:32:36+00:00", "quotes": [] }, { "author": "FerrariMAF", "content": "Hi Bilka! \nThanks for your mod. I love Portal (who does not?), And I'm also developing a mod, MSI, which adds missions to the game. Recently it includes secondary missions, and one of them is to rescue Wheatley, who will help to build the gun portal of his mod. So the mods are integrated. If you want to check the mod, here it is: https://mods.factorio.com/mods/MFerrari ... Industries", "date": "2017-10-20T17:27:27+00:00", "quotes": [] }, { "author": "Sander_Bouwhuis", "content": "This mod is indispensable in my rail world playthrough. A request though : could we possibly have more than 1 portal?", "date": "2017-10-25T15:36:34+00:00", "quotes": [] }, { "author": "", "content": "No, that would make the mod more than op. A tip though: You can place the blue portal from the map view \n \nIf you are looking to just instantly teleport everywhere, you might want to have a look at the teleportation mod .", "date": "2017-10-25T15:59:50+00:00", "quotes": [ { "author": "Sander_Bouwhuis wrote:", "content": "" } ] }, { "author": "FerrariMAF", "content": "Hi Bilka. some may think placing portal from map view too OP. Have you thought about making this feature an optional setting ?", "date": "2017-10-25T17:35:35+00:00", "quotes": [ { "author": "Bilka wrote:", "content": "" }, { "author": "Sander_Bouwhuis wrote:", "content": "" } ] }, { "author": "", "content": "No, since I can't. It's not intended, it's just a side effect of how the portals are placed. But it works. If you don't want it to work, don't use it", "date": "2017-10-25T17:45:46+00:00", "quotes": [ { "author": "FerrariMAF wrote:", "content": "" } ] }, { "author": "FerrariMAF", "content": "Well... \n \nscript.on_event(defines.events.on_built_entity, function(event) \n\tif event.created_entity.type == \"entity-ghost\" and event.created_entity.ghost_name == \"portal\" then --is portal ghost-placed? \n\t\tlocal new_position = event.created_entity.position \n\t\tlocal player = game.players[event.player_index] \n\t\tlocal max_dist = player.character.build_distance \n\t\tlocal X = new_position.x \n\t\tlocal Y = new_position.y \n\t\tlocal pY=player.character.position.y \n\t\tlocal pX=player.character.position.x \n\t\tevent.created_entity.destroy() --destroy portal which is just a placeholder entitiy \n\t\tif X>=pX-max_dist and X<=pX+max_dist and Y>=pY-max_dist and Y<=pY+max_dist then \n\t\t\tplayer.surface.create_entity{name = \"portalgun-shoot-b\", position = new_position} \n\t\t\tbuild_portal(player, \"portal-b\", \"portal-animation-b\", new_position, global.b_portals, event.player_index) \n\t\t\tend \n\telseif event.created_entity.name == \"portal\" then --is portal normally placed? \n\t\tlocal new_position = event.created_entity.position \n\t\tlocal player = game.players[event.player_index] \n\t\tevent.created_entity.destroy() --destroy portal which is just a placeholder entity \n\t\tplayer.cursor_stack.set_stack{name=\"portal-gun\", count = 1} --make player hold one portal gun, does not care if player already holds portal guns \n\t\tplayer.surface.create_entity{name = \"portalgun-shoot-a\", position = new_position} \n\t\tbuild_portal(player, \"portal-a\", \"portal-animation-a\", new_position, global.a_portals, event.player_index) \n\tend \nend)", "date": "2017-10-25T18:42:34+00:00", "quotes": [ { "author": "Bilka wrote:", "content": "" }, { "author": "FerrariMAF wrote:", "content": "" } ] }, { "author": "", "content": "I guess I'll have to update it then... Here I am, trying to be lazy, and you ruin it", "date": "2017-10-25T18:46:57+00:00", "quotes": [] }, { "author": "FerrariMAF", "content": "Hahahaha", "date": "2017-10-25T18:48:53+00:00", "quotes": [ { "author": "Bilka wrote:", "content": "" } ] }, { "author": "Sander_Bouwhuis", "content": "Please don't change it, or have it as an option. \n \nCan I only place the blue portal, or both?", "date": "2017-10-25T19:48:46+00:00", "quotes": [] }, { "author": "", "content": "Only the blue one. And yes, it will be a mod option, no worries.", "date": "2017-10-25T19:52:55+00:00", "quotes": [] }, { "author": "", "content": "Version 0.2.7 is out. \n \n- Added setting to disable the ability to place blue portals from long distances. \n- Cleaned up entity code", "date": "2017-10-25T20:27:54+00:00", "quotes": [] }, { "author": "Sander_Bouwhuis", "content": "Thanks for this wonderful mod. I use the 'blue portal from map' mode and it works great!", "date": "2017-10-30T14:25:11+00:00", "quotes": [] } ]
19
2017-04-18T09:49:47-05:00
forum-topic-118305
118305
Problems and inconsistences in lua api docs
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=118305
GlassBricks
Hi Bilka & co, it's me again! This has now evolved into a random list of things I've noticed are inconsistent or problematic in the lua-api docs. Title has been updated to latest version where all these issues are still confirmed. The following concepts don't seem to be referenced anywhere else: - VirtualSignalId - LogisticSections, LogisticSection, BlueprintLogisticFilter - BurnerUsageID - CircuitNetworkSelection Currently an completely empty table?? - RaiseEventParameters Yes, I do have a thing doing DFS/floodfill shenanigans over things in the api docs json. The above are some unconnected components.
[ { "author": "GlassBricks", "content": "More: \ndefines.default_icon_size is empty and unused \n \nIn SoundPath's description, the last 2 \"notes\" have been removed. Compare with docs for v1.1.110 \n \nIn FluidIdentification, ForceIdentification, TechnologyIdentification, \"Identification\" has been shortened to \"ID\", but not for SurfaceIdentification and PlayerIdentification. \n \nIn LuaGuiElement::elem_value, ItemIdAndQualityPair can replace the generic \"table\" type.", "date": "2024-10-29T02:57:32+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "LuaPostEntityDiedEventFilter::type is specified to only be \"ghost\", but the variant parameter imply that type can also be `\"type\"`.", "date": "2024-10-30T01:18:32+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "[2.0.15] PipeConnectionDefinition::linked_connection_id has type uint32. But uint32 doesn't exist, it should be just uint", "date": "2024-11-06T00:42:33+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "[2.0.17] LuaControl set_driving takes parameters of type \"bool\", they should be \"boolean\"? \nThere's also a typo in that method's description. Spell checker?", "date": "2024-11-14T01:23:10+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "`SpacingItem` has fields with types `uint32_t` `int32_t`... did you mean uint/int?", "date": "2024-11-22T05:33:40+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "TechnologySlotStyleSpecification::drag_handle_style references EmptyWidgetStyle, which does not exist.", "date": "2024-11-22T05:34:25+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "[2.0.24] \nTriggerEffect has \"DamageEntityTriggerEffectItem\" as a union member, but that type no longer exists (did you mean \"DamagerTriggerEffectItem\")?", "date": "2024-12-07T17:23:06+00:00", "quotes": [] }, { "author": "GlassBricks", "content": "[2.0.39] the newly LuaSchedule::get_records, set_records, and clear_records have parameters of type \"uint: interrupt_index\" instead of \"interrupt_index: uint\". \n \n...have you considered making a compiler to check for type errors? I guess I accidentally have", "date": "2025-03-06T00:16:37+00:00", "quotes": [] }, { "author": "", "content": "It errors, that's how a bunch of things you mentioned here got found and fixed independently.", "date": "2025-03-06T16:08:07+00:00", "quotes": [ { "author": "GlassBricks wrote: Thu Mar 06, 2025 12:16 am", "content": "" } ] } ]
9
2024-10-28T21:49:51-05:00
forum-topic-127449
127449
[2.0.41] Lamps load with "Beige" color by default
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127449
eugenekay
What did you do? 0eNrtV8GK2zAQ/ZWisxIsWZJlQy972UuhZW8lhKBk1dQgS65sJw3B/96RvdvQ3U0TdevCQi/haTSaefPisUdHtDadrn1pW1QcUblxtkHF4oiacmuVCTarKo0KFHZaZdvZxlXr0qrWedRjVNp7/R0VpF9ipG1btqUeAwyLw8p21Vp7cMCPgZpKGTMzqqoRRrVr4IizIRGEmQk55xgdABEy5xAf0rbemdVaf1W7EnKCY9fo1cYZ5yFT6zsdvGC1qty9DlQe1sF1zLxFRYLRevhVo4cye3VoViFzCNHjZ4zplYyzqRjPBcsSLiVjXIiUcUqYZGnGoytJr6xETFQJiWbMrmTM/zrj5A8Z8ysZs4kYj883iWAsrmScTtuRc56QXCSSpHmek0wklKd5IiiPKCWLfbnkr6jkMh0Z++aYlk4e2/7T0iFJbHNPzIfEtu7EfGhsY07M5/T5eGkG+F2bZWeJNXoTjjS/YhgbHucJjL6UptX+qbU91IHJrvRtB/PJSaphXpl5fQ+2b7AFJYDZOl8NbsC4Vn5gXKD3g6ELMw/lPIwuW++6Gnbubm9mdxCjX/b9S1qwWC2yN6YF/pmAXkyw9VrbuBREPJP7o1d2q88qzmMVF/8Vv/CAf9bGuP1ZxUWs4nwqxf+VILdDlHN6ZLF6sKn0SC/qEW5zr5bjJgQ5p4aMVSN9s/04hdyEyqdyf+p8bR4Eh6196Ycr9CLDFMPHly7xQgbIBpgHyAcIkxRgMWIScDZiGjCcWUK4stUVJDpd8zEyaq3NmPzdBxguGrDtQNzhX+OC5izPuSCJpFL2/Q8XRk00 Copy blueprint Place a Lamp with "Use colors" --> "Color Components" (or use Blueprint provided) Set an appropriate Enable condition (or "Always On") Save as Scenario Exit to Main Menu (or Restart game completely) Load Scenario (so that the game starts "Paused") What happened? Lamps connected to a Circuit are rendered with the Default Beige color (255-255-191), not with the Values at-rest on the Circuit Network, for exactly one tick . Screenshot 2025-03-12 194625.png (599.59 KiB) Viewed 161 times What did you expect to happen instead? It might be obvious to you, but do it anyway! Lamps would render with the same Color that they had when the Game/Scenario was Saved. The Circuit Network already has the Values "on the wire", and the RGB numbers in the Lamp's UI seems to indicate that it "knows about" these values. Screenshot 2025-03-12 194641.png (546.66 KiB) Viewed 161 times Does it happen always, once, or sometimes? Every time a Scenario (or Game which does not automatically Tick/begin Play) is Loaded, for exactly one tick . I first noticed this behavior a few days ago, on 2.0.38, but it seems to have been there for a long time (haven't checked 1.1). I spent about an hour debugging my Combinator Display "flickering" colors, before I figured out it was an issue in the base game - not my Mods (I had one which changed the Lamp sprite; still evident without it as in screenshot). I have searched the Forums for "lamp", "color", and "tick", with no relevant matches.... this is a very Minor Graphical issue - it only happens for 1 Tick when the Game is first loaded. It also seems like there is a Saturation difference between Lamps setup with the Eyedropper (top row), and which receive a Circuit Signal (bottom row). I cannot think of any reasonable use case for having perfect color rendering with the Lamps..... we do not need to render Pixel art in perfect 16/24/32-bit color . I don't think I have ever used a Lamp for colors other than White, without also connecting a Wire. I am only mentioning it because I had to double-check that I got the RGB values correct after looking at the Screenshot - did not notice it In-Game. Thanks for reading!
[]
0
2025-03-12T19:10:03-05:00
forum-topic-32186
32186
[photos] Factorio in real life - Page 7
Off topic
https://forums.factorio.com/viewtopic.php?t=32186&start=120
Ghoulish
The Schwerer Gustav (Heavy Gustav). The fully assembled gun weighed nearly 1,350 tonnes ~1,224,700kg and could fire shells weighing 7t ~6,985kg a range of 47 km (29 miles). Schwerer Gustav was the largest calibre rifled weapon ever used in combat and, in terms of overall weight, the heaviest mobile artillery piece ever built. It fired the heaviest shells of any artillery piece. Schwerer Gustav.jpg (118.63 KiB) Viewed 17647 times Its intended use was to blow up the French Maginot Line at the outbreak of World War II, but it wasn't ready in time, and the attack through Belgium meant it was never needed for its original purpose. The size of the shells was staggering. Schwerer Gustav Shells.jpg (133.18 KiB) Viewed 17647 times https://en.wikipedia.org/wiki/Schwerer_Gustav
[ { "author": "NotRexButCaesar", "content": "m8je946phes61.jpg (84.53 KiB) Viewed 17432 times", "date": "2021-04-11T20:27:11+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Found another angle of the beetle-bug-thing from a couple of pages ago, there're 2 of them! \n \n \n \n Dtddh.jpeg (609.78 KiB) Viewed 17182 times", "date": "2021-05-18T11:11:07+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Electricity", "date": "2021-05-25T16:42:52+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "123.jpeg (536.25 KiB) Viewed 16130 times", "date": "2021-09-01T11:53:21+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Wondered across an interesting 5 minute video which shows how one supermarket in South London UK uses bots. \n \n https://www.youtube.com/watch?v=ssZ_8cqfBlE \n \nI think this is the same place which had a massive fire a couple of months ago. It's since been rebuilt. https://www.bbc.co.uk/news/business-57883332 \n \n \n \n 123.png (1.95 MiB) Viewed 15986 times \n \n \n\n[/quote]", "date": "2021-09-18T10:36:27+00:00", "quotes": [] }, { "author": "Tertius", "content": "It's perhaps a strange analogy, but the animation of the electric mining drills always reminds me of mosquitos sucking blood: \n \n https://www.youtube.com/watch?v=rD8SmacBUcU \n \n \n \n \n Screenshot 2021-09-24 141503.png (81.34 KiB) Viewed 15885 times", "date": "2021-09-24T12:21:31+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "The F60 in Lausitz Germany \n \n \n \n The F60 in Lausitz Germany.jpg (193.71 KiB) Viewed 15407 times", "date": "2021-10-20T13:58:38+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "1280px-Braunkohlenbagger_im_Tagebau_Hambach.jpg (231.72 KiB) Viewed 14957 times \n \n \n \nBagger 293 is 96 metres (314.9 feet) tall (Guinness World Record for highest terrestrial vehicle, shared with Bagger 288). It is 225 metres (738.2 feet) long, weighs 14,200 tonnes (31.3 million pounds), and requires five people to operate. It is powered by an external power source providing 16.56 megawatts. The bucket-wheel itself is over 21.3 metres (69.9 feet) in diameter with 18 buckets, each of which can hold over 15 cubic metres (529.7 cubic feet) of material.", "date": "2021-11-16T14:02:04+00:00", "quotes": [] }, { "author": "mmmPI", "content": "According to my estimation that external power source must contain at least 300 solar pannel maybe more if the machine is also powered at night.", "date": "2021-11-16T20:56:02+00:00", "quotes": [] }, { "author": "", "content": "Which is great, so that this excavator is powered with a low carbon emission power source. [/troll]", "date": "2021-11-16T20:58:29+00:00", "quotes": [ { "author": "mmmPI wrote: Tue Nov 16, 2021 8:56 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Why are you moking me ? On Wikipedia they say Badger 293 is used in a lignite mine, if they were to put little solar pannel on the roof the the excavator they could do lignite mining without emiting carbon ! \n \nWhat triggers me the most is that they call it Badger 293, and it's 96 meters height, or 314.9 feet. Why not Badger 314 ? or Badger II-96 ? \n \nThey even put the number on it. Like if you are not sure which one it is, you can look at the number, to make sure it's not the 288 since it's the same size, if you happen to park them at the same location or someone else with the same model park his next to yours and you're lost.", "date": "2021-11-16T21:54:56+00:00", "quotes": [] }, { "author": "Tertius", "content": "A few comments: It's called \"Bagger\", not \"Badger\". It's pronounced in German exactly like the English \"bugger\". \nIt's the German word for excavator, so in English it would be called \"Excavator 293\". The naming convention \"Bagger 293\" is probably an owner-specific naming scheme from the owner company RWE Power (see the footer of the German wiki for Bagger 287: https://de.wikipedia.org/wiki/Bagger_287 ). According to the German wiki pages of these excavators, it's not a type name, it seems RWE Power numbered all their bigger excavators after they bought them, starting with 1 or 100 or whatever and reached 293 so far. It seems the older the excavator, the smaller the number. The company exists since 1898, so there is plenty of time.", "date": "2021-11-16T22:56:34+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Thank you for the clarification, there's badger plane that look nothing like badger i thought it was just a name given to big thing didn't noticed it was bagger which sounds like bag but bigger. \n \nAlso i am aware lignite is coal \n \nI didn't know there was real plans to make a floating solar field in the area though. The wikipage of the Hambach surface mine is full of surprising details.", "date": "2021-11-16T23:59:49+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Bucyrus 2570.jpg (634.76 KiB) Viewed 14439 times \n \n \nIt's a dragline.", "date": "2021-12-27T18:41:21+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "jwst launch.jpg (132.79 KiB) Viewed 14302 times \n \n \n \n \n \n jwst.jpg (222.24 KiB) Viewed 14302 times \n \n \n\nThe James Webb Space Telescope launch, the second picture is of the telescope itself with a human for scale centre right (minus sun shield extension). \n \n https://blogs.nasa.gov/webb/ \n \nAn overview https://www.youtube.com/watch?v=aICaAEX ... ngineering", "date": "2022-01-02T18:34:00+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "moo.jpg (108.44 KiB) Viewed 14025 times", "date": "2022-01-19T20:43:01+00:00", "quotes": [] }, { "author": "doryjoge", "content": "Amazing! I haven't seen the 2nd photo before.", "date": "2022-01-21T11:24:15+00:00", "quotes": [ { "author": "Ghoulish wrote: Sun Jan 02, 2022 6:34 pm", "content": "" } ] }, { "author": "Ghoulish", "content": "Bullet train depot.jpg (149.78 KiB) Viewed 13717 times", "date": "2022-02-02T07:05:45+00:00", "quotes": [] }, { "author": "TheSedated", "content": "Northern part of the BASF in Ludwigshafen, Germany. It's basically the largest chemical plant in the world. In this picture you see the train station, parts of the Rhine river harbour, and the somewhat new acetylene plant, which was finished 2 years ago.", "date": "2022-02-02T12:43:45+00:00", "quotes": [] } ]
19
2016-09-05T04:08:13-05:00
forum-topic-1878
1878
Factorio development explained in gifs - Page 3
General discussion
https://forums.factorio.com/viewtopic.php?t=1878&start=40
When someone posts a negative review on steam
[ { "author": "", "content": "when someone says im going to post a positive review", "date": "2016-03-02T09:31:57+00:00", "quotes": [] }, { "author": "Ringgeest11", "content": "Troubleshooting bugs", "date": "2016-03-08T12:20:55+00:00", "quotes": [] }, { "author": "", "content": "When everyone around me in the office speaks czech.", "date": "2016-03-22T00:51:52+00:00", "quotes": [] }, { "author": "", "content": "When someone starts a topic saying we should remove circuit networks from the game", "date": "2016-03-22T01:05:27+00:00", "quotes": [] }, { "author": "", "content": "When someone mentions Stardew Valley in the office.", "date": "2016-03-22T22:26:55+00:00", "quotes": [] }, { "author": "", "content": "Reading all the positive reviews on Steam and seeing a negative one.", "date": "2016-03-22T22:42:50+00:00", "quotes": [] }, { "author": "", "content": "When i see Twinsen working on the circuit network code", "date": "2016-03-22T22:49:02+00:00", "quotes": [] }, { "author": "VinceKun", "content": "When a friend want you to try out Factorio without explanation : \n \n \nWhen you have played for some hours and you think about nothing else than Factorio :", "date": "2016-03-23T19:15:22+00:00", "quotes": [] }, { "author": "Kenzory", "content": "No haterino please, i've did with all my Pleasure \np.d. Just finished it, I love it! ( ͡° ͜ʖ ͡°) \n [Moderated by Koub] : Sorry, but this is not suitable on this forum.", "date": "2016-03-23T21:33:36+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "When the office is on fire but 0.13 is due", "date": "2016-03-26T11:16:00+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "A week after Steam release when kovarex checked the bank balance.", "date": "2016-03-29T12:01:07+00:00", "quotes": [] }, { "author": "Nubm2", "content": "When you realize that walls will not hold them off forever", "date": "2016-03-29T13:13:01+00:00", "quotes": [] }, { "author": "Gnarflord", "content": "When they announce a new feature in the FFFs", "date": "2016-03-29T19:25:14+00:00", "quotes": [] }, { "author": "", "content": "When Factorio went from 99% positive reviews to 98% and is no longer the top rated game of all time. \n \n \n https://www.youtube.com/watch?v=cwXfv25xJUw", "date": "2016-03-30T10:11:49+00:00", "quotes": [] }, { "author": "", "content": "", "date": "2016-03-30T12:48:58+00:00", "quotes": [ { "author": "Twinsen wrote:", "content": "" } ] }, { "author": "", "content": "When I make another bad joke in the office.", "date": "2016-03-31T21:51:16+00:00", "quotes": [] }, { "author": "", "content": "When Albert is looking in the fridge for his food at 3AM but it's not there because someone ate it.", "date": "2016-04-15T22:23:36+00:00", "quotes": [] }, { "author": "", "content": "When Klonan's computer is broken but he found out that bashing it fixes it", "date": "2016-04-16T10:53:11+00:00", "quotes": [] }, { "author": "", "content": "When I see some of the \"temporary\" 0.13 GUIs", "date": "2016-04-22T10:27:40+00:00", "quotes": [] } ]
19
2013-12-27T07:58:11-06:00
forum-topic-122781
122781
Outdated technology descriptions
Translations
https://forums.factorio.com/viewtopic.php?t=122781
Fosforus_x1a1
Version: 2.0.21 Here are a few language/description issues I've noticed in the tech tree. For the "circuit network" technology: - one of the effects shown is red and green wires, with the caption "Unlocks circuit network." This isn't really true anymore; red and green wires are always available. - another effect is iron stick, which seems erroneous. For the "Rail support foundations" technology: - in the description, "Allows to build" is missing a word or something. For the "Fast inserter" technology: - description still mentions item filtering, which is no longer tied to this research.
[ { "author": "Muche", "content": "Welcome to the forum, and thank you for the report. \n \n Circuit technology's \"Unlock circuit network\" is correct, see 122605 Circuit Network Wires Unlocked Prematurely . \nIts Iron stick unlock is also correct, see 120062 Circuit network research tech shows iron sticks .", "date": "2024-11-25T01:28:33+00:00", "quotes": [] } ]
1
2024-11-24T13:34:29-06:00
forum-topic-123917
123917
How to hide quality icon on hidden entities
Modding discussion
https://forums.factorio.com/viewtopic.php?t=123917
Pikachar
Hello! In a mod I'm working on I've got hidden entities that facilitate some logic, but the player should not really know that they are there. They're supposed to be hidden after all. Is there a way to specifically hide the quality icon on such an entity? And if so, what is the proper way of doing that? I saw that somebody had asked that question before, but the link directed me to a post that was deleted. I've tried setting hidden = true, but that does not seem to do anything. And I'm not seeing any other property in the LuaEntityPrototype that I could set to achieve this result. Any help is much appreciated!
[]
0
2024-12-06T19:00:27-06:00
forum-topic-119198
119198
[2.0.13] Interface scaling hides UI above 100%
Won't fix.
https://forums.factorio.com/viewtopic.php?t=119198
ylsid
1. Set shortcut bar rows to 2 2. Set interface scaling to 125% or higher This happens Suggested fix 11-02-2024, 12-04-35.png (2.47 MiB) Viewed 861 times Allowing us to simply move it to the left would fix these issues entirely
[ { "author": "Muche", "content": "Related: 119141 Thruster side panel doesn't fit screen when UI scale is 100% .", "date": "2024-11-02T12:37:05+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however we have no plans to do anything with this. Scales above 100% are only intended for use on displays that have the physical space to show the additional size. If you run into issues like this, the solution is to reduce the scale back to 100%. We already have issues making the GUI work at native 100% on 1920x1080 and simply can't make it work at increasingly higher scales on every screen size.", "date": "2024-11-03T14:23:03+00:00", "quotes": [] }, { "author": "mhcmega", "content": "There is another issue with the scaling and size of the engine status window that I need to bring to your attention. \n \nOn my ultra-wide 3440x1440 screen (IMO this will soon be a standard in gaming) the game by default sets the UI scaling to 125%, so some engine window details are not visible by default . \n \nOn the other hand, I wouldn't be able to play the game at 100%, UI gets too small. So I still think something should be done with the engine status window, it should at least work on default (125%) settings.", "date": "2024-11-03T23:23:01+00:00", "quotes": [] }, { "author": "", "content": "Yes, this is a case we still haven't found a nice solution for at default screen resolutions.", "date": "2024-11-04T12:36:32+00:00", "quotes": [ { "author": "mhcmega wrote: Sun Nov 03, 2024 11:23 pm", "content": "" } ] }, { "author": "Reika", "content": "For some people, myself included, the larger UI setting is an accessibility option, not one we can just go without. \n \nAlso, there is a pretty easy thing to do that would help a great deal - allow the user to control which components of the sidebar UI even appear, just like already exists for minimap. This thread suggests hiding the entity preview, but that can be extended to all the UI elements. For example, in addition to the entity preview, I would disable the \"last user\" line and the \"add tag\" and \"add ping\" buttons - I do not play multiplayer, and have no need for them - and a couple of the \"overview shortcut\" buttons like for production statistics and trains, as the hotkeys for those views suffice.", "date": "2025-02-06T19:53:17+00:00", "quotes": [ { "author": "Rseding91 wrote: Sun Nov 03, 2024 2:23 pm", "content": "" } ] } ]
5
2024-11-01T22:08:51-05:00
forum-topic-87377
87377
Factorio Forums • Oil refinery HD Graphics
Has the oil refineries HD graphic update been missed, I was disappointed to hear that all the graphics were completed but the refinery didn’t get one...or at least it didn’t look like it...the flame just doesn’t look as good as the smoke from the chemical plants.
[ { "author": "", "content": "I was thinking the same as well", "date": "", "quotes": [] }, { "author": "", "content": "The refineries have HD graphics, yes. \n \n \n \n hr-oil-refinery.png (951.74 KiB) Viewed 1638 times \n \n \n \n \n \n oil-refinery.png (260.45 KiB) Viewed 1638 times", "date": "", "quotes": [] }, { "author": "", "content": "Ok then...I guess they just don’t look much different...the chemical plants put them to shame tho", "date": "", "quotes": [] } ]
3
forum-topic-126845
126845
Incorrect capitalization of 'Extinct chimney Vent'
Translations
https://forums.factorio.com/viewtopic.php?t=126845
Havitner
Should be 'Extinct chimney vent' rather than 'Extinct chimney Vent', to match the other vents (and almost everything else in the game). Both the world hover tooltip and 'pedia are wrong (they are presumably referencing the same string). 02-14-2025, 16-37-36.png (92.33 KiB) Viewed 484 times I am going to be a rebel here and not include the log file, since it couldn't possibly be needed.
[ { "author": "Sharparam", "content": "I've raised it as an issue on Crowdin: https://crowdin.com/editor/factorio/200 ... able#69974", "date": "2025-02-15T11:41:49+00:00", "quotes": [] }, { "author": "", "content": "Fixed for the next release, 2.0.40.", "date": "2025-03-10T09:29:48+00:00", "quotes": [] } ]
2
2025-02-14T10:41:37-06:00
forum-topic-93587
93587
Industrial Revolution 2 discussion - Page 6
Mods
https://forums.factorio.com/viewtopic.php?t=93587&start=100
Chaos_Dwarf
Hey, Deadlock, I want to say Great Big Thank You for your mod. I love it. Some things I wanted to say. 1) In your Industrial Revolution "1" you had 3x3 storage chests, made of bronze, iron and steel, they helped a lot with the game. When you made "IR-2", you removed them. Any plans to add them back, or why, if you don't? 2) Ark smelter can only use efficiency modules. I understand why it can't use production, but why can't it benefit from speed? 3) Casting machines can't use any modules at all, and don't react to beacons. Why not add speed/efficiency to them?
[ { "author": "Kyralessa", "content": "If I remember correctly, it was discussed previously, and the answer to #1 was that the big chests cause UPS problems . \n \nFor #2, I'm only guessing that it's because at the point where you get arc furnaces, space shouldn't be at such a premium, so part of the puzzle is figuring out how to feed all those arc furnaces as efficiently as possible without simply speeding them up. \n \nFor #3...what are \"casting machines\"? Do you mean foundries? Probably the same as #2: Arc furnaces and foundries are very late-game items, so by then you should have room to spread out. So I'm guessing Deadlock found it more interesting to challenge the player to develop more efficient processing without simply being able to spam speed modules everywhere. But I'm only guessing.", "date": "2022-06-13T18:26:50+00:00", "quotes": [ { "author": "Chaos_Dwarf wrote: Mon Jun 13, 2022 9:48 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Just throwing this out there: \nDiscussion on improving chest insertion logic (for UPS gains): viewtopic.php?f=6&t=58766 \nDev response: viewtopic.php?p=351657#p351657", "date": "2022-06-13T20:59:04+00:00", "quotes": [ { "author": "Kyralessa wrote: Mon Jun 13, 2022 6:26 pm", "content": "" }, { "author": "Chaos_Dwarf wrote: Mon Jun 13, 2022 9:48 am", "content": "" } ] }, { "author": "Kyralessa", "content": "Well, then, I guess all three of the things I said were just guessing.", "date": "2022-06-14T05:31:44+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Mon Jun 13, 2022 8:59 pm", "content": "" } ] }, { "author": "Deadlock989", "content": "Thanks for the kind words. \n \n1. I removed them partly because of vague UPS concerns but the real reason was that I didn't think they were very necessary and they were just another maintenance burden. Instead, IR2 has built in support for Earendel's AAI Containers & Warehouses mod which provides everything the old IR1 depots did and more, replacing the warehouse recipes with IR2 components. \n \n2 & 3. There were reasons for this to do with timing, unloading and the fluid system's limitations but I have forgotten exactly what those reasons were. My own preferred playstyle was probably also a factor, I never liked modules much and beacons even less, and I made IR2 for myself first and foremost. I don't play Factorio now and the mod isn't likely to be updated further - a third party mod could tweak the settings on arc smelters and foundries if that's of interest.", "date": "2022-06-16T09:41:52+00:00", "quotes": [ { "author": "Chaos_Dwarf wrote: Mon Jun 13, 2022 9:48 am", "content": "" } ] }, { "author": "Selyria", "content": "Okay rubies are hidden in the fields", "date": "2022-06-27T15:11:30+00:00", "quotes": [] }, { "author": "cbhj1", "content": "You have to mine the ruby naturally, the recipe is just for reliability later. copper/gold", "date": "2022-06-27T15:17:12+00:00", "quotes": [] }, { "author": "Selyria", "content": "ah okay thanks for the info I must have overlooked", "date": "2022-06-27T15:20:24+00:00", "quotes": [ { "author": "cbhj1 wrote: Mon Jun 27, 2022 3:17 pm", "content": "" } ] }, { "author": "selphers", "content": "For fellow beacon spammers interested people I made a mod that allows modules in Arc Furnaces and Foundries just now: https://mods.factorio.com/mod/ir2-arc-furnace-module", "date": "2022-07-21T03:40:04+00:00", "quotes": [] }, { "author": "WDLBPH", "content": "I just started playing IR2 with my personal vanilla ++ modpack, (guess I can't rly call it that anymore) and I'm really enjoying it! It's damn cool, I love all the steam stuff and I know arc furnaces are end-endgame but I love them and can't wait to use them anyway, same as in Immersive Engineering! Props to Deadlock for being cool. \n \nAlso I need to mention that Armor Pockets is incompatible with this mod, incase anyone is trying to diagnose. Also also, I wanted to mention that the heavy armor, the first researchable armor which you get after bronze, is changed to have a waay higher science cost (literally requires 400 blue) by the Power Armor MK3 mod, so you probably want to disable that mod as well until you unlock the tech.", "date": "2022-08-26T15:59:24+00:00", "quotes": [] }, { "author": "uzmn", "content": "Hi, \ncould you please be a little more specific? I have already hand mined couple stacks of copper ore and didn't find any ruby. Is it just bad luck or I do something wrong? \n \nI've already mined lot of ore by automatic miners in this run so far, so I guess there is no chance to find gems by that. \nCould you give me any advice? \nThanks.", "date": "2022-09-05T17:59:09+00:00", "quotes": [ { "author": "cbhj1 wrote: Mon Jun 27, 2022 3:17 pm", "content": "" } ] }, { "author": "cbhj1", "content": "for gold/ruby or copper/ruby, if you look closely at the ore fields, some will have red tucked in among the ore, those specific tiles will have a tiny chance of producing ruby as well as the usual ore, similarly for the other ore/gems. \n \nautomatic miners will also mine them, it is just difficult to focus them on a specific tile like with hand mining", "date": "2022-09-06T00:36:05+00:00", "quotes": [] }, { "author": "uzmn", "content": "I see totally nothing \nAm I missing some settings or so? \n \n \n \n copper field copper.jpg (764.79 KiB) Viewed 6202 times", "date": "2022-09-06T08:05:28+00:00", "quotes": [ { "author": "cbhj1 wrote: Tue Sep 06, 2022 12:36 am", "content": "" } ] }, { "author": "Kyralessa", "content": "You can also see it on the map. \n \nIf you hover over an ore field and you see little diamond/circle shapes within the borders, that indicates that the field has rubies, diamonds, or sapphires, as appropriate to the ore type. \n \nThere's an example below. \n \nAlso, it makes a difference how big your starting area is. With a normal starting area, you should see ore fields with gems fairly close by. If you choose a really big starting area, such as 600, then ore fields with gems are quite far away. I'm not clear on exactly what the formula is, but there is definitely a correlation between starting area and distance to ore fields with gems.", "date": "2022-09-06T09:33:42+00:00", "quotes": [] }, { "author": "uzmn", "content": "The only one gold/copper field with the \"star\" I've managed to find is the one on the picture. I've set up the miner, mined couple stacks and still nothing. Not a single one ruby. \nIs it mistake or I do anything wrong? \n \nThanks. \n \n \n \n Gold - ruby set up gold_map.jpg (43.78 KiB) Viewed 6120 times", "date": "2022-09-08T07:59:43+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "In general, you're not going to find gems until you also find bugs. So you'll probably need some offense in order to mine gems. I usually combine a rocket launcher with explosive rockets and a \"turret chain\" using long-handed electric inserters to clean out bases. \n \nIn one 600 starting area game I played, I managed to find rubies without destroying any bases, though. I explored with my car, zigzagging between the various enemy bases, and eventually found a patch of copper not too close to any bugs. I set up a miner or two to work and some air filters to keep the pollution down so my miners wouldn't get attacked. \n \nIt took a while. At first I ferried copper ore back to the base with my car trunk, but eventually I set up a rather bendy train line. \n \nEventually, mixed in with the copper ore, I had a few rubies. I don't remember how many you need to set up ruby production, but I think it's not very many, about four or five, to create the laser assemblers necessary for revolutionary (blue) circuits and to get the cubic press going. And obviously once you have a cubic press running, you're golden.", "date": "2022-09-08T17:19:38+00:00", "quotes": [] }, { "author": "cbhj1", "content": "No mistake, the ratio of gem to ore is harsh, like .7% per mining cycle on the tile that has gem, the miner also goes to all the other tiles under it as well reducing the observed output even further.", "date": "2022-09-09T02:01:19+00:00", "quotes": [] }, { "author": "Stimpatch", "content": "Another Question i like to ask: \nI ran Industrial Revolution V1 a long time ago and finished it. (Super Awesome btw) \n \nNow in IR2, i came to the point where Batteries become available, so i tried to change to batteries as Train fuel. Requests more Setup, but now my trains run on Electricity, Awesome... but there is a Problem i cannot seem to wrap my head around: \n \nI use dedicated refulling stations to fuel my trains. In there, a train gets up to 3 full stacks of batteries... but there is only 1 stack for discharged Items as fuel. So, my trains run out of fuel because they cannot use the 2nd stack of batteries, cause the spend batteries have no where to go. \n \nI see no way to read this info from a train at a station (by circuits), so i can only load to a max of 100 Items. Also i see no secure way to fill up train fuel to 100 without the information by circuits alone. \n \nIirc in IR1 there was a dedicated Train with only 1 slot for electrical fuel, al least i dont remember this problem from my old run. \n \nAny Ideas? \n \nCurrently my fallback is going back to charcoal \n \nOh, and also: Big thx to Deadlock for his awesome work. Cant stress this enough.", "date": "2022-09-13T10:27:46+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "This feels like an oversight on my part. It looks like this was handled properly for the IR2 heavy roller vehicle (2 of each) and is correct more or less by accident for vanilla cars and IR2 monowheels (1 of each) but incorrect for locomotives and tanks. \n \nThe situation never arose in my own playthroughs because I don't recall ever having a train route last longer than a single stack of charged batteries, but I can see how it would be possible to do. \n \nThe problem for locomotives is that the available GUI space for the locomotive fuel slots is tiny. If you bump the spent fuel slots to 3 you get the character inventory pane and the entire window stretched out like this: \n \n \n \n \n Untitled.jpg (205.94 KiB) Viewed 5922 times \n \n \n \nI will have a think about what can be done about this but I don't have any good ideas at the moment - another (bad) way to handle it would be to make charged batteries have a much smaller stack size but that would create more problems than it solved.", "date": "2022-09-13T11:26:22+00:00", "quotes": [ { "author": "Stimpatch wrote: Tue Sep 13, 2022 10:27 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "You could potentially increase the stack size of the spent batteries instead if you wanted to go that route. Less negatives (I would think).", "date": "2022-09-13T13:24:08+00:00", "quotes": [ { "author": "Deadlock989 wrote: Tue Sep 13, 2022 11:26 am", "content": "" } ] } ]
19
2020-12-26T04:07:00-06:00
forum-topic-127497
127497
Tooltip of researches that give bonuses are not always matching the actual bonus
Duplicates
https://forums.factorio.com/viewtopic.php?t=127497
Carrod
Here is an example of the bug. I took a screenshot of Processing Unit productivity research with tooltips. Here is research level 4 where it correctly displays: +10% [+30% --> +40%] Blue-productivity-4.png (114.59 KiB) Viewed 45 times And here is research level 5 where the tooltip also says: +10% [+30% --> +40%] Blue-productivity-5.png (115.61 KiB) Viewed 45 times But: Level 5 does not increase the productivity from +30% to +40%; it increases it from +40% to +50%. The tooltip always displays the current increase (as I am researching level 4 right now), not the actual increase of the research.
[ { "author": "", "content": "See 116018", "date": "2025-03-14T21:13:19+00:00", "quotes": [] } ]
1
2025-03-14T15:56:39-05:00
forum-topic-32931
32931
[LIB 0.14+] Mod console
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=32931
Adil
Here's little something I've devised recently to debug and test the mods. Standard console runs in its own environment and cannot access the inner state of the mod. That state can only be accessed by functions from within the mod. You can use loadstring inside the mod to execute an orbitrary command in the environment. This file defines a simple interface to the above route. To use it, simply put file in your mod and put `require "console" in control.lua When ingame use following interface call: Code: Select all /c remote.call('console','show') A textbox will appear, in which you can type your code, which will be run with a click onto the button. Remove the lib when releasing the mod. It is not sophisticated and not designed to avoid clashes in case it is present in multiple mods.
[ { "author": "aubergine18", "content": "Always wondered but not got round to testing yet, is it possible to include a file from another mod, for example: \n Code: Select all require '__SomeOtherMod__/api.lua'\n \n\nWhere your mod would define SomeOhterMod as a dependency.", "date": "2016-09-19T10:33:42+00:00", "quotes": [] }, { "author": "Adil", "content": "Last time I've tried something similar, it didn't work. \nedit: and for the purposes of this lib it isn't actually relevant. The idea is to have a single file that can be easily dropped into the mod without much alterations, with the mod dependency way, it would require more alterations to mod to make it launch.", "date": "2016-09-19T18:19:01+00:00", "quotes": [] }, { "author": "Nexela", "content": "Thanks Adil! Here is a Slightly modified version for use with STDLib. With the added bonus that it can be left in your released mod. \n \nSo much easier to debug stuff without having to add in debug code \n Code: Select all local USE_FALLBACK_INTERFACE = false\n\n--Console Code from adil modified for use with STDlib\nGui = Gui or require(\"stdlib.gui.gui\")\n\nlocal function create_gui_player(player)\n\tif player.gui.left.console then player.gui.left.console.destroy() end\n\tlocal c=player.gui.left.add{type='frame',name='console',direction='horizontal'}\n\tlocal t = c.add{type='textfield',name='console_line'}\n t.style.minimal_width=600\n t.style.maximal_width=600\n\tc.add{type='button', name='console_enter',caption='<', tooltip=\"Run Script\"}\n c.add{type='button', name='console_clear', caption='C', tooltip=\"Clear Input\"}\n c.add{type='button', name ='console_close', caption=\"X\", tooltip=\"Close\"}\nend\n\n--console.create_gui = function(player)\nlocal function create_gui(player)\n\t--if not sent with a player, then enable for all players?\n\tif not (player and player.valid) then\n\t\tfor _, cur_player in pairs(game.players) do\n\t\t\tcreate_gui_player(cur_player)\n\t\tend\n\telse\n\t\tcreate_gui_player(player)\n\tend\nend\n\n--local second=false\nlocal function handler(event)\n\tlocal i=event.element.player_index\n\tlocal p=game.players[event.player_index]\n\t--if second then second=false return end\n\tlocal s=p.gui.left.console.console_line.text\n\tassert(loadstring(s))()\n\tgame.write_file('console.log',s..'\\n',true,i)\n\t--second=true\nend\nGui.on_click(\"console_enter\", handler)\n\nlocal function close(event)\n\tlocal p = game.players[event.player_index]\n\tp.gui.left.console.destroy()\nend\nGui.on_click(\"console_close\", close)\n\nlocal function clear(event)\n local p = game.players[event.player_index]\n\tp.gui.left.console.console_line.text = \"\"\nend\nGui.on_click(\"console_clear\", clear)\n\n--TODO Implement \"History\"\n\n--Fallback interface --- set USE_FALLBACK_INTERACE = true and\n--just using a require(\"path.to.console\") in your control will\n--create the console interface, this interface is only recomended for local testing. \n--If more then 1 mod adds it, the first mod to add it will be the enviorment used\nif USE_FALLBACK_INTERFACE and not remote.interfaces.console then\n\tremote.add_interface(\"console\", {show = function(player) create_gui(player) end})\nend\n\n--return the create_gui function\n--example usage:\n--remote.add_interface(\"my_interface\", {show=require(\"path.to.console\")})\n--/c remote.call(\"my_interface\", \"show\", game.player)\nreturn create_gui", "date": "2016-10-10T22:50:06+00:00", "quotes": [] } ]
3
2016-09-18T18:11:50-05:00
forum-topic-114062
114062
Friday Facts #417 - Space Age development
News
https://forums.factorio.com/viewtopic.php?t=114062
Here it is! (beep boop) https://factorio.com/blog/post/fff-417
[ { "author": "luckymike11", "content": "Yeeeaaaa!!! \n \n\"Since things are getting stable and I'm starting to be pretty happy with the state of the game now, we are ready to give a specific date of the Space Age release... \nWhich we will tell you next week \" \n \nYeeeeeeeeaaaaaaaaaa!!!! \n \nTake my money", "date": "2024-06-28T11:06:26+00:00", "quotes": [] }, { "author": "Hares", "content": "Please tell us about these!", "date": "2024-06-28T11:06:54+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "The first gameplay draft was made in less than 2 weeks and was a vertical slice for the entire expansion. It was sort of a blue-sky concepting stage where I could try a lot of different things to see what sticks. \n \nTo make things more difficult though, there was a lot of initial reluctance to have alternate recipes for things (because recyclers had already been added to reprocess items for quality). This meant that the first version couldn’t have many shortcut recipes and that resulted in the need for a lot of the basic resources to still be on most planets (even if the source is a little different), but then you’d still need most of the same processing chain as Nauvis in addition to the planet-specific ones. Fortunately that stance has been relaxed for a lot of things. \n \nAlso, some of the things that were cut from the first version made it back in eventually, like resources from lava.", "date": "2024-06-28T11:07:26+00:00", "quotes": [] }, { "author": "SnowZyDe", "content": "We know the exact date, but what year will we say in the middle of 2026", "date": "2024-06-28T11:10:14+00:00", "quotes": [] }, { "author": "BlacKcuD", "content": "This is probably the only game which I would preorder without any doubts.", "date": "2024-06-28T11:10:41+00:00", "quotes": [] }, { "author": "husnikadam", "content": "Space Age launch party when?", "date": "2024-06-28T11:14:16+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "That intersection is just... glorious, GLORIOUS spaghetti. \n \nAlso... in that picture... I'm seeing... 12 science packs? \nred green grey blue purple yellow (all base) \nwhite orange lime pink purple black (2 from base, the other 4 from the new planets..?)", "date": "2024-06-28T11:18:50+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "So, the Wiki says August 2024, one of the Moderators said October 2024, i wonder what next weeks FFF is gonna say. \n \nI also love how \"finishing the expansion\" doesn't mean \"reaches all the techs of the Game\" to the Devs, no it means a 1 million SPM Megabase!", "date": "2024-06-28T11:23:17+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "againey", "content": "Ooh, good eyes spotting that tiny detail! Although my brain interprets it as 11, with the bottom-right spot just being empty space showing the dark gray shaded area of the lab.", "date": "2024-06-28T11:27:56+00:00", "quotes": [ { "author": "Justderpingalong wrote: Fri Jun 28, 2024 11:18 am", "content": "" } ] }, { "author": "GregoriusT", "content": "that empty slot MIGHT be for Spoilers, but yeah it could be a 12th sci pack. There even is an inserter for removing something from the Labs, so it very likely is Spoilers.", "date": "2024-06-28T11:31:52+00:00", "quotes": [ { "author": "againey wrote: Fri Jun 28, 2024 11:27 am", "content": "" }, { "author": "Justderpingalong wrote: Fri Jun 28, 2024 11:18 am", "content": "" } ] }, { "author": "Stalinlover22", "content": "Can´t wait to the next week!", "date": "2024-06-28T11:39:49+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "Spoilers? Or spoilage. \n \nEitherway I'm fairly convinced it is 12 science packs. If you look at the top left lab, it doesn't have red science but that doesn't leave a shaded entry, it's just not there. What's more curious is that the other packs haven't shifted: All of them are in the same place still. And if it WAS 11 packs, wouldn't the bottom row by half-offset like below? \nX-X-X-X-X-X \n-X-X-X-X-X \nEach new planet brings 1 more science pack to the table, and the last one... maybe it's deep space science? I dunno.", "date": "2024-06-28T11:59:13+00:00", "quotes": [ { "author": "GregoriusT wrote: Fri Jun 28, 2024 11:31 am", "content": "" }, { "author": "againey wrote: Fri Jun 28, 2024 11:27 am", "content": "" }, { "author": "Justderpingalong wrote: Fri Jun 28, 2024 11:18 am", "content": "" } ] }, { "author": "Terrahertz", "content": "That was a very interesting peek behind the curtains, with some very impressive screenshots \n \nI wonder what next weeks topic might be, as it is getting bundled up with the release date.", "date": "2024-06-28T12:05:52+00:00", "quotes": [] }, { "author": "SHADOW13", "content": "I am hoping all those big Earendel's concepts will make into mods, some people don't mind playing 300+ hours", "date": "2024-06-28T12:09:03+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "waaaait is there even a shaded spot where the bottom right slot is?! That might be some coincidental dark spot on the lab texture! \n \nI think the Science Packs will have dedicated spots in the Alt Overlay as opposed to how it works right now. \n \nAlso yes I ended up calling Spoilage \"Spoilers\", because that is funnier. XD", "date": "2024-06-28T12:11:20+00:00", "quotes": [ { "author": "Justderpingalong wrote: Fri Jun 28, 2024 11:59 am", "content": "" }, { "author": "GregoriusT wrote: Fri Jun 28, 2024 11:31 am", "content": "" }, { "author": "againey wrote: Fri Jun 28, 2024 11:27 am", "content": "" }, { "author": "Justderpingalong wrote: Fri Jun 28, 2024 11:18 am", "content": "" } ] }, { "author": "Brathahn", "content": "takemymoney.jpg (86.91 KiB) Viewed 13137 times", "date": "2024-06-28T12:20:00+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "Cool stuff, always like to read what Kovarex got to say. Seeing that huge production output looks cool. I can understand now where the decision to remove fluid simulation from the game is coming from. I still doubt tho if it is the right tradeoff. To me this huge production output, aka 'massing' is mostly just more of the same thing. So I ask first, is it really absolutely impossible to obtain this level of production output with the old fluid system and adjusted builds, and if not, second, is it really worth it looking at the fun factor of designing builds (amongst other reasons) to have this higher output capacity compared to having an actual (semi) simulated fluid system? \n \nThen 3rd, the UPS question. This is a pretty hardcore game, targeting the PC. We will have faster hardware coming out every year. Arent we over-optimizing by removing a core gameplay/simulation mechanic in favor of getting more of the same binary item production per second per megaherz, especially considering Quality is an optional mechanic? How big can you reasonably build on current hardware while leaving the fluid mechanics in the game? \n \nReally concerned about this still, especially now that we will be doing more with fluids than ever with the molten metals and stuff it feels like we're loosing a large part of the systems designing gameplay.", "date": "2024-06-28T12:31:30+00:00", "quotes": [] }, { "author": "Gergely", "content": "That intersection is so complex, I can't help but wonder why is it devoid of any trains.", "date": "2024-06-28T12:40:43+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Pathfinding took one look at this and concluded: NOPE!", "date": "2024-06-28T12:46:48+00:00", "quotes": [ { "author": "Gergely wrote: Fri Jun 28, 2024 12:40 pm", "content": "" } ] } ]
19
2024-06-28T06:00:02-05:00
forum-topic-14710
14710
Alien Juice / Handling of Corpses / Recycling Dead
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=14710
About getting more resources (besides alien eggs) from the natives. Also recycling of dead biter corpses, using the dead parts of natives. Mods that implement handling of dead corpses: https://forums.factorio.com/forum/viewforum.php?f=43 DyTech (drops corpses that can be processed further) https://forums.factorio.com/forum/vie ... =51&t=9243 Bob's Enemies (drops small alien artefacts) related: viewtopic.php?f=80&t=171 Alien juice ? viewtopic.php?f=6&t=224 Alien Technology, Advanced AI, More Planets,Factorio "World" viewtopic.php?f=6&t=1152 Dead creepers can have their uses viewtopic.php?f=6&t=964 Robot station (aliens instead of robots) viewtopic.php?f=6&t=805 Body Recycling viewtopic.php?f=6&t=14706 Recycled Corpses (what to do with them) viewtopic.php?f=6&t=15129 Biter Corpses viewtopic.php?f=6&t=18091 Biters and animals being able to salvage things from them viewtopic.php?f=6&t=45897 enslaved aliens Far related: viewtopic.php?f=6&t=3440 What do biters do in their spare time? (Pheromone pathfind) viewtopic.php?f=6&t=2335 Bug Repellant viewtopic.php?f=80&t=14710 Alien Juice / Handling of Corpses / Recycling Dead
[]
0
2015-08-10T14:57:32-05:00
forum-topic-126591
126591
Factorio Forums • Color consistency in tier or ability level should be normalized
I know that the belts and inserters and everything have been their colors forEVER and are unlikely to change, but it's a little confusing to me. Code: Select all Item | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 Inserter* | yellow | blue | green | white | n/a Belt | yellow | red | blue | green | n/a Assembler | gray | blue | green | n/a | n/a Furnace | yellow | gray | blue | n/a | n/a Rockets | yellow | red | green | n/a | n/a Circuits | green | red | blue | n/a | n/a Quality | gray | green | blue | purple | orange *Burner inserters are not typically used in progression so are not included, but could be designated gray or black to differentiate them from stack inserters. Additionally, long variants are not discussed because there is only one base-game long variant. This is really weird for consistency's sake. It seems like color consistency was attempted. Yellow and gray are usually lower, red is usually middle, and blue or green are usually higher. (except green circuits) I think it'd be a lot more intuitive if every tier # corresponded to a color. Everything tier 1 was yellow or whatever. I don't care what the color is, much less that they're all consistently ordered. PS Modules also throw a wrench in this, but their tier dots are sufficiently intuitive, so I'm not bothered by them.
[ { "author": "", "content": "It’s not going to be changed, most likely. The developers like that color variety adds to the visual variety even in endgame bases.", "date": "", "quotes": [] }, { "author": "", "content": "I would consider your list not complete, as it's missing: \nchests - brown/yellow, dark grey, light grey; \nlogistic chests - purple, red, yellow, green, blue; \nmining drills - grey, grey/yellow, grey/red; \nfurnaces - I'd consider electric furnace teal/turquoise, + red/orange foundry; \ncircuits - quantum processor (purple?); \nall the science packs; \ncannon shells have two dimensions of improvements (grey->red, grey->green); \nbiters/worms - yellow, red, blue, green; \npentapods - green, yellow, red. \n \nQuality colour scheme follows a complete different source - RPG rarity. \n \nI would definitely include grey burner inserters and red long-handed inserter. Also former purple filter inserter. \n \nAlso stack inserters are not strictly better than bulk inserters. Similarly for furnaces, ammo, circuits, logistic chests, science packs. \n \nPut all together, there is no chance of unifying it.", "date": "", "quotes": [] } ]
2
forum-topic-7874
7874
Games Like Factorio - Page 11
Off topic
https://forums.factorio.com/viewtopic.php?t=7874&start=200
blazespinnaker
Yeap. But it's OK, I think, in my way of looking at things. This is pure flattery. They are at least decent enough to steal and not just borrow. Would be nice if they coughed up some royalties tho. Got to underwrite factorio expansion kit somehow! As for Dyson Sphere Program, I was initially extremely excited when I saw this, but after some review I have to say while it looks like all idea and no execution. it looks more original concept wise than satisfactory, which is good. I mean, they're not just bloating on 3d graphics. But I really didn't see anything particularly interesting or new in terms of game play. Just a lot of fancy graphics. That said, I think they are onto the right idea (universe scale!), but I doubt they will have budget or talent to do it correctly. Too much obsession with eye candy and not enough with mechanics. If I were them, I'd suggest forgetting everything they knew about factorio and pull some a bunch of hard sci books off the shelves. There's some really great universe building stories out there which they could start looking at for new ideas. I think some kind of combination of starcraft and civ would be what I'd go for, RTS and PVE but with the civilization / economy building aspect on a universe scale. To be frank, DSP seems like someone had a very cool idea for a game and then some well meaning idiot came along and said "oh can we make it like factorio??" I mean seriously: Screenshot 2021-01-30 005400.png (981.79 KiB) Viewed 19656 times At least they are wise enough to utilize isometric and not fps, I'll give them that.
[ { "author": "Hoodier", "content": "I'd like to play Rim world. Is it difficult?", "date": "2021-03-08T08:22:16+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "It has a \"peaceful\" mode where you don't get raided. There are still a few minor threats (e.g. the occasional angry animal attack), but nothing that can't easily be dealt with, especially if you're playing in the default mode (three colonists starting out with some weapons and equipment).", "date": "2021-03-08T14:57:56+00:00", "quotes": [ { "author": "Hoodier wrote: Mon Mar 08, 2021 8:22 am", "content": "" } ] }, { "author": "Hannu", "content": "The basic idea of Factorio is so realistic that it is impossible to avoid in logistic games. Processing machines, conveyor belts, fluid pipes, robotic hands, drones, trains. etc. It is like car games. There is million car race games too, which are practically very similar. \n \nIn my opinion better thing in DSP compared to Factorio is more different biomes. DSP does not utilise possibilities well, for example use temperature, radiation and atmospheric effects to entities into account, but different planets have different resources and you are rewarded if you explore and make logistics from further away. There is also rare resources unlike Factorio, in which every raw materials is about as valuable (very abundant at normal settings). Dyson sphere program has also 3D. \n \nBut Factorio has liquids, automation controls, trains, defense aspects and far better building tools (blueprints). It gives also more options to different games, like railworlds, defense weighted games etc. Dyson Sphere Program is a good game, in my opinion worth of its price, but I probably never play more than 2 or 3 games, if devs will not bring something new content and much better tools to build large factories. I am now at endgame phase of my first game (150 h), wait that I get Dyson sphere around B-class stars completed.", "date": "2021-03-09T09:55:39+00:00", "quotes": [ { "author": "blazespinnaker wrote: Sat Jan 30, 2021 8:31 am", "content": "" } ] }, { "author": "Challenger007", "content": "Realism and detail in 2021 is a basic requirement for games, in my opinion. It is extremely problematic to come up with a completely new plot, but it is possible to think over the details. And another cool thing is that there is a choice of development in the game. Factorio is good in this regard, although there is something to improve, in my opinion. There are no boundaries for perfection.", "date": "2021-03-22T10:26:06+00:00", "quotes": [ { "author": "Hannu wrote: Tue Mar 09, 2021 9:55 am", "content": "" }, { "author": "blazespinnaker wrote: Sat Jan 30, 2021 8:31 am", "content": "" } ] }, { "author": "nicolaasvanwaveren", "content": "New game will be launching soon, Captain of Industry. Look like if it has a lot of potential. I think any Factorio fan will also enjoy this game. \n \n https://www.captain-of-industry.com", "date": "2021-12-07T07:45:08+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Ooooo.... \n \nEdit: After looking at it a bit more, though, it seems like it's only an island hopper with simple naval combat only (at the moment). Hope some of that changes.", "date": "2021-12-07T16:39:26+00:00", "quotes": [ { "author": "nicolaasvanwaveren wrote: Tue Dec 07, 2021 7:45 am", "content": "" } ] }, { "author": "doryjoge", "content": "Mindustry,Satisfactory, Automation Empire, Going Medieval, Post Master are the ones I know that are similar to Factorio.", "date": "2022-01-19T18:34:58+00:00", "quotes": [] }, { "author": "tuhe", "content": "I stumbled on this on reddit and it is both infuriating and hilarious. \n \nmanufactory.gg \n \nManufactory is a factorio-type game but with build-in crypto-derp. The idea is that as you play, you mine a special and totally not worthless cryptocurrency ($MNFT), and the game will then reward you for holding the currency (by giving you loot boxes in proportion to how much currency you hold) but at the same time the currency deflates every month by (as far as I can tell) 60%... I'd call it budget Factorio with monthly payments and lootboxes, but I think it is much simpler to call it a way to scam investors. \n \nThe website is a treasure trove. This is their roadmap: \n https://manufactory.notion.site/2bd37f5 ... 0cc87e51b2 \nIt does not actually say they are developing an engine or a game; right now they are supposed to be developing an \"upgraded white paper\", and then in Q1 an alpha version will materialize from nothing \n \nIt is not for lack of people. The team consists of 20 people, although some have really sketchy social media profiles: \n https://manufactory.gg/#our-team \n \nWhen you want to rip off factorio but don't want to buy the game you get this description: \n https://manufactory.notion.site/Weapons ... 37eaaede0b \n \nThe game has raised 1.3M (they claim). I wonder if this is the old or upgraded version of the whitepaper: \n https://manufactory.notion.site/Enginee ... 705dd0d06b \n(The engineer has 100HP and I can change his colors! Where do I pre-order?) \n \nTheir idea for multiplayer is to let you run your own little pyramid scam on your friends. \n https://manufactory.notion.site/Multipl ... 13e41c2dd1 \n \nIn more seriousness, I think it is a problem they ripped off factorios logo to such a degree it might create an association between this and factorio.", "date": "2022-01-20T14:42:59+00:00", "quotes": [] }, { "author": "", "content": "merged with existing thread", "date": "2022-01-29T10:30:21+00:00", "quotes": [] }, { "author": "dorfl", "content": "Factropy is in this space: https://dorfl.itch.io/factropy . Indie, WIP, free demo. Factory simulation genre tropes abound. \n \nTwo parts Factorio, one part Satisfactory, a dash of Supreme Commander and a bunch of loose ideas a certain solo developer failed to mod into one of those games. The overall aim is to explore only those uses of 3D that enhance the basic idea of a base spreading over a flat 2D build grid.", "date": "2022-02-12T02:56:18+00:00", "quotes": [] }, { "author": "Blacky007", "content": "Techtonica", "date": "2022-04-13T23:20:57+00:00", "quotes": [] }, { "author": "", "content": "Pretty good \"Factorio lite\" for mobile. \nDoesn't have ridiculous micro-transactions(for now?), just 5$ to unlock the rest of the campaign and freeplay, and donations. \n \nI played the first 2 missions on a phone and it scratched the Factorio itch. \n \n https://play.google.com/store/apps/deta ... l=en&gl=US \n https://store.steampowered.com/app/1760340/ReFactory/ \n https://re-factory.ru/web.html", "date": "2022-07-08T19:12:18+00:00", "quotes": [] }, { "author": "Hannu", "content": "I have played Captain of Industry about 100 hours now and like the game very much. I would say that many Factorio fans would like but not all. COI has much more colony surviving aspect than Factorio with default settings. It is easy to fall in death spiral or at least the situation very difficult to recover. There is also much more micromanaging and grinding in COI. Similar exponential growth is not possible.", "date": "2022-07-13T09:11:39+00:00", "quotes": [ { "author": "nicolaasvanwaveren wrote: Tue Dec 07, 2021 7:45 am", "content": "" } ] } ]
13
2015-01-07T04:39:09-06:00
forum-topic-60889
60889
How to report a bug or request assistance - READ BEFORE POSTING
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=60889
Optera
I'm constantly getting similar incomplete reports and assistance requests, so to help me quickly resolve them follow this guidelines I adapted from the general Bug report procedure. Report only bugs cause directly by the most recent version of LTN. The current version can be seen in Logistic Train Network (LTN) - Description & Information post. Report the bug as new topic. Watch out for other announcement posts like this. Report errors caused by LTN companion mods like LTN-Tracker in their respective threads. Make sure the bug is caused by LTN and not an interface recipient The mod causing the error is listed in the 2nd line of the 2nd paragraph. Example of a bug in LTN Tracker: Code: Select all The mod LTN - Logistic Train Network caused a non-recoverable error. Please report this error to the mod author. Error while running event LogisticTrainNetwork::on_tick (ID ???) The mod LTN Tracker caused a non-recoverable error. Please report this error to the mod author. Error while running event LTN_Tracker::Custom event (ID ???) Search first Use the advanced search, you can limit it to only look in the Bug Report sub-forum, use keywords like: Crash, load, start, inserter, train,... Read the Known issues , if it is there, don't make a new topic. Search the Bug reports board, if your bug has been reported before contribute to that report, don't open a new one. Make a useful title start with the version number of the latest version of LTN you had experienced the issue with in square brackets e.g. [1.2.3] two things should be included in the title if possible: What happened and in what context: "What is a train limit?." or "Layered Icons misaligned". Bad: "Game crashed" or "LTN not working". Describe the problem as best as you can What did you do? What happened? What did you expect to happen instead? It might be obvious to you, but do it anyway! Write down the steps to reproduce the bug if you know them. Does it happen always, once, or sometimes? Be precise! When i click with the mouse on Quit in the main menu... Not: When I close the game. Provide Logfile if it's reproducabele turn on logging in options - mod settings - map - enable debug log let the event happen attach factorio-current.log optionally attach meaningful screenshots showing ALL signals going in and out of LTN stops Answer Questions Many times I will ask for more information about the bug or ask you to try various things. Please track your bug report(using bookmarks, subscriptions, or "View your posts" feature) and answer when more details are requested. Thank you!
[]
0
2018-06-09T00:04:48-05:00
forum-topic-113403
113403
Railway stations – Hell for a perfectionist
General discussion
https://forums.factorio.com/viewtopic.php?t=113403
SANTIMEL
Goal Correct mistake. Situation The positioning of trains in different directions, is different. This problem does not allow the use of only six containers per wagon. For loading/unloading . This forces the addition of a seventh container.
[ { "author": "Illiander42", "content": "This is because rails are on a 2-grid, wagons are 6 long, and have a 1 gap between them.", "date": "2024-05-09T09:15:28+00:00", "quotes": [] }, { "author": "SANTIMEL", "content": "Why is there an asymmetry in different directions? \nAlthough not. I'm not even interested in that. \nJust let them fix it.", "date": "2024-05-09T09:27:58+00:00", "quotes": [ { "author": "Illiander42 wrote: Thu May 09, 2024 9:15 am", "content": "" } ] }, { "author": "MeduSalem", "content": "As Illiander wrote... It is the 1 tile offsets (from couplings) in a 2x2 grid which result in asymmetry when making stations in the opposite direction. \n \n \n\nTo be honest I am not sure if they can fix that. The 1 tile offsets in a 2x2 grid will always result in some train or station configurations breaking the symmetry. \n \n \nThe only \"universal\" solution that I can think of that would make it symmetrical for any train configuration would require reworking the positioning of couplings, maybe even size of wagons & locomotives and thereby the graphics. I doubt it is worth the effort. ^^", "date": "2024-05-09T10:02:27+00:00", "quotes": [ { "author": "SANTIMEL wrote: Thu May 09, 2024 9:27 am", "content": "" }, { "author": "SANTIMEL wrote: Thu May 09, 2024 9:27 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "This does not \"force\" doing anything. You do not \"have\" to place 7, and doing so just cramps up your available space, anyway. \n \nIMO, does not need fixing.", "date": "2024-05-09T11:12:03+00:00", "quotes": [] }, { "author": "Nidan", "content": "Space the stations in such a way that an odd number of rolling stock fits in between. Then they'll line up in both directions. \n \nYour pictured 1-4 is six rolling stock long after accounting for the locomotive going the opposite direction. Try e.g. a 1-3 or 1-5 setup instead.", "date": "2024-05-09T20:36:59+00:00", "quotes": [] }, { "author": "SANTIMEL", "content": "Come back to reality! \n \n \n \n 6560-240510-115837868.png (1.07 MiB) Viewed 2674 times", "date": "2024-05-10T04:33:22+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Thu May 09, 2024 11:12 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "So first, I want to note that picture does not show for me. You're better off attaching pics direct to posts vs using 3rd party sites in order to avoid exactly that. If I hadn't quoted you, I would've never known that was there. \n \nSecond, as someone else already said, that's an artifact of the 2 tile offset of rails and that railcars are 6 tiles with a 1 tile gap (effectively making them a length that is not divisible by 2). I doubt that this can be \"fixed\" without redesigning the whole thing from the ground up. Your solutions are (from left to right) either use an odd number of cars in the train, park your trains so the last car lines up with the loco of the others, or shift your inserters up/down by that one tile (a 7th inserter is still not needed...). \n \n \n \n Screenshot 2024-05-10 015933.png (648.72 KiB) Viewed 2676 times", "date": "2024-05-10T06:01:57+00:00", "quotes": [ { "author": "SANTIMEL wrote: Fri May 10, 2024 4:33 am", "content": "" }, { "author": "FuryoftheStars wrote: Thu May 09, 2024 11:12 am", "content": "" } ] }, { "author": "SANTIMEL", "content": "I don't understand how you align the wagons? \nAfter all, the game itself determines the places for the construction of stations. \nDo you use any mods? \n \nIt doesn't matter though. \nWe need to fix this flawed foundation! \nAnd I don't understand all the excuses about the odd and even something out there. \n \nJust let them fix the accumulated problems. \nIt doesn't matter how. \n \n \n \n 6560-240510-1158378682.png (1.31 MiB) Viewed 2658 times", "date": "2024-05-10T06:33:20+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "No, no mods. It's just math. \n \n\nWell, aside from completely rewriting trains & rails to not use a 2 tile offset, the other options are (and by \"cars\" below, I'm including locos):\n \n Remove the 1 tile gap between cars: ugly and crams everything together \n Add an extra 1 tile gap between cars: looks ridiculous \n Shrink the length of cars by 1 tile: now we can only have 5 inserters per car \n Increase the length of cars by 1 tile: now it's 7 inserters and medium power poles won't reach the center inserters from the gaps at the ends \n \n\nAll of which are bad in their own way, imo.... \n[Edit: Oh, and forgot to mention, changing the spacing or car sizes, while it'd \"fix\" it for even cargo wagon trains, would then \"break\" it for the odds.] \n \nThe only other thing would be to allow the station itself to not be 2x2 aligned, but I don't know if there are technical reasons for it being that way that can't be undone without a full redesign, and that's definitely not worth it for this.", "date": "2024-05-10T07:22:40+00:00", "quotes": [ { "author": "SANTIMEL wrote: Fri May 10, 2024 6:33 am", "content": "" }, { "author": "SANTIMEL wrote: Fri May 10, 2024 6:33 am", "content": "" } ] }, { "author": "Kyralessa", "content": "This is probably a CDN issue. \n \nHave a look here for how to fix it: \n \n viewtopic.php?f=55&t=112882&p=607959#p607959", "date": "2024-05-10T07:44:43+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Fri May 10, 2024 6:01 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "I use Firefox, though the instructions here appear to be mostly the same, but there is no \"Clear Cache\" or similar option when right clicking. \n \nThat said, looking through the list that revealed, I discovered the real issue:\n \n \n \n Screenshot 2024-05-10 082509.png (11.41 KiB) Viewed 2558 times \n \n \n \nSimply disabling the adblocker for here (I mean, there are no ads here anyway) fixed it. Thanks for the suggestion that lead to finding that. \n \nStill, I feel like folks should use the forum attachments more often than 3rd party hosting as I've had the reverse happen before (loads on my PC just fine, but then doesn't on my phone (no adblocker there)), as well as by posting here there's no automatically deleted after X months like many 3rd party sites do (yes, attachments get deleted on the really old posts here too sometimes, but it feels like that's a pretty rare occurrence).", "date": "2024-05-10T12:36:59+00:00", "quotes": [ { "author": "Kyralessa wrote: Fri May 10, 2024 7:44 am", "content": "" }, { "author": "FuryoftheStars wrote: Fri May 10, 2024 6:01 am", "content": "" } ] }, { "author": "Tertius", "content": "It has pointed out that's all due to the 2 tile snapping grid for rails, and the 7 tile spacing for the 6 tile wagon plus 1 tile space between wagons, so every other tile is skipped for placing rail related items. \nIt looks like this:\n \n \n \n 2024-05-10 15-00-45 start=1 length=20 fps=10.gif (724.03 KiB) Viewed 2542 times \n \n \n\nAs far as I see, the option to change the wagon length to 7 (or 5) or to change the space between the wagons to 0 or 2 to make the wagon spacing align with the rail grid is far worse than having a perfect station alignment. \nJust dealing with it is probably the most reasonable thing to do. The only reasonable fix I see would probably be to make wagons and locomotives 7 tiles long, but I'm unable to evaluate the consequences of this, because the train and station game mechanic would significantly change. One tile more space per wagon is quite significant. \nI'm quite sure this has been evaluated by the devs before and apparently not implemented.", "date": "2024-05-10T13:22:04+00:00", "quotes": [ { "author": "SANTIMEL wrote: Fri May 10, 2024 6:33 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "This would actually swap which length trains experience the \"issue\". Currently, 1-X trains where X is an even number (so the whole train has an odd number of entities) has this alignment \"issue\", whereas trains where X is an odd number (so the whole train has an even number of entities) don't. Changing any of the properties I had mentioned before, including increasing loco/wagon length to 7, would simply swap the \"problem\" between the two. \n \nAs such, another \"fix\" for the OP would be to make their 1-4 trains into 2-4.", "date": "2024-05-10T13:32:17+00:00", "quotes": [ { "author": "Tertius wrote: Fri May 10, 2024 1:22 pm", "content": "" } ] }, { "author": "Illiander42", "content": "There's a question I don't think anyone has asked yet: \n \nWhy would anyone ever have two different directions of train stations sitting next to each other like that!?", "date": "2024-05-10T16:31:21+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "I might be leaning out of the window but likely because OP has not played Factorio for a very long time yet. ^^ \n \n \nI remember when I did opposite direction stations similar to OP something like 9-10 years ago. \nBack then, still being relatively new to the game, I thought drive-through stations for both directions would be enough to handle all the resource/item throughput. xD \n \nBut if you have enough experience and did some bigger bases and considerably bigger rail networks you realize a rail network designed that way won't work on large scale anyway.", "date": "2024-05-10T16:51:16+00:00", "quotes": [ { "author": "Illiander42 wrote: Fri May 10, 2024 4:31 pm", "content": "" } ] }, { "author": "SANTIMEL", "content": "This is relevant at the initial stage of the game. \nAnd also in a hardcore game, with the minimum possible amount of resources, at the maximum distance from each other. \nWhere to build two directions is impractical. \nThere you think about how to save money, not to attract unnecessary attention of enemies. Because there simply won't be enough resources for defense. \nAnd if it's enough. But there are not enough resources for research. \nBecause of this, the evolution of enemies will outstrip the defense capability of the base.", "date": "2024-05-12T08:57:19+00:00", "quotes": [] }, { "author": "Illiander42", "content": "It's really not.\n \nThat actually makes it easier to use pretty rail layouts, because you have so much more space.\n \nAren't you the one talking about building stations in two directions? Have you just found out why people don't do it?\n \nLandmines are wonderful, wonderful things. As are fire and funnels.\n \n Current deathworld record is just under 3 hours to launch a rocket. Once you've launched a rocket, handling 100% evolution biters isn't hard.", "date": "2024-05-12T09:12:07+00:00", "quotes": [ { "author": "SANTIMEL wrote: Sun May 12, 2024 8:57 am", "content": "" }, { "author": "SANTIMEL wrote: Sun May 12, 2024 8:57 am", "content": "" }, { "author": "SANTIMEL wrote: Sun May 12, 2024 8:57 am", "content": "" }, { "author": "SANTIMEL wrote: Sun May 12, 2024 8:57 am", "content": "" }, { "author": "SANTIMEL wrote: Sun May 12, 2024 8:57 am", "content": "" } ] } ]
17
2024-05-09T02:33:28-05:00
forum-topic-112763
112763
[1.1.104] Decider combinator Output input count uses wrong value on Each
Not a bug
https://forums.factorio.com/viewtopic.php?t=112763
ChakatStormCloud
Using output "input count" has a completely different behaviour with "Each" than it with any other input setting, making it behave more like an arithmetic combinator. Specifically when used like this: while every other setting treats [A] as the value to output if true: But on each, it completely ignores the value of [A]: and act's more like an arithmetic combinator, converting the signal to [A] and adding it up. I would expect Each to always function the exact same as if you had a combinator set for each signal in the wire. like these should be equivalent:
[ { "author": "", "content": "Most of the stuff you mentioned makes a lot of sense, however i am not sure i am willing to change current behavior. \n \nCurrent behavior is kind of a mash-up of something that can be implemented explicitly using 2 combinators: first doing [each]>0, output [each] (input count), and second combinator converting [each] into signal-A, however your proposed solution is also something that can be done in game explicitly using 2 combinators: first doing [each]>0, output signal-X(value 1) and second signal-X times signal-A output signal-A. \n \nUsing the logic that [each] can be used to substitute a set of N decider combinators where each of them has different signal substituted by [each] makes sense, however for me it fails one important usability aspect: when input signal substitute is the same as output signal then the decider combinator no longer becomes a \"select signal conditionally based on different signal\" but it turns into \"select this signal based on condition\" so it makes handling of the signals bundle slightly inconsistent. To fix this when [each] is involved on the input side, non special output signal would have to be excluded from the [each] bundle. Your logic basically means that the correct behavior would be \"take value of signal-A and multiply it by amount of signals that passes the condition\" however that is annoying because value of signal-A is also being evaluated by the decider combinator in such case. Excluding non special output signals is not something i am willing to add here because of the decider combinators implementation for 2.0 where there will be possible to have multiple output signals.", "date": "2024-03-29T14:46:11+00:00", "quotes": [] }, { "author": "Tertius", "content": "The implicit add/multiply of the current 1.1 decider combinator is not very useful with the case in the OP (output=input count), but it's very useful with using output=1, because this way it counts the number of matching signals. This can be used to check an AND combination between an arbitrary number of signals. For example you know you feed 5 signals and require all of them > 10, so in your decider you set EACH > 10 and output C=1. If C=5, you know all signals match the condition. And all this with only 1 combinator and one additional entity that evaluates condition C=5. \n \nAccording to FFF-384, the new selector combinator is able to count inputs, so it could be a proper replacement for the counting functionality. However I don't see any condition in the screenshot, so it seems a hardcoded condition EACH <> 0, which is just an edge case of the above. That counting function in the selector combinator would be incredibly more useful if one can set some condition with EACH and counts the matching signals. It could free the implicit add functionality in the decider combinator for some slightly different operation that works more intuitively.", "date": "2024-03-29T15:11:04+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "Congrats, you are the first person I know of in 9 years to attempt to use decider combinator Each \"Output single signal input count\". \n \nCan you explain what problem you are using this to solve? \n \nOr are you just pointing out an inconsistency without actually using it?", "date": "2024-03-31T19:37:59+00:00", "quotes": [] }, { "author": "", "content": "If I understand correctly you want to output signal-A with the input count of signal-A when any condition passes. This is what the Anything special signal does already. \nThe current behavior is more useful, especially for counting the number of signals that pass. \n \nWhile inconsistent, not a bug, and useful behavior for circuit network experts.", "date": "2024-04-01T10:39:38+00:00", "quotes": [] }, { "author": "ChakatStormCloud", "content": "I was actually trying to use it to essentially: detect any item passing through an inserter, output A=30. I did find another way to do it eventually, but the result I got was so completely out of line with what I expected it to do, it broke all the consistencies of how the various setting normally behaved and just... felt really bad... really broken. \n \nthe Anything setting is essentially un-usable with the input count setting, without very special consideration, since it triggers off of the input value itself. Meaning the only thing you can use it for is if the value you want to detect, is never the same value as the output value you want from it. There's a lot of reasons Each is more useful. since you can at least use a second combinator to negate static single trigger (or could if it behaved consistently). \n \nI guess the issue gameplay wise is more with the Anything not excluding the signal set to input count, since if it weren't for that I would never have any reason to use Each output specified signal at input count. \n \n \nI respect the decision, but I do want to stress, this isn't just an inconsistency, as far as I see it and felt it gameplay wise, it's the combinator randomly and unexpectedly using a completely different behaviour and setting interpretation than it ever has before, it's jarring, confusing, and made me feel like had to go back through every setting combination on both combinators to see if there was anything else that was going to silently throw a massive wrench in what I was trying to do. \n \nIt made me distrust the combinators.", "date": "2024-04-02T05:05:48+00:00", "quotes": [ { "author": "DaveMcW wrote: Sun Mar 31, 2024 7:37 pm", "content": "" }, { "author": "Twinsen wrote: Mon Apr 01, 2024 10:39 am", "content": "" } ] }, { "author": "Tertius", "content": "It seems you're not sure how exactly combinators work. There are always two stories. First, there is the short description in the game itself, and you seem to be confident you know everything about how combinators work from here. However, due to space restrictions, they're not telling every detail. \n \nSo what a programmer would do if he isn't entirely sure how some tool subroutine or API call exactly works, is looking into the specification and documentation. \nSo look into the wiki and you will find a nice matrix that exactly explains how input and output will interact: https://wiki.factorio.com/Decider_combinator#Function \n \nThere is no room for speculation. The behavior is well defined. \n \nAbout your task at hand: \nIt seems you want to check all signals for a condition, and if the condition on some signal matches, you want to forward one specific signal as output, not necessarily the one that matched the condition. The problem with this is that the condition might also match for the signal you intend to forward. So you will need to craft the condition to not match on the signal to forward but on every other signal. Or you require the combinator ignore the signal to output for condition matching. This is an edge case and even less intuitive than the current EACH behavior you're complaining about. Designing a combinator this way to handle this edge case isn't good design, you cannot do this. \n \nI solved such a task with 2 combinators. The first one is a decider that checks the condition with the ANY operator. It outputs some flag, for example M=1. The second one is also a combinator that gets both the output of the previous decider and the signal I intend to forward, if the match is true. It checks condition M=1 and outputs the EVERYTHING wildcard, so it's universal for the signal to forward. This way it will output nothing if no match and both M and the intended signal as output. I wasn't able to completely avoid any side effect like forwarding the M=1. This way you can forward a set of independent signals, if the condition matches. \nYou can also use the arithmetic combinator as second one and do M * <signal to forward> as operation and some explicit signal as output. This will avoid also forwarding the flag.", "date": "2024-04-02T10:30:35+00:00", "quotes": [] }, { "author": "Nidan", "content": "The request was for \"each > 0 -> signal-A input count\" to output signal-A multiplied by the number of matching input signals, in the same way that \"each > 0 -> signal-A 1\" outputs the number of matching input signals (~ 1 multiplied by the number of matching input signals). Using \"anything\" instead of \"each\" won't do the multiplication. \n \nboskid already mentioned the workarounds: \nrequested behavior using today's rules: \"each > 0 -> signal-X 1\" followed by \"signal-X * signal-A -> signal-A\" \ntoday's behavior using requested change: \"each > 0 -> each input count\" followed by \"each + 0 -> signal-A\" \n \nI agree, I've been treating \"each\" as a vectorization operator until now and wasn't aware of the exception until this thread appeared.\n \nCan you elaborate why you feel that way? None of the other settings make this distinction currently. If you ask for \"each > 0 -> signal-A 1\" and provide a constant \"signal-A 20\", you get a minimum output of 1 (which can easily be removed if undesired by e.g. providing a constant \"signal-A -1\" to the output). Likewise, for an arithmetic combinator \"each * signal-A -> signal-A\", an input of \"signal-A 20\" will contribute 400 to the output. \n \nWith 2.0, as per already mentioned FFF 384, the decider combinator will gain the ability to select the input wire(s) that get used for the individual comparisons and in the output; meaning, that as long as you provide your special signals on the other wire, e.g. \"anything[red] > 0 -> signal-A[green] input count\", will make that setting useful even if the comparison would normally match signal-A. \nConsidering that, among other reasons (less special cases, principle of least surprise, ease of implementation), anything/everything/each should not make any special exclusions based on the other signals selected in the combinator.", "date": "2024-04-02T18:01:30+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Apr 01, 2024 10:39 am", "content": "" }, { "author": "boskid wrote: Fri Mar 29, 2024 2:46 pm", "content": "" }, { "author": "", "content": "" }, { "author": "ChakatStormCloud wrote: Tue Apr 02, 2024 5:05 am", "content": "" }, { "author": "Twinsen wrote: Mon Apr 01, 2024 10:39 am", "content": "" } ] } ]
7
2024-03-29T02:20:31-05:00
forum-topic-53548
53548
Feedback - Page 18
Bob's mods
https://forums.factorio.com/viewtopic.php?t=53548&start=340
alercah
Why are the science requirements for base-game logistics equipment not tweaked at all? You can get cargo robots and the corresponding big chests almost immediately after hitting green science, but the small chests are locked with regular logistics or construction robots far, far deeper in the green tech tree. And despite buffer big chests being immediately obtainable after getting cargo robots (as your third green tech!), you still need far more kinds of science to get to the small ones. (this is made even worse by silos and warehouses in Angel's, since those are at blue tech for all varieties).
[ { "author": "bobingabout", "content": "You've lost me. \nCargo robots, Big chests and big buffer chests aren't part of bob's mods. \n \nAlso, my MK2 logistic chests are locked behind Production/BobLogistic science. I make many tweaks to the logistic tree, for example, you actually unlock the requester chest with logistic robots, and the science pack requirement for the logistics network (to unlock active provider and buffer chests(and in base game, requester chests)) is significantly reduced from base game, locked only behind chemical science instead of utility. \n \nOver-all, Way easier to set up a logistic network in Bob's mods than base game.", "date": "2019-05-21T11:44:29+00:00", "quotes": [ { "author": "alercah wrote: Tue May 21, 2019 3:25 am", "content": "" } ] }, { "author": "alercah", "content": "Oh, oops, I must have been misinformed. I thought they were Bob's, not Angel's. I'll take a look later to figure out which mods are involved here.", "date": "2019-05-21T22:09:48+00:00", "quotes": [] }, { "author": "mmppolton", "content": "question is your rocket fuel supost to be free once you have solar power seem too easy", "date": "2019-06-06T00:45:44+00:00", "quotes": [] }, { "author": "bobingabout", "content": "The difficulty is supposed to be in the complexity. \n \nnow, in theory you could just slap 1 machine making each recipe, but you'll run into issues such as byproduct overflow. you get pure water out of one of the factories, you have to deal with that, you can't just void it. and the input gasses (Oxygen, Hydrogen and Nitrogen) are out of balance. \nIf you rig up a system where it doesn't back itself up, the reward is fuel at the cost of only water, air and electricity, which are all technically infinite. \nEven more satisfaction if you manage to make a perfectly balanced factory where everything runs 100%. I managed to do that with the exception of the water -> pure water distilling process. \nnote: you produce excess oxygen, but you can either vent it, or use it in another process.", "date": "2019-06-06T01:19:35+00:00", "quotes": [ { "author": "mmppolton wrote: Thu Jun 06, 2019 12:45 am", "content": "" } ] }, { "author": "mmppolton", "content": "Option on the mods out there to nerf your modules some YouTube people I watch stop play the mod become of how op the module are", "date": "2019-06-06T17:16:29+00:00", "quotes": [] }, { "author": "bobingabout", "content": "there's a whole settings section to let you choose your own numbers for them. \n \nIt's still going to take it up to 8 tiers, but you can turn off module merging, leaving you with only the classic 3, plus pollution cleaning and polluting modules. \nthen you can turn on \"Productivity costs speed\" to make it have the negative side effect on speed, and then... like I said, a huge wall of numbers so you can nerf them however much you want.", "date": "2019-06-06T21:47:16+00:00", "quotes": [ { "author": "mmppolton wrote: Thu Jun 06, 2019 5:16 pm", "content": "" } ] }, { "author": "RocketManChronicles", "content": "This is how I play Bob's modules now: no merged modules, no God modules, speed penalty on production modules, and I have even tweaked the numbers on the bonuses of each module to get a more balanced and reasonable set of bonuses. Obviously, I use more beacons to really pump up the speed. The energy costs for those beacons is astronomical, but I can produce so much more with fewer total assembling machines, making it worth the cost in energy and modules. There has to be a set of negatives to using them, so basically I pay for the bonuses in energy (HUGE amounts) and pollution (Biter attacks) costs.", "date": "2019-06-07T12:12:51+00:00", "quotes": [ { "author": "bobingabout wrote: Thu Jun 06, 2019 9:47 pm", "content": "" }, { "author": "mmppolton wrote: Thu Jun 06, 2019 5:16 pm", "content": "" } ] }, { "author": "evandy", "content": "Bob, \n \nNot sure if this is something you can do at the mod level, but the devs moved my bug report over to \"it's a feature.\" Any chance that the modding API gives you the ability to link the storage space used by robots in multiple cargo wagons on the same train? If not, then totally understand, just thought that I'd ask. \n \n viewtopic.php?f=23&t=72277", "date": "2019-06-20T22:02:38+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I've been asked before. \nit's not possible. \n \nThe personal roboport is designed to operate on a single entity, your character. The vehicle roboport is basically just a clone of the personal roboport with a filter set to fit in vehicles instead of armor. \nTherefore, when used on a vehicle such as a cargo-wagon, it's still operating on a single entity system, and can only interact with the inventory of that single entity. It doesn't know the concept of a train or linked entities, and changing that isn't something you can do on a modding level. \n \nWell, there might be if you go the heavy scripting voodoo (multiple prototype entities) route, I've seen some crazy things people have done with that, but it's very CPU intensive, which is why I try to avoid it. The current system is basically handled entirely with game engine level code. (IE, no scripting involved)", "date": "2019-06-20T22:25:37+00:00", "quotes": [ { "author": "evandy wrote: Thu Jun 20, 2019 10:02 pm", "content": "" } ] }, { "author": "evandy", "content": "Drat. CPU intensive is probably not the way to go, so I guess that I'll just have to hope the devs consider adding it to the base game some day. \n \nThanks for the reply.", "date": "2019-06-21T03:14:13+00:00", "quotes": [ { "author": "bobingabout wrote: Thu Jun 20, 2019 10:25 pm", "content": "" } ] }, { "author": "eradicator", "content": "As a hobby facto-voodoo practitioner let me write down some thoughts about the possibility of scripting this. (Note: I do not intend to implement this ever, i just write it down for fun.) \n \nAs @bob rightly noted roboports are the only thing that support \"joining\" networks. As such any such approach short of implementing a lua-side robot network (read: \"writing a completely new game inside factorio\") will have to use them. For a basic implementation you'd thus have to teleport some invisible roboports onto the train every tick. But roboports don't have chests so you'd have to also teleport some storage chests onto the train every tick. That's basically what every \"logistic cargo wagons\" mod does except they only need to do it when the train stops which is several orders of magnitude cheaper. So, now that we have invisible chests on the wagons we also need to somehow intercept all interaction with the wagons and redirect it to the chests. This would at best work half of the time and even then involve a lot of expensive voodoo magic. It's also nessecitate deactivating the build capability in any situation where inserters could interact with the wagons. Onto the next problem...roboports join with all other roboports, but we don't want our train to join the factory network. So we'd have to make the train network be on another force (read: \"team\"). Forces are a limited resource - only 64 can exist in parralell and some other mods use them too. So in order to be not too intrusive we should only use one. Now this sadly implies that while the train will not join the base network it'll join any *other trains* network, so you better keep your construction trains seperate. Also having stuff on a different force is in general kinda annoying to manage too, but at least it doesn't cost any performance as such. \n \nDid a quick test and... completely unexpectedly (*cough*) the robots lose their orientation every time the roboport is teleported. Which realistically means that doing it while the train is moving is not an option. But while we're stopped we already have to deactivate the roboports due to the chest logic. \n \nConclusion: Even with scripting it's impossible to make this work properly.", "date": "2019-06-21T07:17:48+00:00", "quotes": [ { "author": "evandy wrote: Fri Jun 21, 2019 3:14 am", "content": "" }, { "author": "bobingabout wrote: Thu Jun 20, 2019 10:25 pm", "content": "" } ] }, { "author": "wattihrvolt", "content": "Please include a tooltip for the fuel value for burnable liquids, i have a hard time finding them and judging if building the liquid burners is worth it.", "date": "2020-04-09T06:45:13+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I can't control what tooltips appear on Liquids, because they're not an item, that's down to the game engine. \nand I'm fairly sure if you point to an entity, the info that shows on the right tells you the fuel value of any fluids in the pipes that have one.", "date": "2020-04-09T11:01:12+00:00", "quotes": [ { "author": "wattihrvolt wrote: Thu Apr 09, 2020 6:45 am", "content": "" } ] }, { "author": "Forgebench", "content": "Hey Bob, \n \nLove the mods! I just started a new game with all of your mods and it's very complex, I'm really liking it. \n \nOne puzzle I solved today was the fertilizer production chain. It's basically free, I just had to figure out how to set it up and produce everything in the correct ratios. Very cool! \n \nI would really like additional fueled 2x2 furnace tiers however. I have electric ones but they really only get valuable with modules, and those are their own little nightmare I haven't even tackled yet. Not to mention their crazy power usage once they get maxed out on speed modules. \n \nIf there were additional 2x2 fueled furnaces that would fill that gap. And maybe even a production chain for better fuel? Coal coke maybe. Just a thought. \n \nThanks for all the work, it's amazing.", "date": "2020-04-22T00:38:27+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Someone recently made a bob-compatible additional furnaces mod. \nI'd link it if I could find it >.> \n \nAs for better fuels... \nAdded wood pellets for that recently in the greenhouse. \nbut you also have Solid fuel, Enriched fuel, Rocket fuel and Nuclear fuel for item-burning powered entities. \nYou also have Liquid fuel and Petroleum Gas for oil based, or Hydrazine for Free based liquid fuel powered entities.", "date": "2020-04-22T21:43:48+00:00", "quotes": [ { "author": "Forgebench wrote: Wed Apr 22, 2020 12:38 am", "content": "" } ] }, { "author": "Jemsterr", "content": "Inserters lose configuration when you use an upgrade planner on a blueprint (Including the temporary blueprint you get from shifting while copying). \n \nI don't know what, if anything, can be done about that, but I have learnt to turn bots off, blueprint, upgrade plan the ghosts, then re-blueprint as a workaround.", "date": "2020-07-19T02:58:17+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I've never really tried to do use an upgrade planner on a blueprint before, usually I just use them straight on whatever is in the world. \n \nHowever, I'd say that's a base game issue, and should be reported, since, as you pointed out, there's nothing I can really do, two base game objects interacting with each other. \n \npickup/drop positions are also handled entirely by the game engine, the most a script can do is set them, but they're usually kept in blueprints and ghosts, and if using a blueprint planner on the real object doesn't break them, along with the blueprint being able to hold the information about it, then using the upgrade planner on the blueprint shouldn't break them either.", "date": "2020-07-19T11:00:51+00:00", "quotes": [ { "author": "Jemsterr wrote: Sun Jul 19, 2020 2:58 am", "content": "" } ] }, { "author": "Jemsterr", "content": "Will do. I had no idea that the inserter options were in the base game (hidden, of course?). I thought they were unique to the modded world.", "date": "2020-07-19T11:02:31+00:00", "quotes": [] }, { "author": "bobingabout", "content": "they're only USED by the modded world, but it's literally just using a script to set the new position. Once the position has been set, it's handled entirely by the game engine.", "date": "2020-07-19T14:39:26+00:00", "quotes": [ { "author": "Jemsterr wrote: Sun Jul 19, 2020 11:02 am", "content": "" } ] } ]
19
2017-10-23T04:17:58-05:00
forum-topic-57495
57495
Factorio Mod Downloader
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=57495
MineGame159
Small mod downloader. Download: https://mega.nz/#!Eg8FCRoQ!Z7Un8XbXzqPw ... D0vJUptGeA You must have installed factorio to run this. Downloaded mods are stored next to this application. Have fun.
[]
0
2018-02-04T08:07:26-06:00
forum-topic-84955
84955
Foreman 0.18.0, Now on Github!
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=84955
salbris
Hey, I published a similar post on Reddit last week but I wanted to reach out here as well since they might not be the same people. Post: https://www.reddit.com/r/factorio/comme ... ill_alive/ Basically, I wanted to let everyone know that Foreman is still alive and it's active development is being managed by myself. I've managed to fix a number of bugs related to 0.17 and 0.18 compatibility as well as support for some of the more complicated mod packs such as Bobs mods. There is a still a lot of polish needed but by moving this to Github (and to no longer use Mercurial) I'm hoping we can give Foreman the attention it needs. We already have a number of pull requests merged but I wanted to reach out to the greater community to ask for any assistance. The project is a fully licensed open source project and I plan to continue supporting the project at the very least by managing it. I'll be available for advice about making contributions and merging pull requests. Hopefully I'll also have time to help make some UX improvements as well. Thank you for any help you can give! Github: https://github.com/Rybadour/Foreman Discord room for contributors: https://discord.gg/q96w5y6 Again special thanks to the previous developers Nick Powell (PowellNGL) and Robin Rexstedt (Pobiega). The core functionality of Foreman was all their work I just added on top of it!
[]
0
2020-05-14T15:06:52-05:00
forum-topic-94842
94842
Youtube - SharpeTV - 2021 Factorio Beginner's Guide
Videos
https://forums.factorio.com/viewtopic.php?t=94842
sharpe tv
Hey Guy's I have been working & still am working on making a simple easy to follow guide to getting started as a beginner in factorio. This is not a mega base guide or a guide were anything is rushed or skimmed over. I will cover every step of my play though and talk about how certain items work and give advice on what key points to focus on as a beginner. This might appeal to some people that have already got a good understanding of the game, and i will welcome any tips my self that i have missed in order to give people starting out the best start to the game. I will play this run with the sole intent of giving information, up until a point were i believe people should be able to work out how things work. If you have any questions or would like more advice please leave me a message or a comment and i will either reply or make a video on the subject. Thank you and please enjoy. Episode 1: Map Settings - https://youtu.be/e52-FX6aZ8M Episode 2: Resources & Mining - https://youtu.be/EQp0xJYRCzM Episode 3: Power & Automation - https://youtu.be/lnykFbbC5Ec Episode 4: How Do Labs Work - https://youtu.be/dzhvKfB6ECM Episode 5: How Do Assembling Machines Work - https://youtu.be/LfogoyuljfE More to come... If you would like to support me then simple subscribe and like will help out so much.
[]
0
2021-01-23T10:26:22-06:00
forum-topic-18283
18283
(0.13.4) MoTransport 0.2.1
MoMods
https://forums.factorio.com/viewtopic.php?t=18283
ludsoe
MoTransport is a mod seeking to improve transportation by allowing some tracks to go over body's of water, and including boats. Mod Listing: https://mods.factorio.com/mods/ludsoe/motrans Mirror Download: http://www.mediafire.com/download/691ml ... otrans.zip Installation Non-ModPortal Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name. Features Boats: Adds a craft-able, working Boat that works in water. What else is there to say? Tracks On Water: Allows you to build railways above water. Images: Coming Soon
[ { "author": "Bizobinator", "content": "Will this mod work with 0.13.1?", "date": "2016-06-29T16:24:10+00:00", "quotes": [] }, { "author": "GhengizCohen", "content": "image error of loading the mod to an existing 0.13.4 game\n \n \n \n f4c6655d0a352b418ab5c91e2dbb22eb.png (80.93 KiB) Viewed 9811 times", "date": "2016-07-05T15:08:51+00:00", "quotes": [] }, { "author": "ludsoe", "content": "I forgot to update the migration with new recipe names, fixed now.", "date": "2016-07-05T20:25:58+00:00", "quotes": [] }, { "author": "abordoli", "content": "Any plans to port this up to 0.15? \nRegards, \n~B", "date": "2017-07-12T01:44:33+00:00", "quotes": [] } ]
4
2015-12-09T17:20:55-06:00
forum-topic-123219
123219
[Genhis][2.0.23] recipe.results[].ignored_by_stats gets ignored when a different quality gets produced
Not a bug
https://forums.factorio.com/viewtopic.php?t=123219
Quezler
in my latest mod i wanted to hide an internal item from the production stats, so i marked it as ignored_by_stats = 1 on the recipe prototype, however when the machine uses quality modules and the quality upgrades an instance of the higher quality is visible under production and the lower quality under consumption, the expected behavior is that the item _never_ shows up on either side of the chart. Code: Select all quality_holmium_solution_recipe.results = { {type = "item", name="holmium-solution-quality-based-productivity", amount = 1, ignored_by_stats = 1}, {type = "fluid", name="holmium-solution", amount = 100}, } to reproduce: - install https://mods.factorio.com/mod/quality-h ... m-solution version 1.0.0 (the version number is important) - place this blueprint in a fresh 50x50 world Code: Select all 0eNqFVO1ymzAQfBf9ljKGgh38KpkOI8RBNBES1Uca6uHdewJCY1tO+Yfu2L3bXXEhjQowWqk9OV+IFEY7cn65ECd7zVU803wAcibOG8t7YJ7rNzJTInULH+SczTTR/GrUIMPAxCsMUnDFRsWRgZJfgSvpJ2xR0INuuZ2+gOXzT0pAe+klrGMsL1Otw9CARTb6yQAKhLdSMNBg+4nhAmA7LgBJRuMQweg4EKKyrKIEKVmBTE3oOrC1k38QJTvsT1zjhizfyaTupMZS3Mf5FMPpqVw58qdy2Wf9oHbgvdS9i40WBvMOdcCawmGhraWHAUsdVw4oWY/Xvf+JruFKNhilwANhQnTsRMlg2kWPDy68msi1MTd2GPsdWFY+RkNn5oREP3aJXGic54smjw3I50cJuEMuduQmqDe014FFdb7VPkPtE1AlTWb4HinPNqRDGuhI/5vvu+Gev0BS0kqLsV3qRVoKijERcowkW5l9kjmjwibw2lPfOJkY+XSf4TGiJyY9bpNmjxO8Qf3mmxNgBfKhosvNxDDjCffBwlWYuGcKON6bOV7vmPno6v7boeQdU79MUh7zqqiqsqjy52NxmOe/rJGLCw== - wait till the quality modules do their thing and notice the item with the tech modifyer showing up on both sides of the graph strigweasel pointed out the existance of 120132 that describes that this was intentionally added, but this prevents me from actually *ignoring* and item from the stats, and there is no item prototype flag or anything to blacklist an item from showing up in the production stats.
[ { "author": "", "content": "Thanks for the report. This logic is done in the same way as products with probability which has the following documented behavior : \n \n\nBecause of this, I think this is not a bug. Feel free to make a modding interface request on this topic.", "date": "2024-12-02T15:09:59+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
1
2024-11-28T14:54:00-06:00
forum-topic-12193
12193
Factorio command line options
Tools
https://forums.factorio.com/viewtopic.php?t=12193
Factorio has command line options for starting multiplayer servers, creating saves and more: https://wiki.factorio.com/Command_line_parameters
[ { "author": "StanFear", "content": "hey, where can we ask for more commandline options ? \n \nif there is no place yet, I think I'll ask here right (don't hesitate to move my post if it is not the place) \nanyways, \nI was wondering if there could be some option to pass the savefile we want to play in the arguments of the game to directly start the game with that game loaded \n \nMy second request is an argument to ask the game to output log into the console as well as the logfile (using the error output as well)", "date": "2015-07-06T15:44:51+00:00", "quotes": [] }, { "author": "", "content": "Suggestions board, please.", "date": "2015-07-06T23:17:55+00:00", "quotes": [ { "author": "StanFear wrote:", "content": "" } ] }, { "author": "Chriz", "content": "thw wiki sites are deleted", "date": "2017-01-26T16:11:31+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the notice, I fixed the links to point to the correct wiki pages.", "date": "2017-01-26T16:17:45+00:00", "quotes": [ { "author": "Chriz wrote:", "content": "" } ] } ]
4
2015-05-10T04:17:15-05:00
forum-topic-118083
118083
__level__/freeplay.lua:197: attempt to index global 'global' (a nil value)
Technical Help
https://forums.factorio.com/viewtopic.php?t=118083
kpgg
When attempting to load a years-long save file without mods after the space age update, I encountered this error when loading and fixing Code: Select all The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_configuration_changed __level__/freeplay.lua:197: attempt to index global 'global' (a nil value) stack traceback: __level__/freeplay.lua:197: in function 'on_configuration_changed' __core__/lualib/event_handler.lua:87: in function <__core__/lualib/event_handler.lua:84> How do I fix it?
[ { "author": "kpgg", "content": "If you have steam cloud enabled, disable it first. \nThen, navigate to your save file location\n \n On windows, it's \"%appdata%\\factorio\\saves\" \n On linux, it's (probably) \"~/.factorio/saves\" \n \n\nThen, find your world save, it's name should be \"<name-of-your-world>.zip\". \nUnzip it with a new folder name and find the \"freeplay.lua\" file. \nFind and replace all occurences of \"global\" with \"storage\" with a text editor. \n \nThen, navigate to your freeplay scenario folder\n \n On windows, it's \"%appdata%\\factorio\\scenarios\\freeplay\" \n On linux, it's (probably) \"~/.factorio/scenarios/freeplay\" \n \nFind the \"freeplay.lua\" file. \nFind and replace all occurences of \"global\" with \"storage\" with a text editor. \n \nThis should fix the problem.", "date": "2024-10-28T03:08:40+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "For me, the scenario folder can only be found inside the game install dir, not in the appdata folder, and its freeplay.lua has no \"global\" inside", "date": "2024-10-31T11:55:06+00:00", "quotes": [] } ]
2
2024-10-27T22:01:39-05:00
forum-topic-100614
100614
3 and 4 way intersections - Page 21
Railway Setups
https://forums.factorio.com/viewtopic.php?t=100614&start=400
coppercoil
I fixed my intersections. I updated images and blueprints in my original posts: Lilac+U viewtopic.php?p=629757#p629757 Bottle+U, Airplane+U viewtopic.php?p=636998#p636998
[ { "author": "sparr", "content": "My attempt at a nice simple one chunk one layer intersection with four way rotational symmetry and LHD. RHD is easier, see the next post in the thread for the simple solution to that. \n32x32 tiles \n2-rail spacing \nScore: 44.24 \n \nOne (well, four) rail signal block is larger than I'd like, but not in a conflicting way. I think this is the minimum size for an intersection in 2.0? I suspect someone has posted this somewhere already, but I couldn't find it at the top of either thread. \n \nIf I have to name it... \"Small Askew\" \n \nAlso, another metric I think we should care about... The shortest exit block section is ~3 rails (higher number is better, it means the exit block on the main rail can be 3 tiles shorter than if there was a rail signal just beyond the edge of this blueprint). \n \n \n \n 11-11-2024, 23-45-36.png (525.39 KiB) Viewed 3359 times \n \n \n 0eNqlmutO4zoUhd8lvwPybTtxX2U0GhXIgUgQUFtGZ4T67ieBSXsg281a5ucwzad9tb2X/VbdPL52L7t+OFSbt6q/fR721ebHW7Xv74ft4/S3YfvUVZtqt+0fq2Nd9cNd92+1scefddUNh/7Qdx9fvP/jz6/h9emm240/qOcv94fx2/uHw9U7oq5envfjV8/DBB9JLvi6+lNtvJfjsV5wHM5Jlzj+xLl93f3u7t4pV9tL9sTR3bt+191+/G+rUMO3qdYoWOGD12hOR9y8hDvd8ClRrWt5L5PGSfX/i/Tqb+kqFLmWmXMtn/1sFK41n8G3D9t+uIBv8nir4S2fnRYoHlvQMmpcrd4zNxrIfoCCRQwMdOJHrgY698nD9vGfq7t+e/88JidLk4u0SMctA2rAghRzfbJoUTGikVs4I5LJiNbQNvEJ8epiTXZMOPnvv/rvNLxFO/0Mdl/BWgCcK+z0d7s1INE6zSmi663jAl+jeqYEDKU/+yqLGtWWNRdh1/3s+hdu0LANX6N6alo+NUgJJT4z+kHF4D0uun1WC6DHT2R+Xjua9bx4B+9i009hrMet9QQWP7BNP9WwUcPiBzYvhLX4jnRqJQSLt5JPBJY4zzEFVrA5AdhgSrAaiJh05pKK63tdIE5xREkFvK8CUVKhYF9CsFKC1UB4JwlRmwHvJGFqE+8kYXKPd5IQuRe8k4TIveDjUTQ61mqNJe77XNVevLMiUWISqKOpP824oV0c17zGF46fLvDVcBPHwbk60vqOKw0/myYg2rwmEdTZWRI3UQgZ1liqTYSkTyzR8kut6nnENy6Z+6tdT3j0lMPi8gFV8QGd2T2bKVKkOK3oQLnGiFodP+V/fYqLqIZxXnAmNeMzWVtvYsuFYz7YigXCkQrXMlnKLxq/MWhQ2jxZBfNquajSU+MKBZhl8lTll2vCEMkw8KfITBiE1sm+1pfay00sXIRA//FNTXzGbJXbcmZfSJumSjaJVhbEr0ejNbSyAGHtt7HaBtI6WrCArPW0sgBhA60sQFihlQUIG2llAcISkuJcCQ6oBP4MCVmbSrDadZmhlQXEvmRpZQHC8rdZGbd9CWjdvkArCxBWaGUBwkZaWYCwDa0sQNgWXqqnwU3DqvthSrRigZhrjaGlhYW9TgVbWlvADHb0XY0Aw5Q1nl+r1KnUmoDP+XKZRGiJczGFdZ3WGv7aOGchfG98PrYHZOaypqXvlESgwizYlFSB1trSq+PptApccWdeW1wspAZIvy29Ol7arT+WsB699D6jG13jsbZgwMqkC70/nl42/CW10KMbG2llT/TnK5a/Ms6RSNHidMDJ4Pi74gzJGX7QTUBVO16QiPpbGFeqSMSFIpFUPtweMU/WH9sUPLbIBUHod4LRIWmKfJq8biH/qC9Hanlfg07iN5eor3ve0E/tMjZ5W0Jaz6Tnx5zJ15911R+6p/Gr8zveuvrd7fYfak10KaQkIZgwbjjH4383pTDR Copy blueprint", "date": "2024-11-12T04:55:15+00:00", "quotes": [] }, { "author": "TimEv", "content": "Surprised that I haven't seen my chunk aligned 4 way intersection. \n \n \n \n 11-12-2024, 18-21-43.png (958.41 KiB) Viewed 3301 times \n \n \n \n \n \n 11-12-2024, 18-19-15.png (37.93 KiB) Viewed 3301 times \n \n \n 0eNqlmttu4kgQht/F1zDqrj658wbzDKvRCoiVWGIMMibaaMS7rw2ETEK1+H+4isjhS527qrv+VMv1vtn2bTdUT3+qXbfYzofN/KVvn6fP/1VPTmbV+/TlMKsWy91mvR+a+fR727Z7qZ6Gft/Mqna16XbV0z8joX3pFuvpb4f3bVM9VW9tP+zH78yqbvF7+sbudbFt5qt+s9tVI7Ptnpvx39jDr1nVdEM7tM2JdPzw/m+3/71s+vEXPgFDv2hfXof5+GXibje78a823Vlg644C28NhdgURGJLLEHeBrPb9W/N8RMwXRUkmyz23fbM6/cgahekfY9YKMpAGc5quEZYrw7qmx5iarjXpV1XXTBosaBBrSFF0ilVttFQo9khJgN2tkAomVTQHixY00TT32c/wP8JWr4u2m59LyTXX/ziTf4RvagcNHr7Ci9hUwmaNGmEzJNxDiQwe3UM1KppY2EMZM6K4khGjVo4NRv3wTP0dKhrUUsFk/2JrNDZpskpxpGN1igedYEr20lwrAQ2XUyBb+5XpNWbEJK3Pgk5eAKiJ7QH0JgA/LfwJY4Coy1TUhQ/FzVUN0wqDM/fRIbM6LmFiWXSVjidQrVpbKxyOzSc9Ehx17lxqG2hWOK8kqImlmzPCmp+gDpAU7shEZaoeqh9jqnLCHZqDmR7u1wLOhGeVhDPhNMo4E88iPJi8h6Fnz8vt6urZYcaqHb6PPOa2wvipRIQQfkYRMZTZqglAg+GhGgbOmalpVMJGK0IBThrBAzzAWSN4EAU4awQPogBnjeBBFOAcEiKI4BPIGRWqnpWhfpSq1aKAn0J4UEVDNuHAdBUtN11Nc/VXqjZOR7yfOxvV367v0VEt6Md8MzW6QPccPVv21VEwBrbS6ZhINZ22rKsaSImily2pjYoRPpVEVN+rYZrZPjkAWZqoiUl8MQecBqcmpkt+Xd9XWQ0uZClIt8tLcnfdiUyznhbCyd+XrhG5FEp0r6fegqXPNFu2L/NmPf7Pvl3Nt5t1o021ZwlVFHstV5Covi/xI3LrldALOl+ORi3Ua8NmZwKqVG3JKTbfjvFayIkz347F2j3GVOX05BSLMAM5xSLMSE6xCDORUyzCrNmGpAYcn9nRGJA0G7ayIVDLQzWMsFMsIptjp1gE6tlqrCsceMxt2SI7cCLQxHZd9e3zItfsFItImtkpFoBaY9gxFqJado6FqMKOnBk4Lq1xj2JFxXp2lIVsQD4oib1dj62hpqaPdyW5fqPQDZHIS0sxiMw1WZrF6isF970tiUXabWvNXc8/13TVsva+xyXUcZbd6CmY2Dry+lEMorwnX81htdm3pe85VsCCz7aXAXESXLcn+1QrTuewb7UiSMhn8k1SgDcKK+xNeEFnboHhcoVz9MXtRY6/FhqwQfGaW9guctybv3joQsuKJ3ehRA9JYe8VShw0SXxZUZWbyMUqQeqv1OSeUklr7gxKRd2TulNGp44upbPk6hNkQ8fuAElhc47dWihx2PtsyTqHHYFKnEhurzrk8MS3Ej6pKoftwpzeIrhM7q1CWnrDU1WOZVdgRy1/zap2aH5PV6SXLfBZtV4sm/X4vZ/d0PS7s/Sz6m38cHoVipJ9zsF7412Ih8P/0/IYLA== Copy blueprint \n \nAlso: first time posting here, hope I'm doing it right! \n \nEDIT: well seems i wasn't doing it right, i looked in the 4 lane in stead of 2 lane for some reason . The score is still slightly better than Avona's symmetrical cross, using the exact same rail layout, just slightly differently placed signals. Is there some variance in the testing or something?", "date": "2024-11-12T17:24:42+00:00", "quotes": [] }, { "author": "Avona", "content": "It could be a variety of things. Signal placement could have some effect on how the trains interact. I also notice that you used a 30 minute test, which will have more variance. The tests are random, so there is quite a bit of variance, especially with low test times. \nFrom the testbenchcontrols faq: \n\"Q: What is the margin of errror in testresults? \nA: roughly for quick tests 30min, it's about +- 1. For medium tests its +-0,5 for long test its +- 0.1.\"", "date": "2024-11-13T05:17:22+00:00", "quotes": [ { "author": "TimEv wrote: Tue Nov 12, 2024 5:24 pm", "content": "" } ] }, { "author": "Hovedgade", "content": "A buffered turbo roundabout for those who like (and don't like) roundabouts \n \n Small Turbo Roundabout \nRHT, 4 tile spacing, 116x116 footprint, made for 6 wagon trains \n \n 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 Copy blueprint", "date": "2024-11-13T23:59:03+00:00", "quotes": [] }, { "author": "zaanzabar", "content": "Wow! Impressive results. Both things you changed, I had for my personal reasons. Thanks for making it universal.", "date": "2024-11-15T13:47:51+00:00", "quotes": [ { "author": "PiggyWhiskey wrote: Mon Nov 11, 2024 6:30 am", "content": "" } ] }, { "author": "Factoriointersection", "content": "Updated it. \nThere was an issue with the safeoutputs so I had to wait to test until I adjusted them and I have retested the 4 way 2 lane oneplane intersections. \nGreat new intersections added=) Awesome guys! \n Hovedgade, nice to see you back!", "date": "2024-11-15T21:23:41+00:00", "quotes": [] }, { "author": "Hovedgade", "content": "thanks \n \nI got some additional variations of the small turbo roundabout and It is easily possible to make them more compact but then they wouldn't be as beautiful. (One of them has traffic for the left side of the rails and a zero tile gap, so good luck benchmarking that one ) \n 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 \n Copy blueprint", "date": "2024-11-15T23:26:47+00:00", "quotes": [ { "author": "Factoriointersection wrote: Fri Nov 15, 2024 9:23 pm", "content": "" } ] }, { "author": "Factoriointersection", "content": "Great:) U turns are nice to include, maybe we should also show the score in everything test besides it? Added them.", "date": "2024-11-16T14:27:32+00:00", "quotes": [ { "author": "coppercoil wrote: Mon Nov 11, 2024 11:18 pm", "content": "" }, { "author": "Factoriointersection wrote: Mon Nov 11, 2024 7:26 am", "content": "" } ] }, { "author": "Factoriointersection", "content": "Nice many prefer design over throughput:)", "date": "2024-11-16T14:28:45+00:00", "quotes": [ { "author": "Hovedgade wrote: Fri Nov 15, 2024 11:26 pm", "content": "" }, { "author": "Factoriointersection wrote: Fri Nov 15, 2024 9:23 pm", "content": "" } ] }, { "author": "coppercoil", "content": "I think, no . If trains use U-turns frequently, it means there is something wrong with a railway. U-turns should be a rare exception, this is why I didn't try to make them fast. Of course, there should not be any deadlocks anyway. \nIf players need fast U-turns for a good reason, they may use some specialized node with no intersection, just the turns. Making fast U-turn in a regular intersection is more difficult, it makes the intersection larger and slower.", "date": "2024-11-16T16:21:18+00:00", "quotes": [ { "author": "Factoriointersection wrote: Sat Nov 16, 2024 2:27 pm", "content": "" } ] }, { "author": "Robert3D", "content": "Ive been trying to design some intersections for my SA playthrough. They use a 2-4-2 spacing because i like the symmetry and look. Ive been trying to balance compactness and throughput so while these arnt the fastest, they are much smaller then other designs. Both are LHT \n \n \n Compact 3 Way \n \n 128 TPM \nSize 84 x 58 \n \n \n \n 3way.png (1.11 MiB) Viewed 2829 times \n \n \n 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Copy blueprint \n \n Compact 4 Way \n \n106 TPM \nSize 104 x 92 \n \n \n \n 4way.png (1.38 MiB) Viewed 2829 times \n \n \n 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8qzmx7w0LUhNac2ZDIKAAqpKFLMfczeFWHugaX3Nc2cx8WM3KBkQODpdQUVc4uonO1qV4VJKFKR7MIAMGIIlYM6hZPutMiSkpamDstZdMRgqQMhZwEvqKvoiJK+RDOUjJS/wmrADj1Guh+xqVCXGZ6FMuJq4Ni+clSyZg8WTIY+k7BovfMj/eFkGwAjeOOKa9MdgcPlIjM6GrxKPDYdoHiXuoaQNSD2yfTsLzomBf2OfsHvXgo9pTCu5QlmcCsa7LoQfsFnHGRoJxMxouA3nwqmFvZrNDc/SEithxha/aHJNgm3G8RwtjwPAmLYy1xbu0MK4BH2vD+DHtZE0rhgpqXBmu5bLPAjqj5QmYa6ho8vFUxywJakhcaw5drsiy33FiTFNlx3OIeXFRKznUzYMBL99Wlq/U8mu4hFiQZu+1BtL/j/U+AhTLVbqURMRm/CCv56XYOOQFuBTAw7FdWZw1Nt6xOVth73Ur0dpZaKsb/sj8UTn0x1WstfHPXo+vZ6RCXIm/M5eKsIUt0Tpni3lIputKxA5R2boSD4Ys0YK2vqfoi2ds5zufxXcky4aH64SJfe9CvlOS5UjNzHgguNykHFvVSbtoiGft7DFO7KwXMSJnFYapHBb7gE3XiIh99OlkrbADM4haYWdFg711VjugGuStswcjLDm2C8an1KzDsCKstlkdpAgfYH55udk9bN/t/+T1zcft3f3u9mBybq5fb2/2v/vL+3d3128eXuiLf15/3v/+0/b+wzcL3MrUOfdHyqRS29ev/wcoLxUj Copy blueprint \n \nThe 4 Way technically allows for U-turns, but these should remain the exception. Too many trains trying to U-turn and turn right at the same time will dead lock it. \n \nBoth of these can probably still be improved but im satisfied with the results. \nIf you got any advice on how to make them better, let me know.", "date": "2024-11-17T02:04:23+00:00", "quotes": [] }, { "author": "Factoriointersection", "content": "Hey, I added the 3 way=) \nSince the 4 way deadlock I wont add it. \n \nIf the trains on the loop had a bit more space it would be better. If you make the blue areas larger so that the trains can go in the green directions that would help a lot. \n \n \n \n 11-17-2024, 16-11-28.png (1.16 MiB) Viewed 2761 times", "date": "2024-11-17T15:11:07+00:00", "quotes": [ { "author": "Robert3D wrote: Sun Nov 17, 2024 2:04 am", "content": "" } ] }, { "author": "Robert3D", "content": "Thanks, ill test around. The 4 way only deadlocks if a train attempts to U-turn, traffic in any other direction should never deadlock. In order to prevent that deadlock, i would probably need to kill the waiting area in the middle of the crossing, slowing down trains quite a bit but ill check.", "date": "2024-11-17T15:33:48+00:00", "quotes": [] }, { "author": "Factoriointersection", "content": "Yeah. I have a test that uses the U-turn. Click the green settings button and pick everything test, then you can test U-turns and lane changes", "date": "2024-11-17T17:07:24+00:00", "quotes": [ { "author": "Robert3D wrote: Sun Nov 17, 2024 3:33 pm", "content": "" } ] }, { "author": "koelkastdeur16", "content": "Rotationally symmetrical 3-chunck 2-lane RHD \n \nEntrances are widely spaced, so i could fit my straight sections around my powerpole and roboport grid. \n \n \n \n 11-20-2024, 19-54-10.png (633.7 KiB) Viewed 2473 times \n \n \n 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 Copy blueprint", "date": "2024-11-20T18:57:57+00:00", "quotes": [] }, { "author": "Factoriointersection", "content": "I like the shape:) I feel like the ramps destroyed the symmetry, nice to see it return:)", "date": "2024-11-20T22:45:22+00:00", "quotes": [ { "author": "koelkastdeur16 wrote: Wed Nov 20, 2024 6:57 pm", "content": "" } ] }, { "author": "Robert3D", "content": "Compact 4 Way v.2 \n \n 150 TPM \nSize 100 x 112 \n \n \n \n 4way.png (1.16 MiB) Viewed 2384 times \n \n \n 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 Copy blueprint \nDid an \"everything\" test for 1000mins and it did not deadlock anymore. \n \nSpamming rail signals really helped the rates too. Did anyone do a test on how much lag rail signals, small logic networks for rail signals and trains trying to path through excessive rail signal spam cause ? It seems beneficial to use as many rail signals as possible to boost rates, but it would be devastating for large builds and mega bases if it caused significant lag.", "date": "2024-11-21T04:05:08+00:00", "quotes": [] }, { "author": "Factoriointersection", "content": "Awesome, looks good:) \nIt looks like the spamming isnt too bad. If you go signals closer than a wagons distance that can start costing a bit.", "date": "2024-11-21T05:50:46+00:00", "quotes": [ { "author": "Robert3D wrote: Thu Nov 21, 2024 4:05 am", "content": "" } ] }, { "author": "hooray", "content": "i need RHT sir PLZ", "date": "2024-11-22T14:32:01+00:00", "quotes": [ { "author": "Robert3D wrote: Sun Nov 17, 2024 2:04 am", "content": "" } ] } ]
19
2021-11-14T07:48:56-06:00
forum-topic-66194
66194
Factorio Forums • [0.17.3] Crash using 1x1 empty.png
I stumbled into the weirdest hard to reproduce error. For Deep Mine I'm generating a module to add mining productivity to assembler type mines: Code: Select all { type = "module", name = "deep-mine-prod-module", icon = "__core__/graphics/empty.png", icon_size = 1, flags = { "hidden" }, subgroup = "module", category = "productivity", tier = 0, stack_size = 1, effect = { productivity = {bonus = 0.02}} -- productivity step size is 2% we use as many as actual force mining-bonus requires }, This works fine until I load Dectorio alongside it, suddenly Factorio throws an error: Code: Select all AtlasSystem.cpp:1204: The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=1x1). Sprite name: __core__/graphics/empty.png.: __core__/graphics/empty.png However this is not Dectorio messing with my prototype, but the Atlas system getting confused as you can see in the serpent.block made in the attached logfile the icon_size is still set to 1. Setting the icon to any 32x32 icon, even leaving the size at 1 it loads without problem.
[ { "author": "", "content": "Are you sure that Dectorio did not take icon that uses empty.png from one of other mods and changed it by giving it icon_size while creating it's own icon or something? \nI've seen a discussion about similar issue in mod forum I think.", "date": "", "quotes": [] }, { "author": "", "content": "Mods shouldn't be able to write to /core/graphics/ \nBut just to make sure I created my own empty.png inside DeepMine and it produced the same error. \nIn fact I created uniquely named copies for each use, which is how i figured it was the icon for the module and not the entity sprite.", "date": "", "quotes": [] }, { "author": "", "content": "The case I'm talking about was not messing with your prototype. It was creating new prototype in mod and reusing icon from other mod without looking at size. It doesn't matter what png it has then - it matters that it's 1x1 and otheh mod ignores that. \nDiscussion is here: \n viewtopic.php?f=190&t=54343&p=402048&hi ... ng#p402048 \n \nMaybe Dectorio does something similar?", "date": "", "quotes": [ { "author": "Optera wrote: Fri Mar 01, 2019 9:46 pm", "content": "" } ] }, { "author": "", "content": "Tracking which mod creates which sprite definitions is not perfect, but it is better then nothig. It essentially lists all mods that reference the image, despite just one of them caused the invalid sprite definition. Sometime I'll see if I can make it better without big performance impact on mod loading.", "date": "", "quotes": [] }, { "author": "", "content": "I was able to reproduce this and it was an issue in Dectorio. I've released an update that mitigates the issue. Try again with Dectorio v0.9.2.", "date": "", "quotes": [] }, { "author": "", "content": "Dectorio 0.9.2 seems to have fixed the issue.", "date": "", "quotes": [] } ]
6
forum-topic-120784
120784
[2.0.14] Bots jumping / snapping backwards on Aquilo
Bug Reports
https://forums.factorio.com/viewtopic.php?t=120784
morganc
When robots divert to charge at roboport on Aquilo they are jumping backwards. See video attachment. Seems to be purely visual gameplay is working perfectly otherwise. Worker robot speed 6 researched. Using Factorio 2.0.16 experimental / Steam / Linux.
[ { "author": "", "content": "Looks like this is just the point they are all running out of power so the position is corrected retroactively, see https://factorio.com/blog/post/fff-421 .", "date": "2024-11-19T19:10:40+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?", "date": "2024-11-20T16:27:43+00:00", "quotes": [] }, { "author": "robot256", "content": "The performance optimization means that it doesn't actually check the power level at every point. Seems like it's not checking for how much power is left until after it tries to subtract how much it would have used and sees it was too much. They might have done it that way to avoid an extra step of predicting whether it will run out of power before the next update point. It does seem like it might be worth the tradeoff to make the visuals better though", "date": "2024-11-23T17:51:20+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Wed Nov 20, 2024 4:27 pm", "content": "" } ] }, { "author": "morganc", "content": "The performance optimization should take the remaining power into account?", "date": "2024-12-07T09:23:54+00:00", "quotes": [] }, { "author": "morganc", "content": "An easy fix is also to reduce the robo energy drain on Aquilo", "date": "2024-12-10T16:59:42+00:00", "quotes": [] } ]
5
2024-11-10T09:53:21-06:00
forum-topic-125864
125864
[2.0.30] 1st row of recipes has no background square (mac?)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=125864
Quezler
Looks like commit 2e171cc between 2.0.28 and 2.0.29 is to blame. Log file available on request since it wasn't generated by a public build. Note that this happens even with no mods installed, even without space age.
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-01-12T23:38:28+00:00", "quotes": [] }, { "author": "hgschmie", "content": "I had the same issue in a mod and was tearing my hair out trying to understand what I did wrong. Thanks for fixing this.", "date": "2025-01-13T16:31:10+00:00", "quotes": [] }, { "author": "Quezler", "content": "I was equally as surprised no one reported it before since it existed since 2.0.29 and i only actively noticed it in 2.0.30, figured it might have been arm specific.", "date": "2025-01-13T18:15:43+00:00", "quotes": [] } ]
3
2025-01-12T11:38:22-06:00
forum-topic-15337
15337
Additions to the Character Logistic Slots
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=15337
This covers - One-time requesting / temporary requests - Dump-slots, that automatically remove items, that are too much in the inventory - Additions to handle the requests easier Recovering requests slots after dying in MP is AFAIK in the current dev-todo-list, so not handled here. Temporary requests viewtopic.php?f=6&t=3868 Player logistic slot improvements (Part 1 is already implemented) viewtopic.php?f=6&t=8295 Request "blueprint resource package" from logistics viewtopic.php?f=6&t=13435 Logistics System Requests viewtopic.php?f=6&t=14504 Request blueprint materials from logistic system viewtopic.php?f=6&t=15274 Temporary Logistic Slots viewtopic.php?f=6&t=25398 Ordering items from logistics network Improve handling with the dump-slots viewtopic.php?f=6&t=1267 Player inventory: requester/provider switchable (Switch between requester and provider) viewtopic.php?f=6&t=4469 Request for logistics robots (Having also slots with a minimum number of items, see also next) Additions to handle requesting easier viewtopic.php?f=68&t=1938 Player as requester/provider chest (reserve slots in inventory, requesting stacks instead of exact amounts) viewtopic.php?f=6&t=4469 Request for logistics robots (Request the bots back, needed for personal roboport) viewtopic.php?f=6&t=13176 Logistic Slot UI Shortcut (list only items, that are available in the current network) viewtopic.php?f=6&t=14521 Inventory and toolbelt filters act as request slots See also viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others Other related viewtopic.php?f=6&t=1267 Player inventory: requester/provider switchable (Turning all request slots on/off) viewtopic.php?f=68&t=1938 Player as requester/provider chest (if no items of this type currently available, reserved slot shows blurred image.) viewtopic.php?f=6&t=4602 Intelligent Logistic Slider / Logistics UI (The amount of default request item # depends on what you request and where, in which context) viewtopic.php?f=6&t=5265 Different scaling for player logistics requests viewtopic.php?f=6&t=7692 Multiple occurrences in requester chests (should not be possible in my eyes) viewtopic.php?f=6&t=13393 Interface For Logistics Storage
[]
0
2015-08-29T13:23:06-05:00
forum-topic-76383
76383
The mod needs valves very badly.
DyWorld
https://forums.factorio.com/viewtopic.php?t=76383
andre2
I have set up plate production from molten iron, molten copper, molten nickel etc. From the slag processing there are additional molten metals left over. I want to put thoose in a leftovers fluid bus. So that they are processed at the plant for iron, copper, Nickel plate and so on. But the copper smelting topped the molten copper fluid bus off, so that the iron slag processing can´t empty the molten copper. I want valves, with which I can priotize that the fluid bus for leftovers gets emptied first, before the molten metals get used, which are created on site. The other solution would be, that I use up every byproduct on site. But that would mean, that for iron for example I would have to set up 3 additional plate productions, to dispose the leftover fluids. That is to work intensive, as this setup does not scale up so easily. I would have to connect 3 more belts for the leftover production, for every iron plate productuion blueprint. That is not fun!!! With my leftover fluid bus, I simply put down another blueprint and connect it. And then I can focus on other things.
[ { "author": "DaleStan", "content": "If you want to use only DyWorld, you can use tanks and circuit-controlled pumps for this purpose. I, however, recommend that everyone should use Advanced Fluid Handling for all their fluid handling needs. I recommend it for its many wonderful not-valve parts, but you can use only its valves if you so desire. I have one top-up valve per molten metal so far, but Helmod tells me the silver demand for blue science is ... impressive, so I expect I'll need multiple pipes and valves to keep it flowing.", "date": "2019-10-05T00:48:24+00:00", "quotes": [] }, { "author": "andre2", "content": "Yes. I used a pump and a tank. \nBlue science needs 6 steel belts full of silver plate, if you want half a stone belt full of blue science. \nI have set up 3 silver belts so far with a dedicated silver production for Blue Science (the solar panels).", "date": "2019-10-10T20:43:01+00:00", "quotes": [] } ]
2
2019-10-04T06:29:17-05:00
forum-topic-127473
127473
Modded robots don't respect surface conditions fully
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127473
Templarfreak
Modded Logi / Construction bots properly can't be hand-placed on a surface if their surface conditions are not fulfilled by the surface's properties, but they can still be kept in inventory or put into roboports and then get assigned jobs and execute them on the same surface despite their conditions still not being met. Example code: Code: Select all data.raw["logistic-robot"]["logistic-robot"].surface_conditions = {{property = "pressure", min = 350}} this example would prevent them from being placed on Aquilo, but if put into a Roboport they can still get assigned jobs and will fulfill them even though their surface condition is not met.
[]
0
2025-03-13T16:14:18-05:00
forum-topic-127441
127441
Factorio Forums • Keep a minimum on space ship?
How do I keep a minimum on a space ship? I have a ship running between vulcanas and nauvis. It requests 1k calcite from nauvis. I want it to drop 950 of that on nauvis and keep 50. Nauvis cargo landing pad is requesting said 950. I have a generic "space platform starter" logistic group on the spaceship that has the 50 kept calcite in it. This makes it so that NO calcite is dropped on the planet. If I remove that 50 in the spaceship logistics, then it works fine, but the ship doesn't have any calcite kept in reserve for its own use. context: More details as I thought this was a bug, it's not. viewtopic.php?t=127433
[ { "author": "", "content": "Put the reserve on a belt...", "date": "", "quotes": [] } ]
1
forum-topic-67835
67835
Trains treat fuel as cargo?
Not a bug
https://forums.factorio.com/viewtopic.php?t=67835
Blastodial
I have found a train with "full cargo inventory" criteria seems to get stuck at a train station. The only reason I noticed was 1 solid fuel missing, and that stop was trying to add coal as fuel.
[ { "author": "Gummiente27", "content": "Solid fuel is an item. And therefore put into a cargo wagon. There are different wagons for fluid available. \n \n https://wiki.factorio.com/Cargo_wagon \n https://wiki.factorio.com/Fluid_wagon", "date": "2019-03-16T15:49:08+00:00", "quotes": [] }, { "author": "tehfreek", "content": "Unable to reproduce in 0.17.14.", "date": "2019-03-16T16:14:56+00:00", "quotes": [] }, { "author": "Blastodial", "content": "my apologies. I had copied and pasted another train logic. The train was waiting to be empty while being filled up with barrels.", "date": "2019-03-16T16:32:11+00:00", "quotes": [] } ]
3
2019-03-16T09:39:31-05:00
forum-topic-51920
51920
TreePlant - A green thumb (inserter?)
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51920
Reika
Mod Info: I hate clearing trees, and not just because of NauvisDay. I genuinely think that they - especially some of the modded ones - are quite appealing visually, and my ideal factory is one inset into the trees like this and this . However, one is inevitably forced to clear trees, both to make space for infrastructure, and because they often end up pollution-damaged and unsightly. Well, that is no longer a concern. Depending on how it is configured, TreePlant can make trees replantable and healable in a variety of ways, including stumps that can be regrown into trees, sapling drops, or a simple tree healing capsule. As bonus features, it also includes options to stop biters from tearing a hole through your forests, and a water capsule to put out unwanted forest fires. Screenshots/Video: Putting out a forest fire: Tree Healing Capsule in action: Tree Replanting Machine: Notice the natural tree clustering:
[ { "author": "i_i", "content": "The mod T-Re(e)plant caused a non-recoverable error. \nError while running event TreePlant::on_player_mined_entity (ID 65) \nUnknown item name stone-var1 \nstack traceback: \n__TreePlant__/functions.lua:55: in function 'onEntityMined' \n__TreePlant__/functions.lua:60: in function <__TreePlant__/functions.lua:59> \nstack traceback: \n[C]: in function 'insert' \n__TreePlant__/functions.lua:55: in function 'onEntityMined' \n__TreePlant__/functions.lua:60: in function <__TreePlant__/functions.lua:59> \n \nNice too bad the trees aren't named properly wish the filenames be shown in the names to see the kind of tree it has. i use MoDevTool F10 to identify the Tree names. I like the way the stones Fills out the whole slot. instead of stacking.", "date": "2020-04-29T04:30:33+00:00", "quotes": [] }, { "author": "CyberMarla", "content": "Sorry to not post this on Git (I don't have an account and don't want to make one right now). \n \nThe mod worked fine and then I changed the settings. IIRC, I unchecked every setting except \"tree-pollution-repair\". After the forced restart, this error occured:\n \n\nI am playing on version 0.18.24 currently. \nReinstalling the mod doesn't help. I asume the settings of this mod are kept in store somewhere even after deinstalling the mod, therefore I am not able to install / activate this mod again.", "date": "2020-06-12T00:20:22+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Reika", "content": "The tree planting machine requires plantable trees to be usable, and you disabled both kinds. The simplest fix for now is to edit the data-final.lua and remove the reference to the planter file.", "date": "2020-06-17T23:06:33+00:00", "quotes": [ { "author": "CyberMarla wrote: Fri Jun 12, 2020 12:20 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "thereaverofdarkness", "content": "Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.", "date": "2020-09-06T16:49:18+00:00", "quotes": [] }, { "author": "Reika", "content": "It plants them into forests.", "date": "2020-09-06T17:13:48+00:00", "quotes": [ { "author": "thereaverofdarkness wrote: Sun Sep 06, 2020 4:49 pm", "content": "" } ] }, { "author": "thereaverofdarkness", "content": "A little dragon told me you like embedded factories. I thought I'd share what I've been working with for the past few days. Not the most efficient build, but perhaps it all depends on what you want out of it. This build has made me happy.", "date": "2020-09-06T20:07:23+00:00", "quotes": [] }, { "author": "Sworn", "content": "How does it works? I have placed the Tree Planting Machine, added some trees and wood in it but nothing happens. \n \nDoes it require power? Doesn't seems to require it. I did bring a power cable to it but still nothing. They don't show up in the power consumption so I guess they don't require power. \n \nDoes it require a roboport to work? Or is it just to request wood/trees? I did put a roboport near it but still, added some construction robo and some logistics one and still nothing.", "date": "2020-09-11T21:47:48+00:00", "quotes": [] }, { "author": "i_i", "content": "", "date": "2021-09-15T07:11:24+00:00", "quotes": [ { "author": "Reika wrote: Wed Jun 17, 2020 11:06 pm", "content": "" }, { "author": "", "content": "" } ] } ]
8
2017-08-17T00:17:48-05:00
forum-topic-121854
121854
[2.0.15][win64] Crash switching audio device "Error SoundInterfaceSDL.cpp:271: Unsupported format 0"
Bug Reports
https://forums.factorio.com/viewtopic.php?t=121854
lucdem
Starting the game with no audio devices connected to the PC, connecting an audio device after the game is open, the trying to switch devices on the "preferred output" settings, can cause a crash. You can see in the screenshot the crash as I select a bluetooth device while in a game, but I can easily replicate this bug on the main menu as well.
[]
0
2024-11-17T10:18:20-06:00
forum-topic-117952
117952
[hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds
Assigned
https://forums.factorio.com/viewtopic.php?t=117952
_ramar
TL;DR: ghost: 10-27-2024, 23-16-06.png (44.7 KiB) Viewed 434 times module ghost: 10-27-2024, 23-16-20.png (42.11 KiB) Viewed 434 times real: 10-27-2024, 23-16-28.png (47.26 KiB) Viewed 434 times module real: 10-27-2024, 23-16-37.png (41.37 KiB) Viewed 434 times as a lazy engineer, i'm a huge fan of the new overlay for items / second! i noticed when trying to design a system, placing modules in is super easy and nice, but it doesn't update this value! great work on 2.0 and the DLC everyone <3
[ { "author": "nthexwn", "content": "I've been finding this rather annoying when trying to design things in advance. There's no easy way to know how fast the machines will be until all the beacons, machines, and modules are present and powered on.", "date": "2024-11-22T06:57:06+00:00", "quotes": [] }, { "author": "kitters", "content": "Seached forum before reporting this problem, glad it's assigned.", "date": "2025-01-10T22:02:45+00:00", "quotes": [] }, { "author": "", "content": "This is more of a feature request than a bug. That being said I totally agree that it's super useful to have. I've looked into it and got it working. We are looking for a way to integrate it properly into the UI now.", "date": "2025-03-10T14:30:54+00:00", "quotes": [] } ]
3
2024-10-27T10:17:38-05:00
forum-topic-108862
108862
Friday Facts #377 - New new rails
News
https://forums.factorio.com/viewtopic.php?t=108862
Here it is! (beep boop) https://factorio.com/blog/post/fff-377
[ { "author": "mmmPI", "content": "That's legendary good news hahaha", "date": "2023-09-22T11:02:16+00:00", "quotes": [] }, { "author": "Hares", "content": "Great changes! Now I can build even more rails!", "date": "2023-09-22T11:08:52+00:00", "quotes": [] }, { "author": "Subway", "content": "The new rails are looking great! I hope, there will be \"concreted rails\" too! \nGreat work and thanks for the news!", "date": "2023-09-22T11:10:44+00:00", "quotes": [] }, { "author": "Losash", "content": "What’s the matter guys? Quality hate does not age well with every new week? \nOr i guess there will still be people who will try to find a needle even in this blog post?", "date": "2023-09-22T11:15:36+00:00", "quotes": [] }, { "author": "SuperSandro2000", "content": "Looking forward to better rails", "date": "2023-09-22T11:17:34+00:00", "quotes": [] }, { "author": "Raphaello", "content": "Fantastic solution to a problem we all have stopped complaining about ages ago \nGreat work on the visual upgrade!", "date": "2023-09-22T11:17:50+00:00", "quotes": [] }, { "author": "DeadMG", "content": "I quite like this change, but the thing I really wanted for Space Age rail improvements would be better support for modded rails, like fast replacement for SE's space rails, or linked rails for inter-surface trains.", "date": "2023-09-22T11:22:17+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "It's great that you are working on legacy issues, and not just the space exploration stuff!", "date": "2023-09-22T11:25:38+00:00", "quotes": [] }, { "author": "IForgotMyName", "content": "The only thing that worries me is whether it will be clear where to place the landfill for the railway? I like to save landfill, and also leave small water gaps to absorb pollution (I know about the trick with nuclear bombs, but they are too expensive for me). But when you want to place landfill for curved rails, it is completely unclear why the rail does not want to be placed. You need to turn on the display of collision-boxes of objects through the debug menu and turn off the beautiful transition of tiles, since these collision-boxes are positioned crookedly. I hope the developers took this point into account and corrected it in Factorio 2.0", "date": "2023-09-22T11:27:37+00:00", "quotes": [] }, { "author": "svalorzen", "content": "This looks wonderful! I'm wondering, is signaling even possible in the last image?", "date": "2023-09-22T11:29:00+00:00", "quotes": [] }, { "author": "gujarat6", "content": "Still waiting for that train logic update", "date": "2023-09-22T11:32:37+00:00", "quotes": [] }, { "author": "OvenMittLorenzo", "content": "They should add an \"auto landfill\" option that just places landfill and blows up cliffs as needed, and since it's automated, it will only do the slivers necessary", "date": "2023-09-22T11:33:31+00:00", "quotes": [ { "author": "IForgotMyName wrote: Fri Sep 22, 2023 11:27 am", "content": "" } ] }, { "author": "GrandMasterB", "content": "Very cool! I'm glad about the new options and the prettier rail! Very good work! It always annoyed me that the distance between the rails had to be so large. But I also like right angles and I'm afraid that I have to straighten the crooked rails of my friends constantly. \n \nNote: Multi-level items are a lazy solution to truly unique new items, with new appearances and new mechanics. I still don't like the quality upgrade.", "date": "2023-09-22T11:33:59+00:00", "quotes": [] }, { "author": "giustizieri25", "content": "Did you really write \"choochoose\" omg?", "date": "2023-09-22T11:36:20+00:00", "quotes": [] }, { "author": "Regular9", "content": "What will happen to blueprints with 1.1 rail?", "date": "2023-09-22T11:43:17+00:00", "quotes": [] }, { "author": "Brathahn", "content": "Great news! \nYou can always expect the best from the Factorio devs! \n \nMaybe we can get tunnels or rail bridges in the future too?", "date": "2023-09-22T11:43:39+00:00", "quotes": [] }, { "author": "grzybk", "content": "Finally, chunk aligned big electric poles!", "date": "2023-09-22T11:52:58+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "aka13", "content": "Hell yeah, very cool! Also love the 32s poles, this scratches a very long-lasting itch.", "date": "2023-09-22T11:55:30+00:00", "quotes": [] }, { "author": "rekales", "content": "that's a nice feature, my universal intersection/junction needed updating anyway.", "date": "2023-09-22T12:00:46+00:00", "quotes": [] } ]
19
2023-09-22T06:00:09-05:00
forum-topic-116258
116258
[StrangePan][2.0.7][macos 10.13.6] Crash on launch, after "Cloud player-data.json unavailable"
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116258
SevenMass
After double clicking the app icon, the factorio.app program launches. It spend some time loading stuff, and then it crashes. The main menu never appears. Log file: factorio-current.log (3.46 KiB) Downloaded 37 times
[ { "author": "", "content": "I believe this issue and 116227 are related", "date": "2024-10-21T16:01:35+00:00", "quotes": [] }, { "author": "SevenMass", "content": "Update: \n \nThe problem goes away if i delete this file: \n Code: Select all ~/Library/Application\\ Support/factorio/crop-cache.dat \n\nThe file will be regenerated, and after that, the game will launch and relaunch as expected. \n \n \nAlso, this might be the same bug as this one: viewtopic.php?f=58&t=116216 \nsorry for not seeing it sooner, but I didn't expect a crash on launch to be inside the \"won't fix\" category.", "date": "2024-10-21T16:08:55+00:00", "quotes": [] }, { "author": "nathan67003", "content": "Had a similar situation on macOS 10.14.6; starting from Steam after the update, error during startup. Deleting the exact same folder SevenMass pointed out allowed the game to load completely. Log attached for the time it crashed.", "date": "2024-10-21T16:31:32+00:00", "quotes": [] }, { "author": "", "content": "If anybody runs into this and is reading the thread it would help us if you uploaded the file before deleting it :)", "date": "2024-10-21T16:40:29+00:00", "quotes": [] }, { "author": "SevenMass", "content": "I haven't deleted it yet, i just moved it out of its directory. \nThe file is called \"crop-cache.dat\" and it is 2.8 MB in size. \nIt works fine in Factorio 1.1.100. \n \nThe forums don't allow .dat files to be uploaded.", "date": "2024-10-21T19:27:45+00:00", "quotes": [ { "author": "Sanqui wrote: Mon Oct 21, 2024 4:40 pm", "content": "" } ] }, { "author": "", "content": "You can compress it into a zip archive. Thanks!", "date": "2024-10-21T19:28:20+00:00", "quotes": [ { "author": "SevenMass wrote: Mon Oct 21, 2024 7:27 pm", "content": "" }, { "author": "Sanqui wrote: Mon Oct 21, 2024 4:40 pm", "content": "" } ] }, { "author": "SevenMass", "content": "I feel stupid for not thinking of this. \n \nHere it is: \n \n crop-cache.zip \n (486.64 KiB) Downloaded 27 times", "date": "2024-10-21T22:29:20+00:00", "quotes": [ { "author": "Sanqui wrote: Mon Oct 21, 2024 7:28 pm", "content": "" } ] }, { "author": "SevenMass", "content": "Update: \n \nThis crash also happens when I enable a mod, and then (re)load the game. (Not the expansion mods, but mod from the mod portal.) \n \nUnfortunately, deleting the \"crop-cache.dat\" file does not fix it this time. \n \nThe only way to get the game working again is to manually edit the file: Code: Select all ~/Library/Application\\ Support/factorio/mods/mod-list.json \nin a text edittor, to disable the mods. \n \nBut that means I can't play the game with mods... \n \ncrash log: \n \n factorio-current.log \n (4.26 KiB) Downloaded 22 times \n \n \n Code: Select all 0.000 2024-10-23 18:51:19; Factorio 2.0.9 (build 79509, mac-x64, full, space-age)\n 0.000 Operating system: macOS 10.13.6\n 0.000 Program arguments: \"/Applications/factorio.app/Contents/MacOS/factorio\" \n 0.000 Config path: /Users/username/Library/Application Support/factorio/config/config.ini\n 0.000 Read data path: /Applications/factorio.app/Contents/data\n 0.000 Write data path: /Users/username/Library/Application Support/factorio [836819/953669MB]\n 0.000 Binaries path: /Applications/factorio.app/Contents\n 0.089 System info: [CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz, 8 cores, RAM: 16384 MB]\n 0.130 Display options: [FullScreen: false] [VSync: true] [UIScale: manual-pixels (200.0%)] [Native DPI: true] [Screen: 255] [Special: lmW] [Lang: en]\n 0.265 Video driver: cocoa\n 0.265 Available displays: 1\n 0.265 [0]: DELL P2415Q - {[0,0], 2304x1296, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0x2b2864cd(0x02)}\n 0.344 Initialised OpenGL:[0] NVIDIA GeForce GTX 980 OpenGL Engine; driver: 4.1 NVIDIA-10.33.0 387.10.10.10.40.140\n 0.344 [Size] Window: 2240x1166, Backbuffer: 4480x2332\n 0.344 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO, ARB_pipeline_statistics_query:NO, ARB_gl_spirv:NO, ARB_ES2_compatibility:yes\n 0.344 [Version] 4.1\n 0.345 Verbose GraphicsInterfaceOpenGL.cpp:1008: [Caps] Tex:16384, TexArr:2048, TexBufSz:131072kB; TexUnits:80; UboSz:64kB\n 0.345 Graphics settings preset: very-high\n 0.345 Dedicated video memory size 4096 MB (detected from GeForce GTX 980; VendorID: 0x1022700)\n 0.692 Verbose PipelineStateObject.cpp:96: Time to load shaders: 0.347799 seconds.\n 0.695 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]\n 0.696 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]\n 0.751 [Audio] Driver:coreaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 1.347 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true\n 1.347 Info ModManager.cpp:434: FeatureFlag freezing = true\n 1.347 Info ModManager.cpp:434: FeatureFlag quality = true\n 1.347 Info ModManager.cpp:434: FeatureFlag rail-bridges = true\n 1.347 Info ModManager.cpp:434: FeatureFlag segmented-units = true\n 1.347 Info ModManager.cpp:434: FeatureFlag space-travel = true\n 1.347 Info ModManager.cpp:434: FeatureFlag spoiling = true\n 1.349 Loading mod settings even-distribution 2.0.2 (settings.lua)\n 1.351 Loading mod core 0.0.0 (data.lua)\n 1.369 Loading mod base 2.0.9 (data.lua)\n 1.519 Loading mod elevated-rails 2.0.9 (data.lua)\n 1.543 Loading mod even-distribution 2.0.2 (data.lua)\n 1.552 Loading mod quality 2.0.9 (data.lua)\n 1.564 Loading mod space-age 2.0.9 (data.lua)\n 1.776 Loading mod base 2.0.9 (data-updates.lua)\n 1.791 Loading mod quality 2.0.9 (data-updates.lua)\n 1.813 Loading mod space-age 2.0.9 (data-updates.lua)\n 1.928 Checksum for core: 2820763882\n 1.928 Checksum of base: 1355320214\n 1.928 Checksum of elevated-rails: 1891730324\n 1.928 Checksum of even-distribution: 281457414\n 1.928 Checksum of quality: 3715527832\n 1.928 Checksum of space-age: 440491908\n 2.361 Prototype list checksum: 3640950169\n 2.366 Verbose ModManager.cpp:630: Time to load mods: 1.01992\n 2.455 Loading sounds...\n 2.693 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1729702278\n 2.693 Info PlayerData.cpp:73: Cloud player-data.json unavailable\n 2.695 Error CrashHandler.cpp:643: Received 6\nFactorio crashed. Generating symbolized stacktrace, please wait ...\nsrc/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream\nsrc/Util/StacktraceToStream.cpp (60): printStacktraceToStream\nsrc/Util/Logger.cpp (334): writeStacktrace\nsrc/Util/Logger.cpp (379): logStacktrace\nsrc/Util/CrashHandler.cpp (183): writeStackTrace\nsrc/Util/CrashHandler.cpp (644): commonSignalHandler\nsrc/Util/CrashHandler.cpp (652): SignalHandler\n0x7fff72536f59\nStack trace logging done\n 6.394 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.", "date": "2024-10-23T17:03:38+00:00", "quotes": [] }, { "author": "", "content": "Thank you everyone for the reports, files, and logs. A fix for this crash has been implemented, and we're working fast to get it ready by the weekend.", "date": "2024-10-24T16:16:17+00:00", "quotes": [] }, { "author": "", "content": "Marking this as \"resolved for next release\". If the issues persist in 2.0.11, please post here!", "date": "2024-10-25T13:24:27+00:00", "quotes": [] } ]
10
2024-10-21T09:00:02-05:00
forum-topic-61287
61287
Hidden Object-Information
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=61287
Mr_Happy_212
What? Hide the equipment box when you hover over an object that has more Information that your screen can Show. Why? The box is over the description of the object, so you cant see what is under it.
[ { "author": "bobucles", "content": "Could you please show an example? ctrl-print screen, Mspaint and ctrl-V work wonders.", "date": "2018-06-30T12:56:48+00:00", "quotes": [] }, { "author": "eradicator", "content": "There's mods that auto-hide the minimap, which is far larger than the gun inventory: \n https://mods.factorio.com/query/hide%20minimap \nHiding the gun inventory in a mod would hide the toolbar too though :/ \n https://lua-api.factorio.com/latest/Con ... ewSettings \nI guess one could add hiding the technology progress to that mod if it doesn't already. \nYou can also press L to see more info. \n \n+1 don't cut off tooltip of large logistic containers (somehow..., maybe scrolling? *sigh*)", "date": "2018-06-30T14:02:12+00:00", "quotes": [] }, { "author": "Amarula", "content": "Screenshot from 2018-06-30 11-57-11.png (870.94 KiB) Viewed 2937 times \n \n There are a few use cases where I want to check the status of an entity, say to see if a miner has run out of resources, or if a boiler has run out of fuel. A fairly straightforward solution would be to put the entity status box in front of the equipment box instead of behind it. You would then run into the issue of needing to move your mouse so you weren't over any entity in order to see the equipment box, I don't know how inconvenient that would be in practice. \nI object on principle to the idea of needing to use a mod to be able to see information that the vanilla game is trying to show me. The display is already there, and if I am using my big screen monitor the issue doesn't happen, only when I am limited to the display on my laptop. \nAnd as requested, here is an example of the entity information being hidden...", "date": "2018-06-30T15:59:04+00:00", "quotes": [] }, { "author": "QGamer", "content": "I encountered this problem when I first started playing Factorio. I went to the options and turned off the minimap, and it has happened a lot less often. \nHowever, this does become an issue when you hover over a logistic chest and the network has a ton of different items in it.", "date": "2018-07-01T02:51:51+00:00", "quotes": [] }, { "author": "Cabble", "content": "This problem also occurs with a higher vertical resolution (3440x1440). Logistic network contents seem to be the most common problem.\n \n \n \n 20180628031506_1.jpg (1.65 MiB) Viewed 2881 times", "date": "2018-07-01T12:49:38+00:00", "quotes": [] }, { "author": "Xelephant", "content": "If you want to see the content of the logistic network, just press \"L\" to view it. On Small Resolutions there is a problem seen the whole entity information, turning off the minimap works best there. \nHope this is improved the readability in the new GUI rewrite anyway.", "date": "2018-07-01T13:02:02+00:00", "quotes": [] } ]
6
2018-06-30T04:18:27-05:00
forum-topic-25469
25469
Angel's Bio Processing
Angels Mods
https://forums.factorio.com/viewtopic.php?t=25469
Arch666Angel
Angels Mods I. Angels Infinite Ores II. Angels Refining III. Angels PetroChem IV. Angel's Smelting V. Angel's Bio Processing VI. Angel's Industries VII. Angel's Addons X. Development and Discussion XI. Bugs & FAQ XII. Donations and Chocolate Fund Angel's Bio Processing (Beta) Description: -Algae Farming: Different Algae live of a variety of liquid solutions and growth enhancer, they then can be processed for the element they metabolized while growing. -Green Algae: Live of Mineralized Water and produce fibers which can replace some aspects of wood -Blue Algae: Live of Waste Water and produce nitrogen heavy compounds -Red Algae: Live of Thermal Water and produce silicate heavy compounds -Alien Spores: Can be filtered from the air and cultivated in the Algae Farm to further process them to artefacts Downloads Mod File: angelsbioprocessing Licence: CC BY-NC-ND 4.0
[ { "author": "Arch666Angel", "content": "Long description Angels Processing \n \nAlgae Farm \n \n \nDesert Tree \n \n \nSeed Extractor \n \n \nComposter \n \n \nFarming Processor \n \n \nPress \n \n \nTree Seed Generator \n \n \nArboretum \n \n \nSwamp Tree \n \n \nTemperate Tree \n \n \nGardens \n \n \nTemperate Farm \n \n \nPuffer Refugium \n \n \nPuffers", "date": "2016-05-22T20:14:36+00:00", "quotes": [] } ]
1
2016-05-18T17:59:08-05:00
forum-topic-109528
109528
Create logistic group from blueprint
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=109528
TL;DR With the logistic groups announced, I think it's time to revisit this suggestion : Allow the engineer to create a logistic group in one operation by importing a blueprint item list. What ? The core idea is we need some kind of interaction between blueprints and logistic requests, and the logistic groups are (were) one of the missing steps for that. Now that we can (will be able to with 2.0) group a set of individual logistic requests into a coherent whole, the last thing we need is use the contents of a blueprint to feed the logistic group. The things I will want to do at some point : 1) I have a blueprint ( [Edit] : Or a "Copy" selected) in hand, or I'm browsing my BP library, I want to : - create a new logistic group with the items listed in the blueprint/blueprint book - add to an existing logistic group the items listed in the blueprint/blueprint book 2) I am in my inventory preparing something, I want to be able to : - Create a now logistic group by importing a blueprint/blueprint book from my library (or my inventory if blueprints in the inventory are still a thing in 2.0) - Add to an existing logistic group the contents of a blueprint/blueprint book from my library Cherry on top : QoL minor feature like pre-filling the new logistic group's name with the BP/BP book's name Why ? I think the why is pretty obvious, given it's one of the oldest feature requests regularly re-requested for 8 years. I'm aware having two paths to access the same core feature is twice the work, but I'm sure there are clever ways to do that to minimise the double work (like for example invoque the same interface from two starting points). I totally see myself using both, hence the suggestion to allow both. [Edit] : In the 1) Blueprint in hand , I added a nuance : as soon as I have "Copied a zone on screen, even when there is no actual blueprint in hand, I want to be able tu use that feature.
[ { "author": "morsk", "content": "edit: Er, I misunderstood the suggestion and thought it was something else. I don't have anything to say about this, unfortunately. Except that obviously some people want it, and it would be convenient.", "date": "2023-11-05T13:03:14+00:00", "quotes": [] }, { "author": "Qon", "content": "What if you place down multiple copies of a blueprint? Or build an outpost with several blueprints, both walls and miners/production and train station? \n \n\nBeing able to mark an area of ghosts sounds better to me in those cases. You can make a temporary blueprint of the entire thing and use your (Koub) feature request though so I guess in practise it doesn't matter. Just shift+copy and press the \"make logistics group\" button. \n \nBut for me, the ghost scanner mod (but performant lol) is kind of what I actually want. So I can request a builder train filled with the right items automatically with combinators.", "date": "2023-11-05T13:59:14+00:00", "quotes": [ { "author": "Cerberus wrote: Sun Nov 05, 2023 10:45 am", "content": "" } ] }, { "author": "", "content": "That would be the epitome of Factorioness, ultimate automation indeed. Why bother moving when the factory can order and get the items delivered, and the building be automated ? That would call for some kind of roboport wagon, in order to be able to plonk down at least the first roboport on site. I know there are mods for that. Still, with both features, vanilla would feel more complete. I know the spidertron can achieve that purpose, but it's very endgame. \n \nHowever, before achieving this level of automation, my feeling is that the feature I requested could be a good intermediate step. I would feel overwhelmed if I had to go from the current local power armor roboport building to automated distant auto building factory through combinators. The \"request in bulk, at my mall and get on site to build the outpost\" feels more achievable.", "date": "2023-11-05T14:32:26+00:00", "quotes": [ { "author": "Qon wrote: Sun Nov 05, 2023 1:59 pm", "content": "" } ] }, { "author": "Illiander42", "content": "If we're adding in blueprint interactions, could we also get blueprints able to use their item list to set combinators and requester/buffer chests?", "date": "2023-11-06T08:43:17+00:00", "quotes": [] }, { "author": "computeraddict", "content": "This would accomplish that as buffers and requesters are getting access to the logistics groups feature.", "date": "2023-11-06T08:50:06+00:00", "quotes": [ { "author": "Illiander42 wrote: Mon Nov 06, 2023 8:43 am", "content": "" } ] }, { "author": "", "content": "I edited my first post to specifically describe a use case that wasn't explicitly described (I kind of assimilate having a blueprint in hand and having copied something with the selection tool, and this bold assumption might be false). \n \nI think that's what Qon described here :", "date": "2023-11-06T13:16:02+00:00", "quotes": [ { "author": "Qon wrote: Sun Nov 05, 2023 1:59 pm", "content": "" } ] }, { "author": "stdmtc", "content": "In the blueprint preview you can see all the content needed to build a blueprint. I think it would be nice if you could have for instance a requester chest or a constant combinator be set to the content of a blueprint. It would also be nice if you could get a temporary personal logistics request that would fetch the content of a blueprint and then remove those requests after its been fetched.", "date": "2024-01-30T01:41:37+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into existing thread with the same suggestion.", "date": "2024-01-30T06:45:09+00:00", "quotes": [] }, { "author": "promwarm", "content": "Great idea! \n \nIt is exactly what I thought after reading through 109395 and the corresponding FFF. \n \nThe whole logistics groups is a great feature. It prevents creating the same group over and over again. \nIt only makes sense to be able to import/export them, to use in future playthrough's! \n \nHopefully this ticket will receive more love once people see logistic groups in action", "date": "2024-07-23T11:56:13+00:00", "quotes": [] }, { "author": "scarhoof", "content": "I've been wanting this for a while. My initial idea was to just put the blueprint in the logistic slot (be that in your inventory or in a Requestor Chest) Real handy to drop the blueprint in for a large build, like a nuclear build, wait for all the items to get delivered, then take it out and it's over. Now with groups, Once we get that setup in the group we wouldn't need that functionality, buit as far as I know, the group don't xfer between saves so it would be handy to just drop them or your entire logistic group setups from a blueprint book at your next save.", "date": "2024-08-07T18:43:38+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I think this is implemented, although i did not read much info about it, it works in game, if you have a blueprint in hand and you place it in the logistic tab of the character it will create a logistic group with the component of the blueprint.", "date": "2024-10-26T09:51:09+00:00", "quotes": [ { "author": "Koub wrote: Sun Nov 05, 2023 12:06 pm", "content": "" } ] }, { "author": "keentom", "content": "I like this idea, what would make it even better: \n \nA multiplier for logistic groups. So I want everything for this blueprint not once but 10 times? set the multiplier anad now you will request 430 inserters instead of 43.", "date": "2024-10-26T10:04:25+00:00", "quotes": [] }, { "author": "", "content": "Thanks, I just saw your post in there , and came here to move this to Implemented for 2.0 \n [Koub] Implemented in 2.0", "date": "2024-10-26T12:49:50+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Oct 26, 2024 9:51 am", "content": "" }, { "author": "Koub wrote: Sun Nov 05, 2023 12:06 pm", "content": "" } ] } ]
13
2023-11-05T06:06:09-06:00
forum-topic-126544
126544
Factorio seed reader?
Tools
https://forums.factorio.com/viewtopic.php?t=126544
ElectroMagnetic
Is there such a thing as a Factorio seed reader? In my phrasing a Factorio seed reader is basically a Minecraft seed visualizer but for Factorio. I want this because I like to plan for stuff(Almost excessively) and I sorta want the world map so I can see how much free space I have between oil patches and stuff. If there is, link it below please! Thanks for any help, Electromagnetic.
[ { "author": "atomizer", "content": "The game itself can generate previews for you: https://wiki.factorio.com/Command_line_parameters", "date": "2025-02-02T19:25:24+00:00", "quotes": [] }, { "author": "ElectroMagnetic", "content": "Ok thanks!", "date": "2025-02-02T19:38:10+00:00", "quotes": [] } ]
2
2025-02-02T13:15:45-06:00
forum-topic-50281
50281
[MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace. - Page 2
Mods
https://forums.factorio.com/viewtopic.php?t=50281&start=20
Zanthra
if you only replaced half the reactors, take a look at the speed at which the fuel cells are consumed between one that was replaced and one that was not and see if they are the same. If I recall when I replaced a reactor I watched it burn through most of a fuel cell while an adjacent reactor that I did not replace barely touch its, perhaps only the output is recalculated. I'll take a look again at solar panels and roboports when I get a chance. I really appreciate the reports, thanks!
[ { "author": "Zanthra", "content": "Alright, I added the \"charging_energy\" to fix roboports, and added \"production\" to fix the solar panels, and added a few values specific to the rocket silo. Should be working proper now with 1.1.2 .", "date": "2017-07-25T21:14:56+00:00", "quotes": [ { "author": "jonatkins wrote:", "content": "" } ] }, { "author": "Ranakastrasz", "content": "I'm not sure I see why that was a problem? Why not change crafting times instead? Loop through all recipes, double \"Energy cost\" or whatever it was, and make sure it applies to normal, and hard/normal crafting. \n \nHad to do something like that with my Bulk Intermediaries mod.", "date": "2017-07-25T22:29:25+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Zanthra", "content": "It's simply that I was already adjusting values in entity prototypes, which is where crafting speeds are located. It made it very simple to just include crafting speeds into the adjustments the same way I adjusted everything else. At this point I think it would be a big change for a little gain when an alternative is available. \n \nI have learned since making the mod that there is a global table that can be used to store data in the save file, and the way I adjust the game speed is based on that now. I could add the option to have the mod adjust the player crafting speed itself, and store the original crafting speed, and target crafting speed in the global table. I check the crafting speed target against the current crafting speed every 60 ticks, and if the crafting speed has been changed by another mod, I can update the original crafting speed and compute a new target crafting speed and apply it. If the option is disabled, I can restore the original crafting speed. This seems to me to be a reasonable way to handle most of the adjustments that are saved in the game file.", "date": "2017-07-25T23:04:59+00:00", "quotes": [ { "author": "Ranakastrasz wrote:", "content": "" } ] }, { "author": "Ranakastrasz", "content": "No, I mean, I read it like this. \n-I was able to double global tick speed, by cutting the speed of everything in the game in half, except for player crafting speed. As such, you need to do that manually. \n \nMy immedate thought was, Oh, so you cut assembly machine crafting speed in half instead of doubling the timecost/energycost of the recipes. If you do it this way you won't have that problem. \n \nI then built off of those two assumptions and made a suggestion. \n \nYour response suggests that my assumptions were incorrect, so I do not understand the initial statement or what the reason for you wanting to change player crafting speed.", "date": "2017-07-26T14:46:24+00:00", "quotes": [ { "author": "Zanthra wrote:", "content": "" } ] }, { "author": "Zanthra", "content": "No, your assumptions are not incorrect at all. As you say, there are two ways of changing crafting times, either change crafting speeds, or recipe durations. I'm not really sure what you want to know. I definitely would like the mod to be able to automatically adjust the player crafting speeds, because it is a core part of the game. There are three things leaning me away from chaning the recipe durations though. \n \n1) Recipe durations tend to have really nice numbers, a number of whole seconds or .5 seconds, which makes ratios between them easier to work with. With some time scale factors, such as at a target framerate of 40 would make some recipe durations difficult to read and compare, such as 1 second -> 0.666667 seconds. This could make figuring out ratios more difficult. What ratio do I need if I need 5 things crafted with a duration of 0.666667 for each one thing at 2.666667 in the same crafting machine? Naturally, comparing crafting speeds between different types of machines suffer the same problem, but their numbers have always been worse for figuring ratios than the recipe durations. \n \n2) The mod makes more sense affecting all speeds and rates before durations. If I was to adjust the crafting times instead of crafting speeds, I would also like to change it so that it affects fuel values and energy storage instead of energy consumption and production. This sort of dichotomy is not available for belt speeds, movement speeds, and the like. For the time being things are mostly working as expected the way I have it now. \n \n3) I want to add code to change other game saved variables, such as pollution aging and dispersion and biter expansion rates, and player crafting speed adjustment with character_crafting_speed_modifier can use the same code. \n \nI appreciate the suggestion. I just don't think the change from crafting speed to recipe time is worth it. \n \nPS: One of my goals for this mod was to make something people could toggle on or off, or remove from a save game without causing problems. If I changed the crafting speed, then someone removed the mod, their crafting speed would not return to normal. I figured if I provided instructions on how to manually change the crafting speeds, then they would be able to use those instructions to get it back to normal if they removed the mod. Whether this was a good idea or not, I don't know, but I have plans to allow those to be automatically adjusted as well.", "date": "2017-07-26T21:32:26+00:00", "quotes": [] }, { "author": "Ranakastrasz", "content": "Sensible and answers my question.", "date": "2017-07-27T12:15:02+00:00", "quotes": [] }, { "author": "jonatkins", "content": "Good news is that I've been playing solidly with this mod enabled for some time now, seems to be working well for a 30 FPS target now. \n \nHowever, I just had an interesting incident - a train collision. Was manually reversing a train and didn't spot the automatic train coming at full speed. Now without GTTS, I've never seen such a collision destroy anything - severe damage at most. However, as GTTS at 30FPS increases train speed, I guess it'll increase the damage from vehicle collisions too? In this case, the automatic train completely destroyed two(!) empty cargo wagons on the train I was reversing - didn't hit the locomotive I was driving as it was still off the main line at a junction, but that automatic train barely slowed down in the process.", "date": "2017-07-27T21:14:36+00:00", "quotes": [] }, { "author": "Ranakastrasz", "content": "Huh. Makes sense. Since I don't think you can manipulate the damage you might need to double the resistance values instead. Perctentage and flat should work, assuming ofc double speed is double damage.", "date": "2017-07-27T23:34:48+00:00", "quotes": [ { "author": "jonatkins wrote:", "content": "" } ] }, { "author": "d3x0r", "content": "Re: excessive power draw; couldn't you update the burner.efficiency to x2 for 120fps or 0.5 for 30 fps? \nshould work for nuclear reactors;", "date": "2017-07-28T02:20:49+00:00", "quotes": [] }, { "author": "Zanthra", "content": "The property \"energy_per_hit_point\" actually does affect the damage done (which I think I had been adjusting the wrong way) . The thing is that train max speed/acceleration is quite complicated. Having to do with the max power, weight, air resistance, friction force, and max speed. My understanding of all of these is not guaranteed, and I don't really know what either max_speed or friction_force do. I'll play around with them some more and see if I can find something more accurate. Increasing the resistances should not be necessary. \n \n\nThe bug related to nuclear reactor entities not updating when the prototype is updated is listed as fixed for the next release. So I won't worry about that, unless this is referring to something else.", "date": "2017-07-28T09:32:52+00:00", "quotes": [ { "author": "Ranakastrasz wrote:", "content": "" }, { "author": "jonatkins wrote:", "content": "" }, { "author": "d3x0r wrote:", "content": "" } ] }, { "author": "Ranakastrasz", "content": "If the simulation is semirealistic then energy quadruples at double speed. It was so much fun learning calculus amd eventually realizing WHY.", "date": "2017-07-28T11:32:00+00:00", "quotes": [] }, { "author": "d3x0r", "content": "Oh - just add a loop though all interesting edntities and update them yourself? I ran into the same thing trying to modify an accumulator's buffer... https://github.com/d3x0r/train-speed-li ... l.lua#L185 \n \nOh it's fixed for next revision? Good", "date": "2017-07-28T17:20:02+00:00", "quotes": [ { "author": "Zanthra wrote:", "content": "" }, { "author": "d3x0r wrote:", "content": "" } ] }, { "author": "Zanthra", "content": "New version with runtime map options to adjust hand crafting speeds as well as pollution, evolution, expansion, and group formation times. Also hopefully fixed the issue with trains doing too much damage (my tests show similar damage now between 60fps and 30fps in one test environment), and hopefully fixed some acceleration differences due to air resistance between different target frame rates. \n \nAlso does anyone know how to get GIT to see the folder as having it's name changed instead of being deleted and recreated with a different name? Every time I change the mod version, GIT will forget all the history for all the subfiles.", "date": "2017-07-29T00:15:08+00:00", "quotes": [] }, { "author": "d3x0r", "content": "git doesn't support rename, it only supports delete and recreate. \nmy repos have the content of the mod folder instead of having the mod folder itself; which if you have multiple mods, requires multiple repositories. There is a mechanism in git for modules, so a parent project can be composed of multiple other git repositories but I had a hard time getting it to work cleanly.", "date": "2017-07-29T00:31:34+00:00", "quotes": [ { "author": "Zanthra wrote:", "content": "" } ] }, { "author": "Ranakastrasz", "content": "Exactly. You can then rename the containing folder, and I am pretty sure GIT will point at the new folder. or maybe you have to \"Find Folder\" it when it can't find the new folder, which doesn't check the name. \n \nThis was soooooo annoying until I figured it out.", "date": "2017-07-31T23:04:10+00:00", "quotes": [ { "author": "d3x0r wrote:", "content": "" }, { "author": "Zanthra wrote:", "content": "" } ] }, { "author": "Zanthra", "content": "So I relicensed this mod under the unlicense (basically public domain) so that others can modify and rerelease this mod as they see fit. A lot of the folks who seem to be using this mod are definitely using it to speed up slower factories, but since I have not built factories that large, I have not had need to use the mod at 30 UPS myself, so I don't know all the issues or problems that may be caused by its use as such. That's why I am reluctant to \"advertise\" the mod as being something for improving performance of slow factories. I have been regularly checking the forum and the mod portal for any reported issues, even though I have not been playing factorio a whole lot in the past couple months. \n \nI was thinking of having this mod along side another pair of mods: \"GTTS - 30 UPS\" and \"GTTS - 120 UPS\" that simply change the default UPS that the mod will select (still adjustable in mod options) so that I could better describe the mod's applications in the short description on the mod portal. It would also benefit folks who might have their mod settings reset for one reason or another, in that it would not reset to a likely rarely used 120 UPS default (which I am tempted to change to 60 UPS). I am not entirely clear on how to do the inter-mod communication. Would it be best to have some shared function or variable that the submods call to change the defaults, or should I rather have GTTS look for and detect the presence of the submods and set the proper default itself. Would it be considered discourteous to clutter the mod list with such submods that simply change the defaults of something that's already adjustable in the mod settings? \n \nAny advice on the defaults for the mod's UPS setting, and whether and how to create submods to change the defaults would be appreciated. Also if anyone wants to help me out rewriting the short description for the mod on the ingame mod list, and the long description and readme for the mod portal and forum would be appreciated. I tend to be long and wordy in how I write descriptions, and I think it could definitely use a rewrite to make it clearer why and how someone would want to use this mod.", "date": "2017-11-27T02:32:01+00:00", "quotes": [] }, { "author": "Zanthra", "content": "I released a new version of this mod 1.3.0 . It has a welcome message ingame that I hope is not too annoying, due to the unusual nature of what this mod is intended to do. I also rewrote the readme and made a more succinct short description. There are also some modifications to the core code that adjusts the prototype speeds fixing a longstanding issue with the player movement animation and pickaxe mining speed. I also did some experiments to find the combination of factors that gave the closest match between low and high framerates for vehicle acceleration, deceleration and the like. Not a whole lot new, but a bit more polished. \n \nPS: 1.3.1 fixes the check of the welcome message setting so that it actually disables the welcome message when unchecked. \n1.3.2 makes it so the popup does not appear on tick 1, preventing it from displaying over the tips that need to have <TAB> pressed in order to close and preventing the button from being pressed. Plus made the welcome message only show once for each game. \n1.3.2015 is a version of the mod tagged for use with version 0.15 of factorio.", "date": "2018-01-31T08:57:07+00:00", "quotes": [] }, { "author": "Zanthra", "content": "I made an update to remove the welcome window as I ran into an issue with that which I could not track down. Adding and removing, and in general using UI elements in LUA makes me somewhat nervous. I figure if someone is looking to do something with this mod, they will hopefully look at the mod settings, and or check the forums for information. \n \nAdditionally, I added a safe mode that stops the mod from attaching the event handlers. This prevents GTTS from making any changes to the game beyond the prototypes it configures when the game is loaded in order to improve reliability and compatibility for multiplayer and when working with other mods. This does keep it from making any changes to the game speed or hand crafting speeds, as well as preventing it from changing map settings (although those can be adjusted when creating the map to match the change in game speed). I added the necessary commands to the readme needed to make the game speed and crafting speed changes manually in this mode. \n \nPS: There are some issues I am still having problems with if anyone has a solution. \n \nBelt animations and objects on the belts tend to get out of sync at target FPS values that are coprime to 60 UPS (or much higher than 120 UPS). I think this is related to rounding errors in either the distance objects are moving, or the number of frames per animation. I don't think this is an issue I can solve, but if anyone has any suggestions, let me know. \n \nSplitter animation seems to be unaffected by the changes of the mod, and I am not sure why. Other belt related entities have their animation based on the belt speed, and between red and blue splitters, they use the same animation speed coefficients and other things. \n \nRadars use a direction rather than an animation, and they rotate, but they don't have a rotation speed. I think it's one frame of rotation per update, but I am not sure. Either way, I don't yet have a way to slow down their animation either. \n \nVehicle speeds and acceleration. While I seem to have made a reasonable adjustments that work between 1/2 to 2x standard UPS, vehicle speeds and accelerations are very sensitive to the tick rate simply due to the nature of the simulation. If anyone has suggestions for more accurate adjustments, let me know. \n \nRobot bobbing. The bobbing motion robots make up and down does not seem to have a prototype parameter. As the UPS goes up, the robots bob up and down faster and faster. \n \nPPS: After a discussion with Klonan on the Factorio Discord, I learned that adjusting day length is not as complex as I thought. I added it to the runtime adjustments along with wind speed, and removed the adjustment to smoke frequency as it seems that seems to already be related to the fuel burn rate of the energy source.", "date": "2018-06-10T19:42:42+00:00", "quotes": [] }, { "author": "Zanthra", "content": "It looks like the belt speed losses were due to 1/256 tile steps used for item positioning on belts (or at least using that as a model allows me to avoid the problem). The maximum UPS yellow belts work at all is 480 UPS, I have made that the limit for this mod's UPS setting. I also added a list of UPS values that give accurate belt calculations with vanilla yellow belt in the readme. \n \nKlonan mentioned that radars might get changed to be able to adjust the rotation speed at some time, but not currently possible with a mod. That just leaves the splitter animations, and robot bobbing, and any improvements to vehicle speeds as things that I feel might be possible to improve in the mod.", "date": "2018-07-10T23:39:04+00:00", "quotes": [] } ]
19
2017-06-27T17:26:37-05:00
forum-topic-126973
126973
offset and offset_deviation in create_entity and create_asteroid_chunk
Won't implement
https://forums.factorio.com/viewtopic.php?t=126973
gogogadgetdisco
The noise in velocity and position of the resulting downsized asteroids when asteroids are destroyed appear to be accomplished by the offset and offset_deviation keys inside the dying_trigger_effects of the entity-type asteroids (used on both the create-entity and create-asteroid-chunk type effects). So far as I can tell from the docs, neither Surface's create_entity() or SpacePlatform's create_asteroid_chunks() appear to take this as input, would it be possible to expose these on both methods? My use case is spawning additional asteroid entities/chunks prior to asteroid destruction, and without this I think I'm restricted to noiseless/inorganic feeling methods to set the position and velocity for the new objects? (Apologies if this duplicates another request, is documented somewhere I missed, or is a dumb ask that can be done another way, this is my first tiny mod to orient myself in the code)
[ { "author": "", "content": "I don't understand what do you mean by this, or rather why do you think offset and offset_deviation makes things organic in a way that you can't do by setting position and velocity yourself? Trigger just uses uniform random generator to generate random offset. How would that be different from calling math.random in Lua on your side?", "date": "2025-02-20T09:43:19+00:00", "quotes": [ { "author": "gogogadgetdisco wrote: Thu Feb 20, 2025 4:20 am", "content": "" } ] }, { "author": "gogogadgetdisco", "content": "You know, having trawled through a bunch of mod code and not having ran into any math.Random calls made me assume the determinism requirements prohibited random values BUT IT TURNS OUT I WAS A FOOL. \n \nThank you very much! \n \nEdit: Ah, and now I see the line about it being reimplemented for determinism in the auxiliary docs! Sorry for wasting your time my friend.", "date": "2025-02-20T11:46:32+00:00", "quotes": [] }, { "author": "", "content": "No time wasted, I was just confused by the request and wanted to understand", "date": "2025-02-20T12:21:20+00:00", "quotes": [] } ]
3
2025-02-19T22:20:49-06:00
forum-topic-95222
95222
Friday Facts #364 - 1.1 stable
News
https://forums.factorio.com/viewtopic.php?t=95222
Here it is! (beep boop) https://factorio.com/blog/post/fff-364
[ { "author": "mikiqex", "content": "Thanks guys, those new features are amazing, with exception to the automatic underground belt traversal, which is freaking EPIC! \n \nI'm always grateful for articles about optimizations, so also thanks to Rseding for the Save game speed explanation, I was curious about that since it was mentioned in the change log.", "date": "2021-01-29T10:05:18+00:00", "quotes": [] }, { "author": "BHakluyt", "content": "Congrats on the 0 bugs and 0 issues guys, may the same reporter now write a decent article. \n \nKindy please add a shortcut key to toggle a train between automatic and manual when riding?", "date": "2021-01-29T10:06:24+00:00", "quotes": [] }, { "author": "NIronwolf", "content": "I think in the section \"New Train Overview GUI - The beginning\" the third image is mislabeled as 1.1.0. I looked at it to long trying to figure out what was new before continuing and seeing the real new screenshots. \n \nCheers on another great release!", "date": "2021-01-29T10:23:45+00:00", "quotes": [] }, { "author": "", "content": "It is 1.1.0, since the new GUI was only added in 1.1.9", "date": "2021-01-29T10:35:19+00:00", "quotes": [ { "author": "NIronwolf wrote: Fri Jan 29, 2021 10:23 am", "content": "" } ] }, { "author": "juliejayne", "content": "Wonderful. Still the best factory game in town.", "date": "2021-01-29T10:41:33+00:00", "quotes": [] }, { "author": "PaszaVonPomiot", "content": "Amazing update! I especially like belt optimizations because i'm belt nerd and traing gui because i'm also a train nerd \nI'm also a fluid nerd and i've heard a rumor about fluid system...", "date": "2021-01-29T11:14:06+00:00", "quotes": [] }, { "author": "NickKsh", "content": "Klonan made new Train GUI. \n Rsenging is optimization guy.", "date": "2021-01-29T11:36:43+00:00", "quotes": [ { "author": "mikiqex wrote: Fri Jan 29, 2021 10:05 am", "content": "" } ] }, { "author": "Ghoulish", "content": "I really enjoy reading about the processes involved in improving the game. Awesome changes as always Never stop looking for that little extra % improvement! \n \nAnd something about what's on the horizon next week.. can't wait!", "date": "2021-01-29T11:38:29+00:00", "quotes": [] }, { "author": "Lyverbe", "content": "2 comments \n \n \" We added a few last minute nice to have feature to the Spiders \" - I was sure a word was missing somewhere. As a suggestion, add quotes or something for 'nice to have'. \n I always find the animations disturbing while reading. I try to hide them by keeping them off the screen but it's sometimes quite hard like when reading small paragraphs such as \"Smart belt building\" in this case where you have the walking spiders above and belt building below. Perhaps add a \"Play\" button? Play on mouse hover?", "date": "2021-01-29T12:05:57+00:00", "quotes": [] }, { "author": "lupinehorror", "content": "new belt traversal = tremendous", "date": "2021-01-29T12:28:45+00:00", "quotes": [] }, { "author": "m4ssl4gg", "content": "Thanks for the post, I miss these.", "date": "2021-01-29T12:48:25+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "New Wube project confirmed. \nConfirmed in a way that article confirmed a buggy game, but it's on the internet now, must be true.", "date": "2021-01-29T12:55:06+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Molay", "content": "I don't need to say how incredible the game has become as a result of your tireless work guys, so I'll point to the next most exciting thing I read in this FFF \n \n\nSomething fresh, and you'll talk about it next week?? Now that's a cause for HYPE!", "date": "2021-01-29T12:58:59+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "fishycat", "content": "Grats to all the team for another great achievement! \n \nI really would like to know what article that was. I mean, from what it sounds like, the reporter must have done a poor job. My guess, he tuned in last year, that was a little wonky and based of that he wrote an article. \n \n \n \n\nNice, at least another FFF!", "date": "2021-01-29T13:06:39+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Mr_Nebius", "content": "Hey guys. Can you please create an official guide about how to increase UPS for megabase.", "date": "2021-01-29T13:32:19+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "/r/technical factorio \n https://discord.gg/Um6tr8Wv", "date": "2021-01-29T14:08:45+00:00", "quotes": [ { "author": "Mr_Nebius wrote: Fri Jan 29, 2021 1:32 pm", "content": "" } ] }, { "author": "yeputons", "content": "Looks like the 128x128 thumbnail for the blog post actually refers to a 1536x960 full-scale image which weights 2 MiB: \n \n \n \nOther thumbnails are much smaller, e.g. FFF 363's is 456x456. Still bigger than 128x128, but it's for high-DPI displays, I guess? \n \nAnyway, if this gets accepted, congratulations on causing a bug report by publishing a \"we have no bug reports\" post!", "date": "2021-01-29T16:27:56+00:00", "quotes": [] }, { "author": "Amarula", "content": "Congratulations! \n \nHow much do I love the new trains GUI? Recently I have been playing a number of fresh games that are all relatively small, around the number of trains mentioned in the post (100+ trains, 200+ stations). So today I went back and loaded up my main game that has been worked on for the last 3 years: 1,136 trains, 2,261 stops. Oh yeah the new trains GUI is amazing! Thank you, thank you, thank you!", "date": "2021-01-29T16:40:54+00:00", "quotes": [] }, { "author": "Fractaliste", "content": "Is the following view activable with debug settings ?", "date": "2021-01-29T17:48:38+00:00", "quotes": [] } ]
19
2021-01-29T03:41:01-06:00
forum-topic-125728
125728
[posila] [2.0.29] crash to desktop without animation repeat_count defined
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=125728
Quezler
Playing around with getting hurricane graphics to work, whilst trying to debug animations layers desyncing i ran into this crash to desktop: Code: Select all Factorio crashed. Generating symbolized stacktrace, please wait ... src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream src/Util/StacktraceToStream.cpp (60): printStacktraceToStream src/Util/Logger.cpp (334): writeStacktrace src/Util/Logger.cpp (379): logStacktrace src/Util/CrashHandler.cpp (181): writeStackTrace src/Util/CrashHandler.cpp (644): commonSignalHandler src/Util/CrashHandler.cpp (652): SignalHandler 0x1b01874a3 src/Graphics/Animation.cpp (69): loadFrames src/Graphics/Animation.cpp (350): load src/Graphics/Animation.cpp (278): load src/Graphics/Animation4Way.cpp (41): load src/Graphics/WorkingVisualisations.cpp (160): load src/Graphics/WorkingVisualisations.cpp (103): WorkingVisualisations src/Graphics/WorkingVisualisations.cpp (101): WorkingVisualisations src/Entity/CraftingMachinePrototype.cpp (29): CraftingMachineGraphicsSet src/Entity/CraftingMachinePrototype.cpp (31): CraftingMachineGraphicsSet src/Entity/CraftingMachinePrototype.cpp (129): CraftingMachinePrototype src/Entity/FurnacePrototype.cpp (27): FurnacePrototype src/Entity/FurnacePrototype.cpp (32): FurnacePrototype src/Data/PrototypeLoader.hpp (30): operator() src/Data/PrototypeLoader.hpp (26): __invoke src/ID/PrototypeList.cpp (28): executeLoader /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/__functional/function.h (510): operator() /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/__functional/function.h (1156): operator() src/Data/PrototypeLoader.cpp (283): loadPrototypeForType src/Data/PrototypeLoader.cpp (71): loadPrototypes src/Data/ModManager.cpp (965): loadModPrototypes src/Data/ModManager.cpp (1378): processMods src/Data/ModManager.cpp (590): loadData src/GlobalContext.cpp (506): init src/MainLoop.cpp (286): run src/Main.cpp (1357): fmain src/Main.cpp (1379): main This error comes and goes as you (un)comment energy-condenser-quality-edition/graphics/disruptor/pictures.lua:15 Earlier during this mod's development i did get a "1 != 80" ish error but it looks like "that" doesn't trigger for this situation.
[ { "author": "", "content": "Thanks for the report. \nAnimation definition using \"stripes\" causes crash when trying to compose the error message about mismatch in frame count. \nFixed for 2.0.30", "date": "2025-01-09T09:11:16+00:00", "quotes": [] } ]
1
2025-01-08T03:30:50-06:00
forum-topic-118063
118063
[raiguard] [2.0.11] Pipeline overextended when it is not
Not a bug
https://forums.factorio.com/viewtopic.php?t=118063
luc
First: congratulations on the space launch! Still working on the first rocket launch in a fresh world so I have yet to experience it but I'm very excited I built an electric miner at the end of a pipeline which caused several overextended error messages to appear, but there is no problem: the miner works perfectly fine. I thought maybe the error is like at the exit port of the machine and appears despite the machine itself still being able to receive the liquid on the near side, so it's like an off-by-one error where the error appears at the limit of where there would be a problem, but no: adding another miner also still works, it still receives fluid. Perhaps it's the daisy chaining where you give some leeway, make it work like one big machine/requester? No: I can also put a piece of pipe in between (which will also complain about overextension) and put a miner on the end and it still receives fluid. Perhaps the error starts appearing before the limit is actually reached? (In which case it should be a suppressable warning; I have gone as far as I want to with this pipeline for now.) No: the maximum of 320 tiles ( source ) is reached because it says¹ 320 meters (=tiles?) horizontal and 122 meters vertical distance = over 400 tiles total since there are no diagonals. (Edit: I also just noticed the "pipeline extent" property saying 321 out of 320) I cannot explain the behavior. It seems that either the error appears too soon, or that the distance limit is not being enforced. Considering the extent showing as 321 out of 320, I guess the distance limit is not being enforced As a separate issue, there is no help information in the tips and tricks about this error, or pipelines in general for that matter, nor anymore info when you click on it (the map simply appears, having error icons plastered all over it but nothing useful). It is not clear what the game wants from you if you haven't read the friday facts -- which I purposefully haven't to get the full exploration experience once it comes out
[ { "author": "", "content": "Please provide a save file showing the issue you’re having.", "date": "2024-10-28T02:21:29+00:00", "quotes": [] }, { "author": "luc", "content": "Was playing on multiplayer; I've asked my friend to send over the save file (they're sleeping now though), will post it here as soon as I have it!", "date": "2024-10-28T02:28:30+00:00", "quotes": [] }, { "author": "luc", "content": "Save file is attached! \n \nTo clarify the issue once more: the device where my mouse hovers over is working perfectly, sulfuric acid is listed as being in the device, but several errors are showing\n \n \n \n 10-28-2024, 18-28-47.png (1.63 MiB) Viewed 2033 times", "date": "2024-10-28T17:31:19+00:00", "quotes": [] }, { "author": "", "content": "I see. The fluid is already in the drill so it's able to pull it out of the fluidbox however no more fluid will flow in the pipes until the over-extent issue is fixed with pumps.", "date": "2024-10-28T17:53:47+00:00", "quotes": [] }, { "author": "", "content": "This isn't a bug, it's more confusion regarding the double-buffer nonsense. \n \nThe mining drill has an internal buffer that is separate from the segment. The segment is disabled, but the mining drill's buffer is not.", "date": "2024-12-09T21:50:06+00:00", "quotes": [] }, { "author": "luc", "content": "Hmm so the mining drill works as a pump, moving it between the two segments through its internal buffer? \n Um, I'm not sure if you're calling what the game does nonsense or what I wrote nonsense", "date": "2024-12-12T20:56:42+00:00", "quotes": [ { "author": "raiguard wrote: Mon Dec 09, 2024 9:50 pm", "content": "" }, { "author": "raiguard wrote: Mon Dec 09, 2024 9:50 pm", "content": "" } ] }, { "author": "", "content": "It's all one segment, as shown by the visualization. The mining drills do act like pumps in that they pull fluid out of the segment into their internal buffers. \n \nI was calling my code nonsense, not your post.", "date": "2024-12-12T21:20:29+00:00", "quotes": [] }, { "author": "luc", "content": "Ah, haha okay I understand now, thanks", "date": "2024-12-12T21:46:49+00:00", "quotes": [] } ]
8
2024-10-27T18:46:36-05:00
forum-topic-106306
106306
[Twinsen][1.1.80][switch] Cannot enter newlines in multiline text fields
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=106306
VisibleReality
Problem On switch, it is not possible to type a newline in any multiline text field, such as the Description field for hosting a multiplayer server, it is not possible to input a newline, because the "Return" button is greyed out. Additionally, it is not possible to use an external keyboard to enter a newline either. Expected Behaviour The return button is usable and behaves the same way as pressing Enter in the PC version of Factorio. I do not know if it is possible to provide a log file from the switch version of the game. The return button is greyed out and unusable when the multiline text field is selected. Factorio No Return.jpg (499.13 KiB) Viewed 1000 times
[ { "author": "", "content": "After a long time, Fixed in 1.1.92. \n \nThanks for the report.", "date": "2023-09-19T13:12:02+00:00", "quotes": [] } ]
1
2023-05-22T02:00:20-05:00
forum-topic-124483
124483
Can't filter Big Fulgora rock
Duplicates
https://forums.factorio.com/viewtopic.php?t=124483
AndrolGenhald
Since the deconstruction planner trees/rocks mode unfortunately doesn't deconstruct ruins , I made my own with all the fulgoran stuff whitelisted. I later noticed that there is a "Big Fulgora rock" (which maybe should be renamed to "Big Fulgoran rock" to be consistent with other entities) that isn't listed in the filter menu, so now I have to deconstruct things twice, once with the trees/rocks planner and then again with my own ruins/cliffs planner.
[ { "author": "IsaacOscar", "content": "Not a bug, several things have been merged in the filters to not overwhelm people. \n \nIt's probably just under 'big rock' or something lime that, play around with the different types and see what works.", "date": "2024-12-15T16:09:27+00:00", "quotes": [] }, { "author": "AndrolGenhald", "content": "Thanks, I just got it to work with \"Big rock\", although I would say that while it helps not overwhelm people, I did not find it intuitive.", "date": "2024-12-15T16:17:24+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "They shouldn't do that for things that have different names. \nFor example, can you find the correct one for Vulcanus's truncated chimney's?", "date": "2024-12-15T16:22:49+00:00", "quotes": [ { "author": "AndrolGenhald wrote: Sun Dec 15, 2024 4:17 pm", "content": "" } ] }, { "author": "", "content": "122385", "date": "2024-12-15T16:28:22+00:00", "quotes": [] } ]
4
2024-12-15T09:44:13-06:00
forum-topic-73131
73131
You won't like but here's what would fix fluids:
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=73131
StephenLynx
Remove flow mechanics entirely. Just like durability and pickaxes were removed entirely and no one looked back. Hear me out: when someone is designing a factory, having to wrestle fluid resistance and pumps that don't add pressure is not fun. All people want is to get stuff from point A to point B. So why not treat pipes like electric poles? If X is being served from somewhere and somewhere else can consume X, just make it get there. We are halfway there with fluid mix prevention anyway. Bonus points: no more performance and parallelization issues.
[ { "author": "mudcrabempire", "content": "Hmm, it has the charm of a problem being solved with a sledgehammer (solving problems with a sledgehammer does have some charm). \n \nPros: \n-It would work \n-Perfomance and easy to code \n-I probably wouldn't be able to tell the difference \n \nCons: \n-I've never built anything large, there may be large-scale effects where fluid mechanics are relevant \n-It's pretty drastic, there may be unexpected consequences \n-I don't know but it kinda feels sad.. though yeah, I probably wouldn't look back.. much \n \nWorth trying, I guess", "date": "2019-07-11T00:59:24+00:00", "quotes": [] }, { "author": "Oktokolo", "content": "I like fluids beeing different from belts and power grid (the latter is rather boring). I also did not build any megabase yet (and also don't plan to do that). But i did notice the occasional need to add pumps here and there. I like that. It makes it less magical and more like real fluid networks.", "date": "2019-07-11T01:27:52+00:00", "quotes": [] }, { "author": "darkfrei", "content": "It would be nice to have a choice: vanilla slow fluid pipes or modded high speed and UPS friendly pipes . It can be added as another prototype type, just hidden in vanilla, same as loaders.", "date": "2019-07-11T07:12:55+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Well, no. Sometimes I want to get stuff from points A1 and A2 to points B1, B2, B3, B4, B5, B6, B7, B8, B9, B10 and B11.", "date": "2019-07-11T08:25:01+00:00", "quotes": [ { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:41 am", "content": "" } ] }, { "author": "eradicator", "content": "Pretty sure \"infinite flow speed\" was one of the candidates when the fluid optimization disucussion started. Which means it was discarded as too sledgehammery during the original discussion and is unlikely to come back.", "date": "2019-07-11T09:32:19+00:00", "quotes": [] }, { "author": "darkfrei", "content": "What the logic must be by \nproduction_summ(A) < consumption_summ(B) \nand \nproduction_summ(A) > consumption_summ(B)?", "date": "2019-07-11T10:16:24+00:00", "quotes": [ { "author": "Deadlock989 wrote: Thu Jul 11, 2019 8:25 am", "content": "" }, { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:41 am", "content": "" } ] }, { "author": "mrvn", "content": "The infinite flow model is simple: All the pipe (and tanks) in the fluid system act as one big buffer. Every tick each producer adds their output to the buffer and each consumer removes their input from it. When the buffer gets full or empty less than the full potential is added or removed and you have to decide how to split that up. \n \n1) Every entity simply gets 1/N of the amount \n2) Every entity gets <speed of his entity> / sum <speed of entity> \n3) Every entity gets <amount in this fluid box / amount free in this fluid box> / sum <amount in fluid box / amount free in fluid box> \n \nor the like. \n \n \nIt would indeed be a very simply fluid system. But infinite flow would break any setup that depends on a limited flow. Producers and consumers would no longer have priorities, even if those are currently somewhat chaotic. Remember that vanilla has no flow control valves, only pumps. Currently you can give some entities priority simply by where you place them along a pipe and this being used.", "date": "2019-07-11T10:38:54+00:00", "quotes": [ { "author": "darkfrei wrote: Thu Jul 11, 2019 10:16 am", "content": "" }, { "author": "Deadlock989 wrote: Thu Jul 11, 2019 8:25 am", "content": "" }, { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:41 am", "content": "" } ] }, { "author": "StephenLynx", "content": "I never said anything about infinite flow. There could still be speed taken in account. For example, if you have a single pump pushing into a system but you have comsumption that exceeds the pump flow speed, then the consumers would have to wait. What I am talking about is just removing the flow calculation and skipping straight to getting fluids to the consuming ends of the system.", "date": "2019-07-11T12:03:32+00:00", "quotes": [ { "author": "eradicator wrote: Thu Jul 11, 2019 9:32 am", "content": "" } ] }, { "author": "eradicator", "content": "Neither did i. I said infinite flow speed . \n \n\"infinite flow speed\" (\"how fast does it get there?\") is what you described in your opening post. \"infinite throughput\" (\"how much of it gets there?\") is what you described just now. If you want to continue this discussion you need to use consistent and precise vocabulary for the things you describe.", "date": "2019-07-11T12:53:58+00:00", "quotes": [ { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:03 pm", "content": "" }, { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:03 pm", "content": "" }, { "author": "eradicator wrote: Thu Jul 11, 2019 9:32 am", "content": "" } ] }, { "author": "urza99814", "content": "That's basically why I play Factorio, to solve puzzles like that. If everything just teleported from outputs to inputs this wouldn't be much of a game. \n \n \n\nIf you look through this forum for suggestions about the electric network, you'll find a lot of people (myself included) who think the electrical network is too simple and that it should work a bit more like fluids. And it's a lot easier for a mod to make a complicated system simpler than it is for a mod to make a simple system more complex... So I think the \"fast fluids\" could be done with a mod for people who want that feature. \n \nThe end goal is getting items from point A to point B, but that's also the main challenge that makes the game interesting. I kinda feel like if you're gonna start removing those constraints you might as well just design your base in Photoshop", "date": "2019-07-11T13:04:27+00:00", "quotes": [ { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:41 am", "content": "" }, { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:41 am", "content": "" } ] }, { "author": "darkfrei", "content": "It looks like gas physics, by the A we make the pressure higher, by the B we make it lower.", "date": "2019-07-11T14:13:54+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I think urza99814 summed up my feelings on this fairly well. \n \nPersonally, I feel as though half the issues with the current system and probably what causes most of the dislike for it is that currently it doesn’t work all that well/has bugs in it. If those were fixed and everything flowed better/the way it’s expected, then it’d be awesome.", "date": "2019-07-11T15:10:29+00:00", "quotes": [] }, { "author": "Ranger_Aurelien", "content": "The current model supports some respect of distance of producers>consumers, generally giving priority to closer consumers. E.g., when there is scarcity the closer consumers will get some fluid while farther ones will starve. In addition the current model allows for pumps to ensure you can prioritise consumers. (e.g., my plastics plants get served first, then optionally my sulfur production for batteries, then third sulfur for explosives)... \n \nI know there are optimisation plans for the future so I will reserve a bug report until then: \n https://wiki.factorio.com/Roadmap", "date": "2019-07-11T15:57:54+00:00", "quotes": [ { "author": "mrvn wrote: Thu Jul 11, 2019 10:38 am", "content": "" }, { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:41 am", "content": "" } ] }, { "author": "StephenLynx", "content": "The issue is that flow mechanics don't add complexity, it just adds a hard limitation. You literally can't solve a problem when there is a limit on how much fluid can reach a certain point.", "date": "2019-07-11T20:10:10+00:00", "quotes": [ { "author": "urza99814 wrote: Thu Jul 11, 2019 1:04 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "How is that different from belts? Belts can only transport just so much per second. If you need more, add another pipe (belt). \n \nWith pipes, you also should make sure that you're using a pump every few pipe segments to keep the pressure up. There's a chart on the wiki and you can use that to determine whether doing pumps more frequently or more separate pipe lines meets your needs better.", "date": "2019-07-11T20:21:38+00:00", "quotes": [ { "author": "StephenLynx wrote: Thu Jul 11, 2019 8:10 pm", "content": "" }, { "author": "urza99814 wrote: Thu Jul 11, 2019 1:04 pm", "content": "" } ] }, { "author": "StephenLynx", "content": "Belt's output won't change based on distance. You can tile layouts as far as you want. You can't do that with pipes because they will just stop outputting stuff at a certain distance.", "date": "2019-07-11T21:12:40+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Thu Jul 11, 2019 8:21 pm", "content": "" } ] }, { "author": "slippycheeze", "content": "This. Calculate along the pipeline the \"minimum throughput\" component, then limit the device past it to that. No flow mechanics: you have a \"100 throughput\" pipe, you get \"100 throughput\" everywhere beyond it, and no more. This makes (a) different pipe tiers more interesting like tiered power poles, (b) requires a one-time calculation on each pipeline if, and only if, a connection changes, and is \"intuitive\" if actually wrong about how a pump and pipe will work. \n \nFlow is still limited, but it isn't limited based on an internal simulation, it is limited based on a pretty stupid black box model of a fluid system. Easy, intuitive, and completely wrong for how real fluids behave ... but I think a good choice for the game, at least compared to how unintuitive the current system is.", "date": "2019-07-11T23:49:57+00:00", "quotes": [ { "author": "StephenLynx wrote: Thu Jul 11, 2019 12:03 pm", "content": "" }, { "author": "eradicator wrote: Thu Jul 11, 2019 9:32 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Pretty sure my second paragraph you deleted from the quote concerning pumps covers that.", "date": "2019-07-11T23:53:13+00:00", "quotes": [ { "author": "StephenLynx wrote: Thu Jul 11, 2019 9:12 pm", "content": "" }, { "author": "FuryoftheStars wrote: Thu Jul 11, 2019 8:21 pm", "content": "" } ] }, { "author": "StephenLynx", "content": "You simply can't fit pumps everywhere. Because not only you require the space for the pump itself, but also to provide electricity to it. It still doesn't compare to a belt. And mind you, unless you have a long, unbending series of pumps, you will lose output based on the distance. Using pumps to make up for a system deficiency doesn't excuse the deficiency. And is still an arbitrary requirement.", "date": "2019-07-12T02:42:07+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Thu Jul 11, 2019 11:53 pm", "content": "" } ] } ]
19
2019-07-10T19:41:25-05:00
forum-topic-70603
70603
[2.0.42] Upcoming breaking mod changes - Page 2
Modding discussion
https://forums.factorio.com/viewtopic.php?t=70603&start=20
2.0. 22 will include several small breaking changes to make portions of the Lua API support quality when reading/writing. Code: Select all - Changed all instances of get_item_count to support quality. - Changed LuaPlayer::get_quick_bar_slot to include quality. - Changed LuaEquipmentGrid::get_contents() to include quality. - Changed LuaEquipmentGrid::count() to support quality. - Changed LuaEntity::storagE_filter read to include quality.
[ { "author": "", "content": "2.0.25 changes how burner inserters initial energy is handled. \n \nIn this release the burner energy source prototype will have 2 new optional properties: initial_fuel and initial_fuel_percent.", "date": "2024-12-09T17:32:14+00:00", "quotes": [] }, { "author": "", "content": "There will be several soft breaking changes around sounds in 2.0.33\n Code: Select all - Renamed WorkingSound::max_sounds_per_type to WorkingSound::max_sounds_per_prototype. The limit is now applied per prototype.\n - Removed WorkingSound::apparent_volume.\n - Removed WorkingSound::audible_distance_modifier, MainSound::audible_distance_modifier and SoundAccent::audible_distance_modifier. Sound::audible_distance_modifier is used instead.\n - Removed PlaySoundTriggerEffectItem::volume_modifier and PlaySoundTriggerEffectItem::audible_distance_modifier.\n \n\nBy soft breaking I mean that existing mods should load and function just fine but will be left with unused properties and defaults will be used where applicable.", "date": "2025-01-21T16:33:09+00:00", "quotes": [] }, { "author": "", "content": "There will be a breaking change in 2.0.42: \n \nChanged working_visualisations to enforce that the provided array is contiguous. \n \nThis will make the game behaviour match the documentation. I recommend to already update your mods to match this. Especially please note that working_visualisations can NOT be set to a single WorkingVisualisation, it always has to be an array of WorkingVisualisation (which may be of size 1). With this upcoming change, the game will enforce this restriction instead of silently loading nothing as the working vis.", "date": "2025-03-15T10:58:09+00:00", "quotes": [] } ]
3
2019-05-09T05:28:40-05:00
forum-topic-109638
109638
Combiner 2.0 Feedback
General discussion
https://forums.factorio.com/viewtopic.php?t=109638
Roflhouse42
Loving the new changes so far to Combinator but I definitely feel like there are some key missing parts. I started thinking about how this will affect the design of train stops and think that adding a few different options could help a lot for new players. Also, additions to the Arithmetic Combinator and chests I am super sad to not see added. Arithmetic Combinator or the Decider Combinator NEEDS to have at minimum support for Min and Max. Ideally it would have the clamp operator as well but at minimum please add min/max. To make a min operator you need two Decider and a multiplier. On top of that you need to hardcode the constant value in each or wire up a constant combinator to all three. Its complex and annoying and very error prone. Also you need to understand the wire merge/addition mechanic which merges the two branching signals back together. Its the most difficult part for a noob to understand when making train stops. Please add that functionality to the Arithmetic Combinator. Adding this alone would simplify train stops by almost half the complexity and number of operators. Unloader stations/item request stations are annoying and hard to build. Please add additional functionality to make this better. Some useful tools for that would be for chests to emit signals around how empty the chest is such as number of empty slots or the number of selected items that can fit in the chest. AKA you select copper ore or 100 copper ore, and it tells you how much more copper ore is needed to full up to that amount (both a full chest or a constant amount). This would make calculating the number of missing items a stop much easier and automatic. Also please add an option for the chest to output a constant value(aka 1 chest) so you can count how many chests are connected. A count of how many chests are connected at a train stop plus the stack size operator seems very powerful. Mostly i just want it to make sure that all my chests at a train stop are connected to a wire. I think this would make it much easier to build unloader stations and stations requesting items. Next let's look at calculating the inventory at loader train stations. Stack size is great, but for train stops, really not what you want. I imagine you would use the stack size operator to calculate the train capacity then calculate the # of trains. something like: Input-------------------------------------------------------------------------------------------------------> Input->Selector(Stack Size)----------------------------------------->mul(items per train)->div(# trains) Constant Combinator 160------------------------------------------> This works and it is much better then vanilla because it offers a much more robust solution not needing to manually edit the constant combinator for item types but it also has a lot very complex wiring. I think it also has noob unfriendly features like the Constant Combinator is representing both the number of cargo wagons per train and number of stacks per wagon and it only works for stack based loading. Alternatively, if we had Cargo Wagon Capacity as an option for the selector: Input-----------------------------------------------------------------------------------------------> Input->Selector(Cargo Wagon Capacity)------------------->mul(items/train)->div(# trains) Constant Combinator 4(wagon/train)-----------------------> I think is this much more noob friendly because all simplification of the constant combinator and it also it works for liquids. Also, when building this setup you are working with simple understandable intermediate values, Cargo wagon capacity, number of wagons per train, number of items per train. Selector could even offer a number modifier to the cargo wagon capacity so it would provide 4x cargo wagon capacity if you wanted to remove the need for a constant combinator and multiply. A different approach would be to provide a more robust divide operator. This would likely be an additional option in the Arithmetic Combinator operators instead of a selector operator. Two useful examples would be converting a signal into the number of stacks of that signal or the number of cargo wagons of that signal. Both of these operators would be equivalent to dividing the signal by the Stack size or Cargo wagon capacity which make sense as an option when selecting the constant value of the Arithmetic Combinator's divide. The Arithmetic Combinator already allows you to select a constant or a signal value. This might be going too far in simplifying, however. Example for Number of stacks in a signal: Input->selector(Number of stacks in inventory)--------------------------------->div(# trains) Constant Combinator 160(40 stacks per wagon * number of trains 4)-> This method saves only one multiply but simplifies the wiring significantly (only three wire connections). But only works for non-liquids. Note that you don't need to wire the original input into the div which is much simpler to figure out for a noob. I think this is going too far in simplifying but i though i would include it. Finally, if we had Number of Cargo Wagons: Input->Selector(number of Cargo Wagons)-> Constant Combinator 4(Number of trains)->div(# trains) This is the simplest and works for both liquids and non-liquids. It is however probably too simple. Conclusions on the Selector: I think that the number of stacks per signal is not really in the spirt of the selector but if simplify is the goal it helps a lot. If it were up to me i think adding "Cargo Wagon Capacity" is a no brainer as it is very simpler to "Rocket Capacity" which is a function of the selector already and allows for a train stop to support both liquids and non-liquids very easily. TLDR: Please add "Cargo Wagon Capacity" to the selector and maybe even "Steel Chest Capacity" min/max/clamp operators to Arithmetic Combinator or Decider Combinator. Add option for chests to output a signal for empty space or missing items from chest. Add option for chest to emit constant value for chest counting.
[ { "author": "Nidan", "content": "I'd put free/used/total slots into the circuit settings for containers (and train stops). Having selector modes only usable for only specific items begs the question of how modded variants could be supported. (I even feel \"rocket capacity\" is a bit out of place as there will certainly be mods adding higher capacity rockets; I'd have \"item weight\" instead and a rocket silo could output \"maximum cargo weight\".) \n \nAs already said, \"select 0\" is max or min, depending on sorting mode. Clamping would reduce 4 or 6 combinators and 2 ticks into one each, doesn't feel that worthwhile. \n \nDunno about this one. If you had a \"total slots\" from above, would you still need this one? I feel capacity tends to be more important than the number of chests used. And in any case, you could calculate it by dividing the summed total by that of a single chest.", "date": "2023-11-12T07:48:41+00:00", "quotes": [ { "author": "Roflhouse42 wrote: Fri Nov 10, 2023 7:31 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Freddy404", "content": "I agree it's a bit inconsistent for the new selector to provide 'stack size' but not 'mass' instead of 'rocket capacity'. If it were to provide mass, rocket capacity would be analogous to calculating container/train capacity from stack size. And the total mass would simply be a sum over the resulting signals. \nOf course, as of the current announcement, one could still back-calculate the mass of each type from the rocket capacity, and then use that to calculate total mass. \n \nI think it would be okay to have 'stack size', 'mass' and 'container capacity', the latter being slot count or mass capacity depending on container type. That would be enough to avoid hardcoded constants for load calculations, and not too much scope creep. \nOf course, one could also use a (probably script-generated) constant combinator for this stuff in case one of the three doesn't make it into the game", "date": "2023-11-12T10:35:01+00:00", "quotes": [ { "author": "Skorj wrote: Sun Nov 12, 2023 5:33 am", "content": "" }, { "author": "Nidan wrote: Sun Nov 12, 2023 7:48 am", "content": "" } ] }, { "author": "astroshak", "content": "Quite honestly, I did not see any uses for my own personal playstyle for the new combinator. Then I got to thinking. I could use that in lieu of a balancer at mines. \n \nHere’s how : \nEach cargo wagon chest set goes to an Arithmetic Combinator, to be divided by the capacity of the wagon, with an output being a unique signal for this set. The new Combinator takes the lowest result of these divisions and outputs the result as L. Now, should something happen and somehow one cargo wagon chest set does not get its fill of ore, the train stop limit will reflect that.", "date": "2023-11-12T16:00:35+00:00", "quotes": [] } ]
3
2023-11-10T13:31:31-06:00
forum-topic-119843
119843
Early game automatic mall
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=119843
CircuitBreaker
This is an automatic mall that can be built very early, you only need to have researched automation, circuit networks, and logistics for the lane balancer. It can build anything that can be built by assembling machines with no more than two intermediate steps from the ingredients you supply. I have used this successfully to produce things which I want to have constantly available, but don't constantly consume in large quantities: many of the buildings and all railroad stuff except the rails themselves (signals, locomotives, wagons). screenshot.jpg (496.81 KiB) Viewed 3940 times 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 Copy blueprint How to use it? You can connect the ingredients on the incoming belts in any order, but you must configure the inserters so their enable condition matches the item on their belt. Due to the sushi belt design, you can easily add more input materials as you progress. Set the production targets on the constant combinator in the lower left, and that's it! Your requested products will be delivered into the output chest. A green light will light up when all requests are fulfilled. There is a 4x4 space where you can later fit a roboport and connect this to your logistics network. Adapting the control circuit to integrate with the logistics network is left as an exercise for the player The two assemblers on the top pre-produce intermediate products which are commonly needed and cheap to produce. In the blueprint, it is set to produce gears, iron sticks and copper wire. You can program it to something else (via the constant combinator in the middle), it just has to be something that can be directly produced from what you supply on the belt. Initially, the pre-production assemblers will consume most of the iron and copper plates until they have reached their production target. If you don't want to wait, manually put gears, iron sticks and copper wire into the output chests of the pre-production to jumpstart production. Given iron plates, copper plates, steel, electronic (green) circuits and stone bricks as inputs, the mall can produce: iron and steel chests, medium and big electric poles, pumps, train stops and signals, locomotives, wagons, storage tanks, lamps, most combinators, repair kits, steam engines, solar panels, electric drills, pumpjacks, steel furnaces, assembling machines level 1&2, oil refineries, chemical plants, labs, radars, gun turrets. (Also, belts and inserters up to the fast level, pipes, walls, ammunition, and red and green science, but I don't recommend that because those are things you need in large quantities, so you're better off having dedicated production lines for those.) How to speed up production: This is obviously not designed for maximum throughput. The ratio of upstream to downstream production is always 1:1, which is not the optimal ratio for most recipes. Having said that, a large slowdown, based on my observation, is that when assemblers get a new recipe, all of the excess ingredients they hold must be moved out before they accept the new recipe. Upgrading the inserters to fast inserters will give you a good speed boost. Troubleshooting: If the control circuit becomes stuck on a recipe it shouldn't hold (for example, if you accidentally requested something for which you don't have the ingredients), disconnect the green wire that connects the input and output of the memory cell (the decider combinator that shows an equals sign on its display) and then reconnect it. Over time, the chests in the recycling loop accumulate excess inventory that was cleaned out when switching recipes. Theoretically, if the output chests of the upstream assemblers become completely filled, the mall will get jammed because the upstream products can no longer flow downstream to the assembler that needs them, but in practice you will probably get to logistics robots long before this happens. It does happen that the final output chest gets full, but that doesn't interrupt the production chain, just the recycling loop. Update the chests to steel chests as soon as you have steel! How does it work? Annotated screenshot mall_annotated.jpg (180.69 KiB) Viewed 3940 times (Note: this screenshot is very slightly outdated, I managed to rearrange things to make this one tile smaller while keeping the space for the roboport.) The assemblers in the bottom row produce based on your demand. They are connected into a production chain, so if you request something that requires intermediate products, those will be produced by the upstream assemblers. For example, if you request a locomotive, the main assembler will have its recipe set to the locomotive, the middle one will produce engines for the locomotive, and the right one pipes for the engine. In the production chain, the output inserters move outputs from chest to chest in a "recycling loop" that allows outputs to be reused as ingredients, this is because excess ingredients are cleaned out each time the recipe changes. The control circuit does not decide which item to produce first. When multiple things are in demand, the assembler will pick one (in inventory order, I think). Two combinators keep a snapshot of the demand in memory until the production of one item is completed. This prevents switching between different production targets before any production completed and never getting anything done. The reset signal is sent by the assembler when it finishes producing its recipe. I found that the reset signal has to be delayed by one tick, otherwise the demand calculation is not updated yet. This is done by a combinator that simply forwards the R signal. Each assembler outputs its ingredients as demand to the next upstream assembler's control circuit. There is no memory cell for the upstream assemblers. It's not required: if the main assembler's recipe doesn't change, then its ingredients will also not change. Feel free to use this as-is or to reuse elements from it in your own designs!
[ { "author": "saberTech", "content": "I have a question about this auto mall. How can you get it so that it does not clear out that final assembler after each completion if you are making a specific quantity of a specific product?", "date": "2024-12-04T19:57:37+00:00", "quotes": [] }, { "author": "datarza", "content": "It works, good implemented, can build everything on very early game includes science packs (red, green, black). The biggest problem - it works very slowly, but this is a issue related to all \"malls\" based on changing receipt. Anyway, a good starting point for research the subject. \n \n \n \n \n 03-15-2025, 12-10-15.png (2.76 MiB) Viewed 153 times \n \n \n \nBTW, it can produceses everything, icludes Advanced circuit, if you add plastic here \n \nTo decrease the space, I would recommend move combinators inside the sushi.", "date": "2025-03-15T15:41:47+00:00", "quotes": [] }, { "author": "datarza", "content": "I suggest removing these inserters and leave just one inserter. This will reduce the use of resources from the belt and increase the use of resources from the chest. \n \n \n \n \n 03-16-2025, 10-09-33.png (2.49 MiB) Viewed 86 times", "date": "2025-03-16T14:11:41+00:00", "quotes": [] } ]
3
2024-11-04T17:22:15-06:00
forum-topic-126858
126858
[2.0.34] Fix default value of CustomInputPrototype::linked_game_control
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126858
Geheim
CustomInputPrototype::linked_game_control has an empty default value of "", which is no valid union member of LinkedGameControl .
[]
0
2025-02-15T08:37:44-06:00
forum-topic-5
5
Electric energy - Page 12
Development Proposals
https://forums.factorio.com/viewtopic.php?t=5&start=220
raidho36
Each fission reaction only produces a small handful of neutrons and most of them just fly out of fuel rod, it's important that at least one on average sets off another fissure, otherwise the reaction halts. The fission products "dampen" reaction because being nuclei they still consume neutrons, but contribute nothing to the reaction - because low atomic number, one neutron can't sway it out of stability and nothing happens, but the neutron is gone. Also because of low atomic number it can't be made to fissure. But after building up substantial number of neutrons it will decay, likely increasing atomic number but without releasing amounts of energy comparable to normal nuclear fuel fission. To become nuclear fuel again through beta decay, the particle will have to consume hundreds of neutrons on average, in practice this rarely happen and most of material is non-radioactive. But because fission products nuclear mass and neutron absorption is random, some nucleus will beta-decay upwards high enough to become radioactive, and some fission products are heavy enough to be radioactive to begin with, so nuclear waste will contain radioactive material and not just random mash of low atomic number non-radioactive matter. Note that even if it's not radioactive, it's still poisonous - many elements are, and there are many elements in the waste. And then some chemical reactions may occur in the waste, too. That's what makes it dangerous - it's both radioactive and poisonous, and there's no easy way to separate elements because there's so many of them, normal chemical reagents only have a handful, not dozens and possibly hundreds. Just to be clear, I'm referring to 100% waste, not spent fuel rods. My point is, as you use up fuel, the unusable waste should build up. The mash of random elements that's radioactive and can't be really used as fuel nor anything else. For game's sake you can go without waste altogether, but it was in original suggestion that waste becomes fuel, rather than fuel remains are extracted from waste which then remains permanently, and so I argued.
[ { "author": "Enkal", "content": "Actually, in a regular light water reactor you do breed and use Plutonium (going up in nuclear number). They have a breeder factor of about 0.6 meaning that they produce 60 % of their fuel by raising the atomic number. \n \nBreeder reactors, ie. breeder factor over 1, can use about 98% of all the fuel put in by breeding fertile material (U238 or Th235(iirc)) into Pu239 or U233 that are fissile. The very small amount of waste you get from this will be gone in about 300 years. \n \nIn general the amount of nuclear waste (spent fuel) you get from light water reactors is incredibly small and very easy and safe to store in water pools for decades or more. Hence the pollution of nuclear is very very low. From a breeder reactor you get about 1-2 % of that already small amount as waste. \n \nFor gameplay terms I guess that nuclear would be just over powered. One 3x3 tile reactor would give at least 250 MW in case of a molten salt reactor (MSR), make no pollution and zero waste (considering that nothing else leaves waste in the game). The mods that use cooling towers etc are just not realistic. You might need a cooling tower for a 1 GW+ reactor but it depends on the temperature of the input water I think.", "date": "2016-08-15T12:03:25+00:00", "quotes": [ { "author": "raidho36 wrote:", "content": "" } ] }, { "author": "raidho36", "content": "Breeder only produces less waste if you count U-238 as waste. It isn't a fission fuel, but in a breeder reactor it can be made to absorb a neutron and beta-decay into plutonium, which is a fuel, with about the same energy content as enriched uranium. However each particle of nuclear fuel that undergoes fission becomes two particles of nuclear waste. If you somehow use up 100% of nuclear fuel in a rod, you'll get a rod that's 100% nuclear waste, no matter what kind of reactor you used. \n \nAlso I think the reactor should be producing hot water rather than electricity directly.", "date": "2016-08-15T16:14:34+00:00", "quotes": [] }, { "author": "curtosis", "content": "It's way, way lower than that. \"High-burnup\" research fast reactors can only get to somewhere around 20% . \n \nThe limiting condition for most fuel/reactor designs is the buildup of fission products (Xenon-135 being the most well-known, though short-lived example) that act as neutron poisons (as linked to elsewhere in this thread) and slow the reaction down. Typical reactors include burnable poisons that get less absorptive over time; as fission products build up the overall reactivity remains relatively constant. \n \nIt seems you could get to maybe 5-10%[*] burnup in a typical LWR (light-water reactor = standard power reactor technology) before you have to refuel. The spent fuel can then be either stored or reprocessed to remove the detrimental fission products and produce \"new\" fuel, consisting of a substantial proportion of Plutonium as well as Uranium. Reprocessing into new fuel rods is also really icky chemically and mostly not economical at current Uranium prices, but it might be an interesting mechanic to include. \n \n[*]It's way more complicated than a simple percentage, but it's close enough for Factorio purposes. \n \n\n10% efficiency on the enrichment side is in the ballpark (real-world ~4%). The interesting mechanic from a Factorio perspective, though, is that enrichment is MASSIVELY power-intensive and would serve as a useful balancing mechanism. For a typical plant of 1500MWe, you need ~25t of enriched Uranium, derived from ~200t of natural Uranium, at a total energy cost of around 24TJ for centrifuge enrichment and 1000TJ for gas-diffusion enrichment (easy tech-tree opportunity!). \n \nEnrichment would also be a new mechanic in that it's progressive - each enrichment stage only does a little bit, say from 0.7% ore feed to 0.9% output, so you need to chain a bunch of them to get to your target of 3-5%. \n \nAnd yes, there could be an \"advanced\" reactor tech that unlocks something like a Fast reactor that can burn the spent fuel.", "date": "2016-08-15T19:10:05+00:00", "quotes": [ { "author": "zebediah49 wrote:", "content": "" }, { "author": "zebediah49 wrote:", "content": "" } ] }, { "author": "Enkal", "content": "U238 is considered waste since there are very few breeder reactors in operation (due to politics and an abundance of Uranium). It is fuel for breeders. \n \nI think you miss one point of fission. There will be stable isotopes as by-products from fission. These are not waste and are not radioactive. From a fast breeder you would only get a small fraction of the fuel as radioactive waste, the rest will be useful elements (with some medically useful radioactive isotopes). Some mass will be lost from gaseous elements and some is lost from the conversion to energy (E = mc^2). \n \nAnd do not forget Thorium as fuel.", "date": "2016-08-16T08:45:54+00:00", "quotes": [ { "author": "raidho36 wrote:", "content": "" } ] }, { "author": "fod", "content": "PROPOSAL OF NUCLEAR POWER PROCESS SCALED TO FACTORIO LEVEL \n \nAs far as I have read in former posts in this thread and some others, I share the idea that Factorio is not intended to clone every production process in real life, rather than showing a fun, enjoyable and simpliflied representetation of it (with much or less complexity depending on what it is about). \n \nHaving that in mind the first thing is to scale reality to Factorio level. Real life is incredible, but let's not get a headache with the multiple technologies and fuel available. Clear your heads, do not get cocky and select ONE of each. I start: \n \nConventional nuclear power in the world relies on a single aspect: the Nuclear Fuel Cycle . The nuclear fuel cycle determines the path followed by uranium and other viable fuels (like plutonium or thorium), from a mine to its final disposal as waste. \n \n \n \nThe development of the process in the former picture, would require much effort in development and much search on information about nuclear technology. As these is not intended, and I will not enter in details about nuclear physics either, I will just make a Factorio simplification to the nuclear cycle in order to give some ideas to the dev team. (If someone wants details go to this link: https://en.wikipedia.org/wiki/Nuclear_fuel_cycle ) \n \nThe fun part and hardpart of nuclear power in Factorio would be representing a part of that process. It is really easy to put some fuel in a reactor, close the hatch and boil water in it (just the same as burning some coal and producing steam for the steam engines). So, although it is a simplification of real life, it must have a level of complexity. \n \n THE PROCESS DRAFT \n \n \n The process on the image is explained further: \n 1) Starting with a conventional mine, we extract the ore the same way we do with copper or iron (we obtain uranium ore ). \n 2) The ore is transfered through conventional ways (transport belt) to a chemical plant . The next is similar to obtaining sulfuric acid with sulfur, metal and water. \n 3) In the chemical plant , the inputs are: ore and water; the output: let's call it uranium gas (instead of UF6). The gas will be easily trasnfered through a pipeline to the next building in the process: the Enrichment plant . \n 4) The enrichment plant would work like and oil refinery. This would be a new building in the game. The plant would give much discussion in the forums, due to the multiple outputs it may have. For the moment, I just projected two possibilities for enrichment. The two ways are Weapons-grade Refinement and Reactor-grade Refinement . Each grade produces wether fuel for weapons like atomic bombs and nuclear missiles, or fuel just for reactors. The different grades will also consume more or less uranium gas, but I will talk about quantities later. The output from the enrichment plant would be something like: \" weaponized uranium gas \" or \" reactor uranium gas \" depending on the refinement grade. \n \nNow we have two paths to follow: weapons-grade or reactor-grade. \n \n Weapons-grade Refinement Path \n 5a) The weaponized uranium gas would be transfered to another chemical plant . Combine with water, will be oxidized again to uranium oxide (let's pick a more gamely name like weaponized uranium pellet . The item will have the form of a cilinder, like a barrel but much more tiny, or even cubic form. The colour should be something strong to indicate danger: red or orange will do. \n 6a) Now, atomic bombs work with uranium and plutonium in metal state, so we need to transfer the weaponized uranium pellet to a conventional Factorio furnace . We will obtain uranium metal. The uranium rods would be like steel bars and would have also a dangerous colour. Let's transfer them to an assembly factory. \n 7a) Now we build an atomic bomb or a nuclear missile in a Factorio assembly factory . The input should be some hard items to get like blue circuits, solid fuel, etc. And there we get a bomb or a missile to throw to our beloved aliens. \n \n Reactor-grade Refinement Path \n 5b) The reactor uranium gas would be transfered to another chemical plant . Combine with water, will be oxidized again to uranium oxide (let's pick a more gamely name aswell like simply uranium pellet . The pellet will also have the form of a cilinder, like a barrel but much more tiny, or even cubic form. The colour should be something soft to indicate conventional use on power: brown or even grey should do it (these are the actual colours). \n 6b) Reactors work with fuel encapsulated in zirconium alloied rods joined together with other rods in what's called a Fuel Assembly with silvery bright. To simulate this in Factorio: we transfer the uranium pellets into a Factorio assembly factory with other inputs like steel bars and iron plates for instance. On the output we achieve the fuel assembly, called nuclear fuel . It can have cubic form and silvery bright for example. This will later be inserted into a power plant. \n 7b) The new star building of the nuclear process in factorio, the Nuclear Power Plant . Just insert the nuclear fuel in it and together with water, it will produce steam and electricity. \n \n A BIT ON NUMBERS \n \n- Uranium ore veins are not very common. So the quantity of fuel in the veins should be something like 3k to 4k, and the surface occupied by the vein should be little. This is just an advice. \n- Chemical plant reaction: 1x Uranium ore (+ water) -> 2x Uranium gas. \n- Enrichment plant: \n For weapons-grade conversion: 100x Uranium gas -> 1x Weaponized uranium gas. \n For reactor-grade conversion: 10x Uranium gas -> 1x Reactor uranium gas. \n \nWeaponized path \n- Chemical plant reaction: 5x Weaponized uranium gas -> 1x Weaponized uranium pellet. \n- Furnace: 20x Weaponized uranium pellet -> 1x Uranium rod. \n- Assembly factory: 2x Uranium rod (+ other components) -> 1x Atomic Bomb (Missile). \n \nReactor path \n- Chemical plant reaction: 5x Reactor uranium gas -> 1x Uranium pellet. \n- Assembly factory: 40x Uranium pellet (+ steel and iron) -> 1x Nuclear fuel. \n- Nuclear power plant: 1x Nuclear Fuel -> 10 MW output. \n \nWith this numbers: \n - To build an atomic bomb you would need to mine something like 10.000 units of ore. \n - To power a reactor you would need to mine something like 1.000 units of ore. \n \nThe reactor will output something like 10 MW, which in Factorio is a huge amount of energy. The time the fuel will last in the reactor should be a lot. Like 5 or 7 Factorio days. \n \nThe Weaponized uranium pellets could also be transformed into Nuclear fuel at a reduced cost. Let's say: 4x Weaponized uranium pellets -> 1x Nuclear fuel. As it is 10 times more costly to obtain weapons-grade uranium than reactor-grade. This actually happens with the dismantle of russian and american nuclear weapons. \n \n IDEAS FOR RADIATION \n \nThe following points are complementary to the nuclear energy and can be implemented little by little: \n - Power plants do not emit radiation, unless it is a gas discharge allowed by the country's nuclear regulatory comission or during an accident event. \n - Radiation should be yellow because of the radiation warning trebol or blue (actual bright). But not green please, nuclear fuel does not radiate in green, that's in the Simpsons, watch video: https://www.youtube.com/watch?v=Sb9i-toCcwg . \n - Radiation kills depending on the dose. Factorio engineers should have a geiger dosemeter. Over a limit on the dosemeter engineers should start losing life. \n - Radiation should last for 7 Factorio days and if the area is occupied by a nest of aliens, aliens should mutate. \n - Radiation propagates if there's an event accident in form of a plume which can be modified by climate conditions. \n \n------------------------------------------------------------------------------------------------------------------------------------------------------------- \n \nSorry for the extension but I think this could lead to a major patch in Factorio, and should be implemented precise and with detail. \n \nWrapping up, these are the many ideas I have to scale reality to Factorio. Please feel free all users and dev team members to critize what I posted. \n \nIf need be I will answer doubts or correct things I may have left on the way.", "date": "2016-08-18T13:11:53+00:00", "quotes": [] }, { "author": "JoneKone", "content": "I agree", "date": "2016-08-20T17:20:00+00:00", "quotes": [ { "author": "fod wrote:", "content": "" } ] }, { "author": "Align", "content": "Honestly I think we should just skip fission and go straight for fusion.\n We already have a micro-fusion reactor \n Don't have to deal with radiation (should it damage electronics? pain in the butt) \n Don't have to deal with waste (in a way where you can't just put it in a box and shoot it) \n Don't need any new ores (very good for old map compatibility) \n Infinite power (part of what makes solar so good is the lack of having to deal with fuel) \n Not just a big boiler (well... direct energy conversion is an option at least, according to WP) \n It's cool", "date": "2016-08-23T16:38:26+00:00", "quotes": [] }, { "author": "TheTom", "content": "Actually we should reevaluate the fusion in powered armor \n \n* I moved to play with the Nucular mod for nuclear powe - and I love it. While I can see some improovement, this is a good base. Not too simple, not too complex. \n \n* Energy density is unrealistically low - but a low higher than bob mod best steam engines. Nice balance. The recipes are something to work on, imho. \n \n* Fusion would be the next step. I would make fusion something that requires expensive fuel, possibly FROM The output of a nuclear fission process. Unrealistic? Yes, but who cares.... this is a game, I evaluate things from a gaming perspective. \n \n* I would go with fusion as something NOT requireing water or at least extensive use of it (maybe a closed loop chiller taking some energy - low enough to handle it with some small solar cells and a battery for starting). Fusion CELLS use up (SLOWLY) and I would adjust the powered armor like this (use fusion micro cells as fuel). \n \n* For same step, a fusion reactor would use fusion cells... and due to not requiring water be a possible replacement for solar farms in outposts (most of which in my current map have no easy access to water, hence steam and nuclear is not really usable... my standard outpost temlpate drops quite some solar cells to handle the needed energy. \n \n* Obviously a Fusion Lokomotive would follow \n \nThis gives Fission and Fusion separate places in the game chain and puts \"no water high energy density\" fusion at the end of a QUITE complex manufactoring process, particularly if one keeps the requirement of fission reactors around to generate some elements for fusion cells.", "date": "2016-08-24T09:05:06+00:00", "quotes": [] }, { "author": "BlakeMW", "content": "If Fusion becomes a thing, it'd be a good post-rocket option. You need to use a rocket to harvest Helium-3 (i.e. from a moon), then you can use the helium-3 in an aneutronic (without neutrons) fusion reaction for direct energy generation. \n \nThe Fusion Reactor would end up being extremely high tech. \n \nCons: \nHigh upfront costs \nHigh fuel costs (essentially burns rockets, although each rocket would bring back a lot of MJ of He3) \nHigh startup power required - no blackstart capability, say requires 200MW to bootstrap a 500MW fusion reactor. \nNo/poor load following, reaction has to be run hot. \n \nPros: \nExtreme Power Density \nNo pollution, no radioactive waste \nLow complexity (few moving parts) \n \n \nWhile Fission would have to be directly competitive with Coal and Solar, Fusion as an end-game goal wouldn't need to be fully competitive because in the end game production capability tends to be ridiculous, obviously it needs some advantages, such as extreme power density. But if say it's as expensive per MW as Solar, but occupying only 1/10000th the space, that could well be acceptable.", "date": "2016-08-24T10:49:53+00:00", "quotes": [] }, { "author": "Hannu", "content": "I think that portable fusion reactor can be renamed to some kind of RTG and it could have exponentially decreasing power. Half life could be for example 3 hours so that player should change them occasionally but not too often. \n \nI like also the idea of nuclear bombs. They should be extremely expensive to research (at least 20 x rocket launching) and to manufacture (several hundreds of thousands raw materials without productivity modules) but they should be able to clear the circle with radius of 200 units at one shot. They would be useful in megabase phase when the player has almost infinite resources and production capability and needs to clear large areas for new mines. In my opinion clearing with traditional methods is annoying and boring in that phase. It is not expensive, not difficult, not very dangerous and needs no thinking but it is just laborious to click 120 destroyers and run over bases. Maybe there could be one or two lower tiers too, but very expensive and effective and not before rocket launching capability.", "date": "2016-08-25T08:21:17+00:00", "quotes": [] }, { "author": "Hannu", "content": "I think that we should not stick to realistic powers and energy densities. It is better to scale numbers to what game balance needs but of course keep the idea of very expensive and technically complicated but high energy density source of energy. I think that nuclear reactor should be complex to build and have large cooling towers just for aesthetics (it is sad that there is no cooling towers in real nuclear plants in my country (because they use seawater as a coolant)). \n \nThere should also be some kind of model for radioactive pollution separated from normal pollution and local evolution factor in which the local level of radioactive pollution would affect. The reactor should not emit radioactive pollution but mining and processing of uranium stuff should. Maybe there could be a place for pollution reducing modules too.", "date": "2016-08-25T08:32:59+00:00", "quotes": [ { "author": "Enkal wrote:", "content": "" } ] }, { "author": "Enkal", "content": "But if you want to put in radioactivity as pollution you need to do the same with coal since you get more radioactive waste from coal ashes than from nuclear power plants. You would need to implement a full waste simulation instead of the general \"pollution\" factor we have now. \n \nI know that public perception of nuclear is that it is more complicated, dangerous, and scary than any other power source. But I would for once like to see a more realistic representation of nuclear power in a game. Especially in a sci-fi oriented game. A futuristic nuclear power plant should be small, compact, and with a very high power output. To make nuclear worse for game balancing purposes only perpetuates the myth that nuclear is not the best power source humanity have available. \n \nNuclear should be the better version of solar without accumulators instead of some sort of coal analogy.", "date": "2016-08-30T06:58:07+00:00", "quotes": [ { "author": "Hannu wrote:", "content": "" } ] }, { "author": "Hannu", "content": "Not necessarily. Factorio could take best things from reality and something from imaginary. There is no obligation to make exact simulation of real world. Separate pollution with somewhat different properties could give an interesting addition to game without being too complex for beginners ot too fictive. Especially if nuclear power was a late game thing players have hundred hours of experience in that phase. \n \n \n\nWhy just nuclear power should be more realistic than other things in the game? I think that it is quite unrealistic that animal species would mutate to thousand times larger in couple of days if they just smell a little bit of industrial smoke. It may be also little bit unrealistic that one man could build huge production facilities, including nuclear power plants and orbital rockets, and survive if he drops on a planet full of strong hostile aliens. I agree, that there should be strong relation to realism in Factorio, but it should not be the most important thing. \n \n\nI agree what you said about nuclear power in real life. It should be investigated and build much more to replace more harmful (practically all other) energy sources. However, I think that purpose of computer games should be entertainment and not propaganda. \n \n\nWhat is the exact problem with accumulators? If I choose default values I can put couple of assemblers to produce solar cells and accumulators faster than I can build energy consuming assemblers or miners. When I get construction bots I can cover huge areas with solar panels and accumulators with little work and playtime. I think that nuclear power will be relatively boring and futile addition, if it is just insanely overpowered easy, infinite and free endgame energy source without any significant drawbacks or trade offs. If there is not ideological and political resistance and high capital costs in Factorio, we could balance it for example by exaggerating pollution and dangers little bit, in my opinion. That would not need huge modifications in game idea or programming work.", "date": "2016-08-30T10:01:57+00:00", "quotes": [ { "author": "Enkal wrote:", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "I agree, additionally we are talking about a point in technological progress where space travel has advanced enough to visit inhabited worlds. If you went back even just 30 years and talked about the idea of a smart phone you would have been told to be realistic, what will technology be like in another thousand years? \n \nI don't think nuclear should power steam engines... That's backwards and defeats the object of nuclear. With how little coal is used and how big the deposits are it's easier and more efficient to use it and you can get set up almost as soon as you launch the game. Besides, steam power is mainly for when the engineer has just landed and he needs to throw something simple together to make electricity. \n \nNuclear is end-game with tens of thousands of research vials used, when he has the time, resources and logistics to do it properly. It's not unrealistic to expect that he knows (or can research) a way to convert nuclear energy directly to electricity, or at least in fewer steps (as each conversion is subject to energy loss so the more steps the less efficient it is).", "date": "2016-08-31T08:16:31+00:00", "quotes": [ { "author": "Hannu wrote:", "content": "" } ] }, { "author": "afk2minute", "content": "Think of them as ants. Some species of ants are capable of regulating what type of ant (soldier\\worker\\etc) will develop from a lavrae by changing conditions (nutrition, temperature). So \"worker\" small biters are changed by a biter adoption to a behemot \"soldiers\".", "date": "2016-08-31T09:53:35+00:00", "quotes": [ { "author": "Hannu wrote:", "content": "" } ] }, { "author": "Hannu", "content": "OK. It makes much more sense. \n \n\nI think that it would be overpowered and against idea of Factorio to get huge amount of electricity from single nuclear reactor. There must be complex processing chain with logistic challenges. \n \nI suggest that there will be tiers for boilers (I think that this is suitable place for suggestion). \n \n1. Low powered coal boiler with 100 C output. \n2. High powered superheated coal boiler with 300 C output. \n3. Nuclear reactor with very high power and 300 C superheated output. \n \nAnd three tiers of steam engines/turbogenerators. \n \n1. Low powered entry level wet steam engine with low efficiency. It would give maximum power at 100 C liquid. \n2- High powered superheated steam engine with moderate efficiency. It would give maximum power at 300 C liquid. \n3. Very high powered steam turbine with 300 C input and highest efficiency. \n \nEvery boiler and engine could be paired, however there would be possible loss of efficiency or ridiculous number of small powered units per one high powered unit. It would need only one little change to game. Efficiency should be property of engine instead of (or in addition to) property of boiler.", "date": "2016-08-31T14:44:15+00:00", "quotes": [ { "author": "afk2minute wrote:", "content": "" }, { "author": "Deadly-Bagel wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "Why are you so hung up on steam? Been there, done that, want something different. Besides this would mess with any map generation with \"Starting area only\" for water frequency as you're basically cut off from your end-game power. \n \nNuclear will hopefully pose a tricky logistical challenge, but I don't think water should be a part of it, at least not needing a large constant flow for the reactor itself.", "date": "2016-08-31T16:10:11+00:00", "quotes": [] }, { "author": "Hannu", "content": "I like water tubings and also lakes and would never choose waterless world. They make world more natural and they also force me to make railways more natural instead just straight lines. And of course lakes makes defense easier. Steam is also medium which most high powered power plants use (except some gas turbines). Others are too futuristic or fictive. Of course there could be small power radiothermal generators for example to power armors and vehicles. \n \nFortunately there is very natural solution to your problem, condenser. It is used in practically all real steam powerplants. Process water is highly purified and includes additives to prevent corrosion at high temrpeatures. It will be circulated in the system instead of boiling always new water. Moreover, the condenser increases thermodynamical efficiency of process significantly. There are water cooled condensers, which are practical if powerplant is near sea or large enough lake, and cooling towers which transfer heat to the ambient air. It would be relatively straighforward to implement both options to Factorio and they should be used with all but lowest tiers of steam engines. There could be a tube from turbine to condenser and a high pressure pump between condenser and reactor/high efficiency boiler.", "date": "2016-08-31T17:07:01+00:00", "quotes": [ { "author": "Deadly-Bagel wrote:", "content": "" } ] }, { "author": "drqi", "content": "I think it is good to be realistic when it doesn't detract from the gameplay. It makes things a lot more intuitive and is really enjoyable when it feels like you are doing something more \"real\". \n \nFirst thing that I think should be added is a heat exchanger where you can capture warm water from the output of a steam turbine and use it partially preheat the water before going into boilers. \nI think there should definitely be a version of nuclear that uses steam in the game. If I were the one implementing it into the game I think I would do it like this. \n \n-Have a \"radiation\" system thats similar to pollution, it could do health damage at really high levels. \n-Uranium ore should be relatively easy to come by but it should need a lot of work to refine it, convert it to an enrichable form, enrich it, then assemble it into fuel rods. \n-You should also need to redo the enrichment a large number of times to make it usable in a bomb and it take a very large amount of ore to end up with a bomb. \n-There should be nuclear waste that needs to be assembled into a storage container of some kind. \n-You would be a short term and a long term radiation system and that handling the waste right after it comes out would kill you. \n-The nuclear plant would take in water and output hot water like a boiler that uses uranium instead of coal. \n-It would respond slowly to changes in energy output. You would need either accumulators or regular coal power to make up for sudden peaks like from laser turrets and it could melt down if it overheats from not get enough cooling water, although it could dump the heated water to make room for new cold water maybe. \n \nI would also make it so that hot water slowly loses heat in pipes or storage containers, that way you can't just use a storage container instead of accumulators. \n \nThe way I see it, in factorio the way game balance works is things either cost space, materials to use, materials to set up, or effort to set up. Solar trades space and raw materials to set up for no material use over time. It also doesn't work at night. This makes it great for long term power because it has no recurring cost. \nNuclear would be similar in that once the fuel production is set up, the material use over time would be cheap. It would just trade space usage for effort and material to set it up. \nIf it turned out nuclear was too easy/good I would make it necessary to have two separate cooling loops where one goes though the plant and becomes slightly radioactive and needs to use a heat exchanger to heat the water that will go through the turbines. \n \nBasically, it would be a very complicated, end game power source. In this form it might be more suitable to be a mod than in the actual game because of the complexity and number of materials and components that would be added to the game, but I personally would love to be able to build this.", "date": "2016-08-31T21:55:08+00:00", "quotes": [] } ]
19
2013-02-07T09:30:50-06:00
forum-topic-127350
127350
My Shattered Planet Ship
Show your Creations
https://forums.factorio.com/viewtopic.php?t=127350
Scalinger2
I didn't think this ship would be able to make it there and I had a spare fusion generator I slapped on (I should have put them next to each other for the neighbor bonus). I was crawling at the end (~45 km/s) but it worked out. I centered everything around beacons and made squares of underground belts to hold a lot of asteroids. I forgone anything to hold promethium chunks because I wanted to go all in on making it to the planet. The asteroids come in, get sorted, the overflow goes into reprocess and back into the sorter and the super overflow gets tossed. The simple crushers only feed into the mix when I need more of carbon etc. Railguns for huge/big asteroids, missiles for medium and lasers for small.
[ { "author": "Scalinger2", "content": ".", "date": "2025-03-09T02:55:16+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Neat! I like that the Platform Hub is at the “rear”, and not in the center. \n \nYou can use an Attachment (as .TXT file type) for larger Blueprint strings.", "date": "2025-03-09T06:45:26+00:00", "quotes": [] }, { "author": "pioruns", "content": "Please fix your post and place blueprint in appropriate tags.", "date": "2025-03-09T09:46:05+00:00", "quotes": [] }, { "author": "Scalinger2", "content": "Thanks for the info, I wasn't sure how to get the code on here lol \nI looked at a couple of ship builds on the galaxy of fame before making mine and got the 'hub in back' idea from them.", "date": "2025-03-09T16:12:33+00:00", "quotes": [ { "author": "eugenekay wrote: Sun Mar 09, 2025 6:45 am", "content": "" } ] }, { "author": "Tertius", "content": "About the blueprint: The txt file attach isn't the best method to include a blueprint, because you have to save the file, load into some text editor, mark all, copy to clipboard. Instead, there is a bbcode tag to mark a part of the message text as blueprint. Look for the \"bp\" button in the message editor of this forum. Click the bp button to add the tag: [ bp][/bp] then paste the actual blueprint as text between the opening and closing tag like this: \n \n[ bp]0eNq9lcFuwyAMht/FZ1qVJDQhrzJNEUlpikagApquqvLug6RrJ7WTfJh2C8b+jOXfzhVafZJHp0yA+gqqs8ZD/XYFr3ojdLIZMUiowQmlYSKgzE5+Qk2ndwLSBBWUXCLmw6Uxp6GVLjqQ70gfYmx/CKsZQeBofYyyJsEjKY+eF6grHuE75WS33BUTeWJmaGaOZuZ3pradHWxQo3wBZOuMPZjSiFbLRtte+aA635wPKp4HOyrTQ70X2ksC1qmYTCyYzbpkL9IX6JIYuiSGZpZo5hbN5GhmiWUWeIlUd2YnXG9XZ9FH12di9hf9TNMwRpN1EWROWr94EEcXidcs3aCheNVQ9MQWeNnQDNkP/l/9oDm6TLySKXqMGV7KFD3H7DfpxB3tg+0+mrjXzWK+rfdknZdfK9JHlfLfjHGE9s6mH8L9mmY/7lNPbw5VyqCCHOIbHz8SAqN0fn4C22a84JwxXpYZLafpC1tgJYo=[/bp] \n \nIt becomes: \n 0eNq9lcFuwyAMht/FZ1qVJDQhrzJNEUlpikagApquqvLug6RrJ7WTfJh2C8b+jOXfzhVafZJHp0yA+gqqs8ZD/XYFr3ojdLIZMUiowQmlYSKgzE5+Qk2ndwLSBBWUXCLmw6Uxp6GVLjqQ70gfYmx/CKsZQeBofYyyJsEjKY+eF6grHuE75WS33BUTeWJmaGaOZuZ3pradHWxQo3wBZOuMPZjSiFbLRtte+aA635wPKp4HOyrTQ70X2ksC1qmYTCyYzbpkL9IX6JIYuiSGZpZo5hbN5GhmiWUWeIlUd2YnXG9XZ9FH12di9hf9TNMwRpN1EWROWr94EEcXidcs3aCheNVQ9MQWeNnQDNkP/l/9oDm6TLySKXqMGV7KFD3H7DfpxB3tg+0+mrjXzWK+rfdknZdfK9JHlfLfjHGE9s6mH8L9mmY/7lNPbw5VyqCCHOIbHz8SAqN0fn4C22a84JwxXpYZLafpC1tgJYo= Copy blueprint \nClick the blueprint button to directly copy into clipboard for direct import into Factorio.", "date": "2025-03-09T16:31:13+00:00", "quotes": [] }, { "author": "Scalinger2", "content": "I tried that initially but it was about 85k characters and the max message length is 60k", "date": "2025-03-09T18:57:26+00:00", "quotes": [ { "author": "Tertius wrote: Sun Mar 09, 2025 4:31 pm", "content": "" } ] } ]
6
2025-03-08T20:52:36-06:00
forum-topic-122394
122394
[kovarex] [2.0.20]Galaxy of fame UI not avalable.
Assigned
https://forums.factorio.com/viewtopic.php?t=122394
oobanooba
I'm not 100% certain that this isn't a case of user error, but I also can't for the life of me figure out why the galaxy of fame option isn't avalable. I've already beaten the game on this save and had uploaded my save already, so I should have met all the conditions. But now I want to reupload my save to be able to show off all the new things i've built. I've parked my ship at the solar system edge just like I did when I beat the game initially. but the menu option is entirely absent. I lost the option when my first spacecraft to the solar system edge was destroyed (shortly after I beat the game), and it hasnt been avalable to me since then. If anyone knows whats going on here, i would greatly appreciate it. 11-22-2024, 03-28-02.png (13.05 KiB) Viewed 1493 times 11-22-2024, 03-28-28.png (1.88 MiB) Viewed 1493 times
[ { "author": "", "content": "Hey there, can you please post your Factorio log file? I think the UI doesn't show when you're not logged in, maybe that's the reason it's not showing. Are you logged in when checking the Other category in Settings?", "date": "2024-11-21T16:31:27+00:00", "quotes": [] }, { "author": "oobanooba", "content": "I am logged in, and have tried logging in and out. No change. \n \nHeres the log file", "date": "2024-11-21T16:37:30+00:00", "quotes": [] }, { "author": "oobanooba", "content": "Since I had time, I figured I'd try and do a little testing in an attempt to reproduce the issue. *I have updated the game to 2.0.21 \n \nI created a new freeplay map and used a couple cheats to get me to the solar system edge. The galaxy of fame popup appeared as it should and gave me the option to upload and the pause menu option also remained avalable afterwards as expected. \n \n \n \n Galaxy of fame work.PNG (586.41 KiB) Viewed 1410 times \n \n \n\nThis suggests to me that my issue with the galaxy of fame UI option not being avalable is a save file related issue. \n \nTo replicate the conditions of my save, I allowed asteroids to destory my craft. This caused the option to dissapear after I respawned back at Nauvis. From what I know, this is not expected behavior. The option should remain. \n \n \n \n I die.PNG (91.55 KiB) Viewed 1410 times \n \n \n \n \n Option gone.PNG (778.1 KiB) Viewed 1410 times \n \n \n\nIn the same save, I created a new craft and returned to the galaxy edge. However the option does not reappear. This save is effectively locked out of the galaxy of fame forever. \n \nReturning the ship to Aquilo orbit and allowing it to be destroyed there yeilds the same result.\n \n \n \n I return.PNG (207.73 KiB) Viewed 1410 times \n \n \n\nIf i reload the save from just before my initial victory, allow the galaxy of fame menu option to appear, and then send the ship back to nauvis without letting it get destroyed, the option remains avalable to me. \n \nI did a few more tests and will summarise them all here. \n(all are post victory screen) \nDestroyed while parked at solar system edge and player is onboard -> Option dissapears \nDestoryed while traveling back to Aquilo and player is onboard -> Option dissapears \nDestroyed while parked at aquilo and player is onboard-> Option Dissapears \nDestoryed while parked at Aquilo and player is not onboard -> Option remains \nDestroyed while parked Nauvis and player is onboard -> Option Dissapears* (most of the time? I tried ~8 times, but only had the option remain twice. The inconsistency is odd, maybe I goofed up the methodology?) \nDestroyed while parked at Nauvis and player is not onboard -> Option Remains \nDestroyed while parked at Aquilo and player has gone to surface, and launched back up to ship -> Option Dissapears \nPlayer killed by biter while parked at aquilo (using editor to walk on platform) -> Option dissapears \nPlayer Killed by biter while parked at nauvis (using editor to walk on platform) -> Option dissapears \nSecond, other ship Destroyed while parked at aquilo and player is onboard -> Option Dissapears \nSecond, other ship Destroyed while parked at nauvis and player is onboard -> Option Dissapears \nPlayer killed by big stomper pentapod after landing on nauvis -> Option dissapears (10/10 repeats) \n \nTl;DR It appears that if the player dies after victory, the option to upload to galaxy of fame dissapears permenantly for that save, and the save can never be added to the galaxy of fame. \n \nHeres the log file from all the tests, \n \n factorio-current.log \n (24.35 KiB) Downloaded 27 times \n \n \n\nI hope this helps out in any way? Its kind of a bummer if I can't upload my save to the galaxy of fame because I died and chose to respawn rather than reloading.", "date": "2024-11-23T04:10:55+00:00", "quotes": [] }, { "author": "Winnkys", "content": "I have the same issue. Completed it, uploaded my records. Then my ship got destroyed. Now I cannot see an option in the menu to view my records", "date": "2024-11-24T22:24:54+00:00", "quotes": [] }, { "author": "SamLL", "content": "I also have a similar situation - I am in a save file after successfully completing Space Age, and once uploaded to the Galaxy of Fame, but now the tab in the pause menu is absent. This means I cannot update my upload, nor can I even find my link to my page to show to my friends! This is unfortunate. \n \nI can confirm that I have died and respawned after the Space Age game was completed. (Thanks, big demolisher...) I have not had any ship get destroyed since then. The Settings/Other menu does show me currently logged in.", "date": "2024-12-02T22:37:38+00:00", "quotes": [] }, { "author": "luc", "content": "Same in 2.0.34. Not sure which details matter so I'll mention any that come to mind: using the Linux build (Xorg), finished the game in multiplayer but I spent most of the time in-game (I was online probably >90% of the running time). We both got the upload dialog and uploaded it (log file attached of this run). We later restored a previous save to not have the ship be all dead by the time it arrives and finished a second time. We overwrote the galaxy entry. I tried restarting the game to see if it would now show up in the main menu after that, but still nothing. I'm logged in and I know the person I played with also bought the game, probably they're also playing logged in. \n \nWould it help to share a save file? I've got it in the state before and after finishing, but probably not right before (rather, some hours before) \n \n---\n It's probably too late now, but in the log file you can see what coordinates/URL it was uploaded to. If you happen to still have this, make a copy of the file so it's not overwritten and I/someone can point out where to find it. If not, the next time you get the upload dialog, it will show the same URL again \n \nI also find it a bit weird that your galaxy position is not shown on https://www.factorio.com/profile for example. Didn't see the URL before clicking the dialog away so I had to dig through the log to find mine as well...", "date": "2025-02-21T15:08:11+00:00", "quotes": [ { "author": "SamLL wrote: Mon Dec 02, 2024 10:37 pm", "content": "" } ] }, { "author": "wouteree", "content": "I am in the Galaxy of Fame, I ended the game a week or 2 ago, but the GUI did not change. \n \n \n \n Screenshot 2025-03-02 112708.jpg (31.37 KiB) Viewed 298 times \n \n \n\nps: maybe good to know is that after I uploaded to Galaxy Hall, I nuked my spaceship. After this I respawned in my main factory.", "date": "2025-03-02T10:28:17+00:00", "quotes": [] }, { "author": "SamLL", "content": "Hello, \n \nI'm just checking to ask whether there has been any progress on digging into this issue! I appreciate the hard work you folks do in fixing so many other bugs in the recent releases over the last three to four months since we reported it. I would like to be able to update my Galaxy of fame snapshot with all the cool additions I have made since then, to share with my friends! \n \nDid our hypotheses that the issue was related to when the player has died at least once after winning the game prove relevant or helpful?", "date": "2025-03-14T15:17:11+00:00", "quotes": [] }, { "author": "oobanooba", "content": "Same here, I've been hoping to be able to upload the last 300 hours of my work onto the Galaxy of Fame to show off for my friends. I'm sure certain bugs have been declared higher priority. but this bug has been... bugging me for a good while now.", "date": "2025-03-17T01:29:49+00:00", "quotes": [] } ]
9
2024-11-21T10:29:22-06:00