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forum-topic-125421
125421
Please add descriptions to the hidden tag of new prototypes such as space-locations
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125421
bunshaman
Some of the new prototypes (such as space-locations, planets, etc) do not have helpful descriptions under their respective pages. In the past, the descriptions would be helpful (see the 3 links), now with no descriptions it becomes unclear what the exact intended behavior is. For example, the space location prototypes having hidden = true seems to only hide these locations on the space map and in the inventory. However, the location is still visible everywhere else in the game such as in the platform schedules, and the last visited stop/destination under the mini map. Is this a bug? or is this intended behavior? More descriptions would help clear this up https://lua-api.factorio.com/1.1.110/pr ... tml#hidden https://lua-api.factorio.com/1.1.110/pr ... tml#hidden https://lua-api.factorio.com/1.1.110/pr ... tml#hidden
[ { "author": "BraveCaperCat", "content": "Actually, most new prototypes (and new properties for old ones) have unhelpful or absent descriptions.", "date": "2025-01-01T01:27:21+00:00", "quotes": [] } ]
1
2024-12-31T19:21:34-06:00
forum-topic-103764
103764
Autobreaker for preventing brownouts and controlling backup power
Energy Production
https://forums.factorio.com/viewtopic.php?t=103764
Theikkru
This is designed to govern the electrical connections between three segregated parts of a power grid: primary power & accumulators (lower right), emergency backup power (upper right), and power consumers (upper left). So long as you have enough accumulators to absorb any spikes in power usage, this will prevent brownouts entirely. autobreaker.png (229.85 KiB) Viewed 3096 times 0eNrNmmtu2zgQx69S8LNdkNTbKBbY7TGKQJBkxiGqFyjJWSPwAfYge7E9yZJS/Ig8lDWuk+ZLYInST+TM/DkcMi8kzTtRK1m2ZPVCZFaVDVn9eCGN3JRJbu61u1qQFZGtKMiClElhrpIs64ouT9pKkf2CyHIt/iYrtl9cfbOunoVaNs+yzZ7OXuX7hwURZStbKYYe9Be7uOyKVCjNPhIKsZZdsRS5yFols2Vd5ULz66rRL1el+bIBRv5Xb0F2ZLX0uf65N30bMTncqwuWQ91XEot0l7WRWlXlcSqekq3UFtBPZVJlnWxj3bY+vvooVdPGFwbZStV2+s7x68MTy40SoiTDB5o2MS6h5qKoE9VbekX+IPuhvdSDl72zXggzf5RYn5tN6ivX2z/op793dNyijfksleh/U2P57x27fPvtQ5o02CfWfWt1tx+TvBGAVR0wSgCj+iejAhh3LiacxHgzMYxOYvy5GD6JCeZi3ElMOBczbeLoiFmLTK61AnSwpbK00YKjoqw6eAWddNDcIISdyPPq2SihEQZ0k4TeqGZBqq6tu5v6kFX1To+nK9v4UVVFLEsNOoT/fDVqYx8mCXPJz/zRS5K9bWfj9mh0gw+a5PM+x658Ts+/eyhEjCxQMRLdOUYm885pogzoHXx+Fj13cfmlT6c8NtslDOmS8Pe4hI9d8u0TyvBCFxTjsmuapjM9ypGLG4fTM5/Cixs2Ow8fc00Aclx0Poc5HjqhwxwfndFhToBO6TAnROd0mBOhk3pgUbNNZBPC/QUBwTHNT4mjKZI8X+ZJUV9ZVOif77i8Pp9KJtbXC9I1Qn8or5S2Q6s6cbfJhdsmAM7mViKcXnP+B5pqvmH6kYOlyLjMAGsRI8GbahF+VuKpaqOSokjSXCybWiQ/xbVs6X94PLKRkf/759/+gdfPmYZCtEL1xh448TbRJXwsm7juY2awhSmsGx28hTZIbzUzS1XtwYIIz9FxEPeK14Z705c6T3Zpkv2Mt1XemVHqkRzvbfIq1VPAbpDTgiRm4LFObbv6qSp3R/fpBqEuRvmkn+0bDq/3d6oyLpL6cMtsXLxavu/kvLXK8LlCNE2yMc1/6c529Zdegl9EudF3118JKFh8coV3IPDJFebgkyvMwSdXmINPrjAHn1xhDj65ghyHzuVM29lhMzl82s4OR8ehA3LwmzYwB79rA3Pw2zYwB79vA3PwGzcwB79zA3MidByCHJei49C546IT6hFDRzQDORwd0eydR+agtQGPzEVrA+acNNZ0qVlImXenpMEQy4bRqsH1h1VDKeTmKa06k9t/+OwB6peP1hr7HYWQ643G6AXzyn03QE8C7x2aIXo6gUMqQk8nIMej2EmAwpv/DDsJWDgcK10Lx8FK18JxsWnNwvGwUrNwfGxEWzjBzScS9F1PJI47w9gDCTNv7D/h1vTlXDWayyLMPuiYxi5n/2m8bar0wpuPH+hH7nV7n/H4AenDuS6Jbj5++FCXOHc4fTiq9100N1aJCfbbNcev0Gz+9Gdu1J4dOVDLkYPPfuEcg4b9btubBaLrQQtEH130UnDH3UcXvRYOuui1cNBFr4WDLnotHHTRa+Ggi14LB130wpwAXfRaOOhSlYKyCdClqoWDLjAtHHSBaeF46DiEOeiC0MJB110WDrpasnDQ1RLMCfHVErgZFOKrJZiDr5ZgDr5agjn4agnm4KslmIOvlmBOgI5DmBOi41BzHhbDSmx19i+kC5InqdArK/Jn11apOhyybYVqeg4PmRtEPAjdyPEjf7//H48KNQM= Copy blueprint In the event that accumulator charge drops too low (<20% by default), the backup circuit will connect, and a global alert will be sent: backup engaged backup.png (1.51 MiB) Viewed 3095 times Backup power will automatically disconnect once sufficient accumulator charge (>70% by default) has been restored. If power consumption instead overwhelms both power systems, and drains the accumulators past a critical threshold (default 3%), the consumer connection will break until accumulators are somewhat recharged (>50% by default). In general, the more accumulators there are (on the primary power circuit), the more forgiving this will be. Behavior becomes optimal once the combined power rating of accumulators reaches or exceeds the combined power rating of primary and backup power sources. Edit: moved the non-circuit lamp so it won't annoyingly nibble on backup power overnight. Edit 2: Swapped the non-circuit lamp and the adjacent power pole so that a Brownout Alarm pasted onto the corner will automatically connect.
[ { "author": "gGeorg", "content": "\"enough accumulators to absorb any spikes in power usage\" \nI dont think this device can do what you promice. Here is an example : \nlets have a main base producing up to 100MW and average consmption is 80MW. Then laser wall start shooting consming 130MW so energy consumption spikes comes. Becouse of priority, power is redirected to lasers, then production is somewhat lowered. \n \nAttack is one columumn of 40 bugs so it lasts for 30 seconds. it means 30 seconds of brownouts. Trick is, your device dont help, becouse power level in main grid keep 30seconds above threshold. \n \nMost probably, you need measurement of discharge speed, then activate spike protection, when main base discharge is too fast >> > brownout. e.i. rather than switch activated by amount of power stored, it should be activated by speed of discharge. Simply because, brownout is the moment when discharging 100% do not give satisfaction even the power level iin accumulator is fine at the moment.", "date": "2022-10-17T19:24:31+00:00", "quotes": [] }, { "author": "Theikkru", "content": "You can't leave out the \"So long as\"; that quote you pulled isn't a promise, it's a condition: If (primary power rating + accumulator power rating > highest power usage spike) then (no brownouts). \nThis autobreaker isn't designed to do anything about power spikes that exceed the total power rating of your electical grid, because that's what accumulators are for. This is designed to improve power distribution behavior and warn you when you're reaching the limits of your power supply. \nFor example, if your base is running at around 80MW, your power sources add up to 100MW, and you add some beaconed production lines, sending your average to 110MW, assuming you have enough accumulators to cover at least the extra 10MW, this will turn on backup power and send you an alert when the accumulators start running low, giving you an opportunity to add more power. \nIf you get into a fight with the biters or something and the problem gets worse, this will start cutting power intermittently so it can keep delivering full power (110MW+lasers?) when possible instead of constantly browning out (at 100MW). \n \nP.S. After a little more thought, the distinction is largely moot anyways, since accumulators drain from full to empty in 5MJ÷300㎾=16⅔s, so even in your biter attack brownout scenario with not enough accumulators, while it might not prevent brownouts entirely, this would still help lessen the severity of the brownout by turning on backup power and intermittently recharging the accumulators. \nThe other thing this does is act as an emergency interrupt for brownout spirals; if you use logic circuits, electrical inserters, or other powered apparatus in your power supply, this will substitute for dedicated local power circuits by cutting the consumer power connection in order to preserve power supply circuits.", "date": "2022-10-18T00:32:03+00:00", "quotes": [] }, { "author": "gGeorg", "content": "Here is my version of emergency backup power. \n \nIn the first lets define criteria: \n1. Backup peak power build should be cheaper than regular power plant of same capacity. \n2. Brownouts could happen so they can be detected then suppressed. \n3. When power peak happen and detected then all power producers should be activated. \n \nShort review of Theikkru contraption based on defined rules : \n1. Price to build backup steam engines and price to build battery field is comparable to price build more steam engines power. No smartness is here. \n2. build do not detect brownouts. Brownout can take several seconds to reach low level on main power grid to activate backup. \n3. I am not sure about this point. I am to lazy to make a table to help me forge arguments. \n \n \nWell, here my creation : \nEmergency peak backup, it is 70MW emergency peak accumulator based on steam with capacity of 2,6GJ \n \n \nit sucks surplus steam from Nuclear power plant, store it and use when emergency comes. There is simple condition on electric pump, if level of steam is > 20k then pump. It means, whenever nuclear plant produces more steam than it can consume backup steam tank is filled. \nActivation and detection of emergency is truly unique trick. \nIt uses an accumulator as sensor to measure speed discharge. When max discharge speed is reached, then it means the brownout is here, then it means ACTIVATE THE PEAK POWER. \n \nFor speed of discharge detection is used one piece of one_time clock ( fastest discharge of one percent takes 9 ticks) then for lenght of emergency activation is used the second piece of one_time clock. \n \n \n 0eNrNWV2PozYU/SsrvxZWGAMB1FaqduZx+weqVUTAk1jDl4w902jEf68NSYBgL5hm1L5EAsyxfc+5516TD3DIOa4pKRmIPwBJq7IB8V8foCHHMsnlPXauMYgBYbgAFiiTQl41DCeFzTg9kBKD1gKkzPDfIIbtDwvgkhFGcA/UXZz3JS8OmIoBN4iaCFwL1FUjBlelnEoA2BB6X30LnEGMIvTVb1trhuFOMGxW2Uda8TJTovkTNAtkhOK0H+IqsJFmiyro3Q06UC/UMwDzlsB8AzC4BBZs2KbnQDXYbsM2tWDhhm1qwaIBjB8alnSvK5Cc6ILjCYWUmBxPh4pTKWAY/FDgQmdT/DRkQLgpgDo0d1MEdWhbEsKDGj7glozQo21JCT3akBMFzggvbJwLp6AktesqV4I6/g3U6cxlIp3Icn3LDZX6GVImwynJMLXTqhBrT1hFlTMFl3lmJiYeCNNmtMr3B3xK3ogAEG9dYPfiWdZBNfLuC6EN28+8/Y1QxsWdIZzdCGGrGJfS3WVZYImsEYHjyMuiTmi31hj8Kl6rOKv5NuD6LNbIS7Z/oVWxJ6XAAfFLkje47Scu+51264fyp395VFtIJiIqfCMlNOWEddduK+IOXDme4ux+NAplnVoFBEf0dcCBQFbqJ9zKqTsrTJ/IaXrC6euU03tGf/sERhnlWkIVBCno1PG1MyF+iV0Et84LdbKIljuewTc9TcfjLIMEiyArei9/EWRcXSqaHEX/lZSvSjB0A/M1YGh5RXARxDMB0W3LNzf/YLKyVX2DO9SYunoXDtG8E5aelGt2LuC7Vu0GV/Hd3OAxBn9vBr8DMx+epeNdgvX5+Y07M08WsXkXHthdODLvvnF4P8gNp4MEVB/Cvezu8LVyKCK/M1GJphlyQ3OVhBPQdSqJjCvJbRKdWv7PtePpcXVDhm6dfyNnQaieSV25nxeunldXN5BjKgJ/IoJRO+F9oiSepnIIH9AcPj20MVQo4srjqvFLHYKWv6HaJpSwU4GZsIkFCtFiHg9YD0rlBkscQ3aqGtP+MB2DP/582kDyZX4jKucpa9LquTqiRh1NkeS5nSdFra7IN3bCzsr/26psAd5gMU9eyVLS+aRJWuiOMQht0O3l8wmMVp5kHqXi55GCJ8EaC/SXDfL8bipNb8E1dj8/j3orTcUzLQrD0SL6zM7geYuVfO81/i/LxagpMS8ZKi7Q6hYCzVkzKy0alsfftaoS2+/ClhbqRaTuWJH5R63hIOnCq82tilsot3PX4KLQQpGqx0VDP56kKS94rpPw9SDkuhoBmwrm2exEo2JZGeoNh4PdxlAHd/ai+ggyo0J51kCRuUCGVaP5kUZOIxKm+7soHv27ZIE8OWDBD3guMD3iMj1/qXHy+uWQpK9cFtw3TJu+aITQ20XuzvOQ4wVe2/4DdCfe+g== Copy blueprint \nCurrent build is raw, I mean is not pretty and organized, but it works. \nI just wanted to present it before I make it neat.", "date": "2022-10-25T19:01:48+00:00", "quotes": [] }, { "author": "Theikkru", "content": "I don't know how you're coming up with those criteria, but they don't make much sense. Your circuit is just a threshold-triggered version of what powerplants already do by default: throttle up and down based on instantaneous demand. If you have cheap peaker power to suppress power spikes with, you might as well leave out the circuitry and let the turbines handle it themselves. \nFunctionally, those turbines are no different from the accumulators in my blueprint; if you have enough to handle power spikes, then everything's fine. If you don't, you'll still get brownouts. \n \nThe concern of my autobreaker is what happens when you push past the continuous power rating (not peak power draw) of your power system. The criteria used for my build are as follows: \n1. Protect power systems from running out of power (to prevent control circuits, etc. from locking out due to a blackout) \n2. The user must be notified in a timely manner that power reserves are running low \n3. Backup power may or may not be available, but is presumed undesirable for one reason or another (e.g. leftover old boiler power that's expensive and dirty to run), and therefore should only be used when absolutely necessary \n4. In the event that the power issue cannot be addressed or gets worse, the build must perform the best it can with what power it has, automatically, and must ultimately fail gracefully. \n5. Plug-and-play installation: any location bridging power production and power consumption circuits will work. Backup power is optional. \n \nI call it an \"autobreaker\" and not a peaker plant for a reason: it behaves like a breaker, ultimately cutting power to the consumer circuit if necessary to fulfill criteria 1 and 4. A peaker plant like yours doesn't really do anything under those circumstances; it'll either drain out, like the accumulators, or, in the case of your blueprint, not connect at all.", "date": "2022-10-29T05:48:25+00:00", "quotes": [] }, { "author": "gGeorg", "content": "I made them to narrow usage for device. Honestly I didnt understand proper usage of your device neither. \n No. I have spend a lot time optimizing Perfect Clover leaf \n viewtopic.php?f=208&t=96233 \nI can surely say, simple add turbines to the power plant can lead to disaster. Overspending steam can cause havoc for controlled power plant.\n Difference is space and price, steam accumulator is way cheaper and smaller. For equivalent 70MW e.i. 12 turbines you need 233 accumulators. Regarding capacity it is even worse, one storage tanks plus some steam in pipes makes about 2,6GJ for equivalent volume of accumulators you need 2600/5=520 pieces. \nOn top, I use(store) surplus steam which is made by standard operation, e.i. do not need an extra steam engines or fuel supply.\n \"when you push past the continuous power rating\" means creating brownout. For my system it doesnt matter if brownout is peak by laser one massive shot or perhaps a part of factory started up. You system response takes too long, several seconds up to a minute. My system response is 9-17 ticks, always. \n \nSome sensitive combinators which need steady power supply can be found in various sub-factory, like Kovarex, Nuclear power plant, train stations, etc. If you want to create the central stable power supply you have to make TWO POWER grids in your whole factory. That is quite a challenge. \nBTW: What you mean \"in the case of your blueprint, not connect at all\" ? I see my bp works as it is.", "date": "2022-10-29T21:04:52+00:00", "quotes": [ { "author": "Theikkru wrote: Sat Oct 29, 2022 5:48 am", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 5:48 am", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 5:48 am", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 5:48 am", "content": "" } ] }, { "author": "Theikkru", "content": "Then you should post your peaker plant attachment in that topic, not here; the use case is completely different from my autobreaker, and your build assumes the existence of that specific circuit-controlled nuclear plant, both for its intended purpose, (not all nuclear plants are that sensitive,) and as a source of steam.\n \nWell of course it'd be cheaper to store steam, but now you're adding the assumption of 500℃ steam availability to the situation. Again, your build fits much better in the other topic.\n \nI think you're misinterpreting the term \"continuous power rating\". If you have 480MW of nuclear power, 14MW of boiler power, and 300MW of accumulator power (or peaker plant turbines, like your build), your continuous power rating is 494MW; 794MW would be your \"peak power rating\". It is impossible to prevent brownouts if you draw more than your peak power rating, but you can definitely prevent brownouts if you're using somewhere between your peak and continuous power ratings.\n \nThe only circuits that should absolutely need continuous full power are those directly controlling power production (i.e. the nuclear plant in your examples). Everything else should be able to tolerate some simple blackouts. Severe brownouts can cause problems in certain situations , but if you're suffering from brownouts that bad, even with this autobreaker installed, something is catastrophically wrong with your power system (since that would mean you're consuming more than double your PEAK power rating). \n \nYour peaker plant only activates when maximum accumulator drain rate is reached. If power drain isn't high enough to drain accumulators at maximum rate, they can drain dry without ever connecting the plant. Again, an example of the use cases for our two builds being completely different.", "date": "2022-10-29T23:54:50+00:00", "quotes": [ { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" }, { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" }, { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" }, { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" }, { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" } ] }, { "author": "gGeorg", "content": "Yes, steam accumulator assume there source of surplus steam. It can be used on Steam engine or Nuclear steam (with higher capacity). \nNo, all Nuclears which read level of steam (wasteless) are sensitive to steam overspend.\n \nAgree, that is what I ment. Truth is, \n- your \"autobraker\" can not response peaks \n- my \"steam accu\" can response peaks AND work as emergency low power buffer (since v2, see below) \n Right, fixed in new v2 \n \nSteam accu V2 Capacity : 70MW / 2,6GJ \n>>> polished up, nice and squared \n- added low power level activation \n- added internal power grid", "date": "2022-10-30T15:18:15+00:00", "quotes": [ { "author": "Theikkru wrote: Sat Oct 29, 2022 11:54 pm", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 11:54 pm", "content": "" }, { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 11:54 pm", "content": "" }, { "author": "gGeorg wrote: Sat Oct 29, 2022 9:04 pm", "content": "" } ] }, { "author": "Theikkru", "content": "Untrue. That sensitivity is dependent on the energy buffer of the plant being tuned to the minimum required for the plant's rating. If you add more steam tanks and/or heat exchangers beyond that minimum, the sensitivity is alleviated. It also doesn't exist in plants where it is impossible to add more turbines due to the physical configuration and steam flow characteristics of the plant.\n \nYou're not really responding to peaks; see: \"it is impossible to prevent brownouts if you draw more than your peak power rating.\" If you try to draw more power than those turbines can provide, you'll still brown out, the same as if you didn't have enough accumulators. The circuit itself could be useful for sending a notification that peak power draw is happening, but by using it on those turbines, all you're doing is sequestering some of your peaker power behind a switch so that it doesn't overdraw your nuclear plant. Again, your build really belongs in your other topic.", "date": "2022-10-30T18:49:28+00:00", "quotes": [ { "author": "gGeorg wrote: Sun Oct 30, 2022 3:18 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 3:18 pm", "content": "" } ] }, { "author": "gGeorg", "content": "1. If you add more steam tanks, you only postpone overheat. It is not solution, it is delaying the problem. \n2. It is possible to add extra heat exchangers AND turbines to make sure your steam production is EQUAL to consumption, but in this case it is not overspend. e.i. your original idea of \"simple add some extra turbines\" turned into full re-disign of whole power plant. \n3. if your power plant has so wrong flow that it cannot feed more turbines to create overspend, well that is sad. I am sure the flow can be fixed. However, when fixed, then overspend makes plant overheat. I really dont understand your reasoning. \n \nAgain, all power-plants who read steam level are sensitive to overspend. That is why my steam based accumulator use only surplus steam to prevent overspend. \n Of course I do respond the peaks. Reaction time to peak is 8-17 ticks. There is desing value the size of peak it can swallow. As long as peak is within range of 0-70MW it works as intended. \n \nThat is the whole point. Cheap Rise Up Peak Power above sustainable power. In case of four leave power plant 40-480MW sustained power, you can attach cheap steam based accumulator to add 70MW peak power. You can clearly see usefulness. In extreme case, 40MW one core power plant feeding laser defence. It can choke self very often. When you attach steam based accu with 70MW extra power,problem is solved. \n \nTrue is that your own design do not responding to peaks. In case of power emergency you wait until accu field power level drops below the threshold, which might take several seconds (up to a minutte. Response time is, e.i. 300 - 3600 ticks! Compare to mine). In this time battle is over, power hungry lasers are calm again, but your battery contraption just woke up and rise peak power output. \n-------------- \nHonestly your idea of steam engine section isolated and working only for accu field is not very efficient. In case I make a re-arange as fallows : \nUse your steam engines as part of main grid, (so you get more sustainable power) then attach my steam based accu suck surplus steam. (to rise up peak power) Result will be better and cheaper. Thing is, steam accu emergency buffer is far more efficient than electric accu. But I see you are not looking for competition or searching for better solution. You are repeating, not post here. So will be it. Thanks for base/raw idea of emergency buffer.", "date": "2022-10-30T21:05:08+00:00", "quotes": [ { "author": "Theikkru wrote: Sun Oct 30, 2022 6:49 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 3:18 pm", "content": "" }, { "author": "Theikkru wrote: Sun Oct 30, 2022 6:49 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 3:18 pm", "content": "" } ] }, { "author": "Theikkru", "content": "No, adding steam tanks increases the energy buffer of the powerplant, both making it harder to overdraw the plant to the trigger point, and providing more room to sink reactor energy that may accumulate from spiky power draw. That lets you add more turbines. In fact, that is fundamentally how your peaker plant works as well: the extra steam tank holds reserve steam to help absorb power spikes. Your design wouldn't work without it, and would work just as well without the circuit as long as that tank and the pump are there.\n \nNo, you don't need as many extra exchangers as you added extra turbines; there's a ratio involved, but it isn't steam-equal. Also, you're already adding extra turbines on to overdraw the plant above rating, so if tacking on a few extra tanks or exchangers constitutes a complete redesign, you're already there.\n \nStill incorrect, and easily disproven with a simple hypothetical: If you have the correct ratio of heat exchangers for continuous reactor use, and enough steam tanks such that, at the steam trigger level, there is already enough empty space in the tanks to accommodate all the energy from the next reactor cycle, there will ALWAYS be enough room to unload all of the heat energy from the reactors and pipes as steam, so the reactors simply cannot overheat.\n \nYou're missing the point. You accused my build of not handling peaks because the accumulators can't handle power spikes above peak power rating:\n \nBy the same reasoning, your peaker plant also can't handle power spikes above peak power rating (70MW). There is no difference at all in behavior between my accumulators and your turbines. You haven't changed the problem at all. In fact, your initial accusation doesn't make sense in the first place.\n \nUseful, maybe, if you happen to have extra 500℃ steam sitting around nearby, but also clearly off topic:\n \n \n-----\n \nIncorrect. All accumulators on the power grid respond instantly, and even in the case of peak overdraw, the emergency backup will come online in no more than 16⅔×80%=13⅓seconds at the default setting.\n \nHave you at least tried using it? That's not how it works.\n \nIn case you missed it:\n \n-----\n \nNext time, please try to understand what the topic is about before posting in it.", "date": "2022-10-30T22:51:53+00:00", "quotes": [ { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "gGeorg wrote: Mon Oct 17, 2022 7:24 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "Theikkru wrote: Tue Oct 18, 2022 12:32 am", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 5:48 am", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" }, { "author": "Theikkru wrote: Sat Oct 29, 2022 5:48 am", "content": "" }, { "author": "gGeorg wrote: Sun Oct 30, 2022 9:05 pm", "content": "" } ] }, { "author": "gGeorg", "content": "LOL. You are wrong in so many points that is pointless continue some discussion.", "date": "2022-10-31T01:13:37+00:00", "quotes": [] }, { "author": "Tallywort", "content": "The merits of different circuit-based or circuitless reactors and their fuel efficiencies are off topic here. \n \nBut in terms of energy storage, peak power is wholly determined by the amount of turbines, and storage by the amount of tanks (and pipes etc.). \n \nThis is equivalent to accumulators providing peak power draw of 300kW extra power per accumulator (added to your baseline power, not in place of) and providing storage capacity. \n \nIt is also equivalent to a backup plant providing extra power, with energy stored as heat and steam and in its fuel buffer. (so chests and belts and such) \n \nIn any case trying to draw more power than peak will cause a brownout, as does any prolonged power draw over baseline capacity after the energy storage empties. \n \nBut if you ever draw enough power that you draw more than the peak output of your production and accumulators, then I believe that with OP's system, that results in a brownout in the short time before it switches the backup power on. This then effectively makes it so that the backup power plant only adds to energy storage instead of also adding to peak power capacity. \n \nStill think that even just the extra storage is worth it, and barring that, shutting down noncritical systems is always preferable to spiralling to a blackout.", "date": "2022-10-31T15:46:20+00:00", "quotes": [] }, { "author": "Theikkru", "content": "Not quite. In an overdraw situation, you get 13⅓seconds of brownout until the accumulators discharge to the emergency backup threshold, at which point that kicks on and the entire grid gets maximum power. If that's still not enough, the consumer connection will trip about 3 seconds later, causing a blackout while both emergency and primary power recharge the accumulators. In most cases (accumulator power ≤ primary + backup power), the accumulators will reach 50% charge about 8 seconds later, at which point the consumer connection gets restored, providing another 8 seconds of peak power as the accumulators discharge again. The emergency backup won't disconnect until 70% charge, so as long as the overdraw condition continues, you'll keep getting a cycle of 8 seconds of peak power, followed by 8 seconds of blackout.\n \nThis is the case the autobreaker is designed for; it converts what would be a constant (and possibly spiraling) brownout into alternating full power & blackouts (assuming backup power wasn't enough).", "date": "2022-11-01T07:18:34+00:00", "quotes": [ { "author": "Tallywort wrote: Mon Oct 31, 2022 3:46 pm", "content": "" }, { "author": "Tallywort wrote: Mon Oct 31, 2022 3:46 pm", "content": "" } ] }, { "author": "Tallywort", "content": "Yes, but it doesn't prevent those brownouts from occurring, as it needs to detect a partially drained accumulator before it can respond. So in terms of preventing brownouts in the first place, the backup power does nothing beyond what the accumulators did. Instead it mitigates the effects after a brownout has started. (by extending the time until the accumulators fully empty and/or stopping the brownout in progress) \n \nStill useful, but not quite preventing brownouts completely.", "date": "2022-11-02T04:38:29+00:00", "quotes": [ { "author": "Theikkru wrote: Tue Nov 01, 2022 7:18 am", "content": "" } ] }, { "author": "Theikkru", "content": "Insomuch as it will not respond to power spikes high enough to overdraw the accumulators, but not long enough to drain them, that is correct; as I wrote in the first post, the condition/assumption is that you have enough accumulators to handle transient spikes like that, and the design presumes that the emergency backup is \"dirty\" enough that you wouldn't want to use it as regular peaker power; peaker power, like accumulators, would belong on the primary power circuit. \nIf you do have enough accumulators to absorb such spikes, however, the logic will prevent brownouts entirely.", "date": "2022-11-02T12:59:49+00:00", "quotes": [] }, { "author": "Theikkru", "content": "Since transient power spikes (which this autobreaker doesn't address) seem to be a sticking point, I've thrown together a brownout alarm that'll alert you to them, so you'll know when to add more accumulators (or other peaker power). It's blueprinted in such a way that it can share a corner accumulator with this autobreaker, and, in concert, they cover all possible brownout scenarios.", "date": "2024-05-28T13:40:58+00:00", "quotes": [] }, { "author": "Nosferatu", "content": "A while ago I also made an emergency battery. \nIt's detector has a different aim. It searches for deep brownouts. \n \nWhat might be interesting for you: \nIt has 16 independent battery's and it tries to only commit them one by one depending how deep the brownout is. \n \n viewtopic.php?f=208&t=91791", "date": "2024-05-28T14:57:27+00:00", "quotes": [] }, { "author": "Theikkru", "content": "The brownout alarm I linked above has similar deep brownout detection capability, but, since you brought it up, I must ask:\n \nWhat is the advantage to isolating accumulator banks behind control circuitry over simply connecting them directly to the power network? \nFrom a design principles standpoint, I don't see a prolonged brownout as preferable to intermittent blackouts.", "date": "2024-05-29T03:19:43+00:00", "quotes": [ { "author": "Nosferatu wrote: Tue May 28, 2024 2:57 pm", "content": "" } ] }, { "author": "Nosferatu", "content": "Once you reach \"deep brown out\" combinators will no longer update correctly. \nSo timers will slow done. Other circuits might miss inputs. \n \nCommitting just enough batteries to prevent deep brown outs can prolong battery life. Hopefully long enough until the night is over.", "date": "2024-05-29T15:53:40+00:00", "quotes": [] } ]
19
2022-10-15T23:49:09-05:00
forum-topic-191
191
Throne room / Command center, camera and bots remote control
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=191
( Tchey )
Sometimes, i want to see if everything is ok at the other side of my factory. I can ride my car, or jump into a train, or just run. Sure. What about a command center (CC) ? - The CC is a fortified bunker and can be placed only once. You can replace it again and again, but there can be only one on the map at a given time. - From the CC, a new UI is set. From this UI, you cannot control your avatar, but you can control other things on the map. - These things are : --- Camera : allow an overview of the area, something like the lamps. You have to place cameras first, of course. --- Special defence system : allow the control of a unique powerfull warmachine, with laser, flamethrower, rockets, mines and other possibilities. You have t build the warmachine first, of course. --- Global intel : allow you to set your factories remotly and check every thing you want, like the character can do, but withut moving. Only checking, you cannot pick anything from a chest for example. --- Satelite strikes : allow the use of a powerfull strike frm the sky, to destroy alien spawner, burn a forest, or kill yourself if you really want to. --- Maybe some units like in RTS games, so you can send some tanks to a spawner while the warmachine is going to an other one and the satelite is killing some alien boss... This to give some more taste to the "end game" in freeplay mode, but also in campaign. You start with an pickaxe, then you build factories, then, you... ? Build a Command Center and play from an other point of view !
[ { "author": "", "content": "This almost exactly what we plan to have in the RTS direction, we wanted to call it the throne room", "date": "2013-02-20T20:57:22+00:00", "quotes": [] }, { "author": "", "content": "See also https://forums.factorio.com/forum/vie ... hp?f=9&t=6 RTS direction-thread \n \nIt's going somehow into this direction, so I push this now into ready for implementation, even if this might not be implemented before next year. \n \nEDIT: \n \nSee also \n \n viewtopic.php?f=80&t=22919 Decorations / Headquarters / Home / Houseing \n viewtopic.php?f=80&t=14638 Producing food / Herbalism / Health \n viewtopic.php?f=6&t=20852 Porcelain Throne \n viewtopic.php?f=6&t=26823 Orbital roboports \n viewtopic.php?f=6&t=40187 Video cameras, terminals, wireless terminals", "date": "2015-05-20T18:38:58+00:00", "quotes": [] }, { "author": "DigitalShadow", "content": "Perhaps launching a satellite could be a prerequisite for this tech, seems to make sense to me at least", "date": "2017-05-19T19:45:24+00:00", "quotes": [] }, { "author": "", "content": "See into mod-portal and search for satellite.", "date": "2017-05-21T09:26:06+00:00", "quotes": [] } ]
4
2013-02-20T14:43:28-06:00
forum-topic-89892
89892
Unchained Modpack - Help required
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=89892
Bloomers
Just started this modpack, new to Pyanodon mods. Looking through everything possible it seems progress is stuck behind science. Require ceramic and steel to make red circuits to make the first science but these are locked behind science. Is there something i am missing?
[]
0
2020-09-27T19:37:36-05:00
forum-topic-123163
123163
Quality should increase train wagons capacity.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=123163
functional
Why? With Space Age, potential throughput has increased drastically due to new tier of belts and stacking. Where previous max throughput per a single belt was 45/s, the new limit is 240/s. Quality changes to inserters also help you to reach these ridiculous levels quite easily. Trains—in particular cargo trains—have difficulties in keeping up with this new level of throughput. Having quality affect wagon capacity it under standard multiplier (up to 2.5x) would help trains at least slightly here. Otherwise trains, by comparison, remain mostly the same as before besides fluid wagon capacity doubling. While bridges allow better throughput in intersections, intersections themselves rarely were the issue before Space Age assuming one was designed properly.
[ { "author": "Wappinhat", "content": "It would be great if train wagon + fluid + storage tanks https://wiki.factorio.com/Storage_tank etc size increased \n \nStorage chests were gladly adjusted", "date": "2024-11-28T07:49:17+00:00", "quotes": [] }, { "author": "AileTheAlien", "content": "Definitely a +1 for quality improving cargo / liquid storage tanks on trains!", "date": "2024-11-28T08:57:41+00:00", "quotes": [] }, { "author": "NGMZero", "content": "that would leave storage tanks", "date": "2024-11-28T10:23:57+00:00", "quotes": [] }, { "author": "AileTheAlien", "content": "Oh yeah, improving those would be nice too! I could totally reduce the size of my acid-storage on Nauvis.", "date": "2024-11-28T18:44:17+00:00", "quotes": [ { "author": "NGMZero wrote: Thu Nov 28, 2024 10:23 am", "content": "" } ] }, { "author": "SHADOW13", "content": "+1 \n \nalso locomotives should increase max speed/acceleration with quality as well", "date": "2024-11-28T19:03:31+00:00", "quotes": [] }, { "author": "jopo_jp", "content": "+1 \n \nFor me too", "date": "2024-11-28T19:05:28+00:00", "quotes": [] }, { "author": "functional", "content": "Technically it already does, because it does so for the fuel. While this may seem trivial, after playing with legendary fuel the difference is absolutely bonkers. Of course, that requires you to keep making legendary fuel.", "date": "2024-11-28T21:26:47+00:00", "quotes": [ { "author": "SHADOW13 wrote: Thu Nov 28, 2024 7:03 pm", "content": "" } ] }, { "author": "spacedog", "content": "+1, but I won't hold my breath. I think the devs secretly hate trains. \n \nI agree it's completely nonsensical that they increased chest capacity with quality, and not cargo wagon capacity. 99% of rail setups involve trains loading from chests. With the larger capacity chests, now we just need more trains to empty them. It's lame that we have to run 2.5x as many trains to empty the same amount of chests. I find I'm just running long turbo belts in a lot of places I would have previously used trains. \n \nStorage tanks also deserve the same buff, but the tiny cargo wagons are 100x more annoying.", "date": "2024-12-03T18:08:09+00:00", "quotes": [] }, { "author": "Orum", "content": "I'm in the same boat. I have no idea why they increased chest size with quality, but then left storage tanks, cargo wagons, and fluid wagons untouched? It doesn't make any sense.", "date": "2024-12-03T21:20:13+00:00", "quotes": [] }, { "author": "Khazul", "content": "Being selfish and just thinking about my train network and the way I use stops and little circuits to auto-set priorities and limits based upon how much cargo space in boxes vs the train, then I would never use this - too much trouble because there is no way to specify that this stop can accept a train right now with this much space in it per carriage for this cargo. \n \nI also know for a fact that many other players do an almost identical thing with their stops for the same reason, so I'm not sure they would use this either. \n \nOTOH if trains got a significant overhaul that allowed for much richer signalling and reading of sizes along with interrupts condition for how much space they have in their carriages then it becomes useuable. \n \nI would also add a caveat that all carriage must be of the same quality. Probably easier to just state that the entire train must be of the same quality as this constraint would allow for a simple implementation of extra signaling and/or interrupts for train capacity.", "date": "2024-12-04T15:21:52+00:00", "quotes": [] }, { "author": "Khazul", "content": "As soon as they cranked up the fluid wagon capacity, I made a mod to increase the the storage tank to 50K as well as it just broke blueprint that depend on 2 tanks having more space than a wagon for setting limits/priorities etc. II never understood the point of the change TBH and would have been just as happy had they left them at 25K or they had at least done both. 4 tanks per carriage per stop is just a space hog.", "date": "2024-12-04T15:25:33+00:00", "quotes": [ { "author": "spacedog wrote: Tue Dec 03, 2024 6:08 pm", "content": "" } ] }, { "author": "rosilisk", "content": "+1 from me, see also viewtopic.php?p=666022#p666022 and viewtopic.php?t=124077 .", "date": "2025-03-17T15:47:35+00:00", "quotes": [] } ]
12
2024-11-28T00:36:02-06:00
forum-topic-69586
69586
Recipe imbalance with Bob's
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=69586
sparr
I'm not sure if other mods are in play here... My recipe for a FARL locomotive is 1 locomotive, 2 fast inserters, 5 steel plates. For a FARL Module it is the same 4 steel plates, but instead of the 2 fast inserters it takes 5 iron gear wheels and 5 circuits. The problem is that with Bob's Logistics, a fast inserter is at a higher tech level (requires bronze plates), so I end up making modules for normal locomotives instead of just making FARL locomotives. Would it be a major change to put these two recipes in sync, have them both take either 2 fast inserters or 5 gears+circuits?
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0
2019-04-15T17:46:16-05:00
forum-topic-123333
123333
[ANSWERED] Description dissapeared after editing infobox
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=123333
Iridium
Hello, I am known as Iridium235 on the wiki. After editing the infobox, the description disappeared, only the infobox remained. What happened? Edit: The part I added in was the "recycling result" (2nd last line). Screenshot 2024-11-30 at 10.10.56 am.png (1.3 MiB) Viewed 509 times Screenshot 2024-11-30 at 10.19.29 am.png (622.93 KiB) Viewed 509 times
[ { "author": "Zinic", "content": "You are only looking at the infobox page. Check the URL of this page.", "date": "2025-01-04T19:26:03+00:00", "quotes": [] }, { "author": "Iridium", "content": "Thanks!", "date": "2025-01-07T09:20:31+00:00", "quotes": [ { "author": "Zinic wrote: Sat Jan 04, 2025 7:26 pm", "content": "" } ] } ]
2
2024-11-29T20:21:59-06:00
forum-topic-121791
121791
[Raiguard] [2.0.15] Mod scripts interacting with remote view/driving can make a vehicle undrivable
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121791
Gorfiend7
If a mod script executes the following code (given appropriate tank1/tank2/player references): Code: Select all player.set_controller({ type = defines.controllers.remote, position = tank1.position, surface = tank1.surface, }) tank1.set_driver(player) player.set_controller({ type = defines.controllers.remote, position = tank2.position, surface = tank2.surface, }) tank2.set_driver(player) player.set_controller({ type = defines.controllers.remote, position = tank1.position, surface = tank1.surface, }) Then tank1 gets stuck in a state where it can't be driven. Selected in remote view, it will show the green "Drive Remotely" button, but clicking it fails and pops up the "Vehicle already has a driver" message. Entering the tank physically is possible, but it can't be driven.
[ { "author": "Xuplus", "content": "I got this by simply having a tank get destroyed by bitters, a ghost of the tank appears in its location, then letting the logistic network build another one. The tank built by the bots behaves that way, I can't drive remotely and in person it won't move", "date": "2024-12-11T22:55:45+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this has been fixed for the next release (2.0.33).", "date": "2025-01-20T23:45:57+00:00", "quotes": [] } ]
2
2024-11-16T19:22:29-06:00
forum-topic-28293
28293
Moving Mods to offical mod site.
MoMods
https://forums.factorio.com/viewtopic.php?t=28293
ludsoe
Just like to announce here that Ill be moving the MoMods download links to the factorio mod site. Id like to know everybody's thoughts on that. And I would really like to hear how I can improve the listings on the ModSite. MoCombat: https://mods.factorio.com/mods/ludsoe/mocombat MoIndustry: https://mods.factorio.com/mods/ludsoe/moindustry MoMining: https://mods.factorio.com/mods/ludsoe/momining MoPower: https://mods.factorio.com/mods/ludsoe/mopower MoSkin: https://mods.factorio.com/mods/ludsoe/moskin MoTransport: https://mods.factorio.com/mods/ludsoe/motrans MoWeather: https://mods.factorio.com/mods/ludsoe/moweather MoSurvival: https://mods.factorio.com/mods/ludsoe/mosurvival Edit: Whoops clicked wrong button...
[ { "author": "MiniMe943", "content": "I still check the forums mainly for mods, so it'd be nice to have some activity here regarding development. I don't want this thread to be completely ditched over the mod portal. \n \nSide note, what is the future of MoMods? I'm really curious because it was the first set of mods I ever downloaded back in the day, but it seems like it's kind of falling out to other mods that do some things better, such as: \n \nAtomic Mod \nRobot Mining Site \nThe various combat mods that exist. \n \nI love MoMods, don't get me wrong, you're still the only mod that's added proper weather. I'm just curious if MoMods is ever going to get cleaned up, or polished, or just anything to keep it competitive. \n \nOf course, if MoMods is just an as-is mod, that's fine too. Just curious for what's in store for one of the most iconic mods in my eyes.", "date": "2016-07-08T02:35:24+00:00", "quotes": [] }, { "author": "ludsoe", "content": "Ill still continue to update the forums, I suppose I can start posting update notifications in each mods threads again. \nAs for the future of MoMods, I haven't had much time to actually play factorio lately. So for now all I've been doing is maintaining the mods. \n \nHowever I'm still open to suggestions on how to improve my Mods. Ill still make a effort towards doing them.", "date": "2016-07-09T19:33:33+00:00", "quotes": [] } ]
2
2016-07-05T08:35:31-05:00
forum-topic-20566
20566
Changes for the Personal Roboport
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=20566
With the introduction of the personal roboport in August 2015 we had some discussion, namely viewtopic.php?f=23&t=14246 Personal roboport doesn't work as expected At the end of this there are some very useful suggestions: viewtopic.php?f=23&t=14246&hilit=person ... t&start=30 Suggestions viewtopic.php?f=6&t=8358 Pause Logistics Queues / Turn off logistic system requests viewtopic.php?f=6&t=9069 Requester chests / Personal RP should default to zero or one viewtopic.php?f=6&t=14088 Change personal roboport priority inside logistic network viewtopic.php?f=6&t=14263 Better Personal Roboport (3 suggestions) viewtopic.php?f=6&t=14504 Request blueprint materials from logistic system viewtopic.php?f=6&t=14598&hilit=personal+roboport Addons for Cars (Plow, Concrete Layer, etc.) viewtopic.php?f=6&t=14598 A small optimization for the personal roboport viewtopic.php?f=6&t=14632 Temporary roboport capsule viewtopic.php?f=6&t=14698 Use personal bots automatically when out of build range viewtopic.php?f=6&t=14784 Removing personal roboport from armourhttps://forums.factorio.com/viewtopic.php?f=6&t=15458 Constructor [With vanilla inventory size and logistic slots noumber, personal roboports are not very useful for automatic outpost construction. There should be additional vehicle ...] viewtopic.php?f=6&t=15568 Personal RoboPort - Ghost Items viewtopic.php?f=6&t=16762 Extra UI elements for powered armor [A way to turn off the roboports by fast "swapping/switching" in or with power armor, also useful for many other things] viewtopic.php?f=6&t=17247 Placing Ghosts from Construction menu viewtopic.php?f=6&t=17479 player inventory counted in logistic network viewtopic.php?f=6&t=18082 Let all bots use the personal roboport to charge. viewtopic.php?f=6&t=20302 Do not repair moving vehicles with bots. viewtopic.php?f=6&t=21281 Construction Robot Pathfinding / Destination Selection Logic viewtopic.php?f=6&t=21854 Option to disable auto-repair by pers. roboport robots. viewtopic.php?f=6&t=22865 Shift-Click the Roboports to disconnect it from the network viewtopic.php?f=6&t=25663 construction robots, personal roboport, bad launch decisions viewtopic.php?f=6&t=28201 Swapping between roboport types for construction viewtopic.php?f=6&t=30027 Construction bots should not try to repair moving vehicle viewtopic.php?f=6&t=31069 Controls - Toggle Personal Roboport On/Off viewtopic.php?f=6&t=34955 Ghosts prior to researching construction bots viewtopic.php?f=6&t=35679 Reduce warnings when personal bots out of room viewtopic.php?f=6&t=36981 Insertion options viewtopic.php?f=6&t=37157 Change behavior of lost construction robots viewtopic.php?f=6&t=37208 Stop personal roboport robots from abandoning job after load viewtopic.php?f=6&t=37728 Ghost Blueprint Construction Toggle viewtopic.php?f=6&t=44473 Caps lock to control personal roboport viewtopic.php?f=6&t=45712 Changes for the Personal Roboport viewtopic.php?f=6&t=46040 Different color or an outline for personal roboport area viewtopic.php?f=6&t=46062 Personal Roboports disabled viewtopic.php?f=6&t=46189 Personal construction robots leave w/ construction materials viewtopic.php?f=6&t=46606 Active personal construction robots count in inventory viewtopic.php?f=6&t=46392 Check for vehicle speed before releasing personal robots viewtopic.php?f=6&t=47168 Please button to Enable/Disable Autotrash !!! viewtopic.php?f=6&t=47391 Personal Drone Slots viewtopic.php?f=6&t=48676 Deconstruct to Chest Solution Mods Out of date: viewtopic.php?f=92&t=14830 PersonalRoboportFix search.php?keywords=personal+roboport&t ... mit=Search Related topics: viewtopic.php?f=6&t=7881 Military Robots viewtopic.php?f=6&t=13291 Mobile Construction Vehicle viewtopic.php?f=80&t=15337 Additions to the Character Logistic Slots viewtopic.php?f=80&t=15473 Bots Repair Damaged Items in Inventory / Chests viewtopic.php?f=80&t=18093 Roboport/Logistic Network/Robot enhancements Old but interesting: viewtopic.php?f=6&t=3033 Personal construction bot viewtopic.php?f=6&t=5435 Construction Oriented Exoskeleton viewtopic.php?f=6&t=14055 Filter on Main Inventory (Anti- hotbar filter) viewtopic.php?f=6&t=15342 Don't Auto Put Robots in the Quickbar [Isn't that already fixed?] viewtopic.php?f=80&t=20566 Changes for the Personal Roboport
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0
2016-02-27T08:29:59-06:00
forum-topic-126608
126608
Python script to create any wiki language template file
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=126608
Tertius
I made a small python script that scans the local game language files and creates the "| <english term> = <language term>" lines used in all of the language templates. Included are items, recipes and research. You don't need to create the whole template manually, half of it is automated this way. Before you start the script, edit create-factorio-language-templates.cfg and add the translation for "(Research)" for your language in a section with your language abbreviation. An example is present for German. Add your language, then proper research translations will be created as well. Also enter some proper output_dir in def main in create-factorio-language-templates.py that will hold the output files. Python 3.13 required (sorry, only with this version the allow_unnamed_section=True is allowed with ConfigParser. Without that option ConfigParser throws errors for the original game files, because there are files without sections at the top. I attach the script, the config file and the template files I created, but without the Research translation. This way you don't need to run the script, if you cannot use python. ps. ChatGPT is great for getting a start with such small tasks to work on. Am I an experienced python developer? No. Did I know you use configparser to read ini files? No. But ChatGPT did.
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0
2025-02-05T12:33:58-06:00
forum-topic-73256
73256
[FREE] Factorio Server Host [GER] - Page 2
Multiplayer
https://forums.factorio.com/viewtopic.php?t=73256&start=20
beete
*bin erreichbar. Es hat sich zwar einiges geändert... kanne jedoch noch server bereitstellen. - gerne PM
[ { "author": "Hoppili9", "content": "Hi , ich bin auch intressiert , kann aber leider keine Privatenaricht senden .", "date": "2020-03-30T17:00:32+00:00", "quotes": [] }, { "author": "4bones", "content": "Hi habe Interesse können wir uns über Discord in Kontakt setzen? \nHeiße 4bones#1224 \n \nViele Grüße \nOle", "date": "2020-04-03T19:02:24+00:00", "quotes": [] }, { "author": "Skyber", "content": "Hi, \nwenn das Angebot noch aktuell ist, würde ich auch gerne mit dir in Kontakt treten. \nKann aktuell noch keine DMs schreiben; hoffe du jedoch mir \n \nAnsonsten VG", "date": "2020-04-15T16:50:56+00:00", "quotes": [] }, { "author": "x3n", "content": "Hi! \n \nAlso wenn dein Angebot noch steht, hätte ich auch Interesse. Leider darf aber auch ich dir noch keine DM schreiben. \n \nGruß Michael", "date": "2020-04-16T17:52:33+00:00", "quotes": [] }, { "author": "Snailstomper", "content": "Hi, \n \nich hätte auch interesse an einen Server, oder an Hilfe einen Einzurichten. Ist das Angebot noch akut?", "date": "2021-03-28T20:48:15+00:00", "quotes": [] }, { "author": "zZRun3Zz", "content": "Ich und ein Freund von mir würden uns auch über einen Server freuen, läuft auf dem auch Space Age? \nLiebe Grüße \nzZRun3Zz", "date": "2024-11-04T15:58:14+00:00", "quotes": [] } ]
6
2019-07-14T05:20:31-05:00
forum-topic-113113
113113
Add interface for research_progress for not-currently-researching technologies
Already exists
https://forums.factorio.com/viewtopic.php?t=113113
cliff_build
Specifically, if someone starts researching a technology, and then switches to a different one, I believe that it is no longer possible to tell how much progress has been made on the first technology via the Lua APIs. (because `LuaForce.research_progress` only tells you about the current research) I want to build a UI inside of the BiterBattles scenario that shows the research state of both teams. It is relatively common that one team will start researching the rocket silo, but then switch to a different technology half-way-through because they ran out of purple science or something. Currently, I am considering just adding an `on_nth_tick` callback that looks at `LuaForce.research_progress` in order to have an approximation of the true value, but it feels to me like it would be cleaner if there was a proper API for this.
[ { "author": "", "content": "https://lua-api.factorio.com/latest/cla ... y_progress", "date": "2024-04-22T04:27:50+00:00", "quotes": [] }, { "author": "cliff_build", "content": "Awesome, thank you!", "date": "2024-04-24T00:28:58+00:00", "quotes": [] } ]
2
2024-04-21T22:36:53-05:00
forum-topic-32867
32867
Ideas to Avoid Turret Creeping
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=32867
Turret Creep (also Tower Creep) is, when a player places turrets more and more near to a biter nest until he is able to kill the nest by himself (or with turrets only). There are Pros and Cons to this. Pros: - This is sometimes the only strategy, that works. - It's super easy, if doing it right, the danger to be killed is low. - It is affordable. Cons: - This is an unfair strategy, cause the natives are too dumb to recognize that. - Too easy and after a while boring. (Build turrets, wait, build more turrets, wait...). - It's too cheap. - This is near to cheating. This has been discussed many times. Not all discussion threads have been found, I'm sorry. Current state of discussion: As the game currently is (September 2016), this is needed. For beginners and in some situations you need this to survive/continue the game. It doesn't make the game more interesting to forbid this in general. (Remember: This is just a game, not inquisition. ) Suggestions and Discussions Around this Subject (searched also on other boards than Suggestions!) viewtopic.php?f=16&t=21705&hilit=turret+creep Overpowered strategies viewtopic.php?f=5&t=2501 If you thought tower creeping was dull... viewtopic.php?f=6&t=2508 In-game AI changes viewtopic.php?f=6&t=3514&hilit=turret+creep Multiple turret types/general turret rebalance viewtopic.php?f=6&t=4200&hilit=turret+creep%2A Comprehensive overview of how artillery could be implemented viewtopic.php?f=6&t=5757 Reinventing Worms viewtopic.php?f=5&t=6090 Turret creeping - I feel SOOOO stupid. viewtopic.php?f=6&t=10032&hilit=turret+creep Post-Place Deployment delay for placed buildings (& Turrets) viewtopic.php?f=6&t=10334 Turret Warmup After Placement viewtopic.php?f=6&t=12570&hilit=turret+creep%2A Hostile plants viewtopic.php?f=16&t=15999&hilit=turret+creep Target prioritising of turrets viewtopic.php?f=5&t=20322&hilit=tower+creep Question for the devs regarding late game plans viewtopic.php?f=16&t=21705&hilit=turret+creep Overpowered strategies viewtopic.php?f=16&t=23378&hilit=turret+creep Balancing Combat Drones vs Roboport Laser Turrets viewtopic.php?f=33&t=23467 No-Build Zones viewtopic.php?f=6&t=23653 11 Combat Improvement Ideas viewtopic.php?f=6&t=26529 Enemy buildings should spread creep to avoid placing turrets viewtopic.php?f=16&t=29129 Biters: make them easier to maze, slower, tougher. viewtopic.php?f=16&t=29844&hilit=turret+creep Laser turret suggestion viewtopic.php?f=6&t=32834 Not to be able to build near alien spawns Mods https://mods.factorio.com/mods/Nexela/StrictEngagements Creeper Turret: (from viewtopic.php?f=5&t=16349 )
[ { "author": "Supercheese", "content": "I'd like to point out that my EMP Biters mod makes turret creep much more challenging when facing Big Worms, since they have a very high chance to disable your turrets with their EMP spit.", "date": "2016-09-18T20:54:58+00:00", "quotes": [] }, { "author": "steinio", "content": "Turret creep is so yesteryear. \n \nTake Autofill and Long Reach and mass place the turrets like there is no tomorrow.", "date": "2016-09-19T05:01:15+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Rather than directly preventing this strategy would it not be wiser to address the underlying problems with combat - the biggest \"problem\" with turret creeping is that before the combat shotgun it is the most cost effective, fastest and safest means of clearing nests. \n \nFor example dramatically increasing spawners' resistance to laser and regular damage but giving them a large weakness to explosives should actually make clearing nests easier in the early stages of the game even without turret creeping. You could set up a defensive line of turrets to deal with biters while you bomb the nests but that's not exactly an \"unhealthy\" option. \n \nAnything else you try to do, there are ways around it. Setup times? No problem, start far enough back that they don't aggro you, wait for setup, creep forward as each row is ready. Slower but if it's the only viable option it will be used, only now the player resents having to do it and so resents the game itself.", "date": "2016-09-19T10:38:04+00:00", "quotes": [] }, { "author": "hitzu", "content": "In WoW there is concept of \"battle state\". When you're in battle, you can't make some actions like teleporting or resurrecting others. This could be implemented in Factorio to prevent building. But I don't know what to do with bots then.", "date": "2016-09-19T12:58:36+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "If you are turret creeping you typically aren't in combat anyway as you are allowing your turrets to do the work for you. You can't disable building just because there are biters around because you should be able to replace broken walls and turrets in your own base during a biter attack. While this could be disabled it would feel somewhat artificial.", "date": "2016-09-19T15:44:42+00:00", "quotes": [] }, { "author": "hitzu", "content": "There was a suggestion of \"Zerg slime\" around spawners which prevents from building there.", "date": "2016-09-19T16:31:30+00:00", "quotes": [] }, { "author": "", "content": "You mean that: viewtopic.php?f=16&t=29844&p=194112&hil ... me#p194112 ? \nSee above!", "date": "2016-09-19T17:00:23+00:00", "quotes": [] }, { "author": "hitzu", "content": "It was suggested many times in different topics and on Reddit. I don't know why devs ignore this problem so long.", "date": "2016-09-19T19:07:56+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "steinio", "content": "Because there is no problem. \n \nIt only seems you feel that the game is to easy but this depends on play style. \nYou can't change the game to only please you. \n \nIf you like it harder, set the biter base frequency higher.", "date": "2016-09-19T20:17:47+00:00", "quotes": [] }, { "author": "hitzu", "content": "Was the \"victory pole\" a problem? It was and now it is fixed. But some would argue it was just a playstyle.", "date": "2016-09-20T12:34:38+00:00", "quotes": [ { "author": "steinio wrote:", "content": "" } ] }, { "author": "thereaverofdarkness", "content": "I think there should be time after placing buildings before they come online, even if it's only a few seconds. Such time constraints are a major component of RTS games which feel rather similar to Factorio in terms of building.", "date": "2017-01-09T00:10:06+00:00", "quotes": [] } ]
11
2016-09-17T15:50:55-05:00
forum-topic-127015
127015
[boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127015
Octet
Whilst using the Blueprint Sandboxes mod, in the sandbox, ghost dragging a belt over an underground belt causes the game to crash. This issue was not happening before, but I'm unsure what changed to cause this.
[ { "author": "Akino_Ovsky", "content": "Got this exact same crash in that creative world mod twice now, It may be related to that? (2.0.41) \n \n \n \n Crash 2.jpg (315.22 KiB) Viewed 178 times", "date": "2025-03-15T10:38:55+00:00", "quotes": [] }, { "author": "", "content": "Given that both of those logs contain mods, i will need a save file on which i could reproduce this bug because i suspect there may be scripts involved in the crash.", "date": "2025-03-15T10:53:46+00:00", "quotes": [] }, { "author": "Akino_Ovsky", "content": "Was gonna send the map save at first, forgot lol \n \nI've noticed that it's not just ghost dragging but more where it would replace an underground that's already there (may also be due to the replaced belt being going the other direction) \n \nEdit: I think it is due to going under something, so far I've noticed a trend of it being Beacons \n \n \n \n photo_2025-03-15_06-19-59.jpg (13.59 KiB) Viewed 144 times \n \n \n\nShift+B to open the sandbox \nWorld File: https://drive.google.com/file/d/1w14mBI ... drive_link (45mb)", "date": "2025-03-15T11:15:00+00:00", "quotes": [] }, { "author": "Akino_Ovsky", "content": "Tested again, This time with only space age (and the two DLC \"mods\"), and the Sandbox \n \nCrashes only with Green belts and even then not every time, Couldn't get a screenshot but not sure it really applies \nAlso does not require it to be going under a beacon as I mentioned previously \n \nPosted test world and the log", "date": "2025-03-15T11:39:43+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. Issue is now fixed for 2.0.42. Issue was that one of the mods (blueprint sandboxes) was reviving ghosts as soon they were placed and this interfers with part of the smart belt building logic. One piece of smart belt building logic was not checking if entity was invalidated (for example when it was revived by script) and so the crash happened.", "date": "2025-03-15T11:45:25+00:00", "quotes": [] }, { "author": "Akino_Ovsky", "content": "Sweet, glad to be of help \n \nAlways fun when something weird finds a niche way to crash the game", "date": "2025-03-15T11:49:40+00:00", "quotes": [] } ]
6
2025-02-21T05:18:11-06:00
forum-topic-64644
64644
A way to find the LuaObject type
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=64644
project6
Looking at the output from `help()`, there seems to be identification of the object type. Would it be possible to make these accessible? Being able to see the object type would be very helpful with debugging. is_player() is cool, but also oddly specific considering there are 76 LuaObject types in 0.16 and an extra 4 added in the 0.17 API. Code: Select all 2721.472 Script log(game.player.help()):1: Help for LuaPlayer: Thanks.
[ { "author": "", "content": "What's the use-case?", "date": "2019-01-29T00:03:50+00:00", "quotes": [] }, { "author": "eduran", "content": "As a workaround, you can read the type from the help string:\n Code: Select all obj_type = match(obj.help(), \"Help for%s([^:]*)\")\n \n\nIssue is that it fails with an error if you use it on an object without .help() method. Luckily, those are rare. \n \n \nFor me, pretty-printing debug output. For example: \n Code: Select all [180820] = {\n entity = {\n LuaEntity{\n backer_name = \"DEP mall, 8x\",\n name = \"logistic-train-stop\",\n type = \"train-stop\"\n }\nparkedTrain = {\n LuaTrain{\n id = 648,\n carriages = {\n {\n ....", "date": "2019-01-29T06:31:33+00:00", "quotes": [ { "author": "Rseding91 wrote: Tue Jan 29, 2019 12:03 am", "content": "" } ] }, { "author": "project6", "content": "The use-case is debugging. You have some kind of LuaObject arriving somewhere and it's not what you expect. Knowing the type would help with knowing where it came from/where things are being contaminated. \n \nCurrently we use: \n Code: Select all function Debug.object_type(object)\n local obj_type = type(object)\n if obj_type == 'table' and object.isluaobject then\n return match(object.help(),'Lua%a+')\n end\n return obj_type\nend \n\nIt's functional, but it's also a really janky way of doing things and if, on the factorio end, exposing the type is as easy as help() makes it seem, it would be helpful. Especially for newer mod devs who might not think to parse something like help text.", "date": "2019-01-30T20:23:23+00:00", "quotes": [] }, { "author": "", "content": "I don't mind adding it for debug reasons but this statement concerns me: you should *always* know what objects you're passing around are. If you've written your code such that you've lost that information then you're written incorrect code. \n \nThe only time I could see it being valid that you don't know the type of something is when you get it through a remote call. \n \nI don't want to encourage poor quality code by making it super easy to make a big if-else table of \"pass in any object, if/else to find the type, then do some logic\" and have that just be \"how the mod works\". That's sloppy code and shouldn't be written except for debug purposes. Even then it's dubious when it would be useful over just \"neat\".", "date": "2019-01-30T23:54:40+00:00", "quotes": [ { "author": "project6 wrote: Wed Jan 30, 2019 8:23 pm", "content": "" } ] }, { "author": "eduran", "content": "My custom log function takes any kind of argument(s), turns them into a human-readable string and prints it to file. While I do know the type of the arguments when the logger function is called, I don't want to have to pass that information. Consider:\n Code: Select all out.info(\"ctrl.gui_event_handler\", \"Gui event triggered. Event:\", event)\n \nwhich generates this output:\n Code: Select all [LTNC][INFO]<ctrl.gui_event_handler>Gui event triggered. Event: {\n name = 1,\n tick = 4637592,\n player_index = 1,\n element = {\n LuaGuiElement{\n name = \"ltnc_depot_tab009_Depot\",\n index = 10601,\n parent = \"ltnc_depot_tab004\",\n children = {}\n }\n },\n button = 2,\n alt = false,\n control = false,\n shift = false\n}\n \n\nNot having to care about the types of objects inside the event table is extremely convenient in this case. \n \nThat being said, I fully agree with your point. And for converting objects to strings it works well enough as-is.", "date": "2019-01-31T07:46:08+00:00", "quotes": [] }, { "author": "project6", "content": "Maybe I'm confused. Isn't that what debugging is for? Tracking down incorrect code? I'm saying the use-case is to find out where the mistake is, and you're telling me that I shouldn't make mistakes. \n \nIn addition, if someone wanted to make a mod in the way you described (a big if/else statement) they can already do that in the manner described above: parsing the string generated by `help()`", "date": "2019-02-01T17:26:39+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Jan 30, 2019 11:54 pm", "content": "" } ] }, { "author": "", "content": "Just because someone can do something doesn't mean they will. Making an official method for reading the object type is a very clear \"you can do it that way if you want\". Parsing a help string is and will always feel like a hack to anyone who wanted to do it.", "date": "2019-02-01T20:05:20+00:00", "quotes": [] }, { "author": "curiosity", "content": "Here is a better reason for you: it does not adhere to Lua's paradigm. So either add a way to get object's type or implement strict typing in Factorio's Lua.", "date": "2019-09-22T11:41:22+00:00", "quotes": [] }, { "author": "", "content": "Lots of Factorio Lua breaks Lua convention. It is a tool and we will use it as best we see fit.", "date": "2019-09-22T17:13:11+00:00", "quotes": [ { "author": "curiosity wrote: Sun Sep 22, 2019 11:41 am", "content": "" } ] }, { "author": "", "content": "Hey, this was implemented at some point: https://lua-api.factorio.com/latest/Com ... bject_name", "date": "2020-09-01T13:18:58+00:00", "quotes": [] } ]
10
2019-01-28T16:22:33-06:00
forum-topic-60508
60508
Factorio Forums • [0.16.43] Typo in player join console message
Small thing, but it says When it should clearly say "game" instead of "gamees"
[ { "author": "", "content": "Thanks for the report however I can't find anywhere in the game it would generate that message. Can you please post the whole log file?", "date": "", "quotes": [] }, { "author": "", "content": "This looks like corrupted translation files.", "date": "", "quotes": [] } ]
2
forum-topic-123913
123913
A better robot charging heuristic
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=123913
typecasto
What? Robots should only charge at roboports that are closer to the destination than their last charging station was , instead of closer than they are. Why? In 2.0, robots will now only charge at roboports closer to their destination than the robots themselves are, to avoid a loop where they constantly charge at the same roboport(s) without ever making any progress, but this can create unintended scenarios where robots will ignore a perfectly good charging station just because their battery happened to run out after they already passed in front of it. In practice, this leads to a lot of robots running out of energy and traveling at slow speed for seemingly no reason, locked out of a perfectly good charge station just because of how the distances happened to work out. This new heuristic would essentially give robots one charge worth of leeway to ensure it is still making progress without causing unnecessary slowdowns.
[]
0
2024-12-06T18:30:57-06:00
forum-topic-70745
70745
Tutorial Feedback 0.17.37
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=70745
Helickron
1. Most people read from top down, so the top entry of the mission should be about what you have to do now. And not the very last thing on the list. 2. The most important key for me was the "q" and I had to play quite a while before I found out what you can do with it. It makes the game enjoyable since you don't have to search the things in your pocket. You should really focus on things you can do that makes life easier. Like pressing ctrl and the mouse button and scroll over several entities to fill them up. The other things had been said already. In the old tutorial I liked the mini-factory. It was better than my own designs till that point and the moment I fell for the game. I didn't have this moment in this version. Even have to say that I didn't like the factory at all.
[]
0
2019-05-12T11:14:42-05:00
forum-topic-127345
127345
How can I convert an existing scenario map to be a new planet/destination?
Modding help
https://forums.factorio.com/viewtopic.php?t=127345
michaelncguy
I've seen some great new mods recently for new planets you can go to. I'd love to take some existing scenario maps and convert them to new planets, but I can't find any guides/tools or instructions online. The basic scenario editor will allow me to generate surfaces and things for the normal list of planets, but I don't see a way to save something as a new planet/destination. And thanks in advance!
[]
0
2025-03-08T14:13:58-06:00
forum-topic-127494
127494
Add filtering and sorting by statuses of trains and stations (on both tabs)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127494
datarza
03-14-2025, 15-28-40.png (739.15 KiB) Viewed 89 times and on train station window as well, same filtering: 03-14-2025, 15-32-36.png (390.94 KiB) Viewed 82 times
[]
0
2025-03-14T14:29:22-05:00
forum-topic-38832
38832
[MOD 0.14] Alien Biomes
Mods
https://forums.factorio.com/viewtopic.php?t=38832
Title: Alien Biomes Short Description: A collection of additional biomes: Snow, Red Desert, Tundra, Savanna, Scarlet Grassland, Brown Cracked Earth, Frozen Desert, Blue Grasslands / Marsh, Purple Grassland, Golden Grassland... 29 in total. Includes new tree and doodad variants. Most new textures are recolors. Name: alien-biomes Factorio Version: 0.14 Mod State: Beta Dependencies: Base, Water Fix Author: Earendel Downloads: Mod Portal If you need to regenerate terrain after changing your mod setup, use: Regenerate Terrain snow.png (128.94 KiB) Viewed 47975 times blue-woods.png (219.03 KiB) Viewed 47975 times purple-woods.png (202.86 KiB) Viewed 47975 times red-grassland.png (171.03 KiB) Viewed 47975 times red-desert.png (139.19 KiB) Viewed 47975 times volcanic.png (192.31 KiB) Viewed 47212 times firtree.png (220.09 KiB) Viewed 47212 times
[ { "author": "Wildejackson", "content": "Holy crap, you are a machine! Gives some much needed variation! Would it be possible to make it so ores are allocated to specific biomes? Like Iron in the desert and Coal and Gold in the forest?", "date": "2016-12-21T01:48:56+00:00", "quotes": [] }, { "author": "", "content": "Probably, but I won't be doing that as part of this mod. \n \nThe biome placement is based on the existing temperature and humidity noise layers so it should be a case of adding the same settings to the resource. I image that it would make resource availability very erratic though.", "date": "2016-12-21T02:43:40+00:00", "quotes": [] }, { "author": "PeteTheLich", "content": "Hey this is pretty neat! \n \nI've been working with Tone on the More Floors mod and was wondering if you would like to have the biome tiles incorporated into the More Floors mod so people can edit the biomes in game.", "date": "2016-12-23T13:38:54+00:00", "quotes": [] }, { "author": "Mooncat", "content": "Hi Earendel, this mod looks nice and interesting, so I have tried this. \nUnfortunately, when I moved across a big blue forest, FPS dropped to 10. \nIs it a known issue? Since the trees are just the vanilla ones with tinted colors, I guess it is an issue in the engine?", "date": "2016-12-24T10:38:56+00:00", "quotes": [] }, { "author": "", "content": "That is not a known issue. I have never seen that, in testing the fps never goes below 60. The mod at this point is just recolors and some altered autoplace settings. The only thing I can think of is that some of the doodad densities might be higher if the blue doodads overlap some vanilla doodads. \n \nDid you have other mods installed when you got the fps drop?", "date": "2016-12-26T18:24:35+00:00", "quotes": [ { "author": "Mooncat wrote:", "content": "" } ] }, { "author": "Mooncat", "content": "Yes, I have other mods... but I can't think of any of them that can affect FPS like that, only when I move across the blue forest but not other places... anyway, I will check about the mods. Thanks for the answer.", "date": "2016-12-27T12:45:39+00:00", "quotes": [ { "author": "Earendel wrote:", "content": "" }, { "author": "Mooncat wrote:", "content": "" } ] }, { "author": "", "content": "If you send me the map I can take a look.", "date": "2016-12-27T15:54:09+00:00", "quotes": [ { "author": "Mooncat wrote:", "content": "" }, { "author": "Earendel wrote:", "content": "" }, { "author": "Mooncat wrote:", "content": "" } ] }, { "author": "Mooncat", "content": "Unfortunately, I can't. I didn't save it because it was just a random test on mod compatibilities. But thanks.", "date": "2016-12-28T01:41:30+00:00", "quotes": [ { "author": "Earendel wrote:", "content": "" }, { "author": "Mooncat wrote:", "content": "" }, { "author": "Earendel wrote:", "content": "" }, { "author": "Mooncat wrote:", "content": "" } ] }, { "author": "", "content": "Version 0.1.4 now has snow footstep sounds.", "date": "2017-01-01T23:17:38+00:00", "quotes": [] }, { "author": "BlackHat", "content": "Does it do anything other that Visuals? \nDo the various Biomes have any other impact in the game? \n(For example Walking speed reduced in Snowy biomes, Purple Forest has double Pollution absorption, etc.)", "date": "2017-01-02T04:33:31+00:00", "quotes": [] }, { "author": "", "content": "Running speed on all cracked earth and tundra tiles has been increased. Running and vehicle speed on snow is slightly slower than sand, but feels even slower if you go from cracked earth to snow because of the sudden difference. \n \nAll of the grasslands and savanna have the same pollution absorption of grass, all the others are a bit lower. \n \nThe biggest pollution absorption factor is trees. Tree density overall is less than vanilla so pollution absorption is less. Hot, cold, and dry areas have reduced tree density. \n \nPollution absorption of water has been increased slightly.", "date": "2017-01-02T18:07:15+00:00", "quotes": [ { "author": "BlackHat wrote:", "content": "" } ] }, { "author": "Wildejackson", "content": "I am having an issue updating the mod on an existing save (one that has an older version of Alien Biomes). I did not notice any visual seams, but the water from the old seed seems to be placed differently in the new seed, and trees / alien nests seem to form in water. Is there any migration script or similar that would fix this? (Or must I just stay with the old version without the snow footsteps?)", "date": "2017-01-03T07:13:44+00:00", "quotes": [] }, { "author": "", "content": "I'm looking into this now. I can't think of any changes to this mod that would explain what you described, but I just had a thought. I've just fixed a bug with the 'walls-block-spitters' mod where I had accidentally removed the water tile collision from trees, spawners, worms, and biters. That would mean that they can spawn there and would create an effect similar to your description. Do you also have the walls-block-spitters version 0.1.1 installed? If so walls-block-spitters version 0.1.2 fixes the problem.", "date": "2017-01-03T17:24:45+00:00", "quotes": [ { "author": "Wildejackson wrote:", "content": "" } ] }, { "author": "Wildejackson", "content": "Yep, turns out it was the spitter's mod that was the culprit. Funny, I added that mod thinking it wouldn't impact worldgen at all, and that the biomes mod would be the one to mess with the generation. Thanks for the fix anyway Earendel!", "date": "2017-01-04T02:48:24+00:00", "quotes": [ { "author": "Earendel wrote:", "content": "" } ] }, { "author": "", "content": "Luckily someone else had recently reported the bug on the other mod, otherwise it would have been extremely confusing.", "date": "2017-01-04T22:15:10+00:00", "quotes": [ { "author": "Wildejackson wrote:", "content": "" } ] }, { "author": "", "content": "Version 0.1.5 has been released. \n \nAdded 3 Volcanic Tilesets for the volcanic biome. \n \nAll biomes (including vanilla land tiles) now have the missing u and o variants, which means that you don't get the weirdness that can happen in vanilla when you place flooring near a biome transition. \n \nAll tiles now have locale strings. \n \nAll tiles (including vanilla) now have order strings so they are in a sensible order in the map editor. \n \nThe volcanic biome is at the maximum end of the temperature range. If you update on an existing map then some areas of Scarlet Savanna, Red Cracked Earth, or Red Desert might have a sudden transition to the volcanic biome when new chunks are generated.", "date": "2017-01-19T01:47:09+00:00", "quotes": [] }, { "author": "IronCartographer", "content": "Could be interesting to have volcanic in slightly smaller temperature ranges but on both extreme ends of the spectrum, resulting in high-elevation volcanoes surrounded by snow.", "date": "2017-01-19T02:12:00+00:00", "quotes": [ { "author": "Earendel wrote:", "content": "" } ] }, { "author": "", "content": "There is an elevation layer, so I could use that too. It would be difficult to stop trees from growing on it if I do that though, currently the tree types only care about temperature and humidity.", "date": "2017-01-19T09:34:06+00:00", "quotes": [ { "author": "IronCartographer wrote:", "content": "" }, { "author": "Earendel wrote:", "content": "" } ] }, { "author": "xeln4g4", "content": "Congratulation for this mod! It's such a great addition to the game, add variation and nice looking landscape!!! Keep improving! I wonder why it has so few download!!!! Its the one mod that really change your gaming experience with only graphics!", "date": "2017-01-21T18:08:18+00:00", "quotes": [] } ]
19
2016-12-20T19:10:10-06:00
forum-topic-125122
125122
Feature flags improvement
Won't implement
https://forums.factorio.com/viewtopic.php?t=125122
kryojenik
The idea that certain engine capabilities are locked behind feature flags is a great idea and I support their use. Where the current implementation falls down is an inability to interrogate their presence. The current implementation of feature flags does not indicate weather or not a feature exists in the binary, it indicates weather or not a mod has enabled the flag. The mechanism to enable a flag is specifying that a flag is required in the mods info.json. Thus, presently it is not possible to create a single mod that can be used by both players that have the DLC binary and players that do not if the mod will optionally be able to interact with DLC only capabilities like spoilage, or stacking. While it should be possible for a mod to indicate that it REQUIRES a feature flag, and prevent loading if it does not. The flag should not be false until a mod requires it. If the binary supports a capability the flag should be true. If the binary does not support the capability, it should be false. This allows a single mod to take advantage of a capability when it is present, and change behavior if it is not. As noted just above one possible path would be to have the feature_flag always true if the binary supports it, and not depend on a mod to enable the flag. This way the info.json requires statement becomes a dependency, not switch that only has one option - "on". Another option is to make the info.json a multi-state. "space_travel": [ "Required" | "Optional" ], where Required acts as a dependency and will not allow the mod to load on a binary that doesn't have / can't turn on the flag. Optional acts as a request. If the binary has the capability, turn the flag on. Then the mod can check the truthiness of of the flag in settings / prototype / and runtime stages later to adjust its behavior. As it stands now we either need to make separate mods for the DLC binary, or the non-DLC binary. Or have the functionality split between separate mods. Or a mod that does nothing but enable feature flags in the event that a user decided to play without space-age, quality, or elevated-rails mods. Enable all Feature Flags .
[ { "author": "protocol_1903", "content": "The reason it doesn't work like this is for the case when two players join a multiplayer session, one with the SA binary and one without. Their modlists are the same, and in there is a mod that has the optional SA features enabled, but just for the player with the SA binary. Then when they both join, the mod tries to load different things for both of them, and desyncs ensue. The only way to fix this is to use a mod like Enable all Feature Flags that can only be used with the SA binary, in which case the modlists of the two players will be different and they cannot join each other. It's not the prettiest solution but it's the best option around, and the Enable all Feature Flags mod has already become a standard optional dependency for mods that have optional SA content.", "date": "2024-12-29T03:31:59+00:00", "quotes": [] }, { "author": "", "content": "Exactly. If there are only non-SA mods enabled, SA binary will behave exactly the same as non SA binary to make it possible for MP games to be possible between SA and non-SA binaries. As such there is nothing to change here. If all features would be enabled by default in SA binary then cross binary MP would not be possible at all and we would not even try adding those feature flags.", "date": "2024-12-29T09:17:37+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "What about allowing a mod to load another mod that has a feature flag enabled, but then deleting everything from the other mod that requires the feature, and then disabling the feature flag? (So for example, you can have a mod that converts a space-age mod to non-space age, without duplicating the original mod). \n(It'd also be helpful for my mod that tries to remove quality from space age) \n \nBassically, if you set a feature flag to false in your Json, it would cancel out a true value of any mods loaded before it.", "date": "2024-12-30T14:59:10+00:00", "quotes": [ { "author": "boskid wrote: Sun Dec 29, 2024 9:17 am", "content": "" } ] }, { "author": "", "content": "No.", "date": "2024-12-30T15:13:55+00:00", "quotes": [ { "author": "IsaacOscar wrote: Mon Dec 30, 2024 2:59 pm", "content": "" } ] }, { "author": "kryojenik", "content": "This makes perfect sense, and something I hadn't even considered. It makes unconditionally enabling the feature_flag a non-solution. The state resolution still feels a bit cumbersome and potentially confusing for a player that hasn't delved into the feature_flag mechanics. I do think the user experience could still benefit from improvement where a single mod could be written to both work with the non-DLC binary, yet still enable and take advantage of DLC features if the player chooses without being optionally dependent on another mod to turn on the feature. \n \nWould it be a reasonable improvement for a mods startup setting (or similar) to be able to enable (require) a feature flag. It still requires a restart to the game when changed, could be sync-able in a game save (requiring restart). \nAdditionally, add a way for a mod to know which binary it is running on so it can hide this setting if on non-DLC binary. \n \nMods could still unconditionally require (and turn on the features). Other mod would benefit with flexibility without depending on \"enabler\" mods and needing to document the need for such an enabler.", "date": "2024-12-30T16:04:14+00:00", "quotes": [ { "author": "boskid wrote: Sun Dec 29, 2024 9:17 am", "content": "" } ] }, { "author": "", "content": "If a mod would know if its running on non-SA or SA binary, by using this information it would become a desync. This information is intentionally not provided.", "date": "2024-12-30T16:22:13+00:00", "quotes": [ { "author": "kryojenik wrote: Mon Dec 30, 2024 4:04 pm", "content": "" } ] }, { "author": "protocol_1903", "content": "Perhaps it might be better to officially support/push/recommend an \"empty\" DLC mod (like Enable all Feature Flags) so that mods can optionally require that mod specifically, and then players can choose to use that mod with other mods to enable DLC locked features. This way everyone knows and understands what mod should be used to use DLC features (quality, spoilage, elevated rails, etc) without explicitly enabling SA.", "date": "2024-12-31T03:23:26+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "How does your idea differ from the already existing \"Enable all Feature Flags\"? Do you just want it to be \"official\"?", "date": "2024-12-31T03:28:51+00:00", "quotes": [ { "author": "protocol_1903 wrote: Tue Dec 31, 2024 3:23 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "Perhaps you could have it so the field tells you whether the *host* has the DLC, not the player that is executing the LUA code, alternatively, you could add a field to LuaPlayer, so you can check each player individual?", "date": "2024-12-31T03:30:33+00:00", "quotes": [ { "author": "boskid wrote: Mon Dec 30, 2024 4:22 pm", "content": "" } ] }, { "author": "curiosity", "content": "There is no point knowing the feature flags during runtime (besides, you can deduce them). All meaningful difference is in the prototype stage. So don't make it a setting, just make it readable. \n \nedit: and it is . \n \nAnd boskid wasn't saying \"no\" to a feature-enabling setting, only to knowing the executable type.", "date": "2024-12-31T12:00:46+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Oh yeah you're right, my idea won't be useful at all. Players won't exist until after the data stage, and you won't know the host either. \n \nPerhaps singleplayer only mods should be a thing, and those mods can use advanced dsyncy features, e.g. file reqding.", "date": "2024-12-31T12:03:41+00:00", "quotes": [ { "author": "curiosity wrote: Tue Dec 31, 2024 12:00 pm", "content": "" } ] }, { "author": "protocol_1903", "content": "It doesn't need to be official, but more just officially recommended as the one and only \"enable feature flags\" mod so there's only one mod that other mods need to check for and there aren't fifty different mods for the same thing", "date": "2025-01-02T01:30:06+00:00", "quotes": [ { "author": "IsaacOscar wrote: Tue Dec 31, 2024 3:28 am", "content": "" } ] }, { "author": "curiosity", "content": "Why would the other mods be checking for a mod when they should be checking for flags? \n \nAnd there will always be fifty different mods doing the same thing, that's just the nature of an uncurated mod portal.", "date": "2025-01-02T03:05:20+00:00", "quotes": [ { "author": "protocol_1903 wrote: Thu Jan 02, 2025 1:30 am", "content": "" } ] }, { "author": "protocol_1903", "content": "I believe it would be better for end users to have a mod to enable feature flags, instead of just having a random mod that uses spoilage to change every other mod to use spoilage as well. Like you have an overhaul mod that has optional spoilage, based on if the feature flag is enabled (not checking for a specific mod) then if the user installs any other mod that uses spoilage, even something small just for fun, the overhaul is forced into spoilage mode. I also think it's just easier for one mod than 50.", "date": "2025-01-02T03:21:11+00:00", "quotes": [] }, { "author": "curiosity", "content": "The overhaul can have a setting then, like any overhaul from before 2.0. That's what settings are for.", "date": "2025-01-02T03:42:07+00:00", "quotes": [ { "author": "protocol_1903 wrote: Thu Jan 02, 2025 3:21 am", "content": "" } ] }, { "author": "kryojenik", "content": "I think you are missing the ask here. It isn't that mods check for the existence of a mod, they can (and some do) absolutely check for the flag. The problem is that there is no conditional way to \"choose\" to enable a feature flag. A mod must specify in its info.json that it requires the flag. Now the mod is restricted to the DLC binary, AND the flag will unconditionally be on. Thus if a mod wants to both work with non-DLC binaries, and offer a setting to enable or not-enable spoilage the mod MUST NOT require the flag in the info.json. And then 2nd mod is needed that has the flag enabled in its info.json to turn the flag on so that the 1st mod can now look for the flag and make a decision. \n \nYour comment about the overhaul 'having a setting' is irrelevant since it would have to enable the flag in its info.json making unavailable for non-DLC and unconditionally having the flag enabled. Thus making the whole point of the setting moot.", "date": "2025-01-02T04:54:03+00:00", "quotes": [ { "author": "curiosity wrote: Thu Jan 02, 2025 3:05 am", "content": "" }, { "author": "protocol_1903 wrote: Thu Jan 02, 2025 1:30 am", "content": "" } ] }, { "author": "robot256", "content": "I read this thread and think I can summarize the scenario in question: \n \n- Mod A has \"vanilla mode\" and \"spoil mode\". \n- Mod A developer does not want to release two mods on the portal, so writes one mod that includes both. \n- Mod A cannot enable the spoilage feature flag itself, or vanilla mode would be unavailable to non-DLC players. \n- When Mod A is loaded without the feature flag enabled, it uses \"vanilla mode\" exclusively. \n- Mod B does nothing except enable the spoilage feature flag. \n- When Mod A and Mod B are loaded together, Mod A will detect the enabled feature flag and use \"spoil mode\". This allows the use of \"spoil mode\" without having to enable Space Age itself. \n \nObservation 1: It does not matter to either the user or the Mod A developer which mod enables the spoilage feature flag. There is no technical reason to avoid having 50 different feature flag mods. You could even enable all of them on the same save at once. It just makes mod portal clutter. \n \nObservation 2: Mod A can create a *hidden* setting with its value set based on the feature flag that can easily be read in runtime. Additionally, it can unhide the setting when the feature flag is detected (thanks to Mod B being enabled) and give the user the option to disable spoil mode for that mod even when the flag is enabled. I think this is what curiosity is advocating for.", "date": "2025-01-02T05:57:14+00:00", "quotes": [] }, { "author": "curiosity", "content": "That's not what protocol is saying.\n \nWell put. Though the setting value doesn't need to be based on the feature flag nor does the setting have to be hidden (it might, depending on which case looks less confusing).", "date": "2025-01-02T13:13:22+00:00", "quotes": [ { "author": "kryojenik wrote: Thu Jan 02, 2025 4:54 am", "content": "" }, { "author": "robot256 wrote: Thu Jan 02, 2025 5:57 am", "content": "" } ] }, { "author": "robot256", "content": "I'm thinking specifically of a string setting where the list of available options would have two options when the flag is detected, and only one option when the flag is not detected. In the latter case the value would be forced to equal \"vanilla\". You are correct that the setting could be visible in both cases for transparency.", "date": "2025-01-02T13:37:42+00:00", "quotes": [] } ]
19
2024-12-25T19:12:42-06:00
forum-topic-81147
81147
Factorio Forums • Run from ramdisk
Hi, is there a way to move factorio to ramdisk? I have: 1)Created a ramdisk h:/ 2) Moved the steam part of the game to the root. 3) Created a sub-folder config-copy to have a separate location for roaming/factorio config data. 4) Applied the article How to move your data folder from this forum technical section faq. 5) Found the exe in the /bin folder I still get error --------------------------- Error --------------------------- weakly_canonical: Incorrect function. : "h:/config-copy/config\config.ini" path1: h:/config-copy/config\config.ini --------------------------- OK --------------------------- despite the file confirm.ini being there in the path. Notable is also that if the file isn't there the new one is not created as the article says it should be... Any suggestions?
[ { "author": "", "content": "Hello, the error you are seeing originates from std::filesystem standard C++ library (which might or might not get it from underlying calls to WinAPI). \nCan you please \n1) post exact build version of Windows you are running (Win + R and type in winver, or just post Factorio log). \n2) decribe steps you used to create the ramdisk \n3) post your modified config.ini and command line parameters you use to launch Factorio?", "date": "", "quotes": [ { "author": "Camylarde wrote: Tue Feb 11, 2020 7:05 pm", "content": "" } ] }, { "author": "", "content": "For such experiments I'd start by downloading the portable version directly from factorio.com instead of using the steam version.", "date": "", "quotes": [] }, { "author": "", "content": "Factorio 0.18.26 and 0.18.26, unzipped to ramdisk (created with OSFMount):\n Code: Select all I:\\Factorio_0.18.22>ver\n\nMicrosoft Windows [Version 10.0.18363.657]\n\nI:\\Factorio_0.18.22>bin\\x64\\factorio.exe -v\n\nI:\\Factorio_0.18.22> 0.000 Error Util.cpp:83: weakly_canonical: .\n: \"I:\\Factorio_0.18.22\\bin\\x64/../../config\\config.ini\"\npath1: I:\\Factorio_0.18.22\\bin\\x64/../../config\\config.ini\n 0.000 Error MessageDialog.cpp:140: Failed to widen string: bad conversion\n 0.000 Goodbye\n \n\nNo logs appear after launch. \n \nP.S. \nIf you select the \"Physical Drive Emulation\" (instead \"Logical\") option when creating a virtual disk, then no errors occur. This creates an almost \"real\" disk, which is visible in the Windows \"Disk management\".", "date": "", "quotes": [] }, { "author": "", "content": "A little off topic: why do you want to run it from a ramdisk?", "date": "", "quotes": [] }, { "author": "", "content": "In my case, the data directory contains almost 10 thousand files. Even after several launches and caching of files by the operating system, the launch of the game takes 10-12 seconds. And when using a RAM disk - only 2-3 seconds. When debugging mods / scripts, this is pretty significant. \nАnother example: the game.save_atlas() function works on a regular disk for 5-6 minutes (at maximum quality), on a RAM disk - no more than a couple of minutes.", "date": "", "quotes": [] }, { "author": "", "content": "Can you give a log file after loading to the main menu with all those mods? I've never seen things run at that speed. \n \nAlso, do you have a spinning hard drive, solid-state, or M2 solid state?", "date": "", "quotes": [ { "author": "hhrhhr wrote: Sun May 24, 2020 9:47 am", "content": "" } ] }, { "author": "", "content": "I meant a clean game without mods. At least at 0.18.26, the data directory contains exactly 9999 files and 1503 directories. \nYes, on powerful desktops with fast SSDs, the game’s launch time is not so exciting. But sometimes I have to run the game on an old HP laptop (with Radeon HD4250 video and 256 MB of video memory ;). Installing an SSD is useless, the controller is slow. But I can put 8-16 GB of RAM and use half to create a virtual disk. \n \nHere is the log of the launch of a clean game from RAM-disk with such settings:\n Code: Select all max-texture-size = 8192\ngraphics-quality = normal\nhigh-quality-animations = false\nhigh-quality-shadows = false\nhigh-quality-terrain = false\ntexture-compression-level = low-quality \n Code: Select all ...\n 3.922 Custom mipmaps uploaded.\n 3.922 Verbose AtlasSystem.cpp:910: Atlas memory size: 245.54MB; 0.00MB (virtual)\n 3.922 Verbose AtlasSystem.cpp:911: Size of sprites outside of atlas: 0.13MB\n 3.984 Factorio initialised\n... \n \n \n factorio-current.log \n (5.62 KiB) Downloaded 155 times", "date": "", "quotes": [] }, { "author": "", "content": "You might want to test the cache settings first, since I activated Atlas-cache and the other cache my game starts in 3 to 4 seconds (from a normal notebook harddrive). \nYou can access the Cache-settings with CTRL-ALT-LEFTCLICK on the settings-button.", "date": "", "quotes": [] }, { "author": "", "content": "config:\n \n\nrun from SSD, cold start:\n \n\nnot really helped...", "date": "", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "That's basically useless. Cold-start anything isn't how you could ever launch from a ramdisk since you have to copy the thing into the ramdisk first anyway - then you could launch it.", "date": "", "quotes": [ { "author": "hhrhhr wrote: Thu May 28, 2020 9:29 am", "content": "" } ] }, { "author": "", "content": "cache-sprite-atlas=true with video-memory-usage=low won't have much of an effect since most sprites won't be included in the sprite atlases.", "date": "", "quotes": [] }, { "author": "", "content": "I need to copy the game to ramdisk only once, and a cold start, at least in Windows, does not occur only if the game is launched literally immediately after its release. After a few minutes, the file cache of the system is cleared or replaced and the game starts again by reading files from the disk, and not from the memory. \n \nHowever, if the game cannot start from certain types of media, then I would like to know in advance which ones. Or this is \"not-a-bug\"?", "date": "", "quotes": [ { "author": "Rseding91 wrote: Thu May 28, 2020 4:01 pm", "content": "" } ] }, { "author": "", "content": "We don't impose any limits on what storage type files can be on. If you're getting errors they're coming from the C++ filesystem library and are outside of our control (most likely).", "date": "", "quotes": [ { "author": "hhrhhr wrote: Thu May 28, 2020 5:22 pm", "content": "" } ] }, { "author": "", "content": "Could you provide an example of your code that opens a file using the standard C++ library? \nNo matter how I tried, but I could not find an example that could not access the file on any types of virtual disks, including file systems with utf8 and utf16 encodings.", "date": "", "quotes": [] }, { "author": "", "content": "The path is created, and then normalized by calling https://en.cppreference.com/w/cpp/filesystem/canonical - specifically 'weakly_canonical'. It's failing and reports the error you're getting.", "date": "", "quotes": [ { "author": "hhrhhr wrote: Thu May 28, 2020 10:18 pm", "content": "" } ] }, { "author": "", "content": "With this example, everything is fine: \n Code: Select all #include <iostream>\n#include <filesystem>\nnamespace fs = std::filesystem;\nint main()\n{\n fs::path p = fs::path(\"..\") / \"..\" / \"config-path.cfg\";\n std::cout << \"Current path is \" << fs::current_path() << '\\n'\n << \"Canonical path for \" << p << \" is \" << fs::canonical(p) << '\\n';\n}\n/*\ng++ -std=c++17 -o test.exe test.cpp \ng++ -v\n...\nTarget: x86_64-w64-mingw32\nThread model: posix\ngcc version 9.3.0 (MinGW-W64 x86_64-posix-seh)\n*/\n \n\nH: - my ramdrive (created with \"Logical emulation\")\n Code: Select all h:\\Factorio\\bin\\x64>test.exe\nCurrent path is \"h:\\\\Factorio\\\\bin\\\\x64\"\nCanonical path for \"..\\\\..\\\\config-path.cfg\" is \"h:\\\\Factorio\\\\config-path.cfg\"\n\nh:\\Factorio\\bin\\x64>factorio.exe\n\nh:\\Factorio\\bin\\x64> 0.000 Error Util.cpp:83: weakly_canonical: .\n: \"h:\\Factorio\\bin\\x64/../../config\\config.ini\"\npath1: h:\\Factorio\\bin\\x64/../../config\\config.ini\n 0.000 Error MessageDialog.cpp:140: Failed to widen string: bad conversion\n 0.000 Goodbye", "date": "", "quotes": [] }, { "author": "", "content": "", "date": "", "quotes": [ { "author": "Rseding91 wrote: Thu May 28, 2020 11:16 pm", "content": "" } ] }, { "author": "", "content": "absolutely no difference:\n Code: Select all #include <iostream>\n#include <filesystem>\nnamespace fs = std::filesystem;\nint main()\n{\n fs::path p = fs::path(\"..\") / \"..\" / \"config-path.cfg\";\n std::cout << \"Current path is \" << fs::current_path() << '\\n'\n << \"Canonical path for \" << p << \" is \" << fs::weakly_canonical(p) << '\\n';\n\n std::cout << \"file size: \" << fs::file_size(fs::weakly_canonical(p)) << \" bytes\\n\";\n\n p = fs::current_path() / \"../../config/config.ini\";\n std::cout << \"Canonical path for \" << p << \" is \" << fs::weakly_canonical(p) << '\\n';\n\n std::cout << \"file size: \" << fs::file_size(fs::weakly_canonical(p)) << \" bytes\\n\";\n} \n\nreslit:\n Code: Select all h:\\Factorio\\bin\\x64>g++ -std=c++17 -o test.exe -static -s test.c && test.exe\nCurrent path is \"h:\\\\Factorio\\\\bin\\\\x64\"\nCanonical path for \"..\\\\..\\\\config-path.cfg\" is \"h:\\\\Factorio\\\\config-path.cfg\"\nfile size: 998 bytes\nCanonical path for \"h:\\\\Factorio\\\\bin\\\\x64\\\\../../config/config.ini\" is \"h:\\\\Factorio\\\\config\\\\config.ini\"\nfile size: 26353 bytes\n\nh:\\Factorio\\bin\\x64>factorio.exe -v\n\nh:\\Factorio\\bin\\x64> 0.000 Error Util.cpp:83: weakly_canonical: .\n: \"h:\\Factorio\\bin\\x64/../../config\\config.ini\"\npath1: h:\\Factorio\\bin\\x64/../../config\\config.ini\n 0.000 Error MessageDialog.cpp:140: Failed to widen string: bad conversion\n 0.000 Goodbye", "date": "", "quotes": [] }, { "author": "", "content": "I'm having the same issue. I originally tried just symlinking the saves directory but found posts saying that it was unsupported and a mess. \n \nQ: imdisk 2.0.10 NTFS drive \nFactorio 1.0 zip version. \nUnzipped Factorio, launched once, copied directory to RAM drive, then attempted to launch from RAM drive. \n \nimdisk creation:\n Code: Select all C:\\Windows\\System32\\imdisk.exe -a -m Q: -s 4G -p \"/fs:ntfs /q /y\" \n\nFactorio launch:\n Code: Select all C:\\WINDOWS\\system32>ver\n\nMicrosoft Windows [Version 10.0.18363.1198\n\nC:\\WINDOWS\\system32>factorio -v\n\nC:\\WINDOWS\\system32> 0.000 Error Util.cpp:83: weakly_canonical: Incorrect function.\n: \"Q:\\Factorio\\bin\\x64/../../config\\config.ini\"\npath1: Q:\\Factorio\\bin\\x64/../../config\\config.ini\n 0.000 Goodbye \n\nWhy I want to run from a RAM disk: \nI'm hosting a dedicated server so I can play with a friend across the country. I recently discovered that manual artillery shots can go much further than autofiring. I sounded a huge area and now the save file is nearly 100 MB. Autosaving takes several seconds and downloading takes a minute. I've hosted game servers (modded minecraft) on RAM drives in the past with great success. Scheduled tasks sync the files to disk at a regular interval. \n \n \nEdit: reading above, it looks like I need software that emulates a physical drive. There are no FOSS solutions for this on Windows afaik. OSFMount is free and does work, but it does not have an automation interface (GUI only) and does not support persistent RAM drives. I have a linux VM, but I don't think Factorio performance would take kindly to the memory latency that introduces. \n \nI can launch the server with a save file that is on a logical volume RAM drive, however the autosaving is still done to the game launch directory. The download (over LAN) and autosave is faster, even with the autosaves going to NVMe SSD. I believe this is because the disk only has to write and not read/write. \n \nI tried modifying the [path]write-data option in the game config to be on a logical volume RAM drive, but this gives the same error (Util.cpp:83: weakly_canonical: Incorrect function). Is there another way to manually specify the autosave directory? \n \nI do not think that supporting symlinks or logical volumes is a niche ask. What I’m attempting seems like standard best practice for people hosting game servers (even if they don't talk about it much). I suppose the non-standard thing I'm doing is hosting from Windows. This appears to be out of your hands (likely an OS API bug). If anyone has experience with this, let me know.", "date": "", "quotes": [] } ]
19
forum-topic-23181
23181
[0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Tools
https://forums.factorio.com/viewtopic.php?t=23181
Afforess
Type: Library Name: Factorio Standard Library Description: The Factorio Standard Library is a project to bring Factorio modders high-quality, commonly-required utilities and tools License: MIT License Version: 0.8.0 Release: 2017-01-12 Tested-With-Factorio-Version: 0.13.11+, 0.14.X, 0.15.X Category: Library Github: https://github.com/Afforess/Factorio-Stdlib Releases: https://github.com/Afforess/Factorio-Stdlib/releases Wiki: https://github.com/Afforess/Factorio-Stdlib/wiki Lua Docs: http://afforess.github.io/Factorio-Stdlib/ What is the Factorio Standard Library? Description The Factorio Standard Library is a project to bring Factorio modders high-quality, commonly-required utilities and tools that developers have been often copying around, remixing, and rewriting poor quality copies of. Basic tools like logging, math calculations, and position or area manipulation, which often involve repeated operations or are commonly reproduced in mods have a high-quality, documented version in the Factorio Standard Library. Why the Factorio Standard Library? Why Because I get sick of copying and pasting code. Because Rseding91 said if the project was high enough quality, it might be included in the base game and be available for all modders. And, because I can. How do I use the Factorio Standard Library? Examples Logging Example Avoiding iteration, and general stdlib tools Entity Data See all examples on the wiki. Contributing to the Factorio Standard Library Contributions I'm currently looking for contributions that add classes to manipulate Factorio positions, areas, and other common factorio data-structures. Any code you regularly re-use is also a candidate for inclusion. Open up a Pull Request and we can discuss it! Version history Versions Version 0.8.0 (No Breaking Changes) Fixed loading error when train module was loaded before the game object existed Fixed Trains.on_train_id_changed event not firing correctly Deprecated Area.adjust, due to misleading name. (use Area.normalize instead) Changed Surface.find_all_entities to support area search criteria Changed Inventory.copy_inventory to support itemstacks with durability, health or ammo Changed Trains.find_filtered to support the entity type in the search criteria. Defaults to 'locomotive' Changed Entity.set_data/Entity.get_data to use a unit's unit_number as a key for data, enhancing performance for entities who have unit_numbers Added Entity.set_industructible, toggles an entity so that it can not be damaged or mined by either the player or other forces Added Entity.set_frozen, toggles an entity as inactive, making it inoperable and non-rotatable Added Surface.get_surface_bounds, creates an area that represents the generated boundaries of a surface Note: Thanks to Andy Hunt, Alex Aulbach, and Nexela for their contributions to 0.8.0! Version 0.7.0 (No Breaking Changes) Fixed documentation for Entity.to_collision_area Fixed documentation for Area.to_table Changed Game.print_all to print to offline players (fixes https://github.com/Afforess/Factorio-St ... ues/49&#41 ; Deprecated Game.print_force (use force.print instead) Deprecated Game.print_surface (use surface.print instead) Deprecated Area.area, due to misleading name. (use Area.size instead) Added Area.adjust, modifies area to ensure x,y coordinate values are normalized Added Area.construct, creates an area from two pairs of x,y coordinates Added Area.size, replaces the deprecated function, Area.area. Added Position.copy, creates a copy of a position Added Position.construct, creates a position from an x,y pair Added table.find, searches a table for the first element that matches the function Added table.any, searches a table and returns true if any elements matches the function Added Trains module, providing train utility methods and events: Added Trains.set_data, sets persistent mod data on a train Added Trains.get_data, gets mod data on a train Added Trains.on_train_id_changed event, contains the old and new id of the train, and fires when a train id changes (e.g. locomotives are added to an existing train) Added Trains.find_filtered, searches and returns a table of trains on surface(s) for trains that match the area, name, or state criteria Added Trains.get_train_id, returns the train id of a train Added Trains.get_main_locomotive, finds and returns the main locomotive entity of any train Added Time-based events, require 'stdlib/event/time' to enable them, then register the events to script them. Event.Time.sunset, fires an event when sunset occurs for a surface Event.Time.sunrise, fires an event when sunrise occurs for a surface Event.Time.midday, fires an event noon occurs for a surface Event.Time.midnight, fires an event when midnight occurs for a surface Event.Time.minutely, fires an event when an in-game minute passes Event.Time.hourly, fires an event when an in-game hour passes Event.Time.daily, fires an event when an in-game day passes Added Config system, for easier management of persistent mod configuration Added Config.new, ex: Config.new(global.config) creates a new configuration, stored at global.config Added config.set, allows setting a value at nested paths, ex: (Config.new(global.config).set("your.path.here", foo) Added config.get, allows getting nested values, ex: (Config.new(global.config).get("your.path.here") Added config.delete, deletes a value at a config path, ex: (Config.new(global.config).delete("your.path.here") Added config.is_set, tests whether a config value is set or not, ex: (Config.new(global.config).is_set("your.path.here") Note: Thanks to Andy Hunt, Alex Aulbach, and credomane for their contributions to 0.7.0! Version 0.6.0 (No Breaking Changes) Fixed documentation for the Time module Fixed missing newline in the documentation for the Logger.new function Changed table.each to abort iteration if the callback returns true. Iteration continues for false, nil, or missing return values. Added table.keys, when passed a table, returns a copy of all the keys in the table Added table.values, when passed a table, returns a copy of all of the values in the table Added table.flatten, when passed a table, creates a copy of the table where inner nested tables were flattened into the outer table Added table.min, when passed an array, returns the minimum value Added table.max, when passed an array, returns the maximum value Added table.sum, when passed an array, adds up all the values and returns the sum Added table.avg, when passed an array, calculates the average value Added Area.area, calculates the size an area occupies Added Tile.adjacent, given a tile, returns a list of adjacent tile positions (N, E, S, W) or (N, NE, E, SE, S, SW, W, NW), depending if diagonal tiles are specified. Added Position.equals method, to test whether two positions are at the same x,y coordinate positions Added string.split, which when given a separator, will split a string apart on the separator, returning a list of substrings Added string.is_empty, to test if a string is nil or the empty string Added a GUI event handler system. Multiple handlers for each event can be registered, using regex patterns to match element names. Gui.on_click(pattern, callback) fires a click event to the callback for any gui element whose name that matches the pattern Gui.on_checked_state_changed(pattern, callback) fires a on_checked_state_change event to the callback for any gui element whose name that matches the pattern Gui.on_text_changed(pattern, callback) fires a on_text_changed event to the callback for any gui element whose name that matches the pattern Added a Data module, which allows for easier search and manipulation of data structures Data.select, when given a selection string, returns a list of all data.raw elements that matched the selection. The returned list is backed by the real data.raw and changes to it are reflected in the data.raw and therefore the game. `Data.select('recipe') -- returns a table with all recipes` `Data.select('recipe:steel.*') -- returns a table with all recipes whose name matches 'steel.*'`` `Data.select('recipe:steel.*').energy_required = 1 -- sets all recipes whose name matches 'steel.*' to require 1 energy to produce` `Data.select('recipe:steel.*').apply('energy_required', 1) = 1 -- sets all recipes whose name matches 'steel.*' to require 1 energy to produce. Apply returns itself, so apply function calls can be chained.` Recipe.select, when given a selection string, returns a list of all recipe elements in data.raw that matched the selection. The returned list is backed by the real data.raw and changes to it are reflected in the data.raw and therefore the game. `Recipe.select('steel.*:ingredients') -- returns a table with all ingredients from all recipes whose name matches 'steel.*'` `Recipe.select('steel.*:ingredients:iron-plate') -- returns a table with all iron-plate ingredient objects, from all recipes whose name matches 'steel.*'` Note: Thanks to dkaisers, lossycrypt, Choumiko, and credomane for their contributions to 0.6.0! Version 0.5.1 (No Breaking Changes) Fixed Event registry not notifying of an error in an event handler when the game was loaded, but no players were connected to the game Note: Thanks to mojo2012 for the bug report Version 0.5.0 (No Breaking Changes) Improved table.map, filter, and each to also include additional arguments and index. Added Event.core_events, allows registering Events for on_init, on_load, and on_configuration_changed Added options to Logger.new, adds option to modify the file extension and alter the timestamp format Added Chunk.get to calculate the chunk coordinates for a given tile position Added Chunk.get_data, retrieves mod data stored on a chunk position Added Chunk.set_data sets mod data on a chunk position Added Tile.from_position, calculates tile coordinates from a position Added Tile.to_area, returns the area that a single tile occupies Added Tile.get_data, retrieves mod data stored on a tile position Added Tile.set_data, sets mod data on a tile position Added Area.spiral_iterate, is an alternate iterator (compared to Area.iterate) that iterates the Area in an inside-out spiral fashion Added Area.center, returns the center position of an Area Added string.contains, tests if a string contains a substring Added Time contants, provides easy reference for Time.SECOND, Time.MINUTE, Time.HOUR, Time.DAY, and Time.WEEK in factorio tick time Improved the lua docs, so they share the same look and feel as the factorio lua docs Fixed Logger writing after one hour instead of one minute Fixed Event registry with Event.core_events.init not raising errors correctly Note: Thanks to mojo2012, Choumiko, and Supercheese for their contributions to 0.5.0 Version 0.4.0 (No Breaking Changes) Added string.trim(), which can remove leading and trailing whitespace from a string Added string.starts_with(...), tests if a string starts with a given substring Added string.ends_with(...), tests if a string ends with a given substring Added Entity.get_data, retrieves persistent mod-data associated with an entity Added Entity.set_data, sets or removes persistent mod-data associated with an entity Added table.each, iterates a table and applies a function to each value in the table Added table.filter, iterates a table and returns a copy that contains all the elements that passed the filter Added table.first, returns the first item in the array Added table.last, returns the last item in the array Added table.map, returns a copy of the table transformed by the function Added table.merge, merges table b into table a, overwriting any duplicate entries in table a with values in table b Improved Event Registry: Added Event.remove, allows events to be de-registered Bugfix: Fixed incorrect parameters in Surface.find_all_entities Note: Thanks to Choumiko for their contributions to 0.4.0 Version 0.3.0 (No Breaking Changes) Add Area.iterate function, allows iteration of the positions inside an area Add Entity.has function, can safely test if an entity has read access to a field Add Surface.lookup function, capable of converting strings, tables, or arrays to LuaSurface factorio object Add Surface.find_all_entities function, searches all loaded chunks on surface(s) for all entities that match criteria Add Event Registry, provides alternate Event registration from script.on_event. Event.register allows multiple event handlers to be registered for the same event Events that cause an error will not abort the game but print a warning to all players Events handlers cascade and can be aborted. Returning true in an event handler prevents any later handlers from being executed. Clarified documentation for Logger.log Note: Thanks to Choumiko and TheOneFreeMankini for their contributions to 0.3.0 Version 0.2.1 (No Breaking Changes) Add Area.expand function, expands an area by a given amount Add Area.shrink function, shrinks an area by a given amount Correct documentation for Area.offset Version 0.2.0 (No Breaking Changes) Add Position.distance_squared for Euclidean distances between two points Add Position.distance for Euclidean distances between two points Add Position.manhattan_distance for calculating the manhattan distance between two points Add Entity.to_selection_area, creates an area that surrounds an entity selection box Add Entity.to_collision_area, creates an area that surrounds an entity collision box Add Area.inside function, tests if a position is inside an area Add Area.offset function, offsets an area by a position Add Area.round_to_integer function, rounds are to integer Add Area.to_table function, converts area to x/y, left_top/right_bottom format Majority of functions now give error messages for missing arguments Version 0.1.0 (No Breaking Changes) Code is tested on circleci automatically Position, Game, and Inventory modules are 100% unit-tested Added inventory module, with copy_inventory function Added many new functions to Position module, thanks to Choumiko! Fixed Game.print_force and Game.print_surface, previously would msg all players, even not on those surfaces/forces. Version 0.0.6 Initial public release
[ { "author": "seronis", "content": "Outstanding. Thank you for your work", "date": "2016-04-06T04:49:27+00:00", "quotes": [] }, { "author": "Supercheese", "content": "Another nice bit to have would be a function to copy the contents of one inventory into another (perhaps even with filters to only copy certain types of items?) \n \nA simplistic example: \n Code: Select all function copyInventory(from, to)\n\tlocal inventory = from.get_inventory(defines.inventory.chest)\n\tlocal contents = inventory.get_contents()\n\tfor n, c in pairs(contents) do\n\t\tto.insert({name=n, count=c})\n\tend\nend \n\nI'm not sure the above code will work in all cases, though -- like for blueprints, it might not copy over the set-up blueprint but just give a blank one instead. And it hardcodes the #define for chest, rather than allowing others like player inventory, etc.", "date": "2016-04-06T22:07:55+00:00", "quotes": [] }, { "author": "Afforess", "content": "Inventory.copy_inventory is now in release 0.1.0. \n \nAlso notable, all of the code except the logging is currently unit tested. This actually caught a bug in the codebase, and has already proven valuable.", "date": "2016-04-07T02:12:00+00:00", "quotes": [ { "author": "Supercheese wrote:", "content": "" } ] }, { "author": "Afforess", "content": "Version 0.2.0 released. More functions, more unit tests, and now, error messages for missing arguments when using stdlib apis. See the API docs or changelog for details.", "date": "2016-04-09T04:11:03+00:00", "quotes": [] }, { "author": "Afforess", "content": "Version 0.2.1 is released. Two new Area functions, and improved the documentation for the Area functions.", "date": "2016-04-12T04:03:06+00:00", "quotes": [] }, { "author": "MrDoomah", "content": "Hey, perhaps you can include my code for finding all entities (or filtered entities): \n Code: Select all function create_number_table(array)\n\tlocal new_array = {}\n\tfor _,v in pairs(array) do\n\t\ttable.insert(new_array,v)\n\tend\n\treturn new_array\nend\n\nfunction find_entities(input)\n\t-- input = {name = string, type = string, force = string or force, surface = string or {table of surface(s)}\n\tlocal array = {}\n\t\n\tif type(input.surface) == \"string\" then input.surface = {game.surfaces[input.surface]} end\n\tlocal surfaces = input.surface or game.surfaces\n\t\n\tfor _,surface in pairs(surfaces) do\n\t\tfor chunk in surface.get_chunks() do\n\t\t\tlocal entities = surface.find_entities_filtered{\n\t\t\t\tarea = {left_top = {chunk.x*32, chunk.y*32}, right_bottom = {(chunk.x+1)*32, (chunk.y+1)*32}}, \n\t\t\t\tname = input.name, \n\t\t\t\ttype = input.type, \n\t\t\t\tforce = input.force}\n\t\t\tfor _,entity in ipairs(entities) do\n\t\t\t\tarray[\"x\"..entity.position.x..\"y\"..entity.position.y] = entity\n\t\t\tend\n\t\tend\n\tend\n\treturn create_number_table(array)\nend \n\nInput is a table containing: \nname (string) \ntype (string) \nforce (string or force (eg game.player.force) \nsurface (string eg \"nauvis\" or table of surfaces eg {game.player.surface}, you can't input game.player.surface directly without brackets) \nall optional. \n \nThe create_number_array() function is optional, it just make sure that your returned array is nicely ordered so you can do a #operator on it. \n \nIt could technically overwrite entities if they are on the same spot since I just their location as key for the array. (This is on purpose so that entities that are on chuck borders don't appear twice in the array, without the need to check the array whether or not that entity is already in it.)", "date": "2016-04-12T09:13:34+00:00", "quotes": [] }, { "author": "Afforess", "content": "Factorio Stdlib 0.3.0 is released, with many new additions. See the changelog for full details. \n \n\nThanks for the suggestion. 0.3.0 includes Surface.find_all_entities, which closely matches what you suggested.", "date": "2016-04-24T22:11:52+00:00", "quotes": [ { "author": "MrDoomah wrote:", "content": "" } ] }, { "author": "Afforess", "content": "Factorio Standard Library 0.4.0 is released! Many improvements to core classes, like table and string. Factorio Standard Library is entirely forward compatible, if you are on an old version, there is zero risk in upgrading.", "date": "2016-05-09T23:11:16+00:00", "quotes": [] }, { "author": "Afforess", "content": "I've updated the wiki with two new examples on how to use the Factorio Standard Library: \n \nThe first new example is on avoiding iteration, and general stdlib tools: https://github.com/Afforess/Factorio-St ... dlib-tools \n \nThe second new example is on how to take advantage of entity data storage: https://github.com/Afforess/Factorio-St ... ntity-data", "date": "2016-05-10T02:53:06+00:00", "quotes": [] }, { "author": "kasandraen", "content": "I know a few functions I'd like to have easier acces to. dysoch use them a lot in Dytech. If you check Dytech Core and the Ovvrire functions, the functions like change recipe, addtorecipe etc are really helpful to use", "date": "2016-05-10T15:48:19+00:00", "quotes": [] }, { "author": "Afforess", "content": "Sounds like a good idea. I haven't written a utility for the data class yet, but it is high on my list of things to improve.", "date": "2016-05-10T17:05:23+00:00", "quotes": [ { "author": "kasandraen wrote:", "content": "" } ] }, { "author": "orzelek", "content": "You should talk with bobbingabout - he wrote boblibrary and those kind of functions are there already.", "date": "2016-05-10T17:15:39+00:00", "quotes": [ { "author": "Afforess wrote:", "content": "" }, { "author": "kasandraen wrote:", "content": "" } ] }, { "author": "Afforess", "content": "I've seen and used a few of those myself for Marathon, so I know exactly what you are referring to", "date": "2016-05-10T17:22:48+00:00", "quotes": [ { "author": "orzelek wrote:", "content": "" }, { "author": "Afforess wrote:", "content": "" }, { "author": "kasandraen wrote:", "content": "" } ] }, { "author": "jorgenRe", "content": "Like this !", "date": "2016-05-10T17:33:27+00:00", "quotes": [] }, { "author": "CorrettoSambuca", "content": "Hi, just leaving a note to say thanks for your work \n \nBy the way, is there an easy way to trigger events on a clock? For example every sunset and so on...", "date": "2016-05-10T19:03:20+00:00", "quotes": [] }, { "author": "y.petremann", "content": "Something that would be really great would be a gui library (like what I already do in diplomacy) that would permit :\n \n Creating template (with styles) that can later be used needing less repetition of code and a better understanding of the code. \n Anonymous gui elements (sometimes you don't need a name for a label you never touch again) \n Advanced element event callback :\n \n All : custom function callback and arguments per elements (like I do to pass arguments in diplomacy) \n Checkbox : Current state \n Text Area : Text content \n{*]Widgets groups : They will act like a single wigdet and so modifying a property would modify the widget inside it :\n \n An example would be a progressbar with label. \n Simple question dialog. \n{*]Item cell.", "date": "2016-05-12T01:42:53+00:00", "quotes": [] }, { "author": "Afforess", "content": "There isn't (you could do an event on tick, and check the time of day), but clock events are an interesting idea.", "date": "2016-05-12T02:01:39+00:00", "quotes": [ { "author": "CorrettoSambuca wrote:", "content": "" } ] }, { "author": "Afforess", "content": "Yea, I have some minor experience with the GUI library, and I will suffice to say it could be massively improved by a library like stdlib. I agree with custom callbacks (the one giant event the game currently offers leads to terrible code most of the time), and the idea of creating gui templates is intriguing. I think there is a lot of ideas that for this particular part of the API.", "date": "2016-05-12T02:03:41+00:00", "quotes": [ { "author": "y.petremann wrote:", "content": "" } ] }, { "author": "Afforess", "content": "The Factorio Standard Library 0.5.0 is released, with a number of improvements & a few bug fixes: \n \n Version 0.5.0 \n \n Improved table.map, filter, and each to also include additional arguments and index. \n Added Event.core_events, allows registering Events for on_init, on_load, and on_configuration_changed \n Added options to Logger.new, adds option to modify the file extension and alter the timestamp format \n Added Chunk.get to calculate the chunk coordinates for a given tile position \n Added Chunk.get_data, retrieves mod data stored on a chunk position \n Added Chunk.set_data sets mod data on a chunk position \n Added Tile.from_position, calculates tile coordinates from a position \n Added Tile.to_area, returns the area that a single tile occupies \n Added Tile.get_data, retrieves mod data stored on a tile position \n Added Tile.set_data, sets mod data on a tile position \n Added Area.spiral_iterate, is an alternate iterator (compared to Area.iterate) that iterates the Area in an inside-out spiral fashion \n Added Area.center, returns the center position of an Area \n Added string.contains, tests if a string contains a substring \n Added Time contants, provides easy reference for Time.SECOND, Time.MINUTE, Time.HOUR, Time.DAY, and Time.WEEK in factorio tick time \n Improved the lua docs, so they share the same look and feel as the factorio lua docs \n Fixed Logger writing after one hour instead of one minute \n Fixed Event registry with Event.core_events.init not raising errors correctly \n Note: Thanks to mojo2012, Choumiko, and Supercheese for their contributions to 0.5.0", "date": "2016-06-12T17:48:12+00:00", "quotes": [] } ]
19
2016-04-05T20:14:11-05:00
forum-topic-126977
126977
[2.0.32] Crash while paused via game menu
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=126977
Candy
What did I do: Normal gameplay for an hour or so on Vulcanus Saved the game manually Opened game menu to pause game Left game window in background, covered but not minimized What happened: Game crashed a few minutes after pausing What did I expect to have happen: Game remains paused and remains idle in background I already tried reloading the save and pausing immediately, but the game did not crash again.
[ { "author": "", "content": "Looks random, if you find a way to reproduce it let us know.", "date": "2025-02-20T09:38:24+00:00", "quotes": [] } ]
1
2025-02-20T00:42:20-06:00
forum-topic-91302
91302
Allow recipes to be chosen as blueprint icons and map tags
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=91302
ElderAxe
Currently, we can select items, fluids, and signals as blueprint icons but not the recipes. For most of the vanilla game, this is not needed. But for oil refinery recipes (basic oil cracking, advanced oil cracking, coal liquefaction) we don't have any beautiful way to display icons. Also for modded game blueprints, this becomes much more important since there may be multiple recipes with same/similar output. Edit: After reading today's FFF i saw exactly what I'm looking for: the list which is used for the "Select icon" button. Blueprint icons should use the same list as well.
[ { "author": "ickputzdirwech", "content": "If you don’t want to wait you can download ick’s vanilla tweaks (link in my signature). Alongside a few other things (which you can disable via startup settings) the mod adds virtual signals for all the recipe icons that are missing right now.", "date": "2020-11-13T21:08:29+00:00", "quotes": [] }, { "author": "ElderAxe", "content": "Btw it would be great if we are able to select Recipe Icons for map tagging as well.", "date": "2020-11-20T12:24:52+00:00", "quotes": [] }, { "author": "ElderAxe", "content": "Thank you but this would broke blueprints when someone shares a blueprint with this recipe signals used. \nThese icons are in vanilla and seem like devs already have the whole list of icons ready for selection.", "date": "2020-11-20T12:27:39+00:00", "quotes": [ { "author": "ickputzdirwech wrote: Fri Nov 13, 2020 9:08 pm", "content": "" } ] }, { "author": "ElderAxe", "content": "As you can see from the images, you can use recipes as icons inside text fields. \nBut not for the icon boxes on blueprints and map tags. \n \nSince these are ALSO icons, they should be selectable as an icon. \n \n \n \n blueprint-text.png (288.39 KiB) Viewed 5319 times \n \n \n \n \n blueprint-icon.png (202.14 KiB) Viewed 5319 times", "date": "2020-11-27T21:26:23+00:00", "quotes": [] }, { "author": "", "content": "This isn't a bug. This is a suggestion. Moving to ideas and suggestions.", "date": "2020-11-27T21:28:05+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "But a good suggestion if you ask me. And the same as 91302", "date": "2020-11-28T10:31:10+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged both threads with the same suggestion.", "date": "2020-11-28T11:40:29+00:00", "quotes": [] }, { "author": "GotLag", "content": "This is a good idea. The current design is a bad one - map and blueprint icons are not signals, they are icons, and as such should be allowed to select the full range of icons.", "date": "2020-12-26T13:27:29+00:00", "quotes": [] }, { "author": "foamy", "content": "Yeah, it'd be nice. You can do some hacky workarounds, but they're *hacky*.", "date": "2020-12-26T19:30:45+00:00", "quotes": [ { "author": "GotLag wrote: Sat Dec 26, 2020 1:27 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "+1", "date": "2020-12-27T22:18:39+00:00", "quotes": [] }, { "author": "mrvn", "content": "TL;DR \nIn large factories it is helpful to set map markers for where recipes are used but one only can set icons for items and fluids. \n What ? \nThe icon picker for map markers should include recipes and not just items and fluids. \n Why ? \nIn vanilla there are some things that can be produced multiple ways (oil processing). So setting an Oil marker doesn't tell which oil processing recipe is used. With modded games like Angels, Bobs, pyaddon, ... the number of things with multiple recipes explodes and marking where on the map certain recipes are used becomes much more important. Without map markers it becomes really hard to find where things are processed.", "date": "2021-09-02T01:48:56+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "[ick] Merged with similar topic and edited the title accordingly.", "date": "2021-09-02T07:54:07+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "This was bothering me a little (map tag) a couple days ago, +1", "date": "2022-01-26T21:07:59+00:00", "quotes": [] }, { "author": "SupplyDepoo", "content": "humpty bumpty \n \nI'd like to be able to use the rocket part recipe icon for my blueprint which is for launching a rocket (without a satellite, i.e. no space science).", "date": "2022-07-26T07:54:46+00:00", "quotes": [] } ]
14
2020-11-13T12:44:23-06:00
forum-topic-111692
111692
Compact Beaconed Green Circuit
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=111692
koshunyin
https://factoriobin.com/post/FOvcKE5l [ Inspired by https://factoriobin.com/post/dJbnKWm2 ] 0eNq9W9tu4zgM/ZWFn+OBLtStv7IoBk6qbY11HMN2iimK/PvIyWxjtLItUjvz1DZ1eCSKPLzJ78W+Ofuur9uxeHgv6sOpHYqHv9+LoX5uq2b6bHzrfPFQ1KM/FruirY7TX77xh7E/tfWhPNT94VyPxWVX1O2T/1E88MvjrvDtWI+1v0m7/vH2vT0f974PD3zI2fsqQAa53WkIj4dfA2IQIYT+pnbFW/FQcmG/qUl4WMAw/XvovH8qj6enc+NLGZ69XHZfIEQChMuDkNsQUuRBQAKEyoNQCRA2D0JvQwDPgzAJEJAHYRMgTB6E24ZQLA+Cs7sP/+h6PwzlOXht/9yfws9y75sx5iozI9NX1Ke6DwxwfSS42n8c0XbniQi+onISqklCPZ3HJdg7C0zENlbtWB5Ox33dVuOp32CdG2L4XuC55vvev1SvdfhSePKfuhl9n8STdeDIsmuq0RdXYeeJZ/mcKaOHJL+oa+yrduhO/bioLLumrBgIkM7EZVrCnW/CeRz+Let28H1QZ4x3+AqWjgnXM+HeN+XhxQ+xXUj2WfK+mr4fk2koapIy13Rt6lZE+lYc3qykQpqVIBGMhDyzEpywtTV6gRiIIIBorP4Ivi8t0lEEEEAcFkRRLAF4pucIjd8bCOwpGQKIxILYdK4EtJ+6RIIBSCYYyVJl6nSZd88ejlXTlLfSIxQe3anxMdlfnKH19fPL/nS+hmyldpzbxxiSwJUlQKkZ7t5dDYM/7pu6fS6P1eGlbqdvrYcqeUUMx1p3t5ym63xfHqr9VREfK+n6sIhw9K8BebYgiC4IkOqd5xnqq3ql2pm4dhUSaB79Y0CwA9gZF8XSiCSDfYbZiALSoI9QLh5hpI6mHiSCLOYLmvYcE+cQ4sSmOGBopenfavdAqkjm2dDNWDbDEQiEImFbkTIv0VEpsQGwpDA/rDgpKLZzKuaroLCWAewPuBNgKMR+DgobmREYhHCH5CewJMu2azaynYADgi+Ab5q5Ytioz1YtMFi0ipqf4mjz+xNsrhCsAdtsriRC3DabK0Ar7feyucImF6BWzSWYX8g7OTNRk0FQA2wzuiI1GMAk+etyXFKY4kIjOUghO5mUVFqTGg2QyXOa0GhQciU+xNSnRR5I0hlpSdGfEpl2pyGxRpx3f8V6jagRTcV5/SJSgrUmZgJpwk1qxezStYHx7LUFx1JD7fJMU8RJ0LA8sTJl7Ybnzj4YgTGMyJ19MIqfGZkx+2D/x+zjV2BHTz8MILx5piaewnpG5U49SDag8wY6LMm8EVXFfENperMZfSIebd/EezfmTjBH/1Sfj6hGUQQprDzUn/Hi0zLaNIqlcLvlhGkUW+d2K2idLR6nXUvpJkikXVogjLK29KBo3a4lPWhatyvJdazJG7uxhTVbgljAnp3LbZPxeZtskSAdo3XJFs7TZY4Dk3TjSIFd6szA7hC1vMSGR4eIvfOdpAlHjwDWY8i1/79UpTudN+JMMwGT22ujZBPO0tqHS85CSOkBGww5I2T4wDZZkDOeO2XmlGssTORthydd0WEyb8yceDSQNzFPRFG0liZfOnhN62kuyjPYxBPUKj2pKetcGjZzRhzuszTDoUz3N3Iuzhmt8ZkUHDjtjiDk1smcC8KlhU1VYRruBq0qoPVul0yfKwIBYGMl55SLORaNgqiCwaE1bzNuo0Q4YmIdyaMEQbmtpzg2wtCu6ymWFD7XbuZm9tGXTJlyR08JtNYk6qoQJ93UFoB6h4EIolBvMRBBNOo9BiKIQb3JQASxqHcZiCAO9TYDDWR2Vy/lfQYiCEfNARNAHm//ngR+vLi0K5oquHb47Ln3vv3rPnt/9f1w82LLwThhLDipnb5cfgJqmg9a Copy blueprint render-446d52136c266f3e.jpg (236.08 KiB) Viewed 1718 times
[]
0
2024-03-06T13:07:35-06:00
forum-topic-126984
126984
Version 2.0.35
Releases
https://forums.factorio.com/viewtopic.php?t=126984
Minor Features GUIs can now also be navigated with D-pad in controller input method. Added drag-to-reorder to pins. Added drag-to-reorder turret priorities. Added drag-to-reorder to infinity chest filters. Added drag-to-reorder to editor infinity filters. Added drag-to-reorder to deconstruction planner filters. Added drag-to-reorder to upgrade planner filters. Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI. Added drag-to-reorder to inserter, loader, and asteroid collector filters. Furnaces can be connected to circuit network. Added fluid temperatures to Factoriopedia ingredients and products where relevant. ( 119927 ) Make drop item hotkey work the same way in GUI as it does in the game world. Changes Adjusted how walking and driving sounds attenuate with zoom level. Added missing walking sounds and fixed incorrect walking sounds for various decoratives. Linked fluidbox connections will no longer show a fluid icon. Bugfixes Fixed that reading localised strings through some methods did not work correctly. ( 126626 ) Fixed that unpowered inserters could pick up fish. ( 126522 ) Fixed that spoiled items in modded rocket silos couldn't be removed by inserters. ( 126403 ) Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. ( 124333 ) Fixed that deleting a surface with off-chunk segmented units could cause consistency checks to fail. ( 126642 ) Fixed a desync when deleting chart tags pinned by other players. ( 126681 ) Fixed consistency issues in deconstruction planner UI when toggling "Trees/rocks only" checkbox and tile mode dropdown. Fixed space platforms not updating last activity time when advancing schedule to the same planet. ( 126640 ) Fixed missing frames in fusion generator animation. ( 126526 ) Fixed a consistency issue when a mod adds fluid to a frozen fluid box. ( 126685 ) Fixed that LuaFluidBox functions would not work correctly with a frozen fluid box. Fixed that frozen fluid boxes would not show the fluid they contained. Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. ( 120355 ) Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. ( 116147 ) Fixed assemblers could report as being able to craft certain recipes with custom fluidbox indexes when assembler had not enough fluidboxes. Fixed furnaces were able to craft recipes with more item products than size of furnace's products inventory. Added more detailed healing values for entities healing < 10/s. ( 125223 ) Fixed a crash when migrating assembler with control behavior into different entity type. Fixed that crafting machines with high speeds would not scale input fluid amounts. ( 126722 ) Fixed a crash in latency when character with exoskeletons moves onto ungenerated chunks. Fixed that items spoiling in cargo pods would not run spoil triggers. ( 126796 ) Fixed that entities upgraded on platforms would not fire the on_space_platform_built_entity event. ( 126800 ) Fixed that equipment in map editor armor did not work. ( 126814 ) Fixed consistency issue related to setting signals with with quality only. ( 126855 ) Fixed a consistency issue when underground belts with items are cloned. ( 126843 ) Fixed a consistency issue when robots deconstruct heat pipes keeping roboports from freezing. ( 122880 ) Fixed a crash when flipping an entity with linked fluidbox connections. ( 121887 ) Fixed a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. ( 126903 ) Fixed that LuaRecord::contents did not accurately reflect the positions of the children. Fixed that canceling mod updates would not re-enable the "Update selected" button. ( 126192 ) Fixed a crash when placing ghost rail signal on top of existing rail signals that is marked to be upgraded. ( 126921 ) Fixed that copy-settings undo/redo action descriptions would use the wrong surface. ( 126957 ) Fixed that the map editor tile paint bucket tool did not highlight tiles correctly. ( 126959 ) Fixed that platform inactivity was not updated when sending cargo to planets. ( 126891 ) Modding Added FurnacePrototype::circuit_connector, circuit_connector_flipped, circuit_wire_max_distance, default_recipe_finished_signal, default_working_signal. Added AssemblingMachinePrototype::circuit_connector_flipped. Added AssemblingMachinePrototype::max_item_product_count. Added LoaderPrototype::adjustable_belt_stack_size. Scripting Added LuaFurnaceControlBehavior. Added LuaTransportLine::force_insert_at. Added LuaEntity::loader_belt_stack_size_override read/write. Added LuaEntityPrototype::loader_max_belt_stack_size read. Added LuaEntityPrototype::loader_adjustable_belt_stack_size read. Added on_cargo_pod_finished_descending and on_cargo_pod_delivered_cargo events. Added LuaRecord::contents_size read. Added CustomInputEvent::cursor_direction. Added on_singleplayer_init and on_multiplayer_init. Added defines.inventory.assembling_machine_trash and defines.inventory.furnace_trash. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "JaJe", "content": "Well well well...this is an interesting one. \nI see we can attach a cable to radars but no use yet.", "date": "2025-02-20T12:43:50+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Gloweye", "content": "I love this. Does it include recyclers?", "date": "2025-02-20T12:47:07+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Nemoricus", "content": "Radars act as long range signal transmitters. \n \n https://www.factorio.com/blog/post/fff-402", "date": "2025-02-20T12:52:41+00:00", "quotes": [ { "author": "JaJe wrote: Thu Feb 20, 2025 12:43 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Hares", "content": ":tears of joy:", "date": "2025-02-20T13:02:06+00:00", "quotes": [ { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "Kyralessa", "content": "Excellent news, been needing this desperately.", "date": "2025-02-20T13:12:47+00:00", "quotes": [ { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "JaJe", "content": "Wow! I did not know that! \nThanks!!", "date": "2025-02-20T14:55:02+00:00", "quotes": [ { "author": "Nemoricus wrote: Thu Feb 20, 2025 12:52 pm", "content": "" }, { "author": "JaJe wrote: Thu Feb 20, 2025 12:43 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Orum", "content": "Now if only we could get it for train and space platform schedules.", "date": "2025-02-20T15:30:59+00:00", "quotes": [ { "author": "Kyralessa wrote: Thu Feb 20, 2025 1:12 pm", "content": "" }, { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "erkki772", "content": "Fixed that crafting machines with high speeds would not scale input fluid amounts \n \nChemical plant lubricant is still 20", "date": "2025-02-20T15:57:45+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Feature Exists ?", "date": "2025-02-20T16:11:58+00:00", "quotes": [ { "author": "Orum wrote: Thu Feb 20, 2025 3:30 pm", "content": "" }, { "author": "Kyralessa wrote: Thu Feb 20, 2025 1:12 pm", "content": "" }, { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "Fabriken AGI", "content": "HELL YEAH! Thanks alot for a substantial update! \n \n- Furnaces has a circuit option \"Include in crafting\", which does not make a difference if it is checked or not, when \"Read contents\" is active \n- Also, Parameters 1-10 has \"rocket capacity 10000\" in the tooltip\" \n \nBtw, when in remote/camera view; the keybinding-hint-window says that \"Control+LeftClick = Take items\", but it's never been possible \n- Any chance you will add \"take items\" and \"deposit items\" in cameraview? I.E when filling turrets to 100 in space platforms. \n- What about increasing inserter-limit? would be nice to configure this to something higher. \n- It would be nice if the circuit network options/parameters in general were researchable btw. With some of the more useful ones unlocking later on in the game \n \nEdit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen And same for the minimap would be awesome \n \nEDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys", "date": "2025-02-20T17:58:09+00:00", "quotes": [] }, { "author": "erkki772", "content": "Ghost place items is already a thing \nInserter limit? There's many different inserters with capacity of 1-16 (custom pickup size)", "date": "2025-02-20T19:39:21+00:00", "quotes": [ { "author": "Fabriken AGI wrote: Thu Feb 20, 2025 5:58 pm", "content": "" } ] }, { "author": "Hares", "content": "It's the opposite, isn't it?\n \n \n \n 02-20-2025, 23-23-04.png (56.16 KiB) Viewed 5290 times", "date": "2025-02-20T20:23:19+00:00", "quotes": [ { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "Hares", "content": "I have links for you:\n \n 117241: Interface Request: Hide minimap when hovering an entity \n 126748: [SA] Move space platform hub info above its contents", "date": "2025-02-20T20:24:43+00:00", "quotes": [ { "author": "Fabriken AGI wrote: Thu Feb 20, 2025 5:58 pm", "content": "" } ] }, { "author": "Muche", "content": "This seems like a general language thing in (any) changelogs. \nSome changes describe what the old behaviour was altered, some describe what the new behaviour is like.", "date": "2025-02-20T20:36:01+00:00", "quotes": [ { "author": "Hares wrote: Thu Feb 20, 2025 8:23 pm", "content": "" }, { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "Hares", "content": "Thus it should be forded as \"Fixed so ...\" instead of \"Fixed that ...\"", "date": "2025-02-20T21:29:15+00:00", "quotes": [ { "author": "Muche wrote: Thu Feb 20, 2025 8:36 pm", "content": "" }, { "author": "Hares wrote: Thu Feb 20, 2025 8:23 pm", "content": "" }, { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] }, { "author": "gGeorg", "content": "It think it is mistake, definitely not Minor Feature. Come on, it is a Big one.", "date": "2025-02-26T14:11:32+00:00", "quotes": [ { "author": "FactorioBot wrote: Thu Feb 20, 2025 12:37 pm", "content": "" } ] } ]
16
2025-02-20T06:37:06-06:00
forum-topic-108616
108616
Looking for a CO-OP partner or two.
Multiplayer
https://forums.factorio.com/viewtopic.php?t=108616
grimux
I'm looking for one or two people to play the game with. I would consider myself to be of medium skill; I've launched a couple rockets and have had many starter factories. But my next goal is a Megabase! I also have never used nuclear power, so some help with that would be a great bonus. I like to achievement hunt too, so we could help each other to do that. I also like to use a couple of QoL mods, such as Factory Planner, Drive Assist, Vehicle snap, Water Fill, etc. But I'm also fine with complete vanilla too. I'm not into any big mods as I don't feel confident enough with the game yet; too many recipes would overwhelm me. I'm mostly wanting to get better at the game and experience it with others, as I've never played multiplayer before. Your skill level isn't important to me; either you teach me or I teach you, or both! I will give some additional details below: - English only - US Central Time (UTC-5) - I prefer voice communication when playing, no need to be shy If this sounds fun to you or if you have other questions let me know!
[ { "author": "xuxas", "content": "did u find anyone yet? im interested in a multiplayer session with someone that knows how to manage a proper work space XD \nlast year i got heavily adicted to factorio, playing till 6-5 am then rinse and repeat all weeks. \nMy problem was that i didnt knew how to \"organize\" the world, so i got stressed about the space between machinery, and when i needed to build more stuff, i did it between the already placed stuff, so i got overwhelmed at some point and just left the game... \nrecently i saw factorio on my steam acc and wanted to play it so badly, and when i opened it, i saw the mp option and thought bout playing with someone!", "date": "2023-09-14T21:07:09+00:00", "quotes": [] }, { "author": "mastermind763", "content": "I would also be willing to play. I haven't yet made a megabase but I have played plenty of crazy mods over the years. That's a good set of mods, I do like to make things a bit more complicated which I suppose isn't a mega strategy, things like angels and bobs. I work during the day and am available in the evenings, EST.", "date": "2023-09-17T02:04:52+00:00", "quotes": [] } ]
2
2023-09-08T16:35:11-05:00
forum-topic-127520
127520
Generic train and combinators
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127520
Nefish
Hi, I have, on fulgora, a recycling station that take items we have too much of and either fully destroy them or extract useful component and send them to the train station that accept those items. I'm working on the loading part of the scrap station and I'm trying to make a generic train. I'm trying to make it so that when a train arrive at the recycling loading station, the inserter select the items with the highest count and put them in the train. Then the train goes to a station depending on its content. The train part is done. My issue is trying to ensure the train is only loading one type of item. An example of what I'm trying to do is: currently the station is receiving copper cable and green circuit. If there are more green circuits in the loading station's chest, when a train arrive at the station, I want this train to be loaded with only with green circuit, even if all the green circuits get loaded before the end of the train's waiting time. The selection of the item to load would only be remade when the next train arrive. I also want the station to work for all items so that, for example, if I start adding plastic to the station I don't have anything to change. I've tried using a selector combinator with the content of the chest of the loading station and either using the "select input" or "random input" modes (and setting the inserter's filter with the output of the combinator) but if the chests become empty during the loading, the output of the combinator will change depending on the next item inserted in the chest and the train end up getting loaded with a mix of items. Also, in "select input" mode, if the item being loaded in the train stop being the item with the highest count in the chest, the output of the combinator will change. "random input" isn't the behavior I'd want (if possible) and has the issue of the update of the output being in the middle of loading a train. My first instinct was to use a memory that would be reset every time a train enter the station but the examples of memories I've found either work on number and not signal type or change output if a item (which wasn't the same as the previous output of the memory) is inserted a lot in the chest. Is there a way to do what I want to do? If there is, how can I do that?
[]
0
2025-03-15T07:17:10-05:00
forum-topic-109458
109458
[Raiguard] [1.1.94] Restart after mod load failure ignores --load-game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=109458
sparr
If I do `factorio --load-game foo` to load the save named foo, but a mod fails to load so I'm prompted and I choose to Restart (having disabled or fixed the mod), the game relaunches to the main menu rather than into the save I specified. That option should persist in a restart.
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.33.", "date": "2025-01-23T16:06:36+00:00", "quotes": [] } ]
1
2023-10-31T13:35:14-05:00
forum-topic-35643
35643
Factorio Mod Manager
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=35643
Danacus
Hi Factorio Players I've made a tool to download/update your mods, enable/disable them and create modpacks. More informations can be found here https://github.com/Danacus/FactorioModManager Please report bugs in this topic or on /r/factorio I hope you like it!
[ { "author": "", "content": "Moved to Contributions ‹ Tools ‹ Mod-/Installation-Handling.", "date": "2016-11-03T16:00:38+00:00", "quotes": [] }, { "author": "Danacus", "content": "thanks xD", "date": "2016-11-03T16:09:12+00:00", "quotes": [ { "author": "daniel34 wrote:", "content": "" } ] }, { "author": "tzwaan", "content": "What is the advantage of this manager over the one by Artentus? \n viewtopic.php?f=137&t=33370", "date": "2016-11-03T16:21:00+00:00", "quotes": [] }, { "author": "Danacus", "content": "Wow! ModMyFactory is way better than my mod manager, why haven't I found this one earlier? Thanks for showing me \nThe only things I'm missing in ModMyFactory are multiselection and ordering", "date": "2016-11-03T16:33:43+00:00", "quotes": [ { "author": "tzwaan wrote:", "content": "" } ] } ]
4
2016-11-03T10:09:16-05:00
forum-topic-126651
126651
Spoilables Appearing Increasingly More Spoiled
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126651
adam_bise
I thought it would be cool if spoilables appearance changed depending on how close to being spoiled they are. Like darker color, greyer color. Instead of just bright color to dank rot.
[]
0
2025-02-06T19:41:05-06:00
forum-topic-87017
87017
501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods - Page 2
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=87017&start=20
spiral_power
Is this Bob's mods ones? then I'll consider to use it, if not, I won't. I told you repeatedly. God modules is option of Bob's mod. Your game ONLY 2M rockets launched but 120 inserter cap, it is crazy I think. Roughly speaking, you are just doing add 0000... to number, it is not my game. You do your claim in YOUR thread.
[ { "author": "eradicator", "content": "2億越えとか凄すぎて何ってコメントしたらいいか分からなくなってきますな。 \n1.1への移植頑張ってください! \n \n(上の厨にあんまし精神力を使わない方が身のためやと思います。)", "date": "2021-04-08T19:32:05+00:00", "quotes": [] }, { "author": "spiral_power", "content": "お見苦しいところおみせしてすみません。どうもありがとうございます。 \nI am sorry for inconvenience all, thank you.", "date": "2021-04-08T20:42:14+00:00", "quotes": [] }, { "author": "ptx0", "content": "i didn't say anything about my map here. that's you bringing it up again in order to pretend that your game is somehow more valid than someone else's. it is off-topic, or maybe there is a language barrier. for the record, my inserter bonus is strictly from Bob's mod itself. nothing has changed it other than inserter research. \n \ni'm not saying you need to do what i do. i'm saying that if your train currently has 130% acceleration bonus from the grid components, that you can make a fuel that adds this same. exact. parameters. without using the game engine's vehicle grid feature. because my UPS was at 40 and then I got rid of the \"bobvehiclegridequipment\" mod and it went back over 60 UPS and was able to build a lot larger before hitting UPS limits again. \n \nthat's fine if you don't want to. i was merely explaining what i meant to be more clear, in case somehow my previous explaination wasn't good enough. somehow you were okay with Flare Stack mod for some time, but the idea of replacing a fuel item is just TOO MUCH. you don't need to be hostile about it. i sure hope your next update here is to remove all the Flare Stacks from your map and fix the plutonium generation. i can't wait to see the builds.", "date": "2021-04-08T22:53:14+00:00", "quotes": [ { "author": "spiral_power wrote: Thu Apr 08, 2021 3:24 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "spiral_power", "content": "Small fixes/optimizations are done. One of them is about a flare stack disposer . I deleted a flare stack mod. \nI did a minimum test, i.e. several million rockets were launched and my factory works well, sure, better UPS. \n1.1.32 stable has just released, I'll test it later. \nI omit the detailed description. \n \n Save file \n \nFile size 100MB, Memory Usage 3GB ( I used Delete Empty Chunks mod ) \n https://drive.google.com/file/d/1Aiz64M ... sp=sharing \n \n \n \n \n 1.png (2.34 MiB) Viewed 8892 times \n \n \n \n \n 2.png (248.92 KiB) Viewed 8892 times \n \n \n \n \n 3.png (33.85 KiB) Viewed 8892 times \n \n \n \n \n 4.png (12.07 KiB) Viewed 8892 times \n \n \n \n \n 5.png (9.58 KiB) Viewed 8892 times", "date": "2021-04-18T06:42:12+00:00", "quotes": [] }, { "author": "spiral_power", "content": "I always check these points when I confirm someone's factory. \nI think this is useful when comparing factories with different conditions. \n \n Are Items and fluid completely balanced in VALID period? ( sometimes impossible because of a game engine issue, see below ) \nNeedless to say for me, This is premise. \n How many/much items and fluid flow? If it is high flowing with high performance, i.e. good SPM and UPS, it is good job, good logistics, optimized. If the difference between the number of materials and the number of products is large, you can see that the productivity bonus has a large effect. In some cases it may be easier to compare by dividing by the stack capacity of the inserter. Similarly, when compressing something, the difficulty level changes by multiplication. \n How many entities are there? If it is fewer, it is less waste. If it is many but good performance, it is well optimized. \n \n \n \n \n 1.png (433.91 KiB) Viewed 8810 times \n \n \n \n \n 2.png (470.46 KiB) Viewed 8810 times \n \n \n \n \n 3.png (446.86 KiB) Viewed 8810 times \n \n \n \n \n 4.png (351.06 KiB) Viewed 8810 times \n \n \n \n \nreference: \n [1.0.0] Byproducts don't appear in statistics \n How is \"SPM\" measured? \n [Twinsen] [0.17.74] incorrect statistics", "date": "2021-04-27T02:23:16+00:00", "quotes": [] }, { "author": "ptx0", "content": "i think your method is flawed. look at mine: \n \n \n \nperfectly balanced! in comparison, yours seems to be having free hydrogen from nowhere.", "date": "2021-04-27T03:18:19+00:00", "quotes": [] }, { "author": "spiral_power", "content": "Please do not reply without thinking. \nRead my reference. \nAnd... what do you think about yours... 3k/m gap. \n \nI don't want to argue with you because there are many irrelevant points in your posts, so you may or may not get a reply.", "date": "2021-04-27T03:32:09+00:00", "quotes": [] }, { "author": "ptx0", "content": "i did. i have even posted in one of them! \n \n\nwasn't arguing, just pointing out it's not so easy. \n \nmy 3k/min gap is because I transitioned to high pressure hydrogen.", "date": "2021-04-27T03:51:39+00:00", "quotes": [ { "author": "spiral_power wrote: Tue Apr 27, 2021 3:32 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "spiral_power", "content": "You red but you could not understand what I posted... \nI don't want to have boring interactions in this thread. Others understand it.", "date": "2021-04-27T03:57:43+00:00", "quotes": [] }, { "author": "spiral_power", "content": "300M rockets launched / 569 kspm / 11.6k hours / 1.1.38 stable with Bob's mods \n \n3k hours * 569kspm * 60min/hour ~ 100M rockets \nI haven't decided if I continue this game, but I haven't stopped it yet. I just check the screen once a week and restart my PC. \n \n \n \n 1.png (14.62 KiB) Viewed 8408 times \n \n \n \n \n \n 2.png (42.72 KiB) Viewed 8408 times \n \n \n \n \n Settings \n \n 1.1.38 stable & newest Bob's mods. \n YES: God modules, much resources, mods which do not change game balance, i.e. satellite counter etc. \n NO: enemies, pollution, cliff, productivity bonus bug, mods which changes game balance. \n \n Records \n \n 300M (3億 in Japanese ) rockets launched & 569 kspm research \n UPS 50-55 on my PC ( Ryzen 2700X/DDR4 32GB 2666MHz). \n About 1.38-1.40 REAL days/ 1M rockets launch. \n Stack inserter capacity 99 ( 1+98 ) now, it will be 102 before 400M rockets launching in next year, if I still play this game. \n Mining productivity +57630 % ( sufficient high so closed researching, good for UPS ) \n Totally running 11.6k hours in game time \n \n Recent Todo \nNOTHING \n \n History \n \n Jun 2019 Game start with 0.17.45,1st rocket launched \n(from Jul to Nov I played an other map) \n Dec 2019 develop version at mall ( 5.8kspm ) \n Feb 2020 product version start (77kspm) \n Mar 2020 1M rockets launched, 287kspm \n Apr 2020 10M rockets launched \n May 2020 Mining research closed \n Jun 2020 381kspm \n Jul 2020 50M rockets launched, first post my factory to this thread. \n Aug 2020 update apply 0.17.79 → 1.0, Bob's mods 0.17.x → 1.0.x except Bob's revamp mod, revamp mod 0.17.x → 0.18.2 \n Oct 2020 update apply Bob's revamp mod 0.18.2 → 1.0.x, 569kspm \n Nov 2020 100M rockets launched \n Jan 2021 update apply 1.0 → 1.1.19 (I don't use Plutonium nucleosynthesis recipe yet ) \n(I played Space Exploration overhaul mod for 1k hours, so ...) \n Mar 2021 stack inserter capacity 99 \n Apr 2021 200M rockets launched, no more flare stack cheating(using Plutonium nucleosynthesis recipe) \n Aug 2021 300M rockets launched \n \n Twitter moment ( many pictures of history but text in Japanese ) \n \n Points \n \n I want to launch many rockets and do infinite research. I prefer higher ( spm * UPS ), long term ( hundreds, thousands hours ) stable running, less trouble, robustness, maintainability. \n Train & inserter base factory, No belts, No bots except fuel recharge & mall. \n Faster item transportion, I adjust EACH inserters ( fastest 90 items/2 tick now ) \n Less access to entities, I adjust some inserters delay. \n Sure, less train running is better UPS, I didn't know this map's ceiling so I made a large site first, now I know it is about 800-1000 kspm, I'm reducing my factory to fit it and optimizing train routes. \n No productivity bonus bug, it is fair ( no cheat ),I should adjust speed to 1 tick/recipe. Example, 1 second recipe's speed shouldn't over 60 and 60 is best for UPS. \n High customizability of inserters and higher level modules, no productivity bonus bug usage make a factory odd visualization compared with vanilla ones. \n I repeat destruction and construction, again and again, mall supports me, auto provision, stock and recycle. \n Train sceduler that uses commands very very useful for me, nor I COULD NOT finish and start main area. \n Science packs. YES: red,green,blue,purple,yellow,white. NO: violet( closed researching ),black \n Trains 4 locomotives + 32 cargoes, or a few 1 + 8, 200+ lines, with some equipment ( equips MANUALLY ) \n No enemies so no alien research, no powerful train equipment ( vehicle fusion reactor MK6 ). This may decrease UPS some. I can create the equipment by using console command, but I don't do at the moment. \n In future, I MAY USE productivity bonus bug in this map, it may does good UPS and 1,000kspm research, but it must be very hard work that all recalculation and reconstruction. \n \n Save file \n \nThis is my fairness and correctness. \n \nFile size 100MB, Memory Usage 3GB ( I used Delete Empty Chunks mod ) \n https://drive.google.com/file/d/1Aiz64M ... sp=sharing \n \n Pictures \n \n Records \n \n \n \n 3.png (897.35 KiB) Viewed 8408 times \n \n \n \n \n \n 4.png (932.13 KiB) Viewed 8408 times \n \n \n \n \n \n 5.png (813.12 KiB) Viewed 8408 times \n \n \n \n Overview \nThere are no major changes, so please look at the save data if necessary.", "date": "2021-08-26T06:40:13+00:00", "quotes": [] }, { "author": "spiral_power", "content": "400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods \n \nIt's a really solid system, so it keeps working. \nBut, in the recent 100M, resources have been exhausted and the factory has been shut down twice. \nI only see the screen a few times a month. \n \nUPS has dropped to around 45 because it works on a slightly older PC.\n \n \n \n 1.png (466.62 KiB) Viewed 7610 times", "date": "2022-02-03T08:12:40+00:00", "quotes": [] }, { "author": "ptx0", "content": "no offense means, it's just out of curiosity, what's the point of leaving a game running and periodically updating us with how many rockets launched, if you only see the screen a few times a month and never change anything?", "date": "2022-02-03T18:13:05+00:00", "quotes": [] }, { "author": "mmmPI", "content": "maybe OP is missing the kind and constructive feedback of the community when there is no update for too long. \n \nThat's a very impressive factory in size and regularity judging by the pictures", "date": "2022-02-03T19:36:14+00:00", "quotes": [] }, { "author": "spiral_power", "content": "I think it's wonderful that a well-thought-out factory can operate for thousands of hours without doing anything. On the other hand, not many people think so and do it. It's hard to do that. \nAlso, when I look at the screen once in a while, I like to see trains running quickly and assembly machines busy. It's a waste to stop the game even though it was built with great effort. \nIt's difficult in vanilla, but this game is extremely infrequently maintained due to various specifications ( less mineral consumption ). \n \nIf Bob has a big update in the future, I might fix this game.", "date": "2022-02-03T21:58:03+00:00", "quotes": [] }, { "author": "ptx0", "content": "honestly, what you've done is very impressive. I voided everything and added extra mods for my Bob's map. would have driven me insane to try and balance all the byproducts. I am doing it that way now with Angels, and it's very hard, if not, impossible.", "date": "2022-02-03T22:00:31+00:00", "quotes": [ { "author": "spiral_power wrote: Thu Feb 03, 2022 9:58 pm", "content": "" } ] }, { "author": "spiral_power", "content": "501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods \n \nThe drop in the graph is due to the mining deposit dying and the work to bring bob's version up to date. \nRecipes, etc. are already compatible with bob 1.1.5, but Bob's Adjustable Inserters 1.1.5 is not yet compatible due to a bug. 1.1.6 will be available. \n \nOne inserter research should be finished next summer. If I continue this save until that point, I may do a mining research next. \n \n save \n \n \n \n \n \n 2.png (772.97 KiB) Viewed 6312 times \n \n \n \n \n \nThis time I coordinated the train network. White: standby locations, red: dummy stations, green: actual stations. I made sure that the red stations are not too long in a row. This prevents the trains at the standby locations from searching unnecessarily far away. I also added dummy stations to the green stations so that the number of green stations in a chain is the same as the number of red stations. The reason and effect is the same as for red. \n \nThe amount of computation per tick seems to have decreased by about 0.5 ms.\n \n \n \n 1.png (647.13 KiB) Viewed 6312 times", "date": "2022-08-02T11:17:58+00:00", "quotes": [] }, { "author": "spiral_power", "content": "game.tick overflow happened. \n viewtopic.php?f=7&t=104329 \n \nInterested parties can investigate the save shortly before the overflow. \nIt has been about 20 hours since then and the save is working fine.", "date": "2022-12-04T23:29:17+00:00", "quotes": [] }, { "author": "spiral_power", "content": "20k + 7k hours passed. \nSince I did not initially expect to continue for such a long period of time, unexpected resource patch exhaustion issues arise . \nSo I've raised the level of mining efficiency somewhat. \nAnyone else have it up to five digits, and it only shows up to four. \nPerhaps after 2.0 released, but in the future I would like to rebuild this entire factory again. I want to utilize robots.\n \n \n \n 2023-11-03.png (1.19 MiB) Viewed 3296 times", "date": "2023-11-03T09:12:32+00:00", "quotes": [] } ]
18
2020-07-20T08:56:26-05:00
forum-topic-125275
125275
Balanced holmium solution input
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=125275
jaylawl
So this for engineers that have some scrap mining operations running using quality upcycling, leading to the issue of having mixed quality holmium ore and stone. This blueprint contains an input balancer which is basically just a counter. Its very simple: -> Count the amount of holmium ore passing through using the pulse reader -> For each x2 holmium ore of a certain quality, allow for x1 stone of the same quality to be sent towards the chemical plants -> For each x1 stone allowed it, the counter is balanced by pulse reading the output of the inserter -> Repeat cycle x2 holmium ore, x1 stone is what is needed for the holmium solution recipe. There will always be surplus stone - lots of it. That surplus is released onto a third belt, to be processed differently. This thing works like a charm, but has throughput limitations. 0eNrNWV2SozgMvkrKj1ukNxhIIFUzDzPH6EpRBpyOd8AwxnRvtisH2IPsxeYkI9v5pU1+IJ3aNyGsD+mzLMnJO0ryhlaCcYnm7yijdSpYJVnJ0Rx9F5RImo2S9egvss7JWz7C4ZOLn/AE+8hBLC15jebP76hmL5zkCkGuKwqmy7xhGSzhpFCPqzIvWFOM6zJvNPgGrHlG/0Zzd+NY7F+ZkA1o9gg5XcoxEaJ8O7LFm4WDKJdMMmoc0Q/rmDdFQgWA7+0zmrKMinFaFgnjRJYCsKuyZibWdwRwY9cLHbQGM99/CuAzGRM0NQt8B0G0UpR5nNAVeWUAoAnTsDG8yzRUrbTHT+DUkolaxpdjNCvGhK/livEXFSi4WxGh3Z2jr0jFWzayamQH75cxN4vNRlHeYgrvLYhgclVQydJryQraZLnYztYBukVYm6FW2pSCggM/ITBwWSfDC+UZEWtFUU0VVk/jsqLArkn3P9GO3I9gtSx5J4yVUK8HodMuQv378Hk2ij2T6lRLogrCGJ8y9McZhq6g28qTv+dpSWo5loLwuiqFHCc0l1aW4GwenVILZDAA0lBvIztlIm2YjKEoZvGKGKIkfBoYX5K8ps5+ye6FWVuUGfgysXk6vdlT71LwswGQgR0yHFAbpo+uDbRiaZ+ysLPrXxEMgjXJowEMzh7NoCCg6MHgzq4/gwbByqA7GVBPpw+rp63su28pPZNgrjuAntnD6Gml1n3pOZc9eEBLmNqrousNwJx1YPq3Dqz4AHm6h+HjBlZK0pUZVnfb6U8mnzG7KsxqDb43XMZLURYx44C37b8dk60bDOiIXXvfatyM11RIKi6gfTho4flRo6YQJssBGCiTojkaMWxTiFoB+E1N21blKxUC9j2G/Ul/wM7+Q7c3r3ZgswGdKnx0p2o4eFaY6+St3erYtn/HOqDYc2/I6BQ9gs4rmbuZpA4+ogFtKvrUNnXPrmQPHg8ZYcKH9WjLobpvn75wZrA7oK+G9nqNh/T/qNeV8LRcX30jxIepQtfq860FnwR+VbHo7C22zmFz8DCiJE3+49rW9+Hwhjbs4Ch4SvNxuqL1pRbdteW3363di5iznr8nBpNrt+cx8xluTWe//v2v/3xm4Lt+Vwz7n7wta+eymHKS5DSzHLdsj3ojW0kOx+6UrvYw+0W//oTfg3B0a4JN/18Jdp+J/2xGeZP+87ymSbn1BkQpp55dx3Ww4y0ckDwncFyQMGhCB2vJA0m99UAXaJ2S3MlW9JXogwiWDtwKXC1iJaoFgOJEW8kDSSFF6vVMK0GhRP31iVK7Wq0glaxwlcrB5nNKpWSt95XeeAQyPHlGnimccCd7Stb4yhWoX9o2OsKMjjC1bPzFioSdPFMkGe9xZPT+AlhkkhaqD+z/QnJQTmAXQPeN5ISnNBs967+CvrT/AVqMzNXNQXA1qfVuBVMc+VEUBDiYetjdbH4Dm0//Qg== Copy blueprint holm.png (297.5 KiB) Viewed 1196 times Please improve this. Surely this can be done with less combinators...
[ { "author": "the_potty_1", "content": "I feel like I'm on about your level with combinators, that is, with a bit of effort, we could become utterly mediocre \n \nSo I can't improve your design, although I assume it should be improvable. I'm posting a similar problem I have a bloated long winded non-solution for. It's also for Fulgora, where it's an obvious advantage to use quality modules to indiscriminately upgrade scrap. The downside is you then need 5 tiers of processing for three specific recipes. They are water from ice, holmium ore processing, and to a lesser extent, rocket fuel production. \n \nI've been playing around with the 'set recipe' function in order to address this. I had some success processing asteroid chunks, mainly because the crusher only accepts one chunk at a time. I tried it with ice melting, but clearly I need 5 instances of that RS-latch logic that I'm just not getting to play together nicely. \n \n \n \n \n Fulgora_ice.png (1.12 MiB) Viewed 1059 times \n \n \n \n \n \n Fulgora_holm.png (1.16 MiB) Viewed 1059 times \n \n \n \n 0eNrNWNuOmzAQ/ZXKz6YKBLIhUvsR7eMqQg5MstYaQ43JNlrx7x1zDzXbTdVtUB5iZuwzZ2bOGCWv5CBKyBWXmuxeCY8zWZDd4ysp+EkyYWySpUB2pNCZYidwNJPPpKKEywR+kp1bUcvm+AlSHjPh5IIhMiU/Sia4vqBLwAlkwtRlBOJVe0pAaq45NOHrh0sky/QACqPQgQaAcBC/MLB5VuCZTJrQiOO43ueAEgzjPXwOKkNtAuT1QEdWaIfLApRGhwXKHUNRknAFcbPB9SzIazqb/BQ67JA3NTLWXKtMRAd4YmeeKbOtAB1hPJ4joFYlUKKAJZHZinGLxljZ62r2Niexn+CkIDSXp94cDWdkplLsmyUbv8+GyyOX6Jqv+bZLZ1un0x2IMAcTuDAbFaTZGaISfQLrDUnENaToOjJRYHaNuel9FzgGYopTGmkGK0rSLDF2ph0BrKbSa3Bv63Xw/l4/XKfwp15vemTcd4mFHbSDvAb055rWFgQLwJPRKLWbHcy+FOCs3ximBgDPy4jLM3LO0FEDDk8YvtAsfia7lUnM6nFnPd6sZ216sLfU6oFab5A3piK0j+62B0pQxwkoJ87SA5cMYW3l37R4a/e6AVv7xLWgZsSSGqgu5fgJC3nkqtDRb9edkWo9yGnOVM1nR74SerU9kqBfMvXcjkPSS/+kAGQ70CbtaQx9yVulmZmmo5j9aDeXCHbCjIo7IfLlb4h0GBC14ZlMiI3dtAI9i9XN9WjuuZZFzaky74Ws1Hmpp2+l91Ylv0T1FRIdVZbiWCBUB24uDYJ39AW7nkARK543CiHuSFqfvn13BNPxk+2aDG/UZPB/NTm+KkqJ1FIMdk+hzhO6u3rfQe3+kp4n+bE6N6nfJHT/fkJX2PfFiHwgsyiBW2gtS9wDwQ8WtnujsNf3EzbkPF6MsAcyixK2hdayhD0Q/GBhezcK27ufsK9+xSxC3RNGi5L4HLdl6XzC8l+KHSm+oD4NwUeX4sej7p4+rqlnlj4ut2gNa+MWjdvW5qPNrEJzZlW7Q3R3Rt8YzdL4KL4Y3Gbtjey+sdfrUWBceyO737HAr5bRvvlxjikN/7ZRcgZV1IkGGy/0wzAIvGCz9tyq+gUYRLMu Copy blueprint", "date": "2025-01-02T22:19:28+00:00", "quotes": [] }, { "author": "SuicideJunkie", "content": "I've been using the new sorter combinator for that job. \nMy use case is the iron/steel overflow. It goes into a bin of mixed quality plates. \n \nThe sorter combimator chooses the largest quantity item. \nI then have a red/green lookup table constant+decider that maps plates to bins of the same quality level, and puts that in as the recipe. \n \nI include the assembler contents so the recipe doesn't thrash, and it churns away making the plates into nice bins to recycle back down efficiently. \n \nI imagine it could be done more efficiently but I'm using two lookup combinators in sequence for the plate-to-bin translation. \nSelector Combinator outputs 44x Q3 plates is the biggest stack of stuff we have to process\n \n \n \n Lookup_A.png (29.25 KiB) Viewed 1048 times \n \n \n3-dot plate gets translated to signal quantity 3\n \n \n \n Lookup_B.png (29.42 KiB) Viewed 1048 times \n \n \nSignal quantity 3 turns into 3-dot bins. \n \nSteel to bins can take indexes 6-10, and copper to wire can take the next 11-15, and so on until the assembler gets too busy for the flow.", "date": "2025-01-02T22:30:40+00:00", "quotes": [] }, { "author": "the_potty_1", "content": "Yes. So. I swear I am quite smart. Plus I write code for a living, and this is just another language. Still, large chunks of what you just said .. just don't mean anything to me. Sorry. If you posted a blueprint I could drop it down and see it run, which would help. \n \nIn any case, I got it working. It's not pretty, and it occasionally leaves product in the machine when you switch recipe, and it's so very tedious to set up and prone to user error, basically I hate everything about combinator logic and control. \n \n \n \n \n Fulgora_ice.png (708.39 KiB) Viewed 1009 times \n \n \n \n \n \n Fulgora_decider.png (397.25 KiB) Viewed 1009 times \n \n \n 0eNrtme1umzAUhu/Fv00VG8iXtNxIFSEHnNQqGGZMtqjKve/YBEIyk4ZuSTqt/8zx4T0+H4+D2je0SiteKCE1mr8hEeeyRPPnN1SKjWSpsUmWcTRHpc4V23BPM/mK9hgJmfCfaE722OEcv/BMxCz1ipSBMkbfK5YKvYOtlG+4TJjadUTofokRl1powevw9mEXySpbcQVRcKO8ZqX2hCy50rCBUZGX8FYuTXBQ8gh5CjGCQDR8CiFCIhSPa4fAHPVMmF4vTBvhMQg7pHx8LBXnqQc1KPVFoYlbKPhAspPzZAl1KIe4t0Hn0rNuthjBXGiVp9GKv7CtyJVxK7mOIJ4oQFCrimOkOEsi4wpxy9q4d/fe+NZvwsxxL+OpFnLTmqPjOzJXGcyWI5txm42QayFhq7/m0yadqU2neSGCHEzg0jgqnuVbHlWwl0K9eRIJzTPYWrO0hOxqcz2fTeCYI1OcyuATjjDK8sTYmfZSzuxRWk6Wrl5Pru/15DSF93o9bZXBbxenbtFG8oyUvqYdCgIFEEkH94OzB9lXKff8C8DXAvC+jITcwplz2LCCxycIX2oWv6L5yCTm3CG9O7R3xzc9WDpqNcPOW+4CFTM3umTUKiUwyAlXXpxnKyEZ6LrqPz4I+uS0A1M3cgdRw1hihWwtu09QybVQpY5+u5PNrFqSs4Ipe545WqDGwCO9szgymVjYzlUO2wdscUe1pbe+J6DYhgZyFurb9aEuHviDZ+tOZCVBM4My7z9+xoEhFUjeMRwvRHzHcCeIXxUTfu/zSheVPv/auHbMil1kr91orfIMrhKQOlzUBnIXmmQgmuF90bxqQBc3a+FpyL8L8ZWp/cmt8wXxPwZx/0wMJ5sOJDt4HNnOEVrcYWJvR3RPSp+e5gd8Bfw3RB9nYjjN/kCa/cfR7Ozn4g7jczuae1L6ovnhnwOPo/k4E8NpDgbSTB9Hc3+BF/dq6u24vpTcF36f47f73lyfzcQ7cEPUH8CjifnsY4IBbbLEzyGmZhnAkoyMmVgzrME+auyBsds1MT609iHGp7UHxm7X1Pj4tQ81Pq09MHa77hwB1rRjD9rzBM3ZlvVfHiHn4787MNpyVdrLJRzTWTCbhSENxz4l+/0vq3130A== Copy blueprint", "date": "2025-01-03T12:20:18+00:00", "quotes": [] }, { "author": "jaylawl", "content": "Hey there! You've inspired me and i've found a solution to requiring less combinators. Its funny because it uses a selector combinator instead, which costs 5 deciders to craft \n \nThis will consume any quality input of ice. Had to learn more about the weird ways of the selector combinator for this. \n \n 0eNqdVO2O4jAMfJf8dlc0UBYq3ZOgVRVaA5Hy0UvS3UWo735Oei0HlBN3QkKu7Yzt8SQXtlcdtk6awMoLk7U1npW7C/PyaISKPiM0spLVJ9SyFiprlaBkYD87oWQ4U0jhEU0j3Jn1wKRp8JuVef8BDE2QQeKAmD7Olen0Hh0lwIh8ED5k0nh0gQLAWuvplDWxOCFlnL8VwKgQX+RvRd/DAxafsGL/gfrLaqv30ohgZxGXE+KCEIE10mE9ZGwgggRnVbXHk/iUhEDH/BD3tzaNNc4L7CAVDXDvDec2Nkb4koypUVljplEFaY43XBrrNPEem9CtcGmAkv1Iji4uiYil3xwLywncB0SV0cZ8+Dufi3k+V6/vJn/O5GoGuYCnerqHzrc3a3+2llD9prYMrkMgokVTxVSq7AdnPy9WGJdyv43BXc0L/GGk9ZV2VDS7dS+Lj78kPdsi6SBljHNkwQnjD2klQ9Wx2+rgrK7G2ztQMoa87VyN1cPVpunZlaOqIdnE7qniH7kv6HhWle//rko+r8rN/6iS36sy5/Ms19LVnYxqIv2chLkXEUwZKZjStG0w3sj41n1RiXj3dxxyWEP+AbsiWctkcbI4WRSB9xSlf9iQRWdlQE1jXZ9iYJ/0kqR+izXfrrbbouDFesmp1i8EUOi5 Copy blueprint \n \n \n \n lessC.png (103.65 KiB) Viewed 968 times", "date": "2025-01-03T21:30:32+00:00", "quotes": [ { "author": "the_potty_1 wrote: Fri Jan 03, 2025 12:20 pm", "content": "" } ] }, { "author": "the_potty_1", "content": "Ah. That's brilliant. Thing is, factorio allows at least the same level of control as something like oxygen not included, and possibly more, I don't know. Trouble is, ONI has a different sensor for each use case, so it's relatively easy to choose which sensor to use in any given control scenario. Factorio has 3 controllers, but they are massively more configurable, so the barrier to entry is quite a lot higher. I really don't mind about the manufacturing cost, because the actual logic you need to set up drops from .. 35 distinct checks to .. one? Fantastic! I still don't know what that constant combinator is doing, but it immediately breaks if you remove it. \n \nDid you figure out your original problem as well? \n \n \nEDIT I upgraded my ice melting because I'd actually run out of water, but holmium's still a horrible mess. That said, the tank is full, so I'm leaving it for now. \n \n \n \n \n Fulgora_holm.png (741.92 KiB) Viewed 923 times", "date": "2025-01-04T07:09:32+00:00", "quotes": [] } ]
5
2024-12-28T14:18:11-06:00
forum-topic-97127
97127
Allow items and fluids in a selector
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=97127
oof2win2
Hello. I would like to request a new "item-and-fluid" elem_type for a choose-elem-button GUI element. This is because sometimes, fluids and items want to be mixed in a GUI, such as selecting inputs but still being able to filter them. I'm coming off of viewtopic.php?f=28&t=79257 , where Raiguard wanted the same thing. I understand that this would be a very complex task, but it would make mods better in ways, as people wouldn't need to make their own GUIs for this like in Factory Planner, but would be able to integrate these two different types together and still be able to filter them. Edit: Upon realization that signals can have fluids and items both, I think it would probably be easier to have a filter for signals, which already allow for the combination. Modders could still get the signals and use them instead.
[ { "author": "curiosity", "content": "This may be easier accomplished by adding the possibility of filtering to signals, which already include items and fluids.", "date": "2021-03-20T11:26:13+00:00", "quotes": [] }, { "author": "PFQNiet", "content": "\"Signals\" also includes virtual signals, though, which may not be wanted.", "date": "2021-03-21T10:33:32+00:00", "quotes": [] }, { "author": "InappropriatePenguin", "content": "Just wanted to +1 this request. I'm currently having to show all signals in order to allow the player to select items/fluids from the same button in my mod ( https://mods.factorio.com/mod/production-analyst ) and I just ignore any virtual signal input.", "date": "2021-10-14T13:28:14+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "+1 \n \nThis would be useful for my Factory Search mod in which users need to be able to search both items and fluids, but the signals are meaningless. \n \nEdit: it now supports signals so they aren't meaningless!", "date": "2022-04-03T00:17:04+00:00", "quotes": [] }, { "author": "Dominiquini", "content": "+1", "date": "2022-04-07T16:38:12+00:00", "quotes": [] } ]
5
2021-03-20T06:20:04-05:00
forum-topic-120404
120404
Move biter egg handling pre-req from Quantum Processor
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=120404
Lochar
Biter Egg Handling is currently a prerequisite to being able to unlock Quantum Processor. However, nothing in Quantum Processor actually requires biter eggs or any similar. For those players who basically abandoned Nauvis, it requires stopping working on Aquilo halfway through to go back to Nauvis to shoot a single spawner before turning around and finishing Aquilo. It should instead be moved as a prerequisite to the Promethium Science Pack as a checkbox for completing the game and the fact that the post game science pack actually uses biter eggs.
[ { "author": "MaexxDesign", "content": "If you play on peaceful-mode you can't beat the game, because there are no biter to unlock quantum processor. \nPlease change this.", "date": "2024-11-09T08:42:12+00:00", "quotes": [] }, { "author": "CyberCider", "content": "No enemies mode was changed with space age. Now spawners will exist, but they won’t create biters. You needed enemies to beat the game anyway, because lime science is made of eggs.", "date": "2024-11-09T16:54:13+00:00", "quotes": [ { "author": "MaexxDesign wrote: Sat Nov 09, 2024 8:42 am", "content": "" } ] }, { "author": "Sworn", "content": "Regardless of being on peaceful mode or not, it should just not be a child of bitter eggs. \n \nThere is nothing on Quantum processor tech, fusion, or rail gun that requires bitter eggs or module 3..... \nThis one seems like it was part of the recipe, like using productivity 3 on quantum processor, and later got removed but people forgot to remove the tech requirement. \n \nSo now that you are on Aquilo, and unlocked its research, you have to do a random trip to Nauvis to capture a single bitter spawner and feed it until you get 1 egg. Then you can destroy it..... \n \nIt is clear that it does not belong there. \n \nQuantum Processor tech should be just Aquilo tech, no requirement dependency over Gleba/Nauvis tech. One already has those done anyways, at least the ones that really meter for the fusion and quantum.", "date": "2024-12-12T01:50:10+00:00", "quotes": [] }, { "author": "spacedog", "content": "+1 \n \nI never noticed it until you pointed it out, but now that you have... it sure looks like this is some kind of leftover from an earlier iteration of the tech tree related to promethium science.", "date": "2024-12-12T05:24:45+00:00", "quotes": [] }, { "author": "Sworn", "content": "Would this maybe be under balancing instead? Like the shotgun shell one...", "date": "2024-12-17T10:57:58+00:00", "quotes": [ { "author": "Koub wrote: Thu Dec 12, 2024 6:40 am", "content": "" } ] }, { "author": "", "content": "It's more of a balancing subject indeed, thanks for the pointer \n [Koub] Moved to Balancing", "date": "2024-12-17T18:28:09+00:00", "quotes": [ { "author": "Sworn wrote: Tue Dec 17, 2024 10:57 am", "content": "" } ] } ]
6
2024-11-08T10:23:39-06:00
forum-topic-74574
74574
Some Formulas for Production
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=74574
LightspeedLazer
This is for all the people that want a formula instead of a spreadsheet. The formula is the first listed, the second is the function for a spreadsheet (If placed in column F). Desired I/S to Machines: When you want a specific IPS and want to know how many machines are needed ceil((CT/CS)/(PC/100*(PE+100)*IPS) =CEILING((A2/B2)/(C2/100*(D2+100))*E2) CT = Crafting time CS = Crafting Speed PC = Products per Cycle PE = Module Productivity Effect IPS = Desired Items per Second Machines to I/S: When you want to know how much your machines are producing 1/((CT/CS)/(PC/100*(PE+100))/M) =(1/((A4/B4)/(C4/100*(D4+100))/E4)) CT = Crafting time CS = Crafting Speed PC = Products per Cycle PE = Module Productivity Effect M = Number of Machines working full time I've had these formulas for a while and I wanted to get them out. I will be updating this as I find more useful formulas.
[ { "author": "Impatient", "content": "I would like to know what are all the abreviations and variables stand for. I don't know what this formulas are for.", "date": "2019-08-16T12:13:51+00:00", "quotes": [] }, { "author": "LightspeedLazer", "content": "Sorry about that, I updated it to include those.", "date": "2019-08-16T16:25:14+00:00", "quotes": [ { "author": "Impatient wrote: Fri Aug 16, 2019 12:13 pm", "content": "" } ] } ]
2
2019-08-15T11:36:40-05:00
forum-topic-123216
123216
[raiguard][2.0.23] on_entity_color_changed event not fired for locomotives sometimes
Assigned
https://forums.factorio.com/viewtopic.php?t=123216
CaptainHook
The event on_entity_color_changed ( https://lua-api.factorio.com/latest/eve ... or_changed ) is not fired when a locomotive is recolored by the factorio engine by the destination stop - when the copy_color_from_train_stop is set on the locomotive and applied ( https://lua-api.factorio.com/latest/cla ... train_stop ).
[ { "author": "", "content": "This is a known issue and is hard to fix because mods can change anything in events. I have some ideas, but it will take a while.", "date": "2025-01-07T20:34:35+00:00", "quotes": [] } ]
1
2024-11-28T14:41:14-06:00
forum-topic-122380
122380
[Fixed] Forgot Password Link 404 Error
This Forum
https://forums.factorio.com/viewtopic.php?t=122380
Dr_Doof
Good timezone. It appears that the "Forgot Password" Link on the login page is 404 Error.
[ { "author": "Yivry", "content": "Not only Forgot Password, but the FAQ link as well. Both of these links go to virtual routes instead of directly to php-files. Maybe there's others, I'm not up to date on current phpBB. \n \nThis means either .htaccess or the nginx config need to be updated, see also this post on the phpBB forum: https://www.phpbb.com/community/viewtopic.php?t=2551876 \n \nIn the meantime, the following URLs can be used for this forum: \n \nFAQ: app.php/help/faq \nFP: app.php/user/forgot_password <- This one doesn't work directly, you'll need to edit the form's \"action\" as well. Then the submit does work. \n \n Edit: I've not tested this myself, but as the Reset Password link also uses a virtual route, I'm guessing it has the same issue, which means you need to insert the /app.php/ in both the link and probably the form as well.", "date": "2024-11-21T14:53:53+00:00", "quotes": [] }, { "author": "", "content": "This issue has been fixed, it was indeed a routing issue. It went unnoticed because so few phpBB pages actually seem to rely on these routes.", "date": "2024-11-21T17:06:47+00:00", "quotes": [] } ]
2
2024-11-21T08:08:57-06:00
forum-topic-41285
41285
\data\core\backers.json file
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=41285
darkfrei
Hi! There is a lot of names, but some strings looks like: Code: Select all "OMNI \"FARTYPOOPFART\" GORD", "<svg/onload=alert(/WUDCHUCK/)> ", "<script>alert(\"Tyler Hoyt\");</script>", "=HS= Azzofan", "@mtoecker", "@RenokK", "@TMirroar", "@WithinRafael", "@xi@g@me", "Viktor O\u010dakovsk\u00fd / KillKillABC", "Zac \"Holladiewal\" Smith, Lord of Smith & M", "[FR]LdtSten", "[Morgan Freeman\u2019s voice] the man who, thro", "[Noob]Rudolf das kleine Rehntier", "[PeerCast] MISO-SHIRU-MG42 [7144]", "\u00c5ngstr\u00f6m Trilobite", "\u00d8yvind Heggstad", "\uc0ac\uacfc\ub9dbTV (TV_Apple)", "\uc890\ud138\ub9e8" I've deleted it and I have some problem with updating. Why it must be not changeable?
[ { "author": "Xeanoa", "content": "I've had one of my stations being given the name \"Satan Anus Railroads\". Kinda surprising the list isn't even moderated. \n \nMost of the names are garbage. Is there a way to clear the file, or mod it?", "date": "2017-02-15T00:55:46+00:00", "quotes": [] }, { "author": "", "content": "Why? There are no rules that say you can't put *not your name* in the backers field. Additionally we have no age rating on the game.", "date": "2017-02-15T03:41:45+00:00", "quotes": [ { "author": "Xeanoa wrote:", "content": "" } ] }, { "author": "Supercheese", "content": "What about hateful phrases? Surely there must needs be some moderation...", "date": "2017-02-15T05:54:35+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "", "content": "Code: Select all \"\\u00c5ngstr\\u00f6m Trilobite\",\n \"\\u00d8yvind Heggstad\",\n \nWhat is wrong with those? It is just Ångström Trilobite and Øyvind Heggstad \n \nUpdater fails because it is based applying patch to previous version file to make it current file. If previous version file is different then expected, it fails the update because applying patch to it would probably corrupt the file. Steam updater would just replace the file with new version.", "date": "2017-02-15T08:08:05+00:00", "quotes": [] }, { "author": "", "content": "Sure, If there is something especially inappropriate, but it won't ever be for trivial things", "date": "2017-02-15T11:32:00+00:00", "quotes": [ { "author": "Supercheese wrote:", "content": "" }, { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "Xeanoa", "content": "I simply don't like the names. That's why I want them gone.", "date": "2017-02-15T12:10:44+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" }, { "author": "Xeanoa wrote:", "content": "" } ] }, { "author": "darkfrei", "content": "I don't like it too. Can it be moddable in future?", "date": "2017-02-15T13:16:29+00:00", "quotes": [] }, { "author": "", "content": "I hope not it's a way to immortalize all the people who have bought the higher tiers of early access before the game was on Steam. It's a small token of gratitude towards them.", "date": "2017-02-15T20:16:06+00:00", "quotes": [] }, { "author": "Xeanoa", "content": "And that's all it should be. 99% of players don't seem to be bothered by it, but it shouldn't be forced on the few that do mind.", "date": "2017-02-15T20:33:08+00:00", "quotes": [ { "author": "Koub wrote:", "content": "" } ] }, { "author": "", "content": "It can already be modded by changing the backer_name of the entity to a different name as soon as the lab/refinery/train stop is put down, e.g. to a random number/custom namelist. Then you'll never see names from backers.json anywhere ingame.", "date": "2017-02-15T21:27:11+00:00", "quotes": [] }, { "author": "", "content": "I think that's the way to go:Make this customizable. \n \n \n \nOnce I had the idea to generate names depending on the \"area\" they are in. See OpenTTD: Richmond, Richmond Forrest, Richmond Factory, Richmond Outpost... and so on. The names depends on what is around.", "date": "2017-02-16T03:54:55+00:00", "quotes": [] }, { "author": "000", "content": "I'm having the same problem. \n \nI copied the raw contents of the version from github here , and completely replaced the contents of my backers.json. Still the same error. \n \nSo I deleted my backers.json, downloaded the github file, and tried to update again. Still the same error. \n \nIf I just delte backers.json entirely and don't replace it with anything, I get the error that it doesn't exist. \n \nSo how do I get the game to update and just download whatever version of that file it expects to be there?", "date": "2024-02-09T17:46:21+00:00", "quotes": [] }, { "author": "Nidan", "content": "When you grab the file from Github, you should take the version that matches your currently installed version of factorio, not the newest one. This change from 3 weeks ago is likely giving you trouble. \n \nIf everything else fails, you can always head to the factorio website and download the whole game from there.", "date": "2024-02-09T19:22:50+00:00", "quotes": [] }, { "author": "quyxkh", "content": "It's moddable now. building entities fires an event, if the built thingy's got a backer name and you don't like it, sub in one you do like.", "date": "2024-02-09T19:50:28+00:00", "quotes": [ { "author": "darkfrei wrote: Wed Feb 15, 2017 1:16 pm", "content": "" } ] }, { "author": "000", "content": "You were right. I removed the line \"Chibi\" from my file and the update completed successfully. Thank you!", "date": "2024-02-09T20:55:45+00:00", "quotes": [ { "author": "Nidan wrote: Fri Feb 09, 2024 7:22 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "You're replying to a 7 year old post....", "date": "2024-02-09T21:41:53+00:00", "quotes": [ { "author": "quyxkh wrote: Fri Feb 09, 2024 7:50 pm", "content": "" }, { "author": "darkfrei wrote: Wed Feb 15, 2017 1:16 pm", "content": "" } ] } ]
16
2017-02-14T18:32:14-06:00
forum-topic-19985
19985
Expand Early Game (Buildings - Rebalance - Energy)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=19985
The early game is more or less defined to be the game until you get electric power. This topic is a bit of mixture of themes, that will change this phase and is also not really shrinked to this definition (cause this definition is not well known). New buildings/structures https://forums.factorio.com/forum/viewtop ... f=6&t=3114 wood, more uses , light bridges, weak wallsx https://forums.factorio.com/forum/viewtop ... f=6&t=8099 Wooden Walls https://forums.factorio.com/forum/viewtop ... =6&t=18790 Wooden buildings / structures Game rebalancing viewtopic.php?f=6&t=3098&hilit=early+game A few ideas that could be implemented. [a bit off-topic] viewtopic.php?f=6&t=3618 Rethinking the (very) early game viewtopic.php?f=6&t=3788 Coal Electricity separation. [Early game rebalance] viewtopic.php?f=6&t=9658 An early-game way to easily remove Trees is needed viewtopic.php?f=6&t=20110 Wooden Paths viewtopic.php?f=6&t=40221 Expand low tech part of the game also. Energy https://forums.factorio.com/forum/viewtop ... f=6&t=3770 Mechanical connections - Early game https://forums.factorio.com/forum/viewtop ... f=6&t=6601 Wanted: coal-powered Assembling Machine f. early game https://forums.factorio.com/forum/viewtop ... f=6&t=7326 Burner inserters take fuel from furnaces https://forums.factorio.com/forum/viewtop ... =6&t=12337 Burner Mining Drills should have a faint glow viewtopic.php?f=6&t=37793 Steam power idea
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0
2016-02-10T06:12:50-06:00
forum-topic-127281
127281
Quality Fluid Tank Properties
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127281
vinnief
Space Age fluid tanks should have the `quality_affects_capacity` property. There are mods which offer quality fluid wagons (and cargo wagons). And the lack of quality fluid tanks to store the fluids unloaded from quality cargo wagons makes a clumsy situation for users of those mods.
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0
2025-03-05T08:28:09-06:00
forum-topic-121839
121839
Combinator Description UI placement can be improved
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121839
DefGie
TL;DR When examining combinators with different input/output states, Descriptions should be scannable. What? Simply move the Description field in the UI so it's not displaced by variable-size fields like Inputs and Outputs lists. I would put it above the "Working" flag, but I think below would work well enough. If doable, within the same delimited section as the standard entity description would likely feel best, in my opinion. In the screenshots below, the tooltip for the combinator hovered in the left section lists my Description immediately below "Working" because all input and output signals are at 0. When I hover a different combinator as shown on the right, my Description is much further down, displaced by the input and output state information. factorio-combinator-description.jpg (247.09 KiB) Viewed 124 times Why? When troubleshooting or revising a circuit, one usually needs to answer "Where did I put X" part of the logic. If the Description placement is consistent (especially when tooltips are displayed under the map, as by default - not used here only for screenshot compactness), it will be easy to scan for the Description you're looking for. When it jumps around as you hover different combinators, this process is much slower as you stop to spot the Description of the latest combinator. Additionally, combinators where the number of nonzero signals changes rapidly are not unthinkable. In such a case, the Description may jump up and down just when examining a single combinator, which is certainly visually unpleasant.
[]
0
2024-11-17T08:22:40-06:00
forum-topic-114975
114975
Friday Facts #425 - Behind the legs
News
https://forums.factorio.com/viewtopic.php?t=114975
Here it is! (beep boop) https://factorio.com/blog/post/fff-425
[ { "author": "mikiqex", "content": "I don't like how legs in the Spidertron's new animation stretch all the way during a regular walk sideways (on the screen). The original looked somewhat orderly, while the new looks a bit funky to me, creeps me out a bit, to be honest.", "date": "2024-08-23T11:17:14+00:00", "quotes": [] }, { "author": "Hares", "content": "You can also share knowledge of already-scanned position between different spidertrons, to improve performance for a taskforce.", "date": "2024-08-23T11:21:49+00:00", "quotes": [] }, { "author": "glee8e", "content": "I actually kinda prefer the old animation to stay. the old spidertron animation is slighly less natural and looks like a mechanical beast, especially when its legs often stretch into very unnatrual length. This behavior constantly reminds you that this is but a game and can really help to alleviate the fear. The new animation on the other hand really looks like a real spider... TBH it is a lot more likley to provoke arachnophobia.", "date": "2024-08-23T11:34:30+00:00", "quotes": [] }, { "author": "gravityStar", "content": "Absolutely, the new spidertron movement is creepy. I think I would prefer the old spidertron movement (or some facsimile in the new movement system) to stay. Maybe re-order the spidertron's leg movement groups to be more symmetrical?", "date": "2024-08-23T11:48:17+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Somehow the new Spidertronwalk looks less smooth to me, it also look more goofy than creepy, but that also might just be me \n \nI like the look behind the curtain, but the choice of topic also makes me wonder a bit: There are only 8 more FFFs to come until release, assuming the release date stays as it is, and there is still a lot of ground to cover:\n Enemies on Vulcanus (as hinted in the last paragraph if this FFF) \n Fulgora might not actually have enemies, as it's a dead world after all, at max there might be some old robots or something \n Uses of the buildings unlocked on Gleba on other planets are still open \n An entire planet is still missing \n Maybe there is also something more to do in space, than cargo-platforms and the one in Nauvis Orbit producing Space-Science \n New equipment was hinted at in previous FFFs \n\nI am starting to get the feeling we will not have a full picture of everything on release and I am a bit divided on what to think about that", "date": "2024-08-23T11:51:51+00:00", "quotes": [] }, { "author": "cpw", "content": "Welp. Guess I'm not going to be playing 2.0 at all without\"eldritch horror removal\" mods. Super sad. I could tolerate the old spidertron because it wasn't very spidery. Well done on making it very spidery.", "date": "2024-08-23T11:53:42+00:00", "quotes": [] }, { "author": "denshlk", "content": "+1 to people saying that old spidertron animation is better. To be honest I didn't use the thing much because I moved to modded games after launching the first rocket, so I don't think I am spoiled with simply 'old way is better'. It might be that you mixed up the footage somehow, but this looks kinda buggy with legs, espicially the last 5 seconds. It might be that it needs to loop through legs faster because it seems like last leg is dragged before it starts moving but then the steps would be smaller it would look less spidery... \n \nLove the optimization descriptions though!", "date": "2024-08-23T11:55:38+00:00", "quotes": [] }, { "author": "Shadow_Man", "content": "+1, new spiderwalk in left-right directions is awful. \nMaybe rotate leg movement groups alongside movement direction? \n \nSecond one: Why aren't the PLDs firing at flying enemies?", "date": "2024-08-23T11:56:44+00:00", "quotes": [ { "author": "gravityStar wrote: Fri Aug 23, 2024 11:48 am", "content": "" } ] }, { "author": "Niyu.Cuatro", "content": "I really like the new animation for the spidertron. looks more than a physical object than a floating head with leg sprites attached.", "date": "2024-08-23T11:58:52+00:00", "quotes": [] }, { "author": "GregoriusT", "content": "Now that you say it, yes that really bugs me, its Personal Laser Defense, the P and the D kinda make for \"Point Defense\" if you abbreviate it like that, so yeah those Wrigglers should definitely be shootable, otherwise we get the unblockable Wriggle Kick!", "date": "2024-08-23T12:02:19+00:00", "quotes": [ { "author": "Shadow_Man wrote: Fri Aug 23, 2024 11:56 am", "content": "" } ] }, { "author": "fly", "content": "Maybe I'm not being very attentive, but I don't see any difference between the old and new animations \n \nI also noticed this. Now I also wonder if I can shoot them with the weapon in hands?", "date": "2024-08-23T12:05:07+00:00", "quotes": [ { "author": "Shadow_Man wrote: Fri Aug 23, 2024 11:56 am", "content": "" } ] }, { "author": "Molay", "content": "Arachnophobia is still such a weird thing to understand. I get that your amygdala fires off the fight and flight response before you're actually aware of what you've seen, but surely with prolonged exposure to the stimuli (spidertron) you will eventually regulate down that phobia, no? Likely not the case with real spiders or whatever, but does the phobia not relent after a while when viewing robot spider-likes in video games? Or is it just too intolerable to even get to a point of habituation? Genuinely curious. \n \nReally loved to see the fight with the evolved enemies, gleba will not be my first expansion of choice, looks like something I want to hit a bit later and well prepared for sure. That's nicely done for sure. I do wonder, is there an incentive to go to Gleba as your first planet? I.e. would the increased challenge of facing this place with less tech at your disposal be worth the struggle by giving access to something early? Not sure I'm formulating that right. Just wondering if going to Gleba first could be a high-risk high-reward kind of deal. It's rocket turrets and spidertron afaik, and with the other places having no enemies (?) it seems to not be something you really need early anyhow.", "date": "2024-08-23T12:06:18+00:00", "quotes": [] }, { "author": "Avalanche", "content": "Please Wube, add an option to disable Spidertron sway, even more so when the spidertron stops moving and the screen view moves back and forth a bit before actually stopping. \n \nI do find this disorientating, but even more than that the overshoot/recovery just before stopping proper, has caused me to misclick many, many, many times, so I get out of the spidertron to move around on foot, as a stop on foot is exact. \n \nI've looked for a mod to disable it many times, but not found one. \n \nIs this issue just me?", "date": "2024-08-23T12:13:29+00:00", "quotes": [] }, { "author": "", "content": "viewtopic.php?f=6&t=104637 TLDR: there is no built in \"sway\" it's simple byproduct of how spidertrons move with legs and not something that can just be turned off.", "date": "2024-08-23T12:16:21+00:00", "quotes": [ { "author": "Avalanche wrote: Fri Aug 23, 2024 12:13 pm", "content": "" } ] }, { "author": "TheoMarque", "content": "As others, new spidertron move is... not stable. At very large speeds, might look like messy graphics without any legs due screen fading. \nNew enemies are nice, but, on Gleba, cane we cover planet with concrete and kill any life under it? \n \nVulcanus and Fulgora need some enemies like mosquitoes in real life, not hard to kill but annoying and trivial to defense. Why? The same idea as on highways on flat deserts need some curves.", "date": "2024-08-23T12:33:18+00:00", "quotes": [] }, { "author": "", "content": "Yep! All Spidertron and Pentapod legs that have the same collision mask and bounding box will share exclusion zones. Some details might not have made it into the FFF.", "date": "2024-08-23T12:33:59+00:00", "quotes": [ { "author": "Hares wrote: Fri Aug 23, 2024 11:21 am", "content": "" } ] }, { "author": "dgls", "content": "In both versions, the first step is strange. She stretches her front leg too far and doesn't bend her back leg. \nThe movement crossing obstacles is more natural in the new version.", "date": "2024-08-23T12:38:32+00:00", "quotes": [] }, { "author": "yngndrw", "content": "Do the pathfinding changes mean that Spidertrons will now be able to find their way around larger bodies of water, when remotely controlled?", "date": "2024-08-23T12:41:02+00:00", "quotes": [] }, { "author": "fishlips13", "content": "I think I agree that the old Spidertron movement looks better. Works great for the Pentapods, doesn't look nearly as good on a robot. It's kind of twitchy and jerky. It's lost some of what made mechanical and cool.", "date": "2024-08-23T12:43:19+00:00", "quotes": [] } ]
19
2024-08-23T06:00:06-05:00
forum-topic-88445
88445
Tank PVP Scenario (for 1.0)
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=88445
x2605
github : https://github.com/x2605/factorio-tank-pvp/releases I made a scenario (non-modded) which encourages to drive vehicles and hunt eachother. Map description : - You will get a tank once you join the map, eject character from vehicles not possible. - If vehicle get killed, you will die. - In FreeForAll mode, periodically supply boxes appears here and there, you have to break them to get contents. - Some neutral vehicles also can appear, works same as supply boxes. Break them to get them. - Number of supply boxes appear at once is number of players playing on FreeForAll. - Of course, spider also appears.(low chance) - Breaking supply boxes can spawn biters. - Placing vehicles to switch to that vehicle and abandon your old vehicle. - In FreeForAll mode, you can see checkbox at left-top of screen to decide to join team deathmatch. - FFA(FreeForAll) map's region limiter expands with count of players online, at least 30 players for maximum size. - Team deathmatch begins if at least 4 people agreed to join team match. - In Team deathmatch mode, teammate can't respawn. There is no random supply boxes for now. - To win Team deathmatch, eleminate opponent or capture opponent's colored concrete region. - Friendly fire is off. - FreeForAll player limit is 59, due to limit of forces. But Team game limit is 32768 : 32767, in theory i guess. - If FreeForAll player count exceeds 59, others have to spectate until someone die while playing FFA. - Team game map is automatically randomly regenerated each team game begins, and map size is according to player count joining team game. For server owners who want host this map : - After 30 hours in game time after logout of each player, player data will be deleted.(Can be adjusted) - Turning off auto-pause is recommended. Of course, it's not necessary. - Every 6 hours in game time interval, FreeForAll map automatically resets. - Use /config set allow-debug-settings false command after starting server, it's basic of pvp map to prevent cheating. - No need to manage or ban players, because there is no rule, no personal creations to protect. People can use command to ignore eachother's chat if needed. - I'm aiming to make this map not needs to be handled anymore once started. - Periodical saving is not needed, I think. Nothing to lost. (Except few players driving spiders and having fun with slaughtering, By the way, slaughtering is almost not possible.) I want to see more people's feedback or other developer who can improve this. There is not much players in my country. Unfortunately, I had to wrote comments in source code in my language. Because I have no coworker in outside of my country for now. Any crash report is welcome. If you get crash, attach error message part of your log please. Thanks.
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0
2020-08-23T07:36:33-05:00
forum-topic-126313
126313
[2.0.32] deconstruction planner auto-icon ignores quality
Bug Reports
https://forums.factorio.com/viewtopic.php?t=126313
Quezler
When the deconstruction planner generates it's 1-4 icon based on the filter contents it ignores the quality in the preview. The expected behavior would be that if the comparator equals "=" (pun intended) it'll show that quality, when using any of the other arrows the behavior remains undefined since you cannot include those manually either.
[]
0
2025-01-25T07:39:35-06:00
forum-topic-127316
127316
[StrangePan][2.0.39] fulgora lightning visual artifact
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127316
dbt0
Just updated to 2.0.39 and noticed a visual artifact on lightning on Fulgora. This is on a aarch64/M2 Macbook. 03-06-2025, 23-48-54.png (550.56 KiB) Viewed 1450 times
[ { "author": "tinker9", "content": "I can confirm the same issue, also on 2.0.39 on a MacBook Pro M1 Max. \n \nWhat did you do? \n \nGo to Fulgora remotely and wait for lightning. Zoom to a level where you can still see objects. \n \nWhat happened? \n \nThe whole chunk lights up weirdly when there is a lightning strike. \n \nWhat did you expect to happen instead? It might be obvious to you, but do it anyway! \n \nI expect that the whole chunk isn't lit up like that. Just maybe some local glow. \n \nDoes it happen always, once, or sometimes? \n \nAlways unless zoomed out to the point where objects become coloured squares.", "date": "2025-03-07T23:34:43+00:00", "quotes": [] }, { "author": "", "content": "This seems to be related to the recent increase in minimum atlas texture size in 2.0.39 from 2048 to 4096. I'm not sure why it's only affecting Apple Silicon Macs with OpenGL , but there was a spot not updated with the new minimum Atlas size that seemed to be causing the issue.", "date": "2025-03-11T14:33:07+00:00", "quotes": [] }, { "author": "Madragas", "content": "I came here specifically to report the same bug... although the artifacts on my computer are a little different (MacBook Air M3, latest OS up to date, Factorio 2.0.39). The square shape appears with the lightning, wobbles a little (for lack of a better term) before fading out, all within a little under a second. \n \nStrangely, this only happens when zoomed out to max. When closing up on the character, the bug seems to disappear. \n \n \n \n Capture d’écran 2025-03-11 à 19.56.10.png (9.41 MiB) Viewed 1205 times \n \n \n \n \n \n Capture d’écran 2025-03-11 à 19.56.08.png (9.44 MiB) Viewed 1205 times \n \n \n \n \n \n Capture d’écran 2025-03-11 à 19.55.54.png (9.37 MiB) Viewed 1205 times", "date": "2025-03-11T19:01:19+00:00", "quotes": [] } ]
3
2025-03-07T01:49:06-06:00
forum-topic-27725
27725
Mod download changed to mods.factorio
5dim's mod
https://forums.factorio.com/viewtopic.php?t=27725
odin_spain
Hi all, to be adaptaded to the new version of Factorio (>0.13) our web will be removed and the mod ONLY can be donwnloaded from https://mods.factorio.com/ Thanks all
[ { "author": "Codec", "content": "I don't see any of them on there, is it not available for 0.13.1 just yet?", "date": "2016-06-30T22:41:56+00:00", "quotes": [] }, { "author": "McGuten", "content": "we are porting mod to 0.13 version", "date": "2016-07-01T07:52:42+00:00", "quotes": [ { "author": "Codec wrote:", "content": "" } ] }, { "author": "redmoon", "content": "Will train module adapted to the 0.13? \nI'd like to power the train back", "date": "2016-07-12T09:37:58+00:00", "quotes": [ { "author": "McGuten wrote:", "content": "" }, { "author": "Codec wrote:", "content": "" } ] } ]
3
2016-06-30T12:54:34-05:00
forum-topic-89059
89059
global Variable Viewer and event Viewer
Development tools
https://forums.factorio.com/viewtopic.php?t=89059
x2605
I made 2 mods usable in actual game. Lua API Event Trace https://mods.factorio.com/mod/0-event-trace This mod monitors events listed in defines.events Provides filtering function. Lua API global Variable Viewer (gvv) https://mods.factorio.com/mod/gvv You can explore global table of map or each mod you are developing, with directory foldable structure GUI! You can periodically track specific variables or entity/object's property. It provides report for multiplay instable or dangerous / unable to be remoted variables in global table by diagnosis. Visit each link for more information and download. github links are also available. You can download them from in-game mod portal too.
[ { "author": "x2605", "content": "Lua API global Variable Viewer (gvv) 0.2.0 update. \n https://mods.factorio.com/mod/gvv/changelog \n \nNow gvv mod is updated to 0.2.0 and have commands similar to built-in commands /c and /sc . \nTo make it available to run lua code in the sandbox of each mod which loaded gvv's remote module. \n \n /g-c --[[<mod_name>]] <lua_code> : Execute Lua code in global scope of given mod. Uses gvv if no mod name given. Only for admin. \n /g-sc --[[<mod_name>]] <lua_code> : Execute Lua code in global scope of given mod without printing input to console. Uses gvv if no mod name given. Only for admin. \n \nAnd added internal remote function, which is used by /g-c commands,\n Code: Select all remote.call(\"__<mod_name>__gvv\", \"c\", <script>, ...) \nAnd, Code: Select all ... will become Code: Select all local arg = {...} inside of <script>(string type). \n \nThere is an example of using remote function at /editor Lua snippet in \"Usage Tips\" menu of in-game gvv main GUI.", "date": "2020-09-07T14:15:29+00:00", "quotes": [] }, { "author": "x2605", "content": "My mistake. \nI didn't know built-in /c command already can access mod's sandbox using /c __<mod_name>__ header. \n \nSo I updated gvv to 0.2.1 and removed /g-c command I was made. Still you can see source code of them at 0.2.0 source if you have interest. \nAlso I made gvv to generate pasteable code to make any mods temporarily accessible by gvv mod without editing \"control.lua\". Yeah!", "date": "2020-09-08T10:26:19+00:00", "quotes": [] }, { "author": "x2605", "content": "I just updated Event Trace mod, \n https://mods.factorio.com/mod/0-event-trace \n \nNow saving event log at global variable scope became possible if gvv mod is active too. \nThey are in collaborative now! \n https://mods.factorio.com/mod/gvv", "date": "2020-09-09T21:42:22+00:00", "quotes": [] } ]
3
2020-09-05T01:48:53-05:00
forum-topic-61134
61134
Windows Service Control Manager
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=61134
adam_bise
Update factorio.exe so that it communicates with service control manager. factorio can run as a service and works fine, however it will not communicate that it has started and will terminate after the timeout period. Thanks for consideration.
[]
0
2018-06-22T13:50:05-05:00
forum-topic-122859
122859
[raiguard] [2.0.21] Game opens on different screen every startup (Linux)
Duplicates
https://forums.factorio.com/viewtopic.php?t=122859
Super
Am using arch linux with kde plasma and wayland. Factorio seems to use the order in which screens were plugged to number them, this means that if I restart the pc or if a screen turns off while the pc is running the numbers of it and all screens that were plugged in after it changes in the game. Because of this when I start the game the screen option I selected in the graphics menu almost always correlates with a different screen.
[ { "author": "", "content": "Duplicate of 121567", "date": "2025-01-07T20:28:54+00:00", "quotes": [] } ]
1
2024-11-25T06:50:41-06:00
forum-topic-21367
21367
Game Save File and -Speed Related Suggestions
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21367
Tags: Snapshot, Compression, Serialisation Reated Collections viewtopic.php?f=80&t=327 World Names (Configurable additional filename chars) Save Game Speed Big topic, big todo. The real solution is scribbled down in some thread (TODO: find it), where the game is saved in background. The basic idea to make the save unremarkable fast is to use mechanisms like in virtual machines. These links probably explain, how that works: https://pubs.vmware.com/vsphere-4-esx-v ... shots.html https://kb.vmware.com/selfservice/micro ... Id=1015180 viewtopic.php?f=6&t=25640 Save in Background viewtopic.php?f=6&t=31279 Ideas to increase multiplayer map transfer speed viewtopic.php?f=6&t=32355 Ideas for some Loading Changes viewtopic.php?f=6&t=32651 Multiplayer autosave experience viewtopic.php?f=6&t=33175 Autosave in battle viewtopic.php?f=6&t=34273 Use ZSTD for savegame compression (much faster, smaller) viewtopic.php?f=6&t=47871 More transparent autosaving World names and Filename restrictions There is basically the idea to have one world and "versions" of that world. Theoretically you can use the replay save then to jump to every time in that world. viewtopic.php?f=6&t=327 Configurable additional filename character whitelist viewtopic.php?f=66&t=1593&p=11248&hilit ... %2A#p11245 This was discussed, when the map exchange string was introduced. viewtopic.php?f=6&t=1712 Allow space in save file names viewtopic.php?f=6&t=2977&hilit=world+name%2A Would be useful, for many stupid things viewtopic.php?f=6&t=3344 Minecraft-like World Screen viewtopic.php?f=6&t=7035 Save game names viewtopic.php?f=6&t=7050 World Names - New worlds have a (default) name viewtopic.php?f=6&t=26663 Organize saves into folders by game/world Autosave / Last Saved Name viewtopic.php?f=6&t=12733 Improved autosaving system. viewtopic.php?f=6&t=16388 Change Default Auto Save 2min to 15min. viewtopic.php?f=6&t=20795 Fast save via short-cut viewtopic.php?f=6&t=28747 Last loaded file ? viewtopic.php?f=6&t=28952 More Saveslots viewtopic.php?f=6&t=33706 [Multiplayer] Autosave Tweaks viewtopic.php?f=6&t=3829 Smarter autosaving (ie: Not in combat) Save Confirmation viewtopic.php?f=6&t=8477 Confirmation dialogue for deleting saves viewtopic.php?f=6&t=17121 Save confirmation Related viewtopic.php?f=6&t=2038 Hardmode viewtopic.php?f=80&t=21367 Game Save File ans -Speed Related Suggestions
[ { "author": "Dixi", "content": "Any progress on this topic? \n \nI think save files are quite large compared to possible amount of info stored inside. \nIf I start exploring around and shooting manually from artillery my safe file grows to 200+Mb very rapidly. This size takes a lot of time to autosave even on fast SSD. I think biters data takes too much space in file. \n \nSeparate thread autosaving or more space optimized saves could be nice to see.", "date": "2018-06-24T10:56:39+00:00", "quotes": [] }, { "author": "Zavian", "content": "Well the more you build and explore the more data there is to save. (Shooting artillery off the edge of the explored region is also revealing more of the map, so it is also exploring). Every assembler, inserter or belt you build, and every map tile and biter your explorations reveal is more data that needs to be saved.", "date": "2018-06-25T00:40:06+00:00", "quotes": [] }, { "author": "Dixi", "content": "But I'm speaking about data, probably related to biters. \n \nRecent sample. \nI have two autosaves, one 18:04 - 31Mb size, and next 18:12 22Mb size. That's extra 9Mb, or 40% more of save size. I assume bigger one has some data related to biters, they probably spawned a new base in artillery controlled range, that got shot, after that they came to laser fence (to complain, probably and got exterminated. \nBut those one or several groups of biters, during their existence, added about 9Mb of data to save file! That's really too much. Because if I start exploring biter occupied map a lot of chunks with biters become visible and many of biters will be \"just hanging around their base\" and save file will grow too fast to hardly usable size of 200+Mb. \n \nI think that excessive save size is caused by biters. My factory, energy consumption about 1.5GW, normally fits in about 22Mb save. A save with a big factory from internet, 3.8GW, no biters, widely explored map is about 68Mb. As I said before, it took me about 2 hours of railway and turrets building, and shooting around to get to 210Mb save, that cause a lot of delays on autosaves. \n \nMaybe it's not common for everyone, and I have some rare glitch in my game?", "date": "2018-06-25T16:34:31+00:00", "quotes": [ { "author": "Zavian wrote:", "content": "" } ] }, { "author": "Zavian", "content": "So what are you suggesting the game do? Start deleting biters or belts or assemblers or explored chunks or something else? Because I don't see how they can make the saves smaller without saving less data. That means something would need to be deleted. \n \nExploring new chunks is a major cause of more data to be saved. (And I have saves a lot larger than 20MB).", "date": "2018-06-25T17:09:09+00:00", "quotes": [] }, { "author": "Dixi", "content": "No. But I'm sure that save file data is very ineffectively optimized and a lot of unnecessary data saved. Because almost none of games has 100+MB saves. \n \nLets speak about same biters. Biter is a mob. X,Y, mob kind, HP, link to current strategy or group, etc., I'd say 100-200 bytes is enough to have all info about it. If we have 1000 biters that will be 200Kb or less. But megabytes per one or several groups of biters, I suppose about hundred biters total is reserved. That's probably pathfinding data, individual for each mob. It can easily be discarded and recalculated on load. This way save will be much smaller and faster, while load will take a little more time - that is less important, since we load a game not so often.", "date": "2018-06-25T20:51:04+00:00", "quotes": [ { "author": "Zavian wrote:", "content": "" } ] }, { "author": "Zavian", "content": "So I loaded a 96 MB save, and pressed f5 to bring up the debug info 2138356 entities, with 228600 active entities, 67600 chunks (69 million tiles). I don't know any other game that can manage that many active entities and still run at a solid 60 fps/ups on my 7 year old hardware. In general factorio is well optimised. (If it wasn't I'd be lucky to get 5 fps). \n \nYou were suggesting that each biter should be less than 100-200 bytes. If each tile is 1 byte, then that leaves about 13 bytes per entity. Probably less since I don't think decoratives are counted as entities, and they are also stored in the savefile. (Those figures are for the compressed save, but even if I uncompress the save, the data level.dat is only 186MB, at 1 byte per tile that leaves each entity about 54 bytes. Again probably less after decoratives are stored).", "date": "2018-06-25T21:46:05+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "You also have to consider that it must be exactly the same upon save and load or else you have desyncs in multiplayer.", "date": "2018-06-25T22:10:03+00:00", "quotes": [] }, { "author": "mrudat", "content": "Thinking about it a little; could we stream player interaction to disk (similar to how it is streamed over the network when catching up to a multiplayer server) to fill in the gaps between autosaves? Presuming you're running the same game version (which immediately after a crash, you would be), you could catch the game up to the tick immediately before the crash happened. \n \nObviously this wouldn't work very well if you're up against the UPS wall, though I believe that even megabases run faster if you don't need to also run the GUI? \n \nIf you write out the tick in which the crash occurred you could run the game right up until the tick before the crash, and create a debugging save that crashes on the first tick it runs after loading.", "date": "2019-03-26T02:41:12+00:00", "quotes": [] }, { "author": "Dixi", "content": "Any progress on making saves less noticeable by time consumption? \n \nMy current save just 33Mb size, still takes noticeable time to write. I think saving to disk (including file system open/close part) take major part of that time. If the game will just copy save data to a memory buffer, and then do write to disk in another thread this will be much faster, and less annoying to players. Copy of 30-100Mb data in memory even with serializing, should take less then 0.1 sec, I suppose.", "date": "2023-09-12T14:24:38+00:00", "quotes": [] }, { "author": "Nidan", "content": "If you happen to play using Linux, you can enable non-blocking saves in the hidden options. Might work on Mac as well.\n \nIt won't, see viewtopic.php?p=580829#p580829 .", "date": "2023-09-12T14:48:35+00:00", "quotes": [ { "author": "Dixi wrote: Tue Sep 12, 2023 2:24 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Dixi", "content": "Do you mean, that actual data serialization and compression takes about 1 second +, even if we skip all file operations and write to disk part of task? \n \nI use typical Windows 10, not Linux, since it's the only choice that support all PC games. So can't check is that faster or no.", "date": "2023-09-15T15:09:28+00:00", "quotes": [] }, { "author": "", "content": "The actual data serialization takes about 1 second without *any* compression or file operations. \n \nThe compression and file operations happen in parallel with the data serialization. By the time the data serialization has finished 95%+ of the compression and file operations are already finished.", "date": "2023-09-15T16:21:08+00:00", "quotes": [ { "author": "Dixi wrote: Fri Sep 15, 2023 3:09 pm", "content": "" } ] }, { "author": "Dixi", "content": "So \"fast save without pause\" is hardly achievable in current game design, due to large amount of data, that has to be copied, from current game data state, until next tick is going to be calculated. And there is no easy solution, if any at all, as I understand it. \n \nThat's probably a feature of all Factorio type games - they have to store a lot of world data, to be UPS friendly, and be able to run mega factories without lag or high CPU requirements.", "date": "2023-09-15T20:13:35+00:00", "quotes": [] }, { "author": "Dixi", "content": "My recent experiments with hardware upgrade shows that UPS bottleneck is actually memory. \nReplacement of a system board, to change CPU to better, while keeping same DIMMs gave just minor increase. Replacement of DIMMs to faster modules (2666 to 3600) gave noticeable progress. Unfortunately high end DDR4 modules (like 4600) looks too expensive for me. I know that proper testing should be made differently, but I had no chance to replace memory to faster modules, without replacement of a system board.", "date": "2023-09-20T08:47:59+00:00", "quotes": [] }, { "author": "quyxkh", "content": "Play on a Linux-hosted dedicated server (or switch your own rig but that's a bigger step), do the autosaves there with non-blocking saving lit, problem solved.", "date": "2023-09-20T19:02:43+00:00", "quotes": [ { "author": "Dixi wrote: Fri Sep 15, 2023 8:13 pm", "content": "" } ] }, { "author": "TheKillerChicken", "content": "I use windows server 2022 21H2 and my game server(s) are stored on a 15,000 RPM SAS hard drive. So saving is lightning quick. The server hardware is very slow (DDR3-1600 with i7-4790k @4.60ghz) compared to my Ryzen 9 7950x with DDR5-5200 setup. The bottleneck for me is the i7 and the DDR3. Where I notice when the save gets sluggish is when there is a massive amount of chunks covered by radars.", "date": "2023-12-21T12:09:26+00:00", "quotes": [] }, { "author": "Zenyatta2011", "content": "I thought of something while working. My computer (windows) has a stupid amount of RAM (due to job-related reasons). How feasible would it be for Factorio to create a RAM drive, save the world there, and in a separate thread save the ram drive to disk without interrupting (or minimizing the time it would take) \n \nI'm not sure how fast it would be but theoretically it should be stupid fast when compared to direct-to-disk save", "date": "2024-02-16T16:27:54+00:00", "quotes": [] }, { "author": "", "content": "The write to disk happens in parallel with the iterating the world and preparing the data for saving. So it wouldn't have any measurable impact unless your HDD speed was incredibly slow (5400 RPM spinning disk) and even then, likely it wouldn't make a measurable difference due to windows doing write-caching.", "date": "2024-02-16T17:57:55+00:00", "quotes": [ { "author": "Zenyatta2011 wrote: Fri Feb 16, 2024 4:27 pm", "content": "" } ] }, { "author": "mrudat", "content": "I wonder how tricky it might be to (on Windows (which can't fork) with WSL2): \n \n Install a Factorio server in wsl2 \n When you load a save (in the GUI)\n \n load your save in the server \n and connect to it \n \n \n\nThe local server in WSL2 works just fine, I believe; what's missing is doing the steps automatically from the GUI.", "date": "2024-04-06T11:50:36+00:00", "quotes": [] } ]
19
2016-03-12T07:15:06-06:00
forum-topic-113459
113459
Collision masks for whole surfaces OR collision mask of hidden tiles
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=113459
Natha
I need to prevent placement of certain entities in certain surfaces. For now, I have a placement cancelling logic which directly mines the entity if it is prohibited there. But it is still colored green in the cursor. Applying collision masks on these entities and some tiles wouldn't work because when using concrete or other floors, placement is (dis)allowed either on all or none surfaces. So what I would need, to not copy all existing tiles with custom collision masks, is a) that collision masks of hidden tiles are also applied to placement logic or b) that whole surfaces can have a collision mask.
[ { "author": "FuryoftheStars", "content": "Something along this line might be in 2.0, as you can't build certain entities on space platforms. Although this may be a simple allow in space boolean, but if that's the case I would hope we can ask them to change it.", "date": "2024-05-12T13:43:11+00:00", "quotes": [] }, { "author": "Nidan", "content": "You can take a look at how Space Exploration solved this, which, I believe, is done via collisions on ground tiles. Space-only building collide with all natural ground tiles, land-only buildings collide with the space platform tile. Obviously, this wont help you in case some ground tiles are used on surfaces with different building restrictions, although a bit of duplication in the data stage probably can work around that (which could get messy if you need to touch the chunk generation - or replace them afterwards in on_chunk_generated).", "date": "2024-05-12T16:13:10+00:00", "quotes": [] }, { "author": "Natha", "content": "Yeah I know how it is done there, but in SE you can't place concrete or other floor tiles in space which makes it a lot easier", "date": "2024-05-13T13:41:39+00:00", "quotes": [ { "author": "Nidan wrote: Sun May 12, 2024 4:13 pm", "content": "" } ] } ]
3
2024-05-12T05:17:45-05:00
forum-topic-101066
101066
Factorio Forums • [Fixed] Adding data: to game
There's part of code in my mod : https://pastebin.com/8j7sGeA4 (whole file : https://pastebin.com/Sw9V7nzk ) In this part of code I define technology and add it to game. But it is nowhere to be found, I just ... don't have it in game. Here's log from game : https://pastebin.com/cWfQiLjR my mod loads (0.741), have no errors, it is enabled... I don't understand what is failing here. What am I doing wrong? I'm pretty sure this exact mod worked, but I worked on it like half year ago, so few new versions of game came out. I changed value of property : order = ~~~ to some other, so it is not exactly same as in vanilla techs, but it did nothing, I have no ideas on what can I try to do.
[ { "author": "", "content": "Typo! \ndata:extend( \n { \n recile_lube, \nshould be recipe_lube. \nThat's strange that nothing crashed. I guess data:extend just accepts nil and ends adding elements from table once it gots to nil. I would rather expect it to ... if not crash everything, then at least continue checking next elements. \nData:extend shouldn't be looping past array, until value under current index returns nil (IMO). It should rather just check # of elements in array and iterate over # elements. Maybe it does that, I don't know. It just looks as if it was \"end-of-array being nil\" based.", "date": "", "quotes": [] }, { "author": "", "content": "In Lua, nil entries in a table/array are simply not stored at all. \n \na=nil \ntab={a} \n \nIs the same as \n \ntab={nil} \n \nIs the same as \n \ntab={} \n \nIn all cases #tab=0 \n \nThe only time it matters is array spacing: \n \ntab={nil,nil,nil,42} \n \nIs the same as \n \ntab={[4]=42} \n \nAnd #tab=4 but table_size(tab)=1 (iirc)", "date": "", "quotes": [] }, { "author": "", "content": "Well, that’s the thing the OP was confused about in their 2nd post. \n \nIf I’m following that post correctly, they were essentially entering this: \ndata:extend({nil, dat2, dat3, …}) \nAnd the game wasn’t inputting any of it.", "date": "", "quotes": [ { "author": "robot256 wrote: Fri Dec 31, 2021 3:04 am", "content": "" } ] }, { "author": "", "content": "Probably because of how array's are handled in LUA and where certain functions consider their end to be. \n \n\nSo in this case, data:extend expects an array, finds the first entry to be nil, and thus treats the array as if it were empty. data:extend uses ipairs to iterate the data given to it, per the code at https://github.com/wube/factorio-data/b ... loader.lua . There's also a check that the table isn't empty, but since that uses the # operator I believe it's missing this case - the table isn't empty, it's just not being fully iterated over.", "date": "", "quotes": [ { "author": "LUA documentation wrote:", "content": "" } ] } ]
4
forum-topic-127391
127391
[2.0.39] Read Train content influences the station itself
Not a bug
https://forums.factorio.com/viewtopic.php?t=127391
Fz0OiIDY
When reading the train contents (example train has 100 plastic) it directly influences the trains station itself if you set the train limit to plastic. So Instead of train limit 1, I get train limit of 101 (1 from combinator + 100 train content). 03-11-2025, 15-51-03.png (1.14 MiB) Viewed 99 times I would be expected that the train content is not used directly by the train station as similar as in assembling machines: Machine has copper cable in it but does not change the recipe to copper cable. 03-11-2025, 15-58-51.png (678.18 KiB) Viewed 99 times If you would add both green chips and copper cable in the combinator it would change to copper cable. 03-11-2025, 16-02-23.png (703.48 KiB) Viewed 99 times Version 2.0.39, Elevated Rails, Quality, Spage-Age
[ { "author": "", "content": "Thanks for the report however that's currently working as intended. Maybe some day one of the other developers might want to rework the logic to work closer to assembling machines but for now it works like it does. \n \nEvery instance of \"read and write\" at the same time has to be special-case handled in each entity along with tests to ensure everything is working correctly. In the train stop case, it was not deemed worth the time and effort to do so far.", "date": "2025-03-11T15:15:24+00:00", "quotes": [] } ]
1
2025-03-11T10:06:51-05:00
forum-topic-121457
121457
Factorio Forums • Version 2.0.18
Changes Allowed negative multiplier of logistic (and constant combinator) groups. ( 118684 ) Updated shortcut icons and increased their size to 56px. [space-age] Container sizes increase with quality. Reviving container ghosts no longer puts colliding items on the ground into the resulting container. Loading game for hosting now automatically offers the dialog whether the mods should be synced before continuing (as with normal game load). [space-age] Bulk inserter doesn't default upgrade to Stack inserter as they are not functionally interchangeable. ( 121011 ) [space-age] Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick. [space-age] Default quality cycling shortcut simplified to alt+scroll. Bugfixes Fixed confusing blueprint parameter context tooltip for filter of storage chest. ( 119013 ) Fixed music not switching correctly when restarting level. ( 121012 ) Fixed that the production GUIs showed the graphs in 'All' when opened with saved precision. ( 121152 ) Fixed that the "load save after sync" checkbox did not work in the sync mods with save GUI. ( 121091 ) Fixed removing heatpipes from a blueprint could leave them visually connected to their neighbours. ( 118750 ) Fixed 'Dropping to planet' button being too wide and pushing the 'Cancel' button off the screen. ( 121132 ) Fixed 'Always show' label not being accurate to the behavior of only showing in "Alt-mode". ( 116256 ) Fixed 'Parameterised build' GUI clipping off screen when too long. ( 120712 ) Fixed robots failing to upgrade a container if it was the only source of the requested item. ( 118973 ) Fixed that reusing the same sprite for multiple effects crashed instead of showing the error message and an option to disable problematic mods. ( 117208 ) Fixed 'Galaxy of Fame' upload GUI clipping off screen on smaller resolutions. ( 118826 ) Fixed vertical alignment of Current Research icon. ( 117091 ) Fixed asteroid spawning being significantly reduced when a platform moved with paused thrust. ( 121123 ) Fixed that fluids could get erased during migrations. ( 119600 ) Fixed a crash when removing a roboport while robots in that network are deactivated by script. ( 119993 ) Fixed that choose-elem-button wouldn't show the select list GUI if clicked with an item that didn't pass the filters. ( 118537 ) Fixed that syncing mod while trying to host game didn't allow to continue the process after reloading the game. ( 119876 ) Fixed chunks not being covered by fog of war when remote-viewing an unvisited surface. ( 121029 ) Fixed all/any/individual request satisfied wait conditions ignoring maximum count of space platform requests. ( 119265 ) Fixed offshorepump tooltip flickering too much when pumping at full capacity. ( 120177 ) Disabled "Drive Remotely" button on driveable vehicles ghosts' GUIs. ( 120400 ) Fixed Cargo Landing Pad and Space Platform Hub GUI being clipped off screen on smaller resolutions. ( 120670 ) Fixed platform deletion and undelete platform buttons being clipped off the surface list. ( 120443 ) Fixed that tanks didn't preserve all of their settings when mined and rebuilt. ( 121148 ) Fixed that rebuilt tanks didn't have their inventory size bonus from equipment. ( 121219 ) Fixed script error in PvP when setting starting item count to 0. ( 117571 ) Fixed spectator players of dead teams showing on the map in PvP. ( 114477 ) Fixed that inserters could get stuck with specific combinations of spoilage and disabled by control behavior. ( 121167 ) Fixed that some pop-up GUIs would get closed when robots built the entity while the ghost GUI was open. ( 118545 ) Fixed that robots performing module upgrades left some modules on ground when upgrading mixed modules to one type. ( 119524 ) Fixed that space platforms could unload cargo while waiting for departure. ( 120856 ) Fixed clouds and smoke were moving in exactly opposite direction. ( 118576 ) Fixed that spidertrons would severely confuse demolishers. Demolishers will now retaliate against spidertrons. ( 120027 ) Fixed the confirmation button behaving inconsistently in the remote view ghost picker menu. ( 121287 ) Fixed Agricultural tower sometimes showing wrong status if its growing plants were destroyed externally. Fixed a crash when exporting a blueprint with asteroid collectors which had gaps in the filters list. ( 121377 ) Fixed Being able to super-force entity through technology gui. ( 120305 ) Fixed spoilage was not considered as more spoiled than any spoilable items. ( 121406 ) Fixed that highlighted robots in the logistic networks chart view didn't smoothly follow robots. ( 117328 ) Modding Changed base/space-age tile collision mask definitions so that they don't share references to the same tables. Added ItemPrototype::spoil_level. Scripting Fixed/reworked how setting tiles behaves vis-à-vis (double)hidden tiles (concerns LuaSurface::set_tiles, editor and placing of non-mineable tiles in-game) ( 118527 ) Added LuaEquipment::inventory_bonus read. Added LuaEquipmentGrid::inventory_bonus and LuaEquipmentGrid::movement_bonus read. Added LuaEquipmentPrototype::get_inventory_bonus(). Fixed that LuaEntity::get_priority_target() would give invalid results for empty filters. Extended LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority to also work with lane splitters. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "", "content": "So higher quality material for a storage container... allows you fit more inside of it?", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "Didn't realize how much I needed this.", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "You can make the walls thinner and taller! \n \nNow I can do something with those quality logistics chests I accidentally made.", "date": "", "quotes": [ { "author": "Neutronium wrote: Thu Nov 14, 2024 6:26 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "Of course, because the material is stronger it can hold more weight before collapsing from all the crap rammed in there.", "date": "", "quotes": [ { "author": "Neutronium wrote: Thu Nov 14, 2024 6:26 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "We actually got them... now we just need to convince the devs to give us longer underground connections for quality belts/pipes.", "date": "", "quotes": [ { "author": "FactorioBot wrote: Thu Nov 14, 2024 5:55 pm", "content": "" } ] }, { "author": "", "content": "Stable release when?", "date": "", "quotes": [] }, { "author": "", "content": "Multiplayer performance resolved when?", "date": "", "quotes": [] }, { "author": "", "content": "Love the new shortcut icons!!!", "date": "", "quotes": [] }, { "author": "", "content": "Would be nice to extend this same treatment to fluid storage tanks.", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "I second the storage tank quality size would be nice, I also am seeing a few in the discords i'm in wanting the same to train wagons (both kinds) if we could", "date": "", "quotes": [] }, { "author": "", "content": "Both excellent suggestions imho.", "date": "", "quotes": [ { "author": "Pirate_Rance wrote: Fri Nov 15, 2024 12:32 am", "content": "" } ] }, { "author": "", "content": "Would also be nice if train wagons- including the fluid wagons- had increased storage capacity. Trains have fallen far behind in space age with the ridiculous throughput of everything \n \n(And also +1 to fluid storage tanks being affected by quality)", "date": "", "quotes": [] }, { "author": "", "content": "Mod error: toggle-personal-logistics-x32.png not found", "date": "", "quotes": [] }, { "author": "", "content": "Agree, I have barely used trains after I unlocked faster belts and stacking. A full train isn't close to enough for late game Vulcanus", "date": "", "quotes": [ { "author": "ducksdux wrote: Fri Nov 15, 2024 1:56 am", "content": "" } ] }, { "author": "", "content": "Balancing discussions live here: viewforum.php?f=16 \nFluid wagons received a hefty 20k > 50k increase of capacity in Space Age age, bumpingit further may or may not be ridiculously OP. \nWhich is worth discussing there.", "date": "", "quotes": [ { "author": "ducksdux wrote: Fri Nov 15, 2024 1:56 am", "content": "" } ] }, { "author": "", "content": "Seems like that discussion is actually in a different subforum ? \n Quality options for chests and trains", "date": "", "quotes": [] }, { "author": "", "content": "I'd like to propose an interface setting to make the icons smallers like they used to be before this release. Personally im not a big fan of the new size but i do like the style of them", "date": "", "quotes": [] }, { "author": "", "content": "Now we need quality wagons to give more space", "date": "", "quotes": [ { "author": "FactorioBot wrote: Thu Nov 14, 2024 5:55 pm", "content": "" } ] }, { "author": "", "content": "either talk to the mod author or try re-installing the mod (remove, restart game, add and restart the game again)", "date": "", "quotes": [ { "author": "wvlad wrote: Fri Nov 15, 2024 5:39 am", "content": "" } ] } ]
19
forum-topic-125558
125558
Allow changing the hidden field at runtime
Won't implement
https://forums.factorio.com/viewtopic.php?t=125558
IsaacOscar
Bassically, it would be great if you could set the hidden field ( https://lua-api.factorio.com/latest/cla ... tml#hidden ) at runtime. (Similarly with hidden_in_factoriopedia). Perhaps it could also be set per player or per force? The idea being that mods can hide stuff from all the GUIs until they are actually useful for players (so as to not clutter the GUI or give spoilers).
[ { "author": "binaryDiv", "content": "I think this would be really useful! \n \nI'm currently working on a mod that hides military technologies and recipes that aren't useful when playing in peaceful mode. I first thought about disabling (enabled=false) instead of hiding the technologies, which can be done at runtime, but hiding is the much cleaner way to do this (e.g. you can remove the mod and its changes will be automatically undone, which isn't possible when setting \"enabled=false\"). \n \nFor some technologies and recipes it could be useful to dynamically enable them during runtime, though.", "date": "2025-02-02T18:58:58+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "+1, would be very useful for mods that change entities and the like at runtime to operate differently. So there's less confusion about which is which and what the player can actually use", "date": "2025-02-04T16:45:31+00:00", "quotes": [] }, { "author": "curiosity", "content": "You do realize that if hidden becomes a state, it won't be undone on mod removal either?", "date": "2025-02-04T17:38:48+00:00", "quotes": [ { "author": "binaryDiv wrote: Sun Feb 02, 2025 6:58 pm", "content": "" } ] }, { "author": "", "content": "Sorry but this is not going to be done. Prototype values are immutable after startup and anything runtime which wants to be mutable has to make a copy, and save/load it. The entire game is built on top of this principle and it won't be changing.", "date": "2025-02-05T20:53:11+00:00", "quotes": [] } ]
4
2025-01-04T00:44:36-06:00
forum-topic-107774
107774
The escapist video on Factorio's unusual price policy
Spread the Word
https://forums.factorio.com/viewtopic.php?t=107774
Stumbled on this video today : https://www.youtube.com/watch?v=TP5-pfBmZss
[ { "author": "Amarula", "content": "The price is ALWAYS right! Thanks for sharing!", "date": "2023-07-15T14:48:40+00:00", "quotes": [] } ]
1
2023-07-15T01:42:28-05:00
forum-topic-104026
104026
Remove Expensive Mode
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=104026
_CodeGreen
TL;DR Expensive mode makes it unnecessarily complex to dynamically modify recipes and technologies in a mod, and should be removed (or at the very least changed). What ? For those not in the know, expensive mode is a map setting you can enable to make a select few recipes more expensive, and there's another setting for technologies to make them cost more. The technology setting is not used in the vanilla game, and only exists for mods to use. On the surface, this is a cool mode to add some challenge to the game, without changing that much. In my opinion, this feature has little to no value, especially when it's feature can be easily implemented as a mod, and probably better at that. From a modder's perspective, it is one of the more annoying features to work around. Why ? The following examples generally apply for both recipes and technologies, however I will be using only recipes as examples. Starting off simple, the definition for a non-expensive mode recipe might look like this: Code: Select all { type = "recipe", name = "iron-plate", category = "smelting", energy_required = 3.2, ingredients = {{"iron-ore", 1}}, result = "iron-plate" }, As you can see, fairly simple. It requires one iron ore, and makes one iron plate. An expensive recipe definition might look something like this: Code: Select all { type = "recipe", name = "iron-gear-wheel", normal = { ingredients = {{"iron-plate", 2}}, result = "iron-gear-wheel" }, expensive = { ingredients = {{"iron-plate", 4}}, result = "iron-gear-wheel" } }, In normal mode, an iron gear wheel would take two iron plates to craft. In expensive mode, it will take 4 iron plates. Both of these recipes are defined completely correctly, and are in fact taken directly from the base mod. I have no problem with either of those recipe definitions. The "problems" start to occur when mods get involved. According to the engine, this is a valid recipe prototype: Code: Select all { type = "recipe", name = "iron-gear-wheel", expensive = { ingredients = {{"iron-plate", 4}}, result = "iron-gear-wheel" } }, This prototype has one set of recipe data, and it will be used for both normal and expensive mode. If a recipe should be the same for both difficulties, wouldn't it make more sense to define the recipe data like the iron plate example? Why is it allowed for expensive to be set and not normal, and vice versa? This has no reason to exist. One of the other things expensive mode can do is disable a recipe depending on the mode that is selected by setting one of them to false. Code: Select all { type = "recipe", name = "iron-gear-wheel", normal = { ingredients = {{"iron-plate", 4}}, result = "iron-gear-wheel" } expensive = false }, This will make the iron gear recipe not show up by default if expensive mode is selected from the beginning of the map. The same can be done vice versa, where the recipe is enabled at game start in expensive mode and disabled in normal mode. However, the recipe can still be enabled by technology unlocks and script, and it will still use the other difficulty data . Marginally useful at best, but still unnecessary since it's the same data, and enabled can still be set through script. So, why do we have expensive mode at all? Adding a little bit of challenge to the game, sure, but expensive mode is limiting. What if a mod wanted multiple levels of difficulties that the player could choose from? What if a mod wanted different categories of things to be expensive without affecting all recipes? What benefit does expensive mode give over a mod? Well, you can change the value of it on world creation instead of having it be a startup setting. Big whoop, now you can't change it after the world starts without using a mod or the editor. What about having one place that toggles all mods' expensive recipes? Easily doable with another mod, to unify all expensive settings into one thing. Plus, with it being a mod, it could have more customizability than the vanilla dropdown "yes or no." I must admit I'm a quite biased as a modder myself, and seeing many people dealing with recipes and technologies getting confused as heck with all of the different configurations has made expensive mode feel completely unnecessary to me. I honestly don't think it will ever get removed, as it is too big of a feature for the player base not to care, and that is why I propose a modification to the way expensive prototype data is defined: If a mod wants to make a recipe or technology have different data for expensive mode, they must set both normal and expensive properties to not nil, possibly even removing the ability to set them to anything other than a table of recipe data. This keeps the players happy as the game mode is not removed, and it makes modders happy because they don't have to deal with the possibility of crap data from other mods. Everything expensive mode can do is still possible, and is significantly cleaner to define and deal with. Expensive mode has been forgotten for long enough, I think it's time for something about it to change.
[ { "author": "KiwiHawk", "content": "Fully support! Ideally remove normal/expensive entirely. If not, some change would be very welcome! Release of Factorio 1.2 seems like the ideal time to do this. \n \nI've taken over maintenance of Bob's mods (as well as being dev for Sea Block). Bob's Library has some support for normal/expensive but it's not something we make much use of. Getting rid would prevent a load of confusion, simplify code, and all for no significant (imho) loss in functionality.", "date": "2022-11-07T05:14:43+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I gotta agree here. I don't (off-hand) see any real reason why expensive mode couldn't be a simple multiplier, and then if really needed, a flag for those things that should be excluded.", "date": "2022-11-07T07:18:02+00:00", "quotes": [] }, { "author": "Pi-C", "content": "Expensive mode just using more of the same ingredients as normal mode is boring. The way it's working now, you could add new ingredients to expensive mode, or even provide completely different recipes (different set of ingredients, longer crafting time etc.) for normal and expensive mode. I realize that's hardly (German readers: \"kaum\", nicht \"schwer\"/\"kompliziert\"!) done as modders would have to spend much more time on balancing their recipes, but at least it is possible. \n \nThat being said, I still agree that having to consider whether a recipe has no difficulties/one difficulty/both difficulties set is a major PITA.", "date": "2022-11-07T07:42:22+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Mon Nov 07, 2022 7:18 am", "content": "" } ] }, { "author": "jodokus31", "content": "I love expensive mode as game feature, but the realization is not optimal, esp. for modding \n \nI disagree to remove it, but rather change it.", "date": "2022-11-07T09:29:49+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "Could be a dedicated mod called expensive managed by Wube. Much cleaner implementation \n \nEdit: not sure how interaction would work with other mods though, so maybe not that clean.", "date": "2022-11-07T09:54:36+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "It's far too late to remove it now. It should never have happened, obviously, but that ship has sailed.", "date": "2022-11-07T09:57:24+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "Have you guys never played Marathon or something? \n \nJust FYI, Marathon game mode uses expensive mode recipes and it's not a simple multiplier. The way the devs carefully handpicked the amount of ingredients for every recipe is pretty brilliant IMO. \n \nNo way this should ever be removed.", "date": "2022-11-07T12:10:01+00:00", "quotes": [] }, { "author": "Tertius", "content": "The issue is probably not that expensive mode exist, it's lack of consistency with the data definition for mods. I can only guess that expensive mode was added after the initial design and its data structures were just added like a hack but not existing data structures migrated to include expensive mode features.", "date": "2022-11-07T13:48:42+00:00", "quotes": [] }, { "author": "aka13", "content": "Funny, how I got years of playtime out of it, and zero playtime out of mods. \nI understand that you have fun and enjoy modding, but I still think that that is quite a leap to make, \"unneeded and should be removed\", simply because you dislike it. \nI haven't played \"nonexpensive\" nonmarathon modes since its introduction. \n \nIn fact, if we put mine and your emotions aside, simply from an install base perspective I can not imagine, that there are more people who play mods, and less people, who use expensive recipes.", "date": "2022-11-10T09:26:45+00:00", "quotes": [] }, { "author": "KiwiHawk", "content": "Yes, I have played Marathon. The changes that Expensive Recipes makes can be made into a simple mod. I imagine that if expensive recipes were removed, they would release the same functionality as a mod. If the Factorio devs don't want to do this, then I would be happy to. No functionality would be lost at all. \n \n\nAnd I can imagine the opposite. Imagination isn't data", "date": "2022-11-10T10:12:02+00:00", "quotes": [ { "author": "Panzerknacker wrote: Mon Nov 07, 2022 12:10 pm", "content": "" }, { "author": "aka13 wrote: Thu Nov 10, 2022 9:26 am", "content": "" } ] }, { "author": "aka13", "content": "Yeah, and this whole thread is opinions only . \nSome people consider the big overhaul mods fun. Some don't. That's not a reason to change the basegame and cut features from it, in my opinion . \nGregtech eventually evolved beyond ic2 and beyond minecraft, when the vision became so different, that it did not fit anymore and became too cumbersome to work with. \n \nI can openly admit, I consider most big mods for factorio not fun, and not challenging in the ways I enjoy. I therefore voice my opinion, that I would be in opposition of removing marathon, and or making it a mod. It obviously would get less support than in gets in the base game, and I obviously am against that.", "date": "2022-11-10T11:57:18+00:00", "quotes": [] }, { "author": "jodokus31", "content": "Agree. \n \nOne other thing, what speaks against a mod, is that you can play normal and marathon games, without restarting factorio. If a mod provides marathon recipes, you would have to sync mods to change the game type, which implies a factorio restart. (Not the end of the world, though.) \n \nIf Marathon or Expensive Mode was a simple mod like every other mods, it would be less popular and less played. \nBut, we don't have any official mods by Wube yet and the usual perception is, that a modded game is less legit. That also comes from steam achievements, which only work without mods \n \nI wonder, if it gets changed, when the expansion comes out. I understood, that the expansion will be like an official mod made by Wube (+ changes, which are need to be made to the engine to support it, of course), and you can switch back to current vanilla. \n \nI could imagine, that official mods are not handled via the regular mods menu", "date": "2022-11-10T13:44:02+00:00", "quotes": [ { "author": "aka13 wrote: Thu Nov 10, 2022 11:57 am", "content": "" } ] }, { "author": "_CodeGreen", "content": "I would like to clarify a couple things reading the replies to this post:\n \n I do not think that expensive mode will be removed, I would not be unhappy if it did, but having that expectation is unrealistic. \n I wanted the main takeaway of this post to be that expensive mode has problems, and how they could be fixed. Most of the post was describing those problems, removing it was the simplest/easiest solution to that. \n The changes I suggested in the last paragraph are what I proposed as a \"better\" solution, as it is a comfortable middle ground between modders and players alike, and players won't even notice a difference. \n \nWhether or not it should be removed is ultimately only an opinion, and probably isn't worth debating about. I want to focus more on the hypothetical changes to expensive mode, not go back and forth on removing or not removing it.", "date": "2022-11-12T17:47:30+00:00", "quotes": [] }, { "author": "", "content": "I see this similarly: the “right” way to implement this feature would have been to use a mod. Because mods are exactly for this kind of job. \n \nI think wube didn’t do it, because that would mean to load a mod in the game setup-stage. But, man, that’s exactly what the game needs: loading mods without restarting the game! \n \nHow easy could this be implemented, if this would be done in a background process? And how much more things could be done? I don’t know, but this looks like an obvious door, Factorio needs to go through, even knowing that this might be really hard to do. \n \nAnd it is not too late to get rid of this structure. A new mod version will come in any case and will include some incompatible changes. This change can then be added on top. They can just remove this construct, or can read it and internally convert it to the right values. Simple.", "date": "2022-11-14T05:54:45+00:00", "quotes": [] }, { "author": "", "content": "We had a discussion prompted by this topic, and we agreed with a lot of the points, \nEven internally the expensive mode causes a lot of hassle and code maintainence \n \nSince we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), \nIt was agreed we would make the expensive mode recipes into a small mod that will be packaged with the game.", "date": "2022-11-14T09:53:28+00:00", "quotes": [] }, { "author": "aka13", "content": "How will that relate with steam achievements, and will deathworld be supported with the expansion?", "date": "2022-11-14T11:05:52+00:00", "quotes": [ { "author": "Klonan wrote: Mon Nov 14, 2022 9:53 am", "content": "" } ] }, { "author": "", "content": "Using internal mods will still allow achievements as normal, \nDeath world should work the same as now, unless I misunderstand the query?", "date": "2022-11-14T13:59:41+00:00", "quotes": [ { "author": "aka13 wrote: Mon Nov 14, 2022 11:05 am", "content": "" }, { "author": "Klonan wrote: Mon Nov 14, 2022 9:53 am", "content": "" } ] }, { "author": "Mernom", "content": "How many mods actually take advantage of Expensive mode, anyway? I know SE doesn't, and we just have to work around it. \nI know K2 implements it through mod settings, AKA similarly to how it's going to work in the future it seems. \nAny others? \n \nIf it's really underused, I'm all for trimming a cumbersome structure that people have to constantly work around. \nEdit: Actually is there any mod out there that takes advantage of technology difficulty? I don't think I've seen any.", "date": "2022-11-14T18:03:18+00:00", "quotes": [] }, { "author": "pezzawinkle", "content": "I agree with most of the points here, the main problem with expensive mode(s) is the unwieldy permutations of table structures. If the regular recipe/tech structure was to be forced onto the subtable, that would at least simplify library functions instead of handling parent and child type formats at the same time. \nOne of the mods I work with deliberately forces that structure to simplify the rest of the library. \nWhile the idea and flexibility is nice, it has not been utilized in many, if any mods, I have a concept, but the implementation may increase load times... any updates in this space would be nice.", "date": "2022-11-14T21:22:55+00:00", "quotes": [] } ]
19
2022-11-06T22:12:59-06:00
forum-topic-98881
98881
Config for Zircon (for Zirconium mod)
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=98881
brevven
Hello again! I've attached a config for Zircon ("zircon") for the new Zirconium mod : I've tested it out and it appears to work fine.
[ { "author": "orzelek", "content": "Added in 6.2.8.", "date": "2021-06-19T20:55:15+00:00", "quotes": [] }, { "author": "brevven", "content": "Thanks!", "date": "2021-06-20T00:01:10+00:00", "quotes": [] } ]
2
2021-06-16T21:43:26-05:00
forum-topic-63548
63548
Factorio Forums • How to turn off the original music?
Good afternoon, I'm new here. I must warn you right away, I do not know English very well, I am from Russia, and I am only learning it. I made a couple of music mods, but my friends wanted something to turn off the original songs. You do not know how this can be done? Code: Select all data:extend( { { type = "ambient-sound", name = "1", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/02_Blood_Dragon_Theme.ogg" } }, { type = "ambient-sound", name = "29", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft_II_Legacy_of_the_Void.ogg" } }, { type = "ambient-sound", name = "30", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/Warhammer_40000_Dawn_of_War_II.ogg" } }, { type = "ambient-sound", name = "31", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran1.ogg" } }, { type = "ambient-sound", name = "32", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran2.ogg" } }, { type = "ambient-sound", name = "33", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran3.ogg" } }, { type = "ambient-sound", name = "34", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran4.ogg" } }, { type = "ambient-sound", name = "35", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-01.ogg" } }, { type = "ambient-sound", name = "36", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-02.ogg" } }, { type = "ambient-sound", name = "37", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-03.ogg" } }, { type = "ambient-sound", name = "38", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-04.ogg" } }, { type = "ambient-sound", name = "39", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-05.ogg" } }, { type = "ambient-sound", name = "40", track_type = "main-track", sound = { filename = "__CustomMusicfromMattiasPart1__/music/StarCraft/ZSwarm_Music_Terran7_Action.ogg" } }, } )
[ { "author": "", "content": "Not tested, but it must be like that:\n Code: Select all for i, sound in pairs (data.raw[\"ambient-sound\"]) do\n if sound.track_type and sound.track_type == \"main-track\" then\n data.raw[\"ambient-sound\"][i] = nil\n end\nend\n \nJust add it before adding your music. \n \n(Updated)", "date": "", "quotes": [] }, { "author": "", "content": "Thanks for the answer! \nI did everything right? If yes, then, unfortunately, it did not work. \n Code: Select all for i, sound in pairs (data.raw[\"ambient-sound\"]) do\n if sound.track_type and sound.track_type == \"main-track\" then\n sound = nil\n end\nend\ndata:extend(\n{\n{\n type = \"ambient-sound\",\n name = \"1\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/02_Blood_Dragon_Theme.ogg\"\n }\n }, \n {\n\ttype = \"ambient-sound\",\n name = \"29\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft_II_Legacy_of_the_Void.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"30\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/Warhammer_40000_Dawn_of_War_II.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"31\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran1.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"32\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran2.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"33\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran3.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"34\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran4.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"35\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-01.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"36\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-02.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"37\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-03.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"38\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-04.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"39\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-05.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"40\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/ZSwarm_Music_Terran7_Action.ogg\"\n }\n },\n }\n)", "date": "", "quotes": [] }, { "author": "", "content": "Code: Select all for key,_ in pairs (data.raw[\"ambient-sound\"]) do\n data.raw[\"ambient-sound\"][key] = nil\nend", "date": "", "quotes": [] }, { "author": "", "content": "Yes, it was my bug, it must be deleted with the key, see above.", "date": "", "quotes": [ { "author": "Artanis_Mattias wrote: Tue Nov 20, 2018 4:01 pm", "content": "" } ] }, { "author": "", "content": "Unfortunately, all the music from the game is gone. Including added music added by this mod. \n Code: Select all for key,_ in pairs (data.raw[\"ambient-sound\"]) do\n data.raw[\"ambient-sound\"][key] = nil\nend\ndata:extend(\n{\n{\n type = \"ambient-sound\",\n name = \"1\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/02_Blood_Dragon_Theme.ogg\"\n }\n }, \n {\n\ttype = \"ambient-sound\",\n name = \"29\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft_II_Legacy_of_the_Void.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"30\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/Warhammer_40000_Dawn_of_War_II.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"31\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran1.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"32\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran2.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"33\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran3.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"34\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/SC1_Terran4.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"35\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-01.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"36\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-02.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"37\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-03.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"38\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-04.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"39\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/TerranSC2-05.ogg\"\n }\n },\n {\n\ttype = \"ambient-sound\",\n name = \"40\",\n track_type = \"main-track\",\n sound =\n {\n filename = \"__CustomMusicfromMattiasPart1__/music/StarCraft/ZSwarm_Music_Terran7_Action.ogg\"\n }\n },\n }\n)", "date": "", "quotes": [] } ]
5
forum-topic-35037
35037
If real life can do it, so can Factorio... (Astonishing Belts)
Off topic
https://forums.factorio.com/viewtopic.php?t=35037
Jonathan88
We need belt side switchers
[ { "author": "Xecutor", "content": "https://www.youtube.com/watch?v=tqLYhhV7u7Y", "date": "2016-10-24T03:02:23+00:00", "quotes": [] }, { "author": "HammerPiano", "content": "this is beautifull", "date": "2016-10-24T12:36:45+00:00", "quotes": [] }, { "author": "hansinator", "content": "Sadly we can't precisely control the movement of items in Factorio.", "date": "2016-10-24T14:05:12+00:00", "quotes": [] }, { "author": "Mooncat", "content": "Wow, that machine really exists. \n \nBut you can't do this in real life: \n https://www.reddit.com/r/factorio/comme ... _belts_on/", "date": "2016-10-25T03:00:02+00:00", "quotes": [] }, { "author": "aubergine18", "content": "here's full vid: https://www.youtube.com/watch?v=tqLYhhV7u7Y \n \n http://www.intralox.com/arb-technology.aspx", "date": "2016-10-25T12:21:08+00:00", "quotes": [] }, { "author": "TheDagmaar", "content": "I just wanted to share it =D", "date": "2016-10-25T18:18:40+00:00", "quotes": [] }, { "author": "", "content": "Sorry, guy, this is off-topic and so moved from General to there. \n \nIf you search a bit, you will find similar stuff in the off-topic board.", "date": "2016-10-25T18:29:40+00:00", "quotes": [] }, { "author": "aubergine18", "content": "Could you merge in this topic - it's about exact same thing: viewtopic.php?f=27&t=35120", "date": "2016-10-25T20:43:07+00:00", "quotes": [] }, { "author": "", "content": "Merged.", "date": "2016-10-25T21:04:10+00:00", "quotes": [ { "author": "aubergine18 wrote:", "content": "" } ] }, { "author": "joseailton", "content": "Even the forums can do this kind of merging thing.", "date": "2016-11-04T00:46:42+00:00", "quotes": [ { "author": "daniel34 wrote:", "content": "" }, { "author": "aubergine18 wrote:", "content": "" } ] }, { "author": "Starfoth", "content": "What kind of builds would people use this for? I think it could be a good way to sort materials without using power. Like if 2 ore reserves are next to one another, you can help keep the lines clean even if the biters seize the power plant. \nAlthough it would be best for compressing belts. Lets' say you're moving materials into your chemical plant equipment manufacturing floor and have limited space. You can move a belt of lets' say steel. The switch conveyor will move steel to one side of a belt without having to have a 3x2 setup with a splitter. \nDefinitely would make some things far easier.", "date": "2016-11-04T17:26:39+00:00", "quotes": [] }, { "author": "Jonathan88", "content": "Thanks! Was looking for that", "date": "2016-11-04T17:36:08+00:00", "quotes": [ { "author": "Xecutor wrote:", "content": "" } ] }, { "author": "Jonathan88", "content": "Ah thanks - wasn't entirely sure where to put it", "date": "2016-11-04T17:37:03+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "Jonathan88", "content": "Thanks too", "date": "2016-11-04T17:37:24+00:00", "quotes": [ { "author": "daniel34 wrote:", "content": "" }, { "author": "aubergine18 wrote:", "content": "" } ] }, { "author": "", "content": "Cause this comes up in Suggestions: \nPlease have a look into viewtopic.php?f=80&t=24061 New Types of Belts (And why they are NOT a Good Idea!)", "date": "2016-11-27T12:41:18+00:00", "quotes": [] }, { "author": "Proxy", "content": "unless you use 4 Dimensional belts which seem to pass Through eachother, but actually around eachother.", "date": "2016-12-12T16:21:18+00:00", "quotes": [ { "author": "Mooncat wrote:", "content": "" } ] }, { "author": "tmayo", "content": "And I naturally thought of Factorio! \n \n https://m.youtube.com/watch?v=tqLYhhV7u ... RH&index=2", "date": "2016-12-20T18:03:51+00:00", "quotes": [] }, { "author": "", "content": "Joined previous post into this off-topic thread.", "date": "2016-12-20T23:15:03+00:00", "quotes": [] }, { "author": "NerdusOptimus", "content": "https://www.youtube.com/watch?v=tqLYhhV ... e=youtu.be", "date": "2016-12-21T08:12:19+00:00", "quotes": [] } ]
19
2016-10-23T12:10:57-05:00
forum-topic-52471
52471
What is "Locked Slots per Wagon" and "Train composition"?
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=52471
tpreissler
Hi, first of all, many, many, many (...) thanks for LTN. It's been great. Mine is now up and running and working flawlessly. I do have a couple of questions though.... and I couldn't find this in the doc: * "Locked SLots per Wagon": What is this for? I find in on a couple of places in the forum, but cannot get my head around it what it is for. * "Train composition": I take it you enocde the train composition in binary, in my case for L-CCCC-L trains it would be 100001. What's that used for? Is it used in the Depot for loading with fuel, ie. only locos get fuel? * I understand the requester chest at the Depot in the Demo Map, this is requesting and loading fuel. But there is also a passive provider unloading items. Is it just to ensure cargo is unloaded and so empty or is there some special meaning behind it? Apologies for some questions where the answer might be obvious, I am just at my first freeplay and ... still playing. Launched a couple of rockets, maybe 8, each takes about 20 minutes to build . Cheers Tom
[ { "author": "tpreissler", "content": "I found some answers in the parallel thread\"Quick Question about merged transports\". \n \n\"Locked Slots per Wagon\" is the same as you can do with the \"X\" on a chest to limit its size. \n\"Train composition\" is mentioned more or less in the same way, no use case. \n \nI guess I have a look at the Demo map and try reverse engineering it... \nIt must be there for a reason.", "date": "2017-09-07T12:58:58+00:00", "quotes": [] }, { "author": "Optera", "content": "Locked Slots per Wagon: \nMarks the set number of slots are reserved in each wagon for every train going to the provider it's set for. \nUsed to prevent inserters from getting stuck with items in hand after failing to insert into a wagon. \n \nExample with some math: \nA Wagon holds 40 stacks or 40*50=2000 ore. \nStack inserters insert 14 items/ cycle, 6 inserters would need 2000/14/6=23,81 cycles to fill the wagon. As we can't do fractions of cycles they will use 24 cycles before the minimum load is reached leaving 24*6*14-2000=16 ore stuck in their hand. \nSetting locked slots to 1 reduces the maximum delivery size by 1 stack = 50 ore making inserters insert the requested 1950 ore as well as excess items in a new stack. \n \n \n Train Composition: \nBinary encoded position of every carriage type. How decoding works can be found here . \n \nPre 0.15 locomotive fuel inventories could be emptied by inserters. Stations requesting fuel needed to know at which position it's safe to remove fuel. \nIt's still useful to refuel locomotives at depots.", "date": "2017-09-07T13:44:56+00:00", "quotes": [] }, { "author": "mrvn", "content": "Is \"Train composition\" only an output signal or can I set it as input signal to allow only specific trains at a station? Does that work on depots too or do I need to make one depot per train composition and name them differently?", "date": "2017-09-25T10:50:38+00:00", "quotes": [] }, { "author": "Optera", "content": "From Documentation:", "date": "2017-09-25T13:00:32+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mrvn", "content": "Just for my information: \n \n1) How is train composition any more ambiguous than train length? \n2) Train schedules are made while a train is at a depot so why can't train composition be considered? It is at a station so should not be ambiguous. \n3) Shouldn't depots accept a train composition and length setting and show an error if not all depots with the same name have the same signals or a train with different setup stops at the depot?", "date": "2017-09-26T08:31:51+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Optera", "content": "Train composition requires knowing which side of the train is in front aka at the stop. \nFor example a train L(forward)-L(backwards)-4C has 2 different train compositions depending if it pulls or pushes the wagons.", "date": "2017-09-26T11:07:35+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" } ] }, { "author": "mrvn", "content": "Ah, so it is ambiguous because you do not know which direction the train is going to leave the station. Somehow I always made my trains unidirectional or palindrom (same composition forwards and backwards). \n \nNote: Never build an L(forward)-L(backwards)-4C. It will have horrible wind resistance going backwards. Build it L(forward)-4C-L(backwards) and you get more out of your trains.", "date": "2017-09-27T20:40:56+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" }, { "author": "mrvn wrote:", "content": "" } ] }, { "author": "Optera", "content": "Some limitations stem from LTN being designed to work with as many configurations players may come up with as possible no matter how inefficient they might be. \n \nPersonally I use L-6C-L with Nuclear Locomotives from more Locomotives .", "date": "2017-09-28T05:32:35+00:00", "quotes": [] }, { "author": "mrvn", "content": "I would still love it if one could specify train composition and length at a depot. Not so that only specific trains arrive at the depot but as a check that trains that do arrive are the correct ones. \n \nSo if I set train length >= 4 and a LC train arrives something is wrong. The train stop should show an error, give a message and halt the train.", "date": "2017-09-28T08:24:00+00:00", "quotes": [] }, { "author": "Optera", "content": "If you never assign a LC train to that depot name it will never go there. \n \nChanging depot assignment from name based to composition, length will only result in players not reading the manual to build even more deadlocks.", "date": "2017-09-28T08:35:01+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" } ] }, { "author": "mrvn", "content": "I know that. But it is easy to make a mistake. And as I said this is not about making depot assignment based on composition. This is to add a check that the name based assignment wasn't done wrong. And yes, it would create a deadlock. But it would also tell the player right that tick that he made a mistake assigning that train to the depot. So there would be no surprise. \n \nOn the other hand if you have a train assigned to the wrong depot then you likely end up with fuel in a cargo wagon and/or a locomotive not getting any fuel. Or an too long train stops at the depot with its tail hanging out and blocking the main track. That will slowly corrupt the whole train system without being immediately obvious.", "date": "2017-09-28T08:56:46+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" }, { "author": "mrvn wrote:", "content": "" } ] }, { "author": "Optera", "content": "You can see all of those just by looking at trains in the depot. There's no point in making an over complicated system essentially doing the same.", "date": "2017-09-28T09:05:31+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" }, { "author": "Optera wrote:", "content": "" }, { "author": "mrvn wrote:", "content": "" } ] }, { "author": "Indiglow", "content": "I've gathered how most other output signals work, but encoded position isn't working right or I don't understand it. \n \nI have a requester station that I have set the output to say Encoded Position of PetroChem Oil Tank Wagon # 2 \n \nI am under the impression that this means I need a train where this specific wagon is in the 2nd position (Locomotive then PetroChem Oil Tank Wagon). The requesting station keeps sending PetroChem Oil Tanks AND PetroChem Gas Tank Wagons that are located in position #2 of a train setup....it's essentially ignoring the request that I want the Oil Tank Wagon to be in position 2 only. \n \nWhat am I doing wrong?", "date": "2018-02-03T03:13:06+00:00", "quotes": [] }, { "author": "Optera", "content": "Merged into existing topic about train composition. \nPlease use forum search before starting new threads.", "date": "2018-02-03T06:21:44+00:00", "quotes": [] }, { "author": "Indiglow", "content": "Thanks. \n \nI did use a search and searching for how \"encoded position\" doesn't result in anyone explaining how they work it just results in people saying \"use encoded positions\" \n \nI am still actively looking for a tutorial or an explanation on how to properly use \"Encoded position #\" 's", "date": "2018-02-03T21:44:31+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" } ] }, { "author": "Optera", "content": "Check the demo map and my post 12 posts above yours viewtopic.php?f=214&t=52471#p306857", "date": "2018-02-04T07:17:36+00:00", "quotes": [ { "author": "Indiglow wrote:", "content": "" } ] }, { "author": "Indiglow", "content": "I appreciate the reply. After going through that, I still can't figure out what it is I am doing wrong. I have included pictures: \n \nPictures \n https://imgur.com/a/xFmhR \n \nI am requesting that Encoded Position of this specific train type be in position # 2 in the first image \n \nIn the second image, the output of the depot shows that is exactly what this depot is outputting \n \nHowever, the requesting will keep accepting both types of trains in the second image (a gas loader petrochem and an oil loader petrochecm) despite the fact that the gas loader depot chem train is set with a different name and with an output of that style train in position #2 \n \nI can't quite understand why my requester is sending out the gas tanker when I am specifically requesting the oil one only.", "date": "2018-02-04T18:01:54+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" }, { "author": "Indiglow wrote:", "content": "" } ] }, { "author": "Optera", "content": "Train composition is read only. Use train length and network id to limit trains to certain stations. \n \nAs I Wrote in Rejected features", "date": "2018-02-05T06:35:46+00:00", "quotes": [ { "author": "Indiglow wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "knightofrust", "content": "How exactly does the locked slots feature work? I have a station with a constant combinator providing 'locked slots = 39' signal at its input, but when the train came its wagons had no locked slots at all.", "date": "2018-02-14T16:07:38+00:00", "quotes": [] } ]
19
2017-09-07T05:07:27-05:00
forum-topic-90746
90746
Does riding in a train prevent the AFK auto-kick?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=90746
NotRexButCaesar
^^^
[ { "author": "Squelch", "content": "It would seem so. \n \nI thought this might be a rhetorical question, and the answer was no, it's in the name, ie no input. \n \nI just tested it on my local server, with kick AFK of one minute. Sure enough, I get kicked after a minute of no input - BUT - riding a train does indeed allow one to avoid auto-kick for AFK. \n \nIs this intended?", "date": "2020-10-27T05:22:20+00:00", "quotes": [] }, { "author": "", "content": "condition for not being kicked by AFK is to keep sending input actions. In theory if you stand still but keep moving mouse over various entities you will not get kicked because you are sending input actions for selecting entities, while if you hold move button (sends input action when starting movement, then sends no more start movement actions until you stop) and you have mouse outside of factorio you will be seen as not sending input actions and kicked, even when moving. Belt ring for afk will work if you hold mouse over belts because then you are constantly sending input actions for selecting entities. I will have to reconsider if the select entity input actions should reset the AFK timer.", "date": "2020-10-27T06:47:12+00:00", "quotes": [] } ]
2
2020-10-26T22:16:59-05:00
forum-topic-126990
126990
Productivity Module in Assembly Output?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126990
random.
Hello, I'm still relatively new to the game. There seems to be productivity modules in the output of assembly machines I have. I'm not sure why or how it got there. It seems to be in practically all of my copper wire assemblies. Why is that? Screenshot 2025-02-20 094244.png (78.11 KiB) Viewed 183 times
[ { "author": "adam_bise", "content": "I think it has to do with downgrading the assembler or changing the recipe remotely out of a robot network, the extra module is put into a sort of trash slot. \n \nCan't remember exactly what causes it, but it is along those lines.", "date": "2025-02-20T14:51:15+00:00", "quotes": [] }, { "author": "random.", "content": "Ah, that makes sense. I think I know what happened then. \n \nAt one point I over-estimated my electric output, and the productivity modules pushed it past it's limits. Instead of going around removing modules invididually since I had so many assemblies, I found it easier to just copy/paste a recipe that can't accept productivity modules. \n \nAfter some testing just now, it seems like if you're close enough when changing recipes, those productivity modules that were in there will go into your inventory, but if you're far enough away it will go into those 'trash slots'.", "date": "2025-02-20T14:56:26+00:00", "quotes": [] } ]
2
2025-02-20T08:44:30-06:00
forum-topic-99745
99745
[1.1.38] Spidertron spitter attack decals appear in wrong spot
Not a bug
https://forums.factorio.com/viewtopic.php?t=99745
VisibleReality
See screenshot. I saw this in the main menu simulation, I didn't check if this happened in game. However, the issue is that the little green decals end up surrounding the spidertron in a square instead of on top of the spidertron. factorio-bug.png (95.89 KiB) Viewed 860 times
[ { "author": "", "content": "Hi, thanks for the report, \n \nThis is working as intended, the stickers are rendering around the leg joints, and underneath the cockpit, \n \nSo I will move this to not a bug", "date": "2021-08-28T09:25:08+00:00", "quotes": [] } ]
1
2021-08-28T04:05:11-05:00
forum-topic-58863
58863
[MOD 0.17.x] pY Coal Processing
PyMods
https://forums.factorio.com/viewtopic.php?t=58863
pyanodon
Description: Add several processes to break and improve coal to make it more valuable and useful in game. Add more than 30 new buildings, 100+recipes and ingredients. Not compatible Bob´s mods. Adjusted some vanilla recipes to be compatible with this mod. This mod is not compatible with Angel´s mod yet, but it wont cause any bug, just duplicates. Details: Factorio Version: 0.17+ Version: 1.0.12 License: CC BY-NC-ND 4.0 Tags: coal Download Mod Portal Link LONG DESCRIPTION Setting up the base mod for future expansions, this mod will turn the game more hard a bit and heavily focused on coal and steel. Advance and unlocks new fuels and generators to feed your base with constant high-supply turbines (that will stand until you keep them fed). Extract everything you can from coal and plan well, since your base wont be small! If you have Bob´s suit installed, it will be way more harder! TO DO Make it compatible with Angels Big thanks to Youki, Arch666Angel and Klonan Also Big thanks for the amazing help Nexela is doing. This mod couldnt be real without his hard work Special thanks to the fellow helpers: Trainwreck KepperMIEM It recommended the use of any loader mod to feed some of the high consuming machines. Change Log 0.3.4 = Balance settings in the Sand Extractor building and Ash Separation recipe 0.3.5 = Update ore-crusher to not conflict with Angels mod 0.3.7 = Balance settings and migration files. Fixed a progression blockage for who is playing in vanilla 0.3.8 = Added recipe for sodium-hydroxide. Added recipe for glass at early game. Fixed names 0.4.0 = Added Russian locale. Added 3 new fences. Fixed small bugs. Cooling towers now condense all ranges of steam temperatures. 0.5.0 = Balance some recipes. Rectisol, Filter and Evaporators have their pipe connections reworked. Removed niobium-pipes, tiles and tanks.Compatibility with PYFE added. 0.5.1 = Fixed small bug 0.5.2 = Balance some recipes for a more friendly game 1.0.0 = Compatibility wih 0.16 release. Lots of balances 1.0.3 = Several balances - Converted Niobium and Borax to minable ores. So now they spread around the map and must be mined with their own mining drills. - Added compatibilities with the new pyHightech Mod. 1.0.6 = Few balances, fixed fluids. 1.0.8 = Few balances, fixed advanced foundry recipes. 1.0.9 = Updated library. 1.0.10 = Some tuning. 1.0.11 = Added mk01 to mk04 versions of industrial buildings to be unlocked only under pyRO. Lots of balances and optimizations. 1.0.12 = Several bug fixes and optimization 1.0.16 = Alpha release for 0.17 Compatibility mod for Archangel666 by kingarthur viewtopic.php?f=97&t=51967&p=303496#p303496 Other mods to complement that one: pY Fusion Energy pY Industry pY Raw Ores
[]
0
2018-03-19T15:52:33-05:00
forum-topic-101116
101116
[1.1.50] Upgradeing electric poles makes new connections
Not a bug
https://forums.factorio.com/viewtopic.php?t=101116
sorahn
I ran into this issue today. I upgraded a bunch of small electric poles to medium electric poles that were in close enough proximity for the medium's to make new wire connections to each other so they did. I would have expected them to just retain all their existing connections and not make any new ones when upgrading. 1) Build some small electric poles with a bit of overlap (e.g. around the corners of a line of assembly machines) 2) Upgrade them with an upgrade planner Before: After: Video:
[ { "author": "FuryoftheStars", "content": "Considering upgrading via bots is just an automated form of fast replacing manually, and fast replacing is actually a shortcut for remove & place new operations, that's exactly the behavior I would expect.", "date": "2022-01-03T15:25:51+00:00", "quotes": [] }, { "author": "sorahn", "content": "Hmm, when you put it like that it makes sense. \n \nI was thinking of it in terms of using an upgrade planner in a blueprint.", "date": "2022-01-03T16:05:32+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "Regardless of whether upgrading is considered a shortcut for remove and build new internally - I would expect electric poles to not make new connections on upgrade, if the amount of connections before is not 0 (both manually or automatic). \n \n \nFactorio also saves electric connections in blueprints to avoid such a connection mess, so it'd be great to fix this as well.", "date": "2022-01-19T13:26:43+00:00", "quotes": [] }, { "author": "netmand", "content": "Yeah and there's no example previously stated here from what I've seen: where you are connecting Big electric poles and are sometimes failing to make the intended long connections because there are too many other connections available nearby. \n \nAuto-connecting power wires has been a necessary evil that I've just had to deal with by more thoughtful placement of electric poles. Add to the fact that my eyes aren't that good to see all wire connections sometimes and it can get annoying at times. \n \nAll that said but I still have to comment that upgrading in place doesn't have much value. Upgrading usually is better when poles are being relocated in addition to upgrading.", "date": "2022-01-19T19:12:25+00:00", "quotes": [] }, { "author": "kvaj", "content": "The power pole connections change depends on when they are placed. \nIf you want to cleanup the connections, you can use the Power Grid Comb to fix the connections and they will align correctly again.", "date": "2022-01-23T21:14:29+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. I am not considering this to be a bug. There are not many reasons why you would want to upgrade existing electric poles other than using newer items that are easier to produce. Having more connections may actually be desired since it creates extra rendundant connections that when some poles are destroyed the network stays in one piece.", "date": "2023-03-06T15:42:56+00:00", "quotes": [] } ]
6
2022-01-03T08:48:30-06:00
forum-topic-127490
127490
[2.0.41] Crash clicking logistics chest (ItemLogisticGui::buildSections)
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127490
Thyme
Game crashes when clicking logistics chests. They come from a specific blueprint that seems to be corrupted. It doesn't matter whether the logistics chest have been built or are still a ghost. Their item filter is set, and they're connected to a circuit network in read mode. Exporting and re-importing fixes the blueprint. Happens with SA enabled and disabled. No other mods. In case it's relevant, various different recipes in my blueprint collection have been unset. For example, I have an Assembler in my starter base set to Grenades. That ASM in the blueprint has no recipe set. And neither do any other ASMs with the Grenade recipe. 1. What did you do? Load the save, click any of the logistics chests. Can also use the blueprint in the "Game Blueprints" section. 2. What happened? The game crashed. 3. What did you expect to happen instead? Open the chest GUI instead of crashing. 4. Does it happen always, once, or sometimes? 100% reproducible
[ { "author": "", "content": "I see that the storage chest is corrupted, internally it was supposed to contain a single logistic section to be able to store a filter however this logistic section is missing. I was unable to reproduce how such a storage chest without logistic section was created. Moving to pending.", "date": "2025-03-14T15:39:16+00:00", "quotes": [] }, { "author": "Thyme", "content": "Both the recipe unsetting and the Storage Chest corruption seem to be caused by mods. \nI was able to reproduce the issue with these steps: \n \n1. Enable FUN mod and its dependencies. \n2. Start a new game \n3. open a blueprint that uses a filtered Storage Chest \n4. close the blueprint. as far as I'm aware, this saves it regardless of the method to close the GUI window. using the bp was not enough, seems to be in read only mode \n5. quit to main menu \n6. disable all mods \n7. start a new game \n8. place that same blueprint \n9. click the Storage Chest \n \nmodlist: \n https://mods.factorio.com/mod/discovery_tree \n https://mods.factorio.com/mod/fun_mode \n https://mods.factorio.com/mod/Krastorio2Assets \n \nThe final hint was that these recipes are unset in my blueprints: Grenades, Processing Units and Beacons. Those items are heavily modified by FUN mod. \nFUN mod also switches Passive Provider Chests and Storage Chests. This seems to cause the logistics section to be deleted, resulting in the crash.", "date": "2025-03-14T16:42:12+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. Issue should be now fixed for 2.0.42 and there will be a migration to fix existing corrupted save files.", "date": "2025-03-14T18:43:56+00:00", "quotes": [] } ]
3
2025-03-14T09:44:53-05:00
forum-topic-110630
110630
[1.1.101][linux] Game doesn't start any more
Technical Help
https://forums.factorio.com/viewtopic.php?t=110630
_me_
Factorio was working fine yesterday. I updated to 1.1.101 and also installed various updates to Proton and the Steam Linux Runtimes. With no launch options or specific compatibility tool, clicking "play" in Steam cycles the button through "cancel" and "stop" briefly, before showing "play" again. Nothing shows up on screen. The log file is Code: Select all 0.000 2024-01-11 19:48:59; Factorio 1.1.101 (build 62011, linux64, steam) 0.053 Operating system: Linux (Ubuntu 22.04) 0.000 Initializing Steam API. 0.053 Program arguments: "/home/me/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio" 0.053 Config path: /home/me/.factorio/config/config.ini 0.053 Read data path: /home/me/.local/share/Steam/steamapps/common/Factorio/data 0.053 Write data path: /home/me/.factorio [127838/704455MB] 0.053 Binaries path: /home/me/.local/share/Steam/steamapps/common/Factorio/bin 0.058 System info: [CPU: Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz, 6 cores, RAM: 64213 MB] 0.058 Environment: DISPLAY=:1 WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=ubuntu XDG_SESSION_DESKTOP=ubuntu XDG_CURRENT_DESKTOP=ubuntu:GNOME __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.058 Display options: [FullScreen: 1] [VSync: 0] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en] 0.130 Video driver: x11 0.130 Available displays: 2 0.130 [0]: S2719DGF 27" - {[1920,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 144Hz} 0.130 [1]: BenQ G2420HD 24" - {[0,135], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz} 0.130 Failed to get primary display index, defaulting to 0. Running with --gfx-safe-mode changes nothing, same log file contents. Forcing use of Proton experimental, with or without --gfx-safe-mode, shows an error popup and the log file isn't written to: Failed to compile shader __core__/graphics/shaders/sprite.psh as ps_4_0: __core__/graphics/shaders/sprite.psh:25:17: E5000: syntax error, unexpected NEW_IDENTIFIER, expecting ')' or ',' Same with forcing Proton 8.0-4 or 7.0-6 I'm not sure what version I was playing previously, but it was whatever was the default version before 1.1.101. Rolling back to 1.1.100 has the same effect as above -- same log file contents if I don't force a compatibility tool, and the error popup if I force various Proton versions. Same when rolling back to 1.1.94.
[ { "author": "", "content": "Factorio runs natively on linux, you don't need proton to start it. Are you able to launch the game when you download it from here https://factorio.com/download ? (you can login with your steam account to download from the website)", "date": "2024-01-12T06:05:28+00:00", "quotes": [] }, { "author": "_me_", "content": "The standalone version does work! Steam has done something weird, what a pain. Thanks.", "date": "2024-01-13T14:20:05+00:00", "quotes": [] }, { "author": "Nosferatu", "content": "Did you install steam through snap?", "date": "2024-01-13T16:23:17+00:00", "quotes": [] }, { "author": "_me_", "content": "I don't think so.", "date": "2024-01-13T18:45:10+00:00", "quotes": [] }, { "author": "riking", "content": "Can confirm that this crash still happens when launching 2.0 under Proton.", "date": "2024-10-21T19:16:47+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "Do not use Proton. Proton is a compatibility layer to run Windows games on Linux. Factorio has a native Linux version.", "date": "2024-10-21T19:20:29+00:00", "quotes": [] } ]
6
2024-01-11T14:12:26-06:00
forum-topic-127486
127486
[2.0.41] Locomotive can pickup invalid items to the spoilage slot
Duplicates
https://forums.factorio.com/viewtopic.php?t=127486
pepciorek
Setup: 03-14-2025, 12-06-02.png (370.4 KiB) Viewed 60 times When inserter is left holding cargo after loading it stays swinged on rails 03-14-2025, 12-10-09.png (312.28 KiB) Viewed 60 times Locomotive stops at the inserter location 03-14-2025, 12-10-30.png (51.94 KiB) Viewed 60 times Iron is now placed in the spoilage slot It also happens when trains are set as automatic
[ { "author": "", "content": "Duplicate 123239", "date": "2025-03-14T11:14:03+00:00", "quotes": [] } ]
1
2025-03-14T06:12:58-05:00
forum-topic-126274
126274
[Pard] [2.0.32] Tech Maniac achievement unlocked undeservedly on game start
Assigned
https://forums.factorio.com/viewtopic.php?t=126274
LunaTheChuuni
Instantly as soon as i opened the game after updating to 2.0.32 from having previously played on 2.0.28 i unlocked the "Tech Maniac" achievement. i had not clicked anything yet and it popped the second the game loaded onto the main menu.
[ { "author": "", "content": "Post the 2.0.28 save please, see 3638 .", "date": "2025-01-23T23:27:40+00:00", "quotes": [] }, { "author": "LunaTheChuuni", "content": "in case my post didn't make it clear enough. i did not load into an actual game even once. the achievement triggered on the main menu immedietly once i loaded into it.", "date": "2025-01-24T00:20:35+00:00", "quotes": [] }, { "author": "LunaTheChuuni", "content": "i have provided the last save i played on before updating in case that's usefull. \n https://drive.google.com/file/d/1QVWz6l ... sp=sharing", "date": "2025-01-24T00:32:43+00:00", "quotes": [] }, { "author": "", "content": "That link is not public.", "date": "2025-01-24T00:33:48+00:00", "quotes": [ { "author": "LunaTheChuuni wrote: Fri Jan 24, 2025 12:32 am", "content": "" } ] }, { "author": "LunaTheChuuni", "content": "https://drive.google.com/file/d/1QVWz6l ... sp=sharing it should be public now", "date": "2025-01-24T11:42:05+00:00", "quotes": [] }, { "author": "", "content": "potential duplicate with 119182 and 120475", "date": "2025-03-13T02:28:48+00:00", "quotes": [] } ]
6
2025-01-23T17:24:26-06:00
forum-topic-342
342
Events (Environmental Disasters and Weather) / Biome-Types
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=342
Nemoder
See below for the list of suggestions! -- ßilk A fun challange could be the addition of occasional environmental disasters like earthquakes, lightning storms, solar flares, alien spore clouds, etc that could damage you or your buildings. And of course new research branches to provide protection against them.
[ { "author": "Blackmoor", "content": "I was just about to make a post about weather and using weather balloons and weather control machines. Man vs Nature is a big part of the survival genre.", "date": "2013-03-01T06:57:31+00:00", "quotes": [] }, { "author": "mindreader", "content": "Read here https://forums.factorio.com/forum/vie ... ?f=6&t=183 .", "date": "2013-03-02T11:36:09+00:00", "quotes": [] }, { "author": "", "content": "Environmental disasters. This is in general having more random events during the game. Some mods implemented for example an asteroid crash. \nThere are especially events, that makes energy generation more random, which makes much sense gameplay-wise. \n \nFrom https://forums.factorio.com/forum/vie ... 692#p61090 \n \n \n Related Link collections: \n \n viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes \nThe weather and the choosen biome on the map plays of course hand in hand... \n \n viewtopic.php?f=80&t=183 Events (“Againts all odds”. Free-play, global task.) \n \n viewtopic.php?f=80&t=3440 What do biters do in their spare time? (Pheromone pathfind) \n \n Suggestions: \n \n viewtopic.php?f=6&t=536 Terrain, Weather and Aliens \n viewtopic.php?f=6&t=1277 Moons \n viewtopic.php?f=6&t=2064 Bootstrapping with wind power ( viewtopic.php?f=6&t=2064&p=15292&hilit=weather#p15279 ) \n viewtopic.php?f=5&t=4356 Solar Panel return on investment \n viewtopic.php?f=6&t=4251 Weather and Underground Oil \n viewtopic.php?f=16&t=6169 Some items becoming \"useless\" in lategame & changing recipes \n viewtopic.php?f=6&t=6181 Eclipses ---> especially at the end, are also other ideas. \n viewtopic.php?f=6&t=10149 Randomness (bringing in random events) \n viewtopic.php?f=6&t=14190 Weather & Pollution's Effects on it \n viewtopic.php?f=6&t=18188 Variable weather climate. \n viewtopic.php?f=6&t=21066 More diverse alien flora and fauna \n viewtopic.php?f=6&t=21214 Weather and pollution effects \n viewtopic.php?f=6&t=21511 Arctic biome, Changing weather \n viewtopic.php?f=6&t=22283 Natural Disasters \n viewtopic.php?f=6&t=24577 New Idea - Weather \n viewtopic.php?f=6&t=26939 How About: Weather? \n viewtopic.php?f=6&t=27627 Implementation of wind and the effects on polution. \n viewtopic.php?f=6&t=29516 Caves, wind, waterfalls, hills, valleys, earthquakes, bees \n viewtopic.php?f=6&t=30202 Weather \n viewtopic.php?f=6&t=32212 Biomes \n viewtopic.php?f=6&t=32906 Events \n viewtopic.php?f=6&t=40508 Make it an living world & more \n viewtopic.php?f=6&t=43644 Variable day/night time \n viewtopic.php?f=6&t=44155 Forest regrowth? \n viewtopic.php?f=6&t=47738 Add weather to ruin lives \n viewtopic.php?f=6&t=47280 Make Day and Night Equal Length \n viewtopic.php?f=6&t=50000 Biomes? \n \n \n Related \n \n viewtopic.php?f=80&t=183 Events (“Againts all odds”. Free-play, global task.) \n viewtopic.php?f=80&t=262 water as limited ressource \n viewtopic.php?f=6&t=1277 Moons \n viewtopic.php?f=6&t=2064 Bootstrapping with wind power \n viewtopic.php?f=6&t=4692 Map generation changes \n viewtopic.php?f=6&t=6181 Eclipses \nBTW: I calculated the maximum map size: viewtopic.php?f=6&t=6181&hilit=weather&start=10#p48780 \n viewtopic.php?f=6&t=7756&hilit=weather Other Planets \n viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes \n viewtopic.php?f=6&t=26360 Random Planet Settings \n \n \n viewtopic.php?f=80&t=342#p133677 Events (Environmental Disasters and Weather) / Biome-Types", "date": "2016-03-10T22:43:09+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
3
2013-03-01T00:49:33-06:00
forum-topic-116271
116271
[raiguard][2.0.7] Crash when changing screen resolution (X11_GL_SwapWindow)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=116271
phro
I have a 4K monitor which I normally have set to 2K. I have a command to toggle between these resolutions (and toggle between 1x and 2x screen scaling). This toggle was a non-issue in 1.*, but now causes the game to rapidly toggle fullscreen, and eventually crash. I am on (Arch) Linux, using Sway (Wayland) with an Nvidia graphics card (and proprietary driver). *Update:* This bug occurs only when the Preferred Video Driver is set to X11 on Wayland. When setting the preferred driver to Wayland, changing the screen resolution behaves as expected (additionally, changing resolutions is not necessary, as Factorio now respects the screen scaling parameter), resolving my issue.
[ { "author": "", "content": "Thanks for the report. This appears to be a bug in SDL. \n \nCan you try changing to Wayland in the graphics settings and see if the issue still occurs (setting change requires a game restart)?", "date": "2024-10-21T14:59:47+00:00", "quotes": [] }, { "author": "phro", "content": "The bug no longer occurs when changing the graphics settings to Wayland. \n \nPerhaps the issues is that Wayland was not the default when running on Wayland?", "date": "2024-10-21T15:15:56+00:00", "quotes": [] }, { "author": "", "content": "SDL2 does not use Wayland by default because it still has a few interesting quirks. We are using the recommended default from SDL. \n \nIf you do not have X11 or Xwayland on your system, then it will default to Wayland.", "date": "2024-10-21T15:30:10+00:00", "quotes": [] }, { "author": "kellerkindt", "content": "For me Factorio also crashes every time, but only the steam version. The downloaded version from factorio.com starts without issues. \n \nSteam (no factorio logs, just the steam console logs exist): \n Code: Select all SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561198010557813 [API loaded no]\n 0.000 Error CrashHandler.cpp:641: Received SIGSEGV\n 0.000 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\n \n\nStandalone:\n Code: Select all 0.000 2024-10-21 18:44:15; Factorio 2.0.7 (build 79385, linux64, full)\n 0.009 Operating system: Linux (Linuxmint 21.3)\n 0.009 Program arguments: \"bin/x64/factorio\" \n 0.009 Config path: /tmp/factorio/config/config.ini\n 0.009 Read data path: /tmp/factorio/data\n 0.009 Write data path: /tmp/factorio [37452/100220MB]\n 0.009 Binaries path: /tmp/factorio/bin\n 0.021 System info: [CPU: AMD Ryzen 9 5950X 16-Core Processor, 32 cores, RAM: 64187 MB]\n 0.021 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=plasmawayland XDG_SESSION_DESKTOP=plasmawayland XDG_CURRENT_DESKTOP=KDE SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>\n 0.022 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]\n 0.034 Video driver: x11\n 0.034 Available displays: 3\n 0.034 [0]: DP-1 27\" - {[2560,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 144Hz}\n 0.034 [1]: DP-2 27\" - {[0,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 144Hz}\n 0.034 [2]: DP-3 27\" - {[5120,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 144Hz}\n 0.355 Initialised OpenGL:[1] AMD Radeon RX 7900 XTX (radeonsi, navi31, LLVM 15.0.7, DRM 3.57, 6.8.0-47-generic); driver: 4.6 (Core Profile) Mesa 24.2.5 - kisak-mesa PPA\n 0.355 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes\n 0.355 [Version] 4.6\n 0.355 Graphics settings preset: very-high\n 0.355 Dedicated video memory size 24576 MB\n 5.795 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]\n 5.795 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]\n 5.807 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 5.962 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true\n 5.962 Info ModManager.cpp:434: FeatureFlag freezing = true\n 5.962 Info ModManager.cpp:434: FeatureFlag quality = true\n 5.962 Info ModManager.cpp:434: FeatureFlag rail-bridges = true\n 5.962 Info ModManager.cpp:434: FeatureFlag segmented-units = true\n 5.962 Info ModManager.cpp:434: FeatureFlag space-travel = true\n 5.962 Info ModManager.cpp:434: FeatureFlag spoiling = true\n 5.966 Loading mod core 0.0.0 (data.lua)\n 5.977 Loading mod base 2.0.7 (data.lua)\n 6.069 Loading mod elevated-rails 2.0.7 (data.lua)\n 6.083 Loading mod quality 2.0.7 (data.lua)\n 6.089 Loading mod space-age 2.0.7 (data.lua)\n 6.217 Loading mod base 2.0.7 (data-updates.lua)\n 6.225 Loading mod quality 2.0.7 (data-updates.lua)\n 6.244 Loading mod space-age 2.0.7 (data-updates.lua)\n 6.311 Checksum for core: 649243273\n 6.311 Checksum of base: 2653731351\n 6.311 Checksum of elevated-rails: 1891730324\n 6.311 Checksum of quality: 3715527832\n 6.311 Checksum of space-age: 3499025889\n 6.615 Prototype list checksum: 984080119\n 6.650 Loading sounds...\n 6.828 Info PlayerData.cpp:68: Local player-data.json unavailable\n 6.828 Info PlayerData.cpp:73: Cloud player-data.json unavailable\n 6.937 Crop bitmaps.\n 6.942 Parallel sprite loader initialized (threads: 32, bitmaps: 8227)\n...", "date": "2024-10-21T17:02:31+00:00", "quotes": [] }, { "author": "", "content": "The full log should be in ~/.factorio/factorio-current.log. Please post the full log.", "date": "2024-10-21T17:06:48+00:00", "quotes": [] }, { "author": "kellerkindt", "content": "Thanks for the fast reply. \n \nThere is no log file there. Just the steam cloud saves: \n Code: Select all $ ls -lah ~/.factorio\ninsgesamt 43K\ndrwxrwxr-x 3 michael michael 3 Okt 21 18:51 .\ndrwxrwx--- 121 michael michael 289 Okt 21 18:47 ..\ndrwxrwxr-x 2 michael michael 308 Okt 21 18:58 saves\n \n\nEDIT: I also re-downloaded the whole game already:\n Code: Select all ....../steam/steamapps/common/Factorio$ ls -lah\ninsgesamt 28K\ndrwxrwxr-x 6 michael michael 4,0K Okt 21 19:06 .\ndrwxr-xr-x 29 michael michael 4,0K Okt 21 17:48 ..\ndrwxrwxr-x 3 michael michael 4,0K Okt 21 17:55 bin\n-rwxrwxr-x 1 michael michael 1002 Okt 21 18:19 config-path.cfg\ndrwxrwxr-x 7 michael michael 4,0K Okt 21 18:21 data\ndrwxrwxr-x 8 michael michael 4,0K Okt 21 17:55 doc-html\ndrwxrwxr-x 2 michael michael 4,0K Okt 21 18:21 lib", "date": "2024-10-21T17:41:44+00:00", "quotes": [] }, { "author": "", "content": "Ref: 116306 , 118775", "date": "2024-10-21T20:35:16+00:00", "quotes": [] }, { "author": "", "content": "This appears to be a pretty widespread issue, but I have not been able to reproduce it as of yet. I will keep trying. \n \nThe first step we are going to take will be to update SDL, since we are slightly out of date. Hopefully that will magically resolve the issue.", "date": "2024-10-22T23:43:45+00:00", "quotes": [] }, { "author": "whinis", "content": "So, I might be captured by this bug as well? I honestly don't know. I have not tried to place since the 2.0 update and attempting to launch on arch either steam native libraries or runtime libraries just instantly crashes. No relevant ~/.factorio/factorio-current.log (one is there but its from a few months ago) \n Code: Select all Game Recording - would start recording game 427520, but recording for this game is disabled\nAdding process 5821 for gameID 427520\nAdding process 5822 for gameID 427520\nAdding process 5823 for gameID 427520\npid 5920 != 5916, skipping destruction (fork without exec?)\npid 5925 != 5916, skipping destruction (fork without exec?)\n 0.000 Initializing Steam API.\n[S_API] SteamAPI_Init(): Loaded '/home/john/.local/share/Steam/linux64/steamclient.so' OK.\nSetting breakpad minidump AppID = 427520\nSteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561198013078131 [API loaded no]\n 0.000 Error CrashHandler.cpp:641: Received SIGSEGV\n 0.000 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\nAdding process 5916 for gameID 427520\nThis option is not available. Please see --help for all possible usages.\n 0.000 Error MessageDialog.cpp:218: Unable to show message dialog. SDL Error: [zenity reported error or failed to launch: 255]\nGame 427520 created interface STEAMUSERSTATS_INTERFACE_VERSION012 / \nGame 427520 created interface SteamUser023 / User\nGame 427520 created interface SteamUtils010 / \nGame 427520 method call count for IClientUserStats::DeprecatedPublic_RequestCurrentStats : 1\nGame 427520 method call count for IClientUtils::RecordSteamInterfaceCreation : 3\nGame 427520 method call count for IClientUtils::GetAppID : 4\nGame 427520 method call count for IClientUser::GetSteamID : 1\nUploaded AppInterfaceStats to Steam\nGame Recording - game stopped [gameid=427520]\nRemoving process 5916 for gameID 427520\nRemoving process 5823 for gameID 427520\nRemoving process 5822 for gameID 427520\nRemoving process 5821 for gameID 427520", "date": "2024-10-23T03:08:27+00:00", "quotes": [] }, { "author": "moth5f", "content": "Been running the game for 1 day, 11 hours, 7 minutes, 21 seconds, most of the time in pause, monitor manual off, pc on. Then when turning on monitor the game crashes with the Wayland_GLES_SwapWindow method in the stack-trace. Reproducerd 2/2 times. Onlye happens when using wayland. X11 works fine. \n Code: Select all 0.000 2024-10-25 21:39:48; Factorio 2.0.10 (build 79578, linux64, steam, space-age)\n 0.207 Operating system: Linux (Ubuntu 24.04)\n 0.000 Initializing Steam API.\n 0.207 Program arguments: \"/home/fctr/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio\" \n 0.207 Config path: /home/fctr/.factorio/config/config.ini\n 0.207 Read data path: /home/fctr/.local/share/Steam/steamapps/common/Factorio/data\n 0.207 Write data path: /home/fctr/.factorio [15075/64285MB]\n 0.207 Binaries path: /home/fctr/.local/share/Steam/steamapps/common/Factorio/bin\n 0.251 System info: [CPU: AMD Ryzen 5 2600 Six-Core Processor, 12 cores, RAM: 48093 MB]\n 0.251 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=ubuntu XDG_SESSION_DESKTOP=ubuntu XDG_CURRENT_DESKTOP=ubuntu:GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>\n 0.252 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]\n 0.363 Video driver: wayland\n 0.363 Available displays: 1\n 0.363 [0]: Dell Inc. 27\" - {[0,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 60Hz}\n 0.482 Initialised OpenGL:[0] AMD Radeon RX 5500 XT (radeonsi, navi14, LLVM 17.0.6, DRM 3.57, 6.8.0-45-generic); driver: 4.6 (Core Profile) Mesa 24.0.9-0ubuntu0.2\n 0.482 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes\n 0.482 [Version] 4.6\n 0.482 Graphics settings preset: very-high\n 0.482 Dedicated video memory size 8192 MB\n 1.162 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]\n 1.162 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:8,C:0,S:100]\n 1.174 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 1.623 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true\n 1.623 Info ModManager.cpp:434: FeatureFlag freezing = true\n 1.623 Info ModManager.cpp:434: FeatureFlag quality = true\n 1.623 Info ModManager.cpp:434: FeatureFlag rail-bridges = true\n 1.623 Info ModManager.cpp:434: FeatureFlag segmented-units = true\n 1.623 Info ModManager.cpp:434: FeatureFlag space-travel = true\n 1.623 Info ModManager.cpp:434: FeatureFlag spoiling = true\n 1.626 Loading mod core 0.0.0 (data.lua)\n 1.644 Loading mod base 2.0.10 (data.lua)\n 1.814 Loading mod elevated-rails 2.0.10 (data.lua)\n 1.841 Loading mod quality 2.0.10 (data.lua)\n 1.853 Loading mod space-age 2.0.10 (data.lua)\n 2.064 Loading mod base 2.0.10 (data-updates.lua)\n 2.081 Loading mod quality 2.0.10 (data-updates.lua)\n 2.104 Loading mod space-age 2.0.10 (data-updates.lua)\n 2.225 Checksum for core: 2896921138\n 2.225 Checksum of base: 3513392431\n 2.225 Checksum of elevated-rails: 1891730324\n 2.225 Checksum of quality: 3796827730\n 2.225 Checksum of space-age: 3368484745\n 2.671 Prototype list checksum: 2833694490\n 2.732 Loading sounds...\n 2.985 Info PlayerData.cpp:68: Local player-data.json unavailable\n 2.985 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729873987\n 3.258 Initial atlas bitmap size is 16384\n 3.280 Created an atlas bitmap (size 16384x16356) [none]\n 3.310 Created an atlas bitmap (size 16384x16376) [none]\n 3.364 Created an atlas bitmap (size 16384x16384) [none]\n 3.365 Created an atlas bitmap (size 16384x15420) [none]\n 3.365 Created an atlas bitmap (size 16384x8392) [decal]\n 3.372 Created an atlas bitmap (size 16384x16384) [low-object]\n 3.373 Created an atlas bitmap (size 4096x1376) [low-object]\n 3.373 Created an atlas bitmap (size 16384x13456) [corpse-decay]\n 3.373 Created an atlas bitmap (size 16384x5596) [none]\n 3.373 Created an atlas bitmap (size 1676x79) [not-compressed]\n 3.374 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 3.383 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]\n 3.383 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]\n 3.383 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 3.384 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification]\n 3.384 Created an atlas bitmap (size 8192x2576) [mipmap]\n 3.384 Created an atlas bitmap (size 2048x1520) [mipmap]\n 3.384 Created an atlas bitmap (size 4096x3152) [mipmap]\n 3.385 Created an atlas bitmap (size 4096x3152) [mipmap]\n 3.385 Created an atlas bitmap (size 4096x3152) [mipmap]\n 3.385 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 3.387 Created an atlas bitmap (size 16384x6120) [alpha-mask]\n 3.419 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]\n 3.426 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]\n 3.426 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask]\n 3.426 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]\n 3.427 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 3.427 Loading 3D bitmaps.\n 3.443 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 3.506 Parallel sprite loader initialized (threads: 11, bitmaps: 8227)\n 30.765 Sprites loaded\n 30.801 Generated mipmaps (4) for atlas [5] of size 16384x16384 \n 30.803 Generated mipmaps (4) for atlas [6] of size 4096x1376 \n 30.807 Generated mipmaps (3) for atlas [10] of size 8192x6096 \n 30.816 Generated mipmaps (3) for atlas [11] of size 16384x16320 \n 30.820 Generated mipmaps (3) for atlas [12] of size 16384x4832 \n 30.821 Generated mipmaps (3) for atlas [13] of size 8192x3872 \n 30.823 Generated mipmaps (3) for atlas [14] of size 4096x3088 \n 30.882 Generated mipmaps (3) for atlas [15] of size 8192x2576 \n 30.884 Generated mipmaps (3) for atlas [16] of size 2048x1520 \n 30.887 Generated mipmaps (3) for atlas [17] of size 4096x3152 \n 30.916 Generated mipmaps (3) for atlas [18] of size 4096x3152 \n 30.919 Generated mipmaps (3) for atlas [19] of size 4096x3152 \n 30.922 Generated mipmaps (5) for atlas [20] of size 8192x3792 \n 30.925 Generated mipmaps (3) for atlas [25] of size 8192x2352 \n 30.952 Custom mipmaps uploaded (3203)\n 31.032 Factorio initialised\n 31.034 Steam Storage Quota: 23746/23841\n 33.520 Loading map /home/fctr/.factorio/saves/2.zip: 5360520 bytes.\n 33.533 Loading level.dat: 8458985 bytes.\n 33.541 Info Scenario.cpp:178: Map version 2.0.10-1\n 33.704 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1\n 33.704 Blueprint storage \"blueprint-storage-2.dat\" was not found, trying to load previous version storage \"blueprint-storage.dat\"\n 33.705 Loading blueprint storage: Local timestamp 1727507815, Cloud timestamp 1612207581\n 33.707 Loading script.dat: 1222 bytes.\n 33.710 Checksum for script __level__/control.lua: 2463946943\n 376.264 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n 376.515 Info AppManagerStates.cpp:2050: Saving finished\n 700.865 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n 701.116 Info AppManagerStates.cpp:2050: Saving finished\n1001.263 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n1001.547 Info AppManagerStates.cpp:2050: Saving finished\n1302.545 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n1302.829 Info AppManagerStates.cpp:2050: Saving finished\n1604.328 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n1604.561 Info AppManagerStates.cpp:2050: Saving finished\n1904.893 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n1905.144 Info AppManagerStates.cpp:2050: Saving finished\n2205.391 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n2205.657 Info AppManagerStates.cpp:2050: Saving finished\n2505.972 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n2506.223 Info AppManagerStates.cpp:2050: Saving finished\n2806.787 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n2807.054 Info AppManagerStates.cpp:2050: Saving finished\n3107.118 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n3107.369 Info AppManagerStates.cpp:2050: Saving finished\n3408.050 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n3408.334 Info AppManagerStates.cpp:2050: Saving finished\n3708.498 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n3708.732 Info AppManagerStates.cpp:2050: Saving finished\n4008.747 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n4009.015 Info AppManagerStates.cpp:2050: Saving finished\n4339.100 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n4339.384 Info AppManagerStates.cpp:2050: Saving finished\n4641.356 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n4641.623 Info AppManagerStates.cpp:2050: Saving finished\n4942.185 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n4942.454 Info AppManagerStates.cpp:2050: Saving finished\n5242.753 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n5243.004 Info AppManagerStates.cpp:2050: Saving finished\n5568.304 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n5568.588 Info AppManagerStates.cpp:2050: Saving finished\n5957.745 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n5957.996 Info AppManagerStates.cpp:2050: Saving finished\n6258.078 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n6258.346 Info AppManagerStates.cpp:2050: Saving finished\n6559.245 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n6559.495 Info AppManagerStates.cpp:2050: Saving finished\n6952.054 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n6952.304 Info AppManagerStates.cpp:2050: Saving finished\n7252.503 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n7252.786 Info AppManagerStates.cpp:2050: Saving finished\n7553.184 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n7553.452 Info AppManagerStates.cpp:2050: Saving finished\n7853.666 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n7853.949 Info AppManagerStates.cpp:2050: Saving finished\n8154.631 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n8154.899 Info AppManagerStates.cpp:2050: Saving finished\n8455.029 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n8455.297 Info AppManagerStates.cpp:2050: Saving finished\n8765.819 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n8766.105 Info AppManagerStates.cpp:2050: Saving finished\n9066.685 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n9066.952 Info AppManagerStates.cpp:2050: Saving finished\n9175.142 Unlocked achievement \"solar-power\"\n9367.047 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n9367.315 Info AppManagerStates.cpp:2050: Saving finished\n9553.207 Unlocked achievement \"pest-control\"\n9667.581 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n9667.865 Info AppManagerStates.cpp:2050: Saving finished\n9968.045 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n9968.348 Info AppManagerStates.cpp:2050: Saving finished\n10455.962 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n10456.230 Info AppManagerStates.cpp:2050: Saving finished\n10756.294 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n10756.576 Info AppManagerStates.cpp:2050: Saving finished\n11072.370 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n11072.671 Info AppManagerStates.cpp:2050: Saving finished\n11373.132 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n11373.417 Info AppManagerStates.cpp:2050: Saving finished\n46864.373 Info SteamContext.cpp:755: Steam connection lost.\n54509.964 Info SteamContext.cpp:755: Steam connection lost.\n57260.226 Info SteamContext.cpp:755: Steam connection lost.\n59767.111 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n59767.378 Info AppManagerStates.cpp:2050: Saving finished\n60068.292 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n60068.594 Info AppManagerStates.cpp:2050: Saving finished\n60368.640 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n60368.922 Info AppManagerStates.cpp:2050: Saving finished\n60669.405 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n60669.672 Info AppManagerStates.cpp:2050: Saving finished\n60969.769 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n60970.055 Info AppManagerStates.cpp:2050: Saving finished\n61329.685 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n61329.986 Info AppManagerStates.cpp:2050: Saving finished\n61630.852 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n61631.135 Info AppManagerStates.cpp:2050: Saving finished\n71735.842 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n71736.125 Info AppManagerStates.cpp:2050: Saving finished\n72036.590 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n72036.924 Info AppManagerStates.cpp:2050: Saving finished\n72337.138 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n72337.440 Info AppManagerStates.cpp:2050: Saving finished\n72637.570 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n72637.855 Info AppManagerStates.cpp:2050: Saving finished\n72938.218 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n72938.503 Info AppManagerStates.cpp:2050: Saving finished\n73372.227 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n73372.530 Info AppManagerStates.cpp:2050: Saving finished\n73508.590 Info SteamContext.cpp:755: Steam connection lost.\n73652.562 Unlocked achievement \"research-with-military\"\n73701.283 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n73701.566 Info AppManagerStates.cpp:2050: Saving finished\n73834.376 Info SteamContext.cpp:755: Steam connection lost.\n74001.813 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n74002.097 Info AppManagerStates.cpp:2050: Saving finished\n74633.702 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n74633.986 Info AppManagerStates.cpp:2050: Saving finished\n75065.208 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n75065.521 Info AppManagerStates.cpp:2050: Saving finished\n82743.234 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n82743.519 Info AppManagerStates.cpp:2050: Saving finished\n83043.650 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n83043.952 Info AppManagerStates.cpp:2050: Saving finished\n83364.066 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n83364.367 Info AppManagerStates.cpp:2050: Saving finished\n84143.974 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n84144.258 Info AppManagerStates.cpp:2050: Saving finished\n84444.407 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n84444.692 Info AppManagerStates.cpp:2050: Saving finished\n84933.612 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n84933.914 Info AppManagerStates.cpp:2050: Saving finished\n85233.977 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n85234.261 Info AppManagerStates.cpp:2050: Saving finished\n85535.459 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n85535.777 Info AppManagerStates.cpp:2050: Saving finished\n85835.842 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n85836.143 Info AppManagerStates.cpp:2050: Saving finished\n86136.425 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n86136.726 Info AppManagerStates.cpp:2050: Saving finished\n86436.910 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n86437.193 Info AppManagerStates.cpp:2050: Saving finished\n86737.257 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n86737.540 Info AppManagerStates.cpp:2050: Saving finished\n87037.639 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n87037.957 Info AppManagerStates.cpp:2050: Saving finished\n87338.221 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n87338.523 Info AppManagerStates.cpp:2050: Saving finished\n87638.820 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n87639.104 Info AppManagerStates.cpp:2050: Saving finished\n87939.184 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n87939.485 Info AppManagerStates.cpp:2050: Saving finished\n88239.514 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n88239.798 Info AppManagerStates.cpp:2050: Saving finished\n88577.576 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n88577.860 Info AppManagerStates.cpp:2050: Saving finished\n89560.570 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n89560.871 Info AppManagerStates.cpp:2050: Saving finished\n89861.503 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n89861.820 Info AppManagerStates.cpp:2050: Saving finished\n90162.951 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n90163.268 Info AppManagerStates.cpp:2050: Saving finished\n90463.701 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n90464.018 Info AppManagerStates.cpp:2050: Saving finished\n90764.883 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n90765.185 Info AppManagerStates.cpp:2050: Saving finished\n91065.348 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n91065.648 Info AppManagerStates.cpp:2050: Saving finished\n91365.661 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n91365.962 Info AppManagerStates.cpp:2050: Saving finished\n91666.144 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n91666.445 Info AppManagerStates.cpp:2050: Saving finished\n91966.927 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n91967.244 Info AppManagerStates.cpp:2050: Saving finished\n92532.313 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n92532.613 Info AppManagerStates.cpp:2050: Saving finished\n92651.134 Loading map /home/fctr/.factorio/saves/_autosave2.zip: 7578325 bytes.\n92651.156 Loading level.dat: 14874853 bytes.\n92651.161 Info Scenario.cpp:178: Map version 2.0.10-1\n92651.400 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1\n92651.400 Blueprint storage \"blueprint-storage-2.dat\" was not found, trying to load previous version storage \"blueprint-storage.dat\"\n92651.400 Loading blueprint storage: Local timestamp 1727507815, Cloud timestamp 1612207581\n92651.401 Loading script.dat: 1222 bytes.\n92651.404 Checksum for script __level__/control.lua: 2463946943\n92801.925 Loading map /home/fctr/.factorio/saves/_autosave2.zip: 7578325 bytes.\n92801.939 Loading level.dat: 14874853 bytes.\n92801.943 Info Scenario.cpp:178: Map version 2.0.10-1\n92802.174 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1\n92802.174 Blueprint storage \"blueprint-storage-2.dat\" was not found, trying to load previous version storage \"blueprint-storage.dat\"\n92802.174 Loading blueprint storage: Local timestamp 1727507815, Cloud timestamp 1612207581\n92802.175 Loading script.dat: 1222 bytes.\n92802.178 Checksum for script __level__/control.lua: 2463946943\n93102.368 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n93102.669 Info AppManagerStates.cpp:2050: Saving finished\n93402.799 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n93403.117 Info AppManagerStates.cpp:2050: Saving finished\n93703.275 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n93703.594 Info AppManagerStates.cpp:2050: Saving finished\n94003.779 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n94004.080 Info AppManagerStates.cpp:2050: Saving finished\n94304.494 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n94304.795 Info AppManagerStates.cpp:2050: Saving finished\n94604.893 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n94605.194 Info AppManagerStates.cpp:2050: Saving finished\n94905.374 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n94905.677 Info AppManagerStates.cpp:2050: Saving finished\n95206.108 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n95206.390 Info AppManagerStates.cpp:2050: Saving finished\n95506.405 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n95506.706 Info AppManagerStates.cpp:2050: Saving finished\n95806.736 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n95807.038 Info AppManagerStates.cpp:2050: Saving finished\n96111.394 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n96111.713 Info AppManagerStates.cpp:2050: Saving finished\n96451.034 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n96451.302 Info AppManagerStates.cpp:2050: Saving finished\n96751.299 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n96751.584 Info AppManagerStates.cpp:2050: Saving finished\n97082.756 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n97083.056 Info AppManagerStates.cpp:2050: Saving finished\n97430.542 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n97430.858 Info AppManagerStates.cpp:2050: Saving finished\n97730.958 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n97731.243 Info AppManagerStates.cpp:2050: Saving finished\n98124.099 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n98124.399 Info AppManagerStates.cpp:2050: Saving finished\n98483.826 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n98484.112 Info AppManagerStates.cpp:2050: Saving finished\n98506.848 Unlocked achievement \"research-with-chemicals\"\n98821.103 Info AppManager.cpp:310: Saving to _autosave3 (blocking).\n98821.404 Info AppManagerStates.cpp:2050: Saving finished\n99121.434 Info AppManager.cpp:310: Saving to _autosave1 (blocking).\n99121.751 Info AppManagerStates.cpp:2050: Saving finished\n99421.781 Info AppManager.cpp:310: Saving to _autosave2 (blocking).\n99422.099 Info AppManagerStates.cpp:2050: Saving finished\n99523.119 Info AppManagerStates.cpp:2050: Saving finished\n126441.307 Error CrashHandler.cpp:641: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\n/tmp/factorio-build-QSGgL0/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream\n/tmp/factorio-build-QSGgL0/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)\n/tmp/factorio-build-QSGgL0/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)\n/tmp/factorio-build-QSGgL0/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)\n/tmp/factorio-build-QSGgL0/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)\n/tmp/factorio-build-QSGgL0/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)\n/tmp/factorio-build-QSGgL0/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)\n0x7e78ab44531f\n/tmp/factorio-build-QSGgL0/libraries/SDL2/src/video/wayland/SDL_waylandopengles.c (129): Wayland_GLES_SwapWindow\n/tmp/factorio-build-QSGgL0/src/Graphics/OpenGL/GraphicsInterfaceOpenGL.cpp (275): GraphicsInterfaceOpenGL::swapBuffers()\n/tmp/factorio-build-QSGgL0/src/Graphics/SDLWindow.cpp (396): SDLWindow::swap() const\n/tmp/factorio-build-QSGgL0/src/GlobalContext.cpp (1486): GlobalContext::swapRenderBuffers()\n/tmp/factorio-build-QSGgL0/src/GlobalContext.cpp (1448): GlobalContext::swapRenderBuffers()\n/tmp/factorio-build-QSGgL0/src/MainLoop.cpp (720): MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode)\n/tmp/factorio-build-QSGgL0/src/MainLoop.cpp (412): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)\n/tmp/factorio-build-QSGgL0/src/Main.cpp (1325): fmain(int, char**)\n/tmp/factorio-build-QSGgL0/src/Main.cpp (1347): main\n../sysdeps/nptl/libc_start_call_main.h (58): __libc_start_call_main\n../csu/libc-start.c (360): __libc_start_main_impl\n_start\n0xffffffffffffffff\nStack trace logging done\n126443.461 Error CrashHandler.cpp:190: Map tick at moment of crash: 2579662\n126443.461 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\n126460.709 Info SystemUtil.cpp:877: Started /usr/bin/xdg-open; trampoline PID: 1225920\n126460.709 Uploading log file\n126460.766 Info SystemUtil.cpp:877: Started /home/fctr/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 1225921\n \n\nEasy to reproduce \n Code: Select all 0.000 2024-10-27 07:48:05; Factorio 2.0.11 (build 79682, linux64, steam, space-age)\n 0.216 Operating system: Linux (Ubuntu 24.04)\n 0.000 Initializing Steam API.\n 0.217 Program arguments: \"/home/fctr/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio\" \n 0.217 Config path: /home/fctr/.factorio/config/config.ini\n 0.217 Read data path: /home/fctr/.local/share/Steam/steamapps/common/Factorio/data\n 0.217 Write data path: /home/fctr/.factorio [15007/64285MB]\n 0.217 Binaries path: /home/fctr/.local/share/Steam/steamapps/common/Factorio/bin\n 0.231 System info: [CPU: AMD Ryzen 5 2600 Six-Core Processor, 12 cores, RAM: 48093 MB]\n 0.231 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=ubuntu XDG_SESSION_DESKTOP=ubuntu XDG_CURRENT_DESKTOP=ubuntu:GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>\n 0.232 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]\n 0.339 Video driver: wayland\n 0.339 Available displays: 1\n 0.339 [0]: Dell Inc. 27\" - {[0,0], 2560x1440, SDL_PIXELFORMAT_RGB888, 60Hz}\n 0.479 Initialised OpenGL:[0] AMD Radeon RX 5500 XT (radeonsi, navi14, LLVM 17.0.6, DRM 3.57, 6.8.0-45-generic); driver: 4.6 (Core Profile) Mesa 24.0.9-0ubuntu0.2\n 0.479 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes\n 0.479 [Version] 4.6\n 0.479 Graphics settings preset: very-high\n 0.479 Dedicated video memory size 8192 MB\n 0.540 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]\n 0.541 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:8,C:0,S:100]\n 0.580 [Audio] Driver:alsa, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 1.011 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true\n 1.011 Info ModManager.cpp:434: FeatureFlag freezing = true\n 1.011 Info ModManager.cpp:434: FeatureFlag quality = true\n 1.011 Info ModManager.cpp:434: FeatureFlag rail-bridges = true\n 1.011 Info ModManager.cpp:434: FeatureFlag segmented-units = true\n 1.011 Info ModManager.cpp:434: FeatureFlag space-travel = true\n 1.011 Info ModManager.cpp:434: FeatureFlag spoiling = true\n 1.014 Loading mod core 0.0.0 (data.lua)\n 1.032 Loading mod base 2.0.11 (data.lua)\n 1.210 Loading mod elevated-rails 2.0.11 (data.lua)\n 1.235 Loading mod quality 2.0.11 (data.lua)\n 1.247 Loading mod space-age 2.0.11 (data.lua)\n 1.469 Loading mod base 2.0.11 (data-updates.lua)\n 1.489 Loading mod quality 2.0.11 (data-updates.lua)\n 1.512 Loading mod space-age 2.0.11 (data-updates.lua)\n 1.628 Checksum for core: 1043092351\n 1.628 Checksum of base: 708330460\n 1.628 Checksum of elevated-rails: 1891730324\n 1.628 Checksum of quality: 4264147466\n 1.628 Checksum of space-age: 4032004066\n 2.073 Prototype list checksum: 124222065\n 2.135 Loading sounds...\n 2.394 Info PlayerData.cpp:68: Local player-data.json unavailable\n 2.394 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729984710\n 2.666 Crop bitmaps.\n 2.670 Parallel sprite loader initialized (threads: 12, bitmaps: 8227)\n 19.143 Initial atlas bitmap size is 16384\n 19.163 Created an atlas bitmap (size 16384x16356) [none]\n 19.188 Created an atlas bitmap (size 16384x16376) [none]\n 19.231 Created an atlas bitmap (size 16384x16384) [none]\n 19.232 Created an atlas bitmap (size 16384x15420) [none]\n 19.232 Created an atlas bitmap (size 16384x8392) [decal]\n 19.237 Created an atlas bitmap (size 16384x16384) [low-object]\n 19.237 Created an atlas bitmap (size 4096x1376) [low-object]\n 19.237 Created an atlas bitmap (size 16384x13456) [corpse-decay]\n 19.238 Created an atlas bitmap (size 16384x5596) [none]\n 19.238 Created an atlas bitmap (size 1676x79) [not-compressed]\n 19.238 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 19.248 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]\n 19.249 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]\n 19.249 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 19.249 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification]\n 19.250 Created an atlas bitmap (size 8192x2576) [mipmap]\n 19.250 Created an atlas bitmap (size 2048x1520) [mipmap]\n 19.250 Created an atlas bitmap (size 4096x3152) [mipmap]\n 19.250 Created an atlas bitmap (size 4096x3152) [mipmap]\n 19.251 Created an atlas bitmap (size 4096x3152) [mipmap]\n 19.251 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 19.253 Created an atlas bitmap (size 16384x6120) [alpha-mask]\n 19.287 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]\n 19.293 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]\n 19.293 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask]\n 19.294 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]\n 19.294 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 19.294 Loading 3D bitmaps.\n 19.305 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 19.368 Parallel sprite loader initialized (threads: 11, bitmaps: 8227)\n 47.140 Sprites loaded\n 47.174 Generated mipmaps (4) for atlas [5] of size 16384x16384 \n 47.175 Generated mipmaps (4) for atlas [6] of size 4096x1376 \n 47.179 Generated mipmaps (3) for atlas [10] of size 8192x6096 \n 47.188 Generated mipmaps (3) for atlas [11] of size 16384x16320 \n 47.191 Generated mipmaps (3) for atlas [12] of size 16384x4832 \n 47.192 Generated mipmaps (3) for atlas [13] of size 8192x3872 \n 47.193 Generated mipmaps (3) for atlas [14] of size 4096x3088 \n 47.275 Generated mipmaps (3) for atlas [15] of size 8192x2576 \n 47.276 Generated mipmaps (3) for atlas [16] of size 2048x1520 \n 47.278 Generated mipmaps (3) for atlas [17] of size 4096x3152 \n 47.297 Generated mipmaps (3) for atlas [18] of size 4096x3152 \n 47.299 Generated mipmaps (3) for atlas [19] of size 4096x3152 \n 47.305 Generated mipmaps (5) for atlas [20] of size 8192x3792 \n 47.310 Generated mipmaps (3) for atlas [25] of size 8192x2352 \n 47.325 Custom mipmaps uploaded (3203)\n 47.393 Factorio initialised\n 47.438 Steam Storage Quota: 23731/23841\n1163.508 Loading map /home/fctr/.factorio/saves/3.zip: 7740818 bytes.\n1163.521 Loading level.dat: 15208714 bytes.\n1163.531 Info Scenario.cpp:178: Map version 2.0.10-1\n1163.920 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1\n1163.920 Blueprint storage \"blueprint-storage-2.dat\" was not found, trying to load previous version storage \"blueprint-storage.dat\"\n1163.921 Loading blueprint storage: Local timestamp 1727507815, Cloud timestamp 1612207581\n1164.005 Loading script.dat: 1222 bytes.\n1164.010 Checksum for script __level__/control.lua: 2463946943\n1176.513 Error CrashHandler.cpp:641: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\n/tmp/factorio-build-wNHLhy/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream\n/tmp/factorio-build-wNHLhy/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)\n/tmp/factorio-build-wNHLhy/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)\n/tmp/factorio-build-wNHLhy/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)\n/tmp/factorio-build-wNHLhy/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)\n/tmp/factorio-build-wNHLhy/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)\n/tmp/factorio-build-wNHLhy/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)\n0x7300b3c4531f\n/tmp/factorio-build-wNHLhy/libraries/SDL2/src/video/wayland/SDL_waylandopengles.c (129): Wayland_GLES_SwapWindow\n/tmp/factorio-build-wNHLhy/src/Graphics/OpenGL/GraphicsInterfaceOpenGL.cpp (275): GraphicsInterfaceOpenGL::swapBuffers()\n/tmp/factorio-build-wNHLhy/src/Graphics/SDLWindow.cpp (396): SDLWindow::swap() const\n/tmp/factorio-build-wNHLhy/src/GlobalContext.cpp (1486): GlobalContext::swapRenderBuffers()\n/tmp/factorio-build-wNHLhy/src/GlobalContext.cpp (1448): GlobalContext::swapRenderBuffers()\n/tmp/factorio-build-wNHLhy/src/MainLoop.cpp (720): MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode)\n/tmp/factorio-build-wNHLhy/src/MainLoop.cpp (412): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)\n/tmp/factorio-build-wNHLhy/src/Main.cpp (1325): fmain(int, char**)\n/tmp/factorio-build-wNHLhy/src/Main.cpp (1347): main\n../sysdeps/nptl/libc_start_call_main.h (58): __libc_start_call_main\n../csu/libc-start.c (360): __libc_start_main_impl\n_start\n0xffffffffffffffff\nStack trace logging done\n1178.598 Error CrashHandler.cpp:190: Map tick at moment of crash: 2579694\n1178.598 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\n1188.625 Info SystemUtil.cpp:877: Started /usr/bin/xdg-open; trampoline PID: 1231706\n1188.625 Uploading log file\n1188.676 Info SystemUtil.cpp:877: Started /home/fctr/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 1231707", "date": "2024-10-27T07:07:06+00:00", "quotes": [] }, { "author": "whinis", "content": "Oddly enough I can confirm, if I download from the website I can launch without issues (didn't test in game) however if I try and launch from steam I get the SDL error", "date": "2024-11-03T20:03:17+00:00", "quotes": [] }, { "author": "kellerkindt", "content": "Just a heads up for the others, today's patch 2.0.20 made it work for me via steam. The changelog mentions this issue, which is probably also what was discussed here: 120128 \n \nThanks @raiguard", "date": "2024-11-19T17:48:04+00:00", "quotes": [] }, { "author": "", "content": "Has anybody experienced this recently? I'm hopeful that the SDL update resolved it.", "date": "2024-12-06T23:01:52+00:00", "quotes": [] }, { "author": "HugoFactorio", "content": "I experienced this issue on 2.0.32, using Wayland with Factorio in X11 mode (the default). \n \nI should note that I get this error after alt-tabbing back to the game after a while, or if I wake up my computer again after it has suspended. \n \nI attached the full log, relevant part is here: \n Code: Select all 902.503 Error CrashHandler.cpp:641: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\n/tmp/factorio-build-rWrArf/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream\n/tmp/factorio-build-rWrArf/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)\n/tmp/factorio-build-rWrArf/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)\n/tmp/factorio-build-rWrArf/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)\n/tmp/factorio-build-rWrArf/src/Util/CrashHandler.cpp (181): CrashHandler::writeStackTrace(CrashHandler::CrashReason)\n/tmp/factorio-build-rWrArf/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)\n/tmp/factorio-build-rWrArf/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)\n0x740be204251f\n0x740be04f5ad7\n0x740be03f407d\n0x740be04c812d\n0x740be04bc72e\n0x740be1ca8d2d\n0x740be1c7744f\nglXSwapBuffers\n/tmp/factorio-build-rWrArf/libraries/SDL2/src/video/x11/SDL_x11opengl.c (1010): X11_GL_SwapWindow\n/tmp/factorio-build-rWrArf/src/Graphics/OpenGL/GraphicsInterfaceOpenGL.cpp (278): GraphicsInterfaceOpenGL::swapBuffers()\n/tmp/factorio-build-rWrArf/src/Graphics/SDLWindow.cpp (413): SDLWindow::swap() const\n/tmp/factorio-build-rWrArf/src/GlobalContext.cpp (1501): GlobalContext::swapRenderBuffers()\n/tmp/factorio-build-rWrArf/src/GlobalContext.cpp (1463): GlobalContext::swapRenderBuffers()\n/tmp/factorio-build-rWrArf/src/MainLoop.cpp (721): MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode)\n/tmp/factorio-build-rWrArf/src/MainLoop.cpp (412): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)\n/tmp/factorio-build-rWrArf/src/Main.cpp (1357): fmain(int, char**)\n/tmp/factorio-build-rWrArf/src/Main.cpp (1379): main\n0x740be2029d8f\n__libc_start_main\n_start\n0xffffffffffffffff\nStack trace logging done", "date": "2025-01-23T21:06:14+00:00", "quotes": [] } ]
14
2024-10-21T09:52:22-05:00
forum-topic-116327
116327
Version 2.0.8
Releases
https://forums.factorio.com/viewtopic.php?t=116327
Bugfixes Fixed a crash when changing decider combinator conditions or outputs in latency in some cases. Fixed a crash when sending a platform with no thrust to a planet and then removing the stop. ( 116133 ) Fixed a crash when robots try to station in a full roboport because their stack size changed. Fixed a crash in path finder when migrating 1.0 save files to 2.0. Fixed orbital drop slots not counting towards Item count wait condition. Fixed space platforms not respecting peaceful and no enemy modes. Fixed a crash when downloading multiple mods fails. Fixed a crash when clicking "play" while the map preview was running. ( 116202 ) Fixed a crash when drawing a spider leg with length 0. ( 116034 ) Fixed error in loading 1.1 version of blueprint library would prevent starting new map or loading a save. ( 116217 ) Fixed crashes around the Explore Mods GUI with intermittent network connectivity. Fixed a crash when viewing a single-product recipe with no main product in Factoriopedia. Fixed a crash when pathfinding with a rotated bounding box. ( 115524 ) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "Vippopper", "content": "coolio", "date": "2024-10-21T17:25:40+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "\"Output full\" changed to more ambiguous \"Target full\" on inserters and miners <_< \nOil Refinery still shows \"Output full\" tough. \nI don't remember \"Target full\" message nonetheless...", "date": "2024-10-21T20:03:43+00:00", "quotes": [] }, { "author": "J-H", "content": "Enqueue is not a word in the English language, as far as I know. Typically it would be \"Add to queue.\" \n \nIt's easy enough to understand, but I thought I was seeing something Spanish the first time I read it.", "date": "2024-10-21T20:32:15+00:00", "quotes": [] }, { "author": "MasterBuilder", "content": "Except it is: https://www.collinsdictionary.com/dicti ... sh/enqueue \nThere's also dequeue. It's more of a British Eng thing with queue being used more over there, but en/de as add/remove prefixes have been an Eng thing for a long time. \n(Another example would be increment/decrement. Though time has transformed en->in here.)", "date": "2024-10-21T20:44:15+00:00", "quotes": [ { "author": "J-H wrote: Mon Oct 21, 2024 8:32 pm", "content": "" } ] }, { "author": "guy-732", "content": "Well... that's an interesting bug, and modders finding this, like, 6 hours after launch is insane!!", "date": "2024-10-21T21:34:29+00:00", "quotes": [ { "author": "FactorioBot wrote: Mon Oct 21, 2024 5:21 pm", "content": "" } ] }, { "author": "robot256", "content": "Actually Xorimuth found it last week, and it just now made it into the build. There was no way they could fix every single beta bug in time for launch.", "date": "2024-10-21T21:43:49+00:00", "quotes": [ { "author": "guy-732 wrote: Mon Oct 21, 2024 9:34 pm", "content": "" }, { "author": "FactorioBot wrote: Mon Oct 21, 2024 5:21 pm", "content": "" } ] }, { "author": "J-H", "content": "Huh, you learn something new every day.", "date": "2024-10-21T22:01:25+00:00", "quotes": [ { "author": "MasterBuilder wrote: Mon Oct 21, 2024 8:44 pm", "content": "" }, { "author": "J-H wrote: Mon Oct 21, 2024 8:32 pm", "content": "" } ] }, { "author": "guy-732", "content": "You're right, I hadn't noticed the 18 October in that post initialy.", "date": "2024-10-21T22:28:17+00:00", "quotes": [ { "author": "robot256 wrote: Mon Oct 21, 2024 9:43 pm", "content": "" }, { "author": "guy-732 wrote: Mon Oct 21, 2024 9:34 pm", "content": "" }, { "author": "FactorioBot wrote: Mon Oct 21, 2024 5:21 pm", "content": "" } ] }, { "author": "peternlewis", "content": "Wait, what? There are biters on space platforms?", "date": "2024-10-22T02:24:17+00:00", "quotes": [ { "author": "FactorioBot wrote: Mon Oct 21, 2024 5:21 pm", "content": "" } ] }, { "author": "valneq", "content": "… if *someone* brings them there …", "date": "2024-10-22T02:40:53+00:00", "quotes": [ { "author": "peternlewis wrote: Tue Oct 22, 2024 2:24 am", "content": "" } ] }, { "author": "Xorimuth", "content": "I found it... in April I think", "date": "2024-10-22T02:48:53+00:00", "quotes": [ { "author": "robot256 wrote: Mon Oct 21, 2024 9:43 pm", "content": "" }, { "author": "guy-732 wrote: Mon Oct 21, 2024 9:34 pm", "content": "" }, { "author": "FactorioBot wrote: Mon Oct 21, 2024 5:21 pm", "content": "" } ] }, { "author": "gorbag", "content": "I feel as if \"emqueue\" would be more correct (given embark). \n \nBut at least we can use \"disenqueue\" and \"disdequeue\"", "date": "2024-10-22T22:37:40+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "DaleStan", "content": "Not really. Also not really wrong, though. en- becomes em- \"before certain consonants, principally b or p\": https://en.wiktionary.org/wiki/en-#English", "date": "2024-10-23T17:12:50+00:00", "quotes": [ { "author": "gorbag wrote: Tue Oct 22, 2024 10:37 pm", "content": "" } ] } ]
13
2024-10-21T12:21:08-05:00
forum-topic-59123
59123
Tower Defense Scenario [beta]
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=59123
blueblue
Factorio Tower Defense Scenario This is factorio in a tower defense style scenario. I'm still working on it but it's playable and hopefully enjoyable. It was intended as a campaign level as you might find in other RTS games. As a result it is faster paced than sandbox mode and the factorio campaign levels and you will be entirely focused on building your defenses and holding off waves. The closest analogon is the wave defense scenario in vanilla, though this one has a few twists of its own. Biters will march on given paths straight to your rocket silo, you cannot build on the paths but you can build turrets and fire at them. Of course you'll also have to start mining resources to supply ammo and make more turrets. It will take about an hour or two depending on the difficulty level and wether you can live through it. Can currently only be played in single player! The scenario is packaged as a mod. The scenario is almost entirely vanilla but it does include rocket turrets and as a side-effect of enabling the mod you can build those in the normal game too. Images This is all you need to read before playing. If you do play, I'd appreciate if you come back and leave some remarks later. The following summarizes where the scenario is in terms of development. Development Status This is an early version of the scenario that is playable but not entirely polished. Most features that I planned are implemented at this point. Balancing could definitely use work and there are still some bugs. Nevertheless I think it is enjoyable in its current state. The next plan is making this playable as a soft-mod as well. For the long term I hope I can make a second similar map in a sandbox-style setting, replacing the upgrade system with actual research and adjusting wave strength by evolution factor. Making this map has shown some of the issues that such a map would bring with it. At this point I want feedback on pretty much everything in the scenario. What works, what needs rework, what needs to be scrapped? The following features are implemented (in no particular order) Wave System Upgrade System and available upgrades Starting items and equipment Terrain, resources, lane layout Difficulties In-game restart Rocket Turret Artillery Turret System Sounds Wave UI, Upgrade UI Hints Loot on map Balancing of waves, towers, upgrades The following are some less important issues, if you give feedback give the stuff above this more attention. Details, Up for debate The blueprint library is currently disabled, instead players get a few blueprints which they can set up in the game. I don't want anyone to blueprint the entire base like some do in the wave defense scenario. Is this too much of a restriction? I had a lot more upgrades in the game at some point. Flame thrower and rocket upgrades turned out to be completely unnecessary. Similarly the high levels of gun turret upgrades are too strong. Another upgrade I had in the game was an instant-heal for the silo. The rocket silo has since become repairable by bots so I figured I'd remove it. I need to figure out an actual name for this. Download it at the mod portal . You can find the source on github . Finally, for this scenario I used factorio-stdlib and the rocket turret graphics from Predictabowl's Turrets Mod . Enjoy playing!
[ { "author": "rocifier", "content": "Hi, can you help me understand where are the fixed paths that the biters follow? I tried to play but the map looks like a vanilla map?", "date": "2020-04-29T03:08:08+00:00", "quotes": [] }, { "author": "blueblue", "content": "Edit: If you are asking this in 2020, you are probably asking about the version of the map that ZwerOxotnik converted to 0.18. Which I tested just now. The changes to the tech tree in 0.17 and 0.18 broke some stuff on the map which the ZwerOxotnik did not fix, so you might want to stay away from that mod for now. \n \nThe mod includes a scenario that you need to start. To do that, you should look for the tower defense scenario in the game menu under single player->new game->... \nKeep in mind that I released an unpolished version and I didnt keep working on it after I posted it two years ago because there didn't seem to be much interest. It's definitely playable but it only works in single player, there's a few bugs and it is not really all that balanced since because I wanted to use vanilla values for turrets and biters, which was a bad idea in retrospect.", "date": "2020-05-22T14:53:47+00:00", "quotes": [] }, { "author": "ZwerOxotnik", "content": "The biters just run to that rocket silo... it's not like a common TD... \n \n\nI changed the script today so the upgrades work.", "date": "2020-05-25T13:56:31+00:00", "quotes": [ { "author": "rocifier wrote: Wed Apr 29, 2020 3:08 am", "content": "" }, { "author": "blueblue wrote: Fri May 22, 2020 2:53 pm", "content": "" } ] }, { "author": "ZwerOxotnik", "content": "Btw, I'll make a TD-ish mod-scenario although unlikely... :/ \n The mod also won't have static paths because enemies change the map.", "date": "2020-05-25T14:13:49+00:00", "quotes": [] } ]
4
2018-03-27T19:21:26-05:00
forum-topic-68092
68092
Why i will never play 0.17
General discussion
https://forums.factorio.com/viewtopic.php?t=68092
ownlyme
0.17 cons: - the new quickbar is utterly unusable, i'd rather have something i just crafted added to my quickbar than 100 hotkeys that i don't even need because there's a pipette tool - almost every graphic they touched has gotten worse: -- enemies look sterile (( -- laser tower projectiles don't glow at night anymore)) -> Kinda fixed.. Actual fix: https://mods.factorio.com/mod/laser_fix -- belts overlap other belts they are feeding (ruining the 3d effect) -- gamma setting has been changed, making everything brighter than before - removed modding features: -- scalable property of gui elements -- ability to use progress bars as pixels or changing their style at all (only width & color can be changed right now..) - new science pack recipes broke my old factories - the removal of mining tools ruined the survival game feeling of the game - when they renamed the internal, not to the player visible, ids of the science packs it felt like they just said "fu" to all modders. edit: aswell as other internal names, like replacing "player" with "character" literally everywhere and some technology names for them it might be more consistent, but for modders updating their mods for both 0.16 and 0.17 this is a bit of a hassle. 0.17 pros: - research queue - better fluid dynamics (no need to put a pump after each underground pipe anymore) - ability to change gui sprites after their creation - new animation prototype, with ability to procedurally rotate it - stickers can consist of only 1 picture - simple-entity :: RenderPlayer - Modder's QoL: -- find_entities_filtered has now "radius" parameter -- LuaStyle:: margin properties -- Entity_died event has "ghost" parameter - biters can open allied gates - generally slightly better biter AI
[ { "author": "Ranakastrasz", "content": "I can't disagree entirely. While it is technically an improvement in some places, the sheer user unfriendliness of it ruins any advantage. It needs to still behave mostly like it used to, with click and drag and so on, no middle mouse button involved, and yes, autofiling with new crafts should be an option. \n \nThat said, it is NOT entirley unsuable. Took me about 5 minutes to understand, and I can ignore it now. I also only use the X hotkey to swap the two rows, and the middle mouse button which is mandatory because reasons.\n \nEnemies look creepy. \nLaser tower glow is a bug, which will be fixed as soon as the game stops breaking from critical bugs, and they can work on the lighting issues that all showed up. \nBelt 3d illusion, yea. The end should be tilted up or something. That said, I think it reinforces the 3d illusion, given belts appear to be on top of other belts.\n \nYea, adding restrictions to modders is never a good idea, unless it is for literal security reasons. Still haven't fixed cluster effect chain to allow one sub-effect.\n \nYea, every time any recipe changes people complain. Feel free to use 0.16 until 0.17 is stable, and start a new game or something.\n \nResearch queues, haven't tried, can't say much yet. \nFluid dynamics don't exist yet, sorry. That got pushed back because something broke. \nNo idea what the other two are about, but I haven't touched modding for 0.17 yet.", "date": "2019-03-19T14:40:08+00:00", "quotes": [ { "author": "ownlyme wrote: Tue Mar 19, 2019 2:25 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "_Attila_", "content": "We can't mod a solution to completely fix the problems with the quick bar, because there is no event we can use on a mouse click within the quick bar. \nHowever, I have a mod that will add newly hand crafted items to the quick bar. \n \n Attila's QuickBar Mod", "date": "2019-03-19T23:09:03+00:00", "quotes": [] }, { "author": "JimBarracus", "content": "90% of my deaths are due to trains \nloosing your last pickaxe was just annoying \nusually not worth to automate it and waste a supply slot for that \n \nits not meant to be a survival game \n-no hunger \n-no fatigue \njust fish to heal yourself", "date": "2019-03-20T06:24:17+00:00", "quotes": [ { "author": "ownlyme wrote: Tue Mar 19, 2019 2:25 pm", "content": "" } ] }, { "author": "urza99814", "content": "Yeahh, I even thought the quickbar sounded like a good idea in some of the FFF posts... But in practice I haven't used it at all, instead I'm now opening up my inventory every time I need to grab something. My toolbelt was always auto-filled from crafting so I didn't have to think about it. I don't really want to spend time reorganizing the stupid thing every time I research something new... That's way too much manual effort; this game is supposed to be about automation! \n \nAnd my inventory is filling up with empty blueprints lately too... There's too many buttons and I never found a good place to map the \"drop item\" command. Never needed it before. But now it keeps spawning new blueprints when I pick one off the quickbar and I have no way to get rid of them xD", "date": "2019-03-22T12:48:32+00:00", "quotes": [] }, { "author": "Terukio", "content": "First thing I did was set up my toolbar in 0.17 to the most common things I use in the 4 slots. \n \nOther tabs for less common things. \n \nIt took a few minutes to get used to, but if you take the time to set it up initially it becomes super useful. \n \n \n \n toolbar.JPG (29.07 KiB) Viewed 13157 times", "date": "2019-03-22T14:03:16+00:00", "quotes": [] }, { "author": "Maddhawk", "content": "Everyone is entitled to their own opinion and generally I try to refrain from commenting on others. After all, you are providing feedback for the developers and, regardless if I agree with the opinions that are given or not, that can only be a good thing. That said, these three items made me pause and go, \"Really?\". \n \nGame is in a beta state and officially still early access. It hasn't even reached a 1.0 state yet. This means that fundamental design changes are not only something we should all be on the look out for, but should never ever be surprised to see. As such, when core recipes change, instead of complaining, you should be happy that new design challenges await you and your next factory. Overall, I am actually quite happy to see the changes in question. Especially those for High Tech Science. \n \nI don't get this whole \"survival game\" fad that seems to be going on right now. This certainly isn't a survival game. It is a game of logistic and production challenges with a massive dollop of puzzle solving, creative freedom, exploration, and endless growth. After launching your first ever rocket, the game is entirely up to you make of it what you will. For myself, the pickaxe was an annoyance that I am glad is gone. I understand some loved how they felt it contributed to the games atmosphere and the player as a builder, but as things go it was a very poor representation for the nature of the game. \n \nConsidering the team has embraced modding as one of its core pillars since--I'm guessing since day 1--the beginning, this sorta harkens back to my first point. Game isn't even 1.0 yet and changes are to be expected. One should roll with them and adapt. If you cannot do what you want to do, then let the devs know what it is you are trying to do and perhaps it will be something they can either add to the game, or perhaps it was an unseen bug that came with 0.17 that they can fix.", "date": "2019-03-22T15:02:38+00:00", "quotes": [ { "author": "ownlyme wrote: Tue Mar 19, 2019 2:25 pm", "content": "" } ] }, { "author": "_Attila_", "content": "The problem with this approach is that as a new player - or player of a new mod - one has no idea what the best arrangement of the items will be. \nSo, lots of moving items around in the quick bar and lots of searching in the inventory for items not yet linked to the quick bar. \n \nThe quick bar has some nice features, but it needs to be more user friendly when it comes to having new items appear there and being able to easily move items around (move without having to unlink old slot and swap two slots).", "date": "2019-03-22T16:14:53+00:00", "quotes": [ { "author": "Terukio wrote: Fri Mar 22, 2019 2:03 pm", "content": "" } ] }, { "author": "Maddhawk", "content": "This process of moving things around has a name. It is called \"Learning\". It is something people do naturally as they engage in new things. Furthermore, what is an optimal setup of bars for one player is not going to be the same for another. I use 3 bars now and none of them look even remotely like the one screen captured. \n \nOnce I figured out how to get 0.17 downloaded (I'm a Steam user) I wasn't use to items I make not showing up in my bars automatically either. However, I got used to it. Once having made that adjustment, I don't even notice it anymore. As far the general user unfriendliness, I will agree that the drag and drop feature of the old bars needs to come back. In this case, dragging an item to the bar should set the filter and we should be able to drag and drop filter settings from one button to another just as if they were actual items. That would solve the only real issue it has now.", "date": "2019-03-22T17:33:42+00:00", "quotes": [ { "author": "_Attila_ wrote: Fri Mar 22, 2019 4:14 pm", "content": "" }, { "author": "Terukio wrote: Fri Mar 22, 2019 2:03 pm", "content": "" } ] }, { "author": "sathill", "content": "For me quickbar its best change in 17 overall. \nOne biggest pro its that player can see total number of items. Like 432 yellow belts or so. In old quickbar max was one stack. Big pro for that change. \nIts better design for sure no doubt about that. There are other reasons also. Like locking some items in old quickbar lock that slot and if player wish to take absurd ammount of materials(landfill) for lets say outpost building it was either locked slots or complete messing with it. No more. \nOverall 17 its big plus. For me only con its that i lose some fps (not ups) for strange reasons. After game restart its again 60 fps in the same spot.", "date": "2019-03-23T12:51:11+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Never say never ! \n \nWhy are you focusing on survival games? There are a LOT of game types that have inventory tools / melee weapons that can be swapped out ! \nThe main issue is not that the pickaxe and mining hardness were removed from vanilla - it's that the modding support for them has been removed too ! \n(And what is even harder to understand to me, that there are more complicated and computing-heavy mechanics that have been kept, at least \"under the hood\", with mod support in mind : power efficiency being a prime example.)", "date": "2019-03-23T14:15:36+00:00", "quotes": [ { "author": "Maddhawk wrote: Fri Mar 22, 2019 3:02 pm", "content": "" } ] }, { "author": "Maddhawk", "content": "I'm not? I didn't bring up survival games, other guy did. The issue of the pick axe removal has been debated a lot since the intention to do so was announced. I supported its removal then and I support it now. However, I also supported that modders should be able to add it and other tools to the game if so desired. I agree with that.", "date": "2019-03-23T22:44:21+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sat Mar 23, 2019 2:15 pm", "content": "" }, { "author": "Maddhawk wrote: Fri Mar 22, 2019 3:02 pm", "content": "" } ] }, { "author": "GlassDeviant", "content": "You never needed to put a pump after each underground pipe. \n \nThe new fluid dynamics are a bigger problem than solution. \n \nI do agree however on the new quickbar, especially the use of the MMB to clear slots. The MMB on the mouse wheel was the stupidest thing ever invented in regards to mouse technology. It is a pain in the rear to click it without scrolling accidentally up or down.", "date": "2019-04-10T15:44:15+00:00", "quotes": [ { "author": "ownlyme wrote: Tue Mar 19, 2019 2:25 pm", "content": "" } ] }, { "author": "GrumpyJoe", "content": "while i agree with you on the fluid stuff ( i like your response to your own thread, especially the waterfall analogy), i really have to ask: \nis your mouse 10 years old, or did it come with a completed sticker bonus card from your local coffee shop? \n \npersonally, i was happy with 0.16 \nout of the 2 major things of 0.17 so far, GUI and fluid mechanics \n \nthe former feels good, altho i needed some time to get used to the quickbar and especially with BP behaviour, which i still regularly screw up \n \nThe \"fluid rework\" isn´t fully completed (if the \"fluid prevention\" hasn´t anything to do with it, its not even partially released yet) and like you, I REALLY hope they take some of the latter back. \nBecause even tho my initial thought was its dumbing the game down for people that are not careful when building, all it does is annoy me and i really hope its fans begin to wonder \"why cant i set this reciepe here, its not mixing anything anyway\" too \n \nAs for the OP, as far as versions go, you could go back as far as 0.12.stable, at least on Steam. \nJust give it a chance. \nMy first 60min of 0.17 mostly consisted of me saying \"F..K, WHYYY?????\" , continuosly. Eventually you´ll find someone you could take about what awesome base you built, if you weren´t actally 1 year behind and he has no idea what you talking about. \nTo me, at least for now, it even has made vanilla fun again", "date": "2019-04-10T19:55:10+00:00", "quotes": [ { "author": "GlassDeviant wrote: Wed Apr 10, 2019 3:44 pm", "content": "" } ] }, { "author": "ownlyme", "content": "i'm constantly using 0.17 because i'm writing mods... \nbut honestly, even after 100-200 hours my quickbars are still empty. \nmight have something to do that i constantly load different saves to test different stuff \ni think the 0.16 quickbars were totally fine, you were able to lock the buttons if you wanted and you had more hotkeys easily accessible with the shift keys, i personally dont need more than 2 bars anyway \ni might have changed that the bars had 6 hotkeys on each side instead of 5, but any number beyond that is not comfortable to use anymore.. \nThey could have bound the quickbar switching to ctrl instead of shift so i don't see *any* improvement over the 0.16 bars..", "date": "2019-04-10T20:01:52+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "You can right click blueprints in the inventory and delete them in the openend menu. If you pick up a blueprint from the new tool bar at the right, use the keybind for put item out of my hand to inventory will delete the blueprint instead.", "date": "2019-04-10T20:42:32+00:00", "quotes": [ { "author": "urza99814 wrote: Fri Mar 22, 2019 12:48 pm", "content": "" } ] }, { "author": "Dreepa", "content": "Pick axe removal is good. \n \nNow just put manual crafting speed and manual mining speed upgrades into the research tech-tree, so that the speed can be increased through the main game loop progression (science) and it's perfectly conclusive. \n \n(Unless it's already in there, haven't checked).", "date": "2019-04-12T18:48:15+00:00", "quotes": [] }, { "author": "ownlyme", "content": "steel pickaxe is now a research, but still..", "date": "2019-04-12T19:57:18+00:00", "quotes": [] }, { "author": "matt3224", "content": "I wanted to chime in and say that i tried to use 0.17 quickbar but even after a fair few weeks i'm finding myself using the regular inventory over the quickbar or that the quickbar is empty. \n \nPerhaps there can be an option to autofill the quick bar like 0.16?", "date": "2019-04-24T17:36:47+00:00", "quotes": [] }, { "author": "SuicideJunkie", "content": "Only having 5 hotbar slots instead of 10 takes some getting used to. \n \nI end up having to use the main inventory a lot since I havent organized things yet. \n(Everything other than inserter, belt, power pole, underground & splitter)", "date": "2019-05-20T22:21:12+00:00", "quotes": [] } ]
19
2019-03-19T09:25:22-05:00
forum-topic-124833
124833
[2.0.28] IconData default size depends on other IconData objects in the array
Not a bug
https://forums.factorio.com/viewtopic.php?t=124833
LuziferSenpai
Hey, so Semenar and me did some testing to find the problem in my mod. We found then out when the first icon inside a icons array has no icon_size set and then another icon in that array has a bigger icon_size then the default value, it will produce a error. But when I then set the icon_size to the default value it will work. Code: Select all 2.498 Error ParallelSpriteLoader.cpp:67: Parallel sprite loading failed, falling back to normal sprite loading. The given sprite rectangle (left_top=0x0, right_bottom=256x256) is outside the actual sprite size (left_top=0x0, right_bottom=64x64). 2.501 Error AtlasBuilder.cpp:1266: The given sprite rectangle (left_top=0x0, right_bottom=256x256) is outside the actual sprite size (left_top=0x0, right_bottom=64x64). If this is not a bug, then there needs to be a improvement to the documentation. But with it beeing fixed, when setting a value it seems like a bug to me. Mods used: Enemy Race Manager Libraries Enemy Race Manager Enemy Race Manager Asset Pack Enemy Race Manager - Post Process ERM - Terran HD Graphic Assets ERM - Terran Units for Players More Casting Update: More Casting needs to be a version before 0.0.10. (I added a temp fix) Greetz, Luzifer
[ { "author": "", "content": "Post the complete log please, see 3638 .", "date": "2024-12-20T21:04:50+00:00", "quotes": [] }, { "author": "LuziferSenpai", "content": "raiguard told me to post it and he was fine with the message above.", "date": "2024-12-20T22:08:15+00:00", "quotes": [ { "author": "Loewchen wrote: Fri Dec 20, 2024 9:04 pm", "content": "" } ] }, { "author": "", "content": "When posting to the forums, always post the full log. We have some tooling that allows us to sync mods from a log file.", "date": "2024-12-22T20:56:24+00:00", "quotes": [] }, { "author": "LuziferSenpai", "content": "Ah I didnt know that. \nHere you go.\n \n \n factorio-current.log \n (12.61 KiB) Downloaded 17 times", "date": "2024-12-22T21:27:19+00:00", "quotes": [ { "author": "raiguard wrote: Sun Dec 22, 2024 8:56 pm", "content": "" } ] }, { "author": "", "content": "Looking into this, \"defines.default_icon_size\" is simply wrong and is not the default for all prototype types and as such isn't a viable value for all icon definitions. These prototypes use different defaults: \n \nAchievementPrototype: 128 \nShortcutPrototype: 32 \nItemGroup: 128 \nTechnologyPrototype: 256", "date": "2025-02-19T13:38:27+00:00", "quotes": [] }, { "author": "", "content": "That is not correct. Those numbers are the expected icon size. The expected size affects some things about icons (such as scale), but icon_size itself defaults to 64 even for those prototypes. This is documented here: https://lua-api.factorio.com/latest/types/IconData.html", "date": "2025-02-19T14:22:59+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Feb 19, 2025 1:38 pm", "content": "" } ] }, { "author": "", "content": "Right, I missed that. But that makes this report even more confusing because the default is then fully always 64, so having it there (as 64) or not changes nothing on the engine side. That makes me lean even more towards this being a mod Lua definition error. \n \nIs there some save I can sync mods with to reproduce this? Or some minimal mod that reproduces it so I can verify if it's a mod logic error or not?", "date": "2025-02-19T14:33:00+00:00", "quotes": [ { "author": "Bilka wrote: Wed Feb 19, 2025 2:22 pm", "content": "" } ] }, { "author": "LuziferSenpai", "content": "more-casting_0.0.11.zip \n (232.31 KiB) Downloaded 11 times \n \n \n \n \n graphic_test_mod_0.0.1.zip \n (109.64 KiB) Downloaded 10 times \n \n \n\nThese two mods together will break it.", "date": "2025-02-20T15:09:35+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Feb 19, 2025 2:33 pm", "content": "" }, { "author": "Bilka wrote: Wed Feb 19, 2025 2:22 pm", "content": "" } ] }, { "author": "", "content": "You're melding the existing icon definition of: \n Code: Select all icons =\n{\n {\n icon = \"__graphic_test_mod__/advisor256.png\",\n icon_size = 256,\n }\n} \n\nWith a new icon definition that starts as: \n Code: Select all icons = {\n {\n icon = modName .. \"/graphics/64x64-empty.png\"\n }\n} \n\nMelding those two tables will result in: \n Code: Select all icons = {\n {\n icon = modName .. \"/graphics/64x64-empty.png\"\n icon_size = 256,\n }\n} \n\nWhich will produce the exact error you're seeing. By specifying that the 64x64-empty.png icon_size is 64, meld uses the value from that and overwrites the 256 from the to-be-melded-into table.", "date": "2025-02-20T15:58:20+00:00", "quotes": [] }, { "author": "LuziferSenpai", "content": "That doesnt make sense that it would meld the first icon with the icon_size of the second.", "date": "2025-02-20T16:41:13+00:00", "quotes": [ { "author": "Rseding91 wrote: Thu Feb 20, 2025 3:58 pm", "content": "" } ] }, { "author": "LuziferSenpai", "content": "Okay, after boskid's comment I now understand I made a error myself. \nSry.", "date": "2025-02-20T16:47:02+00:00", "quotes": [] }, { "author": "", "content": "That's what meld does.", "date": "2025-02-20T16:47:17+00:00", "quotes": [ { "author": "LuziferSenpai wrote: Thu Feb 20, 2025 4:41 pm", "content": "" } ] } ]
12
2024-12-20T14:23:21-06:00
forum-topic-125699
125699
Pressing Ctrl+Enter while typing a post can sometimes lose it
This Forum
https://forums.factorio.com/viewtopic.php?t=125699&p=657897
Hares
When you want to submit your post, it's pretty common to use Ctrl+Enter. However, with this forum, it can sometimes reload the page instead. IDK why this happens and what are exact steps to reproduce.
[ { "author": "Hares", "content": "Okay, I digged into it. \nWhen you press Ctrl+Enter, accrording to editor.js , the closest form should submit.\n Code: Select all \t\t$('textarea').on('keydown', function (e) {\n\t\t\tif (e.which === 13 && (e.metaKey || e.ctrlKey)) {\n\t\t\t\t$(this).closest('form').find(':submit').click();\n\t\t\t}\n\t\t});\n \n\nIn practice, this can lead to the weird interactions. \nFor example, I was writing the following comment in the 124776: Combinator cookbook 2.0 (comment write link: posting.php?mode=quote&p=665226#preview ):\n Code: Select all [quote=gGeorg post_id=665226 time=1741623975 user_id=68465]\nUnloading exact amount of items could take several combinators. \nYou might try this trick made by one decider.\n[/quote]\n\nI've read this three times and it stills looks like a dark magic to me.\n \n\nThen I pressed Ctrl+Enter and it lost the content. Since my comment was kinda small I was more curious than enraged, so I started digging. \nI re-typed the exact same comment. Copied it via Ctrl+C. Used Ctrl+Enter. Page got reloaded. I used Ctrl+A to select everything (to be removed via Ctrl+V) and then Ctrl+V-ed it. You can estimate how frustrated was I when I got the following:\n Code: Select all 0eNrlmf9u2zYQx1+F4F8tQBkWZSW1sBQYmrYYMGxFm/8cQ6Cli01UpjSKsmcEeoC+RZ+tT7LTjziOozWQIECehwAKRYl3xw+/R52se7qIMki0VIZ69zSENNAyMTJW1KNfQIUpmW2kNpmIrFQulYiuqn/WpzmpWgREsCJGroGYFZCNQINEqvJEQ0hm0sD6ClvWVmqYk+KI1wMNIoV0dKuuIRI7j3C0EXxNb9WteicUWQBJt9IEKzRhYqJgKYzcwLNwwnirLC2XK2MJrePtnNzpWBmy2KH3JBKBVEvylrz6ePOaBPE6Eegd7a7IL+TV7zev0T9lVAaxSqk3u6eV1YKFEmtACCEEMgRt4diFVMLEmuY4QIXwN/XsnB0OMbukGFJHiHZrG1lyGOHBeJ7PGQVlpJFQ+S9Pdr7K1gvQ6GBvo4jQCGUOA2E0iVNZrdY9RXvWZDJyGd1Rbzpy0U2IrIPq+oQVJoyOI38BK7GROB4HpdX19GkbA3mYIaN3MjKgj3v/ba61PL5gz194ASeDnSrW6/KmagXK4D16VXZkhfTsfI5/yCX1i2DvRJRCXsA94sEf/aDByIIIY9YysJI4giYe/IBHgz2H/WSdG8yNW8Gtbfp4LZR7zIdniPRO6tT4L4uoBltkW6EgXCy0037ckxV4S9kT/74Cs4311zJOTFnqGZ0Bo0sNsF+WI9/Px5S37QcVFvJC53Fmkswcp9kLYX+qYk52fqkUH5N77UuFhvZ+XvBfa2mOy09xP9jhevw/t7kG+U+O0ikS66RB9s7lk12lSeqB1EEmjQ9KLKJH4Tx07zVf3NtS8bUEqu2PeuNnGs6bMtvtlNn2eMDUFmpnVriOz9L0x7fvtHMGwQb0g92fZMG1jEMgj4xGpBRsWgq8TgEUW6ygFPCoSU4XXZ9WtjPw4+q6y+OqSXaXnRHwgRF87gvBm7YI+Kmo4KYvBNPOCIZWwW99IbDHbRk4pyKD970xsDszGFoHv/bGgLdlMD4VHbzrjYHTmcH57AeTtgzs89sP3M4M+H/xfb6RQdsi0XlzKjr4szcGl50ZDK2Dj70xaFsmOtOzKxPtaWcGQ+vgj74Y8LZ14v7HiMF10NsbE7c7MxhMB0e/afdFom216Jzf+zNvWy067qkw+NAbg7bVosPPb2dsWy06J/P22FulxFtXiydTMXesEuaMFp8OCmczm9mMM3vOZnhkTtnCI3PrFsfWpGw5bIJ9OLb4CoGGH7/qMhqJBUTY91nItPhKUH04CMHgZEuGG5xbSci94NPJdOq63L1wuJ3n/wDfMDPn\n \n\nI was confused. Frustrated. Shocked. I couldn't believe my eyes. I used win10's clipboard history feature (Win+V) to show history, and the top-most record was indeed changed. I was not sure if this is caused by any of my extensions, so... so I used my Chrome profile I use for remote exams in my university (so this profile has no extensions at all), and the result was exactly the same. I tried decoding these base64 strings and didn't succeed. So, I give up. I post this here. I don't know what kind of dark black magic is going on but pls dispell this curse as being able to send messages via Ctrl+Enter is crucial part of my daily routine. \n \nEdit: For this exact post, Ctrl+Enter worked fine. For the post edits containing attachments, Ctrl+Enter will destroy them (ref: 117527: Attachment disappears after submitting a post )", "date": "2025-03-10T22:47:44+00:00", "quotes": [] }, { "author": "Nidan", "content": "Base64 with a leading 0 is factorios format for blueprint strings. Decoding it (or importing it ingame) produces a blueprint containing some combinators called \"Raising front detector\". \n \nDid the copy blueprint button for this particular bp have keyboard focus when you pressed ctrl-enter?", "date": "2025-03-11T08:56:58+00:00", "quotes": [ { "author": "Hares wrote: Mon Mar 10, 2025 10:47 pm", "content": "" } ] }, { "author": "Hares", "content": "No, the focus was on the text field, but it looks that the closest form detection for the hotkey results in a wrong form due to a copy blueprint plugin!", "date": "2025-03-11T09:02:56+00:00", "quotes": [ { "author": "Nidan wrote: Tue Mar 11, 2025 8:56 am", "content": "" }, { "author": "Hares wrote: Mon Mar 10, 2025 10:47 pm", "content": "" } ] }, { "author": "atomizer", "content": "blueprint buttons in topic review are evil in general 105063", "date": "2025-03-11T10:11:12+00:00", "quotes": [] } ]
4
2025-01-07T08:48:15-06:00
forum-topic-47316
47316
Suggestion Template - please use it!
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=47316
Too confused to read all? Please: when you create a new suggestion make the following headings: TL;DR Your idea in one sentence. Pictures are more worth than words. What? What do you want to suggest Why? Why do you want it You can just copy the text from the text-box below as a template and follow the instructions. And it’s a good advice to search for your subject before writing, because the rate of doublette suggestions is currently about 75%. (This was added on 2022-11-03) Long read The post of SteelWolf300 inspired me to make "templates": Obviously he read the " Read this OR be ignored! -article carefully and what comes out made my life as moderator much simpler. The usage of this template is really simple! Before you hit "New Topic" just copy the following code by clicking " SELECT ALL " and then copy the selected text into your clipboard (normally CTRL-C or CMD-C shortcut). Code: Select all [h]TL;DR[/h] One sentence to describe your idea with a bit different words than in the subject [h]What?[/h] WHAT do you suggest? What is your idea that should be changed? Explain in detail your idea. Instead of writing dozens of lines for several minutes, give us an [img]image of what you are pointing[/img] and eventually [img]how you would like to change that[/img]. (<- those img-tags are thought to be replaced with images!) You should should prefer to upload images onto this forum to make sure your idea is readable in a year or more! You can also refer to bug tickets or other links in the internet just by pasting the url. That makes it easier to understand, what you are exactly about. :) [h]Why?[/h] WHY do you think it increases the value of Factorio as a game? See more about here: https://forums.factorio.com/viewtopic.php?f=6&t=27087 How is This Board Working? Revision #3 Now hit "New Topic" and paste that. Read the text and replace it. I'm thankful for suggestions on how to improve this, but please PM. This is how the above template is looking by a filled out example: Uhhhhmmm... I stop the recursion here.
[]
0
2017-05-12T06:23:14-05:00
forum-topic-126806
126806
Cargo wagon capacity
Modding help
https://forums.factorio.com/viewtopic.php?t=126806
hgschmie
When inquiring a cargo wagon for its capacity, there are mulitple ways: Code: Select all #wagon.get_inventory(defines.inventory.cargo_wagon) wagon.prototype.get_inventory_size(defines.inventory.cargo_wagon) both return 40 for a regular cargo wagon. The cargo wagon prototype has this value set as the inventory_size attribute. When activating the quality_affects_inventory_size attribute, the cargo wagon capacity changes with the quality: Screenshot 2025-02-12 at 14.48.59.png (82.18 KiB) Viewed 250 times which is returned in #wagon.get_inventory(defines.inventory.cargo_wagon) but the prototype still reports "40" as inventory size. Is there a way to calculate the expected inventory size? Quality has some scale information for mining drills and beacons but nothing for cargo wagons. And the progression (12, 12, 12, 24) is not really obvious. Or is just looking at the inventory size of the entity the right thing to do?
[ { "author": "Xorimuth", "content": "You can pass a level into `prototype.get_inventory_size` like this: `wagon.prototype.get_inventory_size(defines.inventory.cargo_wagon, \"epic\")`, which should return 76. https://lua-api.factorio.com/latest/cla ... ntory_size \n \n\nThat's because it follows the standard quality scaling that almost all things in factorio follow: +30% per level. (52 = 40 * 1.3, 64 = 40 * 1.6, etc. Legendary is 2 levels higher than Epic so it jumps by 24 rather than 12.)", "date": "2025-02-12T23:09:56+00:00", "quotes": [ { "author": "hgschmie wrote: Wed Feb 12, 2025 10:59 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "hgschmie", "content": "this seems even harder for the fluid wagon where the progression is 50, 65, 80, 95, 125 and there is no way to actually get that from the entity itself.", "date": "2025-02-12T23:28:42+00:00", "quotes": [] }, { "author": "hgschmie", "content": "D'oh! Thanks!", "date": "2025-02-12T23:29:27+00:00", "quotes": [ { "author": "Xorimuth wrote: Wed Feb 12, 2025 11:09 pm", "content": "" }, { "author": "hgschmie wrote: Wed Feb 12, 2025 10:59 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Muche", "content": "Ref LuaEntityPrototype.fluid_capacity depending on quality .", "date": "2025-02-21T17:44:43+00:00", "quotes": [] } ]
4
2025-02-12T16:59:38-06:00
forum-topic-123354
123354
Allow cargo pod scripting
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=123354
Moterius
I'm trying to code 'deliveries' to/from another faction (cargo pods), but there seems to be no way to manually spawn in a cargo pod (LuaEntity can only force it to instantly ascend/descend). My request is thus: Add a script function that allows spawning in a cargo pod along the lines of Surface#spawn_cargo_pod(Surface, {contents}, procession_tick?)
[ { "author": "s6x", "content": "You can create_entity a cargo pod and it'll work, but the pod will just sit there. So I agree some API to tell it to start a procession would be useful.", "date": "2024-11-30T18:43:42+00:00", "quotes": [] }, { "author": "Moterius", "content": "Isn't that the already landed pod?", "date": "2024-12-01T11:06:01+00:00", "quotes": [] }, { "author": "s6x", "content": "No, a landed pod is a \"cargo-pod-container\" which is a distinct entity (but looks very similar) to a \"cargo-pod\" entity.", "date": "2024-12-01T22:17:32+00:00", "quotes": [] }, { "author": "Oarc", "content": "+1 on this. There are LOTS of multiplayer mod and scenario use cases where this would be helpful. \nAbility to send cargo pods to different locations other than 0,0 if there are no landing pads, and to be able to direct them to other landing hubs (either on same force or other) would be fantastic.", "date": "2024-12-03T18:19:57+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "+1", "date": "2024-12-06T00:22:11+00:00", "quotes": [] }, { "author": "", "content": "Several cargo pod methods were added for the next release. Likely more will need to be added but for now this is what will be in the next release: \n Code: Select all - Added LuaEntity::create_cargo_pod().\n - Added LuaEntity::cargo_hatches read.\n - Added LuaEntity::cargo_pod_state read.\n - Added LuaEntity::cargo_pod_destination read/write.\n - Added LuaCargoHatch.\n - Added Luaentity::attached_cargo_pod read.\n - Added LuaEntity::rocket read.", "date": "2025-02-05T20:55:56+00:00", "quotes": [] }, { "author": "y.petremann", "content": "Does anyone found a way to use the new api methods/properties to launch a cargo-pod ? \n \nI tried and for not this is what I got: \n viewtopic.php?t=126691", "date": "2025-02-08T22:50:16+00:00", "quotes": [] } ]
7
2024-11-30T05:46:50-06:00
forum-topic-111607
111607
Port randomization issue when hosting
Technical Help
https://forums.factorio.com/viewtopic.php?t=111607
Impatient
Hello fellow engineers! I have a problem when hosting a game. I assume its port randomization. I list everything I know. The problem: After starting to host a game, I get this popup in game: "Unable to determine external IP address. Other players ..." This is the relevant (I believe, after what I read on the forums) part of the factorio log: log 6164.304 Info ServerRouter.cpp:668: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address 6164.357 Info GameActionHandler.cpp:5088: UpdateTick (36001) processed PlayerJoinGame peerID(0) playerIndex(0) mode(connect) 6164.541 Warning ServerRouter.cpp:543: Received own address message reply with conflicting address (got IP ADDR:({213.147.167.97:53633}), expected IP ADDR:({213.147.167.97:12730})) 6164.541 Warning ServerRouter.cpp:543: Received own address message reply with conflicting address (got IP ADDR:({213.147.167.97:21448}), expected IP ADDR:({213.147.167.97:12730})) 6164.551 Warning ServerMultiplayerManager.cpp:662: Determining own address has failed. Best guess: IP ADDR:({213.147.167.97:12730}) Technicalities: I am on win10, steam. I only use windows firewall. It has allow rules for Factorio for both public and private networks. I use a mobile LTE broadband connection. The device is a D-Link DMW-222 usb modem. I am in Austria. The ISP is "Simfonie", which uses the A1 mobile network. Observations: When I use a webpage, which shows me my IP and port ( I used https://www.myip.com/ ) the port changes every few page reloads. The IP address shown in the factorio log is different from the IP address shown in ipconfig. I have not had this problem when I used a broadband cable connection from a different ISP. My assumption (please correct me if I am wrong): The problem is port randomization. The questions: How can I disable port randomization? How can I determine what is responsible for the port randomization (the ISP, the LTE modem, windows 10, ... something else) ?
[ { "author": "", "content": "The issue is going to be with the ISP and or the LTE connection. They are not designed for this kind of thing and you'll run into this sort of issue. You can still have friends join you through steam networking/steam invites but you won't be able to host directly on the browse-games GUI. \n \nI have never heard of any mobile-internet connection that didn't have this issue.", "date": "2024-03-01T19:03:18+00:00", "quotes": [] }, { "author": "Nidan", "content": "If your modem is more than a pure modem, e.g. it has some kind of firewall or NAT or also acts as a router, check if you can configure port forwarding rules for it. If you can't or that doesn't help, you'll have to contact your ISP.", "date": "2024-03-01T19:07:28+00:00", "quotes": [] } ]
2
2024-03-01T12:22:07-06:00
forum-topic-124936
124936
A lack of understanding(where to bug)
This Forum
https://forums.factorio.com/viewtopic.php?t=124936
NickedNOGsign_incant
Hello, I am new to the forums when it comes to posting and I have struggled for many a minute to figure out where to post a bug. All attempts found neither an appropriate place to post the topic nor and ability to (post) in the entirety of the bug subsection. This is two pronged of 1. Where do I post a bug report and 2. If I cannot find it in 10~ minutes or so perhaps it should be more obvious or I am missing something. The bug report in question in minor but has to do with mini-map not rendering a 100+ tall wall( not the report). Great game.
[ { "author": "", "content": "The Bug Reports subforum is dead center on the front page, so I don't see how one could search 10min and still not find it. The forum search would also direct you quickly to it. \n \nIf you want to make a report, see 3638 .", "date": "2024-12-22T19:28:22+00:00", "quotes": [] }, { "author": "NickedNOGsign_incant", "content": "I did not struggle to find that (In the support section, #3=bugs) I was unable to figure out where/which sub-subforum I was supposed to post in or just in the main one :P however I just figured out that the reson I was unable to post was not because the \"post\" button wasn't there but because it was at the bottom right where the announcements start... not really a good reason to say the least but at least it's just a lack of understanding the forum structure rather than just a lack of trying on my part. (Tho if I had tried for longer instead of trying to post elsewhere I would have found it)", "date": "2024-12-23T00:55:10+00:00", "quotes": [ { "author": "Loewchen wrote: Sun Dec 22, 2024 7:28 pm", "content": "" } ] } ]
2
2024-12-22T08:04:24-06:00
forum-topic-21921
21921
Poll: Should belts use energy (and Offshore Pumps etc...) - Page 4
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21921&start=60
Aeternus
Belts requiring power... no. Just no. They're at the core of Factorio gameplay, and it would seriously detract from the enjoyment of this game if they'd suddenly require power. Pumps... I suppose you could do a "burner pump" and "electric pump". Wouldn't be too hard to push the coal belt through to them. What would be the point though?
[ { "author": "vedrit", "content": "To me, that offshore pumps, belts, gun turrets and the like don't require electricity makes them kind of ridiculous in a lot of situations. \nHave a miner way off in the distance? Just use belts. Biters will mostly ignore them, no fuel usage, can be upgraded to have massive throughput, and relatively cheap. \nWant to set up a nuclear power system, but no water near by? That's fine! Just pipe it in from the other end of the map, it'll be fine! \nWant to slowly push up on a massive nest of aliens? Just grab a few gun turrets, a bunch of ammo, and away you go! \n \nThough, to be honest, I am a bit hesitant about making offshores require power, since they're required to start generating electricity in the first place. \nWhat could be done is have powered versions. Powered belts that have higher speeds than their unpowered counterparts (or have the higher tiers of belts require power). Unpowered gun turrets only have a limited firing angle. Powered offshore pumps that will pump higher volumes of water. \nThis way, you're not penalizing current methods of gameplay, per se (except for gun turret creep), but you're giving players another layer of efficiency/speed if they want to take that route.", "date": "2018-05-29T18:34:55+00:00", "quotes": [ { "author": "Aeternus wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "What about this: yellow belts don't need power, but higher level belts do? \n \nPumps: adding a burner pump makes sense, pumps are one of the few entities without any upgrades. And steam engines were initially invented to pump out water \n \nSo, initial play can be burner pump, yellow belts, burner inserters to get electricity up, then upgrade to more powerful setups if you want.", "date": "2018-05-29T18:42:09+00:00", "quotes": [] }, { "author": "Quizatzhaderac", "content": "My vote/opinions with full nuance: \n \nAnything that creates new bootstrap complexity should be avoid in regular mode of play. (Hard or custom setting are okay). \n \nReasonable power draw is fine for all entities otherwise. \n \nFrom a player's perspective, a belt an entity, not a single square segment of the belt. As such the belt should need to be powered, not each segment. \n \nThe necessity and mechanics of turret creep is it's own complex situation. IMHO it's not much fun. I would guess long term plans involve streamlining it or eliminating the need. How power works with turrets will relate to that decision.", "date": "2018-10-09T20:34:28+00:00", "quotes": [] }, { "author": "driver", "content": "I'm currently playing with https://mods.factorio.com/mod/belt-overflow and I like it, but I'm not a mainbus-player. Of course, it's mostly about circular belt designs, but it adds some more complexity (circuit-network ...). As long as you keep your belts short, an option to stop your electrified belt would avoid some mess", "date": "2018-10-11T07:12:35+00:00", "quotes": [] }, { "author": "mrvn", "content": "If belts need energy then I think they should also conduct energy. So if any belt tile of a belt has power then they all have (and supply it to other power poles).", "date": "2018-10-11T13:15:42+00:00", "quotes": [] }, { "author": "Hyenna", "content": "As how energy production currently works i dont see a way to get the steam engine work if you need power to get your first water pump working as the steam engine needs water / steam to start work.", "date": "2018-10-11T16:06:59+00:00", "quotes": [] }, { "author": "", "content": "Seriously people ? This poll is 2 years and a half old . \nAlso, if I may add : viewtopic.php?p=285962#p285962 (caution : violent self-advertising).", "date": "2018-10-11T20:06:42+00:00", "quotes": [] } ]
7
2016-03-20T19:34:59-05:00
forum-topic-116144
116144
FFF 236 not accessible properly
Spread the Word
https://forums.factorio.com/viewtopic.php?t=116144
Themuse061
I was reading FFF from newest to oldest and after clicking the arrow in the bottom left corner to move me to next older FFF (i was on FFF 237, so it should go to FFF 236) it moved me to Price increase page ( https://www.factorio.com/blog/post/016-price-change ) After some testingi was able to map this flowchatrt 10-20-2024, 17-22-45.png (39.52 KiB) Viewed 553 times So when going old -> new you go in following order FFF 235, 0.16 stable, FFF 236, FFF 237 But when going new -> old you are skipping FFF 236 and visiting the price increase post FFF 237, Price increase, 0.16 stable, FFF 235 here's a link to FFF in question https://www.factorio.com/blog/post/fff-237
[]
0
2024-10-20T10:30:01-05:00
forum-topic-113050
113050
[1.1.107] Crash loading save, force index check fails
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=113050
oof2win2
Hi. Loaded a map on a headless server from 1.1.104 and it crashed. The crash is reproducible and always occurs immediately on startup. Log attached in spoiler and savefile as attachment. Code: Select all 0.000 2024-04-19 09:53:55; Factorio 1.1.107 (build 62234, linux64, headless) 0.028 Operating system: Linux (Ubuntu 20.04) 0.028 Program arguments: "/opt/factorio/servers/awf-regular/bin/x64/factorio" "--config" "/opt/factorio/servers/awf-regular/config/config.ini" "--port" "39002" "--start-server-load-latest" "--server-settings" "/opt/factorio/servers/awf-regular/server-settings.json" "--server-adminlist" "/opt/factorio/server-data/server-adminlist.json" "--server-banlist" "/opt/factorio/servers/awf-regular/server-banlist.json" "--rcon-port" "39002" "--rcon-password" <private> 0.028 Config path: /opt/factorio/servers/awf-regular/config/config.ini 0.028 Read data path: /opt/factorio/servers/awf-regular/data 0.028 Write data path: /opt/factorio/servers/awf-regular [1605176/1859925MB] 0.028 Binaries path: /opt/factorio/servers/awf-regular/bin 0.033 System info: [CPU: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz, 8 cores, RAM: 31979 MB] 0.033 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.033 Running in headless mode 0.062 Loading mod core 0.0.0 (data.lua) 0.080 Loading mod base 1.1.107 (data.lua) 0.223 Loading mod base 1.1.107 (data-updates.lua) 0.297 Checksum for core: 607699937 0.297 Checksum of base: 1054619811 0.452 Prototype list checksum: 3034860339 0.489 Info PlayerData.cpp:76: Local player-data.json available, timestamp 1713452643 0.489 Info PlayerData.cpp:83: Cloud player-data.json unavailable 0.498 Factorio initialised 0.508 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0). 0.508 Info ServerMultiplayerManager.cpp:814: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame) 0.508 Info ServerMultiplayerManager.cpp:814: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame) 0.508 Loading map /opt/factorio/servers/awf-regular/saves/AwF-Scenario-Stable.zip: 105548570 bytes. 0.557 Loading level.dat: 337869350 bytes. 0.562 Info Scenario.cpp:204: Map version 1.1.104-0 Factorio crashed. Generating symbolized stacktrace, please wait ... /tmp/factorio-build-QzKTIe/src/Util/Logger.cpp (336): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*) /tmp/factorio-build-QzKTIe/src/Util/Logger.cpp (346): Logger::logStacktrace(StackTraceInfo*) /tmp/factorio-build-QzKTIe/src/Util/Logging.cpp (101): Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [clone .constprop.0] /tmp/factorio-build-QzKTIe/src/Util/Logging.cpp (93): Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, char const*, ...) [clone .constprop.0] /tmp/factorio-build-QzKTIe/src/Surface/Chunk.cpp (828): Chunk::removeActiveNeighbourForce(ForceID) /tmp/factorio-build-QzKTIe/src/Entity/MilitaryTarget.cpp (146): MilitaryTarget::checkNearbyForcesUnRegistration(ChunkPosition const&) /tmp/factorio-build-QzKTIe/src/Entity/MilitaryTarget.cpp (141): MilitaryTarget::checkNearbyForcesUnRegistration(ChunkPosition const&) /tmp/factorio-build-QzKTIe/src/Entity/MilitaryTarget.cpp (92): MilitaryTarget::unregisterOnChunk() /tmp/factorio-build-QzKTIe/src/Entity/MilitaryTarget.cpp (152): MilitaryTarget::onDestroy() /tmp/factorio-build-QzKTIe/src/Entity/EntityWithOwner.cpp (347): EntityWithOwner::setIsMilitaryTarget(bool) /tmp/factorio-build-QzKTIe/src/Entity/EntityWithOwner.cpp (71): operator() /opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (61): __invoke_impl<void, EntityWithOwner::EntityWithOwner(const EntityLoadingParameters&, MapDeserialiser&, MigrateFromEntityWithHealth)::<lambda()>&> /opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (111): __invoke_r<void, EntityWithOwner::EntityWithOwner(const EntityLoadingParameters&, MapDeserialiser&, MigrateFromEntityWithHealth)::<lambda()>&> /opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (290): _M_invoke /tmp/factorio-build-QzKTIe/src/Map/SaveLoadHelper.cpp (7): LoadHelper::setup(LoadHelper&, SetupData const&) /tmp/factorio-build-QzKTIe/src/Map/MapDeserialiser.cpp (86): MapDeserialiser::setupFinalLoadHelpers(SetupData const&) /tmp/factorio-build-QzKTIe/src/Map/Map.cpp (1104): Map::setupEntities(MapDeserialiser*, bool, ProgressObserver*) /tmp/factorio-build-QzKTIe/src/Map/Map.cpp (1187): Map::setupEntities(Map&, MapDeserialiser*, bool, ProgressObserver*) /tmp/factorio-build-QzKTIe/src/Scenario/Scenario.cpp (355): Scenario::loadFactory(MapInterface, Filesystem::Path const*, Filesystem::Path const&, ScenarioExecutionContext, LoadType, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, ProgressObserver*, bool, InputListener*) [clone .constprop.1] /tmp/factorio-build-QzKTIe/src/Scenario/ParallelScenarioLoader.cpp (172): ParallelScenarioLoader::doLoad(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>) /opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (61): void std::__invoke_impl<void, void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum>(std::__invoke_other, void (*&&)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface&&, ParallelScenarioLoader*&&, MapDeserialiser*&&, InputType&&, InputHandler*&&, MultiplayerManagerBase*&&, NamedBool<EnableReplayTag>::Enum&&) /opt/gcc-13.2.0/include/c++/13.2.0/bits/invoke.h (96): std::__invoke_result<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum>::type std::__invoke<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum>(void (*&&)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface&&, ParallelScenarioLoader*&&, MapDeserialiser*&&, InputType&&, InputHandler*&&, MultiplayerManagerBase*&&, NamedBool<EnableReplayTag>::Enum&&) /opt/gcc-13.2.0/include/c++/13.2.0/bits/std_thread.h (292): void std::thread::_Invoker<std::tuple<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum> >::_M_invoke<0ul, 1ul, 2ul, 3ul, 4ul, 5ul, 6ul, 7ul>(std::_Index_tuple<0ul, 1ul, 2ul, 3ul, 4ul, 5ul, 6ul, 7ul>) /opt/gcc-13.2.0/include/c++/13.2.0/bits/std_thread.h (299): std::thread::_Invoker<std::tuple<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum> >::operator()() /opt/gcc-13.2.0/include/c++/13.2.0/bits/std_thread.h (244): std::thread::_State_impl<std::thread::_Invoker<std::tuple<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum> > >::_M_run() /tmp/tmp.AizlpDmMs1/objdir/../gcc-13.2.0/libstdc++-v3/src/c++11/thread.cc (104): execute_native_thread_routine /build/glibc-SzIz7B/glibc-2.31/nptl/pthread_create.c (477): start_thread __clone 0xffffffffffffffff Stack trace logging done 9.896 Error Chunk.cpp:828: force.getIndex() - 1u < this->activeNeighbourForces.size() was not true 9.896 Error CrashHandler.cpp:641: Received 6 Logger::writeStacktrace skipped. 9.896 Error Util.cpp:100: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 9.896 Uploading log file 9.966 Info SystemUtil.cpp:878: Started /opt/factorio/servers/awf-regular/bin/x64/factorio; trampoline PID: 3018105 Uplading the savefile didn't work, so here is a link: https://we.tl/t-SDz3kBoiZf
[ { "author": "", "content": "Thanks for the report. That check means your save is corrupt. The most common way being a position was corrupt in memory when you last played it and the entity is saved with the wrong position. The only known way that has happened is bad or failing RAM. \n \nYou should look into fixing your hardware or this will likely continue to happen with future saves.", "date": "2024-04-19T12:43:53+00:00", "quotes": [] }, { "author": "distortions864", "content": "Something similar probably happened to us. \n Code: Select all 17:31.13: pipeHandle.go: 857: Error Util.cpp:86: Cannot load base mod version 1.1.106 with game version 1.1.107. Update probably failed, please download the game again. \nOur server has ECC ram, and this happened on 15 separate copies of factorio. \nIt is possible the update was corrupt I guess, but our script does check that it is a valid zip file.", "date": "2024-04-20T06:32:54+00:00", "quotes": [] }, { "author": "", "content": "This seems like a different problem. How exactly are you updating the game? Can you please post the entire log file ?", "date": "2024-04-20T11:31:02+00:00", "quotes": [ { "author": "distortions864 wrote: Sat Apr 20, 2024 6:32 am", "content": "" } ] }, { "author": "distortions864", "content": "Sadly, I didn't check in time and so the factorio log is gone. \nIt is updated via a python script: https://github.com/narc0tiq/factorio-updater", "date": "2024-04-21T21:26:07+00:00", "quotes": [] } ]
4
2024-04-19T02:59:16-05:00
forum-topic-126838
126838
Improve Deconstruction Planner
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126838
Omzig
As a user, i would like to open my deconstruction planner, drop in a blueprint and then all the 'components' of that blueprint get copied to the filters of the deconstruction planner so that i dont have to click through and set 100 filters. Thanks for your kind consideration. This would be a quality of life enhancement.
[ { "author": "computeraddict", "content": "XY problem - what are you trying to avoid deconstructing?", "date": "2025-02-14T14:25:17+00:00", "quotes": [] }, { "author": "adam_bise", "content": "I just want to be able to right click the deconstruction planner shortcut in remote view and set a temporary filter that is sent to remote view cursor when closed.", "date": "2025-02-14T17:16:58+00:00", "quotes": [] }, { "author": "computeraddict", "content": "Why do you want to do this?", "date": "2025-02-15T21:53:31+00:00", "quotes": [ { "author": "adam_bise wrote: Fri Feb 14, 2025 5:16 pm", "content": "" } ] }, { "author": "adam_bise", "content": "Because otherwise I would have to leave remote view, create a decon planner, put a filter on it, pick it up, and then go back to remote view and use it, then back to delete it. \n \nOr create one and put it in the blueprint library then right click it, set a filter, then pick it up and use it, then go back to the library to delete it. \n \nI just want to quickly create a one-shot temporary decon planner for quick use in remote view without having to go to the inventory or blueprint library, that is all. Not even an actual planner, just a \"temporary decon filter in the cursor\" you know? \n \nThen I could just right-click the decon planner shortcut in remote view and the filter selection window pops up, I click a filter, x out and have the decon filter in remote view cursor for use that just poofs when I'm done with it. It would just be quicker. \n \nSorry not trying to derail this topic, I just clicked the title wondering if it was about temporary decon planners. I made a new topic about it.", "date": "2025-02-15T22:48:43+00:00", "quotes": [] }, { "author": "Muche", "content": "I use quickbar for all temporary blueprints/upgrade/deconstruction planners. \nFor blueprints because I can organize multiple versions of a blueprint design by assigning them to different slots. \nFor upgrade/decon planners because it allows easier interaction - create empty planner, assign it to an empty slot, configure it, use it, then destroy it, all even in the remote mode.", "date": "2025-02-15T23:26:09+00:00", "quotes": [] }, { "author": "computeraddict", "content": "Why do you want a filtered deconstruction planner? What are you trying to avoid deconstructing when you're doing this?", "date": "2025-02-16T00:08:02+00:00", "quotes": [ { "author": "adam_bise wrote: Sat Feb 15, 2025 10:48 pm", "content": "" } ] } ]
6
2025-02-14T07:23:56-06:00
forum-topic-33503
33503
Concrete Recipe
Balancing
https://forums.factorio.com/viewtopic.php?t=33503
Resurrection
Pretty much all recipes in the game are rather sensible though the amounts of resources involved are sometimes questionable but for the sake of balance/game I have no major issues with them. But for concrete. It really bugs me because it makes zero sense. It is currently made of: - 5x bricks - 1x iron ore - 10x water While in reality it is not made of any of those (well it uses water for cement...). There is no cement in the game and since it is a chemical adding it in would imbalance things a lot (need for yet another chemical plant chain). However there is a stone that is pretty much what the basic ingredient is for concrete so why on Earth is there bricks in the recipe instead? Furthermore iron let alone iron ore is not used in concrete at all. Why is it there? To act as "cement"? However there is a quite common "reinforced concrete" (which is what is used in construction as regular concrete is somewhat brittle for that) but that uses steel, not iron. And steel is in the game as well! What a coincidence. Since there is no cement I believe water is sufficient supplement for that here and therefore I suggest the following recipe: - 10x stone (equal amount as in the original recipe) - 1x steel - 10x water Perhaps having 5x stone would be more in line with the rest of the game but that is only minor. Stone is not used in many things so it is not going to make a lots of difference anyway. I believe it would not change balance of the game much but it would really make some sense at least. Anyhow, thanks for considering this. PS. It could also be renamed to "Reinforced Concrete" for the completeness sake.
[ { "author": "henke37", "content": "Changing iron ore to steel is a rather large change, since it is a decent hassle to produce steel.", "date": "2016-09-29T18:42:25+00:00", "quotes": [] }, { "author": "SirLANsalot", "content": "Agreed it is. \n \nas for the OP ya, it should be 10 stone but instead of 1 steel, like 5 iron plate instead instead of just ore.", "date": "2016-09-29T19:07:55+00:00", "quotes": [ { "author": "henke37 wrote:", "content": "" } ] }, { "author": "Resurrection", "content": "Is it though? Concrete is researched AFTER steel only and to produce steel you need only iron and fuel (or just iron if using electrical furnace). I find bringing iron ore to concrete production site to be much more hassle. \n \nBut sure, it could be just plain iron plates as well no problems with that idea. Just no bricks or ore, that is really dumb.", "date": "2016-09-30T11:16:58+00:00", "quotes": [ { "author": "henke37 wrote:", "content": "" } ] }, { "author": "Unoxxis", "content": "If you go by the theme of reinforced concrete, I would suggest iron sticks instead of iron plates. I mean, usually it is just concrete poured over a mesh of iron (or steel) sticks. \n \nAgreed that iron ore does not make a lot of sense...", "date": "2016-10-01T18:11:18+00:00", "quotes": [] }, { "author": "steinio", "content": "There was somewhere a mod which replaced ore with sticks called Sane Concrete. \n \nAlso Homeworld adds sand. \n \nGreetings steinio", "date": "2016-10-01T18:23:11+00:00", "quotes": [] }, { "author": "Hannu", "content": "I would also like more realistic concrete but as far as I know devs try not to take new raw materials or too complex manufacturing processes into the game. Under this restriction current materials and processes are not very bad choice. Normal cement is manufactured from limestone and some other stone materials in a furnace. Iron ore works well as special stone. Concrete needs also a furnace, but because smelting of iron ore is already reserved smelting of the stone bricks works as a replacement. Iron sticks (for example 2 or 3 pieces per manufacturing cycle) would fit very well to act as a reinforcement. I think that iron plates in Factorio is basic construction steel, which is typically used in concrete buildings, and steel plates are more special sorts of steel for machine fabrication, tools, aerospace applications etc.", "date": "2016-10-06T12:00:24+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "I disagree that the current materials are not a bad choice. Nothing else in the game uses ore, except smelting. This is really unusual for a mid to late game recipe to use ore and to be the only one that does it. Others and yourself have proposed good alternatives.", "date": "2016-10-06T14:40:23+00:00", "quotes": [ { "author": "Hannu wrote:", "content": "" } ] }, { "author": "Hannu", "content": "[quote=\"mooklepticon\"I disagree that the current materials are not a bad choice. Nothing else in the game uses ore, except smelting. This is really unusual for a mid to late game recipe to use ore and to be the only one that does it. Others and yourself have proposed good alternatives.[/quote] \n \nI like iron ore because it causes complications. If concrete needed iron sticks or steel plates instead of ore I would have them transported or manufactured in any case to my stone shop because railways need them. But iron ore is another story. I had to put couple of slots in my service train for ore to bring it to my main base when I dumped the iron production out from the base. I understand that such things would be annoying for most players but I like them. On the other hand, bots are trivial solution if somebody does not want to complications.", "date": "2016-10-06T16:19:43+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Make it Iron Sticks instead of Steel and you have my upvote @ Resurrection. \n \nCurrently there's not much use for Iron Sticks anyways...", "date": "2016-10-07T18:57:43+00:00", "quotes": [] }, { "author": "Engimage", "content": "Upvoting this", "date": "2016-10-17T12:08:59+00:00", "quotes": [ { "author": "MeduSalem wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "Typically high-strength concrete is reinforced with rebar so I like this idea.", "date": "2016-10-18T08:58:50+00:00", "quotes": [] } ]
11
2016-09-28T02:28:48-05:00
forum-topic-127126
127126
[2.0.35] Invalid Input binding misinterpreted as Scrolling instead of Zooming
Won't fix.
https://forums.factorio.com/viewtopic.php?t=127126
eugenekay
On today's episode of why would you try to do that , something that should not work.... does work.... but does the wrong thing? What did you do? - Modify USER_DATA_DIRECTORY\config\config.ini: Code: Select all [input] cursor-split-alternative=CONTROL + mouse-wheel-down stack-split-alternative=CONTROL + mouse-wheel-up - Start Factorio - Open an Entity with an Inventory with Scroll bar (example: Landing Pad) - Try to use CTRL+Mouse Wheel to "drop Item" or "drop stack" into the Entity's Inventory What happened? - Inventory panel scrolls 2025-02-25 11-17-07.mp4 (1.47 MiB) Downloaded 15 times What did you expect to happen instead? It might be obvious to you, but do it anyway! - Nothing, since this is an Invalid Control combination according to the Settings UI: Screenshot 2025-02-25 111523.png (96.2 KiB) Viewed 172 times - OR, the intended purpose of the binding would work (1 Item / Stack of items would transfer) - OR, the same as when this Binding is not set: the Map Zooms in/out Does it happen always, once, or sometimes? - Any time that a MODIFIER + Mouse-Wheel-Up/Down binding is assigned somewhere that it should not be Since this involves Config.INI editing (ie, not possible purely In-Game) this may be Not a Bug?
[ { "author": "", "content": "Thanks for the report. Since this is not crashing the game, and the simple answer is \"that's not supported, just don't do that\". I'm going to put this into won't fix.", "date": "2025-02-25T22:10:51+00:00", "quotes": [] } ]
1
2025-02-25T10:23:35-06:00
forum-topic-21495
21495
Where is the mods-folder / the game-files?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=21495
Under windows normally: %Appdata%/Factorio/mods For detailed info / other operating systems see https://wiki.factorio.com/index.php?tit ... _directory
[ { "author": "IIPoliII", "content": "Hey! \n \nIn the zip version ( portable ) the /mods folder is directely in the folder you extract. \n \nPoli", "date": "2017-07-05T07:52:06+00:00", "quotes": [] }, { "author": "meifray", "content": "for the record,the game itself also have 2 \"mod\" defines vanilla recipe and more,but these mod are in the folder \"data\".", "date": "2021-10-27T09:29:21+00:00", "quotes": [] } ]
2
2016-03-14T06:40:28-05:00
forum-topic-126530
126530
Can you start fixing 2.0? Atleast the obvios things?
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126530
nuhll
1.) blueprints (upgrade planner i mean everything like this) are lightweight, they should never intervene with going to space, i hate you for this really 2.) please why are blueprints (upgrade planner i mean everything like this) not just like links, why are these physical items? I hate you for this really 3.) i would like a way to send signals from planet to space or vice versa Thanks. 02-02-2025, 11-34-00.png (354.18 KiB) Viewed 799 times Its there, has all information, but is not working because i dont have the physical copy of it if you could atleast just put another planer in your inventory and it would work or something, but no, you have to redo it EVERY SINGLE TIME. Thanks PS: take it with some salt, i really enjoy it, keep up the good work.
[ { "author": "Factoruser", "content": "You can put/convert your blueprints into an internal collection, you can use everywhere and even in new games. It's just not made very clear and straightforward, and you can accidently get back a book item again of your internal library. \n \nAlthough it's unhandy, it's not bad at all. I've got some blueprints just for use on distinct planets and am glad that I'm leaving them there. \n \n- How would you deal with blueprints if they won't exist as physical items ? You may have a separate inventory of course, just taking the blueprints... But the space occupation is not a big deal.", "date": "2025-02-02T12:53:26+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "For 1 and 2, you should put the blueprints in your Blueprint Library. Press B and put the blueprint books in there. Then from there, grab each one and click on your quickbar. The books will stay accessible from your quickbar, but they'll be in the blueprint library and won't be counted as physical objects. \n \n(I had to learn this too. Before Factorio: Space Age, I always had the blueprint books in my inventory, even though the Blueprint Library goes back years ; I'd just never learned how it works.) \n \nHere's the wiki page about the blueprint library: https://wiki.factorio.com/Blueprint_library \n \nThere's also an FFF about it. Go here and scroll down to \"New blueprint library\": https://factorio.com/blog/post/fff-356", "date": "2025-02-02T12:55:36+00:00", "quotes": [ { "author": "nuhll wrote: Sun Feb 02, 2025 10:33 am", "content": "" } ] }, { "author": "Nemoricus", "content": "Different suggestions should go in separate threads.", "date": "2025-02-02T13:13:37+00:00", "quotes": [] }, { "author": "nuhll", "content": "The same like the cables. Why they ever made it physical is beyond my brain. \n \nAnd yes, i know there are some workarounds or what ever BUT THEY S8CK; ITS SH1T!; FIX IT!", "date": "2025-02-03T10:02:09+00:00", "quotes": [ { "author": "Factoruser wrote: Sun Feb 02, 2025 12:53 pm", "content": "" } ] }, { "author": "nuhll", "content": "Oh what a nice idea, blueprint gallery, you mean the gallery you loose every game (i mean if u wanna share it?) big brain move devs! \n \nForget it, its all shit, i hate it, its useless. \n \nI even nietly used the new \"mode\" to arrange my blueprints and deconstructions planners (look at picture above) but somehow , they got lost, (even you dont have an inventar) - great move again... \n \nI hate it so hard, because there is no purpose beside making it shit, its removing many many fun out of the game for me.", "date": "2025-02-03T10:05:14+00:00", "quotes": [ { "author": "Kyralessa wrote: Sun Feb 02, 2025 12:55 pm", "content": "" }, { "author": "nuhll wrote: Sun Feb 02, 2025 10:33 am", "content": "" } ] }, { "author": "nuhll", "content": "Also guys \n \nim not only talking abopuzt blueprints. \n \nI mean all of those shits... like deconstruiction, upgrade planner all of those things. \n \nthere is no purpose to make it \"shit to use\". \n \nSo just deitemfy it, like the green cables... isnt that hard... probably?", "date": "2025-02-03T10:10:32+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "They're all fundamentally the same thing. They can all go in blueprint books. They can all go in the Blueprint Library. \n \nI don't understand why you're opposed to the Blueprint Library. Instead of a new set of blueprints and books per game, it lets you have a standard set of blueprints and books for every game. If you design your smelting array once, you don't have to redesign it each game; just use the blueprint. \n \nFrom the screen shot, it looks like maybe you don't realize you can put upgrade planners and deconstruction planners in blueprint books. But you can! \n \nI usually have one book for upgrade planners, one for deconstruction planners, and one for blueprints. \n \nBut you can mix and match them any way you like. You can also put blueprint books within blueprint books, so you can have, for example, a blueprint book for trains inside your main blueprint book, or set of upgrade planners for belts inside your upgrade planner book. You can also put all three types in one book, so in your train blueprint book you could also put deconstruction planners for rails and upgrade planners for train loading station belts and chests. \n \nUltimately, nothing of all this has to go in your inventory. Click a book in your Blueprint Library, then click a slot on your quickbar, and you're done. Thereafter, hit 1, 2, 3, whatever for the slot, and you're holding that blueprint book without it being in your physical inventory . When you drop it, it stays in your Blueprint Library. So you don't have anything to drop when you board a rocket.", "date": "2025-02-03T10:48:41+00:00", "quotes": [ { "author": "nuhll wrote: Mon Feb 03, 2025 10:10 am", "content": "" } ] }, { "author": "Kyralessa", "content": "Specifically for your case, based on what I see in your screen shot, you currently have: \n \n 4 books \n 1 deconstruction planner \n 3 upgrade planners \n 1 yellow planner-thing, not sure what it is \n \n\nYou can start by putting all your upgrade planners into a blueprint book. Then you can cycle through it (shift-scroll) just like you do through a blueprint book. \n \nYou can also put your deconstruction planner in a blueprint book, and add other deconstruction planners to it. \n \nAs for the blueprint books you already have, it looks like there are three different books, plus one duplicate slot. You can put all those in one \"parent\" book so you can cycle through them all together. You can name blueprint books, so you could for example name the one with train stuff as Trains or Rails. \n \nAs you scroll through blueprints, you'll see these names hierarchically. You can see an example here: \n \n https://factorio.com/blog/post/fff-356 \n \nScroll down to \"It is just logical, that iterating through the book contents works hierarchically now:\" and look at the animation below to see what the hierarchical naming looks like.", "date": "2025-02-03T11:02:20+00:00", "quotes": [] }, { "author": "nuhll", "content": "First... \nthanks for all tips. \n \nI have nearly 3000h on factorio, i know how blueprints work and so on. I know how to work around, but ITS SHIT, so keep start changing it. \n \nWhy is this neccessary? What does it add to the game? \n \nIs it a blueprint organisation tycoon? xD", "date": "2025-02-03T11:10:34+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "OK, I'm surprised to hear this, given what I see in the screen shot, but at this point I will take your word for it. \n \nOne pointer, though: I don't claim to know how the Wube guys react to things, but in general among members of humanity, polite suggestions are received more positively than profanity-laced complaints. There's nothing wrong with making suggestions for improvements, but I think you should tone down the anger.", "date": "2025-02-03T11:21:17+00:00", "quotes": [ { "author": "nuhll wrote: Mon Feb 03, 2025 11:10 am", "content": "" } ] }, { "author": "temazpro", "content": "You could spend 3k hours learning English... Why do you get upset over single-player factory building? Things aren't even bugged. If the dev team has something better in mind, they'll make a rework. There's a risk of losing some players because of the rework, and they would rather lose one crybaby than 1k players who just enjoy the game. Go play something that matches your tears, like any session-based game such as CS2 or some similar garbage; there you can find more crybabies who will ASMR in voice!", "date": "2025-02-03T14:35:21+00:00", "quotes": [ { "author": "nuhll wrote: Mon Feb 03, 2025 11:10 am", "content": "" } ] }, { "author": "", "content": "I'll close this, for suggestions make one per topic and describe what you want in the title instead.", "date": "2025-02-03T14:59:48+00:00", "quotes": [] } ]
12
2025-02-02T04:33:01-06:00
forum-topic-121993
121993
LuaSurface#can_place_entity : name is an EntityID
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=121993
hgschmie
In https://lua-api.factorio.com/latest/cla ... ace_entity , the `name` parameter is an EntityID For https://lua-api.factorio.com/latest/cla ... ace_entity , `name` is documented as string. But it actually is an EntityID, one can pass an entity in there (ignoring the angry squiggly yellow lines in VSCode) and it works. This seems to be a documentation problem, the actual functionality is fine.
[ { "author": "", "content": "Thanks, fixed for 2.0.42, also for LuaSurface::can_fast_replace.", "date": "2025-03-14T17:49:19+00:00", "quotes": [] } ]
1
2024-11-18T12:35:02-06:00
forum-topic-113390
113390
Which bob mods adds complexity/hardness vs which makes it easier?
Bob's mods
https://forums.factorio.com/viewtopic.php?t=113390
TruePoosh
I'm all in for the suffering, and I don't care about making my life easier in any way I've done extensive research and it's very hard to get info on bobs mods separately currently I'm using only 6: -bob's ores -bob's electronics -bobs metals, chemicals, intermediates and then I'm using the "warfare focused" ones: -bobs enemies -bobs warfare -bobs personal equipment Is there any other bob mod that will make my life harder that I forgot? I'm not using the bob's tech/mining/logistics/power/inserters/modules because they apparently make my life easier which is something I don't want or am I wrong on any one on that list? same for angel, I'm using angels full suite, except for the add-ons, but I'm willing to remove any angel mod if they make it anything easier/faster/less-complex
[ { "author": "Haless", "content": "Hello! \n \nAnother user that like me, like to suffer with Angel's Bob's. \n \nFor the max experience I recommend download the full suit of these two packs. And no they will not make anything easier I guarantee. To help make your game more fun and harder add some biters mods. \n \nFrost biters, explosive biters, toxic biters, rampant, natural evolution enemies. Heavy waves is another very good mod. If you are a masochist, add big monsters. And play deathworld like me hehe. \n \nStart with starting zone with 200% or 300% space or you wont even be able to start to automate and will be overrun by LOTS of biters.", "date": "2024-12-16T07:36:02+00:00", "quotes": [] }, { "author": "eugenekay", "content": "I swore an oath to Sanity, and deleted my AngelBob save before 2.0/Space Age released. I pray you enjoy the suffering as much as I did! \n \n \nBob’s Tech is a nice reorganization if you’re already “all in”. I recommend LinearResearchCost to make Science Scaling an ongoing challenge - not just 100X the default costs. \n \nThe higher tiers of Bob’s Modules provides an excellent resource sink / lots of complex production chains to put together. I do recommend turning off the “God” and “Merged” modules though. You can nerf the Effectiveness of each tier in “Mod Settings” to keep them from getting OverPowered too. There is a “Modules Lab” and new science chains here. \n \nBob’s Logistics is, again, a nice resource sink. The “vanilla” Pumps are nerfed, forcing you to think about Fluid speeds and eventually upgrade everything…. You can also de-tune the Cargo Wagon capacities to your liking. \n \nI agree & recommend the various extra enemies mods, Armoured/Frost/Explosive/Toxic biters are great. You might as well add “Aliien Biomes” to get the immersive experience.", "date": "2024-12-16T08:05:24+00:00", "quotes": [] } ]
2
2024-05-08T08:55:13-05:00
forum-topic-96505
96505
60k active bots megabase (200k total)
Videos
https://forums.factorio.com/viewtopic.php?t=96505
FalseTetrabyte
Hey there, just wanted to share a video I made of the megabase I've been working on. Not really sure where I'm taking this at this point, just thought some fellow Factorio folks might like to see my interpretation of a megafactory. This is just one of a few I want to upload, I have some science runs I want to post (running more than 50k/s SPM consumed is fun to see) - I don't play this game like others, so be warned... heh. (Hint: My UPS will probably make you cringe, Ryzen 7 3700x) I've posted screenshots on Reddit before, so if you think you've seen this before, you're probably not imagining it. https://www.youtube.com/watch?v=eU-135xV24g Happy to answer questions too.
[ { "author": "Challenger007", "content": "Interesting video. Well done for taking the trouble to shoot. I like it when a person seizes the moment and does not miss it.", "date": "2021-03-11T14:30:05+00:00", "quotes": [] } ]
1
2021-02-27T10:31:39-06:00
forum-topic-119329
119329
[2.0.13] Upgrade planner: can't cancel downgrade orders
Pending
https://forums.factorio.com/viewtopic.php?t=119329
ickputzdirwech
In the screenshot below I pressed shift + right-click: 11-02-2024, 16-35-05.png (310.87 KiB) Viewed 681 times I would expect that this would cancel the downgrade of the left belt. Instead it selects the upgrade of the right belt, shows that it will upgrade it further - and does actually nothing.
[ { "author": "", "content": "I see where the confusion comes from. Shift + right-click is Alt-reverse select which is not used by the upgrade planner however the prototype for it delegates this to the alt select and drawing starts selecting entities. If you press Shift + Left click it will correctly cancel the upgrade.", "date": "2024-11-05T06:24:11+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "Yeah I know, but 1) shift + left-click doesn’t cancel the downgrade order on the left and 2) I wouldn’t expect that nothing happens if the upgrade planner does select something with shift + right-click.", "date": "2024-11-05T07:53:11+00:00", "quotes": [] }, { "author": "", "content": "Are you able to reproduce this in the latest release? When I tested it just now, it worked correctly and cancelled the downgrade order on shift + click.", "date": "2025-03-10T14:59:30+00:00", "quotes": [] } ]
3
2024-11-02T10:38:55-05:00
forum-topic-126784
126784
How to differentiate between different station types so that I can send the correct train to it
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126784
Afroman
I begin with Sorry. This seems as a dilemma that must have come up before, but I wasn't able to find question about it. The Problem: How to differentiate between different station types so that I can send the correct train to it. Summary: I want my provider stations to send a signal for their resource with a value that indicates the type of train it wants (1-4,1-8-1 or fluid). The problem being that several p-stations of the same resource will multiply that value thus confusing the trains interrupts. There may be a need for more types later on. Context: So I have my own version of LTN. - Requester Stations (R-Stations) send a green wire signal to a radar stating resource and how many trains of that resource it needs("iron plate 15" mean it needs 15 trains loaded with iron plates to be satisfied). And only if the following conditions are met: - There is enough space for at least one full train worth of the resource. - Provider Stations (P-Stations) send a red wire signal to a radar stating the resource. The value is always one("iron ore 1"). And only if the following conditions are met: - There is a green wire signal for that resource larger than zero(meaning there is a request for it.) - There is enough resource in this stations to fill at least one train worth of the resource. - Train Depot - Trains are dispatched from here whenever they get a red resource signal(meaning there is both demand and supply available for that resource) So far so good. Furthermore I have three types of trains(so far): - 1-8-1 trains(8-trains) for mining resources(ores) - 1-4 trains(4-trains) for other solids - 1-8-1 trains(f-trains) for fluids The problem is I need to know what kind of train can take what kind of resource. My first solution was multiply all the resources signals sent by p-stations for 4-trains with 1000 and have their loading interrupt look for signals >= 1000. It worked for a while until I wanted to incorporate fluids. My genius idea to multiply fluid signals with 2000 failed quickly since several p4-stations for the same resources would send multiples of thousands thus sending f-trains to them. So I feel I should be able to use prime numbers and mod somehow, but so far don't have a good solution. I hope this makes sense Let me know if it needs clarifying somewhere. Anyway thanks for reading this far .
[ { "author": "mmmPI", "content": "I don't understand this part, maybe you can post a blueprint ? \n \nFor the more general question, it doesn't seem possible to me to differentiate between stations that have the same name unfortunatly. I don't understand well enough the system you describe to propose anything, but i expect it would be easier for me if you stated the goals of the system when it works, the idea you were pursuing when you started added things that some may need to be altered or removed to achieve the idea, or maybe the idea is not achievable in game which is a different case but i suspect unlikely if one is willing to modify enough the original system. The case of using several train size that can also use several ressources , i'm not sure i understand which trains are expected to carry which ressources to which stations.", "date": "2025-02-12T13:15:17+00:00", "quotes": [ { "author": "Afroman wrote: Wed Feb 12, 2025 9:15 am", "content": "" } ] }, { "author": "adam_bise", "content": "Encode your resource signal and add 100k codes to it with a const comb so like, iron ore =101000, copper ore = 102000. Add them with an arith each + 0 out each \n \n \n \n 1.png (545.09 KiB) Viewed 1078 times \n \n \n\nDecode with same const comb but with negative values iron ore = -101000, copper ore = -102000 - Again combine with arith each + 0 \n \n \n \n 2.png (467.97 KiB) Viewed 1078 times \n \n \n\nFor your condition use >101000 and < 102000 \n \n \n \n 3.png (39.41 KiB) Viewed 1078 times \n \n \n\nIn this way 101005 101 becomes code for iron and 005 becomes original signal. \n \nBut it seems to me that you already know what type can deliver what, so I would just exclude wrong types stations from the schedules. \n \nOr you could do p=101000 f=102000 4=103000 - kind of unclear on what's what", "date": "2025-02-12T14:19:33+00:00", "quotes": [] }, { "author": "Afroman", "content": "Basically, the Requesters tell the Providers when they want some stuff. And the Providers tell the trains when they have stuff AND a Requester wants stuff. \nThe Communication happen by radar. Requesters send green signals. \nProvider send red. \nTrains listen only to red signals.", "date": "2025-02-13T21:03:00+00:00", "quotes": [ { "author": "mmmPI wrote: Wed Feb 12, 2025 1:15 pm", "content": "" }, { "author": "Afroman wrote: Wed Feb 12, 2025 9:15 am", "content": "" } ] }, { "author": "Afroman", "content": "Thanks for the asnwers! \n \nAfter some time in the sandbox I think I was overthinking it. \n \nI just need to multiply the different signal types with different factors of ten. \n- Resources that uses long 8 trains multiply with one. 8-trains will trigger on signals that have the value 0>X>10 \n- Resources that uses long 4 trains multiply with 10. 4-trains will trigger on signals that have the value 10>X>100 \n- Resources that uses long fluids trains multiply with 100. F-trains will trigger on signals that have the value 100>X>1000 \n \n Since provider stations only send signals with value 1, this means several providers of the same resource will add up(If 3 Iron Ore Provider are available the signal will be iron ore 3) but the 8-trains will still pick them up. \n3 Copper plates (that uses 4-trains) will be copper plates 30 and only the 4-trains picks them up. \nand fluids will work the same but with 100. \n \nThe only problem would be if 10 of more provider station of the SAME resource will be available. And I dont see that ever happening. \nOr if I ever decide I want to have different sizes on the same resource. Although I think I just burned that bridge with this system.", "date": "2025-02-13T21:18:50+00:00", "quotes": [] }, { "author": "Gooberboi", "content": "I solved this by only parking fluid trains in fluid-depot and item trains in item-depot . \n \nSo my entire base runs on two interrupts (one for items and one for fluids). The trains “know” what type of train it is by knowing the name of the depot it dispatched from. \n \nAll of the circuit work needed was letting the depots know a station is ready for a full train. \n \nFor example x item is added onto the network from x-item-in (because it’s running low on x). Train parked in item-depot (and meets all other requirements) is dispatched to x-item-out to bring x to x-item-in. After delivery the train goes back to item-depot waiting for a new circuit request.", "date": "2025-02-14T01:29:59+00:00", "quotes": [] }, { "author": "mmmPI", "content": "It appears that you don't mean \"green signal\" or \"red signal\" but instead you mean using a \"green wire\" and a \"red wire\", this is because a green signal is comonly used to talk about the signal for the color green. \n \nTrain stop are connected to red wire is what the meaning of your word imply, yet your wording suggest a different thing, that is : \"train listen only to red signals\" which would have nothing to do with the signal for the color red. \n \nThat's why i asked for a blueprint to clear any confusion that may come from the wording, but i'm glad the problem is now solved", "date": "2025-02-16T04:08:22+00:00", "quotes": [ { "author": "Afroman wrote: Thu Feb 13, 2025 9:03 pm", "content": "" } ] }, { "author": "Afroman", "content": "Ahh, make sense. You are correct. I mas referring to the color of the wire. Sorry about the confusion.", "date": "2025-02-20T09:23:53+00:00", "quotes": [ { "author": "mmmPI wrote: Sun Feb 16, 2025 4:08 am", "content": "" }, { "author": "Afroman wrote: Thu Feb 13, 2025 9:03 pm", "content": "" } ] }, { "author": "mmmPI", "content": "no problem, i was thinking of this again \n\"\" \nSo I feel I should be able to use prime numbers and mod somehow, but so far don't have a good solution. \n\"\" \n \nmaybe what would work is using only power of 1, 2 4 8 16 32 64 ..... this way no matter how you add them up together, if only 1 number of each magnitude is added, it will be possible to decode at the end how many and which number were summed \n \nthe decoding algo would have to be a little smart x) if number is above a certain power of 2, remove it and continue from the largest power of 2 to the smallest \n \n \nThis is because the last number in serie 1 2 4 8 16 32 64 .... is bigger by 1 than the sum of all previous number", "date": "2025-02-20T09:34:18+00:00", "quotes": [ { "author": "Afroman wrote: Thu Feb 20, 2025 9:23 am", "content": "" } ] }, { "author": "Nidan", "content": "I see you found the typical solution for packing multiple pieces of information into the same signal. You idea in the OP got close, but, as you realized, using 1000 and 2000 as multipliers only leaves room for exactly one train in the 1000 category. \nEven if you think you'll never have more than 9 stations per type per resource, I recommend allocating more space. You have a signed 32 bit integer to work with (range -2147483648 to 2147483647). \n \n\nYou've already prepared for that. If you want one station to handle multiple train types, things get tricky. But if not, you could e.g. just add the supported train type to the station name and have one set of interrupts per train type.", "date": "2025-02-20T13:06:20+00:00", "quotes": [ { "author": "Afroman wrote: Thu Feb 13, 2025 9:18 pm", "content": "" }, { "author": "", "content": "" } ] } ]
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2025-02-12T03:15:23-06:00
forum-topic-127459
127459
[2.0.39]Deconstructor white/blacklist cannot target ghosted non-straight rail.
Duplicates
https://forums.factorio.com/viewtopic.php?t=127459
maximillion
Deconstruction planner treats all rail types as 'Straight Rail' when deconstructing placed objects, but doesn't do the same when deconstructing ghosts rail_deconstruct_ghost_bug.jpg (335.21 KiB) Viewed 57 times .
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2025-03-13T04:59:07-05:00