id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74 values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-175 | 175 | Epic: being a rich guy (being "rich": more enjoyable) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=175 | MatLaPatate | So, as the title said, I'm not suggesting something specific here. I'm just saying that the game need something more: the satisfaction of being "rich". I mean, I think players should have something very expensive they would like to get. I also think some machines should be more expensive ... Why ? Because for now, you're just trying to automatize your production. None care of "producing more". That's why, apart from increasing the cost of some machines (drills for example), a good way to do so would be to add super expensive feature, which aren't very advanced in terms of technologies. Something that would cost tons of basic materials (and tons of advanced for the equivalent but upgraded once you've reached another tech), like army of robots, tanks or expensive machines to optimize your production ... (something to get more plates per ores, something to make a craft more efficient, like a machine that would sometimes produce items without consuming the componants needed ...).
I hope you'll understand what I meant | [
{
"author": "",
"content": "I understand and This is something we think about as well.",
"date": "2013-02-19T20:29:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Revisiting old threads... \n \nWe know meanwhile, that this is planned. \nFor me this is part of the epic, where the player needs to build a starship, which is incredible costly.",
"date": "2015-05-17T12:56:58+00:00",
"quotes": []
},
{
"author": "quinor",
"content": "For now, \"richness\" is power armor and robots everywhere. I don't think endgame content will be such thing as it probably does not raises player's power, but is rather just another challenge to complete.",
"date": "2015-05-17T13:08:31+00:00",
"quotes": []
},
{
"author": "Peter34",
"content": "Richness could be modules in your Modular Armor/Power Armor. Or even-better modules, modules that are pimped harder. \n \nRichness could also be modules in the Car or Tank to upgrade them, as well as additional vehicles such as a Truck for moving large amounts of stuff between bases.",
"date": "2015-05-18T04:09:25+00:00",
"quotes": [
{
"author": "psorek wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Looks like Ssilk has been Necroposting.",
"date": "2015-05-20T16:42:09+00:00",
"quotes": []
},
{
"author": "",
"content": "Is that bad? I'd still say it's fine if the topic is still relevant. It's better than reposting just to get the idea back into anyone's mind \n \nThere are so many pages of suggestions and some of them are great still but are buried deep in the post history.",
"date": "2015-05-20T18:08:58+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I try to slowly cleanup this board from the end. Maybe it's useless, but I can find it out only, if I try it. \nSo, sorry, for necroing... open to other solutions...",
"date": "2015-05-20T18:27:05+00:00",
"quotes": []
},
{
"author": "",
"content": "I'd vote this to be moved to implemented once 0.12 come out",
"date": "2015-05-20T19:46:44+00:00",
"quotes": []
},
{
"author": "Peter34",
"content": "Why? To what extent have the devs enabled the player to achieve a state that justifies the player feeling rich?",
"date": "2015-05-21T04:13:22+00:00",
"quotes": [
{
"author": "Koub wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "... Like a rocket ?\n \n... like a rocket !\n \n or maybe a lot of rockets ... Would fit too",
"date": "2015-05-21T05:28:54+00:00",
"quotes": [
{
"author": "MatLaPatate wrote:",
"content": ""
},
{
"author": "MatLaPatate wrote:",
"content": ""
},
{
"author": "MatLaPatate wrote:",
"content": ""
}
]
},
{
"author": "Peter34",
"content": "The idea is to add items to the game that are optional. Ones that aren't required to achieve game completion, but which are expensive, and which add a lot of fun to the game if they are built. So that the player can truly feel like he's rich.",
"date": "2015-05-21T06:15:41+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "Resource intensive items are also excellent sinks for large-scale production.",
"date": "2015-05-21T06:26:28+00:00",
"quotes": []
},
{
"author": "kel",
"content": "i have a feeling that you want this game to turn into kerbal space program...",
"date": "2015-08-02T11:46:17+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "oLaudix",
"content": "I will feel rich when I'm able to make 1 of each module tier 3 every second. And 1 rocket every second.",
"date": "2015-08-02T13:42:07+00:00",
"quotes": []
},
{
"author": "Maddhawk",
"content": "Going back and reviewing these old suggestions while getting ready to add a new one of my own... I see this suggestion and I think \"A 10k science/minute megabase with all legendary 5 components as shown in recent FFFs.\" \n \nAlso, the ability to build a house for my engineer.",
"date": "2024-05-28T16:27:53+00:00",
"quotes": []
}
] | 15 | 2013-02-19T11:34:11-06:00 |
forum-topic-25782 | 25782 | Improvements of the Graphical User Interface (GUI) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=25782 | Related Lists
viewtopic.php?f=80&t=307 Gamepad/controller support (also keybinding)
viewtopic.php?f=80&t=327 World Names (Configurable additional filename chars)
viewtopic.php?f=80&t=5244 ESC Button to exit from map
viewtopic.php?f=68&t=8954 Double clicking mod doesn't enable/disable it
viewtopic.php?f=80&t=10222 Improvement of crafting queue ☸
viewtopic.php?f=80&t=14645 Research-queue and -progress Visualizaton
viewtopic.php?f=80&t=16136 Faster start sequence / Update check / Load order
viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication
viewtopic.php?f=80&t=16592 Game Setup, Game Configuration, Init Screen
viewtopic.php?f=80&t=18153 Information-Layers (for map and/or normal view)
viewtopic.php?f=80&t=19987 More Game Information (Statistics, Monitoring, Graphs)
viewtopic.php?f=80&t=25229 Use of Monitors (Dualscreen..., more than 60 FPS ...)
viewtopic.php?f=80&t=22076 Picked up product would be added to the crafting queue
viewtopic.php?f=80&t=25233 Electric Network Info (Power Bars...)
viewtopic.php?f=6&t=25640 Save in Background
Suggestions
viewtopic.php?f=6&t=2864 Multiples GUI and Interactions Improvements
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viewtopic.php?f=6&t=28327 About Menus and Save-Games
viewtopic.php?f=6&t=29488 UI - Clicking on an object should always select it
viewtopic.php?f=6&t=33082 New UI/UX Arrangement+ idea [With Image Execution]
viewtopic.php?f=6&t=37676 Machine Input/Output Hud is confusing
viewtopic.php?f=6&t=38656 Show Non-Researched Items as Locked
viewtopic.php?f=6&t=48064 remember window position for all windows eg equip
viewtopic.php?f=80&t=25782 Improvements of the Graphical User Interface (GUI) | [
{
"author": "timesinker",
"content": "there are some guy-related things that really annoy me : \n \nthe research gui should disappear as soon as research is finished ( might get obsolete with infinite research ) \n \n the minimap should be easily togglable (?) to give more room for the logistic network info,same with the detailed -hover over an item-info -for the same reason. \ni don't need a big grey square that tells me what a iron chest is , after playing for 1000+ hrs.. \n \nright now, i need to get to the menu, to options, to graphics, to show minimap and all the way back ,to get a good view of the logistic network content,and even with the minimap off,the item info (you need to hover over a chest to get to the logistic network info) takes half the space. \n \n so it would ne nice to be able to either switch the map on and off with a single key and also disable the detailed item info or give us a logistic network info page like the one for power or production. \n \nby the way: this game rocks so hard, i can't thank you enough for creating this beauty. \nyoure my all time favorite developers,you guys care. for your baby and for us.",
"date": "2017-01-04T09:17:37+00:00",
"quotes": []
},
{
"author": "philipsdirk",
"content": "I always have that problem to where i just can't see al the items in my system, it really annoys me because i can't see wich items are needed, I also thought abou this option to Fix thsi issue",
"date": "2017-01-23T17:05:56+00:00",
"quotes": [
{
"author": "timesinker wrote:",
"content": ""
}
]
}
] | 2 | 2016-05-27T07:41:23-05:00 | |
forum-topic-118223 | 118223 | [2.0.11] Decider combinator condition becomes green when the condition isn't met | Duplicates | https://forums.factorio.com/viewtopic.php?t=118223 | ElderAxe | weird logic.gif (1.03 MiB) Viewed 783 times
This logic doesn't work correctly. third option should be green when 1 signal equals zero. But it works on opposite case. It works when 1 is NOT zero.
This is the combinator:
10-28-2024, 22-55-36.png (449.45 KiB) Viewed 783 times
This is the blueprint for test:
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 Copy blueprint | [
{
"author": "robot256",
"content": "Replicated on 2.0.21, but probably not a bug. This is the result of the time delay present in the drawing of the condition highlight effect, which seems to update after the signal is stable for one second. They are updated at a slower rate than the signals themselves to avoid unnecessary flashing. When I told the train (using legendary nuclear fuel) to stop and wait for a while rather than go in a continuous circuit, the '1' signal became 0 and became correctly highlighted. It just so happened that the train running continuously made a loop every two seconds, so it looked like it was always opposite of what it should be when actually it was phase-lagging. \n \n \n \n Untitled.png (2.31 MiB) Viewed 722 times",
"date": "2024-11-22T23:07:19+00:00",
"quotes": []
},
{
"author": "ElderAxe",
"content": "I have some crazy combinators which changes conditions a lot faster than this and never had this issue with them. If they can correctly update their status, this combinator should as well. It has a lot more time to update between status changes. \n \nI played with editor by pausing time. It shows the correct color based on the condition when you hover the signals on input section. (Which triggers refreshing the backgrounds to show the status for that specific signal) \nAlso when you close the combinator modal and open it again, then the coloring is correct until the next cycle. \n \nBut if you don't do anything it stays on the wrong color. Green for false, Default gray for true.",
"date": "2024-11-23T16:33:25+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "The highlighting updates immediately if the output state of the condition changes. It appears to update after 1 second if the output does not change as a result (because other conditions are still not met). \n \nIt's important to be clear that it's not *opposite* the state it should be, it's *delayed* by the same length of time that the signal is changing in. Put coal in the locomotive and give it a longer track, and you will see what I mean.",
"date": "2024-11-23T16:40:56+00:00",
"quotes": []
},
{
"author": "ElderAxe",
"content": "Yeah. You're right. The behavior makes sense with slower train. It's not a bug but an inconvenience. \n \nSince it only needs to be updated when the player is watching this modal, I would expect to see the change sooner (hopefully at the same tick). It updates the input value shown on the condition. So it makes sense that the condition is checked and updated accordingly as well.",
"date": "2024-11-23T18:33:23+00:00",
"quotes": []
},
{
"author": "Waity5",
"content": "I found the same issue in 2.0.21, the combi is being blinked on for 1 tick every 100 ticks. Interacting with it in any way updates it",
"date": "2024-11-25T16:19:37+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Ref 125064 Decider combinator menu visual bug when no output .",
"date": "2024-12-24T22:29:30+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This will be fixed in 2.0.42 (due to 120624 ).",
"date": "2025-03-17T20:36:07+00:00",
"quotes": []
}
] | 7 | 2024-10-28T14:58:19-05:00 |
forum-topic-125014 | 125014 | Requesting a separate setting for roboports to output active robots by type. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125014 | mooklepticon | I asked if this was possible, here - viewtopic.php?f=18&t=124911&p=654623 but didn't get much notice.
Summary - please give roboports functionality to read active bot stats by item, not just total count.
What and why? - I'd like to be able to up cycle my robots if I have excess.
I can do this with stored bots, but not active ones. Let's say I have 1000 normal bots and am producing more. Anything over 1000 should be pulled out of service and recycled. Those parts then build higher quality bots and are put back into service. This leaves my bot network intact and slowly upgrades it passively. | [
{
"author": "bluss",
"content": "I think you can solve this more or less by existing methods. \n \nRequest 10 normal construction bots in the roboport. If number of total bots > 100, grab those 10 bots and recycle them. That ensures a reserve. \nIf you just want to know total count of bots, request 0 of each bot quality in the roboport and the tooltip will tell you total count. You can't read those counts with circuits, but those counts are nice to read off to get an overview of the status of the roboport network.",
"date": "2024-12-23T15:52:31+00:00",
"quotes": []
}
] | 1 | 2024-12-23T08:45:58-06:00 |
forum-topic-113906 | 113906 | GOG store main screenshot is outdated | Spread the Word | https://forums.factorio.com/viewtopic.php?t=113906 | AdamK | In GOG store, main screenshot (on the top of produt page https://www.gog.com/en/game/factorio ) is seriously outdated. | [
{
"author": "Gummiente27",
"content": "yep",
"date": "2024-12-29T21:42:40+00:00",
"quotes": []
}
] | 1 | 2024-06-17T15:07:51-05:00 |
forum-topic-93136 | 93136 | [MOD 1.1] Sea Block Pack 0.5.16 - Page 4 | Mods | https://forums.factorio.com/viewtopic.php?t=93136&start=60 | KiwiHawk | In FNEI, the header text will either green (available), red (not researched), or gray (hidden). If the header text is red but there's no tech listed at the bottom, then there's no way to research the recipe and you can ignore it.
FNEI used to have a setting (enabled by default) to hide unreachable recipes like the one in your screenshot. However this setting was removed in 0.4.1 as it was causing multiplayer desyncs for some people.
If you're playing solo, I recommend you use FNEI 0.4.0 for now.
In the next version of the Sea Block pack, recipes like this will all correctly be marked as hidden. You may still need to change FNEI's settings to not show hidden recipes though. | [
{
"author": "bobDoesThings",
"content": "Thanks for that explanation. Perhaps another easy one: why does FNEI show me 10 recipes for steam, none of which I have the tech for, but doesn't show the one I can do - Boiler plus water?",
"date": "2021-06-09T19:28:49+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "I guess, technically, the burner boiler is not a machine with a \"recipe\", it just converts water into steam by burning stuff. \nHowever, the electric boiler is like an assembly machine which has a recipe",
"date": "2021-06-09T22:36:19+00:00",
"quotes": [
{
"author": "bobDoesThings wrote: Wed Jun 09, 2021 7:28 pm",
"content": ""
}
]
},
{
"author": "Suppagappa",
"content": "So, when I try to run the game with your mod enabled, I get an error message that says: \n \n\nI get this after activating the Sea Block mod by only checking the Sea Block check-box so only the neccesary mods are activated. \nI know this is something that I can probably fix myself by messing around in the files but it would be nice to be able to just click-and-play since that's (I think?) what is meant with the \"necesssary mods\" (the red ones).",
"date": "2021-06-19T22:49:17+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "Sea Block isn't yet compatible with the latest versions of Angel's mods. Revert these back and everything will work fine. \nRequired mod versions are listed on the first post of this thread. It also has a link to download a .zip of all the mods in the pack at the correct versions.",
"date": "2021-06-20T00:15:28+00:00",
"quotes": [
{
"author": "Suppagappa wrote: Sat Jun 19, 2021 10:49 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "The Sea Block pack has been updated! Check the first post for details \n \nEdit: Quick patch to allow early glass",
"date": "2021-08-14T08:57:10+00:00",
"quotes": []
},
{
"author": "vjbone",
"content": "Hype!",
"date": "2021-08-14T09:12:26+00:00",
"quotes": []
},
{
"author": "Stefa168",
"content": "Great! Thanks as always for keeping the pack going! \n \nEDIT: forgot to ask: out of curiosity, what are the reasons behind the different changes?",
"date": "2021-08-14T09:51:05+00:00",
"quotes": [
{
"author": "KiwiHawk wrote: Sat Aug 14, 2021 8:57 am",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "Any particular change that you're curious about? Some changes are in response to changes in Angel's or one of the other mods in the pack. Otherwise changes are simply trying to improve the game.",
"date": "2021-08-14T10:59:37+00:00",
"quotes": [
{
"author": "Stefa168 wrote: Sat Aug 14, 2021 9:51 am",
"content": ""
}
]
},
{
"author": "Stefa168",
"content": "Actually, I was curious the most about the disabled recipes (like the one that produces CO2 from wood pellets)",
"date": "2021-08-14T11:29:34+00:00",
"quotes": [
{
"author": "KiwiHawk wrote: Sat Aug 14, 2021 10:59 am",
"content": ""
}
]
},
{
"author": "jodokus31",
"content": "That one was less efficient and rather a trap than useful. \nCo2 from charcoal was previously unlocked by basic chemistry, but now Wood processing 2 unlocks charcoal and co2 from charcoal without extra research. \nIt's a small bit of streamlining, i'd say",
"date": "2021-08-14T11:49:34+00:00",
"quotes": [
{
"author": "Stefa168 wrote: Sat Aug 14, 2021 11:29 am",
"content": ""
},
{
"author": "KiwiHawk wrote: Sat Aug 14, 2021 10:59 am",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "Both recipes were unlocked at basically the same time. People probably unlocked both before using either. I wanted to simplify the early game a bit. It's already overwhelming for someone brand new to Sea Block / BA. \n \nBasically, there was no reason to ever use the recipe. I'm okay with places where we have an inefficient recipe at one stage of the game, until a better recipe is unlocked later. But not by the very next tech!",
"date": "2021-08-14T18:45:18+00:00",
"quotes": [
{
"author": "Stefa168 wrote: Sat Aug 14, 2021 11:29 am",
"content": ""
},
{
"author": "KiwiHawk wrote: Sat Aug 14, 2021 10:59 am",
"content": ""
}
]
},
{
"author": "vaendryl",
"content": "speaking of inefficient recipes, I just downloaded the most recent version and noticed the following \n \nmaking 3 carbon costs 2 charcoal and 30 steam. in terms of energy that means I'm getting 3*2.5=7.5KJ for an input of 2*4+0.9=8.9KJ. \n \nis that intended?",
"date": "2021-08-18T15:14:33+00:00",
"quotes": []
},
{
"author": "KiwiHawk",
"content": "Yes, it's intentional. When you factored in the cost of the steam, making carbon for fuel has always been a bad idea. Slightly reduced carbon fuel value to make this more obvious. Sometimes it can be convenient to burn carbon but that isn't it's primary purpose.",
"date": "2021-08-18T16:14:43+00:00",
"quotes": [
{
"author": "vaendryl wrote: Wed Aug 18, 2021 3:14 pm",
"content": ""
}
]
},
{
"author": "vaendryl",
"content": "aight, clear. \nthanks",
"date": "2021-08-18T17:09:33+00:00",
"quotes": []
},
{
"author": "vaendryl",
"content": "what about the steel recipe? \n \n18 iron ingots -> 18 iron plates -> 36 hot iron plates -> 6 steel plate is a lot better than \n24 iron ingots -> 6 steel ingots -> 6 steel plates \n \nthe simple early-game conversion is 3 to 1 and the far more elaborate one you have to research (with green science!) is 4 to 1. (and it requires oxygen but eh) \n \nI understand that things change when you start alloying but that's yet another whole tier in research next. at least till then if you want invar you have to use the more wasteful method. \n \nwas it not intended for 1 iron plate to turn into 2 hot plates? that struck me as a bit odd to begin with and didn't really expect it. spending 6 iron for 1 steel would be pretty rough till green science though",
"date": "2021-08-18T20:54:41+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "That's not intended and should be fixed. With ratio 6:1 instead of 3:1. (was a discussion on discord)",
"date": "2021-08-18T21:16:29+00:00",
"quotes": [
{
"author": "vaendryl wrote: Wed Aug 18, 2021 8:54 pm",
"content": ""
}
]
},
{
"author": "KiwiHawk",
"content": "Iron plate to glowing hot iron plate should be 1:1. I've fixed this for the next version. This make the ratio 6:1. In previous versions of Sea Block it was 8:1! \n \nThanks for reporting these and please do keep letting me know anything else strange that you notice!",
"date": "2021-08-18T22:14:53+00:00",
"quotes": [
{
"author": "vaendryl wrote: Wed Aug 18, 2021 8:54 pm",
"content": ""
}
]
},
{
"author": "vaendryl",
"content": "isn't it weird that I can research heat pipes and burner/fluid heat source buildings with green science, but I need blue science for the first tier of heat exchanger? \n \nor are there other uses for the heat that I'm just not seeing?",
"date": "2021-08-21T14:05:01+00:00",
"quotes": []
},
{
"author": "KiwiHawk",
"content": "I'll get that fixed! Thanks for reporting it.",
"date": "2021-08-22T11:03:57+00:00",
"quotes": [
{
"author": "vaendryl wrote: Sat Aug 21, 2021 2:05 pm",
"content": ""
}
]
}
] | 19 | 2020-12-15T16:50:11-06:00 |
forum-topic-18034 | 18034 | Factorio Forums • gorre9090's Ultimate Mod Pack | A lot of mods in here, pulled from all different sections of the forum, updated and made compatible. Some mods made by me.
You can find the git link here:
https://github.com/gorre9090/gorre9090sUltimateModPack
just hit Download Zip. | [
{
"author": "",
"content": "Upgraded to revision 73 aka Version 4",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Tried this tonight and it seems like there are too many conflicts. Duplications all of the place, and when I try to clean water with the dytech mod, despite having power and dirty water, it shows me a red lightning bolt symbol.",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-21742 | 21742 | Factorio Forums • [0.12.X] Biter-Friendly Rails | Description:
A simple mod that makes rails no longer considered to be built by a player, causing biters to completely ignore them. Intended to be used with RSO and Misanthrope , so that rail maintenance isn't a chore with the increased biter aggression.
Biters will chase after trains that go past, and will still attack signals and stations. Only rail pieces are ignored.
Biters will expand their territory next to rails, as if they didn't exist. As such, long stretches of rails could find biter nests right next to them!
Should work with all mod-added rails or mods that interact with rails. It goes over all added entities that are either "curved-rail" or "straight-rail" and removes the "player-creation" flag, whilst preserving all other flags (such as 8-way-rotation).
Should be multi-player compatible, though I haven't tested. Can't imagine how it would cause a desync.
Details:
Factorio Version: 0.12
Released: Match 18th 2016
License: CC0 1.0
Pics:
Download:
https://dl.dropboxusercontent.com/u/132 ... _0.1.0.zip | [
{
"author": "",
"content": "very good and correct mod \nRails and stops are not edible",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Stops are still edible, the gif didn't properly show that off.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Maybe also make signals not edible? \n \nRails without signals are rarely used in any organized transport route",
"date": "",
"quotes": []
},
{
"author": "",
"content": "You can always build miniature outposts at junctions with some laser turrets to keep the signals safe. \n \nI intentionally left signals and stations out, those have collision boxes and lights on them whilst rails are inert ground pieces. That way, there's still some challenge to getting a long distance railway working, but it will at least be manageable.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "When you ahve signals every 15-20 tiles.. this is not a solution really \n \nI'll stay with my normal rails and make sure biters have something else to eat",
"date": "",
"quotes": []
},
{
"author": "",
"content": "stops should be not edible: \n-the train will not be able to come in automatic mode. \n(I built a railroad, bugs ate it. it's bad. the impossibility to use Railways. they will need to lay down again) \nthey can nibble stop! But not until the end! it needs to stay. \n-need to rename again. \n(rename stops again will be annoying) \n \nSignals must be edible. \nthey blink and annoy the animals \n(trains will face will be accidents (fun gameplay))",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Biters will sometimes chase trains (which is vanilla AI), so either way your stops should be defended.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "can make so that they did not chase the train?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Probably, but it's against the point of this mod. Rails are completely inert and don't impact biters in any way (they have no reason to attack it like they don't have a reason to attack iron ore). \n \nTrains are loud, coal-powered chunks of metal flying around the place. Signals have lights on them, and stations tower over the landscape (and also have lights).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "One downside I have found using this is that I can no longer select rails in blueprints.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I hadn't considered that, but there's nothing I can do about it. Blueprints must use the same flag that the biter AI uses.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Signals being visible is purely for the players benifit, not something that the beloved spaceman would really do. The signal objects TO ME would be circuitry built into the rail in non visible boxes that pass those signals through the track itself / wires running along the track. A spaceman would not build big bright flashing things that were not gonna be actually SEEN by anyone (he looks at the control screen inside the train itself). \n \nAKA: there is no reason not to make signals just as biter immune as the rails themselves.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "True, but bear in mind that normally you wouldn't also build a lot of exposed rails with no warnings. The visible signals are useful so you know when a train is coming, as they turn yellow.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "If i cant see the train with my eyes its too far away to matter. I dont sit idle on tracks. The lights serve absolutely zero purpose to me other than burning CPU cycles changing active rendered sprite.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "nice work",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The effort needed to change the sprite being rendered is on the order of nanoseconds (logic discounted, because that's mandatory for train AI). It's either a single number stating where in the sprite-sheet it should look, or two for x and y.",
"date": "",
"quotes": [
{
"author": "seronis wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "That's a shame :/ \n \nMakes laying parallel tracks using Blueprints with F.A.R.L impossible",
"date": "",
"quotes": [
{
"author": "Hexicube wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Any way to make rails visible on the map again? \n \nWouldn't indestructible tag be better?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hello! \n \nFirst inconvenient feature is rails no longer visible on the map. Neither mini-map, nor big map (by B keybutton). \nSecondly, I cannot deconstruct railts by robots with deconstruction planner now. \n \nIf you can fix it, that would be great!",
"date": "",
"quotes": []
}
] | 19 | ||||
forum-topic-112770 | 112770 | Add LuaItemPrototype.effect | Already exists | https://forums.factorio.com/viewtopic.php?t=112770 | mrvn | TL;DR
Add the effect table from ModulePrototype to LuaItemPrototype.
What ?
In the data phase modules have an effect table detailing what effects the module item has. In the game phase modules use the LuaItemPrototype class and the effect table is unavailable. Add the table when the item is a module.
Why ?
I calculate the required ingredients to produce a certain amount of product for a recipe in an assembling machine for a crafting combinator. The combinator sets a recipe and insert modules, if possible, into the assembler. But it can only do that once the next recipe has been chosen. So I need to know the effect of modules before inserting them into the assembler. | [
{
"author": "",
"content": "Already exists. https://lua-api.factorio.com/latest/cla ... le_effects",
"date": "2024-03-29T13:15:25+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Thanks. \n \nBut why, Why, WHY rename the field between the data and game stage?",
"date": "2024-03-29T14:21:21+00:00",
"quotes": []
},
{
"author": "",
"content": "Do not ask me, that name was selected 29th august 2015 when this read was added to LuaItemPrototype in version 0.12.6. Back then there were only like 16 values that were possible to read from LuaItemPrototype.",
"date": "2024-03-29T14:52:22+00:00",
"quotes": []
}
] | 3 | 2024-03-29T08:07:35-05:00 |
forum-topic-127446 | 127446 | [boskid][2.0.41] Ticks in wait condition: "Damage taken" | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127446 | cyx2020f | 03-13-2025, 07-23-35.png (57.95 KiB) Viewed 194 times
It should use a different locale key, like "Damage in wait condition __1__". | [
{
"author": "",
"content": "Thanks for the report. I was aware of this when 2.0.41 was being released but i had to solve some extra problems with locale. This will be fixed as part of larger set of locale fixes with wait conditions in 2.0.42.",
"date": "2025-03-13T14:49:13+00:00",
"quotes": []
}
] | 1 | 2025-03-12T18:25:03-05:00 |
forum-topic-114257 | 114257 | Friday Facts #419 - Display Panel & Inserter pickup fixes - Page 6 | News | https://forums.factorio.com/viewtopic.php?t=114257&start=100 | GregoriusT | remember, the Factorio Engineer is filling out almost an entire Tile worth of space, so a 2x2 or 3x3 TV would still be within the realms of realism. | [
{
"author": "adam_bise",
"content": "*yawn* \n \n*clicks FFF* \n \nrrrrRRRRRRRRGAH!!! Still no new military targets reveal!! \n \n\"Beyond Frustrating\"",
"date": "2024-07-15T22:25:13+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "One step closer to running Doom inside vanilla Factorio with tad more appropriate graphics... \n \nHappy for inserters fix. It was beyond infuriating - to keep using old belts just to keep baseline inserters operational.",
"date": "2024-07-17T19:37:01+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "It's great to see the Inserter tweaks. \n \nBut I'd love to see the Burner Inserter tweaked so it would always retain enough power to pick up an energy unit (eg lump of coal) from the belt to feed itself - basically I don't think they should never get themselves stuck unpowered because they “wasted” the last bit of power messing around and then died requiring manual intervention.",
"date": "2024-07-18T03:22:49+00:00",
"quotes": []
},
{
"author": "GrandMasterB",
"content": "The fluid change would also be number one for me, considering that I would have liked to see an improvement in the physics and not the net removal of physics. But if it's just about the change, then it's in second place. Because I didn't think the old system was perfect either, even if it was better than the new one. The new quality feature, on the other hand, changes the course in a direction that I hate. It is a change of items just because of a level. No explanation as to why the item is better. No visual effect change. No negative effects that force you to weigh up whether the change is good. I don't care at all whether it is optional. Factorio is one of the few games that hasn't used this method so far and it's an extreme disappointment that it's no longer the case. \n \nBut we don't just want to be negative, what are your most positive changes? \n \nIn addition to new optimization tasks or physics, I find new enemies and worlds very exciting. This gives me a reason to develop.",
"date": "2024-07-18T11:20:29+00:00",
"quotes": [
{
"author": "gGeorg wrote: Sat Jul 13, 2024 8:19 am",
"content": ""
},
{
"author": "GrandMasterB wrote: Fri Jul 12, 2024 6:49 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "My personnal order list : \n \n1) Other planets environment \n2) The space platform's mechanic to go there \n3) elevated rails/ new curves \n4) combinators rework / crafting combinator \n5) the new sound system \n6) spoilage mechanic \n7) quality feature \n8) map view improvements / remote view \n9) stacking things on belts \n10) so many other little things x) \n \nLike the change of the pace of the game to go to space early/mid instead of late, the change for filter inserter to be an option on all inserter. The performance optimizations here and there would have ranked much higher if it was not also achieved by the fluid change. I hope we gain more physic things with the temperature and pressure of the different planet. I think the anticipation for new ennemy count as part of (1).",
"date": "2024-07-18T12:15:18+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Is this really your personal most negative change list? Because these short lists started as \"These are my most negative changes\". Not as \"most impactful change\". If you really mean \"most impactful change\", your view is not much different to mine. I would give the new fluid system not its own topic as well. It's just QoL. Only quality is something I would rate at #3 and sound at #9 instead in terms of impact. And nothing is negative. Actually, I don't see any change as negative so far. It might turn out something is negative, but this is something I can only say after playing the game.",
"date": "2024-07-18T14:00:52+00:00",
"quotes": [
{
"author": "mmmPI wrote: Thu Jul 18, 2024 12:15 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "No this is my list of most anticipated thing from what i read from the FFF. I think if you want devs to make things that you like you need to tell them what you like, not just say \"bouuu nooo\" everytime they try something that one anticipate some mild disconfort just from the idea of it so i made up a list of good stuff x). \n \nThe fluid system is not part of the top 10 most anticipated feature, it would be in the top 50 or so",
"date": "2024-07-18T15:52:52+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu Jul 18, 2024 2:00 pm",
"content": ""
},
{
"author": "mmmPI wrote: Thu Jul 18, 2024 12:15 pm",
"content": ""
}
]
},
{
"author": "NaurEnForven",
"content": "I get that. What I meant to say is that I am hoping for an option to toggle it in on and off in Alt-mode. \nBecause it seems like it could be very annoying to look at.",
"date": "2024-07-19T11:17:40+00:00",
"quotes": [
{
"author": "Koub wrote: Fri Jul 12, 2024 8:19 pm",
"content": ""
},
{
"author": "NaurEnForven wrote: Fri Jul 12, 2024 8:07 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "scruffyvoltherder",
"content": "That new display panel is pretty cool. Perhaps it should also have an *Each* condition where it can show several icons at once.",
"date": "2024-07-20T04:20:29+00:00",
"quotes": []
},
{
"author": "slane5526",
"content": "While you're at it maybe make the stack inserter less \"jerky\". Let it fill and then place the items on the next line, etc instead of spazzing all over the belt looking for items",
"date": "2024-07-20T04:49:45+00:00",
"quotes": []
},
{
"author": "GrandMasterB",
"content": "My initial post also contained the three most positive changes. Unfortunately, only the negative ones were addressed. So my question was not which changes are the worst. Rather, which changes are very positive and which are rather negative.",
"date": "2024-07-22T09:13:38+00:00",
"quotes": [
{
"author": "mmmPI wrote: Thu Jul 18, 2024 3:52 pm",
"content": ""
},
{
"author": "Tertius wrote: Thu Jul 18, 2024 2:00 pm",
"content": ""
},
{
"author": "mmmPI wrote: Thu Jul 18, 2024 12:15 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I tried my best to make a list of positive change because i saw you asked the question \n \n\nBut i have to update it to include the Fusion reactor !",
"date": "2024-07-22T10:12:38+00:00",
"quotes": [
{
"author": "GrandMasterB wrote: Mon Jul 22, 2024 9:13 am",
"content": ""
},
{
"author": "GrandMasterB wrote: Thu Jul 18, 2024 11:20 am",
"content": ""
}
]
},
{
"author": "half a cat",
"content": "Instead of the display panel being dark, I feel it should be lit with text, to show that the player sees in the UI what the character sees on the screen. Obviously the screen won't be readable, and just a fixed \"text\" icon would accomplish this.",
"date": "2024-07-22T17:02:46+00:00",
"quotes": []
},
{
"author": "Phauxstus",
"content": "So it seems these can't really be used the same way nixie tubes from mods can, which is a little disappointing.",
"date": "2024-08-09T03:01:17+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Yeah, connected alphanumeric display support would be hype.",
"date": "2024-08-09T19:14:18+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Could inserters be changed to idle and pick up from the end of the belt. A large problem I see is that inserters try to catch up to items on the belt and have to chase them. With fast belts the items speed exceeds the inserters speed and the item escapes. If the inserter would idle at the exit of the belt then it would only have to adjust to which side of the belt the item is on and then move towards the item while the item is moving towards it without even changing anything else in the code. And probably 100% perfect for non modded inserters. \n \nBut things could be even better: \n \nThe inserter knows how fast it is. It also should know how fast the belt is moving. So instead of moving to where the item is the inserter should aim to where the item will be going by the belt speed. This optimizes for empty belts though. If the belt is backed up the item wouldn't move (a lot) so the inserters aim would be off. But as it gets closer and closer to pickup the projected position would approach the real position. The inserter hand would move in a curve towards the (nearly) stationary item. \n \nNote: The inserter could also know that the item will go across the tile before it can reach the right position for pickup. If it then checks if the belt is backed up or not it can skip the attempt to pick the item up. If the belt is backed up at the moment it would still make the attempt and if the belt moves in the following ticks it might or might not still miss the item. Nobody is perfect. But really, in most cases the inserter speed should be large enough to switch to the right belt side. It's just with modded inserters that it can be a problem. E.g. Bobs adjustable inserters and setting an inserter to pickup at length 3 tiles and place at length 1 time. Changing the length by 2 whole tiles on the back swing means you will miss the item going across a blue belt.",
"date": "2024-09-04T08:48:26+00:00",
"quotes": []
},
{
"author": "NootsyNootsy",
"content": "I actually wanted to join here to ask a similar thing. In FFF 309 it was discussed why they wouldn't change inserter logic\n \n\nWith the buffs to inserter extension speed I was wondering how many of those 'fun' emergent situations still occur and actually impactful. I guess the main concern now for changing anything is that inserters still need to be updated every frame to account for how much energy they are getting.",
"date": "2024-09-06T19:12:27+00:00",
"quotes": [
{
"author": "mrvn wrote: Wed Sep 04, 2024 8:48 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "A7x49",
"content": "Just found my way here to add my voice to the discussion about the \"Show in Chart\" label. In my native english \"Show in Chart\" means it's going to be in the statistics panel. \n \nI can see the vague resemblance of \"chart\" to \"map\". The word \"cartography\" comes to mind. Also \"chart\" can be used as a verb like \"charting the seas\" which basically means exploring and drawing new maps. But since I would literally refer to the statistics panel as \"the charts\" and the view when you zoom out as \"the map\", I'm going to confused at first based on the label. \n \nI'm just speaking for a lot of dumb Americans (likely the most common dialect of english spoken by Factorio players?) here that it's probably going to misdirect a lot of us. I'm not complaining personally! I can respect if other dialects of English use \"chart\" differently. But speaking for the masses, it's likely to confuse.",
"date": "2024-11-14T17:09:11+00:00",
"quotes": []
},
{
"author": "meganothing",
"content": "Me no speak no engleeesh (at least not to my fellow citizens on the streets), but I would be confused as well if someone calls a map a \"chart\".",
"date": "2024-11-14T17:36:56+00:00",
"quotes": [
{
"author": "A7x49 wrote: Thu Nov 14, 2024 5:09 pm",
"content": ""
}
]
}
] | 19 | 2024-07-12T06:00:03-05:00 |
forum-topic-122577 | 122577 | [2.0.21] Desync | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=122577 | Szentigrade | Steps to reproduce:
1. Load this save in multiplayer.
https://drive.google.com/file/d/1vXPimj ... sp=sharing
2. 1st join on startup works
3. reconnect to mp server
4. desync | [
{
"author": "robot256",
"content": "Please follow the desync reporting instructions 53851 and make your filesharing link publicly accessible.",
"date": "2024-11-23T02:45:51+00:00",
"quotes": []
},
{
"author": "Szentigrade",
"content": "should be fixed",
"date": "2024-11-23T03:08:42+00:00",
"quotes": [
{
"author": "robot256 wrote: Sat Nov 23, 2024 2:45 am",
"content": ""
}
]
},
{
"author": "",
"content": "I am not willing to look into this desync. There is a difference near the <research-queue> and you are using mods, one of which is `some-autoresearch` which makes it extremally likely to be a mod issue.",
"date": "2024-12-04T13:19:41+00:00",
"quotes": []
}
] | 3 | 2024-11-22T20:24:05-06:00 |
forum-topic-13562 | 13562 | [MOD 1.1] Natural Evolution - All things Alien! | Mods | https://forums.factorio.com/viewtopic.php?t=13562 | TheSAguy | NE_Logo.png (89.75 KiB) Viewed 49655 times
Description / Info:
This MOD will make the game harder! Focus on Weapons research and getting good defenses up!
This MOD adds and tries to manage the following areas of the game better:
- New Enemy Units
- Enemy spawners
- Enemy expansion criteria
- It also gives you a couple new buildings to help you fight these changes and stay alive!
DOWNLOAD :
Mod Portal:
NE Buildings
NE Enemies
NE Expansion - 0.16 only
Compatibility - If you use RSO please view this Bob's - YES! I love Bob's. That's what I'm playing with. Recommended actually!
Other Mod's that work well with NE and recommended:
Bio Industries
EvoGUI
Swarm
Rampant - Must have for if you want a challenge
RSO - Orzelek
RSO users , please note that RSO significantly reduced started biters and expansion seems very slow. More info here
Long description Long description - A little outdated...
The main goal of this MOD is to try and make the enemies harder as the game progresses.
I found the vanilla game a little too easy and wanted to make the game a little more challenging. So I created this MOD, to give me a little more challenging game experience, especially towards the end game.
The theme of the MOD is that Pollution really affects the aliens a lot. They are not use to industrialization and having their ecosystem polluted. You will actually do very well, if you play a “Green” game, using solar and minimal pollution. Pollute and face the consequence!
It’s also mainly intended for people who want to play a longer game and spread out to reach distant resources.
Natural_Evolution_Expansion:
This module contains:
- Evolution rate: - Can be turned on or off in the config.lua file
Time Evolution Factor reduced by 25% - From 0.000004 to 0.000003 – Gives you a more time.
Destroying Enemy Spawners Factor reduced , only 10% of vanilla. From 0.002 to 0.00002 – You are going to have to kill a lot more enemy nests/spawners to get to new resources.
Pollution Evolution Factor 2x vanilla - From 0.000015 to 0.000030 – You are penalized for polluting this beautiful alien world! Recycle! Focus on a green factory or the Evolution rate will get out of control.
- Enemy expansion: - Can be turned on or off in the config.lua file
As the Evolution goes up, the Expansion will get more aggressiveness and the enemy will be able to settle closer and closer to your base. The number of enemies in the expansion will also go up.
- Harder Endgame: - Can be turned on or off in the config.lua file
Once you build the Rocket Silo, expect a lot of enemy attacks! Each time there is a new expansion wave you can expect biter to try and take out your rocket silo.
Natural_Evolution_Buildings:
This module contains:
Terraforming Station – A radar-like building that slightly reduces the evolution each time a scan is completed. Each consecutive Terraforming Station is 15% less effective than the one before. This will prevent it from being overpowered.
Alien Hatchery – You can unlock the ability to craft your own Biters and Spitters! And even create your own Spawners...
Thumper – A radar-like building that attracts nearby enemy units upon scan complete.
Alien Control Station – A radar-like building that has a small chance of converting enemy units to your side each time a scan is completed NOTE: Once placed, if mined, you'll lose the Alien Artifacts used to build it!
Natural_Evolution_Enemies:
This module contains:
- Difficulty Setting: - Can be turned on or off in the config.lua file
By default, it's set to HARD. , so set it to Normal if it's your first time using the mod.
- Enemy Spawners & Units: - Can be turned on or off in the config.lua file
Spawners have a lot more health and more units around them.
Every 5% of evolution a new type of enemy will appear. Biters starting at 0% and Spitters start at 5%. The enemy resistances are also all increased, so prepare your defenses!
Unit attacks have also been altered. Infected units attack with poison and Mutated units attack with Acid.
These have been added to the Vanilla spawners.
The below chart is slightly out dated, but give you the general idea. Each 5% a new enemy type appears.
Medium and Large Worms now also launches units at you.
- Enemy units behavior: - Can be turned on or off in the config.lua file
It takes less pollution for enemies to start attacking you. The enemy waves of attack should also get larger over time as I increase the radius of units gathering to attack as the evolution factor increases.
Building: Artifact Collector - Collect all those small Artifacts. They are also Passive Logistic chests, so use bots to collect the artifacts from them.
Item: Biological Ammo, made with Alien Artifacts and are deadly to the enemy!
-----------------
Install:
Just put the zip folder in your mod's folder, no need to unzip.
Recommendation:
RSO – Better resource spawns – Though you should up the default number of enemy spawns in RSO.
Bobs Enemies – adds more variety to the enemies. And can be used as a standalone.
Evolution Factor Indicator - Helpful to know your current Evolution Factor.
Bio-Farm - Grow trees and reduce pollution with gardens
Pictures Alien Control Station:
--
Living Walls that fight back:
--
Carft living things with the hatchery:
--
Collect Alien Artifacts and even reduce the Evolution factor with the Terraformaing station:
--
Recipes:
--
Bio Cannon:
---
New Turrets:
---
New Ammo, that can convert enemies when shot:
---
New Biters:
---
New Spitters:
---
New Spawners:
---
Unit Table:
---
NE Enemies Mod Settings:
---
Version history Version history
--- Moved to In Mod Change Log ----
Credits Credits:
L0771 - For his help given to me to start this MOD.
AlyxDeLunar - For his MOD Dynamic Expansion that I’ve used in my MOD.
Albatrosv13 - For his MOD Alien Temple that I’ve used in my MOD.
FreeER - For his MOD Mind Control that I’ve used in my MOD.
Darkshadow1809 - For his Evolution MOD .
Rsending91, DOSorDIE and SpeedyBrain - Item/Corpse Collector Mod.
Supercheese - Swarm Mod.
Afforess - Misanthrope Mod.
Orzelek - RSO, Coding help and answering questions!
Chlue - He has helped with a lot of code tweaks.
ThaPear, Semvoz, Billw, Adil, Rseding91 Chlue - Coding help!
DySoch - DyTech
Bobingabout - Bob's Mods - Learned a lot from looking at your amazing work.
YuokiTani - Art!!
Enjoy.
Please give me feedback! | [
{
"author": "TheSAguy",
"content": "Got it up and running for Version 0.12, \nPlease let me know if anyone has any errors, I have not thoroughly tested it yet. Don't have the time right now.",
"date": "2015-07-17T22:35:56+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "link?",
"date": "2015-07-18T14:31:35+00:00",
"quotes": []
},
{
"author": "TheSAguy",
"content": "Updated to v3.0.6. \nDisabled debug mode. Was using if for testing. \n \nI think everything works, besides the Alien Control Stations. (Mind Control) \nWorking on it.",
"date": "2015-07-19T01:51:46+00:00",
"quotes": []
},
{
"author": "Devildog",
"content": "About to give it a try.",
"date": "2015-07-19T03:14:45+00:00",
"quotes": []
},
{
"author": "darkshadow1809",
"content": "Sounds like a beautiful mod dude Thanks for making this! If you would want you can have my Evolution mod? It would fit nicely into your whole mod And you can make it compatible for dytech and such! Since i have my hands full on the modpack and replicators \n \nAdding it to the modpack for 0.12! tell me if you disagree. \n \nCredits will be added ofcourse",
"date": "2015-07-21T21:52:13+00:00",
"quotes": []
},
{
"author": "deathypoo",
"content": "Having a problem here. When I destroy the first enemy base the game crashes. Any idea whats going on?",
"date": "2015-07-22T02:58:41+00:00",
"quotes": []
},
{
"author": "TheSAguy",
"content": "Please enjoy! \n \nI'll check it out. \n \nSure thing, note that the Alien Control Station is not currently running. Almost got it working though.",
"date": "2015-07-22T03:00:49+00:00",
"quotes": [
{
"author": "darkshadow1809 wrote:",
"content": ""
},
{
"author": "darkshadow1809 wrote:",
"content": ""
},
{
"author": "darkshadow1809 wrote:",
"content": ""
}
]
},
{
"author": "billw",
"content": "Same issue in MP. Disabling the mod allowed us to carry on, but I'm worried it will be too easy now! I will try enabling again tonight, when I get the crash I will try and fix it and post here again.",
"date": "2015-07-22T11:24:58+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "orzelek",
"content": "I fixed up what I could - no guarantees tho \n \nI re-uploaded the file - fixed up the biter base problem properly. \n \nI'm pretty sure it doesn't work like intended still but it won't crash.",
"date": "2015-07-22T18:21:55+00:00",
"quotes": []
},
{
"author": "billw",
"content": "Yeah it fixes the initial base kill crash, however: \n \n \nObviously I am playing MP! The result of ignoring this on both clients is that the bases don't die, they flicker at minimum health but stay alive. \nAccording to wiki game.player is for single player only, it needs to use game.players[<index>] in multiplayer. Instead I think this should be using the owning or acting player in each instance. I will try and rough out the code now.",
"date": "2015-07-22T23:00:43+00:00",
"quotes": []
},
{
"author": "billw",
"content": "Okay I modified this to use the force of the converter building to set force of converted spawners. I no longer get any crashes where I did before, although I was playing multiplayer but on my own (I will test more tomorrow when I have someone to play with). \nI'm only uploading this to help the author, it is obviously not my own work and will be taken down when/if asked! \n \n/edit \nAs I didn't say this already: thanks for this mod! It makes multiplayer much more fun, two of us required to take out spawners rather than just 2 shotting them with the tank.",
"date": "2015-07-22T23:21:03+00:00",
"quotes": []
},
{
"author": "TheSAguy",
"content": "Sorry for the crashes and late response guys. Had my hands full with RL and will probably have more to come. \nI've posted an updated version that removed the Alien Control Station all together for now, until I get some more time to review. \n \nThanks to billw and orzelek for trying to help in my absence. I'll review what you've done and hopefully if will fix my errors! \nPlease give the new version a try and let me know if you have any errors. I've never done MP, so let me know if it works there. \n \nP.S. The latest version also looks at the latest DyTech and Bob for v0.12 and makes a few adjustments if you're using those.",
"date": "2015-07-23T02:41:31+00:00",
"quotes": []
},
{
"author": "TheSAguy",
"content": "Billw, \n \nGive the attached one a try, it might work with your edits. I don't currently have the time to test.",
"date": "2015-07-23T03:13:41+00:00",
"quotes": [
{
"author": "billw wrote:",
"content": ""
}
]
},
{
"author": "billw",
"content": "I just had a look at the code I see an error. I will test at lunch time.",
"date": "2015-07-23T10:00:48+00:00",
"quotes": []
},
{
"author": "JLBShecky",
"content": "3.0.9 is still missing two instances of event. \n \nLines 98 and 99 both try and reference entity directly when it should be event.entity instead so I don't think orzelek's patch got fully implemented. \n \nNever mind there is a little more missing than I had thought... \n \nWhen an enemy spawner is destroyed it looks like it is supposed to convert everything in the area based on the name of the function that it is calling, the only problem is that the function that it calls (Convert_Base) takes three parameters and line 99 is only providing the first two. Without the new force being specified you still get a crash. That said I don't really understand why destroying an enemy spawner should cause all other enemies in it's vicinity to come under your control, but I am probably just missing something. \n \n[Edit] \nWell I didn't see the second edit that bill did, but without knowing why it is trying to convert enemies when an enemy spawner is destroyed I can't really suggest a fix short of the one that bill made by just completely ignoring when they are destroyed. (Actually looking at the Control_Enemies code I'd say that there is a really high probability that the code that bill commented out was actually supposed to release aliens from player control, but had it's logic inverted at some point in time.) \n \nAlso the way that surfaces are being handled, particularly with the mind control stuff that is still in place could be really exploitable with other mods. Currently it is being hard coded to always check the default surface for enemies instead of just using the surface in which the beacon is located. From the testing around that I have done entities know what surface they are on so there is no reason to hard code things to use a particular surface. Granted that is not to say that you can't prevent things from being used in/on a particular surface.",
"date": "2015-07-23T10:09:13+00:00",
"quotes": []
},
{
"author": "bloodgiver",
"content": "I have downloaded 3.0.9 version to check if that bug is gone - however no effect. Can't destroy spawner \n image",
"date": "2015-07-23T11:09:13+00:00",
"quotes": []
},
{
"author": "TheSAguy",
"content": "JLBShecky, \n \nFirst off, Thank you for taking a look at the code!! I really appreciate it. \nI have a newborn due anyway and just don't have any time to test at the moment. Billw's main goal was to try and make the mod work in MP. I've never tested it there, so have no experience with that. \n \nI'd really like for you to make some edits you feel needed if you don't mind. Especially with the Surface exploits you mention. I also totally agree that when a spawner get's destroyed, it should not convert the enemies in the area, as a fact, it should probably convert them back to enemies.... \nI have attached v.10 with some of the stuff you'e pointed out. \n \nAgain, if you could, please take a look at this, I have having a MOD out there with errors. (I think v8 on the main page should be all good, since it has the Alien Control totally removed) \n \nBillw. Thanks you also for helping you!!",
"date": "2015-07-23T16:03:32+00:00",
"quotes": [
{
"author": "JLBShecky wrote:",
"content": ""
}
]
},
{
"author": "orzelek",
"content": "The 1st post 3.0.8 has small error in control file with defining non existing function for events. \n \nAttaching fixed one in here.",
"date": "2015-07-24T19:10:34+00:00",
"quotes": []
},
{
"author": "TheSAguy",
"content": "Thanks! \nI replaced the file on the main page, don't have time today to do much more.",
"date": "2015-07-24T21:28:54+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
}
] | 19 | 2015-07-17T17:35:16-05:00 |
forum-topic-119727 | 119727 | Assembling Machine circuit control should select the highest valid signal | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119727 | Gergely | What?
Assembing Machine's "Set recipe" should set recipe based on the highest valued positive valid signal .
Why?
Currently recipes are set based on "first valid signal" which can be counterintuitive sometimes. There is also little practical benefit to this system.
See an example
This assembling machine uses the transport belt recipe because it is ordered first.
AssemblerControl.png (257.02 KiB) Viewed 615 times
The change I am suggesting would make it consistent with how inserter filters work. Higher values are prioritized.
It would also allow for much more use cases. The current rule is very parameterized blueprint unfriendly. Controlling the recipe for an assembler is already a great use case for parameterized blueprints. Now if only it worked for more than one recipe.
Example
This is a "binary assembler" that alternates between two recipes based on a condition. I think it would be really convenient if the blueprint worked for any pair of recipes that go into the assembling machine. Currently it only works if the recipes are in the "right order". That is, parameter 1 is set to the recipe that would come first in the ordering.
BinaryAssembler.png (33.56 KiB) Viewed 615 times
0eNqlVNtuozAQ/ZXVPDtVCaElSH3oat/3A6LIMjC0lnxhbdMWRfx7x6Rl2SxJulrxYo9nfM6ZOeYApeqwddIEKA4gK2s8FLsDePlkhIoxIzRCAcJ71KWS5mmlRfUsDa5SGBhIU+MbFMnAFopa4WgR0K1uZ7nrK7nJLDddzK2xkjVlVlaX0ohg3axkM+wZoAkySDyKGTc9N50u0RFXdlEUg9Z6KrYmIka++d1NxqCn1f32JiMkalNwVvESn8WLJHRK9Bi4I14tXRxch0NkfoK8npBjo4MwYS5hATj7BM6TEbiWBHHM2JyjMZ77P9fUhM9BMWikojafRhdGxuBXJxQJoLixTtMMIqiOOZFwAQ9joIvuSYY9fUuqU3Zhbgui7/9R8setnM5qOYmf70hoI50P/JrrqGNUxi8bOfrLdqHtwpm3cnJpZduej13ijbOaS0OlUDRCefzKU7hYH1tOfF6pS5HNLmEJS1m6Z7v1x4pOpwuPhEMfTQqyhmkyP7ARnQoUoOgZF6ymlkau160xemEB6+cLOkcT+xss+R8w0ikDatr9/qcxUKJE6i18J7+5/tvj8cVjNB7R8OP92d16u9lus02a5nmSD8M7XG26FQ== Copy blueprint | [
{
"author": "clarity",
"content": "That is not how filter inserters work. Just like assemblers, they do not prioritize higher values (see attached pic) but go by the order the signals appear in crafting menu. \n \nAny reason why you wouldn't use the selector combinator to achieve what you want?",
"date": "2024-11-04T19:42:37+00:00",
"quotes": [
{
"author": "Gergely wrote: Mon Nov 04, 2024 11:45 am",
"content": ""
}
]
},
{
"author": "danbopes",
"content": "I came here seeking the same thing. Just because inserters do not work this way, doesn't mean that assemblers should too. I think the first valid highest signal should be chosen.",
"date": "2024-11-09T10:30:19+00:00",
"quotes": []
}
] | 2 | 2024-11-04T05:45:25-06:00 |
forum-topic-108908 | 108908 | Version 1.1.92 | Releases | https://forums.factorio.com/viewtopic.php?t=108908 | Minor Features
Added a notification when a technology is researched.
Added /enable-research-queue console command to enable the research queue without disabling achievements.
Changes
The research queue is enabled by default for new games.
Bugfixes
Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output. ( 107907 )
Fixed that sync-mods-with-save would download the latest mod version regardless of the mod's base dependency. ( 106289 )
Modding
Added ResourceEntityPrototype::cliff_removal_probability defaulting to 1.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [
{
"author": "_CodeGreen",
"content": "Can't wait for the onslaught of posts praising the research queue change...",
"date": "2023-09-25T19:40:59+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "Introducing stuff from the FFF before 2.0! You are spoiling us!",
"date": "2023-09-25T19:50:13+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Mon Sep 25, 2023 7:37 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "woa that research queue change is great ! \n \nEven though i'm not sure it's 100% realistic because in real life you don't know what you are going to research after your current research since it's often time the result your current research that will decide the future research.",
"date": "2023-09-25T19:51:12+00:00",
"quotes": []
},
{
"author": "_CodeGreen",
"content": "may I interest you in the Discovery Tree mod?",
"date": "2023-09-25T19:57:27+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Sep 25, 2023 7:51 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "You just did ! I was sarcastic in my previous comment and have actually 0 reserve for the research queue being always on. This mods sounds pretty interesting but i'm also an avid FNEI user when playing with large unknown mod and i think the latter would reveal the receipes before they are available to research despite the discovery tree mod. \n \nMaybe another playthrough",
"date": "2023-09-25T20:14:39+00:00",
"quotes": [
{
"author": "_CodeGreen wrote: Mon Sep 25, 2023 7:57 pm",
"content": ""
}
]
},
{
"author": "OvermindDL1",
"content": "You can choose the \"Show only available recipes\" or whatever it was called option in FNEI's settings to fix that. \n \nAlthough the filter menu just in vanilla factorio outright...",
"date": "2023-09-25T20:20:23+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Sep 25, 2023 8:14 pm",
"content": ""
},
{
"author": "_CodeGreen wrote: Mon Sep 25, 2023 7:57 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Yeah, I was a bit surprised to see these already, too!",
"date": "2023-09-25T21:27:09+00:00",
"quotes": [
{
"author": "ickputzdirwech wrote: Mon Sep 25, 2023 7:50 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Mon Sep 25, 2023 7:37 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Perfect ! I'm going to make my playthrough super realistic ! I always used FNEI to ease planning a little and never understood why there was such option as it seemed to defeat the purpose of using FNEI in the first place but it all make sense now. \n \nI'm not sure what you mean by the filter menu thing ? I'm assuming you mean i'll be able to peak at the future when cliking a splitter or a filter inserter (or circuit network). For my current playthrough i don't mind, it's a seablock, with like 10 receipes for coal, so hiding the later receipe i feel is enough of a difficulty increase already but i see where it could spoil the discovery tree mod. \n \nAlso i have a (non-serious) suggestion for more realism : the cost of the research should be hidden and sometimes the research should fail and you shouldn't know beforehand what the research would give as benefit, because in real life science i feel is much more random than in the game",
"date": "2023-09-26T00:56:17+00:00",
"quotes": [
{
"author": "OvermindDL1 wrote: Mon Sep 25, 2023 8:20 pm",
"content": ""
}
]
},
{
"author": "Dragonisser",
"content": "Praise the Devs",
"date": "2023-09-26T18:03:04+00:00",
"quotes": []
},
{
"author": "NIronwolf",
"content": "There is also a setting to toggle in the interface section of the base game to hide recipes you don't know when setting filters. Filters being your hot bar, a filter inserter, those sort of places.",
"date": "2023-09-27T03:45:48+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Thanks for telling me, i tried my best and found the setting to hide locked item from filter menu, added the discovery tree mod, and tried to turn off FNEI's ability to show me locked or disabled receipe. \n \nUnfortunatly, that filter setting which does apply on hot bar and filter inserter doesn't apply to FNEI's window itself when selecting an item. So i can see their icon and know they exist, while not being able to see their receipe nor the tech path required to get there which was the point. At this point it's just about FNEI though. \n \nI also enabled the research queue too, and didn't get any notification but it does work \n \nI'm not sure more realistic science is a good idea but i will find out.",
"date": "2023-09-29T08:28:29+00:00",
"quotes": [
{
"author": "NIronwolf wrote: Wed Sep 27, 2023 3:45 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "Since I have played Industrial Revolution , I treated its sub-mod Deadlock's Research Notifications as a must-have : \n \nSo I am glad that its functionality has been integrated in the base game !",
"date": "2023-10-27T12:27:33+00:00",
"quotes": []
},
{
"author": "Aiue",
"content": "This introduces double sounds whenever a technology is researched. Being able to disable this notification would be great!",
"date": "2023-11-01T16:24:13+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Mon Sep 25, 2023 7:37 pm",
"content": ""
}
]
},
{
"author": "Deadlock989",
"content": "Mine was prettier. \n \n\nYeah. I used to have chat sounds turned off all the time but given that we got a silent print to console function in the API in the very next experimental release, it would make sense not to play the \"doodle-doo\" print sound at exactly the same time as the \"dun der-der dum\" tech finished sound, regardless of the chat sound setting.",
"date": "2023-11-03T17:38:40+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Fri Oct 27, 2023 12:27 pm",
"content": ""
},
{
"author": "Aiue wrote: Wed Nov 01, 2023 4:24 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Mon Sep 25, 2023 7:37 pm",
"content": ""
}
]
},
{
"author": "",
"content": "1.1.95",
"date": "2023-11-04T10:54:23+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Fri Nov 03, 2023 5:38 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Indeed. For 2.0 we added technology rich text tag for this purpose which would open the linked technology after being clicked. We just didn't want to backport it to 1.1 because it would take time and could introduce some bugs.",
"date": "2023-11-05T15:18:18+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Fri Nov 03, 2023 5:38 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "For the sake of completedness, it was a fun playthrough with the discovery tree mod. Not seeing the far away technology makes it easier to focus on setting up the just available things instead of piling research, sure there is the research queue, but you can't queue vertically, to go deeper, only horizontally. So it often provide opportunity to reconsider the queue when a technology unlock something that seem more desirable, it create a surprise element, and it made me wonder all the time \"is this good receipe ?\" instead of \"knowing\" that the later tech are better and knowing there is one available in 3 hours or so. And the feeling that \"it's not worth refactoring this now\" wasn't there, felt like it made me more productive. \n \nI didn't thought it would be giving ease, more like masochist/pressure, but it didn't felt like a restriction a bit like you don't miss what you don't know exist somehow . Even if it was not my firstplaythrough with the modpack i knew things would be availble later, sometimes they were locked for long time. I had set it up so i could see 2 level deep, meaning techs available for research, and tech for which i have at least 1 prerequisite, i think, so sometimes i was able to see a tech, but not the path to get it, only part of it. And i had to think \"which one of the available research will unlock the other prerequisite for the tech i'm seeing ? \". \n \nGlad i heard of it !",
"date": "2023-11-15T01:51:45+00:00",
"quotes": [
{
"author": "mmmPI wrote: Fri Sep 29, 2023 8:28 am",
"content": ""
}
]
}
] | 17 | 2023-09-25T14:37:49-05:00 | |
forum-topic-87564 | 87564 | More visibility with Electric Miners - Page 2 | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=87564&start=20 | NotRexButCaesar | They changed anyway, so it doesn’t matter | [
{
"author": "varundevan",
"content": "In the very old iners , if you look , you could see the miners that are working and the miners that don't (the front and back movement is so easier to distinguish) and that helped me to design better mining system. \n \nthe new miners have lights and that can be seen better only in dark. so IMO, old ones visually gave better results of validating your design.",
"date": "2020-08-18T07:26:16+00:00",
"quotes": [
{
"author": "5thHorseman wrote: Thu Aug 13, 2020 12:12 pm",
"content": ""
},
{
"author": "varundevan wrote: Sat Aug 08, 2020 4:14 am",
"content": ""
},
{
"author": "5thHorseman wrote: Sat Aug 08, 2020 4:03 am",
"content": ""
},
{
"author": "varundevan wrote: Sat Aug 08, 2020 3:56 am",
"content": ""
}
]
},
{
"author": "5thHorseman",
"content": "Hm I have little trouble seeing the lights in the daytime, though admittedly I have auto deconstruct and construction drones installed. \n \nBut I had them installed before the graphical update too so",
"date": "2020-08-18T08:31:49+00:00",
"quotes": [
{
"author": "varundevan wrote: Tue Aug 18, 2020 7:26 am",
"content": ""
}
]
},
{
"author": "valneq",
"content": "Motion or no motion did not differentiate between \"no minable resources\" and \"waiting for space at destination\". I used to always find miners without resources although I previously thought they did not work because of the full belt -_-",
"date": "2020-08-18T16:10:24+00:00",
"quotes": [
{
"author": "varundevan wrote: Tue Aug 18, 2020 7:26 am",
"content": ""
},
{
"author": "5thHorseman wrote: Thu Aug 13, 2020 12:12 pm",
"content": ""
},
{
"author": "varundevan wrote: Sat Aug 08, 2020 4:14 am",
"content": ""
},
{
"author": "5thHorseman wrote: Sat Aug 08, 2020 4:03 am",
"content": ""
},
{
"author": "varundevan wrote: Sat Aug 08, 2020 3:56 am",
"content": ""
}
]
},
{
"author": "",
"content": "@Valneq, @AmericanPatriot: can you try to quote less repetions, please?!",
"date": "2020-08-19T21:07:32+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "Will do!",
"date": "2020-08-20T23:23:58+00:00",
"quotes": [
{
"author": "ssilk wrote: Wed Aug 19, 2020 9:07 pm",
"content": ""
}
]
}
] | 5 | 2020-08-04T16:33:01-05:00 |
forum-topic-106779 | 106779 | [1.1.85] Inserters get stuck when transferring stuff between containers with mixed filters | Not a bug | https://forums.factorio.com/viewtopic.php?t=106779&p=586423 | Suslik | This is an old issue and not specific to any of the newer versions as far as I know.
Imagine you have two cargo wagons. Each wagon has filters set up, where one slot is reserved for copper plates and one slot is reserved for iron plates, all other slots are disabled. The first wagon is full (with one full stack of copper plates, one full stack of iron plates), the second wagon is half-full (~half stack of iron plates, ~half stack of copper plates).
Now imagine you put an inserter (long-handed, obviously) to move stuff from the first wagon to the second one. Most of the time it will top up both the iron and copper plate stack of the second wagon using resources from the first one, but occasionally it will top up say the iron plates stack and then instead of picking up a copper plate it will pick up another iron plate and get stuck, since there's no place for it in the destination.
This problem is much more pronounced if you put a filter to a different kind of item into every wagon slot (say, one slot for iron ore, one slot for iron plates, one slot for iron gears, etc etc) and start moving resources between wagons using long-handed inserters. It's also made worse by high-capacity inserters and if you move stuff in and out of these wagons at the same time either manually or to supply assemblers for examples. However, it does indeed sometimes reproduce with just 2 wagons, 2 resources and 1 inserter.
This setup is useful for creating train/vehicle-based malls for example and all sorts of other things such as mixed train stations.
Expected behaviour:
I expect inserters to never pick up an item if the destination has no room for it. There can be further complications if the destination gets full due to something else topping it up while inserter is "in flight", then the only solution would be to "reserve" space in the destination container as soon as inserter picks up an item, but I'm not sure if that's feasible.
If this issue is hard to reproduce, I can provide an exact screenshot and/or save file. | [
{
"author": "",
"content": "Thanks for the report however this is not a bug. The inserter will never grab an item if at least some part of it will not fit into the destination. However It will grab as much as it can up to the stack size limit of the inserter each swing. If not all of those items will fit then it will sit and wait at the destination until it can place them into it. \n \nIf you don’t want it to grab that many items each swing you can set it to grab less per swing in the inserter GUI.",
"date": "2023-06-23T07:49:57+00:00",
"quotes": []
},
{
"author": "Suslik",
"content": "It's quite unfortunate that it's not supposed to work with stack inserters, because it could allow very cool and efficient wagon-based factories and unloading stations. \n \nHowever, I definitely did test it with non-stack inserters (limited stack size to 1 on long-handed inserters), and they still did get stuck. I placed 4 long handed inserters between every 2 wagons and they consistently ended up jammed after a while. Is it supposed to work in this case?",
"date": "2023-06-23T07:54:33+00:00",
"quotes": []
},
{
"author": "",
"content": "More than one inserter is effectively one inserter with a variable stack size of 4. So up to 3 of them could get stuck at once if the first of the three takes the final slot. \n \nThey do not cooperate between each other about what other inserters are doing.",
"date": "2023-06-23T08:00:40+00:00",
"quotes": []
},
{
"author": "Suslik",
"content": "I understand that it's likely done this way to enable more efficient implementation, but still sad that it's never been a goal to make such setup work. \n \nI guess the reason why it works for assemblers and does not work for containers is because assemblers request less items than the stack limit, so inserters never try to go over the limit. So technically the problem could have been solved if it was possible to \"request\" up to a certain number of items into a container, say half a stack instead of full stack, but then if some stack inserter goes overboard it still won't overfill. However, I understand that it's additional UI work and not an easy thing to implement.",
"date": "2023-06-23T08:04:50+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "See it this way: it's not a bug, it's just the way the inserter logic was built. It's extremely simple. Assume you're an inserter. You don't have eyes. You put one hand into a hole and feel what item you could grab from the top of the stack in that hole. Then you look up for space in the destination. Is there space for the item you just felt? If yes, you grab the item and put it into the destination. If not, you don't do anything but wait until there is space for that item in the destination. \nYou're not able to feel for other items in that hole. You just feel the one item you reach first. How that item is chosen if there are multiple items in the source container, you don't know. It's random. You know the top of it changes if things are inserted or extracted in general, but essentially, it's random, and as long as nothing is inserted or extracted, the item stays the same. \n \nYou have to understand this behavior and build a inserter setup that takes it into account. Often, things you want are not possible. \n \nFor example, to fill exactly some amount of an item into a container, you need to know how many items are already in it and how many items you want to have. Then you subtract the existing amount from the amount you want to have, then use this as stack size. This way you never grab too many items. In addition, to control which item exactly you grab, you need to use a filtering inserter. This filtering inserter needs to be given the item to grab as filter and as stack size the amount that's still missing from the container. \n \nUnfortunately, you cannot read filters/reserved slots from a container, so you cannot iterate over the list of items, so you cannot do the above. But what you can do is using a constant combinator delivering signals and amounts for the items you want to have in the container. That's feasible. But using reserved slots in a wagon cannot be used to control an inserter. \n \nIn my opinion, this is a flaw in train and wagon handling and missing functionality, but in general there is no bug. You need to work against an inserter grabbing too much (by setting a stack size) but are unable to do this, because you cannot get the numbers from the container to compute the stack size. Actually, you are, if you are handling a train stopped at a station, but unfortunately you can only get the content of the whole train, not the content of each wagon separately. Reserved wagon slots play no part in that - they cannot be processed with inserter logic. To be honest, I don't see any use for them in the first place. Only if you want to insert only up to 6 different items into a wagon and reserve one inserter for each item, but that's really very limited.",
"date": "2023-06-23T18:34:52+00:00",
"quotes": []
}
] | 5 | 2023-06-23T00:28:31-05:00 |
forum-topic-126646 | 126646 | mod_gui without children | Modding help | https://forums.factorio.com/viewtopic.php?t=126646 | kurtzilla | My mod uses mod_gui and I place button elements in the top gui - button_flow
There are cases where I would like to have the ability to toggle the display of my mods buttons and I have that worked out
...Except, when I turn my mod's display (mod.destroy()) I am left with essentially, a top gui artifact. The empty frames are being drawn and I can't figure out the proper way to either remove or make not visible, let alone a good/better way to detect the empty inner_frame than a bunch of if statements walking the top gui structure to determine that the top gui is indeed empty.
Before:
Screenshot 2025-02-06 164817.png (480.26 KiB) Viewed 117 times
After:
Screenshot 2025-02-06 165202.png (71.35 KiB) Viewed 117 times
More detail:
Screenshot 2025-02-06 165239.png (1.03 MiB) Viewed 117 times | [
{
"author": "yaim904",
"content": "Hi, can you share the code to do some tests? \nIt doesn't have to be everything, just the essentials.",
"date": "2025-03-14T18:07:35+00:00",
"quotes": []
}
] | 1 | 2025-02-06T17:53:34-06:00 |
forum-topic-124651 | 124651 | Several railgun issues, and a fix for them | Balancing | https://forums.factorio.com/viewtopic.php?t=124651 | CyberCider | TL;DR
The railgun damage tech is useless past the first few levels, and railguns can oneshot demolishers far too easily with no upgrades. Giving railguns finite piercing power dependant on their damage would fix both of these problems.
The problems
1) Railguns oneshot even the biggest demolishers with only a few damage upgrades. That’s simply too strong too soon. And this is clearly due to a hitbox quirk, and not because their damage values were made to be that strong.
2) Railguns have two “infinite” techs, but both of them are functionally capped at level 2. That’s right, 2. And they’re not even a super expensive two levels, the techs have the same cost and scaling as the gun damage tech. Speed is capped because railguns have a turning animation, which isn’t sped up by the tech. And damage is capped because, once you’re able to oneshot huge asteroids, that’s all the damage you’ll ever need.
The fix
Well, first, the firing speed thing is obviously just a technical fix. Not much to say about it.
But my real proposal is about the issue of the damage tech, and demolishers. I believe that if railgun shots behaved more like cannon shells, both of these problems would be fixed. Currently, railgun shots apply their full damage to every target they pierce, and the only limit is their range. But I think the shots should deal damage to one target, and only pierce it if they have more damage left to deal. So their damage would diminish with each pierced target, until eventually the shot is stopped.
If demolishers weren’t hit in each pierced segment simultaneously and for the full damage, then they could much more effectively tank the damage. And with asteroids, while a single huge asteroid could still be oneshot at damage level 2, you would still want more levels in order to be able to hit more asteroids behind it. The “railgun damage” tech would essentially take the role of a “railgun piercing power” tech, which would be much more balanced.
Reasoning
Of course, it’s clear that I what I’m suggesting is essentially a nerf to railguns. But it’s with the goal of giving the railgun damage tech a reason to exist. If railguns were indeed meant to be very strong from the start, why would they need infinite techs? It’s one thing for most productivity techs to be capped at level 20-something, this is capped at level 2! At that point, it should just be a finite tech with a few levels, because there’s really no point to it being infinite. And the demolisher thing is simply inexcusable, it should definitely be fixed in one way or another, no matter what. Demolishers are supposed to be the one single challenging thing about Vulcanus. | [
{
"author": "jaylawl",
"content": "A handheld railgun on Vulcanus feels like a modded in / cheat-code style weapon. It doesn't feel right to one-shot and pop these formerly terrifying creatures out of existence in a single shot. It feels completely wrong.",
"date": "2024-12-18T12:15:15+00:00",
"quotes": []
},
{
"author": "Tinyboss",
"content": "Your opinion is totally valid, but I have a different one. I like that every enemy can eventually be trivialized. I certainly wouldn't say that about every game, but I think it's the right design choice for Factorio.",
"date": "2024-12-18T17:27:39+00:00",
"quotes": [
{
"author": "jaylawl wrote: Wed Dec 18, 2024 12:15 pm",
"content": ""
}
]
},
{
"author": "jaylawl",
"content": "I agree with you and i wouldn't neccessarily ask for a nerf on the handheld railguns. Those may be a more specific case of a little psychological engineering. Make it a bit more \"look hard, play easy\". I agree that it should be possible to trivialize killing demolishers, but i wouldn't say that merely crafting a handheld railgun is sufficient for that.",
"date": "2024-12-18T18:26:32+00:00",
"quotes": [
{
"author": "Tinyboss wrote: Wed Dec 18, 2024 5:27 pm",
"content": ""
},
{
"author": "jaylawl wrote: Wed Dec 18, 2024 12:15 pm",
"content": ""
}
]
},
{
"author": "CyberCider",
"content": "Oh, I don’t disagree with that. Notice that I said “too easy too early”, instead of simply “too easy”. I would be completely fine with railguns dispatching big demolishers easily, just not immediately once they’re unlocked. But with a double-digit damage upgrade and a decent amount of firing speed, now that would be appropriate in my eyes.",
"date": "2024-12-18T19:25:29+00:00",
"quotes": [
{
"author": "Tinyboss wrote: Wed Dec 18, 2024 5:27 pm",
"content": ""
}
]
},
{
"author": "Tinyboss",
"content": "Right. I was replying to the other poster who if I understand correctly doesn't think the big demolishers should become trivial at all.",
"date": "2024-12-18T19:41:55+00:00",
"quotes": [
{
"author": "CyberCider wrote: Wed Dec 18, 2024 7:25 pm",
"content": ""
}
]
},
{
"author": "FlachFritz",
"content": "I came to the same conclusion about railguns. Please incorporate some of these improvements or something similar that makes railguns less \"broken\" from the start.",
"date": "2025-01-02T10:19:02+00:00",
"quotes": []
},
{
"author": "Mr Wednesday",
"content": "You can one-shot demolishers (small ones at least) with Nauvis tech. A handheld railgun isn't the only way to do it.",
"date": "2025-01-04T15:50:51+00:00",
"quotes": [
{
"author": "jaylawl wrote: Wed Dec 18, 2024 12:15 pm",
"content": ""
}
]
},
{
"author": "supremecool",
"content": "+1 to this, I was about to post the exact same suggestion of making railgun damage decay after each enemy it pierces.",
"date": "2025-01-11T19:03:50+00:00",
"quotes": []
}
] | 8 | 2024-12-18T03:07:21-06:00 |
forum-topic-108611 | 108611 | Friday Facts #375 - Quality - Page 39 | News | https://forums.factorio.com/viewtopic.php?t=108611&start=760 | mmmPI | According to your approach, the reactor takes 8 second to build, therefore 1 assembly can build 7.5 per hour, meaning 1500 reactor during a 200 hour long game, and if you take 3% that still amount to 450 reactors. If you have legendary quality module, that still represent 25% that are legendary, so 112.5 right ?
I don't think the reactor loop to upgrade quality at the last step including an assembly that craft nuclear reactor with 4 quality module inside it will function 100% of the time. In normal game it's not something that is going to happen, and if it does, that's still means you have some "dead weight" of module not being in machine functionning 100% of the time for a longer game/ "at some point". think about the exoskeletons in the armor ? how much % of assembly in a normal game ?
And what about the personnal roboport ? maybe better place module in the recycler for them than in the assembly making roboport ? why compare with the iron gear assembly ?
Getting high quality intermediate is valuable because it's versatile, if you recycle robotframe, not only can you get easily the 2 different robots, but you also give yourself the ability to collect high quality lubricated engine, for the exoskeletons which saves you 3 loops, maybe more.
Sure robotframe are slow, but who cares ? that's in game time for the factory, what really matters is real life time for the player, setting 1 loop is faster than setting 3 loop if they are going to stay idle 97+% of the time | [
{
"author": "computeraddict",
"content": "You're still not thinking about it the right way. We're talking about production of infrastructure, not SPM. The question to ask is how long does it take to produce the infrastructure we want? We obviously can't make use of infinite amounts of infrastructure, so there's no reason to consider the case that it runs beyond what we want to produce. Quality is not a \"run it forever\" kind of mechanic. It's a \"run it until the production run is finished\" kind of mechanic. The thing to look at here is the time it takes to produce a single unit. Applying the modules to the production of reactors themselves, you get something very tame on the order of 8 seconds * C per reactor, where C is some constant based on the efficacy of the modules available and target quality. Applying the modules to the production of the reactor's components, you wind up with 13100 seconds * C per reactor (my previous math was a little off because I forgot to factor in the yield of concrete). As in, it's going to take 1638 times longer to produce the reactors you want by applying the same number of modules to the intermediate products. Would you rather finish a reactor per second or a reactor every 27 minutes? The answer is obvious. Even if you heavily parallelize your process it would take you less time to produce the modules from scratch, set up my setup for the reactors, produce more reactors than you could ever want, tear it all down, put it all in some other setup and produce a hundred of those than it would take for your idea to even be halfway through producing its first reactor. \n \n\nIt doesn't have to function 100% of the time to be a better use of modules. The value it generates when it runs depends on the recipe it's attached to multiplied by its uptime, not just on uptime. Same as a productivity module. \n \n\nRobot frames are a great case for applying modules only to end products. They take 20 times longer to process than the robots themselves, and the robots require additional inputs in the form of green or red chips. There is no reason to produce quality robot frames other than while upcycling robots. For the same number of modules you could have MORE than 20 times the quality robot production by applying them to the robot recipes themselves. And to boot, by applying quality modules to the initial robot frame production you are missing out on a potential 40-100% productivity bonus. That is the opposite of valuable. It's throwing away hundreds to thousands of resources per quality robot that you could save by just moving the quality modules to where they're more effective in the first place. \n \n\nAnd in real life it will take days or weeks for you to see any payoff from the kind of thing you are suggesting. That's how inefficient it is. Like I said before, quality modules in a 99% idle roboport assembler are more time efficient than the same modules in an iron gear assembler. The math doesn't lie. Please take a minute to understand it. The human setup time (which for most things is ctrl+c, ctrl+v) is absolutely negligible compared to the amount of waiting it saves. To boot, your idea for bots to save setting up 2 loops involves setting up 3 loops: green chips, robot frames, red chips. And if your answer is \"I just have one loop for each intermediate!\" then I'll see you in 2060 when your factory produces its first legendary tier 3 module.",
"date": "2023-10-31T09:49:27+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Oct 31, 2023 9:10 am",
"content": ""
},
{
"author": "mmmPI wrote: Tue Oct 31, 2023 9:10 am",
"content": ""
},
{
"author": "mmmPI wrote: Tue Oct 31, 2023 9:10 am",
"content": ""
},
{
"author": "mmmPI wrote: Tue Oct 31, 2023 9:10 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "The satelittes idea is better than all i had in mind for faster ROI, in the\"productive\" area \n \nBut my experience of idle game told me that \"faster\" ROI is not the only thing, if you have to click every 2 second on your phone for the faster ROI, you would maybe choose the one that allows you to click only every 2 days for slightly less. Which is what is a motivation for me to consider finding an area that works all the time for minimum effort to set up, not only \"faster\" ROI but also guaranteed \"ROI\". \n \nSo if an indirect approach is more productive only for 10 minutes or an hour and then the other becomes faster, it becomes a personnal decision during the game rather than theorycraft to say which one is the \"more productive\" between 2 different chain of upgrade, and if it is worth the trouble to set up and deconstruct later or not. \n \nThere is also several variations that are not \"taking only the max quality item\", maybe because that's the specific area of roboport or substation or power pole that fits with a gird or a blueprint and doing it of higher quality is not desired, or something similar that will lead to recycling some items made \"too high quality by accident\". This could also happen at the recycler stage, where recycling Q2 roboport that failed to upgrade to Q3 would yield Q4 material, when Q3+ roboport are deemed \"of no interest\" given the particular blueprint. \n \nThe video from the FFF is collecting circuits from quality 3 4 and 5, the rest is recycled, maybe one could decide to use the Q5 for a specific purpose and the Q3 and Q4 for something else, leading to some unexpected strategy depending on the need of a particular game. \n \nI think that's part of the theory craft complexity that is fun to test in practice, maybe the more productive approach is annoying to play for a person that would find it's more fun to be a little less productive and try out some other things, or try out the thing that sounds weirdly efficient, like mass recycling satelittes x) ( this was written without knowledge of the satelittes future receipe )",
"date": "2023-10-31T09:53:04+00:00",
"quotes": [
{
"author": "Khagan wrote: Tue Oct 31, 2023 6:35 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "No i just disagree with your assertive assumptions that are not shared by all the players. The question that was raised is not only how long does it take to produce the infrastrure we want. \n \nIt's also how much time the human player will need to build it, how much space will it take, how ugly will it look, how boring and clumsy will it feel, how bad you would feel when placing legendary quality module in your night vision assembly machine, because you clearly want to have some high quality night vision and there is no other way than making a loop and recycling them until you get some high quality. It's of course impossible to imagine just having a pool of material of high quality somewhere and doing the rare items not with a recycling loop but from high quality material. \n \nYou seem to somehow consider only 1 particular way at looking at things and diregarding all other argument of ease of use or even math x) and telling me i'm not thinking about it the right way. There are plenty of way to consider things. \n \nIt is possible to recycle satelites to get blue circuit required for module in large quantity maybe ? if you do also this for assembly machine 3 you would get the high quality speed module too and recycling them maybe is going to be overall more interesting for a player because that would allow to make all modules from those material slowly with only 1 recycler, and not set up a recycling loop for all modules separatly as it would require an higher footprint for something that is not a \"run it forever mechanic\" why would you then want to finish as fast as possible and force you as a player to constantly keep the pace of expansion for things to be \"worth it\"? \n \nI share the initial remarks that making a loop for everysingle item that one would want in high quality isn't necessarily the most optimal choice. No matter how you want to math and generalize things taking some example, it's not possible to apply it to every item in every situation and claim that's the only way of looking at it. \n \n \n\nProductivity module are generally used in things you use for science, which are consumed \"endlessly\", whereas as you said yourself earlier, quality module are not a forever thing, once you have 4 or 5 or 10 armors at some point your recycling loop for armor is useless and dead weight, forcing you player to do some ingame action like destroying it and reusing module somewhere else where they would be active or suffer the innefficencies. Whereas by not making a recycling loop for the armor you don't have this wasted dead weight. \n \nYou said correctly that the places where you get the faster ROI is the place where the most material is processed in the shortest amount of time. Then you said the amount of time is not infinite. Therefore one can disregard the time factor and consider only that module are best used where the most material is processed => Why would you build more than 4 quality module in a whole game ? you should just make 1 assembly and switch receipe, make 1 item, switch module to the recycler and so on. That's the \"most money for your buck\" , although it takes a little longer \n \n\nI think this is not math, this is speculations, we have no idea about the cost of the recycling machine nor the time it takes to recycle things. You don't have to pretend explaining me something very complex, it's ok to like math and not apply them properly to a situation because we like math too much we don't look at the things we can't measure like feeling bored doing ugly loop for every single one item or missed an idea like recycling satelittes it happens all the time, please take a minute to understand that i've already look at the problem for hours and it's not a few assertives messages that seem to have angle of strategy not covered that will change my mind instantly. \n \n\nMaybe you didn't understand that i mentionned recycling the robot frame, not producing them of high quality, since recycling them allow for getting lubricated engine with which you can do exoskeletons without having to build a recycling loop just for the exoskeletons, since you can use recycler outside of a loop for only a single item. It also allow you to have battery of high quality for the armor battery, unless you want to setup a recycling loop for them too, it also allow to make 1 accumulator here and there to monitor power usage say on the spaceplatform, and you still have materials to make robot frame of high quality with productivity module if you choose to only use quality module in the recycler. All this with only 1 single recycler and 4 module ,that really depend on what you want ingame. But making a recycling loop for armor battery or nightvision \"because it's the best use of module\" acording to math sounds ridiculous and a mis-usage of math to represent what happens in game, obviously it's valuable to get high quality material. It was even written in the FFF literally ! \n \nEdit : to make it less confusing i'm explaining it more in details sorry if it's not so clear still, robot frame is required for science so you may want to \"produce\" them without quality module, and decide that some of them that are produced anyway will be recycled to provide material for some other item that you want in high quality but not in high volume to the point where making a whole loop for them feels a waste of time and space. \n \nEdit 2: One can also mention how many steps of crafting there is to get finished product. If you use legendary productivity module on assembly machine you double the output compared to normal, if you take 2 step it's x4, x8 then x16 and so on. Leading to a huge amount of assembly required to process all that, only to keep a small fraction at the end. \nWhereas if you increase quality early on, then you work with only a fraction of material, that double and double and double, requiring overall way less machine to achieve the same result in the same time.",
"date": "2023-10-31T10:36:13+00:00",
"quotes": [
{
"author": "computeraddict wrote: Tue Oct 31, 2023 9:49 am",
"content": ""
},
{
"author": "computeraddict wrote: Tue Oct 31, 2023 9:49 am",
"content": ""
},
{
"author": "computeraddict wrote: Tue Oct 31, 2023 9:49 am",
"content": ""
},
{
"author": "computeraddict wrote: Tue Oct 31, 2023 9:49 am",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "I have made the calculations of the times to manufacture the solar panel, using the quality modules at the end of production was 10 times less than the time to obtain the legendary raw materials. \n \nobtaining the legendary raw material can be used separately for continuous production with the possibility of expanding and thus while you make the desired legendary item, in the background you are obtaining the legendary ingredients for future use and thus do not stop the legendary production. Then the best of both sides would be taken advantage of",
"date": "2023-10-31T18:05:29+00:00",
"quotes": [
{
"author": "computeraddict wrote: Tue Oct 31, 2023 7:23 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "How did you compute the time of recycling ? and the time to build the number of recycler ? We don't have nor the cost, nor the time to make a recycler, i suppose one can recycle satelites or personnal solar pannel if the goal is to obtain high quality solar pannel, this way you maximize the amount of material impacted by the smallest amount of quality module but if recycling time is function of the raw material of the item, it's not the same as if the recycling time is function of the time to craft the original item.",
"date": "2023-10-31T19:00:26+00:00",
"quotes": [
{
"author": "Axs1 wrote: Tue Oct 31, 2023 6:05 pm",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "For modules at the end of manufacturing, the bottleneck for solar panel manufacturing is the steel plate, use that time multiplied by the legendary manufacturing cost. \n \nFor the legendary raw material, the bottleneck is themselves, and since two types of raw materials need to be manufactured, it is twice as many quality modules that are needed. \n \n \n time.ods \n (17.37 KiB) Downloaded 101 times",
"date": "2023-10-31T19:58:31+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Oct 31, 2023 7:00 pm",
"content": ""
},
{
"author": "Axs1 wrote: Tue Oct 31, 2023 6:05 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "this from the spreadsheet. \n \nThose assumptions are not representing what will happen in a game, because if you consider \"time\" it is in relation of where you are going to place your \"first\" quality modules. \n \nBut then your math compare 2 full production chain already full of legendary module . This doesn't account for the time and resssources required to setup the 2 methods. How many assembly required for first method and for second method ? how much ressources and time to set up the 2 method ? You say the method requiring 50 times more machines is 10 times faster ? or the method requiring 10 times more machines is 10 times faster ? or both method using the same amount of machines have speed difference ? This changes a lot the interpretation of your results. \n \nAnother thing you can't account for is the price of 1 recycling machine, or the price of 1 quality module, which maybe cost more than the other module, this means the \"cost in ressources\" and \"in time for factory\" and in \"time for player\" is only speculation. It look like one method is 10 time faster, but one cannot estimate the cost to setup both method precisely. \n \nThen you also have the problem of idle time. Which is heavy if you have dedicated recycling loop for not often used item that you still want of high quality like the armor, math you did assume the machines are functionning 100% of time, but this is not the case in practice for all machines, it's easier to achieve that on smaller number of machines that are feeding different chain of end-product. \n \nTaking 1 example of \"solar pannel\" wouldn't be enough to compare the \"methods\". Because if you make a dedicated loop of recycling for solar pannel, presumably you want to have fast solar pannel of high quality, and you would do that faster recyling satelittes in a real game so a \"third\" method maybe would make more sense in that particular case.( the latest of your sentence, one can choose other receipe it is not \"solar pannel\" always the best because it's the \"last\" step, sometimes a receipe \"after\" like satelittes, or maybe a receipe \"before\" can be faster because more material is involved in less time due to the receipe. \n \n But in the end it's still your personnal choice as a player, do you want to have the solar pannel first ? so you have energy to make more quality module ? or do you want the quality module first ? so that you can then build high quality solar pannel ? Maybe one way is faster but is of no interest in your game",
"date": "2023-10-31T21:13:22+00:00",
"quotes": [
{
"author": "Axs1 wrote: Tue Oct 31, 2023 7:58 pm",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "I am not taking into consideration the infrastructure, it is only the time to obtain a legendary item and I only use the solar panel, because it is easy to perform the calculations, it can be extrapolated to recipes that require more ingredients, for example, the nuclear reactor requires many ingredients, therefore, the amount of raw material is very large and obtaining said raw material in the highest quality requires an enormous amount of time, then you can know that if a recipe is very simple it is equal to or less than obtaining the material legendary cousin. \n \nRegarding the time for infrastructure is a separate topic that would have to be covered separately, but you can say that the number of modules needed to match the production speed of legendary raw material with the production speed of the desired legendary item is much higher. \n \nThese are calculations that I can do, it's just that I won't get the results soon. \n \nEdit 1: At the beginning of the production of high quality items, the best option is to place the quality modules directly on the desired item. \n \nEdit 2: Regarding the assumptions, it is necessary to do so, because we do not yet have that data, but it can be assumed that if it is slower, for example, twice as much, we know that we need twice as many recyclers with their respective modules to equalize the calculations.",
"date": "2023-10-31T21:29:11+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Oct 31, 2023 9:13 pm",
"content": ""
},
{
"author": "Axs1 wrote: Tue Oct 31, 2023 7:58 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I understand the limitation of the method, for nuclear reactor, there is no receipe known as of now that uses it as an intermediate, which means 1 way of getting it ( from recycler) is not available, that leaves at least 2 ways : 1) crafting from high quality material, 2) crafting with quality module, but you can also combine them, maybe you will craft nuclear reactor with some Q2 and Q3 material in an assembly with quality module. \n \nThe time of infrastructure i don't think one can compute without the receipe to make 1 recycler, because maybe 1 method require 5 recycler and the other method only 1 to match the same speed. Depending on the cost of the recycler, it can dwarf or not the cost of the rest of the infrastructure. \n \nI don't expect the recycler to be super expensive, but it's still an unknown variable, and so is the cost of 1 quality module, maybe those are made from tier 3 other modules, maybe from rare material from space that will be in the expansion the most important ressource player try to optimize, instead of iron and copper who knows \n \nI also think it's ok not to find the \"56\" cost mentionned by the devs, because the video of the green circuit recycling loop posted in the FFF is quite special, it keeps only the circuit from quality 3 4 and 5. Which is a particular case that is not \"all max quality\" so your spreadsheet is a model of a different refining process i think. \n \nIn game i'm using https://mods.factorio.com/mod/RateCalculator this mod to math the ratios fast (very helpful for modded games with lots of new things). I hope something like this will still exist",
"date": "2023-10-31T21:48:17+00:00",
"quotes": [
{
"author": "Axs1 wrote: Tue Oct 31, 2023 9:29 pm",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "Most likely someone will do the calculator. \n \nIn the example shown by the developers, the cost will be even higher, because they do not use Q3 and Q4. \n \n Source: https://wiki.factorio.com/Upcoming_features \n \nSince there are different values and I do not have the way in which the calculations were carried out, I am left wondering if I have overlooked something and that is why my values do not match. \n \nAbout the cost of 116 times, it must have been that they performed an experiment with the game (for those who have access) and released that data. \n \nEdit: one here breaking his head and in the future friday facts clarifies everything and everything becomes easier",
"date": "2023-10-31T22:16:39+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Oct 31, 2023 9:48 pm",
"content": ""
},
{
"author": "Axs1 wrote: Tue Oct 31, 2023 9:29 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Well Raiguard who made the rate calculator mod now works for Wube, and so is Therenas who made the factory planner mod, they part of factorio staff on the forum i'd be surprised if there is no in-game tool \n \n\nThere are other things happening in the FFF loop, for example there is one belt that carries away some of the copper wire and iron plate of \"no quality\" toward the north and we don't know what they become whereas in the spreadsheet it would be more natural to assume that every material coming out of the recycler is going to be reused in an attempt to craft the initial item in quality 5. Maybe that changes the way to model what is happening, which share of material goes through which loop. \n \nI am rather confident that the \"56\" number is correct, due to it coming from devs who must have spent quite some time doing the balance and are experienced , and also are having all the informations , as you you say maybe players can't find the number because we are not aware of some mechanics. Maybe it is because players attempted calculations based on a model that is slightly different than what the splitters loop from the FFF are producing. \n \nI still think it's interesting to see spreadsheets , because in game it will be possible to make such machines run it for several hours and count the results, as the ultimate way to make sure the spreadsheet is correct. Because when seeing spreadsheet sometimes it feels like 2 differents ways of processing are corrects they make sense, but they give different results and it's not easy to understand which one describe what happens in the game and which one is not and why. \n \nMaybe also the number 56 is a mistake by the devs x) Maybe they put a random number to troll players and make them do probabilities exercice as a revision before the expansion \nI would not break my head too much, i agree with your edit",
"date": "2023-11-01T09:39:58+00:00",
"quotes": [
{
"author": "Axs1 wrote: Tue Oct 31, 2023 10:16 pm",
"content": ""
},
{
"author": "Axs1 wrote: Tue Oct 31, 2023 10:16 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "Share my spreadsheet on the cost of getting premium quality. \n \nYou can find the results for:\n Assembler with Quality and Recycler with Quality \n Assembler with Quality and Recycler with Quality(Old Version) \n Assembler with Quality and Recycler with Productivity \n Assembler with Quality and Recycler without modules \n\nSpreadsheet\n \n \n Quality - Cost.ods \n (8.84 KiB) Downloaded 94 times \n \n \n Note: Old Spreadsheet \n \nEdit: \n \n This is the new spreadsheet, here it contains the new method and also the old ones. The equations used in the new method are included. \n \n \n Quality - Cost.ods \n (29.85 KiB) Downloaded 98 times \n \n \n Note: if you have any questions let me know",
"date": "2023-11-02T06:17:26+00:00",
"quotes": []
},
{
"author": "Axs1",
"content": "I have made several corrections to the spreadsheet, I have also changed the probabilities according to the data provided by the wiki: https://wiki.factorio.com/Quality \n \nHere:\n \n \n Quality - Cost.ods \n (27.21 KiB) Downloaded 95 times",
"date": "2023-11-08T04:24:32+00:00",
"quotes": [
{
"author": "Axs1 wrote: Thu Nov 02, 2023 6:17 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I have seen the spreadcheat, i was wondering how you got those number for module bonus as it seem different than what you did earlier so i started checking the wiki page and i found : \n \n\nThis is confusing x) on the FFF we can see quality module on recycler so i suppose it is impossible to put \"productivity\" in reycler. \n \nIt also says \n \n\nWhich is one of the debated question, but it doesn't show the math to explain. \n \n\nThis is said on the wiki page but is not happening on the spreadsheet i think, cost is shown as 137 with 2 of each the top module on each assembly and 4 quality in recycler. But using more quality module gives better result/ lower cost. But again there is no detail on this part of the wiki page, so it is difficult to compare why and at this point i wouldn't be able to tell which one will be the one in the expansion.",
"date": "2023-11-15T01:22:12+00:00",
"quotes": [
{
"author": "Axs1 wrote: Wed Nov 08, 2023 4:24 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "here I have uploaded the spreadsheet update \n viewtopic.php?p=596868#p596868 \n \n\nI found those probabilities on discord, and then I saw the link to the wiki on quality. They also showed tests with iron plates, they gave the quantity that was obtained of each quality and calculated the percentages to corroborate and they are indeed those of the wiki \n \n\nproductivity is not possible in the recycler, I just didn't know at the time, but I still added it in the spreadsheet update. \n \n\nI imagine it refers to at what point it is better to apply quality, that is, obtain the legendary ingredients first and then craft the final item or apply the loop in the final product. I did some calculations and no matter where you do it, the same is consumed, the difference is only the time \n \n\nIn the new spreadsheet you can do it, I have tested the \"optimal\" configuration of the wiki and none offers better results than the 4 quality modules",
"date": "2023-11-15T05:23:59+00:00",
"quotes": [
{
"author": "mmmPI wrote: Wed Nov 15, 2023 1:22 am",
"content": ""
},
{
"author": "mmmPI wrote: Wed Nov 15, 2023 1:22 am",
"content": ""
},
{
"author": "mmmPI wrote: Wed Nov 15, 2023 1:22 am",
"content": ""
},
{
"author": "mmmPI wrote: Wed Nov 15, 2023 1:22 am",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "I haven't gotten a chance to crack it open yet, but are you using Markov chains for the math or some kind of expected value substitution?",
"date": "2023-11-15T23:38:14+00:00",
"quotes": [
{
"author": "Axs1 wrote: Wed Nov 15, 2023 5:23 am",
"content": ""
}
]
},
{
"author": "Axs1",
"content": "No, I have only used geometric progression. \n \nI forgot to mention that I was finally able to get the value they showed on the wiki which is 116 times more expensive, but that was based on 250% quality strength, the real value is 248%, because they do not handle decimal values and truncate the value of each module remaining at 62% instead of 62.5%. \n \nThe 116 times cost only considers the materials you provide and does not include the materials returned by the recycler, so it is not the actual cost. \n \nLink to the new spreadsheet: \n viewtopic.php?p=596868#p596868",
"date": "2023-11-16T01:20:54+00:00",
"quotes": [
{
"author": "computeraddict wrote: Wed Nov 15, 2023 11:38 pm",
"content": ""
},
{
"author": "Axs1 wrote: Wed Nov 15, 2023 5:23 am",
"content": ""
}
]
},
{
"author": "Ranakastrasz",
"content": "Query. Can you use different qualities of raw materials, or do they have the be the same quality? And if so, what are you supposed to do with the occasional higher quality materials you can't match with others? Or does it use the lowest included quality, average, etc? \n \nDo fluids have quality?",
"date": "2023-11-19T00:30:51+00:00",
"quotes": []
},
{
"author": "Axs1",
"content": "Can you use different qualities of raw materials, or do they have the be the same quality? \nYou can use raw materials of different qualities, but the item manufactured will be the quality of the lowest quality raw material. \n \nWhat are you supposed to do with the occasional higher quality materials you can't match with others? \nThe recycler returns 25% of the recipe ingredients. \n \nDo fluids have quality? \nNo, when using it, it is simply ignored",
"date": "2023-11-19T16:26:46+00:00",
"quotes": [
{
"author": "Ranakastrasz wrote: Sun Nov 19, 2023 12:30 am",
"content": ""
}
]
}
] | 19 | 2023-09-08T06:00:03-05:00 |
forum-topic-72661 | 72661 | tutorial feedback | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=72661 | aeshar | Hello,
I recently introduced a friend to Factorio, and I watched her play the tutorial. I wanted to report somewhere what was unintuitive/harder than what it should be. I'm not sure if it's the right place, please move this post as needed.
- First of all, the order of the objective is confusing. Usually, we read top to bottom, but here we need to read bottom to top most of the time.
- When you have to create your firsts green circuit, you can't (yet) handcraft the wire, witch are required to be able to create small electric pool. You should still have one left, but it can be an issue. Secondly, it's not at all obvious that you have to create a two-stage process (and you can't do it because you don't have enough green circuit to create a second assembly machine. Currently, the workaround is to build enough copper cable, then change the recipe to green circuit, and then manually feed the assembly machine with the copper cable. I suggest that we could have 3 extra green circuit (to be able to build the second assembly machine), and have in the objective list
create copper cable inside an assembly machine
create green circuit inside an assembly machine
That's all for the moment. And I would like to conclude by saying that the new campaign is otherwise absolutely awesome! | [] | 0 | 2019-06-28T15:19:28-05:00 |
forum-topic-109334 | 109334 | [DE/ENG] - 🚀 Factorio Birthday Special with Nils on a Deathworld 🚀 17.11.2023 | Multiplayer | https://forums.factorio.com/viewtopic.php?t=109334 | Koenigsleon | Factorio Birthday Special with Nils on a Deathworld
Dear friends and gamers,
To celebrate my 35th birthday, I'm inviting all of you to a special Factorio event. Let's take inspiration from the impressive image and immerse ourselves in the world of Factorio, challenging ourselves with a Deathworld setting.
When?
Start: Friday, 17th Nov '23, 18:00.UTC+1
(Some of us will start around 14:00 for preparations.)
End: Sunday, 19th Nov '23, 18:00. UTC+1
Our goal: Launch 35 rockets by Sunday in celebration of my 35th birthday! The first rocket should ideally be launched by 18:00 on Saturday.
Key Notes:
The Deathworld setting will make the game more challenging due to aggressive enemies, so teamwork is crucial.
I won't be online all the time as I'll be taking care of the twins. However, I trust that the team will make fantastic progress.
Whether you're a pro or a newbie in Factorio, everyone's welcome. The more, the merrier! Let's make this weekend an unforgettable gaming experience.
Where? On our Discord server: https://discord.gg/zJydVQpx?event=1165705128670675025
Note: I prefer German-speaking players on Discord as my English isn't that strong.
Please RSVP as soon as possible for server slot planning.
Looking forward to an exciting weekend and launching many rockets into the sky together!
Best gaming regards,
Nils ter Laak
Born 17.11.1988 | [
{
"author": "Koenigsleon",
"content": "Server is in Working: 5.83.173.55:10770 \nExperimental an PW: 35 \nWith Mods/ Deathworld \n \nThanks for Joining",
"date": "2023-11-17T14:43:21+00:00",
"quotes": []
},
{
"author": "Koenigsleon",
"content": "We only as 12 Members ( Only Friends) . An i order a server with 125 Slots. \nThats was uncool.",
"date": "2023-11-21T06:39:14+00:00",
"quotes": []
},
{
"author": "Neutronium",
"content": "Happy belated birthday",
"date": "2023-11-25T02:00:17+00:00",
"quotes": []
}
] | 3 | 2023-10-24T01:01:42-05:00 |
forum-topic-32593 | 32593 | Yuoki Tech Tree Mod | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=32593 | Peppe | I put together a mod to make a tech tree out of the Yuoki Industries and Engines Addon.
The techs have generally a small cost as they likely depend on a vanilla tech already reasonably balanced. I find it a useful roadmap even knowing the mod well. The tech tree let's me know easily when a world can make the jump to advanced recipes and smelting. I think the descriptions on tech especially for the later techs can help let new users know what to do with something or what to do next...
The vanilla tree viewer shot below doesn't show all the vanilla techs the later techs have as pre-requisites, but it is mainly military stuff for the turrets and engines for the machines.
https://mods.factorio.com/mods/Peppe/Yi_Tech_Tree | [
{
"author": "Ratzap",
"content": "I used the tech tree mod for a while and it did help me clear up in my mind how things work together. \n \nI built normally first and got all the green science done, that gave me a good base to get going. Factorissimo is great for parcelling up functions like hybrid fuel making, washing, dirt sifting etc. Now I'm playing around with farms and trying to replace my roboports/bots with YI ones. That's run smack into the power brick wall with the infuser and the science cult maker thing. I'm still scratching my head over MF though and I have no idea what the difference between the red and blue shaft parts is.",
"date": "2016-10-01T03:45:47+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "sorry to say, but it's the color ^^ \nit should help you to separate pipes and not connect wrong fluids together. The other benefit is the MF-flow feels faster in this shafts and from viewer perspective it fits the theme. \nGearbox-Outputs and other MF-Outputs sometimes need a restricted flow. These Shafts can also help regulating the flow. \n \nFor example builds you look into the Theocrafting-Thread.",
"date": "2016-10-01T13:04:26+00:00",
"quotes": [
{
"author": "Ratzap wrote:",
"content": ""
}
]
},
{
"author": "Hinanawi-sama",
"content": "Running into sprite problems on 0.15.10 running Youki Tech Tree 0.15 and Research Queue 1.5.1 in tandem. Killing Crop-cache didn't change error message. Both work just fine on their own and I'm having trouble pinpointing which mod is actually throwing this error. Posted this on RQ thread as well.\n Screenie",
"date": "2017-05-14T20:45:17+00:00",
"quotes": []
},
{
"author": "Air",
"content": "Got the same problem. It's the tech tree mod. I don't think it's connected to RQ. I edited it, adding \"icon_size = 32,\" to each technology and it seems to work.(Although not all icons are 32x32, but I was too lazy to make it eye-candy)",
"date": "2017-06-05T22:04:36+00:00",
"quotes": [
{
"author": "Hinanawi-sama wrote:",
"content": ""
}
]
},
{
"author": "foodfactorio",
"content": "hi just to say that i also use this mod and it helps me to learn the different areas of the YI mod",
"date": "2018-02-24T05:03:22+00:00",
"quotes": []
},
{
"author": "MnHebi",
"content": "Hey, I'm making another Yuoki tech tree mod using this mod as a base. \n https://mods.factorio.com/mod/Yi_Tech_Tree_ExtraVanilla \nBasically I try to make the Yuoki stuff fit in with vanilla progression, and also to break stuff down more into bite sized pieces so it is easier to wrap your head around how Yuoki works. \n \nI'll also work on adding the Railway addon.",
"date": "2021-10-31T06:46:41+00:00",
"quotes": []
}
] | 6 | 2016-09-13T09:14:01-05:00 |
forum-topic-127458 | 127458 | (2.0.39) screen freezes after 1-2 minutes | Pending | https://forums.factorio.com/viewtopic.php?t=127458 | kukuk | After several attempts to download the update to 2.0.39, some mods are deleted during "Sync and Download." After starting the game, the screen freezes after 1-2 minutes. | [
{
"author": "",
"content": "So just starting factorio will result in it freezing after 2min?",
"date": "2025-03-13T10:17:18+00:00",
"quotes": []
},
{
"author": "kukuk421",
"content": "My approach: \n- Launch Factorio in Steam (Image 1) \n- Load saved version 2.0.39 (Image 2) \n The screen freezes after 2 minutes. \n- Load saved version 2.0.28 (Image 3) \n- Accept changes (Images 4 - 7) \n The screen freezes after 12 minutes. \n \n pics \n \n \n Bild 1.png (1.14 MiB) Viewed 63 times \n \n \n \n \n Bild 2.png (1.2 MiB) Viewed 63 times \n \n \n \n \n Bild 3.png (1.2 MiB) Viewed 63 times \n \n \n \n \n Bild 4.png (651.58 KiB) Viewed 63 times \n \n \n \n \n Bild 5.png (106.17 KiB) Viewed 63 times \n \n \n \n \n Bild 6.png (827.26 KiB) Viewed 63 times \n \n \n \n \n Bild 7.png (48.21 KiB) Viewed 63 times",
"date": "2025-03-14T12:06:23+00:00",
"quotes": []
},
{
"author": "",
"content": "Well, post that save game, see 3638 .",
"date": "2025-03-14T12:23:11+00:00",
"quotes": [
{
"author": "kukuk421 wrote: Fri Mar 14, 2025 12:06 pm",
"content": ""
}
]
}
] | 3 | 2025-03-13T04:56:53-05:00 |
forum-topic-116765 | 116765 | Factorio Installs - mulltiple versions | Technical Help | https://forums.factorio.com/viewtopic.php?t=116765 | Thayler | Hope Im not njust being dumb but is it possible to preserve your existing version of the game (Im using 1.110).
Ive purchased 2.08 with Space Age and Id like to make a separate install if possible to be able to migrate old designs.
Thanks in advance
Thayler | [
{
"author": "",
"content": "Yes you can download previous versions from our website.",
"date": "2024-10-23T06:07:42+00:00",
"quotes": []
},
{
"author": "Thayler",
"content": "DIdnt quite explain myself properly. Yes im aware of downloading prior versions but what id like to do is install Space Age separately to my existing game so that I can switch between the versions, ie have both available",
"date": "2024-10-23T12:35:54+00:00",
"quotes": []
},
{
"author": "",
"content": "If you download the \".zip\" version, you can have the old version of the game contained in a single directory without overwriting your existing install.",
"date": "2024-10-23T12:40:29+00:00",
"quotes": []
},
{
"author": "Zothar",
"content": "Using the .zip or tarball (depending on platform) downloads from the website, they run self-contained in the directory the archive is expanded/unpacked/unzipped into. I've done this a number of times to both have different versions installed and to even run more than one instance of the same version simultaneously. If you want to copy your save games and configs from an existing instance to a newly expanded/unpacked/unzipped instance, you should be able to copy all of the files and directories, that aren't already in the destination instance , in the top level directory of your source instance into the destination instance. At least on Linux (and probably Windows; macOS might be more complicated: see the last link in this post), one can clone an existing instance to a new directory by just making a copy of the entire directory tree with a new name of the destination directory, and then independently upgrade or re-configure the new instance through the GUI, etc. \n \n viewtopic.php?f=49&t=12819 also talks about it; most of it is a few years old, but I would assume still applies. That topic also recently had this post talking about V1, but should still apply to V2: viewtopic.php?p=620892#p620892 \n \n https://wiki.factorio.com/index.php?tit ... _directory may also be helpful.",
"date": "2024-10-23T12:52:03+00:00",
"quotes": []
},
{
"author": "AntoninKyrene",
"content": "I’ve got 1.1.110 and 2.0.8 coexisting without issue on the same OS load. Mods appear to be a whole different story, but not a total surprise. \n \n only tested to make sure the game would wake up, but it looks like most of my 1.x maps will not work correctly in 2.X space because some of the mods are not yet updated. (Specifically, Warheads threw an error that prevented the game from starting in 2.x, but that could be user error on my part.)",
"date": "2024-10-23T23:26:18+00:00",
"quotes": []
}
] | 5 | 2024-10-22T22:00:37-05:00 |
forum-topic-68142 | 68142 | [Request] Alien-stone hybrid walls | Texture Packs | https://forums.factorio.com/viewtopic.php?t=68142 | vedrit | Hi all, I'm back again! I've been working on my mod some more and with the new wall textures, the ones I was using don't really fit anymore, so if anyone would like a challenge, I would love for some art for my mod Alien Walls.
For now, I'm primarily concerned about the walls and gates, but there's a a few other icons and such from when it was someone else's mod that aren't HD.
I'm not very good at giving direction, so I'll just give the quick 'n dirty and leave the rest up to artist's discretion.
The walls are made of alien biomaterial on a framework of stone, resulting in something of a living wall that can grow and self-heal. | [
{
"author": "vedrit",
"content": "I've recently re-colored the vanilla wall/gate images to get my mod more up-to-date looking, but I'd still very much appreciate it if someone found the time to grace this mod with custom images, especially since Factorio has released.",
"date": "2021-05-07T11:47:04+00:00",
"quotes": []
}
] | 1 | 2019-03-19T21:13:35-05:00 |
forum-topic-122639 | 122639 | Remove Space Age mod dependency on Quality | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=122639 | Amarula | TL;DR
Remove the mod dependency that requires the Quality mod in order to load the Space Age mod.
What?
Be able to load and play Space Age without having to load the Quality mod.
Why?
You can play Space Age and win without using any quality modules or doing quality research. You should not have to load the Quality mod unless you want and intend to use it. | [
{
"author": "Nemoricus",
"content": "Space Age requires the recycler that is included in the Quality mod.",
"date": "2024-11-23T17:47:24+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "I mean, that could be changed",
"date": "2024-11-23T19:03:08+00:00",
"quotes": [
{
"author": "Nemoricus wrote: Sat Nov 23, 2024 5:47 pm",
"content": ""
}
]
},
{
"author": "adisander",
"content": "Kinda +1, as I thought the intention was to make Space Age playable without Quality (\"The expansion is balanced in a way that using quality can be beneficial, but it is reasonable to finish the game without touching quality at all.\" from Factorio Friday Facts 375 https://factorio.com/blog/post/fff-375 , and some other communications I can think to vaguely recall from later). \n \nAt the same time, this would probably then make Quality dependent on Space Age, which I don't know if that's actually a net benefit.",
"date": "2024-11-23T19:14:30+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "Yes. We currently have to mod the game to disable Quality. It should be optional.",
"date": "2024-11-23T22:49:15+00:00",
"quotes": []
},
{
"author": "Hommit",
"content": "Why just... not research quality?",
"date": "2024-11-23T22:59:42+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "If you're running a multiplayer server, someone might research the first quality level when the host didn't want them to, and there's no way to change all the user interfaces back to just normal. \n \nIt's possible to make a mod that hides the technology, but that's much less intuitive than unchecking \"Quality\" in the mods list.",
"date": "2024-11-23T23:36:03+00:00",
"quotes": [
{
"author": "Hommit wrote: Sat Nov 23, 2024 10:59 pm",
"content": ""
}
]
}
] | 6 | 2024-11-23T09:17:43-06:00 |
forum-topic-125220 | 125220 | [2.0.28] Text boxes visible in spaaaaaaaceeeeeee | Duplicates | https://forums.factorio.com/viewtopic.php?t=125220 | jaylawl | PC, Steam, Windows 10
Text boxes from display panels and icons from filters on inserters are visible while traveling to space in ALT mode. See picture.
This has been the case on previous versions aswell, but i was never quick enough to get a screenshot and forgot.
visibleStuff.png (211.63 KiB) Viewed 274 times | [
{
"author": "",
"content": "120496",
"date": "2024-12-27T22:20:58+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Technically , it's a different problem even though they might have the same root cause. 120496: [2.0.16][Space Age] Display panel text overlaps onboard rocket launch cinematic is about display panels; this one is about pins. Probably, all \"floating text\" objects are subject to this.",
"date": "2024-12-27T22:35:03+00:00",
"quotes": [
{
"author": "Loewchen wrote: Fri Dec 27, 2024 10:20 pm",
"content": ""
}
]
}
] | 2 | 2024-12-27T16:17:16-06:00 |
forum-topic-108740 | 108740 | Quality Poll | General discussion | https://forums.factorio.com/viewtopic.php?t=108740 | Theisen | For people who don't like the naming convention of the item quality grades. I was thinking what should be the alternative? Quality means different things for different context. Like Diamonds, and Gold use Karats, Copper, and steel have utility grade i.e. Pipe steel, Electronic Steel, Building Steel. Gem quality is marketing based, unless its for a laser then it is letter grades. Since there isn't a general quality grading for general items. I.e. Ores, Metals, Machines, Weapons, Ammo. Quality naming is arbitrary.
If I had to rename generic quality grades for the game this is what I would pick. ( Less fantasy inspired )
Normal -> Normal
Uncommon -> Scarce
Rare -> Radiant
Epic -> Pristine
Legendary -> Superior | [
{
"author": "Khagan",
"content": "Sorry, but this is a very chaotic list. 'Scarce' is still a rarity rating, not a quality one; 'Superior' should not be above 'Pristine'; and 'Radiant' is just weird. There are several better versions in the long FFF discussion thread. A more interesting poll might be one that got people to select alternatives independently for each level. (My current preference: normal, good, precision, excellent, perfect.)",
"date": "2023-09-15T23:00:05+00:00",
"quotes": [
{
"author": "Theisen wrote: Fri Sep 15, 2023 10:48 pm",
"content": ""
}
]
},
{
"author": "Melodi-of-Crystals",
"content": "Normal -> Basic \n Uncommon -> Upgraded \n Rare -> Redesigned \n Epic -> Improved \n Legendary -> Perfected \n \n \nTried to match the theme to how some people (me) look at the stages of their base. And kinda matched the letters where I could.",
"date": "2023-09-16T05:51:01+00:00",
"quotes": []
},
{
"author": "Nosferatu",
"content": "Sorry but there have been better suggestions for quality names. \nPoll should be stopped and restarted with more options.",
"date": "2023-09-16T07:19:35+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "If you suggest comparing names (\"Upgraded\", \"Redesigned\", \"Improved\", \"Superior\"), consider it's not clear to what base it is upgraded, improved or it is superior to. So names like that aren't well suited. If something is \"upgraded\", from what it its upgraded? Is it upgraded from the normal tier, or the good tier, or to the exceptional tier? If something is \"upgraded\" and \"improved\", is it first improved, then upgraded, or first upgraded, then improved? Names must be made in a way its ordering in the tier list is immediately clear, without learning the order by heart. \n \nNames like \"Normal\" or \"Perfect\" just describe some quality level everybody understands directly. They don't compare themselves to anything else, they just set some level. The other names should do the same. If any human is given some quality names in random order, they should be able to sort them properly without knowing the order and the full list.",
"date": "2023-09-16T12:16:20+00:00",
"quotes": []
},
{
"author": "",
"content": "If the names would be replaced they should be replaced with names that actually describe quality:\n \n Decent \n Good \n Great \n Excellent \n Perfect",
"date": "2023-09-16T12:29:41+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "--- \n \nRetracting my submission, I prefer Q1-Q5 naming instead.",
"date": "2023-09-16T14:10:48+00:00",
"quotes": []
},
{
"author": "brunzenstein",
"content": "YES!",
"date": "2023-09-16T14:13:34+00:00",
"quotes": [
{
"author": "Loewchen wrote: Sat Sep 16, 2023 12:29 pm",
"content": ""
}
]
},
{
"author": "SoShootMe",
"content": "\"Scarce\" is basically just a synonym of rare; \"radiant\" seems a fantasy term; \"pristine\" means unused. Overall I think these are even worse than the originals, which to me feel out of place with Factorio but are at least internally consistent. \n \n\nI agree with Loewchen that names should describe quality, but I think this is the key issue. The first level being \"normal\" (being the quality level of all items until you start using quality modules) and the top level being \"perfect\" (as good as is possible) are unambiguous. But in English, and perhaps other languages too, it is tricky (if not impossible) to have a clear order for intermediate levels.",
"date": "2023-09-16T15:05:51+00:00",
"quotes": [
{
"author": "Theisen wrote: Fri Sep 15, 2023 10:48 pm",
"content": ""
},
{
"author": "Tertius wrote: Sat Sep 16, 2023 12:16 pm",
"content": ""
}
]
},
{
"author": "adam_bise",
"content": "Neither. The names will lock you into corner. \n \nWhen a mod wants to make a new quality level then it will be something better than \"legendary\", \"perfect\", etc.. They have to try to find a word that somehow means \"better than legendary\", \"better than perfect\", and so on.. \n \nFor this reason I vote: \n \nQL0 \nQL1 \nQL2 \nQL3 \n..etc \n \nPlus this solves the whole translation into other languages problem.",
"date": "2023-09-16T17:05:26+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "Whatever we/the devs ultimately agree upon for these 'middle' (Q2-Q4) phrases, this seems to be the measure of their utility: \n Are the words/phrases easy enough to remember? \n Does this ranking clearly denote position while minimizing ambiguity? \n Is this ranking readily and easily understood without putting in excessive effort to memorize?",
"date": "2023-09-16T17:15:39+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Sat Sep 16, 2023 3:05 pm",
"content": ""
}
]
},
{
"author": "NineNine",
"content": "I'm sure that whatever the developers choose will be fine.",
"date": "2023-09-16T17:35:41+00:00",
"quotes": []
},
{
"author": "Khagan",
"content": "'Great' is is rather hyperbolic compared to the other terms here. One might use it colloquially, but it doesn't really fit on a 'formal' list of quality names. And if it were included, it would have to be a higher quality than 'Excellent'. (History books tell of many excellent monarchs, but only a handful get called 'the Great'.) I'd prefer any of 'Fine', 'Precise' or 'Select' for the middle rank. \n \nAlternatively, drop 'Excellent' back to the middle rank, and use 'Superb' as the penultimate one.",
"date": "2023-09-17T02:54:50+00:00",
"quotes": [
{
"author": "Loewchen wrote: Sat Sep 16, 2023 12:29 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I agree for the quality vs scarcity and those names are my favourite so far, as names that i could order in my head, they feel appropriate to describe what they will be attached to, they do describe quality not scarcity and i don't mind excellent being stronger than great, i think it means something close to perfection, with a notion of it being relative to other thing, like the \"upper part\" or \"amongst the best\". But in case \"Great\" feels too strong in the presence of \"Excellent\" i would change it \"Super\". ( without the B at the end ). \n \n\nThis is itself ambiguous , because it can refer to 1) an ambiguity in the ordering, leaving unclear wether a person is talking about the 2nd or 3rd or 4rth quality level or it can refer to 2) minizing ambiguity when using the names in the \"everyday life\". \n \nAnd given my lack of proper english words to describe things, i fear that it will be confusing ( ambiguous) when i try to use those compared to terms that would be more specific to the engineering/automation lexical field but that i do not know yet and would need to learn for factorio ( which i would be fine with). Or just numbers. \n \n\"Anyone has a good blueprint to make good plastic ? \" \n\" I have an older blueprint that was decent but i made a newer one to make good iron plate which works great but is not perfect yet \" \n \nEven if those names gets my vote i feel it's clearer when using Q1 Q2 Q3 Q4 Q5 because that's the number of dots, but Q0 Q1 Q2 Q3 Q4 could make sense too, this could be made official by Wube so as to make sure there is no missmatch accross the internet when people are refering to factorio. \n \nIn multiplayer in the chat i think for me it will be just plastic5, assembly3-5. The repeated use of \"legendary\" out of context has some fun potential occasionnaly, but it's not working for me for uncommon or rare and would feel pretty annoying word to use in a ( serious) conversation where you are trying to communicate something precise that you have in your mind and are already struggling to do so in english for the internet to people that may also struggle to read it in english. \n \n\nI think the modders are very creative and would come up with good names, or alter the existing ones to fit their plans, or even something like legendary +1 +2 +3 because numbers are generally used to order things i agree though i prefer to start at Q1",
"date": "2023-09-17T06:54:55+00:00",
"quotes": [
{
"author": "Loewchen wrote: Sat Sep 16, 2023 12:29 pm",
"content": ""
},
{
"author": "pointa2b wrote: Sat Sep 16, 2023 5:15 pm",
"content": ""
},
{
"author": "adam_bise wrote: Sat Sep 16, 2023 5:05 pm",
"content": ""
}
]
},
{
"author": "pointa2b",
"content": "You're right, this is all subjective. I've been thinking about this a lot, and its probably for the best if we just use Q1-Q5. Its far easier to remember, and adding more quality levels with mods is seamless. Plus if someone really dislikes the naming, there will probably be 100 mods out there offering different choices. A lot of time is getting wasted getting hung up on a minor issue.",
"date": "2023-09-17T12:02:30+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Sep 17, 2023 6:54 am",
"content": ""
}
]
},
{
"author": "jodokus31",
"content": "At least, the poll says, that the names proposed by the devs are not that popular. Although, not many have participated for a realistic impression.",
"date": "2023-09-17T12:55:09+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "I have not fully liked any proposals I've seen, though some words like \"exceptional\" and \"perfected\" or maybe \"flawless\" have felt very fitting. It would take me a lot of thought to come up with 4 well fitting ones, so I've not put in the time.",
"date": "2023-09-17T13:24:36+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "All these name suggestions assume that the first level is the basic, default level. But I say, why be satisfied with that? Strive for highest quality! Anything else is just too mediocre. \n \n Crappy \n Garbage \n Lame \n Underwhelming \n Acceptable",
"date": "2023-09-17T16:45:30+00:00",
"quotes": []
},
{
"author": "zaphrous",
"content": "I would do something like Manufacturing quality (tolerances) I'm not sure real tolerances but I would guess something like this. \nVery loose (10%) \nLoose (5%) \nStandard (1.5%) \nImproved (0.5%) \nAdvanced (0.1%) \nSuperior(<0.01%) \nPerfect (<0.001%)",
"date": "2023-09-18T00:29:19+00:00",
"quotes": []
},
{
"author": "Hovel",
"content": "Don't forget: after we have decised what the final names will be in English, we cant have serveral more discussions for all the other languages. \n \nThat why I think using quality level/tier I, II, III, IV, V or 1, 2, 3, 4, 5 would be the best option. This will translate a lot easier. Multiple items already use level/tier: Assembeling machines, modules and personal equipment.",
"date": "2023-09-29T13:01:47+00:00",
"quotes": []
}
] | 19 | 2023-09-15T17:48:40-05:00 |
forum-topic-118184 | 118184 | Version 2.0.12 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=118184&start=20 | Riyshn | Saying something in unilaterally "better" when it removes options that were there previously is an interesting attitude to have. The amount of support restoring that option has gotten in just a week as well as a mod already being made to restore the old behavior would seem to imply there's a disagreement about forcing smart dragging being the superior idea.
A very simple example that comes up a lot, for me at least; How it is "better" behavior for the game to force you to click individually for each belt going into/out of something like a balancer, instead of just being able to drag a line of parallel belts? | [
{
"author": "",
"content": "It is better, as this one special corner case is more then outweighted by the overall building mechanics being more powerful. But anyway, the option was added back.",
"date": "2024-11-13T03:39:26+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
}
] | 1 | 2024-10-28T11:31:08-05:00 |
forum-topic-110983 | 110983 | blueprint copy paste history | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=110983 | Hoffz | Hi together,
TL;DR
Access more than the last blueprint copy i made when trying to paste a blueprint.
What?
I would like to have a possibility to have more than one blueprint in my copy paste. Like a blueprint book of the last 10 copies that i made. It should be fairly simple as the same well known buttons could be used to cycle through it.
Why?
Sometimes i make a design and copy it to paste it into my factory. But when arriving at the position i want it to be i realize that i need to shift something by one tile. How to? yes use copy paste that is quick. But this will overwrite my design. Now i need to Save my temporary design into an actual blueprint (if there is inventory space that is easy) and then i can proceed. When i am in pilot mode i sometimes forget about that and then the design is lost and i have to recreate it. | [
{
"author": "Nidan",
"content": "Already possible, default keybind is Shift + Mouse Wheel. In the controls settings it's called Next/Previous Clipboard under the Tools section.",
"date": "2024-01-28T22:50:24+00:00",
"quotes": []
},
{
"author": "Hoffz",
"content": "Fascinating, it looks like i have never tried it.... \nI just opened my save and it is indeed working. \nI was longing for this feature for so long i am not sure how i overlooked it. \nThanks for the Clarification. \n \nLooks like this thread is already obsolete.",
"date": "2024-01-28T22:56:56+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moving this to gameplay help",
"date": "2024-01-29T06:21:03+00:00",
"quotes": []
}
] | 3 | 2024-01-28T16:37:13-06:00 |
forum-topic-19628 | 19628 | fmod - Command Line Mod Manager | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=19628 | CarlBarker | I started work earlier today on fmod. It's a command line mod manager.
It uses the Factoriomods.com API for installation candidates and can follow factoriomods:// URLs and is 100% open source.
It may not be as easy to setup or use for most people as FMM or FactorioGear, it works for me, and I'm sure it will work for others.
You can find more information at GitHub
If you have any questions, or bug reports feel free to reply and I'll get back to you as I can. | [
{
"author": "TheGrandPackard",
"content": "Hi there! I'm looking at mod updaters that will work with a dedicated linux server. I ran into some issues with authentication after generating the download URLs and was forced to log in instead of download the mod. Does your script handle the authentication for command line downloading for a headless server? \n \nThanks!",
"date": "2016-07-14T23:01:09+00:00",
"quotes": []
}
] | 1 | 2016-01-30T03:05:50-06:00 |
forum-topic-51490 | 51490 | pY Fusion Energy - Discussion - Page 27 | PyMods | https://forums.factorio.com/viewtopic.php?t=51490&start=520 | Cobalt40 | Stainless Steel loop found.
There's a loop preventing getting Stainless Steel:
-Stainless Steel requires Aramid Fiber.
-Aramid Fiber requires Molybdenum Plate.
-Getting Molybdenum Plate requires building an Agitator.
-Agitator requires Electric Engines to build.
-Electric Engines require Advanced Small Parts to build
-Advanced Small Parts require Stainless Steel to build. | [
{
"author": "pyanodon",
"content": "agitator doesnt requiere electroc engines. you must be playing a very old version of the mod.",
"date": "2020-03-26T00:19:44+00:00",
"quotes": []
},
{
"author": "Cobalt40",
"content": "I'm currently running pyfusionenergy 1.6.0",
"date": "2020-03-26T00:21:30+00:00",
"quotes": []
},
{
"author": "pyanodon",
"content": "try update now",
"date": "2020-03-26T00:26:29+00:00",
"quotes": []
},
{
"author": "Cobalt40",
"content": "I see. Yeah, I wasn't playing with Pyanodon's High Tech. Anyway, that should brake the loop for me. Thanks.",
"date": "2020-03-26T00:35:38+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Found strange bug - in PY Fusion Energy tab exists machine with BIOREACTOR name with no any upgrades \nIn PY Alien Life tab exists machine with name BIOREACTOR MK1 and it can be upgarded up to MK4 \nSo there is an error with redefining settings for this set of mods",
"date": "2020-04-24T14:49:32+00:00",
"quotes": []
},
{
"author": "pyanodon",
"content": "theres no bioreactor in pyfe tab when alienlife is active",
"date": "2020-04-25T10:28:27+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Heh donno i always keep my py mods with last versions",
"date": "2020-04-25T12:52:16+00:00",
"quotes": [
{
"author": "pyanodon wrote: Sat Apr 25, 2020 10:28 am",
"content": ""
}
]
},
{
"author": "DRY411S",
"content": "Pyanadons HighTech 1.5.8 \n \nDepends on: \n \nstdlib \nPyandons Coal \nPyanadons Fusion \n \n \n factorio fails to start. Extract from log Code: Select all 2.311 Checksum of pyhightech: 4290612126\n 2.494 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.494 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:128: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.495 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes-to-ground. Subgroup: py-pipes.\n 2.496 Warning PrototypeList.cpp:130: No subgroup or bad subgroup for ht-pipes. Subgroup: py-pipes.\n 2.500 Error ModManager.cpp:1469: Error in assignID, item-subgroup with name 'py-pipes' does not exist.\n\nSource: ht-pipes (item). \n\nError goes away when Pyanadon Industry is also enabled. \n \nConclusion => Pyanandon Hightech has a dependency on PyanadonIndustry",
"date": "2020-05-09T12:02:25+00:00",
"quotes": []
},
{
"author": "DRY411S",
"content": "Pyanaodon Alien Life 1.6.8 does not have a dependency on Pyanadon HighTech. \n \nHowever, if you load AlienLife without HighTech, factorio will not start and gives the following error: \n \n \n AlienLife without HighTech Code: Select all 6.183 Checksum of pyalienlife: 3086968001\n 6.492 Error ModManager.cpp:1469: Error in assignID, item with name 'tall-oil-barrel' does not exist.\n\nSource: arqad-filled-comb-1 (recipe).\n 6.709 Initial atlas bitmap size is 16384\n 6.709 Created atlas bitmap 2048x544 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 6.723 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 6.801 Parallel Sprite Loader initialized (threads: 7)\n 7.101 Sprites loaded\n 7.123 Generated mipmaps (5) for atlas [0] of size 2048x544 \n 7.123 Custom mipmaps uploaded.\n 7.126 Custom inputs active: 1\n 7.127 Factorio initialised\n 7.133 Mods to disable:Failed to load mods: Error in assignID, item with name 'tall-oil-barrel' does not exist.\n\nSource: arqad-filled-comb-1 (recipe).\n\nMods to be disabled:\n• pyalienlife (1.6.8)",
"date": "2020-05-09T13:27:25+00:00",
"quotes": []
},
{
"author": "Pridesfall",
"content": "It is required though. \n \nVersion: 1.6.8 \nDate: 2020-05-06 \n Changes: \n - Added Arqads \n - Rebalanced all maturation recipes \n - Balanced resveratrol \n - Nerfed biomass to coke \n - Remake of the cottongut science ingredients. \n - Removed support for pyVeganism unofficial mod. \n - Added ulric breeding basic recipes. \n - pyHT is now requiered to play pyAL. <-----------------------------------------------------------",
"date": "2020-05-10T06:14:54+00:00",
"quotes": [
{
"author": "DRY411S wrote: Sat May 09, 2020 1:27 pm",
"content": ""
}
]
},
{
"author": "DRY411S",
"content": "Yep, so the info.json needs updating and the mod needs a new version. 1 line of code. Same with my HighTech report above. info.json needs a line adding to state the dependency on Py Industries.",
"date": "2020-05-10T10:18:39+00:00",
"quotes": [
{
"author": "Pridesfall wrote: Sun May 10, 2020 6:14 am",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "pyal was already updated to have a dependency on pyhightech. py must have missed it and forgot to remove the optional part. ive fixed it for the next version. \n \nand no pyhightech does not need a dependency on pyindustries. the pipe group just needs copied over to fix that error and ill have that fixed soon.",
"date": "2020-05-10T10:36:43+00:00",
"quotes": [
{
"author": "DRY411S wrote: Sun May 10, 2020 10:18 am",
"content": ""
},
{
"author": "Pridesfall wrote: Sun May 10, 2020 6:14 am",
"content": ""
}
]
},
{
"author": "smick",
"content": "I started a pY run and I cannot find any volcanic pipes or regolite deposits. Even if I start a new game with only those ores selected none seem to generate. Are those obsolete?",
"date": "2020-09-18T20:30:46+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "they are still needed tho regolite is not mandatory , same for volcanic piles . since there are alternative ways \nif i remember well those are not spawning close to start area by script (since they are late game resources. \nalso even if you dont have them there are other ways to make He and diamonds",
"date": "2020-09-19T12:10:43+00:00",
"quotes": [
{
"author": "smick wrote: Fri Sep 18, 2020 8:30 pm",
"content": ""
}
]
},
{
"author": "smick",
"content": "My base is quite large as I'm moving into automating production and utility sciences. I also started several other maps in creative mode with only those two resource enabled to see if there was an issue with the ore spawning. I haven't found any anywhere. Two friends who are playing also have the same issue on their maps. \n \nAnyways, thanks for the response and thanks to the folks who are making this mod possible. It's a challenge.",
"date": "2020-09-19T19:52:54+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "intereting i will tell king about it tho it is not map breackng",
"date": "2020-09-19T20:02:53+00:00",
"quotes": [
{
"author": "smick wrote: Sat Sep 19, 2020 7:52 pm",
"content": ""
}
]
},
{
"author": "septemberWaves",
"content": "Regarding regolite and volcanic pipes: I generated a map about a week ago, and it has both of these resources generating as normal as far as I can tell. I don't think there are any missing resource deposits.",
"date": "2020-09-21T23:36:42+00:00",
"quotes": []
},
{
"author": "smick",
"content": "Three of us are having same issue though. Additionally, I spawned a few maps with only those two enabled and ran far at 20x game speed and found nothing. It's not impacting me negatively on this file since I've used console command for zooming using a command to spawn a bit of ore would have no impact on achieves.",
"date": "2020-09-22T02:16:52+00:00",
"quotes": []
},
{
"author": "septemberWaves",
"content": "This does not mean other inputs of contrary information are useless. I did not state that the resources are generating for me as an attempt to disprove you, I provided that information so that the developers can be aware that the issue is not affecting all maps. Additional information can often help to narrow down the cause of bugs. \n \nOne thing I now realize that I forgot to include in my previous message is that I am using RSO for map generation, which may be relevant. Besides that, I am using no mods that should affect terrain generation besides the full Py suite.",
"date": "2020-09-22T13:24:28+00:00",
"quotes": [
{
"author": "smick wrote: Tue Sep 22, 2020 2:16 am",
"content": ""
}
]
}
] | 19 | 2017-08-01T18:04:28-05:00 |
forum-topic-121617 | 121617 | Went to Gleba first -- how to deal with stompers? | Balancing | https://forums.factorio.com/viewtopic.php?t=121617 | decanoic | I am on my first playthrough of Space Age, and I went to Gleba first. I have a decent-ish starter base set up (about 1 red belt of copper and iron), and I found the spoilage mechanic to be great fun and honestly just a good time all around. However, I find dealing with the enemies on Gleba is pretty challenging and I'm not really sure what to do. Admittedly some of this is on me as I turned down pollution absorption to 40% for land and spawners -- that makes Nauvis feel a lot better in my experience but I didn't realize Gleba would be that much of a step up.
I have just crossed 30% evolution (66% time -- it took me a while to figure out Gleba production), and I'm not sure how to deal with these medium stompers. Here are a few images --my brain fruit outpost (rocket turrets only where the attacks come from):
11-15-2024, 17-56-29.png (791.9 KiB) Viewed 8200 times
a typical attack group:
11-15-2024, 17-57-35.png (1.12 MiB) Viewed 8200 times
the results of said attack group:
11-15-2024, 17-57-59.png (853.46 KiB) Viewed 8200 times
I have not neglected upgrades that badly:
11-15-2024, 17-58-50.png (348.17 KiB) Viewed 8200 times
This particular attack wasn't that bad -- a lot of the time I lose about half the turrets and most of the belts. It's only the stompers that are any threat at all. The small guys and the strafers just explode when they get near the turrets or get blown up by the mines. But I want to move on to a different planet but I don't feel like the situation on Gleba is quite handled. So what can I do?
Here are the options I have considered:
Just shut down Gleba and come back after I finish other planets and have better production and defenses. This seems super lame. Maybe remove all the mines? The stompers seem mostly immune to them or destroy them before they can do anything and I feel like maybe they do something weird with the aggro. Certainly the bots replacing the mines cause a fair amount of attrition. I'm not sure this would really let me walk away though.
More upgrades? More rocket turrets? I already have to import carbon from space to make enough explosives, and the friendly fire from rockets is rough Switch to normal rockets? I had been doing this and I felt like the explosive rockets kill the stompers faster. Also it would seem intuitive that explosive rockets would be effective against big clumped up groups like I tend to see. Clear out all nests in pollution cloud? I haven't done this because it's honestly quite challenging to get these stompers down. I guess I could remote suicide drive a tank in. The pollution cloud is pretty big:
11-15-2024, 18-13-03.png (649.36 KiB) Viewed 8200 times
Anyone have good ideas? | [
{
"author": "BlueTemplar",
"content": "What worked for me to take out close / new nests (which don't have too many stompers) : \n(but then I have Power Armor mk2, so it might not work for you) \n 2x Discharge Defense (no upgrades). Be careful to stagger them. They stun the stompers to the point where they're barely stomping any more. Eating Bioflux before and if necessary, during combat, helps a lot. \n \n \nP.S.: Also, to make defense easier, I'm using a trick similar to how on Nauvis you can, if you have trouble with Biter armour, only kill biter spawners, and leave Spitter spawners to absorb pollution instead . \nOn Gleba, you would try to leave small rafts alive, since they only produce wrigglers, which can be even stopped by walls ! \nNote that you have to be careful with the previous tactic, since Discharge Defense doesn't discriminate with its targets .",
"date": "2024-11-15T19:00:56+00:00",
"quotes": []
},
{
"author": "HadesSupreme",
"content": "Options I can think of: \n \n1. Plop down a tank, go out and shoot nests. Obviously higher tech stuff would help too but the tank alone should do well enough with some rocket fuel as long as you don't get stuck. If you have some equipment to throw on it like shields or exoskeleton that'd make it very easy. \n2. Import Uranium from Nauvis to upgrade your turrets with ammo that instagibs everything. \n \nFor missile turrets I think regular missiles are best, make sure they are set to prioritize the stompers. Arguably the gun turrets should prioritize them as well. \n \nThankfully Gleba does unlock the Spidertron, with a few of those around you can clear out nests easily without wasting much of your own time.",
"date": "2024-11-18T02:00:30+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Spidertron is late Gleba tech, and we're talking about early(ish) bases. \n \nHave you actually tried those two ? I kind of doubt even uranium turrets and uranium tank can do damage fast enough to not get stomped on. Also, you might not have uranium ordnance yet, and this would make your defenses stop being self-sufficient.",
"date": "2024-11-18T11:02:03+00:00",
"quotes": []
},
{
"author": "Yoyobuae",
"content": "Try the tank against stompers. No need for fancy uranium ammo. Just regular will do. Try the flamethrower too. You'll be in for a surprise. \n \nPhysical projectile damage and weapon shooting speed helps a lot too, but that's not required to beat small stompers.",
"date": "2024-11-20T00:35:23+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Mon Nov 18, 2024 11:02 am",
"content": ""
}
]
},
{
"author": "MEOWMI",
"content": "I have been told it's important that mines are further away, prior to when the enemies aggro to turrets, for them to be properly effective. Explosives are a great choice anyway, and as such, rocket turrets and explosive damage upgrades should most likely be high priority. \n \nFor me, running around and clearing nests was exceptionally effective, aided by the fact that I spent the effort to get rare tier exos, allowing me to outrun enemies and cover large amounts of area. Simply normal mk2 armor and normal exos would do the job too though. The machine gun was inadequate against stompers, but good enough for run-and-gunning egg rafts, and simply running away after decimating the nests means that the enemies despawn. A rocket launcher helps a lot too against nests. \n \nNests seem very slow to re-expand, compared to Nauvis, and in fact, this strategy was so incredibly effective, that I have yet to face major attacks from any rebuilt nests and by now spidertrons can be dispatched to easily deal with them. (It is in fact kind of hilarious how one-sided spidertrons make the fight.) \n \nI can imagine it would be important to clear out some more space for your spore cloud to naturally dissipate and to allow you time to upgrade your defences. Personally I never had to ship in anything extra to make explosives, no doubt in large part due to the greatly reduced number of attacks after clearing so many nests. Also, you can make some \"waste\" nutrients from bioflux just to turn into rot and then into carbon, if you're really having explosive shortages. \n \nPersonally I have not bothered with explosive rockets very much, because their friendly fire potential is fierce when inside your own base, especially with damage upgrades, and the only real threat in my mind are stompers, which are singular enemies. Honestly if explosive rockets deal more damage to them then that's fine, I just can't tell if that's a thing or not and I never tested. Still, you best beware of friendly fire. I have accidentally destroyed a few valuables in my base just by using explosive rockets, when I clearly shouldn't have. \n \nLasers and guns can deal with the smaller mobs, it's just the stompers that I desperately needed to get rockets for since I had no other weapons tech. I also took it very seriously and prioritized explosive damage upgrades for a good while, just to help guarantee a kill on the enemies ASAP. The big ones have a lot of health, and it feels like it becomes a game of \"kill quickly or be killed quickly.\"",
"date": "2024-11-20T02:37:10+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "For hunting them in the field, I found the flamethrower pretty nice. Hit them once, then kite them until they die. One shipment of ammo will last you quite a while . PLD takes care of the rest. (I did Gleba last, and didn't bring anything but my power armor mk 2. All Nauvis tech, expect for batteries mk 3 (which are absolutely necessary if you fight stompers with PLD alone (which is a chore)). \nFor stationary defense I'm not sure yet. I don't think my rocket turrets can unload fast enough for medium stompers. I don't think flamethrowers will kill fast enough. Tesla's stun is probably nice, but looks more like an AOE weapon rather than single target damage. Maybe both weapons combined.",
"date": "2024-11-20T08:21:35+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "I just got biolabs at 0.76 evolution (DWM), and so far my tactic of killing regular rafts while leaving small rafts alive seems to still work well :\n base \n \n \n Gleba_76evo_biolabs.png (461.78 KiB) Viewed 7569 times \n \n \n \nYou can see a wriggler swarm coming in. \n \nI had to add and connect roboports, and significantly increase the number of laser turrets to deal with the big wrigglers. And especially add walls so that precious quality imported turrets are hardly ever lost. (As long as I notice new medium rafts in time.) \n(I guess with lower evo, a player with less than my 4 laser damage and 4 laser shooting speed would still need something like this ?) \n \nYou can see the closest medium raft at only 2 chunks away from pollution on the top right - I'll have to deal with it before I leave.\n \n \nAs for taking out new expansions (still with the above tactic in mind), here's what I use :\n Gleba arty \n \n \n Gleba_arty.png (822.05 KiB) Viewed 7569 times \n \n \n \n(I should probably figure out how to request ammo in the blueprint for those gun turrets directly.)\n \n 0eNrlmdluozAUht/F11CBF5a8SlVFJHEz1piltpmZqsq7zwESUDsm9YnmKrnCQfaH+c/q8EF2upedUY0jmw+i9m1jyeb5g1h1bCo93GuqWpINMe3+p3Sx642RjpwiopqD/EM26eklIrJxyik5LR1/vG+bvt5JAxOiC+LYN5f1EelaC0vaZngEYGImWETeYcCB/dZXGhiwpm/2bV3DtFP0D5kGkjnHklkomWLJPFSNYiKnwWQRSs4mMg0mZ5HfCXxw+iTOG38S/gfAKqNaA3djrawbXebiS/ODduoYW9fWnTRxB9upuvYwbu08czF9LQ+qr69OXqxp60prz1xwYfD31si4b867U1YeyMaZXnoUycMV4eVDKFIgFMkeQpESoQh7CEXSBCFJ8hiShFZHlmOzdkpxBSEJJy86qMZK4+DmtVqQjBY8KCP304TCB10qozNVY7vWuHgn9fUyk35Fp9THFhh2imNnGHaCY+dBQs8lJkzoArHhGR244RLDLlBsmoSJkWHEoClmwzluwxTDznBshmELHBsTiZzj2CLMiAxlREwIclzqoDmGzXDsIkyMBCUGKgRx+YglGDYuj7IlEo1866UFNeL9D7h6y+Hn3HFesX1VGpbZYZqdnmY/tQWnl5Pv0UugvlbWxdeMwVYTIveRGa68h9dgxnE1GK7eVxdf+x+p4YWM2sddq+XV+riGzHBFaw2T49L9GqZAv+Cc0taQJS6HrWB4gov+NUyKfkGWf4OkNxz4+Zc23VRG3kWLztkNh/37VYPfcNDn93yE4+KGg/79+kd2wxn/ftXI8eX10qznK8l5KWi6grJxLTdPTUUZ/ud0Gc4WSLZI8IX40uQVfinE4geVcUprad5Dgq8c3W1esq16125dZY7SqeZINq+Vtj5rCoppUWfvLv5DiyrC/nKZe+4ipDsVHN86lN+YRHwKze9500efwsvKwr0xnXpyxNeSPBg+RAUSHh6jPL8Oh4zzG6w4+MgzNOsigoZWvETTGBbPY4ivcVwM99NxPFwiMPIyFuN4mDrdH/KZk/VgrfkzYER+gX+OexQZLXlZCp4zmjAw+F+PIlje Copy blueprint \n \n(This is of course a solution that only works if you already have those Vulcanus pre-requisites...)",
"date": "2024-11-20T10:23:36+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "decanoic",
"content": "Thank you all for suggestions and ideas. Unfortunately I am playing with controller (steam deck), so my speed/accuracy of clicking and movement wasn't really fast enough to take down enemy rafts with either the tank or just powered armor; I tried a few times and it wasn't really working. What I eventually did was:\n more turrets. I needed a full line of rocket turrets, with doubling up on common attack zones more upgrades. explosive 8 or 9 just accept losses. That's why I have a base I guess \n\nThat got me limping along, with only losing corners of perimeter defense at a time, until I had completed essentially all the non-infinite gleba research. Then I got a spidertron and could easily clean up the egg rafts -- I did the trick of leaving the small ones to help absorb and limit spore cloud, and that definitely helps the cloud from expanding out. I think it also helps to keep from new bases spawning in, too. \n \nAll that let me move on (I did Vulcanus next and it felt laughably easy after Gleba). When large stompers start coming they will likely destroy the entire base, but hopefully I should have other planets completed by then. And even if I don't I have a large off-planet stockpile of those precious stack inserters so it's no big deal if I lose Gleba entirely. \n \nI do think that the amount of static gleba-tech-only defenses needed to defend a farm are too high, and that difficulty of the different mob types are too different -- wrigglers and strafers are essentially non-entities, but stompers are incredibly hard to deal with. Maybe the movement speed of stompers should be a little lower to make static defenses a bit more viable, and the other two units possibly buffed so they pose some kind of threat.",
"date": "2024-11-26T18:25:16+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Congrats !\n \nYeah, that's part of the trick : IIRC that's how it worked on Nauvis pre-2.0 : biters prefer to settle away from most buildings (including spawners, but IIRC excluding worms), so it would probably work like that on Gleba too.\n \nI think strafers outrange at least gun turrets ?",
"date": "2024-11-26T19:11:11+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "mako00",
"content": "Only in theory - in practice they tend to circle strafe around one turret, walking right into the range of other turrets.",
"date": "2024-11-28T10:28:32+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Tue Nov 26, 2024 7:11 pm",
"content": ""
}
]
},
{
"author": "Khazul",
"content": "Gleba isnt a great place to go first. Best visited after you have artillery turrets and tesla turrets and tesla weapon and the mech armor . \nBest progression seems to be Vulcanus->Fulgroa->Gleba->Aquilo . \nAs some of the production can spawn loads of critters in the middle of your base sometimes, tesla turrets are semi-essential . \nI would suggest abandon Gleba for now, go to Vulcanus, and work through that and Fulgora . (Assuming you have the means to get off the planet, else have fun with the critters \n \nEdit: Redacted",
"date": "2024-11-28T21:11:43+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "I haven't placed a single turret on Gleba yet. No artillery, no tesla turrets, not even a gun turret. I've only been attacked once, and the spidertron I had on the planet cleaned it up. \n \nPower armor Mk 2 with exoskeletons and a bunch of stacks of rockets did well for clearing out the pentapod nests near my production sites.",
"date": "2024-11-28T21:22:53+00:00",
"quotes": []
},
{
"author": "The Phoenixian",
"content": "I can vouch for the viability since I played with the tank on Gleba after going there first. It worked amazingly well against early pentapods of all stripes. No uranium ammo needed. Might fall off later, but by the time big stompers came around I already had spidertrons. Much like power armor, spidertrons, or the player, they can also be shipped with the equipment grid pre-installed. As long as you're careful to get the right tank in the rocket and place that item, and not a generic blueprint/cursor tank, it ships with a single rocket launch and comes out just fine. \n \nExplosives in general feel like they're meant to be the solution for Gleba, since you can also place landmines in the gridlines between trees for the agricultural tower and it will just work. Might mess up if they're not fully grown, but if it fits between two fully grown trees it won't interfere with anything. \n \n \nEDIT: I'll also add that a remote tank seems to work great as a solution to the odd medium stomper until spidertrons are available, since my main \"strategy\" for defense was just to keep my spore cloud clear and place a few turrets around to deal with all the little things. (For what little they ended up being worth.) Lasted more than long enough to get rocket turrets, and the one time something did crash through to chew on the bio-loop an unequipped tank took out the medium stomper pretty easily. All the rest that was needed was spare parts on-planet, a buffer chest nearby to be accelerate the rebuild, and some cold-start equipment. I saved some images of the aftermath, and reloaded a save to catch an image of the attack in progress. \n Mid-attack \n Five minutes later",
"date": "2024-11-29T03:25:35+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Mon Nov 18, 2024 11:02 am",
"content": ""
}
]
},
{
"author": "mako00",
"content": "You absolutely don't need tesla turrents and artillery for Gleba (source: I'm making 400 packs/m just fine here without them). And you doubly don't need them for hatching wrigglers. \n \nYou do want to spread your radar network to cover your whole pollution cloud. And you do want a tank to kill pesky egg rafts when they get too annoying (tanks are highly resistant to stomping, and cannon shells work well on pentapods of all sizes). \n \nFor static defense, have rocket turrets with yellow rockets against the big guys, and gun/laser turrets against anything else. \n \nAlso, I find that it helps to spread out your defense line - further away from your agri towers, and with more space between the turrets. This dramatically reduces the damage from stompers when they can't just break a dozen turrets in one stomp.",
"date": "2024-11-29T12:27:04+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Stompers have 50% physical resistance. But no mention of fire and explosion. So try some flame throwers. Then build a little basic science production on Gleba and research the rocket turrets locally. \n \nAnd as always clearing nests ahead of the pollution cloud is the way to go. Decide when and how to attack each nest, don't let them attack you.",
"date": "2024-11-29T16:32:36+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "OP said mines didn't seem to do anything on defense. But maybe because there were just so many stompers in an attack wave ? (Looks like a dozen of them, in a mix between small and medium ?) \nEDIT : and as you can see they already have rocket turrets.",
"date": "2024-11-29T16:40:20+00:00",
"quotes": []
}
] | 16 | 2024-11-15T12:18:07-06:00 |
forum-topic-124040 | 124040 | [raiguard] [2.0.23] Loading sprites longer than in 1.0, to the point of unplayability with some mods. | Won't fix. | https://forums.factorio.com/viewtopic.php?t=124040 | Hokome | The problem appeared after 2.0 and the problem is not there if I downgrade to 1.1. At first I thought it was the side effect of some baking optimization or something, but on large mods like pyanodons it becomes downright unplayable as it takes more than a minute to progress 1% in the loading sprites step (for reference, the base game takes 10 seconds loading sprites, and space age around 20 seconds). After a bit of searching, other users have had the same issue here 117414 , and they all happen to be on Linux Mint from my understanding, which is also the OS I'm on (except I'm on version 23 Virginia instead of 22 Wilma).
Is there any information besides the log I could provide to help track down the issue? | [
{
"author": "EvilPLa",
"content": "I'm on Linux Mint 21.3 Virginia too, using a laptop with only slightly better stats then yours. I don't have the extrem loading times you describe. \nI have installed all py mods just to test, but no extreme loading times. The only difference I see is that I'm using XFCE and not Cinnamon. My log is attached for reference.",
"date": "2024-12-15T17:23:39+00:00",
"quotes": []
},
{
"author": "",
"content": "I'll leave this up to the linux guys, but as far as I know nothing operating system specific has changed around sprite loading in 2.0. 2.0 did add *more* textures and more graphics options which get used by base/space-age and probably mods at this point. So my guess is, what ever driver you're using for your GPU just doesn't handle the increased load. I also see you have 512 MB of VRAM which is going to make everything worse as it has to start swapping to system memory for almost everything.",
"date": "2024-12-15T17:38:42+00:00",
"quotes": []
},
{
"author": "Hokome",
"content": "I was intrigued by the VRAM difference and Rseding's comment on it and it seems like the VRAM usage was set to High? By changing it to Low, it now takes a reasonnable amount of time to load the full py suite. I'll probably have to change hardware at some point anyway but at least now I can boot the game with any mod I want. Thanks for the help. Also the 2.0 difference is still probably relevant as 1.1 still loads significantly faster.",
"date": "2024-12-15T22:10:44+00:00",
"quotes": []
},
{
"author": "",
"content": "It's almost definitely due to the extremely small amount of VRAM. 2.0 has higher performance requirements than 1.1 did.",
"date": "2024-12-18T22:32:54+00:00",
"quotes": []
}
] | 4 | 2024-12-08T13:02:11-06:00 |
forum-topic-77551 | 77551 | Version 0.17.75 | Releases | https://forums.factorio.com/viewtopic.php?t=77551 | Features
Construction robots will attempt to batch build tiles.
Changes
Tooltips reworked. They now have a new structure and look.
Properties in tooltips have been reorganized and reworked. Common properties have been added to categories.
Added more information to tooltips, for example to be able to calculate steam power and nuclear ratios.
Recipe and item tooltips are now separate. Item tooltips will be shown for each product in the recipe, if relevant.
Descriptions and Total Raw can be hidden using the interface setting.
Reorganized the interface settings menu.
Bugfixes
Fixed a crash when switching between the map editor and the ghost controller type. ( 77253 )
Fixed car movement animation played forwards when reversing. ( 77158 )
Fixed a crash related to using LuaCustomTables incorrectly. ( 77374 )
Fixed that accumulators wouldn't copy circuit signals correctly in some cases. ( 77384 )
Fixed a crash related to removing all collision masks from rails. ( 77479 )
Modding
Added ProductPrototype::show_details_in_recipe_tooltip. It determines if a product tooltip should be shown when hovering a recipe.
Scripting
Added filtering support for several common Lua events.
Added LuaEntity::logistic_network write for construction and logistic robots.
Added "lifetime" optional entity creation parameter for speech-bubble entities.
Added LuaEntityPrototype::max_distance_of_sector_revealed and max_distance_of_nearby_sector_revealed read.
Changed RecipePrototype so it calculates catalyst from ingredients and products automatically if not manually defined.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [
{
"author": "henke37",
"content": "Next up: make construction bots bulk build anything. It's a rather obvious idea: once one target is found, scan the area around it for identical targets.",
"date": "2019-11-04T16:20:22+00:00",
"quotes": []
},
{
"author": "IronCartographer",
"content": "",
"date": "2019-11-04T16:24:50+00:00",
"quotes": [
{
"author": "henke37 wrote: Mon Nov 04, 2019 4:20 pm",
"content": ""
},
{
"author": "FFF#318 wrote:",
"content": ""
}
]
},
{
"author": "mathturtle",
"content": "I think the next obvious target for bulk building is belts: they are 1x1 and usually laid down in bulk. But a special case for belts may not be worth it.",
"date": "2019-11-04T16:31:06+00:00",
"quotes": []
},
{
"author": "IronCartographer",
"content": "Some people would probably benefit from this, yes. \n \n \n \nThere are also more...reasonable...examples that are far from uncommon.",
"date": "2019-11-04T16:40:18+00:00",
"quotes": [
{
"author": "mathturtle wrote: Mon Nov 04, 2019 4:31 pm",
"content": ""
}
]
},
{
"author": "KosmX",
"content": "Good work, but I didn't recognize the not connected to power network alert.\n \n \n \n electricity-icon-unplugged.png (902 Bytes) Viewed 15308 times",
"date": "2019-11-04T18:15:04+00:00",
"quotes": []
},
{
"author": "bNarFProfCrazy",
"content": "Thanks for these changes (tooltips and tiles). \n \nI have to wait for an update of Cargo ships before I can use it though. \n \n------------------------ \n \nBelts, (heat) pipes, and rails would benefit from it \n \nA small part of my smeltery (I cannot zoom out any further)\n \n \n \n 20191104190456_1.jpg (1.01 MiB) Viewed 15325 times \n \n \n\nMy module factory (with plenty belts, mostly in the raw material production though.\n \n \n \n 20191104190107_1.jpg (1.08 MiB) Viewed 15325 times \n \n \n\nBelts also have the benefit of having a direction, so it should be \"very\" easy to detect which ghosts could be covered as well.",
"date": "2019-11-04T18:15:40+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Really liking the new look, only small thing I noticed. You barely see the coal-icon in the tooltip. \n \n \n \n screen1.png (124.79 KiB) Viewed 15321 times",
"date": "2019-11-04T18:16:42+00:00",
"quotes": []
},
{
"author": "",
"content": "While this problem is in the vanilla coal as well (though less of a problem), this is specific to the Industrial Revolution mod you are using as it changes the icon.",
"date": "2019-11-04T18:51:20+00:00",
"quotes": [
{
"author": "fishycat wrote: Mon Nov 04, 2019 6:16 pm",
"content": ""
}
]
},
{
"author": "fishycat",
"content": "Ah dang, I forgot IR changes that as well. Vanilla looks okish for me.",
"date": "2019-11-04T19:14:50+00:00",
"quotes": []
},
{
"author": "gorothdablade",
"content": "yeah, there is an implicit knowledge of a neighbor in a \"curved\" belt as well. \n \nThe optimal though would be to have ghosts be aware of neighboring like ghosts (even if it is just a count). \ni.e. when placing a ghost, it checks its neighbors, and stores a count of how many are same type ghosts, and increments the count on the neighbor. \nwhen a ghost gets removed (either by being placed or by deleted) it knows how many neighbors need to have their counts decremented, so find them and remove... \n \nthis may introduce race conditions if multiple placements happen fast...",
"date": "2019-11-04T22:38:36+00:00",
"quotes": [
{
"author": "mathturtle wrote: Mon Nov 04, 2019 4:31 pm",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Here's a fix until Cargo Ships gets an official update.",
"date": "2019-11-04T22:53:45+00:00",
"quotes": [
{
"author": "bNarFProfCrazy wrote: Mon Nov 04, 2019 6:15 pm",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "The new tool tips look good indeed! But I've a suggestion: \n \nIf a vehicle has weapons, they are shown in the tool tip. However, it would be nice to see whether the weapons can actually be used: \n \n \n \n vehicle_tooltips.png (1.73 MiB) Viewed 14453 times \n \n \n\nAs you can see in the inventory, the car doesn't have ammo, so it doesn't really have usable weapons. It would be nice if the tool tip would show something like \"(no ammo)\", \"(not available)\" etc. in this case. It's not much of an issue when you're inside the vehicle, as you'll see the vehicle's weapon slots in the bottom right corner. But if you're outside and just hover your mouse over it, you won't know whether there is any ammo. (This can be important with mods like Autodrive and, I guess, AAI Vehicles that allow you to program/remote control vehicles.) \n \nAlso, is it possible to add something to an entity's tool tip from a mod? I could use that in GCKI , showing the \"owner's\" name in the tool tip would be nice if somebody else is using the vehicle and it has changed its color.",
"date": "2019-11-04T23:12:20+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "I realized that some of the tooltips, most notably for splitters, are different between the base game and the new player experience. Is that intended?",
"date": "2019-11-05T00:16:46+00:00",
"quotes": []
},
{
"author": "m44v",
"content": "Construction bots don't batch when deconstructing tiles... \n \nunplayable.",
"date": "2019-11-05T01:03:47+00:00",
"quotes": []
},
{
"author": "Filter62",
"content": "Don't know about unplayable, but yeah, I was expecting that. I would appreciate if this feature gonna be added, deconstructing tiles sometimes same pain as building tiles. XD",
"date": "2019-11-05T06:48:23+00:00",
"quotes": [
{
"author": "m44v wrote: Tue Nov 05, 2019 1:03 am",
"content": ""
}
]
},
{
"author": "Dev-iL",
"content": "This issue comes up from time to time in localizations (Crowdin), so I can say with certainty that the developers are well-aware of most (if not all) such cases and choose to keep them this way. AFAIK, this is because the NPE serves also as the \"demo\" version of the game, so they tried to make it more approachable (simpler language and/or more detailed explanations) and the result is what you see. Seeing how it is unlikely that a new player will skip the tutorial, by the time they transition to freeplay, they already know what entities do and no longer need the long explanations (and even if they did skip it the \"regular\" explanations are quite informative, especially now with the new tooltips). In some cases this inconsistency doesn't make sense to me at all (e.g. the description of miners - \"Mines raw material from resource patches.\" vs \"Mines raw material from resource deposits.\") but usually it works out fine.",
"date": "2019-11-06T07:12:31+00:00",
"quotes": [
{
"author": "valneq wrote: Tue Nov 05, 2019 12:16 am",
"content": ""
}
]
},
{
"author": "Lubricus",
"content": "I like the new tool tips although I am missing info on stack sizes. I also still miss info on what item that is on a belt I am hovering over. In vanilla that is not a big problem but in BA and Pyanodons it's hard to remember what type of plate is on what belt and they can look quite similar. There is an image of the items on the belt so it shouldn't be to hard to ad an text on what they are.",
"date": "2019-11-06T12:25:15+00:00",
"quotes": []
},
{
"author": "netmand",
"content": "Good job on the tool-tip rework. It feels more refined. It also is correcting values I've been mis-remembering.",
"date": "2019-11-06T16:41:36+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Wait...why is that not called \"time_to_live\" like everywhere else?",
"date": "2019-11-06T18:14:13+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Mon Nov 04, 2019 3:59 pm",
"content": ""
}
]
}
] | 19 | 2019-11-04T09:59:41-06:00 | |
forum-topic-126474 | 126474 | Adjust the prerequisites for Uranium mining | Balancing | https://forums.factorio.com/viewtopic.php?t=126474 | Sarong | TL;DR
Add Electric mining drill as a prerequisite for Uranium mining
Move Concrete dependency from Uranium mining to Uranium processing
Corrected a second step
What?
It's a non critical suggestion, but seems to be logical.
Maybe only a few players do that, but it's possible to mine all starting ores with a burner drill, not researching the electric one. Until there is time to mine uranium ore, which requires fluid to mine. The description of uranium mining technology says that it allows the usage of fluid to mining drills. But the electric drill may still not be researched. And the burner drill doesn't support fluid, and attempt to place the burner drill on uranium ore patch results in message that it cannot be used to mine uranium. Of course it seems obvious for experienced players, but it can confuse the newbies.
The solution is to make the electric drill technology a prerequisite for uranium mining. The fluid handling is implicitly present in the requirements via the chemical science pack path.
The second thing is the concrete. It's required to build a centrifuge, so it isn't needed for uranium mining. Though there may be a reason to use the concrete to protect from radioactive emissions even during mining, but it's not implemented in game. So it's also logical to move the concrete prerequisite from uranium mining one step later to the uranium processing technology.
Why?
It will improve the logic behind the technology prerequisites, making more clear the usage of the electric mining drill to mine uranium ore, and usage of the concrete to build the nuclear buildings, but not necessary at uranium extracting stage.
The change is not big, and requires no coding, only updating technology data files. Also it will not affect the playing style for magority of players, because usually both concrete and electric drill are already researched when it's time for uranium. | [
{
"author": "fencingsquirrel",
"content": "Concrete is required for centrifuges actually, which is unlocked before nuclear power.",
"date": "2025-01-30T20:30:41+00:00",
"quotes": []
},
{
"author": "Sarong",
"content": "Really, my mistake. \nThank you! \nCorrected the starting post, changed Nuclear power to Uranium processing",
"date": "2025-01-30T21:13:42+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Well, because uranium processing is action=tiggered rather than researched with science packs, it would be confusing for newbies if it mysteriously didn't activate for them and they'd give false bug reports about it. It's better to just have uranium mining require it. Honestly, since I don't tend to research concrete, I might be one of those dumb dumbs one day lol.",
"date": "2025-01-30T21:53:44+00:00",
"quotes": []
},
{
"author": "Sarong",
"content": "Maybe it was action-triggering that is the reason to shift concrete dependency to uranium mining. \nBut what can you say about the electric drill? Does it deserve to be dependency for mining? Or it's too rare case to think about it?",
"date": "2025-01-30T22:09:19+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Put it this way, I wouldn't bother personally since it's so hard to get there with burner tech, but Wube has adjusted small details like that in the past. It makes sense.",
"date": "2025-01-30T22:16:08+00:00",
"quotes": []
}
] | 5 | 2025-01-30T14:18:06-06:00 |
forum-topic-102942 | 102942 | Another new mod, Natural Gas | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=102942 | brevven | Natural Gas mod (bzgas) is ready to go with RSO. This one is a fluid, config attached. Please include when able. Thanks again! | [
{
"author": "orzelek",
"content": "Posted 6.2.20 with added config.",
"date": "2022-07-26T18:42:00+00:00",
"quotes": []
},
{
"author": "brevven",
"content": "Thanks",
"date": "2022-07-29T04:44:09+00:00",
"quotes": []
}
] | 2 | 2022-07-22T00:57:15-05:00 |
forum-topic-126917 | 126917 | [2.0.32] Ghosting rail signal over other signal type triggers error sound | Duplicates | https://forums.factorio.com/viewtopic.php?t=126917 | Usul | Placing a ghost of a rail signal over an existing rail chain signal, or, vice versa, a ghost of a rail chain signal over an existing rail signal, causes the error sound ("durrp-durrp") to play. The error sound is overlayed above the sound that placing ghosts usuallay plays.
Expected behaviour: No error sound, only ghosting sound is played, as ghosting rail signals over each other to swap their type is a valid, functioning action. | [
{
"author": "",
"content": "Duplicate, ref: 122205",
"date": "2025-02-20T16:40:29+00:00",
"quotes": []
},
{
"author": "Usul",
"content": "Will it be fixed?",
"date": "2025-02-21T11:48:02+00:00",
"quotes": [
{
"author": "Donion wrote: Thu Feb 20, 2025 4:40 pm",
"content": ""
}
]
}
] | 2 | 2025-02-17T13:29:45-06:00 |
forum-topic-108161 | 108161 | Py TURD Crash | PyMods | https://forums.factorio.com/viewtopic.php?t=108161 | Tsuitl | The mod Pyanodons Coal Processing (2.1.3) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pycoalprocessing::on_gui_selection_state_changed (ID 60)
Error when running interface function pywiki_turd_page.create_turd_page: Unknown recipe name: zipir1-pyvoid-hatchery
stack traceback:
[C]: in function '__newindex'
__pyalienlife__/scripts/turd/turd.lua:152: in function <__pyalienlife__/scripts/turd/turd.lua:73>
stack traceback:
[C]: in function 'call'
__pycoalprocessing__/scripts/wiki/wiki.lua:161: in function 'open_page'
__pycoalprocessing__/scripts/wiki/wiki.lua:170: in function 'handler'
__stdlib__/stdlib/event/event.lua:342: in function 'pcall'
__stdlib__/stdlib/event/event.lua:359: in function 'dispatch_event'
__stdlib__/stdlib/event/event.lua:438: in function <__stdlib__/stdlib/event/event.lua:396>
Every time I try to use the codex to look at TURD it crashes. | [] | 0 | 2023-08-10T18:54:32-05:00 |
forum-topic-51944 | 51944 | FTweaks - Changes, small and large | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51944 | Reika | Mod Info:
I have often felt it odd that both nuclear power and the rocket silo, despite ostensibly being endgame production and goals respectively, were quite easily obtainable long before that point. I have also often encountered something in the game that felt like it did not make rational sense, like a helicopter being slower than a coal-powered train, or a big bubbly spawner being impervious to shockwaves. Or something which made sense but went contrary to good gameplay, such as having to throw away old armor sets because they provided no value towards creating better tiers. Or just minor quality of life things like being able to walk through a forest, or fast-replace power poles, bigger stack sizes, or some fluid colors.
FTweaks does all of that and more. The larger changes - such as dramatic increases in required infrastructure/research for nuclear power and rocket silos - are configurable, while small changes (like fireproof construction robots, or a couple unique machine sounds, like for the steam turbine) are included automatically.
Has integration with several mods, including the BobMod suite, Helicopters, Nuclear Fuel, Loaders, and BigBrother.
Screenshots/Video:
The more-difficult nuclear power tree:
The increase in rocket silo complexity:
Without BobMods:
With BobMods and integration: | [] | 0 | 2017-08-17T14:51:30-05:00 |
forum-topic-126899 | 126899 | 8-way intersection, fully grade-separated | Railway Setups | https://forums.factorio.com/viewtopic.php?t=126899 | Erichteia | Max throughput branches are the diagonal ones. Followed by horizontal/vertical to diagonal. Left turns between horizontal and vertical are the slowest. Signalled for up to 10-segment long trains (e.g. Locomotive - 8 wagon - locomotive)
Schermafbeelding 2025-02-17 023001.png (821.04 KiB) Viewed 640 times
Blueprint: 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 Copy blueprint | [
{
"author": "Erichteia",
"content": "Improved it a bit (blueprint string was updated). The additional exit lanes for the horizontal and vertical branches are exit merging lanes and are optional and only needed for extreme throughput. If you keep them, extend them for a good distance with several possibilities to merge for optimal results. \n \n \n 02-17-2025, 10-33-21.png (1.08 MiB) Viewed 556 times",
"date": "2025-02-17T09:33:34+00:00",
"quotes": []
},
{
"author": "solublefish",
"content": "Very cool. It's even not super huge. Now I just have to make up some reason to use it in my game.",
"date": "2025-02-20T14:11:01+00:00",
"quotes": []
},
{
"author": "Lorenzo",
"content": "Holy shit, this is crazy.",
"date": "2025-02-21T14:40:00+00:00",
"quotes": []
}
] | 3 | 2025-02-16T19:35:31-06:00 |
forum-topic-126303 | 126303 | API request: runtime data on LuaPlanet's clouds | Won't implement | https://forums.factorio.com/viewtopic.php?t=126303 | Kugamo | It'd be great to have runtime data on LuaPlanet's clouds.
Currently all the clouds and their data seems to be assembled in the data stage and is inaccessible at runtime. I want to access it to determine which part of a surface's xy coordinate plane is currently under the clouds' shadows, but without any data other than wind speed its practically impossible.
I initially thought If I had the constructed sprite of the clouds I could manage it, but excluding that maybe I could accomplish this using all the data generated for the planets' CloudsEffectProperties but thats also a stretch. I had a brief convo in the discord's mod help channel but it was concluded that without an API change it'd be impossible. | [
{
"author": "",
"content": "This information is not available for mods because it's a simple sprite file which is not deterministic and so not available for mods to read.",
"date": "2025-01-26T12:55:48+00:00",
"quotes": []
}
] | 1 | 2025-01-24T17:15:56-06:00 |
forum-topic-91686 | 91686 | [1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=91686 | MyNameIsTrez | Whenever the main menu box is dragged to the bottom of the screen I can't drag it back up. It seems like the main menu box can't get stuck at the top/sides of the screen. This issue may be related to my 2560x1440 resolution monitor. The only solution is alt+f4. | [
{
"author": "valneq",
"content": "I can confirm that it gets stuck at the bottom. I also use 2560x1440. \n \n[edit] If the main menu has a green \"continue\" button, you can activate it by pressing \"E\", which spawns the new window in the center. All other menus return one level higher when pressing \"Esc\", also spawning the new window in the center. I'd appreciate if pressing \"Esc\" in the main menu would just reset the main menu to the center.",
"date": "2020-11-23T23:43:14+00:00",
"quotes": []
},
{
"author": "Hornwitser",
"content": "Can confirm as well. If you turn on the GUI debug features (CTRL+F6/CTRL+F5) you can see a hidden frame of the quickbar being lifted above it when the background scene changes.",
"date": "2020-11-24T01:46:47+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. I'm going to make an executive decision and say: stop hitting yourself. \n \nDon't drag it off-screen if you don't want it off screen.",
"date": "2020-11-24T02:01:11+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "… but how are we supposed to find all the things hidden under the menu if we don't move it away? Moving down is an obvious choice to get rid of most of the menu quickly.",
"date": "2020-11-24T02:07:44+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Nov 24, 2020 2:01 am",
"content": ""
}
]
},
{
"author": "",
"content": "The simulation quickbar flow being there is an issue that should be fixed but the dragging fully off-screen I don't consider an actual issue.",
"date": "2020-11-24T04:40:50+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "Fully off screen is always a bad idea, I agree. No need to do anything about that. \n \nBut the issue caused by the invisible quickbar as the screenshot by Hornwitser shows is very counter-intuitive. Glad to hear this will be fixed.",
"date": "2020-11-24T05:10:40+00:00",
"quotes": []
},
{
"author": "movax20h",
"content": "On my 1920x1920 monitor, I can't reproduce this issue. I can move it to the bottom, as much as I want, bottom-center, bottom-left, bottom-right, and grab it back without issues.",
"date": "2020-11-24T05:13:33+00:00",
"quotes": []
},
{
"author": "movax20h",
"content": "I spoke too soon. The dialog is on top, but if I leave it there and the background scene changes, the \"toolbar\" is on the top, and the dialog can't be focused anymore by clicking in the \"toolbar\" area. However, if I leave it dangling on a side, I can bring it back back to the top layer and move again.",
"date": "2020-11-24T05:16:36+00:00",
"quotes": [
{
"author": "movax20h wrote: Tue Nov 24, 2020 5:13 am",
"content": ""
}
]
},
{
"author": "garath",
"content": "1. Drag to the bottom of the screen. \n2. Notice you can still drag it back up while the current video is playing. \n3. After the video changes, you can no longer drag it back up again. \n \nDefinite bug. \n \nI left the top of the menu bar showing as well as all of the 'Continue' button showing and still experienced this.",
"date": "2020-11-24T05:55:49+00:00",
"quotes": []
},
{
"author": "Nordblum",
"content": "Maybe make the main menu invisible if there's no input for x seconds and make it reappear on any kb/m input? \nGlad to hear that it's getting fixed. This is the first time I've ever seen myself something that would be considered a bug.",
"date": "2020-11-24T08:55:46+00:00",
"quotes": []
},
{
"author": "Silari",
"content": "Came here to post this. The issue isn't about dragging the menu off screen, it's that after the vignette changes the menu becomes completely uninteractable in certain positions. See the attached screenshot. Even with the Single Player button fully exposed, clicking it does nothing, and the menu as a whole is suddenly not draggable even though in that exact same position it was draggable before. \n \nThis only happens after the scene changes. It's perfectly fine before that.",
"date": "2020-11-25T20:16:49+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "Confirmed that it is the hidden quickbar, and that the mask is topmost on the next simulation. \n \n\nAnother workaround for recentering any dialog is to use the GUI scale shortcut. \n Code: Select all CTRL+numpad Plus or Minus once \n\n[EDIT to add] The UI scale trick can also be used to reduce the size of some dialogs that also have buttons masked by the hidden simulation quickbar. ref 91802",
"date": "2020-11-25T20:29:37+00:00",
"quotes": [
{
"author": "valneq wrote: Mon Nov 23, 2020 11:43 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks. Fixed in 1.1.2.",
"date": "2020-11-26T14:57:19+00:00",
"quotes": []
}
] | 13 | 2020-11-23T17:32:20-06:00 |
forum-topic-95844 | 95844 | When you assign player force upon creation, it works only form second player on | Modding help | https://forums.factorio.com/viewtopic.php?t=95844 | Rafiz | In short - upon creating new multiplayer game (non-headless) this script :
Code: Select all function on_player_created(event)
local player = game.players[event.player_index]
local newForce = createPlayerForce(player)
game.print('1' .. player.force.name)
game.print('2' .. newForce.name)
player.force = newForce
game.print('3' .. player.force.name)
game.print('4' .. newForce.name)
newForce.share_chart = true
befriendRadarForce(newForce)
end
script.on_event(defines.events.on_player_created, on_player_created)
causes this :
a) first player gets created
b) first player gets assigned to force named after him
c) right after game start I write command to check and first player isn't in his force (he is in 'player' force)
d) another player joins
e) he stays in force named after him
*) force named after first player exists. Probably player got assigned here, but game than moved him to 'player' force.
What I would expect : All players are affected equally by that script
I believe during map starting first player gets created and he is "force-less", only after that forces are being created and player is assigned to first one.
What could solve this : 1. Couldn't player be created after forces? (as I guess it would happen if I ran headless without pause when no-players)
Perhaps I have bad idea on how I do this stuff and by doing it some other way I would avoid that problem, but still, I believe it would be more "proper" if _on_player_created gave me possibility to assign new player properties. | [
{
"author": "Rafiz",
"content": "Here is whole script : \n https://pastebin.com/22Uj4xYz \n* I wrote set_gloal / not set_global, but thakns to copy-pasting everything I can, this doesn't affect anything, function reference is same everywhere.. \n \nOutput during game start is \n1 player \n2 rafiz force \n3 rafiz force \n4 rafiz force \n, when I added 5, and 6 right at the end of this function it returned \n \n5 rafiz force \n6 rafiz force \n \ntoo. \n \n \nI know it's not right place to ask it ,but if anyone know solution so that \"enemy\" players can share chart, than this whole mod would be non-neccesary.",
"date": "2021-02-07T22:29:53+00:00",
"quotes": []
},
{
"author": "Rafiz",
"content": "I think what I will do is I will leave first player in 'player' force and start creating forces only from second player. It should have no downsides, and I should've anyway preserve \"forces\" as there are only 64 available, but still I think it might be considered bug / unwanted behavior.",
"date": "2021-02-07T22:47:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report however testing the exact code you gave me works correctly. When I create a new game the force is set to the new force and it stays there. Every joining player gets a new force as well and nobody ever leaves the force they were on. \n \nThat leads me to think you have some other mod installed that's messing with things or some other issue with a local script is causing your problem. Moving to modding help.",
"date": "2021-02-08T16:34:02+00:00",
"quotes": []
}
] | 3 | 2021-02-07T16:26:14-06:00 |
forum-topic-120183 | 120183 | Let us read space request from combinators regardless of the planet having the supply. | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=120183 | Sworn | TL;DR
Let us read space request from combinators regardless of the planet having the supply.
What?
Currently set the rocket silo to read station request with logic, which is great, but kind of useless as it only allow one to read it when it would already begin sent to the logistic network. We should be able to read the logic line, while the logistic network doesn't make the request, since the planet doesn't have enough in stock. That is exactly what you need to make the factory start to work
If you request like 2k belts, and you have a factory that makes belts, but if you don't have the entire rocket worth of items in supply the logistic, the request won't be sent to the planet, so one can't make use of the selector combinator to ask the factory to build one rocket worth of the requested item. So one is stuck with having to always keep at least one rocket worth of every single item it might get sent to space.
That would easily be fixed if the logic connection could read the request, even if the planet doesn't have it in stock, that is exactly why one would want to ready with logic, otherwise there is no reason to have the logic for reading the request.
Been able to read the station request, combined with the selector combinator would allow us to make the factory start to work on demand to fulfill that particular request, by just attaching the output of the selector combinator to a buffer chest set to set requests on logic.
Well, we can still do this, but it is just useless, as at the point the request gets read, bots will already bring it to the rocket anyways because it also get send to the logistic network already.
Why?
Because current behavior overlaps with the logistic network already, and don't have the option to make the base craft the rocket request on demand. | [
{
"author": "Nidan",
"content": "What the \"read station requests\" option does is exposing the requests on the circuit network, not the logistics network. The logistics network is controlled by \"automatic requests from space stations\" and, as you describe, only requests full rockets of a single item when they're available; probably to avoid getting the silo stuck on a particular item when it instead could send something else.",
"date": "2024-11-11T08:11:40+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "Not sure what you added there, besides going over the same I described. \nIf the logic network reads from the spaceship regardless of the logistic network, that would be enough to have a communication between ground and ship. And solve most people complains about not been able to \"talk\" with the ship",
"date": "2024-11-11T18:49:37+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "I'm saying there is a way to \"hear\" the ships requests, the silo can expose them on the circuit network. Since you were talking about using combinators to build the requests on demand, I thought that's all the help you'd need. If you absolutely need to have the ships requests also be requests in your planetary logistics network, a requester or buffer chest connected to the silo and set to set requests is all you need.",
"date": "2024-11-13T01:35:21+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "Well, either something changed, or I messed up my test. \nWhen I tried this, I could not get the \"Read Orbital Request\" to output any signal, when the surface did not have enough of the requested item, there was just no logistic request, which is align with the game mechanics, and also no output signal, which was not align with the game mechanics. \n \nNow it does output, which is exactly what I was requesting. \n \nSo, i guess it's done then",
"date": "2024-11-14T17:58:27+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moving this to implemented then.",
"date": "2024-11-17T21:56:41+00:00",
"quotes": [
{
"author": "Sworn wrote: Thu Nov 14, 2024 5:58 pm",
"content": ""
}
]
}
] | 5 | 2024-11-06T23:07:16-06:00 |
forum-topic-126994 | 126994 | EntityPrototypeFlag "get-by-unit-number" should not be mentioning input actions | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=126994 | Quezler | The flag suggests it can (in addition to making the entity support the get_by_unit_number) replace the cursor position with the unit number,
however after my initial attempts and a talk with boskid https://discord.com/channels/1214952937 ... 5478944928 it basically turns out that "trivia" is like completely useless to know, there's like no custom input event (with our without "include_prototype") capable that manages to get the unit number passed to the control stage, if anything it explains how a select few events are perceived in c++, this leads modders into a false sense of "oh hey i can use this for the control stage".
edit) continuance of the discussion with boskid: https://discord.com/channels/1214952937 ... 7740324965 | [
{
"author": "",
"content": "Thanks, done for 2.0.42.",
"date": "2025-03-14T17:04:13+00:00",
"quotes": []
}
] | 1 | 2025-02-20T10:10:12-06:00 |
forum-topic-127465 | 127465 | Recycling yellow inserter gives too much circuits or it have wrong recycling ration | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127465 | erkki772 | So i started to see jam in recycling yellow inserters. Reason was circuits. Is it indented to give out this much extra? Many other recipes have great recycling rations | [] | 0 | 2025-03-13T11:31:07-05:00 |
forum-topic-107719 | 107719 | [1.1.87] Music stops after setting audio output interface | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107719 | CFXS | I was setting up everything for my first time playing the game and I noticed that the music stops playing when I change the preferred output interface. All other sounds still work, just the music stops and does not come back until I restart the game.
(Settings, Sounds, Preferred output)
The log file does not seem to output anything related to loss of music, but I will still add it as an attachment if system setup is maybe a part of this problem.
The preferred output device was set to "Default device" on startup.
Changing it to "Scarlett Solo (3rd Gen.) Analog Stereo" (the same device as default) made the music stop (other sounds still worked).
Changing from "Scarlett Solo (3rd Gen.) Analog Stereo" to "Default device" on next startup had the same effect - the music stopped but everything else kept playing.
The music did not start after entering a new/saved game. | [
{
"author": "",
"content": "Thanks for the report, the issue is now fixed for the next release.",
"date": "2023-07-11T08:46:26+00:00",
"quotes": []
}
] | 1 | 2023-07-10T09:02:12-05:00 |
forum-topic-123186 | 123186 | Factorio Forums • [Implemented] Suggestion: Add smile/emoji for Space Age | It would be nice to have Space Age smile that can be used instead of `[space_age]` or similar constructions, similar to the one used in the game's changelog. | [
{
"author": "",
"content": "Implemented.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-125573 | 125573 | Add multiplayer information strings to „Crowdin“+some debug strings. | Translations | https://forums.factorio.com/viewtopic.php?t=125573 | dziugas1959 | Hello,
I believe that those simple strings like: buffer, latency, behind and etc.
Should appear in „Crowdin“, as they are simple, non-dynamic strings.
Most likely the debug menu also (text explaining what it does, when F4 is pressed). | [] | 0 | 2025-01-04T12:06:26-06:00 |
forum-topic-66863 | 66863 | [0.17.6] Items not moving on belt | Won't fix. | https://forums.factorio.com/viewtopic.php?t=66863 | catpig | Hello,
having a very odd problem in this heavily modded game. I first noticed it when loading my savegame earlier in 0.17.5. I then downloaded 0.17.6 from factorio.com and installed it over the existing version (which uses settings&saves that may have been created with GOG's 0.17.x and any 0.16.x) and still have the problem. If you walk south-east from where you are at load you'll hit a belt going eastwards after a couple of seconds. After an underground belt you can see bobmonium ore stationary on the belt, even though there's nothing blocking it. If you keep walking south-east you hit a splitter on a coal belt which also appears to be stuck: both belt sides are full on input, but one side of one output is not being filled.
Savegame attached. This is on Win10-64.1809/German with an English Factorio.
Cheers, Catpig
PS: If you mine one bit of the bobmonium belt the whole belt starts moving again. Same for the coal belt.
On 0.17.5 I also tried saving the game under a new name and reloading it but that didn't get the belt moving again.
PPS: Note that the items after (east of) the highlighted ones also dont move. The highlight is to show an example of the problem.
PPPS: I tried removing all mods except Bob's logistics and Bob's functions. Ofc the bobmonium disappears, but the coal splitter still shows the problem, highlighted on the screenshot "factorio items not moving on belt with debug and only boblogistics+boblib". | [
{
"author": "catpig",
"content": "Okay, I reactivated the mods (through the sync from savegame feature) and now the problem has gone away. But if you want me to try something to further investigate this please let me know.",
"date": "2019-03-05T20:58:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is a known \"quirk\" of belts: if you remove a mod which had items on the belts and the belts where inactive because they where full the belts won't re-activate when the mod items are removed. \n \nYou just need to go touch the belts and they'll turn back on in those cases. \n \nWe specifically don't automatically turn on things during these migrations because it makes finding save/load related problems difficult if every little change clears and resets things to a \"known good state\" hiding potential problems with the save/load process.",
"date": "2019-03-05T21:27:07+00:00",
"quotes": []
},
{
"author": "BenSeidel",
"content": "Hi, \nIs there a console command that we can run that would touch all the belts for us? for example, does disabling then enabling the entities fix the issue?",
"date": "2019-03-06T00:34:10+00:00",
"quotes": []
},
{
"author": "catpig",
"content": "Sorry for the very late reply. I guess the cause of getting this bug originally was that a mod update or change I made caused the quirk to appear. \n \n@BenSeidel Not aware of any console command for this. For me it appears to have helped to turn off the mods and turn them back on. I realise this explanation is absurd, but that's what it seemed like, that's all I'm saying",
"date": "2019-03-31T11:46:16+00:00",
"quotes": []
}
] | 4 | 2019-03-05T13:07:45-06:00 |
forum-topic-95777 | 95777 | Factorio confessions - Page 2 | General discussion | https://forums.factorio.com/viewtopic.php?t=95777&start=20 | blazespinnaker | no, they're persistent little buggers. my tactic is I run outside the logistic boundary and back in a few times, in hopes of tempting them to move away from where I plan on transfering whatever I've stashed. They're clever though, they seem to know what I'm trying to do and keep going back to lay in wait. Plus there's so many of them lurking everywhere. | [
{
"author": "ichVII",
"content": "It doesn't. It only turns off auto trash (stuff being moced from your inventory into the trash slots). The bots still will take stuff from your trash inventory.",
"date": "2022-09-15T00:31:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Standing at the edge of your base under regular attack, phone call comes in and you forget about the game, going to sleep, going to work and in the evening see, that Factorio is already loaded and nothing has changed. Nothing. Did it run the hole night and day? I can’t tell, nothing has changed. \n \nIt’s like lite in the refrigerator; you don’t know, if it really turns off, if you close the door.",
"date": "2022-09-15T06:10:32+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "It's possible other people don't do it, seems those slots are meant specifically for automatically handing off inventory you don't want to the logistic bots.",
"date": "2022-09-15T17:19:05+00:00",
"quotes": [
{
"author": "blazespinnaker wrote: Wed Sep 14, 2022 4:19 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I have this game with an island that has only 1 train, it killed me twice already.",
"date": "2022-09-15T17:27:47+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "I haven't loaded my main map for a month, because I rather load my sandbox and solve other people's challenges, as well as refining my already very refined blueprints. \nThere is this nice nuclear reactor blueprint I developed. Then there came that forum thread about fluid behavior. Me on todo: reorganize steam flow according to all the new things I learnt in that thread. Result after 1 evening of extensive reorganizing: steam flow was already optimal. \n \nAnd if a train hits me, I load the last autosave to pretend it didn't happen. I cannot stand seeing that marked spot with my corpse, especially after I once got hit a second time while picking up my items and even a third time after that. And that was a mining outpost and not even my busy base.",
"date": "2022-09-15T21:57:10+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "Until very recently I did not even know, you can continue after you die. I simply reloaded. There was not a continue before, was there?",
"date": "2022-09-15T22:18:40+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I don't remember when it was added , but i'm pretty sure when i started the game in single player if you died you had to reload the save, it was written \"GAME OVER\", now it's just written \"bad luck\". \n \nIn multiplayer you'd always respawn as far as i remember. I think too that at one point the single player behavior became like the multiplayer one.",
"date": "2022-09-15T23:18:33+00:00",
"quotes": []
},
{
"author": "",
"content": "It took me over 2 years and a half and somewhere between 500 and 1000 hours on Factorio before I felt ready to try trains (simple, no crossings, just back and forth between 2 stations) and probably the double before I actually built a real - albeit rudimentary - rail network in one of my games.",
"date": "2022-09-16T08:54:07+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "I can see ghosts.",
"date": "2022-09-16T10:01:50+00:00",
"quotes": []
},
{
"author": "T-A-R",
"content": "I never forget the ban appeal for accidentally triggering a nuclear rocket inside the factory, the moment i was promoted to regular on a community server.",
"date": "2022-09-17T13:21:55+00:00",
"quotes": []
},
{
"author": "JimBarracus",
"content": "I use exclusivly blue underground belts and splitters once I automated them. \n \nEven when I use slower belts and dont need the additional length.",
"date": "2022-09-19T04:57:22+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "It is this ultimate feeling of power. You are the master, the master of Armageddon. \nYou build this slightly bigger base. Say 5k SPM. A hundred mines, smelters and refineries. Factories over factories for all refined and even more refined products. You feel the urge to optimize one of the science production lines, for example to save one tiny belt tile. As automated as you are, you just deconstruct the old production lines and deploy the updated blueprint. A small oversight from your side, so the production lines for this science stalls, but you don't immediately realize it. The lines runs empty, and the whole world stops. \nThe. Whole. World. Stops. \n \n(it's the same kind of power I guess that automotive supply workers feel when they go to strike)",
"date": "2022-10-27T12:59:58+00:00",
"quotes": []
},
{
"author": "maxp779",
"content": "I have around 1500 hours in game and just learned a few weeks ago you can add buttons to the right of the quickbar at the bottom. Like you're not limited to just the default of 4.",
"date": "2022-12-12T14:00:13+00:00",
"quotes": []
},
{
"author": "Eketek",
"content": "Sometimes, particularly while riding a train without first preparing for the task at hand, I'll use an immediate solution for an immediate problem: \n \n \n \n the_world_is_my_active_provider_chest.png (544.58 KiB) Viewed 3745 times",
"date": "2023-01-28T00:46:10+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "perfect base venn diagram.png (138.41 KiB) Viewed 1145 times",
"date": "2024-12-16T15:14:24+00:00",
"quotes": []
},
{
"author": "MassiveDynamic",
"content": "I am in the habit of carrying \"crafting items\" when embarking on a project because i know I will forget some item that I will need.",
"date": "2024-12-16T20:11:33+00:00",
"quotes": []
},
{
"author": "coffee-factorio",
"content": "I never knew how pumpjacks worked for years. I thought they always went down a trickle of fluids. Not like 25% of their original value.",
"date": "2024-12-19T00:35:15+00:00",
"quotes": []
},
{
"author": "schorsch_76",
"content": "I played other games than factorio",
"date": "2024-12-24T07:34:59+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I had complained about the lack of distinct shape for signals, like you have a 1/4 circle but it can't be rotated for a full circle. \n \nThen realized they are there to illustrate the type of train junction that can exist, and not to try and make a full circle or square. \n \nThen forgot about this realization, and happen to have complained again at least once x).",
"date": "2024-12-24T14:16:27+00:00",
"quotes": []
}
] | 19 | 2021-02-06T11:29:11-06:00 |
forum-topic-41652 | 41652 | [0.14.22] Save game management | Technical Help | https://forums.factorio.com/viewtopic.php?t=41652 | crym0 | Hello again everybody,
I have another question about saves management on my server (hosted by Nitrado).
Context
My configuration server is here :
server-settings.json "name": "Kiwis's Server Life",
"description": "Made by Kiwis for Kiwis",
"tags": [
"game",
"tags"
],
"_comment_max_players": "Maximum number of players allowed, admins can join even a full server. 0 means unlimited.",
"max_players": 4,
"_comment_visibility": [
"public: Game will be published on the official Factorio matching server",
"lan: Game will be broadcast on LAN"
],
"visibility": {
"public": false,
"lan": false
},
"_comment_credentials": "Your factorio.com login credentials. Required for games with visibility public",
"username": "",
"password": "",
"_comment_token": "Authentication token. May be used instead of 'password' above.",
"token": "",
"game_password": "",
"_comment_require_user_verification": "When set to true, the server will only allow clients that have a valid Factorio.com account",
"require_user_verification": true,
"_comment_max_upload_in_kilobytes_per_second": "optional, default value is 0. 0 means unlimited.",
"max_upload_in_kilobytes_per_second": 0,
"_comment_minimum_latency_in_ticks": "optional one tick is 16ms in default speed, default value is 0. 0 means no minimum.",
"minimum_latency_in_ticks": 0,
"_comment_ignore_player_limit_for_returning_players": "Players that played on this map already can join even when the max player limit was reached.",
"ignore_player_limit_for_returning_players": false,
"_comment_allow_commands": "possible values are, true, false and admins-only",
"allow_commands": "admins-only",
"_comment_autosave_interval": "Autosave interval in minutes",
"autosave_interval": 2,
"_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
"autosave_slots": 5,
"_comment_afk_autokick_interval": "How many minutes until someone is kicked when doing nothing, 0 for never.",
"afk_autokick_interval": 0,
"_comment_auto_pause": "Whether should the server be paused when no players are present.",
"auto_pause": true,
"only_admins_can_pause_the_game": true,
"_comment_autosave_only_on_server": "Whether autosaves should be saved only on server or also on all connected clients. Default is true.",
"autosave_only_on_server": true,
"_comment_admins": "List of case insensitive usernames, that will be promoted immediately",
"admins": [],
"verify_user_identity": false
When we play my friends and I on my server, and all leave the game and just stay me I have a problem of save.
I create some factories and I leave the game by just doing : "escape > leave game".
After that I come back again to my server and my last modification doesn't appear...
Question
Q : There is a parameter to put in the settings files to make a save when a player leave ? Like that when anyone come back again, all construction are in place and nothing is missing .
Q : How works the save system in Factorio on Server ?
Thank you in advance for replies
Regards,
Marc | [
{
"author": "Danielv123",
"content": "Just came here from google. \n \nNo, there is no way to auto save on exit. You need to press ESC -> save game and save it somewere. \n \nOn the built in server, saves work the excact same way as with any other server you join. Every few minutes there is an autosave to your harddrive. If you want to keep the latest version of the map after you leave, you need to click save before you leave.",
"date": "2017-02-28T15:17:34+00:00",
"quotes": []
}
] | 1 | 2017-02-21T14:19:47-06:00 |
forum-topic-119740 | 119740 | Well, Fulgora sucks [Spoilers] | General discussion | https://forums.factorio.com/viewtopic.php?t=119740 | adam_bise | Immense disappointment finding out that there are no threats. I realize there are technically planets with no life forms, but from a video game perspective this is boring. 10/10 on the yawn scale. | [
{
"author": "BraveCaperCat",
"content": "Lightning is the enemy.",
"date": "2024-11-04T13:50:55+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "And terrain that requires elevated rail (locked behind purple research) for automated transportation to cross, as I found to my expense... \n \nAnd frankly, the scrap handling challenge is hairy enough that I'm glad to not have any distractions. \n \nBTW, it also kind of goes for Vulcanus : Don't build in demolisher territory (or close enough that they might go through yours), and they will completely ignore you.",
"date": "2024-11-04T14:00:06+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I was also expecting ennemies in Fulgora at first, i thought worms would be the perfect ennemy in a desert, where there are remnants of ancient technological civilization. This or some forms of robots maybe reacting to electricity, like Fulgorans fighting back for their scrap. \n \nApparently gigantic sandworm was something too close to existing IP hum Dune hum .... \n \nI find it weird that you get such original weapons, but nothing to test them on, so i exported them a bit everywhere and was not disapoinnted =) \n \nIf there was ennemy on Fulgora, after playing the space age, for a mod maybe ,i could see some flying creature swarming every 10 nights or so trying to destroy accumulators. Coming out from revealed \"vault\" not yet mined. or something",
"date": "2024-11-04T14:01:31+00:00",
"quotes": [
{
"author": "adam_bise wrote: Mon Nov 04, 2024 12:50 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "And gigantic worm would be too close to what Vulcanus has. \nWithout changing that one (and considering I haven't seen other planets yet), and using the unique terrain to the fullest, maybe still some kind of oil \"sea\" creature ??",
"date": "2024-11-04T14:12:36+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Yea, for like for a couple minutes. When you have lightning rod production up you stamp them all over the islands as part of your regular \"grid-setup\" and the issue is solved forever. I didn't even feel the need to replace them with the bigger/advanced rod yet. ^^ \n \n \n\nThat I agree more with. The oil terrain and elevated rail requirement is a big part of the environmental problem. \n \nWhat threw me back a little was when I got there first I didn't have the Rail Support Foundation tech so I could not build any rail supports on the oil... well why? Because I have not been to Vulcanus first. That can hamper your progress somewhat depending on the order you visit planets. \n \nEven if you can build on the more shallower stuff I found it difficult to get to any of the other nearby islands without the rail support foundation. So I decided to do with all the scrap on my initial bigger island, which also initially limited my building space and why I made some horrendous inefficient crafting chains for recycling & to get some quality stuff because I had no space for a better setup. ^^ \n \nI went to Vulcanus shortly after anyway and solved the issue, but it still was an \"aha\"-moment for sure. \n \n\nThat I would find awesome. Because I totally thought there would be some flying enemies on Fulgora. It only would make sense because they cannot traverse the terrain otherwise. \n \n Pitch Black \n \n \n mlXe4i.gif (1.47 MiB) Viewed 8360 times \n \n \n \nWould sure give some Pitch Black vibes. Definitely going to use a mod for that when someone makes one if the devs don't get the idea to do it themselves as a late addition. ^^",
"date": "2024-11-04T14:20:22+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Mon Nov 04, 2024 1:50 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Mon Nov 04, 2024 2:00 pm",
"content": ""
},
{
"author": "mmmPI wrote: Mon Nov 04, 2024 2:01 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "Hmm, you might still need to expand them for power purposes... (is it too easy right now as long as you have enough accumulators ?) \n \nBut yeah, more advanced players might want a requirement of more closely placed rods, think Diggy ? \n https://www.youtube.com/watch?v=HR6LuprnrCM \n(especially from 1:56 on ) \n \nThis sounds extremely unlucky on your part (or a consequence of changed game settings ?), rather than an actual issue. \nI can only see a couple islands out of ~20 I don't seem to be able to get to using regular elevated rail supports, and even these seem to be about the rail planner being less than completely truthful when considering far away places under the fog of war... \nEDIT : actually not even these, it just takes a couple seconds for the planner to calculate a solution for those two islands... \n \nRegular physical flying enemies would be weird with all the lightning, \n(unless, in the opposite of Pitch Black - only coming out by day ??), \nbut could be some «electric ghost» enemy ??",
"date": "2024-11-04T14:40:32+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Mon Nov 04, 2024 2:20 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "adam_bise",
"content": "After figuring out space platforms and landing pads and how that all works, I unlocked Fulgora not having read any spoilers and not knowing what awaits me there. I spent a good bit of time and resources launching supplies, weapons, and ammo into orbit. Upon arrival, I began dropping off supplies and establishing a perimeter. I already had a few energy shields, so the lightning was unnoticable. \n \nWith great anticipation, I set off in one direction to see what awaits me, and kept walking, and walking.. It had never even occured to me that there might be zero threats at all. I felt like I downloaded some guys unfinished scenario and was standing in an endless empty map. I was SO hoping for rogue robot enemies on Fulgora. But nothing? Boring!",
"date": "2024-11-04T14:57:45+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Avoiding spoilers here too, my first impression was great : that of a mysterious long forgotten ruin planet, very lonely. \nThe art direction really did a great job on this one ! \nIf enemies are ever added here, it would need to be done very carefully, so as to not ruin that mood...",
"date": "2024-11-04T15:27:00+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Yea, currently I have a huge array of Q3 accumulators that happened naturally as side product of the EM science production. \n \nHaven't been facing any energy issues for a while. Initially I had some issues with that where I had to stamp most of the island I settled on with Q1 accumulators. But I think that is part of the buildup there and nothing I find bad. The crossover was for Q2 accumulators already and with Q3 I am like \"meh\" about energy because I have so much and even reduced the size of the accumulator arrays somewhat to get back some building space. \n \nAt least the bottleneck for me was kinda never the lightning rods. For most part of my Fulgora experience it rather was the stored amount of energy to have enough energy for the phases without a lightning storm. ^^ \n \n \n\nMay be so that I am kinda somewhat unlucky with the starting area of the map too in regards of Fulgora. \n \nI haven't changed the terrain generation from the standard values for any of the planets because I wanted the \"standard\" experience. ^^ \n \nBut I also don't want to complain about it however because on the other Planets I consider myself extremely lucky. The starting plateaus for Vulcanus & Gleba on my map are simply huge (and I have seen other people complain that they had issues with building space exactly with those instead so experiences defintiely differ depending on the map). I will likely never need to place any landfills for my main factory on either Vulcanus or Gleba (ok on Gleba one needs to make some more space for more (closer) plantations eventually but that is different story). ^^ \n \n \nAnyway, sure, the rail planner totally found a few ways for Fulgora where it would have been valid to get to some of the other islands; but not very efficiently or in the way I would have liked it. Kinda snaked around in some long-route circles to get to some of them because it can only go through shallow areas without the tech. Doesn't seem like an issue in short term but I was also thinking long-term that I would eventually go out there and tear the mess down again after a while to slip stream the rail routes into a better network. So after a couple minutes of fidgeting for different routes I eventually felt like \"screw this\", completed to built up the barebone outpost for Fulgora self-sufficiently enough so I could leave the planet work on its own and then made the decision to go to Vulcanus to unlock the foundation tech. ^^",
"date": "2024-11-04T15:46:51+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Mon Nov 04, 2024 2:40 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Mon Nov 04, 2024 2:40 pm",
"content": ""
}
]
},
{
"author": "Mango",
"content": "I have to agree that lightning is not a problem is you have 2 MK2 energy shields or after you build first furnace to smelt stone for lightning rods. \nIt's actually the time without lightning that felt lake a nuance before having enough accumulators. \n \nI think an enemy hidden in vaults or some territory defending (like the Vulcanus worm) monster living in deep oil parts would be nice.",
"date": "2024-11-04T16:16:29+00:00",
"quotes": []
},
{
"author": "Flame1869",
"content": "Just to add my 2ct here too. I did feel a bit the same way. After vulcanus you finally have your artillery. Wouldn't it to great to have some kind of EMP shells to turn off some ancient robo civilization that is still defending the remainders of a once very successful civilization? \nBeside settling on the first big island and solve the recycler belt puzzle, it did fell a bit empty on the planet. No reason to really venture out more than the first 2 or 3 islands really. \n \nSo I would love to see some kind of challenging enemies on the planet too.",
"date": "2024-11-04T22:53:12+00:00",
"quotes": []
},
{
"author": "SirSmuggler",
"content": "For what it's worth, I like that we have a planet with no enemies. Not every planet needs to be a combat challenge. \n \nAnd as others have stated, the desolate lonley feel of Fulgora is kind of nice and would be a bit ruined by any \"active presence\" if you will.",
"date": "2024-11-05T06:19:18+00:00",
"quotes": []
},
{
"author": "J-H",
"content": "I like it, except stuff keeps getting backed up and I didn't make a provider/requester chest factory before leaving so it's hard to set up new stuff. \n \nI think my new strategy to try is going to be to dump all the excess plastic and gears in requester chests beyond the range of lightning protection, and get them smashed by the nightly storm.",
"date": "2024-11-05T09:07:46+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Dealing with stuff backing up is most of the challenge. \nHave you considered recycling them into higher quality items instead ? \n \nYeah, my 2nd planet definitely taught me the importance of that ! \n \n---- \n \nWell, remember that there's not necessarily an order to the 3 nearest planets... \nAlso, arty research is very expensive, I think I'll go to the last remaining in the close planets Gleba soon, and probably still won't have it once I set up a minimum viable base with a rocket silo. (OtoH, I am playing DeathWorld Marathon.., so x4 science costs.)",
"date": "2024-11-05T11:10:21+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "Heh, we guessed right : \n( Vulcanus spoilers : ) \n https://factorio.com/blog/post/fff-429 \n Fulgora and Vulcanus development story",
"date": "2024-11-06T11:28:17+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Nov 04, 2024 2:01 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Mon Nov 04, 2024 2:12 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "BraveCaperCat",
"content": "I'm addressing the multiple issues described above with this one single reply. The basis for an idea which could shake the foundation of Fulgora itself. \nEach solution contains an appropriate quote to the original problem. \n1. Lack of enemies.\n \nI propose that a mechanical scrap \"creature\" is added. They would use scrap from the ground to build up \"defensive\" structures, they'd throw scrap at you as a more offensive ability and they'd be able to \"automate\" stuff. Using crude structures, the scrap creatures can create better structures - a form of evolution, which might even get to the point where they can attack other planets. How evolved these creatures can get would be controlled by a difficulty setting. \n2. Terrain Challenges.\n \nElevated rails would be unlocked on Fulgora as a trigger technology. \n3. Lightning Rods\n \nLightning rods would have decreased range if placed in a grid pattern, they would be harder to make and regular lightning rods would consume power. \nIn the early stage of Fulgora expansion, you would have to use solar panels to generate electricity. \n4. Too Many Accumulators\n \nAccumulators would not be able to be placed on Fulgora, due to the extreme magnetic field. Instead, you have to make accumulators with EM insulation. This EM insulation would be quite expensive, stopping you from spamming accumulators everywhere. It can also only be made on Fulgora. This also encourages you to use accumulators of higher quality, as it would be less expensive than an equivalent amount of lower quality accumulators. \n \nMore problems and my solutions for them will be put here when posted.",
"date": "2024-11-06T20:54:30+00:00",
"quotes": [
{
"author": "adam_bise wrote: Mon Nov 04, 2024 12:50 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Mon Nov 04, 2024 2:00 pm",
"content": ""
},
{
"author": "MeduSalem wrote: Mon Nov 04, 2024 2:20 pm",
"content": ""
},
{
"author": "MeduSalem wrote: Mon Nov 04, 2024 3:46 pm",
"content": ""
}
]
},
{
"author": "Mango",
"content": "1. Lack of enemies. \n \n\nNew faction that is able to build, automate and expand to other planets is a suggestion for a whole new DLC. \n \n2. Terrain Challenges.\n \n\nThe player is already able to walk on oil oceans and automated transport is already locked behind Fulgora science (+ Vulcanus) \n \n3. Lightning Rods\n \n\nThe Lightning rod (or collector later) is the only way to make power on Fulgora (Other than importing ice/uranium/fluoroketone from space). Making them consume power would make Fulgora unable to produce power on its own. \nAlso what exactly is a grid pattern so you can control it is not used? \n \n4. Too Many Accumulators\n \n\nIf you make something more expensive in Factorio, you just build more miners/chemical plants/assembling machines or anything else to produce more of it. Making accumulators (the only way to function on Fulgora during day without import) more expensive is just making the game more tedious . \n \n \n \n \n \n \n obrazek.png (428.43 KiB) Viewed 7497 times \n \n ...",
"date": "2024-11-06T23:33:05+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Wed Nov 06, 2024 8:54 pm",
"content": ""
},
{
"author": "BraveCaperCat wrote: Wed Nov 06, 2024 8:54 pm",
"content": ""
},
{
"author": "BraveCaperCat wrote: Wed Nov 06, 2024 8:54 pm",
"content": ""
},
{
"author": "BraveCaperCat wrote: Wed Nov 06, 2024 8:54 pm",
"content": ""
},
{
"author": "BraveCaperCat wrote: Wed Nov 06, 2024 8:54 pm",
"content": ""
}
]
},
{
"author": "angramania",
"content": "Scrap provides both ice and solid fuel. Solar panels provide starting electricity. Boilers are quite useful to solve energy problem before getting uncommon/rare accumulators. But of course it would be boring to have them as main source of power on Fulgora.",
"date": "2024-11-07T01:15:06+00:00",
"quotes": [
{
"author": "Mango wrote: Wed Nov 06, 2024 11:33 pm",
"content": ""
}
]
},
{
"author": "kpreid",
"content": "I don't personally think Fulgora needs to change, but I do find it a bit monotonous. Here's an idea: Instead of having any kind of mobile/expanding enemy (like Nauvis and Gleba), what if certain islands had ancient emplacements of tesla turrets and other defenses? These would be challenges that you have to find ways to defeat in order to claim their resources. (Maybe they could be guarding a second variety of scrap with a different mix of outputs.) You’d be able to collect a few tesla turrets and maybe other advanced items before you researched them ( if you manage to cut off their power instead of destroying them), and it would provide the experience of attacking a base that’s built of separate buildings like you build, which doesn’t otherwise happen in single-player games.",
"date": "2024-11-07T04:15:00+00:00",
"quotes": []
}
] | 19 | 2024-11-04T06:50:13-06:00 |
forum-topic-16136 | 16136 | Faster start sequence / Update check / Load order | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=16136 | This is about changing the order of the game-start. Currently it does first basic initialization, then loads the mods, then checks for updates.
There are some issues with it:
- all mods needs to be loaded, before the game starts (a modder needs to restart the game every time he changes his mod)
- the update check is after the complete startup
- while updating, there could be more information displayed
Dependend on this are the configuration of the mods.
https://forums.factorio.com/forum/vie ... f=6&t=8004 Check for updates first, load assets later
https://forums.factorio.com/forum/vie ... =6&t=15441 Read changelog while downloading updates
https://forums.factorio.com/forum/vie ... =6&t=16128 Update first on factorio launch BEFORE all other loading.
Related is the runtime loading of mods:
viewtopic.php?f=6&t=9584 Mod support: reload data.raw related mods
viewtopic.php?f=6&t=13243 Mod reloading at "runtime"
viewtopic.php?f=6&t=28342 Suggestion: Wait to Load Mods
viewtopic.php?f=5&t=33866 Restart after Mod Change
viewtopic.php?f=6&t=38754 Faster startup (e.g. for iterating on mod code)
viewtopic.php?f=6&t=48029 Check for updates before loading all the data
and concepts that enable a "better installation of the mods" which includes in consequence that the mods can be auto-installed and auto-updated
https://forums.factorio.com/forum/vie ... =6&t=15524 Mod Packages
https://forums.factorio.com/forum/vie ... =6&t=15405 Separate Launcher for Mods
... this stuff is planned! See roadmap:
https://forums.factorio.com/forum/vie ... ?f=3&t=678
There is a tool, that helps installing and configuring:
https://forums.factorio.com/forum/vie ... 37&t=13327 Factorio Mod Manager
Far related is how the mods are able to handle problems with other mods:
https://forums.factorio.com/forum/vie ... =6&t=16457 Mod support: info.json option for conflicting mods
https://forums.factorio.com/forum/vie ... =6&t=16567 Table of mods for data/control scripts. (read only table?)
viewtopic.php?f=80&t=16136 Faster start sequence / Update check / Load order | [] | 0 | 2015-09-13T08:03:54-05:00 | |
forum-topic-123176 | 123176 | [2.0.21] (Most) Biological things do not recycle into spoilage | Translations | https://forums.factorio.com/viewtopic.php?t=123176 | IsaacOscar | See the following tooltip for the recycler (I added the rectangle arround the relavent part):
pic
Screenshot 2024-11-28 223055.png (425.39 KiB) Viewed 510 times
But if you put fish into a recycler, you get fish back:
pic
Screenshot 2024-11-28 223055.png (425.39 KiB) Viewed 510 times
I've tested with all of the following biolgical things:
pic
Screenshot 2024-11-28 223040.png (166.58 KiB) Viewed 510 times
And other than nutrients (which gives you spoilage), all of the above recycle to themselves.
In other words, the tooltip is a lie (the only things that give you spoilage are nutrients and spoilage itself). | [
{
"author": "BlueTemplar",
"content": "Thanks ! \n \nContext : \n Recycling to itself list \n viewtopic.php?p=646892#p646892",
"date": "2024-11-28T12:39:30+00:00",
"quotes": []
},
{
"author": "macdjord",
"content": "You missed wood (obviously biological) and agricultural science packs (not prima facie biological, but they spoil into spoilage, so what else can they be?), which both also recycle into themselves. \n \nI suspect that text might be a holdover from some earlier step in development, when it was planned that all biological items, or at least all the ones crafted in the biolab, would recycle into spoilage, before the current paradigm - where if the recycler cannot return the ingredients for an input then it returns the input itself, just in smaller quantities - was decided on.",
"date": "2024-12-10T20:02:17+00:00",
"quotes": []
}
] | 2 | 2024-11-28T06:35:59-06:00 |
forum-topic-97746 | 97746 | [1.1.30] Desync when auto saving multiplayer game | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=97746 | henryrabbit | desync reports: http://106.15.88.231:8000/
mod: Space Explorartion
It seems that desync sometimes occurs while auto saving. | [] | 0 | 2021-04-09T10:26:18-05:00 |
forum-topic-61147 | 61147 | Editing in map view | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=61147 | themodernsophist | I do a lot of factory clean up and maintenance in map view, for example, clicking on a train stop to rename it or to look for the lost trains that should be servicing that stop.
It would be very useful if I could also edit circuits in map view mode, as all my train stops are controlled by circuits.
Specifically my blue print puts down Decider Combinators whenever I place train stops and I would like to open them from across the map and change them from coal(blueprint) to iron when I rename the train stop to accept iron. | [
{
"author": "ikarikeiji",
"content": "+1 \n \nSince we already have the ability to fiddle with ghost entities, trains and train stops anywhere that is covered by a radar, we should really be able to edit anything that doesn't require picking up or placing down resources in the same way. \n \nInserter filters/stack size overrides, combinator settings, circuit/logistic connection settings, chest limits, train wagon filters, there's probably more that I forgot. Even red/green/power wire connectors between entities, since they don't require any resources to place if placed by blueprint.",
"date": "2018-06-27T20:42:15+00:00",
"quotes": []
},
{
"author": "Cabble",
"content": "Also rotation (at least for belts and inserters) would be good in map view.",
"date": "2018-06-29T15:56:08+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "I believe combinators should be accessible from the map view. Here is my reasoning. \n \n1. Many people use designs where combinators are used to determine personal train contents, and call the trains to themselves from across the map. Currently, one must build a combinator near them, copy the combinator, and paste it over the combinator across the map. This would be much easier/less tedious if combinator settings could be changed from the map view. \n \n2. Power switches are already accessible from the map view, why not combinators? \n \n3. Combinator settings are copy-paste-able, so this would not be affecting game balance. \n \n \nDoes anyone else agree? If you disagree, why so? \n \nPS. Dear Devs, I am not saying there is anything wrong with the game, and am not trying to be rude(if it came across that way). I really love the game as it is, and don't want to degrade or insult you or your work. Please take these suggestions kindly.",
"date": "2020-04-19T23:19:53+00:00",
"quotes": []
},
{
"author": "",
"content": "[koub] Moved to Ideas and suggestions and merged into older thread with same suggestion.",
"date": "2020-04-20T06:04:17+00:00",
"quotes": []
},
{
"author": "",
"content": "You know that you can create a blueprint with that combinator nearby and paste it over in map view? That’s my method to fix this problem. \n \nBecause if you allow that, you need also to allow fixing inserter conditions, train stops, change receipts, change modules, ... and so on, which would be a very big change in gameplay.",
"date": "2020-04-21T04:46:36+00:00",
"quotes": []
},
{
"author": "saors",
"content": "TL;DR \nPlayers should be able to view/modify entities at a distance using construction bots. \n What ? \nWhen outside of the character reach-range, clicking on an entity that has an interface should bring it up in \"view-only\" mode. In this mode, settings cannot be changed and inventories cannot be accessed, only viewed. \n \nIf the entity is in roboport construction range, allow settings to be marked to be updated/changed by the bots. \n Why ? \nIt is frustrating to run across the entire map to view/check a setting on an entity. It is equally frustrating to run across the map to modify a single attribute (say a combinator setting). \n \nWe can already do this in an extremely round-about way by placing the entity next to the character, modifying the setting, then marking the old entity for deconstruction, then copy/pasting the new entity into the spot of the old entity. \n \nSo, in terms of this change \"making the player too strong\" or \"map view too op\", I would disagree, since the capability is mostly already there. It just makes things much cleaner/easier for the player. \n \nAdditionally, the hover-over UI for what's in an inventory can sometimes be very large and difficult to read. Having a read-only mode at range would just be a much easier way to see what's contained inside an entity.",
"date": "2020-11-23T21:13:03+00:00",
"quotes": []
},
{
"author": "",
"content": "joined with same topic — ssilk",
"date": "2020-11-24T00:06:35+00:00",
"quotes": []
},
{
"author": "Sad_Brother",
"content": "Agree to both but let it be separate research.",
"date": "2020-11-24T14:50:06+00:00",
"quotes": [
{
"author": "saors wrote: Mon Nov 23, 2020 9:13 pm",
"content": ""
}
]
},
{
"author": "saors",
"content": "Thank you for merging this, sorry for not seeing it earily (I did look first, I swear!)",
"date": "2020-11-29T19:34:47+00:00",
"quotes": [
{
"author": "ssilk wrote: Tue Nov 24, 2020 12:06 am",
"content": ""
}
]
},
{
"author": "noclaf",
"content": "Hi, I suggest to allow the player to set-up entity details while being also radar view only (i.e. the player itself somewhere in the distance) \n \nCurrently there is a very annoying difference while editing details of an entity (recipe of assembler, on/off rules for inserters, logistic requests/filters for chests etc.) : \n- if you are near the entity, you can do everything \n- if you are looking through map view (assuming you have radar coverage) you cannot change anything -> which might look logical until you realize that if you build (e.g.) a chest with the desired rules or assembler with the desired recipe next to you, you can copy-paste the rules over to the entities in the map view. \n \nWhich is kind of annoying - I can't change the chest directly, I have to build the chest, set it up, copy, paste and then deconstruct because I built it only to copy the rules to an entity somewhere else.",
"date": "2021-04-17T14:37:51+00:00",
"quotes": []
},
{
"author": "blazespinnaker",
"content": "Yeah, it's a bit silly TBH, but you can click paste most configurations in map view. Just need to remember to do it, I guess. \n \nThe only one that is a true hassle with no good workaround is adding modules to assemblers. Except maybe a mod, which may or may not work between versions. \n \nThat one is particularly irritating as you have to deconstruct the original entities and build a whole new one (with modules). \n \nIf you're intent was upgrading a lot of entities to have modules, that is a lot of needless bots flying around. \n \nHopefully they'll fix that in the expansion pack. It seems to me to be a trivial fix, just allow empty -> module in the upgrade blueprints, but who knows what the code looks like. Sometimes wube doesn't seem to know either",
"date": "2021-04-17T15:57:57+00:00",
"quotes": []
},
{
"author": "",
"content": "joined with existing subject \n \nI also point to other similar threads around this problem: \n \n viewtopic.php?f=6&t=87011 Increase player reach for things you can do with blueprints \n viewtopic.php?f=6&t=50138 Opening entities and placing wires from map \n viewtopic.php?f=6&t=84697 Better UX for placing, removing, and configuring ghost structures \n viewtopic.php?f=6&t=57028 Allow adjustment of constant combinators from the map screen \n viewtopic.php?f=6&t=48625 Allow changing entity settings from radar remote view \n \n \nMy personal opinion: add a research to allow step by step accessing remote objects.",
"date": "2021-04-18T05:01:39+00:00",
"quotes": []
}
] | 12 | 2018-06-23T06:50:04-05:00 |
forum-topic-6847 | 6847 | [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1 | Mods | https://forums.factorio.com/viewtopic.php?t=6847 | Choumiko | Choumiko's RailTanker releases , this is where you will find updated versions of RailTanker. I'll try to link them in the first post as they are posted
This mod will most likely die with the release of 0.15, since it's becoming vanilla.
I suggest that you unload your railtankers before updating to 0.15 (and maybe even remove the tankers and then the mod). I will update the mod to run with 0.15 so you can probably empty them even after updating, but i doubt i'll bother with automatically changing the mod tanker with the vanilla one (if it's possible at all).
Edit by Choumiko: I took over this thread until James O'Farrell returns, the Download-Url should now be always up to date.
Type: Mod
Name: Rail Tanker
Description: This is a mod that adds a Rail Tanker to Factorio. This can be used to move any liquid around without having to barrel it up first
License: MIT
Version: 1.4.1
Release: 2017-4-25
Tested-With-Factorio-Version: 0.14.2
Download-Url for 0.15|0.14: Rail Tanker
Website: Github Repo
Long description Long description
Usage
To use the tanker you need to place a small pump near the middle of the tanker, once this is detected the liquid should start flowing. This should (hopefully) stop the tanker from connecting to random pipes around your network.
Notes
The tanker is slightly the wrong size so the connection points move around a little. I've set it to have 2 connections so you should be able to at least connect to 1 of them now
Please include a copy of your save and mod folder with bug reports. You can upload them without an account at file dropper .
Old Versions
v1.0.0 for 0.11.22
Version history 1.3.31
now works with vanilla train conditions (full/empty/item count/inactivity)
Note: Inserters can remove the used fake items from the railtanker, so be sure to not have inserters at a station where a railtanker might stop! Currently there is no way around it
1.3.2
updated for 0.13
added swedish translation
Tanker graphics are not adjusted (yet), so it looks kind of crappy, but should work like before. Due to the wagon length not being adjusted you'll have to experiment with pump placement a bit more.
1.3.1
updated russian translation by Elektron2016
fixed order in crafting menu
might work with 0.13 (or not due to trainlength changes)
1.3.0
moving Rail Tankers display their cargo contents witth an icon in alt-view as well as in mouseover. (by Supercheese)
added russian translation by Oceanel
1.2.22
fixed ghost proxies created when train lost it's path ( 158498 )
Railtankers can only be filled/emptied if the train is waiting at a station or is in manual mode and not moving.
1.2.21
fix error when adding Railtanker to an existing save
added german translation by ST-DDT
1.2.2
upgrading removes invalid tanks
fixed error in remote interface (wrong readouts in FatController and SmartTrains)
1.2.1
fixed desyncs in MP (hopefully)
small pump will have its collision box changed to vanilla (to prevent bugs with SqueakThrough)
more error checks in the remote interface
cleaned up code
new tech icon by Meppi
spanish translation by frenchiveruti
polish translation by diilmac
v0.0.1 - v0.0.9 bugs and stuff
v1.0.0 fixed bug with destroying tankers
v1.0.1 Initial support for 0.12.0
v1.1.0 doubled tanker size
v1.1.1 fix for 0.12.11
v1.1.2 removed git crap and fixed base dependencies
v1.1.3 changed selection box of tanks to 1.5, optional dependency for Squeak Through, it will revert the collision box changes of the small pump back to vanilla
License License
The MIT License (MIT)
Copyright (c) 2014 James O'Farrell
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
http://opensource.org/licenses/MIT | [
{
"author": "Boogieman14",
"content": "Cool stuff \n \nA storage tank holding 2.5k is roughly 2x3 tiles (3x3 when placing it, but some space is required for the valves and connections). A train wagon is 2x7 tiles (with some space for connections and stuff), so from that view a capacity approaching 5k wouldn't be too far fetched...",
"date": "2014-11-23T01:11:30+00:00",
"quotes": []
},
{
"author": "JamesOFarrell",
"content": "But a chests holds how many items compared to a cargo wagon? I was going to set it at 2.5k but Malachite pointed out that a storage tank holds a lot of liquid and even at 1.25k you will not be filling up a single tanker very often. But if people find this is not the case I will up it for sure.",
"date": "2014-11-23T01:28:41+00:00",
"quotes": [
{
"author": "Boogieman14 wrote:",
"content": ""
}
]
},
{
"author": "Boogieman14",
"content": "I was thinking about that too, I guess I would rarely fill a tank at 1k, but then I play RSO most of the time, so it might be different for normal settings (although from what I remember, the games I did play without RSO, I never hauled oil at all because there was way too much in the starting area ) I don't have any strong feelings either way, just thought about it a bit and figured I'd share",
"date": "2014-11-23T01:31:55+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "cool mod more wagons update in storage 5k 10k 25k? \n \nidea \nanother would be to make for Cartmen mod where conveying gas and liquefied gas",
"date": "2014-11-23T01:40:21+00:00",
"quotes": [
{
"author": "JamesOFarrell wrote:",
"content": ""
},
{
"author": "Boogieman14 wrote:",
"content": ""
}
]
},
{
"author": "JamesOFarrell",
"content": "I am the same but some other mods are liquid heavy so that might be the push I need. \n \n\nSo that's one vote for larger tankers. If Cartmen's mod uses the liquid system for gas then it should work with this.",
"date": "2014-11-23T01:51:19+00:00",
"quotes": [
{
"author": "Boogieman14 wrote:",
"content": ""
},
{
"author": "Airat9000 wrote:",
"content": ""
}
]
},
{
"author": "MasterBuilder",
"content": "Magnificent. \n \nIn real life tankers are the preferred method to transport oil/gas. (Any liquid really. It's just more efficient.) \nYou don't have to expend energy to fill and un-fill the barrels, nor to move the extra weight of the barrels. \n \nIt's also more space efficient than round cylinders with gaps in-between. Here's the math: \n \nradius = 1 \nVolume of cube = r^3 = 1 \n \nradius = 0.5 height = 1 \nVolume of cylinder = π * r^2 * h = 0.785 \n \n(A cylinder with a radius of 0.5 fits within a cube with a radius of 1. http://www.kevinhouston.net/blog/wp-con ... square.png ) \n \nAbout a 21.5% loss in space. If the barrels hold 5k then transporting it as a liquid should gain 1075 units of liquid volume. \n \nThis, of course, assumes the transport vessel does not change. Since the default train cargo carriage looks like the top is already arched then we only loose some space rounding out the bottom to make the carriage a complete cylinder. (21.5% / 2 = 10.75%. Since we only need to convert half a cube to half a cylinder.) \n \nThus we should see a total increase in 537.5 units of liquid volume over the vanilla carriage. (Actually more since the barrels would not have fit uniformly in the top of the curved carriage.)",
"date": "2014-11-23T01:55:18+00:00",
"quotes": []
},
{
"author": "JamesOFarrell",
"content": "The bottom of the tanker is rounded but the cargo wagon is square so you would get a little extra space in there, not much though. 5.5k is a lot of liquid to be shipping around but you can't really argue with the numbers. The devs have plans to implement a tanker at some point, it will be interesting to see how they handle this. Even if you decrease the stack size of barrels to 5 that is still 1 storage tank per cargo wagon.",
"date": "2014-11-23T03:08:52+00:00",
"quotes": [
{
"author": "MasterBuilder wrote:",
"content": ""
}
]
},
{
"author": "Airat9000",
"content": "if you take the reality that 1 tanker with oil transports by 80-120 tons of oil or gas, personally see every day, trains with cargo.. the idea is to take their volume",
"date": "2014-11-23T03:28:00+00:00",
"quotes": []
},
{
"author": "MasterBuilder",
"content": "From looking at the vanilla carriage in the game (0.11.x) it looks like the top is rounded but the bottom is square. \nIf this is true then you gain 10.75% more volume to store liquid when converting to a cylindrical carriage of the same length. \nIf the vanilla carriage is completely rectangular (and no curved top) then you gain nothing. \n \nWhen we convert the square bottom to rounded we lose 10.75% volume. Since only half the vanilla carriage is square we lose half our gain of 21.5%. \nIf we have to convert the whole carriage from rectangular to cylindrical we lose all our gains as the numbers cancel each other out. \ni.e. We gain 21.5% converting from cylindrical barrels to liquid storage. Then we lose 21.5% converting from a rectangular carriage to a cylindrical one. \n \nTLDR: It all depends on what you consider the vanilla carriage to be. If rectangular: no gain; if half round/half rectangular: +10.75%. \n \nEDIT: \nHow much mass/volume is 1 unit of liquid here? I have no clue. \nAre tanks & barrels properly balanced? Hell no. I could easily fit more oil in barrels within chests in the same area it takes to place a large tank. \nMORE MATH!!! \nIf a storage chest holds 8 barrels in 48 slots (IIRC) then that's (8*48)*25 for 9600 units of liquid storage. Much much much more liquid can be stored, by volume, in a single chest than any one tank. (This is just for a 1x1 area. A tank is 3x3 so that would mean I could fit 86400 units of liquid in chests for the same space in the game.",
"date": "2014-11-23T04:06:52+00:00",
"quotes": [
{
"author": "JamesOFarrell wrote:",
"content": ""
},
{
"author": "MasterBuilder wrote:",
"content": ""
}
]
},
{
"author": "JamesOFarrell",
"content": "This is defiantly the case. So there would be slightly more liquid in the tanker than the wagon \n \nThis is the real issue. Wube are not going for realism in Facotrio, they are going for what plays best I think. If that's the case any number that seems fun and balanced is the right number.",
"date": "2014-11-23T04:36:58+00:00",
"quotes": [
{
"author": "MasterBuilder wrote:",
"content": ""
},
{
"author": "MasterBuilder wrote:",
"content": ""
}
]
},
{
"author": "SuperSandro2000",
"content": "Finally!!!! Thanks man!!!!",
"date": "2014-11-23T06:12:32+00:00",
"quotes": []
},
{
"author": "Damrus",
"content": "All this talk about capacity is kind of ignoring the resource cost to actually build the barrels / wagons and assembly line vs the single tanker + pumps. \n \njust my 2 cents though...",
"date": "2014-11-23T20:07:15+00:00",
"quotes": []
},
{
"author": "CreeperDaReeper",
"content": "Vanilla: \nOil Well > Pumpjack > Pipe > Assembler > Inserter > Barreled Oil > Conveyor > Inserter > Wagon > Inserter > Conveyor > Inserter > Barreled Oil > Assembler > Pipe > Refinery \n(To say nothing of Storage Tanks, Chests, & Logistic Robots.) \n \nMod: \nOil Well > Pumpjack > Pipe > Small Pump > Tanker > Small Pump > Pipe > Refinery \n \n \nAsk and thou shalt receive.",
"date": "2014-11-24T01:44:00+00:00",
"quotes": [
{
"author": "Damrus wrote:",
"content": ""
}
]
},
{
"author": "JamesOFarrell",
"content": "Dont forget Vanilla: \nOil Well > Pumpjack > Small Pump > Underground Pipe (repeat many times) > Small Pump > Refinery",
"date": "2014-11-24T01:53:22+00:00",
"quotes": []
},
{
"author": "LordFedora",
"content": "barrels are vanilla >.>",
"date": "2014-11-24T03:09:18+00:00",
"quotes": []
},
{
"author": "n9103",
"content": "Not sure if it's really relevant, but here's my observation/opinion on capacity: \nMy last serious game was using RSO, but otherwise Vanilla, and I was almost always bringing in a wagon half full of oil every few minutes. Would have been more, but I had the slots locked down to 50/50 to ensure that each of the outposts on the stop could also take empty barrels if they had used all of their buffer. \nEven the stops with only dry wells (with speed 1s or 2s, some with a beacon with speed 1s or 2s as well) would still make enough to fill a slot or more every ~3 minutes that it took the train to make the loop. \nSo I guess I'm saying that if even RSO can completely fill a tanker without extraordinary efforts, then I'm sure Vanilla would benefit from an increased size. \nAnd then there's the consideration that it would make shipping the oil products feasible, as well as making steam engines still viable outside the starting area on maps that use a water only in starting area setting. \nTo be fair though, I'm not familiar with the actual water flow rate, both from pumps and when at max use in an optimal steam setup. So my last point is probably dismissable.",
"date": "2014-11-24T03:16:09+00:00",
"quotes": []
},
{
"author": "MasterBuilder",
"content": "I've got a positional problem for a train (dual-head) with three tankers: \n \n \n \nTrain is stopped at a station at the end of the line. (Running automatically.) \nThe tap for pumping out oil is equidistant from the two pumps and it won't 'connect'. (I can just make the train shorter for now.) \n \nWhen placing the tap entity is it possible to align it to the grid? (The nearest square? Or maybe increase the connection range?) \nThe problem didn't occur when the train was oriented vertically (At the pumping station.) but it does when oriented horizontally.",
"date": "2014-11-24T04:23:25+00:00",
"quotes": []
},
{
"author": "JamesOFarrell",
"content": "Thanks for that, this has been fixed in 0.0.2, which is now int he first post. I've added a second connection right next to the first one so it shouldn't happen. They are close enough together that you should still only be able to make 1 connected but points to the first person getting both to connect.",
"date": "2014-11-24T05:09:13+00:00",
"quotes": [
{
"author": "MasterBuilder wrote:",
"content": ""
}
]
},
{
"author": "Neotix",
"content": "Rail Tanker don't want to work in my game. Very often pumps don't want connect with tanks, sometimes they start working when I replace them but when next train arrive, they stop. Also that mess with wagons length cause problems (3rd tanker is more or less in the middle between grid).",
"date": "2014-11-24T19:24:53+00:00",
"quotes": []
}
] | 19 | 2014-11-22T19:04:28-06:00 |
forum-topic-126502 | 126502 | [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mods? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=126502 | Fabriken AGI | What is your opinion on feeding AI tools your spritesheets to learn the graphical style?
For example, I use some mod that has made their own graphics. They look good, but so different from the original machines.
What if someone:
- First, Fed AI your spritesheets. is it ok?
- Second, told the model to remake this next spritesheet (from the mod) to match the original graphics style
- Lastly, one would have a spritesheet that looks like the mod graphics, but make the mod look like "original" factorio graphics artist did them
Also, mod graphics artists, what's your opinion? Would this make you pissed off or happy? | [
{
"author": "dmikalova",
"content": "If you do this please also put in the mod description that it uses AI generated graphics so we can avoid installing the mod.",
"date": "2025-02-01T22:01:54+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "I think that is a good idea, if it works out...as a mod dev who also want modded entities look like the game style, but without graphical skills to create them, I'd definitely use it",
"date": "2025-02-06T14:33:21+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "Legally, Terms of Service are quite permissive: \n\nNo specific terms are given for the use of AI Tools; algorithmically it is no different than using Photoshop to modify images. I would be VERY cautious with uploading the Factorio sprite sheets to third-party AI tools; they are not exactly known for respecting Copyright in their Output files, or maintaining the Privacy of your Input files. Locally run tools are a safer bet. \n \nHowever, as a service to Users of the mod, please PLEASE include a disclaimer that AI was used in Assets and especially the Code of your mod, as above. Regardless of your perception, not everybody believes that “generated” media is good.",
"date": "2025-02-06T17:14:36+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "dmikalova wrote: Sat Feb 01, 2025 10:01 pm",
"content": ""
}
]
}
] | 3 | 2025-01-31T15:02:41-06:00 |
forum-topic-41125 | 41125 | 5Dim with Bobs ores and angels refining? | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=41125 | HoraZ86 | So, i tried the 5Dim mod packege and I realy like it. And as i realised, that the Most ores are pretty similar to Bob ores, i thought that it could possible Work with angels refining and by using the Angel ore Typen.
But sadly, Thats not the case, so i just wanted to ask, if someone already has secsesfully used that combination.
And if, how He did.
Dont get me wrong, i want to use Bobs other mods, i just think that 5dim is better balenced. | [
{
"author": "kingdark",
"content": "Is there any way to combine these mods together? With a patch or a compatibility patch? Anything? Because both seem fun...",
"date": "2017-08-05T17:34:46+00:00",
"quotes": []
}
] | 1 | 2017-02-10T23:58:45-06:00 |
forum-topic-51914 | 51914 | NauvisDay - Gaia's Revenge, and your attempt to adapt to it | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51914 | Reika | Mod Info:
Many people take a strategy of "if it's green and not an assembling machine, tier 3, destroy it. If it's not covered in concrete, make it so. If it moves and is not electric, make it stop." A strategy of "oh, that noxious cloud of crap being spewed out by my furnaces, assemblers, refineries, and boilers? That's the smell of progress ."
Well, you can try that with NauvisDay installed, but it will probably come back to bite you in places I am probably not allowed to mention, be it directly when all your offshore pumps clog with goo, your precious treefarm looks like you fed it napalm instead of fertilizer, or indirectly when the local wildlife tears a hole the size of a moon through your defences or chews apart your rail or power lines then makes very short work of your mining outposts.
NauvisDay makes management of pollution and the environment a much greater concern than in the base game. That comes in part due to a much harsher pollution model, which greatly penalizes dirty industry (anything burning coal, refining oil, and/or cobbled-together like Tier-1 assemblers) and ensures whatever pollution you do create ends up drawing unwanted attention. Pollution also has much nastier effects, including total destruction of plant life (more than in the base game) and, at extreme levels, the contamination of water sources to the point of unusability. Not to mention making the very air itself unbreathable.
If you feel this would turn the game into hardcore mode, you need not fear: With some new tools, including cleaner, more "green" hardware (such as gas-powered boilers, steam-powered furnaces, and more natural, non-plant-killing flooring materials), and some judicious use of pollution management infrastructure, you can avoid most of those effects, if you plan well. Note well, however, nothing comes without cost: Cleaner machinery is generally more expensive or performs slightly worse than the dirty counterpart, and what pollution you do create cannot be destroyed entirely - only moved around or exchanged between forms. And you can only put it off to a point.
Screenshots/Video:
Pollution De-Aerosolization Machine (converts air pollution to polluted liquid sludge for more convenient management):
Long-Term Underground Storage, an effective but costly way to deal with sludge:
Pollution Dispersal Fan, for lowering the regional pollution levels, at cost of spreading it over a much wider area:
A typical "I don't care" pollution cloud:
A treefarm ravaged by pollution: | [
{
"author": "Wildejackson",
"content": "Is the pollution \"nerf\" applied automatically or manually to entities in the game? Will treefarms and pumps from other mods be affected by pollution? I really love this system but I worry about how it will play with other mods, either in the sense that they simply wont be affected by the mods changes, or that they become useless.",
"date": "2018-08-26T02:25:22+00:00",
"quotes": []
},
{
"author": "Gaist",
"content": "Is there a way to turn down / turn off the sound from pollution clouds? It's deafening for us for some reason.",
"date": "2018-08-27T04:28:30+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "There is currently an issue and possibly a limitation in the base game. \n \nI will be removing the sounds pending a fix. \n \n \nI handle other mods automatically, though I am unfamiliar with AngelMods and thus my interaction with it is currently limited. I am currently playing through in a 5x-tech-cost expensive-recipe full-Bob environment, so I know it works fine.",
"date": "2018-08-29T22:31:38+00:00",
"quotes": [
{
"author": "Gaist wrote:",
"content": ""
},
{
"author": "Wildejackson wrote:",
"content": ""
}
]
},
{
"author": "Lyneira",
"content": "I'm surprised this mod hasn't received more feedback in this thread, although admittedly the thread would be easier to find if the mod's homepage was set to this thread. \n \nI've played with Nauvisday on two playthroughs now in a modpack with notably Angel's and Bob's mods, Rampant AI and Natural Evolution Enemies, with a combined total of nearly 100 hours playtime. (first playthrough without bob's electronics, second one with bob's electronics) \n \nFirst off I'd like to say the mod concept is great, I very much like the causes and consequences for pollution that it adds such as increased pollution caused by fossil fuels, pollution for spilling chemicals and adverse effects to yourself, the trees and your factory if you let it go too far. As well as the finite oil wells and the necessity of dealing with pollution. \n \nHere are the notable experiences I've had with the mod so far in the first playthrough:\n \n The balance between pollution and progression in the early game, when you're relying on burner miners and later steam boilers feels right - it provides an incentive not to stick too long with burner miners and you do have to worry about how much pollution you're making when you start to scale up your steam power by the time you automate green science. \n Despite being on a heavily forested map, I had to deal with some nasty and persistent biter attacks as a result of my pollution spreading too far, which prompted me to start using deaerosolization machines to move it somewhere it wouldn't reach the biters as easily and dissipate it faster. \n Once I switched to solar power the pollution problem seemed to become negligible. Oil refineries were the only thing left that could make any significant pollution but since my starting oil and gas was finite and plastic production difficult to set up with angel's petrochem, the pollution cloud never left the base after that. \n At the present time in that playthrough, with blue and yellow science automated, pollution is still a non-problem. I have automated some deaerosolization machines to run when pollution goes above 2k and the sludge is processed faster than I can produce it by just one angel's chemical plant that turns it into useful things like carbon and sulfur dioxide. \n Other than the brief time of peak pollution early on with constant biter attacks, the biters never evolved past level 1. (2/3 HP) \n \n\nSecond playthrough:\n \n My experience with pollution in the early game was more or less the same. \n I decided to expand earlier than the previous game because I needed more space for the factory with bob's electronics installed. Apart from the fights to clear the nests, I haven't been attacked by biters yet, although I am running into the limits of how much pollution I can allow the environment to absorb. \n I have automated red and green science, currently in the process of setting up oil and gas refining for plastic production. \n I have not yet started using deaerosolization machines due to taking more space early on and the modpack's naturally slow progression. \n If I switch to solar power soon and/or start storing polluted sludge I expect I'll have no problems with pollution in the future. \n The biters never evolved past level 1 (2/3 HP), so a simple sparsely gun-turreted wall with basic ammo gives me plenty of security. \n \n\nSo here's my feedback:\n \n It seems biter de-evolution is too strong right now. I do like the idea of being able to shut down the factory to let the biters calm down if I notice I've overextended but I would like the evolution of a well-managed low pollution factory to at least follow somewhat behind the player's progression so that by the time you have a wall of laser turrets protecting your factory the biters aren't still level 1 with 3 HP. \n It shouldn't be possible to filter all pollution out of the air no matter how many deaerosolization machines you spam. Some ways to do this could be limiting the number of deaerosolization machines that can do useful work per chunk and/or reducing their effectiveness with lower pollution levels in the chunk. A highly polluted chunk would let them work as normal, a medium polluted chunk at a reduced speed or effectiveness but the same power cost, and in a chunk with minor pollution it would stop working at all. \n I would like to see occasional/regular biter attacks still being a possibility even if you handle pollution well, especially in the phase after switching to nuclear/solar and you start to scale up production and use modules that increase pollution. I could crank up the pollution in the mod settings but as I mentioned in my experiences before, there is a difficulty spike just before transitioning to solar which might become frustrating at best, unsurvivable at worst. Balancing pollution so it is impossible to remove all pollution and allowing mild pollution clouds to spread far and wide to trigger the occasional attack from biter nests might achieve this. And perhaps reduce the scale difference in pollution between normal machines and boilers/refineries so that late game factories running solar/nuclear have a bit more of a problem to deal with. \n Once you have the ability to process pollution into useful things with angel's petrochem installed there is no reason to use other methods of pollution disposal like depleted wells. The processing is relatively fast, cheap, yields useful resources and if any of the chemicals are unwanted they can be flared at effectively no pollution penalty. Aside from increasing the cost/slowing it down, this could also be made more interesting by requiring some catalyst/filter type resources to filter out the pollution elements from the sludge so that processing all your pollution isn't automatically the best solution. \n Angel's mods force you to deal with chemical byproducts, many of which end up in a clarifier or flare stack. The base pollution of flare stacks and clarifiers is extremely low so it might deserve an increase. Depending on what is flared, the pollution could be made to vary as well although that might be more within Angel's domain than Nauvis Day's.",
"date": "2018-10-17T18:47:49+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "It is funny you say that considering that the prevailing opinion is that NVDay makes the game far too hard, and alien attacks and evolution ramp up far faster than the player can possibly compensate for. Indeed, I have seen that happen myself, including with my current save. \n \nI have wanted to do this for a long time - primarily because I do not want deaeros producing sludge from nothing - but there is no performant way to do this, especially if one places many of them. The best I can do is iterate over all the deaeros every second or so, check the pollution in that chunk, and then mark them functional or not, which is very very slow. \n \nNVDay is explicitly designed to punish dirty technology, not factory size. \n \nThe intent is that you have far more sludge than can be reasonably processed. Given your earlier comment about very little pollution, it sounds like you have very little sludge. \n \nI can do that. What is its internal name and entity type? \n \nThis is not possible.",
"date": "2018-10-20T17:40:12+00:00",
"quotes": [
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
}
]
},
{
"author": "Lyneira",
"content": "I think I'm seeing this because I tend to take my time figuring out designs, expanding the factory somewhat conservatively and focus on teching up rather than scaling up, where others might focus more on scaling up production and causing a lot more pollution in a short time period. And given I'm relatively new at the bob/angel mods. figuring out how to progress takes even longer so the de-evolution has a lot of time to play its part. \n \nI can also give an update about my second bob/angel playthrough. I relied on steam power for a bit longer than I should have. The starting lake got polluted, the offshore pump clogged so I had to replace it, start blowing the pollution away from the chunk and mind my power usage while I worked towards solar. Despite the significant pollution I was now creating, because I had taken quite a bit of terrain and walled it in, the pollution cloud had not gone outside of my walls so I wasn't worried about biters. After a couple hours passed, it turns out that was a mistake. The biters (natural evolution enemies and rampant AI) somehow triggered an attack and they had evolved to level 3, easily breaking through my lightly defended wall. I shut down the entire factory and made several attempts to stabilize but getting close to the wall just triggered more attacks now that they were agitated, so I ended up having to load several autosaves back and shut down the steam boilers immediately to let the biters calm down. They still attacked after a certain amount of time but now they were weaker and I could work on transitioning to solar. \n \nSo you're right that dirty technology is punished severely and I'm not asking that to be made harder than it is. Nor do I want to specifically punish factory size. I saw you're working on a mod called Loss Prevention that's intended to use a heuristic to set a cap for biter evolution to address the out of control ramp up you've seen in your games. \n \nMy thinking with this suggestion was you could apply the same heuristic to set a minimum for the biter de-evolution so that in a late game where you have a large factory and strong offensive/defensive technologies, you can't shut down power, go afk and come back to level 1 biters for easy nest clearing. Let's say your factory was fending off level 5 biters during normal operation, when you go afk to let the biters calm down their minimum level might be level 3 instead but won't go lower due to your technology level. \n \nOr a much simpler way to do it: Keep track of the highest evolution level seen during the game (X %) and never allow the de-evolution to drop the evolution level to less than for example X - 30%. \n \n\nIf you have a numerically indexed list of all your deaeros, you could spread out the checks for them to reduce the impact so checking all of them at once doesn't create lag spikes. If you wanted to check each deaero only once every 10 seconds and given 60 ticks per second, you could use modulo math to check 1/600th of all deaeros every tick. In pseudocode:\n Code: Select all t = game time (in ticks)\ns = 10 (seconds between checks)\nm = 60 * s (effectively check 1 / m of all deaeros every tick)\ndeaero_list = numerically indexed list of all deaeros\ni = t % (60 * s)\nwhile i < deaero_list.length; {\n do_deaero_check(deaero_list[i])\n i = i + m\n}\n \nIf there are fewer deaeros than 600, some ticks will do no check and others will only check one machine per update. If there were 1200 deaeros on the map, it would still only check 2 deaeros per tick. \n \nIf you mean the process of toggling a deaero itself is very slow, I guess the only way to mitigate that would be to increase the time between checks, perhaps also mark a toggled deaero with the current tick's timestamp as \"cooling down\" after being toggled (the deaero check loop would skip any deaero that is still cooling down) so it doesn't toggle as often if the chunk is on the threshold. \n \n\nA fair point given how I tend to progress fairly slowly and cautiously, and also given that I automated the deaeros not to run if pollution was low. I'll keep an eye on this to see how it goes when I get later into the game. I'm not sure once you can process the sludge there is ever such a thing as too much of it though. The pollution processing takes 2 seconds and processes 100 sludge, giving sulfur dioxide gas, nitrogen monoxide and a small chance of carbon. Sulfur dioxide is easily turned into sulfuric acid with some purified water, which was a bottleneck resource in my first angel/bob playthrough. Aside from battery production and the angel's refining ore processing, it can be used in large amounts to process crushed stone, slag and geodes (which can be generated at only a power cost from seawater) into desired ores. The nitrogen monoxide doesn't have much use initially so will likely get flared, but can be used for rocket fuel later. \n \n\nI hope I found the right piece of code for that, here's the Clarifier:\n Code: Select all data:extend(\n{\n...\n {\n type = \"furnace\",\n name = \"clarifier\",\n \n\nAlthough looking closer, the Clarifier might not need a pollution increase because it is used only for unwanted types of water such as mineralized water, saline water etc. For example if you need chlorine, you might purify water into purified and saline water, use the saline water to get what you need and clarify all the purified water if you have no immediate use for it. You can't just throw any liquid in here to remove it, it only works on Angel's different types of water. \n \nThe flare stack is the more dubious one. This is what lets you get rid of most unwanted nasty chemicals from Angel's petrochemical processing without much pollution. It's also frequently used to vent harmless gases like nitrogen when you're filtering air for oxygen, or excess hydrogen (you can't burn it for power afaik) after electrolyzing for chlorine or oxygen.\n Code: Select all data:extend(\n{\n...\n {\n type = \"furnace\",\n name = \"angels-flare-stack\",",
"date": "2018-10-20T23:24:24+00:00",
"quotes": [
{
"author": "Reika wrote: Sat Oct 20, 2018 5:40 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Reika wrote: Sat Oct 20, 2018 5:40 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
},
{
"author": "Reika wrote: Sat Oct 20, 2018 5:40 pm",
"content": ""
},
{
"author": "Reika wrote: Sat Oct 20, 2018 5:40 pm",
"content": ""
},
{
"author": "Lyneira wrote: Wed Oct 17, 2018 6:47 pm",
"content": ""
}
]
},
{
"author": "Reika",
"content": "That is exactly what Loss Prevention was for, yes. My current save - which is expensive recipes, 5x tech cost, full Bob (except modules, equipment, warfare, and enemies)+NatEvo+NVDay+FTweaks+Oreverhaul+more - was already at 35% evo when automating green science and 50% by the time I got any NVDay research at all, purely because pollution was out of control, what with my power source being 16 Mk2 steam engines powered by 8 Mk2 boilers. It reached a point about 36h in where I was just about ready to harvest my first oil, but was already at 66% evo and dealing with large spitters and biters, while having nothing better than piercing ammo, gun turrets, and the occasional grenade. \n \nI made some recipe changes to EGCombat to help - notably, Concussion Turrets are earlier and Shockwave Turrets are much earlier in the progression and slightly more powerful now - but it took a hard clamp from LossPrevention to 0.5 to get the evo to a point where I could even manage expanding out to a nearby oil field with the little military power I had. \n \nThis is an interesting idea. \n \nI am well aware of this, but the problem is that checking that sporadically will not serve the purpose of checking at all, especially for the more powerful deaeros which can clear 2000 pollution in less than five seconds. The checks need to be fast enough to be effective, but also slow enough to not cause a tick overhead. These two ranges do not overlap. \n \nAlso, even 1200 deaeros may be an underestimate for some. I had issues with EGCombat's turret healing tech, as I assumed that 'spreading' the ticks would work fine. Then I got reports of extreme lag, as people were building hundreds of thousands of turrets, which made the spreading utterly worthless, as 500 turrets were still being ticked per tick. \n \nThese are the correct names, yes. I will severely increase the pollution for the latter. \n \nI am also going to increase it on the uranium centrifuge, to make endgame power not completely clean, and to give some need for pollution management even in the endgame.",
"date": "2018-10-22T03:53:24+00:00",
"quotes": [
{
"author": "Lyneira wrote: Sat Oct 20, 2018 11:24 pm",
"content": ""
},
{
"author": "Lyneira wrote: Sat Oct 20, 2018 11:24 pm",
"content": ""
},
{
"author": "Reika wrote: Sat Oct 20, 2018 5:40 pm",
"content": ""
},
{
"author": "Lyneira wrote: Sat Oct 20, 2018 11:24 pm",
"content": ""
}
]
},
{
"author": "Lyneira",
"content": "Your modlist regarding biters sounds very similar to mine (except I wasn't playing on marathon mode with 5x tech cost), maybe I should indeed install Loss Prevention to allow me more leeway with active pollution management. At the moment, even if I do contain my pollution using the active management tools the mere fact I'm generating it will cause evolution to run out of control. \n \n\nI got curious so I had a little peek at the deaerosolizer prototype - I figured you would be using a function to remove pollution from the chunk whenever a deaero completes its recipe, but it looks like you're using a negative emission value for its energy source instead so it's all handled in-engine. Very performant but now I understand why checking for low pollution is a hard problem to solve. \n \nMaybe there is still a way to achieve what you want. It looks like there's plenty of room to scale up the power of a single deaerosolizer since the negative pollution is applied (probably every tick) by the engine rather than on recipe completion. If people actually have reasons to build this many deaerosolizers, I would guess they're concentrating them in areas of heavy pollution, sacrificing factory area to remove pollution. \n \nIf you were to implement a checking system, you could keep the number of deaerosolizers down with a rule and incentives for the player:\n \n Limit the number of deaerosolizers in an area. If a player or bot tries to place one too close to another one, prevent it or disable it so it won't get checked. (with feedback about interference from a nearby deaero) This is probably pretty harsh without further changes. It might not even be needed if the incentives below are strong enough. \n Accommodate larger scale with the deaerosolizer lineup. Cleaning more pollution means you need to blow more air through the machine. You can either blow air through the machine faster (current deaero upgrade line) or have a bigger intake. (bigger machine) If you give players a range of deaeros from small to huge, they can still make that tradeoff of surface area and power to clean more pollution despite being limited in the number of deaeros they can put in an area. You can incentivize that further by making bigger deaeros (slightly) more power efficient than smaller ones. \n The checking system could take the form of slowing a deaero down exponentially when it is getting close to cleaning all pollution out of a chunk. This allows sporadic checking to be effective because a powerful deaero in a chunk with little pollution will be running slow enough that it doesn't reach zero pollution before the next check. At the same time, this will cause pollution levels to stabilize at a level depending on the amount being generated and create a system of diminishing returns from spamming deaerosolizers in a single area. I thought this could take the form of multiple recipes with different crafting times and emissions multipliers but I'm not sure if some pollution/sludge vanishes when recipes are switched out like that. Perhaps there is another way to apply modifiers on a running machine's speed, power consumption and pollution, something like the module system but controlled by the mod rather than the player inserting modules into slots? \n If exponential slowdown is used and you don't want a range of different sizes, scaling the current ones up in power (and optionally, size) could also compensate for the area limit or diminishing returns. \n \n\nI realize something like the above would mean quite a bit of work, so the above points are of course merely meant as suggestions.",
"date": "2018-10-22T10:24:05+00:00",
"quotes": [
{
"author": "Reika wrote: Mon Oct 22, 2018 3:53 am",
"content": ""
}
]
},
{
"author": "Reika",
"content": "I completely forgot that 0.16 added emissions multipliers to recipes - that does enable both the above and the original idea of flare stack recipe-specific pollution increases (and for that matter, the Bob venting pump).",
"date": "2018-10-22T15:26:44+00:00",
"quotes": [
{
"author": "Lyneira wrote: Mon Oct 22, 2018 10:24 am",
"content": ""
}
]
},
{
"author": "Reika",
"content": "I implemented pollution-specific deaerosolization recipes, and it works amazingly . They deaeros can no longer bring pollution to zero - the four tiers bottom out around 1500, 1000, 400, and 100 - and it finally means sludge from nothing is no longer possible. \n \nHere is the efficiency curve I went with:\n Code: Select all \t{0, 0},\n\t{1000, 0.05},\n\t{2500, 0.2},\n\t{4000, 0.5},\n\t{10000, 0.8},\n\t{25000, 1},\n\t{40000, 1.5},\n\t{100000, 2.5}",
"date": "2018-10-23T00:22:08+00:00",
"quotes": [
{
"author": "Reika wrote: Mon Oct 22, 2018 3:26 pm",
"content": ""
},
{
"author": "Lyneira wrote: Mon Oct 22, 2018 10:24 am",
"content": ""
}
]
},
{
"author": "Lyneira",
"content": "That's good news! I look forward to seeing it the next update. \n \nDoes the power consumption stay the same across all the different recipes?",
"date": "2018-10-23T06:22:03+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "Yes.",
"date": "2018-10-23T08:52:59+00:00",
"quotes": [
{
"author": "Lyneira wrote: Tue Oct 23, 2018 6:22 am",
"content": ""
}
]
},
{
"author": "decanoic",
"content": "I just wanted to post some feedback as well. Like Lyneira, I have been doing an Angel + Bob's run, with Nauvis Day, Rampant and Clockwork (for longer nights); it's also been using expensive recipes/science and 2x science modifier. My experience was very similar to Lyneira's. I suspect this is because the pollution associated with a lot of Angel's smelting and ore processing is low. It could also be because, again like Lyneira, I'm new to bob's/angel's (first real playthrough) and have been going quite slowly as I figure stuff out. \n \nI have been at 0% evolution for basically the entire game (current base is ~25MW). Since I switched to solar with electric boilers as \"battery\", pollution has been a complete non-issue with barely even any cloud. I found that even clearing out nests is very doable since it doesn't take very long for the ~10% evolution bump from clearing a nest to reset back down to zero. Even before solar, evolution was at 0% although I did at least have to consider my pollution cloud. For a while I was running some deaerosolization machines solely as an easier way to produce nitric acid, but that was about as much use as they got. \n \nAfter reading about it more, I understand that NVDay wasn't really designed with Angel's in mind, so this might not be particularly helpful feedback. Nevertheless, here it is! \n \nedit 11/19: after some tweaking, I feel like I got it closer to how it 'should' feel. Made the following changes: \n Just increased pollution modifier in the mod to 2.5. Can't believe I hadn't even looked at that.... \n Modified the coal burner detection to no longer look for obj.energy_source.fuel_category == \"chemical\". This lets it trigger on Angel's blast furnaces (probably still not quite enough, but this was easy) \n Put in a game start mod setting for pollution evolution, and upped that to 1.5x base. Might increase this a bit more, but as is at least when the factory is running hard evolution will increase a little bit, and clearing out nests will take long enough to reset that there's at least some cost to it.",
"date": "2018-11-01T01:04:55+00:00",
"quotes": []
},
{
"author": "JCU",
"content": "Are air filters have any use? They seems to be craftable, but not used for anything. If not, there is my suggestion: advanced filtering machines shoult use them to capture pollution. Then dirty filters should be processed by chemical plant into a sludge, maybe leaving empty casings for reuse.",
"date": "2018-12-27T10:01:22+00:00",
"quotes": []
},
{
"author": "JCU",
"content": "I got it, filters are used for the advanced oil processing. But they are available for crafting too early in the tech tree, far before they have an actual usage.",
"date": "2019-01-10T21:37:33+00:00",
"quotes": []
},
{
"author": "Light",
"content": "This mod has made my combat heavy games quite enjoyable, but there is one thing I'd like to request. \n \nNauvisDay likes to modify the evolution values, which is fine by itself, but it does conflict with mods such as Pitch Black which modify the values based on certain day/night events to spice things up. Unfortunately, Nauvis keeps resetting these values and it throws the balance out of whack. When that process is removed, battles are intense (Rampant), night time excursions are hair raising (Pitch Black), and pollution control is essential both day and night (NauvisDay). \n \nIt would be nice if there was an option to toggle the evolution modifications to prevent mod conflicts such as those, or simply for those who prefer to use their own custom values given we have map options for our own intensity. An option to disable or better fine-tune pollution values of \"internal values\" would also be appreciated, as a few boilers can be a bit too intense early on with desert maps. The current option modifies all entities (as it should), but makes the boilers impossible to contain.",
"date": "2019-02-06T01:46:49+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "How would I do this? NVDay has to update those in order to compensate for things like mods assuming the values NVDay sets are unintentional and overwriting them.",
"date": "2019-03-23T20:30:31+00:00",
"quotes": [
{
"author": "Light wrote: Wed Feb 06, 2019 1:46 am",
"content": ""
}
]
},
{
"author": "Light",
"content": "I've already suggested adding a toggle to disable any evolution changes from occurring or disabling that function while Pitch Black is installed. \n \nPitch Black operates on the principle of increasing and decreasing evolution based on time of day or random events. It needs full control over evolution values to accomplish what it's designed to do. Nauvis needs to leave evolution alone to avoid tripping over Pitch Black, which is why I made that request so the two mods can work together instead of fighting each other for control. Otherwise it's a 'one or the other' situation and that's completely unnecessary.",
"date": "2019-03-24T06:41:06+00:00",
"quotes": [
{
"author": "Reika wrote: Sat Mar 23, 2019 8:30 pm",
"content": ""
},
{
"author": "Light wrote: Wed Feb 06, 2019 1:46 am",
"content": ""
}
]
},
{
"author": "Reika",
"content": "That is still a \"one or the other\" situation, just one wher NVDay is making sure it is always the other. Simply disabling those breaks NVDay.",
"date": "2019-03-27T16:05:16+00:00",
"quotes": [
{
"author": "Light wrote: Sun Mar 24, 2019 6:41 am",
"content": ""
},
{
"author": "Reika wrote: Sat Mar 23, 2019 8:30 pm",
"content": ""
},
{
"author": "Light wrote: Wed Feb 06, 2019 1:46 am",
"content": ""
}
]
}
] | 19 | 2017-08-16T22:50:02-05:00 |
forum-topic-127400 | 127400 | [2.0.39] Moving map tags with shift+leftclick no longer working | Duplicates | https://forums.factorio.com/viewtopic.php?t=127400 | Usul | It is no longer possible to move a map tag using shift+leftclick. This was still possible in the previous stable version 2.0.32.
This QoL Feature was extremly useful. Please restore it, thank you! | [
{
"author": "Usul",
"content": "viewtopic.php?p=664872",
"date": "2025-03-11T21:11:02+00:00",
"quotes": []
}
] | 1 | 2025-03-11T15:42:44-05:00 |
forum-topic-121965 | 121965 | A tale of Quality from the Space Age | Off topic | https://forums.factorio.com/viewtopic.php?t=121965 | BlueTemplar | From a discussion about :
Voyager 1 Breaks Its Silence With NASA via a Radio Transmitter Not Used Since 1981
In particular a specific comment :
https://news.ycombinator.com/item?id=42167188 | [] | 0 | 2024-11-18T08:07:52-06:00 |
forum-topic-126864 | 126864 | LTN-GasStation | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=126864 | zhuying | Automatically go to gas station - refuel
蓝图(LTN-加油站-加油).png (566.84 KiB) Viewed 307 times
蓝图(LTN-加油站).png (49.03 KiB) Viewed 307 times
LTN-加油站(蓝图).txt
(41.51 KiB) Downloaded 16 times
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 | [] | 0 | 2025-02-15T09:19:23-06:00 |
forum-topic-126028 | 126028 | Version 2.0.31 | Releases | https://forums.factorio.com/viewtopic.php?t=126028 | Changes
Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. ( 125581 )
Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips.
Bugfixes
Fixed mouse cursor showing up when exiting Steam Big Picture in controller input method. ( 115242 )
Fixed belts under elevated rails were not being removed when building a pair of undergrounds. ( 125789 )
Fixed that inserters could grab items from belts that crafting machines no longer wanted. ( 125825 )
Fixed taking screenshot could crash in some cases. ( 125845 )
Fixed that select list background drawing was incorrect for the first row. ( 125864 )
Fixed that inventory rendering did not work correctly if part of it was off the left or right side of the screen. ( 125902 )
Fixed that reset technology effects would clear in-progress research triggers. ( 125790 )
Fixed that writing "nil" to storage_filter did not work correctly. ( 125856 )
Fixed that UI sounds would not play when dedicated UI sound resources were exhausted. ( 125831 )
Fixed display panel text and player names were not covered by onboard rocket/cargo pod flight cutscene. ( 120496 )
Fixed that upgrading pairs of underground belts could transform one end of the belt. ( 125896 )
Fixed visualisation of asteroid collector range sometimes being drawn wrong. ( 122048 )
Fixed upgrading a blueprint could fail to upgrade preview icons if the upgrade only changed quality. ( 125484 )
Fixed clicking space connections in factoriopedia would not update selected items. ( 125394 )
Fixed that on_equipment_removed did not fire for robots removing equipment. ( 125919 )
Fixed that some hidden items would show in Factoriopedia. ( 124957 )
Fixed that Sound::audible_distance_modifier and SoundPrototype::audible_distance_modifier would be effectively applied twice.
Fixed pentapod eggs default import surface. ( 125355 )
Fixed that loading old save files created from a freeplay custom scenario would not load because of outdated scripts. ( 119410 )
Fixed trunk of a specific tree flickered when moving while zoomed out. ( 125036 )
Fixed "Open character logistics/info/crafting" hotkeys sometimes not closing the character gui. ( 118493 )
Fixed a desync related to cliffs and deleting multiple chunks in the same tick. ( 125941 )
Don't auto-focus blueprint parameter fields when using a controller. ( 123006 )
Fixed a crash when interacting with GUIs while auto-save runs. ( 125930 )
Fixed that the steam 'low steam remote storage' warning would show even if all steam remote storage options were disabled. ( 125958 )
Fixed that player.render_mode didn't report chart_zoomed_in for the remote controller. ( 125942 )
Fixed crash when clicking a shortcut rich text link in controller input method.
Fixed BP of storage chest with filters would be incorectly overbuilt over non-storage logistic chests ( 124387 )
Fixed quality icon being shown twice in in-world icons for blacklist quality filter (without entity)
Fixed a crash when building entities with linked pipe connections in multiplayer latency. ( 123266 )
Fixed that manually launching items to space platforms would wrongly say some combination of items wouldn't fit. ( 125713 )
Fixed that map rendering would wrongly show your player as on the map when paused. ( 124338 )
Fixed that going back in browse history didn't return to player location if the character was in space platform hub.
Fixed an audible click at certain zoom levels when playing positional sounds with custom zoom attenuation and aggregation.
Fixed offshore pump underwater patch was not rendered under water.
Fixed issue where plants were not being destroyed when (super)force building entities that autofill tiles that collide with them ( 122632 )
Fixed loading of scenarios when entities were configured with difficulty settings. ( 125927 )
Fixed biters and pentapods getting frozen mid-attack. ( 118055 )
Fixed infinity container parametrization could set empty filters causing crash on saving.
Scripting
ItemPrototype::spoil_result and spoil_to_trigger_result can now be used at the same time.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [
{
"author": "GregoriusT",
"content": "Has the Issue of \"Landmines cause Space Platforms to have Donut Holes\" Issue been addressed yet at all? I do not think I have seen anything mentioning that Issue in the changelogs of the past months. \n \nPlease note that I am not talking about the nerf part of that change back then, i am talking about the side effect that caused this unintended way of putting holes on space platforms.",
"date": "2025-01-16T16:48:12+00:00",
"quotes": []
},
{
"author": "coderpatsy",
"content": "123811",
"date": "2025-01-16T17:15:38+00:00",
"quotes": [
{
"author": "GregoriusT wrote: Thu Jan 16, 2025 4:48 pm",
"content": ""
}
]
}
] | 2 | 2025-01-16T09:05:40-06:00 | |
forum-topic-100564 | 100564 | Expansion hype thread - Any updates on when/if there will be an expansion? | General discussion | https://forums.factorio.com/viewtopic.php?t=100564 | MrChoke | Just wondering if anybody has heard if there are still plans for an expansion for Factorio. It's been a very long time since a Blog post form the DEVs.
[Edit from Koub] This will be the single thread in which each and every hype/anticipation/prayers to the devs will be merged. Merged all the dedicated threads I could find on the subject. | [
{
"author": "",
"content": "Yes, we are actively working on the expansion. I can't tell you more right now.",
"date": "2021-11-10T12:56:47+00:00",
"quotes": []
},
{
"author": "Eternal",
"content": "glad to hear it... \n \nafter all these years of full transparency and dedication to your community... now u leave us in dark for more than 1 year... dont be mad at your last interested players for just asking a hint u know...",
"date": "2021-11-10T15:20:35+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "That's one way to see. I'd rather be kept in the dark for another year or two building up my expectations for good quality than getting constantly spammed with meaningless updates pushed every week in the sole purpoose of maintaining a certain level of noise around the game in social media ! \n \nAnother thing i have in mind is that the expansion/update/sequel this thing, it may be bringing some new mechanics. When exploring new things you go to directions that seem promising, but end up not being choosen in the end. One must be careful that it doesn't look like a broken promise. Maybe it's more prudent to keep things relatively hidden until you are ready to deliver what people expect. ( or even better ! remember spidertron ?! ) \n \nThe quality of the game has improved a lot over the many years of development. Getting the same level of quality at release date for an expansion is a very difficult challenge, hopefully the team has expanded so they can get more work done but it's also required since every single piece you want to add to the game now needs to be on par with a very high standard. It could be \"dangerous\" to show pictures of \"what's to come\" before you are 100% sure you can provide quality. \n \nGenhis said he couldn't tell more at the moment, that sound pretty mysterious, maybe it's a signal, does it mean factorio 2 ? ah my curiosity is waking up, why are they hiding things like that ? it's been a year already !? how come we didn't get a blog post from the DEVs ? ... oh wait, i see your point too now",
"date": "2021-11-10T16:53:15+00:00",
"quotes": []
},
{
"author": "",
"content": "The secret to this is that is has only been 4 months since the latest blog post :)",
"date": "2021-11-10T17:03:31+00:00",
"quotes": [
{
"author": "mmmPI wrote: Wed Nov 10, 2021 4:53 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Oh you mean this one : https://factorio.com/blog/post/fff-366 , the one titled \"The only way to go fast is to go well\" from June this year. \n \nshame on me for not checking before writing, 1 year ! I was lied to ! Or maybe it feel like it's been a year. Yeah it feel like it's been a year already ! that's what i meant, obviously \n \n otherwise i would need to recognize i said something wrong because i wasn't careful and then my e-reputation will suffer and people will start calling me names",
"date": "2021-11-10T20:33:10+00:00",
"quotes": []
},
{
"author": "MrChoke",
"content": "The last post I saw on this topic was the one from last June as well: \n\"Friday Facts #366 - The only way to go fast, is to go well!\" 06/18/2021 \n \nI did look for newer posts and couldn't find any. But its good you are working on one still. \n \nThanks.",
"date": "2021-11-10T23:07:02+00:00",
"quotes": [
{
"author": "Bilka wrote: Wed Nov 10, 2021 5:03 pm",
"content": ""
}
]
},
{
"author": "aka13",
"content": "https://www.youtube.com/watch?v=z0gGWRnoFDI \n \nThis is how this post feels",
"date": "2021-11-11T09:32:10+00:00",
"quotes": [
{
"author": "Genhis wrote: Wed Nov 10, 2021 12:56 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I apologise if you got this feeling from my post. I just wanted to assure you that we are working hard on the expansion and can't wait to share our progress when it reaches the same level of quality you expect from us.",
"date": "2021-11-11T10:02:43+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "This is a positive, great feeling! Thank you very much for lifting our hopes up",
"date": "2021-11-11T10:16:35+00:00",
"quotes": [
{
"author": "Genhis wrote: Thu Nov 11, 2021 10:02 am",
"content": ""
}
]
},
{
"author": "Eternal",
"content": "I have no doubt that Wube will surprise us. \n \nlet me analize a bit , 3D factorio will be a fail... satisfactory..., space factorio will be a fail... dyson sphere already did a shallow sparkly one... \n \nso i know Wube wont go there ) \n \nbut being transparent is not like someone else will steal your ideas... they already did that ... \n \nposts like the one from june isnt even related to expac \n \nim not a hype person, i don't like to see my favorite devs suddenly becoming blizzard style which failed everytime to met ppl expectations... and i think if we had an idea on what the general thoughts are we could feedback it... \n \nanyhow, just a fear that i have .... DONT go multiplayer route too much for this expansion ) \n \nHope to hear from devs soon.",
"date": "2021-11-11T11:25:24+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "TBH, I feel like if Factorio was taken exactly as is but made 3D (assuming computers could handle it), it would not be a fail. Satisfactory is not the same. \n \nI can't find it right now, but I seem to recall seeing them post somewhere that they didn't want to do weekly (or even monthly) blogs about the new project as they didn't want to get into a situation where they were mentioning wanting/working on certain features, getting people hyped about it, then having to turn around and go \"oops, we can't do that, sorry\". \n \n----------------------------------- \n \nAs for the whole topic of the thread, from FFF-365 , they explicitly state that they are going to do the expansion pack route, and that they don't think it's going to take less than a year (in other words, it'll most likely take longer than a year). It's been 8 months. \n \nThese are some of the best devs I've seen in communicating. I'm like 99.99% certain that if plans changed and they weren't going to do the expansion, or there were significant delays to orders of magnitude, they'd tell us. \n \n \n \nTBH, too, I don't blame them for not wanting to do periodic blog posts about it. I've seen other devs who did for their own projects and as time goes, they started having more and more people posting sounding frustrated with being \"teased\" with all of these features and starting to demand knowing a release date. And then when they would give a release date, but inevitably miss it, the posts would start getting ruder, making claims about how they're being like xyz devs where they talk something up to get sales and then don't deliver, etc. \n \nI've actually recently seen one dev studio close down/disband because they had enough of the rudeness from people.",
"date": "2021-11-11T15:21:57+00:00",
"quotes": [
{
"author": "Eternal wrote: Thu Nov 11, 2021 11:25 am",
"content": ""
},
{
"author": "Eternal wrote: Thu Nov 11, 2021 11:25 am",
"content": ""
}
]
},
{
"author": "quyxkh",
"content": "https://www.youtube.com/watch?v=e2ClUHQf5kc&t=70s",
"date": "2021-11-12T23:31:11+00:00",
"quotes": [
{
"author": "Genhis wrote: Thu Nov 11, 2021 10:02 am",
"content": ""
}
]
},
{
"author": "evopwr",
"content": "SO CANT WAIT!",
"date": "2021-11-15T04:28:42+00:00",
"quotes": [
{
"author": "Genhis wrote: Thu Nov 11, 2021 10:02 am",
"content": ""
}
]
},
{
"author": "sdgmlj",
"content": "I can wait, but I'm afraid my youth won't allow it! \n \nThe official version made me from 30 to nearly 40, \n \nHow much youth do I have? \n \nIf the new DLC is released, the following things I must do: \n \n1. I will buy it no matter how much it is \n \n2. Whether it's fun or not, I'll buy it. Even if I don't play, I'll buy it \n \nBecause I like this game, but I'm afraid my youth won't allow it",
"date": "2022-03-16T12:01:19+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "What does your youth not allow? \nLike you said, whether you play or not, you will buy... \n \nExact dates are still a bit early I fear. \nThose are the current official news: \n https://factorio.com/blog/post/fff-365 \n https://factorio.com/blog/post/fff-367 \n \nAccording to the 7-step plan in FFF367 they said, that they are at step 4",
"date": "2022-03-16T12:15:37+00:00",
"quotes": [
{
"author": "sdgmlj wrote: Wed Mar 16, 2022 12:01 pm",
"content": ""
}
]
},
{
"author": "sdgmlj",
"content": "My ultimate goal is to make the official release earlier. \n \n\"My youth\" is my metaphor. I mean that when I get old, I won't have the energy to play this",
"date": "2022-03-16T13:08:32+00:00",
"quotes": [
{
"author": "jodokus31 wrote: Wed Mar 16, 2022 12:15 pm",
"content": ""
},
{
"author": "sdgmlj wrote: Wed Mar 16, 2022 12:01 pm",
"content": ""
}
]
},
{
"author": "jodokus31",
"content": "I think, everyone wants the release earlier, but it will take the time which is needed. \n \nHonestly, the energy to play this game depends more on motivation and less on age, in my experience. If you think you get too old for this game, it's probably time to get more distance and strive for regeneration. Factorio is really an exhausting game from time to time. If you are motivated, its very much fun, but it won't last forever.",
"date": "2022-03-16T18:43:01+00:00",
"quotes": [
{
"author": "sdgmlj wrote: Wed Mar 16, 2022 1:08 pm",
"content": ""
},
{
"author": "jodokus31 wrote: Wed Mar 16, 2022 12:15 pm",
"content": ""
},
{
"author": "sdgmlj wrote: Wed Mar 16, 2022 12:01 pm",
"content": ""
}
]
},
{
"author": "eris",
"content": "You need to play it more as you get older your brain needs the problem solving exercise to keep you sharp. That is your motivation. I'm in my 50s and love the game, definitely in my top 10 and I have been playing video games sense the Atari 2600.",
"date": "2022-03-17T22:41:09+00:00",
"quotes": [
{
"author": "sdgmlj wrote: Wed Mar 16, 2022 12:01 pm",
"content": ""
}
]
},
{
"author": "pointa2b",
"content": "\"Sometime this year\" is a reasonable deduction from the above snippet. And given controller support would take time for development/testing, that might mean the expansion release is August-October.",
"date": "2022-03-20T16:01:36+00:00",
"quotes": [
{
"author": "FFF 368 wrote:",
"content": ""
}
]
}
] | 19 | 2021-11-09T19:13:31-06:00 |
forum-topic-109915 | 109915 | GDPR removal request | This Forum | https://forums.factorio.com/viewtopic.php?t=109915 | You may want to get in touch with the contact address from this page : https://factorio.com/privacy-policy (in the "WHAT ARE YOUR RIGHTS AND HOW TO EXERCISE THEM?" section). | [
{
"author": "FuryoftheStars",
"content": "Huh. Seems like an odd request to me. Especially seems they've gone back through and edited all of their previous posts to delete everything they said (despite not actually being able to delete all of it seems they were quoted many of the times). Seriously makes me wonder if an account got hacked.... *shrug*",
"date": "2023-11-27T08:01:04+00:00",
"quotes": []
},
{
"author": "",
"content": "Doing this via forum post makes no sense, pm Klonan and ask for your forum account to be deleted.",
"date": "2023-11-29T05:08:33+00:00",
"quotes": []
},
{
"author": "",
"content": "Account deleted.",
"date": "2023-11-29T09:40:19+00:00",
"quotes": []
}
] | 3 | 2023-11-27T01:23:44-06:00 | |
forum-topic-119369 | 119369 | Factorio Forums • Options to freezes blueprint before placement to check positioning | I refunded a game to buy this one, and I've got no regrets I mean I forget to eat, know what time it is.
But there's one thing that annoys me very much, that if I place big blueprints and need them to be placed properly its hard to know if it is correctly placed, especially on big blueprints that don't fit in the screen. So I thought it would be a good Idea that you guys add a button that freezes the blueprint, and maybe the arrow keys to nudge it up, down, left, right. | [
{
"author": "",
"content": "Often you can place them in map view easier as you can scroll out more. \n \nOverlapping things are shown in blue. \n \nIs this \"workaround\" suitable for your use cases?",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-118645 | 118645 | Allow connecting wires to furnaces | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=118645 | lindenk | Now that we have assemblers that can have their inventory and read through the circuit network, how about reading furnaces in a similar way? With the introduction of quality, one solution is to control how much material is fed into a furnace for steal and stone bricks to gaurentee they never get stuck with a partial inventory. While this can be done with a buffer chest and several inserter conditions, it would be much nicer to connect to the furance directly | [
{
"author": "CyberCider",
"content": "By default, stack inserters only swing when their hand is full, and their hand size is 16. So for steel you should set it to 15. Otherwise, just using these stack inserters should guarantee filled inventories every time",
"date": "2024-10-30T18:39:57+00:00",
"quotes": []
},
{
"author": "lindenk",
"content": "Huh I didn't know that, thanks. Still though, stack inserters are much further in the game than combinators (or wires that we get at the start)",
"date": "2024-10-30T23:02:35+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "+1 on that. Would allow preventing furnace \"overfeeding\".",
"date": "2024-11-09T13:39:27+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "If it feels weird otherwise, only for electric furnaces ??",
"date": "2024-11-09T13:45:15+00:00",
"quotes": []
},
{
"author": "A7x49",
"content": "I'm sort of to the game. Is connecting circuit networks to assemblers a recently added feature? I find it odd that we can connect to them but not electric furnaces. \n \nI wanted to create a circut that involved reporting the contents or status of a group of furances. With assembelers we can \"read working\", and I don't see why that wouldn't be possible with furnaces too.",
"date": "2024-11-17T18:13:16+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Yes, it's new to 2.0 : \n https://factorio.com/blog/post/fff-394",
"date": "2024-11-17T18:28:19+00:00",
"quotes": []
},
{
"author": "hurricup",
"content": "It is a bit controversial that you can connect circuit network and set recepy for some buildings, but not furnaces. Why are they so special? \nI'm trying to set up circuit-based base on Fulgora and now i need to have furnaces to make bricks if I don't have enough from recycling.",
"date": "2024-11-30T20:21:29+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "I don't understand why you need this - furnaces will always just try to process whatever you insert into them. So you'd just enable or disable your inserters, that are moving the stones into the furnaces, right?",
"date": "2024-11-30T20:38:21+00:00",
"quotes": []
},
{
"author": "hurricup",
"content": "tbh I'm playing with aai and need to change reciepy for undustiral furnaces. \nBut, I also need to have a work complete signal and readings provided by the assembler, for example. \nIt would be consistent if all buildings could do that",
"date": "2024-11-30T20:52:30+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "The industrial furnace from AAI Industry can support circuit network if the mod itself adds supports. Internally it's a regular assembling machine, which you can see cause you can manually select recipes.",
"date": "2024-11-30T22:33:46+00:00",
"quotes": []
},
{
"author": "hurricup",
"content": "Good to know, thank you. But question stays about informational signals from regular furnance as well to be able to control inserters for example",
"date": "2024-12-01T03:38:57+00:00",
"quotes": [
{
"author": "Stringweasel wrote: Sat Nov 30, 2024 10:33 pm",
"content": ""
}
]
},
{
"author": "",
"content": "[Koub] Merged into an older thread with the same suggestion. \nAlso related : \n 69111 \n 47140 \n 28679",
"date": "2024-12-05T14:57:01+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "@mods \nCan you please rename this topic to \"Allow connecting wires to furnaces\" (missing R) ?",
"date": "2025-01-08T19:56:18+00:00",
"quotes": []
},
{
"author": "",
"content": "Implemented in 2.0.35.",
"date": "2025-02-20T18:51:51+00:00",
"quotes": []
}
] | 14 | 2024-10-30T13:37:40-05:00 |
forum-topic-14612 | 14612 | [0.12.x][0.12.4]Bob's Tech mod. | Bob's mods | https://forums.factorio.com/viewtopic.php?t=14612 | bobingabout | This is a simple tech extension mod.
It adds an upgraded lab, with science pack 4.
It also adds an alien research lab with assorted science packs if Enemies mod is detected.
This mod is pointless without some of my others mods to make use of the additional science packs.
Also included here is my Research Progress Saver mod. It 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.
Downloads:
v0.12.x
Latest: V0.12.4 - 7th November 2015
Dropbox Latest
Archive
As of 0.12.3, the Library Mod is required.
Research Progress Saver:
Latest: V0.12.2 - 8th May 2016
Dropbox Latest
Archive
changelog v0.12.4:
*Update tag for lab speed.
v0.12.3
* Functions update, Now requires library mod.
* Added productivity module intermediate filters
v0.12.2
* Added some functions to make things easier.
v0.12.1
* Added Alien Lab, Only available if all 6 coloured alien artifacts (Available in Enemies mod) are found.
* Added Multicoloured Alien science packs for use in Alien Lab
* Gold Science Pack is now a streamlined science pack 1+2+3 for use in Alien lab
* Removed Logistic based researchs (Toolbelt and Player Logistic Slots)
* Removed inventory size increase
* Science pack 4 now takes Express Belt, Processing unit(or Logic board), Lithium Ion Battery(or Electric Engine) and Silicon Nitride(Or Electric engine). (only one engine even if both Li-Ion and SiN are missing)
v0.12.0
* Initial release | [
{
"author": "bobingabout",
"content": "Research progress save mod added to the post.",
"date": "2016-05-06T23:43:32+00:00",
"quotes": []
},
{
"author": "steinio",
"content": ":thumbs up:",
"date": "2016-05-07T00:07:24+00:00",
"quotes": []
},
{
"author": "devilwarriors",
"content": "Very nice! this should be in vanilla.",
"date": "2016-05-07T01:45:30+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "Pandemoneus",
"content": "Hey bobingabout, \nthe tech save mod causes the game to error when trying to load a savegame that was saved with your mod in it. (Or in other words, if I load a savegame that didn't have techsave in it, it works, when loading a savegame with techsave, it crashes). \nThe error is:\n Code: Select all Unknown key:\"Error while running the on_load: bobtechsave/control.lua:32: attempt to index global 'game' (a nil value)\" \n\nI am using my modpack: viewtopic.php?f=96&t=24889",
"date": "2016-05-07T16:37:09+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "Same here. \n \nDoes the on_load have game...? \n \nGreetings steinio",
"date": "2016-05-07T20:05:37+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Nope...\n \nIt's even worse than it sounds, on_load doesn't actually even do anything, because the call passes a non-existant variable.",
"date": "2016-05-07T21:48:35+00:00",
"quotes": [
{
"author": "steinio wrote:",
"content": ""
},
{
"author": "Pandemoneus wrote:",
"content": ""
}
]
},
{
"author": "Pandemoneus",
"content": "I will try troubleshooting whether the bug is because of an interaction with another mod.",
"date": "2016-05-07T22:50:02+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "steinio wrote:",
"content": ""
},
{
"author": "Pandemoneus wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "It isn't, it's because I'm a derp and I messed up. \n \nI'm just uploading the fixed version now. \n \nTry again with the latest version, and if it still doesn't work, then try debugging.",
"date": "2016-05-07T22:58:13+00:00",
"quotes": [
{
"author": "Pandemoneus wrote:",
"content": ""
}
]
},
{
"author": "Pandemoneus",
"content": "Yep, fixed now.",
"date": "2016-05-07T23:15:07+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
},
{
"author": "Pandemoneus wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "No it isn't! \nI'm trying to track down another issue that seems to have cropped up.",
"date": "2016-05-08T00:12:05+00:00",
"quotes": [
{
"author": "Pandemoneus wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "NOW it should be fixed...",
"date": "2016-05-08T01:14:46+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "Just wondering, now that 0.14.8 includes \"Technology progress is preverved when the research is changed before it is completed\" as part of the base game, does this mean that the Research in Progress mod is now no longer required?",
"date": "2016-09-21T03:23:16+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "That's right. Assuming the functionality is correct, bobtechsave, AKA, Bob's Research progress saver, is no longer required. In fact, I'd recommend removing it because I can't predict how it will interact with the base game functionality. \nI'm thinking of releasing an update that includes a < 0.14.8 tag, meaning if you use 0.14.8 or higher it should automatically be disabled.",
"date": "2016-09-21T09:35:55+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "Okay, thanks. I've removed it from my save and will see how it goes.",
"date": "2016-09-21T09:53:12+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "Recon777",
"content": "I must be blind because I can't find the tech which unlocks the upgraded lab that allows use of the dark blue science pack.",
"date": "2016-12-10T12:29:17+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "Advaned research, has an icon of a blue light bulb. Requires Logistics 3.",
"date": "2016-12-10T16:09:32+00:00",
"quotes": []
},
{
"author": "Recon777",
"content": "Aha! Thanks. The blue lightbulb icon threw me. I was looking for something that looked more like the lab, or maybe the science flask. [blush]",
"date": "2016-12-11T01:49:04+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "It's an old icon from the game before the 0.12 research graphics overhaul. I honestly can't remember what it was used for exactly, since it's been a while, but I think it was lab efficiency.",
"date": "2016-12-12T08:48:38+00:00",
"quotes": []
}
] | 18 | 2015-08-07T13:22:13-05:00 |
forum-topic-124772 | 124772 | Comprehensive quality guide, get everything legendary (incl. free blueprints) | Show your Creations | https://forums.factorio.com/viewtopic.php?t=124772 | konage | NOTE: I will not keep updating this post. Seems that most people interact on reddit, so if you want any updates to the post (there have been a number of updates to the blueprints and a few extra videos), check out the reddit thread instead:
https://www.reddit.com/r/factorio/comme ... verything/
Hello everyone,
I made a 5-part guide on quality, starting from the basic mechanics, all the way to blueprints to get everything legendary in a very efficient manner. (obviously, has spoilers)
Here is the playlist:
https://www.youtube.com/watch?v=KsszKY1 ... -esoXrcLqE
Part 1 has the basic mechanics around quality and the recycler, mostly useful for people new to the game or new to quality.
Part 2 talks about various methods to get quality items and what are the pros and cons of each method. It also helps gradually show better methods and gives insight in why they are better.
Part 3 has programming code for simulations that can inform us how efficient each method used in Part 2 is.
Part 4 (maybe the most interesting one) talks about ~20 blueprints that I have created that will get you everything legendary (though you still need to do legendary to legendary crafting/recycling/logistics on your own, but that is very basic factorio skills)
Link to blueprints, MATLAB code, simulation results, etc.:
https://docs.google.com/spreadsheets/d/ ... sp=sharing (UPDATED 29 Dec 2024)
Part 5 is less of a guide, it gets into quality science packs, quality inserters, keeping epic items, my personal thoughts on the quality mechanic and some other stuff.
Any feedback is welcome either on the videos themselves or on quality/blueprints, etc. This was my first attempt at making any videos with some effort in editing/script.
12-29-2024, 02-01-30.png (284.41 KiB) Viewed 13426 times | [
{
"author": "luc",
"content": "Hey, thanks for posting this here! I guess I'm old, using the good ol' forums instead of reddit, especially after they closed down the previously-open platform ^^' \n \nJust finished watching part 2 and while it's so far relatively slow-paced, it confirms a lot of things for me with clear logic that I would have taken much more time otherwise to definitively figure out on my own! I already gave making quality a stab, probably if I watched the tutorial first without already knowing some things, it's the perfect pace. Well made!",
"date": "2025-02-12T17:39:29+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "konage",
"content": "Thanks! My goal was indeed to be able to take someone relatively new to the game all the way from there to blueprints. Part 1/2 will be slow for players who have more experience, though part 2 also is kind of a setup for part 3. \n \nAs for when you get to the blueprints in part 4 and the updates following part 4, the only thing I'd change to smooth out gameplay is getting extra tungsten carbide with a casino gambler doing foundries. You just need a lot of it compared to carbon fiber/quantum processors. \n \nI may eventually redo part 4 into a single segment with all the updates.",
"date": "2025-02-13T04:02:49+00:00",
"quotes": [
{
"author": "luc wrote: Wed Feb 12, 2025 5:39 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 2 | 2024-12-19T12:44:44-06:00 |
forum-topic-20661 | 20661 | [MOD 0.12.x]Logistic Turrets | Mods | https://forums.factorio.com/viewtopic.php?t=20661 | Bl4ckmail | Logistic Turrets
Name: Logistic Turrets
Version: 0.2.1
Factorio-Version: 0.12.29
License: MIT License
Description: Adds Turrets wich get Items out of the Logistic Network
Release: 2016-04-02
Download-Url: Latest Vesion
Category: Beta
Tags: Turret, Logistics
Long Description The turrets Request ammo from the logsitic system and do not require power
Pictures
lgt_preview1.jpg (307.26 KiB) Viewed 21455 times
lgt_preview2.jpg (300.91 KiB) Viewed 21455 times
lgt_preview3.jpg (247.49 KiB) Viewed 21455 times
lgt_preview4.jpg (242.58 KiB) Viewed 21455 times
lgt_preview5.jpg (267.89 KiB) Viewed 21455 times
lgt_preview6.jpg (270.69 KiB) Viewed 21455 times
Changelog
0.2.1 Improved perfomanc, fixed technology icon(you have to remove crop-cache to see it), added config file
0.2.0 Fixed many isues, updated graphics, temporarly removed(advanced and sniper turret), added support for all ammo, blueprints work now, turret upgrade researches should work fine
but before you update remove all the existing entitys from you world.
0.1.2 Added Support form Basic ammo
0.1.1 Bugfixes
0.1.0 Added other turrerts, Bugfixes
0.0.1 First Alpha version
Old Versions
Logistic-Gun-Turret_0.2.0.zip
(43.91 KiB) Downloaded 526 times | [
{
"author": "Bl4ckmail",
"content": "Please leave some Feedbak and Sugestions.",
"date": "2016-02-29T20:33:05+00:00",
"quotes": []
},
{
"author": "Chester",
"content": "Well that's a great idea. Im gonna give it a try ^^ gj",
"date": "2016-03-01T04:40:43+00:00",
"quotes": []
},
{
"author": "GTrak",
"content": "Cool Mod! \ncould you support each turrets have separated settings plz? \nand reload amount \n \nex) in config.lua \nturret1 - request basic-bullet-magazine 20, reload 10 \nturret2 - request piercing-bullet-magazine 50, reload 20 \nturret3 - request piercing-bullet-magazine 25, reload 10",
"date": "2016-03-01T23:02:02+00:00",
"quotes": []
},
{
"author": "Bl4ckmail",
"content": "I will try to iplement it in the next update",
"date": "2016-03-07T08:29:27+00:00",
"quotes": [
{
"author": "GTrak wrote:",
"content": ""
}
]
},
{
"author": "Umbral Reaver",
"content": "Hello! I have noticed something odd. \n \nLogistic turrets do not seem to benefit from 'turret damage upgrade' research properly. \n \nExample, a normal turret's damage reads: '10 + 15.6 Physical' while the logistic advanced turret next to it has '15 + 9 Physical'. It is including bullet damage research normally.",
"date": "2016-03-26T06:36:11+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "To make upgrades work for turrets they need to be added to the tech. \nIf I recall correctly it's done per turret type.",
"date": "2016-03-26T13:39:51+00:00",
"quotes": []
},
{
"author": "Requia",
"content": "Will these work with bullets from other mods (that work in normal turrets?).",
"date": "2016-03-26T20:45:03+00:00",
"quotes": []
},
{
"author": "Umbral Reaver",
"content": "I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I",
"date": "2016-03-26T21:07:17+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "Bl4ckmail",
"content": "In the next release that problem will be fixed should come out in a view days",
"date": "2016-03-27T00:46:12+00:00",
"quotes": [
{
"author": "Umbral Reaver wrote:",
"content": ""
},
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "Bl4ckmail",
"content": "Mod has been updated sniper and andvaced end logistic turrets temporary removed \n Download Logistic-Gun-Turret_0.2.0.zip",
"date": "2016-04-02T15:15:39+00:00",
"quotes": []
},
{
"author": "Bl4ckmail",
"content": "Have found a bug 0.2.0 temporaly dwon will come up later to day",
"date": "2016-04-02T15:48:50+00:00",
"quotes": []
},
{
"author": "Bl4ckmail",
"content": "Now 0.2.0 is up: Download \nUpdate for extra turrets will follow soon",
"date": "2016-04-02T19:59:37+00:00",
"quotes": []
},
{
"author": "Factorio2016",
"content": "",
"date": "2016-04-02T20:53:53+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Bl4ckmail",
"content": "What do you mean?",
"date": "2016-04-03T11:10:02+00:00",
"quotes": [
{
"author": "Factorio2016 wrote:",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Bl4ckmail",
"content": "the problem is fixed in the new update. \nbtw you would have to edit the research protopy of the vanilla game.",
"date": "2016-04-03T11:13:22+00:00",
"quotes": [
{
"author": "Umbral Reaver wrote:",
"content": ""
},
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "Bl4ckmail",
"content": "new update Download 0.2.1 \nyou can now set defoult request ammount an to make it clear you can not update a world to 0.2.x if you had a version befor unless you remove all logistic turret entitys (the items will be converted over)",
"date": "2016-04-06T08:02:04+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "I really liked the sniper turret and replaced my defences with those. But having a lot of logistic gun turrets hurts my fps too much so I had to remove them :/ \nThis mod was almost at 1.000 script time used and and after removing treefarm this was the most costly mod of my whole collection.",
"date": "2016-04-13T17:09:11+00:00",
"quotes": []
},
{
"author": "Bl4ckmail",
"content": "Could you tell me wich version of the mod you were using and the sniper/advanced turrets will return soon wanted to make some graphics for them",
"date": "2016-04-14T06:03:05+00:00",
"quotes": [
{
"author": "Qon wrote:",
"content": ""
}
]
},
{
"author": "Qon",
"content": "version 0.1.2 of the mod. Factorio 0.12.29. Looking at the changelog I can see that you have made performance improvements since then but also removed the sniper turret. But thank you for your work and continued improvements, I'll update when the sniper turret returns :>",
"date": "2016-04-14T12:49:27+00:00",
"quotes": []
}
] | 19 | 2016-02-29T14:13:11-06:00 |
forum-topic-93185 | 93185 | Change ordering of drone repairs when large numbers of buildings are damaged/destroyed | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=93185 | BicycleEater | TL;DR
Change the logistic system so that when more buildings are damaged than the drones will attempt to repair at once, separate logistic systems still attempt repairs
What ?
I can't find a good term for it - I'm sure one exists - but when a large number of buildings are damaged without repair packs, cannot be built, or are destroyed, only a certain number of the warnings are shown/processed at any one time. I will refer to this as the batching of the warnings unless I find a better word.
When warnings are batched, the game appears to only update them at certain times. I'm sure this saves huge amounts of performance when large amounts of damage has been done, as the game only bothers looking at a certain number of the repairs, leaving others for when those are resolved. But this batching should be done on a per-logistic-network level, rather than globally (or per force), as it appears to work at the minute.
Why ?
In the right situation, issues in a larger base can result in the logistic network of a smaller base (or a personal roboport equipment) refusing to repair buildings - it will build new ones, but won't fix old ones. This manifests as the smaller base (or personal roboport equipment) not repairing damaged entities, but still building new ones promptly.
I don't know quite how this batching limit manifests, but there does appear to be a limit to the warnings.
A brief demo of the effect (I am well aware that I am using lots of mods, these make it much easier to show this issue):
ShownWithInventory.png (2.47 MiB) Viewed 4658 times
DronesNotRepairing.png (3.01 MiB) Viewed 4658 times
-----------------------------------------
EDIT:
To clarify - I am not proposing the removal of the queue, I am simply proposing that it could be more responsive to the needs of separate logistic networks and the player.
In the screenshots, I am miles away from the nearest roboport, and my construction range does not overlap.
I am not proposing a change to the priority of different tasks, only that tasks near the player get done in reasonable time. | [
{
"author": "",
"content": "I can think of good reasons, why building has a higher priority than repairing. When you have a wave of biters and want to place some wall or turrets for example.",
"date": "2020-12-17T07:35:25+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "I don't want the repairs to have higher priority, I just want the repairs to be split among separate roboports. The main base is going mad right now repairing damage, but my player just has to wait around for it to happen. \nI don't care if it prioritises building deconstruction or what - I just want my character to actually repair the things around them some time this year. \nYou can easily find you have to repair a remote base by hand because your main base is too busy.",
"date": "2020-12-17T10:03:43+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "To clarify - in the above pictures my character is nowhere near in range of any roboports, so the damage should be fixed by the personal roboport equipment, but isn't because the game is too busy doing repairs elsewhere.",
"date": "2020-12-17T10:05:08+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "Perhaps some clarification is needed here? \n \nWhen the OP refers to a separate logistics network, is this actually the case? ie when viewed from the map with logistics network overlay active, are they are separate islands? \n \nI haven't noticed this, but if separate logistics networks are included in the \"batching\" of robo tasks, then that would be rather undesirable. \n \nEg. \nA new satellite outpost with network id 123 that is priority queued to be built, would prevent another outpost (network id 100) needing repair due to a global task list. \n \nIs this the case? \n \nIf, on the other hand it is one large network, then splitting it up with belt/inserter bridges should allow robots in each part to work on tasks within that smaller network. This tends to be my personal strategy for a number of other reasons.",
"date": "2020-12-17T12:56:51+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "Yes they are entirely separate - sorry for this not being clear. \nThis will not show normally as you need hundreds, if not thousands, of tasks in the queue - see the warning in the screenshot says 71k buildings destroyed, so it requires an extreme situation for this to come into affect. \nThe only reason for the queue is (I believe) to reduce the performance impact of having lots of tasks that need checking - only checking a certain number at a time. This can be seen if you try and pave an entire huge base (which doesn't have enough stone bricks to pave) - it will only flash up the warning for maybe 400 of the stone bricks.",
"date": "2020-12-17T22:42:33+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "From my (relatively limited) testing it does seem to be the case that the bases can interfere, and I agree that this could be very bad, for instance preventing a remote base from repairing because the main base has too many robo tasks to complete. \nThe only reason I noticed this was that I have made a mod adding really huge nukes - these can damage the whole map at once, and easily flood the batching system, without this it is hard to notice. \nTo make sure the answer to your question is really clear: \nI am not anywhere near any other roboports (like a hundred tiles away from the nearest building other than the chests), and my construction range is entirely separate from any other. \nI am not using modded roboport equipment, roboports, repair packs, chests or drones, although there are other mods installed: \n https://mods.factorio.com/mod/True-Nukes \n https://mods.factorio.com/mod/True-Nukes-Graphics \n https://mods.factorio.com/mod/Aircraft \n https://mods.factorio.com/mod/SchallTankPlatoon (this adds modded repair packs, but I don't use them).",
"date": "2020-12-17T22:50:20+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "Interesting. \n \nI feel a scenario coming on to test this out. Bots are hard to monitor, and I've always wondered why sometimes they don't appear to be doing what I had hoped them to do, and this new revelation might explain why. \n \nThe alerts are definitely capped, but I have been under the impression that it was just the alerts themselves, not necessarily the tasks. If build orders are prioritised globally, regardless of logistic network, then it makes having individual networks for different areas moot with regards to breaking the factory down into smaller networks. They do still benefit from bot travel time reduction, and helps keep materials manageable too, but apparently not as effective as one might hope. \n \nIf the task priorities are changed, balance may be affected - albeit I'm not sure a global task list can ever be balanced. Perhaps if the whole map (wrt construction area) could be split into smaller areas of equal population and then each batched in a round robin (time slot multiplex) fashion so that they all get serviced with whatever tasks are pending? \n \nRandom biter attacks not being serviced because you have decided to build a large outpost the other side of the map means a whole deal more micromanaging. I hope there might be a more transparent solution forthcoming. I'll make a test scenario over next few days and see what's what.",
"date": "2020-12-18T13:32:03+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "The logistics networks will only process up to a certain amount of tasks per tick. If you have hundreds and hundreds of tasks queued up, it'll both slow down the processing of assigning individual tasks, but also mean that not all tasks may get alerts. From what I know this is relatively well known by now. \n \nWhat you're bringing up here seems to be the same thing. It's just made that way and, as we know, there's reason to believe it was made this way with computational efficiency in mind. \n \nTo add some detail, AFAIK a task being fulfilled doesn't cause problems, only tasks that are waiting to be fulfilled (hence the warning icon), so for example bots recharging at an overcrowded roboport doesn't count as \"queued\" since the bot is already working on the task, albeit slowly. Also, separated networks may bear no difference on this task assignment, as it is most likely all done in bulk by the game code. \n \nThe solution is to have less tasks queued up at the same time. Either increase capacity at bases where you complete a lot of tasks, or assign tasks in smaller chunks (especially large build projects). Probably a bit of both. There's not many reasons why you need to have lots of things queued up and usually it's just a matter of improving bot infrastructure. \n \nThat being said, I guess it would be nice if it could be improved upon even a little. It's not something I've experienced, but I can see how it could be pretty confusing for players who do run into it.",
"date": "2020-12-18T16:22:18+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "My problem isn't that I don't like the system - I'm fine with the fact it exists, but was thinking that something could be done to reduce the impact on the player - it is really annoying to have to repair a base by hand, even though it has nothing to do with a different base which is busy. \nI was making this suggestion not to change this system, but merely change the order in which tasks are queued. \n \nI really just want the addition of some logic like: \n \n\"every logistic system has at least one task on the queue, if it can\", or \n\"the closest task to the player(s) remains on the queue\" \nBoth up to some kind of limit, maybe 1/2 the queue length. \n \nThis would mean that while the tasks still queue up, smaller bases still get a look in, reducing the impact of the queue. These changes would not add significant performance load, as no more tasks are checked, and would not affect most cases. Again, I have only hit this because my mod is extreme, but it does provide a nice example of a situation where this kind of thing becomes an issue.",
"date": "2020-12-18T21:13:41+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "Just as another note: \nThe personal roboport should really have priority - looking at it from the perspective of a player who doesn't know about the queue limit, and it is easy to believe the roboport isn't working, as it will simply not respond for minutes on end, with no apparent cause. \n \nAnother way to resolve this would be if personal roboports simply took priority in the task queue (maybe up to the first half of the queue for really large multiplayer) - they aren't that common, and can't cover that much ground so won't fill the queue - and then the system would at least appear somewhat responsive. \nThis also prevents the case of \"the factory is too busy building stuff, so won't repair my tank\", although I would still prefer a more general solution, allowing better priority for remote/independant bases. \n \nJust to ask, since you seem to know more about this than me: \nDoes the queue limit work globally, or per force?",
"date": "2020-12-18T21:33:19+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "The task queue cap has been known about for some time for sure. However, I'm not sure that the order of operations and priorities are that widely understood. Breaking base development into smaller chunks seems sensible, but for new players - maybe some veteran players, the rationale is not exactly transparent. This is further exacerbated by not having a complete overview of bot activity and goals across the base. \n \nI think it is safe to say that the reasoning behind the limit is accepted for performance reasons. What does seem to be a recurring issue, and is quite often reported as a bug, or help query, is that bots do not appear to be doing what the player has expected. This is explained away as the total number of bot tasks being full. Does that mean logistic and construction tasks combined? Does it mean ghost layouts must be deleted to allow repair and replenishment of a section that has suffered a biter attack? The nature of the bot network being dynamic and distributed over a wide area means that it is hard for the player to strategize through discovery. \n \nTime multiplexing the individual logistic networks might help with those apparently lazy bots in one area. It can be observed that the alerts are recalculated periodically, therefore it might not be too much of a stretch that the task list is re-evaluated at the same time and so might present an opportunity to also consider the number of unique logistic networks and then spread the capped task list equally between them. This could prevent one network from hogging all of the tasks, and allow those few, but very critical repairs to be made the other side of the base in a timely manner instead of waiting for all of that concrete to be laid. \n \nI've been running some tests, and it is not exactly clear that there is a priority between tasks (eg. building vs repair). It looks more like it is simply first in first out. That makes trying to build an outpost as much a matter of luck in timing between biter attacks as it does in logistic planning when it comes to saturating the task list.",
"date": "2020-12-20T16:02:02+00:00",
"quotes": []
},
{
"author": "BicycleEater",
"content": "Yeah, I haven't had any luck trying to decode the system either. \nEven if there are no changes, it might be worth someone who does understand the queue (maybe even the devs) adding a wiki page (or an in game tutorial) on this topic, simply so that players have a way of finding out about how the system works, and to provide a good source to reference when someone asks these kinds of questions. \nI would normally not ask the devs to explain something about the game, as the player base should be able to explore game mechanics, but in this case that feels less relevant - the problem is an optimisation built into the game in an unpredictable way, in a system which, as you mention, is very hard to experiment on. \n \nIf per-logistic network distribution of tasks is not possible, maybe space-wise, so that the game executes a breadth first search for tasks - this might mean 1 task gets added to the queue per chunk first, then more tasks get added if there is space. This might (in a really big base) mean allocating 1 task for every 10 chunks, or some equivalent.",
"date": "2020-12-20T20:48:31+00:00",
"quotes": []
}
] | 12 | 2020-12-16T16:47:12-06:00 |
forum-topic-30589 | 30589 | Factory Streets / Star Wars like robot factories / Frame Mounting / Modular Production | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=30589 | Taken from viewtopic.php?f=76&t=338 Factories with built-in conveyor belts
Keywords: automation streets, assembly lines, Star Wars like robot factories, StarWars, car production, modular design, building on factory streets, cybernetic modules and frames
Well, in my eyes the basic of such a technology are frames. We already have the flying robot frame https://wiki.factorio.com/index.php?tit ... obot_frame
But that simply can be made to a construction or logistic robot.
But the basic idea of a frame is similar to the modular armor in the power suit: You have slots and you can put items into it which change the behavior of finished entity.
So other frames are of course thinkable, like a car frame, a tank frame, etc. Depending on what/how many you plug into the frame the behavior changes.
Related Collections
viewtopic.php?f=80&t=17734 New types of vehicles (train, tank, car, plane, ship...) --> Modular Vehicles!
viewtopic.php?f=6&t=19343 Boxing / Packaging / Container / Cargobox : Pre-Filling
Suggestions
viewtopic.php?f=76&t=338 Factories with built-in conveyor belts
viewtopic.php?f=27&t=992 A factory production line
viewtopic.php?f=6&t=2241 Vehicles from parts
viewtopic.php?f=6&t=2756 Factory Designer like a 4x games Space Ship Designer
viewtopic.php?f=6&t=3142 Modular Inserters
viewtopic.php?f=6&t=3880 Suggestion: Modular Transport
viewtopic.php?f=6&t=4314 Transport Belt / Inserter Creation changes.
viewtopic.php?f=6&t=5049 Complex assembly on conveyors
viewtopic.php?f=6&t=5463 Modular Tanks
viewtopic.php?f=6&t=6012 Modular Locomotives
viewtopic.php?f=6&t=7233 Modular Tanks Expansion
viewtopic.php?f=6&t=8117 Modular Combat Robots
viewtopic.php?f=6&t=9291 More wagons types [Roboport, Turret, Battery, Logistic...]
viewtopic.php?f=6&t=10286 More types of module for Modular/Power Armor
viewtopic.php?f=6&t=12786 Modular Turrets
viewtopic.php?f=6&t=13286 Modular Vehicles
viewtopic.php?f=6&t=14473 Modular armor expansion
viewtopic.php?f=6&t=14595 Custom efficiency / modular machines
viewtopic.php?f=6&t=16492 Multipurpose modular platform wagons
viewtopic.php?f=6&t=18262 Vehicle Assembly Plant / no hand crafting of tanks / trains
viewtopic.php?f=6&t=20759 Functional Blocks
viewtopic.php?f=6&t=27213 Vehicle Equipment slots
viewtopic.php?f=6&t=37999 Inline Assemblers
viewtopic.php?f=6&t=38775 Modular turret specialization
viewtopic.php?f=6&t=42221 Modular vehicles
Related Stuff
viewtopic.php?f=6&t=1351 Moving Fortress
viewtopic.php?f=6&t=1941 Long-range bots alternative
viewtopic.php?f=6&t=5696 Long-distance robots
viewtopic.php?f=6&t=7475 Large and Heavy items
viewtopic.php?f=6&t=37679 Big structures impossible to be built by hand | [] | 0 | 2016-08-06T12:59:24-05:00 | |
forum-topic-112947 | 112947 | Friday Facts #406 - Space Age Music | News | https://forums.factorio.com/viewtopic.php?t=112947 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-406 | [
{
"author": "Akronymus",
"content": "The first few seconds of the last music file gives me heavy simcity 4 vibes, specifically some rush hour expansion tracks. I REALLY like it. \n \nI think either \"gridlock\" or \"bumper to bumper\"",
"date": "2024-04-12T11:04:27+00:00",
"quotes": []
},
{
"author": "xng",
"content": "It's so close to release now! \n \nAlmost a year since this was announced to be released in a year, and I can for sure say I've been waiting eagerly. \n \nI haven't touched factorio for about 2 years and hope to come in with fresh eyes. \n \nGood luck with the final touches, Wube!",
"date": "2024-04-12T11:05:41+00:00",
"quotes": []
},
{
"author": "oolivero45",
"content": "Only listened to the \"space\" music so far, but I really love it! Fits so well with the feeling of floating/moving through space. \n \nEdit: I've now listened to the whole set of them, and I am so buying the soundtrack along with the expansion as soon as it releases!",
"date": "2024-04-12T11:10:21+00:00",
"quotes": []
},
{
"author": "Skipo",
"content": "i bet that last music is from Aquilo, sounds like rain Will we have floods?",
"date": "2024-04-12T11:15:57+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "How about making an in-game director which is able to tell the audio engine which music should be played when and where? Many games already do so, and it's pretty natural. One of the best examples for so is Red Alert 3 which can – just by music – tell you that your forces have engaged the enemy.",
"date": "2024-04-12T11:18:09+00:00",
"quotes": []
},
{
"author": "Eiermann",
"content": "Please but is on spotify or something! Wanna listen to it till release.",
"date": "2024-04-12T11:19:17+00:00",
"quotes": []
},
{
"author": "pleegwat",
"content": "It makes me think of puzzle pieces sliding around.",
"date": "2024-04-12T11:21:06+00:00",
"quotes": [
{
"author": "Akronymus wrote: Fri Apr 12, 2024 11:04 am",
"content": ""
}
]
},
{
"author": "bullipatty",
"content": "Very nice. \nI liked the themes and thought they were very fitting, but the music on Fulgora is too loaded, my brain went into stress mode listening to it... i think it's good for an intro, but as a constant background music, i don't know...",
"date": "2024-04-12T11:21:52+00:00",
"quotes": []
},
{
"author": "Criperum",
"content": "The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters. \nThe second sounds aerial. My guess is something like flying islands from Avatar.",
"date": "2024-04-12T11:24:52+00:00",
"quotes": []
},
{
"author": "NIronwolf",
"content": "I think the important question is, does Petr play Factorio? Feels like maybe so.",
"date": "2024-04-12T11:30:07+00:00",
"quotes": []
},
{
"author": "SirSmuggler",
"content": "So missile turrets... and something swinging in the lava? \n \nAllso great music",
"date": "2024-04-12T11:33:47+00:00",
"quotes": []
},
{
"author": "TwistedSoul",
"content": "Those tracks are incredible. Gave me the shivers! Can't wait to hear the final performance.",
"date": "2024-04-12T11:34:58+00:00",
"quotes": []
},
{
"author": "dog80",
"content": "so cool! getting lotr vibes on those orchestra parts in space and vulcanus",
"date": "2024-04-12T11:36:14+00:00",
"quotes": []
},
{
"author": "kitt159",
"content": "I agree. I think it's because of the electrical sparking. It would be better if this sound was smoother.",
"date": "2024-04-12T11:37:33+00:00",
"quotes": [
{
"author": "bullipatty wrote: Fri Apr 12, 2024 11:21 am",
"content": ""
}
]
},
{
"author": "GregoriusT",
"content": "I sure hope that jumping from planet to planet in the Map View will not hurt the music too badly by constantly switching environments. \n \n \nAlso that is one big frikkin Asteroid. How are you supposed to defend against those, the ton of Gun Turrets was clearly not enough!",
"date": "2024-04-12T11:38:16+00:00",
"quotes": []
},
{
"author": "SupplyDepoo",
"content": "Very cool! I like the music and the detailed look at some beautiful factories. That massive asteroid smashing into the space platform is fun to watch!",
"date": "2024-04-12T11:43:39+00:00",
"quotes": []
},
{
"author": "Sigma1",
"content": "i'm very much loving all of these, especially how well they convey the vibe of each environment. my only real criticism is that Fulgora's music, while good in itself, kinda feels too.. techno-y? and could do with maybe being slowed down a bit; the clearer rhythm feels more like combat music than building music, and building is the thing you probably do the most in Factorio \n \nmy personal favourite is definitely the undisclosed mystery planet track; the beginning of which btw gives me big Jokzi Ozo vibes; for those who have played corru.observer \n \nalso i do hope there's some kinda smooth transition between planets and such in the music. would've loved to see a true dynamic music implementation too, but that's an understandable omission considering how much extra work it'd be both to compose and to implement in the engine",
"date": "2024-04-12T11:48:28+00:00",
"quotes": []
},
{
"author": "kitt159",
"content": "The first unknown planet feels to me like a mushroom biome from a terraria. The second as a planet covered in fog, maybe with a coloured aurora above it. So I wonder how well I guessed it",
"date": "2024-04-12T11:49:00+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Ah nice. \n \nThe Vulcanus one is like \"You were my brother Anakin, I loved you!\" \nOr at least I expect them to have their duel somewhere along the lava shores. \n \nFull orchestral for a factory builder is kinda a bit unexpected. Maybe a bit too overly dramatic, but maybe that is just me. ^^ \n \nI like the Fulgora one, fits the ancient techno-chaos theme.",
"date": "2024-04-12T11:50:50+00:00",
"quotes": []
}
] | 19 | 2024-04-12T06:00:03-05:00 | |
forum-topic-124322 | 124322 | Feature Request: Add Maturity Event/Trigger to PlantPrototype | Won't implement | https://forums.factorio.com/viewtopic.php?t=124322 | plexpt | I propose adding a maturity event or trigger to the PlantPrototype to allow for actions or notifications when a plant reaches full growth. This feature would enhance gameplay by enabling more dynamic interactions with plant life cycles. | [
{
"author": "",
"content": "As plants are written the game itself has no such event when a tree is fully grown. All of the growing is calculated at the time something interacts with a given plant using the tick it was created and the prototype defined growth time to calculate if it's grown or not. \n \nSo this is simply not possible to do with the current performance-friendly implementation of plants.",
"date": "2024-12-30T20:52:42+00:00",
"quotes": []
}
] | 1 | 2024-12-12T17:22:42-06:00 |
forum-topic-99628 | 99628 | Factorio Forums • Better API for interacting with the crafting queue | The current crafting queue API allows you to read the item type, item amount and order of items shown in the crafting queue GUI. But this does not include all the information the crafting system stores.
* Finished intermediate crafts are not shown at all
* There is no way to tell what is an intermediate craft vs final product without using ugly hacks
Here is the code required to read all the information from the crafting queue:
https://github.com/clusterio/clusterio/ ... crafts.lua
Basically, we cancel a craft and read what items we got back, and which items got removed from the crafting queue. This has to repeat until the entire queue is canceled. After that we reconstruct the queue.
This is just silly. There is also no way to preserve the crafting progess for the frontmost item when readding the craft.
https://lua-api.factorio.com/latest/Lua ... ting_queue
https://lua-api.factorio.com/latest/Con ... gQueueItem
https://lua-api.factorio.com/latest/Lua ... n_crafting
The current code works fine, but the reason for this interface request is that we would like to do this frequently in the background, and the current code could lead to lagspikes. | [
{
"author": "",
"content": "Bumping this because I'm also running into this issue. \nI'm trying to read the crafting queue for which recipes are final recipe crafts, and doing the hacky workaround of cancelling all of the recipes backwards is so much more complicated than reading a value. \n \nSomething as simple as adding a boolean to the CraftingQueueItem class indicating whether or not it is an intermediate craft or a final craft should be very helpful and easy. \nThis can be added to the on_player_cancelled_crafting event as well, to differentiate between what you cancelled. \n \nAlso, there is no way to tell what other recipes are cancelled from cancelling an intermediate recipe, so maybe making on_player_cancelled_crafting fire for those recipes would help as well, but there's probably a better solution than I can think of for that.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "https://lua-api.factorio.com/latest/Con ... gQueueItem 'prerequisite' was added in 1.1.61.",
"date": "",
"quotes": [
{
"author": "Danielv123 wrote: Sun Aug 15, 2021 12:44 pm",
"content": ""
}
]
}
] | 2 | ||||
forum-topic-113257 | 113257 | Does wire color matter? | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=113257 | Serjevski | Does it matter which color wire I use to connect the storage and the combinator with LTN signals to the station input (light bulb)? Should it be wires of different colors? For example, if the storage transmits a signal that it has 10k of ore, and the combinator transmits a request for 10k (-10k), then, if the wires are the same, will it turn out that 0 will come to the input?
In example map green wires use to connect boxes to input lamp and the and combinator to input lamp. But can I use red wire instead? Or use red wire wire to connect box and green wire to connect combinator, that sends request signal? | [
{
"author": "Optera",
"content": "My BP mostly use green for reading and red for sending to keep things consistent and easier to find errors. \n \nLTN receives and sends signals on both wires.",
"date": "2024-04-30T18:43:19+00:00",
"quotes": []
},
{
"author": "Serjevski",
"content": "Should the requesting combinator and the buffer store use the same color wire to connect to the station input? After all, in this case, according to the rules of the logical network of the game, the signals add up? Or is it completely unimportant?",
"date": "2024-05-01T06:41:08+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "For performance it might matter, depending on how get_merged_signals() is implemented. \nMy guess is that it's not even measurable.",
"date": "2024-05-03T06:11:39+00:00",
"quotes": []
}
] | 3 | 2024-04-30T11:03:10-05:00 |
forum-topic-113188 | 113188 | Friday Facts #408 - Statistics improvements, Linux adventures - Page 5 | News | https://forums.factorio.com/viewtopic.php?t=113188&start=80 | Kenco | Stats request: I want to know which recipe is consuming a particular ingredient.
E.g. I notice my economy has run out of green circuits, but I can't tell why. I go to the stats window, consumption tab, then click on the green circuits row, and maybe perform some UI action to drill down. Then I see a sub graph showing the green circuit consumption breakdown per recipe. I quickly find out it was... My new blue circuit factory, probably.
This would be particularly helpful with mods that have a lot more recipes. | [
{
"author": "jodokus31",
"content": "I would wish, the stats would remember the all last settings.",
"date": "2024-04-26T20:39:24+00:00",
"quotes": []
},
{
"author": "TheRaph",
"content": "Could you please try to get a solution to swuches off network parts in history graph? \n \nWhy? Because of Vulcan... And generally. \nAn example: \n \nI have some coal driven generators staying around for backup just in case the accumulators haven't enough capacity. \n \nBecause I can not set priority of generators I've some circuitry to check battery level. If it's below some certain point a switch will be closed and the coal driven generators start working. \n \nJust in that moment I can check in power stats and see the producing coal generators. \n \nNext morning, half filled battery and working solar panels I can not see the helping hand of coal power in my charts, because the coal generators are not more part of the current electrical network due to disconnecting the switch. \n \nSo I'm not able to see an ongoing problem if I'm not looking during night time. \nThis would come up even more while managing multiple planets. \n \nGot it?",
"date": "2024-04-26T20:54:18+00:00",
"quotes": []
},
{
"author": "mikehendi",
"content": "Great job on the progress, I'm reading every week with great joy \n \n \n2 hour, 5 hour and 20 hour graphs would be nice, the current step from 1h to 10h is just too large. \n \nOr better yet, add a \"custom\" button instead, where you can manually input the timescale for the X-axis \n \n \n \nI also agree with previous posts about remembering the last timescale selected when opening power/production screens (global value, not seperate imo)",
"date": "2024-04-26T20:58:39+00:00",
"quotes": []
},
{
"author": "m44v",
"content": "Thanks raiguard for all your work on the linux version of factorio! \n \nI have some:\n \n Reduce the item jitter, it's difficult to select/deselect stuff with the mouse, in particular science packs. \n A graph combinator, for visualizing custom signals. There's a mod (time series) but doesn't work very well. \n I'll echo the sentiment that the stats window should remember the last used time scale.",
"date": "2024-04-26T21:03:46+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "FasterJump",
"content": "Could we please have the precision remain at 3 digits when production is over 1k, as mentikned in a reddit comment? \n \nCurrently, 851 reads as 851, but 1051 reads as 1.1k. \n \nI suggest to make 1051 read as 1.05k. \n \n13579 can read as 13.6k, ans 123579 can read as 124k. \n \nOr even better, allow us to set how many decimals we want to see at all times, so observing a 1kSPM. production graph doesn't flicker between 998 and 1.0k.",
"date": "2024-04-26T21:12:34+00:00",
"quotes": []
},
{
"author": "Lizzy",
"content": "This is all really nice work and I'm increasingly frustrated with being stuck with 1.1 hahahaha \n(Still playing it though ) \n \n\nI use WSL a lot on my day job, and while I knew about the Windows lack of a good fork(), after reading today's FFF this morning I started wondering how WSL does accomplish what clearly is the correct semantics for it. I ended up finding this article that does a short but informative dive into the subject. So my conclusion is \"cool, all we need to do is write a kernel-level driver, that's not gonna be a nightmare at all!\"",
"date": "2024-04-26T21:17:47+00:00",
"quotes": [
{
"author": "Tertius wrote: Fri Apr 26, 2024 2:13 pm",
"content": ""
}
]
},
{
"author": "Kadet123",
"content": "On the production graphs, it would be nice if there was an easy way to see the aggregate of production+consumption, so you can quickly tell if something is trending downward (negative numbers) or upward (positive numbers). For example in the platform picture, the bullets being in different positions on each graph may hide the fact that bullet production isn't keeping up with bullet consumption, unless you mentally cross-reference each item in the graph yourself.",
"date": "2024-04-26T21:18:53+00:00",
"quotes": []
},
{
"author": "yogsosoth",
"content": "I would really appreciate a Sum button that will simply make sum of all values present in the graph. This would be helpful for energy consomption for example.",
"date": "2024-04-26T22:08:37+00:00",
"quotes": []
},
{
"author": "Neutronium",
"content": "I would really like if there was some way to quickly switch through the various surfaces when in the production menu, the name of the surface/platform on the top left can be replaced by a dropdown in the same location. There can be a target sort of symbol next to it that immediately switches it back to the surface you're currently viewing.",
"date": "2024-04-26T22:46:19+00:00",
"quotes": []
},
{
"author": "jamaicancastle",
"content": "I like the idea of more pride of place for \"science progress made\". In a sandboxy kind of game like Factorio it's easy to get lost and not know what you're supposed to be doing when you're new, and a prominent \"this is how much science you've produced\" display helps emphasize that you should be making science! (Which, even if it's not actually a new player's goal, at least gives them new toys to play with.) \n \n\nI think the natural place for it would be in the tooltip that currently just shows \"green circuits: 540/m\" or whatever. It could be rearranged to show: \n\"Green circuits: 540/m \n- for blue circuits: 240/m \n- for red circuits: 120/m \n- for solar panels: 60/m \n[and so on]\" \n \nYou could do the same for production in Space Age since there are more products with multiple sources, e.g., how many of my green circuits are new-builds vs. recycling? How many of my gears are assembled and how many smelted? How much of my heavy oil comes from oil processing vs. coal liquefaction? Stuff like that. \n \nBack and forth links with the factoripedia would also be very useful. If I'm manufacturing dozens of items in large quantities for building space platforms, it'd be nice to start with production statistics, see that (for instance) green belts are low, click through to factoripedia see what the recipe is, click through to production statistics with those items highlighted so I can see where the bottleneck might be. Of course, you can do that by hand if you've memorized all the recipes, but that kind of defeats the point of having an in-game reference!",
"date": "2024-04-27T00:10:45+00:00",
"quotes": [
{
"author": "MEOWMI wrote: Fri Apr 26, 2024 4:35 pm",
"content": ""
},
{
"author": "Kenco wrote: Fri Apr 26, 2024 7:18 pm",
"content": ""
}
]
},
{
"author": "purdueme91",
"content": "What I would like to see is that when I filter results in the statistics, I like to look at the numerical numbers below the graphs. When I come back into the screen, the graph is still filtered but the numerical numbers below are not. Be nice to have a pull down with recent views. Also might be nice to have saved views so I can check on critical components that I work on fairly constantly.",
"date": "2024-04-27T01:18:08+00:00",
"quotes": []
},
{
"author": "mrmelon54",
"content": "I sent an email in a while ago asking about RGB and Discord rich presence support for Linux. Would be great to see some improvements in those areas.",
"date": "2024-04-27T01:25:45+00:00",
"quotes": []
},
{
"author": "koliw_br",
"content": "I love such technical descriptions and am a fan and daily Linux user myself. I have been using non-blocking asynchronous game saves for a long time. On a server in particular, this is useful. The only problem is that the syscall fork uses a lot of ram and in case OOM Killer kills the game saving process the main thread does not know about it / is not notified and after three failed saves the game disconnects all players being three saves behind. \n \nOn the subject of statistics: An option to export to CSV would be useful for a large number of players. This could be implemented via a GUI button or a CLI argument",
"date": "2024-04-27T01:29:35+00:00",
"quotes": []
},
{
"author": "herrkocur",
"content": "Thank you raiguard and Wube for all that non-flashy (not you, Sway) work that really brings joy to users. Much appreciated. \n \nAlso, FWIW I second that the rarity tier names as seen in screenshots could be revised.",
"date": "2024-04-27T02:11:07+00:00",
"quotes": []
},
{
"author": "CommunistCatgirl",
"content": "Hello Factorio team. I would first like to say, thank you for this phenomenal game and for continuing to support it and improve it after all these years. I'm also really happy to see you supporting all the major platforms well, including Linux. I really appreciate the amount of detail and attention you give this game. I would like to comment on a couple things about this blog post. \n \nI really like the idea of asynchronous saving, even though my computer is fast enough that saves don't take that much time I will enable it to see if I can find any issues to report back. You mention that it requires a significant amount of RAM to work which makes sense, but I wonder if there's a way to optimise it. As far as I know, the linux kernel will actually use a CoW policy to a process' memory tables after a fork. Basically both processes' virtual memory pages will point to the same physical memory and contents of a page will only be copied to a new private one when a process actually writes to it. If you could maybe minimize or hold off some writes from the playing process until the save is done, it could need way less RAM, but all this depends on the data structures the game uses internally to store world state and the rate at which they will need to be updated. I would also suggest you take a look at the newer clone() and clone3() syscalls, they might give you some more control over how the memory is shared though I haven't dug that deep myself. \n \nAs for server-side decorations the situation is a bit more complicated than this post and a lot of people make it out to be and I'm a bit disappointed to see GNOME dragged through the mud for something that isn't really their's or anyone particular party's fault directly. Wayland was designed with modularity and extensibility in mind and not only desktop use. This kind of modularity means that only the core wayland spec is mandatory to implement by anyone while everything else is essentially optional and depends on what kind of usecase the compositor is targeting. Unfortunately this does lead to some feature fragmentation (one of the side effects of trying to make one thing that is generic that works for everything) but it does mean that if factorio or any application wants to run on any compositor they would have to work within the core spec + xdg_shell as much as possible. In other words, if it wasn't GNOME today it would be another compositor tomorrow that didn't support CSD for a variety of reasons that would then require the use of libdecor anyway. In fact the reference wayland compositor Weston (though not really meant for desktop use directly) and Valve's Gamescope do not support the protocol. The xdg-decoration spec even states \"If compositor and client do not negotiate the use of a server-side decoration using this protocol, clients continue to self-decorate as they see fit.\" \n \nAnd there are benefits to CSD as well. For example, visual consistency of different applications is basically impossible unless they are using the same toolkit and were made with the same design language. With SSD the only thing that is achieved is the window decoration looking out of place compared to the window itself. In fact I really like how the black decoration looks in the screenshot of the user from the CSD bug report , it matches the black vignette of the factorio main screen way better than a bright white decoration from a user using light theme on their desktop ever could. CSD has also generally been the standard on other platforms. From electron apps on MacOS embedding macos-like window action buttons inside the app itself to web browser themselves to Steam, it is very commonly used all over the place. \n \nI just wish less energy was spent complaining about having to draw a flat-color rectangle with 3 buttons on it using a ready-to-use library.",
"date": "2024-04-27T03:59:56+00:00",
"quotes": []
},
{
"author": "Sneak555",
"content": "All of these updates are pretty cool; and I understand their intended for \"factorio 2\" (or rather, a DLC it seems) \n \nthe base game is more then sufficiently developed in my book to warrant you guys moving on....but do you guys have *any* kind of ETA on when all of this will be available to play? \n \nI wanna become addicted to gambling on the rarity slot-machine game already!",
"date": "2024-04-27T04:35:23+00:00",
"quotes": []
},
{
"author": "spikespaz",
"content": "About Wayland+Linux, I have another bug to report. This is reproduced on Hyprland and GNOME (wl). \n \nWhen game is launched with `SDL_VIDEODRIVER=true`, copying a blueprint string is impossible. Neither the \"Copy\" button, nor highlighting all base64 and then ^C. \n \nI know one person able to reproduce (GNOME). \n \nAfter typing the above: \nI tried just now and could not reproduce, has it been fixed or is it an intermittent issue?",
"date": "2024-04-27T05:41:22+00:00",
"quotes": []
},
{
"author": "ESI85",
"content": "I don’t know if it is possible. But I’m sure you guys will find a way. \nThe graphs should tell me if production is going down because the output is full or because it’s lacking materials",
"date": "2024-04-27T06:08:08+00:00",
"quotes": []
},
{
"author": "Apeiron",
"content": "Every FFF that comes out is making me have to (im)patiently await the 2.0 release even more. \n \nBit of a rant below, though, not.. directly related to the game. \n \nThe issues with GNOME and client-side decorations are a great example of what my biggest issue with Wayland is. \n \nMany great ideas are going to get ignored because GNOME/KDE/whoever else decides to simply go \"nah we don't feel like implementing that, so nak\" to the proposals. Have the same problem with web standards.. anything Google doesn't want to add to Chrom(e|ium) goes nowhere, or is actively sabotaged by Google because it's a direct competitor to one of their own proposals (*cough* JPEG-XL vs AVIF *cough*). Few, if any, applications are going to put in the work to support a feature that only XFCE's (as an example - they don't have a custom Wayland) compositor supports. Or they'll have to put in extra, otherwise unneeded work to support an added feature because GNOME refuses to be standard. It's a complete mess. \n \nHave a look at the discussions going on in proposals for the most simple, basic features. Pages and pages long, 4 major draft reworks, over several months to multiple years, and no closer to getting anything done. Such as the very real controversy and bickering going on behind the simple idea of letting an application supply different window icons to child windows directly, rather than defaulting (or only being able) to use the main application's icon. An example being if Discord wanted to pop out their settings into a child window. If the devs wanted to make that window's icon a cog wheel instead of the Discord logo.. they can't under Wayland. Some DE devs are demanding they implement it via each window having its own .desktop file somewhere pointing to the icon on disk. Others want the more reasonable approach of attaching an icon in-memory. Others think the feature is stupid/useless and don't want it to even exist. It's maddening. \n \nThank you for coming to my Ted Talk.",
"date": "2024-04-27T06:31:32+00:00",
"quotes": []
}
] | 19 | 2024-04-26T06:00:02-05:00 |
forum-topic-127103 | 127103 | Add Gleba "player buffs" non-spoilable items for combat and construction | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127103 | Milichip | Tl;dr
Add new consumable non-spoilable items to unlock with Gleba agri research packs, and to be produced on Gleba:
- A movement speed and HP regen buff canister consumable
- A crafting speed and attack speed buff canister consumable
- etc (see below)
If you wish to push the idea further, also add machines and inventory grid items that consume this stuff.
What
Same as above.
The buff canisters would NOT spoil, and only craftable on Gleba, making them great as an export.
They would be crafted from bio products, and quality would increase the strength and/or duration of the buff.
Multiple buffs should stack, however I personally think it is important to make each canister give 2 different buffs that serve opposite purposes to make each canister as viable as it can be: for example, a player interested in combat buffs could want "movement speed" and "HP regen", while a player interested in base building would simply want "movement speed" and maybe "crafting speed" or "placement range", so making a canister with "HP regen" and "crafting speed" would increase the likelihood that canister has a purpose.
Here is a list of buffs you could give to players:
Combat:
- Movement speed
- Player vision range
- HP Regen
- Resists
- Attack speed
- Throwing speed (for grenades and poison canisters at least)
- Damage
Construction:
- Movement speed
- Player vision range
- Crafting speed
- Personal construction drone speed / capacity
- Personal construction drone area
- Placement range
- Inventory size (yes, this means if the buff expires you would poop items on the floor, so the buff would have to last very long, or you would have to be addicted to the stuff and constantly munch on it)
- Turning the player into a living battery/generator for the electrical network when standing near machines or power poles
- Turning the player into a beacon for nearby machines
Movement speed is really valuable for both construction and combat, so I would suggest putting it with something that is a worth a lot less, such as HP regen (plus, that's the same as bioflux).
Then just pairing 1 construction with 1 combat buff per canister would work best as mentioned previously.
And of course, you can always add a machine and inventory grid item that consumes canisters for automation at the cost of additional space and needing a constant stream of buff canisters. This would allow automating buffs for tanks/turrets/machines and having an alternative "Gleba beacon" or "Gleba power generation" different from burnable fuel and non-polluting.
(also, I'm sneaking this one in: move epic quality to Fulgora where it belongs!!! and give Gleba this major export/upgrade instead)
Also, extra points if you add alternative recipes that use some of these buff canisters for things like electronic circuits, to avoid repeating the exact same production line on Gleba as it is on Nauvis for most products (for everything other than sulfur, plastic and rocket fuel).
Why?
- I think eating bioflux for a buff was fun, however it just is not very worth it to be carrying bioflux around everywhere due to it spoiling.
- Having a non-spoilable buff item would add an export exclusively craftable only on Gleba, adding more interplanetary logistics to the game.
- It's an alternative path to upgrading machines and bases
- It would add more creative ways to kill demolishers
- It sounds cool :> | [] | 0 | 2025-02-24T10:19:15-06:00 |
forum-topic-125490 | 125490 | Colour code pipes based on contents? | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=125490 | IsaacOscar | Bassically, I'd love a mod like this https://mods.factorio.com/mod/color-coded-pipes , but instead of having to manually choose the colour of pipes when you place them (and have to manage all the different items...), it does it automatically for you based on the contents of the pipe.
I know there is a very helpful colour line when you hover over a pipe, but I think my factory would just look so much nicer if the pipes were nicely coloured.
(Or alternatively, make the pipe windows bigger, so you can see the colour more easily? Unfortunately this won't look as nice if the pipes don't have much fluid in them). | [
{
"author": "EvilPLa",
"content": "Did you see this companion mod https://mods.factorio.com/mod/color-coded-pipe-planner ? Simply use the planner over the new build and they are colored. Sure an automatic coloring would be nice, but I guess that would come with significant UPS waste, cause it would ALWAYS check EVERY pipe.",
"date": "2025-02-06T09:03:37+00:00",
"quotes": []
}
] | 1 | 2025-01-02T20:43:36-06:00 |
forum-topic-108325 | 108325 | [Kovarex] [1.1.87] Blueprint Grid position changes when remove/re-add item | Duplicates | https://forums.factorio.com/viewtopic.php?t=108325 | maxe | Hello,
First of all, thanks for this brilliant great game
I'm currently designing train blueprints based on a 50x50 layout, and I've noticed a strange behavior:
I select my rail section (crtl+C and old shift or via blueprint button), and I set snap parameters (as in first screenshot), if I remove an item from the blueprint with right click, the grid position change to (-20,-20). In general, and can import the item removed or re-added, the grid position change to the previous all even position: (-19,-19) becomes (-20,-20), (11, 3) becomes (10,2), (11,0) becomes (10,0) and (2,6) does not change.
Obviously, if I test to create the blueprint after this change, it fails because my absolute position remains odd.
I've also noticed that if I save the blueprint and then edit it to delete an entity, the issue doesn't appear and my blueprint remains aligned.
For the example, between the two screenshots, I simply deselected the rail signal on the top right and the grid position automatically changed. | [
{
"author": "asdsasdsasdsas",
"content": "Rails and some related items can only be moved along a \"subgrid\" which consists of 2x2 sized tiles. When a snap to grid blueprint would place rails not aligned to the subgrid the blueprint is slightly shifted.",
"date": "2023-08-27T00:47:47+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello, this is most probably a duplicate of this: \n 111005 \n \nIt should be fixed in 2.0.9",
"date": "2024-10-23T12:09:56+00:00",
"quotes": []
}
] | 2 | 2023-08-21T21:06:24-05:00 |
forum-topic-127187 | 127187 | [StrangePan][2.0.37] Bugs getting stuck (continuation) | Assigned | https://forums.factorio.com/viewtopic.php?t=127187 | martinekopl | Continuation of: viewtopic.php?p=612508#p612508
Fix mentioned by Pan fixes the pathing in the reported case, however, I believe that it introduces new option for the bugs to be stuck, mostly on rock/tree
Providing a save file, which is the same map as the original report, but saved in [2.0.37]
In the save, bugs already visible and on the way to the tree party on left side of the map
https://youtu.be/ErtqecSu7JQ | [] | 0 | 2025-02-28T09:17:17-06:00 |
forum-topic-126569 | 126569 | Separate surface conditions for buildings other than overloading pressure | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126569 | rjdunlap | Currently pressure is used for managing most building requirements. It makes it difficult to mix and match a planet to be able to produce cyroplants and foundries for example without also enabling construction on say Gleba. (By adding to the pressure mon or max).. would be nice to separate them out similar to Fulgora uses magnetic field.
I.e. atmospheric oxygen, nitrogen, carbon | [
{
"author": "Muche",
"content": "I believe you can already do it? \nFor example, PlanetsLib mod is adding various surface properties: oxygen, nitrogen, CO 2 , argon, and temperature.",
"date": "2025-02-03T20:32:10+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "https://lua-api.factorio.com/latest/pro ... otype.html \n \nYou could have known this if you have looked how vanilla does it.",
"date": "2025-02-04T01:48:48+00:00",
"quotes": [
{
"author": "rjdunlap wrote: Mon Feb 03, 2025 8:16 pm",
"content": ""
}
]
}
] | 2 | 2025-02-03T14:16:52-06:00 |
forum-topic-127247 | 127247 | [2.0.32] Crash loading save or creating new game | Technical Help | https://forums.factorio.com/viewtopic.php?t=127247 | machpm | Hello
Steam
Windows 10
When i was playing normally i imported some blueprints. Then game crashed while autosaving. Now i get crash every time i tried load back in. It is happaning for all saves. So there must be something with the new blueprints, but i dont know how to remove them. I tried clearing "blueprint-storage-2" file, but that didnt work.
Pls help
Edit 1: I tried everything i could. Cant load old games, cant load actual game and cant create new games. Always crashed while loading. Cant play at all. | [] | 0 | 2025-03-03T15:16:24-06:00 |
forum-topic-118575 | 118575 | Bug in Underground belt ghost | Duplicates | https://forums.factorio.com/viewtopic.php?t=118575 | Teryll | There is a bug in Underground belt ghost system after the latest update 2.0.12.
When I place an underground belt ghost, going through an entity, it has no issues. But, the issue occurs when I try placing belts over the ghost. Starting part of the underground belt places itself, but the end part (outgoing part) of the belt do not place, but remain as a ghost.
This issue only occur while using ghost only, and has no issue when directly placed.
The video shows the example of this. | [
{
"author": "grossws",
"content": "Looks like same issue as in viewtopic.php?f=7&t=118528",
"date": "2024-10-30T16:41:34+00:00",
"quotes": []
},
{
"author": "",
"content": "viewtopic.php?f=7&t=118408",
"date": "2024-11-01T16:23:16+00:00",
"quotes": []
}
] | 2 | 2024-10-30T05:42:49-05:00 |
forum-topic-127079 | 127079 | Blacklist filter on splitter | Modding help | https://forums.factorio.com/viewtopic.php?t=127079 | Legendendear | Hello there
does anyone here have an idea how hard it would be to modify splitters to allow a blacklist filter on splitters in general? (like with inserters)
Or if thats even possible at all? Or even if a current mod exists that does that?
I'd be willing to get my feet wet with lua modding depending on the difficulty of this task.
Just asking more experienced modders out there for directions on how to get started.
I am interested because this feature is what I need to keep my automatic asteroid upcycler neat and tidy.
Thanks for your time and answer in advance. | [
{
"author": "eugenekay",
"content": "Feature Exists - it is the other output lane of a Vanilla Splitter; it will not have any of the specified Item in its output. \n \n \n Screenshot 2025-02-23 135239.png (465.15 KiB) Viewed 175 times",
"date": "2025-02-23T18:53:17+00:00",
"quotes": []
},
{
"author": "Legendendear",
"content": "Sorry, bad communication from my side, am still learning accurate communication (a known character flaw I'm working on) \n \nWhat I meant was (in your example) to allow all items through on the bottom side and all items on the top minus green circuits. \n \n \n \nHere's what I'm trying to do: \nA combined input and output belt for asteroid reprocessing. \nThe only problem I'm unable to solve is to prevent any epic quality (Dont have legend unlocked yet) asteroid from entering the dead end belt.",
"date": "2025-02-23T19:54:28+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "You can achieve that by Splitting the “Blacklist” side of the Output again, and then half recombining further downstream with the “Whitelist” side. \n \n \n \nOr, try using a Quality Filter on a Splitter (supporting Equals, Less Than, etc) without an Item Filter, to sort out all of the less-than-Epic items. \n \nGood luck!",
"date": "2025-02-23T20:01:03+00:00",
"quotes": []
}
] | 3 | 2025-02-23T11:28:22-06:00 |
forum-topic-123557 | 123557 | [Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm()) | Assigned | https://forums.factorio.com/viewtopic.php?t=123557 | Sheridan | Description:
What did you do?
I pasted a blueprint that has more than one parameter. When the parameter selection window appeared, I accidentally clicked outside of it.
What happened?
The blueprint was pasted again in a new location, and a new parameter selection window opened. If I close this new window, the previous one remains open. When I accept the parameters by clicking the checkmark, the game crashes.
What did you expect to happen instead?
I expected that the game would not allow me to paste the blueprint again while the parameter selection window is open.
Does it happen always, once, or sometimes?
This issue happens every time I try to paste a blueprint with multiple parameters and click outside the selection window.
Steps to reproduce:
Create or obtain a blueprint with multiple parameters.
Paste the blueprint in the game.
When the parameter selection window appears, click outside of it.
Observe that the blueprint is pasted again and a new parameter selection window opens.
Close the new window and try to accept the parameters in the original window.
The game crashes. | [
{
"author": "Sheridan",
"content": "Additionally, I would like to point out a small inconvenience that contributes to reproducing the bug. When a parameter does not have a quality option, the game prompts you to select a quality in the parameter selection dialog when pasting the blueprint. Usually, quality is not needed, so it’s faster to double-click on the desired icon. \n \nHowever, if the parameter includes quality (or if this parameter is present in the blueprint in all qualities), a single click is sufficient. Since double-clicking is often required in most cases, players tend to do it out of habit. This second click frequently lands on the surface, triggering the blueprint to be pasted again.",
"date": "2024-12-02T19:04:32+00:00",
"quotes": []
},
{
"author": "",
"content": "This may be related to 120531",
"date": "2024-12-05T23:00:44+00:00",
"quotes": []
},
{
"author": "",
"content": "Ref.: 127570",
"date": "2025-03-17T16:51:16+00:00",
"quotes": []
}
] | 3 | 2024-12-02T10:37:07-06:00 |
forum-topic-108777 | 108777 | Quality level names poll - Page 3 | General discussion | https://forums.factorio.com/viewtopic.php?t=108777&start=40 | sparr | I want five names with sequential starting letters, preferably not starting at A or ending at Z to allow for expansion later.
Common
D
Enhanced
Fine
Great
Normal
Optimized
Pristine
Q
Refined
etc | [
{
"author": "Gergely",
"content": "Here's a shot at filling in the gaps... \n \nCommon \n Decent or Distinct \nEnhanced \nFine \nGreat \n \nNormal \nOptimized \nPristine \n Quality or Quintessential or Quaint \nRefined",
"date": "2024-02-27T18:45:37+00:00",
"quotes": [
{
"author": "sparr wrote: Tue Feb 27, 2024 6:08 pm",
"content": ""
}
]
},
{
"author": "Mango",
"content": "I was originally for changing the fantasy names to something industrial from the list. \n \nLater I thought that the numbering approach like [Q1, Q2, Q3, Q4, Q5] or [0, +1, +2, +3, +4] would be better, because you automatically know what is better without remembering the names and because it leaves space for modding. ( perfect is by definition the best you can get) \n \nBut I think this problem is solved by the quaility color and numbering would just unnecessarily remove immersion. So once again I'm leaning towards the industrial naming. \n \nI wrote my list somewhere before, but anyway I have an urge to defend my choices. \n \nNormal - or nothing, just name of the item \nFine - you made some effort to improve the item and it starts to show up - somewhat lucky at this point \nImproved - you actually spent some time to improve the item \nExceptional - you are making improved items and this one stands out with its exceptional quality \nPerfect - just perfect, nothing to improve anymore",
"date": "2024-02-29T23:12:22+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "I had a similar thought process when I picked mine on the previous page. \n \n \n \nThe more I think about it however and the more discussions I read in various places... I think in practice the community will settle to refer to the levels from Q1-Q5, or they go by colors; so everyone immediately knows what is being talked about to avoid confusion. \n \nAnd as for names... people will only talk either about Normal (because that is what you start out with & will have the most of) or Legendary (because that is what you will aim for) \n \nThe other names in between will rarely be talked about in practice because they only serve as intermediates that are either crafted away or recycled.",
"date": "2024-02-29T23:54:57+00:00",
"quotes": [
{
"author": "Mango wrote: Thu Feb 29, 2024 11:12 pm",
"content": ""
}
]
},
{
"author": "Khagan",
"content": "There seems to have been a flurry of recent interest in this, prompted by the Fulgora FFFs. I was on the point of 'calling it' and putting up a run-off poll, but it seems that the level 1 names are still in flux. 'Improved' and 'Exceptional' have majority support for 2 and 4, while 'Superior' and 'Perfect' have fairly comfortable pluralities for 3 and 5. But for level 1 its a three-way race: the long-time leader 'Normal' has now been overtaken by 'Basic', with 'Standard' also still in contention. So let's wait a little longer and see if 'Basic' maintains its position ...",
"date": "2024-03-01T00:50:04+00:00",
"quotes": []
},
{
"author": "ChefOfRamen",
"content": "Let's please not make Q1 \"basic\", that feels a bit like you're \"supposed\" to use higher quality tiers, when quality is supposed to be optional.",
"date": "2024-03-01T01:00:20+00:00",
"quotes": []
},
{
"author": "",
"content": "Except qualities only start appearing when you start using them, so Q1 being \"basic\" is not an issue.",
"date": "2024-03-01T08:36:18+00:00",
"quotes": [
{
"author": "ChefOfRamen wrote: Fri Mar 01, 2024 1:00 am",
"content": ""
}
]
},
{
"author": "XT-248",
"content": "I hope the existence of the poll results and the popularity of names other than fantasy themes is enough to convince WUBE to give players an optional list of quality schemes to choose from. \n \nEspecially double so since there isn't any consensus in the community on what to use.",
"date": "2024-03-01T12:14:43+00:00",
"quotes": []
},
{
"author": "quaatal",
"content": "\"Refined\" is most likely unavailable because one of the developers said that some new items already include \"refined\" in their name.",
"date": "2024-03-01T17:25:53+00:00",
"quotes": [
{
"author": "Gergely wrote: Tue Feb 27, 2024 6:45 pm",
"content": ""
},
{
"author": "sparr wrote: Tue Feb 27, 2024 6:08 pm",
"content": ""
}
]
},
{
"author": "Khagan",
"content": "That would be a reasonable argument against 'Crude' or Rough', but I don't think 'Basic' has quite that level of negative connotation.",
"date": "2024-03-01T19:04:41+00:00",
"quotes": [
{
"author": "ChefOfRamen wrote: Fri Mar 01, 2024 1:00 am",
"content": ""
}
]
},
{
"author": "Qon",
"content": "Look, the joke about developers giving us a selection menu to configure the names was already made on page 2. It is a funny joke because it is a hilariously silly idea, but it is best told at most once. If you keep repeating it then it stops being a goofy joke and it is then just a stupid idea that I have to assume you somehow seriously think is a good one. \n \nAlso, players being confused and not agreeing on what names are the best doesn't mean there's no consensus. The developers choose the names and their consensus is all that matters. They haven't asked for your help in naming the quality levels. Your disagreement with their decision isn't \"helping\" them set \"appropriate\" names, the names are what they are because that is what they think fits best.",
"date": "2024-03-01T21:36:52+00:00",
"quotes": [
{
"author": "XT-248 wrote: Fri Mar 01, 2024 12:14 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "I am serious with this suggestion. It makes sense, because player's opinion vary and there is no consensus about the names. Proof is this name poll thread. So I'd like to help people who want their own names. Nobody is forced to change the default names or invent some before they're allowed to play. There is always the default names we all know. \n \nYou, on the other hand, have no other argument than \"it's hilariously silly\". I consider this rude, offending, no help, and no argument at all.",
"date": "2024-03-01T22:33:31+00:00",
"quotes": [
{
"author": "Qon wrote: Fri Mar 01, 2024 9:36 pm",
"content": ""
}
]
},
{
"author": "quaatal",
"content": "Everyone's opinion is equally valuable. If you feel like joking, one thing related to this subject that I recently found out is that the reason why Wube chose this naming scheme was because Kovarex found \"iron plate (legendary)\" really funny. \n \nI believe there should be an in-game option to change between quality names from this poll and the current lootbox-inspired ones, possibly as an easter egg. This way the developers and people who prefer engineering nomenclature will both be happy.",
"date": "2024-03-01T23:04:04+00:00",
"quotes": [
{
"author": "Qon wrote: Fri Mar 01, 2024 9:36 pm",
"content": ""
},
{
"author": "XT-248 wrote: Fri Mar 01, 2024 12:14 pm",
"content": ""
}
]
},
{
"author": "Qon",
"content": "You want to help a tiny minority of players by polluting the options menu with trash options that make it harder to find the actual options for the majority of players. \n \nPlayer consensus doesn't matter, because if Wube changed the default to something more \"Factorio themed\" then no one would ever change the settings, ever. You just don't want those names, no one cares about what it is actually changed into. There aren't suggestions to let us rename every other item in the game, because the specific names don't actually matter. \n \nFor the few things that people want to change, they use the mod system to change the game how they want it. That is what it is for. Use that like everyone else. \n https://mods.factorio.com/mod/TransformationProcess \n https://mods.factorio.com/mod/Underneathies \n \nAlso, even if they implemented a setting you would still have to use the default names or the simple Q1-Q5 naming scheme when talking to anyone else about quality levels, because no one will understand your own made up language. \n \nIt makes no sense to suggest to pollute the options with fields for renaming items when both you and the devs would prefer changing the name. I'm not saying that they want to, but they definitely would want options even less because it's stupid. \n \nI don't care if you are offended. You suggesting options isn't helping anyone either and me ridiculing this stupid suggestion is actually a bigger benefit to this community. Offending unreasonable people is a good thing because you try to use your emotions as weapons. It doesn't work on me. \n \nFirst sentence is a big lie. Game development isn't a democracy and shouldn't be. Useless people shouldn't be listened to because their opinions are worthless. And some opinions are just bad. \n \n\"Iron plate (legendary)\" is pretty funny \n \nJust stop wasting time on suggesting options, asking devs to just change the names to something more theme-fitting seems so much more productive because you would prefer it and it is more likely to actually happen. \n \nAlso, secondary options would also need to be translated to all the languages. It's just duplicating work in several areas.",
"date": "2024-03-02T09:30:05+00:00",
"quotes": [
{
"author": "Tertius wrote: Fri Mar 01, 2024 10:33 pm",
"content": ""
},
{
"author": "Qon wrote: Fri Mar 01, 2024 9:36 pm",
"content": ""
},
{
"author": "quaatal wrote: Fri Mar 01, 2024 11:04 pm",
"content": ""
}
]
},
{
"author": "XT-248",
"content": "I am aware of why and how Wube decides on this naming scheme. Technically, there is nothing wrong with their decision from their own internal video game development point of view. \n \n \nThere comes a point where if there is a non-trivial disagreement among the community outside of internal video game development, then it is time for Wube to listen to feedback and look to a small sample where legendary is ranked fourth out of six options for Q5 among the most passionate fans who come here to post about it on the Wube's forum. \n \n \nI don't believe anyone insists on removing the 'current fantasy theme scheme' that Wube thought is funny but instead giving players (who can't even agree on what they want the naming scheme to be) options to pick what they like the most in a friendly, officially supported by Wube UX experience.",
"date": "2024-03-02T22:51:48+00:00",
"quotes": [
{
"author": "quaatal wrote: Fri Mar 01, 2024 11:04 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "That's considering we are (all)fully fuctionnal informed adults willing to participate with the same motivations in the voting process. In real life there are already quite some flaws, but on internet forum ? where you have kids ands trolls ? and people can express their \"opinion\" several time under different accounts ? i wrote a story about it . \nIt would a shame if some famous artist decided to ask his dozen millions fans to all vote on this poll for name like \"lililli0oO0\" , \"ilillio0\" , \"ilillio0k\" , \"ilillioolli0illi0\" , \" ill0o0oill\". Maybe i should write another story to help people be less naive x). \n \nI notice previous postes use Q1-Q5, that's what i suggested, it's not in the poll. My \"valuable\" opinion cannot be expressed in this poll !",
"date": "2024-03-03T07:01:08+00:00",
"quotes": [
{
"author": "quaatal wrote: Fri Mar 01, 2024 11:04 pm",
"content": ""
}
]
},
{
"author": "Khagan",
"content": "That's because this poll is about the preferred names . Once those are settled, I'll post a run-off poll in which 'just numbers' will be one of the options.",
"date": "2024-03-03T09:37:21+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Mar 03, 2024 7:01 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Ah yes sorry my bad ! make sure to include kioowann, kiootwo; kiootree, kioofour and kioofive in the next one then \n \nAlso this poll doesn't mean the devs choosen way isn't the prefered by most players. Let's make a situation where people rank their own proposition (O), the dev proposition (D) and the result of the poll (P). with a value of points. \n \nPlayer 1) O=> 10 D=>5 P=>0 \nPlayer 2) O=> 10 D=>5 P=>0 \nPlayer 3) O=> 10 D=>5 P=>0 \nPlayer 4) O=> 10 D=>5 P=>0 \nPlayer 5) O=> 10 D=>5 P=>0 \nPlayer 6) O=> 10 D=>5 P=>0 \nPlayer 7) O=> 10 D=>5 P=>0 \nPlayer 8) O=> 10 D=>5 P=>0 \nPlayer 9) O=> 10 P=>10 D=>5 \nPlayer 10) O=> 10 P=>10 D=>5 \n \nThis is supposing everyone ranks the max for their own choice, but no-one share the same opinion, everyone is divided except player 9 and 10 ,those voted the same, so they won the poll. Now for everyone else, the result of the poll is worse than the devs choice. ( player 9 and 10 wanted the top quality level to be called \"datcoolshinystuffystuff\" ). \n \nI don't think everyone is informed enough to understand what it means if something ranked fourth out of six options for Q5 compared to third or second, in particular young audience, the intricacies of voting systems are something that need to be learned before voting right is acquired usually, for kids it's usually a terrible thing to ask them to vote for what they want to eat or how they want to dress. Because although one can argue , it's not recommended to eat pizzas and dress as a pirate everyday. To me Factorio is a video game that adess large audience including players that would be in the category of kids, and for which it's safer than a responsible person takes the decisions for now that the learning process is ongoing. Voting for names is a good learning experience i find, but i don't think people should take it too seriously x).",
"date": "2024-03-03T15:18:54+00:00",
"quotes": [
{
"author": "Khagan wrote: Sun Mar 03, 2024 9:37 am",
"content": ""
}
]
},
{
"author": "Tooster",
"content": "I wholeheartedly agree with the substance of your arguments. However, I find your response marred by unnecessary hostility and toxicity, which is disheartening to read. I am inclined to believe that Wube wouldn't truly condone posting in this fashion. It seems evident to me that the individual proposing this idea may lack an understanding of game design, UX, or modding intricacies. They may not yet realize that the extension points for customizing those names already exist in the form of mods with translations, for example. The tone employed in your reply appears more dismissive than instructive, failing to encourage constructive dialogue or reflection on opposing viewpoints. It comes across as belittling and derisive, using phrases like \"trash\", \"silly idea\", \"it's stupid\" and \"your opinion doesn't matter,\" resorting to sarcastic remarks. If you've already decided to spend your time explaining the \"whats and whys,\" I believe you may as well spend a bit more effort on improving the way you communicate it, so that the other party can both learn from it and feel respected. If the intention is merely to chide, then... is there even a point in replying? \n \n> Offending unreasonable people is a good thing because you try to use your emotions as weapons. It doesn't work on me. \n \nGoing with that logic, whacking people who disagree with you (i.e. people who in your opinion are \"unreasonable\"), e.g. on a religious level is... encouraged and a sign of working in good faith? Thereof I think the lack of this kind of \"contribution\" would be more beneficial to this community than its presence... \n \nI am disheartened to witness instances where a community that I once perceived as welcoming, inclusive, and conducive to mutual learning is tarnished by unwarranted animosity, lacking displays of empathy. \n \n As to not fuel any more drama, I will be leaving it at that and won't be responding anymore.",
"date": "2024-03-04T12:16:59+00:00",
"quotes": [
{
"author": "Qon wrote: Sat Mar 02, 2024 9:30 am",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "That's all correct, except what I know of mods. In this thread I have a role, and this is the player. Not the designer, not the modder. I'm playing a game, not designing it. So I propose things that might appear silly to give an idea to the devs what people think as solution who only see the surface of an app but not how it's actually working. In rare cases such input leads to an idea, and an idea to some solution, whatever it may be. Usually not what has been suggested in the first place, but a solution nonetheless. As far as I see this is a more constructive and more comprehensive approach than just \"use the names from the poll\". If the devs are decided on this topic, they could stop the discussion any time with a simple \"we decided to do <this>\", but instead of doing this, they said \"names are very easy to change\". \n \nAbout mods: Yes, I bet one of the first genuine 2.0 mods would be the feature I'm requesting. To avoid wasted time with name discussions and duplicated effort with creating, installing and managing mods, I'm proposing this for inclusion in the vanilla game.",
"date": "2024-03-04T13:00:28+00:00",
"quotes": [
{
"author": "Tooster wrote: Mon Mar 04, 2024 12:16 pm",
"content": ""
}
]
}
] | 19 | 2023-09-17T19:22:44-05:00 |
forum-topic-127450 | 127450 | Undocumented restriction on LuaEquipment.shield | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=127450 | half a cat | For equipment that is not shield equipment, writing to `LuaEquipment.shield` will abort the game with error message "Equipment is not shields.". Please add this restriction to the API documentation ( https://lua-api.factorio.com/latest/cla ... tml#shield ). I believe that the following description would be correct: This field is only writable if the type is `energy-shield-equipment`. | [] | 0 | 2025-03-12T21:43:58-05:00 |
forum-topic-23109 | 23109 | CFAN - mod manager | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=23109 | trakos | Hello!
I made CFAN, a fork of CKAN for factorio.
If you've never heard of CKAN, it is a mod manager for Kerbal Space Program. It is written in C# (runs fine on Mono on both Mac OS and linux).
Quick introduction to CKAN can be seen here: https://youtu.be/_wsBK1ovKtA?t=40s .
CFAN is basically the same, only adapted for Factorio. The mod list is being fetched from factoriomods.com, almost all of them are available.
ScreenShots
Download: https://github.com/trakos/CFAN/wiki/Installing-CFAN
FAQ How to run it on Mac OS/Linux?
Install http://www.mono-project.com/docs/gettin ... d/install/ and then try 'mono cfan.exe' from command line.
I can't run it on windows, why?
Make sure you have installed .NET 4.5 https://www.microsoft.com/en-au/downloa ... x?id=30653 .
Why not all mods from factoriomods.com are available?
Some mods from factoriomods.com have unfriendly links, like mediafire or yandex, that I can't download from automatically.
Does it need GUI?
No, it works from command line too. Try 'cfan.exe help' (or 'mono cfan.exe help' on Mac OS/Linux).
Do you like the idea? Let me know!
DISCLAIMER: I am not not affiliated with factorio, neither with CKAN or any of the mods available. | [
{
"author": "nightingale",
"content": "Nice. What CKAN features that are KSP specific made it over? I'm thinking stuff like: \n* Automatic Factorio version determination \n* Auto detection of manually installed mods",
"date": "2016-04-04T17:25:38+00:00",
"quotes": []
},
{
"author": "",
"content": "The idea is surely nice, but CFAN has high chance of being outdated soon : the devs are working on adding a mod portal + ingame integration : https://www.factorio.com/blog/post/fff-131",
"date": "2016-04-04T17:30:20+00:00",
"quotes": []
},
{
"author": "trakos",
"content": "Both of those works. Factorio version is determined by checking info.json in base directory. Mods are auto detected, and if they are in the zipped form and are available then they will be autoupdated etc. Non-zipped mods (i. e. a simple directory) will be detected, but won't be managed by CFAN. \n \nYeah, I know, I saw it before. I just wanted something sooner, and prefer something run outside of the game. Plus it works from command line, so you can use it for a server, too. I'm sure eventually Factorio will offer all of those things, but for now this could be useful.",
"date": "2016-04-04T17:43:50+00:00",
"quotes": [
{
"author": "nightingale wrote:",
"content": ""
},
{
"author": "Koub wrote:",
"content": ""
}
]
},
{
"author": "Stregone",
"content": "KSP has its own mod portal but CKAN still exists. This is probably going to be more powerful than anything that gets built into the game. I'm surprised i took this long for someone to do this Rock on.",
"date": "2016-04-04T20:25:02+00:00",
"quotes": []
},
{
"author": "roy7",
"content": "I've been hoping someone would eventually fork CKAN for Factorio!",
"date": "2016-04-04T20:29:06+00:00",
"quotes": []
},
{
"author": "waduk",
"content": "Do i need cfan_updater.exe ? \nHow the update working ? is it to overwriting the old mod version ? \nAre there any warning ? \nSome mod have user configurable option, this will get overwritten if that is the case. \nBut severe case would be foreman (blueprint) mod, since many user store the blueprint within the mod. ( I store 100 blueprint in defaultBook.lua)",
"date": "2016-04-05T01:33:18+00:00",
"quotes": []
},
{
"author": "miturion",
"content": "good work. I will check it out later.",
"date": "2016-04-05T08:52:22+00:00",
"quotes": []
},
{
"author": "Afforess",
"content": "That's so funny. None of mine are. Lots of other mods aren't there either. \n \nFactoriomods.com is problematic because its abandonded. It is a poor source of information on the latest mods, and mostly wrong.",
"date": "2016-04-05T15:33:28+00:00",
"quotes": [
{
"author": "trakos wrote:",
"content": ""
}
]
},
{
"author": "trakos",
"content": "You don't need cfan_updater, if is fetched in the background when there is a new CFAN version available. Only cfan.exe is needed. \nCurrently it is overwriting the old version. I'm not sure how to support such case, would you expect it to omit changed files? \n \n\nI meant almost all mods of those that are on factoriomods . Anyway, I think misanthrope is your mod? It is available on CFAN because I've added all mods from Shadow pack. Generally I treated factoriomods as a good start. Do you have some ideas how to approach gathering more mods?",
"date": "2016-04-05T22:59:34+00:00",
"quotes": [
{
"author": "waduk wrote:",
"content": ""
},
{
"author": "Afforess wrote:",
"content": ""
},
{
"author": "trakos wrote:",
"content": ""
}
]
},
{
"author": "Afforess",
"content": "Yes. \n \nProbably scraping the forums is the best bet, but there are no tools that do this yet. To minimize your effort, we could make sure any scraper outputs mod information in the same format as factoriomods.com \n \nIf you want to start some sort of scraping project, I might look into seeing what I can do to help. I'm just so busy with other factorio projects at the moment, I hesitate to start another.",
"date": "2016-04-06T00:27:51+00:00",
"quotes": [
{
"author": "trakos wrote:",
"content": ""
}
]
},
{
"author": "Rampant Core",
"content": "im having a bit of difficulty getting it started on mac, ive found my factorio folder where all the mods are and it will not accept it as an installation. i have also tried the folder of just the factorio app, am i doing something wrong?",
"date": "2016-04-06T17:29:45+00:00",
"quotes": []
},
{
"author": "trakos",
"content": "Is it steam install or one from factorio.com? For a factorio.com one I think it was /Applications/factorio.app/Contents . It should then detect the data dir automatically ( ~/Library/Application Support/factorio ). \n \ne: also try running mono cfan.exe --debug , maybe full log will help.",
"date": "2016-04-06T18:49:55+00:00",
"quotes": [
{
"author": "Rampant Core wrote:",
"content": ""
}
]
},
{
"author": "waduk",
"content": "I figured it might bit troublesome to support such case. \nMaybe an option to exclude certain mod to be updated ? \nif there are new version for that mod it will only notify user ? Need manual prompt ? \n \nBut you know what, this is such rare case, most user probably didn't aware many mod have user-config. \nI'd say you wait until many user requesting \"exclude\" option. \nNo need for adding minor function at the moment.",
"date": "2016-04-07T09:09:19+00:00",
"quotes": [
{
"author": "trakos wrote:",
"content": ""
},
{
"author": "waduk wrote:",
"content": ""
}
]
},
{
"author": "crasher925",
"content": "ive noticed that certain mods in CFAN are out of date can you please update them for one fat controller is really out of date",
"date": "2016-04-28T19:02:05+00:00",
"quotes": []
},
{
"author": "MatthewGP",
"content": "Exception Report: \n \nWhen first using CFAN, I had all of 5dim's Mods installed. However, while 5dim's Mod - Ores is present, it is not enabled. I do no have any of Bob's mods installed. When starting CFAN an exception is thrown. The head of the exception states that 5dims' Mod - Ores is dependent on Bob's Ores. I was able to avoid the exception error by either removing 5dim's Mod - Ores or installling Bob's Ores and required dependencies. \n \nSo far CFAN looks interesting. I had been hoping that it would help me keep track of which mods are associated with which saved games. It doesn't. However, having a tool like this will be very helpful for keeping up on if the mods are being updated. Thank you for your hard work. \n \nMatthew",
"date": "2016-04-29T22:24:12+00:00",
"quotes": []
},
{
"author": "trakos",
"content": "Hey, \n \nI've updated some mods (added automatic downloading github releases, including fat controller). Any other useful mods I've missed? \n \nSorry for that. I've fixed it today in version 0.0.5. CKAN was not managing auto-detected mods, basically it marked them as installed but you couldn't remove or update them through CKAN. Now I do the same for mods with unmet dependency (though I show error message on every repository refresh to remind user that this mod is not managed until dependencies will be met). \n \nWhat would you like to see? Something like an open file dialog that would let you choose a save-game and would then install required mods (and remove other mods)? \n \nYou're welcome, I enjoy programming obviously .",
"date": "2016-05-01T01:27:24+00:00",
"quotes": [
{
"author": "crasher925 wrote:",
"content": ""
},
{
"author": "MatthewGP wrote:",
"content": ""
},
{
"author": "MatthewGP wrote:",
"content": ""
},
{
"author": "MatthewGP wrote:",
"content": ""
}
]
},
{
"author": "MatthewGP",
"content": "Thank you for fixing the dependency issue. \n \nRegarding the saved games. If an open file dialog works, that would be great. \nMaybe there is an option that is something like \"Parse Saved Games\" \n1. That could hit the saves folder \n2. Extract each zip file to a temp folder \n3. Keep the preview.png file \n4. Parse the script.dat file for partial strings that begin with 'mod-' and end with 'do' \n5. Parse the substring to extract the Mod Name so that you know what the associated Mods are \n6. Perform HPFM (Hocus Pocus Freaking Magic) \n \nThat gives you the base information to then copy the required mods into the Mod folder for each saved game. \n \nOf course I don't know what the actual complexities really are and rely on Programming Wizards to do the heavy lifting \n \nOh, one other little thing that would be nice is if I could copy the hyperlink you put in the description that points to the Factorio Forum. If it is any big effort at all it is not worth it though. Very nice to have the link. I just like to paste them into a different browser than my default browser. Hope you are having a great night. \n \nMatthew",
"date": "2016-05-03T03:34:30+00:00",
"quotes": []
},
{
"author": "pjf",
"content": "Holy smokes! I started the CKAN project, and I've been away from development for a little bit and only just discovered this! It makes me immensely happy to see a CFAN fork.",
"date": "2016-06-19T00:51:54+00:00",
"quotes": []
},
{
"author": "trakos",
"content": "I hope I didn't butcher it too much I did a few shortcuts here and there since Factorio is supposedly getting an official mod management in a few months. \n \nI'm glad you like it.",
"date": "2016-06-19T17:32:00+00:00",
"quotes": []
}
] | 19 | 2016-04-04T12:18:16-05:00 |
forum-topic-88110 | 88110 | Combinator scalability and maintainability | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=88110 | Delicon | Problem: Combinator creations are large and difficult to maintain, discerning functionality is arduous when revisiting their design at a later time.
Suggestion: Break combinators into functional groups, a bit like functions or classes in software.
I LOVE Factorio, I have been playing for nearly 5 years and I am still learning new things. My friends and I start a new multiplayer game about once a year and try to solve problems that don't need to be solved, in really interesting ways. I am thrilled for the Wube team and the recent 1.0 release, but I am bummed as well. I feel like they are ready to move on and leave Factorio behind. I know the chance of any new content is pretty slim at this point given the release, recent Factorio Friday posts, and the shutting down of Factorio Friday, but I thought I would give it a try and make a suggestion.
Combinators are a large part of end game design. They have two critical issues, they don't scale well and they are difficult to maintain. I think it's important to address the issues in that order, the lack of scalability makes them harder to maintain.
The physical size of the combinator, although understandable from a UI perspective, becomes cumbersome from usability stand point. They take up a large portion of space for very little functionality. This necessitates more and more combinators to accomplish simple tasks.
Examples:
Filtering N signals out of a circuit - N+1 combinators.
Subtracting red from green - 2 combinators
Multiplying red and green - 5 combinators
Addressable memory cell - 3 combinators
It's not uncommon to build creations that are 20 - 50 combinators for memory banks, TDM communications, CSMA communications, warehouse order processing, or supply train control. As I develop complex circuits, I have logical groups spaced out so I can more easily understand their purpose. I can end up with a field full of combinator groups and electric poles everywhere to facilitate the signals between them. That type of layout is great for development, but to use it in a real game, all those combinators need to be packed together as tight as possible (which is it's own challenge). Then blueprinted, shared, and used in game.
When returning to that circuit to modify it a week later, it is faster to rebuild the thing from scratch than to try and make sense of the block of mashed together combinators. At this point, I suspect someone will suggest that I save each creation in it's own development session. It's a great idea and I do that, except you once again have to pack together combinators after making a change. Even with the incredible Picker Dollies mod (everyone should have this), packing combinators is a non trivial task. More often though I need to tweak something right there in a live game. Leaving the game, loading my development save, making changes, packing combinators, is all time I am not playing with my friends.
What I am suggesting is a way to 'compile' a group of combinators together that are then represented by a single combinator. This reduces the overall space needed for physical combinators. It also keeps things in logic groups with names, maybe in this case I create a memory cell. I can then take a bunch of memory cells and 'compile' them together to make a memory bank. Understanding the functional design becomes trivial and components are reusable, for the same reason functions and classes work for software. It maintains the spirit of the combinator idea that is unique to Factorio and I don't think the space reduction is cheating. These are logical functions not an assembler, belt, or inserter. I can fit 4800 Processing Units in a 1x1 chest, but I need 2x1 to divide iron plate by two (I know, not a fair comparison since a train car can hold 200 train cars!) But still, I think it maintains the spirit.
"But there are mods for this already Delicon, go home.", says the masses.
Nope, there are not. Just because a mod exists, doesn't mean it's functional and maintained. I know Factorissimo2 and Circuitissimo have this functionality to some degree. Factorissimo2 only allows a reduced signal set to be used, a quote from it's FAQ, "This design is intentional, since transferring signals is very UPS expensive for technical reasons." Circuitissimo is alpha at best and as with any mod, at the whim of the mod creator's attention span. I think the idea of Circuitissimo is a great partial solution but will not be able to nest designs without again worrying about space and smashing combinators together into a block.
"But Delicon, you could make/take over/expand a mod yourself", says the masses.
Nope, I can't do that. That isn't a passion for me, any more than building my house with my own hands.
I think combinators are a powerful, deep addition to Factorio that have been ignored for a very long; it's time for some love. | [
{
"author": "",
"content": "So if that’s your suggestion then I need to join it with existing. \n \nI make a golden bridge. \n \nList of things that should be changed with circuits/combinators: \n- possibility to handle red and green wires separated in combinator. \n- enable moving combinators around (picker dollies) \n- enable circuitissimo-like reduction of a number of circuits into one entity, while having more than just a comment on it, how it works \n- a timer combinator; creates pulses every n ticks or turns off after n ticks when triggered. \n- kind of debug-mode; reduce speed of a circuit, see values in wires/combinators changing \n- get rid of red/green wire and power cable, they have zero game value and block your inventory, instead make them free and use with keyboard shortcuts. \n( https://mods.factorio.com/mod/WireShortcuts ) \n- ... add own ideas ....",
"date": "2020-08-17T05:43:08+00:00",
"quotes": [
{
"author": "Delicon wrote: Sun Aug 16, 2020 5:07 pm",
"content": ""
}
]
},
{
"author": "Delicon",
"content": "I guess I should not have been cute with that last sentence. It was meant to be like, 'and if a developer wanted to throw in a bonus feature!' I guess people tend to remember the first and last thing they read, I will remove it so the focus stays on the real issues, scalability and maintainability.",
"date": "2020-08-17T05:52:53+00:00",
"quotes": [
{
"author": "ssilk wrote: Mon Aug 17, 2020 5:43 am",
"content": ""
},
{
"author": "Delicon wrote: Sun Aug 16, 2020 5:07 pm",
"content": ""
}
]
},
{
"author": "",
"content": "What I meant is, that this suggestion is not very clear. I leave it here, because it points to many more suggestions around combinators, wires and so on...",
"date": "2020-08-17T06:13:54+00:00",
"quotes": []
},
{
"author": "Oscar",
"content": "There is another discussion on a similar topic, could offer some interesting options that will solve at least some of the problems stated: viewtopic.php?f=6&t=79407 \n \nespecially this mod which was mentioned in there: https://mods.factorio.com/mod/fcpu",
"date": "2020-08-17T19:50:13+00:00",
"quotes": []
},
{
"author": "Delicon",
"content": "fCPU fundamentally changes circuits by adding a processor. Although that does help with scalability and maintainability, it breaks from the spirit of combinators. \n \nThere was a game called Robot Odyssey from The Learning Company, only the old and insane among us will remember. You can play it in your web browser here . Anyway, as part of its Innovation Lab (a basic sandbox), it had a prototype chip that you went inside and laid out logic circuits. After you got the circuit working the way you wanted, you could burn/compile it into a single reusable/copyable entity. You could then use that compiled circuit in other more complex circuits and burn/compile those. \n \nThis method would make discerning functionality with a glance instead of an hour of concentration. It also reduces the combinator field you currently need to put next to complex builds down to a couple custom compiled functional combinators you created.",
"date": "2020-08-18T08:11:28+00:00",
"quotes": [
{
"author": "Oscar wrote: Mon Aug 17, 2020 7:50 pm",
"content": ""
}
]
},
{
"author": "McDuff",
"content": "An idea I had which would work to achieve this would be to let combinators have more than one operation. I had suggested a box layout similar to visual scripting languages before, but factorio already has a suitable kind of layout in the Rail Stop. \n \nBelow is a diagram of how it might look. \n \n \n \n Untitled Diagram.png (31.48 KiB) Viewed 6182 times",
"date": "2020-09-28T14:47:41+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Isn't that exactly what vanilla blueprints do except for the \"make it physically smaller part\"? And isn't that \"make it smaller\" part exactly what blueprinting a Circutissimo does? So recursion is all that's missing? \n \nJust trying to understand what exactly you say is missing here. I've made some drafts of my own for a menu-based multi-combinator. I just drafted it because it sounded interesting, but in the end decided it's not interesting enough to me to put in the hours to make it into a fully functional and polished mod. To put it in your words \"It's not my passion\". Also I have my doubts about how well a \"menu based\" approach fits into factorio.",
"date": "2020-09-28T17:25:22+00:00",
"quotes": [
{
"author": "Delicon wrote: Tue Aug 18, 2020 8:11 am",
"content": ""
}
]
},
{
"author": "",
"content": "McDuff, I like this idea, but I see that as not depending to this subject, it’s in my eyes completely different. Can you please make an extra suggestion out of it with a bit more explanation behind?",
"date": "2020-09-29T04:24:27+00:00",
"quotes": [
{
"author": "McDuff wrote: Mon Sep 28, 2020 2:47 pm",
"content": ""
}
]
},
{
"author": "Delicon",
"content": "Recursion is part of it, but it's more about abstracting. It's why modern programming languages are human readable. We see a function called UpdateSteamLevelIndicator(). You don't need to understand the what the variables a, b, c, d, e, f, and g are doing in that function to understand what role it plays. If I did look in the function, there may be other functions like ReadSteamLevel() and ConvertSteamValueToPercentage(). Easy to understand what's happening there. \n \nCircuitissimo accomplishes the same thing by packaging complex native functionality into a smaller unit, no new functionality being added. That unit can then be duplicated and incorporated into other designs. From a simulation stand point, nothing would change, it would be the same as if the combinators were laid out across a large field. The problem with Circuitissimo is that it appears to be abandoned and is a bit of a kludge because of the limitations of mods. That is not a criticism of the mod maker. I am the same way, something sparks my interest, I work on it until I can solve it, then it bores me. \n \nCombinators are the best feature of Factorio, I also believe the worst. Scaling a combinator design is a nightmare, just look at any of the insane things folks have posted, FactoRayO v2.0 and First functioning programmable computer! for example. I know these are extreme examples, but I am sure everyone has a design that they came back to, even after a week, and found it easier to spend the time remaking it with a new feature than figure out what's going on with the old design.",
"date": "2021-03-13T17:01:29+00:00",
"quotes": [
{
"author": "eradicator wrote: Mon Sep 28, 2020 5:25 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Yes, that’s true. Building with wires/combinators is one of the big issues in Factorio. \n \nThe main reason for that is, that the readability of that stuff is really bad. \n \n- in narrow places it’s often unclear, where a wire goes in/out, because of all the overlapping with poles and other wires \n- if there are more than two combinators, then it is really quickly quite complicated to find out the functionality \n- you easily make errors, because you cannot test what you build, especially \n— timings \n— behavior in low power mode \n— behavior with strange input \n- you cannot get a simple overview of what a complex circuit is doing... \n \nAnd a lot of smaller things more. \n \nI’ve made a suggestion about that: viewtopic.php?f=6&t=41176 Improve Basic Circuit Overview \n \nAnd I mention it here, because I think this two things (overview/simple reading and grouping of components) are tightly hanging together.",
"date": "2021-03-14T04:22:07+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "I kinda agree yet totally disagree since the examples presented are so simplistic to me. \n \nA timer or clock only takes 1 CC and 1 DC. \nFiltering only positive N signals takes 5 combinators, positive and negative takes 7: viewtopic.php?p=447487#p447487 \n \nWhat combinators need is the ability to edit them from map view including changing up wiring. \nCurrently you have two options: go there yourself or cut-paste it next to you, change things, cut-paste it back (and figure out you missed copying one power pole essential to the rewiring).",
"date": "2021-03-14T14:25:24+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "that's what your suggestion does, too, imo. \n \ndon't let perfection stand in the way of good enough .",
"date": "2021-03-14T14:30:57+00:00",
"quotes": [
{
"author": "Delicon wrote: Tue Aug 18, 2020 8:11 am",
"content": ""
}
]
},
{
"author": "Delicon",
"content": "Fair enough. But this suggestion doesn't alter the mechanics of the game. It will not improve performance of your PC. No new feature would be added that you didn't have before. It would basically package groups of combinators into a single unit and allow them to be named. The only thing that would actually change is the amount of real estate the combinators consume. \n \n\nIndividually, sure, they are simple. But in a grid of 10x10 combinators, it's not so easy to suss out meaning.",
"date": "2021-03-14T21:11:11+00:00",
"quotes": [
{
"author": "ptx0 wrote: Sun Mar 14, 2021 2:30 pm",
"content": ""
},
{
"author": "Optera wrote: Sun Mar 14, 2021 2:25 pm",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "well, i don't want to be negative, but i don't think this idea will be implemented - ever. \n \nhowever, we can see how close we can approximate it with mods and then you could open a mod interface request if something is not doable. \n \n https://mods.factorio.com/mod/ImprovedCombinator \n \n https://mods.factorio.com/mod/advanced-combinator",
"date": "2021-03-14T22:44:13+00:00",
"quotes": []
},
{
"author": "Delicon",
"content": "You and I both, but we can hope something comes along to make it better.",
"date": "2021-03-15T00:07:10+00:00",
"quotes": [
{
"author": "ptx0 wrote: Sun Mar 14, 2021 10:44 pm",
"content": ""
}
]
},
{
"author": "Calid",
"content": "I was going to suggest the same idea, thankfully, found this topic. \n \nFactorio needs circuit abstraction. \n \nHuge bump.",
"date": "2024-10-05T10:45:16+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "Combinators in 2.0 will have a \"comment\" field that is saved in blueprints. They also support operations on more than one signal at a time (not just with the wildcard signals). I'm really looking forward to documenting my spaghetti. \n \nAnd we have mods like https://mods.factorio.com/mod/circuitissimo yet",
"date": "2024-10-05T12:29:45+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "As mods go, I like Compact Circuits the most.",
"date": "2024-10-06T01:14:02+00:00",
"quotes": []
}
] | 18 | 2020-08-16T12:07:52-05:00 |
forum-topic-95786 | 95786 | Enemies stronger further from spawn ( how to undo that ) | Modding help | https://forums.factorio.com/viewtopic.php?t=95786 | Rafiz | I have problem : my idea for scenario allows players to choose their spawn location, whole map is rather big and if you choose spawn far from center of map it is extremally hard to stay alive. What would be best solution to "flatify" map spawning ratios - so that instead of "than further from spawn than richer resources/enemies" there would be just regular "richness" of spawned entities? Is it done on noise level? Or something else is causing this behaviour? Where do I need to look at? | [
{
"author": "Rafiz",
"content": "Ok - I did my own lua to fix it. \n \n https://pastebin.com/kuN0M9rF \n \nI might even turn it into mod that will scale down enemies on far palces..",
"date": "2021-02-07T04:35:13+00:00",
"quotes": []
}
] | 1 | 2021-02-06T17:07:17-06:00 |
forum-topic-121397 | 121397 | Cannot find antimony | PyMods | https://forums.factorio.com/viewtopic.php?t=121397 | Jordanius Rex | Hey guys,
I've been enjoying this mod a ton but unfortunately i have not been able to find the antimony anywhere on the map to mine it to my annoyance. There is any way to fix this? I have been 100 hours deep so far, not that I've come far since I'm not properly automating thing but it would really suck if I had to start over again.
I'm new here to the forum so please be kind if I do this wrong .
Thanks in advance. | [
{
"author": "Necronium",
"content": "Did you look for pinkish patch? It is similar to native flora on map that can be mistaken as such. Can you share screenshoot of your map/seed of it?",
"date": "2024-11-18T23:45:52+00:00",
"quotes": []
},
{
"author": "Jordanius Rex",
"content": "Weirdly enough I've seen that as well but the only color close to the one of bioreseve is bitumen seep on my map. I've attached a screenshot of the map, I didn't find out how to see the seed of my map.",
"date": "2024-11-20T19:55:37+00:00",
"quotes": []
},
{
"author": "Necronium",
"content": "You can find settings of map and copy it via icon that you can find in load map menu. Its the one beside delete icon. Its really strange that there isnt any antimony patch there, could be just you are really unlucky\n \n \n \n 11-21-2024, 04-15-15.png (594.03 KiB) Viewed 560 times",
"date": "2024-11-21T03:15:27+00:00",
"quotes": []
},
{
"author": "Jordanius Rex",
"content": "I found it I think, is this what you mean? \n \n>>>eNp1Ur9rFEEUnsl55C6/SHEIgsQUKV3BaCEo2VUQEdF/Ic7uzSVDdmcus7OXHxZeETuDjY02prVJZ2EXEERBMWijXcTGQiWiaCPEmd2dvdmdZGDevv3em+99780MAQBaoAbA6QkUJhGhJIkczoIlAPputoE35hORRJg6McbdQaDv1n3G0aqZOh4schYdRnIsYCg0gaYCrLSRgHW7mDuMYxMezeFqejPgSRs7jJSoRzDF0ZrjozgnUavvNghntMrcTEGLN8SobaETEQvX/Damsr8KzRhFSY/E80FIOh1zRqOUBEvYbnSYEubLQZlYQ/bhxIi2SyOVlZzickpyVMQn0saY98pyVEjfRbmEDKjmStNVIMWrOCSiNMcUT/Vb8HKCuFgvdaRgQailQxCB6GE61gkNSjoyUmtWDY5WHOv9cLzApGAcm2hdnY3NW2/GKBQW5fFYyFKELswjjtF8xEgsEvNK5euOBaPlqcZJ2Em400UiWCwJlExWiXHdtxWpC45N2fKVJDxLrT4rjVvkPRYGMhQ4XdItHamvIIG5Sd5Uc7YYAPy4/G6zvzEF1D64C6YPDtSW3p6Mqw1gP8uGEjTX9GW5rxRsEMI7re1rn9cfujBLOOPlzn6O7Pgaua6dW96RoRntnDd4zqXrl+FkRYUskWc1vIGTBTdUEMLN78+2/r7cnYP/nv58f9O/7cKzV1s/9me352RwWHU6VJjHj9R6rlsBmnPPzUOfXPj2jVrfXFhXJ1rKeBek2blRA3ByQnpb96WZPgm0tDlN0/JgJ11/dCdftPPBrfYhB3FJkU8p80qZtGChDGau98CD3ikdPTFIkedngamhPejwtS77wqhfEWJfhNlHBZnxDrmGEVWwXZivtUKNnOfusP7znniwphyV9Vti2V/6UHOq7DvppeOuFW9x3y2/NOUoknvBRfAfSep2lA==<<<",
"date": "2024-11-21T13:39:38+00:00",
"quotes": []
},
{
"author": "Necronium",
"content": "Yeah thats exactly what I meant. Sadly forgot that 2.0 changed how map is made and after using your settings I get different map so it is hard to see if antimony is somehere there",
"date": "2024-11-24T02:36:32+00:00",
"quotes": []
}
] | 5 | 2024-11-14T03:31:16-06:00 |
forum-topic-53884 | 53884 | New Modpack I've made | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=53884 | cpaca | Simple new modpack.
Pretext:
You have been given 100x100 of space, a hundred or so coins, a way to generate more coin, and a way to use the coin to buy stuff.
Your task is to use all this stuff to produce the top-of-the-line items.
Tier 7 Geothermal Gold Glass Liquid.
TarawindBeacon's Rainbow Beacon.
Level 25 modules.
Oh, and by the way...
This modpack is possible to do without a single craft - assembling machine, player, furnace, chem plant, zero crafts To-Rocket-And-Beyond.
This modpack could also be made more difficult, technology and recipe difficulties are null, but you could add the goal of "Do SpaceX", or add your own custom recipes or modify the prices to make things worth more.
Also, if you consider what you're doing on one 100x100 square alone....
Imagine what the government is doing with your taxes, even if you only have 4% taxes. | [
{
"author": "Zool",
"content": "I hope you have asked the authors of the different mods for permission ...",
"date": "2017-11-08T23:45:51+00:00",
"quotes": []
},
{
"author": "5thHorseman",
"content": "Also, you should probably list the mods included, so we can just download them from the mod store if we so choose. I'm all for installing random zip files off of the Internet, but not everybody is so trusting.",
"date": "2017-11-09T01:44:11+00:00",
"quotes": []
}
] | 2 | 2017-11-08T17:26:19-06:00 |
forum-topic-102346 | 102346 | [Request] "Speed Module" 3D model | Texture Packs | https://forums.factorio.com/viewtopic.php?t=102346 | Katharsas | Hello,
im looking for a 3D module of basically any module ( no need to be textured or have materials! ), because i am working on a mod ( viewtopic.php?f=34&t=101187&p=567650#p567650 ) that replaces beacons with 1x1 walkable tiles.
- I want to give the entities (which look like a walkable tile) holes
- I want it to look like the equipped module is placed in the floor and can be seen through the holes.
- I will render it to sprite myself, because i need to put it under the floor tile.
Here is an example... except instead of blue lights i want the equipped module to be visible below the holes (number/size/form/placement of holes will change):
ocs_concept_art_3.png (813.25 KiB) Viewed 2262 times | [] | 0 | 2022-05-06T14:00:05-05:00 |
forum-topic-127291 | 127291 | [Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127291 | DEMEMZEA | Whenever I placed landfill in Gleba, the Agricultural tower only shows total soil infertility ( red ), even though I can clearly place Overgrowth soil ( in this case jellynut but it works for both ), meaning it should only show partial soil infertility ( yellow ).
Agricultural tower showing total soil infertiity 03-05-2025, 18-03-59.png (445.48 KiB) Viewed 419 times
How the place looks 03-05-2025, 18-03-57.png (1.22 MiB) Viewed 419 times
Me trying to place overgrowth soil ( I can ) 03-05-2025, 18-03-56.png (1.53 MiB) Viewed 419 times
Location: 448;1887.5 seed 1069292623 | [
{
"author": "",
"content": "EDIT: Nevermind, I misread and now managed to reproduce it \n \n Could you please provide a savefile where this occurred? \n \nI assume it is single player, since no multiplayer mentioned.",
"date": "2025-03-06T10:25:30+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, as of 2.0.42, the mentioned tiles will be visualised as \"growable with different soil\" in apt cases",
"date": "2025-03-17T15:47:28+00:00",
"quotes": []
}
] | 2 | 2025-03-05T15:08:59-06:00 |
forum-topic-119389 | 119389 | Automate Your Factorio Mod Uploads | Development tools | https://forums.factorio.com/viewtopic.php?t=119389 | TheBrutalX | Automate Your Factorio Mod Uploads with factorio-mod-uploader-action
If you're a Factorio mod developer looking to streamline your workflow, factorio-mod-uploader-action is here to help! This GitHub Action automates the packaging and uploading of your mods to the Factorio mod portal directly from your repository.
Features:
Automatic Packaging : Converts your mod into the required ZIP format effortlessly.
Seamless Integration : Fits smoothly into your existing GitHub workflows.
Secure Uploads : Uses your Factorio API key securely for uploads.
Version Management : Automatically handles versioning using your Git tags.
How to Get Started:
Set Up the Workflow File : Add the action to your GitHub workflow.
Add Your Factorio API Key : Store your API key securely in GitHub Secrets.
Push a Tag to Trigger the Action : Uploads occur when you push a new tag.
Benefits:
Time-Saving : Automates repetitive tasks, letting you focus on development.
Error Reduction : Minimizes mistakes that can happen with manual uploads.
Organized Versions : Keeps your mod versions in order using Git tags.
Repository Link : factorio-mod-uploader-action
Feel free to explore the repository for more details or to contribute! | [
{
"author": "micromario",
"content": "Very cool project. How does this differ from https://github.com/fgardt/factorio-mod-template",
"date": "2024-11-03T05:06:47+00:00",
"quotes": []
},
{
"author": "TheBrutalX",
"content": "Hi, they are really very similar, I honestly didn't look if there were similar systems, I got the idea and developed it, being that I am creating my first mods and every time doing the same procedures was getting tedious. \n \nI thought to myself, why not automate this whole operation? \n \nThis is just the first version but I already have further improvements in mind and I tried to be as atomic in the steps to make the operations as modular as possible.",
"date": "2024-11-04T19:40:04+00:00",
"quotes": []
}
] | 2 | 2024-11-02T15:41:24-05:00 |
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