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-126989 | 126989 | [StrangePan][2.0.35] little grey bar top right of the main menu screen | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126989 | Quezler | reproduction steps:
- launch the game with default settings (that includes menu simulations) | [
{
"author": "",
"content": "Thanks, should be fixed in 2.0.36",
"date": "2025-02-20T16:58:29+00:00",
"quotes": []
}
] | 1 | 2025-02-20T08:42:08-06:00 |
forum-topic-104277 | 104277 | Need help for content creator | Spread the Word | https://forums.factorio.com/viewtopic.php?t=104277 | valentin_kfc | Hello! So my friend is a content creator (YouTuber) and he recently messaged press@factorio.com about the review key, altho he didn't get any feedback. Is there any information or even schedule maybe when is he going to get a reply? | [
{
"author": "",
"content": "Hi valentin_kfc, sorry for the late response. If your friend still hasn't got any answer, I would advise them to retry writing to that address and plead their case. There's little chance you get a meaningful answer on this kind of topics on this forum (at least different from the one I just did).",
"date": "2022-12-05T14:58:49+00:00",
"quotes": []
}
] | 1 | 2022-11-30T14:37:45-06:00 |
forum-topic-69187 | 69187 | [MOD 0.17] Industrial Revolution | Mods | https://forums.factorio.com/viewtopic.php?t=69187 | Deadlock989 | Mod portal link: Industrial Revolution
License
Industrial Revolution is licensed under Creative Commons BY-NC-ND 4.0 , which restricts you to non-commercial use, and places other restrictions on the publication of works derived from it.
Credits and acknowledgement
Coded by Deadlock989. Code assistance from TheStaplergun. Almost all original graphics by Deadlock989. A couple of icons are based on public domain models, and all sounds in the mod are public domain samples. See CREDITS.txt in the mod archive for full attributions.
Many thanks to TheStaplergun, Bilka, Linver, shanemadden, Therenas and EnigmaticAussie (and others I have probably missed) for help, contributions and support - this mod is a lot better for it. | [
{
"author": "Deadlock989",
"content": "[updated]",
"date": "2019-04-07T22:21:42+00:00",
"quotes": []
},
{
"author": "MakeItGraphic",
"content": "Awesome, I saw some of your gfx in the bug reports, great looking stuff!",
"date": "2019-04-08T16:28:55+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "[updated]",
"date": "2019-04-15T20:09:25+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "[updated]",
"date": "2019-04-18T02:15:10+00:00",
"quotes": []
},
{
"author": "McDuff",
"content": "Yes, yes, yes, yes.",
"date": "2019-04-18T09:02:58+00:00",
"quotes": []
},
{
"author": "McDuff",
"content": "What I really like about this style is that it manages to fit with factorio vanilla while still being recognisably new.",
"date": "2019-04-18T09:04:07+00:00",
"quotes": []
},
{
"author": "McDuff",
"content": "What are the new materials you're adding? Are the new circuits a reskin of the Green/Red/Blue progression or something different?",
"date": "2019-04-18T11:21:06+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Thanks. Actually I really struggle with that. And making anything asymmetric. I gave up trying to match the Wube artists' top skills and just focused on getting something out that is consistent and follows the conventions of lighting, angle etc. \n \n\nTin and gold ore occur in the world. There will be no further minable ores: setting up ore outposts is one of my least favourite things to do in Factorio, so I don't play mods where that job is multiplied by an order of magnitude. 1.5x the number of things to mine is plenty. \n \nLead and titanium are also available as trace elements through refining (mining > grinding > washing). \n \nBronze, glass, steel, plastic, carbon fibre and \"aurium\" (made up name for gold-titanium alloy ) are all amalgams of other metals and elements that require special processing, either in an alloy furnace or via \"chemistry\". Steel isn't just smelted iron like in vanilla, it's iron \"alloyed\" with carbon. \n \nYou cannot smelt iron at the start of the game. Iron smelting requires a bronze furnace so you need to research that first. You cannot produce electricity without iron. There are / will be more burner versions of things available. \n \nOres don't smelt into plates, they produce ingots, which then branch off into a small tree of \"basic products\". The system generates all physically possible variants of these (e.g. gold gears and lead bolts are physically possible, coal rods and stone cables are not) and then recursively flags the ones which have no current use - that's what the warning triangles are on the inventory pic above, but I will probably auto-disable them eventually. Basic products are cheap (and rail is especially cheap), not to mention the potential 2.25x ore-to-ingot multiplier from the full processing chain. But machines are very expensive. \n \nThe circuits: both a reskin and a progression. Controllers and computers are basically exponentially stacked circuits with a couple of rarer materials thrown in. Circuits are used in simple machines - lamps, constant combinators etc. - but most tier 2+ processing machines need at least a controller and advanced ones need a computer. A tier 3 optical computer is currently worth a small fortune. But there is a huge amount of balancing still to do, and still missing several key machines. \n \nI haven't even touched military yet but have some ideas.",
"date": "2019-04-18T12:24:07+00:00",
"quotes": [
{
"author": "McDuff wrote: Thu Apr 18, 2019 9:04 am",
"content": ""
},
{
"author": "McDuff wrote: Thu Apr 18, 2019 11:21 am",
"content": ""
}
]
},
{
"author": "McDuff",
"content": "*grabby hands* gimme now! \n \nThis really looks like the kind of thing I would enjoy. I never really liked the idea of angels or bobs because it seemed to add too many base materials, but more processing chains from the basic materials would be very nice indeed. \n \nDo you have any ideas for the nuclear side of things or are you going to leave this to other mods?",
"date": "2019-04-18T13:36:45+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "No, not anticipating touching nuclear heavily. Ingredients are a bit different - it's the main use for lead at the moment. You can't make fuel cells by hand (but you can make engines). I also think you should get at least some of the metal back from fuel cell reprocessing. But I don't think the mechanics will really change. If anything, I \"nuclearified\" several other things, since we only got probabilistic recipes with the overhaul of vanilla nuclear in 0.15. But I might look at it.",
"date": "2019-04-18T14:22:39+00:00",
"quotes": [
{
"author": "McDuff wrote: Thu Apr 18, 2019 1:36 pm",
"content": ""
}
]
},
{
"author": "McDuff",
"content": "One thing I'd say is that a lot of the nuclear mods add a lot of complexity for the sake of it. It's nice to have a plutonium cycle of some kind but having 12 different purification stages is a bit much. Having said that there are other mods that do this so it's probably not necessary unless you intend this mod to be a \"one stop\" that does all the internal rebalancing and isn't intended to work with any other mods. \n \nWith all the various kinds of new intermediate products, are you planning on making it fit in with any of the inserter extender mods or adding your own kind of thing, to allow 3 belt reach for example?",
"date": "2019-04-23T10:10:14+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "If you have a recommendation for a nuclear mod, let me know, I've never used one. Ideally it wouldn't add any new ores, but it's not necessarily a deal-breaker if it does. But integration with other mods is low on the list at the moment. \n \nI'm hedging about inserters. I don't like 3 belt reach but I do like nearside/farside adjustments. Because of the way the tech is spaced out, there's a strong case for a long-handed burner inserter - but then if you could just adjust any inserter it wouldn't be needed. I'll think about whether I want to build it in or just signpost to some other mod.",
"date": "2019-04-23T11:29:04+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Experimenting with scattergun (i.e. shotgun) turrets and changing all bullets to be physical projectiles: \n \n \n \nI mean, obviously the extra multicoloured pew-pew is nice. But the reason pistol/machine-gun/gun-turret bullets are \"instant\" and there's no shotgun turret in vanilla is that if you don't change the force settings, projectiles blow your own stuff up. At the first this was hilarious but it's a no-deal because you don't want your own turrets blowing away your own walls or wrecking your own base if a biter makes it past the front line. But if you set the projectiles to ignore your own force, you can't damage your own equipment with handheld weapons - I can't decide if that's a problem or not, but it feels like it is, we've all put junk in a wooden chest and blown it away at one time or another. The answer would be to have a duplicated set of projectiles which don't ignore any force which are used by the handheld weapons, but unfortunately projectile type is set in the ammo type and not in the firing entity/item, so that's a no deal as well, because it would mean handheld weapons and turrets would need different ammo. \n \nAdd a cheap melee weapon which is used for smashing chests? Dunno.",
"date": "2019-04-23T11:38:54+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "[updated]",
"date": "2019-04-24T21:34:44+00:00",
"quotes": []
},
{
"author": "McDuff",
"content": "Recycling stuff (even just melting it back down to a fraction of its raw materials) would be better than shooting chests. I always get sort of annoyed at how \"cheaty\" destroying a chest feels.",
"date": "2019-04-25T10:06:07+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Tue Apr 23, 2019 11:38 am",
"content": ""
}
]
},
{
"author": "Deadlock989",
"content": "There is a recycler available. It can't handle everything though - only machines and most intermediate products. So no disassembling a gear back into plates. I would like to add some sort of arc furnace that retrieves metals as well but it turns out to be more involved than I thought.",
"date": "2019-04-25T13:41:15+00:00",
"quotes": [
{
"author": "McDuff wrote: Thu Apr 25, 2019 10:06 am",
"content": ""
}
]
},
{
"author": "McDuff",
"content": "You always need gears though. The stuff you want to recycle is the stuff that gets superceded. So burner stuff, stone furnaces, etc. I never want to recycle green circuits or gear wheels.",
"date": "2019-04-26T14:33:29+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Since I was cranking out turrets ... the poor old basic gun turret was feeling left out. So I copied the design of the original but in the style of the other turrets. \n \n \n \n Untitled-1.png (1014.8 KiB) Viewed 57757 times",
"date": "2019-04-26T19:04:11+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "The full arsenal, in five tiers. Centre is the Photonic Cannon, late-game turret loosely based on tank cannon / explosive rocket stats, less range than an artillery cannon but more range than any other turret, my first ever 4x4 building. Directional with a limited firing arc like a flamethrower turret so it doesn't take your own base out (the projectiles themselves pass over walls but the explosive damage hurts everyone). \n \nMight add a mid-game iron version of the early-game copper shotgun turret but after a week of military stuff I need a break from it. The laser beams are \"orange\" in this picture but there are 12 colours to choose from. \n \n \n \n(spoiler removed)",
"date": "2019-05-01T14:31:32+00:00",
"quotes": []
}
] | 19 | 2019-04-07T17:20:34-05:00 |
forum-topic-124608 | 124608 | [boskid][2.0.26] desync right after doing some modded platform building | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=124608 | Quezler | I was alone on the server when it happened, i moved the collector setup up by two so i could fit more laser turrets.
The screenshot is from during the desync, the video file (which you'll have to rename) shows me trying to replicate what i did sometime after the latest autosave.
I tried to replicate it twice on the server by loading the save but i had no luck there.
As per the desync post guideline thing it should be made in viewforum.php?f=209 , but i saw no create button there so i'm mentioning modding in the title, though i do not believe any of the mods were actively involved in me just moving that setup around a bit. | [
{
"author": "Quezler",
"content": "the autosave and desync report didn't seem to have been attached to the main post, let me try reuploading them:",
"date": "2024-12-17T11:45:52+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "hmm desync report didn't want to get posted again, retrying",
"date": "2024-12-17T11:46:21+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "desync report:",
"date": "2024-12-17T11:47:26+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "failed to attach the desync report as a file, just grab it here: https://proxmox.nydus.app/desync-report ... -34-42.zip \n Code: Select all <b>[phpBB Debug] PHP Warning</b>: in file <b>[ROOT]/phpbb/plupload/plupload.php</b> on line <b>347</b>: <b>move_uploaded_file(./files//plupload/cfd5f8e59121bb005a34a00a22e0e3b4_50c4fad191ee48d7e20eb6af26569399): failed to open stream: Permission denied</b><br />\n<b>[phpBB Debug] PHP Warning</b>: in file <b>[ROOT]/phpbb/plupload/plupload.php</b> on line <b>347</b>: <b>move_uploaded_file(): Unable to move '/tmp/phpPmfyYb' to './files//plupload/cfd5f8e59121bb005a34a00a22e0e3b4_50c4fad191ee48d7e20eb6af26569399'</b><br />\n{\"jsonrpc\":\"2.0\",\"id\":\"id\",\"error\":{\"code\":103,\"message\":\"Failed to move uploaded file.\"}}",
"date": "2024-12-17T11:50:55+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Got another one right as i was about to copy paste two turrets to force build over the inserter gap due to moving the railguns left a bit: \n https://proxmox.nydus.app/desync-report ... -54-14.zip",
"date": "2024-12-17T11:55:22+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "shower thought: ammo removed from mined railguns ends up in the hub, i have not opened the hub but it could be a vector",
"date": "2024-12-17T12:07:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This desync is now fixed for 2.0.27. It was introduced in 2.0.26 as part of the asteroid collector's chunk tracking optimization.",
"date": "2024-12-17T16:28:14+00:00",
"quotes": []
}
] | 7 | 2024-12-17T05:44:50-06:00 |
forum-topic-64524 | 64524 | Mods localization helper (for mods hosted on github) | Development tools | https://forums.factorio.com/viewtopic.php?t=64524 | diraria | I've written a helper for simplifying mods translation by providing synchronization between mod repository (on GitHub) and Crowdin . Synchronization is two-way, which means that:
changes of english strings on github mod repository are automatically applied to crowdin
new or updated translations on crowdin are automatically pushed to your github mod repository
To start using helper you only need to install this github app . After installation helper will upload all existing strings of your mod (both english and translations) to our crowdin project , and then will start continuous synchronization.
Motivation
There are a lot of Factorio mods hosted on GitHub. Most of them are translated using pull requests. I think that it is not very convenient (because it is not clear which strings are untranslated yet and also translators have to know how to use git). So I decide to create helper tool for configuring translation process on Crowdin, powerful localization platform.
Installation
Go to this GitHub app page
Click install button
Choose repository with your Factorio mod
Click install button
You are done! Now share link to this Crowdin project with translators
Please note that in order to correctly upload your existing translations to Crowdin, files in any localization folder (such as /locale/de) must have same names as files in /locale/en folder.
How to translate on Crowdin
We have single Crowdin project. It consists of several folders, each folder corresponds to one mod. So, here are instructions how to translate specific mod:
Go to Crowdin project page
Select language
Find folder with your mod
Open menu (click to three points) right of the folder name
Click "Translate"
Then Crowdin translation interface will be opened where you can translate strings.
Detailed description of how it works
Mod author has mod repository on GitHub
Mod author installs GitHub app (for mod repository)
Our service creates subdirectory in our Crowdin project and upload original english strings and existing translations into it
Every week our service takes translated strings from Crowdin and make commit to GitHub repository (if there are any changes)
Every time original (locale/en) strings are changed, our service changes appropriate strings on Crowdin
I am not sure if my helper is good (maybe you want that helper will create pull requests to your github repository instead of direct commits to master?), so any feedback would be greatly appreciated. | [] | 0 | 2019-01-21T11:04:48-06:00 |
forum-topic-127300 | 127300 | My first ever combinator creation | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=127300 | Nukecleobrine | This is my first ever combinator creation!
i wanted something that counted the amount of items my green circuit design would need per second so i made this!
its really overboard but i wanted to see the amounts without using mods like nixitubes and stuff but the display panels worked perfectly.
it also shits the amount it uses per second into memory cells that then display the amount, i used about 10 of these memory cells / displays so i can calculate averages.
I'm pretty happy with it and is fully customizable for any item you want to track. feel free to give tips or improvements.
Ive added instructions on how to use it, to find the instructions look in the display panel with the green signal icon or turn on " ALT " mode.
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lpudZDerpCVaDepIMjB60Yvun7PhUXp/WiDBvRez/FMIGpxLU+feg7Rvz9gNKps4jv+WmLFfbEtR5yay5YN52MGsMmLcqcA2UvJy59K2Ic+MPNmO9Mm7i5XJTr/vGuJtp8r7uB+tpKs1LWZZKKVZILR8e/gf2Iabl Copy blueprint | [
{
"author": "Nukecleobrine",
"content": "sorry the blueprint in my first post it the broken version. \n \n \nhere is the fixed one. \n \n 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c1DlZuNUbfJuDOocLR93By20O6hy6MPszcJDjLqcwh3TPcbRi6B3RFUPviKcY+kM8xaCecETCjQgQyeDnP7nLSWwTcwJHZP4VLgf3OaldzskJ92cQn5C7nMQrbQ5lkYNCLLDNcpuDukFBIvJOZTDUDcyRN5ZmTBbbHNQ5dFErQHw7m0OsQQtgTmBOuhyi5BQFtAY5J4tEJJQbu0QknMrC0gyiZww5qOMuh/2Zf4XLCaxjezmHvMJnqwZVj5I5hcFQYzCnArA0Y06BMNQgzKkQLM2YUxAMtQhzaoSh7mB66B3Hp4feEU899IcIOrXBUG8wpzhgnBJbwfFpnJ/a4YmahDlVgn8zcCsccqbOqQoszZhTIpCDOidLgTPLKQCG2gMOh20OMXMKhKFGYE61wDWQGwyhwrUizo292PT1wpiRl/NNvVo3xhzN0s/1ukNLVGleyapSSrFSanl//3/D5RvW Copy blueprint",
"date": "2025-03-06T15:52:21+00:00",
"quotes": []
}
] | 1 | 2025-03-06T08:43:33-06:00 |
forum-topic-118869 | 118869 | Add weight calculation documentation | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=118869 | SWeini | Planning tools that work only on data stage (e.g. YAFC) need a way to replicate the weight calculation, but the little information given is not enough to explain what is going on.
Example that might involve some rounding
electronic-circuit
1x iron plate (1000)
3x copper cable (250 each)
ingredient_to_weight_coefficient 0.28
---
1750 * 0.28 = 490
but in-game weight is 500
Example that might involve the fact that the item can be placed as entity
wooden-chest
2x wood (2000 each)
ingredient_to_weight_coefficient 0.5
---
4000 * 0.5 = 2000
but in-game weight is 20000 (yes, that's off by an order of magnitude)
I have really no idea what is going on, but need it for cross-surface transportation optimization. Please add detailed information to the auxiliary section. | [
{
"author": "thesixthroc",
"content": "+1",
"date": "2024-11-18T01:35:20+00:00",
"quotes": []
},
{
"author": "DaleStan",
"content": "Bumping this: I thought I understood how weight calculation works, but when multiple recipes produce the same item (e.g. limestone in Py's mods) Factorio decides to calculate the weight based on the \"extract-limestone-01\" recipe instead of the \"mining-limestone\" recipe. I can find no obvious reason for it to make that choice. (Neither recipe name matches the item name, neither recipe consumes limestone, and both recipes produce only limestone.)",
"date": "2025-01-23T22:25:32+00:00",
"quotes": []
},
{
"author": "",
"content": "I had a look at this, and the algo to determine item weight is quite ... involved. Basically impossible to figure out from the outside. So I added an auxiliary page that describes it and includes an example for the next release, which'll hopefully clear up any questions.",
"date": "2025-02-03T19:55:26+00:00",
"quotes": []
},
{
"author": "DaleStan",
"content": "Thank you for the additional information, but I'm still not getting the right answers in at least two cases.\n Case 1 \nThere is a vanilla item named \"pistol\" which is produced by a vanilla recipe named \"pistol\". Since the names match, that recipe is used for calculating the item weight. \nThe recipe consumes 5 iron plate and 5 copper plate, so the intermediate result is (5*1000 + 5*1000)/1*.5 = 5000. \nThe recipe doesn't support productivity, and the stack size is 5, so the simple result is 1000000/5 = 200000. \nThe simple result is larger, so the weight of a pistol is 200000. \n \nHowever, Factorio says the weight is 100 instead. \n \nI'm guessing the pistol recipe was excluded from consideration because hidden = true? \n Case 2 \nBack to Pyanodon, there are two recipes that produce only limestone: extract-limestone-01 and mining-limestone. \n \nNeither match the item name, neither use limestone as a catalyst, and both have allow_as_intermediate set true by default. mining-limestone's category is \"ground-borer\", which comes before extract-limestone-01's category \"soil-extraction\". I should therefore use mining-limestone to calculate the weight, but if I switch the logic to use extract-limestone-01 instead, I get the same result as Factorio. \n \nI suspect I don't understand what it means for a recipe to fulfill its category. I've attached data-raw-dump.json (as 7z, since the zip refused to upload) and a save for syncing mods, if you need to look at what I'm seeing.",
"date": "2025-02-07T07:14:57+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the feedback! You are right about case 1, hidden recipes aren't even considered when finding the relevant recipe. This logic was done elsewhere so I missed it when documenting. Will add a clarification for it, thanks. The recipe also needs to allow decomposition, turns out. \n \nAs for your second case, I did a quick implementation of the sorting in Lua, and it sorts the extract-limestone-01 recipe as the first one. I didn't investigate yet quite why, but maybe you can compare your implementation with mine to see where the difference might come from? \n \nThis is the order I get from the attached test mod. \n Code: Select all Recipe order:\n1: extract-limestone-01\n2: soil-separation-2\n3: rejects-separation\n4: mining-limestone\n5: calcinate-separation\n6: lithium-hydroxide\n7: auog-paddock-mk02-with-dirt\n8: py-sodium-hydroxide\n9: limestone-void",
"date": "2025-02-07T11:30:00+00:00",
"quotes": []
},
{
"author": "DaleStan",
"content": "I see at least two problems now. First, I was excluding too many recipes, which is entirely on me. \n \nThe second is that when you said \"The recipe's category, subgroup, then order,\" I thought you meant these values:\n Code: Select all 1: lithium-hydroxide: chemistry, , \n2: py-sodium-hydroxide: chemistry, py-rawores-recipes, a8\n3: auog-paddock-mk02-with-dirt: crafting, , \n4: mining-limestone: ground-borer, py-drilling, c\n5: extract-limestone-01: soil-extraction, , \n6: calcinate-separation: solid-separator, py-fusion-recipes, l\n7: rejects-separation: solid-separator, py-items-class, e\n8: soil-separation-2: solid-separator, py-items-class, e\n9: limestone-void: secondary-crusher, , \n \n\nBut you're comparing based on these values instead:\n Code: Select all 1: extract-limestone-01: t, c-0, limestone\n2: limestone-void: t, c-0, soil\n3: rejects-separation: t, c-2, e\n4: soil-separation-2: t, c-2, e\n5: mining-limestone: t, h, c\n6: calcinate-separation: u, b, l\n7: lithium-hydroxide: u, bc, ab\n8: auog-paddock-mk02-with-dirt: v, a-b-b, c[animal]-b[auog-paddock]\n9: py-sodium-hydroxide: v, xb, a8 \n\nI'm confined to the data stage, and within that restriction I think I've found your subgroup and order values, but not the category. For lithium-hydroxide, for example, I need to convert \"chemistry\" to \"u\". There is a recipe category named chemistry (line 965731), but it doesn't have an order. There are 8 places where «\"order\": \"u\"» appears, but none of them jump out at me as being related to chemistry or lithium.",
"date": "2025-02-09T07:22:38+00:00",
"quotes": []
}
] | 6 | 2024-10-31T12:54:35-05:00 |
forum-topic-10222 | 10222 | Improvement of crafting queue | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=10222 | krayziez | For the link-list of this topic see down! -- ßilk
I can't believe these haven't been implemented yet.
1) When an item is in the toolbox, and when crafting something that requires that item as one of the ingredients, then do NOT take away that item to craft the current item. Example: Normal inserter. Many things require this as part of the crafting ingredient. Trying to craft a science pack 3 for example will just eat all of my inserters up. This shouldn't happen if it's in the toolbox. If there's some doubts about this, then at least if the player has the item hardcoded (middle mouse button) and has the item in toolbox, then it should stay there and not get eaten up. I can't tell you how many times my items get eaten up mysteriously just cuz I have to craft something else that's totally unrelated. If it's in normal player inventory, then fine but if it's in toolbelt, it should be assumed that players are going to use that item.
2) Have a way to move/rearrange the queue of player crafting. Kinda annoying if I have say 100 science 3 packs crafting but then I'm doing something and I want to just craft a belt or an inserter. Should be a way to put these first in queue. The simplest thing you can do is maybe have a hotkey button to be able to queue the new item at the beginning and not the end after the rest. Maybe alt+click or something.
Both of these suggestions should be very easy to implement and will improve the gameplay GREATLY. Hope it's done with the next update! But by then I'll probably finish the game again a 2nd time lol. And by the way, there should be a clear "easy, medium, hard" mode. Currently playing a very easy mode, I kept everything default but don't know how to make it harder. | [
{
"author": "",
"content": "Maybe could you find a echo to your suggestions in these posts : \n https://forums.factorio.com/forum/vie ... e+building \n https://forums.factorio.com/forum/vie ... 387#p54387 \n https://forums.factorio.com/forum/vie ... 731#p43731 \n https://forums.factorio.com/forum/vie ... ilit=queue",
"date": "2015-05-01T19:34:35+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "1. when I'm at the point that I'm crafting this sort of stuff by hand, I carry around a chest. I put down the chest, put all my inserters in it, then queue up the science packs, then mine the chest and continue. So this is a thing that definitely needs to exist. \n \n2. also agreed. \n \n \nAlso, both of these sugestions have been sugested before, and often.",
"date": "2015-05-01T23:33:39+00:00",
"quotes": []
},
{
"author": "",
"content": "I craft the item, that \"eats\" the inserters and immediatelly I craft then also some more inserters. Cause it is made after that item in the queue, it is not eaten up.",
"date": "2015-05-01T23:55:22+00:00",
"quotes": []
},
{
"author": "Peter34",
"content": "It's deliberate that the game is designed this way. We're not meant to craft large quantities of anything by hand. \n \nI still sometimes find myself doing that, yes, but when I find myself doing it I acknowledge that I'm playing Factorio wrong . E.g. if I find myself with a huge queue to craft 200 Science Pack 2, or even 75 Science Pack 3 (to get Advanced Oil Processing). \n \nFactorio is about automating things. A skilled player, a player who has mastered the game, or a given stage of the game (e.g. the early game, or the mid game) by definition has no need to hand-craft large quantities of anything. \n \nI'm not there yet. But I'm aware that it's a destination.",
"date": "2015-05-02T06:07:02+00:00",
"quotes": []
},
{
"author": "krayziez",
"content": "It should be designed to be played how the player wants it to be played, not how the game maker or whoever else thinks it should be played. I'm just saying it adds flexibility to the player. The example I gave was just an example to get the point across. What if I wanted to build say 50 smart inserters? That would eat up all my fast inserter and normal inserter. What's the logic behind that? Each inserter is its own and has its own function. I should be able to have my 30 normal inserter and 40 fast inserter intacted while I add whatever quantity I need to replenish my smart inserter quantity, whether it be 50 or 5. I shouldn't have to craft 5 of smart inserter then anothe 5 of fast insterter then another 5 of normal inserter each time just to get my qnts of everything the same. This goes for so many other things. \n \nYou say a skilled player is about automating things. I agree but a very skilled player can do both and if the player's queue is not doing anything, then it's just a waste of productivity. If it's only meant to be automated, then why have the player be able to craft the stuff? Why not just allow only the structure to craft and not the player himself? There are a few of these items that do this but only a few and I think that was deliberate as they should be.",
"date": "2015-05-02T11:10:28+00:00",
"quotes": [
{
"author": "Peter34 wrote:",
"content": ""
}
]
},
{
"author": "krayziez",
"content": "Thanks for that. Seems like if it was already suggested many times, chances are they're not gonna do anything about it. Would of been a very easy thing to change anyways, and improve the gameplay big time. Anyways, doesn't matter. I'm already at end game lol.",
"date": "2015-05-02T11:15:51+00:00",
"quotes": [
{
"author": "Koub wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "In fact, it's more a matter of priorities. Many small features slip inside as the major features are being added, but the priority is the main features. There has been the multiplayer, now it will be the engame content, with engine optimization. Who knows what other feature will be added ? \nBut the devs have been really listening to their community so far, chances are the most asked evolutions will be added sooner or later.",
"date": "2015-05-02T11:44:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Peter, there is no really playing wrong or right. A good game should cover any play-style. This one is of course non-optimal, but especially in the beginning, it is effective to craft stuff yourself, and yes, this can be annoying, if it uses stuff to craft that I needed for building. \n \nThis is where I changed my mind: https://forums.factorio.com/forum/vie ... eue#p69979 \n \nTo those, who are interested, I made a complete list of threads, depending this crafting-queue-themes: \n \nThere mainly are these three themes, which come up from time to time. \n \n Changing the order of the crafting queue, priorization etc. \n https://forums.factorio.com/forum/vie ... f=6&t=1341 Crafting Queue Upgrades (I think most important, some other joined threads) \n https://forums.factorio.com/forum/vie ... f=6&t=6952 Crafting Queue: Craft to Top of Queue; send to Front, Recalculate \n https://forums.factorio.com/forum/vie ... f=6&t=5662 Improved player crafting queue (seems not to be so important) \n viewtopic.php?f=6&t=21123 reorder build que \n viewtopic.php?f=6&t=25154 Change item order in crafting queue \n viewtopic.php?f=6&t=33593 craft this next mod? \n viewtopic.php?f=6&t=41594 Ctrl+click to add to front of craft queue \n viewtopic.php?f=6&t=42226 Cancelling/closing the personal crafting queue \n \n \nChange automatically order if you pick up something: \n viewtopic.php?f=6&t=2490 preserve manually added items in the crafting queue \n viewtopic.php?f=6&t=30640 Slight Hand Crafting Adjustment \n \nWhich goes hand in hand with the next: \n Displaying the needed time to craft something (before and while crafting) \n https://forums.factorio.com/forum/vie ... f=6&t=1226 time left in crafting queue (display total time left, until all is crafted) \n https://forums.factorio.com/forum/vie ... f=6&t=2107 Construction timers/Hand Crafting \nThis thread. \n \nWhich is a precondition of: \n Not always automatically take items from inventory \n https://forums.factorio.com/forum/vie ... f=6&t=8760 Build queue improvement. \n https://forums.factorio.com/forum/vie ... f=6&t=4802 Filtered slots on the hotbar excluded as ingredients. ☸ \nAnd of course this thread. \n \n( For completeness: Idea that should be implemented as mod first \n https://forums.factorio.com/forum/vie ... f=6&t=1143 Autocraft ) \n \nIf we bring this three things together, it feels \"round\" in my eyes.",
"date": "2015-05-02T12:34:03+00:00",
"quotes": []
},
{
"author": "",
"content": "Userstory: Change the crafting queue to \n- Change the order of the crafting queue, priorization etc. \n- Displaying the needed time to craft something (before and while crafting) \n- Not always automatically take items from inventory \nPrerequisites: Eventually improvement of crafting tree/research-tree. \nGame-value: Enough examples in the linked threads above. \nDeveloper-costs: Low if only a good enough solution would be built in first. High, if the game should decide intelligently, what to take an what to craft. \nUser-opinions: Clear.",
"date": "2015-05-02T12:43:11+00:00",
"quotes": []
},
{
"author": "Peter34",
"content": "It would be nice to have some special click, like Alt+LMT/Alt+RMB, that instructs Factorio that it is the player character's desire to \"craft from basic materials\" without making use of already-existing-intermediate materials that may be in the Inventory at the time of the click. E.g. tkae Copper and Iron to make the Yellow Inserters to make the Green Potions, instead of as usual first making use of the already-present Yellow Inserters. \n \nIt's just, all that with Advanced Crafting Queue Manipulation, I don't see that as legitimately necessary. That really is a learn-to-play thing.",
"date": "2015-05-02T15:18:14+00:00",
"quotes": []
},
{
"author": "Peter34",
"content": "One thing I would like to see, is an on-screen timer, down in the left corner of the screen, above my crafting queue, whenever I have a queue, showing a count-down of minutes and seconds (or in some cases hours , minutes and seconds - yes I think that sometimes happens to me) left to finish everything in the queue.",
"date": "2015-05-10T19:26:02+00:00",
"quotes": []
},
{
"author": "",
"content": "The problem I see here is: \nYou don't want the yellow inserters you have being used to make the green potions, but do you want it to use the gear wheels you have or make them from scratch from your iron plates? \nIf you have spare gears in your inventory (or electronic circuits), should they be used or not? \n \nWhen crafting smart inserters, Factorio can't easily decide whether you want to keep your basic inserters or just your fast inserters, or electronic circuits or gear wheels. \n \nI think the crafting system currently used is very good and transparent. I have nothing against adding some keyboard shortcuts (or other means) of altering the crafting system, but I think it is not necessary. \nNew players will be overwhelmed by all the ways you can craft things and which one to pick, if they know about them. \nExperienced players will know that smart inserters require basic/fast inserters and will craft them again if needed, or be happy the basic inserters are gone from their inventory. \n \nThe crafting system in Factorio is optimized for crafting speed, so using your normal/fast inserters is faster than crafting the required items by hand. It will use all the premade / picked up items you have. Chance is you don't even need some of these gears/circuits/inserters you have anymore. \n \nOT: Why would you craft 50 smart inserters in hand? (for blue science I assume) \nRecipe: 1 fast inserter and 4 electronic circuits \n--> 8min 58sec from iron and copper plates \nHint: Assemblers can help you with that. \n \nAdd some mods to this and Factorio doesn't have a clue what you want it to use for crafting and what not. \n \nThat actually is a good suggestion and it would not only help new players, but experienced players using mods. \n \n \nEDIT quoting ssilk :",
"date": "2015-05-11T00:44:41+00:00",
"quotes": [
{
"author": "Peter34 wrote:",
"content": ""
},
{
"author": "krayziez wrote:",
"content": ""
},
{
"author": "Peter34 wrote:",
"content": ""
},
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "thetoolcrafter",
"content": "I have an idea, it's probably no good, but here goes: \nIn your inventory, you have a partition which you can set \nOn one side, hand crafting will take these items and use them \nOn the other side are items which you want to keep. \nYou could set how much on each side for your personal needs or you could just have just one side and play where it will consume anything \nTell me if this idea is in the slightest useful probably not but i can imagine it",
"date": "2017-03-05T11:34:30+00:00",
"quotes": [
{
"author": "Peter34 wrote:",
"content": ""
}
]
},
{
"author": "MiniHerc",
"content": "Bump. Quote of my post in suggestions forum.\n \nHow hard can this be to implement, really? Is it something a mod could do?",
"date": "2017-04-27T20:39:06+00:00",
"quotes": [
{
"author": "Ambaire wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I point to viewtopic.php?f=6&t=45300#p260939",
"date": "2017-04-30T21:45:34+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
}
]
},
{
"author": "Tontow",
"content": "I think that moving an queued item around in the queue (or even queuing to the front of the queue) should act like you canceled your entire queue and re-queued it. \n \nIt would therefor dumb anything on the ground that you didn't have inventory space for and only restore the queue up to the point that you still had the resources for. \n \nIE: I queued up 500 factory and I needed to queue some belts to the front of my queue. Some (or most) resources for the 500 factorys would be dump on the ground because I didn't have the inventory space and then assuming I then, at that time, had the resources for the belts, the belts would be queued up, but the auto re-queue of the factorys (and anything behind them in the queue) would fail because I didn't have the required resources in my inventory. \n \n \n \nAt the very least, we should have a way to drag select large chunks of the queue so that we can cancel those items quickly.",
"date": "2017-08-25T18:24:41+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "When crafting say science packs and it starts using your inserters, there's not really a right answer. What I do is as said above, just queue up the inserters or whatever afterwards. I think this is the most flexible solution, for starters you're going to get your Science Packs a heck of a lot quicker because you're crafting the Inserters afterwards. Need to use those Inserters? Fine, just craft them first. If you don't need them at all or have a stock somewhere then don't even bother. Regardless, it does encourage you to automate production which is the idea of the game. Saying there are different play styles is like saying repeatedly dying is a valid playstyle in a FPS game, and then complaining that the death cam and loading screen takes too long. I mean if you want to play it that way fine but don't complain about it. \n \nThat said it's nearly every game where I queue up 50 belts then find I need 1 inserter immediately... So do I dequeue 50 belts or... The ability to reorder the build queue would be immensely helpful, especially for newer players while they come to grips with the whole assembly line thing.",
"date": "2017-10-09T22:44:12+00:00",
"quotes": []
},
{
"author": "paulcsiki",
"content": "Additionally can we display just the \"end product\" with a progress in the queue rather than add all it's requirements too? It consumes space and it's hard to see how many of the same type you have in the queue. I would display just the item you've selected to craft with a longer progress that includes the progress of all dependencies + final product and a number to indicate the quantity in the queue. If you cancel some item early you're refunded the materials and dependent artifacts that were products before the end product was finished should be taken from the inventory as well.",
"date": "2019-04-21T12:52:27+00:00",
"quotes": []
},
{
"author": "",
"content": "viewtopic.php?p=409100#p409100",
"date": "2019-04-21T21:27:40+00:00",
"quotes": [
{
"author": "paulcsiki wrote: Sun Apr 21, 2019 12:52 pm",
"content": ""
}
]
}
] | 19 | 2015-05-01T13:51:13-05:00 |
forum-topic-122465 | 122465 | [2.0.21] - SpacingItem - (u)int32_t | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=122465 | Aronson | The prototype definitions for SpacingItem in the 2.0.21 version have the new SpacingItem type with properties index of type uint32_t and spacing of type int32_t. Likely a bug and the _t suffix should be removed? | [
{
"author": "",
"content": "This was fixed at some point.",
"date": "2025-03-14T17:51:57+00:00",
"quotes": []
}
] | 1 | 2024-11-21T21:09:53-06:00 |
forum-topic-117527 | 117527 | Attachment disappears after submitting a post | This Forum | https://forums.factorio.com/viewtopic.php?t=117527&p=625434 | grossws | I attached two screenshots in a new message in viewtopic.php?f=194&t=100614&start=300 and preview shows both attachments inline just fine.
After submitting a post unmoderated preview shows only one attachment and while user control panel's attachments lists both attachment meta only one image is available (same as shows normally as inline attachment in the post). Another one just shows error page "The selected attachment does not exist anymore". | [
{
"author": "",
"content": "I can see both of your screenshots right now.",
"date": "2024-10-26T09:50:06+00:00",
"quotes": []
},
{
"author": "grossws",
"content": "Yeah, I too see both now. Idk what it was. But it was more or less persistent. When I saw the issue I edited the post, removed that attachment, reuploaded it and updated both inline links with the same result.",
"date": "2024-10-26T10:57:22+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Noticed that one time after editing a post, re-uploaded the attachments. If it happens again -- I will write/notify.",
"date": "2024-11-02T14:19:31+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "@Koub, attachment disappeared here: viewtopic.php?p=632077#p632077 \nNote that I didn't edit the post this time (or so I thought). \n \nAdded: \nDisappeared after edit here: viewtopic.php?f=6&t=119931&p=633286#p633286 \nPost edited by me to restore attachments.",
"date": "2024-11-05T12:19:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks, I called help from the forum administrators, just in case they would have missed this thread. Hopefully, they will find what happened, and fix it if there is something to fix.",
"date": "2024-11-06T10:39:43+00:00",
"quotes": [
{
"author": "Hares wrote: Tue Nov 05, 2024 12:19 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Again. This happens sometimes to me. \nIt looks this is somehow related to 125699: Pressing Ctrl+Enter while typing a post can sometimes lose it as it only happens when I either use Ctrl+Enter or accidentally use Enter while focus is on the post subject (but not always when done such way!). \n \nPost in question: 125651: Enable burner inserter fuel leech \n \nEdit: Adding specs\n \n Browser Chrome v131.0.6778.205 (official), (64 бит) \n OS: Windows 10 Pro 22H2, build 19045.5247",
"date": "2025-01-08T22:38:02+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Yep. Looks like Ctrl+Enter while edit is a almost stable way to reproduce the issue. \nEdit: Recording attached. \n Click to see video",
"date": "2025-01-08T22:48:03+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Still actual on the latest forum version.",
"date": "2025-02-09T15:52:35+00:00",
"quotes": []
}
] | 8 | 2024-10-25T18:18:37-05:00 |
forum-topic-74236 | 74236 | [closed] [solved] error on startup after update 0.17.62->63 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=74236 | Kupferdrache | My heavy moded game has a hickup after todays Factorio update
Code: Select all 159.537 Error ModManager.cpp:1323: Error while loading entity prototype "ye_tranport_tube_orange" (transport-belt): Sprite definition can't be empty table.
and here the loaded mods:
Code: Select all 159.080 Checksum for core: 4010759179
159.081 Checksum of base: 4293801131
159.081 Checksum of ModuleInserter: 1378542484
159.081 Checksum of railloader: 2268167061
159.081 Checksum of aai-signal-transmission: 3335335418
159.081 Checksum of aai-signals: 2261738169
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Hopefully this can be fixed easy. Thanks for your help. | [
{
"author": "Ringkeeper",
"content": "screenshot in the Bug Thread: \n viewtopic.php?f=70&t=26833&start=80#p449161",
"date": "2019-08-07T18:50:55+00:00",
"quotes": []
},
{
"author": "Kupferdrache",
"content": "yeah, is the same Bug, only that it effects in my save SpaceX as well. \n \nI assume repairing one of the vanilla Bugs revealed this little thing.",
"date": "2019-08-07T19:16:41+00:00",
"quotes": []
},
{
"author": "Kupferdrache",
"content": "last update solved it, Yuoki.",
"date": "2019-08-09T06:24:52+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "okay",
"date": "2019-09-01T07:35:37+00:00",
"quotes": []
}
] | 4 | 2019-08-07T01:26:23-05:00 |
forum-topic-125585 | 125585 | Proof that Factorio is deterministic | Show your Creations | https://forums.factorio.com/viewtopic.php?t=125585 | Tertius | This is the proof why Factorio is indeed deterministic: there is no interference pattern at the screen.
(the screen are the lamps at the left, not the belt area in front. Those have a pattern due to the moire effect with image resizing)
This setup in general can also prove some fish are faster than other fish and actually be faster than the speed of light speed of the belt.
And it's proof I have too much time on my hands. But my internet was down yesterday evening.
Unfortunately, a blueprint isn't available - these kind of quantum physics blueprints are just too large. | [
{
"author": "mmmPI",
"content": "Uh ? I wish i understand what is the proof there x) Maybe a bit more explanation is required ? \n \nI had made this setup some time ago : 112735 , lightning lamps based on \"random\" number. And i could \"see\" when/if there was pattern in the lamps, which gives an indication on wether or not the random generator is properly random. \n \nI don't understand how one could proove something \"deterministic\" by a similar \"absence of pattern\". \n \nAm i confusing things or missing something ? \n \nEdit : you can use this website maybe to host the blueprint : https://factorioprints.com/ \nor just attach a .txt with it in it if it's more than 60K character for forum posts ? \nI'd be curious to see the same with better definition , couldn't even tell the item on belt was fish",
"date": "2025-01-05T10:56:54+00:00",
"quotes": [
{
"author": "Tertius wrote: Sat Jan 04, 2025 9:59 pm",
"content": ""
}
]
},
{
"author": "jdrexler75",
"content": "In any case the proof of determinism is the ability of multiplayer games. If it wasn't deterministic, multiplayer games would desync. And in fact whenever a desync bug is fixed, it's because something was accidentally not deterministic.",
"date": "2025-01-05T12:57:08+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "The whole thing is a joke, of course. It's a Factorio version of the double-slit experiment. The double slit is on the right, the detector is on the left. \n \nBy the way, it cannot work in the first place, because it's always known which slit some fish will take. Previous builds had the double slit in the middle, so it wasn't that clear, but fish accumulated in front of the slits. I guess I sent too many fish, so there are no \"fish waves\", so there is no coherence.",
"date": "2025-01-05T13:24:57+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "A quick wikipedia search made me realize i knew this, but didn't recognized it \n \nNow i can only admit the proof that fish aren't waves is quite compelling",
"date": "2025-01-05T13:54:13+00:00",
"quotes": [
{
"author": "Tertius wrote: Sun Jan 05, 2025 1:24 pm",
"content": ""
}
]
},
{
"author": "waterBear",
"content": "OK, I'll bite. (No pun intended, since fish seem to be involved). \n \nI took 2 semesters of quantum as an undergrad, but I don't get how you're simulating a solution to the Schrodinger equation here. If you feel like explaining, I'm curious.",
"date": "2025-01-20T14:11:26+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Well, it's not really an experiment that follows some theoretical equations you do before the experiment. From a physics point of view, it's totally nonsense (not just from a physics point of view). \n \nIt started by making a huge field of interconnected splitters out of boredom. If you feed items on all of the entries, you get surprising patterns on the output. Some items are even a bit faster than the speed of the belt, probably due to how the engine handles items within a splitter in a congestion situation. The pattern reminded me of interference, but actually it isn't interference of course, because the game engine doesn't have an idea about that. It's perhaps more the result of a Moiré effect. \nBut that doesn't kept me from trying to find out what happens with the patterns if I send items just on 2 specific inputs. Could produce this maxima and minima in the distribution? Water waves can interfere as well after all, so I gave it a try. \n \nOther ideas of mine, usually connected with the circuit network, usually result in more productive results. This one was just fun.",
"date": "2025-01-20T16:21:19+00:00",
"quotes": []
},
{
"author": "waterBear",
"content": "My naive guess would be that it depends on the initial state of the splitters, which is probably more-or-less random. Splitters remember the last item of a given type that passed through them and switch its output. If you lay a million splitters, I can believe their oscillations would appear pseudo-random. It's like that peg board when you drop a ball on the top. If I recall right, you get a Gaussian distribution on the outputs. That's what I'd naively guess here, just washing everything out and saying that each splitter \"randomly\" shuffles with 50/50 odds, where the randomness comes from the initial state of a million splitters.",
"date": "2025-01-21T03:12:19+00:00",
"quotes": [
{
"author": "Tertius wrote: Mon Jan 20, 2025 4:21 pm",
"content": ""
}
]
}
] | 7 | 2025-01-04T15:59:12-06:00 |
forum-topic-99473 | 99473 | How to know if locomotive is trying to accelerate in manual control? | Modding help | https://forums.factorio.com/viewtopic.php?t=99473 | Rafiz | I mean, there is "unreliable" method to check if train was moving and if it is moving now. But the problem is with for example 40 wagons this method won't work. It will think train is not trying to accelerate, because game will change train speed from 0 to 0.
How do I reliably know if train is trying to accelerate? I even thought of making key bindings to same as movement, but they are only sent once and there's no on_release event, so I wouldn't know when button is pressed anyway..
I also thought of method *is locomotive consuming fuel, compared to last frame* , but it won't give me information about direction of acceleration.
Perhaps if key was just pressed and in last frame fuel amount was bigger, then I can force train to start moving from halt, but it's very hacky way. I rely on 2 inputs to do one thing. | [
{
"author": "PFQNiet",
"content": "Does player.riding_state.acceleration not give you this information?",
"date": "2021-08-01T12:15:56+00:00",
"quotes": []
},
{
"author": "Rafiz",
"content": "Edit : I found this one : https://lua-api.factorio.com/latest/Lua ... ding_state it's even better. \n \n \n \nOh, it works very well! \n \nso I can now know if automatic triain tries to accelerate with \n(train.state == defines.train_state.on_the_path) \n \nand I can know if player train tries to accelerate with \n( ( train.state == defines.train_state.manual_control ) and (player.riding_state.acceleration==1) ) \n \n \n \nfor anyone looking for info in this post \n https://lua-api.factorio.com/latest/def ... celeration \n https://lua-api.factorio.com/latest/def ... rain_state \ntogether should give enough information.",
"date": "2021-08-01T12:24:22+00:00",
"quotes": []
}
] | 2 | 2021-08-01T06:34:42-05:00 |
forum-topic-27805 | 27805 | Suggestion around Game-Internal Mods-Handling/Mods-Management | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=27805 | Mods: Game- Mod ification s , has nothing to do with modules. ( See also https://en.wikipedia.org/wiki/Mod_(video_gaming) )
First a quote:
I want to distinct that from suggestions around the new mod-portal. Suggestion for the mod-portal should go to viewforum.php?f=189 Mod portal Discussion.
For that there is also this interesting:
viewtopic.php?f=66&t=20819 Mod Portal / Steam Workshop
And a "sister collection":
viewtopic.php?f=80&t=16136 Faster start sequence / Update check / Load order
And some of this ideas go also directly into a direction, which I would call "game configuration" or "what kind of game would you like to play":
viewtopic.php?f=80&t=16592 Game Setup, Game Configuration, Init Screen
viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios
Also a bit related:
viewtopic.php?f=6&t=25129 Mod config options.
where Kovarex answered
This is the TL;DR of the current disscussion:
Around Enabling/Disabling Mods from the Installed Mods
There are basic things:
1. Easier selecting/unselecting mods. Double clicking mods to enable/disable is already working (I left them out).
2. Storing and loading a setup of mods (this is currently already possible, by making a copy of the info.json-file in the application-dir), but of course it needs a GUI
3. Before loading a game you should choose either,
- that you want to play exactly with the mods in the save. The game will download then the missing mods and disable unused mods.
- Or you can choose, which mods you want to play that and optionally can store that list also.
Mods and Multiplayer
If you join a multiplayer game you want
- to get a copy of the used mods (from the server, the original repository - this must be distinguished, otherwise there could be slightly different mods installed! This is also a security leak)
- don't want to do anything (just see, what mods will now be installed and activated or abort joining)
Mod Packs
From viewtopic.php?f=6&t=15524 Mod Packages
So a mod-pack would define basically what kind of game you want to play. That - logically - influences also the above ideas of storing/loading a mod-list.
Other
There are a lot suggestions around handling of dependecies, rights, installation, game-startup, handling of mods before starting etc. please look into ...
Referred Suggestions
viewtopic.php?f=6&t=16581 Better new game setup
viewtopic.php?f=6&t=17216 Mod Adding Confirmation
viewtopic.php?f=6&t=24939 Mod management
viewtopic.php?f=6&t=27514 Toggle all Mods
viewtopic.php?f=6&t=27741 Mod Presets
viewtopic.php?f=6&t=28229 Mod Manager - Profiles or Groups?
viewtopic.php?f=6&t=28663 Mod Launcher
viewtopic.php?f=6&t=29738 Automatic mod enabler by choosing server with mods
viewtopic.php?f=6&t=30745 Download mods when joining servers automatically
viewtopic.php?f=6&t=34415 Data.lua in scenarios
viewtopic.php?f=6&t=34555 Mod UI Suggestion - reduce reloading
viewtopic.php?f=6&t=34820 easy modding handeling
viewtopic.php?f=6&t=35649 Mod profiles - make joining servers easy
viewtopic.php?f=6&t=35417 add support for enable disable mods in install mods
viewtopic.php?f=6&t=37018 Simple gui additions for loading/installing mods
viewtopic.php?f=6&t=44455 Suggestion around Game-Internal Mods-Handling/Mods-Management
viewtopic.php?f=6&t=45674 Too many restarts for mods
viewtopic.php?f=6&t=48263 Move inactive Mods into mods/inactive
viewtopic.php?f=6&t=49109 move blueprint-storage.dat to mods folder
Related Suggestions
viewtopic.php?f=6&t=7281 Possiblity for significantly lowering game load time
viewtopic.php?f=189&t=12199 Mod portal/repository operated by Factorio dev team
viewtopic.php?f=6&t=13121 factorio launcher / different game instances [closed]
viewtopic.php?f=6&t=13133 factorio launcher / profile manager [rewritten from above] refers also to
--> viewtopic.php?f=49&t=12819 Multiple Factorio Installs
viewtopic.php?f=80&t=16136 Faster start sequence / Update check / Load order
viewtopic.php?f=6&t=16459 Button to reload all mods, super useful for mod devs!
viewtopic.php?f=6&t=24611 Have installer create script-output shortcut
viewtopic.php?f=6&t=27698 About Blueprints and Loaders
viewtopic.php?f=6&t=32470 idea: selectable mod "profiles"
viewtopic.php?f=6&t=32808 More Robust Mod Loading
viewtopic.php?f=6&t=33494 Mod Browser UI Enhancement
viewtopic.php?f=6&t=33500 Mod-Loading: Add a "Safe mode" to the game.
viewtopic.php?f=6&t=33625 Crash at startup because of mods
viewtopic.php?f=6&t=33636 (de)activate multiple/all mods
viewtopic.php?f=5&t=33866 Restart after Mod Change
viewtopic.php?f=6&t=34038 some kind of mod manager
viewtopic.php?f=6&t=34348 mod presets/lists
viewtopic.php?f=6&t=47576 Unessesary? reboots in relation to managing mods
viewtopic.php?f=6&t=49066 Mod Toggle hotkey
viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management | [
{
"author": "",
"content": "Double click to toggle is already implemented.",
"date": "2016-07-01T09:14:46+00:00",
"quotes": []
},
{
"author": "hoho",
"content": "Being able to install several new mods before restarting the game is also quite popular request.",
"date": "2016-07-01T09:18:51+00:00",
"quotes": []
},
{
"author": "",
"content": "Updated list. Thanks for pointing that out. \nI currently don't want to add 0.13-only-suggestions, cause I think most of that issues are fixed soon and I will go over the remaining in a month or so.",
"date": "2016-07-01T09:46:54+00:00",
"quotes": []
},
{
"author": "skelgaard",
"content": "you should really look into how openttd solves this issue with mods and versions for joining a multiplayer game",
"date": "2017-05-29T10:01:39+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "Hi, i had an idea about this, and it seemed this was the best page to post it. \n(please feel free to move it if needed though) \n \nFrom a player's perspective, i think it would be nice to be able to do something like this, at least for the stand-alone version: \n(sorry if this post is a bit long, but i tried to mention real-user scenarios from my perspective as an actual player) \n \n \n1) to Launch the game as normal. (even with lots of savegames already, or mods inside the mod folder) \n2) to click on New Game, and be presented with a new screen, possibly as follows: \n \n\"New Game - choose your Mods for this New Game\" \n(The User-Interface would also include a checkbox to \"unselect all mods\", and a checkbox to \"select all mods\", but would also have a checkbox, and have a default setting of pre-selecting \"all mods that are already currently enabled\") \n \nThis way, we can use any combination of these checkboxes, to select, or unselect the bulk of the mods, and then refine the selection (by manually enabling or disabling any other mods for this new game) \n \n3) The usual configurations screens/tabs appear as normal, such as resource amounts, richness of ore, biters, and any other applicable mod settings. \n \n4a) the game prompts the user to enter a filename for the save... ideally a unique name \n+ \n4b) then the game starts to load all of the necessary mods and relevent data, (even if a small message appears saying that factorio needs to do a soft quit and restart of the game)... \n+ \n4c) physically-speaking, maybe the game can copy the mod folders (or zip files) into a 2nd copy, which is specific for that particular savegame (but maybe there is a smarter way to handle that in terms of programming, so i cant really suggest the code myself) \n \n4d) then the game starts fresh, with all the selected mods and configs, and we can play it as normal. \n \n5) the player can still press escape to bring up the in-game menu, to manually create another save whenever they like, as well as the usual auto-saves) \n \n(note: maybe if the game detects that non-standard characters are being used, or a very long path name could cause a conflict, then it could give the physical file a filename identifier, as well as creating a tiny .txt file of the same fileid, and this .txt file would simply have the full savegame name inside it with a line of text, to help players identify what it is) \n \nExtras: Sharing an existing save. (even for solo team work) \n6) if a player wanted to share their current save game with someone else, to show them their base or something, then the new player ideally would simply put a copy of the savegame into their save folder, and factorio would download all of the specific mods and versions that the savegame was using, and create a new physical folder structure for that particular savegame, (assuming step 4c is used above), and using the same savegame name (taken from the savegame) or could simply pop-up a window asking for a name, (like in step 4a), of even to detect any conflicting savename, and display what name the savegame already has and allowing a change to the name) \n \n6b) if the friend, is playing the savegame, and wanted to continue with the game, to help their friend with something, or just to expand the base, the friend could simply save any progress as normal (similar to step 5 above.) \n \n6c) the friend would then be able to carry out step 6 again, if they wanted to pass the latest save of their game, back to the original player (and so on) \n \n \nExtras: Adding a new mod(s) to an existing save: \n7) if i wanted to add a new mod to my existing game (assuming the mod was compatible etc), i think it would be quite intuitive to have an extra button, on 2 screens. \n \n7a) when i launch Factorio, and click on LOAD from the main menu, i could select my latest savegame (for example from step 5, or even from step 6c), and there would also be a button saying something like this: \"Add Mods to Savegame\". \nThe button would have a rollover text, or a small description, to help the player understand exactly what will happen.. \n \nfor example: \n\"Click here to add an extra mod (or mods) to this particular savegame that you have selected. A backup will be made, in case of any compatibility issues, so that you can roll back to the current save, by selecting the \"rollback\" checkbox.\" \n \n7b) an optional checkbox could also be added to the MODS screen, (for example when we load up Factorio, i could click on the MODS button, from the main menu, and also see a button saying \"add mods to a Savegame\". This is just because some players may go to the MODS screen, since it is MODS that they want to add, but clicking here will also take them to the LOAD a SAVE screen, similar to 7a) so that the code is just in one area. \n \n(also, there could me a small message here as well, letting players know that they need to download mods via the usual method first, before adding) \n+ \nthere could be a dialog box that pops up from the operating system, asking the user to select a mod that they happened to download manually, but it will probably be better to have them just use the ingame portal) \n \n \nExtra Features: \nThe game could also do a quick check, to see how much estimated space is required on the Hard Drive, before creating any new games, or before downloading any mods that a savegame needs, or before adding any mods to an existing copy of a savegame, just to let the user know, and to warn if they are low on space. \n \nsorry again for the long post, but these were my logical steps that i would feel are really intuitive, at least for me to use",
"date": "2018-01-21T04:41:30+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "hi, is there a way to select multiple mods from the installed mod list, and to only toggle those ones? \n \nfor example, if we have 20 mods, do we need to Disable All / Enable All \nor can we enable all, and then shift or control click to select say 5 of them, to disable the five?",
"date": "2018-08-15T07:08:25+00:00",
"quotes": []
},
{
"author": "Maddhawk",
"content": "I am going to bump this thread. With fluids finally getting overhauled, there is only ONE major thing I would like to see done to improve factorio. Mod Profiles. \n \nI have to mod setups I use. One is for my standard games and the other is for creative mode. I would like to be able to into the mods menu and have a drop down box that lets me select a profile that flips all relevant mods on and off as appropriate for the profile I desire. I should have the ability to turn all mods on that I wish, with other mods off. Then I can create a profile and save the status of mods on and off to that profile. Then I can change the mods I have on and off again and make yet another profile. I would like to be able to make as many profiles as I want/need for the different ways I want to play Factorio in. \n \nThis way I can be far more sure that I do not accidentally leave a mod on that should be off and vice versa prior to loading a game.",
"date": "2019-01-06T20:28:46+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Agreed, mod profiles would be super useful. Currently can be worked around with by having save-games to synchronize mods and settings with. However, can't the same logic be reused for mod profiles?",
"date": "2020-06-10T15:46:21+00:00",
"quotes": []
}
] | 8 | 2016-07-01T03:57:12-05:00 | |
forum-topic-113706 | 113706 | [Music-clip] Funky Lad Engineer | Fan Art | https://forums.factorio.com/viewtopic.php?t=113706 | mmmPI | FLE-Drone-POV.mp4
(38.67 MiB) Downloaded 89 times
Drone POV after landing on a planet who visibly is already home to some dj engineer, still searching for the source of the music ....
( wobbly camera warning )
Video made with FL Studio ZGameEditor Visualizer plugin
Effect author credits:
Dry Rocky Gorge - Shane (converted by Youlean & StevenM) https://www.shadertoy.com/view/lslfRN
Youlean Audio Shake - Youlean
Dubswitcher Starburst - Dubswitcher
Polar - Kjell, Dubswitcher
Music made with Suno AI Limewire, openvino plugin in audacity and FL studio
Inspiration to put those together is the FFF revealing Gleba | [] | 0 | 2024-05-31T14:33:52-05:00 |
forum-topic-18284 | 18284 | (0.13.4) MoSkin 1.2.0 | MoMods | https://forums.factorio.com/viewtopic.php?t=18284 | ludsoe | This isn't a normal Mod. I'm Releasing this as my own way to get the developers to change textures/naming of items in game to something more immersive. (Because immersion is everything? Am I right. )
ModListing: https://mods.factorio.com/mods/ludsoe/moskin
Download: http://www.mediafire.com/download/8hbrn ... moskin.zip
Installation Non-ModPortal Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name.
Contains Reskined Science Packs.
Images OutDated: | [] | 0 | 2015-12-09T17:21:25-06:00 |
forum-topic-119186 | 119186 | Suggestions for adding asphalt surfaces to modpacks | Bob's mods | https://forums.factorio.com/viewtopic.php?t=119186 | ReginaldHarker | When you visit an actual factory, it's clear that the vehicles—such as trucks and forklifts—typically navigate on asphalt surfaces rather than concrete. This is an important detail that adds to the realism of an industrial setting. While the structures themselves may be built from concrete, the ground where heavy machinery operates is usually asphalt, designed to withstand the wear and tear of constant movement.
In the base game, however, I find it somewhat unrealistic to see concrete floors and highways intended for vehicles. This discrepancy can detract from the immersive experience, especially for players who appreciate attention to detail in their environments.
I've noticed that there are several asphalt mods available in the community, which is great, but I wanted to suggest the possibility of you creating your own asphalt implementation. This could not only enhance the visual appeal of the game but also contribute to a more authentic industrial atmosphere. Given the comprehensive nature of your modpack, adding asphalt surfaces would be a valuable addition that complements the existing elements. It would provide players with a more cohesive and realistic environment, making the gameplay experience even richer. What do you think? | [] | 0 | 2024-11-01T20:22:58-05:00 |
forum-topic-121836 | 121836 | [2.0.19] Trash Artillery Shells | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121836 | lordfwahfnah | Hi,
i noticed that you can't just Shift/Ctrl-Click the Artillery Shells out of you Inventory. It says that all the Ammo Slots are full. I know that Shift+Click on Ammo doesn't trash, but rather filles up the Ammo Slots for the Weapons, but since there is no handheld Artillery Cannon, i would expect to be trashed instead.
Maybe this is something to improve? | [] | 0 | 2024-11-17T08:20:48-06:00 |
forum-topic-118849 | 118849 | Factorio Forums • Large logistic networks in 2.0 | I've been playing 1.x for so long that I've developed the habit of using bots as a last resort, just to inject some challenge back into things. I decided to let go of all my preconceived notions, as much as possible, for SA and just go at it like a new player taking the easiest and fastest path through. I can do the self-imposed challenge thing later!
So I just covered my Nauvis base with a single logistic network to see how well it works now, with the bot improvements. Still not great, it seems...often a bot flies all the way across the base to do something like construct a power pole. So my question is, what are the new guidelines for an efficient network? Same as before, where we keep each one small and use trains or circuit logic to pass resources between them? Or is it supposed to work better now, and I'm doing something wrong? | [
{
"author": "",
"content": "Same as before for the guidelines, that's what work best.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I always read those improvements as making large bot networks \"less bad\" rather than good. The biggest change is that you can use the new roboport logistics request to avoid bot starvation in important locations. And I'm now less strict about avoiding all concavity in my network. But I don't think the overall guidance to have separate networks bridged by trains or belts has substantially changed.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yepp, same meta with separate smaller networks like before SA. \n \nI mean, in the end if you build a huge network spanning the whole map you kinda have to expect that bots over time will eventually start accumulating in a certain high traffic area. And then if you do something on the completely other end of the network, obviously it will take them time to cross the map then. ^^ \n \nThere is pretty much nothing one could programming-wise do about this. The devs cannot expect in advance how you will build your network and where you want the bots to gather. So you cannot avoid that logistic bots will gather in one particular spot of the map. \n \nI mean they could program it such that some bots will try to spread out over all available roboports so that at least some are in every single roboport so it might pick the closest one for a task, but that seems mighty annoying in high traffic scenarios when all of a sudden bots come in from all over the map because the demand is so high. \n \n \nSo in that regard, I suggest for high-throughput areas to make them their own separate little network where the bots cannot leave. And connect them to the outer world via trains, belts... or logistic chest-to-chest where a request chest is in one network and the other chest a provider chest in the other network and a stack inserter moving stuff in between with barely 1 tile gap between both networks. \n \nAnd for the base expansion outward into the wilderness have its own network that follows along the train routes (that is what I do and how I expand the network). That one can be huge because it doesn't matter. Nothing will be transported by logi bots there or at least only small amounts maybe. That area is rather meant for construction bots only and obviously those will also gather in the spot where you last built something.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thanks for the replies! \n \nMy problem isn't bots accumulating in one part of the network. Rather that bots/chests are chosen in very suboptimal ways. For example, items may be taken from a purple chest and stored in a yellow chest at the far opposite side of the base, even though there is plenty of available storage nearby. Likewise, when I plop a power pole, a bot on the other end of the base may grab one and bring it over, when I know there are bots and power poles available nearby.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The behavior of storage chests is working against you here. From the wiki https://wiki.factorio.com/Storage_chest \n \n \n\nSo robots are taking things across the base to far off storage because that's where the existing chests with that item are. You might be able to accommodate this by setting filtered storage chests anywhere that actively provides something but should still be kept locally (though if it fills, you'll go back to the previous behavior). I haven't personally tried to do this, so your mileage may vary. \n \nAnd bots are probably sourcing materials from the far off chests because storage is higher priority than passive provider for pickup. Depending on what you're doing, buffer chests might help with this.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Good info, thank you! I took a couple years off prior to 2.0/SA and I forgot all the gory details. \n \nSo maybe I could make a blueprint with a set of buffer chests that request all the common items, and place these around my base? Then when I construct a power pole, it would be brought from the nearest one? \n \nIt wouldn't fix the problem of a bot coming from across the base to do it...or would it? If the chest is chosen first, then a nearby bot is chosen, that would work I think.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "With the new logistic groups (towards the end of FF#382 ) (and assuming your set of \"common items\" is few enough stacks to fit in one chest) \nYou could make a \"Basic Base Materials\" group, so that you can update all such buffer chests at once! You can also pick low values for the group and have the chest request a multiple of that group (maybe a very far off location wants to hold 10x or more of the standard request to account for the long resupply time). \n \nIt should dispatch the nearest bot to the start of the task (in this case, picking up construction materials). You can set a request in the roboport for a minimum number of bots to be stationed in it. Maybe distribute such hubs in the same blueprint as the buffer chest.",
"date": "",
"quotes": [
{
"author": "Tinyboss wrote: Tue Nov 05, 2024 8:31 pm",
"content": ""
}
]
},
{
"author": "",
"content": "While that's good to know, I think the logistics network would greatly benefit from priority drop off with distance. If an active provider 200 tiles away has the power poles you asked for and a passive provider chest 20 tiles away also has power poles it would be a lot nicer if your bots pulled from the passive provider chest rather than flying 200 tiles out for the active provider. Because currently it seems more like you are discouraged from using buffer chests if you have active providers in the same network.",
"date": "",
"quotes": [
{
"author": "qoalabear wrote: Tue Nov 05, 2024 6:36 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "That's a discussion as old as time itself (or Factorio). The reasons that bots fly the way they do are based on lots of different factors, and most of them are performance-based. You can read some of the nitty gritty details in this discussion: viewtopic.php?f=71&t=49429&p=314306",
"date": "",
"quotes": [
{
"author": "r3xk3nnw4y wrote: Mon Jan 13, 2025 4:15 pm",
"content": ""
}
]
}
] | 9 | ||||
forum-topic-94487 | 94487 | 3x3 Chunk Modular Base Blueprints | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=94487 | cbass | Here is my first pass at creating 3x3 chunk factories. I've drawn inspiration from some of the prints available on factorioschool/factorioprints, but for the most part these are my own creations. I'd love any feedback on it.
All structures have the 3x3 chunk outlines to provide roboport support. Each stamp structure should fit within the warning box for the concrete, and the outlines are stampable. I've also attached the rail blueprint I typically use. The rail bundle I pulled directly from factorio school, and I'd like to give credit to the original creator, but cant find their info (feel free to link it in this thread!)
For the full description, please take a look at the Factorio Prints link. I've included the production rates of each 3x3 in the info, as well as the power consumption. Most will be throughput limited to an output of 4 blue belts, but others were limited by available space for production or input materials (limited to 4 blue belts of input). I tried linking the book, but it was significantly larger than the character limit.
For supplying each of the factories, the trains are RHD powered by the LTN mod. Perhaps in the next version I'll try to incorporate the 1.1 rail changes.
Factorio Prints Link to 3x3 factories:
https://factorioprints.com/view/-MRATOjD21weDXLH6lqr
BP book for the rail system I used:
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 Copy blueprint | [
{
"author": "Gummiente27",
"content": "While I am looking for some modular blueprints with trains I noticed that some of your blueprints have relative and others have absolute raster chosen., that looks like a bug to me. \n \n(However I wll not use your design as I am looking for someone who integrated trains into the module/grid, nice work though)",
"date": "2021-03-21T22:21:14+00:00",
"quotes": []
},
{
"author": "cbass",
"content": "Ah, thanks for letting me know. I'll go through and clean that up, they should be all relative. Incorporating rail lines is also a good idea, I'll include some transport grid outlines for the trains as well. \n \nOne other update I'm hoping to do with this is eventually convert it to vanilla. I havent had the time to dig into converting from LTN to vanilla yet (and I'm not quite sure how to get the same functionality) but it seems like it should be possible given the 1.1 changes.",
"date": "2021-03-27T03:20:09+00:00",
"quotes": []
}
] | 2 | 2021-01-16T08:00:00-06:00 |
forum-topic-118468 | 118468 | [boskovarexid] [2.0.12] Undo of pole deletion doesn't remove direct circuit connection | Won't fix. | https://forums.factorio.com/viewtopic.php?t=118468 | doktorstick | The attached screenshot shows the result after the undo. I'll describe how it got there in prose. Initial condition was green wire connections: far left chest -> electric pole -> station . I deleted the electric pole and the green wire from the station automatically connected to the far left chest. I then undid the pole deletion and the station now connects to the far left chest and the electric pole. The state of the wire connections did not return to the start.
In summary:
green wire: chest -> pole -> station
delete pole
green wire: chest -> station
undo
green wire: chest -> pole -> station and chest -> station
10-29-2024, 16-23-01.png (957.97 KiB) Viewed 821 times | [
{
"author": "",
"content": "Hello, thanks for the bug report. \nIt is now fixed for the 2.0.39. \nTo be able to fix this properly, we had to make a change, that marking electric poles for deconstruction will also immediatelly disconnect all the wires. This is to be able to store all the wires changes into the undo action related to the removal of the electric pole.",
"date": "2025-03-04T12:52:58+00:00",
"quotes": []
},
{
"author": "",
"content": "This is very sad, but after several days of making this change and making everything work, we realized it is all bad idea. \nThe reason is simple, when you mark poles for deconstruction, they get disconnected, and undo works great, but when you \"unmark\" things for deconstruction, like when someone else wants to cancel the deconstruction of a big area for example, the electric poles are still disconnected. \nThis is a show stopper, and all the works was basically wasted time. \nFor this reason, we will just keep this bug in the game, as there is no nice solution to it.",
"date": "2025-03-05T12:23:47+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Can you provide a real example when somebody marks segment for a deconstruction and then someone else cancels it without one of these players being a troll?",
"date": "2025-03-06T11:59:26+00:00",
"quotes": [
{
"author": "kovarex wrote: Wed Mar 05, 2025 12:23 pm",
"content": ""
}
]
},
{
"author": "",
"content": "It is not only case of trolls, a player itself when using cancel deconstruction would be also affected as that would be a new action so it could not use wires from the undo.",
"date": "2025-03-06T12:00:49+00:00",
"quotes": [
{
"author": "Hares wrote: Thu Mar 06, 2025 11:59 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "I got your point. \n \nHowever, I don't see a problem there - you can use undo, or manually reconnect wires. It's hard for me to imagine a real use-case where you intentionally mark large portion of your base to deconstruction and only after that, without undoing it, unmark part of it (or unmark power poles only). I will deliberately take my attention on the next time I unmark smth for deconstruction to see if any poles are affected and if yes -- how many. \n \nAlso, if the same player is unmarking for deconstruction, the wires info can be extracted from the undo history .",
"date": "2025-03-06T12:08:27+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Mar 06, 2025 12:00 pm",
"content": ""
},
{
"author": "Hares wrote: Thu Mar 06, 2025 11:59 am",
"content": ""
}
]
},
{
"author": "",
"content": "No. Even if we would allow digging in the undo action, a lot of undo related stuff depends on the order of applying actions and it could happen that there was record for wire removed but there was also record for wire added, then again removed and again added. Which record should be used? Other players interacting with shared world is also problematic for undo because the undo may be related to a state of the world that is not valid anymore and so undo may sometimes fail to apply. It could be that a single player could have an undo actions for \"removed wire, then removed wire\" applying to the same entity just because other player added a wire in between",
"date": "2025-03-06T12:14:13+00:00",
"quotes": [
{
"author": "Hares wrote: Thu Mar 06, 2025 12:08 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Restore the state when last deconstruction order was tasked (if any) \n Do not allow connecting wires to entities marked for deconstruction \n \n\nAlso, no need for complex conflict resolvers as, even in multiplayer, it's rare occasion when multiple players are working on the same part of factory, and if they actually do, the odds of conflicting actions within last few minutes are extremely low. Maybe we can make a poll on the topic, i.e. which buggy behaviour is more preferable (as all options described in this discussion are more or less buggy). \n \nEdit: \nAlternative proposal. Save wires within entity marked for deconstruction, and still do not allow connecting it as long as it marked for deconstruction. \n \nEdit 2: \nThe race condition you are speaking of is also not relevant as the \"commit war\" case will also be problematic even without the proposed change, as the history might refer to the entity removed by a different player.",
"date": "2025-03-06T12:23:00+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Mar 06, 2025 12:14 pm",
"content": ""
}
]
},
{
"author": "",
"content": "1/ Have 2 poles (left and right) connected with wire \n2/ Mark left pole to deconstruct. It removes wire and remembers it. \n3/ Mark right pole to deconstruct. There are no wires so it remembers nothing. \n4/ Cancel deconstruction of left pole. It cannot restore wire because other pole is still to be deconstructed. \n5/ Cancel deconstruction of right pole. It has no wires stored so nothing is restored. \n \nEven if you would say this is artificial scenario, it is one of the most common scenarios because of the entity search order of returning entities: selecting entities to deconstruct will visit entities one by one, lets say in order (left then right) and cancel will do the same: will visit entities one by one (also left then right). \n \nIn theory there exists a solution for this case, in step 4 the pole that is cancel deconstructed after seeing that other pole is still to be deconstructed could transfer those wires for the right pole to stopre so in step 5 the other pole would restore wires. But the rewiring can also happen when other entity is not an electric pole. It could be a power switch or a regular chest with circuit wires which are also rewired. \n \n-- edit: \n \nThere exists a \"true\" solution: get rid of the rewiring because that is what causes new wires not seen by the undo (ordering deconstruction of entity remembers wires going out of that entity but it is not aware of wires that will be added by rewire). I am not sure if getting rid of this feature would be considered a fix.",
"date": "2025-03-06T12:34:03+00:00",
"quotes": [
{
"author": "Hares wrote: Thu Mar 06, 2025 12:23 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Fair point. Thanks, I didn't see it. \n \n\nWhat rewiring are you referring to? Rewiring on entity removal, or rewiring at all? For me (advanced player) the 1st causes more problems than benefits, but I can clearly see this as a point of frustration for the new players. The 2nd is a crucial part of a game, and doing so will destroy circuit networks.",
"date": "2025-03-06T12:40:56+00:00",
"quotes": [
{
"author": "boskid wrote: Thu Mar 06, 2025 12:34 pm",
"content": ""
},
{
"author": "boskid wrote: Thu Mar 06, 2025 12:34 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Rewiring is part of electric pole destroy logic where it tries to add wires connecting entities that were previously connected through the electric pole being removed. If you have 3 poles { left, center, right } and 2 wires { \"left-center\", \"center-right\" }, by removing center pole a new wire \"left-right\" will be added if those poles were within wire reach.",
"date": "2025-03-06T12:45:09+00:00",
"quotes": []
}
] | 10 | 2024-10-29T16:29:12-05:00 |
forum-topic-71921 | 71921 | my balanced train unloader | Railway Setups | https://forums.factorio.com/viewtopic.php?t=71921 | massa84 | 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Vk0Q7wQ3T6pkYdYKTdqiebc+wvc0cr6NXQYOXtuieTcQwkeNTNRevNQeIxAwgS5I05ZtTDWzb+0zlA3qlNipph/XZRBLeZcIviEu6RM75AXZfCAVQYxc5WfXzsM0JKLdny7MtT5m6GfTueLTCzv+zhSQM1w6/sh6r5+FXFJCbz9iGbXnL5zYv3sAXcJvPOw8xtXmM+MX/iOw8gJxQxDcec1qAbXmfqzeDGxkoKQnJbCOGjbIlcXAHBUXPRBGrpDwus/E5/aNUro4PbQpByjwXwa6SUuDM5ueYX+dqIdHmDaQqKQ/QbCWOlWyuzBLtRkLKIUGqkSAVMzXN9ufYv8rVqqKtMEgFKRPVbCWOlXyueBNt7kIqSjnfZytxrBTG75RCpESkPFnaMsdh5SES89MTg2SItFh8nrSOJEzjFX+8VkB4TyUyvzI9EVUQYzwxXp3kxEXWmqMZLy4YZokPYzHI58VHAYO8wK5aiQtrOdPQ4rJAlnQReVvoX3t6dAWQtwV2BGuAvC2yg0sLbjB4vuId4p1O7JxeWrXGmkTgLGkWWNF0lFZaccZrlLRIiCWdRmKRz0vX0iIXlnSEk3gpfgcaIFI122lMNQ4pfV44Qm3KXrKMh9noJeoOAKU7S9NRWCjA8UGrxmG3zwunccji88I1TBYvsKY1wpNg1hSs8CiLJZxPwujYIWT5gcl3cOvHYZXPCw8w8bvETeI43PVZpZ+24hnkfecovKJxWOrzo9UjUcznpZuRKObz0q2c+p0hvcIJ7AW+WPFjlPjv+wrgTTXs9aQKfyAPYwR5mCr+gQdawQOdehaWdkcjsbQ7LcjEmJJX9inCQKkYkx+tHYlT3lXPwvrunCD/IdKml+cQLJ5DcEH+OCN4XByN3p4VpF7JnydZhTwQvY69JniNpzckvueBhFLVE4MnjTAYmYz8guCBOLZ9YwF2nIa9HHiP7/BFFpG9RqXh6aP8cYLFJ0iiU4kXA8Gd8Ow6nvWIk9vMvE08J/ADPyD7oECwcH5E4qyhAhIk+agP/Gg1fRPmY1rLjvkQ4LyESIuSGHTSEBRcJfNsjQkuQWVfvdl9S+QHXGAHXDRwUkFi48hHu7HHzWMF5A/yAReBPaXqGwqwiyS+AwV8Yz1ojzdni2Zf37R/ubi+q2+3zfog7HrVSm3/9q8ff/jpuz9///M3P//tL3/9Z/vB+3q7O0ryRrWoJER/6M7YhtRV/eGxg1gqbnmx2fx+IvNPP//09+9//Md3v/zyzWfx7aerdoTv6/NHQarwpPv/A0J8XlY= Copy blueprint
This is my balanced train unloader. I wanted to create a solution that was fully balanced and this is the most compact thing I manage to create.
It uses madzuri logic circuits connection but provides full chest, lane balancing and belt balancing. (as long as you add a 4to4 or 8to8) while providing full throughput (2 compressed blue belts, one per side, per wagon) | [
{
"author": "coppercoil",
"content": "Are yellow splitters necessary?",
"date": "2019-06-12T11:53:17+00:00",
"quotes": []
},
{
"author": "disentius",
"content": "helps with balancing. \n3x yellow -> 1x blue",
"date": "2019-06-12T22:20:25+00:00",
"quotes": []
},
{
"author": "coppercoil",
"content": "3x yellow are also splitted for two blue belt lanes, so single lane takes 1.5 of yellow. There should be no problems with the throughput. \n \nChest balancing is made by madzuri circuits, splitters are not necessary for this.",
"date": "2019-06-13T06:46:34+00:00",
"quotes": [
{
"author": "disentius wrote: Wed Jun 12, 2019 10:20 pm",
"content": ""
}
]
},
{
"author": "disentius",
"content": "4 cars, 8 blue belts, balanced, one sided. \n \n \n \n Balanced unload 4 wagons 8 blue belts.gif (5.48 MiB) Viewed 34197 times \n \n \n 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 Copy blueprint",
"date": "2019-06-13T18:26:37+00:00",
"quotes": []
},
{
"author": "aberro",
"content": "If your lines are overloaded, then only two left-most crates per wagon will be unloaded, not all 6, because two left-most have priority so it's unbalanced.",
"date": "2024-10-26T13:13:30+00:00",
"quotes": []
}
] | 5 | 2019-06-11T16:29:24-05:00 |
forum-topic-127347 | 127347 | servers are not responding | Technical Help | https://forums.factorio.com/viewtopic.php?t=127347 | sequencer | ~$ traceroute dl-mod.factorio.com
traceroute to dl-mod.factorio.com (109.61.88.175), 30 hops max, 60 byte packets
1 192.168.1.1 (192.168.1.1) 1.041 ms 3.167 ms 3.274 ms
2 185.227.214.2 (185.227.214.2) 7.755 ms 7.872 ms 7.706 ms
3 10.14.7.45 (10.14.7.45) 21.740 ms 21.871 ms 21.998 ms
4 10.0.32.9 (10.0.32.9) 16.826 ms 16.806 ms 16.637 ms
5 10.14.246.13 (10.14.246.13) 17.470 ms 16.597 ms 21.583 ms
6 10.14.246.6 (10.14.246.6) 22.007 ms 15.201 ms 16.473 ms
7 10.14.2.42 (10.14.2.42) 16.023 ms 20.846 ms 16.417 ms
8 713314784.mad.cdn77.com (109.61.88.175) 17.312 ms 21.226 ms 17.437 ms
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$ traceroute cdn.factorio.com
traceroute to cdn.factorio.com (109.61.88.186), 30 hops max, 60 byte packets
1 192.168.1.1 (192.168.1.1) 1.951 ms 1.919 ms 2.039 ms
2 185.227.214.2 (185.227.214.2) 5.560 ms 5.693 ms 5.753 ms
3 10.14.7.45 (10.14.7.45) 16.025 ms 15.857 ms 16.346 ms
4 10.0.32.9 (10.0.32.9) 15.428 ms 14.723 ms 14.705 ms
5 10.14.246.13 (10.14.246.13) 20.300 ms 20.282 ms 20.264 ms
6 10.14.246.6 (10.14.246.6) 20.565 ms 18.263 ms 18.087 ms
7 10.14.2.42 (10.14.2.42) 20.193 ms 16.745 ms 16.394 ms
8 607086838.mad.cdn77.com (109.61.88.186) 16.380 ms 18.143 ms 18.274 ms
9 * * *
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03-08-2025, 23-07-39.png (20.69 KiB) Viewed 339 times | [
{
"author": "sequencer",
"content": "solved",
"date": "2025-03-10T03:39:07+00:00",
"quotes": []
}
] | 1 | 2025-03-08T16:08:15-06:00 |
forum-topic-85598 | 85598 | Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC - Page 2 | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=85598&start=20 | squiddog | I can't wait! | [
{
"author": "lilstrip",
"content": "Oh you will have to lol. Things are getting really busy but I might do a collaboration with the mod maker of space exploration and we discussed about some insane ideas which have to do. It's so really good stuff but Earendel isn't fully sure if he wants to do that collaboration. \n \nIf he does accept I came up with a really cool story that would be a prequel but eh, even if he doesn't accept ill try to come up with a solution because its that good. Haven't worked on the map this week but as soon as things start calming down a bit there will be a lot of rework around the outside areas and the map borders will be drastically improved. \n \nAlready the map has a massive number of improvements but this will easily take years to polish during free times. DxP82 and KMack413 are seriously considering about joining the effort so if that also happens it will hopefully increase productivity but that remains to be seen, and that's coming from their own mouths lol \n \nGood news is that performance is better now that the power grid has been cleaned up. \n \nIn the end the wait will be worth it. I spoke with Kovarex to see if the factorio team would be interested in making a DLC but they told me they already had their plans which isn't surprising. That does mean this project won't bring in any funds unless I work with patreon which I am considering. It wouldn't be anything crazy unless people are will to support this enough so that I can work on this more. Any money would actually be used to fund the business we are starting which we will make a website for it in the next few months so you can see what all this outside work has been about \n \n \n \nThat said if anyone reading this wants to actually help out feel free to contact me on discord. There is a huge amount of already planned stuff so keep that in mind in case you were thinking of completely shaping the future of this project. Joining would speed things up and would allow you to make some of your own stuff available to others and if I do make it a patreons only you will get a cut from it that is representative of the amount of work you put it... but good luck toping me with 1700+ hours clocked in lol",
"date": "2020-10-31T08:13:43+00:00",
"quotes": []
},
{
"author": "TaylorItaly",
"content": "How to find you on Discord ?",
"date": "2020-11-06T19:35:10+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "MAelstrom \n#6959",
"date": "2020-11-08T06:01:07+00:00",
"quotes": [
{
"author": "TaylorItaly wrote: Fri Nov 06, 2020 7:35 pm",
"content": ""
}
]
},
{
"author": "CaptainSlide",
"content": "Hi and thanks to all who are working on this project. \n \nI have only just become aware of the new version of this project so sorry for being a late comer the conversation. \n \nI downloaded a played this map after Xterminator spotlighted it about a year ago. I have to say I absolutely loved it. I spent about 200 hours just exploring and building my rocket. (mostly exploring). Finding a reactivating power grids and assemblers/defenses was great all the while having to keep the biters back. In fact I made it my goal to clear the map of biters (or at least the main city part of it) until I found out that some of the spawners were indestructible. In the end I walled them in with a ring of laser turrets and left them to it. Having a Spidertron would have made life much easier back then. \n \nI really enjoyed the functioning train net work (can't imagine how many hours went into getting the signalling right) and even the discovery of some still functioning trains running around. \n \nIf not addressed already, my criticisms: \n1. Indestructible biter bases. I would like to see eradication as a win condition, not compatible with that. \n2. Space ship power plants. Like the idea but 500GW each is way OP. Eliminates power generation as a game mechanic. I think I found about 6 Terra Watts worth of them around the map. Perhaps 1GW each, gets you well started and then you have to start generating your own. \n \nThat's it for critisms. \n \nSuggestions: \nDifferent Win conditions \n-Eradication - kill all biters and bases world (map) wide - build a factory that will support the war effort. Maybe incorporate some mods like \"Big Monsters\", \"Armored Trains\" and modular turrets. To spice things up. \n-Escape - Build planet based weapons to eradicate the fleet that has you trapped here. Start with say a thousand ships in space and each MIRV (another mod) tipped rocket you launch kills another one. So you need to build 1000+ rockets to win (good for the mega base builders here) \n-Incorporate something like the \"Reverse Factory\" mod so we can recycle all those pesky cars. Would also consider something like the \"Alien Loot\" mod so the reverse factories have something more to chew on and make Eradicating the biters more worth while. The premise here is that the biters battled with the colonists for years and amassed quite a collection of human souvenirs which they drop on death. \n \nI could go on but look forward to what you come up with. Thanks again for making the initial map.",
"date": "2020-11-17T02:24:49+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "Thanks for the input! The new version already fixes these issues and actually will be adding endgame goals so that is why this current version is very outdated at this point",
"date": "2020-11-18T01:54:09+00:00",
"quotes": []
},
{
"author": "cshotton",
"content": "I'm trying to be patient and wait for the magic to happen, but as of the 1.1.5 beta release, this map/scenario no longer works and the anticipation of 2.0 is killing me. Any news?",
"date": "2020-12-10T23:55:56+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "Will not likely be done soon",
"date": "2020-12-11T00:20:19+00:00",
"quotes": [
{
"author": "cshotton wrote: Thu Dec 10, 2020 11:55 pm",
"content": ""
}
]
},
{
"author": "lilstrip",
"content": "gonna work on it during christmas but yeah, not soon. Not gonna pull a cyberpunk on you by giving you a release date lmao \n \nItll come out when ready but until the 23rd it is on the backburner completely. After that date there will be some progress but past the month of january its gonna be halted again.",
"date": "2020-12-16T17:46:49+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "With the shitty release of cyberpunk letting down on so much cut content and half baked shit makes me want to really double down on this map project and actually release it when it is fully finished with no cut content. \n \nI won't let you guys down like CDPR hopefully",
"date": "2020-12-21T20:59:56+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "https://www.patreon.com/nauvispc \n \nmade a patreon page if people want to help support this. Work has resumed and wont stop unless I get really busy. More money donated will allow me to upgrade my rig which should help me out massively when itll come to testing out ideas with world generation. Massive progress has been made and I will be posting concepts soonish as things become presentable \n \nThe patreon page won't be fleshed out like all the posts I made here so keep note of that. What I could do for those who donate is provide links to download the map early since it will take a long time before final release and I get the feeling some of you are really excited to do some urban exploration. \n \nI have been working on some secret stuff up till now which will make 2.0 completely different than 1.0 in playstyle. I hope this new direction will please people as I can't wait to start showing stuff again!",
"date": "2021-01-02T16:23:13+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "So things are moving along very smoothly and I have great news, turns out the map can run with less than 16GB of ram! I still am making a lot of effort to reduce the amount of decorations and entities down as much as possible but this means I am far from the playable limit I though I was for rigs less powerful than mine. \n \nMy PC isn't high end anymore motherboard, cpu and ram wise. I have a i-7 4770 (not k...) and my ram is not very great speed wise. Thankfully I was able to upgrade my hard drive to a 1tb SSD using the governement check for Covid so that is a huge plus but if I could upgrade my ram and CPU I could simulate the gameplay components of the map and optimize them much more quickly for full release. Another thing I would love to do for this project would be to make custom sprites and entities to make the ruins much more immersive. This could include collapsed buildings and huge abandoned factories as well as non-functionnal petrochem installations that are very large but wouldn't effect UPS as much as actually building infrastucture. \n \nAnother thing I plan on doing is actually including a story that you follow. This would have a formula that I would want to feel like a mix of fallout 1 & 2 mixed with neo scavenger and underrail. Since there won't be NPC's (as far as I am able to do atm) most of which revolve around the mod Space Exploration and the game Starsector. I don't want to add to much to this as this is set to be worked on during the Beta stage of development but that part of the project is subject to change.",
"date": "2021-01-03T14:35:16+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "So I have been making massive additions to the map and I had concerns about ram usage being higher than 16gb. Fortunately, thanks to DxP82 I was able to test the map on a system with less ram and lower specs and for some reason factorio seems to be so well optimized that his system was only using 11Gb of ram while my computer sitting at 32Gb of available ram was using around 28Gb... \n \nThis means that working on the map will require more ram but playing the map normally wont require insane specs like I need to copy and paste huge chunks of land to help mold the terrain. I am starting to encounter issues with the paint bucket tool sadly due to the fact some areas are literally tens of kilometers in area. I am looking into getting 64Gb of ram or even 128Gb to basically completely get rid of that problem. Sadly this does mean I have to basically shell out around 1000$ so that random folks can eventually play this map on systems with only 16Gb. \n \nThe reason I need that much memory is that it is quite hard to figure out where the camera is on the map due to the lack of points of reference in view. Factorio basically prevents me from zooming out far enough for me to easily draw large areas so this hurdle makes it much harder to not use copying and pasting chunks to make rough drafts of final areas that will be way more optimized. \n \nFor this reason I am seriously considering making the final release a patreon's only. Working on this is getting quite expensive sadly and with the amount of time it takes to implement the features that honestly are 100% adding to the project means that this is almost a game of its own. This map might have a hard time running on current computer systems but it will age extremely well. I am already cheating some of the time playing on the map and all I can say is that I can't wait to finally upload this whole project and play through it in one go. It is getting so large that I am rediscovering some things I actually forgot I did at this point and this is a good sign for those who like to explore and discover new things. This time around I am to make exploration extremely rewarding and finding factories you can just turn back on when you discover them, or looting secret military installations for loot will be a thing. The final map will be balanced in a way that it gets progressively more mysterious and large in scope. Difficulty will also be defined by the presence of enemies, micro managing limited fuel to cross large distances and sparse ressources in certain areas. The general idea is that the easier it is to survive without bitter attacks in a given location, the less ressources can be found in said area. \n \nThis will all tie in to the story, which at this point I can't say its a bad one. I just hope that things keep going this well for this project and hopefully I can finish up enough work over the month to give you guys some sneak peak of the new areas and certain biomes which will be worked on heavily. The entire map will have soft bounderies except the beginner area. Essentially, if you want to use flying modes of transportation to get around the treacherous mountains I have been working on then you will have to make sure you have enough fuel... \n \nSo this map won't just be your average factorio playthrough. You will have a goal, or at least you character's existance had a purpose in mind, shit hit the fan and your job would have been to fix things around. With nobody around but you or your friends if you are lucky enough to wake up with buddies will have to find a way to get off the planet. If you haven't guessed it already, I am doing a collab with Earendel, and near the end portions of the map you will have a choice once you venture into space: will you make Nauvis your home, or will you try to find a way out... \n \nI won't be giving more details than this for the time being but I hope this update makes some of you happy. I will make a proper announcement for space exploration when it will be the right time to do so as atm both me and Earendel are heavily invested in our different projects. We plan on trying to merge both projects near the end of this whole thing and make a proper story that could become the backstory of the Space Exploration mod. So far the idea we currently discussed is that this could also tie into the origin of why the gate network in the game Starsector was shut down. Until then the story is still vague so that if anything has to be cut we can easily replace it with our own stuff to not cause issues. \n \nHope it wasn't too hard to follow, I didn't plan to make this super well written as I didn't really plan to shove this much info into this update as I just did. I might post an update in a week or two but until then I will be working on the map. \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \nI like to see stuff burn \n \nlittle sneak peak. This is FAR from finished.",
"date": "2021-01-05T03:10:36+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "I have made a decision that might make some of less happy but I believe it is the right thing to do in order to keep this project healthy. That decision is to post updates on the patreon page I made from now on. At 5$ a month I will be posting images of new changes and more complete blog posts which will force me to be more structured and professional. \n \nPosting on here has been very useful as I am able to see that many folks are still eyeballing this thread a year after this map was initially released. As most of you who read this will probably have noticed, I also changed the name of 1.0 to (Pre-Alpha) and demo. The reason for this change is because that version of the map isn't bad, but it is far from the quality I am now able to create. \n \nI have many ideas and sub-projects within the map that won't be possible without some level of support from the community. I have invested a large amount of money to work on the first version and I am starting to realize that for the amount of work that went into it without asking anyone for money in exchange means that I won't be doing it a second time with how bad the economy is. 1.0 will remain active on mediafire but if the link dies I won't be reuploading it. If you experience issues running 1.0 on new version of the game I won't be giving more support from now on. 1.0 runs on factorio 1.0 so if it doesn't load on 1.1.X or greater I won't be updating that version. \n \nNauvis Post Collapse won't be a simple map, it will be a full fledge scenario. Depending on what is possible it might have various endings but for the time being what is being worked on is the massive terrain and map additions including entire reworks of certain areas that were completely pointless in 1.0. \n \nThese are just of few things amongst the huge amount of content being worked on. So if you want to have access to new updates from now on you will have to become a Patreon. I might post updates on here from time to time but they won't give out as much detail and will most likely be simple touch ups on very important milestones that have been reached in order to keep the ones who are broke beyond redemption still in the loop. \n \n https://www.patreon.com/nauvispc \n \nand if you want to help out making the map feel free to join the discord which will contain more and more info as more people join. But right now its only 3 of us in there \n \n https://discord.gg/gTdyQs4Z",
"date": "2021-01-05T21:11:10+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "I decided I would backtrack a bit on what I said I would do in the last couple of days and that was stopping any progress report on here. I think that this was a bit too drastic of a measure and have since decided it would be better to only make occasionnal updates which won't be too detailed. \n \nSo with that said I will give a bit of info on all the things that have unfolded over the week and to be honest it was quite a lot. This includes the team growing from only me to around 5 people total, that doesn't include Earendel since he will keep working solely on Space Exploration content. \n \nThe team now consists of me as project manager, 3 map makers and a friend of mine who will help over the next few months to create custom building and entities to really make the ruins stand out. This will include custom walls, sky scrapers and high rises and hopefully much more. \n \nI have adjusted the price on Patreon to 5$ for the lowest pledge. Pledging now will save you 5$ if you decide to support now as the price will increase to 10$ or even 15$ depending on how many things we manage to accomplish. If you decide to pledge now in order to get the scenario for cheaper it is strongly advised that you join the discord server we created as you will be able to see live updates on how much work we are able to put into this and also be able to interact with us more directly. \n \nAs of right now we are looking for someone who can program so if you want to help us out and get the map for free you will have to put in hours like the rest of us. \n \nWith all of that said we got our patreon supporter Tristan Stanford . That said thankyou a lot for supporting this project and I hope we don't disappoint you",
"date": "2021-01-09T21:51:49+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "early concepts of possible future stuff:",
"date": "2021-01-13T04:19:40+00:00",
"quotes": []
},
{
"author": "TheCornishman",
"content": "Me too, to all that! I used the Recycling Machines mod, and built a central recycling facility in the City to which big trains would bring hundreds of cars (and tanks, too) for scrappage Never had to mine any iron for a long time. What I really missed, though, is a way to have bots pick up the cars. I hate to think how many hours I must have spent just right-clicking on cars and loading them into wagons. \n \nI didn't mind not being able to pick up things like the rocket silos or the artillery pieces, and think it should stay that way in 2.0, to be honest. I did struggle with the indestructible biter nests, until I worked out that I could have a brave construction bot go in and build a single tile of waterfill (mod) on the nest - indestructible, you say? Eat this! Similarly, I loved that the push-pull train which one found over toward the Western Wall was indestructible. Saved me a few times when I was exploring the rail network. \n \nI also found Beautiful Bridges mod indispensable for repairing the broken segments of rail over water - I like bridges so much more than strips of landfill. \n \nBy the time that I too had uncovered the map all the way out to the edges, my save times were up around 40 minutes (I had only 8GB RAM back then) and I set autosave to once an hour, at most. At some point during exploration, when entity update times were too huge, I did remove the enemies from explored chunks with a console command; show me someone who never had to resort to /c in this scenario. \n \nLooking forward to 2.0, it can't fail to be a hit.",
"date": "2021-02-07T13:00:35+00:00",
"quotes": [
{
"author": "ciranhi wrote: Thu Aug 27, 2020 3:57 am",
"content": ""
}
]
},
{
"author": "lilstrip",
"content": "the last member of the team who only had 16 GB of ram finally received his extra 16GB so now all of the team members have 32GB \n \nOur plan with this new version is to basically make a 32GB version and a 16GB version but hopefully we will also be able to make a 8GB version of the map. \n \nEssentially, the more ram you will have, the more features there will be on the map you will play with no cut biomes or stuff like that. Idealy though 16GB of ram will be the ideal minimum as 8GB is barely enough to even run windows 10 these days...",
"date": "2021-02-07T22:41:04+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "Work is resuming on the map. Not much to say other than the fact that Whipplesnoodles, the one who made the walls is thinking of joining Wube, Earendel is now a developper and well, we are finally updating the project to 1.1.21.",
"date": "2021-02-09T02:04:32+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "Hello folks! Got some good news and some bad news. \n \nLet's start with the bad ones since they are overshadowed by good ones. Firstly, we are trimming the map down so that it can run on computers with 16Gb of ram. Hopefully it can be done but the amount of features we wanted to include will have to be drastically reduced in order to make this release possible. So I guess this could be good news for those with 16gb of ram. This sadly means that most of the perks on patreon where you guys could have picked future features will have to go, I didn't have the time to do that yet so I am thankful about the fact no one paid for that yet and expected that sort of thing. It was a mistake and really, dealing with the backlash of that would have been a nightmare. \n \nOther bad news is we wanted to create this really cool flying gunship with turrets shooting back and having combat such as this: https://www.youtube.com/watch?v=DpQDADHr0r0 \n https://www.youtube.com/watch?v=MMIJV8XwASw \n \nWould have been really cool but we can't afford a programmer to do all of that sadly. The only person I knew who could have done this can't as he is under contract so unfortunately we had to scale down the scope of features to make it realistic. \n \nAll of the news isn't bad though, in fact, I would say its in pretty good shape as I have now given over the project to Smokahontas. He doesn't have an active account on the forums but I will still be writing updates regarding the project. Work is resumed on the map and the current goal is to release the whole map with story and custom content by next year for around 7.50$ \n \nCustom sprites will be made but given how we plan on making this map run on rigs with around 8gb of Vram and 16gb of ram we will have to work really hard to make that possible given the fact we are working with Earendel and his Space Exploration mod. \n \n \n \nTDLR; removed some tiers on patreon that were honestly ridiculous and the most expensive one is 25$. If you decide to support now at 5$ you will get the map for cheaper than if you wait but the choice is yours. \n \nReally tired so there is a LOT I have missed, sadly nothing image worthy to show lately as most of the work has been organizing stuff and building up our game plan/strategy so that this project actually gets done realistically. Cutting loads of features will allow us to really focus in on what we do well and actually deliver something that runs well on most machines. \n \nEdit: forgot to mention devs are in on the project so there is that going well for us",
"date": "2021-03-04T04:02:00+00:00",
"quotes": []
}
] | 19 | 2020-06-03T17:27:04-05:00 |
forum-topic-57749 | 57749 | Yuoki Ores with Angel Mods | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=57749 | YuokiTani | Thanks to foodfactorio and steinio for this informations.
links:
viewtopic.php?f=185&p=337751#p337751
viewtopic.php?f=185&t=19652&p=337980#p337980 | [] | 0 | 2018-02-12T03:03:07-06:00 |
forum-topic-113703 | 113703 | [1.1.107] Unable to update to 1.1.108 "changelog-switch.txt has unexpected content" | Technical Help | https://forums.factorio.com/viewtopic.php?t=113703 | Amarula | Unable to update:
Screenshot from 2024-05-31 10-07-15.png (27.83 KiB) Viewed 800 times
Copy of changelog:
changelog-switch.txt
(11.93 KiB) Downloaded 43 times
The usual suspects:
factorio-current.log
(6.88 KiB) Downloaded 60 times | [
{
"author": "",
"content": "There was a previous post about this, and it worked after trying to update for a third time.",
"date": "2024-05-31T14:21:26+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "4th time was the charm for me. Thanks Loewchen.",
"date": "2024-05-31T14:55:48+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed",
"date": "2024-06-06T12:09:02+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "Awesome! You guys are the best!",
"date": "2024-06-06T13:21:52+00:00",
"quotes": [
{
"author": "Sanqui wrote: Thu Jun 06, 2024 12:09 pm",
"content": ""
}
]
}
] | 4 | 2024-05-31T09:12:36-05:00 |
forum-topic-124708 | 124708 | Make TreePrototype inherit from EntityWithOwner. | Won't implement | https://forums.factorio.com/viewtopic.php?t=124708 | MichaelMichael | Tree prototype currently inherits from EntityWithHealth only, plants the player are farming are inherited from trees.
Plants as entities can never be modded to have a quality value due to this.
While I appreciate devs don't want quality plantables on base game, it should be at least _possible_ to mod in. Currently the only way to mod in quality tree mechanics is with a custom assembler. (see my quality seeds mod), which is unable to use the agricultural tower mechanic at all.
Proposed for Plants to inherit from EntityWithOwner somehow, so they can be planted with quality. Or for Quality to updated internally such that it also can affect plant entities as well as EntityWithOwner.
Cheers | [
{
"author": "",
"content": "As the title is stated, that is a Wont implement. \n \nReasons why Tree will not inherit from EntityWIthOwner: \n1/ EntityWithOwner adds couple of data: it binds entity to a specific force, it knows who was last touching it, knows the quality of entity, gets a unit number assigned and can become a military target. That is already 16 extra bytes. Given how many trees are usually in every save file, this is a little bit too much. \n2/ EntityWithOwner would make trees belong to a specific force. That would mean trees would become only deconstructible by players that belong to that force. That reason alone makes this a wont implement. \n \nYou are incorrect thinking that entity must be an EntityWIthOwner to support quality: there are other entities that support quality (ArtilleryFlare, ArtilleryProjectile, Beam, Projectile, SmokeWithTrigger, Sticker) while not being based on EntityWithOwner. It is possible to add support for quality without making trees inherit from EntityWithOwner. \n \nTwo months ago just for fun i did a quick and dirty tree quality support for lulz and that is what i got back then: \n \n \n \n 12-19-2024, 02-12-28.png (2.27 MiB) Viewed 408 times",
"date": "2024-12-19T01:13:29+00:00",
"quotes": []
},
{
"author": "MichaelMichael",
"content": "Thanks so much for the explanation, that all makes sense, and your quite right I didn't realise that quality was supported on other entities that weren't EntityWithOwner. \n \nA small follow-up: \nWould it be possible for you to lead me in the direction of some resource that shows how you achieved your \"quick and dirty add quality support to trees\"... I have been trying to figure it out for a while now, and simply wanted to add it to plants such that agricultural towers plant quality trees. \n(As that is the core request of my post). \nI always hoping it'd be as simply as adding in some flag somewhere to activate quality, or add the PlantPrototype to a quality list somewhere? \nAnyway, even just a short quip as to the steps/methods you took would be appreciated. \n \nCheers!",
"date": "2024-12-26T02:57:59+00:00",
"quotes": []
}
] | 2 | 2024-12-18T17:56:38-06:00 |
forum-topic-21265 | 21265 | Songs to Factorioize by - Page 3 | Off topic | https://forums.factorio.com/viewtopic.php?t=21265&start=40 | blazespinnaker | Yes, industrial, exactly what I was thinking and was coming here to post to off topic. Great for DW Marathon play.
I am not a huge industrial fan, but certain moods and activities call for it. Factorio is one of them.
I really dislike the factorio sound scape, to be honest. I had to disable the music as it was making me nauseous. Never had that experience before in a video game. I suspect it's a very personal / subjective thing however. There is something about the audio designer for Wube and me that just don't mix. I find myself keeping the crafting window open sometimes just to mute the sounds of the miners. | [
{
"author": "NotRexButCaesar",
"content": "Me, who listens to canon in D major:",
"date": "2021-01-19T02:51:41+00:00",
"quotes": []
},
{
"author": "Kalanndok",
"content": "That's something especially for the moment when the artillery train just arrives at its battle station: \n Ode an die Freude - Beethoven Symphonie Nr. 9",
"date": "2021-01-19T08:32:31+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "https://youtu.be/nq_SpRBXRmE \n \nPhilip Glass - Pruit Igoe",
"date": "2021-01-22T14:16:30+00:00",
"quotes": []
},
{
"author": "Eddyster",
"content": "I had always imagined factorio with a more synthwave / industrial soundtrack. https://youtu.be/mTIImeMC8Jk",
"date": "2021-01-24T14:15:20+00:00",
"quotes": []
},
{
"author": "Kalanndok",
"content": "Another good playlist for not just Factorio but basicly everything: \n Music Makes You Braver Mix - Two Steps From Hell (2.5 Hours) | Most Powerful Epic Music",
"date": "2021-01-24T18:22:35+00:00",
"quotes": []
},
{
"author": "Trific",
"content": "My preference: (105mm cannon is a musical instrument, really) \n 1812 Overture Finale with Cannon",
"date": "2021-01-24T23:22:24+00:00",
"quotes": [
{
"author": "Kalanndok wrote: Tue Jan 19, 2021 8:32 am",
"content": ""
}
]
},
{
"author": "Eketek",
"content": "I like the algorithmic music from my open-source browser-based 3d puzzle game: \n https://eketek.github.io/orthot/",
"date": "2021-02-09T14:30:08+00:00",
"quotes": []
},
{
"author": "TaxiService",
"content": "i've bothered my fellow server-dwellers countless time about these two OSTs: \n \nFEZ OST - https://www.youtube.com/watch?v=hXfos-mAMMA \nHyper Light Drifter OST - https://www.youtube.com/watch?v=bq7a_ktfYck \n \nThey've helped me get in the mood to build large projects countless times. Can't recommend them enough. \nBoth are made by a guy called Disasterpeace . I havent checked his other works but i'm sure they'd be very interesting.",
"date": "2021-05-21T14:44:25+00:00",
"quotes": []
},
{
"author": "Challenger007",
"content": "Sounds great. Truly atmospheric music that creates the mood. It's boring to play games in silence, sometimes you need driving music for the right mood.",
"date": "2021-06-02T09:26:43+00:00",
"quotes": []
},
{
"author": "Mauslag PIngman",
"content": "This works nice with my train world games, but its not a song. 10 hours of steel wheels. \n https://www.youtube.com/watch?v=TUp754U ... itrySysoev \n \nParts of it have interesting russian loudspeaker background which is kind of like whats in the game. \n https://youtu.be/TUp754Ug6c8?t=26830 \n Anybody know what the guy is saying on the loudspeaker in the game music? \n \nThe sound of trains wheels on tracks is sometimes called The Hobo's Lullaby as in the Woody Guthrie song covered by Billy Bragg and Joe Henry.",
"date": "2021-09-03T07:02:31+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "https://www.youtube.com/watch?v=gLX7iF2i9C0 \n \nSomething to mess with your heart rate late at night.",
"date": "2021-11-20T06:20:11+00:00",
"quotes": []
},
{
"author": "Khagan",
"content": "I'm surprised no-one has yet mentioned The Sorcerer's Apprentice (mouse optional).",
"date": "2021-11-22T01:54:30+00:00",
"quotes": []
},
{
"author": "yosraz",
"content": "STEAM GAMES \n Mass Effect trilogy: \n https://www.youtube.com/watch?v=FobS3w7 ... =39&t=239s \n \n Darksiders genesis: \n https://www.youtube.com/watch?v=PurQ7Uw4QOU \n \n Darksiders 3: \n https://www.youtube.com/watch?v=v4D0P5vONOw&t=63s \n \n Halo Reach: \n https://www.youtube.com/watch?v=53_CUSmf8fQ&t=43s \n \n \n MIXED GENRES \n Acid Response: \n https://www.youtube.com/watch?v=cdJLhT3 ... oH&index=4 \n \n Agonda by Hidden Empire: \n https://www.youtube.com/watch?v=qRbwpnF ... oH&index=3 \n \n The Silk Road 2 - (Mix by Dj Brahms) \n https://www.youtube.com/watch?v=E7LpkMA ... &index=115 \n \n Karakoum \n https://www.youtube.com/watch?v=i23XzYG ... &index=118 \n \n Il Santo - So Far \n https://www.youtube.com/watch?v=MLwSz-m ... &index=117 \n \n Stanisha - Old Mountain \n https://www.youtube.com/watch?v=wAs-jBh ... &index=115 \n \n Lure \n https://www.youtube.com/watch?v=TlpBwUa ... &index=114 \n \n Matan Caspi & Roy Kubi - Jaruh (Original Mix) [Outta Limits] \n \n https://www.youtube.com/watch?v=JhfiRj0 ... &index=111 \n \n Briansway & Gabieris - Lithos (Camel) \n https://www.youtube.com/watch?v=VrDXkFg ... &index=110 \n \n Cinamon (ThroDef Remix) \n https://www.youtube.com/watch?v=YcKUXqE ... &index=109 \n \n Rey & Kjavik - Saraswati (Deniz Kabu Remix) \n \n https://www.youtube.com/watch?v=DTfBgNR ... &index=101 \n \n Giolì & Assia - #DiesisLive @Punta Bianca, Agrigento \n https://www.youtube.com/watch?v=G5Jmy6- ... =95&t=693s \n \n Valeron & Neval - Sahi \n https://www.youtube.com/watch?v=NHEXEpb ... G&index=89 \n \n DJ Pantelis feat Dikanda - Ederlezi \n https://www.youtube.com/watch?v=dhOm6vR ... G&index=76 \n \n Abakus - Wasted Feeling (Progressive and Intelligent Trance Mix) \n https://www.youtube.com/watch?v=bHOUMXj ... =69&t=300s \n \n \n INDUSTRIAL METAL (INDIE): \n Death Machine: \n https://www.youtube.com/watch?v=NFdL4YBhyaM \n \n Voidreaver: \n https://www.youtube.com/watch?v=ixdkXoI ... &index=471 \n \n Symphonic industrial metal - Disruption: \n https://www.youtube.com/watch?v=gTYJAKr ... &index=468 \n \n Accelerated Venom: \n https://www.youtube.com/watch?v=x4HYoUV ... &index=438 \n \n MORBID M3CHANICS- Diabolical Module: \n https://www.youtube.com/watch?v=6UAn7L2 ... H&index=16 \n \n Dawn of new Machine: \n https://www.youtube.com/watch?v=2TWezx6 ... H&index=69 \n \n Devesh Sodha - Lawless: \n https://www.youtube.com/watch?v=qUsCYsUxow8 \n \n Rammstein - Wollt ihr das Bett in Flammen sehen: \n https://www.youtube.com/watch?v=1eh9D7g ... H&index=38 \n \n Epikton- Rocket Science: \n https://www.youtube.com/watch?v=-SO84ya ... H&index=59 \n \n PREDATOR - Nite Hunter: \n https://www.youtube.com/watch?v=a7hVQeq ... =63&t=132s \n \n \n TRANCE/INDUSTRIAL TECHNO: \n Solar Plexus - Crystal Forest: \n https://www.youtube.com/watch?v=7xUgfXR ... H&index=20 \n \n Imba - Hidden Paradise: \n https://www.youtube.com/watch?v=XNvEjUt ... &index=418 \n \n \n MIXED ARTISTS \n Deep Programming: \n https://www.youtube.com/watch?v=eCs8LT290a4 \n \n Cyberpunk / Darksynth / Midtempo Mix 'ENIGMA' \n https://www.youtube.com/watch?v=016hDf3bXgE \n \n \n EVE ONLINE \n Eve online (short): \n https://www.youtube.com/watch?v=rrRW54F16c8&t=158s \n \n Eve Online Soundtrack - Combat, by RealX: \n https://www.youtube.com/watch?v=NupnAJI ... &index=120 \n \n EVE Online Soundtrack - Retribution, by RealX: \n https://www.youtube.com/watch?v=rqThts6q7Fg&t=17s \n \n EVE Online mission rock 04: \n https://www.youtube.com/watch?v=Z6rxWVv ... A0&index=3 \n \n Eve Online Rogue drone rock: \n https://www.youtube.com/watch?v=cLFpRJs ... A0&index=4 \n \n Eve Online - Minmatar Rock: \n https://www.youtube.com/watch?v=I_95zdL ... A0&index=7 \n \n EVE Online - Incarna Animated Turrets: \n https://www.youtube.com/watch?v=zPt_nNI ... 0&index=17 \n \n EVE Online: Tyrannis/Incarna \n https://www.youtube.com/watch?v=MpxIcqd ... 5&index=12 \n \n EVE Online: Tyrannis/Incarna 1: \n https://www.youtube.com/watch?v=vtU2kZO ... 5&index=21",
"date": "2021-11-24T09:44:41+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into older existing thread.",
"date": "2021-11-24T14:25:49+00:00",
"quotes": []
},
{
"author": "doryjoge",
"content": "I\"ll seem a weird person, but I listen to audiobooks while playing.",
"date": "2022-01-19T18:55:50+00:00",
"quotes": []
},
{
"author": "yosraz",
"content": "LOL I had a laugh! You made my day man",
"date": "2022-01-26T18:27:15+00:00",
"quotes": [
{
"author": "doryjoge wrote: Wed Jan 19, 2022 6:55 pm",
"content": ""
}
]
},
{
"author": "Callisto1611",
"content": "The OST.",
"date": "2022-11-08T03:13:07+00:00",
"quotes": []
},
{
"author": "EngineerPerson",
"content": "Anyone got some nice, calm instrumental techno that is available on soundcloud? The Factorio OST doesn't get old, but I'm still interested.",
"date": "2023-01-07T06:20:31+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "This one: Grindhouse by Radio Slave",
"date": "2023-01-29T18:16:09+00:00",
"quotes": []
}
] | 19 | 2016-03-10T13:25:00-06:00 |
forum-topic-66582 | 66582 | [Fixed][0.17.4] Pollution factor setting or map string don't work | Not a bug | https://forums.factorio.com/viewtopic.php?t=66582 | catpig | Hello,
after hundreds of hours my first noteworthy bug
Since I can't find a good way to explain the bug I'll just skip straight to the steps to reproduce. This is on 0.17.4, German Win10-64, game language English.
Steps to reproduce:
- Start the game, click play, click new game
- Import this map exchange string:
Code: Select all >>>eNpjYBBkYGFgZACCAw4gkocvMS89NadYNy2zuLi0KBUobs/A0ADE
DA5CUKm8xJLSosQc3fTEYmRpbqh0flGqIQ5xIxzixjjETXCIm+IQN0M
WZ0nOT8xBFuBMLipNSdXNz0QR5UrNS82t1E1KLAZ6tsEOiu1ZS4pSU4
H+c3CAiTAw/jxgfqOhRY4BhP/XMyj8/w/CQNYDoEEgDAEODIxAMRhgT
c7JTEtjYFBwZGAocAaJMDIyVousc39YNcWeEaJGzwHK+AAVidgNFXnQ
CmVErIYyOg5DGQ7zYYx6GKPfgdEYDD7bIxgQu0qAJkMt4XBAMCCSLSB
JRsbet1sXfD+2wY4R5nbGjxmPO7b++GIHlGQH8ZngxKyZILAT5gMGmJ
kP7KFSN+0Zz54BgTf2jKwgHSIg4oA3MwOjw2NOBkYBPiB3QQ+QUJBhg
DnNDmaMiANjGhh8g/nkMYxx2R7dHyoOjDYgw+VAxAkQAbYQ7jJGKDPS
ASIhiZAFajViQLY+BeG5kzAbDyNZjeYGFZgbTByweAFNRAUp4LlA9qT
AiRfMcEcAQ/ACO4wHjFtmcJKBe8bu69x2AIskurc=<<<
- That game was created with a pollution factor of 37 - note how the game shows 200. But let's ignore that and set it again by double clicking the field and typing in 37
- Press Play
- Save the game and quit back to the main menu
- Click Play, Load Game, select the save we just made, click map exchange, copy, confirm, back, new game.
- Import the (new, though it looks identical) exchange string and see how pollution factor is 200 again.
So I can see one of two bugs here, or perhaps both - the pollution evo in my last game (where i had set it to even lower) certainly seemed to be rather fast:
- Either the pollution factor setting isn't made in the first place or/and
- the map exchange string export and/or import don't correctly deal with pollution factor
Note that I play with many mods including Bobangel. I originally discovered the bug by running 0.17.4 through Galaxy (I "implanted" the 0.17.4 I manually installed into the galaxy folders), but I confirmed it by going through the above steps on Factorio-install created by the factorio.com installer.
Cheers,
Catpig
Edit: I should note, this is with many mods. | [
{
"author": "",
"content": "Hello, thanks fo rthe report, I tried to reproduce it, but I couldn't. There is some chance that it was alreedy fixed.",
"date": "2019-03-18T14:20:07+00:00",
"quotes": []
},
{
"author": "catpig",
"content": "Sorry for the late reply, I had wrong (for me) forum settings. But I did see something in the changelog where I thought \"hey, that might've fixed my bug\". I just tried to reproduce myself and can't anymore either so this can be moved to resolved. Thanks! \n \nEdit: I edited the title",
"date": "2019-03-31T11:57:04+00:00",
"quotes": []
}
] | 2 | 2019-03-03T13:01:00-06:00 |
forum-topic-127491 | 127491 | [2.0.41] Factorio prevents monitor turning off on windows lockscreen | Not a bug | https://forums.factorio.com/viewtopic.php?t=127491 | Myrdamo | I often leave Factorio running in the background to grind out more productivity research levels, but my monitor will not automatically turn off while Factorio is running, even while on the Windows lockscreen. I'm fine with the computer not going to sleep, just the displays turning off would be great.
I think this is a bug because it overrides the way the operating system behaves. I don't want my monitor to get burn-in or waste energy while I'm not using it. For a variety of reasons I don't want to rely on manually turning off my monitor. Sometimes I forget, sometimes my kids turn my monitor back on, and I like automating, so I don't want to rely on a manual process.
Using this as a Steam launch option does work:
Code: Select all powershell -WindowStyle hidden "$env:SDL_VIDEO_ALLOW_SCREENSAVER = 1; . %command%"
But I don't really like the additional window and think this should be built into the game. The -WindowStyle hidden argument doesn't work when your default terminal application is not Windows Console Host, which I don't want as the default. | [
{
"author": "",
"content": "Thanks for the report. This is Not a bug.",
"date": "2025-03-14T18:55:01+00:00",
"quotes": []
},
{
"author": "",
"content": "Specifically, Factorio tells the operating system that an active display-required program is running using https://learn.microsoft.com/en-us/windo ... utionstate ES_SYSTEM_REQUIRED because, well, it is. The operating system should not go into sleep mode while the game is running - regardless of the player moving their mouse/pressing keys. \n \nYou can either close Factorio, or manually power off your monitors as work-arounds.",
"date": "2025-03-14T18:57:19+00:00",
"quotes": []
}
] | 2 | 2025-03-14T12:03:45-05:00 |
forum-topic-122236 | 122236 | Factorio Forums • How to deal with bioflux spoiling mid-swing? | I'm having issues with inserters picking up bioflux, it spoiling mid-swing, and then the inserter can't stick the spoilage into the destination. This causes the inserter to hang trying to insert spoilage.
At first I thought I could just use another inserter with a spoilage filter to access the spoilage in the hand of the other inserter, but you can't! It seems inserters inventory can only be accessed manually by players, and not other inserters. I'm aware of the "fresh first" filter, but it doesn't help when all the bioflux on the belt is nearly spoiled. | [
{
"author": "",
"content": "Can you share a picture of your set up?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The only way to really deal with it is to make sure bioflux is used quickly enough. Avoid long pile up of bioflux anywhere. Limit production to meet demand with some circuitry. \n \nI have a circular belt for it, where after one go around it is routed to the outer lane so inserters preferentially use up the slightly older bioflux first.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Cicrular belt is not a 100% failsafe measure against this specific problem. \nActually, I don't think that any in-game mechanism can be utilized to pull things off stuck inserters. \n \nThere's one exception though. You can try to flip crafting machine's recipe into something that accepts spoilage as component. Through smart wiring. For few ticks, just enough to make inserter stick its thing and free itself up. \nMy two-digit IQ is not enough to add any specifics to it though, that's kinda very advanced stuff. \n \nSecond best option (and much more accessible) is to make sure that the only cloggable places are places where products with best shelf life being stored. \nI. e.: \n1. Fresh unprocessed produce. \n2. Gleba Science Packs. \nBut it's more of a global Gleba's crafting paradigm, not specifically related to this problem. \n \nThird one can cause severe wrist strain since you HAVE to fiddle with chest requests and inserter capacity to make sure that inserters never pick more things than these can stick. \nIt, by extent, means exactly 1 input of 1 thing per crafting machine (combinations of items in input are allowed where desired stack size is same). \nAnd no stack inserters for both input and output! Only bulks! \nWhich is... well... I don't mind configuring each chest manually - but it's slightly beyond my patience. And I'm using drone-first logistics wherever I can (which can have similar problems, aggravated by Quality introduction further).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "My understanding was that the inserter would place the spoilage into the trash/output inventory of the target machine. Is this not the case?",
"date": "",
"quotes": [
{
"author": "Orum wrote: Wed Nov 20, 2024 8:37 am",
"content": ""
}
]
},
{
"author": "",
"content": "That got mentioned in Items held by the inserters shouldn't spoil :\n \n\nCan you share a setup to reproduce the issue?",
"date": "",
"quotes": [
{
"author": "boskid wrote: Wed Nov 13, 2024 6:47 am",
"content": ""
}
]
},
{
"author": "",
"content": "Since we're talking about bioflux, it's probably about captive spawners. They don't have any trash slots for the result. If bioflux spoils mid-swing, the inserter tries to insert into the same slot as the egg output. If there are eggs there, the inserter is stuck until they are removed (see image). When the slot is empty, spoilage is inserted there. Then, when the slot is occupied by spoilage, any further eggs are voided. Seems like a bug? I'm not sure, captive spawners are strange.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That does indeed look like a bug.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The solution is to remove the biter eggs so the spoilage can get passed through.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It is indeed about captive spawners. That's rather interesting that spoilage can block egg spawning. However, since eggs don't spoil while they're in a spawner, I can't see any utility in deliberately blocking their spawn. \n \nIn any case, it looks like I just need to keep them empty of eggs. Thanks.",
"date": "",
"quotes": [
{
"author": "atomizer wrote: Wed Nov 20, 2024 7:26 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I dealt with this by setting up an alert that would read the contents of the inserter. Set the inserter to \"Read hand contents\" and \"Hold\". I also set the Stack Size on the inserter to 1 and the Spoiled Priority to Fresh First to minimize the likelihood of this situation occurring in the first place. I'm not too worried about some BioFlux spoiling in the box. \n \n \n \n 03-15-2025, 10-30-07.png (1.49 MiB) Viewed 66 times",
"date": "",
"quotes": []
}
] | 10 | ||||
forum-topic-109429 | 109429 | Is the adamo.lua config still valid? | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=109429 | Adamo | Hey,
I'm reviving my mods. Is the config in adamo.lua still valid? Trying to figure out why it's not spawning natural gas at the starting location in some cases. Also wanted to make sure the simplesilicon.lua doesn't need any updates. I can update them, just trying to figure out if that's the problem first. | [] | 0 | 2023-10-29T21:07:33-05:00 |
forum-topic-121205 | 121205 | [raiguard][2.0.17] Crash on game start (Linux Steam) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=121205 | Illiander42 | Game doesn't even get to the splash screen. Other games work fine, fullscreen and windowed.
No mods are currently enabled except Space Age (all three)
Independent install works fine, so this is a steam intergration issue.
Code: Select all Factorio crashed. Generating symbolized stacktrace, please wait ...
0.281 Error StacktraceToStream.cpp:14: Error getting stacktrace: /proc/self/exe
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
0.282 Error StacktraceToStream.cpp:14: Error getting stacktrace: failed to read executable information
Stack trace logging done
0.282 Error SDLWindow.cpp:132: SDL couldn't be initialized. SDL_Error: No available video device
0.282 Error CrashHandler.cpp:643: Received 6
Logger::writeStacktrace skipped.
0.282 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.
0.282 Error MessageDialog.cpp:53: Unable to show message dialog. SDL Error: [pipe() failed: Too many open files] | [
{
"author": "ealrann",
"content": "Same here, on Archlinux. \nIt happened last week after a Steam update, I suppose they updated their runtime. \n \nRunning the game from the standalone version (downloaded from factorio.com) works perfectly, But impossible to run it from steam. \n \nHere's the console log of steam when I try to launch the game :\n Code: Select all Game Recording - would start recording game 427520, but recording for this game is disabled\nAdding process 171147 for gameID 427520\nAdding process 171148 for gameID 427520\nAdding process 171149 for gameID 427520\npid 171234 != 171230, skipping destruction (fork without exec?)\npid 171239 != 171230, skipping destruction (fork without exec?)\n 0.000 Initializing Steam API.\n[S_API] SteamAPI_Init(): Loaded '/home/eal/.local/share/Steam/linux64/steamclient.so' OK.\nSetting breakpad minidump AppID = 427520\nSteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197963098264 [API loaded no]\n 0.000 Error CrashHandler.cpp:641: Received SIGSEGV\n 0.000 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\nAdding process 171230 for gameID 427520\nGtk-Message: 02:48:55.966: Failed to load module \"canberra-gtk-module\"\nGtk-Message: 02:48:55.983: Failed to load module \"canberra-gtk-module\"\nThis option is not available. Please see --help for all possible usages.\n 0.000 Error MessageDialog.cpp:218: Unable to show message dialog. SDL Error: [zenity reported error or failed to launch: 255]\nAdding process 171260 for gameID 427520\nAdding process 171261 for gameID 427520\nGame Recording - game stopped [gameid=427520]\nRemoving process 171261 for gameID 427520\nRemoving process 171260 for gameID 427520\nRemoving process 171230 for gameID 427520\nRemoving process 171149 for gameID 427520\nRemoving process 171148 for gameID 427520\nRemoving process 171147 for gameID 427520",
"date": "2024-11-13T01:55:24+00:00",
"quotes": []
},
{
"author": "",
"content": "These lines in your log look concerning: Opening zip /home/illy/.factorio/mods/Train_Ore_Color-016_1.2.0.zip failed: I/O error \nHave you tried launching steam with this flag -compat-force-slr off ? \nThere's more discussion about the steam runtime in this thread: viewtopic.php?f=182&t=120128",
"date": "2024-11-13T06:17:29+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Tue Nov 12, 2024 11:53 pm",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "Looks like everything works with that steam flag (and those lines go away), so I guess this confirms another one for the runtime breaking everything. \n \nTried forcing a few Proton versions and they crashed later in the boot process, but still before the main menu. \n \nMerge threads because they're the same issue? (Except for their wierd systemd /home stuff (if it matters or helps, I don't run systemd and am willing to try some options if you think that would be useful for testing fixes))",
"date": "2024-11-13T09:39:32+00:00",
"quotes": [
{
"author": "vinzenz wrote: Wed Nov 13, 2024 6:17 am",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "2.0.20 did not fix this.",
"date": "2024-11-19T08:59:21+00:00",
"quotes": []
},
{
"author": "",
"content": "This is very strange - SDL is unable to see any video devices whatsoever, so the game can't even show a window. Furthermore, zenity fails to launch so it can't even show an error box. \n \nThis honestly looks like an SLR bug to me. I would recommend opening a bug report at https://github.com/ValveSoftware/steam-runtime . \n \nWe are also investigating updating to SLR 3.0; Factorio currently uses SLR 1.0.",
"date": "2025-01-07T22:48:34+00:00",
"quotes": []
}
] | 5 | 2024-11-12T17:53:54-06:00 |
forum-topic-23787 | 23787 | Factorio Train Automation tutorial (Parts 1-3) | General discussion | https://forums.factorio.com/viewtopic.php?t=23787 | grays42 | Hi there!
I'm reddit user /u/Grays42, and over the past week and a half I have been working on a complete introduction to trains. This is a comprehensive tutorial that will take a complete train novice all the way through to understanding and building a functional rail network. I've been working with the redditors of /r/factorio who have been giving me suggestions, feedback, and corrections as I wrote the guide. It has been very well-received so far, and I thought I would drop over here and link it for anyone who would like to take a look. | [
{
"author": "grays42",
"content": "It is currently posted to reddit here: \n https://www.reddit.com/r/factorio/comme ... ts_23_and/ \n \nPart 1: Novice (Stations, Signals, and Blocks) \n http://imgur.com/a/PVL6I/all \n \nPart 2: Apprentice (Intersections, Chain Signals) \n http://imgur.com/a/hetKX/all \n \nPart 3: Journeyman (Rail Systems and Networks) \n http://imgur.com/a/XTqk3/all \n \nMore formats and links: \n https://drive.google.com/open?id=0B22HA ... HZlX29pSVE \n \nThanks for having a look! \n/u/Grays42",
"date": "2016-04-16T22:40:54+00:00",
"quotes": []
},
{
"author": "quinor",
"content": "Great tutorial! Although I already understand trains I find it very clear and generally a good resource to learn from",
"date": "2016-04-17T07:56:02+00:00",
"quotes": []
},
{
"author": "myguyfromthe80s",
"content": "Thanks. Been struggling to understand signals for single track with multiple trains. \nThis helps (I wasn't using enough signals!)",
"date": "2016-04-19T11:32:57+00:00",
"quotes": []
},
{
"author": "ratchetfreak",
"content": "There is one rule I like to repeat for chain signals: \n \nFor every signal you do not want a train to wait at go replace every signal leading to it with a chain signal. \n \nThis basic rule covers just about anything you will want to use a chain signal for, like intersections, too small blocks, stacker yards to let a train choose another track if one is taken, ...",
"date": "2016-04-19T11:38:16+00:00",
"quotes": []
}
] | 4 | 2016-04-16T17:40:18-05:00 |
forum-topic-126837 | 126837 | [Question] Setting Player Entity Armor/Weapon Slots Like Vehicles? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=126837 | DwarfTech | As the title asks, I'm curious if the character entity can have its armor slot and/or weapon slots set to a defined, non-removable item, much in the same way cars/tanks come with their own non-removable weapon. Is this something unique to the car prototype, or can it be used by the character prototype as well? | [] | 0 | 2025-02-14T05:57:42-06:00 |
forum-topic-109111 | 109111 | [Idea] Circuit network connectable object that pauses game | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=109111 | pointa2b | Why
With the upcoming expansion and the vast amount of material processing required for quality, megabases and advanced research, a lot of people will be running the game AFK. Despite the huge benefit this brings, it comes with an obvious problem: entropy! We all know the variety of ways a base can grind to a halt (or perish completely) if left unattended:
Resources or items can run dry
Traffic jams on rail networks
Ammo running out for defenses
Defenses overrun entirely
etc...
Circuitry can be used in all kinds of clever ways to alert you of this. Having an automated trigger to pause the game in times like this would save a lot of headache in times when the base needs you! On the other hand, maybe you're grinding up for that legendary spidertron or box of legendary modules, and you want the game paused once you get that.
How it works
Functionally its pretty similar to a speaker. It has the triggering logic GUI just as any other circuit network object uses to activate it. Just like speakers function, for ease of locating it after it fires, hardwire it flashing on the map as well as in the main circuit GUI for some ample amount of time. Graphic icon can be customized in the object's GUI. Output text can also be customized, just like a speaker. There should be some trivial amount of electric consumption required, perhaps in line with other circuit network combinators if not slightly more.
Visual Appearance
Completely up to you, but in my mind it was a several foot wide satellite dish pointed up at the sky, sitting on either a concrete pad or a utility box like you'd see in a neighborhood. 1x1 would be nice, otherwise 2x2?
Use in game
There is no limit to placing these, just as any other item. Players will either have one centralized 'pauser' that all triggers route into, or they'll be distributed throughout the map, closest to the places that warrant triggering pause.
Additional notes
Include a mod option to set the timeout for how often pauses can be triggered with this item. This is to prevent pause from being fired continuously, and can give some padding of however many seconds/minutes/hours you want that acts as a timer for the next time pause can be triggered.
Conclusion
For those of us serious about the game who want to push our bases to the limit in the upcoming expansion, this will be a valuable tool that gives an added level of protection and control when the game runs unattended. | [
{
"author": "Qon",
"content": "A great idea! I could use this for making debugging breakpoints in my circuits as well, without adding massive and complicated ways to partially pause the execution of the combinator network that doesn't really work anyways since it can't stop all combinators and the interaction with other objects. \n \nI could make a rough prototype fairly quickly since I have done other combinator mods before. Would just need to alter a few lines.",
"date": "2023-10-09T20:29:21+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "Beta release! Pause Combinator by Qon \nRead description. You have been warned.",
"date": "2023-10-09T21:50:44+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "Very nice, you got that up quite fast! I didn't even know it was possible to freeze the game in the way that does, I figured there it would be some mod API thing that goes the normal pause route. I think I like your way even better, provided there is eventually some kind of persistent notice on the screen the game is paused. \n \nGood work.",
"date": "2023-10-09T22:24:59+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "I wasn't sure whether to post this or not since it can be done with additional circuit logic- \n \nOne more thing that would make this easier to use- an option on each pause combinator/emitter to only fire once per given signal. Meaning if the signal to pause is constant and the cooldown time has been reached, it won't activate. It would only fire if the cooldown is reached AND it is a 'new' signal (ie, the condition for activation became false and then true again). \n \nAs an example, if its triggered by a tank of oil getting low and someone has already seen/unpaused, it won't keep constantly bothering someone every x interval as they fix the problem. It would only activate again if disabled and then enabled again. \n \nJust throwing that out there if you think its a good idea.",
"date": "2023-10-10T00:19:41+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "Sounds like a great idea! For my use case I don't really need any more safety features since I'm always in editor. But I think most users will use it more like you, and for your usecase triggering only on rising edge would probably help more than a cooldown. But a cd is still needed as well for you. \n \nI might take a bit more time on updates though. Adding just a cd is more work than all the work I've spent on the mod so far. I just renamed artillery combinator and that was 99% of the work lol.",
"date": "2023-10-10T08:26:33+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "No worries! There is still quite a lot of time so its no rush at all. Maybe someone else who sees value in this could volunteer as well. Otherwise I can learn lua at some point and do what I can (I'm pretty experienced with Python, hopefully it isn't too big of a leap).",
"date": "2023-10-10T16:34:44+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "Learning lua if you know python is pretty easy. The work you have to do is learning the basic mod structure, factorio data lifecycle and how to build the proper data structures to maintain data for safe and quick retrieval. After that it it's just a bit of learning how the API is structured so you can find the right thing quick in the docs.",
"date": "2023-10-10T17:04:27+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Query: why would it need a built-in timeout? \n \nIn my head, if SOMETHING was deemed worthy to put the WHOLE game into a halt state, then it's SOMETHING the player woudln't want to pause the game AUTOMATICALLY again until the cause is fixed. \n(especially if it's something so serious so a mere warning from Programmable speaker about impending problem can't cover this) \nI. e. multiple pauses from manually (including circuit network signal) rearm'able combinators = yay. \nAuto-pause-again through some built-in feature which is not controllable otherwise = nay. \n \nIf I'd ever assemble such mod for myself, I'd probably use it as \"consumable\" building (landmine style): if it procs, it's gone for good. And you can cancel auto-rebuild as necessary during a pause. Which seems to cover ALL probable use cases I can think of.",
"date": "2023-10-28T15:24:52+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Qon",
"content": "It's answered in the text you quoted, read it! \nYou basically lose your entire save if there is no unpause. Permanent pause = bad. \nYes you can go into editor to end it, but if you are playing without editor then that isn't a real option. \n \nIf you are going to force the player to go into editor mode to unpause, why would any feature at all matter to you, except pausing? \nThe mod doesn't need unpause, because you can do that from editor. \nThe mod doesn't need a cooldown or a single-use mechanic, because you can remove the item from the editor.",
"date": "2023-10-28T16:31:50+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Sat Oct 28, 2023 3:24 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "EustaceCS wrote: Sat Oct 28, 2023 3:24 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "I don't see how it can be deduced from\n \n, honestly. \n \nEspecially, since my response implies some form of unpause already and concerns pausing the game repeatedly. \n \nMaybe we both need to take a really deep breath and try again.",
"date": "2023-10-29T03:13:58+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Qon",
"content": "If the pause combinators were disabled after being triggered then the game wouldn't accidentally be permanently paused (infinitely re-paused). That is true. I got lost a bit in the first part, sorry. \n \nBut I don't want to manually re-enable the pause combinators each time, that isn't a good solution for my use cases. And cooldowns aren't really my thing either. But I plan on having a separate unpause hotkey/button that disables the pause combinators that were triggered (switches output state to off, and doesn't trigger in this state). For those that prefer that or as another way to get out when you get trapped in a pause loop. \n \nI use the pause combinators for breakpoints in a circuit, I want to be able to step through the loops with just a button. And it triggering quickly is a wanted feature if the loops go fast. I wouldn't have time to find and enable the pause combinator again (to catch the next time condition is met) in the maybe 10 ticks (might take longer so I can't just step through 10 ticks) it would take for the condition to happen again sometimes. And it would be seriously annoying to do it 20 times when I can just press a key on my keyboard over and over much easier. \n \nI might have 1 pause combinator that can be triggered by several conditions, and the pause combinator might not be near any of the triggering conditions. \nSay I have 1 central pause combinator in a base, and some triggering conditions in outpost to warn me when they get breached. If the combinators get disabled then my warning system stops functioning for all other outposts when I go fix the first breached outpost. \n \nIn Qonclusion: Neither cooldowns, edge detection or disabling works for all use cases. So I'll have to add several so each user gets what they want. \nI'm not sure cooldowns really will be that useful with edge detection and disabling though.",
"date": "2023-10-29T07:48:02+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Sun Oct 29, 2023 3:13 am",
"content": ""
}
]
}
] | 11 | 2023-10-09T12:24:27-05:00 |
forum-topic-118528 | 118528 | [2.0.14] Dragging belt through power poles builds half undergrounds when done over blueprint | Duplicates | https://forums.factorio.com/viewtopic.php?t=118528 | grossws | Env: Factorio SA 2.0.12
Reproduction:
1. import and place blueprint (without bots/instant build)
2. build power poles
3. drag belt through poles over blueprint, only half undergrounds are built
0eNqlle9ugyAUxd/lfqaNIGj1VZpm8c9NQ6JgELYZ47sP22RbVu0g/UQA7+94TzgwQ905HIxUFsoZZKPVCOV5hlFeVdWta6rqEUqwplLjoI091NhZWAhI1eInlHQhG587v2muRvvxbwFbLgRQWWkl3sVuk+lNub5G44lkl0Jg0KMv1GrVWtXpURCYoMyPwku00mBz3+YE7DSsFKkGt/7AgxAjO909yiS7MhvcNKaB9P8GtLM7HfBvpR5b6foDdr7cyOYw6A431NgvtQ2eCHdExDiShXN5DDcP5+Yx3FM4N4vhFuHcIoZLk3DwKQocE0aWvBBGyiLPMqPPzzJNgz1haZQnPMYT9kq+aXgg2ZPg+Av3w8/X2/bMiSDea3Hxi9Ji79E/bwCBdzTjrUpkrOBFIThL8pxny/IFehQGxA== Copy blueprint | [
{
"author": "",
"content": "viewtopic.php?f=7&t=118408",
"date": "2024-11-01T16:21:29+00:00",
"quotes": []
}
] | 1 | 2024-10-29T21:20:55-05:00 |
forum-topic-58794 | 58794 | [0.16.30] Extreme lag at max zoom level with biters | Not a bug | https://forums.factorio.com/viewtopic.php?t=58794 | Since updating to 0.16.30, I have been experiencing severe lag spikes when fully zoomed out whilst fighting biters. It also happened once when I was just riding in my train, with no biters in sight.
Something in the actual game render begins to take forever, according to the debug screen.
Here is a video I took of the phenomenon: https://youtu.be/KgTfyEuaC3g
Save file is attached for reference.
I seem to remember messing with the video options to decrease my VRAM usage (running high resolution used to max out my VRAM, but now only takes half of it). My first thought was that the problems were related to something I changed, but I tried resetting everything to how I had it before, to no avail.
Here are my current video settings:
2018-03-17 10_14_54-Factorio 0.16.30.png (672.31 KiB) Viewed 1975 times
Edit: Intel Core i7-6700, 16GB DDR4 RAM, ASRock Z170m Pro4s MATX Motherboard, EVGA Geforce 660Ti. | [
{
"author": "",
"content": "Thanks for the report. A 660ti isn't powerful enough (doesn't have enough VRAM) to run high res graphics. You'll need to turn the graphics quality down to normal or deal with the slowdown.",
"date": "2018-03-17T16:25:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Huh, that's disappointing (seeing as GPU prices are absolutely ridiculous at the moment). I thought this was a bug because it didn't used to do this, it only started with 0.16.30. Thanks for the quick response.",
"date": "2018-03-17T16:34:35+00:00",
"quotes": []
},
{
"author": "",
"content": "So turning off low VRAM mode makes it playable (~40FPS) rather than going down to ~5FPS. I can deal with that, I guess. I need the high-res.",
"date": "2018-03-17T16:46:03+00:00",
"quotes": []
},
{
"author": "",
"content": "Every few versions of 0.16 adds some new high res graphics which keeps increasing the hardware requirements.",
"date": "2018-03-17T17:17:50+00:00",
"quotes": [
{
"author": "Raiguard wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I see, thanks for your time.",
"date": "2018-03-17T17:47:24+00:00",
"quotes": []
}
] | 5 | 2018-03-17T11:17:08-05:00 | |
forum-topic-127257 | 127257 | Version 2.0.38 | Releases | https://forums.factorio.com/viewtopic.php?t=127257 | Changes
Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built. ( 122185 ) This should help to prevent over filling of hubs while larger platforms are being built.
Increased minimum sprite atlas size to 4096 even when sprite resolution is set to medium. ( 127086 )
Bugfixes
Fixed a lua doc error with LuaSchedule::add_wait_condition(). ( 127153 )
Fixed a crash when changing the station in some wait conditions. ( 127123 )
Fixed that the mining dril status would be incorrect when out of resources and pointing at an entity to be deconstructed. ( 125167 )
Fixed that inserters would not show target full for space platform hubs. ( 121920 )
Fixed a crash when opening the changelog while trying to connect to a multiplayer game. ( 118795 )
Fixed that LuaSchedule::add_record() did not support rail_direction. ( 127171 )
Fixed that vehicle weapon tooltips did not show bonuses. ( 122386 )
Fixed achievement steamrolled can be earned while driving remotely. ( 120247 )
Fixed lab was not creating trash inventory of proper size when LabPrototype::trash_inventory_size was given. ( 127218 )
Fixed that the side menu buttons did not update when a player would change forces. ( 122088 )
Fixed that the filter selection GUI would get closed when a ghost buffer chest was built. ( 122514 )
Improved issue with fast moving bots sometime appearing on screen instead of flying in from off screen. ( 124268 )
Fixed issue which sometimes resulted in incorrect lightning protection visualisation for marginal setups ( 126780 )
Fixed cutting tiles marked for deconstruction could produce superfluous deconstructible tile proxies ( 124155 )
Fixed Steam achievements synchronisation issues. ( 118242 )
Fixed that having a camera widget on screen would cause issues with the rail plan finder. ( 122679 )
Fixed that resources with no minable products would not show a name when hovering in the map view.
Fixed some almost transparent pixels in the car and production group icons. ( 127227 )
Fixed that researching a technology would cause the input fields in constant combinators and requester chests to lose focus. ( 123241 )
Modding
Added the "infinity-cargo-wagon" entity type.
Added the "proxy-container" entity type.
Added SpiderVehicleGraphicsSet::default_color.
Unified entity_renderer_search_box_limits to 6 from all sides due to reduced update rate optimization of robots.
Reduced light_renderer_search_distance_limit to 20 to compensate for entity_renderer_search_box_limits change.
Scripting
Added LuaSchedule::get_records(), set_records(), clear_records(), get_interrupts(), set_interrupts(), clear_interrupts().
Changed LuaSchedule::add_record() to purely add without any extra behavior.
Changed LuaSchedule::add_record() to accept index saying where the record is added.
Added LuaProxyContainerControlBehavior.
Added defines.inventory.proxy_main.
Added LuaEntity::proxy_target_entity and proxy_target_inventory.
Added LuaEntity::get_cargo_bays().
Added LuaPlayer::add_pin().
Added LuaPrototypeBase::factoriopedia_description read.
Added factoriopedia_alternative reads to all LuaPrototypes that support it.
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": "Hares",
"content": "107796: Infinity Cargo Wagon and Infinity Fluid Wagon",
"date": "2025-03-04T12:53:22+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "\"Fixed achievement steamrolled couldn't be earned ...\" or \"Fixed so (that) achievement steamrolled can be earned ...\"",
"date": "2025-03-04T13:22:11+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "adam_bise",
"content": "\"Fixed that the filter selection GUI would get closed when a ghost buffer chest was built. (122514)\" \n \nThank you!",
"date": "2025-03-04T14:43:33+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Gentlemen (and ladies, if any), this looks weird. \nWhy can't foundations have maximum priority and modules (and probably intermediates and other consumables, if requested) minimum priority for ground-to-air logistics? \nIt's confusing enough already. \n \nNot if like current state of affairs is representing bigger problem, since I have to fill shipping lists manually anyway. \nPlayers don't always eke out hundreds of space platform modules per minute into their stockpiles, you know.",
"date": "2025-03-04T17:37:10+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "robot256",
"content": "That's precisely the reason for this change. Imagine your space platform calls for 50 stacks of platform and 100 stacks of buildings, and you have most of the buildings available in your mall but only a small amount of platform. The platform might get highest priority, but when it runs out the hub still fills up with unbuildable buildings and the platform that's assembled after has nowhere to be delivered. \n \nNow your buffer of items stays on the ground until enough platform is sent and placed. I guess there could be an issue if there enough platform for 1 furnace to be placed and it sends up 50 (and repeats with enough items to fill up the hub), or if it sends up each furnace in a separate rocket. Or is there another problem with the logic you are trying to point out?",
"date": "2025-03-04T20:47:51+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Tue Mar 04, 2025 5:37 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "That's a million dollar question. \n \nIn my brain, before 2.0.38 ground-to-air auto-queueing worked like: \n- if there's a rocketful of %ITEM_NAME% in a Logi Network in which a READY Rocket Silo with Auto Fulfil Requests enabled \n-- if any amount of %ITEM_NAME% is requested by space platform on orbit above said Rocket Silo \n--- then gather a rocketful of %ITEM_NAME% in Rocket Silo and launch to that Space Platform AS SOON as %ITEM_NAME% quantity in active Rocket = requested quantity of that item (which may AND WILL lead to premature launches of semi-full rockets, if trying to solve auto shipping problems with lame wirings) \n- keep polling otherwise \n \nWhich leads to a lot of headache if you're trying to build more than one platform at once. \n \nWhile it's inconvenient as hell, I have to accept begrudgingly that this behaviour is similar to how average Requester Chest with only minimal amount requested set works: \n- if you ask, say, minimum of 1 of %ITEM_NAME% to be delivered there without defining maximum, \n-- stupid bots would grab from one to min(current_max_item_stack, %ITEM_NAME% quantity at grabbing point) units of %ITEM_NAME% and drop ALL these into a chest \n--- without carrying extra units away \n \n------------------------------- \n \nBut Space Platform's Auto Request Construction Materials makes requests in which minimum requested amount is supposed to be equal to maximum requested amount. \nBecause each launch is a costy operation and should be used to the fullest, unless explicitly told to launch underweight rocket. \nAnd tossing surplus %ITEM_NAME% , which was requested by a platform for no reason, only complicates things further. \nBecause you can't just ship extras back with some \"Auto Trash Send Extras Back\" checkbox on Platform (there's none, right?) nor with request to ship extras back to Cargo Pod (Cargo Pods can't explicitly request redundant materials and will try to nab ALL requested items - even if these are about to be built/socketed). \nAnd none of that stuff is consumable usually anyway. \n \n------------------------------- \n \nOr where REAL minimum auto requested amount is equal to max(auto_requested_amount, %ITEM_NAME%_stack_size_for_rocket_shipping). \n \nI play Space Age since release but I'm still quite clueless about how ground-to-air logistics works. \n \nNow, 2.0.38 introduces additional condition into logics with which I'm clearly struggling with already: \"do not request things which couldn't be built now\". \n \nAs Auto Requesting did had SOME items culled from auto shipping already (read: module ghosts in building ghosts), which already led to necessity to literally count modules-to-be-shipped manually one by one, I can only assume that this practice has been propagated to buildings (and probably foundations) themselves. \n \nWhich MIGHT indeed save few clicks to people for which endgame (read: malls, hundreds of Science per second, etc-etc) starts within first few hours of playtime. \n \nI'm not that hardcore - and I'm mildly panicking since it looks like things are about to get even more complicated on my dirty casual's small scale. \nNot that it represents too much of a problem for me _now_ since Nauvis gives enough things to do for dirty casuals even without space logi woes. \n(like sheesh... where am I supposed to find second Uranium patch? Are these \"one-per-planet\" (lol) now?)",
"date": "2025-03-04T22:34:06+00:00",
"quotes": [
{
"author": "robot256 wrote: Tue Mar 04, 2025 8:47 pm",
"content": ""
}
]
},
{
"author": "Muche",
"content": "A rocket delivering 50 electric furnaces even though the platform currently wants to build 4 is aimed at casuals. \nA casual does not know yet if they'll need to build more of them, or will need to rebuild some of them due to asteroid damage. \nThat surplus amount is a spare they might need and saves them another rocket launch. \n \nIf you're placing a blueprint of a platform with carefully calculated ratios and enough firepower to not need replacements, you are not a casual anymore.",
"date": "2025-03-04T23:23:35+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "I've premeditated few different variants of dialogues which could unravel from this specific branch but failed to find any worthy of advancing through. \nAre you trying to transfer this clearly UX matter (with slight flavour of \"UX for end user vs codebase unification\" problem) into a personal argument? \nCare to elaborate? \nIn context of message you (presumably) responding to and regardless of potential unraveling of our dialogue branch, your response implies that I'm either worse than casual or better than casual. \nWhich is not quite helpful for our common cause.",
"date": "2025-03-04T23:48:34+00:00",
"quotes": [
{
"author": "Muche wrote: Tue Mar 04, 2025 11:23 pm",
"content": ""
}
]
},
{
"author": "Muche",
"content": "A rocket launching 50 furnaces even though a player wants to build only 4 on the platform should hint at them that they will need many rocket launches. And automate loading them, with the easiest option being bots. \nShould they ignore that hint, manually load all rockets with minimum amounts of items possible, they might find themselves on another planet, unable to leave and unable to launch another rocket from Nauvis. Leading to a bad experience. \n \nSo if you are optimizing rocket launches because it's a challenge for you, it's your choice (and you are now more advanced than casual). \nIf you are optimizing launches because your base is too small to support more of them, please let us know how can those hints be less subtle.",
"date": "2025-03-05T00:24:42+00:00",
"quotes": []
},
{
"author": "meganothing",
"content": "The change solves a problem with limited space on the platform hub. But items will block exactly the same space, whether only 1 or a whole stack is delivered. In other words, the problem solved here happens independently from overdelivery, i.e. whether that happens or not. \n \nThe problems overdelivery might present (for example too many unneccessary items sent there) will still happen identically with or without this change. The change may delay delivery of specific stacks, but it will still be whole stacks delivered. \n \nThe change is just removing a possible blocking condition without anyone needing to change a single thing in their factory. \n \nAm I missing something?",
"date": "2025-03-05T17:10:37+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Tue Mar 04, 2025 10:34 pm",
"content": ""
},
{
"author": "robot256 wrote: Tue Mar 04, 2025 8:47 pm",
"content": ""
}
]
},
{
"author": "catpig",
"content": "From the linked thread, it is fixed so that now it DOES work when driving remotely.",
"date": "2025-03-10T08:05:00+00:00",
"quotes": [
{
"author": "Hares wrote: Tue Mar 04, 2025 1:22 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Sure. I am pointing that the wording used in the changelog tells the exact opposite as if being able to get this achievement was a bug and it's no longer possible.",
"date": "2025-03-10T08:48:06+00:00",
"quotes": [
{
"author": "catpig wrote: Mon Mar 10, 2025 8:05 am",
"content": ""
},
{
"author": "Hares wrote: Tue Mar 04, 2025 1:22 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "luc",
"content": "Badass turnaround time on fixing that one! Nice one Rseding",
"date": "2025-03-14T04:53:35+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "What I most enjoy is his sense of self-appreciation",
"date": "2025-03-14T21:40:36+00:00",
"quotes": [
{
"author": "luc wrote: Fri Mar 14, 2025 4:53 am",
"content": ""
},
{
"author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm",
"content": ""
}
]
}
] | 14 | 2025-03-04T06:35:22-06:00 | |
forum-topic-119096 | 119096 | [MOD 2.0] Quality Down-Binning | Mods | https://forums.factorio.com/viewtopic.php?t=119096 | AssaultRaven | https://mods.factorio.com/mod/quality-down-binning
Trying for Rare's but getting your smelters clogged up with Uncommons, that you can't even throw into infinite technologies because you don't have an entire duplicate factory for Uncommon inputs?
Then this mod is the solution for you! Take after the example of real-world manufactures with too many, too good items, and down-bin them by choosing to forget about their original quality and just treat them like lower-quality versions of themselves.
Adds 4 down-binners, which are chests that transform any item put into them into a lower-quality equivalent, down to the given cap.
Note: Probably works on space platforms, but I don't actually have a save file with space access yet, so I haven't been able to test that. | [
{
"author": "Quezler",
"content": "hi, i had an user request such a functionality on one of my many quality mods: \n https://mods.factorio.com/mod/awesome-s ... 7a3f2e27fa \n \nnear the end he mentioned the existence of such a mod, i didn't have enough time on my hand to write a new one but i did have enough time (25 minutes) to edit your mod and add support for modded qualities, please see the enclosed zip for a 0.6.0 version. \n \ni didn't test it very much in depth, but at first glance i think i ported/updated your mod correctly.",
"date": "2024-11-30T21:37:32+00:00",
"quotes": []
},
{
"author": "Flindros",
"content": "Hi as I mentioned on the mod discussion earlier, I cannot get my construction bots to build this chest. I run 90 or so mods on this save so there is a possibility that construction bot issue is caused by https://mods.factorio.com/mod/Better_Robots_Extended \n \nMy suggestion for why working bins stop functioning is this: I have a suspicion that it stops working if the bin gets its quality upgraded while working. (this mod upgrades q of working buildings over time https://mods.factorio.com/mod/upgradeable-quality ) \nMaybe it is caused by a chest inventory sorting mod that I use: https://mods.factorio.com/mod/manual-inventory-sort or this https://mods.factorio.com/mod/Sort-All-Inventories \n \nIn any case I attached my save file here as requested on discussions. There is a basic downgrade setup where I left the engineer on Nauvis. You can check out the location tag X and see my setup isn't working and when I tried to fix it from afar, it didn't place the bin.",
"date": "2024-12-23T07:57:22+00:00",
"quotes": []
}
] | 2 | 2024-11-01T12:08:16-05:00 |
forum-topic-115591 | 115591 | Space Age wallpaper | Off topic | https://forums.factorio.com/viewtopic.php?t=115591 | DadadaBatman | Hello!
I'm looking for Space Age wallpapers. Specifically one that says Space Age.
There are some screenshots here (the first one): https://www.factorio.com/blog/post/fff-418 but they are kind of zoomed in.
They "end screen" https://www.youtube.com/watch?v=gPVpBgc5xVk here is good.
My sons birthday is october 20 and it would be cool to print something and not just gift him the game on steam and that's that.
Maybe a dev can help out? | [
{
"author": "",
"content": "There are some nice screenshots on Steam, the space platform is my personal favorite: https://steamdb.info/app/645390/screenshots/",
"date": "2024-09-28T10:52:11+00:00",
"quotes": []
},
{
"author": "DadadaBatman",
"content": "I see. They are good but none of them have the text Space Age. Thanks anyway! \n \nEdit: The platform is very nice indeed. That will do!",
"date": "2024-09-28T14:53:32+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "You can grab logos and texts from Press Kit https://factorio.com/support/press-kit-space-age then slam'em on screenshot you like the most for authentic official wallpaper experience \nThere might be other goodies in zip file, which were not included ontoSteam page yet, didn't checked myself.",
"date": "2024-10-18T12:30:19+00:00",
"quotes": []
}
] | 3 | 2024-09-28T01:41:33-05:00 |
forum-topic-115733 | 115733 | Friday Facts #431 - Gleba & Captivity - Page 4 | News | https://forums.factorio.com/viewtopic.php?t=115733&start=60 | Bi0nicM4n | *sees the flying machine inject itself into a spawner*
"...Are we the baddies?"
Gotta say, the spawner capture mechanic looks disturbing (in a good way). It's as if our engineer originates from Stroggos from Quake 2 | [
{
"author": "wizcreations",
"content": "I keep seeing beacons placed adjacent to each other. What happened to the beacon nerf that required them to be spaced out?",
"date": "2024-10-04T14:21:10+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "There was no “nerf”, it was a rework. It made spread out beacons much better, and denser beacons stayed nearly the same",
"date": "2024-10-04T14:26:15+00:00",
"quotes": [
{
"author": "wizcreations wrote: Fri Oct 04, 2024 2:21 pm",
"content": ""
}
]
},
{
"author": "CyberCider",
"content": "From the beginning of the announcements, we’ve known that some existing techs would be moved to the new planets, and T3 modules were mentioned as one of them. This isn’t a new decision. Also, the modules are spread evenly across the planets: Productivity on Gleba, speed on Vulcanus (technically unconfirmed but it’s a safe assumption) and quality on Fulgora. \nEfficiency… Well we don’t really know the deal with that one. Maybe it’s the only one that isn’t moved, maybe it has some strange reason to be on the final planet. Who knows.",
"date": "2024-10-04T14:33:55+00:00",
"quotes": [
{
"author": "Thornkiddnaper wrote: Fri Oct 04, 2024 2:05 pm",
"content": ""
}
]
},
{
"author": "Molay",
"content": "Jesus, one week of lifted embargo. I'm gonna have to unsub a whole lot channels for a week it seems lol \n \nThe changes to Gleba look phenomenal. Seriously considering going there first now. The bonus, double science, sounds like it will definitely be a worthwhile thing that can compete with the vulcanus and fulgora production bonuses. I also didn't realize stackers come from Gleba, those alone sound like a good reason to go there first, as stacking sounds like an invaluable mechanic for scrap sorting and is bound to be quite useful on Vulcanus as well (saves space, makes high output buildings more manageable). \n \nI think Gleba has a lot going for it now!",
"date": "2024-10-04T14:39:01+00:00",
"quotes": []
},
{
"author": "someone1337",
"content": "looks like we are back to organ harvesting of the native populations. XD",
"date": "2024-10-04T14:41:23+00:00",
"quotes": []
},
{
"author": "Myriapode",
"content": "Do not forget the outer-outwards facing ones, too ! \nWith just the space inside both to walk and run machines... working around the nucleus... Making this factory some kind of Factorio bacteria ! \nBactorio™ !!!",
"date": "2024-10-04T14:46:15+00:00",
"quotes": [
{
"author": "Upserter wrote: Fri Oct 04, 2024 12:18 pm",
"content": ""
}
]
},
{
"author": "benmachine",
"content": "If we're going to have eggs that expire into biters, I wonder if this could become the normal way that biters are spawned, so your average biter nest is filled with eggs on the path to maturation, the spawners spitting out a handful of new ones to replace each that hatch... then if you can't get the firepower to take down the whole base, at least you can destroy a bunch of eggs and slow them down a bunch. Maybe this would be too powerful though: the ability of a base to immediately spawn new biters might be the only way they can remain threatening while you're taking them down. (Possibly you could buff spawners and worms to compensate, but maybe that's going too far down the rabbit hole...)",
"date": "2024-10-04T14:54:10+00:00",
"quotes": []
},
{
"author": "Thornkiddnaper",
"content": "Oh I thought that quality tier 3 was on Gleba that is a mistake on my part (i got it mixed up). It all makes much more sense now, thanks!",
"date": "2024-10-04T15:12:58+00:00",
"quotes": [
{
"author": "CyberCider wrote: Fri Oct 04, 2024 2:33 pm",
"content": ""
},
{
"author": "Thornkiddnaper wrote: Fri Oct 04, 2024 2:05 pm",
"content": ""
}
]
},
{
"author": "GamerGuru",
"content": "In case the gleba unlocks are still not rewarding enouth, I would suggest adding more chemical processing recipes to the biochemical plant and allowing in on other planets to craft rocket rocket fuil, water from ice, oil products on nauvis etc.",
"date": "2024-10-04T15:15:59+00:00",
"quotes": []
},
{
"author": "vark111",
"content": "My completely-out-of-thin-air guess: Efficiency modules stay on Nauvis because Nauvis is the only planet where pollution agitates the natives, and efficiency modules are the quickest way to deal with pollution.",
"date": "2024-10-04T15:17:30+00:00",
"quotes": [
{
"author": "CyberCider wrote: Fri Oct 04, 2024 2:33 pm",
"content": ""
}
]
},
{
"author": "vark111",
"content": "I don't think you've accomplished the goal here. You've certainly moved the needle, I just don't think enough. Thing is, the super-lab isn't useful in the early-mid game when you're hitting the first 3 planets. Most bases in those early stages are what? 60 SPM? 100 SPM? Super lab vs regular lab in those scales is pointless, you're talking less than 20 labs, regular or otherwise. There's also precious little need for T3 modules at this point in the factory's life. \n \nNow, end game? 10kSPM? Yeah, the super lab and T3 prod modules have clear benefits in that factory. But you aren't getting to that scale until well after hitting all the planets.",
"date": "2024-10-04T15:25:32+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "CyberCider",
"content": "The super lab serves the same core purpose as the foundry and EM plant: It lets you make more stuff out of less resources. Simple as that.",
"date": "2024-10-04T15:39:49+00:00",
"quotes": [
{
"author": "vark111 wrote: Fri Oct 04, 2024 3:25 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "FutureSpec",
"content": "Interesting choice to be making such big changes so late in the process. Doesn't the expansion release in a little over two weeks? \n \nIs this the trade-off you get from having a couple years of secretive development and no player input during that time? \n \nBut obviously it was a needed change -- people were quite meh on Gleba (mechanically speaking -- the art/music are phenomenal)",
"date": "2024-10-04T15:42:46+00:00",
"quotes": []
},
{
"author": "Tooster",
"content": "I love it! \n \nThe bacteria bit in this FFF ignited an spark of imagination in my head which led to the idea of a new gleba-specific production loop which could hugely beenfit gleba in my opinion and tightly integrate it with the rest of the planets. That idea being... drum roll please... \n \n Growing bacteria strains! \n \nThe sketch of the idea goes like this: \n \n- different strains of bacteria produce different amounts of substances. One strain could be superior in producing iron, the other one could produce iron and copper equally while a rare strain could extract and produce uranium from a planet's scarce resources. This would allow getting substances normally not occurring on the planet, for example uranium or sulfuric acid. \n- Each strain of bacteria would have it's unique genome which influences it's properties. Just like in genetic algorithms. \n- Bacteria would multiply and randomly mutate in biochambers. \n- Bacteria strains could be crossed to randomly produce new offspring which shares certain genes of their parents. \n- Different strains require different nutrients in different amounts to stay alive. \n- Without appropriate nutrients and conditions the bacteria die. Any halts in the factory and nutrient/electricity production lead to the the strain dying, which leads to the loss of progress. It requires players to think of making factory adapt to changing strains and constantly nurturing them. Think of it like a manifestation of a reward for \"days without incident\" streak. \n- bacteria strains could be transported in criochambers to other planets to produce materials which don't normally occur or are very hard to obtain elsewhere. The criochamber tech would be unlocked on the last planet (iirc that the last planet is the cold/frozen one).",
"date": "2024-10-04T15:43:02+00:00",
"quotes": []
},
{
"author": "Ghulmeister",
"content": "I love you guys, i love this game. \nmy vacation is set for the games release, though i am sadly losing the weekend where i will just be sitting at home and staring at the clock for 48 hours(or even more since release will probably be around noon in europe?) \n \nanyways the wait for 2.0 will soon be over, and then the wait for 2.1 etc. will begin",
"date": "2024-10-04T15:44:03+00:00",
"quotes": []
},
{
"author": "",
"content": "The ores extracted from the bacteria gameplay mechanic reminds me of the ore production in seablock, basically extracted from water (and after a dozen transformations).",
"date": "2024-10-04T16:04:37+00:00",
"quotes": []
},
{
"author": "gacekssj4",
"content": "One thing that comes into mind is H production as fuel. \nOther thing is that ores from bacteria create much less pollution. \nOn the other hand, bacteria cultivation could decrease pollution as it could eat CO2. \nAnd you would need to put tanks in high pollution to boost their work",
"date": "2024-10-04T16:09:30+00:00",
"quotes": []
},
{
"author": "bobucles",
"content": "I'm not quite sure why bacteria have to replace copper and iron recipes, do they really have to? The organic recipes would make sense for replacing oil recipes. Biology always has new strange chemistry to exploit, and living things can be used to produce fuel in an exploitable way. Terrestrial plants might be less than 1% efficient in the sun, but that's no excuse for alien worlds to slack around. There's also nanotubes, a carbon based product that can be justified as an organic product. It's a high tech material suitable for high tech recipes, and might even skip a few lesser steps.",
"date": "2024-10-04T16:26:27+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "Wow this would be a killer mod",
"date": "2024-10-04T16:34:44+00:00",
"quotes": [
{
"author": "Tooster wrote: Fri Oct 04, 2024 3:43 pm",
"content": ""
}
]
}
] | 19 | 2024-10-04T06:00:06-05:00 |
forum-topic-126740 | 126740 | [2.0.34] Low powered inserter fails to return when dropping in wagon | Won't fix. | https://forums.factorio.com/viewtopic.php?t=126740 | Hares | Steps to Reproduce
Make an inserter from a circular straight (full & stacked) belt to wagon
Underpower it (minimal power mode)
Expected:
One of the following
Inserter can't grab items from belt
Inserter works but very slowly
Actual:
Inserter grabs item from belt
Inserter drops item from belt to wagon
Inserter attempts to swing back but fails to do so
Click to expand the recording
No sound due to alarming speaker | [
{
"author": "",
"content": "Thanks for the report. I'm going to say that this is fine to work this way. At some point, there's not enough power for the inserter to operate normally when combined with a looping belt and the item it wants constantly moving out of reach. The solution is simple: you need to build more power.",
"date": "2025-02-11T17:12:17+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Yeah, I was trying to fix power outage caused by disappeared signal. And on Gleba I need burnable materials which are made out of fruits. And to deliver fruits, I need trains loaded by inserters.",
"date": "2025-02-11T17:41:18+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Feb 11, 2025 5:12 pm",
"content": ""
}
]
}
] | 2 | 2025-02-10T11:30:49-06:00 |
forum-topic-110599 | 110599 | [REQUEST] Electric train powerpack charging stations | Texture Packs | https://forums.factorio.com/viewtopic.php?t=110599 | nerfkidjcb | Hi! I'm currently building a train add-on mod for myself and the community. Click here to see the mod page, and here for the current designs.
I am looking to unlock higher capacity powerpacks for trains along with larger (at least 3x3 tile) buildings to charge them in. I would like textures for either (or both) of these! :)
The theme of the mod is realistic futurism, in the sense that the new entities should blend in with vanilla, but can be modern/futuristic enough to seem reasonable for a factory sending rockets to space to achieve. Please see the links above for current charging building as a reference of what develop from. I am also okay with a completely new looking charging building, so long as it fits the vanilla-but-future vibe. Some sort of electrical or flashing animation is pretty much a must for this too :)
The improved, (maybe named high-density-powerpacks) just need to be an icon for recipes, storage and belts. Also see the links above for the current reference. I think only subtle changes from the original powerpack would be preferred! Also, can I have a charged, empty, and destroyed version (again, see mod page for reference)
I'd love to hear any ideas you have on this topic! Don't hesitate to ask any questions :)
Best,
nerf | [
{
"author": "Nudelpudel",
"content": "Played around a bit in blender yesterday. Anything worth pursuing?\n \n \n \n Screenshot from 2024-02-05 13-17-40.png (518.37 KiB) Viewed 1377 times \n \n \n \n \n \n test1.png (616.58 KiB) Viewed 1377 times",
"date": "2024-02-05T13:29:16+00:00",
"quotes": []
}
] | 1 | 2024-01-09T13:15:35-06:00 |
forum-topic-125314 | 125314 | [SA] Mod request: Worm rider | Mods | https://forums.factorio.com/viewtopic.php?t=125314 | NineNine | My dream is that somebody would make a mod that allows the engineer to steer the mighty worms of Vulcanus. Also, this sound ( download/file.php?id=96060 ) or possibly this sound ( https://www.youtube.com/watch?v=67ragXpWsAI ) would be triggered just before the engineer got to steer it. Of course, the engineer has to physically ride the worm and has to be illustrated as doing such with a couple of cables/ropes/chains/whatever. And, while you're riding the worm, this is playing: https://www.youtube.com/watch?v=0JmRM4LB3yc .
That is my dream.
But, since I know my dream has multiple copyright violations in it, I'd settle for a mod that let the engineer ride a worm. | [] | 0 | 2024-12-29T11:40:20-06:00 |
forum-topic-118045 | 118045 | [boskid][2.0.11] Flamethrower turret ignores liquid mixing rules | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=118045 | noname42 | Flamethrower turret can be used to connect fluid networks with differnt liquids. The liquid in one of the liquid networks is entirely lost.
See before and after in these screenshots:
It happens always and the game should prevent the build as it does when I try to connect differing liquid networks by other means. | [
{
"author": "DarkShadow44",
"content": "It's always been possible to connect different fluid systems using bots, just place a ghost pipe between two fluid systems and you have them connected. \n \nIt shouldn't delete the fluid though, it's still in there if you click the pipe. Just the cleanup isn't that simple anymore, when you separate them again, since 2.0 the fluid will randomly be in one or the other.",
"date": "2024-10-28T17:51:56+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.13",
"date": "2024-10-28T18:15:45+00:00",
"quotes": []
}
] | 2 | 2024-10-27T17:15:14-05:00 |
forum-topic-61446 | 61446 | Angel's Smelting crash | Angels Mods | https://forums.factorio.com/viewtopic.php?t=61446 | YandereChanYT | whenever i load factorio with angels smelting or petrochem it says a folder is missing i i dont know how to fix it
when i just load petrochem it says lime thing missing
need help | [
{
"author": "Jackalope_Gaming",
"content": "Take a screenshot of the error that shows up or transcribe the exact text it gives. It's much easier to figure out what's going on if given the exact output the game gives upon detecting problems with mods.",
"date": "2018-07-09T12:17:51+00:00",
"quotes": [
{
"author": "YandereChanYT wrote:",
"content": ""
}
]
},
{
"author": "YandereChanYT",
"content": "Here",
"date": "2018-07-10T03:25:50+00:00",
"quotes": []
},
{
"author": "YandereChanYT",
"content": "I love this mod but i really need help",
"date": "2018-07-14T06:32:49+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "I had this same error too, but I fixed it by installing \"Bob's Metals, Chemicals and Intermediates.\" It's listed as an optional dependency but I guess something changed and made it mandatory but the info.json hasn't been updated.",
"date": "2018-07-16T05:33:49+00:00",
"quotes": []
},
{
"author": "YandereChanYT",
"content": "can someone help me with the bioprossessing problem too \nit says that Steel Pipe not found",
"date": "2018-08-12T07:28:33+00:00",
"quotes": []
},
{
"author": "Jackalope_Gaming",
"content": "Steel Pipe is found in Bob's Logistics. You need to have that mod if you want to get upgraded buildings in Angel's.",
"date": "2018-08-13T01:32:16+00:00",
"quotes": [
{
"author": "YandereChanYT wrote:",
"content": ""
}
]
}
] | 6 | 2018-07-09T06:44:53-05:00 |
forum-topic-63015 | 63015 | Integrating Mod packs into the Mod portal | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=63015 | Hi,
we are thinking about adding a mod pack feature to the Mod portal and subsequently the game.
In essence, a mod pack would be a collection of mods and specific versions with a description, and anybody could make one. The game would allow for downloading a modpack, which would download all mods that are a part of it, and enabling a modpack would enable all the corresponding mods.
There is no guarantee this will happen in a timely manner (or at all) but I would like to hear your thoughts on how it should work or any other stuff we should keep in mind. | [
{
"author": "_npo6ka_",
"content": "Unfortunately, there are a large number of good but not completed mods. I have already created my mod pack and I know how difficult it is to correct errors in other mods. Leaving the mods unchanged also does not work out, some mods can conflict with each other to some extent, but I would like to see both of these mods in the mod pack. Of course, I created my mod specifically for modpack, but not all errors can be corrected by writing a separate mod.",
"date": "2018-10-18T12:13:41+00:00",
"quotes": []
},
{
"author": "Ipsumlljk",
"content": "I actually just registered a forums account to reply to this. I totally agree with the previous post that creating a mod pack is always a bit harder than simply grouping packages. I've maintained a fairly small mod pack over 3 major versions now and every version bump has required editing multiple mods to make them all compatible ( especially when using biome changing mods ). I agree that these changes should simply be merged into each mod, but that usually takes a long time. \n \nMy other piece of feedback would be to note that generally multiplayer mod packs are tightly coupled with a specific server. Most of the complication in maintaining a mod pack is keeping the server and all the clients in sync with changes. It would be really nice if the client was smart enough to fetch/update the modpack when attempting to connect to the server. \n \nMy current process stores all of the mods on github and requires each player to run a git pull in their mods folder when I update the mod pack. It isn't the worst system, but certainly not the most convenient either. It also requires them to be tracking multiple remote git repos if they use multiple mod packs. \n \nIt would be really nice if the process of getting the latest version of a modpack was easy for those of us running a command line only headless server as well. \n \nThanks for all of the great work so far on the mod portal!",
"date": "2018-10-20T06:55:47+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Kinda been procrastinating answering this because i realised that even though i want modpack support, the moment i start to think about the details i realized it's pretty complicated :D. So this is somewhat of a brainstorming monologue which hopefuly is useful ;). \n \nIn minecraft modpacks work like this: \nThe user downloads a \"pack\" which contains some mods of a specific version that are tested to be compatible to each other, including a config file to make some mods play nice together. After downloading the pack nothing is enforced. The user can en/disable any mods as they see fit, they can also update any mods or even add new mods to the pack. In factorio terms it's really just a glorified zipped up mods folder . \n \nIs that enough for factorio? I don't know. \n Being able to automatically download all dependencies listed in a mod would be a great first step towards a simplistic mod \"pack\" that would work very similar to this. A GUI for \"--mod-directory\" would also be a pretty good approximation. Also i'd really like to preserve the possibility to install multiple \"packs\" in parralel though, e.g. having a \"bob pack\" and an \"angel pack\" that can be de/enabled independantly. In the minecraft system you can only have one active pack. Ofc packs might be incompatible to each other so multi-pack support might be a step too far. \n \nBut as already mentioned: What if two mods are incompatible and need to be fixed? \nFor this it would be nice to have something i'd like to call a \"first level recursive mod\", i.e. a mod that is allowed to contain other mods but only one level of depth is allowed. This would allow a mod \"pack\" to be a zip that has a directory for each contained mod. They would still be loaded as seperate mods normally. As the mods are directly inside the pack it's possible to apply fixes to them directly without needing to try and fix them from the final-fixes scope of another mod. As far as i remember the 0.17 GUI already supports multiple versions per mod, so this would be simple. The \"pack\" shows one entry for the pack. Enabling the \"pack\"-mod forces the use of the pack-internal version for all mods, even if there are stand-alone versions of those mods installed. When the pack is \"disabled\" the player can still select the pack-internal version of each mod, or use the newest one from the portal in case the pack is partially outdated. This poses one problem though: There is now a scenario where the same mod has several installed instances, all with the same version number, e.g. \"Example_Mod_A\" could have \"1.0.0 (stand-alone)\", \"1.0.0 (Super Mod Pack)\", \"1.0.0. (Duper Mod Pack)\", etc. \n \nIt could even be implemented in a way that \"packs\" contain only the fixed files, instead of the whole mod. I.e. if a pack contains \"modA_1.0.0.\\prototypes\\newthing.lua\" then when loading modA all files are taken from modA as normal except for newthing.lua which is instead loaded from the pack. But as you still need to keep compatibility with \"full mod is contained in pack\" you suddenly have two cases for recursive mods which is probably not worth the effort. \n \nAs this opens the possibility for a mod to be contained only in a pack and not be available seperately the mod portal needs the ability to find and install the pack when searching for containd mod names. Also if a pack contains a \"fixed\" version of a mod whichs license does not allow third-party distribution you might have to deal with some take-down requests (not that this is a completely new problem). \n \nOfc it would be awesome if the two methods could be combined. Thus a pack contains a) a list of unchanged mods that can be used directly from the portal and b) a folder for each mod that needs pack-specific fixes. This would keep the pack-size down and prevent unnessecary duplicates for mods that don't need pack-internal fixes. \n \nWhy is data-final-fixes not as good? The problem is that some mods might be bugged and thus crash if they're loaded after certain other mods, which is not fixable with a singular instance of final-fixes at the end. It would require to allow the mod \"pack\" to execute code each time another mod is done. I.e. Mod1_data -> modpack_post_mod1_data -> Mod2_data -> modpack_post_mod2_data -> Mod3_data -> modpack_post_mod3_data. This would be an interesting mechanism for non-mod-packs to have too, and could be implemented via a global variable previous_mod and more stages like data-post, data-updates-post, data-final-fixes-post which are called after every mod. But i doubt that's going to happen. And even that wouldn't solve the problem of control stage incompatibilities. For control stage fixes editing mods is mandatory. Ofc now you say \"but that's all bugs in the mods that should be fixed in the mods!\". Yes, ofc. In an ideal world. But realistically there's going to be mods that aren't updated in time, so the pack maintainer must fix them themselfs. \n \nAlso the most important feature required for mod-pack support is the introduction of \"presets\" for mod settings. I.e. the ability to save/store/edit distinct configurations of mod settings for all mods. Currently mod settings are horribly volatile. Every time you join a server with slightly different settings all your own personal settings are lost. Every time you remove/re-add a mod all settings are lost. Resetting settings to default is only possible for all mods at once, i.e. if i messed up the setttings for mod_31 and don't remember the default values i have to reset and manually enter the changes for mod_01 to mod_30 all over again. A better system would be to have a \"save preset\" button. Also joining a server with different settings should generate a new preset, either automatically named or with a dialogue \"What do you want to save this servers settings as?\" with a default name of \"ServerName (Date)\".",
"date": "2018-10-20T11:27:00+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "How is this different from a mod with dependencies? Except for the addition of a new tag \"mod pack\" and for the GUI to show not only dependencies that an installed mod depends on but also show what mods depend on it that you have installed. Would be nice if (for all mods) mods installed as dependencies could be \"hidden\"/grouped under the mod that depend on them, a bit like a folder structure maybe? \n \nJust like anyone can make a mod (freedom but knowledge requirement) or just like anyone can install a mod (easy GUI lets anyone do it)? For the second I'm guessing a modpack feature would make an empty mod that only has dependencies chosen on the portal and the actual mod files are generated on the server? \n \nWasn't this a feature for mods with non-optional dependencies when your message was posted? The feature to download optional dependencies is a bit wonky still though. I click the dependency arrow button and I'm only sometimes shown the mod it is dependent on so I can install it and there's no button to install all of the dependencies (including optional ones). \n \n \nOk so this is slightly more than what the portal does, but it seems like a good feature for all mods (an added button to set all dependencies to the same enabled/disabled state). \n \n \nAlways? Did you mean to use hyperbole or is that literally? Because that's pretty much all there is to it in almost all cases. If you group mods that are very similar and share a feature set an error from incompabilties are more likely (and many packs would indeed pack several similar mods like this) but it is still fairly rare that mods don't work together from my experience of installing hundreds of mods. Any errors that do appear are mostly just regular bugs in the mods that don't or just rarely appear when the mod is installed in isolation. But mods are sometimes buggy, that's something we report to the mod authors as bugs. I think true incompabilities (that are not bugs) are more rare than bugs. \n \nIs this different from how any other mod is kept in sync with a server?",
"date": "2019-04-08T22:57:09+00:00",
"quotes": [
{
"author": "Sanqui wrote: Thu Oct 18, 2018 11:19 am",
"content": ""
},
{
"author": "Sanqui wrote: Thu Oct 18, 2018 11:19 am",
"content": ""
},
{
"author": "Sanqui wrote: Thu Oct 18, 2018 11:19 am",
"content": ""
},
{
"author": "Sanqui wrote: Thu Oct 18, 2018 11:19 am",
"content": ""
},
{
"author": "Ipsumlljk wrote: Sat Oct 20, 2018 6:55 am",
"content": ""
},
{
"author": "Ipsumlljk wrote: Sat Oct 20, 2018 6:55 am",
"content": ""
}
]
},
{
"author": "mrudat",
"content": "I would be inclined to suggest that a mod pack that patches required mods should be packaged as a set of diffs, rather than replacement files; the idea being that the mod pack should fix incompatibility, which is unlikely to change between versions, and hopefully updating to support newer versions should just involve editing the dependencies.",
"date": "2019-04-09T01:17:11+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "I believe that bugs in mods should be fixed by the authours of the mods. It is not mod pack authors job to fix bugs in their dependencies.\n \n\nWhy are you arguing for diffs vs replacement files when a mod can modify the prototypes of its dependencies? What do you think a diff accomplishes that a mod already can't and why should it be doable?",
"date": "2019-04-09T07:38:42+00:00",
"quotes": [
{
"author": "mrudat wrote: Tue Apr 09, 2019 1:17 am",
"content": ""
}
]
},
{
"author": "mrudat",
"content": "As far as I can tell, the only reason you should need to edit one of the original mods is if it is so incompatible with one of the other mods in the mod pack, that it causes a crash before the modpack gets to edit the prototypes, or you lose information along the way. \n \nThe biggest thing using diffs buys is that it captures the edits, and hopefully allows the same edits to be applied to a newer version of one of the original mods. \n \nPerhaps instead have the modpack replace the data phase for component mods, and explicitly apply the data phase yourself, so you can inject patch steps where you want, something like:\n Code: Select all require('__mod1__/data.lua')\nrequire('patches/patch-mod1.lua')\nrequire('__mod2__/data.lua')",
"date": "2019-04-10T00:47:55+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "I agree. \n \nHandling data.lua loading of dependencies as an added capability to mods seems like a much more reasonable and stable way of handling incompabilities such as name collisions etc. Maybe as an additional flag on dependencies a bit like optional/mandatory flag for dependencies. A \"suppress data stage\" flag on a dependency. \n \nBut what if a suppressed-data-dependency has a control.lua that expects the prototypes to be named a certain way and then they don't exist because a modpack renamed the prototype? I'm assuming the name collisions of prototypes are the main causes of incompability that you have experienced. Maybe that isn't so? I haven't experienced anything like this ever though so I don't know.",
"date": "2019-04-10T07:27:05+00:00",
"quotes": [
{
"author": "mrudat wrote: Wed Apr 10, 2019 12:47 am",
"content": ""
},
{
"author": "mrudat wrote: Wed Apr 10, 2019 12:47 am",
"content": ""
}
]
},
{
"author": "mrudat",
"content": "I'm speaking purely in the theoretical, I've never done anything involving mod packs, but I've played around with producing Debian packages before which is a somewhat related activity, in that the upstream program may have bugs and/or incompatibilities you need to address, but you don't want to have to hand-edit things every time the original updates. \n \nOn the subject of control.lua, that's something that probably does need to be (effectively) edited in-place, because unlike the data phase, you can't (easily?) override its behaviour short of editing the file. I suspect that you could possibly do some magic with reflection modifying the compiled code, but that's probably a bit too magical for the average programmer. \n \nI suppose you could have replacement control.lua that does something like:\n Code: Select all control_code=some_function_that_reads_the_file('__some_mod__/control.lua')\ncontrol_code:replace('amazing-widget','awesome-widget');\neval(control_code)\n \n\n...but that's effectively an ad-hoc implementation of patch , and unless it just can't do what you need, it's generally less painful to use the existing specialised tool, rather than inventing your own. \n \n \nA Debian source package of the simplest form involves unpacking the original file, and applying a patch containing the modifications you made; when a new upstream version arrives, the first attempt is to apply the patches and see what happens. \n \nA somewhat niftier version has a set of patch files, each addressing a different reason for patching, for example:\n \n fix bug with package 1 \n make package 1 and package 2 play nice \n adjust balance of package 3 due to also having package 1+2 \n \n\nWhen package 1 fixes the bug, you can simply choose not to apply that patch. \n \nEqually, if package 3 includes the rebalance due to detecting package 1+2, you no longer need that patch, either. \n \nAlso, if any one patch fails because the upstream version has changed too much, only that patch needs to be manually applied, rather than having to edit the replaced files every time the upstream version changes. \n \nEdit: fixed tyop",
"date": "2019-04-10T11:44:35+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "I fear the mod portal will be flooded with individual mod packs so each user can quick install his own favorites. \n \nAt least i would do it.",
"date": "2019-04-10T17:31:40+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "So? If the mod packs are uploaded under the new tag \"mod pack\" and not shown unless you filter your search to mod packs then it wouldn't interfere with the regular non-empty mods.",
"date": "2019-04-10T18:00:40+00:00",
"quotes": [
{
"author": "steinio wrote: Wed Apr 10, 2019 5:31 pm",
"content": ""
}
]
},
{
"author": "Qon",
"content": "Also, this is already possible: https://mods.factorio.com/mod/SeaBlockMetaPack \nAdding proper mod pack capabilities will reduce the number of packs you see (if you don't look for them) simply because now they are shown among regular mods.",
"date": "2019-04-12T18:27:28+00:00",
"quotes": [
{
"author": "Qon wrote: Wed Apr 10, 2019 6:00 pm",
"content": ""
},
{
"author": "steinio wrote: Wed Apr 10, 2019 5:31 pm",
"content": ""
}
]
},
{
"author": "Lgk",
"content": "Great idea!",
"date": "2019-08-21T20:32:20+00:00",
"quotes": []
},
{
"author": "jdogg",
"content": "Has any more thought been put into implementing this or even some form of it such as a \"Download All Dependencies \" and/or \"Download Selected Dependencies\" including check boxes within the dependencies portion of the portal?",
"date": "2020-04-07T20:50:28+00:00",
"quotes": []
},
{
"author": "i_i",
"content": "As i Understand The MOD PACKS would work as a Stand Alone and would increase the speed of Loading the Mods. \n \nthere should be a monitor list of entries that are being used by each mod and which ones are being re used as a different variable so able to sus out the mods that are re-editing the values or function of each entity (lets say: different stack sizes, value sizes of each entity, flags, etc...?) \n \nTo minimize the Conflicts & Major Mods terrain conflict where SeaBlock & SpaceExploration & Caves etc... \nor other assigned shortcuts.",
"date": "2021-09-14T03:20:45+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "I like the idea of creating a modpack by combining all the mods. Although I couldn’t create a script for that myself, this are the challenges I can think of:\n creating the same dependency tree as the game \n dealing with stuff like “if mods[…]” \n dealing with changing sprite and file paths \n Combining control.lua since you can only access each event once in every mod \n sort out duplicate localised strings \n \n\nI think keeping track of what mod changed what table is an optional feature. When there is an issue just check with the separate mods and you quickly know if there is a bug with the mods or the combining script.",
"date": "2021-09-14T05:36:12+00:00",
"quotes": []
}
] | 16 | 2018-10-18T06:19:11-05:00 | |
forum-topic-124616 | 124616 | ISO mods to add configurability to alt-mode | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=124616 | Tinyboss | Hi, here are a couple of wishes I have for alt-mode. I searched the mod portal and there doesn't seem to be an existing mod for either one, but this one gives me hope that they might be possible with the modding interface: https://mods.factorio.com/mod/Nearby-Ammo-Count-Fork
A third alt-mode that shows everything that we are currently allowed to check/uncheck for alt-mode. I would like to show less in my default alt-mode, but I need a way to show the other things when necessary.
An "alt-mode lens" that only shows the alt-mode overlays within a (configurable) radius of the cursor. | [] | 0 | 2024-12-17T11:38:17-06:00 |
forum-topic-118827 | 118827 | [2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR) | Minor issues | https://forums.factorio.com/viewtopic.php?t=118827 | Gegell | factorio-stacked-item-wrong-render-order.png (807.82 KiB) Viewed 671 times
A belt which has items stacked up to maximum capacity (e.g. 4 in this case) will render the items on the belt behind underground pipes instead of infront, when the belt is routed 1 tile below the pipes. Happens regardless of which belt type is used.
It also occurs for regular pipes, but there it is only really noticeable when the pipe directly points towards the belt. | [
{
"author": "",
"content": "Thanks for the report. I don't believe we plan on changing anything about this. Rendering stacked items on belts is extremely finicky as is and virtually every change to it \"fixes\" one issue while introducing another.",
"date": "2024-11-02T23:14:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Hmmm ... we render item stacks in object layer, so they could sort with belt structures (underground belt structure, splitters, circuit connector frame), and their sorting position is shifted half or one tile up, so that that they always render under character ... so item stacks have to have this shift applied too, but each layer has some additional shift, which puts their sorting position above center of tile above. So it is either this, or character/car/tank \"clipping\" through belt structures. So experiment with tweaking shift constants to some different magic value that would make everything look acceptable. \n \nVaclav and I must have knew about this when this was implemented, but I don't remember talking about it.",
"date": "2024-12-02T13:53:31+00:00",
"quotes": []
},
{
"author": "IceTDrinker",
"content": "Adding to this as I just encountered it, the underground belts seem to order themselves correctly, as the top of a stack looks about as high as an underground belt you may have a way to tweak it, also to note that \"tall\" items (like walls) will have the same sort of wrong ordering without stacks it seems \n \nIn the screenshot: towards the top, pipe nearly on top of walls, lower in the center: pipes over stacks, on the left a stack as high as an underground belt, on the right, underground belt above a pipe. \n \n \n \n 20250210210322_1.jpg (1.22 MiB) Viewed 220 times \n \n \n\nNot game breaking obviously, but given your track record on fixing those, I'm sure you'll figure something out! \n \nCheers",
"date": "2025-02-10T20:06:23+00:00",
"quotes": []
}
] | 3 | 2024-10-31T10:04:18-05:00 |
forum-topic-119524 | 119524 | [Genhis][2.0.14] Upgrading modules order is canceled and modules drop on ground | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=119524 | Brambor | Reproduce:
Go to Nauvis
Get Uncommon Quality module mk 3 into your hand
11-03-2024, 12-32-14.png (828.13 KiB) Viewed 1741 times
ctrl+click the accumulator crafting building (ctrl+f it on the map) to fill it up with Uncommon Quality module mk 3.
The modules are marked for deconstruction
Once bots are finished, only 4/5 slots are occupied and there is common Quality module mk 3 on the ground. It is not marked for deconstruction.
11-03-2024, 12-37-11.png (1.01 MiB) Viewed 1741 times
Expected:
Building is full of uncommon quality module mk 3.
Nothing is left on the ground. If it is, it at least is marked for deconstruction. | [
{
"author": "Xellnix",
"content": "thanks that im not the only one with that behavior \n \nas i started to produce qualitys of quality modules i made a upgrade planer that increases the quality % bonus with each step \n(t2>t3>t2u>t2r>t2e>t3r>t3e>t2l>t3l) \n \ni end up with the same issue as the op sometimes, to me it looks like if i upgrade the current upgrade/downgrade order to \"fast\" (aka skip a module step) the bots sometimes cant handle the new overriden order \n \ni cant rep it constant, but if you use the said upgrade planer at a assembler with up/downgrade order multiple times when the bots started to interact it can happen (i upgraded the module tier, waited for a bot to switch the first modules then up/downgraded it, waited for the first bot to change something and again ... that sometimes produces \"lost\" modules \n \nto make that happen, it looks like the modules used need to be available, so they are already routed but canceled or something like that",
"date": "2024-11-09T13:29:02+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, this is fixed for the next release.",
"date": "2024-11-14T08:36:41+00:00",
"quotes": []
}
] | 2 | 2024-11-03T05:41:42-06:00 |
forum-topic-127569 | 127569 | Recipe Set Event Handler | Modding help | https://forums.factorio.com/viewtopic.php?t=127569 | adam_bise | Looking for an event handler that triggers on setting or changing a recipe in any way. But the closest one I could find was on_selected_entity_changed, but I don't know how it works.
What I am wanting to do is, in a scenario, only allow certain recipes to be configured in a given area by unsetting recipes that were set outside of the allowed area.
But then I found this post, so now I am wondering if this scenario is even possible. viewtopic.php?t=61339
The whole premise of the scenario revolves around restricting recipes and entities to certain areas. If I can't do the recipe part then there is no point.
Any tips appreciated! | [] | 0 | 2025-03-17T09:53:35-05:00 |
forum-topic-123738 | 123738 | Request - Like rail support but holds other stuff | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=123738 | mooklepticon | I know there are foundations later in the game, past Aquilo. I would like rail supports for Fulgora but able to hold other things like power poles or roboports or lightning towers to something else. I don't want to build a factory on them, but I want connection between islands to be easier before foundations. | [] | 0 | 2024-12-04T14:13:14-06:00 |
forum-topic-127545 | 127545 | [boskid][2.0.41] Screenshot taken with /screenshot command doesn't show display panel text | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127545 | kerdeyosto | Screenshot taken by /screenshot command and by os; display panel text is not shown. Assembler included to show it's not somehow turning off alt mode.
screenshot (via command).png (1.04 MiB) Viewed 168 times
screenshot (via printscreen).jpg (165.79 KiB) Viewed 168 times | [
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.42.",
"date": "2025-03-16T13:42:50+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "You (and the entire Dev team) are incredible! So amazing how fast you respond to and fix issues. Thank you!",
"date": "2025-03-16T13:45:07+00:00",
"quotes": [
{
"author": "boskid wrote: Sun Mar 16, 2025 1:42 pm",
"content": ""
}
]
}
] | 2 | 2025-03-16T06:40:39-05:00 |
forum-topic-117734 | 117734 | Gleba is a problem | Balancing | https://forums.factorio.com/viewtopic.php?t=117734 | pseudo3d | I ruined my save file on Space Age because I got stuck in Gleba. Basically...
- Nauvis was not fully equipped to be left alone, as a result fuel for trains ran out, causing a chain reaction to kill the entire power
- Roboports were not adequately built out to supply remotely
- Almost nothing was packed for the trip save for a few inserters and belts
As a result, I was stuck on Gleba with no way of progression. I realized I could manually collect both plants and get the process started for bioflux, but without belts would be a cumbersome process, and the agricultural tower wasn't set up to sustainably harvest plants. Seeds would have to be manually sent over. Because the two were on the opposite sides of the map, it meant manually delivering seeds, and because the ground was so swampy, extensive landfill would have to be built. There are stone mines for that, but they need power, and the high cost of landfill means bulk mining, and you need fuel. Until you have a system completely set up to take the spoilage generated by your machines and feed them as fuel, there's no way to easily get set up.
It is possible to work your way out of it but it's also possible to ruin an entire "plantation" of plants by cutting them down and having them all spoil. Either way, it grinds down the game's pace as you struggle for hours just to get something that works. Within half an hour, a beginner could set up something basic and workable on Gleba, half an hour on Gleba and you'll still be carrying spoilage to feed stone burners. Very bad.
I don't know how this can be fixed but it does need to be. | [
{
"author": "Stargateur",
"content": "it's possible to get started from zero on gleba, but yes the start of gleba is very very hard I didn't go on vulcanus yet but fulgora was by far more easy than gleba. \n \nAs for balancing, I feel you should just prepare better also your space platform can be a good passive support early.",
"date": "2024-10-27T09:06:56+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "Vulcanus from scratch is doable, but very tedious. You will have to mine a lot of rocks to kickstart everything.",
"date": "2024-10-27T09:11:22+00:00",
"quotes": []
},
{
"author": "DragoonGXG",
"content": "Yeah, this rougelite is very brutal to newer players. Without prior knowledge, expect to restart a few times (previous saves hopefully). \nFor instance when I first left Nauvis I only had laser turrets...big mistake. \nUpon arriving at my first planet Vulcanus, I managed to just barely jettison from my space platform before it was destroyed, stranding me. \nLike you, I didn't setup the proper infrastructure to support remote operations. \nWith no way to get starting materials or the ability to kill the giant worms I had to restart. \n \nBack to your point on Gleba, managing all of the new information (spoil system) was a big headache. \nPersonally, everything seems to spoil to quickly and the map that got generated for me left little room to get farming started. \nInitially when I went there I didn't bring stone and still haven't found any resources sites of it on the planet, preventing me from making sufficient landfill to make a base of operation. \nIF you want to share some Space Age tips and tricks, try checking out viewtopic.php?f=18&t=117167",
"date": "2024-10-27T23:40:35+00:00",
"quotes": []
},
{
"author": "pseudo3d",
"content": "I will say Fulgora is much better; even if you forgot to pack adequately, scrap will provide you everything you need and once you get a few accumulators, power poles, lightning rods, and your first recycler you'll start seeing progress immediately.",
"date": "2024-10-28T01:38:58+00:00",
"quotes": []
},
{
"author": "sarge945",
"content": "When you flew there, did your ship harvest space rocks to make ammo? \n \nI set up a circuit on my ship to stop producing bullets when above 500 in storage, with any excess iron being sent down to the planet. While flying we need everything we can get, but in orbit you should need far more bullets than your iron can support, even with only 1 furnace. So you can limit your bullet production and send any produced iron down to the planet. \n \nIt's only a trickle but it helps a lot when bootstrapping a base.",
"date": "2024-10-28T07:19:07+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "I went to Gleba first, bringing nothing except for 20 construction bots (after I realized after a few hours how to get them down from orbit, lol). \nI admit it's difficult to get started, took me quite a few hours. Although I cleared all nests in my pollution zone in Nauvis first, so I had as much time as I needed. Nauvis wasn't really my problem, the bigger issue was realizing that asteroids in Gleba orbit are not harmless like in Nauvis orbit... \n \nI built my base on solid ground next to one wetland, then have a simple bidirectional train to solid ground next to another wetland, in hindsight it's pretty doable. I only needed a handful of landfill, and the entire game unlocked once I learned that bio-rocketfuel is the way to go here. Having plants spoil was never an issue for me, there is plenty more fruits to harvest on the map.",
"date": "2024-10-28T17:59:01+00:00",
"quotes": []
},
{
"author": "vopo",
"content": "Yeah I'm over here just fighting for my life while my friend has breeze on all the other worlds lmao. I was hoping to not be bailed out but yeah it feels like a notable difficulty spike. I love the spoiling mechanics, don't love getting stomped and my base crushed while 5 turrets pump lead into the smallest stomper because I dared to turn on a single ag tower. Definitely feels like I'm missing something obvious, I was not expecting the land of fruit and nuts to be exponentially harder than the place where everything is on fire. Maybe I should be hand gathering fruits by hand to try and get rocket launchers online?",
"date": "2024-10-29T15:56:39+00:00",
"quotes": []
},
{
"author": "smileynator",
"content": "I did this, it was more than fine enough, early iron from my space platform and a few belts was all i had because i also rushed into it, took a while to get going but nothing i didn't enjoy. I got home before christmas, eggman would be proud.",
"date": "2024-10-30T08:32:06+00:00",
"quotes": [
{
"author": "aka13 wrote: Sun Oct 27, 2024 9:11 am",
"content": ""
}
]
},
{
"author": "Stargateur",
"content": "I will use this thread as a complain about biochamber, about all new OP building its the baddest by far. you can't use it on other planet except nauvis. It add complexity to all chemical recipe. I have hard time to justify the complexity just to have few more plastic or rocket fuel, when I have already tons of it with infinite research. \n \nI feel it should not require nutriment for oil cracking and normal recipe rocket fuel. And biolab should require nutriment",
"date": "2024-10-30T18:51:22+00:00",
"quotes": []
},
{
"author": "kiwidrew",
"content": "I used the \"Any Planet Start\" mod to begin the game on Gleba, and wow it is quite the experience! \n \nPollution output doesn't matter on this planet, so you can enjoy an extended \"burner phase\" of the game without worry. There is plenty of hand-minable iron and copper ore and vast quantities of wood and spoilage that can be harvested from the native plants so bootstrapping a small base is feasible. Power generation is the biggest issue, since there isn't a (good) way to automatically produce fuel. Solar panels put out a pathetic 30kw max but it's enough to run some inserters and a couple of assemblers. It didn't take too long to research most red/green tech and build up a stash of several thousand plates but it was a massive amount of running around mining rocks and trees! \n \nRailways and circuit networks are IMHO essential on Gleba, the idea is that you want to do everything \"just in time\" due to spoilage. Don't let the ag tower harvest any fruits until the train is waiting at the station to pick them up. Don't let any intermediates sit on belts. Only use bioreactors for their unique recipes, many things can be made by an Assembler 2. \n \nIt's an entirely different kind of challenge to \"normal\" Factorio, the usual rules do not apply on Gleba! Definitely a very very difficult start.",
"date": "2024-10-30T23:20:21+00:00",
"quotes": []
},
{
"author": "havarc",
"content": "Yes, Gleba is difficult and tedious, but that's the entire point of an expansion that costs more than the base game (and I love it)! \nHowever, here's some tips, as I currently have a stable production chain within a six hour session dropping dry (no QA, PA2, exoskeletons, no bots or buildables), [Gleba Spoilers ahead!]:\n \n Biochambers are your highest priority, as the entire production chain revolves around them (see below) \n pentapods WILL be a problem, you have 15 minutes! \n filter for spoil everywhere in your chain \n if things are spoiling (or even resting too long) on the belt, put a buffer chest between this belt and the spoil belt, filtering the out-inserter on spoilage \n Spoilage to carbon is your best friend for power and early smelting \n minute spoil bacteria can decay in a chest before being deployed to the furnaces (inserter filters are universal now!) \n \nFurthermore\n \nThe Boilers can take almost anything organic to power your factory, and setting up carbon power production within this setup feels like I have to clean the belt for excess more than comfortable.",
"date": "2024-11-03T00:02:34+00:00",
"quotes": [
{
"author": "kiwidrew wrote: Wed Oct 30, 2024 11:20 pm",
"content": ""
}
]
},
{
"author": "OKDW",
"content": "When played on normal settings (not peaceful), Factorio has always been a game which can technically be lost. \n \nLuckily, the game already creates a fresh, permanent auto-save every time you travel to a new planet for the first time, so you always have that to roll back to. Maybe a few tweaks to the GUI could be helpful, like a confirmation box when dropping the player to a new surface, something along the lines of \"Are you sure? You might not be able to get back to space for a while! Did you bring everything for a new base on this planet?\"",
"date": "2024-11-04T23:06:10+00:00",
"quotes": []
},
{
"author": "Bp_968",
"content": "We just arrived on gleba. But we didn't go *fast*. We have 3 fully autonomous spaceships carrying stuff between planets, a full quality line on fulgora, and a line producing most of what we want on vulcanis. I imported tesla towers to gleba and those murder anyone who comes for a visit. I setup a nuclear reactor from imported supplies but I think I'll switch to heating towers very quickly. \n \nHaving a *solid* industrial base at fulgora and nauvis make other planets much easier. I can launch 10-12 rockets at once on each planet so I can load a large spaceship very quickly. \n \nIf your having trouble killing the gleba bugs upgrade your laser and electro damage. Electro damage 5-6 and laser damage 10-11 seem to insta murder them. That combined with the mech suit stuffed with 4-5 rare mk2 shields and your pretty resistant. \n \nI think I'm taking the long way to saying \"go to fulgora first\"",
"date": "2024-11-07T11:47:59+00:00",
"quotes": [
{
"author": "vopo wrote: Tue Oct 29, 2024 3:56 pm",
"content": ""
}
]
},
{
"author": "JigSaW",
"content": "The planets should not be balanced for you going out of your way to rush for them and arriving with very little progress made on Nauvis. With that said tho, the game has almost a built-in easy mode - If any planet is too much of a hassle just make a good Nauvis base and send everything you need via platform delivery. As for realizing the planet is too much, bite the cost and send yourself a rocket silo/50 rocket parts materials, quickly build a rocket from pre-made ingredients, get out of there and come back stronger.",
"date": "2024-11-07T11:56:09+00:00",
"quotes": []
},
{
"author": "Raphaello",
"content": "I think there should be some discouragement to choosing Gleba as the first planet. Newer players should get a red light somehow before they try doing so \n \nSmall initial zone with both fruits near the landing some would also be helpful. Going there naked now is a recipe for a lot of running back and forth.",
"date": "2024-11-07T14:54:08+00:00",
"quotes": []
},
{
"author": "nicball",
"content": "I chose Gleba as my first planet and just arrived recently. Though my home production is fully automated, the space platform has too weak production power to sustain continuous flight. \n \nI admit the recipes are confusing at first. There are so many cycles. I wandered back and forth not knowing where to start. \n \nUntil I decided to try out the new heating tower. Once you kickstart the first 500 C, it output almost infinite power (250% efficiency!). And the agricultural tower works in bulk too. A biochamber to process the fruits, a biochamber to produce nutrients, a few cycling belts to deal with spoils, then you have hundreds and hundreds of products. \n \nAlmost everything is burnable, so you'll never run out of fuel. And if some product is piling and blocking other things, just burn them! Excess heat is gone forever like nuclear power plants. And it's not wasteful like it sounds because agriculture is self sustaining, unlike minerals which has limited amount. \n \nI am quite amazed how a handful of machines can produce so much. But since growable soil is rare, it's understandable. \n \nThe next problem is logistics, as resources are so far apart. But that's for tomorrow!",
"date": "2024-11-15T11:07:10+00:00",
"quotes": []
},
{
"author": "Bp_968",
"content": "This is excellent advice. On every single planet me and my coop buddy visited i was on charge of \"packing\". And just like in real life our vehicle was busting at the seems (lol). One of the things I always brought was everything to hand make a rocket silo and all the parts for 1 or 2 launches so one or both of us could leave if we needed to. \n \nWe never needed to \"bail\" because nauvis and fulgora both were capable of launching *dozens* of rockets each in a few minutes time. That plus multiple space platforms meant anytime one of us needed more supplies they were only a few minutes away. \n \nI still just ship rocket parts to aquilo. It might be possible to setup some orbital production facility above aquilo to make it self sufficient but I haven't gotten around to doing that yet. \n \nI still need to figure out logistics a bit better first. I'd like to have it setup so I can just request something on one planet and it picks it up and drops it where it needs to go without me manually intervening. Not there yet though.",
"date": "2024-11-18T04:20:04+00:00",
"quotes": [
{
"author": "JigSaW wrote: Thu Nov 07, 2024 11:56 am",
"content": ""
}
]
}
] | 17 | 2024-10-26T13:50:09-05:00 |
forum-topic-111508 | 111508 | Compact 2xN Nuclear Reactor - Height 252 Tiles | Energy Production | https://forums.factorio.com/viewtopic.php?t=111508 | DaveMcW | This is my attempt to build the densest nuclear reactor possible. It is infinitely expandable with a height of 252 tiles.
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R7zDiHUa8w4h3GPEOI95hxDuMeIcR7zDiHUa8w4h3GPEOI95hxDuMeIcR7zDiHUa8w4h3GPEOI95hxDuMeIcR7zDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8Q4h3CPEOId4hxDuEeIcQ7xDiHUK8Q4h3CPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuIeAcR7yDiHUS8g4h3EPEOIt5BxDuMeIcR7zDiHUa8w4h3GPEOI95hxDuMeIcR7zDiHUa8w4h3GPEOI95hxDuMeIcR7zDiHUa8w4h3GPEOI95hxDuMeIcR7zDiHUa8w4h3GPEOI96JxDuReCcS70TinUi8E4l3IvFOJN6JxDuReCcS70TinUi8E4l3IvFOJN6JxDuReCcS70TinUi8E4l3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuFeKcQ7xTinUK8U4h3CvFOId4pxDuFeKcQ7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS8k4h3EvFOIt5JxDuJeCcR7yTinUS804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTinUa804h3GvFOI95pxDuNeKcR7zTifZF4XyTeF4n3ReJ9kXhfJN4XifdF4n2ReF8k3heJ90XifZF4XyTeF4n3ReJ9kXhfJN4XifdF4n2ReF8k3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9jXhfI97XiPc14n2NeF8j3teI9zXifY14XyPe14j3NeJ9iXhfIt6XiPcl4n2JeF8i3peI9yW0fQVtX0HbV9D2FbR9BW1fQdtX0PYVtH0FbV9B25fQ9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2JYZ9iWFfYtiXGPYlhn2JYV9i2JcY9iWGfYlhX2LYlxj2NYZ9jWFfY9jXGPY1hn2NYV9j2NcY9jWGfY1hX2PY1xj2NYZ9jWFfY9jXGPY1hn2NYV9j2NcY9jWGfY1hX2PY1xj2NYZ9jWFfY9jXGPY1hn2NYV9j2A8Z9kOG/ZBhP2TYDxn2Q4b9kGE/ZNgPGfZDhv2QYT9k2A8Z9kOG/ZBhP2TYDxn2Q4b9kGE/ZNgPGfZDhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYzxj2M4b9jGE/Y9jPGPYzhv2MYT9j2M8Y9jOG/YxhP2PYjxj2I4b9iGE/YtiPGPYjhv2IYT/aafsR2n6Ctp+g7Sdo+wnafoK2n6DtJ2j7Cdp+grafoO1HaPvRTtuPiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3o+I9yPi/Yh4PyLej4j3I+L9iHg/It6PiPcj4v2IeD8i3s+I9zPi/Yx4PyPez4j3M+L9jHg/I97PiPcz4v2MeD8j3s+I9zPi/Yx4PyPez4j3M+L9jHg/I97PiPcz4v2MeD8j3s+I9zPi/Yx4PyPez4j3M+L9jHgXEu9C4l1IvAuJdyHxLiTehcS7kHgXEu9C4l1IvAuJdyHxLiTehcS7kHgXEu9C4l1IvAuJdyHxLiTeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHiXEe8y4l1GvMuIdxnxLiPeZcS7jHgXEe8i4l1EvIuIdxHxLiLeRcS7iHiXoO0StF2CtkvQdgnaLkHbJWi7BG2XoO0StF3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsIsYdhHDLmLYRQy7iGEXMewihl3EsMsYdhnDLmPYZQy7jGGXMewyhl3GsMsYdhnDLmPYZQy7jGGXMewyhl3GsMsYdhnDLmPYZQy7jGGXMewyhl3GsMsYdhnDLmPYZQy7jGGXMewyht3IsBsZdiPDbmTYjQy7kWE3MuxGht3IsBsZdiPDbmTYjQy7kWE3MuxGht3IsBsZdiPDbmTYjQy7kWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3GsNsYdhvDbmPYbQy7jWG3Mew2ht3EsJsYdhPDbmLYTQy7iWE3Mewmht2003YL2m5B2y1ouwVtt6DtFrTdgrZb0HYL2m5B2007bTcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7ybi3US8m4h3E/FuIt5NxLuJeDcR7zbi3Ua824h3G/FuI95txLuNeLcR7zbi3Ua824h3G/FuI95txLuNeLcR7zbi3Ua824h3G/FuI95txLuNeLcR7zbi3Ua824h3G/FuI95txLuNeA8S70HiPUi8B4n3IPEeJN6DxHuQeA8S70HiPUi8B4n3IPEeJN6DxHuQeA8S70HiPUi8B4n3IPEeJN5jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7xHiPUK8R4j3CPEeId4jxHuEeI8Q7xHiPUK8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeIt5DxHuIeA8R7yHiPUS8h4j3EPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3GPEeI95jxHuMeI8R7zHiPUa8x4j3IvFeJN6LxHuReC8S70XivUi8F4n3IvFeJN6LxHuReC8S70XivUi8F4n3IvFeJN6LxHuReC8S70XivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeId4rxHuFeK8Q7xXivUK8V4j3CvFeId4rxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7yXivUS8l4j3EvFeIt5LxHuJeC8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeK8R7zXivUa814j3GvFeI95rxHuNeJ8PNN5/foH+C1+6Lv/8gtEXtL6g9AVPX3D1BakvCH2BJn006Q9N+kOT/tCkPzTpD036Q5P+0KQ/NOkPTfoDk14MejHnxZgXU14MeTHjxYgXE14MeDHfwXwH8x3MdzDfwXwH8x3MdzDfwXwH823MtzHfxnwb823MtzHfxnwb823MtzHfwnwL8y3MtzDfwnwL8y3MtzDfwnwL832Y78N8H+b7MN+H+T7M92G+D/N9mO/DfC/mezHfi/lezPdivhfzvZjvxXwv5nsx38R8E/NNzDcx38R8E/NNzDcx38R8taoSmG9gvoH5BuYbmG9gvoH5BuarRS2uaWmhQ+scWubQKocWObTGoSUOrmVpgQOfl/HxC+/m8eYQ7zXw0oVnQvxi0XBLydaAvRP7mHYMLSBL35aWrVv7UuBXFM8AeILB8xeeHvHsiyd3vHbgpQmvfHhhxes23hbgXQfe1OA9E96S4R0f3lDi/SreDuPdNt7M47MCPorgkw4+SOFzGj4G4lMmPsTiMzI+guMTPhYQsD6B5Q+srmDxBmtDWHrCyhYWzrAuh2U/rCpi0RJrolhyxYouFoyxHo3lbqymY7EeewHYasBOBjZKsA+DbR7sImGTCntg2GLDDh42CLH/iO1N7J5icxZ7v9haxs41Nsax745tfVQDiBLQPCCpQLGBIAS9CXIW1DKIcdD6ICVSqqQWSrGVai7lYurRFLypqFOypyZQ0aGqRmWT6jIVfqosVbqqNlbxrepe5cPqkw+WnA7WnA4WnQ5WnQ6WnQ7WnQ4Wng5Wnr4coB8F6EcB+lGAfhSgHwXoRwH6UYB+FKAfBehHAfpRgH4UoB8F6EcB+lGAfhSgHwXoRwH6UYB+FKAfBehHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwToBwH6QYB+EKAfBOgHAfpBgH4QoB8E6AcB+kGAfhCgHwPoxwD6MYB+DKAfA+jHAPoxgH4MoB/a3PyfhluoNre9cTsqdsgtT1ssthJtmdt3CL+heALA8wuevvDsiCdfPLfjpQOvTHjhw+sqXrbxrgBvOvCeBm+Z8I4Mb/jwfhJvV/FuGG+28V4eHxXwSQQfdPA5Ch/T8CkQHzLxGRYfkfEJHB/wsX6A5QmsfmBxBWs3WBrCyhMWtrBuhmU5rPphURFrllgSxYorFnSxXozlaKx2YzEda/XYCsBOAzYysE+CbRjs8mATCXtU2ALDDhs28LA/iO1H7G5i8xR7s9j6xc4yNq6xL45td+zqIxpAk4DkAUUFgg30IMhNULMglkGLg9QHJdFqFQLLECitlHKpFVOMptpNOZ16PQWBKg4Pl5kwXy00aaVJS01aa9Jik1abtNyE9SbFyaqfD5acDtacDhadDladDpadDtadDhaeDlaevpy3h/L2UN4eyttDeXsobw/l7aG8PZS3h/L2UN4eyttDeXsobw/l7aG8PZS3h/L2UN4eyttDeXsobw/l7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3B/L2QN4eyNsDeXsgbw/k7YG8PZC3h/H2MN4extvDeHsYbw/j7WG8PYy3B3n1IK8e5NWDvHqQVw/y6kFePcirB3n1IK8eBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtDDAHoYQA8D6GEAPQyghwH0MIAeBtADAXogQA8E6IEAPRCgBwL0QIAeCNADAXogQA8E6IEAPRCgBwL0QIAeCNADAXogQA8E6IEAPRCgBwL0QIAeCNADAXogQA8E6IEAPRCgBwL0QICeCtBTAXoqQE8F6KkAPRWgpwL0VICeCtBTAXoqQE8F6KkAPRWgpwL0VICeCtBTAXoqQE8F6KkAPRWgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeCNATAXoiQE8E6IkAPRGgJwL0RICeBtDTAHoaQE8D6GkAPQ2gpwH0NICetr96kldP8upJXj3Jqyd59SSvnuTVk7x6kldP8upp+6un8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fY03p7G29N4expvT+Ptabw9jben8fZE3p7I2xN5eyJvT+Ttibw9kbcn8vZE3p7I2xN5eyJvT+Ttibw9kbcn8vZE3p7I2xN5eyJvT+Ttibw9kbcn8vZE3p7I2xN5eyJvT+Ttibw9kbdf5e1XeftV3n6Vt1/l7Vd5+1XefpW3X+XtV3n7Vd5+lbdf5e1XeftV3n6Vt1/l7Vd5+1XefpW3X+XtV3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+2XePsl3n6Jt1/i7Zd4+yXefom3X+Ltl3j7Jd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7dd4+zXefo23X+Pt13j7Nd5+jbdf4+3XePs13n6Nt1/j7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbc/5e1PeftT3v6Utz/l7U95+1Pe/pS3P+XtT3n7U97+lLc/5e1PeftT3v6Utz/l7U95+1Pe/pS3P+XtT3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+2PePsj3v6Itz/i7Y94+yPe/oi3P+Ltj3j7I97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLeX8vZS3l7K20t5eylvL+Xtpby9lLeX8vZS3l7K20t5eylvL+Xtpby9lLeX8vZS3l7K20t5eylvL+Xthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLeX8fYy3l7G28t4exlvL+PtZby9jLcXefUir17k1Yu8epFXL/LqRV69yKsXefUir14G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0MsAehlALwPoZQC9DKCXAfQygF4G0AsBeiFALwTohQC9EKAXAvRCgF4I0AsBeiFALwTohQC9EKAXAvRCgF4I0AsBeiFALwTohQC9EKAXAvRCgF4I0AsBeiFALwTohQC9EKAXAvRCgN4K0FsBeitAbwXorQC9FaC3AvRWgN4K0FsBeitAbwXorQC9FaC3AvRWgN4K0FsBeitAbwXorQC9FaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4I0BsBeiNAbwTojQC9EaA3AvRGgN4G0NsAehtAbwPobQC9DaC3AfQ2gN62v3qTV2/y6k1evcmrN3n1Jq/e5NWbvHqTV2/y6m37q7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9jbe3sbb23h7G29v4+1tvL2Nt7fx9kbe3sjbG3l7I29v5O2NvL2Rtzfy9kbe3sjbG3l7I29v5O2NvL2Rtzfy9kbe3sjbG3l7I29v5O2NvL2Rtzfy9kbe3sjbG3l7I29v5O2NvL2Rt4/y9lHePsrbR3n7KG8f5e2jvH2Ut4/y9lHePsrbR3n7KG8f5e2jvH2Ut4/y9lHePsrbR3n7KG8f5e2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qtw/y9kHePsjbB3n7IG8f5O2DvH2Qt4/x9jHePsbbx3j7GG8f4+1jvH2Mtw959SGvPuTVh7z6kFcf8upDXn3Iqw959SGvPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQxwD6GEAfA+hjAH0MoI8B9DGAPgbQBwH6IEAfBOiDAH0QoA8C9EGAPgjQBwH6IEAfBOiDAH0QoA8C9EGAPgjQBwH6IEAfBOiDAH0QoA8C9EGAPgjQBwH6IEAfBOiDAH0QoA8C9EGAvgrQVwH6KkBfBeirAH0VoK8C9FWAvgrQVwH6KkBfBeirAH0VoK8C9FWAvgrQVwH6KkBfBeirAH0VoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgjQFwH6IkBfBOiLAH0RoC8C9EWAvgbQ1wD6GkBfA+hrAH0NoK8B9DWAvra/+pJXX/LqS159yasvefUlr77k1Ze8+pJXX/Lqa/urr/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Nd6+xtvXePsab1/j7Wu8fY23r/H2Rd6+yNsXefsib1/k7Yu8fZG3L/L2Rd6+yNsXefsib1/k7Yu8fZG3L/L2Rd6+yNsXefsib1/k7Yu8fZG3L/L2Rd6+yNsXefsib1/k7Yu8fY23xwfy9j+/QP+FL12if37B6AtaX1D6gqcvuPqC1BeEvkCTPpr0hyb9oUl/aNIfmvSHJv2hSX9o0h+a9Icm/YFJLwa9mPNizIspL4a8mPFixIsJLwa8mO9gvoP5DuY7mO9gvoP5DuY7mO9gvoP5NubbmG9jvo35NubbmG9jvo35NubbmG9hvoX5FuZbmG9hvoX5FuZbmG9hvoX5Psz3Yb4P832Y78N8H+b7MN+H+T7M92G+F/O9mO/FfC/mezHfi/lezPdivhfzvZhvYr6J+Sbmm5hvYr6J+Sbmm5hvYr5aVQnMNzDfwHwD8w3MNzDfwHwD89WiFte0tNChdQ4tc2iVQ4scWuPQEgfXsrTAgc/L+PiFd/N4c4j3GnjpwjMhfrEwJxpuodrc9sbtqNghtzxtsdhKtGVu3yH8huIJAM8vePrCsyOefPHcjpcOvDLhhQ+vq3jZxrsCvOnAexq8ZcI7Mrzhw/tJvF3Fu2G82cZ7eXxUwCcRfNDB5yh8TMOnQHzIxGdYfETGJ3B8wMf6AZYnsPqBxRWs3WBpCCtPWNjCuhmW5bDqh0VFrFliSRQrrljQxXoxlqOx2o3FdKzVYysAOw3YyMA+CbZhsMuDTSTsUWELDDts2MDD/iC2H7G7ic1T7M1i6xc7y9i4xr44tt2xq49oAE0CkgcUFQg20IMgN0HNglgGLQ5SH5REq1UILEOgtFLKpVZMMZpqN+V06vUUBKo4PFxmwny10KSVJi01aa1Ji01abdJyE9abFCerfj5YcjpYczpYdDpYdTpYdjpYdzpYeDpYefpy3n6Utx/l7Ud5+1HefpS3H+XtR3n7Ud5+lLcf5e1HeftR3n6Utx/l7Ud5+1HefpS3H+XtR3n7Ud5+lLcf5e0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0Hefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/i7Yd4+yHefoi3H+Lth3j7Id5+iLcf4u2HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+Ptx3j7Md5+jLcf4+3HePsx3n6Mtx/j7cd4+zHefoy3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3n6Qtx/k7Qd5+0HefpC3H+TtB3n7Qd5+kLcf5O0HeftB3h7K20N5eyhvD+Xtobw9lLeH8vZQ3h7K20N5eyhvD+Xtobw9lLeH8vZQ3h7K20N5eyhvD+Xtobw9lLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7I2wN5eyBvD+Ttgbw9kLcH8vZA3h7G28N4exhvD+PtYbw9jLeH8fYw3h7k1YO8epBXD/LqQV49yKsHefUgrx7k1YO8ehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwPoYQA9DKCHAfQwgB4G0MMAehhADwTogQA9EKAHAvRAgB4I0AMBeiBADwTogQA9EKAHAvRAgB4I0AMBeiBADwTogQA9EKAHAvRAgB4I0AMBeiBADwTogQA9EKAHAvRAgB4I0AMBeipATwXoqQA9FaCnAvRUgJ4K0FMBeipATwXoqQA9FaCnAvRUgJ4K0FMBeipATwXoqQA9FaCnAvRUgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBeiJATwToiQA9EaAnAvREgJ4I0BMBehpATwPoaQA9DaCnAfQ0gJ4G0NMAetr+6klePcmrJ3n1JK+e5NWTvHqSV0/y6klePcmrp+2vnsbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbb03h7Gm9P4+1pvD2Nt6fx9jTensbbE3l7Im9P5O2JvD2Rtyfy9kTensjbE3l7Im9P5O2JvD2Rtyfy9kTensjbE3l7Im9P5O2JvD2Rtyfy9kTensjbE3l7Im9P5O2JvD2Rtyfy9kTefpW3X+XtV3n7Vd5+lbdf5e1XeftV3n6Vt1/l7Vd5+1XefpW3X+XtV3n7Vd5+lbdf5e1XeftV3n6Vt1/l7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+kbdf5O0XeftF3n6Rt1/k7Rd5+0XefpG3X+TtF3n7Rd5+jbdf4+3XePs13n6Nt1/j7dd4+zWvfsmrX/Lql7z6Ja9+yatf8uqXvPolr37Jq1/y6te8+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6NYB+DaBfA+jXAPo1gH4NoF8D6NcA+jWAfg2gXwPo1wD6RYB+EaBfBOgXAfpFgH4RoF8E6BcB+kWAfhGgXwToFwH6RYB+EaBfBOgXAfpFgH4RoF8E6BcB+kWAfhGgXwToFwH6RYB+EaBfBOgXAfpFgH4RoF8E6E8B+lOA/hSgPwXoTwH6U4D+FKA/BehPAfpTgP4UoD8F6E8B+lOA/hSgPwXoTwH6U4D+FKA/BehPAfpTgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwToDwH6Q4D+EKA/BOgPAfpDgP4QoD8E6A8B+kOA/hCgPwTozwD6M4D+DKA/A+jPAPozgP4MoD/bX/2ZV3/k1R959Ude/ZFXf+TVH3n1R179kVd/5NUfefVnXv3Z/urPePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7c94+zPe/oy3P+Ptz3j7M97+jLc/4+3PePsz3v6Mtz/j7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLc/5O0PeftD3v6Qtz/k7Q95+0Pe/pC3P+TtD3n7Q97+kLeX8vZS3l7K20t5eylvL+Xtpby9lLeX8vZS3l7K20t5eylvL+Xtpby9lLeX8vZS3l7K20t5eylvL+Xthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYi3l7E24t4exFvL+LtRby9iLcX8fYi3l7E28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+PtZby9jLeX8fYy3l7G28t4exlvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eyFvL+Tthby9kLcX8vZC3l7I2wt5eytvb+Xtrby9lbe38vZW3t7K21t5eytvb+Xtrby9lbe38vZW3t7K21t5eytvb+Xtrby9lbe38vZW3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5extvb+Ptbby9jbe38fY23t7G29t4extvb+LtTby9ibc38fYm3t7E25t4exNvb+LtTby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fY23t7G29t4extvb+Ptbby9jbe38fZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbc38vZG3t7I2xt5eyNvb+Ttjby9kbeP8vZR3j7K20d5+yhvH+Xto7x9lLeP8vZR3j7K20d5+yhvH+Xto7x9lLeP8vZR3j7K20d5+yhvH+Xtg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLcP8vZB3j7I2wd5+yBvH+Ttg7x9kLeP8fYx3j7G28d4+xhvH+PtY7x9zKsPefUhrz7k1Ye8+pBXH/LqQ159yKsPefUhrz7m1ccA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0McA+hhAHwPoYwB9DKCPAfQxgD4G0AcB+iBAHwTogwB9EKAPAvRBgD4I0AcB+iBAHwTogwB9EKAPAvRBgD4I0AcB+iBAHwTogwB9EKAPAvRBgD4I0AcB+iBAHwTogwB9EKAPAvRBgL4K0FcB+ipAXwXoqwB9FaCvAvRVgL4K0FcB+ipAXwXoqwB9FaCvAvRVgL4K0FcB+ipAXwXoqwB9FaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4I0BcB+iJAXwToiwB9EaAvAvRFgL4G0NcA+hpAXwPoawB9DaCvAfS1/dXXvPqSV1/y6ktefcmrL3n1Ja++5NWXvPqSV1/y6mtefW1/9TXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9jXevsbb13j7Gm9f4+1rvH2Nt6/x9kXevsjbF3n7Im9f5O2LvH2Rty/y9kXevsjbF3n7Im9f5O2LvH2Rty/y9kXevsjbF3n7Im9f5O2LvH2Rty/y9kXevsjbF3n7Im9f5O2LvH2Nt+cHdTf+NDxt+KHh9tZt7qDR9jHtGD4aXTS6afTQ6LV0MEzL50uvCnlslR9b5Yd6eH8afmj4B422ue2N21GxQ/5odNHoptFDo9fSwTAtzWNx/svfob/+xTff//Td3//8s1/9+vff/fbH73/46Ztf/Pz/f/Xdr3/+2b/56bvf/qv8+Qf/8bsff/fHGWPO7Y2eu1l/fLL5/oe//e4//XFt/ed/NsfP//Tvfvjlb7/96Tff/t2P3//tv3Cy+OWvfvebX//+p+++/cO4337/w99981c//fj7736e8G9+88Pvvvmrf/vzDN//3Q+//PUfXvvTP/z2D+/7P37/40+///kn//WD/OOIb+83f34j5w+f6bsffvr5EHz3j9P88T/+4d/98Pu//9V3P/484M+v/um7X/79tz/9/sdfff/Ddz9P+t8cuPOv33/9Bax//f7LHz7gfzNVfOlU9y9OlV86Vf/Fqe4Xf8CPvzjX++K58i/OVV88V/3FufqL59q/ONd86VwRf3Gu/eK53l+c63x88WTzlyf7mmWfn8z1Nev+s7m+ZuF/NtdXrfzPJvuqpf/ZZF+19j+b7KsW/2eTfdXq/2yyr1r+n0wWX7X8P5vsK5b/x2dn/a9Y/p/O9efl/9vvf/s/XvUfn0zxz1b973/1u59++cdX/3cT/X9/ifW77//uP/zqN7//8Q9XyJ+fJWv/+l+a+f2FN/fPv0afvbv6iq/Rp0erv+Jr9Olk85c+3f7lT7dfdOzjfH7w7y/6/ksHPz/+wtv759/HT95enq/4Pn52vDK+4vv46WRfvu4/9pMprl85PuqTud5XXDk+nay+/Gvz6YfrL1+cn84xX3Gd+PRD7VdcJz6b7MLa/uzT3a85o39ydbhfc0b/bK78mhPeZ5PdrznhfTbZ+5qzwWeT1decDT6brL/iq3w+mWu+5qv82WT7NV+hTyZ7H1/zFfpsMl/++9kznq/+T6f6isX/6VxfsfY/nesrlv6nc33Fyv90Ll/4+8k59X3Fuv90rq9Y9p/NVV+x6j+d6ysW/SennPqKRf/ZVF+z6D+b62sW/Wdzfc2i/2yur1n0n83VX3rvt/HJDPPFM3z2HlYemv7Rk/x3t+2/+Pn29l+6de+PL74B/OwT9vnyKT75iB1ffAv56bvIL5/is3dx6Qnpvz/SPyf181PWOedfPNLvi28kP/2M9eVTfPYZm09L81ldc/i09OlUy9eW+eReez782vLpXMfPlp99xAk/W346V/o179PPeP2a9+lcX3EW//QzfsVZ/NO5/NZl7idTfcWty6dzfcWty2dz/b+lnU9vnrdyxb9KkLV98fA/2W277V20iy6KoJAdNRHqyIYsBzco+t0r2Y7fN/bzI8+hN17I0NGZ4XB4HnKGHBvSBbF86dIh3QxfuiDUhnRBrA3pglg7QU9YO0FPWH6mb3RS5Gd6hPIzfRt05rSR6hlsI9c3PA3bSPYMtpHt2cyNdM9gG6HPZm7EPoPJur1VguiO7P7U5fCVGHxSgi9CKT+dwg9ZNSPFcMialzGCJXq/tfPZUc/fF/U4tTNEWbMyx+SnMjr20w9e8xqryFFWCKL6+TASVtvIhwjW9fhE48ZGTsWD/GMjpyJY0GcOWaefrV6Bkbtj2sjLCJb1OYfW7eR2dPdObkcwX9hUWieir2wYayPaESxtRDuDbZytMtjG2SqD+SU1tRHWRkkNgxV/cjNY9Sc3g22EPxY0bYQ/YvnKvlICyxvKnsE2lD1amTeUPYNtKHs2c0PZM9hG9mczN7I/g/nhXyj7ZD/8GWsj+yNY2cj+DLaR/RlsI/szmFxZwxBZhqCv2OsD1/WH3qfbHr7+AHr6+nkRxum+fyh6jQ2b2XQMtFMvImMeQ8cgHtenrMIX54nDn0bs46c1OLwGWf6ioVX/bGVDfXFTSI7XDXHDYBvihsE2xA2DbWR3rGPeyO6ItZPdsSZ6J7sj2E52R7Cd7I5gG+F/ENZO+CPYTvgj2E74I5gf/pky2MbxLGNthD+C9Y3wZ7CN8GewjfBnMD/8M6XFvhH+DLYR/gy2Ef4MthH+2CuyEf6ItVQ9aWnbOHSMTBjaXn0o1zf5f6OcnvRXDP1FjOcb9mNZi1PXxiYdA43NGzMbm33KxsxGMH/PPlPGHxt79gzWN9J0ILCxkaYD9UcdGzmHGln0o9qrnINg0c45ibp09JPavMbaCH8G2wh/Bttok0qVwDbapBis2xMzFcIa/sREsLAR/gy2Ef4Mtsz2a4hVsk9riOWB1Rrir2exn7r53364/3kGlgmsyiYhxGrHJq9N0ioQyvU7LX9Z7c/3R2JYyZmrjELcoriJY5NbnszGuiYX9Vioy5Fc9r3GdTZZn8i2NY9lAXFf87gE9q+3N48vb//x+teb+1+e/u/bif/nczt/e5aRP9893L7+9L/xFLjJM5janpdNrheISBBDnrfE4urgdeWhTB6qp8BB3alG89IqWY81xCqY+xoiy3vRjFHkryEeqeW+el5jLPfVyxqjy9nmihF6ZsifTsho2bN6hUE8sl4hwxjLTfR1pORl9g1rDL0ehjGKnBe+LHpa6sxVX/GQXdMxMGq6vkYhxtC91K30Wb7Ky+cUX14Cij74ro5DNSD6pi1RXq+QS5IhkEVWzClrKsXDQT66wmhXlNbT5Ksj0Fma7WuWXV4G0WFDXozxvpFDhiBDqhTNIay5RF0ZJmvgatLXaWSXdQx0VdHXesSokrvb2iA9mq/QtFS5bDm9Wv7RUD2Rh2GFw1cdp9OPs3USXjafxvWKsOw+jevp81X76dSq8DdPIDQpxce0dlYxgdBavRGVyTQdA3l0XfYgxtAxyJYuiZO4XhF6MIGQUfRUTsSbp5IJNAgou1sPHzmtp0cvqohiI6sMgeY1d9/gW/NOs/nVQaYizNjG4eGQoeNwBd7zd4MwjiOomgxtXJ5d9rV5SQ/Tg+w7HciRPanGVhYTCG2ttuZTx7LJeo3N7DoGWmjImOqMZjoOTwmSmekIJhBdoXZEW7Jpo5mOJIssNjPrGGihsQcTvdGsnjJiM5sJhLZ2e79JWy/ToQseNHPZeXqFQRaGYO8VaUtmCtFTUWxmMoHQ1myqKLraMBQTqBGQfRL0fCoohFeQT4LYSPkkiM0bthwrUmzFw5NRZGMMHg4ZGnXJg1TkMyFm4Wob5OJqG2Sknw4xGUPFII9uLu9IZphAxGh9W+86DSV924V5RHOpRDLJBEJG2V9ztaS4PO+8Wi+RnX5OxK5q/pqr5cXUzaUSKQ4TiPyVzROjmAnIPDGKhYDkEyOGSH6Z00fD/jKC+RTaO0lid3knSWyqfZL0raGnk3F5WNrX3OTzI3bT8DcasjQVtaPSqzWUKBbzcAndVfzDJXEsi364xOz0wyV2VfE3GsTRNI+cmGIzgdBf3d9oEEdz6LKC2FVD3pCravA3GrTRrK7oQYqu6EF/ZV1WIEbZKLgUlyXtyPVKD6DHmgmE1nZTD0QCGiZQohcYDvtjPkoTcn28ujSy6aIHzUv2x3yUZmMzJQ/aaEoeNNSXPEEbx43imW99eDo/W/d1TNBGZ5jyg4anu4KIxqcHX8doA9TjRhGpOEI9+dpEG6GeTUmBI1RMIByh6msTcYTaRt2KOkLd1xviCA1TJtAIjcMEohEawd9k0Rar5envlfZAM5OOgRZmf5NFW6+0k98rCYNmuqIKbW2mhKHnv4YrqgIBDVcLPVeyr8MrH4csZA56S0qXU/TKj3HKm8m8egqcPA2DNpqaCg0t8hYLUqkyBLJopnRALt0EQkZD360gMuuLg/OSR3DrFpBMNIGQkVGmgGSMMgXkYZZZMhm3KgEZNXvNFZNi0Csw2UyjIIEsjIe95op5MZolmWhmdKsS0FazJBMf345mVUKg9w2jXILJXOQSTGbRrJWHqXgVl8xnuF/zQargycsT3L60McnFlmheivaHf5Dqd7J2oHtZK9lKsyyBbS32h786lnqdApup1ymwhd3eJFBH0yxcQDOzWXKJtuZgbxKIo2l0vLKZuoxhC7O9oSCOZjbFDZtpihu2Ve99ZTK6jGEeZuECkilmNwkycltdA72BXMxuktAIKNkf51WaeEW+QYaN1EUMmlftj/MqzbpiShu00ZQ2aKgvbaRCqVx1aUM2Vl3akHl1Q9pIZVK5utIGrXSlDdq6IW3EsTSkDZppSBu0cEPaiKPpShsys7nShmxtG9JGG81mSBs005A2aOGGtNFG022PZTNdaYO2buzbaOul0TnLZur7Nmhh39i30ZZMt5UWzezmvg3b6u7bZAJy920KARVbjiUpvPSGWjZS7iNh87otx5IWW14vLdo4vGYSNFRvnWUqch8Js3C1DXJxtQ0yKrp6QDKGikEeZuklkzG7SZiRXmlJZMqhV1oSj6J1v14tlUjGLKxkRslfc6WkWA690pLN1BtJ2MLqr7lSXiyHWWLJZprdJGyrWWIZoGKiBLObJCQCkmsAmItcUsksvNN+puKd9jOfYm8oSEVBJcg1AGyj3C/C5vlFkkEqCSrBLJJEK6NZJIm2Rr9IUhzLZa/r1VKMZuoNI2xh9jcUtNGMZh0km2l2jbCtzd9QEEez6/IBzTRkDFlo3Pj7ZUNBG83kihsy022VZVv18kYmY8gY5GEWMjIZs5CRGZmFjOEgILOQMQQC8gsZpRv4SpYLGdHIrIsYMi/7hYyHNOuyKW3QRlPaoKG2tBnaMOrKBk3UlQ1a5yuboQ2jK2zISLcdFk0tvrDRRrIYugatNHQNGujrGm0siytr0EpX1qCpvqwRx9JQNWiloWrIwOqrGm0sqytqyEq3FZZN3dix0VZKozeWzTR2bNDCjR0bbbF0m2LZTHfHBm01d2ygiqY0c8NmEE5wZZh0qV7R+2LRQvn2eLQtuxpMuk6vmP2waGC1YNBKWeUgEfm6D+Rgqhli4rayEp8eZLmAVHTVgiySt5wjFbMPFfkUeeFFKlWGQBbmHZJIpXs4yGfY66uWAod+iyTZOPTnwsi8Ee3FVcuCw7w9Em3MHg4aat4dWQmnejiNcOQTfmQiXxSJHLyTfCBSD+8gvxFMcLcKpGqfesiH+2igfEck2pbtjQKp0Kce5pWRaGL1cNDQZm8TiKOoX4iNNurNo2ReOOxNAm0c3YZSstHtJ0VDk71FoI2j0WOKNupCBc2r9gaBOI6mfEEbTfmChuplikQl6kKFWLhtpEjFrEZEPmYxYiYcsxaxEI5diihdKVf1vlK0UJYpaJtdhyhdJlejJ17IwOSJF7Iy2eJFKpuqSRYvaKAsXtA2X7xIFVM1meIFTTTFCxrqixdxFHXxgjbq4oXMy7540cYxm+KFbMymeEFDffGijWPWxQvaqIsXNM8XL+I4muIFbTTFCxrq771o62LRJQ3ZWPS9FzKv+Hsv2tJYzL0XtNHce0FD3Xc7CMfce0mEc4nz325/vvvw28vbN08Ofbh7/fLd2zfTm6k++v/+9u6XX1+9/fDw/sd/+s9aw0+nf8R8uoy4ejKHTNZbSxEhmE7rM6c9DUGt+dRx2tHo1WVRRNjsyEDDs2n41f1Rp+HyZPk4t1zv2ECy7oXZhGM2bSAfvSIAIYY7W4+p//OL2uKp/5t7zSMwbmaVAFl+dUoqWl6nlp9HXXPfeSK25mqBVl9mwX/fvH98+eH+59uHT7eNvnx1++bxJONfCu6+Wf5f/Pj4x7tnrLv7dx8efzz9g/Wvf/Du/v3tw+PZMnz5QweRdyspCccspEQ+Q7UtXEMtb22tV2ex4igFYZDefnikUbo6tF1YkkxLogq8HP2rI13RKem7Ivfq6Pfj33t8uLl//+7twyP8tck8OYX3Khkolru0JuWlc71rQBCmu2PUvjNw5SnYVtyHPen6d8XXkOdc9+bcMDUeOsTtuiWcLKdJM7sMezUL6fvibcjLWVjOuatTapV9/r6Ic3t8ibh5OQk4oB2H7MyxxAq2M8d3hUI79KXtsMK6HfZKF4/vCYym3awc0yIw2mHec4KDKc+yWJZY9iyL5TsDQ9uhy0vm8toWl1Mt2ItbbN8VUkFe3S7fVdrsCNHUZdUSZs19mpcmQzA/2XDo7EUufd/XQAvy9EvBHLvLZLz/8PrN7c3Dy4fbm9ePbx8m31+RHNN1sLzCGjrWWGBdnekvscKK2NXp/hpsySzqYHHJLBlgS2Z5IzAagRU/MBCr+oGBWG0jMBCsbwQGgo2NwCCwdGwEBoIFe/8oaLkoxe2tsLC1JCavMIYaYlryCmOoH6alsrvLFPbWlVTd/TL2QdvbnAmaBkh9d69pMzSGu00mBnk+3I09dHm23pVnmOhsWDGM1YuNcyBnd/9IdXzZ3QnbnFy5uttJ7Nu2uxO2F/3Ze8GGB9NrhUL7y7G9rbQ5eCXYW2TMPm5vK+0NX0n2npg4iYrXfcUu8brEMcBK3d5k2g2MZm+Rqb7t25tMm2Ey7P0yHNDqHSYzjneYjIEhdpwvV7WatjerNgOsZnurTQywWjb3aUSNVqu9w8R+b9vbY3uToXZ7b091u/dYBLqkeW9F4NRowd5MYk5xeytsc3o085stEXPzm432SZrbzBCkos12VabhVe2Fk2KY1k9LgJpx6XgG8vUU16oG5DGyqgFxiIyLx9uF0HqInCeiDwA+dV+Pm8WHp2P/FEmtnxZDta52S+AQde/+ZsbxmiN4rKvb1KAOtvw6BdtoP06hxsvYrdmEZPGijdNq1Ta8xyvQFcProcDhNhr6P/c+iMM9ktt1II7VyLv1nedjNV704zgfK7n3gofJe92CcbxWCx7u7rZIiKut8ZL05+YEbSXsVxUVZlHr6XCfT8t+eB2nNE798DpOaZz6YYq0QjimSMuEo773xUzU3lLmYBX0MRFPWiEb91Uv7bGZ7lwZcADw6UQK6rsX6LmgNpei04JXf8dMTNGEfOz3vNRRrLZSEUdRV1HoPLm7lP3mlcshlWiqIeIT7Ze8xHGM0VYx2jhG+XUvdp7cXcp+86rbmIopc5CP/DwpU5Ef62IW5n4TUUnmfhPxSd7TpPSmVk/ey6T0yFdP7sOkQbrirCf3hsUg3S3Wkyxe0HOyeEGfeeIFiXjiBdkMdSUnIlltEEUO4i0AYcnE6w1gPvKl0EwlyxDIwjzXQypeYyfzafIig1Tknk5mMbz1hagU85CN+Bi3m8fipEC/x1/MgUV+zIKdJ1/wzH7znrJgKt5LFszHa7+kx8N78dov6TXzXtxnLKJ0N3c3LjjPgHsaVVV92gI9V9WbndFn1SubQiLWCxbMxn3AIgxtBKu9LTC0IVQvfGbPqRc+s9PMKidi0rwLn5FPsx+vEEexRXtbQBvFposXdJ4uXtBvpnhBKqZ4QT72wxXqOHZ7W0AcR/k1C3Rel18aRb91s4YIqXivVjAf+9EKcV3s2ZVb4sLY5Ycs2HlVhkC/eQ9WMBXvvQrm4z1XEaEApw/vuYp4EI4qX5iJKl+YgyVfmIglX5iNK1+i9H5hH7Z8idKzgX2o8oU9p8oXdponX4jJODz5QnzGYcsXbRTHYcsXbRTHIcsXdp4sX9hvnnxhKp58YT62fFHH0ZYv6jjK8gWdF2T5gn4LnnxhKp58YT7y3gtTkfdemIW398JUvL0X5uPtvcREON7eS4yEY++9SIVQI9p7L1Id1IiyeCHPRVm8kM+iJ16QiCdekE1RV3Ikoj4Tyhyat4YjE6+BjPnI90AjlXTIEMQiedWKTMW78Zn5yKfvTEU+fWcW3uk7U/FO35lPsz+ztRSYuv2ZreXAJD9Xgc7L8t3O6LfsFQ8yFa94kPl4xYOxEI5XPBgz4bgdHlEqzhnGxeYZcE+jKquPWLDn1Le22GdW5wYSKdZzFcimuM9VfCS0HkHjuPPPbYEiDWFR+zLYc1lFQKd5HRnMxHuugvnYz1Woo2i3ZaijqIsXcl7VxQv5rZriBamY4gX52M9ViONYs70toI1jlRsp2HnyU6HsN6+Hgql4z1UwH/u5CnFdbIctt7SFscmPWKDz1i8515XfzAvImYp3mx3z8Z6riI1wvOcqYiUcWb4gE1m+IAdPvhCR7skXYtNt+dKlidZ9+dKliSa3lbLnZPmCTjPlCzIx5Qvy8eWLOIq+fBFHUZcv5Lyhyxfym9kpylRM+YJ8fPmijePw5Ys2jnofKDtPly/oN1O+IBVTviAffe8FqITj0DdfKmKYuy9Mxtx+YUbm/stAIHMDpiOQvQMj1UE9AdtbMFId1BOwLGLYe7KKYb95MgapBE/HIB+5h3NCRW3inLDwujgnXLw2zgkj+SWsCZkqYzAP7xmsCRnvXYMJI/1EHslE/UgeeUTzTJ7JmIfyzMgvKhSTYvSrCsWsGOWywokD5brCie+8wsIJGa+ycMLIKy1MgYCSV1uYDgQK5pqbohZeKZprbopadK1PRdfeyyoE+816RWpCpVo4zKeZmwcpiOPY3d2Db5FhINX2Tvae3N/JjjMbPCdcvA7PCaPkbiGoY5mzu4egjmWWpc3EgbK0mfjOkzYTMp60mTAa7kaCOprlcHcS1NFcPwO9XqFKlDHQd+KTz2lNxntnacKouHJMXS9LdeWYumAW+bqKiQPl+yomvvMurGAy1buxghlV78qKlBDIu7MiRQSSxQ1zkcUNs/DEDVPxxA3zscVN1ibdV02hLx/fvvx0q+1ESTDLYSulrM1gs2OUB6SZYgdtdVpEkzUkX/WIzobkogeYp6941DHx2jAmY+L1YUxstRsx5DHRp0lc57g2bN0ijkn3Ls7gMTFbS9nWLhcSTMjIjRkTHl4VwYSM158xYeTVEaSCQF6HRsoI1N2tkKJNn69OWKfTZ8lyuI0aqWiTR24z5aHQDl/LGsdq2Jj4Si0vmECo3RoTa7zSggmQ17UxMUq+W3GCIZcNoEHh8C5WnAB51QNoVTj0r1bGkNs2JgaZH6wM5HVvTKyq9pevlh6D0UD655evltLCYeiWuvaAXErAwxHMT1cG8uoJ2Kpgfro2BPLqCVJFoOyuw10LNOMe3QzA53EW1IsXJ95TKwkmfrNuXZxQscoJmE903+NITRvHaD/IkZo2kFEtO2DvRbUocuI4r+BgwsUrjpwwsp/bkMey2R/o6ljqIocdqIsc9F0yRQ6SMdtTJ4zs1zTU0Uz2cxrqaOqNrBMHyhWSE995XawTMl6h5ISR/ViGul7qfavMLttdHuqim+U2Dx4Es5d1AuR1e0z85RVTpoFAXr9H6ggkixvmIosbZuGJG6biiRvkU1xxkw9t0hW1eJJtLLKKYfO84skJF1PLMCP7EQzZ43rdAZspP3gxsdAsOWAy3rsXzMi4kPezUFB9XvUKAzSz6ns1bKFZYcBkzA0bZiQXT07IyMWTEx5e8eSEjFc8OWHkFU9mqh8IzSuezAcCucWTWSvtCc0tnsxaZU9oan3BxHtqfcHEb1Z9wYSKVV8w4bPK3mNNpasQzEKth2SIr27VVeoZvo2cfA7tlQ5MOK7SdlgPfJdvYpxgyFcxTmxZlj3WNY+qFzw0HLTz6d69csiJocZOekCS58lu2YAa10E15OaPCUbwqxzU2TO8fhCOlrFM4Ov0uzwWjetVYHjnShMy9rmSGlfDPldSp9WQqyEnDpQ3V9B38fBOk5BMNLtTJ4xWyf1LQCSEkCVKRAhZojCLS3y///Dq/ePNx9/+Vlt8gslfv+AaYj19iv0JeKXN29q8S2C/f7y9+e3l44eHV3f3M6yCWOq90hM6Q5U+CHF1LLqwKBxLk5btpxcMJrQUKetADhuVjDlK60lc3rR7EVHMT+7ZmGBUWQCxr5uMwTy6HEBjHUDLU591REc5oi+LLRJaX6Ib1oTk3ZIJhi4+GCNLiTX6mXXddtqWcaS3nU4w5H6LiZeWh5froBnqUky1ITEdduFizloCS2q1IRuYZK3BEKuAzmuILGeeL3wqghUZrK7BlrFc1tY1eU5xFHUZg3kMv5JLDUX9bl3mtz6M7GuMKA/+n1gdsZKKlddYcoRfAorB5Ai/eIzBqiuEC3655GZL0AlYt5NCwY+zqyNLNSkwWDlsocRmXp1VqiJnAmaHf8EluNjhP8Hyw38C5of/BMwPf0w+ZSP8GcxX4xOw4QcZgq0v2v0yH3E9W55dXjCYR5RUcPgT51sVfJQXH8V0iCM9/9PPRfGyofSSM9jgLGOwwcWe3Zj2a7VnN2M1P1MzWPczNYMNP+8gWDv8vMNgwc07FbN+i3bemYAlO+9MwLKddyZgdvhXTPvNDv8Jlh/+EzA//CdgfvgzWPfDfwLmhz+mxb4R/gy2Ef4MthH+DOaHP2af7oc/Y22EP4NthD+DbYQ/go2N8GewIB5g1IEQUYVgFkkSUOMzk7NdxI+q6UVICfYTl8eklynJlhYZg02t6nb0hEeTMZhH13ZuA/r8o1J9dnxKBXw+1B1mtDWtr+uNK1vTEdyE1RJiRTdhTbCSu/a0iFjZXnsmYMXOpBMrq51JJ2DNXhUnZnZ7VZyA+TmezQx+jp+A2RKnNcTyJc4EzJc4EzBf4kzAbInTMPsEW+JMsHyJMwHzJc4EbCP8ESxuhD+D2dm/41SKdvafYNnZv2PyiX72n4D52X9ipZ/9J2B+9p+Y6Wf/CZgf/mxm8sN/AqYq/F4QIhryvNdzqfikEp/+aeOn8z+RVGk9oZlVWTzBKI4sPrH12VmfP0V6BlurKmknPJud1DBBpm4nNcYadlJD6b88yv0CUREi+HmR+UQ5RplQ8nMrOls/y73kVgYrfm5lV8lfuRNXNT8/M6EuzzkmtJHj0d1lI8czmC1xBq4XxZY4Eyw/2idgfrRPwIo9lhOwao/lBMyuBx4Zsbqd/iZgw04QDFb9isoJmB/+OJWqH/6MZSv8gQms+gp/AuYr/ImVvsKfgPkKf2Kmr/AnYH72ZzM3TnAnYHb4hwPTT7Pjfwbm5/8Zmr8AzND8FWCG5i8BM7QmKt8ZRpcx8Kv2+th2+eH3xOX8a+jpQ+hFyOG8piX1Q1XVE2N70EHQ2nUv6xCYJB2EmWTnK/Tc8Z++tp8cHwM4vqiSeGZu1UHYXFvyhANVevc1zwzNFz0TtOGrnhnaRt7HRWRs5H0G28n7jLaT9xltJ+8z2k7eZzR/IoSAYBsTYYK2MREQLR8bE2GC5k+EkBDMnwgTsI2JMEHbmAgTtI2JMEHbmAgTtI2JUBFsZyIw2s5EQLSwMxEYbWMidATbmAgMtjMRGG1nIjDazkRgtJ2JwGjyl0AYiNEdFR+Pb8XkTEfmdYPtsea4fO/1ajIxSLBk85mls0+VvO66jQLJZM/RiHlSP/fNAlixk+4ETL0ZIcQDMfw2lhmjLsfphNLw8xhT0g96L3lsghb8lWmCpn8Ns7tS8pe3CSX5qpsZpY1sP6G0ke0naM3PDbh0+Me6M7Dh5wYEy8fGvGa0sDElGS1uTElGSxtTktHyxmxitJ2JwGg7E+Ej2k8vfrx7vP3t6Rdfvflw++7h7v7x6Zfe3Ly6ffP0s39/vH33Q376we+3D+8/3Q/VQ24jtp5HquO5AuPu/ufb5xsCzqBevnr79n+u8P757W/vbl4//hD/8fcf/v7h9Zvbm4cf/u326Sdvn2+S+vn2/euHu3ef2P746o8f/uXm99t/ff0fT/919/rt/bNG+N8f39/9cn/z5tmaxz/ePRv88W9+Mf/+E+rLh8+oF4LhmeDTD+9+v/2vzz86Job93/8DBlOWdQ== Copy blueprint
Heat exchangers:
compact-nuclear-heat-exchangers.jpg (3.22 MiB) Viewed 2008 times
The whole thing:
compact-nuclear.jpg (3.8 MiB) Viewed 2008 times
It is designed to be built in 4 steps, with the center in a lake.
compact-nuclear-1-2.jpg (1.1 MiB) Viewed 2008 times
The rest doesn't have to be in a lake, but it includes landfill anyway.
compact-nuclear-3-4.jpg (751.09 KiB) Viewed 2008 times | [
{
"author": "mmmPI",
"content": "It looks very nice, with the symmetry and density, but it's so dense i couldn't place a fuel saving system on 28.57% of the reactors, those on the extremity of the blueprint do not have a flat belt attached, only 2 undergrounds, and there is no room for roboports to change it to logi chest and i don't know how to do when neither is possible.",
"date": "2024-02-26T17:54:13+00:00",
"quotes": []
},
{
"author": "Tallywort",
"content": "There is always still the method of using timers or similar logic to regulate the inserters feeding the reactors. (or like this method which reads steam usage in a seperate control reactor and uses that to regulate other power plants) \n \nIMHO there's no real need for logi bots when there is a perfectly good belt right there, with enough throughput to feed hundreds if not thousands of reactors.",
"date": "2024-02-26T18:52:44+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Feb 26, 2024 5:54 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Well, if you were able to convert it to add any of that, then it wouldn't be the densest possible anymore.",
"date": "2024-02-26T19:10:52+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Feb 26, 2024 5:54 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Ahhh i forgot about the timer thing ! This one doesn't need any steam tanks so it would be the best for density. Logi chest was to potentially read if an fueling inserter is starved at the fueling moment same as connected belt. It is possible (and necessary) to deal with such condition outside the actual nuclear plant. But i should be fine now",
"date": "2024-02-26T19:59:43+00:00",
"quotes": []
}
] | 4 | 2024-02-24T22:06:02-06:00 |
forum-topic-3434 | 3434 | [outdated] Some (maybe) useful tools for factory design | Archive | https://forums.factorio.com/viewtopic.php?t=3434 | Palpatine | I find it a lot of fun to optimize factories, so here is some tools to help with that.
1. factorio.py is a script to convert recipes into flowchart using graphviz. Recipes are entered into a table like factorio.csv, where 1st column is the product, 2nd column is the efficiency modifier (blue assembler has 0.75, furnace has 2, etc.), and the 3rd column is the time cost for 1 product. All the things you want as output belong to the first row. temp.dot is an example from my version of factorio.csv, and temp.svg is the factual flowchart, where the number on the arrows show volume and the number on the nodes show the number of factories your need. I know there is a nice lua script that read directly from the game files, but I cannot make it to run.
Update : I got the recipe directly from the game data so it should be accurate now (except for mining and the oil processing shit). Also raw materials are no at the top and output are now at the bottom, separated. The real improvement is that now you only need to modify the demand.csv file to create your own graph for a specific factory and the script will hide anything that's irrelevant.
Here is an example of a bootstrapping factory to beeline logistic bots.
temp.png (379.22 KiB) Viewed 34496 times
2. playground.zip is a just an empty scenario with all the essentials (mines and electricity) so you can design your factory in map editor without doing the essentials yourself. | [
{
"author": "MF-",
"content": "What is the attached graph actually about? \nYou chose a pack of things to be made in a fixed ratio? \nIt would IMO really improve the appearance if you could get rid of that big output node \nand get outputs separated. \n \nAlso - why the... fractions? Percentages? Why does 0.00<unit> go to the output from the right side? \n \nAlso - some lines fork (mmmkay) and some merge (confusing) + there are odd gaps in the lines in there. \n \nNevertheless, I agree that such tool might indeed be useful for those that want all factories at 100% capacity. \n(I don't happen to be one of those, if everything is at 100% capacity, then everything is a bottlenect )",
"date": "2014-05-08T21:42:12+00:00",
"quotes": []
},
{
"author": "",
"content": "",
"date": "2014-05-08T22:15:06+00:00",
"quotes": [
{
"author": "MF- wrote:",
"content": ""
}
]
},
{
"author": "Palpatine",
"content": "The set quantity for output is supposed to be unit per second. I didn't round the factory numbers because sometimes fractions helps in case you have speed modules nearby. \nI agree having output separated should help with the appearance. I need sometime to modify the script. The 0.00 on the right side just appeared because I set the speed module production at 0.001 per second. \nThe merge and fork thing is a simple graphviz option, just set the concentration=false at the beginning of the file and it should get fixed. I had the merge on because it sometimes helps with planning belt sharing. \nHere is an example of with the merge/fork thing turned off (though I have changed some requirement for my new factory).\n \n \n \n temp.png (460.57 KiB) Viewed 34834 times",
"date": "2014-05-09T01:30:28+00:00",
"quotes": [
{
"author": "MF- wrote:",
"content": ""
}
]
},
{
"author": "Garm",
"content": "Thank you - this shall be used mercilessly when I will upgrade my manufacturing base.",
"date": "2014-05-09T02:52:50+00:00",
"quotes": []
},
{
"author": "Bleda",
"content": "this script would be perfect for the tight spot challenge. I did that with a pen and paper to get my factories balanced, which is actually the point of these missions, rather than using few space. \n \nIt would be great to have it read directly from the game files though.",
"date": "2014-05-09T09:38:13+00:00",
"quotes": []
},
{
"author": "MF-",
"content": "Ha, much better. \nIs it possible to keep \"fork\" while turning off \"merge\"? \nI don't have anything against forks. \n \nPS: I noticed that Coal input node is rather hidden. \nIt sure makes the graph more compact, but on the other hand it allows such input to be missed. \nI wonder if it would still be compact enough if inputs were forced to the top layer. Or different node border style? \n(just a thought, with only a handful of raw materials available it's not that hard to spot something is missing) \n \none more number question: so.. the number IN the node bubble says how many assembling machines are necessary?",
"date": "2014-05-09T11:14:22+00:00",
"quotes": []
},
{
"author": "Palpatine",
"content": "Cheers! I got a new version working. I have updated the original post. And yes the number in the bubble means the number of assemblers necessary. It is accurate for furnace and chemical plant but not accurate for oil processing and mining.",
"date": "2014-05-11T04:25:58+00:00",
"quotes": [
{
"author": "MF- wrote:",
"content": ""
}
]
},
{
"author": "MF-",
"content": "Cheers! \n \nDoes it get weird when you request an intermediate product (as in the picture currently in the OP for the advanced circuits)? \n \nI guess having the output node had some benefits for the graph structure. \nI wonder what it would look like if there were dedicated output nodes for each output item. \nWould it improve the overall structure and readability of the already great tool? \n \nCurrently its not really obvious how many items get produced, which could be nicely improved by labeling those dedicated output nodes like \"82x advanced_circuit\" \n \n \nfinal number question: What does the number on \"Water\" say? \"8.42\" seems too much for the offshore pump count",
"date": "2014-05-11T09:49:07+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Nice tool, thank you for that. \n \nI modified dot_print(items) to show the required assembling machines/ furnaces on the arrows/edges (after items per second) when the item is used in different recipes, makes it easier to create \"subfactories\" \nHere's the code if anyone is interested:\n Code Code: Select all def dot_print(items):\n str_list = list()\n str_list.append('digraph factorio {\\n concentrate = false;\\n')\n raw_nodes = list()\n for item in item_dict.values():\n if item.cost() < EPSILON and item.name != 'petrol':\n continue\n str_list.append(' {0}[label = \"{0} {1:.2f}\"];\\n'.format(\n item.name, item.cost()))\n if len(item.sources) == 0:\n raw_nodes.append(item.name)\n for target, volume in item.output.items():\n frac = volume * item.time_cost / item.modifier\n if target == 'output' or volume < EPSILON:\n continue\n if item.fluid:\n weight = 1000.0\n else:\n weight = volume * 100\n if volume != item.sum_output:\n str_list.append(\n ' {0} -> {1} [weight = {2}, label=\"{3:.2f}/s | {4:.2f}\"];\\n'.format(\n item.name, target, weight, volume, frac))\n else:\n str_list.append(\n ' {0} -> {1} [weight = {2}, label=\"{3:.2f}/s\"];\\n'.format(\n item.name, target, weight, volume))\n str_list.append(' {rank = same ' + ' '.join(raw_nodes) + '};\\n')\n str_list.append(' {rank = same ' + ' '.join(demand_dict.keys()) +\n '};\\n')\n str_list.append('}')\n fp = open(DOT_PATH, 'w')\n fp.writelines(str_list)\n fp.close()\n \nAnd the graph for a factory that produces 1.5 solar panels per second:\n \n \n \n temp.png (58.08 KiB) Viewed 34404 times \n \n \n\nWhat I'd like to see is a way to tell the script that i want to run x assemblers at 100% capacity, so demand.csv could look like: Code: Select all solar_panel,1,basic_accumulator,1,speed_module_3,2\nmode=0 <- 0 means assemblers, 1 means items per second \nI'd try and do it myself, but I don't know Python",
"date": "2014-05-11T13:05:06+00:00",
"quotes": []
},
{
"author": "nepp95",
"content": "I don't understand graphviz although I'd like to mathematically optimize my factories",
"date": "2014-05-11T21:17:19+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "I'm not really sure what you don't understand, so here's a quick todo list: \n0. download, unzip the archive from OP \n1. install python and graphviz \n2. edit demand.csv to your liking \n3. run factorio.py \n4. open the Downloads/temp.dot created by factorio.py with Graphviz \n5. profit \n \nHope this helps, else let us know what's not working/clear. \n \n \nAs a follow-up to my previous post:\n Code: Select all rocket_defense, 1.5 as demand.csv (1 assembling machine producing the rocket defense non-stop) makes me think this factory is impossible \n Graph \n \n \n temp.png (425.28 KiB) Viewed 27433 times \n \n \nChallenge accepted, anyone?",
"date": "2014-05-12T08:25:41+00:00",
"quotes": [
{
"author": "nepp95 wrote:",
"content": ""
}
]
},
{
"author": "just_dont",
"content": "I'd imagine getting 150 alien artifacts per second would eventually become the biggest problem. Even several largest chests of AAs will get dry very fast (probably even before you can \"debug\" your layout). \nAlthough ~150K of iron plates per second seems scary, I'm pretty sure it can be parallelized enough.",
"date": "2014-05-12T09:37:10+00:00",
"quotes": []
},
{
"author": "nepp95",
"content": "@Choumiko, \n \nOfcourse I forgot to download python And I even considered myself a programmer... \nI think I get it now \n \n-Edit- \n \nThe number you put in demand.csv, what should this be if you, for example, want one assembler 2, to produce at max capacity?",
"date": "2014-05-12T09:49:08+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "normaly the numbers is desired items per second, so for 1 assembler lvl 2 it should be x = 1 / crafttime * 0.75 \ne.g. for SciencePack 1 with craftingtime = 5: 1/5*0.75 = 0.15 \nput in 0.15 in demand.csv and your good to go \n \nSure it can, what i menat with impossible is: can Factorio handle the amount of assemblers? (e.g. 6k for speed module 3 assemblers alone ) I imagine the engine is going to reach it's limits rather quickly.",
"date": "2014-05-12T11:37:41+00:00",
"quotes": [
{
"author": "just_dont wrote:",
"content": ""
}
]
},
{
"author": "Mikenter",
"content": "And to think I was doing this all by hand... Though this does confuse me a little. For example, why do you need to mine more iron than iron plates? Shouldn't those be the same or am I just missing something super obvious?",
"date": "2014-08-01T09:08:47+00:00",
"quotes": []
},
{
"author": "Blackence",
"content": "The numbers inside nodes do not describe the number of items you need per second, but the number of furnaces / miners / assembly machines required to produce the required amount of items (the numbers are apparently wrong for oil / chem plants). For the number of \"items per second\", check the edges. The sum of inputs / outputs add up correctly for the cases where I checked this.",
"date": "2014-08-01T10:24:40+00:00",
"quotes": []
},
{
"author": "Mikenter",
"content": "Oh okay, so it was something stupid obvious. So you would need 100 something miners for that... Wow. Still this will beat doing to all by hand. Thank you!",
"date": "2014-08-02T12:13:09+00:00",
"quotes": []
}
] | 17 | 2014-05-07T22:07:30-05:00 |
forum-topic-126704 | 126704 | [ART] The last thing biter sees | Fan Art | https://forums.factorio.com/viewtopic.php?t=126704 | FridolinSlehacka | With release of Space Age, I realized that Factorio was resting in my Steam library for years since I last played it. So I hopped into the game and enjoyed around a hundred hours in this amazing creation. The time well spent in this game inspired me to create this fanart which depics the game's iconic and never-ending routine.
IMG_factorio_export10_edit1_medQ.jpg (770.04 KiB) Viewed 754 times
IMG_factorio_export13_edit1_medQ.jpg (819.4 KiB) Viewed 754 times | [
{
"author": "Shulmeister",
"content": "nust ?",
"date": "2025-02-15T09:51:17+00:00",
"quotes": []
},
{
"author": "FridolinSlehacka",
"content": "You see those biters there? They must've started to bite off the text already...",
"date": "2025-02-16T17:40:20+00:00",
"quotes": []
},
{
"author": "Shulmeister",
"content": "I thought it was AI generated as they fail to properly write M and N letters often time",
"date": "2025-02-16T23:35:08+00:00",
"quotes": []
},
{
"author": "FridolinSlehacka",
"content": "I can assure you it is not. The half-baked M letter is intentional - I worked hard to mess up that letter on my own!",
"date": "2025-02-20T17:29:07+00:00",
"quotes": []
},
{
"author": "Shulmeister",
"content": "this website seems to say there's 98% chance your image is AI made and 2% not : \n \n https://aidetectcontent.com/ai-generate ... -detector/ \n \nCongrats ! that's one of the highest score I have ever seen x) Even taking an image straight from AI generation isn't always as clear ! \n \nThose too : \n \n https://aiimagedetector.org \n https://app.illuminarty.ai/ \n \nI haven't been able to find any that wouldn't say so, quite an impressive skill you have there !",
"date": "2025-02-21T16:02:10+00:00",
"quotes": []
},
{
"author": "FridolinSlehacka",
"content": "Thank you! \n \nThe funny thing is that you are trying to say it is AI generated... with AI checkers. \n \nI would not take any of these results as relevant in the first place. I tried to feed one of them an AI generated image and the result was... whooping 11% of AI probability. Then I provided a random screenshot from some game and guess what? A 50% probability of AI use. The results from the rest of tools seems to be completely random. For example one of those correctly says the testing AI image is indeed an AI, but then it also marks the game screenshot with 81% AI probability. \n \n \n \n Screenshot 2025-02-22 3.jpg (215.68 KiB) Viewed 257 times \n \n \n \n \n \n Screenshot 2025-02-22 2.jpg (151.85 KiB) Viewed 257 times \n \n \n\nSame goes for example for AI text detection tools. I could feed one of my old school papers to those things and it would spit out the result saying it was written by AI even though AI was not a thing back when the paper was written. \n \nTrying to prove the usage of AI by draging it through some online tool is pretty funny to me. If you just zoom in on the images, you can literally see a bunch of human made imperfections. \n \nIf you think it is AI, that is on you. The only outcome from that is, it is a pleasure for me to know someone thinks it was not made by a human but some programmed neural network.. \n \nThe last thing I have to say in regard to this topic is, that I have the source files from the editor I draw this in. The image itself consists of tens separate layers, not counting the sketch ones. Here is a random screenshot I took while working on it. If you still think it was AI generated, then I just wish you a wonderfull day and happy life. \n \n \n \n Screenshot 2025-02-07 6.jpg (214.98 KiB) Viewed 257 times",
"date": "2025-02-22T08:54:13+00:00",
"quotes": []
},
{
"author": "Shulmeister",
"content": "That is standard practice in many compagnies that host mass content, and also necessary to improve generative AI. Adversarial neural network works in pair where some generate images and others try to detect if the images are part of AI generated or study sample, it goes together. \n \nSure it is not perfect and humans can further modify some AI generated material or use strategies to avoid detection on specific images, but the opposite skill is quite rare, making a picture manually so that EVERY SINGLE publicly online detector can flag it as AI made is very impressive ! \n \nDo you mind uploading the source files ? It will be worth studying",
"date": "2025-02-22T11:46:08+00:00",
"quotes": [
{
"author": "FridolinSlehacka wrote: Sat Feb 22, 2025 8:54 am",
"content": ""
}
]
}
] | 7 | 2025-02-09T05:18:35-06:00 |
forum-topic-116406 | 116406 | Well Played Network - Factorio Servers | European Hosting | Join Now | Multiplayer | https://forums.factorio.com/viewtopic.php?t=116406 | kwando | Looking for a smooth, reliable, and fun Factorio experience? Look no further! Well Played Network is hosting 4 Factorio servers with a variety of gameplay styles to suit every type of player!
Our Servers:
1. Vanilla Server - Classic Factorio gameplay for those who love the core experience.
2. Modded Server - Featuring popular mods to enhance your gameplay and provide new challenges.
3. PvP Server - Ready for battle? Test your strategy and combat skills against other players in our competitive PvP server!
4. Member-Only Server - A closed server for our members, offering a more private, community-driven experience.
Why Choose Well Played Network?
European Hosting: Fast and stable connections for players across Europe.
Active Community: Join an established network with friendly players and dedicated admins.
Not Just Factorio: We also host other games, so there's always something new to try.
Whether you're a seasoned engineer or just starting out, we've got something for you! Come build, automate, and conquer with us.
Join us now and get started on your Factorio adventure!
https://discord.gg/HatEgBJDd4 | [] | 0 | 2024-10-21T16:56:20-05:00 |
forum-topic-119806 | 119806 | [Kovarex] [2.0.14] Blueprint parameter value without origin | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=119806 | Icicubes | This is a 1-4 Train Blueprint, that if you parameterize it, it says there is a 60, but there's no origin and nothing if you hover over it? I am confused.
20241104204739_1.jpg (428 KiB) Viewed 780 times
0eNq9WG1u4jAQvYt/h1USIB9o215gb7BCkXEMtRrsyHHoshV33xknQKDpYtOq/VGIPXnjmXkzeeGNrKqW11pIQxZvRDAlG7L4/UYasZG0wjVJt5wsiKaiIoeACFnyP2QRHYIRI0b1Rk1e6UbJgW18WAaESyOM4B26vdgXst2uuAaw4AjQGPCzeTYT6y4gtWrgLkADH4A0zwOyJ4tJlIJ/UgrNWbc7w+NcocauqEnkgTo9oVaKqa0yYsdHIOMhJJd0VfGiUhvRGMGa4vVZwPVW7YTckMWaVg0PiNICfNEOJfyRzgPCVKU0QmpcyWc5/mVZmOZhGoWzWR5HGdoBSBiQlf1PbXGIMHzbJVuUwwop2pWx24ZdWQi5A8dK7zvz8xXkpTGUvdhcMtUiSebhYXnAvFzAasVeuJmsW34PenRCj0fRZcsqTvW98BZzOVLLmTNDph4MmTujzj1QE2fU1AM1DcZa9z1m/mk6x/NgWB3ZVtXIeTLnKH0mQe6KmvpMgih0hvWhT+Q8DVMf/kSxW6nT5JtKHU2d4/RhdOTc1KkPhSLnrs68OJS4VSWbfldVUuc4vUjt3NiZF6mdOzvz4VDs3NmZlyCJ3Iqdh99U7NhZIuU+pI6dOzv/mEMgGRv2zMu26jXjWW7h9XSwbwUSZ0qXvXY95oH83gltWlpNOqX60H1MUD9MaqrhjIbr5U+C3jZatbXzPQTzC190W5vOax/xL9quDZUvHAsLcrq08XYmEAAg8MLsazQFaReQ/jtKmwJ9FFYJFVTuh/djiGuhG1O8F+aX0gsVPPg3vWZDh9SgiCQQJhbr6hBUll9ximuJdj5G9J3HOMrbQRbCEf9QbgMdyI0jYfBAl8V/pcIU/y/vRUhCUqD2DtoE1wR7gVsSFKZLJFIjSl6c+EQWRrcck3TmFNe3+XThsKk5E2vBipLD2JA2wGINc4AEdzbIBxlD24fBPFuS8ZjsoBoGJfjaOyomNGuFucWG3roPjpzHURde/3EK8JIx14R5vIMw1x4ghf6csdXqXlz8HT7e4ZBva+DnR6R8V0C68a7fNRkLpQupipqaZ3JrKnxR7fGdENL1l9+u+o0DnSfUJ8902W5fz8ardn78iEOn1Cy/nDx2oi3t0RsDTyxElt3T/hiEwnd1EAQr+9KedrS3i6Dd1lrZh0l83J8O9nH1aJCMAeBqb4AirDOI4oHFYDmxEUDKIKjzr2MBqegKnm0LkoRPT09wveO6sWmfJzH+NDOfTadZFmWHwz/i1ZWO Copy blueprint | [
{
"author": "",
"content": "Hello, it is the number of ticks to be waited in the schedule. \nI added a context to be shown for this kind of value for the next version.",
"date": "2025-03-10T16:31:49+00:00",
"quotes": []
}
] | 1 | 2024-11-04T14:03:49-06:00 |
forum-topic-126800 | 126800 | [Rseding91] [2.0.34] Entities upgraded on space platforms do not send an on_space_platform_built_entity event | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126800 | startupgaming | When an entity is upgraded via a bot it sends an on_robot_mined_entity event followed by an on_robot_built_entity event, so I expected the same to happen on space platforms, however that seems to not be the case as they only send an on_space_platform_mined_entity event.
I discovered this while working on a mod that has a feature requiring to keep track of thrusters built on space platforms to work properly and noticed that using upgrade planners was causing odd inconsistencies, so I used a mod ( https://mods.factorio.com/mod/0-event-trace ) to track and show events sent by the game
Here's the events that a robot upgrading an entity sends
RobotBehaviour.png (128.94 KiB) Viewed 1369 times
Here's the events that a space platform upgrading an entity sends
SpacePlatformBehaviour.png (358.88 KiB) Viewed 1369 times
Here's the log, mods installed other than space age are the event tracker and the mod I am working on
factorio-current.log
(11.5 KiB) Downloaded 10 times | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-02-13T14:45:12+00:00",
"quotes": []
}
] | 1 | 2025-02-12T14:04:30-06:00 |
forum-topic-125743 | 125743 | Moderation desk | This Forum | https://forums.factorio.com/viewtopic.php?t=125743 | Hares | Hi there. Is there any kind of moderation desk where I can contact moderators on-duty? Usually Koub is nice to read DMs, but it looks he's doing nice on vacation (or so I hope) so I don't want to disturb him. | [] | 0 | 2025-01-08T13:24:33-06:00 |
forum-topic-127474 | 127474 | [2.0.39] Rockets not launching to satisfy automatic requests | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127474 | F1rools22 | For some reason I can't work out, rockets aren't launching my Electromagnetic science packs to my space platform. This previously worked fine, but after an automatic update through steam it seems some of the automatic requests have stopped working properly, but the update may be coincidence rather than a cause.
After turning off & back on again 'Automatic requests from space platforms', all my other rockets requested EM packs as expected & launched them to the platform.
EDIT: I have a theory that the issue may be caused by having another platform in orbit of the planet requesting the same item but not with enough space. I realised after saving the file that I have my 'EM science only' ship in orbit and it was requesting more packs, but didn't have the space for them.
What did you do- I have a platform requesting EM science packs.
What happened?- The rockets aren't launching the packs. The UI seems to suggest that 6000 packs are ready to launch but only 1 silo is actually filled with packs.
What did you expect to happen instead?- I expect 4 silos to fill with packs and launch them to the platform.
Does it happen always, once, or sometimes? Always with this request in this + 1 other identical ship. Not with any other ships or requests.
Logs, save file & screenshots here: https://1drv.ms/f/s!At-xcWWaBio4hJARY_e ... w?e=Owvmxh | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-14T22:05:07+00:00",
"quotes": []
},
{
"author": "F1rools22",
"content": "I saw the fix today- thanks!",
"date": "2025-03-15T16:17:08+00:00",
"quotes": []
}
] | 2 | 2025-03-13T19:21:09-05:00 |
forum-topic-116011 | 116011 | [2.0.5] The target of a `WorkerRobotOrder` can be nil | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116011 | Quezler | The documentation currently lists the target without a ?
It is possible to get a deconstruction order from the api where the target is missing,
on the test world add the remaining 49 normal robots to the roboport, and then try to deconstruct as many trees as you can in the roboport area.
it might not crash first try, 2-3 save reloads might be necessary, but eventually you'll run into it. | [
{
"author": "",
"content": "Thanks for the report. I am going to mark this field as optional for 2.0.6. I am not sure when exactly are worker robot orders purged from the order queue after entities were invalidated and i am not willing to rework that right now.",
"date": "2024-10-18T09:29:58+00:00",
"quotes": []
}
] | 1 | 2024-10-18T00:54:32-05:00 |
forum-topic-8197 | 8197 | Just bought the game; What were Your first impressions? | General discussion | https://forums.factorio.com/viewtopic.php?t=8197 | bigyihsuan | My first impression is that I need to rebind the controls to something more like Minecraft. I keep right clicking to go into the machine GUIs.... | [
{
"author": "GewaltSam",
"content": "Well, give the controls a chance, most key bindings are chosen with some thought. It's your decision though \nMy first impressions? Hmmm... Something like \"why haven't I discovered this earlier?!?\"",
"date": "2015-01-23T02:44:21+00:00",
"quotes": []
},
{
"author": "",
"content": "first impression? \n \nthe trains and the automation (and not using bots because they are cheaty)",
"date": "2015-01-23T07:41:54+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, we had it this way for a long time, but all the people were like. \nOooohhh, this is so unintuitive, I just want to click something and open it ..... \n \nI plan to do 2 profiles, and the player will choose which one he likes when the game starts for the first time.",
"date": "2015-01-23T10:47:10+00:00",
"quotes": [
{
"author": "bigyihsuan wrote:",
"content": ""
}
]
},
{
"author": "Alfdaur",
"content": "First reaction to the demo: This is awesome! \n \nI played the demo like for some 20 hours. And in demo, I mean the demo for their \"kickstarter\".",
"date": "2015-01-23T11:28:18+00:00",
"quotes": []
},
{
"author": "sillyfly",
"content": "I have never played Minecraft, so the Factorio keybindings seem perfectly natural to me \n \nMy first impressions were - Ok, how do I make a freaking HUGE factory?",
"date": "2015-01-23T13:34:17+00:00",
"quotes": []
},
{
"author": "Lurch1985",
"content": "First impression was outright confusion as to what to do, as is the case with any game I've put more than a hundred hours into over the last few years (KSP, Minecraft, Space Engineers, etc) and I'm sure it's the case with the rest of you too, but you're not admitting it! \n \nWhen the haze of confusion lifted, I didn't notice, because I was already completely engrossed.",
"date": "2015-01-23T14:28:24+00:00",
"quotes": []
},
{
"author": "",
"content": "I thought \"I better get defenses for the aliens\" then i wasn't attacked at all and didn't see any on the map so i thought \"oh i must have the difficulty on a peaceful mode or something\" so i disregarded defense then just after setting up oil stuff i was attacked somewhere in my factory and locked inside the oil pipe jungle and took me while but i killed them all and avenged my fallen entities by conquering entire continents of the aliens home.",
"date": "2015-01-23T15:14:38+00:00",
"quotes": []
},
{
"author": "LordFedora",
"content": "like a simple map with a box and a tool-tip to \"open the box\" \n \nright click and left click both open the box and set the default key-bindings?",
"date": "2015-01-23T15:24:08+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
},
{
"author": "bigyihsuan wrote:",
"content": ""
}
]
},
{
"author": "Yaua",
"content": "Keybindings are pretty good, the only key I had to remap is to enter/get out vehicule : \"Enter Key\" is too far for the others, and I putted the middle mouse button for this. The only little flaw is that I'm using an azerty keyboard, and I must switch to qwerty (or remap affected keys, but swith is not really painful). But that's not really a problem ^^ \n \nMy first impression was in the demo (and since yesterday extended thanks to the full version) : it was a little bit incomprehension (that was first time I saw a game like this. I mean, Factorio is really a particular game, for the gameplay, art, gamedesign...and it was lot of months ago !). It disappeared (even if I still don't get lot of things) and after that, the feel of discovery (discover land, mechanics, ideas behind the game) and I was amazed by a lot of thing. And after, I was impressed : size of the maps, the ressources/objects you can produce... And in parallel, and still a little bit now, I feel slightly overwhelmed (so much to do everywhere). And too still small incomprehension for some things (\"what the hell is the purpose of this thing ?\"), fortunately, there's a wiki ! \nA great game, very unique in his kind",
"date": "2015-01-23T20:58:31+00:00",
"quotes": []
},
{
"author": "Lee_newsum",
"content": "My first impression was YouTube \"inzainia\" https://www.youtube.com/playlist?list=P ... Oz08w-F_2U 0.8.0(be for oil) pop-up on my Recommended at the star of my 12h working day so 1-24 watched and wen i got home the \"Buy Alpha\" was next.",
"date": "2015-01-24T07:05:50+00:00",
"quotes": []
},
{
"author": "Jonathan88",
"content": "I used that principle for the first 50hours and eventually I gave in but it was worth it! \"Oh no I've run out of advanced circuits!\" 200 bots come along and feed me. \"Oh no I've crashed into a pipe with my tank!\" A construction not rebuilds it and fixes my tank. \n \nI love this game!!!",
"date": "2015-01-24T13:23:38+00:00",
"quotes": [
{
"author": "Smarty wrote:",
"content": ""
}
]
},
{
"author": "Xterminator",
"content": "Complete and utter confusion. Lol But after watching endless hours of YouTube videos on it to learn, I became completely engrossed, and still have an extremely difficult time stopping a playing session once I start. :p \n \nVery unique and perhaps even strange game, Factorio. But amazing and addictive non the less.",
"date": "2015-01-24T18:27:10+00:00",
"quotes": []
},
{
"author": "Phillip_Lynx",
"content": "My first impression?? \n \n \n \nHuhhhh, where are the 12 hours I have to sleep, because I am supposed to be working next day, are gone?? ... \n \nIt was the first time I have gone to work without an nightrest since some decades \n \n(testing out the demo for 10 minutes, buying the game and forgetting about the time )",
"date": "2015-01-24T20:43:41+00:00",
"quotes": []
},
{
"author": "Frostea",
"content": "My personal experience was: Oh I can build a machine to help me build more of... these other machines... And I can build a lot of them.... BUILD ALL THE MACHINES! \n \nSeriously though, the game design boils down to: create machines that automate processes. Balance the processes and achieve research goals to get better machines to automate more processes and research more. Just this alone is enough for me to clock in a few hundred hours of gameplay, which is testament to the solid foundations of the game. I look forward to 0.12 where there is an actual endgoal. Here's to hoping it'll be a good one.",
"date": "2015-01-25T08:10:17+00:00",
"quotes": []
},
{
"author": "LordFedora",
"content": "... when is infinifactory coming out... infinifactory looks like, factorio? Sure I'll give it a shot, ooh trailer! Looks cool, wait is that... TRAINS! \n \nCouldn't buy, torrented until I got the payment thing handled \n \nTrains...",
"date": "2015-01-26T00:02:23+00:00",
"quotes": []
},
{
"author": "cpy",
"content": "Hmm, probably who stole 8 hours of my life just now?",
"date": "2015-01-26T10:08:09+00:00",
"quotes": []
},
{
"author": "katyal",
"content": "Friend sent me a link to the trailer, then got the demo. Paused the demo to get full game ...went back to demo and finished it before starting my first game. Start my first game opened my inventory for first time and thought Wow!!! so much stuff not in the demo get through early game automate research, placed first lab and saw the entire tech tree for the first time !!! I lost at least eight hours",
"date": "2015-01-26T14:11:23+00:00",
"quotes": []
},
{
"author": "freshauser",
"content": "I am loving Arumba's 'Four Factorio Fellows' Multiplayer lets play. I had to buy the game, I couldn't resist! There is just so much potential I felt it was important to give my money, the last time I bought a game in Alpha was Minecraft.",
"date": "2015-02-10T08:35:37+00:00",
"quotes": []
},
{
"author": "RMJ",
"content": "Its a insanely good game. \n \nThe only control that confused me or seemed out of place was as other has mentioned the enter vehicle. its just what?? you have to move either hand like a half keyboard lenght. Enter is just such an odd and random key for anything. Especially since most of the time i need to get into the vehicle ASAP!. Because big bad ALIEN MOFO's are chasing me",
"date": "2015-02-10T14:38:19+00:00",
"quotes": []
}
] | 19 | 2015-01-22T19:32:36-06:00 |
forum-topic-126419 | 126419 | SR-Latch + Dynamic Filter | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=126419 | BoneyardWolf | I had a train delivering defense material to multiple outposts but only wanted to drop off what was needed. Inserters limited to 5 filtered items and setting filters "passively" caused stalls due to needed items filter being outside the scope of the inserters filter limit. I started off trying the single combinator RS-Latch and racked my brain for a few hours to come up with this.
BoneyardWolf-SR-Latch-Dynamic-Filter.png (1.17 MiB) Viewed 505 times
0eNrtV91q2zAUfhWja6WLHTtNAhtslMFgY9Be7KIEo9jHjagtGUlOa4ofYO+xJ9uT7EjOX5ukjdla6LaLEPnonE/n0/l0LN+RWV5BqbgwZHJHeCKFJpPLO6L5lWC5tZm6BDIhC65MhRZKBCusofXo6esqz0lDCRcp3JKJ30wpAWG44dBCuYc6FlUxA4UOGwQDkPeSOWiDsKXUGCOFXRNxev5JREmN/idR09AdmGANkzFtelxoUAYndoH6W0CUpFxB0k6HlCBfo2Qez2DOFlwqG5NwlVTcxBpMnPEcQZGHURVgdKXhoW0ns8FxBPuP8wvXKCkkPAXVS2Qx44IZuY9ksEQL71Mc7ae4hIxxLnUw2hHfesK6ZVxp3IVjhQAsmVsdaLA43eOQXsmUozchP7//QMftDGIB5kaqa5epgrTdfkquFAASzViu4eHquzHObR3kCmj1KitTVqaj8jeJlzXuZCVQLkoWMReItcpo2uwrbrTGsgfOMGGOq27kJLyvorqtuL4/RjqrY2lJy6rEJb+wW3Igr2E30fW3RPcqZfb2rxEZFidnNe51CjpRvGzLRD62vcq7AOPJLMOf917U3leXCtmjgNNuCvD/t51XpogzKJhIPSO9c0i9T+KADkYdO5T/RzsUF4c61HidF1PczAswPHk0s34nhW5AH4j0hVUpS0BNthV7Q1ZK6YpzUAQXVVnm9ZMi8PudukF/SwFPX7OesxmsNOuuiS/e8dsgu5//xruN/kadthJ+92TCexZfYUC8XBKbG3n+Kx0ucIMKt/CXPvXpKfWn9DKgAR3SEEcDtI2dLVzPhjgb0cCNBmgb4Gjo/NpRQPG82eBTHI6cIzpZo43Gv6UDrs0NFJj15tuNkpzNACmSD1JAzVT6TeYZvvfPe5+ZSebeDfY176xGujzx2lsBBi3wbuDOaDQMxuF4HEWRPwqHYdP8Ajcs40s= Copy blueprint
It sets request signals based on Demand side content and the manually set Min Max values in the Constant Combinators 1A and 2A. Then takes that and compares with what is available in the Supply side. If the request signal does not match any of the available signals than its not passed to the inserts filters. | [
{
"author": "gGeorg",
"content": "Supply train stations are one of the most intriguing tasks to build. \nYour test bed, might work. It would be better post your bluprint of working station. Best make a simple circle test track as whole blueprint. \n \nI have my own train station improved several times, would like to compare. Perhaps we find some inspiration.",
"date": "2025-01-30T03:03:52+00:00",
"quotes": []
}
] | 1 | 2025-01-28T16:26:29-06:00 |
forum-topic-127562 | 127562 | Allow setting locked field of choose-elem-button as an argument to .add() | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127562 | jagoly | LuaGuiElement has a handy boolean option that prevents the user from modifying the value of a choose-elem-button . However, for some reason this can only be set after the element is created by doing element.locked = true . It would be much more convenient if this field could be set by adding locked = true to the argument table passed to parent.add() . | [] | 0 | 2025-03-16T21:58:59-05:00 |
forum-topic-118769 | 118769 | [Raiguard] [2.0.13] No LUA event triggers when player drives remotely | Assigned | https://forums.factorio.com/viewtopic.php?t=118769 | Zaflis | There are mods that need to be informed runtime when player enters a vehicle. I have my VehicleSnap listen to a lot of different driving and surface related events, but none of them trigger when player enters a tank from remote view. However it does trigger when player leaves it...
I would assume the related event to be added here is: on_player_driving_changed_state | [
{
"author": "Oarc",
"content": "+1 on this!",
"date": "2024-11-03T20:06:20+00:00",
"quotes": []
},
{
"author": "",
"content": "This is a bit tricky; Lua events can cause all sorts of wacky changes to the game state, so raising an event requires us to implement a whole lot of checks to make sure that the Lua code didn't i.e. delete the whole surface as a reaction to the player exiting a vehicle. Unfortunately, that means this is a relatively low priority.",
"date": "2025-01-20T23:33:27+00:00",
"quotes": []
}
] | 2 | 2024-10-31T04:22:31-05:00 |
forum-topic-101549 | 101549 | Train Mods Roundup | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=101549 | sparr | Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when playing mods that introduce complex recipes and production chains. Train refueling is inconvenient to set up with vanilla behaviors. This has led to a variety of mods that interact with trains, stations, and schedules, some including overlapping feature sets. My intention with this post is to summarize the options and save you some time in choosing which mod(s) to use. I’m going to organize this by feature rather than by mod, so some mods will show up multiple times.
QOL
These mods change nothing about the game mechanics, simply providing shortcuts and visual feedback for things the player could already do. These mods are useful regardless of what other mods you’re using.
Train Driver shows which direction a train will drive at a junction based on your steering input.
Train Signal Visualizer shows which direction(s) rail traffic can travel based on signal placement. (Currently has CPU/UPS problems.)
Next Station adds a hotkey to send a train to the next station in its schedule.
Train Mode Switcher adds a hotkey and selector to switch one or many trains between automatic and manual modes.
Train Schedule Helper adds GUI buttons to duplicate and replace stations in schedules.
Default Train Conditions changes the default conditions when adding stations to schedules.
Auto Manual Mode switches a train from auto to manual when you try to drive it.
Refueling
These mods allow trains to refuel when needed, avoiding the tradeoffs involved in providing fuel at half/all your stations, or sending trains to refuel/depot stops that they otherwise don’t need, or other vanilla refueling solutions. Although technically compatible, I recommend using just one of these mods unless you’re using them for their other features.
Automatic Train Fuel Stop provides a new station type, which all trains will visit when they are low on fuel.
Train Control Signals provides an icon to label refueling stations, which will be skipped in train schedules if the train has sufficient fuel.
Smarter Trains sends trains to refuel stations named after the train locomotive configuration when they are low on fuel.
Vanilla Scheduling
These mods add functionality to train behavior based on schedules created using the normal scheduling system. These can be mixed and matched freely.
Train Skip Fulfilled Station and Better Train Behavior allow trains to skip stations if the wait conditions for that station are already fulfilled before going there.
Train Control Signals provides an icon to label depot stations, which will be skipped in train schedules if the next station in the schedule is open and has space.
Train Schedule Signals provides signals to use in station names which will automatically apply certain conditions to any train stops scheduled at that station.
Shared Schedules
These mods allow multiple trains to share a schedule that can be edited in one place. You only need one of these, unless you’re using them for their other features.
Schall Railway Controller and Smarter Trains provide custom UI and storage for this.
Rivens Train Routes uses dummy trains and stations along with the normal schedule UI.
Advanced Route Management
These mods go beyond the vanilla scheduling system, providing new systems for train route management. They are technically compatible with each other, but it would be unusual and awkward to use more than one of them in the same game.
LTN - Logistic Train Network automatically schedules trains from an available pool waiting at depot stations to visit provider and requester stations when their needs match. The behavior is very configurable through circuits at each station. This is, by far, the most popular mod in this category. Multiple other mods exist to complement this one, providing new UI , new combinators , additional station types , etc.
Train Supply Manager (TSM) is a sourcing priority based train controller, using a system of indexed provider and requester stations to route trains for pickup and delivery without needing depots. It is heavily optimized for low UPS impact.
Smarter Trains provides a new type of station to read additional information about a train and its schedule, an interface for storing some configurable metadata about schedules, and new routing functionality that can send trains to stations out of order based on circuits and metadata.
ATS - Automated Train Scheduling uses AAI-style scanner/controller circuits to read train status, contents, schedules, etc, and to modify train schedules.
Dispatcher uses circuit signals sent to a new type of station to send trains to specific destinations once before they continue their schedule.
Cargo Train Manager includes provider and requester stations that will route trains based on circuit signals and the cargo they are carrying.
Construction
Trains
Train Scaling will construct copies of template trains, manually or based on circuit conditions, from a station, and deconstruct empty trains routed to that station.
Train construction site constructs trains based on recipes in a group of entities as long as the final train, based on train counts at special depot stations. No circuit capability.
Automatic Train Deployment will construct copies of template trains based on circuit conditions, from a station, but does not consume any items. This is cheaty and best used for creative mode or experimentation, not real play.
Automatic train repair adds a configured ghost when a locomotive is destroyed
Stations
TSM Outpost Builder Redux automates sending resources to build a blueprinted TSM outpost.
Rails
Fully Automated Rail Layer places rails and other blueprinted entities as you drive a custom locomotive along a track.
Auto Track Laying replaces ghost rails with real rails as you move along them.
Everything Else
Construction Train allows train roboports to place items from multiple cargo wagons, and fill multiple cargo wagons with deconstructed items.
TrainRoboportEquipmentFix allows train roboports to operate on trains following an automatic schedule.
Crossings
The 2D nature of the game limits the complexity and efficiency of rail intersections more than in most train-based logistics games. Attempts to overcome this have been mostly unsuccessful. Both of the mods listed here have significant problems in practical use and are not recommended.
Renai Transportation can launch trains through the air with ramps.
Train tunnels lets trains move to an “underground” surface layer, but requires specific scheduling configuration and isn’t understood by the pathfinder.
Personal Trains
These mods involve trains and train management features to make it easier for the player to use a train as a method of personal transportation. They all provide a shortcut to call a train to your position.
Temporary Stations sets train behavior when arriving at temporary stations.
Shuttle Train Continued and Shuttle Train Refresh both provide a UI for selecting destinations in your personal train and sending shuttles back to their depot. The latter is more configurable.
Train Network for Players does all of the above with more circuit configuration and some more complex UI features.
GUI / Tracking
The Fat Controller provides a UI with a list of trains and their status, controls to start or stop or follow a train, and optional alerts when trains enter certain states.
Schall Railway Controller provides a UI with a filterable list of trains and their status, with configurable columns and train composition summaries, and controls for renaming and coloring trains and applying schedule templates.
Train Log keeps a browsable record of all train trips and cargo
Coloring
Automatic Train Painter paints trains to match their cargo
Automatic Station Painter Continued paints stations to match trains that visit them
Stations set train colour paints trains based on signals at stations
Misc
Do Robots Build Automatic Trains? sets blueprinted trains to Automatic mode when they are constructed
Cargo Train Logistics - CTL and Logistic Cargo Wagon both provide cargo wagons that can request and provide items to the logistics network.
Automatic Coupling System attaches and detaches parts of trains like a real rail yard
Size / Speed / Fuel / Art
There are hundreds of mods that add larger cargo wagons, faster locomotives, better and alternative fuels, new sprites, etc. Far too many to catalog here, so you’re on your own for these categories. | [
{
"author": "robot256",
"content": "Here are some more! \n \nQoL: \n Better Uncoupling Control makes manual shunting easier by always disconnecting wagons from locos first. \n \nRoute Management: \n Stringy Train Stops lets you rename stations and alter train schedules with circuit networks. \n \nPersonal Train: \n Vehicle Wagon 2 lets you move loaded cars, tanks, and Spidertrons by train with you (or without you). Useful for deploying construction or defense Spiders. \n \n Railway Motorcar adds personal train equipment to quickly switch between walking and riding the rails. \n \nMisc: \n Honk let's you know when trains are arriving and departing nearby. \n \n Multiple Unit Train Control lets bidirectional trains use power from every loco. Useful with Automatic Coupling System. (Might fall into your last category.)",
"date": "2022-02-09T21:39:13+00:00",
"quotes": []
},
{
"author": "",
"content": "I like this post and it’s still actual, so I made it sticky. Hope it keeps updated.",
"date": "2022-05-27T04:38:14+00:00",
"quotes": []
},
{
"author": "Yinan",
"content": "Don't know if this is still being updated, but as it is stickied, it might be a good idea to add some more current mods to the list. \nName for the \"Advanced Route Management\" part we have the two mods \"Project Cybersyn\" ( https://mods.factorio.com/mod/cybersyn ) and \"Rail Logistics Dispatcher\" ( https://mods.factorio.com/mod/RailLogisticsDispatcher ).",
"date": "2023-07-23T14:23:29+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "I'm making a Fast Trains mod. will you are it here when I am done with it and it has been uploaded to the mod portal?",
"date": "2024-02-04T10:30:22+00:00",
"quotes": []
},
{
"author": "sparr",
"content": "Probably not. This list covers mostly mods that provide new UI and gameplay mechanics. There are far too many mods that just modify/add train entities to ever cover with a writeup like this.",
"date": "2024-02-05T02:27:55+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Sun Feb 04, 2024 10:30 am",
"content": ""
}
]
}
] | 5 | 2022-02-09T12:46:50-06:00 |
forum-topic-101961 | 101961 | Building a bot for a headless server | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=101961 | noddybear | Good afternoon,
I'm interested in building a bot that can run various actions when the users are logged off a headless server.
I have tried to create a new player using both the RCON interface and by modding it in lua - but it seems that the game.players table is read only.
Is there a known way to create non-human players in the headless server?
Thanks | [
{
"author": "Qon",
"content": "Why do you need a player? A mod can do pretty much anything through the mod code already. A \"player\" would not add any capability. The only use I can come up with on the spot is to attribute building actions to the bot, as in the \"last user\" info slot.",
"date": "2022-03-29T09:18:13+00:00",
"quotes": []
}
] | 1 | 2022-03-28T09:18:45-05:00 |
forum-topic-119935 | 119935 | How can I get the distance travelled by space platform? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=119935 | Pithlit | TL;DR: I would like to read or calculate the travelled distance of my space plattform.
My motivation:
Different areas in space have different densities of asteroids and asteroid chunks.
I would like to automatically adjust the thrust of my space platform, depending on the area of space it is travelling through. (Slower in resourche-rich environments, faster in dangerous areas.)
My approach:
At first, I thought I could just read the distance travelled from the hub and use some combinator logic. Unfortunately the hub does not provide the travelled distance, but only values from and to where the platform currently travels. But there is one promising value: speed
So I can detect the moment, where the travel begins when the destination signals change, and I get the current speed - so I can calculate the distance traveled by constantly adding the speed value. Together with the values of the travel source and destination I could calculate where the space platform currently is. At least that's what I thought.
My combinators:
Hub: read speed (in km/s) -> V
Distance: D + V -> D (loops back to it's own entry, so D is increased)
Distance (in km): D / 60 (because speed is read every tick but unit is km/s)
My problem:
When implementing this, I noticed, that my calculated travel distance is way lower then my actually travelled distance. When at the 15000 km mark, my distance calculator only shows about 8100 km.
When looking closer, I can see the platform speed in the speed display on the right side of the screen shows speed with a higher precision (e.g. 284.35 km/s), while the signal from the hub only uses integers with lower precicion (e.g. 284 km/s). So the signal from the hub is rounded down. I believe this is the root cause of my problems.
Since I limit the fluid supply for my thrusters to limit thrust depending on the distance travelled, my current speed also fluctuates, so I can not just assume it will rise continuously until some limit is reached.
Where I need help:
Does anyone here have an idea how to get the correct value of the currently travelled distance for a space plattform? | [
{
"author": "jdrexler75",
"content": "A good absolute way to determine distance would be the solar cell efficiency. But I have no idea how to read that in space since everything is connected. Although if you find a steady-state power consumption for your platform you could try aiming for a specific average accumulator recharge rate, I kinda doubt it will be precise enough though. \n \nThis would really call for some sort of bayesian filter with frequently-updated but imprecise speed data and rarely-updated but very precise on average accumulator recharge rate. Sounds like there would be a lot of combinators involved... and much fine tuning.",
"date": "2024-11-06T21:58:03+00:00",
"quotes": []
}
] | 1 | 2024-11-05T09:10:03-06:00 |
forum-topic-40273 | 40273 | [0.15.x] Petrochem Plus - Page 3 | Angels Mods | https://forums.factorio.com/viewtopic.php?t=40273&start=40 | quenenni | I too am late, but I just had this problem..
When you don't know the internal name of the recipe (or technology), and you need to be precise to be able to (de)activate it, it's quite tricky.
I did a small script to help find it:
viewtopic.php?p=256425#p256425 | [
{
"author": "Shenpen",
"content": "[item-name] \nsolid-pmma=Polymethyl Methacrylate \nsolid-pc=Polycarbonate \nsolid-ammonium-sulphate=Ammonium Sulphate \nsolid-sodium-nitrate=Sodium Nitrate \nsolid-bisphenol-a=Bisphenol A \ncatalyst-metal-cyan=Cyan Metal Catalyst \n solid-abs= Solid ABS \nsolid-pvc= Solid PVC \n \nAdded the last two lines in PCP.cfg (locale). \nGets rid of the \"unknown item\" label.",
"date": "2017-04-24T17:04:31+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "Thank you. I'm playing through 0.15 now to see the changes, after that I will start on the 0.15 version of PCP in which I will add that.",
"date": "2017-04-24T17:33:05+00:00",
"quotes": [
{
"author": "Shenpen wrote:",
"content": ""
}
]
},
{
"author": "sbadkins4@yahoo.com",
"content": "How is it looking, Sir?",
"date": "2017-05-04T17:19:32+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "I think I've gotten a good look at 0.15. I'll begin updating soon.",
"date": "2017-05-04T19:02:48+00:00",
"quotes": [
{
"author": "sbadkins4@yahoo.com wrote:",
"content": ""
}
]
},
{
"author": "sbadkins4@yahoo.com",
"content": "Excellent Sir.",
"date": "2017-05-04T19:54:02+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "I hope u will add something brand new and interesting, I like a variety and innovations",
"date": "2017-05-05T04:24:12+00:00",
"quotes": [
{
"author": "kinnom wrote:",
"content": ""
},
{
"author": "sbadkins4@yahoo.com wrote:",
"content": ""
}
]
},
{
"author": "kinnom",
"content": "released version 0.0.5: \n-updated to factorio 0.15 \n-fixed several bugs \n-added 9 kb of disabled code \n \nSide note: \n Any help on the chemical thrower is appreciated.",
"date": "2017-05-10T19:15:45+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Small Bug Report \n \nInstalling of PCP 0.0.5 seems to remove the ability to unlock Liquifier Mk 4 recipe via tech. \n \nAdding \n \n{type = \"unlock-recipe\", recipe = \"liquifier-4\"}, \n \nto /prototypes/updates.lua with the angels-advanced-chemisty-3 group fixed it. \n \nI don't know if this is just a clunky fix or the actual problem though. \n \nMany thanks.",
"date": "2017-05-12T01:10:05+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"content": "If you use something like \n Code: Select all data.raw.technology[\"angels-advanced-chemistry-3\"].effects = {{type = \"unlock-recipe\", recipe = \"angels-electrolyser-4\"}, {type = \"unlock-recipe\", recipe = \"separator-3\"},...} \nyou override the whole effects table, most of the time you dont need this because you just want to add one recipe as unlock. \nIn this case you could use the following instead, it adds the unlock to the existing table\n Code: Select all table.insert(data.raw.technology[\"angels-advanced-chemistry-3\"].effects,{type = \"unlock-recipe\", recipe = \"cumene-process\"}) \nIn most cases you want to use this along with a save check so it wont error out. \nThe other more convinient way is to use the override functions, since you have a dependency on Petrochem anyway they are available to use, that would reduce it to \n Code: Select all angelsmods.functions.OV.add_unlock(\"angels-advanced-chemistry-3\", \"cumene-process\") \nUp to you, just makes it a bit easier to maintain the mod and react to changes. Appreciate the work and addition to Petrochem",
"date": "2017-05-12T06:08:35+00:00",
"quotes": []
},
{
"author": "sbadkins4@yahoo.com",
"content": "Sir, \nJust to ask. I know that mods like Angel's and Bob's automatically un-research altered techs, to make sure that new recipes / etc. are added if mod is updated / added during play. Does / will this mod have this feature? \nThank you for your time.",
"date": "2017-05-12T17:55:12+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "Not yet.",
"date": "2017-05-12T19:37:53+00:00",
"quotes": [
{
"author": "sbadkins4@yahoo.com wrote:",
"content": ""
}
]
},
{
"author": "sbadkins4@yahoo.com",
"content": "Sir, \nIn that case, though I do not wish to be a bother, might it be possible to get a full list of console commands to reset all of the research affected by this mod? \nThank you for your time.",
"date": "2017-05-13T02:03:47+00:00",
"quotes": []
},
{
"author": "Chaos234",
"content": "Will there be a \"long description\" post like it can be found in the old PCehm thread? Eventually with the same flow chart like it can be found in the refining mods thread? \n \nI am a bit confused what building is for what and how I canget the highest potential out from it",
"date": "2017-05-27T20:52:11+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Conflict with new Angel's Petrochem 0.5.9 \nArch666Angel added liquid plastic and liquid resin \nHere's error",
"date": "2017-06-01T15:18:49+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "will fix",
"date": "2017-06-01T16:46:06+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Short term fix till Kinnom has an opportunity to fix correctly. \n \npcp_0.0.5/prototypes/updates.lua: \nReplace \"solid-plastic-3\" with \"liquid-plastic-3\" on lines 54 and lines 59 \n \nIf you're feeling froggy, you can dive into /prototypes/recipes.lua: \n \nand everytime \"plastic-bar\" appears, replace it with \"liquid-plastic\", on the same line change the type to \"fluid\" and add a 0 to the amount value. \n \nLines 56, 74, 355, 389 should be the only ones needed. \n \nThese changes seemed to work for me for now, no guarantees.",
"date": "2017-06-03T06:25:11+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Big thanks it works, it is only need to fix a contradiction with recipe icons \nSome fixes will needed for these recipes, in compliance with the established liquid multiplier (x10) from 0.15 update: \n20 butadiene + 50 styrene gas + 30 acrylonitrile = 10 liquid plastic - now - must be 20 butadiene + 50 styrene gas + 30 acrylonitrile = 100 liquid plastic \n5 Naphtha + 30 vinyl chloride =1 liquid plastic - now - must be 50 naphtha + 30 vy=inyl chloride = 10 liquid plastic \n1 Polymethyl Mrethacrylate = 1 liquid plastic - now - must be 1 Polymethyl Mrethacrylate = 10 liquid plastic \n1 Polycarbonate = 1 liquid plastic - now - must be 1 Polycarbonate = 10 liquid plastic",
"date": "2017-06-04T12:36:02+00:00",
"quotes": [
{
"author": "Zombiee wrote:",
"content": ""
}
]
},
{
"author": "Mella",
"content": "Hi Kinnom, you did nice mod i like it \nBut where to use this tons (!!!) of plastic and glass - I do not invest in development of military technologies, and on an electronics I need not really many plastic, and the same is for glass",
"date": "2017-06-04T16:01:04+00:00",
"quotes": []
},
{
"author": "Zombiee",
"content": "Yes, for the values of liquid plastic you need to x10 them all (or add a 0 to them as I mentioned) however your change of 5 Naphtha to 50 Naphtha is incorrect. It was 0.5 in pre-0.15 factorio so the value of 5 is correct.",
"date": "2017-06-04T20:40:52+00:00",
"quotes": [
{
"author": "aklesey1 wrote:",
"content": ""
}
]
}
] | 19 | 2017-01-23T05:41:22-06:00 |
forum-topic-97151 | 97151 | Perfect 1:1 ratio compact GR science hub | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=97151 | Optymistyk | features:
Produces Red and Green Science at a perfect 1:1 ratio
Does not overproduce anything (gears/belts/inserters/circuits/wires)
Only requires basic red science technologies
Compact design
With basic assemblers produces 24 of each science/minute(36 with assemblers 2, 48 with assemblers 3)
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 Copy blueprint | [
{
"author": "DaveMcW",
"content": "Challenge: Can you do it without splitters or underground belts?",
"date": "2021-03-21T12:52:12+00:00",
"quotes": []
},
{
"author": "Optymistyk",
"content": "I could, but then it wouldn't be as compact and would overproduce ingredients (unless I could also use circuitry, then maybe I could make it not overproduce)",
"date": "2021-03-21T13:46:57+00:00",
"quotes": [
{
"author": "DaveMcW wrote: Sun Mar 21, 2021 12:52 pm",
"content": ""
}
]
},
{
"author": "MassiveDynamic",
"content": "Can you do it for base rate of 5 red and 6 green?",
"date": "2021-03-21T15:39:08+00:00",
"quotes": []
},
{
"author": "Optymistyk",
"content": "So you mean 5 red to 6 green? \n \nI could. But why? You always need 1 green per 1 Red science, so I don't see a point",
"date": "2021-03-21T15:51:49+00:00",
"quotes": [
{
"author": "MassiveDynamic wrote: Sun Mar 21, 2021 3:39 pm",
"content": ""
}
]
},
{
"author": "NotRexButCaesar",
"content": "You do in any vanilla science using both red and green.",
"date": "2021-03-21T22:28:02+00:00",
"quotes": [
{
"author": "Optymistyk wrote: Sun Mar 21, 2021 3:51 pm",
"content": ""
},
{
"author": "MassiveDynamic wrote: Sun Mar 21, 2021 3:39 pm",
"content": ""
}
]
},
{
"author": "vlodek69",
"content": "What are those belt shenanigans for at the top right? I'm really new to the game..",
"date": "2024-02-09T21:27:31+00:00",
"quotes": []
},
{
"author": "Tallywort",
"content": "Looks like 1 to 3 balancer with a few extra splitters without purpose.",
"date": "2024-02-14T05:48:38+00:00",
"quotes": [
{
"author": "vlodek69 wrote: Fri Feb 09, 2024 9:27 pm",
"content": ""
}
]
},
{
"author": "Panzerknacker",
"content": "No, it's the key part of this design. \n \nThe whole setup is built around the limited amount of iron gears that can be produced, those are then divided amongst the rest of the factory in certain ratios. The Inserter factory always receives 1/4th of the total gears going into the FIRST splitter. The red science also receives 1/4th. The belts receive 1/8th (1 craft produces 2 belts, so you need double the amount of inserter crafts). The excess gears going to the belt side of the FIRST splitter are routed back to that same splitter so they join the newly crafted gears to be split over the whole system again. \n \nThe amount of red/green factories are chosen accordingly to be able to keep up with the amount of iron gears available to them. \n \nAll in all I think it's a pretty unique and fun design. Drawbacks that I can think of personally are that first of all there is a lot of idle time on the machines, causing unneeded power draw and the odd science/minute that will result from this that might be hard to balance with the other sciences tiers unlocked later which defeats the idea of not overproducing. On the other hand, building a green science setup that fully utilizes every machine in it you end up with a pretty massive factory that is completely out of scale during the early game.",
"date": "2024-02-14T12:12:03+00:00",
"quotes": [
{
"author": "Tallywort wrote: Wed Feb 14, 2024 5:48 am",
"content": ""
},
{
"author": "vlodek69 wrote: Fri Feb 09, 2024 9:27 pm",
"content": ""
}
]
},
{
"author": "Tallywort",
"content": "While I was mistaken in it being a 1 to 3 balancer (instead it's a 1 to 4 with 2 of the outputs routed to the same output), it does still have superfluous splitters in there. Only 2 splitters are really needed here, and it doesn't need the loop back to function.",
"date": "2024-02-15T07:54:27+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Wed Feb 14, 2024 12:12 pm",
"content": ""
}
]
},
{
"author": "Djdanni",
"content": "Thank you so much for this, now there's more space for my chaos spaghetti elsewhere in my factory",
"date": "2024-02-22T22:25:14+00:00",
"quotes": []
}
] | 10 | 2021-03-21T07:21:37-05:00 |
forum-topic-114275 | 114275 | Sharing my Blender setup and tips | Modding discussion | https://forums.factorio.com/viewtopic.php?t=114275 | valerian | factorio_TrnoAEkPtM.jpg (283.29 KiB) Viewed 1293 times
blender_CmvSgMkuNI.jpg (530.11 KiB) Viewed 1293 times
Introduction
I want to share to the community the Blender file I used to render my mod Large Storage Tank .
When I started making this mod, my goal was to create a larger storage tank, with visuals that matched the vanilla look of the game. I was hoping to find some guides or samples online to achieve that look, but after some research I realized that there was almost nothing.
I gave myself that interesting challenge, to see if I could achieve that vanilla look, and I think the result is quite decent now.
What I made might not be perfect, but I believe it can be useful for anyone who wants to start creating new buildings for Factorio today. This is the kind of file I wish I could have found when I started.
Here is the Blender project file: https://drive.google.com/file/d/1BRoZmb ... 3eno0/view
It was made using Blender 3.3, it seems to work fine too with the newest Blender versions, but for some reason the rivets around the tank windows got wrongly rotated.
I will try to explain a few things about how it was made, do not hesitate to ask questions if it’s unclear or if you want to know more, or to correct me if I’m wrong on some topic.
The tips I will give here are intended for people already somewhat familiar with Blender, who are looking for specific settings to render for Factorio.
I have made this project almost 2 years ago with the intent to share it, but I have been a bit lazy about it until today, so unfortunately I had to try to remember some of what I did or decisions I made, and I may repeat here some tips already existing online, which may be better explained than mine.
Matching the light and colors of Factorio
The sun and the camera
I spent quite some time and attention matching the sun rays angle, so that the shadow of the pipes would perfectly match.
It’s probably not the exact values, but in my case this is what seemed to work:
Camera: orthographic, at an angle of 45°.
Sun: assuming we are looking towards the north, the sun starting from a vertically centered position in the sky, should be rotated along the N-S axis 39.3° to the west, and then rotated along the vertical axis away from you by 5°.
In my case this is what it translates to:
Camera:
X: 45°
Y: 0°
Z: 180°
Sun:
X: 0°
Y: 39.3°
Z: 5°
Ambient light and color management
This part is clearly subjective.
I quickly realized that in Render Properties, the default “Filmic” color management view transform of modern Blender, meant to look realistic, didn’t match with the more “gaming” look of Factorio.
After a lot of trial and error, I ended up with some settings that I was satisfied with:
View Transform: Standard
Look: Medium High Contrast
Exposure: -0.150
In World Properties, my ambient light is set to pure white with strength at “0.055”, which in the end is close but a bit darker than Blender’s default.
With those settings the pipe cover sprites that I imported from the game seem to get rendered with the proper colors when I compare them to other game sprite that have pipe covers.
Blending with the ground
To better blend with the ground in game, I added ambient occlusion shadows, as well as an invisible brown ground, that would reflect back a bit of its color to the bottom of the building and block ambient light from below, to make it more real.
For the ambient occlusion, I used a ground plane with a shader that uses the ambient occlusion node, on which I applied a few tweaks to only keep the dark part and turn the rest transparent, among other stuff.
For the “invisible” brown ground, I went to Object Properties > Visibility > Ray Visibility, and unchecked “Camera”, so that we can’t directly see it, but that it can still affect the light as if it was there.
Before blender_RlIQOOm3Y7.jpg (647.32 KiB) Viewed 1293 times
After blender_sUW6gi6m0F.jpg (612.83 KiB) Viewed 1293 times
Rendering the entity and the shadow to separate files
Buildings in Factorio mods require 2 separate sprites: the building without shadow, and a shadow sprite with a mix of black and transparent pixels.
In order to achieve that without much struggle, here is how I proceed:
First I focussed on rendering the building itself, with a transparent background.
Then I made a new view layer in Blender, allowing two different ways of rendering the same scene. In each view layer, I can select which entities are included or not.
blender_AtOhTdRuAQ.png (225.54 KiB) Viewed 1293 times
Shadow render
For the shadow layer, I had mostly the same things as the main layer, and made two specific changes:
I added a shadow catcher plane on the ground, with that option enabled: Object Properties > Visibility > Shadow Catcher. This makes it render shadows it receives, while being fully transparent where there are no shadows.
In View Layer Properties, all the way to the bottom, I set Material Override to a black material.
With those two changes, the render should look all dark with no colors, and a semi-transparent shadow on the ground.
blender_ArXZ5lkdLo.png (61.23 KiB) Viewed 1293 times
blender_l57CkEg4PH.png (282.52 KiB) Viewed 1293 times
Compositing
In the compositing panel of Blender, I can tell it what to do with the two view layers: render each one to a different file, and apply some filter on the shadow layer so that it looks fully made of black and transparent pixels, without any shade in between.
blender_mcj4Sifmoy.png (437.9 KiB) Viewed 1293 times
hr-large-storage-tank.png (204.79 KiB) Viewed 1293 times
hr-large-storage-tank-shadow.png (37.35 KiB) Viewed 1293 times | [
{
"author": "Brathahn",
"content": "Thank you for your nice work and good explanation! \nThis should be in a factorio wiki article about making your own graphics for mods.",
"date": "2024-07-14T02:10:58+00:00",
"quotes": []
},
{
"author": "dog80",
"content": "looks really authentic",
"date": "2024-07-14T06:22:00+00:00",
"quotes": []
},
{
"author": "Tserup",
"content": "Thank you for the tutorial, it improved my texture effects quite a bit. Also, I'd like to ask how to create a color mask layer.",
"date": "2024-10-20T17:34:00+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "I have used Blender in the past but prefer Rhino. \nIn any case, thank you very much for this information. It is very helpful.",
"date": "2024-10-28T19:29:55+00:00",
"quotes": []
}
] | 4 | 2024-07-13T10:57:01-05:00 |
forum-topic-15330 | 15330 | Transport of Fluids/Liquids via Barrels or Tank Wagons | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=15330 | This is basically around the idea to transport liquids/fluids without pipes.
Open questions:
- Currently the liquid looses the heat, when stored in a barrel. Makes sense. But It would be a cool idea to transport hot liquids (hot water) over far distances to make energy out of it. Mabe only possible via liquid tankers?
- There are currently two directions:
A) Using barrels
B) Using tank wagons
Both directions seems to have it advantages, so I would add
C) Both. See also https://forums.factorio.com/forum/vie ... 866#p97866
Option B) is eventually planned for v0.13. See roadmap https://forums.factorio.com/forum/vie ... ?f=3&t=678
Option A) seems to be very simple to implement.
Relevant stuff:
viewtopic.php?f=6&t=1856 Liquid transport and logistics
forum/viewtopic.php?f=6&t=2539 liquid robots
viewtopic.php?f=6&t=4537 Liquid Logistics. Add liquids to your Logistics System.
viewtopic.php?f=6&t=37128 Logistic robots carry fluid
Transport via barrels:
viewtopic.php?f=6&t=2341 Barrels of Fun (bigger barrels)
viewtopic.php?f=6&t=5315 Barrels as universal liquid containers/Barreling all fluids
viewtopic.php?f=6&t=5922 Why can't we fill barrels with stuff besides oil?
viewtopic.php?f=6&t=7951 More barrels use
viewtopic.php?f=71&t=13788 Barrels for other liquids? - also mentions, that fluids will be handled in 0.13
viewtopic.php?f=6&t=15275 Store lubricant and water in barrels.
viewtopic.php?f=6&t=29971 Oil extension (boiler for oil, oil wagon).
viewtopic.php?f=6&t=30932 Barrels "Fluid handling" - ver. 0.13.0+
Transport via tank wagon / liquid tanker:
viewtopic.php?f=6&t=14829&hilit=transport+liquid%2A New Train Cars
viewtopic.php?f=6&t=2093&p=15766&hilit= ... ank#p15766 My thought on the oil industry
viewtopic.php?f=6&t=2422&hilit=wagon+tank%2A Some suggestions(or may be even requests) - some of them depend this subject, especially Kovarex comment seems to be important
viewtopic.php?f=6&t=2848 Enrichment of train-stuff, and other
viewtopic.php?f=6&t=4549&hilit=wagons+tank electric engines and train tiers
viewtopic.php?f=6&t=14365 Add-on for Train
viewtopic.php?f=6&t=20367 Wagon which can transport fluid
viewtopic.php?f=6&t=26141 Oil container for trains
Related:
viewtopic.php?f=6&t=2546&hilit=barrels my 2 cents on the oil industry (barrels without the need of crafting barrels)
viewtopic.php?f=6&t=2893 Transport pollution via pipe and barrels (Interesting topic, where the pollution is stored in barrels).
viewtopic.php?f=6&t=3309&hilit=transpor ... d%2A+water Additions to the train system.
viewtopic.php?f=6&t=3697 Mobile Chests/Barrels & Loader (The author wants to have something, which I call cargo-box: A box where you can put in items, like a barrel where you can put in fluids)
viewtopic.php?f=6&t=4549 electric engines and train tiers (only a side-subject of this)
viewtopic.php?f=6&t=4549&p=46693&hilit= ... rt+barrels electric engines and train tiers
viewtopic.php?f=6&t=5640 Solid lubricant and portable water production (Simplify oil industry)
viewtopic.php?f=6&t=7952 Pipe pressure
viewtopic.php?f=6&t=13979&hilit=wagon+tank%2A Add physics to Trains, and support for more Wagon options
(Didn't search for new wagon types, railway/train extensions, etc., cause that adds a lot of more subjects)
Far related:
viewtopic.php?f=6&t=2563 Trains as linkers between seperated logistic networks
viewtopic.php?f=67&t=4529 Large Bridge Cranes (ideal for filling liquids into tankers)
Change liquid to certain inputs/outputs
viewtopic.php?f=6&t=7475 Large and Heavy Items
viewtopic.php?f=25&t=4413 Extended transport mod
Mods for 0.11:
(if the mod includes just recipes it might work also with 0.12)
Canister mod https://forums.factorio.com/forum/vie ... =14&t=8184
Fluid barrel https://forums.factorio.com/forum/vie ... =14&t=7887
Rail Tanker - Liquid transport https://forums.factorio.com/forum/vie ... =14&t=6847
Liquid station mod https://forums.factorio.com/forum/vie ... =14&t=2797
Mods for 0.12:
viewtopic.php?f=94&t=7887 Fluid Barrel (1.0.0)
viewtopic.php?f=93&t=14266 Extra Fluid Storage
viewtopic.php?f=94&t=6847 Rail Tanker - Liquid transport | [] | 0 | 2015-08-29T08:19:33-05:00 | |
forum-topic-125660 | 125660 | Automatic nuclear waste treatment plant | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125660 | Puppet | Hello engineers,
Here's a tiny contraption to say goodbye to your nuclear waste automatically. Note that (obviously) Nuclear waste treatment research and Kovarex enrichment process research is required, you'll need the logistic network research in order for it to be completely automatic, otherwise put nuclear waste into the left blue requester chest and iron plates into the middle blue requester chest, modules are not required, it works fine without them. Finally insert 40 U-235 into the right centrifuge and it's good to go.
image_2025-01-06_195735540.png (1.05 MiB) Viewed 623 times
How does it work ?
The two comparators on the right handle the equilibrium of the module,
The left one detect when there are either, one U-235 in the assembler, or 5 U-238 in the right centrifuge, or that the right centrifuge is functioning, if one theses condition is detected, the comparator output a stop signal to the bulk inserter connected to it. The comparator make sure there is the right amount of U-238 used to have exactly one U-235, the rest of U-238 is being collected by the assembling machine.
The right one detects exactly when the centrifuge have finished working and output a signal to the fast inserter, allowing it to transfert exactly one U-235 into the assembling machine. This comparator make sure the 40 remaining U-235 goes back into the centrifuge, allowing it continuously work.
And that is pretty much all, don't hesitate to ask question if you have some. I know the design is maybe overcomplicated but it was my first steps into logic systems, I hope it will be useful for some people.
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 Copy blueprint
Thank you for reading this unwell written post ! | [
{
"author": "gGeorg",
"content": "Just reprocess burned Cels into dark Uran, then add it to fresh fuel Cell production. \nKovarex proces is total waste of resources here.",
"date": "2025-02-16T03:46:13+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Na this is fairly useful if you import nuclear cell on gleba or vulcanus, as otherwise the dark uranium would need to be shipped back to Nauvis where the fresh fuel cell are made, or voided locally to avoid the thing piling up",
"date": "2025-02-16T04:11:29+00:00",
"quotes": []
}
] | 2 | 2025-01-06T13:18:19-06:00 |
forum-topic-119213 | 119213 | bug report declined | This Forum | https://forums.factorio.com/viewtopic.php?t=119213 | SimpleID | I just invested about an hour to create an account on this forum and submit a bug report. It was declined with:
"Reason: The reported message has the only purpose to advertise for a website or another product"
which is totally absurd... now I can't find the report I've written and taken time to make screenshot for...
Very disappointed. I'm open to make adjustment if some mod could point to what was really wrong with my post... | [
{
"author": "",
"content": "From what I can see in the moderation logs, I can only guess the disapproval was a human error. I understand the answer will by no means be satisfying, but all I have to present for the inconvenience is apologies on the behalf of the moderators and the devs. \nFor our defence, there is a LOT being posted by new forum users since the release of Space Age, occasional human errors are inevitable. \nI will seek help from the forum administrators to see if your post is recoverable, and keep you updated here.",
"date": "2024-11-02T08:25:48+00:00",
"quotes": []
},
{
"author": "SimpleID",
"content": "thank you for your prompt response",
"date": "2024-11-02T12:17:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello SimpleID, the disapproval of your topic was an error on my part, and I apologize for it. Unfortunately, I'm unable to restore the post contents since they were deleted, but to make up a little for my mistake I did some research into how phpBB handles rejected posts and made sure that from now on they will only be soft-deleted with a restore option.",
"date": "2024-11-04T10:36:21+00:00",
"quotes": []
},
{
"author": "SimpleID",
"content": "All right, I've just reposted . Hope this one gets through. \nYou guys are awesome!",
"date": "2024-11-04T13:03:21+00:00",
"quotes": []
}
] | 4 | 2024-11-01T23:27:17-05:00 |
forum-topic-127399 | 127399 | [2.0.39] Pipe and pipe-to-ground not attached / squeak-through | Not a bug | https://forums.factorio.com/viewtopic.php?t=127399 | alrekr | After updating from 2.0.32 to 2.0.39, I can now run through a "crack" where a pipe and a pipe-to-underground is connected. I have attached a save game with a completely new game, where I have inserted 100 pipes and 100 pipe-to-ground to inventory and then just built two structures. The engineer is standing in one of the structures here:
03-11-2025, 21-15-40.png (68.54 KiB) Viewed 97 times
I would expect that the pipes are fully connected. | [
{
"author": "",
"content": "Not a bug. pipe-to-ground was already not colliding in 2.0.32, actually it was not colliding since 2.0 release and it was an intentional change.",
"date": "2025-03-11T20:55:10+00:00",
"quotes": []
}
] | 1 | 2025-03-11T15:16:22-05:00 |
forum-topic-127364 | 127364 | Galaxy of fame zoomout??? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127364 | Puddles | Is there a way to see the whole galaxy at once???? Maybe like... idk some third party website or smthn or something in inspect element? I REALLY wanna make a digital poster on my wall that live updates | [] | 0 | 2025-03-09T14:12:19-05:00 |
forum-topic-118811 | 118811 | [Kovarex] [2.0.13] Stack size value taken from wrong parameter | Not a bug | https://forums.factorio.com/viewtopic.php?t=118811 | icey | I have this blueprint
Code: Select all 0eNqllt1u6jAMx9/F1+lE04+NaufqvMFup6kqrYFobdIlKecg1Hc/Tgsdgxy0UXEBNfbvbye21QOs6g5bLaSF7ACiVNJA9noAIzayqJ1NFg1CBoUx2KxqITdBU5RbITGIoGcgZIV/IQv7NwYorbACR8LwsM9l16xQkwO7SWLQKkPBSjpNB3xMHhIGe8h4yB8SUtJYitYB2kITyaIOFnAy5x9dUZMe/S2Vbij1nl3lwKccVl39HghpUBPGJx5P4vEgXgnSGT2ePORoImv86NC45Motfd9mJ8fChpB8LWqKM87PjGLjSZ6OmMHk8cV6VP48lpBUr86DQaka52MVJQy/BkPn7j10BR1x3IPj9+MiDy66Hxd7cPH9uMSDS+7HpR5c+lPcG308DRZ/v3XTi9almbZa1fkKt8VOOMWDs0lqsdyqvFYbYawoc4n2j9LvkFndIYPJTr7VpLAWmjr1ajucj+QoaWwxFLS4KPYZel9951dhjNhh0Gq1E9WtOUq/zJFbQFMa44jY/bAvRAUT/WVcIswZL9OeAo5JsdOPDMLFJ+L3cFVn7gP/gudGkDacxkpQpYFa/1/NF87nhUfzwuN54cm88PT74Z6Looc1TVlXFy4szA0ZKmyRRtT1o+vtnwD4XEA0FxDPBSRzAakXQOMmLDZuI02vEAx2NHvDjCYpX8bLZRLzx4g/hX3/DyOSxTM=
You pass in a recipe as parameter 0, then parameters 1-6 are automatically determined as ingredients of 0. And finally, I am requesting 1 *stack* per ingredient. This is done by p1_s, through p6_s, respectively. However, it seems to take the stack size of the 1st parameter rather than each one individually. E.g. for a tank:
10-31-2024, 15-16-00.png (232.37 KiB) Viewed 550 times
Notice how it takes the stack size 100 of steel rather than taking the one of the respective ingredient. | [
{
"author": "robot256",
"content": "Confirmed that this still happens on 2.0.21 with the supplied blueprint.",
"date": "2024-11-22T23:49:38+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "I think this is a duplicate of 117000 Blueprint parameters with same value are collapsed to one . \nI tried to change request amounts from ones to 1-6 and it might have worked as you expected? \n 0eNqllt+uojAQxt9lrsuJ/Ckeye7VvsHebk4IwqjNgZbTFneN4d13CoqgxBxivFDHfr+ZDvNNPMO2bLDWQlpIziByJQ0kf85gxF5mpYvJrEJIIDMGq20p5N6rsvwgJHohtAyELPAfJH77wQClFVZgT+i+nFLZVFvUdIA9JTGolSGxki4nAYP36I0zOEHi+fyNUyaNuagdoM40kSxqbwXXcPrVZCXlo5+l0hWV3rKHGoKhBo1fDRqHyA/0Ppc+HNIHl/SdJN2JknTGnTOYO0l/32sjGAwnJtFL5lvxPmV9qJpBrip3xioqGH52gcY9Hd9d6IILZnDBMlwwwoUzuHAZLhzhohlctAwXjXB8BseX4fgIF8/g4mW4uP2g18yA3Rq5bcpPT0iDmvjPxyvsxqsQup8mSN5nyOOeGiOO6NVaHUXxbIL5ZIJnoPz75fK7cmlRWK3KdIuH7Chcg84uJukOqVVpqfbCWJGnEu1fpT8hsbpBBkOczhZDhp3QZKyHlTP2eZ/S2Kyzwuru2fyAtnULaFD05rOnbl+IAoaL/u6XCHPB+wxTwd0B51ZaWRoLQV301G6ZPHhNHr4mj16T89fk8ffll8lk1w8JuL7vyJBNmTmZnxoKFFgjudnNgpurp4BgCggWA8IpIFwMiKaAaDGATwF8MSCeAuLFAH91s9Cvbgk6uwmLlVsew18IBkfyXudqHgebaLPh0Xqz5uuwbf8DpuzFRw== Copy blueprint",
"date": "2024-11-23T00:23:39+00:00",
"quotes": []
},
{
"author": "Virenaut",
"content": "No, this is different. Where the problem you referenced is about two values that are the same when a blueprint is made and the values being grouped together, this one is about using different formulas to grab stack sizes of different parameters, but the formulas do not work as intended.",
"date": "2024-11-29T16:12:41+00:00",
"quotes": [
{
"author": "Muche wrote: Sat Nov 23, 2024 12:23 am",
"content": ""
}
]
},
{
"author": "Muche",
"content": "I'd say OP's BP boils down to: \ntake stack size of ingredient #1, assign it to parameter #1, set request #1 to parameter #1, \ntake stack size of ingredient #2, assign it to parameter #2, set request #2 to parameter #2, \ntake stack size of ingredient #3, assign it to parameter #3, set request #3 to parameter #3, etc. \n \nDue to the issue in linked topic, all parameters are collapsed to one: \ntake stack size of ingredient #1, assign it to parameter #1, set request #1 to parameter #1, \ntake stack size of ingredient #2, assign it to parameter #2, set request #2 to parameter #1, \ntake stack size of ingredient #3, assign it to parameter #3, set request #3 to parameter #1, etc. \n \nFormulas work fine, their results just get ignored.",
"date": "2024-11-29T16:35:56+00:00",
"quotes": [
{
"author": "Virenaut wrote: Fri Nov 29, 2024 4:12 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Hello, I was halfway through writing the test, but then I noticed the blueprint is all wrong, and it is not actually a bug. \nYou have all the original values to be 1. I don't know how it happened that they show separatly in the parametrisatio, but when I make blueprint with more values being 1, they just merge into one parameter. \n \nLong story short, if you wan't to parametrise different numbers differently, the source obviously can't be the same number, so for your blueprint, you need to set different numbers for the parameters, it can't be whatever, but not the same, for example, p1 having count of 1, p2 having count of 2 etc. \nThis way the engine can differentiation which number should be changed to what.",
"date": "2025-03-13T17:07:34+00:00",
"quotes": []
}
] | 5 | 2024-10-31T09:16:45-05:00 |
forum-topic-127274 | 127274 | Upcoming changes for LTN 2.3.0 (not yet released!) | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=127274 | hgschmie | Hi,
With the release of the LuaSchedule API in 2.0.36 (and its various iterations until currently 2.0.39), it is now possible to influence train schedules much more than with the limited 1.1 (and the previous 2.0 API).
I have put together a number of things for the 2.3.0 release of LTN that will be API visible:
1) There will be a new station type: "fuel station" . This station type is intended for refueling trains. When enabled, LTN will send trains that are low on fuel to a fuel station.
- Everything is controlled by a per-map setting. If fuel stations are not enabled, everything below is ignored.
- There is a new virtual signal 'ltn-fuel-station' that signifies that a station is a fuel station. If a station receives both the depot and the fuel-station signal, it is a depot (depot takes precedence)
- There is a sad icon ( https://github.com/hgschmie/factorio-Lo ... tation.png ) for the fuel station. Better icons very welcome.
- Fuel stations can declare which networks they serve (with the network id signal) and they can control the thresholds for the fuel interrupt (see https://github.com/hgschmie/factorio-Lo ... /README.md for a longer explanation)
- Refueling is controlled by a Train Schedule interrupt called "LTN Fuel". There is an expectation that a fuel station will refuel all locomotives in a train.
2) LTN will no longer reset the Interrupts of a train schedule
- This is actually controlled by a map setting as well, so both (ignore interrupts and reset interrupts) is possible
- Other mods can add train schedule interrupts and LTN will not modify or delete them
I consider this the last major change to the LTN 'as is'. First, I want to play the game more, not just write mods for it. I have some ideas for a "next gen LTN" but for now, I want to shake some more bugs (see viewtopic.php?t=127270 ) out of the code and collect user feedback.
I was hoping for 2.0.38 to be the next stable release but I may be wrong. I am planning to release 2.3.0 relatively soon but I would love to get some feedback from brave spirits that are willing to install the mod from the github repo. It would be great if someone could test the cargo-ships with LTN and report.
If you work on a LTN related mod, consider supporting fuel stations (if a mod does not, the fuel stations will show up as regular stations that never have deliveries scheduled to them). | [] | 0 | 2025-03-05T00:00:11-06:00 |
forum-topic-127243 | 127243 | [2.0.37] [SA] Manual drop-off from space platform does not respect cargo bays throughput | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127243 | Hares | Steps to Reproduce
Have space platform with 80 cargo bays
Load 20k Cryogenic science inside (rocket capacity: 1000)
Use Ctrl+Click to drop the cargo
Expected:
All science is dropped at once
Only 20/80 cargo bays go on cooldown
Actual:
Only 10 stacks are dropped per task, for a total of 10 tasks
Only first 9 tasks are completed without delay
The 10th drop-off task waits for internal cooldown
Click to expand the recording
P.S.
I'm not sure if this is a bug or miscommunication on throughput definition.
Anyway, not scaling # of drop slots with the # of cargo bays looks like an issue. | [] | 0 | 2025-03-03T13:07:45-06:00 |
forum-topic-127565 | 127565 | [2.0.41] on_gui_leave is raised on sub elements | Not a bug | https://forums.factorio.com/viewtopic.php?t=127565 | Kuxynator | I want to create a context menu that closes when the mouse leaves the area
Code: Select all frame { name = "context_menu", direction = "vertical", raise_hover_events = true,
flow {
button {caption="Option 1"},
button {caption="Option 2 long text"},
button {caption="Option 3" }
}
script.on_event(defines.events.on_gui_leave, function(e)
if element and e.element.name == "context_menu" then close(e) return end
end)
Problem:
The event is already raised when you move over the content (the buttons) and do not leave the frame at all.
Expected behavior:
as long as the mouse is within the element, on_gui_leave must not be raised.
Using Factorio 2.0.41, but the problem has probably existed for some time.
P.S.:
the forum search does not work as expected.
- seach for "on_gui_leave" shows 10000 irrelevant results.
- seach for "on_gui_leave" in topics only shows less results but none of them with "on_gui_leave". | [
{
"author": "",
"content": "Thanks for the report however this is unlikely to change as this is how the generic GUI logic works since forever. gui enter/leave is specific to the element the mouse is directly over and it is not called for parents of elements the mouse is over - only the final element itself.",
"date": "2025-03-17T12:40:43+00:00",
"quotes": []
}
] | 1 | 2025-03-17T03:09:03-05:00 |
forum-topic-61339 | 61339 | Event request: on_recipe_changed | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=61339 | lovely_santa | Hi RSeding,
I have to keep track of all my buildings that have a set recipe.
To keep track of the active recipes there are 3 options:
- When a player/bot places a building over a ghost that has a recipe set (easy)
- When a player uses the copy/paste setting (easy)
- When a player changes the recipe manualy (though).
On that last one, I can't look on_gui_closed becose the gui doesn't have to be explicitly closed by the player, when keeping track of the open gui of the player is very inefficient.
I think this is reason enough for this event?
Becose we might be able to check it when the gui is closed, but thats not the same time as when the player changes the recipe, for example, when the player resets the recipe, the player gains items in the input/output buffer of the machine, so we can't take action when that recipe changes (there is no on_inventory_changed event either that would give a perfect solution, but even then recipes could be changed at times that the player wouldn't gain items), so i realy think this is lacking some event handling...
Kind regards,
lovely_santa | [
{
"author": "Godmave",
"content": "Or enabling the close event for any closing, not just explicit, would help me (use_colors change for lamps) and probably others too.",
"date": "2018-07-03T10:51:32+00:00",
"quotes": []
},
{
"author": "",
"content": "Why exactly do you want to track what machines have what recipe set?",
"date": "2018-07-08T00:12:29+00:00",
"quotes": []
},
{
"author": "lovely_santa",
"content": "Yes, I want to track what an assembling machine type of entity has set as recipe. Depending on the recipe I need to take actions. \nOnce the machine is backed up, I can put the machine in a sleep-like mode, more like a code optimalisation. But when the recipe changes I have to take actions again. But there is no event (or series of events) that can give me real time information about the recipe beiing set/unset (mostly the set is an issue). \n \nThats why i want to have an event on_recipe_changed that holds the entity and player who changed the recipe. An optional parameter would be the recipe that has been set (or nil when it was removed), but that i can check on the entity itself, so that would be obsolete. \n \nKind regards, \nlovely_santa",
"date": "2018-07-09T19:22:51+00:00",
"quotes": []
},
{
"author": "",
"content": "But *why* do you want to do that?",
"date": "2018-07-09T20:58:35+00:00",
"quotes": []
},
{
"author": "lovely_santa",
"content": "Becose when the assembler is done crafting something, i have to take actions (manualy removing output, placing stuff on the surface as result). When the recipe gets changed, i also have to remove placed down stuff.. Its for in a vehicle mod and also some robot mod \n \nEDIT: afther discord conversation: \nWhy: I want to extend the output buffer behaviour of a machine, so it crafts some items up till the output buffer has some recipes build. At the end of that, i take some out and place an entity inside the world, that is part of the output buffer. \n \nThere are alredy events in place for copy/paste, placing/destroying entities, ghosts, but there are no events when the player changes the recipe manualy. \nKlonan said that this was reasonable, but that I could set a fixed recipe. \nI answered if there are some mods involved i would have to make a building for each available recipe, so that wouldn't be a solution. \n \nKlonan found it a reasonable request, that could open up some possibilities, mainly of not hassling the game on_tick to see if te recipes are the same\n \n Tracking recipes \n When player sets special recipe, insert ingredients so its crafting automaticly \n autofill when you change recipes (like the mod doiing it for turrets) \n ... \n\nI hope this answers the *why* question beter?",
"date": "2018-07-10T19:05:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Those reasons don't justify the performance overhead and maintenance to implement that event.",
"date": "2018-10-02T22:42:26+00:00",
"quotes": []
},
{
"author": "Mylon",
"content": "How often does a recipe change? The number of times such an event fires ought to be tiny. Maybe 10,000 calls throughout an entire game? \n \nMy particular usecase: \n \nI made a scenario called Regional Production. Goods can only be produced near a matching marker. I want a on_recipe_changed event so I can say \"Not allowed\" and set the recipe to nil. As opposed to currently where I use a worker to iterate over all assemblers and if one has the wrong recipe I correct it them.",
"date": "2018-10-05T20:17:25+00:00",
"quotes": []
},
{
"author": "",
"content": "The main issue is the added complexity to protect against mods doing 'things' during the event that can invalidate parts of the game. \n \nRight now we don't have any protection in place around setting recipes in assembling machines because it's not possible for a mod to break anything. If I add an event then I need to go over every possible place in code where an assembling machine recipe can be set and make sure it properly handles if *anything* is invalidated/changed.",
"date": "2018-10-05T21:38:36+00:00",
"quotes": []
},
{
"author": "Mylon",
"content": "I'm confused. Aren't these protections already in place around LuaEntity.set_recipe()? I already can mess with the bits I need and this function seems to perform fine. I'm not sure how on_recipe_changed event would be any different than a very aggressive on_tick check_all_assemblers() function.",
"date": "2018-10-06T03:45:55+00:00",
"quotes": []
},
{
"author": "",
"content": "This is (one of) the call stacks for how an assembling machine can have its recipe set: \n \n\nThat's deep inside the build logic for building a blueprint. And that deep down it would then fire a Lua event which can invalidate any entity, any item, add or remove forces, and so on. \n \nEvery single site that calls into another function deep would need its own protection to check if everything is still valid after the function finished if that event existed. \n \nNow compare that to the on_tick event: \n \n\nIt has nothing it needs to check. Regardless of what the on_tick handler does the game is left in a valid state and the code just returns having finished the event.",
"date": "2018-10-06T06:06:40+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Mylon",
"content": "How about a different approach? What if recipe_changed toggled a flag on crafting machines and the event is raised in the next crafting_machine::update? \n \nAlso, following other events, LuaCraftingMachine.setRecipe() wouldn't raise the event much like how other lua calls don't raise events.",
"date": "2018-10-06T15:01:37+00:00",
"quotes": []
},
{
"author": "",
"content": "The machine would then need to store the fact the recipe changed + what the old recipe was in memory and in the save file. Neither of which are acceptable.",
"date": "2018-10-06T17:37:38+00:00",
"quotes": [
{
"author": "Mylon wrote: Sat Oct 06, 2018 3:01 pm",
"content": ""
}
]
},
{
"author": "Mylon",
"content": "I wouldn't imagine an extra bool per crafting machine would be a big deal for the save. As for the previous recipe... I'm not sure that's necessary either. At least for my use case, all I need to know is if the current recipe follows a rule. Testing the machine periodically just in case the recipe changed makes the rule checking unresponsive.",
"date": "2018-10-08T15:46:09+00:00",
"quotes": []
},
{
"author": "Avacado",
"content": "I was considering implementing this same feature in my mod (Whistle Stop Factories) because I have map tags over each factory that indicates its current recipe. Currently I track a list of all of my factories and check them all on every nth tick. \n \nIf I were to capture these 3 events for creating these map tags, I'd miss recipe changes from recipes set by mods, but would I miss anything else? What do you mean by \"the gui doesn't have to be explicitly closed by the player\"? Are there situation in which the gui close event wouldn't be triggered? \n \nI can't think of that many mods that set recipes. Crafting Combinator does, but I think it'd be fine to not support map tags for the rapidly changing recipes that mod produces. Are there any other mods that would cause a problem for me using this combination of triggers in place of the more ideal recipe_change?",
"date": "2018-10-19T02:36:36+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "lovely_santa",
"content": "Yes there are multiple examples, one of them when you move out of reach and the gui closes on you... or when you get disconnected from the game, ...",
"date": "2018-10-19T14:32:35+00:00",
"quotes": [
{
"author": "Avacado wrote: Fri Oct 19, 2018 2:36 am",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "You could start a dynamic tick handler in on_gui_opened that continously watches player.opened until it is closed again. That way you don't need to care about the source of the window closing. And you only need to check at most $number_of_players or $number_of_connected_players per tick. And 0 when no factory guis are open.",
"date": "2018-10-19T15:28:41+00:00",
"quotes": []
},
{
"author": "Xorimuth",
"content": "I'd also be interested in seeing this implemented, although the work-arounds suggested seem quite comprehensive. \n \nEdit: I no longer need this",
"date": "2022-03-31T11:50:44+00:00",
"quotes": []
},
{
"author": "Xorimuth",
"content": "So the main thing I've found impossible/very hacky to deal with is using blueprints on already-built assemblers to change their recipe. This only raises on_pre_built, which doesn't have enough information to reliably work out which recipes have been changed (particularly when it is a blueprint library blueprint which are invisible to the mod).",
"date": "2022-03-31T16:58:00+00:00",
"quotes": [
{
"author": "Xorimuth wrote: Thu Mar 31, 2022 11:50 am",
"content": ""
}
]
}
] | 18 | 2018-07-03T05:48:37-05:00 |
forum-topic-125256 | 125256 | Moving science research to Gleba? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125256 | NineNine | I'm just now making my first science on Gleba, and it's very slow for now. As a result, I'm thinking of moving all of my science to Gleba so that I can use some of the Gleba science research before it spoils. I'm going to keep my production of science on the other planets where I make it, but just fly the finished science to Gleba for research. Has anybody else done that? Does that make sense to do? | [
{
"author": "computeraddict",
"content": "Shortly after getting Agricultural Science you can unlock biter capture and biolabs, which can only be used on Nauvis and double the value of your science packs. So as long as you can get your Agricultural Science to Nauvis less than half spoiled, you're better off shipping it there.",
"date": "2024-12-28T16:24:52+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "I did not know that! (Apparently, I should spend more time reading the tech tree.) Thanks for saving me many hours of reconfiguring everything. I will limp along with sending Gleba science to Nauvis for now.",
"date": "2024-12-28T16:49:29+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "I believe producing some extra science on Gleba has its virtues anyways. Its on my todo list (mostly because its a fun idea to me), to create all possible sciences on Gleba, since all of the resources there are 100 % free and infinite - except for the caveat of \"having to\" import stone. Really cant be bothered to setup a train network there. \n \nWhy not have an array of labs boost your research speed for the steel plate, rocket fuel and plastic productivity?",
"date": "2024-12-28T20:05:24+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "Science packs should not spoil. I use a mod to fix that.",
"date": "2025-03-07T21:53:30+00:00",
"quotes": []
},
{
"author": "meganothing",
"content": "And people should not be able to fly. \n \nNo problem if you want to make some puzzle easier but don't make it into a law of nature.",
"date": "2025-03-08T17:02:27+00:00",
"quotes": [
{
"author": "jamiechi1 wrote: Fri Mar 07, 2025 9:53 pm",
"content": ""
}
]
}
] | 5 | 2024-12-28T09:13:58-06:00 |
forum-topic-75371 | 75371 | Friday Facts #311 - New remnants 3 | News | https://forums.factorio.com/viewtopic.php?t=75371 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-311 | [
{
"author": "Gergely",
"content": "Links don't work.",
"date": "2019-09-06T19:11:18+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed. Thanks",
"date": "2019-09-06T19:15:31+00:00",
"quotes": [
{
"author": "Gergely wrote: Fri Sep 06, 2019 7:11 pm",
"content": ""
}
]
},
{
"author": "quyxkh",
"content": "The cyberman vibe is strong with this one.",
"date": "2019-09-06T19:15:51+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "Uhhh... now conveyor belts, walls, pipes and heat pipes are screaming for remnants that connect. \n \nAnd let's not forget the copper cables of power poles. \n \nI'm probably going too far. This should be technically achievable but like... not worth it.",
"date": "2019-09-06T19:16:09+00:00",
"quotes": []
},
{
"author": "Sander_Bouwhuis",
"content": "Wow, the graphics of that mod are unbelievable! \n \nThe rest sounds good too. I guess I'll try this instead of the 'tried and true' Bob+Angel run.",
"date": "2019-09-06T19:23:24+00:00",
"quotes": []
},
{
"author": "brunzenstein",
"content": "why not include that mod into 0.17 vanilla? \nIn form of a scenario?",
"date": "2019-09-06T19:26:23+00:00",
"quotes": []
},
{
"author": "Xuerian",
"content": "Those remants look pretty good and that mod looks amazing! I'm going to have to give it a try soon. \n \n\nFeatured or even Sponsored mods would be pretty awesome. Things like that and the Space mod. \n \nI'm sure the sponsored thing would be complicated for plenty of reasons and lead to \"but why not bobs or angels\" but ah well. \n\nAt the very least, making the conveyor remnants visually match their proper orientation a little more. Most of it looks pretty good, but any linear segments look pretty awkward.",
"date": "2019-09-06T19:30:28+00:00",
"quotes": [
{
"author": "brunzenstein wrote: Fri Sep 06, 2019 7:26 pm",
"content": ""
},
{
"author": "Gergely wrote: Fri Sep 06, 2019 7:16 pm",
"content": ""
}
]
},
{
"author": "",
"content": "That mod spotlight by a member of the dev team . \nWhen I'm done with vanilla experience, I'm adding this in my must try list . \n \nI'm wondering : how will the remnants coexist with the automatic ghosts ? Or will the ghosts of destroyed structures be replaced by the remnants ?",
"date": "2019-09-06T19:31:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Ghosts are generally a big problem in this, and we are already thinking about revisiting ghosts in the future.",
"date": "2019-09-06T19:35:03+00:00",
"quotes": [
{
"author": "Koub wrote: Fri Sep 06, 2019 7:31 pm",
"content": ""
}
]
},
{
"author": "MasterBuilder",
"content": "Most are recognizable, except a few of them: \n \nAssembling machines: \nIt's just a pile of unrecognizable parts. I couldn't tell what it was till I compared it to the unbroken image. \nThe shell of the assembly machines is the most recognizable part but none of those colored panels are left. It's just a pile of non-descript machine parts that could feasibly belong to any of the machines in the game. \n \nRoboport: \nSimilarly I could not identify this from it's remains. There's an odd blue thing in the pile and I kept trying to think of that entity has that, but even knowing it's a roboport I can't see where that attaches to the unbroken entity. \nI would recommend keeping the spinning antenna thing visible somewhere in the pile. That'll definitely help.",
"date": "2019-09-06T19:39:03+00:00",
"quotes": []
},
{
"author": "",
"content": "For example assembling machines are going to get their own remnants after the assembling machines are redesigned (as hinted in an earlier FFF)",
"date": "2019-09-06T19:41:54+00:00",
"quotes": []
},
{
"author": "conn11",
"content": "Those assembly machines from the Industrial revolution mod are looking like a quite nicely done compromise between the „classic“ Factorio type and the advanced from the NPE.",
"date": "2019-09-06T20:15:13+00:00",
"quotes": []
},
{
"author": "Drury",
"content": "I've never seen community spotlight steal the show quite to this degree \n \nNice remnants guys. Especially fond of the car, sorta comically spreading its wheels apart. \n \nOnly one little constructive suggestion, maybe make the rubble extend out of its tile more? Might help with the odd tiled look. \n \nEDIT: Then again, maybe that comes more from the sample grid used for the background here.",
"date": "2019-09-06T20:31:39+00:00",
"quotes": []
},
{
"author": "",
"content": "I can assure you, artists would love to do that",
"date": "2019-09-06T20:35:56+00:00",
"quotes": [
{
"author": "Drury wrote: Fri Sep 06, 2019 8:31 pm",
"content": ""
}
]
},
{
"author": "Antyradek",
"content": "I'm afraid you are losing grip on the amount of mods there are. Thousands of small scripts, unbalanced tweaks and unknown gems. \nThis mod will likely soon be buried beneath everything. \n \nI think you need some sort of way to sort this thing before it's too late. Minetest (opensource Minecraft with Lua mods) does this pretty well. \n \nFor me, the complete must would be: \n- Mods enabled per-map not per installation. So you can have multiple sets of mods for multiple maps. \n- Mods downloaded when connecting to the server, so anyone can always play without installing anything. \n \nMaybe some way to \"feature\" especially successful sets of mods, together with proper balance.",
"date": "2019-09-06T20:40:54+00:00",
"quotes": []
},
{
"author": "",
"content": "I do agree (strongly) that the mod portal desperately needs to be updated before 1.0. More specifically, the discover-ability of mods is horrendous. \n \nThe other changes you requested are probably flat-out impossible without a complete redesign of the game engine.",
"date": "2019-09-06T20:50:00+00:00",
"quotes": [
{
"author": "Antyradek wrote: Fri Sep 06, 2019 8:40 pm",
"content": ""
}
]
},
{
"author": "doktorstick",
"content": "When spotlighting Industrial Revolution \"boring vanilla\" was used a couple of times in reference to certain aspects of gameplay. Will the devs then be addressing those \"boring vanilla\" parts before 1.0?",
"date": "2019-09-06T20:53:23+00:00",
"quotes": []
},
{
"author": "Drury",
"content": "Didn't expect it to be problematic, considering no moving entities can ever be rendered behind the rubble. I suppose it's more of a resolution/VRAM problem mixed with not having a high enough priority to tamper with existing code.",
"date": "2019-09-06T21:03:04+00:00",
"quotes": [
{
"author": "posila wrote: Fri Sep 06, 2019 8:35 pm",
"content": ""
},
{
"author": "Drury wrote: Fri Sep 06, 2019 8:31 pm",
"content": ""
}
]
},
{
"author": "Antyradek",
"content": "All those remnants look cool but once you have roboports all over the place, all of those graphics are hidden behind ghosts. \nI can no longer watch my factory getting beautifully wrecked, I get unreadable mix. \n \nWhat about removing ghosts for destroyed buildings in the area of roboport? Or at least add this option in menu? \n \n \n \n scr.png (3.66 MiB) Viewed 14604 times \n \n \n\n(Yes, I nuked my factory just for the screenshot.)",
"date": "2019-09-06T21:03:38+00:00",
"quotes": []
}
] | 19 | 2019-09-06T14:08:39-05:00 | |
forum-topic-32130 | 32130 | Simple 3 to 2 belt merge | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=32130 | Koder | Hi everybody, it's very late here, and I happened to stumble across this while I was messing around with belts. It's a little 3 to 2 belt merge. Note: You will still want to balance your load if needed, this does not handle lane/belt balancing. It's compact enough to mirror and shove into a 4-belt belt (or even a lane) balancer to convert it to a 6-to-4 merge with balancing.
Essentially I'm just taking each half of belt 3 and then merging it equally with belts 1 and 2. I haven't seen this layout anywhere, so I figured I'd post my findings. Let me know if you have feedback.
Edit: I decided to post a topic to the factorio subreddit. There is another design posted, and I decided to run some tests as well. I'm hopelessly addicted to this game, and have been for a long time https://www.reddit.com/r/factorio/comme ... elt_merge/
Edit 2: Here is my imgur album with a collection of my findings: http://imgur.com/a/1Li6W
Thank you!
Koder | [
{
"author": "aober93",
"content": "uhhh im sure this is essentially the same:\n \n \n \n a7.jpg (37.55 KiB) Viewed 148257 times \n \n \n\nah i see where youre going",
"date": "2016-09-04T22:48:36+00:00",
"quotes": []
},
{
"author": "Koder",
"content": "I created an album with a collection of my findings and explanation, and updated my post. I've been mainly testing belt priority when merging here.",
"date": "2016-09-04T23:49:41+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "I'd add one more balancer. See below. \n \n \n \n balancer.png (932.35 KiB) Viewed 148048 times",
"date": "2016-09-06T17:46:42+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "This answer is so obvious now. The third belt is split into two, then merged with each of the two output belts separately, so the first output has 100% of the first belt and the second output has 100% of the second belt, and both have 50% of the third belt. Then the last splitter you've just added evenly distributes that, splitting the first and second input belts each to 50% of both output belts, and because the third input belt is already balanced it's unchanged. \n \nIt's much more efficient, both in space and processing time, than the other merger I found and was using (which involved a loop so it took quite some time for all the items to eventually filter through if the input dried up).",
"date": "2016-09-07T10:28:49+00:00",
"quotes": []
},
{
"author": "LoggerM",
"content": "The problem with this design: \nBoth inputs of the 2. splitter needs already 2 full lines to create 2 full belts. \nThe combination of belt 1 and 2 losts his funktion in the bottle-neck to the 2. splitter, because it can only carry 1 full yello Belt with no extra to fill up the gaps at the 3rd belt. \n \nBut this setup will work fine with red splitters on yellow Belts btw. \n \nSo, Koders Sugestion is realy good.",
"date": "2016-09-08T11:24:19+00:00",
"quotes": []
},
{
"author": "LoggerM",
"content": "After a moment of thinking I found a nother way to do it. \nIts a bit shorter but needs 1 tile to the side. \n \n \n \n Aufteilung.png (35.22 KiB) Viewed 147882 times",
"date": "2016-09-08T11:38:45+00:00",
"quotes": []
},
{
"author": "Shadewing",
"content": "That one doesn't work I'm afraid. If input is A, B, and C and output is 1 and 2. Nothing from A gets to 2 and nothing from C gets to 1.",
"date": "2016-09-13T05:10:28+00:00",
"quotes": []
},
{
"author": "Zeblote",
"content": "Seems like this will favor the 3rd belt?",
"date": "2016-09-13T06:36:07+00:00",
"quotes": [
{
"author": "mooklepticon wrote:",
"content": ""
}
]
},
{
"author": "PyroFire",
"content": "Here you go \n \n \n \ni'll add more of these variations to my other thread. \n viewtopic.php?f=8&t=31498",
"date": "2016-09-14T21:40:27+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "3-2 merge builds depend on what you want. \n \ncount perfect output: \n \n \n \n 3-2 simple.jpg (74.53 KiB) Viewed 147275 times \n \n \n\ncount perfect output & equal drain on all 3 inputs: \n \n \n \n 3-2 feedback.jpg (105.09 KiB) Viewed 147275 times",
"date": "2016-09-16T16:18:34+00:00",
"quotes": []
},
{
"author": "zebediah49",
"content": "This shares the issues that the original one had, but for a case without weird loads would work fine.",
"date": "2016-09-16T20:42:41+00:00",
"quotes": [
{
"author": "LoggerM wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Please notice this page: https://wiki.factorio.com/index.php?tit ... _splitters",
"date": "2016-09-17T11:26:15+00:00",
"quotes": []
},
{
"author": "theDemolisher13",
"content": "Do this work as a 2 to 3 as well? I need something to fit in a 4 wide and no longer than 10 long",
"date": "2019-11-09T07:26:32+00:00",
"quotes": [
{
"author": "Optera wrote: Fri Sep 16, 2016 4:18 pm",
"content": ""
}
]
}
] | 13 | 2016-09-04T05:16:06-05:00 |
forum-topic-125606 | 125606 | Depot trains acting weird | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125606 | jaylawl | Why do my depot trains act like this and how can i prevent it?
https://gyazo.com/87ae539d099e11be1d416bf0bcf5e15d
Setup:
depotSet.png (120.12 KiB) Viewed 758 times | [
{
"author": "mmmPI",
"content": "Without a savefile it's quite difficult to guess what is happening. It's also difficult to understand what you wish to have the trains do.",
"date": "2025-01-05T14:10:20+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "They seem to be at the depot, the interrupt is triggerred, they wait 5s, then the cycle repeats. \nI've seen suggestions to incorporate \"At specified station/Not at specified station\" in the interrupt's condition.",
"date": "2025-01-05T15:51:54+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "I want the trains to do exactly what they are doing right now: go to depot if they are not needed and check every 5 seconds if they can go somewhere else. But that weird opening/closing behaviour along with the accompaning sound effect makes it weird and feel like i have not done this in an intended way. The sound effect gets terribly annoying if i am near the depots. \n \nHow do people usually implement this in their depot interrupts?",
"date": "2025-01-05T16:49:47+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Jan 05, 2025 2:10 pm",
"content": ""
},
{
"author": "Muche wrote: Sun Jan 05, 2025 3:51 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "I do it like Muche suggested. Exclude the depot from the depot interrupt. \n \nI use depots for empty trains. My trains have one default schedule entry: \"go to loading station\". The depot interrupt triggers for \"destination full\". So if the train is empty and tries to go to its default schedule, and every loading station is full, the depot interrupt triggers and the empty train gets directed to the depot. The interrupt only adds a waiting condition of \"inactivity 5 seconds\" at the depot, just like yours. \n \nThe only valid destination from the depot is the static schedule entry, the loading station. However, if it is full, the train doesn't need to be directed to the depot again, because it is already there. So I added an additional condition to the depot trigger: \"... AND not at depot station\". This way the depot interrupt will not trigger if the train is already at the depot. Instead no interrupt is triggered and the train goes to sleep at the default schedule entry as long as no other interrupt fires and all loading stations are still full. \n \nAs soon as one loading station becomes open, one sleeping train wakes up and drives to the loading station. No interrupt involved here, it just wakes up and drives according to the default schedule entry. \nIf the train is full, the next destination is interrupt controlled again. The interrupt detects the cargo that was loaded and adds the corresponding unloading station as temporary schedule. If all unloading stations are full, the \"destination full\" condition for the depot interrupt will not trigger, because an interrupt will not interrupt an already active interrupt. Instead, the train just sits at the loading station sleeping and waiting for an unloading station to open. But this is ok, because if no unloading station has any demand, there is no need to free the loading station.",
"date": "2025-01-05T17:36:25+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "It seems it currently may not work as desired in all cases, see 121203 Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path) .",
"date": "2025-01-05T18:22:48+00:00",
"quotes": []
},
{
"author": "waterBear",
"content": "That's just how trains work. When they're at a stop they open. When they're departing, driving, or arriving, they're closed. What you're seeing is the train opening for 5 seconds while it waits then closing to depart, then the interrupt triggers because they have no destination, then they go to the wait stop (which they're already at), and they open up again.",
"date": "2025-01-06T00:08:54+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "Yeah, i got that - but don't you figure that this is undesirable behaviour? I set it to 5 seconds because of a lazy thought. 5 seconds is good enough to never have to worry about it causing UPS issues and good enough for the trains not idling for that long. Make it shorter and you get a symphony of death. \n \nWhile messing around with that i found a hacky solution : set the time passed condition to 0 seconds. It will try to open the cargo bay doors for what seems like just a tick, but there is no sound effect!",
"date": "2025-01-06T18:41:38+00:00",
"quotes": [
{
"author": "waterBear wrote: Mon Jan 06, 2025 12:08 am",
"content": ""
}
]
},
{
"author": "waterBear",
"content": "@Tertius suggestion works - I just tried it at my Fulgora wait station. Just add the condition \"and not at <wait station>\" to the condition \"destination full or no path\" and your train will sit at the wait station asleep, never opening its doors. \n \nIf it really bothers you that much, there's your solution.",
"date": "2025-01-06T20:34:36+00:00",
"quotes": [
{
"author": "jaylawl wrote: Mon Jan 06, 2025 6:41 pm",
"content": ""
},
{
"author": "waterBear wrote: Mon Jan 06, 2025 12:08 am",
"content": ""
}
]
},
{
"author": "vark111",
"content": "For us visual learners:\n \n \n \n depot-interrupt.png (52.93 KiB) Viewed 385 times",
"date": "2025-01-07T15:44:47+00:00",
"quotes": []
}
] | 9 | 2025-01-05T04:54:31-06:00 |
forum-topic-127132 | 127132 | How do I teleport a platform? | Modding help | https://forums.factorio.com/viewtopic.php?t=127132 | Phleem | I want to teleport my platform that reached Shattered Planet back home rather than waiting for it to fly back. Rsedding mentioned teleporting platforms in a post awhile back, so I believe it is possible, but I couldn't find an example of how to do it. I assume it's something like game.platform("platformname or id").teleport(<some way to identify Nauvis orbig>)?
I would really rather not run for 10+ more hours at 20 UPS which is the best this system can do while it manages a bajillion asteroid chunks around the returning ship. | [
{
"author": "Muche",
"content": "Code: Select all game.surfaces[pid].platform.space_location=game.planets.nauvis.prototype\n \nseems to work, where pid is the id of the platform 's surface .",
"date": "2025-02-25T19:48:17+00:00",
"quotes": []
},
{
"author": "Phleem",
"content": "Thanks for the reply. \n \nWhat is the platform pid? \n \nI tried a variety of things including the \"platform-8\" displayed in the editor surfaces tab and got a variety of errors, including some stuff about something being read only...",
"date": "2025-02-25T20:10:03+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Not sure whether there is a simpler way, but this works:\n Code: Select all pid = (function(platformname) for surface_name, surface in pairs(game.surfaces) do if surface.platform and surface.platform.name == platformname then return surface_name end end end)(\"foobar\")\n \nwhere foobar is the platform's name. \nBut as this returns platform-N , I would have expected the platform-8 you tried to work (that is, pid=\"platform-8\" ).",
"date": "2025-02-25T21:06:15+00:00",
"quotes": []
},
{
"author": "Phleem",
"content": "When I used \"platform-8\" it gave this error: \n \nLua_SpacePlatform::space_location is read only. \n \nI thought it might be because I was hosting in multiplayer but I got the same error when I loaded it up single player. Is there some extended cheating mode I need to enable?",
"date": "2025-02-25T21:37:14+00:00",
"quotes": []
},
{
"author": "Silari",
"content": "You need to be on the experimental branch to set the location as writing was only added in 2.0.34. Stable is still only using 2.0.32 which won't let you write it.",
"date": "2025-02-25T22:37:41+00:00",
"quotes": [
{
"author": "Phleem wrote: Tue Feb 25, 2025 9:37 pm",
"content": ""
}
]
}
] | 5 | 2025-02-25T13:27:43-06:00 |
forum-topic-126619 | 126619 | [REQUEST] Infinity research ingredients (vanilla) | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126619 | Unitaz-Engineer | Can someone create a mod that make each of infinity researches consume all the 7 types of science packs for vanilla version of the game?
The mod should be independent from space-age and comparable with any other mods thad adds new infinity researches. | [] | 0 | 2025-02-06T04:29:38-06:00 |
forum-topic-114983 | 114983 | Factorio 1.1.109 Full Py Mod latests version - FPS/UPS drop every 5 minutes | PyMods | https://forums.factorio.com/viewtopic.php?t=114983 | Darthmaullv | Hello everyone,
Just getting started into Py and having an issue that I cannot solve. I start a map, get some small portion of a base going with barely any map explored and the game starts to behave as the subject states. Every 5 minutes the game freezes (not my computer, just factorio) and FPS/UPS drops from a solid 60 FPS to 6-8 FPS/UPS then jumps back up. Save interval is 60 minutes so I know it is not that.
My current run, I have just enough to make the resources for the first science pack. Have not researched automation yet so the base is quite small. Issue is already occurring. I am posting here because I have narrowed down the issue to this group of mods. I have ran and completed IR3, Krastorio 2 and many other QoL mods/mod packs without this issue. As soon as I put pY in and start to build up it is present.
PC specs
Intel 10th gen i7 10700f 2.9 Ghz 8 cores 16 threads
128 GB DDR4 3200 2666 Mhz RAM
Lexar NM790 m.2 2280 PCIe Gen4x4 NVMe SSD - Sequential read up to 7400MB/s, sequential write up to 6500MB/s
Win11 Home 64 bit
Geforce RTX 2070 Super 8GB GDRR6 RAM 256-bit HDMI
Game Details:
Steam Factorio 1.1.109 (also tested in direct PC installed Factorio 1.1.109)
Mods:
Current Full Py
Afraid of the Dark
Bottleneck
Creative Mod
Even Distribution
Far Reach
Infinite Ores and Oils
Noxys Stack size multiplier
Power Grid Comb
Prismatic Belts
QoL Armor
Resource Spawner Overhaul
Squeak Through 2
Tag to Teleport
Everything I have tried so far:
Run new map (tried all sorts of modifications to starting resources, trees, water and none seem to matter) do nothing and wait 20+ minutes and issue is not present
Gone through every possible setting for graphics and dropped them to lowest values but issue persists
Run task manager on top of game and do not see any resource spikes when this occurs
Uninstall and re-install game in Steam
Installed stand alone Factorio using latest save
Completely removed all mods then added back latest versions of all
Added all mods (except any pY mods) one at a time and built a decent base in vanilla testing each mod for 20+ minutes with no issues
Had issue when I was using a SATA drive so moved to the m.2 SSD
Had issue when I had only 16 GB of RAM so replaced and updated to 128 GB
Hoping someone has an idea of what the mod pack could be doing/updating/processing every 5 minutes that could be adjusted or disabled. It is really frustrating to trying to play and progress. | [
{
"author": "mmmPI",
"content": "You could post a save game, even empty, so it's easier to sync the mods to the exact version you are using. \n \nIf you want to try and search for yourself, you can use the debug tools in game, accessible pressing F4 by default and search for \"time usage\". If active this option will show numbers on the left part of the screen, that can help identify the cause of the slowdown, posting a screenshot taken when the slowdown occurs or just after it would help too.",
"date": "2024-08-23T20:03:53+00:00",
"quotes": []
},
{
"author": "Darthmaullv",
"content": "I have included a save. F4 does not seem to tell me anything because the game is frozen with the blue spinning wheel (or sometimes the game will go white/not responding), so the data display also stops until the game recovers. \n \n \n Py No Freeze Pls.zip \n (11.77 MiB) Downloaded 44 times",
"date": "2024-08-24T03:40:56+00:00",
"quotes": []
}
] | 2 | 2024-08-23T14:51:57-05:00 |
forum-topic-126580 | 126580 | Landing Pad Redesign | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=126580 | adam_bise | Taking a look at all of the landing pad mechanics, I feel the whole things needs to be redesigned.
The major issues I see with the current design:
The one per surface limit introduced an unprecedented hard cap to logistics throughput, as you can no longer increase throughput by building in parallel.
The following image illustrated the hard-cap:
a.png (449.64 KiB) Viewed 405 times
The inability to read contents as well as set requests means you can't set filters to the landing pad inserters for increased thoughput unless you are willing to set all requests manually, further reducing the throughput hard-cap.
Taking a look at the decision to use one cargo bay per surface:
From FFF-382 "it is too convenient to put them all over the place to have the imported items right where you need them"
Yes, but the lading pad is large and throughput is limited unless you make it even larger by attaching bays. Plus isn't being able to drop things out of orbit to anywhere on the surface is kind of the beauty of dropping things out of orbit?
" and in the late game, it is nice to have this one very busy logistic junction in your base"
Shouldn't a centralized planetary hub be a gameplay decision rather than a design limitation?
My proposal:
1. Remove the limitation of one pad per surface.
2. Cargo bay does not increase storage of pad, but acts as it's own storage.
3. The cargo bays should still visibly connect, but their inventories are separate. The connected bays and pad act as a single drop point selectable from the platform.
4. Read contents available separately on each bay, read contents and set request simultaniously on pad.
5. Increasing bays still increased pod rate, but the actual bay the pod lands in is random. You would need to account for potentially having items in each cargo bay.
Illustration of the throughput hard-cap removed:
b.png (375.7 KiB) Viewed 405 times
Thank you for your consideration! | [
{
"author": "Muche",
"content": "Research for +1 Landing Pads per Surface suggests to increase the limit via a late game research. \n \nThe simultaneous contents reading and requests setting could be addressed via Please, PLEASE make circuit connection behavior configurable per wire . \n \nYou seem to be focused the planet side. Have you considered how will the suggested changes to cargo bays affect space platforms? \nWouldn't separated inventories mean a platform could receive rocket loads of items you intend to use on opposite side of the platform, thus having to get them out and route each one of them via belts? \nFor sending stuff crafted on the platform down to a planet, as there would be dozens of inventories now, possibly each having only a small stack, the performance gains of cargo pod scheduling done in v2.0.25 may be lost. \nWanting to utilize circuit network for doing custom calculations/visualizations/alerts/departure conditions of held cargo would mean to connect every cargo bay together. \n \nEven on planet side. I am not sure how having to handle dozens of different imported items at each cargo bay would be beneficial.",
"date": "2025-02-04T17:42:01+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "I was talking striclty about the landing pad and not the platform hub. I feel like the ability to make multiple platforms is sufficient in that regard. \n \nWhether the bays are seperated or not, the main pain point is trying to squeeze everything dropped down to a planet surface though one limited area landing pad. As you can only shove so many inserters and roboports around it. \n \nIf I had a need through mods for significant throughput at the pad, then I am limited because I cannot place another pad or remove items from an extended line of bays. \n \nEven just being able to remove items from the bays with connected inventory would solve this problem. It's not like you could abuse it as a large container if you cannot insert items back into it. \n \nBut I also don't like being limited to where I can build a landing pad on a planet surface or forced to adopt a central hub playstyle. Also I feel like if you have this level of technology and a virtually limitless amount of terrain to work with, then you should at least be able to aim your drop pods to an abitrary location.",
"date": "2025-02-04T23:55:51+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "Honestly? Out of all the “solutions” I’ve seen proposed for the landing pad throughput “problem”, I think this one might be the only one I actually like. But that’s only if I absolutely had to pick one, I still think it’s a rather ridiculous thing to worry about. I’ll take it seriously once someone actually hits the cap. People were calling logistics bot throughput unlimited even in 1.1, before we had legendary bots and roboports. \n \nAnyway, your idea checks all the boxes: \n- It keeps a single landing pad, instead of allowing instant item drops to anywhere on the planet. \n- It allows increased inserter throughput without making the landing pad a giant chest that can teleport dropped items through really long cargo bay chains. \n \nSure, I imagine the cargo bay patterns required to give every single bay inserter access would be quite hideous, but it would work and get the job done. Good suggestion. \n \nEdit: Whoops, it appears I missed point number 1. Well, the rest of the concept would still work without it.",
"date": "2025-02-05T07:42:53+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Landing pad throughput issues sounds to me more like if that were ever actually reached, then having extremely expensive special inserters would solve it very simply. So like promethium inserters or something, that cost 10,000 promethium or whatever. \n \nBut, if you're maxing out legendary stack insterters, I'm thinking you should be importing more processed items really. \n \nForgot that the pad itself acts as a provider. Yeah this is beyond unnecessary.",
"date": "2025-02-05T09:12:11+00:00",
"quotes": []
}
] | 4 | 2025-02-04T09:44:47-06:00 |
forum-topic-127558 | 127558 | [boskid][2.0.41] Follower Robot Lifetime Research Effect | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127558 | waremon | Same issue as this post in modding help : 105419
There is a Technology "Effect" called "follower-robot-lifetime" listed at: [ https://lua-api.factorio.com/latest/con ... gyModifier ]
A mod introducing a Technology that uses this Effect can be defined as:
Code: Select all {
type = "technology",
effects =
{
{
type = "follower-robot-lifetime",
modifier = 1
}
},
...
},
This works as expected with a modifier of 1 (or any larger integer.) Capsule items in inventory show the expected bonus, and spawned robots have the expected lifetime:
(note 45+45 lifetime)
03-17-2025, 00-06-24.png (99.6 KiB) Viewed 114 times
(note 90 lifetime)
03-17-2025, 00-08-06.png (57.79 KiB) Viewed 114 times
When using a modifier such as 0.2, the capsule's lifetime showed as expected, but the spawned robot does not:
(note 45+9 lifetime)
03-17-2025, 00-08-59.png (81.67 KiB) Viewed 114 times
(note 45 lifetime)
03-17-2025, 00-09-25.png (55.36 KiB) Viewed 114 times
The modifier is displayed correctly in the bonuses tab :
03-17-2025, 00-13-25.png (9.21 KiB) Viewed 114 times
Log file:
factorio-previous.log
(15.85 KiB) Downloaded 3 times
factorio-current.log
(9.01 KiB) Downloaded 3 times
Simple mod with follower lifetime research:
FollowerLifetimeMod.zip
(3.62 KiB) Downloaded 4 times | [
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.42. It looks like fraction modifiers were not working because this value was incorrectly converted to an integer before multiplying lifetime value from the prototype.",
"date": "2025-03-16T23:47:55+00:00",
"quotes": []
},
{
"author": "waremon",
"content": "That was fast. \nThanks !!!",
"date": "2025-03-17T00:07:56+00:00",
"quotes": []
}
] | 2 | 2025-03-16T18:21:00-05:00 |
forum-topic-117714 | 117714 | [2.0.11] desync in softmodded multiplayer (Comfy Mountain Fortress) with Mac | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=117714 | dbt0 | Joining Comfy's Mtn Fortress scenario with 2.0.11 from an M2 Mac, desynced twice in less than two minutes. I didn't have any problem with 2.0.10 yesterday when I played for about an hour.
Desync reports attached. | [
{
"author": "Gerkiz",
"content": "(Have /editor bound to some fast accessible hotkey (shift + tab)) \n \nI managed to desync everyone in game by doing: \n1. Press shift + tab \n2. Hop into 'forces' \n3. Change force from 'player' -> 'bonus_drill' \n4. Open \"Edit other properties\", but don't change anything. \n5. Press \"e\" \n6. Quickly switch the player force back to 'player' from 'bonus_drill' and press shift + tab \n7. Desync \n \n/Gerkiz",
"date": "2024-10-26T17:08:33+00:00",
"quotes": []
},
{
"author": "",
"content": "I looked at both desync reports and i am not interested in investigating it until a reproduction is given without any custom scripting. There are at least 4 characters all with the position desynced when it is {0,0} on the client while being reasonable on the server.",
"date": "2024-10-29T22:49:52+00:00",
"quotes": []
},
{
"author": "coxsmds",
"content": "I also encounter desync problems on this scenario since 1 week, and can only play for a few minutes, then the local map is reloaded and then the desynchr occurs.",
"date": "2024-10-31T10:29:46+00:00",
"quotes": []
},
{
"author": "zzh8829",
"content": "After debugging this for a long time I finally have a very reliable reproduction method and plausible guess. \n- this desync happens when mac (M1) joined a PC game AND also when PC joins a mac game. \n- It clearly does not happen when PC joins PC, I don't have two macs so cannot test mac joining mac. \n- I looked at at least 5+ desync reports diff there always seems to be something to do with logistic robots. \n- desync reports are very easy to create since when I join the MP server with mac it always desync in the first second. \n- these reports are not very useful as you already noted, since its full of random craziness happing on MP server. \n \nNow after I have the guess, after a long time trying different setups, I have a reliable reproduction. \n- on PC loads my save file in MP, which is a brand new restart with almost no structure or anything going on.\n \n \n mf-testing-delete-me-new-crash.zip \n (18.96 MiB) Downloaded 32 times \n \n \n \n \n \n Screenshot 2024-12-29 at 2.14.34 AM.png (321.56 KiB) Viewed 583 times \n \n Screenshot 2024-12-29 at 2.14.34 AM.png \n- mac player can now join the game without any desync issues at all I was able to play like normal. \n- the PC player builds some roboports and put down some logistic robots to start some robot logistic.\n \n \n \n Screenshot 2024-12-29 at 2.14.46 AM.png (400.47 KiB) Viewed 583 times \n \n Screenshot 2024-12-29 at 2.14.46 AM.png \n- mac player will desync very quickly after. desync will be triggered faster if you add more robots and also repeatedly add and remove roboports.\n \n \n \n Screenshot 2024-12-29 at 2.17.51 AM.png (1.4 MiB) Viewed 583 times \n \n Screenshot 2024-12-29 at 2.17.51 AM.png \n \nIt's unlikely this has anything to do with the mods or scripting since I didn't find anything related to logistic robots in the code. \nHowever, I have not been able to reproduce this desync outside of comfy mtn. \n \nWith this setup I was able to produce very clean desync reports. \n \nrelated issues 120244",
"date": "2024-12-29T22:20:25+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Oct 29, 2024 10:49 pm",
"content": ""
}
]
},
{
"author": "zzh8829",
"content": "Screenshot 2024-12-29 at 2.22.45 PM.png (210.2 KiB) Viewed 581 times \n \n \n\nreport \n \n https://drive.google.com/file/d/1zMae7d ... sp=sharing",
"date": "2024-12-29T22:23:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the reproduction steps. I was able to reproduce the issue. Root cause was that worker robot charging logic was using incorrect value for the max battery as this scenario has worker robot battery modifier set. When robot went to charge at some point it saw that it has 7.4MJ of energy when battery was only supposed to have 1.5MJ (because it was not accounting for force modifier) which caused the charging logic to think it still needs to get -5.9MJ of energy. This went into a \"negative double into unsigned\" undefined behavior which is known to desync between x86 to arm (on x86 it underflows while on arm it clamps to 0) from which a wrong amount of ticks to next update was computed causing a cascade of differences. This issue is now fixed for 2.0.29. This desync is completly unrelated to the original desync so i will not consider original desync to be resolved.",
"date": "2024-12-30T03:33:49+00:00",
"quotes": [
{
"author": "zzh8829 wrote: Sun Dec 29, 2024 10:20 pm",
"content": ""
}
]
}
] | 6 | 2024-10-26T11:50:09-05:00 |
forum-topic-45083 | 45083 | Save custom world presets / Custom map generator presets / Save/load map-exchange-string | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=45083 | Enterpriser1995 | hi guys.
So, here's the basic idea.
in the map generation screen, could you please add TWO more buttons? One would say "Load Preset..." and the other one "Save Preset..."
Basically, what i'm trying to say is that you should add a save/load button to the map generation screen so we don't have to insert all values again. It could be in a txt file, or whatever can be read by the game.
when this is imported, it automatically edits everything.
So, let's say for example that you have all of bob and dytech mods, and you got tired of the settings; with this you can set your map just once then load it if you have to reload the game due to a blackout, or something that makes you close Factorio.
Let me know what you think about it guys! | [
{
"author": "bobingabout",
"content": "Yeah, especially if you like to use the same settings every time you start a new game, or even just to know what you used last time, this would be very useful.",
"date": "2015-02-20T16:22:41+00:00",
"quotes": []
},
{
"author": "Enterpriser1995",
"content": "Yep. \nFor example i do like to play on \"god-mode\", all maxed out and peaceful mode, but setting 60 things to Very High, Very Big and Very Rich is really, really annoying",
"date": "2015-02-20T16:26:27+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "katyal",
"content": "if you use restart after generating the first time it will generate a new map with same settings. still like this idea though \n \n+1",
"date": "2015-02-20T17:21:03+00:00",
"quotes": []
},
{
"author": "Enterpriser1995",
"content": "I'm afraid i couldn't find this option...",
"date": "2015-02-20T17:22:52+00:00",
"quotes": [
{
"author": "katyal wrote:",
"content": ""
}
]
},
{
"author": "hoho",
"content": "That only works when you don't close the game. \n \nWhen you run the game, set the mapgen settings and start then those settings will persist as long as the game runs. You can return to main menu to start a new game and the settings will be there as you set them. \n \nif those two buttons do get added I'd suggest adding a third one too: reset to default.",
"date": "2015-02-20T18:12:41+00:00",
"quotes": [
{
"author": "Enterpriser1995 wrote:",
"content": ""
},
{
"author": "katyal wrote:",
"content": ""
}
]
},
{
"author": "Enterpriser1995",
"content": "Well, i already knew that then ^^ \n \nThe default would be the one you'd get on the first generation after the opening of the game, but if you can save presets you can also save one with the default configuration, i believe.",
"date": "2015-02-20T18:52:09+00:00",
"quotes": [
{
"author": "hoho wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Why not taking the map exchange string and paste it in a textfile? You even can make interactive notes doing like so!",
"date": "2015-02-20T22:23:40+00:00",
"quotes": []
},
{
"author": "Enterpriser1995",
"content": "What do you mean? i'm kinda new to the Map Exchange String parameter so i really don't know what you're talking about",
"date": "2015-02-20T22:53:42+00:00",
"quotes": []
},
{
"author": "",
"content": "I mean, that you, if you created a map, and play it, it has the so called map exchange string. This string can be used to generate exacly the same map again. \n \nThe map exchange string can be get, when you load a game or map. There is a big button in the load-requester in the left border. You can mark it and It can then be directly copied into your clipboard (Control-C under windows). \n \nIt can be used in the map-generator: there is an extra field where you can paste this string into. (Control-V) \n \nIt looks for example like so: \n Code: Select all >>>AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl\nAwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl\nyb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA\nADAFR8w0Q=<<< \n\nMore info: \n https://forums.factorio.com/wiki/inde ... _generator \n https://forums.factorio.com/forum/vie ... 336#p50318",
"date": "2015-02-20T23:06:36+00:00",
"quotes": []
},
{
"author": "Enterpriser1995",
"content": "Aww, i see now. \n \nBut i don't like to play on the same map over and over again, sorry",
"date": "2015-02-20T23:42:12+00:00",
"quotes": []
},
{
"author": "",
"content": "Then you need to change just the map seed.",
"date": "2015-02-21T06:19:04+00:00",
"quotes": []
},
{
"author": "Enterpriser1995",
"content": "And it would mantain my options?",
"date": "2015-02-21T09:30:03+00:00",
"quotes": []
},
{
"author": "Wyrm",
"content": "That does no good if the settings you used aren't exactly right. That is, replay a map with tweaked settings because something was a little too common for what you had in mind, or if the resources tested well, but all the lakes and ponds are annoying and need to be turned down a couple of notches. You can't do this with map exchange strings. This requires a preset, because a preset enables you to tweak the settings before play. \n \nPresets also means that you don't have to go through an extra step of reloading a previous map and then restarting it to get a map with the same parameters in it, even if you do no tweaking. It's just good UI design. \n \n(Also, \"restart\" to me means that the map is restored to the state you entered into, using the same seed.)",
"date": "2015-02-24T01:29:58+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "It's not clear to me, what should be changed then. For example, if you don't quit the game, the map preferences aren't changed. \n \nMy opinion and off-topic: this is a quite big theme, which needs to be seen in the context of Map generation Changes: \nMany, many suggestions: to point to the most important: \n https://forums.factorio.com/forum/vie ... f=6&t=6508 \n https://forums.factorio.com/forum/vie ... f=6&t=5635 \n https://forums.factorio.com/forum/vie ... f=6&t=6709 \n https://forums.factorio.com/forum/vie ... f=6&t=8185 \nAnd also some discussions, most likely about the the island problem. \n \nAnd one thread, which tries to join things together: https://forums.factorio.com/forum/vie ... f=6&t=4692 \nIn short: I think the current concept of generating the world with the Perlin noise is nice and useful, but it generates in the \"micro sight\" of the players too often unuseable maps. And the dimensions of the game are so big, that an map editor is also not the right choice. We need a tool, that let's players create maps, that are guaranteed to generate maps, that fit the map description. That is only possible, if I can \"mix\" maps with quite different settings in a predictable way. \n \nIf that will be implemented, these presets are just one little tool to generate one very little part of the map and so not needed, cause you have the map exchange string. So all you need would be a human readable exchange string, an uncompressed version, so that a modder can change the settings for that part of the map in his mod. \n \nIn other words (and get back to the topic): there are endless possibilities to generate good maps. The problem is, \nA) most don't fit your current needs \nB) they might have an ideal spot, anywhere, but not at the starting position. \n \nGenerating maps, that fits the players needs are in my opinion nothing, which can be automated, therefore modding is the right tool. The moder can create a map description and the map, which matches that description exactly, if he has the right tools. \nBut the map generating process itself will be always complex and tools like storing preferences are in my eyes hide only the top of the iceberg - the real problem is - as I tried to explain - much bigger.",
"date": "2015-02-24T05:13:44+00:00",
"quotes": []
},
{
"author": "Wyrm",
"content": "The topic here is not Map Generation changes per se. It's purely a UI change. Map parameters are not preferences. Different parameters create different worlds with different challenges and different challenges to overcome. You're going to play a game where coal is rare very differently from what you would play if coal is common (saving it for plastic only, for instance, using wood as your principle fuel). It is not unusual to want to play a different sort of map as a change of pace or as a challenge to yourself. It's not inconceivable to want to play one kind of map one session, and another kind of map another. \n \nThus, we have an interface to save a set of parameters to disk with the intention of reloading it later when we want to play the same kind of map again. \n \nAlso, the current map settings is not a preference pane because preferences are persistent across program launches, whereas changes to the map settings are not. \n \n\nSorry, but no. Factorio is hardly the first game to feature user-adjustable parameters to how the map generates. This is basic UI stuff. We just ask that you find a way to save the current settings of the map generator whatever they may be to disk for later recall. You're going to have to do that anyway if the map settings are genuine preferences because they would have to be persistent across executions of the game",
"date": "2015-02-27T05:02:10+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
},
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "You are right, but still don't understand, that it makes no sense. \n \nThe preferences of a map with low coal - as in your example - just say, that there is in general, over a larger area (despite the starting area) low coal. That means, that you can have a map with surprising much coal in your surroundings, or a map with really no coal in the far area around you.",
"date": "2015-02-27T08:19:29+00:00",
"quotes": []
},
{
"author": "Wyrm",
"content": "Of course. Yes, you might spawn in a region where there is an abundance of coal on a no-coal map, but the map overall will have very little coal on average for a given area. That will have a large effect on how you play the game. You will realize that, once this rich coal patch is exhausted, you will have no coal at all until you stumble upon another coal patch (of varying size and richness) somewhere out there, probably defended by nasty biters. That's a challenge that a player may pose himself. \n \nOr he may want to just play a normal game of Factorio with the default abundances. \n \nOr he may play a test world where the abundances of all resources set high so he doesn't have to hunt for them while testing some factory designs. \n \nThat's three styles of play that a hypothetical player may engage in every time he starts a new game: Testing, Normal play, Challenge play. He may do any one of them depending on his mood. \n \nOne very important UI consideration in gaming is to shorten the amount of time the user spends not playing the game. When you're setting up your preferences, this is unavoidable, but once your preferences are set, you don't have to waste your time setting them again next time you launch the game. Currently, if your preferred style of play is the default style, then more often than not it's just \"Play\" > \"New Game\" > \"Generate\" and you're off to the races. If your preferred play style is not the default, then you may have to change up to thirty-three UI elements before you click \"Generate\" and start the game proper. That's a pain. Persistence between launches would ease that, as the settings last time the game was running would be saved and would presumably be set to your preferred style of play, so you're back to \"Play\" > \"New Game\" > \"Generate\", but if you have many play styles, you would still be changing a lot of settings when you change play styles. Having human-readable map exchange strings does not solve the problem that you still have to enter those settings by hand. \n \nPresets solve that problem by reducing the thirty-three UI interactions to two or less, clicking \"Select Map Preset...\" > preset browser search and select. Boom! The thirty-three map settings are loaded with the values you desire, ready to play upon clicking \"Generate\". Saving a preset would then be a logical extension: click \"Save Map Preset...\" > type in preset name > Enter. Bam! Current map settings are saved in a preset to be used in the future. You don't even need a human-readable map exchange format or tools to snoop at a map's generation settings now. Just click \"Import Map Parameters...\" > type in map exchange string or select the save file. Bing! The settings for that map are loaded and ready for perusal, and may be saved in its own preset. \n \nIs this clearer? There's no messing about with the guts of map generation beyond which we cannot do already by default, but rather its making the map generation easier and more pleasant to use.",
"date": "2015-02-27T22:24:15+00:00",
"quotes": []
},
{
"author": "Peter34",
"content": "Yes, but it'd be nice if all future games use the same settings, since players tend to eventually discover settings that suit their particlar individual play style preferences well.",
"date": "2015-05-12T03:22:00+00:00",
"quotes": [
{
"author": "katyal wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "? But it already uses the same setting as the previous.... ? \n \n\nOh, I know where that ends: The game becomes boring. \nYes, really! Many players don't like change. But a game like Rolloercoaster Tycoon lives from the fact, that you play things, that you never would play. There are some levels in RCT, which are hated by different players. Some other hate other levels. \n \nWhat I mean is: You can turn this around! There is something you like to play, but it is sometimes much more interesting to play something, which you don't like, because you meant it is too hard for you.",
"date": "2015-05-12T06:37:40+00:00",
"quotes": [
{
"author": "Peter34 wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 19 | 2015-02-20T10:01:44-06:00 |
forum-topic-127511 | 127511 | Factorio Forums • Elevated Rails | Hi all, I'm new to Factorio, and am currently playing the normal not the space age one.
I'm getting lost in trying to find an Elevated Rails mod, I tried to use Earlyvated Rails ( https://mods.factorio.com/mod/EarlyvatedRails ) but that shows one of the dependencies as red
03-15-2025, 07-06-54.png (12.53 KiB) Viewed 307 times
which I'm guessing means it's not available.
Does anyone know of an elevated rails mod that works please? | [
{
"author": "",
"content": "Elevated rails is part of the Space Age expansion. It's not standalone. You need to buy Space Age to have it. If you just started with Factorio and you don't yet have Space Age, I recommend you simply ignore it. It's not vitally important. We played 10 years without elevated rails and were successful.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Ah thanks for that, I'd got the impression that it was a mod for the normal one somehow. \n \nNever mind, I've just cleaned my map so I'm doing a redesign so I'll plan better",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It is a mod — a mod which you get access to by buying the Space Age expansion. There are 3 mods in the expansion: \n \n Elevated Rails \n Quality \n Space Age (requires Elevated Rails and Quality) \n \n\nAfter the purchase, you can choose to play a game with just Elevated Rails enabled and no Space Age.",
"date": "",
"quotes": [
{
"author": "HerpaDerpa wrote: Sat Mar 15, 2025 3:42 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I've got plenty to learn on the normal game first before I go for the space age one lol.",
"date": "",
"quotes": []
}
] | 4 | ||||
forum-topic-109170 | 109170 | Friday Facts #380 - Remote view | News | https://forums.factorio.com/viewtopic.php?t=109170 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-380 | [
{
"author": "MassiveDynamic",
"content": "Right on time!",
"date": "2023-10-13T11:00:37+00:00",
"quotes": []
},
{
"author": "SnowZyDe",
"content": "Hello my beloved developers. \nWhat you do is great, but there is a small BUT. \nThe new ghost effect is simply terrible. Your eyes get very tired looking at ghosts. \nThe old ghosts were great, maybe they should have been made a little less transparent.",
"date": "2023-10-13T11:00:50+00:00",
"quotes": []
},
{
"author": "SuperSandro2000",
"content": "Shut up and take my money! Where can I buy it?!?!?",
"date": "2023-10-13T11:04:01+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "How I have missed the FFF !!!! Cool stuph.",
"date": "2023-10-13T11:23:38+00:00",
"quotes": []
},
{
"author": "yottabufer",
"content": "I'm writing to you through a translator, so I'm sorry: \nHere you write about muscle memory and about several options for moving from planet to planet Earth that you have come up with and implemented \nAnd then why not take advantage of the possibilities of space exploration? \nThe same satellite with the letter \"N\" and viewing planets with the letter \"U\". Despite the fact that this is a mod, it is very convenient to view planets through tags and satellite. \nI always walk around the planets like this: \nN (satellite view), and then a keyboard shortcut for the labels I created - and there I already select the label / planet I need, and it turns out just two actions",
"date": "2023-10-13T11:25:11+00:00",
"quotes": []
},
{
"author": "morsk",
"content": "Is the name a satire of the fake / stupid / psychic power \"remote viewing\" or is this a coincidence?",
"date": "2023-10-13T11:26:01+00:00",
"quotes": []
},
{
"author": "Elocutiona",
"content": "The visual feedback for a robot being on the way is completely unnecessary, and yet, it's gonna make blueprinting a whole lot more satisfying, like how waiting at a stop light is much less of a drag with a countdown. Nice!",
"date": "2023-10-13T11:28:36+00:00",
"quotes": []
},
{
"author": "BenSeidel",
"content": "I love how the pipes now join correctly when blueprinted!",
"date": "2023-10-13T11:29:37+00:00",
"quotes": []
},
{
"author": "Sliverious",
"content": "Long time lurker, first time poster! \n \nI really like the functional changes this week, these tweaks will really make the difference in smoothing out the game. \nThe visual changes I am less excited about, I never experienced any problems with ghosts. Will the shader effect be a setting? I really missed that with the map blurring visual effect and would rather not just mod out these features if it could be a setting instead.",
"date": "2023-10-13T11:30:30+00:00",
"quotes": []
},
{
"author": "Galapagon",
"content": "I love these changes, definitely the right direction for the game overall but I have one concern. \nGriefers. \nI know it's not very common in Factorio, but it does happen and I'm afraid these new changes will make their damage much more difficult to me detect. \n \nIn 1.1 the limitations of remote building means that my admins can still generally keep an eye on these players and they still are generally moving around the map to cause filter, recipe, exc. damage. \n \nPerhaps a way to view what another player is looking at could be helpful so that we can still keep tabs on new players joining multiplayer maps? \nThis could have a more broad impact of being able to work with your friends, or understand what they're looking at if they're struggling with something as a new player. \n If you're like me, you might even be willing to leave your camera on someone else just to keep the game active while working in a different window. \n \nThe alternative suggestion would be new permissions to adjust what new players can do with remote view. This might be told to have anyway, but would be frustrating for the vast majority of players who only want to have fun. \nThis would also unfortunately leave griefers in \"stealth mode\" causing damage undetected. \nAlso exacerbating something we already see in late game - just standing around. Sure, our fellow engineers are hard at work with remote view, but it's hard to have late game cooperative engagement when no one is moving their characters.",
"date": "2023-10-13T11:36:38+00:00",
"quotes": []
},
{
"author": "Silden",
"content": "One problem I saw with this new feature is that it was hurting my eyes a little, especially the last picture (titled One more thing), will there be an accessibility option to either dampen or remove the flickering effect? \n \nOh, and before someone decides on yet another \"give it a chance\" or similar response, please respect that some people are disabled and not built the same way as you, and have to live their life with the hand they've been dealt with regardless of whether that is a mobility, cognitive or metal impairment. Unfortunately accessibility isn't always considered in the design stage, and sometimes only as an afterthought, and so this post is there as a reminder there is a small number of people that sees this effect as exclusionary rather than inclusionary. When someone highlights a disability and hears a \"give it a chance\" comment, I do wonder if they look at a person in a wheelchair and tell them to give the stairs a chance!",
"date": "2023-10-13T11:38:44+00:00",
"quotes": []
},
{
"author": "ILLISIS",
"content": "the ghosts will change tint when they have been assigned a robot to construct them \n \nPlease make this available to the API ! \n \nEvent + rw flag would be great!",
"date": "2023-10-13T11:39:44+00:00",
"quotes": []
},
{
"author": "svalorzen",
"content": "The new ghosts are really really great, and I really love the shimmering effect! Really helps sell the hologram \"not truly here yet\" feeling. \n \nI wonder if the tint for \"accepted job\" ghosts could be different instead of simply lighter; I have to admit that unless the same patch had both \"accepted\" and \"waiting\" ghosts I'm not sure I'd be able to tell which one was which. Maybe tinting \"accepted\" ghosts blue-greenish would help visually distinguish them more?",
"date": "2023-10-13T11:40:26+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "I loved everything about this FFF. Factorio is going to feel so different moving from 1.1 to 2.0 (in a good way).",
"date": "2023-10-13T11:44:48+00:00",
"quotes": []
},
{
"author": "Axios",
"content": "The remote view improvements are very interesting! \n \nAnyway, a detail catched my attention: \"Day night cycle, gravity, magnetic field, pressure, solar power in atmosphere\". We can expect different values on different planets or it is for modders only? \n \nThanks in advance for replies.",
"date": "2023-10-13T11:47:56+00:00",
"quotes": []
},
{
"author": "IForgotMyName",
"content": "BTW, in this FFF we saw how new rails are visualized on the map \nNow it will be easier for me to plan the railway before the release of version 2.0 and expansion (yeah i'm madman)",
"date": "2023-10-13T11:48:57+00:00",
"quotes": []
},
{
"author": "orbit",
"content": "These are crazy improvements of normal gameplay. Cannot wait to try it.",
"date": "2023-10-13T11:49:35+00:00",
"quotes": []
},
{
"author": "Zavian",
"content": "The only thing I dislike about the recent FF, is how long I still need to wait before I can play with all the new cool stuff.",
"date": "2023-10-13T11:52:27+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "It's again a win-win-win FF. Everything about it sounds great!",
"date": "2023-10-13T12:11:45+00:00",
"quotes": []
}
] | 19 | 2023-10-13T06:00:02-05:00 | |
forum-topic-111585 | 111585 | Enable removal or hiding of shield equipment and active defense equipment | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=111585 | derpumu | For the Pacifist mod I tried to remove all active defense equipment and energy shield equipment but could not. Upon start, the game displays an error that basically tells me it can't deal with no existing prototypes of these types.
The obvious solution that worked with all other kinds of "must have" prototypes (guns, artillery wagon, turrets in all flavors...) was to add dummy prototypes with the flag "hidden" - but EquipmentPrototype and the derived types do not support these flags.
While practically those dummies equipments can never be built because no item exists with the right placed_as_equipment_result, they still show up e.g. in the RecipeBook mod.
The preferred solution would be to just allow 0 instances of all these prototypes (see https://github.com/Derpumu/Pacifist/blo ... ummies.lua for a list of all the ones I found). I can imagine that that may be some work on the API and the engine, so adding a flags attribute to EquipmentPrototype should do the trick as well. | [
{
"author": "Nidan",
"content": "Are you aware of the no base mod ? It should help you figuring out the minimal properties you need.",
"date": "2024-02-29T13:49:04+00:00",
"quotes": []
},
{
"author": "derpumu",
"content": "I wasn't aware, so thanks for the link. However, minimal properties are not the issue here. The inability to truly hide the mentioned equipments is the problem",
"date": "2024-02-29T17:51:42+00:00",
"quotes": []
}
] | 2 | 2024-02-29T05:58:30-06:00 |
forum-topic-95705 | 95705 | Friday Facts #365 - Future plans - Page 11 | News | https://forums.factorio.com/viewtopic.php?t=95705&start=200 | Asteru | Given the success of early access for the game, and the game polish as a result of the early access process, will you also be doing early access for an expansion? | [
{
"author": "NotRexButCaesar",
"content": "They almost definitely will, at least for bug finding before the full release.",
"date": "2021-02-24T06:56:21+00:00",
"quotes": [
{
"author": "Asteru wrote: Wed Feb 24, 2021 5:13 am",
"content": ""
}
]
},
{
"author": "Lithane",
"content": "I'm definitely in favor of a big expansion, it's an excellent way to continue funding the game, without the hassle that dlc's become. As a fan of Paradox games I am thoroughly sick of dlc's lol.",
"date": "2021-02-25T20:43:35+00:00",
"quotes": []
},
{
"author": "SKKiro",
"content": "Really eager to see in which direction this big expansion will take! I also wonder what the price of it will end up being too. But that's all stuff we'll have to wait in order to see.",
"date": "2021-02-25T21:18:19+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "Paradox' dlc policy really turned me away from their games, which I otherwise liked initially.",
"date": "2021-02-28T17:34:27+00:00",
"quotes": [
{
"author": "Lithane wrote: Thu Feb 25, 2021 8:43 pm",
"content": ""
}
]
},
{
"author": "Daenoth",
"content": "An expansion seems like a good idea. One idea is to focus some on the aliens and increase their variety. Specifically make different types of them of them that live in different terrain types or perhaps that would be randomly chosen with new maps. \n \nFor example sentient plants, rock creatures, humanoid aliens that can use equipment and so forth. Ideally they would take different strategies to fight and would not all attack based on pollution. Some may simply be territorial where others may attack if trees are cut down and so forth. \n \nYou could also bring back the idea of getting research from aliens, but don't ever make it required research for anything. Instead it would be used for creating counter-measures to those aliens or for engineering your base in some way based on that alien type. Perhaps you could learn some unusual abilities from them as well. For example: \n- The sentient plants may provide a research that allows you to regrow trees and could give research for hydro-power or to improve solar power. The idea would be to make the factory less destructive to the world. \n \n- The rock creatures could give better methods for shaping the terrain, allowing the player to create cliffs, dig channels to re-route water, and to make tunnels for more objects such as rail tunnels. \n \n- The humanoid aliens would give research to create their unique weapons and defensive structures (new types of turrets, for example). \n \n- The existing aliens in the game could provide research that would allow structures to regenerate health on their own, or perhaps a way to lure the aliens to attack specific places by figuring out what it is about pollution that lures them. Obviously there could be research to reduce the pollution output of your factory as well. \n \nNone of these unique technologies would be required for anything currently in the game and the items used to research them would not be used for any other science packs.",
"date": "2021-03-04T00:21:36+00:00",
"quotes": []
},
{
"author": "LuxSublima",
"content": "I know I'm late replying to this, but wanted to say: \n \nThank you so much for such an incredibly polished final release. The results are gorgeous. So much attention to detail, so many improvements, such a high bar for quality-of-life features. Factorio's been an amazing game for years, and the final product is phenomenal. And I love the sense of humor on one of the menu backgrounds (chase biter, then get chased yourself)! \n \nCongratulations again, and good luck on the expansion pack! I'm thrilled to see what it will be!",
"date": "2021-03-09T19:30:49+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "For the Map Editor, I would like to see some support for externally generated maps. Something simple like what was done with SimCity games. Either just a simple bitmap, or something that could be imported (and flattened a bit if needed) from the World Machine program. This would simplify greatly the generation of river, lake and ocean and even cliff features. Currently I believe one still needs to do this manually in the Map Editor.",
"date": "2021-03-14T03:31:31+00:00",
"quotes": []
},
{
"author": "TheRaph",
"content": "So I like to suggest isometric view and 4-position map rotation. \nI think about evolution from C&C tiberian dawn to tiberian sun - isometric looks so much better and this kind of hight-levels, bridges and tunnels used in C&C TS are pretty nifty. And in terms of map rotation i think about Stronghold - it has also hight-levels (more limit-less but optical not as good as C&C) and Map-rotation.",
"date": "2021-03-15T21:07:23+00:00",
"quotes": [
{
"author": "kovarex wrote: Wed Feb 17, 2021 5:47 pm",
"content": ""
},
{
"author": "immibis wrote: Tue Feb 16, 2021 7:50 pm",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "how many objects can be rendered on screen at once in Factorio? the zoom is limited. speaking of zoom, LODs are used at different distances to provide different levels of detail in an 'object' (i think you meant model, unless you're talking about, idk, UObjects or something, in which case 30,000 on screen is nothing).",
"date": "2021-03-16T01:00:14+00:00",
"quotes": [
{
"author": "kovarex wrote: Wed Feb 17, 2021 5:47 pm",
"content": ""
},
{
"author": "immibis wrote: Tue Feb 16, 2021 7:50 pm",
"content": ""
}
]
},
{
"author": "Silari",
"content": "Loading up my base and not even moving to a busy section has well over 30000 sprites being rendered at once. Everything on a belt is a sprite, so that's 12000 just from iron and copper plates alone.",
"date": "2021-03-16T18:33:50+00:00",
"quotes": [
{
"author": "ptx0 wrote: Tue Mar 16, 2021 1:00 am",
"content": ""
},
{
"author": "kovarex wrote: Wed Feb 17, 2021 5:47 pm",
"content": ""
},
{
"author": "immibis wrote: Tue Feb 16, 2021 7:50 pm",
"content": ""
}
]
},
{
"author": "DrParanoia",
"content": "Have you even read the FFF post? They are happy that they've finally finished the game engine and can work on new content. So you want them to throw all that away and waste time on making the game 3D? What a waste that would be...",
"date": "2021-03-19T19:03:20+00:00",
"quotes": [
{
"author": "ptx0 wrote: Tue Mar 16, 2021 1:00 am",
"content": ""
},
{
"author": "kovarex wrote: Wed Feb 17, 2021 5:47 pm",
"content": ""
},
{
"author": "immibis wrote: Tue Feb 16, 2021 7:50 pm",
"content": ""
}
]
},
{
"author": "Enderdraak",
"content": "Not sure if it is said already, but in one FFF (forgot what one) you mentioned allowing a mod to only use the game engine and not even the base game. \nMight be an idea to work a bit more on that? or make a mod like that as the factorio devs to show what it can do and/or explain how one can do that.",
"date": "2021-03-22T10:23:49+00:00",
"quotes": []
},
{
"author": "",
"content": "Do you mean this ? The mod is still maintained, so there shouldn't be any large problems for modders looking to make a base-mod-incompatible mod.",
"date": "2021-03-22T10:31:39+00:00",
"quotes": [
{
"author": "Enderdraak wrote: Mon Mar 22, 2021 10:23 am",
"content": ""
}
]
},
{
"author": "Enderdraak",
"content": "Yes that is indeed the mod I meant, but so far I have not seen a mod that uses it. I may have just missed it, but the downloads do not seem numerous.",
"date": "2021-03-22T12:01:19+00:00",
"quotes": [
{
"author": "Bilka wrote: Mon Mar 22, 2021 10:31 am",
"content": ""
},
{
"author": "Enderdraak wrote: Mon Mar 22, 2021 10:23 am",
"content": ""
}
]
},
{
"author": "J-H",
"content": "My biggest late-game headache is \"oh, have to stop building to send out the Destroyer train again (2 engines, 1 tanker, 6 arty wagons w/ 600 rounds of ammo) and then babysit/repair whatever arty base full of turrets is closest to the enemy while it drives back the biters.\" Since I run one-way rails I usually end up having to manually back the train out to the nearest turnaround loop. \n \nIt's taking up at least 1/3 of my time on the base I've been building since the August 1.0 now. QoL things I'd like: \n1) Something faster than the spidertron or trains; maybe a power-sucking teleporter for fast travel over long distances. \n2) Some way to stop having to deal with so many aliens everywhere. \n3) Circuit network tutorial. Still can't make it do anything.",
"date": "2021-03-22T13:02:58+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "if you're going to quote my post, at least read it first. \n \ni didn't say they should change the game engine to 3D. \n \ni challenged kovarex's statement about 3D game engines. \n \nit's fine that they don't want to build a 3D game engine! understandable, even. I'm a software engineer, I understand about timeboxing and prioritisation. \n \nhowever, i'm not a fan of bad logic being used to prop up good ideas. i want him to give a better answer that's not made-up laziness. \n \nedit: even \"we just don't want one\" would be a better answer.",
"date": "2021-03-22T14:30:40+00:00",
"quotes": [
{
"author": "DrParanoia wrote: Fri Mar 19, 2021 7:03 pm",
"content": ""
}
]
},
{
"author": "Hornwitser",
"content": "Not a game but a physics engine doing collisions for 110k cubes, in 2012. \n https://www.youtube.com/watch?v=8jGZv1YYe2c",
"date": "2021-03-25T17:07:32+00:00",
"quotes": [
{
"author": "kovarex wrote: Wed Feb 17, 2021 5:47 pm",
"content": ""
}
]
},
{
"author": "Djinnetic",
"content": "I would happily purchase an expansion. Very excited for this.",
"date": "2021-04-02T13:00:01+00:00",
"quotes": []
},
{
"author": "Aardwolf",
"content": "Imho this would all be fixed if only the artillery train could fire while riding, rather than having to stop to fire",
"date": "2021-04-17T09:48:55+00:00",
"quotes": [
{
"author": "J-H wrote: Mon Mar 22, 2021 1:02 pm",
"content": ""
}
]
}
] | 19 | 2021-02-05T03:28:10-06:00 |
forum-topic-111775 | 111775 | Fluid Mechanics Still Broken, 6 Years Later? - Page 2 | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=111775&start=20 | Tertius | These drawbacks don't really exist. That pump is within some production facility, so power is always nearby. And it doesn't require any combinator. Just a wire from the tank (nearby) and the pump (in reach of the tank), and the condition "heavy oil > 24000" in the pump. This is similar to other scenarios where you use pumps as valves: you will integrate them into the production facility, so everything is nearby.
I consider mods like the one you describe some kind of cheat. They provide some simple solution to a genuine game challenge the player is expected to resolve with vanilla mechanics, not to cheat it away with a mod. You're certainly free of course to use any mods you like, no matter how cheaty, however I will not, as long as there is a way with vanilla. The game is full of useful basic tools, we just need to detect the proper use for them.
There's a difference between a cheat and a game addition: A cheat simplifies some game challenge by changing existing mechanics. An addition adds something to the game that doesn't exist in vanilla. A combinator to read the content of a single wagon for example is an addition, because it's not possible to read the content of one wagon in vanilla. Only a whole train. No matter how hard you try, it's not possible. Or reading the temperature of an entity or of some fluid - no way in vanilla. On the other hand, managing fluids is possible already with pumps and storage tanks. | [
{
"author": "Qon",
"content": "If you want fluids on belts then just barrel them and put them on belt. Or install a mod that converts all liquids into items. \n \nMaking fluids just behave like belts is just removing a logistics option that is different from the other ones. If they work the same then what's the point? \nYes you can make the game run faster by deleting features. But the game is the features. Fluid simulation isn't taking up a such a massive amount of compute resources that it is unreasonable for the gameplay it provides and it still allows for belts, bots and trains (and the rest) to get adequate compute resources. \n \nSome people want fluid system to behave like electric system for improved performance. Instant and limitless transfer over any distance. \nOthers want power to work like fluid system for increased gameplay in managing the infrastructure. There are advantages to both, but what we have now gives good performance and interesting gameplay and changing either to work like the other harms gameplay too much for a too small performance boost (liquids aren't used as much as electricity) or doesn't bring enough new gameplay to motivate the relatively big performance issues the change would create. And some for thing if fluids become \"another belt\".",
"date": "2024-03-15T21:37:24+00:00",
"quotes": [
{
"author": "jamiechi1 wrote: Tue Mar 12, 2024 8:12 pm",
"content": ""
}
]
},
{
"author": "XT-248",
"content": "Have you ever been in a situation where you needed to restart solid fuel production without power? It's a daunting task, considering that a solid fuel production line relies on power, and the boiler consumes solid fuels to generate that power. This example is where a valve that operates without using energy is beneficial. \n \nA pump or pump-with-circuit without energy will not help anyone with oil processing when the power grid loses energy. \n \nA Factorio player can harness the power of a pump with an isolated solar energy grid to perform the same function. \n \nA pump with an isolated solar energy grid or an always-on valve can manage the fluids necessary for solid fuel production when the power goes out. However, the valve offers a \"Keep It Simple and Stupid\" solution. \n \n \nThose valves are indeed 'cheating' more than convey belts that move items without power demand. \n \nIf we take the 'no-cheating' logic to its extreme conclusion, the result would not resemble anything familiar to the Factorio Community. \n \n \nThese valves are game-changer game-additions, offering relief to those who find the oil-cracking process intimidating and want a quick and straightforward solution instead of grappling with multiple complex mechanics like fluid balancing, the logic for cracking, and fluid box distribution. \n \nThey can place these valves and have a simple, functional pumping in place, returning to enjoying the game.",
"date": "2024-03-16T10:01:06+00:00",
"quotes": [
{
"author": "Tertius wrote: Thu Mar 14, 2024 5:12 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "I definitely had this situation, and my solution is to build a big enough solar power plant that is able to power my mall that includes support stuff like oil production for solid fuel. I have power switches that can disconnect non essential parts of the base, for example the whole research part. Or the mines. Or the smelters. \nI don't speak of separate power grids for solar power. It's all on the same main power grid. It's all one big main power grid. This global power grid is segmented by power switches. This way there is always power for the essential part of the facility, it may only be necessary to disconnect some nonessential part by turning one or two power switches off. That's the way how power outages are handled in the real world as well, as far as I know. \n \nAs far as I remember, having an 1:1 ratio for steam power plants and solar power plants works out good, and it tremendously helps with having low solid fuel consumption in the first place. You can use your rare first oil in a productive way to produce plastic bars instead of solid fuel you just burn away. \n \nI build a solar power plant (including as many accumulators as possible, up to the 0.84 ratio) that has about the same power as the steam power plants. One full steam power plant is 36 MW, so after the first full steam power plant I build a corresponding 36 MW solar power plant. After the second steam power plant comes the second solar power plant, and this lasts comfortably until nuclear power or is even overkill, as far as I remember (it's a long time I did these earlier game stages).",
"date": "2024-03-16T22:50:14+00:00",
"quotes": [
{
"author": "XT-248 wrote: Sat Mar 16, 2024 10:01 am",
"content": ""
}
]
},
{
"author": "FunMaker",
"content": "I am personally okay with the fluid flow mechanism. I know that this is hard stuff to handle easily. My main problem is, that for long ranges with effective pump speed you have to place a pump every underground pipe. This is even harder to handle on full conversions mods like Angelbob and it is annoying that the only way to come by this problem is to put the consumer entity next to the producer entitiy to compensate the bad throughput on pipes. And another problem: It does not scale like belts or trains.",
"date": "2024-03-17T00:45:54+00:00",
"quotes": []
},
{
"author": "XT-248",
"content": "Given space, resources, and other limitations, I go for as much solar energy and 0.84 ratio accumulators in the late game as I can reasonably acquire. \n \nI kept the original boilers but converted them to standby emergency-mode-only run if everything is out of energy: think hospital with a backup generator during a blackout. I switch to Solid Fuel when I have enough oil and refinery infrastructure to have an ample supply of oil-derived fluids. \n \nI might have some extra Nuclear Energy with smart mode built-in for a colossal megabase. By smart mode, it will only run enough nuclear fuel to fill the accumulators during power peak or night. \n \n \nI have segmented localized power grids to keep critical facilities running (pumps for Nuclear Energy, for example). \n \nAll nuclear-energy-related inserters and water pumps are isolated from the primary power grid, so they will always run regardless of what happens with the primary power grid. Pumps requiring electric power drive the need for separate power grids, not limited to producing solid fuels but for anything related to fluids, old and new*. *We are getting more fluids in Factorio 2.0 and Space Age. \n \nA valve would remove and simplify the need for a separate infrastructure to power pumps that are mission-critical to keep the factory running.",
"date": "2024-03-18T15:27:53+00:00",
"quotes": [
{
"author": "Tertius wrote: Sat Mar 16, 2024 10:50 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "",
"date": "2024-03-18T15:53:33+00:00",
"quotes": []
},
{
"author": "",
"content": "This is the same answer as it was 6+ years ago. It's such an incredibly simple solution - I have no idea why people insist on making fluid splitters when the root issue is \"You don't have enough fluids: make more\"",
"date": "2024-03-19T17:01:09+00:00",
"quotes": [
{
"author": "Loewchen wrote: Mon Mar 11, 2024 9:40 pm",
"content": ""
}
]
},
{
"author": "FunMaker",
"content": "In my opionion this answer does not reflect the problem i have with the fluid system as a player. It's okay to just duplicate a production line and say \"i increased the output\" but that is a boring solution. \n \nI think you are doing the right thing for item-based products - you give the player the opportunity to increase the throughput: \n \n FFF378 - Throughput for trains (well this increases the throughput on long distances even for fluids) \n FFF393 - Throughput for belts & inserters \n \n But currently i see nothing that increases the throughput of fluids on short-to-mid-distances . \nMy personal main concern is not that the fluid system itself. My main concern is that it does not scale very good. If alternating pumps and pipes or putting pumps in a line or adding 10+ pipes side by side is the intended solution to increase throughput, then be it, but for me this is stays behind the solutions for item based products and does not tickle my brain.",
"date": "2024-03-22T16:10:34+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Mar 19, 2024 5:01 pm",
"content": ""
},
{
"author": "Loewchen wrote: Mon Mar 11, 2024 9:40 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "I believe this is a different issue/concern than what the OP was complaining about and thus what Rseding91 was addressing.",
"date": "2024-03-22T16:24:38+00:00",
"quotes": [
{
"author": "FunMaker wrote: Fri Mar 22, 2024 4:10 pm",
"content": ""
},
{
"author": "Rseding91 wrote: Tue Mar 19, 2024 5:01 pm",
"content": ""
},
{
"author": "Loewchen wrote: Mon Mar 11, 2024 9:40 pm",
"content": ""
}
]
},
{
"author": "FasterJump",
"content": "This is an interesting topic, and I might to do some testing with beaconed manifold setups. \n \nWith the new refineries and chemical plants from the water planet coming in the expansion (just joking, I don't know if refineries and chemical plants are coming and if there is a new water planet, but this is a popular educated guess)... so basically, if there are more powerful fluid-related machines coming in the expansion, pipe throughput could become a huge issue, especially because pipe throughput is limited (and depends on the pipe length and maybe manifold junctions too). \n \nRather than multiplying pipe throughput by 2 or 10, a simple fix would be to divide all building consumption and production by 2 or 10 (basically reducing the precision up to one digit) \n \nIf no fluid improvement are coming, players would be force to separate their intermediate fluid products into modular sections (such as 3 light oil refineries output only connects to 7 chemical plants). Players couldn't minmax their setup with the mimimal number of machies needed (if 5 refineries and 13 chemical plants would be enough, the player still have to build 2 sets of 3 refineries and 7 chemical plants). \n \nBelt throughput received a 33% buff with the green belts and a 300% buff with stacking 4 items instead of 1, while pipes have not received any throughput buff.",
"date": "2024-03-23T00:22:43+00:00",
"quotes": []
},
{
"author": "Npl",
"content": "I'm just starting with oil procession so I dont kown how bad of a problem this is, but there's a general idea that you should be able to expand resources, buffer them, expand production and things still kinda work. If I dont consume everything I am not producing enough, rinse and repeat. \n \nCurrently I only have 2 pump jacks with the next field being way of and right next to yuuuge biter bases. I agree that my first and foremost problem is getting more oil (and getting big guns for that), but from what I read its a inexplicable hard problem already to evenly fill multiple fluid wagons.",
"date": "2024-04-23T07:48:08+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Mar 19, 2024 5:01 pm",
"content": ""
},
{
"author": "Loewchen wrote: Mon Mar 11, 2024 9:40 pm",
"content": ""
}
]
},
{
"author": "EustaceCS",
"content": "Not necessarily. \nDo note that the man which started this discussion is crash testing liquid physics mechanics with excessively branching pipes on top of severely underperforming liquid supply. \nIf you'll use more or less straight sections, with pumps installed between each section, you're unlikely to have any trouble of theme starter's kind. \nAs of fluid wagons in particular, if there are too few oil spots - it's well worth slamming a buffer storage tank. So it'll be filled up while your fluid cargo train travels back and forth. \nIf there are too many oil spots - by the time your train would return, pressure in pipes will be more or less even (AND maximal) so a reasonable quantity of fluid wagons will be filled just fine (the pressure won't drop so no problems with balancing it).",
"date": "2024-04-23T10:41:54+00:00",
"quotes": [
{
"author": "Npl wrote: Tue Apr 23, 2024 7:48 am",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "There is actually no problem. People tend to exaggerate issues they think that are a problem but actually are just ordinary and genuine game behavior. \n \nSome gamers still around from the earliest early access development versions seem to have a trauma about oil production and perpetuate this trauma. I'm not from that time, but from what I read, advanced oil processing (the recipe for turning crude oil into heavy oil, light oil and petroleum gas) seemed to be slightly more simple than it is today. Today it contains the challenge to balance between heavy oil, light oil and petroleum gas to not clog refinery output. These people seem to have difficulties with doing that. May be they didn't want to change their previous factories. Actually, that challenge is not more difficult than everything else non entirely trivial. If it comes to my personal experience with advanced oil processing, I'd like to say it with Caesar: veni, vidi, vici. \n \nSo my advice: just play the game and ignore voices that insinuate some thing is broken. It's not. The game is extremely well balanced and scales extremely well from tiny to extremely large.",
"date": "2024-04-23T12:34:18+00:00",
"quotes": [
{
"author": "Npl wrote: Tue Apr 23, 2024 7:48 am",
"content": ""
}
]
},
{
"author": "Npl",
"content": "Yeah, I am not talking about the OP, and I get why buffer tanks should be used. I talk about the tank's load not being balanced, ie. connect your wagons with a pump each and one taking alot longer to clear/fill: https://youtu.be/zJBvw28bQu0?t=1721",
"date": "2024-04-23T12:59:05+00:00",
"quotes": [
{
"author": "EustaceCS wrote: Tue Apr 23, 2024 10:41 am",
"content": ""
},
{
"author": "Npl wrote: Tue Apr 23, 2024 7:48 am",
"content": ""
}
]
},
{
"author": "",
"content": "The fascinating thing about discussions about this \"problem\": 90% of examples people give for it, have absolutely nothing to do with it. \nThe sole reason why the wagons empty asymmetrically is because THE SETUP IS UNSYMMETRICAL... The wagon closest to the outlet will empty fist and the one furthest will empty last. Who would have thought.",
"date": "2024-04-23T13:46:28+00:00",
"quotes": [
{
"author": "Npl wrote: Tue Apr 23, 2024 12:59 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "I think I came in for the 0.15.0 release (April of 2017)? I believe as of then, both basic and advanced produced all 3 outputs, just in different ratios (basic was close to balanced, while advanced was more petrol and less of the others). With 0.17.60, they changed it to the way it is now. As such, I'm not sure if you're referring to the 0.17.60 change, or something from before I even started. I know the 0.17.60 change was because people were having a hard time understanding how to balance and deal with the fluids. They were either not seeing or understanding the multiple indicators that one of the outputs were backed up, or they figured that the only way to deal with it was by mining the full tanks, thereby deleting the contents, and they didn't like that.",
"date": "2024-04-23T18:15:45+00:00",
"quotes": [
{
"author": "Tertius wrote: Tue Apr 23, 2024 12:34 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I would say it's the opposite. Today it is simpler than it used to be. It used to be that both oil receipe were giving 3 products, but with different ratios, when researching advanced processing, there was better ratio, but the complexity of managing all 3 output to avoid clogging was already necessary for basic oil processing. Except you could not use cracking with the basic tech, so everyone was researching quickly the advanced oil processing, and setting up cracking otherwise you'd either have to mine the tanks. Or at some early stage of factorio developement you could void fluid in steam engines, not just steam, but also oil. \n \nI agree with your conclusion nonetheless. \n \n \n\nIt doesn't have to be a problem fluid wagons can handle 25K fluid, there is very little need to avoid filling them entirely, and when they have 25K fluid, they will have an even quantity of fluid in them. If you have only 2 pumpjacks, you don't need to try and fill multiple wagons, 1 is enough, when the pumpjack will deplete it will take forever to try and fill an large train. \n \nIf you wish to fill multiple wagons at equal rate, then it's possible to increase or derease the limit of the train stop that is used to load the oil onto the train so that no train try to reach the train stop if there is not at least 25000 oil buffered for an incoming train per wagons in their dedicated tank. ( 2 wagon => 50 000 K required for 1 incoming train, 3 wagons, limit set at 75K 4 wagons, 100K ...) \n \nThe main thing to avoid i think is a 10 wagons train that can handle 250K oil waiting for the 2 pumpjacks to fill it entirely when those output at 2/second. You could later in game have several of those oil patch and ideally you don't want a train semi-idle on each of them. You'd want few trains that only visit the oupost that have enough oil for a fast loading, this way you don't need to keep adding trains that will do nothing but waiting 99% of time. \n \nIf not all wagons have exactly the same rate at loading it doesn't matter much if the oil is buffered and can be loaded in every wagons. It would change maybe 1 or 2 second the loading time, whereas it could be in hours if large trains are allowed to visit almost empty outpost. 1 or 2 second delay will occur anyway if the train cross the path of another train due to traffic and so on the magnitude of which is higher. \n \nThings that are a \"problem\" would be trying to split evenly 1000 fluid into 7 wagons. Those are traps, systems shouldn't be made to rely on things that are not possible to do. \nTrying to \"split\" 1000 fluid per second, through 3 pipes is a more subtle trap but still a trap. ( 333.33333333333..... fluids per second) \n \nWhen you don't have enough fluid, you could be tempted to do \" 500 fluid per second\" into 250 and 250. That's also a trap even if the numbers are nicer, a minor trap, but still a trap, because in game if you have \"enough fluid\" and 2 consumer that consume the same, it will balance out anyway, the fluid will fill the pipe network, and each consumer will take as needed. It's \"needlessly\" difficult to try and split the fluid by oneself to distribute it evenly instead of using the way consumer just pick up fluid from pipes. It is less of a dead-end as the previous traps as it is possible to solve the problem, not impossible due to having no control over the roundings that occurs. But it is very difficult when there exist easy method, as such it's difficult to consider the difficulty of the task as problem for me. Yes the task is difficult, but it is also not necessary compared to just filling entirely the fluid wagons all the time, full/empty .",
"date": "2024-04-23T21:03:20+00:00",
"quotes": [
{
"author": "Tertius wrote: Tue Apr 23, 2024 12:34 pm",
"content": ""
},
{
"author": "Npl wrote: Tue Apr 23, 2024 7:48 am",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "They did provide solid fuel recipes with the BOP tech, though.",
"date": "2024-04-23T22:03:09+00:00",
"quotes": [
{
"author": "mmmPI wrote: Tue Apr 23, 2024 9:03 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "True ! I was more of a lazy voider myself after i saw it on speedrun videos, i'm not sure if there was priority on splitter back then, with those 1x1 14 boilers for 10 steam engines columns. It was almost a decade ago x).",
"date": "2024-04-23T22:20:19+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Tue Apr 23, 2024 10:03 pm",
"content": ""
},
{
"author": "mmmPI wrote: Tue Apr 23, 2024 9:03 pm",
"content": ""
}
]
}
] | 19 | 2024-03-11T14:46:35-05:00 |
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