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25
forum-topic-117911
117911
[kovarex] Parameterized Train interrupts cant be used in conjunction with reading train IDs
Won't fix.
https://forums.factorio.com/viewtopic.php?t=117911
valyrie97
Ive been working on a train scheduler with the circuit network and discovered what i assume is a bug. i could be very wrong and misunderstanding how to use this feature. The setup is fairly simple: - Create a small segment of rail with a stop and a locomotive. - Create a train interrupt with a circuit condition of :parameter: > 0 - enable read train ID - connect train station to a lamp ()in debugging it seemed any connection would trigger the issue) - fuel up the train and let it loose. the train immediately picks up the train ID signal and attempts the interrupt with it. I understand why this is happening, to some degree. i mean, the signal is there, and it is > 0. However, given that the use case i see most often with this is a generic interrupt, for going to stations named '[item=coal] Dropoff' and the like, it seems a bit nonsensical to have to engineer around this. like making all of your signals negative values in order to send them to a train. A couple proposed solutions: - allow item parameter instead of only signal parameter in interrupt - automatically ignore the signal that train ID is set to (the T by default)
[ { "author": "", "content": "Hello, the proper fix we will have at some point (hopefully) will be the ability to distinquish red/gree input and output, so you can put these two things on separate wires.", "date": "2024-11-20T13:10:50+00:00", "quotes": [] }, { "author": "valyrie97", "content": "sounds like a good solution! \n \nsincere curiosity, is there any reason why item / fluid / fuel parameters cant be used in the interrupt trigger - circuit condition?", "date": "2024-11-25T06:21:23+00:00", "quotes": [] }, { "author": "Friant", "content": "Hello! \n \nI'd just like to voice that I have also encountered this problem and would very much love to see a fix for it. There is a work around using negative signals as valyrie97 indicated, but it would simplify a bit of circuitry to be able to select which wires signals are broadcast on/read from in the train stop and train interrupt menus. \n \nCheers!", "date": "2024-11-26T23:59:33+00:00", "quotes": [] } ]
3
2024-10-27T07:19:23-05:00
forum-topic-120197
120197
FactorySync – A utility to synchronize game saves between multiple players via online storage
Tools
https://forums.factorio.com/viewtopic.php?t=120197
vasek7
I have created a utility that can synchronize saved games, allowing one game to be played by multiple players. Before you stop reading, thinking that’s what multiplayer mode or a headless server is for... You can play in multiplayer mode, but someone must host the game. If you disconnect from the game, you don’t have the latest version with you and can’t continue by yourself. This dependency on others can be inconvenient. Creating and managing a dedicated server is relatively difficult. You need to maintain each server, update it regularly, and pay for electricity and connectivity. Additionally, you have to either buy or rent the hardware. If you don’t want to worry about all that and just want to play occasionally with a few friends while making progress, then this program might be perfect for you. All you need is online storage and a shared folder with all players. Unlike common software that compares file modification time, this utility is unique in that it compares the actual time played in the game . So, it shouldn't happen that the old game overwrites the new one. appscreen.png (206.89 KiB) Viewed 638 times To learn more, visit the FactorySync GitHub repository , where you can also download it. Please backup your game before trying this utility. Although tested, it is still a new piece of software.
[]
0
2024-11-07T03:00:57-06:00
forum-topic-107602
107602
[1.1.80] /editor map-gen-settings no caption on freq17%
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=107602
KeepResearchinSpoons
A small-bitor-scale bug; when you hover over sliders in /editor -> surfaces -> Edit map get settings , it *usually* shows the percentage. but for any ore with minimal freq I do not see that caption for some reason. You can import the string below on that same editor screen and see if it is reproducible. (( I do not see caption for neither copper nor iron ore on this example )) note , you might need to close-confirm and re-open that window ! after setting freqs to 17% map exchange string for easy testing Code: Select all >>>eNp9UbtLAzEYT9RirSAOHRR8dOggwolvoUgvuoib/8L1mkrge qm5O7A66OAoOOuis4K7m+CioCA4uSk6ODgoimvNd7nclVL9wffI7 3smwQijNRRi1wSd7rK55chTMWKLGZvXalQYXNCz0/GQBttji6BMD c4cXQo2Q11arRsly6PNdJoJ7uoOWlKez12qRilJ+YJSr7mwNxCWy 4Iq1Co+EjwO8b2RUBo7KNdogEjvSQZAEN5VmZKL0DVgc9cX3DE86 vvMXS9YwWahxCwvPTkxNwkYa5dREXQjoK5dL1QDx2c1h1EhK6bmJ RaGWyuqnHl+IGjYuMfQnY0/8/5tn7IdVqkglFuSsqzugZWZIJF3W SIRtfoPhWalNxPiy0yc7ez5yvOWb2KdliaJo4J7ZsQg3BGro0PAR RzSVU9mFHo08d0t4D38TtzfJ9XJvlS5ofgORV2WJbgS4kfv9qKdB 7N1szzBi9ByBNQ1qFTyLHITrFxyQDAZ1dHBJEXWT6PmHcrJjW702 Kum+S2L5En8pG3u0cLkSZuHzcDAcqzeOuNt5Pvdd+sTOSa4ExzI+ pacOkFEt1K2n+CsNDoK+DCR+Hwt/gL70shu<<< P.S. also seems size and richness behave the same way(?) As always, happy bug-splonking.
[ { "author": "", "content": "Thanks for the report. It's now fixed for the next 1.1.x release.", "date": "2023-07-05T20:45:07+00:00", "quotes": [] } ]
1
2023-07-02T08:35:48-05:00
forum-topic-127263
127263
LoaderPrototype::adjustable_belt_stack_size wrong type
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=127263
BrainGamer_
LoaderPrototype::adjustable_belt_stack_size mentions boolean as its type but it should be bool .
[ { "author": "", "content": "We fixed this by renaming the prototype stage boolean type to boolean from bool.", "date": "2025-03-14T17:32:57+00:00", "quotes": [] } ]
1
2025-03-04T11:41:35-06:00
forum-topic-127488
127488
[2.0.41] Train priority overrides enable/disable and train limit 0
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127488
vrcngtrx
In the video I have a double-headed train with a schedule in which it stops at an "Enter" station, is unloaded until the chests at the station are full, and then it leaves by going to the "Exit" station with no wait condition. Each "Enter" station is disabled via a circuit once the chests are full and are not renabled until they are empty. The schedule also has an interrupt to wait at the "Depot" station in case every "Enter" station is full. If every "Enter" station has the same priority, then this works almost as expected. There is some weird behavior in which the train goes back to visit the same stop twice before going to the depot in the case where all the "Enter" stations are disabled, but this is only a minor part of the issue. The real issue is when one of the "Enter" stations has a higher priority than the others. In this case, the train will visit this stop when it is enabled, and then continually circle back to it, even when it is disabled by the circuit. I would expect that if a station is disabled, then it is impossible for a train to choose it as a destination. Hence whenever all the stations are disabled, it should be forced to go to the depot station. I don't think there is any chance that the circuit is enabling the stop for 1 tick or something like this, at least assuming it is working correctly in-game. Perhaps I made my schedule poorly, but I still don't see why this behavior should arise. This seems to be a problem with the way the train is choosing which "Enter" station it wants to visit. Below I am attaching a dropbox link to a video showing the behavior. It is very consistently reproducible. I am also including the save file this was recorded on. The save file is using the mods Editor Extensions v2.4.2 and Factorio Library v0.16.2 for demonstration purposes, but this happens without these mods as well. EDIT: I forgot to add the log file. https://www.dropbox.com/scl/fi/mu46xjyj ... kxd89&dl=0
[]
0
2025-03-14T08:50:46-05:00
forum-topic-90925
90925
1.35k S/M bases should be more popular
General discussion
https://forums.factorio.com/viewtopic.php?t=90925
NotRexButCaesar
1.35, or 1/2 blue belt, bases are just slightly more than 1k SPM and nearly the same effort, but have much nicer lab inputs and fit exactly on a half belt for each science pack. For the sake of OCD everywhere, build more 1.35k S/m bases!
[ { "author": "", "content": "Sounds like metric vs imperial to me", "date": "2020-11-02T08:26:41+00:00", "quotes": [] }, { "author": "coppercoil", "content": "Sounds like metric vs factorional \nIn my factory, I count everyting in blue belts \n \n I only need an 8th science pack for my pretty belts.", "date": "2020-11-02T11:24:03+00:00", "quotes": [] }, { "author": "Gamatron332", "content": "... no because 5 is a uneven number. I can’t. I’m sorry", "date": "2020-11-02T15:33:51+00:00", "quotes": [] }, { "author": "valneq", "content": "But 1350 is an even number. \n \nIn any case, 1350 science/minute is not a number anyways. It's a rate. You can always change the time scale to make it even: \n1.35 k/min = 1.944 M/day", "date": "2020-11-02T15:49:41+00:00", "quotes": [ { "author": "Gamatron332 wrote: Mon Nov 02, 2020 3:33 pm", "content": "" } ] }, { "author": "Squelch", "content": "I thought we were talking about a very expensive fetish parlour by the title.", "date": "2020-11-02T16:36:47+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "I’m a big fan of rational numbers. It’s more of a “fractionorial” system \n \nOr you could swap out military/whatever pack isn’t used with circuits. (unless you want to research follower count forever)", "date": "2020-11-02T18:02:45+00:00", "quotes": [ { "author": "coppercoil wrote: Mon Nov 02, 2020 11:24 am", "content": "" } ] }, { "author": "coppercoil", "content": "I think \"SPM\" tag implies all kinds of science packs, regardles of the way how they are consumed. I also think that good XXXX SPM factory should handle any research, so every pack should travel along the labs. And if you don't do sushi belts, the number 7 is not nice at all.", "date": "2020-11-02T19:08:53+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Mon Nov 02, 2020 6:02 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "Sometimes (maybe even often) military science is excluded. if you really want follower robot count, you can have backup labs that only activate when the others back up. The backup only needs half as many labs too.", "date": "2020-11-02T19:56:36+00:00", "quotes": [ { "author": "coppercoil wrote: Mon Nov 02, 2020 7:08 pm", "content": "" }, { "author": "AmericanPatriot wrote: Mon Nov 02, 2020 6:02 pm", "content": "" } ] }, { "author": "coppercoil", "content": "I do not want follower robot count. I research whatever I want, keeping producing all kinds of bottles (for the record). This is how I play. \nAnd I would like the 8th flavour for smoother play", "date": "2020-11-02T20:23:45+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Mon Nov 02, 2020 7:56 pm", "content": "" } ] }, { "author": "valneq", "content": "Bob's Mods add an 8th science pack. \nThey rename the \"logistic science pack\" to \"transport science pack\" squeeze in another \"Logistic science pack\" (pink) after chemical science.", "date": "2020-11-02T21:31:20+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "how do you consume military science packs if they are not required for research?", "date": "2020-11-02T22:51:49+00:00", "quotes": [ { "author": "coppercoil wrote: Mon Nov 02, 2020 8:23 pm", "content": "" } ] }, { "author": "coppercoil", "content": "I just stockpile unused packs. This may sound like wasting resources, but there are no compromises for that achievement \nActually, there are two stages: factory growth + mining boost, and then proving capabilities for X hours.", "date": "2020-11-02T23:08:47+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Mon Nov 02, 2020 10:51 pm", "content": "" } ] }, { "author": "MassiveDynamic", "content": "For those of you who suffer with OCD, may I suggest my personal favorite seventh science solution... \n \nOne requester chest. No fourth half empty belt. \n \nAlso may I add that flavors are more interesting than colors, so let’s go with strawberry, lime, diet cola, raspberry (because as we all know they are blue), lemon, grape, and milk.", "date": "2020-11-02T23:44:26+00:00", "quotes": [] }, { "author": "Hannu", "content": "I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research because it consumes all science packs.", "date": "2020-11-03T07:48:50+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Mon Nov 02, 2020 10:51 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "I thought most people researched mining productivity and bot speed", "date": "2020-11-03T14:20:47+00:00", "quotes": [ { "author": "Hannu wrote: Tue Nov 03, 2020 7:48 am", "content": "" } ] }, { "author": "conn11", "content": "An argument for follower robot count is, that with sufficiently high mining productivity or worker robot speed (a cargo wagon can only that much ore from a miner), you've got a research that doesn't effect your factory and uses -like mentioned before- all the science packs, unlike the rest.", "date": "2020-11-03T16:24:20+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Tue Nov 03, 2020 2:20 pm", "content": "" }, { "author": "Hannu wrote: Tue Nov 03, 2020 7:48 am", "content": "" } ] }, { "author": "coppercoil", "content": "Sounds reasonable, I believe most players research useful things. I research mining productivity too, until I am ready for The Final Run. And then I switch to all bottles. Some players don't switch.", "date": "2020-11-03T18:09:51+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Tue Nov 03, 2020 2:20 pm", "content": "" } ] }, { "author": "Premu", "content": "On the other hand increasing bullet damage to 1000 and beyond for green ammo is also nice. One-shoting behemoth spitters has a nice feeling!", "date": "2020-11-04T17:14:29+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Tue Nov 03, 2020 2:20 pm", "content": "" }, { "author": "Hannu wrote: Tue Nov 03, 2020 7:48 am", "content": "" } ] }, { "author": "Hannu", "content": "I think so too. But in my opinion resource gathering is essential part of logistic game and high mining productivity makes minefields practically infinite. That may be different with those who use beacons to increase throughput to several kSPM level but I can not consume huge amounts of ore without beacons. My current base produces 550 SPM. \n \nI also do not use bots except minor material handling, like fuel for locos or stuff for entity manufacturing. I do not get any benefit from huge speed. I would like to have possibility of reduce energy consumption so that I could boost personal robots, which in my opinion are not in line with endgame needs because energy limitation. I usually mod power of portable fusion reactors to 10 x normal level to make it possible to build in reasonable time. And also I want to produce all sciences. Vanilla Factorio is so boringly simple and straightforward that I use all possibilities to make logistics more interesting.", "date": "2020-11-05T08:42:46+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Tue Nov 03, 2020 2:20 pm", "content": "" } ] } ]
19
2020-11-02T02:13:16-06:00
forum-topic-127535
127535
[StrangePan][2.0.41] Crash on pressing tab key (GameView::updateSoundFilters: Zoom(-0.21))
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127535
mellowengineer
Game crashes after I resume from my save file when I press the <tab> key. I'm happy to share my save file just tell me where to email it. Thanks. Code: Select all 0.000 2025-03-15 17:09:35; Factorio 2.0.41 (build 81968, linux64, steam, space-age) 0.000 Operating system: Linux 0.000 Initializing Steam API. 0.000 Program arguments: "/home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio" 0.000 Config path: /home/mark/.factorio/config/config.ini 0.000 Read data path: /home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/data 0.000 Write data path: /home/mark/.factorio [848773/952228MB] 0.000 Binaries path: /home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin 0.003 System info: [CPU: AMD Ryzen 9 9900X 12-Core Processor, 24 cores, RAM: 31179 MB] 0.003 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=gnome XDG_SESSION_DESKTOP=gnome XDG_CURRENT_DESKTOP=GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.003 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.009 Video driver: x11 0.009 Available displays: 2 0.009 [0]: DP-3 32" - {[5120,0], 7680x4320, SDL_PIXELFORMAT_RGB888, 35Hz} 0.009 [1]: HDMI-1 27" - {[0,272], 5120x2880, SDL_PIXELFORMAT_RGB888, 60Hz} 0.009 Failed to get primary display index, defaulting to 0. 0.160 Initialised OpenGL:[0] AMD Radeon RX 7800 XT (radeonsi, navi32, LLVM 19.1.7, DRM 3.61, 6.13.6-200.fc41.x86_64); driver: 4.6 (Core Profile) Mesa 24.3.4 (git-769e51468b) 0.160 [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 0.160 [Version] 4.6 0.161 Graphics settings preset: very-high 0.161 Dedicated video memory size 16384 MB 0.166 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.166 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 0.198 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.308 Info ModManager.cpp:444: FeatureFlag expansion-shaders = true 0.308 Info ModManager.cpp:444: FeatureFlag freezing = true 0.308 Info ModManager.cpp:444: FeatureFlag quality = true 0.308 Info ModManager.cpp:444: FeatureFlag rail-bridges = true 0.308 Info ModManager.cpp:444: FeatureFlag segmented-units = true 0.308 Info ModManager.cpp:444: FeatureFlag space-travel = true 0.308 Info ModManager.cpp:444: FeatureFlag spoiling = true 0.317 Loading mod core 0.0.0 (data.lua) 0.324 Loading mod base 2.0.41 (data.lua) 0.378 Loading mod elevated-rails 2.0.41 (data.lua) 0.387 Loading mod quality 2.0.41 (data.lua) 0.393 Loading mod space-age 2.0.41 (data.lua) 0.471 Loading mod base 2.0.41 (data-updates.lua) 0.477 Loading mod quality 2.0.41 (data-updates.lua) 0.485 Loading mod space-age 2.0.41 (data-updates.lua) 0.534 Checksum for core: 931939137 0.534 Checksum of base: 3006295925 0.534 Checksum of elevated-rails: 1046198653 0.534 Checksum of quality: 3509504682 0.534 Checksum of space-age: 476339876 0.717 Prototype list checksum: 752621429 0.764 Loading sounds... 0.837 Info PlayerData.cpp:66: Local player-data.json unavailable 0.837 Info PlayerData.cpp:69: Cloud player-data.json available, timestamp 1742068318 0.838 Post-data load graphics options: [Light occlusion: YES] 0.971 Initial atlas bitmap size is 16384 0.978 Created an atlas bitmap (size 16384x16384) [none] 0.987 Created an atlas bitmap (size 16384x16380) [none] 0.999 Created an atlas bitmap (size 16384x16376) [none] 0.999 Created an atlas bitmap (size 16384x14776) [none] 1.001 Created an atlas bitmap (size 16384x16384) [low-object] 1.001 Created an atlas bitmap (size 4096x1664) [low-object] 1.001 Created an atlas bitmap (size 16384x14224) [corpse-decay] 1.001 Created an atlas bitmap (size 16384x8392) [decal] 1.001 Created an atlas bitmap (size 16384x5596) [none] 1.001 Created an atlas bitmap (size 1676x79) [not-compressed] 1.001 Created an atlas bitmap (size 16384x4240) [mipmap, linear-minification, linear-magnification, linear-mip-level] 1.001 Created an atlas bitmap (size 4096x3040) [smoke, mipmap, linear-minification, linear-magnification] 1.004 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level] 1.004 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level] 1.004 Created an atlas bitmap (size 8192x4128) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 1.004 Created an atlas bitmap (size 8192x2576) [mipmap] 1.004 Created an atlas bitmap (size 3504x768) [mipmap] 1.004 Created an atlas bitmap (size 4096x3152) [mipmap] 1.004 Created an atlas bitmap (size 4096x3152) [mipmap] 1.004 Created an atlas bitmap (size 4096x3152) [mipmap] 1.005 Created an atlas bitmap (size 8192x3872) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 1.005 Created an atlas bitmap (size 16384x6120) [alpha-mask] 1.017 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask] 1.019 Created an atlas bitmap (size 16384x16332) [shadow, linear-magnification, alpha-mask] 1.019 Created an atlas bitmap (size 16384x3764) [shadow, linear-magnification, alpha-mask] 1.019 Created an atlas bitmap (size 8192x3968) [shadow, mipmap, linear-magnification, alpha-mask] 1.019 Created an atlas bitmap (size 4096x336) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 1.019 Loading 3D bitmaps. 1.025 Texture processor created (4096). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 1.110 Parallel sprite loader initialized (threads: 23, bitmaps: 8298) 9.561 Sprites loaded 9.574 Generated mipmaps (4) for atlas [4] of size 16384x16384 9.575 Generated mipmaps (4) for atlas [5] of size 4096x1664 9.578 Generated mipmaps (3) for atlas [10] of size 16384x4240 9.580 Generated mipmaps (3) for atlas [11] of size 4096x3040 9.586 Generated mipmaps (3) for atlas [12] of size 16384x16352 9.588 Generated mipmaps (3) for atlas [13] of size 16384x4944 9.590 Generated mipmaps (3) for atlas [14] of size 8192x4128 9.618 Generated mipmaps (3) for atlas [15] of size 8192x2576 9.619 Generated mipmaps (3) for atlas [16] of size 3504x768 9.620 Generated mipmaps (3) for atlas [17] of size 4096x3152 9.631 Generated mipmaps (3) for atlas [18] of size 4096x3152 9.632 Generated mipmaps (3) for atlas [19] of size 4096x3152 9.634 Generated mipmaps (5) for atlas [20] of size 8192x3872 9.636 Generated mipmaps (3) for atlas [25] of size 8192x3968 9.642 Custom mipmaps uploaded (3435) 9.658 Video memory usage: 3572.06 MB (Atlases: 3441.75 MB, Textures: 130.30 MB) 9.696 Factorio initialised 9.699 Steam Storage Quota: 23248/23841 11.276 Loading map /home/mark/.factorio/saves/biter free21.zip: 28142725 bytes. 11.283 Loading level.dat: 83480860 bytes. 11.286 Info Scenario.cpp:153: Map version 2.0.41-0 12.054 Loading blueprint storage: Local timestamp -1, Cloud timestamp 1740879594 12.055 Loading script.dat: 1267 bytes. 12.057 Checksum for script __level__/control.lua: 3998407281 Factorio crashed. Generating symbolized stacktrace, please wait ... src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream src/Util/StacktraceToStream.cpp (60): printStacktraceToStream src/Util/Logger.cpp (334): writeStacktrace src/Util/Logger.cpp (379): logStacktrace src/Util/Logging.cpp (58): logStackTrace src/Util/Logging.cpp (103): logAndAbortOrThrow src/Util/StrongTypedef.hpp (36): StrongTypedef src/Util/StrongTypedef.hpp (66): operator- src/Util/StrongTypedef.hpp (63): operator- src/GameView.cpp (1822): updateSoundFilters src/GameView.cpp (1529): prepareRender src/Game.cpp (331): prepareRender src/MainLoop.cpp (1144): prepare src/MainLoop.cpp (708): mainLoopStep src/MainLoop.cpp (414): run src/Main.cpp (1357): fmain src/Main.cpp (1379): main __libc_start_call_main __libc_start_main _start 0xffffffffffffffff Stack trace logging done 16.822 Error StrongTypedef.hpp:36: invalid strong type value: -0.21 16.822 Error CrashHandler.cpp:643: Received 6 Logger::writeStacktrace skipped. 16.822 Error CrashHandler.cpp:190: Map tick at moment of crash: 26528953 16.822 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 20.977 Uploading log file 21.003 Info SystemUtil.cpp:869: Started /home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 3540
[ { "author": "", "content": "See 3638 .", "date": "2025-03-16T00:21:30+00:00", "quotes": [ { "author": "mellowengineer wrote: Sun Mar 16, 2025 12:17 am", "content": "" } ] }, { "author": "", "content": "Given that this crashes on a Zoom value check and it involves multiple values obtained from zoom navigator which could be affected by the display resolution and display density, i will assign this to StrangePan as he was doing most of the changes around all of those pieces of code. \n \n-- edit: \n \nI was able to reproduce this crash. For my testing purposes i injected a display resolution of 8000x8000 with a display density of 1. This caused zoom navigator to report getMinZoomInGameView of 1.25 and this value when later subtracted from a zoom of 0.99 caused Zoom(-0.26) to be constructed causing a check to trip with the exact same stacktrace as in the report. \n \n-- edit: \n \nWith display resolution from the log file (7680x4320), this gives minZoom of 1.2 and the operation gives Zoom(-0.21) to be constructed that trips. This value exactly matches the value from the report.", "date": "2025-03-16T00:50:46+00:00", "quotes": [] }, { "author": "", "content": "Thank you for your detailed report (and to @boskid for the in-depth investigation). This uncovered a number of potential issues related to zooming, remote view, and very large displays such as yours. These issues will be fixed in the next version.", "date": "2025-03-17T16:23:49+00:00", "quotes": [] } ]
3
2025-03-15T19:17:20-05:00
forum-topic-105999
105999
Improving the Mod Portal Search - Page 2
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=105999&start=20
NotRexButCaesar
The new search should replace all the other panels in my opinion: instead of having the trending &c. icons below "explore", just replace the icons above with various ways to sort your search using the current explore interface. New Search Mockup mods.factorio.png (111.09 KiB) Viewed 4171 times
[ { "author": "Nemoricus", "content": "Right now I'm having an issue where the sort features don't seem to work as expected. I've attached a few pictures where I've tried to sort the portal by different options and the results remain displayed in the same order. Is there a bug here?", "date": "2024-01-25T23:18:42+00:00", "quotes": [] }, { "author": "", "content": "Sorry for the late response, I'm just now getting back to mod portal work. \n \nThe ranking of search results gives the highest priority to matching your query terms. As soon as you have more than one word in your query this likely outweighs the sort order for the first page of results. For Downloads , Recently updated and Trending we use the default ranking described here: https://www.meilisearch.com/docs/learn/ ... /relevancy \n \nFor Relevance we use this ranking Code: Select all [\"exactness\", \"words\", \"typo\", \"proximity\", \"attribute\", \"sort\", \"downloads_count:desc\"] \n \nHow would you expect the sort order to work when using longer queries like \"Resource Marker\". E.g. when sorting by \"Recently updated\" would you prefer to have results without the word \"Marker\" ranked higher if they have a more recent update than results that match both words but are older? Currently sort order is more like a tie breaker between similar ranking results.", "date": "2024-04-04T08:19:03+00:00", "quotes": [ { "author": "Nemoricus wrote: Thu Jan 25, 2024 11:18 pm", "content": "" } ] }, { "author": "Nemoricus", "content": "I would expect the sorting to prioritize on the option I chose. IE, if I am sorting by update date, the one with the most recent update date comes first, period. This is particularly important when I am specifically looking for recently updated mods, or if I'm looking to see which one is most popular based on download count. \n \nHaving relevance get priority over the search option I chose is confusing and gets in the way of searching based on the criteria I'm actually interested in. Especially since \"Relevance\" is itself a search option, and if I've chosen a different option, it's because I don't think \"Relevance\" is the option that best serves my needs at that time. \n \nIt'd be nice if I could prioritize those criteria individually, but as it is, there's just the set search options.", "date": "2024-04-14T20:53:15+00:00", "quotes": [ { "author": "vinzenz wrote: Thu Apr 04, 2024 8:19 am", "content": "" } ] }, { "author": "_CodeGreen", "content": "It's almost impossible to search for multiple words at once currently, for the example \"Resource Marker\" I would want both of those words to have the same priority in a match, so if something was most recently updated that had just the word \"resource\", that would show up first, and then if the second most recently updated thing had just the word \"marker\" I would want to see that second. We already have the relevance tab to get results that are *most* relevant to our queries, recently updated and downloads should focus more on their respective sort orders rather than result relevance. Also: As previously mentioned in this thread, I think it's time for the different tabs to be merged into one tab since the Explore tab covers all of it now (besides highlighted mods).", "date": "2024-04-27T06:14:08+00:00", "quotes": [] }, { "author": "", "content": "I updated the index settings for the explore page. \n \n- Swapped the priority between name and title matches, previously name matches had the highest priority which caused LogisticTrainNetwork to be ranked lower than e.g LtnManager when searching for LTN. \n \n- Updated the ranking order for Downloads, Recently updated and Trending to use sort order as the highest ranking metric \n \nIndex settings for \"Relevance\"\n Code: Select all \"searchableAttributes\": [\"title\", \"slug\", \"owner_username\", \"summary\"],\n\"rankingRules\": [\"exactness\", \"words\", \"typo\", \"proximity\", \"attribute\", \"sort\", \"downloads_count:desc\"],\n \n\nIndex settings for the other options\n Code: Select all \"searchableAttributes\": [\"title\", \"slug\", \"owner_username\", \"summary\"],\n\"rankingRules\": [\"sort\", \"words\", \"typo\", \"proximity\", \"attribute\", \"exactness\"],\n \n\nYou can read more about ranking rules here: https://www.meilisearch.com/docs/learn/ ... /relevancy \n \nThe ranking rules are configured per index and IIRC can't be overridden per search request, so adding them to the explore page isn't feasible I'm afraid.", "date": "2024-04-30T07:11:23+00:00", "quotes": [] }, { "author": "Nemoricus", "content": "Looks like things are working much more like I expected now. Thanks!", "date": "2024-04-30T18:56:54+00:00", "quotes": [] }, { "author": "SpeckledFleebeedoo", "content": "Is Recently Updated supposed to be the default sort order? I found myself having to go through multiple pages to find anything somewhat relevant to my search before I noticed it was sorting by Recently Updated.", "date": "2024-05-04T01:03:02+00:00", "quotes": [] }, { "author": "", "content": "Did you start your search on the mod portal front page? It shows recently updated mods, so searching there takes you to the explore page with \"Recently Updated\" sort order. I guess that it's not very intuitive and with the new ranking can be confusing. It's good point for the frontpage rework", "date": "2024-05-04T06:48:36+00:00", "quotes": [ { "author": "SpeckledFleebeedoo wrote: Sat May 04, 2024 1:03 am", "content": "" } ] }, { "author": "Xorimuth", "content": "Agreed. I like the front page default view being “Recently updated” but every single time I search then have to remember to switch to “Relevance”, which is which annoying.", "date": "2024-05-04T09:31:36+00:00", "quotes": [ { "author": "SpeckledFleebeedoo wrote: Sat May 04, 2024 1:03 am", "content": "" } ] }, { "author": "SpeckledFleebeedoo", "content": "I did indeed start on the front page. Having the results after a search be sorted by recently updated is extremely unintuitive. Seeing recently updated mods is not what I use the search bar for.", "date": "2024-05-04T19:12:46+00:00", "quotes": [] }, { "author": "", "content": "I like that the search bar on the recently updated page now finally sorts by recently updated. One of my use cases is to see mods that modify a specific mod and if they recently updated. Now I can just search for the mod name and find that.", "date": "2024-05-04T19:20:05+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "It is good that you can sort searches by recently updated. I just question the merits behind making it the default. I don't think a lot of people are going to realize this and it could burry the results they're looking for. Both methods I think have their pluses and minuses, but I think I do lean a bit more toward the expected relevant sorting as the default.", "date": "2024-05-04T19:30:22+00:00", "quotes": [] }, { "author": "-DeadlyKitten", "content": "I previously posted a bug report on the mod search portal and was directed to repost it here \n \nBug report:\n \n\nFull discussion: viewtopic.php?f=189&t=113485 \n \nEdit: after skimming this discussion and reading the other discussion, I think this may be an issue with the fact the the default sort order is \"recently updated\" instead of having a default of \"Relevence\" which would be the expected sort order if the user has not manually changed it", "date": "2024-05-23T17:24:47+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Xorimuth", "content": "Interesting. Whilst I like that the home page is \"Recently updated\", I have never once wanted my search to be sorted by \"Recently updated\", and it annoys me every time I search, wonder why I'm not getting what I searched for, then click on \"Relevance\".", "date": "2024-05-24T12:25:10+00:00", "quotes": [ { "author": "Bilka wrote: Sat May 04, 2024 7:20 pm", "content": "" } ] }, { "author": "Hares", "content": "First of all, sort by relevance first by default (not by updated date). \nSecondly, prioritize fields to search in the following order: title -> tags -> short description -> long description", "date": "2024-07-18T10:10:29+00:00", "quotes": [] }, { "author": "curiosity", "content": "And mod name above them all.", "date": "2024-07-18T14:49:32+00:00", "quotes": [ { "author": "Hares wrote: Thu Jul 18, 2024 10:10 am", "content": "" } ] }, { "author": "Hares", "content": "That's what I called title.", "date": "2024-07-18T15:49:00+00:00", "quotes": [ { "author": "curiosity wrote: Thu Jul 18, 2024 2:49 pm", "content": "" }, { "author": "Hares wrote: Thu Jul 18, 2024 10:10 am", "content": "" } ] }, { "author": "curiosity", "content": "So you don't want the actual title searched, or what?", "date": "2024-07-19T01:40:51+00:00", "quotes": [ { "author": "Hares wrote: Thu Jul 18, 2024 3:49 pm", "content": "" } ] }, { "author": "Stringweasel", "content": "I also get frustrated with the search sort order to be Recently Updated almost every time I use search. I search for something then I care about relevancy, and almost never the last updated date. Not some \"redux forked continued fixed improved\" mod, which is usually at the top. \n \nI do like that it shows Recently Updated as the home page though.", "date": "2024-08-05T21:07:08+00:00", "quotes": [ { "author": "SpeckledFleebeedoo wrote: Sat May 04, 2024 1:03 am", "content": "" } ] } ]
19
2023-04-24T08:27:59-05:00
forum-topic-126271
126271
Ability to Sort Logistics View by Name/ID to group qualities
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=126271
zbosh
It would be helpful if there was a toggle to sort logistics by item count or by name/quality. Use Case: When i'm building on a planet, I will check the logistics to see what building qualities I have available to determine what ones I should drop down. I like to use the max quality available. I would like not to have to type the exact name of the item to view them close together(still not sorted by quality) Request: I would like to be able to see all the qualities in the logistics views for like items next to each other, to determine what ones I should use in my builds. Sort by name, then quality. Current view with searching "module": 01-23-2025, 15-58-39.png (99.51 KiB) Viewed 177 times
[]
0
2025-01-23T16:00:50-06:00
forum-topic-125917
125917
[2.0.28] Crash of server loading some saves (Chunk::load)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=125917
b14ckyy
I have a save with a friend that has 84 play hours on it so far. We started it via local hosting from our PCs but I decided to set up a Headless Server on my Custom build OpenMediavault Media-Server. After some trouble with the ballistic missiles mod that caused the game to crash if you shoot a missile out of map bounds https://mods.factorio.com/mod/ballistic ... 26369d9da7 everything was working fine for a few hours but now I can't load ANY recent save of this map anymore. The original saves result in a server crash loop after startup. After taking the same safe file on PC, loading it there and save as a new one, the crash loop is gone but the server still crashes when a player connects and the map is prepared for download. To reproduce: - Run Headless Server in docker - Use the provided save game - start server (INFWG_repair.zip should start up fine, the other one should crash loop the server) - try to log in with a client to that Headless Server - on INFWG_repair.zip the server will crash when map is prepared for download to client (at different stages each try) TS steps done: - server clean installed from ground up - removed all mods - tried different save games - Older save with ~54hrs of play time works fine. New saves and other maps also work just fine with no crash - tried the same save on different PCs to launch locally - all fine there We could bite in the sour apple and use an old save but a save that works locally and on hosted multiplayer in Windows should not cause a server crash on a headless server I guess.
[ { "author": "", "content": "This sounds suspiciously like faling/failed hardware. The headless linux build of the game is identical code wise to the non-headless and windows build of the game in every way except the headless linux build doesn't let you enable graphics mode. \n \n\nThat almost always signals bad hardware. \"random issues\" should never happen in a deterministic game like Factorio.", "date": "2025-01-14T13:51:56+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "b14ckyy", "content": "I am very sure the hardware is 100% fine. This server is running for months and months overall with no issues. I will run a Memtest soon when I can though. \n \nBUT. I solved the issue with the server crashing by just fully copying the Game data folder from my Desktop to the server. There have been some additional files that should not be needed by the server as far as I know (but what do I know?) and now the server does NOT crash anymore with the same save games as before. This speaks against a Hardware failure and the server is running for 2 days now. \n \nBUT I get a new issue. When we connect through the Public network (my friend has to), we always get a desync. Even I get a desync when I connect through the public server list or via IP address despite being in the same local network as the server. All worked for a short time and then suddenly these desync issues happened. This is all super frustrating and makes no sense to me \n \nI will set it up from scratch with a more recent save game and then take one file after another from my PC to see if anything changes, to find the crash reason. \n \n\nDid you try to run one of the save games on a Headless for testing or reproducing the issue? That would either confirm or fully disprove a hardware fault, before I take my server out of its place to check it and swap memories. I can also try to run it in a VM on my PC for testing if that helps. \n \nbtw the crash happens when the server is pre-compressing the map state as a ZIP to allow the client to download it. That ZIP process is not determistic as the data change any second and the compression file order is always different.", "date": "2025-01-15T08:40:53+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
2
2025-01-13T12:40:00-06:00
forum-topic-16775
16775
Factorio Forums • [MOD 0.x.x] ModMigrator
Type: Mod Name: Mod Migrator Description: Provides custom migration of data between unmigrable mod versions. License: Free Version: 0.1.0 Release: 2015-10-03 Tested-With-Factorio-Version: 0.12.0 Category: Lib Tags: utility Download-Url: Github Website: Github License License This code is intended for collective use. Do whatever you can with that. Long description Long description This is an auxiliary mod to help other modders to refactor their mod structure without completely breaking save compatibility. Refer to mod files for a detailed description. Version history Version history 0.1.0# (2015-10-03): Initial release. Edit: Currently might be outdated. If you need this one, pm me, we'll figure something out.
[]
0
forum-topic-126495
126495
Is it possible to put the recipes of a subgroup together??
Modding help
https://forums.factorio.com/viewtopic.php?t=126495
yaim904
I am trying to sort the recipes in such a way that those that produce a certain object are one after the other. I have tried to do it by changing the order property in several ways but I can't do it. I am beginning to doubt that it is possible Captura de pantalla (728).png (375.45 KiB) Viewed 120 times Captura de pantalla (729).png (337.68 KiB) Viewed 120 times Captura de pantalla (730).png (336.68 KiB) Viewed 120 times Captura de pantalla (731).png (340.09 KiB) Viewed 120 times
[ { "author": "yaim904", "content": "No, you can't. \nBy default they are organized by placing the objects/recipes first and then the alternative recipes.", "date": "2025-03-14T17:31:22+00:00", "quotes": [] } ]
1
2025-01-31T10:46:29-06:00
forum-topic-127390
127390
Factorio Learning Environment
Modding discussion
https://forums.factorio.com/viewtopic.php?t=127390
Sylketri
I think this was discussed from time to time in the forums, but looks like another "learning environment" was created for Factorio, Factorio Learning Environment . If you must remember anything at all from this, remember that Claude Sonnet 3.5 built a diagonal belt 03-11-2025, 14-33-45.png (1.69 MiB) Viewed 190 times For reference, a similar work was also done using mathematical programming, but using the same communication approach, i.e., RCON to interface with the server console. A major difference is that FLE doesn't seem to rely on the modding interface.
[]
0
2025-03-11T08:35:17-05:00
forum-topic-54621
54621
[16.1] Crash on Open/first tick
Duplicates
https://forums.factorio.com/viewtopic.php?t=54621
wintermute48
My save file is crashing on open. The loading dialog completes and I get the migrating content pop-up but when I click close on it the game instantly crashes. I tried disabling all mods, deleted the crop-cache.dat file. Neither fixed the problem. here is the factorio-current.dmp Code: Select all 0.002 2017-12-13 11:46:47; Factorio 0.16.0 (build 34159, win64, steam) 0.002 Operating system: Windows 10 (version 1709) 0.003 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.003 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.003 Write data path: C:/Users/Wintermute/AppData/Roaming/Factorio [90776/487818MB] 0.003 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, 8 cores, RAM: 16346MB] 0.014 Display options: [FullScreen: 1] [VSync: 0] [UIScale: system (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en] 0.014 Available display adapters: 1 0.014 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 750 Ti {0x05, [0,0], 1680x1050, 32bit, 59Hz} 0.014 Create display on adapter 0. Size 1280x720 at position [190, 147]. 0.179 Initialised Direct3D:[0] NVIDIA GeForce GTX 750 Ti; driver: nvldumdx.dll 23.21.13.8813 0.189 Video memory size (dedicated video/dedicated system/shared system/available): 2017/0/8173/4089 MB 0.313 DSound: Starting _dsound_update thread 0.313 DSound: Enter _dsound_update; tid=11248 0.314 Device reset internal. 0.315 Desktop composition is active. 0.315 Graphics settings preset: high 0.315 Graphics options: [Graphics quality: high] [Video memory usage: high] [Light scale: 25%] [DXT: false] [Shader: 1] 0.315 [Parallel sprite loading: 1] [Max texture size: 0/8192] [Bmp cache: 0] [Sprite slicing: 1] [Low quality rotation: 0] 0.366 Loading mod core 0.0.0 (data.lua) 0.381 Loading mod base 0.16.0 (data.lua) 0.546 Loading mod base 0.16.0 (data-updates.lua) 0.589 Checksum for core: 3886358456 0.589 Checksum of base: 2132534782 0.707 Loading sounds... 0.997 Info PlayerData.cpp:67: Local player-data.json unavailable 0.997 Info PlayerData.cpp:70: Cloud player-data.json available, timestamp 1497029803 1.063 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso 1.064 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso 1.064 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/alpha-mask.cso 1.065 Crop bitmaps. 10.405 Initial atlas bitmap size is 16384 10.409 Created atlas bitmap 16384x13053 [none] 10.963 Created atlas bitmap 16384x3203 [shadow] 11.077 Created atlas bitmap 16384x2104 [decal] 11.145 Created atlas bitmap 8192x5572 [mipmap] 11.262 Created atlas bitmap 8192x800 [mipmap, smoke] 11.270 Created atlas bitmap 8192x8164 [linear-minification, mipmap, terrain] 11.667 Created atlas bitmap 8192x2092 [no-crop, trilinear-filtering, icon, light] 11.693 Created atlas bitmap 8192x924 [alpha-mask] 25.166 Sprites loaded 25.166 Convert atlas 8192x5572 to: mipmap 25.335 Convert atlas 8192x800 to: mipmap 25.388 Convert atlas 8192x8164 to: min-linear 26.153 Convert atlas 8192x2092 to: trilinear-filtering 26.446 Convert atlas 8192x924 to: alpha-mask 27.915 Custom inputs active: 0 27.955 Factorio initialised 34.998 Loading map C:\Users\Wintermute\AppData\Roaming\Factorio\saves\Third RUn.zip: 53819789 bytes. 35.025 Loading Level.dat: 122030179 bytes. 35.029 Info Scenario.cpp:135: Map version 0.15.37-0 35.039 Info PrototypeMigrationList.cpp:51: Activating migration base/2017-12-03_Factorio_0.16.0.json 37.939 Info BlueprintLibrary.cpp:232: Loaded library shelves: 37.940 Info BlueprintLibrary.cpp:798: Game shelf: playerIndex = 65535, nextRecordID = 6; timestamp = 1493154552; records: (id: 65535, 5; label: "Science Bitches!", preview: false, empty: false; book [id: 65535, 1; label: "Black", preview: false, empty: false] [id: 65535, 2; label: "Blue", preview: false, empty: false] [id: 65535, 3; label: "Purple", preview: false, empty: false] [id: 65535, 0; label: "Red+Green", preview: false, empty: false] [id: 65535, 4; label: "Yellow", preview: false, empty: false]) 37.940 Info BlueprintLibrary.cpp:800: Player shelf: playerIndex = 0, nextRecordID = 0; timestamp = 1511213781; records: 42.240 Info PrototypeMigrationList.cpp:51: Activating migration base/2017-12-03_Factorio_0.16.0.json 42.241 Info BlueprintLibrary.cpp:53: Loaded external blueprint storage: playerIndex = 0, nextRecordID = 0; timestamp = 1511213896; records: 42.241 Applying migration: Base Mod: 2017-08-08_Factorio_0.16.0.lua 42.252 Applying migration: Base Mod: 2017-11-07_Factorio_0.16.0.lua 42.294 Applying migration: Base Mod: 2017-12-09_Factorio_0.16.0.lua 42.335 Loading script.dat: 1314202 bytes. 42.339 Checksum for script C:/Users/Wintermute/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 2309010108 42.343 Script @C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/lualib/silo-script.lua:23: Running silo script migration: 1 -> 2 42.343 Script @C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/lualib/silo-script.lua:118: Executing silo script migration - Mod gui from left to top 44.839 Error CrashHandler.cpp:281: Exception Code: c0000005, Address: 0x00007ff770c6cf5d ModuleBase: 0x00007ff770b10000, ImageSize: 012cb000, RelativeAddress: 0015cf5d 44.839 Error CrashHandler.cpp:287: Access Violation: Write at address 0000000000000000 44.839 Error CrashHandler.cpp:303: Exception Context: rax=0000000000000000, rbx=000001f25769c418, rcx=0000000000000047, rdx=0000000000000001, rsi=00000000ffffffba, rdi=000000000000000c, rip=00007ff770c6cf5d, rsp=0000009f8ddfe990, rbp=0000000000000003, r8=000001f0a016c790, r9=000001f2c3764a70, r10=000001f0c2dc3728, r11=0000009f8ddfeb60, r12=0000000000000000, r13=000001f0c2fc5980, r14=0000000000000000, r15=0000000000000000 44.839 Crashed in C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff770b10000 - 0x00007ff771ddb000) Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\factorio-uxeipb\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack c:\cygwin64\tmp\factorio-uxeipb\src\util\logger.cpp (371): Logger::writeStacktrace c:\cygwin64\tmp\factorio-uxeipb\src\util\logger.cpp (470): Logger::logStacktrace c:\cygwin64\tmp\factorio-uxeipb\src\util\crashhandler.cpp (127): CrashHandler::writeStackTrace c:\cygwin64\tmp\factorio-uxeipb\src\util\crashhandler.cpp (329): CrashHandler::SehHandler ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD0DE94F0) 00007FFFD0DE94F0 (KERNELBASE): (filename not available): UnhandledExceptionFilter ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD47B8508) 00007FFFD47B8508 (ntdll): (filename not available): memset ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD47A0F56) 00007FFFD47A0F56 (ntdll): (filename not available): _C_specific_handler ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD47B4C3D) 00007FFFD47B4C3D (ntdll): (filename not available): _chkstk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD472D1B8) 00007FFFD472D1B8 (ntdll): (filename not available): RtlWalkFrameChain ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD47B3B6E) 00007FFFD47B3B6E (ntdll): (filename not available): KiUserExceptionDispatcher c:\cygwin64\tmp\factorio-uxeipb\src\entity\entitywithforce.cpp (100): EntityWithForce::checkNearbyForcesUnRegistration c:\cygwin64\tmp\factorio-uxeipb\src\entity\entitywithforce.cpp (46): EntityWithForce::forceUnRegistration c:\cygwin64\tmp\factorio-uxeipb\src\entity\entitywithforce.cpp (35): EntityWithForce::forceReRegistration c:\cygwin64\tmp\factorio-uxeipb\src\entity\entity.cpp (606): Entity::changePositionWithoutCollisionOrAABBCheck c:\cygwin64\tmp\factorio-uxeipb\src\entity\flyingrobot.cpp (80): FlyingRobot::moveTo c:\cygwin64\tmp\factorio-uxeipb\src\entity\logisticrobot.cpp (157): LogisticRobot::update c:\cygwin64\tmp\factorio-uxeipb\src\surface\chunk.cpp (575): Chunk::updateActiveEntities c:\cygwin64\tmp\factorio-uxeipb\src\surface\chunk.cpp (624): Chunk::updateEntities c:\cygwin64\tmp\factorio-uxeipb\src\surface\surface.cpp (1147): Surface::update c:\cygwin64\tmp\factorio-uxeipb\src\map\map.cpp (1216): Map::update c:\cygwin64\tmp\factorio-uxeipb\src\game.cpp (153): Game::update c:\cygwin64\tmp\factorio-uxeipb\src\scenario\scenario.cpp (822): Scenario::update c:\cygwin64\tmp\factorio-uxeipb\src\mainloop.cpp (982): MainLoop::gameUpdateStep c:\cygwin64\tmp\factorio-uxeipb\src\mainloop.cpp (849): MainLoop::gameUpdateLoop c:\cygwin64\tmp\factorio-uxeipb\src\util\workerthread.cpp (36): WorkerThread::loop c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.12.25827\include\thr\xthread (232): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl MapGenerationHelper::*)(void) __ptr64,MapGenerationHelper * __ptr64>,std::default_delete<std::tuple<void (__cdecl MapGenerationHelper::*)(void) __ptr64,MapGenerationHelper * __ptr64> > > >::_Go c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.12.25827\include\thr\xthread (211): std::_Pad::_Call_func d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD44F1FE4) 00007FFFD44F1FE4 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFD477EF91) 00007FFFD477EF91 (ntdll): (filename not available): RtlUserThreadStart 46.071 Error CrashHandler.cpp:128: Map tick at moment of crash: 67153802 46.071 Error Util.cpp:67: 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. 51.489 Creating crash dump. 51.671 CrashDump success Edit: save and mods https://drive.google.com/drive/folders/ ... sp=sharing Edit2: still crashing in 0.16.1 thanks
[ { "author": "Moonheart08", "content": "I feel bad for the devs now. Nullpointer dereference ): \n(I hate them, if you can't tell)", "date": "2017-12-13T19:24:22+00:00", "quotes": [] }, { "author": "", "content": "Could you upload the save file, please?", "date": "2017-12-13T19:26:39+00:00", "quotes": [] }, { "author": "wintermute48", "content": "Here's the save and mods. \n \n https://drive.google.com/drive/folders/ ... sp=sharing", "date": "2017-12-13T19:34:00+00:00", "quotes": [] }, { "author": "", "content": "This happens to me as well, although the factory runs for about three seconds before the crash occurs. I have attached the save and log file. I was using a bunch of QoL mods, the only one that changed actual gameplay was RSO.", "date": "2017-12-13T20:36:05+00:00", "quotes": [] }, { "author": "", "content": "Something I have noticed: In the few seconds that my save runs before crashing, all of the trains are at a stop (the ones that were moving before the save suddenly stop). Could this crash have something to do with train pathfinding?", "date": "2017-12-13T21:28:55+00:00", "quotes": [] }, { "author": "jonatkins", "content": "Also seeing the same crash (same callstack) after loading my 0.15 game in 0.16.1. Runs for a second or so before crashing. \n \nQuite a few mods in use - many manually patched up for 0.16 (missing icon_size mainly), but the callstack is the same so I'll not upload the saves+mods unless requested.", "date": "2017-12-13T23:47:05+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. \nShould be fixed for 0.16.2: 54712", "date": "2017-12-14T10:03:52+00:00", "quotes": [] }, { "author": "wintermute48", "content": "I'm confirming it's fixed with 0.16.2 thanks!", "date": "2017-12-14T14:37:58+00:00", "quotes": [] } ]
8
2017-12-13T13:23:04-06:00
forum-topic-103423
103423
on_rocket_constructed event
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=103423
Quezler
Currently we have the `on_rocket_launch_ordered` event for when a rocket launches either via the cargo checkbox or a manual button press, however there seems to be no exposed event for when a rocket has been constructed. (100% progress on the parts, silo starts blinking & opens) For one of my mods i am already depending on the `on_rocket_launch_ordered` event in order to do something the tick the silo doors close again after a launch: https://mods.factorio.com/mod/se-cargo- ... ion-helper For that purpose i have written a small mod that fires a custom `on_rocket_silo_status_changed `after a rocket launch has been ordered: https://mods.factorio.com/mod/glutenfre ... ilo-events (times the first rocket launch & caches it for subsequent launches) However for my next mod project i could use a reliable & low ups way to get the tick the silo starts going through its pre-launch status stages, hence the request for a `on_rocket_constructed` event for when the status changes from building_rocket to create_rocket. The alternative seems to be checking `force.item_production_statistics` or the statuses of all the rocket silos every second or so, which is not ideal. ^-^
[]
0
2022-09-12T13:49:32-05:00
forum-topic-125407
125407
The ultimate sushi science
Show your Creations
https://forums.factorio.com/viewtopic.php?t=125407
h.q.droid
With tanks: With 2.0 the tank belt idea becomes much more practical, tanks can now request imported science packs and auto-trash spoilage. And they can take tool belts to improve throughput even more or defend themselves with laser.
[]
0
2024-12-31T10:28:57-06:00
forum-topic-127371
127371
Behaviour of Set Recipe for quality fluid-only recipes
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127371
zig1000
TL;DR Machines can set an incorrect recipe in some Set Recipe edge cases, when they should set no recipe. What? Current behaviour: When using circuit Set Recipe to request a quality item (e.g. uncommon iron gear), if the machine's matching recipe has only fluid ingredients (e.g. the Foundry's iron gear recipe), the machine will set the normal quality recipe - even if the machine has no quality modules. Proposal: These cases should always fail to set the recipe or should only succeed if the machine has quality modules (or a > 0 quality chance after speed module penalties). Why? This can lead to unexpected results when automating with Set Recipe and Read Ingredients - the machine is effectively reporting 'I can make this item' even though it cannot. This might prevent the circuitry from e.g. sending the recipe to an assembler instead, which can make uncommon gears, unlike a qualityless foundry. The 'always fail' behaviour would be more convenient in obscure builds that want to get quality module upgrades when possible despite also having quality ingredients available. But having the behaviour change if quality modules are used seems like it would be more convenient for gambling setups, and is probably better on the whole.
[ { "author": "quineotio", "content": "Wouldn't this be more confusing? I mean, in the example you gave, it has to fail one way or another - either set to quality recipe when it can't produce it, set to normal even though it was told to produce quality, or do as you propose and set no recipe. \n \nI think setting no recipe is a less clear fail state than setting to common, because at least you know something has happened - the signal has been received. If I sent a set recipe signal and nothing happened, I could easily assume there was a problem with the signal or settings on the machine.", "date": "2025-03-10T11:31:33+00:00", "quotes": [] }, { "author": "zig1000", "content": "* Failing to set is more consistent. Machines already set no recipe if given an item they cannot create. \n \n* Failing to set is more visible. This sort of circuitry is often fulfilling random logistic requests, not necessarily something the player directly set and is checking the status on. If I run by my mall and see it stuck not making anything, I'll know something is wrong. If it sets the wrong recipe, I'll see the mall 'doing work' and not notice that it's actually stuck endlessly making the wrong item. \n \n* Failing to set is more automatable. By checking if Read Ingredients has no signal, the system can detect this error case. If the wrong recipe is set, the system only sees that some ingredients were indeed correspondingly set, and has no practical way to know that those ingredients are for the wrong recipe.", "date": "2025-03-10T23:04:40+00:00", "quotes": [] }, { "author": "zig1000", "content": "Upon further reflection, failing to set even when quality modules are present is more consistent, because any intentional-gambling setup would already have to set machine recipes to one quality tier lower than what they're gambling for - so any machine setting a different tier than they send would cause bad edge cases.", "date": "2025-03-14T05:12:21+00:00", "quotes": [] } ]
3
2025-03-10T02:32:19-05:00
forum-topic-127483
127483
Deadlock. Why?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127483
anprs
I have a deadlock. The train with fluid wagons is blocked from leaving, that's clear and ok. The empty cargo train going down has a red chain signal, but there's a green signal in front of it. The train with the copper ore going up has a red chain signal, but there's a green signal in front of it. Why are there form a deadlock? How to fix it?
[ { "author": "", "content": "Because you did not separate the left from the right track at the junction, it's one block.", "date": "2025-03-14T10:42:13+00:00", "quotes": [] }, { "author": "Amarula", "content": "Hi anprs welcome to the forums! \nIf you hold a train signal in your hand in game, the tracks are coloured so each block is a different colour from adjacent blocks. This is really helpful when you are trying to figure out which blocks are occupied by a train, and hence blocking other trains. If you do that when you take a screenshot to post, it really helps us to help you. \nHave fun and make the factory grow!", "date": "2025-03-14T13:07:46+00:00", "quotes": [] }, { "author": "kpreid", "content": "As already mentioned, you should make sure there are chain signals on the curved tracks that cross the vertical tracks, so that the vertical tracks are all separate blocks from each other. That will allow your trains to proceed. However, there is another principle to consider: \n \n \n \n trains-anno-crop.jpg (37.44 KiB) Viewed 173 times \n \n \n\nThese two rail signals I have marked with a red box allow the two trains to proceed past the first intersection they encounter, and then stop before the second — while still sticking out into the first intersection, blocking it. To get more reliable behavior, follow this rule: at the end of an intersection, you should only place a rail signal if the signal-free space after it is as long as the longest train that will use it . This ensures that a train can always fully exit the intersection after using it. In your case, these two intersections are close enough together that they should be treated as one intersection — only chain signals should exist between them. \n \n(This rule can sometimes be ignored while still having a reliable train system, but the situations for that are more specific.)", "date": "2025-03-14T15:55:47+00:00", "quotes": [] }, { "author": "wobbycarly", "content": "Just to add a little more detail to previous posts, it would help to add chain signals like this:\n \n \n \n 03-15-2025, 13-08-36.png (990.53 KiB) Viewed 108 times \n \n \n\nThis will separate the 2 vertical train lines.", "date": "2025-03-15T02:09:42+00:00", "quotes": [] } ]
4
2025-03-14T04:15:34-05:00
forum-topic-112884
112884
[raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Won't fix.
https://forums.factorio.com/viewtopic.php?t=112884
someone1337
I use the fork-saving (cant remember how you named it in game). I explored in editor mode and run a few commands to further afk explore, as mapgen takes a while, which made the map quite big and was generating during the fork-saving, since fork uses copy on write memory allocation i guess it went boom as both processess' ram contents diverged too fast ... Long story short: It got me the forked factorio saving process OOM-Killed. This in turn made the factorio main process die too. What I would expect in such a case is to get a big red warning in the chat stating that fork-saving failed (ideally showing the reason (sigterm in this case)) and repeat the saving while blocking/pausing the game as if the fork-saving mechanism was not enabled. Relevant parts of dmesg: Code: Select all [Sat Apr 6 02:54:57 2024] Tasks state (memory values in pages): [Sat Apr 6 02:54:57 2024] [ pid ] uid tgid total_vm rss pgtables_bytes swapents oom_score_adj name [Sat Apr 6 02:54:57 2024] [ 73377] 1000 73377 5527248 2807998 39755776 0 200 factorio [Sat Apr 6 02:54:57 2024] [ 124042] 1000 124042 5777336 2926700 40886272 0 200 factorio [Sat Apr 6 02:54:57 2024] Out of memory: Killed process 124042 (factorio) total-vm:23109344kB, anon-rss:11706800kB, file-rss:0kB, shmem-rss:0kB, UID:1000 pgtables:39928kB oom_score_adj:200
[ { "author": "", "content": "In general we don’t attempt to handle out of memory errors because there’s almost nothing that can be done in the standard execution path. But I’ll leave this to the Linux guys to decide if they want to try to handle this case. It seems unlikely it would succeed because if the fork ran out the main one likely is out and will shortly crash the next time it tries to allocate anything.", "date": "2024-04-06T03:13:02+00:00", "quotes": [] }, { "author": "someone1337", "content": "If I read that correctly, I was at 28GB with the main process, out of 32 gb my laptop has... \n \nAnyway: I now loaded factorio from the previous sucessful autosave, which is not that far off the one that exploded ... it only needs 9 GB ram ... are there maybe some memleaks? ^^ \n \nI let it run and do exactly the same as I did yesterday... the fork-save that exploded worked without any issue now: \nMax system ram usage: 16 GB (11 GB factorio, 5 GB os with chromium+thunderbird), but spikes to 25 GB during fork-save, so it seems it actually does quite a lot of cow during fork-saving, even if mapgen does nothing. \n \nIn that case it would really be cool, if the devs looked at a graceful fallback to blocking-saving.", "date": "2024-04-06T20:23:52+00:00", "quotes": [] }, { "author": "", "content": "Factorio on Linux is particularly bad about memory fragmentation and not releasing memory back to the OS when the process has freed it. Last I knew it was related to the C runtime library used and how the allocator there handles it. \n \nSo the longer you run a game instance the higher chance allocations get failed by the OS. \n \nAnd because of the way Linux works with the OOM killer; instead of letting Factorio know the allocation failed it just kills the process making it really annoying to know if a fork process failed because it crashed or because something else like another process/the user killed it.", "date": "2024-04-06T22:15:50+00:00", "quotes": [] }, { "author": "", "content": "Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”.", "date": "2024-04-06T22:42:44+00:00", "quotes": [] }, { "author": "julus", "content": "Both factorio processes were using 22GB of RAM. (rss is in 4kb pages, so rss*4/1024/1024), based on the limited output it got killed by reaching cgroup limit or possibly systemd-oom. \nIf I understand fork-saving terminology, it basically makes a copy of the running factorio process and performs the save there and then exits, hence temporary need for another 11GB of RAM in this case. \n \nTo handle this scenario ideally, the factorio can put +100 oom_score to saving fork so in case OOM occurs, only the fork is killed and original process survives (and message can be printed ingame that fork-saving failed).", "date": "2024-04-10T07:18:25+00:00", "quotes": [] }, { "author": "AndreasTPC", "content": "Would it perhaps be worth using a non-system allocator for reducing memory issues on linux? Mimalloc, Jemalloc, and the like, are supposed to be better about handling memory fragmentation and releasing ram back to the os than the one that comes with libc. \n \n(If someone wants to test you can load an alternate allocator with LD_PRELOAD, it's a drop-in replacement, no code changes needed).", "date": "2024-04-10T19:47:50+00:00", "quotes": [ { "author": "Rseding91 wrote: Sat Apr 06, 2024 10:15 pm", "content": "" } ] }, { "author": "someone1337", "content": "Maybe: https://stackoverflow.com/questions/718 ... -a-process \n \nWhat could surely be tested for is: \"Did the forked save process terminate abnormally? -> retry blockingly (instead of make the parent process die horribly)\". \n \n \n\nIn combination with this one could make sure that the child and not the parent process gets oom killed. \nOOM-killer tries to kill the biggest but also short running processes, unless factorio gets started and immediately runs into an autosave that gets oom killed, this should not really be encessary, but there is also no reason not to do this.", "date": "2024-04-12T20:53:56+00:00", "quotes": [ { "author": "Rseding91 wrote: Sat Apr 06, 2024 10:42 pm", "content": "" }, { "author": "julus wrote: Wed Apr 10, 2024 7:18 am", "content": "" } ] }, { "author": "Kallinger", "content": "On the last FFF I was told to add onto this here, as this all happened quiet a while ago I sadly i don't have any crash-logs anymore. \n \nBut I also have experienced a lot of crashes while saving because another process (Firefox) was slowly eating up more Memory in the background and at some point the forking of the Game overwhelmed both Ram and swap, at that point my whole PC goes unresponsive until Factorio gets killed. \nWould it be doable to check how much memory is left before the game gets forked? Sadly i have no idea if that's doable/easy to implement...", "date": "2024-04-28T02:27:28+00:00", "quotes": [] }, { "author": "SoShootMe", "content": "Yeah; as far as I know the OOM killer more or less literally sends SIGKILL to the selected process so it's not possible to tell the difference between that and it being sent by some other process (eg the user running kill), but I don't see the relevance. Any abnormal termination should ideally cause fallback to a blocking save (maybe for the rest of the session). At minimum the effect should be the same as an error during a blocking save (which should be to report the error, eg \"Async save process terminated with SIGKILL\" for the OOM killer case). Exit status could also communicate handled failures (like I/O errors). That said, all this may be easier said than done within the existing codebase. \n \n\nI think it's what you meant but it only makes sense to increase the likelihood that the save process is killed (rather than some other process) by the OOM killer if the behaviour of the main process in this case is improved. Another reason not to do it is that it is Linux-specific, but I suspect that's negligible given there must already be a framework for platform-specific code.", "date": "2024-04-28T13:47:35+00:00", "quotes": [ { "author": "someone1337 wrote: Fri Apr 12, 2024 8:53 pm", "content": "" }, { "author": "Rseding91 wrote: Sat Apr 06, 2024 10:42 pm", "content": "" }, { "author": "julus wrote: Wed Apr 10, 2024 7:18 am", "content": "" }, { "author": "julus wrote: Wed Apr 10, 2024 7:18 am", "content": "" } ] }, { "author": "", "content": "Thanks for the report. The game should handle when the child gets signals, but the OOM killer is another beast entirely. It's very difficult to reproduce the scenario in a dev environment without locking up my PC, so I'm filing this under \"won't fix\".", "date": "2025-01-23T18:21:13+00:00", "quotes": [] } ]
10
2024-04-05T20:22:45-05:00
forum-topic-115076
115076
I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=115076
capnflummox
For example: more than 10 ammo loaded into a turret. Or, more than 2 science packs loaded into a lab. My question is: is the amount loaded determined by the lab/turret, or the inserter? Can this be accomplished in vanilla with circuits or something else I am missing? Or would I need to find (it doesn't exist) or create a mod that changes this. Yes, I know loading more packs into labs does not impact research speed or throughput. Yes, I know that I can use a buffer chest. Those are not what I want. What I want is to load as many science packs (or ammo) into a lab as possible. You can manually add 200+ packs to a lab. Now I want a way to do it automatically. There is no gameplay reason that I want this. I just *want it*. I *desire* to fully load my buildings because that is how I want to play. Thank you in advance. Yes, I searched the forums, wiki, reddit, etc. EDIT: the comical irony that I am given the "Manual Inserter" level on the forums because of my new account. I am here and in game a Manual Inserter because I keep having to manually insert maximum science packs, fuel, and ammo.
[ { "author": "Brathahn", "content": "you can use the vanilla loader (obtainable with the console or mods) to fill buildings up to the stack size", "date": "2024-08-28T18:09:12+00:00", "quotes": [] }, { "author": "capnflummox", "content": "Not seeing this as a working option. \n \nThe game has a value named Automation Insertion Limit. You can see it on the tool tips for any machine or turret. \n \nI want to change this value. How do I do this?", "date": "2024-12-10T22:06:52+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Tiaronus", "content": "Well based on API \nRecipePrototype has a property called 'overload_multiplier' \n \n https://lua-api.factorio.com/latest/pro ... multiplier \n \nSo, you can create a custom mod that will change this value from default 0 to whatever you consider is enough for you", "date": "2025-01-10T09:15:04+00:00", "quotes": [] }, { "author": "capnflummox", "content": "I'll see if I can mess with that. But... why not just change the value of \"Automatic Insertion Limit\", which is the far right column of the chart from your link? I want to change *those* values. Directly. Not through a 'value' that changes an equation. Just a flat out change/removal of the values from the far right column. \n \nThank you for your help. \n \nThis isn't directed at you, I'm just thinking outloud: \n \nI can't believe I'm the first player to think of this change. I can't be! Yet I am finding absolutely no mods that address this issue. No one else is even asking about it. When I have asked on other forums I get met with hostility over it. Stating I'm \"playing the game wrong\". Or \"why would you want to do that?\" or \"just use a storage chest\". Great. Thanks. I've tried that and it's no longer the point for me. Now it's just about figuring out why this seemingly simple request is so f'n hard to even have an intelligent discussion about. It makes no sense! \n \nYou can see in the various modding descriptions - like the link you posted - that the information is there. It has a name! You can see the value in the game! But why can't I change it? Where does it get this information from? Why 5? Why 10? Why this complicated bs: \"The number of science packs needed for one research unit in addition to the science packs for the number of research units that can be completed during one full inserter swing; but at least the ingredients for 2 research units and at most the ingredients for 100 research units. \"??? Why? \n \nAnd again... where does the game get that \"5\" from? Or the \"10\"? It has to get it from somewhere! So where is it and how do I change it! I don't care what language I have to learn. I don't care what version. The cost. Nothing. I just want to know what I need to do or learn in order to change it. That's all. It's not about the reason anymore. It's about it has a value and I want to change it. \n \nThank you if you read that far.", "date": "2025-01-14T18:18:51+00:00", "quotes": [ { "author": "Tiaronus wrote: Fri Jan 10, 2025 9:15 am", "content": "" } ] }, { "author": "robot256", "content": "For things like that, look in the utility constants lua file in the data/base directory. These values can be modified by mods and have global effects. If it's not there then it might be hard-coded in the binary.", "date": "2025-01-14T18:59:24+00:00", "quotes": [ { "author": "capnflummox wrote: Tue Jan 14, 2025 6:18 pm", "content": "" } ] }, { "author": "torne", "content": "The game has complicated logic for this because it has several different design goals that are in conflict: \n \n1. Production buildings should be able to run continuously with no downtime as long as your setup is able to load ingredients fast enough and remove products fast enough, and this should work even for extreme scenarios that can't occur in the vanilla game (e.g. if mods introduce recipes with very low crafting times, machines with very high crafting speeds, more powerful modules/beacons, etc). This includes scenarios where an entire stack of each ingredient may not be enough - it is possible to have recipes that require more than one stack of an ingredient, or for one stack to be consumed so quickly that buffering more is required for continuous operation. \n \n2. Inserters have very simple logic to decide what to pick up to put into a production building: if the building needs more of ingredient A, and there is some of ingredient A available to pick up, then it just goes ahead and does it. The inserters don't have any logic to do something like \"pick up whichever ingredient is currently needed most\" or \"rotate through each ingredient\" - they will just keep picking up whatever happens to show up unless the building contains enough of that thing. This also means that inserters always need to be allowed to deposit a maximum-size \"handful\" into the building even if that would exceed the target amount and even if that would exceed a full stack, because otherwise they could get stuck holding an ingredient that is already full and never be able to pick up a different ingredient to allow the building to start working. \n \n3. Machines shouldn't buffer unnecessarily large amounts of ingredients as this can starve other machines of resources. If the limit was always very large (e.g. a whole stack), then it could take a long time for a newly built production line to \"get up to speed\": all the resources would go to the first machine until it had an entire stack, then the next, then the next, and you'd only be producing the output at the designed speed once the very last one was reached. It sounds like you have a different idea of what \"unnecessarily large\" would be than the developers (or most players), but presumably you don't want your inserters to put fifty thousand science packs into a single lab. \n \nTaken together, this means there has to be some limit on how many ingredients are allowed to be loaded by an inserter, and that limit can't really be any one fixed number: anything you picked might be too low for some scenarios, or unreasonably high for other scenarios. So, the game calculates it for each individual machine, taking that machine's crafting speed, recipe time, modules/beacons, maximum inserter hand size, etc into account: a max tier assembling machine full of speed modules surrounded by 16 beacons full of speed modules crafting a very quick recipe gets a very large automatic insertion limit, but more \"typical\" scenarios get much lower limits. \n \nThe maximum amount you can insert by hand is *also* dynamically calculated and depends on the automatic insertion limit, not the other way around: I don't know the actual formula/behavior but you'll notice that you can insert slightly *over* 100 iron plates into an iron gear assembler, and you can insert quite a lot of concrete into a nuclear reactor assembler - I think it's at least \"the automatic insertion limit plus one stack\", but not sure. \n \nSo, yes, there's no unavoidable reason why the game *couldn't* also have a setting that said \"regardless of what the formula calculates, the automatic insertion limit should always be at least one whole stack\" which it sounds like might be closer to what you want, but it's not possible to just say \"the limit is always one whole stack\" - that would break even recipes in the vanilla game (like nuclear reactors, which require several entire stacks of concrete to craft one reactor). The developers have not implemented such a setting, presumably because they don't feel it's necessary. \n \nThe closest you can get is to write a mod that modifies the utility constants as robot256 referred to. If you set minimum_recipe_overload_multiplier to a larger number (say, 50) then every machine will accept at minimum enough ingredients to craft its current recipe 50 times (unless the recipe specifies a specific overload multiplier, but most recipes do not). This still won't be the same number for every recipe, though, and might have unwanted results for recipes that have large input numbers. I'm also not sure whether this actually applies to things that don't use recipes, like ammo in turrets or science in labs; you'd have to try it.", "date": "2025-01-14T21:31:42+00:00", "quotes": [ { "author": "capnflummox wrote: Tue Jan 14, 2025 6:18 pm", "content": "" } ] }, { "author": "protocol_1903", "content": "Does this work for you? \n \n https://mods.factorio.com/mod/greedy-in ... rom=search", "date": "2025-01-15T00:28:37+00:00", "quotes": [] }, { "author": "Tiaronus", "content": "As I said before, you need to change overload_multiplier of recipe via custom mod in order to achieve your goal (change Automated Insertion Limit)\n Screenshots of Assembling machines \n \n \n \n 05_Prod1.png (145.5 KiB) Viewed 396 times \n \n \n \n \n 06_Prod2.png (961.6 KiB) Viewed 396 times \n \n \n \n waaaaaay beyond vanilla behaviour \n \n \n \n 07_Prod2_1.png (1.16 MiB) Viewed 391 times \n \n \n \n \nAlso you need to change different value [automated_ammo_count] in order to \"increase\" turrets limits \nhowever there are some caveats \n'ammo-turrets' (rocket, gun, and railgun) are based on the same prototype and they have only one inventory slot (by default) \nthis means that it's impossible to insert more than one stack of the ammo (maybe it's possible by increasing amount of inventory slots, but I didn't test it) \n \n(I don't know how to explain this properly, but I believe that inventory slots are not the same as 'recipe ingredient slots' that's why it's possible to insert more that one stack in one slot in case of recipe in assembling machine) \n Ammo Turrets \n \n \n \n 02_GunTurrent.png (95.12 KiB) Viewed 396 times \n \n \n \n \n 03_Railgun.png (153.24 KiB) Viewed 396 times \n \n \n \n \n 04_Rocket.png (156.38 KiB) Viewed 396 times \n \n \n \n\nartillery on the other hand, using different prototype, which has [ammo_stack_limit] property as well as [automated_ammo_count] \nand in theory you can load it up with whatever amount you want \n Artillery \n \n \n \n 01_Artillery.png (113.93 KiB) Viewed 396 times \n \n \n \nthe actual code is very simple\n data.lua \n Code: Select all for _, recipe in pairs(data.raw.recipe) do\n\trecipe.overload_multiplier = 100;\nend;\n\nlocal cats = {'ammo-turret', 'artillery-turret'};\n\nfor __, cat in pairs(cats) do\n\tfor _, turr in pairs(data.raw[cat]) do\n\t\tturr.automated_ammo_count = 1000;\n\t\tturr.ammo_stack_limit = 1000; -- yes, I know that this applies only for artillery, however it doesn't brake anything and it's short\n\tend;\nend;\n\n\n \n \n info.json \n Code: Select all {\n\"name\": \"custom_insertion_limit\",\n\"version\": \"0.0.1\",\n\"title\": \"Custom Insertion Limit\",\n\"author\": \"Tiaronus\",\n\"description\": \"Made for 'capnflummox'\",\n\"factorio_version\":\"2.0\",\n\"dependencies\": [\"base\", \"space-age\"]\n}\n\n \n \n\nJust head to the '%appdata%/factorio/mods' folder on your pc (I hope you using windows, otherwise you need to use google in order to find the location with mods on your OS) (and also I hope that it's the location used by your factorio configuration) \ncreate a folder called 'custom_insertion_limit' in that folder create two files 'info.json' and 'data.lua' and paste the code that I've provided in spoilers \n \nRun the game, enable the mod, test it", "date": "2025-01-15T18:07:33+00:00", "quotes": [] } ]
8
2024-08-28T10:03:11-05:00
forum-topic-126420
126420
Gleba Ag Science Controller (Spoilers)
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=126420
adam_bise
Ag science freshness is key. Unless you want to do research on Gleba (and miss out on biolab bonuses), you will need to maximize ag science freshness. So fast platforms, more than one platform, etc.. Here is the simplest approach: gasc1.png (870.1 KiB) Viewed 579 times In this screen, science goes right past disabled logistics inserters to be wasted when a requesting platform is not in orbit. When a request exists, only fresh science packs are loaded. All you need to do is wire the inserters to a rocket silo with "read orbital requests" selected, and enable the logistics inserters with ag science > 0 But as your throughput increases, then so does the wasted science packs. This leads to more and more stomper attacks. You could disable your production lines when ag science is not being requested, and use a larger ship. But what about when you are researching something that doesn't even need ag science? Here is a solution: Build an ag science consumption detector on Gleba that prevents the export of ag science to Nauvis when it isn't being consumed. 0eNrdWuuO2jgYfZXKP1emIvcEqZWqfYOdn9UoMsGANbnVsWfLjnj3/RxDkgEHcqGzq0ojYRL7HPvz+S4284bWqaQlZ7lAqzfEkiKv0Or7G6rYLiepepaTjKIVIjvOEpkKyUm6qBJG84QuSpK8oCNGLN/Qn2hlHbFh5IYmbEP5IimyNcuJKHhniH18xojmgglGNXP95RDnMltTDpj4jEN/lpxW1UJwkldlwcViTVOBMCqLCoYXueIEyIW/jD57GB3QKgg+e8C1YZwmukeopnhBYV9RSJgc3/ECPvtJwl4SCxDFoVSIhRSlFMjA6kxj9YewsryH1G1It6QSC5ZXlAt4YWIKukwGLK/B4vSHpJVQe7yHz9tofj3v05B4y1IYV6l+lV6IVsFZURg1Pd49PatSiiIjath7TWL0Q5IUZgt98oJnIEiMQIAl4bUAV+hL/UAq3dvLpVreWZENeFrsWCVY8jDodsszBgiEHx4G3W4sbEHGkksnnQHd7nPJi41MHmptvwGXQtnkcRYJGuQKoOjDcMN2E6kgaSr57oESidqokII/cFD3LqePFKG1bKXCD8WO5o8Et7piAQPtmcxmoj+rFNHEC0CN13K7rUOC4JKaQpM/JWm4NyKrgSOYwuGN4wincDjjOKKOnjdqt7TwQBRlkVITg2WfGUJzZuhKDAK6ILnoZn8TZDPp6CpjKzHk4AlpvKZ78sqURrrZYmTmOKXIV8aFrLV3jhJ13bJYp6NFaimJHo2GaN3BUAUZTdtjBddshRNqDO82rLFH9xusfcs4eE5blw2ywBE3ewfz8ZQf4lM1c1khDsPrM5E9q8CLhhR4ljOLIxzE0WbglKxvl25Rj9t4s9y9D9Wfhdrn4sFoZZ8QQ+v432oZcsqFL39Fk8X9lwYvD3EdDHR+0uX3akvSivbJvg3thDOxz+ocf8eE1j0TtlAXVhxptie1KoiqgBF3LOcryxUl5UTPC/2BzmYbvSVmq0QjVdUcwj5UVU96098rCF/DDDk6X8CcH9D4NAeSb26o8z5Dj/7s5ZyQGFqDztWzzu7hchCHPbp8aY6i9SpMmM6IU7LbO12V2UyKTBhPJBMxp2QT74l2MQFzOBW0uOlRv6y7ZcWG1vcrt4/DYFqWkh0dVL8oVcmKtkdwTV68Us7BZWLw+uQF1PwPPd3sXJppzGWC16+cD7dSv7d8iNmus3xVAmef5ZxWXia0SdndvucBwbg5ut291YbpRKdxqmwySslBCrozZ7u98T7LDicnDOejE8Ypn44tLR5TpzxNrFPsaFYMd4bEcGdeLrIHcYw9iS2DnhX0hfVJuplQIdwoNBpHOxoPqyPqil+kJseeuAv277ALXx+8C1PPHk5b36xl+jKwvrENVxL/4zTrTKpOnE4G+2U1lmm2bVFQCUrTGz+keN0NMUH5naneryucD8/ZTltcjLiI6F1uOKsA6kOdcSsaumZMd1KaC7uo929z3XlnLm9ILnVnXdldL8TIMenKzh9pLHcKSTCSxJvzQ8FQEn+MT91VajAJzetBC2f4Us9vz+68stQfIkFvOckKCluF/b8BXaWQ7xH2sG1j7xnXTQgtqmktsYUt+FNtS7cd3baxFWJXtx1sBbpPoNqhbsMHhlqq7h9BG45BTds99YmgP3CptmJXzxWv7eix9XO3064x9RygbStMNQfHavuo12detQyNCWtlgmaqmmj+lwSrS3AKRQz6tvv0pHP/pz91vZbWCQnyeFUb0PPtyI0iz/Os0PXd4/FfYD+FwA== Copy blueprint gasc3.png (768.35 KiB) Viewed 542 times In this screen the signal for ag science orbital requests (bottom pole) is intercepted, and only passed when ag science consumption is detected. How it works is, orbital requests come in from a rocket silo on the bottom pole. This is fed to a combinator and output to the top pole so you can use that signal to enable your production lines. The 2 wired inserters are fed to an RS latch that sets when science is inserted and spoilage is not removed, and resets when science is inserted and spoilage is removed. The combinators in the red square are a timer. The bottom left should be set to higher than it takes to fully load a platform with science packs. The top one should be set to an amount higher than the bottom left one, or else the timer will reset without resetting the RS latch. The bottom right combinator is set to higher than the top combinator so that the timer resets every time the set condition is triggered. All that is left is to truck in the rest of the science packs so it can start detecting! BTW the set condition is triggered the first time science is loaded into the lab. You can cut / paste the RS latch to fix. Obviously you would need at least one ag science biochamber operating at all times for the detector to work. Disabling production lines would be done by wiring up all of the pentapod egg inserters, bioflux inserters and nutrient inserters to enabled when ag science signal is > 0 This isn't the best example, because the nutrients and bioflux are belted. But in this example, those inserters are set to ag science > 0 and unused eggs go straight to the burners gasc4.png (876.48 KiB) Viewed 529 times The final piece of the puzzle, remove science from logistic chests when ag science = 0 to ensure the next batch will begin with fresh packs. gasc5.png (515.8 KiB) Viewed 524 times
[ { "author": "adam_bise", "content": "The controller could be improved by adding an appropriate timer. Like number of ticks for a platform load +10%. That would also eliminate the time waiting for the science packs to spoil in the lab after transitioning to a non-ag science research. More helpful for a multiple platform setup.", "date": "2025-01-28T23:33:58+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Added a 7.2k tick timer to the setup.", "date": "2025-01-28T23:53:12+00:00", "quotes": [] } ]
2
2025-01-28T16:56:45-06:00
forum-topic-127018
127018
Factorio Forums • [2.0.35] debug settings starts off a little too small
- fresh instance - new world - f4 - notice "show multiplayer selection rectangles unconditionally" being slightly cut off - use the force dropdown / collision layer dropdown / search / always-debug tab - notice the gui widening a little bit to accomodate the longest debug setting expected behavior: the debug settings gui does not change its width whilst it is open
[]
0
forum-topic-114952
114952
My future megabase
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=114952
Fjfirond
My new save is where I want to try to create a megabase (in fact, I've never done exactly megabases). I'm starting to make turrets and gates: Gates and turrets.png (3.24 MiB) Viewed 2884 times Also here are photos of my database. These are laboratories with the production of science: Laboratories.png (1.09 MiB) Viewed 2884 times This is a personal production, now I don't have to wait for manipulators, conveyors and everything else to be ready: Personal production.png (2.76 MiB) Viewed 2884 times This is the production of electricity (produces about 40 Mega Watts, you can see by downloading the save below this photo): Electricity production.png (1.72 MiB) Viewed 2884 times That's the saving itself: Game 2.zip (4.39 MiB) Downloaded 64 times
[ { "author": "wobbycarly", "content": "Depending on your target SPM, double the production, then double it again!", "date": "2024-08-22T09:05:29+00:00", "quotes": [] }, { "author": "Fjfirond", "content": "I agree, I am just creating a huge iron production I can show you later.", "date": "2024-08-23T18:01:17+00:00", "quotes": [ { "author": "wobbycarly wrote: Thu Aug 22, 2024 9:05 am", "content": "" } ] }, { "author": "Fjfirond", "content": "I have already researched all \nthe logistics technologies and started large-scale production of gears, pipes and solid fuel engines to build a car and manufacture locomotives. I have made this plan and I can show you how I have a base now:\n \n \n \n Iron production.png (1.36 MiB) Viewed 2710 times \n \n \n \n \n \n New productions.png (1.63 MiB) Viewed 2710 times \n \n \n \n \n \n New productions 2.png (1.31 MiB) Viewed 2710 times \n \n \nDownloading the map, you probably saw that crude oil is close to my base. I've done her loot, but I'd like to do more. Here's the loot itself:\n \n \n \n Oil production.png (1.36 MiB) Viewed 2710 times \n \n \nI have already been attacked by snappers (naturally due to pollution), one of them even broke a tree. \n \n \n \n Snapper attacks.png (825.24 KiB) Viewed 2710 times \n \n \n \n \n \n Effects.png (599.89 KiB) Viewed 2710 times \n \n \n \n \n \n Snappers.png (529.86 KiB) Viewed 2710 times \n \n \nHere is the map itself:\n \n \n Game 3.zip \n (5.21 MiB) Downloaded 61 times", "date": "2024-08-25T06:47:25+00:00", "quotes": [] } ]
3
2024-08-22T01:12:37-05:00
forum-topic-122412
122412
[raiguard][2.0.20][linux] "SDL_Error: Could not get EGL display" on launch
Assigned
https://forums.factorio.com/viewtopic.php?t=122412
tgurr
I'm getting the following error upon start: Code: Select all Adding process 72726 for gameID 427520 Adding process 72727 for gameID 427520 Game Recording - game stopped [gameid=427520] Removing process 72727 for gameID 427520 Removing process 72726 for gameID 427520 Removing process 72687 for gameID 427520 Removing process 72589 for gameID 427520 Removing process 72588 for gameID 427520 Removing process 72582 for gameID 427520 chdir "/mnt/games/Steam/steamapps/common/Factorio" ERROR: ld.so: object '/home/user/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/user/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/user/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored. ERROR: ld.so: object '/home/user/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/user/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Game Recording - would start recording game 427520, but recording for this game is disabled Adding process 73077 for gameID 427520 Adding process 73082 for gameID 427520 Adding process 73083 for gameID 427520 pid 73186 != 73182, skipping destruction (fork without exec?) pid 73191 != 73182, skipping destruction (fork without exec?) 0.000 Initializing Steam API. Adding process 73182 for gameID 427520 [S_API] SteamAPI_Init(): Loaded '/home/user/.local/share/Steam/linux64/steamclient.so' OK. Setting breakpad minidump AppID = 427520 SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197976748495 [API loaded no] 0.000 2024-11-19 18:44:36; Factorio 2.0.20 (build 80511, linux64, steam) 0.000 Operating system: Linux 0.000 Program arguments: "/mnt/games/Steam/steamapps/common/Factorio/bin/x64/factorio" 0.000 Config path: /home/user/.factorio/config/config.ini 0.000 Read data path: /mnt/games/Steam/steamapps/common/Factorio/data 0.000 Write data path: /home/user/.factorio [74433/153823MB] 0.000 Binaries path: /mnt/games/Steam/steamapps/common/Factorio/bin 0.011 System info: [CPU: AMD Ryzen 9 3900X 12-Core Processor, 24 cores, RAM: 32019 MB] 0.011 Environment: DISPLAY=:1 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=plasma XDG_SESSION_DESKTOP=KDE XDG_CURRENT_DESKTOP=KDE SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.012 Display options: [FullScreen: true] [VSync: false] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: de] 0.018 Video driver: wayland 0.018 Available displays: 2 0.018 [0]: FL_ HDMI-A-2-HDMI2K - {[0,0], 2048x1152, SDL_PIXELFORMAT_RGB888, 60Hz} 0.019 [1]: LG Electronics LG ULTRAGEAR/308MAKR9QW25 - {[0,0], 2048x1152, SDL_PIXELFORMAT_RGB888, 165Hz} 0.024 Error SDLWindow.cpp:221: Failed to create an application window. SDL_Error: Could not get EGL display 0.024 Error Util.cpp:81: Fehler beim Erstellen eines Anwendungsfensters. SDL_Error: Could not get EGL display This option is not available. Please see --help for all possible usages. 0.077 Error MessageDialog.cpp:218: Unable to show message dialog. SDL Error: [Couldn't load font -*-*-medium-r-normal--*-120-*-*-*-*-*-*] 0.079 Steam API shutdown. 0.082 Goodbye I'm not sure if this has to do with the latest changes to steam-runtime, but long story short, what makes things work again is to just use Steam Linux Runtime 3.0 (sniper) instead. A few days ago I was able to just select the runtime in the Steam game settings in the compatibility tab, however after trying stuff I was only able to select Steam Runtime 1.0 Scout via the dropdown menu and it wasn't possible to switch back to Steam Linux Runtime 3.0 (sniper). After some digging I found out that Steam stores the selected compatibility tool per game setting in Code: Select all ~/.local/share/Steam/config/config.vdf so I manually edited that file Code: Select all "427520" { - "name" "steamlinuxruntime" + "name" "SteamLinuxRuntime_sniper" "config" "" "priority" "250" } and now I'm able to run Factorio again. According to the docs https://gitlab.steamos.cloud/steamrt/st ... e-3-sniper games may move over to using the newer runtime instead by adding a config file, mentioned games that did that already are for example: Code: Select all Early adopters of this mechanism included Battle for Wesnoth, Counter-Strike 2, Dota 2, Endless Sky and Retroarch. So when looking at the steamdb page of e.g. Battle for Wesnoth https://steamdb.info/app/599390/config/ you can see: Configuration Code: Select all app_mappings 1 ↴ platform linux tool SteamLinuxRuntime_sniper comment sniper SLR installdir wesnoth It would be great if you could consider moving the native Linux Factorio over to Steam Runtime 3 (sniper) as well.
[ { "author": "", "content": "I will investigate moving the game over to SLR 3.0.", "date": "2025-01-07T22:46:09+00:00", "quotes": [] } ]
1
2024-11-21T13:13:28-06:00
forum-topic-114713
114713
[1.1.109] Crash on creating Lua context when loading a save
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=114713
curiosity
To reproduce: 1. Install my local mod versions, in addition to what you can download from the portal. 2. Try loading the save. Alas, I didn't think to save the original log, so all you get is a log of me launching Factorio and trying to load the save. FWIW, all three of my autosaves are broken like this, so, whatever it is, it happened more than 10 minutes before this save was made.
[ { "author": "curiosity", "content": "What I would like to know is what in the mod data is causing the crash, so hopefully I could do something about it. I tried GDB, but it's impenetrable. GDB is not intended to be used without source code. Based on 12 downloads, I assume that someone has looked at this.", "date": "2024-08-14T18:49:23+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Possibly just curious people like me. Anyways, I'm on Arch Linux and confirm the issue. It works if you remove the \"factoryplanner-curiosity\" mod, and crashes if you have ONLY the \"factoryplanner-curiosity\" mod. \n \nFiguring out what crashes is easy, you just remove stuff until it works, pinpointing the exactly line it fails at. \n \nStack trace in lua is \n- control.lua:3 - require(\"__factoryplanner-curiosity__/data/init.lua\") \n- data/init.lua:6 - Player = require('__factoryplanner-curiosity__/classes/model/Player.lua') \n- classes/model/Player.lua:7 - local Library = require('__factoryplanner-curiosity__/classes/model/Library.lua') \n- classes/model/Library.lua:6 - local Notifier = require('__factoryplanner-curiosity__/classes/Notifier.lua') \n- classes/Notifier.lua:5 - local WeakTable = require('__factoryplanner-curiosity__/classes/WeakTable') \n- classes/WeakTable:4 - script.register_metatable('WeakKeyTable', wk_mt) \n- Crash in factorio code \n \nI don't know anything about metatables, so I can't help. I don't have source access either, so you probably need a dev to have a look.", "date": "2024-08-14T19:17:16+00:00", "quotes": [ { "author": "curiosity wrote: Wed Aug 14, 2024 6:49 pm", "content": "" } ] }, { "author": "", "content": "Issue was identified and is fixed for 2.0. \n \nPlease do not use weak tables inside of `global` (classes/Notifier.lua, Notifier.subscribe calls WeakTable.with_keys())", "date": "2024-08-14T20:05:35+00:00", "quotes": [] }, { "author": "curiosity", "content": "Thanks for the info. Fixed how? A proper error is displayed or weak tables are supported?", "date": "2024-08-14T22:01:37+00:00", "quotes": [ { "author": "boskid wrote: Wed Aug 14, 2024 8:05 pm", "content": "" } ] }, { "author": "", "content": "In 2.0 it will work fine with weak tables. Not using weak tables in 1.1 is just a workaround.", "date": "2024-08-14T22:08:11+00:00", "quotes": [] }, { "author": "curiosity", "content": "That came quicker than anticipated. Thank you.", "date": "2024-08-16T17:51:58+00:00", "quotes": [ { "author": "Version 1.1.110 wrote: Fri Aug 16, 2024 5:09 pm", "content": "" } ] } ]
6
2024-08-08T14:01:33-05:00
forum-topic-102127
102127
Ryzen 7 5800X3D - Made for Wube by AMD?
General discussion
https://forums.factorio.com/viewtopic.php?t=102127
Uxi
I just found this benchmark interesting: https://www.youtube.com/watch?v=ajDUIJalxis&t=451s
[ { "author": "Gummiente27", "content": "Its known that Factorio is highly memory bandwhich dependant so I am not surprised.", "date": "2022-04-15T00:39:17+00:00", "quotes": [] }, { "author": "Uxi", "content": "True, but the increase in performance is still impressive. \nIt beats my 6600k for sure", "date": "2022-04-15T12:14:43+00:00", "quotes": [] }, { "author": "Makka77", "content": "I have an old workstation with 64Gb quad channel DDR3... Runs like a charm", "date": "2022-05-24T10:50:42+00:00", "quotes": [] }, { "author": "TheoMarque", "content": "I have this CPU and i have some issues too. \nMainly, a problem is not boosting a CPU by Factorio process. I do not know why, multiplier stuck about 36x-38x. \nBios was updated, but still problem occurs. On classic CPU stress tests - CPU boosting as intended. Factorio seems to be ignored for boosting. \n \nMy Platform is designed to play Factorio at highest performance, but this CPU disappointment me, because is not used fully. Can Devs look at that?", "date": "2022-10-01T20:52:42+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "Are you playing a map that stresses your system to the point where the game is slowing down?", "date": "2022-10-02T07:11:12+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "How hot is your CPU? What power plan are you using? Is factorio running on full speed without the boost or not? \nEdit: There exists stuff like ECO-Mode in BIOS or maybe you disabled the automatic boosting / PBO in BIOS?", "date": "2022-10-02T23:59:28+00:00", "quotes": [ { "author": "TheoMarque wrote: Sat Oct 01, 2022 8:52 pm", "content": "" } ] } ]
6
2022-04-14T11:52:13-05:00
forum-topic-120764
120764
Bugged enemy generation 2.016?
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=120764
spaceman2000
game version is 2.016 on windows 10 Generating a map with Elevated rails, Quality, Space age and Resource Spawner ( no 5dim_ore, bobenemies, bobores) and there are no enemies what so ever. thought it might be something to do with starter zone but if i go to edit mode and explore the map can't find any enemies at all. So is this a bug or it supposed to be like that and i have to get all the optional mods aswell? trying some different mods for enemies so trying to avoid bobs for now
[ { "author": "orzelek", "content": "Can you check if you have enemy geneartion enabled in mod settings? \nRSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).", "date": "2024-11-10T13:42:15+00:00", "quotes": [] }, { "author": "spaceman2000", "content": "\"Hello my computer doesn't work\" \n\"Please check if it connected to the power outlet\" \nDamn, missed both of them. but thanks for the help and quick response.", "date": "2024-11-10T14:10:57+00:00", "quotes": [] } ]
2
2024-11-10T07:36:52-06:00
forum-topic-116260
116260
Resolved: Crash on starting: asks to disable space-age mod
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116260
pmc666
10-21-2024, 14-56-34.png (166.22 KiB) Viewed 912 times Log file Code: Select all 0.001 2024-10-21 15:00:11; Factorio 2.0.7 (build 79385, win64, steam) 0.001 Operating system: Windows 10 (build 19045) 0.000 Initializing Steam API. 0.001 Program arguments: "D:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "1132" 0.001 Config path: C:/Users/Paul/AppData/Roaming/Factorio/config/config.ini 0.001 Read data path: D:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.001 Write data path: C:/Users/Paul/AppData/Roaming/Factorio [200450/471546MB] 0.002 Binaries path: D:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.041 System info: [CPU: AMD Ryzen 7 1800X Eight-Core Processor, 16 cores, RAM: 7876/65483 MB, page: 10671/75211 MB, virtual: 4346/134217727 MB, extended virtual: 0 MB] 0.070 Memory info: 0.070 [0]: Unknown CMU64GX4M4C3000C15 16384 MB 2133 MHz 1.2 v 0.070 [1]: Unknown CMU64GX4M4C3000C15 16384 MB 2133 MHz 1.2 v 0.070 [2]: Unknown CMU64GX4M4C3000C15 16384 MB 2133 MHz 1.2 v 0.070 [3]: Unknown CMU64GX4M4C3000C15 16384 MB 2133 MHz 1.2 v 0.502 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.820 Video driver: windows 0.820 Available displays: 2 0.821 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1060 6GB {0x05, [0,0], 3840x2160, 32bit, 60Hz} 0.821 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 1060 6GB {0x01, [-3840,0], 3840x2160, 32bit, 60Hz} 0.872 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll 1.134 Initialised Direct3D[0]: NVIDIA GeForce GTX 1060 6GB; id: 10de-1c03; driver: nvldumdx.dll 32.0.15.6094 1.134 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 1.134 [Local Video Memory] Budget: 5261MB, CurrentUsage: 7MB, Reservation: 0/2758MB 1.134 [Non-Local Vid.Mem.] Budget: 31973MB, CurrentUsage: 0MB, Reservation: 0/16114MB 1.134 Tiled resources: Tier 2 1.134 Unified Memory Architecture: No 1.134 BGR 565 Supported: Yes 1.134 MaximumFrameLatency: 3, GPUThreadPriority: 0 1.134 Graphics settings preset: very-high 1.134 Dedicated video memory size 6029 MB 1.207 Desktop composition is active. 1.207 Graphics options: [Graphics quality: high] [Video memory usage: high] [DXT: high-quality] 1.207 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: true] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] 1.282 [Audio] Driver:wasapi, Device:Default device, Depth:16, Channels:2, Frequency:44100 1.412 Logitech LED Controller initialized. 1.451 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 1.451 Info ModManager.cpp:434: FeatureFlag freezing = true 1.451 Info ModManager.cpp:434: FeatureFlag quality = true 1.451 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 1.451 Info ModManager.cpp:434: FeatureFlag segmented-units = true 1.451 Info ModManager.cpp:434: FeatureFlag space-travel = true 1.451 Info ModManager.cpp:434: FeatureFlag spoiling = true 1.456 Loading mod core 0.0.0 (data.lua) 1.489 Loading mod base 2.0.7 (data.lua) 1.847 Loading mod elevated-rails 2.0.7 (data.lua) 1.896 Loading mod quality 2.0.7 (data.lua) 1.923 Loading mod space-age 2.0.7 (data.lua) 2.116 Error ModManager.cpp:1733: Failed to load mod "space-age": __core__/lualib/util.lua:658: __space-age__/graphics/entity/wriggler/wriggler-death.lua:1: unexpected symbol stack traceback: [C]: in function 'require' __core__/lualib/util.lua:658: in function <__core__/lualib/util.lua:655> (...tail calls...) __space-age__/prototypes/entity/enemies.lua:5630: in function 'make_wriggler' __space-age__/prototypes/entity/enemies.lua:6455: in main chunk [C]: in function 'require' __space-age__/data.lua:15: in main chunk 2.152 Loading mod core 0.0.0 (data.lua) 2.216 Checksum for core: 3740670150 2.241 Error ModManager.cpp:1733: Error in assignID: procession with name 'default-b' does not exist. Source: default (utility-constants). 2.247 Info PlayerData.cpp:68: Local player-data.json unavailable 2.247 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729519210 2.316 Initial atlas bitmap size is 16384 2.316 Created an atlas bitmap (size 2048x864) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 2.316 Created virtual atlas pages 4096x4096x0 3.997 Loading 3D bitmaps. 4.007 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 4.009 Parallel sprite loader initialized (threads: 15, bitmaps: 142) 4.302 Sprites loaded 4.339 Generated mipmaps (5) for atlas [0] of size 2048x864 4.340 Custom mipmaps uploaded (116) 4.343 Factorio initialised 4.348 Failed to load mods: __core__/lualib/util.lua:658: __space-age__/graphics/entity/wriggler/wriggler-death.lua:1: unexpected symbol stack traceback: [C]: in function 'require' __core__/lualib/util.lua:658: in function <__core__/lualib/util.lua:655> (...tail calls...) __space-age__/prototypes/entity/enemies.lua:5630: in function 'make_wriggler' __space-age__/prototypes/entity/enemies.lua:6455: in main chunk [C]: in function 'require' __space-age__/data.lua:15: in main chunk Mods to be disabled: • space-age (2.0.7) 6.586 Quitting: user-quit. 6.710 Steam API shutdown. 6.712 Goodbye
[ { "author": "", "content": "Please try to Verify integrity of game files on Steam .", "date": "2024-10-21T14:06:28+00:00", "quotes": [] }, { "author": "pmc666", "content": "10-21-2024, 15-45-50.png (61.49 KiB) Viewed 843 times \n \n \n\nThanks for the quick response - they claim to be OK \n \nETA: The game works when I do disable the Space Age mod (and all others except three) \n \nFurther ETA: To check the three other mods I went in to the game and it is now working after not finding problems on verification.", "date": "2024-10-21T14:46:24+00:00", "quotes": [] }, { "author": "someone1337", "content": "This happens when you load another broken mod. \n \nFor example, if you add https://mods.factorio.com/mod/some-npp (which i didnt have had the time to fix yet) factorio will try to disable \"quality\"", "date": "2024-10-21T14:58:32+00:00", "quotes": [] } ]
3
2024-10-21T09:01:14-05:00
forum-topic-117740
117740
Allow use to use "Z" to place modules one at a time in remote view
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=117740
RusselRaZe
TL;DR Let us place modules remotely like we can locally. What? When in remote view and holding a ghost module, let use place a single module by pressing "Z" like we can when we do it locally. Why? Currently, if we want to place at least 2 different module types into a machine, we have to open up the building and place the modules manually in each slot rather than just hovering over the building and pressing Z. In several cases, being able to drop in a module with Z is more convenient.
[ { "author": "neoChaos12", "content": "+1", "date": "2025-02-02T19:09:33+00:00", "quotes": [] }, { "author": "Nemoricus", "content": "Duplicate of but better title than: viewtopic.php?p=636786", "date": "2025-02-02T20:22:35+00:00", "quotes": [] }, { "author": "Iridium", "content": "+1", "date": "2025-02-05T07:33:42+00:00", "quotes": [] }, { "author": "hanni79", "content": "+1", "date": "2025-02-28T12:46:00+00:00", "quotes": [] }, { "author": "rosilisk", "content": "+1 from me, also. I would personally use this for placing 3 efficiency 1 into a big miner and some more complex mixed-module setups in cryogenic plants.", "date": "2025-03-15T16:53:58+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "At first I couldn't understand why Z - then I realized that y and z are reversed in English layouts LUL. \n \nI mean, you don't even have to press the Z key. Just go to the remote view, select a module cmd/strg and simply drag it over the factories - I don't see that Z is better than cmd/strg.", "date": "2025-03-16T01:30:04+00:00", "quotes": [] }, { "author": "SempfgurkeXP", "content": "Z / Y would be very useful if you make mixed setups, like beacons with 1 speed and 1 efficiency module etc", "date": "2025-03-16T03:08:39+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Sun Mar 16, 2025 1:30 am", "content": "" } ] }, { "author": "FritzHugo3", "content": "Ah ok, I get it Thx", "date": "2025-03-17T17:26:26+00:00", "quotes": [ { "author": "SempfgurkeXP wrote: Sun Mar 16, 2025 3:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Sun Mar 16, 2025 1:30 am", "content": "" } ] } ]
8
2024-10-26T14:13:48-05:00
forum-topic-101118
101118
Resource spawn size not as expected
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101118
FuryoftheStars
See attached image. Using mods that add resources, the Lead resource (from bzlead) is much larger in size than expected. I have RSO's global size modifier set for 0.5, all size sliders from the map gen screen set for 100%, and I see that in the resource config files Lead is set to the same size as Iron/Copper for the starting area (but you can clearly see they are significantly smaller than the Lead). Outside of the starting area they appear to spawn in expected and consistent sizes to Iron/Copper. Not sure what happened?
[ { "author": "FuryoftheStars", "content": "Ok, it looks like it may have been specific to that seed. Another one did not have that issue. \n \nRelevant mods and map exchange string can be found here: viewtopic.php?p=559087#p559087 \nI'm using about 200 mods, some of which are not on the portal, so I don't want to provide a save and make you have to deal with all of that.", "date": "2022-01-03T18:27:34+00:00", "quotes": [] }, { "author": "orzelek", "content": "Sizes are not guaranteed and code has a lot of room to go around them. Or my math is messed up somewhere in code that tires to make them not go crazy big. \n \nIf you are curious (for one case I won't be playing the save game game I think) you can enable debug in config.lua and then logs will contain information about what was actually generated.", "date": "2022-01-03T22:27:41+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Hmm, so even the starting ores that have a single size number designated have a lot of wiggle room around that?", "date": "2022-01-04T18:44:58+00:00", "quotes": [] }, { "author": "orzelek", "content": "That code is old and not entirely mine even. And parts I changed are old..ish. I can see at least 25% modifier applied as max but I don't guarantee that size limiting algorithm is fool proof. This is lua we are talking about and it's a strange creature.", "date": "2022-01-04T21:44:07+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Tue Jan 04, 2022 6:44 pm", "content": "" } ] } ]
4
2022-01-03T11:21:59-06:00
forum-topic-127377
127377
allow colon: used in prototpye name
Won't implement
https://forums.factorio.com/viewtopic.php?t=127377
meifray
in current naming scheme,all name is separated using dash"-" including prefixing names by add colon as usable character in naming,it might suggest mod maker using colon to separate name space or even subtype using this character. for example I would like to make another merging chest mod for brick chest, then I might using something like another-merging-chest-brick-chest-1x10 by add colon it will be like another-merging-chest:brick-chest:1x10
[ { "author": "", "content": "No. \n \nRefer to", "date": "2025-03-10T17:06:52+00:00", "quotes": [ { "author": "boskid wrote: Mon Dec 09, 2024 10:25 pm", "content": "" } ] }, { "author": "meifray", "content": "how about § ? \nas far as I know it is not a control character", "date": "2025-03-10T18:27:15+00:00", "quotes": [] }, { "author": "Muche", "content": "Its character code is 167, so outside of ascii's 128.\n 󱤧", "date": "2025-03-10T19:33:42+00:00", "quotes": [ { "author": "meifray wrote: Mon Mar 10, 2025 6:27 pm", "content": "" } ] } ]
3
2025-03-10T12:02:27-05:00
forum-topic-124143
124143
Catalan dubbing for the trailer
Translations
https://forums.factorio.com/viewtopic.php?t=124143
ricardsolrog
Hi there, I collaborate with a group called "Projecte Ce Trencada," where we voluntarily translate video games into Catalan. Sometimes, we also dub trailers or scenes from games we've translated, with the participation of professional voice actors, all to support the cause. For example, we've dubbed trailers of some games like: https://www.youtube.com/watch?v=TpQ62Ivbwac Harvest Days https://www.youtube.com/watch?v=z2rVhAfFJyc Aragami 2 https://www.youtube.com/watch?v=-quyeva59Kc The Crown of Wu https://www.youtube.com/watch?v=OueIDR0H3xk Loop Hero https://www.youtube.com/watch?v=Ud-XDjwqGiQ Sayonara Wild Hearts https://www.youtube.com/watch?v=pxvnHuVaD9E Finis: Psychological Evaluation Since Factorio is translated into Catalan, I wanted to propose dubbing the Space Age trailer as well, using a professional voice actor and a professional studio (but at no cost). All I would need is the trailer with the music and sound effects but without the voiceover (which we would add later, mixed in). If you're interested in the idea or have any questions, please don’t hesitate to let me know! Thank you very much, Ricard
[]
0
2024-12-10T01:43:15-06:00
forum-topic-123293
123293
info.json not found?! (Creating new mod for mod portal)
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=123293
pseudo3d
From following the tutorial and investigating another mod to see how it works, I have created my first mod—a recipe for the Chemical plant for freezing water, an exact reverse of melting it (at least in terms of input/output). Part of it is a desire to make Space Age a little less annoying in water handling and add more usable water to space platforms without fiddling with asteroid crushing. After creating the mod and testing it, I added a picture to the mod portal for proof-of-concept (a useless loop that turns water into ice, ice into water, water into steam, steam into water, repeat process). When I tried to submit it, however, it spat out an error message..."Error: info.json file not found. (code: 500)" which it clearly does since the previous error was complaining about the syntax of the code version inside said info.json file. There is clearly an info.json file in there. Here's the mod if you would like to play around with it and more importantly help me figure out why the mod portal isn't playing nice. Thank you! water_freezing_1.0.0.zip (15.98 KiB) Downloaded 31 times
[ { "author": "picklock", "content": "Hi, \n \nyour info.jaon is in the subfolder waterfreezing but it has to be in the root-folder of your mod. The same applies to data.lua and thumbnail.png.", "date": "2024-11-29T17:27:22+00:00", "quotes": [] }, { "author": "pseudo3d", "content": "Thank you! \n \nIt's been uploaded here. https://mods.factorio.com/mod/water_freezing", "date": "2024-11-29T19:31:02+00:00", "quotes": [] } ]
2
2024-11-29T10:22:36-06:00
forum-topic-127398
127398
[2.0.39] Boilers deleted when upgrading to Uncommon
Not a bug
https://forums.factorio.com/viewtopic.php?t=127398
Sparticus
I just replaced 6 boilers with 6 Uncommon boilers and now only have 1 boiler in my inventory instead of the 6 i was expecting. When i placed them i clicked the first one and dragged the mouse over the other 5 (this was done in person not by bots). the ones now placed are Uncommon quality as intended. number 1 (as per attachment pic) was the one that was clicked the others were dragged over to replace the boiler. when i tried reproducing the bug it did not happen again and I have 6 boilers in my inventory as expected.
[ { "author": "", "content": "They are not gone as they are on the ground. Issue here would be that they should not be dropped on the ground if you have inventory space. \n \n \n \n \n 03-11-2025, 20-20-35.png (249.07 KiB) Viewed 120 times \n \n \n\n-- edit: \n \nI will move this to Not a bug because there is absolute lack of details about state of inventory when this issue happened, no details if there was any notification in the chat about inventory being full making it quite likely to be caused by full inventory and the only boiler that was given back to you was most likely due to uncommon boilers in your hand depleting causing a hand in inventory to dissapear releasing a single inventory stack making it possible to be given back when you build last uncommon boiler.", "date": "2025-03-11T19:20:45+00:00", "quotes": [] } ]
1
2025-03-11T14:10:09-05:00
forum-topic-125222
125222
Hide fluid indicator arrow
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=125222
0n0w1c
Similar to this request: 97809 When a compound entity consists of a pump that is selectable in game, the fluid direction indicator appears on mouse-over. Screenshot 2024-12-27 at 4.44.13 PM.png (256.45 KiB) Viewed 634 times A flag similar to "hide-alt-info", alternate sprite, or scale it? While a pump is used and meaningful to the operation of the compound entity, fluid flow direction is not.
[ { "author": "curiosity", "content": "hide_connection_info doesn't work? Seems like exactly what it was made for.", "date": "2024-12-27T23:10:03+00:00", "quotes": [] }, { "author": "0n0w1c", "content": "While the visualization is the same, this seems to be part of the player selected logic, the code that displays the entity's selection box. \nThe hide_connection_info does as it should, for the connections. I believe this represents the fluid flow, the direction of the pump.", "date": "2024-12-28T02:41:42+00:00", "quotes": [] }, { "author": "curiosity", "content": "It looks the same with chemical plant etc. Quite sure that arrow is a fluidbox visualization, thus should be affected. \n \nedit: checked on the vanilla pump, indeed it doesn't obey the property. Should be fixed.", "date": "2024-12-28T03:37:37+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "I already have an PR open to fix this internally (7099). Ran into it with the Valves mod.", "date": "2024-12-28T04:38:36+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "Any updates? It's been a little while and the issue still exists", "date": "2025-01-14T23:14:40+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "Upon further inspection... the value doesn't even show in the prototype explorer. It also doesn't show up in the log as an \"unused\" value. \n \n \n \n 01-14-2025, 17-25-31.png (42.29 KiB) Viewed 390 times", "date": "2025-01-15T00:25:43+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "I'm also running into this bug with the Valves mod. I have three valves (pumps). The one valve has the arrow drawn when selected, but the other two has not because their output connections are linked. From a player's perspective there should be no difference.\n \n \n \n 01-17-2025, 17-09-44.png (278.79 KiB) Viewed 349 times \n \n \n \n \n \n 01-17-2025, 17-09-51.png (269.41 KiB) Viewed 349 times", "date": "2025-01-17T16:10:08+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "This is implemented for the next release. A pump's direction arrow will now obey \"hide_connection_info\"", "date": "2025-01-17T17:28:47+00:00", "quotes": [] } ]
8
2024-12-27T16:59:15-06:00
forum-topic-126687
126687
About the translation verification template
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=126687
Tertius
I stumbled upon the "new" translation verification macro during translation work for German. Must have been slipped my attention when introduced. I confess, I will refuse to use it because of the additional workload that doesn't justify the benefit. Specifically, it's the retrieval of the revision id of the English article. This is a step I'm not willing to do. Such manual thing is something for automation, not for manual tedium. With the intended use, if there is a change in the English article, the corresponding translated article will show up as outdated. No matter if the change is relevant for the translation or not, you have to edit the translated article to make it go away from the list of outdated articles. And you have to do it, otherwise the article stays on the outdated list, which thwarts the reason for the macro in the first place. So every single change of an English article requires an edit of the corresponding translated article. And the work is not just touch the translated article, you have to retrieve the revision id of the English article, edit the translated article and replace the revision id. Is there anybody who really does this? Nope. Not really. Once, twice, but then not any more. I propose a change of this macro, if this is technically feasible. The wiki functionality seems to support it, but I don't know the performance impact. Get rid of the fixed revision id value. Instead, query the revision id of the translated article and query the revision id of the English article. Compare them. Revision id's seem wiki global, so if someone created an up to date translated article, its revision id is higher than the English article. In this case, assign the "translation up to date" category or just no category. If it's lower, it means the English article has been updated since, and the translated article can be assigned the "outdated translation" category. To get a translated article off the "outdated" category, even if the change of the English article isn't relevant, you need to make an empty edit of the translated article to create a new revision id. But that's not different to the current workflow, where it is the same, just the edit will contain the changed revision id value, which is a chore to retrieve in the first place. Just touching the article is actually something I would do, since there is always some trivial thing to improve in any article, so no edit will be just for the bureaucracy but actually serves a productive purpose. The display of the outdated category could be made quite sophisticated to help translators. Personally, when I sync a German article with the English counterpart, I'm looking at the date of the last edit of the German article. Then I open the English article > View history and show the diff from that date to today to get an idea what changed. This link could be created by the wiki itself - it's all there, querying revision id's, querying dates, comparing, constructing links. From the size of the article diff it depends what I will do next. If there are minor changes, I just edit the German article and edit this minor thing. If there were sentences and paragraphs added, I copy the German text into Notepad++, add the English text from the diff (translated by Deepl, then edited manually) and paste it back. If there are major changes, I copy the German text into Notepad++ as well but do a major overhaul of the whole article or major parts of that article, where it is often faster to just translate everything again instead of painstakingly search for every change and edit every change individually. This is 50% of all articles, while the "minor changes" is the other 50%, so a generated diff link would help in 50% of all cases at least for me. While doing translations, I see that many English articles are outdated as well after Space Age, so I have to first fix the English article, then follow the German translation, otherwise translating would make no sense. To be efficient with that, I need to open many browser tabs with many different pages and editors, and to additionally retrieve the revision id for the verification template is finally a thing that's just too much with not enough use. So if I will get to an article with that template present, I have the choice to leave it or remove it. Or to edit that macro according to my proposal, then I would add it to every article I will visit (and I will visit every single German article over the course of the next half year) , but without any revision id parameter. Updating the id is something I will not do. So what should I do? (if you order me to use the verification template as it is and add the revision id, I have to stop translating)
[ { "author": "Tertius", "content": "Given the amount of feedback (which was zero) I will pretend that template doesn't exist and will neither add nor remove nor update it.", "date": "2025-02-17T11:42:35+00:00", "quotes": [] } ]
1
2025-02-08T08:05:34-06:00
forum-topic-42890
42890
Friday Facts #182 - Optimizations, always more optimizations
News
https://forums.factorio.com/viewtopic.php?t=42890
https://www.factorio.com/blog/post/fff-182
[ { "author": "KrzysD", "content": "HOORAY! now my train bus world won't drop to 10fps when i open the map! Thanks Rseding91!!", "date": "2017-03-17T16:09:02+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "SaintFlow", "content": "You did not lie about that one \n \nAnd no 0.15 progress news at all?...commoooon, you can do better than that its the 17th of March guys", "date": "2017-03-17T16:15:03+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Ubertwink", "content": "Maybe put up unstable 0.15 releases? Just make them non-obtainable with the \"latest experimental\" option, only by explicit version selection.", "date": "2017-03-17T16:27:05+00:00", "quotes": [] }, { "author": "Nathadir", "content": "I really liked this FFF: It goes to show that they continue to care greatly about optimization, even in fringe situations. That combined with multi-platform support is something I really like - I play Factorio on Windows on my desktop computer and on Linux on my laptop, which is wildly underpowered for everything I run on it, except for Factorio \nBesides that, just getting these details is really fun for me as a programmer!", "date": "2017-03-17T16:29:47+00:00", "quotes": [] }, { "author": "Sigma1", "content": "I support this. Also I like unstable dev versions of all software.", "date": "2017-03-17T16:34:26+00:00", "quotes": [ { "author": "Ubertwink wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "Ahh, when you refresh the screen and the number of topics in the News forum increments... \n \nEnd of last year we released a patch summary for our \"January update\". It was released to ~10% of our customers in January. Four patches later (three of which were redone several times), the other 90% got it this week, and there's a fifth patch due out to fix some remaining huge issues, but we needed to get them updated because there was a serious issue in the last version too. There's just no putting a time scale on software releases =P \n \nAnyway, speaking of GUI performance is there nothing that can be done about the \"live\" map view in the train's menu? It can drop the game to some pretty terrible framerates. Even if all we get is a zoomed-in map view (which should be better if we get a higher res map as suggested in FFF180) that would be great.", "date": "2017-03-17T16:38:16+00:00", "quotes": [ { "author": "SaintFlow wrote:", "content": "" } ] }, { "author": "Jesperhk", "content": "Hope that was a joke... \n \nI think it was an very! interesting FFF post, alot of programming is going into Factorio every week, and its done by a small team thats working very hard. \ni can't wait for 0.15 release, and reading how much effort your guys put into it, it can only be successful!. \n \nKeep it going, love your game!.", "date": "2017-03-17T16:39:20+00:00", "quotes": [ { "author": "SaintFlow wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "That will be the type of release anyway, but bugs reported by the community take significantly more time to deal with than finding the same bugs internally, so releasing after a certain stability has been accomplished saves time in the long run.", "date": "2017-03-17T16:41:28+00:00", "quotes": [ { "author": "Ubertwink wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "Yeah, there's no point getting their dev version they've got now as it would crash every five minutes and have a new version before you could download it. \n \nEDIT: And damn that is a specific bug. You would like to think nobody has ever encountered it (why would you ever do those things) but then we are a nigh infinite number of monkeys at keyboards xP", "date": "2017-03-17T16:44:50+00:00", "quotes": [] }, { "author": "exi2163", "content": "Nice, i always love reading technical posts \nBtw does 0.15 already contain a solution for the train scheduler ruining UPS on rail placement/destruction on big rail networks with many trains? I doubt that it is neccessary do update each train immediatly on the entity creation/destruction. The update could then be staggered by tick (like 20 per tick) or just in time (when a train hits a signal / junction).", "date": "2017-03-17T16:47:23+00:00", "quotes": [] }, { "author": "gacekssj4", "content": "Should be \"an hour\"", "date": "2017-03-17T16:49:21+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "cpy", "content": "They should've made minecraft. You'd have nearly infinite worlds with high UPS even with demanding mods.", "date": "2017-03-17T16:58:27+00:00", "quotes": [] }, { "author": "kinnom", "content": "I do remember a case of a rail connection becoming partially corrupt", "date": "2017-03-17T17:11:26+00:00", "quotes": [ { "author": "Deadly-Bagel wrote:", "content": "" } ] }, { "author": "torham", "content": "This. \n \nI think Factorio is the best optimized game on my HDD right now. Its a whole different category compared to some garbage that gets published these days.One example would be Rise to ruin. Its pixel retro style that in the 1994 would easily run on my 486 with 512 KB RAM, and it runs around 30 FPS on my current gaming rig.", "date": "2017-03-17T17:15:07+00:00", "quotes": [ { "author": "cpy wrote:", "content": "" } ] }, { "author": "Deadly-Bagel", "content": "I remember there being a bunch of cases but it was for a different reason I think.", "date": "2017-03-17T17:15:42+00:00", "quotes": [] }, { "author": "safan", "content": "As long as they find bugs by just loading their test games there is realy no need to do this.", "date": "2017-03-17T17:42:49+00:00", "quotes": [ { "author": "Ubertwink wrote:", "content": "" } ] }, { "author": "silver_26", "content": "1.Build 2 locomotives directly next to each other \n2.Disconnect the 2 locomotives so they're not one train anymore \n3.Drive the front locomotive into the rear one such that it can't move backwards any more \n4.Drive the rear locomotive into the front one such that it can't move forward any more \n5.Build a cargo wagon attached to the rear locomotive (making sure the cursor was more towards the rear locomotive so the cargo wagon snaps behind the back locomotive) \n6.Try to drive the rear locomotive (with the now attached cargo wagon) forward into the front locomotive \n \n \n why in the world would you do such a thing ?", "date": "2017-03-17T18:02:53+00:00", "quotes": [] }, { "author": "Jarin", "content": "I love reading these little behind the scenes details. Friday Facts is honestly one of the highlights of my week.", "date": "2017-03-17T18:03:49+00:00", "quotes": [] }, { "author": "ChoMar", "content": "I love all that Optimization and Bug-Fixing. I wish more Games would be developed on that level.", "date": "2017-03-17T18:07:31+00:00", "quotes": [] } ]
19
2017-03-17T10:58:05-05:00
forum-topic-89345
89345
[REQUEST] graphics for a new mod
Texture Packs
https://forums.factorio.com/viewtopic.php?t=89345
Szentigrade
i am in need of someone that can do the graphics for my mod i'm working on - icons and entities gun and ammo - the gun would need to look like a net gun and ammo a net, entity for the projectile to catch the biter building 1 - biter generator and entity for it building 2 - a place where the biters can recharge along with entity technology icon
[ { "author": "Szentigrade", "content": "still looking mods been released > https://mods.factorio.com/mod/alien_power", "date": "2021-10-14T06:08:42+00:00", "quotes": [] } ]
1
2020-09-12T00:27:01-05:00
forum-topic-29413
29413
How to setup and play in teams with Factorio 0.13+
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=29413
scadl
In this guide I'll try to explain some amazing command combinations, which I discovered when one of my friends asked me how to play in teams on his custom map! Before you start doing anything, you have to know how to call Factorio in-game console, because it's only place where you will be doing all changes. Warning, when you are using any Lua based commands, you'll possibly get some errors, even if you not messing with syntax. So, before changing anything, DO A BACKUP of you MAP . Some of changes you'll be doing are really difficult or even impossible to revert!! To work with console commands, when you creating a Multiplayer server, you have to set "Alow commands" to "True". If you did this, or just playing\testing in single-player, press a "~" on your keyboard. From here you can write messages to other players, commands, or even parts of Lua script. You can check which commands are available for you by writing "/h" command in console, and pressing 'Enter' on you keyboard. Take a look on "/c" and it's description, because everything in this guide will be done with this command. The main goal of this command is allow you to execute parts of Lua scripts (most factorio mods wrote in Lua) Because all the commands described in this guide, are actually small lua scripts, you have to write them in console, with '/c ' prefix, like this: Code: Select all /c game.player.print( game.player.force.name ) Not all described commands will answer with some response. Naturally, you will get response if 'print' keyword exists in command body. Before doing anything, let's gather some useful info. To find out in which team you are currently in, do: Code: Select all game.player.print( game.player.force.name ) To find out which teams are already existing in game, do: Code: Select all for F in pairs(game.forces) do game.player.print(F) end If you didn't changed anything before, you'll get 3 teams: 'player' -- default team for all new players who joins the game, including you. 'enemy' -- default team for aliens, their hives, bitters, spitters etc. 'neutral' -- empty team by default, but you can join it to build some infrastructure accessible for members of all teams, including currently not existing. I have to warn you that each team isolated with it's own research progress, not just power and production systems. And each building created by the member of one team are inaccessible by the members of other teams (except 'neutral' built-in team) So let's prepare some teams for our players. To create a Team with name 'Team1': Code: Select all game.create_force('Team1') Warning, this new team will be an enemy to all other teams including default 'player', and except 'neutral' team and all their building including turrets. To remove team 'Team1', merge it with default team 'player': Code: Select all game.merge_forces('Team1', 'player') Notice: Current versions of factorio has the chance that game will crash if there're some members existing in the merged team. To assign a player with name 'Player1' to the team 'Team1': Code: Select all game.players['Player1'].force=game.forces['Team1'] To remove a player with name 'Player1' from the team 'Team1, assign him\her to the default 'player' team: Code: Select all game.players['Player1'].force=game.forces['player'] You can make you new team neutral to the over teams including default 'player' team, so your defence will not attack them, and their - you: Code: Select all game.forces['player'].set_cease_fire('Team1', true) game.forces['Team1'].set_cease_fire('player', true) But this action DOES NOT GRANT you access to their inventories and machines! In this section we well talk about how to transfer some existing buildings and technologies from one team to another. Because the transfer mechanics based on region scan, you have to determinate rectangular region in which changes will be made. To do so open the debug console, by pressing 'F4' on your keyboard, switch to the 'allways' tab, and check 'show_detailed_info' checkbox. (I also recommend you to check 'show_tile_grid' to turn on map grid, which allow you more easily understand block and chunks of the map). After checking needed options, press 'F4' again. You'll see some new info at the top left corner of game window. Take a look at the first string 'Cursor'. From first pair of braces you can get the coordinates of your cursor on the map. So, imagine a rectangle, which will cover all buildings required to transfer to another team. Put the cursor on the top left and bottom right corners of that imaginary rectangle, and write down cursor's coordinates (for my example it will be -10 -10 and 10 10, to form 20x20 rectangle) Now we can scan which entities (players, environment, buildings, machines) are exists in the designated region: Code: Select all BS = game.surfaces[1].find_entities({{-10, -10}, {10, 10}}) for BD in pairs( BS ) do game.player.print( BS[BD].name ) end If this command respond to you with names of required to transfer objects, you can do following to actually transfer them to the 'Team1': Code: Select all BS = game.surfaces[1].find_entities({{-10, -10}, {10, 10}}) for BD in pairs( BS ) do BS[BD].force = game.forces['Team1'] end If you already played some time as a member of the default team 'player' and researched some technologies, and than switched to the specific team like 'Team1', you will lose all of you researches and explored map, because each team isolated with it's own research progress, not just power and production systems. First, I recommend you to finish current research of you old team, if it was 'player' team, do: Code: Select all game.forces['player'].research_progress = 1 , than you can list all researched technologies of you old team: Code: Select all TR = game.forces['player'].technologies for T in pairs( TR ) do if TR[T].researched then game.player.print(T) end end . If you're satisfied with result, you can copy all of them to your new team, like 'Team1' with: Code: Select all TR = game.forces['player'].technologies for T in pairs( TR ) do if TR[T].researched then game.forces['Team1'].technologies[T].researched=true end end In this optional section, I will tell about two not really useful but fun commands. This command will allow you, as admin, to freely give player 'Player1' 10 iron plates: Code: Select all game.players['Player1'].insert({name="iron-plate", count=10}) Unfortunately, I can't say where you can get name of all items in a factorio, so I suggest that you can use English name of items, where ' ' (space) replaced with '-' (minus) This command will allow you spawn 'Assembly machine' building, tier 1, with presetted recipe (assemble 'iron-stick') and bound to your team: Code: Select all game.surfaces[1].create_entity{name = "assembling-machine-1", position = {15, 3}, force=game.forces.player, recipe = "iron-stick"} Take a look on the 'position' parameter. This is coordinates, where you building will be spawned. With this command you can also build on the water tiles. With this command script you can create some flying text, which will be visible for several seconds to everyone who working near designated coordinates: Code: Select all game.surfaces[1].create_entity{name = "flying-text", position = {0, 0}, text="Fly_Text-1"} To change my text, just replace the sting inside quotes after 'text' parameter, with yours. That's all for now. If I discover some more, I will update this guide. So, please subscribe
[ { "author": "Lead_Hail", "content": "I know this is old and I'll get yelled at, but what all needs to be done to follow this in the current version?", "date": "2022-08-31T00:21:44+00:00", "quotes": [] }, { "author": "SoShootMe", "content": "The short answer is that, at least in general, the original post is still valid. \n \nThere is the PvP scenario described in the Wiki but this is only applicable to a new save. Some force-related commands that can be used with an existing save, covering most of the first set of commands in the original post, are also described. \n \nMost of the rest are covered by, or are a variation on things covered by, the Console page in the Wiki.", "date": "2022-08-31T06:41:25+00:00", "quotes": [] } ]
2
2016-07-19T03:15:10-05:00
forum-topic-127254
127254
[2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
Pending
https://forums.factorio.com/viewtopic.php?t=127254
Chumfactor
I have a "normal" 2x2 array of Fusion Reactors. 2 of them get the expected +200% bonus -- the diagonal upper-right/lower-left ones. 2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus. All 4 are operating and have fluid. Pix attached. Reactor1.png (4.2 MiB) Viewed 254 times Reactor2.png (4.44 MiB) Viewed 254 times Reactor3.png (4.53 MiB) Viewed 254 times Reactor4.png (4.1 MiB) Viewed 254 times
[ { "author": "mmmPI", "content": "This sounds like you have excess power production capability on your reactor compared to your consumption , as such some of the cores must be \"overflowing\" with plasma, \"output full\" and stop working temporarily, occasionning the diminished neighbour bonus.", "date": "2025-03-04T05:51:17+00:00", "quotes": [ { "author": "Chumfactor wrote: Tue Mar 04, 2025 3:38 am", "content": "" } ] }, { "author": "Chumfactor", "content": "I would expect that for current output, but not for maximum output. \n \nBy way of example my nearby nuclear plant (also 2x2, also not running at full capacity) shows the full neighbor bonuses for all 4.", "date": "2025-03-04T18:34:30+00:00", "quotes": [ { "author": "mmmPI wrote: Tue Mar 04, 2025 5:51 am", "content": "" }, { "author": "Chumfactor wrote: Tue Mar 04, 2025 3:38 am", "content": "" } ] }, { "author": "", "content": "Post the save file, see 3638 .", "date": "2025-03-04T18:39:53+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I'm not sure what you mean, but when seeing the picture of a core outputing 2.4/4 per second, i am understanding it as a core not working at full capacity, and since it's not a cold fluoroketone shortage, and i can read 9.9/10 plasma on it, i'm guessing it is going from 10 to a bit less to 10 again , which is what i called \"plasma overflow\", the reactor doesn't work some period of time, and this makes the neighbour bonus/plasma temperature not as high as expected. \n \nThe nuclear power plant cannot have the same phenomenon occuring", "date": "2025-03-10T21:26:16+00:00", "quotes": [ { "author": "Chumfactor wrote: Tue Mar 04, 2025 6:34 pm", "content": "" } ] } ]
4
2025-03-03T21:38:51-06:00
forum-topic-127429
127429
Construction robots don't want to demolish `Cliff`
Pending
https://forums.factorio.com/viewtopic.php?t=127429
datarza
Construction robots don't want to demolish `Cliff` 03-12-2025, 09-14-09.png (3.41 MiB) Viewed 104 times
[ { "author": "", "content": "Cliffs that are not marked to be deconstructed are not being deconstructed. Most likely the cliffs were partially destroyed and one of the cliffs end was corrected and failed to be marked to be deconstructed. If you have a save file and some steps how to reproduce, and log file so game version can be checked and presence of other mods, that could help identify the issue.", "date": "2025-03-12T13:26:53+00:00", "quotes": [] }, { "author": "datarza", "content": "makes sense, maybe it depends on Editor Extension mod, I will try to recreate this issue without mods and will let you know if this issue still exists", "date": "2025-03-12T14:47:24+00:00", "quotes": [] }, { "author": "datarza", "content": "just for info: https://github.com/raiguard/EditorExtensions/issues/230", "date": "2025-03-12T14:50:54+00:00", "quotes": [] } ]
3
2025-03-12T08:17:30-05:00
forum-topic-127348
127348
Support equipment consumption using ammunition instead of just energy
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127348
Wozbo
Had an idea to build a mod around the concept of mounting the weapons you can build on a turret platform. EX: Shoulder mounted rocket launcher/ shoulder mounted railgun/ shoulder mounted tesla cannon. Current issue that I'm encountering is that it doesn't *look like* there's a way to avoid ammo_type like you can with turrets or handheld weapons. I'd like to still have these turrets consume ammo, and then follow that ammo's ammo_type rules. I'd like attack_parameters to support a "consume_from_inventory" parameter if possible, which would then follow all the current ammunition consumption/ refill logic. Even better if we could support some sort of stack size too for how many stacks of ammo can be put in the personal defense. I'm also just fine consuming straight from inventory, if feasible.
[ { "author": "eugenekay", "content": "I think this exists? SMG Equipment implements this by doing: Code: Select all attack_parameters = {\n type = 'projectile',\n ammo_category = 'bullet',\n ammo_type = {\n energy_consumption = \"30kJ\",\n action = {\n type = 'direct',\n action_delivery = {\n type = 'instant',\n source_effects = { type = 'create-explosion', entity_name = 'explosion-gunshot' },\n target_effects = {\n {\n type = 'create-entity',\n entity_name = 'explosion-hit',\n offsets = { { 0, 1 } },\n offset_deviation = { { -0.5, -0.5 }, { 0.5, 0.5 } },\n },\n { type = 'damage', damage = { amount = 20, type = 'physical' } },\n { type = 'activate-impact', deliver_category = 'bullet' },\n },\n },\n },\n }, \n\nAnd then there is Personal Tesla Defense Equipment which draws from Armor Energy Grid (although it can use the Tesla Gun graphics). \n \nI hope this helps! I would like to see a Mod which supports Tesla gun ammo in a “Tesla Pod”, as well as mini-Rockets, and Gun Pods… without adding EVERY CONCEIVABLE OPTION and unnecessary ammo types.", "date": "2025-03-09T06:58:40+00:00", "quotes": [] }, { "author": "Wozbo", "content": "So to be clear: I *did* get things working similar to above. What I’m asking for is ammo consumption, ex: use explosive rockets and take their stats etc. \n \nI think the above works on energy consumption only end of the day. \n \nI *could* do something like requiring a massive amount of ammo first as part of the recipe but it still feels odd. I’d like my personal smg defense to be able to use normal/ piercing/ uranium rounds based on what I have in my inventory.", "date": "2025-03-09T14:16:41+00:00", "quotes": [] }, { "author": "eugenekay", "content": "You can also try Gun Equipment , which is close to what you are looking for. It uses an onTick script so is not great for performance , but it does \"Load\" magazines into the Gun Pod - including Tungsten Ammo - but it does not work with Quality magazines.", "date": "2025-03-09T15:57:57+00:00", "quotes": [] } ]
3
2025-03-08T18:04:20-06:00
forum-topic-76651
76651
M45-Science (Community)
Multiplayer
https://forums.factorio.com/viewtopic.php?t=76651
distortions864
M45-Science: Serving the Factorio community since 2017 with over 5000 members. We have 13 public, and 5 members-only maps (membership is free) Full map list, with quick-connect links: https://factorio.go-game.net/?tag=M45 Discord: https://discord.gg/SFpqbaE3Bp Website: https://m45sci.xyz/
[ { "author": "arye321", "content": "Thanks for the rail server I play on it a lot!", "date": "2024-08-08T03:31:23+00:00", "quotes": [] } ]
1
2019-10-11T15:29:59-05:00
forum-topic-126680
126680
Highly optimized combinator heavy late game hauler
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=126680
iborpastan
02-08-2025, 04-38-43.png (1.85 MiB) Viewed 301 times 02-08-2025, 04-36-11.png (1.52 MiB) Viewed 301 times 02-08-2025, 04-37-04.png (6.81 MiB) Viewed 301 times 02-08-2025, 04-37-58.png (4.43 MiB) Viewed 301 times 02-08-2025, 04-38-43.png (1.85 MiB) Viewed 301 times Features: - Automated throttling to protect from asteroid damage: - based on damage rate calculator that uses two memory registers to estimate damage rate by recording the damage at two times, subtracting them, and converting them to damage/second. - three throttle levels, lowest throttle level corresponds to minimum 'cruising' speed - automated override that lowers throttle to lowest level if a certain damage threshold is reached (see below for more info on how damage is assessed) - Certain parameters such as damage rate thresholds can be set individually for whether you are traveling between the inner planets, aquilo and the inner planets, aquilo to solar system edge, and beyond solar system edge. Armament: - ablative nose (regenerates automatically with on-board manufacturing) - nose contains mines and constant combinators (see more on that below). - Only a few mines since they also destroy the platform when activated, however, importantly, the bottom row of mines always destroy the constant combinators used in damage assessment. This acts as as a trigger that overrides the ship throttling. Automated damage assessment: - relies on hub for main damage measurement. This means it measures how much the ablative nose is destroyed. - if nose is nearly entirely destroyed that also destroys constant combinators that are placed directly in front of the rail guns (where they are safe from rail gun fire.) If one or more is destroyed that overrides the throttle and the ship is slowed to lowest cruising speed until automated repairs are made. (see below for info on self regeneration) - several alarms and notifications warn the player if the ship is in danger. Self regeneration: - ship platform, constant combinators, and land mines as well as their required parts are manufactured onboard from material collected from asteroids. Circuit optimized asteroid collection: - if total number of asteroids surpasses a certain limit, the most common non-prometheum asteroid on the asteroid chunk belt is thrown overboard. - if the total number of asteroids reaches a high enough threshold asteroid collection is shut off with the except of the two back collectors. circuit optimized asteroid reprocessing: - reprocessing occurs either in 'balanced' mode where each of the three types is equally reprocessed OR second mode where the most common asteroid chunk is reprocessed with all crushes designated as reprocessing crushers. - if not enough asteroid chunks are present reprocessing is shut off. circuit optimized foundry: - can switch production based on demand minor features: - minor circuit optimizations throughout - efficient rocket engines - fuel is pumped out out of the lines behind engines with de-throttling. This also keeps fuel levels low in the engines, making them ru n efficiently. - balanced production of all fluids and items needed to keep the ship running determined by iterative stress testing. travel beyond the solar system: - has gone up to 60,000 km past solar system edge without player interference. feel free to adjust navigation parameters to extend that! blueprint string is attached as a txt file because it is too big for the forum.
[]
0
2025-02-07T21:44:35-06:00
forum-topic-117577
117577
[raiguard] [2.0.10][Linux] crash while traveling to Fulgora
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=117577
flish
i was attempting to head to Fulgora i got about half way there before quickly trying to head back to navius due to being under prepared. while changing the destination factorio froze then my screen went black briefly. i had just lost several turrets to the asteroids. i am running ubutu on the steam deck which has had issues with saving causing the game to lock up and has to be killed. the crash happened right around the time of an auto save. Code: Select all 0.000 2024-10-25 18:27:03; Factorio 2.0.10 (build 79578, linux64, steam, space-age) 0.244 Operating system: Linux (Ubuntu 24.04) 0.000 Initializing Steam API. 0.244 Program arguments: "/home/flish/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio" 0.244 Config path: /home/flish/.factorio/config/config.ini 0.244 Read data path: /home/flish/.local/share/Steam/steamapps/common/Factorio/data 0.244 Write data path: /home/flish/.factorio [53598/478562MB] 0.244 Binaries path: /home/flish/.local/share/Steam/steamapps/common/Factorio/bin 0.265 System info: [CPU: AMD Custom APU 0405, 8 cores, RAM: 14824 MB] 0.265 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=ubuntu XDG_SESSION_DESKTOP=ubuntu XDG_CURRENT_DESKTOP=ubuntu:GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.680 Display options: [FullScreen: true] [VSync: false] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.857 Video driver: wayland 0.857 Available displays: 2 0.857 [0]: Built-in display - {[288,1080], 1280x800, SDL_PIXELFORMAT_RGB888, 60Hz} 0.857 [1]: Acer Technologies 22" - {[0,0], 1920x1080, SDL_PIXELFORMAT_RGB888, 75Hz} 1.029 Initialised OpenGL:[1] AMD Custom GPU 0405 (radeonsi, vangogh, LLVM 17.0.6, DRM 3.57, 6.8.0-47-generic); driver: 4.6 (Core Profile) Mesa 24.0.9-0ubuntu0.1 1.029 [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 1.029 [Version] 4.6 1.029 Graphics settings preset: medium-with-low-vram 1.029 Dedicated video memory size 1024 MB 1.160 Graphics options: [Graphics quality: medium] [Video memory usage: high] [DXT: low-quality] 1.161 [Max threads (load/render): 32/8] [Max texture size: 4096] [Tex.Stream.: true] [Rotation quality: low] [Other: stDCwt] [B:0,C:0,S:100] 1.179 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100 1.379 Joystick device connected: instance: 0, Steam Deck Controller 1.379 Game controller connected: instance: 0, Steam Deck Controller, Steam Deck Controller 1.679 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 1.679 Info ModManager.cpp:434: FeatureFlag freezing = true 1.679 Info ModManager.cpp:434: FeatureFlag quality = true 1.679 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 1.679 Info ModManager.cpp:434: FeatureFlag segmented-units = true 1.679 Info ModManager.cpp:434: FeatureFlag space-travel = true 1.679 Info ModManager.cpp:434: FeatureFlag spoiling = true 1.692 Loading mod core 0.0.0 (data.lua) 1.722 Loading mod base 2.0.10 (data.lua) 2.018 Loading mod elevated-rails 2.0.10 (data.lua) 2.066 Loading mod quality 2.0.10 (data.lua) 2.091 Loading mod space-age 2.0.10 (data.lua) 2.723 Loading mod base 2.0.10 (data-updates.lua) 2.769 Loading mod quality 2.0.10 (data-updates.lua) 2.836 Loading mod space-age 2.0.10 (data-updates.lua) 3.074 Checksum for core: 2896921138 3.074 Checksum of base: 3513392431 3.074 Checksum of elevated-rails: 1891730324 3.074 Checksum of quality: 3796827730 3.074 Checksum of space-age: 3368484745 3.769 Prototype list checksum: 2833694490 3.889 Loading sounds... 5.082 Info PlayerData.cpp:68: Local player-data.json unavailable 5.082 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729828761 5.491 Initial atlas bitmap size is 4096 5.504 Created an atlas bitmap (size 4096x4092) [none] 5.513 Created an atlas bitmap (size 4096x4092) [none] 5.521 Created an atlas bitmap (size 4096x4084) [none] 5.529 Created an atlas bitmap (size 4096x4096) [none] 5.536 Created an atlas bitmap (size 4096x4096) [none] 5.542 Created an atlas bitmap (size 4096x4092) [none] 5.548 Created an atlas bitmap (size 4096x4088) [none] 5.555 Created an atlas bitmap (size 4096x4084) [none] 5.561 Created an atlas bitmap (size 4096x4092) [none] 5.567 Created an atlas bitmap (size 4096x4096) [none] 5.571 Created an atlas bitmap (size 4096x4076) [none] 5.573 Created an atlas bitmap (size 4096x4084) [none] 5.578 Created an atlas bitmap (size 4096x4036) [none] 5.586 Created an atlas bitmap (size 4096x4096) [none] 5.592 Created an atlas bitmap (size 4096x4056) [none] 5.599 Created an atlas bitmap (size 4096x4044) [none] 5.606 Created an atlas bitmap (size 4096x4028) [none] 5.613 Created an atlas bitmap (size 4096x4092) [none] 5.619 Created an atlas bitmap (size 4096x4060) [none] 5.626 Created an atlas bitmap (size 4096x4092) [none] 5.632 Created an atlas bitmap (size 4096x4096) [none] 5.638 Created an atlas bitmap (size 4096x4096) [none] 5.643 Created an atlas bitmap (size 4096x2824) [none] 5.649 Created an atlas bitmap (size 4096x4052) [decal] 5.655 Created an atlas bitmap (size 4096x4088) [decal] 5.655 Created an atlas bitmap (size 2048x812) [decal] 5.666 Created an atlas bitmap (size 4096x4080) [low-object] 5.674 Created an atlas bitmap (size 4096x4096) [low-object] 5.682 Created an atlas bitmap (size 4096x4096) [low-object] 5.690 Created an atlas bitmap (size 4096x4096) [low-object] 5.694 Created an atlas bitmap (size 4096x1712) [low-object] 5.701 Created an atlas bitmap (size 4096x4044) [corpse-decay] 5.707 Created an atlas bitmap (size 4096x3984) [corpse-decay] 5.714 Created an atlas bitmap (size 4096x4020) [corpse-decay] 5.720 Created an atlas bitmap (size 4096x4052) [corpse-decay] 5.726 Created an atlas bitmap (size 4096x3976) [corpse-decay] 5.732 Created an atlas bitmap (size 4096x4036) [corpse-decay] 5.738 Created an atlas bitmap (size 4096x4096) [corpse-decay] 5.744 Created an atlas bitmap (size 4096x4088) [corpse-decay] 5.750 Created an atlas bitmap (size 4096x4092) [corpse-decay] 5.756 Created an atlas bitmap (size 4096x4052) [corpse-decay] 5.762 Created an atlas bitmap (size 4096x4092) [corpse-decay] 5.766 Created an atlas bitmap (size 4096x3696) [corpse-decay] 5.769 Created an atlas bitmap (size 4096x1112) [corpse-decay] 5.774 Created an atlas bitmap (size 4096x4008) [none] 5.780 Created an atlas bitmap (size 4096x3896) [none] 5.784 Created an atlas bitmap (size 4096x3228) [none] 5.784 Created an atlas bitmap (size 904x41) [not-compressed] 5.790 Created an atlas bitmap (size 4096x3440) [mipmap, linear-minification, linear-magnification, linear-mip-level] 5.796 Created an atlas bitmap (size 4096x4096) [terrain, mipmap, linear-minification, linear-mip-level] 5.798 Created an atlas bitmap (size 4096x1744) [terrain, mipmap, linear-minification, linear-mip-level] 5.801 Created an atlas bitmap (size 4096x2000) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 5.806 Created an atlas bitmap (size 4096x3024) [smoke, mipmap, linear-minification, linear-magnification] 5.809 Created an atlas bitmap (size 4096x1376) [mipmap] 5.811 Created an atlas bitmap (size 2048x1520) [mipmap] 5.816 Created an atlas bitmap (size 4096x2832) [mipmap] 5.822 Created an atlas bitmap (size 4096x2832) [mipmap] 5.827 Created an atlas bitmap (size 4096x2832) [mipmap] 5.855 Created an atlas bitmap (size 4096x4032) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 5.878 Created an atlas bitmap (size 4096x3456) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 5.881 Created an atlas bitmap (size 4096x2304) [alpha-mask] 5.894 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 5.903 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 5.910 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 5.927 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 5.935 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 5.940 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 5.943 Created an atlas bitmap (size 4096x4060) [shadow, linear-magnification, alpha-mask] 5.946 Created an atlas bitmap (size 4096x4032) [shadow, linear-magnification, alpha-mask] 5.950 Created an atlas bitmap (size 4096x4084) [shadow, linear-magnification, alpha-mask] 5.953 Created an atlas bitmap (size 4096x4068) [shadow, linear-magnification, alpha-mask] 5.956 Created an atlas bitmap (size 4096x4096) [shadow, linear-magnification, alpha-mask] 5.959 Created an atlas bitmap (size 4096x4092) [shadow, linear-magnification, alpha-mask] 5.962 Created an atlas bitmap (size 4096x4036) [shadow, linear-magnification, alpha-mask] 5.965 Created an atlas bitmap (size 4096x4008) [shadow, linear-magnification, alpha-mask] 5.968 Created an atlas bitmap (size 4096x4012) [shadow, linear-magnification, alpha-mask] 5.971 Created an atlas bitmap (size 4096x4004) [shadow, linear-magnification, alpha-mask] 5.974 Created an atlas bitmap (size 4096x4004) [shadow, linear-magnification, alpha-mask] 5.976 Created an atlas bitmap (size 4096x4048) [shadow, linear-magnification, alpha-mask] 5.979 Created an atlas bitmap (size 4096x4080) [shadow, linear-magnification, alpha-mask] 5.981 Created an atlas bitmap (size 4096x2808) [shadow, linear-magnification, alpha-mask] 5.983 Created an atlas bitmap (size 4096x1312) [shadow, mipmap, linear-magnification, alpha-mask] 5.983 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 5.998 Created a virtual atlas bitmap (size 4096x4096) [linear-minification, linear-magnification] 6.012 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification] 6.031 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification] 6.061 Created a virtual atlas bitmap (size 4096x4096) [none] 6.068 Created a virtual atlas bitmap (size 4096x3072) [none] 6.068 Created virtual atlas pages 4096x4096x5 6.078 Created virtual atlas of size 8192x12288 with physical texture size 8192x4096 6.078 Loading 3D bitmaps. 6.097 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 6.168 Parallel sprite loader initialized (threads: 7, bitmaps: 8227) 50.895 Sprites loaded 50.902 Generated mipmaps (3) for atlas [26] of size 4096x4080 50.906 Generated mipmaps (3) for atlas [27] of size 4096x4096 50.910 Generated mipmaps (3) for atlas [28] of size 4096x4096 50.914 Generated mipmaps (3) for atlas [29] of size 4096x4096 50.917 Generated mipmaps (3) for atlas [30] of size 4096x1712 50.921 Generated mipmaps (3) for atlas [48] of size 4096x3440 50.925 Generated mipmaps (3) for atlas [49] of size 4096x4096 50.927 Generated mipmaps (3) for atlas [50] of size 4096x1744 50.930 Generated mipmaps (3) for atlas [51] of size 4096x2000 50.934 Generated mipmaps (3) for atlas [52] of size 4096x3024 50.951 Generated mipmaps (3) for atlas [53] of size 4096x1376 50.953 Generated mipmaps (3) for atlas [54] of size 2048x1520 50.955 Generated mipmaps (3) for atlas [55] of size 4096x2832 50.980 Generated mipmaps (3) for atlas [56] of size 4096x2832 50.982 Generated mipmaps (3) for atlas [57] of size 4096x2832 50.986 Generated mipmaps (5) for atlas [58] of size 4096x4032 50.990 Generated mipmaps (5) for atlas [59] of size 4096x3456 50.993 Generated mipmaps (3) for atlas [81] of size 4096x1312 51.005 Custom mipmaps uploaded (3203) 51.156 Generated mipmaps for virtual atlas of size 8192x12288 51.278 Factorio initialised 51.282 Steam Storage Quota: 23563/23841 54.648 Game controller disconnected: instance: 0, Steam Virtual Gamepad, Steam Virtual Gamepad 54.658 Joystick device disconnected: instance: 0, (nil) 63.814 Loading map /home/flish/.factorio/saves/SPAAAAAAAAAAAAAAAAAAAAAAACE.zip: 10878135 bytes. 63.833 Loading level.dat: 32197767 bytes. 63.837 Info Scenario.cpp:178: Map version 2.0.10-1 64.650 Loading blueprint storage: Local timestamp -1, Cloud timestamp -1 64.651 Blueprint storage "blueprint-storage-2.dat" was not found, trying to load previous version storage "blueprint-storage.dat" 64.652 Loading blueprint storage: Local timestamp 1716520669, Cloud timestamp 1729366942 65.681 Loading script.dat: 1222 bytes. 65.685 Checksum for script __level__/control.lua: 2463946943 180.258 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking). 180.494 Info AsyncScenarioSaver.cpp:162: Saving process PID: 10955 181.278 Info ChildProcessAgent.cpp:61: Child 10955 exited with return value 0 181.278 Uploaded files to cloud 181.278 Info AppManager.cpp:291: Saving finished 300.508 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking). 300.721 Info AsyncScenarioSaver.cpp:162: Saving process PID: 11241 301.450 Info ChildProcessAgent.cpp:61: Child 11241 exited with return value 0 301.450 Uploaded files to cloud 301.450 Info AppManager.cpp:291: Saving finished 318.524 Unlocked achievement "smoke-me-a-kipper-i-will-be-back-for-breakfast" 318.525 Unlocked achievement "no-time-for-chitchat" 318.525 Unlocked achievement "smoke-me-a-kipper-i-will-be-back-for-breakfast" 318.525 Unlocked achievement "no-time-for-chitchat" 420.742 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking). 421.004 Info AsyncScenarioSaver.cpp:162: Saving process PID: 11592 421.807 Info ChildProcessAgent.cpp:61: Child 11592 exited with return value 0 421.807 Uploaded files to cloud 421.807 Info AppManager.cpp:291: Saving finished 540.975 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking). 541.203 Info AsyncScenarioSaver.cpp:162: Saving process PID: 11659 541.998 Info ChildProcessAgent.cpp:61: Child 11659 exited with return value 0 541.998 Uploaded files to cloud 541.998 Info AppManager.cpp:291: Saving finished [...] 18119.158 Info AppManager.cpp:290: Saving to _autosave1 (non-blocking). 18119.440 Info AsyncScenarioSaver.cpp:162: Saving process PID: 29835 18120.287 Info ChildProcessAgent.cpp:61: Child 29835 exited with return value 0 18120.288 Uploaded files to cloud 18120.288 Info AppManager.cpp:291: Saving finished 18239.424 Info AppManager.cpp:290: Saving to _autosave2 (non-blocking). 18239.690 Info AsyncScenarioSaver.cpp:162: Saving process PID: 30090 18240.537 Info ChildProcessAgent.cpp:61: Child 30090 exited with return value 0 18240.537 Uploaded files to cloud 18240.537 Info AppManager.cpp:291: Saving finished 18344.158 Info AppManager.cpp:290: Saving to _autosave-platform-1s-first-trip-to-fulgora (non-blocking). 18344.397 Info AsyncScenarioSaver.cpp:162: Saving process PID: 30159 18345.237 Info ChildProcessAgent.cpp:61: Child 30159 exited with return value 0 18345.238 Uploaded files to cloud 18345.238 Info AppManager.cpp:291: Saving finished 18359.858 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking). 18360.106 Info AsyncScenarioSaver.cpp:162: Saving process PID: 30200 18360.954 Info ChildProcessAgent.cpp:61: Child 30200 exited with return value 0 18360.954 Uploaded files to cloud 18360.954 Info AppManager.cpp:291: Saving finished 18410.974 Error CrashHandler.cpp:643: Received 6 Factorio crashed. Generating symbolized stacktrace, please wait ... /tmp/factorio-build-QSGgL0/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream /tmp/factorio-build-QSGgL0/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&) /tmp/factorio-build-QSGgL0/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*) /tmp/factorio-build-QSGgL0/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*) /tmp/factorio-build-QSGgL0/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason) /tmp/factorio-build-QSGgL0/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int) /tmp/factorio-build-QSGgL0/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int) 0x74ab36c4531f ./nptl/pthread_kill.c (44): __pthread_kill_implementation ./nptl/pthread_kill.c (78): __pthread_kill_internal ./nptl/pthread_kill.c (89): __GI___pthread_kill ../sysdeps/posix/raise.c (26): __GI_raise ./stdlib/abort.c (79): __GI_abort 0x74ab2275525f 0x74ab22757d45 0x74ab21efcb60 0x74ab21f1d6db ./nptl/pthread_create.c (447): start_thread ../sysdeps/unix/sysv/linux/x86_64/clone3.S (78): clone3 0xffffffffffffffff Stack trace logging done 18414.585 Error CrashHandler.cpp:190: Map tick at moment of crash: 3047976 18414.585 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 18465.493 Info SystemUtil.cpp:877: Started /usr/bin/xdg-open; trampoline PID: 30373 18465.493 Uploading log file 18465.613 Info SystemUtil.cpp:877: Started /home/flish/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 30374
[ { "author": "", "content": "It looks like you might have run out of RAM. I do not recommend using async saving on the steam deck because it is very ram-hungry.", "date": "2025-01-22T01:24:34+00:00", "quotes": [] } ]
1
2024-10-26T01:55:58-05:00
forum-topic-70202
70202
[0.17.34] Placement Scenario
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=70202
Ranger_Aurelien
I'm not sure if this technically a bug or a limit of what the Scenario tool is trying to do with vanilla Factorio: The "Space" campaign should not count undeployed buildings against the victory score, or you should be allowed to sell back buildings to the "market". It has happened a few times when I play the scenario that I,say, buy 6 electric miners (for 50 pts each), then as I go through the iterations, find I only need 5 on the ground, and it turns out I end up losing by, say, 32 credits. Ideally that 6th miner should not count against my credits. I can only take a screenshot, restart from the beginning, and buy only 5 miners. Perhaps a workaround might be to create a separate island that will suck up and refund buildings you put down on it?
[ { "author": "DaleStan", "content": "How do you plan to prevent people from buying a miner, using it, and then mining it and selling it back to the factory to push themselves up over the limit?", "date": "2019-05-02T01:18:15+00:00", "quotes": [] }, { "author": "Ranger_Aurelien", "content": "Not sure how this slipped through, but: \n \nYou can't place or remove any item while the puzzle is \"Running\".", "date": "2019-08-30T01:09:01+00:00", "quotes": [] }, { "author": "", "content": "I was going to take a look at these scenarios if/when I get some time away from The New Campaign and the NPE. \n \nHow does this sound: \n \nYou actually have 2 of every structure in your inventory. When you place one, it adds a new one to the inventory for free. When you remove one, it removes one from your inventory. Just means you can place as much as you like. \n \nInstead of the walls, the game just calculates how many tiles you used. \n \nThe stats in the left calculate the cost of all the placed structures each time it changes.", "date": "2019-09-23T09:57:15+00:00", "quotes": [ { "author": "Ranger_Aurelien wrote: Wed May 01, 2019 3:27 pm", "content": "" } ] } ]
3
2019-05-01T10:27:01-05:00
forum-topic-111602
111602
Friday Facts #400 - Chart search and Pins
News
https://forums.factorio.com/viewtopic.php?t=111602
Here it is! (beep boop) https://factorio.com/blog/post/fff-400
[ { "author": "aka13", "content": "I love it, that's just so great! All of it, every part. Thank you guys, that was a cherry missing on top the user-configurable alerts all the time.", "date": "2024-03-01T12:02:19+00:00", "quotes": [] }, { "author": "kinnom", "content": "For map search: please also add options for resource patches (especially in modded can some of the rarer resources be easy to overlook)", "date": "2024-03-01T12:04:13+00:00", "quotes": [] }, { "author": "RocketManChronicles", "content": "I love having more to do with the map. Being able to search for locations is helpful, especially when with megabases! I also like that the tags are universal, and pins are unique to the player, good job with that!", "date": "2024-03-01T12:05:10+00:00", "quotes": [] }, { "author": "husnikadam", "content": "FFF number 400! I was hoping for some kind of special, as episode number 500 will come in two years the soonest. (maybe an ambiguous easter egg on episode 404? ) \n \nAnyway, I will CTRL F the heck out of the game once I get the chance! <3", "date": "2024-03-01T12:10:21+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Another neat addition!", "date": "2024-03-01T12:17:44+00:00", "quotes": [] }, { "author": "toprakkoyun", "content": "When you search for things in Remote View, items' highlights can be better. I think it looks somewhat not pleasant to look at but very good feature. Overall all the features are very good thank you. Can't wait for 2.0", "date": "2024-03-01T12:21:11+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "First of all: Oh my GOD searching the map is something I didn't know I needed. \n \nSecondly: \nWhat the heck are these trains doing here?! \n \n \nThirdly: \nSPIDERTRON REMOTE IS NO LONGER AN ITEM CONFIRMED?!", "date": "2024-03-01T12:21:40+00:00", "quotes": [] }, { "author": "Jan5366x", "content": "Search upgrades are very helpful", "date": "2024-03-01T12:24:12+00:00", "quotes": [] }, { "author": "Gergely", "content": "Next on the list of features that make Factorio feel like an Integrated Development Environment. Absolutely fantastic.", "date": "2024-03-01T12:29:42+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Great feature as always. \n \nYou might want to add a keyboard shortcut to open a cheat-sheet of all keyboard shortcuts, because I start to loose track of them and going into the options all the time might get annoying after a while, especially for new players. \n \n \nWhy are there 4 different instances of X entities missing the material for construction. ? \nAre they in different clusters on the map? Or is this one instance for every type? Or are the separated by the time they came up?", "date": "2024-03-01T12:30:06+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "FFF-379 You're welcome.", "date": "2024-03-01T12:31:47+00:00", "quotes": [ { "author": "Justderpingalong wrote: Fri Mar 01, 2024 12:21 pm", "content": "" } ] }, { "author": "Tooster", "content": "Search: \n \n- yeeey, at least! this was much needed \n- I use FactorySearch mod all the time and I can't live without the other modes for searching, especially looking for things in inventories or entities. The \"logistics\" and \"storage\" are super useful when I search for an item I know I have but lost it somewhere in my base (e.g. it got taken by my bots). Sometimes I want to search EQ of trains or a grid of spidertrons as well. \"Ground\" is surprisingly often used when something breaks and items spill. Modes like \"product\" and \"ingredient\" are also very helpful. \"Entity\" is essential when I know I placed something somewhere but can't remember where, or simply want to find parts of base I forgot to upgrade. \"Request\" helps me in debugging logistic networks. \n - I also very like how it draws in-world temporary boxes around each entity it found. It really helps if you for example misconfigurate one machine in a unit. \n \nAs for the Pins, Tags and Pings: I like the pins, but I don't like it that pins, pings and tags are three different things representing essentially the same thing — a location on the map — just with different options. It is similar to how confusing \"game\" and \"player\" (?) blueprints currently work. I think that those three should be unified and reworked. Conceptually, the tags and pins, just like you wrote, differ only in their visibility for others. I think that you missed the mark in thinking that Tags have to be something different than Pins and why do they have to be shared by everyone on the map . I would much rather prefer just Pins for all of the three, with the following settings: \n- category: player/force/global. It should be easy to change an existing pin's \"shared\" status without recreating between tag and pin. Also, It wouldn't hurt for tags to have names. Global tags are also something that shouldn't really be managed by anyone else than someone with permissions. The pins under certain categories should also be grouped by player/force/global category and foldable. With buttons for hiding a certain group of tags, you could also make it more readable — a player could click one button for the whole group to quickly hide and show pins, just like layers in the graphical program. \n- visibility: disabled/map-only/compass, where only \"compass\" shows indicator with direction on the edge of screen \n- temporary pins: just like pins, but they would benefit from all the futures of pins, i.e. displaying on the edge of the screen or current settings for choosing force they are visible to (set in player settings for example?). They would be temporary and in similar way to how temporary train stations are added. \n \nAdditionally, it should be also possible to ping an already existing pin - this would make it easier to ping some place without having to open the map view on it, and it would also print additional informations for others — they could add pinged pin to their own list if they want to, print icon,world and name of the location. \n \nAs for the alerts — please, make the planet \"headers\" more distinguished from the entries, and make it possible to collapse the group of alerts from a planet.", "date": "2024-03-01T12:36:10+00:00", "quotes": [] }, { "author": "Terrahertz", "content": "Good eye! \n \nI could think of a couple of things:\n Hovertrains, obviously thats the correct one \n Unfinished construction, altough the bottom one is pointing directly into a drone port \n The devs are messing with us \n This is part of some weird circuit logic thing", "date": "2024-03-01T12:40:01+00:00", "quotes": [ { "author": "Justderpingalong wrote: Fri Mar 01, 2024 12:21 pm", "content": "" } ] }, { "author": "AntiElitz", "content": "The map search is amazing. I also want that for my local supermarket when I look for that ONE product I just cannot find.", "date": "2024-03-01T12:41:46+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "D'oh... I had already forgotten about that...", "date": "2024-03-01T12:45:39+00:00", "quotes": [ { "author": "Terrahertz wrote: Fri Mar 01, 2024 12:31 pm", "content": "" }, { "author": "Justderpingalong wrote: Fri Mar 01, 2024 12:21 pm", "content": "" } ] }, { "author": "", "content": "Oh right I forgot to mention it, the alerts are grouped by position, so 20 damage alerts for 1 wall being attacked don't spam up the list", "date": "2024-03-01T12:54:48+00:00", "quotes": [ { "author": "Terrahertz wrote: Fri Mar 01, 2024 12:30 pm", "content": "" } ] }, { "author": "nixxquality", "content": "On the subject of map pins and such, I am reminded of a often ignored \"feature\" in Victoria 2. It would let you draw little arrows and text on the map and they could be visible to players you shared it with. You could even save and load different plans. Now, the arrows themselves did absolutely nothing at all, but it might be nice to have something like this in Factorio. Random markers only get you so far. \n \n \n \n 42960_20240301135229_1.png (2.16 MiB) Viewed 10207 times", "date": "2024-03-01T12:56:12+00:00", "quotes": [] }, { "author": "Tooster", "content": "It could be nice to be able to draw over the map and share it with others. We could draw sketches of factory plans this way and cooperate more easily. We could even plan the shape of factory ahead on single, which would be nice.", "date": "2024-03-01T13:00:05+00:00", "quotes": [ { "author": "nixxquality wrote: Fri Mar 01, 2024 12:56 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Nice ! the alert category is the one i think i will use the most. \n \nSearching the factory for buildings producing X or Y i find appealing too, but it's going to be dificult to follow/locate the assemblies that can change receipes from combinators. \n \nSearching for spidertron and pinning it, is great ! space platform or vehicule in general, map tags , but also a one time \"player\" search could be interesting, in public multiplayer to locate someone else that would be not familiar with the game pings, so you can know what this player is seeing/ where it is. You may not want to have every other player pinned all the time in public server. \n \nSearching for a planet by its name to see the landing pad might sound silly when you have 5 planets, but ctrl+F plus a few letters then press enter is something that i would use to avoid scrolling a list that would also contain the different spaceplatform and that could be quite long ( like list including trains). Not sure if spaceplatform are more like train, or more like planet or none of that, if naming them is allowed. But i imagine i would often be willing to check if one or another platform that is travelling is doing well, has arrived yet, and if it actually contain the thing i'm waiting for or if i forgot something still. Same i could be doing for trains. \n \nI don't think it's confusing to have map tags, pins and pings as they serve different purpose, but i wanted to say that even after thousands of hours there is still 50% risk that i take my armor away and drop half my inventory when i try to ping it in the chat to show the grid. The 50% when i don't are because i try to link another item first to make sure muscle memory is not betraying me. \n \nI'm not sure i understood correctly if you can \"pin\" a \"ping\", if a player put a location in the chat say \"let's meet here\", you could [alt] right click and it would become a pinned location and you'd be indicated its position relative to you. That is a nice feature if that is the case, if not it's a suggestion inspired by my misunderstanding", "date": "2024-03-01T13:04:06+00:00", "quotes": [] } ]
19
2024-03-01T06:00:03-06:00
forum-topic-127353
127353
Ant logic to the enemies
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127353
Kayden
So, I've found this behaviour very chaotic and natural, maybe this kind of behaviour can be used as an enemy ai on one of the new planets as an experiment. Could be a good or even revolutionary addition to the gameplay. https://youtu.be/hTHpEF_jcu4?feature=shared
[]
0
2025-03-09T04:32:15-05:00
forum-topic-62420
62420
AutoTrainDepot - Not everyone wants to spam logibots for train stations
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=62420
Reika
If one wants to have a base composed of a number of train outposts, each handling a different facet of production, you quickly run into a problem. Each of these trains needs to be able to "communicate" their items with each other, and that usually necessitates a centralized "depot". However, this presents a problem. Overproduction of any one item type can quickly saturate this depot and grind the entire factory to a halt, and manually setting 1000 circuit conditions is neither fun nor realistic. To solve this, most people opt for bot-based designs, but these are expensive, often feel overly simplistic, and still require setting a specific condition for every item type. Another problem comes when dealing with fluids. No tank can hold multiple fluid types, and one cannot flush pipes to route multiple fluids down the same line. This makes a centralized fluid depot near impossible. AutoTrainDepot solves both of these problems. It allows you to use a belt-based train depot for items, by automatically managing the conditions and I/O inserters as necessary. It also can manage which cars are input and output, so that the trains, if they are to both pick up and drop off items at a depot, do not fill their "output" cars with already-stocked items. It also allows you to control trains' fluid connectivity on a car-by-car, train-by-train basis, allowing for a depot to store and distribute up to six fluid types to and from any trains it services. AutoTrainDepot also has a feature to alert players when their trains get stuck, either from invalid pathing or from a multi-train deadlock: Demonstrations of the item and fluid depot controllers: https://www.reddit.com/r/factorio/comme ... events_to/ https://www.reddit.com/r/factorio/comme ... the_fluid/
[]
0
2018-09-07T16:07:56-05:00
forum-topic-120901
120901
Circuit signals on ship radars
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=120901
triggerman602
Radars that are placed on space platforms/ships should connect circuit signals to the radars on the planet they are currently parked over. This could solve the issue of there being no way to send circuit signals between space ships and planets.
[ { "author": "Xellnix", "content": "rather would like to see a new building, as i dont want to mix my platform radar logistics with the planetary radar logistics", "date": "2024-11-11T12:27:31+00:00", "quotes": [] }, { "author": "Sworn", "content": "Definitely need something along those lines, as mentioned on this one: viewtopic.php?p=634336#p634336 \nThe issue is that we get logistic network of the ship only works when stuff is ready, so trying to use logic with it isn't helpful. \nWe have the ability to go to another planet and can't send a simple signal cross planet / ship... \n \nIdeally, we would have different kinds of satellites, with their own channel, like the space station itself, and you send it from the planet to the ship, and could send from one ship to another ship, so you could actually chain it to another planet, with dedicated channels for it. \n \nOr a more simplistic approach, where we just have a radar at the station and it shares the logistic of that planet, and no interstation/planet connection.", "date": "2024-11-11T18:55:53+00:00", "quotes": [] } ]
2
2024-11-10T23:18:28-06:00
forum-topic-69333
69333
Exposing the chose signal or number button to modding
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=69333
cyfrov
That button in the combinator gui that lets you select a signal including the special {Each, Everything, Anything} or enter a number. How can I add it to a mod? I guess 69151 should have been posted here instead.
[ { "author": "curiosity", "content": "I would also like to see this button. It will make handling circuit conditions in a custom GUI fit more with the rest of the game.", "date": "2021-04-15T15:59:47+00:00", "quotes": [] } ]
1
2019-04-10T18:40:04-05:00
forum-topic-59156
59156
Factorio Blueprint Editor
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=59156
Ralimist
Hello, I've been working on this project for a few months now and I decided to make it public. Website link: https://fbe.teoxoy.com Repository link: https://github.com/Teoxoy/factorio-blueprint-editor Please leave your suggestions, ideas, features or bug reports on the github page.
[ { "author": "5thHorseman", "content": "I played with it for a few minutes and it's nice. I like how the interface is similar to the game's. \n \nI hope some day something like this will actually be in the game, but for now I can totally see using this.", "date": "2018-03-29T09:18:23+00:00", "quotes": [] }, { "author": "CobaltEcho", "content": "How do you import/export blue prints into this?", "date": "2019-11-14T14:55:50+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "^ Copypaste BPs to your clipboard, then use ctrl+c and ctrl+v in the app to import and export. \n \nThis seems like a really handy app. The game really needs a feature like this. It'd be very impressive if you were able to add circuit networks and combinators.", "date": "2019-11-14T15:44:56+00:00", "quotes": [] }, { "author": "Zonk", "content": "Been using it for a while now. Found it on google somehow and just stumbled now on this topic... \nGreat work", "date": "2020-02-26T16:25:40+00:00", "quotes": [] }, { "author": "rahum", "content": "I love this editor! One question: Is there a way to select existing items so that I can move them? Thus far I've figured out I can hold down modifier+lclick to copy a group of items, but I can't figure out a way to work with pre-existing items without duplicating them. Thanks!", "date": "2024-08-23T23:02:40+00:00", "quotes": [] } ]
5
2018-03-29T03:01:06-05:00
forum-topic-9282
9282
Factorio Fluid System Changes
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=9282
Malachite
Upon a discussion on #factorio about the realism of the fluid system in factorio, I’d like to propose the following changes. The current abstraction of the fluid system as Quantity / temperature is slightly too unrealistic, and limits the amount of modding that occurs when fluids could be just as amazing a part of the game as belts. I think the system should be changed to allow 3 variables. Temperature, Pressure, and Flow rate. These changes would allow a far greater amount of control over the fluid system, allows the issues with longer piping to be mitigated, and allowing modders a chance to add a significant amount of depth. Under the current system, fluids just sort of “exist” in a pipe unless they are consumed. Tanks and pumps give you a small level of control over the fluids, but are generally considered as a weak solution to the problem. Under the new system, fluids would have a direction, and wouldn't just "ooze" in all directions. Under the new system, each item currently in the power network would/could be modified so they cause specific changes to the three variables. Off shore pumps would be a low pressure, high flowrate source of water Pumps (several could be added) to be a source of any pressure, any flowrate boost to water Boilers would take the water, add temperature to saturation conditions, and then some basic heat transfer could be applied. Steam engines would now require specific ranges of temperature and pressure to operate at some power level (up to some maximum) Pipes could be limited to a range of temperatures/pressures/flowrates. Just this change in abstraction would allow an entire range of modding possibilities. Valves, as one specific example, could be added so that the flow of steam to engines would only occur under specific conditions, monitored by a “sensor” either attached to the pipe, or further along the tech tree, built directly into the pipe itself. This basic change could then be followed up to add even greater levels of detail. Turbines are designed to operate at set pressures, but in fact operate more efficiently under specific sets of, for this example, differential pressures. Change the steam engine to exhaust steam to a condenser, and maintain the condenser at a vaccum, and now you are able to extract more power out of that specific engine. These are just a few of the ideas I’ve come up with, and far more potential can be extracted from this system if it were changed. I didn’t even cover the changes that could be made to the oil and chemical systems under the new system. The current two variable system is far too limiting, and expanding it just a small bit could allow for an explosion of modding possibilities for fluid systems. Even better, I think that these changes could be implemented quite simply, and then expanded upon a great deal in the future, where as the current system is currently stagnate.
[ { "author": "AnarCon", "content": "i like it \nit got my vote", "date": "2015-03-25T09:33:06+00:00", "quotes": [] }, { "author": "", "content": "The current abstraction works about so: \n- Fluids are stored in a fluid-box. Technically a pipe or a storage tank is just a fluid-box. Every assembly/refinery/chemical plant has also fluid-boxes. \n- Fluid-boxes have a \"level\" between 0 and 100% (the level you see in the pipe-glasses), which is also equivalent to the amount of fluid they contain. \n- Between the fluid-boxes is some kind of \"resistance\": Fluids can flow from one box to a connected box, if the level is lower. \n- The amount of the flow is equivalent to the difference of level (= pressure). \n- There is also something like \"mass\", which can make fluids \"swing\". \n- maybe I forgot something... \n \nSo to sort your suggestion in, it is necessary, that you explain in more details, how your system should work, cause I have no idea, how that should be technically implemented. In that case this is important, cause we already have a more or less good working fluid-system. (You don't need to compare your new system, with the current, perhaps you have a much better idea, how the flow could work?) \n \nSome questions you might answer: \n- How would you visualize the difference between \"full\" and \"high pressure\"? Currently it's the same... \n- How would you visualize differences in pressure and so the flow-direction? (see also https://forums.factorio.com/forum/vie ... f=5&t=6066 ) \n- try to see the full picture: Fluids can stand still. They don't need to have a \"direction\". I use that all the time, when I fill my boilers at day with hot water, and use it in the night, when the solar panels give no power. \n \nTo your suggestions about sensors: That is planned for 0.12. The small pump has already the function of a valve and can be modded. \n \nAnd for information: There have been made tries to simulate real fluids: \n https://forums.factorio.com/forum/vie ... ?f=6&t=177 \n https://forums.factorio.com/forum/vie ... f=5&t=1515 \n \nBut in the end I think they gave up this idea, cause it need too much computation strengths, cause there is a quite complex dependency between pressure, volume and temperature for fluids (liquids).", "date": "2015-03-25T10:15:51+00:00", "quotes": [] }, { "author": "Khyron", "content": "Realism can be an inspiration for gameplay, but is subordinate to gameplay and performance (simulation processing cost). \n \nNo offense, but your proposal appears to have a quite shallow analysis. You don't seem to have considered how your proposal services the current gameplay requirements; or how those added complexities are communicated to the player; or how that information is relevant to the player (what new decisions/actions does the player need to make?). \n \nAdding mechanics for no reason is a waste of the developers time. You need to be much more specific about why those kind of mechanics are desirable than just \"somebody might want to make a mod that uses those features\". I know you later went on to talk about a variety of new game objects but most of those would have no discernible impact on what people do when they play the game. Offshore pumps - no change that couldn't be implemented through re-balancing the current pump; pumps - most players rarely use them, so why would adding a variety of pumps be useful?; pipes already have a maximum throughput so again no effective change there, just a change in the simulation mechanics. Steam engines already have variable performance based on water temperature and availability so again no effective change. \n \nIf your complaint is about realism, then you might want to check that last paragraph. What you've described here is less realistic than the current system. \n \nAbout the only thing here that carries any weight is the request for a valve but eh... strictly speaking a) they're not necessary b) they can be implemented using pumps, albeit inefficiently. Even being as specific as wanting valves is I think a pretty low priority for the devs. \n \nI'm not completely against change in this area - I once proposed steam .", "date": "2015-03-25T12:42:56+00:00", "quotes": [ { "author": "Malachite wrote:", "content": "" }, { "author": "Malachite wrote:", "content": "" }, { "author": "Malachite wrote:", "content": "" } ] }, { "author": "", "content": "Off topic: An example what really brings new contents into the game would be to have several \"fluid states\" of water. A \"hot water cycle\". That could work for a new type of steam turbine (see https://forums.factorio.com/forum/vie ... 178#p60178 ) . And the energy source could be coal, but also solar power, nuclear energy, or many other forms of heat. \n \nSee \nMore proper steam engines: https://forums.factorio.com/forum/vie ... eam#p60238 \nThoughts on water as a finite resource: https://forums.factorio.com/forum/vie ... f=6&t=8181 \nA concrete suggestion, how that could be working as mod: https://forums.factorio.com/forum/vie ... 178#p60178", "date": "2015-03-25T16:58:42+00:00", "quotes": [] }, { "author": "", "content": "I'd love to see some kind of fluid rework as well. The current fluid system is quite limited with what can be done. While it works fine for what it is now having the options you listed would definitely add some variety to it and encourage different/specialized setups. \n \nRight now there's literally one way to do steam engines and that's just water -> boilers -> engines. It doesn't encourage creativity.", "date": "2015-03-26T04:20:03+00:00", "quotes": [] }, { "author": "", "content": "Wouldn't say that. Think for the ideas around starting/stopping steam engines (show your creations board) . That shows me an incredible amount of creativity.... \n \nI currently think, any change to fluids/liquids is low prio.", "date": "2015-03-26T05:45:02+00:00", "quotes": [] }, { "author": "starholme", "content": "I 'cheap' way to make the boilers more realistic would be just changing how liquids heat and cool. \n \nCurrently, 1kj warms one unit of water 1 degree. That's fine when it's below 100 C. Water doesn't turn into magic when heated above 100, steam is still H20. But it takes a lot more heat to get over that 100 C mark. \n \nReal water is 4.2 J/K/g to heat, 2230 J/K/g to boil. So 2230/4.2 = 530x. So we could say 530 kj to boil a unit of factorio water. \n \nI think we could split the heat capacity of liquids into groups, something like this: \n{ \n min:0 \n max:99.9 \n capacity: 1kj \n} \n{ \n min:99.9 \n max:100.1 \n capacity: 530kj \n} \n{ \n min:100.1 \n max:300? - This could really be whatever number. Anything under 1000 is pretty realistic, although the heat capacity should be increased a bit. \n capacity: 1kj \n} \n \nBoilers, or anything else that works with temperature, would calculate the energy content, adjust that content, then convert back to temperature. \nIE: boiler starting temp is 95, with one unit water. \nBoiler adds 700kj/tick(Just a made up number, I know vanilla boilers are different!) \nStarting energy: 95*1kj = 95kj \nAdd 700: 795kj \nConvert back to temp, the first 99.5 kj get you to 99.5c, leaving 695.5kj \nThe next degree(to boil the water) costs you 530kj, leaving 165.5kj, and 100.5c water(steam now, but still H20) \nThe last 165.5kj gets you another 165.5c, so your one unit of water is now 267c. \n \nFor heat capacity reference, the engineering toolbox is nice http://www.engineeringtoolbox.com/water ... d_162.html \n \nI'm not sure how much gameplay value this would add though. Changing steam engines to only work above a certain temperature introduces other issues, like recirculating the water through a boiler. But recirculating liquids is difficult, because if the system fills all the way the water stops moving. You need smart valves or pumps to regulate levels at least. Or the steam engines would need to slowly 'waste' a little water to eventually purge themselves. \n \nI worked for a while on a 'steam' mod, for fancy power generation. The existing modding tools 'can' create a realistic steam system, but it very painful and I don't have the free time anymore. If anyone's interested in working on it, let me know. I think I have everything worked out, just no time to actually implement. \n \nSee https://forums.factorio.com/forum/vie ... =32&t=7859 for details on that WIP mod.", "date": "2015-03-26T15:18:05+00:00", "quotes": [] }, { "author": "katyal", "content": "tldr; What, if any, new gameplay/challenges does this system bring to factorio? (directed at the whole post in general not just the previous one) \n \nIMHO This is complexity for the sake of complexity because all these turbines, condensers, pressures, and what not are still a system that reaches an equilibrium. The current fluid system has been solved ... one pump, 14 boilers, 10 engines ... How would this system not get solved? Or to put it another way, \"What new gameplay/challenge will result from this?\" \n \nWhen I look at suggestions, I look for things that will create new gameplay. Something that will bring a new way of doing something in the game, a new set of challenges. \n \nImagine when fluid was added to factorio if instead of piping fluid around the devs had decided that pumpjacks, refineries, chemical plants and offshore pumps produce barrels of \"x\" that you then take out with inserters and place on belts. Further imagine if refinery recipes only had one output. Would that have added anything to the game? No it would just have been disguised assemblers putting stuff on belts to move it around. \n \nThe significant bits of the current fluid system are: \n- pipes automatically hook up when placed adjacent to each other \n- material flows in all directions in pipe \n- refineries have multiple output that need to be balanced or everything stops \n \nMy question is... What, if any, new gameplay/challenges does your system bring to factorio?", "date": "2015-03-26T15:38:39+00:00", "quotes": [] }, { "author": "", "content": "katyal, that are good points. \nI try to think it out: I think the target would be to have \"circular usages of fluids\". I think that would be really cool. \n \nBut that alone is of course not worth the effort. \n \nMy hope is, that it will make sense together with uranium power (see the uranium power mod for example, the generation of enriched uranium needs many of such circles). For example. Or something from electric energy proposal https://forums.factorio.com/forum/vie ... hp?f=9&t=5 \nAnd there are some more trillions of suggestions here. \n \nI think ideas are enough to make this useful, the question is just, how to combine the right ideas. \nIn general this idea is too early.", "date": "2015-03-26T16:19:54+00:00", "quotes": [] }, { "author": "katyal", "content": "I've been trying to start with the gameplay and work my way back to these cool power plants. \n \n Unbalanced system \nA system where its not possible to balance inputs and outputs passively. \nNew challenge: the system is always moving from one state to another. Its ideal mode of operation lies somewhere between these two states. Leaving the system at either extreme causes negative consequences. \nExample: \n Currently \n - 1 pump, 13/14 boilers, 10 steam engines. choosing between 13 or 14 boilers is a choice between 99% power output or 100%. \n Imagine instead \n- If you choose 13 boilers your system will slowly fail eventually stopping just like it does if it runs out of coal. \n- If you choose 14 boilers, engines accumulate heat and if it passes a certain threshold they shutdown (or even fall apart). Now imagine all the different ways you could try to solve this. heat sensors for engines to turn the 14th boiler on and off", "date": "2015-03-26T19:23:44+00:00", "quotes": [] }, { "author": "bobingabout", "content": "Although the offshore pump should be able to provide for 10 steam engines, This is why I usually only use 9, with 12 boilers per pump. the ratio works perfectly.", "date": "2015-03-26T19:47:30+00:00", "quotes": [] }, { "author": "", "content": "Well, Katyal, it is not that easy to bring the current steam engines out of balance. Energy-in into such systems is always proportional to energy-out!", "date": "2015-03-26T23:19:30+00:00", "quotes": [] }, { "author": "katyal", "content": "That wasn't meant as anything but an example to illustrate what I meant by an unbalanced system and why it would bring new challenges to game play. I leave implementation to people who know the actual code of the game better than I", "date": "2015-03-27T02:11:57+00:00", "quotes": [] }, { "author": "", "content": "Erm, that is a basic part of all energy systems, that they are passively balanced. Only nuclear energy has the potential, to go out of control in your proposed way. \nI think what you mea is, how will an energy system react to changing needs. That is quite different.", "date": "2015-03-27T05:25:58+00:00", "quotes": [] }, { "author": "katyal", "content": "Again its merely for illustrative purposes call it a flux capacitor and use garbage for fuel... \n \nMy point is Factorio is a game. I think we spend a lot of time in ideas and suggestions forum trying to make a simulator and hoping that the simulation turns out to be fun. Factorio is a game not a simulator. What will make factorio more fun? Better simulation? No, new or improved gameplay and game mechanics will make factorio more fun. What I'm suggesting is let's start by designing a fun new game mechanic that brings with it new challenges for the player. Its ok to be inspired by things we see in real life but its important to design for fun.", "date": "2015-03-30T13:08:29+00:00", "quotes": [] }, { "author": "", "content": "This is really easy to mod: new types of fluids must be added, refineries, new types of boilers, etc. \nWe will see then more, how this can add more game-value/depth and less complexity.", "date": "2015-03-30T17:40:16+00:00", "quotes": [] }, { "author": "suprnova74", "content": "Fluid flow is one thing in Factorio that is quite obfuscated as to how it works. I would love to have been able to figure out by what was displayed in-game that 1:14:10 or 1:12:9 is the perfect ratio. Instead, I was scratching my head why i kept linking in more pumps at the beginning, holding tanks etc and i was still loosing volume (even though a newly connected tank filled in about 10 seconds, oddly enough) so had to come here and search. For a finished product that will help newcomers, some modification should be made, whether it's simply in-game info displayed or a change to the mechanics. \n \nFor new users, Power is easy to figure out. I make 500kw and use 400kw, we're fine. water/fluid is not as easy as it just is vague as to how to fix it. Unless you add Pressure (or flow, not sure) in lieu of wattage. \n \n \nsomething simple like: \n1 offshore pump can put out a max of xx pressure, \npipe has a max xx pressure and reduces pressure by yy per segment, boilers reduce pressure by xx, turbines reduce by xx and require yy to stay filled and working or something would allow the user to figure out that hey, if i add too many things in this system, it's not going to work anymore or water won't get to where it needs to go. \n \nThat would have allowed me to easily figure out that hey, adding more pumps to the beginning won't do what is needed.", "date": "2015-09-11T19:54:04+00:00", "quotes": [] }, { "author": "", "content": "The things are easy to understand: \nEach pipe (a storage tank is just a bigger pipe) has a volume and a level. The level is also the \"pressure\". A flow is generated, when the level of a connected pipe is lower. The bigger the difference, the bigger the flow. Flow means also, that the liquid has a mass; it takes time to speed up and stop. \n \nWith this knowledge you can see, what happens: If you have long pipes, you need some small pumps to \"refill\" your level, cause a long pipe constantly looses pressure. So there is no general answer; it depends on, how you built up your system and you can find out the optimal ratio for your system only by trying out. \n \nMe for example tend currently to use the throughput of the full pipe and with doing so, it's really difficult to say this will power 20, 24 or 26 steam engines. For me it's just some economical thought: It's cheaper and especially faster to built longer cascades of boilers and steam engines, instead of doing it several times. And you have later on much bigger possibilities for increasing the performance: add small pumps, add a tank storage, etc. \n \nSo as summary: No, there is no general rule and if you ask me I would avoid to have such one.", "date": "2015-09-12T07:24:49+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Implemented in 2.0. Actually, the individual suggestions made by OP were not necessarily implemented, but the fluid system has been reworked : \n https://factorio.com/blog/post/fff-416", "date": "2024-06-21T12:38:17+00:00", "quotes": [] } ]
19
2015-03-24T20:17:47-05:00
forum-topic-101092
101092
Running Factorio as a Windows Service
Tools
https://forums.factorio.com/viewtopic.php?t=101092
Steffel
A solution based on .NET6 can be found here: https://pi19.de/factorio . Comments are welcome.
[]
0
2022-01-01T09:10:38-06:00
forum-topic-100975
100975
My name is Bot, James Bot.
Videos
https://forums.factorio.com/viewtopic.php?t=100975
ARandomStone
I created this gif of an bot stealing a blueprint: https://www.reddit.com/r/factorio/comme ... james_bot/ This is the map where i recorded it on, in case someone is interested in the 'behind-the-scences'. To start the action switch the constant combinator on the bottom right of the concret plattform (next to the module chest) to on. Please note that there will be a delay of a couple seconds.
[ { "author": "Gummiente27", "content": "cool", "date": "2021-12-20T18:25:40+00:00", "quotes": [] }, { "author": "landmine752", "content": "This is hilarious. Never thought I'd see a bot infiltration in Factorio, and all I could hear throughout this was the Mission Impossible theme.", "date": "2021-12-20T22:57:07+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "Wow, this is amazing.", "date": "2021-12-20T23:23:39+00:00", "quotes": [] } ]
3
2021-12-20T02:12:14-06:00
forum-topic-118227
118227
[kovarex] [2.0.12] p0_s for liquids returns 40 for formulas
Not a bug
https://forums.factorio.com/viewtopic.php?t=118227
Criperum
1. make a parametrized BP and use stack size variable in parameter formulas 2. Place BP choosing any liquid as actual value Result: Stack size is 40 Expected result: Zero may be or some way to handle it inside formula itself
[ { "author": "Criperum", "content": "More likely any formulas with p0_s of liquids resolve to 40", "date": "2024-10-28T20:25:07+00:00", "quotes": [] }, { "author": "", "content": "They don't resolve to 40, 40 was just your original value. They are just not resolved.", "date": "2025-02-06T13:52:48+00:00", "quotes": [] } ]
2
2024-10-28T15:10:57-05:00
forum-topic-114069
114069
Public PVP Space Exploration Server
Multiplayer
https://forums.factorio.com/viewtopic.php?t=114069
Xanthenith
I've set up a modded Factorio server with SE and PVP capability It has a few extra mods such as Supersonic Trains, AAI Miners Vehicles, Tree Collision, Squeak Through, and Team Competition When joining the server you are put into teams and are spawned on new, random planets This will probably be a very long journey for anyone who is committed Please join if you're interested cause I don't have friends who'll play this with me ;u; The server's publicly listed as BingoBangoBongo in case it's needed, the IP and port are: 172.81.129.226:25574 or lavamane.aleforge.net:25574 I also have a Discord server made for it, if you join the Factorio server then please join here too: https://discord.gg/E728DqSGSe
[]
0
2024-06-28T07:42:43-05:00
forum-topic-127269
127269
AddRecordData rail_direction documentation issue
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=127269
hgschmie
AddRecordData uses "RailDirection?" as the attribute definition, this should probably be defines.rail_direction as e.g. https://lua-api.factorio.com/latest/cla ... _direction
[ { "author": "", "content": "Ok, for 2.0.39 i changed the type to be `defines.rail_direction`. Given that i saw 127270 where you also specify `station` + `rail_direction`, i also added this bit of explanation: \n \n\nThis is to highlight that rail_direction is only relevant if rail is given and is meaningless when station is given.", "date": "2025-03-05T08:33:01+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "hgschmie", "content": "Thanks for adding that explanation. I will update my code accordingly.", "date": "2025-03-06T05:58:28+00:00", "quotes": [] } ]
2
2025-03-04T19:45:50-06:00
forum-topic-126861
126861
Fix value of DamageTileTriggerEffectItem::type
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=126861
Geheim
DamageTileTriggerEffectItem::type has the same value "damage" as DamageTriggerEffectItem . The description of this union member for TriggerEffect says: Example usage: Code: Select all data.raw["land-mine"]["land-mine"]["action"]["action-delivery"]["source-effects"][4]["type"] = "damage-tile" (or see line 498131 of data-raw-dump.json)
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T16:55:35+00:00", "quotes": [] } ]
1
2025-02-15T08:43:18-06:00
forum-topic-125372
125372
LuaUndoRedoStack has unexpected behavior when removing an action
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125372
PennyJim
There is undescribed behavior with removing an action. What I've found is that removing a 'removed-entity' action will also remove the paired 'built-entity' action. I don't know if this needs to be within the built event, or even the same tick. I also haven't checked if the inverse will work either (but you don't tend to have access to the 'built-entity' during a built event) I think knowing about this I would've gotten far less upset about how we don't have access to the source undo/redo item during a built event. Maybe an example code of updating the undo/redo stack when swapping out a placed entity will help people understand? Code: Select all -- on_built_event surface.create_entity{ name = "replaced-entity", position = built_entity.last_user, player = player, fast_replace = true } -- Get the stack and the undo/redo item just created or added to local undo_stack = player.undo_redo_stack local undo_actions = undo_stack.get_undo_item(1) -- Remove the second to last action, the 'removed-entity' action, just created -- Will also remove the original 'built-entity' action undo_stack.remove_undo_action(1, #undo_actions-1)
[]
0
2024-12-30T17:02:50-06:00
forum-topic-121826
121826
Manual copper wire connection
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=121826
0n0w1c
It would be helpful if a manual copper wire connection raised an on_player_built event, on the LuaWireConnector creation. Manual wire connections are less detectable with 2.0, the copper wire stack count does not decrease as copper cable did in 1.1.
[]
0
2024-11-17T06:32:27-06:00
forum-topic-124741
124741
Decouple quality effects
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=124741
The_Mormegil
Haven't seen this around so I guess I'll make a post. If it's a "won't implement" for some technical reason I'd rather know. Currently the only way to mod quality is to change levels. This impacts every quality effect equally, so if I want my quality crafting speed to be, say, 1.9 at rare, I have to also have rare spoilables last longer, and rare modules get a larger boost. I don't know why quality hasn't been implemented in a way that's easier to mod, but I'm guessing there's reasons for that? But maybe having different levels for each of the possible effects won't be as bad. In theory this should just require a few more integers in memory (e.g. "crafting-speed-level" and "spoiling-time-level" in the quality "rare" table, instead of just "level"; plus a pass on where that level is read to make each method read a different value). Not free but not terrible, unless I'm imagining the implementation completely wrong.
[ { "author": "curiosity", "content": "Related: viewtopic.php?f=28&t=120398", "date": "2024-12-19T12:46:37+00:00", "quotes": [] } ]
1
2024-12-19T05:01:01-06:00
forum-topic-103353
103353
Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=103353
mrvn
I'm playing around with providing custom elevation functions to generate fractal maps like this: h-tree.png (202.23 KiB) Viewed 3250 times map.png (93.53 KiB) Viewed 3250 times This is a very regular map with squares for building and paths between the squares. This is all done with an elevation function, so no on_chunk_generated event handling and RSO works with it. The problem for me is that resources should be limited to the squares. Is there something I can change to make the paths between squares off-limit for ore generation? Can I override or provide some noise function that defines where ore can be placed? Alternatively can I disable all ore generation and instead call RSO and ask it to generate ores in a region (x1, y1)-(x2,y2) according to it's internal rules for random resource type, size and richness? Secondly for some types doing this with an elevation function is killing the game (the above Fractal makes a preview take 45s instead of 2s and is on the border of playable). So some maps have to be generated with on_chunk_generated. How do I make sure my mod runs before RSO to create the land/water? Is there a hook in RSO where I can register a callback that is run before ore generation? Otherwise I would have to change ROS to depend on my mod. Also is there a second callback to be called after ore generation so I can do map alterations that would depend on ore locations? I know that I can do by depending on RSO. But I can only do one: before or after, not both.
[ { "author": "orzelek", "content": "Currently RSO is cheating a lot (at leasts thats what I think the result is). Basically RSO will check chunks that might not be generated yet and I'm not sure what game does then. \nFor the scenario when you are not using on chunk generated this would work without problems since it should still work as is. \nIf you'd like to make your own chunk generated then only viable solution would be to tell RSO to generated ores in certain area and/or place with given parameters. And you would need to generate all the relevant terrain before hand so that RSO can check it for collisions with water etc. \n \nI think that currently easiest way would be do completely disable what RSO does and then make an interface that would accept a region and generate what is needed inside it. It would still be quite a bit of work I think and since I'm not actively developing RSO I'm not sure if I'd like to go with it.", "date": "2022-09-10T20:36:20+00:00", "quotes": [] }, { "author": "mrvn", "content": "I've looked at the code a bit. RSO already has a concept of regions but they are simply squares and a region is identified by {floor(x / size), floor(y / size)}. When a chunk for a new region is generated ROS rolls the dice and places some amount of ores at some locations inside the region. If it hits uncharted chunks then it tells the game to generate them. \n \nSo if I add a public API to override the identification of regions and picking a random chunk in a region I think I can really make RSO place ores where my mods wants them.", "date": "2022-09-10T20:55:55+00:00", "quotes": [] }, { "author": "orzelek", "content": "Hmm I think you have it overly simplified a bit. And I'm not sure how to handle if regions would become not square. \nAnd AFAIK I don't generate chunkcs explicitly other then for multiplayer starting location. \nAnd I don't recall any checking of chunks if they are generated - it tries to check for ore space and counts on the fact that game seems to response reasonably.", "date": "2022-09-12T17:46:21+00:00", "quotes": [ { "author": "mrvn wrote: Sat Sep 10, 2022 8:55 pm", "content": "" } ] }, { "author": "mrvn", "content": "I believe it is that simple, seems to work so far anyway. Abstracting away what a region was easy by looking for places it divides by the region size. I have ores on my islands and none of the connecting ways between them now. \n \nThe chunk generating might just be for multiplayer starting positions. I just remember seeing the call to generate chunks. The rest might happen automatic when the code checks if a neighbor chunk has water or ore and the game will trigger the chunk generation automatically due to that access. Don't know, it works, better not look to close or it might break.", "date": "2022-09-12T20:09:34+00:00", "quotes": [ { "author": "orzelek wrote: Mon Sep 12, 2022 5:46 pm", "content": "" }, { "author": "mrvn wrote: Sat Sep 10, 2022 8:55 pm", "content": "" } ] }, { "author": "orzelek", "content": "Did you edit it with callbacks or just added the code? \nI'm not sure how to do actual callbacks in modding API. Is it just events that you send and check if there was an answer? \n \nMaking proper API sounds a bit of a pain with required validation and testing of that. If you could edit RSO using your mod for testing I would just include it? That at least takes care of testing part.", "date": "2022-09-15T00:51:23+00:00", "quotes": [ { "author": "mrvn wrote: Mon Sep 12, 2022 8:09 pm", "content": "" }, { "author": "orzelek wrote: Mon Sep 12, 2022 5:46 pm", "content": "" }, { "author": "mrvn wrote: Sat Sep 10, 2022 8:55 pm", "content": "" } ] }, { "author": "mrvn", "content": "Just added my own abstraction to the code. Didn't want to implement the remote API before I knew the idea would work at all.", "date": "2022-09-17T20:54:09+00:00", "quotes": [] } ]
6
2022-09-05T11:53:35-05:00
forum-topic-110617
110617
[1.1.100] Updating will not work
Technical Help
https://forums.factorio.com/viewtopic.php?t=110617
Richardvk
What did you do? Went to install new factorio update What happened? I got the message after a completed download: Update failed: Checking update packages failed: Error opening update package: File C:/Program Files/Factorio/data/../doc-html/static/archive.zip not found What did you expect to happen instead? It might be obvious to you, but do it anyway! Update and go on my merry way Does it happen always, once, or sometimes? Always happens If you can reproduce the issue provide the exact steps! Click factorio on desktop, it asks me if I want to update. Click update, then the message pops up once the green bar gets to the end
[ { "author": "LoHeek", "content": "Hello, \nI've got exactly the same problem. \nI face this issue since yesterday, at startup Factorio (1.1.100 build 61920 win64) detects an update, but after download, it fails to install it with an error: \"Update failed: Checking packages failed: Error opening update package file: File E:/OtherGames/Factorio/data/../doc-html/static/archive.zip not found\" \nFurthermore, when trying to get a screenshot by moving from screen to window, it crashed. Find log, crashdump & save attached). \nThe issue of updating remains even after enabling the \"Experimental updates\" as mentioned on the FAQ viewtopic.php?f=49&t=4400 \n \nIt also fails and detects unexpected content if I try to create this archive.zip file with only the factorio-logo.png. \nI think I won't be able to update the game, any workaround/fix? \n \nBR, \nLoïc", "date": "2024-01-10T20:33:17+00:00", "quotes": [] }, { "author": "", "content": "Please let me know if this issue is fixed for you now.", "date": "2024-01-11T14:43:25+00:00", "quotes": [] }, { "author": "LoHeek", "content": "Thanks Sanqui, fixed for me with latest 1.1.101 build 62011!", "date": "2024-01-11T18:09:49+00:00", "quotes": [] }, { "author": "Richardvk", "content": "Fixed for me as well!", "date": "2024-01-11T21:41:35+00:00", "quotes": [] }, { "author": "", "content": "Thanks for letting me know and sorry about the trouble!", "date": "2024-01-12T10:50:15+00:00", "quotes": [] }, { "author": "LoHeek", "content": "Hi Sanqui, \n \nProblem is here again with 1.1.102 & 1.1.103, exactly same error", "date": "2024-01-18T20:15:18+00:00", "quotes": [] }, { "author": "utdrmac", "content": "Same issue. I'm currently on 1.1.101 (build 62011) and I'm attempting to use the auto-updater to update to 1.1.102. After the download finishes, I receive the same error as the screenshot above. Zip file has unexpected contents.", "date": "2024-01-19T03:39:37+00:00", "quotes": [] }, { "author": "fingerwiggles", "content": "Same here when upgrading from 1.1.101 to 1.1.103", "date": "2024-01-20T11:59:18+00:00", "quotes": [] }, { "author": "TheSynthesizer", "content": "Still a problem in 1.1.101 \n \nCant update anymore. I do have Factorio installed on my second drive and not on where the operating system is installed", "date": "2024-01-24T19:40:28+00:00", "quotes": [] }, { "author": "LoHeek", "content": "Issue still exist in .104... No update possible, can you fix this? \nSanqui solved this in .101 but probably not merged as .102 and later versions are also broken for me.", "date": "2024-01-31T18:06:24+00:00", "quotes": [] }, { "author": "Gapollo", "content": "Hi, \n \nI also have the same issue. I had it with 1.1.103 already and installed teh game agai with the full download. Now I get the same problem again under Windows 11. I am running also a headless Server using the LinuxGameServer scripts. The updates seem to work, as the Server is updated to 1.1.104 and I can not connect to it as my windows version is not able to update. \n \nRegards, \n \nGapollo", "date": "2024-02-01T20:08:00+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "A few questions for the devs: \n \nWhat exactly is this archive.zip and why is it so important to updating Factorio? \n \nI get the impression that it's just a collection of HTML pages or images or something. \n \nWhy does updating fail without it? \n \nOn my PC, the only way I can update right now is to download the whole game and do a regular install. After doing this, archive.zip still isn't there, so it seems like every update is going to fail the same way in the future if this file continues to be required. \n \nIf this file is so important, why do new installs not create it?", "date": "2024-02-02T08:01:51+00:00", "quotes": [] }, { "author": "Episode922", "content": "Same issue when trying to update from 101 to 104", "date": "2024-02-04T16:02:59+00:00", "quotes": [] }, { "author": "LoHeek", "content": "Fixed now in .104 build 62119, I also got a new Graphics board & updated the driver (don't know if that helps)/", "date": "2024-03-02T20:23:19+00:00", "quotes": [ { "author": "LoHeek wrote: Wed Jan 31, 2024 6:06 pm", "content": "" } ] }, { "author": "Kyralessa", "content": "On my system it's still broken. Today I uninstalled Factorio, then reinstalled the non-experimental version (1.1.104 build 62119), then tried to update to 105, and got the same archive.zip error again: \n \n\nIt's correct; my doc-html/static folder indeed does not contain an archive.zip file. \n \nBut what is this file? What is it supposed to contain? Why is it so important? What does its absence blow up the update process?", "date": "2024-03-23T13:39:39+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Kyralessa", "content": "Oddly, if I do a full install it works. \n \nThat is, if I install the full version of 1.1.104, and then update by downloading and installing the full version of 1.1.105, it works fine. \n \nIt's only the in-game update procedure the fails on this archive.zip business.", "date": "2024-03-23T14:04:08+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I'm kind of guessing here, but likely the updater from in game just downloads a simple diff archive of some sort and updates the files that way. Saves on amount of data downloaded, but easily fails if anything is not as expected. So it's not an issue of the missing zip file being important, but rather it just trips up the whole process and it can't complete (in part because it doesn't have the full zip to replace it with). The updater likely has no sense of \"these files are not so important, so if they're missing or whatever, don't worry about it\". \n \nIn contrast, the full installer has the full version of all the files and simply overwrites the old ones, so a missing file isn't even registered by it. \n \nHonestly, my first suspicion is that your AV is interfering in some way. You may want to check its quarantine and see if the missing zip is there.", "date": "2024-03-23T16:31:15+00:00", "quotes": [ { "author": "Kyralessa wrote: Sat Mar 23, 2024 2:04 pm", "content": "" } ] }, { "author": "Kyralessa", "content": "I use only Windows Defender, the same as I've used for years, and I've never had this problem with Factorio until recently.", "date": "2024-03-23T18:11:25+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Sat Mar 23, 2024 4:31 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Definitions and algorithms change. We've used Malwarebytes at my work for years and a couple weeks ago after an update it started quarantining another piece of software we've also used for years. I sent the file off to Malwarebytes and they verified it was a false detection and added it to their whitelists. \n \nNow mind you, I'm not saying it absolutely is your AV, but this certainly has the hall marks of it with your description of the zip file missing. In the end, though, I honestly don't know as I'm not experiencing the issue myself, but I'm trying to think of possibilities to help and thought it'd at least be worth the look.", "date": "2024-03-23T18:56:10+00:00", "quotes": [ { "author": "Kyralessa wrote: Sat Mar 23, 2024 6:11 pm", "content": "" }, { "author": "FuryoftheStars wrote: Sat Mar 23, 2024 4:31 pm", "content": "" } ] } ]
19
2024-01-10T11:58:17-06:00
forum-topic-78718
78718
Friday Facts #324 - Sound design, Animated trees, Optimizations
News
https://forums.factorio.com/viewtopic.php?t=78718
Here it is! (beep boop) https://factorio.com/blog/post/fff-324
[ { "author": "Alekthefirst", "content": "that's not an insignificant increase in performance", "date": "2019-12-06T12:24:15+00:00", "quotes": [] }, { "author": "Silden", "content": "The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting?", "date": "2019-12-06T12:25:29+00:00", "quotes": [] }, { "author": "CakeDog", "content": "Animated water AND trees? AND even more optimization and performance increases across the board? \n \nI'm not crying tears of joy, YOU'RE crying tears of joy.", "date": "2019-12-06T12:32:06+00:00", "quotes": [] }, { "author": "Shingen", "content": "uhh what? no. \nmore cores weren't going to make this faster, because no N-threaded program will run faster if you just \"throw more cores at it\" (i.e. if you already have N cores and add more). \nnumber of cores != speed of the CPU. \n \nand another thing:\n \ni don't know what you mean by \"free ride\", they're still being computed, it's all weirdly worded. \n \nif one of them takes significantly longer than the other 2, how about make it run parallel to the other 2 being run sequentially? \nas in:\n Code: Select all ------1------->\n--2--> --3-->\n \nthis way they won't compete as hard for resources - however, of course, overall they will compete for a bit longer", "date": "2019-12-06T12:32:59+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "DanGio", "content": "Yay, handful of great news. I like the bug walking sound. The \"breathe sound\" a little less, I think it sounds like a dog. IMO it should be more bug-like, lung-less. Like \"chirp\", or \"ksss\".", "date": "2019-12-06T12:42:23+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "I've been suspecting that the reason why nuclear got (slightly) worse performance in 0.17 (while pretty much everything else got much better) was due to the heat pipe simulation - was I right? \n https://mulark.github.io/tests/test-000 ... 00017.html", "date": "2019-12-06T12:44:48+00:00", "quotes": [] }, { "author": "seePyou", "content": "\"The blue triangle module-requesters had the same kind of checks\" \n \nThe what? \n \n \n\" Electric networks... Fluid networks... Heat pipe networks... none of these interact with each other or anything outside of themselves. What happens if I just update all 3 in parallel? [...] Every save file I've tested ended up running measurably faster in the end. The most extreme one (lots of steel furnace based smelting) showed a 2.3x speed-up. \" \n \nSo does that mean that each of these are now able to run on a seperate thread in our multithreaded processors?", "date": "2019-12-06T12:45:48+00:00", "quotes": [] }, { "author": "DanGio", "content": "Place a blueprint of a machine containing modules. Build the machine. You see a blue triangle on it, saying that the machine demands modules (bots will insert them if they're available in the network)", "date": "2019-12-06T12:53:13+00:00", "quotes": [ { "author": "seePyou wrote: Fri Dec 06, 2019 12:45 pm", "content": "" } ] }, { "author": "Allaizn", "content": "Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least \nAs far as I know, yes.", "date": "2019-12-06T12:54:15+00:00", "quotes": [ { "author": "Silden wrote: Fri Dec 06, 2019 12:25 pm", "content": "" }, { "author": "seePyou wrote: Fri Dec 06, 2019 12:45 pm", "content": "" } ] }, { "author": "Fusselwurm", "content": "I love the patter of a thousand feet! \nIf you're not careful, people might start playing Factorio for its beauty alone", "date": "2019-12-06T13:05:43+00:00", "quotes": [] }, { "author": "Blacky007", "content": "For the start of the game it will be good - but long time player want to switch it off - if you get motion sickness with this - from the new water or trees I will it off to save my eyes \nI would like to get an older save of my megabase tested with this new optimized game. https://www.dropbox.com/s/stgbzdnu6jyfo ... T.zip?dl=0 \nGreetings", "date": "2019-12-06T13:11:15+00:00", "quotes": [ { "author": "Allaizn wrote: Fri Dec 06, 2019 12:54 pm", "content": "" } ] }, { "author": "mmppolton", "content": "if it is ram latency bound what is the recomand ram to get for a new pc buld very hig end ram cost a arm a and a leg lot oand lot of mony over norml ram", "date": "2019-12-06T13:12:00+00:00", "quotes": [] }, { "author": "seePyou", "content": "Oh, I just called that module ghosts. Thanks", "date": "2019-12-06T13:12:22+00:00", "quotes": [ { "author": "DanGio wrote: Fri Dec 06, 2019 12:53 pm", "content": "" } ] }, { "author": "Lubricus", "content": "Wow. Sound, Animations and optimizations. I am looking forward for the changes coming out. \nFor the sounds, Ian: For me the sounds that happens when I am doing things is the most important. Just opening wooden chests feels great because the sound. I don't like the landfill sound and i do a lot of copy/paste settings of assemblers and chests that don't have any interact sound at all. At least changing the settings should have some sound. \n \nAnimations, Albert: I like the new water and tree animations. Somehow they feels a little bit like impressionist paintings. I't strange how making something move makes it feels like something static as a painting. \n \nOptimizations, Rseding great work. I am thrilled how all the ridiculous factories the community have built will run. I didn't understand how the targeters elimited the need for the checks maybe someone else can explain? Could be I am just to stupid.", "date": "2019-12-06T13:13:16+00:00", "quotes": [] }, { "author": "seePyou", "content": "Get as fast a RAM module as you can afford, with as low timings as you can afford. \n \nFast is the rating of the dim. You will see a 2400, or a 3200 or any such number. Get the highest possible. \nTimings are a collection of numbers, you could even see them as CAS LATENCY which is only the first one. Usually something like 14-14-14-14 or 15-15-15-15. \nTry to get the lowest possible. Also look for price to performance value. \nI was lucky enough to find a 3600 quad pair (four dimms) with 12-12-12-12. It was... not cheep... \n \nFor comparisson between how much to invest in speed or timings, you really have to do a deep dive and read up on previous posts of benchmarks done: https://www.reddit.com/r/factorio/comme ... ed_fpsups/", "date": "2019-12-06T13:16:40+00:00", "quotes": [ { "author": "mmppolton wrote: Fri Dec 06, 2019 1:12 pm", "content": "" } ] }, { "author": "Lubricus", "content": "For the latency the timings should be important. So higher speed RAMs with bigger timings is maybe not that great. I think the latency is timing/speed?", "date": "2019-12-06T13:17:02+00:00", "quotes": [ { "author": "mmppolton wrote: Fri Dec 06, 2019 1:12 pm", "content": "" } ] }, { "author": "luc", "content": "As someone continuously struggling with performance issues (I like optimizing things in megabases, not the manual work in the beginning), I am very much looking forward to these optimizations \n \nThe sounds, I dunno, they sound kinda weird to me. Not yet sure if that's just because it's new.", "date": "2019-12-06T13:27:06+00:00", "quotes": [] }, { "author": "ledow", "content": "We need a big bassy sound for the largest biters/spitters, something to invoke fear as you hear them coming towards you.", "date": "2019-12-06T13:34:35+00:00", "quotes": [] }, { "author": "cpy", "content": "When we can see this awesome change in game?", "date": "2019-12-06T13:37:21+00:00", "quotes": [] } ]
19
2019-12-06T06:11:16-06:00
forum-topic-77747
77747
Factorio Gear Pendant?
Spread the Word
https://forums.factorio.com/viewtopic.php?t=77747
Rylant
So I have been wondering if Factorio would consider making the gear logo a gold pendant that people could put on a necklace. Truly, it might be my favourite game of all time and I would love to wear that kind of thing. It would be unique and simple. I have looked around, and not seen anything like this. Thought about getting it custom made, but not sure how easy that would be. Thoughts? Rylant
[ { "author": "Fishy", "content": "Kinda be like Factorio style Flavor Flav!", "date": "2019-11-10T13:50:02+00:00", "quotes": [] }, { "author": "quinor", "content": "I think that the market for that would be very small, but hell, wouldn't that be cool! I'd ask a jeweler for the price of it to be custom-made, I expect pretty high (few hundred dollars/euro) though. You could also look for other people who would like to have one of their own, as that'll definitely get the price per unit down.", "date": "2019-11-11T04:36:59+00:00", "quotes": [] }, { "author": "fishycat", "content": "I wouldn't hold my breath for it, but it has something. I could imagine it with a nice black onyx in the center. But I would already be happy with a steel mug tbh \n \nOr a sticker set or magnets, where you could test builds on a whiteboard (or fridge in lack of whiteboard ) \n \ngogogo wube marketing", "date": "2019-11-11T09:32:34+00:00", "quotes": [] }, { "author": "GlassDeviant", "content": "I have a Flying Spaghetti Monster pendant and care a lot less about that than Factorio, so I'd probably buy it. \n \nActually I don't care about that less than Factorio, but I am less inclined to put it on display.", "date": "2019-12-13T15:38:39+00:00", "quotes": [] } ]
4
2019-11-08T13:49:59-06:00
forum-topic-2418
2418
[outdated] Production tree
Archive
https://forums.factorio.com/viewtopic.php?t=2418
sparr
So, I've written a small lua program that takes all the recipe files and builds a production tree out of them (and gets item names from the locale files). I'm still trying to get graphviz to render it nicely, but it's at least readable now. http://i.imgur.com/1IPqTCl.png
[ { "author": "immibis", "content": "I never realized wood only has 4 uses (plus fuel).", "date": "2014-02-19T10:06:50+00:00", "quotes": [] }, { "author": "", "content": "Nice. \n \nYou know that: https://forums.factorio.com/wiki/inde ... tsheet.jpg ? \nImmibis, anything against to put it also into the wiki? \n \nSome suggestions also: \n- I think it makes more sense to have it from the other directtion: For every item a small tree, which completely shows, what's needed to create that single item. \n- Would you share the sourcecode how you generated it?", "date": "2014-02-19T10:36:43+00:00", "quotes": [] }, { "author": "immibis", "content": "I think it's a bit pointless to put it in the wiki if it doesn't explain anything, but there's no reason not to put it there.", "date": "2014-02-19T10:48:56+00:00", "quotes": [] }, { "author": "Rens2Sea", "content": "A bit like this? \n Screenshot \nIt's something i've been working on.", "date": "2014-02-19T11:05:15+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "I think it is currently better than nothing. Remember, this is alpha. Anything, which helps is ok. \n \n@Rens2Sea: exactly. I think this kind of description is much more useable, because you never look: oh, what can I do with iron, you always look: what do I need (not meet) to make that? \n \n\nIn the end this must be auto generated in the game or on a website, because it must work for mods, too.", "date": "2014-02-19T11:16:26+00:00", "quotes": [ { "author": "immibis wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "Looks great!", "date": "2014-02-19T13:36:28+00:00", "quotes": [ { "author": "Rens2Sea wrote:", "content": "" } ] }, { "author": "Rens2Sea", "content": "Yeah, right now they are all made with paint. \nWould be nice to make it into a little tool that mod developers can use to create recipe images for their threads.", "date": "2014-02-19T14:09:26+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "What I wanted to say: Really very, very nice, but don't push too much effort in that, because the next release will come and then much things changes. I would make just a very provisional version.", "date": "2014-02-19T16:29:31+00:00", "quotes": [] }, { "author": "sparr", "content": "Ditto. Also, I did not expect to need coal in my production lines until I got to the point of making plastic. I'd have loved to have known about that in advance while planning my primary resource conveyor system. \n I did see the cheatsheet in the Friday Facts a while back. I want to make mine more condensed like that. \nI will see about generating an all-items recipe-page like you describe. It will be a little more complicated, but not much. \nI will share my source code soon! \n This is exactly one of the sorts of views I want to generate automatically! \n Changes and mods are why I want to automate this process. I just click a button when 0.9.1 comes out and this whole thing gets re-generated.", "date": "2014-02-19T16:35:29+00:00", "quotes": [ { "author": "immibis wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" }, { "author": "Rens2Sea wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" } ] }, { "author": "Nemoder", "content": "Looks like you are making some good progress on the automated system! \nHere's my hand drawn one with the dia source if anyone wants to play with it too: \n http://i.imgur.com/qrEpXjb.png \n \nSource factorio-chart.zip \n \nDia http://dia-installer.de", "date": "2014-02-20T04:05:02+00:00", "quotes": [] }, { "author": "", "content": "Your image looks awesome but you should definitely not be distributing the game's assets with your source. Users only need to put factorio.dia in [Installation_Directory]\\data\\base\\graphics and it will load the icons from their installation.", "date": "2014-02-20T05:39:50+00:00", "quotes": [ { "author": "Nemoder wrote:", "content": "" } ] }, { "author": "Nemoder", "content": "I wondered about that but I wasn't sure how well it would work across platforms and I figured it is only the icon files and they are publicly available on the wiki anyway.", "date": "2014-02-20T14:47:30+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
12
2014-02-18T23:20:57-06:00
forum-topic-127332
127332
[Donion] [2.0.39] Sound mute checkboxes not clickable by hovering label text
Assigned
https://forums.factorio.com/viewtopic.php?t=127332
Metaflame
2.0.36 added checkboxes for quickly muting a sound category - however, unlike all other such UI elements, these checkboxes cannot be interacted with by clicking the label text. Expected behavior: UI elements (both checkboxes and radio buttons) in other menus, e.g. Interface settings - hovering a text label highlights its checkbox, and clicking the text interacts with the checkbox. factorio-previous.log (8.88 KiB) Downloaded 23 times
[]
0
2025-03-07T20:55:47-06:00
forum-topic-114811
114811
LTN can't find station but delivers goods ...
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=114811
Heikooo
Hey, I set up a kinda big network so far. Crazy about the network is that nearly every station (beside some for fluids) are set up the same, but, some of them are not working properly. I have 4 dropoff stations for uranium ore. Those are the only stations with messages from the logs like "[LTN] Requester station uranium dropoff not available in network 0x1" Some seconds later the system 'can find the station' and prepares an order. So it gets uranium ore delivered. But all 4 stations get listed as not available like all 5 minutes and then get uranium ore delivered. So it kinda works, but the messages are really crazy. All other requester stations for like plates and stuff are setup the same just with different items requesting. I can't find the problem. Can someone help?
[ { "author": "DarkShadow44", "content": "Well I can't give you a direct solution, only tips how to analyze this. First step would be to try and simplify the situation to the fewest components possible. Just switch to the editor and delete unrelated stations while making sure the issue still appears. Then it should be easier to analyze. If it suddenly begins to work, you know what you removed is related and can undo and take a closer look.", "date": "2024-08-14T17:54:10+00:00", "quotes": [] }, { "author": "Optera", "content": "That message means LTN doesn't see it as valid station for creating deliveries. \nIf it's an requester like the name implies the most likely reason is more trains are scheduled for that stop than \"limit trains\" signal allows. \nApart from that dynamically changing control signals like NetworkId, Thresholds, Train Sizes, etc. can also result in such behavior.", "date": "2024-08-15T05:12:51+00:00", "quotes": [ { "author": "Heikooo wrote: Wed Aug 14, 2024 3:15 pm", "content": "" } ] } ]
2
2024-08-14T10:15:43-05:00
forum-topic-69717
69717
Any risk when removing FARL?
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=69717
boran_blok
Hi, I started my seablock run with FARL added, but I have not made anything FARL related, and it seems I wont really use it in this run. Would there be any risk in removing it from the active mods?
[ { "author": "Choumiko", "content": "Only if you placed a FARL locomotive. It will disappear when the mod is removed, but that's about it.", "date": "2019-04-20T16:51:39+00:00", "quotes": [] } ]
1
2019-04-19T04:22:42-05:00
forum-topic-116057
116057
[2.0.6] Add pipe connection category mask to PipeConnectionDefinition
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=116057
robot256
Currently there is no way to read the new connection_category value from LuaFluidboxPrototype's Pipe. I would like to determine via script if two pipes will connect to each other before placing them. One place this could be added is in LuaFluidboxPrototype::pipe_connections, alongside the flow_direction value. Providing it as a binary mask (as shown in the Prototype Explorer) is fine. (I also submitted this as an F10 suggestion)
[ { "author": "", "content": "2.0.32.", "date": "2025-01-18T21:26:03+00:00", "quotes": [] }, { "author": "robot256", "content": "Thank you! Now I can properly update AutoDeconstruct.", "date": "2025-01-20T17:01:49+00:00", "quotes": [] } ]
2
2024-10-18T17:01:02-05:00
forum-topic-79990
79990
Where located
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=79990
rickkelley
When playing the tutorial at certain points of the game you are supposed to report back to the compilatron. However he seems to move when you aren't paying attention. I would like to suggest we put something on him so we can locate where he is at so as to report back to him. The simplest suggestion I can think of would be to have his name show up on the map similar to what you see in multiplayer would suffice. Or even something as simple as a blinking dot would work.
[]
0
2020-01-12T16:27:54-06:00
forum-topic-58653
58653
Migrated to 0.16.29, then back to 0.16.28, now auto-desync?
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=58653
MisterFister
Howdy, folks. Extensive AngelBob modlist. With today's migration to v0.16.29 coinciding with the day my friend and I had already set aside to start a new AngelBob playthrough with heavy emphasis on biter-aggression mods, mods that seem to have worked in v0.16.28 suddenly no longer do. https://www.dropbox.com/sh/kkx969agn2uu ... d5ULa?dl=0 shows an exact backup of our current modlist. I'm hosting and it's my friend attempting to remote-login, so the bulk of the desync reports from his side would have to come later when he gets back from his evening commitment. Initial culprits are the ones that precipitated a mod update when clicking "check for updates," but I'm still fairly unclear on what any of these would do to de-sync when the map is literally four seconds old.
[]
0
2018-03-12T17:52:28-05:00
forum-topic-118475
118475
[2.0.12] Train does not move between stops with same name (MR)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=118475
carcinized
What did you do? Build two train stops with the same name, e.g. Test Build a train Give the train a schedule that contains "Test" twice, with some condition, e.g. 5s inactivity Set train to automatic. Screenshot_20241029_230024.png (9.28 KiB) Viewed 4463 times What happened? The 5s inactivity condition begins flashing extremely rapidly (on both stops in the schedule) and the train does not move. Screenshot_20241029_230132.png (3.25 MiB) Viewed 4463 times What did you expect to happen? The train moves between the two train stops, respecting the conditions. This was the behavior in 1.1, see e.g. this YT video where somebody uses it to make a train advance https://youtu.be/HzpUQZIr15g?feature=shared&t=2010 (timestamped link). This behavior is very desirable because it allows you to build e.g. a defense resupply train which will simply visit all enabled defense resupply stations and use an interrupt to refill itself back at base. There are many cases where one might want a train to travel between stations with the same name. Does it happen always? Yes, it's easily reproducible. Setting train limits to 0 or disabling either train stop does not affect the behavior.
[ { "author": "BorisOZ", "content": "This is intended, and not a bug. You are telling the train to go to a station, and it is currently at that station. Why would it move? \n \nTo achieve the functionality you desire, check out this post viewtopic.php?f=18&t=117059 \n \nBasically what you want is to have circuit logic that disables the train stop when it no longer requires resources. Then the train will move off automatically, either when the interrupt is triggered because it is empty or the train stop it is at gets disabled because it is full. \n \nAlternatively, use circuit logic to disable the stop when there is a train on the way to it. The train will still stop as normal and not leave until the conditions are fulfilled, but will correctly move off to the next location. This may result in the train running in a loop if it is easier to get back to the previous stop than to go to a different one.", "date": "2024-10-30T07:52:10+00:00", "quotes": [] }, { "author": "carcinized", "content": "Please do not respond without first reading the post and verifying any solutions you offer. This is very rude. \n \nAs I posted, when a train has two of these stops the conditions will rapidly flicker, I doubt that this is intended and this indicates that this is a bug. Furthermore, I could not find documentation anywhere that this behavior is an intended change, as this behavior worked fine in 1.1 and was widely used there. Also, I do not see any reason for the current behavior to be desirable as it just results in trains getting stuck. \n \nSecond, your proposed solution does not work, as I have just verified ingame. If the station the train is at is disabled/has train limit 0 (which are the same as of 2.0), it will still not move and the bug still occurs.", "date": "2024-10-30T12:14:02+00:00", "quotes": [] }, { "author": "Snirp", "content": "Yeah I am having the same issue, I was already disabling the station as I expected that to be the problem but it still won't move to the new station. Already posted a bug report about this specific issue but it isn't approved by a moderator yet.", "date": "2024-10-30T14:32:38+00:00", "quotes": [ { "author": "carcinized wrote: Wed Oct 30, 2024 12:14 pm", "content": "" } ] }, { "author": "robot256", "content": "Disabling train stops does not work anymore. The \"disabled\" state is analogous to seeing the limit to zero. Telling a train to go to the station or is already at, but now has limit 0, may be an undefined operation--the described behavior implies that the old reservation is not released before the train \"re-arrives\", so it never checks the new limit value. \n \nIt's worth getting the devs to check if this is the intended behavior, but also in this application another method should probably be used. The easiest is to add a \"waypoint\" stop in front of each station and add it to the schedule with no conditions. This will force the teain to leave the first stop and release its reservation, pass through the waypoint, and them search for a new stop with open slots.", "date": "2024-10-31T12:29:13+00:00", "quotes": [] }, { "author": "carcinized", "content": "I am fully aware that disabling train stops and setting the limit to 0 now do the same thing. This is not relevant to this bug report as the bug occurs without using train limits (as I have stated in the original post), and the change to how disabled train stops work should not have had any effect on the behaviour as it existed in 1.1. \n \nI do not agree that another method should be used in this application. Adding an extra station in front of every station is an unintuitive workaround when the 1.1 behavior was perfectly intuitive and worked well for many people. Interrupts actually make this behaviour even more desirable in 2.0, because it would allow you to set up a defense resupply train with an extremely simple schedule. \n \nAnd, for the third time, the rapidly flashing conditions and the train not moving without any \"no path\" or \"destination station full\" indications make it pretty clear that this behavior is not intended.", "date": "2024-10-31T14:31:40+00:00", "quotes": [] }, { "author": "Kalanndok", "content": "Actually that's exactly what happens if I recall one of the FFFs correctly. \nA departing train only clears its reservation once it has left the block in which the station resides. \n \nWhich then in turn leads to the described side effect that the train would not depart since it has a valid reservation to the station it is still sitting at.", "date": "2024-10-31T15:03:56+00:00", "quotes": [ { "author": "robot256 wrote: Thu Oct 31, 2024 12:29 pm", "content": "" } ] }, { "author": "robot256", "content": "Several other reports are potentially caused by the same behavior: \n \n viewtopic.php?f=7&t=118530 \n \n viewtopic.php?f=7&t=118733", "date": "2024-10-31T17:53:20+00:00", "quotes": [] }, { "author": "Niedzwiedzislaw", "content": "I thought so too, but it seems to not be true. Limit for disabled station is 0/None which is very different from a station with limit 0/0. Moreover, solution from BorisOZ works and if you set limit to 0, the train eventually goes to next station. But using circuits and requiring energy seems not intentional. Enable/disable was supposed to be simple. \n \nBut back to the topic. I experience the same behaviour. Blinking condition certainly seems like unintended behavior. And intuitively, when I set multiple stations with the same name I'd expect the train to move from one to another rather than stay at one. I would even argue that having just a single station in schedule shouldn't make the train stop. \n \nI wonder what's the underlying issue. It looks like the train tries to leave station but immediately decides that it arrived at destination. And completely ignores that the station is disabled. However it respects station limits and when it is 0, then the train correctly leaves. \n \n \n \n 10-31-2024, 20-55-55.png (724.89 KiB) Viewed 4261 times", "date": "2024-10-31T20:12:50+00:00", "quotes": [ { "author": "carcinized wrote: Wed Oct 30, 2024 12:14 pm", "content": "" } ] }, { "author": "BorisOZ", "content": "Apologies, I was slightly wrong. I just realised I was using interrupts, not just one station in the schedule. Screenshots below, it still requires stops to be set to 0 train limit when you don't want the train there anymore. Disabled doesn't seem to work correctly, and I believe this is a bug. FFF-395 seems to suggest that a disabled train stop behaves the same as a train stop with limit 0, but it currently does not. \n \nI also believe it's a bug that a train does not move on from its current station if that station is at its train limit/disabled and it is meant to go to a station with the same name. Especially seeing as it works fine with interrupts, I wouldn't expect the behaviour of the two to differ. \n \nI believe this behaviour is desirable, but I guess that is a matter of opinion. If I am telling the train to go a station, and the station it is currently at matches that, I wouldn't expect it to move. Or, I have a train and the only station it has in its schedule is a pickup station. I then have an interrupt which triggers when cargo is full and chooses the correct dropoff station. With the old mechanics this wouldn't work, as the train would continually cycle between all of the pickup stations and not stop. You could make it work by adding the cargo full requirement to the stop as well, but then both your interrupt and schedule both have the same condition which is redundant. \n \nRemember interrupts only trigger when a train has met the conditions for leaving the current station, so what if you wanted an extra interrupt that can trigger while you're at that station but before the cargo is full? For example all my trains run the same pickup and dropoff schedule, but I also have a special station as part of it that loads in goods to deliver to my rockets to go to my space platform. The train loading is done via circuits so I know I have the correct amount of stuff on board, and then I have an interrupt that triggers to send the train to the correct station. I could again put the circuit signal both as a condition for leaving the station and as the condition in the interrupt, but again that adds redundancy. If I want to change one of them, I have to change both, which defeats the purpose of all these QOL additions that are designed to reduce the number of individual changes required. \n \nYou would have identical behaviour by only having the stop in the schedule once, except it wouldn't flicker. The reason it is flickering is because it has both reached the station you told it to go to and passed the condition of being inactive, so it just keeps switching between them on each tick. But the train doesn't actually move anymore, I believe because of train reservations. \n \nAs far as I can tell, this is exactly why it is happening, but is also the cause of the train not leaving when the stop has been disabled or set to 0. But again, this works fine when you use interrupts, so I don't know why the behaviour is different. \n \n Train interrupt \nThis train has nothing other than this interrupt, and it behaves as expected when the train limit of its station is set to 0. If the station is at limit=0, the train will move off. If the limit>=1, the train will stay. Disabling the train stop doesn't work.\n \n \n \n 11-01-2024, 10-28-23.png (86.58 KiB) Viewed 4211 times \n \n \n \n \nAlso, I just noticed that manually sending the train to a station it is currently at will also move it forward if the train limit is 0. I believe what happens with this and with interrupts is that it clears the current reservation before going to a new station, though the station itself does still see the train as being there for train limits and such until the train clears the block. Not exactly sure why this behaviour is different to that of normal schedules. \n \nThere's a few inconsistencies with trains at the moment, maybe all of it is intended but for some things it is hard to tell.", "date": "2024-11-01T04:11:59+00:00", "quotes": [ { "author": "carcinized wrote: Wed Oct 30, 2024 12:14 pm", "content": "" }, { "author": "carcinized wrote: Wed Oct 30, 2024 12:14 pm", "content": "" }, { "author": "Kalanndok wrote: Thu Oct 31, 2024 3:03 pm", "content": "" } ] }, { "author": "CatCattyCat", "content": "Also facing this problem, I think this is the root cause of viewtopic.php?f=18&t=118092 , but they might be two different issues? \n \nDisabling the stop the train is currently at does not solve the problem - the train still won't path to a different station of the same name even though it's the only valid station. Attached an example of this. \n \nI agree that this behavior is not intuitive to me - it doesn't occur if the stops are named differently. Why would that change train behavior? I expect the train to try to the path to the station with the provided name, and in the railway I've set up there's only one valid, enabled stop to go to. It happens to have the same name as the existing stop, and the existing stop is even disabled. \n \nMoreover, it's important to me to have the station names the same. In my real factory, I want to name all the stations where I need a certain material with the same name and have the train only go to enabled stops.", "date": "2024-11-01T04:46:09+00:00", "quotes": [] }, { "author": "tappi", "content": "I also hit this. I made a supply train stop at the heart of my base and 10+ train stops for wall supplies. I had to make a bunch of \"Idiot train\" trainstops right after all the wall supply stops to force the train out of the disabled stop and to make the trains work again to repath to other enabled stops.", "date": "2024-11-14T01:17:58+00:00", "quotes": [] }, { "author": "wvlad", "content": "Same issue for me, disabling train stop doesn't work", "date": "2024-11-15T09:55:37+00:00", "quotes": [] }, { "author": "", "content": "Ref.: 119828 , 118733 , 118530 \nSee as well: 79303", "date": "2024-11-18T15:32:04+00:00", "quotes": [] }, { "author": "cQfvCf57K", "content": "The moment I tried to build similar thing, I faced the same issue. \n \nSetting station limit to 0 or disabling it, that was suggested above, doesn't trigger train to leave. \n \nThe only workaround is to build \"exit station\" in front of \"station\". But it has to be some distance away from the \"station\" (more than 1 block of rail) otherwise the train will keep rerouting to the same station again, even with limit set to 0.", "date": "2024-11-21T21:02:49+00:00", "quotes": [] }, { "author": "Hares", "content": "Workarounds with setting limit to zero no longer works. My train is permanently stuck at train stop.\n \n \n \n 12-21-2024, 21-29-16.png (51.23 KiB) Viewed 2469 times \n \n \n\nThe train stop it is currently on:\n \n is disabled (others are enabled) \n has limit = 0 (others are open) \n has lowest priority amongst all train stop with the same name \n \n \n \n \n 12-21-2024, 21-30-53.png (50.52 KiB) Viewed 2469 times \n \n \n \n \n 12-21-2024, 21-31-01.png (34.84 KiB) Viewed 2469 times \n \n \n\nAnd it does not move.", "date": "2024-12-21T18:31:30+00:00", "quotes": [] }, { "author": "Niedzwiedzislaw", "content": "I experienced something like this, too. \nIt turns out you need to let triggers add \"Artillery / Fire Position\" to schedule. It doesn't work when schedule with duplicates is created manually. It used to work, though. \nOne big BUT: in the screenshot I'm playing vanilla 2.0.28 with only overground rails enabled. \n \nI wonder if there are any plans to fix this or at least quickly patch by making \"disable\" set limit to zero like described in FFF. \n \n \n \n 12-23-2024, 17-32-16.png (33.24 KiB) Viewed 2366 times", "date": "2024-12-23T16:18:38+00:00", "quotes": [ { "author": "Hares wrote: Sat Dec 21, 2024 6:31 pm", "content": "" } ] }, { "author": "Hares", "content": "I made a different workaround I used since 1.1 era. \nMore details here: 124948: [2.0.28] Automatic artillery train", "date": "2024-12-23T16:43:05+00:00", "quotes": [ { "author": "Niedzwiedzislaw wrote: Mon Dec 23, 2024 4:18 pm", "content": "" }, { "author": "Hares wrote: Sat Dec 21, 2024 6:31 pm", "content": "" } ] }, { "author": "Niedzwiedzislaw", "content": "I tried adding an extra station. I placed it, looked at it, and decided that I either find something I can look at... Or play something else while waiting for a fix. So yeah, I bought PS5 about a month ago. \n \n \n \n train.gif (3.44 MiB) Viewed 2334 times", "date": "2024-12-23T17:27:42+00:00", "quotes": [ { "author": "Hares wrote: Mon Dec 23, 2024 4:43 pm", "content": "" } ] }, { "author": "Hannibal08", "content": "I am experiencing this issue as well. I hope it will be fixed. \n \nI am also trying to make an artillery train travel between positions to fire. The artillery trains are at a station named \"Artillery Depot\". I send a signal via constant combinator to the stations and the trains. When Green=0, the wait condition for the trains is fulfilled, and the station becomes disabled. So, I set Green=0 at the stations where the trains are sitting currently, and Green=1 at a new set of stations. I expected the trains to move to the new \"Artillery Depot\", but they just sit at their disabled station with their wait condition fulfilled and don't move. \n \nAs far as solutions, I think it could make sense to change the game logic so that the train ignores the station it's currently at when determining which station to travel to next. \n \n \n \n Single Player Marathon Deathworld Space Age 1.zip \n save file with trains not leaving station (39.77 MiB) Downloaded 24 times", "date": "2024-12-24T14:13:55+00:00", "quotes": [] } ]
19
2024-10-29T17:02:57-05:00
forum-topic-122451
122451
Is there a way to add 1 to quality or compare > set quality?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=122451
mooklepticon
I want to generalize my quality input/output/filter. For example, I'm smelting iron plates. I want to set 1 constant combinator to request them, the inserter inputs them into a furnace with quality modules. If the output is the same quality, I want it to be put into Chest A. If it's higher quality, then put into Chest B. If I set the constant comb to iron plate-normal, then it should put normal steel in Chest A and uncommon or higher into Chest B. If I set the constant comb to iron-plate rare, then it should put the normal steel in Chest A and the rare or higher in Chest B. Something like that. I want to add 1 level to quality, or anything greater than the input quality be sent elsewhere.
[ { "author": "Khagan", "content": "The output will never be lower quality, so you can simplify 'higher quality' to 'not the same quality'. Give the inserter into A a whitelist filter on the current quality, and the inserter into B a blacklist one.", "date": "2024-11-22T01:08:15+00:00", "quotes": [ { "author": "mooklepticon wrote: Fri Nov 22, 2024 12:35 am", "content": "" } ] }, { "author": "mooklepticon", "content": "Ah, so if I understand this, a quality applied item is either X (it's current quality) or X+1 (one step up). Since whitelist inserter of that same quality, it'll pickup the X. The blacklist Inserter will pick up everything else, and since we know it'll only be X+1 quality, it'll handle the rest.", "date": "2024-11-22T13:41:31+00:00", "quotes": [] }, { "author": "Khagan", "content": "It can also be X+2 (or X+3 ...). But that still matches your original statement of the problem in terms of 'higher' quality.", "date": "2024-11-22T21:52:06+00:00", "quotes": [ { "author": "mooklepticon wrote: Fri Nov 22, 2024 1:41 pm", "content": "" } ] } ]
3
2024-11-21T18:35:29-06:00
forum-topic-21177
21177
[0.13.x] SpeedControl [1.0.4]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=21177
Fentus
[0.13.x]SpeedControl version: 1.0.3 dependencies: base >= 0.13.0 description: Adds two buttons to increase or decrease the speed of the game. Screenshots Download SpeedControl_1.0.4.zip Updated to 0.13.5 (3.73 KiB) Downloaded 369 times SpeedControl_1.0.3.zip More GUI fixes... (3.73 KiB) Downloaded 423 times SpeedControl_1.0.2.zip Fixed GUI bugs thanks to Delmain's comments. (3.73 KiB) Downloaded 276 times The attachment SpeedControl_1.0.1.zip is no longer available The attachment SpeedControl_1.0.0.zip is no longer available
[ { "author": "Delmain", "content": "I just installed, but I don't have any buttons in the top-left. \n \nI'm using EvoGUI, TheFatController, and Advanced Logistic System, which are putting things up there now, so I wonder what the cause is. \n \nI enabled verbose logging, but I don't see anything about the mod failing. I'm gonna try a few more things. \n \n \n \nBesides that, holy crap thanks! I last played on 0.11 and there was a mod that did this that I loved. It got abandoned and I picked the game back up yesterday. One quick search and what do we have? A mod to do the same thing, uploaded 2 days ago.", "date": "2016-03-12T10:04:40+00:00", "quotes": [] }, { "author": "Fentus", "content": "Thanks, Ill have to look over the GUI code to make sure I didn't miss anything or have a to common name (maybe someone else used the same variable as me).", "date": "2016-03-12T18:56:35+00:00", "quotes": [ { "author": "Delmain wrote:", "content": "" } ] }, { "author": "Delmain", "content": "Should I try v1.0.1 or have you not had a chance to look at the issue I was having?", "date": "2016-03-15T20:10:47+00:00", "quotes": [] }, { "author": "Fentus", "content": "You may as well try it, but I am going to download those mods tonight and see if they cause me any issues.", "date": "2016-03-15T22:48:05+00:00", "quotes": [ { "author": "Delmain wrote:", "content": "" } ] }, { "author": "Fentus", "content": "Fixed please try it out, thanks for letting me know there was a bug.", "date": "2016-03-16T01:45:49+00:00", "quotes": [ { "author": "Fentus wrote:", "content": "" }, { "author": "Delmain wrote:", "content": "" } ] }, { "author": "Delmain", "content": "yesssssssssssssssssssssss \n \nit works, thanks! \n \nyou're the best \n \nI am going to use the shit out of this mod", "date": "2016-03-18T05:08:17+00:00", "quotes": [] }, { "author": "Fentus", "content": "You're welcome! Thanks", "date": "2016-03-18T05:23:48+00:00", "quotes": [ { "author": "Delmain wrote:", "content": "" } ] }, { "author": "Porter65", "content": "I'm also using it, with slight modifications to your code because I like to play slow sometime, a kind of semi-pausing. \n \nWhat is missing now is shortcuts, like + and - to alter speed, instead of clicking. That said, a HUGE THANKS for your mod.", "date": "2016-03-19T06:06:42+00:00", "quotes": [] }, { "author": "", "content": "AFAIK setting your own shortcuts and keybindings for mods will come in 0.13.", "date": "2016-03-19T13:34:06+00:00", "quotes": [ { "author": "Porter65 wrote:", "content": "" } ] }, { "author": "tommygunner70", "content": "Version 1.0.3 sadly doesn't work with the 0.13.x (currently running 0.13.2 myself) \n \nI tried adding \"\"factorio_version\": \"0.13.1\",\" to the Info.json to force factorio to use it but when loading a game it gives out the following error \n Code: Select all __SpeedControl__/control.lua:3: module defines not found; no such file\n __SpeedControl__/defines.lua no such file \n__SpeedControl__/defines.lua no such file d:/Steam/steamapps/common/Factorio/data/core/lualib/defines.lua", "date": "2016-07-01T21:28:33+00:00", "quotes": [] }, { "author": "Fentus", "content": "Should be fixed now, thx for downloading! \n \nLet me know if their are any issues, I did this at 1:00 AM.", "date": "2016-07-06T07:12:13+00:00", "quotes": [ { "author": "tommygunner70 wrote:", "content": "" } ] } ]
11
2016-03-09T02:20:11-06:00
forum-topic-110240
110240
Show radar coverage in map view
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=110240
Epb7304
TL;DR When placing a radar (ghost) through map view, show the coverage of the radar What ? Currently, when placing a radar you can see its coverage on the minimap, this is very good, however, you cannot see the coverage of a potential radar that you may place via map view on the map you are using to place it, you should be able to see the coverage that a radar would have when placing a ghost of it Why ? Because it is the natural next step and almost feels like an oversight, this would also benefit large blueprints that need to be placed from map-view and contain radars
[ { "author": "Illiander42", "content": "Seconded. \n \nI have a blueprint of two radars at exactly their coverage range specifically to work around this.", "date": "2023-12-21T15:30:04+00:00", "quotes": [] }, { "author": "charonme", "content": "+1 please", "date": "2024-07-07T10:04:10+00:00", "quotes": [] }, { "author": "AntiBlueQuirk", "content": "This feels like a much bigger deal now that Space Age is out and you can do so much through the Remote View now. I almost filed a bug report because I swear it used to show radar range on the map. But no, it's always been only on the minimap.", "date": "2024-11-05T04:50:37+00:00", "quotes": [] }, { "author": "altaykilic", "content": "+1 \n \nA very similar (and much more complicated) feature was already implemented with Fulgora's lightning attractors, so I would assume this is a relatively simple addition.", "date": "2024-11-10T10:24:33+00:00", "quotes": [] }, { "author": "PSYCHOELECTRIC", "content": "+1, even for map view blueprinting it would be nice just as a QOL", "date": "2024-11-10T12:36:10+00:00", "quotes": [] }, { "author": "SupplyDepoo", "content": "+1 \n \nAlso roboport and artillery range should be displayed in map view when holding item or blueprint.", "date": "2024-11-10T17:41:17+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Why only artillery ? \n viewtopic.php?f=6&t=117001", "date": "2024-11-10T18:34:53+00:00", "quotes": [] }, { "author": "PsY-", "content": "I mostly have that issue with roboports, as they only show the connection lines when the ghost is already placed, but basically all buildings with range that are shown on the map have this issue.", "date": "2024-11-10T18:50:51+00:00", "quotes": [] }, { "author": "SupplyDepoo", "content": "Not only artillery. I was just thinking of it specifically because I needed it today.", "date": "2024-11-10T18:53:14+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sun Nov 10, 2024 6:34 pm", "content": "" } ] }, { "author": "arl85", "content": "I think this is a very old suggestion , since 2017 at least.", "date": "2024-11-15T15:20:26+00:00", "quotes": [] }, { "author": "voshond", "content": "Wish for something like this too, when picking the item in the hand, it shows the coverage on the minimap. \nIt doesn't show it on the map and neither when being part of a blueprint. \nSince it's QOL November, maybe this can be considered (:", "date": "2024-11-17T14:42:15+00:00", "quotes": [] }, { "author": "Yaua", "content": "I was coming to make these exact suggestions : showing radar range when a radar is in a blueprint in hand, and when you're in remote view ! \nSo +1 !", "date": "2024-11-24T21:26:07+00:00", "quotes": [] }, { "author": "shadowwolf0357", "content": "Well, everyone's already said it, so just here to throw my support. +1", "date": "2024-12-28T01:47:11+00:00", "quotes": [] }, { "author": "awood", "content": "+1", "date": "2025-03-14T21:19:41+00:00", "quotes": [] }, { "author": "pioruns", "content": "Please forgive me, but how to display Lightning attractors range on map view, like guns range or pollution? It would help a lot but I have not figured it out yet.", "date": "2025-03-14T21:42:17+00:00", "quotes": [ { "author": "altaykilic wrote: Sun Nov 10, 2024 10:24 am", "content": "" } ] }, { "author": "kulik32", "content": "+1", "date": "2025-03-16T11:16:37+00:00", "quotes": [] }, { "author": "Amarula", "content": "+1", "date": "2025-03-16T13:33:49+00:00", "quotes": [] }, { "author": "waremon", "content": "+1", "date": "2025-03-17T02:02:01+00:00", "quotes": [] }, { "author": "datarza", "content": "not even surprised (face palm)", "date": "2025-03-17T06:06:04+00:00", "quotes": [ { "author": "arl85 wrote: Fri Nov 15, 2024 3:20 pm", "content": "" } ] } ]
19
2023-12-16T22:26:22-06:00
forum-topic-100904
100904
Game icons
Fan Art
https://forums.factorio.com/viewtopic.php?t=100904
evgerher
Dear community, Is there a way to get a high-res images of ingame icons (png or svg)? Like rocket image in merch store (out-of-stock)? I'd like to make presents to my friends. Best regards, evgerher
[ { "author": "Tertius", "content": "You can find literally all the game graphics as pure *.png in \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\data\\base\\graphics\" and \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\data\\core\\graphics\". If you're not using the Steam version, your Factorio directory is wherever you installed it.", "date": "2021-12-13T00:33:39+00:00", "quotes": [] } ]
1
2021-12-12T12:03:19-06:00
forum-topic-116492
116492
[raiguard] [2.0.8] Input pump bug on fluid wagon
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116492
kbn
It is strange that the flow rate is displayed as 1279/s. Moreover, the actual flow rate is only up to 640/s.
[ { "author": "", "content": "Thanks for the report. This was fixed in 2.0.11 but I forgot to update this topic.", "date": "2025-01-21T23:28:41+00:00", "quotes": [] } ]
1
2024-10-22T00:34:52-05:00
forum-topic-114847
114847
[1.1.109] Updating fails "changelog-switch.txt has unexpected content"
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=114847
thedoh
I have a .zip-based install of 1.1.109 that I'm trying to update to 1.1.110 with the built-in update mechanism, but find that it's failing: The log file is here: Code: Select all 0.001 2024-08-16 14:02:57; Factorio 1.1.109 (build 62320, win64, full) 0.001 Operating system: Windows 10 (build 19045) 0.001 Program arguments: "C:\Users\WindowsUsername\Desktop\Standalone Factorio\100% Running (Live-track)\bin\x64\factorio.exe" 0.001 Config path: C:/Users/WindowsUsername/Desktop/Standalone Factorio/100% Running (Live-track)/config/config.ini 0.001 Read data path: C:/Users/WindowsUsername/Desktop/Standalone Factorio/100% Running (Live-track)/data 0.001 Write data path: C:/Users/WindowsUsername/Desktop/Standalone Factorio/100% Running (Live-track) [42679/476294MB] 0.001 Binaries path: C:/Users/WindowsUsername/Desktop/Standalone Factorio/100% Running (Live-track)/bin 0.015 System info: [CPU: 12th Gen Intel(R) Core(TM) i9-12900KS, 24 cores, RAM: 6278/32509 MB, page: 10079/37373 MB, virtual: 4268/134217727 MB, extended virtual: 0 MB] 0.039 Memory info: 0.039 [0]: G Skill Intl F5-6400J3239G16G 16384 MB 6400 MHz 1.1 v 0.039 [1]: G Skill Intl F5-6400J3239G16G 16384 MB 6400 MHz 1.1 v 0.040 Display options: [FullScreen: 1] [VSync: 0] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 0] [Special: lmw] [Lang: en] 0.159 Video driver: windows 0.159 Available displays: 2 0.159 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3080 Ti {0x05, [0,0], 1920x1080, 32bit, 144Hz} 0.159 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3080 Ti {0x01, [1920,0], 1920x1080, 32bit, 60Hz} 0.308 Initialised OpenGL:[0] NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2; driver: 3.3.0 NVIDIA 556.12 0.308 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes 0.308 [Version] 3.3 0.308 Graphics settings preset: very-high 0.308 Dedicated video memory size 12288 MB 0.454 Desktop composition is active. 0.454 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] [Color: 32bit] 0.454 [Max threads (load/render): 32/24] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] 0.705 [Audio] Backend:SDL(default); Driver:wasapi, Device:Default device, Depth:16, Channels:2, Frequency:44100 0.883 Joystick device connected: instance: 0, Nefarius Software Solutions e.U. DS3 Compatible HID Device 0.885 Game controller connected: instance: 0, Nefarius Software Solutions e.U. DS3 Compatible HID Device, Nefarius Software Solutions e.U. DS3 Compatible HID Device 0.961 Loading mod core 0.0.0 (data.lua) 1.039 Loading mod base 1.1.109 (data.lua) 1.473 Loading mod base 1.1.109 (data-updates.lua) 1.526 Checksum for core: 607699937 1.526 Checksum of base: 1054619811 1.662 Prototype list checksum: 3034860339 1.687 Loading sounds... 5.077 Info PlayerData.cpp:76: Local player-data.json available, timestamp 1723825006 5.077 Info PlayerData.cpp:83: Cloud player-data.json unavailable 5.246 Initial atlas bitmap size is 16384 5.269 Created atlas bitmap 16384x16384 [none] 5.271 Created atlas bitmap 16384x13048 [none] 5.271 Created atlas bitmap 8192x4208 [decal] 5.271 Created atlas bitmap 16384x5568 [low-object] 5.271 Created atlas bitmap 8192x4448 [mipmap, linear-minification, linear-magnification, linear-mip-level] 5.272 Created atlas bitmap 16384x6064 [terrain, mipmap, linear-minification, linear-mip-level] 5.272 Created atlas bitmap 4096x3216 [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 5.272 Created atlas bitmap 4096x1856 [smoke, mipmap, linear-minification, linear-magnification] 5.272 Created atlas bitmap 4096x3088 [mipmap] 5.272 Created atlas bitmap 8192x2272 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 5.272 Created atlas bitmap 8192x1496 [alpha-mask] 5.274 Created atlas bitmap 16384x14776 [shadow, linear-magnification, alpha-mask] 5.274 Created atlas bitmap 8192x2352 [shadow, mipmap, linear-magnification, alpha-mask] 5.274 Created atlas bitmap 2048x240 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 5.279 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 16.704 Parallel Sprite Loader initialized (threads: 23) 19.500 Sprites loaded 19.510 Generated mipmaps (4) for atlas [3] of size 16384x5568 19.511 Generated mipmaps (3) for atlas [4] of size 8192x4448 19.527 Generated mipmaps (3) for atlas [5] of size 16384x6064 19.530 Generated mipmaps (3) for atlas [6] of size 4096x3216 19.531 Generated mipmaps (3) for atlas [7] of size 4096x1856 19.553 Generated mipmaps (3) for atlas [8] of size 4096x3088 19.576 Generated mipmaps (5) for atlas [9] of size 8192x2272 19.577 Generated mipmaps (3) for atlas [12] of size 8192x2352 19.579 Custom mipmaps uploaded (1942) 19.807 Factorio initialised 19.807 Discord overlay detected (DiscordHook64.dll) 19.809 Info HttpSharedState.cpp:58: Downloading https://updater.factorio.com/updater/get-available-versions?username=thedoh&token=<private>&apiVersion=2 20.165 1 packages available to download (experimental updates enabled). 22.530 Info HttpSharedState.cpp:58: Downloading https://updater.factorio.com/updater/get-download?package=core-win64&from=1.1.109&to=1.1.110&isTarget=true&username=thedoh&token=<private>&apiVersion=2 52.108 Info Updater.cpp:316: Checking update package C:\Users\WindowsUsername\Desktop\Standalone Factorio\100% Running (Live-track)\temp\core-win64-1.1.109-1.1.110-update.zip 52.521 Error DownloadingUpdatesGui.cpp:108: Checking update packages failed: File C:/Users/WindowsUsername/Desktop/Standalone Factorio/100% Running (Live-track)/data/changelog-switch.txt has unexpected content 74.445 Quitting: user-quit. 74.633 Goodbye The changelog-switch.txt file in question does appear to look like a changelog, but the last entry is for version 1.1.107 (seemingly skipping 1.1.108 and 1.1.109). I am pretty sure that I updated to 1.1.109 from 1.1.108 with the built-in updater. While comparing to an another 1.1.109 installation that didn't have the 1.1.110 update attempted, I see that the changelog-switch.txt file contents are identical to the install which produced the above log entry.
[ { "author": "thedoh", "content": "I changed nothing since posting this, but tried the update again, and it worked. Go figure.", "date": "2024-08-19T18:17:37+00:00", "quotes": [ { "author": "thedoh wrote: Fri Aug 16, 2024 6:10 pm", "content": "" } ] }, { "author": "", "content": "Apologies, this has been fixed.", "date": "2024-08-20T07:29:59+00:00", "quotes": [] } ]
2
2024-08-16T13:10:50-05:00
forum-topic-51967
51967
PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Mods
https://forums.factorio.com/viewtopic.php?t=51967
kingarthur
Under Maajor Reconstruction. see post for explanation: viewtopic.php?f=190&t=51967&p=435831#p435831 Like Pymods? Wish it worked with X mod? Well now they do Introducing the PyCoal Touched By an Angel Compatibility mod PyMods lacks compatibility with a number of mods. issues range from game breaking to simply items sharing names and not usable between mods. the PyMods Compatibility patch attempts to fix issues with the Py suite working with: - Angels mods - Madclowns angels extension - Omnimatter - Bioindustries - Deadlock Stacking for PyMods. Have a mod you want to use with PyMods and its not on the list. make a post on here and let me know which one it is and ill look into it asap. Q&A is always ongoing as i play with the mods and see how the balance feels every step of the way. please feel free to comment with any issues or concerns you have. also feedback on balance is much appreciated. Link to mod portal page https://mods.factorio.com/mods/kingarthur/PyCoalTBaA Link to github https://github.com/kingarthur91/PyCoalT ... is%3Aissue
[ { "author": "foodfactorio", "content": "cool kingarthur, \nthe other day i was thinking of making a post about a new mod that we need, which would be a \"Universal Recipe Converter\" mod \n \ni will post the idea on the mod idea section, with a link here, but it sounds like you may have done just the thing? though i still have to try it out to see. \n \nthe main idea behind the Universal Recipe Converter mod, is essentially as follows: \n- the URC (universal recipe converter) mod, just has 1 or 2 new building entities, which can convert things. \n- people can have different mods installed \n- the mods do not necessarily have to be designed with cross-compatibility in mind, for every mod, instead they can just be unique in terms of items if it makes it easier for modders to release new mods more quickly. \n- and then people can simply play the different mods, and post a quick request (with some discussions etc) on the Universal Recipe Converter mod, to request a new recipe for the URC mod, to help make some resources more usable in other mods. \n \n \nfor example: \ndoes Angels Mod make lots of Crushed Stone? \ndoes pycoal use Gravel? \n \na request can be made on the URC mod forum page, to allow XYZ of Crushed Stone, to be made into XYZ amount of Gravel \n \n \nAs this type of mod could grow over time, a key design factor would be to lable up recipes with a unique name, for easier searching, and to have probably just 1 new Tab on the Crafting screen, so that people can bring up the list just by pressing the usual \"e\" key, and clicking on the tab, even if the individual recipe icons didnt allow for hand-crafting, they could just say, \"this cant be hand-crafted\" etc, but at least people could see what options are available. \n \nthen, over time, some more checks and balances could be added, such as putting some research tech requirements into the mix first, if applicable, or tweaking the recipes so that in the case of Crushed Stone becomming Gravel, maybe you get 1 Sand as a byproduct too. \n \nthanks again for making a start, and hopefully this can be the start of something cool on a more Universal mod,... \naka, 1 conversions mod to rule them all", "date": "2017-08-19T02:05:50+00:00", "quotes": [] }, { "author": "foodfactorio", "content": "(posted link to idea section) \n viewtopic.php?f=33&t=51978", "date": "2017-08-19T03:09:58+00:00", "quotes": [] }, { "author": "aklesey1", "content": "Found small serous bug - overriding for syngas to synthesis gas not working in some recipes - still requires PYCP syngas not angel's synthesis gas \n \nHere's recipe with error's \n1) PYCP Gasifier: \nRecipe More SynGas using oxygen - eror in output - its outputting PYCP Syngas but not Angel's synthesis gas \nBut recipe calling Syngas works correctly \n2) PYCP destructive distillation column \nRecipe Hydr0ogen Gas - error in input - requires PYCP Syngas but not Angel's synthesis gas \n \nsodium chloride can be replaced by salt - it is the same resource - just add string in file where all overrides written", "date": "2017-08-19T12:14:49+00:00", "quotes": [] }, { "author": "Nexela", "content": "PyCoal does a lot overrides in the data updates stage, To accommodate for this The patch mod will also want to do the updates in the data-update.lua stage. \n \nAdditionally the patches should be done using bobs library functions or directly editing the required field in data.raw instead of copying the whole prototype.", "date": "2017-08-19T13:23:59+00:00", "quotes": [] }, { "author": "Airat9000", "content": "very goood vork! \n \nplease continue - more recipe!", "date": "2017-08-19T13:30:26+00:00", "quotes": [] }, { "author": "Airat9000", "content": "hello idea in fluids in barrell angels barrells \n \n \n \n 2017-08-19_17-31-03.png (90.75 KiB) Viewed 34013 times \n \n \n\nand idea more recipes (hardness) angwes smelting. Can easily produce all this .. it seems necessary to change all this. \n \n \n \n 2017-08-19_17-37-16.png (519.22 KiB) Viewed 34010 times", "date": "2017-08-19T14:32:04+00:00", "quotes": [] }, { "author": "Exasperation", "content": "Seconding this advice.\n \nThey're already using the angel's override functions for pretty much everything, they could use them for this too; the angelsore6-crushed recipe change could be replaced with the following (placed in overrides.lua).\n Code: Select all OV.patch_recipes({ { name = \"angelsore6-crushed\", enabled = true } })", "date": "2017-08-19T18:46:33+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Airat9000", "content": "find bug! \n \nCompressed air is very difficult to obtain without opening 3 technology", "date": "2017-08-19T20:10:16+00:00", "quotes": [] }, { "author": "kingarthur", "content": "are you unable to barrel those 2? it should have created the recipes to barrel them. i know tar barreling was working for me \n \n\nya i havent had much of a chance to mess with those recipes yet they probably will get adjusted at some point", "date": "2017-08-19T23:47:31+00:00", "quotes": [ { "author": "Airat9000 wrote:", "content": "" }, { "author": "Airat9000 wrote:", "content": "" } ] }, { "author": "kingarthur", "content": "i have notice and been told a few recipes didnt get adjust so im going to need to do my own data-updates.lua to for that. correct me if im wrong but the only the recipe for angels ore 6 can be data.raw as the other 2 are ones i created and are not mods of old recipes", "date": "2017-08-19T23:51:46+00:00", "quotes": [ { "author": "Exasperation wrote:", "content": "" }, { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Exasperation", "content": "That's correct, the new recipes you created are fine the way they are.", "date": "2017-08-20T03:56:35+00:00", "quotes": [ { "author": "kingarthur wrote:", "content": "" } ] }, { "author": "kingarthur", "content": "mod has been updated check op for new version. \n \nChangelog for 0.0.2 \n \nOverrides \noverrides moved to data-updates \nsyngas overrides fixed on broken recipes \nsalt is correctly overridden now \n \nRecipes changes \nbobmonium crushing reduced to just using override function \nbobmonium glass recipe updated from glass recipe 3 to 4 to account for new glass recipe in pycoal latest update \n \nTech changes \nnitrogen prepossessing 1 had prerequisite removed to make it a little easier to get to since compressed air is used sooner \n \nlocale file created \n bobmonium hand crushing now has English locale \n \nbeen busy irl so not much has been done for major balance changes yet", "date": "2017-08-20T05:20:00+00:00", "quotes": [] }, { "author": "aklesey1", "content": "U doing important work, as player i'll test ur small patch, its pleasant that PYCP can work with Angel's mods with ur help \n \nKingarthur, why you have decided to simplify access to Nitrogen processing in this patch? To be honest I'm used to overcoming difficulties and certain conventions in Angel's in PYCP", "date": "2017-08-20T14:08:18+00:00", "quotes": [] }, { "author": "aklesey1", "content": "Kingarthur, how to fix this error? https://yadi.sk/i/XfOcMgfP3MAarv - conflict with AAI Industry \nWhy requirements are duplicated?", "date": "2017-08-20T17:52:39+00:00", "quotes": [] }, { "author": "kingarthur", "content": "Would need to figure out what mods have modified the medium electric pole. most likely 2 of them are both trying to add creosote to it the pole at the same time. \n \neasiest way is to deactivate any mods list on that item and reactive them one at a time until the issue shows back up", "date": "2017-08-20T23:03:15+00:00", "quotes": [ { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "orzelek", "content": "I think bob's library has functions that are meant to add/replace ingredients that are protected from this behavior. \nMight help if your mod and/or mod in question (angel's most likely) would use those. That would create dependency on bobslibrary which might not be desired.", "date": "2017-08-20T23:59:43+00:00", "quotes": [ { "author": "kingarthur wrote:", "content": "" }, { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "kingarthur", "content": "its not anything to do with angels or my mod directly. one or more of the other mods he has is the ones messing with it. pycoal adds the creosote to the pole but something else is added a small iron pole and made other changes.", "date": "2017-08-21T00:07:04+00:00", "quotes": [ { "author": "orzelek wrote:", "content": "" }, { "author": "kingarthur wrote:", "content": "" }, { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "Wildejackson", "content": "AAI Industry adds the iron pole for early game where wood is scarce. I didn't look at the code but I think AAI is using a updated recipe (it has no dependence on bobs whatsoever) and I think py is using one of bob's recipe functions. I think this can be avoided if PCTBA/PyCP load after (ie. soft dependent on AAI). I will experiment when I get home", "date": "2017-08-21T01:28:09+00:00", "quotes": [] }, { "author": "Damgam", "content": "Maybe upload it on mods.factorio.com", "date": "2017-08-22T14:56:41+00:00", "quotes": [] } ]
19
2017-08-18T09:48:29-05:00
forum-topic-124077
124077
The cargo wagons are too small for DLC
Balancing
https://forums.factorio.com/viewtopic.php?t=124077
zzy8570860
Whether to consider adding quality effect to improve capacity
[ { "author": "Hares", "content": "Can you explain the topic more? \nWhy do you think they are too small for DLC? \nWhy do you think this should be changed? \nWhat items do you want to transport on rails? \n \nAlso, about quality -- it's dual-edged blade. On one side, you add higher-tier wagons. Countrary, it requires changing logic on train stops for calculating dynamic train limit as one wagon can now be > 40 stacks.", "date": "2024-12-09T11:44:02+00:00", "quotes": [] }, { "author": "danbopes", "content": "Related: viewtopic.php?f=6&t=119199", "date": "2024-12-09T11:52:17+00:00", "quotes": [] }, { "author": "zzy8570860", "content": "I didn't use complicated circuit control. \nI'm just used for transporting ores. \nThe new quality Bulk inserter and Turbo transport belt can empty the train in a flash. \nTrains in the buffer zone were too late to arrive.", "date": "2024-12-10T02:43:05+00:00", "quotes": [ { "author": "Hares wrote: Mon Dec 09, 2024 11:44 am", "content": "" } ] }, { "author": "Hares", "content": "Without trains limit control, trains would arrive to the closest train stop and ignore the actual demand, resulting in resource overflow in some places and starving in other, i.e. they might arrive to almost depleted mine and wait there for two minutes (together with 4 other trains), or never deliver iron ore to steel production because all is delivered to plates production (for example!)", "date": "2024-12-10T10:20:18+00:00", "quotes": [] }, { "author": "zzy8570860", "content": "I'm just making a suggestion. Let the developers decide what to do.", "date": "2024-12-11T03:56:26+00:00", "quotes": [ { "author": "Hares wrote: Tue Dec 10, 2024 10:20 am", "content": "" } ] }, { "author": "Mavets", "content": "I absolutely support the author: trains need quality for slots. \nnot everyone and not always use logic in trains, to sacrifice 99% of the benefit for everyone, for the sake of the dubious 1% who can reconfigure trains and make them even better for themselves, is not a very effective solution.", "date": "2024-12-15T00:55:34+00:00", "quotes": [] }, { "author": "Stargateur", "content": "I would say train are too small for stack mechanic, thus, with elevated rail you can have way more train running. I would still like a small buff to wagons that quality could offer.", "date": "2024-12-15T11:31:33+00:00", "quotes": [] }, { "author": "Dreepa", "content": "Yeah, I had the same impression.", "date": "2024-12-17T12:59:50+00:00", "quotes": [] }, { "author": "TiemDuJardin", "content": "In my opinion trains are used to transport items over medium or long distances: They load enough items so the buffers have just enough time to fill back up till the next train comes and unload enough items so the buffers last long enough till the next train comes. I think the important factor is the uptime (load/unload) to downtime (arrive/depart) ratio. \n \nWith the DLC, stacked belts and quality inserters have insane throughput and buildings require a lot more items per second (with quality buildings, beacons, modules, ...), so trains are filled/emptied way too fast now and they don't provide enough items that make up for the time they spend arriving, departing and traveling. This can be solved by either making the trains longer (they are big entities and it makes them slower + slower depart so this is not always desired) or spamming more trains (more traffic is also not desired and this is capped by the depart time). \n \nA huge upgrade that would feel in line with the other upgrades is more wagon slots with quality. More items means the buffers get filled/emptied more so the uptime/downtime ratio is better. Chests and cargo bays already get more capacity with quality so why not wagons? Belts have 4 times throughput, pipe throughput is nearly infinite and legendary inserters are 2.5x faster. It feels like trains as a logistic part of the game are left behind in the DLC. Faster locomotives with quality would be nice, similar to quality fuel, but this would only decrease depart time and I think we really need more load/unload time to make trains simularly powerful to other parts of the late-game. \n \n\nQuality is optional, if the logistics is too annoying you don't have to engage with it. You can choose to only use normal quality trains, you can choose to only use uniform quality trains or you can choose to use mixed trains. Each choice has its upsides and downsides. \nFor almost all cases a higher quality train would be an upgrade without any downsides. Trainconditions like full cargo would behave very intuitively (all slots of each cargo filled with full stacks) and other conditions would be entirely the same, even with mixed quality trains. \nThe only problem i can think off is circuit conditions that depend on the capacity of the train, which would only fail with mixed trains. I've never needed anything like this before and for that edgecase you could just use normal or uniform trains while enjoying the upgrades everywhere else. \nQuality has always been a dual-edged and required some rethinking and redesigning for the upgrades to work. I don't see how this is any different.", "date": "2024-12-19T02:14:33+00:00", "quotes": [ { "author": "Hares wrote: Mon Dec 09, 2024 11:44 am", "content": "" }, { "author": "Hares wrote: Mon Dec 09, 2024 11:44 am", "content": "" } ] }, { "author": "PESOKOTiK", "content": "True, i was so glad they added quality buff to chests and i was so dissapointed when i checked and saw that cargo wagons didnt got it. Therefore ig it should have more capacity with higher quality", "date": "2024-12-21T19:07:37+00:00", "quotes": [] }, { "author": "Dr. Dog PhD", "content": "I actually think that not having bonus slots for quality for cargo wagons is a good thing that leads to more interesting factories. \n \nI assume the reason why trains (locomotives, cargo wagons, and fluid wagons) don't benefit from quality is to encourage higher throughput rail systems and requiring more trains overall. A 2.5 times increase in capacity would effectively cut the number of needed trains in a rail network by over half. If the player wants a higher throughput of items, they need to 1. design a rail network capable of handling that increase in traffic and 2. ensure loading/unloading stations can handle this throughput. \n \nTo solve issue 1, the player was given tons of fun tools to design higher throughput rail systems from elevated rails, train interrupts, train groups, and additional circuit conditions for train stations/train schedules. \n \nIssue 2 is largely mitigated by higher quality inserters/buffer chests. Although I often found these not to be enough, so I'd design my stations capable of handling multiple trains at the same time. This problem can also be helped by productivity bonuses/the new production buildings so resources can go further. \n \nOverall, I think Wube liked the idea of large factories needing a giant and bustling train network to support it and not adding quality bonuses to wagon slots is a nudge to encourage players to make good use of all the fun new tools. Being able to upgrade wagon capacity would permit the easy, but less fun option.", "date": "2024-12-31T02:31:38+00:00", "quotes": [] }, { "author": "Hares", "content": "Partially covered by 125641: Version 2.0.29 \n \n\nNot included in the game, but now possible by mods.", "date": "2025-01-06T13:25:50+00:00", "quotes": [ { "author": "FactorioBot wrote: Mon Jan 06, 2025 11:04 am", "content": "" } ] }, { "author": "rosilisk", "content": "I'm not sure if this post is the 'canonical' post to recommend that cargo wagons should increase cargo size with quality, but +1 from me. Given the high throughput of inserters and belts, plus the stone and coal requirements for late-game research productivity research, trains no longer feel like the obvious best way to get high throughput input for megabases. I have a 'good' 2-8 layout with train stackers and legendary nuclear fuel, and it only sustains about 2 fully-saturated stacked green belts per station. Yes, with more careful input and output buffering I could probably get around 4 lanes per station, but even that is nowhere near the impressive 'wow' of trains in 1.1. \n \nI agree that this change needs to wait for a minor version bump for a few reasons: \n \n If a pre-change save state already has high-quality wagons and the network relies on the wagon being a specific size (eg. mixed train with filtered slots, or using the loaded cargo to determine when to depart), this change would break those setups. This problem could be mitigated with a migration script to block off cargo wagon slots if they get expanded, and I also guess that high-quality wagons are not widely in use. \n If high-quality wagons are in demand, there should be some automated way to upgrade them, probably with the upgrade planner. The development and testing for this probably goes along with a more significant update. \n \n\nI personally don't see the need for meaningful upgrades to the locomotives themselves, at least not in terms of acceleration. (Maybe they consume less fuel, so upgrading can be done on multiple independent axes?) But to me the main issue with trains currently is the cargo size.", "date": "2025-03-17T15:37:47+00:00", "quotes": [] } ]
13
2024-12-09T01:00:25-06:00
forum-topic-89090
89090
Mod zips with multiple folders in root
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=89090
moon69
In the case where there are multiple valid folders in the root of a mod zip, how does Factorio choose which folder to use? EG: Code: Select all TestMod_1.0.0.zip │ ├───FolderA │ │ info.json │ │ ... │ ├───TestMod │ │ info.json │ │ ... │ └───TestMod_1.0.0 │ info.json │ ....
[]
0
2020-09-05T15:06:40-05:00
forum-topic-102943
102943
Not work
DyWorld
https://forums.factorio.com/viewtopic.php?t=102943
trofur2
Hello! Not work whis space exploration 0.6 version?
[ { "author": "Stringweasel", "content": "Pretty sure DyWorld isn't updated for SE 0.6. But it's better to check out DyWorld's Discord, there's likely more information there.", "date": "2022-07-22T07:51:26+00:00", "quotes": [] }, { "author": "trofur2", "content": "please give link to discord chanel", "date": "2022-07-22T08:05:32+00:00", "quotes": [] } ]
2
2022-07-22T02:34:45-05:00
forum-topic-50283
50283
Separated Handling of Red and Green Wires
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=50283
This is related to viewtopic.php?f=80&t=30845 About Cables and Wires / Make Wires Free / Power Poles Contain Cables That collection is about introduction of a tool for handling all types of cables and wires instead of handling wires as items. This is a bit different direction: It wants to enable separated handling of the red and green signal wires in all types of entities. There are for example the requester chest which can be setup for read or for write-access. In read-mode it reads the number of items it should request from the wires. See pic below. In write mode it writes the current content into the wires. How useful would it be to have both (read and write) enabled at the same time? The same goes with any entity, that has more than one mode (roboports, belts, inserters)... ... may be mentioned a lot more, but is really hard to find cause "red" is too short to be searched ... viewtopic.php?f=6&t=47706 Circuit network improvement: Multiple modes of operation viewtopic.php?f=6&t=49278 circuit combinators, set wire-colors for select-windows
[ { "author": "Optymistyk", "content": "We need this \ncurrently if you want to pairwise multiply multiply red cable channels with green cable channels you need 5 combinators. \nIf you want to pairwise divide red and green cable channels then tough luck cuz it's pretty much impossible", "date": "2020-08-05T14:45:20+00:00", "quotes": [] }, { "author": "mrvn", "content": "To add urgency to this. Yes, it could be useful to read contents and set requests. \n \nAs example consider a setup with a buffer chest connected to a requester chest with some extra combinators. The buffer chest is set to \"Set Requests\" and the requester chest to \"Read Contents\" + \"Set Request\". Whatever request you send to the requester chest would be duplicated to the buffer chest to improve the throughput. \n \nCurrently this requires the requester chest to be \"Set Request\" and a stack inserter to transfer the items into a steel chest so you can \"Read Contents\". And that glitches because items can arrive faster in the requester than can be transfered and won't be counted until they are transfered. \n \nNot to mention it has been requested several times for combinators. Some computations just aren't possible without it o more than impractical. Dividing red wire by green wire is just one of those.", "date": "2020-08-05T15:19:27+00:00", "quotes": [] }, { "author": "foamy", "content": "Being able to both read and set requests on requester chests would be very useful, and there's other entities -- inserters, for example -- where you might not necessarily want their output to be added to an incoming control signal.", "date": "2020-12-09T03:14:58+00:00", "quotes": [] } ]
3
2017-06-27T20:26:52-05:00
forum-topic-126554
126554
API request: LuaPlayer.pipette_item()
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126554
gparker
API request: add a function LuaPlayer.pipette_item(item_name, allow_ghost), similar to pipette_entity() but for items. It should act as if an item in the inventory window or crafting window had been pipetted by the player.
[ { "author": "curiosity", "content": "https://lua-api.factorio.com/latest/cla ... rsor_ghost", "date": "2025-02-03T02:44:02+00:00", "quotes": [] } ]
1
2025-02-02T20:18:30-06:00
forum-topic-103909
103909
Controller support
Development Proposals
https://forums.factorio.com/viewtopic.php?t=103909
Here you can give general feedback about how it is to play Factorio with a controller(or Joy-Con controllers). Things like what parts are not intuitive, what important actions are too slow and cumbersome, feedback related to vibrations
[ { "author": "Borax Kid", "content": "Navigating the inventory is a bit slow when trying to get to the right part of the UI, for crafting or putting/getting stuff from furnaces etc. \n \nWould love it if the right stick would let me change the \"section\" of the UI my cursor is in, eg. opening the inventory followed by a right move on the right stick and my cursor is in the crafting menu. Or maybe L/R ?", "date": "2022-10-28T13:14:16+00:00", "quotes": [] }, { "author": "", "content": "I'm considering adding an option to wrap around the GUI to maybe help with this situation.", "date": "2022-10-28T13:58:47+00:00", "quotes": [] }, { "author": "jakeman27", "content": "Another way of speeding up navigation is to use a modifier button to move say 5 items at a time rather than one by one. I did this on another game on my Steam Controller where if I held one of the bumpers and used the D-pad it did 5 button presses instead of 1. \n \nJust an idea", "date": "2022-10-28T14:13:13+00:00", "quotes": [] }, { "author": "Antipatience", "content": "When using JoyCons, SL & SR on the left JoyCon can have distinct functions from SL & SR on the right, but there’s no distinction in the controller UI for which one is mapped to which. Definitely love having 4 extra buttons instead of 2, but not being able to tell them apart is rough.", "date": "2022-10-28T14:28:01+00:00", "quotes": [] }, { "author": "Alexey152", "content": "Hi folks, \n \nSo, my wife is playing the demo on Switch right now and here is some feedback bits: \n \nI noticed that in menus like \"main menu\" or \"new game\" you have to use your left stick (like toggle it up and down) to get any items in focus. It would be great to always have some item in focus (perhaps the first one?) to simplify and speed up the navigation. \n \nWhen we entered new game -> tutorial, it wasn't clear which exact ui element is now in focus and we had to toggle them a bit to understand what is in the focus and how to get to play button. Perhaps more contrast would help here: on the right bottom there were levels selection and the background color of it is only changing slightly when it is in focus. \n \nSome of default key bindings feel a bit unnatural, such as: \n- Perhaps heavily influenced by recently played games, but there inventory is accessible by pressing \"plus\" button on a right joy-con (Stardew Valley: https://stardewvalleywiki.com/Controls# ... Controller , Diablo 3) and not `X`. Whilst writing this, googled Minecraft and it uses `X` (but we haven't played it in a while) \n- `B` is a default \"back\" button on the console and all the games. Would be great to be able to exit inventory with `B` instead of repeating `X` \n- An entity such as furnace can be \"opened\" through `A`, but closed with `X`: again, `B` is universal close on the Switch \n \nWhen you open a chest and want to move some item from/to it: you have to grab it first and then move your cursor to another storage (player inventory or chest). However, the game anyway auto-orders items so they fill the top leftmost cells first, so it doesn't make any sense to actually move it with a \"cursor\". So, it would be great to have a button to quickly move the whole stack. Being familiar with the game, I know that such key exists, but perhaps it should be advertised more on Switch version, because it takes more time to move items with sticks than with a proper mouse. \n \nWhich brings us to a more general feature request: the game should have more tips about controls. This would greatly improve user experience of new players. For inspiration, look at screenshots from \n- Minecraft: https://www.vooks.net/minecraft-nintend ... on-review/ \n- The Witcher 3: https://scifiempire.net/wordpress/the-w ... e-console/ \n- Graveyard Keeper: https://switchrpg.com/reviews/graveyard ... ew-switch/ \n \nPerhaps some of those are not really issues, but I'm just broadcasting a first impression here from the first 20 minutes of gameplay. Let me know if you have other questions or want us to test other aspects of the game!", "date": "2022-10-28T20:39:15+00:00", "quotes": [] }, { "author": "PrgSkidmark", "content": "I've been a little frustrated because I don't know what all the controls do. \nI'm playing through the tutorial now so not much time yet. \nPerhaps you can create a graphic like this with all the functions. \n https://en-americas-support.nintendo.co ... er-diagram \nI keep going to settings, controls, and looking at what they do. \n \nUpdate: I found out about the Tips and Tricks panel that shows some controller assistance. I either glossed over this in the tutorial, or I missed it. \nUpdate 2: the tips and tricks have been invaluable to mastering the controls. I wish the button representations were bigger, and perhaps the font was bigger. The button representations are in blue and I find it hard to see against the background especially that small. \nThanks, \nDoug", "date": "2022-10-29T11:28:43+00:00", "quotes": [] }, { "author": "martinw89", "content": "I personally have a really hard time wrapping my head around the “absolute” vehicle control rather than a “relative” approach. In other words, I think it’s easier to use accelerate, brake, left, right controls rather than down on the left stick always meaning I want to go down on the screen. Especially because it’s hard to predict how the car will react with absolute controls (will it brake? Will it go in reverse?)", "date": "2022-10-29T16:20:44+00:00", "quotes": [] }, { "author": "PrgSkidmark", "content": "I finally built a car. I spend some time driving it around killing biters and bases. I agree that the car is horrible to drive. There’s no fine control at all which lead to crashing into everything and it almost being destroyed before I could repair it. If this game adopted the GTA in car control scheme it would be so natural as I believe a lot of games adopt that scheme. \nThe main issue was if my car was facing east and stopped and I want to go south, I had to push the stick like in a half circle from E, SE, and S before it went south. It had to actually move eastward before it could circle south. I’m sure with a wide open area it’s no problem, but with a million trees, boulders, and cliffs it was hard to do.", "date": "2022-10-30T16:11:58+00:00", "quotes": [ { "author": "martinw89 wrote: Sat Oct 29, 2022 4:20 pm", "content": "" } ] }, { "author": "EMaDeLoC", "content": "It will be great if there is a control to adjust sensibility in right joystick or mouse to move the cursor faster or slower. \n \nAlso, when I use an aanlog joystick to move a player, I expect to control speed and more than the classic 8-way. \n \nD-pad is not working at all in menus or inventory. In that scenarios D-pad is better than joystick, faster and is more accurate. \n \nSelecting entities with right joystick is sometimes frustrating. If cursor moves between three entities, you can select the two of the sides, but jumps the middle one. It needs a little bit of work. \n \nBTW, great port!!", "date": "2022-10-30T17:10:35+00:00", "quotes": [] }, { "author": "montoyo", "content": "Loving the Switch port! \nControls are mostly alright, but I must say however that the car controls are horrible as pointed out by others \nAlso, the right joystick which selects tiles to remove/repair is quite limited. What bothers me mostly is when I try to repair my 3-layered wall. It seems that I can only reach the outer layers, and have to break some of the layers to reach the inner ones - or perhaps there's a trick I'm not aware of \n \nAnyway, cheers for the great port! I really surprised by how fast it took. Read the FFF about it and suddenly it was there!", "date": "2022-11-03T13:33:44+00:00", "quotes": [] }, { "author": "NJLGamer64", "content": "Hello I have been playing factorio on pc since 2019 and happily bought the switch port when it came out last week and I have played about 10 hours. After playing I have some controller suggestions that I hope to be considered. The vehicle control is weird in the switch port. I think there should be an option for a completely different set of controls while in a vehicle. I personally have never felt the need to build while in a vehicle so that means that while in a vehicle the triggers and d-pad could be used for other things. I thing the D-pad should be used to select the weapon, right shoulder should stay fire, and the left shoulder button should be grenades perhaps while this setting is on the car and tank would have a \"grenade launcher\" the player would need to load with grenades similar to ammo but it would still have the same range as throwing them by hand. And a return to tank controls where the left stick is turning and the triggers are for forward and reverse. Also a hand held grenade launcher so you could aim with the right stick and fire with shoulder button. Next I like the \"radial\" 8 way hot menu for the left stick, I wish it was a little less clunky though. I think there should be a toggle in the menu to keep it on screen in the bottom right corner ( or maybe top left) and then when the player hold the l button the left stick switches from movement to selection even if the right stick is in cursor mode and could make the menu bigger.I prefer using the cursor mode in stead of the snap mode for the right stick but that preference makes the l-button hot menu hard to use.", "date": "2022-11-03T16:25:39+00:00", "quotes": [] }, { "author": "driver", "content": "I'm playing on PC but like to play with a gamepad from time to time and looking at some old postings about gamepad configurations and nintendo switch youtubevideos inspired me for this very simple configuration, which has only essential functions in one set what avoids a lot of headaches and offers comfortable direct access to the quickbar and zooming (!). \nMap, Technology tree, (...) can be accessed by the game interface. \nIt has 5 sets, but all of them are identical apart from the d-pad, which is used to cycle through the quickbar with one-way selectors. Dpad left 1-5, dpad right 6-0. \nYou can cycle through different quickbars with shift (right stick button) and Dpad left 1-5 or Dpad right 6-0. \nThis can be done with third party tools like xpadder or antimicro (free). \nAntimicro also has a documented cycle-function, which you could use instead of 5 sets connected with oneway selectors for the quickbar.", "date": "2022-11-04T11:39:32+00:00", "quotes": [] }, { "author": "TORAK3WOLF", "content": "A while back the developers put out a blogpost about consistency in menus. They used examples showing the confirm option is always on the right side of the screen and highlighted green, while the back/backout option is left, and highlighted red. What I see in the switch menus is counter to that philosophy. With nintendo products, A is confirm/progress, B is back/backout: in all scenarios, and in all menus. Currently the switch version of factorio has sort of a \"continue with the settings as is\" currently with X, but sometimes A and you are never sure which is available at any given time, which feels awkward especially when you are trying to \"back\" out of a menu and the only way to close it is with a \"confirm all\" button. \n \nTraversing any menu should be possible with the D-pad. Period. Full stop. How this got skipped in development astounds me. \n \nUsing the \"cursor mode\" should not stop the functionality of the quick bar menu. None of the controls overlap/interfere with one another. I was excited when I realized the switch version was going to have a quick access wheel and was severely disappointed when I realized that with \"cursor mode\", the wheel was basically unusable. \nWithin \"cursor mode\" the left stick/ D-pad should scroll text/space in menus. In a broader scope, the non dominant stick should always scroll text/space in menus, while the dominant stick should scroll through selectable/toggleable options. \n \n/endrant* \n \n*probably** \n**nah, who am I kidding?", "date": "2022-11-18T22:47:36+00:00", "quotes": [] }, { "author": "bowling_allie", "content": "ive been playing on switch for a couple hundred hours and its a wonderful port so far, i liked reading the fff about it :). im impressed with how well it plays on controller. im not a fan of the default control scheme, bc it feels to much like a mapping straight from kb&mouse and doesnt allow me to build and move the cursor at the same time, but thats all rebindable. \n \nsome notes: \nhaving the left stick move the character when navigating ur inventory in free cursor mode would make way more sense to my brain than having it also move the cursor. \n \nits hard to build in map mode when the left stick wont go straigt up or down, left or right, i use this all the time on pc, (get a blueprint hold lmb, hold w, and tada new rail line, but on controller i have to zoom out, position the view, carefully position the cursor on the tiny map, hold build, then move the cursor straight in a direction, i have to be zoomed out to cover enough distance. it would be much nicer if the move stick behaved like the cursor and was 8 directional until turned \n \nthe craft queue can get down to a single square when in a spidertron, even tho theres plenty of room in the middle of the screen \n \nthanks <3", "date": "2023-02-09T04:43:42+00:00", "quotes": [] }, { "author": "Drexel", "content": "Was this solved/implemented in the meanwhile? Tried the Switch demo yesterday and this is so annoying it would keep me from buying the full version. Googling gave me no result. \n \nSwitching the left and right window halfs with L and R would also be a possibility.", "date": "2024-10-13T08:07:22+00:00", "quotes": [ { "author": "Borax Kid wrote: Fri Oct 28, 2022 1:14 pm", "content": "" }, { "author": "Twinsen wrote: Fri Oct 28, 2022 1:58 pm", "content": "" } ] }, { "author": "", "content": "Not yet, sorry. I tried to look into it a few times but the implementation for this is not so easy because of the rather complicated heuristic algorithm used to navigate the widgets so it was always postponed for easier improvements.", "date": "2024-10-13T14:55:48+00:00", "quotes": [ { "author": "Drexel wrote: Sun Oct 13, 2024 8:07 am", "content": "" } ] }, { "author": "Drexel", "content": "Thank you, I appreciate your quick response! Hope you get it into finally. As it is still on your list, maybe I give the Switch version a try, it would be a great game for any kind of trips. \n \nIt would also be nice, if on opening an inventory or switching in left/right pane the first item would be selected already, currently you always have to press down, which is what you want in 99% of the cases if you open an inventory. But that would be the icing on the cake.", "date": "2024-10-13T17:45:10+00:00", "quotes": [] }, { "author": "Drexel", "content": "Ok I want to give some more feedback for the controller support of Factorio. \n \nI also play the PC Version of the game and I know that the controls are complex and not everything will be as comfortable and fast as with keyboard and mouse. But I think the most common functions should be easy to reach and should stick to established controller/console inputs. \n \nHere are some suggestions (button naming of the Switch controller): \n \n- On opening the character inventory, the cursor is on the top left over the character inventory, you see it when you have an item in your hand. That lets you switch over to the crafting/character side one time by pressing right. But in any way you have to press down to get to the inventory/crafting area. This is not the case in buildings or chests inventory, if you press right there you don't switch over to the buildings inventory but to the first line of the character inventory. This feels inconsistent and confusing. \n \n- In the inventories it would be easier to navigate by the D-Pad. \n \n- If you can switch sides in the inventory menu by L and R then in the character inventory you should be able to change the crafting category on the right side (logistics, production, intermediate, combat) by ZL and ZR. And switch between crafting and character on the right side by holding ZL or ZR and then press L and R e.g. And the cursor/selected item on opening a menu or switching sides should always be on the most top left item of the inventory/crafting/character. Maybe if you have an item in the hand on the item you have in hand if you have it in the inventory. Or on the position before you switched the side if you switch several times. Don't know which option feels really well. \n \n- In research the selected technology and its description should change immediately after changing the technology and not on pressing A. A instead should start the research immediately so that you don't need to navigate to the start research button. (I couldn't queue research on the Switch, but maybe this is a limitation of the demo/tutorial?!?) \n \nThank you for the great work on the game!", "date": "2024-10-14T16:16:49+00:00", "quotes": [] }, { "author": "", "content": "It should work by navigating to the \"Start research\" button and pressing it. \nAnother trick is to \"double-click\" the research by double-tapping A. I understand it's not intuitive, it's mostly a side-effect of how it's implemented for mouse and keyboard.", "date": "2024-10-23T10:49:56+00:00", "quotes": [ { "author": "Drexel wrote: Mon Oct 14, 2024 4:16 pm", "content": "" } ] } ]
19
2022-10-28T01:50:39-05:00
forum-topic-126605
126605
[2.0.32] Desync repeatedly
Pending
https://forums.factorio.com/viewtopic.php?t=126605
CashPlanet
Hello, The number of desyncs is starting to increase on our server. They started a few days ago, and it was mostly just me (1 of 4 players) experiencing them - I would desync and everyone would wait for me. However, it seems everyone is experiencing them now. We think the cause is related to robots, the last two desyncs happened when we sent out a build request / deconstruction request. Number of active players doesn't seem to matter; the latest desync occured when I was the only one online. We've begun trying to limit our logistic demand to see if that alleviates some of the issues; stay tuned. Link to the latest desync report: https://drive.google.com/file/d/17EHtnZ ... drive_link
[ { "author": "Soul-Burn", "content": "Just to verify, are you using any mods other than the base game and space age?", "date": "2025-02-06T10:20:55+00:00", "quotes": [] }, { "author": "CashPlanet", "content": "No mods! Just space age.", "date": "2025-02-07T00:35:24+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. Do you know of any way to reproduce this desync? The nature of desyncs makes them almost impossible to diagnose without knowing how to reproduce it.", "date": "2025-03-13T19:05:18+00:00", "quotes": [] } ]
3
2025-02-05T10:46:38-06:00
forum-topic-126727
126727
[2.0.32] Electric mining drill status sometimes shows as "working" when not actually working
Minor issues
https://forums.factorio.com/viewtopic.php?t=126727
billyboy999
In my save I have some electric mining drills working a small stone field. In this bug, I'm focusing on a group of three electric mining drills outputting to a green belt going to the left. The mining speed is > 30/s, so only the right most drill is working. The middle drill never works, and when hovering over it, the machine status reflects that ("Target full"). The left most drill also (theoretically) should never be able to work. At a glance this is the case - the drill animation is frozen and the status light is yellow. However if you hover over it, the machine status switches between "Working" and "Target full", with a surprising amount of time in the "Working" status. I have no way of checking if the machine is actually working, but it shouldn't be possible given a single miner saturates a green belt. This behavior seems to be present for all groups of 3 mining drills outputting to the same belt, as well for a group of 2 miners in the upper left. The other groups of 2 miners don't exhibit this behavior.
[ { "author": "", "content": "Thanks for the report. I don't currently have a solution to this that doesn't make the status for drills even worse. The issue is: the drill is active because the belt is constantly being removed from - but it can't put the items it's holding onto the belt at the location it wants (the free space is further down the belt). \n \nThis is a side effect of the entity status and the actual entity logic being 2 different pieces of code and the status being a \"best guess\" about the state of the entity. Each tick, the drill updates and fails to output its results, and goes to sleep, but then is woken up by the belt moving and having an item removed.", "date": "2025-03-17T13:56:59+00:00", "quotes": [] } ]
1
2025-02-09T23:09:05-06:00
forum-topic-21076
21076
Assembler or furnace with 2 products?
Modding help
https://forums.factorio.com/viewtopic.php?t=21076
mooklepticon
I vaguely remember there being something that makes 2 products as an assembler or smelter, kinda like a refinery takes 1 input and makes 3 outputs. Am I remembering that correctly?
[ { "author": "DaveMcW", "content": "The only recipe with 2 products in the base game is \"empty crude oil barrel\". But it's easy to add more with mods.", "date": "2016-03-07T21:58:10+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "That's what I'm after. I want to make a mod and wanted to copy a template.", "date": "2016-03-07T22:05:28+00:00", "quotes": [ { "author": "DaveMcW wrote:", "content": "" } ] }, { "author": "", "content": "Moved to Modding help. \n \nLike DaveMcW said, just look at the recipe for empty-crude-oil-barrel in the files, it is in data\\base\\prototypes\\recipe\\fluid-recipe.lua.", "date": "2016-03-07T22:15:11+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Thanks for the move!", "date": "2016-03-07T22:48:59+00:00", "quotes": [] } ]
4
2016-03-07T15:38:38-06:00
forum-topic-126601
126601
May I ask if there is a way for different associated boxes to share their associated IDs
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=126601
sdgmlj
I have added two associated boxes with different names (with different appearances and purposes). Is there a way to share the associated IDs between them?
[]
0
2025-02-05T05:24:41-06:00
forum-topic-113310
113310
Factorio Forums • Freehand lasso selection
TL;DR Allow the player to switch between freehand lasso and rectangular lasso for the selection tools. What ? I suggest adding a way (probably a keybind) to switch between the rectangular lasso (that currently exists) and a freehand lasso, for all the existing "selection tools", e.g. deconstruction/upgrade planners, blueprints, and modded selection tools. factorio lasso.png (1.64 MiB) Viewed 1129 times The shape is made closed by connecting the start and endpoints, for instance if the player drew the red line below, the blue line would be used to complete the shape. 2024-05-04_02-17.png (194.7 KiB) Viewed 1129 times This would also make it so that drawing just a single line would deconstruct just entities in that line, which is often useful with the rectangular selection tool (for belts) and would now be usable for diagonals as well (rails). The selection should exist in the world space, so the player can walk around while making it in case it doesn't fit on one screen (though this would make zooming in do unexpected things if you weren't in the map view, maybe disallow zooming in this case). It might also be a good idea to shade this region so that it's more clear what it's going to affect. Why ? Selecting things near diagonal rails (or diagonal rails themselves) 2024-05-04_02-26.png (497.72 KiB) Viewed 1129 times Copying part of a build that isn't rectangular 2024-05-04_02-35.png (536.73 KiB) Viewed 1129 times 2024-05-04_02-38.png (341.83 KiB) Viewed 1129 times Screenshots from the mod Krastorio 2
[ { "author": "", "content": "Unrelated, but which loader mod is that? (looks really cool, wanting to grab)", "date": "", "quotes": [] }, { "author": "", "content": "that looks like AAI Loaders", "date": "", "quotes": [ { "author": "Illiander42 wrote: Sat May 04, 2024 5:16 pm", "content": "" } ] }, { "author": "", "content": "Add this one to \"why don't we have this yet\". This looks like an extremely useful tool.", "date": "", "quotes": [] }, { "author": "", "content": "Add a way for a free shape selection (AKA \"lasso\") for everything that takes a bounding box area, though blueprints and deconstruction planners are the most crucial. Creating blueprints of partial setups is incredibly annoying right now.", "date": "", "quotes": [] }, { "author": "", "content": "It's not so hard with blueprints to right-click away what you don't want. But I would really love this for when I go to copy/paste without making a blueprint.", "date": "", "quotes": [] }, { "author": "", "content": "> It's not so hard with blueprints to right-click away what you don't want. \n \nit's only viable for small selections", "date": "", "quotes": [] }, { "author": "", "content": "I assume Lasso wouldn't make square blueprint and it would have default \"ignore any blueprint border\". How it would perform? from my perspective highest border to highest border. So it would make square without making square", "date": "", "quotes": [] }, { "author": "", "content": "bounding box", "date": "", "quotes": [] }, { "author": "", "content": "https://forums.factorio.com/113310", "date": "", "quotes": [] }, { "author": "", "content": "[Koub] Merged into an older thread with the same suggestion. \n \nThanks for the pointer", "date": "", "quotes": [ { "author": "typecasto wrote: Thu Dec 19, 2024 7:14 am", "content": "" } ] } ]
10
forum-topic-127469
127469
Error Failed to create texture
Technical Help
https://forums.factorio.com/viewtopic.php?t=127469
AnonymoZUS
Space Age 2.0.39 When: loading game 50%, Cropping bitmaps. Error "Failed to create texture" happened , after click OK application shut off. Steam, Windows 10 Screenshot included. A few hours earlier everything was fine. Now i have error everytime i start application.
[]
0
2025-03-13T14:36:20-05:00
forum-topic-112766
112766
Friday Facts #404 - Frustration not found - Page 6
News
https://forums.factorio.com/viewtopic.php?t=112766&start=100
Pentoxide
Another blueprint-ish feature you'd might found useful: when dropping your blueprint in request area of request chest it set to request blueprint item, but I think it should request all the items in the blueprint (overflow of items might be a problem though). Thoughts?
[ { "author": "Zomis", "content": "Something I find myself doing a lot is to search for the same item/fluid in different menus over and over again. This is something I have tried to improve in my mod Foofle and I'm using those features very frequently, but there's a big limitation on the amount of integrations I can do in a mod. \n \nFor example, searching for something in an inventory (why is it not possible to search in a chest inventory btw?), searching for a crafting recipe to make an item, searching for a signal in a combinator UI, searching for an item in a filter inserter, searching for a fluid in a pump circuit condition.... the list goes on and on, and it would be great if there was a quick button to press to just fill in whatever I selected most recently. I got a few UI/UX-ideas of how this can be improved.", "date": "2024-04-01T20:18:51+00:00", "quotes": [] }, { "author": "argbla", "content": "Poppycock. I can not express how excited I am for all the train QoL updates. I am reduced to a childlike state wherein all I can ask is \"When?\" Surely they couldn't pass up releasing on FF #420. Just imagine, all the trains arriving on time in an infinitely growing Factorio Reich. Or uh I mean \"blaze it\" haha.", "date": "2024-04-01T23:11:58+00:00", "quotes": [ { "author": "husnikadam wrote: Fri Mar 29, 2024 1:00 pm", "content": "" } ] }, { "author": "sarcolopter", "content": "You can already make blueprints line up perfectly by designing them to overlap.", "date": "2024-04-02T03:09:30+00:00", "quotes": [] }, { "author": "woodmaker", "content": "Pipette all the things? Manual craft all the things! \nI want to manual craft things i see in bottom bar, on map and so on as easily as pipetting them. \nAnd I also want them to craft one after another (not making gears for five machines and then crafting five machines, but making gears for one, then craft it, make gears for second, then craft it).", "date": "2024-04-02T11:01:50+00:00", "quotes": [] }, { "author": "bnrom", "content": "I also think that RTS tool is a bizarre name (regardless of how many units the tool can instruct, tanks, etc...). One is not using the tool to play (or otherwise 'tool' upon) a Real Time Strategy game (RTS) so how is it an RTS tool? \n \nA generic name like, \"Command Tool\" would, i.m.o., be a lot better.", "date": "2024-04-05T12:50:18+00:00", "quotes": [] }, { "author": "Qon", "content": "The tool is used to implement a Strategy, in Real Time. So it's a RTS tool. \n \nThe G in RTS stands for game, ok thanks very helpful", "date": "2024-04-05T16:48:02+00:00", "quotes": [ { "author": "bnrom wrote: Fri Apr 05, 2024 12:50 pm", "content": "" } ] }, { "author": "bnrom", "content": "Hmm... you are right that I included \"game\" in the acronym. Good catch! The fact I automatically made that inclusion highlights how strongly the RTS acronym can be associated with an RTS game! \n \nRegardless of RTS game association, the tool is still poorly named. We can conclude the name is bad, as your suggested understanding of the name doesn't actually make sense. One is not issuing strategy in real time. Strategy refers to high level decision making, and not movement commands! \n \nFor context the definitions: \n Strategy : \"\"\"The science and art of using all the forces of a nation to execute approved plans as effectively as possible during peace or war . The science and art of military command as applied to the overall planning and conduct of large-scale combat operations.\"\"\" \n \n Tactics : \"\"\"The study of the most effective ways of securing objectives set by strategy, as in deploying and directing troops, ships, and aircraft against an enemy. Military actions or maneuvers used against an enemy.\"\"\" \n \nBy using the \"RTS tool\" one is actually executing tactics in real time (Real Time Tactics - RTT). Using your naming convention (and the correct definition of strategy) the RTS tool would more closely be the research queue! The research queue is closer to a Real Time Strategy command issuing tool because determining research priorities is actually part of high level planning, e.g., strategy, while unit movement commands are not. \n \nBtw, I'm still super hyped for all the changes, and delighted that the tool will be added. The quality of all the Friday Facts astounds me. I just think the game and the developers deserve the best quality game; they seem to really care about what they are making; and to me (and many others) the current name of the tool is a needless drawback (with no clear upsides).", "date": "2024-04-06T08:29:23+00:00", "quotes": [ { "author": "Qon wrote: Fri Apr 05, 2024 4:48 pm", "content": "" }, { "author": "bnrom wrote: Fri Apr 05, 2024 12:50 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I think this is true according to interpretations like the one of Clausewitz, but then it would also apply for the whole genre of RTS game where most of it is tactic on a small scale, whereas strategy and planning are more to be found in games names \"grand strategy\" regarding the scale. \n \nI think it helps to refer to \"real time strategy element\" sometimes , when dicussing about a game, and how to describe it, you could say it has some \"base-building\" and \"rts\" elements in it. Where the actual element are more \"real time\" than \"strategy\". It would be different than \"turn based\". But \"turn-based\" is not descriptive enough, there are turned based strategy or turn based rpg games for example. So in the end \"RTS\" refers more to the genre of game than the actual element of strategy. Where there could be strategy in business sim game, and decision taken in real time, not turned base, but no-one would call it a \"RTS\" if it's a business sim, despite fitting most of the description for \"strategy\" when considering it outside of the strict military context. \n \nRTS element would refer then to similarities in a game with other game that are more specifically into that genre. ( like the ability to select combat units with rectangle box and giving them order on a 2D map from top down view without the camera following individual units ). \"RTS unit-control tool\" may be more fitting if considering literally everything. Since some of the RTS element were already present, and the functionning of one of them \" the spidertron remote\" was changed so that its use is more akin to what is found in some games called RTS(even if they are more about tactics ).", "date": "2024-04-06T09:26:32+00:00", "quotes": [ { "author": "bnrom wrote: Sat Apr 06, 2024 8:29 am", "content": "" } ] }, { "author": "Qon", "content": "I agree that it is a term for a game genre. Though \"proof by mistaken conclusion\" is not a real thing \n \n\nI know the terms. And I should have used \"execute\" instead of \"implement\", my mistake. \n \nYes, a \"strategy\" by itself can't have a tool, except maybe a notepad and a drawing board. It's a high level concept. But the execution of a strategy needs a tool with interactions like that of a RTS game. And \"real time execution tool\" is even more of a nonsense term, execution is kind of definitionally real time. And \"tool\" category in Factorio is all for execution, the research queue is not an item \"tool\". https://lua-api.factorio.com/latest/cla ... ml#is_tool \nSo both \"Real Time\" and \"tool\" shows that it is about execution of strategy. And strategy implies multi-unit control, while just the name \"remote\" implies singular unit control. \n \nSo anyone familiar with the RTS genre will understand the capabilities directly. And those who aren't will just read the description and learn what it does anyways. It isn't found by the player by searching for the name anyways, so the name doesn't need to convey its functionality to the few who haven't heard of the genre.", "date": "2024-04-06T09:57:23+00:00", "quotes": [ { "author": "bnrom wrote: Sat Apr 06, 2024 8:29 am", "content": "" }, { "author": "Qon wrote: Fri Apr 05, 2024 4:48 pm", "content": "" }, { "author": "bnrom wrote: Fri Apr 05, 2024 12:50 pm", "content": "" }, { "author": "bnrom wrote: Sat Apr 06, 2024 8:29 am", "content": "" } ] }, { "author": "varundevan", "content": "Problem , \n \nwe see that spidertron are good for construction, but the roboport area is limited , we can use spidertron to follow to have more robots constructing . but it is still annoting to move the spidertrons to nook and coreners to make sure the construction is fully complete. \n \nSuggestion \nIntroduce spidertron formation , such that a group of spidertrons move in a formation that covers the larger roboport area without overlap. like an army drill. the position of the spiderton remains the same relative to the main spidertron which it follows. \nthis way a larger area can be covered with a single command.", "date": "2024-04-06T15:45:48+00:00", "quotes": [] }, { "author": "Qon", "content": "There's no main spidertron to follow with the RTS tool. I guess you probably still can make a group follow a main spider if you really want to, but it's now pretty pointless. \n \nThough formations seems like a neat addition.", "date": "2024-04-06T22:32:12+00:00", "quotes": [ { "author": "varundevan wrote: Sat Apr 06, 2024 3:45 pm", "content": "" } ] }, { "author": "mrvn", "content": "Nice improvement for the blueprint grid options. But \"arrow\" keys? The game moves with WASD, not arrow keys. On many laptops arrow keys are awkward to use. Is that so you can still move the player around while adjusting the grid? \n \nThe grid parameters should work better out of the box. Why is it impossible that after changing the size of the grid or editing the blueprint to make it so everything lands exactly where it was blueprinted from? I at least tend to build stuff already in the right position in a grid and then when I blueprint it with a grid setting I want the blueprint to exactly match the existing build I designed. \n \n \nMaybe allowing the grid position to be edited all the time makes it too easy to mess up existing blueprints later on. Why not have a \"adjust grid\" button that you click and then you can move the positioning around. And once place the blueprint (or some other way to confirm) it locks those parameters again. \n \nThis would also free up the hotkeys to allow placing a blueprint with grid in an off-grid position.", "date": "2024-04-24T20:17:57+00:00", "quotes": [] }, { "author": "TheKingOfFailure", "content": "I’ve found pipetteing tiles to be very annoying, not helpful. I dont add tiles very often, and when I do its in a big chunk, or automatically put under machines with force build. \n \nBecause pippette and clear cursor are the same button, I will pippete a crafting machine, then go to an “empty” area to clear my cursor and click something. However my base is always paved. So I pipette a stone brick instead of clearing. \n \nConstantly! Very annoying! I dont need to select pavers all the time!", "date": "2024-11-07T02:52:27+00:00", "quotes": [] }, { "author": "SirSmuggler", "content": "They are? Mabye by default, but I'm sure it can be changed since they are not the same for me. So I suspect you can solve your problem by changeing some key binds.", "date": "2024-11-07T06:08:19+00:00", "quotes": [ { "author": "TheKingOfFailure wrote: Thu Nov 07, 2024 2:52 am", "content": "" } ] }, { "author": "Hares", "content": "It's separate commands bound to the same key in the settings.", "date": "2024-11-07T15:01:12+00:00", "quotes": [] } ]
15
2024-03-29T07:00:04-05:00
forum-topic-120239
120239
Smart belt dragging incorrect underground placement.
Duplicates
https://forums.factorio.com/viewtopic.php?t=120239
hankiedoodle
Found a edge case where smart belt dragging places underground belts incorrectly. Starting with this setup: 11-07-2024, 08-32-09.png (542.7 KiB) Viewed 355 times Dragging a belt from A to B results in: 11-07-2024, 08-32-49.png (510.35 KiB) Viewed 355 times
[ { "author": "Trollseidon", "content": "I've also seen/had this bug happen to me.", "date": "2024-11-08T07:36:21+00:00", "quotes": [] }, { "author": "Icepickaxe", "content": "This edge case is happening whit cliff to. version [2.0.15]", "date": "2024-11-08T21:13:46+00:00", "quotes": [] }, { "author": "", "content": "118421", "date": "2024-11-18T20:58:04+00:00", "quotes": [] } ]
3
2024-11-07T10:33:49-06:00
forum-topic-119952
119952
Version 2.0.15
Releases
https://forums.factorio.com/viewtopic.php?t=119952
Minor Features Cars and tanks will auto-refuel. ( 118247 ) Relation between offshore pump and fluid tiles added to Factoriopedia. Statistic GUI precision is preserved across instances. [space-age] Space platforms can be built with quality starter packs. ( 118376 ) Changes Increased spidertron walking sound volume. Using the "craft all" hotkey on free recipes queues 1 stack of the results. ( 118319 ) Changed the simulated mouse cursor appearance to match the system default on macOS. [space-age] Added pollution value to heating tower. [space-age] Show recycler output arrow in "Alt-mode". ( 119176 ) Display panels set to "Show in chart" with no icon now hide the default icon until hovered. ( 116844 ) Removed support for 8 bit audio depth. Added tooltip to "Spoiled priority" inserter setting to clarify behavior and limitations. Bugfixes Fixed IME Pad input not working on screens with visible simulations. ( 116118 ) Fixed that the browse-games GUI header labels were not clickable. ( 117697 ) Fixed that kills with chained effects did not count towards statistics or achievements. ( 118420 ) Extended the mute-programmable-speaker command to apply to sounds with both global and surface playback modes. ( 118386 ) Fixed a crash when a player got desynced from a multiplayer game while the Technology GUI was open. Fixed a crash when rendering display panel text after loading a save file. ( 119071 ) Fixed a crash when clicking on an orbital request slot with an invalid ghost item in cursor. ( 118847 ) Fixed a crash when rendering certain blueprints with pipe-to-grounds which visually connected to neighbours outside of the blueprint. ( 116456 ) Fixed cargo pod with satellite not despawning after launching to orbit. ( 118913 ) Fixed a crash when teleporting a crafting machine ghost with fluid connections. ( 118607 ) Fixed that space platforms would try to build/upgrade/deconstruct/repair other forces entities. ( 119089 ) Fixed that the production GUI title wouldn't update when viewing different planets. ( 119174 ) Fixed that starting territories on Vulcanus could be merged into one more frequently than expected. ( 117525 ) Fixed that platform requests satisfied wait conditions could be stuck when the platform had unfulfilled ghost item requests. ( 119179 ) Fixed that space platforms didn't fulfill remote item delivery requests if the target slot was already occupied with the same item. ( 119179 ) Fixed that negative movement speed stickers could cause player movement to get stuck in a near infinite loop. ( 118071 ) Fixed a crash when drawing spidertrons on the map if selected_minimap_representation wasn't defined. ( 117889 ) Fixed shattered planet achievements being incorrectly awarded when traveling backwards in a paused platform. ( 119178 ) Fixed that remote view while in the map editor did not ignore fog of war. ( 119152 ) Fixed a crash when using LuaEquipmentGrid::take_all() when the grid contained ghosts. ( 118730 ) Fixed that belt immunity equipment didn't use less power at higher qualities like it said it did. ( 118722 ) Fixed that several specific-item producing entities could not be specifically filtered in the deconstruction planner. ( 118089 , 118297 , 116477 ) Fixed LuaEntity::max_health was returning incorrect values for entities with health affected by evolution factor. ( 118626 ) Fixed fast replacing loaders would not preserve filter mode. ( 119559 ) Fixed that heating towers and nuclear reactors were fast-replaceable with each other. ( 118560 ) Fixed rail curves making a blueprint's default snapping grid unnecessarily large. ( 116603 ) Removed long delay at start when no audio devices are found. ( 117795 ) Fixed that result_is_always_fresh was ignored for hand crafting. ( 119705 ) Maybe fixed crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma. Fixed that removing cargo bays while the inventory limit was in place did not work correctly. ( 118132 ) Fixed that inserters could get stuck loading cargo wagons in some cases. ( 119636 ) Fixed spoiled items in filtered slots of inventory would not get ejected to unfiltered slots when sorting inventory. ( 119743 ) Fixed a crash when removing equipment that was in equipment ghosts. ( 119207 ) Fixed a crash when migrating a fluid box from one that joins with a fluid segment to one that does not. Fixed endlessly pending asteroid collector calculation when navigation was not changed ( 119125 ) Fixed modded spider vehicles being selectable with Spidertron Remote when selectable_in_game property was false. Fixed copying settings from inserter to assembler could raise error sound even when circuit conditions were changed. ( 118520 ) Fixed that some color signals were not given lamp color. ( 118710 ) Fixed that recipe parameter would not allow productivity effect. ( 118790 ) Fixed that new filters set by LuaLogisticSection::filters would not propagate to other sections under the same group. ( 118427 ) Fixed that sync-mods-with-save did not show load-save as an option. ( 119038 ) Fixed captive biter spawner was able to connect to logistic network. ( 119492 ) Fixed that clearing assembler recipe would not clear invalid item requests. ( 119347 ) Fixed a crash when trying to drag temporary schedule record for a constantly retriggering interrupt. ( 119233 ) Fixed asteroid collector description not listing minimum energy consumption. ( 118962 ) Fixed recycling time of recipes with default crafting time was twice as long. ( 118900 ) Fixed space platforms and cargo landing pads losing items when merging forces. ( 117877 ) Fixed that item pickup requests weren't invalidated after making an automatic trash request. ( 118276 ) Fixed environmental sounds needlessly reloading when entering/leaving remote view. ( 117910 ) Fixed rough ice thawing to volcanic tiles. ( 119177 ) Modding [space-age] Changed territory noise expressions coordinate system from chunk-based to tile-based. Added option to surface.pollute() for recording the pollution change in statistics. Fixed on_entity_damaged.source not behaving according to the 2.0 specification. Scripting Added connection_type and linked_connection_id to LuaFluidboxPrototype::pipe_connections. 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": "robot256", "content": "Glad to see connection_type added to PipeConnectionDefinition! Guess we still have to wait a bit for connection_category_mask to be exposed ( viewtopic.php?f=28&t=116057 )", "date": "2024-11-05T17:12:07+00:00", "quotes": [] }, { "author": "scarhoof", "content": "Glad to see we can use Quality starter packs for space platforms. Will the rest of the things for space be updated with better weight and/or HP ratios for higher quality? I'd love to see a legendary space platform constructed of entirely legendary materials (including platform foundation that has some tangible benefit.", "date": "2024-11-05T17:40:19+00:00", "quotes": [] }, { "author": "StoneLegion", "content": "minor feature for cars and tanks auto fueling? \nmore like life changing! \n \nThank you! Please keep up the QOL updates!", "date": "2024-11-05T17:58:56+00:00", "quotes": [] }, { "author": "Merssedes", "content": "Is option to disable smart belt placing back? \n \nUPD: Looks like it ^_^", "date": "2024-11-05T18:20:32+00:00", "quotes": [] }, { "author": "MechBFP", "content": "I had assumed this WAS always the behaviour. I am glad I didn’t waste all my fuel before finding out… lol.", "date": "2024-11-05T18:41:18+00:00", "quotes": [ { "author": "StoneLegion wrote: Tue Nov 05, 2024 5:58 pm", "content": "" } ] }, { "author": "Pirate_Rance", "content": "Glad to see 118376 resolved but does this also fix tiles of quality not working? not just the starter? as it references it just gives normal tiles for the starter instead of quality. but do the quality tiles sent manually work now?", "date": "2024-11-05T18:49:39+00:00", "quotes": [] }, { "author": "plexpt", "content": "3643.122 Info AppManager.cpp:290: Saving to _autosave3 (non-blocking). \n3643.160 Info AsyncScenarioSaver.cpp:162: Saving process PID: 728505 \n3670.939 Error ChildProcessAgent.cpp:63: Child 728505 was terminated by signal 9 \n3670.958 Error Util.cpp:81: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'", "date": "2024-11-06T01:02:39+00:00", "quotes": [] }, { "author": "riking", "content": "@Pirate_Rance: The save format for terrain tiles is necessarily highly compressed, and currently there's no space to store qualities. It likely won't change until the save format is next overhauled.", "date": "2024-11-06T01:03:20+00:00", "quotes": [] }, { "author": "Stargateur", "content": "I think, they say all tile loose quality when placed and they will not change that.", "date": "2024-11-06T01:25:37+00:00", "quotes": [ { "author": "Pirate_Rance wrote: Tue Nov 05, 2024 6:49 pm", "content": "" } ] }, { "author": "EustaceCS", "content": "Yup, I remember it being said officially some time ago. Relatively recently (but before that bug report). ALL place'able terrain affected, not just space platform's tiles. \nHmmmmmmmmmmmmmm, it's one of VERY few means for reducing Quality of resources available...", "date": "2024-11-06T14:34:04+00:00", "quotes": [ { "author": "Stargateur wrote: Wed Nov 06, 2024 1:25 am", "content": "" }, { "author": "Pirate_Rance wrote: Tue Nov 05, 2024 6:49 pm", "content": "" } ] }, { "author": "riking", "content": "Just speed module your recycler to reduce quality", "date": "2024-11-06T17:50:03+00:00", "quotes": [] }, { "author": "mrchuw", "content": "And here I am waiting for LuaPlayer::blueprints to give the blueprint/book name, description, and the index in the library.", "date": "2024-11-06T20:32:45+00:00", "quotes": [] }, { "author": "ChefOfRamen", "content": "Any idea why I'm not seeing this version on Steam? I'm still getting 2.0.14.", "date": "2024-11-07T18:12:31+00:00", "quotes": [] }, { "author": "", "content": "Because it is still in the `experimental` branch which you can opt-in by selecting it in \"Properties...\" -> \"Betas\"", "date": "2024-11-07T18:19:25+00:00", "quotes": [ { "author": "ChefOfRamen wrote: Thu Nov 07, 2024 6:12 pm", "content": "" } ] }, { "author": "Pirate_Rance", "content": "Just saw this now \n \nThe issue is the space platform will NOT place non normal space platform.", "date": "2024-11-09T01:06:03+00:00", "quotes": [ { "author": "Stargateur wrote: Wed Nov 06, 2024 1:25 am", "content": "" }, { "author": "Pirate_Rance wrote: Tue Nov 05, 2024 6:49 pm", "content": "" } ] }, { "author": "Upgrayedd", "content": "Buddha's name be praised! That had been annoying me for so long! Thanks for fixing it.", "date": "2024-11-09T13:35:34+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Tsdfab", "content": "Seriously I thought I was losing my mind when this happened, I didn't even know it was an actual bug, I knew I had dropped that shit off my space platform where the hell did it go????", "date": "2024-11-12T07:07:22+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Nov 05, 2024 4:56 pm", "content": "" } ] } ]
17
2024-11-05T10:56:28-06:00
forum-topic-40181
40181
LiteralSandbox Scenario
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=40181
OldVamp
I have made a Literal Sandbox Scenario for testing builds and tutorials. It features super rich resources factorio logo always day cheat mode all research all recipes Enemy spawn settings are still respected, except for starting area size, which is always 'really-big' Preview Map preview.png (107.19 KiB) Viewed 6653 times The files: 2.0.13 LiteralSandbox2_0_13.zip (4.27 MiB) Downloaded 57 times 0.17 LiteralSandbox17_69.zip version 0.17.x (111.87 KiB) Downloaded 140 times 0.15 LiteralSandbox15_1.zip version 0.15.x (136.44 KiB) Downloaded 266 times 0.14 LiteralSandbox1_1.zip version 0.14.x (136.62 KiB) Downloaded 289 times Installation for steam version: Unzip to C:\Users\[Your_Name_Here]\AppData\Roaming\Factorio\scenarios\LiteralSandbox It SHOULD be compatible with mods with extra ores, but I have not tested it. =====CHANGE LOG===== 2_0_13 - Updated for Version 2.0.13 - compatibility 17_69 - Updated for Version 0.17.69 - compatibility 15_1 - Updated for Version 0.15.1 - renamed flame-thrower to flamethrower - fixed logo draw for new chunk spawn order (clockwise spiral) - removed blueprints from starter items (made redundant by new blueprint system) 1_1 - Fixed saves breaking on new chunk generation because variables were not set to global
[ { "author": "OldVamp", "content": "update bump", "date": "2024-11-02T17:44:14+00:00", "quotes": [] } ]
1
2017-01-21T03:02:57-06:00
forum-topic-124492
124492
Streamdeck integration mod?
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=124492
Mechrior
I was going through trying to look for a decent streamdeck profile for factorio. Found a post by Deterek saying he was trying to make a mod and SD integration, but there are onyl a few posts and there is no contact details for him on his profile. So I was wondering if anyone had worked or is working on something similar please? I am disabled and use the SD for ALOT of games I play, yes I could just add buttons and keybinds on the SD but that takes quite alot of time and would like actual integration if possible. Hoping this is in the right section this time as my reply to one of his posts asking about the profile was denied as it was off topic. Hope you are all having a great december.
[]
0
2024-12-15T11:42:18-06:00
forum-topic-115118
115118
Nuclear power as a suport for solar during a night
Energy Production
https://forums.factorio.com/viewtopic.php?t=115118
MBas
Hello there! I believe I found a suitable use for Nuclear Power for huge bases where the CPU might be an issue. The idea is about to use this patern of solar panels array This setup is based on idea from here viewtopic.php?f=208&t=50046 I am using a very efficient substation coverage which is marked by yellow square on the picture. I believe there is no better way how to reach higher ratio of (solar+batteries space) / substation space. This efficient of space coverage comes with the cost of having not perfect ratio of batteries / solar panel. It is not 21/25 as optimum but lower 26/32 . This deviance can be compensated by another source of power during the night. And we can have Nuclear Power plant for that (of course we can just build more batteries somewhere else but where is the fun in that?). Becouse we are missing few batteries we need a Nuclear which is supporting our factory during a night. It generates a steam during a whole day but support energy during a night only. With this design you need more steam turbines per one heat exchanger and also some steam storage. The numbers are: Number of steam turbines per one heat exchanger: 5.722 (6 is fine) Amount of steam storage per one heat exchanger: 24 033 (nearly 1 storage tank) And how large should be our Nuclear Power plant to support solar array above? It should be 16 896.2 solar panels per one heat exchanger That is a lot of solar panels per small nuclear! With this ratio the Nuclear power should be only about 1 percent of my total power given from solar. You can see from here that having nuclear with covering 1 percent is no CPU problem at all even for huge bases. You may use any Nuclear setup you like, the most CPU efficient is probably something using element like this one You can also have an exact formula for nuclear size you need, if your batteries/solar panels ratios are different. A general formula is: General formula for "nuclear nighttime support": number_of_heat_exchangers = (25 * number_of_batteries - 21 * number_of_solars) * 9 / 104545 which is obviously zero if you have achieved ratio number_of_batteries / number_of_solars = 21 / 25.
[ { "author": "", "content": "If CPU time efficiency is a factor for you, then nuclear power will never be relevant and you should just build more of your solar setup.", "date": "2024-08-30T23:23:18+00:00", "quotes": [ { "author": "MBas wrote: Fri Aug 30, 2024 10:57 pm", "content": "" } ] }, { "author": "MBas", "content": "That is an unclear statement. The real question is \"how much CPU issues bother you\" rather than \"just go for most CPU efficient way and throw any number out of the window\". My point is, if you have two solutions when one has 99 percent of CPU performance then the other, the question about CPU is no longer important, right? Why shoud I care if I lost about 1 percent of performance in any relevant scenario? This difference can be neglected just by temperateure of room where my computer is. \n \nThis issue is not about complete replacement solar by nuclear (I thought it was more or less clear) but about having one small nuclear for a very huge base.", "date": "2024-08-31T00:00:33+00:00", "quotes": [ { "author": "Loewchen wrote: Fri Aug 30, 2024 11:23 pm", "content": "" } ] } ]
2
2024-08-30T17:57:40-05:00
forum-topic-123194
123194
Version 2.0.23 - Page 2
Releases
https://forums.factorio.com/viewtopic.php?t=123194&start=20
BraveCaperCat
No. The 2.0 base game update will be coming to Nintendo Switch, but all DLC content (such as quality and elevated rails) will not be available, for the same reasons mentioned here: Mods themselves weren't added due to Nintendo not supporting mods in any game released on their console(s). Since Space Age (DLC, not free update) uses mods to allow using only specific parts of space age, such as quality or elevated rails - without the main space age mod. There was already a big discussion about this a few months ago in the forum topic for the first quality FFF, catch up!
[ { "author": "", "content": "I can see 2.0.23 available for all platforms on my GOG.com account. \n \nGenerally, releases are uploaded onto GOG.com at the same time as the website and Steam and immediately released onto the experimental branch. Sometimes there have been delays on our side, but in this case, 2.0.23 was set to stable (released on the public branch) at the same time as other platforms (today 10:25 CET), so any delay beyond that was on the side of GOG.", "date": "2024-12-02T17:49:42+00:00", "quotes": [ { "author": "VlkaFenryka wrote: Mon Dec 02, 2024 10:15 am", "content": "" } ] }, { "author": "Gab8462", "content": "Sorry! I don’t read many FFFs, and I don’t really go to their forums (just found out FFFs have forums), but when I find the time I can read the Space Age/2.0 articles, I’ll read them and catch up.", "date": "2024-12-02T18:51:52+00:00", "quotes": [ { "author": "BraveCaperCat wrote: Mon Dec 02, 2024 10:39 am", "content": "" }, { "author": "Gab8462 wrote: Sun Dec 01, 2024 10:41 pm", "content": "" }, { "author": "BraveCaperCat wrote: Sun Dec 01, 2024 10:33 pm", "content": "" }, { "author": "Muche wrote: Sun Dec 01, 2024 9:12 pm", "content": "" }, { "author": "Gab8462 wrote: Sun Dec 01, 2024 5:09 pm", "content": "" }, { "author": "FFF-434 wrote:", "content": "" }, { "author": "FFF-434 wrote:", "content": "" } ] }, { "author": "BraveCaperCat", "content": "That's ok! I can't find that discussion either.", "date": "2024-12-02T20:02:48+00:00", "quotes": [ { "author": "Gab8462 wrote: Mon Dec 02, 2024 6:51 pm", "content": "" }, { "author": "BraveCaperCat wrote: Mon Dec 02, 2024 10:39 am", "content": "" }, { "author": "Gab8462 wrote: Sun Dec 01, 2024 10:41 pm", "content": "" }, { "author": "BraveCaperCat wrote: Sun Dec 01, 2024 10:33 pm", "content": "" }, { "author": "Muche wrote: Sun Dec 01, 2024 9:12 pm", "content": "" }, { "author": "FFF-434 wrote:", "content": "" } ] }, { "author": "theolo77", "content": "Anyone having problems with jet pack after the update? even though it is installed after the 2.0.23 update it does not work \n \nthx", "date": "2024-12-02T20:25:30+00:00", "quotes": [] }, { "author": "StahnAileron", "content": "Assuming you mean the jetpack mod by Earendel: According to \"Mods\" section in-game, there was an update from 27 NOV (v0.4.7) that makes the mod require version Factorio v2.0.22 and up. It fixed a bug regarding jetpacks not being recognized in equipment grids. Maybe you just need to remove them and put them back to re-register them in your armor? \n \nNote: while I have the mod installed, I'm not actively using it in-game at the moment. Too busy trying to wrap my head around Fulgora production chain designs...", "date": "2024-12-02T23:45:37+00:00", "quotes": [ { "author": "theolo77 wrote: Mon Dec 02, 2024 8:25 pm", "content": "" } ] }, { "author": "Ericwu91", "content": "I ran into this issue after receiving the latest update. \nI use jetpacks almost exclusively to move around Vulcanus, and it stopped working. Tried removing the packs from the (Power) armor, replacing them, removing the armor, re-equipping it, nothing. Have fuel. \n \nEDIT: Can confirm, was using the 0.4.6 mod version. Upgrading to 0.4.7 solved the issue.", "date": "2024-12-03T22:22:42+00:00", "quotes": [ { "author": "StahnAileron wrote: Mon Dec 02, 2024 11:45 pm", "content": "" }, { "author": "theolo77 wrote: Mon Dec 02, 2024 8:25 pm", "content": "" } ] } ]
6
2024-11-28T10:24:41-06:00