id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74 values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-126730 | 126730 | Demolishers should gain flat phsyical resistance with tier | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126730 | fencingsquirrel | Demoishers being very weak to several offworld planet weapons like tesla turrets and railguns feels fine to me, it's just progress.
But the very silly thing is you can even beat all three tiers of demolisher with just gun turret spam, and not even a huge amount of infinite research is needed either. Considering how easy gun turrets and piercing ammo is to make on vulcanus, this makes them an extreme pushover if you automate turrets and ammo.
So I would propose that demolishers would gain resistance similar to biters, so this tactic would still work, but only with very high infinite research or uranium ammo. The resistances would be something like:
Small demolisher: 5/50% -> 5/50%
Medium Demolisher: 5/50%-> 12/50%
Big Demolisher: 5/50%->30/50% | [
{
"author": "Kyralessa",
"content": "Well, it is a game about automation, after all.",
"date": "2025-02-10T07:03:32+00:00",
"quotes": [
{
"author": "fencingsquirrel wrote: Mon Feb 10, 2025 7:00 am",
"content": ""
}
]
},
{
"author": "fencingsquirrel",
"content": "Well, yeah but you know what I mean. You can't kill behemoths by just automating yellow ammo with no damage research.",
"date": "2025-02-10T07:07:33+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "To be honest, this is just a problem with demolishers’ core design. You see, the reason biters are harder to clear than demolishers is the fact that to destroy a biter base you have to attack. And the factorio engineer is much worse at offense than it is at defense. All of its most powerful weapons are stationary. The fact that you can only use your fairly limited selection of mobile weapons is what gives biters their difficulty. \n \nMeanwhile, demolishers will be the ones to attack you. It doesn’t matter how small your range is, they will enter it. That’s why they’re so easy to defeat.",
"date": "2025-02-10T14:28:39+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "Have you *tried* using masses of gun turrets to defeat big demolishers? It’s ridiculously inefficient.",
"date": "2025-02-10T16:27:46+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "That's the thing about vulcanus, though. If it costs only iron and copper, which are the base ingredients for a massive turrets block, you just set up some production away from your base that fills up a chest of what you need. Efficiency doesn't really matter. Any time you want to go kill a demolisher you can just pick up 500 turrets, 500 fast insterters, 100 poles, and 10000 ammo just lying around waiting for you.",
"date": "2025-02-10T20:41:50+00:00",
"quotes": [
{
"author": "Nemoricus wrote: Mon Feb 10, 2025 4:27 pm",
"content": ""
}
]
},
{
"author": "Nemoricus",
"content": "Or drop down a railgun turret and use way less.",
"date": "2025-02-10T22:00:42+00:00",
"quotes": []
},
{
"author": "trancexpress",
"content": "Asteroids have that and they are mega boring to deal with. I prefer having options to having no options.",
"date": "2025-02-11T10:15:41+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Well, asteroids have 99% resistances haha. The proposition is merely raising the bar for big demolishers from ~9 to ~11 physical damage. So if you're dead set on doing it with gun turrets with piercing ammo specifically, you just have to actually like, try a little. Doesn't change uranium or cannons much. \n \nAs opposed to big asteroids which need like a billion science to be killed with lesser turrets. \n \nI should have clarified a bit: gun turret gain huge levels of damage increase per tier, so +25 damage resistance just means a modest tech increase is needed.",
"date": "2025-02-11T12:01:58+00:00",
"quotes": []
},
{
"author": "",
"content": "Demolishers are as difficult as we want them to be.",
"date": "2025-02-11T16:00:45+00:00",
"quotes": []
}
] | 9 | 2025-02-10T01:00:03-06:00 |
forum-topic-118421 | 118421 | [2.0.12] Draggin belt over underground belt sideways does not work (MR) | Bug Reports | https://forums.factorio.com/viewtopic.php?t=118421 | Mefisto1029 | Dragging the belt over 1 underground belt works fine, but with more belts strange things happen:
With 2 belts only first half of underground belt is created.
With 3 then the Middle underground belt is shifted to 4th lane? Notice that it changed direction to left.
With 4+ it's getting even more wild. Just watch video.
Ref.: 118942 | [
{
"author": "Thelaststandn",
"content": "Another thing I found to add to this report. \n \nCreate an underground belt ghost that goes under something. \nAttempt to drag-place the belt & tunnel. \nThe exit of the underground belt fails to place. \nI've tried under a number of things, this seems to fail every time. \nThe expected behavior is the exit underground is placed.",
"date": "2024-10-30T07:51:40+00:00",
"quotes": []
},
{
"author": "olmer",
"content": "Also, dragging over ghost belts places only the first half of the underground belt. This looks related:",
"date": "2024-10-30T11:39:06+00:00",
"quotes": []
},
{
"author": "whimzero",
"content": "+1 same, but interestingly, it also tries to do an underground with 5 (even though underground only allows gaps of four) see pic\n \n \n \n 10-30-2024, 12-38-40.png (841.38 KiB) Viewed 1973 times",
"date": "2024-10-30T19:38:49+00:00",
"quotes": []
},
{
"author": "whimzero",
"content": "Also happens if a splitter or belts are between the two undergrounds. (an empty gap works fine)\n \n \n \n 10-30-2024, 12-41-53.png (602.59 KiB) Viewed 1970 times",
"date": "2024-10-30T19:41:59+00:00",
"quotes": []
},
{
"author": "whimzero",
"content": "Interestingly, it seems to work fine if you drag the belt 'backwards' (Not in the direction of movement)",
"date": "2024-10-30T21:08:00+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Ref 127360 Automatic underground belt placing does weird thing .",
"date": "2025-03-09T18:54:00+00:00",
"quotes": []
}
] | 6 | 2024-10-29T12:06:50-05:00 |
forum-topic-127120 | 127120 | [2.0.32] 2.0 non-SA Rocket Silo has redisual UI artifacts after migration to SA | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127120 | Usul | A Rocket Silo built/placed in vanilla 2.0 without Space Age, will show "residual" UI artifacts after migrating to Space Age. The checkbox "Send to orbit automatically", irrelevant for Space Age, is left over. Additionally, in german language, a strip of wasted UI space appears.
Removing and replacing the rocket silo removes these artifacts.
Expected behaviour: Save game migration process be improved to avoid this effect.
How to reproduce:
1. Observe Rocket Silo UI in Vanilla 2.0 without Space Age:
2025-02-25_13-05-44.png (1.32 MiB) Viewed 102 times
2. Activate Space Age mod, then load map and chose "Load and fix" or "Load" (problem occurs with both choices)
2025-02-25_13-08-24.png (83.47 KiB) Viewed 102 times
3. Oberserve Rocket Silo UI and notice the remained checkbox with "broken" tooltip content:
2025-02-25_13-07-30.png (1.68 MiB) Viewed 102 times
3a. Additionally, in german language, surplus space appears on the right endge of the UI:
2025-02-23_19-18-50.png (129.03 KiB) Viewed 102 times
4. Deconstruct this rocket silo and place a new one. Observe that these artifacts have dissappeared.
2025-02-25_13-11-32.png (1.26 MiB) Viewed 102 times
2025-02-23_19-19-03.png (97.45 KiB) Viewed 102 times | [] | 0 | 2025-02-25T06:33:17-06:00 |
forum-topic-125862 | 125862 | Is it possible to forbid quality recipes basing on assembler quality? | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125862 | snakeru | I noticed that on my second run I'm intentionally delaying researching the quality because of the UI downside: all recipe selections suddenly get a second step and that step is in most cases completely unneeded - I have to just confirm that normal quality is indeed what I want.
Is it possible to restrict quality recipes so that they could only be crafted on certain assemblers that meet the quality requirements? If yes - I'll probably mod it for myself and then publish for everyone else, I already saw similar feedback regarding the UI.
The idea is as follows: to craft a recipe of quality X your assembler MUST itself be of quality of at least X. Examples:
1. A normal quality assembling machine (1,2 or 3 - doesn't matter) could only produce the normal quality recipes and will therefore never get the extra UI step. It could still produce higher quality items if quality modules are inserted, but it could never be used to assemble a quality recipe directly.
2. An uncommon quality assembler could assemble normal and uncommon recipes (and produce rare+ only sometimes and only with quality modules), etc.
I'm imagining some kind of LUA script that would go through the recipe catalog at load time and adjust list of recipes that an assembler is allowed to assemble. This way the extra quality will remain hidden for most of the factories.
Is such a thing possible?
==== Some more thoughts on the matter ====
I understand, that this makes production of the quality items somewhat harder. For mass-production you need not only quality modules, but also you need to get lucky enough to get assemblers of sufficient quality. Building a full-scale quality plant that could handle all 5 levels and never get jammed with extra items becomes delayed and more of a challenge.
That said - I'm totally fine with that idea. | [
{
"author": "Arcus",
"content": "This just sounds like a total pain in the ass that would add a massive amount of annoyance to the gameplay and massively restricts dozens of playstyles. If you're \"totally fine with it\", you obviously did not think through the implications at all. If anything this is ridiculous anti-QoL that would add needless frustration rather than streamlining things, because now you have to find an appropriate quality assembler for any quality step rather than just clicking through the menu an additional time to set the recipe. \n \nPlus, once you start using legendary assemblers, you still have to go through the full recipe quality selection anyway, so this solves nothing.",
"date": "2025-01-12T18:55:19+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Good thing this is an API request and thus won't be imposed on anyone. Now if only it's been phrased an one instead of something out of the Modding help forum...",
"date": "2025-01-12T20:03:50+00:00",
"quotes": [
{
"author": "Arcus wrote: Sun Jan 12, 2025 6:55 pm",
"content": ""
}
]
}
] | 2 | 2025-01-12T09:54:53-06:00 |
forum-topic-127040 | 127040 | Utility Constants missing factoriopedia_recycling_recipe_categories | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=127040 | PennyJim | You can add recipe categories to `data.raw["utility-constants"].default.factoriopedia_recycling_recipe_categories` and have recipes belonging to those categories appear in a section titled "Recycling recipes" in factoriopedia.
This is useful for when you need to add new recycling categories for some reason.
Either way, it's missing from the documentation, despite it being viewable with the debugger. | [
{
"author": "",
"content": "Thanks, fixed for 2.0.42.",
"date": "2025-03-14T17:30:06+00:00",
"quotes": []
}
] | 1 | 2025-02-21T19:51:23-06:00 |
forum-topic-127008 | 127008 | Tips and Trick Crashing 1.1.109 Modded VS 2.0.35 Modded | Modding help | https://forums.factorio.com/viewtopic.php?t=127008 | S_gamez | So i notice that my modded 1.1.109 Tips & Tricks don't crash or anything. While playing in 2.0.35 Modded. Tips & Tricks have multiple issues with the feature so I'm asking if this is going to be looked at or not? It really is disappointing that 2.0 tips & tricks will crash while the old 1.1.109 don't even in modded.
I have taken the liberty to check and confirm the tips and trick only crashes if 2.0.35 si modded.
Bulk crafting
entity pipette
Circuit Network
And a few more that i could post but to not fill this post with screen shots i stop here | [
{
"author": "Muche",
"content": "What mods do you have enabled?",
"date": "2025-02-21T15:29:10+00:00",
"quotes": []
},
{
"author": "S_gamez",
"content": "Right at the time it's beta testing bobs mods and my own mods along with space age to see how good they all go together possibly patch recipes and tech as i play the game.",
"date": "2025-02-22T14:47:38+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "The issue looks to be that the Bulk crafting and Entity pipette simulations are trying to find (by using LuaSimulation::get_widget_position ) transport belt recipe in the (default) Logistics category, and Circuit network simulation is trying to find an iron plate signal in the Intermediates category. \n Bobs seems to be moving them to Bob's logistics and Metallurgy casting respectively. \n \n1.1 simulations are simpler - Bulk crafting is a static image; Entity pipette pipettes entities only, not recipes; Circuit network is a passive simulation. \n \nI don't know what the proper solution is. \n Bobs could certainly replace e.g. data.raw[\"tips-and-tricks-item\"][\"pipette\"].simulation.init by its own updated version, but that may lead to too much maintenance.",
"date": "2025-02-22T19:16:34+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "The following strategy seems to work for simpler modded updates (recipe is present and visible in simulation's craft menu i.e. no scrolling):\n Code: Select all --- data/base/prototypes/tips-and-tricks-simulations.lua\n+++ data/base/prototypes/tips-and-tricks-simulations.lua\n@@ -1032,10 +1032,40 @@ simulations.pipette =\n condition = story_elapsed_check(0.25),\n action = function() player.opened = player end\n },\n- { condition = story_elapsed_check(0.25) },\n+ -- modded game support - change group to one containing transport-belt\n {\n+ condition = story_elapsed_check(0.25),\n+ action = function()\n+ local target = game.simulation.get_widget_position({type = \"recipe-slot\", data = \"transport-belt\"})\n+ if target then \n+ story_jump_to(storage.story, \"belt-skip-groupchange\")\n+ end\n+ end\n+ },\n+ {\n+ condition = function()\n+ local rec = prototypes.recipe[\"transport-belt\"]\n+ local groupname = rec.group.name\n+ local target = game.simulation.get_widget_position({type = \"item-group-tab\", data = groupname})\n+ if not target then error(\"Item group '\" .. tostring(groupname) .. \"' not found\") end\n+ return game.simulation.move_cursor({position = target, speed = 0.15})\n+ end\n+ },\n+ {\n+ condition = story_elapsed_check(0.25),\n+ action = function() game.simulation.mouse_down() end\n+ },\n+ {\n+ condition = story_elapsed_check(0.25),\n+ action = function() game.simulation.mouse_up() end\n+ },\n+ -- skipped group change branch join\n+ { action = function() end },\n+ {\n+ name = \"belt-skip-groupchange\",\n condition = function()\n local target = game.simulation.get_widget_position({type = \"recipe-slot\", data = \"transport-belt\"})\n+ if not target then error(\"Recipe 'transport-belt' not found\") end\n return game.simulation.move_cursor({position = target})\n end\n },",
"date": "2025-02-23T01:47:59+00:00",
"quotes": []
},
{
"author": "Qatavin",
"content": "The team updating Bob's are aware of this issue, and we are working to fix it.",
"date": "2025-02-25T01:46:35+00:00",
"quotes": []
}
] | 5 | 2025-02-21T00:05:12-06:00 |
forum-topic-121912 | 121912 | [2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt | Duplicates | https://forums.factorio.com/viewtopic.php?t=121912 | Erfar | Subject
11-18-2024, 04-03-46.png (2.11 MiB) Viewed 519 times
11-18-2024, 04-04-17.png (1.5 MiB) Viewed 519 times | [
{
"author": "Xenonex",
"content": "My understanding based on the tooltip for the \"spoiled first\" setting is that it only applies to inventories (e.g. chests, assemblers) and not belts.",
"date": "2024-11-18T02:25:53+00:00",
"quotes": []
},
{
"author": "danbopes",
"content": "I encountered this too. My inserter kept grabbing up the belt and there were always a few stragglers that ended up getting spoiled. \n \nI believe that inserters should also obey spoilage on belts.",
"date": "2024-11-18T02:37:26+00:00",
"quotes": []
},
{
"author": "",
"content": "Spoil priority only works when taking items from inventory (for example chests), it has no effects for belts as stated by the tooltip for spoiled-priority. As for taking only last item on line from a belt, that is the same as 119003 for which i am considering current topic to be a duplicate of.",
"date": "2024-11-18T11:19:07+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "I encountered this, too. I assumed that it applied to belts. Why wouldn't it? That seems intuitive to me. (I can force this behavior in game by using chests and circuits, but it seems like that should work from belts.) \n \nPS: I was about to post a bug about this not working on belts, but I see that it's intended. Can that please be an option?",
"date": "2024-11-19T15:05:37+00:00",
"quotes": []
}
] | 4 | 2024-11-17T20:05:31-06:00 |
forum-topic-80890 | 80890 | Batteries | Bob's mods | https://forums.factorio.com/viewtopic.php?t=80890 | Nakinto | I have played through to batteries twice now, thinking it might have been a bug. I can't research the first battery research. I have a large number of mods, many of both Bob's and Angel's and I have been trying to track down where the recipe is for the battery so I can just unlock it. I am including screenshots of the research tree hoping that will help.
Thanks guys! | [
{
"author": "bobingabout",
"content": "That's a lot of science packs required to research it there... \n \nAll I can really say is... it isn't Bobs, my mods should only be changing the recipe, and in my mods it only takes science packs 1 and 2. \nProbably a combination of the other mods.",
"date": "2020-02-05T16:13:31+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "You can hover with the cursor over the research-icon and see, if it gets changed by a mod. \n \nSee in example. \n \n \n \n Screenshot.jpg (62.74 KiB) Viewed 3344 times",
"date": "2020-02-05T16:39:12+00:00",
"quotes": []
},
{
"author": "Nakinto",
"content": "I found that out, Thank you Fishy. The mod list is quite long, it says \"bob's metals, Chemicals and Intermediaries > Angels Refining > Angels petrochemical refining\" but I can't find those folders anywhere. I did find Angels refining \n \nNow while looking through the mods directory it looks like I have 2 of several mods? \n \nI have a large list, I have attached everything installed \nRobotminingsite is NOT on (it sucks as a mod), Teleportation, Fluid void extra port are all disabled \n \nI also attached 2 screens of the hover over, FishyCat, One popup only includes the item and the other includes the research I am assuming. One popup over the research icon and one over the \"effects\" it says it is being modified twice in the research? I can't find anything for Bob's Metals, Chemicals and Intermediaries, and my mod list says it is installed.",
"date": "2020-02-05T20:04:05+00:00",
"quotes": []
},
{
"author": "Nakinto",
"content": "And now, I did a little moving around and I get an error, I uninstalled and re-installed all mods... error persists and this looks like a problem with Angels side... Where can I move this?",
"date": "2020-02-05T20:41:10+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Looks like it could be MoreScience-mod.",
"date": "2020-02-05T20:41:54+00:00",
"quotes": []
},
{
"author": "Nakinto",
"content": "It was in the more science mod. Specifically the Angel's Petrochem. I just deleted all the \"oil processing\" from the pre req for battery and it works now. So I am happy! Thank you guys for the help with this, I would like to learn how to use LUA anyone have a good resource? lolol I just got lucky here and this attempt DIDN'T break anything -",
"date": "2020-02-05T22:19:18+00:00",
"quotes": []
}
] | 6 | 2020-02-04T22:29:22-06:00 |
forum-topic-114633 | 114633 | Underflow Valve attached to almost full Tailings Pond still lets fluid through. | PyMods | https://forums.factorio.com/viewtopic.php?t=114633 | Berserker55 | Attaching an underflow Valve to a Tailings Pond, should, according to its tooltip at least, prevent overflowing the pond. The tooltip says that it allows flow only if the *output* (Pond) is under 80%.
factorio_HKGgjxicUB.png (724.67 KiB) Viewed 817 times
Once this ghost is replaced with the actual valve though, it will let the liquid through and lead to ground pollution conversion.
I assume this a bug, certainly I did not find a description or tooltip that makes note of this problem. | [
{
"author": "Necronium",
"content": "Thats not a bug it works as intended. The tooltip is telling you that it is voiding machine and you need pump to get fluid out that means tailing pond is lower than normal pipe, so valve like that wont work there.",
"date": "2024-10-04T12:01:08+00:00",
"quotes": []
}
] | 1 | 2024-08-03T20:59:09-05:00 |
forum-topic-103658 | 103658 | Item.ammo_type.range_modifier doen't work with artillery. | Not a bug | https://forums.factorio.com/viewtopic.php?t=103658 | Rafiz | ammo.ammo_type.range_modifier doesn't apply to entity called : "artillery-wagon-cannon" (which is also gun of artillery-turret)
in (10MB) attachment - you can see - blue shell clearly has 250% range modifier, but turret don't have bigger range after placing this type of ammo in it.
I did test with "artillery cannon" in my hands (2nd attachment (which now became first... Bigger one) ), and again - modifier doesn't apply.
Shooting speed multiplier also doesn't look like it's working ( in first attachment both arties shoot in simmilar (or probably same) intervals), while blue shells should give 40% shooting speed multiplier. | [
{
"author": "",
"content": "Thanks for the report however artillery does not use any of these values by design. The only values artillery uses are defined in the artillery prototype and modified by the force data values (research).",
"date": "2022-10-04T16:38:07+00:00",
"quotes": []
}
] | 1 | 2022-10-04T11:13:54-05:00 |
forum-topic-126705 | 126705 | need help | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=126705 | Vigr | Hey? i have ~300 mods and
02-09-2025, 14-18-02.png (574.08 KiB) Viewed 104 times
when I look at the tooltip I see too much information about where it is created, can anyone tell me which property is responsible for this information? I have an idea to write a mod to hide it | [
{
"author": "Muche",
"content": "Welcome to the forum. \n \nI believe this is controlled by always_show_made_in .",
"date": "2025-02-09T18:02:02+00:00",
"quotes": []
}
] | 1 | 2025-02-09T05:19:37-06:00 |
forum-topic-18278 | 18278 | (0.13.4) MoMining 0.1.2 | MoMods | https://forums.factorio.com/viewtopic.php?t=18278 | ludsoe | Momining is a mod centered around expanding the possible ways to mine resources. Currently it only features Mining robots.
As this is a early build of the mining robots, Id like some feed back on their operation and balance. Lets create the best robotic mining together, eh?
ModListing: https://mods.factorio.com/mods/ludsoe/momining
Mirror Download: http://www.mediafire.com/download/9673h ... mining.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 Mining RoboPorts: Mine resources with the power of construction bots!
Mining RoboPort Instructions First you have to place down the mining roboport and supply it with construction robots. Hint: Placing it near ores and supplying power are essential.
Small Warning The mining robots are quite buggy currently, (Restrictions with forces and some other things resulted in some... Interesting work arounds which are likely to bug out in some cases.)
However they are stable enough for proper game-play, and as such I have released them.
Images | [
{
"author": "StanFear",
"content": "Hey, interesting mod ! \nwill use it in my nexts playtrough ! \n \njust after a quick test, I think it's weird that your mining robotport works even when there is no power ! \nand I think it would be interesting to have the place where the ressource is mined not always at the same place (imo, it should cicle through all nerby ressources) \n \nand what about having a beam from the robotport to the ressource to \"explain\" why a piece of ore is out ? \n \nanyways, great job on reusing the construction bots to do this !",
"date": "2016-01-18T15:45:46+00:00",
"quotes": []
},
{
"author": "StanFear",
"content": "hy, after playing with it a bit, I removed one of the mining robotport and all my contruction bots I had inside disapeared ... is that supposed to happen ?",
"date": "2016-02-11T14:13:50+00:00",
"quotes": []
},
{
"author": "oresKa2",
"content": "looks cool but... you said it was buggy, you mean buggy as in a bit of fun with the robots taking a vacation now and again, or like a crash here and there?",
"date": "2016-03-17T19:53:36+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "Don't think Ive encountered a crash while in use after I fixed some quirks involving belts being overfilled due to silly, but there's a chance of it happening. But as people reported there's some issues with removing existing roboports as I have to do nasty hacks with ownership and what not to make the mod work properly.",
"date": "2016-03-21T11:54:34+00:00",
"quotes": []
},
{
"author": "tigar",
"content": "In the future could we maybe get the ability to use different types of construction robot? as several mods add in mk2 and so forth",
"date": "2016-03-28T08:10:25+00:00",
"quotes": []
},
{
"author": "darkshadow1809",
"content": "VERY high script update time. Anything you can do to reduce this? It kinda gives a microstutter combined with other mods :/",
"date": "2016-03-28T08:25:53+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "I noticed this, and I'm unsure of what causes it really. Ill look into heavy optimizations the next round of changes I do.",
"date": "2016-07-05T13:03:30+00:00",
"quotes": [
{
"author": "darkshadow1809 wrote:",
"content": ""
}
]
}
] | 7 | 2015-12-09T17:17:46-06:00 |
forum-topic-107560 | 107560 | Plates to ingots? | Angels Mods | https://forums.factorio.com/viewtopic.php?t=107560 | mooklepticon | I'm working on making solder to make electronic components. Using FNEI I can see several ways to make it, but the default enabled method is lead ingots and tin ingots to molten solder. Ok, I can make lead plates and tin plates, can I melt them?
Nope. Wait, what? I can't melt plates? What about plates to ingots? Nope. Huh? It seems intuitive to me that plates should be able to be melted into ingots. Am I able to and I'm just missing it? Or am I not able to melt plates? | [
{
"author": "KiwiHawk",
"content": "No, there are no recipe for Plate -> Ingots.",
"date": "2023-12-23T00:08:19+00:00",
"quotes": []
}
] | 1 | 2023-06-28T13:12:47-05:00 |
forum-topic-122143 | 122143 | Dynamic Deconstruction Planner | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=122143 | Trollseidon | The deconstruction planner is great but it feels a bit backwards and/or not as smooth as it could be and I believe the blueprint actually holds the answer.
I would love the ability to either have a new button or an additional hotkey similar to super-force paste when using the deconstruction planner. When you finish your selection of the area using the deconstruction planner (either with the new button and/or new hotkey) a UI to pop up with all the items in the area you selected and you can deselect the items you want to be deconstructed.
For ease, it would more-less use the same UI of the blueprint (excluding the snap to grid area) with maybe it has a red-ish hue to the window boarder to it (and give blueprints a blueish hue to help separate). This UI would show you what you have selected, all the components you selected to be deleted (to which you can unselect which you want to keep/maybe a button to unselect/select all as well for speed), and possibly even filters such as "copper wires", "red wires", "reset combinators" and/or more.
Thank you for coming to my TedTalk. | [] | 0 | 2024-11-19T13:28:04-06:00 |
forum-topic-9410 | 9410 | [0.11.11+] FARL 0.2.93 (Rail Layer) | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=9410 | Choumiko | Latest release:
FARL 0.2.93 Minimal required Factorio: 0.11.11
Older versions
Mod Spotlight Thanks to Xterminator
Video of FARL (0.2.5) in action (starts at ~ 20m30s) thanks to vampiricdust
Features:
Automated placement
Rails, signals, electric poles, lamps
Connect poles with red/green wires
Customizable placement
Customize positioning of electric poles, lamps and other entities with blueprints
Obstacle removal
Removes trees and stone rocks that are in the way
adds 1 raw wood per tree to cargo
Cruise control
keeps the speed at ~87km/h (full speed when not placing rails) without pressing W, deactivate by pressing S
Mod support
Support for powered rails (5dim's mod), look here how to enable it
Support for Landfill mod
Changelog
0.2.93
-root mode now requires a FARL at both ends of the train
gui works when loading a game where player is driving FARL
a debug button can be enabled in control.lua
minor fixes/rewrite
0.2.92
reenabled minimal pole placement
look for nearest signal when activated
"-root" mode added, see release notes for details
german translation
0.2.91
fixed crash with invalid pole position
0.2.9
improved placement of poles (proper rotating/mirroring, less disconnected poles)
small fixes
0.2.8
settings/blueprints are now saved per player
cleanup work, minor fixes
Older changes 0.2.7
fix error with FAT Controller
fix error when FARL gets destroyed
fix for starting on straight rails with curve in same spot
0.2.6
reduced amount of removed trees, less landfill usage
fixed wood collecting option being reversed
removed unused railprototypes 0.2.5
fixed landfills not being counted
0.2.4
option to disable collecting/droping wood
place any entity stored in blueprints
0.2.3
fix for Factorio 0.11.18
added support for Landfill mod
0.2.2
support for double headed trains
FARL locomotive doesn't have to be the first wagon/loco
0.2.1
fixed items not being removed for non vanilla wagons
0.2.0
fixed that items got removed from all wagons
update cargo when de-/activated
added ukranian translation
0.1.9
fixed error with 0.11.16
store blueprints for big/medium poles seperately
switch between big/medium poles via gui
support for powered rails (5dim's mod)
0.1.8
configure pole/lamp placement via blueprints
console commands to switch pole type, change curvedWeight
0.1.7
fixed inefficient placement of medium poles when traveling vertical/horizontal
display message when unconnected pole is placed
fixed error with red/green wires
0.1.6
localisation for gui
option to toggle minimal pole placement
option to connect poles with red/green wires
0.1.5
bugfixes
FARL can now place medium poles (toggle in settings window)
0.1.4
bugfixes
cruisecontrol decelerates the train when rail placing is activated and the train is too fast
0.1.3
deactivate cruisecontrol by pressing S
cruisecontrol runs at full speed when not laying rails
0.1.2
pick up items on ground before placing rail
improved pole placement
place lamps at poles
don't try placing rails when train is reversing
cruise control added, keeps speed at 0.4 (~87km/h)
fixed that signals were only placed when pole placement was active
fixed invalid train when (de)coupling with V/G
0.1.1
reduced max speed to ~173km/h
fixed a few errors
0.1.0
initial release | [
{
"author": "Choumiko",
"content": "New version \n \n FARL 0.2.9 \n \nChanges:\n Improved placement of poles and other entities defined in the blueprints. It shouldn't place disconnected poles anymore (was mostly when using medium poles). When selecting \"flip poles\" in the settings it will now correctly mirror along the rail instead of only rotating by 180° \nWhile it was possible in earlier versions, you can now use anything in blueprints (modded entities). Turrets, walls, etc. should all work now. Not sure how splitters/gun turrets will behave, but square entities should always work. \n\nDue to the changes the blueprints will get reset to the default layout (pole + lamp on the right side) \n \nI finally got around to starting a guide for blueprint configuration: https://forums.factorio.com/forum/vie ... 411#p75176",
"date": "2015-05-01T09:41:57+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "New version \n \n FARL 0.2.91 \n \nChanges:\n Fixed crash/error when a pole was placed and no valid position for the next one was found",
"date": "2015-05-01T12:14:48+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "New version \n \n FARL 0.2.92 \n \nChanges:\n reenabled minimal pole placement \n look for nearest signal when activated \n \"-root\" mode added, see release notes for details \n german translation, thanks to bulldog98 \n -root mode : (guess who requested that feature ) \nWhat it does: It simply removes tracks after it passed over them, basically turning FARL into a car that can place poles and lamps. \nFeatures, things to be aware of, how it works:\n \nIf you find any bugs/errors let me know, suggestions for a proper name are also welcome",
"date": "2015-07-06T09:52:33+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Choumiko",
"content": "New version \n \n FARL 0.2.93 \n \nChanges:\n -root mode now requires a FARL at both ends of the train \n gui works when loading a game where player is driving FARL \n a debug button can be enabled in control.lua \n minor fixes/rewrite",
"date": "2015-07-14T10:47:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Today I found this -root-mode. I wondered what was meant. I think it should be named \"snake mode\". https://en.wikipedia.org/wiki/Snake_%28video_game%29",
"date": "2015-07-22T22:07:42+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "From what I seen it's exploration++ mode. Especially that you can travel through any terrain and only need to watch out for filling up wagon with wood",
"date": "2015-07-22T22:32:38+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Snake mode would have the trail of rails it leaves behind increase whenever it \"eats\" something. Shouldn't be too hard to implement now. \nExploration++ is more like it. Basically it behaves like a car, without the hitting trees stuff. How does Car+ mode sound?",
"date": "2015-07-23T03:57:48+00:00",
"quotes": []
},
{
"author": "jockeril",
"content": "Why don't you just call it \"wood collector\" no, Exploration++ sounds like the best description for it. I just need to think how I would translate it in hebrew... \n \n p.s. why is the 0.12 f.a.r.l version thread locked and this is the one we post in ? shouldn't it be the other way around ?",
"date": "2015-07-23T20:39:16+00:00",
"quotes": [
{
"author": "Choumiko wrote:",
"content": ""
}
]
},
{
"author": "Choumiko",
"content": "It also places poles while in -root/exploration++/car+ mode, so not only collecting wood. Still not sure yet \n \nIdea was to have discussion here: https://forums.factorio.com/forum/vie ... =61&t=9470 and bugs here: https://forums.factorio.com/forum/vie ... =61&t=9472 \nI'll start renaming/moving threads to make it clear",
"date": "2015-07-23T21:18:10+00:00",
"quotes": [
{
"author": "jockeril wrote:",
"content": ""
}
]
}
] | 9 | 2015-04-03T16:53:13-05:00 |
forum-topic-25468 | 25468 | Bugs & FAQ - Page 195 | Angels Mods | https://forums.factorio.com/viewtopic.php?t=25468&start=3880 | KiwiHawk | Researching either Bio-plastics 1 or Swamp arboretum 1 will give you a recipe for liquid plastic. These techs both use Green science analyzers so you shouldn't be stuck!
BioPlastic.png (183.03 KiB) Viewed 3925 times
Ideally, you would only be able to research Plastics tech after researching one or the other of these two. However *OR* prerequires aren't currently possible so we invert the order and made the liquid plastic techs depend on Plastics.
I understand that this can be confusing. We've investigated other options and believe this is the best option (for now). | [
{
"author": "KiwiHawk",
"content": "I've not been able to reproduce this. Can you upload a save file please? \n \nThe Tungsten Plate sintering recipe should have been unlocked at the same time as the Tungsten powder mixture recipe.",
"date": "2024-05-19T07:57:55+00:00",
"quotes": [
{
"author": "cosstrig wrote: Sat Apr 20, 2024 9:17 am",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "Good point, thanks! I'll get this updated. \n \nThe Intelligence Repository is required to craft Tech archive 1. How have you managed to progress without crafting this? I'm confused \n \nWhile they should both should be fully playable, they aren't as polished as we would like. Some of the higher tier blocks aren't used. Some tech probably aren't using the correct tier of analyzer. The devs who were doing the work on these overhauls have been busy with IRL commitments so there haven't been too many updates for a while.",
"date": "2024-05-19T08:07:31+00:00",
"quotes": [
{
"author": "TruePoosh wrote: Wed May 15, 2024 12:23 pm",
"content": ""
},
{
"author": "TruePoosh wrote: Wed May 15, 2024 12:23 pm",
"content": ""
},
{
"author": "TruePoosh wrote: Wed May 15, 2024 12:23 pm",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "I've not been able to reproduce this. Please create a new game, save it, then upload that save file so I can investigate for you. \n \nGlad to hear that you're enjoying it! \n \n Edit: \nI've managed to reproduce the issue and have submitted a PR to SpaceMod to fix the issue. https://github.com/billbo99/SpaceMod/pull/1",
"date": "2024-05-19T08:08:58+00:00",
"quotes": [
{
"author": "Chess wrote: Thu May 16, 2024 4:07 am",
"content": ""
}
]
},
{
"author": "TruePoosh",
"content": "yes, I can craft the \"tech repository 1\" right from the beginning using the \"intelligence repository\", the problem is, tech archive 1 uses electricity, and at the start there's no access to electricity \n \nso It's mandatory to finish \"basic technology\", then I can craft \"basic laboratory 1\", which uses fuel, and thus I'm no longer tied to the \"intelligence repository\" ( because I can progress further using \"basic laboratory 1\" burning fuel ) \n \nso IMO, the tech repository 1 should use burnable fuel, or both elec + burnable \n \neither that or the tech repository should be deployable",
"date": "2024-05-20T00:02:26+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "TruePoosh",
"content": "either this is a bug/oversight, or am I missing something \n \nI need \"alien plant-life sample\" to produce \"gardens\" \n \nI need \"gardens\" to produce \"alien plant-life sample\" \n \nIf I need to keep walking around to find gardens and turn them into alien plant-life sample, the game is walking simulator now, because not even 300 hours of walking will find enough gardens to supplement all those research \n \n????????????????????? \n \nhow am I gonna get enough \"alien plant-life sample\" to research my stuff? \n \nplease help because if I'm right, this is game breaking",
"date": "2024-05-20T16:01:12+00:00",
"quotes": []
},
{
"author": "KiwiHawk",
"content": "Explore the map to find your first couple of gardens. Then you should be able to automate production of them. The following recipes (or the other biome equivalents) should be researchable without using samples \n \n \n \n SampleToGarden.png (94.56 KiB) Viewed 3795 times \n \n \n \n \n \n GardenToSample.png (68.92 KiB) Viewed 3795 times",
"date": "2024-05-21T06:47:30+00:00",
"quotes": [
{
"author": "TruePoosh wrote: Mon May 20, 2024 4:01 pm",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "By default, electricity is available at the very start of the game. My guess is that you have the Burner power phase setting from Bob's Technology mod enabled? It locks electricity behind several researches. Also adds an item \"Steam science pack\" that really should be disabled and hidden.",
"date": "2024-05-21T06:59:16+00:00",
"quotes": [
{
"author": "TruePoosh wrote: Mon May 20, 2024 12:02 am",
"content": ""
}
]
},
{
"author": "TruePoosh",
"content": "yes, I don't have electricity right away, so I use the \"intelligence repository\" to unlock lab 1, which also uses burnable \n \nmy game has steam science pack in the craftables list, I can craft them, but they are not used by anything \n \nand I can research electricity using angel's datacores/analyzers just fine \n \n--------------------------------------------------------- \n \nyeah just as I feared, well I will need a total of about 50k plant-life samples, this whole process for just about 2 samples is insane",
"date": "2024-05-21T10:55:21+00:00",
"quotes": []
},
{
"author": "TruePoosh",
"content": "btw, why is angel's exploration in alpha status? how's the difficulty compared to rampant, natural evolution, bob's enemies , death world, etc?",
"date": "2024-05-22T03:02:43+00:00",
"quotes": [
{
"author": "KiwiHawk wrote: Tue May 21, 2024 6:59 am",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "I didn't do any of the work on Exploration so can't comment too much about it sorry. The short answer is \"Because it's not finished\". There were plans to add significantly more content to it. Not sure if or when any of that will happen",
"date": "2024-05-22T06:16:11+00:00",
"quotes": [
{
"author": "TruePoosh wrote: Wed May 22, 2024 3:02 am",
"content": ""
}
]
},
{
"author": "stels9fox",
"content": "A strange three-way conflict between angelsexploration_0.3.16, Big-Monsters_1.5.0 by MFerrari and \nNatural Evolution Enemies by TheSAguy. However, Natural Evolution Enemies (Redux) by zanven does not cause this conflict. \nIt should be clarified that this conflict only appears if you run all 3 mods at the same time. Combinations of any 2 do not cause a conflict \nSince I do not know which mod exactly causes the conflict, I will write it everywhere. \nError log: \n 5.278 Loading mod angelsexploration 0.3.16 (data-final-fixes.lua) \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.281 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.284 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.284 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.284 Script @__angelsexploration__/prototypes/entities/biter-builder.lua TODO!!! \n 5.305 Error ModManager.cpp Failed to load mod \"angelsexploration\": .../1-2-x-native-houses/1-2-x-native-houses-description.lua:41: bad argument #1 of 1 to 'char' (value out of range) \nstack traceback: \n\t[C]: in function 'char' \n\t.../1-2-x-native-houses/1-2-x-native-houses-description.lua:41: in function 'create_description' \n\t...s-and-tricks/1-2-x-native-houses/1-2-x-native-houses.lua:17: in main chunk \n\t[C]: in function 'require' \n\t...oration__/prototypes/tips-and-tricks/tips-and-tricks.lua:4: in main chunk \n\t[C]: in function 'require' \n\t__angelsexploration__/data-final-fixes.lua:1: in main chunk \n 5.307 Loading mod core 0.0.0 (data.lua) \n 5.446 Checksum for core: 3215923532 \n 5.524 Error ModManager.cpp Error in assignID: recipe-category with name 'crafting' does not exist. \n \nSource: default (utility-sprites). \n 5.851 Initial atlas bitmap size is 16384 \n 5.851 Created atlas bitmap 2048x784 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] \n 5.858 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 \n 5.880 Parallel Sprite Loader initialized (threads: 15) \n 5.919 Sprites loaded \n 5.931 Generated mipmaps (5) for atlas [0] of size 2048x784 \n 5.931 Custom mipmaps uploaded (99) \n 5.937 Factorio initialised \n 5.947 Mods to disable:The following mods could not be loaded: .../1-2-x-native-houses/1-2-x-native-houses-description.lua:41: bad argument #1 of 1 to 'char' (value out of range) \nstack traceback: \n\t[C]: in function 'char' \n\t.../1-2-x-native-houses/1-2-x-native-houses-description.lua:41: in function 'create_description' \n\t...s-and-tricks/1-2-x-native-houses/1-2-x-native-houses.lua:17: in main chunk \n\t[C]: in function 'require' \n\t...oration__/prototypes/tips-and-tricks/tips-and-tricks.lua:4: in main chunk \n\t[C]: in function 'require' \n\t__angelsexploration__/data-final-fixes.lua:1: in main chunk \n \nMods to disable: \n• angelsexploration (0.3.16) \n 244.187 Info AppManager.cpp Restarting Factorio \n 244.191 Quitting: user-quit. \n 244.371 Steam API shutdown. \n 244.373 Goodbye",
"date": "2024-08-22T05:16:16+00:00",
"quotes": []
},
{
"author": "OtlichnikTop",
"content": "I found a recipe bug while playing the Seablock build. \n \nTo process 8 pieces of rubbite, you need to produce 40 units of nitric acid. This requires obtaining 5 sodium nitrate from 500 nitrogen wastewater. This amount of wastewater is obtained when processing 20 pieces of rubbite. \n \nThat is, I need to produce 20 pieces of rubbite to obtain the required amount of acid to process 8 pieces of rubbite into crystals.",
"date": "2025-01-17T13:46:40+00:00",
"quotes": []
},
{
"author": "KiwiHawk",
"content": "This is deliberate and is not a bug. You can make half of the required acid by recycling the wastewater. The other half needs a different source.",
"date": "2025-01-17T19:58:44+00:00",
"quotes": [
{
"author": "OtlichnikTop wrote: Fri Jan 17, 2025 1:46 pm",
"content": ""
}
]
}
] | 13 | 2016-03-23T17:21:46-05:00 |
forum-topic-124099 | 124099 | Quality upscaler | Show your Creations | https://forums.factorio.com/viewtopic.php?t=124099 | Dergonic | Upgrade your stuff in the easiest way possible
this blueprint allows you to upscale to legendary and / or build from basic ressources to legendary product.
Blueprint is available here : https://factoriobin.com/post/fhx9w0
How to use ? All is simple
- Paste the blueprint
- Select the item you want to produce/upgrade and the limit of them
- Connect the arithmetic combinator input to a robotport with a green wire.
You're done ! The upscaler will now start making the item in legendary quality !
Requester chests will graball the ressources needed from your logistic network.
Buffer chest is used as input to get all non-legendary item from your logistic network to convert them to legendary.
Is the top-right lamp (next to the storage box) green ? It means you reached the configured threshold
Inside explanation
All parameters are setup on the Constant combinatore
- "M" is the "M"ax item you setup on the parameters - The count where it will stop produce to spare ressources
- "B" is a limitation for the buffer chest not to over fill the belt
- "I" is a limitation of the assembler output also not to fill the belt
- "N" is for further improvement (I'd like to limit the recycling of noraml item and always keep some available)
I took the inspiration of this blueprint on internet, but it lacked limitation feature.
but cannot find the original post anymore. I'll update this post as soon as I know/remember who to credit | [] | 0 | 2024-12-09T09:40:55-06:00 |
forum-topic-127536 | 127536 | [Donion] [2.0.41] sand-decal fully covered with concrete still plays sound when walked on | Assigned | https://forums.factorio.com/viewtopic.php?t=127536 | Abkaal | Sand-decal fully covered with concrete still produces its sound.
I expected a fully covered sand to not produce any sound aside from walking on covering concrete.
In the screenshot I uncovered some parts producing sound as an example.
Additionally the sound is identical to walking on mud. It might be intentional, but I found it a bit jarring, given sand-decals look dry.
Edit: All sand-decals that I found behaved this way.
Last version I played before current was 2.0.33 and I'm quite sure it wasn't the case back then. | [] | 0 | 2025-03-15T19:20:47-05:00 |
forum-topic-116087 | 116087 | Hello World for LTN - A Beginner's Guide | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=116087 | Kyralessa | Hello World for LTN - A Beginner's Guide
In looking through LTN guides trying to figure out how the heck it works, I haven't found one that starts with the most basic setup. I don't want to start with 50 trains, or a perfectly balanced set of loading chests; I just want to get a Depot/Provider/Requester loop running.
Since that simple guide doesn't seem to exist, I've written it, and I hope it helps you get started. (If you find any mistakes, please let me know and I'll edit to fix it.)
Mods
First, enable these two mods:
LTN - Logistic Train Network
LTN Combinator Modernized
(Technically you can do everything with regular constant combinators, but LTN Combinator Modernized will make your life much easier.)
Sandbox mode
In this mode you can instantly create the items you need.
From the opening screen, choose Single Player → New Game → Sandbox.
Enable all the startup choices:
All Tech, please
Items, please [optional]
Cheat mode, please
Always day, please
Layout
We're going to make a very simple layout with 1 depot, 1 requester, and 1 provider. We'll use green wires to connect things. (Red works fine too; just make sure you use the same wire color throughout, for consistency.)
First, make a rail loop large enough to comfortably fit three stops around it.
Around the loop, place 3 Logistic Train Stops, roughly equidistant. Make sure they're all facing the same way. Name one of them Depot, one Provider, and one Requester.
Loop
Loop.png (41.1 KiB) Viewed 1130 times
You'll also need to set up a few solar panels to power your inserters.
Now let's configure the stops and the train.
Depot stop
Place an LTN Combinator near the Input (Lamp) and connect them with a green wire.
Set the LTN Combinator to Depot mode.
Depot
DepotCombinator.png (1.06 MiB) Viewed 1130 times
Train
Put a train on the tracks with one locomotive and one cargo wagon. (Make sure it faces the same way as the stops.)
Set the train's destination to the Depot, and add a 5-second inactivity condition.
The train will proceed to the Depot and stop. The Depot's light, which was green, will turn blue, indicating that the train is ready for instructions.
You don't need to set any other schedule on the train. LTN will take care of that for you.
Train at depot
TrainAtDepot.png (2.13 MiB) Viewed 1130 times
Requester stop
Place an LTN Combinator near the Input (Lamp) and connect them with a green wire.
Set the LTN Combinator to Requester mode.
Place 6 steel chests alongside where the wagon will go, with inserters on each side, to unload the wagon and then the chests.
Green-wire all the chests (and power poles where needed) to the LTN combinator.
Set the Request Stack Threshold in the LTN Combinator to 40 (one wagon load). When you do this, you'll get a warning that there's no provider. We'll fix that later.
In the LTN Combinator's Output signals section, click an empty space, and select rocket fuel. (This has a stack size of 10, which is handy so we don't have to wait all day for the wagon to load or unload.) Set the Stacks to 40. The combinator will automatically adjust this to an output signal of -400 rocket fuel. This is negative because it indicates the deficit of items at the requester stop.
(In "real life" with 6 chests and rocket fuel we'd set the output signal to -2400, or with 12 chests, -4800. We're limiting it for demo purposes.)
Requester
RequesterStop.png (3.74 MiB) Viewed 1130 times
Provider stop
Once again, place an LTN Combinator near the Input (Lamp) and connect them with a green wire.
Set the LTN Combinator to Provider mode.
Place 6 steel chests alongside where the wagon will go, with inserters on each side, this time to load the chests and then the wagon.
Green-wire all the chests (and power poles where needed) to the LTN Combinator.
Set the Provider Stack Threshold in the LTN Combinator to 40 (one wagon load). (This means this stop won't appear as a provider until there's a full wagon load to pick up.)
Provider
ProviderStop.png (5.55 MiB) Viewed 1130 times
Restocking
Now that the stops are otherwise set up, make a belt connection from the Requester to the Provider. After we deliver to the Requester, the rocket fuels will get "used up" by flowing back to the Provider to be restocked for another delivery. This lets us see LTN in action with a continuous Provider/Requester loop.
Now watch it go!
If everything is set up properly, then you should see this happen:
You'll get a notification about a delivery being scheduled.
Your train will head for the Provider and load up.
When your train goes 2 seconds without any loading activity, it'll head for the Requester.
At the Requester, your train will unload.
When finished unloading, your train heads to the Depot to wait for another delivery.
The rocket fuels are moved back to the Provider to start another cycle.
In action
DeliveryInProgress.png (4.97 MiB) Viewed 1130 times
OK, it works, but why? How?
In principle, LTN is based on train loads . A Requester requests when there's room for a full load to be delivered. A Provider only provides when there's enough material for a full load to be taken away. (You can decide how much a full train load is.)
The Provider only needs one setting: When is a full train load available? We can set this by items or stacks. Our setting of 40 stacks means that when 40 stacks or more of any (non-fluid) item are available, LTN is allowed to schedule a pickup if there's a corresponding request for that item. If fewer than 40 stacks are available, nothing will be picked up.
The Requester needs three settings:
What item do we want?
How much can we currently accept? (How much room do we have for it?)
At what deficit point should we actually deliver it?
The first two of these are both covered by our output signal of -400 rocket fuel. This indicates that (a) we want rocket fuel, and (b) we have space for 400 of them (a full train load).
Suppose we deliver 300 rocket fuel (and it doesn't get moved away immediately). That 300 rocket fuel combines with our -400 to yield a signal of -100 rocket fuel, indicating we have room for 100 more (10 stacks).
The Request Stack Threshold indicates when we should make a delivery. Remember, our Request Stack Threshold is set to 40 stacks. -100 means we only have 10 stacks free. So we won't get a delivery. If we change the Request Stack Threshold to, say, 10 stacks, then -100 (10 stacks available) is sufficient to trigger a delivery.
We could also clear the Request Stack Threshold and set the Request Threshold to 1. This means that as soon as a single rocket fuel is removed from the full chest, a delivery will be scheduled.
What if we set the Request Stack Threshold higher than the output signal's maximum (negative) amount?
Then we'll never get a delivery. This is because we'll never show a deficit as high as the Request Stack Threshold. Working with the same -400 rocket fuel baseline, suppose we set the Request Stack Threshold to 1000. Now a delivery will only be scheduled if we have a signal of -1000 rocket fuel, but this will never happen; the -400 that we've set is our limit.
In conclusion (TL;DR)
Send a train to the Depot with an inactivity timer and no other schedule .
Set the Provider Stack Threshold ("How many stacks is a full load?") and wire up its chests so it knows how many items it has.
Set the Requester Stack Threshold ("How many stacks is a full load?") and wire up its chests so it knows how many items it has.
Set the Requester output signal to show what item it wants, and the maximum it can accept (if all its chests are empty).
Have fun!
Now that you have a basic setup, you can experiment with adding more depots and trains, more item types, reconfiguring, etc. Save your game first so you have a baseline to return to if something gets snarled up.
Enjoy your new train logistics network! | [] | 0 | 2024-10-19T06:44:39-05:00 |
forum-topic-60229 | 60229 | F.A.R.L breaks with my mod "Workbench" - I may have fixed.. | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=60229 | akipfer | I was happy as i could be, u know, playing factorio and all....then u make a train, a FARL module, and bammm, error all over the screen(printed, not crash)
can anyone tell me what i need to do to fix it? any idea, direction at all would be massive help already!
FARL CODE BELOW
if farl:update(event) then
GUI.updateGui(farl)
end
That's the code
local player = game.players[event.player_index]
if event.created_entity.name == "workbench-mk1" then
link to my 1st mod https://mods.factorio.com/mod/Workbench | [
{
"author": "steinio",
"content": "What's in your on_robot_built event? \n \nLooks like farl doesn't filter out not farl things.",
"date": "2018-05-10T07:52:04+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Workbench crashes the game when a robot builts anything (unrelated to FARL). \n \nThe on_robot_built_entity doesn't contain event.player_index. Remove line 3 in your control.lua and it should be fine. The player variable you assign isn't used in the function at all",
"date": "2018-06-04T09:03:59+00:00",
"quotes": []
}
] | 2 | 2018-05-09T18:04:15-05:00 |
forum-topic-39905 | 39905 | Are there any tutorials for making scenarios? | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=39905 | ATMunn | Hello fellow Factorians!
For a little bit now I've been interested in creating scenarios for Factorio. I understand the map editor and how to use it, but all that seems to allow is essentially glorified Freeplay maps. I would like to know if there is somewhere where I can find a tutorial on actually scripting a scenario. I have a basic understanding of programming, I'm not super familiar with Lua though. (although it seems like a very simple language)
Thanks. | [
{
"author": "Adil",
"content": "Well, creating scenario is not different from performing any other act of modding. So you'd actually need the tutorial to scripting in factorio. \n \nEach scenario has its own control.lua file, which is executed when the scenario is loaded and it is that file that performs all the magic differentiating your scenario from the freeplay. \n \nIn default campaigns or scenarios are actually using the dev's written lua libraries (factorio/data/core/lualib). So, in the control.lua devs only initialize their library and register library's function as a handler to all possible events. \nYou may try to use parts of their code from default scenarios, those cover most of the possible situations. \nYou don't have to write your script in the same pattern as they do if you want. \n \nAlso, I myself don't do factorio scenarios, as there's much of other stuff of greater priority that I must\\should\\want do, but if you come up with prepared map and drawn out plot, I may help you translate that into lua.",
"date": "2017-01-15T18:46:06+00:00",
"quotes": []
},
{
"author": "ATMunn",
"content": "Okay, I see. I have tried a couple times with doing normal mods, however the tutorial on the wiki isn't up to date and I haven't found anything else that is. I might come up with a simple little map and make it in the editor, you can help me make that in Lua and I can examine the code from there and figure out what does what and hopefully be able to go from there. \n \nSidenote: Are there any up-to-date tutorials out there for mods? It's really something I'm interested in, but it gets kind of frustrating having tutorials that tell you things that only half work, you know what I mean?",
"date": "2017-01-15T21:07:50+00:00",
"quotes": []
},
{
"author": "LotA",
"content": "The only available tutorial that I know of is this one . (I actually didn't watched it) \n \nThis is for mods, a scenario has a few more restrictions : you can't edit the data.raw. Basicaly : you cannot \"create/define\" new entities, you can only use and modify the existing ones. \nIf you know a bit about programming, all you're gotta need is the api documentation \nBest way to get information is to check any lua files from the factorio directory (base files or mod files) \n \nWhat I can say about making a scenario : \n- you're \"access point\" to the game logic is via event handlers : for instance you can generate client's UIs in the \"on_player_joined_game\" then use \"on_gui_clicked\" (and then checks which button triggered the event) for more advanced UI interactions. \n- Any variables that needs to be stored (and shared among peers) shall be put in the global table : for instance, if you use a custom, variable list of whatever, you'll need to store this list as global.my_list_name \n- Avoid as much as possible the use of on_tick event as it's triggered 60 times a sec (at least move away any heavy code from there) but \n- You'll need the on_tick event whenever you need a clock or a timer \n- If you ever need to copy-paste parts of your map, then you'd better \"script it out\" using LuaSurface:create_entity/LuaSurface:set_tiles/etc because the map editor is very limited and you'll get more power doing \"everything\" through scripts (checks how supply-challenge generate its spawns... or even how RSO modifies the map resources)",
"date": "2017-01-22T13:56:26+00:00",
"quotes": []
},
{
"author": "DRY411S",
"content": "Dragging this up after so long to ask 2 related questions. \n \nIf I create a scenario packaged as a mod, so that it has code that alters data.raw AND a scenarios folder, does the data stage code run, or does the game see the scenarios folder in the mod, and ignore the data stage stuff? \n \nIf I disable the mod, does it disable the scenario?",
"date": "2020-03-20T13:00:20+00:00",
"quotes": []
}
] | 4 | 2017-01-15T10:49:04-06:00 |
forum-topic-101095 | 101095 | Factorio Forums • Add capital/tool/something like that to recipe. | TL;DR
Game could provide API for items that are needed to craft something, but don't get used in process.
What ?
I thought kovarex process and some modded recipes could benefit from that suggestion being implemented.
Right now - 40 U-235 needs to be ingredient in Kovarex provess and it returns 41 U-235. If my suggestion was implemented, the recipe would require 40 U-235 and 2 U-238 as "capital/tool" that needs to be in machine and convert 3*U-238 into 1*U-235. You don't need to throw capital away and take back again each time recipe finishes.
... I already made image, but now I think it would work cooler if only 40 U-235 was "capital" U-238 could stay as it is (5 input->2 output)
Why ?
I think it's more logical, It simplifies player builds, it simplifies code (I guess.. I think right now kovarex process is only exception that needs to work differently with productivity modules than any other recipe)...
I also don't think it would be hard to implement. Basically add array of items "capital" to recipe, if it is missing (=nil), then it would default to {} , then if there's not enough items in "capital" slot machine would be in disabled state.
I actually don't think I made compelling enough argument to convince anyone (if I read it, I wouldn't be convinced by my "why?" paragraph), but I really think it would be interesting idea, probably simplifying/opening new routes for modders. Realism-based mods could use assemblers as machine frame and then require items, like example inserters for assembling complex engines/circuits , require electro-magnet for splitting dusts recipe, etc. Right now - they would need to make separate machine for every recipe, which is .. kind of work intensive. I would for sure use this feature in my mods. | [
{
"author": "",
"content": "To be honest I don’t understand your suggestion at all",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I think he means, that recipes should have a \"catalyst\"-field/slot, (he refers to it as capital). The idea being, you should be placing some item into the assembler, for it to work, like a module.",
"date": "",
"quotes": [
{
"author": "ickputzdirwech wrote: Sun Jan 02, 2022 10:56 am",
"content": ""
}
]
},
{
"author": "",
"content": "Ah yes, thank you. Now it makes sense to me.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Can’t modders achieve this affect with the multiple results and probabilities and all of that?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Is IMHO already implemented and is called “modules”. The only thing missing is, that modules can be directly inserted by inserters into module slots.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Or simply add those items to the machines construction recipe. It's not the same, but pretty close. \n \nThe Kovarex process would be pretty boring, though",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yeah, that way becomes even closer with de-crafting mods like https://mods.factorio.com/mod/SchallUncraft . One exception : fluids.",
"date": "",
"quotes": []
}
] | 7 | ||||
forum-topic-79023 | 79023 | Cliff deconstruction is broken | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=79023 | elifyinght | TL;DR
Stop pesky robots removing my cliffs without permission.
I feel this is almost a bug.
What ?
I don't really care how you fix it.
Perhaps allowing the default deconstruction planner to be customized and using that whenever placing a blueprint or ghost would provide enough flexibility around the new behavior.
Why ?
Cliffs are a strategic resource.
Like many people cliffs have frustrated my efforts to build the ultimate factory. But while much of the time they get in the way of our factories they are also essential as fortified barriers.
The recent (0.17 branch) changes to the cliffs, deconstruction planner, and construction bots leave cliffs as little more than an annoyance. Placing any ghost marks cliffs for deconstruction. While this is a great feature cliffs can no longer be integrated into a wall. While walls can still be manually placed alongside a cliff with no risk of destroying them when you have construction bots you are going to be using those to place walls via blueprint or ghost. In these cases running the wall up to the cliff is almost certain to mark the cliff for destruction. I love the way cliffs break up the open space; but, given the inconvenience cliffs present and the lack of benefits there seems little point in turning them on.
The deconstruction planner allows for a custom deconstruction planner to be set to ignore cliffs. Custom deconstruction planners cannot be used when placing blueprints or ghosts. As such this offers little help.
Blueprints do not allow adjusting objects to remove when something is built over the top of something. So cliff removal cannot be disabled here.
I have looked for another shortcut or modifier key to change the way things are marked for removal when placing a blueprint. This has turned up nothing.
Global options don’t allow customizing what is automatically deconstructed.
While these changes should be little more than an inconvenience, I have found the issue ruins enough cliffs that I have avoided playing much of 0.17. | [
{
"author": "PyroFire",
"content": "Put a deconstruction planner in your inventory then right click on it.",
"date": "2019-12-16T15:43:21+00:00",
"quotes": [
{
"author": "elifyinght wrote: Mon Dec 16, 2019 11:48 am",
"content": ""
}
]
},
{
"author": "",
"content": "Yes. Or press shift while deconstruction. And besides that: cliffs are only strategic in the first third of a game, after that they become most times more annoying than helpful.",
"date": "2019-12-16T15:59:02+00:00",
"quotes": []
},
{
"author": "urza99814",
"content": "I think OP has a decent suggestion really. It's very common for me to have a bunch of random cliffs marked for deconstruction that I don't actually want deconstructed...and then as I walk around I end up losing cliff explosives that I might be intending for something else. \n \nI try to build an outpost... But there's cliffs in the way and I have no explosives. But it doesn't matter, because the cliffs are only blocking walls and cliffs ARE walls. The problem is that I still can't place the outpost blueprint without the cliffs being marked for destruction, even though I can't and don't want to destroy them. And then the next time I walk past that area carrying cliff explosives for some other task, they all get deployed and I have to go get more. Plus there's a bunch of deconstruction orders cluttering up the map. \n \nAND...since cliff explosives don't tend to be used in large enough quantities to bother automating it, they're far less likely to be in the logistics network. Which means if you have this problem somewhere with roboport coverage, the limitation on the number of concurrent orders means any large building projects also get delayed until the erroneous destruction order gets cleared somehow.",
"date": "2019-12-16T20:21:14+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "If you want I could try to make a mod that prevents cliffs being destroyable by bots. I'd have to try some things, because strangely there's not an event raised when a character used a blueprint... I'd have to check if \"on_marked_for_deconstruction\" triggers for ghost-placing. \n \nEdit: I'm going to make it. I need to do an errand first but when I get back, it shouldn't take long to do the testing and make the mod if it's possible.",
"date": "2019-12-16T21:23:54+00:00",
"quotes": []
},
{
"author": "conn11",
"content": "This is only symptomatic, you can come up with myriads of scenarios where one might want a actual deconstruction planner in a blueprint. Rather then a specific solution for very specific problems and the inherent danger of overclutting the UI or nowbody knowing about them, a much more major and broader approch is needed. \nLike putting custom deconstruction planners into bluprints. But it's certainly not limited to that. The whole system needs a good boost of flexibility. \nNot exactly a new branch of suggestions, exemplary two more of the more recent in the general direction: \n \nyour own ssilk for programmable blueprints: \n viewtopic.php?f=6&t=76499&p=460740#p460740 \n \nand a somewhat related: more flexibility in blueprints, by more advanced editing from mrvn: \n viewtopic.php?f=6&t=52798&p=464792#p464792 \n \nI compare it to the circuit network, rather than having pages of special combinators with very small applications, we have very few, from which most of the desired functions can be set up. \nThe benefit is the same as it would be for blueprints, keeping the system simple for beginners and small tasks but also giving the optional possibility for complex an very specific designs.",
"date": "2019-12-16T22:11:08+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "While this doesn't directly address the OP's request, there is a workaround that I use extensively. \n \n When placing a blueprint in an area that you may wish to preserve some of the landscape, switch off your personal roboport, or, if the area is covered by a static roboport, temporarily disable it. \n Place the blueprint. \n Select the standard deconstruction planner from the toolbar or ALT+D \n Shift click each object you do not wish to be deconstructed. (It's not instantaneous, so hold the click for a short while) \n \nThis allows the removal of any objects from the deconstruction queue, then it's just a matter of letting your personal robots get to work, or enable the house robots via the logistics network as usual. \n \nYes it's a little more work, but this is the cost of having ground clearance automated by default as I would imagine many people would prefer. I would suggest that any \"automatic\" solution offered will not suit everybody's playstyle, no matter how many myriad options are made available. \n \n[Edit to Add] \nAfter looking at it again, the lack of instantaneousness is due the deconstruction planner cancel also working as an area selection. This would allow several objects to be excluded from the the queue. I must have been moving the pointer a fraction to select individual objects, which is still viable for fine grained removal of course. \n \nSee this topic where whitelist/blacklist filters in construction planner are being discussed \n viewtopic.php?f=6&t=78843",
"date": "2019-12-16T23:46:33+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "Okay, so on_nth_tick is not behaving as expected. I should've known",
"date": "2019-12-17T00:43:55+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "Alright, here we go: \n \n https://drive.google.com/open?id=1cSNYT ... VtHGMTQKI7 \n \nGive that a spin. I'll play with it a few more minutes and upload to the mod portal if it's working as I expect. Any discussions can be sent there. It'll be called \"Bots Ignore Cliffs\" if I name it properly \n \nEdit: I'm actually going to name it \"blueprints ignore cliffs\". I probably need a few minutes because I want to only do it when a blueprint is in the player's hand, and not always. \n \nWait... a deconstruction planner is a blueprint set-up??? \n \nIt's not a bug it's a feature. \"No Cliff Deconstruction\" is the new name. I'll figure it out and add a setting later.",
"date": "2019-12-17T01:16:50+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "Found the bug. Decon planner can deconstruct cliffs now, blueprints and copy-paste work as expected. \n \n https://mods.factorio.com/mod/NoCliffDeconstruction",
"date": "2019-12-17T01:46:25+00:00",
"quotes": []
},
{
"author": "elifyinght",
"content": "To clarify my concern I would like to not deconstruct cliffs when constructing other blueprints. The most common scenario for me is when using a blueprint to place walls - or some other defensive structure. \n \nThe deconstruction planner on it's own works as expected. I can disable deconstruction of cliffs without an issue in the planner. Nice as this is it's not helping me place my walls.",
"date": "2019-12-18T08:56:21+00:00",
"quotes": [
{
"author": "PyroFire wrote: Mon Dec 16, 2019 3:43 pm",
"content": ""
},
{
"author": "elifyinght wrote: Mon Dec 16, 2019 11:48 am",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "While playing IR the only solution i found works well is to stragegically not carry any cliff explosives around in my inventory. For base construction you could try to put them into a logistic chest that is only in range of a single roboport - and disable that roboport via a power switch when you don't want your base bots to deconstruct cliffs. It's a bit annoying to manage and you still have to manually un-mark cliffs accidentially marked. :| \n \nA seperate cliff deconstruction (or never-deconstruct-these-) planner would clutter the interface so i'm not sure what a \"proper\" solution would be.",
"date": "2019-12-18T09:07:25+00:00",
"quotes": []
},
{
"author": "elifyinght",
"content": "Constructing via blueprint is the issue - not using the deconstruction tools. \n \nThe strategic value of cliffs is their indestructibility. No matter what stage of the game you are in infallible barriers are useful. Walls can take a battering but at the cost of constant repairs and replacement. I would rather take the option that requires no maintenance.",
"date": "2019-12-18T09:13:35+00:00",
"quotes": [
{
"author": "ssilk wrote: Mon Dec 16, 2019 3:59 pm",
"content": ""
}
]
},
{
"author": "elifyinght",
"content": "The workaround is a decent suggestion; but, it does not help me much. Most of my construction planning is far away from my character. The areas I'm constructing in are already covered by a robotics network which I cannot disable remotely. I can deconstruct the roboports; but, it's a pain. And then I have to rebuild them.",
"date": "2019-12-18T09:32:52+00:00",
"quotes": [
{
"author": "Squelch wrote: Mon Dec 16, 2019 11:46 pm",
"content": ""
}
]
},
{
"author": "elifyinght",
"content": "Agreed - this is by far the closest to a usable workaround I have seen. \n \nSomehow, despite my best efforts, I end up eventually dropping cliff explosives somewhere my construction robots can get their actuators on them. Unmarking marked cliffs is a painful process and can easily result in some cliffs being missed. \n \nStill the best workaround.",
"date": "2019-12-18T09:45:29+00:00",
"quotes": [
{
"author": "eradicator wrote: Wed Dec 18, 2019 9:07 am",
"content": ""
}
]
},
{
"author": "elifyinght",
"content": "Great idea - and very quick. \n \nI will give it a go.",
"date": "2019-12-18T09:49:15+00:00",
"quotes": [
{
"author": "Honktown wrote: Tue Dec 17, 2019 1:46 am",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "I see, yes that is a frustration, and I hadn't considered that use case as I have grown so used to having to be on location in these situations. \n \nThe caveat there is that even if a roboport has its power cut, it retains residual power that needs to be depleted before it becomes inactive. I have tried this method too, but found it just as frustrating to manage, so travelling to the site is what I have chosen to resort to. \n \nDo have a look at this other suggestion made a few days before this. \n Deconstruction in blueprints \nIf implemented, would surely meet all of these requirements? I would hazard a guess that technically, this current topic is a duplicate. \n \nIt feels like the blueprint planner still needs refinements such as this, and I hope there is still work in progress. In the meantime, Mods can be called on. While I haven't tried @Honktown's mod yet, I think it's brilliant that there are players that can do this, and have the tools provided to make such changes.",
"date": "2019-12-18T11:40:25+00:00",
"quotes": [
{
"author": "elifyinght wrote: Wed Dec 18, 2019 9:32 am",
"content": ""
},
{
"author": "eradicator wrote: Wed Dec 18, 2019 9:07 am",
"content": ""
}
]
},
{
"author": "elifyinght",
"content": "Roboport charge is definitely another spanner in the works of the disable roboport workaround. \n \nI agree - should the suggestion Deconstruction in blueprints be implemented it would be a suitable solution to my issue. That would make this a duplicate.",
"date": "2019-12-18T12:27:46+00:00",
"quotes": [
{
"author": "Squelch wrote: Wed Dec 18, 2019 11:40 am",
"content": ""
}
]
}
] | 17 | 2019-12-16T05:48:23-06:00 |
forum-topic-117595 | 117595 | [raiguard] [2.0.11] Slowdown after game save, UPS drops from 60 -> 30 | Pending | https://forums.factorio.com/viewtopic.php?t=117595 | sukano1 | On nearly _all_ game saves, both automatic or manual, the game becomes noticably slower:
Debug view shows UPS goes down to 30 from 60 (FPS remains fixed 30).
Workaround: What does help is switching to map view with 'm', after which UPS returns to 60.
In rare cases reloading the savegame is necessary.
This has happened to me since the pristine install of Factorio SpaceAge since 2.09.
No savegames from previous versions were copied, running a fresh game.
OS: Linux
CPU: 7840U / 32GB 780M 1GB (will try to increase VRAM, but previous 1.x versions ran fine on the same machine)
EDIT: Increasing VRAM to 4GB seemed to improve the situation somewhat on recent 2.0.14, but with first space stations and a second base it feels like this bug occurs more often again, albeit no longer on every save but maybe every 10th? | [
{
"author": "",
"content": "If this is still happening, could you try switching to wayland in the graphics settings and see if that improves performance? \n \nI don't expect it to make much of a difference but it's worth trying.",
"date": "2025-01-22T01:22:39+00:00",
"quotes": []
},
{
"author": "sukano1",
"content": "Forgot to post a further update, sorry: \nThe slowdowns have already been fixed in one of the previous releases, apparently \nThey only happen very sporadically now, and require no reload so this issue might as well be closed. \nThanks for catching up, though!",
"date": "2025-01-22T07:09:23+00:00",
"quotes": []
}
] | 2 | 2024-10-26T04:22:32-05:00 |
forum-topic-116302 | 116302 | LTN and Factorio 2.0 | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=116302 | Sopenas | Hi,
have anyone tested out how LTN works on 2.0? Even with train improvements (interrupts) in factorio I think LTN provides much better experience. | [
{
"author": "Arcane_7",
"content": "Also curious",
"date": "2024-10-23T07:03:06+00:00",
"quotes": []
},
{
"author": "Freitagabend",
"content": "I started the first space age and opened a transformed save game from 1.1 - and LTN was removed and is not working/available in Factorio 2.0/Space Age. \nWas experimenting with the interrups but not really straight forward. Would be happy to have my LTN back !",
"date": "2024-10-23T09:13:08+00:00",
"quotes": []
},
{
"author": "SturmDrache",
"content": "Hello there \nWill there be an update for 2.x ? Missing the mod after few hours without it!",
"date": "2024-10-23T10:05:09+00:00",
"quotes": []
},
{
"author": "MassTransit",
"content": "Hi, \nWill we see an update for Factorio v2 for this amazing mod?",
"date": "2024-10-23T10:24:52+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged several requests to update LTN for 2.0. Seriously guys, those 3 threads were just one above the other T_T",
"date": "2024-10-23T11:45:57+00:00",
"quotes": []
},
{
"author": "mariari",
"content": "Hello, there has been a short discussion on the project's Github page regarding this, and unfortunately this mod will not get updated by the original author. I thought about porting it to the new version myself, but there is at least one other mod which provides similar functionality (Project Cybersyn), so while updating LTN would be nice for our old saves, it isn't worth the effort.",
"date": "2024-10-23T13:45:03+00:00",
"quotes": []
},
{
"author": "Diablo",
"content": "Hi, \n \nI was wondering/hoping if there is going to be an update for LTN to work with 2.0? \nStill the best train automation mod out there and I would love to keep using it if possible. \n \nThanks in advance.",
"date": "2024-10-23T16:21:00+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into the thread just 1 line above.",
"date": "2024-10-23T17:25:25+00:00",
"quotes": []
},
{
"author": "cylarc",
"content": "I've been spending some time trying to replicate LTN with inturrupts, and am decently close, but can't quite get there! Any help would be appreciated. \n \n viewtopic.php?p=623712#p623712",
"date": "2024-10-23T18:18:04+00:00",
"quotes": []
},
{
"author": "maciekish",
"content": "I tried Cybersyn, while it does replicate some of LTNs functionaly, it's not very useful as it does not seem to support filling a station to more than 2 trains worth of resources. I'm planning a mega rail base and if i can't have more than 2 trains dispatched to the same station at one time, it will be starved for resources most of the time. Ie by the time the 2 trains have arrived, there is room for 2-3 more trains but those don't get dispatched until the first 2 have unloaded -.-",
"date": "2024-10-26T12:38:02+00:00",
"quotes": [
{
"author": "mariari wrote: Wed Oct 23, 2024 1:45 pm",
"content": ""
}
]
},
{
"author": "Diablo",
"content": "Working on it (updating LTN), not estimating a finish date. Will post here probably.",
"date": "2024-10-26T13:09:55+00:00",
"quotes": []
},
{
"author": "maciekish",
"content": "Awesome!",
"date": "2024-10-26T13:12:10+00:00",
"quotes": [
{
"author": "Diablo wrote: Sat Oct 26, 2024 1:09 pm",
"content": ""
}
]
},
{
"author": "mariari",
"content": "Thank you for your effort! Please just note that LTN's license is not \"open source\" and rather restrictive, and while I don't think any problems regarding that will arise, contacting the original mod author to sort out any questions regarding distribution or other things is probably not a bad idea. Good luck!",
"date": "2024-10-26T13:30:14+00:00",
"quotes": [
{
"author": "Diablo wrote: Sat Oct 26, 2024 1:09 pm",
"content": ""
}
]
},
{
"author": "Diablo",
"content": "Thanks for the info, I'll see if I can get it working first and then contact Optera about that.",
"date": "2024-10-26T13:32:00+00:00",
"quotes": [
{
"author": "mariari wrote: Sat Oct 26, 2024 1:30 pm",
"content": ""
}
]
},
{
"author": "Charon18@yandex.ru",
"content": "How is work with LTN progressing?",
"date": "2024-10-29T12:32:20+00:00",
"quotes": []
},
{
"author": "zhuying",
"content": "10-31-2024, 05-12-25.png (94.79 KiB) Viewed 11639 times \n \n \n\nDidn't you see that they said they won't update it? LTN is the most fun mod in this game. It would be a shame if they don't update it. . .",
"date": "2024-10-30T21:14:34+00:00",
"quotes": [
{
"author": "mariari wrote: Wed Oct 23, 2024 1:45 pm",
"content": ""
}
]
},
{
"author": "Diablo",
"content": "Slowly, but making progress.",
"date": "2024-10-30T23:51:49+00:00",
"quotes": [
{
"author": "Charon18@yandex.ru wrote: Tue Oct 29, 2024 12:32 pm",
"content": ""
}
]
},
{
"author": "Charon18@yandex.ru",
"content": "I hope that everything will work out, because the analogue of Project Cybersyn is not very convenient as LTN",
"date": "2024-10-31T05:31:58+00:00",
"quotes": []
},
{
"author": "Sopenas",
"content": "I hope you will manage to update it. This is the best factorio mod",
"date": "2024-11-02T11:36:53+00:00",
"quotes": [
{
"author": "Diablo wrote: Wed Oct 30, 2024 11:51 pm",
"content": ""
},
{
"author": "Charon18@yandex.ru wrote: Tue Oct 29, 2024 12:32 pm",
"content": ""
}
]
}
] | 19 | 2024-10-21T11:10:05-05:00 |
forum-topic-118755 | 118755 | GPU Usage at 100% Since 2.0.10 | Technical Help | https://forums.factorio.com/viewtopic.php?t=118755 | Buster9990 | While my GPU is certainly not very great (Nvidia MX 130) it used to give me a stable 60FPS, even after the 2.0 update.
However, after one of the patches, it suddenly got so much worse somehow? Now it is very unstable jumping from 15-25 frames, despite the UPS still being normal?
My CPU sits at 20% usage, GPU at 100%, RAM usage is at 9/16GB and VRAM 0.5/2GB while running Fatorio.
I'm running the game on reduced graphics settings too.
Is there a way to fix this, or will it be fixed in later versions? | [
{
"author": "",
"content": "Please help us debug by providing us with a log file and ideally also a save.",
"date": "2024-10-31T10:55:44+00:00",
"quotes": []
},
{
"author": "Buster9990",
"content": "I created a new account just for this, so by the time the topic got approved, I fixed the problem. \n \nI needed to refresh my graphics driver. Windows shortcut is Win+Ctr+Shift+B. \n \nFor some reason, restarting the laptop didn't fix it, but it is what it is. \nThanks for trying to help!",
"date": "2024-10-31T11:42:10+00:00",
"quotes": []
}
] | 2 | 2024-10-31T02:08:26-05:00 |
forum-topic-96646 | 96646 | Allow for vertical progress bar GUIs | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=96646 | Techfish3000 | The progress bar next to modular armor has a vertical progress bar for a battery indicator, but I can't seem to emulate that via mods.
just maybe in a progressbar_style table add an optional field called direction that changes what direction it faces.
https://imgur.com/a/oGOvq1D | [] | 0 | 2021-03-04T02:18:03-06:00 |
forum-topic-127514 | 127514 | setting requests to ship based on ckt ? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127514 | Eternal | Ahoy,
Anyone knows how to set up requests to ships based on ckt conditions?
my dilema:
I programed my prometheum ships on full auto, going to Aquilo getting power cells and chips, then go fill up storage, and come back to Nauvis orbit and start making science. all piorfect there.
now... in Nauvis orbit it requests 500 bitter eggs, and stays there till it has less than 25 promethian ore and all manufactured science has been thrown to Nauvis, so it keeps requesting eggs to always have 500... and i have a programed inserter to throw all eggs into space when im less than 25 ores or less than 1 chip. Issue is it always requesting eggs, so even after ship is ready to start another cycle it still requests for another load of eggs, aka, it wont go away till it has 500 eggs to throw to space after...thats if it manages to leave before inserter starts venting eggs into space then it pends another 500 eggs.... im outta eggs for other ships...
so what i need is to somehow control that eggs request with some conditions....
i made this example with a requester chest and a decider, but the ship doesn't have that "accept ckt requests" like the requester chest has.
Thanks | [
{
"author": "trancexpress",
"content": "My inserter throws away eggs only if the destination planet is not Nauvis. So when I get the last egg shipment, they are not used (not enough prometheum chunks), the platform starts going to the next planet, the inserter starts removing the eggs.",
"date": "2025-03-15T09:03:52+00:00",
"quotes": []
},
{
"author": "Eternal",
"content": "consider it done....",
"date": "2025-03-15T09:31:11+00:00",
"quotes": [
{
"author": "trancexpress wrote: Sat Mar 15, 2025 9:03 am",
"content": ""
}
]
},
{
"author": "trancexpress",
"content": "Just make sure your platform doesnt get stuck on Nauvis due to some condition, or else the eggs start to hatch. I have laser turrets in reach and the platform produces repair packs, so even in this case its OK... but the platform will consume eggs for no reason.",
"date": "2025-03-15T17:06:50+00:00",
"quotes": [
{
"author": "Eternal wrote: Sat Mar 15, 2025 9:31 am",
"content": ""
}
]
},
{
"author": "Eternal",
"content": "ye ye , i have also lasers there to delete the hatching ones from the science building...i haven't figured yet a...decent way to remove those eggs, so its party time there from time to time :D:D \n \nthe thing that was keeping ships sometimes stuck in a loop at Nauvis was the issue you solved for me. Thx \n \nbut still, we need more code... we need ways to program the requests in the ship",
"date": "2025-03-15T19:05:03+00:00",
"quotes": [
{
"author": "trancexpress wrote: Sat Mar 15, 2025 5:06 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "If you’re OK with Mods, the Logistic Group Combinator does exactly what it says on the label - turns a Signal into a Logistic Group setting that you can use on a Platform Hub, or another normal Constant Combinator. \n \nI have been experimenting with using a “semaphore item” that is only available in 1 place at a time (with Timers to destroy it or return it to the ground) as well as Interrupts to try to pass (1 bit of) Information between Platforms, and thus control which one is parked at Nauvis to receive Biter Eggs. I haven’t found a lock-free solution yet \n \n \nUse the “Read contents” feature of the Cryoplant; setup a Bulk Inserter with a Stack Size matching the number of ingredients; ONLY once everything else is ready (and there are 0 eggs counted). The machine will sometimes slow down while Waiting for Ingredients; but that is easier to add more machines than leaving Eggs in there to spoil. Leave the unused Eggs on a belt, which can have another Condition to send them out to Space every few minutes. \n \nGood Luck!",
"date": "2025-03-15T23:03:08+00:00",
"quotes": [
{
"author": "Eternal wrote: Sat Mar 15, 2025 7:05 pm",
"content": ""
}
]
},
{
"author": "Mr Wednesday",
"content": "If you can make the science quickly enough (within the spoil window of the eggs), there's no need to do it (or all of it) in Nauvis orbit. Prometheum science doesn't spoil, so you can keep it in the platform hub until you get back to Nauvis. If you head back out from Nauvis with chunks left to process (maybe on a condition based on quantity of chunks), then you can keep the condition of tossing eggs once you run out of chunks. \n \nMy current promethium ship does all of its science production in transit. It grabs more than enough eggs to process its entire chunk load and heads back out immediately.",
"date": "2025-03-16T05:30:52+00:00",
"quotes": []
}
] | 6 | 2025-03-15T03:01:53-05:00 |
forum-topic-123950 | 123950 | Suggestions for integrating YI with Space Age | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=123950 | DrSuperEvil | The Youki Industries mod(s) currently does not have support for Space Age. As the expansion adds several new features, there is the potential for YI to use the new features and include additional content. This thread is for people to post their ideas and suggestions for what could be added to make YI fit into SA without changing the overall playstyle of the mod.
Here are my suggestions:
Given the new Foundry steel recipe with a conversion ratio of 1.33 iron ore to 1 steel, the Youki variant made in the Frank & Peppe Industrial Smelter needs to be rebalanced as it currently has a conversion ratio of 3.88:1 and the production chain has less opportunity to benefit from productivity modules.
The Youki plastic from unicomp and steel with heat storage block recipes should also benefit from the productivity enhancing technologies for those resources.
There is the potential of adding foundry variants of the F4 and N7 processing chain using some calcite to make molten F4 and N7 which could then be used to directly produce N4 Pellets, N4, Compressed F4, Charged F-C, Orange Stuff, Reinforced Gear, Durotal Structure Element, Pressure Proof Element, D-Z Wafer, Plated Heat Exchanger, Supra Conductive Coil, Conductive Wire, Bullet Case, N4 Pipes and Green Pipes. Additionally the recipes for Iron Housing, Empty Can, A2 Pipes, Youki belts and YI Mining Drills could also be added to the foundry.
The Electromagnetic plant would be a good candidate for adding the Electric Structure, B-YI-MCFB, M68K Chip, I286 Chip, Supra Conductive Coil, Conductive Wire, YI-Energy accumulators and solar panels, Youki modules, Youki power poles, Wired Capacitor Component, Weapon Energy Cartridge, E-Motor-Winding and the small medium and large electric MF generators.
Most of the Youki Liquids recipes and Green Lube for the chemical plant could also be added to the Biochamber and Cyrogenics facility in varying combinations.
The Biochamber might benefit from there being a recipe to convert Slurry into Nutrients with a low efficiency and to be able to produce the Forage Typ recipes, Trifitan, Organic Compost, Vegetable Oil, Rabio and Industrial Vugar recipes.
It would be nice if there were Youki alternative recipes to make Jellynut and Yumako. This could potentially be done using a DNA-Splicer with Production Science, Spliced Zells, Nature Signs and either Lubricant or Plastic to make the initial seeds (assuming the player does not just import them) while growing them could be a slow Framed Farm recipe using Organic Compost, Liquid Unicomp, Nutrients, Industrial Vugar and copper or iron ore. Alternatively they could be a Trade Node/Laika Gate recipe in exchange for packages involving PT-ishys, Smoked Ji-Ribu-s or Nature Signs along with the normal Merchant Sign toxicity.
The variety of canned food trades for the Trade Node/Laika Gate could be expanded to include Metallurgic Science, Agricultural Science, Electromagnetic Science and Cryogenic Science using various unused combinations of Verotin, Chitrotin, Fish, Alien Blood, Ommtrinit, Cooking Meat, Vegetable Oil, Yumako and/or Jellynut products, Bioflux and Biter Eggs. To make the Prometheum Science packs slightly challenging there should be a trade which delivers promethium asteroid chunks which then need to get launched into orbit 10 at a time. Use of Gleba ingredients and Biter Eggs should probably be focused more on the later tier science exchanges.
3 tiers of a Youki quality module should be introduced with t1 and t2 having the same costs as the other Youki modules of their respective tier and T3 requiring Organicum Ferrum (not used by most Youki players currently), Transmuted Quantrium and a large number of Merchant Signs or Reputation. Function wise It should either be a highball slightly better than regular quality but no speed penalty in exchange for a heafty energy use penalty (+300%?) or it is a trash tier speed module able to be put in beacons with a minor quality boost but can get to high numbers through stacking.
Addition of an Organic Compost to Spoilage recipe might be useful for T3 efficiency modules.
The Cimota Restructor should be able to turn unicomp into Calcite, Tungsten and Holmium ore along with the three unique Aquilo fluids and vice versa. This could be tech locked or progress locked to prevent early access to some bonuses. Also given the relative rarities, the amount of unicomp per ore could be adjusted like uranium so that 1x holmium ore is equivalent to 5 unicomp while tungsten has 4 ore per unicomp to adjust for mining speed.
Like regular Youki the manufacturing progress should be orthogonal to vanilla progression using minimal vanilla resources for intermediates. That way the early Youki Cimota science packs are an inefficient compromise to progress to Space Science while the long term investment in the YI Agronomie infrastructure allows for more efficient science pack yields than the regular recipes but should not undercut players being able to get to the world in the first place.
Addition of a lower damage but wider splash/fragmentation area damage rail gun ammo might be beneficial.
The Youki player equipment power source is now only middle tier with the new Portable Fusion Reactor. Maybe consider a MK2? Maybe require a few Quantrium Reactors and a load of Instable Quantrium in the crafting.
Update the "New Year" monuments to 2024-2025 or add a newer one?
Youki filter inserters (S.I. Prototype 41) are obsolete and there is a need for ones with the new belt stacking trait.
Potentially add washer recipes to make purified holmium and tungsten along with corresponding recipes to make their plate equivalent products. This could add a small inbuilt productivity bonus and would allow quality holmium ore to progress to quality plate. As an input fluid Sulphuric Acid would be more appropriate than water but with the same contaminated water output.
There is a potential to add a lower range but higher fire rate YI Railgun. An appropriate name will need to be thought of.
Although niche there could be a YI lightning rod for Fulgora that uses YI crafting materials and has a larger collection range/efficiency (relative to the lightning collector) but no internal energy storage.
An alternative Foundation recipe using Durotal or Hardic Walls, Infused Mud and a load of Slag as an ingredient would be convenient.
The YI belts will need rebalancing. Currently the T1 is an intermediate between red and blue but has longer range undergrounds and the T2 was pretty much what turbo is now. Given the high cost of Special Sheet Metal they probably should be upgraded to a tier above Turbo belts as far as efficiency goes.
Weapon Energy Cartridge and Plasma Capsule damage needs to be linked into the tech tree (potential bug).
YI gun turrets need to gain a damage boost from the bullet damage research (potential bug).
Potentially add a prometheum asteroid chunk to Unicomp SA crusher recipe.
Add a plasma producing recipe for the Quantrium Reactor.
Potentially add a YI recycler that has no/reduced losses and an extra module slot but is fuelled by liquid unicomp (non trivial amounts)?
Potentially add Unicomp pipes for plasma flow or upgrade A2 pipes?
Potentially add a T4 Youki circuit that uses 100 of all token types as a high end crafting intermediate?
Add a cargo bay using Youki materials with a slightly larger capacity or smaller footprint.
Potentially add a YI asteroid harvester with a larger footprint, narrower but longer collection field but has base productivity or can directly pickup medium asteroids for 6 chunks?
Potentially add Liquid Unicomp and Plasma or Hydroitin consuming thrusters with high thrust for late game?
There is the opportunity for Tesla ammo variants incorporating Youki intermediates with different damage types, fork chances and splash damage radii.
Given the Vulcanus theme of near infinite resources there should be a low efficiency Cimota Restructor recipe for converting Lava into Unicomp (joke recipe).
Maybe add a fuel type compatible with Fusion reactors made in the Fusion Fuel Mixer from MX-C Fusion Fuels, Graphite Containment and Fuel Cell C after a Rheinsburg Reactor/Washer chain? | [] | 0 | 2024-12-07T06:07:14-06:00 |
forum-topic-117768 | 117768 | [raiguard][2.0.11] LuaEntity::get_fluid returns wrong value | Not a bug | https://forums.factorio.com/viewtopic.php?t=117768 | hgschmie | Consider this storage tank:
Screenshot 2024-10-26 at 14.23.55.png (1.88 MiB) Viewed 475 times
Calling `get_fluid(1)` on the entity returns 26,000, not 25,000 :
Screenshot 2024-10-26 at 14.26.06.png (216.51 KiB) Viewed 475 times
It seems that the call returns the contents of the pipeline, not of the storage tank. | [
{
"author": "przemo1232",
"content": "Same thing happens when calling fluidbox methods, entity.fluidbox.get_capacity(1) for example returns the capacity of the entire pipeline. \nSimilarly, setting the entity.fluidbox[1] field sets the amount for the entire pipeline instead of just the entity's fluidbox",
"date": "2024-10-29T19:05:12+00:00",
"quotes": []
},
{
"author": "",
"content": "This is correct. The fluid buffer of the entity is merged with the segment, so it reports the segment values.",
"date": "2025-01-23T21:35:27+00:00",
"quotes": []
},
{
"author": "hgschmie",
"content": "Thanks for the explanation! \n \nHow does one determine how much fluid is inside an entity? It seems that any call only returns the amount in the whole fluidbox.",
"date": "2025-01-24T20:16:31+00:00",
"quotes": []
},
{
"author": "",
"content": "Fluids are no longer owned by a given entity so what you're seeing is the actual fluid \"in the entity\" (all of it). If you want to know what percentage of the fluid in the merged fluid segment you can compare the total segment capacity against the capacity of the specific entity.",
"date": "2025-01-26T20:06:55+00:00",
"quotes": []
}
] | 4 | 2024-10-26T16:28:53-05:00 |
forum-topic-127325 | 127325 | FluidEnergySource additional fields | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127325 | KilJaeden | 1- there should be a temperature settings to allow temperature-based power generation, including min/max temp, base (at min temp) and per-degree energy amounts (like 100J perliquid at base temp and 5J per additional temperature degree per liquid unit)
2- instead of a single fluidbox input, the API should allow two arrays of input and output fluid boxes, allowing to consume and produce multiple liquids at different rates
3- steam engine/steam turbine/fusion generator/thrusters could be changed to use the updated fluid energy source | [
{
"author": "MrSmoothieHuman",
"content": "+1 on it all, but i'd absolutely love even just the first one being actually implemented",
"date": "2025-03-07T16:42:28+00:00",
"quotes": []
}
] | 1 | 2025-03-07T09:45:51-06:00 |
forum-topic-87175 | 87175 | Hornwitser's Python Scripts (desync diff/.dat parse/multi instance) | Development tools | https://forums.factorio.com/viewtopic.php?t=87175 | Hornwitser | I've made some open source Python scripts for helping with diffing desync reports, inspecting .dat files (not level.dat) and running multiple instances of Factorio on Windows from the same installation.
Of these tools the desync differ is probably the most interesting one. You can install it (and all the other tools) with the following command on Windows:
> py -m pip install --user --upgrade hornwitser.factorio_tools
Then run it against a desync report with:
> py -m hornwitser.factorio_tools desync path\to\desync-report.zip
This gives an output similar to the sample output below. Which should aid in finding out the cause of the desync, though it might take a long time, and it might output a lot of junk. The pos=number indicates the byte offset in file and ref/des is shorthand for reference-level/desynced-level.
Code: Select all level-heuristic differs
-----------------------
replace ref[8:9] -> des[8:9]
<player name=arty714> pos=0
<output-console> pos=70
<output-console-item> pos=90
<localised-string> pos=111
<localised-string> pos=133
ref: b'\x02l...nces/game1/temp/currently-playing/expcore/Mini_games.lua:584: A game is already running, please use /stop\x00'
<player name=arty714> pos=0
<output-console> pos=70
<output-console-item> pos=90
<localised-string> pos=111
<localised-string> pos=133
des: b'\x02l...ances/base/temp/currently-playing/expcore/Mini_games.lua:584: A game is already running, please use /stop\x00'
script.dat differs
------------------
parsing desynced-level/script.dat
parsing mp-save-7/script.dat
Path: ['data', 'level', 'dump', 'data', 'tokens', 'value', 7.0, 'value', 'participants', 'value', 1.0, 'value', 'playertarget', 'value']
Reference value: 3.0
Desynced value: 1.0
Path: ['data', 'level', 'dump', 'data', 'tokens', 'value', 7.0, 'value', 'participants', 'value', 2.0, 'value', 'playertarget', 'value']
Reference value: 4.0
Desynced value: 2.0
Path: ['data', 'level', 'dump', 'data', 'tokens', 'value', 10.0, 'value', 'chests', 'value', 1.0, 'value', 1.0, 'value', 'entitytarget', 'value']
Reference value: 1.0
Desynced value: 3.0
Path: ['data', 'level', 'dump', 'data', 'tokens', 'value', 10.0, 'value', 'chests', 'value', 2.0, 'value', 1.0, 'value', 'entitytarget', 'value']
Reference value: 2.0
Desynced value: 4.0
level_with_tags.dat differs
---------------------------
replace ref[13:14] -> des[13:14]
<players> pos=114105240
<output-console> pos=114105295
<output-console-item> pos=114105315
<localised-string> pos=114105338
<localised-string> pos=114105360
ref: b'\x02l...nces/game1/temp/currently-playing/expcore/Mini_games.lua:584: A game is already running, please use /stop\x00'
<players> pos=114105240
<output-console> pos=114105295
<output-console-item> pos=114105315
<localised-string> pos=114105338
<localised-string> pos=114105360
des: b'\x02l...ances/base/temp/currently-playing/expcore/Mini_games.lua:584: A game is already running, please use /stop\x00'
You can find the latest version and instructions for use on my Github repository for it , and on PyPI under the name hornwitser.factorio_tools . | [
{
"author": "Hornwitser",
"content": "I added a ping tool which can ping Factorio servers over UDP and show basic statistics about it, might be useful for troubleshooting multiplayer issues. See the README on the Github/PyPi page linked in my previous post for details.",
"date": "2021-10-29T17:51:05+00:00",
"quotes": []
}
] | 1 | 2020-07-26T10:06:14-05:00 |
forum-topic-115259 | 115259 | SpriteParameters::rotation | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=115259 | LuziferSenpai | Hey,
it would be nice if we could define a rotation for a sprite, so that we dont need to provide different angles or rotations of something.
I personly would use this for a mod, that would automaticly make 3 more equipment pieces for each one, for each direction.
Another use case:
When doing new pipe visualizations, I could just do the dot in the middle and then one arm at the top.
After that, I can easily just rotate the arm as I need, so with that I would reduce file size.
For example:
visualization-arm-north.png (674 Bytes) Viewed 353 times
Would turn into this, with a rotation of 1 or something like that.
visualization-arm-east.png (4.98 KiB) Viewed 353 times
Greetz,
Luzifer | [
{
"author": "Oktokolo",
"content": "That's a nice modder QoL feature and could also help make big mods with tons of animations less of a VRAM hog. \nShould probably be an angle in radians for easy scripting in prototype phase.",
"date": "2025-02-03T21:06:17+00:00",
"quotes": []
},
{
"author": "ElectroMagnetic",
"content": "+1 good idea",
"date": "2025-02-03T22:27:10+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Wouldn't that trade lower VRAM usage for higher CPU/GPU processing usage, i.e. lower FPS? \nI mean, something has to rotate those pictures at some point in time.",
"date": "2025-02-03T22:53:32+00:00",
"quotes": []
},
{
"author": "Kiplacon",
"content": "The main benefit is that you could make more flexible graphics with just one sprite instead of making unique sprites for everything. You would still be loading the rotated frames while the game is loading, so performance-wise it's theoretically all the same once the game is running. The idea is that it'd be a procedural alternative to making unique sprites for every application. One example is that I want to make an animation that's just a sprite spinning around its center. Right now I would have to make a sprite sheet that has every frame of rotation I want for the animation. If I could instead specify that frame X of the animation is the given sprite rotated 10 degrees times X repeated for 35 frames, it would make simple animations and sprites like this more flexible.",
"date": "2025-02-03T23:30:58+00:00",
"quotes": [
{
"author": "Muche wrote: Mon Feb 03, 2025 10:53 pm",
"content": ""
}
]
},
{
"author": "Oktokolo",
"content": "GPUs are optimized to rotate, skew, and stretch texture coordinates while applying them to planes in a 3D space. No need to use the CPU for that. Just have the sprite's plane rotate, and the GPU will do the same it does now. There is no hardware optimization in the GPU for the edge case of someone making a 2D game.",
"date": "2025-02-04T00:56:19+00:00",
"quotes": [
{
"author": "Muche wrote: Mon Feb 03, 2025 10:53 pm",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "Duplicate of viewtopic.php?t=63410",
"date": "2025-02-04T01:46:24+00:00",
"quotes": []
}
] | 6 | 2024-09-11T10:10:57-05:00 |
forum-topic-127357 | 127357 | LuaRenderObject.prototype or prototypes.animation | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127357 | jurgy | I'm trying to get the number of frames in an animation. It's stored as the frame_count property of the animation prototype but I believe there's no way to get the prototype of a LuaRenderObject.
There's neither a LuaRenderObject.prototype field nor a table in the prototypes object that contains the animation prototypes.
Let me know if I'm mistaken, but if not, can you please add an interface in the API
Thanks! | [
{
"author": "",
"content": "What do you want to use the frame_count for?",
"date": "2025-03-09T12:48:40+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "https://lua-api.factorio.com/latest/cla ... #animation \nThe exact same property name as on creation. \n \nOr if you mean that animation prototypes are missing from runtime entirely, you should rephrase your request to ask for that.",
"date": "2025-03-09T12:49:14+00:00",
"quotes": []
},
{
"author": "jurgy",
"content": "I posted another interface request for pausing/restarting animations . In that thread I talked about a script work around. That solution requires the frame count such that you can calculate the frame the animation should be at. \n \nThe code is still work in progress, but here's what I currently have to give you an idea: \n Code: Select all local AnimationWrapper = {}\nAnimationWrapper.__index = AnimationWrapper\n\nfunction AnimationWrapper.new(lua_render_object, frame_count)\n local self = setmetatable({}, AnimationWrapper)\n self.animation = lua_render_object\n self.base_speed = 1\n self.paused_frame = nil\n self.last_start_tick = game.tick\n self.frame_count = frame_count\n\n self.animation.animation_speed = self.base_speed\n self.animation.animation_offset = (game.tick * self.base_speed) % self.frame_count\n return self\nend\n\n-- Pause the animation.\n-- Capture the current displayed frame and stop the animation.\nfunction AnimationWrapper:pause()\n local current_tick = game.tick\n\n local current_frame = (self.animation.animation_offset + current_tick * self.base_speed) % self.frame_count\n self.paused_frame = current_frame\n\n self.animation.animation_speed = 0\n self.animation.animation_offset = current_frame\nend\n\nfunction AnimationWrapper:start()\n local current_tick = game.tick\n self.animation.animation_speed = self.base_speed\n if self.paused_frame then\n self.animation.animation_offset = (self.paused_frame - current_tick * self.base_speed) % self.frame_count\n else\n self.animation.animation_offset = (current_tick * self.base_speed) % self.frame_count\n end\n self.last_start_tick = current_tick\n self.paused_frame = nil\nend\n\nfunction AnimationWrapper:set_speed(new_speed)\n local current_tick = game.tick\n if self.animation.animation_speed ~= 0 then\n\n local current_frame = (self.animation.animation_offset + current_tick * self.base_speed) % self.frame_count\n self.base_speed = new_speed\n self.animation.animation_speed = new_speed\n\n self.animation.animation_offset = (current_frame - current_tick * new_speed) % self.frame_count\n self.last_start_tick = current_tick\n else\n self.base_speed = new_speed\n self.animation.animation_speed = 0\n end\nend\n\nreturn AnimationWrapper",
"date": "2025-03-09T13:04:14+00:00",
"quotes": [
{
"author": "Bilka wrote: Sun Mar 09, 2025 12:48 pm",
"content": ""
}
]
},
{
"author": "jurgy",
"content": "Yeah, the animation prototype is afaik missing entirely from the runtime. As to why I need the prototype; I need the frame_count of an animation which is stored in it.",
"date": "2025-03-09T13:06:14+00:00",
"quotes": [
{
"author": "curiosity wrote: Sun Mar 09, 2025 12:49 pm",
"content": ""
}
]
}
] | 4 | 2025-03-09T07:28:26-05:00 |
forum-topic-116197 | 116197 | [SOLVED] Space Age bought from site is actually bought on Humble Bundle | General discussion | https://forums.factorio.com/viewtopic.php?t=116197 | targetsan | EDIT: You'll get email from HB with a link. That link is one-time, in the sense if you close page you opened through it, your key will be transferred to your HB account where you can claim it, If you don't have one, you can create it bound to your email from which you bought SA.
Hello!
Just bought Space Age through site - yet it's reported as bought on Humble Bundle! So now I have base game and DLC bought on two different platforms. I have no account on HB and have no interest in having one. How can I move SA back to website account?
Thanks | [
{
"author": "Sopenas",
"content": "You will get email from humble bundle with link that you need to press. There you will see website kee and instruction how to activate it on website. \n \nAfter that i exported steam keys from website and activated factorio on steam too",
"date": "2024-10-21T12:12:08+00:00",
"quotes": []
},
{
"author": "Lorenzo",
"content": "Indeed, I was a bit confused too. But when you follow the instructions, you end up with a Steam key and website activation.",
"date": "2024-10-21T12:16:44+00:00",
"quotes": [
{
"author": "Sopenas wrote: Mon Oct 21, 2024 12:12 pm",
"content": ""
}
]
},
{
"author": "targetsan",
"content": "Thanks for help. Seems I mistakenly closed webpage I opened via link, and my key was transferred to HB \"account\", though I was able to reclaim it in the end. \nProblem solved.",
"date": "2024-10-21T12:55:15+00:00",
"quotes": []
},
{
"author": "Somtuk",
"content": "Happy things worked out for me. I'm not so lucky. \n \nLost access to my Humble account years ago and Humble Support was useless (took 2.5 months before they even replied). \n \nAnyway, I might be s--t out of luck. Spent money for a game I might not be able to redeem. \n \nOh, and before anyone suggests it, yes, I checked my junk folders. Humble is capable of sending me receipts for purchase, but not verification codes to let me log into my account.",
"date": "2024-10-21T13:29:54+00:00",
"quotes": []
},
{
"author": "",
"content": "If you are having trouble with issues related to purchases please get in touch with at support@factorio.com , we can better help you that way.",
"date": "2024-10-21T13:37:38+00:00",
"quotes": []
},
{
"author": "Somtuk",
"content": "In case anyone else sees this thread, Wube is amazing and their support was quick to resolve the issue, despite it being a problem between me and Humble. \n \nThanks Wube!",
"date": "2024-10-21T14:01:10+00:00",
"quotes": []
},
{
"author": "greymane",
"content": "So if you buy on humble you get both steam and the Wube download? I was confused as Wubes announcement only said a steam key if you buy from them or steam. \n \n\"Purchases from our website or GOG can redeem a free expansion Steam key.\"",
"date": "2024-10-21T19:38:11+00:00",
"quotes": []
}
] | 7 | 2024-10-21T06:42:42-05:00 |
forum-topic-127063 | 127063 | [2.0.35] (lots of) asteroid collision particles form several horizontal black lines | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127063 | Quezler | It is best observed on video (see attachments) and not as an image.
When you have a lot of asteroid collision particles going on you'll observe evenly spaced horizontal lines in which no asteroid fragments seem to render.
Minor issue, under normal circumstances you will not see enough asteroid particles to notice the black lines forming, and generally covered up by thrusters.
More distinct and longer video available here: https://discord.com/channels/1214952937 ... 5795110040 | [] | 0 | 2025-02-22T14:35:41-06:00 |
forum-topic-116328 | 116328 | Just bought this program, it doesn't run on my system can I please get some help? | Technical Help | https://forums.factorio.com/viewtopic.php?t=116328 | Strum | I just bought this program and it doesn't run can I please get some help?
I had already read 52433 before my first post and found nothing that helped with my problem. | [
{
"author": "ezekiel",
"content": "What operating system/type of computer are you using? When you say it doesn't run, what happens? Does it run slowly, or not at all?",
"date": "2024-10-21T17:34:54+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "I put that information in my first attempt to post here which was denied by the mods. \n \nI'm running debian 12 on a ryzen 7 with 32gig of RAM and a radeon R9 290 with 2 gig. \n \nThe upgraded old version runs fine. \n \nI downloaded the archive, extracted it to it's own directory and tried to run the binary, the first 2 attempts stalled for 10 mins or more while loading and i had to reboot because I couldn't kill the process. \n \nEventually it loaded and then hung again on the login dialog box which wouldn't respond to mouse or keyboard input. \n \nAfter a couple more attempts to run it the login dialog finally responded to a mouse click from 10 mins before and i got to the main menu but had the same problem, not responding immediately to mouse or keyboard, eventually it does but not for 10 minutes. At that point I gave up and went looking for support to find i have to register here for support and then my first request for help was not even allowed to be posted. \n \nThere is no installation instructions either on the download page or in the archive. \nThere is no checksum file to be sure the download has completed without errors. \nand the only support is a forum where the mods seem unfriendly and not much inclined to help. \n \nI'm a bit disappointed tbh.",
"date": "2024-10-26T05:28:13+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "So I download 2.010 and the loading and input response issues seem to be fixed, but it crashed after about 10 mins locking up the whole system and filling the screen with garbage. Some sort of video issue at a guess. \n \nI'm running 3 monitors and had it running in windowed mode on a screen other than the primary, if that information is of any use.",
"date": "2024-10-26T06:39:49+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello, you can find checksums here , linked at the bottom left of the download page (maybe a little more hidden than it should be). \n \nIf you are getting crashes it would help us if you could share the log file . \n \nSince we are talking about freezing and graphics issues, if you are using Wayland, you can also try to force the game to use Wayland with the SDL_VIDEODRIVER=wayland environmental variable.",
"date": "2024-10-26T08:03:30+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "Thanks, will try that. \n \nI seem to be having more trouble with 2.0.11 than 2.0.10 \n \nit starts running very slowly when biters appear and won't load again after running it, exiting, and then restarting.",
"date": "2024-10-27T08:58:44+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "Checksum is good. \n \nDefinitely X11 not wayland, but i am using xfce rather than gnome or kde. \n \nThere might be an issue with VLC media player running at the same time as well, when I've had vlc running when it crashes it locks up the whole system requiring a reboot. \n \nLatest log attached, hung while loading, again. previous run attempt it locked up at the main menu. \n \nI enabled verbose logging if that's of any use.",
"date": "2024-10-27T11:40:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Since it crashes during sprite loading and your under the recommended amount of VRAM for Space Age you can try to set max-sprite-loading-threads to 1 in your config.ini",
"date": "2024-10-27T11:51:37+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "Ok I will try that if I can actually get into the settings to change it. \n \nIt sometimes does load and gets to the main menu then hangs though.",
"date": "2024-10-28T07:40:59+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "Seems i was wrong about GPU only having 2 gig ram, the log says 4, so I don't think that is the problem.",
"date": "2024-10-28T07:43:25+00:00",
"quotes": []
},
{
"author": "",
"content": "You can change the setting without launching Factorio in the config.ini file in your Application Directory https://wiki.factorio.com/Application_directory \n \nIf Parallel sprite loader initialized is the last line in your log before it crashes, setting max-sprite-loading-threads=1 can help with getting past this step.",
"date": "2024-10-28T09:32:20+00:00",
"quotes": []
},
{
"author": "Strum",
"content": "Set max-sprite-loading-threads to 8, down from 32, still hangs at main menu.",
"date": "2024-10-28T11:20:02+00:00",
"quotes": []
}
] | 11 | 2024-10-21T12:22:49-05:00 |
forum-topic-6 | 6 | RTS direction - Page 6 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=6&start=100 | VinWij | Kind of like how one could enter the factories in Battlezone 2, to configure your units, and then enter the radar building, where you could control everything from above. Good part in that game was that enemy units were invisible when your units couldn't spot them, and this was a serious drawback.
So, where this will be heading is everything from fully customizable light recon drones to heavy, multi-weapon battlemechs, a complete combat dedicated resource and research-tree, artillery, nuclear strikes, amfibious warfare, radar cloaking, arial combat, space combat and so many other awesome aspects that are for instance already in TA:Spring (check it out, awesome RTS engine based on Total Annihilation).
The next step is renaming the game to 'Generic RTS X' and losing me as a player.
Factorio is about FACTORIES. That means producing rather than destroying. Factorio is about INTERACTION rather than warfare. Interaction with the environment, locals (being the biters), and maybe in the future traders to provide us with a new endless resource-sink. I already find combat tedious as it is, I don't need any more of it. The biters are great as a pressure-force on the player and his factory and provides an element that interacts with the pollution you create. But defending should always be hard, and offense even harder or maybe nearly impossible, since you are a factory-builder, not a one-man-general-army that vaporizes the enemy with a few shots of his photon-torpedo-battlemech.
I feel turrets should be the only weapon against biters, and combat should mainly be restricted to defending the factory and guarding supply lines. I'd rather see time and programming effort invested in expanding the resource-pool, finding new uses for it and fleshing out research into a useable research-tree. Also, since 'interaction' is more important than 'rts' for me, I'd rather see interaction with traders in orbit, like the way Startopia did it. A new production tree for export-only-products would also provide both a resource-sink and an excellent way to make factories even more complex. Things like 'food' would require lots of space, further pressurizing the natives and giving a bigger demand for proper defensive measurements. Think laser-fencing, more turrets, aerial-biters or resource-stealing biters. Finding creative ways to keep them at bay sounds more appealing than amassing some mech-army to just crush them. They should be uncrushable for a factory operator, which is what you essentially are in Factorio.
There, my two cents. | [
{
"author": "Adil",
"content": "Eh, what? That's exactly what you are now, it's only that shotgun and poison capsules are more resource efficient than photon torpedoes and six exoskeletons probably aren't enough to qualify as battlemech. \nThe game is indeed about factories, and weapon factories aren't unheard of. \n \nBut that's exactly what makes the combat tedious. Eventually, you just have to engage in combat be it because their settlement sits atop of the most promising oil deposit on a map or simply because wall repair costs start to weight you down. \nAnd when you do it turns out that you're limited to a few exploit-like tactics if you want to achieve a victory there. What's the worst part is that all of them require your personal involvement. \nThere should be higher level solution to this. You're god-damn factory builder, why can't you build a separate production line for that? And if you were willing to transform your entire facility into a warmachine, why shouldn't that be unstoppable? You've paid the price after all. \n \nNow speaking of actually rts. I wouldn't object to ability of micro controlling droids around the player, those of them that are advanced enough to understand direct orders. But on larger scales I wouldn't like to see factorio turning into a game about selection rectangles and flying camera. \nWhat would look nice to me is army-based system: you assemble a bunch of common droids, you give them a command droid, you provide it with a set of sequentional orders (e.g. \"move there1 - wait for x - move there2 - guard\") and watch as they march past you into the unknown wilderness. Should you desire to give them orders and receive feedback (even see them on the map outside radars?) while they're out of your sight, you assign to them a communication droid or strap the appropriate module onto the commander if we actually get modular entities. That said, for the strategic view world-map should be used, not a freecam, unless some justification is put behind that. \n \nAnd about the globulation2 mentioned here. The controls in that one and in majesty as well are extremelly unwieldy. If we had some biters fooled into servitude, such system would seem appropriate, but for a robots built by you for the sole purpose of following your orders it would result into too much of useless wandering and general silliness.",
"date": "2014-08-20T15:36:09+00:00",
"quotes": [
{
"author": "VinWij wrote:",
"content": ""
},
{
"author": "VinWij wrote:",
"content": ""
}
]
},
{
"author": "Sander Buruma",
"content": "I would absolutely love this",
"date": "2014-08-30T15:11:09+00:00",
"quotes": []
},
{
"author": "Drury",
"content": "If Factorio were to ever become an RTS I assure you it would be very inappropriate to rename it to \"'Generic RTS X\" because the game is at the stage that it is impossible for it to be anything like any other RTS ever made, much less a generic one (what is a generic RTS anyway? RTS is probably the most diverse genre of all, every franchise feels and plays completely different). That does not mean it wouldn't benefit from RTS elements or that they wouldn't be consistent with the theme of the game. As I said a thousand times before, biters weren't implemented as a cosmetic feature, they were not implemented to force you to spam turrets and walls, they were implemented as an enemy to be defeated. Otherwise they wouldn't have fortified bases with spawners that have alien artifacts inside of them, they would spawn out of thin air instead, much like the mobs in Minecraft. In fact, the biters can be perceived as an AI-controlled RTS faction, they make bases, they fortify bases with worms, and they send out units to destroy your base - in this regard RTS elements are already in, in a primitive form. Battling them the same way they battle you is only natural, and the game has perfect underlying design for this purpose - you gather resources, you use them to build your base, you use your base to build your units out of gathered resources, everything is perfectly automated. Only a single link is missing. \n \nBy the way, how is interaction different from RTS? Do you mean you don't interact with RTS elements or what? If anything RTS elements would add more interaction to warfare, you would actively control your tanks to attack biters. Turtling your base isn't interactive, you don't even have to be present in any way, the turrets take care of everything.",
"date": "2014-09-02T18:12:15+00:00",
"quotes": [
{
"author": "VinWij wrote:",
"content": ""
}
]
},
{
"author": "blueimpb",
"content": "This would be a great late-game dynamic. Instead of robots, they could be the settlers that show up! You have to build barracks/housing for them, and farms to feed them, and medical supplies, etc etc. And in exchange you get armies you can send around.",
"date": "2014-10-17T03:30:03+00:00",
"quotes": []
},
{
"author": "sTumPy",
"content": "how would it be if you can get something like automated task forces ? (Don't know if they are robots or colonists from earth) You can hire them in a special building. \nMaybe you can choose from different troop sizes like small, medium, and large for the beginning. \nAnd if you for example want a small force then you need to make 30 Iron Armor, 20 Pistols, 10 Rifles, and 5 Grenades and some ammo. \nAt the end a large group need Tanks and stuff to hire. \n \nAll they would do is go out and kill some biters/nests, and maybe bring you the alien artifacts, so you dont have to go everytime by yourself. \nMaybe they only \"hunt\" in a specific area around the building. Until they get all killed \nThere should be a limit here how many troops from one building can be there at the same time. \n \nI really like Factorio as it is right now in terms of building. So if you drive out of your base in search for a new mining site, you have to go by yourself and look how it is the best way to transport stuff / defend and everything else. \nBut it would really be a help to get alien artifacts. \nBecause i think you will need them for new end game content much more. \n \nIt makes a lot of Factorios charm that you can run over the planet all by yourself. \nAlso i think the building is well done with the blueprints already.",
"date": "2014-10-31T17:36:25+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Okay, I see a lot of the plans here have already been implemented, but I do have something that has been bugging me just a little that you could add. \n \nWe have the Logistic side: Roboports with Logistic zones and Logistic robots that carry items around as needed. \nWe have the Construction side, Those same Roboports also have a Construction zone and Construction robots that place entities of items you've already built where you tell them to, and even repair damaged buildings. \n \nThen there's turrets, that defend the area they're placed. \nAnd you also have an array of items at your personal disposal too, including some Robots. \nCurrently, Combat robots will either Follow the player, or defend the position they've been assigned, but don't live very long before they die. \n \n \n \nWhat we need is an internal fussion of the Combat robot, the Logistic robot, and the Construction robot, just like you recently fused the Furnace and the Assembly Machine. (They might be merged internally already, I don't know for sure, but I do know their functionalities are different) \n \nThis would mean that some things that a combat robot can do, you can code a Logistic or Construction robot to do... Follow the player, have a finite time to live etc, these Logistic/Construction robot varients would essentially use the player as a roboport and chest. This would be useful for setting up a new base where you don't have power yet, without having to do everything by hand. \n \nAlso, and likely more importantly, it would mean you can code Combat robots to do some things that a Logistic or Construction robot can do, including living inside a roboport, living indefinitely(no time to live counter), and recharging. Some additional features would have to be added though such as a Combat zone, where these Combat robots will leave the roboport and go hunt down and kill any enemies inside the combat zone.",
"date": "2014-11-03T10:10:17+00:00",
"quotes": []
},
{
"author": "xnmo",
"content": "What I would like would be walking robot mechs that you can order around freely that could perform various tasks including those that are outside of the roboport network. So you could automate destroying biter nests and putting the artifacts in storage, cut down forests without having to build dozens of roboports, as well as general mobile base defense.",
"date": "2014-11-03T21:28:07+00:00",
"quotes": []
},
{
"author": "Jythier",
"content": "So much in this thread! \n \nI don't know about everyone else, but there are two things going on here. One, factory defense. Two, 'gathering alien tech' which actually is offensive movement in the current iteration, but might end up being something else - trading. Or something. Anyway, we'll call that offensive movement also for now, because what you're doing is getting them hooked on your stuff so that you can have their BABIES good grief what kind of people are we? \n \nAnyway, there's only two ways to do anything in this game. You can either do it yourself, or you can automate it. There is a middle method where you do some yourself (usually seen as feeding coal to machines in the beginning of the game) but really that's doing it yourself. \n \nSo, currently, what I'm hearing is that combat is a totally do-it-yourself process. And this RTS thing where you command units around is simply another way of doing it yourself, which is the opposite of what the game is. It's wrong. It's totally silly to think that makes sense. You want to automate the collection of alien artifacts. \n \nThe answer is... already in the game. Roboports should also have a radius that controls military units. So, you have to get up real close to the enemy, build a base, build a roboport, and then put robots in it that will go destroy them. That you order from either the roboport or through some new way of controlling things. But, you have to BE THERE to order them. \n \nSo robots become a sort of mobile turret, but they can't just act on their own - they still need battery power. They need to recharge. They're not going to change from being a fallible builder to being an infallible killing machine, right? No way. \n \nThe point is, programming the robots should either be simple, but not robust, or complicated and robust, in the same way that you can build an amazing network with wires that does all kinds of things. It needs that sort of a system of control behind it. Creative. A system that inspires people to make awesome things that other people couldn't even imagine. \n \n\"Well, when I want my robot to attack, I load a wood into this chest, which triggers this wire and then the robots are switched to attack mode. When I want them to patrol, I...\" etc.",
"date": "2014-11-06T20:04:51+00:00",
"quotes": []
},
{
"author": "Dracohouston",
"content": "Combat bots that live in roboports was the first idea I had when I looked into modding and I was very disappointed that it didn't seem possible with existing prototypes. The tank has been a great addition to combat and really completes the mid game, the existing personal weapons in mil 1 and 2 are perfect tools for the early game, but the end game is still awful as hell. It was cool the first few times I ran around in near invincible power armour mk 2 and AP shotgun shells 2 shotting spawners but it is so tedious after a while. There is no incentive to expand your factory for war beyond making an assembler to feed you ammo when you return via bots, walling off things with laser turrets etc. \n \nThe construction bots being able to plop down 2 dozen turrets and a thick wall in seconds and the obscene amount of destroyers you can get help but I massacred giant bases without these things because the power armour and ap shell combat shotgun is so effective, and once done with the initial processor investment, a drop in the bucket compared to what you need for rocket defense, it is so cheap. \n \nYeah the more I look at the game the more it needs the actual colony to arrive and spice things up. I've seen the 'endgame' mods people have made and it is just more and more elaborate recipes for obscenely good stuff. I want a reason to do more logistics in the endgame and better factories just aren't exciting enough when the base game buildings scale up so well already\n \nSupply the troops then move them with trains imo, it'd be so cool.",
"date": "2014-11-08T09:14:28+00:00",
"quotes": [
{
"author": "blueimpb wrote:",
"content": ""
},
{
"author": "sTumPy wrote:",
"content": ""
}
]
},
{
"author": "Sting_Auer",
"content": "If you decide to go a more RTS route, I would like to see players be able to customize their drones, auto-tanks, or whatever, to an extreme degree. Different types of weapons, different types, materials, and calibers of bullets, different barrel lengths, magazine sizes, propulsion systems, energy storage (electric or fuel, for instance, or even hybrid), engine types, armor types and thicknesses, etc., all with different stats, advantages, and drawbacks. \n \nThis isn't particularly useful or interesting in PvE since you're dealing with AI that is, for the most part, always the same, and will react the same way to stimuli. \n \nIn PvP, however, this leaves things open for an endless stream of content creation. Arena-style \"Eliminate the Enemy\" servers could have players developing overarching strategies outside the game (called a \"meta\" in many circles), such as deciding \"Thinner and lighter armor is better so your drones are faster and cheaper\", which would shift and change as players developed counters to existing metas, such as creating a drone with heavier armor and an extremely fast-firing, low-caliber machine gun to shred the currently popular lightly-armored drones, causing the lightly armored drones to become obsolete in many contexts, prompting a counter to be made to the armored bullet-spewer, and so on and so forth. \n \nIn a more sandbox type of server where the game is not divided into rounds, and instead has a persistent world, you would see the current meta being augmented by the circumstances of that specific server. Automated defenses would see a heavy focus as a way to defend industrial centers while the owners aren't online to command the robots, and automated escorts and patrols would most likely be developed as a way to make sure trains keep feeding resources to places and your sphere of influence is maintained. \n \n \nI have some other, more specific ideas, but I don't feel I have developed them enough to share them. Thank you for taking time to read this. I am more than welcoming to feedback.",
"date": "2014-11-11T09:45:12+00:00",
"quotes": []
},
{
"author": "",
"content": "Using the existing logic structure of the game, the next step would seem to be making combinations like: \nCar + Drone CPU + Weapon + Ammo. \nTrain + Turret could be useful too. \n \n[Edit] Because these vehicles would be persistent, they would need fuel and ammo, or would need recharging. \n \nIn terms of managing units, more automation is better. A good solution would be an area designation system. Select a 'Zone Blueprint', click an drag and area on the land or the map to define a 'zone'. Zone could be named or left as 'Zone 1'. Assign units to the zone (a bit like assigning stations to trains). Units move toward the zone, attack enemies, then patrol the zone. In this way you could use zones for rally points, defence and offence. \n \nVehicle deployment could be achieved with a 'Vehicle Assembly Machine' a 5x5 factory / garage style structure with a rotatable exit. If the building centre is not already occupied by a vehicle, a completed vehicle is placed and assign to the building's default zone so it will drive itself out. \n \nYou could then build on that system with things like customisable vehicle orders. Conditions like: if [vehicle of type] in [Zone] [<] [25] then continue... \n \nIt would be good if autonomous units could be switched to manual so you can still drive them (like trains). Also, it would be great to have some sort of inaccurate but long range mortar weapon, and artillery units. \n \nI find the current ways of destroying enemy bases very tedious so it would be great to be able to focus more on managing the factory to produce units.",
"date": "2014-11-23T15:34:10+00:00",
"quotes": []
},
{
"author": "Lukasecicek",
"content": "Managing \"AI\" units made by player could be done with railroad stop style - you could drop pole saying \"defend area 20 tiles around me\" or \"roam to pole XY\" (names as railroad stations). When using units to attack, you could just switch some poles to gather units defending them to one pole and then switch that pole to something like \"attack south/west 100 tiles\". AI would be programmed to battle by shooting, not maneuvering, so it would be mindless creepers against mindless robots/tanks/other attack units player can make. \n \nPoles i imagine useful (and imo they should be kept simple, as for example belts, to make players think factorio way even when fighting): \nGuard pole X - unit just stands near the pole (as near as it can get, if there are other units/buildings) and reacts to enemies up to X tiles away (X should be set by player) \nRoam pole - unit gets to the pole and then roams to other pole set by this one (the unit is not programmed like a train, the pole just tells it the next stop) \nAttack pole - only pole that sends units somewhere unknown - you can program a side to which you want to attack (8 sides should be more than enough) and how far the units should go. For example \"Attack South, 40 tiles\", the unit (upon touching that pole) will roam 40 tiles to south with aggro set the same as biters have. After the fight is done (or there is actually nothing to fight on the way), it just waits at this destination until the player switches the pole to some other command. \nRecharge pole X - find nearest recharge point up to X tiles away from the pole - that could be just a simple standing platform to which you could add inserters to automatically load ammo and coal \n \nWith those poles we could have techs for simple green and red potions for automated cars with one weapon - machine gun (that gets better with player machine gun upgrades). In later game, cars or tanks with cannon could be possible aswell, all managed by poles.",
"date": "2014-12-16T14:33:07+00:00",
"quotes": []
},
{
"author": "colonyan",
"content": "How about conventional long range artillery cannon? Ground fixed ones and vehicle one? \nAre they considered too good for game's theme. \nThey could just wipe off most of biter colonies around bases. \n \nAdd fire power to player side and add colony based alien enhancement bases for aliens in little distanced locations for military campaign(== resource sink) \n \nFor player side \n Conventional artillery cannons as above. \n \nFor Alien side \nBiter spawner carapace enhancer organ - They occasionally appears as soon as alien make first hostile contact with player. \nAll biter spawner will gradually gets more hit point with this enhancer alive. \n \nBiter slow movement poison gland - This organ structure will allow biter's bite to slow down player's movement. As time passes more and more \nit gets wide splayed among spawned biters and effects gets stronger. Player must destroy this to stop this. \n \nBiter slow regeneration poison gland - Similar to above one, it will slow down player's regen speed.",
"date": "2015-01-24T07:19:47+00:00",
"quotes": []
},
{
"author": "cptepicness",
"content": "RTS mode could be a possible function for the space stage of factorio. \n \nImagine this, you left that planet with enraged biters and spitters hammering at your factory. You will STILL need a viable amount of land to get the colonists on the planet. Since you(the player) are no longer on the planet, who is going to manage it? What is going to protect it? What is going to send you additional resources into space? \n \n>Introduction to Radio Control(new technology/possibly before space stage) \nThis is to add extended communication to log/con robots. Say that you are pretty far off from the logistic systems range, using radio control you can directly command a single logistics robot to bring something to you. \nThis tech will lead to Satellite Control \n \n>Introduction to Satellites (Seriously, if we have rockets we should have satellites too!) \nSatellites can be used as a replacement to Radios and Radars. Satellites can give live-feed of the sector(s) it's viewing \n>Satellites II \nSatellites can now command all the robots within it's view. \n \n>Introduction into Command & Control \nThis adds a control beacon that will connect an array of satellites( could be just one, but more adds to range and control). Construction robots can now be ordered to build specific items at specific places. This marks the beginning of RTS mode \n>C&C II \nThis adds a new structure that will build defender drones. Defender drones could be ordered around like any kind of attack unit in an RTS. \n>C&C III \nThis adds the defender module. The defender module can be fitted into tanks and cars to turn them into drones. \nDefender units secure areas that will be designated for the colonists. \n>Rocket Pods I \nThis adds a pod that can be filled with resources and set to space \n \nRTS mode is really just Satellite control mode. The player can exit from the beacon and continue working on space, occasionally checking on the progress of his constructions and attacks. \n I don't necessarily want Factorio to go full-on RTS style. During the very beginnings of the game your factory is barely getting off the ground with you hauling everything manually. Soon you progress in the game, and suddenly you got factories taking a heck of a lot of space. By the time you could send yourself off the planet your factory went from being that insignificant spot on the ground to this big huge complex on the planet. \nRTS mode can be used to gain a much greater control of everything instead of hauling yourself halfway across the planet just to replace some inserters.",
"date": "2015-05-06T00:06:29+00:00",
"quotes": []
},
{
"author": "wwdragon",
"content": "I like the idea of combat robots. \n \nThat said, the current implementation of them sucks! \nThe reasons for this is because they are very expensive/time consuming & worse, they are TEMPORARY! \nAll drones should be permanent until destroyed and simply require recharge. \n \nDrone bays should be a modular addon for both high tier suits and vehicles, which will fight enemies nearby either in defence more or aggressive (set by user). \nThey should simply come back to the host vehicle/structure to recharge, much like the construction and logistics drones. \n \nCombat drones could work in the construction area (green square) to automatically go and shoot any enemies within that area that are attacking your structures (including walls), then simply return to base and recharge/park.",
"date": "2015-07-01T16:41:42+00:00",
"quotes": []
},
{
"author": "GreenNuke",
"content": "Will there be various types of different fighting robots? \n \nLike for instance there would be a humanoid robot armed with a weapon, or flying little swarms of robots? I'd love to produce my own army of Terminators",
"date": "2015-07-04T13:56:00+00:00",
"quotes": []
},
{
"author": "wwdragon",
"content": "I've got to partially retract my earlier statement about combat drones. \n \nSince the top tier ones put out 5 at a time, they are pretty effective. \n \nThey should still be permanent until destroyed, just needing recharge!",
"date": "2015-07-04T18:52:02+00:00",
"quotes": []
},
{
"author": "0x000FF4",
"content": "I would like to see an option to program your own AI to fight against other AIs.",
"date": "2015-08-27T08:46:31+00:00",
"quotes": []
},
{
"author": "MalcolmCooks",
"content": "I think that so long as the biters were given more evolution tiers, or a new more sophisticated enemy was added, then this would be a perfect addition. Once you have put satellites into orbit they need a purpose, and giving you RTS-style control of your factory is very fitting. Adding RTS-style fighting units would also make clearing out biter nests more interesting and viable; Currently you risk your life every time you want to clear out a nest, and if you die you have to reload and try again. But being able to automate attacks, and only risking resources would discourage save-scumming a little bit. I imagine something like Total Annihilation, with combat mechs or robotic tanks being produced in special factories. They would be an excellent resource sink. Now suppose your ultimate goal was to work in cooperation with the future colonists, clear enough space of biters for them to build a colony, like a huge space hundreds of chunks wide, and to supply them with the materials to build",
"date": "2015-08-31T00:26:21+00:00",
"quotes": []
}
] | 19 | 2013-02-07T09:38:46-06:00 |
forum-topic-122006 | 122006 | [2.0.15] Personal laser origin point offset firing on stompers | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=122006 | Owl57849 | 427520_2.jpg (656.57 KiB) Viewed 956 times
Personal lasers have a visual offset when triggered against stompers bug continues on other enemies.
Factorio - 2024-11-18 21-18-03.mp4
(17.07 MiB) Downloaded 24 times
It works fine against everyone else or i think it is.
Factorio - 2024-11-18 21-28-31.mp4
(4.46 MiB) Downloaded 19 times | [
{
"author": "",
"content": "Thanks for the report. It was actually the tesla gun you have equipped causing the issue. It's now fixed for the next release.",
"date": "2025-03-10T17:16:48+00:00",
"quotes": []
}
] | 1 | 2024-11-18T14:17:13-06:00 |
forum-topic-116080 | 116080 | [2.0.6] Global LuaForce get_*_statistics | Won't implement | https://forums.factorio.com/viewtopic.php?t=116080 | BurninSun | LuaForce had attributes changed to methods for get_item_production_statistics, get_fluid_production_statics, get_kill_count_statistics, and get_entity_build_count_statistics so that they now take a surface as a parameter and return relevant LuaFlowStatistics for that surface only.
I'm requesting that the `surface` parameter for all 4 of these methods becomes optional and without it, a global LuaFlowStatistics object be returned. This would be similar to the production screen UI with its checkbox to enable "Global statistics". | [
{
"author": "Stringweasel",
"content": "+1 would be useful for Better Victory Screen which has to keep track of many things. And having to add it all in Lua will be a little slower.",
"date": "2024-10-19T08:15:35+00:00",
"quotes": []
},
{
"author": "Wiwiweb",
"content": "+1 would be useful for Milestones",
"date": "2024-10-19T15:33:10+00:00",
"quotes": []
},
{
"author": "",
"content": "Just FYI: there is no global statistics and the GUI simply goes over all of them and sums them together each frame it renders. That works fine for reading because \"sum all\" doesn't care if a given surface exists or not. But, it wouldn't work for the Lua API where you can also write/modify/add because it would either do nothing, error, or write to every surface in the game (that exists? or just the ones that have statistics at that point in time?) \n \nSo I'm going to say this is a won't-implement.",
"date": "2024-11-20T01:11:54+00:00",
"quotes": []
}
] | 3 | 2024-10-19T02:48:42-05:00 |
forum-topic-103616 | 103616 | (removed) | Texture Packs | https://forums.factorio.com/viewtopic.php?t=103616 | raspberrypuppies | (removed) | [
{
"author": "vjbone",
"content": "Great art",
"date": "2022-10-01T05:05:21+00:00",
"quotes": []
},
{
"author": "raspberrypuppies",
"content": "(removed)",
"date": "2022-10-11T02:24:19+00:00",
"quotes": []
},
{
"author": "raspberrypuppies",
"content": "(removed)",
"date": "2022-10-25T01:58:20+00:00",
"quotes": []
},
{
"author": "raspberrypuppies",
"content": "(removed)",
"date": "2023-02-26T06:19:27+00:00",
"quotes": []
},
{
"author": "",
"content": "What part are you having trouble with? Can you provide some details? \n \nAlso these models look great, might be tempted to make a mod using them",
"date": "2023-02-27T11:27:02+00:00",
"quotes": [
{
"author": "raspberrypuppies wrote: Sun Feb 26, 2023 6:19 am",
"content": ""
}
]
},
{
"author": "raspberrypuppies",
"content": "It would be an honor to have you make a mod with them. \n \nI have had three main challenges: \n \n1. Every single entity uses a different magic formula for calculating the muzzle offsets. It is not just that each AttackParameters works (drastically) differently. There are even differences between turret types (ammo turret vs artillery for example). One oddity is how each AttackParameters type has a different way of allowing \"right handed\" weapons. Projectile and Stream AttackParameters even support double-barreled weapons if you feed them weird projectile_creation_parameters. \n \n2. I cannot figure out the right formula to translate either 2D sprite coordinates or 3D model coordinates to Factorio coordinates. It seems like some prototype offset fields prefer ortho 45 degree-based sprite values and others prefer top-down Factorio coordinates. As far as I can tell, some try and fix the weird perspective and others don't. Car dust, smoke, and headlights for example seem to prefer raw 3D points transformed into 2D space. But ammo-turrets seem to take the turret texture's shift values into account when setting the muzzle position. So you need to need find what pixel the muzzle is at in the turret texture to set ammo-turret positions correctly. \n \n3. If I was a sane person I could just guess and check to find the right values. But my pipeline renders everything in several resolutions to make them more mod-agnostic. The RP Art code picks the best resolutions for the entity based on its game size. This means I need to do math to convert the rendered \"attach points\" in my code to whatever coordinate space Factorio expects at the time. As soon as I think I have figured out the formula I try 2x ing the sprite scale and see the small inaccuracies blown wildly out of proportion. \n \nI've thought about trying to modify the render camera's projection matrix to stretch everything to compensate for the weird perspective but I don't know what magic incantation would do the trick. Maybe I just need to scale everything non-uniformly. \n \nI've spent an unreasonable amount of time trying to figure this out. Like well over 160 hours. I bet money that I got confused and went down a totally wrong path at some point and it's way simpler than I'm making it.",
"date": "2023-03-01T05:57:47+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "No, it's very difficult and bizarre and bordering on black magic. I have also wasted a huge amount of time on this and ended up with barely adequate results, which needed a combination of about a hundred game restarts to troubleshoot the guesses I was pulling out of thin air while also trying to dredge up dusty memories of trigonometry classes I took 30 years ago.",
"date": "2023-03-01T12:04:57+00:00",
"quotes": [
{
"author": "raspberrypuppies wrote: Wed Mar 01, 2023 5:57 am",
"content": ""
}
]
},
{
"author": "raspberrypuppies",
"content": "It's reassuring that you had trouble with it too. The trigonometry struggles are real. It took me a while to figure out how to translate a 3D point in the model, to a 2D orthographic sprite coordinate, and finally to a 2D Factorio coordinate. \n \nOne of the oddities is how the turret's barrel basically gets squished to produce a ellipse instead of a circle. It seems like Factorio uses the angle from target in Factorio units to calculate which turret rotation sprite to use. BUT 45 degrees in Factorio units doesn't line up with 45 degrees in sprite units so the turret might aim slightly off when fighting close enemies. I think this contributes to why the muzzle flash is always off.",
"date": "2023-03-11T19:23:00+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Yes, this is the main problem. When you build your 3D model, you know the z height of the barrel and the length of the barrel in the xy plane. The issue I never nailed was how calculate from those values to get the value of the source_offset in the action_delivery of the ammo_type of the attack_parameters (corresponding to the length of the barrel) and the source_offset in the root in the attack_parameters (corresponding to the height of the barrel from the ground). I gave up a lot of leisure time having to fiddle with numbers and eyeballing it. I was asking about this back in 2019 and didn't get anywhere. \n \nA couple of years later, for one particular turret I wanted an attack effect which was entirely drawn with the rendering API, triggered by a custom script effect when the turret attacked: a lightning bolt that was rotated and stretched. I couldn't figure out for ages how to get the point of the turret muzzle based on the orientation of the turret. For that I needed the screen coordinate of the end of the barrel based on the turret's orientation so I could rotate/translate/scale the bolt's sprite. I asked for help and found out that by default, Factorio does some odd compensation for orientation which results in a non-smooth mapping of orientation to animation frame. You can see this in modded radar entities (which weirdly use a RotatedSprite with an orientation and rotation speed rather than a simple working animation like any other non-turret entity) which by default appear to weirdly speed up and slow down as they approach the cardinal directions. Turrets and vehicles are also affected by this because their components are also RotatedSprites, which is why vehicles feel like they're changing rotation speed if you drive in a circle or rotate a stationary tank vehicle. I don't know whether the calculation of the projectile/beam offset takes that into account properly or not - I want to say not, because of the way the muzzle flash / projectile or beam origin consistently misses the right place. If all else fails you could try turning this projection mapping off by setting the apply_projection property of the sprite to false, giving you a smoother rotation based on orientation, or if you don't want to turn the projection off but need to know the coordinates of the ellipse you can use the function I discovered in the link above. Another weirdness is that an orientation of 0 in Factorio is facing due north, but the trig functions in the Lua library treat 0 as east, so you are constantly having to add and subtract 0.25. But none of that helps with getting the source_offsets for real beams and projectiles at all.",
"date": "2023-03-12T10:41:11+00:00",
"quotes": []
},
{
"author": "raspberrypuppies",
"content": "Thank you for those links. They're very enlightening. I had no idea that rotations were processed non-linearly. I had noticed that I could get my formulas to be accurate near the cardinal directions but never inbetween. I bet the non linear math is what threw me off. \n \nI'll play around with those formulas and post an update. I hope they magically fix everything. \n \nI documented my best understanding of the magic numbers in the wiki. I figured out by zero-ing out everything and setting numbers one at a time. Some variables interact with each other so that method can only do so much.",
"date": "2023-03-12T16:47:06+00:00",
"quotes": []
},
{
"author": "raspberrypuppies",
"content": "This snippet from \"Factorio\\data\\base\\prototypes\\entity\\fire.lua\" looks promising. It translates 3D model coordinates to Factorio2D ones to place the little pilot light on flamethrower turrets. \n \nIt translates a 3D point for all rotations across multiple animation frames to 2D points. \n Code: Select all for r = 0, opts.orientation_count-1 do\n local phi = (r / opts.orientation_count - 0.25) * math.pi * 2\n local generated_frames = {}\n for i = 0, opts.frame_count-1 do\n local k = opts.run_mode == \"backward\" and (opts.frame_count - i - 1) or i\n local progress = opts.progress or (k / (opts.frame_count - 1))\n\n local matrix = math3d.matrix4x4\n local mat = matrix.compose({\n matrix.translation_vec3(math3d.vector3.mul(model.tilt_pivot, -1)),\n matrix.rotation_y(progress * delta_angle),\n matrix.translation_vec3(model.tilt_pivot),\n matrix.rotation_z(phi),\n matrix.scale(1 / model.units_per_tile, 1 / model.units_per_tile, -1 / model.units_per_tile)\n })\n\n local vec = math3d.matrix4x4.mul_vec3(mat, model.gun_tip_lowered)\n table.insert(generated_frames, math3d.project_vec3(vec))\n end\n local direction_data = { frames = generated_frames }\n if (opts.layers and opts.layers[r]) then\n direction_data.render_layer = opts.layers[r]\n end\n table.insert(generated_orientations, direction_data)\n end\n \n\nLet's see what this \"math3d.project_vec3(vec)\" does... \n Code: Select all math3d.projection_constant = 0.7071067811865\n\nfunction math3d.project_vec3(vec3)\n return\n {\n vec3[1],\n (vec3[2] + vec3[3]) * math3d.projection_constant\n }\nend\n \n\nThis is unfortunately one of the formulas I've tried.",
"date": "2023-03-12T20:16:36+00:00",
"quotes": []
},
{
"author": "raspberrypuppies",
"content": "That works perfectly with zero fuss for the little pilot light sprite on fluid turrets. I wonder what other ones the standard ortho formula works well for.",
"date": "2023-03-12T21:11:32+00:00",
"quotes": []
}
] | 12 | 2022-09-30T22:19:26-05:00 |
forum-topic-113890 | 113890 | [Raiguard] [1.1.109][Linux] Desync editing Blueprint | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=113890 | pingger | Hi,
just had my first dsync in 2 years. The desync occured, while I was painstakingly editing a blueprint (deleting many landfill entities, except for a select view).
- I was editing the blueprint for ~10 minutes without saving.
- The blueprint was a copy of another blueprint.
- Both blueprints are saved in the same blueprint book.
- While I was editing, I was sitting in a Spidertron
Setup:
- Dedicated Linux Server in an incus container (managed using AMP). 8 Cores, 32 GiB
- Linux Steam Runtime Client on Manjaro 24.0.2 (Linux PPC-Manjaro 6.9.3-3-MANJARO #1 SMP PREEMPT_DYNAMIC Mon Jun 10 09:50:04 UTC 2024 x86_64 GNU/Linux)
- Not modded at all, but custom map settings, that I can't recall anymore. But optimized for a trains world.
- Save game was (iirc) created early 1.1.x, and just went through the update/migration from 1.1.107 to 1.1.109.
- I was playing alone. This is almost a single player save, which I host just for convenience, for when I'd like to play from a foreign setup.
Server Settings file:
Code: Select all {
"name": "Iskariot Gaming",
"description": "Iskariot Gaming Freeplay from 2020-01-25",
"tags": [],
"max_players": 0,
"visibility": {
"public": true,
"lan": false
},
"username": "pingger",
"password": "",
"token": "REDACTED",
"game_password": "REDACTED",
"require_user_verification": true,
"max_upload_in_kilobytes_per_second": 0,
"minimum_latency_in_ticks": 0,
"ignore_player_limit_for_returning_players": true,
"allow_commands": "admins-only",
"autosave_interval": 10,
"autosave_slots": 5,
"afk_autokick_interval": 0,
"auto_pause": true,
"only_admins_can_pause_the_game": true,
"autosave_only_on_server": true,
"admins": [
"pingger"
],
"non_blocking_saving": true
}
Possibly related:
A few minutes prior to starting to update the blueprint, I placed a blueprint several tens of times, resulting in several tens of thousand of landfill blueprint entities, some outside of the generated map area.
Desync report: https://iskariot.info/owhighlights/fact ... -10-03.zip
Please, no comments about my build style. I know it is bad. I am working on improving it | [
{
"author": "",
"content": "Thanks for the report, sorry I missed it. Unfortunately, the desync report is no longer obtainable from that URL, so I cannot diagnose the issue. \n \nIf you encounter this again in the future, please open another ticket.",
"date": "2025-01-21T22:58:50+00:00",
"quotes": []
},
{
"author": "pingger",
"content": "While it didn't occur again. Here is an updated link: https://nextcloud.iskariot.info/s/5zKp5oFejPbEiJj \n \nI switched servers over the holidays. That specific folder was cleaned up during that.",
"date": "2025-01-24T16:24:38+00:00",
"quotes": []
},
{
"author": "",
"content": "Thank you! I have looked at the desync report but it doesn't make much sense - there are desyncs all over the place . Unfortunately, without an exact reproduction, there isn't much I can do. \n \nMy first instinct is to blame some sort of network error because there are a bunch of invalid packet errors in the log file just after the desync occurred.",
"date": "2025-01-29T01:46:31+00:00",
"quotes": []
}
] | 3 | 2024-06-16T11:20:31-05:00 |
forum-topic-119247 | 119247 | Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119247 | Sworn | TL;DR
Add elevated big power pole in fulgura together with elevated rails
What?
When you get in fulgora, you can make a train network with elevated rails in the lighter oil patches, but you can't place anything else.
Islands are far enough away that 99% of the time you can't reach from one island to the other, even with rare tier big power poles.
On top of that, the island that really have a good amount of resource are very small with no much space for a bunch of accumulators.
Yes, one could use the foundation that is unlocked on the last planet, but at the point you get it, its basically useless as one already have a properly working base to get there anyways.
Begin able to do rails but not power connections is kind of weird. By having big power poles being placeable in light oil patches just like elevated rails can would easily fix it
Why?
Because islands are too far apart to be connected with power, and too small to be self sustain with accumulators.
By the time one unlocks foundations, its already useless as one already have a good enough base. | [
{
"author": "mmmPI",
"content": "I think that it would remove one important part of the \"challenge\" in Fulgora, the puzzle is not only about how to deal with byproducts, but also in limited space. The fact that you can't connect the different island early/mid game is on purpose from what i understand. \n \nThere are \"large island\" with space but scarce ressources, and \"small\" islands, with rich ressources but no space. And electricity require space. So you are forced before foundations to compromise on how much space you dedicate to mining drill / accumulatorss / room for train station on each island. \n \nIf you could have those electric pole at the same time as your first arrival or \"earlier than aquilo\", then this part would not be present because you could always use a large island filled with acculumator to power all the outposts. \n \nI think it follows somewhat of the same pattern as outposting on Nauvis, where on early game it's manual ( how to fit those accumulator on tiny island) but later you can automate with turret creep and robots in Nauvis, and you could just makea grid of substation in fulgora later with foundation. \n \nHowever with all that said and done, i think the player could be more rewarded when trying to go for large power pole of higher quality with the idea of solving the challenge this way when 2 island are \"close enough\". I think it require observation, and investement into something based on it, and that should be rewarded and the quality power pole are underwhelming. \n \nI would much prefer that to lowering the requirement for foundation or elevated big power pole. \n \nI would prefer lowering the requirement for foundation, but i don't see how it could be \"before aquilo\" to elevated big power pole in comparaison between the 2. I think the later is my least favourite option because with force/super build , one can paste foundation or landfill when they are eventually available and that would obsolete somehow the item that would then serve only a temporary purpose imo. ( or more something for mods ).",
"date": "2024-11-02T09:54:33+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "I would disagree, yes lowering the foundation requirements would remove the space constraints. \nBut just making the upgraded version of the big power pole so one can connect the grids wouldn't change it. \n \nSpace still minimal, hard to deal with trains and such. Not having the outpost being able to function simple because it does not have enough power, and not have any tool to deal with it is the issue. \n \nI would still lower the foundation tech position as where it sits, is just almost useless, but that isn't really the point. Main point is power on fulgora over small islands",
"date": "2024-11-02T13:44:58+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "You have tools to deal with low power: Efficiency modules/beacons and quality accumulators. I also know steam power is possible, but I don’t know how it compares to just filling the same space with accumulators. \nMost Aquilo unlocks (foundation, legendary, fusion, artificial spawners) are “useless” to the average player, they’re meant for megabasers.",
"date": "2024-11-02T13:53:32+00:00",
"quotes": [
{
"author": "Sworn wrote: Sat Nov 02, 2024 1:44 pm",
"content": ""
}
]
},
{
"author": "Sworn",
"content": "exactly, that is kind of the point. Locking everything behind which is now super late tech is kind of not ok, but I'm not asking to redesign the entire thing, a simple big power pole with the same foundation you unlocks from the elevated rails works, as if you can make a sturdy enough structure to sustain a train, you can definitely pass a power cable \n \n \nI would like to see how one does steam power in a island that there isn't enough space to even place accumulators...",
"date": "2024-11-03T22:34:22+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "bluegreen1024",
"content": "I suspect this feature could be straightforwardly modded in by creating a duplicate power pole with different collision layers, but I have no skill with how to do the art to make it look like it has an elevated support. Unless Fulgora's oil ocean works very differently from pre-Space Age water placement restrictions? (I was actually surprised I didn't already find an existing mod for this, so perhaps it is not straightforward or I'm just not so good at searching the mod portal...).",
"date": "2024-11-03T23:24:44+00:00",
"quotes": []
},
{
"author": "felicaks",
"content": "This may have no bearing on the issue, but a solution I've wondered about since first building these elevated rails on Nauvis has to do with adding adding small power \"poles\" that actually connect to the edge of the rails much like the signals do. I guess I was thinking of the \"old west\" days when telegraph lines were carried over long train line bridges. (At least I THINK they were.) Anyway, the ability to add these and small lightning rods to the edges of these same rails would be nice as well since you cannot place them anywhere in the oil oceans. (And, some of us do not have the best armor protection yet and really fear that lightning....haha.) \n \nDoes anyone know if the trains have been affected by lightning while traversing those passages?",
"date": "2024-11-09T18:09:03+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "Do you have a screenshot of these islands? I've never seen one that's too small for accumulators, in my current map, and when I first tried this planet with the any-planet-start mod. Usually, I've got problems trying to fit the train ramp so I can load the scrap onto a train for processing somewhere else. (Usually there's no room for two ramps and the rail. ) \n \nI didn't even use quality stuff, and I was still mining the small, scrap-rich islands. Just very slowly... \n \nAs far as I can see, trains and rail are immune from lightning, but cars and other non-lightning-rod buildings are not.",
"date": "2024-11-09T19:47:53+00:00",
"quotes": [
{
"author": "Sworn wrote: Sat Nov 02, 2024 8:59 am",
"content": ""
},
{
"author": "CyberCider wrote: Sat Nov 02, 2024 1:53 pm",
"content": ""
},
{
"author": "felicaks wrote: Sat Nov 09, 2024 6:09 pm",
"content": ""
}
]
},
{
"author": "erronius",
"content": "Have to disagree with this, I think it's perfect as is. I agree that part of the challenge of fulgora is you can't connect islands initially. That's the way it's supposed to be. I'm currently getting ready to bring foundation for the first time and excited to be able to connect islands and have one power network. \n \nIf you really don't like the current system there are various settings you can tweak.",
"date": "2024-11-09T20:09:39+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "Most people seems to read it as a enable disable thing, is either you have it or you don't. The suggestion doesn't remove anything or is a on or off settings, one still have to get there, deal with the small island or big oil gaps, make the science, make some research, and at that point, one should be able to then deal with the gaps, power, oil fill, etc. \n \nYou already conquered that planet, made its research and tech, no downside for those who think it is perfect as is, and upgrade for those who don't think it is perfect as is.",
"date": "2024-11-09T20:51:32+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "If you did actually have an elevated power pole, you'd also need an elevated lightning rod as well, unless you're implying the elevated power pole is immune to lightning. (There was a suggestion for an elevated lightning rod, but I can't find it anymore.) I think the graphic would also look pretty weird, with a super-tall pole that has wires dangling off of it. \n \nMaybe a research to make landfill work on the (shallow) oil ocean? Or a research to make power-conducting rail lines, using superconductors? That one seems even nicer, since I wouldn't need to place poles for my rails if I exported them off-planet.",
"date": "2024-11-09T22:41:07+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "How's that \"or-either\" situation? \nI'm failing to grasp logics of this suggestion. \n \nDue to how Fulgora works, it's technically a planet-wide electric network with a drawback of ZZZZAP!ing stray players (and their cars) and occasional power spikes. \nBy sheer virtue of this, pole placement tech is redundant. \nSince, well, you can connect to infinite (yet spiky) power supply from anywhere. \nAnd there are no enemies nor other hidden time limits which could lock you out of progressing with convenience on Fulgora.",
"date": "2024-11-09T22:53:24+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "But it would : literally the first gap I looked at (between small to medium island) could be crossed by a legendary big power pole ! \nThere might be even better opportunities if you search around the map ? \n \nP.S.: And yeah, the lightning power density seems to be already dialed too high to have to bother with this anyway ?",
"date": "2024-11-09T23:00:08+00:00",
"quotes": [
{
"author": "Sworn wrote: Sat Nov 02, 2024 1:44 pm",
"content": ""
}
]
},
{
"author": "Sworn",
"content": "So, you are really suggesting to use an item that you don't even have access to. \nWhen you get legendary, you also get foundations and also almost finished the game. \n \n \nThe other suggestion about having some sort of fill or construction that was allowed to be placed on light oil patch would be nice though, still allow to connect islands, especially those smaller ones, and one still have all the constraints. \n +1 to this one",
"date": "2024-11-10T00:53:35+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Sat Nov 09, 2024 11:00 pm",
"content": ""
},
{
"author": "AileTheAlien wrote: Sat Nov 09, 2024 10:41 pm",
"content": ""
}
]
},
{
"author": "Sworn",
"content": "Got inspired by this comment. \nMade out this mod, that more or less do the same, it doesn't add another big power pole, it goes with the shallow oil tech suggestion. \n \n https://mods.factorio.com/mod/LandfillCliffPerWorld",
"date": "2024-11-10T07:11:04+00:00",
"quotes": [
{
"author": "AileTheAlien wrote: Sat Nov 09, 2024 10:41 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "I am not, please read what I wrote again. \n \nNo ? \nI've yet to see an island not connected by shallow oil ocean - (almost) all constraints would be gone.",
"date": "2024-11-10T10:34:36+00:00",
"quotes": [
{
"author": "Sworn wrote: Sun Nov 10, 2024 12:53 am",
"content": ""
},
{
"author": "BlueTemplar wrote: Sat Nov 09, 2024 11:00 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "Here you go, the 3rd small island I looked at can be connected by two mid-game power poles to a large island :",
"date": "2024-11-10T10:55:43+00:00",
"quotes": []
},
{
"author": "Hiekie",
"content": "I am also figuring out the power of Fulgora, i tried moving the 2 different sorts of concrete moving around the oil oceans and no luck. \nIf you were even able to place reinforced concrete (it must still be some kind of a challenge ) on the light oil oceans the powernetwork will maybe look a little bit messy, but some of the problems to connecting islands would then already be solved.. \n \na suggestion would be then some third kind of concrete exclusive to fulgora (and must be unlocked with fulgora science) to use on deep oil oceans.. \n \n\nSteam power? Fulgora in my opinion can not deliver the amount of ice to convert to water needed to keep that running?",
"date": "2024-11-10T10:56:43+00:00",
"quotes": [
{
"author": "CyberCider wrote: Sat Nov 02, 2024 1:53 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "Not sure, though water in 2.0 now expands to ×10 steam ? \n \nBut yet again, I'm confused as what you're actually doing to have power troubles on Fulgora ?!? (Especially early-Fulgora.)",
"date": "2024-11-10T11:06:32+00:00",
"quotes": []
},
{
"author": "PSYCHOELECTRIC",
"content": "i think making something similar to elevated rails, but something akin to the basic pole that can be placed on oil ocean would be neat. but the intent is definitely that you make multiple micro-bases and train it away, rather than one interconnected base",
"date": "2024-11-10T12:34:03+00:00",
"quotes": []
}
] | 19 | 2024-11-02T03:59:03-05:00 |
forum-topic-73127 | 73127 | Patreon | Bob's mods | https://forums.factorio.com/viewtopic.php?t=73127 | bobingabout | I finally did it. I made a Patreon .
I'm not exactly sure what I should offer Patreons over other users, but I'm sure I'll figure it out. | [
{
"author": "Light",
"content": "Do it like most Patreons and lock everything behind the paywall. \n \n$5 tier to download three mods of your choice \n$10 tier unlocks pure modules + Silicon/Aluminium/Cobalt ores \n$15 tier unlocks god modules + Titanium/Tungsten ores + Thorium Fuel for three new reactors!!11! \n$20 tier to download ALL the current stable version of Bob's mods \n$50 tier for season pass (All updates and beta testing free!@!1)",
"date": "2019-07-11T06:35:15+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "... I don't want to lock my mods behind a pay wall. \nI'd rather offer other incentives.",
"date": "2019-07-11T13:24:57+00:00",
"quotes": [
{
"author": "Light wrote: Thu Jul 11, 2019 6:35 am",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Do I then get $1 per month for reporting a bug or $100 a month for sending a patch too? \n \nLocking mods behind monthly payments would be reason for me to remove them immediately,",
"date": "2019-07-11T13:33:29+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Which is exactly why I don't want to do that. \n \n \nAt the moment, think of it more as a tip jar. but I will try to think of a reasonable reward for Patreons without taking away access to my mods from everyone else.",
"date": "2019-07-11T14:27:57+00:00",
"quotes": [
{
"author": "mrvn wrote: Thu Jul 11, 2019 1:33 pm",
"content": ""
}
]
},
{
"author": "marzolan",
"content": "I've been waiting for this opportunity. I've gotten more enjoyment and playtime from your mods that I ever did the base game, and that's with 1216 hours invested, combined, according to Steam. You do a lot of work on this set of mods, and with the amount of enjoyment I get out of it I didn't feel right -not- paying you for the effort when I paid Wube for theirs. So thanks for the opportunity. You've got at least 1 patron.",
"date": "2019-07-11T14:42:45+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "If i was famous i would totally try to sell signed pictures of the finger i use to code, because i have many of them, and i could do a package for the whole hand, even the forearm, before my decency would limit me, but then you'd get pictures of my neighboor pets. \n \nOr i would just send pictures of my base, signed like the no effort stuff for people that are already convinced and would have contributed anyway. \n \nNow if i was rich I would totally pay to get a bunch of audio telling me stuff like \"power is low\" \"biters attacking\" \"not enough coal\" \"train deadlock\" , \"train has arrived\" \" beware train is leaving \" but with like bob's voice that i would play very loud on the map with speakers \n \nOr have my name given to something like a research, or a station, or at least a small machine like the thing everyone else will see \n \nThat's probably better that i'm neither of those, but at least i can give bad ideas for free !",
"date": "2019-07-11T15:03:39+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "I could imagine that anyone would pay you some $ for testing their mods for bugs or multiplayer compatibility, ups optimisations or code improvement.",
"date": "2019-07-11T15:30:03+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "That's something that might be possible. \nModders can change the \"Backer name\" of entities that support having one. It could be possible that I create a list of Patreons, and then randomly assign one to a building every now and then.",
"date": "2019-07-11T16:00:27+00:00",
"quotes": [
{
"author": "mmmPI wrote: Thu Jul 11, 2019 3:03 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "The mmmPI bakery, the best pies in Factorio.",
"date": "2019-07-15T09:43:17+00:00",
"quotes": [
{
"author": "bobingabout wrote: Thu Jul 11, 2019 4:00 pm",
"content": ""
},
{
"author": "mmmPI wrote: Thu Jul 11, 2019 3:03 pm",
"content": ""
}
]
},
{
"author": "Chibiabos",
"content": "C'mon guys. Bob is one of the most popular Factorio modders and he's put in a ton of work. Surely there are more than two of us whom can spare even just a couple dollars per month to reward him for endeavoring a hobby we all enjoy the fruits of that he could be doing something else and earning a wage for?",
"date": "2019-07-15T09:45:39+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Totally. And he isn't locking the mods behind a paywall either. I only disagree with that suggestion.",
"date": "2019-07-15T11:07:49+00:00",
"quotes": [
{
"author": "Chibiabos wrote: Mon Jul 15, 2019 9:45 am",
"content": ""
}
]
},
{
"author": "bhdeale",
"content": "Hey Bob! \n \nFirst, I love your work - you've vastly extended the life of the game for me and my partner and gotten me excited about adding some small mods myself. Keep up the good work! \n \nSecond, don't worry too much about not having many patreons yet, the game has been out since 2012 and people pop back in to play now and again. I expect a lot of traffic when we get closer to 1.0 release \n \nThird, there's a couple other modders of other games with Patreon you could pull ideas from. Some use it to preview upcoming changes that aren't solidified, and seek feedback or even debugging help. Others just add extra bits like custom discord commands or symbols/icons/identifiers to show off they are backers or to add similar 'badges' to the forums or whatever media/communication tools. Something to make people feel special or so others can see their support. Others use it purely as a \"thanks for supporting me!\" system like having patrons as an artisan in ye olden days. Pick what fits you best \n \nEdit: Since factorio already has an effect on game mod manager, and these forums exist, the primary use of patreon as a communications platform is already handled here.",
"date": "2019-11-21T04:20:55+00:00",
"quotes": []
},
{
"author": "OzHawkeye",
"content": "Just signed up as a Patreon, and happy to do it. \n \nYour mods took Factorio to a whole new level. Love 'em.",
"date": "2019-11-25T03:16:42+00:00",
"quotes": []
},
{
"author": "ostlandr",
"content": "Late to the party, but joined your Patreon. I could go on for pages about how much I enjoy your mods. I had gotten burned out on vanilla Factorio. You've accomplished the equivalent of developing Factorio 2 all on your own, and I'd gladly pay for that. \n \nFor years I've been amazed at how many content creators for games have done so simply for the fun of it, and then been so generous in sharing. The active community in OpenTTD is one example. Now with Patreon, I can finally say thanks in a meaningful way. \n \nNow if you'll excuse me, I need to get Nuclear set up so I can get the PU-233 for the RTGs to put in the Satellites.",
"date": "2020-09-07T14:04:33+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "You're welcome, and thank you.\n \nI didn't really do a lot of coding, but I used to be a very active member of that community, doing a lot of testing, suggestions and feedback and the like. I basically moved on while they were in the middle of working on their own graphics set, so that you could play the game without requiring any files from the original game.\n \nHave fun!",
"date": "2020-09-07T17:45:48+00:00",
"quotes": [
{
"author": "ostlandr wrote: Mon Sep 07, 2020 2:04 pm",
"content": ""
},
{
"author": "ostlandr wrote: Mon Sep 07, 2020 2:04 pm",
"content": ""
},
{
"author": "ostlandr wrote: Mon Sep 07, 2020 2:04 pm",
"content": ""
}
]
}
] | 15 | 2019-07-10T16:09:55-05:00 |
forum-topic-123795 | 123795 | Version 2.0.24 - Page 3 | Releases | https://forums.factorio.com/viewtopic.php?t=123795&start=40 | x2605 | No... I loved making reactive armored ships. Why they are changing a thing so extremely? not like Wube.
One of fun contents of 2.0 is planned to be removed? | [
{
"author": "blastinburn",
"content": "This is a terrible change, for the primary reason that it's a huge gotcha for anyone that hasn't been checking the patch notes. It inconsiderate to everyone that currently has a game in progress. If nothing else this should not be pushed past experimental for this reason alone. I've seen mentioned that saving this change for 2.1 when bigger changes will happen and things can be more expected to break is a possibility and that would be much more respectful of ongoing games. \n \nAs for the change itself, it feels like an unthought knee-jerk reaction, see how quickly people figured out how to make donut ships. As it stands, this change either means A) you stop using landmines, B) you stick them on little spikes out of your ship making it uglier, C) use it to make invalid shapes. \nIt would honestly just be a better and less exploitable change to disallow building landmines in space at all, which I think would be excessive but not completely unwarranted and is absolutely a better solution than this player trap and exploit that has been created. \n \nI do agree platform landsmines needed a nerf, due to the arming time they're primarily fallback defense, but they are effectively a get out of jail free card for avoiding damage to your actual buildings. (especially on later platforms when they share so many materials with missles and railgun ammo) \n \nI think more reasonable nerf would be detonating nearby landmines at the same time (to limit how many \"chances\" you can fit into a single area), destroy the tile they are on so their activation is more expensive, or have them do damage without immediately destroying tiles so the occasional fallback gets repaired but too many going off at once will cause significant damage to your own ship meaning you have to be properly defending it.",
"date": "2024-12-08T15:07:28+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "Would people be complaining so much about the Landmine change if..... they had required Gravity to begin with ? Or if Landmines were completely removed from Space now, since they're \"land mines\"? \n \nI think it is a good change to avoid a cheesy mechanism but still make it \"Possible\", with drawbacks, but because it is change it is bad.... Try to enjoy the game, not be angry at the Internet folks. You'll be happier in life.",
"date": "2024-12-08T17:10:35+00:00",
"quotes": []
},
{
"author": "GregoriusT",
"content": "The Problem with this change in particular is, it causes a whole lot of side effects that the devs did not think about whatsoever before dumping it onto us, such as illegal Donut Ships being possible now. \n \nIf Landmines didnt cause Mid Platform Destruction, this change would have been fine.",
"date": "2024-12-08T21:47:39+00:00",
"quotes": [
{
"author": "eugenekay wrote: Sun Dec 08, 2024 5:10 pm",
"content": ""
}
]
},
{
"author": "atomizer",
"content": "It's really not difficult to come up with better solutions that would cause much less trouble and confusion:\n Mines don't work against asteroids. Keeps them useful against hatching eggs; should be explained in a new tip entry. \n Mines are buildable but don't work in space. Ideally needs a corresponding warning and/or a tip entry. \n Mines are no longer buildable in space. Existing mines removed by migration, restriction clearly visible in tooltip.",
"date": "2024-12-08T22:12:26+00:00",
"quotes": []
},
{
"author": "credomane",
"content": "Anyone else been having slow download issues from Wube's servers lately? I don't even know what sub-forum to ask in. So doing it here. Downloading mods go at a snails crawl taking several minutes to download a 12.8KB mod. Talking almost bits per second not even bytes per second it goes so slow. Downloading the factorio zip file straight from the website is the same way. Buddy across the country has been having the same download speed issues with Factorio and they are on the other side of the country with totally unrelated ISP from me. \n \nIf I cancel the download and restart it then some times it will download at a mostly normal speed but for the most part I'm just stuck waiting 30+ minutes for mods to update on an idle 1GB/s internet connection. Not on my end either as Steam is unaffected. I can start a game download and it will fly down at 60MB/s while the factorio download continues to trickle in at a few bytes a second before, during, and after a Steam did a game download/update. \n \nAny clue what's up? Been doing this off and on since Thanksgiving weekend.",
"date": "2024-12-10T04:48:58+00:00",
"quotes": []
},
{
"author": "Usul",
"content": "Please go all the way and update the rocket to the new look in all Icons (achievements, purple SA-Icon denoting SA-content in the wiki and mod portal, Steam Library Banner, Discord channel logo, and many many more places)",
"date": "2024-12-10T09:35:18+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "See my bug report 123418 , if you find other places using the old rocket list them there,",
"date": "2024-12-10T09:44:36+00:00",
"quotes": [
{
"author": "Usul wrote: Tue Dec 10, 2024 9:35 am",
"content": ""
}
]
},
{
"author": "meganothing",
"content": "Quick test: 4 MB/s just now. Wube servers probably are in Europe, so am I. Maybe lines to your part of the world are congested.",
"date": "2024-12-10T14:59:33+00:00",
"quotes": [
{
"author": "credomane wrote: Tue Dec 10, 2024 4:48 am",
"content": ""
}
]
},
{
"author": "credomane",
"content": "Definitely them. My download got canceled few minutes ago and trying to visit factorio.com/download to try again gave me a \"Heroku\" error page on 3 different ISPs. Home, Work and Cellular. It came back up after a minute and I was able to download the game at 55MB/s. So definitely not a congestion issue or a me problem. \n \n \n[edit] \nDang it. I wasn't paying attention and downloaded the setup exe. Now trying to grab the zip only and their stuff is back down to <50KB/s. Guess I'll see if the exe is easy to extract without having to install it.",
"date": "2024-12-10T16:11:07+00:00",
"quotes": [
{
"author": "meganothing wrote: Tue Dec 10, 2024 2:59 pm",
"content": ""
}
]
},
{
"author": "cagricelebi",
"content": "Hello, \n \nWill this release ever be released as stable? Do you have any expected time? \n \nChanging the ratio is something but changing mine behaviour is really important. These 2 balancing options (land mine self damage and rocket fuel ammonia recipe change) will definitely break some factories, and even cause irrepairable damage to some platforms (some maybe mid-flight). \n \nThanks.",
"date": "2024-12-15T08:07:45+00:00",
"quotes": []
},
{
"author": "The Phoenixian",
"content": "Unless there's an unrelated crash, it wouldn't surprise me if changing mine behavior is the reason why this branch and 2.0.25 aren't stable. The fact that the mine balance fix opened up a major exploit just hours later has me suspecting they found they needed a more sophisticated solution to the problem.",
"date": "2024-12-16T16:48:52+00:00",
"quotes": [
{
"author": "cagricelebi wrote: Sun Dec 15, 2024 8:07 am",
"content": ""
}
]
},
{
"author": "TurningGears",
"content": "According to the discussions in this thread, it would probably be the cleanest solution to just remove mines from being available on platforms.",
"date": "2024-12-18T19:08:18+00:00",
"quotes": []
},
{
"author": "Skellitor301",
"content": "I'm personally not a fan of saying no landmines for space platforms mainly because the arguments don't make sense. Explosions can work in space, it's no secret that you can direct an explosion claymores come to mind, reactive armor on tanks is a legit thing using directional explosives to increase the likelihood of a projectile being deflected, the idea that you can place a landmine on the dirt and cause a small amount of damage but suddenly causes a ton of damage on a metalic platform that's 10x thicker than the mine itself? The idea of making it require gravity doesn't make sense because, again, explosions don't need gravity they work in space regardless. I understand the idea of seeing it as a cheese method, but when we have real life examples of the same idea being used effectively, and it effectively makes a ton of builds deep in the game effectively self destructive, that's a hard sell for the sake of some wanting it to be more of a challenge. Is it effective? Yes. Is it cheesy? eeeeh? I would say it simplifies things sure but I wouldn't say it's fully a cheesy solution due to the single use factor. At best I would say landmines could do reduced damage to asteroids so you'd need multiple to destroy asteroids. Thus making it so you still can have some risk, but still landmines can have a use and not effectively destroy peoples satellites and ships, some ships and satellites are effectively unsalvageable causing a huge loss for some players due to the nature of orbital mechanics and building in space. \n \nThe other factor to this that kinda rubs me the wrong way is this does push that certain playstyles are not valid. I'd rather have the option to not use something than be forced to adopt a playstyle where challenge is greater than quality of life.",
"date": "2024-12-24T03:13:14+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Is there by chance a way to disable this? I don't like when popups cover up things behind them at the mouse pointer.",
"date": "2025-01-28T18:17:40+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Dec 05, 2024 3:03 pm",
"content": ""
}
]
}
] | 14 | 2024-12-05T09:03:28-06:00 |
forum-topic-121184 | 121184 | [Developers, Please Read This][Space Age] Space Platform Teleportation | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=121184 | BraveCaperCat | This topic is a request to allow Space Platforms to teleport, either allowing write access to the space_location of Space Platforms or adding a new function to change it. Some good alternatives (for me):
Creation of temporary Space Connections which can be travelled upon as normal for specific Space Platforms.
Allowing the enabling of Space Connections at runtime for specific Space Platforms
The above features are for a new mod I'm making which adds hundreds of new star systems and planets, creating a galaxy. | [
{
"author": "petrathekat",
"content": "+1, this would be sick.",
"date": "2024-12-18T15:18:53+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Which one? \nThe feature, or the mod? \nThough, I personally think that both would be great!",
"date": "2024-12-18T19:52:05+00:00",
"quotes": [
{
"author": "petrathekat wrote: Wed Dec 18, 2024 3:18 pm",
"content": ""
}
]
},
{
"author": "lckd",
"content": "+1, I find current space platform API unusually restrictive for modding. It's feel like playing standard space age using lua",
"date": "2024-12-27T04:35:09+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "This interface request still hasn't even been replied to by the developers or moderators.",
"date": "2024-12-31T14:06:05+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Calm down, it's only been 1.5 months. Even most years-old requests here don't have dev replies.",
"date": "2024-12-31T16:33:28+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Tue Dec 31, 2024 2:06 pm",
"content": ""
}
]
},
{
"author": "berylllium",
"content": "+1, this. Space platforms feel kinda restrictive, especially not being able to read/write distance traveled.",
"date": "2025-02-03T22:15:32+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "+1, i've been running into issues workshopping a mod for platform docking and this is one of the major roadblocks preventing proper implementation",
"date": "2025-02-04T16:16:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Implemented for 2.0.34.",
"date": "2025-02-07T09:40:55+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Tue Nov 12, 2024 8:35 pm",
"content": ""
}
]
}
] | 8 | 2024-11-12T14:35:44-06:00 |
forum-topic-103707 | 103707 | [Raiguard] [1.1.69] Ghosting belts drags smart belt undergrounds through empty space | Pending | https://forums.factorio.com/viewtopic.php?t=103707 | Zaspar | This bug is very easy to replicate. Just copy what I do in the video and it will give you an underground through empty space for no reason. Happened to me while speedrunning and I have attached the save of the finished run here. Let me know if any more info about the bug is needed.
https://streamable.com/1gdnqw | [
{
"author": "",
"content": "The video is no longer viewable. Do you remember what the issue was / can you still reproduce it?",
"date": "2025-01-21T23:03:43+00:00",
"quotes": []
}
] | 1 | 2022-10-09T14:28:28-05:00 |
forum-topic-28225 | 28225 | 5Dim Mods | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=28225 | scottdl51 | I downloaded/installed the 5Dim mods through the portal however, they all appear in red when looking at the installed mods. I tried rolling back to 13.0 with no success. Any suggestions? | [
{
"author": "provet",
"content": "Not sure what you mean by that.. \n \nEither you mean that: \n5Dim did work in 13.0, but not later versions (current is 0.13.4) \nOR \nThat you weren't able to roll back successfully to 13.0 \n \nI got a simple solution for the second problem: \nDownload the 13.0 version from their website (if you are using steam and didn't know they have all versions here). \ngo here: http://www.factorio.com/download-headless/experimental and click on the \"download page\" link. change to experimental releases and download 13.0.",
"date": "2016-07-04T17:17:13+00:00",
"quotes": [
{
"author": "scottdl51 wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Can you post a screenshot of the Mods dialog with one of the 5dim red mods selected? I suspect a missing dependency.",
"date": "2016-07-04T17:32:48+00:00",
"quotes": []
},
{
"author": "scottdl51",
"content": "I'm sorry for not being more specific. The mods did not work with either version I tried. I've (hopefully) attached the requested screen shot.",
"date": "2016-07-04T17:55:05+00:00",
"quotes": []
},
{
"author": "",
"content": "You need to install boblibrary from the mod portal. Then 5dim_core works and the other 5dim mods should as well because they depend on 5dim_core. \nIf any mods are still red look on the right side under dependencies for red ones and install them (ignore them if they start with a ? questionmark).",
"date": "2016-07-04T18:01:51+00:00",
"quotes": []
},
{
"author": "McGuten",
"content": "in next version of 5Dim mods (0.13.1) it will be fixed thanks you for reports.",
"date": "2016-07-05T09:26:48+00:00",
"quotes": []
}
] | 5 | 2016-07-04T11:59:48-05:00 |
forum-topic-123072 | 123072 | [boskid][2.0.22] When crafting machine has fixed_quality selecting other quality gives "Unknown key: """ | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=123072 | Quezler | steps to reproduce:
- set fixed_quality to the name of some quality on a crafting machine prototype
- select a product
- select a quality other than the one you've selected
- notice the "" locale thing show up
the expected behavior is that either the other quality buttons are disabled or the message by default prints that the machine is quality locked | [
{
"author": "",
"content": "For 2.0.25 i made AssemblingMachinePrototype to ignore fixed_quality when fixed_recipe is not specified.",
"date": "2024-12-09T12:04:38+00:00",
"quotes": []
}
] | 1 | 2024-11-27T03:34:40-06:00 |
forum-topic-125160 | 125160 | Can I change the scale on the production graphs? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125160 | mooklepticon | Right now the production and consumption graphs are scaled individually. Sometimes I want that, sometimes I don't.
Scenario I do: I'm producing 1000/min and consuming 1/min. It's nice to see I'm over producing, but I can also see how I'm consuming. If they're the same scale, it essentially flattens the 1/min into nothing. So, when they're far apart, it's good, sometimes.
Scenario I don't: I'm producing 200/min and consuming 190/min. They're so close that I can't graphically compare them. I'd like to be able to fix the scale to the larger of the two. I wanna see, in an instant, if I'm over-producing or under-producing, graphically. (Yes, I can look at the numbers, but quick-reads are the point of graphs.)
TLDR: There are times where it'd be nice to have the same scale between production and consumption. Can I do that? Like a checkbox or something. | [
{
"author": "mmmPI",
"content": "No it is not possible to change the production graph scales.",
"date": "2024-12-26T16:11:02+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "I was just thinking about this the other day. I agree this would be helpful. Maybe this is worth a post on Ideas and Suggestions... ( viewforum.php?f=6 )?",
"date": "2024-12-27T05:01:05+00:00",
"quotes": []
}
] | 2 | 2024-12-26T10:09:01-06:00 |
forum-topic-111376 | 111376 | crash when using fluid network | PyMods | https://forums.factorio.com/viewtopic.php?t=111376 | Borszcz | Hi,
unfortunetely I get crashes when using the fluid network. Tbh I do not really understand how to use it correctly, but when playing a bit around with it it crashes.
I already tried to ungrade the AlienLife version but still get the crash.
I already got 4 such crashes (2 after upgrade). Here the error message (unnfortunetaly in german):
Die Mod Pyanodons AlienLife (2.1.21) hat einen Fehler verursacht, der nicht behoben werden kann.
Bitte informiere den Autor der Mod über diesen Fehler.
Error while running event pyalienlife::on_built_entity (ID 6)
__pyalienlife__/scripts/biofluid/network-builder.lua:224: attempt to index local 'new' (a nil value)
stack traceback:
__pyalienlife__/scripts/biofluid/network-builder.lua:224: in function 'join_networks'
__pyalienlife__/scripts/biofluid/network-builder.lua:178: in function 'built_pipe'
__pyalienlife__/scripts/biofluid/biofluid.lua:73: in function 'on_built'
__pyalienlife__/control.lua:153: in function <__pyalienlife__/control.lua:144>
I would be thankful for some help. | [
{
"author": "Borszcz",
"content": "Anyone any idea? \n \nWould appreciate some help, as I still get the crashes.",
"date": "2024-02-21T09:39:20+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "Greetings Borszcz, \n as you might have noticed there is not much activity on these pyanodon forums, \nmy advice is iff you have discord there is an PyMods Community server completely free acces, and iff you are a patreon member its even better \n \nWith kind regards \nChristophe aka Rubber Duck on discord",
"date": "2024-02-26T07:34:51+00:00",
"quotes": [
{
"author": "Borszcz wrote: Wed Feb 21, 2024 9:39 am",
"content": ""
}
]
},
{
"author": "Borszcz",
"content": "Yes I noticed that, too. \n \n\nOk thanks for that tip. I have discord, unfortunetaly I do not really use it and I seem to use it wrongly, as I could not find such a server when serching for it. \nI searchs for PyMod and Pyanodon, but nothing gave me a server, which sounded like factorio. \nCould you maybe share a link or give me a more precise guidance on how to find it? \n \nThanks and best regards, \nBorszcz",
"date": "2024-03-05T18:02:09+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Borszcz",
"content": "I think I found it now. Thanks",
"date": "2024-03-05T18:34:19+00:00",
"quotes": []
}
] | 4 | 2024-02-18T08:28:23-06:00 |
forum-topic-125003 | 125003 | Question to the devs about rendering methods | Off topic | https://forums.factorio.com/viewtopic.php?t=125003 | Omnix | Hi,
With all those FFs you've been doing on rendering sprites and assets in the game over the years, i've been wondering if you've ever considered other methods to render stuff in an isometric style game. I happen to be quite heavily involved in part of modding community for an old game called "Original War" which also happens to be a Czech game, made by Altar Studios in 2001.
What i found out about the game is that to deal with the problem of "correct sprite ordering" (pardon my lack of jargon but i'm always bad with technical terms) Altar had used a method where each sprite had an additional layer in greyscale. That greyscale image was generated based on the 3D model and basically represented the height of the model (so if something was higher in the 3D space, it was brighter in the 2D layer).
That greyscale image was then used by the engine to check whether each pixel of an object should be rendered in front or behind other pixel of other objects (if that makes sense to anybody). I've been trying to make a tutorial for OW modders about model rendering so i happen to have a short clip to better illustrate what i mean. Pardon my shameless plug: https://youtu.be/fv3RsfOLvvg?t=172 .
And finally my question to You, the devs, is whether you've encountered this method while designing the game and (if so) did you ultimately decide to stick with more "standard" way of dealing with game sprites by drawing parts of object in different layers depending on how they are supposed to work in game (also, please correct me if i'm wrong because i may not be aware of the full picture). The method i've talked about has been striking me as a much simpler solution to the problem and i would like to know if there are limits and obstacles that would render this method inappropriate for Factorio as an example.
Cheers, | [
{
"author": "",
"content": "Hello, \nYes, I am aware of the technique. I didn't know Original War was using it, but I am aware of Original War (and when I first saw Factorio, I assumed it was going to be similar RTS). I know kovarex and Tomas chose 2D because they wanted the game to be about large scale factories, and thought 2D will be more performant than 3D. And I also know kovarex is not interested in graphics programming. Other than that, I don't know what the thoughts on rendering were. \n \nIn short, the game was not designed to work with height maps from the beggining, so when we were thinking about using them later, we realized we are content locked into current method of sorting sprites back to from. All sprite assets were already made with antialiased edges and we were heavily utilizing transparency in one was or another. Also, despite sprite being rendered from 3D models, these models are often not \"correct\" ... as in, they are made such they look as artists desired when rendered to sprite, but if you rotated it, you'd find that things are disconnected, etc. So it might be hard for us to create height maps that would not expose this. \n \nIn addition to that, as opposed to 3D games, where depth is calculated when projecting and rasterizing triangles from 3D space to 2D screen coordinates, therefore the depth can be known before pixel shader is executed, so early depth test can be performed and occluded pixels discarded even without running the pixel shader, which means less work for GPU. We would know depth only as a result of sampling the height map in the pixel shader, so it might end up being less efficient (for the GPU) than just rendering everything back to front \n- instead of: sample texture, read background color, blend texture color onto it, write new backround color (2 reads and 1 write) \n- it would do: sample texture, sample height map to calculate depth, read depth buffer, if new pixel is further than previous pixel discard new pixel, otherwise write new depth, read background color, blend texture color onto it, write new backround color. (3 reads when depth test fails, or 4 reads and 2 writes when it passes) \nLate depth test would also probably disable some internal GPU depth buffer optimizations (like hierarchical depth), so the depth tests would probably be slower than in 3D case using early depth test. \n \nOn the other hand, it would allow us to sort and batch sprites by texture ... we could create smaller atlases (or possibly could get away with not creating atlases at all), and draw all sprites using texture 1, then all sprites using texture 2, etc... This would in turn give us more freedom to use more custom shaders on entities. And also, it would have solved lot of issues of sprites being drawn in wrong order we currently have. \n \nSo, it could have been done, but disadvantages were: \n- need to change art style and recreate almost all art \n- most sprites will need counterpart heightmap, significantly increasing startup time and memory usage \n- it would very likely be more demanding on GPU \n \nAt which point, I'd rather just move to 3D rendering",
"date": "2024-12-23T15:50:36+00:00",
"quotes": []
},
{
"author": "Omnix",
"content": "Allright, so it was really just a result of some random chance in the end But thanks for the in-depth explanation and your thought process. I understand why it would probably be very unfeasable to introduce any changes to the engine even early on in the development, once the foundations were established. \n \nCheers,",
"date": "2024-12-25T04:12:49+00:00",
"quotes": []
}
] | 2 | 2024-12-23T06:45:28-06:00 |
forum-topic-69507 | 69507 | [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides" | Bob's mods | https://forums.factorio.com/viewtopic.php?t=69507 | Kamsta99 | Hello Factorians !
This mod adds colors tiering for Bob's machines to make it easily see to which is better. Also adds some improves some machines to HR quality. Side effect of coloring now more new and less rusty. AAt the moment works only with HR quality in graphic settings (this will change in future). Also i dont support icons at now because i using modified version ShinyBobIcons(personal use)
My mod includes/add color tiering to:
+All steam engines
+All boilers
+All steam turbines
+All heat exchangers
+All electric poles
+All electric substation
+All miners
+All pumpjacks
+All charge pads
+All logistic expansion towers
+All roboports
+All solar panels
+All accumulators
+All oil refineries
+All beacons (now in HR quality)
+All furnaces
+All labs
+All assembling machines
+All electrolyser (now in HR quality)
+All chemical plants
+All radars
+All artilery turrets
+All mines (now in HR quality)
Download:
https://mods.factorio.com/mod/ColorTIERHR
I really want to hear what you thing about my project, I will gladly accept positive or negative but constructive respond, also respond about bugs and help how with data.raw edit tint | [
{
"author": "GrumpyJoe",
"content": "looking great \nexcept for the power poles, too much color imho",
"date": "2019-04-14T12:06:45+00:00",
"quotes": []
},
{
"author": "Kamsta99",
"content": "Added download link because i forgot \n \nAbout electric poles i like how them look in game but I haven't got any idea how to do that other way",
"date": "2019-04-14T14:57:18+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "found it ingame, no biggie. alsready using it and it looks great \n \nI think you shouldn´t pain the poles all over, all other buildings have _something_ thats color coded, they just fell in the dye pot \n \nBut taste is subjective",
"date": "2019-04-14T16:08:49+00:00",
"quotes": [
{
"author": "Kamsta99 wrote: Sun Apr 14, 2019 2:57 pm",
"content": ""
}
]
},
{
"author": "GrumpyJoe",
"content": "also, i think you should get this thread moved to Bob´s forum section (just \"report\" yourself or my post and add a move request in the text field) \n \nYou´ll get much more feedback there",
"date": "2019-04-14T16:11:25+00:00",
"quotes": []
},
{
"author": "Kamsta99",
"content": "Thanks, im newbie on forum so thank for suggestion",
"date": "2019-04-14T19:17:35+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to Bob's mods subforum.",
"date": "2019-04-14T19:59:24+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Although I don't disagree with this mod, I do disagree with some of the colour choices. For example, the oil refinery should probably start with red, not yellow. The colours are supposed to indicate the tech level, not just the tier of that specific entity, so maximum tech level is 5, to maximum tier of most things should be green. \n \nThough I admit, that does leave a few of the trees, like electrolysers a little confused, because the first one is clearly T1 and should be yellow, but the MK4 is T5 and should be green, so what tier gets skipped? I have been looking into this myself and considering if I should rework the tiers of some of these machines. \nAnother indicator is that mining machines (Especially noticable on pumpjacks and water miners) go up to speed 5, furnaces go to speed 4, but some of the other machines like oil refinery, assembling machine, chemical plant and electrolyser, the top tier is all 3.5. I've been thinking perhaps the top tier across the board (Except mining) should be speed 4.",
"date": "2019-04-14T22:01:27+00:00",
"quotes": []
},
{
"author": "Kamsta99",
"content": "At first i want to thank you for awesome mods Bob. \nTiering is not based on speed. Its based which one we should build next , if i got yellow machine i will update them to red one. With icon mod its really easy to understand what machine will be better than acctualy placed one. \n \n \nRefinery is not red because its this one from vanilla game, so their tier is yellow (Basic - first one we get) \n \nTiers: \nGray - burner age \nYellow - Basic \nRed - More advanced \nBlue - Advanced \nPurple - Almost the best \nGreen - Best one \n \nOf cource is tier green exits \n \nFurnace i did as Qumojo in ShinyBob because i didnt have idea how color them other way.",
"date": "2019-04-14T22:57:25+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "It's definitely better than what's in most of bob's mods base. Either no colours, or in some cases colours in the wrong order.",
"date": "2019-04-15T03:10:40+00:00",
"quotes": []
},
{
"author": "Zyrconia",
"content": "These look very good! Great job! \n \nBut personally, I would desaturate the color a bit...",
"date": "2019-04-15T08:09:17+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "first ingame impression \n \ni feared the steam engines would have abit too much color, 40 of them standing side by side, when its like 60-70% color and 30-40% grey machinery \nbut actually its looks pretty nice. What makes this better than others in my opinion, is the fact that its not made polished and shiny, which doesn´t fit the overall dirty and polluted world \n \nStill unsure about the power poles being all color, would need to build abit more than the burner phase in my new AAI+Bob game",
"date": "2019-04-16T17:14:59+00:00",
"quotes": []
},
{
"author": "Kamsta99",
"content": "Thank for ours positive respond \nAbout poles, i dont have idea how color them",
"date": "2019-04-16T21:28:28+00:00",
"quotes": []
},
{
"author": "alercah",
"content": "How does this compare to ShinyBob, for the uninitiated? And are you going to do Angel's?",
"date": "2019-04-24T06:13:16+00:00",
"quotes": []
},
{
"author": "Kamsta99",
"content": "Nah im dont have plans for angel but i have fun making graphics and using photoshop so if i dont need to do code probably then yes",
"date": "2019-04-28T00:04:36+00:00",
"quotes": []
},
{
"author": "durzolr",
"content": "as a consumer of Bob's and shiny, and in reference to the tier coloring debate; personally I think the color coding should have connection to what it takes to make them. A product that requires titanium should be blue, whether its mk2 or mk5 of that particular item. this would make it much easier to line things up for production, or know what you need to have to handcraft, without much thought. In regards to the telephone poles... they do seem bright, but I run Alien Biomes so the world ISN'T so plain and dreary. These bright colors match well with my worlds, and if you decide to offer a more desaturated option, it should definitely be just that; an option.",
"date": "2019-05-07T18:57:35+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "For some things, I sort of have that opinion too. It's MK3 but there's only 4? should it be Blue because it's the 3rd one, or purple because it takes Titanium? (Yes, Titanium is actually used in most purple things, purple belts are titanium, blue are Aluminum/cobalt, but brass and invar are also that level. Tungsten is also the same level as Titanium)",
"date": "2019-05-07T19:42:13+00:00",
"quotes": [
{
"author": "durzolr wrote: Tue May 07, 2019 6:57 pm",
"content": ""
}
]
}
] | 16 | 2019-04-13T21:59:21-05:00 |
forum-topic-15061 | 15061 | TimeDisplay-Mod | Modding help | https://forums.factorio.com/viewtopic.php?t=15061 | fishycat | Hey guys, I started a new game with factorio 0.12.4 and wanted to use time display mod. It´s version 1.0.1 so i guess latest update. But when i push play error box came up with :
__TimeDisplay__/control.lua:135: LUAGameScript doesn´t contain key onevent
Hopefully one of you knows how to fix it and can help me please.
Thanks in advance,
fishy | [
{
"author": "ratchetfreak",
"content": "try on_event in 0.12 most functions got renamed to use _ as word separators",
"date": "2015-08-20T07:53:32+00:00",
"quotes": [
{
"author": "fishycat wrote:",
"content": ""
}
]
},
{
"author": "fishycat",
"content": "first, thanks for help! I changed it to on_event but another error came up then: __TimeDisplay__/control.lua:135: First argument must be a number or a table \n \nHmm, it´s not flipping tables, right!? \nDo you maybe have an idea how to solve that problem? would be great!",
"date": "2015-08-20T09:29:40+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "I switched over to EvoGUI, nice little mod, that shows also time and other nice-to-know stuff. So I guess we can close here. \n \nP.S. R.I.P TimeDisplay-Mod",
"date": "2015-08-28T10:50:17+00:00",
"quotes": []
}
] | 3 | 2015-08-20T00:33:47-05:00 |
forum-topic-34038 | 34038 | some kind of mod manager | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=34038 | HammerPiano | I have few campaigns running at the same time at each of then needs different mods. It would be quite usefull to be able to add modpacks to enable/disable more than 1 mod at the same time.
And i have an idea for this: the game will ask you if you want to change the current enabled mods for the save that you want to load. Ex:
You have 2 saves: one bob's mods and other vanila, if you want to play the vanila a message will pop and it will say: "Disable all mods for this save? Yes/No"
For bob's mods, it will ask if to enable the required mods for the save | [
{
"author": "mooklepticon",
"content": "+1 \n \nThat would be awesome. \n \nThere's a short term work-around where you make multiple mod folders. See here: viewtopic.php?p=187147",
"date": "2016-10-10T21:05:09+00:00",
"quotes": []
},
{
"author": "",
"content": "Added to the others in viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management",
"date": "2016-10-10T21:17:51+00:00",
"quotes": []
},
{
"author": "HammerPiano",
"content": "Ok that looks like a very nice solution, thank you",
"date": "2016-10-12T15:49:35+00:00",
"quotes": [
{
"author": "mooklepticon wrote:",
"content": ""
}
]
}
] | 3 | 2016-10-10T12:27:32-05:00 |
forum-topic-13874 | 13874 | [linux] Dedicated server init script - Page 5 | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=13874&start=80 | yfcz | Hello,
thanks for nice tool.
I just wonder. Is STOP command also supposed to save game (if so its missing in command description)? Or is map saved directly by Factorio during shutdown?
I ask coz saving on STOP command doesn't work properly on my server. Every time save operation is unfinished save and file is corrupted.
Is there any timeout for save operation? | [
{
"author": "Bisa",
"content": "- learning by doing, nice that you got it working, good luck with your server!",
"date": "2016-09-06T17:55:09+00:00",
"quotes": [
{
"author": "feds wrote:",
"content": ""
}
]
},
{
"author": "tacgnol",
"content": "Would it be possible to add a function in the auto complete shell to get the current factorio server version ? like 'factorio --version' something like that ... would be great",
"date": "2016-09-09T19:08:15+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "added \"version\" with the latest commit https://github.com/Bisa/factorio-init/c ... e841cc4371 (checkout the master branch, I did not bother to add a new release yet)",
"date": "2016-09-09T20:49:06+00:00",
"quotes": [
{
"author": "tacgnol wrote:",
"content": ""
}
]
},
{
"author": "tacgnol",
"content": "$ sudo factorio version \n0.14.5 \n \n \nsweet, thanks ! that was quick !",
"date": "2016-09-09T21:59:37+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "hehe, yea, no problem check the commit - I already had the code for getting the version, all I needed was adding the command for it ;p",
"date": "2016-09-09T23:52:13+00:00",
"quotes": [
{
"author": "tacgnol wrote:",
"content": ""
}
]
},
{
"author": "xenotypex",
"content": "Script fails to start for 14.12 due to the removal of the autosave interval and number parameters.",
"date": "2016-10-02T02:00:52+00:00",
"quotes": []
},
{
"author": "tacgnol",
"content": "oh that's why ... \n \nI was getting crazy trying to figure out why it wasn't working.",
"date": "2016-10-02T06:05:17+00:00",
"quotes": [
{
"author": "xenotypex wrote:",
"content": ""
}
]
},
{
"author": "Zombo",
"content": "I also stumbled upon the changes concerning autosave now being configured through server-settings. \nWas installing a new Factorio Server on Debian 8 and couldn't get the init script to work. \nThanks for the hint, I changed the files according to the pull requests.",
"date": "2016-10-17T16:24:54+00:00",
"quotes": []
},
{
"author": "tacgnol",
"content": "I tried working with the pull request, and it still doesn't work... \n \ni think i will have to do a fresh install....",
"date": "2016-10-17T22:51:25+00:00",
"quotes": [
{
"author": "Zombo wrote:",
"content": ""
}
]
},
{
"author": "mcgoff360",
"content": "is there any way to make the script auto restart the server after X period of time? I am having desync issues with my server on an ec2 server running with a lot of mods. the only way that it seems to fix the problem is to just issue the \"service factorio restart\" command every ~12 hours or so. I am not super familiar with linux or ec2 so i am not sure what the best way to get the command to be reissued automatically on a specified timeframe",
"date": "2016-10-20T02:17:43+00:00",
"quotes": []
},
{
"author": "mcgoff360",
"content": "i think i have it working with crontab, which i just figured out. we will see if it works. side note, i was running out of ram on my ec2 instance and i am not sure if that was causing the desync issues, but we will see if it gets fixed",
"date": "2016-10-21T13:27:26+00:00",
"quotes": []
},
{
"author": "tacgnol",
"content": "I have an issue when i am using the updater ... the command will freeze, and i have to do a ctrl-c to exit the process. \n \n \n \nsudo service factorio update \n \nChecking for updates... \nNew version core-linux_headless64 0.14.20. \nWrote /tmp/factorio-update/core-linux_headless64-0.14.19-0.14.20-update.zip, apply with `factorio --apply-update /tmp/factorio-update/core-linux_headless64-0.14.19-0.14.20-update.zip` \n2016-11-11 18:41:36 [CHAT] <server>: Updating to new Factorio version, be right back \nStopping Factorio: . . cat: /opt/factorio/bin/x64/../../server.pid: No such file or directory \ncomplete! \n \nthen i have to ctrl-c to exit the process \n^C \n \n \n \nsomeone have an idea to fix this ?",
"date": "2016-11-11T23:48:14+00:00",
"quotes": []
},
{
"author": "Zombo",
"content": "While the server is running, does the mentioned pid file exist?",
"date": "2017-01-09T19:28:27+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "illmaren",
"content": "Got quite a disturbing bug.. \n \nWhen i write \nservice factorio help (Services etc. everything added) \n \ni get the following:\n Code: Select all /opt/factorio-init/config: line 2: $'\\r': command not found\n/opt/factorio-init/config: line 6: $'\\r': command not found\n/opt/factorio-init/config: line 9: $'\\r': command not found\n/opt/factorio-init/config: line 14: $'\\r': command not found\n/opt/factorio-init/config: line 19: $'\\r': command not found\n/opt/factorio-init/config: line 22: $'\\r': command not found\n/opt/factorio-init/config: line 27: $'\\r': command not found\n/opt/factorio-init/config: line 36: $'\\r': command not found\n/opt/factorio-init/config: line 44: $'\\r': command not found\n/opt/factorio-init/config: line 54: $'\\r': command not found\n/bin/x64/factorioctorio binary! /opt/factorio\n(if you store your binary some place else, override BINARY='/your/path' in the config)\n \n\nhere he tries to access \"/bin/x64/factorioctorio\" ? Why does he try that...checked the config and the init script but there is nothing there which could do this...;$ \n \nServer is ubuntu 15",
"date": "2017-01-17T07:39:07+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "Hi, not sure if you resolved this already (I'm not visiting these forums much lately - please use the github issue tracker if you run into this issue still, have you tried a fresh install of the script?)",
"date": "2017-02-15T18:28:30+00:00",
"quotes": [
{
"author": "illmaren wrote:",
"content": ""
}
]
},
{
"author": "Hovel",
"content": "Bisa, \n \nPlease help me out. I'm running a ubuntu server at home and I'm trying to setup a headless server. I'm still new to linux, but I know how to run a headless server. But I read everywhere I should use your init script in combination with the updater from narc0tiq. I can see why an updater would help me, because I manually have to unpack new versions now. But I don't fully understand what your init script helps me with. It will start my factorio server on boot. But is seems to run as a service? how do i manage my server then? \n \nCurrently I'm stuck, I can run the script, but it tells me the following: \n Code: Select all thomas@tfdserver:/opt/factorio/factorio-init$ sudo systemctl daemon-reload\nthomas@tfdserver:/opt/factorio/factorio-init$ sudo systemctl start factorio\nthomas@tfdserver:/opt/factorio/factorio-init$ sudo systemctl status -l factorio\n● factorio.service - Factorio Server\n Loaded: loaded (/etc/systemd/system/factorio.service; disabled; vendor preset: enabled)\n Active: activating (auto-restart) (Result: exit-code) since di 2017-02-28 21:56:30 CET; 7s ago\n Process: 28606 ExecStop=/opt/factorio/factorio-init/factorio stop (code=exited, status=0/SUCCESS)\n Process: 28577 ExecStart=/opt/factorio/factorio-init/factorio start (code=exited, status=0/SUCCESS)\n Main PID: 28597 (code=exited, status=1/FAILURE)\n\nfeb 28 21:56:30 tfdserver systemd[1]: factorio.service: Unit entered failed state.\nfeb 28 21:56:30 tfdserver systemd[1]: factorio.service: Failed with result 'exit-code'.\nthomas@tfdserver:/opt/factorio/factorio-init$ sudo systemctl enable factorio\nCreated symlink from /etc/systemd/system/multi-user.target.wants/factorio.service to /etc/systemd/system/factorio.service.\nthomas@tfdserver:/opt/factorio/factorio-init$ sudo systemctl status -l factorio\n● factorio.service - Factorio Server\n Loaded: loaded (/etc/systemd/system/factorio.service; enabled; vendor preset: enabled)\n Active: activating (auto-restart) (Result: exit-code) since di 2017-02-28 21:57:52 CET; 11s ago\n Main PID: 28795 (code=exited, status=1/FAILURE)\n CGroup: /system.slice/factorio.service\n\nfeb 28 21:57:52 tfdserver systemd[1]: factorio.service: Unit entered failed state.\nfeb 28 21:57:52 tfdserver systemd[1]: factorio.service: Failed with result 'exit-code'.",
"date": "2017-02-28T21:15:34+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "Hi, (sorry for not responding sooner) - it would be helpful for others that debug your problem if you gave us the output of your factorio-current.log (you might even be able to find the problem yourself in it) if I may suggest you could always upload the log to pastebin or attach it here.",
"date": "2017-03-05T07:55:48+00:00",
"quotes": [
{
"author": "Hovel wrote:",
"content": ""
}
]
},
{
"author": "Bisa",
"content": "Shameless bump as version 2.5.0 now includes the ability to download the latest headless server from Wube to effortlessly install factorio on your linux server.",
"date": "2017-03-15T16:54:04+00:00",
"quotes": []
},
{
"author": "Blaster",
"content": "What's the deal with the ../../ in the path configs? Isthere a reason this is there?",
"date": "2017-03-21T17:23:30+00:00",
"quotes": []
}
] | 19 | 2015-07-22T04:14:13-05:00 |
forum-topic-113517 | 113517 | PvP faction war | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=113517 | TopPredator | I would like to play the vanilla PvP on a 24/7 server till world domination. Prolbem is that anyone can join any team. Are there any options or mods where you can team up with other players by inviting them?
greetings | [
{
"author": "TioQueToca74",
"content": "I don't know if there's a mod, but what I can say, is that it can be implemented by overriding the on_player_changed_force and defining a custom \"add_to_team\" command or UI, just note that afaik, pvp is not played in Factorio due to hard to balance, only bitter battles is played \n \nI can implement that \"Team invite\" mod if it doesn't exists, but I will wait to see if any other dude says it already exists \n \nwhat's your exact idea?",
"date": "2024-07-18T19:53:02+00:00",
"quotes": []
},
{
"author": "ZwerOxotnik",
"content": "There are several ones: https://mods.factorio.com/search?query= ... =relevancy",
"date": "2024-09-23T14:25:03+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
}
] | 2 | 2024-05-16T23:43:30-05:00 |
forum-topic-119249 | 119249 | [2.0.41] Shoot on <Enter> triggers in text fields | Bug Reports | https://forums.factorio.com/viewtopic.php?t=119249 | Elyviere | Hello!
Since I'm using a split ergodox keyboard, I happen to have my enter key on my left keyboard instead of my spacebar (spacebar being on the right half only). Therefore, I've got the [Enter] key bound to the "Shoot enemy" action.
When typing in the game, e.g. in the chat or when searching for something in the inventory, I of course end the text by pressing [Enter], to send the message or complete the search. However, because my "Shoot enemy" action is bound to that key, pressing [Enter] always fires my weapon as well. While typing, obviously no other key performs their other bound action, i.e. typing "wasd" won't move my character around in a circle, so I'd assume the same should be true for [Enter]. All other actions for the key should be disabled while typing.
Problem : Pressing [Enter] while typing (i.e. to send a message) also performs the "Shoot enemy"-action if the [Enter] key is bound to that action (causing non-targeted weapons like the shotgun to fire)
Expected : Pressing [Enter] while typing only ends the search or sends the chat, ignoring all other actions bound to the enter button for this key press, similarly to how all other keybinds are ignored while typing.
edit 2025-03-15: Updated from version 2.0.28 to 2.0.41 after confirming it is still an issue | [
{
"author": "Kyralessa",
"content": "I can see two different shoot actions: \n \n Shoot enemy \n Shoot selected \n \n\nWhich one are you binding Enter to? \n \nYou should probably be binding to Shoot enemy unless you really want Enter to shoot anything (rocks, trees, chests, etc.). \n \nAnd then Enter shouldn't shoot unless there's actually an enemy in front of you.",
"date": "2024-11-02T09:33:57+00:00",
"quotes": []
},
{
"author": "Elyviere",
"content": "I have \"Shoot enemy\" bound to [Enter] and \"Shoot selected\" bound to [Shift + Enter]. \n \nWorth noting that my three weapons are the rocket launcher, shotgun and flamethrower, i.e. none of them require a target. \n \nI've updated my original post to better reflect this, thank you.",
"date": "2024-11-02T09:41:39+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "I don't know about the shotgun and the flamethrower, but the rocket launcher definitely requires a target for \"Shoot enemy\". Are you sure it still happens even with the rocket launcher selected?",
"date": "2024-11-02T10:10:08+00:00",
"quotes": []
},
{
"author": "Elyviere",
"content": "I tested and it does not happen with the rocket launcher, thanks for pointing that out.",
"date": "2024-11-02T12:03:50+00:00",
"quotes": []
},
{
"author": "Elyviere",
"content": "Now that I've got further into the game, I will add that the railgun in fact does not require a target, and my Aquilo base is very sad about that and now lives in fear of me opening up chat.",
"date": "2024-12-07T08:16:51+00:00",
"quotes": []
},
{
"author": "Elyviere",
"content": "Now that the initial release window has passed and bug fixing slowed (I presume), I'll just bump this bug once so it at least gets a chance.",
"date": "2025-03-08T16:41:11+00:00",
"quotes": []
}
] | 6 | 2024-11-02T04:27:19-05:00 |
forum-topic-127513 | 127513 | [2.0.41] Ghost + "Belt-helper"-Feature error | Duplicates | https://forums.factorio.com/viewtopic.php?t=127513 | scooter010 | This bug is since some versions inside the game. I cannot say the exact version, but I have seen the bug at least since 2.0.32.
Maybe it's too old and I couldn't find the "won't fix" thread. Sorry for that in advance.
Only relevant if you are without robots, I think.
Reproduce:
Place a mining-BP and adding the poles first:
Ghost placement Bildschirmfoto vom 2025-03-15 08-41-30.png (750.71 KiB) Viewed 86 times
Then placing the belts and relying on the "auto-underneathy" feature by pressing left mouse button and just ran.
The second underneathy behind the pole will not being placed.
After dragging belt Bildschirmfoto vom 2025-03-15 08-41-39.png (728.1 KiB) Viewed 86 times
I expect that it will look like:
As it should be Bildschirmfoto vom 2025-03-15 08-39-26.png (396.9 KiB) Viewed 86 times
I tried it in an updated save (from pre 2.0) and also in an 2.0 save. Both with space age.
I didn't tried to reproduce the bug within other circumstances. I normally don't combine poles and underneathies in a Blueprint in such a way. | [
{
"author": "",
"content": "118408",
"date": "2025-03-15T08:23:59+00:00",
"quotes": []
}
] | 1 | 2025-03-15T02:57:05-05:00 |
forum-topic-127204 | 127204 | Enable an "Anything" icon to the alarm of Programmable Speaker | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127204 | AnriMachishiro | TL;DR
Making it possible to choose the "Anything" virtual signal in the icon list of Programmable Speaker, which would correspond to the "Anything" virtual signal inputting.
What?
We know Display Panel can input and output an "Anything" signal at the same time. If the inputting is "Anything >=0" and the outputting is "Anything" , they would output the signal actually input, instead of the green "Anything" signal itself.
I would suggest a similiar change to Programmable Speaker.
Why?
We usually want to use less blueprints to solve much more different situations.
If Programmable Speaker changes as so, we can use a simple blueprint to solve many different types of out-of-stock alerm. | [] | 0 | 2025-03-01T11:40:35-06:00 |
forum-topic-94427 | 94427 | Last hope: blueprint library recovery from save file. (v1.1.9+) | Technical Help | https://forums.factorio.com/viewtopic.php?t=94427 | Introduction
Recently v453000 asked me about options to recover blueprints of a player that lost his blueprint library ( viewtopic.php?p=530872#p530872 ). I looked at possible options and there were not many, however thinking a little more lead me to the simple conclusion: when blueprints from library are used in game, they are transferred so all the players have a copy of imported blueprint so it has to be part of a game state and be included inside of the save file. They are there and should be possible to be extracted. Only reason why they were not possible to be extracted was that when a player joins with an empty blueprint library, there is a blueprint library synchronization happening which removes all the blueprints that player does not have. From this a simple idea started to grow: if the synchronization would be bypassed (would not happen), it would be possible to get hands on the blueprints inside of a save file and take them out.
Limitations
This approach has some limitations. When player joins the game, synchronization is able to delete blueprints but it does not transfer new ones: it only creates a preview of a blueprint because blueprints contain entity data which can take a lot of space. Blueprints that are in the preview state are not part of the game state yet so they cannot be recovered using this approach.
The way
In the main menu, click "Settings" while holding both Ctrl and Alt. Modifiers are required to expose "The rest" part with all the hidden switches.
bprec-main-menu.png (32.13 KiB) Viewed 23630 times
In settings go to "The rest"
bprec-settings.png (81.6 KiB) Viewed 23630 times
Inside of the "Other settings" enable the "bypass-library-sync" option
bprec-bypass-on.png (2.88 KiB) Viewed 23630 times
Go back to the main menu and open a save file from which you want to extract blueprints.
bprec-load.png (6.26 KiB) Viewed 23630 times
While in game, open the blueprint library. There will be a warning "Blueprint library is not synchronized" to inform that the blueprint library here is not synchronized with player's own blueprint storage so none of the blueprints from player's blueprint storage are shown here. This also works in opposite direction: changes here will not get saved to the player's own blueprint storage.
bprec-library.png (90.39 KiB) Viewed 23630 times
From this point you can take a look at the blueprints and transfer them out. Simplest way is to empty the inventory, Control+Left click on empty slot in the library to transfer all blueprints to the inventory, create an empty blueprint book inside of the Game Blueprints, open that book, transfer all the blueprints from inventory to the book (Control+Left click on empty inventory slot) and then export that book to the string.
Alternative approach is to transfer blueprints to the inventory or to the Game Blueprints and save the game at that state. After disabling "bypass-library-sync" hidden option you can then load that save file and transfer those blueprints back to the "My Blueprints" which at this point will be synchronized (there should be no "Blueprint library is not synchronized" warning)
Cleanup: do not forget to disable "bypass-library-sync" option (first 3 steps).
Final notes
This way is intended to be only a last resort because it does not help with recovery of blueprints that were not transferred to the game state. Keep in mind that blueprint library uses binary format that is evolving with the game itself so older game versions are unable to read blueprint library made by newer versions. Every time you want to downgrade the game, the blueprint library will be lost (however there should be a backup made which may require manual file renaming to make backup to be the active one). When there are preview-only blueprints in the library, there may be some unintended behaviors happening when those blueprints are requested to be transferred: starting from importing a blueprint from the player's own blueprint library ending on the crashes because blueprint with the given ID does not exist in the player's own blueprint library. | [
{
"author": "Diablo",
"content": "I just wanted to say here again, thank you so much for helping me out with this. \nIt means more then I can express here. \n \nTHANK YOU!",
"date": "2021-01-15T11:34:27+00:00",
"quotes": []
},
{
"author": "",
"content": "Would/should have been a nearly perfect FFF.",
"date": "2021-01-16T08:37:05+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "No gif means no FFF. (Devs are never sarcastic and always tell the 100% truth with no jokes)\n talk on discord \n \n \n Screenshot 2021-01-16 004520.jpg (84.95 KiB) Viewed 23371 times",
"date": "2021-01-16T08:46:25+00:00",
"quotes": [
{
"author": "ssilk wrote: Sat Jan 16, 2021 8:37 am",
"content": ""
}
]
},
{
"author": "quinor",
"content": "That's the most factorio devs' thing I've seen in a long time. Come on, can you set the standarts any higher...?! Absolutely love the attention.",
"date": "2021-01-19T16:00:02+00:00",
"quotes": []
},
{
"author": "Marco3104",
"content": "This Post literally saved me many hours of work. Thank you very much!",
"date": "2021-04-01T23:01:12+00:00",
"quotes": []
},
{
"author": "mrfox113",
"content": "Hello, \n \n i tryd this, but after 5 bps into my inventory, the game crash.",
"date": "2021-05-08T16:24:20+00:00",
"quotes": []
},
{
"author": "",
"content": "You can make a bug report , please.",
"date": "2021-05-16T06:45:47+00:00",
"quotes": []
},
{
"author": "",
"content": "You are most likely trying to transfer a preview-only blueprint for which this method does not work. This was mentioned in the \"limitations\" part and in the \"final notes\" part. This is highly experimental \"feature\" and in case of a crash happening because of a misuse of it and following bug reports, i would rather remove this feature entirely rather than fixing it.",
"date": "2021-05-16T06:56:59+00:00",
"quotes": [
{
"author": "mrfox113 wrote: Sat May 08, 2021 4:24 pm",
"content": ""
}
]
},
{
"author": "MiniHerc",
"content": "But why remove them?",
"date": "2021-06-04T15:36:25+00:00",
"quotes": [
{
"author": "boskid wrote: Fri Jan 15, 2021 11:00 am",
"content": ""
}
]
},
{
"author": "",
"content": "Because player does not have them in local storage so they must have been removed intentionally.",
"date": "2021-06-04T18:16:40+00:00",
"quotes": [
{
"author": "Ambaire wrote: Fri Jun 04, 2021 3:36 pm",
"content": ""
},
{
"author": "boskid wrote: Fri Jan 15, 2021 11:00 am",
"content": ""
}
]
},
{
"author": "MiniHerc",
"content": "Or the save was shared with another who would naturally not have those blueprints in local storage.",
"date": "2021-06-04T18:42:13+00:00",
"quotes": [
{
"author": "boskid wrote: Fri Jun 04, 2021 6:16 pm",
"content": ""
},
{
"author": "Ambaire wrote: Fri Jun 04, 2021 3:36 pm",
"content": ""
},
{
"author": "boskid wrote: Fri Jan 15, 2021 11:00 am",
"content": ""
}
]
},
{
"author": "Rescovedo",
"content": "Recently bought a brand new Macbook Air and I honestly have no words to express so much gratitude towards this tutorial. REALLY REALLY Thanks, I was able to restore all my library back to what it was!",
"date": "2022-04-23T15:17:14+00:00",
"quotes": []
},
{
"author": "buddiedelorenzo",
"content": "I don't understand why this method should be used only as a last resort? You said that it's a good method for restoring blueprints.",
"date": "2022-04-26T16:11:41+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "I had the issue, where I accidentally put a bp book from hotbar into inventory, which removed it from the cloud bp storage. \nSaved me a lot of trouble!",
"date": "2022-09-17T21:01:02+00:00",
"quotes": []
},
{
"author": "cheezecake",
"content": "Just want to say thank you! This saved so much trouble and headache. Just used the export the book to string and it worked perfect. \n I am putting a sticky note next to my PC that says \"Do NOT downgrade Factorio unless absolutely necessary and back up all blueprints\"",
"date": "2022-10-23T18:15:35+00:00",
"quotes": []
},
{
"author": "Whalesaregreat",
"content": "I created an account specifically to reply to this post to thank you. I spent nearly 4 hours today creating some rail and station blueprints, and I thought I had lost them after I accidentally removed them from my blueprint library and accidentally cleared them from my hot bar. Thank you so much.",
"date": "2023-02-05T09:05:48+00:00",
"quotes": []
},
{
"author": "Dmytrozern",
"content": "Still relevant. Downgraded my game to continue playing a save with active recording and lost my saves. Renaming the backup did not help, but this thread did. Thank you.",
"date": "2023-02-18T19:40:37+00:00",
"quotes": []
},
{
"author": "GriffiPlayz",
"content": "Thanks! My blueprint library disappered after enabling steam cloud sync for blueprints (just like expected, that feature is a bit broken), and my blueprint backup i made a few days ago didn't want to work for some reason. (I tried copying the blueprint library file) \nYou saved my blueprints",
"date": "2023-04-27T16:09:10+00:00",
"quotes": []
},
{
"author": "flintycrayon",
"content": "You, sir, are my hero. \nThank you <3",
"date": "2023-09-29T09:21:42+00:00",
"quotes": []
}
] | 19 | 2021-01-15T05:00:03-06:00 | |
forum-topic-126335 | 126335 | [2.0.32] 7900GRE graphics instability | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=126335 | BDRandy | 1. What did you do? Literally just playing the game on a XFX 7900GRE. Takes nothing special in-game to reproduce besides specific hardware.
2. What happened? Horizontal graphics artifacts that happen infrequently. I have uploaded a video demonstrating the artifacts. Normally they are not as frequent as in the video, I just caught them at a good time. Factorio is running in the background during the video; I took the video without factorio on the screen to show the artifacts are not within the game window. https://www.youtube.com/watch?v=vZXvIcNEV00
3. What did you expect to happen instead? I expected no graphics artifacts.
4. Does it happen always, once, or sometimes? It does not happen all the time. It can be anywhere from <1 second to several hours in-between noticed artifacts.
Extra important information: These graphics artifacts are not likely to be malfunctioning hardware because: The artifacts ONLY ever appear with factorio running. Nothing else at all has ever caused them. I have tested 3 GPUs, 2 were 7900GREs and one was a 4080S. The artifacts happened on both the 7900GREs but not the 4080S. It is not monitor related because it happens on two different monitors, both with separate display and power cables. They have happened ever since I installed the 7900GRE, well before the 2.0 update. During the frequent glitches (<1 second in-between) as shown in the video, the artifacts immediately stop when Factorio is closed. The artifacts do not appear on screen recordings. I have contacted GPU manufacturer, and they said because the artifacts only happen in one specific game, it is extremely unlikely that the GPU is faulty.
The artifacts are also unlikely to be graphics driver related because: They happen on every driver version I have tested. Again, no other game or benchmark causes them. I was able to reproduce them on a new computer, with a 7900GRE with nothing else installed on the operating system.
I have tested this to the best of my ability, Factorio is the only option I see that could be the culprit. | [
{
"author": "",
"content": "Post the log of a session with the issue, see 3638 .",
"date": "2025-01-26T00:56:13+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "A very cursory search showed tons of people complaining about similar problems with their 7900gre's. This is almost certainly an AMD problem. \"The GPU only malfunctions on one game\" doesn't make it not a GPU issue.",
"date": "2025-01-26T01:03:27+00:00",
"quotes": [
{
"author": "BDRandy wrote: Sun Jan 26, 2025 12:46 am",
"content": ""
}
]
},
{
"author": "",
"content": "Considering we do not do anything special for any given GPU, intel, nvidia, or amd, I put the blame squarely on the driver.",
"date": "2025-01-26T02:34:26+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "You could try changing the monitor to 60Hz and/or experiment with VSync/VRR. Maybe also a second monitor with a different refresh rate could be a problem.",
"date": "2025-01-26T10:22:47+00:00",
"quotes": []
}
] | 4 | 2025-01-25T18:46:46-06:00 |
forum-topic-118623 | 118623 | [2.0.12] Wrong quality tooltip in upgrade planner | Duplicates | https://forums.factorio.com/viewtopic.php?t=118623 | Gergely | TLDR: When hovering a quality machine or module in the upgrade planner, the tooltip only shows the base machine stats and no quality effects.
Steps to reproduce:
Add a rare assembling machine 3 to a slot in an upgrade planner.
Observe the tooltip of what was just added.
Expected:
Tooltip is for rare assembling machine 3 with crafting speed of 2.
Actual:
Tooltip is for normal assembling machine 3.
Why I think this is a bug:
It would be useful to see the quality effects in an upgrade planner tooltip. Note that other virtual item slots, such as those in constant combinator already show the quality affected stats, so I find this inconsistent. | [
{
"author": "atomizer",
"content": "duplicate of viewtopic.php?f=7&t=118174",
"date": "2024-10-30T20:40:22+00:00",
"quotes": []
}
] | 1 | 2024-10-30T11:30:31-05:00 |
forum-topic-121983 | 121983 | [done] Quality combat robots doing more damage is not listed on wiki | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=121983 | infogulch | Edit: The wiki pages show quality damage scaling now.
The wiki shows that quality combat robots have more health, but does not show that they do more damage (they do). This applies to Defender, Distractor, and Destroyer capsules.
The wiki should show how much damage quality robots do for each quality level.
https://wiki.factorio.com/Defender_capsule
https://wiki.factorio.com/Distractor_capsule
https://wiki.factorio.com/Destroyer_capsule
11-18-2024, 11-33-18.png (42.52 KiB) Viewed 415 times | [] | 0 | 2024-11-18T11:34:46-06:00 |
forum-topic-117130 | 117130 | [SA] Add option to rename space platforms | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=117130 | Hares | TL;DR
It is impossible to rename a platform after it is created.
What?
It is impossible to rename a platform after it is created. Until it is deployed, you can delete the "ghost" platform and create a new one, but after it is created there's no way to change the name.
Why?
Multiple reasons to rename a platform after its creation:
Fixing a typo after noticing one
Re-purposing the platform
Changing the name-generation logic on your system (i.e., "Nauvis Orbit" -> "Space Science #1")
Changing the locale and changing its name to match the new one | [
{
"author": "DarkShadow44",
"content": "You can rename it in the hub: \n \n \n \n Screenshot_20241025_104436.jpg (157.1 KiB) Viewed 4549 times",
"date": "2024-10-25T08:46:46+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Not intuitively. You can delete it from the Remote View surface manager but rename it here.",
"date": "2024-10-25T08:58:10+00:00",
"quotes": []
},
{
"author": "MrChuse",
"content": "+1",
"date": "2024-10-27T23:02:49+00:00",
"quotes": []
},
{
"author": "DragoonGXG",
"content": "You can EVEN add symbols 'n things!\n \n \n \n Fancy.png (46.09 KiB) Viewed 4366 times \n \n \n\nAnd !! You can even order them. However, its only based upon the naming convention .\n \n \n \n Order.png (15.18 KiB) Viewed 4363 times \n \n \nIF you want to share some Space Age tips and tricks, try checking out viewtopic.php?f=18&t=117167",
"date": "2024-10-27T23:11:34+00:00",
"quotes": []
},
{
"author": "SubAtomicBly",
"content": "I agree, I had thought it was impossible. Double clicking on the platform in the surfaces list or adding an edit button that appears when hovering over its name seems like a good solution. Only being able to rename it from the hub was unintuitive to me.",
"date": "2024-12-08T23:53:20+00:00",
"quotes": []
},
{
"author": "Tinyboss",
"content": "Not to invalidate your perspective at all, but renaming it from anywhere else would be unintuitive to me. Otherwise I'd think maybe I'm renaming the shortcut.",
"date": "2024-12-09T02:33:04+00:00",
"quotes": [
{
"author": "SubAtomicBly wrote: Sun Dec 08, 2024 11:53 pm",
"content": ""
}
]
},
{
"author": "FidgetNebula",
"content": "I'm going to add a +1 on this. It took a web search to find this forum to discover how to change the name. It was not intuitive as I was expecting it to be editable from the Remote view window, where the names are. The current location seems a bit hidden. \n \nIt would be nice to even edit the planet names if so desired, but at minimum it would be nice editing the platform names directly from that UI piece in the top left as it really feels like that is where it should be. Probably because mods have editable names in that area, so it just flows with my past experience and expectations.",
"date": "2025-01-18T16:52:01+00:00",
"quotes": []
},
{
"author": "Dixi",
"content": "Can you mark this as solved, please? \n \nAbout subj and this discussion. \nFactorio has quite well designed interface. If something can be done, it can be done same way for everything similar. If you can change locomotive/train name by clicking on the name in train timetable menu, then you can change exactly same way platform name, since platforms are just \"space trains\".",
"date": "2025-01-18T18:14:38+00:00",
"quotes": []
}
] | 8 | 2024-10-24T07:10:07-05:00 |
forum-topic-122505 | 122505 | [2.0.21]Biolabs Animation Low Framerate | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=122505 | D4RT-one | I'm not sure if this is normal, but Biolab animations seems to have lower framerate than everything else. They had same animation in FFF #431, so I suppose it's been like this from the start. But it looks unnatural compared to the rest of the game | [
{
"author": "",
"content": "Thanks for the report. \nI am not artist, I am graphics programmer, and I don't want it to have higher framerate (as in - double the frame count). It's a large entity, entire entity animates (breathing), it's not used everywhere as assembling machine is, it already takes up lot of VRAM, imo.",
"date": "2024-11-25T13:26:17+00:00",
"quotes": []
},
{
"author": "Cipherpunk",
"content": "As a compromise, would it be feasible to add a graphics option to enable more animation frames on the biolab for players that wouldn't mind the increased VRAM usage? \n \nI think you may be underestimating how many players enjoy zooming in on their new machines, just to watch them work. Personally, I struggled to unlock the biolab tech and it was a bit of a letdown to be greeted by this very choppy animation. The centrifuge hardly even registers as \"spinning.\" \n \nI'd also say that most players probably don't expect visual flair from assemblers precisely *because* they're everywhere. Special cases are exactly that: Special.",
"date": "2025-01-03T18:02:43+00:00",
"quotes": []
},
{
"author": "",
"content": "Alright, I moved the thread to Ideas and Suggestions. I think reasonable compromise could be to separate the rotating centrifuge animation to separate layer with double framerate.",
"date": "2025-01-06T12:02:08+00:00",
"quotes": []
},
{
"author": "Cipherpunk",
"content": "Thank you for considering this!",
"date": "2025-01-06T13:50:04+00:00",
"quotes": []
},
{
"author": "T-nm",
"content": "It's a very pretty building to look at and indeed the framerate of the spinning thing kind of hurts the eyes. The compromise sounds like a perfect solution.",
"date": "2025-03-17T01:26:11+00:00",
"quotes": []
}
] | 5 | 2024-11-22T07:33:44-06:00 |
forum-topic-61015 | 61015 | Friday Facts #247 - Pricing and its exploits | News | https://forums.factorio.com/viewtopic.php?t=61015 | https://factorio.com/blog/post/fff-247 | [
{
"author": "Claudius1729",
"content": "Oh yes, I definitely agree with this . I must say, I am getting quite excited for 0.17. \n \nYou guys are doing a great job, I don't know how this other game will do, but Factorio will live on for a long time I feel.",
"date": "2018-06-15T22:54:39+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Supercheese",
"content": "Would GOG Connect be a potential boon for this? Or is this going the wrong direction (Steam -> GOG vs. GOG -> Steam) ?",
"date": "2018-06-15T22:59:54+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "psihius",
"content": "Satisfactiory overshadowing Factorio? Gimme a break \n \nEarly and mid-game Factorio - possible, but end-game and megabase level gameplay - not a chance",
"date": "2018-06-15T23:04:13+00:00",
"quotes": []
},
{
"author": "5thHorseman",
"content": "21 morons. \n \nBut really, 7 returns a month is pretty darn low. That's awesome.",
"date": "2018-06-15T23:09:23+00:00",
"quotes": [
{
"author": "Klonan wrote:",
"content": ""
}
]
},
{
"author": "Yehn",
"content": "I agree. I'll doubtless play both, unless Satisfactory has crippling issues. Which with small dev titles, it is a very real possibility (I would play stuff like Oxygen Not Included, Starbound, etc far more if not for all their tech issues, Factorio is really underrated for its sheer stability and smoothness). \n \nBut even assuming Satisfactory is a stable and smooth running product, I also can't really imagine that it is going to scale up like Factorio... and they've already said it's a fixed, not generated, world. Still, more titles in the genre is a good thing.",
"date": "2018-06-15T23:09:57+00:00",
"quotes": [
{
"author": "psihius wrote:",
"content": ""
}
]
},
{
"author": "SuperSandro2000",
"content": "1st this FFF is late \n2nd I know the goat simulator games and their performance is horrible. Don't think they do a better job. \n3rd I think satisfactory will end like scrap mechanic and Terra tech. \n4th where is the guy update?",
"date": "2018-06-15T23:12:06+00:00",
"quotes": []
},
{
"author": "Xizma",
"content": "Satisfactory is another factory game however just looking at the video the games are too different from one another. I think factorio will still offer a very different experience. It will probably draw some attention away initially but I cant see any way this game could overshadow factorio. As for the price point I think it is very fair, and would pay 3 times as much if I had to now. But if this was the price when I first saw the game and hadn't played at all I may have turned away.",
"date": "2018-06-15T23:13:53+00:00",
"quotes": []
},
{
"author": "Biker",
"content": "It's slowly getting to the point that we're just about ready for the next major release. \n \nI still have hopes for Spidertron...... Though I think you can kind of already have it via AAI controlled vehicles + roboport modules + tons of inventory.",
"date": "2018-06-15T23:26:45+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "UnrealDiego",
"content": "Good, mature response regarding Satisfactory, that's just how it should be. I think both games will follow different approaches. While Factorio will definitely be better regarding the building of huge bases and automation, Satisfactory can use the 3D graphics to make more interesting levels through verticality.",
"date": "2018-06-15T23:30:23+00:00",
"quotes": []
},
{
"author": "Philip017",
"content": "congrats on the huge spike in sales, lets hope we dont get alot of the russian sales biting us. welcoming 2 million sales soon! \n \ni hope that despite making the game 1.0 (at some point) you will continue to develop the game further. your commitment to releasing a stable game and fixing bugs quickly (imo) really helps this game. \n \ni might have a look at the new satisfactory, but seriously doubt it will come close to the number of hours i have spent in factorio. (3.5k+) \n \ni personally think that the no sales policy will help in the end, but if you sell (for less) or give away codes at events, sales may spike but third party sales will once again cause issues unfortunately.",
"date": "2018-06-15T23:36:04+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "That's exactly what i think too. Except that i'm pretty sure that while megabase videos are a nice sales-point (not even awesome, just nice), the majority of players (80+%ish) never go that far, and thus the difference in scale is irrelevant to them. And shiny 3D graphics sells far more games than good gameplay does these days (i mean, look at astroneer. it barely has any gameplay, but gets an E3 presentation oO.). But don't forget that this is the studio that apparently made lots of cash out of \"Goat Simulator\", a game mostly (in)famous for being so bugged it's funny again. So, it'd say the \"to doom or not to doom\" of factorio is largely dependant on if they can deliver a polished, performant, bugfree 3D factory, or not. (And if they use the crappy Unity engine or something decent). \n \nI still remember the days i played minecraft and was constantly told to stop my - what they called it - \"excessive\" factory building, when all i did was build a single gregtech fusion reactor and accompanying component production, for the unfamilar that's probably about as complex as blue science. \n \nBtw, what's those zig-zag spikes on the normal sales line, weekends?",
"date": "2018-06-15T23:39:41+00:00",
"quotes": [
{
"author": "psihius wrote:",
"content": ""
}
]
},
{
"author": "ixnorp",
"content": "My initial reaction to Satisfactory was \"This looks stupid why would I want to play a Factorio clone in first person view.\" \n \nThen I watched the trailer and my opinion immediately changed to \"I WANT IT NOW.\"",
"date": "2018-06-15T23:44:24+00:00",
"quotes": []
},
{
"author": "Wubinator",
"content": "That was a rather late FFF, remember to also enjoy the weekend guys there is more to life than work But better late then never \n \nI also noticed among my friend that they quickly bought the game when I spread the word about the upcoming price adjustment. \n1.5 million copies almost, congratulations! That is quite the milestone. \nWould you have even dreamed of those kind of sales when you started working on the project? \n \nI think you don't have a lot to fear of Satisfactory. Sure it looks cool but the map is a lot smaller ( 30 squared km ) and they would never be able to handle the amount of factorization because of the 3D graphics. I have multiple friends that play the game on a non-gamer laptop. I don't think Satisfactory will be playable on it. \nI also think the success of Factorio inspired this game and maybe many more will follow \nI don't want to sound to negative, I am really looking forward to the game and I'm following their Facebook page for news updates , I just don't think they will be a direct threat for you guys. Just another type of game in a rather new (?) / small genre.",
"date": "2018-06-15T23:45:08+00:00",
"quotes": []
},
{
"author": "19wolf",
"content": "All the Factorio models are made in 3D right? So Factorio2 should be isometric view at the very least, but definitely some kind of 3D. Maybe like the way it is on Cities:Skylines or The Sims.",
"date": "2018-06-15T23:49:09+00:00",
"quotes": []
},
{
"author": "Drury",
"content": "Cheap russian keys being resold for profit is a tale old as time, I'm surprised it took this long to hit Factorio. That's really the mystery worth solving here \n \nI thought about the no sales policy, I think it's a good fit for a game like Factorio - rather expensive for an indie game, but also of matching quality and with minimal hype/marketing. I don't think it would work nearly as well for the rest of the industry, though. Looking forward to your arguments.",
"date": "2018-06-16T00:03:47+00:00",
"quotes": []
},
{
"author": "AyrA",
"content": "I had a look at the satisfactory website and if there is one thing I am excited about, it's probably this: https://i.imgur.com/tZ4qAgG.png \n \nI doubt that the factorio devs will have to worry too much about this game. Simply because it's 3D I assume you will never be able to push the bounds as far as people do with factorio on a regular basis.",
"date": "2018-06-16T00:08:31+00:00",
"quotes": []
},
{
"author": "Pigeon039",
"content": "Honestly with Factorio vs Satisfactory they are not really the same. 2d and 3d have different uses as I see it. In 2d you are not clogged with belts hiding behind machines and in 3d it will be harder to see the whole base, but people usually prefer the 3d ascetics. Factorio also rather static while that game will likely involve playing with voxel everything, mountains have to be rendered in total probably. In other words Satisfactory will likely be more taxing on machines in general. Otherwise the bigger dangers of competition would be from more varied machines, 3d graphics, more varied wildlife, established studio with multiple games under their belt(the guys that made goat sim and others look it up on Wikipedia). Pluses for Factorio would be we would likely have water(no game likes adding voxel water especially if you have to deal with water filling areas) and a story/campaign. Adding more different wildlife and machines to spice up Factorio wouldn't be impossible, the bigger issue is just fighting a 3d game; then again this game is reaching maturity so the devs can cut loses and when the feel the game is in a good state call it done or release a couple dlcs before moving on to different games. \n \nSo in the end, Satisfactory has a 50/50 chance of being a laggy mess that requires a Super computer to run to a game that will require mostly modern hardware to run, I imagine only 20%~ of gamers will have that so Factorio should be very safe for a while, but as time goes on in 3-5 years with people upgrading their computers and the game getting optimized they will face more competition from them.",
"date": "2018-06-16T00:51:10+00:00",
"quotes": []
},
{
"author": "unobtanium",
"content": "I don't think so. I wouldnt even mind if we would get a 0.19 with purely and tons of Quality of Life improvements. And a 0.20 with additional polish you always wanted to do, but never had the time to do it \n \n \nYour usage of \"than\" and \"then\" is wrong. It should be the other way around. \"than\" for comparisons, \"then\" for time stuff. \n \nThat may be because goat simulator is a physics simulation?! Those always require a lot of performance...",
"date": "2018-06-16T00:52:38+00:00",
"quotes": [
{
"author": "FFF#247 wrote:",
"content": ""
},
{
"author": "FFF#247 wrote:",
"content": ""
},
{
"author": "SuperSandro2000 wrote:",
"content": ""
}
]
},
{
"author": "porcupine",
"content": "As far as I'm concerned, posting the trailer to satisfactory is as good as an endorsement (aside from the words spoken, which clearly were). \n \nIMHO, this is the mark of a true pro. Factorio being superseded by Satisfactory isn't realistic, they're still substantially different game-play styles. Having said that, watching the trailer made me want it, and that's what the Factorio devs should want either way really. \n \nIf the roles were reversed, I'm sure they'd be absolutely pumped to get name dropped before release, and what's the cost really? Current customers are probably the only people reading FFF for the most part, there's effectively zero risk in existing customers picking up a new title, right? You've already got their cash after all! \n \nSo to this, +1up to the Factorio staff, hopefully this genre keeps getting love like this, because it's beautiful, and we'd all like more games like this clearly.",
"date": "2018-06-16T01:23:22+00:00",
"quotes": []
}
] | 19 | 2018-06-15T17:50:50-05:00 | |
forum-topic-127089 | 127089 | One of the best songs in the space age soundtrack isn't in the game | General discussion | https://forums.factorio.com/viewtopic.php?t=127089 | Huckled | I've been listening to disk 2 of the soundtrack release, Fulgora 7 - Resonant Frequency really stood out to me, a great ambient track where the sounds could pass as incidental electronic signals from the machinery on fulgora. It has a slow, repetitive progression with an understated melody that sneaks in and out which makes for great ambient music.
I realised I had never heard this track before! It never actually plays in the game. I poked around the sound files, it isn't a part of the interludes either. fulgora-7 in-game is completely different, it shares its theme and arps with fulgora-9, and isn't in the disk 2 release.
I'd be curious if anyone else has noticed something like this, I initially thought of posting a bug or issue report, but this is my first post and I'm not sure if this type of thing qualifies. I'm pretty sad that I hadn't heard this track in-game before! | [
{
"author": "",
"content": "Hello, \nThe standalone soundtrack contains the final versions of the tracks, remixed and remastered. And it sounds like Fulgora 7 - Resonant Frequency is actually quite different. \nThe in-game versions haven't been updated yet. They will be at some point.",
"date": "2025-02-24T10:45:31+00:00",
"quotes": []
},
{
"author": "Huckled",
"content": "Sweet, that's awesome to hear!",
"date": "2025-02-24T11:06:50+00:00",
"quotes": []
}
] | 2 | 2025-02-23T19:09:35-06:00 |
forum-topic-53449 | 53449 | Optimize Fluid calculations | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=53449 | MagicKyrano | Summary
Optimize Fluid calculations.
Additional resource links
[0.15.x] Fluid mechanics: viewtopic.php?t=19851 (explanation of Fluid mechanics)
Explanation
If you have a lot of pipes / pumps / storage tanks, the way fluids work (as explained in the link above to [0.15.x] Fluid mechanics ) makes that there are a lot of calculations to be done.
If the calculations in the accompanied link are correct, calculations are done between each pipe and their neighbours.
Request / Proposal
If you have a number of same pipes connected to each other, treat them as one whole item. That way, any calculations on that collection of pipes has to be done only once per tick, instead of once per tick per item.
I propose to group the following items:
All pipe segments that are connected to each other, until either a non-pipe is met, or pipes interconnect with other pipes (split off)
All storage tanks that are connected directly to each other (no pipes in between)
And then when the fluid mechanic is calculated, only calculate it once per tick over those grouped items.
With Storage Tanks grouped, you basically have one big storage tank, where each tank receives a percentage of the total amount of storage that that grouped unit has. And the grouped pipes behave like they are a single pipe.
However, grouped items should still behave roughly the same as items ungrouped. Which means that the size of the grouped items, be it in total tile size (X x Y) or number of pipes used of the grouped item, should be taken into account. For example, a long grouped string of underground belts from one side of the camp to the other side, should be one grouped item but with lowered max pressure of something like that.
Advantages
Big groups of pipes or storage tanks only need to be calculated once per tick. | [
{
"author": "",
"content": "viewtopic.php?f=18&t=19851&start=40#p270273",
"date": "2017-10-17T14:12:28+00:00",
"quotes": []
},
{
"author": "Engimage",
"content": "Hopefully this is going to happen",
"date": "2017-10-17T19:07:53+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
}
]
},
{
"author": "MagicKyrano",
"content": "As long as it doesn't change too much about the way the game works, and possible bugs are accounted for, this could speed up the game, and is the reason why I wrote the proposal. The hardest part, in my view, is making sure that the grouped entities behave roughly the same as the ungrouped entities. (In terms of speed, fluid lag, etc).",
"date": "2017-10-18T13:30:42+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "My only issue with the suggested new system, is that if all the pipes are just one merged set... how us flow calculated? \nalso what happens if you accidently connect two pipes that have different fluids in them together?",
"date": "2017-10-19T08:26:25+00:00",
"quotes": []
},
{
"author": "Engimage",
"content": "Another issue I thought of is how to calculate throughput limits. You might make a 2 pipe wide connection now to allow more throughput but if it is considered a single block the limitation might not be calculated clearly especially if there are several providers/consumers on it.",
"date": "2017-10-19T08:30:05+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "My guess is the behavior would be the same as if basically everything was connected to a single huge tank with an infinite number of input-output connections. So the flow limit would be purely a function of the fluidboxes in the machines that do the actual production/consumption of fluids. Thus the flow speed between any two connections of the \"tank\" would be infinite? \n \nSounded to me like that's just not going to be possible at all, as each \"tank\" can only have one fluid. \n \nExcept for the problem of \"which direction does the flow animation go\"? I'd love to see that implemented.",
"date": "2017-10-19T08:45:10+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "MeduSalem",
"content": "I'd say flow in pipes could be infinite... there's not much fun to be had with limitations in pipes anyways because that's why the current pipe mechanic already sucks majorly. \n \nLet the machines/pumps with their inputs/outputs determine the maximum flow. Pumps will bascially act as a gate between two pipe-sets anyways and it has a maximum input/output. \n \nThe pipe spaghetti in Oil Industry is already enough complexity anyways even without throughput problems which would only really be relevant to Nuclear Power or large Steam Plants where huge amounts of fluid are transfered every second. \n \n \n \nBut that said I have an idea on how it could be somewhat \"faked\": \n \nThere could be a throughput limit on each pipeset... like for example 1000 Units/second... and machines/pumps can't add/draw more than that per second to/from a pipeset. It could be displayed when hovering over a pipetile from a pipeset as <current throughput amount>/<throughput limit> or using graphical bars... \n \nTo increase that throughput limit you have to place pumps somewhere... each pump for example adding 500 Units/second to the 2 pipesets they are connected to. Maybe there could be a diminishing return or so, so eventually it would be better to have second, seperate pipeline that isn't connected. A pump would only be counted as a boost to the throughput limit if it has a fluid in the inputbox... to prevent people from using dummy pumps that don't do anything. \n \nAnd since the pumps basically act like gates between two pipe sets you would still have to put multiple parallel pumps to increase the fluid throughput further. Serial placement of pumps would only allow for 2 pumps per pipeset (one in, one out). \n \nSo for example: \n Basic pipeset without pumps has a throughput limit of 1000 Units/Second \n Pipeset with 1 Pump has 1500 Units/Second \n Pipeset with 2 Serial/Parallel Pumps has 2000 Units/Second \n Pipeset with 3 Parallel Pumps has 2500 Units/Second \n ...and so forth. \n\nNumbers are obviously up to the Devs to balance. They are just examples here. \n \nDon't know if my idea is understandable though... xD \n \n\nEither they aren't connectible as long as they aren't drained... \n \n... or the pipeset with more total fluid pushes out the fluid of the other pipeset with less total fluid. Since both pipesets are internally handled like being just \"one huge tank\" all inputs/outputs are connected to that should be possible to do. \n \n\nI would say for a complex solution the flow animation could be done via calculating a path/tree from inputs to outputs just for aesthetic purposes of determining the flow direction without actually being used for internal flow calculations. That path could be calculated once and is cached from then on until the pipenetwork gets updated with more inputs/outputs/pipes. \n \n \n \nBut what I'd prefer is... simply faking it... there are some optical illusion techniques where the animation makes it indistinguishable which direction something is seemingly moving. You'll surely have seen something like it in real life where something that is moving in one direction actually looks like it is moving the opposite direction. Here a youtube video of the effect I'm talking about: \n \n https://www.youtube.com/watch?v=m6a2Qtu3728 \n \nThat optical illusion could be abused as a cheap solution for the flow direction. Your mind thinks it should be moving in a particular direction and that's what your brain will make you see.",
"date": "2017-10-19T09:10:08+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "PacifyerGrey wrote:",
"content": ""
},
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "eradicator wrote:",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "The point i was trying to make is that the animation direction can sometimes (admittedly rarely) be used as a diagnostic instrument to debug why something isn't working. The most common case would be if it's not moving at all though so that's at least easy to keep. \n \nThat's a bad idea imho. Because new player don't expect it to go into any particular direction, and thus will see random confusing results. So i'd prefer an animation that either statically looks like it's flowing towards outputs (like the cached tree you suggested above) or to make the animation in a way that doesn't suggest either way. Any anyway now that i know it might be an illusion i'm not going to be able to forget about it. Curse you",
"date": "2017-10-19T10:07:39+00:00",
"quotes": [
{
"author": "MeduSalem wrote:",
"content": ""
},
{
"author": "eradicator wrote:",
"content": ""
},
{
"author": "MeduSalem wrote:",
"content": ""
}
]
},
{
"author": "Engimage",
"content": "If pipe automatic interconnection is fixed allowing manual pipe connections and we assume that any pipe set has a certain maximum throughput of a single pipe - this is a working strategy. \nIf a player wants to combine several pipes for maximizing throughput he can do so by having 2 parallel pipes (instead of crossbread ones) which will look and feel much more convenient. \nAs to flow direction - I think you can freely drop it from animation cause it has no real benefit. The color of a liquid however makes much more sense. However the liquid flow animation makes some sense in terms of detecting if flow is happening at all and your system actually works. But I am sure you can come up with something to replace it.",
"date": "2017-10-20T08:43:25+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Implemented in 2.0, at least I guess : \n https://factorio.com/blog/post/fff-416",
"date": "2024-06-21T12:27:47+00:00",
"quotes": []
}
] | 10 | 2017-10-17T07:38:04-05:00 |
forum-topic-109008 | 109008 | Headless Server Health | Technical Help | https://forums.factorio.com/viewtopic.php?t=109008 | Tuetenk0pp | I want to monitor if my headless server is up and be notified if it crashes for some reason. I use uptime kuma for other websites and apps I host and also used it to monitor my factorio server. I was able to make it work with this link: https://multiplayer.factorio.com/get-ga ... s/16025881 . But unfortunately, the game-id changes from time to time, e.g. when I upload a new save or update the server.
Is there a way to monitor the server directly instead of monitoring the multiplayer.factorio.com server? Something like https://HOSTNAME:PORT/.... | [
{
"author": "adam_bise",
"content": "Factorio using UDP and I don't know if it responds to a rudimentary test connection. So maybe monitor the process or service. \n \nLinux? try using watchdogsec and onfailure systemd options. With those you could run scripts to send an alert email or restart the service, etc..",
"date": "2023-10-04T19:52:53+00:00",
"quotes": []
},
{
"author": "Tuetenk0pp",
"content": "I was able to do it with the server list and an access token, then searched for my server name. This puts more load on the multiplayer server since it needs to send the entire server list but it works if the game is changes.",
"date": "2023-11-10T11:17:40+00:00",
"quotes": []
},
{
"author": "",
"content": "You can also pass the host address to get-game-details, e.g. https://multiplayer.factorio.com/get-ga ... 0.0.1:1234 (replace with your public IP address and port number).",
"date": "2023-11-10T11:34:18+00:00",
"quotes": []
},
{
"author": "codabool",
"content": "@Tueten0pp If you are using the Docker image for Factorio you can just check using the Docker option in Uptime Kuma. Here is mine, https://i.imgur.com/f2qaF60.png \n \nHere is also my docker-compose.yml file in case that helps: \n \n https://github.com/CodaBool/docker-publ ... ompose.yml",
"date": "2024-10-25T19:28:43+00:00",
"quotes": []
}
] | 4 | 2023-10-03T06:58:07-05:00 |
forum-topic-95020 | 95020 | [1.1.19] Blueprints won't update to 1.1.19 [Workaround] | Technical Help | https://forums.factorio.com/viewtopic.php?t=95020 | GenosHK | Updated to 1.1.19 tonight and on loading my game I received an error that my blueprints couldn't be loaded. The map was created this past weekend on v1.0.0. I've had my blueprints since like 0.14 or something crazy old. I'd rather keep my blueprints if I'm able.
I've attacked a picture of the error, and my blueprints storage file as well as the error message in the factorio log.
Loading map ***.zip: 3805702 bytes.
55.644 Loading level.dat: 8748491 bytes.
55.646 Info Scenario.cpp:197: Map version 1.0.0-0
55.649 Info PrototypeMigrationList.cpp:194: Activating migration base/1.1.0.json
55.851 Warning BlueprintShelf.cpp:652: Loading local blueprint storage failed: Map version 0.17.79-0 cannot be loaded because it is lower than the minimum input version (0.18.0-0). | [
{
"author": "GenosHK",
"content": "Here's a workaround: 94427 \n \nThis allowed me to grab most of my blueprints. I exported all of the blueprints as a book and reimported them. There were a few REALLY old blueprints that were made before they updated the science packs that did not appear. Those assembly machine buildings had nothing selected for production in the blueprints. I'm assuming those were the problem blueprints. \n \nI loaded up to try again, and it seems the problem with importing those old blueprints was resolved by opening them to edit, adding an Icon, and creating a copy of the blueprint. If I tried to save the blueprint, it would be completely blank.",
"date": "2021-01-27T01:28:48+00:00",
"quotes": []
}
] | 1 | 2021-01-26T18:22:52-06:00 |
forum-topic-67064 | 67064 | factorio downloader for UNIX-like systems | Tools | https://forums.factorio.com/viewtopic.php?t=67064 | moviuro | Hi all,
Last year, I wrote a downloader script for unattended downloads of factorio, it's here: https://gitlab.com/moviuro/factorio-dl .
Clearly inspired by the work done on the AUR , but improved so that it runs on any Linux distro, as well as BSD, and it should work on macOS and WSL too (though both are untested as of today).
I've also re-written the PKGBUILD so that it actually checks the hashsum for the game archive (unlike that in the AUR) (the stable PKGBUILD is here ).
If you have issues or improvements to suggest, I'm all ears.
I had written about it on reddit, but I might as well post it here.
Best regards, | [
{
"author": "moviuro",
"content": "I have updated my downloader script. Now it will try to use the token whenever possible. \n \nAs with last version, you can find it here . \n \nFeedback is appreciated!",
"date": "2019-09-02T18:46:38+00:00",
"quotes": []
},
{
"author": "moviuro",
"content": "I have updated my downloader script so that it can fetch the Space Age expansion. \n \nYou can find it here: \n https://gitlab.com/moviuro/factorio-dl \n https://git.sr.ht/~moviuro/factorio-dl \n https://github.com/moviuro/factorio-dl/",
"date": "2024-10-23T12:16:38+00:00",
"quotes": []
}
] | 2 | 2019-03-07T13:47:16-06:00 |
forum-topic-55178 | 55178 | [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=55178 | 5thHorseman | When creating a new world, there are 3 options for "Enemy Bases." Frequency, Size, and Richness.
"Frequency" does affect the frequency of bases. Also, those bases are smaller if more frequent, and larger if less frequent.
"Size" does not affect the size of the bases, seemingly at all.
"Richness" does not affect the size of the bases, seemingly at all. - EDIT: This part is by design. "Richness" affects how dangerous the biters are, not the density of spawners within a base.
Below are 2 images, one from "Very Big" and one from "Very Small" bases. I have not labeled them. They are exactly alike. Changing the richness settings would generate the same map. | [
{
"author": "sicklag",
"content": ".",
"date": "2017-12-18T12:54:57+00:00",
"quotes": []
},
{
"author": "Xuerian",
"content": "Noticed this too. \n \nDeathworld feels a lot less death-y for those of us who enjoy a good biting.",
"date": "2017-12-21T03:48:11+00:00",
"quotes": []
},
{
"author": "cybernoise",
"content": "did u check the box above the biter settings ? \n \n\"Enemy Expansion\" this must be checked to ensure that enemys spread during the game.",
"date": "2017-12-21T07:13:17+00:00",
"quotes": []
},
{
"author": "5thHorseman",
"content": "This has nothing to do with expansion. It has to do with initial placement.",
"date": "2017-12-21T08:30:58+00:00",
"quotes": [
{
"author": "cybernoise wrote:",
"content": ""
}
]
},
{
"author": "Fushigidane",
"content": "It seems to me that the size setting only affects the starting area, at least for resources and biters. \n \nEdit: Ok there is actually a difference but it's very small. Difference between \"very big\" and \"very small\":",
"date": "2017-12-21T17:40:07+00:00",
"quotes": []
},
{
"author": "rorror",
"content": "This is also related: viewtopic.php?f=23&t=55113",
"date": "2017-12-21T22:39:06+00:00",
"quotes": []
},
{
"author": "Serenity",
"content": "Is richness even supposed to do anything with artifacts having been removed?",
"date": "2017-12-22T02:54:24+00:00",
"quotes": []
},
{
"author": "",
"content": "It changes how quickly bigger biters start to spawn.",
"date": "2017-12-22T03:34:53+00:00",
"quotes": [
{
"author": "Serenity wrote:",
"content": ""
}
]
},
{
"author": "roman566",
"content": "This is 0.15: \n \nAnd this is 0.16: \n \n \nThe zoom level is the same. As you can see, in 0.16 there is hardly anything to fight. That kind of base density can be steamrolled with fully equipped PA MKII. Turret crawl, nukes or new artillery turrets are unnecessary overkills. Which is a huge shame, we were given this new and shiny toy to play with and there is hardly anything to use this artillery gun against",
"date": "2017-12-26T14:19:26+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "Biters naturally expand and enlarge their bases, so they will be more dense later.",
"date": "2018-01-13T14:53:13+00:00",
"quotes": [
{
"author": "roman566 wrote:",
"content": ""
}
]
},
{
"author": "wheybags",
"content": "Just tried, screenshot attached is Normal on the right, Very High on the left, so it seems to be working as intended.",
"date": "2018-01-31T14:54:16+00:00",
"quotes": []
},
{
"author": "",
"content": "When I use the same seed, and very small, I get the same image as you have on the right, presumably made with big/very big. Same image when I use big/very big. So I cant reproduce that this is fixed in 0.16.20. Same goes for doing this in 0.16.21. \n \nNot fixed.",
"date": "2018-01-31T15:46:49+00:00",
"quotes": []
},
{
"author": "wheybags",
"content": "Oh, whoops, I misread and was checking the frequency setting and not size. Not fixed indeed",
"date": "2018-01-31T16:18:05+00:00",
"quotes": []
},
{
"author": "",
"content": "'Frequency' is confusingly worded, but if higher frequency is making smaller, more frequent bases, then it's working as intended. \n \nSize not having an effect and death world not being deathy are bugs.",
"date": "2018-02-05T17:02:47+00:00",
"quotes": []
},
{
"author": "Supercheese",
"content": "So not having enough bugs is a bug? The bugs are bugged?!",
"date": "2018-02-06T00:18:45+00:00",
"quotes": [
{
"author": "TOGoS wrote:",
"content": ""
}
]
},
{
"author": "Durabys",
"content": "You know how 0.15 and 0.16 added Basic, Resource, Terrain and Advanced Settings? Perhaps you should also add Enemy Settings as another tab to make it all less confusing as it is now (biter settings being part of terrain settings).",
"date": "2018-02-08T17:42:21+00:00",
"quotes": [
{
"author": "TOGoS wrote:",
"content": ""
}
]
},
{
"author": "hanli427",
"content": "Isn't that what the evolutions settings under the advanced tab does? Or do you mean the amount of pollution absorbed by the spawners before a biter appears, and time between spawns while attacking the bases? I always assumed the richness setting did nothing and ignored it.",
"date": "2018-02-25T22:26:04+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
},
{
"author": "Serenity wrote:",
"content": ""
}
]
},
{
"author": "Engimage",
"content": "Actually what a person expects out of frequency/size? \nFrequency should have no effect on size and vice versa. Obviously frequency is how often bases are spawned and size is the number of spawners per base. Richness should effect number of worms/biters per base or whatever. \n \nThere should not be any unclear cross-effects between the three!",
"date": "2018-02-28T09:01:48+00:00",
"quotes": []
}
] | 18 | 2017-12-17T15:06:56-06:00 |
forum-topic-126323 | 126323 | Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126323 | Puke | Hello !
Could you please add the defines : inventory.assembling_machine_trash ?
It looks like it's intended to be here, but currently missing.
I'm trying to hotswap items in several types of inventories with a script. It works for every inventory I have tried, except for assembling-machines.
I understand why I cannot write an arbitrary item in the "output" slot, since its restricted by the recipe used, but I would like a way to insert() or set_stack() with an arbitrary item inside either the dump or the trash inventory of the assembling machine. (Or any additional "output" inventory)
This would allow, notably, to replace spoiling items with a script, since you made this technically possible recently (thanks for this btw!).
When an item spoils normally, it will stay in the slot where it was initially.
Thanks to the fact we can have a spoiling_result and a spoil_to_trigger result at the same time, we can now make an item spoil into a placeholder, and trigger an event at the same time. The event can use the placeholder to detect which item_stack has just spoiled, and replace it with an arbitrary item.
The goal is to replicate the normal spoiling behavior, but to control the result at runtime using a set of conditions. This works fine for chests, bots, inserters, belts etc... but not for assembling-machines. The inability to write in any assembling-machine slot hinders this and is a hard limitation.
Providing us with a way to write in an output slot of an assembling-machine would open a lot of gameplay possibilities, making the behavior I described consistent across all entities.
Thank you for your consideration. | [
{
"author": "Quezler",
"content": "+1 & ref: 122675",
"date": "2025-01-27T14:37:40+00:00",
"quotes": []
},
{
"author": "Oktokolo",
"content": "+1 as while I don't know whether it is the last thing preventing mods from chance and count of side products being affected by any runtime event, it certainly is one of them.",
"date": "2025-02-24T19:37:24+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "+1, perhaps instead you could write to the output slots and if it's beyond the current recipe outputs, it becomes trash slots?",
"date": "2025-03-05T16:32:32+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Note that since 2.0.36 the trash_inventory_size was fixed allowing us to add items to the non-controlbehavior-inventory, but that's still very much a fixed size so its still quite a pain if you only know how much you'll end up wanting to insert in the control stage, it would still be desirable if mods could resize trash/dump to fit more items.",
"date": "2025-03-05T16:43:26+00:00",
"quotes": []
}
] | 4 | 2025-01-25T13:23:46-06:00 |
forum-topic-125959 | 125959 | Accumulator wagon redux for 2.0 | Mods | https://forums.factorio.com/viewtopic.php?t=125959 | ownlyme | I have way too many mods already, uploading it here so i can post it in the discussion tab
https://mods.factorio.com/mod/accumulat ... discussion
Update 1.0.2:
- Fixed train stop crash, the charge and discharge signals work now
Update 1.0.3:
- Full quality support | [] | 0 | 2025-01-14T09:24:21-06:00 |
forum-topic-126430 | 126430 | Quality module 1 could use a buff | Balancing | https://forums.factorio.com/viewtopic.php?t=126430 | fencingsquirrel | tl;dr Think this module could get a full 60% buff from 1% to 1.6%, both for balance and to make modest quality early game gear viable.
------
Judging from past patches, it seems like initial module balance is taken seriously, with productivity module 1 undergoing multiple changes to make it more useable. Compared to the other three initial modules, the first quality module is very lackluster.
Efficiency module 1: Nobody can deny the effectiveness of this on any game where biters are a threat.
Speed module 1: Generally a lot more useful in peaceful runs or after nuclear, but even before then it can be used if, say, you just don't want to build 20 engine assemblers.
Prod module 1: obviously useful in the rocket silo and immediately gives you an 8% boost to research practically free, as well as seeing use in a few other high end products.
Which leaves the lowly quality module 1. Where do you put this thing when you get it? Probably not in miners, efficiency modules are much better there. Not in electric smelters, those don't even exist at green science. So probably just assemblers. Which means it starts off being used for end products only. Things like modules, pumpjacks, miners, equipment. But in assemblers, you'll need to make, for example, like 50 rocket launchers before you'll get a single, lowly, uncommon rocket launcher. That's a lot of work to get 3 range. It gets slightly better when you use quality quality 1s, but those also take like 50 modules thrown away to make. And when you make quality modules, those end up getting a very low shelf life. Because when you want to upgrade to the next higher module, you can't even re-use them without going into the full quality mess of using other quality ingredients.
Anyways, I also just think it's a bit more fun if these suckers were more viable. You could start pimping out your biter stomping gear from the start of the game without going down some giant factory duplicating rabbithole for not much gain. | [
{
"author": "Kyralessa",
"content": "Why? There are three slots, so you can put in 3 quality module 1s and get 3% higher quality ore. \n \nThe base ingredients for a rocket launcher are just iron and copper. \n \nSo sticking quality in your iron and copper miners will get you all the ingredients you need for a quality rocket launcher...at the expense of needing to peel off the quality ore or plates at some point. \n \nSure, if your focus is on reducing attacks through pollution reduction, then efficiency modules are better. But choosing modules is always about trade-offs.",
"date": "2025-01-29T08:39:08+00:00",
"quotes": [
{
"author": "fencingsquirrel wrote: Wed Jan 29, 2025 7:25 am",
"content": ""
}
]
},
{
"author": "fencingsquirrel",
"content": "Well for miners specifically their pollution is ginormous, but it gets even worse with the -15% speed they'd get with quality 1s. Not quite as bad as the absurd prod1s in a miner, but I would imagine this would be useful only on no biter worlds. \n \nAnd sure it's always about trade-offs: At 1.6%, the proposed rebalance, I wouldn't use them in miners probably, but others would. But I'd be more inclined to give them a bit more use at least in some way. Right now I don't even bother researching them until space science. \n \nEdit: Hmm, I can see where you're coming from after thinking it over a bit. Once you have established a defensive perimeter with oil tech weapons putting quality in miners temporarily for a select few things can be beneficial. But it still feels very iffy at 1-1.3%. It sounds like nitpicking, but lower levels in quality dramatically make the module worse, because it's not a flat benefit so much as it's trade-off vs efficiency 1s, you know? This is why quality module 2s aren't that bad in miners, since it's still comparing with eff1s \n \nAnyways, I can see your reasoning, but my gut reaction is I believe a buff here is still worth it for fun sake.",
"date": "2025-01-29T09:33:17+00:00",
"quotes": []
}
] | 2 | 2025-01-29T01:25:30-06:00 |
forum-topic-121834 | 121834 | Improvements to "blueprint upgrade planner" | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121834 | Rouilleur | TL;DR
1) Add an option to avoid upgrade planner to edit the original blueprint.
2 Allow to apply a temporary upgrade planner rather than a predefined one
What?
1) When applying an upgrade planner to a blueprint, make it possible to save the result as a copy rather than editing the original blueprint.
It could even be the default option, you get the result as a copy on your cursor and it's up to you to save it in your book or just keeping it in your inventory as a disposable variant of your original.
2) Currently you need to have a predefined upgrade planner to apply it on a blueprint.
Proposal is to be able to defined a new temporary upgrade planner where you can setup the changes just for this time.
Why?
Both suggestion comes from the same finding in space age :
With the variety of module and building quality, the number of possible variations of a given blueprint is endless.
While you progress through the game, you may not have all quality modules/building at your disposal (especially with the different planets)
The "one fits all" approach for blueprint is not true anymore in space age (except maybe endgame when you have all legendary items at hand).
Same goes for upgrade planner, it's tedious to maintain one for each situation (depending on the planet, quality at your disposition, etc)
These improvements would complement greatly the parameterized blueprint feature and act as a kind of "building/module parameterization" capability. | [] | 0 | 2024-11-17T08:10:48-06:00 |
forum-topic-125692 | 125692 | whyd my topics get deleted? | This Forum | https://forums.factorio.com/viewtopic.php?t=125692 | cybersteve547 | so i just posted 2-3 topics, and 1 minute after posting they all got deleted!
also i didnt get any notifications so idk why!
and yes, i did check "your posts" | [
{
"author": "",
"content": "There were two topics from you deleted for being Off topic.",
"date": "2025-01-07T09:44:41+00:00",
"quotes": []
},
{
"author": "cybersteve547",
"content": "what were they called and how were they off topic?",
"date": "2025-01-07T09:45:39+00:00",
"quotes": [
{
"author": "Loewchen wrote: Tue Jan 07, 2025 9:44 am",
"content": ""
}
]
}
] | 2 | 2025-01-07T03:42:52-06:00 |
forum-topic-3563 | 3563 | Tech Tree | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=3563 | DaveMcW | Here is a tech tree in the style of Civ5, another game I have spent many hours playing.
Factorio Tech Tree | [
{
"author": "robhol",
"content": "That's pretty neat, though... hard to make out. \n \nHow did you make it?",
"date": "2014-05-13T12:46:45+00:00",
"quotes": []
},
{
"author": "Apollysis",
"content": "That is so useful for planning things out. I hope this gets pinned or something.",
"date": "2014-05-13T14:46:02+00:00",
"quotes": []
},
{
"author": "",
"content": "Looks really nice. It would be great to have a link to this on the wiki ...",
"date": "2014-05-13T14:49:22+00:00",
"quotes": []
},
{
"author": "murillokb",
"content": "Oh wow, that looks really good. Totally going to use that to plan my next world!",
"date": "2014-05-13T14:52:31+00:00",
"quotes": []
},
{
"author": "BurnHard",
"content": "But it shows one thing, that the dependencies in the tech tree have to be organiced in a new way. As in civ, the tech tree is 4 or 5 lines high, but the lines connecting the different researches are never hidden or overlapped \n \nThis would make a much cleaner design: (As said, the different research prerequisites would have to be reworked by the devs). Your Tech Tree is very nice as an idea, but not really helpful (because of the messed up dependencies ingame). Yes it shows the number of resreach packs required, but can you eg read from that tech tree, what you need to research before you can get eg the \"railway\" technologies? \n \n http://www.civfanatics.com/gallery/file ... iginal.jpg Here you always can tell what to research prior or after a given technology, civ indeed has a very nice research system and tree \n \n[Edit] Ah I see its clickable, yes, nicely done, very helpful that way. \n \nMaybe a lot of techs should be complessed to just one research project ingame. eg. Big research (a lot of science packs) for railway systems, where you get ALL the tech (stations, rail signals,..) at once. Combined research for all module types each tier, combined reseach for shotgun and bullet tech, and so on.",
"date": "2014-05-13T15:13:19+00:00",
"quotes": []
},
{
"author": "BurnHard",
"content": "I also had to find out you can click on the icons... It's even written there",
"date": "2014-05-13T15:32:41+00:00",
"quotes": [
{
"author": "robhol wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Very cool. Played around a while. Can you open the source how you made it?",
"date": "2014-05-13T23:43:46+00:00",
"quotes": []
},
{
"author": "sciencemile",
"content": "Very good, I'll be bookmarking that. \n \nHopefully it's built to be easily expanded/modified for patches and updates",
"date": "2014-05-14T05:47:33+00:00",
"quotes": []
},
{
"author": "jeroon",
"content": "Wow, \n \nThe highlighting works well to help unravel the tech tree monstrosity a bit",
"date": "2014-05-14T08:55:47+00:00",
"quotes": []
},
{
"author": "Teurlinx",
"content": "It is nice, but the Rocket defense and probably some more items like Power armor mk2 etc. have some 'hidden requirements' Not for the research, but they are there if you want to build it.",
"date": "2014-05-14T16:49:40+00:00",
"quotes": []
},
{
"author": "RMJ",
"content": "Would actually be nice to have something like this ingame. Doesnt have to be fancy or anything. But it gives you a nice timeline of what you need to get where. instead of having to click 30 random techs atm.",
"date": "2014-05-16T00:20:22+00:00",
"quotes": []
},
{
"author": "GewaltSam",
"content": "Very convenient, thanks about that \n \nBTW, some offtopic (maybe I don't need to open a new thread if someone knows): I saw someone posting kind of a \"cheat sheet\" in some thread to help with planning assembly lines. It shows what you need for a certain number of items, say, how many copper wires for three advanced circuit board assemblies (if I understood it correctly). Can't find it anymore though has someone seen that thread around? Any help would be appreciated",
"date": "2014-05-16T03:50:39+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Do you mean this: https://forums.factorio.com/forum/vie ... f=8&t=3434 ? Pretty neat tool",
"date": "2014-05-16T07:34:46+00:00",
"quotes": [
{
"author": "GewaltSam wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Ingame techtree is planned for version 0.12, lets hope we can make it",
"date": "2014-05-30T07:40:08+00:00",
"quotes": [
{
"author": "RMJ wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "we placed some links here: https://forums.factorio.com/wiki/index.php?title=News \n \nSearch for cheatsheet.",
"date": "2014-05-30T07:57:17+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "Updated for 0.10.12. \n \nNow with recipe ingredients!",
"date": "2014-09-20T12:30:34+00:00",
"quotes": []
},
{
"author": "-root",
"content": "Thanks for posting. that's really cool",
"date": "2014-09-21T00:13:34+00:00",
"quotes": []
},
{
"author": "xnmo",
"content": "This is really cool. However I think for a tech tree like Factorio's a web would work much much better, as it would both look nicer and be easier to see what requires what and how far out you are from something else. \n \nFor reference here's a picture of Endless Space's tech web:",
"date": "2014-09-27T21:03:42+00:00",
"quotes": []
},
{
"author": "",
"content": "Year, a circular form makes sense somehow.",
"date": "2014-09-27T21:15:07+00:00",
"quotes": []
}
] | 19 | 2014-05-13T06:16:51-05:00 |
forum-topic-127165 | 127165 | [2.0.37] Pasted inserter does not take from train on curve | Minor issues | https://forums.factorio.com/viewtopic.php?t=127165 | tinker9 | What did you do?
I copy-pasted a train stop with an inserter taking from the rear of the last train carriage, where that train carriage is on a slight curve.
What happened?
That specific inserter does not take anything from the train carriage, but the other inserter at right angles to that carriage does.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
All inserters next the carriage take from the carriage.
Does it happen always, once, or sometimes?
It always happens after I copy-paste.
It goes away when I delete the inserter, wait for it to be removed, then undo the deletion.
It doesn't happen with manually placed rails in the same configuration.
If you can reproduce the issue, provide the exact steps!
1. Copy-paste any of the "science drop-off" train stops.
2. Make a 2 carriage train go to them.
3. See that one of the inserters doesn't take from the last carriage.
Save game:
https://www.sendspace.com/file/h1kq33 | [
{
"author": "",
"content": "Thanks for the report. IT looks like the inserter found the curved rail as the drop target since the bounding box intersects with the tile it's trying to drop onto, and the chest did not originally exist at the time it found it. Once an inserter find a drop target, or pickup target, it will never release it unless it becomes invalidated in some way. \n \nThe simple answer is, this is an edge case that we don't have any nice solution for except \"don't build inserters around curved rails\"",
"date": "2025-02-27T20:42:48+00:00",
"quotes": []
}
] | 1 | 2025-02-27T03:32:14-06:00 |
forum-topic-101120 | 101120 | Feature requests | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=101120 | FuryoftheStars | Only if not too much trouble. I realize my reasoning for these is rather niche to me.
A minimum spawn range for resources, either on a resource by resource basis that may require editing of a config file to adjust (so settings don't become swamped), or with resources lumped into categories (early/mid/late, though only mid and late would need settings). While spawn location is less than set minimum, it should treat these resources as if their Allotment value was 0 or simply reroll (whichever way makes more sense) until it gets a resource that is allowed to spawn there.
My use case: I have a mod that adds Fluorine ore (SigmaOneNuclear) that is required for use with Uranium ore. Both I consider advanced/late stage ores. I'd rather them not be spawning in the first round of ore spawns where iron/copper/etc would be of more value. The inclusion of a way to reroll (and export/import) the spawn seed (from my other thread) may make this moot, but it may still find usefulness.
In cases where the spawn rolls success, but the tiles it would place the resource on are water (and the resource cannot be spawned on water), have a probability setting that it'll add land under the resource tiles (essentially creating a small island). Maybe even have it a general it'll change the tile under the resource to the required type, so water only resources would get small ponds, etc.
My use case: I like having to work for some things and actually consider these nice little easter eggs, sometimes. Would give a use for landfill/Cargo Ships mod, and not just simply ignoring the center of a large lake if exploring around the edge doesn't show anything. Could also help with resource spawn rates on large water maps....
I suppose this is less of a feature and more of a mod compatibility request: The mod Change Map Settings allows the editing of all map gen settings post start. From limited experimenting, it seems like RSO does not pick up changes to resource values using this mod. My assumption (without actually looking into the code) is that RSO is simply caching the map gen settings from start under the assumption they are immutable. I'd like to ask that, at the least if this mod is detected, that RSO would check and update its values.
Thanks for your time and consideration! | [
{
"author": "orzelek",
"content": "This is a mixed bag of requests. \n1. This is a pain tbh. It would require recreating resource config pretty much every time code has to spawn something. I think it might be a bit to much for a feature like this. Currently enemies have this but ores are counted once or on mod updates. \n2. Adding land under ore tiles sounds like a nice option for starts that have lots of water. I would need to play around and see if it's feasible (I'm not sure if I can ask factorio nicely if resource collision failed if there is water on this tile). \n3. This has been asked about and it's available as a remote interface. There is a regenConfig API that does the internal clear on config and recreates it again. Mod that changes map settings would need to call that after changing surface settings.",
"date": "2022-01-03T22:39:16+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Hmm, well, I have an idea, but it adds more settings (4 total for this suggestion). \nAside from the 2 settings for the ranges, add 2 more string-settings that are user populated to designate which resources they want in which category (avoids redoing all of the resource config files). \nThese two new string-settings can default blank, and then the end user fills in with the internal names of the resources they want affected. \nSo, there'd be a mid-tier (or whatever) resource text field and range number, and a late-tier (or whatever) resource text field and range number. \nOr really, I guess you could simplify it further if you really wanted and just have 1 and 1, no mid/late, just a single \"resources that won't spawn before set range\" string-setting and the range int-setting. \n Oh, ok. I remembered seeing somewhere in your code where you were counting failures and aborting if the ratio of failures was too high (> 0.75) and I thought this was in relation to spawning the individual resource tiles, but maybe I was mistaken. \n Ah, ok. I'll double check to see if that mod author is still active and see if they'll implement it. If not, is this something I could fire off manually from the console when needed? (Or, if I'm motivated, I may just edit their mod for personal use to include it.) \n\nThanks for the feedback!",
"date": "2022-01-04T19:19:25+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "1. Sorry but thats even worse and original proposition is hard to do nicely. Stringly typed settings are a no go for sure. \n2. This is a collision detection code - it works for ores and water due to using entity create check API. So it would need to be taught that water is ok and plop land there after the fact. It's not straightforward and performance cost might be significant (AFAIK I'd need to ask through API again to grab the type of tile on that location to check for water). \n3. You can run it yourself it's doing a global config reload so context is not important.",
"date": "2022-01-04T21:48:18+00:00",
"quotes": []
}
] | 3 | 2022-01-03T12:02:58-06:00 |
forum-topic-109560 | 109560 | Version 1.1.95 | Releases | https://forums.factorio.com/viewtopic.php?t=109560 | Changes
Technology researched message does not play chat notification sound.
Bugfixes
Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots.
Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. ( 109309 )
Fixed that cloning rails in the map editor could lead to corrupt saves in some instances. ( 109436 )
Fixed offset of circuit connector sprites for inserters
Scripting
Added PrintSettings::sound_path, volume_modifier and game_state.
Replaced PrintSettings::skip_if_redundant with PrintSettings::skip. Added defines.print_skip.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [
{
"author": "",
"content": "This experimental version also contains cross-platform checks for x86 vs arm floating point conversions. x86 and arm do floating point conversions differently and if we don't handle it correctly on the C++ side it results in different values which results in multiplayer desyncs.",
"date": "2023-11-07T15:29:13+00:00",
"quotes": []
},
{
"author": "",
"content": "If you ran into this issue when updating to 1.1.95 please try again, I have released update packages which work around this problem.",
"date": "2023-11-07T18:06:45+00:00",
"quotes": []
},
{
"author": "StoneLegion",
"content": "Thank you",
"date": "2023-11-07T22:25:23+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "As a programmer myself I'm curious what exactly you mean here. I understand the part that different platforms do floating point operations differently, and they might have different results. And because Factorio is deterministic it's very important that all calculations always result in exactly the same answer. \n \nBut isn't this something that should be checked during development? Or in CI/CD pipelines? My first guess is that there's simply too many things to check? \n \nAnd what type of checks was added? For example, the Factorio instance on my PC will do a floating point calculation, but to what would the result be compared (checked) to verify it's consistent? \n \nAn explanation would be really nice to hear, but of course not expected. Just a curiosity",
"date": "2023-11-08T13:34:11+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Nov 07, 2023 3:29 pm",
"content": ""
}
]
},
{
"author": "AugustoResende",
"content": "If you play in a Linux machine (x86) and your friend is playing in a M1 Mac Os, without this fix in some cases could occur a multiplayer desync because of different fload calculations",
"date": "2023-11-08T21:55:52+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "I do understand the reason why they are added. I'm curious what they added.",
"date": "2023-11-09T13:03:37+00:00",
"quotes": [
{
"author": "AugustoResende wrote: Wed Nov 08, 2023 9:55 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Floating-point operations still have to do the same thing, otherwise cross-architecture multiplayer wouldn't work at all. This release added checks for conversion from floating-point numbers to integers. One of the issues we encountered was converting `double(-1)` into `uint32_t` - x86 lets it overflow and arm clamps it to 0 ( 105953 ). So it's mostly about checking if a floating-point value is in range of the target type and clamping it if it doesn't fit. \n \nWe do compare CRC values of our tests between x86 and arm, but sometimes we make incorrect assumptions or don't think about stuff modders would do. (Who would define a technology cost larger than ~18 quintillion, right? ) Also, not every line of code can be reliably tested. Runtime checks help us to fill in these gaps.",
"date": "2023-11-09T13:22:15+00:00",
"quotes": [
{
"author": "Stringweasel wrote: Wed Nov 08, 2023 1:34 pm",
"content": ""
}
]
},
{
"author": "Stringweasel",
"content": "Ah that makes sense, and answers my question. Thanks Genhis! And making the game so moddable, but still deterministic, is a big endeavor. I can imagine it will be really hard to find all possible issues during only development/testing",
"date": "2023-11-09T13:33:41+00:00",
"quotes": [
{
"author": "Genhis wrote: Thu Nov 09, 2023 1:22 pm",
"content": ""
},
{
"author": "Stringweasel wrote: Wed Nov 08, 2023 1:34 pm",
"content": ""
}
]
}
] | 8 | 2023-11-07T08:17:13-06:00 | |
forum-topic-77314 | 77314 | UPS Wars 3 - Electronic Circuits - Page 4 | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=77314&start=60 | Stevetrov | I do not think this would help. This technique would reduce the total number of trains at the expense of more rolling stock. As the biggest UPS hit from trains is for the collision checks on the rolling stock this is likely to be a bad trade off.
Although it would look fairly cool! | [
{
"author": "flame_Sla",
"content": "fine tuning to 100000 \ncircuit everything",
"date": "2019-11-05T07:33:30+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "54902.083 ms - flame_Sla v5.5",
"date": "2019-11-05T09:08:02+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "39991.665 ms - DaveMcW trains only \n \n \n \n \n trains only.png (39.41 KiB) Viewed 6581 times \n \n \n \nNo cars, no belts, no buffer chests. Just direct inserting everywhere. \n \n \n \n \n no buffers.jpg (391.12 KiB) Viewed 6581 times",
"date": "2019-11-05T09:31:26+00:00",
"quotes": [
{
"author": "DaveMcW wrote: Tue Oct 29, 2019 1:53 pm",
"content": ""
}
]
},
{
"author": "knightelite",
"content": "Nice work DaveMcW. Just waiting to beat us all until things had stagnated a bit .",
"date": "2019-11-05T14:57:46+00:00",
"quotes": []
},
{
"author": "Syhn",
"content": "For those who are interested, there's been a lot of design discussion happening in the Technical Factorio discord: https://discord.gg/8RqPQYM \n \nCongrats on the sub 40 second time, Dave.",
"date": "2019-11-05T19:11:56+00:00",
"quotes": []
},
{
"author": "disentius",
"content": "what my brain is like after the last few entries: \n \n \n \n flabbered.gif (3.66 MiB) Viewed 6527 times",
"date": "2019-11-05T19:22:54+00:00",
"quotes": []
},
{
"author": "Stevetrov",
"content": "It isnt going to beat dave (the master) McW \n \nBut here is the latest refinement of my train map. I have reordered the smelters so the smelter with fewer beacons is in a different place on each row, this has made a huge difference of over 0.1 ms / tick on my pc. (from .486 -> .367) the other changes are largely cosmetic.",
"date": "2019-11-05T20:47:59+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "52170.059 ms - Stevetrov trains 3 balancered smelters 3",
"date": "2019-11-05T22:08:39+00:00",
"quotes": []
},
{
"author": "Syhn",
"content": "Well, looks like I have some catching up to do.",
"date": "2019-11-05T22:20:29+00:00",
"quotes": []
},
{
"author": "flame_Sla",
"content": "belt b10 \ncircuit everything",
"date": "2019-11-06T01:51:58+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "53014.356 ms - flame_Sla v8.1 belt-b10-clock \n \nflame_Sla is now the leader in \"belts only\" category!",
"date": "2019-11-06T03:54:57+00:00",
"quotes": []
},
{
"author": "mulark",
"content": "I took the liberty of cloning each design up to 1M/m since performance scaling is often not linear. \n \nI ran each map until it appeared to be stable, then took a save. For trains this meant long times, belt based designs not-so-much. \n \nI cloned each map in a chunk aligned manner so it's unlikely that positional asymmetry creeped in. \n \nA few maps remained fairly unstable, or didn't quite reach 1M cleanly. Take with a grain of salt. \n \nAnything entitled legalized (to vanilla, not this contest) means I modified stuff: \n- moving the character probably to not gen chunks \n- making all cars active \n \nAside from that everything was brought up to 0.17.75. \n \n https://drive.google.com/drive/u/0/fold ... kXmbMQPZ4b",
"date": "2019-11-06T05:08:49+00:00",
"quotes": []
},
{
"author": "Syhn",
"content": "I made a *very* marginal improvement to my belt-only build.",
"date": "2019-11-06T06:50:07+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "52143.052 ms - Shyn v1.19 \n \nShyn is now the leader in \"belts only\" category!",
"date": "2019-11-06T07:26:25+00:00",
"quotes": []
},
{
"author": "flame_Sla",
"content": "belt b10 \noff-patch",
"date": "2019-11-06T09:26:44+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "69932.784 ms - flame_Sla v6.2 belt-b10-clock-off-patch",
"date": "2019-11-06T11:37:39+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "Well, I was going to do this, but it turns out my build would require more ore patches and I guess I would be allowed to add more, but at that point I'm just not interested enough. Probably wasn't gonna work.",
"date": "2019-11-06T21:43:07+00:00",
"quotes": []
},
{
"author": "Syhn",
"content": "What did you have in mind? I thought my build took up quite a lot of room, but it still only took up 9 patches.",
"date": "2019-11-06T21:46:52+00:00",
"quotes": [
{
"author": "MEOWMI wrote: Wed Nov 06, 2019 9:43 pm",
"content": ""
}
]
},
{
"author": "DaveMcW",
"content": "If your build involves putting max beacons around every mining drill, I confirm it won't work. At Mining productivity 44, a beacon boosting only 1 mining drill is a net loss of UPS.",
"date": "2019-11-06T21:57:20+00:00",
"quotes": []
}
] | 19 | 2019-10-28T14:17:05-05:00 |
forum-topic-117896 | 117896 | Unrestrict Poductivity Moduls | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=117896 | IIClimaxII | As the Title says,
i need to find a way to unrestrict productivity moduls.
I hope someone can help.
greets Max | [
{
"author": "EustaceCS",
"content": "https://mods.factorio.com/mod/productiv ... rom=search ?",
"date": "2024-10-27T12:36:50+00:00",
"quotes": []
}
] | 1 | 2024-10-27T05:54:36-05:00 |
forum-topic-110317 | 110317 | Why even have "crushed stone" back to stone? why not make all stone recipes just use crushed stone? | Angels Mods | https://forums.factorio.com/viewtopic.php?t=110317 | coffee_fiend | I'm starting a new run that is an Angel Bob run. But I just realized how unrealistic it is to "reassemble crushed stone" to plain stone.
Why even have this mechanic when you could just make the recipes that use stone, use crushed stone instead? Which would make a lot of sense too. If you want to make stone pipes you'd normally have to crush it to gravel or sand anyways. Same is true for cement and so on...
But really what was the rationale behind this?
Unfortunately I can't find a mod that does this for them all unfortunately or I would just use it.
I guess I can try to make one myself and I might just do that. | [] | 0 | 2023-12-21T07:39:22-06:00 |
forum-topic-125315 | 125315 | Audio clip sample "__AK47__/3ound/03138.mp3" not loaded idk what to do bc path correct | Modding discussion | https://forums.factorio.com/viewtopic.php?t=125315 | HIF | code:data:extend({
{
type = "gun",
name = "AK47",
icon = "__AK47__/graphics/ak47.png",
icon_size = 255,
subgroup = "gun",
order = "a[weapon]-a[AK47]",
stack_size = 1,
attack_parameters = {
type = "projectile",
ammo_category = "bullet",
cooldown = 60 / 600, -- скорострельность 600 выстрелов в минуту
projectile_creation_distance = 25,
range = 35,
damage_modifier = 5, -- множитель урона
projectile = {
name = "bullet",
speed = 1.5,
direction_only = false
},
sound = {
filename = "__AK47__/3ound/03138.mp3", -- Замените на подходящий звук выстрела
volume = 1
},
},
}
})
-- Добавляем рецепт для АК-600
data:extend({
{
type = "recipe",
name = "AK47",
enabled = false,
ingredients = {
{"iron-gear-wheel", 20},
{"steel-plate", 10},
{"electronic-circuit", 5},
{"advanced-circuit", 3},
{"wood", 2}
},
result = "AK47"
}
}) | [
{
"author": "",
"content": "mp3s are not supported. See https://lua-api.factorio.com/latest/typ ... l#filename",
"date": "2025-01-21T14:00:46+00:00",
"quotes": []
}
] | 1 | 2024-12-29T11:51:20-06:00 |
forum-topic-65008 | 65008 | PY Functionnal - Discussion - Page 4 | PyMods | https://forums.factorio.com/viewtopic.php?t=65008&start=60 | aklesey1 | Hi again Slasherbane
Just 1 wish to this mod - pls fix "ammonia heating" recipe
Now - 300 ammonia + 100 hot air = 100 nitrogen + 300 hydrogen
Must be - 100 ammonia + 100 hot air = 100 nitrogen + 300 hydrogen
Just more realism for py mods - this process must go without losses | [
{
"author": "chrisdec",
"content": "hello, \nwith recent update off py petrolium handling your mod needs a fix \n \ni have the full py suite on \n \n https://i.imgur.com/Wsav5oe.jpg",
"date": "2020-07-05T16:10:27+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "So how to fix it people? any ideas? \n \nIf now such problems with using hot air with flask then I suggest to put up with the corrected recipe and allow to use the standard version from pyanodon bcuz all works stable if reciope isn't corrected \nI just deleted strings for flask correcting and all works - and no wood in recipe for flask so how slasherbane is wanted \n \nHere's fix https://yadi.sk/d/ptMTEGc_nUZvuQ \nFix must work PY raw ore + PY Petroleum hanlding is isntalled i didn't check it without PY Petroleum handling \n \nI hope slaherbane will continue to develop this mod",
"date": "2020-07-30T14:51:27+00:00",
"quotes": []
},
{
"author": "caspaas",
"content": "Could someone update this to the 1.1 version of the game? that would be great!!!!",
"date": "2021-01-03T08:35:27+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "i made an update on the mod portal it should work with 1.1 \n \n https://mods.factorio.com/mod/pyfunctionnal_update",
"date": "2021-01-10T06:23:56+00:00",
"quotes": [
{
"author": "caspaas wrote: Sun Jan 03, 2021 8:35 am",
"content": ""
}
]
},
{
"author": "chrisdec",
"content": "hey there, \ni got this message when playing full py suite with the new Py alternate energy mod (beta) \n \n https://imgur.com/a/qSfgtgX",
"date": "2022-07-16T08:28:20+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "Finally after 1 year and 8 months i got this mod working again",
"date": "2023-09-16T11:52:35+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "What changes in updated version? \nSlasherbane created this nice mod as pack of alternative recipes for QoL in py game \nMay be pyanodon and his team could add some new recipes like acetylene from methane like in real world",
"date": "2023-09-21T18:13:14+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "i had to remove some recipes with dirty water,also cleaned the changelog (still not showing ingame, i dont know why) \n \ni want to change a lot in my v1.1 update (completly remove all that is omega related) \n \ni am a lot better with my other mod (deadlocks stacking for pyanodons)",
"date": "2023-09-22T17:09:05+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Thu Sep 21, 2023 6:13 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "And what about slasherbane, oroigianal author of this mod? He is not in development for now? \nare you open to accepting new ideas for recipes, chrisdec? \n \nFew days ago i tried PY HardMode from notnotmelon and his recycling recipes are fits awesome in game \n \nSo i like py mods because there're so many ways to use resources",
"date": "2023-09-24T10:16:37+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "I dont know what happend with slasherbane, so for the moment im still using my v1.1 update \nIff its possible and i can emplement them in the mod then yes im open for new ideas Aklesey1",
"date": "2023-09-25T15:39:30+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sun Sep 24, 2023 10:16 am",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "6 recipes for liquid omega is still present in updated mod \n \n1) Using tailings for making tailings water is good idea? Like making coal-water slurry with coal dust \nIdea - 300 tailings + 200 water = 200 tailings water \n2) Liquid glass already has nice icon in PY mods so it can be updated \n3) Recipe for making glassware from liquid glass looks strange 100% 2 glass ware + 30% 1 glassware \n4) Recipe for small parts can be deleted - not optimized \n5) Compressing flue gas to acid gas can be deleted - py mods already has optimized recipe \n6) Next question is how to make glycerol from light oil like in bob mods or from stripped distillated? How complicated this recipe will be in py mods? \n7) How to make hydrogen peroxide from oxygen + hydrogen? How complicated this recipe will be in py mods? \n8) Chrisdec do you agree with making propene from methanol - like in angel mods? \n \nAnd i'm thinking about new ways to use \n1) Ethanol \n2) Sugar \n3) Petroleum gas too - it no longer gives sulfur or syngas",
"date": "2023-09-30T14:07:58+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "chrisdec",
"content": "\" \n[6 recipes for liquid omega is still present in updated mod] yes i cant delete them it will make the mod no longer working ive tryed several times \n \n[1) Using tailings for making tailings water is good idea? Like making coal-water slurry with coal dust \nIdea - 300 tailings + 200 water = 200 tailings water] <-- is this correct or is it coal-water slurry? iff this is coal-water slurry then this recipe already exists \n \n[6) Next question is how to make glycerol from light oil like in bob mods or from stripped distillated? How complicated this recipe will be in py mods?] \nthis i dont know \n \n[7) How to make hydrogen peroxide from oxygen + hydrogen? How complicated this recipe will be in py mods?] \nthis i dont know \n \nps: do you like what i did with the \"base-liquid-glass-1\" recipe ? i have changed it from using a basic oxygen furnace to a glassworks",
"date": "2023-10-01T04:59:04+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sat Sep 30, 2023 2:07 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "no this is recipe from py functional",
"date": "2023-10-01T17:36:59+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "chrisdec",
"content": "i know coal-water slurry is from py functional, so you want to make tailings water from water and tailings water?",
"date": "2023-10-02T12:58:34+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sun Oct 01, 2023 5:36 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "Yes i want, because tailing can be evaporated from tailings water",
"date": "2023-10-03T12:57:49+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "okay, in what kind off machine would you prefer making this recipe ? \nalso when should this recipe be aviable to craft it \"simplicity 1, 2, or 3\". tech level ?",
"date": "2023-10-03T15:07:02+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Tue Oct 03, 2023 12:57 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "Just look that recipe already exusted but was deleted for some reasons don't know why and by who \nPut it o 3 level, making in thickener - 300 tailings + 200 water = 200 tailings water \n \nand do you like idea with propene from methane? Balance question",
"date": "2023-10-03T17:08:43+00:00",
"quotes": []
},
{
"author": "chrisdec",
"content": "ignore this message",
"date": "2023-10-04T14:58:56+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Tue Oct 03, 2023 5:08 pm",
"content": ""
}
]
},
{
"author": "chrisdec",
"content": "Put it o 3 level, making in thickener - 300 tailings + 200 water = 200 tailings water (problem see below) \n \nJust look that recipe already exusted but was deleted for some reasons don't know why and by who <-- tailings (solid recipe) has been removed from the py suite \nSo what should i do now? \n \nand do you like idea with propene from methane? Balance question <-- sure no problem",
"date": "2023-10-07T03:21:59+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Tue Oct 03, 2023 5:08 pm",
"content": ""
}
]
}
] | 19 | 2019-02-22T03:37:08-06:00 |
forum-topic-27540 | 27540 | Factorio RCon V1.0.2 W/Whitelisting | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=27540 | JetFox | GitHub: https://github.com/SoulDemon/Factorio-RCON
Features:
RCon Console
Some built in commands such as evolution, help etc
Whitelisting
Saving Settings
SAVE MAP
New Image:
Download:
http://www.foxgamingservers.com/factori ... v1.0.2.zip
NOTE TO USER: When using whitelist it is case sensitive, and after the name is typed dont forget to hit enter on the keyboard for a new line.
Just a basic RCon client for Factorio right now... feel free to let me know what you think!
Minimum Requirements:
Single Core Processor
Windows XP
20MB Of Ram or PageFiling.
Internet Access
Recommending Requirements:
Dual Core Processor
Windows 7
56MB Of Ram or PageFIling
Internet Access | [
{
"author": "JetFox",
"content": "Updated to V0.0.7 \n \nNew Features: Whitelisting",
"date": "2016-07-01T14:26:37+00:00",
"quotes": []
},
{
"author": "JetFox",
"content": "V0.0.8 -- V0.0.9 \nBackGroundWorker changed to an active thread.... \n \nPlans for V0.1.0 \nRewrite Disconnect(); to support reconnect.... \nRewrite Whitelist(); -- Currently needs the array to be properly sorted and the kick be rewritten.",
"date": "2016-07-01T20:38:41+00:00",
"quotes": []
},
{
"author": "JetFox",
"content": "V1.0.0 \nMarked stable \nWhitelist bug fixed",
"date": "2016-07-04T19:43:45+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "I'm just going to throw this out here - is the source available for review?",
"date": "2016-07-07T11:44:23+00:00",
"quotes": []
},
{
"author": "supernet2",
"content": "This is a beautiful little tool you made. If you were to make it so it generates and read's out the logs fully where it digests chats, and all that extra tidbit, it would be perfect. I know its a side coding project though, so any more work you do on it is much appreciated!",
"date": "2016-07-13T19:56:35+00:00",
"quotes": []
},
{
"author": "Killavirus",
"content": "Not a bad call",
"date": "2016-07-18T14:20:27+00:00",
"quotes": [
{
"author": "Bisa wrote:",
"content": ""
}
]
},
{
"author": "JetFox",
"content": "Sorry Bisa, thought factorio would send me replies to email.. if you want the source code still I can upload it (Yes it is very badly coded, but eh..)",
"date": "2016-09-13T06:54:44+00:00",
"quotes": [
{
"author": "Bisa wrote:",
"content": ""
}
]
},
{
"author": "Bisa",
"content": "no bother m8, but if anyone else is finicky about running exe files from unknown developers I guess it's a nice move",
"date": "2016-09-13T17:31:48+00:00",
"quotes": [
{
"author": "JetFox wrote:",
"content": ""
},
{
"author": "Bisa wrote:",
"content": ""
}
]
},
{
"author": "JetFox",
"content": "I actually lost my source code at the moment -_- \n \nIf you want to decode it you can use dotpeek to view its own version of decompiled code.",
"date": "2016-09-26T18:22:28+00:00",
"quotes": []
},
{
"author": "JetFox",
"content": "Updated to v1.0.2, \n \nFixed player count \nSave-Map feature.",
"date": "2016-09-27T23:27:31+00:00",
"quotes": []
},
{
"author": "JetFox",
"content": "V1.0.2 QuickPatch \nSupports Reconnect \n#Thanks Justarandomgeek",
"date": "2016-09-28T03:06:14+00:00",
"quotes": []
},
{
"author": "NapsterAT",
"content": "Nice man generally working. \n \nThe only problem i have is when whitelist is active and a player tryies to join wich is not listed, the players tab in rcon tool starting to freak out spamming a message.",
"date": "2017-01-22T08:09:21+00:00",
"quotes": []
},
{
"author": "Tekkera",
"content": "Hard locks when I press connect, does this save logs anywhere?",
"date": "2017-02-16T13:37:34+00:00",
"quotes": []
},
{
"author": "JetFox",
"content": "I actually haven't worked on this in along time... seemed like people weren't interested.",
"date": "2017-03-06T23:34:30+00:00",
"quotes": [
{
"author": "NapsterAT wrote:",
"content": ""
}
]
},
{
"author": "JetFox",
"content": "No logging, only logs when run in debug mode which you have to use source code for.... Truthfully haven't worked on this in awhile - seemed like no one was interested in it.",
"date": "2017-03-06T23:35:08+00:00",
"quotes": [
{
"author": "Tekkera wrote:",
"content": ""
}
]
},
{
"author": "---SNOT---",
"content": "Hi Jetfox, \n \nWanted to let you know I really love your tool to remotely manage my server (3th-party gameserver hosted) while I'm working my daily job. \nJust wondering, would it be much work to implement a function so I can follow the in-game chat and respond to it? \n \nMakes my life a bit easier as an admin! \n \nThanks! \n \nRegards, \n \n---SNOT---",
"date": "2017-11-02T12:23:21+00:00",
"quotes": []
},
{
"author": "Redstylt",
"content": "Hi, \nI tried you Rcon but it's always crashing when i'm trying to connect :/ \nI put the adress of server, the right port but for the passwd i don't know wich is it ? The passwd of server ?(i dont have) or of the linux user ?(wich one ?) \n \nThx",
"date": "2017-12-20T00:18:27+00:00",
"quotes": []
},
{
"author": "AreYouScared",
"content": "If anyone could get this to work with 0.16.x I'll love you for ever",
"date": "2018-02-27T10:27:24+00:00",
"quotes": []
},
{
"author": "jayjay_seal",
"content": "It works on 0.16",
"date": "2018-06-23T21:19:47+00:00",
"quotes": []
}
] | 19 | 2016-06-29T09:18:13-05:00 |
forum-topic-90121 | 90121 | I want to play factorio but I lack a goal | General discussion | https://forums.factorio.com/viewtopic.php?t=90121 | fderty | guys I need your help.
I think that game has amazing mechanics so I want to play it.
However I'm not interested in its intended objective (launching a satellite to what end ???)
Neither am I interested in slaughtering aliens, having all the techs, owning a big factory for the purpose of owning a big factory. etc...
what do ? | [
{
"author": "jodokus31",
"content": "launching a rocket or killing biters are by far not the only goals, which you can imagine \n- Did you play at all? Did you play the tutorial missions? \n- If you don't like biters, switch them off. \n- You can hunt achievements. f.e. lazy bastard, get on track like a pro, etc. \n- Build a nice train network \n- Look into speedrunning \n- Look into mods (f.e. seablock....) \n \nThe possibilities are crazy much",
"date": "2020-10-05T20:08:50+00:00",
"quotes": []
},
{
"author": "Serenity",
"content": "Launching a rocket is not necessarily the end goal. Usually people set themselves goals like doing X science per minute. And you can pick some building paradigms like a pure belt base, bots, or using lots of trains \n \nBut ultimately it's the same as with any sandbox game. You have to find some motivation to go on and accept more nebulous goals instead of clear missions",
"date": "2020-10-05T20:26:25+00:00",
"quotes": []
},
{
"author": "coppercoil",
"content": "How about X000 SPM factory? It's not about owning a factory, it's about building. Old approaches do not work in a x10 scale",
"date": "2020-10-05T20:34:10+00:00",
"quotes": []
},
{
"author": "fderty",
"content": "maybe I could pretend God ordered me to build a factory and expand it forever. \n \n\nthat does not answer the problem. working is not an end, working is a mean to an end \n \n\nyes I've gone as far as researching everything with the red and green science pack \n \n\nnot interested in that except for mods maybe. Is there a mod that gives you a true purpose ?",
"date": "2020-10-05T23:18:12+00:00",
"quotes": [
{
"author": "Serenity wrote: Mon Oct 05, 2020 8:26 pm",
"content": ""
},
{
"author": "coppercoil wrote: Mon Oct 05, 2020 8:34 pm",
"content": ""
},
{
"author": "jodokus31 wrote: Mon Oct 05, 2020 8:08 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Rjskeet",
"content": "The philosophy of this question goes far beyond the scope of this forum. I play the game to challenge myself and for the love of trains, your mileage may vary. \nMaybe try different styles of play? Role-playing may help. Put yourself in the mindset that your a solo colonist whos striping the planet of its resources. Or your a crashed engineer who's slowly going mad and are naming bots or keeping biters as pets. \nI challenge you to make a base that produces and uses 50gw of energy continuously.",
"date": "2020-10-06T00:08:59+00:00",
"quotes": []
},
{
"author": "TheRangerLOL",
"content": "Yes. \n \n\nThere is nothing wrong with wanting a biter as a pet. At any rate, you missed the point of his last post. I swear it's like people don't read on this forum sometimes. Oh wait, that's just an internet thing.",
"date": "2020-10-06T00:20:06+00:00",
"quotes": [
{
"author": "fderty wrote: Mon Oct 05, 2020 7:36 pm",
"content": ""
},
{
"author": "Rjskeet wrote: Tue Oct 06, 2020 12:08 am",
"content": ""
}
]
},
{
"author": "fderty",
"content": "Thanks \n \n\nI'll try that. \n \n\nI'm not interested.",
"date": "2020-10-06T01:19:54+00:00",
"quotes": [
{
"author": "TheRangerLOL wrote: Tue Oct 06, 2020 12:20 am",
"content": ""
},
{
"author": "fderty wrote: Mon Oct 05, 2020 7:36 pm",
"content": ""
},
{
"author": "Rjskeet wrote: Tue Oct 06, 2020 12:08 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "5thHorseman",
"content": "Probably not anything that will satisfy your specific crave. Factorio at its heart is a sandbox game and in sandbox games there is no actual purpose outside enjoying the process. Most of these games give you a MacGuffin-type \"reason\" why you're doing what you're doing. Factorio you want a rocket. For reasons. KSP you want to get the tech and money to put that space station around that moon for that contract. For reasons. Minecraft you want to get to The End. For reasons. \n \nAll of these though are just windmills for the player to tilt at. The REAL reason to play these games is because you enjoy them. \n \nIf you don't enjoy the game, you should put it down for a while and play something else. Your brain will let you know when it's ready to enjoy Factorio again.",
"date": "2020-10-06T01:25:12+00:00",
"quotes": [
{
"author": "fderty wrote: Mon Oct 05, 2020 11:18 pm",
"content": ""
}
]
},
{
"author": "Aru",
"content": "You have to want to play the game badly enough to come up with a way to play it yourself, nobody can tell you how to play. I mostly just make blueprints with creative mode, then see how useful they are in an actual game, then go back to designing.",
"date": "2020-10-06T02:58:20+00:00",
"quotes": []
},
{
"author": "",
"content": "I found it useful to have a Factorio pause. The need to build something came by itself. \nI heard also trying multiplayer might be useful.",
"date": "2020-10-06T04:43:21+00:00",
"quotes": []
},
{
"author": "Ringkeeper",
"content": "jep ... after Multiplayer with wife, reaching 5k+ science per minute we stopped, as frames went down to 30... didn't play last half year. I started now alone again, 100h into the map and not a single rocket launched. I prepare everything for 5k science and want to turn it on at once. \nLets see how bad that works out",
"date": "2020-10-06T09:45:36+00:00",
"quotes": [
{
"author": "ssilk wrote: Tue Oct 06, 2020 4:43 am",
"content": ""
}
]
},
{
"author": "coppercoil",
"content": "More detailed answer is: building x10 SPM factory is not easy at all. Do you like to solve building issues? BP copy/paste will not work for it . You will need to discover completely new, more effective approaches. Do you like improving factories? That is the question.",
"date": "2020-10-06T15:31:42+00:00",
"quotes": [
{
"author": "fderty wrote: Mon Oct 05, 2020 11:18 pm",
"content": ""
},
{
"author": "coppercoil wrote: Mon Oct 05, 2020 8:34 pm",
"content": ""
}
]
},
{
"author": "lupinehorror",
"content": "another vote for multiplayer for keeping things interesting from me. played the tutorials solo but i bore myself when playing alone. the shared goal of multiplayer (assuming that's how one is playing) keeps me coming back to it.",
"date": "2020-10-06T16:36:31+00:00",
"quotes": []
},
{
"author": "azesmbog",
"content": "Some unattainable goals in a vanilla game with biters enabled and constant respawn \n1. Open ALL map and destroy all biters and spitters. \n2. Build a railroad of 2 million cells. In vanilla. Per month \n3. Drive around the entire map along the perimeter. For a minute, this is 9 million cells and I think 100-500 million destroyed biters ) \n4. Play 10,000 hours of the game. In fact, it's not difficult ))))))) \n5. Build a compact 100 GW power plant. In vanilla, but not in islands, it's easy. Two 50 GW each - not counting. 50 is easy too. \n6. continue ??? \n7. Win the world death marathon - launch 1 rocket, for example, in 50 hours ?? Or is it possible?))))) And for 10?",
"date": "2020-10-06T18:45:49+00:00",
"quotes": []
},
{
"author": "",
"content": "The idea of a sandbox game is either to play just for the pleasure of playing, or to play for achieving a goal you've set to yourself. \nIf neither interests you, then you're not the target audience for sandbox games.",
"date": "2020-10-06T19:02:54+00:00",
"quotes": []
},
{
"author": "fderty",
"content": "thanks everyone. I think I'll stick to the roleplay idea.",
"date": "2020-10-06T19:31:03+00:00",
"quotes": []
},
{
"author": "TheRangerLOL",
"content": "Kinda what koub said honestly, just do your own thing. Set your own goals, you don't need to care about what anyone else tells you to do. That's why i never play for achievements. Honestly, it's usually bad to check up on forums when you first start playing a game if you don't have any problems while playing. Too m uch meta gaming. Meta gaming is generally a very bad thing . Too many people who think they know what they're doing when all they're really doing is just doing what someone else thinks that they know what they're doing said is good.",
"date": "2020-10-07T09:05:04+00:00",
"quotes": []
},
{
"author": "starlinvf",
"content": "its kind of become a hallmark of a modern gamer to basically have no initiative of their own...... which is why theres so much dissonance generated by their desire for \"Purpose\"/\"Meaningful gameplay\"/\"Progression\"/\"Fun\". An inability to define what these things are, is partly why they get so wrapped up in the long list of things they think \"aren't\". And an inability to find their own way leads to the problem of quickly losing attention. This isn't limited to games either...... pretty much all of social media, consumable media, and digital entertainment is further conditioning this (either on purpose, or as a side effect of trying to keep pace others doing it on purpose). \n \nIn his case, I'd very highly recommend trying to force a mental reset. Stay away from anything that routinely \"Dings\" you with a highly explicit feedback loop.... which is gonna effectively exclude almost any major title made after 2010, and to a lesser extent Consoles as a platform (because achievements). Disabling Steam overlay is the only option for that platform. \n \nThe super hard part is finding games that avoid these mental traps, because is become the standard of game design in order to facilitate all kinds of routine building behaviors. The absolute hardest part is resisting the urge to go back to a Ding-game, since its basically a dopamine addiction. If you're the learn-ed type, look up game design essays from Mark Brown (Game Maker's Toolkit), Adam Millard (The Architect of Games), and related circles. Its not directly useful as a player.... but it does help you understand \"why\" a game does certain things, and help you recognize how its manipulating you. \n \nThis video pretty much hits home on the dissonant sensation I mentioned earlier, and almost perfectly slots into the OP's dilemma. \n \n https://www.youtube.com/watch?v=1ypOUn6rThM \n \n \n \n \n(and side plug...... Kruggsmash plays Dwarf Fortress. Its a video series thats really good for helping develop altered perception; which is really useful for understanding the mind set of a sandbox environment. Not explicitly in how he plays.... but in the presentation, and how it helps you view and understand the play space. ) \n https://www.youtube.com/watch?v=tDX5hmt ... VYh8t11lYl \n \n \n \n \nIts hard to suggest what games the OP could consider.... because I have no idea what kind of games they like. But I would suggest outright avoiding anything with RPG-lite leveling systems, stat based skill trees, or gear with visible numbers. Older, linear single player shooters would be good candidates. Things with Metroidvania type power structures (function based, rather then incremental power increases), classic RTS games, extremely narrative focused games, or a point/click adventure throwback title. Or Games with exploration elements or survival elements if you want to keep in the sandbox zone. These are notably better since it can leverage your ADD into something productive, and stimulates a lot of problem solving in your brain. I would also be a bit leery of games with comprehensive questing systems..... anything with a dotted line should be low on that list. The trouble, though, is that quest systems aren't necessarily bad.. its that far too many lead you around with awareness bubble of only 10 meters... and THATS the kind of situation you want to avoid. Ideally ones that give you a goal, but don't act as a walk through (excluding story driven ones); one that let you figure out your own solution. \n \nAfter about 3 months of this, your brain relaxes a bit, and you start becoming acutely aware when a game is trying to egg you on without using organic game play reasons for it. You SHOULD also lose interest in certain types of games... and thats arguably a good thing for your mental health. \n \n \nI lay all this out, because Factorio is kind of this weird animal. As far as Sandbox and Survival games go, its design is the high water mark for TechTree and Organic Progression as a game system. The mechanics are simple, but they're consistent across ALL scales game play. And \"progression\" that actually properly builds on top of previous efforts, rather then trivializing them out of existence. But the genius is that, at its core, your focus is only on a small area of the factory at any given time..... and your mind isn't aware of how big the factory actually is, until you have to walk back through it to figure out where some shortage is happening. Everything about it makes intuitive sense... until you hit the brick wall of the \"end game dilemma\". This is where most modern games tend to start spiraling out of control. When players \"beat\" a game.... and still expect it to continue on like it has been, but to infinity. An endless need for new quests, new stuff, new tricks.... and are only willing to put it down once it pisses them off for some arbitrary reason. Sandbox games don't even attempt at an illusion of offering this, which is why a lot of gamers don't understand it. \n \nugh.... now I'm just kind of rattling on. Without even needing to get into programming yourself, theres so much interesting intersections and things to be learned by studying game design and game history. Technical disciplines, Philosophy, History, Literature, Mythology, Psychology, Sociology, Logistics, Mathematics, Physics, Art, all lending contributions as either ideas, influence or processes to how many really good games are made. Being an arm chair developer has been the thing thats kept me enjoying games, despite how terrible the last decade has been overall in terms of treatment of gamers. I still talk about 2015/2016 like its the Dark ages.",
"date": "2020-10-08T14:13:31+00:00",
"quotes": [
{
"author": "TheRangerLOL wrote: Wed Oct 07, 2020 9:05 am",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "- From the video \n \nThat question just about sums up the frustration I have with the path some parts of the games industry have taken. It's the instant gratification vs creativity for its own sake dichotomy, and seems to have polarised the gaming community between \"on rails\" offerings with prescribed near instant rewards, and the freeform/sandbox where the player themselves drive their own narrative and goals. \n \nFactorio is just one of many sandbox games that gives us the latitude to solve problems in whatever way we choose. There are some broad overarching goals and achievements, but none that are mandatory, nor with rewards beyond that of personal satisfaction. \n \nThere is no right way to play. Sure there are some formulas offered by the community on how they like to play the game, but the only, and best reward in my humble opinion, is to play it your way and set your own goals and narrative. \n \nNew \"personal\" goals can be realised in several ways.\n \n Experiment with the map generation settings. New challenges present themselves, and therefore new solutions are created as a result. \n Multiplayer - Co-operative play can open up so many new ideas. PvP brings unexpected methods of combat beyond the predictability of the AI. \n Finding creative assemblies of buildings. Make them more compact, faster, efficient, modular - save them as blueprints, use and constantly improve. \n Consider creating your own scenario/narrative. Write it down, or even attempt to create it as a game scenario to share with others. \n \n\nThe list could go on forever, but I see that you have settled on creating your own personal goals, and have also posted another thread regarding a defensive structure. I would suggest testing out just how effective that is when faced with large swarms, and I would bet real monies that you'll be changing the design once you find its weaknesses. One true fact about Factorio is - Nothing ever goes to plan, even when it looks watertight on paper. \n \nGood luck, and enjoy the experience.",
"date": "2020-10-08T15:03:18+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
}
] | 19 | 2020-10-05T14:36:50-05:00 |
forum-topic-126774 | 126774 | [2.0.34] Non-deterministic chunk population with trees over ores during map generation | Duplicates | https://forums.factorio.com/viewtopic.php?t=126774 | Data | What did you do?
Run Factorio 2.0.34, base game without mods and without Space age DLC
Single Player > New Game > Freeplay
Set seed to 2953497924 (any seed will work, but you need to find an ore patch with trees over it outside pre-generated area and teleport to it instead)
Start the game with default settings
Run the command (twice to suppress achievements disable warning): Code: Select all /c game.player.character.teleport({-50,-375})
Observe how trees are placed over ores, record the observation
Repeat all these steps few times
What happened?
Trees generated over ores have different count and placement configuration (see attached screenshot for example)
What did you expect to happen instead?
Each time same number of trees placed at the same spots
Does it happen always, once, or sometimes?
Sometimes
Screenshot 2025-02-11 224308.png (4.5 MiB) Viewed 300 times
Screenshot 2025-02-11 224248.png (4.54 MiB) Viewed 300 times | [
{
"author": "",
"content": "I have a feeling this bug report may be effectively a duplicate of 87106 . Near the beginning when chunks are still generated, if you teleport to that position it is possible just by changing exact tick at which you teleport, you may get different order of chunks generated because of existing chunk generate requests vs new chunk generate request due to character teleport. When i did some experiments i was using a console command that teleports character always at the same tick and the outcome was always the same. If chunks generation order is different then there may be some entities on the chunk boundary that are colliding with a nearby chunk (where in opposite generate order, neighbour would still be empty) and when some entities are not spawned they may cause random generator to not be pushed forward causing an observable difference in entities placement. I will keep this in bug reports until it gets verified to be exactly that behavior but i do not predict this would be anything important to be fixed, most likely will get moved to duplicates.",
"date": "2025-02-12T14:11:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Moving to duplicates as I don't see a solution here that wouldn't have undesirable side effects.",
"date": "2025-03-10T23:00:35+00:00",
"quotes": []
}
] | 2 | 2025-02-11T15:06:59-06:00 |
forum-topic-89842 | 89842 | Earth Economy Multiplayer Map HELP | Multiplayer | https://forums.factorio.com/viewtopic.php?t=89842 | RawChicken | Hello, first post here, long time player. For some time Ive been wanting to set up a multiplayer map but need help with some topics I don't even know how to start addressing, so I thought I would ask the forum.
Need help with:
- Setting up a dedicated server (paid/rented, I don't own a computer to host the server 24/7) that will list the game in the public games list.
- Scripting to allow players to select their spawn point based on a list of available options.
IDEA:
The idea is to have a big map with Earth shape (but flat), where players spawn in their chosen cities and build their factories there. Although small patches of ore will be distributed around the map to allow simple bases to spawn, large and dense patches of ore will only be available at specific areas (for example, middle east will have TONS of oil). Players will then have to create distribution networks around the world to get resources where they are needed, or to be processed and distributed further.
I already have the Earth map, although the large patches of ore are not set yet.
Need help with (part II):
-Server:
I would like this map to be online 24/7 and accessible to people with low ping. I have neither a computer available to run the server 24/7 nor a good internet connection, so hosting it myself is not an option. I'm happy to pay for a rented server, problem is that I've been reading about it and the more I read the less I understand. I have no idea how to set it up and it all looks like a black hole to me, so I would need help from someone that knows how to set up a server to teach me.
-Map code:
I would like players to spawn wherever they choose from a list of cities, so players can choose to set a factory in their IRL city if that is what they want. So upon joining the game, a choose your spawning point list should appear.
Future steps:
If this idea turns to work out and people like it, another step forward would be to separate players by "teams" based on their chosen country, each team having their own tech tree.
If you are interested on playing this idea of a map and/or can help make it real please drop a line, this will also help to know how many people are interested to play. I will set up a discord channel if there is interest!
Thank you for reading! | [
{
"author": "Keltamar",
"content": "Hello =) \n \nare you still looking for help? This project sounds interesting. I already had a server runing for myself and my brother. But we stoped playing a while ago. I can setup the server and probably help with the moding required. I work as a software developer. \n \nIf you are still into this project let me know. I am eager to see your current progress, the map and maybe more details. I would be glad to meet you in voice chat to discuss the details. \n \nGreetings \nKeltamar",
"date": "2020-12-20T12:24:40+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "If you are, I would like to join in on the fun.",
"date": "2020-12-22T20:48:40+00:00",
"quotes": []
},
{
"author": "Keltamar",
"content": "seems like the project is dead...",
"date": "2021-01-11T20:47:27+00:00",
"quotes": []
},
{
"author": "RawChicken",
"content": "Hello everyone. Thanks for the replies, I saw little interest and forgot about the project. \n \n\nYes! Thank you! I will send you a PM with contact information. \n \nAnyone else interested on this project, either to help or to play, just leave a message and I will contact you if things work out. I will also post updates on this thread.",
"date": "2021-02-20T12:40:57+00:00",
"quotes": [
{
"author": "Keltamar wrote: Sun Dec 20, 2020 12:24 pm",
"content": ""
}
]
},
{
"author": "Rafiz",
"content": "For machine hosting I cannot advice you in few words, as it's quite complicated, but you could find some simple to use ready factorio servers (I don't know if it exist, but maybe it does) and if that doens't exist you can buy(or find free?) some remote virtual machine and use SSH client to access console on that virtual machine. I'm using google cloud and it let's you set up machine with pre-instaled linux, which is great! Than you just need to put game on that disk and run it. All you really need to know is to type google cloud and follow their many tutorials they have. \n \nAssuming you use linux remote machine : \nI put simple command Code: Select all ./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json inside run.sh (or any other short name for script) and run it from console evrytime I want to start server. You also must put some save file so that \"start-server-load-latest\" flag has something to load (it will load latest autosave/save later on, It's not best flag if you want to have multiple separate games, so I would recommend to have saves from only one world for 1 headless factorio folder) . I usually make save file on my personal computer, to just have a look at spawn area, have already all mods \"hard written\" to be in save, etc etc and than send it to remote machine into factorio/saves folder. I think it's easier than setting server up with game starting settings, looking at server, having to re-make all of that once it fails... Just making new world in singleplayer factorio will result in better world, quicker to check up, easier to adjust settings. \n \nAlso theres interesting thing that when I connected via SSH and ran factorio on remote machine server went down after closing SSH console. To counter that I now use \"screen\". I simply write 'screen' than (either install it (sudo apt-get install screen), or ) accept message with enter and than I run server ./run.sh and I can close SSH connection window. Than if you want access closed window you might look into 'man screen' to know how to do it, or use like 'htop' to just kill it if that's your intent. Just don't kill server twice (unless it's frozen). Killing factorio server ONCE will perform gentle quit. So you can ctr-c it or kill it from manager - and nothing bad will probably happen game saves and server normally quits, that's unless you send kill signal twice - than it will quit immidietly. \n \nFor networking you just must open single port 34197 for UDP (unles you will use config.ini to use other port) aand I never had problems with firewall on Linux. don't know how about windows, but... Just don't use windows for headless factorio machine. If you already have dedicated virtual machine and have to control it remotely... Linux is better for that.",
"date": "2021-02-22T05:38:44+00:00",
"quotes": []
},
{
"author": "Xapurri",
"content": "Hello! I love the idea! Is there someone still interested in bringing this project alive? \n \nI have some ideas about the project we can put in common!",
"date": "2021-05-01T10:00:14+00:00",
"quotes": []
},
{
"author": "hyspeed",
"content": "Hi, \n \nYou might find my two mods a helpful starting point: \n \n https://mods.factorio.com/mod/FactorioEarth \n \n https://mods.factorio.com/mod/CitiesOfEarth \n \nI do not control spawning of resources for the entire planet in these mods, but adding that could be done through a module and startup option. \n \n \nAs an aside, I run my mods and am developing builds to put in each city. I used to host it, but only attracted trolls and it is easier to just run it locally. \nIf you'd like try it out or work with me, let me know. This offer applies to anyone reading this message who isn't on a ban list.",
"date": "2021-05-19T22:26:59+00:00",
"quotes": []
},
{
"author": "RawChicken",
"content": "Hi! That is awesome, thank you. I'm def still interested in this idea and I'm happy to see others are too. I think many people would like to play this! Im happy to try it out with you too, shoot me a pm and lets see when can we meet! \n \nFor everyone that answered: I'm not on the forums so often so if anyone else wants to join, a PM will notify me through my email. But also write here to let others know the status of this. I'd love to see this happen",
"date": "2021-07-12T12:37:08+00:00",
"quotes": [
{
"author": "hyspeed wrote: Wed May 19, 2021 10:26 pm",
"content": ""
}
]
}
] | 8 | 2020-09-26T05:22:54-05:00 |
forum-topic-123535 | 123535 | [Rseding91] [2.0.23] LuaSurface::force_generate_chunk_requests() works differently than advertised | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=123535 | Quezler | surface.orce_generate_chunk_requests() is advertised as:
Code: Select all Blocks and generates all chunks that have been requested using all available threads.
when you create a new lab tile world, and then request a chunk to generate + force generate + set tiles all the same tick the concrete gets overwritten:
Code: Select all -- *new 50x50 world*
-- /c game.create_surface("lab").generate_with_lab_tiles = true
-- /c game.print(game.surfaces["lab"].get_tile(0, 0).name) -- luatile invalid
-- /c game.surfaces["lab"].request_to_generate_chunks({0, 0}, 0) game.surfaces["lab"].force_generate_chunk_requests() game.surfaces["lab"].set_tiles({{position = {0, 0}, name = "concrete"}})
-- /c game.print(game.surfaces["lab"].get_tile(0, 0).name) -- lab dark 1
when you do not set the surface to lab tile mode the resulting tile is concrete as expected:
Code: Select all -- *new 50x50 world*
-- /c game.create_surface("default")
-- /c game.print(game.surfaces["default"].get_tile(0, 0).name) -- luatile invalid
-- /c game.surfaces["default"].request_to_generate_chunks({0, 0}, 0) game.surfaces["default"].force_generate_chunk_requests() game.surfaces["default"].set_tiles({{position = {0, 0}, name = "concrete"}})
-- /c game.print(game.surfaces["default"].get_tile(0, 0).name) -- concrete
if i had to point fingers i'd blame the "processed < 10" check somewhere in MapGenerationManager.cpp, but i have not confirmed its value or desired loops. | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2024-12-02T15:31:52+00:00",
"quotes": []
}
] | 1 | 2024-12-02T05:56:29-06:00 |
forum-topic-33825 | 33825 | [MOD 0.14+] Always Show Recipe Products v0.1.2 | Mods | https://forums.factorio.com/viewtopic.php?t=33825 | Mooncat | Type: Mod
Name: Always Show Recipe Products
Description: Makes recipe products always visible on tooltip, even if there is only one product in the recipe.
License: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)
Version: 0.1.2
Release: 2016-10-8
Tested-With-Factorio-Version: 0.14.13
Category: (Helper, Non-game-changing)
Tags: recipe, product, tooltip
Download-Url: https://mods.factorio.com/mods/Mooncat/ ... e-products
Website: viewtopic.php?f=97&t=33825
License Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)
You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
NonCommercial — You may not use the material for commercial purposes.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Long description
Currently, recipe products are shown on tooltip only if the recipe has multiple products. For recipes that have only one product, it is not shown, mainly because their recipe icons can already describe the products, as discussed here with Klonan: viewtopic.php?f=66&t=33732 .
But when playing with mods, it is very likely that some recipes have custom icons so they cannot describe their products clearly. This mod can help fixing the issue.
Also, this mod can make the tooltip behaviour to be consistent as recipe products are always visible.
Please note that some recipes originally have important information like electric supply area, weapon damage bonus, mining speed, crafting speed, etc, but this mod cannot replicate it after altering the recipes.
To handle this situation, there is config.lua since v0.1.2. With it, you can set which recipes this mod should ignore, keeping the original information on tooltip. But by doing so, their products will not be shown by this mod.
By default, it ignores all recipes that have such information.
Version history Version 0.1.2 (Oct 8):
Due to the lose of important information from the original recipe descriptions, configurable options are added for ignoring recipes with such information. See config.lua for details.
Fix: recipe description is overridden only if there is no localised description defined.
Version 0.1.1 (Oct 6):
Fix: turned off the debug flags so no error will be shown if anything goes wrong on any recipe. Such recipe will not be changed by this mod.
Fix: add recipe descriptions support. (But it may not be the same as original.)
Minor change on mod info.
Version 0.1.0 (Oct 6): The first version.
Known issues Some recipes may have different names and descriptions when this mod is turned on. Unfixable at this moment. See future development for more details.
Future development I have made an API request for adding a property to the recipe prototype specialized for enforcing display of products so we don't need to use the hacky method. As the result, the above known issue will be resolved. | [
{
"author": "mooklepticon",
"content": "Thank you for this!",
"date": "2016-10-05T17:35:41+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "My pleasure.",
"date": "2016-10-05T18:37:02+00:00",
"quotes": [
{
"author": "mooklepticon wrote:",
"content": ""
}
]
},
{
"author": "orzelek",
"content": "Will come very handy for bobs+angels combination Tons of recipes around.",
"date": "2016-10-05T19:50:47+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "Woops, forgot to turn off the debug flags. \nReleased a fix for that. \nAlso added back recipe descriptions based on the product. But due to limitation on the API, the descriptions may be different from the original ones.",
"date": "2016-10-05T20:03:14+00:00",
"quotes": []
},
{
"author": "Peppe",
"content": "Helpful for most items/mods, but can you ignore ammo and probably equipment? \n \nWith this enabled you can't hover ammo in the crafting menu to get damage readouts -- you have to make the actual item to see damage readout.",
"date": "2016-10-07T03:44:41+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "Oh, I forgot their original info on recipe. Yes, it makes sense. I will add a config for that. \nThanks for the report.",
"date": "2016-10-07T06:14:46+00:00",
"quotes": [
{
"author": "Peppe wrote:",
"content": ""
}
]
},
{
"author": "Mooncat",
"content": "Released v0.1.2. Introduced config.lua for ignoring recipes that have important information, like electric supply area, weapon damage bonus, mining speed, crafting speed, etc. \nBy default, it ignores all recipes that have such important information.",
"date": "2016-10-07T20:29:56+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "Ah very good now I can reinstall your mod because I removed it due missing this information. \n \nIs this setting on by default? \n \nGreetings steinio",
"date": "2016-10-08T09:04:20+00:00",
"quotes": [
{
"author": "Mooncat wrote:",
"content": ""
}
]
},
{
"author": "Mooncat",
"content": "Yes, on by default.",
"date": "2016-10-10T09:05:33+00:00",
"quotes": [
{
"author": "steinio wrote:",
"content": ""
},
{
"author": "Mooncat wrote:",
"content": ""
}
]
},
{
"author": "Zentriffic",
"content": "Any plans to fix the issue with showing incorrect numbers for items in a recipe? I keep seeing 0.n for many things, instead of an integer.",
"date": "2017-01-13T17:40:01+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "May I know which recipes have such problem? I haven't seen it at my side.",
"date": "2017-01-15T12:36:11+00:00",
"quotes": [
{
"author": "Zentriffic wrote:",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "i'm using bob mods + all angel mods + shinybob mod \n \nBug - not working for all types of chests and axes and pickaxes, for all types of furnaces, pumpjacks, assemblers, with ammo and etc \n \nit is similar that the mod works very selectively or this mod working only with intermediate products \n \nThis is my mod list \n{ \n \"mods\": [ \n { \n \"name\": \"base\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"MathCoProcessor\", \n \"enabled\": \"false\" \n }, \n { \n \"name\": \"what-is-it-used-for\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-signals\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-vehicles-chaingunner\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-vehicles-flame-tumbler\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-vehicles-hauler\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-vehicles-laser-tank\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-vehicles-miner\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-zones\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Additional-Turret\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"advanced-logistics-system\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"always-show-recipe-products\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelstrigger-infiniteores-disableinfiniteores\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelstrigger-infiniteores-disablersomode\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelstrigger-petrochem-disableacidoverride\", \n \"enabled\": \"false\" \n }, \n { \n \"name\": \"angelstrigger-petrochem-showconverterrecipe\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelstrigger-refining-enablefurnace\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelstrigger-refining-enableproductivity\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"autofill\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"beltSorter\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobconfig\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobinserters\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"boblibrary\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobtechsave\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Bottleneck\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"creative-mode\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"data-raw-prototypes\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"detached-gun-sounds\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"electric-vehicles-lib\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Enhanced_Map_Colors\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"EvoGUI\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"factorio-reach\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"filtered-deconstruction-planner\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"FLAN\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Flow Control\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Foreman\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"helmod\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ItemCount\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Loader-Rotation-Fix\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Nanobots\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"off-grid-effects\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"SenpaisElectricTrains\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"SpaceMod\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"StoneWaterWell\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Teleportation\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Warehousing\", \n \"enabled\": \"false\" \n }, \n { \n \"name\": \"Waterfill\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Yuoki\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-programmable-structures\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobenemies\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"boblocale\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobores\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobvehicleequipment\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"electric-vehicles\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"yi_engines\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"aai-programmable-vehicles\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobtech\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"yi_bobs_ores\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobplates\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobassembly\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobelectronics\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobgreenhouse\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"boblogistics\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobmining\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobpower\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobrevamp\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ResearchRevolution\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"add-loader\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"autorecyclingplant\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"Bio_Industries\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobmodules\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"bobwarfare\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"flowcontrolbobs\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"replicators\", \n \"enabled\": \"false\" \n }, \n { \n \"name\": \"angelspetrochem\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"CMHModBobEndGame\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"pycoalprocessing\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"ShinyBob\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"spaceex_plus_bobs\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelsaddons-pressuretanks\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelsrefining\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"PCP\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelsaddons-oresilos\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelsaddons-warehouses\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelsinfiniteores\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelssmelting\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"usefulbyproducts\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"angelsbioprocessing\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"MiningTools\", \n \"enabled\": \"true\" \n }, \n { \n \"name\": \"BobExtended\", \n \"enabled\": \"false\" \n } \n ] \n}",
"date": "2017-01-23T17:46:28+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "Hi. Please check config.lua in the zip. It is intentional to keep those recipes untouched by default because the important information like \"storage size\", \"energy consumption\", \"crafting speed\", \"mining power\", etc. will be hidden. This issue is unfixable by myself. (So I think this mod is a semi-failure. Hope the devs can support it.)",
"date": "2017-01-27T18:45:02+00:00",
"quotes": [
{
"author": "aklesey1 wrote:",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "I thought that the main goal of this mod to only show products of recipes no matter one them or a several, i'm turned all values to true or false but i cna't see any significant changes, some recipes can shows normaly if they have one product, another not - may be ur mod can conflict with another mods? Have you read the list given above?",
"date": "2017-01-31T20:50:52+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "No problem on my side:\n \n \n \n 20170205163850_1.jpg (463.49 KiB) Viewed 12405 times \n \n \n(In order to make Factorio successfully loads with such number of mods, I have to set graphic quality to very low.) \n \nMy mod list:\n Code: Select all {\n \"mods\": [\n {\n \"name\": \"base\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"color-picker\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"FARL\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"LogisticTrainNetwork\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"manual-inventory-sort\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"SpaceBook\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"supportive-weapons\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"VersepellesChunkMarkers\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"vertical-left-gui\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"what-is-it-used-for\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-signals\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-vehicles-chaingunner\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-vehicles-flame-tumbler\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-vehicles-hauler\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-vehicles-laser-tank\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-vehicles-miner\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-zones\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Additional-Turret\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"advanced-logistics-system-update-by-andrew\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Alien Oil\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"always-show-recipe-products\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelstrigger-petrochem-disableacidoverride\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelstrigger-petrochem-showconverterrecipe\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelstrigger-refining-enableproductivity\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"AsphaltRoads\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Avatars\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Barbed-Wire\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"beltplanner\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"beltSorter\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Better_Repair_Pack\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Blueprint Items Request\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobconfig\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobinserters\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"boblibrary\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"botReplacer\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"brighter-wagon-color-mask\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bullet-trails\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"CircuitAlerter\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"clock\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"color-coding\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"concrete-edges\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"creative-mode\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"data-raw-prototypes\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"detached-gun-sounds\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"electric-vehicles-lib\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Enhanced_Map_Colors\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"EvoGUI\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"FactorioExtended-Core\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Factorissimo\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"faster-flame\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"filtered-deconstruction-planner\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"FLAN\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Flow Control\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Foreman\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"HandyHandcrafting\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"helmod\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"ItemCount\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"KS_Power\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Loader-Furnace\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Loader-Rotation-Fix\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"locomotive-color\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"LogisticsMining\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Macromanaged_Turrets\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"ModuleInserter\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"More signal color\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Nanobots\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"nixie-tubes\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Nucular\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"off-grid-effects\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"PipeCleaner\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"player-color\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"pushbutton\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"pycoalprocessing\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Raven\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Reactors\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"ReactorsNucularFix\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"robotarmy\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"SatelliteRadar\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"ScoreExtended\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Screenshot\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"SenpaisElectricTrains\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"show-projectiles-on-map\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"SpaceMod\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"StickyNotes\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"StoneWaterWell\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"tankwerkz\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Tesla_Turret\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"test-mode\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"textplates\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"upgrade-planner\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"various-tiles-mod\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Vehicle Wagon\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"VersepellesAquaFarm\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"wagon-color\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Warehousing\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"water-fix\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Yuoki\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Zoom\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-programmable-structures\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"alien-biomes\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobenemies\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobores\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobvehicleequipment\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"electric-vehicles\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"FactorioExtended-Transport\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Natural_Evolution_Expansion\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"yi_engines\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"aai-programmable-vehicles\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobtech\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Natural_Evolution_Buildings\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Natural_Evolution_Enemies\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"rso-mod\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"yi_bobs_ores\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobplates\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"EMP Biters\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Swarm\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelsrefining\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobassembly\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobelectronics\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobgreenhouse\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"boblogistics\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobmining\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobpower\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"ResearchRevolution\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"add-loader\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Aircraft\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelsaddons-oresilos\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelsaddons-warehouses\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelscomponents\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelspetrochem\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"autorecyclingplant\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobelectronics_gfxtweak\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobmodules\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"bobwarfare\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"flowcontrolbobs\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"LateUpgrades\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"usefulbyproducts\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelsaddons-pressuretanks\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelsbioprocessing\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelsinfiniteores\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelslogistics\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"angelssmelting\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"CMHMod\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"CMHModBobEndGame\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Laser_Beam_Turrets\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Orbital Ion Cannon\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"PCP\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"spaceex_plus_bobs\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"Satellite Uplink Station\",\n \"enabled\": \"true\"\n },\n {\n \"name\": \"ShinyBob\",\n \"enabled\": \"true\"\n }\n ]\n}\n \n\nSomething to clarify:\n In the config.lua, to make this mod works on all recipes, you just need to set \"ignore_all_following_recipes\" to false. \n This mod does not affect recipes that have more than one products, because Factorio already shows the products by default. \n\nIf you still have problem, better take a screenshot of the recipe. If you think this mod conflicts with another mod, it would be easier if you can find the conflicted mod first.",
"date": "2017-02-05T08:49:15+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Hi Mooncat \nWaiting for any news for this useful mod, will u make update for 0.15 and will u improve this stability and functionality",
"date": "2017-05-09T17:17:40+00:00",
"quotes": []
},
{
"author": "Mooncat",
"content": "I'm still struggling on this. \nAFAIK there is still no better way to make the products always visible. The vanilla item descriptions are still lost. \nI turned this mod off when I was playing. I'm quite surprised that you want to keep this mod.",
"date": "2017-05-11T07:08:11+00:00",
"quotes": [
{
"author": "aklesey1 wrote:",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "U are surprised? well unless not conveniently and visually to see single products of recipes? I think ur idea was very useful and still useful, just I am irritated by whom at the exit 2 products that icons are visible and if one product that aren't visible",
"date": "2017-05-11T18:12:38+00:00",
"quotes": [
{
"author": "Mooncat wrote:",
"content": ""
},
{
"author": "aklesey1 wrote:",
"content": ""
}
]
},
{
"author": "Mooncat",
"content": "I like consistency too. That's why I created this mod. The problem is that the current approach makes the important information about the product invisible. You can't read the inventory size, fuel value, vehicle acceleration bonus, ammo damage, etc. anything that is shown in orange color. I personally don't like this more than the inconsistency.",
"date": "2017-05-12T02:59:55+00:00",
"quotes": [
{
"author": "aklesey1 wrote:",
"content": ""
},
{
"author": "Mooncat wrote:",
"content": ""
},
{
"author": "aklesey1 wrote:",
"content": ""
}
]
}
] | 19 | 2016-10-05T11:52:13-05:00 |
forum-topic-111788 | 111788 | non-recoverable error | PyMods | https://forums.factorio.com/viewtopic.php?t=111788 | bobDoesThings | is this the right place to let you know:
772.880 Error MainLoop.cpp Exception at tick 99362351: The mod Pyanodons Alternative Energy (1.2.20) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalternativeenergy::on_nth_tick(61)
__pyalternativeenergy__/scripts/wind/wind.lua:94: attempt to concatenate local 'direction' (a nil value)
stack traceback:
__pyalternativeenergy__/scripts/wind/wind.lua:94: in function 'draw_windmill'
__pyalternativeenergy__/scripts/wind/wind.lua:144: in function <__pyalternativeenergy__/scripts/wind/wind.lua:129> | [] | 0 | 2024-03-12T21:20:25-05:00 |
forum-topic-115929 | 115929 | [RHD] Space Age Grid Rail Blueprints | Railway Setups | https://forums.factorio.com/viewtopic.php?t=115929 | LuziferSenpai | Hey,
I made a massiv book of blueprints for space age.
I hope you find it useful.
A little build together
grid_rail_blueprints.png (23.01 MiB) Viewed 26883 times
The pieces, some are placed together
grid_rail_blueprints_all.png (6.08 MiB) Viewed 26883 times
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 Copy blueprint
Greetz,
Luzifer | [
{
"author": "SIGSTKFLT",
"content": "Lacks compact (i.e., 32x32) T and X junctions, which would make it much better imo",
"date": "2024-10-25T03:59:22+00:00",
"quotes": []
},
{
"author": "LuziferSenpai",
"content": "I didnt add them on purpose, I dont really like them for thoughput issues.",
"date": "2024-10-25T11:25:41+00:00",
"quotes": [
{
"author": "SIGSTKFLT wrote: Fri Oct 25, 2024 3:59 am",
"content": ""
}
]
},
{
"author": "buggy-funhouse",
"content": "Hi! Thx for BP, i find it very usefull \nI just wonder, why you don't use elevated crossroads, for Fulgora for example",
"date": "2025-02-17T10:45:17+00:00",
"quotes": []
}
] | 3 | 2024-10-14T13:54:57-05:00 |
forum-topic-3784 | 3784 | Use the Wiki, Luke! | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=3784 | The Factorio Wiki is the official source of documentation for Factorio, it provides detailed up to date information about Factorio gameplay.
Like any wiki, it can be edited and extended by anyone after creating an account . Make sure to check out the How to... topic first.
For discussions around the wiki itself we have the Wiki Talk subforum . | [
{
"author": "sjwt",
"content": "I would, but all the pages come up blank, using uptodate version of chrome 45.0.2454.85 m, on windows 10.",
"date": "2015-09-14T11:46:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Seems to be a configuration/version error on the server side, it is already known: \n https://forums.factorio.com/forum/vie ... 50&t=16056 \n \nHere is a snapshot from March 2015, it should contain most of the content: \n http://web.archive.org/web/201503221710 ... =Main_Page",
"date": "2015-09-14T11:52:45+00:00",
"quotes": []
},
{
"author": "sjwt",
"content": "Thanks for that =)",
"date": "2015-09-17T03:43:41+00:00",
"quotes": []
},
{
"author": "Targa",
"content": "Unfortunately the Wiki, like many human endeavors, contains errors. I would correct them if I had editing permission, but since I do not, perhaps someone will take the time to fix this page: https://wiki.factorio.com/index.php?tit ... a_commands \n \nNear the bottom of the page, in the section titled \"Disable evolution, increases pollution evolution instead\", the commands given are incorrectly written as containing \"mapsettings\", which produces an error when typed into the console. The correct command is \"map_settings\". Like so: \n \n /c game.map_settings.enemy_evolution.time_factor = 0.000008 * 0 \n/c game.map_settings.enemy_evolution.pollution_factor = 0.00003 * 2 \n \nAlso, this page: https://wiki.factorio.com/index.php?title=Enemies Under the \"Evolution\" heading, contains this code:\n Code: Select all -- percentual increase in the evolution factor per tick.\ngame.player.print(game.map_settings.enemy_evolution.time_factor \n\nWhich is missing the closing parenthesis after the word \"factor\".",
"date": "2016-03-18T20:35:15+00:00",
"quotes": []
},
{
"author": "Fedaykin",
"content": "In the \"tutorial\" section there's nothing. Are the links broken?",
"date": "2016-07-19T00:34:52+00:00",
"quotes": []
},
{
"author": "",
"content": "There is an own subboard to discuss stuff around the wiki, please use that: \n \n WIKI Talk Subboard \n \n \nClosed topic.",
"date": "2016-07-19T15:50:47+00:00",
"quotes": []
}
] | 6 | 2014-05-21T17:09:47-05:00 | |
forum-topic-123987 | 123987 | [Showcase] In-forum instant link button [v1.1.1] | This Forum | https://forums.factorio.com/viewtopic.php?t=123987 | Hares | Hi there.
There's ancient (somebody also says forbidden) technique of injecting JS-code to a page via bookmarks link, so I am sharing my instant-pretty-link-button for this forum. This works in desktop versions of Chrome, Firefox, and partially Safari. Copy-to-clipboard feature may not work on all OSes.
Source Code
Minified code:
Code: Select all javascript:var%20copyToClipboard%20%3D%20s%20%3D%3E%20%7B%0A%20%20%20%20const%20el%20%3D%20document.createElement%28%27textarea%27%29%3B%0A%20%20%20%20el.value%20%3D%20s%3B%0A%20%20%20%20document.body.appendChild%28el%29%3B%0A%20%20%20%20el.select%28%29%3B%0A%20%20%20%20document.execCommand%28%27copy%27%29%3B%0A%20%20%20%20document.body.removeChild%28el%29%3B%0A%7D%3B%0Avar%20nonBlockingAlert%20%3D%20%28s%2C%20t%29%20%3D%3E%20setTimeout%28function%28%29%20%7B%20alert%28s%29%3B%20%7D%2C%20t%20%7C%7C%201%29%3B%0A%0Avar%20url%20%3D%20new%20URL%28document.location.toString%28%29%29%3B%0Avar%20topicEl%20%3D%20document.querySelector%28%27h2%20%3E%20a%27%29%3B%0Avar%20topicUrl%20%3D%20new%20URL%28topicEl.href%29%3B%0Avar%20topicId%20%3D%20%28%28topicUrl.pathname%20%3D%3D%20%27/viewtopic.php%27%29%20%26%26%20%28topicUrl.searchParams%29.get%28%27t%27%29%20%7C%7C%20%27/%27%29.replace%28/%5E%5C/%2B/%2C%20%27%27%29%3B%0Avar%20summary%20%3D%20topicEl.innerText%3B%0A%0Avar%20postEl%20%3D%20document.querySelector%28%27h3%20%3E%20a%27%29%0Avar%20postUrl%20%3D%20new%20URL%28postEl.href%29%3B%0Avar%20postId%20%3D%20%28%28postUrl.pathname%20%3D%3D%20%27/viewtopic.php%27%29%20%26%26%20%28postUrl.searchParams%29.get%28%27p%27%29%20%7C%7C%20%27/%27%29.replace%28/%5E%5C/%2B/%2C%20%27%27%29%3B%0A%0Aif%20%28topicId%20%26%26%20postId%29%0A%7B%0A%20%20%20%20url.pathname%20%3D%20%27/viewtopic.php%27%0A%20%20%20%20url.search%20%3D%20new%20URLSearchParams%28%29%3B%0A%20%20%20%20url.searchParams.set%28%27t%27%2C%20topicId%29%3B%0A%20%20%20%20url.searchParams.set%28%27p%27%2C%20postId%29%3B%0A%20%20%20%20url.hash%20%3D%20%60%23p%24%7BpostId%7D%60%3B%0A%7D%0Aelse%0A%20%20%20%20url%20%3D%20topicUrl%3B%0A%0Avar%20encodedLink%20%3D%20%60%5Burl%3D%24%7Burl%7D%5D%24%7BtopicId%7D%3A%20%24%7Bsummary%7D%5B/url%5D%60%3B%0A%0AcopyToClipboard%28encodedLink%29%3B%0AnonBlockingAlert%28%60Link%20copied%3A%5Cn%24%7BencodedLink%7D%60%29%3B%0A
Click to expand the full code
Code: Select all var copyToClipboard = s => {
const el = document.createElement('textarea');
el.value = s;
document.body.appendChild(el);
el.select();
document.execCommand('copy');
document.body.removeChild(el);
};
var nonBlockingAlert = (s, t) => setTimeout(function() { alert(s); }, t || 1);
var url = new URL(document.location.toString());
var topicEl = document.querySelector('h2 > a');
var topicUrl = new URL(topicEl.href);
var topicId = ((topicUrl.pathname == '/viewtopic.php') && (topicUrl.searchParams).get('t') || '/').replace(/^\/+/, '');
var summary = topicEl.innerText;
var postEl = document.querySelector('h3 > a')
var postUrl = new URL(postEl.href);
var postId = ((postUrl.pathname == '/viewtopic.php') && (postUrl.searchParams).get('p') || '/').replace(/^\/+/, '');
if (topicId && postId)
{
url.pathname = '/viewtopic.php'
url.search = new URLSearchParams();
url.searchParams.set('t', topicId);
url.searchParams.set('p', postId);
url.hash = `#p${postId}`;
}
else
url = topicUrl;
var encodedLink = `[url=${url}]${topicId}: ${summary}[/url]`;
copyToClipboard(encodedLink);
nonBlockingAlert(`Link copied:\n${encodedLink}`);
Usage
Step 1. Create a bookmark
Create a new bookmark and, instead of entering a normal URL, enter the script above.
12-08-2024, 02-21-31.png (8.92 KiB) Viewed 652 times
Step 2. Press the button
Just press it.
The link will be displayed in the pop-up message and, if possible, copied to clipboard.
12-08-2024, 02-23-06.png (44.82 KiB) Viewed 652 times
Step 3. Use that link
Tadaaa! 116183: Factorio: Space Age is here!
Code: Select all Tadaaa! [url=https://forums.factorio.com/viewtopic.php?t=116183&p=621172#p621172]116183: Factorio: Space Age is here![/url]
P.S.
Self-check passed: 123987: [Showcase] In-forum instant link button
Licensing
This piece of code is licensed under WTFPL . Do whatever you want with it.
Changelog
Version 1.1.1
Released 2024-12-26.
Fixed anchor/ref pointer on the resulting url from `#654321` to `#p654321`.
Version 1.1
Released 2024-12-11.
Instead of short links to the topic, generates full links to the topic+post pair, so the links are ensured to survive topic merging.
See details: 124123: Question: Link to a topic/post that is topic-merge-safe
Version 1.0
Released 2024-12-08.
Initial version. | [
{
"author": "Hares",
"content": "Version 1.1 \n2024-12-11 \nVersion 1.1 released \n \n Changes \n \n Instead of short links to the topic, generates full links to the topic+post pair, so the links are ensured to survive topic merging. \n See details: 124123: Question: Link to a topic/post that is topic-merge-safe",
"date": "2024-12-10T23:32:46+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Version 1.1.1 \n2024-12-26 \nVersion 1.1.1 released \n \n Changes \n \n Fixed anchor/ref pointer on the resulting url from `#654321` to `#p654321`.",
"date": "2024-12-26T17:58:51+00:00",
"quotes": []
}
] | 2 | 2024-12-07T17:32:30-06:00 |
forum-topic-125846 | 125846 | 1x1 containers have never been so inadequate as they are now | Balancing | https://forums.factorio.com/viewtopic.php?t=125846 | antstar | I'm not really sure why the choice was made to not add more containers? But clearly it was a deliberate choice, as there are a large range of mods the devs could have drawn from, or drawn inspiration from if the author wasn't cooperative.
I've used them in at least the last 10 modded playthroughs, so I am used to them existing. And maybe 6x6 is too big. People like me can cheese even the late game by sticking 8 assemblers around it in lieu of making a proper build.
But with the matrix of quality and inputs/outputs, there is simply no way to fit enough filtered inserters around a 1x1 chest.
Using splitters isn't always great option, as dropping onto one side of even the fastest belt has throughput issues that dumping into a chest doesn't. (The devs also chose to not reintroduce loaders - I'm sure they had reasons)
Even if we dump onto converging belts, this then needs to go to splitters (expensive splitters, often), as the inserters for the next machine will often miss what was intended for them and it will fly by and clog up the belt.
So instead of a few parallel belts - sometimes using only one lane per item - we have ghastly, expensive, voluminous spaghetti.
I can respect the no loaders choice, as I know they were already removed from the game, but we need something other than a 4 long chain of converging and diverging belts and splitters, and a larger chest would fix this. Doesn't even need to hold more if you don't want it to.
Oh, and yeah, obviously a cargo wagon would work great, but you could give us a less cheesy (ugly) option. | [
{
"author": "CyberCider",
"content": "Well, you answered your own question",
"date": "2025-01-12T10:10:48+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 12, 2025 7:28 am",
"content": ""
}
]
},
{
"author": "DeadMG",
"content": "Tentatively I'm going to say that they are simply not really needed. For quality, use robots; they can handle it far superior to any belt solution. Linked chests are much superior for train balancing. Large containers are, at best, a pretty minor convenience.",
"date": "2025-01-12T11:17:03+00:00",
"quotes": []
},
{
"author": "antstar",
"content": "I stated that 6x6 containers are too cheeseable - perhaps, though arguably not really. We already have the technology in the form of cargo wagons, we simply need one which can be placed on any grid instead of 2x2 grid, and which doesn't look like shit in the middle of the base",
"date": "2025-01-12T11:54:47+00:00",
"quotes": [
{
"author": "CyberCider wrote: Sun Jan 12, 2025 10:10 am",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 12, 2025 7:28 am",
"content": ""
}
]
},
{
"author": "antstar",
"content": "I don't use logistics bots. I hate them, in fact. For the throughput issues I'm describing, the thing I hate about them would be simply unbearable as they swarmed the container. \n \nNot using logistic bots is my choice, sure. But the sheer quantity needed and the charging they would need means this isn't really solving the problem of unnecessarily large builds, even for people who aren't me.",
"date": "2025-01-12T11:58:11+00:00",
"quotes": [
{
"author": "DeadMG wrote: Sun Jan 12, 2025 11:17 am",
"content": ""
}
]
},
{
"author": "aka13",
"content": "Containers with 2x2 footprint trivialize a lot of the current builds. \nI have played in 1.0 with the containers in space exploration, and basically as soon as you get 2x2, any covarex-like setup becomes trivial, especially with \"trash all unrequested\". It would make neater-looking malls though",
"date": "2025-01-12T12:46:09+00:00",
"quotes": []
},
{
"author": "h.q.droid",
"content": "We already have them in the form of tanks. It's 2x3, blueprintable, and placeable on even non-grid locations. It can defend itself with PLD. It can even be carried over belts. It has middle-click per-cell item pinning and expandable inventory space. It can request items and trash unrequested. \n \nWhat else do we need?",
"date": "2025-01-12T15:33:37+00:00",
"quotes": []
},
{
"author": "Khazul",
"content": "I find large container more useful in SA because of high speed epic/legendary production machines combined with dynamic recipe switching which is something many exploit on space platforms with direct insertion to/from platform hub. \n \nTo do the same otherwise there is the warehouse mod that I find useful for these kind of setups. There is another mod who's name I cannot remember that provides a basic 3x3 version of the steel chest that many might find useful too. \n \nI would like to see both of these mods have an equivalent in the vanilla game TBH - functionally the same, but maybe the storage capacity tweaked as appropriate.",
"date": "2025-01-12T19:19:30+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "By refusing to use logistic bots, you ignore a major part of the logistics and transport part of the game. But it's not reasonable to complain about balancing in this light. Yes, the game is not balanced any more if you don't use bots. The obvious solution is to use bots, if this becomes an issue for your game progress. Or you can just resort to one of the many mods that provide bigger chests. \n \nMoreover, it would not be balanced for the game any more if it has bigger chests and bots at the same time. So it seems a decision was made to include bots and exclude big chests. The exception is the space platform, where you don't have access to bots but actually have one huge chest in the center and everything is arranged around it.",
"date": "2025-01-12T19:43:09+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 12, 2025 11:58 am",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Yum. I see no issues with this. It's a sort of puzzle. \n \nAlso (please correct me if I'm wrong!), I don't recall loaders ever being a part of the base game; I think you always needed either a mod or the map editor.",
"date": "2025-01-12T20:52:21+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 12, 2025 7:28 am",
"content": ""
}
]
},
{
"author": "aka13",
"content": "It has neither the expandable space nor the inventory grid in vanilla, nor connections to the robot network. It is also cumbersome to setup, and looks bad, which should discourage the usage in such a way. \nBe happy 1.0 was not designed like SA was, woulve been verboten to use wagons that way",
"date": "2025-01-12T21:02:49+00:00",
"quotes": [
{
"author": "h.q.droid wrote: Sun Jan 12, 2025 3:33 pm",
"content": ""
}
]
},
{
"author": "CyberCider",
"content": "I’m pretty sure the only reason it’s possible to use cargo wagons as extra large chests is because there’s simply no realistic way to prevent players from doing it. It has to be possible to insert into and out of them. As long as these two attributes persist, no kind of condition or restriction could possibly stop people. \n \nAlso, while toolbelt equipment is space age only, I’m pretty sure tanks do have logistics requests even in base 2.0.",
"date": "2025-01-12T21:38:29+00:00",
"quotes": [
{
"author": "aka13 wrote: Sun Jan 12, 2025 9:02 pm",
"content": ""
}
]
},
{
"author": "antstar",
"content": "Not sure if they ever were, if so it was before my time. But they were intended to be, and then removed/not implemented.",
"date": "2025-01-12T22:27:51+00:00",
"quotes": [
{
"author": "Jap2.0 wrote: Sun Jan 12, 2025 8:52 pm",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 12, 2025 7:28 am",
"content": ""
}
]
},
{
"author": "antstar",
"content": "You make a good point. Though I will need them in pairs, facing each other, as if preparing for a duel.",
"date": "2025-01-12T22:31:22+00:00",
"quotes": [
{
"author": "h.q.droid wrote: Sun Jan 12, 2025 3:33 pm",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "My impression was that they were mostly a feature to make testing stuff easier, and then some mods picked up on them and made use of them. But I may be wrong, and that's a tangent anyway.",
"date": "2025-01-13T01:49:40+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 12, 2025 10:27 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I don't see how larger chest would be \"less cheesy\" than using tanks, car or cargo wagons. \n \nI think the 1x1 chest size makes up for good puzzle. \n \n2x2 introduce new puzzle, but easier ones, i think it fits better for mods, as a QoL",
"date": "2025-01-13T01:57:15+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "Belt loops with read-whole-belt-contents is basically big chests. It's also easy to use and feels less cheaty. It's a bit more throughput limited though, but with stacking and green belts it's not that limited. \n \nAs for actual big containers it's very subjective if it should be vanilla or not. And I tend to agree with it not being added, but that's just my opinion",
"date": "2025-01-13T06:06:14+00:00",
"quotes": []
}
] | 16 | 2025-01-12T01:28:15-06:00 |
forum-topic-52428 | 52428 | Run process at higher priority | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=52428 | Jon8RFC | This would be very handy to have it as an option to setup, rather than remembering to manually change the process priority to above normal or high in Windows.
Maybe it's not as big of a deal for beefy computers, but it seems to smooth out minor hiccups in multiplayer for me on my old machine. | [
{
"author": "Jap2.0",
"content": "I don't think programs themselves can do that. Perhaps there is an option in Windows. I think it could be a major security flaw if that could happen.",
"date": "2017-09-05T21:58:42+00:00",
"quotes": []
},
{
"author": "Zeblote",
"content": "Programs can definitely do that. It would be completely pointless to even have the option if they couldn't...",
"date": "2017-09-05T22:02:45+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "Sorry if I wasn't clear, I mean that the programs themselves can't change their priority. For example, if you set Factorio to a high priority it will run slightly better, but I don't think Factorio can set itself to high priority.",
"date": "2017-09-06T00:42:55+00:00",
"quotes": []
},
{
"author": "Jon8RFC",
"content": "In the interim I've changed the shortcut for Factorio \"target\" to this:\n Code: Select all cmd.exe /c start \"Factorio\" /abovenormal \"C:\\Program Files\\Factorio\\bin\\x64\\factorio.exe\" \n\n@Jap2.0 \n https://msdn.microsoft.com/en-us/library/ms686219.aspx",
"date": "2017-09-07T09:36:02+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "That's quite interesting. Is there a Linux equivalent?",
"date": "2017-09-07T11:24:50+00:00",
"quotes": [
{
"author": "Jon8RFC wrote:",
"content": ""
}
]
},
{
"author": "zx64",
"content": "It's worth noting that Windows already gives a priority boost to the foreground window: \n \n https://msdn.microsoft.com/en-us/librar ... s.85).aspx",
"date": "2017-09-07T13:01:49+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "nice (or renice for a process that's already running) \nBut decreasing niceness (aka increasing the priority) usually requires root privileges.",
"date": "2017-09-07T13:03:53+00:00",
"quotes": [
{
"author": "Jap2.0 wrote:",
"content": ""
}
]
}
] | 7 | 2017-09-05T13:43:59-05:00 |
forum-topic-108600 | 108600 | TURD - list of options | PyMods | https://forums.factorio.com/viewtopic.php?t=108600 | mrozpara | Hello,
I'm wonder if anyone has a list of all TURD options and could share it?
Thanks | [
{
"author": "D0rus",
"content": "That should be in the py codex. There is a button to switch between researched, not-researched, and even selected and unselected TURD.",
"date": "2023-09-15T11:55:50+00:00",
"quotes": []
},
{
"author": "mrozpara",
"content": "well, my question was not precise - I know the list under PY codes button - but it requires to go one by one, check each new recipe, compare it with old one, and so on... I'm looking for a list (could be as json) of all available changes/options",
"date": "2023-09-19T21:01:04+00:00",
"quotes": []
}
] | 2 | 2023-09-07T09:44:03-05:00 |
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