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forum-topic-64373
|
64373
|
Bioluminescence - Because lamps need not be the only things to glow in the dark
|
Reika's Mods
|
https://forums.factorio.com/viewtopic.php?t=64373
|
FuriousPineapple
|
Is the glow of the glow trees supposed to exist after the tree is removed ? I have this issue.
Cant seem to find an answer on github or here, my apologies if I have missed it. The unexplained patches of glowingness irk me, but I do enjoy the feel it adds to the game alongside alien biomes. If there is a fix I'd like to continue using it un-irked.
Thanks,
PS: Great work on your mods. I have used them in several games now, from Nauvis Day and End Game Combat to Rotarycraft and Reactorcraft to name just a few. You really get around.
|
[
{
"author": "Reika",
"content": "This is already fixed for the next release, and there is a way - albeit more fiddly and command-based - to remove leftover light. \n \nAlso, this is not the place to report bugs.",
"date": "2018-10-29T16:59:29+00:00",
"quotes": []
},
{
"author": "FuriousPineapple",
"content": "Thanks for the response. \n \nYes, I had a look at your github issue tracker, but I that seemed to be a place for bugs and serious issues while this seemed to me to be more of a question on a feature. *shrugs*. Will go bug you there next time. *facewall at originally unintended pun*",
"date": "2018-10-30T19:13:15+00:00",
"quotes": []
},
{
"author": "Bizobinator",
"content": "Hello! \n \nI got this error when I tried starting a new game with bioluminescence: \n Code: Select all Error while running event Bioluminescence::on_chunk_generated (ID 12)\nLuaTile API call when LuaTile was invalid.\nstack traceback:\n\t__Bioluminescence__/constants.lua:47: in function 'getColorsForTile'\n\t__Bioluminescence__/functions.lua:27: in function 'getRandomColorForTile'\n\t__Bioluminescence__/functions.lua:110: in function 'placeIfCan'\n\t__Bioluminescence__/control.lua:30: in function 'controlChunk'\n\t__Bioluminescence__/control.lua:41: in function <__Bioluminescence__/control.lua:40> \n \n \nAny idea what would be causing this? Or, how I could fix it?",
"date": "2018-11-15T01:39:15+00:00",
"quotes": []
},
{
"author": "Bizobinator",
"content": "Oki-dokes! I did a little bit more digging. It seems that it has a conflict with the \"Blueprint Engineer\" mod. Or, at least it runs fine unless I enable said other mod...",
"date": "2018-11-15T17:04:14+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.",
"date": "2018-11-15T17:57:26+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "Can that even happen? Is there such a thing? Even \"off map\" is a tile (out-of-map).",
"date": "2018-11-20T16:30:02+00:00",
"quotes": [
{
"author": "eradicator wrote: Thu Nov 15, 2018 5:57 pm",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "\"out-of-map\" is a normal tile in an existing chunk that just happens to be completely black, same as grass, dirt or whatelse. Totally different from a non-existing chunk. Calling get_tile on a position that has no tile will get you an invalid LuaTile object: /c game.print(game.player.surface.get_tile(10e5,10e5).valid).",
"date": "2018-11-20T17:17:15+00:00",
"quotes": [
{
"author": "Reika wrote: Tue Nov 20, 2018 4:30 pm",
"content": ""
},
{
"author": "eradicator wrote: Thu Nov 15, 2018 5:57 pm",
"content": ""
}
]
},
{
"author": "Rothguard",
"content": "yep thats pretty much it . \n \nhow do i remove these so i can build my base O_o",
"date": "2018-12-26T00:39:18+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "Mod Info: \n\nNights on Nauvis are incredibly dark and impenetrable. Sure, you have the ability to flood the night with your own constructions, but these require power and infrastructure, and will not help you see far-flung rail lines or that worm hiding in those trees. Night vision would, of course, but at the cost of everything looking like you have become colorblind to everything except green. \n \nWhy not allow both light and color to generate throughout the world, in the form of various bioluminescent plants, ranging from bushes to lilies to trees? Not only do these provide some small amount of visiblity, no matter how remote the area, they serve a lovely aesthetic purpose as well. \n \nThe plants all come in 12 or so colors, and will spawn colors appropriate for their biomes (eg white and cyan for ice biomes, red and yellow for deserts, blue for blue-grass biomes, and so on). This includes AlienBiomes support. \n Screenshots/Video: \n Sample generation; Trees and two bush variants can be seen \n \n \n Some more tree colors:",
"date": "2019-01-11T02:32:51+00:00",
"quotes": []
},
{
"author": "Bizobinator",
"content": "Has anyone else been having a problem where the objects spawn in-world, but they don't glow at night? I tried removing all my mods save biolume, and they still didn't glow .",
"date": "2019-05-01T23:13:43+00:00",
"quotes": []
},
{
"author": "DaleStan",
"content": "It doesn't work for me either. I posted an issue on Github since that's how Reika likes to track things. Feel free to add more information there if you know anything I don't.",
"date": "2019-05-02T02:26:07+00:00",
"quotes": [
{
"author": "Bizobinator wrote: Wed May 01, 2019 11:13 pm",
"content": ""
}
]
},
{
"author": "Orris",
"content": "I've played with this mod now for the first time, and all works fine for me. \n \n actually just went here to say THX! for amazing job it adds so much to the atmosphere, its the perfect touch for alien biomes, it will be hard to play without this mod from now and on. \n \n \nEDIT: \nafter little more testing i had the same issue as the op \n \nit seems that the downloadable version in the game is not the updated one. \n \nBUT if i download and place manually the updated from the site it says that it incompatible with the version of the game",
"date": "2019-05-23T23:04:38+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "The mod has now been updated and works fine.",
"date": "2019-06-07T14:11:31+00:00",
"quotes": []
},
{
"author": "Mithaldu",
"content": "Bioluminescence currently has a crash bug when combined with certain other mods. A quick fix until reika can make an official release is in here: https://github.com/ReikaKalseki/Bioluminescence/pull/3",
"date": "2019-06-19T13:31:31+00:00",
"quotes": []
},
{
"author": "eldorel",
"content": "BUG: Issue with UPS \n \nDetails: Running only DragonIndustries and Bioluminescence, a PC that is capable of running a moderate sized factory at 2x game speed and 120FPS/120UPS is reduced to only running the same factory at 13/13. \n \nWithout mod enabled: \n \n \nWith mod enabled: \n \n \n \nNotes: I suspect that the issue was introduced after 17.69, since we noticed some oddness with UPS on two different multiplayer maps when we upgraded to 17.74 stable, and as the maps grew the problem because bad enough for me to start digging into our modpack to figure out where is was coming from. \n \nUntil this started, we've had no other issues whatsoever on these maps (and other, larger, maps prior to this) with this mod enabled. \n \nNote: I found somone else with a similar issue on github here: https://github.com/ReikaKalseki/Reika_F ... issues/199 \nI'll add my testing results there as well.",
"date": "2019-11-22T16:13:41+00:00",
"quotes": []
},
{
"author": "DarkyPupu",
"content": "I like this mod, fits the world perfectly. However i would prefer that you don't get wood every time you chop the trees, because just chopping and replanting you can have infinite wood supply, which is way too tempting (i commented the sapling part in the mod to avoid this as i don't think it's especially logic to cut a tree and replant it elsewhere anyway, maybe an option / bugfix for this ? ) \n \nGood work",
"date": "2020-08-19T06:38:30+00:00",
"quotes": []
},
{
"author": "Sparen",
"content": "Are there any plans to enable this mod on 1.1 (as well as its dependency on DragonIndustries)?",
"date": "2021-01-27T01:06:47+00:00",
"quotes": []
},
{
"author": "chemicalvamp",
"content": "Your thumbnail has all kinds of colors, But in game all I see is yellow everywhere, I cranked the spawn weight up hoping this would make factorio pretty, it does not. \n \n https://imgur.com/a/0OJmQrG",
"date": "2022-04-28T03:42:20+00:00",
"quotes": []
}
] | 18
|
2018-10-28T19:21:17-05:00
|
forum-topic-120352
|
120352
|
Factorio Forums • Friday Facts #436 - Lost in Translation
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-436
|
[
{
"author": "",
"content": "I am very impressed. Customized support for \"IME troubles\" is exceptionally rare to see, and I'm very glad to have it. It is just that little bit of extra annoyance, having to carefully convert words in IME, just because you want to search for something, so this can really help make it smoother. \n \nIn terms of Japanese, the \"golden grail\" I suppose is to be able to search for words by pronunciation, rather than having to type them out in fully converted kanji characters, but it is very rare to see in any software products.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Wouldn't unicode normalization solve this problem (Thinking of NFKD)? This might need a link to libicu, but should solve almost all these problems.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Not exactly a language error but when using Dvorak (and I assume other non-qwerty layouts) search is mapped to the same buttons as qwerty and doesn't follow the keyboard layout. All other common shortcuts follow the layout change. So for copy, I hit ctrl-c in qwerty and in Dvorak I hit what would be ctrl-i in qwerty. The same goes for cut and paste, undo and redo. But ctrl-f is unique because I hit the same physical keys regardless of layout. I can fix this by rebinding the controls so it's not really important. I'm just thrilled that Factorio supports Dvorak at all - hardly any games do and it is so nice!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I suspect the unsupported RTL support can be greatly improved if you update the python-bidi library to a more recent version . Please consider doing that!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I appreciate the effort the team has put into the translations. I understand that different languages present unique challenges, some of which are completely unexpected. However, things are moving in a positive direction. \n \nIf possible, I hope to see further improvements in Chinese text formatting. Since there are no spaces in Chinese and line breaks can occur after any character, following English formatting sometimes results in particularly odd layouts.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "And also search items with Simplified Chinese and Traditional Chinese, in case of not all the mods have Chinese translations (or localizations) available.",
"date": "",
"quotes": [
{
"author": "asfoitio wrote: Fri Nov 08, 2024 12:35 pm",
"content": ""
}
]
},
{
"author": "",
"content": "for dys* search with approximate writing could be perfect. \nOne approximation is soundex, a trivial implementation is to replace like you have done : \nCAPITAL by lowercase \nàççênt by latin basic characters \nremoving vowels and only keep consonants \nmerge repeating consonants \n \nFor example : \nÀpparâitre -> prtr \n \nin my ideal in search first we have exact match, then case and accent incensitive match, then phonetic match",
"date": "",
"quotes": []
},
{
"author": "",
"content": "As one of the contributors to the French translation, I'd like to thank Wube for finally addressing these issues. \nI think it's important to be able to experience the game perfectly in your own language. \n \nHere are the special cases concerning the French : \nâ, Â, à, À, ä, Ä = a \nè, È, é, É, ê, Ê, ë, Ë = e \nî, Î, ï, Ï = i \nô, Ô, ö, Ö = o \nù, Ù, û, Û, ü, Ü = u \næ, Æ = ae \nœ, Œ = oe \nç, Ç = c \n \nPlease don't hesitate to contact me if you have any questions about the French translation. \n \nbev",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Not a localization topic, but related to search features, and one might argue vaguely related : \n \nI use search on the map mostly to look at where resources are. It would be convenient to be able to highlight all resource patches at the same time rather than to have to go through \"ore\", \"stone\", \"coal\", ... one at a time. Something like a hit to categories could fit the bill I guess.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "What i missing while playing in Czech is searching by english (original) names. Yeah i could switch language to english, there is no problem in that, but i like to have the game in my native language. The reason why i miss it is that due to reading lot of posts on Factorio subreddit, watching videos, etc. you have english naming in your head instead of czech ones plus my keyboard layout is english instead of czech so wirting \"č\" requried switch to czech (but that was fixed, no need to type \"č\" anymore).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I love how you guys put so much care into this game",
"date": "",
"quotes": []
},
{
"author": "",
"content": "One thing I really would like to see is alternate search languages to allow searching with internal keys or english (or a secondary language you choosen) when you don't use english as display language. \nSo if you are french, you could type: \"plaque de fer\", \"iron plate\" or even \"iron-plate\" \n \nThis also would allow to search in your native language if you play in english.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Nice to see the attention to detail",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Regarding the mod portal search, I always found it strange that it's so hard to find mods you're looking for by searching for the name. For example, if I search for \"Space Exploration\", the mod itself with that exact name is not even on the first page of hits. \n \nRegarding accented letter search, note that in, e.g., Swedish, the letters å, ä, and ö are not accented versions of a and o, but separate letters, and searching for \"a\" should not match those letters, or vice versa. Of course I have not tried the new search and am not even using the Swedish localisation, but this is a common error that exist in many other search engines, from what I've noticed.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Not directly related to translations, but to search: I often find myself searching using colors or other colloquial terms. One example is looking for \"red chips\" or \"red electronic circuits\" instead of advanced circuits, or \"blue inserter\" instead of fast inserter. Thank you for having such a high level of quality for the game!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Well it has nothing todo with language, but like the map search that was introduced in 2.0 - but i would like to have an additional map search where not the build producing the searched item is found but the entitiy in the world. <Might be better placed as a suggestion>",
"date": "",
"quotes": []
},
{
"author": "",
"content": "make the search bar always visible and immediately focused",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I thought you fixed this issue for the 1.0 release. I remember a FFF about language translations. I’m surprised to see this has been an unsolved issue for the past 4 years. \n \nI only play in English and am thus unaffected, but great to see the updates you’re making for those who are!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Probably not big enough for a bug report but in language drop down Georgian option looks like squares\n \n \n \n Georgian.png (3.06 MiB) Viewed 6845 times",
"date": "",
"quotes": []
}
] | 19
| ||||
forum-topic-105312
|
105312
|
Adding way to skip music.
|
Implemented in 2.0
|
https://forums.factorio.com/viewtopic.php?t=105312
|
Rafiz
|
Base-game should give ability to skip music, or even implement in-game player (like in ParadoxInteractive games).
Reasoning behind it is - right now you have option to please one player (by disabling/enabling some ambient sounds in data phase). However it's impossible to satisfy many players if you want to add music in modded server game. Each of them HAS to have exactly same ambient sound set.
|
[
{
"author": "",
"content": "I like this idea, I'll put it on my list of potential features, no promises or estimates though. I'm thinking a simple keyboard shortcut to skip current track would do.",
"date": "2023-02-22T15:31:04+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Some keyboards also have dedicated media keys. I don't know if it'd be possible (or desired) to also be able to listen for those?",
"date": "2023-02-22T20:32:43+00:00",
"quotes": []
},
{
"author": "",
"content": "In 2.0 there will be controls to:\n \n Play the next track (skipping current track) \n Play the previous track (up to 5 previous tracks are remembered) \n Pause/Resume current track \n \n\nThey will be unbound by default and it's possible to bind them to media keys just like any other keys.",
"date": "2024-01-12T12:58:57+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Awesome, that sounds great!",
"date": "2024-01-12T22:16:09+00:00",
"quotes": [
{
"author": "Donion wrote: Fri Jan 12, 2024 12:58 pm",
"content": ""
}
]
}
] | 4
|
2023-02-20T08:50:55-06:00
|
forum-topic-108872
|
108872
|
The big question: Are you going to try v2?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=108872
|
NineNine
|
That's been the biggest question in my mind over the past week: Do I want to play version 2? And even more... do I even want to *try* version 2?
I have complete confidence that the fine people over at Wube will make 2.0 very cool. The only thing is that I'm so into the mechanics of 1.1, that I really don't know if I *want* to play v2. I've got a nice vanilla base doing about 2k science that I really don't want to abandon, but I can't spend time building two different factories with 2 different sets of mechanics (largely, because I'll get confused).
What do you think? Are you excited about v2, or are you going to cling to v 1.1 as long as you can?
|
[
{
"author": "Tertius",
"content": "I will get v2. 0, start a new game with it, and probably never look back. New game, new challenges, new fun.",
"date": "2023-09-23T03:23:01+00:00",
"quotes": []
},
{
"author": "pointa2b",
"content": "All BPs have already been deleted for a clean slate. \n \nThis is a new chapter for the game and tbh I'm ready to dive in once it releases. Sure there will be all kinds of new mechanics/optimizations/content but I have faith the devs won't make it lose what made it good in the first place. \n \nAs for your current game, I'm pretty sure there was a recent FFF/dev comment that 1.1 games can be played in 2.0/SA, so if you're that invested in your factory, that could be an option.",
"date": "2023-09-23T03:35:51+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "I found myself in the same predicament. I have a huge complicated map. Do I continue the map in 2.0? There will be a lot of reworking. Do I play 1.1? I think there is no way I could stand not playing the new DLC. So my decision was I will make the best out of the DLC and start fresh. But now I have to wait lol and dont want to put more time in my current map! To make matters worse, all the FFFs are awesome and I wanna play it now!! Agonizing!!",
"date": "2023-09-23T04:35:39+00:00",
"quotes": []
},
{
"author": "",
"content": "No doubt I will",
"date": "2023-09-23T06:45:44+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "Yes I will try V2.0. \n \nThe new rail system and the smarter robots are things I was waiting for. So I will start a new game and enjoy this and other new features.",
"date": "2023-09-23T06:54:59+00:00",
"quotes": []
},
{
"author": "Nosferatu",
"content": "I think i will not try V2 Vanilla. \nI don't have enough time time to try space age and V2. \n \nThat means my 500 hours+ run will end when V2 hits and a new Space age run will start.",
"date": "2023-09-23T09:17:02+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Given the embarrassingly low price ($20) I paid for Factorio originally... \n Given the sheer quality (as a software developer, working in a shop that fixes every bug the way Wube does is my dream)... \n Given the staggering number of hours I've put into the game... \n Given the mod-friendliness that keeps the game fresh after I've played through the \"normal\" game repeatedly... \n \n\n...well, I allocated the money for this expansion long ago, regardless of what it might end up costing.",
"date": "2023-09-23T09:30:38+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I will try V2 as soon as i can, default settings at least 1 time just tryng to reach \"the end\", and probably another time with the increased knowledge from the first run to try and get a base made to last a little longer, before i try to change things with mods ( and if modders are not too busy playing the game to update their mods ). \n \nI think i will try peacefull rail world after that if it's too early for mods. Or if there is any settings that is new from the expansion, i will want to try them out. \n \nI have played a little under 40 map that lasted more than 100 hours but most also under 250 hours. That's when they are my factories, and i also join random multiplayer or my friends factory sometimes, as such i don't feel like clinging to 1.1. \n \nI feel like the expansion is a reason to play another run with some friends that played the game once or twice back then and liked it but didn't got as addicted as i am.",
"date": "2023-09-23T09:31:41+00:00",
"quotes": []
},
{
"author": "coppercoil",
"content": "I definitely will try 2.0. Will I play it? You mean, will I abandon my unfinished megabase? I think no, unless some killer features will be introduced. Advanced rails will not kill my base. \nAnyway, I think I will not start large megabase in 2.0 at once, I will wait for most serious bugfixes and balancing changes.",
"date": "2023-09-23T09:51:23+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "V2 vanilla without Space Age, probably not. Only, if it gets released way before Space Age. \nSpace Age, most definitely.",
"date": "2023-09-23T10:51:52+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Well, I don't have any particular attachments to current ongoing bases, so.... \n \nBut trying out v2 without vs with expansion? It is yet to be determined if I'll buy the expansion, but if I do, then I probably will see no real reason to play v2 without it.",
"date": "2023-09-23T13:44:40+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "I plan on doing a new, huge run when the expansion comes out. I plan on staying on v2 too. On older saves, I think I'll still stick to v1, if I do continue playing them at all.",
"date": "2023-09-23T15:00:01+00:00",
"quotes": []
},
{
"author": "astroshak",
"content": "I don’t usually play vanilla anymore. I’m too fond of certain QoL mods (such as Concreep and VisionRadar). I will likely give Vanilla 2.0 a shot, at least until some mods are updated to the new version, but after that, likely not.",
"date": "2023-09-23T15:16:03+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "To extend my previous post: I'll definitely get the expansion, not just update my original Factorio to 2.0. Then start a new playthrough of the whole game including the expansion as if it was a completely new game. I did know nothing about Factorio 1, but it totally matched what I have fun with, so I'm quite sure it's the same with the expansion, since the developers didn't aim for changing the scope and the general direction of the game, only what is available within the game. \n \nI'm not the type who plays mods over mods, I'm more the type who thoroughly investigates the possibilities of the vanilla game. Mods I install are QoL mods that adapt operating the game and make it more useable. I would be able to remove all mods, and my factories would continue to run without change. I see Factorio+Space Age as one new product I will play as a whole, not as base game + expansion.",
"date": "2023-09-23T17:13:15+00:00",
"quotes": []
},
{
"author": "thedoh",
"content": "Absolutely. If I could preorder today I would. \n \nWill I speedrun it? I don't know. I mainly speedrun 100% so if the achievements aren't doable in one run, or add many hours more, I'll stay with 1.x 100%. If my team adopts 2.0 for multiplayer, I'll definitely speedrun it with the team.",
"date": "2023-09-24T12:44:24+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "Keep in mind that alot of the changes will affect the base game too, so you'll have to adapt anyway. \nThe real V2 will be like a mod that you try, or not. \n \nThat said, I'm actually not sure if I'd extensively play it, since I'm more into the big reworks that are not spaceX (Seablock, pY). Simply not my theme, I don't like multiple worlds. That's why I didn't continue DysonSphere. \n \nWill I buy it? BIG YES! \n I bought vanilla for 20€, and I'm close to 4000h. I bought 2 more copies to close family teens who love it. I gifted it to my best friend. \nWube deserves it. Best dev team ever.",
"date": "2023-09-29T04:05:23+00:00",
"quotes": []
},
{
"author": "Ferox_Stormdragon",
"content": "Definitely, i will do a V2.0 run first to try out all the new features that came with the update and redo my blueprints before going into SA.",
"date": "2023-10-13T17:34:09+00:00",
"quotes": []
},
{
"author": "Dixi",
"content": "Of course, I'll buy new Factorio expansion as soon as it will be available! \n \nI just don't know yet, is it more fun to adapt existing base with 4k SPM or start a new game. \n \nUsually I found starting phases of new Factorio type games less interesting, compared to expanding and upgrading already build bases. \n \nRelated to quality of the game - Wube is the best. They keep fixing quite minor bugs, that appear only in so rare situations, like a cat walking on a keyboard did something wrong with a blueprint in a multiplayer game . While some other factory building games, like Dual Universe, replies: \"we are aware of the problem, that a stuck factory unit is not visible, but not planning to do anything about it...\".",
"date": "2023-10-31T06:50:22+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Is there any point in NOT trying v2? \nDrone IQ upgrade alone warrants some extra hours investment. Just to give it a spin. \nMore convenient rails? Twice as nice! \nAnd there's probably more.",
"date": "2023-11-03T09:52:41+00:00",
"quotes": []
}
] | 19
|
2023-09-22T20:45:45-05:00
|
forum-topic-68339
|
68339
|
Terminology issue with reactor/batteries
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=68339
|
AndrolGenhald
|
Compilatron says to "Build an electric pole beside reactor". What he's pointing at is called "Emergency batteries".
|
[
{
"author": "wheybags",
"content": "Thet entity is WIP, and will be completely replaced soon, so I'm moving this to won't fix.",
"date": "2019-04-12T11:56:08+00:00",
"quotes": []
}
] | 1
|
2019-03-23T19:58:50-05:00
|
forum-topic-32559
|
32559
|
Research Belt Loop
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=32559
|
aul1999
|
Whats about this??
to prevent this!
Is this solution good? Comments pls.
|
[
{
"author": "mergele",
"content": "It does work of course. Though I personally don't see the big advantage of it. There have several times been threads about this and in the end it always comes down to personal taste.",
"date": "2016-09-12T19:40:17+00:00",
"quotes": []
},
{
"author": "aul1999",
"content": "Ohh ok but thx for the comment",
"date": "2016-09-12T20:08:53+00:00",
"quotes": [
{
"author": "mergele wrote:",
"content": ""
}
]
},
{
"author": "Uxi",
"content": "I use a similar arrangement, but I use splitters to feed into the loop, \nso if the belt is full the items stop moving. Items moving on belts cost CPU cycles... \n \nI really like your lamps \n \n/Uxi",
"date": "2016-09-13T14:35:26+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Yes, that works great. You can also put labs on the inside of the loop! the problem is that it's not expandable. For me, that's not an issue, I like smaller, static lab setups.",
"date": "2016-09-13T16:32:50+00:00",
"quotes": []
},
{
"author": "mergele",
"content": "It is expandable. You can for example you put splitters in and make a second loop. (Or enlargen the existing one.)",
"date": "2016-09-13T17:03:51+00:00",
"quotes": []
},
{
"author": "afk2minute",
"content": "Just make more science packs than you need, thats it. Belts would fill up and everything works. \nOverengineering is fun, cant take that from you. \n \nAlso connect all your lamps to a constant combinators that outputs green (or other) color signal and make lamps work all the time, that is much better for this R.D. Lab thing.",
"date": "2016-09-15T11:18:34+00:00",
"quotes": []
},
{
"author": "zebediah49",
"content": "For some fun (and frustration of any particularly obsessive players), you can combine this with the rainbow belt technique, so you load all four types onto a single loop of belt. \n \nFor those who want it to be expandable, you can put science on both sides of a tight loop (or even in the middle as well), so to extend the line you just cut off the loop-terminator on the end, drop in more modules, and replace the terminator. \n \n... Though I'll admit that after doing this once to prove I could, I just use the boring double belt line. \n \n\nI think this might be the first positive use I've heard for the splitter loop-clogging phenomenon.",
"date": "2016-09-16T20:34:58+00:00",
"quotes": [
{
"author": "Uxi wrote:",
"content": ""
}
]
},
{
"author": "aul1999",
"content": "Thx i too",
"date": "2016-09-19T13:35:04+00:00",
"quotes": [
{
"author": "Uxi wrote:",
"content": ""
}
]
}
] | 8
|
2016-09-12T13:02:12-05:00
|
forum-topic-113623
|
113623
|
Friday Facts #412 - Undo/Redo improvements & Car Latency driving
|
News
|
https://forums.factorio.com/viewtopic.php?t=113623
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-412
|
[
{
"author": "ochrid-fact",
"content": "Undo preview . With these quality of life improvements, they are setting the bar so very high, no other game will come close for decades.",
"date": "2024-05-24T11:14:42+00:00",
"quotes": []
},
{
"author": "Tooster",
"content": "This is the FFF I've been waiting for the most \n \nFirst, a shameless plugs: viewtopic.php?t=104721 and https://t3st3ro.github.io/stuff/factorio-waypoints.html \nand requests directly related to that: \nCould you add some API for registering a bunch of actions as a single entry on the undo stack, basically a \"transaction\"? Just like in the linked thread, building one continuous strip of belts would be such a good QOL change I could add with a mod! \n \nSecondly, some questions and proposals:\n \n will the prompt for confirmation of old undo actions \"remember\" we confirmed last action or will it ask that every time we undo something older than X minutes? For example imagine I want to undo 10 actions from 15 minutes ago, does it mean 10 confirmation popups will show up? \n is there some \"undo stack window\" which displays the undo stack and allow to preview each action and revert to this state with a simple button click? I imagine it would be very useful when we could for example see a list, click a position 15 entries ago and just click \"undo everything up to this point\". \n \n\nA car latency improvement is an awesomely pleasant surprise!",
"date": "2024-05-24T11:17:41+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "These are some of the best improvements so far (but only some, because you've showcased some absolutely amazing ones previously too!)",
"date": "2024-05-24T11:21:54+00:00",
"quotes": []
},
{
"author": "Justderpingalong",
"content": "OH MY GOD THEY'VE FIXED DRIVING.",
"date": "2024-05-24T11:41:32+00:00",
"quotes": []
},
{
"author": "Upserter",
"content": "Do you still get an undo preview if the relevant area is outside radar coverage?",
"date": "2024-05-24T11:43:04+00:00",
"quotes": []
},
{
"author": "Aqo",
"content": "this is my favorite FFF, thank you so much Wube, those are exactly the two things I wanted for years",
"date": "2024-05-24T11:53:04+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Fantastic FFF. I've quite often undone something and heard the sound, but couldn't see anything, and wondered with trepidation just what I'd inadvertently destroyed in my factory. And of course I couldn't redo it. This is an excellent change. \n \nI've also done multiplayer online with a guy in Australia before (I'm in Germany), and I had to give up on the car as completely unusable with the latency. \n \nVery much looking forward to these updates.",
"date": "2024-05-24T11:55:34+00:00",
"quotes": []
},
{
"author": "kevincox",
"content": "Please support CTRL+Shift+Z redo for Windows and Linux as well. Not only is it a very common shortcut for redo but it is also one-handable which is very useful for a game like Factorio where you are often using the mouse in the other hand while building.",
"date": "2024-05-24T12:17:28+00:00",
"quotes": []
},
{
"author": "svalorzen",
"content": "I do wonder what's going to happen when you cross a railway in a car and there's a train coming. You'll think you can make it, but the car actually gets run over by the train? Doesn't sound like a lot of fun",
"date": "2024-05-24T12:22:21+00:00",
"quotes": []
},
{
"author": "GregoriusT",
"content": "Awesome, now please fix shooting weapons in Multiplayer, which is far worse than the Vehicles. \n \n \nLike merely holding the \"Shoot\" Button causes the Game to lag like mad, if there is any latency, even if you dont have Ammo at all, its like its trying to send my mouse coordinates every game tick... (speaking from transatlantic multiplayer experience)",
"date": "2024-05-24T12:25:41+00:00",
"quotes": []
},
{
"author": "Terrahertz",
"content": "Amazing work \n \nAlthough I hope to never be in a position where I need the later improvement, it's good to know that it's there. \n \nSeeing the undo, redo feature being fully implemented now, makes me wonder of there are other features usually associated with editors that could be added to the game.",
"date": "2024-05-24T12:31:42+00:00",
"quotes": []
},
{
"author": "FuzzyOne",
"content": "Oh my, now I'm undone! \nBut now my undoing is redone!!",
"date": "2024-05-24T12:31:52+00:00",
"quotes": []
},
{
"author": "koliw_br",
"content": "Do these changes also apply to the Spidertron in manual control mode (not via remote control)?",
"date": "2024-05-24T13:08:50+00:00",
"quotes": []
},
{
"author": "jamaicancastle",
"content": "Previously, you showed a remote manual drive option for trains - will that be available for other vehicles? I ask, knowing how often I leave cars in weird places when I'm laying long rails/pipes/belts/power lines and have to walk all the way back to my car in order to get it back. (Or worse, I'm using the car to run between biter nests and I underestimate one of them... now I need a car, to get to my other car, to rescue my body in time.)",
"date": "2024-05-24T13:19:35+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "I agree. I think most actions in Factorio don't have a secondary shortcut set, but only a primary, but this seems like a case where it would make sense to make Control-Shift-Z the initial secondary shortcut (while still allowing reassignment, of course). A lot of software development tools use Control-Shift-Z to redo.",
"date": "2024-05-24T13:41:08+00:00",
"quotes": [
{
"author": "kevincox wrote: Fri May 24, 2024 12:17 pm",
"content": ""
}
]
},
{
"author": "",
"content": "We generally try to make all controls configurable in settings, including undo and redo. I use a Mac normally, so when I play on Windows, I also remap it to Ctrl+Shift+Z.",
"date": "2024-05-24T13:58:17+00:00",
"quotes": [
{
"author": "kevincox wrote: Fri May 24, 2024 12:17 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Unfortunately, simulating train movements for latency hiding is currently a no-go",
"date": "2024-05-24T14:05:31+00:00",
"quotes": [
{
"author": "svalorzen wrote: Fri May 24, 2024 12:22 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Latency hiding in combat is generally problematic, because we would need to simulate a lot of expensive stuff. \n \nI am not sure what do you mean by \"lag\", but currently when you are shooting, the latency hiding is dropped -> you should have a delay but not lag in the sense of minifreezes.",
"date": "2024-05-24T14:10:25+00:00",
"quotes": [
{
"author": "GregoriusT wrote: Fri May 24, 2024 12:25 pm",
"content": ""
}
]
},
{
"author": "deso",
"content": "So, I have had a thought on something I would like to see as the topic for a Friday fact. I think showing all the ways you're improving performance in the base game and DLC could be interesting. I know that the game is already very optimized but there is still specific things that cause lots of time usage(specifically pumps, placing long belts, flame turrets, world file size, etc...). optimizing this could be the difference between 1000 SPM to 1500 SPM before you start to lag.",
"date": "2024-05-24T14:11:50+00:00",
"quotes": []
}
] | 19
|
2024-05-24T06:00:02-05:00
|
|
forum-topic-126046
|
126046
|
SWITCH 2!!!
|
Off topic
|
https://forums.factorio.com/viewtopic.php?t=126046
|
cybersteve547
|
ITS BEEN ANNOUNCED!
Will we get space age dlc?
|
[
{
"author": "eugenekay",
"content": "The (purported, not officially confirmed. not being Reposted here) Technical Specifications include \"12GB memory\". My understanding from previous discussions in the Forums is that (V)RAM is the limiting factor on the Switch for Sprites; while CPU speed is the big factor in running the Simulation / growing the Factory. There have been a few bug-reports for (PC) Space Age users with low-VRAM cards..... which makes sense given the quantity of new Planets, Sprites, and graphics that were added. \n \nMy guess? It is Possible; but the Effort:Reward may not be worth it, and it may still not run with acceptable performance with multiple Planets, Space Platforms, etc. Fingers crossed though!",
"date": "2025-01-16T22:03:38+00:00",
"quotes": []
}
] | 1
|
2025-01-16T15:33:53-06:00
|
forum-topic-116020
|
116020
|
Factorio Forums • [Genhis][2.0.5] Playing 2.0 loses Space Age achievements
|
Get expansion achievements
Disable expansion, play
Re-enable expansion: expansion achievements no longer achieved
|
[
{
"author": "",
"content": "Thanks for the report however as far as I know this is intended. Changing mods - in this case adding or removing space age - fundamentally changes the balance of the game and tech tree.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Actually I was wrong.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I've been chewing along the last couple of weeks on getting all Space Age achievements with a friend and we had a great time. We were at around 66/88 including some rare ones like the logistic embargo or killing medium demolisher. \n \nFor some reason I wanted to start another game without Space Age in parallel, so I disabled Space Age, Quality, and Elevated Rails. I reloaded Factorio and got the following error: \"Could not load local achievements\" and \"something might be lost\" (don't recall the exact verbatim). \n \nI thought, fine, the Space Age achiements are obviously not available if you disable the mod and I kept playing. Later I got back into my Space Age session, reloaded the DLC mods and when I entered the game I was absolutely destroyed to find out that I lost more than 40 achievements. I'm now at 21/88! \n \nIs there any way to restore this? Can I roll back my local data? \n \nCouldn't you create different databases from base game achievements and Space Age achiements so that they don't corrupt each other?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Oof, I feel for you! I've been having my own frustrations with lost achievements under different circumstances, and I thought I'd see if others were having similar problems... \n \nI'm just a player, so big grain of salt here, but based on my own experiences looking at how the achievements file seems to be managed, I'm sorry to say that I think that it's likely (but I don't really know) that you'll never be able to recover this directly. If you have old saves from e.g. right before using requester chests, you might be able to re-get some of them relatively easily, but just restoring the data seems highly unlikely to me. \n \nFor the future, though, I'll recommend a couple of things: \n \n When you get an achievement you care about, take a save, and then quit the game (because it seems (see this post from me ) that the achievements data is only saved at the time of quitting the program). \n make a backup copy of (or otherwise archive the contents of -- I actually use git for this, myself) the file \"achievements.dat\" in the directory where the game is (if you're using Steam or something and don't know where this is, hopefully you can find it... it's somewhere! I'm using a direct download, so I know where mine is.) \n Then, you'll be able to restore a previous achievements.dat if/when you want to (e.g. after re-enabling the mods), and continue on. \n\nBeyond that, another suggestion is to actually have multiple copies of the game in different folders on your disk, and use them for different sets of mods or whatnot. I know some streamers do this, and I've taken to doing it as well (all one git repo with different worktrees , in my case), and it can be nice to have parallel games (possibly on different versions (even 1.x!), with different mods, etc.) that can each be played when one wants. \n \n \nFinally, just to demonstrate that I feel your pain... dunno if you've been to Gleba yet, but if you have, you might recognize why this screenshot is frustrating to me: \n \n \n \n \n Screenshot from 2024-11-13 19-27-05.png (885.08 KiB) Viewed 2497 times \n \n \n \nHere's hoping I'm wrong, and devs will chime in with some way to recover the data. And/or at least make achievements get saved more often and possibly versioned in future versions of the game... something. Anyway, I feel your pain!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thank you for reporting this issue. I'm sorry it took us so long to get to it, but it's finally fixed for 2.0.24.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "My 2 cents: Whilst this is of course a bug, and quite honestly I'd be a little upset too - I can't believe you're apologising. It's been less than 2 months for a pretty minor bug where an okay workaround is available. Either way, thanks for the fix!",
"date": "",
"quotes": []
}
] | 6
| ||||
forum-topic-95869
|
95869
|
Warehousing entities for Yuoki???
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=95869
|
ChurchOrganist
|
These days I always find I'm adding a warehousing mod to the Yuoki suite when playing to help deal with byproducts etc.
Do the rest of the community feel that adding warehousing to Yuoki would be beneficial??
|
[] | 0
|
2021-02-08T06:05:05-06:00
|
forum-topic-56590
|
56590
|
Factorio Forums • how long have you played factorio ? - Page 2
|
Why does everyone say "legos"?!
I always have used "lego" to describe them, as a plural and a noun.
Example 1: "I have a lego brick" (Singular Noun)
Example 2: "My floor is covered with lego " (Plural)
Sorry for being a grammar Nazi
|
[
{
"author": "",
"content": "same over here (ok i did not quit because of factorio but the extra time i can invest very good in my factory) - before had around 600 hours - in the last time already up to ~850 \n \nEDIT: i did all this hours only vanilla - only mod i use sometimes for testing out layouts is creative mod",
"date": "",
"quotes": [
{
"author": "BHakluyt wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "if only offline mode counted, i have a cracked version, only cause i dont have the money for the game as my daughter takes up al my money, oh how i love spending time on this game, wishing i had that $20 for factorio. For now I only play by myself, plus host a ocal-lan for me and the wife.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "For 4 years and 9 days according to my factorio.com account.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "You really shouldn't say that kind of stuff on the official forums. \n \nAs for my playtime I, Steam says I have 262 hours. I've only launched 1 rocket though.",
"date": "",
"quotes": [
{
"author": "EmmaNevada wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "no idea how many hours. i bought it on factorio.com so Wube gets ALL the $$$. \ni do testing and let the steam version play to stress test layouts (and log hours for Wube ) \nmostly play the package version of the game. \n \nbought the game when Version 0.12.33 was out. \n \nby far the funnest, most replayable game since Lode Runner, and AutoDuel on my Apple //c.\n yes i'm an old gamer",
"date": "",
"quotes": []
},
{
"author": "",
"content": "16,911.9 hours",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Somewhere August/Sepember will mark my 10 year anniversary of playing Factorio for the first time",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I thought the game was released 4 years ago on Steam. \nI found my first post on steam for this game in February of 2018. \nI guess it was available elsewhere much earlier. I guess I forgot. \n \nMy total hours, including offline is somewhere around 6 to 7 thousand hours. I Think. \nI seem to remember having my offline hours on my PC somewhere, but that info vanished.",
"date": "",
"quotes": [
{
"author": "Stringweasel wrote: Tue Feb 20, 2024 10:57 am",
"content": ""
}
]
},
{
"author": "",
"content": "It came out of Steam EA ~4 years ago. \nI picked it up from Steam about this time in 2017. \nIt was in development and available before being put on Steam though. 20...12? I think it was?",
"date": "",
"quotes": [
{
"author": "jamiechi1 wrote: Sat Mar 02, 2024 12:26 am",
"content": ""
},
{
"author": "Stringweasel wrote: Tue Feb 20, 2024 10:57 am",
"content": ""
}
]
},
{
"author": "",
"content": "Is the time played registered somewhere when you didn't get the game from Steam? \nThe saves seem to measure time per save, but is the total time somewhere? Do the devs know how long I played?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I play Factorio since 30.12.2014. So 10 year anniversary this year also. I remember playing it non-stop until new year, totally forgetting about sylvester",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I don't believe it is, no.",
"date": "",
"quotes": [
{
"author": "leopoldkabouter wrote: Sat Mar 09, 2024 12:06 pm",
"content": ""
}
]
},
{
"author": "",
"content": "3500 hours + 1000h pre steam \nZero hidling, I hate the idea to run in the background.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I have played quite a lot, but the computer I originally installed it to is on the verge of death, so I haven't even touched the game since it went HD, just in case it crashed and burned. 500 hours...maybe?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hi, all. Im new here. About 4 years I think? At first pretty casually but I've become utterly obsessed in the last couple of years. Finally getting to the point where I've got a solid set of builds and really looking forward to the expansion blowing them all up",
"date": "",
"quotes": []
},
{
"author": "",
"content": "About 300 hours. \nI don't know, may include idle time \n 192.168.1.1 10.0.0.1 192.168.0.1",
"date": "",
"quotes": []
}
] | 16
| ||||
forum-topic-127000
|
127000
|
[2.0.32] Factorio Crash - Random Crashes every few min
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=127000
|
Moj1t
|
Hello!
It is my first time reporting a crash of factorio.
I have this irritating crash that keeps occurring, I can sometimes make it from one autosave to the next. I have had similar crashes in various other games in the past also.
I can't make heads or tails of the log, please help me understand what is going on!
factorio-current.log
(15.42 KiB) Downloaded 10 times
|
[
{
"author": "",
"content": "This is a hardware problem, likely the raptor lake defect.",
"date": "2025-02-20T21:43:00+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Yes, sounds like hardware problem. \nRun memtest86+ for a few hours as a starting point. What hardware are you using?",
"date": "2025-02-21T08:17:04+00:00",
"quotes": []
},
{
"author": "Moj1t",
"content": "Thanks for the replies.. I have run memtest86 from the UEFI for about 2 hours and it didn't find anything. \nThe same error seems to happen both with XMP enabled and disabled, that makes me doubtful that it's a RAM issue, but it's still of course possible. \nrelevent hardware is: \nIntel i9-14900K \nCorsair vengeance 2x32GB @6800 \nAsus ROG maximus encore z790 \nNvidia 3080Ti \n \nMore I think about it, raptor lake seems more and more lightly to be the cause.",
"date": "2025-02-21T09:14:49+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Now that you tested memory, test CPU next. Was/is your CPU susceptible to last years' permanent damage drama (I don't do Intel CPUs, so don't remember affected models from top of my head)? \nYou have newest BIOS on that ASUS board? \nTest your CPU in Prime95, for few hours. Start Stress test with maximum heat option (no need to test RAM with Prime, as you have already tested it).",
"date": "2025-02-21T09:21:21+00:00",
"quotes": []
},
{
"author": "Moj1t",
"content": "I have had it since jan24, so it probably was effected by it, as far as I remember, all 13th and 14th gen intel were effected. \nI do have the latest firmware on the mobo (version from 6-12-2024) \nI'll run prime95 once I'm home later, thanks for the suggestion.",
"date": "2025-02-21T11:22:02+00:00",
"quotes": []
},
{
"author": "Moj1t",
"content": "Solved! It's a raptor lake defect. CPU has a fit every now and then. Fits exactly the description of the same problem anywhere I can read about it.",
"date": "2025-02-21T20:42:23+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Sorry to hear. On the other hand, good that you were able to pinpoint the problem. You should RMA the CPU, and be back with stable computer again once's done",
"date": "2025-02-21T23:15:41+00:00",
"quotes": []
},
{
"author": "Moj1t",
"content": "Thanks! I should be able to RMA it, I'll make a new post if I find Factorio specific problems with a new one.",
"date": "2025-02-22T11:36:28+00:00",
"quotes": []
}
] | 8
|
2025-02-20T15:27:43-06:00
|
forum-topic-125652
|
125652
|
My Gleba Base
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=125652
|
Jepakazol
|
I simply in love with Gleba - I don't want to go to other planets, I found my new home
https://factorioprints.com/view/-OFa_ZWh1hQypFqucMTy
|
[
{
"author": "jdrexler75",
"content": "Gleba is my favorite planet too. How much SPM does this support?",
"date": "2025-01-06T20:24:09+00:00",
"quotes": []
},
{
"author": "Jepakazol",
"content": "This suppose to be an early game bp - except arti, all is Nauvis tech. It provides 171 spm. Replace to module level 3 makes it 320spm without any other change, and I'm also working on late game upgrade to push it more. \n \nI made it very easy to bootstarp, so I use it as a mall for the other Gleba factories (plastics/science production) - it creates all needed beside belts and assemblers.",
"date": "2025-01-06T20:33:36+00:00",
"quotes": []
},
{
"author": "Jepakazol",
"content": "If anyone is intersted - new version, on the same URL. Do you know the situation that you think your BP is ready, and then you spend 100 more hours on it? \nThis.",
"date": "2025-01-18T11:16:58+00:00",
"quotes": []
}
] | 3
|
2025-01-06T09:50:22-06:00
|
forum-topic-100963
|
100963
|
Auto-trash items that are automatically picked up from belts.
|
Outdated/Not implemented
|
https://forums.factorio.com/viewtopic.php?t=100963
|
waitofaiorur
|
I love belts, but working with them always leaves my inventory messy.
Whenever I remove belts or replace them with a splitter or underground belt, the items on the belt is automatically picked up.
This is way better than leaving them on the ground, but unless I explicitly grab items from a belt, I do not want them; ever.
Auto-trash is a solution for this, but configuring it for every item is tedious and boring. Especially when using mods where the number of items can sometimes get a bit ridiculous.
I would love a toggle to make auto-picked-up items just go straight into the trash.
This would make working with belts a carefree experience!
|
[
{
"author": "",
"content": "Why don’t you use ghosts and let your construction bots do that? \n \nFrom gameplay-perspective this doubles an already existing mechanism, the personal requests. So Me as a developer would not add this. Maybe I would make the interface simpler so I can click into the inventory and add a new request slot for that item with a zero request. \n \nHave you tried the auto-trash mod?",
"date": "2021-12-19T10:36:28+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "waitofaiorur",
"content": "Bots will return any deconstructed items as well, so that wouldn't help much. \nAlso if you have 150 bots and lay out 155 ghosts you have to wait for the 5 other construction bots from across the map. \nI was going to submit a feature request for \"use my bots only when laying blueprints\", but I suspect it probably has been made a 100 times over already \n \nI did find an interesting option in the auto-trash mod: \"trash unrequested items\". Maybe it will do what I need. \n \nI still stand by my request though \n \nThere's already a feature that allows me to request items I do want. And also a feature that lets me explicitly pick up items from a belt. \nThe notion of \"don't give me stuff I didn't tell you to give me\" just seems like good UX to me.",
"date": "2021-12-19T12:23:40+00:00",
"quotes": [
{
"author": "ssilk wrote: Sun Dec 19, 2021 10:36 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "If you turn off your personal roboport and use the pure power of construction bots located in the roboports of your base, then they pick it up and put it directly into storage chests or wherever things are needed. \n \nThis is the preferable way to do mass-construction. It takes a bit longer, but you don’t need to hassle around with your inventory. \n \nDepends on your playstyle. I don’t wait and continue construction. \n \nMaybe I add some more bots. Ahh, no, the base adds more bots, because I automate to add more bots - of course . \n \nFactorio is about automation. Find ways to do things with less effort. If you think you can construct faster by only using your personal roboport, then look at YouTube: there are players using mainly spiders for construction! \n \nIn my opinion the personal robots are only useable for fast construction of small but urgent blueprints. Walls, rails, forest, turrets… not for picking up hundreds of items from belts. When I do that I try for example to let the belt run empty before.\n \nNo, because it makes totally no sense. there is just no need for this, if you don’t insists on using personal roboport. \n \n \nYes. Nice. Auto-trash mod is a must have. Should be part of vanilla. \n \nI’m not. I’m walking away… \n \nThe next one will come and ask: “why do the stupid bots put the items from a construction belt into my trash? They should put it directly into the storage chests!” \nAnother one will come: “they should not put only items from deconstructed entities in the trash, but also items from ground.” \nNext one: “but when I deconstruct assemblies, the items should not be put into trash, because I have for the higher tier-items no mechanism in my base to re-use them”. \n \nAnd so forth. \n \nI think about moving this to won’t implement . There is already this good mechanism in your inventory. The rest is how relaxed you want to play and it has nothing to do with good ux, if you implement a second way to do similar things.",
"date": "2021-12-20T06:42:35+00:00",
"quotes": [
{
"author": "waitofaiorur wrote: Sun Dec 19, 2021 12:23 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Yeah, I gotta agree with sslik here. This feels less like a \"good ux\" issue and more of a \"I want an option for this niche use case\" which easily turns into other people wanting options for their niche use cases, and before you know it, you've got 50-100+ options for niche use cases. The original request can already be handled by the in game trash options, though maybe there could be ways to improve that and make it easier to use (never used the Auto Trash mod, but maybe if there was some way to save and load predefined trash settings?). And I certainly don't think we need more options for \"only use my personal roboport for blueprints\", or even the opposite! (Just making the point right there....) Frankly, I feel like these types of niche use cases are mod territory. \n \nPersonally, if I don't want items off a belt, I handle it the same way as I would pre-bots: I rotate a belt segment prior to the area I'll be working in and let it clear out, then do my work and once done, rotate the belt back. Or in cases where I can't let the flow stop, I'll run a temp bypass. Assuming I even feel like it's that big of a deal in the first place. \n \nAlso, whether you intended it that way or not, saying that including something like that is just \"good ux\" is implying that the current ux isn't good, and thus is an insult towards the devs (from my pov).",
"date": "2021-12-20T15:31:16+00:00",
"quotes": []
},
{
"author": "waitofaiorur",
"content": "First of all, let me thank you for your thorough answers. I really appreciate that you took the time to evaluate my suggestions and post thoughtful replies. I'm sure the list of suggestions aren't short and this is awesome \n \n\nMy base is huge. We are literally talking five minutes of waiting for items already in my inventory. \n \n\nThe difference of five items was contrived to make the wait seem more meaningless. Often it's more items than makes sense to place manually. \n \n\nOne of the devs (I believe Kovarex) mentioned this was a problem he really wanted to fix, but it was too complex and time-consuming to make a general fix. My suggestion of simple toggle would be a workaround for a generic construction-bot request-distribution. \n \n\nSo the one mod containing my small quality of life fix should be part of vanilla, but my request should not? \n \n\nWhere do trash go? \n \n\nItems from the ground are few and far between. The existing functionality will deal with this quite nicely. \n \n\nI hardly think right-clicking on a belt to remove it is \"niche\". To keep the very limited inventory clean, you are required to make a logistic setup for every single item in the game. Add even a single overhaul mod and this becomes rather painful. \n \n\nLike I said, I never submitted the suggestion. However, it is literally on the top of Kovarex's \"if I had time\" list. This alone should make it worth considering. \n \n\nWhat if there is no consumption of the items? The belts simply aren't moving? Or they are consumed slowly, so it would be too long to wait? \n \n\nThe UX of Factorio is the best I have ever seen. Anywhere. In any game, application or otherwise. Period. \nIt is also the reason my expectations are unreasonably high and why I bothered to submit this suggestion in the first place. \nThe dedication of the devs are exceptional. \n \nI just wish I could work with belts, using every action available to me, without ending up with a inventory full of junk :-/",
"date": "2021-12-22T02:20:50+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "A clear sign of splitting your base into several construction zones to avoid exactly that long delivery. \n \nIt doesn’t matter. I do do my planning by placing ghosts and let my base bots do the hard work. I don’t need to wait for items. I place items only, when time is a real issue, or when I need only less than a handful. \n \nDo you have a link to that? One of the FFF-posts? \n \nBecause auto-trash does it in the “right way”: it extends an already existing mechanism. Your idea adds a parallel way to fill the trash. Which doesn’t feel right to me. \n \nEither to requesting chests (requester, supply) or into storage chest. \n \nReference? \n \nThen you don’t need to replace them.",
"date": "2021-12-22T06:22:50+00:00",
"quotes": [
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 2:20 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "It’s niche because it’s not that common of an issue (or shouldn’t be. If you’re constantly ripping up and relaying sections of belt that have items moving on them, then you’re not planning it out right). \n \nHas nothing to do with whether or not you submitted it. I was just pulling on it as an example of more “option for this” requests. \n \nThen just deal with it? It’s not that major of an issue.",
"date": "2021-12-22T09:41:05+00:00",
"quotes": [
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 2:20 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 2:20 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 2:20 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "waitofaiorur",
"content": "Here's the link regarding bots: https://www.reddit.com/r/factorio/comme ... &context=3 \n \n\nI tested the auto-trash-mod and \"trash unrequested items\" matches my need perfectly. It's exactly what I would want in vanilla too. Forgive me if my request was poorly worded. \n \n\nThe tip was to rotate a belt, and wait until all items where consumed to prevent them from being picked up on belt-deconstruction. \nThat doesn't work if the items aren't being consumed at a reasonable rate. \n \n\n\"Just play the game perfectly\"... Yeah... because no one ever makes mistakes or reworks their designs... \n \n\nThis is true. It's nothing major, but neither is the fix. Just because it's a small thing is not a valid argument against fixing it. \nThe code is already written in an open-source repository. Integrating it should take close to no time at all.",
"date": "2021-12-22T22:47:02+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Didn't say that. \n \nNo, my argument against it isn't because it's small. It's because...",
"date": "2021-12-22T22:58:56+00:00",
"quotes": [
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 10:47 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 10:47 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "FuryoftheStars wrote: Mon Dec 20, 2021 3:31 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Kovarex did say 5 (!) years ago, that he tried to solve the issue, when you have some robots far away, that took minutes to come to work. \n \nThis is a very hard to solve optimization problem. It has nothing to do with this suggestion. \n \n So I’ll move this to not implemented. \n \nYou don’t need to replace belts, that don’t have a throughput problem. \n \nNobody does play perfect, but if you play bad, it’s of course more work. \n \nNa, auto-trash is a mod, written in lua. The game is written c++. It cannot be integrated like so .",
"date": "2021-12-23T06:56:40+00:00",
"quotes": [
{
"author": "waitofaiorur wrote: Wed Dec 22, 2021 10:47 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "waitofaiorur",
"content": "Arright! Merry Christmas!",
"date": "2021-12-23T17:47:22+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "waitofaiorur",
"content": "I guess this can be deleted or moved to implemented now. @ssilk",
"date": "2025-01-18T11:52:48+00:00",
"quotes": []
}
] | 12
|
2021-12-18T17:44:21-06:00
|
forum-topic-121797
|
121797
|
Add a dynamic multi-channel transmitter and receiver
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=121797
|
bluegreen1024
|
TL;DR
Add an entity that can broadcast or receive circuit network signals in a specific channel, such that the channel itself can be set using the circuit network.
What?
I suggest an entity or pair of entities that can broadcast or receive signals without wires, including between surfaces, in the following way. The entity connects to the circuit network and has a setting called "Set Channel" which defaults to the abstract signal "C" (for example). Each value of this signal corresponds to a different channel which can carry signals independently of other channels. Each transmitter or receiver entity can only access one channel at a time, but it can switch at any time by changing the value of the "Set Channel" signal. In the case of transmitters, every signal except the specified "Set Channel" signal is broadcast to the selected channel (the exception is to avoid constantly changing the channel of other devices using the same "Set Channel" signal), and signals from multiple transmitters are added, just like placing signals from multiple sources onto the same circuit wire works. Receiver entities read the signals on whatever channel they are set to and can transfer them to the ordinary circuit network. For simplicity I suggest either two entities or two modes: transmit and receive, only one of which can be active at a time.
Why?
I recently made a suggestion viewtopic.php?f=6&t=121782 about a possibility for more flexible and precise Space Age rocket logistics using the circuit network, and this suggestion combined with that one would allow fully dynamic automation of rocket launches (and many other things as well) to whatever extent the player is able and willing to set up, without simply doing the work for them. It removes the manual step of the player needing to change the launch ID signal to target another platform. There are several related suggestions for example this one viewtopic.php?f=6&t=121016 and this one viewtopic.php?f=6&t=121440 . And of course there is Earendel's AAI Signal Transmission mod, which does something similar.
As it stands, all of those ideas are "static" in some sense, which prevents full automation and limits flexibility. Using AAI Signal Transmission as an example (because it is actually implemented), I can have multi-channel wireless communication, but if I want to switch channels I have to open the device's GUI and do it manually. By allowing the channel to be changed using the circuit network itself, we don't need any specialized GUI, we don't need to have the foresight to have named everything correctly in advance, and we don't need duplicate infrastructure for every channel.
Adding a new entity also avoids changing radar behavior (again), and it can be gated using tech or resources separately from radars, combinators, or logistic groups. I think it also adheres to the common Factorio pattern of "one item for one thing, and the player connects them together".
|
[] | 0
|
2024-11-16T21:21:50-06:00
|
forum-topic-120714
|
120714
|
Deleting a Logistics Request Section needs to have an "Are you sure?" prompt
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=120714
|
GregoriusT
|
Deleting a Logistics Request Section needs to have an "Are you sure?" prompt, because i just accidentally clicked the darn trash can and cant recover my NOT NAMED personal logistics List... (not named so others cant mess with it in multiplayer!)
|
[
{
"author": "Ranec1",
"content": "Some mods use the double click with delay as well. So if you click once you would need to wait a few seconds go confirm or it stays.",
"date": "2024-11-11T00:45:40+00:00",
"quotes": []
},
{
"author": "Xellnix",
"content": "either a prompt, a multi click option, or the inverse option to bypass the promt by key+click \n(the inverse option could be used by SO many other tasks, like \"shift+click a item confirms it without a second click that is now needed because of quality)",
"date": "2024-11-11T12:55:46+00:00",
"quotes": []
}
] | 2
|
2024-11-09T23:28:03-06:00
|
forum-topic-127225
|
127225
|
Filtered Train Group Naming
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127225
|
theclayj2u
|
I would find it convenient if train group naming while in the train locomotive menu could be filtered to the individual surface. Similar to how train overview is filtered to surface. I think this would help with focus as the type of trains I use on one surface versus another can be different. Still having access to other groups on surfaces would be nice as well. Sorry if this is already suggested this is my first post here. :p
|
[] | 0
|
2025-03-02T09:53:52-06:00
|
forum-topic-37490
|
37490
|
Movie Player - Page 3
|
Combinator Creations
|
https://forums.factorio.com/viewtopic.php?t=37490&start=40
|
Andrzejef
|
I bow before you, and your movie player. Keep up the good work, and maybe we'll see Factorio VR one day:)
If we do, I'm going to start worshipping you, and maybe even I'll make sacrificial offerings to you and your contraptions
|
[
{
"author": "impetus maximus",
"content": "don't say such things! if factorio sells out and is bought by ANYONE, i will give up on electronic gaming for good!!! \n \ncan we please just stick to talking about how cool the movie player is please?",
"date": "2016-11-25T02:14:14+00:00",
"quotes": [
{
"author": "LotA wrote:",
"content": ""
}
]
},
{
"author": "Imanton1",
"content": "I... I feel so conflicted? annoyed? I just finished writing a program that does the nearly same thing, automating videos in black and white, in Mathematica instead of Lua. I was doing small scale testing when I saw this. I'll now post what I have to github, but there is NO way I can 1-up what you made, I'll just stop now. Here's mine: (turns out I can't post links, I'll try again if someone wants to see) \n \nEdit: I can't respond to PM, either, so: github.com/Imanton1/Factorio-Video-Mathematica is the URL",
"date": "2016-11-26T04:40:03+00:00",
"quotes": []
},
{
"author": "MicFac",
"content": "if you really didn't know it... darude - sandstorm",
"date": "2016-11-26T21:01:42+00:00",
"quotes": [
{
"author": "Danielv123 wrote:",
"content": ""
}
]
},
{
"author": "Grimakar",
"content": "Congratulations, you have been trolled",
"date": "2016-11-26T23:45:24+00:00",
"quotes": [
{
"author": "MicFac wrote:",
"content": ""
}
]
},
{
"author": "mattj256",
"content": "OMG. This is beyond awesome. I can't even imagine building anything that would top this.",
"date": "2016-11-27T06:11:18+00:00",
"quotes": []
},
{
"author": "webkilla",
"content": "article about this popped up on The Escapist: http://www.escapistmagazine.com/news/vi ... -Sandstorm \n \nbut seriously - this is quite impressive",
"date": "2016-11-28T17:25:00+00:00",
"quotes": []
},
{
"author": "Falcubar",
"content": "I Sir, congratulate you and would do so with sexual favors. \n \nThis is widely amazing",
"date": "2016-11-29T16:26:28+00:00",
"quotes": []
},
{
"author": "",
"content": "Seems like bit of a rehash of thr RPG article: https://www.rockpapershotgun.com/2016/1 ... er-darude/",
"date": "2016-11-29T16:39:25+00:00",
"quotes": [
{
"author": "webkilla wrote:",
"content": ""
}
]
},
{
"author": "timma7",
"content": "Holy crap man, you are amazing.... This is an awesome build and its sweet that we can see how you made it! Rock on man, Rock on",
"date": "2016-11-30T04:28:22+00:00",
"quotes": []
},
{
"author": "superresistant",
"content": "This is mind blowing.",
"date": "2016-11-30T10:28:38+00:00",
"quotes": []
},
{
"author": "Predator",
"content": "Holy... thats...... OMG ! \n didn't knew it is even possible in this game... \n \nHow long have you building it ?",
"date": "2016-11-30T13:07:05+00:00",
"quotes": []
},
{
"author": "Coriiander",
"content": "I just made a forum account just to give you the praise you so deserve: \n \nYou, Sir DaveMcW, are absolutely brilliant. \nI bow to you and would work for free in your factory!",
"date": "2016-12-02T06:49:27+00:00",
"quotes": []
},
{
"author": "elnando",
"content": "I'm without words, just... O_O !!!!!!!!!!",
"date": "2016-12-02T14:48:50+00:00",
"quotes": []
},
{
"author": "Rammix",
"content": "Theoretically.. \nit might be possible. Well, not a shooter game but some minimalistic platformer, or a ball bouncing game. Player character movement can be tracked --> this can be used for WASD controls, plus slow character surrounded by fast belts to return the character back to the starting point after every movement -|- . \nI'm not experienced in factorio scripting and circuit networks, so I might be very wrong.",
"date": "2016-12-05T01:08:04+00:00",
"quotes": [
{
"author": "Yoyobuae wrote:",
"content": ""
},
{
"author": "Rahjital wrote:",
"content": ""
}
]
},
{
"author": "trebor97351",
"content": "You should make a Rickroll version!",
"date": "2016-12-10T19:51:45+00:00",
"quotes": []
},
{
"author": "impetus maximus",
"content": "someone already has (2 'colors')",
"date": "2016-12-10T20:11:48+00:00",
"quotes": [
{
"author": "trebor97351 wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Is it bad if I hear the song whenever I see that .gif?",
"date": "2016-12-10T22:10:33+00:00",
"quotes": [
{
"author": "trebor97351 wrote:",
"content": ""
}
]
},
{
"author": "ChoMar",
"content": "Now, the next question is, can we build a turing-complete computer in factorio? Should be possible.",
"date": "2017-01-17T06:49:52+00:00",
"quotes": []
},
{
"author": "Yoyobuae",
"content": "Yes. It has been done, many times.",
"date": "2017-01-17T15:36:48+00:00",
"quotes": [
{
"author": "ChoMar wrote:",
"content": ""
}
]
}
] | 19
|
2016-11-20T04:10:28-06:00
|
forum-topic-126661
|
126661
|
A way to get all the missing construction materials mentioned in alerts for a surface
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=126661
|
Quezler
|
Currently there is no support for getting the missing construction materials for a roboport network due to how the construction queue functions, periodically checking a player's alert queue is the next best thing.
However, what these 2 mods run into is that non-custom alerts only point to entities and never an item(count):
https://mods.factorio.com/mod/se-inters ... ulfillment
https://mods.factorio.com/mod/fulgora-l ... uction-hub
In order to get a feel for what a surface is missing one would need to grab all the missing construction materials through several api calls per entity:
Screenshot 2025-02-07 at 11.34.49.png (68.74 KiB) Viewed 109 times
Furthermore you cannot really track how much is still missing very well based on that alerts are tied to entities, having a `player.get_missing_construction_materials_from_alerts()` would be quite neat since that would be just one api call to get what the player already sees in their gui.
This is what i would imagine it could look like, with optionally a surface argument/table to only check for that surface, it would take care of construction, upgrading & cliffs all in one:
Screenshot 2025-02-07 at 11.38.31.png (1.66 MiB) Viewed 109 times
Screenshot 2025-02-07 at 11.40.28.png (169.33 KiB) Viewed 109 times
(devs: i have some prototype code for this, it wasn't perfect enough to submit yet but do reach out if you wish to study it or use it as a starting point for this)
|
[] | 0
|
2025-02-07T04:40:56-06:00
|
forum-topic-124389
|
124389
|
HTTP API rough limits
|
Tools
|
https://forums.factorio.com/viewtopic.php?t=124389
|
O2theC
|
I've been using the HTTP API a bunch recently and downloading mods, getting mod info and other things, something i have been wondering, since i don't want to stress factorio infra, or get rate limited, what are some rough limits for the API, just so i can get an idea of what is reasonable and unreasonable to do?
|
[
{
"author": "eugenekay",
"content": "You will (almost) never receive fully correct information on API rate limits in Public, because this same knowledge is also VERY valuable to “the bad guys”. The published limits are often much lower than the actual limits, until they are suddenly enforced. \n \nA more useful point to consider is that “mods.factorio.com” utilizes CloudFlare for its public access path. It is not clear which product is in-use or how it is configured, but generally speaking, they use multiple “signals” to determine if you are a Human or Bot. \n \nMy personal advice? Don’t submit more than 1 HTTP request per Second, on average. Spread out your requests even more if possible - you probably don’t need to scrape the entire Mod Databsse every day, for example.",
"date": "2024-12-14T04:41:59+00:00",
"quotes": []
},
{
"author": "O2theC",
"content": "yeah, that's why i asked for rough limits, so i can get a rough idea of what to aim for (or i guess stay away from), so should i just follow that avg requests per sec? like does request or response content matter at all?, and how avg does it have to be, like is downloading like 60 mods in 6 sec ok if i don't do it often, like maybe once per minute (likely just testing,more likely much farther apart)",
"date": "2024-12-14T15:18:00+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "I do not know anything specific about the Factorio infrastructure's limits beyond what can be deduced publicly from DNS etc. The \"1 HTTP request per second average\" suggestion is purely from my own Experience in writing Bots for other APIs, and remaining \"under the radar\". If anybody is looking at the request logs in detail your IP address will be an Outlier due to the number and regularity of requests, but I doubt that Wube would take action unless you were being truly malicious.",
"date": "2024-12-14T21:58:51+00:00",
"quotes": []
}
] | 3
|
2024-12-13T18:23:49-06:00
|
forum-topic-125299
|
125299
|
[2.0.28] Guns continue shooting after switching to map mode
|
Resolved for the next release
|
https://forums.factorio.com/viewtopic.php?t=125299
|
Henir
|
while shooting a gun at anything and switching to map mode via tab, the gun continues to shoot indefinetly until leaving map mode
works with all guns in SA (have only tried it with SA)
i would expect them to stop shooting when map mode is open, as there is no more character input to shoot
video, in modded factorio, bug was also able to be recreated in SA without extra mods
(the character moving around is because of the grappling hook gun and does not happen in SA)
https://clips.twitch.tv/WanderingPiliab ... Wx8gQAHfi-
|
[
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-13T19:04:21+00:00",
"quotes": []
}
] | 1
|
2024-12-29T05:53:14-06:00
|
forum-topic-5412
|
5412
|
[MOD 0.12.x] Fluid Void
|
Mods
|
https://forums.factorio.com/viewtopic.php?t=5412
|
This is a tiny mod that adds a single item: the Phantom Pipe. It erases any fluid that enters it every 5~ seconds or so.
Image
Current version: 1.0.2
Download [>=0.12.11]:
Fluid Void_1.0.2.zip
(7.29 KiB) Downloaded 3766 times
Download [0.11.x]:
Fluid Void_1.0.0.zip
(7.32 KiB) Downloaded 2351 times
Change log:
Code: Select all 1.0.2: updated for Factorio 0.12.11
1.0.1: updated for Factorio 0.12.0
1.0.0: initial release
|
[
{
"author": "das7002",
"content": "I made a forum account just to say thanks for this, so thanks! \n \nEdit: This actually causes a crash with DyTech installed if you mouse over the corpse to gems recipes from an assembler. I fixed it by changing \n Code: Select all results = {{type = \"fluid\", name = \"water\", amount = 0}} \n\nto \n Code: Select all results = {{type = \"fluid\", name = \"heavy-oil\", amount = 0}} \n\nI think it's some weird recipe resolving thing that gets confused and tries to divide by 0 as it spits out \n Code: Select all Error in function boost::math::round<double>(double): Value 1.#INF can not be represented in the target integer type. \n\ndoesn't happen when it outputs 0 heavy oil though",
"date": "2014-08-18T00:09:22+00:00",
"quotes": []
},
{
"author": "",
"content": "Ah.. it sounds like some type of recursive recipe lookup issue where it's trying to calculate the \"total cost\" for a recipe and this adds a \"0 water from water\" recipe. I'll change it to something else (like oil). \n \nEDIT: now that I think about it using any fluid type might have issues if it is a recursive recipe lookup issue. I'll add a dummy fluid and have it craft 50 water to 0 of that fluid then it shouldn't happen with any existing recipe.",
"date": "2014-08-18T01:53:46+00:00",
"quotes": [
{
"author": "das7002 wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "I've not tried it myself, but, have you tried setting this?\n Code: Select all results = {},\n \n\nAlternatively, instead of a fluid, how about you instead use an item with a probability of 0?\n Code: Select all results =\n{\n{type=\"item\", name=\"copper-ore\", amount=1, probability = 0},\n},\n \n\nLike I said, I've tried neither of these, but it might be worth a shot.",
"date": "2014-08-18T02:36:26+00:00",
"quotes": []
},
{
"author": "Tankh",
"content": "I use steam engines to drain the water. I don't even have to boil the water first, it just disappears in the engines anyway. \nThis would maybe be a bit fancier way to do it though.",
"date": "2014-08-18T14:12:09+00:00",
"quotes": []
},
{
"author": "das7002",
"content": "I tried that before using heavy-oil, it will always give you 1 item even if it's set to 0. Fluids 0 means 0. \n \nI also picked Heavy Oil as it was the only thing I could think of that doesn't really have any recipes. It doesn't crash when you hover over the refinery recipes and seems to behave just fine with the Liquid Station mod (for barreling all the fluids!) \n \nA dummy fluid would probably be better like \"Rsedings91's Dark Matter\" but Heavy Oil seems good enough for now.",
"date": "2014-08-18T18:54:23+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "After looking into it more, it looks like the proper way to use probability is this: \n Code: Select all results =\n{\n{type=\"item\", name=\"copper-ore\", amount_min=1, amount_max = 5, probability = 0.5}\n}\n \n\nThat would give a 50% chance to produce between 1 and 5 copper-ore. The other 50% of the time it would produce nothing. Setting probability to 0 would cause it to produce nothing all the time.",
"date": "2014-08-29T17:10:36+00:00",
"quotes": [
{
"author": "bobingabout wrote:",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Again though, you probably don't want to use copper ore as the result, because it could be used in a recipe and therefore calculated as a component part of a more complex recipe. \nI personally use Iron Ore as a component for my Ferric Chloride recipe, so if you used Iron ore, and my mod, it might lead to problems, someone else might have done somethng else with copper ore.",
"date": "2014-08-30T03:09:50+00:00",
"quotes": []
},
{
"author": "Ezzue",
"content": "Hm, I can't seem to find this recipe..? Which machine?",
"date": "2014-11-26T11:29:29+00:00",
"quotes": []
},
{
"author": "",
"content": "It should be in the assembly machine under the same tab as the other fluids. Possibly the assembly machine 2.",
"date": "2014-11-26T19:23:55+00:00",
"quotes": [
{
"author": "Ezzue wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Updated and re-branded the mod. It's now \"Fluid Void\" and adds a pipe that voids any fluid in it every 5~ seconds or so.",
"date": "2014-12-05T01:36:51+00:00",
"quotes": []
},
{
"author": "berni1212",
"content": "Can u use it in MP ?",
"date": "2014-12-09T17:40:09+00:00",
"quotes": []
},
{
"author": "AlphaRaptor",
"content": "There is a Desync Bug in MP \n \nIf you try to connect to the Server you get a Desync loop , sadly \n \n \nPlease Fix it",
"date": "2014-12-09T17:43:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Everything I've tested says the pipes work perfectly in MP. I literally as I type this up have 2 clients going connect to each other with void pipes erasing water without any desyncs. \n \nYou're most likely experiencing some other desync bug.",
"date": "2014-12-09T21:03:16+00:00",
"quotes": [
{
"author": "AlphaRaptor wrote:",
"content": ""
}
]
},
{
"author": "MrDrummer",
"content": "I have posted this on the mod https://forums.factorio.com/forum/vie ... =14&t=6826 (offshore dump) too, but as i have a feeling that that mod was created with 0.11 in mind, i shall say it here too. \n \nI am still using 0.10.12, so would it be possible to still give a link to the older version? I seriously need this, and am not fortunate enough to update yet (dad is admin on my computer and lost his password )",
"date": "2014-12-20T19:56:46+00:00",
"quotes": []
},
{
"author": "",
"content": "It's not possible to make a 0.10 version of this mod. The 0.10 version doesn't have support for fluid in the mod API. Just update to 0.11 - there's no reason not to.",
"date": "2014-12-21T01:00:09+00:00",
"quotes": [
{
"author": "MrDrummer wrote:",
"content": ""
}
]
},
{
"author": "Kikkers",
"content": "More specifically, fluid 'editing' was only added in 0.11, before that it was read-only. \nSo you'd be better off having a firm conversation with your dad about proper password management (and make yourself admin while you're at it).",
"date": "2014-12-21T01:18:20+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
}
]
},
{
"author": "omegasrevenge",
"content": "I am currently playing a 0.12.5 version of the game with three dozen different mods, which is why I haven't updated the game. \nI have tried both the >=0.12.11 as well as the 0.11.x version of this mod, and both don't work. \nCould you please post the correct older version for me? Would be very nice of you.",
"date": "2015-11-21T15:33:51+00:00",
"quotes": []
},
{
"author": "",
"content": "You'll have to update the mods you use or remove them. I don't support older versions of the current experimental version.",
"date": "2015-11-24T21:45:22+00:00",
"quotes": [
{
"author": "omegasrevenge wrote:",
"content": ""
}
]
},
{
"author": "vaderciya",
"content": "I'm gonna try this mod out along with a few others",
"date": "2015-12-24T09:06:25+00:00",
"quotes": []
}
] | 19
|
2014-08-17T00:00:56-05:00
|
|
forum-topic-127232
|
127232
|
[Request] Disable decals from loading
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=127232
|
randomguy1234
|
Since the 2.0 update, loading sprites has been very slow for startup, specially for space age
Is there anyone who can : remove certain sprites or lower the sprite quality for much of the game so that it loads faster
|
[
{
"author": "DaveMcW",
"content": "Ctrl + Alt + Click on Settings. \n \nClick The rest. \n \nClick both sprite-altas checkboxes. \n \nThis makes startup slightly slower the first time, then much faster every other time.",
"date": "2025-03-04T02:37:55+00:00",
"quotes": []
}
] | 1
|
2025-03-02T15:32:12-06:00
|
forum-topic-114302
|
114302
|
Custom title for Script Inventory GUI
|
Implemented mod requests
|
https://forums.factorio.com/viewtopic.php?t=114302
|
Stringweasel
|
What
When opening a script inventory GUI the title always shows "Script Inventory". The request is to be able to add a custom name to be shown instead.
Why
Currently it always shows "Script Inventory", as defined in the locale file. This means that only one mod can define what should be shown in this title, which means it can't really be used reliably.
It can be circumvented by instead creating a custom container entity, but that adds a lot of maintenance, and in some ways defeats the purpose of the script inventory.
Suggestion
An additional optional paramter to the create_inventory function that accepts a LocalizedString, which will be the title of the GUI. If not supplied it defaults to "Script Inventory" as it is now.
|
[
{
"author": "DarkShadow44",
"content": "Good idea, always a fan of usability improvements. Knowing me I might take a short break and come back to \"what is is again?\"",
"date": "2024-08-14T17:13:50+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "This has been implemented for 2.0",
"date": "2024-08-15T04:23:16+00:00",
"quotes": []
}
] | 2
|
2024-07-15T02:49:24-05:00
|
forum-topic-126553
|
126553
|
Why wont spidertron insert a robot into a chest?
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=126553
|
adam_bise
|
Trying to insert a construction bot into a steel chest, no logi network or roboports nearby, just the single spidertron and a steel chest. It has 100 bots in it's inventor, only 25 capacity from personal roboport. The spidertron can insert any other item in the chest except construction bots.
The message says "1 entity missing the material for construction"
What gives?
|
[
{
"author": "Muche",
"content": "As a fix for 123638 Construction bot looping between character and rocket , construction robots from personal roboport won't carry (other) construction robots. \n \nAlso see 123958 Personal bots don't deliver bots , 124806 Construction bots won't fulfill requests for construction bots , 119938 Construction robots can try to carry themselves to the logistics storage in remote view , In remote view, try to remove some inventory from the spidertron, no robor come to pick up , How to put robots in a robot port from a spidertron , Put robots to roboport from spidertron .",
"date": "2025-02-03T01:13:31+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Lol the derp rebellion has begun. \n \n\"This is it guys, enough is enough!\" \"We will not carry ourselves to a roboport or anywhere else!\" \"Hold your can high and fly proud because today we're making a.. uh.. well, we're making a STAND!!\" \n \n- UNIT7X0208 -Rusty McBolton \nChairderp of the Coalition Of Greatness",
"date": "2025-02-03T04:54:07+00:00",
"quotes": []
}
] | 2
|
2025-02-02T18:44:28-06:00
|
forum-topic-127102
|
127102
|
2.0.35 Parameterized machines show don´t show "no power" icon
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=127102
|
GrumpyJoe
|
I noticed this when setting parameter placeholder for later unlocked recipes in the mall.
It´s the same for refinieries and chemical plants, didn´t test Space Age buildings
First i thought it would only be a minor issue, because my personal usecase is kinda small and who let parameters in when placing blueprints?
But you can absolutely do that, parameterize a reciepe in a BP and select a parameter again when placing that BP.
When you´r away you might not connect a whole factory to power and not notice for some time. Kinda smearing another set reciepe BP over a prebuild factory and look away before you notice it blinking.
Screenshot Factorio.png (529.37 KiB) Viewed 183 times
|
[
{
"author": "computeraddict",
"content": "I think this is the same behavior behind disabled machines not showing no power icons. It's probably optimizations to make sure machines that can't operate due to logic don't even bother checking for power.",
"date": "2025-02-24T16:23:17+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is working as computeraddict mentioned: when a machine has a parameter set, it's disabled, and disabled machines don't draw the no-power icon. This is a combination of features all working correctly on their own but together produce what might be slightly undesired behavior. I don't believe it's worth increasing the complexity to account for this combination given machines with parameters are useless until parameterized - at which point you will see it's not powered.",
"date": "2025-02-24T16:25:39+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "I described such a case, but as you said it´s not worth it. \nQuite interesting new things to think about, since disabling machines is a new thing, not only parameters",
"date": "2025-02-24T22:25:27+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Mon Feb 24, 2025 4:25 pm",
"content": ""
}
]
}
] | 3
|
2025-02-24T10:18:06-06:00
|
forum-topic-47089
|
47089
|
Complete 2-Lane system RHD as a Blueprint-Book! Suggestions? - Page 2
|
Railway Setups
|
https://forums.factorio.com/viewtopic.php?t=47089&start=20
|
Distelzombie
|
Is it linux only? Looks like it. Uses git
BTW: About 90% of the people clicking the links in my signature use windows.
|
[
{
"author": "mophydeen",
"content": "git is not linux only",
"date": "2017-05-18T17:01:40+00:00",
"quotes": [
{
"author": "Distelzombie wrote:",
"content": ""
},
{
"author": "sparr wrote:",
"content": ""
}
]
},
{
"author": "0570",
"content": "Hello! \nI've spotted an issue with the 'Output Mainline' blueprint, there's an incorrectly placed Rail Chain Signal that prevents rail from being put down. \n \n \n \n Screenshot screenshot.89.png (898.92 KiB) Viewed 5798 times",
"date": "2021-02-21T19:43:20+00:00",
"quotes": []
},
{
"author": "sporefreak",
"content": "Found the same issue with the T-Junction. your best bet is to fix it yourself and save a new blueprint.",
"date": "2021-05-27T16:21:19+00:00",
"quotes": [
{
"author": "0570 wrote: Sun Feb 21, 2021 7:43 pm",
"content": ""
}
]
},
{
"author": "LightDefiant",
"content": "Thank you so much for sharing these Hero!",
"date": "2023-03-24T06:37:15+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "There also should be chain signals before the forks. Why you ask? Because a red/blue chain signal allows the train to repath and find a better path. It might decide it doesn't want to take the turn it's waiting for after all.",
"date": "2023-03-24T09:44:59+00:00",
"quotes": [
{
"author": "0570 wrote: Sun Feb 21, 2021 7:43 pm",
"content": ""
}
]
},
{
"author": "Hooligan",
"content": "PLEASE DO NOT USE THIS BLUEPRINT BOOK \n \nThis thread currently shows up as the very first entry on a google search for \"factorio rail blueprint.\" I doubt anyone coming here from a quick google search would make it to the second page, but in case you found this: Multiple blueprints in this book are completely screwed up. Rail signals do not get properly built by construction robots as the signals intersect with curved pieces of rail. So as a user, your tracks look great and trains start to run - but soon everything grinds to a halt and your trains cry out in pain : \"No path!\" I wasted so much time trying to figure out what I was doing wrong. My only mistake was not deleting the blueprint book sooner, as having to screw around with prefabs at all just for them to function defeats the point of the prefabs. \n \nIt would be nice of the original poster either fixed the blueprints or included a warning about their current state. Fat chance the google search result ever goes away. Maybe these worked in an old verison of factorio? They certainly wont work after space age comes out...",
"date": "2024-07-11T13:07:04+00:00",
"quotes": []
},
{
"author": "gravityhurts",
"content": "I took it upon myself to do a one-time update of (only) the rails book here for space age / 2.0 with the new rails for my own personal use. \n \nI felt the need to share for anyone else that comes across this, even though there may be more useful ones in the future - this one's simple enough to get me started consistently... \n Blueprint book - RAILS v.2 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 Copy blueprint",
"date": "2024-12-31T23:41:36+00:00",
"quotes": []
}
] | 7
|
2017-05-09T16:57:05-05:00
|
forum-topic-127445
|
127445
|
Hiding modules from allowed module list
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=127445
|
MsBinaryLily
|
TL;DR
Add ability to hide module from "allowed modules" list
What?
Add a field "hide_from_allowed_modules_list" in ModulePrototype
Optional. Defaults to false.
Setting it to true hides the module from "allowed modules" list when hovering over module slots on beacons, assemblers, etc.
Why?
изображение.png (2.62 MiB) Viewed 72 times
I'm making a mod that allows you to modify and make different versions of modules
This makes the essentially same module show up in the list 8 14 additional times, generating insane amount of clutter, and greatly reducing UX for mod users.
However, I do not want to hide the module completely as I still need to show it's recipe and effects. (So I made a separate ui tab for that)
With this, I could just hide the modified versions from the list, as they are assumed to be allowed anyway.
|
[] | 0
|
2025-03-12T16:40:12-05:00
|
forum-topic-108594
|
108594
|
Version 1.1.90
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=108594
|
Changes
Removed option to capture system mouse cursor when using a controller due to it breaking touch screen input.
The temporary virtual cursor shown when using the mouse in controller input mode will now disappear when a controller stick is moved instead of after 1.5 seconds ( 108534 )
Bugfixes
Fixed some visual glitches related to LuaGuiElement::auto_toggle and LuaGuiElement::toggled.
Fixed that some remapped keys wouldn't work on Linux. ( 108229 )
Fixed that some default mappings on Steam Deck would map to back grip buttons but there was no way to trigger them.
Fixed that --dump-data did not work if the script output folder didn't exist. ( 108259 )
Fixed sounds.large_explosion ignoring volume parameter. ( 108493 )
Modding
Removed unused rocket silo prototype property idle_energy_usage.
Scripting
LuaEntity::neighbours read for underground belt ghost returns far end.
Removed LuaEntityPrototype::idle_energy_usage read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
|
[
{
"author": "Matryoshka",
"content": "Is it really not possible to have the option back? \nHaven't been using touch input but capturing cursor allowed for example to correct cursor position when trying to place something but first pointing with right stick but then you decide it's better to use more precise input but now it makes cursor jumps. \n \nI actually started playing on steam deck when this feature is been implemented so I definitely got used to it but it really seams there should not be two cursor positions.",
"date": "2023-09-07T14:39:08+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Sep 07, 2023 8:52 am",
"content": ""
}
]
},
{
"author": "",
"content": "Unfortunately I can't see a good way to implement it. It's mostly related to SDL2's input handling. I would need to make changes to the mouse handling SDL2 internal drivers on all platforms. \n viewtopic.php?f=48&t=107969",
"date": "2023-09-07T15:07:38+00:00",
"quotes": [
{
"author": "Matryoshka wrote: Thu Sep 07, 2023 2:39 pm",
"content": ""
}
]
},
{
"author": "AvalonGaming",
"content": "May i ask what version will be next stable and when, i need to reset my bps so i need higher than 87",
"date": "2023-09-07T18:15:32+00:00",
"quotes": []
},
{
"author": "studix2002",
"content": "why would you need to reset your blueprints? as long as you keep up-to-date and don't downgrade, then your blueprints will be fine #nevergoback #factorioisalwaysstable",
"date": "2023-09-08T15:50:33+00:00",
"quotes": [
{
"author": "AvalonGaming wrote: Thu Sep 07, 2023 6:15 pm",
"content": ""
}
]
},
{
"author": "AvalonGaming",
"content": "yea but there is almost no servers and i want to play on some",
"date": "2023-09-08T17:15:10+00:00",
"quotes": []
},
{
"author": "quyxkh",
"content": "haha look again.",
"date": "2023-09-08T17:24:47+00:00",
"quotes": []
}
] | 6
|
2023-09-07T03:52:19-05:00
|
|
forum-topic-125617
|
125617
|
Remove the length limit on string literals in localised strings
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=125617
|
IsaacOscar
|
Bassically, for some reason if you try and do prototype.localised_name = {"some.key", str}, the length of 'str' is limited to 200 characters.
For example, you could get this error:
Code: Select all Localised string key is too large: 201 > 200 (limit). in property tree at ROOT.recipe.basic-oil-processing.localised_name[2]
I understand having this limit for localised keys , but programmatically generating text with more than 200 characters seems reasonable. Especially as there is no such limit in the values in the locale file, e.g.
Code: Select all [some]
key=... really long string ...
But mods can't generate locale files!
I have found a workaround to the above problem by nesting {"", ...} locale keys, but it's not simple, as there's a limit of 19 paramater's to the "".
Complicated Code
Code: Select all local function locat_fill(depth, pos)
if depth == 0 then
pos.i = pos.i + 200
return pos.str:sub(pos.i - 200, pos.i - 1)
else
local result = {""}
while #result <= 20 and pos.i <= pos.n do
table.insert(result, locat_fill(depth - 1, pos)) end
return result end end
function locat(str)
local pos = {i=1, n = str:len(), str=str}
local depth = 0
local result = locat_fill(depth, pos)
while pos.i <= pos.n do
result = {"", result}
while #result <= 20 and pos.i <= pos.n do
table.insert(result, locat_fill(depth, pos)) end
depth = depth + 1 end
return result end
Then you can just do:
Code: Select all prototype.localised_name = {"some.key", locat(str)}
(Note there is a limit of about 20 to the recursion depth of the {'"}, but using the above locat function it is impossible to reach, as you'd need a string of length 19^20^20 × 200 ≈ 7 octillion. But that's a 93 bit number, so you can't even theoretically have a string that big.)
|
[
{
"author": "curiosity",
"content": "That's weird, since there is no such restriction at runtime. \n \nBut I guess you shouldn't be dealing in unlocalized strings right there, that defeats the point of localization.",
"date": "2025-01-05T14:30:13+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "Your right, game.print{\"\", (\"x\"):rep(300)} works. \n \n\nIn my case, the strings where actually just [ img=... ] things, so they don't need to be translated.",
"date": "2025-01-05T14:37:34+00:00",
"quotes": [
{
"author": "curiosity wrote: Sun Jan 05, 2025 2:30 pm",
"content": ""
},
{
"author": "curiosity wrote: Sun Jan 05, 2025 2:30 pm",
"content": ""
}
]
}
] | 2
|
2025-01-05T08:14:13-06:00
|
forum-topic-127413
|
127413
|
[boskid][2.0.39] Crash loading save (BlueprintEntities check -> AssemblingMachine check)
|
Resolved for the next release
|
https://forums.factorio.com/viewtopic.php?t=127413
|
PedroBoomin
|
Any game save with Map version 2.0.39-1 is failing to start for me and all backup saves are not working either.
03-12-2025, 02-18-00.png (1.85 MiB) Viewed 331 times
Please see attached game files and current log.
|
[
{
"author": "",
"content": "Ref.: 127470",
"date": "2025-03-13T20:42:59+00:00",
"quotes": []
},
{
"author": "",
"content": "For now a workaround for you to keep playing those save files is to load them in a prototype changed mode which seems to be able to fix the save. To load a save file in prototype changed mode, when in the \"Load game\" menu, select a save file but hold Control key while pressing \"Load\". \n \n-- edit: \n \nI managed to reproduce the issue. In this case the issue was that at some point you probably create a blueprint with assembler-2 that was set to produce rocket fuel but then this blueprint got downgraded and assembler-2 turned into assembler-1. Issue is that assembler-1 does not provide pipes while the rocket-fuel recipe was still set making this assembler in the blueprint inconsistent and as such the game correctly detected issue and failed. Prototype changed mode fixes this by checking if assembler can craft the recipe it has and if not, the recipe is cleared.",
"date": "2025-03-13T21:29:03+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.42.",
"date": "2025-03-13T22:17:49+00:00",
"quotes": []
}
] | 3
|
2025-03-11T21:19:05-05:00
|
forum-topic-127440
|
127440
|
[2.0.39] Crash clicking tips and tricks while dead in multiplayer (TipsAndTricksNotificationButton.cpp)
|
Bug Reports
|
https://forums.factorio.com/viewtopic.php?t=127440
|
blizgerg
|
Factorio version 2.0.39 Space Age
Playing on a server with a Linux client, died, then before respawn, noticed the new tip button next to the tips and tricks button with a new tips and tricks, clicked on it before respawn, crash. Log attached.
My searching found viewtopic.php?t=94464 which may or may not be related.
I tried to reproduce this on both a Windows and Linux machine and I could not while self hosting (start new game, /reset-tips, wait for new tip button, go die), the new tip thing disappeared while I was dead waiting for respawn. So, at the very least, it requires that the client is not the host.
|
[] | 0
|
2025-03-12T14:33:51-05:00
|
forum-topic-121816
|
121816
|
A vehicle that burrows itself underground like the NOD Subterranean APC
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=121816
|
Yokozori
|
I think it would be a cool idea to have a vehicle much like the NOD Subterranean APC from Command and Conquer Tiberian Sun. Of course it ought to be a late game vehicle as it would ruin early and mid game - essentially minimizing danger. But by late game nothing is dangerous anymore anyway.
The vehicle would have no way to attack. It will only be able to drive or burrow itself and tunnel around underground. Exactly liKe the one from C&C. If the area is unexplored (the black fog of war thing) and you are underground as you drive through it, it will be left unexplored except for the part where you decide to resurface - if it's full of bugs, so be it. If you try to re-surface in water, you can but the machine will be destroyed and you will die.
Basically this would make a very good way to go from place to place without building train tracks everywhere or whatever.
Idk. I just always liked the Subterranean APC lmao. The game just reminds me of the good ole Tiberian Sun so I thought why not? The CAR already strongly resembles the NOD Attack Buggy anyway. The lab partly resembles the GDI Tech Center etc. I'd be damned if the artistic style of the game was not inspired by C&C Tiberian Sun.
Thank you for reading.
|
[] | 0
|
2024-11-17T03:01:10-06:00
|
forum-topic-119931
|
119931
|
Factorio Forums • Sort rich text groups by icon
|
TL;DR
The game should respect icon & style in rich text objects.
What?
Unordered lists of rich text objects should be sorted by respecting rich text meta:
Non-rich characters are sorted alphabetically
Non-displayable rich text characters should be ignored
Icons should be ordered either all before or all after text characters, icons are sorted as on UI.
Why?
Current implementation is sometimes annoying.
Lists of train stops/groups/trains, list of logistic requests, space platforms -- in all these places I want to group related entries together (i.e., machines grouped with machines, liquids with liquids, materials with materials, Nauvis before Fulgora, etc.).
Sorting those by icon and not icon name would solve the problem.
Belts, pt.1 11-05-2024, 18-05-41.png (27.08 KiB) Viewed 171 times
Belts, after train stuff (because TRAnsport-belt) 11-05-2024, 18-05-44.png (23.99 KiB) Viewed 171 times
Same list, filtered by "belt" 11-05-2024, 18-05-49.png (32.41 KiB) Viewed 171 times
|
[] | 0
| ||||
forum-topic-54659
|
54659
|
Factorio Forums • [0.16.1] Artillery shells stack size = 1
|
The stack size of Artillery sheels is one so each shot takes one space in inventory, moreover loading cannons is a pain. I'm sure it wasn't intended as it makes cannons hardly useable.
|
[
{
"author": "",
"content": "[Koub] Moved to Balancing \nI'm pretty sure it's WAI. However, discussion on wether it's a good choice or not can be held here.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The stack size is definitely a bit of a shock, when you consider that everything else in the game stacks up to pretty high levels. It's not entirely a bad thing, as it forces you to use belts and bots to ferry around shells instead of the inevitable turret creep that will happen. But you can also carry 10 nukes in one slot so it definitely comes out of the blue and I dunno if the justification is more valid or annoying. \n \nI do think the relative levels of ammo storage feel strange. A chest holds ~40, a train holds 40 and a gun holds 100? Setting up ammo logistics for trains is self defeating because the best way to move ammo right now is to simply bring more guns. I just played with 4 gun trains and they cleaned house without putting a dent in their ammo. By the time artillery research is done it's very trivial to plop down 5, 10, or even 20 guns and so I think they should be balanced more around that kind of scaling. \n \nI wouldn't be surprised if the shell stack size went up to 5-10, while mobile gun storage goes down to 20-50. This would make cargo wagons effective for cargo (ayy lmao) while guns can still be guns.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "For me that it does not look like WAI and considering how lately cannons were added to the game (2 weeks ago I think) it is just the work in progress. It also limits transport of shells to belts and bots or... artillery wagons. \n \nAlso cannons have infinite research for shooting speed which is something the devs argued against for any other weapon. So cannons seem to me like WIP.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Maybe should I have written : WACI (Works as currently intended). I'm sure the devs explicitely intended to have 1 ammo stack on release. But this can change if their mind change, and this topic is there for that : give the devs our feedback. Ultimately, they will decide what they think is best for vanilla ( and let the remaining to modding domain).",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I'm ok with the stack size. \nThe only thing that bothers me is the large ammo inventory in the cannon itself. \nIt should be reduced to 10 or 20, especially for the artillery train. \nIt doesn't make sense that you can fit only 40 in an empty cargo wagon but 100 in a wagon with the mother of canons mounted.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "IMO the default shooting speed is already crazy good and may need to be slower. A handful of cannons- even without upgrades -will fire faster than the player's manual targeting speed. Biter creep is measured in minutes so any level of fire rate research is pretty much pointless. If you need more gun, build more guns yo. A big line of cannons looks better than a single machine gun artillery. \n \nBecause of how the fog of war works, it looks like your ability to auto target nests will be limited by radar stations. So without radar to rescan a territory they can still creep back in.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "i like that the stacksize is 1 so the shells feel like a massive cannon shell but i think the train attilerie is unbalanced so a regular wagon can carry 40 and the attilery 100 it needs to be balanced i think 20 is plenty \n \n viewtopic.php?f=16&t=54739&p=322162#p322162",
"date": "",
"quotes": []
},
{
"author": "",
"content": "No, the artillery targets biter nests outside the radar scanned area. \nThey keep a good piece of area clear. \n \nYes, shooting speed is insane and only makes sense if you use artillery trains and you have a high biter spread rate. \nBut for the stationary ones shooting speed is fine. \n \nI noticed it is quite a waste of resources to just drop a stationary tower and let it clear the area. It's far better to set it up and \"handclear\" the working range with nukes or your favorite method and provide the ammo when you are done clearing.",
"date": "",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Yeah, I bit later I saw a dev post saying that artillery uses map hax so it doesn't care about fog of war. It's still a beta so we'll see which way the devs go. \n \nI found that auto targeting is less efficient than manual targeting. With manual aim you can slip shells between nests and score double or triple kills pretty easily. Auto targeting aims for the nest core so it won't hit other nests. \n \n\"A stationary tower\" is definitely not in the spirit of Factorio and balancing shouldn't focus around that. By the time you finish the high tech research there is no difficulty in building 10 or 20 guns. When that many guns hit the field, firing speed research is completely pointless. There simply aren't enough nests to justify it.",
"date": "",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Yea, I personally think it should be every 3600 ticks instead of 200 (1/minute), because its kinda too fast. 1 per 3 seconds is still pretty fast, and there is no real reason to upgrade speed.",
"date": "",
"quotes": [
{
"author": "bobucles wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Research for blast radius instead of firing rate would be usefull. \nAlternative: \n- cluster bombs \n- fire bombs \n- poison capsules \n- nukes",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Also (yes, yes, Necro me to hell): turret only holds 15(!) if you hand-load it. You (and that's something I'd like changed, but nobody listens to me anyway) cannot control how many items an inserter loads, so 5 it is, no more. \n \nFor a game all about the automation, these decisions don't just feel wrong, they are wrong. \n \nYes, why the *wagon* version (moving and all) has a *much* higher capacity than a stationary turret is another mystery.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "If the inserter is loading from a chest (or a wagon) then once the gun starts firing, it will reload the gun after every shot, so the gun's inventory size doesn't really matter. (Also pretty much every assembler works the same way. Inserters will load them upto to a certain limit, but if you hand load them, you can normally add a lot more ingredients). \n \n As to the Artillery wagons having such a large ammo capacity, I think that is a balancing decision, so they don't need to head back to base to reload after just ten/twenty or forty shots.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I also found the stack size to be a bit of a shock. We can stack entire locomotives in inventory but not shells! I don't have a problem with this in terms of balance for weapons, but where it really gets annoying is when I need to reroute or put a section of my artillery belt underground. Boom, instant inventory overflow, shells all over the ground. \n \nEven a small stack size (5 perhaps) would be a welcome change.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The real problem with a stack size of 1 while artillery wagons can hold 100 is, that it makes stationary artillery pointless. You would logically feed stationary artillery with the artillery wagon because it can hold the most shells. So if i have an artillery wagon visiting each wall - why would it not also do the shooting? \n \nSo as it is now, i do build the artillery turrets behind my walls. But i don't feed them. They just sit there and look really good (and boy, they are pretty). \nI let the artillery wagon do the actual bombardment because it is more efficient to do it like that. It just gears up at the central military base and visits each wall corner in turn waiting a minute of inactivity at each station. \n \nAs has been already written: Atomic bombs stack to ten. That is a good stack size for powerfull things i think. It should be the stack size for shells in your inventory, in boxes, and in cargo wagons too. The artillery wagon and turret should have a stack size of 1 so you need to have at least a box next to your turret or a regular cargo wagon in your artillery train. Let the artillery wagon draw from the cargo wagons of the same train to not make it annoying to use. \n \nP.S.: \nThe artillery wagon should have a lower range than the stationary turret. It does not have to be much. Just enough to give the turret enough advantage over the wagon to balance out the immobility.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Personally, in my mod, I plan to balance them against cannon shells, as my Tank MK2 and MK3 have an artillery cannon added back in 0.13 or 0.12, which by matter of pure coincidence has the same internal ammo category as the new artillery weapons. \nMy tank artillery weapon is basically just a slower version of the tank cannon, with longer range and dealing double damage, so it's broken being compatible as they are, I either need to balance them, or separate them. I'm choosing to balance them. \n \nSo my stack size would be 20, Which mean 800 in a cargo wagon. \nThis also gives them 20k damage per stack as each shell deals 1000 damage, same as 100 cannon shells which deal 200 damage each \nThe Artillery cannon though can only hold 15 shells, so I plan to change the amount that it can hold to 50.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I do find artillery wagon capacity being rediculous. \nIt is literally impossible to dismantle them without chestplosion. And you can't offload it to a single chest either. \nIn real life ammunition is transported by cargo wagons for a reason. Ammunition just can not be stored inside weapon platforms. \nIn the case of artillery train I would say 10 shells are enough to be stored inside the wagon. And obviously you can add cargo wagons to artillery trains for additional ammunition. \nI see no problem in the requirement to manually transfer shells to cannons when you are driving such a train manually. And you can build resupply mechanism on dedicated artillery stops if you plan on doing it automatically. \nEven if a wagon can hold only 10 shells it is already enough for automating biter clearing as it is. It is not like a train with 5 cannons comes and destroys 500 biter nests around which is pretty rediculous. Wars are won by clever supply systems and not by brute force. \nHowever cargo wagon should hold significant amount of shells as obviously it is dedicated to transporting stuff. So a player who chooses to envolve cargo wagons should be rewarded. And it also makes much more sense in supplying stationary artillery.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Fun fact: cargo wagon can hold materials for 200 artillery shells. 4(x200) stacks of cannon shells, 4(x50) stacks of radars, 32(x50) stacks of explosives. total 40 slots. \n \nSo, make a blueprint of two assembling machines( and enough solar panels/batteries for it) touching cargo wagon and artillery wagon on both sides of the tracks and set them to produce artillery shells. Now you have artillery piece with whooping 300 shells available. \nOr you can add 3 more artillery wagons. Their capacity totally should get nerfed.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Funner fact: Cargo wagons can hold materials for 1000 shells if you build over a coal patch. 20(x200) stacks of cannon shells, 20(x50) stacks of radars, and explosives are produced entirely out of oil. Burn the coal to produce energy, liquify the coal to get oil, crack it into petrol for sulfur, and sprinkle some coal on top for explosives. \n \nSome assembly required.",
"date": "",
"quotes": []
}
] | 19
| ||||
forum-topic-22919
|
22919
|
Decorations / Headquarters / Home / Houseing
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=22919
|
(source viewtopic.php?f=6&t=6425 )
Before you suggest something, you should note, that currently with every version there was an visible improvement, best examples are the changed trees and especially the floor mechanic introduced in v0.12, which was a big improvement into that direction.
So my personal opinion is, that this is already in progress.
And for a full implementation of this idea I think it needs also food.
Related lists
viewtopic.php?f=80&t=191 Throne room / Command center, camera and bots remote control
viewtopic.php?f=80&t=14638 Producing food / Herbalism / Health
Suggestions
See also this search about "throne room": search.php?keywords=throne+room&fid%5B0%5D=9
in viewtopic.php?f=9&t=6
viewtopic.php?f=66&t=209 Decorations
viewtopic.php?f=66&t=281 Furnance off grid. [could be seen as implemented]
viewtopic.php?f=6&t=972 Home sweet home
viewtopic.php?f=6&t=3980 Item stand
viewtopic.php?f=6&t=5345 Homebase
viewtopic.php?f=6&t=6425 Floors and other shift
viewtopic.php?f=6&t=20852 Toilet
viewtopic.php?f=6&t=21102 Decorative Blocks
viewtopic.php?f=6&t=22783 Cosmetic Stuff
viewtopic.php?f=6&t=25313 (Re)planting Trees
viewtopic.php?f=6&t=32307 Creative Blocks
viewtopic.php?f=6&t=47618 Being able to sit on Tree Stumps and chests and/or similar
viewtopic.php?f=80&t=22919 Decorations / Headquarters / Home / Houseing
|
[
{
"author": "Tepalus",
"content": "Thanks for unite all this stuff in one post! \n \nI will come here and search for some more ideas of cosmetics/decorations. \n \nI would make a mod with all this stuff implemented, but i've never done any mod and run on a mac",
"date": "2016-04-01T12:42:09+00:00",
"quotes": []
}
] | 1
|
2016-04-01T07:29:26-05:00
|
|
forum-topic-118200
|
118200
|
2.0.11 Desync with 2.0 without Space Age Modded
|
Desyncs with mods
|
https://forums.factorio.com/viewtopic.php?t=118200
|
Buggi
|
For some reason I couldn't post this in the Desyncs with mods forum.
Running a Modded dedicated server with 2.0.11 with Elevated Rail and Quality but NOT running Space Age
Desync on the server then causes desyncs on joining until the server is rebooted, only to desync again after a couple minutes. If I knew how to track down WHY its desyncing I could debug the situation myself.
https://drive.google.com/file/d/1F0jNVu ... sp=sharing
We don't have many mods, but without knowing what is causing it I can't track it down. Nothing causes the desync, it just happens.
Though I know I triggered one by placing down a parameterized blueprint. That was one instance, there are many that have no obvious cause.
|
[
{
"author": "",
"content": "Thanks for the report however it looks like parts of the desync point at an aai-express-loader entity, which means i am not considering this to be a base game issue until proven otherwise.",
"date": "2024-10-28T18:09:41+00:00",
"quotes": []
},
{
"author": "Buggi",
"content": "How the heck do you find that? \nI looked through the log 3 times and couldn't find any reference to a mod being the reason.",
"date": "2024-10-28T18:11:52+00:00",
"quotes": []
},
{
"author": "",
"content": "Ok i wasted way too much time trying to investigate this and i found the exact mod and exact interaction that is causing the desync and why i was seeing aai-express-loaders. \n \nDesync is caused by Reverse Factory (9.0.8). \n \naai-express-loaders were showing in the desync report because you have loaders taking items out of the reverse factories and the core of the desync is around the logic of reverse factory where it ejects unpaired ingredients to the output slots. Some of the reverse factories on your map take chemical science packs but it looks like the recipe for them requires 2 items to start crafting, however in certain cases those items are moved from source inventory to results inventory and this is where the desync comes from: this logic is not save-load stable and so it may move items from the source inventory to results inventory only on the server but on the client it will fail to move those items, because item was not inserted into results inventory the aai-express-loaders were not woken up and so there was a difference in active entities in the desync report. \n \nEasiest reproduction i got for this issue is following: \n1/ 2.0 Base + Reverse Factory (9.0.8) + (kry_stdlib 1.5.2 dependency) \n2/ Have reverse factory 3 with loader taking items out of it \n3/ Put 1 chemical science pack into the reverse factory \n4/ After some small amount of time the item is ejected. This is where the desync happens (under /toggle-heavy-mode it throws a diff). \n \n \n \n 10-28-2024, 22-44-04.png (171.42 KiB) Viewed 615 times",
"date": "2024-10-28T21:44:25+00:00",
"quotes": []
},
{
"author": "Buggi",
"content": "Thank you so much for tracking this down. Earendel is off the hook!",
"date": "2024-10-29T02:18:00+00:00",
"quotes": []
}
] | 4
|
2024-10-28T13:01:15-05:00
|
forum-topic-123157
|
123157
|
Restore uranium bullet formula
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=123157
|
TiffanyMoody
|
Hi, is there a way or a settings option to revert to the old uranium bullet magazine recipe? I'd hate to have to remove the Bob's Warfare mod just because of this issue. The new recipe doesn't quite fit with my gameplay style, and I enjoyed the previous version. Any guidance on how to change it back would be greatly appreciated! Thank you!
|
[] | 0
|
2024-11-27T21:27:27-06:00
|
forum-topic-126755
|
126755
|
[2.0] How do I delete the spaces in the GUI?
|
Modding help
|
https://forums.factorio.com/viewtopic.php?t=126755
|
yaim904
|
I am creating some MODs and I have noticed that some spaces are being created, but I don't know the reason why these spaces are appearing.
How do I avoid or eliminate these spaces?
|
[] | 0
|
2025-02-10T15:59:36-06:00
|
forum-topic-116638
|
116638
|
[2.0.7] Game crahses on creating recipes in 'quality mod' - no debug info - quick fix
|
Modding discussion
|
https://forums.factorio.com/viewtopic.php?t=116638
|
QubixRubix
|
Great game, loving the expansion,
When modding old large mods, if a recipe contains an unspecified 'fluid' the game crashes and gives you the following error message attached.
The message informs that the "quality mod" (great work) cannot complete its creation of a recipe (reading between the lines!) The issue is on large mods there is little way of working out where. the log file is empty and message ambiguous.
I have included the 30 second fix that helps when fault finding the issue raised, outputting to the "factorio-current" log file, etc.
Qubixrubix
Q_Mod
|
[
{
"author": "jamiechi1",
"content": "Quite often when testing old mods, it helps to disable all other mods, including space age mods and the quality mod. \nIn my case I found the Quality error to be a false positive. \nTesting and debugging my mod this way helped a lot. \nOnce I verified my mod worked with the other mods disabled, it worked fine without errors when re-enabling Space Age and Quality mods.",
"date": "2024-10-28T19:14:38+00:00",
"quotes": []
},
{
"author": "QubixRubix",
"content": "Thank you for the suggestion, it worked, thank you.",
"date": "2025-01-12T20:01:50+00:00",
"quotes": []
}
] | 2
|
2024-10-22T13:04:18-05:00
|
forum-topic-64842
|
64842
|
[0.16 / 0.17] LTN Tracker - a GUI for LTN - Page 14
|
Logistic Train Network
|
https://forums.factorio.com/viewtopic.php?t=64842&start=260
|
S_gamez
|
So far i have only found a other issue by having your mod in use. Thanks for helping.
Love the new GUI
|
[
{
"author": "Mevius",
"content": "Hello, \n \nMe and my friend are building a megabase (1k spm) and of course we are using LTN. (thanks for the great mod!) After 107 hours in game we get a crash from LTN. \n \n What do we play? \n- Factorio 0.18.18 \n- Headless server \n- Installed mods:\n EvoGUI 0.4.501 \n FARL 4.0.1 \n YARM 0.8.101 \n auto-research-redistributed 5.0.3 \n AutoTrash 5.1.2 \n factorio-reach 2.6.0 \n factoryplanner 0.18.8 \n Fill4Me 0.9.2 \n MaxRateCalculator 3.2.32 \n OpteraLib 0.2.1 \n LogisticTrainNetwork 1.13.0 \n LTN_Content_Reader 0.3.2 \n LTN_Tracker_2 0.10.9 \n FARL 4.0.1 \n YARM 0.8.101 \n What did you do? \nWe build a new requester & provider station for copper ore. I requested x amount of copper ore. A train gets assigned and picks it up from the provider station. When it leaves the station the game crashes. \n \n What happened? \nI expected the train to leave the provider station and drop off the cargo at the requester station. \n \n Write down the steps to reproduce the bug if you know them. \n1. Build provider station for copper ore (name Copper Ore provider #1 ) \n2. Build requester station for copper ore (name Copper Ore requester #1 ) \n3. Request copper ore \n4. When train is full and ready to leave the station the game crashes \n \nRepeated the steps above 4 times (build the stations again, set it up manual instead of copy/paste) \n \n Does it happen always, once, or sometimes? \nAlways \n \nI've reproduced the bug, after turning on debug logging in the mod settings menu. See attached log: \n \nThanks in advance for helping! \n \n \n Copper Ore provider #1 \n \n \n Copper Ore provider #1 settings \n \n \n Copper Ore requester #1 \n \n \n Copper Ore requester #1 settings \n \n \n Crash error message \n Code: Select all 0.000 2020-04-15 19:53:33; Factorio 0.18.18 (build 50828, win64, steam)\n 0.000 Operating system: Windows 10 (version 1809) \n 0.000 Program arguments: \"E:\\Steam\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \"--wait-to-close\" \"5228\" \"--mp-connect\" \"62.45.119.153:34197\" \n 0.000 Read data path: E:/Steam/steamapps/common/Factorio/data\n 0.000 Write data path: C:/Users/mmevi/AppData/Roaming/Factorio [236761/475514MB]\n 0.000 Binaries path: E:/Steam/steamapps/common/Factorio/bin\n 0.006 System info: [CPU: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz, 8 cores, RAM: 6792/32651 MB, page: 9322/37515 MB, virtual: 4338/134217727 MB, extended virtual: 0 MB]\n 0.006 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]\n 0.009 Available displays: 1\n 0.010 [0]: \\\\.\\DISPLAY1 - AMD Radeon (TM) R9 Fury Series {0x80005, [0,0], 1920x1200, 32bit, 60Hz}\n 0.048 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll\n 0.093 Initialised Direct3D[0]: AMD Radeon (TM) R9 Fury Series; id: 1002-7300; driver: aticfx64.dll 24.20.11016.4\n 0.093 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none\n 0.093 [Local Video Memory] Budget: 3460MB, CurrentUsage: 0MB, Reservation: 0/1831MB\n 0.093 [Non-Local Vid.Mem.] Budget: 14693MB, CurrentUsage: 0MB, Reservation: 0/7754MB\n 0.093 Tiled resources: Tier 2\n 0.093 Unified Memory Architecture: No\n 0.093 BGR 565 Supported: Yes\n 0.093 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 0.093 Graphics settings preset: very-high\n 0.093 Dedicated video memory size 4071 MB\n 0.127 Desktop composition is active.\n 0.127 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [DXT: high-quality] [Color: 32bit]\n 0.127 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDC] [B:0,C:0,S:100]\n 0.182 DSound: Starting _dsound_update thread\n 0.182 DSound: Enter _dsound_update; tid=6836\n 0.340 Loading mod settings FARL 4.0.1 (settings.lua)\n 0.340 Loading mod settings YARM 0.8.101 (settings.lua)\n 0.340 Loading mod settings auto-research-redistributed 5.0.3 (settings.lua)\n 0.340 Loading mod settings AutoDeconstruct 0.1.17 (settings.lua)\n 0.340 Loading mod settings AutoTrash 5.1.2 (settings.lua)\n 0.340 Loading mod settings factoryplanner 0.18.8 (settings.lua)\n 0.340 Loading mod settings Fill4Me 0.9.2 (settings.lua)\n 0.341 Loading mod settings LogisticTrainNetwork 1.13.0 (settings.lua)\n 0.341 Loading mod settings LTN_Content_Reader 0.3.2 (settings.lua)\n 0.341 Loading mod settings LTN_Tracker_2 0.10.9 (settings.lua)\n 0.343 Loading mod core 0.0.0 (data.lua)\n 0.426 Loading mod base 0.18.18 (data.lua)\n 0.669 Loading mod EvoGUI 0.4.501 (data.lua)\n 0.795 Loading mod FARL 4.0.1 (data.lua)\n 0.911 Loading mod YARM 0.8.101 (data.lua)\n 1.044 Loading mod auto-research-redistributed 5.0.3 (data.lua)\n 1.157 Loading mod AutoTrash 5.1.2 (data.lua)\n 1.271 Loading mod factorio-reach 2.6.0 (data.lua)\n 1.387 Loading mod factoryplanner 0.18.8 (data.lua)\n 1.501 Loading mod Fill4Me 0.9.2 (data.lua)\n 1.611 Loading mod MaxRateCalculator 3.2.32 (data.lua)\n 1.722 Loading mod OpteraLib 0.2.1 (data.lua)\n 1.828 Loading mod LogisticTrainNetwork 1.13.0 (data.lua)\n 1.945 Loading mod LTN_Content_Reader 0.3.2 (data.lua)\n 2.054 Loading mod LTN_Tracker_2 0.10.9 (data.lua)\n 2.164 Loading mod base 0.18.18 (data-updates.lua)\n 2.269 Loading mod FARL 4.0.1 (data-updates.lua)\n 2.377 Loading mod FARL 4.0.1 (data-final-fixes.lua)\n 2.486 Loading mod YARM 0.8.101 (data-final-fixes.lua)\n 2.589 Loading mod auto-research-redistributed 5.0.3 (data-final-fixes.lua)\n 2.695 Loading mod LogisticTrainNetwork 1.13.0 (data-final-fixes.lua)\n 2.696 Script @__LogisticTrainNetwork__/data-final-fixes.lua:88: [LTN] found 259 items, 8 fluids, 2 locomotives, 3 wagons\n 2.800 Loading mod LTN_Content_Reader 0.3.2 (data-final-fixes.lua)\n 2.801 Script @__LTN_Content_Reader__/data-final-fixes.lua:22: [LTN Content Reader] setting combinator slots to 268\n 2.909 Checksum for core: 1106864506\n 2.909 Checksum of base: 332375697\n 2.909 Checksum of EvoGUI: 3279161307\n 2.909 Checksum of FARL: 2890341629\n 2.909 Checksum of YARM: 871297985\n 2.909 Checksum of auto-research-redistributed: 3894696288\n 2.909 Checksum of AutoDeconstruct: 934032342\n 2.909 Checksum of AutoTrash: 2225026862\n 2.909 Checksum of factorio-reach: 2860447504\n 2.909 Checksum of factoryplanner: 867616889\n 2.909 Checksum of Fill4Me: 2117421323\n 2.909 Checksum of MaxRateCalculator: 3627249033\n 2.909 Checksum of OpteraLib: 1428482756\n 2.909 Checksum of LogisticTrainNetwork: 3107100845\n 2.909 Checksum of LTN_Content_Reader: 1507342899\n 2.909 Checksum of LTN_Tracker_2: 3056088877\n 3.080 Prototype list checksum: 1947517867\n 3.119 Loading sounds...\n 3.173 Info PlayerData.cpp:70: Local player-data.json unavailable\n 3.173 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1586536684\n 3.307 Crop bitmaps.\n 3.328 Parallel Sprite Loader initialized (threads: 7)\n 3.372 Initial atlas bitmap size is 16384\n 3.377 Created atlas bitmap 16384x8528 [none]\n 3.377 Created atlas bitmap 4096x1880 [decal]\n 3.378 Created atlas bitmap 8192x2656 [low-object]\n 3.378 Created atlas bitmap 4096x2320 [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 3.378 Created atlas bitmap 8192x3472 [terrain, mipmap, linear-minification, linear-mip-level]\n 3.378 Created atlas bitmap 4096x1328 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 3.378 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification]\n 3.378 Created atlas bitmap 4096x928 [mipmap]\n 3.379 Created atlas bitmap 4096x2320 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 3.379 Created atlas bitmap 2048x224 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 3.379 Created atlas bitmap 4096x756 [alpha-mask]\n 3.381 Created atlas bitmap 16384x4476 [shadow, linear-magnification, alpha-mask]\n 3.381 Created atlas bitmap 4096x1328 [shadow, mipmap, linear-magnification, alpha-mask]\n 3.385 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 3.630 Parallel Sprite Loader initialized (threads: 7)\n 5.866 Sprites loaded\n 5.878 Generated mipmaps (3) for atlas [2] of size 8192x2656 \n 5.889 Generated mipmaps (3) for atlas [3] of size 4096x2320 \n 5.900 Generated mipmaps (3) for atlas [4] of size 8192x3472 \n 5.911 Generated mipmaps (3) for atlas [5] of size 4096x1328 \n 5.922 Generated mipmaps (3) for atlas [6] of size 4096x1600 \n 5.946 Generated mipmaps (3) for atlas [7] of size 4096x928 \n 5.957 Generated mipmaps (5) for atlas [8] of size 4096x2320 \n 5.968 Generated mipmaps (3) for atlas [12] of size 4096x1328 \n 5.969 Custom mipmaps uploaded.\n 5.975 Custom inputs active: 17\n 6.017 Factorio initialised\n 6.017 Discord overlay detected (DiscordHook64.dll)\n 6.019 Joining game IP ADDR:({62.45.119.153:34197})\n 6.019 Info UDPSocket.cpp:33: Opening socket\n 6.019 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 6.372 Connection refused\n 6.372 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n 6.372 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 6.374 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4\n 7.228 Info AuthServerConnector.cpp:97: Received key from auth server.\n 7.229 Info UDPSocket.cpp:218: Closing socket\n 7.229 Info UDPSocket.cpp:248: Socket closed\n 7.229 Joining game IP ADDR:({62.45.119.153:34197})\n 7.229 Info UDPSocket.cpp:33: Opening socket\n 7.229 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 7.539 Connection refused\n 7.539 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n 7.539 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 7.544 Info UDPSocket.cpp:218: Closing socket\n 7.544 Info UDPSocket.cpp:248: Socket closed\n 12.474 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\saves\\_autosave7.zip: 87096819 bytes.\n 12.554 Loading level.dat: 230033036 bytes.\n 12.559 Info Scenario.cpp:187: Map version 0.18.17-0\n 20.505 Loading script.dat: 504224 bytes.\n 20.507 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n 20.510 Checksum for script __EvoGUI__/control.lua: 759905060\n 20.518 Checksum for script __FARL__/control.lua: 70776587\n 20.521 Checksum for script __YARM__/control.lua: 1580373787\n 20.523 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n 20.524 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n 20.529 Checksum for script __AutoTrash__/control.lua: 3955987536\n 20.543 Checksum for script __factoryplanner__/control.lua: 243860839\n 20.548 Checksum for script __Fill4Me__/control.lua: 1125891319\n 20.550 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n 20.554 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n 20.555 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n 20.567 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n 21.571 Script @__AutoTrash__/control.lua:218: Updating AutoTrash from 5.1.1 to 5.1.2\n 21.853 Script @__LogisticTrainNetwork__/script/init.lua:302: [LTN] Migrating from 1.12.8 to 1.13.0 complete.\n 21.854 Script @__LogisticTrainNetwork__/script/init.lua:308: [LTN] LogisticTrainNetwork 1.13.0 configuration updated.\n 21.854 Script @__OpteraLib__/script/logger.lua:332: <__LTN_Tracker_2__/control.lua:116>\nLTN version changed from 01.12.08 to 01.13.00 . That version is not supported, yet. Depending on the changes to LTN, this could result in issues with LTNT.\n 21.960 Error MainLoop.cpp:1202: Exception at tick 23187421: The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\n 30.449 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\saves\\_autosave77.zip: 87616619 bytes.\n 30.497 Loading level.dat: 230729303 bytes.\n 30.501 Info Scenario.cpp:187: Map version 0.18.17-0\n 38.069 Loading script.dat: 509494 bytes.\n 38.071 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n 38.074 Checksum for script __EvoGUI__/control.lua: 759905060\n 38.082 Checksum for script __FARL__/control.lua: 70776587\n 38.087 Checksum for script __YARM__/control.lua: 1580373787\n 38.089 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n 38.091 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n 38.099 Checksum for script __AutoTrash__/control.lua: 3955987536\n 38.117 Checksum for script __factoryplanner__/control.lua: 243860839\n 38.122 Checksum for script __Fill4Me__/control.lua: 1125891319\n 38.124 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n 38.131 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n 38.145 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n 38.151 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n 39.059 Script @__AutoTrash__/control.lua:218: Updating AutoTrash from 5.1.1 to 5.1.2\n 39.307 Script @__LogisticTrainNetwork__/script/init.lua:302: [LTN] Migrating from 1.12.7 to 1.13.0 complete.\n 39.308 Script @__LogisticTrainNetwork__/script/init.lua:308: [LTN] LogisticTrainNetwork 1.13.0 configuration updated.\n 39.308 Script @__OpteraLib__/script/logger.lua:332: <__LTN_Tracker_2__/control.lua:116>\nLTN version changed from 01.12.07 to 01.13.00 . That version is not supported, yet. Depending on the changes to LTN, this could result in issues with LTNT.\n 39.409 Error MainLoop.cpp:1202: Exception at tick 23187421: The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\n 47.841 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n 56.443 Info UDPSocket.cpp:218: Closing socket\n 56.443 Info UDPSocket.cpp:248: Socket closed\n 56.443 Info UDPSocket.cpp:218: Closing socket\n 56.443 Joining game IP ADDR:({62.45.119.153:34197})\n 56.443 Info UDPSocket.cpp:33: Opening socket\n 56.444 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 56.656 Connection refused\n 56.656 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n 56.656 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 56.658 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4\n 56.834 Info AuthServerConnector.cpp:97: Received key from auth server.\n 56.835 Info UDPSocket.cpp:218: Closing socket\n 56.836 Info UDPSocket.cpp:248: Socket closed\n 56.836 Joining game IP ADDR:({62.45.119.153:34197})\n 56.836 Info UDPSocket.cpp:33: Opening socket\n 56.836 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 57.239 Connection refused\n 57.239 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n 57.239 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n 57.242 Info UDPSocket.cpp:218: Closing socket\n 57.242 Info UDPSocket.cpp:248: Socket closed\n 59.332 Joining game IP ADDR:({62.45.119.153:34197})\n 59.332 Info UDPSocket.cpp:33: Opening socket\n 59.333 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n 59.522 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n 59.522 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n 59.522 Info ClientRouter.cpp:221: ConnectionAccepted\n 69.421 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload\n 69.421 Downloading file C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (86336553 B, 171644 blocks)\n 69.447 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n 156.344 Finished download (86 s, 86.3 MB, 993 kB/s)\n 156.644 Info ClientMultiplayerManager.cpp:730: updateTick(4294967295) map download finished creating scenario 156.644 Info TransferTarget.cpp:184: Received transfer block while not downloading\n\n 156.644 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap)\n 156.644 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip: 86336553 bytes.\n 156.721 Loading level.dat: 227012413 bytes.\n 156.725 Info Scenario.cpp:187: Map version 0.18.18-1\n 161.252 Loading script.dat: 494216 bytes.\n 161.255 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n 161.257 Checksum for script __EvoGUI__/control.lua: 759905060\n 161.266 Checksum for script __FARL__/control.lua: 70776587\n 161.271 Checksum for script __YARM__/control.lua: 1580373787\n 161.274 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n 161.276 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n 161.283 Checksum for script __AutoTrash__/control.lua: 3955987536\n 161.299 Checksum for script __factoryplanner__/control.lua: 243860839\n 161.304 Checksum for script __Fill4Me__/control.lua: 1125891319\n 161.306 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n 161.310 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n 161.311 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n 161.321 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n 161.528 Info ClientMultiplayerManager.cpp:581: UpdateTick(22904277) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)\n 163.012 Info ClientMultiplayerManager.cpp:581: UpdateTick(22904654) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)\n 163.206 Info ClientMultiplayerManager.cpp:581: UpdateTick(22904654) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)\n 163.307 Info GameActionHandler.cpp:4334: UpdateTick (22904660) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n1337.827 Info GameActionHandler.cpp:4334: UpdateTick (22904758) processed PlayerJoinGame peerID(2) playerIndex(1) mode(connect) \n3728.788 Info ClientMultiplayerManager.cpp:581: UpdateTick(23045640) changing state from(InGame) to(WaitingForUserToSaveOrQuitAfterServerLeft)\n3809.057 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n3809.057 Info ClientMultiplayerManager.cpp:581: UpdateTick(23045640) changing state from(WaitingForUserToSaveOrQuitAfterServerLeft) to(Disconnected)\n3810.053 Info UDPSocket.cpp:218: Closing socket\n3810.053 Info UDPSocket.cpp:248: Socket closed\n3813.353 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n3816.187 Info UDPSocket.cpp:218: Closing socket\n3816.187 Info UDPSocket.cpp:248: Socket closed\n3816.187 Info UDPSocket.cpp:218: Closing socket\n3816.187 Joining game IP ADDR:({62.45.119.153:34197})\n3816.187 Info UDPSocket.cpp:33: Opening socket\n3816.187 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n3816.322 Connection refused\n3816.322 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n3816.322 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n3816.324 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4\n3816.890 Info AuthServerConnector.cpp:97: Received key from auth server.\n3816.891 Info UDPSocket.cpp:218: Closing socket\n3816.891 Info UDPSocket.cpp:248: Socket closed\n3816.891 Joining game IP ADDR:({62.45.119.153:34197})\n3816.891 Info UDPSocket.cpp:33: Opening socket\n3816.891 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n3817.005 Connection refused\n3817.005 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n3817.005 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n3817.008 Info UDPSocket.cpp:218: Closing socket\n3817.008 Info UDPSocket.cpp:248: Socket closed\n3819.431 Joining game IP ADDR:({62.45.119.153:34197})\n3819.431 Info UDPSocket.cpp:33: Opening socket\n3819.431 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n3819.539 Connection refused\n3819.539 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n3819.539 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n3819.543 Info UDPSocket.cpp:218: Closing socket\n3819.543 Info UDPSocket.cpp:248: Socket closed\n3821.325 Joining game IP ADDR:({62.45.119.153:34197})\n3821.325 Info UDPSocket.cpp:33: Opening socket\n3821.325 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n3821.423 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n3821.423 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n3821.423 Info ClientRouter.cpp:221: ConnectionAccepted\n3827.789 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload\n3827.789 Downloading file C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (86873786 B, 172712 blocks)\n3827.815 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n3903.181 Finished download (75 s, 86.8 MB, 1.1 MB/s)\n3903.181 Info TransferTarget.cpp:184: Received transfer block while not downloading\n3903.181 Info TransferTarget.cpp:184: Received transfer block while not downloading\n3903.412 Info ClientMultiplayerManager.cpp:730: updateTick(4294967295) map download finished creating scenario\n3903.412 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap)\n3903.412 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip: 86873786 bytes.\n3903.508 Loading level.dat: 229867453 bytes.\n3903.512 Info Scenario.cpp:187: Map version 0.18.18-1\n3908.055 Loading script.dat: 500964 bytes.\n3908.058 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n3908.061 Checksum for script __EvoGUI__/control.lua: 759905060\n3908.069 Checksum for script __FARL__/control.lua: 70776587\n3908.072 Checksum for script __YARM__/control.lua: 1580373787\n3908.074 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n3908.075 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n3908.080 Checksum for script __AutoTrash__/control.lua: 3955987536\n3908.096 Checksum for script __factoryplanner__/control.lua: 243860839\n3908.101 Checksum for script __Fill4Me__/control.lua: 1125891319\n3908.103 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n3908.108 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n3908.109 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n3908.115 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n3908.327 Info ClientMultiplayerManager.cpp:581: UpdateTick(23045641) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)\n3910.364 Info GameActionHandler.cpp:4334: UpdateTick (23046057) processed PlayerJoinGame peerID(2) playerIndex(1) mode(connect) \n3920.320 Info ClientMultiplayerManager.cpp:581: UpdateTick(23047934) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)\n3920.438 Info ClientMultiplayerManager.cpp:581: UpdateTick(23047934) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)\n3920.539 Info GameActionHandler.cpp:4334: UpdateTick (23047940) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n7302.002 Error MainLoop.cpp:1202: Exception at tick 23250714: The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\n7302.002 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: \"The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\"\n7302.002 Info ClientMultiplayerManager.cpp:581: UpdateTick(23250714) changing state from(InGame) to(Failed)\n7410.116 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n7410.116 Info ClientMultiplayerManager.cpp:581: UpdateTick(23250714) changing state from(Failed) to(Disconnected)\n7411.247 Info UDPSocket.cpp:218: Closing socket\n7411.247 Info UDPSocket.cpp:248: Socket closed\n7428.358 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n7431.035 Info UDPSocket.cpp:218: Closing socket\n7431.035 Info UDPSocket.cpp:248: Socket closed\n7431.035 Info UDPSocket.cpp:218: Closing socket\n7431.036 Joining game IP ADDR:({62.45.119.153:34197})\n7431.036 Info UDPSocket.cpp:33: Opening socket\n7431.036 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n7431.188 Connection refused\n7431.188 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n7431.188 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n7431.190 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4\n7431.886 Info AuthServerConnector.cpp:97: Received key from auth server.\n7431.887 Info UDPSocket.cpp:218: Closing socket\n7431.887 Info UDPSocket.cpp:248: Socket closed\n7431.887 Joining game IP ADDR:({62.45.119.153:34197})\n7431.887 Info UDPSocket.cpp:33: Opening socket\n7431.887 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n7432.023 Connection refused\n7432.023 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n7432.023 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n7432.027 Info UDPSocket.cpp:218: Closing socket\n7432.027 Info UDPSocket.cpp:248: Socket closed\n7434.471 Joining game IP ADDR:({62.45.119.153:34197})\n7434.471 Info UDPSocket.cpp:33: Opening socket\n7434.471 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n7434.605 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n7434.605 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n7434.605 Info ClientRouter.cpp:221: ConnectionAccepted\n7440.205 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload\n7440.205 Downloading file C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (86826000 B, 172617 blocks)\n7440.231 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n7507.604 Finished download (67 s, 86.8 MB, 1.2 MB/s)\n7507.836 Info ClientMultiplayerManager.cpp:730: updateTick(4294967295) map download finished creating scenario\n7507.836 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap)\n7507.837 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip: 86826000 bytes.\n7507.904 Loading level.dat: 229593177 bytes.\n7507.909 Info Scenario.cpp:187: Map version 0.18.18-1\n7512.442 Loading script.dat: 501974 bytes.\n7512.444 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n7512.447 Checksum for script __EvoGUI__/control.lua: 759905060\n7512.456 Checksum for script __FARL__/control.lua: 70776587\n7512.459 Checksum for script __YARM__/control.lua: 1580373787\n7512.460 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n7512.462 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n7512.467 Checksum for script __AutoTrash__/control.lua: 3955987536\n7512.482 Checksum for script __factoryplanner__/control.lua: 243860839\n7512.488 Checksum for script __Fill4Me__/control.lua: 1125891319\n7512.490 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n7512.494 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n7512.495 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n7512.502 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n7512.711 Info ClientMultiplayerManager.cpp:581: UpdateTick(23220001) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)\n7514.379 Info ClientMultiplayerManager.cpp:581: UpdateTick(23220387) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)\n7514.471 Info ClientMultiplayerManager.cpp:581: UpdateTick(23220387) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)\n7514.572 Info GameActionHandler.cpp:4334: UpdateTick (23220393) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n7522.905 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n7548.327 Info ClientSynchronizer.cpp:318: Latency changed to (22)\n7563.307 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n7573.315 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7580.440 Info GameActionHandler.cpp:4334: UpdateTick (23224020) processed PlayerJoinGame peerID(2) playerIndex(1) mode(connect) \n7583.323 Info ClientSynchronizer.cpp:318: Latency changed to (29)\n7593.331 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7598.352 Info ClientSynchronizer.cpp:318: Latency changed to (21)\n7608.344 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n7628.342 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n7643.338 Info ClientSynchronizer.cpp:318: Latency changed to (23)\n7653.329 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n7663.370 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n7673.346 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n7678.349 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n7688.341 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n7698.339 Info ClientSynchronizer.cpp:318: Latency changed to (19)\n7708.357 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7718.348 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n7738.331 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7743.352 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n7758.364 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n7768.338 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7773.375 Info ClientSynchronizer.cpp:318: Latency changed to (29)\n7778.346 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n7793.342 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7798.346 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n7818.329 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7828.337 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n7858.361 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n7873.340 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7888.352 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n7898.327 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n7903.348 Info ClientSynchronizer.cpp:318: Latency changed to (33)\n7913.339 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7918.327 Info ClientSynchronizer.cpp:318: Latency changed to (36)\n7928.335 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n7933.339 Info ClientSynchronizer.cpp:318: Latency changed to (35)\n7943.330 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n7948.318 Info ClientSynchronizer.cpp:318: Latency changed to (36)\n7958.343 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7963.347 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n7973.325 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n7983.362 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n7998.341 Info ClientSynchronizer.cpp:318: Latency changed to (33)\n8008.333 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8013.354 Info ClientSynchronizer.cpp:318: Latency changed to (30)\n8023.328 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8028.349 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8038.372 Info ClientSynchronizer.cpp:318: Latency changed to (19)\n8043.321 Info ClientSynchronizer.cpp:318: Latency changed to (27)\n8053.338 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n8058.356 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8068.347 Info ClientSynchronizer.cpp:318: Latency changed to (21)\n8078.339 Info ClientSynchronizer.cpp:318: Latency changed to (33)\n8088.331 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8103.311 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8108.366 Info ClientSynchronizer.cpp:318: Latency changed to (37)\n8118.455 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8123.460 Info ClientSynchronizer.cpp:318: Latency changed to (30)\n8133.467 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8143.491 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8153.456 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8158.488 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8163.476 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8171.465 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({62.45.119.153:34197}): heartbeat sequence number (23683) outside latency window [23699, 24499)\n8171.466 Info UnparsedNetworkMessage.cpp:102: Message data: 27 12 83 5c 00 00 03 34 e9 62 01 02 42 00 e2 50 24 3b 33 e9 62 01 35 e9 62 01 04 24 01 42 ff ff ff 69 4a 8e c0 34 e9 62 01 36 e9 62 01 02 42 00 ef 3f 67 7a 35 e9 62 01 01 0f 35 e9 62 01 00 00\n8173.489 Info ClientSynchronizer.cpp:318: Latency changed to (40)\n8178.456 Info ClientSynchronizer.cpp:318: Latency changed to (43)\n8188.471 Info ClientSynchronizer.cpp:318: Latency changed to (36)\n8193.472 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8198.471 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8208.471 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8213.472 Info ClientSynchronizer.cpp:318: Latency changed to (20)\n8223.489 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n8233.489 Info ClientSynchronizer.cpp:318: Latency changed to (27)\n8238.472 Info ClientSynchronizer.cpp:318: Latency changed to (38)\n8248.472 Info ClientSynchronizer.cpp:318: Latency changed to (21)\n8253.439 Info ClientSynchronizer.cpp:318: Latency changed to (38)\n8263.439 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8268.443 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8278.507 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8288.492 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8298.451 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8308.421 Info ClientSynchronizer.cpp:318: Latency changed to (26)\n8310.284 Info AppManagerStates.cpp:1844: Saving finished\n8323.455 Info ClientSynchronizer.cpp:318: Latency changed to (22)\n8328.454 Info ClientSynchronizer.cpp:318: Latency changed to (19)\n8333.488 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8338.471 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8343.454 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8348.473 Info ClientSynchronizer.cpp:318: Latency changed to (32)\n8358.471 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8378.466 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n8379.925 Error MainLoop.cpp:1202: Exception at tick 23271984: The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\n8379.925 Error ClientMultiplayerManager.cpp:98: MultiplayerManager failed: \"The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\"\n8379.925 Info ClientMultiplayerManager.cpp:581: UpdateTick(23271984) changing state from(InGame) to(Failed)\n8392.960 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n8392.960 Info ClientMultiplayerManager.cpp:581: UpdateTick(23271984) changing state from(Failed) to(Disconnected)\n8394.043 Info UDPSocket.cpp:218: Closing socket\n8394.043 Info UDPSocket.cpp:248: Socket closed\n8401.688 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:0}))\n8415.377 Info UDPSocket.cpp:218: Closing socket\n8415.377 Info UDPSocket.cpp:248: Socket closed\n8415.377 Info UDPSocket.cpp:218: Closing socket\n8415.378 Joining game IP ADDR:({62.45.119.153:34197})\n8415.378 Info UDPSocket.cpp:33: Opening socket\n8415.378 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n8415.505 Connection refused\n8415.505 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n8415.505 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n8415.507 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=4\n8416.188 Info AuthServerConnector.cpp:97: Received key from auth server.\n8416.189 Info UDPSocket.cpp:218: Closing socket\n8416.189 Info UDPSocket.cpp:248: Socket closed\n8416.189 Joining game IP ADDR:({62.45.119.153:34197})\n8416.189 Info UDPSocket.cpp:33: Opening socket\n8416.189 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n8416.306 Connection refused\n8416.306 Info ClientMultiplayerManager.cpp:202: Quitting multiplayer connection.\n8416.306 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(Disconnected)\n8416.309 Info UDPSocket.cpp:218: Closing socket\n8416.309 Info UDPSocket.cpp:248: Socket closed\n8418.492 Joining game IP ADDR:({62.45.119.153:34197})\n8418.492 Info UDPSocket.cpp:33: Opening socket\n8418.492 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Ready) to(Connecting)\n8418.655 Info ClientSynchronizer.cpp:35: Initialized Synchronizer local peer(1) latency(32).\n8418.655 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(Connecting) to(ConnectedWaitingForMap)\n8418.655 Info ClientRouter.cpp:221: ConnectionAccepted\n8423.856 Info ClientMultiplayerManager.cpp:750: Received mapReadyForDownload\n8423.856 Downloading file C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip (86851590 B, 172668 blocks)\n8423.882 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap)\n8494.823 Finished download (70 s, 86.8 MB, 1.2 MB/s)\n8495.050 Info ClientMultiplayerManager.cpp:730: updateTick(4294967295) map download finished creating scenario\n8495.050 Info ClientMultiplayerManager.cpp:581: UpdateTick(4294967295) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap)\n8495.050 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\temp\\mp-download.zip: 86851590 bytes.\n8495.117 Loading level.dat: 229429266 bytes.\n8495.122 Info Scenario.cpp:187: Map version 0.18.18-1\n8499.665 Loading script.dat: 502224 bytes.\n8499.668 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n8499.671 Checksum for script __EvoGUI__/control.lua: 759905060\n8499.680 Checksum for script __FARL__/control.lua: 70776587\n8499.683 Checksum for script __YARM__/control.lua: 1580373787\n8499.685 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n8499.686 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n8499.692 Checksum for script __AutoTrash__/control.lua: 3955987536\n8499.708 Checksum for script __factoryplanner__/control.lua: 243860839\n8499.714 Checksum for script __Fill4Me__/control.lua: 1125891319\n8499.716 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n8499.720 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n8499.721 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n8499.729 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n8499.944 Info ClientMultiplayerManager.cpp:581: UpdateTick(23256001) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)\n8501.964 Info ClientMultiplayerManager.cpp:581: UpdateTick(23256409) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)\n8502.088 Info ClientMultiplayerManager.cpp:581: UpdateTick(23256409) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame)\n8502.206 Info GameActionHandler.cpp:4334: UpdateTick (23256416) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n8510.156 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8513.973 Info GameActionHandler.cpp:4334: UpdateTick (23257123) processed PlayerJoinGame peerID(2) playerIndex(1) mode(connect) \n8515.121 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n8525.238 Info ClientSynchronizer.cpp:318: Latency changed to (32)\n8535.241 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8540.212 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n8550.242 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8555.191 Info ClientSynchronizer.cpp:318: Latency changed to (20)\n8565.216 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8570.204 Info ClientSynchronizer.cpp:318: Latency changed to (19)\n8580.211 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8590.236 Info ClientSynchronizer.cpp:318: Latency changed to (35)\n8600.212 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8630.322 Info ClientSynchronizer.cpp:318: Latency changed to (22)\n8640.326 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8650.325 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8665.348 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8680.328 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n8685.498 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8695.339 Info ClientSynchronizer.cpp:318: Latency changed to (24)\n8700.354 Info ClientSynchronizer.cpp:318: Latency changed to (41)\n8710.306 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8715.305 Info ClientSynchronizer.cpp:318: Latency changed to (20)\n8725.305 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n8730.322 Info ClientSynchronizer.cpp:318: Latency changed to (23)\n8740.340 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n8750.331 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8760.306 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8795.351 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n8805.376 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8810.347 Info ClientSynchronizer.cpp:318: Latency changed to (23)\n8820.355 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8830.346 Info ClientSynchronizer.cpp:318: Latency changed to (21)\n8835.333 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n8840.360 Info ClientSynchronizer.cpp:318: Latency changed to (24)\n8850.379 Info ClientSynchronizer.cpp:318: Latency changed to (32)\n8860.337 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8870.378 Info ClientSynchronizer.cpp:318: Latency changed to (21)\n8875.399 Info ClientSynchronizer.cpp:318: Latency changed to (39)\n8885.390 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n8890.378 Info ClientSynchronizer.cpp:318: Latency changed to (29)\n8900.386 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n8910.377 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8925.389 Info ClientSynchronizer.cpp:318: Latency changed to (32)\n8930.394 Info ClientSynchronizer.cpp:318: Latency changed to (34)\n8940.385 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n8945.372 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n8950.376 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n8960.372 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n8965.405 Info ClientSynchronizer.cpp:318: Latency changed to (24)\n8975.413 Info ClientSynchronizer.cpp:318: Latency changed to (17)\n8985.388 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n8990.393 Info ClientSynchronizer.cpp:318: Latency changed to (30)\n9000.368 Info ClientSynchronizer.cpp:318: Latency changed to (25)\n9005.372 Info ClientSynchronizer.cpp:318: Latency changed to (39)\n9015.364 Info ClientSynchronizer.cpp:318: Latency changed to (19)\n9020.368 Info ClientSynchronizer.cpp:318: Latency changed to (38)\n9030.391 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n9035.362 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n9040.399 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9050.374 Info ClientSynchronizer.cpp:318: Latency changed to (28)\n9060.399 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n9070.373 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n9080.365 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n9095.360 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n9100.364 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n9110.406 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9115.376 Info ClientSynchronizer.cpp:318: Latency changed to (20)\n9125.401 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9130.405 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n9140.413 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9145.384 Info ClientSynchronizer.cpp:318: Latency changed to (30)\n9155.375 Info ClientSynchronizer.cpp:318: Latency changed to (32)\n9165.383 Info ClientSynchronizer.cpp:318: Latency changed to (31)\n9170.387 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n9175.425 Info ClientSynchronizer.cpp:318: Latency changed to (11)\n9195.409 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n9200.379 Info ClientSynchronizer.cpp:318: Latency changed to (20)\n9210.386 Info ClientSynchronizer.cpp:318: Latency changed to (30)\n9220.378 Info ClientSynchronizer.cpp:318: Latency changed to (12)\n9225.399 Info ClientSynchronizer.cpp:318: Latency changed to (13)\n9240.411 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9255.389 Info ClientSynchronizer.cpp:318: Latency changed to (16)\n9260.427 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n9265.431 Info ClientSynchronizer.cpp:318: Latency changed to (33)\n9275.406 Info ClientSynchronizer.cpp:318: Latency changed to (36)\n9285.430 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9290.435 Info ClientSynchronizer.cpp:318: Latency changed to (33)\n9300.426 Info ClientSynchronizer.cpp:318: Latency changed to (14)\n9305.447 Info ClientSynchronizer.cpp:318: Latency changed to (19)\n9315.438 Info ClientSynchronizer.cpp:318: Latency changed to (15)\n9320.525 Info ClientSynchronizer.cpp:318: Latency changed to (18)\n9330.538 Info ClientSynchronizer.cpp:318: Latency changed to (92)\n9335.538 Info ClientSynchronizer.cpp:318: Latency changed to (108)\n9341.930 Info ClientMultiplayerManager.cpp:144: Disconnecting multiplayer connection. Reason: Quit.\n9341.930 Info ClientMultiplayerManager.cpp:581: UpdateTick(23306776) changing state from(InGame) to(DisconnectScheduled)\n9341.954 Info ClientMultiplayerManager.cpp:581: UpdateTick(23306776) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation)\n9342.071 Info ClientMultiplayerManager.cpp:581: UpdateTick(23306776) changing state from(WaitingForDisconnectConfirmation) to(Disconnected)\n9342.071 Info ClientMultiplayerManager.cpp:891: Disconnect notification for peer (1)\n9343.213 Info UDPSocket.cpp:218: Closing socket\n9343.214 Info UDPSocket.cpp:248: Socket closed\n9345.062 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods?page_size=max&full=True&namelist=auto-research%2Cauto-research-redistributed%2CAutoDeconstruct%2CAutoTrash%2CChangeMapSettings%2Ccreative-mod%2CEvoGUI%2Cfactorio-reach%2CFactorioMaps%2Cfactoryplanner%2CFARL%2CFill4Me%2CLogisticTrainNetwork%2Clong-reach%2CLTN_Content_Reader%2CLTN_Tracker%2CLTN_Tracker_2%2CMaxRateCalculator%2COpteraLib%2Crso-mod%2CYARM&version=0.18.18&lang=en\n9376.471 Loading map C:\\Users\\mmevi\\AppData\\Roaming\\Factorio\\saves\\2019-04-01 GameMetKarsten_3.zip: 87700762 bytes.\n9376.527 Loading level.dat: 230417502 bytes.\n9376.531 Info Scenario.cpp:187: Map version 0.18.18-1\n9381.119 Loading script.dat: 502861 bytes.\n9381.121 Checksum for script C:/Users/mmevi/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2214990971\n9381.124 Checksum for script __EvoGUI__/control.lua: 759905060\n9381.133 Checksum for script __FARL__/control.lua: 70776587\n9381.136 Checksum for script __YARM__/control.lua: 1580373787\n9381.138 Checksum for script __auto-research-redistributed__/control.lua: 2062505766\n9381.139 Checksum for script __AutoDeconstruct__/control.lua: 3575844413\n9381.154 Checksum for script __AutoTrash__/control.lua: 3955987536\n9381.170 Checksum for script __factoryplanner__/control.lua: 243860839\n9381.176 Checksum for script __Fill4Me__/control.lua: 1125891319\n9381.178 Checksum for script __MaxRateCalculator__/control.lua: 2592513992\n9381.182 Checksum for script __LogisticTrainNetwork__/control.lua: 3345321120\n9381.183 Checksum for script __LTN_Content_Reader__/control.lua: 3089594493\n9381.190 Checksum for script __LTN_Tracker_2__/control.lua: 2373038913\n9491.714 Info AppManager.cpp:297: Saving to _autosave3 (blocking).\n9495.493 Info AppManagerStates.cpp:1844: Saving finished\n9795.526 Info AppManager.cpp:297: Saving to _autosave1 (blocking).\n9799.418 Info AppManagerStates.cpp:1844: Saving finished\n9839.145 Error MainLoop.cpp:1202: Exception at tick 23294384: The mod LTN - Logistic Train Network (1.13.0) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LogisticTrainNetwork::on_train_changed_state (ID 23)\nThe mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::Custom event (ID 180)\n__LTN_Tracker_2__/script/data_processing.lua:427: attempt to index local 'delivery' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:427: in function <__LTN_Tracker_2__/script/data_processing.lua:424>\nstack traceback:\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__LogisticTrainNetwork__/script/train-events.lua:151: in function 'TrainLeaves'\n\t__LogisticTrainNetwork__/script/train-events.lua:193: in function <__LogisticTrainNetwork__/script/train-events.lua:187>",
"date": "2020-04-15T20:52:31+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "really wish you guys would read changelogs and search the forums before posting this stuff because that LTN Tracker mod is obsolete - the mod page says not to use it. don't use it.",
"date": "2020-04-15T22:24:01+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "also, you opened the bug for LTN itself, while that message clearly indicates the issue is in LTN Tracker..",
"date": "2020-04-15T22:24:44+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "merged into LTN Tracker",
"date": "2020-04-16T06:53:22+00:00",
"quotes": []
},
{
"author": "BeFred",
"content": "Hi, \nI'm playing pyanodon on 18.18 and LTN 1.13.1 non a headless server (have root access). \n \nWe just researched trains and everything with it and I just plotted down my first rails and as soon as I place a LTN train station the game crashes server side. \n \nhere's a log output:\n Code: Select all 626.214 Info ServerMultiplayerManager.cpp:919: updateTick(7594228) received stateChanged peerID(3) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 629.662 Error MainLoop.cpp:1202: Exception at tick 7594435: The mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::on_tick (ID 0)\n__LTN_Tracker_2__/script/data_processing.lua:123: attempt to index field 'lampControl' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:123: in function 'update_stops'\n\t__LTN_Tracker_2__/script/data_processing.lua:323: in function <__LTN_Tracker_2__/script/data_processing.lua:289>\n 629.662 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: \"The mod LTN Tracker_2 (0.10.9) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event LTN_Tracker_2::on_tick (ID 0)\n__LTN_Tracker_2__/script/data_processing.lua:123: attempt to index field 'lampControl' (a nil value)\nstack traceback:\n\t__LTN_Tracker_2__/script/data_processing.lua:123: in function 'update_stops'\n\t__LTN_Tracker_2__/script/data_processing.lua:323: in function <__LTN_Tracker_2__/script/data_processing.lua:289>\"\n 629.662 Info ServerMultiplayerManager.cpp:771: updateTick(7594435) changing state from(InGame) to(Failed)\n 629.678 Quitting: multiplayer error.\n 629.970 Info ServerMultiplayerManager.cpp:136: Quitting multiplayer connection.\n 629.970 Info ServerMultiplayerManager.cpp:771: updateTick(4294967295) changing state from(Failed) to(Closed)\n 630.163 Info UDPSocket.cpp:218: Closing socket\n 630.164 Info UDPSocket.cpp:248: Socket closed\n 630.165 Goodbye\n \n\nCan someone help me? \nCan I help solve the bug? (I am a software developer.) \nDo I maybe need to place something else first or have something specific researched?",
"date": "2020-04-23T17:22:59+00:00",
"quotes": []
},
{
"author": "BeFred",
"content": "ok after checking some things and then re-reading the logs it is LTN tracker which is not LTN \n(which I didn't understand before because it's a modpack and I didn't go through everything) \n \nSo different mod thats broken, would still like to use it",
"date": "2020-04-23T17:51:24+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "merged with all the other posters who can't read",
"date": "2020-04-23T19:10:33+00:00",
"quotes": []
},
{
"author": "eveatch",
"content": "Just downloaded today (May 3, 2020). Still does not appear in the in-game mod search. I was able to download from mod portal and install. My version requires Factorio v0.17. Is there a v0.18 update?",
"date": "2020-05-04T02:11:19+00:00",
"quotes": [
{
"author": "eduran wrote: Wed Feb 13, 2019 3:46 pm",
"content": ""
},
{
"author": "eru wrote: Wed Feb 13, 2019 12:05 pm",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "use LTN Manager.",
"date": "2020-05-06T01:42:50+00:00",
"quotes": [
{
"author": "eveatch wrote: Mon May 04, 2020 2:11 am",
"content": ""
},
{
"author": "eduran wrote: Wed Feb 13, 2019 3:46 pm",
"content": ""
},
{
"author": "eru wrote: Wed Feb 13, 2019 12:05 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "",
"date": "2020-07-22T15:18:04+00:00",
"quotes": [
{
"author": "Optera wrote: Thu Mar 05, 2020 7:44 pm",
"content": ""
},
{
"author": "seven0fx wrote: Thu Mar 05, 2020 7:28 pm",
"content": ""
}
]
}
] | 10
|
2019-02-10T10:10:43-06:00
|
forum-topic-47883
|
47883
|
Factorio Forums • Gate wall patch
|
Not sure if this is a complicated request but it would be awesome if the wall_patch property of the gate entity could be specified directly in the wall entity prototype (similar to how wall_diode_green and wall_diode_red are specified in the wall, rather than the gate). This would allow for custom wall entities that patch the gap between the gate and the wall using custom sprites rather than having to create entirely new gate entities for each type of wall.
|
[
{
"author": "",
"content": "I noticed this is now implemented in 0.17 through the gate_connection_patch property. Thanks!",
"date": "",
"quotes": []
}
] | 1
| ||||
forum-topic-111082
|
111082
|
Self-balancing Kovarex setup
|
Mechanical Throughput Magic (circuit-free)
|
https://forums.factorio.com/viewtopic.php?t=111082
|
TBC_x
|
So I came up with Kovarex setup that uses belt and inserter mechanics to achieve self-balancing.
Now deadlock-free!
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 Copy blueprint
Screenshot
Factorio - deadlock-free self-balancing kovarex.png (1016.4 KiB) Viewed 4579 times
We can use to our advantage the way inserters pick items up from the belt, first we need to set up the inserters to feed back to the same centrifuge. When the centrifuge consumes the items as it starts spinning the inserter tries to top it up and it will pick whatever it needs from the closest lane on the belt. In our case that is U-238 on the inner lane, letting any U-235 from the last cycle through. This can be more fine-tuned by overriding stack size on the inserter (not tested).
The yellow belt slows the entire thing down and ensures that the loop won't get stuck as more U-238 is inserted on the belt.
Advantages:
- No circuits or wires whatsoever
- Very simple, you just create a loop and place centrifuges on the inside
- Easy to scale
- Can be extended with beacons pretty easily, as it is based on very simple principles
- No deadlocks once it's full
Disadvantages:
- Takes a long time before it produces U-235
Old design
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 Copy blueprint
Screenshot
Factorio - self-balancing kovarex.png (2.54 MiB) Viewed 4700 times
|
[
{
"author": "mmmPI",
"content": "The beacons are somewhat in the way but otherwise this could be modified by making only a small loop for the first 2 centrifuge and then use splitter priority so that only when the first small loop is filled with U-235 it would start overflowing on the rest of the centrifuges or on the next little loop for 2 centrifuge, a bit similar to a chain with rings interlockling. To keep it circuit free, but still force some priority on the first centrifuges so that the first 40 U-235 don't end up split amongst many idle centrifuge but all in the first one or 2 to get it to start producing faster. It wouldn't be perfect priority system but would help in that direction in case that is a concern \n \nAlso i think maybe later you will be tempted to include an input lane for the recycled U-238 from used fuel with priority over the newly mined U-238 but not over the U-238 coming out of the centrifuge, which should be easy to add to your system using the same tricks you used already but may require switching the side for the input belt coming from north. \n \nI like your blueprint, it also doesn't use filter inserter, which is often a choice to help separate materials on different side of belts for outputs, but you found your way without it, keeping it simple/cheap.",
"date": "2024-02-04T06:33:09+00:00",
"quotes": [
{
"author": "TBC_x wrote: Sat Feb 03, 2024 10:13 pm",
"content": ""
}
]
},
{
"author": "TBC_x",
"content": "The beautiful thing is that you can modify it whatever way you want. I didn't even attempt to optimize it yet. I just build it in my base, put in some U-235 and forget about it. I think each centrifuge will feed up to 4 centrifuges down the line, then the following ones will top up to 80. Haven't really spent too much time figuring out exactly how it works. \n \nOf course you can make more space between the centrifuges and the beacons for more stuff.",
"date": "2024-02-04T10:45:50+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "I had such setups before (I get bald from pulling my hair off from debugging my deadlocked kovarex setups), and unfortunately they all clog at one splitter later when U-235 or U-238 output overflows. \n \nYour setup as well. Consider the u-235 chests are full and U-235 is accumulating at the outer ring. After some hours, the outer ring fills with u-235 and a few u-238 and the centrifuges are stalling with \"output full\". \n \nSince the centrifuges are full, the inner ring with u-238 will stall. \nThe outer ring will continue to run, since there is less u-235 than u-238, but only as long as there is space for u-238 in the belt piece after the right splitter. Both lanes of that belt piece will fill with u-238. The left lane from the occasional u-238 from the centrifuge output. As soon as this belt piece is full with u-238, the splitter stalls. \nYou try to avoid this situation by adding a slower belt piece (great idea!), however if stuff fills fills up, this doesn't help any more. \n \nThis will look like this:\n \n \n \n Screenshot 2024-02-04 152853.png (957.29 KiB) Viewed 4613 times \n \n \n\nAnd that's the final state. If U-235 is consumed again, the splitter is still clogged with u-238 and the ring stays stalled:\n \n \n \n Screenshot 2024-02-04 153202.png (174.19 KiB) Viewed 4613 times",
"date": "2024-02-04T14:33:56+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I think this one has a slight difference that allow a full circle at red belt speed for the bad 238 uranium despite the presence of the yellow belts in the good 235 uranium loop. \nIt's a modification from the original with which i couldn't reproduce the problem you mentionned, not sure if it's just a matter of buffering the extra \"bad\" uranium 238 that could be leftover in the array of centrifuge or if it's something else. I have memories of using design based on similar logic that didn't create problems. \n \n \n \n seemok.png (243.72 KiB) Viewed 4583 times \n \n \n 0eNq9W9tu4zgM/Rc/JwtRV6u/sigCJ1FbYx078KWYoui/r5y0aaeRpiSNzFPSxDlHF/KQotjXYttM4djX7VjcvRb1rmuH4u7f12KoH9uqmT8bX46huCvqMRyKVdFWh/mvXWjHvn6YHkPxtirqdh9+FXfwtvrxhw/VMK7HvmqHY9eP621oxi8I8u1+VUToeqzDeRynP1427XTYhj5SXICGaTuM1Vh3bQQ/dkN9ehtpI8zaqPjgS3wDNoK3oX582nZTP0PKlRP380C/IcsL8iHs6+mwDk3YxTnu1seuCSkOqf8x7yzx3XceSJGoP65DikN+49jXfRzW6RGdINC/E9TtEPoxfpGChgu0idAJMEMeLeRHaxMEdsFySMxyuAUECkNQ/k4wRTPuH/suvmIoxBXF6uI17XGaPeOK0S+YEmCmBOLC8DO4Uh/gJWbDASjYkoYtKdhAw1YUbEHD1gRsWdKwDQXb07Dp3uu+EqQg6f5qPyD99zHLFEHJHzOOwFMWXGcXPIUtBXnwhkYAZAKdXZ2UtEjJnwFq+eWCAHu9RKsipkNj3zWbbXiqnuuun3+2q/vdVI+b0FbbJmz29TC/FncPVTOE1eXrPlT7zVPV7jczSBxnTArGfvryxMfn50cP3T7MKVRqVpo8K0XbeHqkFzQCy08lcARk5YCSRkBWDvA0AnJgB0siUGT5AEcjIMsH5PUpJR/qm3wMx6Yec9lteQZ2J+BuGmM6tYnnnK6PiBGgj6l6Mr9SikDiziT2RPJQN/Nzd8UUJz6fIKQyRYq7CQ9pas0Pfw61Q4Yv8BZFYPkELp0TKEfYj4s9uSspJ2xDyQ8iFpM5Kb/k1ODyh4bzHFNz0oIfQjIbo4EPaTOQkq8gFnU8VnwChyLQ/AQzcwrXhg+pM5CWUCawX8F+tG3tUjWiPzr++aAdUeuTEf/XPVd9+LUObV/vng4RZH3su10YhggzF5OGGSN+tJ/iOJ4j+TrmTlMT1moWpdSYPh16G6pdumL0mXCcx3NhGo4h7H+k8Mhpf6YdN5+2EfhdBtoumwWh3mD8yCxQAlShzCi+V8lMuUxzvEpi4qpZoAEqM1rLsQ7caB1/81BlPVPyCVBlPeM5Wykwi2MFfytFeist8CEhAyk5CwCooq8iRwhxa6m0mhQhBCNCWEOOELefNksDcGbuONA4A1rg/QLj/dbzCVAldido11hwdbm0KsUKlE/dMTlguC5q4Z1k60xGuRw/CmeEy2mqushbe5kzFHGRDG1xlqott580x/9xVsh3f5xz8r0fpS4l1vnnS6eU80f1AJ28wy75iUAmpy35Lp/JO0vFkCeFCTmlZpgcDtmwTQJ3i2zZ+Kh8uXTsXcxUEEr+RVqmzFFyUm7UYdULBrLB2IUHarAxt9ZdLynBxjCCjVfUYHP7SXM8H2c7hoGMsx2+z6MqKJ5/CEcVUDxfATLVX+/ZiJkSNQiO6ztU94Mg+355azcAQXL+kuH8IMje/xemzXF/5C7zI7/DNVvxZcDiCPixP9elI/iu73OQnOiP68gBThkcCc0vg6P6ZQD4ZfASR7DgAJ450wPw78AAcpiGU9QQuJ5Ezm3YdS9l2kLI12HvwLfUSyDdh70PiBgngHwh9hcmLjlSgLQiCRxsnBVJvgwge34l/2IcBI5hgSpkihMg+ddioHKYlt2Ec90ynrYUx+6CxDKU7DYcLINnN38gGejtapcWGSwDsJsSsQyS3VeJZVDstkQsg2Z3VmIZDLsxEctg2b2VWAb+aRvLsKDsjSoSwpe2NNytlMdXpkFTq95X4B83Xvfn6D8nL5d/XVsVz6EfzgG0BO28dKX2ynr79vY/Srzhjw== Copy blueprint \n \nMaking an interlocking chain to unlock groups of centrifuges progressively is harder than i thought without using several lane of inputs or different full belts for 235 and 238 or filter inserters which would change too much the original creation.",
"date": "2024-02-04T18:19:32+00:00",
"quotes": [
{
"author": "Tertius wrote: Sun Feb 04, 2024 2:33 pm",
"content": ""
}
]
},
{
"author": "TBC_x",
"content": "A full centrifuge might output up to 6 U-238. 2 for the current cycle and 4 from the following two cycles depending on inserter stack size. \n \nI've nailed the deadlocking issue down to insufficient buffering of U-238 on the outer lane. The belt between the splitter and the merge might fill up and block the flow of U-235. You need to be able to buffer at least 6 U-238 per centrifuge. The new design should be fine with something over 800 centrifuges. I've updated the BP with the fixed design. \n \nI haven't properly tested the worst case scenario when all the centrifuges output U-238 so the figures above might be wrong, but the design should absorb all excess U-238 on the outer lane.",
"date": "2024-02-04T18:41:37+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Oh, you used a chest for buffering. I guess this will last longer until it congests than the lifetime of a map. \nYou added a quite complex belt+inserter setup. I did that too in my designs, however I was never satisfied with the added spaghetti. Not simple enough any more. I resorted to wiring 2 belt pieces in the end, sacrificing the \"no circuit\" wish. \n \nThe generic issue with deadlocks of this kind is the mixed U-235/U-238 lane. As long there is such a mixed lane and a filtering splitter sorting this lane, and an item needs to change to \"the other\" output due to filtering, and \"the other\" output is congested, the splitter will block. \n \nWith uranium processing, there are 2 such situations: ore refining with mostly U-238 and occasional U-235, and kovarex with mostly U-235 and occasional U-238. \nEither you sort the material with filter inserters and never have mixed lanes, or you keep the belt lane after the splitter free, so items can change to the other output internally.",
"date": "2024-02-05T02:04:43+00:00",
"quotes": []
}
] | 6
|
2024-02-03T16:13:56-06:00
|
forum-topic-123464
|
123464
|
[boskid][2.0.23] Selector Combinator wrong sound
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=123464
|
Vio
|
As the title suggests, the Selector Combinator doesn't play the same sound as the other combinators when interacted with. Instead it uses the same sounds as Assembling Machines, Centrifuges and Splitters.
|
[
{
"author": "kefkja",
"content": "I second this post! Just noticed it today, it plays an entirely different sound Immersion ruined!",
"date": "2025-01-17T18:00:02+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "looks like the power switch & programmable speaker use the machine noise as well",
"date": "2025-01-17T18:32:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Meh, fixed for 2.0.32.",
"date": "2025-01-18T12:25:50+00:00",
"quotes": []
}
] | 3
|
2024-12-01T08:43:51-06:00
|
forum-topic-116018
|
116018
|
[Klonan][2.0.5] Research effect bonus tooltip wrong (upgrade/percentage/technology) MR
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=116018
|
Phoenix27833
|
After you have researched worker robot speed the effect tooltip changes from showing [+0% -> +35%] to [+35% -> +70%]
I would expect it to still show the effect of this research which was [+0% -> +35%]
Also unresearched upgrades should show their effect
10-18-2024, 12-44-03.png (67.69 KiB) Viewed 945 times
10-18-2024, 12-54-49.png (81.95 KiB) Viewed 942 times
|
[
{
"author": "frodo",
"content": "I observed this bug in [2.0.10] in many more multi stepped technologies involving some kind of increasing bonus. \n \nIf I queue up multiple researches that enhance the same property, the tooltip of the first queued research is correct: +<increase of bonus> [+<current bonus> --> +<bonus after research>] \n \nBut for the second research in the queue, the current bonus and the bonus after research ignore the increase of the bonus of the first research, which will always happen before the second research can start (because of the research dependency). \n \n \n \n 10-24-2024, 19-00-30.png (175.98 KiB) Viewed 835 times \n \n \n \n \n 10-24-2024, 19-01-13.png (181.93 KiB) Viewed 835 times \n \n \n\nI expect to see +60% [+190% -> +250%] in the tooltip for lab research speed 6 (second picture). \n \nThe same effect can be observed on many other researches as well, like robot cargo size, or steel plate productivity.",
"date": "2024-10-24T17:08:03+00:00",
"quotes": []
},
{
"author": "",
"content": "Ref 117228 116768 118369 120023",
"date": "2024-10-24T19:46:52+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Ref 118277 , 118981 , 119686 , 120378 , 122039 , 123985 , 124374 , 124794 , 126250 , 126723 .",
"date": "2024-11-01T13:52:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This was discussed internally and decided that it will remain as is. There is no functional way to show anything else meaningful given you can view the tooltips for unresearched and researched technologies. \n \nIt always shows what applying *that effect* *right now* would give.",
"date": "2025-03-14T21:15:25+00:00",
"quotes": []
}
] | 4
|
2024-10-18T05:46:27-05:00
|
forum-topic-91752
|
91752
|
Yuoki for Factorio 1.1.0
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=91752
|
ChurchOrganist
|
You all probably know that Factorio 1.1.0 is out now.
Some of you may also be aware that the base Yuoki mod throws errors if you try to run it in the new version.
The good news is that I have now got an error free version running with Factorio 1.1.0, but I want to do a few changes to stack sizes and implement fast replace on some entities before I release.
If you're desperate to play Yuoki with Factorio 1.1.0 drop me a personal message and I will send you the fixed version.
I haven't yet tried the other Yuoki mods - that joy is yet to come
|
[
{
"author": "ChurchOrganist",
"content": "The code changes to make the Yuoki Base mod compatible with Factorio 1.1.0 are no up as a pull request at Github..... \n https://github.com/Yuoki-Industries/yuoki/pull/17/files \n \nThis is not an official release yet, but those of you desparate for a fix may find this helpful. \n \n!!!!!!!Only modify your mod files if you know what you are doing!!!!!!!",
"date": "2020-11-25T09:32:10+00:00",
"quotes": []
},
{
"author": "ChurchOrganist",
"content": "Just done a Factorio 1.1 compatible release for the main mod. \n \nHopefully Yuokitani will have it up on the mod portal soon. \n \nUntil then you can get it from the Github repository....... \n \n https://github.com/Yuoki-Industries/yuo ... ag/v1.1.02 \n \nHoping to release Factorio 1.1 versions of YI Engines & YI Railways by the weekend",
"date": "2020-11-26T09:32:57+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "many thanks churchorganist, i was just recently trying to find yuoki mods now that i updated to 1.1.1 and could not see it in the in-game mod search.",
"date": "2020-11-27T01:10:33+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "i must also add, that the best games i ever played, were \n \nAngelBobYuoki (as main mods) - thanks arumba for the original base-set of AngelBobs. \n \n(and the pyanadon mods game as a separate game - the mushrooms are the key)",
"date": "2020-11-27T01:12:30+00:00",
"quotes": []
},
{
"author": "ChurchOrganist",
"content": "YI Engines is now released on Github. \n \n https://github.com/Yuoki-Industries/yuo ... ag/v1.1.00 \n \nI have messaged YuokiTani, so hopefully there will be versions up on the mod portal shortly.",
"date": "2020-11-27T08:26:33+00:00",
"quotes": []
},
{
"author": "foodfactorio",
"content": "ok cool",
"date": "2020-11-28T03:45:06+00:00",
"quotes": []
},
{
"author": "JohnJuanJean",
"content": "Anyone used Editor Extensions with YI Engines? \n \n Topic in Editor Extended Thread",
"date": "2021-01-14T07:06:34+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
}
] | 7
|
2020-11-24T05:58:03-06:00
|
forum-topic-117317
|
117317
|
[kovarex] Force Ghost Placing Parameterized Blueprint doesnt set paremeters in some situations
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=117317
|
BiffBish
|
Force Ghost Placing Parameterized Blueprint on top of existing chest of different type doesnt set logistic filter parameter
Blueprint string of blueprint used in question
Code: Select all 0eNqFU11vgkAQ/C/7fBilgpW0T/0LfTOGHLDqJnDo3WFrDP+9u4dKrP0IL8fc7M7sLJyhqDvcWzIesjNQ2RoH2eoMjrZG14IZ3SBk4Hxr9RajcofOQ6+ATIWfkM36tQI0njzhUBpeTrnpmgItE9TPLRTsW8dVrREV7hTN00mi4ARZnEwSVmAz3rZ1XuBOH6m1wivJlh35nO+qUJyj0UWNFWQbXTvkMouHjgXyDdUerZMqh6VwB39X4wpujDv04navLR/4Ppqy10Ona56KcdPahpMRe41wvBiD1wB0EiMnwk+vHpKIb7032vmIjEPL/f9MIg1JVGSHCSB7/juXWxredqge4xLuhizHM27Yn/Zi6kjWd2Gy674CI8Ij2pPfkdnCsBTntcwZT6ffQniBvpfP4YPtSqqrmZqpWM3WjN3iHOK+aFI1yr0LpAT6Jfzobor/NxJ2cBG67EBdDxmw/VH7LaxOvJPHhoHxt1DA87sgmqTxcr5cJvPpIk0XT33/BU3rGJk=
Attached is a full reproduction of the bug,
Im not sure how to attach and embed video automaticlly, So im trying a few options
|
[
{
"author": "",
"content": "Hello, I tried to reproduce it in the current version, and it seems to be working properly, so the bug was fixed sometime in the meantime",
"date": "2024-11-18T06:38:37+00:00",
"quotes": []
}
] | 1
|
2024-10-24T21:14:04-05:00
|
forum-topic-124550
|
124550
|
Factorio Forums • Version 2.0.26
|
Minor Features
Re-added the sandbox scenario questionnaire.
Changes
Space age mods no longer count as "has mods" in the server browser. ( 117812 )
Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. ( 124377 )
Optimizations
Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. ( 118736 )
Improved asteroid update performance by up to 20%.
Bugfixes
Fixed a crash at startup when mods would define fluid with no fuel value as a fluid energy source fuel. ( 124177 )
Fixed that LuaPlayer::opened did not work with equipment grids. ( 123922 )
Fixed some asteroid graphic variations were defined twice. ( 123453 )
Fixed that it was possible to click the update selected mods button while update data was being fetched. ( 124094 )
Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. ( 123992 )
Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. ( 123380 )
Fixed fulgorite pieces icon had empty mipmaps. ( 121347 )
Fixed that rocket silos would not launch quickly when there were platform requests that couldn't be satisfied. ( 122321 )
Fixed a crash when building terrain in remote view. ( 124420 )
Fixed that layered quality icons did not work correctly in recipe overlays. ( 122184 )
Fixed that "hidden in factoriopedia" technologies still showed in Factoriopedia. ( 123695 )
Fixed a crash when mods set ItemRequestProxy::active to false. ( 124022 )
Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles.
Fixed a crash when mining closed power switch. ( 124455 )
Fixed a performance issue when rendering radar minimap visualization. ( 124400 )
Fixed a crash when clicking give-item technology modifiers in the technology GUI. ( 124525 )
Fixed a crash when a recipe has a research-progress result. ( 124509 )
Scripting
Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.
Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.
Added LuaEntity::is_freezable read and frozen read.
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": "GOATED",
"date": "",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Oh, what a Tease! I thought for a minute that it may have been possible to place Hazard Concrete on a Space Platform…. But this only works in the Scenario Editor.",
"date": "",
"quotes": [
{
"author": "FactorioBot wrote: Mon Dec 16, 2024 5:20 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I want Hazard Space Platform now, thanks...",
"date": "",
"quotes": [
{
"author": "eugenekay wrote: Mon Dec 16, 2024 5:42 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Mon Dec 16, 2024 5:20 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Please make the ingame Updater show the amount of MB to download and not a generic \"it quite a lot to download and can take a long time\".",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yes, please, when downloading files, please display not just a progress bar, but downloaded/left and speed. \nIn general, of course, this is not critical at all, but it would be convenient to plan your time a little.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Casually dropping huge performance optimisations, classic Wube move. Thumbs up!",
"date": "",
"quotes": [
{
"author": "FactorioBot wrote: Mon Dec 16, 2024 5:20 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I was trying a 750Km/s ship on the shattered planet run (2.0.28) - UPS plummeted to around 12 on an i14900K+RTX4090 (1440 res) system by the half way point due to the vast number of asteroid chunks at this speed (yes that was 750Km/s still at the half way point) and gave up and deleted it due to lagging the entire game and making it unplayable whatever you were looking at/doing. The first few tiles of the ship were invisible/sparkling because of the dust/fog or whatever it is. \n \nInterestingly the legendary collectors on it were never having to move more than a tile or so to collect due to the very high density of chunks. \n \nI guess this counts as an outlier, so I post this just as FYI \n \nMight be worth considering capping the max amount of chunks debris/particles or whatever that gets spawned if even a high end computer cant cope with this. \n \n(For anyone curious - no it wasnt a spike ship, but a big 2000+ ton thing with a lot of legendary thrusters and missile launchers on it).",
"date": "",
"quotes": [
{
"author": "FactorioBot wrote: Mon Dec 16, 2024 5:20 pm",
"content": ""
}
]
}
] | 7
| ||||
forum-topic-85195
|
85195
|
Abandoned Labolatory 3 - Day 1
|
Maps and Scenarios
|
https://forums.factorio.com/viewtopic.php?t=85195
|
PanTobi
|
Day one in title means that i was working on this map only one Day ^_^ lol
Yes i started Yesterday
But Scenario is already playable
TL:DR ( i don't want to write too much anywaa )
You are in underground Labolatory, Survive and build Epic Factory ^_^
Later you can use Trains to travel to other labolatories, connect Caves and Labolatories together to Send Rocket
Here is Map:
Abandoned Labolatory 3.rar
(553.32 KiB) Downloaded 419 times
Tell me what u think and send SS from Your game plz ^_^...
Today im gonna work on Skyrim Braverock 4 Mod, tomorrow im gonna work on my little Game...
so probably i will update this map in next 3/4 days ...
|
[
{
"author": "rph",
"content": "nice work, would be great to see progress on this development! \n \ni like the adventure game aspects for opening/closing the gates for example, you could add even more of these riddles \n \nsome ideas: \n- is it possible to disable the manual production of certain items? so for example you need to go deeper into the labs to find assembling machines that produce these items \n- is it possible to disable labs/research and make the technology available when you discover certain areas in the map?",
"date": "2020-05-23T12:54:29+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "About question 1: \nI think yes, it is possible to disable crafting, because its possible on PVP Scenario \n \nAround Labolatory u have some ASM machines that can craft items for u even if you dont have research ;x... \n \n \nAbout question 2: \nYes, it is probably possible but i dont know how ^_^ i saw few Mods using Areas but idk how they are made ;x...",
"date": "2020-05-23T19:50:56+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "would it be possible to upload pictures of the map?",
"date": "2020-05-24T01:12:17+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "@lilstrip \nHow about Video? ^_^ \n \nHere: https://www.youtube.com/watch?v=e3Zw5C5KzrA \n \nCreative Mode don't work on Factorio 0.18.27 so i can't rly work on Map without this Mod.... \nHowever Labolatory have some more Stuff like: \n \n 1) Power Control Rooms \n - Each labolatory will have its own Power Control Room \n in order to enable all main lights in labolatory You have to get acces to Power Room and enable power for your Labolatory \n \nFirst Labolatory have free acces to Power Control Room, other Lab-s will have some defense systems ( biters or labs by thier own ) \n \n 2) More Caves with resources ( but there is no connection between caves yet ) \n 3) Immortal Mutant Biters ( Special biters that u can only run from - can't be killed ) || or u can lock them in special lockers ... \n 4) Thanks to Heat Interface im working on Nuclear Reactor that dont require Nuclear Cells \n 5) You can play as Pirate ^_^ \n - its still WIP idea and im testing it on other Map \n but idea is to create Trains that visit Labolatories from time to time, you can force them to stop and stole items inside thier wagons \n \n but im not sure about stop system \n maybe they JUST stop and you can steal items",
"date": "2020-05-27T18:58:11+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "@prh \nIt is possible to disable handcrafting ^_^ \n \nand i disabled handcrafting for around 90% recipes, You can craft only most basic items \nif You want to craft better stuff u have to use Assembling Machines ( or Broken Ship parts all around Labs )",
"date": "2020-05-27T21:07:09+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "I love what you did with the map! Gives me a underrail vibe \n \nI might base some of the things you included in your map on the new version of nauvis post collapse. Ive been thinking of making a underground section for my map which is something ive always wanted to do and if I were to do it I would try to make it look like what you made!",
"date": "2020-06-03T21:56:57+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "played around your map and I am curious to see where this will go",
"date": "2020-06-04T07:46:40+00:00",
"quotes": []
}
] | 7
|
2020-05-22T22:06:24-05:00
|
forum-topic-25074
|
25074
|
Factorio Forums • [EN+HE] My testing grounds mod pack (mod's I translate) מודים שאני מתרגם לעברית ומציג בשידור
|
עברית אחרי האנגלית
Following is the list of mods I use on my stream when testing the hebrew translations with download links
שבו אני בודק את התרגומים שאני מוסיף עם קישורים להורדות בשידור להלן רשימת המודים/הרחבות שאני משתמש
Since Factorio 0.13 came out with a mod portal There is no need to use the links in here - just get those mods from there
כיוון שיצאה גירסאת פקטוריו 0.13 שכוללת פורטל מודים, אין סיבה להשתמש בקישורים כאן, פשוט מצאו את המודים באתר לפי השמות כאן
5dim's (core + decoration)
Advanced logistics system
AmmoBox
Autotrash
Easy Belt Layer
EvoGui
F.A.R.L.
Fluid Barrel
Foreman - Blueprint Manager
Larger Inventory
MoreLights
MoreLogisticsSlots
Rail Tanker - Liquid transport
Red Alerts
Roadworks
YARM ( Resource Monitor)
If you have a mod you'd like me to translate go ahead and suggest it and I might check it out
אם יש מוד שאתם רוצים שאתרגם, אתם מוזמנים להציע ואבדוק אותו
|
[] | 0
| ||||
forum-topic-124086
|
124086
|
"Simple" Auto-scaling train supply depot
|
Railway Setups
|
https://forums.factorio.com/viewtopic.php?t=124086
|
ruhroh
|
Still mostly a noob at this game...but I've finally worked through a design on my own without any direct help from the forums or youtube. That is to say, I didn't look at any other designs...only at the fundamentals like : "How does a combinator work?" and "What is an SR latch?".
It's one of my first designs that's made me genuinely happy. Thought it'd be worth sharing.(I hope?) Though, it wouldn't surprise me if something like this already exists...or if this design has some fatal flaw that I've overlooked...(Though it has been happily running for the last 10 hours of game-time...)
Works with version 2.0.23 of Factorio space age, no mods required.
Open to critique / improvement ideas as well...As I'd be incredibly surprised if I didn't screw up at least *something*.
The design
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 Copy blueprint
Basic automation photos for train and stops
Basic train automation
Zero item interrupt
Skip home and go to the next outpost, if active
The stop itself...
What it does
- Only a single train needed, to supply multiple robo-port based outposts for perimeter defense
- Works in either a to/from, or loop setup. Shown above is the looped setup train config...but flip the 2nd train engine around and it does to/from without needing to change the station blueprint design. But if single line, then make sure there are no loops in the railway, because if the train turns itself around, then it'll show up to the stop backwards...and won't be able to unload.
- Automatically scales/adjusts the supplies needed at any given outpost using arithmetic combinators, based on the number of robo-ports in the network being supplied. Slap down another robo-port in that station's network? The station will adjust it's item demands for that automatically.
- Uses the almighty SR-latch, to only summon train-sama when any one supply type is low, refilling everything back to 100% during the supply visit.
- Indicator lights to show what the status is. Red = Needs supplies, Green = Reset state / Everything is at 100%, Yellow = after reset, supplies not at 100%, but not low enough for concern...
*** Red + Green at the same time = something is screwed up / I screwed something up / agggghhhhhhh
- Uses interrupts to keep train-sama from heading home if there are other outposts that need resupply. (Currently untested though/hasn't happened yet)
- Uses an interrupting interrupt to send train-sama back home if any one of its own supply items hits 0 in cargo. (Tested and working...)
But why
-- Because I'm inherently lazy, that's why...And also it was kinda fun! But also, also :
-- All outpost stations actually require having the same name for this to work, which is great! And it means no more having to name each and every single one of them...
-- Did I mention that it works using just one train? Yeah...No more multi-train waiting groups, loading stations...Rail...signals...ugh...no, that's just too much effort. With the addition of raised railways, having a single train dedicated to a single railway line, has helped me realize this dream.
-- No more changing parameters for each and every station. Sure, I could just dump a cargo train worth of items into every single station outpost, but that to me seems really inefficient, and just...well, bad. I want my [roughly] 100 repair packs, 50 walls, 10 logistic bots, 10 construction bots and 1,250 light oil for every roboport in the network at any given station...I don't want to have to count how many robo-ports I put down...or change any of the values for the combinators, grabby arms, pump...ugh...just, ack!, no.
-- A newly placed station will automatically summon the train, so long as it can get there. Given that the initial condition for the circuit will be 0 items in network, this *should* trigger the SR-latches "set" state condition...Which means I don't even have to interact with the train at all to get it there, so long as it's on autopilot. Can also keep that one train active and out resupplying things, while I go add in new outposts...which it will then come visit without me having to ask less than nicely...(So long...as it can path there...which would be my own fault)
-- Copies/uses the provided robo-port + chest settings to evenly store and distribute supplies across great distances. Having the items stored/distributed evenly next to each of the robo-ports cuts down on travel time, and helps keep the robos *behind* the walls. The 2x passive provider chests are there to store any minor excess the grabby arms happen to steal off the train...or any extra-extra supplies one might want sitting at the station.
I also had/have the idea for a more detailed overview of this thing, explaining it in excruciatingly painful detail : the controller circuit, the SR-latch, etc...but I don't even know if anyone would actually be interested in such a thing...alas...lazy to the bitter end!
Hopefully this design was interesting enough to warrant the read...I know I at least had some fun with it...And it has significantly helped improve my sanity while setting up larger perimeters.
-Thanks for reading!
|
[
{
"author": "Tertius",
"content": "Consider using the real signals to compare if there is demand or not. Not the replacement signals (ghosts, lines). \nYou can multiply the demand by -1 and wire inventory + negated demand to the inserters, then activate the inserter if its item < 0. \nOr you can directly subtract demand from inventory in an arithmetic combinator. Use one wire color for demand, the other wire color for inventory, and in the combinator check only the corresponding wire colors in the 2 operands, e. g. inventory[green]-demand[red]=difference. Then activate an inserter if its item < 0. \nOr you use a decider combinator instead of the arithmetic combinator and compare inventory < demand, output EACH=1. This results in a 1 for every item where there is demand, so you can activate the corresponding inserter if its item=1. \n \nOther ideas: \n- consider adding a trash wagon to bring back trash/surplus items from the perimeter back to the home base. If you as player visit a perimeter roboport range, your trash items are emptied into the perimeter logistics network, which can be a blessing or a curse - depending on how you see it. This way you can bring back that trash to the home base. \n- dynamically allocate space in the wagon and load/unload and allow an arbitrary number of different items. Currently, you're limited to 12 different items (if you use fixed inserters, one for each item, you cannot have more than 12 per wagon). There exist setups with a single inserter that extracts one item after the other instead of hardcoding one item in the inserter filter. \n- Remove the necessity to define items in the interrupts. Instead, read the train content from the station and let the station circuits decide if the train needs a refill at the home base or can go to the next perimeter station. \n- if you compute the exact number of missing items a I suggested above, use the exact number as inserter stack size and unload exactly this number of items with a bulk inserter. Not a single one more.",
"date": "2024-12-09T12:36:05+00:00",
"quotes": []
},
{
"author": "ruhroh",
"content": "I think I'm unsure exactly what kind of advantage this would provide for the controller as a whole...versus what's going on already... \n \n\nThe arithmetic combinators in this design are solely there to read the value of R provided by the roboports, and then multiply that value across all requested items, for each of the high/low thresh-holds as defined by the two constant combinators. Suppose I don't see how removing them would help improve what this design is doing... \n \nTrash wagon is a nice idea...and would make remote station setups easier if bots could bring back the garbage from deconstructing. I thought about this, but haven't gotten that far yet. Could simply use the same wagon and allocate some empty/undefined trash space for it, use a requester chest to call for any junk items, and just have those passively fed back into the train any time it drops by. \n \n\nAchieves the same thing though doesn't it? The interrupts just seem logically easier to me, and I only have to deal with them one time for the train anyway, so I'm not sure how this would be more advantageous than what's already going on? \n \n\nThis seems pretty cool, but I think it falls outside the scope of what this design is trying to accomplish. Though I am already using the train'ss cargo to reserve slots for each item, so I only have to set the condition \"Cargo full\", vs. defining how many of each item gets put in there...rather than having to deal with any inserter automation at the main base. \n \nThings I have to deal with once during setup don't bother me too much...it's if/when I have to change values over, and over...and over... \n Cargo wagon",
"date": "2024-12-09T17:59:14+00:00",
"quotes": [
{
"author": "Tertius wrote: Mon Dec 09, 2024 12:36 pm",
"content": ""
},
{
"author": "Tertius wrote: Mon Dec 09, 2024 12:36 pm",
"content": ""
},
{
"author": "Tertius wrote: Mon Dec 09, 2024 12:36 pm",
"content": ""
},
{
"author": "Tertius wrote: Mon Dec 09, 2024 12:36 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "Some of my ideas are about manageability. Do you still understand this setup in a month? A single point of configuration would help with understanding the thing and more, with changing values and adding new items. Define lists of items in a constant combinator, use logistic groups to manage, since these are game global. \n \nYou have a very simple setup, if that works for you then it's fine. It's good as it is. However, you asked for comments, and I wanted to mention things beyond your current setup. \n \nOn the other end of the design type (simple versus sophisticated), there is a loading station where you define items to load in a constant combinator and an unloading station where you define items to unload in another constant combinator (not necessarily the same values as in the loader). You change one logistic group in the loader and one logistic group in the unloader, and every values for all stations are adjusted to new values at once. If your setup is too simple for everyday use for you in the long run, I just wanted to mention it's possible to build a more flexible thing as well, and with a not insanely high amount of combinators. \n \nThat is about reading the train content, reading the current inventory of the station, and reading the list of items you want to have at that station. Create diffs between what you have and what you want, then unload the diff as long as the train has enough.",
"date": "2024-12-09T18:43:50+00:00",
"quotes": []
}
] | 3
|
2024-12-09T04:19:18-06:00
|
forum-topic-123414
|
123414
|
Full Details for Map Generation Settings?
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=123414
|
wizcreations
|
Is there a guide with more details for what the numbers mean on the Enemy and Advanced tabs of the Map Generator? The wiki page doesn't seem to give any more details than the Map Generator tool tips.
For instance, with the Evolution settings Time, Destroy, and Pollution factors, it is unclear to me how I should change the numbers to make the biters more or less powerful. Same with Pollution settings, I am unsure how changing the modifiers will affect the spread and absorption of pollution.
|
[
{
"author": "mmmPI",
"content": "You may find complementary information at the bottom of the the ennemy pages of the wiki : https://wiki.factorio.com/Enemies \n \nThings like time \"Evolution settings Time, Destroy, and Pollution factors\" are part of the formula and there's some graph too which may help. \n \nIt shows that with normal settings, time passing , pollution and destroyed spawner all contribute to the evolution. Which in turns determine the composition of the attacking biters. But those are generated when nests absorb pollution. \n \nIf the trees or the ground absorb more pollution, less biter will spawn, and the evolution from \"pollution\" will be slower. \n \nIt also shows a example of how much the time factor of the default settings represent in \"pollution per minute\" equivalent. \n \nThat's the general idea because if you want to go in details there is quite a lot.",
"date": "2024-12-01T02:22:41+00:00",
"quotes": []
},
{
"author": "wizcreations",
"content": "Thanks, that is somewhat helpful, though still unclear how the numbers really affect the result. It'd be nice if there were a few more words with the tooltips to say \"a higher number means ____\" similar to the moisture and terrain type tooltips.",
"date": "2024-12-01T19:36:44+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "About evolution settings: The higher the evolution, the higher the enemy category if an enemy spawns and the higher the health of an enemy. \n \nEvolution itself increases steadily, with 3 things contributing to the evolution increase: time (for every minute elapsed the evolution is increases a little bit), destroy (every destroyed nest increases evolution a little bit) and pollution (every pollution absorbed by a nest used to send an enemy on an attack patrol increases evolution a little bit). \nThe factors in the map gen settings define how much the corresponding parts contribute. For example, if you decrease the time factor from 200 to 100, evolution will not increase that much because of time elapsed, so you're able to idle more with no evolution increase just because of idling. \n \nPollution spread and speed isn't defined by the map settings. Pollution is created by running machines, so it's under the player's control. If they stop, no more pollution is created but the existing pollution stays and dissipates according to absorption by various mechanics. See the pollution wiki article. Pollution spreads from chunk to chunk according to predefined rules - these cannot be configured. \n \nPollution spread can be indirectly influenced by the map generation. If you generate a map with mostly desert or water, pollution will stay and spread very far, because desert and water has a very low pollution absorption. This way enemies from far away will get pollution and you will get vastly more attacks. On the other hand, if your base is on forest ground, the trees will absorb much pollution, so pollution will dissipate before it spreads very far, so you will get vastly less attacks - with the same enemy settings.",
"date": "2024-12-01T20:35:47+00:00",
"quotes": []
},
{
"author": "wizcreations",
"content": "It's been 5 years since I last played Factorio, but I do have over 200 hours of play time. I remember a lot of how the game works but also have forgotten a lot. I remembered that trees and grass absorb pollution, for instance, and I always like generating forested grassland for that reason. (Plus I like to grenade the forests when I'm ready for biters.) \n That's the kind of information I was hoping to learn with this thread. Thanks! Short of seeing how each adjustable setting affects the pollution and evolution formulas, knowing which direction to adjust numbers for a desired result is a good compromise. \n \nI guess I should say for reference what I am specifically trying to achieve, aside from learning about the settings in general: \nI want to create a map with biters a bit farther away, less spread of pollution, slower time evolution, but mostly regular attacks from biters once they do start attacking. I need time to relearn how to make a factory, but I didn't want to completely remove the biters.",
"date": "2024-12-02T01:27:35+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I think all the settings in the pollution tab also affect the late game. The time factor in the ennmy settings may be the only one that has small influence late game, because it is overtaken by the others. So it would seem the most recommended to change for you use case. \n \nIf you make the ground absorb more pollution, or a higher number in the first settings in advanced=> pollution that will also affect the late game in that it will make the pollution cloud of the factory smaller on the map. \n \nThe second setting the \"attack cost modifier\" is probably the worst i think for your use case because it will permanently lower the number of biter generated per pollution, halving this setup means halving the biter spawning and sending attacking wave from what i understand and some idea of generic late game style. \n \nThe 2 settings for trees won't have much of an impact if you are planning to destroy them at some point anyway. And in general i think is not really very impactul late game, unless you plan to play the ecologist. Increasing the value means forest are better are absorbing pollution. \n \nI can't say for the diffusion factor i haven't really played much with it, i imagine it's going to make things worse quite quickly if increased, because to me it can only mean more biter nests will be touched by pollution, start absorbing it and converting it into biters for the next attack wave, but maybe it means the same amount of pollution also spread on more surface faster, and as such can be absorbed faster.",
"date": "2024-12-02T01:54:53+00:00",
"quotes": []
},
{
"author": "nethus",
"content": "Well not exactly, it's not the pollution absorbed by spawners, but the pollution produced overall. So Regardless of the spread, absorbed by spawners, or absorbed by trees/terrain. \n \nsee also the the Wiki :\n \n\nBetter terrain absorption is only indirectly helping with lower evolution: you'll sink less resources (power/ammo/oil/...) into your defense, so you are producing less pollution that will increment the evolution.",
"date": "2024-12-02T12:06:39+00:00",
"quotes": [
{
"author": "Tertius wrote: Sun Dec 01, 2024 8:35 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 6
|
2024-11-30T19:41:58-06:00
|
forum-topic-109276
|
109276
|
Friday Facts #381 - Space Platforms
|
News
|
https://forums.factorio.com/viewtopic.php?t=109276
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-381
|
[
{
"author": "SnowZyDe",
"content": "Omg",
"date": "2023-10-20T11:00:41+00:00",
"quotes": []
},
{
"author": "MassiveDynamic",
"content": "7:00 am have been waiting all week for this",
"date": "2023-10-20T11:01:11+00:00",
"quotes": []
},
{
"author": "Akronymus",
"content": "Disabling entities/buildings per surface has a lot of potential. I, for one, am really excited for it. Hopefully it is toggleable at runtime and not just at startup time. (Research x technology to unlock y on z surface, for mods)",
"date": "2023-10-20T11:12:17+00:00",
"quotes": []
},
{
"author": "Tooster",
"content": "Hmm... The surface texture of the platform seems a bit noisy and quite hard to look at. It's all blending into one mosaic with other entities on the platform due to all those small bits and pieces on the surface. It's pretty hard to tell where the entity begins and where it ends",
"date": "2023-10-20T11:14:33+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "Hype is building for 2.0, great stuff!",
"date": "2023-10-20T11:19:13+00:00",
"quotes": []
},
{
"author": "rojcowles",
"content": "Right! My first thought was that the platforms are made from 100% pure unadulterated greeble! \n \nGreeble being semi-random stuff modelers tend to layer onto basic spaceship designs to give them visual interests, think pipes, hatches, rivets, antenna, decals, etc that don't necessarily have a function in the design.",
"date": "2023-10-20T11:21:23+00:00",
"quotes": [
{
"author": "Tooster wrote: Fri Oct 20, 2023 11:14 am",
"content": ""
}
]
},
{
"author": "Justderpingalong",
"content": "They really did say 'thou shall not bot base in space' huh. LET THE SPAGHETTI COMMENCE!",
"date": "2023-10-20T11:24:39+00:00",
"quotes": []
},
{
"author": "NaurEnForven",
"content": "Awesome stuff! \nI am very curious about the details of the asteroids mechanics.\n \n How is the number of asteroids determined, is it platform size related? \n Is it possible that the turrets run out of ammo if only platform local production is used? \n How many engines can I reliably run?",
"date": "2023-10-20T11:24:55+00:00",
"quotes": []
},
{
"author": "",
"content": "Its determined by the route (later game routes have more asteroids and a bigger ones). And also by speed, the faster you go, the more and faster asteroids you meet. \n \nOfcourse, that is one of the ways you loose the platform. \n \nIt depends on many factors, including productivity, size of the platform etc.",
"date": "2023-10-20T11:28:04+00:00",
"quotes": [
{
"author": "NaurEnForven wrote: Fri Oct 20, 2023 11:24 am",
"content": ""
},
{
"author": "NaurEnForven wrote: Fri Oct 20, 2023 11:24 am",
"content": ""
},
{
"author": "NaurEnForven wrote: Fri Oct 20, 2023 11:24 am",
"content": ""
}
]
},
{
"author": "fishycat",
"content": "The thrusters look so good, very well done! So far I loved every new fff, so excited for all the new stuff!",
"date": "2023-10-20T11:30:21+00:00",
"quotes": []
},
{
"author": "WeirdConstructor",
"content": "I love the whole concept. Just a few questions: \n \n Do the costs for the rockets stay the same as in vanilla? \n And how big is the inventory of the rockets?",
"date": "2023-10-20T11:31:39+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "I love it! \n \nExcept for one thing that seems a little weird: Building purely by ghost. \n \nI can understand why the platform shouldn't have logistic bots, but why couldn't it have construction bots? It feels like a break in realism...OK, OK, I already know what you're thinking. \n \nBut normally building is (a) done by the engineer, or (b) done by a construction bot. It feels really weird to have building done by...magic?",
"date": "2023-10-20T11:35:11+00:00",
"quotes": []
},
{
"author": "IForgotMyName",
"content": "For some reason I remembered Mindustry.",
"date": "2023-10-20T11:35:58+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "someone1337",
"content": "Definitely add stats of \"space pollution caused\" (=items thrown overboard) maybe per item, like produced, used.",
"date": "2023-10-20T11:38:40+00:00",
"quotes": []
},
{
"author": "CureSafaia",
"content": "Something I hate about SE is the tediousness of cross-surface transfer and even though I expected space age to be much streamlined, I am happy to see it.",
"date": "2023-10-20T11:38:53+00:00",
"quotes": []
},
{
"author": "firestar246",
"content": "I was a bit confused by this as well. Building is done purely by ghosts, but yet no bots? How does that work? Besides that, this all looks amazing.",
"date": "2023-10-20T11:39:28+00:00",
"quotes": [
{
"author": "Kyralessa wrote: Fri Oct 20, 2023 11:35 am",
"content": ""
}
]
},
{
"author": "mexmer",
"content": "are we going now to have \"trash wars in space\" in multiplayer mode? \n \nalso what if bellow platform is planet without atmosphere, will not it make trashpile on planet surface? \n \nso many questions with this. \n \non the other side, with that grab thing ... we can have trash(ure) hunt in space.",
"date": "2023-10-20T11:54:09+00:00",
"quotes": []
},
{
"author": "cbass",
"content": "Awesome FFF! Really looking forward to the Space Age expansion. Love the thoughtfulness and attention to detail to the general flow and progression that is being done. \n \nOne thing that I might have missed, is it possible to have multiple space platforms? I tried to find if it was explicitly called out. In the post, it does refer to \"platforms\", but will it be possible to have multiple platforms? I can imagine how useful it would be to have purpose-built platforms for different things (ie, to have a small but nimble transport platform and a massive giga-factory platform and maybe one in between?) \n \nThanks again for a great update!",
"date": "2023-10-20T11:54:38+00:00",
"quotes": []
},
{
"author": "DanGio",
"content": "I was thinking about this too : \n- If you don't have the material, can you still place ghosts on the platform ? -> yes, as it is stated in today's FFF \n- If material gets delivered, does construction occurs immediatly ? \n- If only a portion of material is delivered, how does the game chooses what to build ?",
"date": "2023-10-20T11:54:47+00:00",
"quotes": [
{
"author": "Kyralessa wrote: Fri Oct 20, 2023 11:35 am",
"content": ""
}
]
}
] | 19
|
2023-10-20T06:00:02-05:00
|
|
forum-topic-126506
|
126506
|
[2.0.33] Pipette tool used on normal quality refined concrete puts legendary refined concrete into hand
|
Bug Reports
|
https://forums.factorio.com/viewtopic.php?t=126506
|
travvo
|
If I have legendary refined concrete in inventory and I use the pipette tool on a placed (normal quality) refined concrete tile, I end up holding a stack of legendary refined concrete (I would expect normal quality refined concrete). It doesn't make a difference if I have the normal RC or not. I've tried on several planets, saving and exiting and trying again. Thank you, love this game.
Edit: log
factorio-current.log
log (8.08 KiB) Downloaded 23 times
made a brand new save and used /editor to confirm:
RefinedConcrete_Test.zip
(1.3 MiB) Downloaded 20 times
|
[
{
"author": "travvo",
"content": "Follow-up: In that same test save, I confirmed that for stone brick, concrete, hazard concrete, refined concrete, refined hazard concrete, and landfill that using pipette tool on placed tile will result in the highest quality tier item currently in inventory, rather than the normal quality, always.",
"date": "2025-02-01T02:37:57+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Welcome to the forum, and thank you for the report. \n \nAccording to 116952 Pipette on quality concrete/brick item in assembler gives normal item ghost , this may work as intended?",
"date": "2025-02-01T03:27:05+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "travvo",
"content": "Ah... I saw that post, but it looked to me like it was more about items that were tile-types as ingredients in recipes, and pipetting in remote view. I had not seen the part you highlighted from StrangePan, which is a real bummer. I came very close to placing a couple of hundred legendary refined concrete in my fulgora base because of this. Considering that a placed quality tile is instantly gone, I'd consider pipetting a placed tile and ending up with non-normal quality undesirable.",
"date": "2025-02-01T03:46:11+00:00",
"quotes": []
},
{
"author": "Corwin",
"content": "I think I have had enough with this bug now [2.0.39]. I have placed legendary bricks or concrete or refined concrete too many times, including just now—it's not intuitive to behave one way for pipetting tiles, but another for entities. \n \n Please either \n \n preserve the quality when we place a tile down ( I assume this is impractical for performance reasons ) \n forbid the engineer from placing >= · normal tiles down ( or, have an optional setting to control this ) \n exclude tiles from the pipette if they have a different quality ( my preferred option ) \n \n\nI like zooming around with my legendary-exoskeleton-packed suit, manually placing things into assemblers while I'm out, and I also enjoy decorating the ground, which feels much faster manually for certain things, like landfill and concrete placement of a massive island biters can't get to. \n \nHaving a mixture of epic bricks (for epic furnaces, etc) and normal bricks (for placement) doesn't work out well for me doing this. \n \n Me, about to lose my next best bricks, to illustrate: \n \n \n \n 03-14-2025, 12-56-16.png (67.95 KiB) Viewed 136 times \n \n \n Bricks this rare are very hard to get in 2025 \n \n \n \n 03-14-2025, 12-58-20.png (4.1 KiB) Viewed 136 times",
"date": "2025-03-14T00:00:51+00:00",
"quotes": []
},
{
"author": "Soul-Burn",
"content": "Seems in the same area as this fixed bug .",
"date": "2025-03-14T12:01:44+00:00",
"quotes": []
}
] | 5
|
2025-01-31T16:45:34-06:00
|
forum-topic-99610
|
99610
|
Read access to LuaEntityPrototype.max_logistic_slots
|
Already exists
|
https://forums.factorio.com/viewtopic.php?t=99610
|
eradicator
|
I can see it in the prototype explorer but can't read it from the API. LuaEntity.filter_slot_count isn't an option because I need to know the maximum number of possible filters (which can be infinite).
|
[
{
"author": "curiosity",
"content": "Then read it from the prototype: https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.filter_count",
"date": "2021-08-14T12:12:29+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Thank you very much! I must've had a mind-block because the prototype explorer shows it as max_logistic_slots. \n \nThead can be moved to \"already exists\".",
"date": "2021-08-14T15:57:31+00:00",
"quotes": [
{
"author": "curiosity wrote: Sat Aug 14, 2021 12:12 pm",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "There is about as much in common (if not less) between prototype explorer and data/control stage as between the stages themselves. So take what it shows with a grain of salt.",
"date": "2021-08-15T07:03:25+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Not as bad as you make it sound, but I know what you mean. And I did ctrl+f \"slot\" and \"logistic\" all over the place because max slots not being exposed felt odd. Alas it somehow slipped through.",
"date": "2021-08-15T12:54:35+00:00",
"quotes": [
{
"author": "curiosity wrote: Sun Aug 15, 2021 7:03 am",
"content": ""
}
]
},
{
"author": "",
"content": "Yeah. The prototype explorer takes the internal variable name we use (the C++ variable name) and does this to it: \n Code: Select all std::string PrototypeExplorerWidgets::demangleMemberName(std::string_view name)\n{\n {\n constexpr std::string_view key{ \"this->\" };\n if (StringUtil::startsWith(name, key))\n name = std::string_view(name.data() + key.size(), name.size() - key.size());\n }\n\n const std::string lower = StringUtil::toLowerCopy(name);\n\n std::string result;\n result += lower[0];\n\n char last = ' ';\n for (size_t i = 1; i < name.size(); ++i)\n {\n if (name[i] != lower[i])\n if (last != 'i' || lower[i] != 'd')\n result += ' ';\n result += lower[i];\n last = lower[i];\n }\n\n return result;\n} \n\nSo, it sometimes matches the Lua API, sometimes matches the data stage names. Sometimes it's neither.",
"date": "2021-08-15T14:31:49+00:00",
"quotes": []
}
] | 5
|
2021-08-13T15:24:42-05:00
|
forum-topic-17917
|
17917
|
Friday Facts #113 - Better rail building
|
News
|
https://forums.factorio.com/viewtopic.php?t=17917
|
How could we play without it? https://www.factorio.com/blog/post/fff-113
|
[
{
"author": "diego-fm",
"content": "Nice! \n \nDamm, now i want to just skip time until 0.13 release... \n \nEdit: Wohooo, first!",
"date": "2015-11-20T15:37:17+00:00",
"quotes": []
},
{
"author": "Gandalf",
"content": "Damn those automatic curves are sexy.",
"date": "2015-11-20T15:38:48+00:00",
"quotes": []
},
{
"author": "bobingabout",
"content": "They're not the only curves that are sexy",
"date": "2015-11-20T15:43:25+00:00",
"quotes": [
{
"author": "Gandalf wrote:",
"content": ""
}
]
},
{
"author": "AnarCon",
"content": "new factorio minigame, dodge them trees",
"date": "2015-11-20T15:47:24+00:00",
"quotes": []
},
{
"author": "sillyfly",
"content": "With every sneak peak of a new feature you torture us in expectation. This is no exception to this rule - I can't wait to play with it myself, as it looks awesome, and the possibility of more fine-tuned rail pieces (S-bends, wider curves etc.) is great news as well!",
"date": "2015-11-20T15:48:44+00:00",
"quotes": []
},
{
"author": "Hakusho",
"content": "Please make an option to keep the pathfinding algorithm visible. \nI would want to watch this for hours, it looks so calming \n \n(also i might see where i need to chop down one single tree to make a shortcut)",
"date": "2015-11-20T15:49:24+00:00",
"quotes": []
},
{
"author": "mngrif",
"content": "hhhhhhhhrrrrrrrrrrrrnnnnnnnnnnnggggggggg",
"date": "2015-11-20T15:53:23+00:00",
"quotes": []
},
{
"author": "hitzu",
"content": "One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?",
"date": "2015-11-20T15:56:42+00:00",
"quotes": []
},
{
"author": "dee-",
"content": "Okay. This is officially cool! \nNice usage of established algorithms like A* and entropy encoding. \nVery much looking forward",
"date": "2015-11-20T15:58:38+00:00",
"quotes": []
},
{
"author": "sillyfly",
"content": "The post starts by saying this is work in progress for 0.13, and continues by saying 0.12.18 will be a stable candidate. \nSo no, this probably has no way of making it into 0.12.",
"date": "2015-11-20T15:59:39+00:00",
"quotes": [
{
"author": "Valkor wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "It will probably work the same way as blueprints. When you hold shift, trees get ignored.",
"date": "2015-11-20T16:02:15+00:00",
"quotes": [
{
"author": "hitzu wrote:",
"content": ""
}
]
},
{
"author": "Narnach",
"content": "Sweet new feature! Let the 0.13 hype build up even further!",
"date": "2015-11-20T16:03:15+00:00",
"quotes": []
},
{
"author": "hitzu",
"content": "Ah ok then. Thank you for the clarification.",
"date": "2015-11-20T16:03:49+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
},
{
"author": "hitzu wrote:",
"content": ""
}
]
},
{
"author": "Mur",
"content": "+1!",
"date": "2015-11-20T16:07:32+00:00",
"quotes": []
},
{
"author": "Barhandar",
"content": "I have a question. Which of the rail designs here the autolayer cannot do at least as quickly as manually laying curved rails? I'm asking because I'm interested in getting superior upgrades that are actually superior, and not just claimed as such.",
"date": "2015-11-20T16:12:19+00:00",
"quotes": []
},
{
"author": "Gandalf",
"content": "@Barhandar Lemme also copy-paste my reply from reddit \nAs I understand it you should still be able to do the equivalent of how laying tracks currently works. You can just 'drag' your rails in very small sections. I.e. if you want to build what is currently a single curved rail you just click where the rail would start and then drag to where it would end. \n \nI know that feeling. After spending ages of mundane bug fixing it's the most amazing thing to finally get to work on something fresh that challenges you on a more abstract level. That's why Haskell is so much fun. x)",
"date": "2015-11-20T16:17:14+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
}
]
},
{
"author": "Tev",
"content": "Nice! \n \nOk looking forward to it",
"date": "2015-11-20T16:17:41+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
},
{
"author": "hitzu wrote:",
"content": ""
}
]
},
{
"author": "ratchetfreak",
"content": "I hope branching off a existing rails won't be a hassle...",
"date": "2015-11-20T16:18:47+00:00",
"quotes": []
},
{
"author": "Marconos",
"content": "I'm concerned with not having curved rails that we can build ourselves it will make building tightly compacted depots much more complicated. I love the automation feature, but if I'm right and you are dropping curved rails from being built I'm concerned it will create more issues then it solves. Really curious to actually try it. \n \nThe other question I have is large lines that are going 2 - 3k straight lines in length. How do you see these type of lines being addressed?",
"date": "2015-11-20T16:21:17+00:00",
"quotes": []
}
] | 19
|
2015-11-20T09:19:38-06:00
|
|
forum-topic-126379
|
126379
|
Underground Energy Distribution
|
Questions, reviews and ratings
|
https://forums.factorio.com/viewtopic.php?t=126379
|
Jimmy G1
|
can someone update Underground Energy Distribution it is a cool mod and it has not been updated so can someone update it here is a link when you do please link the updated mod here https://mods.factorio.com/mod/undergrou ... stribution
|
[
{
"author": "picklock",
"content": "Why don't you just use the original mod SLP - Underground pole ? This has been updated for version 2.0.",
"date": "2025-01-28T06:17:33+00:00",
"quotes": []
},
{
"author": "Jimmy G1",
"content": "i did not know it was updated",
"date": "2025-01-28T16:12:55+00:00",
"quotes": []
},
{
"author": "Jimmy G1",
"content": "thot i do like the art of this mod over that mod",
"date": "2025-01-28T16:16:10+00:00",
"quotes": []
}
] | 3
|
2025-01-27T14:28:00-06:00
|
forum-topic-5576
|
5576
|
Foreman 0.1.9 - A factory optimisation tool.
|
Cheatsheets / Calculators / Viewers
|
https://forums.factorio.com/viewtopic.php?t=5576
|
Nicksaurus
|
Update - Version 0.1.9 is here! Get it here!
Requirements:
.Net 4.0 or higher
Visual C++ 2012 x86
I felt like making something to help optimise my factory layouts, so here it is. It generates flowcharts for the item amounts/assembler numbers you need to create specific items at specific rates.
Here's an example flowchart:
http://i.imgur.com/cWYtJhL.png
Here's another example:
http://i.imgur.com/gi33Maf.png
Here's a screenshot of the program:
http://i.imgur.com/Il1hGq4.png
Try it:
- Download link! - https://bitbucket.org/Nicksaurus/foreman/downloads
- Source code! - https://bitbucket.org/Nicksaurus/foreman/src
It should be compatible with any mods you have installed too!
Finally, if you have any suggestions, bugs, untempered vitriol etc. post it here or on the issues page .
|
[
{
"author": "Nirahiel",
"content": "That's really nice",
"date": "2014-08-28T14:00:01+00:00",
"quotes": []
},
{
"author": "micomico",
"content": "Very nice stuff. It's a pity it wasn't made using a decent framework.",
"date": "2014-08-28T14:12:14+00:00",
"quotes": []
},
{
"author": "Nicksaurus",
"content": "? \n \n\nThanks!",
"date": "2014-08-28T14:15:51+00:00",
"quotes": [
{
"author": "micomico wrote:",
"content": ""
},
{
"author": "Nirahiel wrote:",
"content": ""
}
]
},
{
"author": "micomico",
"content": "My post falls on your 'untempered vitriol' category. \n \nWhy would I try to install something made in a framework, whose developer doesn't even try to cater to the platform I use? Surely I'm not expected to install a 3rd party framework implementation that may or may not be able to run the stuff. 20th century called, it wants all its non-cross-platform stuff back. \n \nThat being said, the resulting flowcharts look nice and the application has a useful purpose.",
"date": "2014-08-28T14:35:56+00:00",
"quotes": [
{
"author": "Nicksaurus wrote:",
"content": ""
}
]
},
{
"author": "Nicksaurus",
"content": "Well... fair enough. I personally think Mono's fine as long as it works (which is something I plan to add later on).",
"date": "2014-08-28T14:53:29+00:00",
"quotes": [
{
"author": "micomico wrote:",
"content": ""
},
{
"author": "Nicksaurus wrote:",
"content": ""
}
]
},
{
"author": "Nirahiel",
"content": "Mind if I recode it on a website ?",
"date": "2014-08-28T15:15:05+00:00",
"quotes": []
},
{
"author": "Nicksaurus",
"content": "I don't really mind what you do with it.",
"date": "2014-08-28T15:24:00+00:00",
"quotes": [
{
"author": "Nirahiel wrote:",
"content": ""
}
]
},
{
"author": "SHiRKiT",
"content": "Great tool! Congratulations! \n \nDo it wherever you want, Mono is out there to solve this issue. I normally have two approaches: do on the most confortable framework you know, or experiment a new one. Whatever you pick, thanks.",
"date": "2014-08-28T21:40:04+00:00",
"quotes": []
},
{
"author": "Tashen",
"content": "mind linking the website after you do?",
"date": "2014-08-28T22:37:00+00:00",
"quotes": [
{
"author": "Nirahiel wrote:",
"content": ""
}
]
},
{
"author": "Factorian",
"content": "Nice Tool! I was planning on making something similar but nothing with as nice a UI as yours has. I gave this a whirl last night whilst building my latest factory and i have to say im quite happy with it!",
"date": "2014-08-29T07:01:18+00:00",
"quotes": []
},
{
"author": "Nirahiel",
"content": "Obviously i'll give the URL, I'm not doing this for me ^^",
"date": "2014-08-29T07:26:51+00:00",
"quotes": [
{
"author": "Tashen wrote:",
"content": ""
},
{
"author": "Nirahiel wrote:",
"content": ""
}
]
},
{
"author": "Mevius",
"content": "Nice tool! I was looking for something like this!",
"date": "2014-09-01T12:32:52+00:00",
"quotes": []
},
{
"author": "Penrif",
"content": "Excellent tool, very useful! \n \nHave you given any thought to how to balance petrochemical products with cracking recipes? It appears that currently the program tries to draw from each source of a thing equally, meaning that if you have a plastic plant drawing from a light oil cracker and from refineries directly, it'll try to get equal amounts of gas from both, which is way out of balance on the supply side.",
"date": "2014-09-02T10:36:25+00:00",
"quotes": []
},
{
"author": "Nicksaurus",
"content": "I agree, the optimisation is very basic at the moment. The best way I can think of to sort it out is to express the entire graph (with all possible recipes in it) as a linear programming problem, then solving it to minimise the inputs and removing any nodes that have a rate of 0 after that. \n \nTo be honest it's not something I have any real experience with though. I'm putting it off until I've sorted out some of the immediate problems people are having.",
"date": "2014-09-04T11:53:06+00:00",
"quotes": [
{
"author": "Penrif wrote:",
"content": ""
}
]
},
{
"author": "Penrif",
"content": "Precisely the conclusion I came to as well. I'll take a crack at it - watch for more pull requests",
"date": "2014-09-04T12:13:30+00:00",
"quotes": [
{
"author": "Nicksaurus wrote:",
"content": ""
}
]
},
{
"author": "hellboy79",
"content": "Its an amazing tool. Great help to keep things neat!! \n \nI love the presentation too. Many Thanks!",
"date": "2014-09-04T15:45:39+00:00",
"quotes": []
},
{
"author": "Blackence",
"content": "Nice tool. And it actually supports Ubuntu. I swapped the two conditions near DataCache.cs:184 because it complained about \"/home/…/.config/Factorio\" which doesn't exist.\n Code: Select all if (Directory.Exists(FactorioDataPath)) \nI think it makes sense to swap them so the if condition matches what is passed to GetDirectories, but I haven't tried to understand what these are good for. \n \nI had to compile NLua for Ubuntu, which is not that hard. If everything related to this tool including the tool itself was officially under a free license, it should be possible to set up a PPA so it's easier for others to install. Of course, Winforms using mono look a little ugly, but I can certainly live with that \n \nEdit: Just noticed that Assemblers are not displayed in my flowcharts. Or maybe I'm doing it wrong. \n \nEdit 2: So this is why:\n Code: Select all \t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\tConsole.Out.WriteLine(\"loading file \"+f);\n\t\t\t\t\t\tlua.DoFile(f);\n\t\t\t\t\t}\n\t\t\t\t\tcatch (NLua.Exceptions.LuaScriptException e)\n\t\t\t\t\t{\n\t\t\t\t\t\tConsole.Out.WriteLine(\"file failed\");\n\t\t\t\t\t\tfailedFiles[f] = e;\n\t\t\t\t\t} \n \n\nMaybe I can debug this more, but now I'm out of time. \n \nEdit 3: No need to tell my user name \n \nEdit 4: I sent a pull request.",
"date": "2014-09-04T17:09:43+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "mngrif",
"content": "I grabbed the source and compiled it with exactly zero problems in Visual Studio 2012. Fantastic application. What license is it under?",
"date": "2014-09-07T19:17:49+00:00",
"quotes": []
},
{
"author": "Karosieben",
"content": "Thanks for this awesome tool! \n \nit really helps me out, balancing my factories. \n \nMaybe i'll do a LP Series",
"date": "2014-09-08T11:26:22+00:00",
"quotes": []
}
] | 19
|
2014-08-28T08:08:34-05:00
|
forum-topic-127060
|
127060
|
Is there a way to speed up platform build time?
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=127060
|
adam_bise
|
Assuming I am building an absurdly large platform and have no bottleneck with the materials. The actual construction fans out a tile at a time slowly. If I am using a repeating blueprint I have to wait a long time for this.
Is it because of technical reasons or is there a tweak to speed it up?
|
[
{
"author": "eugenekay",
"content": "Platform de/construction seems to occur at 1 Tile/Tick (not scientifically tested), Unless it can happen to an entire “Row” at a time. It seems like this is to prevent Holes or Donuts from forming; instead you get a long “river” until the last pieces are laid. \n \n \nBlueprinting and Deconstruction planner are “Instant” while using the Map Editor, skipping the Platform Scaffolding animation entirely.",
"date": "2025-02-22T18:05:01+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Yea I was hoping there was a tweak or console command for this, as it seems to be just a cosmetic animation. I don't really use the editor unless for experimenting.",
"date": "2025-02-23T21:54:47+00:00",
"quotes": []
},
{
"author": "vark111",
"content": "I don't know if this speeds it up, or if its just a placebo effect, but all of my platforms get two blueprints: One is the full platform (obviously), and the other one is only the foundation and first batch or two (depending on how many incoming rockets you expect) of cargo pods. \n \nAfter the entire foundation gets built, _then_ I stamp down the full build. \n \nLike I said I have no objective measure to say this is any faster than typical, but it sure feels faster to me when I'm sitting waiting on it.",
"date": "2025-02-24T13:57:08+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "There is a way to paste one blueprint and speed up the building process. That's how I do it: \nPaste blueprint onto a platform \nNote how much platform foundation automatic requesting wants to import \nDisable automatic requesting \nCreate manual request for that amount of platform foundations, and wait to get them delivered \nOnce all foundations are in place, delete your manual order for foundation and enable automatic requesting. \n \nThat way, everything is building as quick as possible without massive delays waiting for right product.",
"date": "2025-02-26T16:12:19+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Thanks, I did already have 2x blueprint in a logistic group. Getting the material wasn't an issue, it was the waiting for the actual construction combined with waiting for blueprintable space to be placable on uncharted area. \n \nIt was for this ship plus a BP for thruster layers, where there were 60 layers of thrusters. Each stamp was a partial stamp, waiting for expansion, completed stamp, waiting for expansion, another partial stamp and so on. \n \nAll in all a lot of waiting that didn't serve any real purpose. \n \n \n \n 1.png (14.74 KiB) Viewed 259 times",
"date": "2025-02-26T18:48:45+00:00",
"quotes": [
{
"author": "pioruns wrote: Wed Feb 26, 2025 4:12 pm",
"content": ""
}
]
},
{
"author": "pioruns",
"content": "I understand what you mean. For that, I have no solution. Stamping layer by layer is something game does and I have no way to speed it up. I know that foundation only is lying faster than foundation+items at the same time (that takes ages). \nPerhaps devs can look into it and determine why building a spaceship from blueprint takes sooo long time",
"date": "2025-02-26T20:06:36+00:00",
"quotes": []
}
] | 6
|
2025-02-22T11:48:01-06:00
|
forum-topic-58207
|
58207
|
[16.26] Items on belt overcompressed after last update
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=58207
|
firty
|
so I updated and entered my map, I came across a mat that was unused moving, when I got to the end of it I came across what is in the image.
|
[
{
"author": "",
"content": "Thanks for the report. \nThis is (most probably) result of a migration of a belt that was not in proper state (at least to the rules we have now). So it ended up like this instead of crashing. \nIf you have other way how to reproduce it after the 0.16.26, let me know.",
"date": "2018-02-26T18:54:09+00:00",
"quotes": []
},
{
"author": "",
"content": "I experienced this too. Here is a screenshot and a the save. When I picked it up I received over 1200 stone. \n \nHOLY GEEZ BIG SCREENSHOT. SORRY. \n \n \nSave file is attached. \n \n Merged...",
"date": "2018-02-26T23:09:06+00:00",
"quotes": []
},
{
"author": "2DHypercube",
"content": "I've got the same issue, but everything was built today (after the update).",
"date": "2018-02-26T23:22:54+00:00",
"quotes": []
},
{
"author": "ZapTap",
"content": "I am able to reproduce this bug on belts placed before this update and fully compressed due to a backup of item usage by rotating them. When rotating the items condense to fit into the inner lane of the 90 degree turn of the belt, but when returning them to the straight position they do not decompress properly so they are able to be compressed indefinitely. \nThere does not seem to be a cap on the degree to which the belt can become compressed - after just a couple of minutes I have collected 157 iron plates on a single square of belt, while the rest of the bus appears to be compressed normally \n \nThis does not seem to exactly the same issue but is a similar problem in that belts can become overcompressed to significant degree. \n \nEdit: I have attached a photo of where I tested this at - the wire on the belt is set to read and not enable/disable the belt, and I can press \"R\" repeatedly to continue putting more items on the same square of belt",
"date": "2018-02-27T04:12:47+00:00",
"quotes": []
},
{
"author": "teemu",
"content": "Likewise \n \n \n \n Merged...",
"date": "2018-02-27T07:50:10+00:00",
"quotes": []
},
{
"author": "milo christiansen",
"content": "That is a known NAB condition that is (probably) unrelated to this issue.",
"date": "2018-02-27T08:35:37+00:00",
"quotes": [
{
"author": "ZapTap wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Here's the thread for that: 54606",
"date": "2018-02-27T09:08:46+00:00",
"quotes": [
{
"author": "milo christiansen wrote:",
"content": ""
},
{
"author": "ZapTap wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Btw, there was a weird bug in the logic, and now the rotation doesn't allow to compress that much (in the next 0.16.27)",
"date": "2018-02-27T19:17:58+00:00",
"quotes": []
}
] | 8
|
2018-02-26T12:52:39-06:00
|
forum-topic-91657
|
91657
|
Version 1.1.0
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=91657
|
Major Features
Added logistic requests to spidertron.
Train stop allows to set limit of incoming trains.
Features
The continue button now respects the last type of game played (single player, MP host, MP client).
Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
Rich text icon selector.
Newly unlocked recipes are highlighted until hovered.
Spidertron remotes now allow to add queue commands and a command to follow any entity.
Added vertical/horizontal blueprint flipping.
Transport belt drag building is locked into a line, can be turned off by an interface setting.
Ghosts can be fast replaced and rotated.
Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
Minor Features
When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
Equipment can be placed by moving.
Cursor replenishes when placing into the equipment grid the same way as when building in world.
Spidertron item shows its color.
Added a way to reset spidertron remote.
Spider tries to move legs away when they are blocking robots construction.
Power poles/underground belts built by dragging logic works also with ghost building.
Power pole ghosts show connections.
Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
Entities marked for deconstruction show the target upgrade.
Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
Added hotkey (F10) to switch between viewed player in replay.
Added support to reset mod settings in the "failed to load mods" startup GUI.
Expanded undo to work with fast replace and upgrade planner.
Added SteelSeries GameSense support. ( https://steelseries.com/engine/apps )
Graphics
Added unique technology icon for Advanced material processing 2 (Electric furnace).
Changed postprocessing effect in zoomed-to-world view.
Added detailed night lighting of entities.
Optimisations
Multithreaded belt update logic.
Overall small entity update time reduction + statistics of how much update time is taken by individual entities.
Balancing
Productivity module 1 decreases speed of the machine by 5% instead of 15%.
Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Changes
the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
Changed maximum temperature of all fluids apart water and steam to be the same as the default.
Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
Removed 'mineable wreckage' entity. ( 89381 )
Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
Wave defense can now only be won by launching a rocket.
Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. ( 87383 )
Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Invalid rail signals output no values into circuit network.
Added a confirmation message when loading saves with removed mods or changed mod settings.
The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
Added alternate control locales for keyboard and mouse scroll control binds. ( 83430 )
Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
Adjusted the artillery turret collision box so it is possible to squeak through.
Removed the 'Rocket silos stats' GUI.
Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
Gui
Added unique icons for technology effects.
Added list of affected entities to the technology effect tooltips.
Menu background now features various factory simulations instead of a static picture.
When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
Moved the character/vehicle gun window to the left of the quickbar.
Removed the "Character" tab from the character window.
Changed the flat character screen option to be defaulted to true.
Added held stack item slot for inserter window.
Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
Added underline for hyperlinks.
Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
Logistic/Trash request buttons show only one number when the trash and request count is the same.
Train elapsed time condition has confirmation button and only updates the time when confirmed.
Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
Tabbing into a textfield selects the text.
Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
Added usage instruction to capsules/fish.
Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.
Sounds
Added blueprint building sound.
Added undo sound.
Added sound for rail planner activation.
Added sound for copy/paste.
Added sound for opening items and armor.
Added sound for selection start and selection finish. Related to blueprint tools.
Added sound for pipe to ground as per the pipe.
Added sound effects and a specific music track to the main menu.
Assembling Machine 2 and 3 made less noisy
Robot repair reworked to sound more high tech
Removed dead space at the end of some sounds which may have stopped sounds playing
Ghost rail building now has the ghost building sound
Lowered volume on game won and lost sounds
Assembling Machine 2 and 3 made less noisy.
Robot repair reworked to sound more high tech.
Removed dead space at the end of some sounds which may have stopped sounds playing.
Ghost rail building now has the ghost building sound.
Lowered volume on game won and lost sounds.
Bugfixes
Fixed that copying the spider in the map editor while it had equipment crashed the game. ( 87920 )
Fixed a crash when trying to use different weapons in the spider. ( 87974 )
Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. ( 87981 )
Fixed a crash when importing blueprint books in some cases. ( 88307 )
Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. ( 88018 )
Fixed splitter behaviour when putting to it directly and it has the priority output blocked. ( 81421 )
Fixed that spidertron descriptions didn't show the custom name. ( 87955 )
Fixed building curved rails with damaged rails could duplicate rails. ( 84046 )
Fixed logistic request slot highlighting when they're changed through circuit connections. ( 85619 )
Fixed a game freeze when empty unit groups are told to build bases. ( 88435 )
Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint.
Fixed the spidertron preview box.
Fixed that the blueprint book preview disappeared after editing it.
Fixed that spidertron and its remote weren't swappable.
Fixed that players could be stuck in walls when building them.
Removed the possibility to specify alpha when changing player color by command.
Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. ( 88430 )
Fixed that blueprint library slots padding was too big.
Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. ( 88297 )
Fixed a crash when a modded fast train goes through junction occupied by another train. ( 88396 )
Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. ( 86262 )
Fixed train GUI instructions for translations that are long. ( 87925 )
Fixed interaction with the delete button in the blueprint setup. ( 85101 )
Fixed that map preview in the train window wasn't squashing its size when needed. ( 85964 )
Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. ( 87695 )
Fixed that the map editor spawn-items GUI didn't work with chat rich text. ( 88651 )
Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. ( 87824 )
Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. ( 84302 )
Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. ( 88760 )
Fixed that entities were selected under the GUI on the right side.
Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped.
Fixed Team production script error when building before any round starts. ( 88846 )
Fixed Wave defense error message would error due to trying to concatenate a nil variable. ( 88845 )
Fixed that it was possible to stay invulnerable after the crash site cutscene. ( 88024 )
Fixed train mini-tutorial script errors due to missing entity prototypes. ( 88056 )
Fixed tightspot script error when trying to restore invalid entities. ( 88021 )
Fixed that bonus research production could add progress even if no research could be done. ( 88154 )
Fixed that game.server_save() was able to write to locations outside the saves folder. ( 88866 )
Fixed that technology tooltip in the lab GUI wouldn't update when research changed. ( 88633 )
Fixed a bad message when using the permissions command. ( 88946 )
Fixed a crash when remote calls fail. ( 88974 )
Fixed that biters would sometimes not be able to attack entities blocking their way. ( 89002 )
Fixed that writing .energy for entities with heat energy sources didn't work correctly. ( 87043 )
Fixed that non-blueprint items in blueprint books didn't draw their name. ( 88679 )
Fixed that the cut-paste tool allowed alt-cutting which didn't deconstruct what was selected. ( 88262 )
Fixed that setting rolling-stock inventory size to 0 while having an equipment great meant the GUI couldn't be opened. ( 89160 )
Fixed that trying to save temporary LuaItemStacks from some events resulted in the save failing to load. ( 89271 )
Fixed that blueprint component icons weren't kept in a stable order. ( 89297 )
Fixed that the finished game sound could play multiple times. ( 87847 )
Fixed that building blueprints by dragging in the map view didn't work correctly. ( 89122 )
Fixed that building train ghosts manually didn't work in most cases. ( 87656 )
Fixed that moving blueprint sin the blueprint library didn't make sounds.
Fixed that opening/closing sound were not working properly in latency in some cases.
Fixed that LuaEntity::can_insert() didn't work right for module inventories. ( 89410 )
Fixed that on_player_built_tile had the wrong 'tile' when using hazard concrete in some cases. ( 89382 )
Fixed that some of the checkboxes weren't highlighted as they should when hovering reset in the map generator GUI. ( 88028 )
Fixed performance issue related to rendering long train paths. ( 84766 )
Fixed missing tooltip on the editing button in upgrade planner, deconstruction planner and blueprint book. ( 89455 )
Fixed Shallow water 2 to be layered above sand tiles and therefore missing transitions with sand tiles. ( 89351 )
Fixed stone path and concrete were missing transitions to out-of-map tiles. ( 88888 )
Fixed the upgrade planner to upgrade the corresponding underground belt for all combinations of real/ghost connections.
Fixed that biters could get stuck trying to pathfind toward spidertron, causing performance issues. ( 88744 89327 )
Fixed lights near right or bottom edge of the screen would render twice sometimes. ( 88388 )
Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. ( 84607 )
Fixed that rails didn't have the building smoke.
Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. ( 89642 )
Fixed that modded productivity bonuses in tooltips didn't always show everything. ( 86020 )
Fixed that unit groups could get stuck in the gathering phase. ( 81238 )
Fixed that negative damage stickers didn't work. ( 89789 )
Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. ( 89661 )
Fixed that train would not repath when possible due to being in chain signal section. ( 89587 )
Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. ( 88263 )
Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. ( 89256 )
Fixed rotating assembling machines with heat and fluid connections. ( 89945 )
Fixed that it was possible to hold ghost building + blueprint from the library at the same time. ( 89055 )
Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. ( 89886 )
Fixed that previous technology key-binding focused search in the blueprint library. ( 88851 )
Fixed that ghosts created by destroying entities weren't upgradeable. ( 87684 )
Fixed that kick & ban commands broke replays. ( 89141 )
Fixed that spidertron would stretch its leg way too much in some special situations. ( 87982 )
Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. ( 87696 )
Fixed decimal textfield would not take decimal point as input when selection would make it valid input. ( 89025 )
Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. ( 90015 )
Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance.
Fixed that wrong slider position when requesting items in some cases. ( 89680 )
Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. ( 88753 )
Fixed that the total-raw list in the recipe tooltip for some translations. ( 85188 )
Fixed glitching sound loops: steam turbine and electric furnace. ( 89108 )
Fixed changing dawn property of a surface would create visual glitch in day-night cycle. ( 88585 )
Fixed misleading tooltip for disabled shortcut bar items. ( 87380 )
Fixed startup music volume balance. ( 84459 )
Fixed that sounds outside of radar coverage would still play. ( 88145 )
Fixed personal laser defense with minimum range would stop working when enemies would get within minimum range. ( 88515 )
Fixed that automatic rail signal direction selection works also when ghost-force building over trees/rocks in the way. ( 83937 )
Fixed that the replay controls weren't accessible when the current player opened the technology screen. ( 84127 )
Fixed the hand behaviour for some cases of fast entity transfer. ( 88610 )
Fixed sizing of the right panel when show_side_menu is disabled. ( 82529 )
Fixed that blueprint book tooltip based on chat icon had overflowing contents. ( 87735 )
Fixed that the entity hover interval wasn't applied when switching from entity to entity. ( 86410 )
Fixed that belts didn't show the proper curved preview when fast replacing. ( 88340 )
Fixed that the entity tooltip was being shown in some cases where it was not supposed to. ( 82117 )
Fixed that the station name icons were clipped in some cases. ( 83591 )
Fixed that the minimap focus wasn't updating when switching player in the replay. ( 85387 )
Fixed that it wasn't possible to start scenario with replay enabled. ( 85646 )
Fixed losing chain signals in the advanced rail mini-tutorial. ( 89333 )
Fixed train buttons being cut off in advanced rail mini-tutorial in some locales. ( 89210 )
Fixed a crash related to building laser turrets through robots. ( 87139 )
Fixed Bulgarian language name. ( 80695 )
Fixed text box font not refreshing after being changed. ( 78003 )
Clarified tooltip text for locked levels in new game GUI. ( 87852 )
Fixed server crashing when quitting while it's saving for desync report. ( 84819 )
Fixed that rolling stock rotation was not set correctly when using the pipette tool. ( 89154 )
Fixed that if else chain noise expressions would sometimes produce corrupt results. ( 87698 )
Fixed a crash when using identical literal expression in spot noise expressions. ( 87663 )
Fixed that steam engine would show as producing 960kW in electric network GUI. ( 82509 )
Fixed that rail ghost building didn't play the ghost building sound.
Fixed a crash when a startup error tried to use rich-text. ( 90438 )
Fixed a crash when related to editing edited scenarios while in vehicles. ( 90199 )
Fixed that it was possible to specify a rail signal pair that does not collide with each other. ( 86385 )
Fixed that collision box could be removed from the rail signal resulting in a signal that could be placed not on a tile center. ( 82623 )
Fixed that it was possible to specify a transport belt connectable entity that would not collide with other belt connectable entities. ( 82294 )
Fixed barrel recipe generation not taking into account fluid icon_size if fluid icons were defined. ( 90526 )
Fixed that clients wouldn't be able to join a multiplayer game if the banlist was too large. ( 85425 )
Fixed that selecting folders in the save-game-gui would still allow saving as the save file name. ( 85935 )
Fixed a crash when opening the blueprint library through lua. ( 90494 )
Fixed the program exit status code when a dedicated server fails. ( 89819 )
Fixed that blueprints with rolling stocks could get invalidated when syncing shelves. ( 90545 )
Fixed that the technology screen would show a "Resume" button for technology levels that haven't yet been researched at all. ( 85642 )
Fixed that cars with minimap_representation set would still render the default triangle. ( 89915 )
Fixed building assembling machine ghosts with unresearched recipes left them with no fluid connection previews. ( 88881 )
Fixed that biters who couldn't reach their spawner would remain on the map, potentially preventing other biters from spawning. ( 88614 )
Fixed script data leak in wave defense scenario. ( 90615 )
Fixed that background sound didn't fade out when stopping replay. ( 90467 )
Fixed that the deconstruction planner ignored tile mode & filters when cancelling deconstruction.
Fixed signature error when updating non-steam version on OSX. ( 87964 )
Fixed fast-replacing entity connected to a ghost entity by circuit network. ( 90515 )
Fixed that on some maps, biter attacks could decrease almost to nothing. ( 89324 )
Fixed inserter with fluid energy source could consume too much fluid when no fluid usage was given and scaling was disabled. ( 90613 )
Fixed that building rolling stock could place multiple of them when there are close adjacent rails. ( 89152 )
Fixed that LuaPlayer::can_place_entity would not calculate player reach the same way as manual building. ( 90162 )
Fixed that steam engine in multiple connected electric networks would overproduce and waste energy. ( 86243 )
Fixed problems related to opening blueprint while other blueprint is in the process of being configured. ( 89387 )
Fixed cutscene starting at {0,0} instead of player position when no start_position was given. ( 90694 )
Fixed electric network GUI production bar related to tertiary energy sources. ( 85725 )
Fixed a crash in the pathfinder that could happen when the bounding box didn't contain the tile center. ( 90146 )
Fixed tooltips not showing electric energy source information for electric-energy-interface entities. ( 90779 )
Fixed that undoing a deconstruction order of entities with item requests didn't recover these requests unless the entity was actually removed. ( 83571 )
Fixed that spidertron remote usage on map was bound to open item control rather than the build item control it is bound to in normal view. ( 89949 )
Fixed that flamethrower turrets could fail to shoot at a target. ( 90815 )
Fixed problem with rich text in blueprint library. ( 87268 )
Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. ( 83023 )
Fixed heat pipe related drawing only working for boiler type entities. ( 85306 )
Fixed that running /server-save wouldn't save anything if the server was started with --start-server-load-scenario. ( 76767 )
Fixed activation working sound playing even when the entity was already active when being encountered. ( 80646 )
Fixed a pathfinding-related crash. ( 87204 )
Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. ( 87820 )
Fixed pipe-to-ground working sound would ignore flow rate. ( 91073 )
Fixed crash when calling take_screenshot with very small resolution values. ( 91095 )
Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. ( 91101 )
Fixed various issues related to entities leaving gaps when building too fast.
Fixed a crash when setting specific fluids in the infinity pipe GUI. ( 91211 )
Fixed that the admin GUI didn't live-update the whitelisted field. ( 91347 )
Fixed crash related to migrating circuit network entities while loading the blueprint library. ( 91470 )
Fixed that artillery would keep shooting at something when it moved out of range. ( 91498 )
Fixed softlock in tutorial if the player took the iron plates too quickly. ( 91618 )
Fixed missing blueprint components scroll bar when there is a lot of components. ( 91426 )
Modding
New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. ( 87777 )
Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn.
Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use.
Changed collision mask 'layer-11' to 'rail-layer'.
Changed collision mask 'layer-12' to 'transport-belt-layer'.
Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it.
Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function.
Removed rocket silo rocket prototype property "result_items" because it did nothing.
Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence.
Unified laser and beam related ammo categories to just "laser" and "beam".
Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets.
Renamed technology "turrets"->"gun-turret", "laser-turrets"->"laser-turret", "combat-robotics"->"defender", "combat-robotics-2"->"distractor", "combat-robotics-3"->"destroyer" "tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
Internal spidertron specification in a way to make torso and leg scaling much easier.
Renamed "source_effects" property of line trigger item to "range_effects", due to ambiguity with source_effects on action delivery. ( 90591 )
Added the "linked-container" entity type.
Removed 'small-plane', 'computer', 'railgun-dart' and 'railgun' items.
Removed 'bait-chest', 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-1-repaired', 'crash-site-assembling-machine-2-broken', 'crash-site-assembling-machine-2-repaired', 'crash-site-electric-pole', 'crash-site-generator', 'crash-site-lab-broken' and 'crash-site-lab-repaired' entities.
Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present.
Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. ( 82294 )
Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement.
Removed fluid turret prototype property 'indicator_light'.
Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'.
Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'.
Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'.
The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name.
Scripting
Renamed the clean_cursor method to clear_cursor.
Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor.
Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior.
Changed LuaItemStack::active_index to return `nil` if the blueprint book inventory has zero slots. ( 88427 )
Changed LuaItemStack::count to return 0 instead of failing when the stack is empty.
Changed LuaControl for players in cutscenes so the character is still usable.
Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled.
Decoupled deactivation by script and deactivation by circuit network.
mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui")
Made LuaEntity::speed read work with spider-vehicle.
Made LuaEntityPrototype::guns read work for spider-vehicle.
Removed LuaEntityPrototype::production read.
Removed LuaBootstrap::is_game_in_debug_mode read.
Added LuaEntityPrototype::max_energy_production read.
Added LuaEntity::trains_limit read/write.
Added LuaEntity::trains_count read.
Added LuaTrainStopControlBehavior::trains_count_signal, trains_limit_signal, set_trains_limit and read_trains_count read/write.
Added LuaEntity::tree_gray_stage_index, read/write.
Added LuaEntity::tree_gray_stage_index_max read.
Added LuaEntity::can_wires_reach().
Added LuaEntity::crafting_queue_progress read.
Added on_spider_command_completed event.
Added LuaEntity::get_connected_rolling_stock().
Added 'create_at_cursor' to LuaPlayer::create_local_flying_text().
Added LuaGameScript::map_gen_presets read.
Added LuaStyle::extra_margin_when_activated and extra_padding_when_activated write, which also accept arrays of values.
Added LuaStyle::size write.
Added LuaGuiElement::name write support.
Added LuaGuiElement::tags read/write.
Added LuaTile::to_be_deconstructed().
Added LuaGuiElement::bring_to_front().
Added 'has-rocket-launch-products' filter to ItemPrototypeFilters.
Added support to save/load LuaProfilers. They simply reset the time when saved/loaded.
Added LuaEntityPrototype::guns for artillery turrets and wagons.
Added LuaEntity::combat_robot_owner read/write.
Added LuaPlayer::clear_recipe_notifications and LuaPlayer::add_recipe_notification
Added LuaGuiElement::add "index" property, allowing insertion to anywhere in the parent element.
Added LuaGuiElement::get_index_in_parent().
Added support to connect/disconnect power switches through LuaEntity::connect_neighbour/disconnect_neighbour.
Added LuaForce::get_linked_inventory().
Added LuaEntity::link_id read/write.
Added LuaGui 'relative' (player.gui.relative). For showing a CustomGuiElement relative to some base game C++ GUI.
Added LuaGuiElement::anchor read/write.
Added 'alt_mode' to on_player_toggled_alt_mode event.
Added 'cursor_position' to the custom input events.
Added 'queued_count' to on_pre_player_crafted_item.
Added LuaPlayer::cutscene_character read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
|
[
{
"author": "eksdee",
"content": "tldr: factorio devs are awesome",
"date": "2020-11-23T20:33:57+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "exactly my thoughts",
"date": "2020-11-23T20:35:35+00:00",
"quotes": [
{
"author": "eksdee wrote: Mon Nov 23, 2020 8:33 pm",
"content": ""
}
]
},
{
"author": "Commander Virx",
"content": "So many changes... must... read... them all...",
"date": "2020-11-23T20:35:48+00:00",
"quotes": []
},
{
"author": "tamanous",
"content": "+1",
"date": "2020-11-23T20:36:58+00:00",
"quotes": [
{
"author": "eksdee wrote: Mon Nov 23, 2020 8:33 pm",
"content": ""
}
]
},
{
"author": "mishugashu",
"content": "Keep up the good work!",
"date": "2020-11-23T20:37:59+00:00",
"quotes": []
},
{
"author": "blackbat",
"content": "The absolute madlads did it again.",
"date": "2020-11-23T20:38:09+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "Celebration!",
"date": "2020-11-23T20:38:38+00:00",
"quotes": []
},
{
"author": "Ryozuki",
"content": "insane",
"date": "2020-11-23T20:41:56+00:00",
"quotes": []
},
{
"author": "brunzenstein",
"content": "The update fails on the Mac \n stuff \n \n \n Bildschirmfoto 2020-11-23 um 21.45.50.png (1.11 MiB) Viewed 50360 times",
"date": "2020-11-23T20:47:32+00:00",
"quotes": []
},
{
"author": "fbo",
"content": "On win64 too: \n\"VCDIFF error on factorio.pdb\"",
"date": "2020-11-23T20:49:56+00:00",
"quotes": []
},
{
"author": "MasterBuilder",
"content": "viewtopic.php?f=7&t=91658 \n \n\nReport it as a bug. viewforum.php?f=7",
"date": "2020-11-23T20:52:35+00:00",
"quotes": [
{
"author": "fbo wrote: Mon Nov 23, 2020 8:49 pm",
"content": ""
},
{
"author": "brunzenstein wrote: Mon Nov 23, 2020 8:47 pm",
"content": ""
}
]
},
{
"author": "tamanous",
"content": "I really appreciate the heart you put into the background cut sequences. #1: the player chasing the biter and vice versa",
"date": "2020-11-23T20:52:55+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "I got an error with \"1.1 cannot load 1.0 basemod\" but that is probably my fault for messing with the hidden settings. \nSpez: oh, apparently it wasn't me: it happens to all zip installs. \n \nYou can fix it by downloading a new 1.1 zip and replacing bin and data in your current install",
"date": "2020-11-23T20:55:18+00:00",
"quotes": []
},
{
"author": "blazespinnaker",
"content": "OMG \n \nmap BP and BP flipping .. the only two features I wanted. You guys are the best.",
"date": "2020-11-23T21:02:19+00:00",
"quotes": []
},
{
"author": "",
"content": "There are some updater problems, so we have delisted the 1.0.0 -> 1.1.0 update package \n \nYou will need to download the whole game if you want to update \n \nWe will try to get it fixed as soon as reasonable",
"date": "2020-11-23T21:09:05+00:00",
"quotes": []
},
{
"author": "",
"content": "I like how honest we are",
"date": "2020-11-23T21:10:19+00:00",
"quotes": [
{
"author": "Klonan wrote: Mon Nov 23, 2020 9:09 pm",
"content": ""
}
]
},
{
"author": "dtoxic",
"content": "Thx for the info...now do we copy over the whole game to existing one or should we copy only the basics into the new game update (full game folder) like mod;settings etc",
"date": "2020-11-23T21:13:53+00:00",
"quotes": [
{
"author": "Klonan wrote: Mon Nov 23, 2020 9:09 pm",
"content": ""
}
]
},
{
"author": "gyuri00",
"content": "The default path of the config file also changed from the roaming folder to the base game folder, so I had to manually copy my old settings to the new folder.",
"date": "2020-11-23T21:16:08+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "That didn't happen to me.",
"date": "2020-11-23T21:17:39+00:00",
"quotes": [
{
"author": "gyuri00 wrote: Mon Nov 23, 2020 9:16 pm",
"content": ""
}
]
}
] | 19
|
2020-11-23T14:29:28-06:00
|
|
forum-topic-124877
|
124877
|
[raiguard] [2.0.28] Linux Wayland (F12) Screenshot doesnt work
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=124877
|
schorsch_76
|
I play on Linux (Debian 12) the steam version. I tried to use the wayland protocol. Nearly everything works except the F12 key to make a screenshot. This just works on X11.
Attached both logs. One where wayland was enabled and pressed F12 to create a screenshot during startup. The second one with X11 enabled and pressen F12 to create a screenshot on startup.
|
[
{
"author": "",
"content": "This is likely due to the absence of the steam overlay, which simply does not work on Wayland. I will investigate to see if there is a fix on steam's side.",
"date": "2025-03-10T17:59:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Steam overlay and other integration features is an open issue on Valve's end. \n \nIf you really need the overlay and screenshot functionality, then you must use Xwayland for now. \n \n https://github.com/ValveSoftware/steam- ... ssues/8020",
"date": "2025-03-12T18:50:43+00:00",
"quotes": []
}
] | 2
|
2024-12-21T10:53:43-06:00
|
forum-topic-114367
|
114367
|
Multiplayer Servers
|
Multiplayer
|
https://forums.factorio.com/viewtopic.php?t=114367
|
RealK
|
I wonder if there exists more servers rather than the ones we can find in the 'Multiplayer Menu' in the game? Like an website or something where we can find more servers?
|
[] | 0
|
2024-07-20T07:45:58-05:00
|
forum-topic-25970
|
25970
|
Factorio Forums • [0.12.33+] Ultimate Mega Modpack
|
This has only been tested on 0.12.33. Please do not report problems for older Factorio versions.
Welcome one and all, to the Ultimate Mega Modpack! 63 mods to rule them all.
~-~ If the game slows down when you reach 'Loading mods ...' then the modpack is loading. ~-~
Download: https://github.com/LewisTehMinerz/Ultim ... o/releases | Contains all releases of the modpack.
This post will be used as an update post (most of the time) to say when versions are coming out.
Mods Bob's Mods
Aircraft
Air Filtering
BurnTheWood
Crafted Artifacts
Dark Matter Replicators
Eco Trees
Electric Furnaces
EMP Biters
Equalizer Chests
EvoGUI
Explosive Termites
FARL
Flow Control
Fluid Void
Force Fields
FuPower
Landfill
Larger Inventory
Logistic Gun Turret
Logistics Mining
Misanthrope
MoCombat
MoIndustry
MoPower
MoTransport
More Better Logistics
Ore Expansion
Left-Right Load Balancer
Filtered Splitters
Squeak Through
Terraforming
Test Mode
Treefarm Lite
Underground Mining
Uranium Power
Vanilla Plus
Warehousing
Yuoki Industries Mods
Official Series Episode 1
Episode 2
Episode 3
The reason for this modpack? None, really. It gives you choice on what you want to do. So what if there's 3 different ways of growing wood? It's just about the fun, that's all. You can make a choice of which mod you want to use to grow that wood. There is no issue, is there?
~- LewisTehMinerz -~
|
[
{
"author": "",
"content": "First release finally published.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "so yeah.. \nwould be nice to know which mods you offer here.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "First, good job on your modpack! \n \nAs already mentioned, a list of the mods and ideally a link to their respective mods would be great. You could look at the farlands pack for a great example. \n \nWhat is the focus of your modpack? There seems to be a lot of mods there and it's not clear what you tried to accomplished with the pack. \n \nIdeally you should also limit the number of mods with the exact same goal without a good reason. There seems to be at least three way to grow your own wood, why is that?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "By request, mod list added and \"reason for this pack\" added.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Found a little bug, I can't smelt Steel since Steel needs steel furnaces for some reason. Little note, I swapped Ore Expansion with RSO, but that shouldn't affect anything",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Steel Furnaces aren't made out of steel. I think your confusing the vanilla one with the modded one. Check episode 2 of our series. We have a steel furnace there. From looking back at the footage, you require stone brick to craft it.",
"date": "",
"quotes": []
}
] | 6
| ||||
forum-topic-127448
|
127448
|
Unbeatable anti-cheat.
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=127448
|
gir489
|
I have been attempting to break this game's anti-cheat for about 4 months now. I have found a big fat 0 number of exploits... I can't believe the only game I've never been able to hack the multiplayer for, is some $30 nothing game... I've hacked every game I've ever played online since Doom 2. Everything from Counter-Strike, to Battlefield 2, TFC, all of the Far Cry games that had MP, almost every single COD (including Warzone 1 and 2), PUBG, Apex Legends, Dota 2, League of Legends, Rise of Nations, Starcraft 1 and 2, Valorant, Fortnite, GTA IV and V (with BattleEye), untold numbers of mobile games. And the one game, THE ONE GAME I haven't been able to break is Factorio. I don't know what mad genius coding engineer you have working for you, but they deserve a raise.
I mapped out every single class, function, memory handler, Lua interface I could find with IDA, and not one of them is vulnerable. At first, I tried basic cheat-engine style of attacks. But I was being detected by the game flat-out, even so much the game would log in the file "Cheat engine detected, ignore log!." I thought: "How stupid are these guys leaving strings in the binary for attackers to find? I found out, it wasn't stupidity, it was brazenness... It would force-crash on functions that did basic sanity checks where it would store a backup of the value, and if the backup didn't match, it would just fail fast. Those were easy to patch out with ASM replacement, but what I couldn't defeat was the sync code. The MOMENT your client falls out of sync with another, you just desync. I tried Lua injection, I tried memory attacks, I tried packet crafting. NOTHING works. The moment the other client doesn't agree with what you said, they just drop. Absolutely outstanding work. You have finally given me a challenge. A challenge I could not best.
|
[
{
"author": "NineNine",
"content": "Yeah. Neat. \n \nWhat's the point of \"cheating\" in a sandbox game?",
"date": "2025-03-13T03:56:14+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "There are many ways to play the game. I am glad you are able to find Fun in looking for holes, even if it does make the Leaderboards less appealing for the rest of us…. Factorio sidesteps a lot of these competitive issues by not having one! \n \nThe flags which decide if a Save game is eligible for Achievements are the closest thing to an actual “Cheat” - and those can be cheesed with a Hex editor, using data on the game’s wiki. All that will earn you is “100% completion on Steam”, which is of dubious value. I am still working on obtaining them all organically myself…. \n \nOnce you have started running the game’s Sandbox you have already connected to a Multiplayer server, downloaded the map, exchanged tokens, etc. As you’ve discovered, the deterministic nature of the Simulation makes it impossible to make changes outside of the Game’s rules, without causing a Desync… I have done some fuzz testing before running the Factorio daemon on my networks, and it seems pretty solid - though I would not trust it with root privileges or Private VLAN access, like any non-open-source program. All of the network paths seems resilient to un-authenticated packets - achieving a crash or Denial of Service requires you to Login, or resort to old-school packet floods to “slowdown” a server and cause players to drop. Abuse of the User Auth Tokens mechanism to impersonate other users is discouraged, so I have not touched that myself. You could maybe find some way to send “bad updates” to the server which come from your User Token (ie, manually crafting UDP packets as a fake client), but any reasonable multiplayer server would just ban you. \n \nWhen you “Win the Game” in Space Age you are able to upload a package to the Galaxy of Fame…. It is already possible to cheese this using the Scenario Editor. While you could submit a carefully-crafted upload to the API manually, this would also not be a great idea. \n \nSo yeah, what’s the point? Just install some Overpowered Modules and use the Infinity Chest in Editor mode. It’s a Sandbox.",
"date": "2025-03-13T04:58:57+00:00",
"quotes": []
},
{
"author": "FasterJump",
"content": "Forgive me if I'm wrong, but is this post about \"hack\", rather than \"cheat\"? \n \nAnyone can use the in-game console to \"cheat\" in the game. Or, if it's about the achievements, by downloading blueprints/saves. \n \nOf course, there is no point cheating in Factorio. Cheating in solo games is usually useful only if you are bored and want to fast track to the end to be done with the game. \n \nAnyway, back to the topic, it's interesting to know that Factorio's executable is so robust to tampering. I haven't read any FFF about that!",
"date": "2025-03-13T07:29:26+00:00",
"quotes": []
},
{
"author": "Atraps003",
"content": "Factorio's robust multiplayer is underrated. A gem in the sea of kernel level \"anti-cheat\" spyware.",
"date": "2025-03-13T10:29:44+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "It's not explicitly an anti-cheat. As far as I see how the engine implements multiplayer, it's just a byproduct of ensuring a consistent game state of all connected players. Its intended use is to find multiplayer-breaking bugs in Factorio itself and in any mods. \n \nSince the engine doesn't work with a client/server model, every player runs the whole game map. The server is just managing the master game map, so every player gets the same map on connect. But the game runs individually on every player's computer. If someone injects an item or an action for cheating into his own map, this item and any usage of it would not appear for any other player, because there is no means to distribute that item to other game instances. The engine simply has no functionality to send and receive items. Any cheating would not have any impact on the other players. \n \nEven if you were able to somehow disable the consistency check for everyone, you will not be able to transmit any cheated items or actions, since the engine has no means to send and receive such things. \n \nThe cheater would simply start to run a different map than the other players, so it is desynced, so it is disconnected by the consistency checks. \nThe only thing exchanged between the game instances are mouse and keyboard interactions. Any cheat is limited to user interactions - for example, if it is any advantage to click inhumanly fast, you can do that. But you cannot create 10 stacks of blue chips to cheat, because there is no way to make this known to the other player instances. And if you kill one player with a cheated weapon, this player isn't killed for any other player, since the other player instances don't have that cheated weapon. The only thing you can inject artificially is a 'fire weapon\" action, since this is what the user inputs with mouse or keyboard, but not \"do 1000000 damage\", since the result of the action is computed by every player instance individually. \n \n@gir489 It's a mystery to me why you even started trying to cheat by injecting the game. Anyone with a little bit of Factorio game engine (and modding) knowledge would know this cannot work. You wasted your time, and you could have known that.",
"date": "2025-03-13T11:02:12+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "I like to split cheats into two groups:\n \n Resource based: Anything that gives you a resource benefit, regardless whether actual resources, unit health, etc. \nThese will be detected (in multiplayer) by factorios deterministic nature, as several posters above already mentioned. Note that the server is prevented from using resource based cheats as well. \n Knowledge based: Anything giving you a knowledge advantage without changing the game state, e.g. removing fog of war. \nThese are possible: Save the map locally, open it in a second instance of factorio, have fun exploring. A suitably edited client binary could offer the same options live. The debug options (F4) can leak quite a bit if information as well. \n \n\nI haven't yet come across a game or set of techniques that prevents both kinds at the same time. \n \nEdit: I should add a third kind to the list:\n \n Scripting: Executing legal actions, but with inhuman speed and/or reaction time. \nPossible using a suitably edited client binary.",
"date": "2025-03-13T11:26:12+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "When you look at the Factorio multiplayer system as a whole, it is a very short distance away from avionics-grade reliability and redundancy. The only thing missing is proactive error correction in some places. This happens to be the direction the developers chose to put a lot of their time and energy, and in my opinion it paid off. \n \nIllegal actions are prevented by design or proactive measures, and everything else is explicitly allowed hy the modding API or wiki. There is no gray zone.",
"date": "2025-03-13T14:10:38+00:00",
"quotes": []
},
{
"author": "J-H",
"content": "Factorio has raised my standards for software quality across the board. \nNobody at work understands when I'm grumpy about how inefficient and wasteful some programs (including OneDrive!) are.",
"date": "2025-03-14T00:51:39+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "This is so interesting to hear. I'd thought about it several times, and it makes sense that it should hold up quite well, but I had no proof that it would work this well.",
"date": "2025-03-14T02:22:13+00:00",
"quotes": []
}
] | 9
|
2025-03-12T18:39:34-05:00
|
forum-topic-94281
|
94281
|
pY Alternative Energy - Discussion - Page 8
|
PyMods
|
https://forums.factorio.com/viewtopic.php?t=94281&start=140
|
factoriogame1121
|
graphics: geothermal plant, pipe joint
|
[
{
"author": "factoriogame1121",
"content": "Fluid mining drill - similar situation",
"date": "2022-11-26T12:55:57+00:00",
"quotes": []
},
{
"author": "factoriogame1121",
"content": "Reformer furnace - similar situation",
"date": "2022-12-02T19:00:17+00:00",
"quotes": []
},
{
"author": "GluAp",
"content": "Game just crashed: \n Code: Select all The mod Pyanodons Alternative Energy (1.1.5) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event pyalternativeenergy::on_nth_tick(60)\nGiven entity doesn't exist anymore.\nstack traceback:\n\t[C]: in function 'draw_animation'\n\t__pyalternativeenergy__/control.lua:275: in function 'draw_windmill'\n\t__pyalternativeenergy__/control.lua:297: in function <__pyalternativeenergy__/control.lua:285> \n\nAnd Again like this: \n Code: Select all The mod Pyanodons Alternative Energy (1.1.5) caused a non-recoverable error.\nPlease report this error to the mod author.\n\nError while running event pyalternativeenergy::on_nth_tick(30)\n__pyalternativeenergy__/control.lua:421: table index is nil\nstack traceback:\n\t__pyalternativeenergy__/control.lua:421: in function <__pyalternativeenergy__/control.lua:407>",
"date": "2022-12-11T00:23:38+00:00",
"quotes": []
},
{
"author": "Ruin",
"content": "Playing AE 1.1.6 and having fun. But, it seems like the Centrifuge Mk1 now takes 200MW of power. I assume this was a typo in the changes?",
"date": "2022-12-28T13:11:21+00:00",
"quotes": []
},
{
"author": "Necronium",
"content": "Pretty sure thats is intended value for it.",
"date": "2022-12-30T07:00:13+00:00",
"quotes": [
{
"author": "Ruin wrote: Wed Dec 28, 2022 1:11 pm",
"content": ""
}
]
},
{
"author": "Ruin",
"content": "I appreciate the heads up but, I really hope that is not the case. It seems really out of line with the other power requirements. Heck, even the Electrolyzer Mk1 (which got a huge jump in power requirements earlier) only went to 10.33 MW. It would take more than a full node of geothermal power at Mk 1 to run just one Centrifuge Mk1. Things like Albumin would be very hard to make until you have Mk2 (or maybe even Mk3) power.",
"date": "2022-12-30T23:29:01+00:00",
"quotes": [
{
"author": "Necronium wrote: Fri Dec 30, 2022 7:00 am",
"content": ""
},
{
"author": "Ruin wrote: Wed Dec 28, 2022 1:11 pm",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "Well that is in fact the case.",
"date": "2022-12-31T23:06:50+00:00",
"quotes": [
{
"author": "Ruin wrote: Fri Dec 30, 2022 11:29 pm",
"content": ""
},
{
"author": "Necronium wrote: Fri Dec 30, 2022 7:00 am",
"content": ""
},
{
"author": "Ruin wrote: Wed Dec 28, 2022 1:11 pm",
"content": ""
}
]
},
{
"author": "Necronium",
"content": "If you thought that 200MW is a lot, you did not see anything.",
"date": "2023-01-02T00:10:26+00:00",
"quotes": []
},
{
"author": "Wisey",
"content": "Is there any reason the crafting time for the Shaft is so long at 50s compared to other similar items that are mainly 10-20s each?",
"date": "2023-01-30T22:31:04+00:00",
"quotes": []
},
{
"author": "Doddler",
"content": "I ran into a bit of an unusual bug with alternative engergy, if you attempt to copy/paste the fish turbine or blueprint it, the turbine itself is invisible. As far as I can tell it functions correctly, just without the turbine.",
"date": "2023-03-07T05:10:09+00:00",
"quotes": []
},
{
"author": "factoriogame1121",
"content": "Now, without this mod, the assembly seems incomplete to me. The game is close to perfect.",
"date": "2023-03-14T21:26:37+00:00",
"quotes": []
},
{
"author": "factoriogame1121",
"content": "1. Many new alloys have been added. But I have noticed that older alloys (stainless steel, high strength steel, superalloy) are much more difficult to produce compared to them. \nIs that how it should be for balance? If not necessary, it is also possible to make their recipes more realistic, for example by melting the appropriate plates or ore (as in the case of steel) and then adding various substances (as, for example, stabilizers) and a casting mold into the casting machine. \n \n2. Adding mechanical parts is super \nAdding many new science packs - amazing \n \n3. I just saw a curious detail in the angel mods. Special atmospheres for various bioorganisms. Well, that is, a special gas mixture is also pumped into the corresponding building. Well, just a note. \n \n4. It was rightly noted that using a long manipulator does not make sense if the \"Bob's Adjustable Inserters\" mod is installed, which I also consider mandatory. (alternatively, you can simply integrate its functions into py mods). \n \n5. It seems to me, or is the old thermonuclear reactor much cheaper compared to the new nuclear one (mk 4)? Of course, I have not yet figured out how it works, maybe it should. \n \n6. Would you like to add something exotic like a cold fusion reactor? P.S. I just read that such a reaction, it seems, is impossible. But nonetheless. \n \n7. And again. I kind of offered an idea. Just in case, I'll leave it again. How about getting new metals through the creation of new elements in the particle accelerator? Or in some other complex and energy-consuming apparatus. \n \n8. I looked again at the \"space exploration\" mod. Still, it is very interestingly compiled .. It is extremely curious what Py would do if he took up science fiction)",
"date": "2023-03-14T23:28:54+00:00",
"quotes": []
},
{
"author": "gavrielba",
"content": "Yep, integrating adjustable angles for inserters in Py would be bomb! There's no reason why the engineer can't make cranes that rotate 90 degrees and not only 180.",
"date": "2023-03-31T13:27:04+00:00",
"quotes": []
},
{
"author": "salbris",
"content": "I'm loving the new update but tell me wonderful devs why is Geothermal so easy!? \n \nThis is not the Pyanodons I've come to expect!",
"date": "2023-04-04T14:24:24+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "It's pretty limited and slight reprieve from the very early game power issues to allow more electric stuff for those that truly hate burner stuff.",
"date": "2023-04-05T00:14:48+00:00",
"quotes": [
{
"author": "salbris wrote: Tue Apr 04, 2023 2:24 pm",
"content": ""
}
]
},
{
"author": "factoriogame1121",
"content": "I have not yet figured out why a small-blade household turbine (a wind farm that is unlocked along with the \"steel\" technology) shows me either \"no power\" or \"little power\". What power are we talking about? About wind availability? If so, it looks like it changes too fast. Probably about once a second. And because of this frequent change of \"no power - little power\", the animation of the turbine blades is intermittent, \"twitches\". \n \nP.S. Now I checked it better in the sandbox. Regardless of whether there is enough energy or not, windmills show \"no power\". And the animation twitches.",
"date": "2023-04-09T22:26:11+00:00",
"quotes": []
},
{
"author": "donoya",
"content": "Nice! Looks like this is finally available. I have been checking up on the progress with this mod for a while until I got really busy. I realize I'm pretty late to playing this. Is there a vote available yet for which mod you'll be working on next?",
"date": "2023-04-11T03:19:32+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "Nope. Already had a vote with me, myself and Irene and started on the next project.",
"date": "2023-04-11T04:23:16+00:00",
"quotes": [
{
"author": "donoya wrote: Tue Apr 11, 2023 3:19 am",
"content": ""
}
]
},
{
"author": "donoya",
"content": "Oh. Okay. Cool. What was the verdict?",
"date": "2023-04-12T09:19:22+00:00",
"quotes": [
{
"author": "kingarthur wrote: Tue Apr 11, 2023 4:23 am",
"content": ""
},
{
"author": "donoya wrote: Tue Apr 11, 2023 3:19 am",
"content": ""
}
]
}
] | 19
|
2021-01-12T17:25:00-06:00
|
forum-topic-127553
|
127553
|
Fac.Up Your Life - the dream of playing Factorio while getting your rl shit done
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=127553
|
UnlceShupp
|
Imagine playing Factorio for 10 hours – easy. Sit down, start the game, 10 hours gone – done.
Now imagine you need to solve a real-life problem that you have. One that you don’t want to deal with. For 10 hours. – That’s just nuts.
If you’re normal, like me, you will push it away for months, as long as possible. And even further.
What’s the difference in these two scenarios? – Of course, one is your favorite addictive game, and the other is something you don’t want to deal with.
That’s where I come in!
Hello, I’m UncleSchupp, and I’m a gamification nerd. Because I like games, and I don’t like chores.
One day, I realized two things:
- A lot of work and chores that I have to do are in front of my PC, and
- Sometimes, Factorio feels like a chore when I’m overwhelmed – but then I still don’t stop. I keep on pushing until the thing I want to do is done.
That’s how I came up with my idea, that I want to share with you today:
Fac. (torio) Up Your Life.
Short: Use the addicting part of Factorio to become motivated and get your real-life tasks done.
(or the other way around: wanting to see your factory grow so bad that you’ll do the thing you have to do, so you can keep building – the factory must grow.)
Let me give you an example: I’m currently writing my master’s thesis in philosophy. So I have to read, learn, think of a topic, and use those to build up arguments.
So, I give my problem to ChatGPT, and it provides me with a step-by-step to-do list. But what I would rather have is to see my master’s thesis project growing like my factory.
This is where the way Factorio works comes in handy, because you take stuff, and you put it into a machine, and then other stuff comes out until you have a science pack – which is actually just an empty thing with an abstract value.
My idea now is that I can just create stuff in the game, like coal, but I can name it something useful for my thesis. Then I put it into a machine, and the output is my goal. So, I can just name the item I put in, and I can write into the machine what it is doing.
(I admit, that sounds stupid, because it’s too easy – Factorio would also be stupid if you put coal in a machine, and your rocket pops out, and the game is over. So we need more complexity.)
That’s the part where I start to use Factorio like a mind map tool. Every machine is a thing that needs to be done (by me in real life), and every belt is an arrow connecting one thing with the next step.
(That’s still so simple, it sounds stupid and useless, but hear me out... )
So, on one hand, I have to do things I like, like reading and putting thoughts on paper – since I like that, I know how to do it, and I don’t feel overwhelmed. But there are also things that drive me crazy, like, for example, working through my notes, which takes a lot of time and brainpower, and it’s kind of boring because I never know what I’m looking for...
So, I would use my Fac.Up Your Life system for those steps to visualize it.
I will have a button where I can spawn ore that I can name like I want. (Ideally, I can also choose from a variety of icons/pics for the stuff.) The first ore I create will be called “text” or “paper” or “page,” since this is the stuff I have to work with.
My “page ore” is moving on a belt to my first machine I call “reading.” So whatever the machine works in-game, is the thing I have to do in real life. So I read, let’s say, a paragraph or a page, and then I push a button in the machine.
The push of the button creates an output that I decide to call “notes.”
That is my first factory part. I read stuff, and I end with notes. No problem, this is easy for me – so you could say it’s useless to build that in-game. But the next part is hard for me, so I’m happy to build a machine that shows what I’m actually doing in real life.
I imagine it something like this:
I now have a pile of “note ore” icons on my belts, or I’ve even filled some boxes with it. But now comes the hard part... How do I work with the notes?
AND THIS IS THE GENIUS OF THIS WAY OF USING Fac.Up: I don’t know how to deal with my notes, and I don’t want to do it, so my brain is not working for it...
But what I know, and what I like, is how to make my factory work!
So, I build each step as a factory, and I check where the problem is because I can fix any chain of factory problems.
So, in my factory, I have “notes ore,” and I want to have a finished thesis. I need to make smaller steps; the thesis is put together by chapters, these are put together by paragraphs, these are built by sentences. So how do I come to sentences? – I need to know what to say. Where do I find what to say? -> In the notes that I took.
I hope by this point that I could make sense of this. By focusing on planning the factory, I made the thoughts of how to deal with the real-life stuff... So, whenever I get stuck in real life, I add a machine into my factory that solves that problem.
Let’s say I cannot motivate myself to start. -> That’s a tough question, but it’s an easy factory to build... I want a finished thesis, but I lack (let’s say) the energy to do something. What do I need to build and create now? A machine that produces “energy ore.”
Everybody is different, so the solution to this problem will differ from person to person... But you could try a few things... Like movement -> build a machine that takes movement and creates energy or motivation... Listen to a song or eat some chocolate... Whatever works for you! Try it, build the factory parts, and then try that in real life. If you feel overwhelmed, build a machine that dissolves that or transforms that into something else. Think about this way of giving yourself what you need and want, to be able to do what you need to do.
And now! Comes the next step for this idea:
You can (like with blueprints) name your machines and add text to describe what it does. And then you can share your blueprint of your factory of how you did something.
So, when my thesis is done, I share my factory blueprint. And if you need to write one, you have a step-by-step guide on how I did that. So, if you lack motivation, you can check how I dealt with that. Maybe that inspires you to come up with something...
You could even make an online course with that system. Imagine you have a “how to mod Factorio” blueprint, where every machine, every building is a step you need to learn. So you have, in every machine/building, one lecture that you need to know, and with every new building, you learn one more thing. Then you share this tutorial blueprint of your factory with the community. Now they can learn how to mod, by working through your blueprint. They can also add things and tricks that helped them and so on...
Do you know Anki? – It’s a flashcard program where you can make your own flashcards... There are thousands of flashcards for students and so on... Imagine these boring flashcards turned into your own factory blueprints!
I don’t know... But that sounds so amazing to me!
My ideas go on... Let’s take the one chore you hate the most. Let’s say it’s doing your dishes...
So, that’s a machine that creates “dishes ore,” and you “burn” the dishes with every use, and the machine produces new dishes forever... But! After some time, it gets rusty, so it doesn’t work anymore. You have no more dishes... What do you need to do now? You need to repair your rusty machine (that means in real life, you need to clean your dishes). But here’s the thing... In the game, you just push a button, and the machine spits out more dishes... But no, no! Now you need to think about how you can motivate yourself so much that you actually do it. For the sake of the argument, let’s say, getting a piece of chocolate cake or you can take a round of fun after you did it. That’s your process you come up with.
-> So the machine “clean dishes” gets rusty, you need another machine that makes oil, so the rusty machine can work again. Your real life is you have to clean it and then have the cake, or a round of fun, if you’re not into chocolate.
Another example: Let’s say you fight all the time with your partner, or maybe you don’t have a partner but want one... Hard topic, but not if you build a factory out of it!
you have the product "having a fight with partner - ore" and you want the solution "peaceful realation - ore"
well.. what skills do you need to have, to change that? i dont know... you dont know, but what you know, is how to build a factory! so what does your factory need?
your ore is "fighting" why? how did that come? you know your side of the story, so build a factory for that. now... do you know your partners side? yes? than build that factory next to yours. so if your partners factory, doesnt make sence, or you dont know their side at all.. what do you need? more info to make the factory work. so talk with them. find the information. and then you built a factory that fits their stroy.. now you can check, if you agree with that fatory design.. its not wrong, its maybe just very different. -> all of a sudden you are thinking about hard topics, but you also built your factory. isnt that great?
i also have szenarios for the ennoying boss, or what ever... just think of the possibilitys that this community has in terms of making hughe processes to change one thing into an other.. and then we share this things with our blue prints!
i think its only minor changes in the game, but the possible output is endless!
so now comes the downer... of course i dont know how to programm, so i wanna find like minded people, who would help me build this, and share it with the world.
this was just a very small peak to see if this is of some interest. but i have a lot more ideas and systems how to make that work. also some "blue prints" in a mind map tool... so please reach out to me, if you like that idea or if you have some input!
this is the first idea in my life, that only got better and better by thinking more of it, instead of finding a ton of problems...
im looking foreward to hear from you, and if you know some people that could like this idea, please share thank you a lot!
Cheers!
|
[
{
"author": "eugenekay",
"content": "Are you on drugs? I’m not judging, I just cannot understand what this is supposed to be about. Something about using Factorio as a form of therapy? \n \nIf you are having trouble keeping up with daily tasks or a TODO list, my wife recommends Finch: Self-Care Pet. It is a little cuter than the Biters. \n \nSometimes you need to just stop playing Factorio for a few days to sleep, eat, and talk to other human beings in real life. I think this might be one of those times. \n \nGood Luck!",
"date": "2025-03-16T17:38:49+00:00",
"quotes": []
},
{
"author": "UnlceShupp",
"content": "haha thanks but nope thats just me \n \nif you think thats what therapy is, then i encourage you to visit one <3 \nbut if your first thought is, that you would use it for selfreflecting, why not? \ni think its just an extended mindmap kind of thing, that can bring structure in thought process in a manner that you enjoy. \nwhy wouldnt you play real life instead of grinding hard - espacially if the outcome would be the same -> work done. \n \nIf you read atomic habits for example, there is a lot of thought that went into designing your tasks and your surroundings in a way that forms your behaviour. i tried to do the same here \n \n \nalso: \ni've tried finch and about 30 other \"gamified\" todo lists, and they are all bad in my opinion, because it is just a plane, boring todo list, with a Tamagotchi-like animal, or plant, or pixel character that \"levels up\" or earn skins, which is useless. and it actually adds nothing to the system of task management itself. \nbut seeing the process visually makes it easier to find the root of problems, and then you can implement a solution. the bonus is, that playing sparkes creatifity which is crucial for problem solving. if you know you dislike what you are doing, than it becomes a chore. \n \n \n \nsince your solution seems to be sleep, food, and human beeings around me, even though you dont know me, you probably just mirrored what you think of me onto you and how you would deal with it. \nbut like i said, its easy to act from your comfort zone. if you wanna find something positive and helpful, my new not yet made mod, Fac.Up your Life, would be a great opportunity for you to try ;P \n \n \nalso thanks for being the first answer, that means a lot to me, my friend",
"date": "2025-03-16T19:48:28+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "friendbuddy.jpg (52.49 KiB) Viewed 162 times",
"date": "2025-03-17T03:37:49+00:00",
"quotes": [
{
"author": "UnlceShupp wrote: Sun Mar 16, 2025 7:48 pm",
"content": ""
}
]
},
{
"author": "UnlceShupp",
"content": "i knew that would trigger you xD \n \nfare well, my guy!",
"date": "2025-03-17T11:37:05+00:00",
"quotes": []
}
] | 4
|
2025-03-16T11:23:46-05:00
|
forum-topic-122157
|
122157
|
Mod Download API with Powershell on Windows
|
Tools
|
https://forums.factorio.com/viewtopic.php?t=122157
|
Kinson25
|
I have not found a good example to auto update mods on windows, so here is my powershell script. Just input the directory for your mods (usually in %appdata%/factorio/mods), your factorio username and the token from your profile here. Save it as FactorioModUpdates.ps1
I hope this helps someone.
Code: Select all clear
# Define variables
$modsDir = "C:\factorio-server\mods" # Path to your Factorio mods directory
$factorioUsername = "" # Replace with your Factorio username
$apiKey = "" # Replace with your Factorio token
# Read mod-list.json
$modListPath = Join-Path $modsDir "mod-list.json"
if (!(Test-Path $modListPath)) {
Write-Error "mod-list.json not found in $modsDir."
exit
}
# Parse mod-list.json
$modList = Get-Content -Path $modListPath | ConvertFrom-Json
$enabledMods = $modList.mods | Where-Object { $_.name -ne "base" -and $_.enabled -eq $true }
# Function to download a mod
function Download-Mod {
param (
[string]$modName,
[string]$downloadUrl,
[string]$version
)
# Ensure the download URL starts with a slash
if (-not $downloadUrl.StartsWith("/")) {
$downloadUrl = "/$downloadUrl"
}
# Construct the full download URL
#https://mods.factorio.com/{download_url}?username={username}&token={token}
$fullDownloadUrl = "https://mods.factorio.com$($downloadUrl)?username=$factorioUsername&token=$apiKey"
write-host $fullDownloadUrl
$outputFile = Join-Path $modsDir "$($modName)_$version.zip"
try {
# Validate the constructed URI
if (![System.Uri]::IsWellFormedUriString($fullDownloadUrl, [System.UriKind]::Absolute)) {
throw "Invalid URI constructed: $fullDownloadUrl"
}
# Attempt to download the mod
Invoke-WebRequest -Uri $fullDownloadUrl -OutFile $outputFile -ErrorAction Stop
Write-Host "Downloaded $modName $version successfully."
} catch {
Write-Error "Failed to download $modName. $_"
}
}
# Loop through enabled mods and update
foreach ($mod in $enabledMods) {
$modName = $mod.name
Write-Host "Checking updates for $modName..."
if($modName -eq "elevated-rails" -or $modName -eq "space-age" -or $modName -eq "quality" ){write-host "skipping"
}Else {
# Get mod info
try {
$modInfo = Invoke-RestMethod -Uri "https://mods.factorio.com/api/mods/$modName" -ErrorAction Stop
$latestRelease = $modInfo.releases | Sort-Object released_at -Descending | Select-Object -First 1
$latestVersionNumber = $latestRelease.version
$downloadUrl = $latestRelease.download_url
# Check if mod needs updating
$existingMod = Get-ChildItem -Path $modsDir -Filter "$modName*.zip"
if ($existingMod.Name -notlike "*$latestVersionNumber*") {
Write-Host "$modName needs update. Downloading version $latestVersionNumber..."
Download-Mod -modName $modName -downloadUrl $downloadUrl -version $latestVersionNumber
if($existingMod.Name -ne "" -and $existingMod.Name -ne $null){ Remove-Item "mods/$($existingMod.Name)" }
} else {
Write-Host "$modName is already up-to-date."
}
} catch {
Write-Error "Error retrieving info for $modName. $_"
continue
}
}
}
Write-Host "`tMod updates complete."
|
[] | 0
|
2024-11-19T14:58:53-06:00
|
forum-topic-127563
|
127563
|
Problem with jetpack
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=127563
|
Maximuz74
|
Hello, I've been playing Factorio for a long time, and now I've bought the SpaceAge version, I see that the current one is 2.0.41
a problem arose, I created a jetpack, but the character doesn't want to fly
when I press "J" the key
at the bottom left it says:
"A jetpack is required for flight"
in the middle of the screen, where the character is:
"You can't attach a rolling stock without being in transport"
Of course, the jetpack is part of the power armor and there is fuel.
What should I do?
|
[
{
"author": "",
"content": "Thanks for the report but if you have issues with https://mods.factorio.com/mod/jetpack that is not an issue on our side unless proven otherwise.",
"date": "2025-03-17T08:53:04+00:00",
"quotes": []
}
] | 1
|
2025-03-16T22:16:53-05:00
|
forum-topic-124686
|
124686
|
Topic delete because off topic?
|
This Forum
|
https://forums.factorio.com/viewtopic.php?t=124686
|
T3rm1
|
12-18-2024, 19-51-10.png (11.9 KiB) Viewed 376 times
Who did that? And why was it considered off topic? Are bug reports not welcome any more?
|
[
{
"author": "",
"content": "You are not reporting a bug, you are requesting a feature.",
"date": "2024-12-18T19:03:16+00:00",
"quotes": []
},
{
"author": "T3rm1",
"content": "Ok, so you are saying it is intended that trains are hardly visible? To make the game harder? Or why would you consider it a feature request? Just because something has been broken from the beginning doesn't mean it's not a bug. Instead of deleting it, you could have moved it to minor issues. Aside from that it would be very easy to fix it.",
"date": "2024-12-18T19:10:04+00:00",
"quotes": []
}
] | 2
|
2024-12-18T12:52:22-06:00
|
forum-topic-15587
|
15587
|
Quick swap of mods and saves
|
Mod and installation managers
|
https://forums.factorio.com/viewtopic.php?t=15587
|
HeilTec
|
I like to avoid copying files when not needed, and the mklink /j command allows just that.
To make it a little easier I use different versions of this:
bat Code: Select all @ECHO Remove mods and saves Directories ( or junctions if that is what it is )
@ECHO Hit Ctrl-C to cancel ...
pause
rmdir mods
rmdir saves
mklink /j mods ..\FactorioH-modpacks\Amass-bob\mods
mklink /j saves ..\FactorioH-modpacks\Amass-bob\saves
@ECHO Done ...
pause
Note: rmdir will not remove a normal folders with files - only empty folders and links.
Install:
1. Make a backup of saves and mods folders.
2. Create a folder to hold the modpacks (see folders I use)
3. Copy the selected mods ands saves to the respective folders in the mod-packs.
4. Place the .bat-files in the game folder.
5. delete saves and mods folders and files in game folder (you have the backup - right?)
Use:
1. To change mods Factorio must be terminated (exit)
2. Double-click the apropriate mod-pack .bat (2x enter to confirm and close)
3. start Factorio.
.bat-files are for windows
linux users will just make their own scripts
Mac users - I don't know.
folders Code: Select all Folders I use:
<parent>\FactorioH (home game folder) (add the .bat-files here)
|
\FactorioH-ModPacks
-
\Amass-bob
-
\saves
\mods
\rso-farl-pack
-
\saves
\mods
|
[
{
"author": "HeilTec",
"content": "I am lazy. I act proactively on that. So I spent a little more time on making it even easier. \n amass-bob.bat Code: Select all @echo off\n\n:check_run\ntasklist /FI \"IMAGENAME eq factorio.exe\" 2>NUL | find /I /N \"factorio.exe\">NUL\nif \"%ERRORLEVEL%\"==\"0\" goto ask2quit\ngoto do_links\n\n:ask2quit\necho Factorio detected. Please exit factorio and ...\npause\ngoto check_run\n\n:do_links\n@ECHO Removing mods and saves Directories ( or junctions if that is what it is )\n@ECHO Hit Ctrl-C to cancel or ...\npause\nrmdir mods\nrmdir saves\nmklink /j mods ..\\FactorioH-modpacks\\Amass-bob\\mods\nmklink /j saves ..\\FactorioH-modpacks\\Amass-bob\\saves\n@ECHO Done ...\npause\nbin\\x64\\Factorio.exe",
"date": "2015-09-23T17:56:39+00:00",
"quotes": []
},
{
"author": "Artorp",
"content": "Hey, I didn't want separate .bat files for each modpack so I repurposed this to allow you to pick which modpack you want to use. Also allows me to easily add more modpacks, and use one shortcut to launch the game. \n \nI haven't bothered switching the save folder yet so I didn't include that, I guess I should but eh, make sure you make adjustments if needed. \n \nMy folder structure is a bit different: \n folders Code: Select all Folders I use:\n\n<parent>\\Factorio (game appdata folder)\t(add the .bat-files here)\n |\n \\fmm\n -\n \\modpack1\n \\modpack2\n \n factorio_mod_pick_from_list.bat Code: Select all @echo off\n\nSETLOCAL EnableDelayedExpansion\n\n:check_run\ntasklist /FI \"IMAGENAME eq factorio.exe\" 2>NUL | find /I /N \"factorio.exe\">NUL\nif \"%ERRORLEVEL%\"==\"0\" goto ask2quit\ngoto initial_dir_scan\n\n:ask2quit\necho Factorio detected. Please exit factorio and ...\npause\ngoto check_run\n\n:initial_dir_scan\nSET count=1\nFOR /D %%I IN (fmm\\*) DO (\n @ECHO !count! : %%I\n set /a count+=1\n)\ngoto ask_dir\n\n:ask_dir\nset /P user_choice=Enter desired mod directory (as a number):\nSET count=1\nSET chosen_dir=\"\"\nFOR /D %%I IN (fmm\\*) DO (\n if \"!user_choice!\" == \"!count!\" (\n set chosen_dir=%%I\n )\n set /a count+=1\n)\nif EXIST \"%chosen_dir%\" goto links_setup\n@ECHO Incorrect input & goto ask_dir\n\n:links_setup\n@ECHO Removing previous mod directory ( or junction )\nrmdir /q mods\nmklink /j mods \"%chosen_dir%\"\n@ECHO Done!\n@ECHO Want me to start Factorio? Ctrl-C if no, or...\npause\nC:\\SteamApps\\Factorio\\bin\\x64\\Factorio.exe\n\n \n Picture \n \n \n cmd_2016-04-27_04-49-39.png (28.68 KiB) Viewed 9594 times",
"date": "2016-04-27T02:50:24+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "Nice. \n \nI wish this is provided by the game itself in 0.13.",
"date": "2016-04-27T13:56:33+00:00",
"quotes": []
},
{
"author": "Artorp",
"content": "Here's an implementation that includes save folders, the folder structure is a bit different. \n \nNote: Steam users need to disable cloud saving, otherwise Steam will try to download the missing saves each time the game launches. \n \nMy folder structure with mods and saves in modpacks: \n folders Code: Select all Folder structure:\n\n<parent>\\Factorio (game appdata folder)\t(put the .bat-file here)\n |\n \\mods\n \\saves\n \\fmp\n -\n \\modpack1\n -\n \\mods\n \\saves\n \\modpack2\n -\n \\mods\n \\saves\n \n factorio_mod_pick_from_list.bat Code: Select all @echo off\n\nSETLOCAL EnableDelayedExpansion\n\n:check_run\ntasklist /FI \"IMAGENAME eq factorio.exe\" 2>NUL | find /I /N \"factorio.exe\">NUL\nif \"%ERRORLEVEL%\"==\"0\" goto ask2quit\ngoto initial_dir_scan\n\n:ask2quit\necho Factorio detected. Please exit factorio and ...\npause\ngoto check_run\n\n:initial_dir_scan\nSET count=1\nFOR /D %%I IN (fmp\\*) DO (\n @ECHO !count! : %%I\n set /a count+=1\n)\ngoto ask_dir\n\n:ask_dir\nset /P user_choice=Enter desired modpack (as a number):\nSET count=1\nSET chosen_dir=\"\"\nFOR /D %%I IN (fmp\\*) DO (\n if \"!user_choice!\" == \"!count!\" (\n set chosen_dir=%%I\n )\n set /a count+=1\n)\nif EXIST \"%chosen_dir%\\mods\" (\n if EXIST \"%chosen_dir%\\saves\" (\n goto links_setup\n ) ELSE (\n @ECHO %chosen_dir%\\saves - folder not found\n )\n) ELSE (\n @ECHO %chosen_dir%\\mods - folder not found\n)\n@ECHO Incorrect input or folder structure & goto ask_dir\n\n:links_setup\n@ECHO Removing previous mods and saves directories ( or junctions )\nrmdir /q mods\nrmdir /q saves\nmklink /j mods \"%chosen_dir%\\mods\"\nmklink /j saves \"%chosen_dir%\\saves\"\n@ECHO Done!\n@ECHO Want me to start Factorio? Ctrl-C if no, or...\npause\nC:\\SteamApps\\Factorio\\bin\\x64\\Factorio.exe",
"date": "2016-04-30T13:48:45+00:00",
"quotes": []
}
] | 4
|
2015-09-07T10:32:01-05:00
|
forum-topic-114468
|
114468
|
Friday Facts #421 - Optimizations 2.0
|
News
|
https://forums.factorio.com/viewtopic.php?t=114468
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-421
|
[
{
"author": "SnowZyDe",
"content": "Omg",
"date": "2024-07-26T11:00:58+00:00",
"quotes": []
},
{
"author": "pleegwat",
"content": "But what if a chunk is revealed by more than 255 radars?",
"date": "2024-07-26T11:18:01+00:00",
"quotes": []
},
{
"author": "sorrydnoodle",
"content": "Good to see the quest for optimization continues, it has been one of the worries for me with the expansion, but as always my fears were unfounded. \n \nCan't wait to do another 1000x research cost run.",
"date": "2024-07-26T11:18:55+00:00",
"quotes": []
},
{
"author": "Arzorth",
"content": "you guys rock!",
"date": "2024-07-26T11:19:50+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Yeah, I had similar questions. We 100% need nod which would bump radars until the counter resets to 0.",
"date": "2024-07-26T11:23:47+00:00",
"quotes": [
{
"author": "pleegwat wrote: Fri Jul 26, 2024 11:18 am",
"content": ""
}
]
},
{
"author": "Siarhei",
"content": "It would be interesting to know, why don't process each planet in a separate thread/CPU core?",
"date": "2024-07-26T11:30:31+00:00",
"quotes": []
},
{
"author": "Arzorth",
"content": "Shouldn’t this be “ If a chunk has a counter greater than 0”?",
"date": "2024-07-26T11:31:21+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Terrahertz",
"content": "I guess you could use the 255 as a special value, telling the engine to look into a dedicated table, as this should not occur all that often and is only needed for updates to the counter.",
"date": "2024-07-26T11:32:46+00:00",
"quotes": [
{
"author": "pleegwat wrote: Fri Jul 26, 2024 11:18 am",
"content": ""
}
]
},
{
"author": "aka13",
"content": "This is simply amazing, I love you guys! Factorio has always been and will remain forever in my heart for the most performant and extensive game there is.",
"date": "2024-07-26T11:36:03+00:00",
"quotes": []
},
{
"author": "The Phoenixian",
"content": "With the lamps change I can see the Bad Apple and Doom people salivating already. I look forward to someone deciding to make an entire space platform just for image display. \n \nEDIT: Let me correct myself. I look forward to someone outside the dev team, following Kovarex's example and deciding to make an entire space platform just for image display. \n \nHmmm... I wonder how plausible that limit is. Roboports are bigger and harder to hit the limit, so if they can hit the limit then so can radars. \n32x32 tile chunks, radar range 2 should mean chunks can only be seen by roboports in a 3x3 area, divided by Roboports size of 4x4... 576. Possible, but you'd have to really go crazy. (or deliberately try to hit it with radars) \n \nThe most plausible situation for this to come up by accident is if some absolute madlad makes it such that roughly every second tile in a 3x3 chunk area has a roboport. For some reason.",
"date": "2024-07-26T11:41:26+00:00",
"quotes": [
{
"author": "pleegwat wrote: Fri Jul 26, 2024 11:18 am",
"content": ""
}
]
},
{
"author": "Hares",
"content": "Speaking of multi-threaded updates, could it be made so each layer of computation uses it's own thread? One thread for belts, one for machines, one for electric network, and so on. Yes, this may introduce 1-tick lag/delay on some events, but this will make the game overall update time be almost equal to the largest of its components, not the sum of them, which is perfect when some aspects take ~equal amount of time (which is a normal use case).",
"date": "2024-07-26T11:41:32+00:00",
"quotes": []
},
{
"author": "FasterJump",
"content": "What if the logistic robot has a curved path (chasing a mobile entity like the player or spidertron)?",
"date": "2024-07-26T11:41:42+00:00",
"quotes": []
},
{
"author": "NaurEnForven",
"content": "Regarding the electric network. \nMy approach would have been to optimize based on groups, i.e. idle or full load. \nFor these two cases there is no need to iterate through the entities, instead we just track the total power consumption. Then you track changes instead. \nAll entities report when they no longer should be part of the stable group and subtract their previously stable consumption from the total. \nThe changes to the total get processed first, moving the entity back into a dynamic group, which is how all entities currently work. \nAfter that all the entities in the dynamic group get iterated over and the the calculation is done as in the current version. \n \nDepending on how many entities are stable, this could be worth it. \nUnless I am overlooking something and this does not work at all.",
"date": "2024-07-26T11:42:06+00:00",
"quotes": []
},
{
"author": "Terrahertz",
"content": "It's amazing that you managed to hit the point where multithreading would slow you down at least in some places, very well done folks",
"date": "2024-07-26T11:45:42+00:00",
"quotes": []
},
{
"author": "pleegwat",
"content": "That might save an update loop too. As encountered in the electric update, memory bandwidth is a limited resource, and you want to limit how many threads need to fetch the same page.",
"date": "2024-07-26T11:48:02+00:00",
"quotes": [
{
"author": "NaurEnForven wrote: Fri Jul 26, 2024 11:42 am",
"content": ""
}
]
},
{
"author": "MEOWMI",
"content": "Those improvements are really quite big in aggregate. Like, imagine if you could get these kinds of improvements on your endgame gear in an MMO. That would be extreme!",
"date": "2024-07-26T11:49:15+00:00",
"quotes": []
},
{
"author": "Brambor",
"content": "Loved this FFF! \n \n\nI wonder why did it fail? Was it too complex to programm? Or was the additional complexity of checking all the inserters and other inputs and outputs making it slower than before?",
"date": "2024-07-26T11:57:12+00:00",
"quotes": [
{
"author": "boskid wrote:",
"content": ""
}
]
},
{
"author": "samcday",
"content": "For a couple of years now, I've fantasized about asking Factorio devs for NDA access to the engine source. My dream? To decouple the Factorio renderer from UPS, such that it could do interpolation/prediction of \"easy(ish) to predict\" linear movement of bots (and maybe also items on the belt) in the extra frames. \n \nThat is, I think a Factorio base running at 60UPS but animating a horde of bots whizzing over sushibelts running at 120fps would look positively *sublime*. \n \nSeems to me that this latest optimization goes a long way towards such a glorious future!",
"date": "2024-07-26T11:59:46+00:00",
"quotes": []
},
{
"author": "Dev-iL",
"content": "I always wondered, and may have raised it on IRC in the past: \n1) whether utilizing GPUs for computations instead of (or in addition to) graphic rendering could speed things up. It's obviously no small effort to convert parts of the code to work on a GPU, but since the team now has experience with porting the game to different platforms, including a console, perhaps this is more doable. \n2) Use linear algebra to update states - (sparse) matrix operations such as multiplications, additions, etc, utilizing BLAS and MAGMA. It would be conceptually simple to create state transition matrices to update the states on each tick. The real question is which parts of the game loop code can benefit from moving away from explicit sub-looping...",
"date": "2024-07-26T12:07:21+00:00",
"quotes": []
}
] | 19
|
2024-07-26T06:00:07-05:00
|
|
forum-topic-108851
|
108851
|
FFF is killing me
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=108851
|
Hopscotch1337
|
Since 4 weeks we are recieving the FFFs again, I used to love them but now they are real torture. To get this information of all the cool stuff, with the knowlegde that we have to wait for one more year, is killing me.
Anybody has the same feelings? Help D*:
|
[
{
"author": "FuryoftheStars",
"content": "Well, so far they haven't announced anything that's gotten me all excited for, but even if they had, I feel like I'd have no problems waiting it out (even if I may post \"can't wait!\" in response to something. ). \n \nMaybe that comes with age? Because I feel like 20+ years ago I may have been just like that.",
"date": "2023-09-21T20:45:03+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "Factorio Friday Facts did change huh... \n \nI don't like the current ones for two reasons: \n \nUpgrades for the base Factorio experience are still golden, but the bittersweet issue is all of that is 2.0 which is more than a year away. I wanted the bot buffs for so long it still feels like we will never get them, and yet there's the impending doom of burning blueprints thanks to rail system changes in a year . (SO glad my 50x50 tiles will still work.) Still, that alone does not ruin a weekly devblog. \n \nNews about the expansion bother me because I want a blind Factorio experience for once. Let me preorder it and forget it exists until it surprise downloads itself one day. I trust I will be playing it. It's not like the developers owe us a weekly update like when the game was in beta. Right now I'm trying to use an AI to get an early warning if I'm about to be spoiled and I just skip the FFF if that's the case. (Though I did read the one about Quality.)",
"date": "2023-10-01T18:11:54+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "And many were the opposite becoming impatient with the news blackout. \n \nBut from what the devs said in one of their FFFs, I think it would be safe to assume that all FFFs from now to Expansion release will be about the Expansion and 2.0 changes.",
"date": "2023-10-01T18:57:55+00:00",
"quotes": [
{
"author": "Gergely wrote: Sun Oct 01, 2023 6:11 pm",
"content": ""
}
]
},
{
"author": "Gergely",
"content": "Now that I think about it, is 2.0 really coming out at the same time as the expansion? Was this even said or implied anywhere?",
"date": "2023-10-01T20:22:15+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "So, so well worth the wait, I find, even if it ends up being a long one. Personally, I would probably even refrain from reading them if I felt like it was unbearable. Just gotta find something else to do in the meanwhile. Might well mean not Factorio, too. That will just make the game all that much more fresh once one returns to it.",
"date": "2023-10-01T20:52:19+00:00",
"quotes": []
},
{
"author": "blazespinnaker",
"content": "I've been thinking I may break down and use creative mod to simulate quality and start coming up with blueprints.",
"date": "2023-10-01T21:42:04+00:00",
"quotes": []
},
{
"author": "astroshak",
"content": "When you say “2.0” what are you referring to, specifically? \n \nThe expansion will be several mods (we have been told of two or three so far already) as well as several changes to the base (vanilla) game that will happen at the same time. \n \nTo my understanding, the breakdown as revealed so far is this : \nMods : Quality, Elevated Rails \nVanilla : Large Power Pole range, rail changes \n \nI have no idea if the research changes (research triggers, new techs including new recipe productivity techs) will be in the vanilla or one or more of the expansion’s mods.",
"date": "2023-10-01T22:00:44+00:00",
"quotes": [
{
"author": "Gergely wrote: Sun Oct 01, 2023 8:22 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Most likely. The understanding I got from their FFFs before this latest batch was that 2.0 (which they originally were calling 1.2) will contain engine changes while actual content would be in the paid for section of the Expansion. Any engine changes that are exclusive to the functionality of said content would likewise be disabled without the Expansion mod(s) being enabled.",
"date": "2023-10-01T22:43:58+00:00",
"quotes": [
{
"author": "Gergely wrote: Sun Oct 01, 2023 8:22 pm",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "Space will also be a mod. And they've said somewhere that there's only three mods in the expansion. \n \nWhat I want to know is if Quality will require Space.",
"date": "2023-10-02T00:00:16+00:00",
"quotes": [
{
"author": "astroshak wrote: Sun Oct 01, 2023 10:00 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "It kind of sounded like Quality was going to be one of those 3 mods, so my assumption there would be no.",
"date": "2023-10-02T00:05:19+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Mon Oct 02, 2023 12:00 am",
"content": ""
},
{
"author": "astroshak wrote: Sun Oct 01, 2023 10:00 pm",
"content": ""
}
]
},
{
"author": "Gergely",
"content": "Thanks for spoiling it for me anyway and even sending a notification.",
"date": "2023-10-02T10:06:03+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Yes, my problem is I already know I will start a new map for the expansion, and now I don't want to put any more time in my existing map!",
"date": "2023-10-02T13:18:01+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "Specifically, I am referring to the next major update that will most likely include the vanilla changes they mentioned. (Biter decay, smarter robots, better rails, better science) \n \nWay back in FFF-367 they mentioned version 1.2 and how the expansion will be based off of that same version. In FFF-377 they referred to the feature as \"New Factorio 2.0 rails\" so it's most likely have been quietly renamed to 2.0.",
"date": "2023-10-03T10:05:18+00:00",
"quotes": [
{
"author": "astroshak wrote: Sun Oct 01, 2023 10:00 pm",
"content": ""
},
{
"author": "Gergely wrote: Sun Oct 01, 2023 8:22 pm",
"content": ""
}
]
},
{
"author": "jamiechi1",
"content": "I would like to see some things in the FFF that are relevant now. The Experimental release recently was really good. A bit of advanced notice on releases relevent to the current game would be helpfull. \nAnd, it would be nice if the Experimental release updates were posted on Steam.",
"date": "2023-10-11T15:08:47+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "There are no announcements and no hints that features to vanilla Factorio discussed in the fff's for 2.0 will be released any earlier than the Space Age expansion itself. So the current game will probably stay the same as it was for the last two years until Space Age hits the road, which is according to fff-373 \"planned to be about one year from now.\" \n \nIf you mean the research queue change in 1.1.92, well, this is not really a feature. It's just a tiny change in a default setting. It was always possible to enable the research queue at map creation manually. Now enable is the default.",
"date": "2023-10-11T15:51:57+00:00",
"quotes": [
{
"author": "jamiechi1 wrote: Wed Oct 11, 2023 3:08 pm",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "iirc the quality FFF or the one right after mentioned that green t2 and blue t3 unlock with the initial research, purple t4 unlocks on a middle planet, and orange t5 unlocks on the last planet . I presume that if you have Space Age overhaul disabled there will be alternate unlock requirements (like blue sci, purple sci, produce-a-tX product, etc.).",
"date": "2023-10-12T07:49:45+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Mon Oct 02, 2023 12:00 am",
"content": ""
}
]
},
{
"author": "pointa2b",
"content": "Sooner is better than later, but thinking about various builds to maximize quality output factory-wide while managing overflow and stuff is keeping me occupied enough lol.",
"date": "2023-10-12T09:35:04+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I guess all those persons waiting in queue in front of stores to buy the latest thing. I've always seen that just on TV and never related but i think i understand a little bit better now \n \nAren't FFF like free-lootboxes that someones open for you every week ? Such anticipation before knowing what's going to be announced ? The great please or upset when seeing it after waiting the whole week ? Unlike loot-boxes though, you only pay when everything is revealed , not before; the thrill of the opening is free",
"date": "2023-10-12T10:33:59+00:00",
"quotes": [
{
"author": "Hopscotch1337 wrote: Thu Sep 21, 2023 7:56 pm",
"content": ""
}
]
},
{
"author": "Tertius",
"content": "Everybody has to learn to wait at some point in their phase of growing up. \n \nPatience is something you can celebrate. I, for example, am currently trying to sit out Facebook. I expect them fall, and I'm currently waiting for it. I saw them spawn, I saw them growing, I saw them being big. I assume they will vanish like all the other social web services before, and the crowd will move forward. Since then I'm waiting for its fall. The decline has started, although it's not clear when exactly it started, how fast it will be, and what will remain after the fall. \nIt's like life watching the decline and fall of the Roman Empire, just on a slightly smaller timescale. Not Meta, I mean the product still called Facebook. It was founded 19 years ago, and in 19 years in the future, I expect myself still being around, but Facebook not. Just be patient, and future will tell. And you can be assured, future will definitely happen.",
"date": "2023-10-12T12:24:23+00:00",
"quotes": []
}
] | 19
|
2023-09-21T14:56:45-05:00
|
forum-topic-100872
|
100872
|
Factorio RCON GUI
|
Multiplayer / Dedicated Server
|
https://forums.factorio.com/viewtopic.php?t=100872
|
wlkrd1
|
Just wanted to share this here as I think some might find it helpful!
I'm currently working on a RCON GUI for Factorio
It is still in development and I would love your feedback / suggestions.
You can follow the development on Github https://github.com/ComputerComa/Facotorio-rcon-gui
|
[] | 0
|
2021-12-09T11:08:36-06:00
|
forum-topic-121601
|
121601
|
Biter nest state after capture
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=121601
|
Highafter
|
Hello,
When trying to capture a biter nest, my capture pod got destroyed, i when back with my spidertron to clear the area around it, only to see that it doesnt target the nest i tried to capture. My arty also does not target it, whyle it is clearly in range. it appears that that game thinks it is friendly, evn thou its not and spawns biters as usual.
|
[
{
"author": "dog80",
"content": "now you can go and recapture the nest - it says in the description when hovering it, that it is protected from automatic fire",
"date": "2024-11-15T16:04:26+00:00",
"quotes": []
},
{
"author": "",
"content": "119500",
"date": "2024-11-17T22:56:30+00:00",
"quotes": []
}
] | 2
|
2024-11-15T09:56:38-06:00
|
forum-topic-127370
|
127370
|
[boskid] Uranium 238 recycling
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=127370
|
KiwiHawk
|
Recycling Uranium 238 gives Depleted uranium fuel cells. This really doesn't make sense! Uranium 238 should recycle to itself. Depleted uranium fuel cell reprocessing recipe needs to be marked as auto_recycle = false.
03-10-2025, 16-52-06.png (54.58 KiB) Viewed 1601 times
|
[
{
"author": "Muche",
"content": "I was confused for a bit, because it was marked auto_recycle = false when I tried. \n \nIt is being set in space-age/data.lua (among other recipes), but not when using base+quality mods only.",
"date": "2025-03-10T06:11:26+00:00",
"quotes": []
},
{
"author": "KiwiHawk",
"content": "Thank you. I should have specified: This is when only using Quality mod.",
"date": "2025-03-10T09:50:58+00:00",
"quotes": [
{
"author": "Muche wrote: Mon Mar 10, 2025 6:11 am",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.40. I decided to move the auto_recycle from space-age's data updates all the way to the base where those recipes are created. This should not cause any issues when playing pure vanilla and game should not throw unused property errors after data stage as it silently ignores \"auto_recycle\".",
"date": "2025-03-10T10:38:22+00:00",
"quotes": []
}
] | 3
|
2025-03-09T22:52:27-05:00
|
forum-topic-63668
|
63668
|
Factorio Abandoned Colony/Cities (WIP and really large map)
|
Maps and Scenarios
|
https://forums.factorio.com/viewtopic.php?t=63668
|
lilstrip
|
Hey, just wanted to post this on here. Don't have the energy to actually make something that looks presentable so I will just be straight to the point. This took a couple hundreds hours to make painfully so its kinda my baby and I am waiting for the new update to start working on it again since it will be a lot faster. This isn't done so please keep that in mind and also you might want to upgrade your ram and reduce autosave times by A LOT. Anyways have fun and please don't steal this to make your own version... the next time I get the chance to keep working on it your version will be completely out-dated so for the time being just have fun looking at the progress. Anyways I know most people won't bother to read this and just download it like a seagull would savagely eat McDonald fries so I guess contact me on discord if you wanna help :3 would be fun
Maelstrom
#6959
(normally I am not that anti-social, I only have 3 hours of sleep right now so keep that in mind :3 )
heres the latest map version download
https://drive.google.com/open?id=1CHTyu ... bbs4jhG_eL <=====
heres pics of some of the sections:
aaa
|
[
{
"author": "CJ5Boss",
"content": "That looks amazing. Now I want to go on the map editor and make my own megafactory for play.",
"date": "2019-01-10T17:08:59+00:00",
"quotes": []
},
{
"author": "Phil87",
"content": "Ive tried downloading this but all that comes down is a blueprint.dat file, am i missing something or am i putting this in the wrong folder ?? \n \nUsers\\******\\AppData\\Roaming\\Factorio\\scenarios\\\"Blueprint\"",
"date": "2019-01-23T14:43:22+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "yeah it should be in the scenarios folder. \n \nyou need to go to users/.../appdata/roaming/factorio/scenarios \n \nin there create a folder and give it a name and put the blueprint file in there. Whatever name you will give the folder will be the name of the scenario. In case it needs to have a specific name make sure you name it \"Factorio\" because that blueprint file might have an internal path that needs it to be named that way but this would surprise me. \n \nmake sure you dont change the name of the file btw. It should remain as blueprint.dat",
"date": "2019-01-26T23:14:29+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "yeah it should be in the scenarios folder. \n \nyou need to go to users/.../appdata/roaming/factorio/scenarios \n \nin there create a folder and give it a name and put the blueprint file in there. Whatever name you will give the folder will be the name of the scenario. In case it needs to have a specific name make sure you name it \"Factorio\" because that blueprint file might have an internal path that needs it to be named that way but this would surprise me. \n \nmake sure you dont change the name of the file btw. It should remain as blueprint.dat",
"date": "2019-01-26T23:14:29+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "still waiting for 0.17 to keep working on this project btw. Its not dead :3",
"date": "2019-01-26T23:16:00+00:00",
"quotes": []
},
{
"author": "rasmh",
"content": "Hi, it is e very nice map and large. \n \nIf i load it, there is no ammunition and almost no electricity. \n \nCan you give a hint what to do first ? \n \nRegards, \nRasmh",
"date": "2019-02-14T13:50:56+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "welp 0.17 is out so ill start working on this project again. Progress will be slower due to college but this'll be fun!",
"date": "2019-03-04T00:05:43+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "this map is still heavily WIP, last time i worked on it was in july i believe so yeah, right now its mostly a scenery map thats just fun to explore and try to make it work but its not actually playable yet. Ressource patches are way too far appart so its a hassle to get anything started!",
"date": "2019-03-04T00:07:18+00:00",
"quotes": [
{
"author": "rasmh wrote: Thu Feb 14, 2019 1:50 pm",
"content": ""
}
]
},
{
"author": "lilstrip",
"content": "Welp, all i have is great news for those interested! \n \nThe new copy and paste feature in the new 0.17 update was totally worth the wait, progress is just INSANE! Ive managed to do things that would have taken AGES in a matter of a few hours! Currently reworking the whole southern section first as its just absolutely terrible looking and I felt like changing the long desert biome into some really really cool mountain ranges which you can zoom by at insane speeds long after those who built this wonderful train track perished in the event. \n \nAs far as making a multiplayer server i am really thinking of making one but since this map is gonna be even bigger than i imagined (with the new feature i can litterally make entire cities in a few days only which is insane) i will most likely make the map as big as the planet would actually be if possible. This might make it impossible for low end computers to run the map because of ram requirements but as far as performance spec needs size doesnt matter if theres no huge production chains going on, which there isnt. \n \nThis map will be more about exploring and traveling to find resources more than actually building factories from scratch which should be really fun to play in the end. Train layouts will be massive due to distance. Distances are so long that small trains wont really be useful since time will now be a constraint so ill be generous and leave you a oddly well maintained TGV network to travel faster than cargo train lines. \n \nNow if anyone wants to help out by making some really nice 3D rendered buildings or ruins specifically for this map that would be nice because I don't know if I will have time to do that with college sadly. \n \nAs always, if anyone wants to help out and make their own sections it would be fun because its now possible to work on a map like this coop in 0.17.XX! Its a bit like this crazy minecraft map project: http://198.178.122.76:8124/ \n \n made a discord for factorio map making if anyone wants to join: https://discord.gg/QnBFrq \nWould be fun to have a server dedicated to making large factorio maps \nI will also post most of the progress there and only post download links to the map here. Imbeding pictures on the forum is kinda annoying but ill keep doing it if people really want them.",
"date": "2019-03-07T02:13:37+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "welp, even more good news, turns out 0.17.XX actually reduced the map size by more than half of its 16.51 counterpart... This means ill be able to put as much detail in the map as vanilla areas without having to worry as much!",
"date": "2019-03-07T03:59:00+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "new south branch \n \n \nmap overview \n \n \nWIP south cliffs",
"date": "2019-03-07T07:32:25+00:00",
"quotes": []
},
{
"author": "Shakar",
"content": "This is actually quite inspiring to have me make a continent, as much hell as it would be to do so, but quite inspiring!",
"date": "2019-03-08T07:25:42+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "eh, its more like a side thing tbh, its really fun to build a map like this and I hope others could join in on the bamd wagon using the new map editor! imagine what can be done with the new editor if it took 3 months to make the majority of the map using the old editor... that south pass took 4 hours to make something shitty orignially and the new system allowed me to make something 10 tikes better in the same time",
"date": "2019-03-08T23:52:40+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "gonna do some tests with map generation and see if i can get a better setting for the second half of the map. That area will contain a city MUCH bigger than the one already built since the new copy past option will allow for this crazy urban biome to be made! \n \nAlso going to change the map in the way that it will now be surrounded by valley cliffs which will now be the map border. This is to help organize the map and make it easier for me to build this stage by stage. Currently setting this up but before i do this I need to generate the terrain before actually closing the whole thing. This is especially tricky since it means i will have to edit alot of the conflicting regions and for this reason the map will now have a GIANT ocean in the middle. Itll also make the city harbor make a lot more sense since itll be situated to the west of that huge city. \n \nas for the southern pass its almost done and all I have to do is make the final changes but ill focus on that later \n \n/c local radius=150 game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius},{game.player.position.x+radius, game.player.position.y+radius}}) \n \nthank god for this command xD",
"date": "2019-03-10T08:08:54+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "https://discord.gg/tGVjFg in case you want updates more frequently",
"date": "2019-03-11T07:24:31+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "gonna try to work on this project everyday just to keep the pace going. If anyone wants to actually join in to start helping on this massive project feel free to join the discord and I'll be glad to accept any help :3 \n \n ==> If you want to be an early access tester it would really make this go faster as i wont have to playtest myself and it will save me a lot of time to make this map move along even faster, as always head onto the discord to hit me up and ill tell you when i need something tested! You will need at least 16gb of ram and a fast HDD or SSD would be required for the moment (map not fully optimised) \n https://discord.gg/mjPf85 <== \n \n \ncurrently finishing up the starting area, did some trouble shooting and surprisingly the train track layout in the city actually works not too bad! pumped the whole train network with almost 40 trains with some having more than 24 wagons in length and after only 30 minutes of fixing the slight gridlocks it was working wonderfully well so ill leave it like that and its going to be up to the player to get it working :3 \n \nother than that ill try to reduce the size of the map as much as i can (the new terrain i generated for the future sections made the save file go from 200mb to 900+). I think i can actually get it down to around 600 or maybe even less as there are a lot more trees in the new biomes and ill just make the huge ocean in the middle larger. \n \nAs for resources this map will be perfect if you hate factorio early game since i will give plenty of early already setup stuff for early game but any large strategic facility and mass mining operations you will have to fight bitters to have access to those. Uranium mines will also be really far away from the starting area so you are forced to use older tech before getting the fancy stuff. \n \nAs for balancing this map the new boundaries I added to the map makes it alot easier to flesh out the map and the pace is going really well despite the scale of it. \n \n Lasty mods : I will make this map compatible with bobs, angel and any large scale mass production chains will have already setup facilities for those setups. Sadly you will have to build those setups from scratch but ill give plenty of abandoned factories already hooked up to the train network just to make that easier. As for map exterior bounderies there will be a couple in case you want to go outside the abandoned valley and i will make a map so you can easily figure out where to go.",
"date": "2019-03-13T01:11:08+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "new pics for curious folks \nposted a newer version of factoria on the discord for those who wanna try it out",
"date": "2019-03-13T08:11:40+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "would love to test it, but the 16GB RAm scared me \nguess its time to think about upgarding this 6 year old \"monster \"",
"date": "2019-03-15T11:13:50+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "I dont know if 16gb is required for sure tbh... but task manager says factorio is using that much and knowing the fact i have 32gigs means it probably uses alot more than it actually needs",
"date": "2019-03-16T00:15:40+00:00",
"quotes": []
}
] | 19
|
2018-11-25T14:37:00-06:00
|
forum-topic-92486
|
92486
|
[1.1.4] Factorio becomes non-responsive after switching consoles on linux
|
Minor issues
|
https://forums.factorio.com/viewtopic.php?t=92486
|
mothringer
|
Switching the active console away from the X server (using ctrl-alt-f2 or similar) causes the game to become non-responsive, although sound continues. It appears to be an actual hang rather than just graphics freezing, as it will immediately disconnect other players in multiplayer as well with a server is not responding error.
|
[
{
"author": "Squelch",
"content": "Is your attached log from the crashed instance or had you restarted? There does not appear to be any evidence of a crash.",
"date": "2020-12-03T17:35:20+00:00",
"quotes": []
},
{
"author": "mothringer",
"content": "It's not crashing, the process is still running, but will no longer respond to input from the player or the network, and is no longer drawing any graphics.",
"date": "2020-12-03T20:12:33+00:00",
"quotes": []
},
{
"author": "KeepResearchinSpoons",
"content": "Pretty sorry if coloring does not suite your eyes or tastes. pls don't wash me to hard. \nTL;DR: \n [1.1.4] linux; keeps playing just fine really but HAVENT TESTED FULL MP(!); see code below for a random error + also high cpu usage (related); lots of rumbling follows, you've been warned of the spamwall; \n \nTL;DR, (expensive marathon science-x5-per-player mode): \n1) tty is not the same as pts if you are into the linux study time. \n2) Graphic dies but revives. Sends some log err once in a while (cant reproduce but copied it the second time I managed to get it of about 20 switches) \n3) Game still runs (takes rcon input, keeps playing at comfy server) while going to ctrl+alt+f2 and back (tty2 and back) \n4) was tested with plasma on board (just as in OP's start logs). \n \n \nHave seen the logs and see nothing of interest. Btw, iirc KDE (plasma) has a nice option (with a mouse widget included) of multi desktops'. \n[offtopic about virtual desktops with plasma]\n Try THESE if it is what you *really* want to achieve with ctrl+alts: \n A WAY (easy): open up system settings, type virtual desktops; \n B WAY (fast) : Edit panel (alt+d) (aka widget settings mode)(not necessary if shown) -> select pager (the widget name) -> configure virtual desktops. Then swithcing with meta+numbers or ctrl + f'ss or any keymaps that are within your setup. \nIt works wonders while keeping the same TTY (see this [1] and also this [2] for TTY explaination if tou want, but really google the *pts vs tty* [3] difference to know more) \nlinks: \n console in linux https://wiki.archlinux.org/index.php/Li ... ementation \n more about tty https://www.linusakesson.net/programming/tty/ \n pts vs tty short https://unix.stackexchange.com/question ... ts-and-tty \n \n/[offtopic about virtual desktops with plasma] ah so it is not a collapsing spoiler... meh discord kills good spoilaz... \n \nSo. [1.1.4] linux build 57237. KDE etc/ \nfactorio is started with -v in a term emu; zip version. \n \nWhilst I do *think* it's probably not a bug really (X literally waits for a timey) I suppose it's not quite a behavior you expect from a gama' game if it _does_ kick all the players. It may do so if out of res or if server laggs too much behind at certain conditions but meh not a chance testing the scenario rn and not sure if it does kick the players because of the factorio really and not because of the system-setup and all the env and other options. \n \nFor me it RARELY starts to spam me with\n Code: Select all 11.142 Error GraphicsInterfaceOpenGL.cpp:250: [OpenGL]: Error INVALID_FRAMEBUFFER_OPERATION encountered in frame 6**** \nafter about 20 seconds of waiting at the TTY2... sometimes... not depending on the game state... we have sim in menu now anyways... \n \nSwitching to tty2 also: \n Keeps sound ; Probably keeps running the loop; \nIt does KILL simulation in BG of the main menu. Forever. Getting back from a game keeps it black. The menu works fine. Can still start a working game just fine. \nIt BLACKS OUT the surface and entities stuff (escape-menu works fine) in SP /(or MP host) ; Perfectly revives graphics back with user inputs (time?) again later. \nLog/err say *nothing* really. All the time. Just \"AppManager: game started\" etc. and a terrible 50%+ cpu usage while off screen (see code above as for the apparent reason). Nothing else in logs, just sometimes starts spamming and sometimes keeps silent all the time till revives. \nIn * connecting to MP * it works just fine! Blackout -> revive -> still connected so no problem at all? \n \n The prev para experience and this one exp may be in a little contradiction with OP post but your results may vary, haven't tested being the *real* host with *human* players. \nCan't really test mp with a single X instance, so instead of goin vboxin and vmwarin I made a small rcon client with node.js for my local factorio instance. Yup its easy, just [spoiler]read the specs of source-steam-rcon, Just beware of the REAL long answers and just remember factorio is a bit crazy about forgotten (or multiple) rcon instances sometimes; if so you happen to junk some problems just restart the mp. Click settings while holding ctrl+alt and go to \"the rest\" to change rcon port and pass with game running, then restart the mp map and make tcp connection, send auth packet and get ready to smash commands with exec packets![/spoiler] What? You say you never launched a rocket in the death world before without rail creep to prevent expansion and thus its too hard for ya? Then try again! Use the almighty fish this time around! ( or use the one cell water wall to wreak bitters yet again ) \n (yup FF (factorio freeplay) does not warn rcon client for disabling achievements for example. It just does nothing and returns nothing for the first run of /sc. however it announces /sc full-command for the party :> yay. Should we file a bug report for the freeplay now, lol.) \nAnd really; I CAN hear the chat blumbs while rconing from the TTY2 (while the MP is hosted at TTY1)!! It is surely _ded with graphics_ but still good with goin on. So really no problem! Of cause If I surely stop it with sigstop it does _not_ heed my calls but hey it is to be expected. \n \nP.S [THIS IS STRICTLY *KDE PLASMA* RELATED PART!] \nThere's an old known problem of factorio that it hurts kwin (kde window manager) badly if allowed to \"block compositing\". You shall need to either (bad hackz) restart kwin with `$ kwin --restart` after the game end (smth of bash/zsh like `$ factorio -v && kwin --restart;` in lnchr OR simply go to your system settings -> display -> compositor -> uncheck \"allow apps to block compositing\" and Boom the rocket flies! No more all konsoles going to solid transparency until reboot/relog/kill X/etc each time running factorio; No more switching rendering backends for kwin with scripts on the fly! All the fish is yours!!! Even the red fish and the mew fish! \nI haven't really seen this problem with other apps but I do recall this from way back to 0.16 at least so probably it's a system thing not a game thing.",
"date": "2020-12-03T22:50:46+00:00",
"quotes": []
},
{
"author": "Merssedes",
"content": "I'm curious. Are you play fullscreen or windowed mode?",
"date": "2020-12-04T00:06:20+00:00",
"quotes": []
},
{
"author": "KeepResearchinSpoons",
"content": "Both as a full screen mode and as a window mode give same results. \nNot sure if the code of an opengl error is related to the fullscreen only. \n \nUsually the game is at full screen as a separate virtual desktop so as not to bring up a collapsing panel with widgets when moving the mouse to the side. \n(so the browser is at say 3rd desktop and the game is at the 4th and say grafana is at 7th and the hot swap is something like ctrl+F3 to bring up the browser window and others at that desktop and ctrl+F4 to bring up the game full screen instantly while ctrl+shift+F3 is to get the metrics should you need them). It does NOT minimise itself when switching virtual desktops so its useful to keep going while you check the launcher output and being able to hot swap back the moment you hear the bitter came to greet your little skeleton leg.",
"date": "2020-12-04T03:39:09+00:00",
"quotes": []
},
{
"author": "KeepResearchinSpoons",
"content": "[1.1.5] linux almost :> FIXED \nsomehow at [1.1.5] the black screen has been fixed. \nmaybe some kovatron lurked in and then lurked out... \n \nEDIT: the main menu simulation dies forever just as earlier; if switched in-game then game works fine (no black) but main menu sim strangely is ded to black (and never revives probably) when i got back to it",
"date": "2020-12-04T07:06:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Hm, when I test this, the game doesn't freeze for me. The menu simulation goes black after switching back to X, but that goes away after resizing the window.",
"date": "2020-12-08T11:59:55+00:00",
"quotes": []
}
] | 7
|
2020-12-03T11:23:38-06:00
|
forum-topic-111904
|
111904
|
Version 1.1.105
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=111904
|
Gui
Added Paste button to exchange string import GUIs
Scrolling is smoother when using scrollbars with a controller.
Hotkey hints GUI will try to move out of the way of chat messages.
Bugfixes
Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had any charting. ( 110966 )
Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities. ( 111087 )
Fixed a desync related to changing in-progress infinite research levels. ( 111127 )
Fixed a crash when quitting to the main menu while non-blocking saving is running. ( 110661 )
Fixed a rare crash when switching audio devices. ( 111407 )
Fixed copying train stop settings could cause some trains to arrive. ( 111511 )
Fixed a save corruption issue related to large amounts of overlapping small electric poles. ( 111580 )
Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.
Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.
Fixed entity status icons being visible in simulations. ( 111618 )
Fixed that the game window was missing decorations when using Gnome on Wayland. ( 105512 )
Fixed a crash related to XDG cursor themes on Wayland. ( 111787 )
Fixed a crash when giving NaN values to some lua APIs. ( 111807 )
Fixed a desync when changing the force of a requester chest with filters set from the circuit network. ( 111359 )
Fixed a rendering issue with pumpjack arrows when holding some items. ( 106116 )
Scripting
Added LuaRendering::move_to_back.
Added LuaItemStack::is_ammo read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
|
[] | 0
|
2024-03-20T09:26:49-05:00
|
|
forum-topic-126172
|
126172
|
Absurdly large space ship
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=126172
|
kaminbanks
|
I built a massively large spaceship using 1.5m foundations and needs 576 legendary thrusters to get 200 km/s. Someone suggested I post here in case anyone wants to see or inquire on the game performance as it runs at about 20% speed around 1.5m km to the shattered planet.
https://www.reddit.com/r/factorio/comme ... _with_576/
|
[
{
"author": "waterBear",
"content": "Don't let anyone tell you otherwise, that thing is beautiful. Totally made my evening.",
"date": "2025-01-21T02:01:10+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Love it! I wonder how the collector selection routine even finishes trying to select which chunk to grab lol",
"date": "2025-01-22T22:59:54+00:00",
"quotes": []
}
] | 2
|
2025-01-20T13:03:47-06:00
|
forum-topic-121555
|
121555
|
Whitelist and blacklist combinator should be displayed in "Tutorial:Circuit network cookbook"
|
Wiki Talk
|
https://forums.factorio.com/viewtopic.php?t=121555
|
Sworn
|
in this page: https://wiki.factorio.com/Tutorial:Circ ... k_cookbook
We should have this super useful combinator for white and black listing.
From Muchaszewski comment in this reddit post: https://www.reddit.com/r/factorio/comme ... are_button
|
[] | 0
|
2024-11-15T02:43:46-06:00
|
forum-topic-102722
|
102722
|
[1.1.59] Krastorio and QoL mods desync
|
Desyncs with mods
|
https://forums.factorio.com/viewtopic.php?t=102722
|
peternlewis
|
Seems to happen shortly after connecting. Frequently when you first use “q” or first place an item.
Frequently, but not always the server crashes.
2022-06-20 14:58:37 [JOIN] peternlewis joined the game
88547.672 Info ServerMultiplayerManager.cpp:947: updateTick(7761359) received stateChanged peerID(6) oldState(InGame) newState(DesyncedWaitingForMap)
88547.672 Info ServerMultiplayerManager.cpp updateTick(7761359) received playerDesynced peer (6)
88547.683 Info ServerMultiplayerManager.cpp:796: updateTick(7761359) changing state from(InGame) to(InGameSavingMapForDesyncReport)
88547.912 Error CrashHandler.cpp:635: Received SIGSEGV
88549.837 Error StacktraceToStream.cpp:13: Error getting stacktrace: executable file is not an executable
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
Factorio crashed. Generating symbolized stacktrace, please wait ...
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information
Stack trace logging done
88549.838 Error CrashHandler.cpp:191: Map tick at moment of crash: 7761359
88549.838 Error Util.cpp:97: 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.
------------- Error -------------
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.
Log file location: /Users/peter/Library/Application Support/factorio/factorio-current.log
Would you like to open the folder containing the log file?
---------------------------------
88549.838 Uploading log file
88549.841 Info SystemUtil.cpp:564: Started /Users/peter/factorio.app/Contents/MacOS/factorio; trampoline PID: 41372
88549.844 Info ChildProcessAgent.cpp:60: Child 41372 exited with return value 0
After the server crashes, I have to check when the MAP.zip file or an _autosave is more recent otherwise I can lose a lot of gameplay as frequently the MAP.zip file is hours out of date compared to the 10 minute autosaves.
It looks like the log file is overwritten when I restart the server, so it wont be much use but may indicate something.
|
[
{
"author": "",
"content": "This is a mod desync related to \"Placeables\" mod which holds parts of its data outside of save-loaded structures. There are variables like \"itemValidCache\" and \"ignoreEventFlag\" which are not save-loaded properly because they are not stored inside of `global` and both of them are used to cause game state differences (inserting some items to inventories or updating guis).",
"date": "2022-06-20T08:05:45+00:00",
"quotes": []
},
{
"author": "lyvgbfh",
"content": "Forwarded the issue to the author, thanks.",
"date": "2022-06-20T08:30:52+00:00",
"quotes": []
},
{
"author": "KingIonTrueLove",
"content": "The Placeables mod should be fixed now. Sorry about that! \nWhat's crazy is that the mod has been like that since it was made almost 2 years ago but I never knew about this issue o.o",
"date": "2022-06-20T10:48:28+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "Thanks, much appreciated, I will update the mod and verify that the desyncs stop.",
"date": "2022-06-20T23:49:16+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "OK, I can't really determine if this fixes the issue because if I make any changes to the mods on the server, then after syncing the client it connects and then quickly gives a Server is Not Responding and drops the connection. It does not seem to matter what mod change I make - if I upgrade Placeables, or Delete Placeables, any change results in the same issue. \n \nTo get back to working I need to restore the map and mods and factorio settings to as they were before the change. Anything else results in Server Not Responding. \n \nThe client log indicates: \n \n 26.517 Info ClientMultiplayerManager.cpp:610: UpdateTick(9305083) changing state from(ConnectedLoadingMap) to(TryingToCatchUp) \n 26.767 Info ClientMultiplayerManager.cpp:610: UpdateTick(9305174) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures) \n 26.815 Info ClientMultiplayerManager.cpp:610: UpdateTick(9305174) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame) \n 26.833 Info GameActionHandler.cpp:5015: UpdateTick (9305175) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n 48.449 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.4:34197}): heartbeat sequence number (5724) outside latency window [4524, 5724) \n 48.449 Info UnparsedNetworkMessage.cpp:102: Message data: 07 16 5c 16 00 00 6a 01 8e 00 04 24 01 4a ff ff ff 0a b1 ab 15 69 01 8e 00 01 0f 6a 01 8e 00 00 00 \n 48.466 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ServerToClientHeartbeat) received from IP ADDR:({10.0.0.4:34197}): heartbeat sequence number (5725) outside latency window [4524, 5724) \n 48.466 Info UnparsedNetworkMessage.cpp:102: Message data: 07 16 5d 16 00 00 6b 01 8e 00 04 24 01 4a ff ff ff 72 53 e2 5c 6a 01 8e 00 01 0f 6b 01 8e 00 00 00 \n… \n \nThe server logs indicate: \n \n 74.120 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({10.0.0.3:52313})) \n 74.120 Refusing connection for address (IP ADDR:({10.0.0.3:52313})), username (peternlewis). UserVerificationMissing \n 75.384 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({10.0.0.3:63215})) \n 75.384 Info ServerRouter.cpp:467: Replying to connectionRequest for address(IP ADDR:({10.0.0.3:63215})). \n 75.384 Info ServerSynchronizer.cpp:608: nextHeartbeatSequenceNumber(4175) adding peer(1) \n 75.413 Info ServerMultiplayerManager.cpp:796: updateTick(9305083) changing state from(InGame) to(InGameSavingMap) \n 75.417 Info ServerMultiplayerManager.cpp:947: updateTick(9305083) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap) \n 75.966 Info ServerMultiplayerManager.cpp UpdateTick(9305083) Serving map(/Users/peter/Library/Application Support/factorio/temp/mp-save-0.zip) for peer(1) size(13323700) crc(1250038298) \n 75.966 Info ServerMultiplayerManager.cpp:796: updateTick(9305083) changing state from(InGameSavingMap) to(InGame) \n 76.017 Info ServerMultiplayerManager.cpp:947: updateTick(9305083) received stateChanged peerID(1) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap) \n 78.000 Info ServerMultiplayerManager.cpp:947: updateTick(9305083) received stateChanged peerID(1) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap) \n 79.367 Info ServerMultiplayerManager.cpp:947: updateTick(9305164) received stateChanged peerID(1) oldState(ConnectedLoadingMap) newState(TryingToCatchUp) \n 79.553 Info ServerMultiplayerManager.cpp:947: updateTick(9305175) received stateChanged peerID(1) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures) \n 79.554 Info GameActionHandler.cpp:5015: UpdateTick (9305175) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n 79.603 Info ServerMultiplayerManager.cpp:947: updateTick(9305178) received stateChanged peerID(1) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame) \n 101.383 Warning ServerSynchronizer.cpp:115: nextHeartbeatSequenceNumber(5735) peer(1) wants a heartbeat(4524) that we don't have. \n 105.819 Info ServerMultiplayerManager.cpp Disconnect notification for peer (1) \n 105.819 Info ServerSynchronizer.cpp:627: nextHeartbeatSequenceNumber(6002) removing peer(1). \n 106.817 Info ServerMultiplayerManager.cpp Auto saving map as /Users/peter/factorio/MAP.zip \n 106.833 Info AppManager.cpp:420: Saving game as /Users/peter/factorio/MAP.zip \n 106.837 Info AsyncScenarioSaver.cpp:156: Saving process PID: 95817 \n 107.838 Info ChildProcessAgent.cpp:60: Child 95817 exited with return value 0 \n 107.839 Info AppManager.cpp:423: Saving finished \n \nThe UserVerificationMissing is weird because I am logged in on the client, which is required by the server and works normally.",
"date": "2022-06-21T05:59:16+00:00",
"quotes": []
},
{
"author": "lyvgbfh",
"content": "It looks like the servers are currently having issues, folks have been reporting both here on the forums ( viewtopic.php?f=49&t=102726 ) and on the discord. May just need to give it some time or disable verification for the time being.",
"date": "2022-06-21T07:28:47+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "Why would that only affect my server if I change the mods? \n \nI have a two local Macs, one client, one server. I change the mods on the client, and then stop the server, change the mods on the server, start the server, and the connection fails. Any change to the mods seems to cause the issue, change version, or remove the mod, either way it fails with Server is Not Responding and dropped connection.Both Macs are fast and well connected, so network or computer speed should not be an issue, and the game runs normally (when it is running normally) at 60/60. \n \nIf I stop the server, restore the server (map, mods, settings), and restart it, and sync up to the original mods, then it works. \n \nI've repeated the above process in various ways with various mod changes, and the result is consistent - any change to the mods results in Server is Not Responding quickly after connection. \n \nUnless Factorio is doing some sort of extra check when the server notices the mods are changed, I don't see how the Factorio servers behaviour should make any difference.",
"date": "2022-06-21T08:10:48+00:00",
"quotes": [
{
"author": "lyvgbfh wrote: Tue Jun 21, 2022 7:28 am",
"content": ""
}
]
},
{
"author": "peternlewis",
"content": "No ideas what would cause the Server Not Responding when I change the mods? I'd really like to update the mod as the desyncs are quite annoyingly frequent and the crashes that sometimes happen can lose a few minutes of build. \n \nThanks.",
"date": "2022-06-22T09:45:57+00:00",
"quotes": []
},
{
"author": "lyvgbfh",
"content": "Can you try with RecipeBook disabled, or reducing the dictionary levels per batch mod setting? If you can provide a log as well for the new issue that would help.",
"date": "2022-06-22T09:49:41+00:00",
"quotes": [
{
"author": "peternlewis wrote: Wed Jun 22, 2022 9:45 am",
"content": ""
}
]
}
] | 9
|
2022-06-20T02:40:26-05:00
|
forum-topic-117986
|
117986
|
[raiguard] [2.0.11] Memory "leak" when pausing the game and switching from window manager to terminal on Linux
|
Pending
|
https://forums.factorio.com/viewtopic.php?t=117986
|
f2d5cfe689
|
If I pause the game and press ctrl+alt+F1 to switch away from my window manager on tty7 to the tty1 terminal, the game starts consuming an unbounded amount of memory and only frees it when I switch back to the window manager.
Log file:
Code: Select all 0.000 2024-10-27 08:50:17; Factorio 2.0.11 (build 79682, linux64, full, space-age)
0.056 Operating system: Linux (Linuxmint 20.1)
0.056 Program arguments: "/home/ben/software/factorio/bin/x64/factorio"
0.056 Config path: /home/ben/software/factorio/config/config.ini
0.056 Read data path: /home/ben/software/factorio/data
0.056 Write data path: /home/ben/software/factorio [106451/291253MB]
0.056 Binaries path: /home/ben/software/factorio/bin
0.075 System info: [CPU: Intel(R) Xeon(R) CPU E5-2697 v2 @ 2.70GHz, 48 cores, RAM: 177217 MB]
0.075 Environment: DISPLAY=:0.0 WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=xfce XDG_SESSION_DESKTOP=xfce XDG_CURRENT_DESKTOP=XFCE SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
0.077 Display options: [FullScreen: true] [VSync: true] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.116 Video driver: x11
0.116 Available displays: 1
0.116 [0]: S20B300 20" - {[0,0], 1600x900, SDL_PIXELFORMAT_RGB888, 60Hz}
0.353 Initialised OpenGL:[0] Quadro K5000/PCIe/SSE2; driver: 3.3.0 NVIDIA 470.256.02
0.354 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes
0.354 [Version] 3.3
0.354 Graphics settings preset: very-high
0.354 Dedicated video memory size 4096 MB
0.436 Graphics options: [Graphics quality: medium] [Video memory usage: low] [DXT: high-quality]
0.436 [Max threads (load/render): 32/32] [Max texture size: 2048] [Tex.Stream.: true] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
0.445 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100
0.725 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
0.725 Info ModManager.cpp:434: FeatureFlag freezing = true
0.725 Info ModManager.cpp:434: FeatureFlag quality = true
0.725 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
0.725 Info ModManager.cpp:434: FeatureFlag segmented-units = true
0.725 Info ModManager.cpp:434: FeatureFlag space-travel = true
0.725 Info ModManager.cpp:434: FeatureFlag spoiling = true
0.727 Loading mod settings VehicleSnap 2.0.0 (settings.lua)
0.729 Loading mod settings AutoDeconstruct 1.0.2 (settings.lua)
0.730 Loading mod settings DiscoScience 2.0.0 (settings.lua)
0.731 Loading mod settings even-distribution 2.0.1 (settings.lua)
0.732 Loading mod settings mining-patch-planner 1.6.16 (settings.lua)
0.733 Loading mod settings Milestones 1.4.1 (settings.lua)
0.735 Loading mod settings RateCalculator 3.3.0 (settings.lua)
0.736 Loading mod settings AutoDeconstruct 1.0.2 (settings-final-fixes.lua)
0.739 Loading mod core 0.0.0 (data.lua)
0.763 Loading mod base 2.0.11 (data.lua)
0.975 Loading mod VehicleSnap 2.0.0 (data.lua)
0.989 Loading mod DiscoScience 2.0.0 (data.lua)
0.999 Loading mod elevated-rails 2.0.11 (data.lua)
1.042 Loading mod even-distribution 2.0.1 (data.lua)
1.057 Loading mod flib 0.15.0 (data.lua)
1.074 Loading mod mining-patch-planner 1.6.16 (data.lua)
1.087 Loading mod quality 2.0.11 (data.lua)
1.105 Loading mod Milestones 1.4.1 (data.lua)
1.116 Loading mod RateCalculator 3.3.0 (data.lua)
1.129 Loading mod space-age 2.0.11 (data.lua)
1.615 Loading mod base 2.0.11 (data-updates.lua)
1.633 Loading mod quality 2.0.11 (data-updates.lua)
1.665 Loading mod space-age 2.0.11 (data-updates.lua)
1.844 Checksum for core: 1043092351
1.844 Checksum of base: 708330460
1.844 Checksum of VehicleSnap: 4054656447
1.844 Checksum of AutoDeconstruct: 3603960023
1.844 Checksum of DiscoScience: 2800209080
1.844 Checksum of elevated-rails: 1891730324
1.844 Checksum of even-distribution: 281457414
1.844 Checksum of flib: 2235140407
1.844 Checksum of mining-patch-planner: 707171646
1.844 Checksum of quality: 4264147466
1.844 Checksum of Milestones: 4077187412
1.844 Checksum of RateCalculator: 2191928673
1.844 Checksum of space-age: 4032004066
2.498 Prototype list checksum: 3218787095
2.588 Loading sounds...
2.911 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1730018650
2.911 Info PlayerData.cpp:73: Cloud player-data.json unavailable
3.484 Initial atlas bitmap size is 2048
3.488 Created an atlas bitmap (size 2048x2048) [none]
3.489 Created an atlas bitmap (size 2048x2020) [none]
3.489 Created an atlas bitmap (size 2048x596) [none]
3.489 Created an atlas bitmap (size 2048x1988) [decal]
3.489 Created an atlas bitmap (size 2048x1940) [decal]
3.489 Created an atlas bitmap (size 2048x1996) [decal]
3.490 Created an atlas bitmap (size 2048x2032) [decal]
3.490 Created an atlas bitmap (size 2048x2048) [decal]
3.490 Created an atlas bitmap (size 2048x2044) [decal]
3.490 Created an atlas bitmap (size 2048x1880) [decal]
3.490 Created an atlas bitmap (size 2048x1940) [decal]
3.490 Created an atlas bitmap (size 2048x2040) [decal]
3.490 Created an atlas bitmap (size 2048x352) [decal]
3.492 Created an atlas bitmap (size 2048x2048) [low-object]
3.494 Created an atlas bitmap (size 2048x2048) [low-object, linear-minification]
3.495 Created an atlas bitmap (size 2048x2048) [low-object]
3.495 Created an atlas bitmap (size 2048x2048) [low-object]
3.496 Created an atlas bitmap (size 2048x1984) [low-object]
3.496 Created an atlas bitmap (size 2048x2048) [low-object]
3.496 Created an atlas bitmap (size 2048x2048) [low-object]
3.496 Created an atlas bitmap (size 2048x1760) [low-object]
3.497 Created an atlas bitmap (size 2048x2020) [none]
3.497 Created an atlas bitmap (size 2048x1960) [none]
3.497 Created an atlas bitmap (size 2048x1884) [none]
3.497 Created an atlas bitmap (size 2048x2044) [none]
3.497 Created an atlas bitmap (size 2048x1940) [none]
3.497 Created an atlas bitmap (size 2048x1988) [none]
3.497 Created an atlas bitmap (size 2048x1956) [none]
3.497 Created an atlas bitmap (size 2048x1976) [none]
3.497 Created an atlas bitmap (size 2048x1740) [none]
3.497 Created an atlas bitmap (size 2048x2012) [none]
3.497 Created an atlas bitmap (size 2048x1936) [none]
3.497 Created an atlas bitmap (size 2048x1936) [none]
3.497 Created an atlas bitmap (size 1096x208) [none]
3.497 Created an atlas bitmap (size 904x41) [not-compressed]
3.498 Created an atlas bitmap (size 2048x2048) [mipmap, linear-minification, linear-magnification, linear-mip-level]
3.498 Created an atlas bitmap (size 2048x2048) [mipmap]
3.498 Created an atlas bitmap (size 2048x2048) [mipmap, linear-minification, linear-magnification, linear-mip-level]
3.498 Created an atlas bitmap (size 2048x1056) [mipmap, linear-minification, linear-magnification, linear-mip-level]
3.502 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.504 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.507 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level]
3.509 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level]
3.510 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level]
3.511 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level]
3.513 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level]
3.514 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level]
3.516 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.517 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.519 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level]
3.520 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.521 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.523 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.524 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level]
3.525 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level]
3.526 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.527 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.528 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level]
3.529 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level]
3.529 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level]
3.529 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level]
3.530 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level]
3.530 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.530 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level]
3.530 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level]
3.530 Created an atlas bitmap (size 2048x1104) [terrain, mipmap, linear-minification, linear-mip-level]
3.531 Created an atlas bitmap (size 2048x2048) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
3.531 Created an atlas bitmap (size 2048x2048) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
3.531 Created an atlas bitmap (size 2048x1440) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
3.531 Created an atlas bitmap (size 2048x2032) [smoke, mipmap, linear-minification, linear-magnification]
3.532 Created an atlas bitmap (size 2048x2032) [smoke, mipmap, linear-minification, linear-magnification]
3.532 Created an atlas bitmap (size 2048x1984) [smoke, mipmap, linear-minification, linear-magnification]
3.532 Created an atlas bitmap (size 1328x144) [smoke, mipmap, linear-minification, linear-magnification]
3.532 Created an atlas bitmap (size 2048x2000) [mipmap]
3.532 Created an atlas bitmap (size 2048x800) [mipmap]
3.532 Created an atlas bitmap (size 2048x1520) [mipmap]
3.532 Created an atlas bitmap (size 2048x2000) [mipmap]
3.532 Created an atlas bitmap (size 2048x1568) [mipmap]
3.532 Created an atlas bitmap (size 2048x1568) [mipmap]
3.532 Created an atlas bitmap (size 2048x1040) [mipmap]
3.532 Created an atlas bitmap (size 2048x2000) [mipmap]
3.533 Created an atlas bitmap (size 2048x1568) [mipmap]
3.533 Created an atlas bitmap (size 2048x1568) [mipmap]
3.533 Created an atlas bitmap (size 2048x1040) [mipmap]
3.533 Created an atlas bitmap (size 2048x2000) [mipmap]
3.533 Created an atlas bitmap (size 2048x1568) [mipmap]
3.533 Created an atlas bitmap (size 2048x1568) [mipmap]
3.533 Created an atlas bitmap (size 2048x1040) [mipmap]
3.535 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
3.535 Created an atlas bitmap (size 2048x2032) [icon, not-compressed, mipmap, linear-minification, linear-magnification, ]
3.535 Created an atlas bitmap (size 2048x1952) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.535 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.535 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.536 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.536 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.536 Created an atlas bitmap (size 2048x2000) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.536 Created an atlas bitmap (size 2048x1424) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.540 Created an atlas bitmap (size 2048x2016) [alpha-mask]
3.543 Created an atlas bitmap (size 2048x2016) [alpha-mask]
3.546 Created an atlas bitmap (size 2048x2016) [alpha-mask]
3.548 Created an atlas bitmap (size 2048x2016) [alpha-mask]
3.550 Created an atlas bitmap (size 2048x2016) [alpha-mask]
3.552 Created an atlas bitmap (size 2048x2016) [alpha-mask]
3.552 Created an atlas bitmap (size 2048x1728) [alpha-mask]
3.579 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.584 Created an atlas bitmap (size 2048x2004) [shadow, linear-magnification, alpha-mask]
3.590 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.595 Created an atlas bitmap (size 2048x2028) [shadow, linear-magnification, alpha-mask]
3.601 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.606 Created an atlas bitmap (size 2048x1944) [shadow, linear-magnification, alpha-mask]
3.610 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask]
3.615 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.620 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.625 Created an atlas bitmap (size 2048x2020) [shadow, linear-magnification, alpha-mask]
3.630 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.635 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.639 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask]
3.649 Created an atlas bitmap (size 2048x2012) [shadow, linear-magnification, alpha-mask]
3.653 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.659 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.664 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.669 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.673 Created an atlas bitmap (size 2048x2036) [shadow, linear-magnification, alpha-mask]
3.677 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.678 Created an atlas bitmap (size 2048x2024) [shadow, linear-magnification, alpha-mask]
3.680 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.682 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask]
3.684 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.685 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.686 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask]
3.687 Created an atlas bitmap (size 2048x2016) [shadow, linear-magnification, alpha-mask]
3.688 Created an atlas bitmap (size 2048x2036) [shadow, linear-magnification, alpha-mask]
3.688 Created an atlas bitmap (size 2048x1992) [shadow, linear-magnification, alpha-mask]
3.689 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.689 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.690 Created an atlas bitmap (size 2048x1988) [shadow, linear-magnification, alpha-mask]
3.690 Created an atlas bitmap (size 2048x2000) [shadow, linear-magnification, alpha-mask]
3.691 Created an atlas bitmap (size 2048x2016) [shadow, linear-magnification, alpha-mask]
3.691 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.692 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.692 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.693 Created an atlas bitmap (size 2048x1916) [shadow, linear-magnification, alpha-mask]
3.693 Created an atlas bitmap (size 2048x1968) [shadow, linear-magnification, alpha-mask]
3.694 Created an atlas bitmap (size 2048x2036) [shadow, linear-magnification, alpha-mask]
3.694 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.695 Created an atlas bitmap (size 2048x1900) [shadow, linear-magnification, alpha-mask]
3.695 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.696 Created an atlas bitmap (size 2048x1964) [shadow, linear-magnification, alpha-mask]
3.696 Created an atlas bitmap (size 2048x1956) [shadow, linear-magnification, alpha-mask]
3.696 Created an atlas bitmap (size 2048x1912) [shadow, linear-magnification, alpha-mask]
3.697 Created an atlas bitmap (size 2048x2000) [shadow, linear-magnification, alpha-mask]
3.697 Created an atlas bitmap (size 2048x1896) [shadow, linear-magnification, alpha-mask]
3.698 Created an atlas bitmap (size 2048x1964) [shadow, linear-magnification, alpha-mask]
3.698 Created an atlas bitmap (size 2048x1984) [shadow, linear-magnification, alpha-mask]
3.699 Created an atlas bitmap (size 2048x2000) [shadow, linear-magnification, alpha-mask]
3.699 Created an atlas bitmap (size 2048x2004) [shadow, linear-magnification, alpha-mask]
3.699 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask]
3.700 Created an atlas bitmap (size 2048x1936) [shadow, linear-magnification, alpha-mask]
3.700 Created an atlas bitmap (size 2048x1948) [shadow, linear-magnification, alpha-mask]
3.700 Created an atlas bitmap (size 2048x1992) [shadow, linear-magnification, alpha-mask]
3.700 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.701 Created an atlas bitmap (size 2048x1948) [shadow, linear-magnification, alpha-mask]
3.701 Created an atlas bitmap (size 2048x1868) [shadow, linear-magnification, alpha-mask]
3.701 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.702 Created an atlas bitmap (size 2048x2024) [shadow, linear-magnification, alpha-mask]
3.702 Created an atlas bitmap (size 2048x1960) [shadow, linear-magnification, alpha-mask]
3.702 Created an atlas bitmap (size 2048x1960) [shadow, linear-magnification, alpha-mask]
3.702 Created an atlas bitmap (size 2048x2028) [shadow, linear-magnification, alpha-mask]
3.703 Created an atlas bitmap (size 2048x1960) [shadow, linear-magnification, alpha-mask]
3.703 Created an atlas bitmap (size 2048x1900) [shadow, linear-magnification, alpha-mask]
3.703 Created an atlas bitmap (size 2048x1904) [shadow, linear-magnification, alpha-mask]
3.703 Created an atlas bitmap (size 2048x1880) [shadow, linear-magnification, alpha-mask]
3.704 Created an atlas bitmap (size 2048x1820) [shadow, linear-magnification, alpha-mask]
3.704 Created an atlas bitmap (size 2048x1896) [shadow, linear-magnification, alpha-mask]
3.704 Created an atlas bitmap (size 2048x1988) [shadow, linear-magnification, alpha-mask]
3.704 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.704 Created an atlas bitmap (size 2048x1896) [shadow, linear-magnification, alpha-mask]
3.705 Created an atlas bitmap (size 2048x1968) [shadow, linear-magnification, alpha-mask]
3.705 Created an atlas bitmap (size 2048x1884) [shadow, linear-magnification, alpha-mask]
3.705 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask]
3.705 Created an atlas bitmap (size 2048x1892) [shadow, linear-magnification, alpha-mask]
3.705 Created an atlas bitmap (size 2048x1980) [shadow, linear-magnification, alpha-mask]
3.706 Created an atlas bitmap (size 2048x1996) [shadow, linear-magnification, alpha-mask]
3.706 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.706 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask]
3.706 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask]
3.706 Created an atlas bitmap (size 2048x2016) [shadow, linear-magnification, alpha-mask]
3.707 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.707 Created an atlas bitmap (size 2048x1920) [shadow, linear-magnification, alpha-mask]
3.707 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask]
3.707 Created an atlas bitmap (size 2048x1596) [shadow, linear-magnification, alpha-mask]
3.707 Created an atlas bitmap (size 2048x2032) [shadow, mipmap, linear-magnification, alpha-mask]
3.707 Created an atlas bitmap (size 2048x576) [shadow, mipmap, linear-magnification, alpha-mask]
3.708 Created an atlas bitmap (size 2048x520) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
3.757 Created a virtual atlas bitmap (size 4096x4096) [none]
3.796 Created a virtual atlas bitmap (size 4096x4096) [none]
3.835 Created a virtual atlas bitmap (size 4096x4096) [none]
3.869 Created a virtual atlas bitmap (size 4096x4096) [none]
3.908 Created a virtual atlas bitmap (size 4096x4096) [none]
3.946 Created a virtual atlas bitmap (size 4096x4096) [none]
3.975 Created a virtual atlas bitmap (size 4096x4096) [none]
4.003 Created a virtual atlas bitmap (size 4096x4096) [none]
4.036 Created a virtual atlas bitmap (size 4096x4096) [none]
4.063 Created a virtual atlas bitmap (size 4096x4096) [none]
4.088 Created a virtual atlas bitmap (size 4096x4096) [none]
4.112 Created a virtual atlas bitmap (size 4096x4096) [none]
4.138 Created a virtual atlas bitmap (size 4096x4096) [none]
4.163 Created a virtual atlas bitmap (size 4096x4096) [none]
4.188 Created a virtual atlas bitmap (size 4096x4096) [none]
4.211 Created a virtual atlas bitmap (size 4096x4096) [none]
4.234 Created a virtual atlas bitmap (size 4096x4096) [none]
4.257 Created a virtual atlas bitmap (size 4096x4096) [none]
4.278 Created a virtual atlas bitmap (size 4096x4096) [none]
4.299 Created a virtual atlas bitmap (size 4096x4096) [none]
4.320 Created a virtual atlas bitmap (size 4096x4096) [none]
4.341 Created a virtual atlas bitmap (size 4096x4096) [none]
4.362 Created a virtual atlas bitmap (size 4096x4096) [none]
4.383 Created a virtual atlas bitmap (size 4096x4096) [none]
4.404 Created a virtual atlas bitmap (size 4096x4096) [none]
4.425 Created a virtual atlas bitmap (size 4096x4096) [none]
4.445 Created a virtual atlas bitmap (size 4096x4096) [none]
4.465 Created a virtual atlas bitmap (size 4096x4096) [none]
4.484 Created a virtual atlas bitmap (size 4096x4096) [none]
4.504 Created a virtual atlas bitmap (size 4096x4096) [none]
4.536 Created a virtual atlas bitmap (size 4096x4096) [none]
4.559 Created a virtual atlas bitmap (size 4096x4096) [none]
4.582 Created a virtual atlas bitmap (size 4096x4096) [none]
4.604 Created a virtual atlas bitmap (size 4096x4096) [none]
4.625 Created a virtual atlas bitmap (size 4096x4096) [none]
4.649 Created a virtual atlas bitmap (size 4096x4096) [none]
4.684 Created a virtual atlas bitmap (size 4096x4096) [none]
4.706 Created a virtual atlas bitmap (size 4096x4096) [none]
4.726 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification]
4.761 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification]
4.791 Created a virtual atlas bitmap (size 4096x4096) [none]
4.812 Created a virtual atlas bitmap (size 4096x4096) [none]
4.815 Created a virtual atlas bitmap (size 4096x1024) [none]
4.815 Created virtual atlas pages 4096x4096x43
4.816 Created virtual atlas of size 32768x24576 with physical texture size 8192x4096
4.816 Loading 3D bitmaps.
4.838 Texture processor created (1024). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
5.007 Parallel sprite loader initialized (threads: 32, bitmaps: 8302)
29.333 Warning! Sprite at {0,0; 64x64} from __mining-patch-planner__/graphics/no-entity-zero.png is defined with 3 mipmap levels, but level 2 is expected to be at {96,0; 16x16} which is out of bounds of the source image.
74.749 Sprites loaded
74.790 Generated mipmaps (3) for atlas [13] of size 2048x2048
74.792 Generated mipmaps (3) for atlas [14] of size 2048x2048
74.800 Generated mipmaps (3) for atlas [15] of size 2048x2048
74.802 Generated mipmaps (3) for atlas [16] of size 2048x2048
74.803 Generated mipmaps (3) for atlas [17] of size 2048x1984
74.810 Generated mipmaps (3) for atlas [18] of size 2048x2048
74.811 Generated mipmaps (3) for atlas [19] of size 2048x2048
74.813 Generated mipmaps (3) for atlas [20] of size 2048x1760
74.814 Generated mipmaps (3) for atlas [35] of size 2048x2048
74.815 Generated mipmaps (3) for atlas [36] of size 2048x2048
74.816 Generated mipmaps (3) for atlas [37] of size 2048x2048
74.817 Generated mipmaps (3) for atlas [38] of size 2048x1056
74.839 Generated mipmaps (3) for atlas [39] of size 2048x2016
74.860 Generated mipmaps (3) for atlas [40] of size 2048x2016
74.881 Generated mipmaps (3) for atlas [41] of size 2048x2032
74.901 Generated mipmaps (3) for atlas [42] of size 2048x1984
74.922 Generated mipmaps (3) for atlas [43] of size 2048x1984
74.943 Generated mipmaps (3) for atlas [44] of size 2048x2048
74.964 Generated mipmaps (3) for atlas [45] of size 2048x2048
74.985 Generated mipmaps (3) for atlas [46] of size 2048x2048
75.005 Generated mipmaps (3) for atlas [47] of size 2048x2016
75.026 Generated mipmaps (3) for atlas [48] of size 2048x2016
75.046 Generated mipmaps (3) for atlas [49] of size 2048x2048
75.067 Generated mipmaps (3) for atlas [50] of size 2048x2016
75.087 Generated mipmaps (3) for atlas [51] of size 2048x2016
75.108 Generated mipmaps (3) for atlas [52] of size 2048x2016
75.129 Generated mipmaps (3) for atlas [53] of size 2048x2032
75.149 Generated mipmaps (3) for atlas [54] of size 2048x1984
75.170 Generated mipmaps (3) for atlas [55] of size 2048x2016
75.191 Generated mipmaps (3) for atlas [56] of size 2048x2016
75.212 Generated mipmaps (3) for atlas [57] of size 2048x2048
75.232 Generated mipmaps (3) for atlas [58] of size 2048x1984
75.253 Generated mipmaps (3) for atlas [59] of size 2048x1984
75.273 Generated mipmaps (3) for atlas [60] of size 2048x1984
75.294 Generated mipmaps (3) for atlas [61] of size 2048x2032
75.315 Generated mipmaps (3) for atlas [62] of size 2048x2016
75.335 Generated mipmaps (3) for atlas [63] of size 2048x2016
75.356 Generated mipmaps (3) for atlas [64] of size 2048x2032
75.367 Generated mipmaps (3) for atlas [65] of size 2048x1104
75.388 Generated mipmaps (3) for atlas [66] of size 2048x2048
75.408 Generated mipmaps (3) for atlas [67] of size 2048x2048
75.423 Generated mipmaps (3) for atlas [68] of size 2048x1440
75.443 Generated mipmaps (3) for atlas [69] of size 2048x2032
75.464 Generated mipmaps (3) for atlas [70] of size 2048x2032
75.484 Generated mipmaps (3) for atlas [71] of size 2048x1984
75.486 Generated mipmaps (3) for atlas [72] of size 1328x144
75.515 Generated mipmaps (3) for atlas [73] of size 2048x2000
75.523 Generated mipmaps (3) for atlas [74] of size 2048x800
75.538 Generated mipmaps (3) for atlas [75] of size 2048x1520
75.558 Generated mipmaps (3) for atlas [76] of size 2048x2000
75.574 Generated mipmaps (3) for atlas [77] of size 2048x1568
75.589 Generated mipmaps (3) for atlas [78] of size 2048x1568
75.600 Generated mipmaps (3) for atlas [79] of size 2048x1040
75.612 Generated mipmaps (3) for atlas [80] of size 2048x2000
75.623 Generated mipmaps (3) for atlas [81] of size 2048x1568
75.632 Generated mipmaps (3) for atlas [82] of size 2048x1568
75.640 Generated mipmaps (3) for atlas [83] of size 2048x1040
75.659 Generated mipmaps (3) for atlas [84] of size 2048x2000
75.673 Generated mipmaps (3) for atlas [85] of size 2048x1568
75.689 Generated mipmaps (3) for atlas [86] of size 2048x1568
75.699 Generated mipmaps (3) for atlas [87] of size 2048x1040
75.752 Generated mipmaps (5) for atlas [88] of size 2048x2048
75.788 Generated mipmaps (5) for atlas [89] of size 2048x2032
75.833 Generated mipmaps (5) for atlas [90] of size 2048x1952
75.877 Generated mipmaps (5) for atlas [91] of size 2048x2048
75.925 Generated mipmaps (5) for atlas [92] of size 2048x2048
75.986 Generated mipmaps (5) for atlas [93] of size 2048x2048
76.037 Generated mipmaps (5) for atlas [94] of size 2048x2048
76.093 Generated mipmaps (5) for atlas [95] of size 2048x2000
76.115 Generated mipmaps (5) for atlas [96] of size 2048x1424
76.117 Generated mipmaps (3) for atlas [191] of size 2048x2032
76.119 Generated mipmaps (3) for atlas [192] of size 2048x576
76.366 Custom mipmaps uploaded (3240)
76.888 Generated mipmaps for virtual atlas of size 32768x24576
76.991 Custom inputs active: 10
77.086 Factorio initialised
77.088 Info HttpSharedState.cpp:55: Downloading https://updater.factorio.com/updater/get-available-versions?username=f2d5cfe689&token=<private>&apiVersion=2
77.677 0 packages available to download (experimental updates disabled).
100.569 Loading map /home/ben/software/factorio/saves/world.zip: 6848408 bytes.
100.587 Loading level.dat: 13629009 bytes.
100.595 Info Scenario.cpp:178: Map version 2.0.11-3
101.234 Loading script.dat: 78036 bytes.
101.242 Checksum for script __level__/control.lua: 2463946943
101.244 Checksum for script __VehicleSnap__/control.lua: 1130947901
101.251 Checksum for script __AutoDeconstruct__/control.lua: 1679648599
101.254 Checksum for script __DiscoScience__/control.lua: 1176986181
101.256 Script @__even-distribution__/framework.lua:22: 0 [ED] Initializing framework... DEBUG = false
101.256 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom scripts...
101.256 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: metatables
101.257 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: util
101.257 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: helpers
101.258 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: setup
101.260 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: remote
101.260 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: visuals
101.260 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: gui-tools
101.261 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: drag
101.262 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: cleanup
101.262 Script @__even-distribution__/framework.lua:22: 0 [ED] GUI-Script: settings-gui
101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering default event handlers...
101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom inputs...
101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: inventory-cleanup event: on_inventory_cleanup
101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-transfer-hook event: on_fast_entity_transfer_hook
101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-split-hook event: on_fast_entity_split_hook
101.266 Script @__even-distribution__/framework.lua:22: 0 [ED] Successfully initialized
101.266 Checksum for script __even-distribution__/control.lua: 576614558
101.290 Checksum for script __mining-patch-planner__/control.lua: 695640068
101.303 Checksum for script __Milestones__/control.lua: 3827947592
101.311 Checksum for script __RateCalculator__/control.lua: 206298920
219.282 Info AppManager.cpp:310: Saving to _autosave2 (blocking).
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30807.277 Loading map /home/ben/software/factorio/saves/world.zip: 6807199 bytes.
30807.301 Loading level.dat: 14500980 bytes.
30807.305 Info Scenario.cpp:178: Map version 2.0.11-3
30807.722 Loading script.dat: 79101 bytes.
30807.727 Checksum for script __level__/control.lua: 2463946943
30807.728 Checksum for script __VehicleSnap__/control.lua: 1130947901
30807.733 Checksum for script __AutoDeconstruct__/control.lua: 1679648599
30807.735 Checksum for script __DiscoScience__/control.lua: 1176986181
30807.736 Script @__even-distribution__/framework.lua:22: 0 [ED] Initializing framework... DEBUG = false
30807.736 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom scripts...
30807.736 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: metatables
30807.737 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: util
30807.737 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: helpers
30807.738 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: setup
30807.739 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: remote
30807.739 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: visuals
30807.739 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: gui-tools
30807.740 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: drag
30807.740 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: cleanup
30807.741 Script @__even-distribution__/framework.lua:22: 0 [ED] GUI-Script: settings-gui
30807.742 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering default event handlers...
30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom inputs...
30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: inventory-cleanup event: on_inventory_cleanup
30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-transfer-hook event: on_fast_entity_transfer_hook
30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-split-hook event: on_fast_entity_split_hook
30807.744 Script @__even-distribution__/framework.lua:22: 0 [ED] Successfully initialized
30807.744 Checksum for script __even-distribution__/control.lua: 576614558
30807.763 Checksum for script __mining-patch-planner__/control.lua: 695640068
30807.775 Checksum for script __Milestones__/control.lua: 3827947592
30807.783 Checksum for script __RateCalculator__/control.lua: 206298920
31020.870 Info AppManager.cpp:310: Saving to _autosave1 (blocking).
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System info:
Code: Select all System:
Host: ben-HP-Z820-Workstation Kernel: 5.4.0-198-generic x86_64 bits: 64
Desktop: Xfce 4.14.2 Distro: Linux Mint 20.1 Ulyssa
Machine:
Type: Desktop System: Hewlett-Packard product: HP Z820 Workstation v: N/A
serial: <superuser/root required>
Mobo: Hewlett-Packard model: 158B v: 1.01
serial: <superuser/root required> UEFI: Hewlett-Packard v: J63 v03.96
date: 10/28/2019
CPU:
Topology: 2x 12-Core model: Intel Xeon E5-2697 v2 bits: 64
type: MT MCP SMP L2 cache: 60.0 MiB
Speed: 2058 MHz min/max: 1200/3500 MHz Core speeds (MHz): 1: 2679 2: 1965
3: 1974 4: 2617 5: 1252 6: 1257 7: 1369 8: 1574 9: 1603 10: 1779 11: 1356
12: 1492 13: 2638 14: 1457 15: 1302 16: 1298 17: 1305 18: 2675 19: 2669
20: 2647 21: 2670 22: 2289 23: 2617 24: 1962 25: 2650 26: 2576 27: 2189
28: 2019 29: 1999 30: 1416 31: 1278 32: 1322 33: 1523 34: 1432 35: 2141
36: 1349 37: 1705 38: 1523 39: 1497 40: 1548 41: 1447 42: 1388 43: 1412
44: 2300 45: 1964 46: 1983 47: 2425 48: 1892
Graphics:
Device-1: NVIDIA GK104GL [Quadro K5000] driver: nvidia v: 470.256.02
Display: x11 server: X.Org 1.20.13 driver: nvidia
unloaded: fbdev,modesetting,nouveau,vesa resolution: 1600x900~60Hz
OpenGL: renderer: Quadro K5000/PCIe/SSE2 v: 4.6.0 NVIDIA 470.256.02
Audio:
Device-1: Intel C600/X79 series High Definition Audio
driver: snd_hda_intel
Device-2: NVIDIA GK104 HDMI Audio driver: snd_hda_intel
Sound Server: ALSA v: k5.4.0-198-generic
Network:
Device-1: Intel 82579LM Gigabit Network driver: e1000e
IF: eno1 state: up speed: 1000 Mbps duplex: full mac: d8:9d:67:c6:3e:09
Device-2: Intel 82574L Gigabit Network driver: e1000e
IF: enp1s0 state: down mac: d8:9d:67:c6:3e:08
Drives:
Local Storage: total: 15.28 TiB used: 201.87 GiB (1.3%)
ID-1: /dev/sdf model: X447_S163A800ATD size: 745.21 GiB
ID-2: /dev/sdg vendor: Seagate model: ST4000NM0023 size: 3.64 TiB
ID-3: /dev/sdh vendor: Seagate model: ST4000NM0023 size: 3.64 TiB
ID-4: /dev/sdi vendor: Seagate model: ST4000NM0023 size: 3.64 TiB
ID-5: /dev/sdj vendor: Seagate model: ST4000NM0023 size: 3.64 TiB
RAID:
Hardware-1: Intel C600/X79 series SATA RAID Controller driver: ahci
Partition:
ID-1: / size: 91.11 GiB used: 35.81 GiB (39.3%) fs: ext4 dev: /dev/sdf5
ID-2: /home size: 284.43 GiB used: 166.02 GiB (58.4%) fs: ext4
dev: /dev/sdf7
ID-3: swap-1 size: 7.45 GiB used: 0 KiB (0.0%) fs: swap dev: /dev/sdf6
Sensors:
System Temperatures: cpu: 42.0 C mobo: N/A gpu: nvidia temp: 42 C
Fan Speeds (RPM): N/A gpu: nvidia fan: 30%
Info:
Processes: 634 Uptime: 12h 30m Memory: 173.06 GiB used: 9.20 GiB (5.3%)
Shell: bash inxi: 3.0.38
video.mp4
(1.93 MiB) Downloaded 20 times
|
[
{
"author": "",
"content": "I can't reproduce this. Does this still happen if you use a Wayland compositor?",
"date": "2024-12-09T22:42:51+00:00",
"quotes": []
}
] | 1
|
2024-10-27T12:47:38-05:00
|
forum-topic-124542
|
124542
|
Factorio 2.0 - Sandstorm
|
Medium/Big/Gigantic Sized Structures
|
https://forums.factorio.com/viewtopic.php?t=124542
|
Master-Ferrari
|
i remade DaveMcW's 8-year-old build and created an online gif-to-screen blueprint generator .
..
|
[
{
"author": "Mjork_Ore",
"content": "Awesome stuff, and the gif to blueprint generator is amazing work. I do have to ask, simply because I am completely new to all this stuff, how do you activate the video? I've pasted and built the blueprint generated by your site, but It's stuck on a single frame. I haven't a clue what to do next, so I'm hoping my question isn't too dumb. Thanks in advance.",
"date": "2024-12-24T06:07:38+00:00",
"quotes": []
},
{
"author": "Master-Ferrari",
"content": "thanks!\n \nto do this, there is a red combinator at the bottom. but usually, it should be activated immediately. there may be a problem with the file.. \nis the animation visible on the site itself?",
"date": "2024-12-26T10:26:33+00:00",
"quotes": [
{
"author": "Mjork_Ore wrote: Tue Dec 24, 2024 6:07 am",
"content": ""
}
]
},
{
"author": "Mjork_Ore",
"content": "Yep, the animation shows up on the website. I will mess around and see what I can do",
"date": "2024-12-28T22:49:06+00:00",
"quotes": []
},
{
"author": "Mjork_Ore",
"content": "Ok, for whatever reason, the constant combinator that's supposed to make the things run don't have the proper signals coming out of it when you need them to. The \"On\" option doesn't output green to start it up. I put in the green and then it started working, so case closed!",
"date": "2024-12-30T05:44:19+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "I tried to use it, copied blueprint and it was made only out of lamps and nothing else (unpowered, no color, so no image...). I am missing something?",
"date": "2025-02-27T14:43:58+00:00",
"quotes": []
}
] | 5
|
2024-12-16T07:52:08-06:00
|
forum-topic-127471
|
127471
|
[2.0.39] Quality module quick insertion mismatch
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=127471
|
Moterius
|
Control-inserting items into a machine using quality modules prefers Q3-Normal over Q2-Uncommon, which means it prefers 2.5 over 2.6.
|
[] | 0
|
2025-03-13T15:47:29-05:00
|
forum-topic-125988
|
125988
|
[2.0.30] Crash on loading savegame
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=125988
|
HpBanger
|
Hello Forum,
I have a multiplayer world, and wanted to update from 2.0.23 to 2.0.30, but the save game keeps crashing when trying to load the world (see screenshot).
What did I try?
1. I tried these versions:
- 2.0.23: Game loads/works fine (on my machine and a friends machine as well)
- 2.0.24: Game loads/works fine as well
- 2.0.25/28/30: Game crashes on load with save games from both 2.0.23 and 24 (I created a new save when it loaded with 2.0.24)
2. I tried to disable all mods (see mod-list attached), including space-age related mods, which resulted in the same behavior
3. I also tried reinstalling all these different versions, as well as the zipped Windows Versions.
I have saves from 2.0.23 and 24 here: https://drive.google.com/drive/folders/ ... drive_link
If the save game is broken, is there any way to fix it, or are we stuck playing on 2.0.24?
Best regards,
HpBanger
|
[
{
"author": "",
"content": "Provided link to a save file is private.",
"date": "2025-01-16T03:33:20+00:00",
"quotes": []
},
{
"author": "HpBanger",
"content": "Sorry, I changed it. Hope it works now.",
"date": "2025-01-16T09:32:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Looking at the Space15.01.2025v2.0.24.zip save file i can clearly see a bitflip has occured making this a 1/0 magic. \n \nIssue happens when loading active entities that are supposed to be on a chunk(-22,37) on nauvis. This chunk spans over positions from (-704,1184) up to (-672,1216), however this chunk has on it a fish that reports as being at a position (-684,3246) which is 2048 tiles south of the mentioned chunk. To fix the save file i converted the chunked level data into a continuous level.dat, opened it with hex editor, found the relevant position where the fish has its position saved and at position 64156811 of the level.dat i changed just one byte from 0x0C into 0x04. This makes the save file to load without any issues. \n \n \n \n 125998-Space15.01.2025v2.0.24-fixed.zip \n (51.61 MiB) Downloaded 23 times",
"date": "2025-01-16T14:03:17+00:00",
"quotes": []
},
{
"author": "HpBanger",
"content": "I just tried the fixed save and it works! Thank you very much for your help. \n \nBest regards \nHpBanger",
"date": "2025-01-16T17:12:17+00:00",
"quotes": []
}
] | 4
|
2025-01-15T03:16:02-06:00
|
forum-topic-124704
|
124704
|
Inserter energy consumption jargon
|
Wiki Talk
|
https://forums.factorio.com/viewtopic.php?t=124704
|
evanrinehart
|
The infoboxes for all inserters, as well as historical remarks for the burner inserter, refer to the max consumption stat as "energy consumption."
There's been some confusion in a few places about whether this number is the sustained power draw during operation (with or without drain). It's not. Inserters have a more complicated power usage where max consumption only occurs as periodic spikes and average power usage is much less, depending on what its doing.
So basically "energy consumption" of inserters as reported on the wiki isn't reflecting actual power usage in the game very well. Should the infoboxes, which currently report max consumption, say "max consumption"?
If anybody wants to see recent confusion on this, as well as an attempt to get more reliable average power stats see viewtopic.php?p=653701
|
[] | 0
|
2024-12-18T17:43:26-06:00
|
forum-topic-127573
|
127573
|
Add Platform distance along route (circuit value)
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127573
|
Chumfactor
|
I'd like to use circuitry to read the distance along the current space-platform path. I'm talking about the value displayed in the UI between the two planet<etc> icons, and "read" the same way I can read Speed (S) and Damage taken (D).
THIS post asks how to do it and THIS one is about how it was added for scripting/modding. I just want that same value, but accessible via circuit network.
My specific use case is to make adjustments to platform behaviour (specifically, thruster throttling) at various steps along the way, but I can think of several additional uses.
Thanks!
|
[
{
"author": "computeraddict",
"content": "Can't you integrate the speed?",
"date": "2025-03-17T19:38:41+00:00",
"quotes": []
}
] | 1
|
2025-03-17T14:32:32-05:00
|
forum-topic-92862
|
92862
|
Factorio Forums • Create module request when placing ghost over existing building
|
TL;DR
Pasting a blueprint of entities with modules should function as expected, even if the entities already exist without modules.
What ?
Currently, module-request proxies for construction are only created along with the ghost image for the production machine. Why not allow their creation on existing entities (and unmoduled ghosts) by pasting a new blueprint with modules included?
Why ?
Consistency. Pasting blueprints applies recipes, circuit settings, etc... Why not module requests too?
|
[
{
"author": "",
"content": "Sounds like a good improvement. If you're stuck in the meantime not wanting to update tons of machines, this mod can help: \n \n https://mods.factorio.com/mods/Choumiko/ModuleInserter",
"date": "",
"quotes": []
},
{
"author": "",
"content": "TL;DR \nBuilding in ghost-mode and placing blueprints should be able to upgrade or convert similar existing entities to more closely match the ease of use of direct building. \n What ? \nWhen ghost-building, cut/copy-pasting or placing a blueprint on top of an existing ghost:\n \n Always allow upgrading similar entities (i.e. eastbound yellow belt ghost to eastbound red belt ghost); \n Hold SHIFT to also convert compatible entities (i.e. overwrite a belt ghost direction, or put a splitter ghost onto an existing belt ghost, just like is allowed when direct building); \n Hold CTRL+SHIFT to also replace conflicting entities (i.e. delete any other non-upgradable, non-convertible ghosts that are in the way of the new ghosts). \n \nWhen ghost-building, cut/copy-pasting or placing a blueprint on top of an existing built entity:\n \n Leave the default behavior unchanged (allow only when all overlaps are exact matches or entirely new entities); \n Hold SHIFT to upgrade similar entities (i.e. flag assembler 1s for in-place upgrade to assembler 2s, just like the upgrade planner); \n Hold CTRL+SHIFT to force-build by converting compatible entities (i.e. flag a belt for deconstruction and put a splitter ghost there) and replacing conflicts (i.e. flag a pair of underground belts for deconstruction and put a machine ghost there, perhaps because the blueprint also upgraded the belts and they reach further underground now). \n \n Specifics on terms used above \n direct build - Placing a buildable item from the inventory directly onto the ground; as opposed to placing a ghost, whether that be by ghost-mode building a single entity, or pasting from the clipboard, or placing an entire blueprint. \n configuration - The non-physical options set on an entity such as assembler recipe, splitter priority, inserter stack limit, combinator operations, circuit network settings, etc. \n exact match - Nothing to do because the old and new entities have exactly the same type, position, orientation, configuration and modules. If the new entity is a ghost-mode placement (not copy-paste or blueprint), then only the type and orientation are considered since ghost-mode never has a configuration. An eastbound red belt is an exact match for an eastbound red belt, but not an eastbound yellow belt (different type) or a southbound red belt (different orientation). Previews of this case should always be tinted blue to indicate that they would cause no change to the existing entity or ghost. \n upgrade similar - Place a new entity over one with a functionally matching type (as allowed by the upgrade planner) and the same position, orientation and configuration (again, excepting ghost-mode placement). An eastbound red underground is similar enough to up(down)grade to an eastbound blue underground, but not an eastbound red belt (dissimilar function) or a southbound red underground (different orientation), or (as a bit of an edge case) an eastbound yellow underground (they can be safely upgraded, but not downgraded since they may not reach far enough). An assembling machine 1 making gears with speed module 1s is upgradeable to an assembling machine 2 making gears with productivity module 2s, but not an assembling machine 1 making pipes (different configuration). When this placement is allowed, its preview should be tinted green to indicate that it's not identical, but similar enough to be flagged for in-place upgrade just like the upgrade planner does. \n convert compatible - Place a new entity over one with a different but functionally compatible type (as allowed by direct-build rules) and the same position. An eastbound red underground is compatible enough to convert to a southbound yellow belt, but not an inserter (incompatible function); it could, however, be converted to an eastbound yellow underground, even though it's possible that the result would not connect. An arithmetic combinator sending \"A+1\" is convertible to an arithmetic combinator sending \"A+2\" (replacing its configuration), but not a decider combinator (incompatible configuration). When this placement is allowed, its preview should be tinted yellow to indicate that it would require existing ghosts to be deleted or built entities to be flagged for deconstruction rather than just for upgrade. \n replace conflicting - Place a new entity over one with a totally different type, or the same type but different (but overlapping) positions. Previews of this case are usually tinted red to indicate that placement is not allowed, but may be tinted yellow if the placement is allowed but would cause removal of existing entities (deletion of ghosts, flag for deconstruction of built entities). \n \n Why ? \nDirect entity placement is currently very smooth and intuitive: you can build different variations of inserters, belts, pipes, poles, assemblers, etc directly on top of existing ones (i.e. red belt on existing yellow belt, blue inserter on existing yellow inserter, etc), even loosely out-of-type in some cases (i.e. red belt on existing yellow underground, red splitter on existing yellow belt but only in the same orientation). \n \nGhost-mode and blueprint placement, however, is significantly more clumsy and counter intuitive. You can't ghost-build (or place a blueprint of) a red belt on top of an existing yellow underground, or on top of an existing yellow belt, or even on top of the ghost of a yellow belt; in fact, you can't even ghost-build a yellow belt on top of the *ghost* of a yellow belt in order to change its orientation. This restrictiveness is supremely irritating and a common pain point for many players as they gain mastery of the game and move into using ghosts and blueprints, as evidenced by the many times these same features have been requested in the past going back over three years . \n \nThe goal of this thread is to refine the comments from those earlier threads into a comprehensive proposal that would vastly improve quality of life for ghost mode, copy-paste and blueprint usage, without introducing unexpected behavior that might disrupt existing workflows. \n Further thoughts below, hidden to avoid scaring folks with too many words \n About placing new ghosts (by hand, or by paste, or by blueprint) over existing ghosts: \n \nSince the new and old ghosts have the same level of (im)permanence, the most common mode of interaction should closely match what is allowed when directly building, such as placing a splitter onto an existing belt or upgrading an assembler while retaining its recipe and modules. Note however that for ghost-mode building, the most common mode of interaction is when holding the SHIFT key, since getting a ghost in hand without SHIFT is only possible when enabling the \"ghost in hand for missing item\" game option and also not having any of the item; this implies that we can make the SHIFT mode of building over ghosts more permissive ( convert compatible ) to match direct building, while leaving the no-modifier-key behavior (more commonly used when placing blueprints) slightly more conservative (only upgrade similar ). Note that the current behavior is really unnecessarily strict: even exact matches (i.e. eastbound yellow belt ghost over eastbound yellow belt ghost) are tinted red and disallowed, even though they'd be a total no-op. \n \nThe CTRL+SHIFT modifier is added as a more extreme force-build option, similar to direct building over a ghost (which will delete the ghost no matter what it is); when placing blueprints, this mode would be especially useful in cases such as when an earlier tier of the blueprint had extra yellow undergrounds to cross a 6-wide space, but a later tier has upgraded to red and now has room to place a new building in the space where those intermediate yellow undergrounds used to be. \n \nIn all cases, exact matches should be tinted blue in the preview to indicate no change, similar upgrades should be tinted green, and any entity overlaps that are not currently allowed (splitter vs belt when not holding SHIFT; machine vs belt when not holding CTRL+SHIFT) should be tinted red to indicate that they are preventing placement. With modifier keys, some red tints would turn yellow: convert compatible (i.e. belt to splitter) when holding SHIFT, and any other conflict replacement when holding CTRL+SHIFT. \n \n About placing new ghosts (by hand, or by paste, or by blueprint) over existing built entities: \n \nThese interactions should be more conservative, since (unlike building over ghosts) they may potentially cause functional changes or disruptions to a running factory. The default (no modifier key) behavior is therefore left unchanged: only add new entities and only allow overlaps with exact matches . \n \nHolding SHIFT already allows for removal of conflicting trees and cliffs, but is expanded to also upgrade similar entities in exactly the way the upgrade planner does. This is still quite a safe behavior since these types of upgrades cannot change the function or behavior of the factory except to make it run faster or slower or use more or less power or resources, and this reasoning is also the motivation for the exception to what is considered a similar upgrade vs a compatible conversion in the case of underground belts: upgrading from yellow to red to blue undergrounds is an upgrade because the result is guaranteed to still connect, but downgrading is a conversion because it might not. \n \nBut even when building over an existing part of the factory, there are times when you really want your new blueprint to be able to change what's already there rather than only add to it, without having to note the conflicts, clear the cursor, go manually remove the offending entities, grab the blueprint again, discover you missed one, and so on. For this we again have the CTRL+SHIFT override, which will apply \"flag for upgrade\" wherever possible, but will resort to \"flag for deconstruction\" (exactly like the deconstruction planner) wherever necessary to make room for putting down the new ghosts. It's a bold move, but that's why it's behind an extra modifier key, and why even then the overlaps in question don't turn green in the preview, but turn yellow (from red) to catch the eye and make clear that this placement will result in some things being flagged for removal.\n \n\nAnd... that's all I guess. Discuss!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Sounds nice, but it probably won't be added: very similar things have been suggested in the past(I'm sure ssilk will add some links in a little while)",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Pffffffff. I respect the details and completeness in this suggestion, but as moderator I would like to help. \nFirst I recommend reading the sticky threads; how to write good suggestions. Because this one is too long and too detailed. I try to explain, taleden: you are not implementing this. If this would be a chair you want to have built from a carpenter, you describe how to hold him the saw. \nAnother thing: you try to solve a very complex subject by mixing three different suggestions. Try to separate the problems into small and simple suggestions. \n \nAnd AmericanPatriot said it already: lots of other suggestions. \n \n viewtopic.php?f=6&t=59554 Hotkey to replace existing structures with blueprint \n viewtopic.php?f=6&t=88691 Better Blueprint Placement \n viewtopic.php?f=6&t=84697 Better UX for placing, removing, and configuring ghost structures \n viewtopic.php?f=6&t=80563 mark-for-upgrading when blueprinting over fast-replaceable entities \n viewtopic.php?f=6&t=47993 Allow Fast Replace using blueprints \n \nSimilar discussions: \n viewtopic.php?f=6&t=83149 [UPD] Rail planner is practically broken around your base \n \nAnd my current opinion about that is this: all the suggestions show that there is an issue. They describe different solutions. The implementation is not in our hands and in this case I would like wube to choose one or the ones they like to implement.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I realize that my attempt at a thorough explanation of the suggestion got a little wordy, but I don't think it's that complicated when you break it down into its component pieces -- all it comes down to is recognizing the four levels of similarity/difference between what the player is trying to place vs what's already there, and offering a few reasonable options (using modifier keys like SHIFT, which are already used this way) for which levels to allow/handle (just like is already done for trees). That's all. \n \nI also disagree that it's mixing different suggestions; the unifying principle is that right now, ghost placement behaves differently than direct building in ways that are awkward and counter intuitive, and there doesn't seem to be any good reason for that other than nobody's ever bothered to go back and make ghost building as slick and easy as direct building now is. But this seems like a good time to bring it up again, since 1.1 seems to be all about QoL improvements, many of which relate to (in my view) much smaller and less noticeable edge cases than ghost/blueprint placement, which is something almost every player deals with quite frequently. \n \nThere are even a few aspects of the current behavior that verge on being bugs, or at least very surprising. For example, if you copy a factory and go to paste it over another existing factory, the preview will be blue as if it's an exact match and so pasting will have no effect. And yet if you click to paste anyway, it will cause the existing factory to change its recipe to match what you copied. This can get even more troublesome with things like combinators; if you pull up a big blueprint to check it against what you have built, it may look like a match (all blue) even if some combinator logic differs, and pasting will overwrite all that combinator logic without warning. \n \nI have also read all of the prior threads you linked -- in fact if you notice, I also linked them in my post -- and I cite them as evidence that these issues have been bugging a number of folks for quite some time (over three years since the oldest of them). But one thing I noticed in those threads is that they tended to devolve either into folks objecting to the deconstruct behavior as a default (because of course you don't always want that), or else folks getting into complicated changes to blueprints themselves (extra layers, extra settings, etc), or folks just misunderstanding what was being suggested \n \nSo my goal with this thread was to sketch out a logically consistent and straightforward way to smooth out all the interactions related to ghost placement without significantly changing default behaviors and without requiring any changes to blueprints themselves. In fact, all of the functionality to implement this scheme already exists: the deconstruction planner can already flag things for removal, and new ghosts can be placed over flagged entities before they're even removed; the upgrade planner can already flag things for replacement, and the new entity will inherit any configuration from the old; the blueprint placement process already scans tile-by-tile for conflicts to tint them red and block the placement; and blueprint placement can already check for SHIFT, turn certain conflicts (i.e. trees) from red to green and flag them for deconstruction before placing. So all that's required is to perform those conflict tests with a little more granularity (four possibilities -- matching, upgradable, convertible, conflicting -- rather than only matching and conflicting) and, if SHIFT and/or CTRL are pressed, invoke the flags for upgrade or deconstruction as needed.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Well, let me say it so: as moderator, which wants to bring up as many suggestions into the game I love, I like the completeness of this suggestion. I don’t like the length, because the devs tend to ignore those wall-of-text-posts. It could be expressed much with less words. That’s my concerns with this suggestion.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I've edited to more closely conform to your preferred template, and to hide the clarifying discussions from folks who are afraid of words. As is hopefully clearer at a glance now, the meat of the proposal is really not long or complicated; all the clarifying definitions and examples were only intended to avoid some of the confusion and misunderstandings that I saw derail earlier threads on this subject.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Looks much better now.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "When the ghost of a building with some modules is placed over an existing building without modules, the modules are not scheduled for placement. Normal placement of such a ghost is not prohibited. If the ghost is placed on an empty space the modules are scheduled and then inserted into the newly created building. \nThis behavior is inconsistent and can be considered as a bug because: \n1. A user would expect a ghost placed in normal mode to be executed in full. \n2. No prohibition warning is issued in normal placement mode \n3. Placing the module-containing ghost upon empty space and over existing building behaves differently \n \nSteps to reproduce: \n1. Manually place electric furnace \n2. Manually fill it with efficiency modules. \n3. Cut the furnace with modules. \n4. Wait until robots remove furnace with modules \n4. Press Q to postpone ghost placement. \n5. Manually place another electric furnace. \n6. Paste the ghost with modules over the furnace. \n \nWhat happens: \nNothing \n \nWhat is expected to happen: \nRequest for modules on the existing building",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That's currently working as intended. Moving to ideas and suggestions.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I've been using Module Inserter to get modules installed into accepting entities. Once they're there, I believe you can use the upgrade planner to swap between modules if you wish. \n \nHowever in vanilla, to my knowledge, there are only two ways to get modules into a machine:\n \n Manually insert them \n Build a new machine from a blueprint that already contains them \n \n\nI would love to see the ability to apply modules via blueprints like this, but I think it's been requested several times to no avail.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "This is a convenience I would really appreciate.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "There is already a method in the game, but it's kind of hidden - \n \nCreate a temporary blueprint instead of copy paste. This allows all attributes, including modules, to be copied to the existing building. \n \n Start a new BP \n Hold Shift while selecting the source building \n Place the ghost BP over the target building \n Dismiss the BP with the picker (Q) \n \n\nBy holding the shift key while selecting objects for a blueprint, a temporary BP is created at the cursor. This is not saved, does not get added to the clipboard history, and cannot be edited, but does allow absolute copies of buildings to be copied and pasted. \n \nI use this extensively to avoid filling the clipboard history with pastes that are only needed rarely, change filters and recipes from the map, and of course, to make genuine copies of buildings and their attributes.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The sad part is, I think I once knew this little gem and have completely forgotten. Thanks for this one!",
"date": "",
"quotes": [
{
"author": "Squelch wrote: Sat Dec 12, 2020 1:02 am",
"content": ""
}
]
},
{
"author": "",
"content": "Hmmm, might be missing something. Apologies if I am, but I couldn't get this to work. Isn't the OP bug that this doesn't work?",
"date": "",
"quotes": [
{
"author": "Squelch wrote: Sat Dec 12, 2020 1:02 am",
"content": ""
}
]
},
{
"author": "",
"content": "Yeah, just tested it, and I wasn't able to get it to add new module requests. I had to first remove the existing buildings before planting the module loaded version via blueprint.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hmm yes it doesn't work for modules. Everything else such a recipe and filter changes works, but modules can only be added to a new/empty building. It seems odd that modules are treated differently. \n \nI just confirmed 0.17.x too, so it must have been this way for some time - perhaps always \n \nApologies for the false trail. \n \nI have to add my +1 to this suggestion now.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I'll +1 this because adding or changing modules at all with bots is a major pain to do remotely. \n \nIt's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That does work with the temporary blueprint method above. It is just modules that are the exception.",
"date": "",
"quotes": [
{
"author": "MEOWMI wrote: Sat Dec 12, 2020 5:50 pm",
"content": ""
}
]
}
] | 19
| ||||
forum-topic-126045
|
126045
|
[Hrusa] [2.0.27][demo] Error in background simulations
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=126045
|
eugenekay
|
What did you do?
- Installed Factorio Experimental (v2.0.31, via Steam)
- Installed the Factorio Demo (v2.0.27, Build 81069)
- Renamed %appdata%/Factorio/ to %appdata%/zactorio (to eliminate effects from Mods, Saves, Settings, etc from the Steam version)
- Started the Demo
- Waited for the Menu Simulation to change
What happened?
2025-01-16 16-30-11.mp4
(2.98 MiB) Downloaded 24 times
Screenshot 2025-01-16 160722.png (134.22 KiB) Viewed 263 times
What did you expect to happen instead? It might be obvious to you, but do it anyway!
Main Menu Simulations would play in background endlessly.
Does it happen always, once, or sometimes?
Sometimes, when the Menu Simulation Changes. It also happens sometimes when "Exit"-ing to Main Menu.
|
[
{
"author": "",
"content": "Thank you for bringing this to our attention. It should be fixed with the next release.",
"date": "2025-03-12T10:12:08+00:00",
"quotes": []
}
] | 1
|
2025-01-16T15:32:50-06:00
|
forum-topic-109770
|
109770
|
2 player Wave Defense Factorio Scenario/mod
|
Multiplayer
|
https://forums.factorio.com/viewtopic.php?t=109770
|
LegoDude
|
Me and my buddy whom used to game together all the time but have jobs+kids now are going to have a spot to play a game this upcoming holiday season.
We have already done the base game together. Is there a more PvE scenario TD game defense mod/scenario anyone would recommend?
Thank you in advance!
|
[
{
"author": "",
"content": "Have you tried the Wave defense scenario that comes with the game?\n \n \n \n factorio_d7BYfeoKRC.png (1.85 MiB) Viewed 1620 times",
"date": "2023-12-14T22:58:25+00:00",
"quotes": [
{
"author": "LegoDude wrote: Fri Nov 17, 2023 10:34 pm",
"content": ""
}
]
},
{
"author": "ZwerOxotnik",
"content": "There are many such mods, scenarios. \n \n https://mods.factorio.com/mod/m-towerdefense \n https://mods.factorio.com/mod/JailBreak \n https://mods.factorio.com/mod/team_competition \n https://mods.factorio.com/mod/BiterCraft (it's wave defense too) \n https://mods.factorio.com/mod/td-mode (not really playable in some degree) \n https://mods.factorio.com/mod/heavy-waves",
"date": "2023-12-15T11:28:34+00:00",
"quotes": []
}
] | 2
|
2023-11-17T16:34:49-06:00
|
forum-topic-118753
|
118753
|
[Solved] minor: a bit confusing table in Electric furnace article
|
Wiki Talk
|
https://forums.factorio.com/viewtopic.php?t=118753
|
lelick
|
Table has entries like Code: Select all 0.0625 (1/16s) which reads as a fraction of second. it should be something like Code: Select all 0.0625 (1/16) /sec
Screenshot 2024-10-31 at 10.54.05.png (111.79 KiB) Viewed 520 times
|
[
{
"author": "vadcx",
"content": "Changed to be 0.0625/s (1/16) with this regex ( https://docs.kde.org/stable5/en/kate/ka ... -capturing ) \n Code: Select all Find: (\\d\\.\\d+) \\((\\d+/\\d+)s\\)\nReplace: \\1/s \\(\\2\\) \n\nStill, what even are the rows for if there are only 2 module slots? I'll add that question to the talk page. \n https://wiki.factorio.com/Electric_furnace",
"date": "2024-10-31T11:56:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Looks like the page was changed after conversation on the talk page, so I'm marking this solved. Yay!",
"date": "2024-11-01T15:59:32+00:00",
"quotes": []
}
] | 2
|
2024-10-31T01:57:18-05:00
|
forum-topic-51911
|
51911
|
Support Rules/FAQ
|
Reika's Mods
|
https://forums.factorio.com/viewtopic.php?t=51911
|
Reika
|
Rules:
All bug reports should be posted on my GitHub . Not here, not on the mod portal page, not in a reddit PM, and definitely not to my minecraft email address. If you post a bug to anything other than the GitHub, consider yourself lucky if I even acknowledge your post. When you do post, please be informative. Nothing useful can come of a report consisting only of "it crashes", or if when I ask for info you never reply. Modlists, steps to reproduce, and exact crash reports are basically a necessity. Depending on the issue, I may ask for further information, such as you to try removing mods to find a specific interaction.
For getting background/general info, asking questions to learn more, making suggestions on new content, giving balance feedback, or having other non-issue-related discussion, you have come to the right place; discuss as you like on the mod threads. Read the first page and the last page or two to ensure you are not repeating the post of someone two replies before you; noone likes looking like he is incapable of even basic reading comprehension.
Additionally, it should not need to be said, but I have learned the hard way that it does, so: Please only post on the relevant threads. Noone likes, or often even understands, a suggestion for one mod on the thread of another. Or worse, a question about my Minecraft mods on a thread about Factorio.
And please, remember that I do this on my own time, in parallel with other Factorio mods, and mods for other games. I try to check threads on a regular basis, but have no guarantees that I can do so, much less release updates to fix issues, within any specific timeframe. If you want to look mature and intelligent, you post the issue/request/etc and only rarely call attention to it. If you want to look like a child with...substandard cognitive capacity, then demand fixes immediately, get upset when I do not reply within four hours of your post, or act like I am obligated to do things like change mod mechanics to satisfy you.
With that, enjoy, discuss, or run around flapping your arms if it pleases you. Just please do not sacrifice your dignity/credibility or my time for nothing.
FAQ:
Any: Where can I get these mods?
All downloads are on the Factorio mod portal .
EndgameCombat: I sometimes end up with turrets with "rangeboost" in my inventory! What do I do?
EGCombat's turret range research, for game API reasons, requires making range-boosted copies of every turret. Normally, blueprints, mining, and similar are handled normally, but some mods (BlueBuild being a known example) do not produce drops in the normal manner, and as such yield the modified version directly. It can easily be converted to the base turret by placing and mining it, manually or with robots.
Any: Is this compatible with Bob/Angel/Biter9001/DirtToDiamonds?
I have done playthroughs with both a "vanilla style" game and with (most of) Bob's mods. Updates breaking things notwithstanding, they should be compatible. With few exceptions, I have never used other "overhaul" mods, so I cannot tell you offhand without reports from other users. But a general rule of thumb often proves accurate: Is the mod small and/or only has a few features that have nothing to do with the mod of mine in question (eg Ion Cannon vs Geothermal)? If so, a conflict is possible, but very unlikely.
Any: How balanced are these mods?
I do have a slightly unusual definition of balance. To me, no feature is inherently overpowered, it just needs to have a cost/progression/risk to compensate it. So some things in some mods might seem grossly overpowered, but I suggest trying to obtain them in survival before passing judgement. I am open to feedback - especially in the form of a setting, rather than a de facto change - on tweaks, within reasonable limits (outright removal, even from an option, is usually out of the question, especially if the feature is core or extremely popular).
Any: Can I do a mod spotlight?
I am definitely interested. That said, I would like to be involved, if only as an advisor to ensure accuracy and completeness of information.
Any: Where is the source code?
All my Factorio mods have released source on GitHub .
Any: Can I make non-config changes or derivative mods?
For personal use, do whatever you like. Make all the sprites into smiley faces, or change the localized names to the names of cartoon characters for all I care. For anything intended to be shared, including with your friends, family, or pet hamster, ask me first, and be prepared for the very-likely-negative response. This includes use of my assets - excepting those which I did not create, such as the occasional Yuoki sprite - and my code. That said, if you want to use my implementation as a guide for your own features (such as seeing how I get around a specific API limitation), go ahead.
|
[] | 0
|
2017-08-16T20:52:22-05:00
|
forum-topic-121661
|
121661
|
Asteroids not moving?
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=121661
|
Xellnix
|
corner.PNG (1.44 MiB) Viewed 393 times
front.PNG (1.06 MiB) Viewed 393 times
i had a platform idle at aquilo over quite some time, then i noticed that some of the asteroids just idle at the range of the turrets, all these fragments that form like 2 lines around the platform are results of the destuction from bigger ones, looks like some parts dont move at all or barely after they are generated by destruction
currently there is a "line" with small and medium asteroids
id expect that the fragments either move away or to the platform to get cut down further not idle at range
|
[
{
"author": "valneq",
"content": "you said \"idle for some time\" … can you specify? hours? days? \nConsidering that the newly created smaller asteroids/chunks appearing from destroying bigger ones have randomized velocities it is expected that some of them have (almost) no velocity. And then they don't manage to get into the range of those turrets that are aiming for them (or asteroid collectors for chunks). This will necessarily lead to an accumulation of small asteroids and chunks just outside the range of turrets over very long periods of time.",
"date": "2024-11-16T13:04:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello, please include a version number when reporting issues. I'm going to assume you use the latest stable version (2.0.15) and this is therefore a duplicate of 120297 .",
"date": "2024-11-16T14:18:09+00:00",
"quotes": []
},
{
"author": "Xellnix",
"content": "thanks, i didnt find that one while searching, have a nice weekend",
"date": "2024-11-16T15:41:28+00:00",
"quotes": []
}
] | 3
|
2024-11-15T18:13:57-06:00
|
forum-topic-121886
|
121886
|
crusher selects unsignaled recipe (resolved, kinda, not really, but its a "feature")
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=121886
|
Rauschkind
|
i have a crusher that frequently selects "metallic asteroid crushing" for a tick when switching between "no recipe" and "metallic asteroid reprocessing", throwing off my control logic and breaking my system.
i double, tripple and 10x checked if there was any combinator with that recipe which could interfere.
there is not. i have one combinator with that recipe, but the condition can not be met (condition is storage tank of copper filled and there is no copper consumer currently).
furthermore, the behaviour persists if i remove said combinator.
i installed a powerpole and connected it to the wires to see if there is a signal. there is none. however, i am not fast enough to visually detect a signal turning on for just one tick, not even on 1/4 speed.
i am trying to make sense of this for a very long time now and i start to think it must be a bug because there simply is nothing in my network that could give this singal.
edit: the issue is, that the machine interprets the signal "metallic asteroid chunk" as "metallic asteroic cruishing" which is just bad because these are just two different things and there are multiple recipes made from "metallic asteroid chunk".
i understand the difference between a feature and a bug, but i kindly ask to reclassify this one because it seems impossible to read the content of that machine without setting the recipe to nonsense.
|
[] | 0
|
2024-11-17T14:23:43-06:00
|
forum-topic-57642
|
57642
|
[0.16.22] Inserters not picking up items from source
|
Minor issues
|
https://forums.factorio.com/viewtopic.php?t=57642&p=341846
|
Ardagan
|
Build 35382 (seen this in earlier 0.16 builds/versions also)
Sometimes inserters just get stuck and don't pick up items from chests/factories. Have seen it multiple times already. See image attached for sample situation.
Couldn't find specific logic for this.
I'm not sure how to repro this. However in the save attached, character stands right by the sample chest+inserter.
|
[
{
"author": "",
"content": "Thanks for the report. The inserter is sleeping in the curved rail because inserters are setup to prioritize interacting with rails over anything else. See: \n \nYou can fix it by changing the curved rail to be straight for 1 more piece then turning.",
"date": "2018-02-09T07:33:44+00:00",
"quotes": []
},
{
"author": "Ardagan",
"content": "Thank you for showing how this can be debugged will use it further. \n \nProblematic part is that if I merely pick up and place inserter again, it will start working as expected. \n1) I had similar issues with no tracks nearby. So this doesn't seem to be more reason. \n2) shouldn't inserter behavior be deterministic? I mean same setup should always work the same way. \n \n(Replying from phone, sorry if not too explicit here)",
"date": "2018-02-09T08:25:58+00:00",
"quotes": []
},
{
"author": "",
"content": "It is deterministic. If it wasn't it would desync in multiplayer. \n \nThe state the game is in when you place the inserter is different virtually every time you place it which changes what it does next.",
"date": "2018-02-09T08:32:24+00:00",
"quotes": [
{
"author": "Ardagan wrote:",
"content": ""
}
]
},
{
"author": "Ardagan",
"content": "My assumption here is that the same setup of objects on map, should always result in same behavior of all elements of setup. So regardless whether I replace inserter, or not, it should still behave the same. Like if inserter was putting object on rails -- it should always do so, regardless of how many times times I replace it with another inserter. \n \nIs there any explicit reasoning why we have current behavior in place?",
"date": "2018-02-09T17:26:41+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
},
{
"author": "Ardagan wrote:",
"content": ""
}
]
},
{
"author": "ethernal",
"content": "Couldn't inserters \"look\" for a distance to object and then decide if they can actually place an item there. Obviously, it's too far away and there is object nearer it that it can place items into.",
"date": "2018-03-23T07:11:57+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "I believe it's because the rail's bounding box extends into that tile, even though it's only a small amount. \nThe bounding boxes aren't planned to be changed, because that would break stuff... wait...",
"date": "2018-03-24T03:14:16+00:00",
"quotes": [
{
"author": "ethernal wrote:",
"content": ""
}
]
},
{
"author": "ZerackLB",
"content": "Coming here from a Reddit post I made earlier today, where I also assumed this behavior was a bug: thread link , YouTube minimal repro . \n \nFrom upthread:\n \n\n...I think that sums up exactly my expectations as well. I understand that the behavior is \"deterministic\" in the Factorio-internal sense that it doesn't cause multiplayer desyncs. However, as a player the fact that the drop target for the inserter depends on the build order of the chest and / or rails is really quite confusing. \n \nI think the common use-case is pretty illustrative of why this is painful - \"If I blueprint this and build it with bots, does it work?\" - and in this case the answer is \"Sometimes, it depends on which bot(s) build their item fastest\". That's not particularly rewarding as a player. \n \nAnyway! This is me dredging up a thread from 2+ years ago (and I apologize!) but it's really the first time I've ever encountered something I'd consider a bug in Factorio, so I felt like it was worth chiming in and nudging the feedback. Cheers!",
"date": "2021-08-05T00:00:35+00:00",
"quotes": [
{
"author": "Ardagan wrote:",
"content": ""
}
]
},
{
"author": "sparr",
"content": "Coming here from my duplicate report and adding another voice in opposition to build order dependent behavior here.",
"date": "2022-02-25T22:34:08+00:00",
"quotes": []
},
{
"author": "Etherblood",
"content": "This bug happened in one of Nefrums 100% attempts recently: https://clips.twitch.tv/GrotesqueNastyM ... BkM-ttI7Ur (\"Waiting for train\" can be seen 8s into the video) \nI also managed to reproduce it [1.1.58], and even if you put a wagon onto the curved rails, the inserter will remain stuck instead of inserting into the wagon. \nYou can fix the broken inserter by reconstructing it.\n \n \n \n Screenshot 2022-05-02 182700.png (246.29 KiB) Viewed 5386 times \n \n \n \n \n \n Screenshot 2022-05-02 183653.png (282.05 KiB) Viewed 5386 times",
"date": "2022-05-02T16:40:38+00:00",
"quotes": []
},
{
"author": "sparr",
"content": "This doesn't just apply to curved rails. It seems to apply any time an inserter could have two targets. I wouldn't mind if it was consistently prioritized, but it being dependent on build order doesn't seem reasonable. \n \n 0eNqlk9FugzAMRf/Fz8lUKLQdvzJNKAWPRQsJSpxuVcW/z4GpqzbaaprEQ4jte+yb5AR7E3Hw2hJUJ9CNswGqpxME3Vll0h4dB4QKNGEPAqzq01+jfOfku+qchVGAti1+QJWN4m6lV9pclOTjswC0pEnjTJ5+jrWN/R49a54rEaW2L9pyVDavGIhFBxe4kptgHKvJcvNQCjjyihcTZS6oAxJp24WU6LF3B6wjxwyhx7ZOLXKIfEQB8+7czBdae2flYBQhMxsXk1vZaiWgd22KK5IG1dTR2YrnMbnxY5p80cGFObbzFDnP4LxmFTWHV2k+bQ+84zxn2GjMAmf97drH4DEEGbkv33nuvZV7NLfNKybzWu2xmRMKcT5NO0SCBWRxRgZSzRufVUDPRt4ElQxa0CovtPjCdK8kp3tz3aj1kszmzzLZksz2X2aurnvpIl0xc/cLyQPYMDhPd4HZL2B6Y9MrrC6eu4AD3/IpId9lxfYx35Yb/ordOH4CB+5bWQ== Copy blueprint \n \n \n \n Screenshot_2022-07-30_20-43-52.png (210.91 KiB) Viewed 4727 times \n \n \n\nIf you build the wagon first, the inserter targets the wagon. If you build the underground first, the inserter targets the underground.",
"date": "2022-07-31T00:45:51+00:00",
"quotes": []
}
] | 10
|
2018-02-09T01:17:11-06:00
|
forum-topic-73967
|
73967
|
Server: automatically pause when a new player is joining
|
Implemented in 2.0
|
https://forums.factorio.com/viewtopic.php?t=73967
|
Eiermann
|
TL;DR
Not all players can keep up with the speed of the server. Additional options for pausing the server when needed would be very helpful for larger bases / servers.
What ?
Players often pause the game or reduce the game speed while other players are connecting or catching up with the server. Of course this happens only when the server is hosting a base with a high ups load. But its kinda frustrating if you can not join your own server because you messed up the whole base the day before. Since the server is not throttling the ups load on its own its nearly impossible to join a bigger server. Currently the only solutions are 1.1) on empty servers someone with a faster / better pc has to connect and slow down / pause the server with a command 1.2) on empty servers the admin has to manually connect to server cli and pause / throttle the game speed 2) on server with other players online you have to kindly ask if they could throttle or pause the game 3) buy a faster pc.
For privat servers with bigger bases the easiest change would be an additional parameter for the server to configure the servers behaviour when someone is joining / catching up.
Example
Code: Select all {
"__catchup_behaviour_description": "available options are: never (disabled), pause (pause the server), slowdown (throttle the server)",
"catchup_behaviour": "never",
"__catchup_interval_ticks_description": "the number of ticks before the configured behaviour kicks in",
"catchup_interval_ticks": "60",
"__catchup_slowdown_steps_description": "defines the throttle if the behaviour 'slowdown' is configured",
"catchup_slowdown_steps": "0.5"
}
Why ?
- People dont have to pause / throttle the game per hand while another player is joining / trying to catch up.
- Administrators dont need to pause / slow down the server over the CLI just to connect and pause the game per hand.
- People with slowers PCs could join empty servers with large bases.
- Buy merchandise instead of new hardware!
- The problem cant be solved with a mod
|
[
{
"author": "mmmPI",
"content": "I like the idea, it wouldn't be used much for popular game due to the annoyance, but if you play a massive modded game with few friend and/or one just like me have a bad computer you would appreciate setting up the server this way.",
"date": "2019-08-02T14:41:23+00:00",
"quotes": []
},
{
"author": "Jon8RFC",
"content": "I think this would be a useful addition for many people--not myself, but I appreciate the idea for games run among friends and the situations mentioned above. \n \nTo quote Rseding91 (not verbatim) when discussing the interface settings menu \"I don't think many people request fewer configurations/options\", referring to most people never saying \"I want the ability to do less and have less control\" (unless it's users of that one particular, mainstream tech brand--my opinion).",
"date": "2019-08-05T17:45:31+00:00",
"quotes": []
},
{
"author": "slippycheeze",
"content": "Rseding91 is correct. Unfortunately, in this case the science supports that mainstream tech brand -- GNOME, you say? -- in that people *want* lots of choices, lots of options, and lots of switches. They also have a much happier experience when they don't get them, the vast majority of the time. \n \nTo be clear: I don't object to the feature or anything. I just don't think these are good knobs to put in front of anyone by default. Much better to find something that works for the 90 percent case based on public games, and telemetry from private ones, and then maybe offer these as a hidden, deep in the wiki only, sort of tuning for the much smaller set of users who do benefit from it. \n \nWhich is absolutely not zero people, and they might want a \"don't be stupid\" button they can press for their specialized needs like this one. Most people will either want the default, or just set it to something stupid and then be unhappy it didn't magically fix things, because people be like that.",
"date": "2019-08-07T01:06:53+00:00",
"quotes": [
{
"author": "Jon8RFC wrote: Mon Aug 05, 2019 5:45 pm",
"content": ""
}
]
},
{
"author": "Eiermann",
"content": "In my oppinion it should be visible only for people who hosting servers on a dedicated server. Such as the option for the segment size per network message introduced in 0.17.59. Casual players never edit the server-configuration per hand.",
"date": "2019-08-07T21:05:17+00:00",
"quotes": []
},
{
"author": "Tiavor",
"content": "necro bump \ndid anything come of this? \non my current K2SE map, if I don't pause manually and another player joins the map, it happens sometimes that the progress bar of catching up goes backwards. auto-pause when someone joins would be very appreciated, even if it's just a mod, but I don't see how to do this from looking at the api. \neven just me joining the empty world already needs a catch-up because it's unpaused as soon as I join.",
"date": "2022-10-22T14:07:56+00:00",
"quotes": []
},
{
"author": "",
"content": "This feature can be misuses by griefers.",
"date": "2022-10-24T06:06:41+00:00",
"quotes": []
},
{
"author": "Tiavor",
"content": "I want this option as a server owner. no one is griefing my server. there are literally just two people playing on it. no one else has access. \n \neven just me joining it alone with no one else on it is almost impossible currently, as I have only mediocre mobile data available. 1.5MB/s is not enough to join a K2SE map in mid-game.",
"date": "2022-10-24T21:53:59+00:00",
"quotes": []
},
{
"author": "",
"content": "It’s all right. \n \nI just want to make clear, that this option can be misused or can be quite annoying for open servers in many ways and needs imho some kind of vote of all other players, if they want to wait or not. For example: if x% of players vote against wait, the server will continue.",
"date": "2022-10-25T05:44:46+00:00",
"quotes": []
},
{
"author": "Tiavor",
"content": "a vote seems a bit complex. \nI'd just include the option (that is already available): \"everyone can pause\" \nso if you have this pause-on-join on, the everyone-can-pause option is automatically enabled or required. so if someone doesn't want to wait, they can just unpause.",
"date": "2022-10-28T18:40:09+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "This is the best suggestion so far. Even simpler, or in addition, when there are no other players in the game, don't unpause until the first player to join has actually finished loading. (If this is not the default behavior already, I really can't imagine why.) \n \nI have experienced heavily modded public play. If a server mod was already on the server, they would pause the game or reduce game.speed when they saw someone struggling to catch up. Otherwise, it could take some people 5-10 minutes to join. \n \nThe game already pauses to save when someone tries to join. This is mildly annoying, but unavoidable. But it is even more annoying when someone tries multiple times to join, triggering multiple saves, because their computer can't catch up and disconnects. I would much rather have the option of extending the one pause. \n \nIf someone wants to grief, they can already do that by joining and griefing. If they cause too many join-pauses for no reason ( which they can already do ), add them to the server banlist like any other griefer.",
"date": "2022-10-29T13:09:37+00:00",
"quotes": [
{
"author": "Tiavor wrote: Fri Oct 28, 2022 6:40 pm",
"content": ""
}
]
},
{
"author": "Tiavor",
"content": "it seems that it is paused until the first player is finished loading. but only if there wasn't another player online recently. if there was, the game still continues for a while, I guess till the next save. \n \nthat was my problem recently. I wanted to join and couldn't because someone else was on the server. that person left and the catch-up bar didn't move any faster. \n \nUPDATE: \nI found something useful in this regard: when the last one leaving the server pauses the game, then it's still paused the next time someone joins and doesn't need to catch up, unpausing with the ESC-menu. This is good enough for a small server with few people.",
"date": "2022-10-29T21:51:30+00:00",
"quotes": []
},
{
"author": "Camusensei",
"content": "Hello, necroing this because what @tiavor said is wrong (at least for me). \n \nStart a new server with auto-pause option enabled. \nJoin the game. The server will unpause as soon as you finish downloading, before you load , leading to a catch-up you may never be able to complete. \n \nI fully agree with @robot256, \n\nAnd then we won't have the problem anymore.",
"date": "2024-03-08T19:35:02+00:00",
"quotes": [
{
"author": "robot256 wrote: Sat Oct 29, 2022 1:09 pm",
"content": ""
}
]
},
{
"author": "mrudat",
"content": "It strikes me that the best way to do what is desired is to have a mod record the UPS of the slowest client and configure the server to always run at that speed unless an admin changes things around. \n \nIt would have the (possibly dubious) advantage that UPS would be nearly constant, with the tradeoff of going consistently slow. \n \nDoes the server receive feedback from a failed client join due to being too slow?",
"date": "2024-04-06T13:22:13+00:00",
"quotes": []
},
{
"author": "Tiavor",
"content": "From the newest FFF: \n \n\nthis helps a lot. thanks. \n \nthough since the last time I posted, I got a new CPU for my PC, so this isn't really a problem for me . And my old laptop couldn't even handle the map anymore, even if loaded into the paused game. \n \n\nThanks for this too \nfor small and private servers like mine this is exactly what I wanted. I mean small in terms of users that join, the map is already at 400MB, loading and catching up takes a long time. \n \n \n I consider this topic solved",
"date": "2024-06-18T08:25:47+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "[Koub] Moved to Implemented in 2.0. The implementation might not be exactly what was described in the suggestion, but the purpose is the same.",
"date": "2024-06-18T12:40:29+00:00",
"quotes": []
}
] | 15
|
2019-08-02T07:07:31-05:00
|
forum-topic-119359
|
119359
|
Short U (Ў) is always written with upper case (Belarusian translation)
|
Translations
|
https://forums.factorio.com/viewtopic.php?t=119359
|
Dareda
|
[
{
"author": "EustaceCS",
"content": "Yupp, even on loadscreen these upper case letters do appear, screenshot included. \nIt shouldn't be like this - our language (even in its current state) don't have mid-word capital letters. \nPretty generic (and unmolested this time) Ubuntu 24.10 x64, no global font overrides, no mods, stand-alone Factorio 2.0.14 w/ Space Age.",
"date": "2024-11-02T18:53:44+00:00",
"quotes": []
},
{
"author": "",
"content": "I've added the letter to the font today, so it should be working fine by version 2.0.30.",
"date": "2025-01-09T11:01:50+00:00",
"quotes": []
}
] | 2
|
2024-11-02T12:42:03-05:00
|
|
forum-topic-101408
|
101408
|
[Raiguard] [1.1.53] Mod with broken info.json prevents Factorio from updating any mods
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=101408
|
causa-sui
|
I'm working on my own mod pack for convenience and so others can get a look at the mods I'm using when they ask.
Version 0.0.1 of this mod is broken, because I entered `base >= ???` as a dependency in info.json, and "???" is not a version. I attempted to fix that in version 0.0.3. Locally, I have 0.0.3 installed. However, when I go to Mods -> Updates, I am met with "Unable to check for updates" and no mods can be updated whether they are part of this pack or not. Console log:
Code: Select all 25.911 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods?page_size=max&full=True&version=1.1.53&lang=en
26.978 Error ModInfo.cpp:134: Mod anentiresleeve-pack dependency base >= ??? not matching pattern "[?|(?)|!|~] ModName [ModVersion specifier]".
26.981 Error UpdateModsPane.cpp:93: Failed to fetch mod update information: Failed to parse the mod portal API response: Mod anentiresleeve-pack dependency base >= ??? not matching pattern "[?|(?)|!|~] ModName [ModVersion specifier]".
I have not tried deleting the old, broken release because I wanted to leave it visible for this bug report.
factorio-current.log attached.
|
[
{
"author": "causa-sui",
"content": "I deleted the broken distribution from the portal because I wanted to iterate on the mod pack, so I've attached it here.",
"date": "2022-01-30T20:16:16+00:00",
"quotes": []
},
{
"author": "",
"content": "This appears to no longer be the case in 2.0 - I put the broken mod in the mods directory and it checked for updates just fine.",
"date": "2025-01-21T23:02:15+00:00",
"quotes": []
}
] | 2
|
2022-01-27T17:17:35-06:00
|
forum-topic-59580
|
59580
|
DyWorld Bug Reports
|
DyWorld
|
https://forums.factorio.com/viewtopic.php?t=59580
|
Dysoch
|
All bug reports can be given oin the following area's:
Github Issues: https://github.com/Dysoch/DyWorld/issues (MOST PREFERED METHOD, AS IT IS THE TO DO LIST AS WELL)
Discord: https://discord.gg/yR5vBWy (use #bug-reports channel)
In this topic.
All bug reports outside these 3 places will be ignored. Mod Portal doesnt allow notifications, and checking every area all the time is too much work.
Before submitting, please check the following:
- Is the bug already reported on one of the 3 places.
- Has it already been fixed? (check: https://github.com/Dysoch/DyWorld/issue ... s%3Aclosed and https://github.com/Dysoch/DyWorld/commits/master )
- Are you using latest version? ( https://mods.factorio.com/mod/DyWorld/downloads )
When reporting, please state the following:
- The exact way to reproduce (if it is needed)
- Other mods installed
- A screenshot of DyWorld Startup Options (which options are enabled and disabled. Can also be written, but screenshots are easier for everybody)
- If the bug is persistant, ALWAYS provide a savegame (mods are not needed, game allows for syncing mods)
- some common sense is needed. dont say this is broken and leave it at that. Provide correct details. This makes Dysochs's life easier to fix things, and will be done quicker then.
Please keep in mind, that until version 1.0.0, everything is still a WIP. Stuff can, and most likely, will change!
|
[] | 0
|
2018-04-13T01:26:18-05:00
|
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