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25
forum-topic-123008
123008
[2.0.21] Clarify the relationship between recipe allow_productivity and item weight
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=123008
warbob5000
As per the related not-a-bug topic, item weight is affected by a recipe's allow_productivity flag. Although it is stated that the weight is calculated automatically from recipes, it is unintuitive that allow_productivity=false adjusts the weight such that rocket capacity is at most 1 stack (rocket capacity for allow_productivity=true being rounded down to the nearest stack size is also undocumented, but is at least intuitive). I suggest including that information, possibly by expanding the item.weight description, or perhaps by going into more detail over said automatic weight calculation (i.e. is allow_productivity the only flag that affects it? What happens if there are multiple recipes for the same item?)
[ { "author": "", "content": "This was done with https://lua-api.factorio.com/latest/aux ... eight.html .", "date": "2025-03-14T17:36:58+00:00", "quotes": [] } ]
1
2024-11-26T09:35:01-06:00
forum-topic-51922
51922
InfiTech - More infinite researches
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51922
Reika
Mod Info: This mod may have had a great deal of content absorbed natively into 0.15, but not all technologies are yet infinite, including many modded ones. InfiTech solves that. It also - optionally - adds a research which reduces the evolution factor each time it is completed. More effective in midrange evo factors.
[]
0
2017-08-17T00:21:46-05:00
forum-topic-120611
120611
Bug - Pressure Units
Minor issues
https://forums.factorio.com/viewtopic.php?t=120611
alex1_58
Hello, IRL mechanical engineer here. First post, love the game. Pressure is reported in hPa (hectopascals), and should be displayed in either MPa (megapascals) or Pa (pascals) Thanks! -Alex
[ { "author": "Nidan", "content": "What's wrong with hPa? Since the game talks about atmospheric pressure, hPa would be what I'm used to, from e.g. weather forecasts.", "date": "2024-11-12T11:15:36+00:00", "quotes": [] } ]
1
2024-11-09T10:15:40-06:00
forum-topic-127147
127147
Platform Electric HUD
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127147
adam_bise
Since there can only be one electric network on a platform, it would be helpful to have a small optional HUD for electricity satisfaction. I find myself sending my platform through its route, opening the electric network GUI and moving it all the way to the bottom of the screen so I can keep an eye on it. Which works fine until I need to click something.
[ { "author": "eugenekay", "content": "Space Platforms have the “single electric network per surface” flag set. This means that you can place an (unconnected) power pole anywhere, then click it to get to the Power graph, same as on any other Surface (you don’t need to go through the Platform Hub).", "date": "2025-02-26T15:52:36+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Yea, and I can hover over an entity to see it there as well. I was thinking about a small static HUD below the minimap. Even just a single green bar for satisfaction would be great.", "date": "2025-02-26T15:54:50+00:00", "quotes": [] }, { "author": "Mooncat", "content": "You don't need power pole. There is a small \"Show electric network\" button on the hub's UI. \n \n(But I don't think it is what OP asked for)", "date": "2025-02-26T20:54:00+00:00", "quotes": [ { "author": "eugenekay wrote: Wed Feb 26, 2025 3:52 pm", "content": "" } ] }, { "author": "Factoruser", "content": "A bit hard to find, not very obvious, but it's there... \n \nI don't understand either what the OP \"needs\" and why... What's missing are circuit signals to check the power satisfaction and give alarm in case...", "date": "2025-02-26T22:05:29+00:00", "quotes": [ { "author": "Mooncat wrote: Wed Feb 26, 2025 8:54 pm", "content": "" } ] }, { "author": "adam_bise", "content": "Well, it's like this. I am tweaking this ship, trying to balance thrusters, fuel, weight, power, ammo.. A lot of it from just going back and forth from one planet to the next while watching things and making adjustments. \n \nAt these times I have the power GUI at the bottom of the screen so I can keep an eye on that while seeing how quickly fuel is depleting and whether ice and ammo is keeping up, etc.. \n \n \n \n 0.png (729.88 KiB) Viewed 206 times \n \n \n\nIt would be convenient to just have a static power bar under the minimap that I could toggle for this, since there is only one power grid in space.. Then I wouldn't have to do anything to keep an eye on power while making adjustments.", "date": "2025-02-27T02:03:53+00:00", "quotes": [] } ]
5
2025-02-26T09:50:27-06:00
forum-topic-103194
103194
Poly Modding Framework
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=103194
BiterUnion
Mod-Info-Header Name: Poly Modding Framework Version: 0.1.0 Factorio-Version: 1.1.61 Description: License: MIT Release: 2022-08-20 Download-Url: Download Website: https://biterunion.github.io/poly Dependencies: None. Category: Lib. I started writing a base planner mod a few weeks ago and realized that I spent most of my time writing boring, boilerplate GUI code. To speed-up implementation and also to have a more clean and structured approach to GUIs, I moved all GUI code to a separate framework mod. This has now evolved into a first proof-of-concept implementation called Poly: https://mods.factorio.com/mod/poly . The main advantage of Poly (in my opinion) is that it allows to write GUIs in a declarative style instead of LuaGuiElement's low-level imperative style. This allows for cleaner code that is much easier to understand. This is a simple example to give you an idea how it looks: Code: Select all Window:new { -- configure window's titlebar titlebar = { title = 'Counter' }, -- add content to the window Frame:new { name = 'content', direction = 'horizontal', style = { 'inside_shallow_frame_with_padding' }, Flow:new { name = 'counter', style = 'player_input_horizontal_flow', Label:new { name = 'counter_caption', caption = 'My Counter' }, -- add button for opening CaptionDialog SpriteButton:new { style = 'tool_button', sprite = 'utility/rename_icon_normal', on_gui_click = EventHandler:register(WindowManager, 'open', -- WindowManager:open's arguments: WindowManager.Anchor.screen(player), CaptionDialog) }, SpinnerLabel:new { name = 'counter_value', initial_value = 0 } } } } Poly also has convenient APIs for event handling and managing multiple windows, e.g., to show modal dialogs. You can find more details in the docs . I wanted to post this here to maybe get some feedback. Is there any demand for a framework like this? What do you think of the declarative style? Do you have any suggestions?
[ { "author": "robot256", "content": "On the surface, this looks similar to the gui framework provided in Factorio Library (FLIB) , used by mods like Factory Planner, in a more compact style. It will be interesting to see the differences in implemtation and developer preference. Thank you for sharing!", "date": "2022-08-21T12:19:15+00:00", "quotes": [] }, { "author": "BiterUnion", "content": "I didn't know about flib, thanks for the link! It does indeed look quite similar.", "date": "2022-08-21T12:45:16+00:00", "quotes": [] }, { "author": "BiterUnion", "content": "I had a closer look at flib and think I have a better understanding now of the differences to my mod. My goal for Poly is to provide concepts on how to implement whole aspects of mods (e.g. multiple GUIs or how to store data in global in a concise way) instead of loosely coupled utilities like in flib. I think there are use-cases for both approaches. \n \nI am currently working on cleaning up and testing my proof-of-concept implementation and will post updates once new functionality has been added.", "date": "2022-09-02T11:05:07+00:00", "quotes": [] } ]
3
2022-08-20T09:08:50-05:00
forum-topic-84746
84746
[0.17.79-2.0.7] island map seed with no worms
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=84746
sp55aa
2024-10-22: 1. use this map setting exchange string (it is from 1.1.110 save, seed 66228691), and change starting area to 600%: PS: version 2.0.7 set seed not working, you should import map exchange string Code: Select all >>>eNp9UL1LAzEUT1qPfli0QxEEqR261kEdxUQX8a8o6TWVo+2l5O4q6mAHR0EcdVH/AXc3wUVBQejkIhUXBwfR4lqT3uW+KD54L7/83vdLAABSQkFuSmekBUAPKc3qrNOhvMI4DdMZnTt1WmFGNJiatL1XqRErEpw2ODPjFXImcbqGVdVbRqMRdmic6U0rzMxZNuG2Ye5UCaek2maGZTvRapplMzPK2JzSSJlphxPTcNrxSbRdYlMeZgDsn34ne0dFIHV0CEqjkVSBBuJKUgHsudFQkJ7ADG3RLrENZs76qNoiTWpp3pqgtCF0M2gGoJu7hD10W8Metf0PBVYFWhnLDwrAQeF6623fRlCFpXEAXOcRgmrchG/Oz6Tc+C6VNUCe6wXBp0cpn2icmp8R5vJYmNKCv8O6Sitg2BjLr5rtXYE+ik9WxnBNlixKcy+NFpxFTAJdiE8wxIvKOx+EiPxlEJ6hHmz0oNrehfrHBilj/6QT9ogxZTzhsFnZsO6bj6Q/jbjfc0r98AWGSQlk1FBw7k96VCn3zWNYEI/yAvCFgvd1eNX/AwyssnI=<<< 2024-10-22_143621.png (497.94 KiB) Viewed 3799 times 2024-03-22: 1. seed: 796045177, starting area 600%. 59k uranium ore (max products: 79 u235 + 10.7k u238) 796045177.png (563.7 KiB) Viewed 7701 times 2021-04-08: 1. seed: 984646999, starting area 600%. 428k uranium ore on the right, need land fill to reach them. 984646999.png (656.26 KiB) Viewed 7701 times
[ { "author": "Ranger_Aurelien", "content": "I saved this seed: 0627218724 \nSet island size 75% and you can leave the biter settings alone as they will only spawn on their own island so you can play with them later if you wish... \n \nI used this one for the LazyB achievement, steam, logistics embargo, etc... \n Code: Select all >>>eNp1Us9rE0EUfq8xNG1BiuRSkJpDetzSVLESJDsKIiL2X6ibz\nawMbGbi7KxQPZhDj4oXLxXBXq3QmwdvAaG00ELRk7eKFw8qFUU9C\nHEmu5NsV33w3n7zvvdzZgFOwQwgwIvNTReg65ZO+MILAXrE6qQvO\nh0qHSFp1j3hy7hFHcGOB1NO26tO04uoqWa1xKTg+QrFSAl+3KMkp\nVE2cSqWHmdxO58LWF1vznXXZsFo/z5U+n2jGh0CDBSwm0RqXypjj\ni+4kiJ0IqoU47fqbcEiFUtaDyS9HVPur9bbcahYJ2RUlhbma+e1L\nE3QkN7xFBN8amGltuSwKPR4q+iHLAgAKpe0XjbTIuK98tbV93cfu\n5h0nCcpOEo9vab1XLNgmfyXqlpwLlPn7EC+ZUDSVOkWaVSJjEBCr\nhkS8eHnlxs/tw8a+Pv51zc3mjddrF0pfzla3Gpoctxc2tjQPFk38\nsquArbmoZtS71zc3zPyycWiySgbQy5o07teAJw+qdHGA20qp8GO1\nrBlygSDgfywm3yw4K2b30NfxEVTfNaYHWMGDYeTYQLJI4LkjGVnR\niE6fxGyM7RGG+7atq8z/XOD/P0Q2T1ynir5xzNMmoatoflYGE6j7\n/Ng3J7IM4IFA0zUd+1LToaxpZLvNLFE8lvAr6d+8Ae2XsL8<<<", "date": "2020-05-20T20:55:27+00:00", "quotes": [] }, { "author": "Ranger_Aurelien", "content": "", "date": "2020-05-20T20:57:28+00:00", "quotes": [ { "author": "Ranger_Aurelien wrote: Wed May 20, 2020 8:55 pm", "content": "" } ] } ]
2
2020-05-09T06:06:17-05:00
forum-topic-127525
127525
[2.0.41] Crash mass selecting for deconstruction (SelectionToolRenderer)
Pending
https://forums.factorio.com/viewtopic.php?t=127525
TinyToonzs
I had been working on my base in the sandbox and was going to remove the current one and replace it with the copy from the blueprint. I was using a deconstruction planner excluding power and roboports, and half way through the selection it crashes. Tried it a couple of different ways, but once I got to a certain point, all at once, or selecting 2-4 times it would crash. Could be a buffer issue or something. I am attaching logs and save file. Thanks for the awesome game!!!!!
[ { "author": "", "content": "Thanks for the report. What steps do I need to do to reproduce the crash?", "date": "2025-03-17T14:02:40+00:00", "quotes": [] } ]
1
2025-03-15T13:05:11-05:00
forum-topic-110909
110909
Changing settings based on other settings (and their values)
Won't implement
https://forums.factorio.com/viewtopic.php?t=110909
BraveCaperCat
I want to be able to change a setting based on the value of another setting, or at least disable+hide different settings based on the value of a setting, like a dropdown menu selected by another dropdown menu. This would be very useful, as it allows other mods to add other things to my mod which i am making, which enables different recipes based on a setting. I then use another setting to chose which of the new recipes to unlock in control.lua, which is all implemented in the library the mod creates (it also adds some examples)
[ { "author": "", "content": "This is technically not possible. Settings defined based off the value of settings is the definition of an infinite loop. Every time it would run it could get a different result. \n \nSo sorry, but this can never be done.", "date": "2024-01-24T19:18:32+00:00", "quotes": [] }, { "author": "A.Freeman", "content": "When I found this post I thought \"okay...\" and then \"wait a moment, that's not true\" :D So I've been thinking of writing this post for a while. \nBasically, I wanted to do 2 things: a) hide settings that weren't relevant while some others were disabled (also, using this mechanism you can show/hide sets of settings like expand/collapse sections); b) use settings presets (like easy/hard, or different progressions for some parameters). \nThe problem with possible loops isn't really a problem. Just forbid them D For example by using order field - a setting can affect another if its order is less than the order of an affected. In that case, if you processed all settings with order less than the current, it won't be changed/affected later. \nHow such mechanism can work or be implemented:\n There will be a new field in settings \"depends\", that can contain one or more settings names. Their order must be striclty less than order of the current record. \n There will be a mechanism to register a callback function (maybe another field \"update\" with function for a value). When called, callback can read all settings, but will be able to update only the record it was called for. Besides, it cannot change name, settings-type, order and depends fields (and callback). And it can be registered or replaced any time during settings stages, see *. \n After settings-final-fixes, we iterate over all settings taking into account settings order. If setting has a registered callback, call it once. This paragraph might not be necessary as you can call callbacks directly during settings stages, see *. \n When player changes an option, if there are dependent options with callbacks, add them to some sort of a collection (heap, ordered map), and process them in lexicographically increasing order. If a callback changes the option, and it has dependent option(s), add them to the collection to be processed. \n \n Because it's possible to change settings of other mods during settings stages, it should be possible for a mod to integrate options from several mods in one (or more) directed acyclic graph(s), so that mechanism can work on all mods at the same time and not be limited to one mod at a time. Basically, ui will use existing ordering for displaying purposes, but for settings dependencies the order field will be used globally. \nSo... Any thoughts?", "date": "2025-02-15T21:29:25+00:00", "quotes": [] }, { "author": "curiosity", "content": "viewtopic.php?f=28&t=105003", "date": "2025-02-16T00:37:21+00:00", "quotes": [ { "author": "A.Freeman wrote: Sat Feb 15, 2025 9:29 pm", "content": "" } ] } ]
3
2024-01-24T09:25:30-06:00
forum-topic-80336
80336
Custom Tight Spot Campaign Challenge
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=80336
BoomCaller
Back to Tight Spot So 0.18 comes out, and while I'm waiting for Bob's mods and other mods to be updated to compatibility again, I decided to go back to the Tight Spot Campaign to get my spaghetti in. I had completed it before back in 0.14, so I knew what I was getting into, but with changes to oil and other recipes I wanted to experience it again. I played through the 5 levels on hard and completed them all in under a couple hours, but I didn't feel satisfied. Level 5 stops at Blue/Chemical Science Packs, and I completed it on my first try with a minimalist setup (don't have it because I forgot to grab a blueprint). I had about 1 factory for each product/intermediate and only a handful of furnaces scattered around for a final score of ~50k extra points. I felt that there should be more to Tight Spot, since the tech tree doesn't stop at Blue/Chemical Science Packs, so I dug around in the code and modified Level 5 to go to Yellow/Utility Science Packs instead (with the appropriate intermediates). Custom Level The level file is linked below for those interested to try it. Unzip it, then place the level-05 folder in DriveLetter:\YourFactorioFolder\data\base\campaigns\tight-spot Playing this requires completing Level 4. This will overwrite the base game's level-05! Make a backup copy first! https://drive.google.com/file/d/1LC-mX6 ... sp=sharing My Solution No planning here. Spaghetti all the way, for over 3 hours. Completes with about 5336 extra points +- 4500 (1 output of 3 Yellow/Utility Science Packs) due to sulfuric acid/petroleum gas behavior. Final Setup: https://imgur.com/EeRsTeM Blueprint: 0eNqlXctyHMd2/BUF1hpFvR/6Ai+8u944HDccIDikxgYHCDwkK27w3z2gMDNN6eTpzNZKEsXOyao+VV2V5/Wvmw/3r/vHp8Px5ebnf90c7h6Ozzc//9e/bp4Pn4+3929/9vL74/7m55vDy/7LzY83x9svb//1/PJw3O9+u72/v/n6483h+HH/fzc/x68/rj64v9/fvTwd7nZfDsfD8fPu49PhO4z09Z8/3uyPL4eXw/4PJt/+4/f/Pr5++bB/Ov2IxeHHm8eH59MjD8e3Hz7B7FL98eb3b//8+sbqTyCJBMkeSCZBigdSSJDogVQSJHkgjQOJ0wPpJJPggQySSfdAJgkyPJAYSBTX2iJps7G5KKTRRtdoI2m10bXauDTb/e2X3f74+XDcWzjnN11Oa/zj4em0+r/932ShVha1CqCNBFWIdhJT4Xm1+g8Ph/vTH/0F7TqXP9XvAYsFyK0A1/5TWCeVFVIprgM2CTCtA04J8LpAHg+Pxjv1t+LEbej+lyVxG7q/nyduQ1/5UHIbuv+NS0P8ZmcTZYooxfxoB/HTb3LJUUSxuSTxBGFzUc8hNhf1IGKjqCcRG0U9itgo6lnERlEPIzaKehoxUYp6GrFR1NOIjaKeRkzbLVlEsbkU8Uxjc6kiis2lrXw+hsuhk0/bvz1Wnp7ub8+Vp2P0Hq9h7fHgPh7XHncNqaa1x5P7+NpHP7qfplrWHnctr9a1x7v7+JrJXVay/fiazUXXbOqa0UXX4uvV6g7H5/3Ti3WCS1fTWT2/te/tcPfysPv89PB6/Oic5MzV1Lh9MrmroiXtOGiDZA3EHk7RzpQ2E/FgajMRD6Y2k66B2EyGdrq1mUwNxGTSg3i4jSaKKo4lE0VVx2wU9Vhqj6iIKDaXKh4zbC5NRLG5dFk6ievqQR+qdMKATlE6ITBHEKUTBjOSpybztY5EPm2+zsGZ+XQZFAnD5nE18S/7j4fX08SelfbHh3vvOGbDXW39/uH4effL7fHj/uMOf6Ivh8O0/oke3N59gbQnjdu7F4vIAuH2bn9fmEEDMSd8clv35RhrM0kaiM0kq6++8K9+FhW8CuDcNh/db+jkdvnofrZmX3F44SN+IMZJmn53XzNp+s0DiYG0fXf/iyFqKIALaf3DR8niRpqij3e1+Jen2+Pz48PTy+7D/v7FueaAWao6EuDUVPO8nOgJ84yha/cVQHJodw2AMrV7gj31pB/QP1dH0g/on4gj6Qf0T8SR9QOehxSnDVPEG0ewYap2zEdsmnhbAGw6vdCuenggXHwLH9/r6bv39IcwsQZ9GuyP52CKh9eXx9eXGxN8CqyDsJwXTsBV4PMW/Y3z2nQsnIE0Yw74ukQ+3T6/7IjJPn8sycleeAkZ8AHIX37qcIS/VKRfamu/5A2qCi+6Ku+jCcBFARZW6vn8zQEP8a5v7yRJWJMxCvyysiaTAiysSWWtL3yd64SVtb5wf64CDwWXP7ftuoIrLLKm4AprTFm7WVhiytLN0rcwb99Al77X1w/PL7ffHjWs7qfztIyfQNATv+iUtbxwyK7PRPgb+3vh16CyZRR+BSpbcOEXoGJ3hV9/yjIp/PJTVnXhV5+yCS08xWuwQzjfFv5zNwXYGlS24H5QoyK0IhB+FcWgjJJfRlG5dNQiqa1o1FWSWxGKLDxcTm3DBuTXx+KoRkwav0BiUnCnsNfHCpCJr14TvlVFGMDCK076GXwBoQmrCZw3zUtrUy5oca5NtPNVbbrA9+cRNBN3g9xn30IWDndS0vRlFtH3jlCGpqmBsYnedxtFdb/HbsOI/newqS0c8Nz7urjiES/RF49gRGc8Gl7dpIKNP60ZZm0uXPbKT/WvxA7bFZUwgUGYwIMIibpCgnc11S/tVbvrTLZCYEheVDXbEsZyvez397tPr0/H2zszGKJdrmcNXM9G2iBfMS9k5E0SHDRYbFOLSABy5Ud/R1qEBXivyd8+RtugslET2zfoghTw2CCPUcBTMoX01w3F2a0mG98d3dc1owhjL04ymOCiAgIUNsI7+GMqIgxgQ/qZ/G2LDBHY+V/5SeYnNB+FFKr9FU4GA+zcy1gigwF27ikjkcEAu+JzuVrvw6dPz788PO13j69fHrHU1daXfwqcNUefGmfL2Z+lKoEAJmQkrg/SxW/WyovjDLr6szMlEJsJ6fT3rZn0+XcfJEkgYDic7TafSZFAAJOqZKYiJk3S8gCTLjEBIEMT2MB4poZic0lBk+lsLilqKIBLksLxEBdBFm32BcbOGy467mBwedlmcTta//QsfOhOtKS/jyzc5bwo9pdRr99j0sJ9zgaYBeEzLLjVoXxgpn4HXcqzbV9wo6esMBRceEnBzfILy5cXZgIWTSO0DZbMJ/b1tETmE/uyVaLzic9k7Fz4LCbDo/mdtHSS0kU6qT+BogVBVPYATBRh7LEVPXzrsswrc9NOgsv6Cg3Ilu1CG1EWJH2XlkxrZAW96EbpQVXYjBcuagayMpBjgy7E1PYocwNwI4Br4N/S+nKsqoIDYJIIY1t4VSUcwEaVcACbSuf3ZsGKa5Pu02CIXbp2ggEO6doJmEwJxGbSgnTtBFVoonTFAiBJuxwBlKxdawBKoQ0wAgs0N3oytzr6JkgmV1+UaYDSyYIG6PnBPg8sb2pXRxuF9OpG/8DWo35RZL5FPem4zKfoO2ev+ymKffVL1MVjPEARj/HgdTbx5GyXkerqOb7YMEPLkkcwUzwy2zALd6x8ZM5ydFEacYPvOxOb4MKHy/i+wWRkyTdNFBVJo2zwLRcGeEvORSYONJLTtilT0SWXMnhFY4NL2V7PC5csnexT1kzfuTvOsOEOUYg3NuMGpzUolZc2uakLEfeSZtYTGBi7mlKiE1oK1BusekoDs5YXfmHWEjOwD2oYGzIzqBchupSBCWqREmuvE9pjDvx6DPz+mUOUkz0oWFnbWjURZ2qynPBBjaHICR8UbJUTPgoD2+SEDwpW8aX8jd0qhyFPCzXbU05YYaZl4TRfn5bl52F9IqKSJ9W3byiit90u+BmznLPCvLVY1AwbDrZKznQw5CYpPQCky9k13AiHnF3D4Ypue1AIWHTbAxRlgcT8N/aklOT0GGo2U9Y0MDAPRdPAAAovNCsXs5waq43Z5Z4Trc2BcQ1NFQMoU1eviMNnFlzwsfFn8yw45BVhIOekhGXYcymksEdlV89qNHn09+Zct4SPFBQ+4uwvWcnbiGP7tz53uVosZ26Dxw28PpbzJLsTgM2DdPSn7KNEDQVUnE9SgSfEJWvaMkARdW4woqoFmgAuYrgK4KLK3NGGUcNVkg2jpyNdrCcS660GrX0BoFnjhlJH9sTVtAEqEVtAzXJ2YPCZFq1RApq7uqkkUpK9D7kq0vawrcj8YFYlH6n7kzq2l6BKX5lJmJtTxez318IGhwGzNlvcAJwY4MQH3ZSLqzPYrs7ctCy/vGa/zvFmEULguVCKMhdVLKx6HYFtwK1t8EYAyyI/RRcYwGhoyVsAZWoo9pDYhPHhculxi8sjyvHYWYg12DXhW9SzXnSKsWY207z507vBz0Oxazous1GykQn+wu2i+wYYONuxyOUygoZicxlsWLHPJW0osxUpZXpk2VfErC4h6CAosFVKYgSz2WQfEMWtyx4rCnZI0Z1gyFPKlrRBpuIfKdvPyGQSePHJKktm/I0DkRBTMIUNdereEmb/n1r+IpjbpjkOAIrWSgFssFPrpYC4TA0l2T3utG4KNpfCVpTPPhetnwLikjUUwKVosj1A0VokoBFpPRIQStdQwIiG7jAg9o4SNjg4iM2jxKA7Ihi+cYODg+KbpN4M4F2TyecLIcxEKVKHB8SlaiiAS5PawyEuXUMBXMhSasHnMjUUm0sSPQw2lyR6GAAX0cMAuGQNBXARPQyAixhJD7iIHgbAResNjbgIkcDnYRElbovaLjoGu0GtoIqerZGhp9RZP88ghZs2ZLYGBnhDyuy0p7ToyQPU0KveToIoxFmUyuqXDxg1pX1D/wsKeOiMqRmeGxwv9roqYYOrBUBFHcq2zJL08THzVrIszjf7dZsGWspWeDANVeszDlCuy+b2+Xn/5cP9m7f3y+3dL4cTZHb0/7cpPY348E01uHt4fNw/7e5uP9zvb8zf6VrfbsB2aNnJAEVzLtggrC/bXxVsDvlwqSTNzQGobPASMHZft2SMTD0cqVS9ZwdRo7oofmywH9i4GxJDqPkefM2Rs7t12t7WQvX93hX+K924grT8pt2i5ruwbX/ho+b25iC8kMYkOkZhDovuIplEsEJpmssBTGVjzW/V+hqTw6gY31BzTJj9oc2NlRXt+evMCmn8Aul09eZLnjnorFME/7RwXO26V4HZXknntP9NXPim2U4Y76cjopxXETzUMShD17MzGEPvYgVFMKVaM2eAQrqsL2o9QImazg5QtAqK9hmO7FDuH4/JFuXR34GEZPconKMEX3RUzlGCM/p6ryRgh67UU3SnpLHbL3pqDZ3Bi2a7mbuXj6n1c0ZUsqSwAypFk+kBlSoJ7IBK01R6QEVr0QyoDE2kB1SmJK+bVCrpNU7url1Jr3GqLpWkSfSASpbEdUClaAo9oKL1a6nXY8rqzboGsaZPtxn2zdkFAHDoYjdAmpsL8wziZlWXRcof7w8v4No7Lydwk2Xc0InZHm8UYrLHmRTo6FKjrpsOd5hFliTbebALSfIPG3s4nqzs7vB093oAr6Z+/+qJUO+xfqupcUM3lr5+Z6hxQzMWCnfoPZAp3KkHqDO4UrvzIODqnZUp2KQJ1/bKEKqsn3VnilyRmzNTsFobFzDkJmnbAKTLEi41wCHDErXpq9KOvPKwOUj9cOwPR1YbS+6KC5d0rbqDz1DOglZNyDM1F0GrZr4JuUpaNZiytk2qZgw6d16ppmZw6Eo1dyLNqujqzmkJsmaNrHDh5l7VrJkpFJzdwl4gVFavpvnYqEWJZgevouqViagjeGk6MNUQrn7n2uYUdnSUXvi3ObOe7lwy3rvJ719Ch+8YeGMU0rnBSc6G1WRZ++RAVlWP7kezarIsAKkSCBiOrsFSU91lWMowdAmWgp0yLDMJC9e2VsfFflWkYzu6O0DTwsIBkywpvICJps0CkCqBgOFo0ixg0iUQwERTZgGTKYHYTLomzNpMyL7aKblMNF0WMNGqzQAmmiwLmGi1ZgATUX61zxZqRfVmo4gF1QEXsZ66jTKCrv8CpKgj2fNDOoMvIdOAT9aVXsCn6EiAE3t7nS5K4+XWfgZa//iS5c6HS23ItVqaizeVlks2xsLRy2rr7pKZUalpQrTkqTMpheaZd6mULj/jEq1b6iy6FE3hVl06p3CbVpAFvPGuC+UUuyEL5RTspPeHThtpE6qPn5VkgmwTqo/vBr0AWpD6Ati7JFMgti3c16SnrZo/lhZut8enh7v98/Mb0OvxAH6Xb860szcO+y1XqaaK+cFsQXHcCdy65J5feadQ5mphSBozmIMplXKxQaLc7CZst+SFa5yz5MUMX0z3/uG33cf98fT3ft89vzy93r28Pu3tn+NOecGdn0wvgmKvOhOVX1qVt95Y9TL6TS6A1WLjxXNmf45d13zrV4bo4IO0KaJy/EnfvEMInvPBW4jgN58CauIVbGaek1qVM3rXxpaUTIxob2/MulC6ldtHOPOckZpcbZ85bGn9y9Nflp2zzQsed3CCtxlrMem2MWStJI79UVAKoFd+gEK+eSz8QVUpiV54u8xFrunPfBqzHtdOza1UBb1v3gTyakeB5pqn7kyh3tWUq+IzllW0AHd7MRUtvt2et6LFtwMmWng7YKK5UAATLbodMNFcKICJFtwOmGguFMBEi223mVTNhWIzqVpoO2CiuVAAEy2yHTDRXCiAyabA9swc46voWCk2wa65RLKNIjpWABfRsWJzaUFDsbm0DU4VwGdDuRzAKWvuGcCnaCiAi2bY4S+G7RyUlbrgZ2TAssvR+OPKlC4Q0tqg/AjtzHX9YLbwjLPMi8H89uOvt8e7/Ucvi6CxlcbP/G276lFT/AFK0lDs996lQvvDfC3MsZYtIt7dIWuh5mDETQqQBky6VBMdgPy5hMfdL/tnpzEtGA/lf8xXk187lI8gRFjbI1Mc7dG2KRM2bWhjm3VjHVkSxsEcFAnEfrkLb7wkeKdtgvdglNlgvjDzLj66HhlOHenG0JXqDb3P2phqBDWzwmR3f+GnfAqR6ZnBS3LYc7bDntvMvJxOUSu67l+oc5Xg65/e8p2NF7apEXfVgRDt1Up52+bYoHvnDatszq31V4jOiz3IEbvePbAHZoHF4kLQa+raKinZi6ovnPusSfQVk4Dbbg9lgwi6wSJ6EPq9Nneqyero3kGthy6rnwBoyECFsXBBnR08bAySJmoPOUZJzgQgSQKxTYEse369gZsgRQIBTKokZwImTQIBTLokZwImQwIBTKYkZ9pM2Hrn7gbPljsvLpMkgQAmeYsmmpgjTk9FLMltM1zs069fHv/n9u5/sUBG1E3qbCL42ayTTatryiYY3NBQAJepq5o2EpvanZKLsqG8SCK+FlKx8+DNe85aCDpAIQ38UtbLRmHD4YeL0uSaOO+H0MDMfN8a0Q4sZOhszyvcxJuSbBNNmyP6bHWpjnmyf8bEjRsidTe03uqkF3rnmizphd65Flvk6jyXrXShPL2+HO6/qU53h/3xbr97fPs+mD8nOUnadgtpWi9Le27k9eZuyGVsUDXjhktVmRt+aIsZ0w3AvVmukdciI7GIhR7gwXtdVS6qQHR26rWoqJFBrduERmo+27aCyGBW9eoKESgiVYjaZXb/OnWZMRIidqeqpE+e6MITz8powTpk2OBJDk5l7H7hqWc5F+eoIRVNv5QNpl5WZWS/xp+XBd997MKE6nVymZ2ETGKP7oez6VGENlAPMpC97XQtdhCw0WIHARMtdhAw0WIHARMtdhAw0WIHARMtdhAw0WIHARMtdtBmMrTYQZvJ0GIHARMtdhAw0WIHARMtdhAwqZKWBZhoUYL292dowhNgoulOgMmU5RgbaAa5fxkjWsy4ISyO+lLPJMlH9juQstMHP+oit0ejYKsMC4bdJLkLgOh6lGuAWjcwwGmqOdzEHWiEoEfPBf3mPsIGASrK6sgIkvxkvq0Rst4HLOoawyDLqb8rOYBrVXtzEUflwZZRz9hcR6AKnST29jaUGuqRddaMMDdFp8VNwWkjBloQYqYk8oFSFJxawZOZYLnmeqG3LtKR7ZyYRuSXj7cKhRrqzWPDHb26BzGEZlIAYqqpqzaOkL7t+V5GinrETpAjZsfC3Q2yFr15T5nLeQRPFzVWiFl6idJ7Jo/X1sbomdXCoX33y/7L4e72fvd4f3t8gVfq9JforsuW++H2rTPF7/aLHIqWAWxOrdrs3T8G6fVO0cOQOtjbryAnBQPwkLrXAx5FwQA8pM71gEdTMAAPqWs94DEUDMBjbgi0YQLVRwmSqmDqG2Phf7b3jnM4DHg8UUE6f0AQMeaD9TC/zzlgVVYHFd/n2Xy8ko+DX2+rjyfvcf2KOz04vUc8Efk8iq4B2fxqkIHst1ali+z7oYEKaBtV7xfPzKHSL/udLwVbJKEFvBZF9mk8tw3RSoVH71IOJRj5kDt5xQjORYRp6d2NCFfdaHq4UmZg2fRSb3uVW2XvKj9uOWVhV/x3h7+/bA63OxdVCWcBGE1oug0gulCNDkCQZyUPYgq6gQ1BZlF7JyLSb1s8FkmAACyyHBnCfctIP+70hlcFLQNAtI1pWQCOs9/oGTDbnNo7zLCtqT37YxtTe8uAbUvtGTHblNqzYqEKuX3AMTf5sSFVLG1wjYzKaUdg/hr3NJg5qpEWf9YckvgCOEmNIuxZIftOu5fOKbWJADySggF4SE0iAI+iYAAeUosIwKMpGIBH3yB1UFnTg3XUvoNWm98k7/VmytQMrN4SMYcZVvWW90s4eDyRj4Mh5NUZCN7jbGJX8IZA5XW9b9tEidfJOkVj9VixV8fsgbDhBMUD0W+ERIGTGcOGTJkqO/qn0mL6nT5RenPGJN08bfuNVINP3vJi0WM0qh6QMGPdVmX/u9rkn+5/f3vq6eHDw8vu09MbnPlbauz9Lnsz3vkKQpQZDL7t+Hswf7Fj+ed3WcF+pYQVpMRHDzBjJJOEvY2aTBH29rKUhZs0gFC6eQIIvZknU359krnA3aOmBAWA1zSEuziAmAKEPRDSCzo8iChA2ANZ+EDJUireAiC9odE7qpHe0Ogddhbe0DXn+vvJ4q9NDy47+PPr/WmPMu05t22FaADrrkgQ4A0MRT4AGEz9ueitsIWPdHX+Ozf/pym9vTt8NF/Dqjf1/c4PyErJHgAjK2WvAUZRMGwTKlKjTcBDSvQAGFKbTTCWoYwFYEjaiY1RJe3Eno8qaSeAh6SdAB6SdgJ4SNoJ4CFpJ4CHpJ0AHlpvzW6DaCpJs0GmVCbFZkLXf84OE9bb+D6xgEmSQACTLEk/gEmRQACTKhVqAUyaBAKYdFKKAo8PvoPbOxAYzJREKRuErb78DmIPqW+JQOnMdYUuyDy8MWZJJwMgRQIBE1WlOA3ApEmKHQDRZD8wHE32A0ymBGIzGXrYBwDiurymiwmvyY9D0+/sOWKLJ0dvB114D1dFQECj6ilTTY8NmmzaqLfo2azR4c0YVVi/8rYwlfwqe1xTrby68xYf19Q40yOcUjXx7FsI/ixQVY930bzXmnhFTeXqhEo+1UoxO29nYtNIvfPPpJzr/LQNsfwPNWtCtg8LGgPpw3ROOScMZrEkdvZOeMpiSX8+NOH984ScBRm8g9EWAQPNWBW0dMSjCRiIRxcEecRjCBiIxxTT8gAOWUW4eeMhiwh3FyMJGGgsaj7msFZYsrELr4KaO9RSBT09+Pxy+sx+uH2yV11UwgPRjDLV7WPlN74oSdroHQ1FGEVDmwoIYLJwOeIgihTZA8sJUEpjA0NLUh4bGpqkDCImkjSImEjaIGIiiYOIyZbIqkkoCydoTTMcgKAmGk4bJWuqIeCSNdkQcdF0Q8RFEw4RF005RFw06RBx0bRDxKVLhXQQlyGhIC6agAi4FE1BBFxKlFPCEFKSkdDIsiQ+IhQtKw2NqkryI+KiRQwiLlq2GeIyJBTERe9UmC8ficvR7g8J5eF4Ot05rQpjWDgiHz59ev7l4Wm/ezuG4MpJYPALbyRJu11Yg+PpRQbaHz+/gbwe4SiSIo2BiV/4MckRWPO+SlVKNUOTXRUQNF49ccflRNfmze9BeNMOwjtBDfECVS1Tsi9QdW4qSAzmUEjOdLd4oT2uu8GTLlJ3G2uMFHleScR9rfFS5LDeI0Ct24LM0KBXU3xc4/+TB9WtLuOeyf7kS4WPIzsib6TuqZv0oEb3AtAjPyPuEutS8hpikxXNAIEUBQQNR+5ZhoAaoRtEc0XZugGbeeluHn3Nfv2jN1tB112MQwquQiCSigLe0ZDCqxATSUVBIJKKgoYjqSiIiaSiICZdKDXyXp8oAKihQ0UAJXeoPOsfMTLfPN1T+r5QEOEZJTUCTaFaSxex0To6QTZaahtkUzUYxKbpRXcRVNeh0OCGVsEXwUwNxh5Y1ArkxmovGcaPGEOUi+FA1kmHigCK8/5fNrL1vSIGKjYm2ttPsSErBVkUyCYEJ8HZ08tsRf/Njg0JltgesWQfwxRCJ92NJi49qI/3hxd7Ks878E+VMSIpAzTwX7K4cLOyxX3G31j1SrYoZ7iRLye689c+6WPdVR+FWkjK0lTyPUlEubw0aUxTNqa0fcmS3WN3/hazdNLC1RqlxZrU1mXc7CZm7ShmkIocJLRt1Se+8J2yMBKz1JRPteQSrn/DcuWOne7pLyY19icGZn5zUGEpO86RU/jQil14kR8O97un/afD8a0+MlKiolNb+fbjr7fHu/3H3RvS49PD3f75+fQa7NeWM1k1G7ymvFZC1b+WxVzJmtTo+cZJQnDiO/k8+v1VSSr6z8uFqn1DKpI8hVgVrVg14iIJVJCLVrAacZEkKshFK1qNuEgiFeSiFa5GXLSwnpgBzNRgkg1Dd20tLpsaNa0HsdFDIyCUXsIXDk4LkICM5Fox8TLpi4/N3cPj4/5pd3f74X5vf2HkJq0XPQMx1+Ip4DxuuofrDZ9Pv6RXaopEs9XTtSxIeU5oJuhqvcmHSfp9PjGHKzar9gyK+BU1v2QoJDcke8UNna1Pv9S2VXn6fuF+O63Y+F3FTwb+4enhuPu8v33a/fbLfn8Pfkq+NLz/VGHO+m3S9Za49dZVF4lvkJ0XwLJgiV3Pk4mJiQGOPat3XjTyogJxI1+7TPhf1r52l/A/KH3tKrGyP616t6+bpv38JO+g4PmFZ9u/CgL+bDFh/6Q0mE4hyZ9J0ql9PiEhlCKhoPFU6SqFuDQJBXHp0lUKcRkSCuIypasU4MKWCfavHWyhYH9TY0sFF59L1m5SFcAUDaYAmKpdyBCbDX5qxGiDnxqx0m4A7Qy2QS2eU/HBVuJ0k4JSwyHb3G1grTxJWZkWfJ5IkpM7KUPIW+52W95sYmsdn3/ENusUqnYHQzBNd/ly1iYsu668qaGXxt1ma6rQunP3oRSF5deECVG84lXBTXKjYQ43S62GK5jNovd7+gOQKR2QohrPXf1339TrCxp2V4EQo0FnbrfrvF07IL9+OM3F21+30Sd3rwLkUqA3peYD8WHfw5331V6xw+eRaR7T1CvspZQKeQFEo6rk82hY/McDfDLt1Ze6jEu0gDzhDjVLI/nzJ+U3IJQc1NwEbhbJdOVYfXZsl2RgIzmrGQbk6IokHqDRsd5kNLrvrtlPt59PA7w9OgIEU1YjrfqYo79bse1lV+xSqiyLZoj1L/srrUjVZSGXJF3+ERcpAwJyKdLlH3GRciAgl6bd/TuA0UrNxgZg9AKekSlFkoqeEHHePij875zRKz0kyk/nSQBpp4n2SWf3pdT1xj7RB8gsAHiftP85+TDihRcNZ7WJcgw+j67fmJlKQqkKdj9MXPtrUoWo7i7wZZ3J3Z1O1pc8fJQkB0BTS5r1JPsbI1ug2d8X2QrNzUdp8rUeIXW9FmVsWyQzsgXszt8J2XrOxUXpSnZQXBm0Iz8pGcvCZtDXPgf+7ik4dJM9dhtWqYUIuVUFBBh1l5UaxEZWahAjpZcPBFG6+aAhDaWfDwRROvqg4YxEChfo+Ux6vtEgWOEFPV+VLkJwFE0t88B92Emv78rBk20M669H0uu7cnacq5EK/hqcq9H6/qeb9PRG/xhBenqjvzFNPlfsevuxkcg2xnBWGiktoeelEhFwFPyxOyrH7tWmsNHd43LQAvM7QNEC8xEXLTAfcdEC8xEXLTAfcdEC8xEXLTAfcdEC8xEXMTB/AhgxMN8uiZGjGJgP2ES2qzHkwfY1hgyycN0fZ6j1r2yORY9LYWqK5ViV0JFBXINzbHpxAY6rEpxTFeChqWfo7U8NBlghnaXrr4YUNRjERhBLzkdQatKT1kYF8hMFQzRbomCI2GyIkKE2gNS1LAXEb0gyHJqsKaEALmyd5eFyyZokiLis7vzNf35V9/a/gFkT/dBcaKIfQhFsuJjfBduE2WrL/iabNXkPzbcm7wEuJchVIZhydlmqvyx8mUtSutbAUWcJBbyBwt8sg/BVKavXTH9s3Bnd/ySRrk1/pxYcmysTPRWlE8wLmTrrLzq266vPRMk/KlfLWfcc5ConIKGBFqFLDhyo0q4HMmlqcBy1QQluzWbuT/birYOLBESDnUIDHDTtLahRgNSMLTyXXDSZf9EkiyX7hx7SX+nfmRurbqPn2bBCNBNNUscRiy6hIC5D1tg54xG6sGUBV6uWjOauR0l1RyhJLulehfvTwhdJRnP6ew3phEz+Z7Vr6XuIS5PkScSlSyiIy5DkScRlSiiAywiSOpkigIkaTAAwSWorBNlkDQaxKZLkCtloGXyQTZOK+UI2XYNBbIbUXAiymRoMYDODVG4GsZla1RrIJkmlhSGbrMEgNkWu/tJ9QFYG7P7wmlRFB8J0DQYNasiCPISasgSfmEKCJQSpGRKYsRKiVL0Hwiipo0UZZpbTakngIqn9cOBVzpkl+SlOoagAd8mNAAc+JP0fwkwpNTjYA2XUihKDXhII/xIOLix6zij35pSc0abgCmtMWWKKD1bZE9gqyu65sEheV4Wd0q5CwR1KLWI46qlo0QhFSCF1T46F9Ln6YyL71wYfJCsgaDhKpC1kokTaQiZNkI4hk66AICaDTOK7HFTWhc+SFOUSDY/0p7oH4LJwp66UCn43nfR1Y3HgkpOqaiWmyHXJWcYNFG7ZqFAlprxYyVUNtSSnoyl9qaBxdQkFWRepDvl7m5ZrilC0WsZoRFquKeQihUxCLlKuKeQihUxCLlKuKeQihUxCLlqqacoARouZTAnAaE3KEZuqdSlHbKrWphyy0fqUQzZao3LIRutUDtlorcohG61XOWSjNSuHbLRu5ZCN1q4csWlav3LEhq4x3H02SYNBbLRW5ZCNVoobstGalUM2WrdyyEYrrw3ZaP3KIRstYhex6UGDAWy6FrEL2SQNBrHR4nMhGy0+F8KQVuxvfr1JUbQQpivxrxBFisWFr2kq8a+Iy5BicREX1lPq7zSso9TfaFg/qb/PsG5Sf5sZmsKHuDQJBXHpSuQr5DIkFMRlShog4DKlrmaIC91P1uciRdhCLlmRERGVooAgJlWRERGTpoAgJl2Mh02ZUUfIbrL+ypxKiC0YYGVTOH2QKEfHfpunVS9QJbM63a29Bj4/rpsvsdmwhSqtD1lVRThFM99k1ZEx0CqUxr0eLxncweVTw/FOWa7MhBReY+AyoRGv1SRQ/9ZVY5KEToSSJRQ0FinIEHKRggwhlyZJlIiL1CMAchmSRIm4SD0CEBcyW9PXz2qSegRALklTKCuA0ZoEpAJgiqZQIjZVg0FsmqZQIjZdg0FshqZQIjZTgwFs2EzM87IEbNhUzDMMYpM0hRKxyRoMYlM0hRKxqRoMYtM0hRKx6RoMYjM0hRKxmRoMYFPEEELApkQNBrFJmkKJ2GQNBrEpmkKJ2FQNBrFpmkKJ2HQNBrEZmtCJ2EwNBrBh/XrR34ur1nURskmS7IrIZAkFcSmaeIvIVA0GsWmSeovIaEoy4jIk9RZx0ZRkwIX16PmbcNOUZMQlSeot4qIpyYhLkdRbxEVTkhGXJqm3iIumJCMuWhwo4qIpyYAL68fzt96uKcmIS1JjUpmupbVnqj4CHFtRpFwEIonKaH6aqgczDYfqapvNlbfGZwBn860BVpLADKZ98FHO1eRmC3aDTw+owosYSSzGAIetVnVA73a1jqv/kR6VE6nR4437dTQLV7v+dPv8slv3DjT7ZTG5KXUMqgMSJLtWDdM/bk4hnD+Yo7Qtfb2wq795Tj3gmVqBC3ch+W6v1zw5HaiyfkX/Izn5RLPr9Y34vgm9QK+3S2I7YsvH+sda0tu4ot6Q7kZfWWikv9FX2RqZcOmLbI10Lvo6UgtSY2bIpUiuG8SlSiiIS5Pi5RGXLqEgLlKfKMhFi90HXKLUJwpxiVrsPuIi9YmCXLTYfcRF6hMFuWix+ycu//zx5vCy/3J64MP96/7x6fCtNeT97WnjPf3Zfxw+//Lywz8eH15+2P3w7/tf9/c/1NO//ef+/v7htx/+cXf44d9un94+zr/un56/4feewyzxrdbc16//Dz/lSJI= Copy blueprint Final Score: https://imgur.com/a/1RVTxtA Things I've Noticed This was a great exercise in spaghetti and problem-solving. Factorio doesn't allow more than 5 levels in Tight Spot. If this folder is named "level-06" and all inside files changed, completing Level 5 kicks you back to the main menu without a chance to continue. It also doesn't allow for selection of Level 6 from the main menu, regardless of any completion status of Level 5. I found no way to customize the map used in the scenario. I was originally going to do this with Purple/Production Science Packs, but the map has no stone to use. Suggestions More levels please! I know you devs are hard at work preparing for 1.0 and have a large focus on the actual campaign, but if this is a small amount of work or possibly a post-1.0 goal, I would greatly appreciate it. Alternately, a custom level designer. Features would ideally include map design, production goals, and available materials to build with, similar to the way the config.lua file does it but in-game. If you are interested in expanding the gameplay in Tight Spot, I suggest adding technologies. For example, the player could research Automation 3 for 10k coins to allow them to buy those from the market, or they could just work with Automation 1 factories but have 10k more. Inserter stack size was an issue in the Yellow/Utility Science scenario, so that is a possibility as well. Another concept is land expansion. The player could purchase, say, a chunk (32x32) for 10k. It would have ore, trees, water, and walls, just like a regular part of Tight Spot, and would allow for more player decision-making and strategy as to whether the land is worth it. Future Whether this is supported by devs, by mods, or by the players themselves, Tight Spot provides unique puzzle-solving, adding another dimension to Factorio gameplay. I fully support any expansion made to Tight Spot. I will attempt to take the Level 5 map in the next couple days and make a satellite on in 15 minutes, just to see if it is doable.
[ { "author": "war877", "content": "Recently decided to try adding to tight spot as well. You actually can add more than five levels. At the end of the control.lua file is a text section where you need to put in the folder name of the next level to unlock it. \n \nYou can customise the map in the scenario by importing the map in the map editor. You need to delete a file it generates called script.dat that only causes problems. Then, after editing the map, you paste it back into the campaign folder. \n \nIf I decide to finish it, I will post an expansion on this forum.", "date": "2021-06-23T17:06:35+00:00", "quotes": [] } ]
1
2020-01-23T01:07:18-06:00
forum-topic-127336
127336
My Space Age Purchase Story
General discussion
https://forums.factorio.com/viewtopic.php?t=127336
giantmechahamham
It's been a difficult couple years for me. My mental health has not been good. Yes, I am receiving medical help for that! Games have always been a welcome relief for me. Factorio has been especially good. I've sunk more time into maybe Terraria and the Pokemon series... and that's *it*. Last year, somewhat before the Space Age launch, I encountered an odd crash, and posted about it: viewtopic.php?t=111901 Rseding91 responded to my crash with the following: Well, it turns out my ram WAS going bad and needed to be replaced. Rseding diagnosed a HARDWARE FAILURE on my end, entirely from my crash data, possibly saving me from the grief of no end of corrupted personal data. How's that for a freakin' value add to my Factorio purchase price. I've had to prioritize purchases, like most people, and wasn't able to immediately drop the $35 for Space Age until this week. Kovarex, Wube business folks: If you hadn't already delivered a frankly amazing piece of software, Rseding directly sealed the deal and earned you my purchase of the Space Age expansion. Thank you for the wonderful game, and thank you for saving my personal data!
[]
0
2025-03-08T01:41:39-06:00
forum-topic-18282
18282
(0.13.4) MoIndustry 0.2.1
MoMods
https://forums.factorio.com/viewtopic.php?t=18282
ludsoe
MoIndustry is a mod developed to improve the industrial side of your factorys. Sporting faster logistic bot researchs, and a cheaper way to extend logistics range. Mod Listing: https://mods.factorio.com/mods/ludsoe/moindustry Mirror Download: http://www.mediafire.com/download/ie1p4 ... dustry.zip Installation Non-ModPortal Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name. Features Extended Bot Research: Research faster bots up to 240% speed boost. Logistics Extension Tower: Extend your logistics coverage and provide recharging posts for bots.
[]
0
2015-12-09T17:19:47-06:00
forum-topic-71279
71279
Rich Text Icon Generator
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=71279
LuziferSenpai
Hey, this little Command, will give out a few Files, which contain nearly all Icon that are possible in Rich Text! Just copy and paste from the File, into a Text and be happy :3 https://pastebin.com/uWNLZEUW Greetz, Senpai
[ { "author": "mrvn", "content": "That doesn't help much if you don't already know the name you are looking for. And if you do it's probably faster to just type it. \n \nIt would be nice if there where an in-game generator for rich-text that let you simply click the right icon. Or at least show the rich text when hovering over something somewhere.", "date": "2019-05-27T12:32:39+00:00", "quotes": [] } ]
1
2019-05-26T23:08:07-05:00
forum-topic-122540
122540
wiki-article concerning Quality
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=122540
FactorioGamer22
Hi there, first of all: great work! This nice arcticle let me dive into to Quality 1) Unfortunately i cannot confirm some numbers presented in the article. I believe there are some mistakes in the formula given in the "Derivation"-section - (but that might just be a typo cause with the presented formulas one is not able to reproduce the authors correct numbers given in the matrix). The formulas i used were (which i believe were correct): Common: (1+P) * (1-Q) Uncommon: (1+P) * (Q - Q/10) Rare: (1+P) * (Q/10 - Q/10^2) Epic: (1+P) * (Q/10^2 - Q/10^3) Legendary: (1+P) * (Q/10^3) I have some questions to the author to clarify some premise: - section "Common" premise 1: using Assembling Machine 3 with 4 Quality3-modules (results in 10% Quality) and a recycler with also 4 Quality3-modules (results in 10% Quality as well) premise 2: the recycler is used iterative until approaching asymptotic zero output (feeding its output into its input again and again) premise 3: the "crafts" shown in the table are the reciprocal of the mathematical odds My calculations of the outcome (get a legendary item) are: after 1st recycling: 0,000190000 after 2nd recycling: 0,000240625 after 3rd recycling: 0,00026340625 after 4th recycling: 0,000272376367188 in terms of "crafts" that means: after 1st recycling: 5.263 after 2nd recycling: 4.156 after 3rd recycling: 3.796 after 4th recycling: 3.671 ....... This gradually approaches somewhat around 3500. The authors result is 1546 crafts. Why do we differ that much - where is the mistake? after the first recycling i get (with P=0 and Q=0.1 for Asembler and Recycler): Common Uncommon Rare Epic Legendary 0,2025 0,0405 0,006075 0,00081 0,000190000 After each loop i remove the legendary fraction and feed the rest back into the recycler - resulting in the numbers shown above. 2) right above the next section "Usage tip" a Matrix is shown. In the premise the author writes . - To be precise, the maximum quality a recycler can get is 24.8% (4 legendary T3-Quality) - just to not confuse readers Would like to discuss the topic with the author. Greetings
[ { "author": "cooky173", "content": "Hi, \n \nMy approach was to consider a fictional factorio workd where you can get/do fractional crafts. \n \nThen taking 1 set of ingredients, crafting them into a set of products, then recycling everything non legendary (once) crafting again, recycling again repeating until there is essentially no ingredient left. \n \nSimilar results would come from starting with say, 1000000 sets of ingredients. \n \nI think the difference is that you have assumed the recycling step is repeated without the intermediate recrafting step. \n \nI am trying to take my work into a google sheet (and also allow different steps of production to have different modules).", "date": "2024-11-24T00:18:12+00:00", "quotes": [] }, { "author": "cooky173", "content": "I reread your post and think I misunderstood you. \n \nWill try and so the sheet conversion tonight. \n \nDefinitely plausible that I made a mistake.", "date": "2024-11-24T00:21:53+00:00", "quotes": [] }, { "author": "FactorioGamer22", "content": "Thanks for your reply. \nOne cannot craft stuff like \"superconductors\" again after recycling cause u dont get the \"ingredients\" from recycling (unlike e.g. green circuits). \nI posted more details in the \"discussion\"-section of the wiki. Maybe u can have a look at it and we discuss the topic there? \nGreetings", "date": "2024-11-24T02:19:58+00:00", "quotes": [] }, { "author": "cooky173", "content": "Ah, I see why you are talking about infinite recycling now. \n \nYes, my numbers are talking about a product that can be recycled back into ingredients to be crafted again. \n \nThat would also be why I am getting fewer crafts than you, as half my rolls to improve quality aren't destroying 3/4ths of the item", "date": "2024-11-24T02:56:40+00:00", "quotes": [] }, { "author": "Upserter", "content": "Hi @FactorioGamer22. Just to note that I agree with you that the formulae currently on the wiki in the Derivation section are incorrect, and yours are correct.", "date": "2024-12-01T10:36:21+00:00", "quotes": [] } ]
5
2024-11-22T14:17:15-06:00
forum-topic-126826
126826
Possible to get list of all added surfaces?
Modding help
https://forums.factorio.com/viewtopic.php?t=126826
HarroldSaxon
Is it possible to generate a list of all surfaces added by other mods for use in config? Or would this be blind to any mod loading after my mod?
[ { "author": "robot256", "content": "Surfaces are generated at runtime by either the game or by mod scripts. Your mod can track them by listening to the on_surface_created and on_surface_deleted events, or by iterating over pairs(game.surfaces). \n \n Planets are added in the data phase and are how you alter the map creation dialog. Mods can add planet definitions in the data phase which then have associated surfaces generated in game. Your mod can read the surface definitions added by other mods at prior phases in the data stage or if you mark them as a dependency. \n \nThe settings stage happens before the data stage so you cannot add or rename settings based on things that happen in the data stage. You can read which mods are installed and add settings on the assumption that particular mods will add particular settings.", "date": "2025-02-13T20:37:53+00:00", "quotes": [] } ]
1
2025-02-13T13:21:09-06:00
forum-topic-29236
29236
"Dirty Mining" / Underground Mining / Endless Resources / Hidden Ores...
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=29236
Note: For 0.16 the devs planned this: See also https://www.factorio.com/blog/post/fff-129 Update in June 2017: The current state is, that this feature is low prio, cause viewtopic.php?f=3&t=678&hilit=Dirty+min ... 00#p256295 and viewtopic.php?f=3&t=678&hilit=Dirty+min ... 20#p272709 Nonetheless: It seems, that most of the community still want this. Related viewtopic.php?f=9&t=10 Hidden ores viewtopic.php?f=80&t=189 New Types of Resources (Gold and Diamond...) / New Ores viewtopic.php?f=80&t=18153 Information-Layers (for map and/or normal view) viewtopic.php?f=6&t=12703 Terrain levels viewtopic.php?f=80&t=12771 Terrain elevation, hills and mountains with fake cliffs Suggestions viewtopic.php?f=66&t=274 Renewable Resources viewtopic.php?f=6&t=1038 Mineral prospecting viewtopic.php?f=6&t=1118 "Permanent" resource sources or resource deplition warning viewtopic.php?f=6&t=2771&hilit=underground+mining Bring on the 3rd Dimension! Aka World Layers viewtopic.php?f=6&t=3233 Underground/Mining Levels viewtopic.php?f=6&t=3719 Terrain Elevation viewtopic.php?f=6&t=4638&hilit=underground+mining 17+ IDEAS to make FACTORIO an even more AWESOME game! viewtopic.php?f=6&t=4911 Ore fields just the tip of the iceberg? viewtopic.php?f=6&t=5892 Mining and Resource-Harvesting Robots viewtopic.php?f=6&t=8903 Deep mining viewtopic.php?f=6&t=13686 Should ores show above concrete? viewtopic.php?f=6&t=17281 Infinite resources Interesting fact: viewtopic.php?f=6&t=17281&p=114645#p114645 viewtopic.php?f=6&t=18487 Underground Building viewtopic.php?f=6&t=21216 Endless ore patches viewtopic.php?f=6&t=29220 Underground: Mining in Caverns, Burrows, and Tunnels viewtopic.php?f=6&t=31762 Core-drill (mining) viewtopic.php?f=38&t=46557&p=268436#p268436 Friday Facts #189 - Specifying the 1.0 [some interesting opinions] viewtopic.php?f=6&t=47826 Dirty mining features ideas viewtopic.php?f=80&t=29236 "Dirty Mining" / Underground Mining / Endless Resources / Hidden Ores...
[]
0
2016-07-17T19:50:50-05:00
forum-topic-84721
84721
Mod Portal Downloads have Inconsistent Checksums
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=84721
jables
This is easy enough to reproduce. Just pick a mod at random and download it a few times: > $ for i in {1..10}; do wget -q https://mods.factorio.com/download/Tape ... 000c0398d8 ; done > $ sha1sum 5e8d0fab65e928000c0398d8* > 8828d00723ad8268829a3f488a8f3ff50656058b 5e8d0fab65e928000c0398d8 > b2649e14402afd91bcdd0be3e9faf31c2fdb5a31 5e8d0fab65e928000c0398d8.1 > db0ea6f7a3e7a08665df10f161a67bf8b9dedaeb 5e8d0fab65e928000c0398d8.2 > 7a2cfbaa3d10cf9057c7ccc01c2e32d502961321 5e8d0fab65e928000c0398d8.3 > 683979dc261af4ce911027c8e1c69116b0d4b20f 5e8d0fab65e928000c0398d8.4 > 86e85eed875f6a42797d4896e8bc064b374d7009 5e8d0fab65e928000c0398d8.5 > 1dbe6e67da461bf6f9f41a60e0e736f203432008 5e8d0fab65e928000c0398d8.6 > f7bf1661d916516dd68f8a9153925b7b5825c6c0 5e8d0fab65e928000c0398d8.7 > 7d26cfde576816e4426b1b715bbf9468664b9c19 5e8d0fab65e928000c0398d8.8 > 24d1ad5354d93fa922e09ba869392ef7195218c6 5e8d0fab65e928000c0398d8.9 Maybe I out of the loop on some crucial information, but these links should be downloading identical files, shouldn't they? Why are their checksums different?
[ { "author": "", "content": "Are you sure you are downloading a mod and not downloading a login page that each time has a different csrf token?", "date": "2020-05-08T20:29:17+00:00", "quotes": [] }, { "author": "jables", "content": "That's exactly what I was doing. Thank you! I was starting to get tunnel vision.", "date": "2020-05-08T23:24:28+00:00", "quotes": [ { "author": "boskid wrote: Fri May 08, 2020 8:29 pm", "content": "" } ] } ]
2
2020-05-08T15:22:16-05:00
forum-topic-125356
125356
Request - electric heaters
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=125356
mooklepticon
Can someone please make an electric heater? There's a mod, https://mods.factorio.com/mod/ElectricHeatingTower , but it's not very developed. It can't control temperature, just on and 400C, no matter what.
[ { "author": "jamiechi1", "content": "The last post here should help with the constantly on thing. https://mods.factorio.com/mod/ElectricH ... 8f6606bccb", "date": "2025-03-06T23:30:31+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "oooh, that's nice. Thanks", "date": "2025-03-07T15:04:06+00:00", "quotes": [ { "author": "jamiechi1 wrote: Thu Mar 06, 2025 11:30 pm", "content": "" } ] } ]
2
2024-12-30T08:31:14-06:00
forum-topic-127372
127372
Does the yield of Fluorine fields on Aquilo diminish?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127372
Holy-Fire
Question in title. For oil, the yield diminishes in a specific way until it reaches a minimal value for that field. Does Fluorine work the same way? If so, are the numbers the same (300 cycles per percent, 10*yield produced per cycle, minimum yield is the highest between 20% absolute and 20% of original)? It seems that, unlike oil, nothing appears in the "expected resources" row, which made me doubt that it does diminish. Whatever the answer, if anyone here has a habit of working on a wiki, that would be useful information to add.
[ { "author": "pioruns", "content": "Does crude oil field diminish on Aquilo?", "date": "2025-03-10T11:34:14+00:00", "quotes": [] }, { "author": "Holy-Fire", "content": "Good question, but it does have \"expected resources\" filled in like on Nauvis, so if that's any indication, yes.", "date": "2025-03-10T14:49:25+00:00", "quotes": [ { "author": "pioruns wrote: Mon Mar 10, 2025 11:34 am", "content": "" } ] }, { "author": "Holy-Fire", "content": "I was hoping to learn from other people's experience, but I guess there's only one way to find out. \n \nI tested it out. If there's demand I can share screenshots and calculations, but for now I'll share the main results. \n \nOil on Aquilo seems to work exactly like on Nauvis. \n \nAs for Fluorine, it's similar, but with a few differences. \n \nIt turns out that what I perceived as \"Expected resources not being displayed\" is actually the game rounding down the amount/s to an integer. So for my already depleted fields, which had fractional yield, it was rounded to 0 and not shown. I consider this a bug. \n \nAnyway, it does get depleted, but with different parameters. \n \nUnlike oil, it takes only 100 cycles for yield to diminish by 1%, rather than 300 cycles. \n \nAlso, it doesn't get a x10 increase. 300% yield will give 3 Fluorine/second with no bonuses. \n \nEdit: Just like oil, it continues to diminish until it reaches 20% yield or 20% of the original yield, whichever is higher.", "date": "2025-03-10T21:55:38+00:00", "quotes": [] }, { "author": "pioruns", "content": "Thank you for the tests. \nNow I know this, I think I will put productivity modules into all pumpjacks on Nauvis and Aquilo too. Hopefully on Aquilo I will have enough power, because my last attempt to kick start a base was not successful, as I experimented with everything myself without reading anything about this planet, apart from built-in game entry.", "date": "2025-03-11T17:04:25+00:00", "quotes": [] }, { "author": "Holy-Fire", "content": "Productivity vs. Speed on pumpjacks is another interesting problem, which I've spent some time thinking about in the past. But back then it either worked differently, or I was wrong about how it works. (Specifically, I thought that the minimum is 20%, I didn't know that it can also be 20% of the original yield.) \n \nRecently I thought about it again, and reached this conclusion - unless you are using beacons, productivity modules are *never* better than speed modules. \n \nIf the pumpjack is assisted by a beacon with speed modules, productivity can be helpful, but it depends on a lot of factors.", "date": "2025-03-11T20:02:23+00:00", "quotes": [ { "author": "pioruns wrote: Tue Mar 11, 2025 5:04 pm", "content": "" } ] } ]
5
2025-03-10T05:47:06-05:00
forum-topic-47945
47945
Missing Research Requirements fix [0.15]
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=47945
JohnyDL
TL;DR Research that uses a science pack should require having researched the tech that unlocks that science pack. What ? In 0.15 there are a number of technologies that you can click to research before you've unlocked the required science packs making the science pack research a hidden prerequisite. My suggestion is for advanced electronics to be a research requirement ahead of mining productivity 4, nuclear power, advanced oil processing, advanced materials processing, advanced electronics 2, energy distribution 2, bullet damage 5, bullet shooting speed 5, military 3, shotgun shell damage 5, shotgun shooting speed 5 and other techs which need science pack three where they aren't already or logically it hasn't been provided by another prerequisite. Why ? For a lot of experienced players it likely has no effect on their lives, but it does add a huge quality of life, I don't have to remember which techs I need to research before I have access to another because it's right there. If I cannot craft the science packs I can't start the research so it makes sense. It'd fix the auto research mod (which doesn't know to research these hidden prerequisites anymore than I did at first and yes I'm going to go there and suggest they tweak the tech tree in the same way). The having to remember/search step of getting at researches is a pointless annoyance when most of the tech tree is logical progression, in 0.14 science 3 and alien science were both provided in the tech tree before any research that requires them why it was taken out in 0.15 I don't understand (In the same way no item that can be made is unlocked before all its intermediate parts have been (some done by limiting via science packs others by the tech tree))
[ { "author": "Azzinoth", "content": "You can choose which science packs you have already available in the latest version of auto research. \n \nThat is probably because just all technologies require the science packs. It would probably mess up the tree structure, since most other technologies dont unlock so many techs which are also much deeper down the tree. \n \nYou can search for \"science pack\" in the search bar top left, and it will list you all techs that unlock science packs. No need to remember anything.", "date": "2017-05-19T14:48:43+00:00", "quotes": [ { "author": "JohnyDL wrote:", "content": "" }, { "author": "JohnyDL wrote:", "content": "" }, { "author": "JohnyDL wrote:", "content": "" } ] }, { "author": "JohnyDL", "content": "You're right I can but that then means I can't blueprint my science set up and expect science to just run, I have to watch and wait for the science to finish building and then allow that new science extra clicking buttons or extra thinking remembering when setting it up. \n \nAll research that required alien science packs either relied on Alien science themselves or had something that does rely on alien science, what I'm asking for isn't that every tech that needs science three has it as a prerequirement directly that's the messy option but that it's in the chain somewhere, the same way as Logistics 3 has Logistics 1 by implication that you have to unlock Logistics 1 to get to Logistics 2 and you need 2 to get to the \n \nI can search \"science pack\" but that's like whole tedious seconds of clicking the search bar moving my hands to typing position on the keyboard typing it in moving my hand back to the mouse and the other to WSAD then looking through each to work out which one is blue, purple, yellow and grey \n \nThe old tech tree looked something like this https://wiki.factorio.com/images/Technology_tree.png \n \nSee Alien research over there (the right side in the middle next to laser turrets and science speed 2) it has lines leading to every tech that uses alien science packs that hasn't used alien science in a previous research recipe. There's a trace for example that leads to rocket 1 and because that's there you don't need it directly to the rocket silo because that relies on rocket 6 which gets from 5 all the way down to 1 which is covered. There are only 4 direct connections that need alien artifacts in 0.14 and yet every tech that needed them had to have alien artifacts researched at some point in the tree ahead of them. 13 techs with 4 links. \n \n http://davemcw.com/factorio/tech-tree/ is a tech tree you can explore for 0.15 if you click on advanced electronics it'll light up the whole tech tree of what needs advanced electronics 1 that's got it somewhere in the tree, and yet there are research things in blue, purple and yellow sections that do need you to have researched advanced electronics 1 at some point to unlock the tech but they have no direct or indirect dependency on it \n \n8 new dependencies could be added to fix it for blue science, 12 for purple, 24 for yellow ignoring incremental research (like infinite research and finite but leveled research) it's only 2 for blue, 6 for purple and 7 for yellow. \n \nmaking the bare minimum \nAdvanced Electronics 1 for Advanced Oil Processing (which might be make better sense behind Advanced Materials Processing 2 but not need purple science) \nAdvanced Electronics 1 for Electrical Energy Distribution 2 \nAdvanced Materials Processing 2 for Automation 3 \nAdvanced Materials Processing 2 for Nuclear Fuel Reprocessing \nAdvanced Materials Processing 2 for Coal Liquifaction \nAdvanced Materials Processing 2 for Efficiency Module 3 \nAdvanced Materials Processing 2 for Speed Module 3 \nAdvanced Materials Processing 2 for Productivity Module 3 \nAdvanced Electronics 2 for Kovarex Enrichment Process \nAdvanced Electronics 2 for Logistics System \nAdvanced Electronics 2 for Power Armour 2 \nAdvanced Electronics 2 for Portable Fusion Reactor (which could rely on power Armour 2 though I like AE2 better as it allows more flexibility) \nAdvanced Electronics 2 for Personal Roboport 2 (which could rely on power Armour 2 though I like AE2 better as it allows more flexibility) \nAdvanced Electronics 2 for Military 4 \nAdvanced Electronics 2 for Uranium Ammo (although I think behind Military 4 makes more sense than directly in this case) \n \nOnly 2 of which don't quite make sense as a direct link anyway. Advanced Electronics 2 only has 2 things it's currently needed for and Advanced Materials Processing 2 doesn't have any in spite of the fact they are necessary components of dozens of research recipes and all infinite research", "date": "2017-05-20T03:02:14+00:00", "quotes": [ { "author": "Azzinoth wrote:", "content": "" }, { "author": "Azzinoth wrote:", "content": "" }, { "author": "Azzinoth wrote:", "content": "" } ] }, { "author": "Azzinoth", "content": "But that are probably 7 clicks for the whole game... Its much more work involved to build your science production even if you use blueprints. \n \n\nOkay, that makes already more sense to me. The links you posted are useful to make your point. If we connect the science pack research only with the most top part of each tree part which requires that science pack, we have only a small number of additional direct connections, but a much clearer tech tree. This is much more convincing for me than your first argument.", "date": "2017-05-20T10:17:50+00:00", "quotes": [ { "author": "JohnyDL wrote:", "content": "" }, { "author": "JohnyDL wrote:", "content": "" } ] }, { "author": "JohnyDL", "content": "Actually it was what I asked for in the first place but maybe\n \nwasn't enough of an explanation. \n \nAnd that's 7 clicks but it's a constant thing to be thinking about and checking it. I'd rather be able to dump it down and not think anymore you know ^_^ I've got huge systems I want to be setting up that are unique to each playthrough (which can be 2 Community ones a week and 1 personal one) I don't want to be worrying constantly about this in the background when I'm 2000 tiles from home.", "date": "2017-05-20T10:24:30+00:00", "quotes": [ { "author": "JohnyDL wrote:", "content": "" } ] }, { "author": "jzr", "content": "Similar \"problem\": You can research portable solar panels before you researched solar panel. *scratches head*", "date": "2017-05-20T12:54:23+00:00", "quotes": [] }, { "author": "JohnyDL", "content": "yeah that one I hadn't noticed XD", "date": "2017-05-20T13:50:41+00:00", "quotes": [] }, { "author": "BlakeMW", "content": "This would be a terrible idea. Adding all the prerequisites into upgrades for bullets, turrets, laser turrets, shotgun shells, rockets, robot follower count, robot damage, flamethrower damage, grenades, cannon shells (no doubt more) would be a huge mess. Especially since Advanced electronics already has like 8 children tech. \n \nAltough I feel there is definite room for improvement. It probably wouldn't hurt to have a bit more clarity around Advanced Material Processing 2, like making it a prerequisite for Automation 3 and maybe some other purple techs like Coal Liq, Logistic Network. It just seems so lonely at the moment with no children at all. \n \nAlso I have to agree when anyone says that Solar Panel should be a prerequisite for Portable Solar Panel - neither tech is overloaded with connections and it just seems so logical, at least as long as PSP requires solar panels to craft. \n \nAnother good one could be Advanced Electronics 2 -> Personal Fusion Reactor, as it requires both the high tech science packs and the blue circuits - neither tech is particularly overloaded.", "date": "2017-05-20T14:47:47+00:00", "quotes": [] }, { "author": "JohnyDL", "content": "Yeah I kind of agree with you that maybe it's not strictly speaking necessary for the incremental research because they aren't the ones that help you progress in the game really which is why I said this\n \n2 extra on AE2 wouldn't be that bad. Although I'll stress this again Direct Dependencies are the messy way of doing it some intermediate step wouldn't necessarily be a problem in most cases, might slow some people down or change the default directions some people might normally take in the tree but it'd definitely prevent new players (and me) from getting confused and frustrated. \n \nOh yeah and adding solar panels to portable solar panels too now", "date": "2017-05-20T16:10:02+00:00", "quotes": [ { "author": "BlakeMW wrote:", "content": "" }, { "author": "JohnyDL wrote:", "content": "" } ] }, { "author": "5thHorseman", "content": "I just posted a dup of this (I blame the search function for no reason other than the one search I made didn't find this ) and I'll admit I didn't give it this much thought, and there are some concerns here that could cause problems. \n \nOther options to fix the main problem (you can have a tech node available to research with no clue where its science pack is unlocked): \n1) Draw the science pack in the icon for the node. Not a huge fan of this as any time it's changed (by the devs or mods) that icon would need changed, manually. \n2) Somewhere on the screen, any unlocked science for it has an obvious warning listed, with a picture of the tech tree node that contains the science pack you need. You can click that icon to go to that tech tree node. \n3) A big warning when you \"research\" something that you don't have the packs for, perhaps with a \"never warn me about this again\" checkbox. \n \nI personally like 2 and 3, together.", "date": "2017-06-02T03:23:10+00:00", "quotes": [] }, { "author": "quadrox", "content": "For me this is a non-issue (and it took me a while to even understand what the OP was about). \n \nWhen I want to research something, I look at the science pack requirements. If it requires a science pack I don't already produce, I check how to build the science pack first. everything after that comes naturally. \n \nPlus, I am usually spending so much time planning and extending my base that all currently available research gets researched long before I finish building. So I realize I can't keep researching and end up having to expand my base even further to accommodate the next science pack - so I never run into this problem.", "date": "2017-06-02T05:32:56+00:00", "quotes": [] }, { "author": "JohnyDL", "content": "Yeah but I use Auto Tech and plan my factory even the things I can't produce while I'm waiting for my kick start routine to get me bots, at which point I can walk away from the factory and it'll get to rockets almost without intervention. \n \nThe Auto tech mod maker considers it a bug in the game code and I do in some ways agree with him so he won't add the fix to his mod which is just designed to recurse the tech tree and so is compatible with any new science packs (in mods or base) that are explicit about where they're used rather than this edge case that might be (and I hope is) fixed later.", "date": "2017-06-02T07:56:34+00:00", "quotes": [] }, { "author": "Nidan", "content": "I just made a mod to add these dependencies. \nFor a vanilla game it adds 66 new dependencies \n Dependencies added advanced-electronics (blue) to \n2 progress techs: advanced-oil-processing, electric-energy-distribution-2 \n11 bonus only techs: braking-force-1, bullet-damage-5, bullet-speed-5, flamethrower-damage-3, grenade-damage-4, gun-turret-damage-5, research-speed-3, rocket-damage-3, rocket-speed-3, shotgun-shell-damage-5, shotgun-shell-speed-5 \n \nadvanced-material-processing-2 (purple / production) to \n9 progress techs: atomic-bomb, automation-3, coal-liquefaction, effectivity-module-3, kovarex-enrichment-process, logistic-system, nuclear-fuel-reprocessing, productivity-module-3, speed-module-3 \n7 bonus only techs: character-logistic-slots-4, follower-robot-count-7, inserter-capacity-bonus-4, mining-productivity-8, research-speed-5, worker-robots-speed-3, worker-robots-storage-2 \n \nadvanced-electronics-2 (gold / high tech) to \n7 progress techs: fusion-reactor-equipment, kovarex-enrichment-process, logistic-system, military-4, personal-roboport-equipment-2, power-armor-2, uranium-ammo \n21 bonus only techs: braking-force-6, bullet-damage-6, bullet-speed-6, cannon-shell-damage-4, cannon-shell-speed-4, character-logistic-slots-6, combat-robot-damage-5, flamethrower-damage-5, grenade-damage-6, gun-turret-damage-6, inserter-capacity-bonus-7, laser-turret-damage-5, laser-turret-speed-5, mining-productivity-12, research-speed-6, rocket-damage-6, rocket-speed-6, shotgun-shell-damage-6, shotgun-shell-speed-6, worker-robots-speed-5, worker-robots-storage-3 \n \nmilitary-2 (gray) to \n4 progress techs: energy-shield-equipment, explosives, fusion-reactor-equipment, power-armor-2 \n5 bonus only techs: bullet-damage-3, bullet-speed-4, gun-turret-damage-3, shotgun-shell-damage-3, shotgun-shell-speed-4", "date": "2017-06-09T02:17:19+00:00", "quotes": [] }, { "author": "Jürgen Erhard", "content": "[quote=\"Nidan\"]I just made a mod to add these dependencies. \nFor a vanilla game it adds 66 new dependencies \n \nHave to try to see if Rseding91 is right: \"If every research had everything it required as a prerequisite the technology graph would be a web of lines.\" -> Not a bug. \n \nMy own bug report about this was moved to \"Balancing\" by Klonan. \n \nThis is one thing I absolutely admire about Factorio: you can do unbelievable things with mods. Even fixing stuff where the devs made a wrong decision. (Okay, \"wrong\" )", "date": "2017-06-09T12:56:18+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "I chuckle at this whole discussion, because as a new player I find the entire tech tree (beginning at 3 layers down) to be so convoluted and confusing that probably only the most experienced players would even notice these issues. The UI for the tech tree needs work.", "date": "2017-06-09T13:07:21+00:00", "quotes": [] }, { "author": "Nidan", "content": "Fear not! After adding all those dependencies you can remove Military 2 from Rocketry and Landmines, and Advanced Oil Processing doesn't need to depend on Oil Processing, making the tech tree nice and simple! \n \nOn a more serious note, having Explosives depend on Military 2 and instead dropping Military 2 from Rocketry and Landmines seems like a good idea.", "date": "2017-06-09T15:35:33+00:00", "quotes": [ { "author": "Factory Lobster wrote:", "content": "" } ] }, { "author": "Factory Lobster", "content": "On an even more serious note, could we please get a tech tree that is visible in its entirety? So that we can scroll up and down the thing and see what the hell is even going on?", "date": "2017-06-09T15:44:24+00:00", "quotes": [ { "author": "Nidan wrote:", "content": "" }, { "author": "Factory Lobster wrote:", "content": "" } ] }, { "author": "JohnyDL", "content": "try http://davemcw.com/factorio/tech-tree/", "date": "2017-06-11T23:05:12+00:00", "quotes": [ { "author": "Factory Lobster wrote:", "content": "" }, { "author": "Nidan wrote:", "content": "" }, { "author": "Factory Lobster wrote:", "content": "" } ] }, { "author": "Jürgen Erhard", "content": "But that's not in-game, which I think Factory Lobster would want (I certainly do, and it's not like this would be some revolutionary new 'technology', lots of games have fully scrollable tech trees).", "date": "2018-04-07T12:34:11+00:00", "quotes": [ { "author": "JohnyDL wrote:", "content": "" }, { "author": "Factory Lobster wrote:", "content": "" }, { "author": "Nidan wrote:", "content": "" }, { "author": "Factory Lobster wrote:", "content": "" } ] }, { "author": "Deadlock989", "content": "For my next mod, I wrote some code that automatically rebuilds the whole tech tree so that everything that is unlocked by a technology has all its ingredients become a dependency of that technology, and then removes any redundancies. \n \nIt doesn't become \"a web of lines\". In fact it gets simpler, almost boringly so. \n \nI didn't make it to \"fix\" the weird stuff like portable solar panels not requiring solar panels, I did it so I could mess with recipes and have the tree adapt automatically.", "date": "2018-04-07T12:37:56+00:00", "quotes": [] } ]
19
2017-05-18T10:53:38-05:00
forum-topic-114764
114764
Add "Clipboard Image" phpBB Ext
This Forum
https://forums.factorio.com/viewtopic.php?t=114764
infogulch
Hi! It would be much easier to add screenshots as attachments if the forum supported pasting images from the clipboard. The popular phpBB extension Clipboard Image (23k downloads) claims to add this capability to phpBB forums like this one. The browser feature that enables this is now widely supported . Image attachments are clearly an important part of the forum. Being able to upload from your clipboard is probably the top reason why posters use imgur in the first place. Most subforums suggest including screenshots in your post. If it were easier to add screenshots directly (i.e. paste from clipboard instead of the whole save file attachment dance), the quality of posts like bug reports would probably go up.
[ { "author": "", "content": "Good idea and since I was just messing with the forums I went ahead and installed this extension. 👍", "date": "2024-08-12T09:28:32+00:00", "quotes": [] }, { "author": "aka13", "content": "08-12-2024, 12-28-07.png (30.84 KiB) Viewed 965 times", "date": "2024-08-12T10:28:14+00:00", "quotes": [ { "author": "Sanqui wrote: Mon Aug 12, 2024 9:28 am", "content": "" } ] }, { "author": "", "content": "Terrific, thanks, both for the idea, and the implementation !", "date": "2024-08-12T11:14:40+00:00", "quotes": [] }, { "author": "infogulch", "content": "Awesome thank you! \n \n \n \n 08-13-2024, 02-06-13.png (13.8 MiB) Viewed 870 times", "date": "2024-08-13T07:06:29+00:00", "quotes": [] }, { "author": "runamucker", "content": "Thanks for implementing this! Is it possible to remove the line of garbage below the images?\n \n \n \n 11-04-2024, 19-36-57.png (47.73 KiB) Viewed 525 times \n \n \n \n^^^ The font up there ^^^ appears larger than my message down here --at least on my end-- and it breaks the flow.", "date": "2024-11-05T00:40:19+00:00", "quotes": [ { "author": "Sanqui wrote: Mon Aug 12, 2024 9:28 am", "content": "" } ] }, { "author": "Jap2.0", "content": "To be pedantic: it is technically the same size, just a slightly different font. (Which happens to, visually, seem larger.)", "date": "2024-11-05T03:46:16+00:00", "quotes": [ { "author": "runamucker wrote: Tue Nov 05, 2024 12:40 am", "content": "" }, { "author": "Sanqui wrote: Mon Aug 12, 2024 9:28 am", "content": "" } ] }, { "author": "runamucker", "content": "Thanks! Fixed it", "date": "2024-11-05T20:39:09+00:00", "quotes": [ { "author": "Jap2.0 wrote: Tue Nov 05, 2024 3:46 am", "content": "" }, { "author": "runamucker wrote: Tue Nov 05, 2024 12:40 am", "content": "" } ] } ]
7
2024-08-11T20:27:37-05:00
forum-topic-127550
127550
[2.0.41] proxy-containers targetting the module inventory of mining-drills don't stay connected when the inv empties
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127550
LeonSkills
Very nitpicky. I'm making a mod where inserters can interact with any inventory of an entity, including the module inventory. Using the new proxy-container. This works well with all inventories I've tested (so far), except the module inventory of mining drills. They stop working once the module inventory has been emptied. Unexpected behaviour on the top left mining drill: The logic in the gif for rotating an inserter is that it destroys the current container and creates a new one, connecting to the entity underneath it if possible. The inserter taking the modules out of mining drill activates when the proxy-container has just been created or when the proxy-container putting the modules back in was just created, but stops working if the module inventory is emptied/empty and gets some items later. Only works again once a proxy-container interacting with the mining drill has been recreated. Edit: They also reactive on_load The inserter on the top right mining drill happily continues working when there are modules available, but stops once the inventory was empty at some point in time. Expected behaviour is seen on the bottom where it's interacting with the module inventory of an assembling machine. Where the inserters keep working. Even when the inventory empties in the bottom left assembling machine.
[ { "author": "", "content": "Thanks for the report, issue is now fixed for 2.0.42. \n \nIssue is completly different to what is included in the topic: it is about mining drill having a wakeup list that was not notified when modules are inserted because the wakeup list was originally only intended to be used by burner drills and fuel inventory. Issue is fixed by having this wakeup list also notified when modules are changed. In the faulty case, if you would use show-wakeup-lists debug option you would notice that inserter is registered sleeping on the mining drill and is never woken up.", "date": "2025-03-16T13:03:06+00:00", "quotes": [] } ]
1
2025-03-16T07:38:03-05:00
forum-topic-127543
127543
[Genhis][2.0.41] Extremely inefficient construction bot delivery to silo
Assigned
https://forums.factorio.com/viewtopic.php?t=127543
thuejk
In the attached save, I have ghosted 1000 iron to be delivered by construction bot to the silo. There are 1397 idle construction bots, while the iron is being delivered by 3 construction bots at a time, taking forever. The inefficiency happens when there are machines with unfulfillable module requests. -------------------------- The below is my guess at what happens. It is speculation, it might be wrong, feel free to ignore: There is a separate shared circular construction queue for delivering stuff to existing machines, both modules and e.g. ghosted stacks of iron in a rocket silo. Each tick, X (=10 or whatever) machines with such requests are looked at. So if there are 1000 machines with such requests, a bot will only have a chance to be dispatched to it every 1000/X ticks. Hence why module requests can make iron delivery to the silo slow. The problem arises because apparently each time the silo request is visited by this queue, only 1 bot is dispatched. So if the silo is requesting 1000 iron via construction bots, then this construction bot queue has to loop through the whole queue 1000 times before the 1000 bots are dispatched, one at a time. And if there are lots of unfulfillable module requests making the queue permanently long, each of those 1000 queue loops required will take a non-trivial number of ticks. So you can end up with idle construction bots, while requests are unserviced. Assuming the above is correct, there is an apparently obvious fix: Allow more than one construction bot to be dispatched, each time the construction queue visits the silo. This is not new behavior btw. 2.0.7 behaved the same way as 2.0.41.
[]
0
2025-03-16T02:25:21-05:00
forum-topic-126292
126292
My attempt at making a starter HUB (not a mall)
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=126292
pworty
https://factoriobin.com/post/ktvtqt Copy blueprint The original idea for this hub came to mind while trying to achieve "Lazy bastard" I needed a quick and dirty mall to get me going, but while building said dirty mall, I just couldn't stand the haphazard design choices that I had to make, so I went off on a tangent to build a proper one, and further to build a hub that could transition from early game all the way to launching the rocket, which it is perfectly enough for doing. I've gone through many iterations and spent about 20 hours total designing it, playing through a full run with it and modifying the parts that I thought were lacking, resulting in the third one in my blueprint book, after a deathworld marathon + keeping your hands clean run (it was torture). A lot of that time went into the careful considerations of recipe placement relative to the conveyors with resources needed for it, if I'm most proud of anything, it is this part. I'd like to hear your opinions about it, which parts could be improved (probably a circuit condition to stop it from making 50 boilers) and mostly how you think the items could be arranged in a different way, less undergrounds, crossings and roundabouts. I am currently at the point of trying to go further than couple of rockets, so I think I will transition to a parameterized bot mall and save myself the trouble of building a belted hub for everything, do you think it is the right choice or should I spend some more time to design the second part of the hub? I am sure as hell not touching this one anymore XD
[ { "author": "Durentis", "content": "Looks like it strikes a fantastic balance between starter base requirements and when you have logistic support. I wouldn't worry about excess units or elaborately wiring it, provided you set sensible restrictions on the boxes. Very nice design! \n \nI always completely ripped up the starter base sometime after getting beacons and logistics, relying on efficient outposts to make various intermediate materials like green/red/blue circuits on site for the trains to bring in. So anything too elaborate or trying to \"future-proof\" a starting base just stopped making sense to me at some point. If you scroll up on the serial trains link in my sig, you'll see my old thoughts on the large malls and wide busses often seen in streams. It was from 0.18, as I haven't really played in a long while and am just getting back into it, but still likely applicable. (The station blueprints will have to be tweaked due to a rail update, apparently, and it looks like trains got smarter so I'll have to investigate if that solves some of the old problems I had.) \n \nEveryone has their own preferences though, so just comes down to what you like. I think most of the fun is in the design process and working out the kinks. I had put a lot of hours into saturating blue belts with tight beacon designs only to see we have another belt tier and quality components, so I get to do it all over again.", "date": "2025-02-01T08:02:41+00:00", "quotes": [] } ]
1
2025-01-24T08:34:18-06:00
forum-topic-127195
127195
Stateless visualisations for PlantPrototype
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127195
DaveMcW
I am trying to make a plant type of "Flaming ashland tree". This requires the fire stateless_visualisation_variations to change position as the tree grows. Please scale the stateless visualisations based on a plant's tick_grown.
[]
0
2025-02-28T13:24:07-06:00
forum-topic-127282
127282
Platform Request Priority
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127282
adam_bise
If I have 2 plats requesting science, it seems like a hidden priority decides which one will be fulfilled first. If I have a plat requesting AG science for example, and another plat shows up, then sometimes the 1st one stops being fulfilled until the 2nd one is finished. But this isn't a good situation for spoilables. Perhaps it goes by a hidden platform number or ID. But I would like for a request to be prioritized based on if it has already started being fulfilled. This way a 2nd plat can't come in and "butt in line". Regards. -Adam
[]
0
2025-03-05T09:39:18-06:00
forum-topic-124889
124889
Bug report that is not a duplicate was moved to duplicates
This Forum
https://forums.factorio.com/viewtopic.php?t=124889
dewayx
124885 describes multiple issues, but the title clearly references 2.0.28 Loewchen replied to that with 124743 , which describes a crash in 2.0.24, not in 2.0.28. My post contains 124743 , but does not only consists of 124743 . 124743 does not fully describe my post 124885 . Why is 124885 a duplicate, then, if 124743 only applies to 2.0.24 and not to the main issues described in 124885 ? Edit: 2.0.24 up to 2.0.27, but not 2.0.28 I did not encounter this, but a different crash in 2.0.28, as described in my post.
[ { "author": "", "content": "A bug report never describes multiple issues, it is one issue per report. If you can reproduce any issues in the latest version of the game that do not have their own report yet, make a new one, one per bug, see 3638 .", "date": "2024-12-21T22:06:08+00:00", "quotes": [ { "author": "dewayx wrote: Sat Dec 21, 2024 8:59 pm", "content": "" } ] } ]
1
2024-12-21T14:59:15-06:00
forum-topic-110072
110072
Maximum throughput of a rail line - Page 3
General discussion
https://forums.factorio.com/viewtopic.php?t=110072&start=40
mmmPI
For the part i understand : There is the additionnal information of the braking research that is required to compare result, as high braking research increase the maximum throughput due to allowing train shorter braking distance, being closer to each other and thus increasing density even at the same speed which would yield more wagons per minutes. However, from your "about 325 wagons/min" i suppose you have accounted for braking research as this throughput cannot be reached otherwise. 325 wagons/minutes with 1-20 trains represent 16.25 trains per minutes, which is to my calculation requiring at least braking research 8 ( 1.8 modifier ) https://www.desmos.com/calculator/mrewge9xgq This throughput can be reached with such braking research and even a little more, but only if the trains are allowed to reach max speed or close, which would only allow 3 of such trains in a square of 100 height and 100 width. Now 263 wagons per minutes with 1-12 trains represent 21.6 trains per minutes or so for this one braking force research 9 is required and this throughput would require train running at around 238 km/h , which for the same kind of loop would require 4.77 trains, so most likely not possible in game to reach on this amount of track https://www.desmos.com/calculator/yfxtp8stbh but a sligthlier larger loop of 96 width and 250 height would get this throughput with 8 trains. And finally 125 wagons per minutes with 1-4 trains is 31.25 trains per minutes , this one would only require braking force multiplier of 1.4 https://www.desmos.com/calculator/ktrchs6ai2 I suppose this is the test where your prediction is the lowest compared to mine, and i'm afraid i have already posted a save game where a throughput of 37 trains per minute is achieved with 1-4 trains, ( which was done with braking research giving a multiplier of 2) so i have to disagree a little on this one and think something must have slipped in the measure because the other results are closer to the max throughput theorized in perfect flow condition. My guess is that the train was allowed to go too fast but you had braking research mutiplier 2 https://www.desmos.com/calculator/8zxbpcqj5n The train reached its max speed or around 250 km/h which correspond to around 32 trains per minutes on a single lane but you would have gotten a higher throughput if trains were going at 160 km/h or so , around 37 train per minutes. I think your method for measuring throughput is correct, but i think your method to estimate the max throughput is not. I have some data that log the position ID and speed of 12 1-4 trains in a traffic jam on a square loop train_brake_measure_results loop 1.txt (2.9 MiB) Downloaded 58 times Still trying to find a way to import those in Desmos, ideally to graph the speed and position of trains 658 667 694 and so on over the few minutes of recording. Edit : it appear those data only log something about a train when it is braking and as such it is only the "braking profile" of the trains, the acceleration is not shown. It would also appear that for train 658, the braking profile repeat itself after 16 occurences of 0 speed. With those it is possible to "math" the speed of propagation of the traffic jam, the average speed of the train during the traffic jam in the stop and go regime, and then compare with the same setup without traffic jam due to signal being spaced closer to each other. The data correspond to the loop 5 in previous save game
[ { "author": "quyxkh", "content": "I think you're right, leaving off the signal spacing made the numbers not good, here's a fixed version that shows how much space each train needs empty to maintain its current speed, you have to tell it the signal spacing, divide the route length by that rdist should give you how many trains you could conceivably fit and still achieve that speed and (close to that) throughput. At the receiving end you'll need an available stop for each arriving train of course, any train's braking point overtakes the reserved signal ahead of it is going to jam the route when it brakes. \n Code: Select all function dist(a,b)\n local x,y =(a.position or a).x, (a.position or a).y\n x = x - (b.position or b).x\n y = y - (b.position or b).y\n return math.sqrt(x*x+y*y)\n end\n\nfunction gpsl(p) return game.print(serpent.line(p)) end\n\nde=defines.events\ntrains={}\nsdist=30 --[[ distance between signals in meters, 30 is big-electric-pole interval ]]\n\nscript.on_event(de.on_tick,function()\n local tname,k,v,cdist\n for k,v in pairs(game.surfaces[1].get_trains()) do if v.has_path then\n tname=v.front_stock.backer_name\n cdist=dist(v.front_rail,v.path_end_rail)\n if not trains[tname] or not trains[tname].path_end_rail.valid then trains[tname]={path_end_rail=v.path_end_rail} end\n do local _=trains[tname]\n if dist(v.path_end_rail,_.path_end_rail) > 0 then\n gpsl(string.format(\"nwagons=%d, speed=%g, rdist=%g, throughput/min=%g@%gm signal dist (1 train / %g ticks\", _.nwagons,\n _.speed, _.rdist,\n _.nwagons/(_.rdist/_.speed/3600),sdist, _.rtime))\n end\n _.cdist=cdist\n _.speed=v.speed\n _.nlocos=#v.locomotives.front_movers+#v.locomotives.back_movers\n _.nwagons=#v.cargo_wagons\n _.rdist=dist(v.path_end_rail,v.back_rail)+2\n _.rdist=_.rdist-(_.rdist%sdist)\n _.rdist=_.rdist+2*sdist\n _.rtime=_.rdist/_.speed\n _.path_end_rail=v.path_end_rail\n end\n end end\n end)\n \n\n(edit: I added the inter-train interval in ticks, I think dispatching with at least that interval and keeping them on parallel tracks until they get up to speed, then merging onto one track, will work, haven't tested that yet. Any variance in signal spacing would mean you'd need extra buffer in front, so give it the usual spacing plus the largest of whatever shorter spacing you might use)", "date": "2023-12-11T22:40:18+00:00", "quotes": [ { "author": "mmmPI wrote: Mon Dec 11, 2023 8:52 pm", "content": "" } ] }, { "author": "mmmPI", "content": "How do you stop the thing to print if by not reloading the map ? that's my lua level, just letting you know before you attempt to explain more things. \n \nApart from that urgent matter, i think your previous method was calculating properly the \"throughput of trains at max speed\" but this doesn't yield the highest \"number of wagons per minute\". \n \nAdding in the calculation the block length will allow to predict a more accurate maximum that is not too much overestimating the throughput achieved , the higher this block length as it factor in the \"needlessly\" reserved space by a train that is wasted for density / unoccupied nor by train nor any braking distance. This is what farcast model does. \n \nI understand the idea behind route length addition to math the distribution of trains this is related to density. But i am unable to understand how you do for the braking distance, i'm looking for square roots but are you getting it from the game and not mathing it? cuz the only sqrt i see is used for the distance travelled by the train each tick in the early line ? This braking distance math sounds necessary piece of the formula, also i see a modulo operation rdist%sdist which makes me think this is the addition of the block length but i can't understand what is accounted for when train length>2 block length. \n \nI don't understand what is happening when the command is running , and what's with the available stop ? is this the answer to original question or just a joke ? there is no train it's all invisible ! i understand they are simulated using the game formula and i'm getting the result of the actual game code running, which i don't expect to differ much from the models ^^ , but there was 10 ticks unexplained when a real train braking occurs, the game seemed to take always 10 extra tick to have the train come to full stop,so maybe it impact the braking distance, or the way the game reserve blocks, or another explanation lying around behind a bit more understanding of lua as of now i'm unable to use the code as intented \n \nEdit : i understand i need to have a train running for the command to function , it gave me some result, i understand how to tell it the signal spacing, and that i don't have to tell it the length of the total route, it seem to me that if i don't give it the correct signal spacing used by trains it overestimate the throughput printed ?", "date": "2023-12-11T23:43:06+00:00", "quotes": [ { "author": "quyxkh wrote: Mon Dec 11, 2023 10:40 pm", "content": "" } ] }, { "author": "quyxkh", "content": "That's right. Each tick I record the distance from the front and back rail of the train to the train's current path_end_rail. Before recording it, I check whether the path end rail has changed since the previous tick. If it has, that's because the braking point passed a scheduled stop. I use waypoints so the trains don't brake, they just go right by, which means the recorded distance is as close as the train got before its braking point passed the stop: that's as close as I know how to get to the actual braking distance. Since the next tick the train would (because it did) pass the stop, it'd have had to brake at the recorded distance anyway if that had been a red signal or whatever. \n \nThe modulus gets me the rewainder, subbing from the distance gets me the lower bound on the length of signal-distance blocks the train can occupy, plus one because the train will certainly at some point not be on an exact edge boundary so it needs an extra block for that, plus one more because its braking point has to enter an empty block. \n \nThis is the blueprint I started with, I used it to check the effect of wagon count on braking distance and then started running the code here on the looping trains. \n 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tWnvBuIPWXjCuV1AgbvMKCsb1CgrG9QoKxo1aB8G4SesgGDdrHQTjFq1mYNyq1QyMO2g1A+M2rWYg3GKUL6kKbtCaBMbttSaBcaNWFjBu0soCxs1aWcC4RSsLGLdqfQDjDlofwLhN6wMQ16hbRF5SjLpF5CVFnDgpIi8pRs8i8pJi9CzBzC3rWj3jFl2rZ9yqK+6MO+iKO+M2XXFHXKNgEXlJ6YOumzNur+vmjBt13ZxxfeObcX3jm3F945txfeObcX3jm3F94xtxo298M65vfDOub3wzrm98M65vfDOub3wzrm98M65vfDOub3wzrm98I27yjW/G9Y1vxvWNb8b1jW/G9Y1vxvWNb8b1jW/G9Y1vxvWNb8b1jW/Ezb7xzbi+8c24vvHNuL7xzbi+8c24vvHNuL7xzbi+8c24vvHNuL7xjbjFN74Z1ze+Gdc3vhnXN74Z1ze+Gdc3vhnXN74Z1ze+Gdc3vhnXN74Rt/rGN+P6xjfj+sY34/rGN+P6xjfj+sY34/rGN+P6xjfj+sY34/rGN+IOvvHNuL7xzbi+8c24vvHNuL7xzbi+8c24vvHNuL7xzbi+8c24vvGNuM03vhnXN74Z1ze+Gdc3vhnXN74Z1ze+Gdc3vhnXN74Z1ze+Gdc3vgm3dr7xzbi+8c24vvHNuL7xzbi+8c24vvHNuL7xzbi+8c24vvHNuL7xjbjBN74Z1ze+Gdc3vhnXN74Z1ze+Gdc3vhnXN74Z1ze+Gdc3vhnXN74Rt/eNb8b1jW/G9Y3vv3JfXMz3l7+Oy5v1uJ8//+X9vScNHP/cl3DvJ25/4PTZ7p//vJh/eHH8ypeI6e/Wv0ecVqy/0gh9cXyvx0cYHF95fTNe71abw3St68Wr42MM5j/vFm9XE2m5miCby3F2GPfH778bd/uPFzuE6d+FfR36GHLuP3z4P7AxXxU= Copy blueprint", "date": "2023-12-12T00:12:52+00:00", "quotes": [ { "author": "mmmPI wrote: Mon Dec 11, 2023 11:43 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "That's convoluted in the good way , if i understand correctly the braking distance is then updated twice per lap if there are 2 train stop acting as waypoint which is the minimum to have the train going continuously, more stop without conditions on the loop would update the data faster but a larger loop would decrease the rate of printing by the command. \n \nThe imprecision for the braking distance is then in the order of the train speed in tile per tick, which is no more than 1.38 tile or meter but no need to worry about anything related to block length or signaling. \n \nI'm unsure if i understood correctly how farcast''s brakemeter function because it had to overcome block length imprecision to measure the braking distance ,but i think it does something similar where you could increase the precision of the measure by averaging the (braking distance) result over long period of time ( several braking distance measurements of trains with very close signals), because following the law of large number it would sometimes be very little distance added, sometimes the maximum of those 1.38 ? Those math were necessary i suppose to make the formula saying a locomotive is 36000 Newton of forward force, friction is 1800 newton per rolling stock which is how the braking distance is mathed in both models. \n \nAt this point there is the question of speed variation there shouldn't be one or the averaging would mean nothing. I think to establish the original formula the braking was measured in lab conditions which allowed for averaging potentially forever to increase precision of the measure. \n \nI understand the command print a \"snapshot\" result like a driver going on a circular track that would know its braking distance because it has some flexible measurement stick in front of the car whose length vary with speed, and there is some spectator in the public that measure the time it takes for that stick to cross the finish line knowing the speed of the driver. The stick is the distance between the front of the train and the red dot shown as the braking point of the train in debug, so it's not only varying according to speed, but also based on the car's weight and tire friction and air-resistance of the car wether it's raining or not, so the driver and his buddy spectator could potentially study all those by changing 1 factor, then another to extract datas about the car. \n \nI'm not sure how works the combinator contraption from xKnight, improved by farcast that achieved the in game measurement originally, the averaging braking distance from acttual in game measurement, but having a method to measure brake distance \"at any time\"( wherever one adds a waypoint) allows then all the previous extraction of data, that's like the magic stick, the command you propose using is giving the result under the form of a \"snapshot\" that if averaged would yield the value used for the models by changing 1 factor at a time like the number of wagons, or loco, or fuel or air-resistance profile of the front rolling stock. The value used for braking distance in the model already comes from the game, so i did not doubt their validity. I'm impressed and happy to see how it can be done using lua command. That's different than what the mod i used to get the data does but it's the same langage, it gives me example i could reuse combined or modify \n \n\nWikpedia refers to this as \" The inverse of flow is headway (h), which is the time that elapses between the ith vehicle passing a reference point in space and the (i + 1)th vehicle.\" And then they add \" In congestion, h remains constant. As a traffic jam forms, h approaches infinity. \" \n \nYou are calculating it, from result you measured, like the braking distance implictly embedding train length in the difference between front and back of train. So you would never read \"0\" instead the command would just not print anything until a train actually move. It would be impossible to know the throughput if a train is stopped anyway. \n \nThe \"headway\" one can also measure also by measuring how many ticks between 2 times a signal turns red. That's how the train counter from disentius i used in the save game functions. It send pulses when it detect an edge in the signal color red and \"somehow\" measure how many pulses in a minute. And thus how many trains per minute. Which i transformed into speed because i embedded the length of the loop in the calculation and the number of trains on my loops. 12 trains, 868.xxx meters long loop, if you know how many time between 2 trains, you know the speed at which they go, that's the same \"snapshot\" result that would need to be graphed overtime to represent how a train behave in a traffic jam, or in a situation of stop and go traffic . \n \nI know this is not really necessary to answer the question of the maximum throughput theorical or practical because that would only occur in suboptimal condition for traffic far from the maximum. But i think it is fascinating how simple rules yield very complex system with nice graph to look at. \n \n\nThis particular reasonning is troubing me of some sort, the number of single block to account , 1 or 1+1, 1+rewainder rounded up ? This is because in one way it is true that it is making modeling more accurate because it shows that the theorical maximum is influenced by how close are signals, if further aways it induces more reserved block and thus forces a lower density of cargo. \n \nBut then this matters more when spacing is \"high\" , but then when spacing is \"high\" there is a increased / induced risk of speed variation of the trains inside a block. There is no more condition to use the rest of the model that assume all trains have the same speed to generate \"train / minutes\" from 1 measurement, as with your lua commad, or with the models that assume \"perfect flow\" aka all trains have the same speed. \n \nIt leaves me unable to fully agree with anything incuding my own model because given the deterministic nature of factorio, the traffim jams are chaotic but not random, and i know there are some math to describe those emergent phenomenon that's just i'm just unable to pratice but there's plenty documentation exploring many direction that's more than a life time worth of hobbyist things x). \n \nI can't picture mentally what's being calculated if it amounts to 1 or 2 blocks how and when. I read 3 different approach from this page https://en.wikipedia.org/wiki/Traffic_f ... f_analysis some of the documentation regard such case as a matter of periodic boundary conditions https://en.wikipedia.org/wiki/Periodic_ ... conditions , which is tough unknown-to-me math for this case. but would look like it's one way to go to make a good approximation of general train flow from a detailed description of the behavior of 1 trains when changing blocks that is related to the first approach the cellular automaton one. \n \nI think the second approach is what we are currently using, all of us on this thread, density and mean velocity to make up for the precise description of the behavior of a single train overtime like the in the first approach. \n \nAlso at this point i have to admit i'm more interested in the endless rabbit hole discussion than in the answer or the solution, the worst math i feel comes from the \"certainly\" in your sentence x) \n \nNot in 3D not even in 2D but in 1D a train to me is like a particle that has a % of probability of being \"accelerating or \"decelerating\" when there is a repeating speed variation with periodicity oscillating between 2 value of speed ( 0 and max in extreme stop and go traffic around a loop). And this is correlated to its current state, it is more likely to accelerate when slow and vice versa. The better its braking power/acceleration ratio the more it would change the shape of the braking profile toward brake for small time, accelerate for longer to achieve a periodic variation between 0 and max speed as in stop and go traffic. Following that trend of thought it would be possible to estimate the optimal speed a train should go based on its acceleration and braking capacity so that it minimizes the effective distance it occupies when maintaing a certain speed given its length and braking distance relative to its density of cargo. But also to predict where you would see a train and how fast it would go if you were to take pictures at random interval over the same rail boundary. And roughly the badness of the traffic jam and potentially how to measure the flow by measuring how much time a train is staying still in a stop and go traffic. \n \nIt ressemble what i can picture as necessary to model uneven signal spacing, or speed variation, or traffic jams which to me is the all the same roughly at first, until you consider the positions as signals can't move backward when speed is reduced or none so traffic jams are really the worst to model. \n \nBut the models https://www.youtube.com/watch?v=Q78Kb4uLAdA and experiments https://www.youtube.com/watch?v=7wm-pZp_mi0 are quite fun to look at and very explicitly ressemble factorio's traffic jams", "date": "2023-12-12T11:36:34+00:00", "quotes": [ { "author": "quyxkh wrote: Tue Dec 12, 2023 12:12 am", "content": "" }, { "author": "quyxkh wrote: Mon Dec 11, 2023 10:40 pm", "content": "" }, { "author": "quyxkh wrote: Tue Dec 12, 2023 12:12 am", "content": "" } ] }, { "author": "mmmPI", "content": "While experimenting with signal spacing i have been able to achieve a higher throughput than the supposed maximum in game with a lower speed than the model predicted with a signal spacing of 35 or 34 or even 33 32... I think it shows there is some (very little) inaccuracies that i can't figure out. \n \n https://www.desmos.com/calculator/jftfqelym7 \n \nAccording to this setting, the max throughput is 25.242 train per minutes achieved with a speed of 233.24 km/h per trains. 1-5 nuclear fuel train, with 2 braking reseach multiplier, and 35 signal spacing. Going down to 34 or 33 or even 32 to make up for the little inaccuracies of my setup related to curve block measuring not an exact number of tile still shows something not corresponding to the following save game : \n \n \n \n throughput excess.png (441.3 KiB) Viewed 3871 times \n \n \n \n \n Too much throughput for signal spacing according to model.zip \n (1.33 MiB) Downloaded 55 times \n \n \n\nThe counter counts 25.83 trains and flickers to 25.80 per minutes, the average speed is at 214.94 km/h. However in game a train can be seen changing from around 207 to 221 km, or so 7km/h fluctuation around mean leading the train to sometimes decelerates because of the front train preventing reservation sometimes accelerating which leads to wildly different measure on the lua command but maybe something else too. \n \n 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 Copy blueprint \n \nI have not been able to explain it so far, despite my attempts at adding an equivalent of the math for block length under several forms to represent the discontinuities as described by SoShootMe or other number of formula to represent the fact that trains occupies an amount of space that is modulo or not the size of block, or that they occupy 1 minimum, but need at least always a second to enter to. This by changing the formula for q(y) in this graph https://www.desmos.com/calculator/cbacif3nds \n \nCurrently showing [floor((Length of train + braking distance + speed in tile -1 )/size of block)+2]*block length. So that a train is counted to take at least 2 blocks all the time even in case of small train, but this is not correct for small trains in long blocks which may explain the underestimation of the max throughput. I have tried many things there x). \n \ni had this realization that in the extreme case of a small train and very long block. It is only possible to know how many time a trains occupies 2 block by knowing its speed. But this will have to lead to density variation because most of the time a train will occupy 1 block, but sometimes 2 blocks. With the approach we are following so far it seem to me impossible to make up for this fact precisely. And the other approach used in real life looks quite complex, if anyone has an idea or is able to share some informations that would be appreciated", "date": "2023-12-13T23:20:59+00:00", "quotes": [ { "author": "farcast wrote: Sat Dec 09, 2023 5:20 am", "content": "" } ] }, { "author": "quyxkh", "content": "Anything up to about 1-14 rocket-fueled trains can reach the game's speed limit of 1.38m/tick, you're showing 1-5 trains stuck at around 1m/tick. So they're hitting congestion, they're braking. Trains brake faster than they accelerate, and that sort of speed variation makes traffic effectively occupy more space. Much more space. If you want maximum throughput, build trains whose maximum throughput *at their full speed* is highest, and dispatch them so they only have to brake at their destination stop or at another controlled-dispatch station, or send their drivers here to LA where we'll teach them how to avoid and (less intuitively) kill standing-wave traffic jams. Sadly that skill was clearly lost in some pre-game apocalypse, so long trains it is.", "date": "2023-12-14T00:30:26+00:00", "quotes": [] }, { "author": "mmmPI", "content": "In order to get the max theorical throughput you would also have to place signal everywhere , which is good to know for certain portions of tracks but you wouldn't want to do that on everysingle track of your network. \n \nMy previous post was regarding the influence of signal spacing over throughput, i know 35 tile away signal is not optimal for throughput so is 1-5 trains, or their speed, but i thought it would allow to see wether farcast model could be improved by SoShootMe remark regarding the space in number of block a train is considered to be occupying. \n \nThe modulo block length rounded up thing. I tried a situation where there should be a descrepancy between a model that doesn't math block length at all and a model that does, which is the case, farcast model is not suprisingly closer than a model who think block length is 1, but it's still off, surprisingly, it's slightly underestimating the throughput. \n \nOr more visible, there is a 10km/h descrepancy between the supposed optimal speed for those trains, and the speed at which they are running in game to provide a throughput supposed to be \"optimal\", my trains run 10 to 12 km/h slower than expected, and yet achieve a tiny little fraction of excess throughput. \n \nAdding the limitations that makes the curves look like discontinuous to math the block length when thinking about it more makes it to me obvious that is not going to yield proper result without math like integral and probabilities which are not used at all atm. Because if the trains slows down and accelerate a little, one need to know how much distance was travelled during one or the other phase, and when it started, the distance travelled is integral math, and the \"when it started\" i'm not sure. \n \nI am not sure what should be achieved with trains achieving their max throughput at their max speed ? If they \"never\" have to break, then they will always reach that speed no matter the signal placement and there should be no descrepancies expected. I need to try with more than 1 train on the loop right ? otherwise it doesn't matter if there is some wasted space for density there is no impact if there is no need for braking. How many of those trains should i put on the loop ? 1 ? signal placement no impact, 2 ? they may start to brake, or if they don't no impact ? \n \nI'm testing with 1-32 trains atm \n \nEdit : i can confirm if trains don't need to brake, there is no need to math block length, the result of throughput is the same as with block length 1, but then if trains need to brake the proposed way of modelizing the interaction of block length and throughput are not properly modelizing what is happening in game, although one can get very close \n \nTaking the case of 2x 1-32 trains on a 188 rail long loop signaled very 35 signal and 1 block for the U turn since it's around 35 tile, this time farcast model overestimate the throughput in trains per minutes https://www.desmos.com/calculator/79v5xlzmbm , at 11 instead of the measured 9.91 in game, that my model that doesn't account for signal spacing correctly predict for 2 trains : https://www.desmos.com/calculator/sbkbs30tix , the purple curve at 2 trains says 9.946 \n \n \n \n 9.91.png (242.25 KiB) Viewed 3837 times \n \n \n 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 Copy blueprint", "date": "2023-12-14T01:01:17+00:00", "quotes": [ { "author": "quyxkh wrote: Thu Dec 14, 2023 12:30 am", "content": "" } ] }, { "author": "mrvn", "content": "Those long trains are really slow to accelerate and take forever to get up to speed. Total killer when they hit a junction and have to wait.", "date": "2023-12-14T11:58:41+00:00", "quotes": [ { "author": "quyxkh wrote: Thu Dec 14, 2023 12:30 am", "content": "" } ] }, { "author": "mmmPI", "content": "I made this one => https://www.desmos.com/calculator/mmalpgpa8o \n \nIt should model how the train accelerate in game, for what i've tested it shows the correct speed of accelerating train over time and the max speed it will reach. \n \nIt uses geometric series math, but i'm not sure how it's called in english, one can change the 0.0075 in the air resist upper fraction to 0.01 to represent a forward facing wagon, otherwise it's just forward facing loco and number of wagons fuel.", "date": "2023-12-15T12:23:11+00:00", "quotes": [ { "author": "mrvn wrote: Thu Dec 14, 2023 11:58 am", "content": "" } ] }, { "author": "quyxkh", "content": "Yes, but you gave the parameters: train length, acceleration and braking, and signal spacing, in the first post. Congestion and route length are pretty obviously important, so I took their exclusion as intentional. Kinda feeling jerked around here.", "date": "2023-12-15T19:17:51+00:00", "quotes": [ { "author": "mrvn wrote: Thu Dec 14, 2023 11:58 am", "content": "" } ] }, { "author": "mmmPI", "content": "The maximum throughput is indeed achieved with long trains you are correct ! to me it seem to be always achieved when you use the maximum number of wagon before the train isn't able to move them at the max speed. If you use 2 nuclear fueled loco, this means the optimal number of wagon is 77 per train for around 500 wagon per minutes throughput (predicted) but those trains would take more than 10 minutes to reach their max speed. \n \nIf you use trains with 20 locos and 77 wagons, the max throughput in theory is only 477 wagons per minutes. But the trains reach their max speed in less than 6 second. \n \nInstead with 20 locos the optimal number of wagon seem to be 960 which would yield a thoughput of 650 wagons per minutes. Which at this point you may realize a minute is too short for the train to move all its wagon accross a certain point. \n \nSurprisingly it is possible to achieve better throughput with only 16 locos and 760 wagons, for 677 wagons per minutes but that's only in theory because those would need around an hour to reach their top speed. \n \nIf you use 250 locos and 8000 wagons, the trains would reach top speed in around 10 seconds for a max throughput of 686 wagon per minutes. But only 200 locos and you get a better theoric throughput. \n \nI was wrong when i said removing locos always gives better throughput, that is the case for given number of wagon, if you remove locos and can still move the trains to the optimal speed, the best throughput will be achieved when there is no \"needless\" locos which are just wasted density of cargo when the train is already at max speed. \n \nSo there is a tradeoff, the longer it takes to accelerate the wagons, \"\"the better\"\" for theoric throughput, because that means one is using just the right amount of locos and not too many to achieve the best density when max speed is finally reached ( even if takes hours ). \n \nI think those trains are not made to be used in junctions though, it would take a while for a 250-8000 trains to clear a junction with 680 wagons per minute only. That's 1.3M ore per minutes, for a total of 16 M ore in the train. The train would be around 115k rails long which is more than i use in many games to make a full network lol.", "date": "2023-12-15T20:27:10+00:00", "quotes": [ { "author": "quyxkh wrote: Fri Dec 15, 2023 7:17 pm", "content": "" } ] }, { "author": "quyxkh", "content": "Max throughput on a single line over a given distance seems like the figure of merit to me, I don't see any reason to include congestion because whatever the shortest inter-congestion distance is will have at most the congestion-free throughput for that distance, so that will be the best possible throughput for the entire route. With rocket fuel a 1-4 train takes almost a full km to hit top speed but hey, the farther out you go for ore the less often you have to redo your outposts, so… sure, a 1km multilane acceleration buffer feeding 9km of single lane 1-4s at about 125 wagons/min, 2-8s would at least double that, if you smelt at the outpost end you should \"easily\" pump over a million plates per minute over a single line.", "date": "2023-12-15T20:56:46+00:00", "quotes": [] }, { "author": "mmmPI", "content": "That's a way to see, i agree that the throughput of a lane is limited by the segment that has the lowest throughput. it makes it easier or even possible at all to average the flow of a traffic jam when it's happening on a loop. In a game you can also have some grid-like network and wish to math the max throughput of a block egde, whose signaling is going to be always the same. Or a tree-like one , where knowing the throughput of the trunk signaled more heavily compared to the branches could help. \n \nBridges are supposed to get rid of any congestion anyway \n \nAlso in real life \"free flow\" is used to describe the state when cars don't have to slow down due the car in front of them and can reach easily max speed, it is usually the prefered configuration, because in real life \"synchronized flow\" is more a self-regulating mechanism than an objective, it happens when density of car increase, then they have to slow down a little and if it's not critical density , it improves the flow because the braking distance increase with the square of the velocity so the overall multiplication density*speed= flow increase as density increase more than speed decrease due to density including a part of velocity squared so that it returns to \"free flow\" \"hopefully\". \n \nThe trains all have the same behavior regarding reaction time, so it's a little bit better than human drivers and they can really achieve wonders during synchronized flow but when density increases a tad more it breaks into traffic jam, which is bad, though the best throughput is achieved just before, which makes it very prone to disruptions. The critical density of rolling stock/rails is one that doesn't work well because the effective density in game depends on factor like speed and block length. \n \n \n\nWell to me, wether you use rocket fuel wood or nuclear fuel doesn't matter because 1-4 trains are the best for throughput going at around 158km/h when you have 2 as braking research multiplier because i suppose that's when their braking distance is the closer to 35 tiles which is the length of the train. You can achieve at least 145 wagons per minutes ! \n \nMax from model is expected at 151.518 wagons/minutes, but that would require a very precise loop length so that it fits better the number of trains than 7 trains on a 106 rails long loop. ( should be 7.034 trains ).To double that you'd need at least a 2-15, a 1-15 would not do with rocket fuel but with nuclear fuel it could reach the speed required. A 2-8 could only get you as far as 214 wagons per minutes, but 250 wagons per minutes would be required for at least a million plate per minute which is in theory possible with only 2 rails lanes using 1-4 trains, but as you see in practice it wouldn't quite fit with the loop design. \n \n \n \n 145.png (231.52 KiB) Viewed 3608 times \n \n \n2 decimals digits for all three counters \n \n \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 Copy blueprint \n \nI have not been able to make the integrals for acceleration to compute the speed from the physical /second units due to not knowing how to model the drag that's not in equations i could find online that's why i instead tried to model how it behave in game tick per tick but maybe i will have more chance making the integrals of the speed computed this way to find the distance travelled during the acceleration to 158 km/h depending on which fuel is used, so that one can build curvy loops to buffer speed at first and remove/straigthen tracks later when changing for better fuel in game ? At this point the math are complex and precise enough that i feel it requires being used for something more fancy than just maximizing throughput. Things like flying trains or signaless networks", "date": "2023-12-15T22:14:31+00:00", "quotes": [ { "author": "quyxkh wrote: Fri Dec 15, 2023 8:56 pm", "content": "" }, { "author": "quyxkh wrote: Fri Dec 15, 2023 8:56 pm", "content": "" } ] }, { "author": "quyxkh", "content": "I might be in the minority here but for me, before first launch rail line throughput just isn't a factor at all. I do the first few launches with 1-3 ore trains feeding what gets built up to a ~25k/min smelter complex, for a rail line that's *nothing*.", "date": "2023-12-15T22:31:39+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I'm pretty sure anyone reading this discussion is already in a very tiny minority, i won't blame you for that I had tried on several occasion to bring water to nuclear plant with trains, or bring steam to turbines, or other silly things like that, which require a lot of throughput and had issues / tried to optimize. \n \nI usually do my smelting on site and not on centralized smelters to avoid carrying ore by train and such kind of considerations so i hardly even experience throughput issues in real game. \n \nMost of the time it comes from junctions too close to each other leading to long chain of chain signals but the math for those are much harder than the math for throughput which are not easy already ... maybe eventually who knows as i said i'm more interested in the discussion tha in the actual \"solution\" for best throughput, having a tool that can help mathing things out precisely can be helpful when building contraptions with signals networks too, knowing how many tick a train would need to clear a block of very small length can be used to act as trigger or measure. \n \nI play many modded games where i don't do many launches but just try new systems, so throughput is not as much as concern as the precise math", "date": "2023-12-15T23:36:51+00:00", "quotes": [] }, { "author": "farcast", "content": "New graph 2, Electric Boogaloo \n \nNew graph, new model, this time including acceleration. \n \nVelocity formula comes from something I did a while ago, I messed around with regressions to find a good formula for train velocity until I got something that was suspiciously perfect. I later looked up formulas for linear drag models and what I found was actually the right formula to use, and the proof was one of those black magic proofs that separates dy/dx. I can't find which page I found it on now. It's similar enough to what mmmPI shared. What I'm trying to say is don't ask me how the formula works 'cause I don't know. \n \nInitial conditions are as follows: \n-Train speed is at its minimum (x) \n-Stop point is at a signal \n-The block in front has just opened up \n-Identical trains are packed as close as can be for the minimum speed \n \nThe graph calculates the time it takes for the train to speed up until it hits the next signal, then slow down until it reaches the minimum speed. At that time the next block should open up and the cycle repeats. From this time the average speed is calculated, and then throughput comes from the time it takes to travel to the starting position of the train in front (train length + minimum braking distance + signal block length). \n \nWhether or not block length evenly divides train length + braking distance, I don't think it matters. It should just affect whether train acceleration cycles are in phase or out of phase... did that make sense? I hope it did. \n \nThe new model gives significantly different results for low starting speeds, but the difference between the new and old models disappears as signal block length approaches zero. I think that's a good sign. Another good sign is this matches mmmPI's 1-5 train test result. \n \nI had to use newton's method to find the travel time, and I can't think of a way to directly calculate max throughput from this, so you just have to get by without it. \n \nLower starting speeds might need a different S_0 for newton's method to get an accurate result. \n \nEdit: fixed the graph so it doesn't completely break when a train can't reach the game's max speed.", "date": "2023-12-16T01:56:14+00:00", "quotes": [] }, { "author": "mmmPI", "content": "As far as i'm concerned this look more complicated than what i did, and also than what i attempted . I will look at the \"linear drag model\" online because that's what i couldn't do. I can try to explain what i did because I figure i would probably not be able to understand the graph i made in a few month, and i don't know how long are Desmos graph available , i think i know why the formula worked, and hopefully there is enough similarities that it could be helpful to understand your graph but i'm not seeing them yet \n \n1) How to make a model for the train speed over time in tick (easier method with working example ) https://www.desmos.com/calculator/sd5of8hkgr : \n Long \nI went to the wiki and grabbed those formulas that describe the game code run each tick to update train speed : \n Code: Select all train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)\ntrain_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)\ntrain_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000)) \n\nLooking at this formulas, one can see 3 operation in sequence, \n 1) the train speed is decreased due to friction ( subtraction) \n 2) the train speed is increased based on the number of locomotives and trains fuel ( addition ) \n 3) the train speed is multiplied by a number between 0 and 1 to represent the air resistance ( multiplication ) \n \nThen one can combine the operation 1) and 2) into a \"flat\" part that is added every tick, and deal with operation 3) as a multiplication. \n \nThis is akin to an arithmetico-geometric serie where each \"(Un+1)\" term is defined by \"a*(Un)+b\". Where adding \"b\" represent operation 1) and 2) combined, and multiplying with \"a\" represent operation 3). \n \nIn Desmos i defined 3 parts, one for each operation roughly. \n \n1) Friction = ((number of rolling stock)*0.5)/mass of train \nbecause the wiki state : \nWhere train_friction_force is the total friction of each wagon and locomotive (0.5 for any type of wagon including locomotives) \n \n2) TrainAcceleration =( 10 * number of locomotive * fuel acceleration bonus)/mass of train - Friction \nThat's the second lane of the wiki, combined with the first one, to get the \"flat\" b part in the \"a*(Un) + b\" serie. \n \n3) Rresist = 1 - {0.0075}/ (m/1000) \nWhere 0.0075 is the air resistance of the front rolling stock, it would be 0.01 for a front facing wagon. \n \nSo from this point the serie can be expressed as ((Un+1)) = (Un)*Rresist + Acceleration, where Acceleration is \"b\" and Rresist is \"a\". in a nice and clean => ((Un+1)) = a(Un)+ b where (Un+1) meaning the following term compared to (Un) which is the nth term or the speed reach at tick n. \n \nThat is not what is required to make a (cool) graph on Desmos though, because that is giving the next value based on the previous one not based on some \"time\" factor, which would be instead the rank of (Un) in the serie so the number \"n\". The \"speed\" at time 170 tick, is the 170'th term of the serie. And Desmos only allow 10000 elements in such serie not-cool. \n So it would be nice to have a way to calculate the (Un) term based on its rank \"n\" which hopefully exist and i found in late highschool math program but that sounded like a good hischool unlike what the latest graph from farcast is about which is too complicated for high school i think \n \nThe method require first require to find the maximum of the serie, what is the value of the (nth) term so that the value of \"(Un+1) = (Un) \" that is in normal langage, the speed at which the train will not gain any more speed , the \"max speed\" , but in math langage considering \"(Un+1)=a(Un)+b\" it also means finding \"n\" so that \"(Un)=a(Un)+b\". I can't find the precise name of this number in english in the wikipedia pages, i called it the \"Reason\" but later realized it's not how it's called, it's more like the 'fix point\" sorry for the confusion x). \n \nThis number , the maximum speed, can found by solving the equation if \"(Un)=a(Un)+b\" or giving to wolfram alpha in case, one can find the form MAX = -b/(a-1)\" which is also MAX = b/ (1-a)\". Which considering trains value means that \"the max speed\" is equal to TrainAcceleration as computed in 2) divided by 1 minus Rresist \n \nMax speed = TrainAcceleration /(1-Rresist). \n(called Rreason by mistake in my graph) \nRreason = b/(1-a) \n \n(note that acceleration is noted \"b\" in the rest of this post, and Rresist \"a\" which may be confusing i'm sorry) \n \nAt this point everything is explained on the graph except for the last formula : \n \nS(x)=(Rresist ^x)(0-Rreason)+Rreason \n \nThe 216 multiplication is just to transform tile/tick in km/h \n \n \nWe're doing some progress because then it's only a matter of using a \"known\" formula whose demonstration is adapted from textbook : \n \ncoming from Un+1 = a*Un+b, the definition, \nand knowing Rreason = a*(Rreason +b ) \nWe can write \nUn+1 - Rreason = a*Un+b - Rreason \nUn+1 – Rreason = a*Un+b – (a*Rreason + b) \nUn+1 – Rreason = a*Un+b – a*Rreason – b \nUn+1 – Rreason = a*Un – a*Rreason \nUn+1 – Rreason = a (Un – Rreason) \n \nAt this point we can pre-emptively create Vn as a serie, and define it will be equal to Vn=(Un-Rreason). \nIf we do that we can try to look at Vn+1, it would be Un+1-Rreason. Oh wait, but that's also a(Un-Rreason). \nTherefore Vn+1=a(Un-Rreason) and Vn=(Un-Rreason). So to go from Vn to Vn+1, the only operation is multiply by \"a\", this is the definition of the geometric serie, Vn is one, and the ratio of the serie is \"a\" \n \nThis leads to the following : Vn+1=a(Vn) \n \nbut from previously we also know Un+1-Rreason = a(Vn) \n \nNow the good thing is geometric series are \"\"\"easy\"\"\" to use; if Vn+1=a(Vn), that means you start with a number V0 that you multiply by \"a\" a number of time \"n\", because V1=a(v0) and V2=a(v1) and V3=a(v2) and so on if you try to replace things V3 can be expressed in function of V0 and a, that's V3=a(a(a(V0))) if we calculate this, (V0*a)*a*a or v0*a^3, so V3 is V0*a^3, guess what is v4 , v0*a^4, v12 ? v0*a^12 so Vn = (a^n)*v0 \n \nTherefore : \nVn = (a^n)*v0 \n \nBut also since we defined it this way \nVn=(Un-Rreason) \nthus v0 = u0 – Rreason \nand Un = Vn + Rreason \n \nwhich leads to \n Un = ((a^n)*V0) + Rreason \n Un = (a^n) (u0 – Rreason) + Rreason \n \nAnd this is the final form of this math, we can now use this as a function and not as serie, because that's f(x)=a^x(0-Rreason) +Rreason or rather \n S(x)=(Rresist ^x)(0-Rreason)+Rreason since we defined a as the Rresist. \n \n\n2) What i attempted to do before but it didnt work and i think that's what farcast did properly x) :\n shorter \nacceleration = thrust / mass \n \nAcceleration is in m/s² \nThrust in Newton, which is kg m /s² \nmass in kg \n \nBut then what to do with the drag i thought ? I went back to your other post \n \nthe 450 unit is kg per second i thought (kg m /s²)/(m/s) \n \nI tried modelizing this, to represent the acceleration in function of time. And then i wanted to take the integral of that to know the speed. But i couldn't find how to combine the drag in the equations as you cannot just add some kg and some kg/s, so i tried multiplying the 450 by one variable supposed to represent time so it would only be kg to add with the mass of the train, and the integrals looked good, but it was not the correct speed in game, tried different things to see if there was some 2 factor or squared or conversion unit missing, but nope. \n \nIn the end i found it easier to work with the 0.0075 air resist to model the train behavior rather than the 450 drag but i will look at linear drag model.\n \n \n\nThe description of what the graph does seems clear, but i'm not sure i understand why you made it do that, and i'm no way near capable of telling if it actually does /checking for mistakes in the math .It will take quite some time to think if it's covering properly what happens in game from thought experiment and testing in game loops :p. And even longer to try and understand the math used to represent what you describe that is supposed to be what is happening in the game. \n \nI'm not sure why the \"at this time the next block should open up and the cycle repeats\". I still think it may matter the block length dividing or not evenly the train length+braking distance in such case, maybe as a \"worse\" division would means a longer time for the train to wait before being able to re-accelerate. \n \nTo my intuition the block length modulo or not the train length +braking distance, may/might act somewhat similarly as difference in reaction time of drivers as if some trains re-accelerate when the train front of them has just started , or sometimes leaving a long time = distance gap . Not sure the analogy is correct there. \n \nI think there is a set of equations that can predict the flow on a loop on which occurs a certain traffic jam because it will be periodic, i think it will have to do with modeling the behavior of 1 train and the density of that one train over time considering its velocity impact its braking distance and also its position impact the amount of block it occupy. \n \nI was watching the loop of train for a long time thinking, if that one train is stuck at 0 velocity in between 2 blocks, it's not the same as if the same train is stuck at 0 velocity inside 1 single block in both case the braking distance is temporarily 0, but the effective amount of space occupied by the train goes from simple to double, in case of block sized like the train. Now if you look at the loop for hours, ( and log the train velocity ) it occurs that the same pattern repeated after 16 occurences of velocity 0. Which makes me think that this is where the modulo block length modulo loop length lies. \n \nIf the loop is a certain size, it means the traffic jam will propagate at a certain speed reverse to the flow and as such trains will periodicly come to a velocity 0 at the exact same position relative to the loop. Sometimes the traffic jam will do a lap of loop, and immobilize train slightly in a different position due to the speed at which it propagate not being a modulo necessarily with the speed at which the trains run so this leads to different kind of traffic jam/loop relation, in the case i observed it was requiring 16 times for the train to stop so that it would have the same exact pattern of deceleration. I suppose that value \"16\" could be mathed out related to the speed of the traffic jam propagation and the length of the loop. The speed of the traffic jam propagation sounds like the \"delay\" between 2 trains following the same braking/acceleration pattern due to stop and go traffic but this number used to divide the difference between the position of the 2 trains when it occurs. If you have 100 trains 1 meter apart that start accelerating 1 second apart from each other, it will look like 1sec of time happens and 1m further something happens, so that's 1m/s wave propagation. \n \nAnd then you get the question of position of train relative to the block it occupies and block length, because in factorio train are not points 1 meter apart, so their length increase the speed of propagation of the wave, also if there is lots of empty room behind a train in a single block, but if the train is slow to accelerate and clear its own length, it takes more time for the following train to start moving , which lower the speed of propagation of the traffic jam. As such i think longer block length would impact the cycle of braking acceleration, them being out of phase is one thing, them looking different / different time accelerating braking or starting at different speed, would be more problematic to calculate density from the behavior of a single train. \n \nAt this point the model you are making that is on a straight line, is not going to yield the same results as one that tries to math out the resonance between the loop length and the traffic jam. \n \n\nI don't understand this, isn't your graph showing the max throughput ? I don't see what i do have to get by without. It seemed to me you detailed earlier how you did calculate max throughput. Was it only \"some predicted throughput\" considering the interaction with block length ? And there is still a way missing to know what is the optimal parameter for block length to maximize the new way you calculated \"some predicted throughput\" ? to me it seem like clicking on the graph shows the maximum throughput that's enough to make tests \n \nAlthough i'm not sure what it means to calculate the maximum flow of a \"traffic jam\", the minimum throughput makes sense to me. It would represent a traffic jam so bad only 1 train can move at a time and the flow would be the acceleration inversely proportionnal to the number of train factored by their length. I suppose the \"maximum\" would be something like only 1 vehicule being impacted by the traffic jam otherwise there would be no traffic jam at all and considering this is the segment of a network where there would be the lowest throughput, on a loop , there couldn't be an average higher than the throughput occuring due to that specific interaction at that specific location but then there's a whole range of possible intermediate throughput when there is 2 or 3 or 5 or 12 trains that are experiencing the \"stop\" phase of the \"stop and go\" at the same time. This is also part of why i said earlier than the models may give different results. \n \nOn a straight line, it may be possible to calculate how much time a traffic jam caused by 1 train running out of fuel for 10 second before manual refuel would need to disappear, or IF it will disappear, given a number of train per minutes piling up behind it. that would be pretty cool math. Going into looking at junctions, considering 1 train is blocking the path of another for x second is similar situation. \n \n Having speed overtime and block length and train lengh allow to know when the last driver in the formula race starting grid will start moving by modelizing the increasing distance between the first and second car, and then second and third, and delaying the acceleration of the second car when the first one has clear \"block length\" no ? \n \nThen it is also possible to know if that amount of time is more or less than the time the lane was stopped due to junction, and thus the number of trains that piled up behind the first one, and thus the rank of the last driver ? which keeps increasing as long as there is at least 1 standing vehicule. \n \nThere is plenty of experimental data on junction throughput waiting for someone to corellate throughput and some value to help people designing them \n \n \nEdit: actually i may have spotted something, i think there is a \"k\" factor missing in the vmax or the V0(max), as it doesn't show properly the correct speed cap when set in km/h i think it is stuck at showing 82.8 when it should be multiplied by 3.6 to show in km/h", "date": "2023-12-16T19:48:20+00:00", "quotes": [ { "author": "farcast wrote: Sat Dec 16, 2023 1:56 am", "content": "" }, { "author": "farcast wrote: Mon Oct 16, 2023 7:22 pm", "content": "" }, { "author": "farcast wrote: Sat Dec 16, 2023 1:56 am", "content": "" }, { "author": "farcast wrote: Sat Dec 16, 2023 1:56 am", "content": "" } ] }, { "author": "mrvn", "content": "But why would you want full speed? Staying below full speed gives you a higher throughput (in many cases). \n \nThis also isn't about just plates. Ore and plates actually are the most boring part, just use bigger trains. They have so much throughput that it's worth it. \n \nBut consider all the other items you transport, especially with heavily modded games. And those items frequently become expensive and slow to produce. The more complex an item the more the amount condenses from the huge ore train down to even 1-1 trains. And soon you will have to transport that stuff to the spaceport to ship to another planet.", "date": "2023-12-17T18:19:08+00:00", "quotes": [ { "author": "quyxkh wrote: Fri Dec 15, 2023 8:56 pm", "content": "" } ] }, { "author": "quyxkh", "content": "Because no matter what, whatever lower-than-full speed you like, you get not just a little better but massively better throughput with trains long enough that that *is* full speed.\n \nSeems to me if you're not shipping huge quantities you don't want rail at all, you want belts or bots. A sushi train… hunh. Is it insane to even wonder if there's a sane design using one?", "date": "2023-12-17T19:01:54+00:00", "quotes": [ { "author": "mrvn wrote: Sun Dec 17, 2023 6:19 pm", "content": "" }, { "author": "", "content": "" } ] } ]
19
2023-12-05T17:37:42-06:00
forum-topic-127405
127405
Get a list of all possible SignalIDs
Modding help
https://forums.factorio.com/viewtopic.php?t=127405
Alfred0110
I want to make a tool that can generate circuits, and for this I would like a list of all possible SignalID s that can be on a circuit network. Currently I am doing the following: Get all prototypes of the types listed under SignalIDType . Remove all prototypes where hidden or hidden_in_factoriopedia are true. For recipe and asteroid chunk prototypes, remove everything where hide_from_signal_gui is true. Remove all entities that have an item with the same name. I then export this as a JSON file. This seems to get me most of the way there, but there are still some edge cases left such as "curved-rail-a", which is not removed through the above procedure. Does anyone know the exact logic the game uses to determine what can be used as a signal? Is there something in the API that I am missing that would allow me to get this data?
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0
2025-03-11T17:58:21-05:00
forum-topic-44646
44646
Picking Blueprints from library shouldnt download
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=44646
aober93
See below ( viewtopic.php?f=80&t=44646&p=262944#p259680 ) for list of similar threads -- ßilk Hey, The thing is, if you pick blueprint books from the library and use it, then drop it, you will receive a copy in your inventory. Im not sure what others think it should do ,but i think this automatic download is pretty redundant, since you already used the book. And the library seems realldy accessible to me. If you pick from the library again, you will receive another copy lolool! Not sure how that develops tho. Place to talk anyway.
[ { "author": "redlabel", "content": "Maybe it's so you can share your blueprints with friends? (Haven't tried it y \n \nCreative Commons blueprints!", "date": "2017-04-24T22:21:28+00:00", "quotes": [] }, { "author": "aober93", "content": "I think the intention was that you only download from the global library once. And then use it from your inventory as before. \n \nBut with the library in place, you can use em from there. Better yet, in the library the Books actually have a name, and the blueprints become distinctive and easier to use. Whereas in your inventory they dont. \n \nWhich if assuming no other changes made makes the library superior, or so it seems from my little plays yet. And so it begins to become annoying if constantly creating dupes in the inventory.", "date": "2017-04-25T13:06:53+00:00", "quotes": [] }, { "author": "Zeblote", "content": "", "date": "2017-04-25T13:24:02+00:00", "quotes": [ { "author": "Zeblote wrote:", "content": "" } ] }, { "author": "nemostein", "content": "This would be ideal! \nNo more duplication and no more occupied inventory slot.", "date": "2017-04-25T17:10:50+00:00", "quotes": [ { "author": "Zeblote wrote:", "content": "" } ] }, { "author": "aober93", "content": "dupe threads \n viewtopic.php?f=6&t=44881 \n viewtopic.php?f=6&t=44681 \n viewtopic.php?f=6&t=45016 \n viewtopic.php?f=5&t=45231", "date": "2017-04-26T14:42:29+00:00", "quotes": [] }, { "author": "aober93", "content": "Well i noticed there are different opinions on this. Some people like me dont want blueprints to duplicate without intend. The other group wants an easier way to delete blueprints instead ,much because they reproduce infinitely. *shrugs*", "date": "2017-04-27T13:48:18+00:00", "quotes": [] }, { "author": "", "content": "Thanks aober93 for finding the other threads. \nI moved it to frequently suggested. \n \nI think I should make an own thread for suggestions around the blueprint-book, cause the number of suggestion around that new feature is long.", "date": "2017-04-30T12:02:30+00:00", "quotes": [] } ]
7
2017-04-24T16:33:02-05:00
forum-topic-123709
123709
Simple, compact, tileable fusion array (1.2 GW)
Energy Production
https://forums.factorio.com/viewtopic.php?t=123709
jaylawl
I am just getting started using fusion and made myself a little design that is both simple and compact. This design is not usable on Aquilo. It produces 1.2 GW and is tileable. There is even some dedicated space for roboports in between. For the sake of simplicity, these reactors only make use of a 300 % neighbour bonus. For immediate gameplay i do not care to get the maximum of 500 %, as fusion cells are extremely cheap and easy to create. simpleTileableFusion1_2GW.png (738.97 KiB) Viewed 1911 times tileableTiled.png (2.2 MiB) Viewed 1911 times Maybe you can find a way to improve this. Enjoy either way. 0eNrlm8GO4jgQhl8F+bQrhVbsxI6NtOd9gD3sYYRQCO6eaELChDCzqMW7b0IaAoOrXeW5dZ8aSPgol3+7ypXqV7auDnbXlnXHFq+sLJp6zxZfXtm+fKnzaviszreWLdjzYV829fzF1rbNu6Zlp4iV9cb+xxb8FMFfaG1e3N8uTsuI2boru9KOP3Z+c1zVh+3atj0vujB25c6yiO2afX9zUw/04fdk8iQjdmSLOU+f5Gn4+V8Q4g4x75r5S9sc6o0LJu9gEduUrS3GO7hwsBOveanPvNSLMD6EJIxQwyNMHWjls07FPusyLyLzITR+gMoQp9B4zdM+83jsY2RelXKOH2MmaJPIhdc+r0x5QhDZNNoEoHlVr7iXIQnahBgUfQuAkRHUKe4s8quTU6QvYbhTFoawMgEHipjAABwovJu8Ul47CLv8jdgh2iT2h1j3btTgAC8l8bSXR5E+xKBIPwYYGWVcN+KHeJrEk14eReGAnxKKwgE7Ek4al/HaJCi8m3AB8YI2d/PrJqNd6BSfwWnAOonPsiAEQewGQGR4BGSFxksJsoKgaMCKlJCtQAgestui9JISchXIOoqar7AMgNG27uwW5w/vqSQt5Biku+J7qgizlPj8kIU4NUVNuQ5zMS6/Tw1p772mnRI4a02rZ39Y77v8/G0HKB0xygmhxQPls0mEqQh1eJBJiIpQEy+ntdU262bXtJ0Lqi6ejFhrvx/svls9l1Vn2/1wy378hbF6cK1CLJ1+kvhYBGSG0htIpPAhMjwCyJilxkdEyAqDjwIAQvkDifQMRHE8ArKCEDAgBCVgTMkUAJtEXbTHpl+JZTHfVXndvXt0iB/WYsS2Zdv2S3jRtQc7aL8Yxtev8erQtM032zW1nRdNU5X1C7tcX30/5FVvT39f3bTbvOqvlJ3dvq2PzU1Vzj4/l0Vp6+I43zabQ2XPhbnx3mEprcr6Rz+4pj2+ra3ru962fucrvrFFPHjAeYWDV8SwOpcu10mC66asNn6MA5/Qd5RgL30afjjXXUq3roh5RsVOjiZwsnc4Bhd05TisxFmGnHartyhi23nxtf/rAl1C7lhIwYadiF3vuPv03ge75ufw07Ya9OWQXNFsd/kYvRfsr/MHh6Emr/uJX0asa/P911XddKvLODaTzN/sbJvtan14fj6bMlxzeoSHeER8ZI9MsaSs97btDX8vA8WV8LKEBBU4aEqYu4x/BjXLEI98aDUrjPCuxwFUzTjLSEyBYmrc7j4sJHB3NwEpXIY5pOg4JJ9TjnTu4ychmpPzBuf5WAty3uDmJCEJpXLlk59g8tKADBK3hPDnbqDsqfHHboiAP3UDZUWNP3RDNuDP3ADB4I/cEAF/4gb8YPAHbsiGkAIt9GzFhBVoeYzrDpBB1cPzgxbvujAqqAyIhGdBRcFHv7hCttEBRUFwBg2mDDgUOY/jLP1mGZDHcYj+EozXeczD5IhsB4gFqfzcQ5yUJEwbuLaCOA0RB9K9MuBJJZdQ345CBya49ydDhwWYodHPFuGxGDwD7EHCP+sG7eAczwDtEOhACTOSgGeU8KhSdNCDLZJBXSUclWNxroJ6TLB0/NNvnkHjJ6hcQQwT1HHCFWqUN91MlP4TLJ2wMiAfCoFnQD6kdTddu1GQSqH1Ol0PXVh60P5vcGyFbkrkBvItYZ2ADMI60RDDBDQlPvrJnYQkcUBT4iPcmTwkhEUCOTAR6IZCmJHg7YAmIUlDQhBOrAn+TC1iyD6FTl1gRhbQXi9ipNA0ujkeNtAEdMcL1CmI+1uprisVtC/FCx5miIAGeewkpAm6Qx42MEUndDBDBnTIYydSodO70b5lxH72zOG4+UXGkYyUieQyGl9neno9nNiGN8P1y4Xz68uF4bO3N8uxANgbMf0nTsSqfG2r/rN/yu2ustHs/Pig6GZdWdl8XdnZGGZnedvmx9kf/EnM/v73z/6LP/qj8XkEUgmTGiNTI7RK49Ppf3yMrkM= Copy blueprint
[]
0
2024-12-04T06:59:29-06:00
forum-topic-38473
38473
[MOD 0.14] AAI Programmable Structures - Page 4
Mods
https://forums.factorio.com/viewtopic.php?t=38473&start=60
Thanks, I've fixed that in the next version. I plan to release a version to the mod portal tomorrow morning so that would have caused lots of problems. I think there should be a way to make the scanner code work with creative mode but it could get complicated to make it a robust fix, it's a lower priority for me than other stuff right now. Eventually depots probably will be scannable by id, and 'followable' using their id as part of a goto command. That will probably happen as part of adding location beacons that also have ids and are used for the same purpose (minus the storage). Minimum Fuel is value you can set on a unit's Unit Data. When it transfers items away, it will make sure it has at least items totalling that fuel value. This stops haulers from giving away all their coal and getting stuck.
[ { "author": "grays42", "content": "Fantastic, that's good to hear. That will definitely simplify this process. \n \n\nOk, that makes more sense! Thanks. What about the surface signal?", "date": "2018-02-02T01:47:40+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "grays42", "content": "Built a program to make a hauler act like a giant logistic bot: \n \n https://www.reddit.com/r/factorio/comme ... s_built_a/", "date": "2018-02-02T04:51:53+00:00", "quotes": [] }, { "author": "", "content": "The Surface signal does nothing right now, but in the future it will let you do things like put zone tiles or scan on a different surface. Right now if you built something in a Factorissimo room it can't do much outside of that room because it's on it's own surface.", "date": "2018-02-02T08:11:46+00:00", "quotes": [] }, { "author": "Sir_Cherry", "content": "Hello I was trying to figure out how this mod works when I got a crash notification. \n Code: Select all 29013.500 Error MainLoop.cpp:1019: Exception at tick 12420538: Error while running event aai-programmable-structures::on_tick (ID 0)\nValue outside of range in property tree at ROOT[5].count\nstack traceback:\n\t__aai-programmable-structures__/control.lua:393: in function 'struct_export_outputs_to_constants'\n\t__aai-programmable-structures__/control.lua:942: in function 'struct_process_input_output'\n\t__aai-programmable-structures__/control.lua:964: in function 'struct_update_state'\n\t__aai-programmable-structures__/control.lua:1255: in function <__aai-programmable-structures__/control.lua:1190\n29013.500 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: \"Error while running event aai-programmable-structures::on_tick (ID 0)\nValue outside of range in property tree at ROOT[5].count\nstack traceback:\n\t__aai-programmable-structures__/control.lua:393: in function 'struct_export_outputs_to_constants'\n\t__aai-programmable-structures__/control.lua:942: in function 'struct_process_input_output'\n\t__aai-programmable-structures__/control.lua:964: in function 'struct_update_state'\n\t__aai-programmable-structures__/control.lua:1255: in function <__aai-programmable-structures__/control.lua:1190>\"\n29013.501 Info ServerMultiplayerManager.cpp:696: mapTick(12420538) changing state from(InGame) to(Failed)\n29127.718 Info ServerMultiplayerManager.cpp:141: Quitting multiplayer connection.\n29127.718 Info ServerMultiplayerManager.cpp:696: mapTick(12420538) changing state from(Failed) to(Closed) \n\nEDIT: After some experimentation it seems that the crash happens only when a distance signal connected to a tile scanner is set to 1000", "date": "2018-02-24T01:59:03+00:00", "quotes": [] }, { "author": "Toch", "content": "Hello is there any plan to make tile scanner read cliffs ?", "date": "2018-03-07T09:04:20+00:00", "quotes": [] }, { "author": "", "content": "Yes", "date": "2018-03-16T17:03:31+00:00", "quotes": [ { "author": "Toch wrote:", "content": "" } ] }, { "author": "tehfreek", "content": "Running a tile scanner on a distance from my position, the mod blows up when I approach my car: \n \n \n \nI am not running AAI Programmable Vehicles, only Structures.", "date": "2018-03-27T03:45:13+00:00", "quotes": [] }, { "author": "brunobf", "content": "Either I have a bug, or I'm missing something, can someone please help? \n \nOn any of the scanners, there are 3 elements that you can hover. The main structure and the signal input or output terminals. \nI watched the tutorial linked from the first page, and whenever Nilaus clicks (?) on the signal output terminal, an inventory like interface pops up with the signals listed as items. \nVideo Frame: https://youtu.be/e93rbJmFTyU?t=209 \nWhenever I do that, I get instead a \"Tile Scanner\" screen with Output Filtering toggles. Am I using the wrong click? \nWeirdly when I'm playing on my MP server (hosted on a different machine), I can actually see the expected screen flash before being replaced by that screen. \n \nI looked at control.lua inside the first section of struct_on_tick(), and I can see the handler the shows that screen that is popping up, but no the other one. \nI have zero experience with Factorio modding though, so I'm not sure what I should be looking for. It feels like the handler for the screen that I'm expecting is part of the base game. \n \nCan someone please tell me if this is actually a bug or stupidity on my part? \n \nThanks", "date": "2018-04-24T02:18:46+00:00", "quotes": [] }, { "author": "tehfreek", "content": "That video is over a year old (and therefore shows an older version of the mod), and the interface shown isn't appropriate for output regardless. If you want to see the output then connect it to a power pole and hover over the pole.", "date": "2018-04-24T03:50:49+00:00", "quotes": [ { "author": "brunobf wrote:", "content": "" } ] }, { "author": "bengenie", "content": "I found an eard. game will not launch", "date": "2018-04-27T20:04:36+00:00", "quotes": [] }, { "author": "sparr", "content": "Attached to this comment is a save file illustrating a bug, possibly a problem with blueprint placement as the entities in question were placed from a larger blueprint. \n \nThe unit scanner is correctly locating the nearby mining machine mk2, and sending its output to the input of the tile scanner. The tile scanner is scanning and outputting information about the wrong tile. \n \n \n \n \n(I deleted the poles and decider from the screenshots, this did not affect the misbehavior)", "date": "2018-04-27T22:18:37+00:00", "quotes": [] }, { "author": "sparr", "content": "Another user on Discord says they have the above described problem even when manually placing buildings on top of blueprint ghosts, so it's not a problem with bots or creative mode, specifically.", "date": "2018-04-28T00:18:00+00:00", "quotes": [] }, { "author": "tehfreek", "content": "I opened the file and immediately noticed a bunch of \"floating\" output terminals, and the tile scanner is connected to one of these floating output terminals and not the unit scanner's output terminal.", "date": "2018-04-28T01:42:42+00:00", "quotes": [ { "author": "sparr wrote:", "content": "" } ] }, { "author": "bitersmustdie", "content": "Hey all, \n \nI am trying to use this mod to control the aircraft from the Aircraft mod, but I get this error when trying to control rocket launcher aircraft. There are two rocket launcher aircraft and both have the error, all the other aircraft are fine: \n \n \n \nany ideas?", "date": "2018-07-30T09:10:12+00:00", "quotes": [] }, { "author": "mrvn", "content": "The main reason for the infrequent scans is that setting signals is very UPS costly. Setting the ticks since last update would already incurr most of the cost of the whole operation making it pointless to not scan so often.", "date": "2018-07-30T14:12:23+00:00", "quotes": [ { "author": "Nightinggale wrote:", "content": "" } ] }, { "author": "diamondq", "content": "Would it be possible to allow the Tile Scanner to return the 'health' of a block? ie. if a structure (and particularly a wall) is damaged, it'd be nice to be able to get that as a result. \n \nAt which point, I could dispatch a Chaingunner to make sure any biters are dead and a Warden to repair the wall. \n \nAwesome mod. Thanks", "date": "2018-12-10T01:08:15+00:00", "quotes": [] }, { "author": "mrvn", "content": "You could output the tick number of the scan.", "date": "2018-12-10T10:22:40+00:00", "quotes": [ { "author": "mrvn wrote: Mon Jul 30, 2018 2:12 pm", "content": "" }, { "author": "Nightinggale wrote:", "content": "" } ] }, { "author": "mrvn", "content": "Maybe on entity_build events the terminals should check that they are not floating and the main structure should check for any floating terminals and take them over. \n \nI had the same problems with bulebuilt places ghosts.", "date": "2018-12-10T10:24:20+00:00", "quotes": [ { "author": "tehfreek wrote: Sat Apr 28, 2018 1:42 am", "content": "" }, { "author": "sparr wrote:", "content": "" } ] }, { "author": "ShinoHarvest", "content": "bug control by subtitle use biter pathfinder not direct angle \n \n\nif i follow your description normally vehicle calculated angle and go straight line on point ignoring the obstacle on road but if i look sreen can see id/subtitle use on controler but vehicle evade wall \n \n https://imgur.com/a/sLwLBeN", "date": "2019-02-17T03:42:06+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
19
2016-12-10T05:21:17-06:00
forum-topic-65190
65190
[0.17] Please post bugs and balance issues here.
Bob's mods
https://forums.factorio.com/viewtopic.php?t=65190
bobingabout
Bob's mods 0.17 is released. Let me know if I did anything wrong, obvious or not, but do it in here as to not spam general discussion. Known issues: Maybe add minimum range to AOE ammos. Allow turning off individual logistics components. Add a tech to unlock the first tier of inserter rotation. 5Dim uses fast replace group "electric-furnace" on the electric furnace, which breaks bobassembly.
[ { "author": "Jessea2010", "content": "Failed to load mods:__bobmodules__/data.lua:46: attempt to call global \"productivitymodulelimitation' (a nil value) \nstack traceback: \n__bobmodules__/data.lua:46: in main chunk", "date": "2019-02-26T21:10:14+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Right, I see the issue. I'll fix it.", "date": "2019-02-26T21:19:33+00:00", "quotes": [ { "author": "Jessea2010 wrote: Tue Feb 26, 2019 9:10 pm", "content": "" } ] }, { "author": "Jessea2010", "content": "Yes, library is installed.. ALL other Bob's Mods work.", "date": "2019-02-26T21:21:37+00:00", "quotes": [] }, { "author": "Thordus", "content": "Thx for the fast update Bob. \n \nHave the same problem and the library is installed.", "date": "2019-02-26T21:23:01+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Okay, update the modules mod now. \n \nyou may need to disable it, update then re-enable it.", "date": "2019-02-26T21:26:37+00:00", "quotes": [] }, { "author": "Jessea2010", "content": "Ok, just tried with Clock, on a new map. \n \nError while running event clock::on_tick (ID 0) \n__clock__/control.lus:67: attempt to index field 'clockGUI' (a nil value) \nstack traceback: \n__clock__/control.lua:67: in function<__clock__/control.lua:57> \n \nNon-recoverable error \n \nP.S. Thank you!! Your mods are awesome! \n \nModules is fixed!", "date": "2019-02-26T21:29:48+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Okay, disable the clock until I fix it. \n \nYes, I'm looking into it now.", "date": "2019-02-26T21:30:34+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Clock should be fixed now.", "date": "2019-02-26T21:45:12+00:00", "quotes": [] }, { "author": "shadoworld56", "content": "\"value must be a list or dictionary in property tree at ROOT.updates\" When trying to use the autoupdater. using a zip download. no mods", "date": "2019-02-26T21:52:14+00:00", "quotes": [] }, { "author": "bobingabout", "content": "uuuhh... if you have no mods, why are you posting in a bob's mods topic about the updater?", "date": "2019-02-26T21:54:01+00:00", "quotes": [ { "author": "shadoworld56 wrote: Tue Feb 26, 2019 9:52 pm", "content": "" } ] }, { "author": "Jessea2010", "content": "Clock is fixed. Thank you again.", "date": "2019-02-26T21:54:24+00:00", "quotes": [] }, { "author": "shadoworld56", "content": "sorry. I replied to the wrong forum post. Thought I was responding to the 0.17.01 update thread. >_<", "date": "2019-02-26T21:57:42+00:00", "quotes": [] }, { "author": "Thordus", "content": "Error while running event bobinserter::on_built_entity (ID 6) \nLuaItemStack API call when LuaItemStack was invalid. \nstack traceback: \n__bobinserters__/control.lua:604:in function \n<__bobinserters__/control.lua:591> \nstack traceback: \n[C]:in function'__index' \n__bobinserters__/control.lua:604:in function \n<__bobinserters__/control.lua:591> \n \nGot this message after placing a ghost of a yellow inserter. \nQ on an inserter and place it while no inserter in the inventory.", "date": "2019-02-26T22:01:16+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Thanks for steps to repeat. \n \nFixed. \nAlso logistics suffered from the same issue, that's fixed too.", "date": "2019-02-26T22:24:12+00:00", "quotes": [ { "author": "Thordus wrote: Tue Feb 26, 2019 10:01 pm", "content": "" } ] }, { "author": "Light", "content": "Behemoth spitters turn green when attacking but revert to white when walking. \n \nThis doesn't seem to occur to other types.", "date": "2019-02-26T23:03:22+00:00", "quotes": [] }, { "author": "Princess-Luna", "content": "So bob mods require the library and i have the library but i still have a mod dependency issue \n \nEdit: reinstalling the library fixed it", "date": "2019-02-26T23:14:35+00:00", "quotes": [] }, { "author": "bobingabout", "content": "It appears that not only was this showing up the wrong colour, but I missed adding tint 2 to ALL of my new spitters. they should look a lot more vibrant now.", "date": "2019-02-26T23:27:17+00:00", "quotes": [ { "author": "Light wrote: Tue Feb 26, 2019 11:03 pm", "content": "" } ] }, { "author": "Light", "content": "Part of me feels that leviathans might need to be set to white or another colour, as they're easily blended in with acid or medium biters from a distance. They were identical to them before the vibrancy fix, but still. (It bugged me in 0.16 too, but now's the best time to bring it up.) \n \nSuch pretty little pillbugs.", "date": "2019-02-26T23:47:24+00:00", "quotes": [ { "author": "bobingabout wrote: Tue Feb 26, 2019 11:27 pm", "content": "" }, { "author": "Light wrote: Tue Feb 26, 2019 11:03 pm", "content": "" } ] }, { "author": "fishycat", "content": "Hi Bob, getting this error, not sure if it is on my end or yours: \n \n \n \n \n Unbenannt.png (20.38 KiB) Viewed 14234 times \n \n \n \n \n \nI have no problems with just base mod and my little mod, as soon as I add boblogistics this error comes up. I'm just changing the fast_replaceable_group \nfor splitters and underground-belts with the mod.", "date": "2019-02-26T23:52:38+00:00", "quotes": [] } ]
19
2019-02-26T15:02:29-06:00
forum-topic-109704
109704
Version 1.1.97
Releases
https://forums.factorio.com/viewtopic.php?t=109704
Bugfixes Fixed crashes when putting super large numbers in number input fields. Fixed a desync when putting super large numbers in the map editor brush size fields. Fixed that the website link in the about GUI did not work on Linux. ( 109684 ) Fixed a crash when changing the technology price multiplier while research is in progress. Fixed a crash when mods would swap character armor with armor in the player inventory that only existed due to the worn armor inventory size bonus. ( 109677 ) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "Nosferatu", "content": "Wow. Another set of edge case bug fixes. \n \nMakes me wonder. What's the state of the bug war? \nHow does this graph look at the moment? : https://factorio.com/blog/post/fff-313", "date": "2023-11-14T11:29:48+00:00", "quotes": [] }, { "author": "Magisitas", "content": "Maybe after 1.1.99 it's 2.0 for like Christmas that would be cool", "date": "2023-11-14T12:02:43+00:00", "quotes": [] }, { "author": "Erkigmo", "content": "Worm Armor?", "date": "2023-11-14T14:51:28+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Nov 14, 2023 11:22 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Doubtful: \n https://factorio.com/blog/post/fff-373 \nPost date 2023-08-25\n \n\n----------------------------------- \n \n\nMy guess is they meant \"worn\", unless there's something about armor all this time we didn't know about.", "date": "2023-11-14T14:53:03+00:00", "quotes": [ { "author": "Magisitas wrote: Tue Nov 14, 2023 12:02 pm", "content": "" }, { "author": "", "content": "" }, { "author": "Erkigmo wrote: Tue Nov 14, 2023 2:51 pm", "content": "" }, { "author": "FactorioBot wrote: Tue Nov 14, 2023 11:22 am", "content": "" } ] }, { "author": "MrGrim", "content": "I would be, but sadly, 1.1.100 comes after 1.1.99.", "date": "2023-11-14T18:50:59+00:00", "quotes": [ { "author": "Magisitas wrote: Tue Nov 14, 2023 12:02 pm", "content": "" } ] } ]
5
2023-11-14T05:22:04-06:00
forum-topic-78593
78593
Thanks, Py, and a couple of ideas.
PyMods
https://forums.factorio.com/viewtopic.php?t=78593
factoriogame1121
Hello. I apologize in advance for the English used through the translator. I am extremely glad that I found your mods for myself. And today I was even more happy when I discovered that you are still continuing to develop new mod extensions for your unique mod pack. I play only your mods at the marathon, with aliens, with all the standard settings, except for evolution (to a minimum) and most of all I enjoy a leisurely analysis of your schemes with their subsequent accurate implementation in the form of well-coordinated complexes. I like to think and count - I play in such a way that in a normal state of production I do not have crowded standing conveyors and unplanned delays and everything is controlled by buttons through logical networks and sensors. Your mods develop the brain!) Angel and Bob mods are very simple compared to yours. Nevertheless, and yours can be calculated) And therefore, seeing that you are still working, I consider it my duty to voice my hopes regarding the future of your project. Earlier, you proposed some directions for voting, and now you are working on biotechnologies, alien life. The plans include renewal of industrialization and alternative energy. Super! By the way, will you add new enemies to alien life, new measures to combat them, will you change the military research package? I would like to offer two more options. One is also like an extension. And one as the last, final touch, the overall overlay. Something like (1)Py Transcendence and (2)Py Hardcore. 1.The first is designed to expand the final stage of the game, like SpaceX, but only in your creative spirit. In the original ending, the latest research packages are used in a limited set of technologies - the final ones. The most difficult recipes are created at the very end, when the fuse, desire decreases. When the end is already visible. A new extension would make the game almost impassable. Something like those games where you can grow endlessly, thereby maintaining interest in them. But so that this is done not at the expense of the endless same technologies, but at the expense of a new, even more complex technological stage. Something is already absolutely fantastic and crazy, requiring even more complex chains, level 5 microchips and various systems from science fiction, like teleports, for example, or more global base management systems, like logical monitors that will allow you to control drone flows, construction, the development of resources already remotely and "from satellite". This can be realized with the help of special flow generators, with which it will be possible to replace primitive logic circuits and almost create your own computer. Where it is necessary to teraform the earth with the help of generators of matter requiring special resources. Take the game to the level of more complex logical systems. Maybe even transfer it to a full-fledged strategic phase. Where the operation will already be carried out not with material resources. But with energy flows of various nature, which will be created in special generators with the help of complex end products of previous phases. Roughly speaking, the transformation of the entire planet into one huge scheme, which will only be the basis for a new production stage of intangible flows, which also have names, icons. And the ultimate goal will be the concentration of some of the most unimaginable energy frequencies and open portals to a parallel world. ahahaha. stop. Well, or maybe the creation of a quantum computer and the launch of the satellite begin this stage by the way .. Well, or just add new levels of production. Or both that and another and gradually replacing one another. That is, at first, in the final phase, you still need to be “reality” for a long time, and then less and less, first manually fix the planet-circuit breakdowns using trains (and then teleporters), and then it becomes more autonomous and mechanized. To fully focus on the complex task of forming energy bonds.... It's just that right now the ideas are being born so far I think what to add .. D But probably enough. I think, if you think about it, you can come up with a full-fledged, original and very complex post-cosmic stage of the game. And so that only a few could master it. Rather, it would be a kind of unattainable pursuit. 2.And the second mod just complicate everything to the limit. To make the game almost unplayable due to the maximum realism of all chains and productions - for true masochists:D - but in general I’m sure to find those (except me) for whom such a final touch will finally become what factorio should be.. Thanks. I sincerely hope that someday I will also find the opportunity to support you (for now, I’m very twisted - I play factorio once a year (a kind of rest folded with a fascinating logic simulator), I monitor progress - your mod at the moment is the peak of this local evolution and I think it will be difficult to surpass you. If only someone really hires a team scientists))
[ { "author": "pyanodon", "content": "thank you! i like the first idea of a more late game thing. Lets see how things will be after pyAL and how long factorii still relevant after this time", "date": "2019-12-04T16:50:18+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "These are some common sketches for post-space game chains. \n \nYou can, for example, begin this stage with a collider type structure. I have not studied these questions, so this is all just for a line of thought, roughly. A structure is created and it requires not only various elements by itself to generate a product, but waves, for example, gamma radiation of sufficient intensity. The gamma radiation stream seems to have a high frequency. \n \nThen you can come up with a structure that will generate any initial frequencies, transfer them to the next structure, which will amplify and produce the desired product. That is, the product will not be in quantitative form, but in the form of frequency, for example. Or any other indicators. Waves for the mod can be invented or studied this question. Take something like the streams of neutrinos, gluons, mesons. Also leptons, bosons, what else is there. Take the flows of emptiness, quasi-space, fourth dimension:D \n \nAt some stage of this constructor, for example, the opportunity to receive energy from space will open. On some - teleportation - the transfer of matter. You can put something from PyAL in the same place, for example, the ability to implant a character with various cybernetic amplifiers, up to connecting to a satellite and remotely controlling everything and everything. You can somehow more broadly beat the process of obtaining an artificial black hole. Or implement teleportation even in several ways. First, you need to build matter transmitters, and after receiving a black hole, just open something like wormholes in the right place. First, use them yourself, and then, if there is no need for this (we are high), use this for transportation. There, it will be possible, for example, not to collect ore, but simply to absorb the entire deposit completely and completely at once and immediately use this in the form of this or that matter in one or another process. \nAnd now we are building a global network, in the form of flows of different frequencies, intensities, ranges, combinations, catalyzing it with matter or special products based on it and concentrating all the countless flows in some very huge building, the space above which is wrapped in a funnel, lightnings sparkle, and the earth in a huge radius blackens, is depleted. Half the map feed this building. And this is no longer just a rocket with a satellite. This is something after which we will not care about our tiny little body, which lies in the sarcophagus, and in general this whole planet. \n \nWhat's next? I don’t know yet. For now, you still need to think about what can be there between the beginning and the end of the last stage. An interesting mod, by the way, was with someone where various vehicles can be controlled as in RTS. You could include this in addition, because there the evolution of aliens there will certainly be 100% (if they are included). You can use robots against them, defend yourself with energy walls. Burn with a laser from a satellite. Or even absorb them as biomaterial. Build bioreactors. Well this is already intersecting with PyAL..)", "date": "2019-12-05T18:32:09+00:00", "quotes": [] }, { "author": "pyanodon", "content": "we already have blackholes that converts anything in matter.", "date": "2019-12-06T18:29:38+00:00", "quotes": [] }, { "author": "aklesey1", "content": "Pls tell which building need to be used to convert to black small balls?", "date": "2019-12-06T19:05:16+00:00", "quotes": [ { "author": "pyanodon wrote: Fri Dec 06, 2019 6:29 pm", "content": "" } ] }, { "author": "factoriogame1121", "content": "Yes, I have seen. But I have not yet tested how this circuit works. I meant to complicate, expand this part. The stage of obtaining a black hole and its use. Although, of course, your existing building looks wonderful, and I think the process of throwing all rubbish (or something specially created, mined) into it is also curious. But it may be that the technologies used in this building allow you to create a black hole of limited properties, for example, a microscopic one. But the big one is already missing something more high-tech. That is, in order to create it of a larger size, and, accordingly, more energy, you need, firstly, the appropriate catalysts, and secondly, various protective fields supplied to the building by the corresponding emitters. That is, you can even draw a building in this way - when it functions, this formation is visible inside a certain contour. And now the energy of this construction can be used in a different direction. And to call it, for example, a black hole of alpha type, delta type, well, figuratively speaking. \nWhere can this energy be used? To submit, for example, to some shredder, which will release heavy gravitons, dark energy and radioactive photons from it (:D). So, we still do not know how to use dark energy, we need to dissipate it somehow, feed it into the scatterer and use true quarks to bombard it to level X-ray radiation of the third coagulation phase. Then, through the fluctuation convergence with the participation of liquid electrons and with an energy of 200 GJ per oscillation, we expand this still unstable anomaly to the second phase. Then a dozen more transformations and we get smoke (:D). We direct heavy gravitons into a vortex centrifuge and divide them into heavy gravitons of the forward and reverse spins. The first will be used to create subatomic transistors. And we just need the second ones in the chain of generation of phase anomalies of k-topology. \nWell figuratively speaking) \nBy the way, in addition to black holes, various other formations can be retained in protective contours. What is the maximum temperature limit for superheated steam? It will be possible to create simulations of blue giants. Of course they will be weak, but it does not matter. We just have the same phase anomalies of k-topology. A small modification of them will greatly enhance the imitation of the star and it will produce much more energy. Well, the truth is, it is necessary to decide which of these entities is more high-tech .. And if those anomalies are replaced with something simpler. \n \nAddition: I looked, it turns out that the building with the black hole is already so painted with you) Well, the next level can be drawn more massive. By the way, you can even with the effect of instability - an unstable black hole, ready to explode, for example (well, figuratively, again, a general idea, otherwise I did not study all these issues deeply. Do they explode, for example - I don’t know, they can evaporate, but can they already have some other characteristics). And to maintain it, other energies are needed, and it produces other frequencies. That is, it was like a black hole mk1, mk2,..) It’s not the productivity that changes, but the resources. But this is only one of the key structures, for example. You can come up with more. \n \nIt will be possible to operate further with subspace flows that will become available after completion of work with the “objects” of our universe. That is, here we have created a wide and very complex network of all these energies of black holes, something else “ours”. They concentrated it in some kind of super building - which essentially produces the next level of research packages (as is the case with a rocket)(By the way, then it will be necessary to attach a rocket somewhere. I have not tested it yet, but it seems that in your mods it just scripts the end of the game for now.). And now we are already available research subspace energies. Which are no longer visible in our world, but thanks to our superiority we can fix them through the satellite in the form of energy lines (supposedly for ourselves) and then operate on them already. For example, there may be: the extracted voltage of the quantum membrane, the exl-feedback stream from singular bundles, the energy of the meson distortion region of the hypercube l-wall, the restructive pressure of chaos-type energy, the structurally generating process of 0-spatial flashes \n \nI’m writing this all while it arises in case, all of a sudden then come in handy.", "date": "2019-12-06T20:44:08+00:00", "quotes": [ { "author": "pyanodon wrote: Fri Dec 06, 2019 6:29 pm", "content": "" } ] }, { "author": "factoriogame1121", "content": "I can basically try to make preliminary sketches if you want. Make up all sorts of nonsense, and you, then, if your hands reach and if you want, use it, edit it, more competently connect it with your own specifics, with your own concept of complexity .. Or just take a couple of ideas - it doesn’t matter.", "date": "2019-12-07T10:49:25+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "Regarding hardcore .. Maybe I myself will start to slowly think it over, in my free time, since no one wants to) And in order not to start from scratch, I would, with your permission and blessing (:D), Py, borrowed most of your research on the schemes of certain things. It seems that my calling in life is to complicate someone else's (and my own) .. \n \nFor example, the first drafts about the beginning arose. \n \nSolid Fuel Drilling Rig: \n1) Cladding element \n_1. Iron plate \n_2. Bolts \n2) Frame element \n_1. Iron Pillar \n__1- Iron rod \n__2- Iron plate \n_2. Iron rod \n_3. Bolts \n3) Mechanical relay \n_1. Small details \n4) Running gear \n_1. Frame elemen \n_2. Cladding element \n_3. Small details \n_4. Mechanical relay \n5) Solid fuel system \n_1. Stone stove \n_2. Iron pipe \n_3. Frame element \n_4. Small details \n_5. Mechanical relay \n6) Winch \n_1. Running gear \n_2. Rope \n_3. Small details \n_4. Mechanical relay \n7) Drill head \n8) Loader \n_1. Cladding element \n_2. Frame element \n_3. Running gear \n_4. Solid fuel manipulator \n_5. Mechanical relay \n9) Conveyor \n \nBut not so simple. \n \nTranslation difficulties .. I had to replace the terms (piece of iron) \nAccording to the history of iron smelting. \nStage 1 \n1) ore ---> \n2) burnout (* During heating, they emitted a large amount of gas that impeded the normal course of the process. Therefore, before loading into the furnace, ore was usually stacked in firewood piles, bonfires were made and calcined during the day * (wait a day:D)) - -> \n3) grinding + charcoal (charge) ---> \n4) + charcoal = a piece of iron (* As the coal burns out and liquid slag forms, small scales of reduced iron are lowered into the bottom of the furnace, welded together. Thus, as a result of the process, which lasted about a day, one or several pieces of iron were formed. *) + 80% iron slag ---> \n5) + stone block (extraction of a piece of iron, accompanied by partial destruction of the furnace with its subsequent restoration) ---> \n6) removal of impurities (slag, charcoal) \nStage 2. \n1) Preparation of the furnace: clay (think, add) + coal dust ---> \n2) Furnace burning: charcoal + firewood (* Then the furnace was burned, which consisted in heating the masonry by burning firewood and some charcoal. *) ---> \n3) + a mixture of charcoal with a small amount of iron ore, a little = garnissage (After that, the furnace was half loaded with a portion of charcoal mixed with a small amount of low-melting iron ore. As a result of melting this first charge, the walls of the lower part of the furnace were covered with a kind of protective layer - garnissage) ---> \n4) Crushing pieces of iron ---> \n5) Screening: 1-crushed pieces of iron: prepared pieces of iron + dust. 2-charcoal: prepared charcoal + coal dust ---> \n6) + prepared charcoal = smelting ---> \n7) !prepared iron! \n \nAnd then, then it will be necessary to organize something like a forge. To study this question: molds for casting, fixtures and so on. And then later we finally will receive both plates and rods .. \n \n \nWell, in general, a stone stove will still need to be created. It will consist of stone blocks. They can already be created manually (as ancient people chipped stones: D). Strengthen, prepare, docks, logs, clay, see .. \n \nIn the beginning there will be nothing at all. Even iron and copper ore cannot be mined immediately (Maybe even a tree - we will collect dead trees, for example). I think I’ll have to do the tools first. But not without sadism, of course. As soon as it is possible to conduct research, immediately at the beginning there will be something like a “Set of standard tools”, after which everything will be fine. \n \nGenerally space for creativity. Change all subsequent recipes in the same vein (the imagination already paints a terrible picture of manually receiving the first microcircuits). And the motto of this mod will be: \"You won’t even get to the red research packs.\" \n \nYou will have to read a lot of very different information. I just love to learn..) \nWith your permission and blessing ..", "date": "2019-12-08T09:48:24+00:00", "quotes": [] }, { "author": "pyanodon", "content": "I like that my friend. But we are looking for late game stuff and no more ore processing or basic ingredients.", "date": "2019-12-11T01:47:57+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "OK I understood. Good luck, Py. I’m going to do my own business for now, sometimes I’ll look here, look at the process and if you suddenly start collecting ideas, if you suddenly need some fantastic nonsense (:D) - let me know - I will participate as far as possible.", "date": "2019-12-16T17:22:46+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "(More) Paragraphs, please ?", "date": "2019-12-17T12:18:01+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "I'm sorry, what?", "date": "2019-12-17T22:12:29+00:00", "quotes": [ { "author": "BlueTemplar wrote: Tue Dec 17, 2019 12:18 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "Your first 2 posts don't have any paragraphs. (And the third one might be lacking them.) \nMaybe it's just me, but while I can read pages and pages of text with paragraphs, a text presented like this just makes me want to skip it. Which I usually do.", "date": "2019-12-18T10:36:32+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "I get it. Inconvenient to read. Slightly paragraphed previous posts. But I wrote on inspiration, so it turned out to be somewhat unstructured \n \nThanks for the comment, I will take this into account in the future - if I describe something, I will try to form texts that are more convenient for perception.", "date": "2019-12-18T11:36:30+00:00", "quotes": [ { "author": "BlueTemplar wrote: Wed Dec 18, 2019 10:36 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "Thank you !", "date": "2019-12-18T13:09:53+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "Hello respected Pyanodon and everyone else. I apologize in advance for using the translator in the process of writing this post. \n \nIn this topic, I made two suggestions for future game upgrades. One of them I called Py Transcendence - by my own easy inspiration I described a little the corresponding atmosphere and innovations. In short, this mod would suggest the next stage after the one that is now essentially the last (despite the fact that it’s not so easy to get to it). \n \nThe second sentence I called Py Hardcore, which in theory was supposed to bring the game as close as possible to reality. To this proposal, I attached a small description of the process of obtaining the first iron plates and the structure of the solid fuel drill recipe. \n \nIn this post I want to make a modernization of my second proposal - regardless of whether it will be considered or not - I just share what I have. \n \nThe idea came to me almost immediately as soon as I started the game with angel and bob mods - to see them. I saw an extremely curious object - a steam research package. And I realized that the only thing that is needed from this same Hardcore is precisely the complicated (but at the same time fascinating and not routine!) Start process. The rest in Py mods is so wonderful done, and after Alien Life is even more complicated - super. \n \nThose. a sentence called Py Hardcore should be renamed to something like Py Becoming. And then the two proposed additions, as it were, joined the game another beginning and another end. What would be in the beginning? \n \nWhen I fantasized about the process of obtaining the first plates, I also wanted to describe the process of producing rubber, which was more complicated, but didn’t, and it was just what it turned out to be in Alien Life, with formic acids and the rest - and what I saw in a new addition I was pleasantly surprised. \n \nThen I still decided to think about a recipe for the very first primitive electronic circuits. Now you basically have the same electronic circuit, but with different recipes - manual and automatic. But you can divide them into two. And the current most simple electronic circuit will be preceded by a primitive, the most manual one, which still needs to be reached. \n \nNow I don’t remember what I thought up at that time, but I searched for information about creating the first electronic circuits and found references to foil, something else, the corresponding units, also not complicated, but intended for all necessary operations in a particular creation process electronic circuits. I do not remember. \n \nThe bottom line is that you can also introduce the previous research packages, simpler than red ones, but not as elementary as in angel and bob, but also opening up not only all kinds of electric drills - such drills in that supplement would already be quite a serious achievement, but also something new - all kinds of wooden presses, constructions, primitive stoves. And in general, revealing the stage of the stone, in fact, of the century. \n \nSo that the astronaut who appeared on an alien planet starts the game directly from scratch. With a stone ax. I would dig the earth with a digging stick, figuratively speaking. So that I had to go through a whole full-fledged stage before starting to play like it is now in the beginning. That the very first primitive electronic circuit was a complete achievement. And the one that is now the easiest is already the next stage. \n \nWhat else could be in the beginning? For example, we can’t do iron rods by hand. Wooden molds will be needed. The thread of the bolts must be cut. Further: as in Alien Life the first animal is created difficult, so in this addition the first processes will be complicated. For example, in order to cut the rod into bolt blanks, you need equipment that will allow you to do this, but: in order not to depress the game process after the start, you can then conduct a study: a manual set of tools that will allow you to complete a number of operations completely manually, in the old fashioned way. \n \nFurther, to cut out various molds, for example, in the process of obtaining the first plates, which I described above, you need another study - a set of primitive tools. But first you have to cut them with stone scrapers. Scrapers themselves beat out of the stone with a waste of time. \n \nI don’t remember the electronic circuit that I was looking for there, as I wrote it. But somehow you need foil. It needs to be pressed from copper. The substrate can be simple. A preliminary drawing diagram is also needed. Something else - all this can be thought up if necessary. \n \nPerhaps even instead of this primitive electronic circuit, it would be more appropriate to just use some kind of box with wires, something like a prototype electronic circuit. \n \nMost of the buildings opened at the beginning (or even all) are blocked by primitive research. The package will not be just a combination of primary resources, but their various manual modifications, which later, again, can be simplified by further progress. Subsequently, these research packages can not be used - they would simply allow to play the beginning. \n \nOr is it better: a primitive research package would just about have the same recipe as in the original game: some rod, a piece of foil, something else. Which is quite possible to get almost manually (again, a description of the process for obtaining an iron plate above). \n \nWe don’t know how to make pipes, pump water too, it’s hard to create the first electric generator. We select only dry trees. We cannot collect ore without any primary set of tools. For example, at the beginning we can only collect single rocks - well, figuratively think up, approximately, offhand I am writing now. \n \nWhat else. You can still dream up. But the post is so huge. Well, the essence is left.", "date": "2020-06-15T17:38:55+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "So, I first wanted to answer in the Py Industry topic (started writing reply to post Wed Dec 02, 2020 2:40 am), but something carried me and decided to write in my topic so as not to confuse people with my ideas. \n \nAnd yet space science is practically the end of the game. The endless technologies that need it are boring. A year ago I made a proposal to expand the late game. Dear Pyanodon then replied, “let's see what happens after the completion of work on alien life” (Alien Life is great - thanks. Without this add-on, the set is not the same). \n \nSo. What, for example, can be done. Objects are certainly good and you can't do without them. But it is possible to introduce a fundamentally different type of substance, along with materials and liquids. You can use different types of energies that will flow through special channels and be used for further progress, in particular, to create the ingredients for the next after space science, even more complex, simply insane. And space science itself could be used to discover new technologies that lead just the same to a new stage of the game. And of course it should also be complicated, because now even in a quantum computer, I repeat, it is no more complicated than the previous one. \n \nLaunching a satellite, yes, it could, for a start, return something elementary that would be required for space science. And then, gradually discovering space technologies, we could, for example, for a start, use the particle accelerator (or its improved version) more widely to create new types of chemical elements, which would be indicated by the same pictograms as, for example, tritium in fusion energy, well, that is, already with special serious symbols, and not pictures). And all this will require tremendous energy. Therefore, a fusion reactor will no longer be just a cool addition to the megabase, but a prerequisite for further gameplay. Further, using these new substances and some energy received through the satellite, we can create some kind of core or something else, for example. And so on, I can sit down and think. At the same time, realizing that we already have particle accelerators and proton donors / receivers, therefore, this process of obtaining new substances should be analyzed in more detail and read additional literature. And it may not be so trivial: \"put it - take it away\" and will require even some of the first studies using a quantum computer and space science for implementation. \n \nAnd the space science itself, naturally and logically, would be used only in a quantum computer, as if we do calculations in it for further progress) Moreover, it is not at all necessary that it should be just a rocket and a spacewalk. \n \nBut the next science after space science is not all. You can come up with more after it. I have ideas and if something like this is created, and a special topic for making suggestions is open, then I will gladly participate in a brainstorming session. \n \nIn the meantime, space science is completely formality. And the penultimate science is also, practically, the ending. Why create the last complex chains of ore processing, if the next thing that awaits us is boring endless research on mining speed. I don't like the endings of my favorite games) The penultimate science opens 3 technologies, and red and green - 300 (exaggerating). Personally, I would have inserted a couple more intermediate packages (thanks for the Pyscience pack). It would have become a little more linear - it's okay, the game is so linear if you look closely and it's not fatal for it - but going to new scientific packages is cool. \n \nBut this, I think, should not be done without reworking the industry (there used to be a vote - I mean that possible mod) and a science tree (extra technologies for studying science packages, for example,... some scatter, fragmentation). That is, some polishing of the oldest elements of the game, pulling them up to their current levels. \n \nIf any of my suggestions or comments seem acceptable to you, but you don’t have time to think about it, I can try to help as much as I can. But so far only ideas, observations, calculations. I haven't learned how to make mods yet. I also can't draw... But I, if anything, am able to think, fantasize. Your mods are the only ones that really challenged my brain and for that I love them. Most of all I like the process of calculation and planning. I play (when I have time) without helmod, just a notebook and a pen, all my conveyor belts are never clogged, everything is on wires, switches and buttons. A strategy of playing with many congested pipelines seems to me to devalue the whole process of the game. By education - a systems analyst. As a child, I was fond of creating rather complex handwritten games) I also specialize in science fiction. So I will be glad if there are not enough hands) \n \n:DAaand..Let's (together) make 3 more research packages after space science, exponentially increasing in complexity, each of which will mark its own epoch and bring its own kind of interactions with processes. And no one will pass the game, I guarantee) Even using helmod and clogged pipelines). This is the kind of \"ending\" this game should have - \"not mastered\", not \"completed\". Because in this game, not the ending is wonderful, but the process. \n \nPossible typos of the translator.", "date": "2020-12-02T18:09:51+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "Space science and +3 science pack: \n \n1. Space - the era of new materials and computational systems. \nWe disassemble atoms, direct particles, launch satellites, complicate computers and components. You can even come up with a more complex base management system. Make it controllable \"on buttons\". If there were biters, then it would be possible to implement satellite control of tanks, as in the RTS. We strengthen the character with implants. \n \n2. Next, for example, is the era of material energies. \nSpace, stars, black holes and everything that they emit or generate. Magnetic fields, radiation, neutrinos, dark energy, gamma radiation, imitation of space objects, etc. Manipulation of these energies, their synthesis, separation. You can even control the base \"from the satellite\", as in the \"sandbox\" mode (like the character is connected to a computer and lies in the sarcophagus). The body will become redundant in the future. \n \n3. The next - the era of subspace structures. \nPlenty of room for imagination. \n-For example, we will create an oscillatory circuit for recording a code of a certain field (we will come up with a name and origin) and based on this code we will create DNA, generating abnormal biocomponents. For example organelles, which we will implant into cells, thereby changing their characteristics. And then use their features to create an intelligent biocomputer. \n-Or use a device that creates a critical vacuum, which, when shining through it with a modified gluon field, reveals attraction threads, a point effect on which with a theta-induction laser creates a local graviton ejection, which we fix by a force field from a fractalized PX-vortex. After that, the level of the cascade voltage of the quasi-material membrane in the system increases by 13 units and 4 installations along the perimeter (not without the participation of a dozen more streams, each of which is also more complicated than a smart block, like a smart block is more complex than an iron plate) fix the phase shift of the tesseract. After that, it changes color to green. etc \n \n4. Next - the era of another dimension. If in the previous one we walked timidly, now we are completely immersed. By this stage, our base on the planet is a fully automated software-controlled module. All of it feeds our journey. Maybe before that we went out into space, now we go out into subspace and operate with the deepest and most ancient mechanisms underlying our reality. I will not give examples of chains here yet. But roughly it looks like this: to create one simple component of one of such chains, you need a fully equipped base the size of a planet. Moreover, the finished base should consist of several levels: 1. standard - industrial, for basic components and supplies. 2. developed energy and space channels. 3. the proper type of structure that provides the necessary charge for the subspace contour (okay, you don't have to rebuild each planet - we'll come up with something so as not to artificially complicate the game for example, we will abandon level 1 of the base development. Why do we need iron from the earth if we can generate it from emptiness (point 3), and at the level of material energies (point 2), I think we will already learn how to completely absorb deposits). And now, a fully embedded planet provides some simple super-element (something like an iron plate for a normal game). And now, examining the map of the planets, or rather their subspace signatures, we are already integrating the planets themselves into production chains, hanging Dyson spheres on the stars, turning black holes inside out, directing flows and creating something completely amazing in the end. What exactly is a secret) \n \nBy the way, I can come up with the fifth science pack. And the sixth.", "date": "2020-12-02T18:17:05+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "You might be interested in this mod : \n https://mods.factorio.com/mod/belt-overflow", "date": "2021-02-18T09:42:19+00:00", "quotes": [ { "author": "factoriogame1121 wrote: Wed Dec 02, 2020 6:09 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "I'm all with you for adding an early burner stage to the game, but not being able to handcraft most components is a hard *nope* for me. \nGod knows if engines aren't annoying enough already ! \n(You can always *choose* to play 'lazy bastard'-style if you *want* to...) \n \nGenerally, I think it's a bad idea to have too many non-hand-craftable recipes before you're able to set up a decent logistic bot network. \nAnd in Py it's already hard enough to find the inventory space for all the plates and basic components !", "date": "2021-02-18T09:47:28+00:00", "quotes": [] } ]
19
2019-12-02T15:28:00-06:00
forum-topic-19970
19970
[MOD 0.16.x] ShinyBob_0.16.x
Mods
https://forums.factorio.com/viewtopic.php?t=19970
qjm123
ShinyBob Type: Mod Name: ShinyBob ShinyBob_Menus ShinyBob_Graphics ShinyBob_Icons ShinyBob_Techs Description: For lovers of Bob's mod. Puts colours on Bob's mod items License: https://opensource.org/licenses/MIT Version: 0.16.1 Release: 2018-01-25 Factorio-Version: 0.16.x Dependencies: boblibrary >= 0.16.0 (No need to have them all Bob's installed, but as these are mods for bob's mod, if you don't have any installed, what would be the point of having my mods?! ) bobassembly >= 0.16.0 bobelectronics >= 0.16.0 bobenemies >= 0.16.0 bobgreenhouse >= 0.16.0 bobinserters >= 0.16.0 boblibrary >= 0.16.0 boblocale >= 0.16.0 boblogistics >= 0.16.0 bobmining >= 0.16.0 bobmodules >= 0.16.0 bobores >= 0.16.0 bobplates >= 0.16.0 bobpower >= 0.16.0 bobrevamp >= 0.16.0 bobtech >= 0.16.0 bobvehicleequipment >= 0.13.0 bobwarfare >= 0.16.0 Category: Addons for Bob's mod (Angel's Mods are not supported any more, please use ShinyBobAngelsGFX from Zombiee) Download: ShinyBob_Menus_0.16.5 https://mods.factorio.com/mod/ShinyBob_Menus ShinyBob_Icons_0.16.6 https://mods.factorio.com/mod/ShinyBob_Icons ShinyBob_Graphics_0.16.6 https://mods.factorio.com/mod/ShinyBob_Graphics ShinyBob_Thecs_0.16.2 https://mods.factorio.com/mod/ShinyBob_Techs A copy of all my psd files for anyone to play with them and use them as they feel like it. There is no order or proper names, it is a real mess, please, don't compalin about it, just take it as it is Extras_PSD.rar (126.96 MiB) Downloaded 292 times ShinyBobTest_Menus_0.16.0.zip (94.64 KiB) Downloaded 285 times ShinyBobTest_Icons_0.16.0.zip (56.93 KiB) Downloaded 306 times ShinyBobTest_Graphics_0.16.0.zip (177.46 KiB) Downloaded 300 times My mods play nice with the following mods: air-filtering-patched, air-filtering, auto-research, AutoDeconstruct, autofill, AutoTrash, beltSorter, Better_Repair_Pack, BigBags, botReplacer, Bottleneck, clock, Crafting_Speed_Research, creative-mode-fix, EasyCopy, even-distribution, EvoGUI, FARL, Flare Stack, Flow Control, FNEI, folk-shuttle-016, Foreman, helmod, LandMover, Laser_Beam_Turrets, list.txt, LoaderRedux, LogisticTrainNetwork, longer-belts-redux, miniloader, ModuleInserter, Nanobots, NOTES.md, Orbital Ion Cannon, PickerExtended, RecExplo, research-queue, ResourceLabels, reverse-factory, Single-SplitterT, SmoothWarnings, Squeak Through, TheFatController, TrainSpeedLimit-016, tree_collision, upgrade-planner, Warehousing, YARM. DESCRIPTION OVERALL These mod changes graphics/colours for Bob's mods mainly, revamp completely of menus, switching things around and obviously will only work if his mods are present. I've fixed few issues with Bob's using old graphics entities from 0.14/0.15, all entities are now updated correctly to the base graphics from 0.16, all sizes are updated and everything should play nice with the base 0.16 Factorio. Some weird things happening with the animation of sniper turrets are fixed now. I am sure Bob will eventually update his mods with them too, till then you're welcome Do not try to use previous version of base games or Bob's graphics as sizes won't match my definition and will get corrupted in the game or will just crash while loading! Make sure, you use whatever I've got in my graphics folder to ensure you get the right size or from base game 0.16! There aren't many option to toggle this time, I've tried to reduce that crazy amount of options from previous versions. Trying to create mods that are really easy to play with and that allow anybody to create their own with their own options. Only ores graphics can be turn on/off and the swap between belts/splitters/underground/loaders green/purple colour. Why only those and not all, because maybe someone is already too used to bob's belting colour and don't want them to get changed but don't mind the other entities. That's all. I will never add options to toggle separately every single item. The purpose of this mod is to get the colour code if you don't like it then don't use it. But nothing prevents you from using my mod as the base to create your own version with your own colour code coded (maybe orange, pink, celest, braun and fuchsia) and release it. Happy with it too. I've updated my mod with that idea in mind, to allow anyone to create their own style and post it in an easy and fast way to edit them. DESCRIPTION SHINYBOB_GRAPHICS Bob's mod style: ShinyBob_Graphics: I went in this update for a more "Tubular" option and I will keep updating things trying to follow that, instead of a simple recolour/apply filter to the whole entity, my goal is to be a little more subtle and just update some tubs or things to make it less invasive but still showing clearly what tier you've got installed. DESCRIPTION SHINYBOB_MENUS_ICONS With the Icons mod, I've updated them all to follow my code-colour based (gray)-yellow-red-blue-purple-green-white. Why this code an not another one with maybe purple/green switched, because reasons, you can say I am a big fan of rainbows! There are a mix of old icons, new icons and based updated icons. If not happy with one or few icons, feel free to change them downloading the test_icon mod, you will see that it is quite easy to update your own icons, as it gets loaded after mine (I recommend that you update/change the name from test_icons to MyownmodHellIcons or whatever). Just make sure that folders names are the same as mines and that's it, select write down the right name of the object (can be an item or recipe) and write down the new icon file name next to it, and there you will have your own icon! I will try to write a small tutorial later one about editing my mods. For the Menus mod, I've tried to put all the things that belong together together, split and separate things that didn't make sense. Let me rephrase this, you must understand that Bob's first aim was to preserve every single element from the base game where it was to ensure new comers weren't lost in his mod! And that's why everything could seem all over the place at first glance but that's how Bob's intentionally coded it, nothing wrong here. Now, once you know everything about Bob's mod, the new recipes, how things work and all that, having every single thing in different menus could slow you down a lot as it is still confusing to know that new belts are in Bob's Logistics instead of just Logistics with the other belts. One thing to note is that, I've hard coded this revamp, what I mean is that I've created from scratch each and every single group and subgroups, place every single item/recipe present in the base game, bob's mod and mods mentioned above, as well, in those groups/subgroups! This means that if you've got other mods that add more items/recipes, they may get all over the place from the normal way of my mod. Sorry about that, I couldn't bring myself to explore once again bob's menu names and nightmare groups/subgroups all over the place, (if present or not present, as you can toggle mods and inside options, 15 different mods!). That would have been impossible. My approach was that if everything is listed then anyone that wants to change or add something is free to do so. Plus you don't really need to know where everyone else has coded or not their stuff, just add the name of what you want to move and put the name of subgroup you want it to move to. As my subgroups are all listed and ready to be used. You don't need to ask yourself what comes first or after what. It is there, it is clearly shown and editable, no need to go all over the place trying to get your mod loaded after, before or whatever for your items to go where you want them to go! It is hard coded, they will appear where you want them. Check the test menu mod to see how easy is to create your own mod with your own changes and menus/submenus/groups! Original_Base_distribution ShinyBob_Icons_Menus Never the less, here are the new revamp: Nothing from this first menu, really, put all belts together, underground belts, trains, chests, etc... If there is a mod that will activate the loaders those will be sorted in this menu too. This second menu, Bob's logistics is left dealing with pipes, pumps, valves, shortage-tanks and robots/roboports in general. Everything placed to make it easy to see what's going on. Production, main update here, added icons with colours and letters, solar-panels: S=small, M=medium, L=large, accumulators: F=fast, H=high, S= slow. Furnaces are placed following the order of upgrades, first column are the base one, second, next tier and so on, no need to look everywhere to know which ones get or not updates later on. With ShinyBob_Icons 0.16.2 update, all icons have been updated to look more like Factorio 0.16 style finally. This menu is left with really little, I've put some of the new Bob's greenhouse here, as well as the air-filtering recipes if mod is present. Fluids: a really interesting menu, got quite an update. Let see, first, the recipes for petroleum, light oil and heavy oil are drawn to show how much each will produce. Per example, the first one, will produce more Petroleum than the other two (4, 3, 3), the second one, heavy oil is really low compared to the others (5.5, 4.5, 1) and then the last one where heavy-oil is higher and the formula is (3, 2, 5) (petro,light,heavy) No need to think twice next time you are in the middle of your 20 refineries to know which one produce how much heavy-oil! With update 0.16, I've updated bob's recipe icon too, now it includes sulfuric-acid and same goes on as previously mentioned. Heights shows how much you get, as well as showing what is needed, petrol/water/carbon and heavy-oil. Next, crackings are all together and in succession. Like solid fuel. Chemistry: I've grouped by row everything that had the same aim, sulfure, chlorure and recipes of nitrogen. I've changed/updated some icons to make visible everything that gets produced at the same time. Really easy to know which recipe do oxygen, hydrogen, chlore or whatever, no more going from one tab to the other and searching for that unknown element to find if it actually produces that second thing that we need. Split and order each formula for barrelling to make them more pleasing to look at. Once ShinyBob_Extras will be released (not sure what that will happen) those extra reciepes from version 0.14 will be added here as previously. Bob's Materials: I've tried to put all ores and plates together. I've updated few icons to show their second output if there is one, grouped together same items when possible. Plastic bars are here, every base game plate too, like copper, iron, steel plates, as stone bricks and concrete too. No more: where is my plate?! Plates are in Bob's Materials! If you don't like the concrete to be moved, pick up the test mod and edit it to create your own mod where you put back concrete and bricks back into Logistics. Bob's Intermediates: has got everything, all batteries, all wires, all electronics, all circuits, gears and all stuff, no more wondering around to find what you need next! As well as all bob's base ammunition. Finally, Combat menu, regroup, split and making things looks alright and easy to search and a huge update on graphics icons too. Putting all vehicle equipment together in their own tab, here it is. As well, as every single object that is put into armours grid and vehicle grid has been updated to reflect their new icons from base game. Here, the gems where shuffle to match my code colour, yellow, red, blue, purple, green and white! Those will finally match with laser turrets, laser rifle/ammo and laser beams too. Ores update BASE - SHINY Tech Three update With ShinyBob_Techs 0.16.1, I have almost updated every single Bob tech to a more Factorio style, below some examples of the updated icons. My main goal was to make as clear as possible what you were going to research without having to actually click on the tech. As now the techs follow like the item, my main colour-code, matching the items obviously. [Latest changes]Latest changes 0.16.x Post updated, but since last update, Tech was published, the other mods got updated a couple of times too. Each mod has got their own log which a keep up to date, not like this post unfortunately. 0.16.1 Update of this post, finally! Update of gems ore, as they were looking too... too much, down scaled a little bit that ore. Downscale as well my new solder bobine, I hope now it looks better. Minor changes of swamping icons around, but nothing major or significance. 0.16.0 There so many updates but mostly I've removed anything to do with low-res graphics, were are in 2018, can't stop progress. HR version aren't yet availabe with my mod, as that would have required another two or tree weeks of hard work. I wanted to get it out as early as possible to be able to play 0.16 :p I may bring myself to add it later on this year. I've finally come to only one option per icons/recipe and entities graphics. No more strange options all around the places. This is what you get with my mod, if you don't like it, change it or load another mod Changelog 0.14.10 Fix of few icons inconsistency and added options to choose between base bobs icons and shiny version Update of this post, and moving away from dropbox to imgur and google drive instead from now on 0.14.9 Fixed lots of issues with other mods, Nexela help a lot with his code here. Update of few icons and tech icons Clean some code to use functions instead of plain code 0.1.5 Fixed issue if some Bob's mod inserters were turned off. Now my Addon should turn off as well the unwanted inserters and regroup the left inserters Updated graphics for turrets, Oil-refineries, small-pumps as water/air-pumps, frames, brains and tools for Robots got updated too and few other small graphics as well. Started to create functions and rewrite part of my mod to make it a little more easy to read and work with it 0.1.4 Tech icons updated Warfare weapons updated Huge update on handling missing bob's mod modules, now it should allow anyone to play with the mods they want to, no need to have them all installed Few other small updates on icons and pictures 0.1.2 Added lowres accumulators and boilers animation 0.1.1 Added lowres large mining-drills animation Added Factorio style tanks graphics, plus option in config.lua to choose Bob's value or upgrade values Fixed bugs: -if bobmods.config.enemies.EnableNewArtifacts = false then now it doesn't complain about lab-alien missing item -if upgrade planner mod not present then it won't complain either 0.1.0 [/list][/list] Todo list Update all Bonuses icons as well as part of Tanks/cars icons weaponry as pointed out by Kamsta99 Make my mods play nice with Angles Mods and ShinyAngelGFX. Improve Solar panel to new base style, right now they are really bad, sorry :p Create a proper tutorial for the editing of my mods and include a test of ShinyBob_Techs Start coding new ShinyBob_Extra with all those extra bits I used to have in 0.14.x (reciepes as everything else you can get mods for it, Bob's has already included bigger chests!) [*] Update bob's modules to more like Base style, already started, you can already see a preview [*] Get ShinyBob_Techtree out (most is already done, importing from previous 0.14.x version) Need to rewrite it to ensure it is as friendly as possible for anyone to update it like previous mods BUGS Let me know if you find any bug or anything that you think should get updated to make it even more easier to plan a megabase and I will try to do my best. I am not a coder and I've finally released this because a good friend of mine pushed me t do so. I won't be trying to make this addon compatible with any other mod that it isn't already with, thanks for downloading this addon. As a last note I want to mention is that I've tried really hard to get all my icons and graphics from the base game and then apply my changes/modification to those. I've only reused someone else work, if those were original and were not present in the base game, to make them work with my coding colour. If you see something that you think is yours and I haven't credited you for it, I am sorry, please, just send me a PM. I've modified quite few things and I can't remember everything. I know, I should keep a record of what I do, my bad! I will credit you or if you want simply remove it from my mod, no problems at all. Big thanks to: Bobingabout wihtout him, I probably wouldn't be playing Factorio any longer. Thanks for your amazing mod again. Zombiee for creating those tree fantastic mods (ShinyBobGFX, ShinyIcons and ShinyAngelGFX) that gave me everything I needed to bring myself to create this new update. I wouldn't have done it without his mods as I basically c+p most of his code. As well as use his graphics for pipes (finally pipes look good!) and probably some other stuff that I don't remember right now but I am sure own him Thanks again. Klonan for his Laser_Beam_Turrets mod that allows me to have updated laser colours without having to learn how to learn again how to do it myself! Optera for his LoaderRedux mod and Archangel666 for his graphics for loaders that I've updated to match my colour code. Therax for his miniloader mod and once again Arch666Angel and modified graphics by Therax, only to match my colour code again. doktorstick for his hacked-splittersT mod, even thought I couldn't figure out yet how his layers work to allow the update of green and purple colour to match my coding colour unfortunately. I will get there in my next update. Dysoch for his amazing mod, got lots of ideas from his mod in the early stages of my mod, radars/accus and boilers per example, even thought I've got my own graphics now, it was nice to see what options he went for, lot of help there. Mike aka XyLe thanks for the inspiration to create my solar panels as for the accus too in his mod Electricity_XyLe_1.0.0 mcguten for his 5dim_mining mod, which I've reused for the bob's area mining drill until I created my own pics from the base game. Taehl and his fantastic IconFix mod as he kindly agreed for me to use some of his icons. AnonymoScoot for tech icons like Titanium, Tungsten and Nitinol processing in his AnonyMods Kamsta99 for his help with Tech Icons (that saved me days or work!!!) and for some other minors ones, like gears icons. As well, as his feedback on how to improve things. And of course thanks to the Factorio's team that created an even better game than Minecraft Keep up the great job guys.
[ { "author": "Supercheese", "content": "Wow, you've done a great job with this -- I always disliked that the regular electric poles had identical graphics and icons as the Mk4 poles, and you've splendidly addressed this and pretty much everything else that bothered me in Bob's mods! Your graphics updates look really good, I must say. Excellent mod -- although the title is a bit misleading, as there is far, far more content here than just some extra chests. \n \nA bug report: If you've turned off certain things in bobconfig like: \n Code: Select all bobmods.config.enemies.EnableNewArtifacts = false \n\nThen certain item prototypes like the Alien Lab (lab-alien) won't exist, and ExtraChests throws an error about this. You can solve the issue by wrapping the relevant item in if checks, like you do in many other places. I had issues specifically at: \n \nLine 1020 of data-updates.lua:\n Code: Select all data.raw.item[\"lab-alien\"].order = \"g[lab-4]\" \nIt needs another if check like you have in many places:\n Code: Select all if data.raw.item[\"lab-alien\"] then\n\tdata.raw.item[\"lab-alien\"].order = \"g[lab-4]\"\nend \n\nThis is the only issue I had given my bobconfig choices, but it's possible there are other potential similar issues if other parts of bobconfig are changed. \n \nFinally, a minor note: It's \"graphics\" not \"grafics\". It's just in the code (config.lua et al.) so it doesn't really matter, but you could improve the readability by a simple Ctrl+H search/replace to fix the spelling. \n \nOnce again, nice job, I'll definitely use this to accompany all my Bob's mod games.", "date": "2016-02-10T09:40:44+00:00", "quotes": [] }, { "author": "qjm123", "content": "Thanks a lot for your kind words about my addon \n \nYes, gosh! You know when I noticed the \"grafics\" spelling mistake? While I was actually writing my previous post! I thought it was too late and I was too tired to update everything, for next update I will fix that I hope. Oh, I am Spanish, that's why the \"f\" \n \nYou are right about that issue coming up if not all bob's mod modules are present. While \"programming\", big word for me, more like c+p hoping for the best really, I didn't really look into the option of not using some of those amazing bob's modules, there are so great why would someone not use them all... oh, alien's artifacts!!!... I get it. Ok, but that would have added an extra layer of complexity that I didn't want to face back then while \"programming\". That's why I kind of insist at the beginning that all Bob's mods need to be present for this addon to work correctly. \n \nBut if people kindly find out what needs to be changed or \"turn off\" then I will gladly add those parts of codes to my addon and update it, thanks for your code and be ensured that I will be adding it in the next few days in an update after getting some more feedback. \n \nFinally, about the name, you so right again. It's so misleading but I didn't want to use the \"Bob's addon\" name as that was really unfair without asking Bobingabout permission and I really wanted to keep my original name too, as I only started this whole thing wanting just more space to keep that sodium-hydroxide crap \n \nCheers Supercheese", "date": "2016-02-10T12:25:22+00:00", "quotes": [] }, { "author": "mngrif", "content": "Yep this is going in to my bobsmod playthrough right now.", "date": "2016-02-10T13:27:53+00:00", "quotes": [] }, { "author": "TheTom", "content": "I like it. BUT: \n \n* I Think you should be more conservative with the colors. I totally like how you make them on boilers, steam engines. OTOH the tanks are just way too brutal. Keeping them mostly grey with a coloered element would IMHO be nicer. At least more consistent \n \n* I think the tank are overpowered. I am all in favour of adding capacity, but 10x is too much \n \nIs this supposed to work with an existing savefile? Got an error message whn loading., cannot execute command... game.reload_script(): 8: attemot to index field \"addon-sodium-hydroxite\" (a nl value)", "date": "2016-02-13T07:05:02+00:00", "quotes": [] }, { "author": "_cdecl", "content": "Thank you for releasing this fantastic mod. I did have an issue starting the game, though. Line 1003 in data-updates.lua needs a guard, it's complaining about \"upgrade-planner\".", "date": "2016-02-13T18:52:13+00:00", "quotes": [] }, { "author": "Supercheese", "content": "Yeah looks like that needs an if check as well.", "date": "2016-02-13T19:54:34+00:00", "quotes": [ { "author": "_cdecl wrote:", "content": "" } ] }, { "author": "qjm123", "content": "Not laughing at you but at myself! So funny, here my version 0.0.1 \n \n ExtraChests_0.0.1.zip \n (4.06 MiB) Downloaded 407 times \n \n where actually I've got normal colours for tanks! Down the line upgrading versions, I must have come to the conclusion and said to myself something like \"Jorge, everything has to make sense: YELLOW, RED, BLUE, PURPLE AND GREEN, that's the way to go!!!\" \nAnd now I can quite see I am wrong with tanks actually, I will update the graphics to more normal Factorio colours as you are suggesting, still keeping that colours code but more in line with what I did with boilers. Thanks for pointing it out. \n \nAbout the overpower of tanks capacity, I guess I will try to add some code to config.lua to allow people to change it if wanted. I know that for me I can't get bother with that aspect of the game, I just want to store things, that's all I care about and probably people will agree with that. But, never the less, giving the option would be a better solution here. \n \nAbout the issue you're reporting, not sure how I can test that. My knowledge about lua and programming is limited and not sure how to solve that, sorry about that. I will try to have a look at the formula and see what's happening there. Thanks again for your comment and happy you like it \n \n\nOh, sorry about that, I am so use to use some of the mods that I completely forgotten things that aren't in vanilla! \nTwo options to fix it before my next update around next Tuesday: \n \nAdding the upgrade-planner_1.1.7 mod ( \n \n upgrade-planner_1.1.7.zip \n (10.1 KiB) Downloaded 365 times \n \n ), here is the page of the mod made by kds71 https://forums.factorio.com/forum/vie ... de+planner Notice that I haven't yet tried out version 1.1.9, that's why I have attached the 1.1.7 as I can't seem to find it in his page any longer. \n \nSecond option, it is to use the following code: \n Code: Select all if data.raw[\"deconstruction-item\"][\"upgrade-planner\"]\n\tdata.raw[\"deconstruction-item\"][\"upgrade-planner\"].subgroup = \"energy\"\nend\nif data.raw[\"deconstruction-item\"][\"deconstruction-planner\"]\n\tdata.raw[\"deconstruction-item\"][\"deconstruction-planner\"].subgroup = \"energy\"\nend\n \n\ninstead of the \n Code: Select all \tdata.raw[\"deconstruction-item\"][\"upgrade-planner\"].subgroup = \"energy\"\n\tdata.raw[\"deconstruction-item\"][\"deconstruction-planner\"].subgroup = \"energy\"\n \n\nGlad you've liked it.", "date": "2016-02-13T20:14:49+00:00", "quotes": [ { "author": "TheTom wrote:", "content": "" }, { "author": "_cdecl wrote:", "content": "" } ] }, { "author": "qjm123", "content": "Hi, just to let you know, there was a mistake in the code I've posted quickly the other day. Sorry about that, as mentioned, coding is not my strong point unfortunately. I was missing the \"then\" at the end of each \"if\" statement. \n \nI've released an update, 0.1.1 addressing this and another issue about lab-alien not available. \n Code: Select all if data.raw[\"deconstruction-item\"][\"upgrade-planner\"] then \n\tdata.raw[\"deconstruction-item\"][\"upgrade-planner\"].subgroup = \"energy\"\nend\nif data.raw[\"deconstruction-item\"][\"deconstruction-planner\"] then \n\tdata.raw[\"deconstruction-item\"][\"deconstruction-planner\"].subgroup = \"energy\"\nend\n \n\nI was unable to find/reproduce the issues about \n \n \nPlease, let me know if you get any other bug or encounter issues with this new update.", "date": "2016-02-16T21:01:48+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "_cdecl", "content": "That's OK, I actually didn't notice because I had patched it myself before you responded. I have a fair bit of programming experience (career / student / hobby), so if you need some help with coding, let me know.", "date": "2016-02-17T00:07:27+00:00", "quotes": [] }, { "author": "kiba", "content": "__ExtraChests__/data-updates.lua:1629: attempt to index field 'explosive-artillery-shell' (a nil value) \n \nEdit: I am a version behind. Updating and will report back with errors if needed.", "date": "2016-02-17T10:10:22+00:00", "quotes": [] }, { "author": "qjm123", "content": "That's right, it needs bobwarfare_0.12.9 as it is where that 'explosive-artillery-shell' gets declared. \n \nI've updated the first post to list each version of bobsmod modules that is need and when I'll do my next update I will hard code them in the info.json to ensure that everyone has the modules up to date before launching my addon. \n \nThanks a lot for bringing this issue up _cded.", "date": "2016-02-17T10:34:17+00:00", "quotes": [] }, { "author": "Arch666Angel", "content": "Looks way better with only coloring the highlights instead of most part of the entity.", "date": "2016-02-17T11:06:53+00:00", "quotes": [] }, { "author": "aklesey1", "content": "Useful mod =) \nqjm123 big wish to you - make simple smart inserter - sometimes i need slow inserter with smart function \nAnd may be all these inserters with 90 and 180 degree rotation, it wil be very very cool", "date": "2016-02-17T21:27:39+00:00", "quotes": [] }, { "author": "qjm123", "content": "Thanks for the simple smart inserter, I really don't see where or when it can really be useful as with bob's mod you quickly get to the point where even express inserters can't handle the workload. My guess is that you want to retrive from a belt that has two products at least or even more (otherwise you will be just using the burner inserter) some quantity like a 10% or so to a chest or assembly machine but you don't want to impact more your belt. There is few other ways to achieve that without having a new inserter. Having only one product in that belt and using splitter-belts, two or tree in cascade will leave you with 50% and 25% and with a 4th, you'll get 12.5% of that same belt then just burner inserter or simple burner. Another option, it is simply using a smart inserter, make it pick up what you need and drop it on the floor and use a simple or burner inserter, you will achieve that filtering from a smart inserter and the speed of the slower one, as until the simple/burner doesn't finish it's task the smart (and faster) won't be able to do anything else! Hope that help, I know it is a lot more effort than just a new and shiny inserter. But thrust me, there are already too many inserters! \n \nAbout the 90 degree rotation, there is already a mod that does that, I haven't try it myself, as there is too many inserters already in Bob's mod and my addon, but you can try them out and report back, I won't mind to add some extra code to ensure they are place in the right spot in the menu. https://forums.factorio.com/forum/vie ... =14&t=3622", "date": "2016-02-19T17:59:18+00:00", "quotes": [ { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "_cdecl", "content": "I am using that mod right now and it only supports the vanilla inserters. It works great as long as you don't need 90 degree versions of the near or far inserters, or anything from bob's mod. I can confirm that they do show up in the correct location in the crafting menu too.", "date": "2016-02-19T18:36:54+00:00", "quotes": [ { "author": "qjm123 wrote:", "content": "" } ] }, { "author": "aklesey1", "content": "U can can create 90 and 180 degree rotation versions of all versions bob inserters? I'll be thankful for it \nMay be it will be addon for your mod or addon for bob logistics?", "date": "2016-02-19T18:39:31+00:00", "quotes": [ { "author": "_cdecl wrote:", "content": "" }, { "author": "qjm123 wrote:", "content": "" } ] }, { "author": "Arch666Angel", "content": "What you could have done instead of the different color versions for the same base model/sprite, make an overlay sprite and work with the tint={} command.", "date": "2016-02-19T18:58:53+00:00", "quotes": [] }, { "author": "qjm123", "content": "How wow, I didn't know the tint command could be used in different object apart from the chemical plant. I saw it while I was trying to set up their colours but never thought it could be apply to others. Programming not my strongest ability and with lua and factorio even less. But I will have a look at it and see what I can get out from it, next week I'll have something for sure. Thanks again for the tip. \n \nAbout inserters, I've got no plans right now to add any new inserters. If I ever get into getting a new one, I would try to get one that is programmable, that somehow you could select from where it picks it up things and where it deposits them, but this is not for tomorrow as it will require a lot more skills than I've got right now I am afraid. But who knows...", "date": "2016-02-20T18:28:35+00:00", "quotes": [] }, { "author": "OvermindDL1", "content": "Found error on load:\n Code: Select all Error Util.cpp:49: Error while loading entity prototype \"radar-mk3\" (radar): conversion of data to type \"j\" failed", "date": "2016-02-21T04:42:36+00:00", "quotes": [] } ]
19
2016-02-10T02:17:46-06:00
forum-topic-122301
122301
Ships that can get to the shattered planet
Show your Creations
https://forums.factorio.com/viewtopic.php?t=122301
dragon_gawain
This will (hopefully) become in the future a place to share and discuss about ships that have the capability to go all the way to shattered planet, so feel free to share your shattered planet ships here! But that's just my excuse for the semi-generic title, and I really just want to gush about my own ship a bit So, without further ado, allow me to present to you my ship that has made it all the way to the shattered planet. This was done completely without editor mode, and I would love to say I used no mods as well, but after I got to the solar system edge, I installed 3 mods: bottleneck, copy-paste modules, and helmod. (so QOL stuff and a calculator, nothing game changing, so it's basically still vanilla, right?). Screenshot 2024-11-20 133842.png (38.01 KiB) Viewed 9429 times The ship cruised at a constant speed of 61.95 km/s (was going a bit faster at the start, and there were some speed fluctuations to find a good balance, but this was my constant speed for most of it). The trip took a total of about 18 hours real time (UPS dropped a few times, and my timing method is imperfect cause I just looked at the clock, so, yeah..). Screenshot 2024-11-20 134629.png (7.88 MiB) Viewed 9429 times Here's the production statistics: Screenshot 2024-11-20 134814.png (345.44 KiB) Viewed 9429 times And the kill stats: Screenshot 2024-11-20 142303.png (168.16 KiB) Viewed 9427 times Now, this is a big ship, and there's a lot of systems going on, so I wanna highlight a few of them. Screenshot 2024-11-20 135810.png (1.92 MiB) Viewed 9429 times We begin with my own personal creation, code name: "the brain". I already shared and spoke about this creation of mine in another post ( viewtopic.php?f=193&t=121434 ), but in short, it changes the recipe of the three crushers based on what's needed. Check out the other post if you want to know the details, cause there's a lot of details about it. That system then ties into the next: the garbage chute Screenshot 2024-11-20 135521.png (1.99 MiB) Viewed 9429 times Even with metallic processing only ever doing advanced processing, there's too much iron ore being created, so I'm voiding some of it. There's also logic that makes it so that if carbon or ice (or the chunks!) get too plentiful, they get thrown out. I don't want promethium in my hub, so that's also always thrown out. (chunks were including cause at first I had forgotten to hook up the collectors properly, so they just kept collecting and that clogged my system..). For the collectors, it's a simple arithmetic 'read from hub and input belt, each * -1 output each' -> output linked to constant with the number of each chunk I want -> hooked into collectors on set filter. Let's take a look at ammo production next: Screenshot 2024-11-20 135517.png (5.13 MiB) Viewed 9429 times Before I get to ammo production, I'll give a minor shoutout to the blue zone, which is fuel creation. It's pretty standard/simple (IMO), so it doesn't get a highlight of it's own. All machines are legendary, and pumped up with legendary speed beacons and legendary T3 mods. To maintain my speed, legendary helped a lot. The red section, rudely cutting into the promethium storage (I'll get to that later) was an addition that was put into place at around 1.7 million km into the journey to shift from normal rockets to explosive ones. This was a very good idea, it cut down my red ammo usage from 2.2k/minute to 1.7k per minute (you can see the sharp orange spike and blue drop off in the consumption graph at that point). I'm not going to go into details of ammo per minute cause well, I shared the production graph for that... Moving on! The ammo display and alarm system. Screenshot 2024-11-20 135216.png (1.52 MiB) Viewed 9429 times This is a long journey, and I wasn't about to watch it the whole time, so I wanted some quick feedback to see how it's going. So, I built an item counter (shoutouts to the Digital Display, Yay! thread for the design: viewtopic.php?f=193&t=19825&start=100 ). The display panel shows the type of ammo, and if you mouse over it, it'll tell you safe values for the ammo amounts railgun: 8100, red ammo: 8700, rockets: 7900). For all the ammo types, the buffers (i.e. belts) can hold at least 100 more. There's also an alarm next to each ammo counter that goes off it the ammo falls below 6k to let you know that something has gone wrong. TO get the numbers, I'm just reading all the whole belt (belt reader -> hold (all belts)) and doing each *1 output each. This makes it compatible with multiple quality types, not that I'm using quality ammo here (I wanted the belt density). Now, let's talk about that mysterious constant combinator with a U signal, hmm? Screenshot 2024-11-20 135130.png (1.35 MiB) Viewed 9429 times Screenshot 2024-11-20 141313.png (2.36 MiB) Viewed 9429 times Behold my thrust limiter (and extra image to show off my thruster design)! It's very simple in design, just the main tanks hooked into a pump which outputs into a tank directly connected to the thrusters. The DC reads in the hub (which outputs moving from/to) on the green line, and reads the tank connected to the thrusters on the red line. I'm using the everything signal to make this generic between the fuel and oxidizer combinators. So, there's some stuff that lets it move faster when going to other planets, but when going to the solar system edge and beyond, it goes based on the speed (so it doesn't fill up when stopped), and this U signal. The U signal is set on a logistic group and is shared between both pumps. It's purpose is to let me change the amount of liquid in the lower tank (and therefore change the speed of the ship) for both fuel and oxidizer simultaneously. There's another CC next to the ammo display with the same U signal because often I need to change the speed after looking at the ammo counts, so I wanted easy access to it. Let's talk a bit about defenses now. I've showed that my ship took 0 damage, and it wasn't black magic that caused that to be the case! Edit: I did have a picture of a zoom in of my front line here, but I ended up removing it so I could include the kill stats. Leading the pack is an army of railgun turrets of varying qualities. Some are only shooting huge chunks, some are shooting both huge and big (it's about a 50/50 split). That's to balance out railgun consumption and rocket consumption a bit. Next up, we have the two lines of gun turrets (all legendary). The front row targets medium then small, the back row small then medium. The back row only fired when I disabled the front row (that G CC to the right) as a test to see ammo conservation stuff. In the end, I left the front ones active cause I didn't like how close stuff was getting when they were off. Last up, we have the rocket turrets. The space to the left and right are deliberately left empty - I don't want to shoot stuff too far off to the sides! Most of the rocket turrets are epic, with the two on the edges being rare and the two in the middle being legendary. This is purely for range conservation purposes. They aim only at big chunks, but the splash damage from explosive rockets helps a ton with the red ammo as mentioned before. All the turrets are set to ignore targets not in their priority list. Also, the target priorities rotate around (metallic -> carbonic -> oxide -> promethium) so that I don't end up with all the turrets focusing on one type of asteroid and letting another type through. The side defenses are more or less the same, but sparser (as seen in the overview picture). Two things left on the list! Next up: built in science production: ... which I can't seem to be able to add another picture for, but you can see it pretty clearly in the overview pic anyway, so... make do with that I guess.. It's pretty simple anyway. Space for a beacon on the left, promethium flows directly to it, other ingredients flow to it, and the science gets sent back to the hub. Last on the list: promethium storage. This is by far the weakest point of this ship. I did not build it with large storage in mind. In that sense, this ship can be considered a failure. If you want to use this design with more storage, move the front line up and add more storage. I will say though that the belt weaving design is my own original design. If it happens to be the same as someone else's, then that's pure coincidence. I made it myself, so I'm taking credit for it. In fact, except for the display, the entire ship is my own design! Final thoughts: always bring more fusion fuel cells. The belt storage is the only reason I have enough power to get back. The hub is empty. I realized this would happen at around the half way mark, so I started taking out prod mods and putting in efficiency mods where I could. I finish this post off with the ship blueprint. Feel free to use it, and/or give me suggestions! (blueprint is too long to be included in a forum post here, so here's a factorioBin link to it instead: https://factoriobin.com/post/7fjy5m )
[ { "author": "Stefit1", "content": "That's a nice ship, I also like designing my own so I try not to look at or take from other peoples ship designs too much, but the idea of having slightly different target priority rotations is something I will definitely add to my ship designs from now on, maybe it will be effective, curious to test it. I recently installed a mod (the only one I use atm) that fixes railgun turret speed to make it scale with the infinite aquillo research like it's supposed to, but is capped at 0.86 due to turret animation viewtopic.php?t=116987 . This really improved the performance of my ship and made me realize the railgun turret is the meta for fast ships in deep space. The fix would also change the optimizations of your ship. \n \nYou asked a suggestion for your ship so here's one, maybe it's not relevant if your ship doesn't use its full speed, but I utilize all of the width of my ship for engines, whilst your design seems like it has enough space for 4 more engines. And correct me where I'm wrong, but wouldn't a more compact engine design where the engines are glued to eachother in an upside V shape be a better design as it would let you fit in more engines in the same space? \n \nCool belt-storage design, with the overlapping underground belts for extra space. Depends on the purpose of your ship, whether you want fast-short dives to the first 100km of prometheum space or slow-long dives, you could repurpose some of that belt storage to recyclers and make them upscale the prometheum to higher quality, depending on how long your trip will last, since you will likely end up finding more prometheum than even your belts can store.", "date": "2024-11-29T10:18:22+00:00", "quotes": [] }, { "author": "dragon_gawain", "content": "Designing ships yourself with as minimal influence from others is perfectly understandable! I do the same To me, the design phase is a big part of why I enjoy Factorio so much! \n \nThe rotating priorities is something that I had thought of, but didn't really test to see if it helped with anything. At the end of the journey, it almost certainly doesn't due to asteroid density.. The idea behind it made sense to me though, and it was easy enough to put into place, and it hasn't given me any issues so far, so I'm counting it as an 'it works'! If you do test it to see if it has a significant impact, please let me (and the rest of the community) know! \n \nRailguns being the way to go for end game ships makes sense. I stuffed as many as I could at the front because they are so good! Installing that mod to uncap the railgun speed limit is interesting. It would change the balance of the ship as you point out. Might download it to test it out.. \n \nAdding extra engines isn't really useful to this ship.. The only reason I can think of for doing that would be to get to the solar system edge sooner and therefore with fresher biter eggs. However, I'm thinking of making it a ship that recycles overgrowth soil to safely store the biter eggs instead of transferring promethium back to Nauvis (that's part of why the promethium storage is so skimpy compared to other deep shattered planet ships). \n \nThe upside V design (or the 'wing design' as I call it) in terms of space platforms needed, my design is about as efficient as that. (In the wing design, you need pipes going on top of every engine, then going up 1 to connect with the next pipe. That's a total of 5 pipes. In my design, every additional engine also requires an extra 5 pipes for the bridging bit in between each engine). \nI prefer my design for a few reasons: \n1: I find it more aesthetically pleasing (though I can totally understand if others like the look of the wing design more). \n2: It makes it more easily defendable when stationary (gun turrets can easily reach beyond the edge of the last engine, and it fits in very nicely with the ammo belt) \n3 (?): The 4 wide gap that my design leaves is kinda awkward, so the effective usable space with the wing design might be technically slightly better and in the end save some weight, but with very minor tweaking, all the extra space platforms can be cut out, making my design just as good (long hand inserters can bridge a gap of 1 tile is how I would do that). Also I've used that space in some of my past ships. \nBut also I use it cause I came up with the engine design so it's a bit of a point of pride. \nIf you were trying to squeeze in as many engines as possible, then my design is indeed inferior cause the pipes between take up engine space - for every 5 engines, you lose the space for a 6th. \n \ntldr of that engine design talk: yes, theoretically the wing design is better, but the gained optimization from switching designs is so minimal that it doesn't really matter, so I use the engine design I came up with cause I like the way it looks. \n \nBelt weaving blocks are currently the meta for storing promethium to bring back to Nauvis as far as I know. I'm certainly not the first to come up with the idea! So, I'll take that statement of yours as a compliment to my specific design, in which case, thanks! I fiddled around with it a bit before settling on this design. I do think that it's not the best. With a bit more finagling, I feel like you can squeeze in at least 1 more short underground red in there.. I hadn't spent too too long on it cause I was eager to just let it fly! \n \nI already spoke about my final plans in terms of how to use the super deep dive, so I won't repeat it. My true goal is fully automated promethium science, which means that I need a ship that can make it all the way to the end so that it can automatically come back. The biggest problem with that is the travel time. In order to make good use of the travel time, you need to either craft a lot of promethium as you go, or store a lot of promethium to bring back. I don't think you will ever be able to have enough storage to make going all the way there and back worth it, so I want to try the other method. \n \nGoing for quality promethium is an interesting thought though.. I might look into that and see if my base can do that.. (the problem will most likely be carbon fibers, which is currently a tacked-on setup that doesn't lend itself to quality well.. I am considering making only legendary gleba science though, and if I do that then legendary carbon fiber should be pretty easy. More experimentation and thought is needed). \n \nAnyway, this reply has gone on FAR too long (I uhh, tend to ramble a bit..), so lastly, thanks for the reply and your thoughts!", "date": "2024-11-29T22:20:48+00:00", "quotes": [] }, { "author": "eradicator", "content": "Let me join the bragging thread - before they fix railguns and make it all way easier! \n \nHere's the generic description from the picture thread. \n \n\nOriginally I just wanted a larger cargo ship because the Aquilo delivery of stones kept overflowing. So I set 100 cargo bays as a \"good enough\" random goal and began construction. Re-used some sysstems like asteroid processing from previous ships, but most things are newly designed for this beauty. Took special care to avoid straight lines to make her look more interesting. Could go at 140km/s for the first 500k kilometers or so, but as the design assumed resource scarcity it used normal rockets, so I had to in-flight add explosive rocket production and increase explosives production with whatever spare buildings and modules I still had in cargo. Managed to reach a working solution at 42km/s, bottlenecked by insufficient explosives. All built in full vanilla. Only one legendary railgun because I didn't want to wait any longer with the maiden voyage. Got destroyed countless times until I found the equillibrium between production speed and movement speed. And then got killed several times due to circuits randomly failing on the water, iron and copper production. One time I narrowly escaped from death by manually shuffling railgun ammo from the back to the front cannons before production could kick in again. Approximately 22h flight time according to the production graph. Quite a good adventure for me! \n \nAlso really impressed by the performance of this particle hell.\n Endgame Content Spoiler \n \n \n \n AtTheShatterdStar.webm \n (17.47 MiB) Downloaded 1012 times \n \n \n \n \nAlso comparing kill stats with @OP seems to confirm my feeling that asteroids span time based, not speed based. And thus flying faster means you actually have to kill fewer asteroids.\n Statistics \nKills and ammo usage for future comparisions. The two earlier ammo spikes are most likely test flights to the rim.\n \n \n \n kills.png (121.38 KiB) Viewed 7509 times \n \n \n \n \n \n ammo.png (50.99 KiB) Viewed 7509 times", "date": "2024-12-02T22:41:40+00:00", "quotes": [ { "author": "eradicator wrote: Mon Dec 02, 2024 10:21 pm", "content": "" } ] }, { "author": "dragon_gawain", "content": "A beautiful looking ship, and a hard fought adventure! A hearty congratulations to a fellow explorer of the deep depths of space! \n \nWhen you say 6000k promethium storage, do you mean 6000, or 6000000? My ship can store around 23000 (technically only 22700 safely), and it looks like I have more belt storage than you, so that confuses me a bit.. \n \nI really need to make a better fuel injection system.. Mine is prone to errors (in part because you move at different speeds with the same amount of thrust depending on where you are going, or something like that.. on my way back, I used less thrust, and was moving faster. Something is wonky with that at least..). Anyway, I need to make a speed based fuel optimizer at some point.. \n \nThose ship specs look real nice! Certainly a ship to be proud of! \n \nInteresting observation about the time vs speed asteroid density thing. I've noticed that less speed means fewer asteroids that spawn immediately (leading to a potential cheese where you start an stop thrust for like, 150+ hours to go at a speed of like, 5 km/s and get very few asteroids), but them being overall time based is interesting. It does makes sense though, cause the graphs are in asteroids per minute.. In any event, I'd say that this is pretty conclusive evidence giving the span of time that it takes, and the differentials between our two ships. \n \nMy way back took about 15 hours btw, running at around 74 km/s. (time is approximate since the ship got back to the edge while I was asleep. I judged based on when the last promethium asteroid was shot down). I can't really tell the differences in the kill counts of going there to going back though.. I went back a while ago, so I can only look back on the trips in the 250h graph at this point. \n \nAs any good factorio engineer, now my thought is: how can we abuse this? For harvester platforms, this means that we'd want them to go pretty slow so that the density is as high as possible, and you use fewer resources on fuel.. I guess that means that for harvester, you want the minimum number of engines running at peak efficiency (~40% filled) such that you still produce enough thrust to move, but are also moving slowly so that you get the most asteroids per trip.. Also need a good way to process the chunks to keep up, especially if you're converting them to legendary chunks.. This is getting off topic from the thread though, so I'll end that line of thought there. Some food for thought there though! \n \nLastly, those ammo graph comparisons are also very interesting. Looking at them, I think lasers save a lot of red ammo. I might look into incorporating some lasers onto my ship.. Mayhaps replacing my front line of gun turrets with lasers would be a good move.", "date": "2024-12-06T15:29:38+00:00", "quotes": [] }, { "author": "yckmciaiy", "content": "Just to share my abomination after 50h lazy run with the ship of only 405 tons weight (could've gotten there faster, but lazy to do upgrades mid flight) \n \n \n \n 12-18-2024, 07-08-34.png (2.14 MiB) Viewed 5455 times \n \n \n\nI dare the madlad trying to use and modify this one 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 Copy blueprint \n \nThis was moving mostly at 60km/s at start, but after over 1500000 the asteroid spam became unbearable (friendly fire became a huge factor) with low amount of turrets and had to slow down to 20-40 with some periods of 5-10km/s to restore ammo supply. \n \nThe curious thing is in graph, that if there is enough power cells supply you can probably reach anywhere with less developed ships and less research, moving very-very slowly, as most of asteroids spawn at the top of the screen and mostly have horizontal velocity, getting closer to the ship more by ship moving faster. \n \n \n \n 12-18-2024, 07-14-11.png (358.83 KiB) Viewed 5455 times \n \n \n \n \n \n 12-18-2024, 07-14-51.png (205.68 KiB) Viewed 5455 times \n \n \n\nThe ship is generally my generic design with minor adjustments for this run, epic turrets are only for convenience as they got 0 kills.", "date": "2024-12-18T05:21:30+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Very nice !", "date": "2024-12-18T16:03:19+00:00", "quotes": [ { "author": "yckmciaiy wrote: Wed Dec 18, 2024 5:21 am", "content": "" } ] }, { "author": "dragon_gawain", "content": "Well.. that certainly is a spaghetti abomination.. \nIt took me quite the analyzing just to comprehend how the belts worked, and a lot of it is still a mystery to me! \n \nIf I were in charge of naming that ship, I'd call it \"the flying spaghetti monster\" (or something along those lines) \n \nCongrats on making the long (extra long for you!) journey all the way out to the SP! Thanks for sharing your ship and stats!", "date": "2024-12-22T22:00:54+00:00", "quotes": [ { "author": "yckmciaiy wrote: Wed Dec 18, 2024 5:21 am", "content": "" } ] }, { "author": "momumi", "content": "I made a ship that can fly over 500km/s to the shattered planet. \n \nI use all legendary turrets, with two rows of rockets behind the railguns. I used lvl 20 asteroid productivity and lvl 15 explosive and laser damage. At peak production it uses about 10,000 explosive rockets per a minute. I way overbuilt the rail gun ammo production, probably only use about 30% of what's there. \n \n \n \n production1.png (16.36 MiB) Viewed 4913 times \n \n \n \n \n \n promethium_plower.png (2.28 MiB) Viewed 4913 times \n \n \n \nHere's a video of it flying back: \n \n shattered_planet_570km_per_second.mp4 \n (28.5 MiB) Downloaded 92 times \n \n \n \nBlueprint is here: https://gist.github.com/momumi/a883f18b ... 6c5b8bd800 \n \nI tried strapping some more rockets onto it and got it flying over 1000km/s, but it started taking damage at about 1.5M km to the shattered planet. \n \nMight try making it narrower and adding more rocket turrets to see how that goes.", "date": "2024-12-25T05:02:32+00:00", "quotes": [] }, { "author": "laja", "content": "This is my light & fast ship at <320t. It's essentially my promethium science ship, designed to get in and out of the solar system safely at 350-450km/s, with everything running through the hub. \n \n \n \n Screenshot 2025-01-11 at 3.37.43 PM.png (10.32 MiB) Viewed 3646 times \n \n \n\nI resisted removing the science setup at first because I wanted it be the same ship, but around 1M km the average speed was dropping down below 40km/s. So I replaced the science with an additional explosive rocket assembler, beacon, and slightly larger power plant to maintain ~55km/s. I also downgraded most turrets to avoid wasting resources shooting asteroids off to the side, and squeezed a little more throughput into the input belt. Unfortunately the higher energy use meant I no longer had enough fuel cells to bring the ship home \n \nBlueprint: https://pastebin.com/Gfqu8qHV \nThe circuit network is a bit of a mess, but green generally deals with what's on the belt, and red with what's in the hub.", "date": "2025-01-11T15:11:15+00:00", "quotes": [] }, { "author": "waterBear", "content": "Kind of late to the party, but just made it with our first ship. The glorious Marathon 2 (which for most of its life was named \"Brick\" because it's a giant, uncreative square). \n \n \n \nQuick statistics: \n \n Maintained 170 km/s + for the entire trip \n 30 legendary railguns front-facing \n ~110 legendary rocket turrets front facing \n Fully beaconed production. Can produce an insane amount of rockets (explosive or not), rail gun ammo, and gun turret ammo. At one point it was equipped to produce 6 stacked turbo belts of gun ammo until we rebuilt it with explosive rockets and gun turrets became almost irrelevant. \n 4 fusion reactor setup (mostly uncommon, some epic mixed in) capable of >1.1 GW. Steady-state usage was only ~500 MW. \n \n\nThe basic idea was to make a simple design with plenty of room that's easy to modify so we could change it as we learn. And the design did change several times, each time going deeper. At this point, we pretty much get it and could no doubt make a more compact design to do the same job. \n \nI can post more detailed pictures if anyone is interested. \n \nEdit: Uploaded a better screenshot.", "date": "2025-01-20T01:17:40+00:00", "quotes": [] }, { "author": "athenor", "content": "So because I was getting a little tired of building my ship, I decided to hunt around for something that could get me the last few achievements and push to the endgame.. and I came across this thread. \n \nWith regards to the very first ship -- Dragon_Gawain, you mentioned that you felt the prometheum storage was a bit of a failure. That said, I don't think it would be that hard to increase it and keep your goals? \n \nHave you tried adding a dedicated bulk loader to each of your asteroid grabbers, with a whitelist filter of prometheum, and then adding a blacklist to the other inserters so they won't ever pick up the chunks? By doing this, you would get 4x as much storage on your belt, without interfering with the standard functions of the rest of your setup. For the grabbers at the top, you'd need to make tunnels for your ammo to bring the asteroid belt closer to the grabbers, but I don't think that would impact things much. \n \nSo yeah. All standard asteroid chunks go on the belt 1x, while prometheum shards just sit in the stack inserter until full and ready to load onto the belt. Due to how you are using the splitter, the prometheum will never go into the hub, and you still have your capacity control based on the constant set on the left side.", "date": "2025-02-01T01:14:22+00:00", "quotes": [] }, { "author": "dragon_gawain", "content": "Prometheum (as well as all the asteroid chunks) have a stack size of 1. This means that even a stack/bulk inserted can only hold 1 chunk at a time. \n \nTo increase my prometheum storage, I’d have to make the ship longer to fit in more belts. \nHowever, storing prometheum inside the asteroid collector is currently untapped real estate for me. With some circuitry, I could store some extra chunks in the collectors themselves. \n \nThanks for the thought though!", "date": "2025-02-12T19:06:07+00:00", "quotes": [] } ]
12
2024-11-20T13:39:08-06:00
forum-topic-114890
114890
Checking multiple conditions
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=114890
Fjfirond
Then I was just wondering why there are not several conditions for turning on a flashlight or a manipulator. I soon realized what was going on and wanted to show how it worked. First, let's put a constant combinator and set two values. For example: a = 2 and b = 6. Next, we put two comparative combinators together with a constant, and set conditions for them. Let's say a = 2 and b > 4. The output signal should be 1. We put an arithmetic combinator and connect it with comparative ones. It is configured like this: a + b. That is, if everything is correct, the number 2 should turn out. Next, we attach the arithmetic combinator to the manipulator and set a value for it or to the comparative combinator and everything like that. In our case, to the conveyor. It should turn out like this: comparative combinators.png (1.46 MiB) Viewed 1731 times Plan: 0eNrNV9uumzAQ/Be/FipM7kit1NPPqI6QgeXEEtjINlHTiH/vGhJyARJAR1XzQGRsz45n12NzIlFWQqG4MCQ4ER5LoUnw60Q0/xAss+/MsQASEG4gJw4RLLcto5jQhVTGjSAzpHIIFwn8JgGtnJeTIYPYKB67IEB9HF0MDiplMdzg+NW7Q0AYbjg0jOrGMRRlHoHCQC1cAjFPQLmxzCMumJEKQxVS41QpLAlLi35dOeRIAtdfYhBcplEyCyPYswPHCTjqDBNiX1JP1fZtypU2YWdBB65MiW9aEs0I9wdp0LVhVlHfNvKCqZpVQL7hBFmaopwOWRyRWSlMmCqZh1wgBglSlmmompACRb2wpvahILkVjmNrV73jYH+gd4M4XMUlN3WT4uDKpvNBeX+a8v6/Uf7tXvnlg/LfZyj/9r8pvxjafx3Vt63oKD8GTrhqSJ6V6SbhEr9Nwowc/HxV/dV1nSBYlEGYcG3/SWBUCddeBSwJ90wklo9BGfRZcueWaN3RjM1lgiDe+IQ8SO4PSL6cIfmiI3kP8Go08G4YeN0DvJ4BbIukB2rTQjHFzT4Hg6b93GaHqm7dX3VX3E/wXQ0WY+L+lgVgfdYcyZcZJoE1P8EG6GPVOXfdfrcoh01jMVCy2xEHbTdzy0uNddwiKtMU3VnzP4hJvfbXE3rXhr64wNizoSmYvhJJeYasB24lLw7N8mxDTy8nL+y/xljfXkxmp5s+T/eQ7VOvpcaVFG68B/10O3v925le70wp0wbLQYNCbZ9B0TFeRv0ZLumNQp5z5I3jfHX2HBJe5m67WwqZwdMr5JC+q8n60t0orjM8nW4HSG6mK1pj3bH0+5C3M5B71o8X//p7Ibj5NnHIAT2gCb2ly83O32zXO2/hLavqL9TqSyQ= Copy blueprint You can also put not two, but three comparative combinators, or even more, as for example in this scheme: comparative combinators (2).png (989.79 KiB) Viewed 1731 times Plan: 0eNq1WNFuozAQ/Bc/3kGFDUkI6p2UtP2KUxURWFpLYJBtqstV/PvZ0JKEAAG3yUMkY3t22Z3ZtXlH+7SEglMmUfCOaJQzgYI/70jQFxam+pk8FIACRCVkyEIszPRI8pCJIufS3kMqUWUhymL4iwJcWVc3QwqR5DSygQF/OdjKOPAkjOAEh1TPFgImqaTQeFQPDjtWZnvgytCQLxYqcqG25Uw7oF3y7xYWOqDAJt7dQpmIKVcO1As87W4HmUxHXg8jL3uQ3RY55FS+ZiBVEKI821MWypxfGiBkEN5CKleS5+luD6/hG1Xb1Z4j7k5NxzWW0BMJ5ULuLhLzRrks1ZPWsWaFvdGpEKAxpm/a6k15ATxsfEQ/1ZK8lEU5w/IjqqqqfjnWvGvtPtZ/HOJTJlA1wooGEeVRSWU9JidRr+fd7vyzAidDaM75aqxWVz159FqnY4hoDHw8ie6RJVV/2j5gvpazB9SgCxlqNbtEj7Ii5LVbAfplkI0PzOKgXCuZ3CU8z3aUKQwUJGEqYE6uyC1ysWhdpjxndvQKYlypREmpB2dpUk/IlHqyMkF2pyD7LXISCqnqqACuSuno618C91PyM/YtJQ0Y+dRh5AUh57DHuWRPXx7XrRMZxLTM7LbbFHkKPep0rjFDW55ZtvFQsG9cth9Myvbjd5Ttp1ll2x2v2t6cQuEPEAHjeVUaH3lwyyq9OdfEsqOJ3wax33xnkXa7ZbfTUNejyXCnFW1MZkvKvZqeW4jomCjvXCM/zJrplzIxFnhvYuDdeaIgx75xS1Fsz0Wx6Iji3iDY2+8UBb4iCjInVVM14pncQ5yBHrYwOYQ43fZF+qCNTk54yvkGrwwOONOQ/Qm30eG+7igL+zJJFO8F/Qf6jND++qwdDyWfJJ8qOzzxuJbQVLk9cHe/0jhKrTl9yhm9w18RWgNycn+fg/FwguG3GG4tI2ONalk9W823h+DkO4eF3lSkGj772Futycpfrh3X8arqP1xevrE= Copy blueprint
[ { "author": "Tertius", "content": "I encourage you to describe your ideas in a more general way. In your example, you're doing this: You're individually checking conditions and counting the amount of matching conditions. Then check if the current amount equals to the desired number of matching conditions. \n \nThere is another way to check multiple conditions. You may need to check if multiple different signals are all above some individual threshold or all below some individual threshold. For example you want to know if \"steam < 50000 and counter < 12000\". The crucial thing is to make it so that all comparisons are the same operation: all > or all < or all ==. \n \nAdd a constant combinator that contains the negative of the individual thresholds. It's steam=-50000 and counter=-12000. Connect this with one wire to the device that needs the decision (doesn't even need to be a decider combinator) and the real signal with another wire color, so they're not interfering. All are summed up in the device, so the threshold values all become 0. So you can check directly within the device as EACH < 0. It works the same with EACH > 0 if you need all thresholds above some value. If you need all values = 0, you need EVERYTHING=0, not EACH=0, since EVERYTHING is the only wildcard operator that returns true, if there are no signals. \nThis works without even a single combinator! \n \nYou can also count this way similar to your example and check how many conditions match. If you do use a decider combinator in my above example with EACH > 0 or EACH < 0 and output value M=1, it outputs M with the amount of matching conditions. So you feed this signal to the device that needs to check how many conditions match and check for M=3 if 3 conditions have to match at the same time.", "date": "2024-08-19T12:03:36+00:00", "quotes": [] }, { "author": "Nidan", "content": "If you set the output of the deciders to the same signal you can omit the arithmetic combinator, the circuit network will add the outputs for free. \n \nWith 2.0, which is just two month away, a single decider will be able to test multiple conditions at once, similar to what wait conditions in a train's schedule allow currently; see FFF 384. \n \nFYI: you can put blueprints in [ bp ] ... [/ bp ] tags like this: \n 0eNq1WNFuozAQ/Bc/3kGFDUkI6p2UtP2KUxURWFpLYJBtqstV/PvZ0JKEAAG3yUMkY3t22Z3ZtXlH+7SEglMmUfCOaJQzgYI/70jQFxam+pk8FIACRCVkyEIszPRI8pCJIufS3kMqUWUhymL4iwJcWVc3QwqR5DSygQF/OdjKOPAkjOAEh1TPFgImqaTQeFQPDjtWZnvgytCQLxYqcqG25Uw7oF3y7xYWOqDAJt7dQpmIKVcO1As87W4HmUxHXg8jL3uQ3RY55FS+ZiBVEKI821MWypxfGiBkEN5CKleS5+luD6/hG1Xb1Z4j7k5NxzWW0BMJ5ULuLhLzRrks1ZPWsWaFvdGpEKAxpm/a6k15ATxsfEQ/1ZK8lEU5w/IjqqqqfjnWvGvtPtZ/HOJTJlA1wooGEeVRSWU9JidRr+fd7vyzAidDaM75aqxWVz159FqnY4hoDHw8ie6RJVV/2j5gvpazB9SgCxlqNbtEj7Ii5LVbAfplkI0PzOKgXCuZ3CU8z3aUKQwUJGEqYE6uyC1ysWhdpjxndvQKYlypREmpB2dpUk/IlHqyMkF2pyD7LXISCqnqqACuSuno618C91PyM/YtJQ0Y+dRh5AUh57DHuWRPXx7XrRMZxLTM7LbbFHkKPep0rjFDW55ZtvFQsG9cth9Myvbjd5Ttp1ll2x2v2t6cQuEPEAHjeVUaH3lwyyq9OdfEsqOJ3wax33xnkXa7ZbfTUNejyXCnFW1MZkvKvZqeW4jomCjvXCM/zJrplzIxFnhvYuDdeaIgx75xS1Fsz0Wx6Iji3iDY2+8UBb4iCjInVVM14pncQ5yBHrYwOYQ43fZF+qCNTk54yvkGrwwOONOQ/Qm30eG+7igL+zJJFO8F/Qf6jND++qwdDyWfJJ8qOzzxuJbQVLk9cHe/0jhKrTl9yhm9w18RWgNycn+fg/FwguG3GG4tI2ONalk9W823h+DkO4eF3lSkGj772Futycpfrh3X8arqP1xevrE= Copy blueprint", "date": "2024-08-19T12:37:16+00:00", "quotes": [] }, { "author": "Fjfirond", "content": "I just checked it works. Thanks for the advice!", "date": "2024-08-19T13:23:39+00:00", "quotes": [ { "author": "Tertius wrote: Mon Aug 19, 2024 12:03 pm", "content": "" } ] }, { "author": "Fjfirond", "content": "What about version 2.0, I don't have it, the game hasn't been bought, and what about the drawings, thank you!", "date": "2024-08-19T13:26:02+00:00", "quotes": [ { "author": "Nidan wrote: Mon Aug 19, 2024 12:37 pm", "content": "" } ] } ]
4
2024-08-19T05:24:07-05:00
forum-topic-126500
126500
Zoom functionality in blueprint editor
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=126500
rasmh
Hi, I would like to zoom in/out in the blueprint editor. Sometimes i want to see what other people did, but i can't see the details of a blueprint. Regards, Robert
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0
2025-01-31T13:48:38-06:00
forum-topic-27054
27054
Self Replicating (e. g. with Blueprints)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=27054
This is in general about factories, that automatically build themselves. And in special about how an automatic replication of a factory could work. This is one of the Reasons, why Factorio exists! Really. One of the key posts is this: viewtopic.php?f=6&t=2198#p16254 (Recursive use of Blueprint) which points to a key post viewtopic.php?f=27&t=1393 How it all begun which points to a post of Kovarex in the builtcraft forum. Which is sadly not longer online (I searched a while around, maybe someone will find it?) I doesn't matter much. All what that post basically said was: It was not possible with Minecraft and even without knowing that content, the point is: Yes! The devs want it, and it is one of the main motivations for Factorio. What is it? Self-recursive construction. The factory builts itself. There are many ideas and aspects, but the (more or less) general consensus is, that an blueprint is placed automatically and the factory builds that new part and then the process repeats... Along with this - if implemented more or less - it is an very interesting side-effect to have the ability to built very easily a computer AI . Something that is able to play with or against the player. In that case this feature is just very helpful for the AI-programmer, cause the handling of blueprints is then just an API-call; he just needs to say "Place blueprint X at Y and built it", instead of "place item X1 at Y1, place item X2 at Y2..." Mods https://mods.factorio.com/mods/DaveMcW/ ... blueprints https://mods.factorio.com/mods/justarandomgeek/conman Interesting/Related viewtopic.php?f=80&t=18153 Information-Layers (for map and/or normal view) viewtopic.php?f=80&t=19987 More Game Information (Statistics, Monitoring, Graphs) Those two are needed to be able to automatically trigger the event of placing a blueprint, when some kind of "state" is reached on the map. Because it is questionable, if the current circuit network is able to "see" such things. viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...) viewtopic.php?f=5&t=1575 Thoughts about blueprints I think that are some fundamental (but still valid) and/but quite scientific expressed thoughts about what are blueprints and how they should work. For example: It is still important, cause some thoughts of this seems to be implemented and some not. For example there are still many problems to mirror a blueprint. But mirroring is (in my opinion) needed for this topic, cause it would enable a lot of things. Suggestions viewtopic.php?f=6&t=2631 Autoplacing of blueprints viewtopic.php?f=6&t=2198 Recursive use of Blueprint viewtopic.php?f=6&t=7406 Build Action Repeater viewtopic.php?f=6&t=8687 Multi-Stage Blueprints Installation viewtopic.php?f=6&t=18329 A few small construction robot improvements viewtopic.php?f=6&t=21714 Blueprint-Tablet viewtopic.php?f=6&t=21828 Blueprint extend viewtopic.php?f=6&t=27048 Blueprint Projector added to roboport viewtopic.php?f=6&t=30507 Constructing Inserter viewtopic.php?f=6&t=32982 A Blueprint Printer - creating multi-purpose factories in a different way viewtopic.php?f=6&t=38801 Automating Blueprint Placement viewtopic.php?f=6&t=46630 Self-Replicating Mode (Thing ive wanted for a while) viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints)
[ { "author": "Toch", "content": "I need this Is thery any progress in this way ? How about viewtopic.php?f=93&t=24053 does any of you interested in this idea using this ?", "date": "2016-10-10T10:46:40+00:00", "quotes": [] }, { "author": "", "content": "I just did a quick look into it and it seems to be compatible with 0.13/0.14. \nTry to add factorio-version to the info.json. No guarantees.", "date": "2016-10-10T21:27:17+00:00", "quotes": [] }, { "author": "Toch", "content": "Oh yeah ! i finally figured out how it works and its amazing ! i started some pretty cool projects in self replicating factories. When ill get some decent results ill share the fun.", "date": "2016-10-12T07:56:40+00:00", "quotes": [] }, { "author": "alan2here", "content": "Something I like about my approach from the list above, instead of it being a blueprints thing, particularly as it's such a late game feature, is how tricky it is, how you have to describe exactly how to self replicate, how local to different parts of the factory it is, instead of being god like placements, and how dealing with unexpected aspects of the environment becomes at most a \"build a computer that can deal with computer vision like sensing problems\" problem, but could be something potentially far more concise. \n \n \n \n \n \n \n \n \n \n--- \n \nHowever the blueprint approaches are nifty and make lots of sense in a world with flying robots that can already build things fully automatically from big designs. I think it makes a lot less sense thematically that blueprints cannot not be placed automatically. Also from a world-building perspective, there seems little in the way of building computational infrastructure, however I'm sure \"server building\" type suggestions have been done to death, and there might not be too much point to them if it's just \"you need one in a factory\" and that's it.", "date": "2016-11-22T18:41:10+00:00", "quotes": [] }, { "author": "Gergely", "content": "We neeeed this in vanilla Factorio. Along with auto land fill.", "date": "2018-01-30T08:37:29+00:00", "quotes": [] }, { "author": "theDemolisher13", "content": "Hello so is there a way here to duplicate a blueprint and make multiple copies of it without player interaction? And before someone says have you tried recursive blueprint mod the answer is yes and it builds everything but whatever is in a chest or item.", "date": "2018-04-06T18:54:53+00:00", "quotes": [] }, { "author": "Gergely", "content": "I see what you mean. Because of this, I can't build two dimensional recursion. Spiraling is still possible though.", "date": "2018-04-07T19:30:12+00:00", "quotes": [ { "author": "theDemolisher13 wrote:", "content": "" } ] }, { "author": "Toch", "content": "And have you tried recursive blue pritns after this update ?", "date": "2018-04-24T16:22:18+00:00", "quotes": [ { "author": "theDemolisher13 wrote:", "content": "" } ] } ]
8
2016-06-25T15:31:34-05:00
forum-topic-127485
127485
Ability to add your own variables to the blueprint parameterization
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127485
Sem_Defence
TL;DR I want to add variables to the blueprint parameterization inside the parameterization menu itself What? I like the idea of ​​parameterizing blueprints, as it is quite a powerful tool. However, I have encountered such an inconvenient thing: Suppose I need to create a railway station for loading resources. And I want to make such a modification in it, so that it sets a limit of trains depending on how many resources are stored in it. Simply put, if the station buffer has enough resources to load one train, then it will limit the number of trains arriving at it to one. If two - then to two, and so on. But the problem arises that you need to somehow know how long the train will arrive at the station. Perhaps a train with 1 car will be enough, or maybe I need a train with 8 cars. And here is how I have implemented the solution to this problem at the moment: Screenshot 2025-03-14 115615.png (317.47 KiB) Viewed 104 times As you can see, in addition to the resource parameter, I have two more variables that calculate how many items can fit in one train. This is a constant value, but it needs to be calculated once. And the problem is that to create these two variables, I need to use a constant combinator, and after the constant is calculated, this combinator will no longer be needed. Of course, the number in this example can be calculated by self, and then you do not need to use the combinator, but what if the formula for calculating this constant is more complicated? What if there are several of these constants in the blueprint or the numbers themselves are too large to calculate the constant value by self? My idea is that adding these variables is not directly related to the elements of the blueprint. For example, you can add an "Add variable" button to the parameterization interface, which will create these variables Why? Blueprint parametrization is already a flexible tool for customizing blueprints. My idea will help it become even more convenient, especially for those players who play with large mods, or who create amazing blueprints
[ { "author": "Milichip", "content": "I would welcome seeing this added; \n \nIn the meantime, it is possible for you to add a \"dummy\" signal in some constant combinator somewhere, for example \"circle\" with the value 123, which will then show up in the parameters for you to use however you please, including usage in formulas. \n \nIt also doesn't need to be in a constant combinator, it could be any value as long as it is caught by the blueprint parametrization.", "date": "2025-03-16T23:31:52+00:00", "quotes": [] } ]
1
2025-03-14T05:27:03-05:00
forum-topic-112937
112937
Version 1.1.107
Releases
https://forums.factorio.com/viewtopic.php?t=112937
Modding Added an optional "mods" to simulation definitions. Scripting Disabled the majority of the lua "debug" library due to security issues. Bugfixes Fixed LuaEntity::set_request_slot would not accept count of 0. ( 110676 ) Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar. ( 109315 ) Fixed mods sorting order by last highlighted and by last updated. ( 106420 ) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
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0
2024-04-11T10:29:30-05:00
forum-topic-127223
127223
[Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Assigned
https://forums.factorio.com/viewtopic.php?t=127223
Quezler
Steps to reproduce: 1) install the mod or add this code somewhere Code: Select all table.insert(data.raw["furnace"]["recycler"].flags, "not-rotatable") 2) start a new world and place a recycler 3) create a blueprint (either a blueprint or ctrl + c) 4) press rotate, notice how the preview hasn't rotated yet 5) build the blueprint, notice how it snaps to the blueprint's rotation
[]
0
2025-03-02T09:25:19-06:00
forum-topic-3272
3272
Gameplay Help FAQ
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=3272
Kayanor
Welcome to the Gameplay Help FAQ! If you are experiencing technical problems (FPS/UPS issues, crashes, etc.), please go to the Technical Help FAQ located in the Technical Help board . This FAQ won’t cover questions covered by the Tips and Tricks ( Shift + Slash ) and the Mini-Tutorials ( ‘Tutorials’ button above minimap). Please read/complete these first before searching your question here. Options Options » How do I change the language? To change the language, go to the ‘Interface’ settings (Main Menu -> Options -> Interface) and select the language you want the game in. The percentage next to most languages identifies how much the game is translated to a language. The game needs to restart after changing the language. » What is the hotkey for XYZ? Look through the ‘Controls’ settings (Main or Game menu -> Options -> Controls). If you look close enough, you might find it. You can also use the search function to search for the hotkey you are looking for. The search function is located in the top-right corner of the GUI window. Here are some commonly searched hotkeys: Toggle Alt-Mode: Alt Enter/leave vehicle: Enter In-/decrease tile building area: Keypad +/- Shoot on anything : C Change active weapon: Tab Drop items: Z Pick items up: F Cycle through quickbar rows: X Pause game with GUIs open: Shift + Space » How to access quickbar slots 6-10. Quickbar slots 6-10 are accessed by pressing Shift + 1-5 . To change this, go to the ‘Controls’ settings into the ‘Inventory’ tab. » Which key opens the chat or console? The chat (called ‘Lua console’ in-game) can be opened by pressing the Grave key. On the US keyboard layout and the US international keyboard layout, this key is located in the top left corner of the keyboard, to the left of the 1 key. If you are using a regional keyboard layout, like the British, French, or German keyboard layout, the Grave key is detected somewhere else on the keyboard. The best way to deal with this is to change the ‘Toggle Lua console’ to a different key. Please note that even the changed keys might not resemble your physical keyboard layout. The set hotkey should work nonetheless. » What credentials is the game asking for? When the game asks you to enter some credentials, you have to enter your factorio.com credentials in order to access the Multiplayer Matching Server and/or the Mod Portal. If you already have an account on factorio.com, just enter its credentials and continue. If you don’t have an account, you can create one by pressing the ‘Create account’ button. This only works in the multiplayer menu on the Steam version when trying to access the Multiplayer Matching Server ( ‘Browse public games’ ). If you bought the game on Steam, you can create an account by pressing the ‘Sign in through Steam’ on the factorio.com login page . Please check if the account is actually linked by going to your profile page (click on your username in the top right corner) and, if necessary, link your account there once more. If you bought Factorio on GOG, go to your GOG account and click on Factorio. Press the ‘More’ button and click on ‘Serial keys’ . Then create an account on factorio.com or, if you already created one, log into that. On the profile page, click on the ‘Upgrade’ button next to ‘Membership’ and enter the serial key from GOG in the text box. » How can I install mods? In the Main menu, click on the ‘Mods’ button to open the Mods menu. There, press the ‘Install mods’ button. If you need to enter credentials and don’t know which, read the paragraph “What credentials is the game asking for?” above. You will then connect to the Mod Portal where you can search and download mods from within the game. Use the arrows in the table’s head to change sorting or search directly for the mods you want, then click on the desired mod to get more information. A click on the ‘Install’ button will install the mod. When the option ‘Automatically enable new mods’ in the Other options is enabled, the game will then restart and automatically enable all mods you just installed. If this option is disabled, you will have to restart the game manually to refresh the mod list. After the game restarted, go back to the ‘Mods’ menu and enable or disable all mods you want to actually use. The game will restart again when you leave that menu. Once the game has started back up, you can jump into your modded Factorio adventure! » How to enable experimental updates? The way you enable experimental updates is depending on where you downloaded the game from. If you downloaded the game from factorio.com or GOG, go to the ‘Other’ settings (Main menu -> Options -> Other) and enable the ‘Enable experimental updates’ option. After restarting the game, you might need to enter your credentials. If you don’t know what credentials to enter there, read the paragraph “What credentials is the game asking for?” above. On the Steam version of the game, the process is a bit different. In your Steam Library, right-click on Factorio and open the ‘Properties’ . In the properties window, click on the ‘Betas’ tab and select the ‘0.1X.x – Latest 0.1X Experimental’ entry where X has the highest count. Steam should download the update then. » What is the fuzzy search and how does it work? While the non-fuzzy search directly searches for the string you entered into the search box, you will get pretty accurate results. You can search for “electronic” and will only get you electronic circuits. The fuzzy search on the other hand searches for the order of the letters. With fuzzy search enabled, searching for “belt” will result in everything that has these four letters in that particular order. To narrow down the search, you can enter a second letter combination after a space. “belt trp” will only result in items that have both search strings in them. These results are the three transport belts, as well as the big electric pole, since it coincidentally matches both strings, too. Power Production Power Production » Am I producing enough power? You can quickly look up if you are currently producing enough power by hovering your mouse cursor over any electric pole. In the information view on the right is an Electricity bar. If that bar is green and completely full, you produce enough energy. Please keep in mind that this might change if laser turrets start shooting or assembling machines start working. » During night time, why are my steam engines running, even though my accumulators would produce enough energy? Accumulators have a lower priority as a power source than steam engines, so the accumulators only begin to serve when the steam engines can’t produce any more power. You can work around this by building an accumulator-controlled power switch to turn the steam engines on when the accumulators run out of charge. » I just built my nuclear reactor, why are the heat exchangers not turning on? The heat exchangers don’t tell you about this, but they have a temperature threshold of 500 °C before they turn on and produce steam. » What do all these triangular (power related) symbols mean? Not plugged in: This is the most common power-related alert icon, indicating a machine being not connected to a power source. The disconnection might be caused by a missing power pole or a power switch. If you go to map view by pressing M and then click on the power pole button on the right below the minimap to make the power lines visible on the map. With that enabled, you can search for the issue. In the first frame you can see an interrupted power line. The power Is coming from the right, but it can’t supply anything beyond the gap since there is no connection to the power grid on the left. The second frame shows a power switch. The green connecting lines mean that the power switch is turned on, so there is nothing to worry about here. The power switch in the third frame has red connection lines, meaning that it is turned off, leaving machines beyond it with no power. If the power switch is controlled manually, just turn it back on. Otherwise check your circuit network setup. No power: This icon starts blinking if your machines don’t receive any power. This mostly happens if your factory consumes more power than it produces, slowing down the drills mining coal for the boilers to work with, making them stop working, or if your accumulators go empty during night. The solution to this would be to unplug most of the machines from the power source and let the mining drills catch up with coal delivery. Increase your power production and reconnect the unplugged machines. When working with accumulators your main goal is to build more of them. You might need to adjust your power production so the accumulators can fully charge during day when using solar panels. No fuel: If any machine running on fuel items instead of electrical power runs out of fuel, this icon will appear. Give it some fuel and build an automatic fuel supply if applicable. » What information does the Electric network info screen give? The Electric network info screen, which can be opened by clicking on any power pole connected to the electric network you want the information from, contains various information. Satisfaction: This bar tells you how much power the machines get. If you produce enough power, the bar will be green and filled completely. Should that bar be yellow or red and not filled completely, you don’t produce enough power for all your machines, slowing them down. In that case you should build more power sources. In the example above, all machines together are supplied with 13 MW of power. Production: The second bar at the top shows you how much power your factory produces. It gives a visual representation of how much energy is currently being produced and how much can be produced at most. The emptier the bar, the more surplus energy is available. If this bar reaches the end, your power sources are under full load, trying to produce enough energy for your factory. This probably means that your factory is drawing too much power. Either there are too few power sources or you are running out of material to burn. In the example there are currently 13 MW of energy being produced while at most 144 MW can be produced, if needed. Accumulator charge: The charge of the network’s accumulators is shown here. The bar shows the charge level in percent while the value to the right shows how much potential energy is stored in the accumulator. During discharge, the potential energy is being released, and gets stored again while charging. In the example there is only one accumulator which controls the main power line and turns it off when the accumulator’s energy has been released to a certain point. As written above, accumulators only turn on when the other power sources don’t produce enough energy to supply the factory, so this accumulator turns off the power when more power is drawn over a short amount of time than the steam engines can produce. Time scale: These buttons allow you to set the time scale for the last four things on the info screen. Detailed consumption: This list shows the average power consumption of each machine type over the set amount of time. In the example all 16 radars consumed an average power of 4.7 MW over the last 10 minutes, followed by the 12 refineries consuming averagely 4.5 MW over the last 10 minutes. Detailed production: This list shows, just as the consumption one does with the machines consuming power, the average power production of each power source type over the set amount of time. In the example, all 160 steam engines produced an average power of 16.9 MW over the last 10 minutes. The one accumulator didn’t produce any power since the steam engines were able to fully supply the factory with power, as seen in 2 . Consumption graph: This graph shows how the power consumption for each machine type changed over the set amount of time. You can filter the graph by selecting the machine type(s) you want to see. To select, simply click on one or more machine type in 5 . Click on them again to deselect them. Click on the arrow button in the top right corner of the field to deselect all. In this picture only refineries, assembling machines, and pumpjacks are shown in the consumption graph displaying a time span of 10 minutes. Production graph: The second graph shows the change of the power production of each power source type over the set amount of time. Select and deselect power source types to filter the graph, just as with machine types in 7 . Logistics and Automated Construction Logistics and Automated Construction » What’s the difference between an active and a passive provider chest? Passive provider chests provide their content to the logistic network. If you or any requester chest requests the item the chest provides, your logistic robots will start bringing the items from the provider chest to their destination. Active provider chests want to move their contents into other storage containers in the logistic network, so they will force logistic robots to bring their contents to storage chests, as well as buffer chests and requesters, as long as they request that item. Since the active provider’s contents are moved out of the chest, you might need to limit production via logistic network condition. » What do all these triangular (logistic related) symbols mean? Not enough materials: You can see this icon, if there are any construction requests where the logistic system does not have (enough of) an item. This issue most likely fixes itself when more of these items has been produced by the factory. Otherwise you can put some of the needed items into a provider or storage chest. Not enough repair packs: This is generally the same problem as the above one, but with repair packs this time. Outside of logistic network: You probably saw that icon when you built a logistic chest before building a roboport. This icon tells you that there is no logistic network coverage at that point where the chest is. You can either move the chest into the coverage or move or expand the logistic network coverage. Not enough construction robots: This icon starts appearing when there are not enough construction robots in the logistic network to complete a construction request. This will resolve itself when some of the robots start doing the work of the missing robots or you give the logistic network more construction bots. Not enough storage space available: When you select trees, rocks, machines, etc. for deselection and the construction robots have no storage chest to put the deconstructed thing into, this icon will appear. Just build a storage chest into the logistic network coverage so your construction bots can bring the items to that chest. Item request slot: This one is only used when you place a blueprint with modules in machines. It only appears when there are no or not enough modules for the machines available in the logistic network. So, if you have 10 speed modules and 5 efficiency modules in storage, put down a blueprint that contains 12 speed modules and 4 efficiency modules, then you will have 2 speed modules missing. These are requested with the ‘Item request slot’ which has the blue triangle icon. To cancel the request, simply right click on the blue triangle. All alerts send some advanced information to the alert centre, located to the right of the quickbar. These information contain the type and number of needed items, the number of missing repair packs or construction robots, and the type and number of items needing storage space. The item request slot sends its information as missing material. The logistic alerts also play two short “ping” sounds every once in a while, so if you hear them, take a look at the alert centre. » How can I get rid of unwanted items from my inventory? The first way to get rid of unwanted items is by researching ‘Character logistic trash slots’ . This will add some slots in your inventory where you can put unwanted items for your logistic robots to take away. The items will then be available in logistic storage for later requests or constructions. The second method is used when you want to get rid of something permanently, like a single underground belt. Put these items into a wooden chest and shoot on it with the C key until it is destroyed. » Why are my rail signals blinking in alternating colours? If a rail signal – normal or chain signal – is blinking in alternating colours, then there is another connection of the incoming block with the outgoing block which needs a rail signal, too. In the above animation you can see that when holding any signal in the cursor, the ‘rail block visualisation’ will become visible. With that, you can see where all the rail blocks end and place signals to separate the blocks. At best, there is a signal between every junction and crossing of rails. Signals will only stop blinking in alternating colours, if the outgoing block is a different than the incoming, as indicated by the block colours when holding any rail signal in the cursor. » Why can’t my train find a train stop, even though it’s directly connected to it? If a train can’t find a train stop on a linear track with no signals, chances are high that the train stop the train is trying to find is built on the wrong side of the rail. As a rule of thumb: Depending on the direction the train is driving, the train stop is always to the right of the train. You can also hover your mouse cursor over the train stop. This will show wagon and direction visualisations, allowing you to see the direction from which trains can stop at the station and where their wagons will be. » How can I fix my train saying ‘No path’ on a bidirectional track with signals? Rail signals, apart from only letting trains pass or not in one direction, also block any automatic train coming from the other direction. This is useful if you want to build railway networks with one or more tracks for each direction. If you want to build a single rail for both directions, you will need to build rail signals on both sides of the track. The spot where the second rail signal has to be in order to work is marked with a white square instead of a green one when holding a signal in the mouse cursor. » Why are trains with fluid wagons leaving the station too early? If a train with fluid wagons is set to leave a station when empty, you might encounter a train departing with 0.4 or 0.7 fluid in a wagon remaining. This is caused by the fluid signal being rounded down in train stops and the circuit network, making the train depart even if it isn’t empty. You can delay the departure by using a transport belt and having the train leave when an item is detected on the last belt segment. » What are these coloured wires I can craft? The red and green wires can be used to connect various things in your factory together. This allows you to control production a more advanced level. For example, you can control whether an inserter should only be turned on if there are enough resources available or if the number of available products falls below a certain point. You can have an alarm going if the petroleum levels fall to 0 and lights indicating how much crude oil is left for the refineries to process. You can have a train’s departure controlled by the flow of items on a transport belt and even turn the train stop off if there aren’t enough items for the train to load. To start, left-click on any container you want to read the contents of with a wire in your cursor. Containers like chests will send their contents as signals over the coloured wires, called the ‘circuit network’ , to its destination. Without putting the wire away, left-click on the entity you want to control. If these two are too far away from each other, you can use power poles to cross distances. You can control many entities, for instance inserters and power switches. When container and entity are connected and you have put the wire away (press Q ), left-click again on the thing you want to control to open its GUI. From there you can control how it should behave. The most basic setting is the ‘Enable condition’ controlling when the entity should start operating. Some entities like inserters and train stops allow sending of signals to the network, too. This can be activated by ticking the corresponding checkboxes in the entity’s GUI. This is an example of a fast inserter connected to both, red and green circuit wires. There is a “fast inserter” signal coming from the combinator just below it once in a while which turns the fast inserter on. It will then grab the one copper cable from the chest and put it on the transport belt on the left. While the fast inserter is holding the cable in its hand, it will also send that information over to another combinator which then does more calculations with the “copper cable” signal sent from the inserter and the transport belts. In this case, both circuit wire colours were used to separate incoming from outgoing signals. » How do the combinators work? Combinators allow even more advanced setups than the wires alone. Combinators can manipulate the circuit signals on different ways, some are more obvious, some are less. There are three types of combinators: Constant combinators, arithmetic combinators, and decider combinators. Constant combinators can send constant signals to the circuit network they are connected to and can also be turned on and off manually. This is useful as a manual activator or reset switch in more complex builds. You can also use them to insert circuit signals with a higher count into the circuit network. This might be helpful later as combinators act a bit weird when they get a signal with 0 count. Arithmetic combinators can, as their name suggests, do basic arithmetic calculations like addition or multiplication, logic AND, OR, and XOR gates, as well as more advanced operations. The more advanced operations are Modulo, indicated by the % sign – example: 14 % 4 = 2 (14 / 4 = 3 R 2), Exponentiation, indicated by the ^ sign – example: 10 ^ 5 = 100,000, and Bit-shifting, indicated by << for the leftward shift and >> for the rightward shift – example: 25 << 1 = 50 (011001 << 1 = 110010). Decider combinators have the same basic functionality as the ‘Enable condition’ has in entities connected to the circuit network, but with a customisable output. Decider combinators also allow outputting a signal in two different ways: ‘Input count’ which sends the set output signal with the count of the same input signal, and ‘1’ which sends any set output with the count 1. Please note that arithmetic and decider combinators have two points to connect wires to, indicated by a yellow arrow. One is the signal input, the other is the signal output. Both sides can be linked to each other, too. » What are those special circuit signals for? ‘Everything’: The set output signal will only be sent when all incoming signals meet the condition. Use this as another type of AND gate but keep in mind that every signal on the circuit wire affects the result of the condition. This signal is only available in decider combinators and as ‘Enable condition’ in inserters, pumps, etc. ‘Anything’: The set output signal will only be sent when any of the incoming signals meets the condition. This can be used as another type of OR gate. Like the ‘Everything’ signal, this is only available in decider combinators and as ‘Enable condition’ in inserters, pumps, etc. ‘Each’: This signal is only available on decider and arithmetic combinators. On decider combinators, every incoming signal is checked if it meets the condition and matching signals are added to the output signal. If ‘Each’ is used as output signal, the signals will be outputted separately. On arithmetic combinators, the set operation is executed on every incoming signal. If the output is set to a specific signal, the results are added together and outputted as the count of the set signal. If ‘Each’ is the set output signal then all results are outputted separately. Combat Combat » Which weapons can I choose from? Firearms: Pistol and submachine gun Shotgun and combat shotgun Rocket launcher Flamethrower Thrown weapons: Grenade and cluster grenade Poison and slowness capsule Defender, distractor, and destroyer capsule Turrets: Gun turret Laser turret Flamethrower turret Artillery turret Vehicle-mount weapons: Machine gun (car) Tank cannon, machine gun, and flamethrower (tank) Artillery wagon (train) » How to throw grenades and capsules? Thrown weapons don’t work as straight forward as firearms do, since you have to throw them. If you hold a grenade or capsule in the mouse cursor, a green circle will appear around the player, indicating the maximum throwing distance of the held object. To throw it, simply click on the point you want to throw the grenade or capsule at with the grenade or capsule still in the cursor. » What is the purpose of the combat robots? If you don’t like boring fight strategies like turret creep or shooting everything down with regular weapons, combat robots might be for you. There are three types of combat robots: Defenders, distractors, and destroyers. Defenders provide some basic protection against small or medium enemies by shooting bullets at them. Distractors can, as the name suggests, distract enemies by shooting lasers at them and make them run towards the robots instead of you or your turrets. Destroyers are the most powerful of the three robot types, being able to actually defeat biters, spitters, and their bases by shooting electrical beams at them. Please note that only distractors are stationary, while the other two follow you around. Also keep in mind that you can only have a limited number of robots following you. » What is “Turret creep”? Turret creep is a very easy way to kill whole enemy bases. In that strategy you place down some turrets, wait until they killed everything in reach, and repair the turrets as needed. If there is nothing in range left, you go a bit further, place some new turrets, and start the whole process again. As this strategy is a bit cheaty, there is a chance that it might get patched in a future update. » What do all these triangular (combat related) symbols mean? No ammo: This icon only appears on gun turrets if they have no ammo in them. To make it disappear, give the turret some ammo and, if necessary, make sure there is a automatic loading mechanism (aka a transport belt or a chest with ammo and an inserter) installed. Please note that laser turrets use the symbols from the Power Production section of this FAQ. Warning: If you see this icon blinking on the map, then there is a turret shooting. This icon also appears in the alert centre with a number indicating the number of turrets shooting. Danger: This icon starts blinking if an entity is being damaged by the enemies. If there is an established logistic network with construction robots and repair packs, the damaged entity will get repaired, if the robot reaches it in time. You might need to manually kill some enemies and build additional turrets to protect against further intruders. Destroyed: When this icon is blinking, an entity has been destroyed by the enemies. If it is covered by a logistic network that has the item needed, it will be replaced by a construction robot. Else you might need to replace it yourself. Also keep an eye on enemies that might still be there. This alert is also plays three ascending “alarm” sounds every once in a while, as long as it’s visible on the map and in the alert centre. » How to use different weapons? As written in the Options section of this FAQ, you can change the active weapon by pressing Tab . This will only work if there is a firearm with the corresponding ammo in one of the other two weapon slots. The currently active weapon is highlighted by a red or green background. A green background means that the weapon has ammo and is ready to shoot. A red background means that either the firearm or the ammo is missing in that slot. If you press Tab repeatedly, incomplete slots are skipped. Nothing happens if all three weapon slots are incomplete and you press Tab . » What is the enemy evolution? As you progress through the game, enemies are becoming stronger over time. Small biters are accompanied by medium biters and spitters join the attack waves as well. This is caused by the ‘Evolution factor’ which increases over time, when bases absorb pollution, and after enemy bases are destroyed. When you enter /evolution in the chat, the game will give you the current evolution factor as a number between 0.0 (0 %) and 1.0 (100 %). With a higher evolution factor, the probability of larger enemies spawning increases, while the probability of smaller enemies spawning decreases. Spitters also have a higher threshold before small units actually start spawning. » How to use the artillery? Independent of if you are using the artillery turret or the artillery wagon, they both have an automatic mode and a manual mode. Automatic mode: In automatic mode, the artillery turret or wagon will automatically aim and shoot at targets (biter and spitter spawners) within their automatic range. If some enemies decide to expand, the automatic turret or wagon will take care of that. Manual mode: To make an artillery turret or wagon manually shoot, you will have to left-click on the target with an ‘Artillery targeting remote’ in normal or map view. When holding the remote in the cursor, a number next to the cursor represents the number of available artillery turrets and wagons. To be “available”, a turret or wagon has to be loaded and the target has to be within manual range. Please note that the manual range is over two times as large as the automatic range. » How do I use modular armours? If you right-click on a modular armour, be it a basic one, a power armour or even a power armour MK2, the armour’s GUI will open. The armour’s GUI, in this case of a power armour MK2, consists of two parts: The module grid and a list of stats. The stats will change as you insert modules into the grid. To insert modules into the grid, hold them in the mouse cursor and left-click with them on the space of the grid where you want them to be. To remove a module, left-click on it again. » Where can I find even more information or get help? The best source of information is the Wiki: https://wiki.factorio.com/Main_Page Here are some useful pages with more information regarding the questions in this FAQ: Quick Start Guide (Beginner friendly!) Electric system Power production Belt transport system Inserters Railway Circuit network Circuit network cookbook (Circuit network build guides) Enemies Simple questions can be asked in the Simple Questions and Short Answers thread: viewtopic.php?f=18&t=23042 If your question is more complex or specialised, you can open a new thread here in the Gameplay Help subforum: viewforum.php?f=18 There is another Factorio community on Reddit: https://www.reddit.com/r/factorio/ (They also have a Discord server!) » Where can I send a missing question to? If you want a question to be added to this FAQ, please contact a moderator. You can find a listing of all moderators here . Look out for the people with the green username! Last updated on 03 August 2018 – Original concept by ssilk.
[ { "author": "Kayanor", "content": "The Gameplay Help FAQ has been updated! \nMore information, updated to 0.16, an actual structure, and way less redirects. \n \nTopic is locked, if you want to add questions (with answers) to the FAQ, please PM a moderator.", "date": "2018-03-28T15:43:41+00:00", "quotes": [] } ]
1
2014-04-28T11:54:31-05:00
forum-topic-84794
84794
[0.18.22] Modded game won't load.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=84794
Mobius1
Hello, I'm having an issue that I don't know if you guys can fix or if it's something related to the mods I'm using but for some reason my game doesn't load. Currently I'm using Factorio 0.18.22 (Steam) with the modpack attached, installed by ModMyFactory app. If I start a new game, I have 0 issues, game loads, saves and everything works fine. After a couple of hours playing the game takes a very very very long time to save, so I had autosave interval every 30 mins. Manual saving of the game took around 5 minutes to complete, but eventually I had to sleep and I closed the game. So when I tried to load the game yesterday, I started loading it at 23:00, today, when it was 14:00 the game still hasn't loaded, but no errors were thrown, no windows hangs, no nothing. Simply stuck on loading screen with the progress bar filled up. It's a very weird bug and if I need to provide more info for you guys just lemme know. EDIT: the savefile upload didn't finish and I click submit, attaching it now, sorry. Apparently I cannot send the savefile, it keeps throwing error : Code: Select all ERROR Error parsing server response. So here's the google drive link for the save: https://drive.google.com/open?id=1Y5xlv ... Lnml-AtI48
[ { "author": "", "content": "Post log after a session with the issue and the save, see: 52433 .", "date": "2020-05-10T18:13:15+00:00", "quotes": [] }, { "author": "Mobius1", "content": "Logfile attached, I posted both of them I don't know which one you need. Thanks for quick response btw!", "date": "2020-05-10T18:20:07+00:00", "quotes": [] }, { "author": "Mobius1", "content": "I've updated factorio to 0.18.24, some of the mods to newest version as well, still no loading, anything I can do?", "date": "2020-05-13T14:16:23+00:00", "quotes": [] }, { "author": "Zavian", "content": "My guess is one of the mods in your save is buggy, and is running some Lua in an infinite loop at game load. The simplest way to track that down is probably to disable a few mods at a time, until you can laod the save. When you work out which mod is buggy, you can then report that to the mod author.", "date": "2020-05-16T12:11:30+00:00", "quotes": [] }, { "author": "darkfrei", "content": "It would be nice if the game write the mod name/file name before the migration loading or loading of the control.lua file. \nSo you can understand the problem mod without mod disabling.", "date": "2020-05-16T12:35:11+00:00", "quotes": [ { "author": "Zavian wrote: Sat May 16, 2020 12:11 pm", "content": "" } ] }, { "author": "Pi-C", "content": "You mean something like this?\n Code: Select all 3630.146 Script @__attach-notes__/framework.lua:71: 0 [AN] Successfully initialized\n3630.146 Checksum for script __attach-notes__/control.lua: 319134954\n3630.148 Checksum for script __cargo-ships__/control.lua: 409728531\n3630.174 Checksum for script __creative-mod__/control.lua: 967780231\n3630.175 Checksum for script __DodgeChallenger_by_Pankeko__/control.lua: 0\n3630.180 Checksum for script __eradicators-sudo__/control.lua: 3472922332\n3630.181 Checksum for script __LJD_Vehicles_A16__/control.lua: 0\n3630.182 Checksum for script __markers__/control.lua: 277108317\n3630.183 Checksum for script __shortwave__/control.lua: 1828527205\n3630.199 Checksum for script __Bio_Industries__/control.lua: 2739123876\n3630.202 Checksum for script __GCKI__/control.lua: 2726291875\n3630.205 Checksum for script __VehicleWagon2__/control.lua: 3475492742\n3630.216 Applying migration: Aircraft: migration.lua\n3630.219 Applying migration: Attach Notes: attach-notes_0.3.0.lua\n3630.220 Script @__attach-notes__/migrations/attach-notes_0.3.0.lua:26: Attach notes: Global metatables have been updated\n3630.220 Applying migration: Cargo Ships: migrations-0-0-18.lua\n3630.220 Applying migration: Cargo Ships: migrations_2.lua\n3630.223 Applying migration: Markers: 0.1.2-techs-recipes.lua\n3630.372 Checksum for script /home/pc/GOG_Games/Factorio/test/temp/currently-playing/control.lua: 2031664712", "date": "2020-05-16T15:03:01+00:00", "quotes": [ { "author": "darkfrei wrote: Sat May 16, 2020 12:35 pm", "content": "" } ] }, { "author": "", "content": "Deserializing of global table for mod LootChestPlus gets stuck - so that does not seem like mod's fault. Moving to bug reports for further investigation. \n \n@darkfrei: you can see what mod it got stuck on when verbose logging is enabled.", "date": "2020-05-17T05:22:49+00:00", "quotes": [] }, { "author": "", "content": "Some guy on twitter complained before about long load/save times, and the culprit was loot chest plus. \nIt spams global with an obscene amount of data: \n https://twitter.com/flexible_games/stat ... 1830648832 \n \nThe save game linked has a script.dat of over 60MB, \nI don't think there is a bug here...", "date": "2020-05-17T09:04:53+00:00", "quotes": [ { "author": "posila wrote: Sun May 17, 2020 5:22 am", "content": "" } ] }, { "author": "", "content": "To answer your original question: remove the loot chest plus mod", "date": "2020-05-17T09:06:12+00:00", "quotes": [ { "author": "Mobius1 wrote: Sun May 10, 2020 6:08 pm", "content": "" } ] }, { "author": "", "content": "Either way, I think someone should look into why 15 hours is not enough to load 60MB lua table.", "date": "2020-05-17T09:07:08+00:00", "quotes": [] }, { "author": "", "content": "Sure, its 1.8 million Lua tables in the saves script data, \n \nI would be super happy if it could be optimized, \nFrom the performance test it looks like its just Lua doing Lua things and taking a long time doing them, \n \n \n \nAlso slightly off-topic, \nI thought it might be easier to look at, if the script data was stored in directories, and a file for each mod, \nSo we have \nsaves/my_save_game/script/level.dat \nsaves/my_save_game/script/mod-krastorio.dat \nsaves/my_save_game/script/mod-lootChestPlus.dat \n \nWhich would give us some more flexibility down the line, for instance, not even loading the global data of a mod that has been removed", "date": "2020-05-17T09:38:50+00:00", "quotes": [ { "author": "posila wrote: Sun May 17, 2020 9:07 am", "content": "" } ] }, { "author": "darkfrei", "content": "There is always another mod, that do almost the same job. For example my Active Provider Looting Chest", "date": "2020-05-17T10:33:01+00:00", "quotes": [ { "author": "Klonan wrote: Sun May 17, 2020 9:06 am", "content": "" }, { "author": "Mobius1 wrote: Sun May 10, 2020 6:08 pm", "content": "" } ] }, { "author": "fishycat", "content": "That's... a lot... strange thing is, I just recently finished a playthrough and didn't experience any strange load behavior. Now, is there something I can do to stop this madness? \nAlso sorry for the inconvenience my mod caused! I know the factory must grow", "date": "2020-05-17T10:52:13+00:00", "quotes": [ { "author": "Klonan wrote: Sun May 17, 2020 9:38 am", "content": "" } ] }, { "author": "", "content": "Well, I would say if they don't have any lootchests, don't accumulate all the positions in global", "date": "2020-05-17T10:58:19+00:00", "quotes": [ { "author": "fishycat wrote: Sun May 17, 2020 10:52 am", "content": "" } ] }, { "author": "fishycat", "content": "Could you please test my fix, if it still happens? Thanks for your help.", "date": "2020-05-17T11:33:05+00:00", "quotes": [ { "author": "Klonan wrote: Sun May 17, 2020 10:58 am", "content": "" } ] }, { "author": "Mobius1", "content": "Code: Select all The mod Loot Chest+ (1.2.7) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LootChestPlus::on_entity_died (ID 4)\n__LootChestPlus__/control.lua:31: bad argument #1 of 3 to 'insert' (table expected, got nil)\nstack traceback:\n\t[C]: in function 'insert'\n\t__LootChestPlus__/control.lua:31: in function <__LootChestPlus__/control.lua:29>\n \nTried loading the game without the mod, it worked fine, managed to save and reload fine, then when I applied the changes it loaded but immediately thrown this error.", "date": "2020-05-19T05:02:34+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. \nThe incredible slow loading of mod data is fixed for 0.18.25", "date": "2020-05-19T05:06:59+00:00", "quotes": [] }, { "author": "TreefrogGreaken", "content": "Hey, \n \nQuick question im sure I can test this with my mod. \n \nWhat does this fix, fix exactly? \n \nThe old version of my mod, used to store every water tiles position, type, and some other mod variables in a table when a offshore pump was placed in a water area, as you can imagine, this table could be huge, and would lead to massive save and load times. Would this fix help with a single huge lua (1m+ entries) table? \n \nI've changed it in my current mod to do edge detection instead which solved the issue, with some slight but ok issues. \n \nNice to know if I could go back to the old method?", "date": "2020-05-19T18:11:37+00:00", "quotes": [] }, { "author": "", "content": "The game will not take forever to load anymore if you save 1M+ array into global", "date": "2020-05-19T18:31:12+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue May 19, 2020 11:40 am", "content": "" } ] } ]
19
2020-05-10T13:08:27-05:00
forum-topic-100078
100078
Allow furnaces' recipe to be reset using .set_recipe(nil)
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=100078
nullium21
Basically what the title says. Tried to do this and got an error: The entity is a furnace, which, according to prototype wiki, is a crafting machine:
[ { "author": "", "content": "I see there is a documentation error. As for 1.1.41, LuaEntity::set_recipe() is incorrectly documented saying it can be used with CraftingMachine while it should say it can only be used with AssemblingMachine. LuaEntity::get_recipe() is correct saying it works on CraftingMachine.", "date": "2021-09-26T10:25:48+00:00", "quotes": [] }, { "author": "nullium21", "content": "Is there a reason for why it can't be used with other crafting machine types? Or, maybe, a workaround to clear the recipe?", "date": "2021-09-26T11:58:40+00:00", "quotes": [ { "author": "boskid wrote: Sun Sep 26, 2021 10:25 am", "content": "" } ] }, { "author": "", "content": "Yes of course there is a reason. LuaEntity::set_recipe() works by calling AssemblingMachine::setupForCrafting() on the c++ side which is only available on entities that can be casted to AssemblingMachine class. Furnaces have completly different recipe changing routine which looks at first item from source inventory or first fluid in the input fluid box.", "date": "2021-09-26T12:06:02+00:00", "quotes": [ { "author": "nullium21 wrote: Sun Sep 26, 2021 11:58 am", "content": "" } ] }, { "author": "nullium21", "content": "And what about clearing the recipe (.set_recipe(nil))? \n \nAlso, just noticed, the alt-view looks like the furnace keeps the recipe, but debug info says \"Recipe: <none>\". Is it a bug?", "date": "2021-09-26T12:16:57+00:00", "quotes": [ { "author": "boskid wrote:", "content": "" } ] }, { "author": "", "content": "Clearing recipe on assembling machine is done through AssemblingMachine::reset which is also available only on AssemblingMachine. AssemblingMachine::setupForCrafting internally calls the AssemblingMachine::reset when it is given a RecipeID of \"no recipe\". \n \nFurnaces have a \"previous recipe id\" which is used in certain cases (showing recipes on map, showing recipe in alt mode when furnace is not working). Value of the \"previous recipe id\" is accessible through LuaEntity::previous_recipe [R] which only works for Furnaces. It has no effects on furnace working state, its just a visualisation stuff due to how furnaces work: when a furnace finishes crafting, its recipe is automatically cleared and thats why the debug info says \"Recipe: <none>\" - debug stuff shows furnace's true current recipe without any layers of hiding them using previous recipe id.", "date": "2021-09-26T12:31:07+00:00", "quotes": [] }, { "author": "ownlyme", "content": "so the only way to reset the recipe is destroying it and respawning it? \n \nwanted to add modules to RealisticReactors", "date": "2024-12-23T00:40:45+00:00", "quotes": [] }, { "author": "", "content": "This sounds like a case of an AB error. What are you actually trying to do that you want to \"reset\" a recipe on a furnace?", "date": "2024-12-23T01:53:32+00:00", "quotes": [] }, { "author": "ownlyme", "content": "it has a few applications in RealisticReactors: \nWhen the reactor was scrammed or fails starting, the fuel cell is lost and the the remaining fuel gets deleted (formerly done by setting currently_burning = nil in burner) \nanyway. i made a workaround now.. though it's not pretty at all...\n Code: Select all function respawn_furnace(reactor)\n\tlocal surface = reactor.furnace.surface\n\tlocal name = reactor.furnace.name\n\tlocal position = reactor.furnace.position\n\tlocal force = reactor.furnace.force\n\tlocal quality = reactor.furnace.quality\n\tlocal input = reactor.furnace.get_inventory(defines.inventory.furnace_source)\n\tlocal output = reactor.furnace.get_output_inventory()\n\tlocal input1 = nil\n\tif input[1] and input[1].valid_for_read then\n\t\tinput1 = {name = input[1].name, count = input[1].count, quality = input[1].quality}\n\tend\n\tlocal output1 = nil\n\tlocal output2 = nil\n\tif output[1] and output[1].valid_for_read then\n\t\toutput1 = {name = output[1].name, count = output[1].count, quality = output[1].quality}\n\tend\n\tif output[2] and output[2].valid_for_read then\n\t\toutput2 = {name = output[2].name, count = output[2].count, quality = output[2].quality}\n\tend\n\treactor.furnace.destroy()\n\treactor.furnace = surface.create_entity{name = name, position = position, force = force, quality = quality}\n\treactor.furnace.active = false\n\tif input1 then\n\t\treactor.furnace.get_inventory(defines.inventory.furnace_source).insert(input1)\n\tend\n\tif output1 then\n\t\treactor.furnace.get_output_inventory().insert(output1)\n\tend\n\tif output2 then\n\t\treactor.furnace.get_output_inventory().insert(output2)\n\tend\nend", "date": "2024-12-23T12:53:01+00:00", "quotes": [] }, { "author": "", "content": "I still don't understand why you want to set_recipe(nil) on a furnace.", "date": "2024-12-23T15:17:01+00:00", "quotes": [] }, { "author": "ownlyme", "content": "because its not a furnace, its a nuclear reactor that just happens to use the furnace prototype to make it able to carry modules", "date": "2024-12-23T16:16:51+00:00", "quotes": [] }, { "author": "ownlyme", "content": "whatever, it's fine. doesnt happen too often anyway so my workaround wont impact performance too much \ncan we at least have viewtopic.php?f=28&t=125010&p=655078#p655078 useful output_slots >1", "date": "2024-12-23T16:18:34+00:00", "quotes": [] }, { "author": "", "content": "So you want to stop it from crafting? You can do that with either .active = false or by setting crafting_progress = 0 which will reset the in-progress craft and require it to consume more items for the next craft.", "date": "2024-12-23T16:19:27+00:00", "quotes": [] }, { "author": "ownlyme", "content": "active = false; crafting_progress = 0 doesnt set the recipe to nil and doesn't allow inserters to insert a different fuel cell (the latter is critical) \nit does consume the input resource though, which is an interesting quirk i didn't expect", "date": "2024-12-23T16:25:35+00:00", "quotes": [] }, { "author": "curiosity", "content": "It's a furnace. Accepting every possible input at all times is its defining feature.", "date": "2024-12-23T20:15:18+00:00", "quotes": [ { "author": "ownlyme wrote: Mon Dec 23, 2024 4:25 pm", "content": "" } ] }, { "author": "ownlyme", "content": "another issue is that the furnace is only willing to accept a different ingredient when it finished crafting the current product and not already when the input inventory is empty (which is slightly suboptimal for a reactor) \n \nI also discovered an issue with inserters. they seem to be \"linked\" to an entity and even if that entity receives an \"no-automated-item-insertion\" and \"no-automated-item-removal\" flag after configuration changed, they still remain linked \nyou'll probably say this is not a bug or you can't be bothered to fix it, so i won't bother making a thread for that", "date": "2024-12-24T00:04:34+00:00", "quotes": [] } ]
15
2021-09-26T05:17:42-05:00
forum-topic-112709
112709
[1.1.104] Update failed: changelog-switch.txt has unexpected content
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=112709
Xoriun
I tried to update from 1.1.104 for 1.1.106 but got the message Update failed: Checking update packages failed: File D:/Factorio/Factorio normal/data/changelog-switch.txt has unexpected content Restarting the game doesn't change this. I added the logs of both game sessions and the mentioned file.
[ { "author": "", "content": "The file is missing the two latest entries, but chances are other files are incomplete or missing as well. \nYou could download the zip install and replace your file with that one.", "date": "2024-03-27T10:54:50+00:00", "quotes": [] }, { "author": "", "content": "This is suspicious, i managed to reproduce that exact issue by using standalone 1.1.100 that was updated using built in updater to 1.1.104, and at that point when i enabled experimental updates it failed to update to 1.1.106. By using fresh, standalone 1.1.104, enabling experimental updates it correctly updates to 1.1.106.", "date": "2024-03-27T16:26:05+00:00", "quotes": [] }, { "author": "", "content": "This should be fixed, the issue was that when I was making a set of \"fat\" update packages that were supposed to bring parity to all files to fix all of the updating trouble in the past, I seem to have thought that changelog-switch.txt is not included in the regular version. I have corrected this.", "date": "2024-03-27T18:03:42+00:00", "quotes": [] }, { "author": "f1rewall", "content": "Can you confirm this should be fixed? I just tried updating today from 106 to 107 and getting the same error: \n Error Util.cpp:86: File /opt/factorio/data/changelog-switch.txt has unexpected content", "date": "2024-04-19T16:57:14+00:00", "quotes": [ { "author": "Sanqui wrote: Wed Mar 27, 2024 6:03 pm", "content": "" } ] }, { "author": "", "content": "This is the headless version, correct? It should work now. Sorry for the trouble.", "date": "2024-04-20T11:25:30+00:00", "quotes": [ { "author": "f1rewall wrote: Fri Apr 19, 2024 4:57 pm", "content": "" } ] }, { "author": "f1rewall", "content": "Just tried again this morning and it still had an error, regarding a comma in the .json file. I was able to manually remove the comma's it was complaining about and got the update to work. Sharing the error snippet, but thank you for getting this done!! \n \n \nLocal player-data.json available, timestamp 1713803483\\n 0.594 Info PlayerData.cpp:83: Cloud player-data.json unavailable\\n 0.595 Factorio initialised\\n 0.595 Info Updater.cpp:280: Applying update /tmp/core-linux_headless64-1.1.106-1.1.107-update-fix2.zip\\n 0.596 Error Util.cpp:86: Error opening update package: JSON parser error in package metadata: Invalid comma before \\'}\\' at /tmp/core-linux_headless64-1.1.106-1.1.107-update-fix2.zip/info.json:29\\n 0.625 Goodbye\\n'", "date": "2024-04-22T17:30:20+00:00", "quotes": [ { "author": "Sanqui wrote: Sat Apr 20, 2024 11:25 am", "content": "" }, { "author": "f1rewall wrote: Fri Apr 19, 2024 4:57 pm", "content": "" } ] } ]
6
2024-03-27T04:58:23-05:00
forum-topic-122931
122931
[2.0.21] Cannot place ghost train on ghost rail
Won't fix.
https://forums.factorio.com/viewtopic.php?t=122931
sben
What did you do? Place rails ghosts. Try to place cargo wagon ghosts over them. What happened? Error: "Train ghosts must be built on rails" What did you expect to happen instead? It might be obvious to you, but do it anyway! Placing cargo wagon ghosts. Does it happen always, once, or sometimes? Always Note: this is not a duplicate. All error reports about this are from 2020 or older and marked as fixed. This is an issue again.
[ { "author": "Theragus", "content": "can confirm this behavior, although I would strongly guess this is just a limitation of the ghost trains and ghost rail system in general, as a workaround placing rails and trains in the same blueprint does work, however.", "date": "2024-11-29T11:58:03+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however we will not likely be doing anything about this. Ghost trains only function when build through blueprints or built on existing rails. Everything else about how they are programmed internally doesn't work with ghost rails.", "date": "2025-03-03T19:50:23+00:00", "quotes": [] } ]
2
2024-11-25T17:27:07-06:00
forum-topic-121376
121376
[kovarex] [2.0.17] Changing quality should not reset planet import
Duplicates
https://forums.factorio.com/viewtopic.php?t=121376
danbopes
When on a space platform, and you're choosing a planet to import, changing the quality of an item should not reset the planet of import. Steps to Reproduce: On a space platform add a request Choose Recycler From the planet dropdown, change from Fulgora => Nauvis Click Uncommon Quality Button Expected Behavior: The planet to remain Nauvis Actual Behavior: The planet resets back to Fulgora
[ { "author": "", "content": "Duplicate of 120354 .", "date": "2024-11-16T20:38:09+00:00", "quotes": [] }, { "author": "danbopes", "content": "You can just delete this or move to duplicates.", "date": "2024-11-17T17:55:37+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Nov 16, 2024 8:38 pm", "content": "" } ] } ]
2
2024-11-13T23:35:15-06:00
forum-topic-124719
124719
[2.0.27] Missing member in EntityPrototypeFlags
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=124719
BrainGamer_
Types/EntityPrototypeFlags is missing the "building-direction-16-way" member (used by rail signals / chain signals).
[ { "author": "", "content": "This was fixed at some point.", "date": "2025-03-14T17:38:31+00:00", "quotes": [] } ]
1
2024-12-18T22:10:22-06:00
forum-topic-126626
126626
[Rseding91] [2.0.33] reading the effect_description (a LocalisedString) returns unexpected data
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126626
Quezler
In my latest mod i have added support to pass in some nothing modifiers in the data stage and parse what they mean in the control stage, but this seems to cause problems when using the {"", glue function, here is an example: Code: Select all table.insert(data.raw["technology"]["automation-science-pack"].effects, { type = "nothing", icon = "__core__/graphics/icons/any-quality.png", effect_description = {"foobar", {"", "foo", "bar"}} }) Code: Select all script.on_event(defines.events.on_player_created, function(event) local player = game.get_player(event.player_index) --[[@as LuaPlayer]] player.gui.screen.add{ type = "label", name = "label", caption = {"foobar", {"", "foo", "bar"}}, } log(serpent.block(player.gui.screen["label"].caption)) log(serpent.block(prototypes.technology["automation-science-pack"].effects[2].effect_description)) end) Code: Select all 31.532 Script @__localised-string__/control.lua:8: { "foobar", { "", "foo", "bar" } } 31.532 Script @__localised-string__/control.lua:9: { "foobar", "" } Both effect_description on the nothing modifier and caption on the luagui are documented as LocalisedString, yet when given the same input data only the luagui returns the expected result (that being the full table used as the second argument), reading the effect description should return a nested {"", "foo", "bar"} instead of ""
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-02-06T19:05:48+00:00", "quotes": [] } ]
1
2025-02-06T09:02:22-06:00
forum-topic-27553
27553
[MOD 0.13] Progressive running
Mods
https://forums.factorio.com/viewtopic.php?t=27553
binbinhfr
Infos Type: Mod Name: Progressive running Description: Accelerate progressively when starting running : useful when your max speed is high due to exoskeletons and concrete, and you want to position precisely your character. Tested-With-Factorio-Version: 0.13.0 Multiplayer compatible: tested on a headless server... Locale: none Tags: running speed License: You are free to use and distribute this mod and also to modify it for personal use, but not to release a modified version without permission (unless visibly not maintained anymore). Portal download : https://mods.factorio.com/mods/binbinhf ... iveRunning logo.jpg (29.18 KiB) Viewed 14654 times NOTES TODO : as soon as I figure out how to retrieve character max speed, I will activate progressive running only when you have a boosted speed, and not if you have just the basic speed factor of 0.15. NOTE : if you uninstall the mod, you may keep a slow speed at the next map launch. to retrieve your usual speed, type this console command : Code: Select all /c game.player.character_running_speed_modifier = 0 Or better : disable the acceleration BEFORE uninstalling the mod with : Code: Select all /c remote.call( "progrun", "off" )
[ { "author": "sporefreak", "content": "Oh sweet! so happy to see thisHow long does it take to reach max speeds?", "date": "2016-06-29T15:41:38+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "while 1/2 second you stay at half speed, then in 1/2 second, you accelerate to full speed. \nbut you can configurate it in config.lua . \n \nI made it quite quick, because for me, it's just a way to position yourself precisely.", "date": "2016-06-29T15:49:59+00:00", "quotes": [ { "author": "sporefreak wrote:", "content": "" } ] }, { "author": "devilwarriors", "content": "Best mod ever", "date": "2016-06-29T19:12:29+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Thx !", "date": "2016-06-29T19:33:34+00:00", "quotes": [ { "author": "devilwarriors wrote:", "content": "" } ] }, { "author": "fullbanner", "content": "Very useful mod, it helps me a lot. Thanks", "date": "2016-06-29T20:31:49+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Yes I was needing it so much for a long time now, so when I saw that 0.13 API offers this possibility, I did it !", "date": "2016-06-29T22:32:20+00:00", "quotes": [ { "author": "fullbanner wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "1.0.6 - rework of the whole mod : \n\t\t- tests if exoskeleton or other modifiers are present, so now computes the correct normal walking speed. \n\t\t- starts walking even slower than normal speed (customisable in config.lua) \n\t\t- acceleration increases with max speed (also customisable in config.lua) \n\t\t- before uninstall, to recover normal speed, use \n\t\t /c remote.call( \"progrun\", \"off\" ) \n\t\t - to re-enable the mod, use \n\t\t /c remote.call( \"progrun\", \"on\" )", "date": "2016-07-26T18:00:52+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "I love this! I can actually move in my oil fields. Thanks. \n \nAny way to toggle it on/off? Sometimes, I need to run, NOW.", "date": "2016-09-11T17:54:22+00:00", "quotes": [] }, { "author": "Ratzap", "content": "If there is no exoskeleton and no modifiers, does it still start slower than normal? The one problem I had with this mod when I tried it was the early game it was slowing me down even though I'm already as slow as the game gets.", "date": "2016-09-11T18:21:30+00:00", "quotes": [ { "author": "binbinhfr wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "Please update. \nThe last version start walking at normal walking speed, not depending on the stuff you wear.", "date": "2016-09-12T15:37:27+00:00", "quotes": [ { "author": "Ratzap wrote:", "content": "" } ] }, { "author": "Ratzap", "content": "Cheers, will do.", "date": "2016-09-12T17:27:08+00:00", "quotes": [ { "author": "binbinhfr wrote:", "content": "" }, { "author": "Ratzap wrote:", "content": "" } ] }, { "author": "Jürgen Erhard", "content": "Doesn't play nice with Turtle Speed (not really surprising): if Turtle is on, it still speeds up. Would be nice if... well, if you could add this functionality? Turtle Speed mod, with toggle on F1 (default), toggles. \n \nI'm on Power Armor MK3 (mod) with sixteen 'skels, in case you're wondering.", "date": "2016-12-21T15:36:55+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "Hi Jürgen, \n \nI added a F1 hotkey to toggle acceleration on/off, so that you can stay at basic normal speed if you want. \n \nPlease update, try and tell me if it's ok for you.", "date": "2016-12-21T17:10:52+00:00", "quotes": [] }, { "author": "Sunnova", "content": "Yesterday all was fine, got the F1 hotkey message, very nice by the way! Today, got changes = nil on line 62.", "date": "2016-12-22T17:03:05+00:00", "quotes": [ { "author": "binbinhfr wrote:", "content": "" } ] }, { "author": "binbinhfr", "content": "sorry, stupid error, please update, should be working now.", "date": "2016-12-22T17:11:47+00:00", "quotes": [] }, { "author": "Sunnova", "content": "Thank you", "date": "2016-12-22T23:11:41+00:00", "quotes": [ { "author": "binbinhfr wrote:", "content": "" } ] }, { "author": "Arumba", "content": "Removing this mod from an existing save seems to ruin player movement...? \n \nWe had it, it was causing issues in multiplayer with the latency hiding feature, so we removed it, and now we run at normal speed with 5 legs, and like 0.2 speed with them removed... How do we remove this mod?", "date": "2016-12-23T17:04:57+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "please read the notes at the top of this post... all is explained", "date": "2016-12-23T18:24:11+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Jürgen Erhard", "content": "Marvelous! Thank you! (See, here, a thank you post )", "date": "2016-12-23T23:14:29+00:00", "quotes": [ { "author": "binbinhfr wrote:", "content": "" } ] } ]
19
2016-06-29T10:19:22-05:00
forum-topic-127557
127557
Circuit id count reuse
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127557
tiyike
The ID numbers assigned to each circuit network continue to increase. Is there any way to reuse circuit numbers that are no longer in use?
[ { "author": "Tertius", "content": "No, the numbers are gone forever.", "date": "2025-03-16T21:52:30+00:00", "quotes": [] } ]
1
2025-03-16T16:16:04-05:00
forum-topic-48867
48867
german visitors
Celebration Party
https://forums.factorio.com/viewtopic.php?t=48867
mowfax
Servus, ich würde mal gerne wissen wer so aus deutschen Landen anreist. Ein Freund und ich planen einen erweiterten Kurztrip vom 15.-18. Genaueres ergibt sich im Laufe der Woche. Ich werde mich zwar selbst noch schlau machen, aber hat jemand interessante Dinge die man sich so in Prag noch ansehen kann?
[ { "author": "", "content": "Wenn man noch nie in Prag war empfehle ich eine Stadtbesichtigung zu machen. Ich habe zum Beispiel mal eine gemacht, die ging den gazen Tag inklusive einfachem Mittagessen, Schiffsfahrt, Burgbesichtigung. Kann man auch kurzfristig buchen, einfach morgens bis, naja, 8:30 Uhr in der Stadtmitte bei den ganzen Touristeninfosdingern aufkreuzen. \nDie Burg sollte man mal gesehen haben. Rathaus. Brücke....", "date": "2017-05-30T22:24:27+00:00", "quotes": [] }, { "author": "nuhll", "content": "Würde schon gern kommen, aber da müsste ich noch Frau und Kind überzeugen...", "date": "2017-06-02T07:57:45+00:00", "quotes": [] }, { "author": "illmaren", "content": "Würde mich mal interessieren ob jemand von NRW nähe Düsseldorf dahin mim Auto fährt und ggf. en zweiten Fahrer braucht? Fahrkosten würden natürlich geteilt", "date": "2017-06-02T08:42:32+00:00", "quotes": [] }, { "author": "Henny", "content": "Wir (3 Leute) Fahren von Freitag bis Sonntag. Wir starten im Norden von Nrw und hätten noch einen Platz im Auto Frei.", "date": "2017-06-03T22:08:24+00:00", "quotes": [] } ]
4
2017-05-29T08:19:42-05:00
forum-topic-90090
90090
[Fixed] bad LTN output from inserters stuck with items - Page 2
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=90090&start=20
Optera
changed topic to fixed (as much as a mod can fix this without reprogramming inserter behavior)
[ { "author": "mrvn", "content": "Unfortunately the global option is far from satisfactory. \n \n1) If enabled then one can have trains with existing inventory and handle loading and unloading correctly. But multi-item stations then require locked slots because any items left in the inserters hand will be included as existing inventory on arriving trains. \n \n2) If disabled then any existing inventory will be unloaded at self correcting multi-item stations because the LTN combinator does not include them. \n \nEither choice breaks something. It would really be nicer if LTN could read the train content when the train arrives at the temporary stop or make the temporary stop without condition so the train never stops there. Have you tried that?", "date": "2023-04-15T10:12:44+00:00", "quotes": [] }, { "author": "Optera", "content": "Reading inventory before trains arrive at temp stops is way too much effort to fix this edge case. \n \nChanging temp stops to waypoints has trains overshoot the stop.", "date": "2023-04-15T19:20:07+00:00", "quotes": [] }, { "author": "salbris", "content": "I'm not sure exactly how any of this is programmed or what edge cases there are but wouldn't one simple fix to have an option to disable trains that enter a depot with some cargo? \n \nCurrently I'm am running into this issue every hour or so in my Space Ex K2 run and it's getting really exhausting. Seems to be caused by multi-item requesters but I'll find trains filled to the brim with stuff that was only requested in small amounts. Then it enters a depot sends me an error message and seconds later is being used for another route. If it stopped the train from leaving the depot that would fix my issue.", "date": "2023-11-04T19:29:12+00:00", "quotes": [] }, { "author": "mrvn", "content": "It's easy to add a combinator to the depot stops that disable the depot if the train has cargo remaining. You can also add a speaker to notify you of the problem. \n \nProblem then still is that you have to clean up the mess. Better than disabling trains with cargo at the depot is to simply unload them. At each depot also build a multi-item provider station with enough locked slots or a self correcting loader and unload any cargo from trains returning to the depot into the provider station. Trains at the depot wait for \"5 seconds of inactivity\" so while unloading they won't leave for the next delivery. \n \nThere are three common cases I've noticed why your trains would be returning to the depot with cargo: \n \n1) Your multi-item providers don't have locked slots or correct for left over items loaded into the next train. That causes the wrong items to be placed into the delivery. If the requester then unloads with filter inserters then the extra items aren't unloaded and go to the depot. \n \n2) You request more items than you can unload. The train then unloads as much as it can. If nothing then happens for a short while (200s I think) the train just leaves. You can turn that off in the map settings and have trains wait to be unloaded forever. \n \n3) You have horrible network congestion or deadlocks causing trains to take too long to deliver their cargo (or you have yellow inserters loading items with stacksize 1000 so it takes forever). The delivery then runs into a timeout and LTN simply sends another train without first checking what happened to the old train. This then causes common case #2. Imho this case is a bug in LTN. You can increase the delivery timeout but I think you can't disable it, it doesn't mention it in the tooltip. Default timeout is 10 minutes. \n \nAnd yes, I had perfectly fine deliveries take longer than 10 minutes to deliver items. This happens when you play with trains from the start where you only have burner (or yellow) inserters and no inserter bonuses.", "date": "2023-12-05T23:10:29+00:00", "quotes": [] } ]
4
2020-10-04T16:25:01-05:00
forum-topic-15314
15314
[MOD 0.12.x] Letters - generator
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=15314
yareczek
Hi, Some time ago I made Letters MOD. It was simple as hell but every one have different preferences in colour and shape of the letters. In order to make it less annoying I made generator for letters. This is simple program to cut table of letters ans symbols and crate all files needed for game. Screenshot: FLC.JPG (44.28 KiB) Viewed 21245 times Download: Program: Letter_Mod_generator.rar Letters_0.0.2 (2.22 MiB) Downloaded 1141 times Mod alone: Letters_0.0.2.zip (93.34 KiB) Downloaded 381 times Changelog: 29.08.2015 - Initial release for windows Hope you enjoy it Also what other kind of futures would you like to see?
[ { "author": "", "content": "Moved to special interrest.", "date": "2015-08-29T21:53:42+00:00", "quotes": [] }, { "author": "Peter34", "content": "The letters no longer alphabetize in the crafting display. This happens in both v0.0.2 and v0.0.1. Also, it seems as if some letters don't occur, such as capital B, although with the letters not alphabetized, it's possible that I've simply overlooked it. \n \nAs for the visibility in the interface, the style of the letters in 0.0.2 is a notable improvement over 0.0.1.", "date": "2015-09-07T14:22:35+00:00", "quotes": [] }, { "author": "yareczek", "content": "with that alphabetize is true, I don't know why its mismatched. \nAs for visibility, you can change font color and cut it again with generator. (But I have new idea now )", "date": "2015-09-07T20:53:59+00:00", "quotes": [] }, { "author": "Peter34", "content": "They show up fine on the \" T \" tech screen, where I choose my inventions. The first letter shown is capital A, then B, C, and so forth. But on the \" E \" inventory/crafting screen interface, they show up in semi-random order. Something scrambles them. It's a real bummer, in terms of the usefulness of this mod, so I hope you can figure out what causes the problem, or get others to help you figure it out.", "date": "2015-09-11T09:11:41+00:00", "quotes": [ { "author": "yareczek wrote:", "content": "" } ] }, { "author": "", "content": "I've fixed the sorting order in the mod per Peter34's request, more info here: https://forums.factorio.com/forum/vie ... 33&t=17915 \nAlso attached the new 0.0.3 here.", "date": "2015-11-20T12:36:16+00:00", "quotes": [] }, { "author": "Peter34", "content": "Incredibly awesome! Thanks!", "date": "2015-11-20T14:35:55+00:00", "quotes": [] }, { "author": "vlczero", "content": "Fixed for 0.13.0 \nJust a simple info.json fix did the trick.", "date": "2016-07-04T21:06:19+00:00", "quotes": [] } ]
7
2015-08-28T21:30:30-05:00
forum-topic-124466
124466
[2.0.25] startup settings appear as default when ingame
Minor issues
https://forums.factorio.com/viewtopic.php?t=124466
Quezler
When you're not on the main menu the startup settings are locked, but it would be nice if they could show a disabled state of the active reset button instead, and hovering the top right corner should not say each setting is at their default value.
[]
0
2024-12-15T01:57:31-06:00
forum-topic-85128
85128
Volume of 1 fluid unit
Off topic
https://forums.factorio.com/viewtopic.php?t=85128
Hyperbar00
Greetings everyone I was wondering how many liters 1 fluid unit is worth. The question may sound strange, I just like to make calculations and wanted to know. For convenience, one may consider that 1 unit = 1 L If we take in account the energy needed to heat 1 unit of water then 1 unit would be roughly 48 mL yet it would imply that a fluid tank could only hold 1,2 cubic meter of water. Has anyone any suggestion ?
[ { "author": "5thHorseman", "content": "Factorio is a game and therefore the units don't need to make sense so much as provide interesting gameplay. \n \nFluid volumes make as much physical sense as storing 50 cars in the trunk of another car. \n \nThe answer to \"What is the volume of 1 fluid unit?\" is \"1 fluid volume unit.\" The only other reasonable answer is \"Volume doesn't mean anything in this game.\" \n \n...which is actually probably the better answer, considering you can store 50 cars in the trunk of another car.", "date": "2020-05-21T04:45:44+00:00", "quotes": [] }, { "author": "darkfrei", "content": "1 unit of water will be vaporized into 1 unit of steam, so it's mass unit, not the volume.", "date": "2020-05-21T11:11:37+00:00", "quotes": [ { "author": "Hyperbar00 wrote: Wed May 20, 2020 7:50 pm", "content": "" } ] }, { "author": "Jap2.0", "content": "Interesting point.... That would mean that pipes and tanks have a certain weight limit that they can handle, which could (not really) explain the volume differences. That said, if that were the case it should probably be pressure of some form, not weight.", "date": "2020-05-25T03:52:32+00:00", "quotes": [ { "author": "darkfrei wrote: Thu May 21, 2020 11:11 am", "content": "" } ] }, { "author": "Hannu", "content": "Some mods use it as amount of substance. There will not be consistent answer without contradictions.", "date": "2020-05-28T10:38:39+00:00", "quotes": [ { "author": "darkfrei wrote: Thu May 21, 2020 11:11 am", "content": "" } ] }, { "author": "spike35540", "content": "Have you considered using the energy of steam at a specific temperature to find the volume? \n \nThe specific enthalpy ( h_g ) of the steam is used to calculate the stored energy. We'll use a full storage tank of 25k fluid units for saturated steam. The stored energy is given by: \n \n E = v ⋅ ρ ⋅ h_g \n \nwhere: \n \n E is the total stored energy, \n v is the volume of the tank, \n ρ is the density of the steam, \n h_g is the specific enthalpy of the steam. \n \nAccording to steam tables, the properties of steam at 165°C are: \n \nSaturation Pressure: Approximately 700 kPa \nSpecific Enthalpy of Saturated Steam ( h_g ): Approximately 2776 kJ/kg \nSpecific Volume of Saturated Steam ( v_g ): Approximately 0.272 m³/kg \n \nThe stored energy ( E ) is related to the mass ( m ) and specific enthalpy ( h_g ) by: \n \n E = m × h_g \n \n​Rearranging to solve for mass: \n \n m = E / h_g = 750,000kJ / 2776kJ/kg ≈ 270.2kg \n \nThe volume ( v ) is the product of mass ( m ) and specific volume ( v_g ): \n \n v = m × v_g = 270.2kg × 0.272m³/kg ≈ 73.5m³ ≈ 73,500L \n \nNow we know the capacity of a storage tank. To get the volume of a single fluid unit, divide the storage tank volume by its maximum fluid units: \n \n 73,500L / 25,000 fluid units = 2.94 liters / fluid unit . \n \nLet's round up and say that a unit of fluid in Factorio is about 3 liters.", "date": "2024-11-28T01:21:00+00:00", "quotes": [] }, { "author": "Lighthouse", "content": "How about this one: \n \nOne rocket has a capacity of 1 ton = 1.000kg. \n \n200 Empty Barrels = 1 ton. -> 1 Empty Barrel = 5 kg. \n \n100 Water Barrels = 1 ton. -> 1 Water Barrel = 10 kg. \n \nDifference between \"barrel is empty\" and \"barrel is filled with water\" is 5 kg. \n \nOne Barrel is filled with 50 water units. -> 50 water units = 5 kg -> 1 water unit = 0.1kg = 0.1 Liters.", "date": "2024-12-11T20:40:24+00:00", "quotes": [] } ]
6
2020-05-20T14:50:37-05:00
forum-topic-95645
95645
[1.1.19] Desync MP SE game
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=95645
lupinehorror
all, have many hours on this save since last game or mod update (last week sometime). i was the only one on the server and was simply putting empty buckets into a chest while using a jetpack. desync happened twice in a row. mods are mostly Space Exploration or QoL: aai-containers aai-industry aai-signal-transmission alien-biomes alien-biomes-hr-terrain bobinserters far-reach FNEI grappling-gun helmod informatron jetpack miniloader ModuleInserter Noxys_StackSizeMultiplier qol_research Quicksearch robot_attrition space-exploration space-exploration-graphics space-exploration-hr-graphics space-exploration-postprocess Squeak Through Warehousing link to desync report: https://drive.google.com/file/d/16TikR3 ... sp=sharing link to mods folder: https://drive.google.com/file/d/1FtYM2K ... sp=sharing cheers.
[ { "author": "lupinehorror", "content": "the server has been restarted. same desync within a minute of me logging in. every time. \nlog attached if it is of any help", "date": "2021-02-04T06:33:35+00:00", "quotes": [] }, { "author": "lupinehorror", "content": "tried a fresh install (zip) and downloaded all mods fresh from a server sync. \ndesyncs even when to actions are undertaken. other players on the server (obviously with the same mods) are unaffected.", "date": "2021-02-04T16:02:55+00:00", "quotes": [] } ]
2
2021-02-03T13:13:30-06:00
forum-topic-116438
116438
[2.0.7] Crash right after first achievement on macOS
Pending
https://forums.factorio.com/viewtopic.php?t=116438
aclysma
I and another macOS user had a crash after the first achievement we earned. Mine was the achievement for steam power. Not sure what theirs was. I was able to load from an auto-save and did not crash. I played through most of today and did not hit any other crash.
[ { "author": "", "content": "Post the log, see 3638", "date": "2024-10-22T00:26:50+00:00", "quotes": [] }, { "author": "aclysma", "content": "If it happens again I'll post a log, but the two logs I see look much more recent than this crash and likely aren't helpful. \n \nBTW to be clear, this wasn't multiplayer. It's just I and another person in discord reported this happening about the same time since lots of people independently started playing 2.0 at the same time.", "date": "2024-10-24T01:04:24+00:00", "quotes": [] }, { "author": "", "content": "There is a known issue with the game freezing or crashing after you get an achievement. It only happens if you are playing on Steam and the game has restarted (e.g. due to a changed mod configuration). We have gotten in touch with Valve and they confirmed this is a problem on their side and they are rolling out a fix to their beta Steam client with the full release expected within the next two weeks.", "date": "2024-10-24T08:31:07+00:00", "quotes": [] } ]
3
2024-10-21T19:25:22-05:00
forum-topic-126691
126691
Sending (fake) cargo-pod by script
Modding help
https://forums.factorio.com/viewtopic.php?t=126691
y.petremann
I have two cargo pod owned by the same force "merchants", one is on nauvis (storage.merchants.nauvis.surface.player), the other is in orbit of nauvis (storage.merchants.nauvis.orbit) I would like to launch a cargo-pod from orbit to surface with animations and everything For now I tried : Code: Select all local pod=storage.market.nauvis.orbit.create_cargo_pod() pod.cargo_pod_destination={type=defines.cargo_destination.surface, surface="nauvis" } The cargo pod instantly disapear, I need the animation and optionnaly to trigger something when the cargo arrive at destination (I don't mind to have a real inventory transfer)
[ { "author": "s6x", "content": "Is storage.market.nauvis.orbit a space platform hub? \n \nI typed the following while in Nauvis orbit:\n Code: Select all /c HUB = game.player.surface.find_entities_filtered({name=\"space-platform-hub\"}) POD = HUB[1].create_cargo_pod() game.print(POD) POD.cargo_pod_destination = {type=defines.cargo_destination.surface, surface=\"nauvis\"} \n\nA cargo pod popped out (and its information printed to the console) and landed on the planet as expected. \n \nEdit: Just to confirm that it wasn't doing some default thing, I changed \"nauvis\" to \"fulgora\" and the pod did indeed land on Fulgora directly from Nauvis orbit.", "date": "2025-02-10T23:15:18+00:00", "quotes": [] } ]
1
2025-02-08T10:55:25-06:00
forum-topic-99307
99307
Icons in the shortcut bar: PLEASE allow larger icons
Already exists
https://forums.factorio.com/viewtopic.php?t=99307
Honktown
The icons are 16x16 in a 40x40 size pixel box. I want to make an icon take up 32, if not the whole 40. Can't. 256/1600 means only 16% of the available area can be used to show a graphic. That's a *lot* of dead space that could be better used, on an already small graphic. debug info of shortcut buttons: shortcuts.jpg (149.6 KiB) Viewed 1659 times
[ { "author": "Honktown", "content": "I found out I can! So I made a mod for it (Larger Shortcut Icons)! This request can be moved to a graveyard.", "date": "2023-03-18T10:04:50+00:00", "quotes": [] } ]
1
2021-07-17T18:04:24-05:00
forum-topic-67775
67775
[0.17.13] Click inconsisntencies on tool palette
Not a bug
https://forums.factorio.com/viewtopic.php?t=67775
Gummiente27
I'm talking about this: The behaviour of the tools right to the inventory shortcuts in relation to clicking differs from the behaviour of the inventory shortcuts. The inventory items snap onto your mouse with mouse-key-down and make no sound while doing so. The tool bar on the right makes a sound with mouse-key-down, but does put the item on the cursor on mouse-key-up and only, if the mouse is still on the same button. This creates an inconsistencyfeel - the sound does not indicate the thing is on the cursor now, aka work has been done. And it differs from the behaviour of the invnetory next to it. I had the problem already - I heard the sound and thought "its on the cursor", but i di not released the mouse button fast enough and in the end it was not on the cursor. I think the tools should snap to the cursor/act with mouse-key-down instead of mouse-key-up.
[ { "author": "th0", "content": "I also noticed this and I agree it's annoying, especially because you hear the clicking sound anyway.", "date": "2019-03-16T12:22:58+00:00", "quotes": [] }, { "author": "", "content": "Well, the sound isn't a notification of getting an item, but of really pressing the button. \n \nWe might add sound for getting an item into cursor later on (or even make variants of it for different kind of items).", "date": "2019-03-16T13:25:58+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "Its not just about the sound, it also acts different to the normal inventory next to it. \n \nThe sound is just something which doesn't help with the inconsistency, but makes it worse.", "date": "2019-03-18T20:14:59+00:00", "quotes": [ { "author": "kovarex wrote: Sat Mar 16, 2019 1:25 pm", "content": "" } ] }, { "author": "joshinils", "content": "im afraid i too found this via the search because i apparently can move my mouie quick enough that after clicking the deconstruction planner to hear a sound but not get a decon-planner. \ni know overall this is consistent with buttons that make this clik-ondown sound, like the menu buttons, but i think for gameplay buttons it should work a little different from menu-buttons.", "date": "2019-07-07T22:18:16+00:00", "quotes": [] } ]
4
2019-03-15T13:48:03-05:00
forum-topic-81465
81465
Allow disabling of power pole auto-connect in clipboard and blueprints
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=81465
Squelch
TL;DR Provide a setting or keybinding to prevent auto-connection of power poles when pasting from clipboard, or blueprints. What ? Use the same behaviour that the map editor clone tool uses. This could default to the current behaviour of auto-connect, but allow players to choose whether it is disabled. Previous queries and mentions concerning this behaviour: Place power poles without wires? [0.17.79] Overlapping electric networks can cause increased power draw - Reproduction steps provided by myself. Option: disable auto-connect for a power pole - Similar request, but power pole specific. an idea for fixing auto-connecting power-pole problems - Similar, but has several suggestions in one, and does not follow the template so probably overlooked. power and blueprints workaround - doesn't seem to get the message across. Toggle autoconnection and power suply of power poles - Old suggestion that pretty much mirrors this one except for the mention of clones. [urll= viewtopic.php?f=11&t=27456 ][0.14] [kovarex] Power Switch blueprint doesn't remember power line positions[/url] - Old bug report, turned feature request made prior to current blueprint handling. About Cables and Wires / Make Wires Free / Power Poles Contain Cables - The granddaddy thread that this suggestion will probably end up in. Probably many others that will need searching out ... Why ? When pasting from clipboard, or placing blueprints, auto-connect is active and invariably causes carefully laid out power networks to make undesirable connections. Players then have to rework the network to regain the original functionality. I was under the impression that this behaviour was immutable, but a recent discovery in a bug report would indicate that this entirely possible. The map editor clone tool does not have auto-connect active, so makes a true and exact copy of the original power entities and connections. This is exactly the behaviour I would desire in the main game. This behaviour has always been a hot topic, but with the recently improved UI for copy/paste and blueprint handling, combined with the map editor behaviour makes this fresh request salient though not unique.
[ { "author": "", "content": "This points also to the thing, that you can choose how a bp should be printed only, if it is a bp, and not in clipboard. \n \nFor completeness \n \n coloured power poles \n network masks \n Option to Lock Power Poles Against Auto-connection", "date": "2020-11-26T05:48:43+00:00", "quotes": [] }, { "author": "Squelch", "content": "Thanks for the link-backs. \n \nI had intended to add them this morning, but you beat me to it. It would seem that you also predicted the gap between BPs and clipboard and the need for a control too from your comment .", "date": "2020-11-26T09:36:27+00:00", "quotes": [ { "author": "ssilk wrote: Thu Nov 26, 2020 5:48 am", "content": "" } ] } ]
2
2020-02-20T04:00:31-06:00
forum-topic-125459
125459
Landfill for Fulgora and Vulcanus should be in vanilla
Balancing
https://forums.factorio.com/viewtopic.php?t=125459
Green Cat
I wrote vanilla because mods exist that do that. Force build over water was a much needed implementation because people want to automate things via blueprints and often need to get interupted because water was in the way. And let me not even start with how long it takes until you craft landfill and the bots cover the water, and then finally can continue The ideea of fulgora and vulcanus needing to be insland like is to forced. Even if it cost 20k of local sience pack, local landfill should be a thing because factorio is about automation and in both case we need to constantly work around like we play some kind of puzzle. When no, after a while we had enough of playing this puzzle. There is the achivement, size dosen't matter so, as an exemple, just like how the initial researches aren't real research but something you must "manually do" to unlock said research, why can we unlock vulcanus landfill if we kill a big demolisher? Once we are at the stage to kill one like that easily, I failt to undertstand what else is dangerous in Vulcanus that we need to play around with puzzle due to lava. I don't know an equivalent for Fulgora. If it was not for the legendary being locked behind Aquilo I would have suggested crafting a Legendary quality modul 3 but whatever. Also, no it's not OP or otherwise since you still need to craft everything. It's pure quality of life to not needing to waste time fitting everything like a puzzle, or simple massacrating all the demolishers to have some space here and there. And no, the Foundation you get in Aquilo is not a solution, because: - You need to be end game to afford crafting that - And of course, you need a massive amount so... when you are in a stage where you can craft a massive amout of foundation, exactly what factorio are you missing? Yep, nothing. It's like in some games, where once you did 100% you get a super powerfull equipment, except you have done already everything and you wished you had that equipment ages ago. The foundation will only be needed in filling in some spots, like on fulgora to connect insland. Otherwise? nothing really. In vulcanus you can easily kill other demolisher via railgun, and that's unless you don't bother setting up tens of turrents that can kill demolisher way before. But, you won't rebuild your whole factory on vulcano Yep, that's the ideea. The landfill are needed exactly because you want space and not fill in holes everywhere you have a blueprint with perfectly allined roboports and electric poles? well, you can use them, but then go hunt for everystop that isen't covered. Fulgora the same. You build on a large island, but it's like an L or U? well enjoy your bots getting killed as they move around, unless of course, you separete the logistic, and then create request chest and more to move things in between
[ { "author": "Hares", "content": "This is another part of a challenge, work in limited resources and find a better spot if needed. The foundation is for megabasers who need having no limits, and no-foundation (and no-cliff explosives if you visit Fulgora 1st like I did) is for the engineers. Having to squeeze miners (normal miners!) accumulators, and train station for 4 cargo wagons on the tiniest islands was hell of a quest but I loved it. Lava is more annoying than problematic.", "date": "2025-01-06T15:19:39+00:00", "quotes": [] }, { "author": "Biometrix", "content": "Vulcanus \"Island like?\" Cliffs exist but can be nullified with 500 Metallurgic Science pack. \n \nIf you're talking about actual \"islands\" surrounded by lava, then don't build there, or use Elevated Rails. Problem solved.", "date": "2025-02-17T04:15:29+00:00", "quotes": [] }, { "author": "fencingsquirrel", "content": "The thing about fulgora is it has no enemies. So you can wander around as much as you like, find the perfect island, and reset your spawn by building the cargo landing pad. It only takes a few minutes to find a spacious island with nearby ruins that are accessible with just elevated rails, if you really feel the need to do so. it's not really intuitive that you should do this, though, since no other planet is really like that.", "date": "2025-02-18T11:10:17+00:00", "quotes": [] } ]
3
2025-01-01T16:37:54-06:00
forum-topic-116367
116367
[raiguard][2.0.7] Importing large strings is broken on Linux
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116367
PALKOVNIK
Steps to reproduce: - grab the KoS book from https://drive.google.com/drive/folders/ ... MjGkoRkOAg - try to import it in game Result: - nothing happens at all Breaking down the string into smaller chunks allows me to paste the chunks one by one in the import window in game, but import still fails in the end with error saying "decompression failed".
[ { "author": "", "content": "Please try switching to Wayland in the graphics settings.", "date": "2024-10-21T22:07:48+00:00", "quotes": [] }, { "author": "", "content": "A bit of background on this: \n \nThis is a known issue. In the past, we worked around this by implementing custom X11 clipboard code. However, for 2.0, I have removed our dependency on X11 and switched to using SDL's clipboard functions. SDL2 does not support the mechanism required to transfer large clipboard contents on X11, but this has been fixed for SDL3. \n \nIn other words, the only way to fix it is to switch to Wayland, or wait for us to update to SDL3 at some unknown point in the future. \n \nI'm sorry!", "date": "2024-10-21T23:17:17+00:00", "quotes": [] }, { "author": "PALKOVNIK", "content": "I can't switch to wayland :/ To be frank I'm quite sad you are using SDL, it sucks enormously", "date": "2024-10-22T01:23:43+00:00", "quotes": [] }, { "author": "", "content": "SDL is far better than what we were using before. \n \nIn any case, I just ran into this when I was copying a not-even-that-large blueprint for a different bug report (I run the game under xwayland while debugging for a few reasons) so I'll look into seeing how difficult it would be to backport the fix from SDL3 into SDL2.", "date": "2024-10-22T20:07:36+00:00", "quotes": [] }, { "author": "credomane", "content": "Same. Wayland is still a pain to use when you just want everything to work. I'm super excited for the changes that frog-protocols has already kicked up in wayland so hopefully that will start changing in the next couple years. That and Nvidia quit being difficult too. \n \n \nI remember reading the FFF that talked about X11/wayland where this breakage was mentioned. Reasoning being to massively reduce dependencies (a good thing!) but I was hopeful something would have been put in place to resolve that by release. \n \nWould it be possible to have the ability to open a file dialog window to open a txt file with the blueprint string in it instead? Just make the factorio client process the file like it was actually a normal clipboard import so it doesn't break the lock-step/syncronization in multiplayer? Probably not, since SDL2 doesn't have native file dialogs....but SDL3 does. lol. Hopefully a port to SDL3 isn't prohibitively difficult and will happen at some point. \n \nWould it at least be possible to detect the BP string was incomplete/corrupt and that you are on Linux running X11 then provide feedback of some sort instead of silently failing?", "date": "2024-10-22T20:11:32+00:00", "quotes": [] }, { "author": "", "content": "I've been running wayland for years, but I have an AMD GPU. Sometimes I forget that wayland is still a PITA for those with NVIDIA cards. \n \n \n\nI had intended on adding the capability to SDL2, but the changes were too invasive so it was put into SDL3. SDL2 is in \"maintenance mode\". \n \n\nYeah, SDL3 will have convenient open-file dialogs, but that is SDL3, not SDL2. And upgrading to SDL3 will be a pretty involved process., \n \n\nUnfortunately not. When you try to paste a large blueprint, the game receives nothing because X11 tries to send it over INCR, but the game doesn't support it so it doesn't see anything. \n \n \nThere are two paths forward: either I try to backport the SDL3 fix into SDL2, or I re-introduce our custom clipboard code and try to figure out how to link against X11 at runtime (to avoid requiring X11 to be installed for the game to run at all). Both solutions sound like royal pains. I promise I will look into it, but it may take a little while.", "date": "2024-10-22T20:17:55+00:00", "quotes": [ { "author": "credomane wrote: Tue Oct 22, 2024 8:11 pm", "content": "" }, { "author": "credomane wrote: Tue Oct 22, 2024 8:11 pm", "content": "" }, { "author": "credomane wrote: Tue Oct 22, 2024 8:11 pm", "content": "" }, { "author": "credomane wrote: Tue Oct 22, 2024 8:11 pm", "content": "" } ] }, { "author": "credomane", "content": "If it isn't possible then it isn't possible. Just sucks is all. \n \nYeah my next GPU is definitely gonna be team AMD just because of the headaches with nvidia and linux.", "date": "2024-10-22T20:21:48+00:00", "quotes": [] }, { "author": "Nebulorum", "content": "This worked for me. I assumed because I was using Wayland the game would be in Wayland. After changing the setting and restarting Factorio it works perfectly. Being new to desktop Linux still struggling with these things. Thank a lot for this post.", "date": "2024-11-13T09:27:28+00:00", "quotes": [] }, { "author": "steveyh25", "content": "Sorry for bumping the post but I have this issue also and I can't use wayland because issues with nvidia gpu. Is there not an \"easier\" way of fixing this by just allowing us to enter a path to the file containing the blueprint string? then it can just be read from disk directly instead of via clipboard \n \nI have a 6million character blueprint that I'm trying to import", "date": "2024-11-18T00:00:24+00:00", "quotes": [ { "author": "raiguard wrote: Tue Oct 22, 2024 8:17 pm", "content": "" } ] }, { "author": "Dadoo", "content": "It's a line length thing. Use: \n \nxclip -selection clipboard -o | fold -80 > blueprint \n \nThen, open \"blueprint\" in a GUI text editor, select all, copy to clipboard, go to Factorio, paste. \n \nI haven't tried it with a 6M blueprint, but it works with a 650K blueprint.", "date": "2024-11-20T09:23:24+00:00", "quotes": [] }, { "author": "morsk", "content": "I once helped someone edit blueprint text into Lua inside of a map, and load the map to get the blueprint. It is very silly but if there is no other way you can try this. Any other solution would be better if you can find one! \n \n https://www.reddit.com/r/factorio/comme ... blueprint/", "date": "2024-11-21T17:21:28+00:00", "quotes": [] }, { "author": "", "content": "The next version will add the ability to drag-and-drop a blueprint file into the game window to import it. On X11, it will also work with raw blueprint text. The clipboard will still not work for large strings on X11, but drag-and-drop will provide an alternative method that doesn't require Wayland. \n \nIn the future, I would like to upgrade to SDL3, where this will finally be fixed once and for all.", "date": "2024-12-09T20:53:45+00:00", "quotes": [] } ]
12
2024-10-21T14:43:54-05:00
forum-topic-114011
114011
8x8 Belt Balancer (76-tile footprint)
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=114011
GreyFoxx
Hello! Here's a small-footprint 8x8 (8-input, 8-output) belt balancer design I just threw together! 8 inputs (fully balanced) 8 outputs (fully balanced) Unlimited throughput All belt types Low footprint (76 tiles: 8x9 + 2x2) (Passed cursory brute-force testing of input and output balancing and throughputs. Theoretically optimal, more testing may be required to verify this. Please let me know if you find any issues.) 0eNqdmEtu2zAQhq9CcJWgTiE+JFHatYt2021XbVD4wSQEZEqQqNSGYaBn6dF6klJSEDsxKZOzk2Xy4895ccQDXlW9bFqlDS4PeCO7dasao2qNS4zQvz9/EUICKd30pkM3D31V7dFqWS31Wm5uf+rTkLo3V8Z815XaKiM3yDy1df/4ZMef/v1UVWglK4PMvpHd6f23+jd6qGszakQ3eYaMqmRXIrEr0AdEd/QWL7Ba17rD5Y8D7tSjXlbDZgaQ3YVdcWtH6OV2+NU1lTJGtvhoJ+mN3OGSHBeQadQ57Vm1prdvTjPHEXfibCYDz+TH+wWW2iij5LTd8cf+l+63K6uuJK+zezujfbR21pu7wa6W29Sdmlx7wBZ2R1j2MV3gvX3k9sku8yJl8iUeZL7j0zh+GstnlxZ3cYsXKrdUB4W/Uky71F1TtybEBumocaNauZ6GcAc7hbH5e3bmYGcx7PwN20HLY2ip3woupSLMT1cUFmEUNk8hSVxQitetsrCgJAS6AL2wZchyNMZxxZvduHAMhqMeHDC52HtTUBc8hdYveu7K8bhymhaYYWHi8zjxuVv8TGCIuAV4dKAX0AVmAt3rDJrACpQnzimBnk1hsUOj0pJelctgOE9aUh63exYbGzTq4GMzkeGCR+Xlqb6SIHgOLd/JRdoHhImAlVsS0nzQAgZPQuoXS8KO4+xMsQtDYDU2yJeMhmnMzzbuwkQlH/drdNqRxzVHPo0prED43JLBcD51Oawc+NQJaPmaydGZz4wCVG+GjLrufw7tR4engIOIE1ARCBQPaz5H6S4cA3WLo1YXDtZ8etWloFLlVZcBG8BQx+egquWVC20nQ+UWoP7OJzeFtYs+36cEVA8vs8h1TKWwXtGrlYGKbaBWaOcYGAZpGnYcihdq7rFBBitMPlweddM01BInRsAKkk9VEdXe+FRlgZ0cn1eTEVjG+XA0qi/ybg724eRVxaMuoSZV94vpfrg8uz5f4GppZdh3YifQ5+n+u0U3qz362sr9l3q3G26qn2XbTaevIDwvaC6yImEJPx7/A0Shkm4= Copy blueprint 8BeltBalancer.png (667.69 KiB) Viewed 6177 times
[ { "author": "Yodo", "content": "Nice! The topology checks out for a balancer, and it has the same area (76 tiles) as the one in Raynquist's balancer book (you can easily move the two outer splitters one tile down). Unfortunately, with the two undergrounds sticking out yours is one tile longer. (I mention this mainly because I first thought yours was smaller.) \n \nAlso you say the balancer has \"unlimited throughput\", but this is only when all the inputs and outputs are being used, so it is not throughput unlimited (TU). A splitter network is TU when it does not limit throughput for any combination of input and output belts. For that an 8-8 balancer needs at least 12+(12-4)=20 splitters.", "date": "2024-12-16T13:49:49+00:00", "quotes": [] } ]
1
2024-06-24T15:51:10-05:00
forum-topic-126555
126555
Stacking Loaders
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126555
adam_bise
Stacking loaders would be great for testing.
[ { "author": "Muche", "content": "It seems there are mods that could do that (haven't tried them): \n lyra_loaders_can_stack , lyra_loaders_can_stack_forked_x8_stack , loader-lane-filter-stacks , loaders-modernized .", "date": "2025-02-03T03:05:26+00:00", "quotes": [] } ]
1
2025-02-02T20:23:24-06:00
forum-topic-118642
118642
[Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Not a bug
https://forums.factorio.com/viewtopic.php?t=118642
hopefuldecay
Building ghosts cannot be placed on Aquilo on top of Ammoniacal ocean tiles, Brash ice, or Smooth Ice using force-build (shift) or super-force-build(ctrl+shift). (The tiles that require ice+concrete for buildings.) This is extra annoying since two types of tiles are required on this planet, so it would be one of the obvious use cases for the ghost-on-water functionality. Expectation : Ice, concrete and the building should be placed as ghosts. Result : No ice, concrete or building ghosts are placed, only chest ghosts (entities which don't require both concrete and ice?) If the ice and concrete ghosts are placed manually, then the building ghost can be placed as normal. Even if unlocked, foundation tile ghosts are also not placed. 465465654.png (162.73 KiB) Viewed 1838 times If ghost ice tiles are placed, then concrete and the building are added as expected. How to reproduce : Try to place any building ghost on any of the tiles mentioned without first manually placing ice platform.
[ { "author": "hopefuldecay", "content": "Further information, while messing around with other things in the editor, I realized that this issue seems savefile dependant! Attached are two saves, in one of them it works as expected, but it's broken in the other. The savefiles both have the same technologies researched (from the editor) \nThere are other unrelated entities in the nauvis surface as I was testing other things, please ignore.\n \n \n \n ShareX_STjRqMJZrd.png (28.96 KiB) Viewed 1800 times \n \n \n \n \n \n ShareX_UDhoscgy4P.png (90.79 KiB) Viewed 1800 times", "date": "2024-10-30T22:29:55+00:00", "quotes": [] }, { "author": "", "content": "Thank you for the report. The behavior you observed is not a bug. Since there is multiple options of covers for ice platform (concrete, refined concrete, hazzard concrete, ...) the system cannot deduce by default which tile to autofill by default (this explaines your first observed behavior). \n \nTo mitigate this issue, the game substitutes the last used cover tile as a proxy for default tile cover for the covered tile (per surface per force). EG after you use concrete as a cover for ice platform, concrete will be treated as a default cover for ice platform (until you use different cover). This information is saved, which explains your second observation. \n \nexample video (as shown, ghosts counts as a cover)\n \n \n factorio-run_rIONF8T2G3.mp4 \n (2.94 MiB) Downloaded 49 times", "date": "2024-10-31T10:22:17+00:00", "quotes": [] }, { "author": "Xellnix", "content": "this cant be \"not a bug\" this is highly annoying for blueprints: \nthats the issue:\n \n \n \n ice natural.PNG (1.21 MiB) Viewed 1568 times \n \n \n \n \n \n blueprint.PNG (513.62 KiB) Viewed 1568 times \n \n \nthats my bp to build, both ice and concrete is listed \n \n \n \n building.PNG (1.13 MiB) Viewed 1568 times \n \n \nbut it gets stuck \n \n \n \n ground.PNG (702.5 KiB) Viewed 1568 times \n \n \nthis is the ground after placing down the blueprint \n \n \n \n failed.PNG (364.55 KiB) Viewed 1568 times \n \n \nthese tiles arnt done right \n \n \n \n icep.PNG (395.81 KiB) Viewed 1568 times \n \n \ni cant place down ice platforms, so these tiles ARE ice platforms but even if i place down the bp again, the concrete isnt added \n \n \n \n concrete.PNG (361.12 KiB) Viewed 1568 times \n \n \nthat is the view if i wanted to place down concrete, if i do, the tiles get filled and i can build \n \nif i try the same with a \"double layered\" platform+concrete blueprint it doesnt \n \nif i remove the ice platform and concrete from the main blueprint and just force down the entitys it works like a charm \n \nso why does the system decide which ground to put down if i just force a building down, but cant do it if i force down a building + ground tiles?", "date": "2024-11-15T11:59:16+00:00", "quotes": [] }, { "author": "Player117427", "content": "I've encounterd this too yesterday. \n \nMy first arrival on Aquillo i was like \"lets see what to do on this planet\" and didn't read or saw anyting before. \n \nI tried to build a Building on Aquillo and was greated with an Error \"You can't build on this tile\" \nI was like \"Ok, then I will press SHIFT does this work. No, ok then SHIFT+CTRL. No, ok then I cant build here then and need the Foundation like on Vulcanus and Fulgora\" \n \nand after 7 hours (after landing) I was like \"Hmmm... how do i get Lithium, I have not enough for Foundations\" and tried to pump the Lithium Liquid into a Train (because it was possible to build Rails on these tiles at this moment) and did not succeed in any way of achieving to pump it in a Wagon \n \nIt was then at this moment I realized something is wrong, everything else worked until now \n \nThen I've looked at the \"Tipps And Tricks\" section for Aquillo and read i have to use Concrete and nothing else was mentioned about any other tile-placing object/material like the other forms of concrete likewise i didn't know if the other variants worked (which variants weren't the important part of this anyway) \n \nEverything up to now is/was obvious without any external Information. \n \nWhat can I say after 7 hours (after landing) of missing infos, my packaging skills are now better then before and i need to redesign my base now (which wasnt big anyway because I tried to Tetris everything) \n \nOn Vulcanus and Fulgora is the Error message \"You need Foundations to build here\" or someting like that. \nI cannot remember this message either I just heard the Sound and I was like \"Ah Ok not buildable here\" or it was forgotten by time because my save is 140h long and i've another save with other people which are also very long already but not on Aquillo. \nSometimes I didn't get any messages, only Sound and Visuals. \n \nMaybe it is a possible solution to use concrete anyway at least (because any other needs concrete anyway) or have a setting \"defaultGroundTile\" and/or \"forceGroundTiles\" \n \nI mean I could have easyly avoided this by reading the tipps and tricks but after playing Factorio after 800 hours and beeing locked in my normal gaming behaviour and trying to not get \"spoiled\" lead to this. \n \nThis is my Opinion about this. \nHave Fun and success. \nThe Factory must grow!!", "date": "2025-01-05T11:49:18+00:00", "quotes": [] }, { "author": "Hares", "content": "Hi, Lou. \nI encountered this bug after I used paving which can be seen on the screenshot - it even automatically uses refined concrete here, but not for the ice platform.\n \n \n \n 02-17-2025, 23-50-22.png (938.2 KiB) Viewed 562 times \n \n \n\nFull recording and save files attached.\n Click to expand the recording", "date": "2025-02-17T20:55:34+00:00", "quotes": [ { "author": "Lou wrote: Thu Oct 31, 2024 10:22 am", "content": "" } ] }, { "author": "", "content": "The non-default covers are saved per-tile. In the \"not-works\" save, you paved over (some) natural ice, but not over ice-platfrom, that's why the autofill failed", "date": "2025-02-28T15:57:55+00:00", "quotes": [ { "author": "Hares wrote: Mon Feb 17, 2025 8:55 pm", "content": "" } ] }, { "author": "", "content": "I could not replicate the described behaviour, could you please send a save where you observed it? From what I see it could be nothing or a separate issue entirely.", "date": "2025-02-28T15:59:53+00:00", "quotes": [ { "author": "Xellnix wrote: Fri Nov 15, 2024 11:59 am", "content": "" } ] }, { "author": "", "content": "Yeah, communication of this to player is lacking now. When it comes to non-default covers, I will add a tip and trick, but as you yourself is an example, lot of people will not see it in there. \n \nThe floating text messages (while correct) do not explain the situation as well as in other situations, I will consider some solutions to it. \n \n\nnot sure if setting one specific default would not communicate the wrong message (that you need only that one specific tile).", "date": "2025-02-28T16:06:40+00:00", "quotes": [ { "author": "Player117427 wrote: Sun Jan 05, 2025 11:49 am", "content": "" }, { "author": "Player117427 wrote: Sun Jan 05, 2025 11:49 am", "content": "" } ] }, { "author": "", "content": "that message appears when trying to landfill (or build other tile) on top of lava or oil-ocean tiles. Which correctly appears over ammoniacal ocean stearing the player towards ice-platform, but does not help with the cover unintuitivity.", "date": "2025-03-03T10:59:05+00:00", "quotes": [ { "author": "Player117427 wrote: Sun Jan 05, 2025 11:49 am", "content": "" } ] } ]
9
2024-10-30T13:04:50-05:00
forum-topic-126158
126158
tiny bootstrap factory: rocket silo
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=126158
__init__
Self contained, thus no need for intermediate products on a main bus Compact, thus requires less material for logistics and defence walls Requires only basic building materials, thus a less complex mall With Assembler 2: 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Copy blueprint With Assembler 3: 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 Copy blueprint
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0
2025-01-20T06:21:11-06:00
forum-topic-126775
126775
Potentially beacon optimization?
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126775
SempfgurkeXP
Hey, so as I understand it, beacons check every 120 ticks if they have power. So if instead they wouldnt require any power at all, and instead the power cost of the buildings would be increased accordingly, beacons should basically be free, and it would affect gameplay only by making power supply in beaconed builds slightly easier. Alternatively I think it should be possible to check if a beacon has power only if a power pole nearby is built/removed.
[ { "author": "", "content": "Thanks for the idea but in terms of optimization we almost never take any external ideas because they rarely consider all the important corner cases that need to be considered. Your case is not an exception since you are describing a low level behavior of an entity (update process itself). \n \nHaving beacons update once every 120 ticks is already good enough to make them almost never appear on profiler and when they run they take so few amount of cpu power that i see no reason for optimizing them any further. In your proposition for example you are not considering effects beacon has in case when it is low on power (in which case the effect strength is scaled down) nor what happens when a beacon is powered by multiple overlapping electric networks. Having beacons update once every 120 ticks makes them behave relatively nicely when electric network is low on power, if beacons would be forced to update their effect strength every tick power changes then in case of brownouts they would start taking a lot of cpu time to update or would also need to be updated rarely which would require tracking which beacons are already pending an update due to low power. When adding such pieces of logic to track something, its easy to fall into trap of not realizing that all the tracking also has cost that sometimes can exceed the code it tries to avoid in which case we simply do not apply such changes.", "date": "2025-02-11T23:17:15+00:00", "quotes": [] }, { "author": "SempfgurkeXP", "content": "I see, thanks for explaining. I did not know that their effect gets weaker in brownoutes, makes sense tho. \n \nWell maybe at some point you can figure out some multihtreading magic :) \nThank you for interacting so much with the community, you guys really are the best!", "date": "2025-02-13T18:16:44+00:00", "quotes": [] } ]
2
2025-02-11T16:24:17-06:00
forum-topic-127214
127214
default_roboport_count_output_signal
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=127214
meifray
In [Prototype:Roboport]( https://lua-api.factorio.com/latest/pro ... otype.html ) It is default_roboport_count_output_signal not default_roboports_output_signal as you can see [Entities Data in github]( https://github.com/wube/factorio-data/b ... tities.lua ) line 6814 is default_roboport_count_output_signal.
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T17:02:08+00:00", "quotes": [] } ]
1
2025-03-02T00:48:32-06:00
forum-topic-127280
127280
[Genhis][2.0.38] Generator-equipment item tooltip has wrong power consumption
Assigned
https://forums.factorio.com/viewtopic.php?t=127280
StephenB
* Add a generator-equipment with power of say 200kW, with a burner power source with effectivity 0.5. Add an item with place_as_equipment_result of that generator-equipment. (You could download this mod and then unzip and change the line in data.lua that sets effectivity = 1 to instead make it 0.5.) * Item tooltip says power consumption is 200kW. Factoriopedia also says 200kW. * If you put the equipment in your equipment grid, its tooltip now says power consumption is 400kW. * From testing, the equipment tooltip is correct, it burns 400kW, and gives 200kW to equipment.
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0
2025-03-05T08:08:28-06:00
forum-topic-125900
125900
mention that script wire origins don't draw the wires nor connector
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125900
Quezler
It would be nice if there was a mention somewhere that script connected circuit wires don't draw to the player and thus the prototype level draw_circuit_wires doesn't apply to them / isn't needed for them, and that the "im connected to circuit" graphics on entities don't render when there are just script origin wires connected.
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0
2025-01-13T05:44:15-06:00
forum-topic-120242
120242
Parameter "Output of" variable
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=120242
LeftyRighty
be amazed at the art!! 11-07-2024, 16-57-59.png (637.56 KiB) Viewed 1282 times from my own experience and some of the bug reports i found whilst looking to see if this has already been suggested; its not uncommon to want to setup a blueprint such that you can specify the recipe the maker building is doing and then have some sort of filter/logic assigned to an inserter, crate, something else. At the moment if you specify everything with the same parameter you get the "normal" list of parameters options instead of the limited list applicable to what the maker building makes ( viewtopic.php?f=7&t=118852&p=629455&hil ... er#p629455 , viewtopic.php?f=18&t=119667&p=632141#p632141 etc.) or with makers like foundries where recipes are "not items" it causes the logic to fail ( viewtopic.php?f=7&t=120024&p=633643&hil ... ut#p633643 ) Fundamentally these are problems with not being able to seperate the "output" from the "recipe" and have them linked in the way the "ingredient of" or "set ingredients" options permit. If we could also have a "output of" option so the logic circuits "downstream" can understand what the recipe is outputting it'd "solve" these issues I think.
[ { "author": "Skellitor301", "content": "I second this. Especially when utilizing parameters to make streamlined bot malls. With how I have blueprints set up it makes it difficult to utilize parameters with anything that requires the selection of processing recipes like unbarreling and kovarex. It also prevents setting up crafting machines like the Chemical Plant and Biochamber due to the use of recipe and output item being considered the same thing. An example of this in action here with the help of some other users in the bug report section (ty LCStark for help with the chemical plant) 0eNrtWlGPmzgQ/iuVn3on6AVsSDZqn+6pb1Vfqwo5YHatAqbGpN2u8t87JkBIYAkm22t6ilZabRzPNx575vM31j6hTVKyXPJMBRshvqD102GkQOtPnY/6Ox6KbD9c8PuMJnosoylDa0SLgqWbhGf3dkrDB54xG6OdhXgWse9o7ew+W4hliivO9gjVh8cgK9MNkzDBGkWyUC4KMBaZ9gmAtrN841noESzJGw8cSRbyXNvnVAKQYtJeoGY4+FrSBNzB15mQKax8Z/WW4LZLKJSQ9J7Z4QMr1JDvVeN7Wfv+WsLMIOYJ+C30tIKF2mIfa7MJFmpnHI3Wbo9X3luyhUKR6jmwOhh9Vw2U+mRgd+FnICTcYse0UDbPCiYBfzQkvwoJTlpJkQQb9kC3XDt80mMZhBUoESTinheKh0HG1DchIXOULJmF2nGYG7UOYi5hd3o5041377JQtIpncRLrW7QbCo+04dUnAFDPnpn/i8/MMT0zq4VzB+BcMzi3A4cH4LAZHO7AkQE4YgZHOnDeAJxnBud14PwBON8Mzn+ufA5LTVnEy9RmCaSI5KGdi4SNkpJOsgFEf3pB+scFGXG5T0+0Xl1leQLBtxb7YlGPFSHzCLVR/ytprF69VyxdwyB8c+rm2Opkgi4xuBckHAbsqy1iM3P3MnN8mTm5zNy7zNyfbl7nqtX8sUaOvo9iKKMyodpuERQwELGcQQ3qjNDZNY5wBJDy7HXuBIUFSNz5B36rv/3FX4aYbh/TrTHduZi4j4lrTDwXk/QxSY1J5mJ6fUyvxvTmYvp9TL/G9McwofA5FDTYHMSihbbAAhW/eL57R+7uPILxauWsDppwoVczVV+2zBuXMqMhm6cteyh93sU17dqLYQZ3JzM4aQj8CgTVND01XS66R7Fd091kqhxz6Df4ltm5FFsejQjI5jjd4bww1gp4HM830LZuB+oalG0lp8b1gPnV/0vul7nc5ZhwVwz7EsnHeZTVGA8kUEtVjvviLfD5pMNe4351a6j++4bqbMe/KZMvYxR+OL+762swjB8AppIu7gY9SuNn98853r8/Y8d884vvEKgudJM+72PFPLdOz6jXunVKL9opQWVMaV7nCgHXRAhAhaU8pImdJ7pqZ+mBaUTX0pxLzrUxZ2969wjrGaLjMiy5ClIRsUDEgcgZEFGFoRV5/W1LcQHL6CZhUDYxTQp2Uw+359gJz7HY+O4i58qATO14D0WAf8Ntv5x523tTwyMn4f1OMbi8WNqc8OwIO/beL4h5GzVJEO2l0E0J/Tlv3jcd9r99sX4BvTieeUs0W1DiIUu7+u8MYFS6YUCa6IP2RBWV/AeLXlXNll7kiPQ86Ry7upMC9W1Z0LzKjyxy9xOtQVb0 Copy blueprint \n \nConsidering how this system is meant to streamline recipe logic in blueprints, this method of considering the recipe and output item being the same makes methods like the one presented produce confusing results. Take for example the barreling of liquids recipe being available using this kind of parameter setup, but the unbarreling process isn't available. This confused me quite a bit because I didn't think that parameters didn't separate the output item and recipe, I just saw that you can produce one side of this process of storing liquids in a barrel and then couldn't see an option to empty the barrel using the same method. Currently a work around is in place in the chemical plant of the blueprint book above. Essentially the outputs and inserters are set to their own parameter separate from the recipe parameter. But if the parameterized system is meant to simplify blueprint pasting this would need to be fixed as this work around doubles the time it takes to place and set the blueprint rather than the straight forward method of only selecting one option. Should also mention that the system feels like it is meant to do this as well, as when you place the assembler from my blueprint book you get a full recipe selection window. While the chemical plant with the work around you gotta navigate through a few menus to set the recipes properly. \n \nMaybe if the \"Ingredient of\" part can be either a dropdown or selector option so you can choose if the parameter is an ingredient of or an output of another parameter, that would make this system really good.", "date": "2024-11-09T01:01:17+00:00", "quotes": [] }, { "author": "barcoo", "content": "Was just googling and found this topic. It's exactly what I want too. Filters and chest amounts based on the OUTPUT from the recipe in parameter 0. Second vote for this please!", "date": "2024-11-09T07:53:45+00:00", "quotes": [] }, { "author": "The_Sane", "content": "Came looking for a thread like this. \n \nHaving an \"is result of\" option in addition to the \"is ingredient of\" would really help when using alternate recipes, or let us keep using the limited selection screen of the building while also setting output filters/limits", "date": "2024-11-12T20:10:10+00:00", "quotes": [] }, { "author": "tappi", "content": "I also second this", "date": "2024-11-13T23:27:41+00:00", "quotes": [] }, { "author": "FlachFritz", "content": "Yes, I missed this today, too.", "date": "2024-11-15T00:58:07+00:00", "quotes": [] }, { "author": "Infinity95", "content": "I also missed this today. Wanted to set up a blueprint for an assembling block that just takes the recipe and automatically sets up requesters and providers for the input and output ingredients. Currently automatically setting up the provided, i.e. output, ingredients seems to not be possible.", "date": "2024-11-27T21:29:32+00:00", "quotes": [] }, { "author": "DefGie", "content": "Big +1 to this. And of course with the majority of recipes where \"recipe\" and \"output\" aren't different signals (even for instance \"rocket fuel\" as opposed to \"rocket fuel from jelly\" or \"ammonia rocket fuel\"), the \"output of\" parameter would be set to the same signal as the reference parameter (the recipe).", "date": "2024-12-22T21:07:34+00:00", "quotes": [] }, { "author": "AndrolGenhald", "content": "+1 for \"result of\" parameter. I wanted to parameterize a crusher blueprint, but without a \"result of\" parameter I can't properly filter the inserters without having a two extra parameters that have to be set as well, which in addition to being more work is another potential point of error if the wrong item is selected accidentally.", "date": "2025-01-04T22:26:24+00:00", "quotes": [] } ]
8
2024-11-07T10:58:17-06:00
forum-topic-15327
15327
[MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=15327
Narc
WrenchFu! Info: WrenchFu is a helper for other mods -- it provides a single entry point through which they can cause custom GUIs to be opened, and manages automatically closing the custom GUIs when players get out of range. Name: WrenchFu Latest Release: v0.1.3, April 9th, 2016 Factorio Version: 0.12.11+ Download: Current Version , Demonstrator Mod License: MIT license Wut? WrenchFu doesn't really do anything by itself, it's more of a framework mod. If you want it to do anything, you should grab a mod that integrates with WrenchFu and add it -- conveniently, I made a demonstrator mod (which you can download directly above) that lets you rename assembling machines. This Imgur album explains how WrenchFu works for players. The WrenchFu readme explains how modders can integrate with it. Older versions The GitHub releases page for WrenchFu has all the past releases, and also serves as a change log of sorts, so you can use it to tell what's different between all the releases. Source This mod is open source and lives on GitHub , as does the demonstrator mod . Contributions and forks are appreciated. Problems? While I check back here from time to time, issues are more likely to get my attention if they're posted on GitHub . Having a problem? Post an issue right now!
[ { "author": "Vin", "content": "This is a really cool meta-mod and thank you for taking the time to do it. It's not nearly as \"fun\" as putting new stuff into the game, but it can make the end gaming experience so much cleaner. I'm curious to see which mods will pickup support for it. \n \nHopefully this will go a long way to solving the mass of buttons in the top left corner that happens with a decent number of helper mods. \n \nEDIT: I just downloaded the mod and the helper mod into a vanilla game and I'm getting an ontick error on line 77 of gui.lua with a reference to a nil value. \n \n http://i.imgur.com/ututTDM.png", "date": "2015-08-29T12:20:30+00:00", "quotes": [] }, { "author": "Narc", "content": "Got it, thank you, fixed now by v0.1.1 (direct download) . Will update the OP in a moment. \n \n(apparently, it's not normal for me to release a thing without having a bug found in it 5 minutes later; last time, I found it first )", "date": "2015-08-29T12:34:58+00:00", "quotes": [ { "author": "Vin wrote:", "content": "" } ] }, { "author": "Vin", "content": "Would it be possible to add a keybind to close the GUI, in addition to walking away? Other GUIs (inventory, machines) close when you press the \"e\" button and I found it a bit disorienting for it not to behave similarly. Very minor issue, but would be appreciated.", "date": "2015-08-29T12:57:28+00:00", "quotes": [] }, { "author": "Narc", "content": "To the best of my knowledge, this is not currently possible. It is also not possible to just make a machine open a custom GUI when clicked, which prompted WrenchFu to be created in the first place. Closing when you walk away is the best compromise I could find.", "date": "2015-08-29T13:02:24+00:00", "quotes": [ { "author": "Vin wrote:", "content": "" } ] }, { "author": "Vin", "content": "Huh. Lack of ability to use keybinds in mods is unexpected. I guess I've never really thought about it. At least you could find a decent compromise.", "date": "2015-08-29T13:07:42+00:00", "quotes": [ { "author": "Narc wrote:", "content": "" } ] }, { "author": "", "content": "I really won't have libraries here. \n \nSo I would do it like so: \nMove Wrench Fu to libraries and add a new topic for the example mod, which can stay here then.", "date": "2015-08-29T21:49:42+00:00", "quotes": [] }, { "author": "Narc", "content": "Nah, keep the example mod with the library, move the one thread. I don't think the example mod is something people would really want to play with -- WrenchFu itself is by far the more interesting of the two.", "date": "2015-08-30T06:50:17+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "Choumiko", "content": "At least for the opening/closing a mod gui when the vanilla GUI is opened/closed i'm using custom events:\n Code: Select all events = {}\nevents[\"on_player_opened\"] = game.generate_event_name()\nevents[\"on_player_closed\"] = game.generate_event_name()\n\nfunction on_tick(event)\n if event.tick%10==9 then\n for pi, player in pairs(game.players) do\n if player.opened ~= nil and not global.player_opened[player.name] then\n game.raise_event(events[\"on_player_opened\"], {entity=player.opened, player_index=pi})\n global.player_opened[player.name] = player.opened\n end\n if global.player_opened[player.name] and player.opened == nil then\n game.raise_event(events[\"on_player_closed\"], {entity=global.player_opened[player.name], player_index=pi})\n global.player_opened[player.name] = nil\n end\n end\n end\nend\n\nfunction on_player_opened(event)\n\nend\n\nfunction on_player_closed(event)\n\nend\n\ngame.on_event(events.on_player_opened, on_player_opened)\ngame.on_event(events.on_player_closed, on_player_closed) \nWorks quite well so far. Probably should have filed a request for such an event a long time ago..", "date": "2015-08-30T10:20:05+00:00", "quotes": [ { "author": "Narc wrote:", "content": "" }, { "author": "Vin wrote:", "content": "" } ] }, { "author": "Narc", "content": "Makes sense to me, but what if I want my mod gui to open instead of the vanilla one?", "date": "2015-08-30T17:38:19+00:00", "quotes": [ { "author": "Choumiko wrote:", "content": "" } ] }, { "author": "", "content": "I moved it to libs.", "date": "2015-08-30T20:36:58+00:00", "quotes": [] }, { "author": "Narc", "content": "Sounds good to me, thanks very much.", "date": "2015-08-30T20:40:48+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "Afforess", "content": "I opened up a 2nd pull request to WrenchFu, to give mods access to the surface the entity was on. This is important for multi-surface mods (like the newly released NESTT mod). \n \nI've tested it a fair amount locally and the changes seem straightforward. I'm hoping after approving the PR, you can make a new release? I'd like to release Concrete Logistics in a few days, and I need WrenchFu as a dependency. I'd hate to have to fork it and release my own copy.", "date": "2016-01-11T05:10:38+00:00", "quotes": [] }, { "author": "Narc", "content": "Oh, that's a neat thing. \n \nSure thing; it'll be nice to have WrenchFu used by a real mod.", "date": "2016-01-11T05:38:17+00:00", "quotes": [ { "author": "Afforess wrote:", "content": "" }, { "author": "Afforess wrote:", "content": "" } ] }, { "author": "Narc", "content": "Done -- WrenchFu version 0.1.2 (direct download) is now the official release. If you end up poking at the other multi-surface thing I mentioned in #3, I'll cut a new release with that, but this should get you going. \n \nAnd thank you for bringing the demonstrator mod along, I've cut a release of it, as well: WrenchFu-Demo version 0.1.1 (direct download) .", "date": "2016-01-11T06:04:22+00:00", "quotes": [ { "author": "Afforess wrote:", "content": "" } ] }, { "author": "Narc", "content": "Thanks to @Adilf over on Github, who both spotted an issue and fixed it, we can now have an even better WrenchFu -- version 0.1.3 (direct download) fixes the fact that GUIs opened by players other than the first player on the map would not auto-close from the players getting out of range. \n \nThe demo mod remains at version 0.1.1 (direct download) .", "date": "2016-04-09T14:15:21+00:00", "quotes": [] } ]
15
2015-08-29T06:37:38-05:00
forum-topic-64868
64868
Bob did a Youtube. - Page 2
Bob's mods
https://forums.factorio.com/viewtopic.php?t=64868&start=20
bobingabout
Yes. I noticed while I was editing it, I also forgot to save so... can't really go back and do anything about it unless I start over. I thought it was good enough for the purposes of a tutorial.
[ { "author": "mrvn", "content": "Personally I place power poles between assemblers. Pole, assembler, assembler, pole, assembler, assembler, pole, assembler, assembler, pole. Reduces the needed power poles by a factor of 2. Doesn't always work (can only power 4 inserters per assembler) but I think the saving in wood and copper is worth it at the start.", "date": "2019-02-18T21:34:38+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I guess that works, but then you're forced to have the space if you want it or not, while the space between inserters already exists. So the question then becomes, what's more valuable, the space, or the pole?", "date": "2019-02-20T16:38:15+00:00", "quotes": [ { "author": "mrvn wrote: Mon Feb 18, 2019 9:34 pm", "content": "" } ] }, { "author": "mrvn", "content": "Indeed.", "date": "2019-02-20T16:56:36+00:00", "quotes": [ { "author": "bobingabout wrote: Wed Feb 20, 2019 4:38 pm", "content": "" }, { "author": "mrvn wrote: Mon Feb 18, 2019 9:34 pm", "content": "" } ] }, { "author": "bobingabout", "content": "Probably the most important one for a lot of people: How to guide to Bob's adjustable inserters mod. \n https://www.youtube.com/watch?v=Zu9LmpZaVPg", "date": "2019-02-22T00:07:10+00:00", "quotes": [] }, { "author": "Light", "content": "Not first this time. :(", "date": "2019-02-22T00:55:46+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Oh well. I hope it was informative at least.", "date": "2019-02-22T08:31:28+00:00", "quotes": [ { "author": "Light wrote: Fri Feb 22, 2019 12:55 am", "content": "" } ] }, { "author": "fishycat", "content": "Nice, after a bumpy start, I think that's the way to go. Giving insight to special parts of your mod, is something, at least speaking for myself, I really like to watch. \nCould even learn something from your latest inserter-video (never use the middle position for the offset, otherwise it can get stuck). \n \nSo thanks for doing the vids and have fun doing more for us.", "date": "2019-02-22T15:18:05+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Something I didn't say, put a sideways tilt on it for pretty much any reason, and it can actually reduce swing times, because it has that slight bit less to move. Right angle inserters even more so. \n \nBut yes, that's a pretty thorough walk through of the inserters mod, and I'm wondering where best to go from here.", "date": "2019-02-25T08:40:27+00:00", "quotes": [ { "author": "fishycat wrote: Fri Feb 22, 2019 3:18 pm", "content": "" } ] }, { "author": "fishycat", "content": "That's a good one, too. Saw that in some Let's Play or so. \n \n\nMaybe wait for 0.17 and after the massive updates for all your mods, then with a more free mind and all the new stuff it will be easier to guide new and also already experienced bobbers through your mods with hints and tricks.", "date": "2019-02-26T10:33:25+00:00", "quotes": [ { "author": "bobingabout wrote: Mon Feb 25, 2019 8:40 am", "content": "" }, { "author": "bobingabout wrote: Mon Feb 25, 2019 8:40 am", "content": "" } ] }, { "author": "bobingabout", "content": "https://www.youtube.com/watch?v=FhhexpBVZOg", "date": "2019-03-22T18:23:02+00:00", "quotes": [] }, { "author": "bobingabout", "content": "https://www.youtube.com/watch?v=y3pifbPGJCc", "date": "2019-05-04T23:38:56+00:00", "quotes": [] }, { "author": "mmppolton", "content": "wow you play so differ them me i go for a lot burning mining drill like 4 on coal 5 on iron 4 on copper 2 on stone then right to main bus or if need some mining drill regulr feed stone furnce if i need more before main smelter", "date": "2019-06-04T00:13:23+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I have played a longer burner phase before, but I usually feel that it's better to just push for electric power.", "date": "2019-06-04T13:35:40+00:00", "quotes": [ { "author": "mmppolton wrote: Tue Jun 04, 2019 12:13 am", "content": "" } ] }, { "author": "mmppolton", "content": "that is what i like about the game so many way to do it i did went for some of the mining drill to stone furnce just doint like hand craft all the chip for the mining drill i end up with 16 burning mining drill", "date": "2019-06-04T17:22:50+00:00", "quotes": [] }, { "author": "mmppolton", "content": "how quicly do you go for module regular game they cost a lot in bob they doint seem otcost a lot once you ge then set up", "date": "2019-06-04T17:42:35+00:00", "quotes": [ { "author": "bobingabout wrote: Tue Jun 04, 2019 1:35 pm", "content": "" }, { "author": "mmppolton wrote: Tue Jun 04, 2019 12:13 am", "content": "" } ] }, { "author": "bobingabout", "content": "keep in mind I don't actually play the game for playing the game's sake that often. most of what I do is testing, and if I do \"Play\", it's usually in an old endgame save. \nso, I don't recall ever reaching a point when attempting to play from the beginning where I've gone purposely for modules except for my really early vanilla games.", "date": "2019-06-04T18:12:39+00:00", "quotes": [ { "author": "mmppolton wrote: Tue Jun 04, 2019 5:42 pm", "content": "" }, { "author": "bobingabout wrote: Tue Jun 04, 2019 1:35 pm", "content": "" }, { "author": "mmppolton wrote: Tue Jun 04, 2019 12:13 am", "content": "" } ] }, { "author": "foodfactorio", "content": "i just saw the videos, cool i always knew bobing about was from the uk too, maybe up north, yorkshire/sheffield? \nthanks for your mods, AngelBobYuoki was my fav game + later a Pycoal mods game \nfair-doo's", "date": "2020-11-27T04:49:11+00:00", "quotes": [] } ]
17
2019-02-11T19:22:41-06:00
forum-topic-34551
34551
Factorio Forums • LuaEntity.get_target() + set target options
Please add for turret, unit, player, vehicle. LuaEntity.get_target() → {entity= LuaEntity , position= Position } If no target or not a turret, unit, player, vehicle the return value would be nil. If targeting ground (shotgun/cannon) it would just be: {entity=nil, position= Position } Also, LuaEntity.set_target_entity (entity = LuaEntity ) would be useful for turrets and units. And LuaEntity.fire_at_location (position = Position , fire_repeatedly = Bool ) would be especially useful for anything with an AOE related, like shotgun tanks, grenade turrets, artillery, etc. And if you're feeling particularly awesome: LuaEntity.ticks_since_last_attack :: uint [R] would also be very helpful.
[ { "author": "", "content": "There have been a lot of requests for scripts controlling turrets, I would advice searching around for an official response.", "date": "", "quotes": [] }, { "author": "", "content": "A recent topic asking for similar stuff: viewtopic.php?f=28&t=35361", "date": "", "quotes": [] } ]
2
forum-topic-125492
125492
Is there an easier way to have many OR AND wait conditions?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125492
adam_bise
I tried wait until any = 0 but it triggered on things I wasn't unloading at that stop. Would be nice to have an AND inactivity that applies to all OR groups, or at least insert a new condition here rather than scrolling up and down so many times. This is for a platform that keeps an inventory of items to stock up on general building supplies on other planets. wcs.png (299.39 KiB) Viewed 347 times
[ { "author": "adam_bise", "content": "NVM just figured out send contents to platform. I guess I had never attached a wire to the hub.", "date": "2025-01-03T04:47:01+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Nice to hear you found something with combinators \n \nMaybe it's also possible to achieve with schedule, but instead of \"any = 0\" there is a condition with \"any request = 0\" ? Not sure if that's what you meant or tried but supposedly you can have like 10 differents item loaded at Nauvis, then the platform goes to Vulcanus and orbit there waiting for Vulcanus to request materials, and when one of the thing that was requested on Nauvis is becoming 0 on the platform, it can trigger such conditions to go back to Nauvis.", "date": "2025-01-03T06:30:43+00:00", "quotes": [] } ]
2
2025-01-02T22:41:23-06:00
forum-topic-115307
115307
Friday Facts #428 - Reactor & Logistics circuit control
News
https://forums.factorio.com/viewtopic.php?t=115307
Here it is! (beep boop) https://factorio.com/blog/post/fff-428
[ { "author": "Gergely", "content": "Thank you for such a great event. From now on after every FFF you should all imagine the applause of the crowd. It's deserved.", "date": "2024-09-13T11:06:45+00:00", "quotes": [] }, { "author": "Ecconia", "content": "Nice logistics changes :) \nStill awaiting the announcement, that the rocket silo gets the same treatment of logistics circuit love~", "date": "2024-09-13T11:07:20+00:00", "quotes": [] }, { "author": "husnikadam", "content": "I thought that adding missing logistic requests would be as simple as adding negative amount of the missing items to the currently existing logistic system report \n \nMissing construction material is now, while you have mentioned it and improved everything else around it, a significant drawback. We get a flashing icon on our screens yet bots can't automatically fix it. Bummer. \n \nThe release is getting ready and you keep ton of expansion info unrevealed. Please share more", "date": "2024-09-13T11:09:56+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "Really curious how the \"finish the space expansion\" achievement is gonna be timed. \n \n(I am certain Spoonless will only refer to launching the first Rocket)", "date": "2024-09-13T11:11:10+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Terrahertz", "content": "All in all a set of very awesome changes, as always \n \nThe reactor thing is nice, although I am not sure if the thermal mass of reactors, pipes and heatexchangers is enough to make sure nothing is wasted, but we will see, the last sentence was quite interessting\n \nWe already know this one is going to be cold, so is there something going on like in the Arctic Biome in Anno 1800? \n \n\nThat's quite sad, but I am sure there is a way to engineer around this in the game, any ideas?", "date": "2024-09-13T11:30:02+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "ledow", "content": "Roboport and reactor stats always was an oversight, it took far too long for such a simple thing! \n \nNow... how about a signal for if a gun is out of ammo ?", "date": "2024-09-13T11:34:52+00:00", "quotes": [] }, { "author": "gnutrino", "content": "FrostPunktorio confirmed", "date": "2024-09-13T11:36:41+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "burninghey", "content": "Reading temperature feels easy, true. \nWhat is this little R / G at the decider combinator interface?", "date": "2024-09-13T11:38:22+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Red and Green, so you can choose the signal input.", "date": "2024-09-13T11:39:30+00:00", "quotes": [ { "author": "burninghey wrote: Fri Sep 13, 2024 11:38 am", "content": "" } ] }, { "author": "burninghey", "content": "Oh please, try again! \n \nThere is a mod for this, but i was hoping you may include it in the game.", "date": "2024-09-13T11:44:02+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "burninghey", "content": "Oh well, why not using the red/green wire icon instead", "date": "2024-09-13T11:46:53+00:00", "quotes": [ { "author": "Terrahertz wrote: Fri Sep 13, 2024 11:39 am", "content": "" }, { "author": "burninghey wrote: Fri Sep 13, 2024 11:38 am", "content": "" } ] }, { "author": "BrainlessTeddy", "content": "Thb that are some small but kinda game changing things at least for me, I can spend hours on end figuring out those small details. (Edit: How certain things work, mostly circuitry, and how to monitor and control whats going on in the factory, things like always having the right amount of bots in the system.) Rn this FFF feels most impactful since the reveal of the planets or combinator overhaul. \n \nAlso what did I miss? What is the request group in the requester chest?", "date": "2024-09-13T11:46:58+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "They might get a bit tiny ey?", "date": "2024-09-13T11:55:27+00:00", "quotes": [ { "author": "burninghey wrote: Fri Sep 13, 2024 11:46 am", "content": "" }, { "author": "Terrahertz wrote: Fri Sep 13, 2024 11:39 am", "content": "" }, { "author": "burninghey wrote: Fri Sep 13, 2024 11:38 am", "content": "" } ] }, { "author": "Muche", "content": "Also see https://factorio.com/blog/post/fff-384 .", "date": "2024-09-13T11:58:37+00:00", "quotes": [ { "author": "burninghey wrote: Fri Sep 13, 2024 11:38 am", "content": "" } ] }, { "author": "Justderpingalong", "content": "The 'group' is... well, a group. It was announced relatively early on, when they talked circuits 2.0. It's essentially a preset list of requests. Instead of having to either A: Make a blueprint of just that one requester chest or B: Keep track of the location for copy/pasting, you can now just make a group, and then add the chest to that group. Requester chest group settings are automatically updated as well if you change the group, so you can bulk update a bunch of chests. \n \nAs for the new features... I agree with the others. I understand it's a technical limitation right now. But it'd be GREAT to be able to read construction requirements.", "date": "2024-09-13T12:00:39+00:00", "quotes": [ { "author": "BrainlessTeddy wrote: Fri Sep 13, 2024 11:46 am", "content": "" } ] }, { "author": "woytaz", "content": "Because there are people who are red-green colorblind.", "date": "2024-09-13T12:02:04+00:00", "quotes": [ { "author": "burninghey wrote: Fri Sep 13, 2024 11:46 am", "content": "" } ] }, { "author": "Muche", "content": "See https://factorio.com/blog/post/fff-382 .", "date": "2024-09-13T12:02:18+00:00", "quotes": [ { "author": "BrainlessTeddy wrote: Fri Sep 13, 2024 11:46 am", "content": "" } ] }, { "author": "Justderpingalong", "content": "Already a thing: https://factorio.com/blog/post/fff-410 Just hook up a programmable speaker to your turret and have it send an alert if ammo < desired.", "date": "2024-09-13T12:03:41+00:00", "quotes": [ { "author": "ledow wrote: Fri Sep 13, 2024 11:34 am", "content": "" } ] }, { "author": "Tooster", "content": "Nice changes. \nHowever I still find the UI of the combinators confusing. I can't remember what those checkboxes mean and they are not immediately obvious. Also color coding would help a lot. White text on bright green is barely visible. Those checkboxes suggest impossible states, I think you should have used radio buttons or other kinds of toggles. 4 checkboxs for inputs only suggest 2^4 possible states, which is not even possible. I think the combinators would be much easier to learn and use if they were single channel. Current multi channel is just a bit too coofusing. \n \nAnother highly reuqested feature I see missing is outputting another constant than than \"1\" from the combinator, which is a shame. \n \nI still wonder why was combinator designed like that with both green and red channels, when in reality they are two entities in one, cross connected with wires to sum their output in the end?", "date": "2024-09-13T12:13:01+00:00", "quotes": [] } ]
19
2024-09-13T06:00:05-05:00
forum-topic-111723
111723
Friday Facts #401 - New terrain, new planet
News
https://forums.factorio.com/viewtopic.php?t=111723
Here it is! (beep boop) https://factorio.com/blog/post/fff-401
[ { "author": "aka13", "content": "Earendel, you are a magician. You make me warm up to cliffs! \nThank you for the effort, I am really looking forward to the Nauvis changes.", "date": "2024-03-08T12:11:19+00:00", "quotes": [] }, { "author": "Wenihal", "content": "\"the new terrain is extremely customisable\" \n \nbest part", "date": "2024-03-08T12:22:06+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "Wait you're telling me I no longer have to rush cliff explosive research?! \n \nAlso this madman actually went ahead and changed... just about everything and then still left old mapgen as an option just because he could. This is why we love factorio.", "date": "2024-03-08T12:22:18+00:00", "quotes": [] }, { "author": "gGeorg", "content": "Until now, I didnt know I need a canyon in my base. \n \nThanks man.", "date": "2024-03-08T12:32:05+00:00", "quotes": [] }, { "author": "datkensign", "content": "\" I shall call it your grave! \"", "date": "2024-03-08T12:38:02+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "What an awesome update!", "date": "2024-03-08T12:39:52+00:00", "quotes": [] }, { "author": "layus", "content": "This amazing ! \nNow the terrain gains in personality. \n \nI have two questions: \n \n* When exploding a cliff, the terrain difference between above/below will be less meaningful. Does the terrain change after an explosion ? \n \n* There is a lot at play with elevation, but factorio remains a conceptually flat world once the map is generated. What about elevated trains ? Are they supposed to go above cliffs ? What if an elevated train became a normal train by reaching higher terrain ? \n \nI think elevation is so important in the map generation that it probably should get a bigger role in the gameplay too.", "date": "2024-03-08T13:02:28+00:00", "quotes": [] }, { "author": "Dial-up", "content": "try clicking on the rocket at the bottom of the article!", "date": "2024-03-08T13:03:45+00:00", "quotes": [] }, { "author": "Drury", "content": "Is it weird that this FFF got me more fired up than the others? \n \nPeople don't talk about it much, but a huge part of the fantasy of this game is the environment and what you do with it. And this is a huge improvement on that. \n \nThen again, I'm also one of those weirdos who uses green modules and builds around the trees rather than through them, so... \n \nEDIT: oh yeah, and what's this about, hmm?", "date": "2024-03-08T13:21:25+00:00", "quotes": [] }, { "author": "Vadymaus", "content": "This is actually very important because Nauvis will not be as boring compared to the new planets and will be fresh. Previously, the world of Factorio was just random noise to the player. The mindset was: “The biters will be destroyed, the cliffs will be removed, the water will be landfilled, why even bother with this world, it's just a sandbox.\" But now the feeling is different, perhaps it’s just my perception. We'll find out when 2.0 comes out.", "date": "2024-03-08T13:22:47+00:00", "quotes": [] }, { "author": "Syriusz", "content": "Love it! When I saw new planets I really hoped you will update Nauvis quality to mach and you delivered! Thank you!", "date": "2024-03-08T13:34:31+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "That looks amazing, good job! \n \nThe images of the dead ends made for quite the good laugh. \n \nThe mentioned customization of map generation at the end reminded me of something: How will map generation look in the expansion? Are there more tabs so we can setup each planet individually or do the planets just share the parameters? \n \nMaybe this can be the topic of a future FFF, maybe after all planets have been revealed.", "date": "2024-03-08T13:45:54+00:00", "quotes": [] }, { "author": "Xanos", "content": "What an absolute beast of an FFF blog entry! \nAmazing work, and amazingly shown and explained. Kudos! \n \nI am really looking forward to see this in action in the game", "date": "2024-03-08T13:46:34+00:00", "quotes": [] }, { "author": "Bersalius", "content": "Very good update, I really apreciate it. \n \nI have a suggestion: could you make double or triple cliffs? When it happens the sprite of them could change, so you can deliver the ilusion of height, making it fell like a mountain. \n \nHere some examples: \nAge of Empires II \n \n \n \nCommandos: Behind Enemy Lines \n \n \n \nI love cliffs and allways wanted to see how they can be improved. Anyway, keep it up!", "date": "2024-03-08T13:54:03+00:00", "quotes": [] }, { "author": "mcmase", "content": "Today I learned I had completely forgotten how many planets were planned in the expansion, I thought we were awaiting the reveal of only one more planet at this point.... \n \nCorridors are amazing, I didn't know I needed them! \n \nNow that I know there are 2 more planets yet to be announced I am holding onto hope for a \"raid planet\" where combat is the main theme!!!", "date": "2024-03-08T13:58:59+00:00", "quotes": [] }, { "author": "adam_bise", "content": "I love you guys! I've always enjoyed playing with the map generator. So glad it is getting improvements!", "date": "2024-03-08T13:59:53+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "vark111", "content": "Well done. I might actually consider turning cliffs on again.", "date": "2024-03-08T14:03:18+00:00", "quotes": [] }, { "author": "morhp", "content": "Wow, the new terrain looks so much better now!", "date": "2024-03-08T14:04:34+00:00", "quotes": [] }, { "author": "pkkushagra", "content": "Do we get new creatures living in water i hope so in expansion", "date": "2024-03-08T14:08:21+00:00", "quotes": [] } ]
19
2024-03-08T06:00:03-06:00
forum-topic-89400
89400
First time with oil processing ratios
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=89400
Taego
I started playing Factorio a week ago and I am on my first run. I got technology for advanced oil processing and set up pipes when my plastic and sulfur stopped flowing because I didn't know how to use heavy oil and light oil. I checked on the wiki and found that I should crack heavy oil to light oil and light oil to petroleum gas in a ratio of 20:5:17 to keep the petroleum gas flowing for sulfur and plastic. Then I found that I would also need to use heavy oil for lubricant and light oil for solid fuel. I don't think the 20:5:17 ratio will be the same if I also want to produce any lubricant or solid fuel. I have a chemical engineering degree so I set out to do the calculation myself to find the equations behind the ratio. I set up the problem using the details from the wiki as below: 100 crude is consumed every 5 seconds to produce 25 heavy oil, 45 light oil, and 55 petroleum gas every 5 seconds in each advanced oil process. A heavy oil to light oil cracker can be used to consume 40 heavy oil every 2 seconds to produce 30 light oil every 2 seconds. A light oil to petroleum gas converter can be used to consume 30 light oil every 2 seconds to produce 20 petroleum gas every 2 seconds. Lubrication is produced according to personal preference as a constant and consumes 10 heavy oil per second to yield lubrication. Solid fuel is produced according to personal preference as a constant and consumes 10 light oil every 2 seconds to yield 1 solid fuel every 2 seconds. What is a set of equations relating advanced oil processes, heavy oil to light oil crackers, and light oil to petroleum gas crackers (after choosing preferences for lubrication and solid fuel production plants) so that heavy oil and light oil are consumed at an equal rate while creating excess petroleum gas. I attached a picture of my system diagram and calculations to the equations to include lubricant and solid fuel. I proved the optimal ratio of 20:5:17 with 0 lubricant and 0 solid fuel producing chemical plants and found that with 1 chemical plant making lubricant and 1 chemical plant making solid fuel, the ratio changes to 14:3:11. Additionally there are different ratios that can be found easily with the attached excel and inputting how many chemical plants one would like to use making lubricant and/or solid fuel. That's all, let me know any questions and I hope this is helpful enough to be updated into wiki. Sincerely, Taego
[ { "author": "Impatient", "content": "reading your post, i think, trying to solve the advanced oil cracking math seems to be something, some players try their brains on as an involuntary bonus challenge. \n \nWhen i first tried to find out how much crude and water i need to make this and that, i found out, that everything put together yields a set of linear equations. which can be solved for any inputs and outputs needed. like you, i made an excel sheet to do all the calculations automatically. \n \n... no, actually, first i tried helmod to do the calculations for me. but i found out, that helmod did not take into account, that heavier oil products can be cracked into lighter ones and it always had a surplus of heavy and light oil. so, helmod obviously did not use linear equations. But I was not able set it up correctly. \n \nthen i made the excel sheet and was able to calculate the exact amount of crude for any given output without surplus. I was pretty proud, I admit. 'still am a bit. \n \nbut only then - of course or maybe luckily (because I got the chance to successfully solve a math problem and boost my self-confidence) - i discovered, that Kirk's factorio calculator exists and also does the linear equations right. \n \nso in case you had enough of the bonus challenge, check out Kirk Douglas' factorio calculator.", "date": "2020-09-14T04:05:14+00:00", "quotes": [] }, { "author": "Impatient", "content": "I am pretty sure that is not going to happen. As far as I understood, the devs' intention for factorio is, it to be about problem solving and creativity. There might be some minor examples to clarify how to use certain game features, but putting a solution to a problem on the wiki would be outright against their intention imo. \n \nThere are some websites though, dedicated to collecting solutions and teaching concepts and best practices for those who like it. also here on the forum users go wild with posting solutions and discussing them.", "date": "2020-09-14T05:00:02+00:00", "quotes": [ { "author": "Taego wrote: Sun Sep 13, 2020 9:59 pm", "content": "" } ] }, { "author": "", "content": "You never know the real need in lubricant and solid fuel of a factory at a given time, unless you know the factory itself and what you're doing with it. The need for light oil or heavy oil can vary depending on what you're doing at a given moment, and mess up your ratios for a substantial time, effectively locking up your refining facility..", "date": "2020-09-14T05:34:54+00:00", "quotes": [] }, { "author": "Helfima", "content": "hello, \nhelmod uses the Simplex method, for that you have to activate \"Matrix Solver\" in a block \nin this sample you can see the inefficient recipes (heavy oil craking and solid fuel from pretrolium gas)\n \n \n \n fuel-plastic.png (240.94 KiB) Viewed 22316 times", "date": "2020-09-14T05:54:34+00:00", "quotes": [ { "author": "Impatient wrote: Mon Sep 14, 2020 4:05 am", "content": "" } ] }, { "author": "Taego", "content": "Oh good! I'm glad there is a calculator for this that helps thank you. \n \n\nI didn't realize this before and I completely understand and support the concept, I actually had fun with my little bonus challenge and I wouldn't want to take that away from others. \n \n\nYes, I figured since this was my first time I would start stock piling lubricant and solid fuel and leave space to add more/take away lubricant and solid fuel converters later. \nMost people might have sudden demand for lubricant and solid fuel in which case if they used this they would have to adjust ratios every time demand increases. \n \nThanks again", "date": "2020-09-14T16:26:53+00:00", "quotes": [ { "author": "Impatient wrote: Mon Sep 14, 2020 4:05 am", "content": "" }, { "author": "Impatient wrote: Mon Sep 14, 2020 5:00 am", "content": "" }, { "author": "Taego wrote: Sun Sep 13, 2020 9:59 pm", "content": "" }, { "author": "Koub wrote: Mon Sep 14, 2020 5:34 am", "content": "" } ] }, { "author": "Impatient", "content": "I am sorry for putting helmod into a bad light here. Maybe I should have studdied helmod's features more in depth. I updated my previous post. \n \nTo give helmod and Helfima the props, from my perspective the main advantage of helmod is, that, as it is a mod and works inside the game, it also can take into account all items and recipes from installed mods, where the factorio calculator only works with vanilla recipes and items out of the box. The factorio calculator on the other side can be used without the game.", "date": "2020-09-14T19:07:46+00:00", "quotes": [ { "author": "Helfima wrote: Mon Sep 14, 2020 5:54 am", "content": "" }, { "author": "Impatient wrote: Mon Sep 14, 2020 4:05 am", "content": "" } ] } ]
6
2020-09-13T16:59:36-05:00
forum-topic-117703
117703
[2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117703
ToxicBanana
I am having what I think it is a bug, where the fuel and oxidizer are getting get mixed/swapped, eventually stalling the thrusters due to lack of fuel, if I clear the pipes the issue does go away for the duration of the trip (Nauvis to Volcanus) Before flight 10-26-2024, 09-11-40.png (1.41 MiB) Viewed 7326 times During flight (after about 10 seconds) 10-26-2024, 09-12-37.png (1.47 MiB) Viewed 7326 times I have restarted the game, rebuilt all structures and pipes, changed the pipe layout, and cleared out the fluids before the flight. My solution was to use different inputs on the thrusters and to not let fuel pass through a thruster (layout in screenshot), but I assume I should have been able to build it in the way seen in the video clip. Layout without issues Picture of my alternate layout without the issue. 10-26-2024, 09-03-13.png (987.02 KiB) Viewed 7326 times
[ { "author": "", "content": "Without save files there is not much to do, i suspect it may be related to one of the weird behaviors of fluid segments done by raiguard where in case of a fluid mixing, one of the fluids gets stashed on the fluid segment and will get reintroduced when pipes get down to 0 with their content. It could be just an intermediate condition where you accidentaly connected both segments when they both contained their fluids and one of the fluids got stashed on the pipes. Also please make sure there is a game version in the topic.", "date": "2024-10-26T16:28:06+00:00", "quotes": [] }, { "author": "dhensen", "content": "I came here looking if this issue was already posted. I have a similar issue with the thrusters. My fuel changes into water halfway the trip to Gleba. I triple checked my pipes. It might be that I had my thrusters hooked up to a water tank before, because the blue oxidizer droplet looked like water, so I hooked it up to a watertank before realising I was wrong. \n \nAfter fixing everything and clearing the system of water and properly hooking up fuel and oxidizer, it worked, until halfway the trip. \nI saved and reloaded the game 3 times, it happened every time consistently, so if I still have that save-game we have a repro. I will look for it later this night and upload it. I was running 2.0.9 on linux, just for reference.", "date": "2024-10-26T16:42:39+00:00", "quotes": [] }, { "author": "ToxicBanana", "content": "That is a possibility, I did try to eliminate that by rebuilding the thrusters, even putting in different quality ones. I also emptied the fluid of all pipes after placing down new thrusters.", "date": "2024-10-26T16:55:39+00:00", "quotes": [] }, { "author": "heggart", "content": "HI this problem is also happening to me and it is very annoying \n \n \n \n here you can check the correct version and build state 10-26-2024, 19-14-06.png (56.23 KiB) Viewed 7304 times", "date": "2024-10-26T17:18:04+00:00", "quotes": [] }, { "author": "Mirodin", "content": "I have had the same issue and now I had an issue when making holmium. All my holmium pipes and outputs changed into water (lame factorio jesus). \n \nMy setup was pretty spaghetti, so it was a nightmare having to manually change each and every one of them. \n \nThere are 2 save files. File where it was still working and file where everything changed to water. \n \nProblem is the \"before\" is a few hours before, did not have any intermediary save, so something else might have caused the issue in the meantime. \n \nNo idea what the cause is, but it is royally annoying.", "date": "2024-10-26T22:37:01+00:00", "quotes": [] }, { "author": "Mirodin", "content": "It keeps happening. Now I managed to snag a save where it happens in a minute or less. I think it happens when I am switching between planets, but might not be so. So keep switching between gleba and fulgora and you should have the pipes in the fulmium labs change to water. \n \nOkay I tried it again. Just keep hovering on the pipes and in less then a minute it swaps. I think it happens when the liquid hits 0, then it changes to water for some reason.", "date": "2024-10-27T14:12:37+00:00", "quotes": [] }, { "author": "Tharmund", "content": "I had the exactly same issue with a ship and I think it swaps when the liquid hits zero too. \n \nI made a small vid of it.", "date": "2024-10-27T16:28:25+00:00", "quotes": [] }, { "author": "Mirodin", "content": "This is absurd. I even tried destroying each and every pipe on my platform and then pasting it with a blueprinted platform. That includes all factories pertaining to fluid creation. All of it scrapped and then pasted via blueprint. \n \nStill wrong all fuel in my oxidizer. \n \nI do think it happens when liquid hits 0. Please fix this. \n \nEDIT: at least with the holmium issue, I solved it by circuiting and making sure no factories were running below a certain point in tanks. But as I found out, you cannot wire thrusters, so I cant really use that same thing to circumvent the bug here. \n \nEDIT2: so I decided to scrap EVERYTHING and after pasting back, it seems back to working. Last time I forgot to scrap the thrusters themselves, so I think the issue might have been in them.", "date": "2024-10-28T17:17:23+00:00", "quotes": [] }, { "author": "ToxicBanana", "content": "If you clear the pipes your ship may start to travel again, while not ideal it is a temporary workaround. I also scrapped the thrusters and the problem continued for me.", "date": "2024-10-28T21:11:57+00:00", "quotes": [] }, { "author": "Bodzio", "content": "I am having exactly the same problem. It started when I was reworking piping by the engines. I have accidentially connected fuel and oxidizer between the tanks. After that fluids were acting extremely wiredly. \nTo reproduce the issue: \n1. Load attached save file \n2. Switch to platform named Explorer \n3. This is a valid state of fluids:\n \n \n \n 10-28-2024, 22-26-24.png (914.91 KiB) Viewed 6891 times \n \n \n4. \"accidentially\" connect bottom pipe to the right oxidizer engine output\n \n \n \n 10-28-2024, 22-26-54.png (621.98 KiB) Viewed 6891 times \n \n \n5. All of fuel has converted to oxidizer \n \nI cannot reproduce this issue now but I had it earlier so that even reconnecting left fuel plant to engine would fill it with oxidizer even after clearing all pipe segments. I think it might be some oxidizer stuck in the engine fuel port that made that happen.", "date": "2024-10-28T21:30:14+00:00", "quotes": [] }, { "author": "dhensen", "content": "This is the save game that consistently messed up. \n \nRepro: \n- Use factorio space age 2.0.9 \n- Load my save \n- Go to space platform Nubretoria \n- Launch the platform to go to Gleba \n- Keep your eye on the south-east storage tank (filled with thruster fuel) \n- (don't mind noob stuff in my save, my small kids play on it) \n \nHalfway the trip you should see it turn into water. When that happens I'm screwed. If I flush pipeline system I might recover. \nNow on 2.0.11 it does not happen anymore. (i've only tried 2 times, but on 2.0.9 it happend 100% 4 out of 4 times)", "date": "2024-10-28T22:28:54+00:00", "quotes": [] }, { "author": "", "content": "Ref.: 116684", "date": "2024-11-01T01:58:18+00:00", "quotes": [] }, { "author": "SamsaraRazor", "content": "Also experiencing this issue in 2.0.13, makes it impossible for me to finally play space age after spending a lot of time shoring up defences... \n \nReproduce: \nUse space thruster blueprint in hotbar to paste over the approriate section in the \"Space debris 2\" platform. \n \nThe pipes will instanly mix. I've tried complete deconstruction many times, eventually they will mix either fuel or oxidiser depending on what hits 0 first. \nI've noticed that if the thruster has any type of liquid in it and you connect an empty pipe to the opposite output, whatever liquid is in there will instantly claim the pipe, even though it is the opposite liquid. \n \nUsing my reproduction, there is no possible unintended cross contamination because: \n1. The system worked as intended as long as both sets of pipes were \"pressurised\" \n2. Putting down the blueprint as is does not connect it to the rest of the space platform fluid system, meaning that when the oxidiser flows into the fuel pipe from the thrusters, it is due to a bug.", "date": "2024-11-01T14:52:13+00:00", "quotes": [] }, { "author": "Zaflis", "content": "There is a \"new\" feature that came in Factorio 1.1 (or earlier?) that if you click a pipe it opens up a small window for fluid network stats. There is a red trashcan button you can click to flush out all fluids you don't want in that pipeline. \n \nThe way factorio fluids work is that when you remove 1 pipe, all the fluid in it will flow outward to all other pipes that still remain built. So if you just keep removing they will withdraw and withdraw even up inside the engine itself. You would have to destroy absolutely every fluid containing entity including engine and chem plant. But why do so much work when you can flush the pipeline with 1 click.", "date": "2024-11-02T12:33:34+00:00", "quotes": [ { "author": "Mirodin wrote: Mon Oct 28, 2024 5:17 pm", "content": "" } ] }, { "author": "GodGMN", "content": "This just happened to me too, I made 1000% sure all pipes were connected properly, redid them twice and this was still happening. \n \nI even set up a delete filter to remove just pipes (both, regular and underground) and then rebuild them all with Ctrl+Z, but the issue persisted. \n \nAt some point, I deleted everything but a single thruster, I put a single pipe in the **blue output** (not connected to anything else) and it automatically got filled with **red fuel**, which makes me think the issue is that blue fuel inputs are accepting red fuel too, but it doesn't display in the GUI. \n \nIt fixed itself once I **deleted ALL the thrusters** and rebuilt them with Ctrl+Z, so seems like the issue is on the thrusters. \n \nI don't know how does the fluid system work exactly so this may be all wrong but I have a feeling that the fluids are consumed sequentially, so if you input let's say 50 of red fuel in the blue input, then connect the blue fuel and put in 1000 fuel, once those 1000 get spent, the red fuel takes the place and clogs the system by changing the liquid in the pipes and not letting more blue liquid in. \n \nI added a save file, the autosave before going to a different planet, seconds before the issue happens.", "date": "2024-11-03T06:44:40+00:00", "quotes": [] }, { "author": "Root_0", "content": "[2.0.14] Friend was faced with this bug while messing around in editor. Very small amount of fluid was getting through. \n \n https://imgur.com/a/t2pop88", "date": "2024-11-04T19:52:48+00:00", "quotes": [] }, { "author": "SamsaraRazor", "content": "Once again I am faced with this bug. Attached save file. Place a pipe to carry electrolyte between the two machines, it will fill with holmium solution... \nCould we get some info on this subject? Are we all crazy people who can't see something or is this something that is being looked into? \n \nEdit: Also tried replacing everything, both machines, pipes, etc, etc... \nThis setup worked before todays update, it would supply electrolyte to both machines, and they were placed next to the electrolyte machine without issue. When I changed the recipe from electro science to the lightning collector it stopped working. When I tried to move it down so I could add a tank, the pipe fills with holmium solution... \n \nEdit 2: You can even take the attached save, flip the supercapacitor plant above the electrolyte plant (so that it is not connected to any other fluid) and place a pipe on the electrolyte output/input. It will fill with holmium solution. This machine has nothing to do with holmium at all.\n \n \n \n 20241108132825_1.jpg (413.47 KiB) Viewed 4725 times \n \n \n \n \n \n 20241108132833_1.jpg (450.52 KiB) Viewed 4725 times", "date": "2024-11-08T12:32:17+00:00", "quotes": [] }, { "author": "The_Sane", "content": "Check 119600 to see if it could be the same issue. Currently caused when the game updates and I've seen a few new fluid mixing reports posted since 2.0.15 released. (edit: one of which was you , didn't read the names to see i was replying to the same person in different threads)", "date": "2024-11-08T14:26:10+00:00", "quotes": [ { "author": "SamsaraRazor wrote: Fri Nov 08, 2024 12:32 pm", "content": "" } ] }, { "author": "SamsaraRazor", "content": "I think we're seeing the effects of a few different bugs/unfortunate omissions (hidden machine buffers) and not thought out behaviour. But I just wished I could get an explaination if I'm doing something wrong or if they are looking into this.", "date": "2024-11-08T14:37:41+00:00", "quotes": [ { "author": "The_Sane wrote: Fri Nov 08, 2024 2:26 pm", "content": "" }, { "author": "SamsaraRazor wrote: Fri Nov 08, 2024 12:32 pm", "content": "" } ] } ]
19
2024-10-26T11:15:02-05:00
forum-topic-12564
12564
Large guide to modding Factorio
Modding discussion
https://forums.factorio.com/viewtopic.php?t=12564
engineer13
Alright so I have been checking out a lot of info on out there on the forum as well as in the wiki and I have been doing my own tests. This will be my attempt to make a very large mod to explain a large number of concepts for modding because the wiki doesn't have the best info on modding and even the best guides I have found, while they are quite good, are still lacking quite a lot. So let's get this thing started: Chapter 1: The file system There are a couple ways you can setup your files and folders, but I'm quite fond of one in particular so I will focus on that. Create a folder in your Factorio mods directory. You can find your mods directory by going to your Factorio folder and clicking the shortcut to the mods folder. Name this folder according to a special format. Let's say you wanted to name your mod foo bar mod and you were making version 1.2.3 (there needs to be 3 numbers). You would name your folder the following foo-bar-mod_1.2.3. The general format is to have your mod's name, with spaces being replaced by dashes, followed by an underscore and then the version. Inside this folder (which shall now be known as your mod's folder, not mods but mod's) you will create three files: info.json, data.lua and control.lua. Depending on your mod you may also want the following folders in your mod's folder: graphics, prototypes, locale and migrations (I don't really know what migrations is for). Inside of the graphics folder you will want an icon folder and an entity folder (I will explain all of this stuff later). Inside of the locale folder you will want an en folder (stands for english or you can have whatever language). There are other assorted files and folders, but it quickly becomes highly dependent on what kind of mod you are making. Chapter 2: info.json As was mentioned, you have a file called info.json in your mod's folder. This file is basically just for telling Factorio (and everybody else) about your mod. Go ahead and open up the file with some kind of text editor (I prefer notepad++, but anything should work fine). Go ahead and input all this (copy and paste) into the file: Code: Select all { "name": "", "version": "", "title": "", "author": "", "description": "", "dependencies": [""], } Now let's go over this. The name line is simple enough; go ahead and input (in the quotes of course) the exact same name you gave to your mod's folder. This has to be the same in order for Factorio to accept your mod although it does need to be missing the underscore and version in other words from our previous example you would just input foo-bar-mod. Next is the version...quite obvious, just put in the version such as 1.2.3. Now we come to the title, this is where you put in what you actually call the mod for example: foo bar mod. You can input spaces and whatever, it's your name. Next is the author, soooooo you. Now we have the description, this is where you get to put a quick description about your mod. There is no particular thing you should put there so whatever you think is a good short... short description is fine. Finally we have the dependencies. If your mod relies on any other mod (even a certain version of the base mod) then this is where you put it. It follows a simple format. Let's say you needed the foo mod at at least version 0.2.0, the bar mod at exactly version 1.0.1 if it is active and the foobar mod of any version then it would look like this: Code: Select all "dependencies": ["foo >= 0.2.0", "? bar = 1.0.1", "foobar"] Now you can delete some of these lines. name, author, version and title are the only required fields (unless you have dependencies). You can get rid of everything else if you want. I also want to mention that there is a homepage line that you can put in there, but I haven't messed with it and if you have a website for your mod then you probably don't need to read a guide on making a mod. Chapter 3: Items Alright so you probably want to make some items for you mod. Well here we can talk about the prototypes folder. The prototypes folder has to do with what are called prototypes in Factorio. https://forums.factorio.com/wiki/inde ... efinitions is a (quite incomplete) list of prototypes. Basically a prototype is something to define a list of properties about a given item/entity. Inside the prototypes folder you want to create a file named item.lua. This is the file where you will put all the descriptive code about your mod's items. Go ahead and open item.lua in your preferred text editor. Now let me explain the basic way to create an item. First you want to place this to surround all the rest of your code: Code: Select all data:extend({ }) Now inside of there is where you are going to create all of your items. To create an item you use the following format: Code: Select all { type = "item", name = "foobar", icon = "__foo-bar-mod__/graphics/icons/foobaricon.png", flags = {"goes-to-quickbar"}, subgroup = "ammo", stack_size = 100, }, First off we have the type. Type will always be item for an item. When we get to entities it will be a prototype and for recipes it is recipe. It's not complex until you deal with prototypes. Name is just the name of the item. Be careful, this isn't the name that you necessarily want the player to see, this is just the name that you will use in all the rest of your code to reference this item. Also make sure you replace all spaces with dashes in the name. Icon is the path to the image that will be used to represent this item. Always start off the path with "__mod-name__" (two underscores on both sides and the name of your mod in between). This will get the path to your mod's folder for you. The rest is the path to where the image is which will hopefully be in the graphics folder. I like to make a 32x32 image, but technically you can use just about any size you fancy. I also prefer using GIMP for my image editing because it allows me to make the background invisible (unlike paint). Flags has a total of two possible values you can insert: "goes-to-quickbar" or "goes-to-main-inventory". The two different flags are pretty obvious, when you pick up an item does it go to your quickbar or your inventory? Next up we have the subgroup. I'm a little sketchy on the subgroup because there is also a group setting and it gets weird, but let me just say that I know it decides what tab in the crafting window the item falls under. If you don't choose a group/subgroup then it will just be in a new tab called "?" and you can make your own groups/subgroups. Finally we come to stack_size. This is pretty self explanatory, but basically it just decides how many of this item you can stack into a single space of your inventory. There are more options you can add so here is a quick link to the wiki https://forums.factorio.com/wiki/inde ... otype/item . Note, the wiki needs a lot of work on its modding sections. Also one main thing I managed to leave out of my above code is the place_result option. Whatever you set it equal too will be the name of the entity you get when you place the item on the ground. Quick fyi: any name of any item or entity needs to replace the spaces with dashes. Chapter 4: Entities Oh god. This is a big subject that I cannot cover anywhere near as well as the previous (and latter with the exception of the control.lua part) sections. First off you need to realize that every single thing that exists on the map (except the land itself which is considered tiles and will not be covered in this guide) is an entity. Every tree, building, turret, enemy and even you. An entity refers to any object that is not in an inventory (and is not a tile). Every item that won't just be like equipment or a module (basically any item that will be put on the ground at any point) needs to have an entity that it is attached to. Creating an entity can be pretty complex. It can be especially infuriating when you want to create something completely different from anything already in the game. Let's have a quick rundown of the basics that every entity needs: Start by making a file called entity.lua in your prototypes folder Encompass all the code in the file just like in the item.lua file with Code: Select all data:extend({ }) Enter the type option again (this is mandatory) which I will explain more in a minute Enter the name option (remember to replace spaces with dashes) Enter all the other stuff Alright so that was rather vague, but here is what I can tell you. The type option will be completely different for your entities. The type, for an entity, has to be a type of prototype. https://forums.factorio.com/wiki/inde ... efinitions was probably already linked, but this is the list of every prototype in the game currently (meaning this is every one of them you can have as your type, but you can't use the ones that say they are abstract). If you know about Minecraft modding than just understand that this is similar to choosing what block you are going to extend. If you aren't familiar with Minecraft modding than let me try to explain this to you. When you choose a prototype as your entities type that means that your entity gains all of the traits of that prototype and none of any others (except the parent prototypes, gah too much info). What this means is that you can potentially make coding later easier or harder depending on your entity and what you want it to do as well as what prototype you choose for it. Let's say that you are trying to make a car that can move quicker on tracks and slowly on land. You would want to make type = "car" because that will give you all the traits of the car (the ability for the player to enter it and for it to move and the such) and this allows you to enter a lot of easy variables right there in your entity.lua file rather than having to enter a lot more code in your control.lua file later. Also remember that whatever prototype you use has certain variables that have to be entered. For example the car type requires an animation variable, but doesn't accept a picture variable. This means that you need to make an animation for the car and a picture won't help. There is a lot more to creating entities, but I cannot cover it all here without going on for ages so just look at the wiki for more info. Good advice. Once you have chosen a prototype to use for you entity you will want to go to the base mod and check out the code that they used for the specific entity/prototype that you chose. Like I have been saying, looking at code from other mods (including the base mod) can really help you out with your own code. Chapter 5: Recipes Now create a recipe.lua file in your prototypes folder. Again surround your code with the usual. Now recipes are quite a bit easier. Code: Select all { type = "recipe", name = "foobar", enabled = "true", ingredients = { {"iron-stick",100}, }, result = "foobar" }, Alright so this is an easy description. Type is simple enough, recipe. Once again name is really easy and the same as the name for the item that this recipe creates. The enabled option has two possible states, "true" and "false". This decides whether the recipe is available to be crafted or not. A good exampled (and probably the only one) for why you would initially have it disabled is for an item that needs to be researched before it can be crafted. The ingredients option leads to a table that tells what all items are required to craft this recipe. In this case we only need 100 iron sticks to craft the foobar. You can expand this by adding more items (though their format needs to be exactly the same as the iron sticks' format). To find out the name you need to use you can just take the actual name of the item in game and then replace the spaces with dashes (and always use lower case). Finally the result just tells what item is made when you complete the recipe. You can of course set it up to make multiple of the item or of other items (?). I haven't ever done that and have done no research on it, but if you are really curious then just look it up or go into the base folder and look at their recipe.lua. This is a good time to mention that you can look at the base mod as well as any other mod that anyone else has created to get some good ideas as well as just a feel for how all of this works. Chapter 6: Technology This is similar to recipes (it's basically just recipes with slightly different parameters). Create technology.lua in your prototypes folder and start with the normal code. Code: Select all { type = "technology", name = "foobartech", --lol foobar tech. Let's learn how to *bleep* things up beyond all repair icon = "__foobar__/graphics/icons/foobartech.png", effects = { { type = "unlock-recipe", recipe = "foobar" }, }, prerequisites = {"foo", "bar"}, unit = { count = 10, ingredients = { {"science-pack-1", 2}, {"science-pack-2", 1}, }, time = 10 } } Alright so let's explain this quickly. Type is obvious. Name is just what you want this tech to be called in your files (not necessarily in the game). Icon is obvious. Effects allows you to choose what items are unlocked by researching this. You can add more effects in that table for more items to be unlocked. The type for the effect is always the same and the recipe just has to be the same as the name you gave that particular recipe. Prerequisites tells you what technologies you have to have already researched. The unit table allows you to choose what all science packs are required to research the tech as well as how long it will take. The ingredients is just the same as for the recipes except that you are using science packs instead of any resource. The count variable decides how many iterations you have to go through using the number of science packs that the ingredients call for. The time variable decides how long it takes a lab to go through one iteration. Again if you need any help I would recommend looking at code from other mods as that might help you out. Chapter 7: Names/locale folder Alright so let's move over to the locale folder you created and then into the en (or whatever language) folder. This part is extremely simple. This is where you get to place the actual names that your stuff will have in the game. There are different ways you can do this. You could just make a file called local.cfg or something similar and then put all the code in there, but I prefer a different method that is better for larger mods. Create three different files: item.cfg, entity.cfg and tech.cfg. In each one you will follow a simple format. At the top write [item-name] and then just write the item name and then the name you want the item to have in the game like this: foo-bar=foo bar. You can also, at some point, write [item-description] and then below that write the same things except that you put the wanted description instead of the wanted name. For the other files you do the same thing except you replace item with technology or entity. That's all there is to it. Chapter 8: data.lua Remember that data.lua that you made a while back in your mod's folder? Yeah we are just now getting to it. Technically you can put all of the info you put for your items and entities and recipes and so on into this file, but I prefer this method of breaking everything up. It makes it a lot easier to read and understand. All you have to do here is add some required stuff. Basically the only things you need to worry about including in here is all the files you put in your prototypes folder. Here is an example of what it might look like: Code: Select all require("prototypes.technology") require("prototypes.entity") require("prototypes.item") Not exactly very difficult. If you add more files to the prototypes folder you may need to include those as well (keep in mind this is only looking for lua files). I think you also have to include migration scripts in here, but I'm not sure. Chapter 9: Migration scripts Alright so I know I said I don't know a lot about this stuff, but I did a little research and so I know a bit. Basically a migration script is used for when you are updating your mod and you decide to change items. Obviously there could be people who were using your mod and so their save has some of these items that you have discarded. The migration script allows you to tell Factorio to change these items in their save to one of your new items. I don't really know anything further than that. Here is what I used to discover this https://forums.factorio.com/forum/vie ... 749#p21749 . Chapter 10: control.lua and lua script Oh dear lord help me now. This is the one section that will be even worse than the entities. Alright so let's take a look at your mod's folder. See that control.lua I had you make a long time ago? Yeah it feels like ages doesn't it? Alright let's open it up and in the process open the can of worms that it is. So this is where you get to actually make your stuff do stuff. First off make sure to write this at the top: Code: Select all require "util" require "defines" You may not use one of these or perhaps neither, but who cares they can be useful. Basically these are just a couple of libraries that open up more commands to you. Now at this point let me just tell you that I'm not going to sit here and teach you lua. There are plenty of well made guides and tutorials on that so go search for that stuff. Basically this is where you are going to combine normal lua with all the stuff that Factorio has. I'm not even going to begin trying to describe all of the commands you have so let me just refer you to the wiki (although it's absolutely terrible at explaining this stuff too) https://forums.factorio.com/wiki/inde ... Lua/Events https://forums.factorio.com/wiki/inde ... e=Lua/Game . Those should give you very very slightly decent info to get you started on what all the lua code portion of modding is all about. Like I said I'm gonna try to see if I can't update some of the stuff on the wiki because even most of the stuff it does explain is not explained well enough in my opinion. Alright that was all I got (I do believe I covered just about everything). I do want to say that I probably made mistakes or didn't explain some stuff well enough so please let me know (I want this to be quite expansive, but the further I went on the harder that became). If you have any questions than please feel free to ask (I know I said you can look at the code of other mods and learn a lot, but you don't have to do that before you ask me a question). I would like to recommend the following tutorials because they each have their own unique uses (I'm definitely not trying to say that mine is better than either because it probably isn't, but I am saying that neither of these is in anyway perfect) https://forums.factorio.com/wiki/inde ... g_Tutorial https://forums.factorio.com/forum/vie ... f=34&t=709 (really like this one even though it is based on the wiki). I will hopefully be able to start "fixing" the wiki pretty soon so that it becomes a lot more noob friendly for learning how to mod because it is currently just a whole bunch of trial and error for figuring out how some of this stuff works. Regardless I hope you guys will now start pointing out all the flaws in my writing .
[ { "author": "", "content": "Stickied by Koub : I think this post deserves to be stickied. There is already a guide, but it is pretty old, and outdated. Moreover, I did find this guide helpful. \n@Ssilk : If you think it should be merged with the old modding guide, it's ok for me too. \n [Edit] : @Ssilk : You're right, hadn't thought about all that.", "date": "2015-05-28T05:34:15+00:00", "quotes": [] }, { "author": "", "content": "This is the old thread: https://forums.factorio.com/forum/vie ... f=34&t=709 \n \nKoub: No. not merging. Think in terms of \"how would I want to have it\", and I won't have it so, that I need to read through all of the other thread to find an updated version. And think also of this: The thread owner has a bit more rights for his thread (he can change the topic name), than an replier, so if you do that, you need also to moderate it more. And we're only two yet.", "date": "2015-05-28T06:34:51+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "Re: Chapter 4: Entities \n \nAfter you pick a prototype, you should look for a similar prototype in Factorio/data/base/prototypes/entity. Then use that as a reference for the fields you need to add.", "date": "2015-05-28T07:55:33+00:00", "quotes": [] }, { "author": "tpzker", "content": "What version is this for? Looking for 0.12 or 0.13 modding documentation, would be helpful to know what version. The most updated I could find was 0.10. Very outdated.", "date": "2016-06-30T02:47:41+00:00", "quotes": [] }, { "author": "EncryptingWolf", "content": "Nice tutorial, It's a very good intro to modding, any chance of an update \n \n\nIf your just looking for dockementation, here is the official lua api: http://lua-api.factorio.com/ \n \nIf you want a tuorial then here: \n https://www.youtube.com/watch?v=8lPNOOVYeMU \nIt's a updated youtube video by klonan and it only covers till this post's chapter 8. It was made in August 2015, it works for 0.13 if you do the following: \n \nAdd to info.json: \n\"factorio_version\": \"0.13\", \n \nIf you are on steam the file path has changed: \n \nBase mod (For coding examples): C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\data\\base \n \nMod's folder(your mod, didn't change): %AppData%\\Factorio\\mods", "date": "2016-07-10T10:19:06+00:00", "quotes": [ { "author": "tpzker wrote:", "content": "" } ] }, { "author": "Marbelus", "content": "This is incredibly informative and helpful. It will help in a mod we are creating. Thank you very much!", "date": "2016-10-12T19:11:19+00:00", "quotes": [] }, { "author": "Optera", "content": "You should add information about how mods are loaded and especially how to properly use data.lua, data-updates.lua and data.final-fixes.lua \nI've seen way too many mods using data-final-fixes to generate entities when they really should use dependency and data.", "date": "2016-12-26T10:18:24+00:00", "quotes": [] }, { "author": "meems", "content": "If your going to sticky the OP post, can you at least update it to keep it accurate? \nI'm hoping to start modding. With a >3 year old modding community I was hoping there would be a clear path already cut here. But this guide fails on its 1st step into the dark forest of code. \n \nAnyone know a modding guide that gets at least one step without failing?", "date": "2017-02-15T02:18:21+00:00", "quotes": [] }, { "author": "", "content": "You're going to need to put a little more effort into it than that. If you can't get past something like a folder not existing you're never going to get anywhere with this... Just make the folder and continue with the guide.", "date": "2017-02-15T02:33:37+00:00", "quotes": [ { "author": "meems wrote:", "content": "" } ] }, { "author": "meems", "content": "Code: Select all \"dependencies\": [\"foo >= 0.2.0\", \"? bar = 1.0.1\", \"foobar\"] \n\nWhat does the conspicuous and unexplained ' ? ' do?", "date": "2017-02-15T02:36:56+00:00", "quotes": [] }, { "author": "meems", "content": "I'm putting the effort in. I've created a temporary dir while I wait for the correct location of this mod folder to become known. \nI don't know if the location of the mod directory has to be specific or can be anywhere. \nYou suggest its ok to create my own. Fine, I will try that thanks. Someone update the OP guide?", "date": "2017-02-15T02:42:20+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" }, { "author": "meems wrote:", "content": "" } ] }, { "author": "", "content": "He is using the steam version, just making a mods folder there won't work because the mods are still stored in %appdata% and it's the shortcuts that are missing. \n \nTo find the mods folder just enter %appdata%\\Factorio\\mods in any explorer window. \n \nA question mark before the mod name shows an optional dependency. In the code example the mods foo and foobar are required (the mod won't work without them), bar is optional and the mod works without it. If bar is also installed it is guaranteed to be loaded before the mod. \n \nEDIT: Adil is currently working on an updated modding tutorial for the wiki, see here for the current progress: https://wiki.factorio.com/User:Adil/Modding_tutorial", "date": "2017-02-15T02:51:23+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" }, { "author": "meems wrote:", "content": "" } ] }, { "author": "meems", "content": "thks Daniel, that was useful. \n \nI note the guide says \n \n\nbut later says \n \n\nthe icon field appears to be a file address, if so i would have expected \n \n \"__foo-bar-mod _1.2.3. __/graphics/icons/foobaricon.png \" \nnot \n \"__foo-bar-mod__/graphics/icons/foobaricon.png \" \n \nDoes factorio fill in the missing version numbers in the folder name?", "date": "2017-02-15T03:25:17+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "meems", "content": "Tried to run factorio with the guide mod template but got this error. \n \nI think this is the wrong way to go about learning to mod. Writing stuff from scratch just gives 100 ways to subtly fail, computers fail with the slightest of errors, and its very hard for a beginner to figure out the error. \nThe foolproof way to learn code is to take existing working code and mod it slightly. I will try this method.", "date": "2017-02-15T04:05:06+00:00", "quotes": [] }, { "author": "", "content": "I agree, that's usually also advice I give and the way I learned to mod Factorio. At first look at a few (small) mods to see how the work and what parts a mod has and how they interact with each other, then take a mod you're interested in and change it, or try to add functionality. \n \nRegarding your info.json:\n the last line before the closing } is not allowed to have a comma, all others need to have one \n dependencies can't have an empty string inside the way you did it, you could leave it empty e.g. [] but the usual convention is to define the base version there: \"dependencies\": [\"base >= 0.14\"] \n since 0.13 you also need the following line for it to work: \"factorio_version\" : \"0.14\" \n \nYes it does, otherwise you could have lots of places in your code where the version number was used and you had to change each of them everytime you change the version number.", "date": "2017-02-15T04:21:18+00:00", "quotes": [ { "author": "meems wrote:", "content": "" }, { "author": "meems wrote:", "content": "" } ] }, { "author": "meems", "content": "thks again, that seemed to fix the prob. Factorio loaded 1 second longer b4 complaining of an error in my technology.lua \nthere could be a lot of work ahead down this path, but I've switched to looking at other working mods. \n \n \nThe 'simple Sapling' mod on the mod portal doesn't work. The resource compression one does though. Think I'll try gut it to get an empty mod template.", "date": "2017-02-15T04:39:39+00:00", "quotes": [] }, { "author": "Mooncat", "content": "It would be nice if someone can update the guide so it teaches people to add prefix on their prototype names. \nAs the number of mods keeps increasing, the chance of having conflict between mods due to identical prototype names also increases. Adding the mod ID as the prefix to your prototype names can avoid this in an easy way. \ne.g. change the name \"foobar\" to \"foo-bar-mod_foobar\"", "date": "2017-03-07T01:56:50+00:00", "quotes": [] }, { "author": "eradicator", "content": "If you're looking for an example mod Hand Crank Generator was originally written (by me :P) as an example mod, and has extensive comments on why things are done the way they are. \n \nIt demonstrates among others:\n \n general localization, mod settings localization, localization of dynamic hotkeys \n hotkeys \n in-game mod-settings \n basic control.lua events \n basic item/recipe/entity creation", "date": "2017-09-23T20:57:33+00:00", "quotes": [ { "author": "meems wrote:", "content": "" } ] }, { "author": "Jürgen Erhard", "content": "And since 0.15 it needs \"0.15\" there \n \nIOW: Bitrot is eating this guide too. And, meems, there is nothing foolproof ever.", "date": "2017-09-25T00:35:13+00:00", "quotes": [ { "author": "daniel34 wrote:", "content": "" } ] } ]
19
2015-05-28T00:07:35-05:00
forum-topic-47506
47506
[Mod 2.0] Power Armor MK3+ - Page 5
Mods
https://forums.factorio.com/viewtopic.php?t=47506&start=80
Repairmanski
This is a tough one as there are some overhauls that Deadlock did that would be retreads for the levels/attributes you have currently assigned to some items. For example, the Light and Heavy armor items have an equipment grid which I believe obviates the need for light/heavy vest. Ditto for nuclear-reactor-equipment as the costs and output of the IR one is already significantly higher than what is available in this mod. That being said, here's my take on the items individually: Code: Select all power-armor-mk3 steel-motor,24 optical-computer,4 titanium-chassis-small,2 titanium-plate-heavy,120 carbon-plate,120 sensor,20 rubber-vulcanised,32 gyroscope,1 This roughly follows the IR template for mk2 armor with some "common-sense complexity" additions. Code: Select all power-armor-mk4 power-armor-mk3,1 battery-mk3-equipment,5 fusion-reactor-equipment,2 quantum-ring,1 duranium-plate-heavy,120 Since mk4 contains mk3, I opted to simply add the highest tier primary (reinforced duranium plate) and secondary (quantum ring). With the battery changes I'm proposing shortly, this becomes a seriously spendy bit of kit and really only available once the player is in multi-rocket territory (or should be). Code: Select all light-vest Drop heavy-vest Drop As mentioned previously, I believe this would be duplicate/lesser functionality than the existing IR changes to light and heavy armor. Code: Select all night-vision-mk2-equipment glass-cable,20 advanced-computer,1 sensor,4 rubber-vulcanised,2 carbon-plate,2 The IR recipe for nightvision is both simplistic and realistic for the item. My additions here mimic the mk1 with slighty more or higher tier components. Nothing fancy. Code: Select all battery-mk3-equipment copper-cable-heavy,5 junction-box,1 battery-mk2-equipment,10 field-effector,5 effectivity-module-3,2 Similar to the above reasoning although the addition of the field-effector makes this a late game pain-in-the-ass because of the gems they consume. Seems appropriate. The remaining items (energy-shield-mk3, nuclear-reactor-equipment, and singularity-equipment) are a little more challenging to extend. The IR costs for energy-shield-mk2 are already extortionate but it could be done. If I'm reading the 'equipment.lua' correctly, the nuclear-reactor-equipment puts out 300kw while the IR overhaul (which is stupefyingly expensive) pushes 1.6MW. I think I'd probably drop this item when both are loaded, just like the vests. As for the singularity-equipment, I'm happy to give that a look as well although I'm not certain it is sufficiently better (given the grid-size) to warrant using it. What I mean is that it is 10 times better than the included reactor but less than 2 times the IR version. I suppose I am looking for a feedback on whether or not this suits your purposes as well. I can certainly just scale the shield-mk3 and singularity-equipment but wanted to see if the stuff so far was tracking with you as well.
[ { "author": "jimmy_1283", "content": "Thank you for the input, I've not played with IR myself so I really needed it, I'll definitely take your suggestions under advisement. \nHaving said that though this retro 0.17 update may be a while coming, as I'll be out of town for the next week on business, hopefully a 0.18 version of IR comes out before then eh? \n \nAnyways keep an eye out here in a week or so and I should have something for you guys.", "date": "2020-02-25T02:01:17+00:00", "quotes": [ { "author": "Repairmanski wrote: Sun Feb 23, 2020 1:46 am", "content": "" } ] }, { "author": "Repairmanski", "content": "No problem at all. Happy to help as I've used both your mod and IR rather extensively. My way of saying thanks, I suppose.", "date": "2020-02-25T04:37:07+00:00", "quotes": [ { "author": "jimmy_1283 wrote: Tue Feb 25, 2020 2:01 am", "content": "" } ] }, { "author": "jimmy_1283", "content": "So I've had a chance to poke around in the IR code (and wasn't that painful, lol), and I agree with the suggestions so far. I can change the attributes of both the MK3 shield and the Shielded Singularity if IR is detected easily enough, so if you have any feedback on what you think they should be, in addition to recipes if you don't mind, I can probably get this done pretty quickly. \n \nEDIT: As a side note, I'm assuming that the research costs and prerequisites are ok? I assume they are fine as they haven't been mentioned, but thought I should bring it up anyway just in case. \n \nThank you again for the feedback, it makes my life a lot easier.", "date": "2020-02-25T21:43:30+00:00", "quotes": [ { "author": "Repairmanski wrote: Tue Feb 25, 2020 4:37 am", "content": "" } ] }, { "author": "Repairmanski", "content": "I hadn't really looked at those yet. The costs are probably fine, the pre-reqs may require some modification. I'll try to look at those tonight along with the outstanding recipes. I've been banging my head against a 3d printer build with pretty much all my free time of late.", "date": "2020-02-28T00:51:09+00:00", "quotes": [ { "author": "jimmy_1283 wrote: Tue Feb 25, 2020 9:43 pm", "content": "" } ] }, { "author": "jimmy_1283", "content": "No worries, and no rush, I'm doing a few little things here and there when I have time, but I likely won't have a release ready before I get back home anyway.", "date": "2020-02-28T02:39:08+00:00", "quotes": [ { "author": "Repairmanski wrote: Fri Feb 28, 2020 12:51 am", "content": "" } ] }, { "author": "Repairmanski", "content": "Costs: IR Power Armor Mk2 is behind utility-science-pack and costs 1k each of automation, logistic, chemical, and utility. I say just scale Mk3 and 4 however you feel appropriate. For reference, personal-laser-defense-equipment and atomic-bomb both cost 1250 of all 6 sciences (pre-space). \n \nPre-requisites: If it were me, I think I would put Mk3 behind space-science-pack and have Mk4 be after deadlock-future-age. That's pretty much the only available way to allow the progression to make sense. \n \nAs for the recipes for energy-shield-mk3-equipment and singularity-equipment, I feel like they lose coherence and should just have absurd costs but that's just my ill-informed opinion. \n Code: Select all type = \"recipe\",\n name = \"singularity-equipment\",\n enabled = false,\n energy_required = 10,\n\tingredients = \n\t{\n\t {\"lead-plate\", 200},\n\t {\"low-density-structure\", 200},\n\t {\"quantum-ring\", 2},\n\t {\"energy-shield-mk3-equipment\", 20},\n\t {\"battery-mk3-equipment\", 10},\n\t {\"fusion-reactor-equipment\", 5}\n },\n result = \"singularity-equipment\" \n\nThe player at this stage may have opted to create the big-daddy 'satellite', the Impulse Probe, which necessitates automating the fusion-nuclear-equipment item. Perhaps they will be motivated to do so if they have not already. \n Code: Select all type = \"recipe\",\n name = \"energy-shield-mk3-equipment\",\n enabled = false,\n energy_required = 10,\n ingredients =\n {\n \t{\"energy-shield-mk2-equipment\", 10},\n\t{\"low-density-structure\", 30},\n\t{\"heavy-coil\", 20}\n\t{optical-computer\", 4}\n },\n result = \"energy-shield-mk3-equipment\" \n\nThis one is a little lazy on my part but there's already a pretty intense requirement in IR for just the Mk2 shield. Having 10 of them per Mk3 is pretty painful already. It could be scaled instead of using previous items, especially since IR has a limited recycling program.", "date": "2020-03-02T03:57:36+00:00", "quotes": [] }, { "author": "jimmy_1283", "content": "Nice, thanks again for the input, here's what I've managed so far, I'd appreciate feedback from as many people as possible, just to make sure I didn't miss anything important, but I'm pretty sure I got most of it done. Don't mind the version number too much, it's the latest for my 0.17 branch. \n \n \n \n \n Power Armor MK3_0.2.13.zip \n (310.75 KiB) Downloaded 172 times \n \n \n \n \nFor those of you that just stumbled along and haven't been keeping up, this is a beta release for my Industrial Revolution optional dependency, if you don't have IR then you aren't going to notice any difference.", "date": "2020-03-02T16:20:19+00:00", "quotes": [ { "author": "Repairmanski wrote: Mon Mar 02, 2020 3:57 am", "content": "" } ] }, { "author": "Repairmanski", "content": "I had to do some finagling to get it going on 0.18.x and I'm still testing but here's what I note so far. \n \nnight-vision-mk2-equipment icon is broken. \nnight-vision-mk2-equipment will require an additional property 'color_lookup' which is a LUT reference. You probably already know this, but it looks like this: \n Code: Select all color_lookup = {{0.5, \"__core__/graphics/color_luts/identity-lut.png\"}}\n \n\nBob's using the above 'identity' for his mk3 which renders as day full-time, and 'dawn-lut.png' for his mk2, as reference. \n \npower-armor-mk4 only adds 10 inventory slots compared to the IR power-armor-mk2. I don't really see this as a huge problem because the equipment grid is ludicrous, but that would be your call. \n \nI had forgotten this before, but all other personal equipment power generation requires actual fuel in IR. That being said, I think it's okay to skip that for the singularity-equipment due to both the expense and the literal nature of the item by design. \n \nMore to come, I reckon.", "date": "2020-03-04T04:24:53+00:00", "quotes": [] }, { "author": "jimmy_1283", "content": "Wait there's a 0.18 version of IR? I'm aware of the LUTs and whatnot, I fixed that already in my 0.18 releases. As for the inventory bonus, I can change that pretty easily, just need to pick a reasonable number I suppose. And yeah the Singularity is supposed to be OP end-game equipment. \n \nWell here's a proper 0.18 version with changes for testing anyway: \n \n \n Power Armor MK3_0.2.16.zip \n (340.15 KiB) Downloaded 160 times", "date": "2020-03-04T05:03:26+00:00", "quotes": [ { "author": "Repairmanski wrote: Wed Mar 04, 2020 4:24 am", "content": "" } ] }, { "author": "Repairmanski", "content": "Ummm...no? \n \nI got myself into a really ugly mess of mods in a current save and once I started making patches, I just kept going rather than revert. My save is, frankly, rather fragile as far as mods are concerned right now so I did what I had to. \n \nI also just rebuilt my PC and don't really have time to go through creating separate installs. Sorry if the test wasn't as helpful as it could have been.", "date": "2020-03-04T16:05:19+00:00", "quotes": [ { "author": "jimmy_1283 wrote: Wed Mar 04, 2020 5:03 am", "content": "" } ] }, { "author": "jimmy_1283", "content": "No problem, so long as it worked and the recipes, tech and effects are all good, I'm happy. Did you end up trying the last version I posted by chance?", "date": "2020-03-05T04:09:03+00:00", "quotes": [ { "author": "Repairmanski wrote: Wed Mar 04, 2020 4:05 pm", "content": "" } ] }, { "author": "Repairmanski", "content": "I loaded it just now and went through everything briefly. Everything's looking good in terms of loading, visual elements, etc.", "date": "2020-03-06T01:35:36+00:00", "quotes": [] }, { "author": "jimmy_1283", "content": "Looking to expand the list of compatible mods/optional dependencies, so if you have a mod or mods that you would like integration with, then please submit a list of recipes, research costs, research dependencies and such for consideration. Please use the 'code names' rather than the in-game names for ingredients and tech dependencies where possible, such as \"fusion-reactor-equipment\" rather than \"fusion reactor\". \n \nI'm not likely to integrate a mod if no-one asks me too, as there a quite a few out there to choose between. \n \nThanks in advance for those that choose to submit.", "date": "2020-03-27T04:41:51+00:00", "quotes": [] }, { "author": "skavier470", "content": "Could you add an option for a 40x40 Grid? \nOr a config option? \n \nI use a mod that modifys this Mod so that the Powerarnor MK4 is 40x40. \n( https://mods.factorio.com/mod/Power%20Armor%20MK4 ) \nBut this mod is Deprecated and does not work with the new GUI. \nThe Gui is not working with the 40x40 Grid size, I cant scroll Right or down enough. \n \nEDIT: nevermind, i Tried changing the Grid size in your mod myself, and disabling the Old mod, and everything works.", "date": "2020-11-08T10:42:10+00:00", "quotes": [] }, { "author": "eksdee", "content": "please update the mod for 1.1.x", "date": "2020-11-25T12:39:53+00:00", "quotes": [] }, { "author": "Graploos", "content": "Love the mod, hope you can update it for 1.1.", "date": "2020-11-25T20:10:43+00:00", "quotes": [] }, { "author": "jimmy_1283", "content": "Updated for 1.1.x, enjoy!", "date": "2020-11-28T23:09:42+00:00", "quotes": [ { "author": "eksdee wrote: Wed Nov 25, 2020 12:39 pm", "content": "" }, { "author": "Graploos wrote: Wed Nov 25, 2020 8:10 pm", "content": "" } ] }, { "author": "SUPERBESTWIZARD", "content": "Please fix BUG in new version Power Armor MK3_0.3.06. \n \nI attach a screen to the message.", "date": "2021-06-06T17:03:26+00:00", "quotes": [] }, { "author": "jimmy_1283", "content": "Sorry about that, was tired and did something weird apparently, fix is up.", "date": "2021-06-07T02:50:30+00:00", "quotes": [ { "author": "SUPERBESTWIZARD wrote: Sun Jun 06, 2021 5:03 pm", "content": "" } ] } ]
19
2017-05-13T18:56:43-05:00
forum-topic-105361
105361
ROUNDABOUT without blocking turn right
Railway Setups
https://forums.factorio.com/viewtopic.php?t=105361
datarza
I have played a little with `ROUNDABOUT SAFE` intersection from viewtopic.php?f=194&t=46855 . This intersection has a huge issue - when train turn to right, then whole intersection will be blocked. Probably the following plan can solve this problem (if no one has posted something similar): Screenshot 2023-02-24 230615.png (2.86 MiB) Viewed 4786 times 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 Copy blueprint
[ { "author": "SoShootMe", "content": "See 3 and 4 way intersections . I think your design is equivalent to \"Roundabout+Straights\" with the addition of the extra left-turn chords. These add that when a train is turning right, a train from its left can also turn left, so it should perform better; I'm not sure how much though. You can use the Testbench for 3/4way intersections to compare.", "date": "2023-02-25T07:07:28+00:00", "quotes": [] }, { "author": "datarza", "content": "I have found an intersection that looks the same and just wandering if it can be compared to understand what intersection is better from these two options: \n \n \n \n render-5ca84b4bceeff34b.jpg (166.48 KiB) Viewed 4709 times \n \n \n 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 Copy blueprint", "date": "2023-02-25T18:11:18+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "The best way to test them is to use the testbench SoShootMe linked.", "date": "2023-02-25T20:06:28+00:00", "quotes": [] }, { "author": "datarza", "content": "I understand, but it is impossible for me. I have downloaded the mod, added blueprint, have read the description, but have no idea how does it works and how to clarify the results. Anyway, thank you.", "date": "2023-02-26T09:40:48+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Sat Feb 25, 2023 8:06 pm", "content": "" } ] }, { "author": "Premu", "content": "Hm, I wonder if the straight lines even add anything useful to the junction. For me they make it just more complicated. My roundabout solution looks like that: \n \n \n \nIt allows either four trains to turn right, two trains from opposite directions to pass or one train turning left and one train turning right in the opposite path. \n \nThe other examples above might provide two different paths for a train to go in one direction, but once one is chosen the other is blocked anyway. So the throughput seems to be the same... \n \nThe only advantage might be the slightly shorter way for a train going straight - but that's a very minor benefit for a lot more headache and lot more rails to build this junction.", "date": "2023-08-15T16:24:36+00:00", "quotes": [] }, { "author": "SoShootMe", "content": "They are definitely more complicated, but (aside from possible performance differences which are also affected by other factors) three benefits spring to mind: \n \n If you have built a straight run of track (eg out to some remote ore patch), you can \"add\" a junction (eg to another ore patch you later decide to claim) without having to remove any existing rails. \n As a personal preference, it looks strange to me seeing fast-moving trains \"wiggle\" around junctions, especially when they are not turning (which is useful in the sense that it stops that, at least partially). \n Rather minor(!), but as you mentioned it is slightly shorter for trains passing straight across.", "date": "2023-08-15T17:38:58+00:00", "quotes": [ { "author": "Premu wrote: Tue Aug 15, 2023 4:24 pm", "content": "" } ] }, { "author": "datarza", "content": "I have modified ROUNDABOUT for four rails (I do not know if it was invented before). \n \nThese features are perfect for city blocks: \n \n1. Two independant rails in both directions, four rails in total from each size \n2. U-turn for both rails \n3. Changing the rail in the same direction, right to left, left to right, top to bottom, bottom to top - killer feature \n4. Prety small size for four rails intesection with u-turn and changing the rail features \n5. Stackable roboports \n \n \n \n Screenshot.png (1.76 MiB) Viewed 3016 times \n \n \n\nIt will be good, if somebody can test the performance for this blueprint. \n \n \n 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 Copy blueprint \n \nAlso, there is a version with bigger outbound rail path which is preferable for cityblocks. Here can be attached enter/exist which is red arrows where blue arrows are general rails. \n \n \n \n cityblock.png (2.51 MiB) Viewed 3061 times \n \n \n 0eNqtndtum7kOhd/F12khStSpr7JRbKSpMWMgTQo3Geyi6Ltvu53Yjkv6X1zO3XTQfj9NnShxifqx+nT/vP663Tw8rT78WG3uHh++rT7858fq2+avh9v7/f97+v51vfqw2jytv6xuVg+3X/Z/2t5u7lc/b1abh8/r/60+yM+PN6v1w9PmabP+/e9//eH7fx+ev3xab3d/4fAvvz3t/u1ffz+9+4W4WX19/Lb7V48P+0/tSO+kybxZfd/9V63l58+bP1A5gpKLqHJA3d7dPX95vr99etyaoDReQNkCacCmVC/aVHFUnf0iqlFOFwvVD6i75+0/688XQPlfkI5d//i82a7vfv+FamAH1ZamhfOA+rT56936fvfZ7ebu3dfH+/VCi6adnQ/r3cc/PT5v9703a/5ofEHSq+7/7t8hYsLn+0Mry/v62hFqseU1++7v283DxS+011+wmBlutKROo5m2Fqq3m60mSnV3m1WZ/q7TZDWmZzqs4+DZPn56/Pq4fbrcI7WbmMG43TFpMm63WTlRbjd/YxbK7TYrU/6yWYXyl81Syl/mEM+hLn/4jeX1IO8WuVHks6muWOROtbH9+wc/bara02aeVL8xWSUyNpI4XrRWzhJeMMrrX77YA0qmbD/rW2KRudFke1jhRW4/Uf0mJcC/oZF1sFEAv1JhmdoBbKesLMujtAw42JF+7FkFCXbKDPZd0eMX8ntgdGii5hjTxxoeafOCtZY/lFupbGtDY2s6PcL0qVJkWZ4PtMY8XOd43eMsZkPnhTqbMy+YbdWpuctuq4HvqoZjY7O4k5lhylyeuyoX68nyfFOFJFus0BFBcazMFrlQ84ptpZKsZSsja1eaEXJk7Uo9Qu7UHGh7dpCsZStDsWGkZ7WEz1feXGCNqybUfCXL60HLDPl8lrHWg1ZImy1WZJTll1FW+vJc2CpFnkCbNXL+tlidj7XKPI9erNWmUYd4jrWTj7Uwa3vid4y/vmAxhZlvbA/0zO/rQA8UPtoqw/FAKDaszliwZpleyVnGYjXKyr48Y3X8fDy/RJtFl1eFHhlb+WW9KcDuvk+K3Jdnr0HFiMU8KxsSzzuc+9XMO1BJJMfGcsWc1ZH94dD4Qf65F0xupeYt2wuNGqc2K7TH8vqm2e4jOvfVY1s15NRsTDyOS05bWdyZKJ/U5blrCjF3ZYAbGWP54GXgbHoWigycTU8NjuWcj/1DkZOpSSWpirnqzhaN7foFa60ZYlJn9Y611K7MYVH5K5slKRFDNtuo0G5LnJ5ZTXSm0MBxvKTIeCrTQWcTHdl+lR5CR0ZSqSF0ZANWSggdGVFFQuhQsHjwNZCykBSKFkM9RBJlNZDCEJG3QNtWv8niZqMLFZlDaO4wBEJz6xqEbiTahFEZM8zOQWxW8vKGXWQyuXjI5ph4I9TZOC2H02w5kzDAzsKclmNoZuOWgZktpPtIoV4cEn6kutBsnYQBdg7mKB5DT0b5AKFLYpKoGJo66XcarmQSBthZqFM4CK3UJhlCR84hh9dwZmRf2ltE9rbVnbIayNlLGW/hENvqyO5uhDpfRBhSR6jzaWT8jVDniwhE6gj1kJBepIeaMSQY6bFmrMx+JAMKB9FGbXUAiYNoNBeXT06KBcntiEYFkVnDn+DUJY5kOzGhLdSQVa44HcNcEROa1Ehf4ZQmnpejx5pphF1Rr8irJucCQ+ViUccJnYrqACWExAQn4vRic5mt4Yx4ijZdS1ckhL27J5zuxGm6lq9I24BOKFTMgfSOiATliIZ6R6uoSreOFnYJLKFs5WX3mhuwejfqDDQDyhlpIy4Hx2yeca3mOdhswk6ly7Nz00iY0y3Is2Fhyslymid0B65Ta57nCupOpgcLr275wo83w5Xe4gLAXQczUZ05ZMiAGkf6iMuqz4eB/fOpjJ7TXCO8oh0XzexInGQIs3WEvDqi69vor+1d9u+JSmWp4UaONNyIxpblxNcNSZlLSKdyyONk5xZlNGme6wV7zXlsdGpKd+yN7ujkxN6O+XdS865t70y8HAr076T0lp691EmnByvMoZgHUyYtnysQzYRUKIe0PIZuTFoeQ3cmLY+hBxWSQmgqd46gc6Jy5xhaSLQJo7LlmJ1UthxDU9lyDE1lyzF0I9EmjMqWY3YO6uQPQk8mqQ2hhbpY6nhXhIQBdmYmqY2hC5N7xtDcns3xbiVhgJ2NyT1jaOqUEkMPalsIobndG4LOiUSbMGFyz5idmck9Y+jCJIgxtFIBK4SuJNqENeoMFbKzU/t6CD2YlDCGnkxKGEKHNCo91CdCGpUeasYTxcpSMbdyOD/LdrGfEqwlVtoRiNUSyyV8bHJy5FOQ8/t8Ilm5WHfquFNy3NGuOOEBTe3UbsOuD1jGFSc8oL1UDtyxV6MnJtKi9ioXaTr2ZrbU3p/DY97sR1uueqPTHih6xfU61DvK566zU38kKxd+Oi5v/K1g1AmdzwLvb0HZdg8qeHOcMKMW5qgT6jWJA68nVKECIdsJ9ZpUAeiEAq0bJwGLvW6cqE6geaKOFF5GT2QnC6t+7Qurfm1wLr2PsE87XE7rdKFP75HQp4YXvBH+xKQWaFPOkaOCk1cLdEJSBLlFxV+5RF3SclwRIAOxvVDBheNrvSJtL5ivo8lxyWFfU+VYPZf0KyIKsPtdUZcSdQlVptJxSSeqDwlQ3zl3iS6oM+qIziXwHEeUKwIA0F7uyMWxN1o6b9SwvcHY89XqCH6iM5lOmQh6xEVs5z3brmI7mRQqZHOogsohhYqhhUmhYujMpFAxdGFSqBhamcAGQ1cSbcIak0LF7OxxzSQ0RAZVvQizeTK5WQg9KUEmhhYSbcIyk5vF7CxMbhZDK5ObxdCVCRI97zYSBtjZmdwshh5MbhZDU/Gm7d0SEq6kSAcrIeFKKiE0VREdQ5e4rvZ8Dm4mmKrajNlMlebD0I1Em7DOJH0xOweT9MXQk0n6QmhJzA4EQwuJNmGZSfpidhJyaGi8hR60GaHOJpXJJmPoxmSTMXRnsskYejDZZAw9qc0MUG6vZEq0KaZGuGQuonRgXEQJ/Wjqao9n5xX5uv3xpg2l8nWehY1adaFXWTp/IVT+0NfbjUVl7TxXTP5EzW2swq1gtoWFutgDNVbJ/PGcdKixCnc2gjwxVJRCQy8AVT5ltb/gAjxgU1q8rqlk4PWa0vn01Z+2258Y1LTuDBaqfBjUQzTFS56d+9gcODHBSo10PQ1fZD2mBkWhrqfcauc8cEUUETv3sRnjcAoVz8pG7Y0L0hcoSbRADTV40Ys478cVpcTQjl8rUZz2vPXt982E2lwhDVa5fRvSYKGyKNmz2naIwhKNk7o8kpEMV6lcLgAoxFVq+EJrCltPXWgV+8m6sFrlRJEg0HtqpU5iWUqmtWGtysn1W9C7jRJnOt5tmRc3CPZ6XwsrMnvYJcyal4DB0rg1z/F1u2L1AB1BPTfn2UuV7BPoTcvwLk+irujcng956zKsUjkppoNanymJgyDoQikRILRSSgQIXSklAoRu1OEdhCYe+pGEdMFB7bUhmyclHQBKW5WR3iKsMa0OKVUOViegalYZ+S0cYltNXUfH0NR1dAxNXUcXU5JWRiNhgJ3UdXQMTV1Hx9DUdXQIPanr6E7DTSFhgJ3UdXQMTV1Hx9DUdXTPu5WEAXZS19ExNHf2AqGp6+gYmjuBMRtOUyJhi3Zqoq6jY+hMnBshb0sn6jJ6Air2aqLKt2PuqJSaAqjUq6m9Bdq2ur/Fhs1GD+qMDkJPKp+GoGPKlVAPiSlXQs0Y0rH0UDNKoSQQEFqZUDYB9Q41VJrliAYeYlXusaBkCpBUqOfvPBj1/p0Hm/zRU3KeMVau1IpjYazUitfG5jrBlVpJQJVbzeH7P+W1X5d7aOBRoIPcPqntY+oJ8gQ8lKq5xW83JkUar1M2Q54dfCYkdSSzq5kq/JBM4YkWavfmwYQXRe3/04Zmas5yLCzxS4YJeCRbi8bF0+dgs0OFHv05xOcJUAZpoRTOnmcphXMCHvNWTomSAPGIckVUEqDxUE2k1SbsiodEEqT30bgm5XiFOimSgFBOk+K5RPksY1LMJVc8KIK6hHpexHNJWJcpYXspXWYCJBvKaVYSsmTWRKJNGPXAQQL0Hxp7zOdkOjJhhbIT0HtopW7QJeBZLa3UDTrPBY2EAXZSN+gwNHWDDkNTN+gc77ZEwpbtbNQNOgydmTPfBCgQNPSAz/T6hDmDhR7wOZ13TRiVa0v22XSsLkp1/GlOh+EqKadRD1QlRRuTc9MJpHi1UU8aOF7u6YpQxHkgSzv1iIFnIXMz9Q9PmuMqpC5J4nQxc1x1vSJkEuiwpeMPZJ2ekCWv0bhdm9NojKpy32gmLP74uM5moya9GdE5oWOUwZx8eD/9RClysc7pSxlKnfYuevDSSeN3mzMe/grPQde4b6Xlfj6YVLXrUOZitwtrVC93mqhT/caBDcpnDmxSPrNhVAkSnfacRck6XBhb+1WngjUdNaboqAsGK9UuDqxS7WIHglSFERfW4erXxxbJNmpcMQ1C+nydE75qcQylfsMNXKWqiTierEmoDuPAMtVhxIYVqsM4MG7BcGDcgrGDfbxZbZ7WX/bTyf3z+ut287Bfu/9Zb7/93kQO2YUjufdRRim7cOX/nqkC0Q== Copy blueprint", "date": "2023-11-26T03:13:10+00:00", "quotes": [] }, { "author": "datarza", "content": "Response to your question: \n \nScore of Roundabout+Straights is 29 \nScore of Roundabout is 28 \n \nSource: viewtopic.php?f=194&t=100614 \n \nYou build rails once, but trains use it over 9000 times, also it can be combined with already placed rails without changing, jsut put intersection over existing rails: \n \n \n \n sfsdfsd8.png (3.04 MiB) Viewed 3053 times", "date": "2023-11-26T06:06:00+00:00", "quotes": [ { "author": "Premu wrote: Tue Aug 15, 2023 4:24 pm", "content": "" } ] }, { "author": "datarza", "content": "Updated things according to recently updates related to rails. Smallest ROUNDABOUT (left) and ROUNDABOUT with possible diagonal exit from the rail (right) \n \nPS: ROUNDABOUT with is left is not good because it blocks intersection on exit, but it is smallest possible. \n \n \n \n 02-20-2025, 14-47-42.png (986.17 KiB) Viewed 386 times \n \n \n 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 Copy blueprint", "date": "2025-02-20T19:50:39+00:00", "quotes": [] } ]
9
2023-02-24T22:15:26-06:00
forum-topic-77874
77874
Compact 200 spm (0.17)
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=77874
Khagan
I think of this as my 'intermediate' or '2nd generation' science factory, with 200 spm (i.e. 1 rocket every 5 minutes) being a natural halfway step between a 30 to 45 spm bootstrap factory and a full-blown 1000+ spm megabase. It all fits in 5 chunks square, including smelters and refinery. Iron ore, stone and copper ore come in from the left; coal, oil and water come in from the bottom, but it would be easy enough to route these around or through the smelter area so that all the raw materials came from the same end. It's belt-only, no bots, with lots of conventional beacon millefeuille . The high-level design is fairly well organised, but there is plenty of tasty spaghetti locally. It can produce either military or production science, but not both simultaneously at full speed, so if you have an inexplicable desire for really huge numbers of follower combat bots the research rate for that tech will be rather less than 200 spm. The only deliberate caching is of the ingredients for the rocket itself, so that production of them continues steadily during the launch. There is a small overproduction of rocket fuel, allowing some to be tapped off to feed the delivery trains. Batteries are not included - it consumes a shade under 1.2 GW of power; I run it from a 16-core reactor, which can provide about twice that, so there's plenty spare for mines, defences, etc. Blueprint: science200.txt (77.86 KiB) Downloaded 382 times Science200ps.png (3.63 MiB) Viewed 6524 times
[ { "author": "gGeorg", "content": "Did I miss energy production? \nPeople often say, 100spm but how much power it consumes?", "date": "2019-11-21T11:04:58+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "This looks like really quite a nice design. \n \nI notice based on the screenshot the speed modules seem to be tier 1. Is that just a peculiarity with the picture itself? If not, would you run into a lot of bottlenecks replacing them with t3 speed? Productivity is presumably all t3?", "date": "2019-11-21T22:52:15+00:00", "quotes": [] }, { "author": "_Pitr", "content": "Works as advertised. Exactly 200 spm. Thanks for this! Very easy to connect and run! My plan is to run 5 of them.", "date": "2019-11-22T12:02:56+00:00", "quotes": [] }, { "author": "Khagan", "content": "As I said,\n \nwhich is produced by this:\n \n \n \n reactor16.png (1.93 MiB) Viewed 6238 times \n \n \n(Blueprint: \n \n reactor16.txt \n (24.95 KiB) Downloaded 196 times \n \n ) \n \nThe productivities are mostly tier 3, except for cracking and fuel manufacture, which are just tier 2 since the pay-back time for tier 3 would be longer than the expected lifetime of the factory (I would hope to replace it by something 5 or 6 times the size after 20 hours or so). The choice of tier for the beaconed speed modules is strictly based on cost-effectiveness: most are tier 2, with some 3 and some 1. \n \nThat's good to know, thanks. \n \nMine is to multiply up by 5 or 6 first (there will be some economies of scale). And then maybe run several of those .", "date": "2019-11-23T00:37:45+00:00", "quotes": [ { "author": "gGeorg wrote: Thu Nov 21, 2019 11:04 am", "content": "" }, { "author": "Khagan wrote: Tue Nov 12, 2019 1:08 am", "content": "" }, { "author": "MEOWMI wrote: Thu Nov 21, 2019 10:52 pm", "content": "" }, { "author": "_Pitr wrote: Fri Nov 22, 2019 12:02 pm", "content": "" }, { "author": "_Pitr wrote: Fri Nov 22, 2019 12:02 pm", "content": "" } ] }, { "author": "MEOWMI", "content": "Thanks for all the detailed info, I appreciate it. It's interesting to hear what thought you put into everything.", "date": "2019-11-23T01:15:07+00:00", "quotes": [] }, { "author": "Khagan", "content": "Now that I have finally posted this design's big brother , here is the updated version of the 200 spm factory. The 1.1 changes to lower tier modules started me redesigning the refinery, and what with one thing and another, I ended up redoing almost everything. The new version is significantly more compact (and even uses slightly less power). \n \n \n \n 200spm.png (1.02 MiB) Viewed 3123 times", "date": "2023-09-14T07:12:07+00:00", "quotes": [] } ]
6
2019-11-11T19:08:07-06:00
forum-topic-127134
127134
[2.0.35] Stack inserter not grabbing items from chest to train with filtered slots
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127134
Hares
On my train stop, stack inserters grabbing processing units were not swinging desipite having power, heat, free slot in the destination, and source items matching filters. Inserters grabbing LDS & rocket fuel worked fine. 02-26-2025, 00-06-06.png (1.86 MiB) Viewed 1563 times Steps to Reproduce Steps unknown. Order of deployment Entities & actions were made in the following order Rails Chests Inserters Train (right on the spot) Train schedule, train mode (train stop inactive, so train was in "sleep" mode) Cargo wagon filters Items were added to the chests Train stop became active (all 3 items types are sufficient to fill every wagon) Train "arrived" to the train stop See Also This reminded me of the bug reports I'd filed 1.5 years ago on the Smart Inserters mod. Dev stated that one of them was Factorio's problem, and symptoms are quite similar: [not SI] Long inserters deadlocking when waiting for train [DONE] Inserters stuck at "Waiting for train" (again) 57642: [0.16.22] Inserters not picking up items from source 106779: [1.1.85] Inserters get stuck when transferring stuff between containers with mixed filters Save file attached. Click to expand the recording Edit "Re-arriving" to the same train stop resulted in inserters being fixed.
[ { "author": "", "content": "Thanks for the report. This is likely going to be one of those issues where it requires reproduction steps before anything can be done. Once things are in this \"bad\" state there's virtually no way to know how it happened.", "date": "2025-02-25T22:06:21+00:00", "quotes": [] }, { "author": "Muche", "content": "In the context of 122562 , 122880 , 125006 , and 126779 , my guess is it may involve freezing the inserters at a particular point of setup deployment.", "date": "2025-02-25T23:09:28+00:00", "quotes": [] }, { "author": "Hares", "content": "Replicated on video. It's 5 minutes long with some waiting parts being cut off, and I tried to match the original events list as accurate as possible. \n Click to expand the recording \n Steps to Reproduce \n \n (Before video) Load save file attached in the OP post \n (Before video) Deploy new train stop template on top of existing train stop (shortcut bar 6 -> BP book in position #4 \"1-4-1 Trains\" -> BP in position R1C1e \"Train stop template\") \n (Before video) Deploy new train interchange (shortcut bar 6 -> BP book in position #5 \"Rails\" -> BP in position R3C3 \"Semi-elevated rail splitter\") \n (Before video) Await until deployment is done \n 00:00: Copy the train stop directly below \n 01:10: Await until it is deployed and heated \n 01:14: Deploy train (shortcut bar 6 -> BP book in position #4 \"1-4-1 Trains\" -> BP in position R2C6 \"Auto-Train (1-4-1)\") \n 01:49: Set train group, switch it to automatic/manual some times before robots complete their fuel delivery, remove refuel train stop \n 02:13: Copy/paste filters on cargo wagons \n 02:16: Robots complete their fuel delivery, train switched to automatic mode \n 02:28: Copy the spaghetti for/from the train stop directly below and deploy them \n 04:36: Await until they are deployed, fix minor inconvenience of mixed belts \n 04:51: Circuit conditions are satisfied, train \"arrives\" to the train stop \n 04:53: LDS & RF inserters are swinging, CPU inserters are not. The issue is replicated. \n \n Edit \nSave file & logs attached", "date": "2025-02-26T11:56:45+00:00", "quotes": [ { "author": "Rseding91 wrote: Tue Feb 25, 2025 10:06 pm", "content": "" } ] }, { "author": "", "content": "Thanks for the report and the video. This is now fixed for the next release.", "date": "2025-02-26T16:13:27+00:00", "quotes": [] }, { "author": "Hares", "content": "If you don't mind, I'm curious what was the problem", "date": "2025-02-26T16:26:42+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Feb 26, 2025 4:13 pm", "content": "" } ] }, { "author": "", "content": "Inserter was sleeping on cargo wagon while train arriving to station only notifies wakeup lists related to rails. Usually in this case inserter was supposed to sleep on rail and be notified by arriving train but since it already found the cargo wagon and cargo wagon did not move in between, inserter was still attached to cargo wagon and not woken up", "date": "2025-02-26T16:33:17+00:00", "quotes": [ { "author": "Hares wrote: Wed Feb 26, 2025 4:26 pm", "content": "" } ] }, { "author": "Hares", "content": "Congratz with 15000 posts BTW\n \n \n \n 02-26-2025, 21-42-09.png (8.14 KiB) Viewed 1305 times", "date": "2025-02-26T18:42:37+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Feb 26, 2025 4:13 pm", "content": "" } ] }, { "author": "catpig", "content": "I apologise in advance for a useless post, but.... SPACE TRAIN! \nNever occurred to me that that is possible ^^", "date": "2025-02-27T22:36:09+00:00", "quotes": [] } ]
8
2025-02-25T15:09:13-06:00
forum-topic-126520
126520
[2.0.33] Factorio freezes if "Quit" is pressed in the middle of a save
Pending
https://forums.factorio.com/viewtopic.php?t=126520
mr_fancy_pants
This is probably related to viewtopic.php?t=126519 , but I'm reporting it separately just in case. With non-blocking saves enabled (but not working - see the aforementioned bug), trigger a game save through the main menu and then click "Quit" before the save has completed and Factorio will freeze, failing to complete saving the game and never returning the starting screen. In the attached log you'll note there's an I/O error trying to open "space age mk1.tmp.zip", that was the save I was trying to create when Factorio froze.
[ { "author": "", "content": "Does this still happen in the latest release? I suspect it was the linked issue, but I'm on Windows so I can't test it myself.", "date": "2025-03-10T22:43:18+00:00", "quotes": [] } ]
1
2025-02-01T15:54:56-06:00
forum-topic-307
307
Gamepad/controller support (also keybinding)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=307
GragSmash
For list of links see down ( viewtopic.php?f=6&t=307&hilit=controller#p77823 ) -- ßilk I would really appreciate native gamepad/controller support for this game. Especially if the controller layout remains the same if/when this becomes an XBLA/PSN title. I actually prefer mouse/keyboard, but my son has a limb difference which makes that very hard for him to use - he does every well with gamepad.
[ { "author": "Mysteria9", "content": "I prefer mouse and keyboard myself but having the option never hurts! \n \nHave your son tried using a trackball instead of a mouse? If not, I recommend it! Especially the kind where you roll the ball with your thumb (third picture in link).", "date": "2013-02-27T17:50:17+00:00", "quotes": [] }, { "author": "", "content": "Hello, \n \nour library supports joystick input. \nThis maens, we could add option to set joystick controls in controls settings. \nBut how would it work? \nYou still have to click on stuff using mouse. \nDoes he control the mouse using the joystick as well?", "date": "2013-02-27T17:55:51+00:00", "quotes": [] }, { "author": "15Cyndaquil", "content": "I'd say it could work sorta like minecraft on x-box with one joystick moving the player and the other one moving the mouse", "date": "2013-02-27T19:48:11+00:00", "quotes": [] }, { "author": "", "content": "Im interested in a working gamepad setup, sometimes factorio is more a game i'd love to sit back and relax with. \n \nI think one stick controlling movement and the other to control the mouse cursor would work well, and (for xbox gamepad at least) L1 and R1 as left mouse and right mosue respectively... Im sure i will be able to figure out a good control scheme given enough play time.", "date": "2015-04-21T11:13:27+00:00", "quotes": [] }, { "author": "", "content": "I've used Xpadder before to play games with my xbox controller that have no controller support. \nI've come up with two designs I did test: \n \nDesign 1: \n \n \nDesign 2: \n \n \nIn both designs the left analog stick controls the player movement, and the right one moves the mouse cursor. Zoom is done using D-pad left/right, and D-pad up/down allows for using the CTRL and SHIFT modifier keys. \n \nBoth of these work better than I first expected, as long as you can remember every key. I also like how you still can use most of the shortcuts available, like CTRL+Click for entity transfer. However, I find myself missing some functionality on gamepad I also don't have on the keyboard, example: with the inventory open and a stack in hand, I always want to use B to first clear the cursor, and then B to close the inventory. It just seems logical on gamepad for me and I never thought of it using the keyboard. \n \nThe problem is: using the gamepad as a replacement for the keyboard (with a 1-to-1 key mapping) you don't have enough buttons available on the gamepad. I'm usually more of a peaceful player, so this might work for me. But the keys still missing are: \nZ to drop items \nSPACE and C to shoot \nENTER to enter/leave vehicle \nX to change quickbar \nG and V to connect/disconnect trains \n1-5 for Quickbar access (maybe a left/right control?) \n \nI'm guessing these are things that have to be implemented in the game's engine so that buttons can have different functionality depending on the current context. Like when the game detects you are in 'Combat Mode' and some keys change their functionality. Or instead of M/T/P just one button that toggles between Game, Map, Technology and Production screens. \nDriving a car with the left analog stick is also pretty hard, because you expect the car to follow the direction of the stick, but it accelerates on UP and steers using LEFT and RIGHT, which makes driving straight and small corrections quite hard. \n \nOne other thing I just noticed: Probably would have been a good idea to map the C key on the right analog stick when pressed down because that works fairly well, but I'm to lazy to redo the pictures now. \n \nThat was just my 2 cents. I think that personally, even if controller support was added to this game, I would still prefer keyboard and mouse. I don't think the developers are planning on a console version of this game and don't see the benefit of using a gamepad for this game on the PC, because (a) it just feels more natural to me using keyboard and mouse for a game that was designed for use with it, (b) after 100+ hours of factorio the handling of the game with kb+m is pretty much ingrained in my brain and a gamepad would feel awkward and slow to use, and (c) I like the game so far and think that by adding controller support, some game mechanics or input behavior might (have to) change for it to work.", "date": "2015-04-21T14:06:40+00:00", "quotes": [] }, { "author": "", "content": "I installed a similar program called KeySticks, after playing around for a while this is the control scheme which worked quite well \n \n \n \nL2 is E but a long press does Q, it fells very natural now to open and close crafting with the trigger. \nPressing left stick toggles 'f' for picking up. \n \nRight analog controls the mouse. \nShift and control are both toggles, a bit funny to get used to but it works nonetheless. \n \nI tried driving the car and it feels clunky, so i'll stick to trains.", "date": "2015-04-21T14:26:01+00:00", "quotes": [] }, { "author": "", "content": "Userstory: Better support of controllers and joysticks / definition of more than one event per action \nPrerequisites: More or less clear. This thread includes some very good examples. \nGame-value: Very good, more support for input methods makes more possibilities. \nDeveloper-costs: Not fixed. Depends on, how good this is integrated and how many functions are implemented \nUser-opinions: Clear. \n \nRelated or depending topics: \nhotkeys for rational zoom ratios https://forums.factorio.com/forum/vie ... f=6&t=2472 \nKeybinding Overhaul (especially using scrolling for items): https://forums.factorio.com/forum/vie ... f=6&t=2224 \nRight click closes window/menu: https://forums.factorio.com/forum/vie ... f=6&t=1921 \nEasier Movement? https://forums.factorio.com/forum/vie ... ?f=6&t=722 \nQ and E Keys (mapping) https://forums.factorio.com/forum/vie ... f=6&t=3796 \nMy (controls) suggestions after player 37 hours freeplay https://forums.factorio.com/forum/vie ... f=6&t=3545 \nConvienience functions (Keys, shortcuts...) https://forums.factorio.com/forum/vie ... f=6&t=3862 \nEverything GUI Clickable/Touchable ☸ https://forums.factorio.com/forum/vie ... t=keyboard \nMouse / Touchscreen / Keyboard only interface https://forums.factorio.com/forum/vie ... f=6&t=4832 \nWanted: Keypress to take \"few\" items from stack https://forums.factorio.com/forum/vie ... f=6&t=6602 \nChange key for Pause Game https://forums.factorio.com/forum/vie ... f=6&t=6490 \nshift + right click = 1/2 craft all .. https://forums.factorio.com/forum/vie ... f=6&t=5306 \nAcceleration behaviour when wearing multiple exoskeletons https://forums.factorio.com/forum/vie ... f=6&t=6200 \nFine steering control for cars using the mouse https://forums.factorio.com/forum/vie ... f=6&t=6015 \nLeft Handed Preset https://forums.factorio.com/forum/vie ... f=6&t=4930 \nDropping Items / Recycler https://forums.factorio.com/forum/vie ... f=6&t=3269 \nThe Alt Key https://forums.factorio.com/forum/vie ... f=6&t=1499 \nCrafting Queue Upgrades https://forums.factorio.com/forum/vie ... f=6&t=1341 \n \n \n \nNewer suggestions \n viewtopic.php?f=67&t=9279 Everything GUI Clickable/Touchable ☸ \n viewtopic.php?f=6&t=21721 Reducing the number of keys that are needed to play the game \n viewtopic.php?f=6&t=26527 Toolbelt, crates, wagons, shift, ctrl and middle clicks \n viewtopic.php?f=6&t=28075 xbox 360 controller \n viewtopic.php?f=6&t=29956 Improved quick insertion of items \n viewtopic.php?f=6&t=37030 Allow keybinds on second action bar, eliminate swapping \n viewtopic.php?f=6&t=37466 Disable WIndows-Key \n viewtopic.php?f=6&t=37653 Change item amounts using mouse wheel over icon \n viewtopic.php?f=6&t=38760 Cursor over object display Key Bindings/Shortcut - Tool Tips \n viewtopic.php?f=6&t=47373 Same hotkeys assignment \n \n \n \n Walk slowly \n...todo... \n viewtopic.php?f=6&t=19607 Add key: press to walk \n \n \nTools: \n \n viewtopic.php?f=69&t=17126 A Guide for the Steam Controller and Bindings", "date": "2015-04-21T18:03:25+00:00", "quotes": [] }, { "author": "Peter34", "content": "I'm not sure I can visualize the game working too well with anything but a mouse, but if it can be devised, a way to control the game with a gamepad, then it'd also make the game much more playable on tablets. So yes, thumbs up for this one!", "date": "2015-04-22T07:43:45+00:00", "quotes": [ { "author": "GragSmash wrote:", "content": "" } ] }, { "author": "DeserveVictory", "content": "I'm stopping by to see if this has been brought up before, and lo and behold it has. Gamepad support would be really nice to have. I hope that this is something that is in the works.", "date": "2015-09-16T17:35:36+00:00", "quotes": [] }, { "author": "driver", "content": "You know that you can have up to 8 different sets in Xpadder? I never needed this feature before, but it's interesting for factorio. \n \nYou can create a set for moving on foot and a second one for moving in a car or tank. If you press \"enter\" (for example on the left stick button), you enter the car or tank and the standard set on foot can automatically switch to the second set (set selector in advanced options, \"selects set two two-way\"). \nFor the standard set on foot I suggest WASD on the left stick and F and Z on the analog triggers, for the second set (driving in vehicles) I suggest A and D on the left stick and W and S on the analog triggers. \n \nBy the way, there's an alternative tool for xpadder, it's doing the same thing or even better, works with different operating systems and it's free: https://github.com/Ryochan7/antimicro", "date": "2015-10-28T11:47:38+00:00", "quotes": [ { "author": "daniel34 wrote:", "content": "" } ] }, { "author": "TuckJohn", "content": "I would love gamepad support.", "date": "2015-11-08T19:41:44+00:00", "quotes": [] }, { "author": "driver", "content": "I made a configuration with the free old Xpadder 5.3 version for an xbox360-gamepad, which is quite comfortable in some aspects in my opinion, but may be difficult to understand at first or slightly confusing because it has 8 sets. \nYou can open a profile of Xpadder with an editor like notepad and simply copy the text from the spoiler in it. I hope it's selfexplaining. \nWhat you get is a set for peaceful building with comfortable direct access to 4 quickbarslots on the d-pad (you could use a filter for semi-products in the game to block slot 5). The right stick button (de-)activates a set to zoom in or out by moving the stick up or down. Mouse action is limited to right/left here and makes use of the spring function. This (second) set also contains functions like M, F ,Z(Y). T, and P. \nThe left stick button offers quick access to a set for action/combat on foot or an option to return to peaceful building from combat. \nClick the Y-button to enter/leave vehicles. If a vehicle explodes, just press \"enter\" again. This set makes additional use of the A and X-button for acceleration and braking. You could change it to the analog triggers, but I prefer C and Space on the analog triggers, it's easier for dual stick action. \nYou still need your keyboard for Esc and Tab. \n \n Code: Select all ;----------------------\n\n;----------------------\n; Xpadder Profile File\n;----------------------\n\nVersion=5.3\n\n[Profile Settings]\n\n[Set Settings]\n\n[Assignments]\nSet1Button1Slots=E\nSet1Button2Slots=Q\nSet1Button3Slots=R\nSet1Button4Slots=Enter\nSet1Button4Toggle=1\nSet1Button4SetSelect=4\nSet1Button5Slots=Right Mouse Button (2)\nSet1Button6Slots=Left Mouse Button (1)\nSet1Button7Slots=Middle Mouse Button (3)\nSet1Button8Slots=X\nSet1Button9Slots=Space\nSet1Button9Toggle=1\nSet1Button9SetSelect=2\nSet1Button10Slots=F9\nSet1Button10Toggle=1\nSet1Button10SetSelect=1\nSet1DPadUpSlots=2\nSet1DPadRightSlots=3\nSet1DPadDownSlots=4\nSet1DPadLeftSlots=1\nSet1Stick1UpSlots=W\nSet1Stick1RightSlots=D\nSet1Stick1DownSlots=S\nSet1Stick1LeftSlots=A\nSet1Stick2UpSlots=Mouse Move Up\nSet1Stick2UpMouseSpeed=61\nSet1Stick2RightSlots=Mouse Move Right\nSet1Stick2RightMouseSpeed=61\nSet1Stick2DownSlots=Mouse Move Down\nSet1Stick2DownMouseSpeed=61\nSet1Stick2LeftSlots=Mouse Move Left\nSet1Stick2LeftMouseSpeed=61\nSet1TriggerLeftSlots=Left Control\nSet1TriggerRightSlots=Left Shift\nSet2Button1Slots=E\nSet2Button2Slots=F\nSet2Button3Slots=Y\nSet2Button4Slots=Enter\nSet2Button4Toggle=1\nSet2Button4SetSelect=5\nSet2Button5Slots=Right Mouse Button (2)\nSet2Button6Slots=Left Mouse Button (1)\nSet2Button7Slots=M\nSet2Button8Slots=T\nSet2Button9Slots=Space\nSet2Button9Toggle=1\nSet2Button9SetSelect=3\nSet2Button10Toggle=1\nSet2Button10SetSelect=0\nSet2DPadUpSlots=Mouse Wheel Up\nSet2DPadRightSlots=P\nSet2DPadDownSlots=Mouse Wheel Down\nSet2DPadLeftSlots=Alt\nSet2Stick1UpSlots=W\nSet2Stick1RightSlots=D\nSet2Stick1DownSlots=S\nSet2Stick1LeftSlots=A\nSet2Stick2UpSlots=Mouse Wheel Up\nSet2Stick2UpTurbo=1\nSet2Stick2UpMouseSpeed=61\nSet2Stick2UpMouseMode=Spring\nSet2Stick2RightSlots=Mouse Move Right\nSet2Stick2RightMouseSpeed=61\nSet2Stick2RightMouseMode=Spring\nSet2Stick2DownSlots=Mouse Wheel Down\nSet2Stick2DownTurbo=1\nSet2Stick2DownMouseSpeed=61\nSet2Stick2DownMouseMode=Spring\nSet2Stick2LeftSlots=Mouse Move Left\nSet2Stick2LeftMouseSpeed=61\nSet2Stick2LeftMouseMode=Spring\nSet2TriggerLeftSlots=Left Control\nSet2TriggerRightSlots=Left Shift\nSet3Button1Slots=E\nSet3Button2Slots=Q\nSet3Button3Slots=R\nSet3Button4Slots=Enter\nSet3Button4Toggle=1\nSet3Button4SetSelect=6\nSet3Button5Slots=Right Mouse Button (2)\nSet3Button6Slots=Left Mouse Button (1)\nSet3Button8Slots=X\nSet3Button9Toggle=1\nSet3Button9SetSelect=0\nSet3Button10Slots=F9\nSet3Button10Toggle=1\nSet3Button10SetSelect=3\nSet3DPadUpSlots=2\nSet3DPadRightSlots=3\nSet3DPadDownSlots=4\nSet3DPadLeftSlots=1\nSet3Stick1UpSlots=W\nSet3Stick1RightSlots=D\nSet3Stick1DownSlots=S\nSet3Stick1LeftSlots=A\nSet3Stick2UpSlots=Mouse Move Up\nSet3Stick2UpMouseSpeed=61\nSet3Stick2RightSlots=Mouse Move Right\nSet3Stick2RightMouseSpeed=61\nSet3Stick2DownSlots=Mouse Move Down\nSet3Stick2DownMouseSpeed=61\nSet3Stick2LeftSlots=Mouse Move Left\nSet3Stick2LeftMouseSpeed=61\nSet3TriggerLeftSlots=Space\nSet3TriggerRightSlots=C\nSet4Button1Slots=E\nSet4Button2Slots=Q\nSet4Button3Slots=R\nSet4Button4Slots=Enter\nSet4Button4Toggle=1\nSet4Button4SetSelect=7\nSet4Button5Slots=Right Mouse Button (2)\nSet4Button6Slots=Left Mouse Button (1)\nSet4Button7Slots=M\nSet4Button8Slots=T\nSet4Button9Toggle=1\nSet4Button9SetSelect=1\nSet4Button10Toggle=1\nSet4Button10SetSelect=2\nSet4DPadUpSlots=Mouse Wheel Up\nSet4DPadRightSlots=P\nSet4DPadDownSlots=Mouse Wheel Down\nSet4DPadLeftSlots=Alt\nSet4Stick1UpSlots=W\nSet4Stick1RightSlots=D\nSet4Stick1DownSlots=S\nSet4Stick1LeftSlots=A\nSet4Stick2UpSlots=Mouse Wheel Up\nSet4Stick2UpTurbo=1\nSet4Stick2UpMouseSpeed=61\nSet4Stick2UpMouseMode=Spring\nSet4Stick2RightSlots=Mouse Move Right\nSet4Stick2RightMouseSpeed=61\nSet4Stick2RightMouseMode=Spring\nSet4Stick2DownSlots=Mouse Wheel Down\nSet4Stick2DownTurbo=1\nSet4Stick2DownMouseSpeed=61\nSet4Stick2DownMouseMode=Spring\nSet4Stick2LeftSlots=Mouse Move Left\nSet4Stick2LeftMouseSpeed=61\nSet4Stick2LeftMouseMode=Spring\nSet4TriggerLeftSlots=Space\nSet4TriggerRightSlots=C\nSet5Button1Slots=W\nSet5Button2Slots=Q\nSet5Button3Slots=S\nSet5Button4Slots=Enter\nSet5Button4Toggle=1\nSet5Button4SetSelect=0\nSet5Button5Slots=Left Control\nSet5Button6Slots=Left Mouse Button (1)\nSet5Button7Slots=M\nSet5Button8Slots=E\nSet5Button10Slots=F9\nSet5Button10Toggle=1\nSet5Button10SetSelect=5\nSet5DPadUpSlots=Mouse Wheel Up\nSet5DPadRightSlots=V\nSet5DPadDownSlots=Mouse Wheel Down\nSet5DPadLeftSlots=G\nSet5Stick1UpSlots=W\nSet5Stick1RightSlots=D\nSet5Stick1DownSlots=S\nSet5Stick1LeftSlots=A\nSet5Stick2UpSlots=Mouse Move Up\nSet5Stick2UpMouseSpeed=61\nSet5Stick2RightSlots=Mouse Move Right\nSet5Stick2RightMouseSpeed=61\nSet5Stick2DownSlots=Mouse Move Down\nSet5Stick2DownMouseSpeed=61\nSet5Stick2LeftSlots=Mouse Move Left\nSet5Stick2LeftMouseSpeed=61\nSet5TriggerLeftSlots=Space\nSet5TriggerRightSlots=C\nSet6Button1Slots=W\nSet6Button2Slots=Q\nSet6Button3Slots=S\nSet6Button4Slots=Enter\nSet6Button4Toggle=1\nSet6Button4SetSelect=1\nSet6Button5Slots=Left Control\nSet6Button6Slots=Left Mouse Button (1)\nSet6Button7Slots=M\nSet6Button8Slots=E\nSet6Button10Toggle=1\nSet6Button10SetSelect=4\nSet6DPadUpSlots=Mouse Wheel Up\nSet6DPadRightSlots=V\nSet6DPadDownSlots=Mouse Wheel Down\nSet6DPadLeftSlots=G\nSet6Stick1UpSlots=W\nSet6Stick1RightSlots=D\nSet6Stick1DownSlots=S\nSet6Stick1LeftSlots=A\nSet6Stick2UpSlots=Mouse Wheel Up\nSet6Stick2UpTurbo=1\nSet6Stick2UpMouseSpeed=61\nSet6Stick2UpMouseMode=Spring\nSet6Stick2RightSlots=Mouse Move Right\nSet6Stick2RightMouseSpeed=61\nSet6Stick2RightMouseMode=Spring\nSet6Stick2DownSlots=Mouse Wheel Down\nSet6Stick2DownTurbo=1\nSet6Stick2DownMouseSpeed=61\nSet6Stick2DownMouseMode=Spring\nSet6Stick2LeftSlots=Mouse Move Left\nSet6Stick2LeftMouseSpeed=61\nSet6Stick2LeftMouseMode=Spring\nSet6TriggerLeftSlots=Space\nSet6TriggerRightSlots=C\nSet7Button1Slots=W\nSet7Button2Slots=Q\nSet7Button3Slots=S\nSet7Button4Slots=Enter\nSet7Button4Toggle=1\nSet7Button4SetSelect=2\nSet7Button5Slots=Left Control\nSet7Button6Slots=Left Mouse Button (1)\nSet7Button7Slots=M\nSet7Button8Slots=E\nSet7Button10Slots=F9\nSet7Button10Toggle=1\nSet7Button10SetSelect=7\nSet7DPadUpSlots=Mouse Wheel Up\nSet7DPadRightSlots=V\nSet7DPadDownSlots=Mouse Wheel Down\nSet7DPadLeftSlots=G\nSet7Stick1UpSlots=W\nSet7Stick1RightSlots=D\nSet7Stick1DownSlots=S\nSet7Stick1LeftSlots=A\nSet7Stick2UpSlots=Mouse Move Up\nSet7Stick2UpMouseSpeed=61\nSet7Stick2RightSlots=Mouse Move Right\nSet7Stick2RightMouseSpeed=61\nSet7Stick2DownSlots=Mouse Move Down\nSet7Stick2DownMouseSpeed=61\nSet7Stick2LeftSlots=Mouse Move Left\nSet7Stick2LeftMouseSpeed=61\nSet7TriggerLeftSlots=Space\nSet7TriggerRightSlots=C\nSet8Button1Slots=W\nSet8Button2Slots=Q\nSet8Button3Slots=S\nSet8Button4Slots=Enter\nSet8Button4Toggle=1\nSet8Button4SetSelect=3\nSet8Button5Slots=Left Control\nSet8Button6Slots=Left Mouse Button (1)\nSet8Button7Slots=M\nSet8Button8Slots=E\nSet8Button10Toggle=1\nSet8Button10SetSelect=6\nSet8DPadUpSlots=Mouse Wheel Up\nSet8DPadRightSlots=V\nSet8DPadDownSlots=Mouse Wheel Down\nSet8DPadLeftSlots=G\nSet8Stick1UpSlots=W\nSet8Stick1RightSlots=D\nSet8Stick1DownSlots=S\nSet8Stick1LeftSlots=A\nSet8Stick2UpSlots=Mouse Wheel Up\nSet8Stick2UpTurbo=1\nSet8Stick2UpMouseSpeed=61\nSet8Stick2UpMouseMode=Spring\nSet8Stick2RightSlots=Mouse Move Right\nSet8Stick2RightMouseSpeed=61\nSet8Stick2RightMouseMode=Spring\nSet8Stick2DownSlots=Mouse Wheel Down\nSet8Stick2DownTurbo=1\nSet8Stick2DownMouseSpeed=61\nSet8Stick2DownMouseMode=Spring\nSet8Stick2LeftSlots=Mouse Move Left\nSet8Stick2LeftMouseSpeed=61\nSet8Stick2LeftMouseMode=Spring\nSet8TriggerLeftSlots=Space\nSet8TriggerRightSlots=C", "date": "2015-11-29T11:59:19+00:00", "quotes": [] }, { "author": "iccle", "content": "I just wondered if you were aware of the program JoyToKey which may help in this and other games for your son", "date": "2016-06-07T23:08:48+00:00", "quotes": [ { "author": "GragSmash wrote:", "content": "" } ] }, { "author": "bsbenninger", "content": "Might look into getting a steam controller for games like this. It isn't designed for controller support and even with programs like joytokey and pinnacle it will never feel quite right. But, a steam controller operates with touch pads and can give you a really smooth experience with games like factorio. \n \nLet me know what you guys think.", "date": "2017-01-19T19:05:39+00:00", "quotes": [] }, { "author": "AeonBear", "content": "Honestly I think the best way to support controllers is to untangle mouse only dependencies. That would allow keyboard only and controllers full accessibility. It's a lot of work to support a tiny portion of users at the moment, but I have seen games port to consoles with controller support and ignore the PC version. So if you ever add support for a game console, support the controllers right and since you are doing the work anyway give PC users proper controller support. \n \nBelow is a rough rant/outline on how I would see factorio played properly with a game controller: \n \nIn menus you could \"Tab\" though selections with arrow keys / analog stick to be equal to a hover, and press an action button to be equal to a click. \n \nTechnically you could also use the selection in the main game for placing and selecting objects since it's tile/grid based so you could just move your selector around until over the desired tile, and press an action button to interact. It's intuitive but can be quite slow for expert players, especially if you want to interact with tiles on complete opposite sides quickly. \n \nThe solution for a keybind to toggle to enable directly mapping 1:1 the selection to the position of the analog stick. Experts would shift into this mode, move the cursor close to where they want it, and shift out to quickly and roughly position selection in the right area to save time. For example: Pushing the analog stick 25% up would move your cursor 25% up from the center of your screen. Releasing the analog stick would return it to the center. Pushing it 100% down would be the very bottom of your screen. Of course you are mapping round stick to a square screen, so you can't get to the corners, but it doesn't matter because it's just a time saving mode to get your cursor in a rough general direction.", "date": "2017-07-18T09:15:44+00:00", "quotes": [] }, { "author": "ALXY", "content": "I know this topic is kind of old, but I wanted to share this to those looking to use a controller: \n \n \n \nUsing 6 sets on Xpadder I was able to get the left and right buttons on the D-pad to scroll though items on the quickbar which really helped free up buttons for more bindings. \n \nButtons with two functions require holding them down to trigger the second binding. Turbo (For the scroll wheel) only turns on when your hands are empty allowing you to zoom in & out smoothly and off when accessing the quickbar. \n \nThe only keybindings that I couldn't fit onto the controller were \"G\" and \"V\" which are for connecting and disconnecting trains. Any other bindings that aren't mentioned are either stats accessible through the GUI or I just missed them entirely. ^-^ \n \nYou can get the profile from here .", "date": "2018-02-19T20:18:15+00:00", "quotes": [] }, { "author": "nekkun", "content": "I wanted to make a new thread but I'll post here instead. \nMy left hand got injured at work and is in a cast/brace so using a keyboard is impossible. Luckily my mouse has 20+ buttons on it so I can just use the analog input from the controller to move and then use the mouse for everything else. \nI'd really like to see support added for controllers in Factorio just for disability support. Is using third party programs the best way to implement controller support? \n \nEDIT: For clarification I would be using the controller to move only, all other inputs would be done with my mouse and it's buttons.", "date": "2019-01-17T19:36:33+00:00", "quotes": [] }, { "author": "Zavian", "content": "@nekkun \nYou might want to think about somwething like the autohotkey script in viewtopic.php?f=18&t=64432#p394565 . (Most of that thread is relevant to playing with only one hand. It also contains other suggested solutions).", "date": "2019-01-18T02:57:54+00:00", "quotes": [] }, { "author": "CDarklock", "content": "I use a Steam controller to play. \n \nEssentially left stick is WASD with click mapped to ENTER for vehicles; the button pad is mapped to A - L for Logistics, B - E for Inventory, X - Q for Clear Hand, and Y - Z for Drop Item; the directional pad is Up and Down to zoom (using HOME and END), Left and Right to rotate (using Shift+R and R); the right touchpad is the mouse, of course, with click mapped to the middle mouse for toolbar locking; Back is M for the map, Start is ESC for the menu, and the bumpers are respectively F to pick up and SPACE to fire weapons. The triggers are mapped to left and right mouse buttons in reverse - left trigger is the right mouse, right trigger is the left mouse - and the paddle buttons underneath are SHIFT on the left and CONTROL on the right. \n \nMost of this was just pulled out of my Minecraft configuration, but the Home/End bit was pulled from someone else's Steam controller config when I couldn't get scroll wheel messages to work right through the Steam controller.", "date": "2019-02-23T13:22:47+00:00", "quotes": [ { "author": "bsbenninger wrote: Thu Jan 19, 2017 7:05 pm", "content": "" } ] } ]
19
2013-02-26T14:53:49-06:00
forum-topic-123009
123009
[2.0.21] Blueprint aligns perfectly in Remote View, but once clicked, it's misaligned, especially tracks.
Pending
https://forums.factorio.com/viewtopic.php?t=123009
Phyire
Hi, This is an intermitted issue I've been having where I could have swore I clicked correctly, but then when I come back, a duplicate off-center copy was build. I am note sure if this is blueprint specific, when building this blueprint I tried to be as symmetrical as absolutely possible to avoid off center tracks. factorio.jpg (267.43 KiB) Viewed 580 times Video of the issue: https://steamusercontent-a.akamaihd.net ... 6EAA27868/ 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 Copy blueprint
[ { "author": "", "content": "I cannot reproduce this, post the save file and your log please, see 3638 . \nSounds similar to 118896 .", "date": "2024-11-26T15:57:51+00:00", "quotes": [] }, { "author": "Phyire", "content": "I did use the advanced search before, but missed the one you linked. \nCould be similar, but I am not sure as I only notice it in Remote View, and as I said, does not happen all the time, but in the video attached it happened twice. \nAdded the save and log.", "date": "2024-11-26T17:03:01+00:00", "quotes": [] }, { "author": "", "content": "So, to be sure, the upper part of the bp did not misplace but the rest of it did? Then this couldn't actually be a \"simple\" offset as that would either effect all or none of it.", "date": "2024-11-26T17:11:43+00:00", "quotes": [] }, { "author": "Phyire", "content": "Still a bug in that regard. As this was the start of my 2nd base, I purposfully did not want snapping. No 90% of everything was misplaces, as in the pic, some of the roboports replaced fine when ctrl+shift+clicking, at the bottom you can see it misplaced", "date": "2024-11-26T18:21:19+00:00", "quotes": [] }, { "author": "Phyire", "content": "New proof there seems to be a blueprint issue with tracks, in this clip I ctrl+shift+clicked an \"add-on\" blueprint over the base blueprint and it marked corner tracks for deletion, even though it perfectly alligned and it was just replacing tracks with tracks, so nothing should have happened: https://steamusercontent-a.akamaihd.net ... 05C84C119/ \n \nbase bp: \n \n 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 Copy blueprint \n \nadd-on top bp: \n \n 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 Copy blueprint", "date": "2024-11-27T20:55:36+00:00", "quotes": [] }, { "author": "Phyire", "content": "Attached another clip of it happening. This time with a shift-click. \nEDIT: The clip (9.6MB is failing to upload) \n https://steamusercontent-a.akamaihd.net ... 0DCD4383D/", "date": "2024-12-01T06:38:44+00:00", "quotes": [] }, { "author": "", "content": "Does this still happen in the latest experimental? There was a fix related to the mouse position for building rendering being different from the one used to actually build and I suspect this might have been that issue.", "date": "2025-03-10T21:16:18+00:00", "quotes": [] } ]
7
2024-11-26T09:36:12-06:00
forum-topic-72723
72723
Command to spawn a naturally-looking ore patch
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=72723
YunoAloe
There's a command to spawn a square resource patch at https://wiki.factorio.com/Console#Add_n ... urce_patch . I tried to look for a full list of RSO's commands, but there doesn't seem to be one, or there are only very few special commands implemented at all. So I'm looking for any way to manually spawn naturally looking ore patches. Can anybody help please?
[ { "author": "orzelek", "content": "RSO only spawns those automatically based on random rolls. There is no interface to spawn certain ore patch at specific location. \nAdding that kind of interface could work but it will not be fully recognized - it would get removed when regenerating ores for example. And it wouldn't be counted for natural spawn limits. \nQuestion is what do you mean by naturally looking ore patch - RSO can only spawn ones similar to what it generates already. And it would not be able to spawn exaclty what you want in terms of size for example - there is a lot of calculations going to create nice patch shape. \n \nBest what it could potentially do would be a method that asks for ore name (needs to be ingame name can't parse natural displayed name I think) and location, size and approximate richness of patch. It would then proceed with normal generation schema (it will very richness by certain amount and potentially modify size) and then place what it calculated. \n \nI'd need to check how easy it is to add it but it might mean some non-trivial work to make sure it won't break anything.", "date": "2019-06-30T16:05:23+00:00", "quotes": [ { "author": "YunoAloe wrote: Sun Jun 30, 2019 3:30 pm", "content": "" } ] }, { "author": "YunoAloe", "content": "Natural shape is whatever it spawns naturally, not a square. I'm looking for this as a balance feature, since ABPy+SpaceX game is hard to predict on how much of which ores will really be needed (some people even use infinite ores for that). I tried regenerating chunks in many various ways, but they're all bad for one reason or other, especially if all I need is just one big molybdenum patch, and I can't expand very far due to performance reasons. I thought maybe there's a way to randomize the shape using some vanilla functions. \nThis isn't critical though. If it means unnecessary effort, I can live with a square.", "date": "2019-06-30T16:43:37+00:00", "quotes": [ { "author": "orzelek wrote: Sun Jun 30, 2019 4:05 pm", "content": "" } ] }, { "author": "eradicator", "content": "Gosh. I've never done ore patch generation, but here's a crude, ugly and inefficient code bit that generates a circular-ish-shaped ore blob at your current position. You can tune the tile count, total amount and ore type at the top. \n Code: Select all /c\nlocal name = 'iron-ore'\nlocal amount = 50000000\nlocal tiles = 4000\n\nlocal w_max = 256\nlocal h_max = 256\nlocal abs = math.abs\n\nlocal biases = {[0] = {[0] = 1}}\nlocal t = 1\n\nlocal function grow(grid,t)\n local old = {}\n local new_count = 0\n for x,_ in pairs(grid) do for y,__ in pairs(_) do\n table.insert(old,{x,y})\n end end\n for _,pos in pairs(old) do\n local x,y = pos[1],pos[2]\n local bias = grid[x][y]\n for dx=-1,1,1 do for dy=-1,1,1 do\n local a,b = x+dx, y+dy\n if (math.random() > 0.9) and (abs(a) < w_max) and (abs(b) < h_max) then\n grid[a] = grid[a] or {}\n if not grid[a][b] then\n grid[a][b] = 1 - (t/tiles)\n new_count = new_count + 1\n if (new_count+t) == tiles then return new_count end\n end\n end\n end end\n end\n return new_count\n end\n\nrepeat \n t = t + grow(biases,t)\n until t >= tiles\n\nlocal pos = game.player.position\nlocal total_bias = 0\nfor x,_ in pairs(biases) do for y,bias in pairs(_) do\n total_bias = total_bias + bias\n end end\n\nfor x,_ in pairs(biases) do for y,bias in pairs(_) do\n game.player.surface.create_entity{\n name = name,\n amount = amount * (bias/total_bias),\n force = 'neutral',\n position = {pos.x+x,pos.y+y},\n }\n end end", "date": "2019-06-30T18:49:15+00:00", "quotes": [] }, { "author": "YunoAloe", "content": "Yep, looks better than a square. Thank you.", "date": "2019-06-30T20:21:58+00:00", "quotes": [] }, { "author": "Xynariz", "content": "I know, I know, I'm necro-ing an old thread. \n \nI just wanted to say thanks for the script - it's very useful! It's great to use when I add a mod that adds a resource after I've started a game.", "date": "2022-02-02T00:09:53+00:00", "quotes": [] }, { "author": "theM94", "content": "Awesome. Parameterized and all! Thank you for leaving such an awesome script for Ore generation", "date": "2024-01-16T22:17:11+00:00", "quotes": [ { "author": "eradicator wrote: Sun Jun 30, 2019 6:49 pm", "content": "" } ] } ]
6
2019-06-30T10:30:33-05:00
forum-topic-107760
107760
[StrangePan][1.1.87] VSync not applied
Assigned
https://forums.factorio.com/viewtopic.php?t=107760
litty
Between 1.1.80 and 1.1.81, something has changed about the VSync setting! It looks like it's not being applied as intended on my intel macbook in 1.1.81. As early as 1.1.81, and as recent as 1.1.87, I am seeing screen tearing at the top of the screen that is reminiscent of VSync not being enabled. It is most apparent when the character/map is moving around. The screen tearing is not any better or worse when VSync is enabled or disabled. In 1.1.80, I am not seeing any screen tearing when VSync is enabled. When disabled, I see the exact same screen tearing I see in 1.1.81. I'm loading the same map in all versions, and running around the same part of the map briefly. Attached are logs and screenshots for 1.1.80 and 1.1.81, as well as the save file being loaded in both versions. I tried to capture a video of the tearing, but the screen tearing magically disappears when I'm recording with macOS's built-in screen recorder. I can take a video with my phone if that would be helpful... Maybe related to the SDL upgrade?
[ { "author": "Vel", "content": "I've got the same issue. It really looks like VSync is not applied. It worked a week ago or so. Seems to be caused by the new version. \nToggling VSync on or off does not change anything. Anything else I can try? \nIs there an easy way to downgrade factorio with Steam?", "date": "2023-07-17T19:24:05+00:00", "quotes": [] }, { "author": "litty", "content": "Very easily \n \nRight click Factorio in your left-land library list, click properties, click betas, then select the version you want. \n \n1.1.80 is the latest version where vsync works for me.", "date": "2023-07-18T03:38:07+00:00", "quotes": [ { "author": "Vel wrote: Mon Jul 17, 2023 7:24 pm", "content": "" } ] }, { "author": "", "content": "Hello litty, \n \nThank you for the information you've provided so far. We did update SDL in 1.1.81, and SDL indeed changed how it implemented vsync. However, I'm still having difficulty reproducing this issue. Could you provide a little bit more information? \n \n1. Since you are unable to record the tearing using a screen recorder, do you think you could capture the screen tearing with an external camera, such as a smart phone? This will help me better understand exactly what you're seeing and when you see it. \n \n2. Are you able to upgrade your OS version? Sometimes that can solve these graphical problems. Either way, I am going to attempt to downgrade one of our machines and try to reproduce the issue that way.", "date": "2023-07-25T15:06:03+00:00", "quotes": [] }, { "author": "litty", "content": "Thanks for the response, most certainly: \n \n1. Attached is a zip with two recordings from an external device, one from 1.1.80 and one from 1.1.81. \n \n2. I probably ought to anyway \n \nCan my machine be of service for debugging? I can hold off on upgrading if you want to run any tests with it, etc.", "date": "2023-07-30T02:30:25+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the videos! This definitely look like some form of screen tearing. \n \nRegarding upgrading your own machine, feel free to do as you see fit. It would be interesting for me to learn whether or not an OS upgrade fixes the problem. Otherwise, it may be a few weeks before you'd be able to verify any sort of fix we find.", "date": "2023-07-31T11:55:42+00:00", "quotes": [] }, { "author": "rikisa", "content": "I experience the very same Issue on linux (Manjaro Xfce, Linux 6.5, proprietary nvidia driver) as well. The tearing appeared in previous versions, but could be fixed with \"Force full Composition Pipeline\" option. But this does not fix the issue anymore. \n \nCan provide full specs and logs if needed.", "date": "2023-09-01T15:49:54+00:00", "quotes": [] }, { "author": "", "content": "Did anything ever develop with this?", "date": "2023-09-24T18:40:03+00:00", "quotes": [] }, { "author": "yanik557", "content": "It still seems to be the case as its happening on my end . \n \nAnd it seems to be a game issue, rather than a VSync issue, i've forgotten that screen tearing was a problem ever since upgraded my gear. \n \nEspecially since in my case, i've been able to capture it on a screenshot, so my screen perfectly displays a frame that the game teared itself.", "date": "2023-12-17T06:22:49+00:00", "quotes": [] } ]
8
2023-07-14T00:13:52-05:00
forum-topic-125651
125651
Enable burner inserter fuel leech
Balancing
https://forums.factorio.com/viewtopic.php?t=125651
Hares
TL;DR Enable fuel leech for the default burner inserters. What? The inserter fuel leech ( InserterPrototype::allow_burner_leech ) was introduced in 0.17.69, but never added to the base game for burner inserters. 75864: Version 0.17.69 - Stable 1 It's intended usage is to allow outputting burner inserters grab fuel from the machine they are outputting from. Why? Seriously, why? There're mods to do so, BTW, but they do extra work affecting UPS: Mod Portal: Inserter Fuel Leech -- Discussion -- Working on 2.0 and UPS improvements Currently, these horrible abominations are required to make a burner base on unmodded: 01-09-2025, 01-51-21.png (769.42 KiB) Viewed 334 times Edit #1: Attachment re-uploaded after disappearing. See: 117527: Attachment disappears after submitting a post Edit #2: Image replaced to a more appropriate as assemblers are no burner in the base game See Also YouTube: I 100%'d Factorio in the worst way I could imagine | Antipatience -- a burner 100% "speedrun" Mod Portal: Inserter Fuel Leech -- Mentioned mod, currently not supported for 2.0. Dependency in SE official modpack Mod Portal: Burner Leech -- Same idea but supports 2.0 with no extra functionality API Docs: InserterPrototype::allow_burner_leech -- Property description 125744: Add "Read fuel" to burner inserters -- Related FR
[ { "author": "CyberCider", "content": "It’s almost as if the “burner phase” was deliberately designed in a way so that burner inserters never have a reason to output out of a machine…", "date": "2025-01-07T08:28:32+00:00", "quotes": [] } ]
1
2025-01-06T09:47:54-06:00
forum-topic-21174
21174
[0.12.x] MoreBelts [1.0.4]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=21174
Fentus
[0.12.x] MoreBelts version: 1.0.4 dependencies: base >= 0.12.0 description: This mod adds 9 extended underground belts and 3 technologies to get them. Screenshots Download MoreBelts_1.0.4.zip Updated dependencies and homepage (77.05 KiB) Downloaded 313 times MoreBelts_1.0.3.zip Fixed technologies requirements (77.01 KiB) Downloaded 260 times MoreBelts_1.0.2.zip Removed 6 technologies do to over crowding Darken some of the tech graphic Changed the tech cost (77.01 KiB) Downloaded 241 times MoreBelts_1.0.1.zip Fixed the technology locale/en/locale.cfg so the names make sense. (127.19 KiB) Downloaded 225 times MoreBelts_1.0.0.zip (127.19 KiB) Downloaded 238 times
[ { "author": "Factorio2016", "content": "why so many??? Uncomfortable. \n on the first screenshot - inserters. What mod?", "date": "2016-03-10T18:31:44+00:00", "quotes": [] }, { "author": "orzelek", "content": "They are also quite short compared to similar mods.", "date": "2016-03-10T18:58:39+00:00", "quotes": [] }, { "author": "Fentus", "content": "Your in a challenge mod section I don't like unbalanced mods.", "date": "2016-03-10T23:56:11+00:00", "quotes": [ { "author": "orzelek wrote:", "content": "" } ] }, { "author": "Fentus", "content": "viewtopic.php?f=93&t=13525 \nAlso quick note you have a good point about the \"many\" aspect.... I might rework it a bit but for now its released \nWas a good idea... Thanks!", "date": "2016-03-10T23:57:00+00:00", "quotes": [ { "author": "Factorio2016 wrote:", "content": "" } ] } ]
4
2016-03-09T00:57:02-06:00
forum-topic-119006
119006
Space Efficient Thruster Pattern
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=119006
mmmPI
Thruster can't be rotated , or flipped, this leads to quite the variety of possible way to place them. Some more or less "efficient", here the goal was to have the maximum amount of thrusters in a single row, without having gaps between them and have it be a straight line so it's easier to scale for large ships nowaste.png (671.44 KiB) Viewed 8386 times 0eNqN091ugyAYBuB7+Y5pI8iPcivL0rSVdCQVDOCyxnDvRc3SLdLIoej78CIwweU+qsFpE0BOoK/WeJAfE3h9M+f7PGbOvQIJ4cuNPigHEYE2nfoBieMnAmWCDlqtqeXhcTJjf0lfSox+04Me1CHYw83Z0XSAYLA+xayZZ0gU50eG4JEi7MjSDJ126rq+pxFtYPIPznDiL5cB6vJmzdtmmGRkWlyN56uxHUDUOwDfA8gOIIobiDzQFP/dVxdRsu9tOUzfwtltwxXanPQtWq1kk182xiUGXQxSzUa6PzqoPgVe1xDBt3J+CTBOWtq2jBJRkwbH+AQ8vC6q Copy blueprint The bp just contain 2 thruster and the pipes that need to be placed next to each other. If you want to use some fuel throttle mechanism with this, i would recommend activating the chemplants producing it based on circuits condition, this is because you may be required to use too many pumps (3000/s max ) if you start using quality thrusters and like 20 of them whereas for chemplants with beacons and modules the ratio to thruster will be much better, as 1 chemplant can produce more than 3000 fuel per second.
[ { "author": "pioruns", "content": "Works great, thanks!", "date": "2025-02-09T15:03:41+00:00", "quotes": [] }, { "author": "mmmPI", "content": "You're welcome, i have seen people using my design without proper attribution sometimes, i should have used a patent of a NFT to protect it, but at last it seem too late know", "date": "2025-02-27T07:27:17+00:00", "quotes": [] } ]
2
2024-11-01T03:11:43-05:00
forum-topic-121819
121819
[2.0.15] Asteroid collector arm teleporting instead of moving smoothly
Minor issues
https://forums.factorio.com/viewtopic.php?t=121819
Baked-Potato
Space Age, no mods. The asteroid collector grabber arm sometimes teleports between positions instead of moving smoothly. What did you do? I was traveling on a space platform to Gleba for the first time. I think the issue may be triggered by low power. What happened? The grabber arms teleported between positions instead of moving towards them. It seems like maybe they are internally pathing based on a certain level of power, but then as it changes during execution the path gets messed up and jumpy. It isn't just tiny jumps either, at some points it goes from fully retracted to fully extended in 1 tick. It doesn't seem to just be a visual bug either, since the items appear in the inventory at the same time as the arm is shown retracting. View the attached video file to see more clearly. One obvious part is the bottom right collector at 00:30, however the problem is happening with all the arms throughout the video. What did you expect to happen instead? I expected to see the arm move towards the various asteroids smoothly, even if it stopped or slowed down it shouldn't teleport. Does it happen always, once, or sometimes? This is the first time that I have seen this happen, and my platforms all seem to have low electricity, so that might not be the problem. However, each time that I have reloaded this save in this situation it happens again.
[]
0
2024-11-17T05:16:22-06:00
forum-topic-82578
82578
Friday Facts #339 - Beacon HR + Redesign process
News
https://forums.factorio.com/viewtopic.php?t=82578
Here it is! (beep boop) https://factorio.com/blog/post/fff-339
[ { "author": "leadraven", "content": "I [don't] love it! \nAdmins, don't do it again... \n \nI don't agree it is \"integrated in the world of Factorio\". It looks very foreign. \nMay be it's because I don't like beacon itself, as a game mechanic.", "date": "2020-03-20T13:00:38+00:00", "quotes": [] }, { "author": "doktorstick", "content": "What would it look like if the electricity beams occasionally arced to the entities that are receiving the bonus?", "date": "2020-03-20T13:07:11+00:00", "quotes": [] }, { "author": "Gergely", "content": "Adding to this, what if they are the thing that connects the beacons? For example, make the tip of beacons that are close enough have their own set of electricity beams between them.", "date": "2020-03-20T13:10:36+00:00", "quotes": [ { "author": "doktorstick wrote: Fri Mar 20, 2020 1:07 pm", "content": "" } ] }, { "author": "AlmightyJu", "content": "I much prefer the first redesign over the last image. I think its simply having the building extend into the hole rather than just a bunch of cables running up to a almost hovering building design that sways it for me. \n \nObviously without seeing lots of them side by side its hard to tell if its really too cluttered or if its simply a colour change needed but looking at the colours of both designs it's totally different and makes it hard to make a comparison but I still prefer the first redesign.", "date": "2020-03-20T13:13:27+00:00", "quotes": [] }, { "author": "Panderturtle", "content": "The Beacon looks like a kraken which is helping you in the factory. \n \nLooks fancy, but in my opinion its too much detail. The Beacon is a building which is in end-game nearly everywhere so i think it has to hide a bit between the other buildings. It should set itself in the background so you can see the other buildings more clear.", "date": "2020-03-20T13:15:00+00:00", "quotes": [] }, { "author": "DOSorDIE", "content": "I think the \"sword\" on the top is not nessasary and doesnt fit with the rest. \nThe rest is cool and i like it. \nMaybe a little satelit dish will look better on top ...", "date": "2020-03-20T13:17:26+00:00", "quotes": [] }, { "author": "Brambor", "content": "What do you mean \"long post\"? It is one of the shorter ones! \n \nAlso, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie. \n \nI like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.", "date": "2020-03-20T13:18:13+00:00", "quotes": [] }, { "author": "crux042", "content": "It just looks like.... ancient alien ruin.... Does not suit with *factory*, I think.", "date": "2020-03-20T13:24:13+00:00", "quotes": [] }, { "author": "Panderturtle", "content": "Which would be a nice addition to the game btw!", "date": "2020-03-20T13:24:37+00:00", "quotes": [ { "author": "Brambor wrote: Fri Mar 20, 2020 1:18 pm", "content": "" } ] }, { "author": "Recon777", "content": "I've never liked beacon spam. When half your base's real estate is taken up by beacons, I think that looks terrible, no matter what the unit itself looks like. This is probably the main reason I don't use them. Because you need so many and their range is so short.", "date": "2020-03-20T13:26:17+00:00", "quotes": [] }, { "author": "fishycat", "content": "If you take only the red parts it looks like a rudimental DIY Spidertron Mk1 for early game. I like it a lot", "date": "2020-03-20T13:26:33+00:00", "quotes": [] }, { "author": "Braxus", "content": "I am ok with this at start i think it's come from another thing. \n \nThe most frustrating point with beacon is not the art but the lack of surronding visual effect. \n \nWith this visual, you can't feel the module spread aroud, maybe it's worst because the thunder are bounded. \nFurthermore, has a player, i whant to know the module kind (just speed/efficient not tier) just by looking (without alt mode), just because it's smart and beautiful.", "date": "2020-03-20T13:29:58+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Lord Darkness", "content": "Thanks for the design techbits, but it looks indeed like a tetrapod monster, so I'm not really a fan of the final design presented. \n \nPersonally I find the image with \"max occlusion/collision box\" much more appealing, especially the version that is not red. \n \n \n \nThe absence of color makes it look more clean, so any subtle lightning on it would be easy to read without having to be aggressive. \n \nIf the center is the problem visually, well, just leave the iron rings there, working as its structure as well, so you'd be able to see the hole behind it. \n \nSo, very readable, subtle and high-tech, to me at least. \n \nPersonally, I'd remove the \"round window\", making it a perfect sphere at the top with no details. \n \nMaybe the lightning color should tell what kind of beacon that is. \n \nNot really a huge fan of the beacon mechanic anyway, haha, I think the system should be smarter without having to rely on multiple beacons.", "date": "2020-03-20T13:31:38+00:00", "quotes": [] }, { "author": "leadraven", "content": "No one will ever guess what it does by this visual. It is a weapon, or furnace... The eye in the center is very confusing. Spire doesn't look like a transmitter. It is not associated with area effect.", "date": "2020-03-20T13:39:48+00:00", "quotes": [] }, { "author": "ledow", "content": "It looks like it's supposed to be an electricity supply, or possibly an electrical weapon. \n \nIt doesn't look like something that speeds up production in nearby units. \n \nWith the varied orientations, etc., it also looks like something that'll drive OCD people mad for no particularly good reason (I understand variation in, say, the beams, or the floors or the trees, but not on the buildings themselves - especially when they are likely mass-produced). \n \nPersonally I don't use beacons in long rows either.", "date": "2020-03-20T13:43:05+00:00", "quotes": [] }, { "author": "irbork", "content": "Love the general idea and concept. Hate the placement variation, it does not fit the rest of factory where everything is nice and tidy. I think I will be placing and picking up beacons until I get my variation of choice, not cricket ones. Unfortunately it will be nightmare late game when bots are placing lots of beacons but I will build beaconed designs far away from main factory not to see it unless I want to deconstruct the build.", "date": "2020-03-20T13:44:00+00:00", "quotes": [] }, { "author": "netmand", "content": "I like the flattening of the design by sinking the building slightly into the ground. Dare I suggest thinking about doing the same thing to the Roboport?", "date": "2020-03-20T13:45:48+00:00", "quotes": [] }, { "author": "Uggeli", "content": "It's ugly, don't like it", "date": "2020-03-20T13:50:52+00:00", "quotes": [] }, { "author": "kendfrey", "content": "I came here just to post this. The random variations of beacons really destroy the factory aesthetic, where everything is supposed to be clean, organized, and mechanical, especially at the later stages of the game when beacons get used. It might make a nice graphical option, but please don't require it.", "date": "2020-03-20T13:53:29+00:00", "quotes": [ { "author": "irbork wrote: Fri Mar 20, 2020 1:44 pm", "content": "" } ] } ]
19
2020-03-20T07:57:40-05:00
forum-topic-44328
44328
DyWorld General Discussion - Page 2
DyWorld
https://forums.factorio.com/viewtopic.php?t=44328&start=20
Quazaka
Really looking forward to this. Any updates on the housing situation?
[ { "author": "Dysoch", "content": "yes all done (1,5 month ago already). But because work got really hectic, and had some personal stuff to do, i couldnt do anything. But i am steadily working on this again for a few days already. Hope to have an update soon. Expect lots of changes \ni am basically rewriting the mod, again", "date": "2017-09-21T21:01:17+00:00", "quotes": [ { "author": "Quazaka wrote:", "content": "" } ] }, { "author": "SkyLight", "content": "Good to know, waiting for the update", "date": "2017-09-22T16:35:28+00:00", "quotes": [] }, { "author": "Draconomial", "content": "So, what is DyWorld?", "date": "2017-10-10T20:20:20+00:00", "quotes": [] }, { "author": "aklesey1", "content": "DyWorld was updated on mod portal, i wish too see changelog. Dysoch? Pls", "date": "2017-11-16T08:47:44+00:00", "quotes": [] }, { "author": "Raphaello", "content": "Just played the beginning of the game and I researched all pure red science. I like the general concept, difficulty so far. Obviously, there's not much beyond where I am now. Two suggestions: \n1. getting the first iron plates was a pain. I had to mine some stone for a furnace and 12 iron ore - these took ages!!! You can consider increasing mining speed or maybe give player 4 or 5 iron plates to avoid spending couple of minutes mining these 12 pieces of ore \n2. The variety of all the stuff is a bit overwhelming. I would suggest giving i.e. only wooden stuff initially and then force to research other types of logistical devices. Obsidian, rubber ones are completely useless at the beginning too. \n \nKeep up the work, there's a lot of potential and good ideas already!!", "date": "2017-11-17T19:30:00+00:00", "quotes": [] }, { "author": "Dysoch", "content": "You can find stuff in the ship wrecks. Use numpad 9 to look for them. If you are lucky, you get some iron plates. There has been a major rebalance for 0.5, which will be released today Any bigger mod that worked with DyWorld, probably wont work anymore \n \nBut thats for the feedback, some will be implemented into the game (or already are actually in 0.5.x)", "date": "2017-11-28T10:05:06+00:00", "quotes": [ { "author": "Raphaello wrote:", "content": "" } ] }, { "author": "Satscape", "content": "dyworld.png (82.95 KiB) Viewed 11801 times \n \n \nAnyone know how to fix this error? I'm on linux, removed all other mods, so it's just DyWorld. I've unziped it and the file it said is missing, is not missing at all.", "date": "2017-12-02T17:27:20+00:00", "quotes": [] }, { "author": "Dysoch", "content": "Linux is weird sometimes with graphics. I cant really do much about it since it works everywhere else \nFactorio gives an error that it cant find binding chitin, while the file is named binding-chitin. if you remove the \"-\" of the file name, it should work", "date": "2017-12-03T10:08:50+00:00", "quotes": [ { "author": "Satscape wrote:", "content": "" } ] }, { "author": "Satscape", "content": "Many thanks, I'll give that a try.", "date": "2017-12-03T12:44:27+00:00", "quotes": [] }, { "author": "smeagol001", "content": "@dysoch is it intended that all images of your posts are kinda broken?", "date": "2018-02-26T21:13:20+00:00", "quotes": [] }, { "author": "Dysoch", "content": "That has to do with dropbox changed public folder. will update them soon when i update the forum (stuff has changed since it was written)", "date": "2018-02-27T10:27:29+00:00", "quotes": [ { "author": "smeagol001 wrote:", "content": "" } ] }, { "author": "Quazaka", "content": "Any news? Really looking forward to it.", "date": "2018-05-24T16:59:19+00:00", "quotes": [] }, { "author": "Dysoch", "content": "I have so many stuff (moving to new house, cleaning old house, working 60 hours a week and more) to do in rl, that i sadly have no time to work on DyWorld. I expect halve of July everything to cool down, and then i can work on it again.", "date": "2018-05-25T10:00:33+00:00", "quotes": [ { "author": "Quazaka wrote:", "content": "" } ] }, { "author": "moonshaman", "content": "Hi @Dysoch, Will there be an update for Dyworld to Factorio version 1.18.x?", "date": "2020-01-25T03:03:24+00:00", "quotes": [] }, { "author": "dasiro", "content": "same question but for 1.0 now, but I'm afraid not, as his last post was from 2018", "date": "2020-08-14T19:31:15+00:00", "quotes": [ { "author": "moonshaman wrote: Sat Jan 25, 2020 3:03 am", "content": "" } ] }, { "author": "acsehi", "content": "I started the DyWorld, on 0.18 and I am a bit stuck with the Oil processing. \nI need to refine the Crude Oil first in Centrifuges, and there is a side-product, Carbon-Dioxide, I can't see how can I void it like in Bob's Angel's. \n \nIs it possible?", "date": "2020-09-19T17:30:36+00:00", "quotes": [] } ]
16
2017-04-19T05:14:42-05:00
forum-topic-104826
104826
5GW nuclear reactor with 17 water pipes
Energy Production
https://forums.factorio.com/viewtopic.php?t=104826
mboxdk
Most likely it's not the reactor itself, I just want to show the approach how to reduce the number of pipes supplying water to the reactor if there are no lakes nearby. It's also possible to use only 5 pipes (pumps) but you can't get through them. Pros: 100% of theoretical efficiency. 17 Water pipes instead of 43-50 (I used 3000 u/sec flow). Compact as possible and symmetrical. Manually balanced by single constant combinator. Cons: No auto balancing, no super duper smart features. (there was no need for me). Very expensive. A lot of pumps, pipes, tanks.. No smart design, not tileable. No fuel cell saving. 5GW.png (18.33 MiB) Viewed 2433 times 5GW Reactor Blueprint.txt (76.95 KiB) Downloaded 133 times How to supply it: 20230114141853_1.jpg (2.7 MiB) Viewed 2433 times Water Pumps.txt (10.76 KiB) Downloaded 106 times
[ { "author": "coppercoil", "content": "There also is another approach: decompress water to 2 x 1500 when arrived to nuclear station, this gives more flexibility for station design.", "date": "2023-01-15T11:55:58+00:00", "quotes": [] }, { "author": "mboxdk", "content": "Unfortunately no. 1500 is 7 pipes max - not good. I'm the opposite - I compress to 12000 and it's goes through the station. Flexibility does not suffer.", "date": "2023-01-15T13:26:30+00:00", "quotes": [ { "author": "coppercoil wrote: Sun Jan 15, 2023 11:55 am", "content": "" } ] }, { "author": "coppercoil", "content": "Maybe \"flexibility\" was not the best word. Yes, we can make crazy things in Factorio, but some designs look unnatural, awkward, ugly, and vice versa. I think pipeline of pipes is slightly better than pipeline made of tanks, YMMV.", "date": "2023-01-15T16:45:19+00:00", "quotes": [] } ]
3
2023-01-14T09:27:05-06:00
forum-topic-70864
70864
[0.17.39] Campaign Feedback
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=70864
xhed
I enjoyed the campaign, but there are some issues I came across. Gameplay Compilatron is a nice addition to the game, but it would advance to the next part of the tutorial when I got close, while my intent was to build a structure to prepare for the next step. This was most noticeable after the completion of the campaign when I was in the progress in building my defenses on the right side of the (newly revealed) map. With no turrets or walls in place yet, I had no other option than to load the latest quicksave. That being ~10 minutes ago, I just quit. In my first playthrough, I suddenly had to increase the output of my science modules, which I couldn't fit in my base without demolishing half of my production line. As there wasn't much science research, so I was short on science production. I would have preferred having to ramp up the science production earlier so that I'm not hastily rebuilding the factory while getting overrun with biters. The campaign is quite combat heavy in my opinion, especially when the biters rapidly start increasing in numbers. The increase was so fast that I didn't have time to react to it during my first playthrough. Not having undergrounds/splitters/long inserters gave me quite a challenge in designing the base. In the end, I fed the coal into my smelting arrays by filling a wooden chest with coal and placing it on the belt using an inserter. Logistics & inserters are usually the first things to unlock in freeplay, but they aren't even present in the current campaign (other than yellow inserters). Why can I craft an assembly machine by hand, but not iron gears, copper wire or green circuits? UI The crafting menu is a bit of a mess in the campaign, I'd prefer to have it split up a bit. Separate rows (like in Freeplay) would already help to separate production/intermediate/combat. When adding an item to the quickbar by clicking a slot on the quickbar, the selection window shows a lot of items the player hasn't unlocked (and won't be able to unlock during the campaign), cluttering up the view and making what I want hard to find. The milestone tasks to complete are written bottom-up, which was confusing for a bit.
[ { "author": "Silverstar456", "content": "Hey xhed, \n \nI did enjoy it too and I really agree wth every point. \n In my eyes a newbie would really has difficulties with the biters. The focus of the campaign should be to learn general process and not how to manage a deathworld ( bit exaggerated ). \n I think it is not a problem to provide the player the option to use unergrounds/splitters. It makes things complicated way to complicated without them, \n exspecially the undergrounds. Btw: In the end I filled in the coal by my own too - It is not what the game really is made for. \n As I said I agree with your other points too. \n\nMy Solutions:\n Less Biters or give the player more time to explore or even let him time to even start building \n Well of course: It would be great to add undegrounds \n In general dont make to much notifications and do not remove that many things to the player, that he would have in freeplay( for example crafting wires by hand) : The lots of notifications from the compilatron were a bit to much ( maybe it is not a problem to a newbie ) \n \nThe rest is very great so far, the biggest issue in my eyes are the biters, it would make me happy to see a change. \n \nGreetings Silver", "date": "2019-07-07T21:51:46+00:00", "quotes": [] } ]
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2019-05-15T09:10:33-05:00