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-126877 | 126877 | Temporary Decon Planner | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=126877 | adam_bise | I would like to simply be able to right-click on the decon planner shortcut whether in remote view or not, and have a decon planner filter selection window pop up, when I'm done adding filters it goes straight to the cursor. I could use it and choose to not to add it to the BP library for a one shot use. The actual decon planner item is never created and I never have to leave remote view.
After using the one-shot decon planner it just goes away.
The way it is now I would have to leave remote view, create a decon planner, put a filter on it, pick it up, and then go back to remote view and use it, then back to delete it.
Or create one and put it in the blueprint library then right click it, set a filter, then pick it up and use it, then go back to the library to delete it.
This way I could just right-click the decon planner shortcut in remote view and the filter selection window pops up, I click a filter, x out and have the decon filter in remote view cursor for use that just poofs when I'm done with it. It would just be quicker.
Regards | [] | 0 | 2025-02-15T17:24:46-06:00 |
forum-topic-29509 | 29509 | fac 0.9 - A command-line mod manager for Factorio 0.13+ | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=29509 | mickael9 | Fac is a command-line mod manager for Factorio >=0.13 written in Python 3.
GitHub: https://github.com/mickael9/fac
License: MIT
Platforms: All
Installation You'll need Python 3, which can be obtained through your distribution's
package manager or downloaded from https://www.python.org/ (for Windows users).
Installation can be easilly done using pip:
Code: Select all $ pip3 install fac-cli
Or directly from git:
Code: Select all $ pip3 install -e "git+https://github.com/mickael9/fac.git#egg=fac-cli"
Or from an existing clone:
Code: Select all $ pip3 install -e .
NOTE (linux users): By default, these commands will require you to be root unless you
run pip from a virtualenv or you use the --user flag.
If you run pip with the --user flag, make sure ~/.local/bin is in your PATH
or the fac command will not work.
Configuration fac needs to be able to know the location of:
The Factorio data directory, eg /usr/share/factorio/
The Factorio configuration directory, eg ~/.factorio
Normally, it should be able to detect these automatically assuming you have a standard
setup (eg. Steam).
It will also look in the current working directory and its parent.
If for some reason these paths can't be found automatically, you'll have to specify
them in fac's config file, which is located at:
~/.config/fac/config.ini on Linux
C:\Users\<username>\AppData\Local\fac\config.ini on Windows
~/Library/Application Support/fac/config.ini on Mac OS X
Code: Select all [paths]
data-path = /home/me/my_factorio/data
write-path = /home/me/my_factorio
You can display the currently detected locations using fac -v:
Code: Select all $ fac -v
DEBUG:fac.main:Factorio write path: /home/mickael/.factorio
DEBUG:fac.main:Factorio game path: /usr/share/factorio
DEBUG:fac.main:Factorio version: 0.13.9
usage: fac COMMAND [options...]
[...]
Usage fac can be run using the fac command.
It is further divided into several subcommands:
Code: Select all usage: fac COMMAND [options...]
Mod manager for Factorio
COMMAND
list List installed mods and their status.
enable Enable mods.
disable Disable mods.
search Search the mods database.
show Show details about specific mods.
install Install (or update) mods.
update Update installed mods.
remove Remove mods.
hold Hold mods (show held mods with no argument).
unhold Unhold mods.
pack Pack mods.
unpack Unpack mods.
fetch Fetch a mod from the mod portal.
make-compatible Change the supported factorio version of mods.
general options:
-g GAME_VERSION, --game-version GAME_VERSION
force a specific game version
-m MODS_DIRECTORY, --mods-directory MODS_DIRECTORY
use the specified mods directory
-i, --ignore-game-ver
ignore game version when selecting packages
-v, --verbose show more detailled output
-h, --help show this help message and exit
Below are simple examples of what you can do for each command.
Listing installed mods Code: Select all $ fac list
Installed mods:
Warehousing 0.0.10
YARM 0.7.105
advanced-logistics-system 0.3.0 (unpacked, incompatible)
creative-mode 0.1.4 (disabled, unpacked)
Enabling and disabling mods Code: Select all $ fac disable YARM
YARM is now disabled
$ fac list
YARM 0.7.105 (disabled)
$ fac enable YARM
YARM is now enabled
$ fac list
YARM 0.7.105
Searching for mods Code: Select all $ fac search 5dim
5dim's Mod - Core
Name: 5dim_core
Tags: big-mods
Core of all 5dim's mod
5dim's Mod - Automatization
Name: 5dim_automatization
Tags: big-mods
Automatization for 5dim's mod
5dim's Mod - Energy
Name: 5dim_energy
Tags: big-mods
Energy for 5dim's mod
[...]
Showing detailled info about a mod Code: Select all $ fac show 5dim_logistic
Name: 5dim_logistic
Author: McGuten
Title: 5dim's Mod - Logistic
Summary: logistic of all 5dim's mod
Description:
logistic of all 5dim's mod
Tags: big-mods
Homepage: http://www.5dim.es
License: MIT
Game versions: 0.13
Releases:
Version: 0.13.1 Game version: 0.13
Version: 0.13.0 Game version: 0.13
Installing mods Code: Select all $ fac install Foreman 5dim_logistic
Adding dependency: 5dim_core 0.13.1
Installing: Foreman 0.2.5...
Downloading: https://mods.factorio.com/api/downloads/data/mods/308/Foreman_0.2.5.zip...
Installing: 5dim_core 0.13.1...
Downloading: https://mods.factorio.com/api/downloads/data/mods/191/5dim_core_0.13.1.zip...
Installing: 5dim_logistic 0.13.1...
Downloading: https://mods.factorio.com/api/downloads/data/mods/196/5dim_logistic_0.13.1.zip...
$ fac install Foreman==0.2.2
Foreman==0.2.5 is already installed. Use -R to reinstall it.
Foreman is already installed in a more recent version. Use -D to downgrade it.
$ fac install Foreman==0.2.2 -D
Installing: Foreman 0.2.2...
Downloading: https://mods.factorio.com/api/downloads/data/mods/308/Foreman_0.2.2.zip...
Removing: /home/mickael/.factorio/mods/Foreman_0.2.5.zip
The fetch command can be used to download a mod into a specified directory.
Updating mods Code: Select all $ fac update
Checking: Foreman
Checking: 5dim_logistic
Checking: 5dim_core
Checking: YARM
Found 1 update:
Foreman 0.2.2 -> 0.2.3
Continue? [Y/n]
Downloading: https://mods.factorio.com/api/downloads/data/mods/308/Foreman_0.2.3.zip...
Removing: /home/mickael/.factorio/mods/Foreman_0.2.2.zip
Holding mods Use this to keep mods from being automatically updated when using the update command.
Code: Select all $ fac install Foreman==0.2.2
Installing: Foreman 0.2.2...
Downloading: https://mods.factorio.com/api/downloads/data/mods/308/Foreman_0.2.2.zip...
$ fac hold Foreman
Foreman will not be updated automatically anymore
$ fac update
Checking: Foreman
Found update: Foreman 0.2.5
Foreman is held. Use -H to update it anyway.
No updates were found
$ fac unhold Foreman
Foreman will now be updated automatically.
$ fac update
Checking: YARM
Found 1 update:
Foreman 0.2.2 -> 0.2.5
Continue? [Y/n]
Downloading: https://mods.factorio.com/api/downloads/data/mods/308/Foreman_0.2.5.zip...
Removing: /home/mickael/.factorio/mods/Foreman_0.2.2.zip
Removing mods Code: Select all $ fac remove Foreman
The following files will be removed:
/home/mickael/.factorio/mods/Foreman_0.2.3.zip
Continue? [Y/n]
Removing: /home/mickael/.factorio/mods/Foreman_0.2.3.zip
Packing and unpacking mods Mods can be either packed (name_0.1.zip) or unpacked (name_0.1/) and the game will
accept both of them.
Keep in mind that the game will refuse to start if there is both a packed and unpacked
version of a mod, or if there are multiple installed versions for any given mod.
Code: Select all $ fac unpack yarm
Unpacking: /home/mickael/.factorio/mods/YARM_0.7.105.zip
Removing file: /home/mickael/.factorio/mods/YARM_0.7.105.zip
YARM is now unpacked
$ fac pack yarm
Packing: /home/mickael/.factorio/mods/YARM_0.7.105/
Removing directory: /home/mickael/.factorio/mods/YARM_0.7.105/
YARM is now packed
Using wildcards Commands that work on locally installed mods can accept wildcards, eg:
Code: Select all $ fac remove '5dim_*'
The following files will be removed:
/home/mickael/.factorio/mods/5dim_logistic_0.13.1.zip
/home/mickael/.factorio/mods/5dim_core_0.13.1.zip
Continue? [Y/n]
Removing: /home/mickael/.factorio/mods/5dim_logistic_0.13.1.zip
Removing: /home/mickael/.factorio/mods/5dim_core_0.13.1.zip
$ fac enable '*'
advanced-logistics-system was already enabled
Warehousing was already enabled
YARM was already enabled
Foreman is now enabled
Note the presence of quotes around filters to prevent the shell from interpreting them.
Mod name autocorrection Most commands will try to guess the correct name when given inexact mod names.
If the name is a filter (eg 5dim_*), no attempt to autocorrect will be made.
The following attempts are made to find a match for a given mod name:
Exact match
Case-insensitive match
Partial case-insensitive match if there is no ambiguity.
For remote commands (install, update...), the search result if there is only one.
For remote commands, a local match will first be attempted at each step.
For instance:
yarm will be converted to YARM via the Case-insensitive match strategy
ya will either be converted to YARM if you have YARM installed
or fail because there is more than one result to the fac search ya command.
Game version incompatibilities Mods are tied to a specific factorio version (eg 0.13, 0.14) and can only work
with that version. A 0.14 game will refuse to load a mod made for 0.13.
By default, fac will autodetect your installed factorio version and use that to filter
the available commands to compatible mods.
In some cases, you might want to disable this filtering using the -i option.
You can also override the detected game version using -g 0.13 for instance.
A make-compatible command is provided. It will automatically unpack a mod and change
its factorio_version field to the currently set game version
(autodetected or provided by the -g option).
Usage scenario
You're currently running Factorio 0.14 and want to install your favorite mod, YARM:
Code: Select all $ fac search YARM
Note: 1 mods were hidden because they have no compatible game versions. Use -i to show them.
$ fac search YARM -i
Yet Another Resource Monitor Fork
Name: YARM
Tags: incompatible, info
This mod helps you to keep track of your mining sites.
Feeling courageous, you want to try it anyway:
Code: Select all $ fac install -i YARM
[...]
$ fac make-compatible YARM
Unpacking: /home/mickael/.factorio/mods/YARM_0.7.105.zip
Removing file: /home/mickael/.factorio/mods/YARM_0.7.105.zip
Game version changed to 0.14 for YARM 0.7.105.
You can now use the mod as if it was made for Factorio 0.14.
ZSH completion script If you're using ZSH (and you should be!) you can install the provided completion script
for a better experience.
You'll need to add the zsh directory to your fpath using something like this in
your .zshrc :
Code: Select all fpath+=(/path/to/fac/zsh)
If you installed fac using pip as root, the script should automatically be installed in
the right place (/usr/share/zsh/site-functions).
With pip --user, you'll need to add this in your .zshrc :
Code: Select all fpath+=(~/.local/share/zsh/site-functions)
Note: compinit must be called after fpath is changed so you must either put your changes before
compinit or add another compinit call after changing fpath.
Changelog
0.9
Known issues:
search command will list all existing mods regardless of the search critera.
This shall be addressed in a future release.
Compatibility with the new mod portal
Fix mod install failure across filesystems
Search for Factorio installation in lowercase `steamapps` directory as well
Don't follow symbolic links when packing/unpacking mods
0.8
Added automatic retries of network requests to the API
Added pagination options to search command:
-p, --page: starting page number for the API calls
-s, --page-size: maximum number of returned results per page
-c, --page-count: maximum number of pages to fetch
Fixed Factorio 0.15 compatibility (use booleans in mod-list.json)
Fixed -m, --mods-directory being ignored when loading mod-list.json
0.7
Added more friendly error messages when the user doesn't own the game
Fixed "AttributeError: 'ZippedMod' object has no attribute 'factorio_version'" (#8)
0.6
Added -F, --format to list and show commands.
Added -I, --include and -E, --exclude to list commands.
Added -m, --mods-directory option to use a specific mods directory.
Added fac version to output when using -v, --verbose.
Improved ZSH completion script.
Fixed write-path and data-path being ignored from config.ini
Fixed search command format string argument.
Fixed options parsing to allow general options anywhere in the command line.
0.5
Added workaround for 0.14 mods being considered as 0.13 mods.
Added a ZSH completion script.
Added -F, --format option to search command to customize the output format using format strings.
Various bug fixes.
0.4
New pack and unpack commands to work on unpacked mods.
New fetch command to fetch a mod without installing it.
New make-compatible command to bump the factorio_version of an installed mod.
New -l, --limit option to the search command.
New -g, --game-version option to override the detected game version.
New -i, --ignore-game-ver flag to ignore the current game version.
Removed --force flag in favor of the more specfic -R, --reinstall, -D, --downgrade, -H, --held.
Accept patterns in enable, pack, hold commands.
Resolve partial mod names.
Various bug fixes.
0.3
Support for mods with spaces in their names.
0.2
Add -y flag to update and remove commands.
Recursively create config directory.
PyPI packaging.
0.1
Initial version. | [
{
"author": "mickael9",
"content": "I've made a new 0.4 release with a new make-compatible command that could be useful now that all mods made for Factorio 0.13 can't be loaded into Factorio 0.14. \n \nSee the GAME VERSION INCOMPATIBILITIES section above for more info!",
"date": "2016-09-21T15:50:52... | 2 | 2016-07-20T18:09:11-05:00 |
forum-topic-98560 | 98560 | Production statistics per surface | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=98560 | DarkShadow44 | TL;DR
Allow showing the (production) statistics per surface.
Not sure if the data is already in the game or if there's just the global data. If it already exists, this is only a UI feature.
What ?
Take the following window:
Screenshot_20210526_204013.png (282.82 KiB) Viewed 7178 times
It would be nice to filter those statistics (mainly production, maybe fluids and others) per surface.
This would only show the production/consumption on this surface.
Why ?
There is a popular mod called Space Exploration which adds planets and inter planetary logistics. Those are implemented as surfaces.
It would be useful to see what a certain planet produces/consumes to further optimize the factory. Just global statistics don't show the full picture here. | [
{
"author": "Yenz",
"content": "That would be so awesome to have in my last Space Exploration run! Really good suggestion.",
"date": "2021-06-09T11:03:48+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "Yeee, i want it too !... \n \nbtw. where is my InfoPrint that allows You to... | 18 | 2021-05-26T13:47:47-05:00 |
forum-topic-58869 | 58869 | [MOD 0.17.x] pY Industry | PyMods | https://forums.factorio.com/viewtopic.php?t=58869 | pyanodon | Description:
Add several storage tanks, tiles, walls, storages and pipes to the game.
Will be constantly update to add more stuff compatible with pY mods.
Fully compatible with Bob´s mods and other major mods.
Details:
Factorio Version: 0.17.x
Version: 1.0.15
License: CC BY-NC-ND 4.0
Tags: tanks
Download
Mod Portal Link
Big thanks to Nexela for the amazing help Nexela is doing. This mod couldnt be real without his hard work 2
Change Log
1.0.0 = Mod added
1.0.1 = Fixed small bug
1.0.6 = Functional burner
1.0.8 = Added pynobots and early logistics.
1.0.10 = Updated library, pynobots now doesnt require advanced circuits.
1.0.11 = Huge balancing stuff, prepared the mod to receive pyRO. Added new accumulator. Added new small tank. Balancing robots and such.
1.0.12 = Balancing tanks for pyRO, fixed the old graphic bug in py-vent when in low resolution.
1.0.13 = optimization.
1.0.15 = Alpha release for 0.17 | [] | 0 | 2018-03-19T15:59:05-05:00 |
forum-topic-60426 | 60426 | Train limit not working | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=60426 | felixacat | Hello,
Im having a problem with train limits singal not doing what what i think should work.
I have looked over my singals and wiring could not find a problem, So i download a test map from a guy who was explaining his LTN train stops
spoiler His topic = viewtopic.php?f=194&t=47773 the Test map itself https://www.dropbox.com/s/sjh35nl1lrwvv ... p.zip?dl=1
Im stuck on the same problem.
requesting station
Providing station
The only way i chould make it work is by removing the train limit signal from the requesting station.
This will offcourse result in 8+ trains leaving the depo and locking my requesting station.
Did i miss something or did i stumble on a bug ? | [
{
"author": "Optera",
"content": "From what I could see this map uses 4 wagon trains which means LTN can transport 50*40*4=8k ore per train. \nThe requester you posted wants 73k iron ore = 9,125 train loads. \nSo ofc LTN will send that many trains to fulfill the request unless limited by max trains.",
"... | 8 | 2018-05-16T17:22:56-05:00 |
forum-topic-124611 | 124611 | CSS: Strike + URL not working together | This Forum | https://forums.factorio.com/viewtopic.php?t=124611 | Hares | URLs wrapped with strikethrough tag are not stoke over.
Code: Select all [strike][url=http://example.com]Link: example.com[/url][/strike]
Link: example.com | [
{
"author": "",
"content": "Yeah that's probably because of me ^^'. I requested from the forum admins to ignore most formatting on URLs, because the spambots were starting to be too creative with cheesy URL hiding : setting the text color to the same of the background, setting the font size to 1, ... It was... | 5 | 2024-12-17T09:00:41-06:00 |
forum-topic-106350 | 106350 | RSO Extra large starting area option | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=106350 | emp_zealoth | Was it removed? Am I being blind? I could have sworn there was an option to multiply the size of starting area again (I did play on max on both vanilla generation and RSO multiplier). It seems some of the other starting area related options were removed too?
I play omega scuffed Bob's/Angels marathons and now I literally was unable to create a starting area that would have enough resources to let me reach trains (since early on you need both huge size of the patches as well as millions of each of ore types). | [
{
"author": "emp_zealoth",
"content": "Am I missing something? \nI no longer see any option to go for the crazy starting area size",
"date": "2023-05-25T18:48:26+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Can you be a bit clearer on \"starting area size\"? Technica... | 3 | 2023-05-24T13:27:17-05:00 |
forum-topic-69786 | 69786 | A means of telling a client to connect to a different server | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=69786 | dewiniaid | Today's FactorioMMO stress test got me thinking on ways to handle truly massive scale multiplayer games with some degree of performance.
One thought would be to have people split across multiple games with some form of sharing resources and chat between them. Some of this can already be done with existing tools -- namely, ClusterIO (though I don't think it yet has a facility to sync chat).
One missing piece of the puzzle is a means of instructing a client to connect to a different server. Something like:
Code: Select all LuaPlayer::connect_to_server(host, [password, [port]])
Mods could use this in a variety of ways:
* Having a 'lobby' map that automatically (or manually) dispatches players to one of a set of multiplayer servers.
* Moving players to said lobby map before restarting a server
* A scenario that has only one resource per map (other than minimal starting resources) and requires building infrastructure on all maps to have a usable factory.
Presumably, this should fail if the player in question is not actually connected at the time/etc. It should also (probably) fail if the player in question is the server host. | [
{
"author": "Danielv123",
"content": "For reference, clusterio does support cross server chat. But a better way to move players between servers would be HUGE. We can already do it with items, combinator signals, power, trains, images, basically everything imaginable. Except players. \nWe have deviced a few ... | 14 | 2019-04-20T15:19:45-05:00 |
forum-topic-126522 | 126522 | [2.0.32] Bulk Inserter Can Catch Fish Unpowered | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126522 | adam_bise | Noticed on a factory I was in the middle of building that a bulk inserter was sitting there holdin a fish without power.
Put out a few more of them and sure enough..
gimmedat.png (399.01 KiB) Viewed 2009 times
I had not tried other types of inserters. | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-02-06T19:10:38+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Park guard: \"Hey you, what are you doing with that fish? Fishing is forbidden here!\" \nInserter: \"I don'... | 2 | 2025-02-01T18:44:23-06:00 |
forum-topic-126011 | 126011 | Removing production limit of items without getting previous steps from recycling | Balancing | https://forums.factorio.com/viewtopic.php?t=126011 | erkki772 | Those two can't be upcycled from previous recipes. Steel goes back to steel and same with plastic. | [] | 0 | 2025-01-15T20:37:29-06:00 |
forum-topic-127341 | 127341 | [2.0.39] Quality Recipe Parameter Problem | Duplicates | https://forums.factorio.com/viewtopic.php?t=127341 | dog80 | Creating a blueprint with a parameter from a quality setting, always sets the parameters quality to this value instead of the chosen.
in the save:
2 blueprints: one from the default quality and one from rare quality. Whatever you choose for a quality with the one from quality it will always be set to rare.
this problem existed longer already not new on this version | [
{
"author": "Muche",
"content": "Duplicate of 121844 Quality change ignored when placing parametrized blueprint .",
"date": "2025-03-08T18:23:07+00:00",
"quotes": []
}
] | 1 | 2025-03-08T10:39:52-06:00 |
forum-topic-4973 | 4973 | [MOD 0.12.x] Landfill (2.1.7) | Mods | https://forums.factorio.com/viewtopic.php?t=4973 | Introducing Landfill 2.1.7:
Examples
Features
Converts a 2 x 2 or 4 x 4 tile area to land
Flood-fills bodies of water using landfills from your inventory
Can be placed by clicking and dragging
Create small water holes using explosions
Changelog
Code: Select all 2.1.7: updated for Factorio 0.12.11
2.1.6: fixed script error when using landfills/water-be-gone
2.1.5: updated for Factorio 0.12.0
2.1.4: fixed an issue when placing water bombs
2.1.3: fixed crash when using water-be-gone near the edge of the generated map
fixed the bomb switching killed players into god mode
added remote interfaces for most of the functions landfill uses
added remote interface to set/change what landfill sees as "water" tiles and what they're replaced with
changed water-be-gone to use an electronic circuit in the recipe
internally renamed the larger landfill (that's the migration notice you may get)
2.1.2: fixed desync issue in MP
2.1.1: 0.11 compatible
2.1: fixed the item ordering so the landfill items all appear next to each other
landfills placed over "holes" created by f-mod will "fill in" (delete) the holes
2.0: fixed the water-be-gone not updating the minimap when flood filling large bodies of water
fixed landfills so they can be click-dragged while placing
fixed water-be-gone not filling 1 tile water bodies
fixed the collision mask on landfills so they can be placed next to existing objects
added the bomb - create small pockets of water with high explosives
1.4: added the bigger landfill - 4x the size of the standard landfill
added the water-be-gone - flood fills bodies of water with landfills from your inventory
updated for 0.10.x
fixed the crash when mousing landfills over walls
Downloads
Current version: 2.1.7
Download: [0.12]
Landfill_2.1.7.zip
(57.15 KiB) Downloaded 39101 times | [
{
"author": "Turtle",
"content": "LOL @ the bomb! Looks awesome!",
"date": "2014-07-25T02:05:47+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "water place in avialable?",
"date": "2014-07-25T03:30:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Ye... | 19 | 2014-07-24T20:44:38-05:00 | |
forum-topic-124776 | 124776 | Combinator cookbook 2.0 | Show your Creations | https://forums.factorio.com/viewtopic.php?t=124776 | Tertius | This is a cookbook for common combinator tasks. The 2.0 version of the game contains a few tiny but powerful enhancements with circuits, so it's possible to do many things very easily with just one or two combinators where multiple ones were required previously.
The major power we gained is to use the red and green wire inputs separately. This enables us to use the EACH wildcard with different wires for its operands. This is used throughout almost all of my examples.
I consider adding this as additional combinator tutorial to the wiki, so I'm interested in feedback and bugfixes for blueprints and descriptions. Or if you have more generic snippets I should add. Or if language can be improved, I'm not native English speaking. I tried to keep everything as generic as possible and not just show how I personally solve the circuit challenges.
It goes from easy to somewhat advanced and specialized.
Basic combinator setups
One or two combinators with simple functionality.
The descriptions you see are also added as combinator descriptions everywhere in the blueprints.
Math/basic arithmetic operations
Divide everything from red-wire by everything from green-wire.
Can be used for all the other arithmetic operations as well. This wiring and wire selection within the combinator is the basic setup how to use the 2 wires independently throughout all the other examples.
combinator_16224331_384x224.png (34.17 KiB) Viewed 4353 times
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Find the minimum/maximum of 2 inputs
For finding the minimum, the first combinator outputs all signals from green-wire whose values are lower or equal than the corresponding signals on red-wire.
The other combinator outputs all signals from red-wire whose values are lower than the corresponding signals on green-wire.
The combined output represents the minimum values of both inputs.
The maximum works the same, just the conditions reversed.
combinator_16225110_384x224.png (38.45 KiB) Viewed 4353 times
combinator_16225876_384x224.png (37.98 KiB) Viewed 4353 times
Minimum: 0eNrVV91umzAUfhXkaxOFv7RB6sW2q11sV73LosgJJ401sJltkkUVD7D32JPtSXYMJKEpWULUaq2QkDE+3/l8fj7DI5mnBeSKC0PiR8IXUmgSTx6J5g+CpXZOsAxITOwbw4RxFzKbc8GMVKSkhIsEfpLYK2mHTQILnoDqNvHLKSUgDDccap/Vw3YmimwOCjHpv3xTkkuNtlJYh4gX3g4iSrYkdsMgGkToKOEKFvWKkFoQo2Q6m8OKrTkioJmu3+unY6Sy2xYlS54aUMezDTGupHClAmTzo2ApssdJIVWGYbAes5ypim1M7qqJwsa5CtYuCq1N5jnGqjea30ILKDHb3KIt04InZA++YbiJfrhBCzfc4665MkVl1yDXSXc/9AOPWuDRWfCP1zMfnQX/1A98WE7xKq2Lo3o9pLKj7p+Va+TtijW8sFgb1Bm+S/i+bNtPWKJLrrSZHTrxzOaBLVa2J7H4Eae/XdvdTIDZSPW9oqUgIbFRBVDyoABwV0uWajh29dymWrY3sgilFQpZmLwwx9p0IctLiJ1IanC9CAVvWoT8FxUh7z2KkBu+pgoNX1OF3OikDIVXylDwjmXoSZj+/PpNzilTh8qcVaZO0XhpZeqUP0wzyVO2xagnoBeK53WGyP2Ka+eQXqfh4rA0dWpP2lkqmTkTbiC7q1DdDaZ46mxWUoOzZvj5h+sVOKncACIoB2wdOmbFBN4A4ZUCndv8ioc9qhQNJrKuEQffxD0ul2ijenDa259idCmR1uaQSk2mpgFJQ8JR+KkLGhtGV4gZFzwrsp1PuXTmSN/hwhIekI7mig6JxAbFPKbYLYov3Fym0NFdN0+Pgw7EUc8DZnxA9F77gDlTxJ/7nhGnJOvm+kP2f8fgy0vF4LZfDKLh24nB1+tigNppu9U6m3jUoz71pnSCdxo2I58G1G9GYTMK7dWMIpxDFNv+6OLwJ0vJGjdRhSIa+eNwPI7CsX87Codl+Rd6DhDq Copy blueprint
Maximum: 0eNrdl91u2jAUx18l8rVTkZDQEqmTtl3vrheTGEImORBriZ05DhRVeYA9yF5sT7LjBEKgaSGIat2E1Bon53f+Ph+2eSLzpIBMcaFJ8ER4KEVOgskTyflSsMTMCZYCCYh5opnQdijTORdMS0VKSriI4JEETkk7bCIIeQSq28Qtp5SA0FxzqH1WXzYzUaRzUMikr/mmJJM52kphHCLPu7vxKdmQwPZcHKKjiCsI6zc8aiBayWQ2h5itOBLQLK+f54djlLJbFiULnmhQx7NbYVxJYUsFqOZHwRJUj5NCqhTDYDymGVOV2oDcVxOFiXMVrF0UWovMMoxVb5rbog0p0ZvM0BZJwSPSwNcMF9GPO2xxvYa74koXld2WXCfd/tgP7rfg/kn4p8uVj07CP/eDD8opfkrj4qhe3cvrdfSu69W9ar06/2K92t5bFuzgLQvW9l+s2CF9Zad+VrC+07dct9QZPot4U7jtb1ikC65yPdufHSdWDyyMzSmC5Y+c/nYHYfr98xehBwpmAvRaqu+VUgURCRYsyYGSpQLAlWpVwLH35zbmrcakApTmtJOFzgp9fMCeKfwcYSbPmLeEbTDqEeSh4lmdIfIQ89zap9faarFYkli1p9xaKJlaE64hva+o9hpTPLXWsczBWjG8KeD7CqyYL2NAhLLAFKKlYybwDyBfKcgzk2CxbLBSbKEou0befBMP+LrUBnO+qMb+RUnnKmktD7XUamodEG1VWArvRZBjy+QVMWWPPC3SnVO5sOao3+LCKL4hHe3lXdhet/9Le3042VwdjXKyuTrr/trN1dnBnZuov2fiRozIBNOmeGhnMoGONN8eHvsdxFHPi8R4T/Te+iJx3WPVefFour38MvW3Y/DlWjG46xcDf/B+YvD1shhgG5s92TibONShHnWmdOJSF0cujobN3LA155kPjsx/H+eQYjZ5dLH/cUvJChdRhcIfuWNvPPa9sXs38gZl+QevjhcH Copy blueprint
Include only filtered items
Arbitrary signals are on red-wire.
Filter definition is on green-wire.
Output only signals from red-wire that are also present on green-wire.
Values on green-wire can be any <> 0, don't need to be 1.
combinator_16226262_512x224.png (40.66 KiB) Viewed 4353 times
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Exclude filtered items
Arbitrary signals are on red-wire.
Filter definition is on green-wire.
Output only signals from red-wire that are not present on green-wire.
Values on green-wire can by any <> 0, don't need to be 1.
combinator_16226597_544x224.png (40.91 KiB) Viewed 4353 times
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Limit filtered items
Filter everything below or above some limit.
On red wire a list of limits for given signals is input.
Output every signal from green wire that's below the limit. Ignore signals from green-wire that don't exist in the filter on red-wire.
Inverse the condition to > to output every signal above the limit.
Example usage: use output as filter for an inserter that's moving only items with less than (or more than) the given amount of items in some storage.
combinator_16226945_544x224.png (44.66 KiB) Viewed 4353 times
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Generic latch (hysteresis)
Activate [signal-check] if input signal [iron-ore] raises above the upper limit (200).
[signal-check] stays active until input signal [iron-ore] goes below the lower limit (100).
Signal has to raise above 200 again to activate [signal-check] again.
Reversed functionality: Use < and <= as comparison and exchange higher and lower limit, if you need to activate the output if the input is below the lower threshold and keep it activated until the upper limit is reached.
combinator_16227231_544x160.png (31.44 KiB) Viewed 4353 times
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Counter
Counts things, for example items moved by an inserter.
It is reset to 0 if [R]>0 is provided.
combinator_16228147_544x160.png (32.03 KiB) Viewed 4353 times
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Clock
This clock counts from 0 to 100, then starts from 0 again.
Feel free to provide a different reset condition with different input signals. The clock counts as long as the conditions render true.
In contrast to clocks from game version 1.1, you're able to provide the +1 increment inline as output signal, so an extra constant combinator is usually not needed.
combinator_16228753_384x160.png (23.01 KiB) Viewed 4353 times
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{
"author": "Tertius",
"content": "Multi combinator setups \nNow to some more complex setups with 2 and more combinators. \n Memory cell \nStore an arbitrary signal composition. \nOne combinator passes the incoming signals if the set condition is true, the other one passes the output via loopback as long as... | 19 | 2024-12-19T13:56:43-06:00 |
forum-topic-117299 | 117299 | [Kovarex] [2.0.10] Crash when trying to repeat place grid-snap parameterized blueprint (GameView::confirmFloatingGui) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117299 | wafflednoah | ISSUE
The game crashes when I try to repeatedly place my grid-snap blueprint while continuously escaping the parameter selection window.
STEPS TO REPRODUCE
Let's assume default control settings for mouse & keyboard.
1. In your hand, start with a parameterized blueprint that has grid-snap enabled. The one I'm currently using is:
Code: Select all 0eNp9UNtqwzAM/Rc926NZm5QE9iVjFCcRmcCWXdsZCyX/PjntMthgLzZHPjfrBr2dMUTiDN0NEpugs9dTpLHgT+iOChY5VwU0eE7QvQqNJja2ENg4hA5MSuh6SzxpZ4Z3YtQVFAmPKB7V+qYAOVMmvDtsYLnw7HqMQlD/OikIPonY86NU9VRvteSWlIgDhSIOJopLxqgP8D2+XGdjJUue2UcntUuZnXmvk5dNL5/ei4ToCyp7+OX7MNSyjnEv9SdFweBdEWYvH4QXWEsuZXSCfpauwJoebZkFAR/SaHOsm+f21Lb16XBumvNxXb8AyYaMow==
2. Press and hold down Left-click to place the blueprint. Do not release Left-click.
3. Escape the parameter selector window using E. Do not release Left-click.
3. Drag your mouse in any direction as though you're trying to create repeated copies of this grid-snap blueprint. Spam press E to repeatedly close the parameter selection windows that pops up.
4. The game should now crash.
LOG
factorio-current.log
(12.92 KiB) Downloaded 46 times | [
{
"author": "",
"content": "Hello, thanks for the report, it is now fixed for the next release.",
"date": "2024-10-27T18:29:50+00:00",
"quotes": []
},
{
"author": "wafflednoah",
"content": "Thank you",
"date": "2024-10-27T18:31:35+00:00",
"quotes": []
},
{
"author": "gros... | 5 | 2024-10-24T20:05:14-05:00 |
forum-topic-99797 | 99797 | New API Docs website | Modding discussion | https://forums.factorio.com/viewtopic.php?t=99797 | Hi,
we have decided it's time to retire the Lua API website you're all probably well familiar with. It has been difficult to maintain and Therenas' excellent work on the JSON docs proved an opportunity to build a new website that's more in line with the current Factorio style.
Now, of course, functionality is more important than style in a website that works as a reference. The new website comes with a handy sidebar search and some other improvements, but most importantly it will be possible to improve based on requests from the community. All while continuing to work offline!
Please check out the new API docs website here and give us feedback - if something looks broken, missing, or if you have ideas on improvements. 1.1.39 is the last release that will ship with the old style, so make sure to take a look now! Thanks! | [
{
"author": "Xoriun",
"content": "The boxes in which the example and classes are embedded are cut off horizontally if a line is too long (eg. when viewed on mobile) and are impossible to scroll.",
"date": "2021-09-01T16:59:47+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "T... | 19 | 2021-09-01T11:29:20-05:00 | |
forum-topic-127517 | 127517 | [boskid][2.0.41] Demolishers can't destroy open gates. | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127517 | thuejk | Demolishers can't destroy open gates.
Demonstration: https://www.youtube.com/watch?v=lMAPwN0UyNE | [
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.42.",
"date": "2025-03-17T10:11:36+00:00",
"quotes": []
}
] | 1 | 2025-03-15T04:26:14-05:00 |
forum-topic-108487 | 108487 | Friday Facts #374 - Smarter robots - Page 9 | News | https://forums.factorio.com/viewtopic.php?t=108487&start=160 | FuryoftheStars | I don't believe low battery trigger is 0% currently. I think it's 10% or something like that. | [
{
"author": "Barret",
"content": "The game is already so polished and, frankly, has been for years, yet the devs keep finding things to improve even further. I commend their endurance and dedication! Recently, people were memeing about BG3 raising the bar in terms of quality, but in my book it is Factorio t... | 19 | 2023-09-01T06:00:04-05:00 |
forum-topic-21378 | 21378 | Footbridges (over pipes, rails, water...), Catwalks, Tunnels, Jumping | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=21378 | Gladaed | See linklist below! -- ßilk
I just noticed something missing when using Railways:
There are no footbridges or railway barriers
in order to prevent players from being overrun by the trains
as those would provide safe ways to cross the rails.
The railway barriers could close if a train is in the area, limited by the signals.
Greetings Gladaed | [
{
"author": "",
"content": "Hi, \nYou may want to have a look at similar topics (about getting across railways, or bridges) \n viewtopic.php?f=80&t=7717 Can the player be killed by train? (Train kills?!) \n viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels \n viewtopic.... | 6 | 2016-03-12T11:07:36-06:00 |
forum-topic-127133 | 127133 | My first Modular Bot Mall ! | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=127133 | Puppet | ll Hi engineers ! Today I'm showcasing the first version of the "AC2MP" , Automatic and Computational Modular Mall by Puppet™ !
Here's a first look of it :
AC2MP Core image_2025-02-25_204927302.png (768.71 KiB) Viewed 270 times
As well as it's three different modules :
AC2MP Module A image_2025-02-25_205042077.png (424.57 KiB) Viewed 270 times
AC2MP Module B image_2025-02-25_205054472.png (349.6 KiB) Viewed 270 times
AC2MP Module C image_2025-02-25_205110912.png (339.27 KiB) Viewed 270 times
To use it, simply paste the core and then attach the modules you need inside. You'll also need to use a configurator blueprint (which is basically a parametrized blueprint that overlap on an existing assembler), and here is the mall functionalities :
- Modular so you can personalise it as you wish.
- Easy to use and compact (I believe)
- Centralized limit controller (allowing to change products storage limits easily by using a constant combinator, managed by the computer)
- And the best of all, c o l o u r e d l a m p s ! (used to indicate precisely the storage state of any item in the mall)
And this is pretty much all, I didn't put down pavement because some people prefer having grass rather than concrete. Anyways I'm really happy with what I've made, that is my first "big" and "complex" creation in Factorio, I hole you'll like it !
I said this is a V1, because I'm asking if some people would like to show some more functionalities to add, and also it would be great to have some feedbacks about it, both about the actual building but also about explanations that I've made, to know if they are clear, and if correcting is necessary.
Here's the blueprint book !
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 Copy blueprint | [] | 0 | 2025-02-25T14:06:33-06:00 |
forum-topic-72071 | 72071 | [Request] Palm tree | Texture Packs | https://forums.factorio.com/viewtopic.php?t=72071 | TheSAguy | Hi,
I’m creating a desert world and would like a palm tree please. Other desert shrubbery/ decal also welcome.
Thanks | [
{
"author": "darkfrei",
"content": "Some references? https://sketchfab.com/search?date=month ... ype=models",
"date": "2019-06-16T10:01:39+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "Based on gbraithwaite 's palm tree CC BY 4.0",
"date": "2019-06-16T11:35:00+00:0... | 7 | 2019-06-15T20:07:13-05:00 |
forum-topic-82161 | 82161 | [0.18.11] No-power-icons remain on surface and a freeze | Not a bug | https://forums.factorio.com/viewtopic.php?t=82161 | fishycat | So I'm in a vanilla+ game and after a fight I removed the laser turrets with nanobots and saw the icons remain after the romoval. See in attached pic and also in the save.
As soon as I saw it, I saved and then clicked on exit game and then it completely freezes. Only way to close it was with task manager.
Link to save | [
{
"author": "",
"content": "Thanks for the report however that's a modding issue you'll have to report to the mod author.",
"date": "2020-03-10T17:43:51+00:00",
"quotes": []
}
] | 1 | 2020-03-10T12:29:15-05:00 |
forum-topic-30588 | 30588 | Inventory Management: Sorting | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=30588 | This is about sorting of any kind of inventory.
Notice, that there is an configuration-option to turn auto-sorting off.
Notice also, that this is a questionable feature, cause in Factorio a splitting of stacks (like in Minecraft for example) is not needed. You can always automate the filling instead of doing this by hand (see examples in the linked threads). You really need this feature only a very short time in the game.
Suggestions
viewtopic.php?f=76&t=88 Sort inventory Key
viewtopic.php?f=6&t=4313 Sort items from inventory into toolbar
viewtopic.php?f=6&t=5772 Sorting key for any Inventory
viewtopic.php?f=6&t=29675 Manual inventory sorting please!!
viewtopic.php?f=6&t=37995 Sort Vehicle Inventory
Related
viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others
viewtopic.php?f=6&t=22471 Storage Sorting
viewtopic.php?f=80&t=29669 Inventory Management: Show Total Amount of Items
Mods
https://mods.factorio.com/mods/theRusty ... ntory-sort | [] | 0 | 2016-08-06T12:16:19-05:00 | |
forum-topic-126238 | 126238 | The 2x2 Rail grid is no longer necessary | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126238 | 3-Valdion | The 2x2 grid is no longer needed, and a mew half-length track should be added for diagonals and straights.
I think the 2x2 grid was first put in place for the triangle diagonals, as I don't think it would have been possible to connect those were they offset by an uneven number of tiles. Well, at least not without many custom track segments to make it work. Now, with the 2.0 tracks, you can easily cut the straights and diagonals which would allow for a 1x1 placement grid.
Now, I also took the time to actually draw the existing track segment and the new ones that could be added, including the control points .
Now, I know what I said earlier about adding lots of specialized track segments, but the diagonal S-bends are not essential at all - just a nice to have. Plus they would add the issue of needing more than two directional keys that was talked about in FFF-377 . Even without those, it would still be possible to make even and odd grid mesh together with the existing curves and the hald length tracks.
Now, as for the uses.
Exemple #1: Cursed unloader designs using wagons on tracks as compact balancers.
Exemple #2: Direct train to train unloading and loading.
Exemple #3: Squeaking train tracks between large and compact builds/making use of ALL the space. Also related, naturally generated land bridges that are two wide, but not on the train track grid.
If a Factorio dev sees this, I'd also like to see train stations on curves if possible. Either that or being able to set a train stop to have the cargo "dock" at the station instead of the head locomotive.`
Hopefully I did the images right. | [
{
"author": "eugenekay",
"content": "If they change the Train Rails layout again I will riot. Do you know how much of a pain it is to redesign EVERY train station?",
"date": "2025-01-23T01:58:44+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "I would say the 2x2 grid is more ne... | 4 | 2025-01-22T17:56:05-06:00 |
forum-topic-107830 | 107830 | [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107830 | Zaspar | Resetting an oil refinery's basic oil processing recipe will push out up to 100 crude into the pipe it's connected to (or more if the pipe has more capacity but default vanilla pipes have a capacity of 100). However, when pasting the recipe for advanced oil processing onto the refinery using shift+left click, with all other conditions unchanged, no oil is pushed out into the pipe. This inconsistency leads to the most efficient way to switch recipes on oil refineries to be to unset all the recipes first, before switching to advanced oil processing, which is obviously a silly thing to do. The reason I would consider it a bug though, is that it is inconsistent behaviour (the two very similar actions give strangely different results). It does not matter whether there is water in the second input, the result is exactly the same.
This video should completely describe the issue. Please let me know if any other info is missing. Thanks
https://www.youtube.com/watch?v=AeIukbUTvmw | [
{
"author": "mmmPI",
"content": "The video explains well the situation, but it doesn't fit the template at all ( the one called READ BEFORE POSTING ) viewtopic.php?f=7&t=3638 \n \nWhen i saw it i thought maybe it could be due to the pasted receipe trigger fluid mixing check, the pipe in which the crude ... | 6 | 2023-07-18T12:41:35-05:00 |
forum-topic-127506 | 127506 | [2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127506 | Ashier | I will attempt to explain as best I can. The relevant lua code for my mod can be found here: https://github.com/AtelierAmber/RSAD-Tr ... r.lua#L281 Linked to the line that I think is causing it.
Also attached is a save file to test it on. It is extremely easy to reproduce if timed correctly and will happen every time. I have included a small video to demonstrate it as well.
Steps to repro:
- Click the train and send it to the already scheduled station. This, similar to cybersyn, will register the train with the RSAD train system and send it to deliver the wagon.
- After the train has picked up the wagon, place another one at the back of the remaining wagon. This may not be necessary to crash it.
- Once the train is returning to the station, and after it has passed the crossing (such that it can path to the wagon pick up stop), delete the wagon at the drop off stop. This will trigger the linked code above to run and set a new schedule for the train.
Mod list:
- Base Mod
- Elevated Rails
- Debug Adapter for Factorio Mods (via vscode)
- Editor Extensions
- Factorio Library
- Pipe Visualizer 2.0 (Likely not required)
- RSAD Train Yards (My in-dev mod linked above)
Let me know if you require anything else.
Video
2025-03-14 18-48-50.mp4
(12.85 MiB) Downloaded 14 times
Log
factorio-current.log
(11.5 KiB) Downloaded 19 times
Dump
factorio-dump-current.dmp
(1.12 MiB) Downloaded 15 times
Save
default test-.zip
(881.02 KiB) Downloaded 15 times | [] | 0 | 2025-03-14T20:00:08-05:00 |
forum-topic-110792 | 110792 | Version 1.1.102 | Releases | https://forums.factorio.com/viewtopic.php?t=110792 | Bugfixes
Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled. ( 110356 )
Fixed that migration_applied was always false in the on_configuration_changed event. ( 110392 )
Fixed that item health bars didn't render correctly at some scales. ( 110378 )
Fixed a crash when the server has disconnected while setting quickbar slots. ( 110242 )
Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing. ( 110453 )
Fixed that the custom camera widget wouldn't render entity status icons correctly. ( 108086 )
Fixed that LuaGameScript::auto_save() wouldn't work if the root saves folder didn't already exist. ( 109462 )
Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result. ( 105017 )
Fixed an error when scenario or blueprint library files are read-only on Linux. ( 102351 )
Fixed several potential deadlocking issues with non-blocking saving. ( 108738 )
Fixed tank not consuming fuel when turning while braking. ( 110347 )
Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it. ( 110572 )
Fixed partial item transfer not preserving inventory hand location. ( 110543 )
Fixed transport belt would keep saying "Disabled by control behavior" after circuit wires were removed.
Fixed controller relative driving mode steering left and right repeatedly in multiplayer.
Fixed controller relative driving mode causing jittery movement when driving backwards.
Debug
Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
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": "Alkumist",
"content": "thats a lot of cool fixes",
"date": "2024-01-18T16:14:38+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "All the better for \"cheating\" to see what has been generated without using /editor and savescumming.",
"date": "2024-01-18... | 2 | 2024-01-18T06:56:44-06:00 | |
forum-topic-113159 | 113159 | Euclidean Algorithm for Greatest Comon Divisor (GCD) | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=113159 | mmmPI | Source : https://en.wikipedia.org/wiki/Euclidean_algorithm
GCD.jpg (108.77 KiB) Viewed 1654 times
0eNrlWdGOozYU/RVkqU8lq5gAITxUSnalfa3afeuMkAM3E0tgI2NmG434gP5Fv61fUgOThCRksclkWu2+RCE2h8s59/j6Oi9onZaQC8okCl9QAkUsaC4pZyhEv4O0lhZhibWyKLNizgpJmFRfsjVlRHJRPLBfUxKDVfAM5Jayp3oiseItFNJubhVcEgmW3IIaKkBIEJbkVpkn+58/f/xk8c3+SQ/sNyjKVFq0sIot/6rgCusBrR6QxVkzP+dfFUbOU0A2onVUKPzjBRX0iZG0fgu5y0GFTyVkagYjWX1FBJVbFSSNJ8f4UaUQWAJ/ohBX9iBGAjFNQPQDONWjjYBJKim0ETUXu4iV2RqEesIBhwrOJg1HCjvnBW0Jf0F1HD7GHzwb7RSiG7gfvKoO7AzKOUBtSCEne2J70ZxTNBslVEDczlE4ij8peBqtYUueqXojdWNMRVxSGWU8gYhvIp6DIO0dM/swKoAk0VaJFtUYKkL11lKUUDWgrH1GUePh+uNJALAuLzRBoXuEqy9x9Vj1ve9Ml7rZIHXut9QcUGN+yp7bz94rbs1KQg8cbKgoZHSRYM9UyFL9coiqnTEhbNf4CbVsNsZD4bS+yHIimmhD9Iu6j5cyLw2QWx0a2HyngiyZjDaCZxFlCgeFG5IWUJmIqDJfTXfqcQHJ+ah3IbHdD4OxXjJ4pgo6pwreTbMOs3vB8Jlg//z19wjJ4BlENx16dWusd0W2YVmcDtE9xjwfnp8PXxPVv5hokiqnDw2uJIRvmhDuIR3OF0T/P7f0uAx5e1MvLs34KlzvdE/Pu/OBetynlm+q1hH6NsGAxNua0wJqmOhEs05JRD+PsXSDbeDXxU1G6lcjOESVQULLbAKpikQoSV53Vz3WOa6lfiPH2OWmP6LFiPwIfrz80Flqz1fPmif9DJrrZRCeGhfjvVoLzc3ovUrz2yy8q7eryNgx2hpd1w5r2h/j0eIF34V4yzcUb3ZVvIGtVG0hk0qLNXsmfGwS97wNyTs9Lu667tzQVDWeVzrwAdOUzQ556nV68EcDxqeaPMxu4SG4Jw/LDg+O54zkQbNtwu6I2uqa8vCd1tZzki9MfH171o/na4rmje5t3rW+rv7vtXU6oJ/R5gjr7o78W9qdH91yrqGlAk1RbupBF+8syupeinwx6j6xZ+SPQPvMb6EpWnBLY/jeTlp2RDMR5FTVn8YtmSaqah/jYaNzPKx95qsr/03nAu/t2S/38uzSdAmdGy6hva2F0q75Gyzs/Fdoo5SsQcWMPn/8pK6e1d63pTbA7nzhzAN/MZ1N3ar6FyKZtb4= Copy blueprint
Instructions :
Set number A and B in the constant combinators on the left side
Place 1 thing in any of the chest and rotate the inserter so that it transfer the thing.
Read result on the power pole as "B", it is in fact the GCD of the original A and B.
you can change A or B in the constant and rotate the inserter again to update the GCD of the new A and B.
How it works :
The setup with the inserter triggers a pulse for the initial A and B to go into a circuit which is a loop that will yield new A and B every cycle past the initial one. Such circuit is easier to understand when it is not made into a loop, but rather linear, where each "step" of the algorithm is located right next to the other instead of following each other in time. It look like this :
nonlooping.jpg (198.16 KiB) Viewed 1654 times
0eNrtWF2OmzAQvgqy1KeyKyD8BN52z5C3qkIEZpORwEbGbBtFHKC36Nl6ktqwyrIbSOxsV31IXpAM48/29818A+zJumyh5kgFSfakgCbnWAtklCRktcXG+pE1VpUVYMkQZmVWyVhtCY6bDXAorPVO3qvbsgGL2ARzRhuSfNuTBjc0KxWm2NUgwVBAJSNoVqlRxlFsKxCY3+WsWiPNBOOkkwi0gJ8kcbvvNgEqUCAMgP1gl9K2WgOXAQcotaTIqBgD2aRmDQ7H2BOFF/jefWCTHUm8wPXvA7lUgRzyIcazFYzgrEzXsM2eUWLIiU9YCuAzB3pGLlp557CRIeLuQR0jZ61idOk44yP1DygdVm0UlqsuGw5Ax4fEYtgS8rxF0Q/V7K6zj3jwzlA6wUTgvDIRdNMnfwVL5eMCDxt+Qt6I1IyMBhSG/qSVmsRq4NlLIn6RIawVdWuw8iNRfE3yLfP2PdvRW7Y9lX6TsgwqejMwsZ5oiwtEi26iHWnh6Kq2PAo8IaKrWXq+uYqhf1PxiO6Fdu25xzJOCRN8pDeEn9kbHke9wXU8jd4wQViol57hYfECciyAnyMhMqXgBfdjafpCyaATSVRJs6rOeL/NhPz59fuyDFQ49S7tyU6fOKtSpBKDJIK3YJCewUmviPS0iMytwo9N5fhXxvE4Mo43wox94esFqqyMfCE08exjy9brBHOCLS/o0N7/Emz1WYI9zAs2SW40K9lk+EJPi9jQyAL/ZmTnS+TMO5Cjp42KMy6U8MqdLTZRYqHrbO/fjmYlcy+QLL56b5v42Dhpbr6mGp6hu4Xuzd3Ol8kZd9PsPO4FH+rh4srdzTVqNJNlIi2u/12YjP5O2qTM1iC3Sx7KDbMaAbVFmej/RyKlGxnwLL/HBqKXrh/FXrQMY2fh+F33FwjNJHA= Copy blueprint
The additionnal operation to make it into the first setup was to add a memory cell at the end, that is reset everytime the circuit output a new value, this way it keep the last one before 0, which was the GCD. The memory cell was also made to be reset by the initial pulse from the inserter that feed the initial A and B for ease of use.
The actual code i tried to follow was :
Code: Select all {
a = 252;
b = 105;
while(b != 0) {
t = b;
b = a % b;
a = t;
}
gcd = a;
}
from : https://www.reddit.com/r/factorio/comme ... piler_v01/
because there was no blueprint attached to the video : https://www.youtube.com/watch?v=2Oe_N8yAynY | [
{
"author": "coppercoil",
"content": "How convenient are setups that deliver results over an undetermined number of tics? I speak not about the detecting that result is ready, but about synchronizing with other data signals that can change over the time. In other words, such function cannot be pipelined (un... | 6 | 2024-04-24T16:47:11-05:00 |
forum-topic-127527 | 127527 | Factorio Forums • Silo entity name whitelist for space platform hubs | An optional whitelist field for space platform hub prototypes, specifying which rocket silo entities are allowed to launch to that space platform, would be very useful.
It would for example lead to modded rocket silos that can supply certain planets for a lower cost, or silos with other special behavior triggered by manual or automated launches to special platforms.
Ideally silos not on the whitelist, if there is a whitelist, wouldn't show the platform in the launch menu and wouldn't fulfill logistic requests for that platform. | [] | 0 | ||||
forum-topic-64435 | 64435 | [0.17.x] Bob's Mods: General Discussion | Bob's mods | https://forums.factorio.com/viewtopic.php?t=64435 | bobingabout | We've been talking about plans for 0.17 a fair bit in the 0.16 topic, which is kind of drowning out when people do talk about 0.16.
So even though 0.17 isn't out yet, here's a place to talk about 0.17, plans and progress.
As you might know, I have source access, and have contributed code to the game this release, I wrote the fluid energy source stuff, so we can make most entities powered by steam/oil.
I've also been slowly updating all my mods for use on 0.17, however progress isn't exactly fast, the fact that updates constantly break my mods means that when I do sit down to do something, I spend most of my time just getting everything working again.
Anyway, Discuss. | [
{
"author": "bobingabout",
"content": "Patch notes and stuff: \n \n0.17 launch: \ningredient_count removed from all entities. \nRemoved hardness from resources \nfluid fuel powered boilers \nToolbelt technology in base game gives +10 inventory space, mod does the same and adds levels of character inventory ... | 19 | 2019-01-15T03:07:02-06:00 |
forum-topic-92934 | 92934 | To build or not to build (miners) | General discussion | https://forums.factorio.com/viewtopic.php?t=92934 | blazespinnaker | An interesting question when starting a new game, is when to stop building ore production and start building research.
Ore production can be used to build more ore production, and as soon as you start building something else, your ore production stops growing. However, at some point it is optimal to stop growing your ore production and start working on research.
At what point? I had assumed (incorrectly) that you want to start as late as possible. The more ore production, the more labs - right?
That doesn't seem to be the case.
I wrote a basic simulator in python for factorio and looked through the results. It's obvious that it depends on certain parameters:
How fast you can grow your ore production
How much it costs in ore to grow your ore production
How fast you can grow your research production
How much it costs to grow your research production
How much your ongoing research will cost you (science packs)
Observations:
being able to grow ore production faster doesn't mean you should always start later. With faster production, you'll be able to get more ore sooner and more research done, but since you have more ore earlier on, it may make sense to switch to lab production earlier.
If you're slow at ore production growth, it actually doesn't matter if you're very fast (relatively) at growing your research production, as you're throttled by your ore production. Too slow though, and you should definitely start building labs as early as possible.
Critically, being able to do something faster is less important than doing it at the right time. Of course, being able to do it fast and do it at the right time is better.
Obviously, if your ore production starts maxing out because you're not using it fast enough (max in a furnace, chest, etc), than that is an upper limit. I didn't account for that as I rarely hit it for the scenarios I'm looking at.
One handy part of the simulation finding, is that if you haven't got ore production up by a certain time, you're not going to be able to reach your optimal limit. | [
{
"author": "Xeorm",
"content": "I would say that the standard bit with Factorio is that you don't want to have any bottlenecks. Early game ore production is your main bottleneck and your hand-crafting is more than enough to handle what you can mine. Once you do have enough production to handle what you can... | 12 | 2020-12-11T11:27:31-06:00 |
forum-topic-6063 | 6063 | Fan Fiction - Factorio Story - Chapters 1 through 8 | Fan Art | https://forums.factorio.com/viewtopic.php?t=6063 | DerivePi | Full Story - PDF - here https://www.dropbox.com/s/vfogbfgzjdrhe ... y.pdf?dl=0
Chapter 1 – Lonely Outpost
It had been some time since the automatic alarm system had last pleaded for support at this distant outpost. But that was of little consolation since, per last reports, the biters had mangled and dismantled the only power line into this tiny enclave and had brought all functioning machines to a standstill.
For whatever reason, whether due to the noise, pollution or some other sensitivity, the native fauna was not interested in leaving operating machines in one piece. And, based on other investigations, it was probably to the best that the power succumbed so early in the assault. As single minded as the biters were in eliminating all perceived threats, they quickly lost their bezerking nature when the machines went silent.
Komás had bookmarked a pending research program with the goal of discovering a way to peacefully cope with the natives, but he had other priorities before he was willing to spend the lab time and resources on an outside chance at peace. Although, he was currently having second thoughts regarding his priorities as he approached the south wall of the outpost. Or, more accurately, what was left of the south wall.
With some, not unreasonable anxiety, Komás pushed forward towards the breach. The servomotors on his currently unreinforced exoskeleton, hummed as he danced around the remains of about two dozen baby biters, the "smaller" of the native specimens.
The wide open breach declared, like a billboard that Komás had more to worry about than baby biters. And, he suspected that there was more to discover than just a few of the babies' "big brothers."
Although the Outpost had been established early, Komás, recognizing the danger of a poorly defended outpost so far from the landing site, used most of his initial meager resources to provide a double wall and automated construction services to automate its repair. The auto-con system had just finished being adapted to the alien environment when he founded the outpost and Komás was able to craft 5 Con-bots with his suits Hyper-dimensional Portable Factory-Mark 6, or HPF-M6.
As he got closer to the breach, he was able to identify just how well the con-bots' durasteel chassis stood up to the biters' incisors. Not well at all.
Scattered next to the quickly deteriorating three big brother biters and an assortment of babies were what appeared to be the parts and pieces of several con-bots. It wasn't until Komás collected all of the DCV13s (Dimensional Condenser - v1.3) each bot carried that he was able to account for the loss of four Conbots. Although the biters missed damaging the DCV13s directly, the sudden loss of the carrier field destabilized the microwarp and made relocating the carried material, probably a wall section, all but impossible and very dangerous. Somewhere in the nearby solar system, several wall sections had suddenly appeared. 'At least it wasn't something expensive like mod armor mark 2 this time," Komás reminded himself yet again.
Passing through the wall, Komás noted the smooth grooves the biters teeth had carved into what was left of the double wall. "Even my vibrosteel tool can't compete with the biters," Komás admired. He would have known why by now except the biter's corpses didn't keep long enough to examine. Only their Alien pink "eggs" survived long enough to research. "And they were hard to collect" He clenched his leg in memory of the shock followed by the searing heat after his first run in with a bunch of babies ended with his leg carved up much like that wall. Fortunately, the Company had spared some expense in equipping him with mostly up to date nanotech biohealers for establishing a base on this "tranquil" planet and his leg was rejuvenated in time for him to practice with his newly adapted SMG on the baby biter nest. "And I had seen that as a challenge."
Stepping through the breach, Komás turned and activated his dimensional condenser and provided the necessary gestures to have the missing wall sections replaced. Unlike the pieced together devices he had planetside, Komás' DCV1 was the Company's product with a reasonable range and significant capacity. His gestures were quickly interpreted (there was even some anticipation programmed in) and "Wham! Murus ex nihilo!" Even after training on the Company's system for 7 years, he still got a rush of adrenaline every time he commanded such power and the recently relocated volume of air swept over him.
His euphoria drained as he turned and took in his surroundings. Perhaps, all those years ago, he should have said no.
Chapter 2 - Interview
“So you think you have what it takes?” said the excited old man from behind his desk. The young Komás thought the question rhetorical, but did his best to keep his impulsive sarcasm under wraps.
“Sir, I graduated at the top of my class in astrogeology and had exemplary marks in all of my applied physics classes. I know what you’re looking for and I’m it.”
“Really? Perhaps you are, but let’s do a little more digging before we finalize our conclusion” Director Mubek chuckled with a smile. “What can you tell me about phase distortions?”
Komás thought “A textbook question?” but responded, “When talking about sublight transitions, phase distortion is the skip in time that seems to occur when an object, as viewed relative to another, crosses the c over 3 or one third the speed of light threshold. This phenomenon was first identified when pre-hyper vessels, returning to Earth were routinely routed incorrectly by Space Control. After the near miss of HLN Duchess and a local barge, an official inquisition was imposed in order to determine the cause of this close call. Fortunately for science, non-official sources also took note, and the principal of sublight phase distortion was determined. In short, the vessels were passing through an n-field, a wrinkle in time, if you will, and were reappearing some distance from their previously observed trajectory. To the travelers, there was a short pause in transmission from Earth, but they still received transmissions from other non-stationary vessels. Currently, there are at least three non-stationary broadcast satellites in use by Space Control for each incoming vessel, so there is no transmission lapse anymore.”
Komás fired back, “Since its discovery, phase distortions have been accounted for and haven’t been a problem. What is your interest?”
Director Mubek continued to smile and added a slight, “hmmm…” and nodded his head.
He continued, “Instead of thinking about the ‘problems’ with phase distortions as they relate to interplanetary vessels, what if we considered a more portable ‘potential’?”
“I’m sorry, Director, but I’m not connecting. How do you relate astrogation with any portable potential?” Komás responded.
Director Mubek’s eyes sparkled, “What would happen if you could produce a, “wrinkle in time” you called it, around any physical object at any given location? Take this pen, for instance. If I accelerated it up to 1/3 c, what would happen to it?”
Komás entertained the question as best he could, but he couldn’t help letting a bit of incredulity in, “It’d get pretty heavy, it would move pretty fast, and, since we’re talking about Phase Distortions, I imagine you’d lose track of it. Have you been losing quite a few pens recently?”
Mubek chuckled at the jest, but he felt he had enough to decide that Komás would be a good fit for the Company. “Why don’t you follow me down to the lab? I’d like to show you a few more of my missing “pens.”
----
Komás remembered his eyes going wide after his initial interview so many years ago. As he surveyed the ruins of the Outpost, his eyes were going just as wide but for a different reason.
Komás was surrounded by turret carcasses, ripped up belts and mangled mechanical arms. His eyes kept wandering to the mechanical arms, or ‘inserters,’ which were stuck in grotesque poses of anguish. The damage to the walls understated the biters’ ferocity towards machines by quite a bit. “The biters really don’t like us,” he mumbled.
From the automated reports, he ‘knew’ what was damaged, but seeing it was different. The biters’ shear hatred radiated from the destruction. And, not for the first time, Komás felt very alone.
He wished that the Company had solved the inertial problems that limited phase distortion to just non-biologics. “A few friends would go a long way to lighten this load.”
Following that thought, he reminded himself to bookmark another research project into overriding his DCV1’s biological safety system. “It’d be messy, but I think I’d like to phase shift some of these monsters if they get that close again.”
Just then, the automatic alarm system started blinking yellow pulling Komás back from planning the repairs of the Outpost. As he instinctively reached for his recently upgraded MPLAB (Multi-Particle Lethal Accelerator Boomstick), he called up the overhead map and cursed.
Komás, in a panic, quickly holstered his MPLAB and got his bearings. As he reopened the breach in the south wall, the auto alarm cycled from yellow to red and then started listing equipment items with a harsh red ‘X’ next to them.
“Even this is a bit too clever for these unthinking monsters! If the mainbase falls, I’m gonna have a tough time holding off their increasing assaults!” Komas thought as he raced back to what had become home on this increasingly hostile planet.
Chapter 3 – Big Blueser
For the 4 hours it took him to return from the Outpost at his current full exoskeleton speed, Komás had little he could do to respond to the onslaught of bad news. When he first arrived, Komás was pumped with adrenaline and carelessly engaged the first biters he found.
“Crack-crack!” reported his weapon and two brother biters dropped. Within range were 2 more brother biters that had quickly stopped munching on the main iron ore feeder belt to take notice of this new threat. Komás had judged correctly that he could drop those two as well before they could engage. However, he neglected to review his ‘eyes from the sky’ before beginning the assault.
As he brought his weapon around, the wall to his right shifted and he let off a distracted shot. The brothers pounced into motion, barely touched by his first shot, and Komás had to put his full concentration into a leading shot which landed the majority of particles into their underbellies, dropping the lifeless pair to the ground and spraying Komás with biter goo and guts.
By this point, Komás had started his momentum away from the moving “wall.” As he wiped the slime from his visor he felt a force clamp to his leg and a sharp pain flashed through his system before the biohealers registered the state of emergency and flushed pain blockers into his neurotransmitters. With the shock of being overtaken so quickly, Komás again released another distracted shot which thankfully registered with a release to his leg.
With his quick release from pain, Komás’ eyes cleared and focused on the blue beast’s return glare, just as the monster lunged with a clamping bite to Komás’ torso. Like an oversized angry mousetrap, the beast’s jaws snapped down onto Komás’ exoskeleton with enough force to pop Komás’ ribcage and deform the durosteel frame causing a different shock that the biohealers were unable to block.
As with all the biter varieties he’d “experienced,” the biters’ power came from the snapping of their jaws. Once engaged, their bite was unable to sustain any significant clamping pressure and they recoiled to snap down again. Komás tolerated some patience with his scientific side while he observed their mechanics against a wall, but not when it was against his body.
As the newly named Big Blueser recoiled to snap again, Komás levelled his boomstick and released a point blank blast into the monster’s mouth.
Thankfully, the shot threw the biter’s aim off and he snapped wide. Predictably though, considering the need for protecting an offensive system that was used to thrash against all sorts of refined mechanical devices and walls, the biter’s mouth was well armored and resisted significant damage from the MPLAB’s durasteel jacketed copper slugs.
Still moving away, Komás levelled 2 more shots at the monster’s center of mass. He noted some purple goo leaking from the side belly, but was not encouraged.
“I need to get to those trees.” Komás thought as he released another pair of quick shots.
His exoskeleton was working at its limit but wasn’t quite able to keep him ahead of the blue mass that smoothly lunged towards him. Seeing no recourse, Komás turned and produced two more clouds of particles that seemed to bounce right off of the Blueser’s hide.
The monster leapt forward for another bite and, in desperation, Komás threw up his left arm to deflect the monster’s bite.
Already filled with numbing pain blockers, he was able to distance himself from the broken limb being held in place by the fractured and bent remnants of his exoskeletons arm cage. With little hesitation, Komás fired two more blasts up at the beast while it was mangling his arm and scored a hit to the back of its left ear.
The beast staggered and Komás was able to drive home another shot into the goo spattered area of the biter’s head causing the beast’s mass to collapse like a bag of sand.
Komás quickly queued up his overhead map and confirmed that the nearest pack of biters had not responded to any of the commotion. He then went to key in the microwarp address for a repair pack and realized his sickening dilemma.
Although advanced for a prototype, the DCV1 still had several limitations that the Company had not felt the need to iron out before its first field mission. One of those limitations was the small number of addresses, 10 in this case, associated to the “gesture” package. For the rest of the addresses, the user had to simply access the library with the touchpad – that had previously been mounted to Komás’ left arm. “10 slots ought to be enough for anybody,” he remembered Director Mubek saying in response to the limitation.
“Great, there go all of my repair packs, turrets, grenades and spare particle ammo. But at least I still have - what? –spare ore, some wood and 2 wood chests, two types of conveyor belts, a burner inserter– oh and a stone furnace! Maybe I can convince them to jump into the furnace while it’s cooking!” Severely injured and close to a breakdown, Komás brought himself out of it by remembering those who depended on him and forced himself to steady his breathing.
Without access to repair packs, Komas, as prompted by the holographic self-help system, disabled his left arm cage’s servomotors and used a nearby tree to brace the bent cage while he forced it back into a somewhat “straight” configuration. At least straight enough to allow his broken and mangled forearm to be reset and give the biohealers a chance to repair what was left. Even with ideal conditions, he didn’t expect the use of his arm for another week. But, as the alarm system continued to remind him with new red X’s, he wasn’t ready to concern himself with what may or may not happen in a week.
For the next half hour, Komás worked his way around the East side of the campus, carefully avoiding any pack of biters over 2 and all biter groups that were within sight of a Blueser. He had a plan, but he needed to reach the storage chests at area C, a little to his south.
Unfortunately, area C storage was currently the feeding ground of a lonely Blue who didn’t look interested in having his meal of metal and gears interrupted. Komás was running out of time and needed to act expeditiously. Fortunately, a distraction presented itself.
A lonely turret had been left intact on the perimeter. Having spent its ammo on the initial assault, the dormant turret no longer presented a target for the biters’ insatiable hatred of machines and was left alone. Komás knew the turret, even with ample ammo (which he no longer had) would not do much against that blue hide. His hope was in getting behind the Blueser to take advantage of its weak spot.
To that end, Komás gestured into place a wood chest and filled it first with the microwarp addresses for wood and then the rest of his SMG ammo from his military grade autoloader system. He then gestured into place the burner inserter between the chest and turret. Crouching down low, Komás gave his exoskeleton the mental command to run on silent and then gestured the last unit of his wood supply into the inserter.
In a controlled but unbalanced hurry, the one armed Komás dashed back to the north while the pre-ignition system on the inserter identified the fuel source and started the digestion process. In seconds, the inserter shifted into motion as its arm smoothly glided to the chest and accessed the chest’s library.
As intended, the inserter identified the wood fuel supply and, with programmed self-interest, fed itself another unit of fuel, giving Komás a little more time to circle around before the fireworks began.
Komás reached his ambush position and turned to see the mechanical arm feed the first clip of SMG ammo into the turret. With unstoppable purpose and an increasing humming, the turret chassis gracefully rose and turned towards the Big Blueser.
The loud humming from the turret was soon broken by a rapid staccato as the bullets went streaming towards the biter. Without any hesitation, the blueser faced the machine and charged with a lithe tenacity. Although the beast’s hide resisted most of the projectiles, Komás noted a few speckles of purple goo leaking from the lower belly.
With the biter fully engaged, Komás moved quickly in from the side before the turret spent all of the ammo.
It turned out ammo was not on the critical path. In one quick biter snap, the turret chassis crumpled and it’s humming immediately ceased.
“Crack!” Komás triggered a hurried blast into the rear of the Big Blueser. While half of the accelerated particles from his boomstick bounced off of the ridiculously resilient blue hide, some found their way into the softer patch behind the monster’s ear. With considerable relief to Komás, the Big Blueser staggered forward and then fully dropped to the ground on top of the crumpled turret.
“I’m getting good at this,” Komás said to himself with short lived enthusiasm.
As if to highlight his desperation, several plumes of fire jetted into the sky to the southwest of his position. He knew what had happened, but the cold and ruthless alarm system reminded him of his continuing failure anyhow.
X Refinery S1-5 – System Loss Identified
X Pipe Run L13-4E – Function has ceased – Shutoff valve engaged
X Refinery S1-3 – System Failure Identified
X Refinery S1-1– System Loss Identified
X Pipe Run L04-3N – Function has ceased – Shutoff valve malfunction
X Pipe Run L04-2N – Function has ceased – Shutoff valve engaged
X Pipe Run…
Komás stopped reading after noting the complete loss of Liquid Storage S2. “It’ll take days to replace all of that Petrol.” But, with the loss of the refineries, he didn’t have days, maybe a few hours, before the electric generators would starve from the loss of solid fuel and shut down. And, he needed that power in order to remove the rest of the 5 dozen or so beasts that were populating his base and getting dangerously close to the heart of his research center.
Using the DCV1’s receiver - mounted to his right arm - Komás collected the microwarp address from the storage chest in area C and assigned it to one of the available gesture spots. “I hope these work.” | [
{
"author": "Xterminator",
"content": "Amazing! I honestly greatly enjoyed this. I haven't read a book in probably 5 years, but if this was a book I would not be able to put it down. Really interesting and entertaining to read. Really looking forward to the next part if you decide to so one.",
"date":... | 19 | 2014-10-06T16:08:11-05:00 |
forum-topic-120129 | 120129 | [2.0]Add prototype-level rocket carry capacity - Page 2 | Won't implement | https://forums.factorio.com/viewtopic.php?t=120129&start=20 | sh4dow | Would it help if there was a "default" rocket capacity, and all other rockets would specify a "multiplier"?
It could still say "1000 Iron plate per rocket", and "heavy rocket" has a capacity of "2x rocket" ie. 2000 iron plates... | [
{
"author": "BraveCaperCat",
"content": "Possibly. My solution would be to specify weight per stack, then each rocket can have a specified max. cargo weight . In your example, the heavy rocket would be able to hold 2 tons of cargo, making it's max. cargo weight 2 tons.",
"date": "2024-12-07T11:09:37+... | 12 | 2024-11-06T13:44:48-06:00 |
forum-topic-126911 | 126911 | Factorio Forums • Space Age Enemies | Looking for a mod that not only adds enemies to Vulcanus, Fulgora, and Aquilo, but also incorporates the pollution and evolution mechanic, as well as expanding enemy bases and spawners that trigger attacks from polution. | [
{
"author": "",
"content": "I have played with https://mods.factorio.com/mod/Electric_flying_enemies for ennemies on Fulgora, with spawner , expansion and evolution mechanic. Liked it ! \n \nFrom the same author are also mods adding explosive, cold and toxic biters, that have their own spawner and planet ... | 2 | ||||
forum-topic-96598 | 96598 | german misspelled word | Translations | https://forums.factorio.com/viewtopic.php?t=96598 | ZuLzgit | In the German version of the game is a little misspelled word.
It is just the description of the "Kombinator für Konstanten" and in the description it is written "kostante".
Nothing important but something i spotted.
Hope i could help | [
{
"author": "fishycat",
"content": "Not an error. In this case \"konstante\" is an adverb. Es liefert konstant (beständig) Signale. \n \nShould't it rather say, liefert konstant Signale?",
"date": "2021-03-02T11:54:21+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Read it a... | 5 | 2021-03-02T05:39:51-06:00 |
forum-topic-127333 | 127333 | [2.0.39] Rail ramp shows concrete foundation graphics on top of terrain | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127333 | Metaflame | Rail ramps facing upwards (raised part pointing north) show their full concrete foundations (the part that's supposed to sink into uneven/low terrain such as water I assume?) on top of solid ground in particular circumstances.
Steps to replicate:
Place a Rail ramp facing north
I tested this on Fulgora going into an oil ocean
Move the camera so that the Rail ramp is mostly off-screen, make sure the camera is also zoomed in enough
For me, this worked both from map view and character view; at mid-level zoom or closer; and up to about 4 tiles of the length of the ramp could be on screen
Press Q to pick the ramp; equip it into your cursor; or even just press Shift
You should see the deep concrete foundations of the ramp flicker and show up in front of the ground
This does not seem to occur with any other orientations of the ramp.
factorio-previous.log
(8.88 KiB) Downloaded 23 times | [
{
"author": "Metaflame",
"content": "20250308035606_1.jpg (444.38 KiB) Viewed 143 times \n \n \n \n \n \n 20250308043318_1.jpg (548.98 KiB) Viewed 143 times",
"date": "2025-03-08T03:34:50+00:00",
"quotes": []
}
] | 1 | 2025-03-07T21:13:11-06:00 |
forum-topic-25384 | 25384 | FactorioScript - If Statements | Show your Creations | https://forums.factorio.com/viewtopic.php?t=25384 | DemiPixel | If you have no idea what FactorioScript is, here is a link to the original post
Here is the if statement showoff: https://gfycat.com/DaringDeliciousAmericanlobster
You can read the reddit post for more details!
Here's the code:
Code: Select all chain {
if crude_oil*3 > 5 && water+5 < 10 {
water += 6
}
}
And since the forum section description says that it likes blueprint strings...
Code: Select all H4sIADLrOVcAA82Y4Y7aMAzHXwX145aeSIHeTbfsRU5TFVIDkdqkSlO2ruLdlxYQFEibaHCMTyCnjv3L37FLKieZZDSbJKQBobnmUJKmETQHEuSQ8ioPIQOmFWdhITMIUCFLs0wK0vwm4evLAtUkxC+LHWJSCLPSmIyLjwAHP0mjIDXuOs91wlMSIcYVq7huf+AdOjPN7aZXu+nNbsLTXftBh2yo4nqTgzaJMJkvuaBaqot04kM6bsng1vtHEN2yzfpxtSuNy5QfPJ6CIc2Kq1InJV8LmpFG14UJdpVVPA3QPnKmqhRCybOgc1JqKrTZQBagaBd68CVAstJFdemGa8iPXpa0NKkvqywDHeZ0Tf9wAcE5oRQYT0HZ8Sy88PTOOhpgFQ+zOoR1G5RDhidmC/M1L6hqUyPBD2doVOWGReuoqBMmK6GTlZJ5woV52hwWzcqOpI/U5neT2uKOUvtFNag+sjOZfXUgtgG6rY/EfMQ18wIy/2xx9fI68cHTnqa+P0xTo/wiL36zPj9k09M52rUCEH1ZjlxznqV7RTfqwSVPLVh8t4LF+JKwX8VuudIVzY4p740hULY5Zzd1qdwhV558pv8Nn+EbLXbhcsuFHw9PHNOn8QixyyQxAsRhVDzMVjPXUbE/zH0bmPMi3znPs5T71yO+6rfWc4sdR9rInmpkn3YfdXG4CcLx5hgXRtSpwrlMkLUwcE8GY/1yuF1et7rYfiqX5zygiPlj+yV+TL/UqvJtl37THJ65jnM4/rcScIDopn+rIz9Onq8BV4J/FKfPnzHGCtbv5fOqZyKX6dWtbof6wYXt9UklbmG+BVXrDRdr91ofv8Bjz/+AbkjTbMdZ90zDRQqmQ6OB3U1s+1URGqoz4/Vdga6UmCTvINK/AtXb1ewSAAA=
Maybe with this you can help explain to me why those combinators are teleporting upwards! | [
{
"author": "piriform",
"content": "This is very exciting work with tremendous potential. Is your plan to partition it and do a staged release or wait until it's fully baked?",
"date": "2016-05-16T22:59:32+00:00",
"quotes": []
},
{
"author": "DemiPixel",
"content": "I can't imagine I'll ... | 5 | 2016-05-16T11:24:16-05:00 |
forum-topic-86070 | 86070 | Choose What's Included in "Alt" vs. Always On | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=86070 | morsk | TL;DR
factorio-alt-toggle.png (8.2 KiB) Viewed 2947 times
What ?
I want it to be like the debug options (F4, F5) where we choose what we want always on, vs. what's toggled on.
Why ?
Seeing recipes on machines helps make machines look different. I never don't want to see the recipes. Maybe a dev taking screenshots for promotional art does, but who else does, ever?
But I usually don't want to see the modules. Since my first newbie game, 3 years ago, I've felt it was a tragedy that modules start covering the machines. Today, it's even worse, because Chemical Plants have the cool glass part that gets covered.
The current system doesn't really feel like a toggle that lets me choose "less" vs. "more", but more like "taking a promotional screenshot" vs. "how you want to play". But I do have two different levels of detail I want to see. | [
{
"author": "5thHorseman",
"content": "Love this idea. I'd instantly turn non-alt mode into \"alt-mode lite\" and alt-mode into everything on.",
"date": "2020-06-18T01:05:28+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "+1 \nI'd love to turn alt-mode off permanantly. The over... | 12 | 2020-06-17T19:00:58-05:00 |
forum-topic-122175 | 122175 | New level of pure bot abuse in Space Age | Show your Creations | https://forums.factorio.com/viewtopic.php?t=122175 | Toob84 | Things are getting really bad....
I like to work my bots hard and one might say i'm a bit ungrateful when its time for quality upgrade.
Bot Abuse.png (5.27 MiB) Viewed 1967 times | [
{
"author": "danbopes",
"content": "Recycle those bots with some quality modules to get some nice upgraded parts",
"date": "2024-11-19T22:48:26+00:00",
"quotes": []
},
{
"author": "Toob84",
"content": "Yes, that would be a more dignified ending for the poor little bots, but I already hav... | 6 | 2024-11-19T16:18:16-06:00 |
forum-topic-50153 | 50153 | [0.17.x] ShinyAngelGFX - Page 5 | Angels Mods | https://forums.factorio.com/viewtopic.php?t=50153&start=80 | SuperSandro2000 | To avoid what? I don't get it... | [
{
"author": "Zombiee",
"content": "Updated for 0.17. No changes, hydroplant mk3 will get colored soon.",
"date": "2019-03-08T10:06:57+00:00",
"quotes": []
},
{
"author": "SuperSandro2000",
"content": "Thanks buddy! \nand 1st after the update.",
"date": "2019-03-08T11:49:48+00:00",
... | 11 | 2017-06-23T20:49:11-05:00 |
forum-topic-115094 | 115094 | typo on support/help page | Spread the Word | https://forums.factorio.com/viewtopic.php?t=115094 | morsk | I'm sure this is a wrong forum, but you can just move it to where it belongs. I couldn't find a better place to say this.
https://factorio.com/support/help has missing punctuation:
I linked my Steam to the wrong account
vs.
I linked my Steam to the wrong account.
It is almost pointless but I feel irresponsible if I notice something and don't report it! Thanks. | [] | 0 | 2024-08-29T12:23:03-05:00 |
forum-topic-53937 | 53937 | How-to: Two-way rails | Railway Setups | https://forums.factorio.com/viewtopic.php?t=53937 | aaargha | Preface
This guide aims to explain how to set up simple and reliable two-way rail systems, how to signal/schedule them to avoid deadlocks and some techniques to address throughput issues.
Hopefully this will cover the most common pitfalls but if I've missed something, or if something is unclear, please let me know and I'll try to include/fix that.
Step 0: But why?
The main motivation for using two-way rails is that they're cheap and super easy to build, especially before bots and blueprints. Compared to one-way dual-track systems you'll save about 50% on the rails an probably at least 75% on signals, not much in the grand scheme of things but noticeable during the initial setup.
The main drawback is, of course, throughput. A pretty basic one-way dual track system will likely support at least 10x the throughput of a two-way system, a well designed one will support even more. That said, a two-way rail system will get you really far, by the time you may start to need to upgrade to a serious dual-lane system you'll probably have a small army of construction bots at your disposal to do the upgrade anyway.
Step 1: Forget rail signals exist
As automatic trains can only pass signals if they're on their right, a two-way stretch of track needs either opposing signals or no signals . The example below shows two different two-way tracks.
If signals are only placed on one side the track becomes one-way. If signals are placed on both sides but not opposite to each other the track becomes a "no-way" track: it can't be used by automatic trains but still traversed manually.
Now that we have two-way track it's time to cover a simple signalling rule* that will remove almost all risk of deadlocks: The only signals you are allowed to place on two-way tracks are chain signals. Or in other words: Rail signals may only be placed on one-way track. The reason for these rules is to avoid deadlocks like this:
We also don't need rail signals at all to build basic systems, chain signals can cover all our needs, which is super amazing as we can skip one assembler. Chain signals even work fine for train stops:
This is actually all we need to make a really basic, but reliable, train system, so let's do that.
Example: The worst reliable system ever
The worst system
worst.txt
Blueprint book (849 Bytes) Downloaded 1042 times
TADAAA!
That's basically it, just connect these station pieces to each other with track and you're done, no more signals needed. The only thing you have to be careful of is that you don't have more trains on a route than you have train stops: If you have a route between two train stops you can only have one train on that route. If you try to use two trains they would both be stuck at the stations waiting for the other to move.
The throughput will be absolutely abysmal, only one train can actually travel at a time as everything but the stations is the same block . The example shown can fit 3-car trains.
While this system is not really that useful we can use it as a base to build on.
Step 2: Partitioning
The simplest way to increase the throughput of our system is to use chain signals to partition it into different pieces. As we use chain signals we still avoid the earlier mentioned deadlocks but we can now allow trains that don't use the same pieces of track to run simultaneously.
The effectiveness of this varies heavily depending on how you've organized your train system, usually we're looking at at least 2x over all performance increase. Let's see how this could look in a system.
Example: A more reasonable train system
By applying partitioning to 3- and 4-way intersections and splits/merges we get a system that can look like so:
The more reasonable system
reasonable.txt
Blueprint book (2.07 KiB) Downloaded 1816 times
If you have a large knot of rails that you're not really sure how to signal just liberally apply paired chain signals until you feel satisfied. If you apply too many it won't hurt (within reason, if you cover all your rails in signals you might start to get some lag), if you miss some you'll only suffer a bit reduced performance.
The same scheduling restrictions as for the last system still apply, more stations than trains, which is kind of a bummer.
While this system is probably enough to pretty comfortably launch a rocket it does not really allow flexible scheduling, care to guess what we'll look at next?
Step 3: More trains and flexibility
To increase the number of trains we can have on each route we need to add additional spaces where trains can park while not at a train stop, aka stackers or waiting bays. While it is possible to implement two-way stackers it requires a more signals, can cause deadlocks if done incorrectly, and has basically no gain. What we'll do instead is to use "regular" one-way stackers, that way we can ensure that there is always a path from -and to- each station.
You're now going to have to remember that rail signals exist as we'll need them to construct our stackers. The idea is to place a single rail signal at the start of each waiting bay, everything else is still chain signal only. As the stackers will be one-way we can use rail signals without worrying, we have to make sure that there is a separate path to and from each station.
Example: Stations with stackers
The stations below each station has room for 3 trains, one at the station, one waiting to leave the station, and one waiting to enter the station. This means that for a path between two stations we can now run 5 trains instead of only one as we have 6 places trains can be instead of two. Also note that we also only use two rail signals per station, one for each extra waiting bay. The small arrows highlight the rail signals while the big arrows indicate direction of travel.
Stacker stations
stackers.txt
Blueprint book (1.54 KiB) Downloaded 1045 times
Building larger stackers for stations is probably not worth it until you move on to dual-lane systems, the throughput available on a two-way line is unlikely to support that kind of configuration. That brings us to our last concern: How do we increase the throughput of our system?
Step 4: More throughput
While there are techniques that can increase the throughput of two-way rails we will not look at them in this guide, they are an excellent source of deadlocks if implemented incorrectly. The more reasonable approach to increasing throughput on our system is to make busy parts of it dual-lane one-way track. Note that only small pieces of the system needs to be made dual-lane to greatly increase throughput.
The main limit on throughput is that only one train can use a particular path at one time, if a train from a far-away outpost wants to travel to the main base it will block all traffic to/from the main base for the entire journey there. The way to get around these kinds of long waits is to add some splits where trains can wait and meet while en-route.
Wait split
Just placing a few of these on busy parts of the system and close to intersections can greatly increase the throughput of the system.
There may still be parts where there is too much traffic to handle, usually close to the main base, those parts will simply have to be made dual-track.
Dual-track connector
When connecting two-way systems to one-way dual-track systems you should make sure that an entire train can fit between the connector and any kind of intersection/crossing on the dual-track system. We do this to ensure that no train gets stuck with its butt in the two-way part and so that it does not block an intersection while getting to the connector.
Further throughput improvements will be on the one-way dual-track system which is outside the scope of this guide, you'll have to look elsewhere for that.
Step "GOD DAMN IT!": Common pitfalls
Part of tracks are accidentally made one-way due to missing/stray signals.
Part of tracks are accidentally made "no-way" due to misaligned signals.
If it's still not working you may want to take a look at this good guide for general train troubleshooting .
Notes
That is pretty much it, if anything is unclear/can be improved please leave a reply and I'll try to explain/improve this guide.
Some good resources on trains
Train automation tutorial . It may look a bit old but it is, in my opinion, one of the best tutorials on trains out there.
All things deadlock is a great resource for in-depth information on different kinds of deadlocks.
Tools used to make this post
Text plates for text and arrows.
Screenshot camera for taking screenshots.
Creative Mode for ease of build.
Thank you for reading and have a great day!
* There are exceptions to this but, if you know how to safely apply them I doubt this guide will cover anything you don't already know. | [
{
"author": "Trudel",
"content": "Great guide, thank you!",
"date": "2017-11-14T08:19:38+00:00",
"quotes": []
},
{
"author": "5thHorseman",
"content": "First off, this is a nice resource and if I ever try one-way tracks again, I'll surely use it. \n \nHowever, I still think the best way ... | 19 | 2017-11-11T07:56:13-06:00 |
forum-topic-124742 | 124742 | [2.0.27] Allow LuaEntity::get_recipe() for 'furnace' | Already exists | https://forums.factorio.com/viewtopic.php?t=124742 | RedRafe | Hi,
I've encountered this issue with my mod Factory Efficiency Tracker ( https://mods.factorio.com/mod/factory-e ... cy-tracker ).
When reading an entity's recipe, there's "get_recipe()" if type is "crafting-machine" and "previous_recipe" if type is "furnace".
However, a furnace starting crafting iron plates would never return "previous_recipe" until it stops or it changes recipe. This is quite the limitation as a furnace that starts crafting plates from ore and it's 100% fulfilled in input/output will never return any information about the recipe used/currently used for the whole game.
In this example (attachment: 10_crafts.png), a furnace is provided with 10 iron ore. No recipe is available until it stops or until I swap some iron for copper ore.
Technically, even returning "iron-plate" as "previous_recipe" after the 1st iron plate has been crafted would already be an upgrade of the current API.
Would be even better if "get_recipe()" method would work for both "crafting-machine" and "furnace" type tho. | [
{
"author": "",
"content": "I do not understand this. CraftingMachine is a parent class of both Furnace and AssemblingMachine, it should be working already.",
"date": "2024-12-19T11:38:09+00:00",
"quotes": []
},
{
"author": "RedRafe",
"content": "Yup, sorry. \n \nI got misled by \"ge... | 2 | 2024-12-19T05:33:40-06:00 |
forum-topic-66141 | 66141 | [0.17.3] Biter corpses cover items on ground | Minor issues | https://forums.factorio.com/viewtopic.php?t=66141 | _npo6ka_ | I played on a public server and noticed the following picture.
1) Items lying on the ground are covered with the texture of the killed worm. It looks weird.
2) The worm under the wall also looks strange, perhaps it works correctly, but it seems unfinished. | [] | 0 | 2019-03-01T11:07:50-06:00 |
forum-topic-10 | 10 | Hidden ores - Page 5 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=10&start=80 | wwdragon | Underground scanning does sound nice, but it should be a modular suit upgrade, NOT a world place-able structure.
The underground mining structure being different is fine; I hope it's not much more expensive then the surface one.
After unlocking scanning, it should unlock more normal ores all over the map, as well as the new deep ores; that way, we can reuse the same close areas to our base later in the game, after we've already exhausted the normal ores there. | [
{
"author": "Angrytoe",
"content": "Totally! I think any form of more ores is always a good addition, with the game starting off with only 4 things you need to move around, (iron, copper, stone, coal) it is quite simple to come up with ways to automatically create what you need, then you throw the liquids,... | 19 | 2013-02-07T10:36:01-06:00 |
forum-topic-51073 | 51073 | Stations & other LTN based designs - Page 9 | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=51073&start=160 | Cadde | Thanks for the feedback!
I don't want one station per cargo as that would take up way more space. The (old)design can handle 31 different cargoes (though i would expect it to handle 6 or so without completely bogging down) which would take up at least 10 spaces wide per platform whereas the old design takes up 14 spaces wide for all cargoes. Say you have 6 cargoes. Per caro stations would take up at least 60 tiles in width and with this design it takes up 14 tiles in width.
Also, having all cargoes in the same <warehouse> makes it easier to manage upstream.
I made another iteration once i realized (or rather remembered again) i could abuse inserters to pick signals.
Mods: bobinserters_0.17.10, WideChests_2.2.2, LogisticTrainNetwork_1.11.6, OpteraLib_0.1.8
READ NOTES FURTHER DOWN BEFORE USE
Also, WideChests (A.K.A Merging chests) need to be capable of handing 3x61 size warehouses. That is, max width/height must be set greater than 60 and you must set max chest area to 183 or greater (i have mine set to 256 max width/height and whitelist set to "1xN 2xN 3xN Nx1 Nx2 Nx3" and max chest area to 768)
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 Copy blueprint
Some things have changed...
- Signal picker is now entirely based on the "inserter trick" reading the hand contents of an inserter to pick one signal out of many.
- Due to how inserters work, picked signal will flicker on and off so effectively the signal picker clocks at 30 Hz. This can be remedied at the expense of increased complexity but 30 Hz is good enough.
- Sync circuit now starts every time inserters are triggered and counts for 5 "picker pulses" (Effectively 10 ticks, it can be PROBABLY be reduced to 9 ticks with a non-pulsing picker... At the expense of increased complexity)
- Estimated throughput per platform is now 24*12*6 = 1728 items/second. (The theoretical maximum is 24*12*(60/9) = 1920 items/second)
Of course there's other limitations at play here, such as train acceleration and the "2 second inactivity" in the trains schedule. But i would guesstimate the station (for a single wagon train and stack size 100) has a throughput of around 518 items/s or 11.5 blue belts worth.
- There is now a loading indicator.
- Configuration is no longer necessary. As long as all available items exist in the warehouse on the right, the picker circuit will trigger the rest.
NOTE:
The station isn't hooked up to the warehouses, this station will NOT provide until you do that.
Also, there is a chest balancer using logistics drones but you technically don't need that. What you do need to ensure though is there is at least some extra left over in the left side of the warehouse as that side will always take the most items. (provide threshold could ensure this, also a constant instream of items could ensure this)
If you decide to not use the provided balancer (which technically isn't part of the station) you must ensure that the left side (that is, the trains right side) gets more items than the right or the left side will eventually unbalance itself as that is the side that adds the last 12 items to the train.
The design hasn't been tested on all possible train compositions or item combinations.
The last test is a L1C3 train (loco, wagon, wagon, wagon) with this schedule:
Also note, there's no rail signals in this BP. That's an oversight on my part and technically the loading indicator isn't needed for the station to work. I usually put my exit signal right after the station and my entry at the last platforms medium pole. Throughput is everything!
EDIT: Oh BTW, there is one unused combinator that is a clock that starts running when a train enters the station. You can use this if you wanna measure the time spent loading or you can remove it. It runs on "enc positions of any loco" and outputs C. Where it is i will let you figure out but it's on the right side next to the loco. | [
{
"author": "mrvn",
"content": "This looks totally mad. I'm not sure I would ever want to place one of those for every station with multiple goods. \n \nI can't accept anything where I have to adjust 31 combinators after blueprinting to match the 31 goods to ship at the station. The problem there is that th... | 19 | 2017-07-20T01:42:29-05:00 |
forum-topic-127571 | 127571 | Blueprint size calculation incorrect? | Not a bug | https://forums.factorio.com/viewtopic.php?t=127571 | datarza | From where comes this wrong data?
03-17-2025, 13-06-14.png (206.75 KiB) Viewed 354 times | [
{
"author": "",
"content": "Size on disk may be different than size in memory. This estimate is a size in memory.",
"date": "2025-03-17T17:14:03+00:00",
"quotes": []
}
] | 1 | 2025-03-17T12:07:41-05:00 |
forum-topic-124450 | 124450 | When Research Takes Days | General discussion | https://forums.factorio.com/viewtopic.php?t=124450 | MoDon | The end-game research can get a little bit on the ridiculous side when you are waiting almost a week for it to finish! | [
{
"author": "danbopes",
"content": "Sounds like you need to scale up production. The factory must grow.",
"date": "2024-12-15T02:09:09+00:00",
"quotes": []
},
{
"author": "MoDon",
"content": "Truer words were never spoken.",
"date": "2024-12-15T03:04:33+00:00",
"quotes": []
},
... | 4 | 2024-12-14T17:58:22-06:00 |
forum-topic-61171 | 61171 | How to serialize signals? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=61171 | adam_bise | How do I remove all but one signal?
Like x=1, y=3, c=2 and output only x=1 until x has no signal, then output y=3 and so on in any order.
Is this doable? I know how to do it while specifying all possible signals, but would rather a small approach. | [
{
"author": "DaveMcW",
"content": "Nope, specifying all signals is the only way. \n \n viewtopic.php?t=42902",
"date": "2018-06-24T18:50:27+00:00",
"quotes": [
{
"author": "adam_bise wrote:",
"content": ""
}
]
},
{
"author": "zOldBulldog",
"content": "I us... | 4 | 2018-06-24T13:19:49-05:00 |
forum-topic-105759 | 105759 | Extensible 5,494.08 GW Nuclear Power Plant with Steam production - Page 2 | Energy Production | https://forums.factorio.com/viewtopic.php?t=105759&start=20 | vangrunz | Unfortunately, at least one offshore pump needs to be removed before it can expanded. Since there're 12 heat exchangers and 1 offshore pump can only handle 11 at full load, it will look like this:
2023-04-03_193406.png (5.01 MiB) Viewed 4493 times
Since the amount of turbines match the power of each reactor and they need to be connected to the collecting pipeline, I don't see any solution for this.
4*120 MW in contrast to 4*160 MW, yes.
You could set up one accumulator additionally to the reactor's power grid. It will be completely unloaded if there's an overconsumption. Combined with an alarm, that's a sure indication that your power production doesn't match overall consumption (Edith):
2023-04-03_201315.png (3.02 MiB) Viewed 4493 times
That's another idea of mine:
While all 36 reactors can handle 962 steam turbines without problems, I "just" could set up each row of reactors with the identical amount of heat exchangers as well as steam turbines. But: 962 / 36 = 26,72...so, OK, every row could have 2x 26 turbines, for which 2x15 heat exchangers are necessary, assuming that the reactors share the heat with each other without problems. On the other hand, by reducing or expanding reactor's amount, the total amount of steam turbines/heat exchangers change due to the fact the more nuclear reactors have a 160 MW output due to their neighbour bonus, the 4*120 MW stays always the same, changing the ratio. The more reactors, the more heat exchangers/steam turbines are necessary, and vice versa you need less if you have eg. only 3 rows (4*120+2*160 MW).
This leads to the conclusion that a truly stackable nuclear power plant setup isn't possible without technical weaknesses.
I see. I could lengthen them, to add roboports or anything else. That's another thought I had, indeed.
Like stated above, I'd need a second tank for fuel throtteling. And, like you said, it's a "try" to "read" reactor temperature. In fact, that's not possible, so every workaround will either produce too much or too less heat, while "too less" is not intended. You can indeed throttle fuel consumption, but this will not prevent overproduction of heat and therewith steam that can be tapped off -- voilà, here we are.
Yes, I got that already from Tertius. But my intention is, at its best, a tileable setup which is accorded to nuclear's heat production. Since we have neighbour bonus, this isn't just possible in that way.
See above, 15 HE's with 26 ST would do this job fine if heat distribution works well between each reactor.
I thank you for your patience to explain. I've learned alot around the concept of nuclear power production. | [
{
"author": "mmmPI",
"content": "That's an important point for nuclear plants imo ! \n \nIt is possible to make fuel control so that you don't waste heat (even though as you said uranium cells are cheap) if you really want to be super efficient, it is possible to math how much steam a fuel cell represent, s... | 14 | 2023-03-30T12:12:57-05:00 |
forum-topic-114609 | 114609 | new stable docs link is a 404 | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=114609 | BrainGamer_ | I like the addition of stable / experimental to the doc version selection!
Only issue is that https://lua-api.factorio.com/stable/ returns as a 404
(2024-08-02 12:20 CEST) | [
{
"author": "",
"content": "Worked in my browser but I guess it was cached 🙃 \n \nIt's fixed now.",
"date": "2024-08-02T10:28:25+00:00",
"quotes": []
}
] | 1 | 2024-08-02T05:18:33-05:00 |
forum-topic-116165 | 116165 | Factorio fan trailer | Videos | https://forums.factorio.com/viewtopic.php?t=116165 | Ricar2 | Factorio unofficial trailer I did for the game, the game one altho functional, assumes everyone know about the game, my idea is to make one for a wider audience:
https://youtu.be/F_OhSNeyDc4
Got an amazing response from reddit that I added some bells and whistles.
Had a blast doing this for one of my favorite games of all time. And finally was able to do a personal project, those are really fun.
Used Earendel's text plates for the supers, it gives a nice flair | [
{
"author": "Stringweasel",
"content": "Oh that's awesome! Well done! You really achieved your goal of being bombastic!",
"date": "2024-10-21T07:48:13+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Nice !",
"date": "2024-10-21T08:07:13+00:00",
"quotes": []
}
] | 2 | 2024-10-20T20:37:44-05:00 |
forum-topic-108644 | 108644 | [Twinsen][1.1.90] Making a selection with "copy" immediately pastes it in controller mode | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=108644 | Stewmat | This is an issue I'm having on the steam deck. I'm not sure if this occurs on PC, perhaps it's specific to controller mode.
Steps to reproduce:
- Open the quick menu with L1
- Go to the next page and select "copy"
- Attempt to copy something using the trackpad, click to finalize the selected area
- If your cursor ended in a spot where there is enough space for the entity to be pasted (no obstacles in the way), it will get pasted there when you click to finalize the selection.
Expected behaviour:
It shouldn't paste the entity until you click a second time. | [
{
"author": "",
"content": "Thanks for the report. \nThis happens when you move the cursor after confirming the selection. Since the Steam Deck trackpad is quite jittery, it's almost guaranteed to happen. \nNow it requires you to release the mouse button(trackpad) and press again. \n \nFixed in 1.1.91.",
... | 1 | 2023-09-10T14:00:22-05:00 |
forum-topic-126832 | 126832 | Starting spaceship doesn't have "night" sprite | Won't fix. | https://forums.factorio.com/viewtopic.php?t=126832 | Epsii | Hey! I've lately been using the spaceship as a large buffer early game, and I noticed that the red lighting on the ship wasn't quite right at night (as opposed to the labs seen at the bottom).
That is all!
02-13-2025, 18-46-20.png (793.71 KiB) Viewed 241 times | [
{
"author": "",
"content": "Thanks for the report however I don't believe we will be changing this.",
"date": "2025-02-16T13:11:25+00:00",
"quotes": []
}
] | 1 | 2025-02-13T18:49:08-06:00 |
forum-topic-127090 | 127090 | Display name of station when train can not reach it | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127090 | datarza | test.jpg (128.6 KiB) Viewed 86 times | [] | 0 | 2025-02-23T19:15:13-06:00 |
forum-topic-120978 | 120978 | adapting ore outputs to machine types? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=120978 | darkrising | I was working on a new mod idea and I ran into a limitation with the game.
A mining drill will only switch to fluid mode if it's over an ore patch that requires a fluid. There's workarounds such as changing the type to an assembler and just scripting the output but obviously that isn't ideal.
I was thinking it would be better if ore patches had the ability to specify different outputs for different machines mining them. Maybe in the form of an added category or additional field inside of minable.
For example, iron ore can output iron with a mining drill and then a mod, iron ore can output an iron fluid with a fluid extractor as well. | [
{
"author": "Natha",
"content": "You could define a new resource (invisible) and place it over existing ores. If it has a different category, matching your drill categories, it should work like you want.",
"date": "2024-12-07T11:07:24+00:00",
"quotes": []
}
] | 1 | 2024-11-11T07:14:42-06:00 |
forum-topic-7468 | 7468 | The Forum Rules | General discussion | https://forums.factorio.com/viewtopic.php?t=7468 | 0. There are no fixed rules.
If you think, that a rule doesn't make sense you can discuss this. Make a new thread for that. See below (Changes).
1. The language in this forum is English .
There are those exceptions:
A) if you are not able to write English. This can be only a one-time exception.
B) you can write in two languages, the second is the translation into English.
C) in the Translation-board.
D) the Multiplayer board when searching explicitly for players in that language.
2. There is no spam allowed.
This is simply moved into the Trash Area board. We don't have yet clear rules, what's spam, but advertising in the Off-topic board about a new game similar to Factorio is welcome, advertising in the General-board about kitchens is not.
3. Size of signatures and banners
Discussion
In short: Your signature should not be higher than the right navigation pane, including your avatar pic etc. A banner picture in your sig should not be bigger than 600x100 (width x height) pixels. Included links should point to something interesting, related to Factorio, see spam rules above.
4. Netiquette
See Discussion
5. Read the sticky and announcement topics for each board
Before you make a new post, please read those threads. They contain important information.
6. Making game suggestions
About 40% of all suggestion are already existing!! Before you post a new suggestion in the suggestions board, please make a search for it, the advanced search is extremely mighty. A search with Google or other search engine doesn't work well.
See
FREQUENTLY SUGGESTED IDEAS
Read this OR be ignored!
7. Respect the copyrights
This theme is currently not completely clear, remember, this game is alpha. But in doubt ask! This is the best sign of respect. More is in general currently not needed.
Changes
The changes of this topic are documented in the discussion threads.
See
The rules discussion | [] | 0 | 2014-12-20T17:14:03-06:00 | |
forum-topic-116154 | 116154 | [2.0.6] absurd roboport construction ranges slow the game to a crawl | Not a bug | https://forums.factorio.com/viewtopic.php?t=116154 | Quezler | if you want a roboport to cover the entire world you could do something silly like this in 1.1 with no repercussions (or so i recall)
data.raw["roboport"]["roboport"].construction_radius = 100000
(actually, this is just 100k, since the lag spike for 1 million (what you need for full coverage) is so great i got bored of waiting for the world to even load)
however in the current version:
- loading a world takes several seconds, with it hanging on "entity setup" for like all of that
- breaking the single roboport takes several seconds
- placing a roboport takes several seconds
- the game hangs around 10 ups/fps when you've managed to place one | [
{
"author": "Quezler",
"content": "upon closer rubber ducking ( https://discord.com/channels/1214952937 ... 1548608543 ) it appears radar_range is to blame, i had not noticed it had grown alongside the construction area (fff mentioned roboports had 2 radar range, but apparently it is derived), the game just... | 1 | 2024-10-20T14:03:51-05:00 |
forum-topic-127508 | 127508 | [2.0.41] construction manager causing lag | Pending | https://forums.factorio.com/viewtopic.php?t=127508 | momtookmybeans | Hello,
First off I'm on linux,
so when i give a large scale deconstruction command to my bots the construction manager starts consuming more ups, and it only goes up over time even if the deconstruction is done it doesn't stop consuming massive amounts of ups, i've found two ways to "fix" it but the problem just comes back with another bot command, for some reason if i CTRL+Z it resets the lag but the second i redo the command it comes right back, the other way i've found to "fix" it is just to reload a save before i gave the command, i've had 16k bots without lagging before so im fairly sure this is a bug, i've included a screenshot of what i was doing and the show time usage. | [
{
"author": "",
"content": "Post save and log please, see 68653 .",
"date": "2025-03-15T09:45:37+00:00",
"quotes": []
}
] | 1 | 2025-03-14T23:05:36-05:00 |
forum-topic-13436 | 13436 | Concepts + GFX related to Yuoki-Industries MOD - Page 2 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=13436&start=20 | MAxmuD | It worked. Helped remove crop-cache.dat.
Thanks for the quick reply. | [
{
"author": "YuokiTani",
"content": "i like this wallpaper because it's clean & simple ^^ without distractions, and let you see the icons at the desktop ... \n(was designed as robo-charger for bob-logistics but came/finished to late) \n \n2560x1440",
"date": "2015-08-16T14:02:16+00:00",
"quotes": [... | 19 | 2015-07-12T10:10:32-05:00 |
forum-topic-100929 | 100929 | LuaEntityPrototype doesn't contain key air_resistance. | Modding help | https://forums.factorio.com/viewtopic.php?t=100929 | Rafiz | But it should, right? In docs of LuaEntityPrototype it says LuaEntityPrototype has key air_resistance, that is either double value or nil.
my (kind of messy) mod control file. mod from mod portal isn't in newest(this) form
https://pastebin.com/5HcnzQzz
(as side note, line 47 prints that we are dealing with LuaEntityPrototype, same as error message, but just wanted to make sure)
my error (whenever train gets registered ( reload or new game->after placing train part ) ):
Code: Select all Error while running event train_realism::on_tick (ID 0)
LuaEntityPrototype doesn't contain key air_resistance.
stack traceback:
[C]: in function '__index'
__train_realism__/control/debug_controller.lua:51: in function 'airResistance'
__train_realism__/control/debug_controller.lua:86: in function 'calculateTrainAirResistance'
__train_realism__/control/debug_controller.lua:142: in function 'createTrain'
__train_realism__/control/debug_controller.lua:168: in function 'registerTrains'
__train_realism__/control/debug_controller.lua:535: in function <__train_realism__/control/debug_controller.lua:530>
1365.478 Quitting: user-quit.
1365.691 Goodbye
I don't know, I think this error message is misleading. It states prototype doesn't have key that it ... really should have, according to API documentation.
Error started appearing after... I don't know, it just worked before. Now I can't place train | [
{
"author": "",
"content": "Are you sure you're calling it on a rolling stock, and not on some other type of entity prototype? \n \nAlso there is a direct link from entity to prototype, \nso all the \n`game.entity_prototypes[carriage.name]` \n \ncan be just \n`carriage.prototype`",
"date": "2021-12-15T... | 4 | 2021-12-15T00:29:37-06:00 |
forum-topic-28178 | 28178 | Presets for Colors / Default Colour Palette | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=28178 | With 0.13 many entities can have a color (trains). This is about choosing the colors easier / using only a limited number of colors.
viewtopic.php?f=6&t=7546 Default color palette [This idea includes also, that Factorio chooses the colors automagically!]
viewtopic.php?f=6&t=28116 Presets for train colors | [
{
"author": "hitzu",
"content": "Another simple variant is to add hexadecimal code for colors. One can copypaste just one line of six symbols and use whenever they want.",
"date": "2016-08-05T00:35:16+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "viewtopic.php?p=193217#p... | 6 | 2016-07-04T03:39:28-05:00 | |
forum-topic-125331 | 125331 | Embedding internally hosted pictures with "https" no longer works | This Forum | https://forums.factorio.com/viewtopic.php?t=125331 | The link works: https://cdn.factorio.com/assets/blog-sy ... umbers.png
The embed doesn't:
Unless using http only link: pic
External pictures still work with https: pic | [
{
"author": "Silari",
"content": "Only the last image works for me. The other two embeds don't at all, on an updated Brave Version 1.73.104 Chromium: 131.0.6778.204 (Official Build) (64-bit).",
"date": "2025-01-01T01:16:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, worked w... | 3 | 2024-12-29T17:25:17-06:00 | |
forum-topic-125819 | 125819 | Factorio Forums • Deprecated: in ConfirmAccount/AccountRequest | Code: Select all Deprecated: strlen(): Passing null to parameter #1 ($string) of type string is deprecated in /var/www/wiki.factorio.com/extensions/ConfirmAccount/includes/backend/UserAccountRequest.php on line 93
Requested an account, got this on https://wiki.factorio.com/Special:RequestAccount top of the page.
01-10-2025, 23-58-51.png (131.88 KiB) Viewed 839 times | [
{
"author": "",
"content": "This error is actually from the PHP Interpreter, regarding the use of a deprecated function in MediaWiki. \n \nThe REAL issue here is that the php.ini setting “display_errors” is apparently set to True! This is an Insecure default, since it exposes potentially sensitive informat... | 2 | ||||
forum-topic-109544 | 109544 | Question - Py Alternative Energy - Molten Salt disappears? | PyMods | https://forums.factorio.com/viewtopic.php?t=109544 | spacedreamer | Some 350 hours in and started using the coal power plants and molten salt recipes.
However, it has now happened twice that the closed molten salt loop I created for the powerplants (Recipes show zero salt loss) that my salt buffer of around 8k (excl. 1k internal storage per power plant) has gone "poof!" after hours of gameplay?
Is there some rounding that doesn't show up or something, but in actuality you are required to keep your salt loop topped up, similarly as you need to do with the coke gas for heated air?
Thx! | [
{
"author": "spacedreamer",
"content": "So, I've been tinkering around in my cold molten salt/hot molten salt loop for my coal power plants and I removed the buffer tank from the cold molten salt part of the loop. \n \nThe salt volume seems more of less steady now. No significant loss of the molten salt in ... | 2 | 2023-11-06T12:49:40-06:00 |
forum-topic-125546 | 125546 | [Space Age] Orbit Line Movement | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125546 | BraveCaperCat | Hi! Currently, you cannot define orbit lines around other objects without messing with starmap imagery and even then, you get orbit lines which can't be expanded easily. What I'd like to request is the ability to draw orbit lines around a specific object instead of the center of the star map. Currently, this works quite well for space age, as all objects in the space age solar system orbit (in universe, not in the code) the sun (which is at the center of the star map) or have no orbit lines (such as the shattered planet). This may have been overlooked due to an assumption by the devs that all space-location and planet prototypes would reference objects of the types introduced in space age (as prototypes) and not:
The sun.
Other stars.
Moons.
Asteroids.
Asteroid belts.
Black Holes.
And others that I couldn't think of in a short timespan. | [
{
"author": "curiosity",
"content": "Duplicate of viewtopic.php?f=28&t=121788",
"date": "2025-01-03T22:50:23+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "This request is a subset of that request and implementing this request would not also mean implementing the other... | 5 | 2025-01-03T16:17:14-06:00 |
forum-topic-121001 | 121001 | Intangir's Vanilla Train Network v2.0.4 | Railway Setups | https://forums.factorio.com/viewtopic.php?t=121001 | Intangir_V | Intangir's Vanilla Train Network
I updated my vanilla train network to work with factorio 2.0+ (and space age)
The implementation is totally re-rebuilt (and relatively untested so this is alpha) using the new 2.0 features for parameterized BPs, and train interrupts. VERY powerful tools.
You use it essentially the same as before but it has several improvements:
Video explanation: https://youtu.be/CuYDZV47ht8
2.0.4 is a reliable well tested release with no known issues
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UmFmN7ZFTYmY1tkdOipnhdeQbYnvkpJgZXkehIbZHToqZUbySDDAzvJb0mFljWhDMH3PCImjNHk5OhaAxEy5dLE6IoqZD11qjj5j9oa0BrMwxoRZgkT8UtdCstGLrCxL3Oy4oSZ1De80/fK9ZjVP2SkpSwn0eMI/7wxIhRqfzNDAbBMfUljSDI09RW7KH4iHB6UYe/N1qS54enWY4dJrsXWs+DjqtrS5JQup88PKS29p60/KSevS4NSb06DESE3d0FLVoMtNR8HUUqI5CgD0rIIeix+3ZANGjx0jJ+jqKBIvTk0PR5PasgOjR5AE8WjfimG7MUt0IYy72bGCQgmeKiWu1bXoCwlo5+dr6qRqMs6WEQ5yxOHE3wofwXCwy3I1sHOKMxYm7kRIciRO3Z0FIDtE4safjkJtqmRJttVSkXikOz/VMtTzIoW+qVySHgamWBzkMTfWK47BXJBWBibM2pmkXEyc2Ja/LiEGbq1Jg8DNcZ6rNANeusXJm0/oeF/BxVf4LPmymoijhA+53FfZNoERYWzqsLhfGoBwZr0uKAT/c6bVV+TIu+VExmlz+NTPaayt+4FLzV86AdVtIXrZ5j47Xuz9o7vm4uHnt3JkXI5tSwNJ/INS4EtlepF77uuOQ+7oaGQqy94+sQiZN69OXIWsyL4F6J72n6OCM+r4L8PqIaxayutKWe3iS+CgoP/p+sXOciQFkonxwkvfvxpwTmSPPQyfwAickUKZXxpxz4nqBR/3QZS4NwdKTMefyGndp4DqMA0x3SZt/y+Jks0t1skum/SXT/vedab9btegjlyfbU2HJNGf4FYlLgbJLgbJLgbIPXKDsbH4htjhZzQA6czw4tDqZ8pzeqCjZzmA4gw9FycxpnQjmv4cbRYPzsYBzpJh7Ig4uBcd+5wXHdlfnix908YMuftC7+UGXkmO/u5Jjs++15tjsI5a22jthPnzVsd8dhGCknEvhsXcoPGbqP4boWjJbR3CFNPDAhxh1HVtTfyyLZcdw71Xd1hk5/eppWlOkvpmfLDumzryYnjI7ps68mJ4yO6bOvJgaZceo8nLTdSE8RRlOfC8m50g42NQZ+Muq2L9U21FSARMnja8GnSuCwvVdSm5SMafSRPZpU8bz9nWNLXdcObU2yG1KdOXUivhfGyHbYRm3wS5SxnbzQMfyG8eoE8dRgehj2UAabXd9ehUeE5xB9xgNhwYaYd+NRnp5T/pu0e+nWwQ90uiHG2kE/efZu4H2cZjHJRY0mw45W8XD/fH98tsceFrHS7xH+XUnMP/zBPN364arESJOGoRZ8vYHDf9o7DazvxVJ9pGd3uT5Q4+2dBQepacgI8e2zcjHKEvSNKpPIbK4esqLB+s2jqpNAfxE1kKMtCJKhaEJBRGFRKs4WkLSdRYL0xOq36qqtqVtCV3n4p80fyqtJu+iydaulXjgqYbopzJ95vUlZ0RAL3/4NwKbol4= Copy blueprint IVTN 2.0.4
0eNrtnU9vI7uxxb/KQGs5aBb/NDmLLIK3SDYB3kt2QTCQbc2MML6WIcuTdxPMd39qyS1rbHZ3/dj0A24Q3MXtsdinq5vkYRWLPPzX4vruaf2w29zvP11vt98WH//18pfHxce/Xfyz++3xfvVwtd9efdltbrt//+/io/HNcvHr8f8/lovV9eP27mm/vupKPmzuvyw+7ndP6+XiYfu42W+291e79d1qv/m+fgVzJe0R5srbA8zmZnt/evzj5sv96q4rtP/1Yb34uPi+2e2fDn9ZLu5Xv3R/ePy6elhf3Wx2N3frRXfv/e26s+vH35eL9f3+8NT1Cer4j18/3T/9cr3eHQqcEa43X67Wd+ub/W5zc/WwPcC82PtsXji9ZGh+/Fi+QZIz0m61ubt6NvkNRut/559RfucPht5udodnHn93GVRL7Etj9rkz0s3T7vv69upo5ipjoT2hyM/WGcmAejVomwUNGcyQxbzOVEc8YTqFoa0WNEoWNGdoVBvqTpjxZ8ycnUltZ+gxMyim0TXGrg0eYVp3aIw5IKOt4HD6bq2dfkcjWtAYe9AcDOob7fOL5l/T6b5XTP338q87b8zBevr1WgVooF/vFahpcqgtbMxRFKZG2Jpfg+ZNTZAgYniFmiNaaSBDvEbNghpIujFqTBXIuq9Rs6C2YCRM+ZFQ2Zs60jnZl173piyHiy8YDDsTDz7APw7YnQPwN7M8/GeX5u/Lw6V0l3K89N2lP1zalwL2pYB9KdD9uJRniOO176+l+7ucr31/7bu/+/O1P1wfbNrs179073L2rZaLu9X1+uDnLP50v1/vHk9f48P/bJ/ub1fX26euxPfD348v6YMkl5J33non8cXnOfaZ34jDdnib/ebm8Pcil+1xf2hfX77uj+0/00ifW7+fHsrlPSjFvgOjOO3LR5t9+XEnbuqDphNmW+rEzSS+9h14L6o/qMm+/CwnrpURGtU6cZRGB3y6nHmxN4/4dIybR/268feW5/dO9s17e4WTd/N1tbkfRm8H0dMsV689+U8p74jq+03oYabrptW28d62fFCh7iq9bXmYBK0xTd7LaKA5QzgG2yM/xr0yrT15HIvtcRNemNaePI7H9oQsTsD25HFabE+2HUrE9uRxcHs22XZocXsewDFK+uwJzjRJE8xawe+Zbd/W4vfM4zhsT7Z9W4/tyeMEbE+2fdsW25PHidiebPu2CduTxXENtUfy85iG2jOAU+KxDGFhzpZsm3aYswdwMGdLtk07zNkDOJizJdumHebsARzM2ZJt0x5z9gCOgS6vsU1+wtZjlrbZFu0xSw/gYJa22RbtMUsP4GCWttkW7TFLD+BglrbZFu0xS+dxAmZpm23RAbP0AA5uzy7bDgNuzwM4jnpXVuVdBczYLtu+A2bsARzM2C7bvgNm7AEczNgu275bzNgDODhqdNn23eKocQCnZPq+m/zNYWHOHsDBnD2AE0o8Nf964l+WZnlw+o5T9bKU7lpO17677qbnu5+Xh8eZ07V013K69t11V6a1L2Va+1KmtX2Z8an9P67uPn/4y8PqXjWZb35Dk/k32939ob7ea/XFzwmd/ebuGfN1MdMnes/gX1f/XO1uD/bd3+zWhw9zt/68X3Qf9vWtUn7r81ND+VND+VPb8qe25U+N5U+N5U9N5U9NxU+NTfFTi259fqopf6opf6qUP1XKn2rLn2rLn+rKn+rKn1rOTbGcm2I5N8Vyborl3BTLuSmWc1Ms56ZYzk2xnJvSBcH094w8SVv8ecFUKiCSPv9TcmtbfmssvzUV3xqb8ltN+a1Sfqstv9WV31remmJ5a4rlrSmWt6ZY3prS29Y02qUNKy6suGXFHSvuWfHAireseGTFEypumgaWN7C8wPIWlnewvIflAyzfwvIRlof1a2D9Gli/BtavgfVrYP0aWL8G1q+B9Wtg/RpYvwLrV2D9CqxfgfUrsH4F1q/A+hVYvwLrV2D9Wli/FtavhfVrYf1aWL8W1q+F9Wth/VpYvxbWr4P162D9Oli/Dtavg/XrYP06WL8O1q+D9etY/fahqpSHqlIeqkp5qCrloaqUh6pSHqpKeagq5aGqlIeqUh6qSnmoKuWhqpSHqlIeqkp5qCosVBUWqgoLVYWFqsJCVWGhqrBQVVioKixUFRiqCgxVBYaqAkNVgaGqwFBVYKgqMFQVGKoKDFUFhqoCQ1WBoarAUFVgqCowVBUYqgoMVQWGqgJDVYGhqsBQVWCoKjBUFRiqCgxVBYaqAkNVgaGqwFBVYKgqMFQVGKoKDFUFhqoCQ1WBoarAUFVgqCowVBUYqgoMVQWGqgJDVYGhqsBQVWCoKjBUFRiqCgxVoRtsmRtsGbpj6I6he4buGXpg6AHWU2DWtMyalqFHhh4ZemLoCaF3uykJvLp8X1P6B/QGGWiQgfgC8QXiW4hvIb6D+I5WmIMGeWiQh/gB4geI30L8FuJHiB9phUVoUIIGQUoxkFIMZAgDGcJAhjCQIQx0MvQP6A2ClGIgpRhIKQYyhIEMYSBDGMgQJtAKg5RiIKUYSCkGUoqBDGEgQxjIEAIZQqjTIZBSBFKKQEoRSCkCGUIgQwhkCIEMIdTpEEgpAilFIKUIpBSBDCGQIQQyhECGEOp0CKQUgZQikFIspBQLGcJChrCQISxkCEudDgspxUJKsZBSLKQUCxnCQoawkCEsZAhLnQ4LKcVCSrGQUiykFAsZwkKGsJAhHGQIR50OBynFQUpxkFIcpBQHGcJBhnCQIRxkCEedDgcpxUFKcZBSHKQUBxnCQYZwkCEcZAhHnQ4HKcVBSlGXD6x8vxwD3ODoDRHeYITeQF9a6EsLfWmhL23pS1v60o6+tKMv7UZfely14L+fVrv9evfhD3fbm28q5QL5DSkX3G5WX7aHklc3u+3j4+KV/MJsFNHrIKjlh0dFjOsJI9t30AZ21ZTGfRWhXb3m6nkZ+ag48fiRC/FSV3aOIHFvTVYvJ72Thm5DrQvzjpUYV8sVak2cEByepY/roDUDgrTG1xHINQHbk5WCMm0dgVwTsT2ukoCwmykg3IwK0ppKArmC7YmVBITjTAHhZkyQlgsID+Dg9pwXjuUCwgM4EZLYKZ84dbwJ0BNuRvVoGyR3bnq9OuPejATjKsPz1HeFWHkePA8xRX70BOrCzah6rrvYEHH3+cW3GwC7TBBOyLFbX0komPeHOFNweFwoOJZI0OUFdS3uBAPCvA307U4ZyQmxRmcqSRljxh+Q+7X0LcVMt1PHzks4S9OK5LtmgSixTIgS6zxtIyfn9hAW7nfbu0/X66+r75vtrivXnRj4tNl/urnbPq4/9ZHeKersf9utV7fnnz6v7h4vfjtg3p4f+nmze9x/UoSLxxKHYPZ2cTLrcb/qQmTb/eOXh9Vute+sW/x+8WOmmnIzqsocizhuACzVkZz22CvLSzy/llTWDn/iVYEQ11keMBOPVwMK0q6SorWn9gzoPodqitZtJUVr7K5Jmqm03IwpURcoLctMpeVmTImaKy0P4OAWPaBE7eooYwfeouNMZeVxZWzM3gNK1LGSMjZuz3nF6Lapo2Dd4vacV4xupY6CdWvLIhQ3EKG0OKweUKD2lRSxcRgxoEDdVlLEjhWVrHHbzuNEHEY4RRgRTR2d7ShljrofcNQjnkDy2Z4cy2Jon+2GETf3AZxQ5hd6nV8YcS/w2V4ZMbv7bG+KNBFgwoAfljC/588hT3Tu3/j0s5K7W5qljSeR9qV0l0eN9qXvLo9HuMZOov1Uovu1u5bTte+upyTa/3qw6P7DX/bbh0dVqtP+J9VZP9U5cCiqzEl8gkNR7TucC+re4eBNX+3cTf254hdqWhPWte945Kb+5FaQKB23MJpBC+N4trTiaZ6GvneYmTsNVXKnsamTOw11cqexqZQ7DXVyp7GplDsNdXKnsamUOw11cqexqZQ7DXVyp7GplDsNytxp1cM89bnUOJ7bbesc5glyqSGfS42zUqlxNGNccDSr0xzNOjEcxuGUbDvrgNY4nji2lQ4gheFfHAXDxD6ZNB3tUNH8lGn+uan9+6SSCg6bncr9EkfPmFZ19DDvx3OPoA11jqCNjTL/q3O532SnsytInK14su3/+4m0sVEmf5WfTMzMHGqomUONF7tWp6JF3OonM6okxOmz5hN905s6R/J6KRsb3+Zr06w0axzPKrtKB/7y7hBnHmc7fkxvS/0vSYq5CRqiD1mX6hz+q0+5xqZSyjXUSbnGplLKNdRJucamUso11Em5xqZSyjUoU651D//FTJ+3r+Bw25kp2DieEpY6h/+2mL0HcFylw38xe0+mXpXBiPt3DkbattJZyHjYGcBJdc4vjnjYGcAx1Pd1mnDhIn0Mj1eelToOytSxFmcqa0zcc69wzyN2vQYyvW2Z4+tVjm/EE8eTeWSlg+gVDmLCA1Z4daq37w71tsdMr+/O9LbHRK/vjvS2pyO9u+O64+nY7+7X7lpO1767rp0Ldr+NXPCJqQ/8fPPt0Nb+uS47tXuiKRifXo62vqSh8SSupqca715Okr6AdqOp3NFR9rjy4flQ7DdrPWalc/vqjo0CVb2ntZdCjgqyUs+a9LvKY6qc3DXO97nTRuMTq3nrQnF6NL2rfPGj1PLUkKnfBnuGdT9m5XLPOFPJ3MlGc6ElPPmaFps3ld3V1kKrMc9T86azvVOf71n+/STuO8E7pqW18gY2/96Rfs6T1vEkbuLfUyayw1MGPh//cdIOnhwi9N3FhDyum5U87k/v0MHqe480ANbpYQXA6juTOAAb9LCkylo9LKky/ahjSZXpRyFr9bC24f11Ki89RVS9WlCjcenY5l5jz9McjVc5YNZy3g6K7+o4bwcFv1rPedtrcANvB2EiG6zm7aipp8h5W+PXJ87bClh9lviFtzWwhvO2BlY4b2tgLedtDazjvK2B9Zy3NbCB87YGtuX9NU4kn6eAGn8hya9PPGuHA6OKbJvS4SCphgNv8HDw2m43npnWDgdvPkcznpNWDwea+Vx9jvqMm1/cp09S96c0vlmVJ+M5a+0oY0RT/S0eZYwiivMRjzIq2IRHGQ1saPAoo4I1eJRRwQoeZVSwFo8yKliHRxkVrMejjAqWe4X51a9BP43RNBfnfEzZp0ymm+a8Nc28FalrxtPpkwY7vcFtozU4QIMv8u2que/zqKuxWrRWpxEFKDN7Y/TFcJ75KjKerVcP55oP4vlw7jSViOfYT8ftTOJybzG/rrtVTxv+dDzOZDWpB7Lk8rBuVs48BYCqTl0lD1BlLmqYlUpPEdiqH8OaBsCqx7CUAGqYixpmbdHuDyvXGQuCMdIR9HOHZydcAZua2bBhfHP35EcA/Tbp/cQGdIak9xMN6AxJ38cMaGBJH44Z0MBS4GGTBrblYZMGNvKwSQObeNikgD1yKI2bVLiGB04qXOGRkwrX8tBJhet47KTC5anl/H6zI80B3z6Gi4P3Jq0siMziNIkfOZQGUCrcVBjnaMBNwwMd3TofY0xppKN9gPBQR9NAjOWxjmphiCmYY8wvDTE8KWZUi0P0izri5WGR03WFlj1Fe96o1KiiamPU8yLNCHS+OSQttKPQou59L7ua387q2yy0wfPFb2oyb7Ngz0cU+QIDFn70ro8O12HfR4frsfOjww3Y+dHhttj50eFG7PzocBN2flS4tsHOjw4Xr0oc2DxsrOAM0mtl6uxYDxZ+9D6EiIYSrCsc6cXoRnrr8UgvmqWGNuCRXlRrDcGakHNjUC02tJG3srw2jk1QV0u1/dqAdSCNvzgdearxuoLxzGkarysYzxQT5sYVjGcq3ILxTIVbMJ6pcAvGMxVuwXimwi0Yz1S4BeOZBtcXjGcq3ILxLL9cHywFOY87QdN1fWkuTXQrJY3nyTTRTJR4nk2ToFrbz9PXeckG4wtGMK8yMXIij6rWkDiRa6YDwOKQM5GrcA0nchWucCJX4VpO5Cpcx4lches5katwAydyFW7LiVyFW+Ay5medQnoPvRPTlq5wFN0KR9PyJY5WE/K1fI2j1axxNC3eQjagAWNax2k8qUz0ddRlTMsXNlpR1Tpf2WhV+9P40kYdLl/bqMKNfHGjDpevbtTh8uWNOly+vlGHyxc46nD5Ckcdbqijw2Rii/16q9mwaGIsHBCsbo2ciYkPCJqYaWB9yOiA4FR7TA2mcavakp2kjgiWSZbTuGahnCHrQkIeOF9XntO4CjdwGlfhtpzGVbiR07gKN3EaV+AKWRwSCa7hNK7CFU7jKlxbRy5OGodnbK3i2AZpPB8eNPsipQmlw4NuYYGAFSJ2wPJ8lUU+PGgWFkiT6kj1CZDo6FNPVhHiieGz965RaRvw2XunCO3E8Nl7HS6fvdfh8tl7HS6fvdfh8tl7HS6fvdfh8tl7Fa7w2XsdrqkjaikieLWcE42BFm9kcka1L0jE4YV4OpM93sqkNjmUrfHT2d3iNX5OVMuuREojNafL/IvwSE31TfjhFHlxVLF6ecl0BlK8uH4RSJI8bv69Ld13pIN1dOORDtbTPUI62EA3CelgW7xLSIcb6YYeHWzCO3pUuGQFCGljYAVI75vqcAXvvtHhWrz9Rofr8P4bHa7HG3B0uAHvwNHh8vl9HS6f39fh8vl9Fa7n8/s6XD6/r8Pl8/s6XD6/r8Pl8/s6XD6/r8MNdfTaxaunQeLLWdkK18ZH7kfrFuyIT6X+qPIBoamjti7BlG2IcFEXUQSpI8MuQb1qOF7KM0/NCAVXR/Nc+LEZedFzCeHdVM+Fn6WRlz2XUEmZXEIqERHPaUo28zXOx8XE/2v9sN2rZMR9Dunqerv9dgH359Vut/3Hh7/uVjffOnXynAL4Rc98rfG9uuk0xT/1JzePmPXj/wB49KXW Copy blueprint Narrow track layout for grid block bases 2.0 (with red/green circuits): | [
{
"author": "r3nt5ch3r",
"content": "Your solution most likely get a lot of problems when having n:n stations and multiple trains, that have been explained/solved here: https://www.youtube.com/watch?v=EggDldJVggM \n \nAlso having a train loaded with items inside the depot is properly not right. A train sho... | 17 | 2024-11-11T11:48:39-06:00 |
forum-topic-104976 | 104976 | Factorio price increase - 2023/01/26 - Page 3 | News | https://forums.factorio.com/viewtopic.php?t=104976&start=40 | thermomug | Hi,
I just wanted to say that I support your pricing policy and your development paradigms in general, because lots of people don't get how free markets and (mostly useless) marketing works.
Big developers are about milking their customers with an ever-degenerating stream of woke, uninnovative, bland games, while you focus on one game and put your passion into it to create a masterpiece.
35€ is still a steal for such a game and I personally wouldn't mind spending 100€, bc Factorio is my very favourite game, and It will probably keep this way for decades to come. | [
{
"author": "TheKillerChicken",
"content": "I just want to weigh i non this, and I fully support this pricing. I bought a game back in Janurary for 75 CAD on steam, and it is so broken and buggy that it should not have been sold for that insane price (Cities Skylines II). At least this game worked 100% with... | 5 | 2023-01-20T04:54:19-06:00 |
forum-topic-32664 | 32664 | [Guide] Modders' guide to using mod portal (Edit, Delete...) | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32664 | aubergine18 | Changing title, etc, of existing mod
If you need to change title, version, short description or anything else that seems un-editable, just edit the info.json of your mod and upload a new version (via the Edit tab on your existing mod). The mod portal shows the values from the most recently uploaded version of your mod.
You don't need to create a new mod page! (Unless you need to change the mod name, which is also part of the URL on the mod forum, in which case you will need to make a new mod page).
Main description
The large text box when first uploading or editing a mod can be customised with Github Flavoured Markdown ( another guide ), including emoji .
If you want to include images, a good image host is: http://imgur.com - sometimes an image can convey what your mod does far better than a wall of text.
Discussions tab
The discussions tab doesn't create email notifications, so unless you're planning to check it regularly, it might be better just putting an "Announcement" message in there telling visitors to instead use the forums or github to get in touch with you.
If you do want to use the Discussions tab, there is a workaround solution .
Deleting a mod from the portal
No way to do it currently, but it looks like Klonan has inadvetently voluntered to handle requests :p
Note: It might be possible to simply delete all the downloads (via edit tab) -there's a little X that appears top-right corner of the file boxes. Does deleting all the files delete the mod?
Changing your avatar image
Associate your email address with an image over at http://gravatar.com | [
{
"author": "theRustyKnife",
"content": "Do you know how to change profile picture on the mod portal? You seem to have changed it somehow, I just can't figure out how... \nTRK",
"date": "2016-09-21T16:40:25+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "Associate an image... | 11 | 2016-09-14T14:47:24-05:00 |
forum-topic-116851 | 116851 | [Genhis][2.0.8]E requires pressing twice after pausing with character pannel up | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116851 | samr85 | If you pause the game while you have the character pannel displayed, the pannel is closed automatically. After resuming, you need to press the "e" button twice to make the pannel appear again. | [
{
"author": "AceTen",
"content": "I think this is related to an issue I discovered while playing last night. The issue still appears in 2.0.9. \n \nThe issue seems to be caused by pausing the game while the player's inventory or other entity screen is open, such as for an Assembling machine or Inserter. Pau... | 4 | 2024-10-23T07:16:54-05:00 |
forum-topic-127379 | 127379 | [2.0.32] Pathfinding of train went wrong | Not a bug | https://forums.factorio.com/viewtopic.php?t=127379 | louci_im_netz | I was designing some blueprints and this happened, the item train was stopping at the chain signal to get around the loop, to it's destination.
On the way there are many "service stations" which all can be used to get around. In fact they all have been used before. But apparently the train wants to go to the only service station where another train is currently blocking the block.
It's visualized in the pictures, the green and red way is just the arrows on the track, which you can see when you hover over a train. The blue way is one of many alternative way the train could take to get around to its destination.
Just before I haven't really done anything special. Just fixing a wire here and there. Also I dont have any mods which have anything to do with trains, I only used qol stuff until now (like rate calculator, which need the lib mod).
I have Space Age and Elevated Rails enabled tho.
I hope its alright I sent a zip-file of my save. I didnt really know, what else to send.
Thanks for your help! | [
{
"author": "",
"content": "This is working correctly, a stopped train has a lower penalty than a station not in schedule.",
"date": "2025-03-10T22:06:19+00:00",
"quotes": []
}
] | 1 | 2025-03-10T16:54:18-05:00 |
forum-topic-126350 | 126350 | have on_mod_item_opened return the itemstack as well | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126350 | Quezler | I am running into an issue where a player can have several selection tools with a label inside their inventory, and i cannot tell which one the player tried to open.
I wish to store configuration data related to the item inside of it by mapping the number all items with label support and their descendants can have to somewhere in my global table, but regardless of that implementation there is currently simply just no way to tell which specific item the player opened. | [
{
"author": "",
"content": "There may not be an item if it was opened through the quickbar. So while it might be possible to add in the not-quickbar case, the quickbar case will still not work.",
"date": "2025-01-28T17:19:37+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Hmm ... | 2 | 2025-01-26T15:14:32-06:00 |
forum-topic-100846 | 100846 | Desync issue w/mods (fixed) | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=100846 | sourpachfish | Every time me and my friend tries to join each other's worlds it keeps on giving us a desync error but when we play together a vanilla world it works fine. Its the same error over and over. The desync is constant
Link to Google drive Error File: https://drive.google.com/file/d/1pJcSNu ... sp=sharing
Edit: Me and My friend found it was the (We are biters) mod | [] | 0 | 2021-12-05T13:36:13-06:00 |
forum-topic-124124 | 124124 | [2.0.x] broken save files and migrating things with illegal names for 2.0.x (e.g. items, entities etc.) | Already exists | https://forums.factorio.com/viewtopic.php?t=124124 | hgschmie | The 2.0.7 release notes contain this line: Restricted prototype names to only contain alphanumeric characters, dashes and underscores.
That is a bummer because I have a bunch of mods where, for 1.x, I used a prefix to differentiate its assets (items, entities, recipes, technology etc.) from other mods.
With the 2.0 release, the prefix became "illegal" (it had a colon ":" in it). I changed the prefix to be compatible for 2.0.
Now, if you try to load an old 1.1 game, all of the entities are gone ("invalid entity") even though there is an upgraded version of the mod available. This is sad because I have a few pretty massive saves that now lose all of those entities and items.
I can not see a way around this currently short of patching the save files (and I don't have a tool that can do that so it is challenging). Does such a tool exist.
The way I see it, there are three ways to deal with this:
- release a tool that you can run on a save file to replace the names of things in he save file to match new prototypes. This seems cumbersome and error prone.
- loosen up the name restrictions again a bit (at least allow the ":" back, then I will go away )
- make the game migrate these things:
Add an attribute in the data phase to the prototypes like "legacy_name". This accepts all names that the "old" 1.1 game accepted (not the new, restricted name rules like 2.0). Anything encountered when loading a game that matches that "legacy_name" will have its name changed from the "legacy_name" to the "name" value of a prototype.
This is clearly a hacky way to do that ("what if two entities declare the same legacy name? "behave the same way as when two entities declare the same name") but the game does read all game files and should be able to construct an in-memory model of the game that can migrate old content.
Thanks for considering. | [
{
"author": "",
"content": "I think json migration allows all characters in the \"from\" side of migration. \n \nAs for \":\" character, it is one of those characters that we wanted the most to get rid of. There is a dump command that creates icons in files named after prototypes and \":\" on windows falls ... | 4 | 2024-12-09T16:21:11-06:00 |
forum-topic-110117 | 110117 | Desync with SE | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=110117 | illmaren | Hi
First sorry posting the issue here in the general bug reports section. Can't create a topic in the correct one. New Thread button does not exist there.
https://we.tl/t-LtuROnEWzZ
All of the Sudden I get Desync but only selective ones like I'm connected on the Server my Brother is not but cant connect because he keeps desyncing.
So one of us can play but the other not. If I disconnect then to and try to connect again I get the desync too.
It would be enough if someone could tell me what exactly is causing the issue as I cant seem to find the needed info in the Report.
Or tell me where to look for it. | [] | 0 | 2023-12-09T15:59:27-06:00 |
forum-topic-25685 | 25685 | Higher Volume Conveyor | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=25685 | zytukin | A Bucket conveyor to transfer items by the stack.
Video of it in action: https://www.youtube.com/watch?v=6_Wr-J9pkuo
Could add several pieces for building it:
A piece to 'dump' stuff from the buckets into a chest (ideally smart settable and connectable to networks)
A special type of block that can be fed by several inserters to fill the buckets
Straight conveyor section
Inclined conveyor section (would be nice if it was possible to make it change elevation to go over other ones as it is one of the key features of it)
If you don't feel that buckets make sense for transferring items by the stack (ie, iron plates) then could just use large bins in the graphic instead. | [
{
"author": "",
"content": "The idea of transporting bulk items is not new. But I like the title. \n \nMy keywords for this are: Cargobox, Cargo-box, Boxing, Stacking, Container. \nThere is not really the need to transport such items by belts, cause... \n \n \nMy favourite is this: \n viewtopic.php?f=6&t=79... | 4 | 2016-05-24T17:06:40-05:00 |
forum-topic-21634 | 21634 | [Whitelist|0.12.35|US] Whitelist Dedicated Server (OFFLINE) | Multiplayer | https://forums.factorio.com/viewtopic.php?t=21634 | NoPantsMcDance | Are you tired of those damned griefers? Are you looking for a more permanent home for your factorio endeavors? Well here at SUG we have the solution. It's called Whitelist Multiplayer. Just fill out the application below and if you meet our requirements you're in! If you're new on the forums you won't be able to PM. You can either add me on steam "nopantsmcdance" or join the factorio IRC and pm me your IP and lastly you could join my Teamspeak and I can get your IP that way.
1. Factorio IGN:
2. How long have you been playing factorio:
3. Have you read and agree to our rules (yes/no):
4. Your IP address you can find it here : (You may PM this to me if you're uncomfortable posting it here)
5. Screenshot showing your ping to the server. You can learn how to do this here :
Example Whitelist Application 1. Factorio IGN: NoPantsMcDance
2. How long have you been playing factorio: 2 years
3. Have you read and agree to our rules (yes/no): yes
4. Your IP address you can find it here : xx.xx.xxx.xxx
5. Screenshot showing your ping to the server. You can learn how to do this here :
Map Settings Ore Richness: Good
Oil Richness: Very Good
Biters Size/Frequency/Richness: Very Good
Mods http://www.factoriomods.com/mods/ore-expansion
http://www.factoriomods.com/mods/orbital-ion-cannon
MODPACK
RULES 1. No griefing
2. No racism in chat
3. No trolling
4. Don't waste resources just because. If you're building a entire storage chest of useless garbage we will find you, and we will kill you.
5. Don't hap hazardly destroy someone's work because "I can do it better" if possible ask who built it and show them how it can be improved.
6. Every player builds differently. Get used to it.
7. No exploiting/item duping/glitching
8. Don't do anything that would cause harm to the server.
9. Don't be disrespectful to other players. You will be warned then banned.
10. Don't connect over and over. The game uses peer-to-peer so if it's lagging it could be you. Ping the server to check your ping. Anything under 100 is ideal. Anything over consider looking at another server.
11. Please use a standardized rail system. 2 tracks one for each way when going to ore outposts.
12. If it isn't broke don't fix it. You may not remove a certain setup because it doesn't fix your playstyle. You may addon to that setup with whatever style you see fit as long as it doesn't interfere with the other one.
13. Have a good computer and connection or you will be banned.
*These rules can be changed at anytime without notice. If you play on my server you will follow these rules or no longer be welcome. All bans are final don't qq if you got banned.
Server IP: sugaming.us:34198 Be sure to copy the port as well as this server does not use the default port!!!
Teamspeak: ts.sugaming.us
Server Status/Online Players: http://www.sugaming.us/games/factorio
Donations keep us alive! http://www.sugaming.us/
Server Location: Los Angeles, California
***Server restarts daily at 3am and 3pm
-NoPantsMcDance, Owner of Something Unique Gaming | [
{
"author": "chasepro123",
"content": "How long have you been playing factorio: 1 Week \nHave you read and agree to our rules: yes \nMy IP i will PM you it \nMy Ping to the server https://gyazo.com/6f3d7a0ab094aee0bba8aec5b02a27b7",
"date": "2016-03-16T09:01:01+00:00",
"quotes": []
},
{
"au... | 19 | 2016-03-16T03:32:51-05:00 |
forum-topic-115785 | 115785 | [Download API] 403 Forbidden trying to download with token | Technical Help | https://forums.factorio.com/viewtopic.php?t=115785 | asdff45 | Starting yesterday (Saturday, 5th October 2024) the download api is always returning Error 403-Forbidden when downloading factorio with username and token to authenticate.
Funnily it still works when opening the link in a browser where you are already logged in (i guess it uses the cookie auth instead of the parameters in that case, which causes the params to be ignored and the download to succeed)
Examples:
Open this link in a private browser tab, results in the error:
Code: Select all https://www.factorio.com/get-download/1.1.110/alpha/win64-manual?username=asdff45&token=<token>
The Nix factorio package is also unable to download factorio cause of that.
Code: Select all error: unable to download 'https://factorio.com/get-download/1.1.110/alpha/linux64?username=greaka&token=<miep>': HTTP error 403
response body:
<!doctype html>
<html lang=en>
<title>403 Forbidden</title>
<h1>Forbidden</h1>
<p>You don't have the permission to access the requested resource. It is either read-protected or not readable by the server.</p> | [
{
"author": "",
"content": "Sorry, I'll fix this tomorrow. For now you can work-around this by using the latest, stable, or experimental in place of 1.1.110 (all point towards 1.1.110 at the moment.)",
"date": "2024-10-06T18:40:41+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixe... | 3 | 2024-10-06T09:40:11-05:00 |
forum-topic-83567 | 83567 | Supporting the creation of mods that are incompatible with the base mod | Modding discussion | https://forums.factorio.com/viewtopic.php?t=83567 | Some modders around here may have tried creating a mod that is incompatible with the base mod. Maybe just for fun, maybe as a serious idea. Most likely you will have run into the game yelling at you that it needs an instance of xyz prototype or it wont load. So you have to create all those prototypes, just to test your mod. Creating dummy prototypes is tedious and really not what you want to do when you're creating your own content. And here my mod comes to assist you: You no longer have to create dummy prototypes, because I have created them for you!
Minimal mod allowing incompatibility with the base mod provides all prototypes that are needed to load the game with the base mod disabled.
If you want to make your own mod that is incompatible with the base mod, you can simply have my mod also enabled and the game won't miss any prototype types, no need for your own dummy prototypes. Alternatively, you can take my mod and add your content on top of it, or copy out all the prototypes you need for your mod to load and then throw the remaining ones into the trash bin. I chose MIT as the license so you have all the freedom to copy, modify and redistribute the mod code, but please do include the license notice (as per the license). You can easily browse the mod code on https://github.com/Bilka2/minimal-no-base-mod .
As mentioned on the mod portal, the mod removes nearly all features from the game, gameplay is not really possible with only this mod enabled. This also means that any properties provided by the mod cannot be re-used by other mods 1:1, as graphics are empty and properties just set to senseless values (mostly "1") simply to make the game load.
I hope this takes away some of the barrier to creating mods that completely overhaul the game by being incompatible with the base mod. | [
{
"author": "Hiladdar",
"content": "Thank you. I can see where this new capability will allow for more creative mods in the future, such as Sea Block. \n \nHiladdar",
"date": "2020-05-07T18:10:29+00:00",
"quotes": []
},
{
"author": "Rafiz",
"content": "I'm very happy about that I was ... | 2 | 2020-04-10T13:01:35-05:00 | |
forum-topic-125213 | 125213 | Do you manage excess inventory by item count or stack size? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125213 | mooklepticon | I have a recycling setup that processes anything over 20k in logistics. It's a passive way to generate increased quality. This usually means plates and such.
The other day, I changed one to do anything over 100 stacks. Basically more than 2 chests full. (chest holds 48 stacks) the line started chewing thru all sorts of weird overstocked stuff like recyclers and foundries. It's kind of hilarious how many stacks of recyclers I was stocking up. (side note, why do artillery shells stack to 1 but an entire building stacks to 10? I know it's balance but it strains plausibility.)
I'm still undecided how I should manage my inventory. How do you manage yours? Stack or count? | [
{
"author": "Shulmeister",
"content": "Stacks ! With the filter combinator, recycle everything that takes up more than a chest full except when it's legendary !",
"date": "2025-03-02T10:09:09+00:00",
"quotes": []
},
{
"author": "Leo Felix",
"content": "Item count keeps essentials steady,... | 2 | 2024-12-27T13:43:47-06:00 |
forum-topic-109520 | 109520 | Help find a map scenario | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=109520 | Terukio | Hi everyone!
I remember joining a game in the past where the scenario was you had this starting area, but to get other resources you had to progress upwards and defeat the biters in the area to secure the resources provided there. Space was limited so it was an interesting challenge. I can't for the life of me remember what it was called to even properly search for it. Any ideas?? | [] | 0 | 2023-11-04T12:39:05-05:00 |
forum-topic-112910 | 112910 | High-Throughput Exact-Items Train Loader (w/o Bots) | Railway Setups | https://forums.factorio.com/viewtopic.php?t=112910 | Builder_K | factorio-train-station-2.png (5.47 MiB) Viewed 3131 times
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Ux/TYPLi6j0KNOyMIPLxzyjpRod0Qh/U/McXx9x0Vx993WRxXvm4Ilfosn8KJv02T4O0Qyjk/xpgHjtSkpL+a9PToepTGWnNEU5VXj+CtXspZAVP4HpJtcqFXbTUKip8w5qyDWZL0sq1GQdtq0EPNK9T2ijHsWNam69nmnzq0I5SiutMphZ6jdMDFX3dgXva9jL+txYM/HiQc1PAMkcDNFoCOHyfB88c17Qt08m0nPv1tlz7dN4DcD93T8KOB9vh06AxyommorrD+6krYSaJbbaE+1L4vh4LohvZqC4VqC4uA2dJ9plvedptu0RQNcq4/AO2JCBo1v0XXsAeWbrFMrWxVbeQusYtIRMA56YHhnG/7lVaGj0u3QKaH7XV8H57TWbnXaSiumj3iqi31He7ZpOBzCWqQvWxxPVbqCkN9e2hnILgqYoY93yFtIUaDZthTHD9oQqIAhyC2UMRse+pnC4vCnwHZwqPQVcAvEQEoQydbAoaEu4nJKMgIgxTYacjwbgMeBOSxDkBEudiCGL8s/cQIBr2QIpnbGIfcSp0juUpYKDaCPWIjLDCi9rMbJcCyLiU8AhtBD5zT+9CrILYhhJYgVnlOlg2ImQ8bwZ0CFxHYiL0e1j90eli3cL9edJX4qqyDp2kUNuKBHdYbcGDqsWXgomap3E4RydCKNutLRftDRxnND13Wooj07ULf8Z0jxd+mSRJMiiZOTVKhmkT7q0lPj65HKtKaI4Axfj1ScFLaqUcaDwRgfcRGWGTnYIlxKwGYJbSP2AiLWXSxBD8xbHvw40CD0xquVTMjt3yZ5PPZ6Ho6LjIjWmNVTuguTBt6iZxXV6HmDTJVXLChQgFU1gfqOpEqUN4QWWXubTyloXgTftCzKFj3jos3IUr7XLj7xlKH9wU2jNGQyf+3A3S1OHAN5niQFAeXPdXmhtxoN0Aiih7/fzua+LAb8FP3+66+pzuZCqi0R46U4YYQUahzEqEwEd4XmMi7TkLhd53C+3xwcx9MgdIUfg5Snj0voHs+DdUV0V9dCTuAd6stvjQYHDHkVwZo1tm4WyAE3SIeWMKMapQftgAeWiVqF5GKAHXxfeaJ33WbJ6a+5hwq8TvIwVMdCiARjwASC4BEe8wRcJQVZUkEkosf+BTxrl9FMAq/RBY5eE+65YkplBu4Gg4qZTNModyApwgQ8oXFgVWArxAHVgF+SQhYRTiwDywErOIkhgGMGSgPAQJSMAxgzIB9ALmqQ4EU4hFIYQFSeGIpDgTBU55EACn4gYEUJ/3yIRw8EA09Q8JZMOYkAiex1/j3pNv4l3uzgAxfoXXwlEbhJB7asY/hjn0cfuzjbhGx0Oq26Et1+6SjNM1Jl2kazny7kOOk26YoDE4qdSpK6BW+h83hd6soT4+uJjzWWCMwMF49Qqik288KfM1f9BIGwYG9f5TjL6PdbKq+wSA4g7LEOLEtzxabKw9tlcLbeQOqXMgsm3y5PJsvVxEWHVKuf7MSD7iX4Q4SkD6YIjJy1ERkZd+83K9V4lVwZpd4Oqz0hgpqlbrAzII0kgop6JguUCmoBEudAplTNXXYmSOd28G4jq3d/PBtaK4cmRbjvi4PrdRPC+opGPHTgppY41oOJy3okCNjoKiTFnQ6EEl2aZWed3F+mV0sp9n6OLm9Mbj6mTBhPLE+b97eGzt4Ua4iH09/OJmPLyoTPxz8MTYdxprg2tBnpxsbsjKLm//fbOjBym4EO5lycee/+3JG5ZtW/6yvMi5/czZdZtf5ZFZ9eemkFmsTrAiXmkrFNUt1enPzf3/OGRk= Copy blueprint
Goals:
Load exact amount of multiple item types, no matter which chest holds which items.
Use all 12 possible inserter locations (single cargo wagon assumed for now).
Have each inserter running at max speed, moving the maximum possible stack size based on contents of its source chest.
Queue up items for next train while the current train is loading (or at least ensure this can be done in future).
Do *not* supply the train via bots; that would be too easy.
Caveats:
When there are only a few items left to transfer, inserters may skip their turn (due to having precalculated the wrong stack size); so the throughput won't quite reach the theoretical maximum.
> Walkthrough Video <
Describing how it works in detail (maybe too much detail)
https://youtu.be/d90H9KUAMUg
Logic of Each Section
factorio-train-station-4.png (5.02 MiB) Viewed 3131 times
Memory cell containing number of requested items to be loaded, decreased during the loading process.
Left box limits values from A to the range [1-12], passes this onto the F wire. Right box simply passes values from A onto the G wire.
Train arrival starts a 26-tick clock. Each inserter has a unique circuit signal, and these are triggered sequentially two ticks apart. (`A`, None, `B`, None, `C`, None, `D`, None, etc.) 12 inserters * 2 ticks each = 24 ticks, so not every timeslot is filled. These signals are sent with the value -2^30-1, or -1073741825. (one more than half-way to `min_i32`)
Check what resources are available in this chest. Resources present are all output as the same value, 2^30.
(This logic is repeated for each chest-inserter pair.)
(F1) - Increment/decrement logic used to determine what stack size should be used for this inserter. Uses resource counts from the F wire (written by B logic), and only considers resource counts where the resources are in the chest as read by B. Increments/decrements a signal that's specific to this chest-inserter pair. Can only increment/decrement by +1/-1 per tick, so this value on it's own might be outdated by the time it's read (this is handled by later logic).
(F2) - Stores increment/decrement values for each chest-inserter pair, and injects some constants needed by F1. Also carefully ignores values from B as they are passed along the F wire to F1.
Combines clock signals from C with stack size signals from F2 and resources-required signals from B; and passes these on to H for each chest-insterter pair. Resources-required signals here may also be decreased by just-moved signals coming from I.
Outputs a very-positive value (close to MAX_i32) for each resource signal when:
Clock value indicates it's this inserter's turn to fire. (`-2^30-1`)
Resource type is needed, as read from G. (`-count`)
Resource type is present in the chest as indicated by D. (`-2^30`)
Computed stack size is equal or less than the number of this resource required. (`+stack_size`)
The output value for each resource will be MAX_i32 if the computed stack size exactly equals the requested resource count, any greater requested resource count will decrease the output value away from MAX_i32.
The signal from H indicates which resources can be picked up. However, we don't want to do this if the previous inserter just grabbed a resource, and this inserter also grabbing the same resource would cause too many to be added to the train.
In the same tick that signals arrive from H, the previously-activated inserter will pulse what it's just picked up. The resource values from H are close to MAX_i32, so the previous inserter picking up a particular resource can cause this value to overflow, disabling this filter, and causing the insterter to try and grab something else instead.
Also note that the computed stack size doesn't come via H, but instead comes to from F2 via I.
Items picked up by each inserter will need to reduce subsequent insertions. Insertion hand pulses are propagated back out to A, while making sure every step of the computation involving the resource-needed count is updated along the way.
Thoughts?
P.S. - I deliberately avoided checking whether someone's solved this problem already; way more fun to have a go at solving it myself. I think it's probably time to go see what exists out there already... | [
{
"author": "Tertius",
"content": "It's not clear for me how you fill and refill the chests. In your video, you just insert a few items manually and completely ignore this aspect. But that's vital for practical and automated use. It seems you intend shuffling items with some splitter contraption, then inser... | 10 | 2024-04-08T19:19:06-05:00 |
forum-topic-75403 | 75403 | Py Mods Patreon | PyMods | https://forums.factorio.com/viewtopic.php?t=75403 | pyanodon | Yes...several people wanted to contribute with the mods or just give me a tip for the work done. So, as some of you suggested, i created the patreon for you who wanna say more than thanks I will be more than pleased with your support.
Heres the link.
Thanks
Py | [] | 0 | 2019-09-07T09:20:54-05:00 |
forum-topic-83658 | 83658 | Factorio 0.18.x breaks pollution in Yuoki mods | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=83658 | ChurchOrganist | A couple of Saturdays ago, during my Yuoki Frostworld Twitch stream I noticed that the Yuoki miners on the coal outpost I had just built weren't producing pollution.
After the stream was over i did some investigation, and discovered in the 0.18.0 patch notes the following lines......
Now I knew that there could be a problem with this because I had contacted Yuoki about a list of warnings which appeared in the log file in 0.17 regarding the use of the emissions EnergySourcePrototype, and on checking the Yuoki 0.8.x code I discovered that it was still using emissions to give pollution values, and consequently the Factorio API was ignoring pollution values for the Yuoki machines.
Using the warnings list from Factorio 0.17.x as a guide I tracked down each one of the emissions uses in the prototypes and replaced them with a suitable value of emissions_per_minute.
I have tested this over the last couple of weeks and it all seems to be working OK.
The following ZIP files contain the code changes to restore normal pollution behaviour to the Yuoki mod suite.
yi_engines.zip
Fixes pllution in Yuoki Industries - Engines (Addon) (11.69 KiB) Downloaded 181 times
yi_railway.zip
Fixes pollution in Yuoki Industries - Railways (2.19 KiB) Downloaded 189 times
Yuoki.zip
Fixes pollution in the main Yuoki mod (20.26 KiB) Downloaded 175 times
Only attempt to change the existing mods if you know what you are doing. | [
{
"author": "YuokiTani",
"content": "Thanks ChurchOrganist ! \nI have included into the mod and uploaded with your corrections.",
"date": "2020-04-13T12:18:32+00:00",
"quotes": []
}
] | 1 | 2020-04-13T03:12:06-05:00 |
forum-topic-126300 | 126300 | Factorio Forums • Aquilo: heat pipe concrete | I'm still not sure whether it's overpowered, but I think you should have "heatpipe-concrete", i.e. a floor item that acts exactly like a heatpipe with the difference that you can build anything above on it. You connect it to overground heatpipes by placing a heatpipe on it, it only connects to neighboured concrete pipes. Any heat source or exchanger requires a overground heatpipe to connect to the ground.
Material would be 1 concrete, 1 heatpipe, 1 pipe and 1 plastic bar for each tile. Unlocked together with cryogenic science pack.
Buildings might further demand more power drain for each unheated tile they are standing on. | [
{
"author": "",
"content": "That sounds like Underground heat pipe mod .",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Not exactly the same and a bit clumsy. - I think you can make a 90° turn like with belts, although it doesn't look good.",
"date": "",
"quotes": []
... | 8 | ||||
forum-topic-103934 | 103934 | copy-paste by blueprint should trigger an event | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=103934 | mami | I would like blueprinting over an existing entity to trigger the "defines.event.on_entity_settings_pasted" event https://lua-api.factorio.com/latest/eve ... ngs_pasted or otherwise it's own unique event. So for example, if I have two constant combinators with different settings, and I make a blueprint of one, and then I place the blueprint overtop the other, I've copy-pasted the settings from one combinator to the other. This operates the same as if I had used the entity copy-paste feature by shift-clicking, yet there is no event associated with it.
In this forum post on modding help we discuss how there isn't really a way to catch copy-paste by blueprint easily:
viewtopic.php?f=25&t=102702
The best method currently is to poll all of the relevant entities which isn't particularly UPS friendly.
Bizarrely enough Code: Select all entity.allow_copy_paste = false does prevent copy-paste by blueprint as well as normal copy-paste. This inconsistency makes me guess this is just an oversight and I hope a way to catch copy-paste by blueprint can be added.
Ideally the event lets us see what the settings of the LuaEntity are before and after pasting, but just having an event with the LuaEntity attached to it at all will open up a lot of previously UPS expensive possibilities.
My specific use case is in the creation of a "logistics-combinator" similar to a logistics-train-stop from the Logistics Train Network Mod. It needs to be registered on one of a series of global table based on its current settings for my logistics algorithm to work correctly. There is no work around that I can think of that does not either remove features from my mod, involve polling all logistics-combinators periodically, or cause unexpected and glitchy behavior. | [
{
"author": "BinarySpike",
"content": "I'm making a mod with signals that are treated as variables in a blueprint. Once the player updates the variables, they get resolved on the entities placed by the blueprint. \n \nIf the player uses \"shift\" and places the blueprint, there is currently no easy way to ... | 17 | 2022-10-29T15:19:57-05:00 |
forum-topic-123811 | 123811 | [2.0.24] Mines can create holes in space platform | Won't fix. | https://forums.factorio.com/viewtopic.php?t=123811 | boldviking | See title.
See picture.
Screenshot_2024-12-05_20-19-05.png (1.44 MiB) Viewed 3157 times
Can even start deleting platform from here.
To recreate.
Place mine.
Place Biter.
Wait.
BOOM.
Observe hole! | [
{
"author": "robot256",
"content": "I'm guessing this is intended or a minor issue. It still requires you to expend resources to build a solid platform, so you can't save platform tiles by blueprinting swiss cheese.",
"date": "2024-12-05T20:25:42+00:00",
"quotes": []
},
{
"author": "IsaacOsc... | 13 | 2024-12-05T13:22:47-06:00 |
forum-topic-127378 | 127378 | Interrupts stop working on space platforms | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127378 | Zdendys79 | The problem is related to the inactivity condition, which loops (or stops at full time) and does not allow the timetable to continue.
Since then, all my trains in the depot have also stopped, even though they should go to free stations.
I am using the game without mods, the current version on Steam is 2.0.32. (build 81349).
When will a newer version be released so that my base (train and platform planning) can work normally again? | [
{
"author": "Hares",
"content": "Could you provide a savefile that contains stuck platforms / trains?",
"date": "2025-03-10T11:56:44+00:00",
"quotes": [
{
"author": "Zdendys79 wrote: Mon Mar 10, 2025 11:53 am",
"content": ""
}
]
},
{
"author": "Zdendys79",
... | 7 | 2025-03-10T06:53:00-05:00 |
forum-topic-96528 | 96528 | Accounting for integrated production | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=96528 | Laie | This is probably not really a gameplay question, yet I can't think of any other place to ask. Sorry about that.
And anyway, I should probably first explain what I mean by "integrated production": I noticed that most green circuits go into making red & blue ones. So I've built assembly lines that will make red & green circuits from base materials. Copper iron plastic go in, red circuits come out, and in my mental model, the amount of green chips that are made and destroyed in the process is of no concern. Same for blue circuits.
The problem I'm having: when using a planning tool like factoriolab, I always have to subtract the intermediaries I don't care about. Well, at least subtraction is easy. Figuring out how much iron needs to go into the red and blue assembly line, respectively, is a bit more work. It's getting tedious. I can't believe I'm the first one having that problem... is there some feature or option I'm missing, or are there other planners that will make it easier for me to cope with the issue? I guess I want to add a custom recipe or something along these lines? | [
{
"author": "SoShootMe",
"content": "Sometimes you can get the numbers you need by looking at the breakdown of items being consumed. More generally, though I don't know if it really changes the \"tediousness\", the simplest approach I have found is to plan separate production areas separately. \"Ignoring\" ... | 1 | 2021-02-28T13:01:37-06:00 |
forum-topic-94715 | 94715 | 'Each on Red Circuit' and 'Each on Green Circuit' | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=94715 | Clockulator | TL;DR
Allow combinator and comparator to use 'Each on Red Circuit' and 'Each on Green Circuit' on the left and right sides of operand. (Where 'Each on Red Circuit' and 'Each on Green Circuit' would be new features). This would allow operations to be performed on multiple item types signalled on a circuit, between two circuits.
What ?
Add 'Each on Red Circuit' and 'Each on Green Circuit' to allow logic and mathematical expressions on several item counts signalled on one circuit. Allowing comparisons and operations between multiple values between two circuits. Only items of the same type would interact between the two sides of the operation (implementation would be like 'Each', but allow an operand to interact with items of the same type on the second circuit).
EG:
- Input Green: 50 Copper Plate, 500 Coal, 10 Wood
- Input Red: 1 Copper Plate
- Equation: "Each Green" * "Each Red"
- Output 'Each': 50 Copper Plate (can be attached to output Red, Green, or both networks).
Might look something like:
red_green.png (200.03 KiB) Viewed 2956 times
Why ?
It would allow the more traditional use of logic and mathematical expression on several item counts signalled on one circuit network. Allowing comparisons and operations between multiple values between two circuit networks.
To do this currently many individual comparators or combinators are needed (unless I've missed something), and knowledge at each comparator/combinator about which items types are you looking at. If you have 10s of different item types in your circuit network and want them all involved in the calculations, it’s a lot of blocks to put down and configure individually (and you might need to leave space in your layout to expand it with more item types later). Also for compute load (for mega bases) it would be more effect to be able to do this calculations in one entity. | [
{
"author": "NotRexButCaesar",
"content": "+1 this would also make multiplying by stack size easier",
"date": "2021-01-21T01:40:40+00:00",
"quotes": []
},
{
"author": "",
"content": "This is an extended copy of similar requests from here \n viewtopic.php?p=526422#p526422 \n \n Nearly sam... | 7 | 2021-01-20T18:56:55-06:00 |
forum-topic-114548 | 114548 | Green circuits, from ore, beaconed, direct insertion, 140/s | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=114548 | Tertius | To improve ups, I started developing some direct insertion builds for circuit production. This is what I created for green circuits. Input ore, output green circuits. It's aimed for practical use, so input is supposed to come from some train station.
Output is exactly 140/s, controlled by timed output inserters. They are timed in a way to sync and slightly throttle production, so buffers will build (give it time) and every inserter will swing only with a full hand. Limit is the input of 2x45/s copper ore.
It looks very uniform, however it contains much customized spaghetti to make it tileable and get the circuits out opposite to the ore.
Comments anyone? I wasn't able to find anything like that anywhere for inspiration, but I cannot believe this hasn't been done before.
Screenshot 2024-07-30 143918.png (2.27 MiB) Viewed 2064 times
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DIU1F1rkGg6F2LBm8QQxttsFlM54tZcb7nfZ5zO2Y0e43Aft9tx29/wuGjYgqOoMdTCCBlTd0wUBpWamiak3ZnlRQ9aJsTwLvGYMpuswfKUxVwsiEZo1SaEIYci+SdFeZwWIJTuCVYrCsqdDdlAYq6roVpnDWyNNSVN79BUtZjAjeVQVLWYwYURjKYkSHwlAWI16+pbqU4teth95DN/er7b4H0WtI6uvXm255f/N1ub4f8oR2/dse25Mv2hzB/eeHnx4iVA2y4jt/vuLHOlUiKjjK1EXQLxMctZmKFoWh3D+hoDDUYStUFIYyaAFdux112Aro2u0o8xVQ80VFaNuAmq+RCO3pGHobnGa9psK0bQAvmEITpj0fqW/DuQnAIvWPqYQjb2HBnD1PpEAEUUOBpkQ5iSLKNmsigzkUsLUZiQJ2OCdRwA7nJIqorHcTnMihFKyoO4kCFlvkUGQl/U+l40kUEfetkvuykv5WyX1ZSX+j5L6spL9Rcl9W0t8ouS8s6a/kvqikf5vvyaGAJf1JFFmbISX3hSX9ldyXlfQvSu7LSvoXJfdlJf2zkvsRbGtIooCtgkiUhLVaIFFE3E9K7seCNXQgUSqYKkyhJEOlCkfKwdUE32KpwvFdU4WPPaTVycIhOWWycBSd25JXZvEKYYIyJ1kIE9XJwpE5ZKcEnjsTxacMpyQnTb5gMUi+4P7X49mBOS36b0evBhOZGRWMcsaqOo2Zs1OZzJlqcnNJYKutNPQWOIiAnTKbVsb9TFmyxrMhhAmkGKNOYTPqQqFMjDgU+JSSnMZS4AZbFUpYlImIgEyVwnAFnayiztAlyVaVGbqy8VHxt61vSgjDlfGKKIxTZ8lS1CpoXS+KWk08rjRn9S21Dkn2Q07Torg4Sq0S1VmenM4XLh0S1vmszFEUwhRlcqcQpqpzBimdr5TlaDIGZcOrFnRkUtSqDs5DTGPpIwNHozGL4kczt0P16mQ7jlpVm6sonK2oTEYTwiRlMpoQJquzxDhqFWUSnHB4YJt4ilrRGDg3LGFdGM5OkWG8JtVhzYumLPpffB59U6vOsaLIGY1TJkGJ5jsabdqQEEabNiSEier8GoackYucLRUdXgYvJDhyFjiL5+26d8iXHGK3FyWWcWpVdd4LRy0ulragymitMpVDCOOUqRxCGK/OeaCoxYXQ5owOD71ToqhlE5xZ8YZaxxy2Rcmj6ciRrFrcpguQtCrK9AHhTGkD7mUwThtwL4Sx6sh0ilZcWGqK6PA8eCVI0coFtsN5UfT7iC6StUOHQY4+UFtfM8kmJSurhQphlB3aS54SE92TXTXdbM1gny8ITkBVb8lyqFNq1hbbxRqN6+Tn1fU6E7Uw+UAW7JwUYFT64WUE4srtuozCZHWlTFk/yujp5t86xavqgpIUcYMh62RO6V2wbH9xlfywgrc2z4/Dq0srcpYgKLugCBnFlbi1AYVJ6hKOQuKGzHYD1yleISsrTiqevkQkZQmiYRuOq+QXLVklcEp+bJFZE5TEjV55hyBjVAzKOwQhTNQ2FiqZCZqJbW1ZrHe7Tg8zWeFuUg+LuqYdx+PKNiRXyQ+qMNuCTskvWXXJOo7HSVsMTUaw5JXXDUKYoG2hJV2AU2Q7hOsUjy2HNql4WV3XjSJuKmwTcp38Kllha0p+WV+kjCNu1l5myBiVtZcZQhivbRVHLsCZ7ueu0sMcyXpYk3qY1IW9KB7nzDYp18mvkIWXJuVX1bWrOB4XZT90IcG42qoJ9ZCRsZ3teDgeF7rDuEoPSyDLJE3pIVtnNSldYyWpKxaR+p+VFYuEilmUFYuEMFVZsUgGU42yYlH6f1exKNjzikXZTjX1jtUqKxYJp8EpKxYJYbyyYpEQJigrFglhorJikRAmKSsWCWGysmKREKYoKxYJYSpVsYhZcZIxyopFoiElY8mKRekdKxYl48DM0UqEXSTjlRf8ZXxXkqho0fbBderBaLobJxftve2kXLLywZNyKWCuEieXqrx9m3p9a5QPnhK4RRNNKLlYp7zcqJIiqMlq71CKDCaAGQSczKLSkTw55Un54EklRYO3ObkUpZ9OqEtVCSPTJWfAqFxKZlwl0JTRwTgljGxq4JBLTmYB22EMN0cESsRqIlZLoZwov9xuu8fbh37ndf24vPu6Wg9/dnmzcRxZPymr56ZWy93+5Drv6AnjrwTdmJ62kcMV1vgDi7ZOQzWydp/JQe2BT9Grk+/uDVZNktMCWZXP096Q02hZlc9TNUlyLB6KPBNMQcApctp3fghFfNSGLYo12idInGlenBmrw0lqAbirJzW6YnU4ubFgsZR2fgqaWEqxRtv4oRodnDaeT6zRATIQp8jEaXEGrIIpqQURO49xGi2s+qlcb5qYSrECGv+xCgjFWxqBVlRtoFs10/dz086+CFmLU/ze5ECixQrBciohKwVas069ZaVAq3LxidBVZRVMQYT50hzLP4QvMWnjv8QGGwqhbCLZpsVZsBK6pBZUzOnBaXQyWAldbiwJ3zE0Ho8PUcCEdXCc14qkDoziDHaCrEWeP7CkiFUiJlUiYf4pUr0zVomYHAsW4ySYgorzJX3smZENn0xZp97ZQrKdP71khxV05lQig65ETr3HYiK7dT8p33ox9TL6MhVUNezyDrBvroNvX7586TY329Xf+8da8+M/o/iokzFQo0ygE4tDyaB7iUMB24iQKKhjgUIpBjy4cigWPFJyKA48pXAo6PmBQwng/pRDieDOkUNJ4GaEQ0G3CRwK2EqARKng9RJTNyQ1cY3MxU/6eYdyWLye1v3ydQxDpPcpFSv5UH8S9ugDHXi5wcnTq24JPlCeWAWIPC/PCLrWOXkmlY/6A+UJXU82rzQpzwI6djl5VpXL9cPkmQ3mr/Rz8szGgp5ERp65CTNkXHIfKE8PecvsvDwD6Mfi5BlVHqYPlCeUB5rrvDwz6Djh5FlUHogPlCeUF5pm16NsDXhSp+TZhEP2EP2br3fXd0+Pt6v1cve0mUkCOW4E3ySByPIxhn7RZzV9S57Ix8hNQOVjd796ebz+4Vh4fnroZrIxapwSsgcdBZkSMtg7lUSJoKOAQ0mgo4BDyaCjgEMpoKOAQ6mgo4BCEcVVto4CDsWCjgIOxYGOAg7Fg44CDgXsn0iiRNBRwKEk0FHAoZy4v179bdVd715uu5k8uJrHH1XEjzJzj6rSR53y2fpHXU6K7L+7//HXX1ab7e5mu/ptvXwY/v16BdFL7+rMnf7TjuWAsV+6jxloofh94Ee/kD8vN/uF/NPV//73/1x9l1fcz4O37vU9hw/c1NLcxHJKtxCnzML6JgcrjYusbaFIymjfY9HONVTMaG/4ykRbZ7Ri549as94YPt08Y2GkTRSyKCA+Y3U5m0Bh4eMj6UQ7PF5Lxd9Xm91L/8npJfa/uP7LoF/bbngEy9+GqH+epOnoNvrYTnFUXImsqqvUsawOTK+iGkpZFg7b+EA5qlayuK5OjGCtUZRLwaqDrYWzFBxZI1YpP096iH8NYzGyphebJvu07r8bNyMhkLHyQkVEHe8UiUMiC+0qlTCTQe5C2RV1fLmUxJWsF6uTHxb22wzrV17xXZyiKlYetkkCkKlbdOCdDkXV6MnSukpVC2SovFB2kQxgFz4+kfdNv+5q58P0ajd8N0GhTBbUVWpfUedVVKbuWY5ge0CO08mQZXZ1Uk2WTFmQkS45dbaAcPlNnqwWq5RfIG9df+XlN0weuFMkUzqE6pbAK2uOqpksrKtUtUImPghlV9VpEJx9zYbMg5CNC4tDz/XfYN2PZXrdH74b5252ZB1fndrLAvKz0oWFFilO77N8YEWKE6z7SZ37QXI6k7VileIsZIzJr8v1bKa5Pnw3wfVKJu/I9LKgoTsUp5sEhOVmtfv62O0Gsc4E75y2uPWN4o8pyOnRJx3ZEkrSy+FroyfNjeWQy7O4enruNofeqZ+u/qP/6wP70OdjG7l9uNHiyk1egbqfr0CnqsXmJkvjvrtb3Q9ZbTPzYH+ahzHJH5/0PmI/yduc8e1PtLCHBz1/u9lfrN582Tw93hzOL69FLOVXze78qvmsTu+g6md30ROkz0Mqy/m1NTTFi8vPm9YBz9DR/MvRMZ2z8T/fnY2cDoS3E3Gc2AlNELM3EDPXRHn8KxnSf87c+cmpGfu5q5MzEaHQC28ctXAm6NaYRcnQtRaLgmVZsChVVWfUGyvaN1FF6VsYI4PBMilImVVdX6zDYEYf7JUPtlMPxjIiWLlEVZ1RsS4lJYxQl7CsB1ZmRVVnVCyzqoQRyawY7HjEyawYC1Sid8Pl3x7LMz1ISpM2NV8j3sUThTxRI/7YOqONiHzF7o/W10+bwQlxDHcc7s8PvTKulrvrh265f6XLEZCFqwL/42g5JsRRGKom/I8tsxiGat0bLQpDtu4N9QLQ/M1QafKuti+3/V5w/6ejSP4VR763CymfJ+lcCCLKPp79euLvh93lulv99vX26WWvwv3vFv03n0dHSF6NBiuR7CVWQ2Vvw7nBmrODXI37gOq/tVTrhYLCOFWHBzEM16EiozBYIHNCp56sdNsAUcaiyd6aMRZDFDxqLIZQ5LNTe/Dn9B+Cl6bMx9tfv3niMfjp3HzktBgsYf/tqAmxUBieq+h0khbKVaWFoor2n2KFpWxwlKVyCYWxqmYoYhjKUrmIwnhSKYKO4w4L1w2grjepZjMmZFBO2IT0u4OFOIwrRzOyu1iMhXqdG4wShv3Gov921GA4quGPhTUeCw/O6Fyx4cFZaZcc1xcogOLzui5BYhjKLjUR0EIYBymDA5XBk/bIOp09anPCLhuM4SgDGwx3fuTI8Y0JGCK2Jk1IGtlhLMYivs5NSHXDfmPRfztqQjx17jQX7PG41iQljFA5yaQuE5WmxGMVzCPKCq1rWzZLgXNtOxTGKkcjU4bglKMRwpAWy1w4iUssVqAcUwb1GAUsI8CAmh1Ih5QxOnsfpA4pWyNh7304s87RvNkEXogAzCmMbBAXY1GCZ/a+xxm2i4v+21F7T+ZinaLOL2rrBQsZKLd9RdkIpWK1AfwydY2WFJ9XLjBRe1Hnxu/TSuQu6lD/XgzK9xfCUPd2BfXvQXlMpxowYi3jtjEtEGUUm/SeGaNYCC/9sEE92wTn80imS6GSI79+88RjOOUbo1iGDfCi/3bUKEYo0rKgLvREtYAuKMUSaZuK9gYiUbYpF3DbmLzyslwIE5QwwtmKSqEJYcjo85x1u9NENYzPqJcUy8fJ6A0InY+jvAFp03EuG+LM3ID0O8dzQ3xhL5qLbOc5OCondp2ZNE2pKHedmet9i7IsQ3VfE3pzkwMpPu3NTY7K3BXSemQqLiqhju2claFEQhguMAp1AIP5IuiVSmF72ChvigppO6LWdhTKdsQE7jcKta2JGYWhtjURdfQWalsTIwpDGYiIeioLZSCiv6h5lzLcuvXQZ+rmfrXd95t6jaJ7/XrTLe9vvi4PEfW7/m23hzyWRZsit//88NNDUJ1B8o3epLG8STaxUzkKpVCGLhp0VihXUrQgDBXofaoaKYaxFAx6rOEivQNqzbi474Bas0pZs4BaMy4MPKDWbCQMfDoK2A73GvzWqlImLaBXSU0w+HyssQ3nJgCLNT6m8o28RQVTdSIRxF1FoeKn+uwsiqjiaxOqyKE4qAo8i+LB5CYOJUC15lkUWWXArETBKtqzKGg6GIdSoLr5LIqsjZ+S+xZr48eiWDCBjkNxUA8AFkXEfaPkvqybhVFyX9TNok3S41AS1M+ARREliVUl9y3W/ptFqWCSIIXisPbfLIooETQruS/rZpGV3HceTETkUALUZ4JFEXE/KbkPdrNgUTKY7DiP8vnw9fDEh5fuebNaD1v/h2V/xOg/++vw3Z/fFtr5/If+LPCf2z8MhTr+cPjRa7rg58M/j/24hw/65/3ebbaHQ0jpD5H9OEpx1uf0/fv/Aby261k= Copy blueprint | [] | 0 | 2024-07-30T07:45:59-05:00 |
forum-topic-125719 | 125719 | [2.0.28] Nvidia GPU only used when on X11 driver | Pending | https://forums.factorio.com/viewtopic.php?t=125719 | phro | When I launch Factorio on Steam (installed via Flatpak on Fedora Atomic Sway) with Steam launch options Code: Select all __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia %command% and the video driver set to X11, Factorio is launched on the Nvidia GPU (albeit with some stuttering during the menu simulation of attacking biter nests with PLD, as well as running at half-resolution on a 4K monitor). nvidia-smi output:
Code: Select all +-----------------------------------------------------------------------------------------+
| NVIDIA-SMI 565.77 Driver Version: 565.77 CUDA Version: 12.7 |
|-----------------------------------------+------------------------+----------------------+
| GPU Name Persistence-M | Bus-Id Disp.A | Volatile Uncorr. ECC |
| Fan Temp Perf Pwr:Usage/Cap | Memory-Usage | GPU-Util Compute M. |
| | | MIG M. |
|=========================================+========================+======================|
| 0 NVIDIA GeForce GTX 1650 ... Off | 00000000:01:00.0 Off | N/A |
| N/A 58C P0 11W / 30W | 3615MiB / 4096MiB | 9% Default |
| | | N/A |
+-----------------------------------------+------------------------+----------------------+
+-----------------------------------------------------------------------------------------+
| Processes: |
| GPU GI CI PID Type Process name GPU Memory |
| ID ID Usage |
|=========================================================================================|
| 0 N/A N/A 452839 G ...ps/common/Factorio/bin/x64/factorio 3613MiB |
+-----------------------------------------------------------------------------------------+
However, when launched with the Wayland driver (which respects the scaling properties of Wayland and operates on a 4K monitor at full resolution), the Nvidia GPU is no longer active. nvidia-smi output:
Code: Select all +-----------------------------------------------------------------------------------------+
| NVIDIA-SMI 565.77 Driver Version: 565.77 CUDA Version: 12.7 |
|-----------------------------------------+------------------------+----------------------+
| GPU Name Persistence-M | Bus-Id Disp.A | Volatile Uncorr. ECC |
| Fan Temp Perf Pwr:Usage/Cap | Memory-Usage | GPU-Util Compute M. |
| | | MIG M. |
|=========================================+========================+======================|
| 0 NVIDIA GeForce GTX 1650 ... Off | 00000000:01:00.0 Off | N/A |
| N/A 50C P8 1W / 30W | 1MiB / 4096MiB | 0% Default |
| | | N/A |
+-----------------------------------------+------------------------+----------------------+
+-----------------------------------------------------------------------------------------+
| Processes: |
| GPU GI CI PID Type Process name GPU Memory |
| ID ID Usage |
|=========================================================================================|
| No running processes found |
+-----------------------------------------------------------------------------------------+
Given that no other settings were changed, I expected to be able to use the Nvidia GPU with the Wayland driver, especially since I am able to with the X11 driver on sway (presumably through xwayland?).
Thanks! | [
{
"author": "Wicla",
"content": "Hi, \n \nCould this be related to viewtopic.php?f=29&t=119246&sid=b82768d ... 0f1c98b29c ? It starts correctly on Wayland outside of Steam but when started from Steam it (appears) to attempt to use nouveau (for me, maybe for you it falls back to intel?) instead. Try startin... | 2 | 2025-01-07T21:21:00-06:00 |
forum-topic-108921 | 108921 | Anyone else got hyped enough about space age that they had to dive into space exploration? | General discussion | https://forums.factorio.com/viewtopic.php?t=108921 | Mendel | I had almost forgotten about Factorio... Not having played it for like 3 years at least by now, but then I heard about space age expansion. Well. I had 1050 hours on Factorio.
I read the friday facts again and started to get hyped.. and I thought... the **** with it. I haven't tried space exploration, but now I would have to. I needed my Factorio fix.
now my counter is at 1090 hours. An I believe I will need like 200 more hours before I'm done if not more, I'm taking it slow. I walled off a largeish area for my base with turrets and stone walls before I even got to any real production. Now doing blue science. I wonder if space age will be out by the time I'm done with space exploration then. | [
{
"author": "aka13",
"content": "I was in the same boat, and at around 700 hours inside SE I got bored. I managed to get to tier 2 of all science packs, but it became a slog before that. \nAll the sideplanets and side-ressources are the same, set up remote outpost, plop down rail grid, plop down macerators,... | 17 | 2023-09-26T11:05:33-05:00 |
forum-topic-114810 | 114810 | MacOS startup crash. | Technical Help | https://forums.factorio.com/viewtopic.php?t=114810 | Artemiy12 | __/graphics/shaders/sprite.psh as ps_4_0:_core_/graphics/shaders/sprite.psh:25:17: E5000: syntax error, unexpected NEW_IDENTIFIER,expecting ')' or ','
Currently, I am experiencing an issue with the Steam client on my MacBook Pro M2 macOS Sequoia 15.1 beta 2. Previously, I was able to play the game without any problems but not now.
I have searched various forums for potential solutions, but none have provided a fix. However, I did manage to resolve the issue by downloading the game directly from the official website, which restored functionality.
Based on this observation, I believe the problem may be related to the Steam API. I have attempted to search for solutions specifically to macOS, but could only find Linux related fixes and so I have not found any comprehensive explanations or tutorials.
If anyone has any experience or knowledge of how to address this issue specifically on a Mac, I would greatly appreciate any assistance they can provide | [
{
"author": "Orr",
"content": "I am also experiencing the same problem on macOS Sequoia 15.1 Beta 2 but on a MacBook Pro M3 Pro. The standalone version of the game works but the Steam version will not launch. Could you please show me in which log file you found that error so I can confirm I am getting the e... | 12 | 2024-08-14T09:46:06-05:00 |
forum-topic-54095 | 54095 | Factorio Server Launcher [Windows Tool] | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=54095 | limmek | Hello everyone!
I was looking for a dedicated server tool to suit my needs, but unfortunately i couldn't find any so i decide to make one my one.
Factorio Server Launcher is a tool to run a Dedicated Factorio server.
This tool allow you to host a dedicated server on the same machine the game is running and still be able to connect and play.
Supports ONLY Steam and SteamCMD installation of Factorio!
Download
Get the last version https://github.com/Limmek/Factorio-Serv ... uncher.exe
Source code https://github.com/Limmek/Factorio-Server-Launcher
Features
* Run the server and play the game on same computer
* Download and install both SteamCMD and Factorio
* Steam 2 way authentication
* Map Generator
* Client updater
* Auto detects Steam/Factorio install folder
* Added mod support
Tested on Windows 10 and Windows server 2016.
Changelog
[1.0.1.0]
* Mod support
[1.0.2.0]
* Run server and a game client on the same computer --no-log-rotation as default
Screenshots
Edit
* Added mod support. Enable mod and it will load from the default mods location or add a custom path.
* Added --no-log-rotation support.
For help contact me.
Cya | [
{
"author": "Corbinm3",
"content": "Your dedicated server launcher is really great! The only issue I have is that the mods don’t seem to load. I can’t seem to figure it out. I have them in the appdata directory under mods, I can load them fine in a normal multiplayer game but I can’t get them to load throug... | 13 | 2017-11-19T16:17:31-06:00 |
forum-topic-100811 | 100811 | Request: Option for slower speed and higher fuel consumption while operating | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=100811 | FuryoftheStars | Hi Choumiko,
Not sure if you're still around/supporting this?
Was wondering if you could add optional settings that could make it so the farl locomotive, while operating/laying rails, has a lower max speed and increased fuel consumption (all configurable)?
I saw a mention about there already being an undocumented remote.call for speed (remote.call("farl", "setSpeed", speed)), but it's not clear if this is at all times while in manual, or just while it's operating/laying rail.
Thanks!
Edit: Should note that while I'd like this to be something someone can use in this mod independently, it'd be nice for another mod to have access to (and the ability to lock) these values as well. Actual mod settings are the first things that comes to mind (as a mod could set the hidden and forced_value flags), but any other method you can think of would be good, too. | [] | 0 | 2021-12-01T12:20:13-06:00 |
forum-topic-4398 | 4398 | [outdated?] Minimum Automated Logistic T3 Tech | Archive | https://forums.factorio.com/viewtopic.php?t=4398 | Daeron | Hi,
Since I began playing this game, I've always had trouble knowing exactly how many transportways I should have for each ressource, and where to head them in order to fully automate the technology research process.
In order to finally get around the numbers and the geographic placement of all that, I compiled a spreadsheet of all the ressources involved in the making of Red, Green & Blue Science flasks and the number of times they are required by other ressources. This also includes the required amount (based on my current observations) of Electric furnaces (or stone furnace equivalent), Oil Processing Factories & Chemical Plants, etc...
The spreadsheet is accessible here
It counts the number of times a ressource is requested and lists the final count at the bottom, for every one of them.
MAL T3 TECH.png (55.82 KiB) Viewed 15899 times
The number of times needed is simply how many Assembling machines and/or smelters and/or ... you'll need to feed with a given ressource. For example, Iron plates will be needed at 7 different places.
Use this to plan a little ahead
While this is already quite handy as it is right now, I plan on designing a way to put this all togheter in the most compact possible way, so that building a new factory from the ground up is as streamlined as possible
Feel free to comment, submit feedback & ideas !
Cheers,
Daeron | [
{
"author": "MtNak",
"content": "Wow! This is extreamly helpful! Thank you very much! \n \nI will download it and try to expand it to every component in the game.",
"date": "2014-06-17T22:21:59+00:00",
"quotes": []
},
{
"author": "Daeron",
"content": "You're welcome \n \nTry to keep t... | 4 | 2014-06-17T15:56:13-05:00 |
forum-topic-125194 | 125194 | Quality roboports should have a higher impact on charge time. | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=125194 | FitterSkippy | I've only made it was far as rare quality so far, but I've done quite a bit to upgrade most of my infrastructure to rare everything including my logistics network. With rare roboports and rare construction bots, I don't feel like the charge time scales properly between roboports and bots with the time and resources invested. I don't want to see them become broken, so power usage should also go up more, but rare bots take SO LONG to charge at rare roboports. I feel like the way I'm going to remedy this in the near future will be to only upgrade my roboports beyond rare, but I know know that's going to drive me crazy not upgrading my bots. I really don't want to resort to a mod in order to remedy this. | [] | 0 | 2024-12-27T05:21:25-06:00 |
forum-topic-121846 | 121846 | Request items from a particular space platform to planet | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121846 | dspyz | I built a whole bunch of space platform foundation on Fulgora, thinking I could just build a new ship in orbit there. When I discovered how difficult it was to deal with the asteroids and also how much stuff I would need, I gave up and decided to ship all the foundation I'd built to Nauvis to build the ship there instead. I tried to automate this process but ran into a problem. I already have a bunch of platforms that spend most of their time orbiting Nauvis and they all have some reserve foundation on them to replace parts that get damaged. If I set a request, I would steal all the foundation from all the ships that _aren't_ working on this endeavor. I only want the one ship that's delivering the foundation to dump them. I can't set it to request upper-bound-0 foundation, because I need it to request foundation when it's at Fulgora, so there's absolutely no way to automate this process. If I could set a request on Nauvis for foundation from _this one particular_ space platform and no other, then I could do this fully automated without completely stealing all my reserve foundation on all my other ships.
(Currently my solution is to manually change the foundation bounds and planet while it's in-transit, and then change them again when it goes back) | [] | 0 | 2024-11-17T09:09:36-06:00 |
forum-topic-114088 | 114088 | The "Mega Cities" / "Trade Cities" server abuses reset API | Multiplayer | https://forums.factorio.com/viewtopic.php?t=114088 | bits-orio | Dear devs,
I would like to report an issue which is kinda in the grey area. Devs probably doesn't care about it, but it puts a sour taste in my experience of multiplayer lobby.
There is this server that goes by "Mega Cities" or sometimes as "Trade Cities". It abuses the `reset_time_played` API to artificially remain in the top of server list when sorted by time played.
This api: https://lua-api.factorio.com/latest/cla ... ime_played
This API must have been meant to be used when a server that has a map cycle like Mountain Fortress or Biter Battles gets a reset.
Like every time Mountain Fortress run ends or a Biter Battles match finishes, it should reset the map and that should reflect in the time played.
But "Trade Cities" doesn't have a regular reset system (but they do reset sometimes too), and they have some logic to wrongfully use this API randomly every 30 mins to stay on the top of the server list artificially.
Screenshot 2024-06-29 141208.png (24.74 KiB) Viewed 1811 times
Screenshot 2024-06-29 141223.png (19.05 KiB) Viewed 1811 times
Why is this an issue?
Because I along with a lot of online Factorio players sort servers by time played. And this comes up on top every time and then it turns out that its not a new map or a new game.
Its annoying as hell. It feels like that the server is abusing the API and nobody does anything about it.
There should be a way to report servers that does something so wrong. And hopefully some action gets taken against it.
regards,
bits-orio | [
{
"author": "sOvr9000",
"content": "Oh! That was my server. That must be part of the scenario code, which I didn't write. Sorry. The new scenario that my server runs is written by me, so it won't have any weird \"time played\" exploit.",
"date": "2024-07-11T19:17:49+00:00",
"quotes": []
},
{
... | 2 | 2024-06-29T16:20:40-05:00 |
forum-topic-117478 | 117478 | [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland | Pending | https://forums.factorio.com/viewtopic.php?t=117478 | OADINC | Hi all,
first of I'm loving Space Age so far.
I was hosting my save and went AFK for a few minutes, when I came back, my screen had locked and after logging in I found it had crashed.
Now due to me being AFK I don't know if it crashed due to the screen locking (al tough I'm pretty sure Factorio would keep my desktop awake) or if it crashed due to something else and then locked.
I'm on Fedora 40 Linux using Wayland.
If you need any more information feel free to ask.
I've not been able to reproduce it again so far.
EDIT:
I left my pc AFK again and it happend again, unfortunately I missed it happening. I've added the new save and log file.
EDIT 2:
I have since left my pc AFK 2 times whilst in a discord call and having players in my game, for about the same time and it didn't crash.
I have since also watched my pc lock twice (due to time out) and Factorio didn't crash.
I'm not quite sure what I could test next. But I will gladly try and help.
Code: Select all 0.000 2024-10-26 16:27:15; Factorio 2.0.11 (build 79682, linux64, steam, space-age)
0.000 Operating system: Linux
0.000 Initializing Steam API.
0.000 Program arguments: "/home/oliver/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio"
0.000 Config path: /home/oliver/.factorio/config/config.ini
0.000 Read data path: /home/oliver/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/data
0.000 Write data path: /home/oliver/.factorio [1543582/1951874MB]
0.000 Binaries path: /home/oliver/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin
0.010 System info: [CPU: AMD Ryzen 5 5600X 6-Core Processor, 12 cores, RAM: 31985 MB]
0.010 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=gnome XDG_SESSION_DESKTOP=gnome XDG_CURRENT_DESKTOP=GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
0.072 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 1] [Special: lmw] [Lang: en]
0.129 Video driver: wayland
0.129 Available displays: 3
0.129 [0]: GIGA-BYTE TECHNOLOGY CO., LTD. 34" - {[2560,0], 3440x1440, SDL_PIXELFORMAT_RGB888, 144Hz}
0.129 [1]: LG Electronics 27" - {[0,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 144Hz}
0.129 [2]: Avolites Ltd 15" - {[3362,1440], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz}
0.210 Initialised OpenGL:[1] AMD Radeon RX 6800 (radeonsi, navi21, LLVM 17.0.6, DRM 3.57, 6.10.12-200.fc40.x86_64); driver: 4.6 (Core Profile) Mesa 24.2.5 (git-3b9fcb7e4d)
0.210 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes
0.210 [Version] 4.6
0.210 Graphics settings preset: very-high
0.210 Dedicated video memory size 16384 MB
0.246 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.246 [Max threads (load/render): 32/12] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
0.251 Warning SoundInterfaceSDL.cpp:139: Initializing SDL audio subsystem failed: Pipewire: Failed to connect hotplug detection context (112)
0.251 Preferred audio driver is set to "pipe-wire". Ignoring...
0.766 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100
0.904 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
0.904 Info ModManager.cpp:434: FeatureFlag freezing = true
0.904 Info ModManager.cpp:434: FeatureFlag quality = true
0.904 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
0.904 Info ModManager.cpp:434: FeatureFlag segmented-units = true
0.904 Info ModManager.cpp:434: FeatureFlag space-travel = true
0.904 Info ModManager.cpp:434: FeatureFlag spoiling = true
0.907 Loading mod core 0.0.0 (data.lua)
0.920 Loading mod base 2.0.11 (data.lua)
1.051 Loading mod elevated-rails 2.0.11 (data.lua)
1.069 Loading mod quality 2.0.11 (data.lua)
1.078 Loading mod space-age 2.0.11 (data.lua)
1.249 Loading mod base 2.0.11 (data-updates.lua)
1.257 Loading mod quality 2.0.11 (data-updates.lua)
1.270 Loading mod space-age 2.0.11 (data-updates.lua)
1.342 Checksum for core: 1043092351
1.342 Checksum of base: 708330460
1.342 Checksum of elevated-rails: 1891730324
1.342 Checksum of quality: 4264147466
1.342 Checksum of space-age: 4032004066
1.647 Prototype list checksum: 124222065
1.686 Loading sounds...
2.162 Info PlayerData.cpp:68: Local player-data.json unavailable
2.162 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729897391
2.345 Crop bitmaps.
2.347 Parallel sprite loader initialized (threads: 12, bitmaps: 8227)
14.670 Initial atlas bitmap size is 16384
14.681 Created an atlas bitmap (size 16384x16356) [none]
14.695 Created an atlas bitmap (size 16384x16376) [none]
14.714 Created an atlas bitmap (size 16384x16384) [none]
14.715 Created an atlas bitmap (size 16384x15420) [none]
14.715 Created an atlas bitmap (size 16384x8392) [decal]
14.719 Created an atlas bitmap (size 16384x16384) [low-object]
14.719 Created an atlas bitmap (size 4096x1376) [low-object]
14.719 Created an atlas bitmap (size 16384x13456) [corpse-decay]
14.719 Created an atlas bitmap (size 16384x5596) [none]
14.719 Created an atlas bitmap (size 1676x79) [not-compressed]
14.719 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level]
14.725 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]
14.726 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]
14.726 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
14.726 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification]
14.726 Created an atlas bitmap (size 8192x2576) [mipmap]
14.726 Created an atlas bitmap (size 2048x1520) [mipmap]
14.726 Created an atlas bitmap (size 4096x3152) [mipmap]
14.726 Created an atlas bitmap (size 4096x3152) [mipmap]
14.727 Created an atlas bitmap (size 4096x3152) [mipmap]
14.727 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
14.728 Created an atlas bitmap (size 16384x6120) [alpha-mask]
14.743 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]
14.748 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]
14.748 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask]
14.748 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]
14.748 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
14.748 Loading 3D bitmaps.
14.769 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
14.804 Parallel sprite loader initialized (threads: 11, bitmaps: 8227)
33.155 Sprites loaded
33.178 Generated mipmaps (4) for atlas [5] of size 16384x16384
33.179 Generated mipmaps (4) for atlas [6] of size 4096x1376
33.181 Generated mipmaps (3) for atlas [10] of size 8192x6096
33.184 Generated mipmaps (3) for atlas [11] of size 16384x16320
33.185 Generated mipmaps (3) for atlas [12] of size 16384x4832
33.185 Generated mipmaps (3) for atlas [13] of size 8192x3872
33.186 Generated mipmaps (3) for atlas [14] of size 4096x3088
33.207 Generated mipmaps (3) for atlas [15] of size 8192x2576
33.207 Generated mipmaps (3) for atlas [16] of size 2048x1520
33.208 Generated mipmaps (3) for atlas [17] of size 4096x3152
33.219 Generated mipmaps (3) for atlas [18] of size 4096x3152
33.220 Generated mipmaps (3) for atlas [19] of size 4096x3152
33.221 Generated mipmaps (5) for atlas [20] of size 8192x3792
33.223 Generated mipmaps (3) for atlas [25] of size 8192x2352
33.234 Custom mipmaps uploaded (3203)
33.315 Factorio initialised
33.339 Steam Storage Quota: 23199/23841
497.888 Info ServerSynchronizer.cpp:20: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
497.888 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(Ready) to(PreparedToHostGame)
497.888 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(PreparedToHostGame) to(CreatingGame)
497.888 Loading map /home/oliver/.factorio/saves/SPACE AGE.zip: 30111075 bytes.
497.904 Loading level.dat: 74984090 bytes.
497.907 Info Scenario.cpp:178: Map version 2.0.10-1
499.456 Loading blueprint storage: Local timestamp 1729524247, Cloud timestamp 1729524247
499.886 Loading script.dat: 1222 bytes.
499.888 Checksum for script __level__/control.lua: 2463946943
499.903 Info UDPSocket.cpp:32: Opening socket at (IP ADDR:({0.0.0.0:34197}))
499.903 Hosting game at IP ADDR:({0.0.0.0:34197})
499.903 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=6
500.219 Info AuthServerConnector.cpp:108: Obtained serverPadlock for serverHash (PpUMA2v5jzTro8Ys4z4BkAW9oKJd0wRR) from the auth server.
500.219 Info ServerMultiplayerManager.cpp:803: updateTick(12369139) changing state from(CreatingGame) to(InGame)
500.229 Info GameActionHandler.cpp:4296: UpdateTick (12369139) processed PlayerJoinGame peerID(0) playerIndex(0) mode(connect)
500.486 Info SteamContext.cpp:540: Lobby created callback started.
500.486 Info SteamContext.cpp:547: Lobby created succeeded.
500.486 Info SteamContext.cpp:569: Lobby creation finished.
500.486 Info SteamContext.cpp:577: Entered own lobby.
747.915 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking).
748.013 Info AsyncScenarioSaver.cpp:162: Saving process PID: 1796
748.770 Info ChildProcessAgent.cpp:61: Child 1796 exited with return value 0
748.770 Uploaded files to cloud
748.770 Info AppManager.cpp:291: Saving finished
1047.998 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking).
1048.095 Info AsyncScenarioSaver.cpp:162: Saving process PID: 1887
1048.854 Info ChildProcessAgent.cpp:61: Child 1887 exited with return value 0
1048.854 Uploaded files to cloud
1048.854 Info AppManager.cpp:291: Saving finished
1348.082 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking).
1348.173 Info AsyncScenarioSaver.cpp:162: Saving process PID: 1962
1348.956 Info ChildProcessAgent.cpp:61: Child 1962 exited with return value 0
1348.956 Uploaded files to cloud
1348.956 Info AppManager.cpp:291: Saving finished
1648.148 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking).
1648.240 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2039
1649.020 Info ChildProcessAgent.cpp:61: Child 2039 exited with return value 0
1649.020 Uploaded files to cloud
1649.020 Info AppManager.cpp:291: Saving finished
1948.215 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking).
1948.314 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2118
1949.129 Info ChildProcessAgent.cpp:61: Child 2118 exited with return value 0
1949.129 Uploaded files to cloud
1949.129 Info AppManager.cpp:291: Saving finished
2248.299 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking).
2248.397 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2193
2249.221 Info ChildProcessAgent.cpp:61: Child 2193 exited with return value 0
2249.221 Uploaded files to cloud
2249.221 Info AppManager.cpp:291: Saving finished
2548.382 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking).
2548.471 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2268
2549.273 Info ChildProcessAgent.cpp:61: Child 2268 exited with return value 0
2549.273 Uploaded files to cloud
2549.273 Info AppManager.cpp:291: Saving finished
2848.449 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking).
2848.543 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2350
2849.341 Info ChildProcessAgent.cpp:61: Child 2350 exited with return value 0
2849.341 Uploaded files to cloud
2849.341 Info AppManager.cpp:291: Saving finished
3148.515 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking).
3148.617 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2426
3149.410 Info ChildProcessAgent.cpp:61: Child 2426 exited with return value 0
3149.410 Uploaded files to cloud
3149.410 Info AppManager.cpp:291: Saving finished
3448.598 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking).
3448.686 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2504
3449.492 Info ChildProcessAgent.cpp:61: Child 2504 exited with return value 0
3449.492 Uploaded files to cloud
3449.492 Info AppManager.cpp:291: Saving finished
3748.665 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking).
3748.756 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2582
3749.666 Info ChildProcessAgent.cpp:61: Child 2582 exited with return value 0
3749.666 Uploaded files to cloud
3749.666 Info AppManager.cpp:291: Saving finished
4048.732 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking).
4048.828 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2659
4049.637 Info ChildProcessAgent.cpp:61: Child 2659 exited with return value 0
4049.637 Uploaded files to cloud
4049.637 Info AppManager.cpp:291: Saving finished
4348.816 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking).
4348.910 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2766
4349.738 Info ChildProcessAgent.cpp:61: Child 2766 exited with return value 0
4349.738 Uploaded files to cloud
4349.738 Info AppManager.cpp:291: Saving finished
4522.513 Info AppManagerStates.cpp:2050: Saving finished
4522.916 Info ServerMultiplayerManager.cpp:119: Disconnecting multiplayer connection.
4522.916 Info ServerMultiplayerManager.cpp:803: updateTick(12610406) changing state from(InGame) to(DisconnectingScheduled)
4522.930 Info ServerMultiplayerManager.cpp:803: updateTick(12610406) changing state from(DisconnectingScheduled) to(Disconnecting)
4522.946 Info ServerMultiplayerManager.cpp:803: updateTick(12610406) changing state from(Disconnecting) to(Disconnected)
4522.947 Info ServerMultiplayerManager.cpp:146: Quitting multiplayer connection.
4522.947 Info ServerMultiplayerManager.cpp:803: updateTick(12610406) changing state from(Disconnected) to(Closed)
4522.947 Info SteamContext.cpp:529: Leaving lobby...
4523.174 Info UDPSocket.cpp:233: Closing socket
4523.174 Info UDPSocket.cpp:263: Socket closed
4530.783 Info ServerSynchronizer.cpp:20: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
4530.783 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(Ready) to(PreparedToHostGame)
4530.783 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(PreparedToHostGame) to(CreatingGame)
4530.783 Loading map /home/oliver/.factorio/saves/SPACE AGE.zip: 29757007 bytes.
4530.792 Loading level.dat: 73052692 bytes.
4530.795 Info Scenario.cpp:178: Map version 2.0.11-3
4531.947 Loading blueprint storage: Local timestamp 1729524247, Cloud timestamp 1729524247
4531.947 Loading script.dat: 1222 bytes.
4531.950 Checksum for script __level__/control.lua: 2463946943
4531.963 Info UDPSocket.cpp:32: Opening socket at (IP ADDR:({0.0.0.0:34197}))
4531.963 Hosting game at IP ADDR:({0.0.0.0:34197})
4531.963 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=6
4532.280 Info AuthServerConnector.cpp:108: Obtained serverPadlock for serverHash (k6mijftzlhQXSal4i5axnI8hGDicT1H4) from the auth server.
4532.280 Info ServerMultiplayerManager.cpp:803: updateTick(12610380) changing state from(CreatingGame) to(InGame)
4532.287 Info GameActionHandler.cpp:4296: UpdateTick (12610380) processed PlayerJoinGame peerID(0) playerIndex(0) mode(connect)
4532.547 Info SteamContext.cpp:540: Lobby created callback started.
4532.547 Info SteamContext.cpp:547: Lobby created succeeded.
4532.547 Info SteamContext.cpp:569: Lobby creation finished.
4532.547 Info SteamContext.cpp:577: Entered own lobby.
4659.281 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking).
4659.384 Info AsyncScenarioSaver.cpp:162: Saving process PID: 2961
4660.160 Info ChildProcessAgent.cpp:61: Child 2961 exited with return value 0
4660.160 Uploaded files to cloud
4660.160 Info AppManager.cpp:291: Saving finished
4960.114 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking).
4960.224 Info AsyncScenarioSaver.cpp:162: Saving process PID: 3068
4961.020 Info ChildProcessAgent.cpp:61: Child 3068 exited with return value 0
4961.020 Uploaded files to cloud
4961.020 Info AppManager.cpp:291: Saving finished
4997.611 Error CrashHandler.cpp:643: Received 6
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-wNHLhy/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-wNHLhy/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-wNHLhy/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-wNHLhy/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-wNHLhy/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-wNHLhy/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-wNHLhy/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7feb69eb0e7f
__pthread_kill_implementation
gsignal
abort
__libc_message.cold
__libc_assert_fail
__pthread_mutex_lock_full
wl_proxy_destroy
/tmp/factorio-build-wNHLhy/GCC/FinalSteamReleasex64/generated-wayland-protocols/wayland-client-protocol.h (5680): wl_output_destroy
/tmp/factorio-build-wNHLhy/libraries/SDL2/src/video/wayland/SDL_waylandvideo.c (769): Wayland_free_display
/tmp/factorio-build-wNHLhy/libraries/SDL2/src/video/wayland/SDL_waylandvideo.c (898): display_remove_global
ffi_call_unix64
ffi_call_int
ffi_call
wl_closure_invoke.constprop.0
dispatch_event.isra.0
wl_display_dispatch_queue_pending
libdecor_plugin_gtk_dispatch
/tmp/factorio-build-wNHLhy/libraries/SDL2/src/video/wayland/SDL_waylandevents.c (363): Wayland_PumpEvents
/tmp/factorio-build-wNHLhy/libraries/SDL2/src/events/SDL_events.c (925): SDL_PumpEventsInternal
/tmp/factorio-build-wNHLhy/libraries/SDL2/src/events/SDL_events.c (1100): SDL_WaitEventTimeout
/tmp/factorio-build-wNHLhy/libraries/SDL2/src/events/SDL_events.c (967): SDL_PollEvent
/tmp/factorio-build-wNHLhy/src/Graphics/SDLWindow.cpp (951): WindowHandler::pollEvent(CompactDeque<Event>&, bool)
/tmp/factorio-build-wNHLhy/src/Graphics/SDLWindow.cpp (52): SDLWindow::pollEventInternal(bool)
/tmp/factorio-build-wNHLhy/src/Graphics/SDLWindow.cpp (57): SDLWindow::pollEvent(Event&)
/tmp/factorio-build-wNHLhy/src/GlobalContext.cpp (237): GlobalContext::nextEvent()
/tmp/factorio-build-wNHLhy/src/MainLoop.cpp (750): MainLoop::processEvents(bool)
/tmp/factorio-build-wNHLhy/src/MainLoop.cpp (603): MainLoop::prePrepare()
/tmp/factorio-build-wNHLhy/src/MainLoop.cpp (682): MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode)
/tmp/factorio-build-wNHLhy/src/MainLoop.cpp (412): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-wNHLhy/src/Main.cpp (1325): fmain(int, char**)
/tmp/factorio-build-wNHLhy/src/Main.cpp (1347): main
__libc_start_call_main
__libc_start_main
_start
0xffffffffffffffff
Stack trace logging done
4999.128 Error CrashHandler.cpp:190: Map tick at moment of crash: 12638228
4999.128 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
6391.801 Info SystemUtil.cpp:877: Started /usr/bin/xdg-open; trampoline PID: 3260
6391.801 Uploading log file
6391.842 Info SystemUtil.cpp:877: Started /home/oliver/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 3262 | [
{
"author": "",
"content": "We have updated SDL in the time since you reported this. Can you test again and see if it still happens?",
"date": "2025-01-22T01:17:25+00:00",
"quotes": []
},
{
"author": "OADINC",
"content": "I'll try it later today or tomorrow and keep you updated with the ... | 3 | 2024-10-25T14:03:58-05:00 |
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