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forum-topic-127489
127489
[2.0.41] Underground pipes and pipes overlap stacked belts items
Duplicates
https://forums.factorio.com/viewtopic.php?t=127489
TRPhoenix61
Underground pipes and pipes overlap stacked belts items Factorio 2.0.41 no mods
[ { "author": "", "content": "Duplicate 118827", "date": "2025-03-14T14:56:05+00:00", "quotes": [] } ]
1
2025-03-14T09:40:54-05:00
forum-topic-116069
116069
Nix aarch64-darwin
Tools
https://forums.factorio.com/viewtopic.php?t=116069
halorrr
Recently have been working on switching all my applications to be installed by either nix package manager or homebrew through nix. I noticed there is a factorio nix package but it is only currently available for x86_64-linux. Would it be possible for someone to add support for aarch64-darwin to this package?
[ { "author": "BrainGamer_", "content": "You could open a PR to add support for your target in the nixpkgs repo, the relevant files are here . \n \nTho I don't think its a good idea to use nix for game installs directly, rather have steam be installed through it instead. Especially with a lot of new releases...
1
2024-10-18T23:30:28-05:00
forum-topic-112898
112898
FactoriOTel - Factorio with OpenTelemetry metrics
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=112898
ismailbennani
FactoriOTel https://github.com/FactorioSharp/Factor ... umentation I wrote a tool that reads data from a factorio server by running commands through the RCON, and exports the data using OpenTelemetry exporters. It can be used to send live data to compatible tools such as Prometheus and Grafana and to make dashboard either to monitor the current state of the game. The tool is easy to configure, see the README file . I'd love to hear your feedback about the project, and if it would be useful to you. Below is an example Grafana dashboard that I am building while developing the tool and adding more and more metrics. Disclaimer: The tool doesn't produce the dashboard itself, it gathers the data that can be used to create the dashboard. Read the Grafana documentation to get started. For now the only exporter that is available is Prometheus, it can then be used by Grafana as data source. Disclaimer 2: I known that there is the graftorio2 mod which does something similar. The main difference is that this tool is not a mod and does not use the disk to export the data: it uses commands executed on the remote console of the server through the network. The application doesn't need to run on the same machine as the server, and it can monitor multiple servers simultaneously.
[ { "author": "aka13", "content": "Very cool, finally, I love it!", "date": "2024-04-08T07:42:41+00:00", "quotes": [] } ]
1
2024-04-07T16:30:01-05:00
forum-topic-105639
105639
Add compression level option (maybe hidden) for regular saving
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=105639
Gummiente27
We have hidden options for multiplayer compression level and for autosaving, why not for normal saves? I'd like to put the normal saves on maximum compression level and keeping autosaves on fast.
[ { "author": "FuryoftheStars", "content": "I'd like to be able to have this, too. +1", "date": "2023-03-20T03:01:57+00:00", "quotes": [] } ]
1
2023-03-19T18:27:12-05:00
forum-topic-114565
114565
(web) Searchable Factorio Server List
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=114565
distortions864
I made this to have a web version, and a cached copy in case the list server is being slow or goes offline temporarily (outage) Searchable by name, description, tag or player name. Currently sorts by players online and then alphabetical. http://factorio.go-game.net/
[ { "author": "dog80", "content": "can you also add the time the server is online? especially i am always looking for biterbattle server and there the round restarts often and resets the server time to 0... it would be nice to see that because then you know that a new round has started...", "date": "2024-...
10
2024-07-30T23:49:18-05:00
forum-topic-105158
105158
Scripting camera position.
Modding help
https://forums.factorio.com/viewtopic.php?t=105158
Rafiz
Is there way to change default camera behavior of just following player? I would like for camera to move when player cursor is close to screen border, so it extends his view in direction of where cursor is. I know of controller [ https://lua-api.factorio.com/latest/Lua ... controller ] but I don't want cutscene controller, as it detaches control keys from character. Right now I feel like it might be impossible to control camera in such way, but correct me if I'm wrong. When I was searching for term "camera" on this forum I wasn't finding much interesting topics, so I decided to create my own. There's this topic, but it got kinda derailed into different idea/solution [ viewtopic.php?f=33&t=102659&p=569489&hi ... ra#p569489 ] I'm making a mod that will feature quite long-distance weapons and extending player zoom isn't perfect, because a) it makes things smaller, b) most of screen isn't in point of interest. I could make "aiming" mode when player would stand still, switch to cutscene controller and move camera freely while aiming, but I would more like it to be like in "dynamic" games, where you can shoot far, while moving... I mean player character is super hero anyways by virtue of running 30km/h all day long and shooting with 100% accuracy, right?
[ { "author": "Xorimuth", "content": "Moving the camera position is basically impossible. Cutscenes is one option, maybe there's some other hacky solution I hadn't considered... \n \nA larger problem is that you can't read the player's cursor position. Or at least, you can, but only in response to a CustomInp...
2
2023-02-07T13:47:19-06:00
forum-topic-116672
116672
[Sanqui] 2.0.9 windows .zip download link is a copy of .exe link
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116672
npuldon
Looks like somehow the typical windows .zip file used for headless server on 2.0.9 on Factorio.com is not linked correctly as that buttons downloads the same file as the .exe link next to it instead of the typical .zip file for headless servers.
[ { "author": "", "content": "Fixed, the .zip package you expect is now there again.", "date": "2024-10-22T21:32:22+00:00", "quotes": [] }, { "author": "npuldon", "content": "Thank you!", "date": "2024-10-22T21:39:37+00:00", "quotes": [] } ]
2
2024-10-22T14:50:57-05:00
forum-topic-126636
126636
Version 2.0.34 - Page 2
Releases
https://forums.factorio.com/viewtopic.php?t=126636&start=20
B4SK3
I don't see an entry on recycling yet I get this message when loading a 2.0.33 save:
[ { "author": "Muche", "content": "Most likely it's due to 124333 Factoriopedia shows impossible recycling recipes . \nSome fixes for it went to v2.0.34, some will be in v2.0.35.", "date": "2025-02-08T18:29:57+00:00", "quotes": [ { "author": "B4SK3 wrote: Sat Feb 08, 2025 6:06 pm", ...
19
2025-02-06T12:42:58-06:00
forum-topic-126462
126462
[Request] beltlayer in 2.0
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=126462
Misthios83
Hoping someone will take over the beltlayer mod by therax viewtopic.php?f=190&t=62567
[]
0
2025-01-29T23:39:04-06:00
forum-topic-127285
127285
Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW]
Won't implement
https://forums.factorio.com/viewtopic.php?t=127285
LeonSkills
With 2.0.38 we got the proxy-container with `proxy_target_entity` and `proxy_target_inventory` Which allowed me to create this mod (WIP), where you can insert/outsert from custom inventories. factorio_EhdAJYrusv.gif (4.21 MiB) Viewed 209 times I currently implemented this by adding some invisible proxy-containers at the pickup/drop positions. It would be neater without the containers if we can set the drop/pickup inventories directly with Code: Select all entity.drop_inventory = defines.inventory.assembling_machine_modules entity.pickup_inventory = defines.inventory.assembling_machine_input Instead of indirectly with `ProxyContainer.proxy_target_inventory`. When `drop/pickup_inventory` is nil it should revert to the default behaviour. This is for all entities that have a drop/pickup_target/position defined (inserters, loaders, mining-drills and crafting-machines, unless I'm missing any). An alternative interface suggestion is to change drop/pickup_target to Code: Select all entity.drop_target = { position = {x=.., y=..}, entity = entity_target, inventory = defines.inventory.assembling_machine_modules } Arguably neater, but requires deprecating the current interface. Usecases: Reinserting modules when they were automatically removed by a "set_recipe" recipe not allowing that type of module. Inserting processing units/LDS/rocket fuel directly into the inventories of rocket silos. Chaining crafting machines input/fuel like you can chain labs.
[ { "author": "", "content": "Thanks for the suggestion but thats a Won't implement. \n \nproxy-container was specifically implemented to work with specific inventory using similar access methods as scripts interact with entities, however standard input/output inventory interactions are far from being as simp...
2
2025-03-05T11:38:09-06:00
forum-topic-113787
113787
Enable click-and-drag when setting item slot filters
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=113787
macdjord
TL;DR When copying settings from one building to another, you can Shift-Right-click on a building to copy its settings, then hold Shift-Left-click and drag your mouse over multiple buildings to update them all. But when you're setting item slot filters (e.g. in a cargo wagon), you have to Shift-Left-click on every slot individually to set it. This is annoying. What ? Inside the cargo inventory of any player or vehicle (but not, annoyingly, chests), you can set filters on individual item slots, thus preventing any item other than the one selected as the filter from being loaded into that slot: You can Shift-Right-click on any empty slot that already has a filter to copy that filter, then Shift-Left-click on any empty slot to set the same filter (replacing any filter currently applied to that slot). Currently, you must click on each slot individually for this to work. It would be better if you could click and drag to assign the filter to every slot your cursor passes over As an added bonus, this would allow you to paste the filter on occupied slots; currently there is no way to do that, because Shift-Left-click on an occupied slot transfers the items in that slot to your inventory instead of setting the filter You can middle-click on any occupied slot that does not have a filter to set that slot's filter to be the item it currently holds. Currently, again, you must click on each slot individually; it would be better if you could click and drag to assign a filter to every occupied, non-filtered slot your cursor passes over This would set each slot's filter to the item in that slot, not to the item in the slot you initially clicked on Middle-clicking has a different effect depending on whether you do it on an occupied non-filtered slot, an empty non-filtered slot, or a filtered slot; thus, to disambiguate, this gesture must be begun by middle-clicking and holding on an occupied, non-filtered slot Passing your cursor over an empty or already-filtered slot while performing this gesture would have no effect You can middle-click on any slot that already has a filter to clear that filter. Currently, again, you must click on each slot individually; it would be better if you could click and drag to clear the filter from every slot your cursor passes over Middle-clicking has a different effect depending on whether you do it on an occupied non-filtered slot, an empty non-filtered slot, or a filtered slot; thus, to disambiguate, this gesture must be begun by middle-clicking and holding on filtered slot Passing your cursor over an non-filtered slot while performing this gesture would have no effect You can middle-click on any empty, non-filtered slot to bring up a menu from which you can select an item to set as the filter. Click-and-drag is meaningless in this case, so no change is proposed. Why ? Because clicking 40 times to set train inventories is tedious.
[ { "author": "macdjord", "content": "This has been implemented in 2.0.", "date": "2024-10-22T16:26:23+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the pointer. \n [Koub] Moved to implemented for 2.0", "date": "2024-10-22T21:28:26+00:00", "quotes": [] } ]
2
2024-06-08T01:29:01-05:00
forum-topic-28954
28954
Allow setting recipies on factories before research - Page 3
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=28954&start=40
Nope.
[ { "author": "Nexarius", "content": "https://www.myinstants.com/instant/nooo ... ooooooooo/", "date": "2020-12-27T19:12:26+00:00", "quotes": [ { "author": "Rseding91 wrote: Sun Dec 27, 2020 4:46 pm", "content": "" }, { "author": "cyberdude wrote: Sat Dec 26, ...
2
2016-07-13T17:43:05-05:00
forum-topic-98797
98797
How to upload a new release to the mod-portal (using python)
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=98797
Karoschl
Hi, I would like to use python to upload a updated mod release to the mod portal. Assuming the package is valid and does not exist on the portal i would expect the following steps to work: 0. Using a single session 1. log in at https://auth.factorio.com/api-login and obtain an auth_token 2. log into mod portal https://mods.factorio.com/login 3. Get upload token https://mods.factorio.com/mod/myModName/downloads/edit (fails, I get another login page) ... is there an working example or wiki page on this topic somewhere ? Edit: Full Non-working example availiable at https://github.com/nicolas-lang/Factori ... er/test.py
[ { "author": "Xorimuth", "content": "There isn’t an official API for this, but there are several GitHub actions and a VSCode extension that may contain what you are looking for.", "date": "2021-06-11T16:45:37+00:00", "quotes": [] }, { "author": "Karoschl", "content": "I started doing my o...
7
2021-06-11T09:49:05-05:00
forum-topic-112946
112946
Only one train serves the station
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=112946
ShadeZP
Hi to all. The idea of ​​my design was the constant simultaneous running of 2-3 trains for the consumers of the station. But in practice, only one train runs at a time. As soon as it was unloaded, a new one leaves the depot. It is similar to the behavior when there is a limit of 1 train for the station. But I didn't set any limits. What could be the problem ?
[ { "author": "JJomg99", "content": "Hi. I have exactly the same problem. \n \nIt's like requester not generating propper request. \n \nChecked: \ntrain limits \nrequested items \nprovided items \ntrains in depot \nwires are corect on the station \n \nIn LTN manager there is no request displayed same as in y...
1
2024-04-12T05:12:41-05:00
forum-topic-22036
22036
mk2 medium pole vs substation and other balance
5dim's mod
https://forums.factorio.com/viewtopic.php?t=22036
braven25
other than cosmetic reasons, why would anyone build a substation over the mk2 medium pole, which are both the same tech Substation needs steel, copper and advanced circuits and covers 14x14 with 14 reach yet medium pole mk2 need steel, copper and iron but covers 15x15 with 15 reach could we have at least a little balance here lol . Would also be nice to have less overpowered alternative to transport, instead on 30/50 underground, maybe more like 10/15 . Finally, I noticed things like steel pips have same hp's as plain iron copper, you think they would be tougher perhaps? . All that said, great work on the mod overall, it sure adds a lot to the game
[ { "author": "Darkheart069", "content": "10/15 belts would be a bit short. and lets keep its even please 10/16 if anything.. Honestly tho its mant to a means to getting ore around with having to used x20 underground belts in a row. and on a MP world thus causing more calulations. \n \nTho i have a beast of ...
1
2016-03-22T11:58:32-05:00
forum-topic-119246
119246
[raiguard] [2.0.28] Game does not load with native Wayland and steam
Pending
https://forums.factorio.com/viewtopic.php?t=119246
Wicla
Hi, UPDATE: 2.0.14 was released today and the issue is still present. Subject updated. UPDATE: Reproducible in 2.0.20 UPDATE: Reproducible in 2.0.23 UPDATE: Reproducible in 2.0.28 Starting Factorio on Wayland the game starts but loads very slowly and finally crashes at around 50%. Looking in logs in appears Graphics settings preset is set to medium-with-low-vram and Dedicated video memory size 0 MB. Game starts correctly on Steam when Xwayland is used . This happens with the experimental build too, on Steam. Game launch options (tried using it on standalone client as well and it works correctly. Probably not relevant). Tried adding --verbose but didn't give anything extra. Code: Select all gamemoderun %command% This does not happen when the game is launched outside of Stream using the standalone client from Factorio's home page. WM: Sway 1.10 Logs: Steam: Code: Select all 0.000 2024-11-02 08:46:44; Factorio 2.0.13 (build 79912, linux64, steam, space-age) 0.070 Operating system: Linux (Gentoo 1.0.0.81) 0.000 Initializing Steam API. 0.070 Program arguments: "/home/wicla/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio" 0.070 Config path: /home/wicla/.factorio/config/config.ini 0.070 Read data path: /home/wicla/.local/share/Steam/steamapps/common/Factorio/data 0.070 Write data path: /home/wicla/.factorio [757892/1534992MB] 0.070 Binaries path: /home/wicla/.local/share/Steam/steamapps/common/Factorio/bin 0.085 System info: [CPU: AMD Ryzen 7 1800X Eight-Core Processor, 16 cores, RAM: 32024 MB] 0.085 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-1 DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=sway SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.087 Info ModManager.cpp:255: Found duplicate mod aai-signal-transmission, using higher version (0.4.9 > 0.4.8). 0.100 Info ModManager.cpp:255: Found duplicate mod FactorySearch, using higher version (1.10.14 > 1.10.13). 0.111 Info ModManager.cpp:255: Found duplicate mod Milestones, using higher version (1.3.20 > 1.3.19). 0.114 Info ModManager.cpp:255: Found duplicate mod space-exploration, using higher version (0.6.116 > 0.6.112). 0.128 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.169 Video driver: wayland 0.169 Available displays: 2 0.169 [0]: Dell Inc. DELL U3415W F1T1W62505LL (DP-3) - {[1920,0], 3440x1440, SDL_PIXELFORMAT_RGB888, 60Hz} 0.169 [1]: Philips Consumer Electronics Company 273ELH AU51212001046 (HDMI-A-1) - {[0,0], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz} 0.229 Initialised OpenGL:[1] softpipe; driver: 3.3 (Core Profile) Mesa 24.2.5 0.229 [Size] Window: 1920x1080, Backbuffer: 1856x1016 0.229 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:NO, ARB_ES2_compatibility:yes 0.229 [Version] 3.3 0.229 Graphics settings preset: medium-with-low-vram 0.229 Dedicated video memory size 0 MB 0.250 Graphics options: [Graphics quality: medium] [Video memory usage: high] [DXT: low-quality] 0.250 [Max threads (load/render): 32/8] [Max texture size: 4096] [Tex.Stream.: true] [Rotation quality: low] [Other: stDCwtL] [B:0,C:0,S:100] 0.269 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100 4.493 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 4.493 Info ModManager.cpp:434: FeatureFlag freezing = true 4.493 Info ModManager.cpp:434: FeatureFlag quality = true 4.493 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 4.493 Info ModManager.cpp:434: FeatureFlag segmented-units = true 4.493 Info ModManager.cpp:434: FeatureFlag space-travel = true 4.493 Info ModManager.cpp:434: FeatureFlag spoiling = true 4.496 Loading mod core 0.0.0 (data.lua) 5.837 Loading mod base 2.0.13 (data.lua) 7.291 Loading mod elevated-rails 2.0.13 (data.lua) 8.627 Loading mod quality 2.0.13 (data.lua) 9.943 Loading mod space-age 2.0.13 (data.lua) 12.728 Loading mod base 2.0.13 (data-updates.lua) 14.035 Loading mod quality 2.0.13 (data-updates.lua) 15.349 Loading mod space-age 2.0.13 (data-updates.lua) 19.345 Checksum for core: 3480657504 19.345 Checksum of base: 2691306720 19.345 Checksum of elevated-rails: 2288905443 19.345 Checksum of quality: 4264147466 19.345 Checksum of space-age: 542481865 21.063 Prototype list checksum: 124222065 23.726 Loading sounds... 23.927 Info PlayerData.cpp:68: Local player-data.json unavailable 23.927 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1730533596 29.435 Initial atlas bitmap size is 4096 29.442 Created an atlas bitmap (size 4096x4092) [none] 29.447 Created an atlas bitmap (size 4096x4092) [none] 29.451 Created an atlas bitmap (size 4096x4084) [none] 29.455 Created an atlas bitmap (size 4096x4096) [none] 29.459 Created an atlas bitmap (size 4096x4096) [none] 29.462 Created an atlas bitmap (size 4096x4088) [none] 29.466 Created an atlas bitmap (size 4096x4088) [none] 29.469 Created an atlas bitmap (size 4096x4092) [none] 29.472 Created an atlas bitmap (size 4096x4096) [none] 29.475 Created an atlas bitmap (size 4096x4096) [none] 29.477 Created an atlas bitmap (size 4096x4080) [none] 29.478 Created an atlas bitmap (size 4096x4096) [none] 29.479 Created an atlas bitmap (size 4096x4024) [none] 29.480 Created an atlas bitmap (size 4096x4092) [none] 29.480 Created an atlas bitmap (size 4096x4056) [none] 29.481 Created an atlas bitmap (size 4096x4052) [none] 29.481 Created an atlas bitmap (size 4096x4008) [none] 29.482 Created an atlas bitmap (size 4096x4088) [none] 29.483 Created an atlas bitmap (size 4096x4056) [none] 29.483 Created an atlas bitmap (size 4096x4096) [none] 29.484 Created an atlas bitmap (size 4096x4096) [none] 29.484 Created an atlas bitmap (size 4096x4076) [none] 29.484 Created an atlas bitmap (size 4096x2820) [none] 29.485 Created an atlas bitmap (size 4096x4052) [decal] 29.485 Created an atlas bitmap (size 4096x4088) [decal] 29.485 Created an atlas bitmap (size 2048x812) [decal] 29.488 Created an atlas bitmap (size 4096x4080) [low-object] 29.489 Created an atlas bitmap (size 4096x4064) [low-object] 29.489 Created an atlas bitmap (size 4096x4080) [low-object] 29.490 Created an atlas bitmap (size 4096x4080) [low-object] 29.491 Created an atlas bitmap (size 4096x1616) [low-object] 29.491 Created an atlas bitmap (size 4096x4044) [corpse-decay] 29.492 Created an atlas bitmap (size 4096x3980) [corpse-decay] 29.492 Created an atlas bitmap (size 4096x4084) [corpse-decay] 29.493 Created an atlas bitmap (size 4096x4052) [corpse-decay] 29.493 Created an atlas bitmap (size 4096x4056) [corpse-decay] 29.493 Created an atlas bitmap (size 2048x416) [corpse-decay] 29.493 Created an atlas bitmap (size 4096x4008) [none] 29.494 Created an atlas bitmap (size 4096x3896) [none] 29.494 Created an atlas bitmap (size 4096x3228) [none] 29.494 Created an atlas bitmap (size 904x41) [not-compressed] 29.494 Created an atlas bitmap (size 4096x3440) [mipmap, linear-minification, linear-magnification, linear-mip-level] 29.497 Created an atlas bitmap (size 4096x4096) [terrain, mipmap, linear-minification, linear-mip-level] 29.497 Created an atlas bitmap (size 4096x1744) [terrain, mipmap, linear-minification, linear-mip-level] 29.497 Created an atlas bitmap (size 4096x2000) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 29.497 Created an atlas bitmap (size 4096x3024) [smoke, mipmap, linear-minification, linear-magnification] 29.497 Created an atlas bitmap (size 4096x1376) [mipmap] 29.497 Created an atlas bitmap (size 2048x1520) [mipmap] 29.497 Created an atlas bitmap (size 4096x2832) [mipmap] 29.497 Created an atlas bitmap (size 4096x2832) [mipmap] 29.498 Created an atlas bitmap (size 4096x2832) [mipmap] 29.499 Created an atlas bitmap (size 4096x4032) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 29.499 Created an atlas bitmap (size 4096x3456) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 29.500 Created an atlas bitmap (size 4096x2304) [alpha-mask] 29.506 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 29.510 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 29.514 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 29.521 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 29.526 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 29.528 Created an atlas bitmap (size 4096x4072) [shadow, linear-magnification, alpha-mask] 29.528 Created an atlas bitmap (size 4096x4060) [shadow, linear-magnification, alpha-mask] 29.529 Created an atlas bitmap (size 4096x4032) [shadow, linear-magnification, alpha-mask] 29.529 Created an atlas bitmap (size 4096x4084) [shadow, linear-magnification, alpha-mask] 29.530 Created an atlas bitmap (size 4096x4068) [shadow, linear-magnification, alpha-mask] 29.530 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 29.531 Created an atlas bitmap (size 4096x4072) [shadow, linear-magnification, alpha-mask] 29.531 Created an atlas bitmap (size 4096x3904) [shadow, linear-magnification, alpha-mask] 29.531 Created an atlas bitmap (size 4096x3984) [shadow, linear-magnification, alpha-mask] 29.532 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 29.532 Created an atlas bitmap (size 4096x4072) [shadow, linear-magnification, alpha-mask] 29.532 Created an atlas bitmap (size 4096x2596) [shadow, linear-magnification, alpha-mask] 29.532 Created an atlas bitmap (size 4096x1312) [shadow, mipmap, linear-magnification, alpha-mask] 29.532 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 29.538 Created a virtual atlas bitmap (size 4096x4096) [linear-minification, linear-magnification] 29.543 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification] 29.552 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification] 29.564 Created a virtual atlas bitmap (size 4096x4096) [none] 29.566 Created a virtual atlas bitmap (size 4096x3072) [none] 29.566 Created virtual atlas pages 4096x4096x5 29.566 Created virtual atlas of size 8192x12288 with physical texture size 8192x4096 29.566 Loading 3D bitmaps. 29.824 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 31.179 Parallel sprite loader initialized (threads: 15, bitmaps: 8163) 228.503 Closed during loading. 228.684 Steam API shutdown. 228.688 Goodbye Outside of Steam: Code: Select all 0.000 2024-11-02 09:09:12; Factorio 2.0.13 (build 79912, linux64, full, space-age) 0.012 Operating system: Linux (Gentoo 2.15) 0.012 Program arguments: "./bin/x64/factorio" 0.012 Config path: /home/wicla/factorio/factorio/config/config.ini 0.012 Read data path: /home/wicla/factorio/factorio/data 0.012 Write data path: /home/wicla/factorio/factorio [769061/1534992MB] 0.012 Binaries path: /home/wicla/factorio/factorio/bin 0.025 System info: [CPU: AMD Ryzen 7 1800X Eight-Core Processor, 16 cores, RAM: 32024 MB] 0.025 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-1 DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=sway XDG_CURRENT_DESKTOP=sway SDL_VIDEODRIVER=wayland,x11 __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.025 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.079 Video driver: wayland 0.079 Available displays: 2 0.079 [0]: Dell Inc. DELL U3415W F1T1W62505LL (DP-3) - {[1920,0], 3440x1440, SDL_PIXELFORMAT_RGB888, 60Hz} 0.079 [1]: Philips Consumer Electronics Company 273ELH AU51212001046 (HDMI-A-1) - {[0,0], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz} 0.145 Initialised OpenGL:[1] NVIDIA GeForce GTX 1070/PCIe/SSE2; driver: 3.3.0 NVIDIA 565.57.01 0.145 [Size] Window: 1920x1080, Backbuffer: 1856x1016 0.145 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes 0.145 [Version] 3.3 0.145 Graphics settings preset: very-high 0.145 Dedicated video memory size 8192 MB 0.155 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.156 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 0.176 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100 1.126 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 1.126 Info ModManager.cpp:434: FeatureFlag freezing = true 1.126 Info ModManager.cpp:434: FeatureFlag quality = true 1.126 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 1.126 Info ModManager.cpp:434: FeatureFlag segmented-units = true 1.126 Info ModManager.cpp:434: FeatureFlag space-travel = true 1.126 Info ModManager.cpp:434: FeatureFlag spoiling = true 1.129 Loading mod core 0.0.0 (data.lua) 1.144 Loading mod base 2.0.13 (data.lua) 1.289 Loading mod elevated-rails 2.0.13 (data.lua) 1.312 Loading mod quality 2.0.13 (data.lua) 1.322 Loading mod space-age 2.0.13 (data.lua) 1.517 Loading mod base 2.0.13 (data-updates.lua) 1.528 Loading mod quality 2.0.13 (data-updates.lua) 1.547 Loading mod space-age 2.0.13 (data-updates.lua) 1.655 Checksum for core: 3480657504 1.655 Checksum of base: 2691306720 1.655 Checksum of elevated-rails: 2288905443 1.655 Checksum of quality: 4264147466 1.655 Checksum of space-age: 542481865 2.062 Prototype list checksum: 124222065 2.120 Loading sounds... 2.311 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1730534939 2.311 Info PlayerData.cpp:73: Cloud player-data.json unavailable 2.573 Initial atlas bitmap size is 16384 2.591 Created an atlas bitmap (size 16384x16384) [none] 2.615 Created an atlas bitmap (size 16384x16380) [none] 2.656 Created an atlas bitmap (size 16384x16384) [none] 2.658 Created an atlas bitmap (size 16384x15420) [none] 2.658 Created an atlas bitmap (size 16384x8392) [decal] 2.664 Created an atlas bitmap (size 16384x16384) [low-object] 2.665 Created an atlas bitmap (size 4096x1088) [low-object] 2.665 Created an atlas bitmap (size 16384x13456) [corpse-decay] 2.666 Created an atlas bitmap (size 16384x5596) [none] 2.666 Created an atlas bitmap (size 1676x79) [not-compressed] 2.667 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level] 2.678 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level] 2.679 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level] 2.680 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 2.680 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification] 2.681 Created an atlas bitmap (size 8192x2576) [mipmap] 2.681 Created an atlas bitmap (size 2048x1520) [mipmap] 2.682 Created an atlas bitmap (size 4096x3152) [mipmap] 2.682 Created an atlas bitmap (size 4096x3152) [mipmap] 2.683 Created an atlas bitmap (size 4096x3152) [mipmap] 2.683 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 2.685 Created an atlas bitmap (size 16384x6120) [alpha-mask] 2.716 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask] 2.722 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask] 2.722 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask] 2.723 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask] 2.723 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 2.723 Loading 3D bitmaps. 2.734 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 2.782 Parallel sprite loader initialized (threads: 15, bitmaps: 8227) 24.788 Sprites loaded 24.822 Generated mipmaps (4) for atlas [5] of size 16384x16384 24.826 Generated mipmaps (4) for atlas [6] of size 4096x1088 24.829 Generated mipmaps (3) for atlas [10] of size 8192x6096 25.000 Generated mipmaps (3) for atlas [11] of size 16384x16320 25.054 Generated mipmaps (3) for atlas [12] of size 16384x4832 25.071 Generated mipmaps (3) for atlas [13] of size 8192x3872 25.079 Generated mipmaps (3) for atlas [14] of size 4096x3088 25.101 Generated mipmaps (3) for atlas [15] of size 8192x2576 25.103 Generated mipmaps (3) for atlas [16] of size 2048x1520 25.110 Generated mipmaps (3) for atlas [17] of size 4096x3152 25.122 Generated mipmaps (3) for atlas [18] of size 4096x3152 25.129 Generated mipmaps (3) for atlas [19] of size 4096x3152 25.151 Generated mipmaps (5) for atlas [20] of size 8192x3792 25.154 Generated mipmaps (3) for atlas [25] of size 8192x2352 25.164 Custom mipmaps uploaded (3203) 25.171 Video memory usage: 3556.46 MB (Atlases: 3426.16 MB, Textures: 130.30 MB) 25.216 Factorio initialised 40.117 Quitting: user-quit. 40.280 Goodbye [code]
[ { "author": "chayleaf", "content": "I have been having a similar issue since launch. What I noticed is that it loads fine if I use the dedicated GPU, but it crashes at around 60% if I use the integrated GPU. Additionally, even with the dedicated GPU if the game hangs (doesn't draw a frame) for more than a c...
8
2024-11-02T03:51:26-05:00
forum-topic-98854
98854
Nullius ore configuration
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=98854
Anachrony
I've attached an RSO config file for the Nullius overhaul: nullius.lua (1.76 KiB) Downloaded 238 times I included it in mainconfig.lua after fillBztungstenConfig, with the following line: Code: Select all if game.active_mods["nullius"] then fillNulliusConfig(config) config["enemy-base"] = nil end It disables biters automatically, since that's part of the setting and they won't work with this overhaul.
[ { "author": "orzelek", "content": "I'll try to add it this week and release new version. \n \nAre you disabling enemies in vanilla? \nI think RSO should pick that up properly and don't need disabling enemies here. If it doesn't work I might need to fix that part.", "date": "2021-06-15T18:19:17+00:00", ...
4
2021-06-15T03:15:16-05:00
forum-topic-114705
114705
Factorio Forums β€’ [Rseding91] [1.1.109] Error on server on player connecting "Tell failed: Invalid argument"
I started headless server with this commandline: C:\!Factorio\bin\x64\factorio.exe --start-server C:\!Factorio\saves\KAKL_EoW-T.zip Server started successfully, but when I was trying to connect from client side, server crashed. Game save: https://drive.google.com/file/d/1jU21dW ... sp=sharing Server log file factorio-current.log Server log file (5.08 KiB) Downloaded 50 times HW1: Windows Server 2016, 512 GB RAM, 2T SSD disk (RAID1) HW2: Windows 11 Pro, 128 GB RAM, 512GB SSD disk (RAID1) I've tried it on more computers (both server and client side) with the same result. Smaller game run without any problem.
[ { "author": "", "content": "Thanks for the report. This is now fixed for 2.0. The issue was related to the save file being larger than 4 gigabytes. 2.0 will now support save files up to 1.96~ terabytes.", "date": "", "quotes": [] } ]
1
forum-topic-127431
127431
[Jerzy][2.0.39] Stone bricks have no snow layer on aquillo
Assigned
https://forums.factorio.com/viewtopic.php?t=127431
SilentSimulacrum
When placed on aquillo stone bricks do not have the same snowy overlay that the other ground tiles do.
[]
0
2025-03-12T09:45:07-05:00
forum-topic-71601
71601
campaign mining speed
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=71601
ownlyme
wow, it's so slow... i played 90% of the scenario with 10x game speed, until i reached the quest where it said "collect some of your equipment" after searching the map for 5 minutes, looking for a weapon or anything and googling, i came to the conclusion that i was being asked to deconstruct my whole factory. You can imagine, that i did quit at that point... i actually hoped the campaign would be at least a little bit fun My feedback: I tried to make everything automated immediately so i ran into a few issues: - Burner inserters are super lame.. - Manual mining speed should be at least 5x as fast - The resources at the starting position are very sparse... - You can't craft almost anything by hand..
[ { "author": "mmmPI", "content": "Can't you just burn bomb shoot everything ? because that's seems like some fun to me. \n \nI wonder where you are supposed to put what you deconstruct if not but i can understand that it feels like you are asked to commit sacrifice or some sort it's not like just chest full ...
1
2019-06-05T16:18:23-05:00
forum-topic-124911
124911
Factorio Forums β€’ How to get the number of active construction bots of a certain quality?
I know I can get the total number of bots available from a roboport. Signals W, X, Y, and Z. How do I get how many rare construction bots I have? For example, let's say I want to recycle any bots over 100. I tried having the roboport ask for bots to station there and that worked. I can withdraw them with an inserter, but I want to logic that inserter. I want to leave a reserve of 100 bots, and then recycle the rest. I can't get how many bots I have active, only how many bots are passive in storage. Connecting via circuit doesn't give active bot stats.
[ { "author": "", "content": "I think this won't be possible ingame without seriously over-engineering the solution. The roboport signals you get from \"reading\" the available robots don't distinguish quality. You would need to remove them \"all\" and sort in the chest, and re-add 100 rare.", "date": "",...
13
forum-topic-118557
118557
[2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
Won't fix.
https://forums.factorio.com/viewtopic.php?t=118557
mordof
I suspect this is a bug anyway, as this seems kind of bizarre to me. If I have 100 Yumako in my inventory, and then queue them all up to hand-craft them all using Yumako processing (Recipe), all of the output Yumako mash share the same spoilage timer, as well as (what I think might be the biggest concern) having turned into spoilage. Normally what I've noticed from other recipes that create a spoilable item, is it helps refresh the spoilage timer each time a new item gets crafted and added to a stack. This doesn't happen at all with the Yumako mash. e.g. When the first stack of 100 Yumako mash is finished entering the inventory (with the timer consistently counting down), a second stack starts. This second stack already shares the first stack's spoilage timer (I would expect this to be getting it's spoilage timer from the Yumako being processed, not the other stack, as the Yumako being processed can still be just about full timer but still exhibit this behavior). The weirdest part that then happens because of this, is once the previous stacks of Yumako mash turn into spoilage. All subsequent recipe results from that stack of crafted Yumako turn IMMEDIATELY into spoilage (even when the Yumako itself is still close to completely fresh). In order to stop this from happening, the entire queued Yumako processing must be cancelled, and started again, in order to resume receiving Yumako mash. If there's any further information I can provide here, or steps to recreate further, please let me know. Side note: ========= I also have no idea if this means the seeds won't be created anymore when it's turning immediately into spoilage, but my guess is it likely wouldn't influence seed production - haven't been able to confirm.
[ { "author": "mordof", "content": "Was just hand-processing Jellynuts, and they appear to have the same behavior.", "date": "2024-10-30T08:50:28+00:00", "quotes": [] }, { "author": "mordof", "content": "Additional information to add that I just discovered: \n \nIf I have, say, 150 of eith...
10
2024-10-30T02:45:13-05:00
forum-topic-127540
127540
[2.0.41] Crash placing underground ghost on top of belt
Duplicates
https://forums.factorio.com/viewtopic.php?t=127540
robot256
This crash appeared on my multiplayer server. From the player who triggered it: "i think what caused it is i put a turbo underground unconfirmed on top of a belt" It might be an interaction between belt building and the ConstructionPlannerContinued_4.0.7 mod. Sorry I don't have time to make a full repro right now. I'll have the player post more information here if he gets it. Interesting part of the log: Code: Select all 5800.341 Error BuildCheckResult.cpp:145: Build check failed: 3, cant-build-reason.entity-in-the-way(entity-name.turbo-transport-belt), entity[[name=turbo-underground-belt, type=underground-belt(UndergroundBelt), position={368.500, 86.500}, direction=West, force=player.unapproved_ghosts, surface=nauvis, setup=false, owned-by-ghost=true, to-be-deconstructed=false, to-be-upgraded=false, simulation=true]], collider[[name=turbo-transport-belt, type=transport-belt(TransportBelt), position={368.500, 86.500}, direction=East, force=player, surface=nauvis, setup=true, owned-by-ghost=false, to-be-deconstructed=true, to-be-upgraded=false, simulation=false]]. 5800.341 Error CrashHandler.cpp:643: Received 6 Logger::writeStacktrace skipped. 5800.341 Info ConsistencyScraper.cpp:83: queued check: entity [name=entity-ghost, type=entity-ghost(EntityGhost), position={368.500, 86.500}, direction=West, force=player.unapproved_ghosts, surface=nauvis, setup=true, owned-by-ghost=false, to-be-deconstructed=false, to-be-upgraded=false, simulation=false]
[ { "author": "", "content": "Duplicate 127533", "date": "2025-03-16T11:29:24+00:00", "quotes": [] } ]
1
2025-03-15T23:05:15-05:00
forum-topic-127366
127366
R/W differences not properly documented
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=127366
PennyJim
The documentation can support describing different read and write types (as evidenced by LuaControl::force , but it's missing on a number of LuaEntity fields and only described in the description. There might be more on other objects, but this is what I can easily find: LuaEntity::last_user LuaEntity::associated_player LuaEntity::render_player
[]
0
2025-03-09T18:02:09-05:00
forum-topic-122378
122378
Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=122378
LdV
I can no longer load my saved game. I get an error message: "Corrupt map. Unknown decorative ID: 132".
[ { "author": "BraveCaperCat", "content": "Duplicate of multiple previous threads.", "date": "2024-11-21T13:45:10+00:00", "quotes": [] }, { "author": "LdV", "content": "Can you maybe say that in plain English, please?", "date": "2024-11-22T07:28:23+00:00", "quotes": [ { ...
9
2024-11-21T07:41:41-06:00
forum-topic-120585
120585
Factorio Forums β€’ [2.0.15] Inserter stuck loading furnace
Setup: Furnace with single inserter which loads both ore and coal. There is some ore in the furnace. Steps: While inserter is swinging with coal in hand, manually place full stack of coal into furnace. Actual result: Inserter is stuck in "Target full" state. It will not move even when furnace runs out of ore while there is still no space for coal. Expected result: Inserter will not be stuck when furnace runs out of ore, even when there is no space for coal. Although it is a minor inconvenience which might happen rarely when player is cleaning their inventory, it is hard to notice and not something that a player would expect. Maybe allow inserter to go over stack limit when it is already holding an item?
[ { "author": "", "content": "It's easy to avoid, though - instead of emptying your inventory directly into furnaces, have a chest that outputs on the coal belt and use it with priority before the main coal line.", "date": "", "quotes": [] }, { "author": "", "content": "Thanks for the repo...
8
forum-topic-126947
126947
Please, decrease power consumption for burner inserter
Balancing
https://forums.factorio.com/viewtopic.php?t=126947
datarza
144 kW it seems like a lot coal burned for nothing
[ { "author": "", "content": "But look at how overpowered they are, they have no drain consumption.", "date": "2025-02-19T07:08:31+00:00", "quotes": [] }, { "author": "datarza", "content": "And how I have to look? The big power consumption removes any benefits of burner inserter. There is ...
15
2025-02-18T23:40:46-06:00
forum-topic-126924
126924
Blueprint Diffusion Model
Tools
https://forums.factorio.com/viewtopic.php?t=126924
Scorchchamp
Hi, I wanted to showcase a Blueprint Diffusion model that I have been working on for the past couple weeks. Basically, the model takes a query as input, and uses a specifically-designed diffusion model that I developed to eventually generate a blueprint json (which is converted into a blueprint string). Below is an image of the best result thusfar: 02-17-2025, 22-56-26.png (1.36 MiB) Viewed 378 times Cool right? Current issues: 1. Its a diffusion model, so it often results in a random building overlapping with another building 4x the size 2. It does seem to know when to use which belts as input, but often scrambles them up later on in the pipeline (yay for spaghetti base trainingdata) 3. It takes quite a bit of time to 'render' - currently it takes about 3 minutes to generate a full contraption (maybe because i'm running on cpu ;-;) 4. Not enough datasets to be 'creative' - I need more different types of trainingdata (other people's bases basically) But yay for progress!
[ { "author": "eugenekay", "content": "Neat concept! Now we can automate being drunk and making broken factory additions… \n \n \nI would be interested in seeing the β€œthought process” and code involved… Screenshots of localhost looks like a good Minimum Viable Page. \n \nHow are you loading Input Data? Blu...
1
2025-02-17T16:00:55-06:00
forum-topic-91924
91924
Menu sim sometimes freezes the game
Modding help
https://forums.factorio.com/viewtopic.php?t=91924
PFQNiet
I'm trying to debug this but I'm a little stuck. I'm making some custom menu sims, which is fine. But sometimes when I copy a save from my saves folder to the mod folder and add it to the list, the sim will run for a few ticks (about 15 or so) and then the game completely freezes. No error message, no logs, nothing. Even the "geForce experience" overlay is frozen. Game doesn't respond to anything, and I have to kill it via task manager. After some debugging, I tried just loading the original save file, then immediately re-saving it and copying the new save over. And now it works. No freeze, it just runs perfectly. Any idea what might be causing this, or how to go about debugging it further?
[ { "author": "Squelch", "content": "Just a thought, but does your character inventory have any blueprints present in the save? There was a hint that <17.0 BPs are to deprecated. \n \nSee viewtopic.php?p=517501#p517501 \n \nThis is speculation of course, but it seems plausible that the sim might not be migra...
2
2020-11-25T16:08:00-06:00
forum-topic-123578
123578
Recycler Formula / Description
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=123578
Beechsack
The wiki page for the Recycler currently contains the following : Code: Select all For each type of item used as an ingredient in the recycled item's main recipe, the number of items returned by the recycler is decided by ⌊0.25 * i / o + r ], where i is the number of items used as ingredients, o is the number of items returned by the recipe, and r is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a processing unit always gives 5 electronic circuits while having a 50% chance of returning one advanced circuit. This seemed a little off , so I played with the recycling LUA code a bit. This seems to be more in line with what is actually occurring. To create the recipe used by the recycler: Check the recipe used to create the item. See how many items are created by one craft. Multiply this number by 4. ("final_probability") For every non-fluid ingredient used to create this item: Original count divided by final_probability = number returned. Original count MOD final_probability , to get a remainder. Remainder divided by final_probability = extra_fraction The integer value of #3 is guaranteed to be returned, but #4 ends up being a value between 0-1, effectively a percentage. I would assume under the hood that the game just rolls a random number against extra_fraction to see if 1 more of that item is returned or not. I believe this is important to spell out this more more accurately in the wiki. Supporting test LUA outputs: Code: Select all multiplier [ number of items crafted by source recipe ] = 1 Looping through ingredients... Checking ingredient : electronic-circuit final_amount [number of this item in the source recipe ] = 20 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 5.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : electronic-circuit Checking ingredient : advanced-circuit final_amount [number of this item in the source recipe ] = 2 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 2 (updated) final_amount [ original final_amount / final_probability ] = 0.5 final_extra_fraction [ remainder / final_probability ] = 0.5 Done with ingredient : advanced-circuit Checking ingredient : sulfuric-acid Final recycling recipe for processing-unit : table: 0x55cdf86a3c90 { [subgroup] => "other" [category] => "recycling" [unlock_results] => false [type] => "recipe" [results] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf869cdb0 { [extra_count_fraction] => 0.0 [amount] => 5.0 [name] => "electronic-circuit" [type] => "item" } [2] => table: 0x55cdf869cdb0 { [extra_count_fraction] => 0.5 [amount] => 0.5 [name] => "advanced-circuit" [type] => "item" } } [allow_decomposition] => false [localised_name] => table: 0x55cdf86a3c90 { [1] => "recipe-name.recycling" [2] => "processing-unit" } [name] => "processing-unit-recycling" [ingredients] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf869cc90 { [amount] => 1 [name] => "processing-unit" [type] => "item" } } [energy_required] => 0.625 [hidden] => true } ===== multiplier [ number of items crafted by source recipe ] = 1 Looping through ingredients... Checking ingredient : radar final_amount [number of this item in the source recipe ] = 1 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 1 (updated) final_amount [ original final_amount / final_probability ] = 0.25 final_extra_fraction [ remainder / final_probability ] = 0.25 Done with ingredient : radar Checking ingredient : calcite final_amount [number of this item in the source recipe ] = 1 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 1 (updated) final_amount [ original final_amount / final_probability ] = 0.25 final_extra_fraction [ remainder / final_probability ] = 0.25 Done with ingredient : calcite Checking ingredient : tungsten-plate final_amount [number of this item in the source recipe ] = 4 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 1.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : tungsten-plate Checking ingredient : explosives final_amount [number of this item in the source recipe ] = 8 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 2.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : explosives Final recycling recipe for artillery-shell : table: 0x55cdf86a3c90 { [subgroup] => "other" [category] => "recycling" [unlock_results] => false [type] => "recipe" [results] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf86a8290 { [extra_count_fraction] => 0.25 [amount] => 0.25 [name] => "radar" [type] => "item" } [2] => table: 0x55cdf86a8290 { [extra_count_fraction] => 0.25 [amount] => 0.25 [name] => "calcite" [type] => "item" } [3] => table: 0x55cdf86a8290 { [extra_count_fraction] => 0.0 [amount] => 1.0 [name] => "tungsten-plate" [type] => "item" } [4] => table: 0x55cdf86a8290 { [extra_count_fraction] => 0.0 [amount] => 2.0 [name] => "explosives" [type] => "item" } } [allow_decomposition] => false [localised_name] => table: 0x55cdf86a3c90 { [1] => "recipe-name.recycling" [2] => "artillery-shell" } [name] => "artillery-shell-recycling" [ingredients] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf86a83a0 { [amount] => 1 [name] => "artillery-shell" [type] => "item" } } [energy_required] => 0.9375 [hidden] => true } ===== multiplier [ number of items crafted by source recipe ] = 2 Looping through ingredients... Checking ingredient : tungsten-plate final_amount [number of this item in the source recipe ] = 40 final_probability [4 * multiplier ] = 8 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 5.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : tungsten-plate Checking ingredient : express-underground-belt final_amount [number of this item in the source recipe ] = 2 final_probability [4 * multiplier ] = 8 remainder [ final_amount % final_probability ] = 2 (updated) final_amount [ original final_amount / final_probability ] = 0.25 final_extra_fraction [ remainder / final_probability ] = 0.25 Done with ingredient : express-underground-belt Checking ingredient : lubricant Final recycling recipe for turbo-underground-belt : table: 0x55cdf86a3c90 { [subgroup] => "other" [category] => "recycling" [unlock_results] => false [type] => "recipe" [results] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf86aa490 { [extra_count_fraction] => 0.0 [amount] => 5.0 [name] => "tungsten-plate" [type] => "item" } [2] => table: 0x55cdf86aa490 { [extra_count_fraction] => 0.25 [amount] => 0.25 [name] => "express-underground-belt" [type] => "item" } } [allow_decomposition] => false [localised_name] => table: 0x55cdf86a3c90 { [1] => "recipe-name.recycling" [2] => "turbo-underground-belt" } [name] => "turbo-underground-belt-recycling" [ingredients] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf86aa4d0 { [amount] => 1 [name] => "turbo-underground-belt" [type] => "item" } } [energy_required] => 0.125 [hidden] => true } ===== multiplier [ number of items crafted by source recipe ] = 1 Looping through ingredients... Checking ingredient : steel-plate final_amount [number of this item in the source recipe ] = 1000 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 250.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : steel-plate Checking ingredient : concrete final_amount [number of this item in the source recipe ] = 1000 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 250.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : concrete Checking ingredient : pipe final_amount [number of this item in the source recipe ] = 100 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 25.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : pipe Checking ingredient : processing-unit final_amount [number of this item in the source recipe ] = 200 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 50.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : processing-unit Checking ingredient : electric-engine-unit final_amount [number of this item in the source recipe ] = 200 final_probability [4 * multiplier ] = 4 remainder [ final_amount % final_probability ] = 0 (updated) final_amount [ original final_amount / final_probability ] = 50.0 final_extra_fraction [ remainder / final_probability ] = 0.0 Done with ingredient : electric-engine-unit Final recycling recipe for rocket-silo : table: 0x55cdf86a3c90 { [subgroup] => "other" [category] => "recycling" [unlock_results] => false [type] => "recipe" [results] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf86abbb0 { [extra_count_fraction] => 0.0 [amount] => 250.0 [name] => "steel-plate" [type] => "item" } [2] => table: 0x55cdf86abbb0 { [extra_count_fraction] => 0.0 [amount] => 250.0 [name] => "concrete" [type] => "item" } [3] => table: 0x55cdf86abbb0 { [extra_count_fraction] => 0.0 [amount] => 25.0 [name] => "pipe" [type] => "item" } [4] => table: 0x55cdf86abbb0 { [extra_count_fraction] => 0.0 [amount] => 50.0 [name] => "processing-unit" [type] => "item" } [5] => table: 0x55cdf86abbb0 { [extra_count_fraction] => 0.0 [amount] => 50.0 [name] => "electric-engine-unit" [type] => "item" } } [allow_decomposition] => false [localised_name] => table: 0x55cdf86a3c90 { [1] => "recipe-name.recycling" [2] => "rocket-silo" } [name] => "rocket-silo-recycling" [ingredients] => table: 0x55cdf86a3c90 { [1] => table: 0x55cdf86abd30 { [amount] => 1 [name] => "rocket-silo" [type] => "item" } } [energy_required] => 1.875 [hidden] => true }
[ { "author": "DaveMcW", "content": "The wiki formula does match what you are saying, though the math symbols make it hard to understand. \n \nThe topless brackets mean \"round down to the nearest integer\". \n \nAdding a random number between 0-1 to extra_fraction and then rounding down, is the same as rolli...
3
2024-12-02T14:34:53-06:00
forum-topic-102523
102523
PyMods Updates
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=102523
TwentyEighty
It's the dawn of a new era in PyMods, including a new mod altogether. Please replace these 5 configs pyfusion.lua pyhightech.lua pypetroleumhandling.lua pyrawores.lua pycoal.lua Please add this new config pyalternativeenergy.lua (pyalienlife.lua did not change) And here's the bit that includes the new config Code: Select all if game.active_mods["pyalternativeenergy"] then fillPyAlternativeEnergyConfig(config) end These are all tested and ready to go
[ { "author": "orzelek", "content": "I took all the files and posted 6.2.15 with them. Let me know if it works correctly.", "date": "2022-05-28T11:45:13+00:00", "quotes": [] }, { "author": "TwentyEighty", "content": "It's perfect, thank you!", "date": "2022-05-31T14:47:45+00:00", "...
2
2022-05-28T00:23:51-05:00
forum-topic-126594
126594
Factorio Forums β€’ [2.0.32] While playing in Linux, alt+tabbing scrambles keyboard inputs
After reopening the game after alt tabbing, keyboard inputs are randomized. So are some UI elements such as clicking on a chest. You press D to go right and instead the game selects your artillery targeting gadget, stuff like that. The game seems to, uh, for lack of a better term, remember the real keybindings if you press the keys repeatedly, but not always. I am mostly using default keybindings with (from memory) something like three changes. I have no mods active except the default ones like Quality. Linux Mint 21.3, using X11.
[ { "author": "", "content": "Gnome and Cinnamon sometimes do funky things with the alt key. I'd recommend going through your keybinds in the cinnamon settings to see if anything there is using alt, and disabling them (except alt+tab and alt+f4).", "date": "", "quotes": [] } ]
1
forum-topic-125411
125411
Decrease the sound level of biochambers
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=125411
470lm
My enviornmental sounds is at 40%, at which I can hear every machine nicely, such as steam turbines, accumulators, assembling machines, etc. but the biochamber is way too loud compared to other machines. I had to set environmental sounds to 10% so those bubbly noises are on the same level as an assembling machine's, but now I can barely hear all the other machines, and accumulators are practically muted now
[ { "author": "", "content": "I've turned it down a few dbs.", "date": "2025-01-23T13:30:38+00:00", "quotes": [] } ]
1
2024-12-31T12:08:40-06:00
forum-topic-125902
125902
[2.0.30] inventory rows not drawing when partially off-screen to the left
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=125902
Quezler
(potentially, maybe not) caused by the same commit as 125864 , yet the fix to that does not fix this:
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-01-13T13:12:35+00:00", "quotes": [] } ]
1
2025-01-13T06:11:50-06:00
forum-topic-120475
120475
[Pard] [2.0.16] Gained unearned achievements after update from 2.0.15
Assigned
https://forums.factorio.com/viewtopic.php?t=120475
ephraim242
- What did you do? Updated from 2.0.15 to 2.0.16 and booted up the game - What happened? I gained 9 or 10 achievements when the menu loaded. Some may have been achieved in the past, but some are new to the expansion and have definitely not been earned yet. For example, I now have the 60k km traveled achievement, but not the 10k or 30k, and I have yet to even travel to Aquilo. - What did you expect to happen instead? It might be obvious to you, but do it anyway! Not to gain achievements which I have not earned - Does it happen always, once, or sometimes? Sometimes, it happened on my first main save load into .16 and the first, but not second, time I tried to reproduce it If you can reproduce the issue, provide the exact steps! Downgrade/start on version 2.0.15 Start the game on Steam and maximize the window so it's full screen Start a new game, tweak the ore settings a little bit, start the game Play for a little bit, I earned the steam power and assembly machine achievements Save and press Exit/Quit until the game is closed Upgrade to 2.0.16 When the menu loads... random achievements! Steam pops them up immediately, but they are being gained in game as well Provide Attachments Screen Shot 2024-11-08 at 5.41.24 PM.png (1.03 MiB) Viewed 252 times Screen Shot 2024-11-08 at 12.53.39 PM.png (97.17 KiB) Viewed 252 times Log file is attached, I don't believe the specific save game has any effect given that it happened on 2 different saves, and the effects are seen before choosing a game to load. No mods or cheats have been used either time it happened.
[ { "author": "", "content": "potential duplicates 119182 and 126274", "date": "2025-03-13T02:29:55+00:00", "quotes": [] } ]
1
2024-11-08T17:13:21-06:00
forum-topic-116876
116876
[raiguard] [2.0.9] Crash when monitor resolution changes on Wayland (Wayland_GLES_SwapWindow)
Pending
https://forums.factorio.com/viewtopic.php?t=116876
madkous
The game crashes for me consistently when I change my monitors PnP mode; the effect is to change the resolution for the machine running factorio between 5120x1440 and 2560x1440. The crash occurs regardless of the direction of the change and whether the game is full screen or not. I'm running through sway 1.9-r1 and linux kernel 6.6.30. Graphics card is AMD ATI Radeon RX 6850 XT. Monitor is Samsung Odyssey Neo G9. Follows is a representative log. The stack trace is consistent between crashes. Code: Select all /tmp/factorio-build-2f7ZlQ/libraries/SDL2/src/video/wayland/SDL_waylandopengles.c (129): Wayland_GLES_SwapWindow /tmp/factorio-build-2f7ZlQ/src/Graphics/OpenGL/GraphicsInterfaceOpenGL.cpp (275): GraphicsInterfaceOpenGL::swapBuffers() /tmp/factorio-build-2f7ZlQ/src/Graphics/SDLWindow.cpp (382): SDLWindow::swap() const factorio-current.log (12.69 KiB) Downloaded 25 times I'm happy to try to collect any more information that might be useful. EDIT: I'm bad at searching. Pretty sure this is the same issue: viewtopic.php?f=182&t=116271
[ { "author": "", "content": "Does this still occur? I cannot reproduce it.", "date": "2025-01-23T20:03:01+00:00", "quotes": [] } ]
1
2024-10-23T08:41:54-05:00
forum-topic-126306
126306
Gleba's evolution doesn't serve any purpose currently
General discussion
https://forums.factorio.com/viewtopic.php?t=126306
fencingsquirrel
So in the base game and in Space age on Nauvis, the evolution factor pushes you to tech up in military and make a better, more efficient factory. The better your factory, the easier of a time you'll have fighting biters. On gleba, your ability to grow your factory and make it run efficiently has virtually no bearing whatsoever on gleba's evolution, because it is almost exclusively dictated by how early you arrive. Take two scenarios: A) A player plays excellently, builds the most perfect base ever, and goes to gleba as soon as possible. B) A player plays absolutely abysmally, barely scrapes together a working base on Nauvis, but goes to gleba last, and only after making a giant fleet with several levels of infinite research after playing for like a month. In case A), the player will probably be completely overrun by medium stompers because he doesn't have artillery, and in case B) the player will just be laughing off the enemies as they splatter instantly to even machine gun fire. Because of this, Gleba's evolution kinda doesn't serve any meaningful purpose, or am I missing something? The obvious solution to me would be to massively reduce the evolution rate (~10x) and have it start at the beginning of the game. Or, to be frank, possibly just get rid of it entirely. Because one can always just land on gleba when one is ready to handle EV factor 1 anyways.
[ { "author": "BlakeMW", "content": "Artillery is not a requirement for Gleba. \n \nThe minimum requirement to have a good time on Gleba is actually the Tank, with normal cannon shells. It will take medium and even big stompers with relative ease. It is adequate for destroying their nests. It's really helpful...
12
2025-01-25T00:21:11-06:00
forum-topic-13077
13077
[WIP] new story idea for scenario. [ex.trading]
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=13077
matjojo
[wip] This will be my first factorio scenario, for now this will be the main thread. Although I might eventually change to a new thread. As said this will be my first scenario, I want to make it possible to trade with the "aliens' that might even get some new AI or textures to make them seem some more as trading partners. The idea is that you will be able to trade with the aliens and that they might be helpful or not. This I hope will be controlled by your own actions. This all is really much future talk as I don't have much experience with scenarios. Although I do know lua pretty well I think. This thread will be updated once I have the map and maybe some basic actions and triggers. My mother language is dutch, so if you spot a mistake OR want to talk some dutch. Feel free to tell me!
[ { "author": "Danielv123", "content": "New biter AI? Oh man, thats going to be hard. But I guess you could make a trading chest thatonly worked withing a certain proximity of biter nests, turned all nearby nests to your side (peacefull ish) when you inserted items.", "date": "2016-01-06T10:15:41+00:00", ...
1
2015-06-18T05:45:11-05:00
forum-topic-121566
121566
[2.0.18] Crash
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=121566
WhiteFang
The game crashes at startup with an access violation crash. It might be important (or not) to know that I'm hosting the game for multiplayer while starting the game through steam's "remote play" (local network) functionality.
[ { "author": "WhiteFang", "content": "It also crashes when running it at the source PC (no steam remote play)", "date": "2024-11-15T10:34:56+00:00", "quotes": [] }, { "author": "WhiteFang", "content": "Crashed once again, it seems like each time it crashes on a different thing, I've seen ...
10
2024-11-15T04:32:21-06:00
forum-topic-117481
117481
Please, PLEASE make circuit connection behavior configurable per wire
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=117481
ActionJackson
With the new combinators we can specify what wires we want to operate on. I would REALLY like to be able to set the "Mode of operation" on a circuit connection PER WIRE I want to set requests with one wire, and read contents on another. Let me give you a use case that makes sense now with SA... 10-25-2024, 14-59-18.png (313.97 KiB) Viewed 3109 times Here in my Cargo landing pad I have a circuit set to read my network, and set requests based on what it's missing. This is to make sure my platforms aren't sending more than I need, which in turn sends the platform(s) to various planets for things as needed. Easy enough. Problem is, sometimes they come back with OTHER stuff, like waste, that I want to take and use on Nauvis. This fills up my Landing pad with unnecessary trash that I'd like to put in an active provider chest and figure out a use for. I can use my requester signal as a blacklist for an inserter, but if I have more than 5 signals going to that inserter this idea does not work. If I knew that was in the landing pad, I could compare the signal against what I WANT in the chest, and then remove anything else I don't want, keeping the Landing pad free for maximum use. With my current limitations I have no way to identify unwanted items in a container and also set the requests. I have 2 wires so that could be able to be set in the GUI. Now that we have control in combinators over what wires should do things I think this is a reasonable request. My only option is to dump everything out into the network and while that does work, it does not work if I want to keep certain items in a certain container AND ONLY those items. This would be useful for smarter trains or any other application that specific item types and amounts matters.
[ { "author": "Erfar", "content": "That even more important for assemblers where you can have at the same time \"read content\" and \"read ingiridints\" but can't separate those signals", "date": "2024-10-26T06:24:49+00:00", "quotes": [] }, { "author": "mrvn", "content": "TL;DR \nEliminate...
19
2024-10-25T14:08:46-05:00
forum-topic-127501
127501
Reduce player movement speed in polution
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=127501
datarza
More pollution, less breathing
[]
0
2025-03-14T17:09:55-05:00
forum-topic-72809
72809
modded rails?
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=72809
doppelEben
is it possible that in future we can choose the poles to use like the rails? I have lighted poles, and can't place them because the train would only build the vanilla one. With the rails its no Problem since I can choose that the train use the moded powered-rails.
[]
0
2019-07-02T07:29:10-05:00
forum-topic-127382
127382
Asteroid movement direction
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127382
thesixthroc
Ideally we could make player-force asteroids that travel upwards, fighting the dastardly enemy asteroids that travel downwards.
[]
0
2025-03-11T00:16:05-05:00
forum-topic-58416
58416
How to make new belt graphics
Development tools
https://forums.factorio.com/viewtopic.php?t=58416
darkfrei
The result for attract your attention. 2018-03-05 17_04_44-Factorio 0.16.27.jpg (88.61 KiB) Viewed 6560 times 1. Making with blender some sprites. As example, here is two files for straight and curved belts: belt_02_05.7z (232.48 KiB) Downloaded 298 times 2. Making spritesheet. You must make two spitesheets for straight belts and four for curved belts. Here is a little program for it: viewtopic.php?f=34&t=5336&start=20#p335708 You can make whole spritesheet with only on command: Code: Select all magick montage "Input/*.png" -geometry +0+0 -tile 32x32 -background rgba(0,0,0,0) -quality 100% "spritesheet_32x32.png" The vertical spitesheet is ready! belts_02f_800024.png (4.57 KiB) Viewed 6560 times Now we are need to make horizontal spritesheet. Just rotate all sprites to 90 degrees and make new spritesheet. But curved belts are need be three times rotated and one time mirrored (why?). So, from this asset we are get sprites for rotation_d. rotation_d belts_02r_800024.png (4.09 KiB) Viewed 6560 times But our sprites must be: rotations.png (18.99 KiB) Viewed 6557 times So, as you can see, after first 90 degree rotation we are get rotation_c Now we are rotate two times at 90 degree (ore one time at 180) and we are get rotation_a And then we are need mirror all sprites and rotate them again and we are get rotation_b See mod: https://mods.factorio.com/mod/df_belt_graphics
[ { "author": "Deadlock989", "content": "Very nice. Thanks for sharing.", "date": "2018-03-05T18:26:57+00:00", "quotes": [] }, { "author": "boksiora", "content": "nice, thanks fr posting", "date": "2018-03-14T23:21:02+00:00", "quotes": [] }, { "author": "Deadlock989", "...
4
2018-03-05T11:02:41-06:00
forum-topic-98004
98004
Desync error in Rampant mod multiplayer
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=98004
shakeymac
Hello folks, I come to you today with an issue that my friends and I have had which has been disrupting games for a couple of months now. Specifically, we have about six people who all get together to play with one another and our main mod of choice is Rampant and it's accompanying Rampant Arsenal weapons pack. We've played this mod extensively in the past, but the last time we did so was back prior to 1.0 release, during the .17 and .18 beta periods. We have a few new friends with us now, and at some point in time - typically around when we start tapping oil, or shortly thereafter - three of them get desync errors and are forcibly kicked off the server, while the remaining three of us are fine. After quite a lot of log reading and troubleshooting about the only thing we can see for sure that differs between the three of us who have the error and the three without comes down to our OS. The ones who get the desync error all run windows 10 while those of us who have no trouble at all are running windows 7. We can play other mods such as Natural Evolution just fine, although we haven't tried too many others aside from stuff like Clockwork or SqueakThrough. Our most recent issue was just last night, with the desync error again occurring shortly after oil was tapped, using the latest version of both the game itself as well as the Rampant/Rampant Arsenal mods. We're not certain if it's an oil-related thing or a time-related thing as we haven't been counting the days that pass before a desync occurs, but sometimes we are able to get a basic plastics/sulfur/explosives setup going before a desync occurs and other times the desync hits shortly after the last pumpjack is connected. One of our guys is convinced it's oil-related however, but we've no way to know for sure at this point. One suggestion provided on the subreddit is that perhaps there are subtle library differences between win7 and win10 and that this could be causing the issue, and he suggested that I come here. I don't know if there's any other information I can add that will help as I'm not the one running the server, but I'll point our server admin to this thread as he's the one with the logs and what not. Our admin has been doing a lot of work searching out info and our current plan is to revert back to the last known stable Factorio/Rampant versions that worked for everyone, but I figured I would ask here in case anyone else has come across this issue or has some insight. Thank you all in advance.
[ { "author": "ptx0", "content": "your desync is unlikely to be from Rampant. Try removing the natural evolution mods, because they do have unresolved desyncs.", "date": "2021-04-21T14:49:40+00:00", "quotes": [ { "author": "shakeymac wrote: Wed Apr 21, 2021 2:17 pm", "content":...
9
2021-04-21T09:17:19-05:00
forum-topic-83528
83528
[0.18] LTN Manager (ALPHA)
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=83528
THIS MOD IS IN ALPHA. THINGS WILL PROBABLY BE BROKEN. PLEASE REPORT ANY BUGS OR FEEDBACK ON THE GITHUB REPOSITORY . Download on the mod portal . LTN Manager is a GUI for managing your Logistic Train Network. View the status of your trains and depots, browse through your network's inventory, see the delivery history, and be notified when something goes wrong. This mod was inspired by LTN Tracker , with the goal being to create a more modern, streamlined version of it that can be carried on into the future. Thank you Eduran for your hard work and inspiration! This post will be updated with more info soon. Screenshots depots.png (44.25 KiB) Viewed 14620 times stations.png (146.23 KiB) Viewed 14620 times inventory.png (131.68 KiB) Viewed 14620 times history.png (97.03 KiB) Viewed 14620 times alerts.png (54.03 KiB) Viewed 14620 times
[ { "author": "Optera", "content": "Looking good for an alpha. \n \n Pinned", "date": "2020-04-10T06:57:05+00:00", "quotes": [] }, { "author": "TheTom", "content": "Nice. Definitely a start. \n \nMay I say youshould possibly rename the mod to Experimental and then once released make the re...
19
2020-04-09T18:47:24-05:00
forum-topic-45554
45554
[0.15] Folks Factorio Fabrications - Page 5
Mods
https://forums.factorio.com/viewtopic.php?t=45554&start=80
themadgunman
Being as how Folk hasn't been seen on the forums for a bit and hasnt responded to my PM i have taken the liberty of updating Shuttle Train and posting it on the portal for 0.17, if ppl are using it ill make a seperate forum post at some point if he doesnt come back and want to resume updating it.
[ { "author": "KunibertSegensreich", "content": "Thank you. One of my favorit mods.", "date": "2019-03-01T21:10:15+00:00", "quotes": [] }, { "author": "Kamel", "content": "And if anyone is looking for a fix for JustGo; replace the control.lua with the code from here: https://gist.github.c...
6
2017-04-29T04:56:53-05:00
forum-topic-125157
125157
Add specific warning when trying to delete entity on full hub space platform
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=125157
Yonninout
I experience something that i thought was a bug but it was just a simple logistic problem here : viewtopic.php?f=7&t=125156&p=655674#p655674 The fact is that i send to much stuff on my platform and I wanted to clean all the stuff on the platform to start from scratch my design. I wasn't able to delete all the platform tile as my Hub was full. Maybe i can be nice to have a warning saying "entity canot be deleted as Hub is full" like the warning when trying to construct something and bot or entity is missing.
[ { "author": "Yonninout", "content": "It already exist", "date": "2024-12-27T09:06:46+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moving to Implemented then.", "date": "2024-12-27T09:23:53+00:00", "quotes": [] } ]
2
2024-12-26T09:52:34-06:00
forum-topic-101721
101721
Error in angelsinfiniteores while starting up server
Angels Mods
https://forums.factorio.com/viewtopic.php?t=101721
jsylvis
When starting up the server to generate a new world, I'm encountering this error: Code: Select all 22.531 Script @__boblibrary__/ore-functions.lua:63: stack traceback: __boblibrary__/ore-functions.lua:63: in function 'add_result' ...gelsinfiniteores__/prototypes/generation/bob-options.lua:5: in main chunk [C]: in function 'require' __angelsinfiniteores__/data-updates.lua:2: in main chunk 22.531 Script @__boblibrary__/error-functions.lua:41: Resource infinite-gem-ore does not exist. There are many variants of it. I've attached the full log file from Docker and the mod list.
[ { "author": "jsylvis", "content": "So, based on the current versions of mods, I think I see at least part of the problem. \n \nThe object passed by angelsinfiniteores as the \"item_in\" parameter for bobmods.lib.resource.add_result seems to not be quite what's expected in bobmods. \nThis function starts at ...
8
2022-02-26T21:36:21-06:00
forum-topic-13919
13919
[0.12.x]Bob's mods: Downloads
Bob's mods
https://forums.factorio.com/viewtopic.php?t=13919
bobingabout
File hosting provided by Revora creative network This is a page designed as a quick stop to make finding and downloading my mods a little easier. This page is for the 0.12 version only. Please direct any general talk about the 0.12 version of my mods here https://forums.factorio.com/forum/vie ... 51&t=13716 Browse dropbox folder Library: This mod adds a lot of new functions to the game. They are used by many of my mods, and can easilly be used by other mods too. Requirements: none. Recomendations: none. Forum topic Latest: V0.12.5 - 26th June 2016 Dropbox Latest Archive Ores: This mod adds new types of ore on map generation, used by my mods, and some others such as DyTech and F-Mod. Requirements: Library. Forum topic Latest: V0.12.8 - 26th June 2016 Dropbox Latest Archive Mining: This mod adds new mining drills, pumpjacks and mining axes. Requirements: Library. Recomendations: Ores and MCI. Forum topic Latest: V0.12.4 - 26th June 2016 Dropbox Latest Archive Metals, Chemicals and Intermediates (MCI/plates): This is my main mod, which holds the research and facilities to use the ores from the Ores mod, as well as adding a lot of things to use with the new materials. Requirements: Library. Recomendations: Tech and Ores (This mod is pointless without a mod that adds the ores) Forum topic Latest: V0.12.12 - 26th June 2016 Dropbox Latest Archive Electronics: This mod adds a whole new Electronics manufacturing process, and all the intermediates required, Including a 4th tier of electroincs. This mod is a direct replacement for Electroincs Overide mod, but can also be used independant of MCI. Requirements: Library. Recomendations: MCI. Forum topic Latest: V0.12.6 - 7th November 2015 Dropbox Latest Archive Assembly Machines: This mod specifically adds Assembly machines. Redefining MK3, and adding up to MK6. The main reason why this is not part of Metals Chemicals and Intermediates is because it can be used and useful even if you're not using the rest of my mods. Requirements: Library. Recomendations: MCI. Forum topic Latest: V0.12.10 - 26th June 2016 Dropbox Latest Archive Modules: Inspired by the modules within DyTech, I changed the entire modules tree, and expanded upon it, including reballancing, modules that effect polution, and advanced versions without side effects. Requirements: Library. Recomendations: MCI, Assembly Machines and Electronics. Forum topic Latest: V0.12.10 - 26th June 2016 Dropbox Latest Archive Power: This mod was designed to primarilly add higher tier of solar panels, but by the time I released it, also included Accumulators and Steam engines. It could possibly include more power related things in the future. Requirements: Library. Recomendations: MCI. Forum topic Latest: V0.12.8 - 26th June 2016 Dropbox Latest Archive Logistics: This mod adds a lot of new logistic based things. Faster belts, logistic robots, inserters, trains, roboports and cut down versions too. It also adds a few new upgrade researchs for Toolbelt and Player Logistic Slots. Requirements: Library. Recomendations: MCI. Forum topic Latest: V0.12.10 - 26th June 2016 Dropbox Latest Archive Warfare: This mod adds the necasary tools to defend yourself, and attack the enemy. Requirements: MCI, Library. Recomendations: Tech. Forum topic Latest: V0.12.11 - 26th June 2016 Dropbox Latest Archive Enemies: This mod adds a few new enemies to the game, including spawners. Requirements: None. Recomendations: Warfare. Forum topic Latest: V0.12.7 - 3rd May 2016 Dropbox Latest Archive Tech: This mod adds an advanced research lab, and science pack 4 for use by my other mods. It also adds an Alien Science lab if Enemies is detected. Requirements: Library. Forum topic Latest: V0.12.4 - 7th November 2015 Dropbox Latest Archive Research Progress Saver: This mod adds a script to back up progress of any technology research in progress, so if it is changed, the research is saved, and can continue from this point when you switch back. Requirements: Nothing. Latest: V0.12.2 - 8th May 2016 Dropbox Latest Archive Clock: This mod adds a clock to the top left corner of the screen to display the ingame time of day. Originally written by a friend of mine, I tweaked it and updated it to work with 0.12. Requirements: None. Forum topic - coming soon Latest: V0.12.1 - 17th October 2015 Dropbox Latest Archive Config: This mod allows you to change the configuration of most of my mods. Requirements: None. Forum topic Latest: V0.12.4 - 26th June 2016 Dropbox Latest Archive Greenhouse: This mod adds a greenhouse with seedling and fertiliser recipe to grow wood. Requirements: Library. Recomendations: MCI. Forum topic Dropbox Latest: V0.12.1 - 1st June 2016 Revamp: This mod tries to intergrate my mods into the base game more. Currently all it does is split up and reorganise the oil processing research tree. Requirements: Library. Recomendations: MCI. Forum topic - coming soon Dropbox Latest: V0.12.0 - 26th June 2016 Locale: This mod is a 3rd party maintaned translation for my mods. If you want to play in a language other than english, You'll need this. Currently German and Russian only. Requirements: None. Forum topic Downloads Contribute
[]
0
2015-07-23T02:16:44-05:00
forum-topic-127087
127087
[Genhis][2.0.35] Crash placing stone brick (BuildCheckResult.cpp)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127087
thesixthroc
A crash occurs in BuildCheckResult.cpp on Cerys versions 2.0.0 later. Cerys creates a collision_layer called cerys_tile which is used for various purposes, one of which is to prevent stone-brick from being placed on Cerys. This is somehow causing the game to to crash when placing stone brick with an enlarged placement cursor over a region containing two different tiles with different collision masks that both contain cerys_tile. Repro: Install Cerys >2.0.0, go to map editor, place `cerys-shallow-water` and a Cerys rock tile e.g. `cerys-ash-cracks` next to each other, attempt to place stone brick over both, experience crash.
[ { "author": "thesixthroc", "content": "Session log: \n Code: Select all 25.541 Checksum for script __Cerys-Moon-of-Fulgora__/control.lua: 3122310195\n 69.414 Error CrashHandler.cpp:641: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\nsrc/Util/StacktraceToStream.cpp...
5
2025-02-23T18:26:57-06:00
forum-topic-121572
121572
Friday Facts #437 - Cargo Pod Deep Dive - Page 3
News
https://forums.factorio.com/viewtopic.php?t=121572&start=40
BlueTemplar
Oh, which one ?
[ { "author": "BraveCaperCat", "content": "Wouldn't it be possible for a mod to allow platform <--> platform logistics? \nAlso, to help stay on topic - why was the decision made that stations had to be addressed by surface, force, station, hatch and not planet, surface/platform, force, station, hatch?", "...
5
2024-11-15T06:00:03-06:00
forum-topic-117631
117631
"Keeping your hands clean" description is unclear
Translations
https://forums.factorio.com/viewtopic.php?t=117631
DoubleThought
The description of the "Keeping your hands clean" achievement reads "Destroy your first enemy structure using artillery". This is confusing because I originally took the usage of "first" as similar to (for example) a hypothetical achievement reading "Research your first technology" - that is to say, "Destroy an enemy structure using artillery for the first time" (Compare "Art of siege", which description reads "Destroy an enemy structure using artillery"). The existence of both "Keeping your hands clean" and "Art of siege" was confusing when I read through the achievement list, but helped me eventually puzzle out the actual meaning of the "Keeping your hands clean", albeit only hours after having first destroyed an enemy nest by hand.
[ { "author": "undermark5", "content": "I agree it is ambiguously phrased, and honestly, I'm still not sure what the correct, because I just got the achievement but I got both Art of Siege and Keeping your hands clean even after having killed biter nets via tank or guns (I got the Steamrolled achievement in t...
1
2024-10-26T06:57:04-05:00
forum-topic-116353
116353
How to refund Space Age?
Technical Help
https://forums.factorio.com/viewtopic.php?t=116353
Baughn
Hi, I'm having some trouble with my purchase. I logged in to the website, went to the download page, and clicked 'buy' for Space age. This redirected me to Stripe, where I paid for a copy, but it ended up on an error page complaining about a missing zip code on my card. I tried again. This time I ended up on Humble, with an error message saying "This key page has been claimed. If this is your key page, log in to access your Humble Library." I think I did make a Humble Bundle account at some point in time, but I'd long since lost access to that, and got confused. So I bought it again, and got the same message. Now I have three charges on my debit card, one of them reversed, and two keys. I'd like to refund one. How on earth do I do that?
[ { "author": "", "content": "Please write to support@factorio.com with payment issues, we will do our best to resolve it", "date": "2024-10-21T18:57:00+00:00", "quotes": [] }, { "author": "Stargateur", "content": "you need to log in your humble account that is bound to the mail you used...
2
2024-10-21T13:55:37-05:00
forum-topic-126436
126436
Looking for Code to resolve noise expressions
Development tools
https://forums.factorio.com/viewtopic.php?t=126436
Natha
Hello @Devs: could you share the code which you use to resolve noise expressions? Like that every named noise expression/function and their local expressions and functions are replaced by their actual expression, so that only built-in constants and functions remain. I need this to replace all occurences of certain variables in an expression.
[ { "author": "Xorimuth", "content": "This isn't directly answering your question but I wonder if you've seen the section of the docs on name collisions? https://lua-api.factorio.com/latest/aux ... collisions . \n \nMy understanding is that this allows you to overwrite things just by adding to `local_express...
1
2025-01-29T05:20:31-06:00
forum-topic-75950
75950
The case for more Scenario Development
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=75950
Dark_star
Opinion: Traditionally Factorio is 80% for builders, 20% split between fighters and explorers. I am not into factorio mega base building (gasp) but do enjoy solving factory problems, also like exploring and over coming pesky bitters. I had stop playing, no interesting scenarios. But watched Xterminator do the "space exploration” very interesting, but still Megabase in space. Then he did a review of Factorio Nauvis Post Collapse, Oh boy fire up the PC this is my type of factorio game. This scenario is about 40% warrior, 35% explorer and 25 % builder. The factory is there to support the freeing of the planet and exploring. Nauvis Post Collapse creator should be commended. I believe over 800 hours were put into this β€œlife project” Even unfinished. It still provides a rich challenge. The use of a great scenarios like " Nauvis Post Collapse" demonstrates how factorio can be refreshed into a new future. and attracted more players Factorio needs more scenarios like this. NOTE: (spoiler alert) some problems and suggested changes after only 170 hours. 1. Indestructible bitter bases and worms is not a technical issue but a design problem. If one is designing a conflict scenario then having an indestructible enemy defeats the design goal. or to put it simply ; why play it. Maybe make them 3x hp. creator suggested using editor and uncheck indestructible, done. 2.Also having several Compilatrons with 1million hp each is same as an indestructible enemy. Maybe counter sub plot, a AI scout (Compilatron with 1000HP) random drop with each rocket launch. currently use editor and delete them (sad but true) . 3. There still unfinished map sections(black), no problem just concrete them over. 4. Can not pick up concrete under wall sections when using Deconstruction planner have do it manually click click click -….
[ { "author": "BlueTemplar", "content": "See also : \n https://mods.factorio.com/mod/ZAdventure \n \n \nAnd : \n viewtopic.php?f=5&t=63171", "date": "2019-09-22T08:43:03+00:00", "quotes": [] }, { "author": "lilstrip", "content": "eh, reason I did this map was to try multiple things and one...
2
2019-09-21T19:58:25-05:00
forum-topic-50839
50839
[Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=50839
WorksAtTheHomotel
Using a mod pack assembled and hosted by a friend, I cannot connect to any server. It doesn't matter if the server is running any mods or not, I don't even get a mismatch error. When I disable all the mods, I get the appropriate errors (or can connect to unmodded servers) I have seen similar errors reported before and some of them mention mod list packet fragmentation and port randomization, but I cannot do anything about router settings as my ISP does not provide me access to the device that would have that option. Here are images of the error I get (Could not establish network communication) and the console log when it happens. https://i.imgur.com/OHKqnSS.png https://i.imgur.com/39ucS1b.png The server does not show any error, and using the same version and the same mod pack, five other friends have connected and played without issues. modlist aai-programmable-structures_0.3.8.zip aai-programmable-vehicles_0.3.25.zip aai-signals_0.2.4.zip aai-vehicles-chaingunner_0.2.4.zip aai-vehicles-flame-tumbler_0.2.3.zip aai-vehicles-hauler_0.2.3.zip aai-vehicles-laser-tank_0.2.1.zip aai-vehicles-miner_0.2.11.zip aai-vehicles-warden_0.1.2.zip aai-zones_0.2.3.zip alien-biomes_0.2.7.zip angelsaddons-oresilos_0.3.1.zip angelsaddons-pressuretanks_0.2.0.zip angelsaddons-warehouses_0.2.1.zip angelsbioprocessing_0.4.0.zip angelscomponents_0.2.0.zip angelsexploration_0.2.0.zip angelsinfiniteores_0.6.11.zip angelslogistics_0.2.0.zip angelspetrochem_0.5.10.zip angelsrefining_0.7.16.zip angelssmelting_0.3.3.zip angelssmelting-extended_0.0.3.zip autofill_1.4.8.zip Bio_Industries_1.7.1.zip biter-spire_0.15.2.zip bobassembly_0.15.7.zip bobelectronics_0.15.3.zip bobenemies_0.15.2.zip bobgreenhouse_0.15.2.zip bobinserters_0.15.1.zip boblibrary_0.15.8.zip boblogistics_0.15.6.zip bobmining_0.15.2.zip bobmods_gfxtweak_0.15.3.zip bobmodules_0.15.3.zip bobores_0.15.6.zip bobplates_0.15.12.zip bobpower_0.15.4.zip bobrevamp_0.15.4.zip bobtech_0.15.3.zip bobvehicleequipment_0.15.2.zip bobwarfare_0.15.3.zip Bottleneck_0.8.5.zip bullet-trails_0.2.5.zip BurnerLeech A15 Fix_0.1.7.zip concrete-and-stone_0.2.2.zip data-raw-prototypes_0.3.1.zip detached-gun-sounds_0.2.1.zip even-distribution_0.2.5.zip FARL_1.1.5.zip Fast Replace Underground Belt_1.5.3.zip Flare Stack_2.1.4.zip Flow Control_3.0.2.zip FNEI_0.0.6.zip folk-aquarium_0.1.5.zip folk-stopthat_0.1.2.zip HandyHands_1.5.1.zip ItemCount_1.0.3.zip LoaderRedux_1.1.1.zip long-reach-research_0.4.0.zip Natural_Evolution_Buildings_7.1.3.zip Natural_Evolution_Enemies_7.1.3.zip Natural_Evolution_Expansion_7.0.0.zip Noxys_Trees_0.0.4.zip off-grid-effects_0.2.2.zip ProgressiveRunning_1.0.15.zip Rampant_0.15.16.zip rso-mod_3.3.10.zip Side Inserters_2.3.3.zip supportive-weapons_0.2.0.zip tree_collision_0.4.1.zip VehicleSnap_1.15.1.zip water-fix_0.2.1.zip YARM_0.7.203.zip BetterSounds_0.0.3 Honk_2.1.3 Swarm_1.1.0 aai-industry_0.1.11.zip
[ { "author": "Xuerian", "content": "Friend here. \n \nServer log doesn't show anything at all when OP tries to connect with mods enabled, normal rejection without mods. \n \nOP has joined with previous, smaller modpacks on earlier 0.15 versions.", "date": "2017-07-13T08:34:14+00:00", "quotes": [] }...
12
2017-07-13T00:32:34-05:00
forum-topic-4682
4682
Planning (Signs, Cloning, Ghosts, Blueprinting and more...)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=4682
Here what I currently think about the whole subject: 1) Planning: Planning is the following tasks: - a sketchboard-mode: drawing directly on the map with some brush, some kind of graphic layer, that is a bit finer than the map-tiles to enable writing letters, arrows and so on. - drawing lines, tracks or roads and simple objects like on a plan. I think here to Prison Architects planning mode, which is just more or less a tile-drawing layer, based on tiles that enables to see in-game entities. - counting of tiles in every direction, just something like a lineal with tile-numbers in each direction - showing a raster (2x2 raster for trains for example). This is nearly the same as the previous - placing signs with names, color and comments (important, if you play together with others to give orders for example) - showing a direction line and distance to that points - creating, naming, coloring of areas (this is different to placing signs!) You cannot place entities here! You plan just the place 2) Clone Cloning works nearly equal as in Prison Architect. - You can select an area of map you copy from. - If you copy, everything is copied. - takes the entities from your inventory. - The area is not big, I think 8x8, not bigger! Maybe it can researched to be bigger. - I tries to copy everything; the plan should be also copied. Unclear, what happens, if copy is not possible. - no rotating! It's just a clone. - if you don't have the item to place it, it doesn't work, unless you developed the ghosting! 3) Mining area Something, which enables to mine a (small) area much faster then yet. - Also not bigger than 8x8 or 10x10 - Select an area, then mine it. Takes a bit time. - everything goes to the inventory 4) Active planning This is like ghosting (see further), with the difference, that an active planned item - isn't needed to place it as active plan. - doesn't disappear from the plan. - construction bots won't construct it. It is just planned! - If you are nearby and have the item you can place automatically. - you can change the easily item to a ghost. 5) Ghosting Ghosting is already known, there are not much changes: - No more the need to own the real item to place a ghost. - Ghosts disappear after a time (like now). - Easy change back to an active plan. - The construction bots place the items automatically. 6a) Deconstruction - Remove all items in a (very) big area. - Possible filters per item (include and exclude filters) - can take up also items from ground (when you mine a full chest) - is not an item like now. 6b) Blueprinting - Store a (very big) area into a blueprint - can be stored, saved, loaded, exchanged in some future. - The items are placed either as ghost or active plan - can be rotated - An extra space/belts/rucksack for the blueprints, think to an PDA - some kind of integrated "map-editor", to edit the blueprint afterwards, would be cool. 7) Construction plan This is a "program of blueprints", it includes the order, timing and many things which are needed to create self-reproducing factories. Very far, unkown future! From the research-level: 1) Planning should be available from beginning 2) Cloning has very low costs - about 10-20 red potion 3) Mining should be possible with researching airplane. I think to some very small flying drones, which deconstruct for you. 4) Active Planning should be possible with lasers (lasers needed to show up all the stuff). 5) Ghosting needs logistics. 6a) Deconstruction with the ghosts. 6b) Blueprinting like now 7) Unknown. This is a very far future plan. Unclear if really needed. viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...)
[ { "author": "", "content": "Some links \n \n \n Planning : \n viewtopic.php?f=6&t=3616 Add a Planning Tool / construction planning \n viewtopic.php?f=6&t=4670 Scribbling around on the map \n viewtopic.php?f=6&t=12647 Custom Signs \n viewtopic.php?f=6&t=20530 Planning tool \n viewtopic.php?f=6&t=21043 F...
5
2014-07-03T09:16:10-05:00
forum-topic-121595
121595
Compound conditions in train interrupts
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=121595
lelick
Hi, I'm not certain how to control priority of AND/OR operations (parenthesis basically). And also not sure how to read UI. Attached (ignore station names) reads to me as A OR (B AND C AND D). I want to achieve (A OR B) AND C AND D. Of course, as a workaround I could decompose it into two independent interrupts - (A & C & D) and (B & C & D), but then what's the point of having OR ? Is there any way in UI I miss to make OR higher priority than ANDs? There is no drag left-right Screenshot 2024-11-15 at 19.32.56.png (50.35 KiB) Viewed 143 times Thanks.
[]
0
2024-11-15T09:37:08-06:00
forum-topic-121633
121633
[2.0.15] Output calculation slightly off using modules
Won't fix.
https://forums.factorio.com/viewtopic.php?t=121633
Sarion
What did you do? The base production get calculated wrong in the game when it comes down to speed modules. Tested it in Assembler 3 and in Chemical Plants with 4 Speed modules and the receipe for batteries and for Laser Turrets grafik.png (83.01 KiB) Viewed 394 times grafik.png (76.26 KiB) Viewed 394 times I put speed modules lv1 in the chemical plant to produce batteries. 2 in a Beacon and one in the chemical plant itself. That should be because of the beacon distribution efficiency 4 speed modules. So 0,25 * 1,8 = 0,45. Another example is, that i put down 4 speed modules lv1 into the laser turret Assembler (3) that have a batterie input of 0,75 * 1,8 = 1,35 What happened? grafik.png (93 KiB) Viewed 394 times grafik.png (84.18 KiB) Viewed 394 times In the chemical plant the output of batteries should be 0,45/s but is now 0,44/s In the assembler the input should be 1,35/s but is now 1,34/s What did you expect to happen instead? It might be obvious to you, but do it anyway! I expected to be 80% more output and not 76% by the Chemical Plants and 78% at the Assembler Does it happen always, once, or sometimes? Always
[ { "author": "", "content": "Ref.: 122684", "date": "2024-11-24T00:09:27+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. I don't believe we will be doing anything about this. At some point the floating point number is converted into a string and if it's 1.49999...
2
2024-11-15T14:24:26-06:00
forum-topic-88319
88319
Version 1.0.01 of Yuoki Industries now available
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=88319
ChurchOrganist
Version 1.0.01 of Yuoki Industries now available from the Github Repository. You can download it here if you don't want to wait for YuokiTani to release it on the Mod Portal...... https://github.com/Yuoki-Industries/yuo ... ag/v1.0.01 This release...... Fixes a couple of bugs in the previous release. Resets version number to indicate Factorio 1.0 release Adds option to start the game with a YI Work Suit with basic equipment and Yuoki Construction bots.
[ { "author": "ChurchOrganist", "content": "Please be aware that the current mod portal versions of of 1.0.01 Yuoki Industries and 1.0.44 Yuoki Engines have been corrupted in some way. \n \nYuokiTani has been informed. \n \nBoth versions on Github are working - I suggest you download from there for the time b...
2
2020-08-20T11:34:12-05:00
forum-topic-127484
127484
Mod Water As A Resource
Mods
https://forums.factorio.com/viewtopic.php?t=127484
medvedkun
https://mods.factorio.com/mod/WaterAsAResource I searched the forum for this topic, but couldn't find it. I wanted to ask you to update this mod or make an analog for version 2.0. Or maybe there is already something similar, but I couldn't find it, tell me. Thanks
[ { "author": "nethus", "content": "It looks like the mod author just started on porting it to 2.0: https://mods.factorio.com/mod/WaterAsAR ... a68efd6530", "date": "2025-03-14T19:52:14+00:00", "quotes": [] } ]
1
2025-03-14T04:49:56-05:00
forum-topic-87660
87660
Release Candidates for Factorio 1.0
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=87660
ChurchOrganist
Release Candidates for the Factorio 1.0 edition of Yuoki Industries are now available from the GitHub Repository for.... Yuoki Industries - https://github.com/Yuoki-Industries/yuoki/releases Yuoki Industries Engines (Addon) - https://github.com/Yuoki-Industries/yuo ... s/releases See the changelogs (which now work in game) for details of what has been changed. Please download and test - we don't have much time now before Factorio 1.0 releases. Would be nice to have any bugs etc ironed out before Next Friday NB There are already a couple of fixes in the pipeline
[]
0
2020-08-07T04:32:28-05:00
forum-topic-92534
92534
"add wait condition" seems wrong
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=92534
oleg4f
Hi. In the train schedule we can see the button with the label "add wait condition". This label is misleading. Actually this is opposite meaning - "add departure condition" or something like this.
[ { "author": "Kahnugo", "content": "If there's no wait condition it doesn't wait. If there's no departure condition it still departs.", "date": "2020-12-04T09:54:54+00:00", "quotes": [] }, { "author": "oleg4f", "content": "There is no \"wait condition\". There are departure conditions wh...
15
2020-12-04T03:38:19-06:00
forum-topic-50952
50952
Compact 4.8 GW Nuclear Reactor - Page 2
Energy Production
https://forums.factorio.com/viewtopic.php?t=50952&start=20
Feltcherab
Super! I'm deploying it immediately! Although for my taste there is a lot of unnecessary items, like walls, concrete and lasers, so laying it down will take a while. But the design looks so nice, it's worth the wait! Your efforts are very much appreciated!!
[ { "author": "Feltcherab", "content": "Super! I've deployed it immediately yesterday evening! \n \nFor my taste, there is a lot of unnecessary items, like walls, concrete and lasers. Specifically the concrete is a huge load, like 6 cargowagons full of concrete It's almost worth while to setup it's own smal...
17
2017-07-16T08:17:51-05:00
forum-topic-127537
127537
What does science_pack_drain_multiplier do?
Modding discussion
https://forums.factorio.com/viewtopic.php?t=127537
Holy-Fire
I looked at quality.lua in the quality mod, and it defines a science_pack_drain_multiplier for each quality level. Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100. Is this an additional reduction to drain on top of the increased durability? But then what is a mere +5% increase good for?
[ { "author": "", "content": "Its about lab quality and rate it consumes items.", "date": "2025-03-16T01:38:03+00:00", "quotes": [] }, { "author": "Holy-Fire", "content": "Ok, cool. Is this disabled in vanilla? Because it's not documented in-game or in the wiki.", "date": "2025-03-16T0...
3
2025-03-15T19:38:02-05:00
forum-topic-18183
18183
Friday Facts #115 - The power switch
News
https://forums.factorio.com/viewtopic.php?t=18183
The power switch in action and more: https://www.factorio.com/blog/post/fff-115
[ { "author": "mazetar", "content": "Awesome!", "date": "2015-12-04T15:25:06+00:00", "quotes": [] }, { "author": "Gouada", "content": "Do you have an estimate of the .13 extra experimental release date? Also will there be a way to measure the electricity consumption graphs? \nKeep up the g...
19
2015-12-04T09:08:41-06:00
forum-topic-35324
35324
New `bonus-equipment` type?
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=35324
aubergine18
Saw this mod just now: viewtopic.php?f=97&t=28434 Made me think, why isn't there a `bonus-equipment` type, which facilitates cumulative addition of one or more modifiers when added to an equipment grid. List of modifiers that I'm aware of: Code: Select all character_crafting_speed_modifier :: double [R] character_mining_speed_modifier :: double [R] character_running_speed_modifier :: double [R] character_build_distance_bonus :: uint [R] character_item_drop_distance_bonus :: uint [R] character_reach_distance_bonus :: uint [R] character_resource_reach_distance_bonus :: uint [R] character_item_pickup_distance_bonus :: uint [R] character_loot_pickup_distance_bonus :: uint [R] quickbar_count_bonus :: uint [R] character_inventory_slots_bonus :: uint [R] character_logistic_slot_count_bonus :: uint [R] character_trash_slot_count_bonus :: uint [R] character_maximum_following_robot_count_bonus :: uint [R] character_health_bonus :: float [R] The equipment prototype could contain a table listing one or more modifiers, for example: Code: Select all modifiers = { { name = "<name>", value = <value> }, ... } The values could be +/-, so you could have pros and cons to bonus equipment (similar to modules). For example, you might get longer building reach, at expense of slower movement, or something like that. It would facilitate all kinds of gadgets that can be added to equipment grids: robotic arms (reach bonus), shielding (health bonus), shock absorbers (mining bonus), etc. I'm not sure if this sort of thing can be done via existing equipment types (a cursory glance didn't turn up any suitable options), so currently modders are forced to use scripting via events. That's fine, but it gets difficult if you want cumulative items that apply not only together, but also in relation to any other modifiers from research, original character entity, etc. as we don't have full details on what initial values or other buffs are applied (not that I can find anyway). A bonus equipment type would greatly simplify these sorts of things and enable a plethora of imaginative gadgets to be added to the game via mods.
[ { "author": "Danielv123", "content": "Similar to viewtopic.php?f=28&t=35589", "date": "2016-11-07T21:20:53+00:00", "quotes": [] }, { "author": "fidgetwidget", "content": "+1 to this!", "date": "2016-11-08T00:14:55+00:00", "quotes": [] }, { "author": "Arch666Angel", "...
4
2016-10-27T13:22:08-05:00
forum-topic-127495
127495
Return the space science packs back to the rocket silo
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127495
datarza
One landing pad is not a good solution. It does not make possibility to build small factories completely based on science. Also, collecting 27,000 space packs in one place and transporting them over long distances is not what we expected from the update. What happens if I build a base that produces more than 27,000 packs (just imagine we have a fast CPU+Memory)? Please consider previous implementation where space packs return back to silo or give possibility to build several landing pads and make relation between landing pad and silo. Or another possible option is a small attachable landing pad connected to side of silo. If silo has this attachment, then space packs from that rocket silo return back to the attached landing pad, otherwise to the big landing pad.
[ { "author": "pioruns", "content": "You can immediately unload arriving science packs onto a belt using filter inserters, and load them into trains. You can even unload with a lot of inserters, from three sides of the landing pad (leaving one side for cargo space extenders), to give it massive unloading spee...
3
2025-03-14T14:48:19-05:00
forum-topic-32225
32225
Block A single side of belts.
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=32225
ThermicKestrel
It would be cool if you could block a single side of belts. Like in a red bottle factory, you have a two belt setup in the middle, and you don't want your iron going all the way to the end, you could just block off the Iron.
[ { "author": "TheVeteraNoob", "content": "If you mean conveyer belts instead of rails that is totally possible with underground belts facing sideways. If you actually mean rails i have read your post 3 times and don't see what you want.", "date": "2016-09-06T02:26:27+00:00", "quotes": [] }, { ...
17
2016-09-05T20:11:42-05:00
forum-topic-120315
120315
Ability to rename a train group
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=120315
danbopes
Currently if you edit the train group name, it will just change that single train, and you have to copy/paste the settings to all the other trains. It would be nice to have a way to rename a logistic group and have all the other trains use the new name.
[ { "author": "Tertius", "content": "That's already possible, press CTRL-ENTER instead of just enter to globally rename. CTRL-ENTER also works for many other renaming, for example for global train station rename.", "date": "2024-11-08T08:54:55+00:00", "quotes": [] }, { "author": "gGeorg", ...
2
2024-11-08T01:12:10-06:00
forum-topic-127402
127402
[2.0.39] [SA] Controller scroll not working in remote view
Technical Help
https://forums.factorio.com/viewtopic.php?t=127402
deeznutz
Hey - love your work!!!! Bug is self explanatory, the scroll bar is not working when scrolling through Surfaces in Remote View. Using a controller (ik, idiot... but an idiot with RSI, and love for my factory...)
[]
0
2025-03-11T16:31:11-05:00
forum-topic-90366
90366
Old Propaganda from the Biter Wars
Fan Art
https://forums.factorio.com/viewtopic.php?t=90366
landmine752
I tried my hand at making some posters fashioned after World War 2 propaganda. (Source) Titled "The Factory Must Grow" after the popular saying among players, these 3 posters were inspired by WW2 designs that you would have seen around, notably the artist Bert Thomas. I added the idea of "The Biter Wars" to allude to the typical game of Factorio, but also add importance (to follow suit with the WW2 inspiration). I wanted the posters to feel old and worn to prevent them from feeling too clean, too modern, because the game is dirty, gritty, and worn.
[ { "author": "Gamatron332", "content": "Please move this too the general for a bit! I believe not to many people scroll down enough to see this but it’s amazing! Are you planning to do anymore? Trains! Omg trains are gonna be good in a poster...", "date": "2020-10-15T22:44:38+00:00", "quotes": [] }...
9
2020-10-13T19:43:58-05:00
forum-topic-126331
126331
Parallel auto malls?
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=126331
DimLemon
Do you think it is possible to create independent auto malls working in parallel with different recipes by listening to the selector combinator? I tried to implement this by listening to index 0 by the production block, deleting the signal after memorizing it and transmitting the listening to the next production block. I managed to assemble a prototype that roughly implements my idea, but I do not consider it successful. 0eNrtWt1u2zYUfpVC13IhiaQsGdgeordBYMg2kxCTJU+SkxmBgS7AhgEtsEfYxV6g2BagwNA+g/xGO4eUTNmVI9PNz+D6Kp+OyU+H3/kRReXWGsVzPstEUliDW0uM0yS3Bme3Vi4ukyhGWxJNuTWwJnwsJjzrjdPpSCRRkWbW0rZEMuE/WQN3abdMmaU3MCG/EcX4qjHYW57bFk8KUQiubiYvFsNkPh3xDNjsmmHKJ2I+7fGYj4tMjHuzNOaWDcQ5TE4TvBcSes5rZlsLa9Cj/ddsic5sUXrGlGEXJTGlJEEXJTWlRKKHKZkppcvWlF47pW9KyeiakrRT9teU+TSK4+7okJqRhO2MgSEjYV2MoSGjjs0uRtfRlJIt3SivlmW7a8oA6mkiMpgkf4flQukWWRoPR/wquhYwHyalM55FakR1C2BVYDiNgLLI5rwqzCHWfhFhI3BavdVluVHYbdFpONnm1lhk47kohjyJRjGf1G7UZpgyWRNeiCwvhrq3FIsZunAtsmIOFq2gHNHj1zxbFFciubTUzesl4cV0FmVS2oH1nQVrtNQShjCmAI6LKM5528o9wzgR8pJxIvvGibAjixM1jBNlLxkntm+caP/I4mT8BHH8daDojl6qHyEjcdlNGFR0fitZ4+lRcB73xlc8L1ppOv0KD38A7+L0HMNHkdvvpNTNvWWj19LivQbfRuXQ9hStWHUu5jJxG1dn5rkZqX2lzkr3y6yEvWY6L2bzYntfuzf5bAFez5NieJGl06FIgKvO7XNM+lkcLWBlE56PMzGrukP5Z/lP+aH8d/V7eb+6e1X+tfql/AymT6t35f2r8vPqbvW2/Lj6tfywuivvYdz76qfVz+XH8u/yk5z8zmqLlXdgrNj/Kla9Rw/WQ+H4A8LwFoTGoMiAqOi8X/321eEgppvXsLMaqVmECT1F+CkjzA4Mx6k5Pn9z9E1f09zOauybhZ/6p/C/WPiDA2N16pxP0jlND00Y6apG4hx+/LST03D36+gtOtnrvfGgrKk8giKboUP4ardV0btzYufchwu2TRvD3aZDn1EbkaVJ75JHWe/mCt7TTOVpnW6uEDFUyH9uhfJCjH84SJzGTHNdjI+zG8e6Ow6Kid6K1WvpePmhG5TtAucqAPkmBlHqzxs2yBsXPNu2drTeN2D5EX6AFYAxSbOpHLTV2dEwx5h4IOQ5fifJh7gApW2bCMbnJ43T7V3C9g2FJf4RChsc/gFmp7ChobA0OD5hqX5oR5korqYc+kpH4dYfEdztnRkex7dpopm3OuWB2zHQFWgax7hw3+YBcM+qO6gpd2u7pI1NiMhxp9abRQmP27TR5ezuTBEMGKhRp8DXHAJHyT5HwN/Lb7xjdYe9GeXG9EsxTM+4dJv3nu6ZaiBTlTx7z32jtN2U89At/2a8jB/clBhXK2HfWrXSvauV9I++Wk0PyPxTtT5etfrG1br+oPjNVKvpEV5wStDHS9Bg71ZJw+NqlaD4DeQOOnrm2q7t2e65LRGrEAMbqxCTCMbYRP4KvwBCG1zbVNrgGhDa4Nr2pQ2uAaENWG03lEakA4hWHxkdafWR0pHWPg4ACoABQiJhiJBJ6Do4T90WMLFp5T6uAzBVmOEYuQTpuXIJMIyvFklwPFPj0X+inHVxBfDK5SoM4/sKoyaAqcIMx8jxfb0kN8C5SiZcsO05NWaIpZDov+cqKR3tp4f6Vuvy4E6IvRrDmwre10PFPeW/xPV4XItXjUdM1ljzN9YIQylir8awt5L8GNlKKw/j4/U11na4V6DmIq55/Aa/r/UBClLridNseDJQhcHTsLZTHCN5Qp0XXqgTgziak2CuEhV3hUmNCdrJGhOFMaagocSYjVXO4JJw7dLeR6y0RXfRT2lHf6ocAIp1jtFGvsEfjRt5BdsxjVkD+zqX4E8TQyxQByhRUfAp/t/I+j9hbesauotsKcz3QhqGjDE3oD5dLv8DeQPwwQ== Copy blueprint 1) Put the items from the combiners into the chest 2) Connect the red wire from the combiners output to the power line 3) Remove item 1, 2, 3 4) Return item 2 5) Turn on and off the permanent combiner on the block corresponding to item 2 to clear the memory
[ { "author": "Tertius", "content": "Not sure what auto mall you're referring to, so it's not clear what you mean with your details. \n \nIn general it seems you're trying to build a mall with dynamic recipe allocation with more than 1 assembling machine, and all assembling machines should pick different reci...
2
2025-01-25T16:06:59-06:00
forum-topic-7717
7717
Can the player be killed by train? (Train kills?!) ☸ - Page 4
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=7717&start=60
FalcoGer
I guess you can build a convoluted system with the pressure plate mod and the smart belt mod that includes rail signals that are switchable by logic wire... Then again, there should be a way to manage railways. I mean this guy can build rocket silos, laser turrets and oil refineries. What's the problem building a bridge over a railway?
[ { "author": "MalcolmCooks", "content": "All you need: train horns and whistleboards \nWhistleboards are placed next to the track, like signals. When the train passes a whistleboard, it sounds its horn. Since trains travel very fast, the horn needs to be audible from a lot farther away than most other in-ga...
19
2014-12-31T08:38:44-06:00
forum-topic-5486
5486
Web based translations
Translations
https://forums.factorio.com/viewtopic.php?t=5486
The factorio translations are now moved to crowdin, currently running in kind of test mode. You can see the project and contribute to it here: https://crowdin.com/project/factorio The old system is on hold now and we look forward to deleting all the git repositories once Crowdin proves to work without problems. Moving to the new system was a little bit complicated, so it is possible that we introduced some new problems into the translations. Please either fix them, or write about it in this thread. If you have any questions about the new system, please ask them here as well, I will add the answers to this post. For now the only important change for you that I can think of: - the __ENTITY__something__ and __ITEM__something__ links don't work exactly like they did before; you cannot create new entity names any more. For example czech had entity name "inserter" which translated to "pΕ™ekladač" and an extra entity name "inserter-4m" translating to "pΕ™ekladačích" to make inflections work. In the new system you should always write the entity name literally in the string. This of cause cannot be used for __CONTROL__something__ links (because the controls can change), these work exactly as before.
[ { "author": "Vitduo", "content": "So... \n__ENTITY__solar-panel__ works but __ENTITY__solar-panel2__ doesnt work (in the vanilla game), right?", "date": "2014-08-22T09:25:39+00:00", "quotes": [] }, { "author": "", "content": "Exactly.", "date": "2014-08-22T09:38:35+00:00", "quot...
19
2014-08-21T17:49:17-05:00
forum-topic-87154
87154
Productivity modules ignoring productivity rules.
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=87154
Codec
As you can see here I can put all of the productivity modules in recipes that i should not be able to. This only happens on vanilla bindings. This is on factorio 0.18.36 and Yuoki Industries 0.8.91 with no other mods.
[ { "author": "ChurchOrganist", "content": "Indeed - Yuoki modules don't obey the same rules as their Vanilla counterparts. \n \nI'm not sure whether this is by design or not - Yuokitani?? \n \nWhat do the rest of the community think - should this be changed??", "date": "2020-07-28T17:41:49+00:00", "q...
10
2020-07-25T18:48:29-05:00
forum-topic-115901
115901
[Raiguard] [1.1.110] Removing a tab unexpectedly combines tab content
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=115901
Oarc
Test setup: Code: Select all local tabbed_pane = game.player.gui.top.add{type="tabbed-pane", name="tabbed_pane"} local tab1 = tabbed_pane.add{type="tab", caption="Tab 1", name="tab_1"} local tab2 = tabbed_pane.add{type="tab", caption="Tab 2", name="tab_2"} local tab3 = tabbed_pane.add{type="tab", caption="Tab 3", name="tab_3"} local label1 = tabbed_pane.add{type="label", caption="Label 1", name="lbl1"} local label2 = tabbed_pane.add{type="label", caption="Label 2", name="lbl2"} local label3 = tabbed_pane.add{type="label", caption="Label 3", name="lbl3"} tabbed_pane.add_tab(tab1, label1) tabbed_pane.add_tab(tab2, label2) tabbed_pane.add_tab(tab3, label3) Select Tab 2: 10-12-2024, 21-09-27.png (4.43 KiB) Viewed 970 times Delete tab 3: Code: Select all game.player.gui.top.tabbed_pane.remove_tab(game.player.gui.top.tabbed_pane.tab_3) Result: 10-12-2024, 21-10-26.png (3.99 KiB) Viewed 970 times If you check the selected tab it reports this: Code: Select all game.player.gui.top.tabbed_pane.selected_tab_index = 2 So setting the selected tab to 2 does nothing, visually it stays the same. If you click on the currently selected tab, it doesn't clear the issue, but it does update the selected_tab_index. If you click on the tab 2, it then clears the issue and things are working again.
[ { "author": "", "content": "Thanks for the report, this has been fixed for the 2.0.33. \n \nRemoving a tab will auto-update the selected_tab_index, and I also made the behavior more intuitive; it will only decrement the index by 1 if the removed tab is <= the selected tab, otherwise it will leave it untouch...
1
2024-10-12T20:15:32-05:00
forum-topic-117873
117873
[raiguard] [2.0.11] Application displays a Wayland default icon
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=117873
Lunar3098
When using the Wayland graphics driver, Factorio displays the default Wayland icon in the taskbar/panel instead of Factorio's icon. To reproduce: 1. Ensure the game is configured to use the Wayland driver. 2. Launch the game on a Wayland desktop session. Expected results: The application displays its normal application icon. Actual behaviour: The application displays the Wayland default icon. Environment information : - OS : Fedora Linux 40 (KDE Plasma) x86_64 - Kernel : 6.11.3-200.fc40.x86_64 - DE : Plasma 6.2.0 - WM : kwin - Application launched via Steam Additional information : This issue does not occur when the game is set to use the x11 driver. Application log : Code: Select all 0.000 2024-10-27 10:20:08; Factorio 2.0.11 (build 79682, linux64, steam, space-age) 0.054 Operating system: Linux (Fedora 40) 0.000 Initializing Steam API. 0.054 Program arguments: "/XXXXXXXXXX/steamapps/common/Factorio/bin/x64/factorio" 0.054 Config path: /home/XXXXXXXXXX/.factorio/config/config.ini 0.054 Read data path: /XXXXXXXXXX/steamapps/common/Factorio/data 0.054 Write data path: /home/XXXXXXXXXX/.factorio [173050/502868MB] 0.054 Binaries path: /XXXXXXXXXX/steamapps/common/Factorio/bin 0.064 System info: [CPU: AMD Ryzen 5 7600 6-Core Processor, 12 cores, RAM: 31194 MB] 0.064 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=plasma XDG_SESSION_DESKTOP=KDE XDG_CURRENT_DESKTOP=KDE SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.064 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.072 Video driver: wayland 0.072 Available displays: 2 0.072 [0]: Dell Inc. DELL S2722QC/FYX6MD3 - {[1920,0], 2194x1234, SDL_PIXELFORMAT_RGB888, 60Hz} 0.072 [1]: Dell Inc. DELL S2421HN/9JBCMC3 - {[0,77], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz} 0.072 Failed to get primary display index, defaulting to 0. 0.095 Initialised OpenGL:[0] AMD Radeon RX 7800 XT (radeonsi, navi32, LLVM 18.1.6, DRM 3.59, 6.11.3-200.fc40.x86_64); driver: 4.6 (Core Profile) Mesa 24.1.7 0.095 [Size] Window: 2194x1234, Backbuffer: 3840x2160 0.095 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes 0.095 [Version] 4.6 0.095 Graphics settings preset: very-high 0.095 Dedicated video memory size 16384 MB 0.119 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.119 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] 0.130 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100 0.301 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 0.301 Info ModManager.cpp:434: FeatureFlag freezing = true 0.301 Info ModManager.cpp:434: FeatureFlag quality = true 0.301 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 0.301 Info ModManager.cpp:434: FeatureFlag segmented-units = true 0.301 Info ModManager.cpp:434: FeatureFlag space-travel = true 0.301 Info ModManager.cpp:434: FeatureFlag spoiling = true 0.302 Loading mod core 0.0.0 (data.lua) 0.311 Loading mod base 2.0.11 (data.lua) 0.389 Loading mod elevated-rails 2.0.11 (data.lua) 0.402 Loading mod quality 2.0.11 (data.lua) 0.408 Loading mod space-age 2.0.11 (data.lua) 0.514 Loading mod base 2.0.11 (data-updates.lua) 0.521 Loading mod quality 2.0.11 (data-updates.lua) 0.531 Loading mod space-age 2.0.11 (data-updates.lua) 0.593 Checksum for core: 1043092351 0.593 Checksum of base: 708330460 0.593 Checksum of elevated-rails: 1891730324 0.593 Checksum of quality: 4264147466 0.593 Checksum of space-age: 4032004066 0.818 Prototype list checksum: 124222065 0.852 Loading sounds... 0.980 Info PlayerData.cpp:68: Local player-data.json unavailable 0.980 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1730017187 1.117 Initial atlas bitmap size is 16384 1.127 Created an atlas bitmap (size 16384x16356) [none] 1.138 Created an atlas bitmap (size 16384x16376) [none] 1.153 Created an atlas bitmap (size 16384x16384) [none] 1.154 Created an atlas bitmap (size 16384x15420) [none] 1.154 Created an atlas bitmap (size 16384x8392) [decal] 1.157 Created an atlas bitmap (size 16384x16384) [low-object] 1.157 Created an atlas bitmap (size 4096x1376) [low-object] 1.158 Created an atlas bitmap (size 16384x13456) [corpse-decay] 1.158 Created an atlas bitmap (size 16384x5596) [none] 1.158 Created an atlas bitmap (size 1676x79) [not-compressed] 1.158 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level] 1.163 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level] 1.163 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level] 1.163 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 1.163 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification] 1.163 Created an atlas bitmap (size 8192x2576) [mipmap] 1.163 Created an atlas bitmap (size 2048x1520) [mipmap] 1.163 Created an atlas bitmap (size 4096x3152) [mipmap] 1.163 Created an atlas bitmap (size 4096x3152) [mipmap] 1.163 Created an atlas bitmap (size 4096x3152) [mipmap] 1.164 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 1.164 Created an atlas bitmap (size 16384x6120) [alpha-mask] 1.177 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask] 1.181 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask] 1.181 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask] 1.181 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask] 1.181 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 1.181 Loading 3D bitmaps. 1.186 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 1.210 Parallel sprite loader initialized (threads: 11, bitmaps: 8227) 17.313 Sprites loaded 17.330 Generated mipmaps (4) for atlas [5] of size 16384x16384 17.331 Generated mipmaps (4) for atlas [6] of size 4096x1376 17.334 Generated mipmaps (3) for atlas [10] of size 8192x6096 17.337 Generated mipmaps (3) for atlas [11] of size 16384x16320 17.338 Generated mipmaps (3) for atlas [12] of size 16384x4832 17.338 Generated mipmaps (3) for atlas [13] of size 8192x3872 17.339 Generated mipmaps (3) for atlas [14] of size 4096x3088 17.358 Generated mipmaps (3) for atlas [15] of size 8192x2576 17.358 Generated mipmaps (3) for atlas [16] of size 2048x1520 17.358 Generated mipmaps (3) for atlas [17] of size 4096x3152 17.366 Generated mipmaps (3) for atlas [18] of size 4096x3152 17.367 Generated mipmaps (3) for atlas [19] of size 4096x3152 17.368 Generated mipmaps (5) for atlas [20] of size 8192x3792 17.368 Generated mipmaps (3) for atlas [25] of size 8192x2352 17.376 Custom mipmaps uploaded (3203) 17.409 Factorio initialised 17.410 Steam Storage Quota: 23679/23841 19.782 Quitting: user-quit. 19.947 Steam API shutdown. 19.949 Goodbye
[ { "author": "", "content": "Does this still occur? It's possible that updating SDL will have fixed this.", "date": "2024-12-06T23:33:43+00:00", "quotes": [] }, { "author": "", "content": "I have tested the standalone and steam versions on Plasma 6.2.4 and the application icon appears cor...
2
2024-10-27T03:27:50-05:00
forum-topic-32367
32367
Mod's dosent work?
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=32367
Zuzixma
Hello, My Factorio's Version 0.13.17 I tried to install the mods "Rail Tanker" and "fluid Barrel". Unfortunately this does not work. Seeking a mod allows me to transport water without having to use the tubes. Are the Mods incompatible with my Factorio or am I too stupid to install this right? "The game is Factorio Version: 0.12 Not with the current version of the game compatible" Why can not I find mods that work for my Factorio? Blame on me Please move if it is in the wrong subforum.
[ { "author": "PantherX", "content": "Are you downloading the 0.13 versions of the mods? (Look at the Downloads tab on the mods page and check \"Game Version\"). If you download the 0.14 versions, you won't be able to use them on your game.", "date": "2016-09-10T02:46:53+00:00", "quotes": [ { ...
2
2016-09-08T10:10:02-05:00
forum-topic-112852
112852
Programmable Speaker Improvements
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=112852
Illiander42
TL;DR Add the following to the programmable speaker: Toggle option to stop sound as soon after the control signal stops as possible. (Ideally within a tick or two) Control signal option for volume. Volume control signal changing effects the currently playing sound, not just future sounds from the speaker. Also, add a new parameter to Sound : Loop_points: When a sound is being played for longer than it's duration, instead of starting playback of the sound from the beginning again when it reaches the end, it plays from the first loop point when it reaches the second if the signal is saying to keep playing. What ? I think the extra options for the Programmable Speaker are reasonably straightforward to understand, but the loop point probably needs a bit of explination. The wikipedia page on envelopes probably explains the fundamentals of Attack, Decay, Sustain, Release best. (Decay can be treated as part of the Attack in almost every situation, I think?) A lot of sounds have a noticable difference in more than volume in the different stages, especially noticable between Attack/Decay and Sustain. It would make long, continuous sounds (sirens and musical notes are the obvious ones) sound much better if they played taking those parts into account instead of just starting over at the windup again. So a programmable speaker that recieves an activation signal would play the Attack/Decay once, then continue repeating the Sustain while the control signal is being sent, then when the control signal stops it finishes its current Sustain then plays the Release (this will always sound better than switching to the Release mid-Sustain due to how sound files are set up). (Unless the "stop sound instantly" toggle is active, in which case it would stop instantly regardless of what part it's in) Imagine how that would improve the sound of a classic Air Raid siren. Unless the "stop sound instantly" toggle is active, a speaker set to "use signal value as tone" that switches directly from one tone to another without any ticks of "off" shouldn't play the Attack/Descent of the new tone and should go straight to the Sustain. (This will let things like guitar fret slides sound right) Why ? Because I want to make a better music box than MIDItorio and I want it to be as vanilla as possible. I can add new sounds (A complete MIDI soundpack is too big for a single mod, but it's not unreasonably large for a modpack, especially with factorio's inbuilt dependency handling) but there are limitations to sound playback that cannot currently be worked around cleanly due to the lack of sound queues. The Musical Speaker mod makes a good attempt, but still has issues. Edit: I just noticed that Sound is also used for ambient and other sounds. Which means that this addition could also make long-duration locational sounds sound better.
[ { "author": "Tertius", "content": "Add to the list:\n Show the circuit network connection icon in the top right corner, if the speaker is connected to the circuit network. It's missing. Currently it's not possible to see in the speaker's GUI if a speaker is connected or not, and to what network id's it is c...
19
2024-04-03T11:59:01-05:00
forum-topic-14024
14024
Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=14024
valkyre
See the link-list at end of this page -- ßilk I made a search but could not find anything. BOATS! Ship goods across water. That's it /Marcus
[ { "author": "PTR2013", "content": "I think this has been suggested multiple times, and most people seem to like stuff like boats and other things to interact with water. \n \nIm fully supporting the idea of boats.", "date": "2015-07-25T13:20:19+00:00", "quotes": [] }, { "author": "bobucles",...
16
2015-07-24T16:55:38-05:00
forum-topic-121417
121417
Internal name question about Fulgora tiles (Fulgoran).
General discussion
https://forums.factorio.com/viewtopic.php?t=121417
Sworn
Just wondering, why Fulgora tile are called "Fulgoran"? Was like an possible name that got changed? Just curious
[ { "author": "MeduSalem", "content": "The \"n\" in Fulgoran is probably just an adjectival suffix to describe that the tiles belong to Fulgora. \n \nJust like Earth->Earthan. Or Mars->Martian.", "date": "2024-11-14T13:29:48+00:00", "quotes": [] }, { "author": "Sworn", "content": "Hmm, int...
2
2024-11-14T07:07:11-06:00
forum-topic-121225
121225
[2.0.17] Rocket silo visually clipping through built rockets
Won't fix.
https://forums.factorio.com/viewtopic.php?t=121225
Bag o Walnuts
What did you do? After creating rockets in rocket silos, I looked at them. What happened? A line appeared to clip through the rockets, both while inactive and while launching. The line stayed 'stuck' to rocket silo and did not move up with the rockets when launching. What did you expect to happen instead? I expected the rocket graphic to be drawn entirely over any silo graphics that it intersected. Does it happen always, once, or sometimes? Sometimes. It seems dependent on player position and zoom level. For example, after walking south of the rocket silo's center, the line disappeared (both states shown below). Additionally, it disappeared when zooming in or out any amount, and reappeared upon reaching to that specific zoom level again, assuming the same player position. probably relevant: this is happening on a 4k monitor. possibly relevant: viewtopic.php?f=48&t=119441&p=637863&hi ... ng#p637863
[ { "author": "", "content": "If you can still reproduce this, can you provide a screenshot with the \"show-detailed-info\" option in the Debug settings (F4) menu enabled? \n \n \n \n Screenshot 2024-11-13 at 17.03.58.png (5.76 MiB) Viewed 700 times", "date": "2024-11-13T16:05:33+00:00", "quotes": [] ...
6
2024-11-12T22:07:53-06:00
forum-topic-29239
29239
Factorio Forums β€’ Mod overhaul modpack, 12.x
After looking through the forums and finding every mod I like I have created a mess of a mod pack that I'm not sure what to call. The point of this mod pack is to take all the mods I like and remove features that I don't like. (or add new ones) While a lot of things are still being edited/changed I thought I would get "The word" out there. Current list of mods (I have removed a few of these and i have not gone through and picked them all out yet Along with that I may not have some in there that I do in the end result Like RSO I haven't added that yet.) Mods Prospect viewtopic.php?f=97&t=24760 Treefarm lite viewtopic.php?f=44&t=19124 Logistics mining viewtopic.php?f=97&t=21868 JCIATGOTT viewtopic.php?f=97&t=21725 Larger inventory viewtopic.php?f=91&t=5891 Squeak through viewtopic.php?f=91&t=16476 Searching flashlight viewtopic.php?f=144&t=20712 Belt Brush viewtopic.php?f=92&t=21835 True long reach viewtopic.php?f=92&t=24120 Research queue viewtopic.php?f=92&t=17219 Fast filter fill viewtopic.php?f=92&t=17199 EvoGUI viewtopic.php?f=92&t=13837 Sort inventory button viewtopic.php?f=92&t=25841 Crafting speed viewtopic.php?f=93&t=15555 Picker viewtopic.php?f=93&t=14695 Afraid of the dark viewtopic.php?f=93&t=23679 Minable rock viewtopic.php?f=93&t=15991 Emp biters viewtopic.php?f=93&t=22294 Avatars viewtopic.php?f=93&t=24866 Expensive technology viewtopic.php?f=94&t=14816 Scary nights viewtopic.php?f=94&t=16461 Finite water viewtopic.php?f=94&t=14506 Magnet viewtopic.php?f=87&t=4364 Autofill viewtopic.php?f=92&t=1612 day/night cycle viewtopic.php?f=87&t=4986 Wreckage pollution viewtopic.php?f=93&t=26114 Eco Trees viewtopic.php?f=94&t=14547 Oxygen viewtopic.php?f=94&t=9422 Landfill viewtopic.php?f=91&t=4973 Better icons viewtopic.php?f=144&t=23287 Better fluid colors viewtopic.php?f=144&t=23284 Happy factorio viewtopic.php?f=144&t=14926 Assembler light viewtopic.php?f=144&t=18369 Mod iconizer viewtopic.php?f=92&t=23680 Auto deploy destroyer viewtopic.php?f=97&t=24545 Pocket repair viewtopic.php?f=92&t=19242 Crafting equipment viewtopic.php?f=93&t=16987 Foreman viewtopic.php?f=92&t=14243 Smarter Circuitry viewtopic.php?f=91&t=14824 Side Inserters viewtopic.php?f=93&t=13525 Near inserters viewtopic.php?f=93&t=21048 Logic Belts viewtopic.php?f=91&t=14007 Advanced logistics viewtopic.php?f=92&t=14388 Advanced inserters viewtopic.php?f=93&t=16524 Fishing pole viewtopic.php?f=93&t=16618 K&L Inserters viewtopic.php?f=93&t=21269 Pollution detector viewtopic.php?f=93&t=14953 Gandalf viewtopic.php?f=92&t=21710 Better electric pole viewtopic.php?f=87&t=7208 Concrete lampost viewtopic.php?f=93&t=18879 Electrical pole lamp viewtopic.php?f=93&t=22477 Resource scanner viewtopic.php?f=92&t=25839 Rocketautostart viewtopic.php?f=93&t=17543 Alien walls viewtopic.php?f=93&t=12840 KS Power viewtopic.php?f=174&t=18596 Wallcraft viewtopic.php?f=93&t=23379 Double furnace viewtopic.php?f=93&t=24206 Air filtering viewtopic.php?f=93&t=7548 Warehousing viewtopic.php?f=93&t=17295 Assembly 0 viewtopic.php?f=93&t=22810 Useful space industry viewtopic.php?f=93&t=14701 Radar 2.0 viewtopic.php?f=93&t=12168 Big Brother viewtopic.php?f=93&t=25089 Radar Systems viewtopic.php?f=94&t=17072 Improved beacons viewtopic.php?f=97&t=23696 Terraforming viewtopic.php?f=93&t=15038 Auto deconstruct viewtopic.php?f=97&t=17566 Personal Roboport fix viewtopic.php?f=92&t=14830 ModuleInserter viewtopic.php?f=97&t=15184 Ghost time viewtopic.php?f=92&t=17113 Upgrade planner viewtopic.php?f=93&t=14781 Pipe manager viewtopic.php?f=92&t=18039 Flow control viewtopic.php?f=93&t=20645 Flare stack viewtopic.php?f=93&t=21586 Rail tanker viewtopic.php?f=93&t=6847 Extended range viewtopic.php?f=97&t=24684 Express belt tunnel viewtopic.php?f=93&t=24537 Smart Splitter viewtopic.php?f=91&t=24093 Load balancer viewtopic.php?f=92&t=24711 Belt hoppers viewtopic.php?f=93&t=24055 Equalizer chests viewtopic.php?f=94&t=6537 8L Train project viewtopic.php?f=91&t=19458 Smart Trains viewtopic.php?f=97&t=14432 Honk! viewtopic.php?f=92&t=21623 Train stop name keep viewtopic.php?f=92&t=23595 Bridge railway viewtopic.php?f=92&t=21370 The Fat Controller viewtopic.php?f=92&t=4504 Electric trains viewtopic.php?f=151&t=16052 Ammo box viewtopic.php?f=93&t=15182 --Auto request viewtopic.php?f=93&t=19913 Orbital ion cannon viewtopic.php?f=93&t=17910 Capture capsules viewtopic.php?f=94&t=25822 Laser beam turret viewtopic.php?f=144&t=21459 Hardcrafting viewtopic.php?f=91&t=18877 Mining tools viewtopic.php?f=93&t=23849 Ravan Silica viewtopic.php?f=97&t=23359 Aircraft viewtopic.php?f=120&t=18714 Raven Airplane viewtopic.php?f=91&t=24693 Satellite uplink station viewtopic.php?f=97&t=19883 Shuttle train viewtopic.php?f=92&t=23776 Personal teleporter viewtopic.php?f=93&t=24157 Vanilla EX viewtopic.php?f=94&t=23747 Bobs Libary viewtopic.php?f=51&t=16642 Ore viewtopic.php?f=51&t=3797 Mining viewtopic.php?f=51&t=14611 Chemicals and interm viewtopic.php?f=51&t=4130 Assembly viewtopic.php?f=51&t=4525 Modules viewtopic.php?f=51&t=4896 Power viewtopic.php?f=51&t=4831 Logistics viewtopic.php?f=51&t=6987 Warfare viewtopic.php?f=51&t=9256 Enemies viewtopic.php?f=51&t=9243 Tech viewtopic.php?f=51&t=14612 Others viewtopic.php?f=51&t=13919 Configs viewtopic.php?f=51&t=16814 Green house viewtopic.php?f=51&t=25910 Recorderd Changes Crafting equipment - Disabled all crafting speed boosts (Use the research mod) Wreckage pollution - Changed pollution_intensity from 1.0 to 0.3 Ammo Box - Renamed gun turret MK2 to Logistic Turret Alien Walls - Doubled max health - Reduced regen rate (Maxes out at 2 with the 4 extra upgrades) - Added 4 more techs - Major overhaul to the tech costs - Changed recipes to (optionally) require composite-wall from VanillaEx (If installed, Also added optional dependancy) EMP Biters - Reduced maximum and minimum time for EMP duration - Reduced chance for EMP effect (By a lot) - Reduced some sizes (I think) - Removed Construction and Logistic robots from "vulnerable to EMP" list Afraid of the dark - Reduced light levels - Removed Perfect night vision research (Not the item) - upped recipes for balloon light Avatars - Made all recipes Sans avatar assembling machine use a new crafting group. All avatar recipes must be made in an avatar assembling machine, which can only make avatar related items. (no more using bobs high tier assemblers to craft avatars faster and cheaper) - Made avatar assembling machine use 22% more energy - Doubled science cost - Tweaked costs per portion Science 1, science 2, science 3, alien - 2 1 1 2 (Was 1 1 1 3) - Added item group to locale (So the avatar tab is called "Avatars" instead of some error) VanillaEX - lowered stacked solar panels energy output to 130 (From 200) - lowered Dense solar panels energy output to 90 (From 120) - Added new accumulator type (type 3...) 30MJ Storage 300 kW In/output - Changed accumulator 2 crafting recipe (Added 9 advanced circuts) Landfill - Made 2X2 cost 25 stone (From 20) - Removed electric engine from waterbomb recipe (Replace with something eventually) Squeak through - Removed from shrink list: ["accumulator"], ["pipe"], ["pipe-to-ground"], ["boiler"], ["electric-pole"], ["tree"], ["turret"] True long reach - build distance = 24 - reach distance = 13 - resource distance = 7 - drop item distance = 11 Mining tools - Disabled almost all Dynamite (Dynamite wipe and crude oil should be all thats left) - Cinfigured crude oil dynamite output - Disabled water injector - Lowered durability and mining speed on mining drills - Lowered Fast mining drill speed and health a bit Daynight Extender - Day multiplier = 6 (21 minutes) - Night multiplier = 3 (10 minutes) Minable Rock - Changed stone drops to 75 (From 25) - Changed mining time to 14 (From 5) Crafting speed research changes - Added 6 new tiers of crafting speeds, (16 has different image) - Changed research image - Changed a few of the research speeds - Changed all research costs to use a formula, Code: Select all science 1, 3, 4 = 1.2, 1.4, 2 (Science pack 1 * science pack 4 * science pack 3 * Research number(1- 16) / 2 (If science 3 is required and isnt tier 16) * Crafting percentage bonus. research 1 = 1.2 * 1 * 110 = 132 research 2 = 1.2 * 2 * 125 = 300 research 3 = 1.2 * 3 * 140 = 504 research 4 = 1.2 * 4 * 165 = 1108 research 5 = 1.2 * 1.4 * 5 * 180 = 1512 research 6 = 1.2 * 1.4 * 6 * 200 = 2016 research 7 = 1.2 * 1.4 * 2 * 7 * 220 / 2 = 2587 research 8 = 1.2 * 1.4 * 2 * 8 * 250 / 2 = 3360 research 9 = 1.2 * 1.4 * 2 * 9 * 280 / 2 = 4233 research 10 = 1.2 * 1.4 * 2 * 10 * 300 / 2 = 5040 research 11 = 1.2 * 1.4 * 2 * 11 * 330 / 2 = 6098 research 12 = 1.2 * 1.4 * 2 * 12 * 360 / 2 = 7257 research 13 = 1.2 * 1.4 * 2 * 13 * 400 / 2 = 8736 research 14 = 1.2 * 1.4 * 2 * 14 * 450 / 2 = 10,584 research 15 = 1.2 * 1.4 * 2 * 15 * 500 / 2 = 12,600 research 16 = 1.2 * 1.4 * 2 * 16 * 600 = 32,256 Planned on changing add ammo boxes for most types of ammo Retexture first section of long handed burner to look like burner (No dots) Bobs Logistics Make fishing pole only grab fish Suggest picker have a max stack of 1 Sort recipes (Mainly bobs and other ones that add tabs) remove uneeded items (Solar panels and mining drills mainly) Go through and double check to make sure i have permission to use every mod in this pack. (I skimed to do this once) Wait for permission to use something super freaking awesome Rename ammobox mk 2 turret to logistics turret, and change recipe (I haven't actually done it yet .-.) add accumulator 3 image (-25 hue) (Vanilla EX) Fix Single splitter image Fix smart splitter image Change Bobs non modular armour images (Probably modular armour too Change capture capsule research costs and requirements Most of the content in the spoilers was copy/pasted from notes so some of it may not make some sense to others I do plan on keeping all the mods up to date with factorio. once I actually complete the pack I will work on getting it updated for 13.x Download link should be there at the end of the month (Pack should be finished by then) If you have any comments or suggestions feel free to let me know,
[]
0
forum-topic-33341
33341
Factorio Forums β€’ on_player_crafted_item: add recipe
i would require a way to find out what recipe was used on crafting an item (one that is much more efficient then searching through all recipes, even more since the the possibility to have more then one recipe for a certain item exists - due mods adding recipes for example ), It would be really nice to have this added. (unless there is already a way, and i completely overlooked it after searching through it for an hour) from: Code: Select all on_player_crafted_item <...> Contains item_stack :: LuaItemStack: The crafted item to Code: Select all Contains item_stack :: LuaItemStack: The crafted item used_recipe :: LuaRecipe: Used Recipe
[ { "author": "", "content": "But thats not possible if items were to stack. Or there are multiple recipes to create one item (petrol for example)", "date": "", "quotes": [] }, { "author": "", "content": "Added for 0.15.", "date": "", "quotes": [] } ]
2
forum-topic-104840
104840
Alien Factory MOD Chinese tool
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=104840
zhuying
Alien Factory MOD Chinese tool εΌ‚ζ˜Ÿε·₯εŽ‚MODζ±‰εŒ–ε·₯ε…·.zip (2.89 MiB) Downloaded 171 times open source website: https://gitee.com/elysiumworks/ElyTrans ... tee_search Sosciencity [WIP] https://mods.factorio.com/mod/soscienci ... 49dc5cc6a0 translate ZH-CN.zip (37.45 KiB) Downloaded 150 times
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1
2023-01-15T06:40:01-06:00
forum-topic-92560
92560
[1.1.5] Desync in modded game
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=92560
TaelBE
I would post in the modded desyncs subforum, but I have no post permissions there it seems. So if a mod would want to move the thread there please. https://drive.google.com/drive/folders/ ... sp=sharing Game I've been playing for a while now letting it run on a server. Had no problems until today, after I upgraded to 1.1.5. Did not upgrade any mods today. All desync reports shared in that folder are from the same server and map. In desync-report-2020-12-04_15-08-22 (the first one) and desync-report-2020-12-04_16-38-41 I wasn't doing anything, I was actually in my browser on another screen while it happened. In desync-report-2020-12-04_15-53-33 I was just placing belts somewhere. Running mods: AutoDeconstruct even-distribution far-reach flib MaxRateCalculator Power Armor MK3 SpidertronWaypoints One thing of not in that is that I have a Spidertron on a patrol along all my rails. I couldn't reproduce a desync with playing around with that though.
[ { "author": "TaelBE", "content": "OK, so it's probably my fault, although I don't see how it could've happened. \n \nSince autodeconstruct was not updated for 1.1 yet, I had tested it by just modifying it to say version 1.1 in the info.json. In doing that, I also upgraded the version number (probably should...
1
2020-12-04T10:07:45-06:00
forum-topic-109648
109648
Suggestion: Add LuaEntity: get_all_request_slot()
Already exists
https://forums.factorio.com/viewtopic.php?t=109648
phidias0303
Instead of looping every slot in Lua, maybe we can have something that doesn't need to. it can be like {slot: item}, like {1: IronPlate, 2: CopperPlate} ... So you can use the result to change the set request slot.
[ { "author": "", "content": "That already exists under LuaLogisticPoint::filters (read), you just need to obtain LuaLogisticPoint from LuaEntity by using LuaEntity::get_logistic_point (method)", "date": "2023-11-11T10:21:31+00:00", "quotes": [] }, { "author": "phidias0303", "content": "ok...
2
2023-11-10T21:39:00-06:00
forum-topic-125755
125755
[Request] TechnologyTrigger extension
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=125755
Tiaronus
Hello everyone! (English is not my native language) First of all I want to thank dev team for this amazing adventure called "Space Age" After I've finished my vanilla run (some qol mods doesn't count) some idead were born in my head, however I've stuck due to some limitations. I want to request TechnologyTrigger extension so it would support multiple items at a time. For example, right now "artificial-soil" triggers whenever you craft 500 nutrients Code: Select all research_trigger = { type = "craft-item", item = "nutrients", count = 500 }, I think that it will be very convenient if we all had an "multiitem" triggers For example unlock certain technology when multiple items (crafted, mined or placed) Code: Select all research_trigger = { type = "craft-items", items = { { item = "iron-plate", amount = 10}, { item = "quality-module", amount = 1} } },
[ { "author": "protocol_1903", "content": "Hey! Cool request, but this is for mod requests. Modding interface requests should go here", "date": "2025-01-15T00:30:28+00:00", "quotes": [] }, { "author": "Tiaronus", "content": "Thanks for the tip. I'll duplicate my request there too...", ...
2
2025-01-08T23:13:12-06:00
forum-topic-121494
121494
[2.0.15] Disabled inserters holding item will still insert into train car
Duplicates
https://forums.factorio.com/viewtopic.php?t=121494
lazrfloyd
I have inserters at a loading station disabled through a circuit condition. They will only enable when a train is sitting at the station and only if the train id does not match my "personal" train. I wanted to be able to stop at stations without having to worry about accidentally loading my train with unwanted items. Blueprint of full station and train: 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 Copy blueprint Note: I noticed my train id had changed when working to duplicate and I addressed that by updating the condition to ensure the id in the condition would match the train id. Also note the constant combinator below the track is disabled and not sending any signal on the circuit. Combinator and inserter settings: 11-14-2024, 14-31-47.png (491.54 KiB) Viewed 1077 times 11-14-2024, 14-34-09.png (583.85 KiB) Viewed 1077 times Station layout with ore train being loaded: Note: The other combinators are configured to enable/disable the station itself through train limit and priority and are not used to alter the inserter state 11-14-2024, 14-37-14.png (2.32 MiB) Viewed 1077 times Ore train has just left the station and personal train is entering: Note: Only the two loading sections on the left have 5 x inserters actively holding 2 ore each, as only the first two cars in the ore train had a slot available 11-14-2024, 14-43-13.png (1.92 MiB) Viewed 1077 times Personal train id 111, matching the above combinator rule, is at the station and has had 20 copper ore loaded, 10 in each of the first two cars. Space is available in all four cars but the last two did not have any ore loaded: 11-14-2024, 14-45-57.png (5.63 MiB) Viewed 1077 times Here you can see the inserters are in a disabled state due to the circuit configuration: 11-14-2024, 14-47-44.png (3.87 MiB) Viewed 1077 times There appears to be a bug/undesired behavior where if an inserter is currently holding say copper ore, and is disabled, it will still insert that ore into a train car but will not insert any further ore. I can duplicate by having a "normal" ore loading train stop at the station with available space, accept some ore and leave the station. When I then send my "personal" train to the station it will load the ore the inserters are currently holding that they did not insert in the previous train. It's interesting to note that only inserters which were adjacent to a car on the previous ore train that had available space would then insert into the next train. So essentially only inserters which were actively engaged previously will show this behavior, while inserters which had nowhere to insert on the previous train will not. Expected behavior would be for an inserter to remain completely disabled regardless if an available container/car is adjacent and regardless if the inserter is holding anything. As it is disabled, it should not perform any function except wait to be enabled.
[ { "author": "robot256", "content": "Duplicate, said to be \"not a bug\" in 2019 67508", "date": "2024-11-14T22:23:53+00:00", "quotes": [] }, { "author": "MechBFP", "content": "It’s not so much as β€œnot a bug” as much as β€œdoing the opposite causes other problems as well”.", "date": "2...
13
2024-11-14T16:01:40-06:00
forum-topic-125211
125211
Blueprint BOM paste into a Logistic Group
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=125211
Fatmice
TL;DR Copy/paste blueprint BOM (Bill of Material) into a logistic group What? Dragging a blueprint into a logistic group should transfer its BOM into the group Why? Why not? It is very error prone if not tedious and infuriating to specify each and every item of the blueprint to be ordered for shipping via the logistic group. Blueprint recently enjoyed some nice QoL with respect to importing so it only makes sense that the same mechanism is adapted to import the BOM into a very handsome receptacle, the logistic group.
[ { "author": "", "content": "viewtopic.php?p=652554#p652554", "date": "2024-12-27T18:33:39+00:00", "quotes": [] }, { "author": "Fatmice", "content": "It works! \n \nThank you. Can be moved to implemented!", "date": "2024-12-27T18:53:28+00:00", "quotes": [] } ]
2
2024-12-27T12:31:37-06:00
forum-topic-53451
53451
Mod Activation Changer - MAC
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=53451
MineGame159
I am created program called Mod Activation Changer - MAC. Download: https://mega.nz/#!w8FRTAQR!Fccc_A2iaeuG ... XE44qp-vL0 Help: Save: When you write name it in "Documents/Factorio MAC" create folder with that name and in this folder is copy of mod-list file. Load: When you write correct name it delete your mod-list file in factorio mods folder and copy your saved modlist file to factorio mods folder. Delete: It simply delete saved modlist file. Sorry for bad expression.
[]
0
2017-10-17T08:25:49-05:00
forum-topic-109072
109072
Giga-factory v1.0 (screenshots 1.2 Gb ! )
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=109072
Anlide
Hello everyone, I've played Factorio for 10,000 hours according to the Steam. Of course, this is not all gaming time, it’s just that the computer is turned on. I want to share all the blueprints that I have, but keep GameSave to myself. However, I can show you in the screenshots what my factory looks like. I guess there is some errors in such big article. Please report I will fix all of them. My performance criterion is the consumption of [item=space-science-pack] - 11k per hour. Despite the fact that all laboratories work with the productivity module. I can increase the consumption of [item=space-science-pack], but UPS=6 and I don’t have the strength to play this anymore. Why is the consumption of [item=space-science-pack] the criterion for the success of a factory, and not, for example, the number of launched rockets? Because the only high-end content in the game is endless exploration. For any endless research you need [item=space-science-pack] and they are most labor-intensive in mass production. I can easily quickly accumulate any other science-pack in huge quantities. Why consumption and not production? Because science-pack can be hoarded or inaccurately produced without being delivered to laboratories - therefore only consumption [item=space-science-pack] is the most objective factor in the efficiency of the entire factory. I do not have or have installed any mods. There is a limit of 60,000 characters, and all my blueprints that I would like to share weigh 41Mb. That's why I provided them as links. Also this is reason to split article to 2 posts. Question to developers : By the way, I have a very strong computer and a GeForce RTX 4070 video card. Why do I have FPS=6 with UPS=6? Why can't I view the factory at FPS=60 even though UPS=6? And even with UPS=6, make the movement of trains and drones and everything that gets into the frame smooth? Question to developers : By the way, why can’t you use the power of a video card or even a mining farm to raise the UPS for such a factory from 6 to 60? Question to developers : Is it possible to somehow transfer GameSave with this factory so that it does not go outside the development studio to investigate performance problems? It seems to me that situations in which many identical trains go to many identical stations and they constantly change direction are poorly handled. So why do this? Why can’t you just go where you decided to go and change the route only for some significant reason? All blueprints weigh 41 Mb All screenshots weigh 1.2 Gb Here are screenshots of the factory scale Here are screenshots of the scale of the factory in a little more detail Here are screenshots of performance and electricity consumption Stations: 2653 Trains: 4049 Construction drones: 6.69m Transport drones: 4.39m Save-game weighs about 450Mb. As a map, I chose a railway world with a standard beetle expansion. It was put up a long time ago and of course I won’t play it again, this is the card I have - that’s what I’ll play. The giga-factory concept includes a lot of rules. Main rule : The factory must function uninterruptedly, provided that I can leave the computer for a week at any time. Main rule : Setting up a redundant circular defense perimeter, organizing uninterrupted, fault-tolerant production of everything. It was determined empirically that absolutely everything that can be produced with productivity must be produced with productivity. Excludes ore of any form. The explanation is very simple - let's imagine how many resources are needed to produce all 7 science-packs, 1 each. Now let’s take and remove the productivity modules from the laboratory. It turns out that to produce the same number of science-packs, ALL trains will need to carry 40% more cargo. Now let's imagine at each step of production if we remove the productivity modules. Well, that's the whole answer to the whole question. Why such a rule with such an exception? Because in such a factory one of the most problematic areas is railroad logistics and it is very important that There would be fewer trains. Trains would travel as loaded as possible. All activities at the factory can be summarized into the following large groups: Production of everything that is directly needed for the production of all types of science-packs. Production of everything needed to provide the factory with consumables. Production of everything defense related factory. Production of everything related to the expansion of the factory. Production of everything related to the development of occupied territories. The main burden, of course, will be on everything related to point No. 1. Therefore, all trains directly or indirectly involved in the production of science-packs must have 4 wagons. I conducted tests in 1 wagon, 3 wagons and 4 wagons. On the one hand, the fewer wagons there are, the faster the train accelerates. But often in such a huge factory the train simply travels at maximum speed for quite a long time. On the other hand, the more wagons, the faster you can unload at a time. From the blueprints you will see further that it is very important to have an even number of wagons. For unloading speed. You can also consider setups like 2 locomotives and 8 wagons, but I believe that this cannot be done - because even one such train will wait at intersections for too long. As a result, I chose that most trains will have four wagons, and some trains will have one wagon. Main rule : that if some workshop has been idle for quite a long time and the train is not full, then the trains are still sent out in order to stand idle while being full. This rule is implemented differently for warehouse trains, production trains, and liquid trains. But this idea is implemented in all trains without exception. Main rule : Of course, almost everything at such a factory is delivered by train. For drones, only this is provided: Nuclear fuel for trains. Stores for turrets. Artillery shells. Diesel barrels for flamethrowers and empty barrels. Such a mega-factory has a core, in my case not even one (two and I was thinking of installing a third). The core is a warehouse of all products that may be somehow needed at hi-end with the exception of equipment. There is a separate workshop for equipment, more about it at the end of this post. Screenshots of blueprint kernel Rule : Train color - almost all warehouse trains are pink, trains with weapons are purple, trains with drones are color #ff0060 and the service wagon is white. table with train colors #ff00ff -> Warehouse finished products #4040ff -> Ready weapons #ff0060 -> Drones #007fff -> iron ore #ff4000 -> copper ore #000000 -> coal #ffc460 -> stone #20ff20 -> uranium ore #000000 -> oil #00ffff -> iron #ff4000 -> copper #505050 -> fuel #7f7f7f -> steel #ffffff -> plastic #ffe300 -> sulfur #9696ff -> battery #ff2020 -> explosives #00ff20 -> uranium-235 #409b20 -> uranium-238 #ff4000 -> cable #7f7f7f -> rod #7f7f7f -> gear #40ff04 -> electrical diagram #ff0000 -> wiring diagram #407fff -> processor #969696 -> engine #ff96d2 -> electric motor #3c7878 -> frame #dcffdc -> B.U.R. #78c8c8 -> K.M.P. #ffff00 -> R.Fuel #60ff60 -> U.element #406920 -> O.U.element #4096ff -> Science-pack Contributor request : if somewhere in the blueprints the color differs from the table, it must be brought to a single standard Rule : Manipulators - always and wherever possible, instead of a green manipulator, a white one is used, indicating which resource it moves. Rule : Fuel - always and everywhere at any station there must be a request chest for nuclear fuel and a manipulator loading fuel into the train. Rule : Core chests - all chests must be green, some chests that cannot be green due to the consumer must be red. Rule : In the middle of the core there are two blocks with yellow chests. There should not be a single yellow chest in the factory outside of the core, or perhaps in the future a carefully thought out module specifically designed to handle yellow chests. Question to developers : I have repeatedly seen that if all the yellow chests are empty and something needs to be delivered to the yellow chests, the drones deliver not to the nearest yellow chests, but across half the map. We need to fix this. Contributor request : Due to the problem described above, you need to make some kind of station at which there will only be a lot of yellow chests and a lot of drone stations around. And it will be prescribed to install only one in the center of the map. Use only if there is more than one core station and remove all yellow chests at all core stations. To launch new drones, steel chests, green chests, blue chests and purple chests are used. Rule : The color of a station must always match the color of the train to that station. Rule : The train schedule always has a station at which it must stop most of the time, and this station must be the first in the schedule list. Rule : Warehouse trains wait 1000 seconds for unloading and if the warehouse is not full, the train is sent back for more. And if it waits 3000 seconds for unloading and the train is not full, the train goes back for more. Rule : Any loading station or storage station can calculate the amount of products in chests Screenshots of the schedule Main rule : The entire plant is divided into workshops. Each workshop is occupied with one simple production and this production is brought to perfection. This means that at maximum load all production units are functioning (for example, an assembly machine). Rule : Each workshop is surrounded by a wall and thus forms a rectangle. Rule : Each workshop can have the minimum number of train entrances and exits as possible. Rule : Each workshop sends its own trains for products. Rule : Almost every workshop has a speaker that turns on when idle for a very long time (for example, if I forgot to start the trains after construction or for some reason the production failed). Rule : Almost every workshop has one or more loading stations and one or more unloading stations. Either for 1 wagon or for 4. Rule : Usually each workshop produces one thing, and often has loading stations for both 4 wagons and 1 wagon at the same time. Rule : Sometimes a workshop has secondary production, this is allowed only if it does not require new loading stations and there is no need to build a loading station for one wagon. Rule : This rule only applies to: marked reinforced concrete, pipe, fish. Contributor request : implement marked reinforced concrete, workshop pipes in such a way that this too is produced there. Rule : Each workshop must have a large power line support along its perimeter. Especially in the corners. Rule : The entire workshop must be covered with a zone of drone stations. Strictly and necessarily. It is advisable to place drone stations more and more evenly. Rule : The entire workshop must be an electrical network - avoid unnecessary power lines and have no gaps in the power lines (this is important for the construction of new workshops according to the blueprints). Rule : A workshop must have 4 request chests around the loading station for 4 wagons with a request for the products of this workshop. The exception is that in warehouses in red chests. Rule : If the workshop has a branch for loading into one wagon, there should be another request chest with a restriction on passing by this chest as long as there is something in it. Rule : Also, any workshop that has a branch to a one-wagon station should have a green chest there without any settings (if the player requests, the logistics network should deliver). Rule : any production in which productivity modules can be applied must have productivity modules (with the exception of ore). Rule : any production in which productivity modules cannot be used must have one speed module and the rest efficiency modules. Next I want to talk about the supply concept. Theoretically, supply can be implemented in two ways - β€œthe workshop produces a lot of products and delivers the products to consumers with its trains” or β€œthe workshop itself sends its trains to pick up raw materials for itself.” I considered both options and chose the second one for several reasons: This option allows you to regulate the quantity of required products. When consumption is very fast, it is necessary to supply trains one after another; it is necessary for trains to accumulate in front of the unloading station. And if there are enough tracks to wait there, it would be reasonable to put a train there right away on the blueprint. How else? I use the behavior of trains based on the name of the station, more on that later. Rules for placing tracks in workshops: For the convenience of assembling workshops, the train entrance is always in the lower left corner. Use a 9-train template using the most widely used material, if possible. Indents between paths are 4 cells at the first and last path. Traffic lights and semaphores are always at maximum separation. There must always be at least one semaphore in front of the station. ----------- Station Book ----------- Blueprints: book.station.txt (316.32 KiB) Downloaded 153 times https://anlide.online/factorio/book.station.txt Rule : Any station does not have a shutdown condition - in such a huge plant it is simply death at any second in an unpredictable place. Perhaps the developers need to redo the reaction of trains to turning stations on and off. Question to developers : Why if there are two stations at which the number of trains is regulated and switched off and switched off. For example, both stations have a train limit of 1. 2 trains left for them. Then suddenly one station turns off - then one train will continue moving, and the second will stop in the middle of the movement and will stand waiting for who knows what. Why this logic? Rule : Therefore, in principle, any conditions for turning on and off stations are not used anywhere. However, stations can be manually turned off for various reasons (for example, when building a new workshop in a busy area or to direct traffic). Rule : Any unloading station limits the number of trains equal to the number of trains on the blueprint of this workshop. Without exceptions, it is not regulated by combinators anywhere. Rule : Any loading station always has a limit of 0 trains and the train limit is always set by the logical network. As can be seen from the list of station templates, they are divided into groups. Unloading stations and loading stations. For liquids and objects. For items on both sides. Let's consider all the features and rules of the stations. This is a very important detail in this plant. Loading stations come first because the plant starts there. It is at these stations that ore is loaded. By the way, all forms of ore loading stations are presented below. 8 conveyors are supplied to the station and it unloads everything as quickly as possible, first into chests, and then into wagons. You can see a huge number of combinators and signal wires, everything is necessary, now I will describe the meaning of each element in order. The station is grayed out and named "NoName" in case the player forgets to rename the station. Two traffic lights are needed in case the station is carelessly connected to the main railway network. Lanterns are decorative in nature. Radar is needed everywhere and putting one in the blueprint here is a good idea. White manipulators without marking the object are a reminder that you need to mark them. Green manipulators are needed to ensure that all possible garbage under the new workshop accumulates in chests (these are then conveniently and easily unloaded from garbage by drones). Turrets are needed to prevent random single biters or spitters from destroying the entire plant. Having a little bit of turrets in the template, we get a plant that is all studded with a little bit of turrets. 3 permanent combinators: setting the number of items in the stack, setting the maximum number of trains and setting the maximum idle time. If the loading station chests are not filled to the maximum, the idle timer starts. If the idle time exceeds the time specified in the corresponding setting, the station sets the train limit to 0 (this means that arriving trains will continue to travel here, but there are no new trains). If the idle time exceeds the time specified in the corresponding setting by 10 times, the speaker will turn on. The train limit is calculated based on the cargo available for loading (and for each wagon separately). Thus, you can be sure that if a train goes to this station, then there is enough cargo in it to fill all the wagons of all arriving trains at once. I'm proud of this algorithm. Screenshots There is also a modification of loading in the other direction. And there are also two modifications of loading, when at the entrance we have not 8 conveyors, but 16. And immediately predefined modifications for all types of ore, 2 modifications for each ore. The blueprint book also includes blueprints with settings for permanent combinators - this is convenient for expansion and mass installation of ore stations. Any loading and unloading stations must be built so that each wagon has a pump attached to it. Moreover, there are 3 pumps for each wagon. And each pump at the station would be directly connected to the reservoir. Using a similar scheme, information is collected on the entire storage facility at the station and on the tanks connected to each specific wagon separately. So we have a natural limit of 3 trains arriving at the station - because 3 tanks can load 3 trains at the same time. However, inspections cost not 25,000 per wagon, but 22,500 per wagon. To avoid a situation where a full station can only accommodate 2 trains. There is a separate station for one wagon with acid - it is needed to be installed next to each uranium deposit. Combinators are convenient for managing the configuration of a station after its installation. Contributor request : Implement a loading station for one wagon for all workshops so that the limit of 3 tarins is reached not when the minimum is available for loading, but when a maximum of minus 3 trains is available for loading. For example, usually 12 full chests can load 14 wagons in a row. Accordingly, for example, if the chests are full for 12 wagons, give a limit of 1 train, if the chests are full for 13 wagons, give a limit of 2 trains. etc. The number 3 in this case should be customizable through combinators. Make the template so that it would be convenient to use in every workshop. ----------- Logistics Book ----------- The scheme is similar to citiblock. But much more flexible. Blueprints: book.logistic.txt (16.74 KiB) Downloaded 109 times https://anlide.online/factorio/book.logistic.txt It has been experimentally established that trains constantly need roundabouts - without them, when changing routes, they can easily enter a plant and block local production. Why does the train change route? For example, a slot has become available nearby where to go - why now go across half the map when you can arrive at the station nearby. It has also been experimentally established that such a circular route is often sufficient. Yes, near the missile silo workshop such a patrol is often not enough, but this is rather an exception to the rule. Contributor request : make a circular drive for 2 circles. There are 2 forms available - with fill and with reinforced concrete. With backfilling, new territory can be developed by water without any problems. It's not a matter of saving filling - one can say that an infinite amount of it can be made. The fact is that water is finite, it is not known in advance where and how much it will be needed. And why the excess filling? Question to developers : Why can't the installed fill be removed? If something is upset there in terms of balance, it may take a very long time and be very expensive in terms of resources, but it is possible. The main track lines are made into 4 lanes for 4 wagons. It is easy and convenient to set up huge long lanes. Unfortunately, the two circular patterns are slightly larger than one linear path. Therefore, it is very inconvenient to make a replacement if you really need to insert a circular one. screenshot blueprints https://anlide.online/factorio/logistic/circle.1.txt https://anlide.online/factorio/logistic/circle.2.txt https://anlide.online/factorio/logistic/circle.3.txt https://anlide.online/factorio/logistic/curve.txt https://anlide.online/factorio/logistic/line.1.txt https://anlide.online/factorio/logistic/line.2.txt https://anlide.online/factorio/logistic/line.3.txt Contributor request : convert the main tracks into 4 lanes for 4 wagons +1 cell. Contributor request : A circular fill has excess fill, here is a blueprint of an arc railway with the minimum required fill: (See in the logistics book line-2 column-1) You need to apply this in the corresponding blueprints. Contributor request : Everywhere it is indicated how balanced the workshop is. If not in terms of loading or unloading speed, then this is already a request to remodel the workshop to suit this balance. ----------- Main book ----------- Here is a list of 62 workshops that produce everything needed to produce all the science-packs and all types of consumables. Blueprints: book.main.txt (9.31 MiB) Downloaded 125 times https://anlide.online/factorio/book.main.txt ------ General components ------ --- Copper --- screenshots Blueprint: https://anlide.online/factorio/main/copper.txt Balanced: according to maximum loading speed Contributor request : 1. Move the loading one wagon lower. 2. Apply the updated loading to 1 wagon (described above). 3. A lot of free space - make it more compact. 4. It has been experimentally established that 9 waiting trains for loading is a lot, you need to do 7. Reducing to 5 will most likely be a bad idea. --- Iron --- screenshots Blueprint: https://anlide.online/factorio/main/iron.txt Similar to copper. --- Stone block --- screenshots Blueprint: https://anlide.online/factorio/main/stone-brick.txt Balanced: according to maximum unloading speed Contributor request : 1. This workshop has most likely been brought to perfection or so, but if you really want to, you can try to reduce the height of the workshop, because there is free space (width will not work). --- Cable --- screenshots Blueprint: https://anlide.online/factorio/main/copper-cable.txt Balanced: according to maximum loading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. Instead of many beacons, reduce the size of the workshop. --- Rod --- screenshots Blueprint: https://anlide.online/factorio/main/iron-stick.txt Balanced: according to maximum loading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). --- Gear --- screenshots Blueprint: https://anlide.online/factorio/main/iron-gear-wheel.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. There is free space due to which the workshop can be made smaller. --- Steel --- screenshots Blueprint: https://anlide.online/factorio/main/steel.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). --- Microcircuit --- One of my favorite workshops. Very nicely balanced. screenshots Blueprint: https://anlide.online/factorio/main/ele ... ircuit.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. Does not follow the path placement rule. + add iron train. --- Sulfur --- screenshots Blueprint: https://anlide.online/factorio/main/sulfur.txt Balanced: according to maximum loading speed Contributor request : 1. This is the generation of workshop 3, it needs to be converted to the 5th generation 2. There should be 6+ trains with gas 3. There must be buffer tanks around the station (see production of diesel from fuel oil) 4. Loading must be in 16 streams. 5. Maintain a balance of water supply from 4 sources, provide a source capacity of 3000 water/sec. --- Plastic --- screenshots Blueprint: https://anlide.online/factorio/main/plastic-bar.txt Balanced: according to maximum loading speed Contributor request : 1. Despite the very good balance of the workshop, there were few trains with gas. Looks like we need 7 or 8 trains with gas. --- U. Microcircuit --- screenshots Blueprint: https://anlide.online/factorio/main/adv ... ircuit.txt Balanced: according to the size of drone stations Contributor request : 1. Redesign the workshop so that the speed of production is limited either by the speed of supply of materials or the speed of loading. Now the balance is very good, but not maximum. 2. Apply the updated loading to 1 wagon (described above). --- K.M.P. --- screenshots Blueprint: https://anlide.online/factorio/main/low ... ucture.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). ---Acid --- screenshots Blueprint: https://anlide.online/factorio/main/sulfuric-acid.txt Balanced: according to the size of drone stations Contributor request : 1. This is the generation of workshop 3, it needs to be converted to the 5th generation 2. It was determined experimentally that all produced acid should be poured into one barrel in the middle, then poured into tanks up to the loading station in small blocks. The problem in the screenshot is that the left side of the plant is constantly working, but the right side is not working. 3. Make the space between paths correct. --- Processor --- screenshots Blueprint: https://anlide.online/factorio/main/processing-unit.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. Similar to acid production, the left side of the plant should not go directly to loading, but through the center. 3. Make the space between paths correct. --- B.U.R. --- screenshots Blueprint: https://anlide.online/factorio/main/roc ... l-unit.txt Balanced: according to the size of drone stations x2 Contributor request : 1. Remove loading for 1 wagon (it is only needed for Y.Raketa). 2. Make the workshop larger and balance the speed of loading or unloading ------ Consumables ------ --- Concrete --- screenshots Blueprint: https://anlide.online/factorio/main/concrete.txt Balanced: according to maximum unloading speed Contributor request : 1. This is the generation of workshop 3, it needs to be converted to the 5th generation 2. Apply the updated loading to 1 wagon (described above). 3. Loading for 1 wagon must go through the main loading (so that there is no extra exit) 4. Rework the train supply - 9 standard blocks (bottom) and 3-4 iron ore (left) 5. Processing units for one conveyor are already balanced in terms of material supply speed, you can use them --- Reinforced concrete --- screenshots Blueprint: https://anlide.online/factorio/main/ref ... ncrete.txt Balanced: according to maximum unloading speed Contributor request : 1. This is the generation of workshop 3, it needs to be converted to the 5th generation 2. Put here the production of marked reinforced concrete + its loading station (example in "R.K.S."). 3. Processing units for one conveyor are already balanced in terms of material supply speed, you can use them 4. Rework the train supply according to the standard. --- Construction drone --- screenshots Blueprint: https://anlide.online/factorio/main/con ... -robot.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker) --- Transport drone --- screenshots Blueprint: https://anlide.online/factorio/main/logistic-robot.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker) --- R.K.S. --- screenshots Blueprint: https://anlide.online/factorio/main/exp ... -shell.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). --- A. Projectile --- screenshots Blueprint: https://anlide.online/factorio/main/artillery-shell.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. See the descriptions of the core - you need to redo the loading of shells. --- Backfill --- screenshots Blueprint: https://anlide.online/factorio/main/landfill.txt Balanced: according to maximum unloading speed Contributor request : 1. This is the 4th generation of workshop, it needs to be converted to the 5th generation (no speaker and incorrect manipulators) --- Explosives --- screenshots Blueprint: https://anlide.online/factorio/main/explosives.txt Balanced: according to maximum unloading speed Contributor request : 1. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 2. Apply the updated loading to 1 wagon (described above). ------ For science-pack-2 ------ --- Manipulator#1 --- screenshots Blueprint: https://anlide.online/factorio/main/inserter.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. Remove loading station manipulator #1 for one wagon. 3. Add the production of a long-distance manipulator and a loading station for 1 wagon. 4. Add production manipulator #2 and a loading station for 1 wagon. 5. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) --- Conveyor#1 --- screenshots Blueprint: https://anlide.online/factorio/main/transport-belt.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) ------ For science-pack-3 ------ --- Wall --- screenshots Blueprint: https://anlide.online/factorio/main/stone-wall.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators) ---Grenade --- screenshots Blueprint: https://anlide.online/factorio/main/grenade.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. The 5th blue chest is positioned incorrectly. --- Store#1 --- screenshots Blueprint: https://anlide.online/factorio/main/fir ... gazine.txt Balanced: according to maximum unloading speed Contributor request : 1. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) --- Store#2 --- screenshots Blueprint: https://anlide.online/factorio/main/pie ... gazine.txt Balanced: according to the size of drone stations Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. The 5th blue chest is positioned incorrectly. ------ For science-pack-4 ------ --- Pipe --- screenshots Blueprint: https://anlide.online/factorio/main/pipe.txt Balanced: according to maximum unloading speed Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 3, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. Add underground pipe production and a loading station for 1 wagon. --- Engine --- screenshots Blueprint: https://anlide.online/factorio/main/engine-unit.txt Balanced: according to the size of drone stations Contributor request : 1. Apply the updated loading to 1 wagon (described above). 2. This is the generation of workshop 3, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. Place the 5th blue chest. 4. Add pump production and a loading station for 1 wagon. 5. Add O.Turel production and a loading station for 1 wagon. 5. Make the plant larger and balance production based on the speed of loading or unloading. ------ For science-pack-5 ------ --- Rails --- screenshots Blueprint: https://anlide.online/factorio/main/rail.txt Balanced: according to maximum unloading speed Contributor request : 1. This is workshop generation 3, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 2. Reduce the number of incoming trains to 5. ---Oven --- screenshots Blueprint: https://anlide.online/factorio/main/ele ... urnace.txt Balanced: according to maximum unloading speed Contributor request : 1. Remove loading for 1 wagon. 2. This is the generation of workshop 3, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. Make the plant larger and replace all unloading stations from 8-outlets to 16-outlets. ---Module-p#1 --- screenshots Blueprint: https://anlide.online/factorio/main/pro ... module.txt Balanced: according to the size of drone stations Contributor request : 1. The modification of the module production system will be discussed separately. ------ For science-pack-6 ------ --- Electric motor --- screenshots Blueprint: https://anlide.online/factorio/main/ele ... e-unit.txt Balanced: according to the size of drone stations x2 Contributor request : 1. Remove loading for 1 wagon. 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. Make the plant larger and balance the speed of loading or unloading. --- Frame --- screenshots Blueprint: https://anlide.online/factorio/main/fly ... -frame.txt Balanced: according to the size of drone stations x2 Contributor request : 1. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 2. Make the plant larger and balance the speed of loading or unloading. ------ For science-pack-7 ------ --- Battery --- screenshots Blueprint: https://anlide.online/factorio/main/battery.txt Balanced: according to the size of drone stations x2 Contributor request : 1. Remove loading for 1 wagon. 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 3. Add the 5th blue chest. --- Ac.Block --- screenshots Blueprint: https://anlide.online/factorio/main/accumulator.txt Balanced: according to the size of drone stations Contributor request : 1. Remove loading for 1 wagon. 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) --- S.Panel --- screenshots Blueprint: https://anlide.online/factorio/main/solar-panel.txt Balanced: according to the size of drone stations Contributor request : 1. Remove loading for 1 wagon. 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) --- Radar --- screenshots Blueprint: https://anlide.online/factorio/main/radar.txt Balanced: according to maximum unloading speed Contributor request : 1. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators and distance between paths) 2. Rework iron unloading - there should be 5-7 trains --- Satellite --- screenshots Blueprint: https://anlide.online/factorio/main/satellite.txt Balanced: according to the size of drone stations x2 Contributor request : 1. Convert loading into 1 wagon. Practice has shown that there is no need to carry satellites in 4 wagons. 2. This is the generation of workshop 4, it needs to be converted to the 5th generation (no speaker and incorrect manipulators) ------ Other ------ ---Module-c#1 --- Blueprint: https://anlide.online/factorio/main/speed-module.txt Balanced: according to the size of drone stations Contributor request : 1. The modification of the module production system will be discussed separately. ---Module-e#1 --- Blueprint: https://anlide.online/factorio/main/eff ... module.txt Balanced: according to the size of drone stations Contributor request : 1. The modification of the module production system will be discussed separately.
[ { "author": "Anlide", "content": "------ Petroleum products ------ \nWhat should the entire petroleum products production system look like within the concept of this plant? \nGas consumers: sulfur, plastic \nDiesel consumers: rocket fuel \nFuel oil consumers: lubricant \n \nLubricant is needed in very small...
7
2023-10-06T10:40:23-05:00
forum-topic-117333
117333
Factorio Windows 11/ARM64 Version
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=117333
ASayre
For performance reasons, are there plans to release a Windows 11/ARM64 build of Factorio / Space Age? I have one of the newer Microsoft Surface laptops, which is ARM based ( https://learn.microsoft.com/en-us/surfa ... ce-arm-faq ), and would love a Windows/ARM version of factorio so it doesn't have to go through the emulation layer.
[ { "author": "", "content": "Supporting a new platform is a big challenge. We are constantly re-evaluating this. While it's unlikely we will support Windows ARM soon, I'm still going to ask to get an idea: can anybody recommend us specific Windows ARM server hardware that we could build and test on?", ...
3
2024-10-24T22:29:50-05:00
forum-topic-125012
125012
Add the ability to place different turrets with different types of attacks in the "artillery-wagon" prototype: "projecti
Won't implement
https://forums.factorio.com/viewtopic.php?t=125012
Keysivi
Request to add the ability to place different turrets with different attack types in the "artillery-wagon" prototype: "projectile", "beam" or "stream" At one time I managed to visually place a "gun-turret", in the "artillery-wagon", by replacing the sprites and replacing the "artillery-wagon-cannon" prototype with my own "wagon-gun-turret" prototype based on the "gun-turret" prototype. It loaded "firearm-magazine", "piercing-rounds-magazine" and "uranium-rounds-magazine", reacted to enemies, aimed, fired, but.......... did not cause damage!!!!!! Please allow modders to implement the ability of combat wagons with different attack types but without crooked crutches... Thank you!
[ { "author": "", "content": "Sorry, but no. The artillery turret and wagon are specifically implemented with artillery logic in mind. To work otherwise would require a full re-write of their logic with a lot of performance heavy logic every time they move which is way outside what I'm willing to support modd...
3
2024-12-23T08:30:59-06:00
forum-topic-127437
127437
[2.0.39] Starting Tungsten Patch size not affected by size setting
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127437
kuviman
When creating game, in resources settings, changing Tungsten ore size setting does not affect the starting patch. It does affect all the other patches, only the starting one stays same size
[ { "author": "", "content": "Is this modded? Afaik there should be no tungsten in the starting area at all.", "date": "2025-03-12T18:15:12+00:00", "quotes": [] }, { "author": "Muche", "content": "Based on the comment in planet-vulcanus-map-gen.lua \n Code: Select all name = \"vulcanus_s...
3
2025-03-12T13:02:39-05:00
forum-topic-127367
127367
Allow Parameterization of the Constant Value in the Decider Combinators Output
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127367
samikool
Allow Parameterization of the Constant Value in the Decider Combinators Output I know this just got added in the latest experimental build, so possible this is already in the pipeline, but I wanted to bring it up. After the recent patch we can now specify a value for the signal being output by a decider combinator. This value, for whatever backend reason, does not show up when you try to parameterize a blueprint. As the title states, it would be awesome if this could be part of the parameterization. Below is the use case I ran into where I think this would be helpful, just for some context. Currently I have a circuit that essentially takes the items my ship currently has, and target values for how many of each of those items I want. Based on this, I control what types of asteroid crushing I am doing. On top of this, I use bit masking to use this central circuit to set multiple asteroid crusher's recipes independently, based on the type of asteroid in front of that crusher. It looks like this: 03-09-2025, 19-00-39.png (591.94 KiB) Viewed 132 times And the combinator that takes the input of the belt looks like this. The "1" here is a unique power of 2 for each asteroid crusher I lay down. 03-09-2025, 18-53-23.png (322.13 KiB) Viewed 132 times When I go to parameterize, the "1" for the bitmask shows up, but the "1" for the decider output value doesn't show up, as seen below: 03-09-2025, 19-01-55.png (465.77 KiB) Viewed 132 times Would love if you guys could make this a parameter. This was my use case but I imagine others will have lots of others. First time posting so if I should be posting this somewhere else I'm happy to do so, just let me know. And finally just adding the BP incase anyone is curious: 0eNrlV0tu2zAQvQvXVBDLlh0LSIAWXXfRTReBIVDSOCIskSpJJTECHaC36Nl6kg6pX2IrqeUWAYrCG5oazjy+eXyUnkicV1AqLgwJnwhPpNAkvH0imt8Jlts5wQogIUlUpTNQpKaEixQeSTirN5SAMNxwaBa5P/tIVEWMkeGMdotTSHgKyktkEXPBjFSEklJqXCqFLYLpvNniIqBkj+sCLIJIjJJ5FEPG7jkuwKg2TYTPUrdU29nn/xDElittogG/2ZcWwj1XpsKZHlMT4TGxNxkXd8TVLEqmHLyQ/Pz+A4OfZ4sEmAepdq6qgpSEW5ZroOROAeA2jKqgrulkCHAP6hUQ17+FYIv2CByePgdEbWEmUmKbJStTVuawwRMIOomATe1IOBCDP1EMwXMxpFxB0jy+ej9pAEuyo47cnM/kkK/cI9BKmGirZBFxgbm65o2zN+9zxVW+87jQoAyMEud3xOFxOqJuy3Nc1uDujnGfugDD8pwnHtMYJHnqJVkldljkG24H4WCMkKpwWzuQqcXcJhw6nTAVS/HHCYfNy0ds8lnZsGeVhqjfv5PqMc+L03mev+R5TJQJV0nFTQSCxflwWLvpXp02dqI2vzZCEtowa92XI/z1dTI8/5EClkaFTMEa98jOg3PNevWvmPXJTjndwb+cYdwj1vmOxj1CxivWs+zzMsVNhiaBB/pE735NG0OmA3mc6dAabJpoOA9oarIEbIaDRT58/kQ6FqdmHyVlRQ/fi8YcoiFheXHaFfY3bKFp6JvWcNMQZtAREm6TNVJw/tBMoUsKjptKh2cvpieeCys8lOEkb6u7osemr/B1VSagtZV2j+3oChhp2tUZ5n7lmvc/X5vN3turAz8XWLLLuTZk7ELF8AfUuSXqdkbtb76hOPLpki7caE4DNxfgs27k0xX13WiOo9kGs1gQyGvHeSuYtpG0G4RkNojnIzcOLzdQOKDddw0lOYsBhUdu7bPrPrd3uWlm2jO8wVB8FddOCMHSXy/W6yBYr1Y+Gln9C8fUiuc= Copy blueprint
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0
2025-03-09T19:10:39-05:00
forum-topic-58862
58862
[MOD 0.17.x] pY HighTech
PyMods
https://forums.factorio.com/viewtopic.php?t=58862
pyanodon
Description: Rebuild the entire circuits and electronics chain. Add megastructures that will help if you research for them. Add new buildings, recipes and resources. Rebuild high tech and space science. Not compatible with Bobs As usual, all pY mods are compatible. This mod have a dependencies: PY Coal Processing , PY Fusion Energy Details: Factorio Version: 0.17.x Version: 1.0.15 License: CC BY-NC-ND 4.0 Tags: Electronics Download : https://mods.factorio.com/mod/pyhightech LONG DESCRIPTION Advanced mod focused in electronics, it will make the game a true hell because you will need to craft almost all single parts to make a complete circuit board. All circuit boards have 4 stages(levels), each one will demand more specific materials and technologies.Mega structures will help you solve the most common problems if you want that way. Also it will rebuild the entire high-tech science and space science. CHARTS https://imgur.com/a/RbVlP THANKS Big thanks to Nexela which will provide some support into this new step Change log - 1.0.0 Release - 1.0.0 Fixed bugs and deadlocks. - 1.0.3 Fixed bugs and deadlocks. - 1.0.4 Fixed Several Deadlocks, doing more balance and such. - 1.0.5 Fixed few Deadlocks, doing more balance, fixed handcrafting. - 1.0.6 Few balances. - 1.0.7 Updated libraryMore balances, lamps now doesn't require circuit boards. - 1.0.8 Fixed liquid-nitrogen deadlock. - 1.0.9 Lots of balances. - 1.0.10 Lots of balances, prepared the mod to receive pyRO. - 1.0.12 = Several bug fixes and optimization - 1.0.15 = Alpha release for 0.17 Any doubts, suggestions, bugs, comments and ideas, please write bellow.
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0
2018-03-19T15:49:33-05:00
forum-topic-126050
126050
Incorrect Energy Source types are confusingly errored when only Electric is valid
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126050
PennyJim
There's a number of prototypes that expect only an ElectricEnergySource, which is fine. My problem is that the error messages will complain about missing usage_priority before it'll mention that the type is incorrect. The golden solution would be to complain that the incorrect type of EnergySource was given (like it does when it takes in Electric or Void). A lesser but still completely valid solution, is to check the `type` matches the expected energy source at the beginning of their respective validation functions (assuming things about internal structure); Getting the same behavior of when the given EnergySource is also a valid ElectricEnergySource (minus the type). In short, I just wish there was a slightly different 'error priority' and that this code would complain about it being a burner source instead of missing the usage_priority (which is confusing when you have an incorrect assumption). Code: Select all -- Get the energy source of some prototype -- Here's a handful of simple examples (I did not extensively test every only electric prototype) local energy_source = data.raw["lightning-attractor"]["lightning-rod"].energy_source -- local energy_source = data.raw["accumulator"]["accumulator"].energy_source -- local energy_source = data.raw["electric-energy-interface"]["hidden-electric-energy-interface"].energy_source -- Here's an Electric or Void to showcase the behavior that I want replicated -- local energy_source = data.raw["beacon"]["beacon"].energy_source -- Make ElectricEnergySource invalid -- Comment this out to see the 'lesser' fix energy_source.usage_priority = nil -- Convert to valid HeatEnergySource energy_source.type = "burner" energy_source.fuel_inventory_size = 1
[ { "author": "protocol_1903", "content": "+1", "date": "2025-01-16T23:46:35+00:00", "quotes": [] }, { "author": "curiosity", "content": "This belongs in bug reports.", "date": "2025-01-17T00:51:14+00:00", "quotes": [] }, { "author": "PennyJim", "content": "Maybe it doe...
3
2025-01-16T17:42:09-06:00