id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74 values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-127388 | 127388 | Multiple save corruptions | Technical Help | https://forums.factorio.com/viewtopic.php?t=127388 | safebestanden | In order to avoid running into a save corruption, I have used two different manual saves and three autosaves.
But it seems, that all of them got corrupted this night (level.dat is missing, different ones in each save).
Can they be salvaged?
I have also tried restoring the saves from the steam cloud, but they are identical. | [
{
"author": "Muche",
"content": "Welcome to the forum. \n \nAs ruk and rok contained the same savefile (i.e. 100% redundancy), it was easily possible to mix-and-match uncorrupted subfiles. \nThe resulting savefile then loaded without errors.",
"date": "2025-03-11T15:04:14+00:00",
"quotes": []
},
{
"author": "safebestanden",
"content": "Thank you so much!",
"date": "2025-03-11T15:40:34+00:00",
"quotes": []
},
{
"author": "safebestanden",
"content": "Thanks to your help I was finally able to finish the game!!! \n https://factorio.com/galaxy/Quantum%20I ... ta6-2.D5U4",
"date": "2025-03-13T20:56:36+00:00",
"quotes": []
}
] | 3 | 2025-03-11T06:54:24-05:00 |
forum-topic-102748 | 102748 | Mod Portal Feature Request: show dependency graph | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=102748 | sparr | Simpler request first... In the mod portal UI I'd like to see the dependency list for a mod, and be able to click through to those other mods.
Actual request that prompted this post... I'd like to see all the mods that depend on the one I'm interested in.
My use case for this, at this moment, is "how popular is the signal strings mod, among mod developers?". I don't want to know how many players use it, I want to know how many other mods depend on it and use it. https://github.com/search?l=&q=signalst ... &type=code tells me there are ~5 mods on github that depend on it, but many mod portal mods aren't on github. | [
{
"author": "Stringweasel",
"content": "+1 To be able to see on the mod portal all mods that (optionally) depend on a mod. Even if it's only visible to the mod authors. A simple list of mods is fine. And maybe it's easiest if it only checks the latest version of said mods. \n \nMy use case is that there are a few reports of players installing my mod without realizing. So it would be useful to see if it might be a hard dependency in another mod. For example this reddit thread and there's also some mentions to it on the SE Discord. \n \nI'm sure this will also be useful for other mods. And would for sure be very interesting statistics for mod authors.",
"date": "2024-01-16T19:16:57+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "Also a thread mentioning this. viewtopic.php?f=34&t=85466",
"date": "2024-01-16T19:20:49+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "As non-mod-author i would find it interesting too to see which mods depend on the mod i'm interested in, sometimes it's an old classic mod, and there exist new tweaks or variant built upon it or compatibility bridges and it's not always easy to find them even if you know the 2 or 3 letters acronyms for those classic mod.",
"date": "2024-01-17T09:32:48+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Agreed!",
"date": "2024-01-21T18:48:12+00:00",
"quotes": [
{
"author": "mmmPI wrote: Wed Jan 17, 2024 9:32 am",
"content": ""
}
]
},
{
"author": "Quezler",
"content": "originally posted on the factorio discord, but crossposted since this forum post was pointed out to me: (picture previews available on discord) \n \n\noriginal links: \n- https://discord.com/channels/1396775903 ... 1686597682 \n- https://discord.com/channels/1396775903 ... 4155995278",
"date": "2024-04-04T14:29:39+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "These can be uploaded to the forums. Not everyone uses Discord.",
"date": "2024-04-04T15:14:12+00:00",
"quotes": [
{
"author": "Quezler wrote: Thu Apr 04, 2024 2:29 pm",
"content": ""
}
]
},
{
"author": "Quezler",
"content": "fiiiiiineee, i'll download the images and re-upload them to the forum:\n \n \n \n Screenshot_2023-11-16_at_18.49.26.png (204.78 KiB) Viewed 1451 times \n \n \n \n \n Screenshot_2024-04-04_at_15.34.10.png (157.67 KiB) Viewed 1451 times",
"date": "2024-04-05T17:32:03+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Thu Apr 04, 2024 3:14 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Done viewtopic.php?f=189&t=113177",
"date": "2024-04-25T18:56:49+00:00",
"quotes": []
}
] | 8 | 2022-06-24T09:49:56-05:00 |
forum-topic-96638 | 96638 | [Rseding91] [1.1.26] Crash on opening gui-style prototype in prototype browser | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=96638 | Techfish3000 | Log: https://pastebin.com/0pz0bcyz
What: I'm developing a mod, and i make extensive use of the prototype browser, and i found if i click the arrow to open up a gui-style prototype such as the battery display for modular armor or tool_equip_ammo_slot.
What happens: the game crashes with the usual "report to the forums" dialog.
What I expected: to be able to view the properties of gui-style prototypes like these, so i can look at sizes to get a better understanding of gui sizing.
Steps:
1. Load into a game
2. Open prototype browser (ctrl-shift-e)
3. Find the gui-styles category
4. search for something (eg. tool_equip_ammo_slot)
5. press the arrow to the left of the name
6. crash
for "Gui-visualisation" in the log, it is a mod i'm developing that is tested and should not the the cause of the crash. | [
{
"author": "",
"content": "Thanks for the report. It's now fixed for the next release.",
"date": "2021-03-04T03:36:35+00:00",
"quotes": []
}
] | 1 | 2021-03-03T20:30:30-06:00 |
forum-topic-125086 | 125086 | How do you change the location of a topic | This Forum | https://forums.factorio.com/viewtopic.php?t=125086 | its a me | How do you change the location of a topic that you have posted | [
{
"author": "",
"content": "You can ask in the topic for it to be moved, if it has not been moved after maybe 2 days you can report the topic as Off topic and describe in the report where and why you want it to be moved.",
"date": "2024-12-25T00:39:50+00:00",
"quotes": []
}
] | 1 | 2024-12-24T18:01:40-06:00 |
forum-topic-92476 | 92476 | [1.1.3]Menu Simulation is scaled with UI | Not a bug | https://forums.factorio.com/viewtopic.php?t=92476 | Squelch | Description:
If the UI scale is changed, the map area of the menu simulation is also scaled. This can reveal the magic behind the curtain.
Reproduction:
In the main menu, change the UI scale using the shortcuts CTRL+NUMPAD PLUS or CTRL+NUMPAD MINUS multiple times and witness the viewable map area of the simulation.
Observed:
The map area of the simulation will scale at the same time as the UI. In extreme cases, it reveals the tricks used to create the diorama when scaled down, or much of the action happens offscreen when scaled up.
Supplemental Information:
I acknowledge that the shortcuts are listed under the Debug heading, and should not normally be required to be used. However, the UI is scaled according to the current desktop resolution, and not as a percentage of the current viewport. This causes the UI to become incorrectly scaled if a higher resolution monitor is detached from the system while Factorio is running (commonly when using a laptop) or conversely, when a higher resolution monitor is attached. | [
{
"author": "",
"content": "Scaling of the menu simulation with UI is intended due to Factorio and Wube logos being part of the simulation and are intended to be positioned the way they are.",
"date": "2020-12-03T13:34:39+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "I see. This is not a big problem, and I report it only as a potential undesirable effect. The UI scaling problem when attaching/detaching a monitor is an annoyance that I have grown accustomed to. \n \nThe workaround is to hit CTRL+NUMPAD 0 to reset the UI whenever this happens.",
"date": "2020-12-03T13:40:57+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "What would be the issue with just always using the automatic UI scaling? This is what you activate with CTRL+NUMPAD0. It should always use a reasonable UI scale for the resolution the game is currently rendered at. And it will dynamically change if you change window size / monitor resolution.",
"date": "2020-12-03T15:21:15+00:00",
"quotes": [
{
"author": "Squelch wrote: Thu Dec 03, 2020 1:40 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "The default scaling is not always best suited for my tired old eyes so I use the incremental option. The report is for what I thought might be the undesirable effect of revealing the simulation map. There seems to be a specific reason for that, so what must be the edge case of changing scale when changing monitors is just a quirk. Preferably, I'd like the UI to be scaled as a percentage of the viewport, but that's a feature request and not in scope.",
"date": "2020-12-03T15:38:17+00:00",
"quotes": [
{
"author": "valneq wrote: Thu Dec 03, 2020 3:21 pm",
"content": ""
}
]
}
] | 4 | 2020-12-03T07:29:32-06:00 |
forum-topic-115513 | 115513 | Transfer existing installation after acquiring Steam key. | Technical Help | https://forums.factorio.com/viewtopic.php?t=115513 | JackTheSpades | I followed the steps outlined by the FAQ and profile to get the Steam key for Factorio after I purchased it directly long ago.
Redeeming the key worked fine and I am now presented with the option to "Install" on Steam.
Needless to say I already have to game installed from the previous purchase.
Following the information from the wiki on the Application Directory it seems that Steam would install the game in a different directory.
I don't really mind simply reinstalling the game but do I have to do anything beyond that to "transfer" from my existing installation to the Steam one?
My saves and mods are located in the AppData directory. Would the Steam installation also check there for existing saves?
I simply want to make sure that everything is in working order for the upcoming Space Age extension. | [
{
"author": "",
"content": "Yes, both install methods default to using AppData.",
"date": "2024-09-24T15:56:49+00:00",
"quotes": [
{
"author": "JackTheSpades wrote: Tue Sep 24, 2024 3:12 pm",
"content": ""
}
]
}
] | 1 | 2024-09-24T10:12:09-05:00 |
forum-topic-3453 | 3453 | Yuoki Industries - Informations, Suggestions, Questions | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=3453 | YuokiTani | The mod/addon is about transform energy, generate energy and waste/use energy ...
in development over time it shows this is not enough, so this mod provides also Ammunition, new Gun-Turrets, Walls, new Accumulators, some Pipe-/Flow-Handling (Valves), some Machines and process for materials. Also new Storeages, and a way to get Alien-Artifacts without killing many of biter-spawners.
Fatmice describe perfectly the mod.
No Base/Vanilla/Standard-Recipes would be changed !
all things provided as additional stuff.
please see the thread and view the screenshots for more informations or give the following links a chance
a table-sheet that shows some of the additional machines you can build -> Value Sheet V2.19 - X215-0104
some things maybe hard to understand - so here some help videos
Link to Youtube-Channel: ->Jump<-
Try also the Addons if you like the Mod and Have Fun playing it. | [
{
"author": "YuokiTani",
"content": "updated the mod just now ... \n \n- added a better boiler - you can test and compare this by using the blue-energy-load ... its a lamp with 500kW usage \n- added Archaeology-Site, there you can obtain dirt \n- added Dirt-Washer, wash the dirt and found fossils/alien-artifacts \n \nyou maybe think this is cheating, but you need 900 dirt to get 1 alien-artifact.\n screenshot for this things",
"date": "2014-05-10T15:30:23+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "good work! waiting for release, be sure to test!",
"date": "2014-05-11T06:23:19+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "@Airat9000 \nyou can use the download-link to test it. you can use this in a test-world. - the downside by adding to a game-world maybe the problem, if a recipe later change, the game not update this recipe. \nbeside that its curently full playable. \n \nohh - maybe the wrong place, and i should move this post to mod-section \n \nlast update for this weekend ... \nuse the download-link in first-post - file-size now ~ 1.6 MB \n \n- added a steam-turbine \nokay that sounds not epic, but it looks like \nthe best thing about is, the steam-turbine produces 900 kW (~76% more energy), the downside the fluid consum increse by 40%. you need surely 2 standard-boilers or 1 advanced boiler. \n \nthe gears at the steam-turbine rotate ingame",
"date": "2014-05-11T08:10:04+00:00",
"quotes": []
},
{
"author": "Sleeeper",
"content": "Mod replaces vanilla recipe of alien artifacts, making small pieces of artifacts almost useless. Would be nice to have both of recipes.",
"date": "2014-05-11T12:54:58+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "ohoh ... sorry for that. \n \ni have change the recipe, no longer effects the alien-artifacts ... (in code is no small-artifact) \nyou get 1 x alien-science-pack directly by washing 300 dirt. \nthe orginal-recipe is also aviable (10 small -> 1 big) \n \n* updated the download-file.",
"date": "2014-05-11T15:41:42+00:00",
"quotes": []
},
{
"author": "Baleur",
"content": "I would love a mini-version of this mod with only the new lights! \nOr could you tell me what i can edit to only keep the lights?",
"date": "2014-05-12T22:19:24+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "1 is too easy getting technology more to resources for this style of education and longer time .. \nidea \nand even then add 3 artifact research that that blue .. \n \n2 where to get this card to create this thing is not randomized .. \n \n \n \n 13.05-6.png (90.4 KiB) Viewed 89277 times",
"date": "2014-05-13T08:33:52+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "@Baleur \nhmm, okay i think about this ... \n- you can edit the mod-files and keep the first 3 entries in every file, named \"tiny-lamp\", \"power-lamp\", \"bodenlampe\" ... \n- in enties.lua you can tweak energy_use and light_radius \n \n@Airat9000 \n* 1 \n- the original-plan was to search/split dirt for fossil or other mod-compatible metals (silver, zinc ...). i dont want add more mineable ressources, because not all spawn correctly in my game with different mods. \n- i my longplay world i would not attack a biter-nest for these small-alien-pearls ... it's for me to much work - and i won't die ... if you have a idea for change of the recipe - i wish to hear it, and i change the recipe in next version. \n- all things need a simply research, but for now and testing ... i will keep the simple way \n \n* 2 \n- this symbol means endless, because in the recipe is no ingredient used to build this - except energy \n- i am not sure if i understanding you right about this ... sorry \n \n---------------------------------------------------------------------------------------- \nnew version uploaded \n*changes/fixes \n- fixed size of steam-turbine, no more overlapping - replace recommend \n- some little tweaks to some recipe \n- dirtwasher has a new icon because new things happend \n \n*added \n- recipe for washing copper and iron to get purified copper and purifed iron \n5x ore + 8 water -> 3x purified ore + 8 contaminated Water \n- recipe for smelting purified ores \n1x purified ore -> 2 ore plates \n \nquick-maths^^ = 5 ore + water + energy = 6 plates (20% ore profit) \n \nbut you have the contaminated Water ... this have a higher heat-capacity and temperature ... the game handle this not very correct i think ... \n \nmy idea was i/you can use this water/dust to refine a solid fuel for the boilers ... image - alien planet, alien materials with some sort of energy dust ^^ ... you can think uranium/other nuclear material if you want but there is an nuclear mod in wip - so i think i must go another way. And of course nuclear energy provides not enough pollution \n \nokay the point ... \nyou can use/store/handle/heaten the contaminated Water as almost normal water, but because the effect of contamination it can provide/store more energy ... see the screenshots. \ni know that is physically not correct. suggestions are welcome \n \nthe normal/typical way ... ~ hot water 100° - 510 kW per Steam Engine \n \n \nwith contaminated Water ... 105° - 540 kW per Steam Engine (temperature has no effect, i have tried also 110 and 115° ... the temperature you can see its more to make it more realistic ^^ - it's a change about the heat_capacity) \nadded 20% more ore effect - i think not a bad thing, but i'am can be wrong.",
"date": "2014-05-14T18:12:04+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "I did not understand where to find the Dirt for production .. it would be nice to do it as a resource on the map .. \n \nfor technology simply legkovat (lost interest in the game, I just people about it) at the maximum speed .. play like a bunch of enemies and pray '..",
"date": "2014-05-14T19:19:45+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "ahh okay, now understand ... \nmy idea was more you dig at any point and get some dirt and fossils ... its more a chance to find something if you move enough dirt (with a excavator). To make this visible and focussing i added the Archaeology Site (icon left from arrow 2) that moves the dirt for you. \nokay not the best way to balance something, but i think energy is almost endless. the best way to make me/you build more energy-sites (solar or steam engines) and protect them from biters - was more energy consume. \n \nit's easy to add more recipes-steps to get a product-result, but hard to balance to get not boring or angry. \n \n* next update more graphical changes (weekend planed)",
"date": "2014-05-14T20:03:06+00:00",
"quotes": [
{
"author": "Airat9000 wrote:",
"content": ""
}
]
},
{
"author": "Airat9000",
"content": "very good! good work! \n \ni am find bug \n \nmy invent even after the configuration editor I have left a lot of things in the Inventory at the beginning of the game, ie too easy ..",
"date": "2014-05-14T20:38:56+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "please try again, i can't replicate this. \n \nnew version up ~ 2 MB because ... \n \n- new small steam turbine - with 1 boiler and 2 small steam engines ~ 440 kW possible - vanilla-steam-enginge ~390 kW (1 boiler feeds 1 small steam turbine ) \n- there is an test-boiler (2x2) in, but the graphics not final \n- change some icons \n \nthe small steam-turbine (some parts spin) \n \n \nThere is no way to drop items with recipes. The plan was to dump this contamineted water into underground. I don't want force you to store this waste and clear it in tanks manually. \nNow a new recipe allow you to dry/condense this water to mud and refine the mud to burn in boilers. \n \nall my experiments to change the fluids, heat_capacity, flows, temperatures have no realy effect in game. it is possible to make steam and power the steam-engines, but the fuel-cosume-ratio ist equal. this means i can create a steam-(fluid) with 110 or 200°C, but the game need to heat this like the water. 110°C no engine runs, heat this with boiler to 115°C or more the engine runs. \n \nscreenshot contamineted water reuse process",
"date": "2014-05-18T11:34:52+00:00",
"quotes": [
{
"author": "Airat9000 wrote:",
"content": ""
}
]
},
{
"author": "Airat9000",
"content": "bug more items! \n \n \n \n 19.05.jpg (98.99 KiB) Viewed 45246 times",
"date": "2014-05-19T09:20:00+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "okay, to solve this i need install dytech + f-mod first ... \ni use only tree-mod, large-chest, industrio",
"date": "2014-05-19T18:43:29+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "list my mods \n \nand please dirt resurse limit in territory (unlimited in vanilla, very easy in game play) \n \narrow me in screen full work mods (i am testing) \n \nworked! \n \nproblem: more items in inventory \n \n \nscreen in mods\n \n \n \n 20.05-5.jpg (168.47 KiB) Viewed 45237 times",
"date": "2014-05-20T00:36:11+00:00",
"quotes": []
},
{
"author": "drs9999",
"content": "I do not think that this mod is causing this. \n \nI normally use a function in my mods that gives me more starting-items for easier debuging and tend to forget outcommenting it before release. So my best guess is that airat uses an outdated version of any of my mods where this \"bug\" exists (it do not appear in the latest releases) or another modder made this mistake in his/her mod.",
"date": "2014-05-20T05:31:18+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "who is mod?",
"date": "2014-05-20T06:53:17+00:00",
"quotes": [
{
"author": "drs9999 wrote:",
"content": ""
}
]
},
{
"author": "drs9999",
"content": "I do not know how other modders handle it, but for my mods (Treefarm and resource-monitor in your list) you can check the control.lua file; in the onInit function the line \"giveItems()\" should be commented out (having \"--\" in front of it).",
"date": "2014-05-20T07:22:18+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "I did not understand where to find items in the beginning is given.",
"date": "2014-05-20T09:55:14+00:00",
"quotes": [
{
"author": "drs9999 wrote:",
"content": ""
}
]
}
] | 19 | 2014-05-08T15:56:19-05:00 |
forum-topic-124907 | 124907 | [2.0.28] German spelling mistake in the research tree | Translations | https://forums.factorio.com/viewtopic.php?t=124907 | VarmintLP | Hey,
I think it's fairly easy to keep it short this time.
"Kunststoffstangen <Number>" is missing the first N as seen on the picture.
It's the same for number 4 and I assume for the translation you certainly reuse the first word and add the number at the end since it's an infinity research point. No need to stress the game still runs fine. I cannot confirm if it was present before or not but I noticed it now since I just got to make progress on that research. | [
{
"author": "valneq",
"content": "this has been fixed",
"date": "2025-01-24T18:48:52+00:00",
"quotes": []
}
] | 1 | 2024-12-21T18:42:03-06:00 |
forum-topic-92305 | 92305 | Rocket silo stats | Mods | https://forums.factorio.com/viewtopic.php?t=92305 | curiosity | I have noticed some people's vocal protests in the 1.1.0 release thread and I liked the stats myself, so I made this mod. Enjoy!
You can find it on the mod portal . Feel free to leave any suggestions or criticisms. | [] | 0 | 2020-11-30T09:28:19-06:00 |
forum-topic-120094 | 120094 | Please explain the "why" of asteroid reprocessing? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120094 | Grayhill | I kind of get what the numbers say, but I do not understand how this will benefit me and embiggen my factories? Does it translate into larger amounts of ore or just even out the numbers? Or does it allow me to target more of a specific ore?
How does it work with the Gleba asteroid research? | [
{
"author": "MeduSalem",
"content": "Well, you may have noticed already that different routes/orbits of planets have different spawnrates for each of the 3 asteroid types. \n \nAnd there are totally situations where you might want one of the asteroid types to be more common because you want more of the resource they give. \n \nThe asteroid reprocessing then helps you with that issue because it lets you recycle the chunks that you don't need & have too many of into the type of chunks that you want to get more of. ^^ \n \nEspecially for static platforms that you never intend to move away from an orbit that is the solution to deal with the issue. With moving platforms you might have the issue less because there you naturally get more asteroids of every kind and may not necessarily need to reprocess them into another type. \n \n \n \nAnd with the Gleba research do you mean the Advanced Processing or do you mean the infinite research tech? ^^ \n \nThe advanced processing allows you to get additional resources like Sulfur and Calcite and copper ore spaceplatforms. ^^ \nAnd the infinite research just gives you more stuff per processed chunk.",
"date": "2024-11-06T15:08:24+00:00",
"quotes": []
},
{
"author": "Grayhill",
"content": "That's all very useful to know. Much appreciated!!! \n \nNow I just need to figure out how I'll set it up.",
"date": "2024-11-06T19:57:29+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Wed Nov 06, 2024 3:08 pm",
"content": ""
}
]
},
{
"author": "Ranec1",
"content": "Reprocessing practically means that the asteroid arm filter is mostly necessary. Take everything and convert it into whatever you want.",
"date": "2024-11-06T23:40:23+00:00",
"quotes": []
}
] | 3 | 2024-11-06T08:58:34-06:00 |
forum-topic-123519 | 123519 | Best way to capture cargo pod landing? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=123519 | Omnifarious | What is the best way to capture a cargo pod landing/crashing?
I want to have a special item that, if landed in a cargo pod when there is no cargo landing pad,, will automatically build a few items on the surface near where the cargo pod landed.
I was thinking I could somehow detect the cargo pod landing, and then do whatever it is I need to do when that happens. | [] | 0 | 2024-12-02T00:23:11-06:00 |
forum-topic-127117 | 127117 | [Donione] [2.0.35] Rails lost their walking sounds | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127117 | Muche | Due to a typo, rails lost their walking sound definitions.
The following should fix it:
Code: Select all --- data/base/prototypes/entity/trains.lua
+++ data/base/prototypes/entity/trains.lua
@@ -150,7 +150,7 @@ name = "legacy-straight-rail"
damaged_trigger_effect = hit_effects.wall(),
pictures = legacy_rail_pictures("legacy_straight_rail"),
placeable_by = {item = "rail", count = 1},
- walking_sound = tile_sounds.walking.rail,
+ walking_sound = tile_sounds.walking.rails,
deconstruction_marker_positions =
{
{ 0.0, 0.0 }, -- North
@@ -205,7 +205,7 @@ name = "legacy-curved-rail"
pictures = legacy_rail_pictures("legacy_curved_rail"),
ending_shifts = curved_rail_ending_shifts(),
placeable_by = {item = "rail", count = 4},
- walking_sound = tile_sounds.walking.rail
+ walking_sound = tile_sounds.walking.rails
},
{
type = "straight-rail",
@@ -237,7 +237,7 @@ name = "straight-rail"
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures("straight"),
placeable_by = {item = "rail", count = 1},
- walking_sound = tile_sounds.walking.rail,
+ walking_sound = tile_sounds.walking.rails,
extra_planner_goal_penalty = -4,
factoriopedia_alternative = "straight-rail"
},
@@ -284,7 +284,7 @@ name = "half-diagonal-rail"
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures("half-diagonal"),
placeable_by = {item = "rail", count = 2},
- walking_sound = tile_sounds.walking.rail,
+ walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0,
factoriopedia_alternative = "straight-rail"
},
@@ -329,7 +329,7 @@ name = "curved-rail-a"
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures("curved-a"),
placeable_by = {item = "rail", count = 3},
- walking_sound = tile_sounds.walking.rail,
+ walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0.5,
deconstruction_marker_positions = rail_8shifts_vector(-0.248, -0.533),
factoriopedia_alternative = "straight-rail"
@@ -375,7 +375,7 @@ name = "curved-rail-b"
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures("curved-b"),
placeable_by = {item = "rail", count = 3},
- walking_sound = tile_sounds.walking.rail,
+ walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0.5,
deconstruction_marker_positions = rail_8shifts_vector(-0.309, -0.155),
factoriopedia_alternative = "straight-rail"
@@ -394,7 +394,7 @@ name = "dummy-rail-ramp"
selection_box = {{-1.7, -0.8}, {1.7, 0.8}},
pictures = dummy_rails_ramp_pictures(),
forced_fence_segment_count = 2,
- walking_sound = tile_sounds.walking.rail,
+ walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0.5,
support_range = 9
}, | [
{
"author": "",
"content": "Oops, fixed for the next release, 2.0.36. Thanks for the report.",
"date": "2025-02-25T10:44:15+00:00",
"quotes": []
}
] | 1 | 2025-02-25T03:23:22-06:00 |
forum-topic-60680 | 60680 | [1.1] Modding Info References | Modding help | https://forums.factorio.com/viewtopic.php?t=60680 | This post/topic is obviously meant as a list of links to Factorio modding information.
If you are just starting out, the modding tutorial page is the best points to start learning. Then when you are looking for documentation of the API's, the wiki's main modding page or the main documentation index are good start points that links to all of the general documentation pages (which then link to other, increasingly specific, pages). Everything is complete and up-to-date for 1.1.
From there the primary links are:
Documentation of the runtime API : Lists all of the properties and methods of different lua objects, and which events are available. This is one of the pages you'll want to bookmark when starting out.
Prototypes documentation : Lists all of the prototypes that you can create, and their properties.
Factorio data github repository : Tracks changes of the lua prototype definitions in factorio in between releases. Also useful to browse and search prototypes without opening the game files locally.
Data.raw : Lists the names and types of all built-in prototypes.
Data Lifecycle page : Events? Prototypes? When can use what? This page from the official API documentation explains it. | [
{
"author": "",
"content": "All documentation is now completely updated to 0.17! Furthermore, over the year since the first post in this topic, many of the missing pages of the prototype documentation have been created, so currently only 4 out of the total 199 prototypes are missing documentation! Completeness greatly improves the overall quality, so I hope that the prototype documentation can now show its full potential :)",
"date": "2019-04-15T08:15:10+00:00",
"quotes": []
},
{
"author": "eduran",
"content": "Thank you, the quality of the documentation is really appreciated. \n \nI would also add a link to the Data Lifecycle page . I know it is already at the bottom of the API page, but a lot of new modders miss it and I find it rather important.",
"date": "2019-04-15T09:44:39+00:00",
"quotes": []
},
{
"author": "",
"content": "Checking in here with the news that all modding documentation is complete and has been updated to 1.0 as of today. \nFurthermore, since the creation of this thread, multiple modding tutorials have been created and I estimate that in the future we will have even more. So the modding tutorial page is highly recommended for both new and old modders.",
"date": "2020-09-08T13:34:07+00:00",
"quotes": []
},
{
"author": "",
"content": "Checking in here with the news that all modding documentation is complete and has been updated to 1.1 as of today. \nWith this comes the addition of another modding tutorial , the long awaited GUI tutorial. It was created by Therenas , who has joined me in maintaining the documentation and is currently focusing on improving the runtime docs. \n \nTo aid us in improving the docs, we are asking for your feedback on missing descriptions and examples: 97880",
"date": "2021-04-15T16:28:36+00:00",
"quotes": []
}
] | 4 | 2018-05-29T05:31:16-05:00 | |
forum-topic-114557 | 114557 | Thank you for the forums | This Forum | https://forums.factorio.com/viewtopic.php?t=114557 | Bun-Bun | Just wanted to say thank you for having an open web searchable old school forum for the game. Along with the game itself it reminds me all too much of what I miss about gaming from my childhood. | [
{
"author": "",
"content": "Thank you for using the forums! A lot of us on the team also prefer communicating over forums and as long as people are here and actively posting it will make sense for us to continue keeping them up.",
"date": "2024-07-31T08:10:56+00:00",
"quotes": []
}
] | 1 | 2024-07-30T13:33:00-05:00 |
forum-topic-118885 | 118885 | [Kovarex] [2.0.13] Can only assign "Ingredient of" to blueprint parameter 0 | Not a bug | https://forums.factorio.com/viewtopic.php?t=118885 | EazyE | In my 2.0.13 world, I tried to create a parameterized blueprint. When I went to do it, I was unable to assign some parameters located in a Requester Chest as "Ingredients of" another parameter. I suspect this might have something to do with the order in which the parameters are assigned combined with the fact that only Parameter 0 can have ingredients assigned to them.
Steps to Reproduce
1. Place down any assembler, 2 inserters below, towards the bottom of the screen, the assembler. One feeding in, one feeding out. A requester chest on the input inserter and a passive provider chest on the output inserter.
2. Set the recipe in the assembler.
3. Attach the output inserter to the logistics network, and set "enable/Disable" on the same item you're crafting in the assembler. Set the constant to any unique number
4. Assign 6 unique ingredients with 6 unique quantities to the requester chest (1 log, 2 coal ore, 3 iron ore, etc.).
5. Select all entities to create a blueprint
6. Click "Parameterize" on the blueprint creation
7. Select all values to be a parameter. In my case, the parameter with the crafting recipe ends up being Parameter 6
8. Note that Parameter's 0-5 cannot be assigned as an "Ingredient of" Parameter 6
Expected Result
1. Perform steps 1-7
2. The "Ingredient of" should be allowed to be any parameter of an assembly recipe parameter. In this case, parameter 6
In the attached photos, you will see that this does work when the assembler recipe is assigned to Parameter 0. I assume this is working because the parameters get assigned from the top tile down to the bottom tile. Since the working blueprint has the assembler with the first parameterizable item (closest to top of screen in blueprint), it get's assigned parameter 0, and works. When the inserters and chests are closer to the top of the screen in the blueprint, the assembler recipe gets the last parameter, and seems to not work.
This seems to always happen.
Logs , screenshots, and blueprints included in attached files.
EDIT: I just realized that you can reorder the parameters. The non working instance seems to work as long as it's above the parameter it needs to be in the list. To workaround my issue, I was able to just drag parameter 6 to the top of the list, and now the ingredients populate properly. Unsure if this is intended or still a bug, so I will leave it open and wait for a response. | [
{
"author": "VanderZA",
"content": "Thanks man, this was driving me mad! Dragging to the top worked",
"date": "2024-11-05T17:37:34+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, it is a general rule, that you can always only access parameters/variables etc above, the evaluation goes top to bottom.",
"date": "2025-02-06T13:55:15+00:00",
"quotes": []
}
] | 2 | 2024-10-31T14:02:27-05:00 |
forum-topic-66755 | 66755 | Factorio Forums • Troubleshooting a desync | Before I start, I realise this is going down the rabbit hole a bit because desyncs can be quite tricky to narrow down. I'm trying to be a good mod citizen and learn how to avoid these from happening but still have lots of problems I can't seem to solve. I understand Factorio is deterministic and why desyncs are a necessary evil, but I'm trying to get a better understanding of how to interpret the desync report to find what it is in my mod that causes the desync to happen. There's threads on the forum that cover various parts of this, but nothing that I was able to solve my current issues with. So here goes...
My first question is, what is the best place to start in the desync report? Is the reference level the state before the desync occurred?
I currently have a desync that I can reproduce in my local setup (with 2 copies of Factorio running side by side) and it happens every time a modded entity is built but it only happens in games where there are lots of other mods. For instance, if I run a local game with only my mod in it, it doesn't desync at all. When there's lots of other mods, it does but only the remote player is desynced. The server keeps running fine. I'm not sure if that's a clue either? In trying so solve this particular issue, I can see when I diff files like script.dat, that there are changes between the reference and desync level and I'm not sure if this is something I need to dig into? For instance, the diff below shows that a different entitytarget was stored in the global table between the 2 levels but I'm not sure if this is a problem or not?
I wonder if this is part of the cause as this is the information that is written when the entity is placed. But there's also GUI things that happen around the same time and so I'm not sure which part of my code I should look further into. Are there some golden rules with regards to desyncs I should be taking heed of?
If anyone has any advice it would be much appreciated. I'm trying to avoid just uploading endless desyncs to the bug report forum and expecting someone to just magically work it out. I'm trying to learn how to actually resolve these and make this a better experience for everyone! | [
{
"author": "",
"content": "I find the easiest way to just go through the code of the mod that's desyncing and looking for things like wrong on_load usage, mutable data that's stored outside of global for more than a tick etc. So I took a look at your mod. It's an adventure in unnecessary functions, but looks desync safe, so it's probably not your mod's fault.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thanks for taking a look. I agree with the observation about the functions... I'm slowly trying to clean it all up! If it's another mod causing it, is there an easy way to narrow down where that might be? The desync I was sent has 57 mods installed!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Is it possible that there's a limit to the number of GUI elements that can be synced in a multiplayer game? I'm noticing that if I draw a GUI with a small number of child elements it's fine, but once it goes over about 1000 children, then desyncs occur. In single player, it doesn't seem to have a problem with any number of children. Am I hitting some sort of limit?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Okay, posting an update here in case anyone searches for this in future... Bilka was right and it was being caused by another mod. It wasn't easy to troubleshoot (lots of testing one by one and restarting the game) but I was ultimately able to fix the issue by adding special handling whenever the other mod is present. \n \nI'm still interested if anyone has any other useful tips for desync troubleshooting though.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Muppet made a wiki page that might help a bit: https://wiki.factorio.com/Desynchronization",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thanks, that is very helpful indeed!",
"date": "",
"quotes": [
{
"author": "Bilka wrote: Thu Mar 07, 2019 9:15 am",
"content": ""
}
]
}
] | 6 | ||||
forum-topic-127121 | 127121 | API for flexible planets and surfaces manipulation | Modding discussion | https://forums.factorio.com/viewtopic.php?t=127121 | iassasin | Hi! Asked for a questions about new 2.0 engine in discord channel and have a hint to go forums.
For space age was added ability to customize music for different planets. Looks like the right way is create planet prototype, music prototypes with refs to planet and then game.planets.myplanet.create_surface() to get custom music working.
But there is several cons:
1. Planets is not planet types. It's exactly planets. 1 proto = 1 surface, associated with it.
2. Surfaces created old way ( game.create_surface ) does not have ambient music at all! (see warp drive machine mod)
3. There is no way you can dynamically add planet prototypes. At least I can't find it in the docs.
The questions:
1. How to setup different music sets for custom sufraces, not associated with planets?
2. Is it possible to dynamically create planet prototypes for customizing it's environment properties in runtime, not at startup stage?
3. Is it possible to have multiple surfaces for one planet prototype somehow (to share props and music)? For example, it will be usable in space exploration where we can have multiple planets of same type.
Looks like there is no technical possibility in engine to solve this tasks right now. Does engine have some restrictions? Which API will be realistic to implement in engine to solve this tasks? | [] | 0 | 2025-02-25T06:37:16-06:00 |
forum-topic-14626 | 14626 | Factorio Update Helper (an aid for headless server owners) | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=14626 | Narc | I didn't want to (yet again) download the full Factorio Linux64 package and throw it up to my server, so I wrote a script to fetch the updates for me.
Figuring that others might also like it, I've put it up on Github . The README should be reasonably comprehensive (though feel free to let me know if it needs more, as long as you're not asking for a whole tutorial on setting up Python or the like).
It's not much more than four hours of work, so there are bound to be plenty of rough edges, but you can probably make it work for you with a minimum of thought.
Download
Just the script , or the full package .
License
The Factorio Update Helper is released under the MIT license , meaning you can do whatever you like with it as long as my name stays on it somewhere. | [
{
"author": "Bisa",
"content": "nice one, I've just edited my update from yesterday https://forums.factorio.com/forum/vie ... 097#p99097",
"date": "2015-08-09T16:54:02+00:00",
"quotes": []
},
{
"author": "Narc",
"content": "Heh. Yeah, getting Factorio to apply the update is almost certainly better than blindly extracting -- I believe the update packages include instructions for deleting obsolete files, which otherwise would get left behind; this was a problem for me when manually updating to 0.12.0 when it came out (some of the files in 0.11 got renamed/deleted). \n \nFeel free to integrate the update helper directly into your init script; if you keep the updater username and token in your config file, you can just pass those automatically; combine with having the updater output to a controlled directory, and you can get pretty complete automation in place.",
"date": "2015-08-09T17:04:29+00:00",
"quotes": [
{
"author": "Bisa wrote:",
"content": ""
}
]
},
{
"author": "Bisa",
"content": "And there we go , thnx a bunch - keep scripting!",
"date": "2015-08-10T07:52:18+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "*bump* This topic ain't seein nuff views - this is a wonderful piece of code",
"date": "2015-11-21T10:52:56+00:00",
"quotes": []
},
{
"author": "JyeGuru",
"content": "I love this comment.",
"date": "2015-11-23T01:42:32+00:00",
"quotes": [
{
"author": "Narc wrote:",
"content": ""
}
]
},
{
"author": "lordfiSh",
"content": "steam version has no api key inside the json \nWould use steamcmd to update the game, but it require you to be signed it",
"date": "2016-02-28T11:44:12+00:00",
"quotes": []
},
{
"author": "Narc",
"content": "Indeed, there was really no way to fix this from my end, but thankfully Tomas (aka slpwnd ) took a hand in the situation so now the script should just work without needing the updater username or token -- as long as you only need the headless server updates. \n \nI took the liberty to update the documentation regarding this new development (as well as bring the --help output in line), but there should be no need to update if you have a copy of the script already.",
"date": "2016-03-07T13:35:07+00:00",
"quotes": [
{
"author": "lordfiSh wrote:",
"content": ""
}
]
},
{
"author": "gloix",
"content": "It seems that the factorio servers don't keep updates for older versions. One is forced to always keep the game to the latest version, otherwise a case like mine can occur. \n \nI have headless version 0.12.26 and the current update is for 0.12.28 to upgrade to 0.12.29. I guess I'll have to manually update",
"date": "2016-03-25T20:21:06+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "I'm planning to implement a type of install command to my init script, but without the \"latest\" version on an accessible link it's a bit finnicky - if you would like to see this supported may I suggest you show some love in viewtopic.php?f=6&t=22210 \n \n(this feature would essentially allow you to do \"clean install\" or \"force latest version\" alleviating the need to \"update manually\" )",
"date": "2016-03-25T23:32:11+00:00",
"quotes": [
{
"author": "gloix wrote:",
"content": ""
}
]
},
{
"author": "gloix",
"content": "Done! \n \nAlso... how will the init script update functionality differ from the update script by Narc if the latest-version-url-thingy is done? (in terms of updating functionality). \nThat is to say, why would I prefer one over the other?",
"date": "2016-03-26T16:01:44+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "the init script relies on narcs updater - the \"force latest version\" would probably just delete the factorio folder (retaining conf/saves etc) then download the tar from /latest/, not sure how I'm going to do that yet.",
"date": "2016-03-27T01:03:18+00:00",
"quotes": [
{
"author": "gloix wrote:",
"content": ""
}
]
},
{
"author": "Khossus",
"content": "Seems like it won't work for now..\n Code: Select all 1.220 Info Updater.cpp:752: Downloading https://www.factorio.com/updater/get-available-versions?username=myemail@address&token=<private>&apiVersion=2\n 2.351 Download failed (status 500; Connection to the authorization server failed.)",
"date": "2016-04-13T10:50:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Probably the same as this bug: viewtopic.php?f=7&t=23592",
"date": "2016-04-13T14:10:19+00:00",
"quotes": [
{
"author": "Khossus wrote:",
"content": ""
}
]
},
{
"author": "TheHalfwayXBray",
"content": "does anyone know how to kick and ban people from your dedicated server and if not are there any mods to do so?",
"date": "2016-04-15T21:42:28+00:00",
"quotes": []
},
{
"author": "",
"content": "At the most you can do is get their IP from the log files and disable access using a firewall/iptables (blacklisting). \nOr invite players by only giving them your IP/Port or enabling for them to join using firewall/iptables (whitelisting). \n \n0.13 should bring some improvements.",
"date": "2016-04-15T22:09:06+00:00",
"quotes": [
{
"author": "TheHalfwayXBray wrote:",
"content": ""
}
]
},
{
"author": "TheHalfwayXBray",
"content": "cant wait for .13 because running a public server without an easy way to ban people is a nightmare and keeps you worried at all time",
"date": "2016-04-16T03:25:44+00:00",
"quotes": []
},
{
"author": "Bisa",
"content": "My experience so far running a public server since ~June last year: \n- auto saves, keep as many auto saves as you are comfortable with being \"away\" from the server, that way you can always revert to a known good state \n- mods, it has a small but noticeable effect on the amount of random idiots entering your server (I prefer vanilla+ mods myself to keep the experience as close to and even better as vanilla factorio) \n \nThis beeing said, yea I long for the authentication changes hinted about in the other weeks FFF",
"date": "2016-04-16T06:25:36+00:00",
"quotes": [
{
"author": "TheHalfwayXBray wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Note that clients copy the autosave settings. If you set it to 100 autosaves, the clients will also store the same number. I did this and later reverted it after I found that out, because I didn't want to be the reason for 2GB (20MB x100) of storage on the clients playing on my server.",
"date": "2016-04-16T13:15:57+00:00",
"quotes": [
{
"author": "Bisa wrote:",
"content": ""
}
]
},
{
"author": "Bisa",
"content": "I know, however, I rather have a persistent world =P ppl can always delete saves fromt he folder",
"date": "2016-04-16T16:38:47+00:00",
"quotes": [
{
"author": "daniel34 wrote:",
"content": ""
},
{
"author": "Bisa wrote:",
"content": ""
}
]
}
] | 19 | 2015-08-08T06:26:22-05:00 |
forum-topic-91878 | 91878 | [posila] [1.1.0] Blueprint does not show preview | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=91878 | jagholin | Some blueprints made in 1.0 now don't show preview, although the blueprint itself is working fine.
example screenshot: https://steamcommunity.com/sharedfiles/ ... 2298006021
0eNqlW8tu2zAQ/JVCZ7kQ36Tv/YoiKOxETQU4siHJRYLC/145Dtq00cDrnaMda7I75HB2RfJXtd0d28PQ9VO1/lWN/eawmvarx6F7OH9+rtYm1NVLtXbxVFfd/b4fq/XX+YfdY7/ZnX8yvRzaal11U/tU1VW/eTp/anft/TR096vvx6Hf3LfV+eH+oT3jnerrjz8fhnYcV9Ow6cfDfphW23Y3vQOxp7u6avupm7r2EtDrh5dv/fFp2w7zf7mGVVeH/Tg/vu/f8nQufr6kWqL5HE7nMP8DtTi/BbjyB84uw7nbY/T2Woz+lhh9uBZjUMSYr8UYqcFxy6CJAgXp5z+g3zfjtOr6sR2m+Q8LWOkfrLp66IaZ/9df2AXkIkb25jZk08ihHYaOS9CGmrJg5IylUMHQGSenId1Ig6dUgQLmtIbIjZopHEQTjZOcBwFnCjUA1KJcuwGebTT6FdFqjUa/QTJxLac0xAVnZGAeWK2ToSiDZj2Q0Rop5aKAE4WKaOXkFQFqoVATKJAapWgzwOPsC+TuOFGh3J1y+qPcOc9CuXOehXL/q6fxuB2nzevjCyP+hpOaWaN92z3+2O6Pw7kf8KE2Nt8tYXOmhdhVFYpZYgeOk1YBbYLKv0QBe5V/ZclC6zmpIS44/wJTwnuN38hoCDJ9hAbpY1aYcWlJH57zMkQG52Vo4DSqS0Y0iSnVJdD4hoZCbQCq0dkkjNIq1gYZrYGSGiTAK1acjwEvSS0EKmDEcNSZO8RLirVGSEBmlAsDLhQqmAeRkxfooCP1LjGBbj8qXyYmUNdHTlkod0+hotyDcvqj3CnPgrlTngVzp/ovyABnV6ADTY3GX73ECJLReIwM2mrcwEsWw8SJDNHMiQxMiaR53yGkgdMbCpjTGyKX0xvoUFPRKCNJpm/mTAw06llbIwICsqpGlBHAiQwFzIkM0Ro0a02SiCxra0REgKpGlIXK1YgoYK5GBCNWOHmBTrRwNSLomouyRsygPi6cslDunLJQ7soaEebOeRbKnfMslDvlWRn0XIWqERGvptEUia9ogp1sTZUoxabeJSKSTUNpDLOsecXxkYnF3exGUylKsSnZYZYp3WGWOeGhLfiGUx46L2BUynMidRhlvQg5MJqCURospznIL2VsmAlNzfiRieXzOcqiEQerqRqlwVJlIx42qm6ETFiqcMzoXIqlKseMDtFYbekYESCnMZg+pzGYvrZ6hOlzPgbT53wMpp9v20DPWb5BaLizHjmh43qcvtDAOaMxySjyHafyNCE2pzfIMqc3yLLK06LIJlzUWJAQO922k/5RKPikiXGcv8Eh5PwNDaHn9JcRLOdvBcFajayLSHreKb0TBus164QwWGqDGg9bpGAhE0mzThTZoeys9HwYbNEsPLJgNSdB3okYDVswFCxiIlhGxAV18ZrTIO9gURcfvE6/BR7MpzSG06c0htNPOh3g9Ckfw+lTPgbT5w6BFHiNgvIxyG3U+FiR3QOKTmE7UmyqjsQsc0qDLEeF7RTZXaCoeUMixeaUB+nglIcGL3HKQ81s0nRwRXiDiTM21NYnZQWJATUVpJQDTe9WRBdjTOIsDk6JRMFClpUVJAbUVJBCajNVQUJqM1VBQiYyJzTUtHJnRTAsdVnmAntXXy61r9/dsK+r3WZ+fP7uy9v8+mTss52//9kO40WieW6Sik2z5GfIcjr9BqYGs0U= Copy blueprint | [
{
"author": "AntiElitz",
"content": "actually it is shown at micro scale in the bottom right.",
"date": "2020-11-26T00:43:10+00:00",
"quotes": []
},
{
"author": "",
"content": "Let me guess, it is not fresh blueprint, but you were using \"choose new content\" for the blueprint and new entities were placed on completly different end of the map compared to where were entities primarily used for blueprint.",
"date": "2020-11-26T00:46:45+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "I saw something similar for blueprints I made pre 1.0, but deactivating \"snap to grid\" and reactivating fixed it for me.",
"date": "2020-11-26T01:33:38+00:00",
"quotes": []
},
{
"author": "jagholin",
"content": "mine was created in 1.0. Since it uses new grid layout mechanic, i coudn't have made it before. \n \n\nI didn't understand entirely, but the bp is working absolutely fine when i use it, no strange offsets or anything. It's just preview dialog that broke. \nDid I use 'choose new content' sometime when working on this particular bp? Perhaps, but not recently. I can't say now, because the bp is months old, and i do use the 'choose new content' button sometimes. \n \nyou might be right, i couldn't decipher what that thing bottom right was.",
"date": "2020-11-26T09:43:04+00:00",
"quotes": [
{
"author": "valneq wrote: Thu Nov 26, 2020 1:33 am",
"content": ""
},
{
"author": "boskid wrote: Thu Nov 26, 2020 12:46 am",
"content": ""
},
{
"author": "AntiElitz wrote: Thu Nov 26, 2020 12:43 am",
"content": ""
}
]
},
{
"author": "xenal",
"content": "Blueprints when using the relative grid have this. Even if it's a relative grid, it still have a anchor point and that's what messes it up in this version. Probably if you move the \"grid position\", it would fix itself. \n \nFor me it's blueprints that I carried from 1.0 who have this issue, Only those with relative grids enabled since their anchor point wasn't set properly (we didn't need it and couldn't even set it while in relative grid). In the previews versions, relative grid didn't have an anchor, so I feel like it's the conversion of version which is messed up",
"date": "2020-11-26T10:25:33+00:00",
"quotes": []
},
{
"author": "selplacei",
"content": "My guess: \n \nIf you decode a blueprint string, you'll see that absolute positions of entities are stored, even in pre 1.1 blueprints that aren't aligned to an absolute grid. It seems that when opening old blueprints, the anchor point is implied to be (0, 0), but the actual entities still keep their coordinates, which can be hundreds or thousands of tiles away. The preview then tries to fit both the anchor point and all the entities while keeping the scale accurate, so they appear tiny. You can fix the preview by changing grid settings (and optionally changing them back) or right-clicking an entity, then restoring it. \n \nSeems to just be an issue with converting old blueprints to the 1.1 alignment system.",
"date": "2020-11-26T11:58:51+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "I took that BP and pasted it. I then opened it for editing. Selected \"Add new content\" and selected the previously pasted content, and it created a new \"diminutive\" BP preview \n \n \n \n BP-recreate.PNG (173.63 KiB) Viewed 6320 times \n \n \n\nStarting from scratch with the same pasted content creates a perfectly formed BP",
"date": "2020-11-26T12:51:53+00:00",
"quotes": []
},
{
"author": "burninghey",
"content": "same issue here. most of the bp's i generated in 1.0 got offset with snap to grid actived itself in 1.1.1 \n \nI very rarely used \"snap to grip\" and i can tell i DID NOT activate it for these bps \n \nI'm doing \"new content for bp\" quite often, if i find another optimization",
"date": "2020-11-28T05:47:21+00:00",
"quotes": []
},
{
"author": "",
"content": "Blueprint strings or in-save (or in blueprint library) blueprints? \nDo you have 1.0 blueprint I could reproduce this with? The one in the first post is already version 1.1.1 and technically working correctly. It is my understanding that 1.0 to 1.1 migration is what needs to be fixed.",
"date": "2020-12-08T14:53:49+00:00",
"quotes": [
{
"author": "burninghey wrote: Sat Nov 28, 2020 5:47 am",
"content": ""
}
]
},
{
"author": "selplacei",
"content": "Actually, I had a similar issue in just 1.1 that got marked as duplicate of this bug. I'll just link the original topic: viewtopic.php?f=47&t=92135 \n \nEDIT (by posila): added quote of selplacei's repro-steps",
"date": "2020-12-08T17:08:06+00:00",
"quotes": [
{
"author": "posila wrote: Tue Dec 08, 2020 2:53 pm",
"content": ""
},
{
"author": "burninghey wrote: Sat Nov 28, 2020 5:47 am",
"content": ""
},
{
"author": "selplacei wrote: Sat Nov 28, 2020 5:33 am",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks for the reports. \n \nBased on the info, I am gonna say my assumption about problem with migration of old blueprints was incorrect and the problem was actually reassigning existing blueprints with new content while the blueprint had relative position set. \nThis is fixed for 1.1.6",
"date": "2020-12-08T17:15:36+00:00",
"quotes": []
},
{
"author": "burninghey",
"content": "I could reproduce the issue \nSorry I'm late to the party. I did a blueprint library backup before 1.1 ... so reverted back to 1.0 and loaded the old library. Copied 3 blueprints for you. Then, update to 1.1.5 killed them. \nLoading a 1.0 save with 1.0 blueprints after patch to 1.1.5 activated the set relative position checkbox with strange values. Maybe updated them in 1.0 before and the off values got stored. But checkbox was disabled in 1.0 \n \n \n1.0 blueprints working fine in 1.0: \n \nbbq 4\" Reaktor simple v1.0 Grundlast \n 0eNrdnV1vYzeShv+KoWsrOPwmDez1Xu4gtzuDhmwfdx9Eljz6yEwQ9H9fqd2x2O3zquotZJFMbhK0LT8qklVkkSxW/bq4Xx/Hl920OSzufl08jvuH3fRymLabxd1iefPTOG3Gmx/Hj+P6uPl4s7ofdzer4/5ptV7vp4dP4+7vm+XN/bReTx9v7sfpZnv60+fV+vSpH1cnyPm38eZ/np72n7a78eZvx+eXcbO4Xew3q5flYbv8uJsez1/778VdrLeLXxZ3qXy+XUwP281+cfe/vy7208fNan3+yOGXl/Ek0nQYn0+Azer5/K/N8WE9rnbL3bh6OGx3i/Pfbh7HE859/sftYtwcpsM0vqK+/OOXD5vj86kRpw+8QV5OUp2QL9v99NruL/L4VH5IX0RyzZ24j9NufHj9ffx8+w7nRVxlcOEN9zw+Tsfn5bg+fXw3PSxftutxDt/e8MMP6fMMMr4h94dx9bw8HHf3p8GdYWX3xgrzrKRnxTeWn2dlPatIchU1qwwSq+pZQWpj07OyJJcb9LAmwpwaVr3USuf1sCRKFvSwKsL0yt+c2Ey99rcoSqZX/yaqv1PrfxgGsZlVmNLCEJgpzTVyTguDl+Y0P4gyRmoW71aF6WV8XaK2x83j9fUB9KC/2MN5QTusNoflw/b5NCKr82J1FXke4W/FvT1DDrvt+sP9+Gn183QinP7saVofxh1YLJ/Wx+nxslr+a3X66HmNfDg16fBlCbyslrMNCER3VLE7Itsd9U/WHUndHb1toO7IXHf0yD9HdxSiO0Q3wFe2O+KfrDvY+c3ny4Cm+U4JwzddfN2/QgzHylW8yPSSXEVuG+3jVicyoyRXlduWWLnaIDKzJFeT21ZouZrIrIJcvZ+AGM20ZpZ3Nju3ZxlMC5CO7Swbogo2V96yI0KwYNkSIVi07IkQLFk2RQiWLbsiBCuWXRGCVcuuCMGaZVcEYGmw7IoQzFl2RQjmLbsiBAuWXRGCRcuuCMFsPqBqRkrZ5FDp2MU0S6NeqKZ5GdE6C3lerdfL9Wr+CE003DyYRgfRnEqufp+KSN40sohGe075N732gwNM0XN6WwQxI4kMLzJET+nNa8aMIjKSyKhqzxszmsgoEqPIO4AsMpzIqCJD9PhzExlB3DWIelpEPS2inhZRT4uopyWrd0CYIeppEXWsiHpaRF0vop4WUceqqKdF1PVKnL4VUduqvEcVtb4SB2BV1Jkq705Fnami7lZRZ6qou1XUmSrqbpV1RtTdKuuMqLtV1JQm6m4VNaU59Q4fM0SNbeL82MQ5tok61kQ9baKuN1FPm6hjTT41EXW9iXraRD1top42UU+bqKdN1FM3iIraqgxx9D2Mk6FefZB0BRIMexR/9r4Vt0+DqNQdEl69ilqdqgwR1To1GSL7uIMMqYTTDyEXzf40rg7L8d8Pn1abj+Puuu8e5q+jBwKWJZgjYE2CeT2scx8BLBCwJMEiAasSLOlhVRzNTMDE0SwETBzNqoc1cTQJC2jSaHrCApo0mt6J07Js4J6Z2yEkiBAvQ6LheEe7QPgkShhkCbNpCYsIV4ilIiFIJRYtCGmGE7/Xhsldr7jmdKKEwRErIoR402KWNY38bs6Xj7eQVoSoI0WZlEzLraq5WSdkkoUsOlKWSVVHkg0zNB2piaQ46EhVJtncHc1gRq8Ssju+g0LqrKA7xIOkaHLIVM1NOiG9LKTOCops9FFnBUU2+qizgiJbZmwmN1YzBGkwObUqtNO1X54FktIs5JkpKc1Cnk+SbnEo8nySdFZQ5aU5ZZYEZdJZQZUnoqSzgipbZtKtBVWeLfJg2nxplD7rlL7K00fWKX2Vp48cTNtDVXN1VlBlG89KK5BtPCutQLbxrLQC2cZzNW2qVUOgM4smm2rRuUhNnj6KM237Nc0tOrNo8nxSdGtBk+eTorOCJht90VlBk42+ZNNhiWoIdGbRZKMvusWhyUZfmuk4R9PcqjQLeRaozDERWuQrc0wEIYE4hIGQSJw1QUgynTXBLrbEdmnPT8TL2B4JG1xNJzwZ4fhw+IuOFQCVb2q7CCMIcUSIEYR4IsYIQgIRZAQhkYgygpBEhBlBSCZihCCkEMFKEFKJSCMIaUSoUUEP1AYi1ghCHBFsBCGeiDaCkECEG0FIJGKFICQRQUsQkk0RR6qIWy9f0ZYqS1jZrXNGpMaSkExuMEVF6XrNOSJICkroiQgnCAlEqBWERCJOCkISESgFIZmIcoKQQoRbQUgl4pwgpBEBVwjiByJaCkIcES4FIZ6Il4KQQARMQUgkIqYgJBEhUxCSzS/erkALEUMFIdXkzaOp2eufCF38W4fexAf9G6GLU4dpjn8/doUm5knpvLumWC5C4F+kXREvEu5NRZBEQBqC0LrfuTtQMuKRXP2ms74ZCD/Lll3uJgvYCJcJQZQ3qp2jA0mOJaHhjF79MPmKOIFwjSAk8i8IscEQD0IvyzGmZf4N4RWaXtuboqVV90gtKwQjYmku06EDYbM+DfodM5QpOf2khSGetBdMCiwJ9k7UjVuTl0Li7WcX3OWCat+TsuX4TQsvFgcjoX6oFgcD0i7WcNitNvuX7e6wvB/Xh6vnR8qGdzeqMvxKr84ueZnOrNF9BcwK4/USdybpdd0RTHBlX0cCXrDkeRaeCHhm4RlmFLzqGSGV7u5nTwY87l4NGYpbr4h7+1t6mu3x8HI8LGa/rpJBEVj5GtERF2cDdkRhXTEoWXdzq+jSTrQrXTptUI8Wwggvh0Cz3zWXh+hh2j0cp8OHcbO6X48fHqf9+f+Lu6fVej/evv361PWPHz6tNo8fzpCTjPvF3WF37D7x289fP/q8fRzP6Ym+fOnmVYb9+fvc+T8fd+O46TNhnlNvnjZF52xGs31AzBU1/Uf3QT+7v/6kwF4hJrnLyZ4LSK2Jaa1ecSlmp7Xuqp2RVTdndpftV/2q+v2qek0ZTr97fPvrp2m3P3wQMsAeTw07r7xPx3G9fBjX69eUXa8JxL4k8XzYPr+sdl+SiN0t/uv86+N+PH3Terv7qkuswXyrLGHAJlQtuyM4mTbL7gjR6mDZHUGas9yWKx2LasmeoYabHh26iDoimtx4iKOTkWXF0Hfb7Jf1dDiAEPEOc/s1d96sxd1+dU4+vOxO9nz6qtOn1uPT/NLaxSowHjnsoGraPUSVg9/FMOy299sze/YC9yu0zKcFJLYglwtlpYRdLIMMH1g4sxUJLJzZingWzmxFIobPzhhdrMQV8ynpG/P5NjnlmzFNu+1muT9MDz9xVtSyaSOnbODFRKfNftwdhIjc99hZj6ELytBhk26sm8mFghk3BxMuIpwjk95e7k/ftz8b0pr+PO0Ox9X64jG9fmL56t2g/KaERxQGD/yf0IWcaH3E9BfwEU+DrvYRQxdRo+2j+JfoI/2mK3QBQ9pUsU22TD7Pa5ah2eQHQ1wxeb4QV02+V0G4ZsJllKd40KwP3WqWNetD6AKKdNiiWc2C8yYXQxUEFVwwwbMOHk0rHBw25gijYlnne5k5wmgsvJjgyBy6sKYrfmHXBfU77WU8wOAI4+v2rVVlM11cFFm5wLv27hsMXotqcdLlZQ+e2CNd0iloe4qYBrr9vhIeDNd23qGc7YTdX1IlaEUlZoFLoL8WTswCl9h9LZw5kPAs3HJVikeQWXAjKWpgrkoTCydsMLOzVSBssLuQVsKDKVijqZbiEE0eVEUVFYj07G826AddP2TSjWqqNZivalCS3A/V5D4px6yZ4FUF72LXmJtoP6B6GM50oYt53nSl1FQq1tc9uOJAda7GO0fjckq9Hx+Xx5el7rR6N338NO9mxWjyERvqv2TC6aaqmE2euHJwiuEuC65kkbDQds1d+BNdLu/Gx3enHLGhM41ITCNt+A/ugfr9WVjJqE+I6haXG06oY4nwORrr2CViImysS5qI7X9jXbFEzGiNdSJTMtwq4xEkJrTGeo2J8Psb6zUmZn5j53kmYrKxe04iYrLLCqCFOwLObkGJyMkuAYAWHgg4a+9E5GR/zKuEJ2thvf+fsxzomM2f6dz+TqdDHpwO5WyPsIATVyYesUNfW1GCRJ5Cu4hO1bZNuRssg2UT9EVKeRNUnAk+6OCeu4V+L/N8hwTLxgiOfTGd0b/vgtk9ty3oEKpYyeYr7ved+3tecZ/dUe6CG7jw3zuw8KKSD4r82gO/82Xu9Tn297jUneupkr/rqTgMsKeqJezOe52NNxM8oCKZliqUV3DOhNM1Xa56kxUSBgLiESRaQpS86ulNqMm0RCjh2QRXDlCxvJLRSl4tr2S08GZ71TKDl59ghDaQj1qgNjf2FS8medsjlGs9gN/1hGZ6gaEcTSZEsrIW1IVI6pws1ZuDwEQ91iLOUK2YcFA7qskFVPZooz2L8JfxLLAfEbtwTW2/+L+Qx1W+901bgz3l7EF0yIRiF+FJB9FhaLAE0enW3ziYaoggo49DskToYZwpTaS26ZZX4D4jUU2hDZDWDGlmIK0LJaRfZvuEoM4SCeAjwnlD5hrc4mBI7eJVEZTRRdaBgm1mU8rjwciGNCa490yXm5BWLddYkNYsVyqI5gc2jQlG2exBFaQaPZEoytd5+YhclbiRREYoXxCEVnsoDltJActU2LwoWKhqT/XrG4I2fapfCFEUlgoyxOlT/WKI16f6xZCgT/WLIVGf6hdDkj7VL4Zk4pgJQoo+Sy+GEPmCMaTps/RCSCTyBWMIkczJVwQh8gVjSZg5GEKiPRcebl7SJyHGkmV9EmIMIfIE4+YQ6fcwpFnSIcOGyYnJimzfiT69Q62js5NhmYI+mx8Wh6gGjyGJgMDmZEs+Z4wr+rzJGFL1GZwxpOnzJkNIHvQZnDHE6fMmY4jXZ3DGkKDPm4whUZ/BGUOSPvkyhmR98mUMKfrkyxhS9cmXMaTp8yZDSBn0GZwxxNmTL2Oo1ydfxhBTxpagCg+JhSgTHxySkCgTjyFEmXgMIcrEYwhRJh5DTGXig5uFVVOZeAQz1U1FMFOZeAQzlYlHMFOZeARjTzQCiHSKlT3RgBpWi6V6ImpgtdQmRLBmqbIHYG2w1LBDMGepxoZg3lLrDMGCviYZVIkW9TXJMCTpy4lhSNYXNsOQYrm7Uq58zRSRFdAlnlw9qVu+wHVYkqsndQsphJjirYLqTi3JVZW6BRZKGIgFFkIiWV8eDV0akmmpjpruYqvCYyGVVeGjTKomZ0LV3EYWnIdCOmWZ+CyTbO6OprnOk7XssZC6/O+dfJAUyYLzmKSsCj/IpGxyElVDUMjS9VjISpaux6RGlq6HJD+QpesxyZlca80QeE/Wl8dCBrK+PCbZnH9VcxNZuh4LmcnS9ZhU2E0FJLG51TGpkQXnISkMZMF5THKmLZNGLQJbJh4LGcjS9ZgUTZs6VXPZMvFYyEyWrscktkw8JlWydD0m2bbCmiFQ1n1qsqkq6z41efqI3rRZVzWXLROPhYxk6XpMSmTBeUzKZMF5TCqmIw7VEFTTgYcK3cha9rD9aSBr2WOSIwvOYxJRKx5ueBNzQgQhRK14DEnE4Q6EmFKH4i4masJjmUx1LpVHJ6mZzmVAbGnKfMzvRccSgjriZAZCvD6UDUOCPpQNQ6I+Cg1Dkj4eDkOyPgoNQ4o+Hg5Dqj6UDUOaPpQNQuR72yIrW3H6UDYM8fooNAwJ+ng4DIn6KDQMISqyYkjWB4xhSNEHjGFItYRphaSalQtRghVKWAd9WBKGOEtYkrKZlagQjyUkKsRjCFEhHkOICvEYQlSIxxCiQjyGVH2QEoY0fZAShLRBH1+EIU4f6YQhRIV4DCEqxGNI1AcpYUjSBylhiBz9JStbIyrCYwj7BqLfnEBoI7ZJAJKHweTDR4TT14PvXOOKaPpHcJ1nCmlEvuwi06LhSSKmJcNzP0zTP3/rHApII+rCN5mmf/7WLduQpn/+1q3YiOYGw7NBTHOGZ4OY5g3PBjFNbwtNtgWntoV+SoI0UyHtoEqhnF02wRuStZhOKZSyVhMcyqpMEpFkI/aD6TRK12xvqhYJm+11Zab6kzzY7GBaLJXNjiY4bHbSn01FhyB8+kMvQ4thVY8B0aphVce0pj8fgQ0M9FljkYciOIOHANsZvMFDwLSgf16GG8iX8VIMRTJ4G7id2eBtYFrRb6hxA6s9bwuGNoPnAtsZLXm7Mc3pt5ewgZFPTCMPRQwGLwi3M5qLLEWc2+lqpsyn9XF6vGQt+tfqnJiLqKWUY2Jlrn+8zNmwY41o/0vUQegWEkirhp0XpjXD7gbSmGz8RaY5Ng11+MM1p7umZlNn/3Eym17HRVVl4Nzfls9nZemQeV6+JCKqhMiWXZO2iaY3Flp4FRrfI0Hjm2UToZSvf+sM5IuCfJl+N3rZjUaQYSZnT5+u+m+h/7h9zdh3t7hfH8eX3bQ5p2Vcr+7H9fln9/+8iX9f3Pw4rn46WfbNfnp+WY83P7sfhpv/3p06d73anz//88luX/NkVRdLbCUXN5z08fPn/wPgBPVU Copy blueprint \n \nbbq 4\" Reaktor v3.0 Beltbased \n 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 Copy blueprint \n \nbbq Mauer Endgame Turrets 1.0 \n 0eNqlmMFu3CAURX/FYj2ObMCAvauq7lqpi+6qqGLGZIJqYwfspGk0/148rjJuaodHshp5hA/ovnsfhie0b0bVW20GVD2hWrmD1f2gO4Mq9KFtu+TbaK0yg0se9HCbfO6O2g36Z/LxVrkhkaZOXNeq5Gv3oCzaIWdknw5derS6noC/UEXYDj2iCuenHdKHzjhUfX9CTh+NbKYhw2Ov/GR6UK0HGNlOT27ojEofZNOg6TVTK0/yhPCLXSNt2kujlm9iwJujlUaPbWq70dQubeVR/tZGLSgEQGlmgQ7pYRIotepu9L9emwuGnq53yEuqB61mMc4Pjz/M2O79yCp/pu2V9Ip5et85PVflrClj/Ko4y5oSQa6K07SyFxQcpvAsSCEACglSKIDCgpQCQCmDFBamCByk8GfKjfR11sYpO5wj8F+pigvM6+19UGurDvMQuoIWW2bqpXP6XqW97e51HZwsX195uQiZUs3MDlgsP697L+3fEL40bAZXg72kLtTAa+wczuaRSueXjLSqnsKvGj/eesX7rlFrU5T/TrEGJfAFizCNhlvL6+ANG+QFfJnlKzVja2wG9NiyAYU8Bk/ckrolq4DT8lhXle8I8HK2jcrhDKouAauL4SnjODLBGMPZJFJrTGITzIugOfCbMsdpuHLwzPEiMnOYwdk0LAGHeozBPRaRudhOjt+VOR6sHIHvcEtFNtQlOVTdEqwuiUhZGakugW9pXER2B0JjEyzysMDwoInwZkHg0RJ5ZGwJf0uvEVnYsQLoMYHhHivhQsR2cpq9I8GCBPWg8B1uqciGJSiGqluA1aXwlInYMwWlcDaNTDAtohPMwwJHZI5HZo7CPyVFuJlT8aYEs7BjoSc1IcAeK+D7mAgfTopLpp5LfjNaIw/q9ePZtEusAnEMcPGdvwkkUUASBtIoIAsDiyhgGQayGOCi120CeRSwCANF1AXX9Cm8iimjbri2MCyLuuLaxORRd1wz5no3Xx9Wi2vYHWrkXjXTf/u75IsclU0+mfro2fNl7OCS/Crz4+6VdXNXFjnltOT+9Jixgp1OfwBE8fs7 Copy blueprint \n \nafter Update to 1.1.5 they got this: \n \n \nbbq 4\" Reaktor simple v1.0 Grundlast \n 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 Copy blueprint \n \nbbq 4\" Reaktor v3.0 Beltbased \n 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 Copy blueprint \n \nbbq Mauer Endgame Turrets 1.0 \n 0eNqlmEFv2yAYhv+KxTmubMCAc5um3TZph92maiIxTdFs7ILdrqvy34fjqfEyO3y0pyoVfnBevucj8IJ29aA6q02Pti+oUm5vddfr1qAt+tA0bfJtsFaZ3iVPur9PPrcH7Xr9M/l4r1yfSFMlrm1U8rV9UhZtkDOyS/s2PVhdjcBfaEvYBj2jLc6PG6T3rXFo+/0FOX0wsh6H9M+d8pPpXjUeYGQzfnJ9a1T6JOsajY+ZSnmSJ4QfbGtp004aNX8SA54crDR6aFLbDqZyaSMP8rc2akYhAEo9BbRP92NAqVUPg//rszlj6PF2g3ykutdqCuP04fmHGZqdH7nNX2k7JX1int61Tk+rcsqUMX5TnGJNiSA3xXF8swsKDlN4FqQQAIUEKRRAYUFKAaCUQQoLUwQOUvgr5U76ddbGKdufFPhvqYozzOft66DSVu2nIXQBLdaKqZPO6UeVdrZ91FVwsnz5zcuZZErVEztQYvnpvXfS/pXwsmAzeBrskjpLAy+xczibRyadnx1pVDXKr2o/3vrEu7ZWS1OUl1MYpQ/3u3awo8qY3C5NQ+BfQfzLX6LRcLO5Dl4pjLyAv2Z5ZRXZEpsBq27ekkJVB3dwTl2LVcBpeWydle9Qej7bysrhDJouAaeL4d5xHOk0xnA2icwak1ineXHVad8kCF3SGr9JRE7DywkXkReRImIGZ9OgNJhDC4/BCy9CxNiGj98lIg+uHIFvhPNEVtIlOTTdEpwuiVCvjEyXwPc5LiJbBqGxWos8sFVvaLGkNYHbJ8LbCoH7JvJIlwl/SwMSWbiMBbDwBIYXXgkPIrbn0+wdWgsSzIPC98J5IislQTE03QKcLoWrJ2LPI5TC2TRSa1pEa82var28VdMIC3mkhRT+M1SEez4Vb3KahWsYeu4TAlx1BXy7E+GDTXG27LUI7gZr5F5dP+yNm8kiEMcAZ2eEVSCJApIwkEYBWRhYRAHLMJDFAGfdbxXIo4BFGCiirsvGX8yLmDLqvmwNw7KoC7NVTB51YzZhbjfTZeR2dqm7QbXcqXr83+4h+SIHZZNPpjp49nS127skv8n8uEdl3dSnRU55iTnOsoIRfDz+AfU8FFc= Copy blueprint",
"date": "2020-12-11T07:24:19+00:00",
"quotes": [
{
"author": "posila wrote: Tue Dec 08, 2020 2:53 pm",
"content": ""
},
{
"author": "burninghey wrote: Sat Nov 28, 2020 5:47 am",
"content": ""
}
]
}
] | 12 | 2020-11-25T08:32:59-06:00 |
forum-topic-72350 | 72350 | Factorio decks for Anki (spaced repetition) | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=72350 | Imagic | Anki is a free app (cross-platform, AnkiDroid etc) to learn stuff based on techniques like spaced repetition .
I made scripts to automate the process of creating decks, the project: https://github.com/ImagicTheCat/Factori ... generators
You can find all built decks here (per locale/game version): https://github.com/ImagicTheCat/Factori ... s/releases
First deck I made to learn item dependencies: Factorio_Item_Dependencies_v0.16.51_en.apkg
No idea how useful it can be yet, will see in the long term. | [] | 0 | 2019-06-22T04:37:16-05:00 |
forum-topic-84239 | 84239 | Factorio Forums • Add signal_to_color_mapping support for "tool" items | Previously it was possible to map lamp signal colors to science packs as the following worked:
Code: Select all {type="item", name="automation-science-pack", color={r=0.71,g=0.05,b=0.09,a=1.00}}
However as science packs are defined as "tools" this color mapping no longer works. If you change the signal mapping to:
Code: Select all {type="tool", name="automation-science-pack", color={r=0.71,g=0.05,b=0.09,a=1.00}}
The game throws an error saying "Invalid signal type: tool". Is it possible to have a way to get this working again so that science packs can output a colored signal to lamps? | [
{
"author": "",
"content": "Does it give an error if you give this format: \n Code: Select all {type=\"item\", name=\"automation-science-pack\", color={r=0.71,g=0.05,b=0.09,a=1.00}} \n\nTool inherits from Item, it should be fine. \n \n \n\nScience packs have been tools for a very long time, when did this previously work?",
"date": "",
"quotes": [
{
"author": "PantherX wrote: Sun Apr 26, 2020 5:39 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks Klonan. It doesn't give an error when you specify type=\"item\" however the color mapping doesn't work. If you wire up a lamp with a science pack that has a color mapped the lamp will just glow white regardless of the color specified. I'm not sure exactly when this changed. It definitely worked in 0.17, I only just noticed now that it has stopped working at some point. Other items are still mapping correctly, it just seems to be the science packs that are not and so I assumed it was something to do with them being a tool, but perhaps that's not the issue. \n \nHere's an example from 0.18.21... \n Code: Select all {type = \"item\", name = \"automation-science-pack\", color = {r = 0.71, g = 0.05, b = 0.09, a = 1.00}},\n{type = \"item\", name = \"logistic-science-pack\", color = {r = 0.18, g = 0.60, b = 0.11, a = 1.00}},\n{type = \"item\", name = \"chemical-science-pack\", color = {r = 0.15, g = 0.65, b = 0.75, a = 1.00}},\n{type = \"item\", name = \"military-science-pack\", color = {r = 0.23, g = 0.27, b = 0.31, a = 1.00}},\n{type = \"item\", name = \"production-science-pack\", color = {r = 0.58, g = 0.11, b = 0.76, a = 1.00}},\n{type = \"item\", name = \"utility-science-pack\", color = {r = 0.81, g = 0.69, b = 0.08, a = 1.00}},\n{type = \"item\", name = \"space-science-pack\", color = {r = 0.96, g = 0.96, b = 0.96, a = 1.00}},\n{type = \"item\", name = \"burner-inserter\", color = {r = 0.38, g = 0.31, b = 0.26, a = 0.92}},\n{type = \"item\", name = \"inserter\", color = {r = 0.78, g = 0.51, b = 0.20, a = 0.92}},\n{type = \"item\", name = \"long-handed-inserter\", color = {r = 0.76, g = 0.20, b = 0.13, a = 0.92}},\n{type = \"item\", name = \"fast-inserter\", color = {r = 0.27, g = 0.45, b = 0.58, a = 0.92}},\n{type = \"item\", name = \"filter-inserter\", color = {r = 0.45, g = 0.27, b = 0.54, a = 0.92}},\n{type = \"item\", name = \"stack-inserter\", color = {r = 0.56, g = 0.63, b = 0.16, a = 0.92}},\n{type = \"item\", name = \"stack-filter-inserter\", color = {r = 0.70, g = 0.70, b = 0.69, a = 0.92}},",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It works when I do it:",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Argh, this is totally my bad! I had a final-fixes that was removing any mappings that didn't pass this test:\n Code: Select all if data.raw[signal.type][signal.name] then \n\nObviously because type=tool this wasn't working because it's of type=item in the color mapping table. I guess I'll have to loop over all the different types of prototypes to test this condition instead?",
"date": "",
"quotes": []
}
] | 4 | ||||
forum-topic-45259 | 45259 | 0.15 Yuoki-Industries Versions - Page 2 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=45259&start=20 | YuokiTani | Thanks !
You need in some locomotives the right fuel. For diesel-locomotives only YI-Railways Fuel-Fluids allowed. Some steam-locomotives (red-long) and YI-Americans accept still all fuel-variants. Newer Steam-locomotives only coks, Atomic-locomotive only uran-cells (same as classic reactor-fuel).
version changes
Yuoki-Industries 0.5.69
- compatible with factorio 0.15.10
- all boiler-types (Boiler-IV, Obninsk) changed to vanilla-behavior water->steam ... you can't no longer heat a different fluid
- Industrial-Water-Mixer is changed to output heated MF (because line above)
- Industrial-Water-Mixer needs "chemical" (any except nuclear) solid fuel for operation
- 5.6 MW generator now back to accept MF (because IWM-change)
YI-Engines 0.5.24
- compatible with factorio 0.15.10
- Rheinsberg changed to vanilla-behavior water->steam ... you can't no longer heat a different fluid
- Rheinsberg can crafted again
The old boiler behavior can't restored. If you use boilers for heating MF or other fluids restructure your builds before update. This will not work after update.
Boiler-variants = same behavior as vanilla - water->steam
- Boiler-IV
- Mastercrafted Boiler-IV
- Obninsk
- WWER Rheinsberg
compatible energy-generation (accept steam)
- SS Turbine 0.8
- Steam-Turbine (Yuoki, Vanilla)
- Mastercrafted Steam-Turbine
- Rensiur-Turbine
non-comptible (require MF)
- 3.3 MW Generator
- 5.6 MW Generator
- 9.7 MW Generator
- 14.7 MW Generator
- 50 MW Generator (YI-E)
MF-creators (only MF in quantity and heat)
- Industrial-Water-Mixer
- Solid-Fuel-Engine (YI-E)
- Fluid-Fuel-Engine (YI-E)
- Steam-Turbine (YI-E)
- Quantrinum-Reactor (YI-E)
Obtained power depends on heat-level of MF or steam. | [
{
"author": "YuokiTani",
"content": "Yuoki-Industries 0.5.70 \n- fixes rotation of Fluid-Valve, Flow-Trigger, Buffer-Tank \n* watch your water consumption and output at washers - the balance looks broken, maybe you need more water-input and more form-press for the dirty-water \n \n Yuoki-Industries Engines 0.5.20 \n- MF-Turbine can use now Vanilla-Steam \n- Overheater generates Vanilla-Steam at 1000°C \n* input Steam needs 250°C for the MF-Turbine (Vanilla-Reactor/Heat-Exchanger or YI-Boilers (250°C, 270°C, 500°C)) \n* the steam-consumptions is still very high, so overheater's still gives you a stable running build. \n* vanilla-boilers are NOT enough to preheat the steam !",
"date": "2017-05-13T14:25:13+00:00",
"quotes": []
},
{
"author": "Maai",
"content": "Thank you!!! \n \nAnd many thanks for the direct link to your site! It's great!!!",
"date": "2017-05-14T15:52:38+00:00",
"quotes": []
},
{
"author": "Maai",
"content": "YuokiTani \nI have 500K the Industrial Water Emulsion! \nBut I do not remember what it is for and how to produce it now: D \nCan i throw it out now? Or will it be needed in the future? ))",
"date": "2017-05-17T15:29:26+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "if it's heated you can still use it in the 5.6 MW generator. \nif it's cold ... don't waste time try heating",
"date": "2017-05-19T20:19:41+00:00",
"quotes": []
},
{
"author": "GeoochGaming",
"content": "I got this error\n \n \n \n Youki.PNG (9.22 KiB) Viewed 12755 times",
"date": "2017-06-05T12:09:24+00:00",
"quotes": []
},
{
"author": "SKleen75",
"content": "Woooh i did it. \n \nI changed my .14.22 map to .15 and the energy is stable so far. \n \nBut i need now 4 turbines to deliver enough MF for the TMFW-generator. \n \nIt seems to me the TMFW Generator can suck an army of turbines dry. \n \nAnd please Youki don´t stop doing you energy things. I enjoyed them very much. \n \nI will go full heretic here and say: I even liked that more than your railway stuff. \n \n*duck an cover* \n \n \nSKleen75",
"date": "2017-06-06T07:58:14+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Do you have all updated ? Which version of mod you run ? \n This is very heretic - i like the energy-stuff too. most things are spin or have distracting motion and need only small amount of ressources todo this. But it's hard to predict what is changed next and i hope Railways are excluded from heavy changes in next version. The fluid/enery-system is called final, but don't look final to me. I'am not sure if factorio left enough space for useful energy-mods (vanilla is too cheap and powerful now - and i don't challenge cheapness).",
"date": "2017-06-06T18:15:25+00:00",
"quotes": [
{
"author": "GeoochGaming wrote:",
"content": ""
},
{
"author": "SKleen75 wrote:",
"content": ""
}
]
},
{
"author": "SKleen75",
"content": "Well, there is an easy answer to that \n \n2,5 GW per Turbine is absolutely allright if the costs to build it are high enough. \n \nI really think that end>endgame stuff is needed. \n \nIn my current playthrough i have 54203 satellites in space and going. \n \nGreedings \nSKleen75",
"date": "2017-06-06T21:07:47+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "mods.factorio.com don't let me upload ... (again) \n \nthis mod-portal is a permanent source of anger. use the links in first post, i will keep trying uploading.",
"date": "2017-06-17T15:16:38+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "I thinked the new green and yellow locomotive are in Railways but they are in Railroads \nmy mistake - so with some delay both locomotives via Addon ready for download now.",
"date": "2017-06-23T16:42:46+00:00",
"quotes": []
},
{
"author": "PaladinOne",
"content": "The Overheater and Rheinsberg both generate Vanilla Steam at 1000C. \n \nThe Rensuir and TMFW can only handle Steam at 500C. \n \nQuestion: \nAre there currently any generators that can handle 1000C Steam?",
"date": "2017-07-01T22:08:06+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "No. \nI'am not sure if steam loose temperature as in versions before. Also it's a good question if only 50% steam is taken as in 0.14 or 100% even it can't turn in energy. If i change the Rensuir and TMFW to 1000°C you can't use only 50% on vanilla-heat-exchangers.",
"date": "2017-07-03T15:18:55+00:00",
"quotes": [
{
"author": "PaladinOne wrote:",
"content": ""
}
]
},
{
"author": "PaladinOne",
"content": "100% Steam is consumed in all cases; if the temperature is above the maximum, the engine treats the temperature as if it was the maximum. It's basically min(steam_temp, engine_max_temp) \n... And I'm pretty sure this is how it's always been, it's just that the old limit was the liquid's maximum temperature \n \nSo right now, 1000C Steam produces power as if it was 500C, and a lot of potential energy is wasted. \n \nSo if the Rensuir and TMFW changed to 1000C max, with no other changes, their max power would be doubled, but they would only run at 50% if fed by a vanilla Heat Exchanger. (50% power output, 100% Steam consumed), and could only run at 100% if fed by an Overheater or Rheinsberg. \n \nI don't know what you mean by 'steam losing temperature'.",
"date": "2017-07-04T03:54:08+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "In 0.14 use the generator the fluid as heat-transport vehicel. \nMF had in these days 10 KJ heat capacity. the generators takes every fluid (lubricant, mod-steam). \nit was easy to calculate the consumption based on water lets say a consumption of .5098 results in 2.6 MW energy (5 MW->0.9804 f/t taken a clear forward calculation). \n2.6 MW -> results in ~ 0.051 MF @ 100°C and ~ 0.0125 MF @ 400°C to get 2.6 MW \nso it was useful to heat MF or Water to max. temperature to lower the consumption and it was possible to store liquds as fluid battery. because of this you could taken the cooler/leftover fluid after the generator and reheat again. thats why it was sometimes hard to re-start the generator because the low-temperature consumption was higher as production without carefully planing. \n \nnow in 0.15 all generators have a fixed temperature 200°C, 500°C and a fixed consumption-rate to this temperatures. vanilla has no between temperature anymore. Boilers spit out 200°C or 500°C and finish. a mod-boiler with 400°C output waste 200°C or is 100°C to low, can't stacked to reach 500°C and is cursed. A generator designed for 400°C runs very bad at 200°C, and waste energy on 500°C -> fixed fluid-rate. \nAnd of course all designed to a fixed heat-capacity. for me it's hard to predict what the game show in generator-GUI - fluids/s is calculated to vanilla values. using different temperature, consumption in combination with a different heat-capacity drives the values crazy. \n \ni had not take a closer look again or recent update-changes or make long experiments to get this somehow working. \nThe new vanilla-system works, is powerful, flexible and cheap enough to make power-mods obsolete in my opinion.",
"date": "2017-07-06T20:13:38+00:00",
"quotes": []
},
{
"author": "SKleen75",
"content": "",
"date": "2017-07-11T14:48:03+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "SKleen75",
"content": "BUT IT LOOKS POOOPY!",
"date": "2017-07-11T14:48:36+00:00",
"quotes": []
},
{
"author": "elkillo",
"content": "Hello, i was wondering are fluid wagons not able to be loaded in 0.15? i am on the latest version or both factorio and your mod and i cannot for the life of me get the themed fluid wagons to load any liquid. I read all the posts on here (may ave missed 1 or 2) and i cannot find the train wagons loader or unloader. I have already tried vanilla pumps.",
"date": "2017-09-30T14:24:26+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "it should work with vanilla-small-pumps as any vanilla wagon. (loader and unloader removed with 0.15 because vanilla has this feature built in) \n \nsomething you can try \n- if the locomotive placed some versions ago - replace the locomotive. (i think not nessesary with vanilla-locomotives) \n- remove and replace fluid-wagons too \n- use only long locomotives (long=vanilla-size) \n- replace pump \n \nit's a very small trigger for the pumps to work, so i hope this will help you.",
"date": "2017-10-05T14:35:54+00:00",
"quotes": []
},
{
"author": "Maai",
"content": "Dear YuokiTani! I look forward to updating to 0.16+ \nPS I can't play without your mod))",
"date": "2017-12-14T19:23:54+00:00",
"quotes": []
}
] | 19 | 2017-04-27T11:19:00-05:00 |
forum-topic-99398 | 99398 | [fixme] add the rest map-view-settings controlls to lua | Already exists | https://forums.factorio.com/viewtopic.php?t=99398 | KeepResearchinSpoons | You see, there is a game-view-settings (like disable minimap overlay, disable slots hotbar, disable science progress bar overlay and the like),
one of them is `show_map_view_options`
It basically allows you to disable this little block
more_map_controls_to_lua.png (17.85 KiB) Viewed 6084 times
(the one in the map-view opened)
THESE buttons can be then "controlled" by map-view-settings.
According to this link
https://lua-api.factorio.com/latest/Con ... ewSettings
We have a concept ref:
Code: Select all What is shown in the map view. If a field is not given, that setting will not be changed.
Table with the following fields:
show-logistic-network :: boolean (optional)
show-electric-network :: boolean (optional)
show-turret-range :: boolean (optional)
show-pollution :: boolean (optional)
show-train-station-names :: boolean (optional)
show-player-names :: boolean (optional)
show-networkless-logistic-members :: boolean (optional)
show-non-standard-map-info :: boolean (optional) with all those options.
You can pass them to the player-based endpoint
( https://lua-api.factorio.com/latest/Lua ... w_settings )
which will happily toggle them for you.
They cover the "first row" of buttons completely.
But the next row seems to have lua-tools missing?
The other problem is that the player can just "overwrite-flip them back" even "by accident".
While being cool, I see no permission to forbid them to do so. (pls guide me if I am wrong) ((I *just* want the names overlay on the map be disabled "reliably"))
The only way out seems to be to disable the vanilla gui for those map-view-settings then...
But while going onto this path, what about the second row? I've tried.. and could not play around it, sorry. "Alt mode" is even more fun here btw!! reeee
I want to propose adding the rest of the options to map-view-settings, (a second row of buttons) namely:
Tags (aka map markers) Worker drones Rail signals Recipes map overlay
I *may* be confusing something. Please correct me in case they are already in place.
If I just missed them up, sorry then. If there is a better way, pls name it as well, for, I am curious.
From my point it seems likely for map-view-settings to reflect the older gui menu prior to some of these buttons having been added though.
I also request an update to clarify last 2 options for map-view-settings in docs if possible. | [
{
"author": "",
"content": "The 4 missing properties are already accessible from Lua, they were just missing in the docs. So, I fixed the docs for the next version. \n \n \n \n Screenshot_20240228_115730.png (39.01 KiB) Viewed 5347 times",
"date": "2024-02-28T11:02:02+00:00",
"quotes": []
}
] | 1 | 2021-07-25T14:18:30-05:00 |
forum-topic-14953 | 14953 | [MOD 0.18.X] Pollution detector | Mods | https://forums.factorio.com/viewtopic.php?t=14953 | Schorty | Type: Mod
Name: Pollution detector
Description: Adds a sensor for pollution in the chunk for hooking it up into the circuit network
License: Beer-Ware License
Version: 0.6.0
Release: 2015-08-16
Tested-With-Factorio-Version: 0.18.1 (Steam/Zip-Archive)
Category: Item
Tags: sensor, pollution, circuit, network
Download-Url: Download
License "THE BEER-WARE LICENSE" (Revision 42):
Daniel "Schorty" Schlenger wrote this file. As long as you retain this notice you
can do whatever you want with this stuff. If we meet some day, and you think
this stuff is worth it, you can buy me a beer in return. Poul-Henning Kamp
Long description Contents:
Adds a sensor for pollution for usage in circuit networks
Adds technology for pollution detector
This mod is intended to use for turning on and off some factories depending on pollution levels in the chunk where the detector is placed.
Pictures
Changelog Changelog:
0.5.0
- Made it 0.18 compatible
(current)
- Multiplied the returned pollution value by 60 to account for the recent changes in pollution values. See https://www.factorio.com/blog/post/fff-286 under "Wednesday"
- Added technology descriptions
0.5.0
- Made it 0.17 compatible
0.4.0
- Optera made it 0.16 compatible
- Updated with HD Graphics (credit goes to Optera aswell)
0.3.0
- Rewrite by Optera for enhanced performance
0.2.3
- Made it 0.15 compatible
0.2.2
- Made it 0.14 compatible
0.2.1
- Performance update (Thanks to optera for pointing this out). Pollution detector now updates once per second/Every 60 ticks
0.2.0
- Updated to fit modding changes made in Patch 0.13.0
0.1.2
- Updated to fit modding changes made in Patch 0.12.11
0.1.1
- Fixed a bug, that prevented pollution detectors from working after loading a saved game (reported by Zeeth_Kyrah)
0.1.0
- Added the basic contents of the mod (Entity, Technology, Items) | [
{
"author": "Zeeth_Kyrah",
"content": "This is a pretty cool mod. I'm using 0.12.3 with it, and it's working well. I will say I've had a problem: when I'm loading a saved level, the detectors lock up and display a single value instead of a continuous measurement. I have to remove and replace to get them working again, which also means re-adding the signal wire they're connected to. I'm pretty sure it's a simple on-load statement to reset the detector when the level is started and the entities are already placed. Could you take care of that, please?",
"date": "2015-08-19T13:50:26+00:00",
"quotes": []
},
{
"author": "Schorty",
"content": "Oh, haven't noticed this. I'll have a look into this. Thanks for the report",
"date": "2015-08-19T13:53:06+00:00",
"quotes": []
},
{
"author": "Schorty",
"content": "Aaaaaand its fixed. At least its working for me now. Please let me know if its working for you, aswell",
"date": "2015-08-19T16:09:48+00:00",
"quotes": []
},
{
"author": "Zeeth_Kyrah",
"content": "I game the updated version a try today, and it works! Thank you. This is just what I needed to track pollution counts. I combine it with the Nixie Tubes mod to get a continuous readout, and then when pollution is high in a chunk, I have smart inserters put clean filters in the air filter machines near my highest-polluting chunks. Saves time, energy, and the coal I'd otherwise spend recycling filters when I don't need to. \n \nIf I weren't using the air filters mod, I'd still want this, so I could do things like disable high energy-cost or high-pollution devices when their pollution reaches certain chunks I want to keep clean.",
"date": "2015-08-20T23:40:21+00:00",
"quotes": []
},
{
"author": "Devildog",
"content": "@Schorty, Adding to the mod pack version 0.2.0",
"date": "2015-09-06T05:40:40+00:00",
"quotes": []
},
{
"author": "Schorty",
"content": "Yeah, go ahead man.",
"date": "2015-09-06T09:37:23+00:00",
"quotes": []
},
{
"author": "mrtux",
"content": "Will there be a release for 0.12.20?",
"date": "2015-12-26T14:31:09+00:00",
"quotes": []
},
{
"author": "Dr. Walrus",
"content": "The 12.11 update broke the mod. I got it working by replacing game.on_event with script.on_event in the control.lua file. \n \nThis is my control.lua file from the pollution detector mod on my computer that i edited. it seems to work fine for me. If you replace the file that comes with the mod with this one the mod should work. \n http://www.mediafire.com/download/xlnsw ... ontrol.lua",
"date": "2015-12-30T18:55:48+00:00",
"quotes": [
{
"author": "mrtux wrote:",
"content": ""
}
]
},
{
"author": "Alexs",
"content": "@ dr.walrus - thx",
"date": "2016-01-25T14:32:55+00:00",
"quotes": []
},
{
"author": "miturion",
"content": "this is a nice idea. Better than reading red color tones",
"date": "2016-02-02T19:49:34+00:00",
"quotes": []
},
{
"author": "ares0027",
"content": "not working right now;",
"date": "2016-03-06T03:58:34+00:00",
"quotes": []
},
{
"author": "",
"content": "",
"date": "2016-03-06T15:07:40+00:00",
"quotes": [
{
"author": "ares0027 wrote:",
"content": ""
},
{
"author": "Dr. Walrus wrote:",
"content": ""
}
]
},
{
"author": "Schorty",
"content": "Thanks for pointing that out. I've overlooked the last hint on this. Will have a look at the bug!",
"date": "2016-03-06T15:50:35+00:00",
"quotes": []
},
{
"author": "Schorty",
"content": "Mod has been updated. It will work now. Sorry for the inconvinience! \n \nGreetings, \nSchorty",
"date": "2016-03-06T16:53:07+00:00",
"quotes": []
},
{
"author": "1nf3ct3d",
"content": "It says _ _ pollution-detector_ _/ control.lua6: attempt to index global \"game\" (a nil value) \nwhen i try to load a game or start a new one \n \ni have to delete bobs mod and c&p the modpack in again so it works again. \n \nany solutions for this?",
"date": "2016-03-15T14:09:04+00:00",
"quotes": []
},
{
"author": "",
"content": "You have an old version of pollution detector installed, update or delete it: \n [MOD 0.12.X] Pollution detector \n \nEDIT: wasn't sure where to move this topic (was in Bob's mods), so just merged it to here.",
"date": "2016-03-15T14:12:04+00:00",
"quotes": []
},
{
"author": "Schorty",
"content": "This mod has just been updated to match requirements of Factorio 0.13 \n \nJust download version 0.2.0!",
"date": "2016-06-28T09:16:35+00:00",
"quotes": []
},
{
"author": "Optera",
"content": "Having detectors all over the base seems to be very taxing on my game.\n \n \n \n 20160704172549_1.jpg (1.09 MiB) Viewed 26833 times \n \n \nReducing the update interval to every 60 ticks made the time drop from ~4.5 to ~0.04\n Code: Select all script.on_event(defines.events.on_tick, function(event)\n ticks = ticks + 1\n if ticks >= 60 then\n ticks = 0\n for i, pollution_detector in ipairs(pollution_detectors) do\n\t setPollutionValue(pollution_detector)\n\tend\t\n end\nend) \nlua isn't really my thing, so there might be better ways to achieve that.",
"date": "2016-07-05T11:35:47+00:00",
"quotes": []
},
{
"author": "Schorty",
"content": "You are probably right.. Once per Tick isn't really needed. I'll update the mod right away. Thanks for pointing this out!",
"date": "2016-07-05T16:35:37+00:00",
"quotes": []
}
] | 19 | 2015-08-16T13:05:19-05:00 |
forum-topic-127266 | 127266 | [Pard] factoriopedia_description in items being overridden by localised_description | Assigned | https://forums.factorio.com/viewtopic.php?t=127266 | Galdoc | Hi! I'd like to have a separate localisation for tooltips and factoripedia entries, and it seems like the API reflects wanting to supply that agency. Currently, however, if I have a localised_description entry, then it overwrites the factoripedia_description in the Factoriopedia. I feel like this is a bug, so I'm sharing. | [
{
"author": "Galdoc",
"content": "Also, setting a 'factoriopedia_description' directly in a recipe doesn't seem to actually make an entry.",
"date": "2025-03-04T20:25:09+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "It seems to me factoriopedia_description is shown only for entities. Not for items, fluids, or recipes.",
"date": "2025-03-04T21:16:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Can you please provide us with some good examples? Both types of description were added to the game for very different purposes. \n \nLocalised description is mainly used if you have several items or technologies sharing the same description but all having different names. For example, you have multiple science packs and want to have the same description for all of them. \n \nFactoriopedia description was added for special cases of complicated entities in need of extra wordy descriptions that would be too much to have in a basic tooltip. In the game, we have it only for the fusion generator and fusion reactor. \n \nBoth those cases are in contradiction to the other. \n \nFor items, all descriptions should be brief. \n \nFor recipes and technologies, you can have as wordy descriptions as you want since it isn't a problem in most cases. \n \nEntities are the only place where you could need to have extra description. But in this case it doesn't make much sense to group them with different entities in the first place. \n \nIf you are using localised description just to have a different name for the prototype than its description, then it isn't used for its intended purpose. \n \nOf course, you could have some very viable use cases that I am missing. If you do, please feel free to describe it here.",
"date": "2025-03-09T21:39:21+00:00",
"quotes": []
},
{
"author": "Galdoc",
"content": "Thank you for taking a look at this! \n \nSo, the tl;dr is that you would need to add detail to an item when you basically have to build and communicate a concept in your mod structure for the player to successfully engage with it. \n \nIn this case, I have a system wherein I add several metals, each of which have properties, and the player machines those into various Stocks -- sheet stock, angle stock, etc. Those cannot, by themselves, be used for anything -- EXCEPT to be made into machined parts that retrain one or two properties. That is, there's an interface: \n \n[Metal-Stock] -> [Property-Machined Part] \n \nThis is my solution to Factorio not having fungible reagents; basically, it allows me to source, say, \"Load Bearing Framing\" from Iron, Titanium, and Steel. Same with \"Corrosion-Resistant Piping\" and \"Basic Shielding\" and such. Then, I can make a single recipe for, say, an Assembling Machine 1 -- instead of a myriad of recipes that all account for the different metals. \n \nAnd I have to explain this to the player. The thing is, there's a number of metals, stocks, properties, machined parts, and metal machining entities (minisemblers in my case) that all interact with one another, and this can get very confusing. To combat this, I made very expansive tooltips that outlined what the player would need to know at a glance in order to utilize something. Metal-Stocks list their properties and what minisemblers consume them; Property'd-Machined-Parts list what metals can source them and what stocks are needed for this. \n \nThis information would be very useful to have in tooltips, because it'll help keep players in flow as they learn to navigate the structure of the production chains. On the other hand, expert users may not want the clutter. So I've made a setting in my mod that will activate or deactivate the Detailed Tooltips. But, in both cases, the Factoriopedia entry should reflect the information contained in the Detailed Tooltips. Hence, the request. I've shared two screenshots of tooltips that utilize this approach. \n \nThere are also a bunch of recipes that should be able to take advantage of this as well -- I have downgrade recipes, remelting recipes, machining byproducts, and various other groups of recipes that relate to other concepts in the modpack. These would benefit from explanation in the Factoriopedia. \n \nI hope this helps! <3 \n \n \n \n 03-10-2025, 07-10-57.png (456.95 KiB) Viewed 185 times \n \n \n \n \n 03-10-2025, 07-11-17.png (440.56 KiB) Viewed 185 times",
"date": "2025-03-10T11:15:03+00:00",
"quotes": []
},
{
"author": "",
"content": "I will look at the possibility of expanding factoriopedia_description to other prototypes. Since factoriopedia_description was always for entities only it wasn't overridden by localised_description. It just was ignored",
"date": "2025-03-10T21:36:19+00:00",
"quotes": []
},
{
"author": "Galdoc",
"content": "Thank you kindly. My 'stretch goal' of an ask would be that if it has an icon that can be clicked on in the Factoriopedia, then ... it would be sweet if the factoriopedia_description property worked. But, I won't press my luck. Either way, I appreciate it!",
"date": "2025-03-10T23:40:07+00:00",
"quotes": []
}
] | 6 | 2025-03-04T13:11:13-06:00 |
forum-topic-77166 | 77166 | Angel's/ Bob's Mods Item Database | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=77166 | 5hiphappens | Has anybody made a database of items for Angel's and Bob's mods? I wanted to check before I sink a bunch of time into something that's already been done.
I'm looking for a MySQL or Access database, or a CSV or Excel spreadsheet with things like stack size, ingredients, and crafting time.
Thanks! | [
{
"author": "Cribbit",
"content": "I've attached the JSON that Kirk's calculator uses for Bob's. \n \nCaveat: I do not play bob/angels or know anything about it to know how comprehensive this is. \n \n https://github.com/KirkMcDonald/kirkmcdonald.github.io has a python script for getting info out of the game. There are others out there if you google around.",
"date": "2019-10-24T17:40:20+00:00",
"quotes": []
}
] | 1 | 2019-10-24T11:16:29-05:00 |
forum-topic-127059 | 127059 | Installed warehouse mods do not run under 2.X | Angels Mods | https://forums.factorio.com/viewtopic.php?t=127059 | TripleX | Angel's Addons - Storage Options + Warehouse Extention do not yet run under 2.X.
When will the mods be updated or is there a new mod to replace them?
If so, how can I replace the mods without losing all my resources? | [] | 0 | 2025-02-22T11:36:30-06:00 |
forum-topic-121463 | 121463 | [GFX][2.0.20] Foundry/storage tank pipe connection graphic is wrong | Assigned | https://forums.factorio.com/viewtopic.php?t=121463 | Filter62 | Visual bug - pipes does not connect from foundry south side
Безымянный.png (262.54 KiB) Viewed 544 times | [
{
"author": "Filter62",
"content": "Seems to happen only with storage tanks",
"date": "2024-11-19T20:36:39+00:00",
"quotes": []
},
{
"author": "",
"content": "Looks like the issue is that foundry has pipe covers baked into the pipe connection graphics while other entities do not.",
"date": "2025-03-12T21:11:48+00:00",
"quotes": []
}
] | 2 | 2024-11-14T12:34:13-06:00 |
forum-topic-127425 | 127425 | Version 2.0.40 | Releases | https://forums.factorio.com/viewtopic.php?t=127425 | Bugfixes
Fixed splash screen progress bar size not scaling with the UI.
Fixed that the can't-reach wire sprite would get drawn under some entities. ( 124590 )
Fixed that the chart drag hotkey did not work. ( 127287 )
Fixed that pre-2.0 map exchange strings were able to disable cliffs on all planets. ( 127071 )
Fixed a crash when a tile cannot be placed due to a missing foundation with default not given. ( 127087 )
Fixed rail signal selection box when selection box is off-center. ( 119778 )
Fixed that beacon fast-replace would allow modules the beacon did not accept. ( 125352 )
Fixed that water cane had the wrong icon. ( 123473 )
Fixed that building vehicles with pre-configured equipment grids did not always work correctly. ( 123758 )
Fixed another bug related to smart underground belt building.
Fixed some recipes would recycle to wrong items when playing with quality only. ( 127370 )
Fixed parametrisation into requests which would lead into duplicate requests wasn't handled. ( 119628 )
Fixed that personal lasers would be offset incorrectly while having a tesla gun equipped. ( 122006 )
Fixed a crash related to modded enemy behavior. ( 127314 )
Fixed ghosts of non-blueprintable entities being ghost-buildable in normal mode (e.g. in remote view). ( 127375 )
Fixed missing blueprint parametrisation number context for ticks waiting in station schedule condition. ( 119806 )
Fixed GPU-accelerated compressed mipmaps on Apple Silicon Macs. ( 127316 )
Fixed that the infinity cargo wagon showed in Factoriopedia. ( 127394 )
Fixed a graphics artifact when drawing ghost rocket silos. ( 126888 )
Fixed nauvis_uranium_processing menu simulation not loading properly in the demo. ( 124048 )
Fixed that some frozen rocket silos could get stuck. ( 126779 )
Fixed a crash when upgrading underground belts manually through remote view. ( 127385 )
Modding
Added ElectricPolePrototype::rewire_neighbours_when_destroying.
Moved the agricultural tower growth area radius to the prototype as growth_area_radius. ( 127340 )
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": "pantabo1",
"content": "which one?",
"date": "2025-03-12T21:41:00+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "Not even the reports of the previously fixed ones have been closed, so I guess everyone just gave up on tracking it altogether",
"date": "2025-03-12T21:46:45+00:00",
"quotes": [
{
"author": "pantabo1 wrote: Wed Mar 12, 2025 9:41 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "thedoh",
"content": "Unfortunately the issue of underground belts in the configuration UEU still fails, meaning a matched pair of underground belts spans exactly one entity. For example: underground belt, splitter, underground belt. See this clip . \n \nEdit: To track this, I created a bug report (that might get deduped away, but so be it )",
"date": "2025-03-13T13:10:39+00:00",
"quotes": [
{
"author": "pantabo1 wrote: Wed Mar 12, 2025 9:41 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 3 | 2025-03-12T06:17:08-05:00 | |
forum-topic-103705 | 103705 | [Typeface] Full Automation - Factorio's logo but a font? | Fan Art | https://forums.factorio.com/viewtopic.php?t=103705 | landmine752 | This is a project I've been sitting on for quite awhile. I've made some tweaks over time, tried to make things more unified, and now I'm releasing it.
Full Automation - A Factorio Inspired Typeface
FullAutomation-Sample.jpg (37.8 KiB) Viewed 6557 times
Full Automation.zip
(21.35 KiB) Downloaded 643 times
What is Full Automation?
Full Automation is a typeface based on the Factorio logo. It features thick strokes and bold cuts in the letter forms, and is intended for use in headlines, titles, or logos. Inspiration also comes from early computers/science fiction and bit of geometric letter design.
Full Automation includes 2 versions: Full Automation Regular and Full Automation Squared . Both feature capital versions of all 26 letters, 10 numbers, and 21 symbols.
FullAutomation-Test Sheet2.jpg (80.56 KiB) Viewed 6557 times
What is Full Automation Squared ?
If you take a look at the Factorio logo you can see the top and sides of the letters. The logo is rendered at an angle, like everything in-game, giving it a 3D look. Each letter also fits nicely into a grid of squares.
Full Automation is made from a flat perspective, not an angled 3D perspective. This creates the bold horizontal strokes and tall forms. Full Automation Squared is more representative of the Factorio logo as it appears: shorter, more uniform and compact.
For a more technical answer: Full Automation Regular glyphs use a 1:1.38 grid; this is what you would see looking down upon the Factorio logo. Full Automation Squared uses a 1:1 grid; this is accurate to the Factorio logo you see, which is rendered at an angle.
What font is the Factorio logo?
The talented Albert , Factorio's Art Director, custom made the Factorio logo back in 2013 to replace the initial logo that used Sylar Stencil . However, there has always been interest in Albert's work that keeps popping up every once in awhile. Years later, Full Automation was created independently as an unofficial option, with input from Albert.
There are minor differences in Factorio's logo and Full Automation to help the font look and read nicer, but you probably can't tell what those differences are.
How can I use it?
Pairing fonts: Full Automation works best when used as a title or headline. It's not meant to be used for long, dense paragraphs of text. What I would recommend is using Full Automation as a heading and use Titillium or DejaVu Sans for the rest. Factorio uses both of these fonts in it's UI, so the end result will still resemble Factorio to a degree.
Licensing: Full Automation is published under the Open Font License. It is freely available for both commercial and non-commercial use.
Where can I find it?
At the moment, I've only published it here - attached to this thread . You can find a link below or at the top of this post. I will update this thread if otherwise, but if you find it elsewhere it probably wasn't by me.
If you have any feedback, feel free to share it. I'm no typographic expert, and this is my first published typeface, so feedback would be appreciated.
Full Automation.zip
(21.35 KiB) Downloaded 643 times | [
{
"author": "JasonC",
"content": "Wow; beautiful. Really cool font, even generally speaking. Sexy and readable, and really appreciate the consistent look of each character. Thanks a lot for this. \n \nFeedback: A special character for the gear; maybe the asterisk?",
"date": "2022-10-31T21:00:44+00:00",
"quotes": []
},
{
"author": "MrSmoothieHuman",
"content": "this looks amazing! im suprised how clean and clear it looks and it definitely fits the Factorio theme/style. \n \n \nyou should definitely add a gear icon, it would be a industrial cherry on this font cake.",
"date": "2023-08-30T21:59:40+00:00",
"quotes": [
{
"author": "JasonC wrote: Mon Oct 31, 2022 9:00 pm",
"content": ""
}
]
},
{
"author": "MrSmoothieHuman",
"content": "this looks amazing! im suprised how clean and clear it looks and it definitely fits the Factorio theme/style. \n \n \nyou should definitely add a gear icon, it would be a industrial cherry on this font cake.",
"date": "2024-01-12T22:28:57+00:00",
"quotes": [
{
"author": "JasonC wrote: Mon Oct 31, 2022 9:00 pm",
"content": ""
}
]
}
] | 3 | 2022-10-09T13:21:45-05:00 |
forum-topic-115148 | 115148 | Lots of bots just sitting idly. | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=115148 | _galen_ | I've seen a lot of posts online about people having problems with idle bots, and the large number of these posts makes me think that it's just a badly implemented system in the game, but maybe I've missed something:
1 construction port. 200 bots. 2 yellow chests. I mark for deconstruction some 10,000 tiles or so (fraction of a full screen). Half the bots get to work, the other half just cluster around the construction port doing nothing at all. If it's not a bug, then why this inconsistency? | [
{
"author": "",
"content": "You have a single roboport to charge 200 bots and think its a bug that this takes a while",
"date": "2024-09-02T13:50:40+00:00",
"quotes": [
{
"author": "_galen_ wrote: Mon Sep 02, 2024 1:24 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "There's many post online saying people have hard time using a nail and a hammer without ruining their hands. But there's usually nothing wrong with the hammer and nails. It takes some practice to do some things, thinking about what you are doing and trying to improve too. \n \nThe roboport can't charge 100 or 200 robots at the same time, only a few and at a certain limited rate written in the tooltip, otherwise building a roboport would consume so much energy it would be even more impredictible. If 200 robots are draining their battery at the same time, you need enough robotport to transfer energy at the same rate. If you expect them to fly constantly. ( and extra robots so some are flying while other are charging). \n \nOtherwise that's like 200 car going at the same oil station at the same time.",
"date": "2024-09-02T14:22:01+00:00",
"quotes": [
{
"author": "_galen_ wrote: Mon Sep 02, 2024 1:24 pm",
"content": ""
}
]
},
{
"author": "_galen_",
"content": "yet to anyone who's played a video-game before the 3000 or so empty slots for bots in a port— and the absolute absence of any notice otherwise— would suggest that one port can handle 3000 bots without a problem. \n \nit's funny how people seem to put their wizard-programmer ivory-tower hats on with this game, and imply people are stupid for not figuring out for themselves the game's numerous obscure and convoluted systems which it doesn't bother to explain to the player at all. i mean, this isn't mathematics, this isn't physics, this isn't computer-programming, this is a video-game: if i wanted to do something that required a university degree, of hundreds of hours of personal study to enjoy then i would not choose a video-game. you don't get anything from a video-game other the enjoyment of doing it: it doesn't lead anywhere; the other things i mentioned do, and so they warrant a lot of grindy study. if you demand that of the player then the game ceases to be worth their time. \n \nwithout problems such as these factorio is an excellent game. but their presence detracts from the experience heavily unfortunately—as do the systems in the game which are actually bugged, like the combinators—and so it doesn't reach the quality of stardew etc.",
"date": "2024-09-03T16:09:09+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "You need help with combinators too ? \nI would be happy to try and provide help",
"date": "2024-09-03T20:25:39+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "Except that the tooltip says \"Robot recharge rate: 4×1.0 MW\" \n \nThey're probably referring their other thread",
"date": "2024-09-03T21:52:36+00:00",
"quotes": [
{
"author": "_galen_ wrote: Tue Sep 03, 2024 4:09 pm",
"content": ""
},
{
"author": "mmmPI wrote: Tue Sep 03, 2024 8:25 pm",
"content": ""
}
]
},
{
"author": "Serenity",
"content": "Flying bots don't recharge by sitting in a roboport. They are clearly waiting outside to charge. The long queues waiting for a free charge slot has always been the sign that you don't have enough roboports.",
"date": "2024-09-06T19:54:06+00:00",
"quotes": []
}
] | 6 | 2024-09-02T08:24:18-05:00 |
forum-topic-109665 | 109665 | Friday Facts 384 explained | Videos | https://forums.factorio.com/viewtopic.php?t=109665 | ZenMikey | Hey all! Hope I have the right forum here. I've been doing summaries of some of the recent Friday Facts leading up to Space Age and, well, was hoping to share with the forums and see if anyone was interested.
https://www.youtube.com/watch?v=_EwtvVfKK-c
Please let me know what you think! | [
{
"author": "mmmPI",
"content": "It was a pleasing watch it's always interesting to see what i missed when someone sum up a text i've also read, i like the level of details and the effort in the images. \n \nI think the random output can become a widespread clock, if you only have 1 input to negate randomness it will generate pulses at a defined interval without requiring a change in value every tick which i highly suspect makes it more UPS friendly than using self reseting counter for the same purpose. \n \nWill watch the other videos.",
"date": "2023-11-12T01:09:13+00:00",
"quotes": []
},
{
"author": "ZenMikey",
"content": "Thanks for the feedback! That's an interesting idea for a more UPS friendly clock. I wonder if the randomness happened to pick the same element twice in a row, would that double that clock cycle? Could probably account for that somehow, or maybe it would be worth it for the UPS improvement.",
"date": "2023-11-12T01:16:25+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Nov 12, 2023 1:09 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "The way i understood this from the FFF, given that the GUI doesn't allow to tick red or green there was that it would pick a random signal amongst those present in green and red summed up if a signal is present on both, and output it with the value associated, every \"x\" ticks as a pulse, x being the interval. \n \nAs such, i suggested for a clock to only use say a constant combinator set to ouput C=1 as input, so that everytime the randomness proc (every x ticks) it would choose the same element. \n \n\nI think it would not matter for the clock cycle, not sure i explained properly the first time or that i understand what you mean. I meant that one can choose a fix hardcoded interval of say 5 or 60 ticks and then the selector combinator act as timed-pulse generator or a clock that counts up to 5 tick or a second and then send a pulse and reset but doesn't take all the intermediate value of 1 2 3 4 ( 58 59 ... ) and brodcast it into the network requiring successive updates. \n \nAt least that's how i thought one could use the \"random output\" if not to get a random output, abusing the \"interval\" mechanic rather than the \"random\".",
"date": "2023-11-12T08:43:35+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "ZenMikey wrote: Sun Nov 12, 2023 1:16 am",
"content": ""
}
]
}
] | 3 | 2023-11-11T15:51:41-06:00 |
forum-topic-125357 | 125357 | Factorio Forums • Request - Steam heat | Steam heating is a very common form of heating. Can steam heating be added, please? | [
{
"author": "",
"content": "Can you be more specific? Do you mean using steam in pipes to heat tiles on Aquilo? I don't think this would be a good idea, as steam does not cool over distance, but heat pipes do. \n \nHaving the steam heat only the pipes, but not neighbouring tiles is better, and https://mods.factorio.com/mod/better-thermal implements this.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The heating mechanic is generally pretty nonsensical, it’s 100% gameplay and 0% realism. You kind of just have to accept it as it is. \n \nHeating with steam instead of heat pipes would be OP, because steam can go through underground pipes while heat cannot.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Steam piping from a central location to other places which is then consumed via a radiator or something to provide heat to a location. So, in Factorio terms, maybe a central steam generator sends steam to a radiator via pipes, which then can convert it to thermal energy via heat pipes or something.",
"date": "",
"quotes": [
{
"author": "Yodo wrote: Wed Jan 01, 2025 1:35 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I'm not looking for realism, but plausibility. Factorio isn't realistic, but it's based in realism that then squishes the physics to get to a plausible place. Everyone has a different tolerance for gameplay vs plausibility and the heating mechanic is too far for me. \n \nAlso, I don't think steam heating would be OP. Execution and limits make it OP or not.",
"date": "",
"quotes": [
{
"author": "CyberCider wrote: Thu Jan 02, 2025 8:30 am",
"content": ""
}
]
},
{
"author": "",
"content": "This sounds like a heating tower, if it would eat steam instead of solid fuels. \nThat is, the reverse of a heat exchanger.",
"date": "",
"quotes": []
}
] | 5 | ||||
forum-topic-126882 | 126882 | Quality-Science is not a real thing, compared to productivity | Balancing | https://forums.factorio.com/viewtopic.php?t=126882 | TheRailmaker | As we know, science of highter quality (QS) gives you an additive 100% muliplier on the research value.
10 science of quality 4 are the same like 40 science of quality 1.
The idea of making QS looked interesting at first, but in almost every case, productivity modules outclass the benefit of QS by a lot. The % of free output is just more, than the % of better quality. Doesn't matter if on science production itself, or ingredients. (yes, Q2-Q5 with thier values considered )
Since the 4 planets don't care about pollution and have free power anyway, the major disadvantage of red modules at start is lost. And with speedbeacons actually working against Quality, the endgame scaleability dies as well.
Maybe on yellow science you could use Quality on the ingredients, because two of them can reach the 300% productivity cap (blue chips, LDS) by research. But robot frames are hard to quality up, and that's so deep in the lategame, that you'd rather take the UPS from additional speedmodules instead. :/
I guess the simplest way to address this problem would be to increase the multiplier of the sciencevalues from QS. What do you think ? | [
{
"author": "computeraddict",
"content": "Green, military, and purple science have direct uses for quality as their ingredients don't accept prod modules. \n \nElectromagnetic science has some potential for quality as quality modules are the best module choice for scrap recyclers, and the only productivity sacrifice would be in making quality holmium plates to build quality superconductors and supercapacitors, but presumably you're doing something to make quality holmium plates anyway. \n \nI'll have to check on the mechanics of recycling Agricultural science, but you might be able to do something like upcycle it while no research for it is running.",
"date": "2025-02-16T06:56:11+00:00",
"quotes": []
},
{
"author": "CyberCider",
"content": "Why should quality science be \"a real thing\" anyway. This is a case of \"just because you can, doesn't mean you should\". Just like quality ammo and quality belts.",
"date": "2025-02-16T09:58:16+00:00",
"quotes": []
},
{
"author": "TheRailmaker",
"content": "To enable more, divers types of playstyle ? \n \n\nWho is saying that ? To me, its not.",
"date": "2025-02-17T16:45:59+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "TheRailmaker",
"content": "Can you show me a build of them with ~100 science value produced per second? I can hardly immagine making this without gooing for speed modules. :/",
"date": "2025-02-17T16:49:59+00:00",
"quotes": [
{
"author": "computeraddict wrote: Sun Feb 16, 2025 6:56 am",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "For green science you'd need 50 assembler 3's making inserters and ~11 foundries making belts (using only 4 quality modules in the foundries to keep ratios balanced). You could drop that to 23 and 4-5 by using legendary speed 1's in single legendary beacons, losing 5% of a potential 25% quality. This would get an extra ~20-30% effective productivity. \n \nMight work?",
"date": "2025-02-17T17:20:55+00:00",
"quotes": [
{
"author": "TheRailmaker wrote: Mon Feb 17, 2025 4:49 pm",
"content": ""
}
]
},
{
"author": "TheRailmaker",
"content": "[/quote] \n \nFor green science you'd need 50 assembler 3's making inserters and ~11 foundries making belts (using only 4 quality modules in the foundries to keep ratios balanced). You could drop that to 23 and 4-5 by using legendary speed 1's in single legendary beacons, losing 5% of a potential 25% quality. This would get an extra ~20-30% effective productivity. \n \nMight work? \n[/quote] \n \nSry, but i do not consider red or green science a real science. It takes a fraction of the building ammounts compared to purple or highter science. \ni wanted a build for them",
"date": "2025-02-18T10:03:48+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "Yeah but I don't know those off the top of my head \n \nI did a bunch of math by hand with a calculator, then realized I'm an idiot and forgot purple science crafts 3 at a time, and built a spreadsheet instead. At which point I found out that purple science doesn't have the worst building count requirement out of the basic sciences because of electromagnetic plants, and instead grenades for military science do! I also bumped the calculations up to 60,000 SPM (1000/s) because 6,000 SPM wasn't really granular enough to see differences well. One thing I did notice when mathing it out is that speed 1's are a lot cheaper than speed 3's, and beaconed quality setups want to use speed 1's as they have the best speed per malus of any of the speed modules.",
"date": "2025-02-19T07:11:19+00:00",
"quotes": [
{
"author": "TheRailmaker wrote: Tue Feb 18, 2025 10:03 am",
"content": ""
}
]
},
{
"author": "TheRailmaker",
"content": "grafik.png (3.02 MiB) Viewed 508 times \n \n \n\nI just had a look at some scenarios, and stay with my point. \nEven if you get the full +20% output based on quality, its not worth, to build >FIVE times the buildings. \n \nThe module costs alone of all theese quality modules take time to payoff",
"date": "2025-02-22T16:29:11+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "If you look at my module count table the most interesting column comparison is probably the 8 beacon Quality setup versus the 12 beacon speed-only setup. It's 3x the building count, only about double the beacon count, buuuuuut, the modules in the beacons are less than 1/16th the cost of the modules in the speed-only set up because they're tier 1's. And you still get a healthy 10% boost in effective material efficiency. \n \nEdit: Oh, you were testing with speed 3's in your beacons. Don't do that. The extra benefit isn't worth 150% bigger quality penalty.",
"date": "2025-02-22T17:17:57+00:00",
"quotes": [
{
"author": "TheRailmaker wrote: Sat Feb 22, 2025 4:29 pm",
"content": ""
}
]
},
{
"author": "TheRailmaker",
"content": "But we talk midgame to engame here. \n Basic Speed 3 with Q3 beacons is an option by then.",
"date": "2025-02-25T12:11:54+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "h.q.droid",
"content": "Beacons multiply the quality penalty too, so a legendary speed 3 in a legendary beacon cancels out a legendary quality 3, which hurts a lot. When upcycling it's generally better to have only one legendary speed 1 in beacons affecting quality things. \n \nQuality science is profitable when you recycle almost-used-up science to restore their capacity. They haven't fixed that yet I think?",
"date": "2025-02-26T01:54:06+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "Somehow I missed that speed modules give the same speed% per quality malus regardless of tier. Weird. But you definitely get a lot more speed per malus as speed module quality goes up, so it's not worth testing without legendary speed modules. \n \nRedoing the math with a single legendary beacon with two legendary speed 3's in it, you can get a 16.3% effective productivity increase for 4x the number of crafting buildings over 12 beaconed setups. \n \nAnd you might think, \"4x the buildings means 3x more modules!\" but you'd be wrong! Because of the insane savings on putting fewer speed modules in beacons. The marginal cost of every 12x speed beaconed building is fairly high compared to the marginal cost of every single beaconed quality machine, which is only 4.25 modules per machine. And the cost of building more of the machines themselves is offset by needing fewer beacons. \n \nIt's... a lot closer to parity than it seems at first glance.",
"date": "2025-02-26T07:03:34+00:00",
"quotes": [
{
"author": "TheRailmaker wrote: Tue Feb 25, 2025 12:11 pm",
"content": ""
}
]
}
] | 12 | 2025-02-15T18:59:55-06:00 |
forum-topic-125607 | 125607 | Gleba is very broken, if you aren't a speedrunner | Balancing | https://forums.factorio.com/viewtopic.php?t=125607 | antstar | Spoilage mechanics is interesting. The new enemies are interesting.
The combination of the two is catastrophic, if you are the type who has never obtained (or attempted to obtain for that matter) any of the speed achievements.
You quickly (actually, slowly, but inevitably) find yourself basically softlocked from being able to retake your only allowed landing foothold spot.
Arguably this is more a product of the "no redeeming features" space mechanics. I will list the many, many redeeming features this doesn't have at a later time, after I actually complete the game. If I can still complete the game. Maybe I will just become a god and smite my enemies from the editor?
But you can't ship in what you need to retake your starting resources. And you can't produce them locally, because it is infested with tier 0 enemies that literally walk all over what once would have been a post-endgame empowered engineer.
Yes, I shipped in nukes, of course, at great expense. Ten wasn't enough. I lump the retarded 5000kg U235 pits in with the no redeeming features of space, rather than a Gleba issue. Assuming that a complete rethinking of all aspects of space platforms and rockets isn't on the table, you need to find a better way to balance Gleba.
Perhaps a guaranteed enemy-free zone which means you can at least progress and stockpile enough resources to attempt to push out | [
{
"author": "BlakeMW",
"content": "Hate to say it, but this really sounds like a skill/experience issue. \n \nThe easiest way for me to wrestle a foothold on Gleba,. in fact also on a maximized enemies playthrough, was importing a Tank with a pre-loaded equipment grid (focused on exoskeletons because it's better to not get stomped on than trying to \"tank\" it) and 500 coal and making cannon shells locally. You can speed up the making of cannon shells by importing 500 explosives, 400 steel and 2000 plastic, with just 3 rocket launches you can make 400 cannon shells. You can aidrop ammo from your space platform for the machine gun, it's good enough to destroy wrigglers and strafers. \n \n3-20 cannon shells will easily do the work of 1 nuke, while being a tiny fraction of the cost, when destroying nests you can just pop the egg rafts and drive away leaving the defenders to despawn, but it's also pretty easy to take down strafers and stompers with the cannon, they pop quite satisfyingly. Slowdown capsules and discharge defense can be used to stop stompers chasing you, the Tank can outrun them especially with rocket fuel and exoskeletons, but slowdown capsules makes it very trivial, they're cheap and stack 100 to a rocket. \n \nYou can also bring a personal flamethrower and 100 flamethrower ammo, setting fire to a Small Stomper is a touch of death at fire damage 2, so you can potentially destroy hundreds of stompers with just the 100 flamethrower ammo. Needs a little finesse with flicking the fireballs in the path of the stomper/strafer, but very efficient. \n \nDestroyer capsules are highly effective against the Glebian wildlife because they have no electricity resist. Destroyer capsules only stack 25 to a rocket, but each capsule deploys 5 destroyer bots, you only need to deploy a few capsules to have an effective personal defense system. \n \nIn short, there are lots of great options which can be imported at low cost which will wreck not only the default setting enemies but even much harsher settings. \n \nFinally I'm not sure what the state of progression is from the experimental branches to stable, but Gleba enemies have been toned down a lot over the patches, but I don't know how much of that has made it into stable. Select the experimental branch to get the latest state of things. But all of the above advice is for the Space Age as it was released.",
"date": "2025-01-05T11:52:52+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 05, 2025 10:59 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Could you elaborate on this ? because to me it seem possible to ship whatever you want/need",
"date": "2025-01-05T12:25:17+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 05, 2025 10:59 am",
"content": ""
}
]
},
{
"author": "antstar",
"content": "In terms of hours and experience, it's not a skill issue. It could be said to be a playstyle issue - there are things which I don't use. There are other things which I haven't used. There are also things which I still wont use. No, I'm not burning down the very resources I want to collect \n \nI went with my gut and landed on Vulcanus with a dozen nukes and it was indeed the correct call there. Not sure why I see so many videos of people setting up gun turrets. Actually I hit a cliff too and got spammed with achievements. \n \nI haven't tried tesla weaponry. I could have researched it, just haven't bothered. If the turrets can wreck them, then I will leave and come back with some of those. They are only 50% resistant to laser turrets though, and a literal stack of those got their - um - spoilage pushed in. I haven't tried using a tank, but I assumed it wouldn't like the water. Get slowed and stomped on at the very least. I have a rare tank, but it's a tank - not exactly a engineer with 8 exoskeletons. \n \nDestroyer bots aren't completely useless now, you say? I only used them once after they were added, laughed, and then used good things instead. Well, I guess I can give them a go and see if they found a purpose in existing. \n \n\nYes, in fact despite babysitting several chests worth of local production, I have imported the vast majority of iron, steel, and ammo from space. But it's yellow ammo and does little without the use of local copper. Also, I must confess to hating gun turrets passionately and have always considered them a thing to be surpassed ASAP. This is one of the non-redeeming features of space. Making them de facto necessary \n \nThank you for the suggestions.",
"date": "2025-01-05T12:41:01+00:00",
"quotes": [
{
"author": "BlakeMW wrote: Sun Jan 05, 2025 11:52 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Kyralessa",
"content": "I would strongly suggest you try it. Tesla turrets and the Tesla gun are very effective on Gleba. (As long as you don't have power issues. If you do have power issues, you should probably be burning jellynut in the heating tower.)",
"date": "2025-01-05T12:52:04+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 05, 2025 12:41 pm",
"content": ""
}
]
},
{
"author": "antstar",
"content": "In the process of trying it now. \n \n\nNah, space carbon is where it's at. When (if I can take back my planet) I scale up, alternatives will be needed. But I am making carbon faster than I can burn it, and I can burn it faster than I can use the heat",
"date": "2025-01-05T16:30:09+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "I spent ~60 hours on Gleba avoiding coming to grips with spoilage or setting up local copper/steel/iron production while tinkering with my other bases and ships remotely. All that was required to defend my perimeter was me in Mech Armor with 2 PLDs occasionally running over to kill rafts that had spawned in the spore cloud of my two throttled agricultural towers. \n \nWhen Medium Stompers finally appeared I set up an automatic import of explosives to supply my personal rocket launcher. \n \nKnowing what I know now, I'd probably tackle Gleba first next time.",
"date": "2025-01-05T17:10:31+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "I do not have and do not intend to get any of the speedrun achievements. And I do mean that I have never attempted *any* of them. Getting on Track Like a Pro, No Time for Chitchat, There is No Spoon... \n \n\nWhy not? I did Gleba with heavy amounts of imports from Vulcanus. Also, the nature of Gleba enemies is that they don't really care about you unless you go poke their nests or have agriculture going. If they're getting too intense you can turn off agriculture, fortify your positions, and then resume harvesting. \n \nI will admit that I turned down the enemy expansion rate quite considerably for both Gleba and Nauvis, but that just meant that I didn't have to worry about defense much. Aggressively pushing against the enemy rafts with power armor mk 2 and rockets worked out very well, and keeping my spore cloud clean of rafts highly limited the number of attacks I faced. (I do not have and do not want to use the mech armor because I dislike its aesthetics. They'd be even more manageable with that armor since you can ignore cliffs and water and such.)",
"date": "2025-01-05T19:24:15+00:00",
"quotes": [
{
"author": "antstar wrote: Sun Jan 05, 2025 10:59 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "h.q.droid",
"content": "We tend to build far from (0,0) on Gleba. So if you lose your hub and had a bunch of rafts at (0,0), they will eat the Engineer whenever they drop down / respawn and whatever shipped in can't be really used? \n \nI think the issue with Gleba defense is, if you got it wrong the first time, it's a huge nuisance to fix it after things escalated. You need to action-game enemies to clean up the landing spot for ammo drops, fight all the way to your base ruins, remove junk and rebuild nutrient / power, build a hub, then restart logistics before you can have anything resembling automatic defense. Big strafers out-range legendary PLDs so you can't sit there and laser them down like you can do with spitters. Doable, but not very factorio.",
"date": "2025-01-06T01:18:25+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Jan 05, 2025 12:25 pm",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 05, 2025 10:59 am",
"content": ""
}
]
},
{
"author": "computeraddict",
"content": "Possible solutions: \nDon't build far away from 0,0. \nBuild a backup hub and stick it in a box. \nDrop a Spidertron with a roboport and have it carry a hub to the old ruins, then drop more supplies. \nReload an old save. \n \nI don't really see how \"it's too hard to break back in\" is a game balance issue when there's plenty of ways to not lose your foothold in the first place.",
"date": "2025-01-06T02:51:58+00:00",
"quotes": [
{
"author": "h.q.droid wrote: Mon Jan 06, 2025 1:18 am",
"content": ""
},
{
"author": "mmmPI wrote: Sun Jan 05, 2025 12:25 pm",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 05, 2025 10:59 am",
"content": ""
}
]
},
{
"author": "Nemoricus",
"content": "Building far from 0,0 puts you in the regions where larger and more frequent raft nests are found, so you’re effectively raising the difficulty of Gleba by doing this. \n \nIf you stay near the initial drop zone, I think you will find that Gleba is a much more manageable experience. \n \nRelated: Do you build your initial Nauvis base in the starting area or do you also go on an overland journey first?",
"date": "2025-01-06T15:05:54+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "It feel like a deliberate choice of the player to do something unusual, which happens to backfire. I don't see it as a balance issue from the game.",
"date": "2025-01-08T07:29:32+00:00",
"quotes": [
{
"author": "h.q.droid wrote: Mon Jan 06, 2025 1:18 am",
"content": ""
},
{
"author": "mmmPI wrote: Sun Jan 05, 2025 12:25 pm",
"content": ""
},
{
"author": "antstar wrote: Sun Jan 05, 2025 10:59 am",
"content": ""
}
]
},
{
"author": "fatallight",
"content": "I must have been lucky with my choices. I went Fulgora then Gleba and the mech suit + personal lasers made the whole thing pretty easy. Being able to outrun everything and jet over water or up cliffs makes you unkillable. I was able to clear everything out with ease. \n \nI wasn't particularly fast about it either. I spent 40-60 hours on every planet. Default difficulty settings. As I left, I set up turrets around my base and farming outposts but they didn't get attacked once. At least not until I had finished Vulcanus and shipped a spidertron to watch over Gleba. So by time I had to worry about enemies I already had a remote controlled rocket platform that could keep the spore zone clear. \n \nNot here to flex or anything. Just curious about how so many people seem to have had a completely different experience.",
"date": "2025-01-10T00:59:59+00:00",
"quotes": []
},
{
"author": "BlakeMW",
"content": "The experience of Gleba depends a lot on prep. The more stuff you bring, the easier it is. At the moment Gleba is the first planet for speedrunners, because they have exceptional prep it's very easy to import a whole lot of stuff and get the science started and unlock Biolabs. \n \nBut the less prep you have the less pleasant the experience is. \n \nIn one playthrough I went Gleba first and naked, well, I think I had a basic Power Armor setup, I did this because I hate myself. Even though I knew how to Gleba, it was still a pretty tedious experience. It's way more enjoyable airdropping a bunch of supplies. For many it's more enjoyable to airdrop literally everything they can.",
"date": "2025-01-10T08:25:03+00:00",
"quotes": [
{
"author": "fatallight wrote: Fri Jan 10, 2025 12:59 am",
"content": ""
}
]
},
{
"author": "antstar",
"content": "I had some time to keep playing. \n \nSo I can report back - yes, tesla turrets wreck the local fauna. They aren't too expensive to build. They are too expensive to run. \n \nNot when I'm there and doing stuff. But when I'm not. I've never had a base which had a grey mode was 80% of its peak consumption. \n \nAnd you need to keep them in pairs at least, even with rare and epic turrets. I have no idea how to make a 30MW+ supply which wont deadlock. The closest idea I have uses what I'm doing now with a recycler eating its own excrement to deal with spoilage. But I'm convinced it will find some way to spoil somewhere and lock up. So much spaghettis, every belt and every machine needs a drainage inserter. It really puts the pre 2.0 burner only runs in a new light of \"could be worse\". \n \nI think I'm just going to bring in a few k nuclear fuel cells. Tried and trusted power generation tech. \n \n \nBTW devs, cbf making bug reports but you can't blow up cliffs on Gleba, but bots can, if you tell them to build something over them. (they should clearly be destroyable, please don't make our lives harder) \n \nAlso, green for spores on the map was a terrible choice \n \nYeah I should also add that My actual drop zone wasn't infested - not sure if that can happen. But my very special soil patches both were. I spent at least 10 hours making everything I wanted and upgrading stuff (generally mucking around and avoiding going back) and in that time they didn't attack the high ground even once. I just needed to push them out of the biomes I needed to use again. Actually I'm hoping that since I'll be gone for hours again the spores will dissipate and there wont be attacks so I ripped up most of the turrets. If not, I'll just evict them again I guess",
"date": "2025-01-11T01:02:43+00:00",
"quotes": []
},
{
"author": "computeraddict",
"content": "On Gleba? Manufacture rocket fuel, stuff it in heating towers. 75MW per biolab building rocket fuel.",
"date": "2025-01-12T18:59:55+00:00",
"quotes": [
{
"author": "antstar wrote: Sat Jan 11, 2025 1:02 am",
"content": ""
}
]
},
{
"author": "Arcus",
"content": "Literally just burn the spoilage? That generates electricity and gets rid of the waste. Look at what heating towers do. Spoilage is quite inefficient at generating power but that's why they added the ability to read temperature on reactors/heating towers, so you can mix in some additional fuel into the supply when the temp gets too low, while prioritizing the waste runoff from your factory.",
"date": "2025-01-12T19:13:10+00:00",
"quotes": [
{
"author": "antstar wrote: Sat Jan 11, 2025 1:02 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "This appear incorrect, i suppose it is a player issue again",
"date": "2025-01-13T01:32:54+00:00",
"quotes": [
{
"author": "antstar wrote: Sat Jan 11, 2025 1:02 am",
"content": ""
}
]
}
] | 17 | 2025-01-05T04:59:06-06:00 |
forum-topic-118785 | 118785 | More Exciting Quality Effects (pls) | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=118785 | Merlin_ | Most of the quality effects are good and fun, but some are just a let-down.
Quite often it's just "more health" aka "nothing".
Here are just some:
- quality belts are not faster
- quality underground belts/pipes don't reach further
- quality locomotives and cars are not faster
- quality cargo pods, chests and (fluid-)wagons all don't hold more items
- quality boiler, nuclear reactor, and turbines are not more efficient. Just consumes more with same ratio (Always better to just build more)
- quality agricultural tower just has 'more health'
- quality cliff explosives have higher throwing range instead of higher AOE (no point)
- quality Offshore pump doesn't pump faster
And most importantly:
- quality atomic bomb is not bigger, just more damage. Everything dies anyway.
If the game lets me make a legendary Atomic bomb, I want a legendary Atomic bomb pls
Right now, these quality items ^^^ provide no value. Maybe you can just make that a little more exciting.
Much Love <3. Awesome Game! | [
{
"author": "JackTheSpades",
"content": "I agree that some items are really disappointing when you see how great/intuitive other items are. \n \nI don't know how useful faster belts are since you usually need them by the thousands but at least longer underground belts and pipes could be used individually in certain situations, which would also provide some nice early game usage for quality. \n \nTrains also feel really neglected. Even with all the new infinite researches and quality modules we still have no way to upgrade trains other than using better fuel. Speed/Breaking Force would be a nice payoff. \n \nRocket Silos could use a productivity bonus instead of just speed. Since there is an actual infinite research for it anyway it wouldn't really hurt to reward someone who goes through the trouble of making a high quality silo. \n \nLaser Turrets only gain more range. It would be great if Energy Per Shot also went down. Once again making them more valuable in the early game pre nuclear power.",
"date": "2024-10-31T17:27:09+00:00",
"quotes": []
},
{
"author": "Riyshn",
"content": "Quality fluid recipes could use some love, too. I understand not wanting to make actual \"quality fluid\" recipes, but why do those recipes even exist in their current state? It's especially egregious with the Holmium Solution recipe, as that's the only direct use for Holmium Ore; Why do the basic recipe and Legendary recipe have the same output, despite the value difference in the ingredients?",
"date": "2024-10-31T17:58:35+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "https://mods.factorio.com/mod/quality-rebalance",
"date": "2024-10-31T18:14:06+00:00",
"quotes": []
},
{
"author": "Mur",
"content": "Not sure why quality liquid exists as its not used in the craft. It should just make larger quantities of the normal solution.",
"date": "2024-10-31T18:19:56+00:00",
"quotes": [
{
"author": "Riyshn wrote: Thu Oct 31, 2024 5:58 pm",
"content": ""
}
]
},
{
"author": "Stargateur",
"content": "cause belt with quality would break the balance of the game I think. \n \nPersonally, I still didn't play enough (lol only 120 hours since the start of space age) to know if we really miss some effect. \n \nBUT I would like quality lamp to light more.",
"date": "2024-10-31T18:53:36+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "That used to be true: \n \n viewtopic.php?f=3&t=118651",
"date": "2024-10-31T19:07:19+00:00",
"quotes": [
{
"author": "Merlin_ wrote: Thu Oct 31, 2024 11:46 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Kyralessa",
"content": "I'd like to see more quality features with the car. The car used to be not that interesting in Factorio, but with the new map changes it's a great way to get around now. \n \nIt does have more health and longer machine gun range. \n \nOther possibilities for a higher-quality car: \n \n- More trunk space. \n- Tighter turning radius. \n- Faster movement (per fuel type). \n \nIt would also be cool to have an equipment grid, even if a small one, on the car, which could then grow with quality as with the tank.",
"date": "2024-10-31T19:10:25+00:00",
"quotes": []
},
{
"author": "Riyshn",
"content": "Thinking about it more, this same thing would apply to any Foundry smelting, too. Is quality iron/copper ore ever worth trying to get, when it doesn't benefit the Foundry recipe and you could put 4 quality modules in that instead of 2?",
"date": "2024-10-31T19:22:09+00:00",
"quotes": [
{
"author": "Riyshn wrote: Thu Oct 31, 2024 5:58 pm",
"content": ""
}
]
},
{
"author": "imi___",
"content": "Nobody mentioned the Roboports yet? \n \nHigher Quality on Roboports really should increase their area.",
"date": "2024-10-31T19:23:09+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "That mod is depreciated. So I've made a fork! \nWell... kind of. It's currently exactly the same as the original.",
"date": "2024-10-31T20:34:15+00:00",
"quotes": [
{
"author": "Stringweasel wrote: Thu Oct 31, 2024 6:14 pm",
"content": ""
}
]
},
{
"author": "Theragus",
"content": "Hi, sorry for the revival of old post! \nbut I found this topic interesting enough! \n \nSome of these proposals have already been implemented, for instance, chest scaling with quality and pumping speed of offshore pumps \n \nI do find most of these changes here to be pretty good and interesting to make quality feel more like a \"goal\" to aim for certain items. \nEspecially the rocket silo is for me currently a very questionable implementation since animation speed is gonna be your limiting factor, which you will hit... pretty quickly in the game... before even building a single quality rocket silo... \n \nsome of the changes although wouldn't fit in very well, for instance, the change for Steam Turbines, Boilers, Steam Engines, Heat Exchangers, etc... \n \nif you change the efficiency / ratios of these buildings (for instance, more Power out of same steam, more steam out of water, more heat out of fuel etc...) it would through off builds if you suddenly change their ratios, that's also the reason why larger roboport coverage sounds nice, but doesn't make much sense in this context. \n \ngenerally, quality is thought with space platforms in mind, where \"Space\" comes at a premium \"price\", therefore the less space you use the more \"efficient\" it becomes, in a sense that just \"build more of it\" on platforms always has drawbacks (weight, space, power, foundations etc...) \n \nSo I think in general the buildings just working \"faster\" is better than trying to change any ratios or functionality which would pretty much force you to redesign entire builds based on which quality level you have access to. \nThis allows you to still benefit from Quality by just making specific parts of your factory or even single machines run faster, without increasing their \"footprint\" (size, beacons etc...), it's just a straight-up increase in production rate. \nAlso this ties in very well with the way you build quality machines because you just \"produce more\" machines by sacrificing some of them for a roll at higher quality. \nIn the context of \"Always better to just build more\" you're basically doing exactly that, just that you're not placing these machines down and instead recycle them for higher quality, so the end result in that you produce more of this item is the same. \n \nThis way it allows you to benefit from the \"lucky\" Epic machine placements in certain places while you can still have the possibility to redesign entire builds at later stages of the game around legendary quality if you have enough of them",
"date": "2024-11-30T06:39:37+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "All of the electric poles get longer ranges though, so that's not really correct.\n \nIf you just got more of something from the same inputs, it wouldn't force you to change your builds. It would just allow you to change them, which I think is a good thing. Plus, accumulators, liquid tanks, and chests already have different storage for the same footprint, which already allows you to change your blueprints. I'm pretty sure more types of bonuses would always just allow more viable builds but not force them, except for maybe things that have a 100% loop right now. But I think the only thing with that, is the re-circulating coolant in fusion reactors, and that should be balance-able if you keep the ratios between those two buildings (and their bonuses) the same.",
"date": "2024-11-30T08:35:58+00:00",
"quotes": [
{
"author": "Theragus wrote: Sat Nov 30, 2024 6:39 am",
"content": ""
},
{
"author": "Theragus wrote: Sat Nov 30, 2024 6:39 am",
"content": ""
}
]
},
{
"author": "Theragus",
"content": "Hi,\n \n\nlogistics buildings don't have a \"production\" in that kind of sense so my example was a bit unfitting, but the basic point here still stands, it allows you straight up upgrade a building without any changes to their footprint, in this case wire length and reach \n \n\nit's true that there arent that many looping recipes in the game. Regarding your other points: \n- Accumulators changing their battery size in 100% increments I think is mostly concerning Fulgora, where you don't really have a solar panel to accumulators ratio and the standard 30 % increase per Quality level would just not be sufficient enough, but I do agree it offsets their ratios which contradicts my point \n- Storage Tanks do not benefit from quality \n- chests are exactly as I described, they change their \"effectiveness\" due to having a larger capacity without changing their footprint, still, this doesn't break any existing builds.",
"date": "2024-11-30T08:52:42+00:00",
"quotes": [
{
"author": "AileTheAlien wrote: Sat Nov 30, 2024 8:35 am",
"content": ""
},
{
"author": "Theragus wrote: Sat Nov 30, 2024 6:39 am",
"content": ""
},
{
"author": "AileTheAlien wrote: Sat Nov 30, 2024 8:35 am",
"content": ""
},
{
"author": "Theragus wrote: Sat Nov 30, 2024 6:39 am",
"content": ""
}
]
},
{
"author": "AileTheAlien",
"content": "Whoops, I wrote that last message late at night and imagined that storage tanks already had a bonus. \n \nAnyways, you haven't explained how increasing the radius of roboports (or other similar changes) would break a build, instead of just allowing more efficient builds. Like, their robot-recharge rate has always been low enough that you either can't use them to easily replace all of your belts. (But if you do want to replace all belts, you need to spam roboports. )",
"date": "2024-11-30T17:38:19+00:00",
"quotes": [
{
"author": "Theragus wrote: Sat Nov 30, 2024 8:52 am",
"content": ""
}
]
},
{
"author": "kitters",
"content": "That's the whole point, no? \nQuality production machines (assemblers, plants, chambers...) and ALSO ENERGY production units like solar, ....., nuclear - just have higher SPEED, which means, it's more SPACE efficient, but it does NOT give PRODUCTIVITY bonus. \nSo you literally always can \" build more \", that's was the idea. \n \nSo, it's perfectly in line with other things, in line with the whole picture.",
"date": "2024-12-03T22:52:48+00:00",
"quotes": [
{
"author": "Merlin_ wrote: Thu Oct 31, 2024 11:46 am",
"content": ""
}
]
},
{
"author": "BraveCaperCat",
"content": "But it should have better productivity, otherwise quality is just a resource and ups saver. (and maybe useful when lining up ratios between different recipes)",
"date": "2024-12-03T23:49:00+00:00",
"quotes": [
{
"author": "kitters wrote: Tue Dec 03, 2024 10:52 pm",
"content": ""
},
{
"author": "Merlin_ wrote: Thu Oct 31, 2024 11:46 am",
"content": ""
}
]
},
{
"author": "PureTilt",
"content": "yes its exactly what quality are for",
"date": "2024-12-04T02:36:14+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Tue Dec 03, 2024 11:49 pm",
"content": ""
},
{
"author": "kitters wrote: Tue Dec 03, 2024 10:52 pm",
"content": ""
},
{
"author": "Merlin_ wrote: Thu Oct 31, 2024 11:46 am",
"content": ""
}
]
},
{
"author": "Arcus",
"content": "My thought on the rocket silo issue is that you could give them reduced power consumption or allow them to buffer more rockets at a time.",
"date": "2024-12-04T13:02:24+00:00",
"quotes": []
},
{
"author": "Tinyboss",
"content": "My preference is that it speeds up the animation.",
"date": "2024-12-04T16:43:02+00:00",
"quotes": [
{
"author": "Arcus wrote: Wed Dec 04, 2024 1:02 pm",
"content": ""
}
]
}
] | 19 | 2024-10-31T06:46:38-05:00 |
forum-topic-120279 | 120279 | False information at AirbornePollutantID page | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=120279 | ZergLingFX | The page tells that in factorio are two types of pollution exists, "pollen" and "pollution".
But "pollen" is not exists.
Please replace "pollen" with "spores"
https://lua-api.factorio.com/latest/typ ... antID.html | [
{
"author": "",
"content": "Thanks, fixed for 2.0.42.",
"date": "2025-03-14T17:44:14+00:00",
"quotes": []
}
] | 1 | 2024-11-07T16:39:08-06:00 |
forum-topic-127384 | 127384 | Research progression tab disappeared | Technical Help | https://forums.factorio.com/viewtopic.php?t=127384 | Aklo09 | The Research progression tab, the one above minimap, disappeared.
Screenshot 2025-03-09 at 15.21.44.png (685.92 KiB) Viewed 113 times
Disabling all mods an resetting all setting to default did not solve the problem.
(I've research running)
Most recent Factorio version on most recent Mac OS, through Steam.
any help?
thanks | [
{
"author": "Muche",
"content": "Welcome to the forum. \n \nMost likely a mod hid it. \n \nYou can get it back by running the following in the console :\n Code: Select all /c game.player.game_view_settings.show_research_info=true",
"date": "2025-03-11T14:15:55+00:00",
"quotes": []
}
] | 1 | 2025-03-11T04:20:48-05:00 |
forum-topic-90018 | 90018 | [Implemented] Extend status_color to be accessible by CraftingMachines | Already exists | https://forums.factorio.com/viewtopic.php?t=90018 | Deadlock989 | Working visualisations got loads of cool stuff in 0.18. Drills can set apply_tint = "status" in individual layers. This allows you to tint things based on the state of the drill (e.g. disabled by circuit, blocked output, idle, low power, out of resources). The tints themselves are defined per status in a status_color table in a MiningDrillGraphicsSet.
Some of those statuses also apply to CraftingMachines: all of them in fact except "disabled" and "no_minable_resources". The "no input" and "output blocked" statuses might have a different meaning for crafting machines (in drills they only seem to refer to the state of the fluid boxes, not sure).
It would be useful fun (the best kind of fun) to have this for assemblers and furnaces. A side effect would be freeing up mods like Bottleneck from having to eat up runtime with hundreds or thousands of status checks.
It would mean moving all the existing CraftingMachine animations into a "CraftingMachineGraphicsSet", consistent with the new drill and beacon specs, so that you can define the status_color table. I can see why that might be a minor nightmare, but it would be Nice To Have more consistency for all these machines that basically turn on and off when stuff goes in and/or out:
CraftingMachines: animation and working_visualisations
Labs: on_animation and off_animation
Generators: animation and idle_animation
Drills: MiningDrillGraphicsSet (including animations and working_visualisations)
Beacons: BeaconGraphicsSet (including animations and working_visualisations)
Boilers: structure, fire and fire_glow | [
{
"author": "",
"content": "Crafting machines (= assembling machines and furnaces) do already load status_color property that's at the same level as working_visualisations and apply_tint = \"status\" should work on them too, iirc. They just have not been changed to encapsulate graphics definitions in graphics_set table, yet.",
"date": "2020-10-05T19:05:22+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "So they do - how excellent. Thanks.",
"date": "2020-10-05T20:13:24+00:00",
"quotes": []
},
{
"author": "",
"content": "I appreciate you saying that. Thanks. \n \nMy long term \"vision\" is to make entity graphics definitions more generic and somewhat unified, at least to some extent. While it would probably be possible to design a system that would be completely universal and allowed to define graphics for any entity, it would be quite slow, too slow for amount of stuff the game potentially needs to render every frame. So my plan is to have \"families\" of graphics definitions. So far mining drills and crafting machines are in the same family. \n \nBeacon has its own family as it basically has two states of operation - power or unpowered, but then it has different visuals based on content of its module inventory. My goal with beacon definition was again to make it easy to add new stuff (new beacon entities, new module items), and make it possible to define your own graphics if you want to put work into it. On the other hand it has animation_list, which is similar to working visualizations, but is not the same. I did that with \"unification of the definitions\" in mind, so I hope that was good decision and won't create confusion in the future. \n \nOther entities will be changed too, eventually ... hopefully",
"date": "2020-10-09T11:19:53+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Fri Oct 02, 2020 3:16 pm",
"content": ""
}
]
},
{
"author": "Deadlock989",
"content": "The module stuff on the beacons is interesting and it would be cool to see more stuff like that moved out of the domain of alt-info icons. I still fantasise about having machines that visually animate the making of the things they're working on. This is a proof of concept - but they pretty much have to be separate machines dedicated to one item type each. \n \n \n \nIn theory you could shoehorn four visual things like this into a recipe crafting tint deal, where three of them are tinted fully transparent at any one time (e.g. if the machine is making gears, it sets the alpha of the plate, ingot and cable layers to transparent) - but that seems like a big waste of rendering time and if you wanted to use a properly tinted layer as well (like the colour tint in the metals above) you're down to a maximum of two different item animations per machine. What would be awesome is if a recipe could specify an art style for a working visualisation layer, like modules can specify the \"module art\" for beacons, and none of the other layers were drawn at all while that recipe was active. \n \nNow that all the advanced render order and draw_as_light stuff is available for working visualisations on crafting machines, labs and generators are top of my wish list. Labs in particular could use some love. I get that most people just have a block of them in some part of their base they rarely visit but still. Now that drills have become so powerfully animated (I haven't even looked at that waypoint stuff yet), labs feel pretty primitive. They can't even halt on a specific frame if they stop working, they just jerk back to the off_animation.",
"date": "2020-10-10T01:40:55+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Just another note of appreciation to recognise how much better lit-up things can look at night now that we can use draw_as_light in crafting machine working vis, so you don't have to spam everything with huge coloured lights any more. I found a couple of places in vanilla that would benefit from this (e.g. oil refinery flame). Also seeing whole sections of your factory glow red when there's a power outage, or cold blue when starved of ingredients, is extremely satisfying.",
"date": "2020-10-10T08:26:20+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "A big shout-out for adding the \"fadeout\" parameter to working vis as well. That's awesome. Vanilla seems only to be using it for mining drill smoke but it makes effects like additive furnace glows so much better (e.g. intermittent starting and stopping due to a partially blocked belt).",
"date": "2020-10-15T17:11:39+00:00",
"quotes": []
},
{
"author": "",
"content": "For now",
"date": "2020-10-15T18:17:17+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Thu Oct 15, 2020 5:11 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Fadeout was actually added by kovarex for cheminal plant smoke. \n \nThe assembling machines with recipe-dependent animation look pretty rad, but I am afraid it is too much for Factorio :/ at least while we still load all the graphics assets at the startup . And I feel like beacon graphics definition is quite convoluted and don't really want to put it everywhere. Also I am afraid of entering realm where items just appearing in inserter hands start to look like there is an animation missing",
"date": "2020-10-15T18:34:16+00:00",
"quotes": []
}
] | 8 | 2020-10-02T07:44:01-05:00 |
forum-topic-115593 | 115593 | How about u start updating ur frontpage.. | Spread the Word | https://forums.factorio.com/viewtopic.php?t=115593 | Panzerknacker | To reflect at least in SOME way that something new and big is coming?
Right now you still got the two old trailers for v1 sitting there, how about replacing one of them with a Space Age trailer or if you don't have one, atleast the release announcement from FFF #418?
I know that u don't like to put money or effort into marketing but this is getting too extreme tbh.. | [
{
"author": "astroshak",
"content": "I dunno. Anyone who has been paying attention is aware that there is an expansion coming. I’d personally rather see them focus on that, than on updating the front page (which, in all honesty, I never visit anyway).",
"date": "2024-09-28T18:19:35+00:00",
"quotes": []
},
{
"author": "lxl",
"content": "In case of the he relevant person having a lot of time: \n - (aged trailers from different decades) --> even removing the year from the title would improve it. \n- 3 levels of menu: head with factiorio/forums/wiki.. , grey buttons and green arrows. \n- as above: no dlc hype. Without scrolling i can see \"recent blog posts\" as lowest line. On 1920x1080 screen.\n \n\nWe understand before the upcomming release this might not be your highest priority. \nAlso internet has changed from a collection of homepages into a few plattforms like steam, youtube and reddit which most likely bring 90% of users into the game.",
"date": "2024-10-13T22:44:04+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "They updated their front page today, gj! \n \nEDIT and good job of minimizing the amount of spoilers in the announcement.",
"date": "2024-10-14T15:22:43+00:00",
"quotes": []
}
] | 3 | 2024-09-28T02:29:03-05:00 |
forum-topic-126496 | 126496 | Flip sprites | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126496 | Natha | What about adding the ability to flip/mirror sprites in https://lua-api.factorio.com/latest/cla ... raw_sprite ? | [
{
"author": "Muche",
"content": "Applying negative x_scale / y_scale seems to work.",
"date": "2025-01-31T17:41:44+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Also, duplicate of viewtopic.php?t=63410",
"date": "2025-01-31T21:46:16+00:00",
"quotes": []
}
] | 2 | 2025-01-31T11:04:46-06:00 |
forum-topic-125316 | 125316 | Factorio Forums • [OPS] [2.0.28] Updater does not verify the SSL certificates | What did you do?
I have spoofed the updater.factorio.com DNS record in my LAN to point to a different IP address - with a "fake" update server that serves a modified latest update (2.0.27 to 2.0.28) with a completely different content.
What happened?
Factorio connected to my fake update server (with invalid certificate), downloaded the update, installed it and started the modified binary.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected Factorio not to download the update as the certificate did not correspond to the hostname. Or somehow validate that the update is authentic with some form of signature validation...
Does it happen always, once, or sometimes?
Always... I have successfully tested this on Windows (ZIP version), MacOS (this was a bit unexpected, because I did believe that MacOS had some signature checking, but alas...) and Linux versions.
I am quite sure that this is a security issue as it allows to execute possibly malicious application on the target. There is an older report in "not a bug" bin with some incorrect assumptions - viewtopic.php?f=23&t=926 | [
{
"author": "",
"content": "This rather embarrassing oversight will be fixed in the next release.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-103079 | 103079 | [REQUEST]Graphics for new mod! | Texture Packs | https://forums.factorio.com/viewtopic.php?t=103079 | achiaus | Hello to whoever is reading this, I want to make a horror themed mod that adds a couple types of enemies to the game. 1) wasp the looks like the attachment shown. 2) a creepy queen mosquito that can shoot blood and is a mosquito spawner, that can spawn all 1-4 sizes of mosquitos that are visibly different, fly and attack you like the biters 3) 3 sizes of moth, ideally one with feathery antenna and scary sharp teeth in it mouth with big black bugs eyes. 4) a giant dune worm, from dune but probably smaller than that but large enough to be a big problem. I’m also hoping to either have texture pack that make everything tinted red (for day) and everything super dark (for night) and for an additional mode everything dark all the time with red water, colored like blood totally optional, but also a new scary fish icon could be cool, I was thinking instead it’s like a lamprey or bobbit worm with fins to swim. it would be super cool if this could happen, thanks!
Wasp 6D9076A6-2BE1-4132-88F6-3EBC117D882B.jpeg (193.75 KiB) Viewed 2666 times | [] | 0 | 2022-08-05T23:16:19-05:00 |
forum-topic-80615 | 80615 | [0.18.2] Blueprint-storage-backup-spam in zip version | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=80615 | fishycat | I was testing some different map color styles today in a sandbox game. Blueprints didn't get changed or touched.
blueprint-storage-backup-spam.jpg (100.57 KiB) Viewed 804 times | [
{
"author": "",
"content": "Fair enough. Removed date&time from the filename for 0.18.3",
"date": "2020-01-29T14:48:44+00:00",
"quotes": []
}
] | 1 | 2020-01-29T07:35:05-06:00 |
forum-topic-114778 | 114778 | System instability | Technical Help | https://forums.factorio.com/viewtopic.php?t=114778 | System instability generally means that a machine miscalculates or corrupts data, in factorio this causes crashes, desyncs or corrupted save files.
Differentiate from Factorio bugs
Any factorio problem caused by system instability could theoretically be caused factorio itself, but there are indicators that allow to differentiate:
Indicators for system instability:
problems only occur on that machine
problems can never be reliably reproduced
crashes occur in different parts of code
crashes occur in code known to unmask system instability
the system also experiences kernel crashes
Indicators that do not rule out system instability:
system is new
drivers and bios are up to date
system worked flawless before
other games work fine
already corrupted save does not work on other systems
Indicating a factorio bug after all: The ability to reliably reproduce the issue on other systems, meaning you can provide exact steps (and save file if gameplay related) to perform after which the problem will occur, every single time and always at the same time.
Diagnosing unstable systems
The fastest and most reliable way to find out why a system is unstable, is to rule out one possibility after the other. The causes are (most common first):
unstable overclock, especially memory (XMP/EXPO)
high component temperatures
defect hardware: memory, mainboard, GPU, CPU, power supply, storage
So remove any overclock, update the BIOS, check temperatures, replace components until the issue disappears. This might not be easy to do though especially without replacement parts and experience with computer hardware.
Diagnostic software like memtest86+ can be an alternative but is less reliable, only works on specific defects and does not give clear direction on what to replace. In the end it might be necessary to consult an electronics repair shop.
Good luck! | [] | 0 | 2024-08-12T13:37:39-05:00 | |
forum-topic-120460 | 120460 | [2.0.16] Platform treats space route as arrived at shattered planet | Not a bug | https://forums.factorio.com/viewtopic.php?t=120460 | Woggle | What did you do?
Added a Shattered Planet station to a platform without any conditions as a waypoint to travel towards it to collect asteroid chunks.
What happened?
As soon as the platform reaches Solar System Edge, it immediately turns around back towards Aquilo going to the next station after Shattered Planet.
What did you expect to happen instead?
The platform should have continued flying towards Shattered Planet and turned around after flying the entire space route and arriving at the Shattered Planet destination similar to how trains treat a station with no conditions.
Does it happen always, once, or sometimes?
Always.
Log and save file attached. The pinned 'shattered ship' platform about to arrive at the edge demonstrates the behavior.
Adding an always-false condition to the Shattered Planet station does make the platform fly towards it. Based on watching the behavior of a Time Passed condition, it seems like it is treating the entire space route between Edge and Shattered as having arrived at Shattered since the timer starts as soon as it passes the Edge station.
If this is intended behavior to allow platforms to automatically turn back without flying the entire route, a specific tooltip on the Shattered station explaining the exception to normal routing behavior should be added to remove confusion, as it took me a long time to figure out what was going wrong. | [
{
"author": "someone1337",
"content": "There is no shattered planet that you can reach (or i missed something). \n \nThe platform flies forever or until its destroyed.",
"date": "2024-11-09T01:50:48+00:00",
"quotes": []
},
{
"author": "draradech",
"content": "Note that the button to add conditions to the route says \"Add fly condition\", while the others say \"Add wait condition\". That seems to indicate that this is probably intended behaviour. \n \nI agree that it's not very clear without further explanation, though.",
"date": "2024-11-10T16:32:27+00:00",
"quotes": []
},
{
"author": "Xellnix",
"content": "i got confused by that behavior too, took me some time to notice the \"fly condition\" as that is different from all other locations and i didnt expect it to behave different (as factorio keeps most stuff uniform)",
"date": "2024-11-11T12:41:48+00:00",
"quotes": []
}
] | 3 | 2024-11-08T16:05:36-06:00 |
forum-topic-117782 | 117782 | Selector Combinator Help Wanted. | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=117782 | matt3o12 | Hello, I am trying to automate the up-cycling of my old higher quality modules. To do that, I want to request all above uncommon modules of said tier, and when I have more five or more, set the recipie of the heigher tier module (of that quality) to the crafting machine. To do that, i wanted to use the selector combinator to "change" a speed module 1 to a speed module 2.
10-27-2024, 00-30-23.png (805.03 KiB) Viewed 522 times
According to the description and wiki, this should be possible, but now matter what I try to input, the combinator never outputs anything. Here is a screenshot of the config and input/output. I would expect it to output an uncommon speed module 2, because I inputted an uncommon speed module. | [
{
"author": "mmmPI",
"content": "You don't have any output with what you show because the target signal is not present in the input. \n \nSince it keeps its orignal value, it is also not present in the ouput. \n \nIf you select as target signal \"speed module tier 1 quality uncommon\", the output will be the same as the input. \n \nThat is unless you add as input a positive value for \"speed module tier 1 quality rare\". \n \nBecause then \"rare\" is the highest quality amongst the level of quality for the signals to \"select from\". \n \nThus the output will be \"speed module tier 1 quality rare\". \n \nWith the value of the quantity of \"speed module tier 1 quality uncommon\" since that is the target signal and keeps its original value. \n \n \nHopefully that helps",
"date": "2024-10-28T03:23:06+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "In case anyone struggles with this, I found it better to think of it like this: \n \n Target signal is the item name it's reading in AND it's outputting. Example: It's being supplied with 1 iron plate, normal. It's going to do its work on the iron plate and normal parts. Not the qty of 1. Qty is just passed thru. \n Direct selection overrides the quality of the output. Example: Input is 1 iron plate-normal, target signal is iron plate-normal, direct selection is epic, output is 1 iron plate-epic \n Select from signal uses a SECOND signal to override the quality on the output. Input is 1 iron plate-normal and 1 copper plate-rare, select from signal is copper plate, target signal is iron plate-normal, output is 1 iron plate-rare.",
"date": "2024-11-22T00:30:12+00:00",
"quotes": []
}
] | 2 | 2024-10-26T17:31:22-05:00 |
forum-topic-127091 | 127091 | Make items_per_trigger = 0 a special case | Won't implement | https://forums.factorio.com/viewtopic.php?t=127091 | PennyJim | Currently SpoiltoTrigger::items_per_trigger only allows positive values.
My hope is that setting it to 0 would allow us to indicate that we only want it to trigger at most once per stack.
I'm playing with the idea of a script trigger to allow a stack to very specifically decay (spoil) in half. Problem being, that with a very large stack, it'll trigger it so so many times... My method can't even do all that good of an early return to mitigate it. | [
{
"author": "protocol_1903",
"content": "+1",
"date": "2025-02-24T18:12:17+00:00",
"quotes": []
}
] | 1 | 2025-02-23T19:44:08-06:00 |
forum-topic-126893 | 126893 | [Request] Peaceful Nauvis | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126893 | sexybart | Hello, I was wondering if it is possible to make a mod that toggles peaceful mode only for Nauvis, while the natives of the other planets stay hostile. Any input in how to do that would be appreciated! | [
{
"author": "eugenekay",
"content": "Yes.",
"date": "2025-02-16T21:13:31+00:00",
"quotes": []
}
] | 1 | 2025-02-16T12:38:58-06:00 |
forum-topic-29493 | 29493 | Did You add the Blueprint? | Show your Creations | https://forums.factorio.com/viewtopic.php?t=29493 | Quite simple rule of courtesy: If you post something here, bring us photos and description of what you have built and it's so cool stuff that the tongues of the readers hang down to the keyboards and they wimper "wiiillll buiiiiilllld thisssss", then you should have provided a blueprint with your post.
Since the release of Factorio 0.15 this is simple: While creating a blueprint you have the option to export it as a string. This is the string you can share with the community. For already existing blueprints AND blueprint books you can simply open it (like you would open a assembling machine) and find the export button there.
This is the button you are looking for (here in a blueprint book):
Image
When sharing the blueprint's string you can put the string itself into "bp" tags.
The result will look like this:
== replace this with your blueprint-string == Copy blueprint
When creating your post here in the forums the text editor should contain something like this (this is what generates the above example):
Code: Select all [bp]== replace this with your blueprint-string ==[/bp] | [
{
"author": "",
"content": "Our version of the blueprint mod will work in native Factorio in 0.15.",
"date": "2017-04-11T13:18:44+00:00",
"quotes": []
},
{
"author": "tamanous",
"content": "forums description subtext still links to the old mod.",
"date": "2017-05-10T15:00:54+00:00",
"quotes": []
},
{
"author": "Kayanor",
"content": "I just edited the original post of this thread to match the 0.15 version of Factorio. \nThe description of the sub-board you mentioned can only be changed by an admin so I escalated that.",
"date": "2017-06-21T18:22:05+00:00",
"quotes": [
{
"author": "tamanous wrote:",
"content": ""
}
]
},
{
"author": "thewoodenlego",
"content": "how do I add a blueprint to my book from the code? \nEDIT: just found out, thanks for those who may try to answer this",
"date": "2018-10-04T03:19:28+00:00",
"quotes": []
},
{
"author": "",
"content": "In game: B -> Import string",
"date": "2018-10-04T04:28:33+00:00",
"quotes": [
{
"author": "thewoodenlego wrote: Thu Oct 04, 2018 3:19 am",
"content": ""
}
]
}
] | 5 | 2016-07-20T12:04:31-05:00 | |
forum-topic-55968 | 55968 | [0.16.11] World where water doesn't spawn in starting area? | Duplicates | https://forums.factorio.com/viewtopic.php?t=55968 | VisibleReality | Hey, I started a new world, and I couldn't find any water. I got the map exchange string and put it into the preview generator, and there was no water until you started to get near the biters.
Factorio 0.16.11
Windows 10 Fall Creators Update x64
Map Exchange String
>>>eNpjYBBg4GZgYGBm5mFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT UnXzM0FSbCmpxalFJUAWS0ommOZKzUvNrdRNSiwGKWZNL0osLgYyODK L8vOgJrAUJ+algCSLS/LzwKpKilJTQaq4S4sS8zJLc6EKGRinfryf3t AixwDC/+sZDP7/B2Eg6wLQiSAMcikDI1AABliTczLT0hgYFBxBmJGRs VpknfvDqin2jBB5PQco4wNUJGI3VORBK5QRsRrK6DgMZTjMhzHqYYx+ B0ZjMPhsj2BA7CoBmgy1hMMBwYBItoAkGRl7325d8P3YBTvGPys/XvJ NSrBnzJQN9RUofW8HlGQHamBkghOzZoLATpgPGGBmPrCHSt20Zzx7Bg Te2DOygnSIgAgHCyBxwBsYPAJ8QNaCHiChIMMAc5odzBgRB8Y0MPgG8 8ljGOOyPbo/VBwYbUCGy4GIEyACbCHcZYxQZqQDREISIQvUasSAbH0K wnMnYTYeRrIazQ0qMDeYOGDxApqIClLAc4HsSYETL5jhjgCG4AV2GA8 Yt8wMCPDBft7yF8cA/i2Uhg==<<<
Seed: 1742729621 | [
{
"author": "",
"content": "viewtopic.php?f=182&t=54700",
"date": "2017-12-31T12:54:39+00:00",
"quotes": []
}
] | 1 | 2017-12-31T06:51:39-06:00 |
forum-topic-127480 | 127480 | Add missing defines.inventory.lab_trash | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127480 | meifray | and it is actually exist because all trash inventory seems to be indexed 8 | [] | 0 | 2025-03-14T01:51:55-05:00 |
forum-topic-111779 | 111779 | Factorio Forums • Quality level run-off poll | The 'primary' poll to find the popular choices for quality level names seems to have stabilised (after a late run from 'Basic' to overtake 'Normal' for the first level). So here is a run-off. | [
{
"author": "",
"content": "Ah I welcome this third round of votes. \nQ1-Q5 !",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Same!",
"date": "",
"quotes": [
{
"author": "mmmPI wrote: Tue Mar 12, 2024 7:20 am",
"content": ""
}
]
},
{
"author": "",
"content": "I would have gone B, A, S, SS, SSS for the letter grades.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Why not go the whole snake hog, and suggest S, SS, SSS, SSSS, SSSSS? (Which we could then abbreviate S1, S2, S3, S4, S5.) \n \nSeriously though, that's why there is an 'e.g.' in the letter grade option. If letter grades turn out to be the preferred option, we can discuss afterwards which set of letters to use. \n \n(My own opinion is that even 'S', let alone 'SS' or 'SSS', is symptomatic of unplanned extensions to a range. You designed a range with, say, 'A' to 'D', and then find later that you need a higher grade than 'A', so have to improvise. Adding such things in at the start is pointless.)",
"date": "",
"quotes": [
{
"author": "ChefOfRamen wrote: Tue Mar 12, 2024 4:03 pm",
"content": ""
}
]
},
{
"author": "",
"content": "You don't watch enough animes I guess",
"date": "",
"quotes": [
{
"author": "Khagan wrote: Wed Mar 13, 2024 1:25 am",
"content": ""
}
]
},
{
"author": "",
"content": "The first one but replace legendary with perfect.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I picked the option with perfect because it is the least worse option out of the four in this poll.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "No, many of us don't, so the whole \"S\" grade system is completely foreign and, even having recently learned of this from the other thread, feels more wrong than the Legendary options.",
"date": "",
"quotes": [
{
"author": "Koub wrote: Wed Mar 13, 2024 10:02 am",
"content": ""
},
{
"author": "Khagan wrote: Wed Mar 13, 2024 1:25 am",
"content": ""
}
]
},
{
"author": "",
"content": "Huh. Thought it was common knowledge at this point, what with the sheer spam of crappy tier lists on YouTube these days.",
"date": "",
"quotes": [
{
"author": "FuryoftheStars wrote: Wed Mar 13, 2024 2:15 pm",
"content": ""
},
{
"author": "Koub wrote: Wed Mar 13, 2024 10:02 am",
"content": ""
},
{
"author": "Khagan wrote: Wed Mar 13, 2024 1:25 am",
"content": ""
}
]
},
{
"author": "",
"content": "My 2 cents about the \"S\" grade system as a naming-scheme is... that in practice it is absolutely F-tier. ;D",
"date": "",
"quotes": []
},
{
"author": "",
"content": "",
"date": "",
"quotes": [
{
"author": "MeduSalem wrote: Wed Mar 13, 2024 5:26 pm",
"content": ""
}
]
},
{
"author": "",
"content": "This strange \"S\" grade system cannot be invented by engineers or technical orientated people, because it isn't following some intuitive scientific order of increasing importance or significance. Instead, it's arbitrary. There is no reason why an \"S\" is better than an \"A\", and \"SS\" better than \"S\". That's completely arbitrary and made up. And that's not something we should have in Factorio, because Factorio is something scientific and mathematical. Arbitrary rules have no place here.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Well, tier lists of what ? Anime? Gocha games? Other things of that nature? Some people don't look at/follow any of that. \n \nI also can't speak for others, but I don't typically browse YouTube (generically speaking). Typically the only times I land on YouTube vids is from Googling how-tos that result in YouTube results with no or poor other results (I'm a very \"I just want my answer without all the fluff bull\" type of person, so vids that spend 5+ minutes talking about other stuff I don't care about irritate me and/or waste my time whereas a text article I can just CRTL+F to what I need). \n \nAlso, the vids that YouTube recommends/shows to you typically follow the type of stuff that it thinks you'd be interested in based on your history. If you never look at that type of stuff, it's never going to recommend any of those vids to you. \n \n---------------------------------- \n \n\nWell, no, they weren't. They're in use by tier lists for Anime's and Gocha games and the like.",
"date": "",
"quotes": [
{
"author": "Ranakastrasz wrote: Wed Mar 13, 2024 3:59 pm",
"content": ""
},
{
"author": "FuryoftheStars wrote: Wed Mar 13, 2024 2:15 pm",
"content": ""
},
{
"author": "Koub wrote: Wed Mar 13, 2024 10:02 am",
"content": ""
},
{
"author": "Khagan wrote: Wed Mar 13, 2024 1:25 am",
"content": ""
},
{
"author": "Tertius wrote: Wed Mar 13, 2024 7:24 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I see not everyone is familiar with the trend of making tier list for everything ! \n \nI was under the impression that this website was somewhat of the source or at least an instrumental tool in the development of them : \n https://tiermaker.com/create/factorio-- ... s-15859331 \n \nThey are ranked as F D C B A S from worst best by default i suppose. And on youtube you could find tier list of pretty much everything in video games, like factions, magic spell , unit, policy , dungeons, strategy, but also many things outside the video game world as it's a really easy support for ranking and rambling on youtube or other.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "And yet some have never heard of this before these polls. \n \nI don't know, I may be weird, but I don't typically look for rank lists about things in the games I play? With Diablo 3 I did sometimes look up build information for certain build types, but even then the \"rank\" lists I found and used didn't use a letter system for ranking them.",
"date": "",
"quotes": [
{
"author": "mmmPI wrote: Wed Mar 13, 2024 8:28 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Yea. Admittedly, I only learned of it properly with Tierzoo, and it was the least interesting part of those videos. Professional quality edutainment on various animals. \n \nAnd yes. Extending the scale past F-A and then S to SS and SSS is an indication that something broke. Or that there was some kind of translation disaster maybe. \n \nI will probably use or write a mod to use Q0-Q5 if that isn't chosen, because I don't feel flavour is appropriate, of any type, but like the arbitrary and confusing change to inserter colors, I will probably get used to it, regardless of which flavour text is used.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "And I will use whatever the devs choose as default, to stay compatible to what forum and discord calls it. And if it's \"1st try\", \"trash\", \"mediocre\", \"refurbished\", \"ok\".",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I change my mind, I vote for those to become the official names... just for the sake of it. ;D",
"date": "",
"quotes": [
{
"author": "Tertius wrote: Wed Mar 13, 2024 10:12 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I'm 50/50 on whether to go with whatever the devs use or a mod that changes it to numbered levels, but regardless, I'll probably use Q1-Q5 in conversations because I'm not going to remember any names except for the \"highest\"... maybe.",
"date": "",
"quotes": []
}
] | 19 | ||||
forum-topic-4545 | 4545 | German localization discussion - Page 10 | Translations | https://forums.factorio.com/viewtopic.php?t=4545&start=180 | valneq | Genau das meine ich ja: In der experimentellen Version kannst du nicht davon ausgehen dass die Übersetzungen immer verhanden sind, weil Wube auch die englischen Überseztungen ändert, und wir Übersetzer meist keine Vorwarnzeit bekommen. Sobald ein Textfragment im Englischen geändert wurde (und sei es ein hinzugekommenes Komma) ist die komplette Übersetzung für alle Sprachen nicht mehr valide und wird nicht mehr automatisch ins Spiel übernommen. Ein Übersetzer muss dann auf Crowdin wenigstens die alte Übersetzung für den geänderten Text übernehmen. Aber das muss halt manuell geschehen. Häufig wird tatsächlich die Bedeutung geändert und die Übersetzung muss entsprechend angepasst werden – darum werden die alten Texte nicht automatisch beibehalten. | [
{
"author": "burninghey",
"content": "Okay, ich weiß allerdings nicht ob es dafür wirklich eine bessere Lösung gibt. 1.0 war vielleicht auch speziell, weil es für den Spidertron so überhaupt keine beta gegeben hat. Für 1.1 haben wir die beta, daher poste ich das was ich finde damit nichts übersehen wird. \n \nEine weitere gefunden: \n \n \n \n Bild_2020-12-03_204041.png (605.78 KiB) Viewed 10381 times",
"date": "2020-12-03T19:41:53+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "Das ist wirklich nicht nötig. Wir haben nichts übersehen, die Übersetzung ist vollständig:\n \n \n \n translations.png (41.24 KiB) Viewed 10378 times \n \n \n\nWenn du willst, kannst du die existierenden Übersetzungen gegenlesen – das wäre hilfreicher. Und wenn du bei der Übersetzung mithelfen möchtest, einfach bei Crowdin anmelden: \n https://crowdin.com/project/factorio \n \n[Edit] PS: Heute ist doch die 1.1.4 veröffentlicht worden. Die enthält doch alle Übersetzungen in der neusten Fassung, oder nicht?",
"date": "2020-12-03T19:49:57+00:00",
"quotes": [
{
"author": "burninghey wrote: Thu Dec 03, 2020 7:41 pm",
"content": ""
}
]
},
{
"author": "burninghey",
"content": "Schön, wenn mit 1.1.4 einige fehlende Übersetzungen nun da sind. Deshalb werde ich aber nicht aufhören, weiter Meldungen zu schreiben wenn mir was auffällt Natürlich könnte ich selbst mit schreiben, aber ihr macht das schon gut und wie ich ein paar Beiträge weiter oben gelesen habe, verfolgt ihr da euren eigenen Stil. \n \nAuch mit 1.1.4 einen gefunden: \n \n \n \n Bild_2020-12-04_025904.png (622.93 KiB) Viewed 10359 times \n \n \n \n \n \n Bild_2020-12-04_030204.png (159.69 KiB) Viewed 10359 times",
"date": "2020-12-04T01:59:20+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "Danköö!! Fixed for the next release.",
"date": "2020-12-04T05:43:56+00:00",
"quotes": [
{
"author": "burninghey wrote: Fri Dec 04, 2020 1:59 am",
"content": ""
}
]
},
{
"author": "burninghey",
"content": "1.1.6: \n \n \n \n Bild_2020-12-15_221615.png (474.58 KiB) Viewed 10284 times \n \n \n \n \n \n Bild_2020-12-15_221443.png (133.2 KiB) Viewed 10284 times \n \n \n \n \n \n Bild_2020-12-15_221411.png (56.47 KiB) Viewed 10284 times",
"date": "2020-12-15T21:16:34+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "Welcome to experimental releases. We translators don't get the changed text for translation any sooner than it is pushed to the end-users. \nThis still applies: \n viewtopic.php?f=12&t=85596",
"date": "2020-12-18T20:25:19+00:00",
"quotes": [
{
"author": "burninghey wrote: Tue Dec 15, 2020 9:16 pm",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Hat jemand eine schöne Übersetzung für den Begriff \"Flying text\" parat?",
"date": "2021-06-12T09:11:53+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "Schwebender Text?",
"date": "2021-06-12T15:15:36+00:00",
"quotes": [
{
"author": "Pi-C wrote: Sat Jun 12, 2021 9:11 am",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Doch, das ist schön -- es strahlt Ruhe und Gelassenheit aus, \"fliegender Text\" würde mir etwas zu schnell erscheinen. Die Bewegung beim Fliegen ist ja eher horizontal gerichtet (Assoziation: Flugzeug --> Geschwindigkeit, Hektik), beim Schweben eher vertikal (Assoziation: Steigen und Fallen, Aufstieg und Niedergang, Memento mori, Wiederholung). Ich finde, das passt sehr gut. Danke!",
"date": "2021-06-12T17:47:51+00:00",
"quotes": [
{
"author": "valneq wrote: Sat Jun 12, 2021 3:15 pm",
"content": ""
},
{
"author": "Pi-C wrote: Sat Jun 12, 2021 9:11 am",
"content": ""
}
]
},
{
"author": "Usul",
"content": "2022-03-12_22-34-23.png (70.65 KiB) Viewed 8738 times \n \n \n\nHi! \n \nIch glaube nachts schreibt man klein. War mir nur aufgefallen. \n https://www.duden.de/rechtschreibung/nachts \nWeiß nicht ob das noch was bringt Auffälligkeiten zu melden weil ich mal gelesen habe die Übersetzungen sein \"eingefroren\". Stimmt das?",
"date": "2022-03-12T21:36:29+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "\"Eingefroren\" ist sie meiner Beobachtung nach allenfalls im den Sinn, dass für die ingame Texte keine Änderungen mehr an der grundlegenden Terminologie und Formulierungen erforderlich sind. Du wirst \"Greifarm\" oder \"Hochofen\" niemals mehr umbenannt bekommen, egal wie genial ein Alternativname ist, den du vorschlägst. Schreibfehler werden aber auch weiterhin korrigiert. \nDie ingame Texte werden auf crowdin verwaltet, da kann jeder mit (kostenlosem, frei erstellbaren) crowdin Account auch heute einfach ohne Einladung von selbst hingehen und Änderungen vorschlagen, selbst wenn ein Text eigentlich \"approved\" (und damit wohl final) ist. Ich habe irgendwann letztes Jahr eine Fehlerbehebung vorgeschlagen, die ist im nächsten 1.1.x Release drin gewesen. \nEinfach Änderungsvorschlag in crowdin eintippen, das geht schneller als hier erst lang und breit drüber zu schreiben. Letztlich ist es 1 Buchstabe.",
"date": "2022-03-12T22:32:20+00:00",
"quotes": []
},
{
"author": "Usul",
"content": "Hallo Tertius! Danke für die Erläuterungen! Kannst du mir bitte den gefallen tun und in Crowdin den o.g. Schreibfehler korrigieren? Ich kenne mich da nicht aus. Das wäre nett, vielen Dank!",
"date": "2022-03-13T08:30:30+00:00",
"quotes": [
{
"author": "Tertius wrote: Sat Mar 12, 2022 10:32 pm",
"content": ""
}
]
},
{
"author": "ickputzdirwech",
"content": "Ich habe mir mal erlaubt die Änderung vorzuschlagen. Danke dir für den Hinweis!",
"date": "2022-03-13T09:11:15+00:00",
"quotes": [
{
"author": "Usul wrote: Sun Mar 13, 2022 8:30 am",
"content": ""
}
]
},
{
"author": "Usul",
"content": "Vielen Dank, Ichputzdichweg, darf ich dich gleich um eine weitere klitzekleine Korrektur bitten? \n \nBeim Beschreibungstext von Lokomotive fehlt am Ende ein Punkt. Alle Beschreibungstexte scheinen mit einem Punkt abgeschlossen zu sein. Ich weiß, das sind die wirklichen Probleme unserer Zeit... zumindest für Konsistenzfreaks! \n \nDanke dir!",
"date": "2022-03-23T16:08:27+00:00",
"quotes": [
{
"author": "ickputzdirwech wrote: Sun Mar 13, 2022 9:11 am",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Mich stört der fehlende Punkt nicht, ich würde sogar behaupten, dass ein Punkt an jener Stelle verkehrt wäre. \"Fährt nach automatisierten Fahrplänen und zieht Waggons\" -- das ist doch kein Satz, da fehlt doch das Subjekt! \n \nAllerdings sehe ich an einer anderen Stelle Verbesserungspotential. Wie wäre es mit \" Kann nach automatisierten Fahrplänen fahren und Waggons ziehen\"? Schließlich ist eine Lok nicht ständig in Bewegung. Selbst wenn sie nicht stillsteht, kann sie auch manuell gesteuert werden -- und natürlich muss sie auch nicht Waggons ziehen, sondern kann auch nur Lokomotiven ziehen oder ganz alleine fahren.",
"date": "2022-03-23T16:24:49+00:00",
"quotes": [
{
"author": "Usul wrote: Wed Mar 23, 2022 4:08 pm",
"content": ""
}
]
},
{
"author": "ickputzdirwech",
"content": "Nun, wir müssen uns bei der Übersetzung vor allem am Originaltext orientieren: \n \n\nDer Punkt wäre also drin \n \nEin \"kann\" hinzufügen wäre noch akzeptabel würde ich sagen. \n \nMein Gedanke wäre noch, dass an anderen Stellen \"rolling stock\" mit \"Schienenfahrzeug\" übersetzt wird. Bin mir aber unsicher ob das hier passt:",
"date": "2022-03-23T17:19:06+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Schade … \n \nDann bitte ich darum! \n \nDenke mal an einen LCL-Zug, der auf derselben Strecke hin- und zurückfährt. Wenn ich das richtig in Erinnerung habe, zieht jede der beiden Lokomotiven den Zug nur in eine Richtung (vorwärts, wenn die Front in Fahrtrichtung zeigt) und wird gezogen, wenn sie rückwärts fährt. \"Schienenfahrzeuge\" schließt sowohl Lokomotiven als auch Waggons ein. King Jo's War Rig Truck würde ebenfalls darunter fallen (in Factorio ist das Teil natürlich auch wieder nur ein Mix aus Lok- und Waggon-Prototypen). Den Oberbegriff zu verwenden, scheint mir unter diesem Aspekt schon sinnvoll zu sein.",
"date": "2022-03-23T17:42:46+00:00",
"quotes": [
{
"author": "ickputzdirwech wrote: Wed Mar 23, 2022 5:19 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "valneq",
"content": "Danke für die obige Diskussion, ich habe das jetzt mal so ins Crowdin übernommen und abgesegnet. Der Beschreibungstext ist jetzt: \n \n\nWir haben tatsächlich sonst überall schon \"rolling stock\" mit Schienenfahrzeug(e) übersetzt, dies war der letzte Ausreißer. Und der Punkt muss da natürlich hin. Das \"kann\" ist semantisch korrekter aber im Original nicht drin. Nun haben wir's im Deutschen. \n \nPS: Ich schaue nicht so häufig ins Übersetztungs-Unterforum weil hier meistens nicht so viel los ist. Wenn der vorige Vorschlag direkt nach Crowdin gekommen wäre, hätte ich das vielleicht sofort übernommen",
"date": "2022-03-27T18:12:31+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Ich habe ein kleines Problem bei der Lokalisierung für einen Mod: \n \nWenn man mit GCKI auf den Prototypen \"car\" und \"spider-vehicle\" basierende … (Tja, wie nennt man die Dinger bloß?!) … in Besitz nimmt, kann man sie \"abschließen\" oder zu sich kommen lassen. Mir fehlt ein passender Sammelbegriff für diese Dinger. Kompliziert wird es dadurch, dass Mods ja alle möglichen Dinge aus den genannten Prototypen machen können: CargoShips hat das Boot, es gibt Flugzeuge, Hubschrauber, Zeppeline und Luftkissenfahrzeuge -- die Dinger fahren also nicht nur, einige können auch fliegen oder schwimmen. \n \nIm Englischen habe ich das Problem gelöst, indem ich \"vehicle\" verwendet habe. \"Vehikel\" gibt es auch im Deutschen, aber der Begriff ist doch recht negativ konnotiert: \"altes Vehikel\", \"Rostlaube\" … Zur Zeit verwende ich die Umschreibung \"Fahr- und Flugzeuge\", aber das ist lang und umständlich. An \"Transportmittel\" habe ich schon gedacht, das passt aber nicht immer (z.B. für Panzer oder Dinger ohne bzw. mit nur einem sehr kleinen Kofferraum). \n \nHat jemand eine gute Idee?",
"date": "2022-06-26T06:00:22+00:00",
"quotes": []
}
] | 19 | 2014-06-25T10:57:54-05:00 |
forum-topic-77313 | 77313 | Lack of sand | DyWorld | https://forums.factorio.com/viewtopic.php?t=77313 | Hannu | I have played DyWorld 0.8.6 and encountered several problem. Lack of sand seems to bee very bad restriction for base productivity. I can not find a recipe to produce sand (I use FNEI). I used helmod to plan modest 0.5 science per second base. Even I use neutrobaltium machines with 12 prod3 modules in every place I need electrum or electranium, which need sand to produce, I need about 200 sand per second. If only way to get enough sand is from stone mining I have to mine 4000 stone per second and destroy them. It is possible but it is difficult to see such extreme grinding as reasonable or entertaining gaming.
Is it intended or is there something I have not noticed or is there some error in this version? Is there some recipe in newer versions. I avoid updating heavily modded games but I can mod some conversion from stone to sand if necessary. | [
{
"author": "DaleStan",
"content": "Dysoch knows about this and has apparently fixed it in 0.9.0. \n \n(I haven't upgraded to 0.9.x yet either, so I can't say for sure.)",
"date": "2019-10-28T19:44:21+00:00",
"quotes": []
},
{
"author": "DavidKaiser",
"content": "There is another way producing sand in huge amounts of quantity: use the centrifuges and resin filters.",
"date": "2020-01-06T00:08:40+00:00",
"quotes": []
}
] | 2 | 2019-10-28T13:42:00-05:00 |
forum-topic-127215 | 127215 | New game screen incorrectly says Space Age | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127215 | KiwiHawk | Enabling Enable all Feature Flags mod causes the new game screen to say Freeplay (Space Age). The scenario name, image, and description should only be updated if Space Age mod is enabled.
https://mods.factorio.com/mod/enable-all-feature-flags
03-02-2025, 21-10-57.png (1.98 MiB) Viewed 174 times | [] | 0 | 2025-03-02T02:13:23-06:00 |
forum-topic-109395 | 109395 | Friday Facts #382 - Logistic groups | News | https://forums.factorio.com/viewtopic.php?t=109395 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-382 | [
{
"author": "SnowZyDe",
"content": "Good",
"date": "2023-10-27T11:00:52+00:00",
"quotes": []
},
{
"author": "Neutronium",
"content": "Logi groups are very powerful when you're doing many inventory-heavy tasks that require different item sets. Very cool FFF!",
"date": "2023-10-27T11:14:08+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "With one cargo landing pad per planet, can it become a bottle neck in mega bases?",
"date": "2023-10-27T11:15:34+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Great news! \n \nHowever, after reading, I have a question -- since you adding a weight system to every item in the game, will it also affect Cargo Wagon weight? In other words, will the train carrying iron gears (each stacking to 100 and costing 2 iron, or 4x stacks of iron ore) be slower than the iron ore train?",
"date": "2023-10-27T11:18:01+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "Presumably different planets have different gravity. With that, items would have different weights. Do the item weights change on different planets? Is the rocket capacity still 1000kgs everywhere?",
"date": "2023-10-27T11:20:01+00:00",
"quotes": []
},
{
"author": "Galapagon",
"content": "Great stuff, but again I'd like to ask, has your play testing included multiplayer qol checks? \nEverything thus far has been great changes, but feels like it will be even harder to play with your friends, see what your friends are working on and in rare cases, moderate griefers!",
"date": "2023-10-27T11:21:39+00:00",
"quotes": []
},
{
"author": "CureSafaia",
"content": "It's getting hard for me to want to play Factorio without those QOL updates.",
"date": "2023-10-27T11:23:06+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello, we did several offic-multiplayer runs, so multiplayer is pretty stable. Also, the expansion works quite nicely in multiplayer in my eyes, because there are even more roles to divide. (aka, you go to this planet, he goes to that planet, etc)",
"date": "2023-10-27T11:24:39+00:00",
"quotes": [
{
"author": "Galapagon wrote: Fri Oct 27, 2023 11:21 am",
"content": ""
}
]
},
{
"author": "kaistian",
"content": "The Borg Cube is alive.",
"date": "2023-10-27T11:25:31+00:00",
"quotes": []
},
{
"author": "mexmer",
"content": "i can fit rocket silo in my pocket, i can fit rocket silo in vagon, but rocket is too weak to carry rocket silo \n \nbut i get it, neither me or train is doing liftoff (inb4 galaxy express), and fuel consumption would be high to get that into orbit.",
"date": "2023-10-27T11:31:37+00:00",
"quotes": []
},
{
"author": "MatHack",
"content": "Great stuff, two questions arose: \n \n1. The rocket recipe changes are only when you play with the expansion enabled I take it, or are RCU not used for the vanilla rocket as well in 2.0? \n2. Can you set filters for the slots in the rocket?",
"date": "2023-10-27T11:33:10+00:00",
"quotes": []
},
{
"author": "Tooster",
"content": "Hmm, I find the weight limit quite weird, considering that a player character can carry a bunch of locomotives, reactors, several stacks of ore and a tank in his pockets. Logistic bot carrying a reactor and placing it just like that xD. Also seems like shoehorning a whole weight system just for a single purpose — to limit throughput of rockets — is a pretty off decision. It will be the only place where rules are different from the already known ones and they will feel inconsistent. For me it's a rater forced take on realism in a bad place. Instead maybe you could consider simply disallow certain items from getting transported based on some tag. Only ingredients could be put in a cargo and the machines would have to be constructed in the destination place, or something like that (i.e. can't transport a reactor, a silo, a train, and can't really request them in the silo either). I'm not saying to only allow intermediate products, but only allow *certain* products from each category. This would create more opportunities for solving problems like \"how do I build a reactor in space\" instead of simply transporting it. \n \nSomeone above also raised a good question — what about planets with different gravity? The weight limit should be increased for them realistically speaking, right? \n \nAs for logistic groups: I like it. I would like to see maybe ability to control them with circuits as well (enable, disable etc depending on how they work). Doesn't it however basically allow wireless circuits everywhere on the map? \n\"Trash unrequested\" feature — I love it. \n \nThere is one more thing I really miss when it comes to logistic networks — channels, so that we can split them into possibly overlapping subnetworks (one entity could belong to many channels).",
"date": "2023-10-27T11:37:09+00:00",
"quotes": []
},
{
"author": "IForgotMyName",
"content": "Now I understand why the Space Platform Hub needs this white spherical thing",
"date": "2023-10-27T11:38:15+00:00",
"quotes": []
},
{
"author": "Hanakocz",
"content": "And here I hoped that we will be able to split roboport networks into groups........",
"date": "2023-10-27T11:42:07+00:00",
"quotes": []
},
{
"author": "Galapagon",
"content": "I appreciate your response, but I'm still very concerned that much of the multiplayer aspect will be even more isolated with the remote view changes. It already seems like everyone is just standing around not doing anything late game, because we're doing everything remotely with bots. \n \nI feel like we'll have to ask constantly what someone is working on if we want to help or divide roles. \nCould at least a remote view indicator on the map be possible? The the map would at least show me what someone was looking at. I think the better option would be a switch to different player view though.",
"date": "2023-10-27T11:46:13+00:00",
"quotes": [
{
"author": "kovarex wrote: Fri Oct 27, 2023 11:24 am",
"content": ""
},
{
"author": "Galapagon wrote: Fri Oct 27, 2023 11:21 am",
"content": ""
}
]
},
{
"author": "Hanakocz",
"content": "I just hope that we have good access to restrict players a bit, as on public servers, all the remote free editing just is griefing nightmare....or even if doing pvp/teams, we should have some control over what surfaces players can access and interact with and all that.",
"date": "2023-10-27T11:47:03+00:00",
"quotes": [
{
"author": "kovarex wrote: Fri Oct 27, 2023 11:24 am",
"content": ""
},
{
"author": "Galapagon wrote: Fri Oct 27, 2023 11:21 am",
"content": ""
}
]
},
{
"author": "Kyralessa",
"content": "Trash unrequested: I like this! \n \nOne question: What happens to blueprints and blueprint books? Do I need to request them too, to avoid them getting trashed by trash-unrequested?",
"date": "2023-10-27T11:48:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Normally, blueprints are supposted to be in the blueprint library. At this moment, blueprints are trashed as well, but we are planning to change it as it is quite annoying anyway, so blueprints-like items would be ignored by the trash-unrequested feature.",
"date": "2023-10-27T11:51:48+00:00",
"quotes": [
{
"author": "Kyralessa wrote: Fri Oct 27, 2023 11:48 am",
"content": ""
}
]
},
{
"author": "IForgotMyName",
"content": "The weight system raises some questions: \n \n1) Does this system apply to liquids? \n \n2) Chemical plants emit smoke, that is, a small part of the ingredients “evaporates”. Doesn't this mean that the weight of the final product of the plant will be less than the total weight of its ingredients? \n \n3) Will weight be automatically calculated for mod items? \n \n4) If it is possible to calculate the weight of mod items based on their recipes, how will the algorithm behave if there are alternative recipes? \n \n5) How will the algorithm behave with unusual recipes such as advanced oil refining or uranium refining?",
"date": "2023-10-27T11:52:10+00:00",
"quotes": []
}
] | 19 | 2023-10-27T06:00:04-05:00 | |
forum-topic-101609 | 101609 | [1.1.53] race click on scenario-closed bp-lib gui: crashes client if latency>0. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=101609 | KeepResearchinSpoons | [1.1.53] race click on scenario-closed bp-lib gui crashes client with latency>0.
Hello, me again. Blueprints crashing the engine again. With latency. Deja vu, have I seen that stacktrace before... :>
((I shall update this with steps/mwe/lua stuff in a moment, pls bear with me, *life* is happening :> ))
Rating?; A bit of "off-topic";
Nah, you have to go outta the way to do it. Or so I thought.
The issue is deeper than it looks in the stacktrace's surface.
There are a lot of 50/50 on the idiomatic level.
Take, say, "moving" a stack. Probably shall give it 1 to 6 to do it right from the get go. That is excluding the issue of being able to do that at all.
Simple task you think? Right?
Guess how many implementations will not respect bullet count in ammo? Let alone gear in mk2/fish-tanks... Markets, virtual ("ender") personal (force level) storages! Spare me the crafting que, cuz that one is nasty.
This is not as out-of-scope as I would want it to be, sadly. Maybe a simple write-up on that one is also a good idea.. and thus me here.
This time the naive way just caused a crash and not the item-dupe/race-in-lua/desync-in-mp/anything.
Thus, there are 2 good points to cover with one report: (bug + context). And me motivated enough to put in the effort tries to be helpful, kappa.
WHAT?
When misused, scenario code may cause (looks like a race. maybe) that could crash client on bp gui click.
Needs to have latency, so that gui flashes" around.
Maybe flashing itself is a bug. But I hardly see it as one, have not looked at the lua code as of yet, tho.
HOW?
scenario mis-implemented the permission for "no bp lib" as in "close it when it pops up".
When you actually click it the game crashes/player disconnects.
This was in the community with history, that you have probably even heard of, yikes. Not just a random party of newbies.
Ofc told them the /permissions way, but do you see it charming they even made that this way and ran for a while in the first place?
Here is a simple compilation of stack-traces, if it helps.
2x stacks from linux
First one, "long game" -> me crashes it
Code: Select all 3921.925 Deleting surface battle_surface_1 index 2.
6217.019 Error CrashHandler.cpp:633: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xa18877, 0xa18f4d, 0xd78fa5, 0xd79a41, 0xd79af9, 0x46210, 0xd9b173, 0xfbba41, 0x139eec5, 0x139f215, 0xa1d051, 0x20bfe40, 0x9609, 0
6227.213 Warning Logger.cpp:526: Symbols.size() == 22, usedSize == 13
#0 0x0000000000a18f4d in std::__uniq_ptr_impl<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::_M_ptr() const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:154
#1 0x0000000000d78fa5 in std::unique_ptr<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::get() const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:353
#2 0x0000000000d79a41 in std::unique_ptr<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::operator->() const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:347
#3 0x0000000000d79af9 in Logger::flush() at /tmp/factorio-build-Tm8QJQ/src/Util/Logger.cpp:566
#4 0x0000000000046210 in Logger::logStacktrace(StackTraceInfo*) at /tmp/factorio-build-Tm8QJQ/src/Util/Logger.cpp:552
#5 0x0000000000d9b173 in GlobalContext::getMap() at /tmp/factorio-build-Tm8QJQ/src/GlobalContext.cpp:2052
#6 0x0000000000fbba41 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) at /tmp/factorio-build-Tm8QJQ/src/Util/CrashHandler.cpp:188
#7 0x000000000139eec5 in CrashHandler::commonSignalHandler(int) at /tmp/factorio-build-Tm8QJQ/src/Util/CrashHandler.cpp:635
#8 0x000000000139f215 in CrashHandler::SignalHandler(int) at /tmp/factorio-build-Tm8QJQ/src/Util/CrashHandler.cpp:650
#9 0x0000000000a1d051 in ?? at ??:0
#10 0x00000000020bfe40 in LatencyInputHandler::grabBlueprintRecord(InputAction const&, Player*) at /tmp/factorio-build-Tm8QJQ/src/LatencyInputHandler.cpp:291
#11 0x0000000000009609 in LatencyInputHandler::actionPerformed(InputAction const&) at /tmp/factorio-build-Tm8QJQ/src/LatencyInputHandler.cpp:994
#12 (nil) in LatencyInputHandler::update() at /tmp/factorio-build-Tm8QJQ/src/LatencyInputHandler.cpp:1026
#13 (nil) in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) at /tmp/factorio-build-Tm8QJQ/src/MainLoop.cpp:1269
#14 0x00fffa1c00000000 in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) at /tmp/factorio-build-Tm8QJQ/src/MainLoop.cpp:1108
#15 0x00000000ffffffff in std::function<void ()>::operator=(decltype(nullptr)) at /home/build/gcc-9.2/include/c++/9.2.0/bits/std_function.h:498
#16 0x00007f377789a8e9 in WorkerThread::loop() at /tmp/factorio-build-Tm8QJQ/src/Util/WorkerThread.cpp:49
#17 0x0000003000000000 in std::default_delete<std::thread::_State>::operator()(std::thread::_State*) const at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/unique_ptr.h:81
#18 0x00007f37530b53e0 in std::unique_ptr<std::thread::_State, std::default_delete<std::thread::_State> >::~unique_ptr() at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/unique_ptr.h:284
#19 0xffffffffffffffff in execute_native_thread_routine at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/src/c++11/../../../../../libstdc++-v3/src/c++11/thread.cc:79
#20 0x00007f37530b4d91 in ?? at ??:0
#21 0x00007f37778e9360 in ?? at ??:0
Stack trace logging done
6235.776 Warning Logger.cpp:526: Symbols.size() == 17, usedSize == 12
6235.776 Error CrashHandler.cpp:189: Map tick at moment of crash: 875573
6235.776 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
6240.618 Info SystemUtil.cpp:554: Started /usr/bin/xdg-open; trampoline PID: 3729689
ez mp repro success.
Code: Select all PlayerJoinGame peerID(22) playerIndex(7) mode(connect)
40.247 Info ClientSynchronizer.cpp:335: Latency changed to (48)
44.081 Error CrashHandler.cpp:633: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xa18877, 0xa18f4d, 0xd78fa5, 0xd79a41, 0xd79af9, 0x46210, 0xd9b173, 0xfbba41, 0x139eec5, 0x139f215, 0xa1d051, 0x20bfe40, 0x9609, 0
52.554 Warning Logger.cpp:526: Symbols.size() == 22, usedSize == 13
#0 0x0000000000a18f4d in std::__uniq_ptr_impl<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::_M_ptr() const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:154
#1 0x0000000000d78fa5 in std::unique_ptr<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::get() const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:353
#2 0x0000000000d79a41 in std::unique_ptr<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::operator->() const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:347
#3 0x0000000000d79af9 in Logger::flush() at /tmp/factorio-build-Tm8QJQ/src/Util/Logger.cpp:566
#4 0x0000000000046210 in Logger::logStacktrace(StackTraceInfo*) at /tmp/factorio-build-Tm8QJQ/src/Util/Logger.cpp:552
#5 0x0000000000d9b173 in GlobalContext::getMap() at /tmp/factorio-build-Tm8QJQ/src/GlobalContext.cpp:2052
#6 0x0000000000fbba41 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) at /tmp/factorio-build-Tm8QJQ/src/Util/CrashHandler.cpp:188
#7 0x000000000139eec5 in CrashHandler::commonSignalHandler(int) at /tmp/factorio-build-Tm8QJQ/src/Util/CrashHandler.cpp:635
#8 0x000000000139f215 in CrashHandler::SignalHandler(int) at /tmp/factorio-build-Tm8QJQ/src/Util/CrashHandler.cpp:650
#9 0x0000000000a1d051 in ?? at ??:0
#10 0x00000000020bfe40 in LatencyInputHandler::grabBlueprintRecord(InputAction const&, Player*) at /tmp/factorio-build-Tm8QJQ/src/LatencyInputHandler.cpp:291
#11 0x0000000000009609 in LatencyInputHandler::actionPerformed(InputAction const&) at /tmp/factorio-build-Tm8QJQ/src/LatencyInputHandler.cpp:994
#12 (nil) in LatencyInputHandler::update() at /tmp/factorio-build-Tm8QJQ/src/LatencyInputHandler.cpp:1026
#13 (nil) in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) at /tmp/factorio-build-Tm8QJQ/src/MainLoop.cpp:1269
#14 0x0000000000000007 in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) at /tmp/factorio-build-Tm8QJQ/src/MainLoop.cpp:1108
#15 0x00000001ffffffff in std::function<void ()>::operator=(decltype(nullptr)) at /home/build/gcc-9.2/include/c++/9.2.0/bits/std_function.h:498
#16 0x00007f0cd464e8e9 in WorkerThread::loop() at /tmp/factorio-build-Tm8QJQ/src/Util/WorkerThread.cpp:49
#17 0x0000003000000022 in std::default_delete<std::thread::_State>::operator()(std::thread::_State*) const at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/unique_ptr.h:81
#18 0x00007f0cab8593e0 in std::unique_ptr<std::thread::_State, std::default_delete<std::thread::_State> >::~unique_ptr() at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/unique_ptr.h:284
#19 0x0000000003f6f19c in execute_native_thread_routine at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/src/c++11/../../../../../libstdc++-v3/src/c++11/thread.cc:79
#20 0x00007f0cab858d91 in ?? at ??:0
#21 0x00007f0cd469d360 in ?? at ??:0
Stack trace logging done
60.911 Warning Logger.cpp:526: Symbols.size() == 17, usedSize == 12
60.911 Error CrashHandler.cpp:189: Map tick at moment of crash: 885228
60.911 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
63.266 Info SystemUtil.cpp:554: Started /usr/bin/xdg-open; trampoline PID: 3732991
The same as before , it needs to have latency (basically, local host, but NOT host-game-on-client-itself).
I have had a solid repro. Gonna dig through lua to get you minimal working example.
Sorry, not recording a vid poc this time, too lazy to edit stuff rn .
I have both a scenario's save and full logs at hand.
Not gonna share them forums public since both might prob contain some not-for-public stuff (like bp --verbose exports or chat logs of 3rd parties or smth else).
Ofc, I have no src access. so the race in gui is as good guess as any :> Good luck with the traces, more info is coming up. Soon[tm]
Also, while discussing with an admin the said issue, the other player repro-ed it in with the crash. They probably had autosend on, (also maybe it was windows?) so you might have got one full log on the issue by now (less than half a day from this moment). And that also confirms that it is not my setup, which is cool. Yay.
Gonna say "alt-f4for the dark-mode" cat never looses too much time, right? | [
{
"author": "",
"content": "Thanks for the report. It's now fixed for the next release.",
"date": "2022-04-26T15:49:05+00:00",
"quotes": []
}
] | 1 | 2022-02-15T19:22:38-06:00 |
forum-topic-121778 | 121778 | Factorio Forums • [Rseding91] [2.0.15] You can bring items into space for free by picking them off the ground while in rocket | To repro, simply put some items on the ground above the rocket silo and press the "Travel to space platform" button. Your player will be placed at the tip of the rocket, hopefully right above the items lying on the ground. There, you can press F to pick up the items into your inventory, and they will be there once to travel to another planet. You can also pick up more items as the rocket is launching if you place them in a tall vertical line above the silo.
Log and my save file included, although I don't believe they are relevant | [
{
"author": "",
"content": "It wouldn’t truly be a trip to space without someone smuggling something aboard.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "You could probably automate this by putting them on a belt north of the silo",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "",
"quotes": []
}
] | 3 | ||||
forum-topic-125625 | 125625 | 2.0 Multi Cargo Train Stop | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125625 | katastrof | - Chests' decider determines if item level is low.
- If level is low for more than one, the selector randomly picks one every 10 sec.
- Train count read from each train stop.
- If train count =0, Deciders set the train limit to 1 (from zero) for the current random needed item.
Works really well for Nauvis science packs.
Screenshot 2025-01-05 154413.png (6.05 MiB) Viewed 511 times
Requests one train as a time randomizing outputs
0eNrtXUtv4zgS/isLn+2F+CYDzFzmuse9DRqBYqvTQju2V5Z7tjHIf1+RkhMlsex6oA1Lm0unaUtVqqf4scjy37OH9aHYVeWmnt39PSuX281+dvfn37N9+bjJ1/GzTf5UzO5mdZWXm8W+3u5mz/NZuVkV/53dyef5iUtXxbJcFdViuX16KDd5va16t6jnL/NZsanLuixaVmnw835zeHooqtmdmL+wPFQP20XDeLPfbat68VCs69l8ttvum5u3m8ixIbgQ1tl/mvns5+xO26z5b8NsVVbFsr1IpId8x0QSmLgzTPwJHuqFx8Nh/X1RbvZFVTdfXJLAfSA+n30t182trb46Rb7qqdouvxf14uuhWM/icxyN83LBfrsuVx++f32+zWG5LvKqu+LLkd3903aVHn+dL7+vy33Uy2Ff3L88TF0dihOC63fKPTT8qsdq2/yFqfeUBuqfu0ix3OwO9ewEU0OwqMa6jSUwMVgmDuM3ZkJ+4zGC6wkJHghuJbFuJTICF4XmIjBGlBMyopAYydWUJFcEz8rQnqUJXASai8FYMZuSFS1GcjElyR3es6xHe5YncAloLgFhxb4Qo7eizDCShylJToBMFg+ZCJjJOjQXDGqyU0JNUmMkd1OSnIDdLBq7SQJ4s2jwJjHozU4JxEgMfLNTwq2SgN8sGr8pAn6zaPymMPjNTgnFKAx+s1NCroqA3ywavykCfrNo/KYw+M1OCb8pDH6zU8JvioDfDBq/KQJ+M2j8pjD4zUwJxWgMfjNTQq6agN8MGr9pAn4zaPymMfjNTKrqhcFvZkr4TRPwm0HjN03AbwaN3zQGv5kpoRiNwW9mSshVE/CbQeM3Q8BvBo3fDAa/mSnhN4PBb2ZK+M0Q8JtB4zdDwG8Gjd8MBr+ZKeE3g8FvZkr4zRDwm0bjN0PAbxqN3wwGv+kp4TeLwW96SvjNEvCbRuM3S8BvGo3fLAa/6SnhN4vBb3pK+M0S8JvG750k4DeNxm8Wg9/0lPCbxeA3PSX8Zgn4TaPxmyPgN43Gbw6D3/SUUIzD4Dc9JeTqCPhNo/GbI+A3jcZvDoPf9JRQjMPgNz0l5OoI+E2h8Zsj4DeFxm8Og9/UlFCMx+A3NSXk6gn4TaHxmyfgN4XGbx6D39SUUIzH4Dc1JeTqCfhNofGbJ+A3hcZvHoPf1KROv2Hwm5oSfvME/KbQ+C0Q8JtC47eAwW9qSigmYPCbmhJyDa+Ul4fqR7FaVHm5XuSnT075o9zhnTvpU6RfX2r7eAL/8VudiA8cBh4gfZKywVBWGMoWQ1lgKDsE5bgqBKfsMZQdhnLAUMZYUGQZhrRCkRYY0gJFWiJIm4AirTCkHYo0JhANzoyYSDQ4M2JC0eDMiIlFjTMjJhg1zoyYaNQoMwpMNGqUGQUmGjXKjAITjQplRoGJRoUyo8BEo8KZERONCmdGTDQqnBkx0ShxZsREo8SZERONEmXG3mngy3OyeLQVQVqwmgcJAWkeJCjHbXtdhD5yOX1cXBK7FIks0R9Zhw5uZ6JO6pOdibaHeqA1kZC85kRgW/LaE4HZEBsUjdNliE2JxiksrxER1IEUrxMRmI2gNeQZpelQp1f7NhulsLyGQ2AH4nUcArMxtMY74zSdpfVXGqewjtXyB+xAntW/CMwm0BrsjNJ0qNOofWWOUlheAyGoA2leByEwG0VrpDNO02lav6RxCstrFAR2IF6nIDAbYqugcZqO2B1onMLyGgJBHcjwOgKB2QhaY5xRmg51itSOHDQaXuMfsAPxOv+A2RhaA5xxms7S+hyNU1hegx+wA/E6/IDZEFv8jNJ0ltjVZ5zC8hr5QB3I8jr5gNkQW/mM03TE7j3jFJbXsAfsQLyOPWA2jta4Zpym87T+ROMUlteYB+pAjteZB8yG2JpnlKZzxG484xSW14AH7EC8DjxgNsQWPOM0HbHrzjiF5TXaATsQr9MOmA2x1c4oTeeJ3XXGKSyvoQ7UgTyvow6YjaI1lhmn6TStf9A4heU1zgE7EK9zDpiNozWQGafpPK1P0DiF5TXIgTpQ4HXIAbMhtsgZpekCsSvOOIXlNcIBOxCvEw6YDbEVzjhNR+x+M05heQ1vwA7E63gDZhNojV/GaDqZZbT+PuMUltfYBuhAMuN1tgGzIba2GafpiN1sxilsD0dVeblZ7Ovt7vxZTiHendSbz5bbTV1t1/cPxbf8R7mt4l37YrO6r7f3iezs7mu+3hfzlsl9ZLIrVvf78nGTr+PV3UmuH2VVH/J4CvGoj3TF4t+NNhqKdUttf78un8q6laqj2X0GJ/mvSLIq8tWR5nJ72LynmT6D0/xj9hyfs85bzcxmUTXrVh9V8oPH9O/D7K5Jhnnz/+eTRrFgoyicUf6v1Z/903mthHLKq3jgNHijjDDpeOtjsshDss6wXRzYLuLTLnC79MLirPo9VP0vx6w/1Q9Vf3Y5KwWw+t2n+knef079vSYXl9RvPtV/Rv0nlctsLCAhjQWkkDwuCsbldba4Kve7df5zscs3xfri/FWdOGF/yl92edWQf5nkNpesXqh+Las9wjj55mf9rdw8Rrs3dBorRXNncfAU2dSR4+y3+HW5bDmAKT5/ae7K13/lP/f3+2/bv878iPvrjH9VLMtVUS0a/g/lJvE/Pxn+oLSBIOsI379oax8/7Y/+/Ki97qEOdbluHnixX5bFZlk05lx+bzXWU9Lvs+MHxX2no3yzSt6ONMofH2j/NkC7wR9t74X28XFxvtzufnbB/LXaPt2Xm9jEoQUKje1OJ8Fei5infL1erPOn3aUGlV10nrLKsqyWhyZDFZv8YV2sjpnm+DHHtf8479O/p7REQQe9XjZQb1XX9NZdtV0dEvlPh5X97kAXHFaNzWHZeKrX3wjqyeKanrz8VjyVy0Y1n37c7xd1wY/F6PwYiD97ja2A7vqKQ6/hrk9xlpBXn/OExlQC6q4y3Ly7tku5yWP3L5zjqFv1la/z3PgEQ7PcXlszqPu6a7rvevtY7uty+em+stca7pL7ujFn23PTXIkGZfKqoCw/1Nun/HOa2xoLjMukGUG+fZ9dP8K0y8ulpJaAvWjWoMUe6XhcDIxLrxFpsW4u3V6eqftBQQaCcbsrquMiXSPEavvUEG7/c3/YrfK6aFyxLqof0cw2y05rvTdPPTwcV/1OPaB/eUB7khKpVV5PsxakWcVceHQwLhKqlXgg66xWFJSSkRcoaSileOVZSoanQw/TITOeA4wLPp5d9rohWAoYF0/gos5wOb1tRAUCG4lmozMCG4FnIwhsMjwbQpEgBDwbwobPYPFsCBs+g8OzIaSAoPFsCDkgGDwbwks9EOKGsMkxEByasAU+4MOT0pLJ4+PGEF7YHh83hpAFPD5uKG2IPD5uKG2IPD5uDCELeHzcGEIW8Pi4obTe8YS4IWQBR4ibwJo+QdlY3qxdZqD5kxW8WRpsuwCh2cwbLrDtAvZ9Ctjv1mU9tN81+J4U7w1y3I0KKwa2KxT3u6rBf80TxRXA4uvJLv7Sat6cCKhvw+MC1LflTVWAsjgeF6AsHuU7Cuc7g+U3jOcEzBN6pHcPVlwQT+iY8xaYPzjB4wLzByd50wmgLMxJC1AWjfIcpG8PFjswnmMwT+iQvn1mfRvzjJY3uwDayvG4AP3O897HsBVdF3hcYCu6PuO962CyULpJ9LkAZZG8dx1QFsXjApRF8/I0UBbD4wKUxfLyNFAWx+MClIWJkoBcAo8LTGMh42UYWGUjMDESrLIRmKulQC6KxwWoMc3LMEAuzKVSoMYsL8MAuTgeF6DGPC/DAGUJPC4gWVSW8TKMg3ERPC5AWZjrIx7GRfG4BBgX7G6XN/U4/3zNQwfHrRPSZFk2vNfkIh30NhP15veai2K9WH4r9pfriNEEJ8khOme80Xf4uBh5fh9LPCb17iz2+YPip7X2BXaqW2WOV6oE+qzHqE+cVd9J+gG7A6y/OvkrYuLs0QZcWJwlhY8MwcRzsFwomHgO5lcC03ipb/JfH5aDVoNGpgDvnwnu1ZNPUtLQXPimoD6UCwWmZVJ/IwAwmAVz2RvooI5XoAc6qOfJAuSCT3+/eEpw5jwMLvmdIYRPfb1jGRcDATApkJged+Gqk4IBtUFzj0TlVfz7WirefhJYWOD3hftfPCs4c+4GFxZnCBHCgrnGB0u4EtN8zl/1XT2gTXC0MNcWgN7swcnLA97iEtNQzuPf4pRN0R79Fqdsivbot7hiFiuBXBQ6Xf3it/iZc1a4dHWGED5dKfh01gPe4qhf9vZXfYsPqA2al3r70C+dcJDnEQTlN7I9+n2tMO2ePX7WodDTZPeL5wNnT4bhQuwsKXyQaebqLyx9a8wM2l11TjCoT2j0UXbnO/SsoLc5/1IydIBZAeqXqh1+VkDZfe/Q72vC5vv+QrzKYFx4B3CUgHHxlIXsRPwkuUAilw2QMxltXVyJG18Xx/ye8hvBslsXTNKW4hVsW7Uyikg/A9LXrIIFMLYJ5wPecIHFNuV4QG+RHCqL43EByuJpS/FXCBj2Ujzqx4D7sonbl81mlOLA4Puld94BQ27o/WIlrdYAzVaon8/t0wdmK9JxBIONcMvbqAOMcOZxBKgsvLoMVBZPqQQMu2kgkRsKIpfRCgtXyKXMwoIjlkyukEm5khFLJtBM4nglE2D0OU2UAphvneFJAYtuRyw1XCF+mKUGxys1QL3AE/Unbl5/gac/mP/5jFKqGXy7eEEiN/R28ZJW+YFmKtRPaXr8nM3zjogDY4B08AE9p2IefIDK4ngaA8riKXWZYTcNJHJDQRQyWpnnCjmNWeZB/dSiv+pskSuZZJWdgNFBObLh0XOSoGnFLWjWRf2QocfP3ALveCZUS45WELpClLILQsETZctGIBvvOBosUnWWUYpdQ68EnQkSOTFETtJqZ8AI16if1nPoeZXONKs2B7UhrwIIyyM6Y1YAFYwLswIoYVxoFUA55Ka0CqAaICeoFUB524UyLagVQHXrglErgAqWRwS1AiiB9JkVQFhsC2YFEBbbglkBBHJhVgCBGqNWANXNV8m0oFYA5e3LJmkVwKH3i6RVAIfeL5JaAQRmK0mtAAKzleQd1QfGHmULf79qBssjklkBBHJhVgCBGqNVAAe9nlYBHPJ6Ra0Ayhuvk2lFrQCqm5eMWgEEZirFrADCok9RK4DAfKiYFUBYdCtqBVDdeAVLK0eUTN68ZJ5XmwP6N7MCCPM/TasADr0ONK0COPSy0tQKIDDGNbUCCMyEmlkBhHkKZa+6R89DNLMCCJSF1/oMKgutAjjoprQK4FAQGWoFUN54nUwbagVQ3bxkkljVAmYqo4j0gZmK1M4ePdshdbNHzwwNswII5EKtAMqbr5JpZgN9qDcEogbV7WvQ0iqAQ28YS6sADr1hLLUCCMxWlloBBGYry6wAwvzTMiuAsDximRXAj79Fd5KLIxXT9JADeWLNSd94zckGXjUF1K5Wu4xYedKw+HC8pmZAn3LEpmZXcAJ2rcEpUnFgKF5w29Ut3uDMZXWg2zKX1YFu5Ugr1IOq98R1XH3r67guEFdAgU5FaqiPzoVeENcJ9a2vE1Ka+Ht0FvaKtOQ2FC5eE5fEoE7F3K4OVIrlLYkBXdeR1n0GVe+JqyP61ldHfCCuXgCdKmS8dQWYuQOxCcwV7MPGq4HXBAYYloHUBGYwYAKxCQzYrZgA8IRbNfb4qxlHM/4pMzMXc5nZufgyP46EfhnJNNK9UfNvGtl0n+uutOk7213Zjlx3pUtX+u5Kl77z3ZXtKHRX+nRl6K708TuZdVe2I9FdGdJzZt2VIX0nuyvbkWqvbK6Jo06GbtTJIFSkIv1cpZFONDtNtKO336lOLyLJLjqJRHpq2T1L/JuepR3JNOruk0mGhkriLtNzKvkyMmlkXkaxJ1kaxWvm8TfCZTcyadR+p/o046dpFL+L3e/lPHZ3l91Iz2P3b51G0Zqxw037XXyW2Pv4OGquFN2VQvWeJV0zj50L0pUi3dfIfBw193W6Tp/O4+Hx9J1M98nXUXNl87TtlVEv8SBg+i5JpDqJ0jXz2I0sXakSFd89tUrcdauX9Hcet723I9+XL43i5uA0sllfhjTSRxlsus9298W/c318ap/u89198e88Vhvbke8/WRrFEk8cpWeaxx307SjdZ7Nu1D5Z6EaJn20jJz3TXHc+n/7OIyhsR+k+2d2XfCmiljTSWe/JupHv7ms10ekl/Z3HOUQatZro9JL+zmO6lF+ajFHWxVPMcetDsavKTUw867zJQDEvVXm5+UdV/OfQJtIfTZZPqcZYGXQIxkhjlRTPz/8DAOdQzQ== Copy blueprint | [] | 0 | 2025-01-05T15:45:16-06:00 |
forum-topic-55909 | 55909 | Happy New Year | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=55909 | YuokiTani | from me to you !
May your wishes come true ! - Enjoy your Life ! | [
{
"author": "foodfactorio",
"content": "fingers crossed same to you",
"date": "2018-01-21T02:39:22+00:00",
"quotes": []
}
] | 1 | 2017-12-30T05:40:36-06:00 |
forum-topic-126029 | 126029 | PHP Warning emitted after page redirect | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=126029 | thedoh | Articles thart redirect (ex: "There is no spoon (Achievement)", "So long and thanks for all the fish (Achievement)"), to other pages such as to "Achievements" will show the following PHP warning
Code: Select all Notice: Unexpected clearActionName after getActionName already called in /var/www/wiki.factorio.com/includes/context/RequestContext.php on line 338
Reproduction steps:
Go to https://wiki.factorio.com/There_is_no_s ... hievement)
Notice that you are redirected to https://wiki.factorio.com/Achievements
Notice that there is a PHP warning in black at the top of the page
Notice that some CSS styles on the article are not being applied correctly to text.
Note: I am not logged in to the Wiki.
Browser/OS version/JavaScript version info: Vivaldi 7.0.3495.29 (Stable channel) (arm64) on macOS Version 15.2 (Build 24C101) with javascript version V8 13.0.245.25 | [
{
"author": "eugenekay",
"content": "I believe this is the same as 125819 - the PHP configuration on the Wiki web server has “display_errors” set to True; which is an anti-pattern for public websites.",
"date": "2025-01-16T16:30:19+00:00",
"quotes": []
},
{
"author": "",
"content": "This should be fixed, thank you.",
"date": "2025-01-20T09:50:02+00:00",
"quotes": []
}
] | 2 | 2025-01-16T09:19:26-06:00 |
forum-topic-126423 | 126423 | Changing the order of tags under the mini-map by dragging | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=126423 | husky777 | TL;DR
Dragging tags created under the mini-map by holding the left mouse button.
What?
Hold and drag - it's that simple. Just like with other interface elements.
Why?
It's very inconvenient to recreate these tags every time. | [
{
"author": "Muche",
"content": "Implemented in version 2.0.35 .",
"date": "2025-03-12T14:24:17+00:00",
"quotes": []
}
] | 1 | 2025-01-28T18:09:11-06:00 |
forum-topic-120504 | 120504 | Vulcanus water solution - "The Gulper" | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=120504 | Locane | https://i.imgur.com/pd9GQhN.png
0eNrsve2SHMeRpX0v+F29lu7xmTLbKxmTwUCwKbYNCHAaDe1ox3TvbxWKAEoSqsKPP5yyHen9wyIlICIz4kSGe5wTx//r1Q/vPj3++vz0/uXVH/7r1dPbD+8/vvrDv/3Xq49Pf3r/5t3pf3v/5pfHV3949ebjy+Pzh6cfH95+ePfu8e3Lh+dXfz28enr/4+N/vvqD/fXwnb/y9Pbx4s/4X/94ePX4/uXp5enx3Mfn//jL6/effvnh8fnYyOFGX4dXv374ePyrH96fOjg29+Ct/q92ePWX47+a/6927Oj48C/PH969/uHx5zd/fjr+peOffPv0/PbT08vrj48vr396ends99j3y/Onx+Off378+Ondy8PT+z8fn+TD87Gl95/evTu9yt89mYtPVvd7PVlRn+xuY1bFJyt3G7OmPtndxqyLT+Z3G7OhPtndxmyKT2Z3G7NdfbK7jZlt4qNtdxs0U3eB7X6jJm4Dtt9v1Ir6aPcbNXEjsHm/UWvqo91v1MStwMb9Rm2oj3a/URM3A+v3G7VdfbT7RbfibmDtbqPmpj7a/UZN3Q3ulxS4uhvcLytwdTe4X1rg6m5wv7zA1d3gfomBq7vB/TIDV3eD+6UGru4G98sNirob3C83KOpucL/coIi7wf1SgyJuBvfLDIq4F9wvMSjiVnC/vKCIO8H90oIibgT3ywqKuA/cLyko4jZwv5ygirvA/VKCKm4C98sIqrgH3C8hqOIecEeWQNwD7pcOVHEPuF82UFWa4H5jptIE9xszNRe435ipqcDdxqyJe8D9CDxxC7jfiGk7wHa359K+/+1uz6V9/e1+A6Z9/O1+I6Z9+/1+I6Z9+v1+I6Z9+cv9Rkz78Je7jVjXvvv1biPWte9+vd+Iad/9dr8REz/89xsx7cvf7zdi2pe/32/EtC//uN+IaV/+cb8R0778834jpn35591GbGhf/v1uIza0L/9+vxFzMYK935AV8cnuN2Zi1H+/sH+IYf/94v6hff3tfoH/GOKT3W/MtO+/3S/0H7v4ZHcbs6ntAHa/4H+a+GT3GzNxD7hf+D/FPeB+8f8U94D7JQBT3APulwFMcQ+4XwowxT3gfjnAFPeA+yUBU9wD7pcF7OIecL80YBf3gPvlAbuL57L3G7MiPtn9xkzbA/x+ecDexCe735iJ5//3ywN2kQC4Xx6wa3uA3y8P2Hfxydr9bohpm4DfLxGwzcRHu+OoidtAu+OofdsHfjo+2/GvfHx8Pra1uFl9fMC/fre5bx/vdx/e/+nh5zfvf3z88Xar/jetHl79+PR8HJjPf2R+t49vn+E/fXr/8PLp+fnx5fstfxnE7z9rj7/6hSjr6quP4GOd5DC3HmvKQ1iHOoS78OrrWb+4OBp+ZHXWL26ALob39qxfXNdcvnpZz/rFFcvoqxd1ti7uSt5+9XIbWRcXG9evHpj1rr+6POvRRVUWsz7jr+6BWd+Dj+W3Z8T1heMqei4uy61ffT3rFxfcwo+szvrFTbXF8N6e9YtrZctXt/WsX1wFi766ybPVg69uC2QN4dUDs65vSibPenRR2e1Zv7iqtHz1bT3rF9eLoq++qbN+cU/o9qtvt2e9CNHctp71okdzmzrrJRrNbYtZj0dzlw4MV199qK9uuzzrM/bqti9mfRdefT3rddNfXZ31atFXvz3rNR7NXTpIXH11OZqzqc56DUZzNm/Pem3CqwdmveuvLs/6iL76Ytbj0dylA8bVV9/lVx/qrF+o5m+/+rg9682EV1/PenP91dVZbyX66rdnvcWjuUsHj6uvLkdz1uVZD0Zz1hezPoRXD8z61F9dnvU9+uq3Z73Ho7lLB5Jrr97laO44+OKr92A093lab716EV59Peu96q+uznpv0VdfzLoQzQXO5roezclnaj0azS3O/7oQzQXO5oYezclncyMazS3O5oYQzQXO5oYezclncyMazS3O5oYQzQXO5oYezclncyMazS3O5oYQzQXO5oYezclnajMazS3O/6YQzQXO5qYezclnczMazS3O5qYQzQXO5qYezclnczMazS3O5qYQzQXO5qYezclnczMazS3O5nYhmgucze16NCefze3RaG5xNrcL0VzgbG7Xozn5bG6PRnOLs7k9Hs0FjuZ2OZiTT+b2YCy3OJjb46Hc+lzONzmSU4/lfAsGcrdP5XyLx3HrQznf5DBOPZPzLRjF3T6S8y0exM3AfMsx3JTnOxjCzcV8xyO4EZhvOYBTT+PcgvHb7cM4t3j4tj6Lc5OjN/Uozi0YvN0+iXOLx27rgzg3OXTr8nwHI7e+mO944NYD8y3HbV2e72DYdvsMzj0eta2P4NzloE09gXMPxmy3D+Dc4yHb+vzNXY7Y1OM392DA1hbzHY/XamC+g5tMXUyGvFyqDJt4vLY+efMix2vqwZuXYLx2+9zNSzxeWx+7eZHjNfXUzUswXrt96OYlHq+VwHzL8VqR5zu4lMpivgU1XGC+5XhNPW/zGozXbh+3eRWkcOv5rgklnPreYSHc7fcWztrW812jpwKLydCPqGXYCAdtgfnWz9nk+Y4es92e7xaP19bT3YJ7zO3Z1oUG6mS3eLC2nuumn66pjxvVvd0e1nCktq3fOba5lNsPpC6Soo5bOEZryzfuaoSmYrLH1s68OaQ9HJ3ZepJ7bEex27MsSwnkL2EPh2YWmGd1q5F3mh5bO7aY6XBc5oGZju0lfnumZfmAHOOMcFDm65ke6jYjh6IjtoD89kyPcERW1jM9YltJWcy0ukjk7GWEw7ESmGl5o5FnOraAyu2ZnuFYrK5nesb2k3p7pmWZgHwuMcOxWF3P9FQ3G/ncZ8YWUF3MdDgWa4GZjm0obTHT6iKRTxxnPBxbz/SubjbywfAeW0Dt9kzv4Yisr2d6j20o/fZMy3IAmUvYwxFZD8y0utnIlM8eW0B9MdPhiGwEZjq2oYybM11kGYDKEpYtHJGN5UyXTd1sVDK3bLEFNObtYQ1HZHNbv3RsQ5mLmVYXyZRnOhyRzcBMq5vNlGc6toDm7Zm2cES2r2c6aEuw355pmfpXlT3FwhHZvp5pUzcbVYBVLLaA9sVM9/jJSWCqgzn+tphrdZnIur1ie/y917MtmxTIGsviFhza2/Pt8ZOy9VFZCboQ2O2zsiLT/rI6t3j8sMwC8y2flpk838GlZIv5Dkdn5oH5ju0udvvErMi0v6zBL8Xi772e7+LyA6vzXYJL6fapWSnhGM3Wx2Yl6DxgZTHf8nIp8nyP+HsH5lvegIo838GldPvsrNRwpGbrw7MS9Byw26dnRab95ft0pZb4e6/nu8obkHqAVoKSAKuL+Y7Hay0w38FNpi3mW14uTZ7veLy2PkUrTd6A1GO0EtQE2O1ztNLi8dr6IK0EfQbs9klakal/+W58afF4rQfmW96AujzfwaXUF/Mdj9dGYL53mdVVJ6rHdGe2OLLr8XgtcKLW5Q1IPlKLqgQWZ2o9Hq8FDtW6ek9ANqgpvQdp/MV8x+O1wLlalzcg+WAtqBWwxcnaiMdrgaO1od4TkG2oyojdE7DF8d2Ix2uB07Uhb0Dy8VpQMWCL87XR43qVwHyr9zpls7kyYvc6fXGEN/b4e6/ne8oSG/l8Lagb8MX52gzHax44X5vqPQHZUrLM2D0BXxzhzRZ/78B8d/m95fkewfdezHdcjxY4Xwt6CPjifG3XFWkqbPa4JC1wvrbLmjT5fC2oIfDF+doejtc8cL4WdA/wxfmaLBWQXabLPuLvHZjvKT+wPN9RbefN+a5bOF7z9flaDZoH+O3ztSoLBmQv+RoveuDr87Uq1zyQ/fprUE/gdTHf8XitBeY7uMm0xXzLy6XJ8/1tuTz+56/Pjx8/Prw8v3n/8dcPzy8PPzy+e7ld7WL/+07q9zq5kBUInTSxE8t08nW85t93cpyT7/XiqJfgq5RMJ0XspGY62dTxaqiX4Kv0TCemvspAvQRfZSY6qVN9lR31EnsVz6z6b5fmg6/ihnoJvkpm1deuvkpBvQRfJbPsv+3K0VdpqJfgq2SW/Td3guirDNRL8FVSy76pr7KjXmKvUlLLXtwhS2rViztkcdRJcFJKQeMV7SW17MV9uKRWvbhDlo46iY7XQOMV7SWz7Iu4D5fMqi/iDlk31ElwvKqh8Yr2kln3RdyHa2bZF3GHrBV1Eh2vhsYr2ktm3RdxH66ZZV/EHbJO1El0vHY0XsFeWmrdi7t9Sy17cbdvjjqJjldB4xXtJbXuxd2+pZa9uNu3jjqJjtdA4xXtJbPuXdztW2bZu7jb9w11Ehyvbmi8or1k1r2Lu33PLHsXd/teUSfR8WpovKK9ZNa9i7t9zyx7F3f7PlEn0fHa0XgFexmpdS/u9iO17MXdfjjqJDpeBY1XtJfUuhd3+5Fa9uJuPzrqJDpeA41XtJfMujdxtx+ZZW/ibj831ElwvKah8Yr2kln3Ju72M7PsTdztZ0WdRMerofGK9pJZ9ybu9jOz7E3c7edEbxIdrx29SrCXPbXuxd1+Ty17cbffHXUSHa+CxivaS2rdi7v9nlr24m6/d9RJdLwGGq9oL5l1v4m7/Z5Z9pu227dtQ53ExqtthsYr2ktm3W9dHLDMst+G2ElFnUTHq6HxivaSWfdbFQcss+y3JnYyUSfR8drReAV7SYn0Nm23bymR3lbEThx1Eh2vgsYr2ktq3W/igKWWvYmddNRJdLwGGq9oL4l1b/sUB2zPdCLu9hmR3kUnwfHKiPQuxivai2d6EXf7jEjv4hZisJOKOomOV0PjFe2lZ3oRd/uMSO/iwmmwk4k6iY7XjsYr2EtJrXtxIy6pZS+GFMVRJ9HxKmi8or2k1r24EZfUshdDitLRm0THa6BXifaSWfdT3IgzKj2bYkiRUeldvElwvDIqvYtXifaSWfdT3IgzKj2bYkiRUeldvEl0vBp6lWgvmXU/xY04o9KzKYYUdaI3iY7Xjl4l2EtLrXtxt2+pZS/u9s3Rm0THq6BXifaSWvfibt9Sy17c7VtHnUTHa6DxivaSWfdD3IgzKj0bYkiRUelddBIcr4xK72K8or1k1v0QN+KMSu/CQSzYSUWdRMerofGK9pJZ90PciDMqvQuzuGAnE3USHa8djVewl5Fa9+JGPFLLXgwphqNOouNV0HhFe0mte3EjHqllL4YUo6NOouM10HhFe8ms+y7u9hmVnnVxt8+o9C46CY5XRqV3MV7RXjLrvou7fUald+EPG+ykok6i49XQeEV7yaz7Lu72GZXehRVwsJOJOomO147GK9jLnlr34ka8p5a9GFLsjt4kOl4FvUq0l9S6FzfiPbXsxZBi7+hNouM10KtEe8ms+yZuxBmVnjUtpOgZld7Fm8TGq2dUehevEu0ls+7bEAcss+xbFzup6E2i49XQq0R7yax70bStZ1R6JtrP9W2iN4mO145eJdiLpda9ttt3Sy17Fztx9CbR8SroVaK9pNa9iQOWWvab2ElHbxIdr4FeJdpLZt2LLnc9pdIT/ed6SqWnWun1lEpP9R7sKZWeaA3XUyo90Uqvp1R6qpVeT6n0VO/BnlLpidZwPaXSE630ekqlp1rp9ZRKT/Ue7CmVnuil11MqPdFLr6dUeqqXXk+p9FQvvZ5S6Yleej2l0hO99HpKpad66fWUSk/10usplZ7opddTKj3RS6+nVHqql15PqfRUL72eUumJXno9pdITvfR6SqWneun1lEpP9dLrKZWe6KXXUyo90Uuvp1R6qpdeT6n0VC+9nlLpiV56PaXSE730ekqlp3rp9ZRKT/XS6ymVnuil11MqPdFLr6dUeqqXXk+p9FQvvZ5S6Yleej2l0hO99HpKpad66fWUSk/10usplZ7opddTKj3RS6+nVHqql15PqfRUL72eUumJXno9pdITvfR6SqWneun1lEpP9dLrKZWe6KXXUyo90Uuvp1R6qpdeT6n0VC+9nlLpiV56PaXSE730ekqlp3rp9ZRKT/XS6ymVnuil11MqPdFLr6dUeqqXXk+p9FQvvZ5S6Yleej2l0hO99HpKpad66fWUSk/10usplZ7opddTKj3RS6+nVHqqy11PqfRUx76eUumJXno9pdITvfR6SqWneun1lEpP9dLrKZWe6KXXUyo90Uuvp1R6qpdeT6n0VC+9nlLpiV56PaXSE730Rkqlp3rpjZRKT/XSGymVnuilN1IqPdFLb6RUeqqX3kip9FQvvZFS6Yk2dyOl0hMN+0ZKpad66Y2USk/10hsplZ7opTdSKj3RS2+kVHqql95IqfRUL72RUumJXnojpdITvfRGSqWneumNlEpP9dIbGZWeaKU3MiI90UlvZDR6qpHeyEj0VB+9kVHoiTZ6IyPQE130Rkafp5rojYw8T/XQGxl1nmihNzLiPNFBb2S0eaqB3shI81T/vJFR5onOdiMjzBMt+kZGl6fa2o2MLE916BsZVZ7oajcyojzRnm9kNHmqcd7ISPJU37yRUeSJjnYjI8gTrflGRo+nmuaNjBxP9cwbGTWe6GY3MmI80ZZvZLR4qmHeyEjxVL+8kVHiiU52IyPEEy35RkaHp5rljYwMT/XKGxkVnuhiNzIiPNGOb2Q0eKpR3shI8FSfvJFR4IkOdiMjwBOt+EZGf6fa142M/E514hsZ9Z3oXjcy4jvRhm9ktHeqQd7ISO9Uf7yRUd6JznUjI7wTLfhGRnenmuONjOxO9cYbGdWd6Fo3MqI70X5vZDR3qjHeyEjuVF+8kVHciY51IyO4E633RkZvp5rijYzcTvXEGxm1nehWNzJiO9F2b2S0dqoh3shI7VQ/vJFR2olOdSMjtBMt90ZGZ6ea4Y2MzE71whsZlZ3oUjcyIjvRbm9kNHaqEd7ISOxUH7yRUdiJNngjI7ATXfBGRl+nmuCNjLxO9cAbGXWd6E43MuI60WZvZLR1qgHeyEjrVP+7kVHWic50IyOsEy32RkZXp5rfjYysTvW+GxlVnehKNzKiOtFeb2Y0darx3cxI6lTfu5lR1ImOdDMjqBOt9WZGT6ea3s2MnE71vJsZNZ3oRjczYjrRVm9mtHSq4d3MSOlUv7uZUdKJTnQzI6QTLfVmRkenmt3NjIxO9bqbGRWd6EI3MyI60U5vZjR0qtHdzEjoVJ+7mVHQiQ50M6OgE630ZkZBp5rczYyCTvW4mxkFnWhxNzMKOtHhbmYUdKrB3cwo6FR/u5lR0In2djOjoBPd7WZGQaea282Mgk71tpsZBZ3oOjczCjrRPm9mFHSqsd3MKOhUX7uZUdCJjnMzo6ATrfNmRkGnmtrNjIJO9bSbGQWd6DY3Mwo60TZvZhR0qqHdzCjoVD+7mVHQiU5zM6OgEy3zZkZBp5rZzYyCTvWymxkFnWhlNzMKOtHJbmYUdKqR3cwo6FQfu5lR0Ik2djOjoBNd7GZGQaea2M2Mgk71sJsZBZ1oYTczCjrRwW5mFHSqgd3MKOhU/7qZUdCJ9nUzo6AT3etmRkGnmtfNjIJO9a6bGQWdaF03Mwo60bluZhR0qnHdzCjoVN+6mVHQibZ1M6OgE13rZkZBp5rWzYyCTvWsmxkFnWhZNzMKOtGxbmYUdKph3cwo6FS/uplR0Il2dTOjoBPd6mZGQaea1c2Mgk71qpsprzpxZ09Z1Yk7e8qpTt3ZU0Z16s6eqyYrjlaqhrTYRyV9RAerkcGKdpKqOyGOVqrGlNjHJO8RHaydvEiwk5Q/nbizp+zpxJ095U6nbropczo1fEh504k7e86aTuyjk/eIDtYgLxLtJHPHVRysjHeF1MWe0c+JO+6ekc/tah8Zraw4VJk7MGIXFbxFdKQaeI1oHxnOTRyqjJZG7GKCt4iO1A5eI9jHd1Rzn97/+Pj8p+cPx9+rqc7VXo7D8vKXX0/NPb3/9dPLq+/2mcnbr07Psce3H96/PH949/qHx5/f/Pnpw/PpL719en776enl9fPjmx9f//zm/Y+vT3/q+CgfX/3h5fnT4+Hrn/jyv5//6C8ffjw+mP/1uw+eOebXcJUR5hV1zjPxwmUf321U/3SYODT6h2MTexiJxQDXgv4d+X9jKejfpusr4fswTYj8rq+E7853QuHX1JfQPxlV7aLkuwiOU82PU7AH/esxxB56vofoROhhR1e7mPkuguOkL+wpvkRCz7erXVj+LWLjlBDz7WIP+rq+kdVfGSd9Zd/I6q/00UAfwaHqYKiCXeiL+8ap15WR0le3qbtqQsR349Tru0OV0PCZuHMnFHym7qsJAZ+p4UFCwGfi1prQ75kYHyTUe6bufAnxnqkbeEK8Z2IYktDumbiDJ5R7Jm5+Cd2eqVFCQrdnapiQ0O2ZuIsnVHsu7n4JzZ6rgUJCs+dqoJDQ7Lm4iycUey5uTQm9nosbbEKu52oskpDruRqLJNR6ru7iCbGeq7t4Qqzn4i6e0Oq5uIsnlHqu7uIJoZ6ru3hCqOfiLp7Q6bm4iydUei5uTQmNnqu7eEKj5+ountDouRjwJBR6RdzFE/q8Iu5+CXleUQOFhDyvqIFCQp1X1P0vIc4r6v6XEOcVMRpJaPOKGI0klHlF3cUTwryi7uIJYV4Rd/GELq+Iu3hClVfE3S+hySvi7peQ5BU1FklI8ooaiyQUeUXcmhJ6vKLu4gk9XlF38YQer4gBT0KNV9X9LyHGq+r+lxDjVTEaSWjxqhiNJJR4Vd3FE0K8qu7iCSVe1XZx2xJSvOpqH/oir03tI0GHi7HCsZMCOom+SAWDFX6RxDof6oskFnpX+xigj/BgTTBY4U4Sa30XRythZFen2oeBPqKDlZDL1V3uRF/szeROEgKYTZ2SBl4k2kcH7xEeLH21N5c70Vd7K3InO+gkOCUJlVtTd/aMzk3edRNKtybviAmtW1NjlIzaTQ0fEnq3Ju+ICclbk3fEhOitqTFKQvXW1BgloXtr6s6eEL41dWdPKN+avLMnxG9N3tkT+reubogJ/VtXN/aE/q3Lm25CAdflMCihgevqXpXQwHU5ekiI4LocPSRkcF2NHhI6uC7v7AkhXJd39oQSrqs7e0IK19WdPaGF6/LOnhDDdXlnT6jhurqzJ+RwXd3ZE3q4ru7sCUFcl3fdhCKuq+FDQhHX5Z09oYkb6s6eEMUNdWdPiOKGvLMnVHFD3tkTurih7lUJYdxQo4eEMm7I0UNCGjfk6CGhjRvqfpjQxg11P0xo44YcoSTUcUOOUBL6uKHuhwl93FD3w4Q+bsgRSkIhN+QIJaGRG+rOnhDJDXXTTYjkhhw9JFRyQ97ZEzq5Ke+ICaXclHfEhFZuqjFKQis31RgloZWb8o6YEMtNeUdMqOWmGqMk5HJTjVESerkp74gJwdyUd8SEYm6qMUpCMjfVGCWhmZvqzp4QzU11Z0+o5qa8sydkc1Pe2RO6uanu7Anh3FR39oRwbso7e0I5N+WdPaGd29X9MKGd29X9MKGd2+UIJaGe2+UIJaGf29W9KqGf2+WNPSGg29UQxRIKul2MHiyhoNur/CIJ44kmd1JAJ9HRqmC0on0kVnuXByux2ofcyQCdREdrgtGK9pFY7OqOaAkJ3b7LnRjoJDhaCQndPtU+Mj4zmzxaCRuKzeReGuklOmCdDFi0k4QXxSbvigkZ3XFvkHvZSS/BAUsI6S4GLNpJwpRiUzfGhJLuuJmqnRTSSXTmvZLxCveSWfXq5uiZVa/ujj5IJ+HxmmS8wr1kVr26QZbMqld3yGKkk+h4FSfjFe4lse5N3SFTtnLqDpnylZPjloy1nMlxS8ZdztQdMmMvZ+oOmfGXMzluyVjMmRy3ZFzmTN3tMzZzpu72GZ85k3f7jNWcybt9xm3O5D0y4zdn8h6ZcZwzNXLJeM6ZGrlkXOdM3iMzxnMm75EZ6zlTI5eM95ypkUtCaWcu75EJrZ25vEcm1HbmauSSUNuZq5FLy3jJyntkQm9nLu+RbSe9BAcsobgzVyOXhOLOXN4jE5o7czWm6IV0En6VSgYs+iqZVa/ukD2z6tUdsg/SSXhSJhmvcC+ZVa/ukCOz6tUdchjpJDpew8l4hXtJLPui7pAJ9Z0VdYdMqO+syHFLQn9nRY5bEgo8K/I+PCbpJTotiWVf1H14bqST6HglVHhW5N0+IcOzIm/Es5BeotNSyYBFO8mse3mPnJl1L++Rc5BeogM2yYBFO8kse3mP3DPrXt4jdyO9BAdsdzJg0U4Sq77Ke+SeKR8h75EJVZ5VNXJJqPKsqpFLQpVnVd69Ero8q3JMkRDmmWpt5wlhnqnedr5l6sWou70npHkmu8L5Vkgv0QGrZMCinWRW/VA7yaz6rnYySCfhmZ9kvMK9ZFa9uEO6ZVb9VDsx0kl0vMzJeIV7yVSKMnXAEqteNbrzjEZPdqHzjEhPNgb0jEpPtYjzjEhP9YjzjEZPtu3zjEhP9u3zjEpPtYnzjEpPdtXzjExPttXzjExP9bzzjEpPtYrzjEpP9YrzjEpPtu/zjEpP9u/zjEpPNb7zjEpPdb7zjEpPtr7zjEpP9r7zjEpPNb/zjEpPdb/zjEpPtr/zjEpP9r/zjEpPNcDzjEpP9Y3zjEpPttnzjEpP9tnzjEpPNsHzjExPdsHzjE5PtcHzjExP9cHzVE1YeY/MqPRkJzzPqPRUKzxPVYZVI5eMSk81w/OMSE81qvOMRk+23POMSE/2w/OMSk/2ePOMSk+2q/OMSk819/OMSk919/OMSk82k/OMSk92k/OMSk81+POMSk91+POMSk82lPOMSk92lPOMTE81+fOMSk91+fOMSk82lfOMTE92lfOMTk81+vOMTE91+vOMSk82lvOMTE92lvOMTk81+/OMTE91+/OMSk+1lvOMSk/1lvOMSk+2+/OMSk/2+/OMSk+1l/OMSE/1l/OMSE+2/POMSk/2/POMSk+1mPOMSE/1mPOMRk+2/fOMSE/2/fOMSk81zPOMSE91zPOMRk+2zPOMSE/2zPOMSk81zfOMSE91zfOMRk+2zfOMSE/2zfOMSk/2gvOMSk+15/OMSE/2zvOMSk91AfSMSk/2nPOMSk+2z/OMSk+1tisZlZ7qNlgyKj3ZQK9kVHqyg17JqPRUC72SUempHnolo9KTTfRKRqYnu+iVjE5PtdErGZme6qNXMio92UivZGR6spNeyej0VCu9kpHpqV56JaHSc9lLryRkei576ZWETs9VL72SkOm56qVXEio9V/3nSkKl57JhX0nI9Fw27CsJmZ6rXnolodJz1UuvJFR6rnrpFS+kk/CkVDJe4V4yq17ehz2z7OWYwgd5l+jkT/Iq0U4yy17e7Utm2cu7fTHSS3DAipMBi3aSWPeyA11JyPRcdqArCZ2eq76AJSHTc9UXsCRUeq7a3JWESs9lm7uSkOm5bHNXEjI9V80HS0Kl57IDXUmo9Fx2oCu1kF6iA1bJgEU7yax6eR+umWWv7sN1kFeJdjLJm4THK7Ps1R2yZVa9ukM2I51Ex6s5Ga9wL4lVr/rPlYRIz1X/uZLQ6LnsClgSIj2XXQFLQqXnqv9cSYj0XPWfKwmNnsuugCUh0nPZFbAkVHquutyVhEjPVf+50gvpJDxelYxXuJfMupd3+55Z9+pu3wfpJPwqkwxY9FUy617evcZGegm+ysgsezWmGE46CY9XYt3LDnQlIdNz2YGuJHR6rvoCloRMz1VfwJJQ6bnqclcSKj2XDehKQqbnsi1gScj0XHXsKwmVnqv+cyWh0nPVf67MQjoJT0ol4xXuJbPq5d1+Zpa9vBHPQXqJTv4kAxbtJLPs5d1rzyx7OabYjfQSHLDdyYBFO0mse9lLryRUei576ZWETM9VL72SUOm56qVXEio9l730SkKl57KXXkmo9Fz10qsJlZ6rXno1odJz2UuvJlR6Lnvp1a2QXqIDVsmARTvJrPouj1dm2Q+5l0F6iQ7YJAMW7SSz6tXdvlpm2e9yL0Z6CQ6YORmwaCeJVa966dWMSE/10qsZjZ7spVczIj3V5a5mRHqqy129EOl9/PDuzfPDr2/eP777x5YfLpo+rvm/fr+xPdrYt2VwtbELyd2qsb5uzMKNlXVjHm5sWzdWoo19S9+uN1bDjdV1Yy3cmK0b69HGvp1MXm9shBtr68bCK8DXK8DDK8DWK6CEV4CtV0AJrwBbr4ASXgG2XgElvAK29Qoo4RWwrVdACa+Abb0CSnQFXIjsrzc2wo2tV0CZ4cbWK6BEV8DF1cGrjdUt3Nh6BVQLN7ZeAdXDja1XQI2ugAtbjeuN1XBj6xVQW7ix9Qqo4RXQ1yughldAX6+AGl4Bfb0CangFtPUKaOEV0NYroIVXQFuvgBZeAW29Alp4BdT1CmjhFVDXK6CFV0Bdr4AWXgFlvQJaeAWU9Qpo4RVQ1iughVeAr1dAD68AX6+AHl4Bvl4BPbwCfL0CengF2HoF9PAKsPUK6OEVYOsV0MMrYFuvgB5eAdt6BfTwCtjWK6BHV8C+XgAjugD2Nf5HFP/7Gv4jCv99jf4RRf9cg39EwT/X2B9R7M819EcU+mON/BFF/lgDf0SBP9a4H1Hc9zXuZxT3fY37GcV9X+N+RnHf17ifUdy3Ne5nFPdtjfsZxX1b435GcV/XuJ9R3Nc17mcU93WN+xnFfVnjfo/ivqxxv0dxX9a436O4L2vc7+EznzXu9/CRzxr3e/jEZ437PRzqrHG/hyOdNe6/Q+9//PXd08vL8f/+zmSuWtMJvYev62mESIqWYPEfymUf329Vp+8ebN2qztcFHrXkG+1XGw2um3WK0LbgslmnLm0Lrpp1StW24KLxwFgF94p1Ctq24FaxTo2bBXeKdcreLLhRrI8SmgX3ifURR7PgNrE+emkWRPv6SKhZEO3ro6pmQbSvj9CaBdG+PtprUVJ4feTYopTw+ii0RQnh9RFti9LB66PjFiWD10faLUoFr4/aW5QIXlMALUoDr6mJFiWB15RJi1LAayqnRQngNcXUovTvmvpqUfJ3Tcm1KPW7pgpblPhdU5gtSvvamlttUdbX1qRvi5K+tmajW5TztTVN3qKUr635+xZlfG0tLGhRwtfWiocW5XttLcVoUbrX1hqRFmV7bS1eaVGy19aqmhblem0t92lRqtfWOqQWZXptLZBqUaLX1sqtFuV5bS0pa1Ga19ZatxZleW0twmtRkveiKur1tqK4b2vcRyneizKE19uK4r6vcR8leC8KmF1vK4r7scZ9lN69KEt0va0o7sca91Fy96LYyNW2otzuRTmG621FcT/XuI8yuxcm69fbiuJ+X+M+yuteeBpfbyuK+32N+x4+tFnjPkrqXrh4Xm8remyzrXEfpXQvrPmuthWldC8c0q63ZdG21riPUrq+PrJuUUrX10fpLUrp+vqIv0UpXV9TDy1K6fqaEmkjfFq5xn2U0vU1hdSilK6vqa0WpXR9Tbm1KKXrayqwRSldX1OULUrp+po6bReU7ts3z3/68PDDm798V5HyWztXWmmhVvrtRv7xysun9z8+Pv/p+cPxd8n0tL9neo4IffnLr6fmPnx6+fXTy6vv9/ptUbx58/Twped3H978+F226mt/9Xp/T++vdze17srfdve3L3R49dPTu5fH54+v/vBv/3Xs9cfH0276tYNfnx6f3z69/9PD5wH8+PDLmz+9+b9P7x+Pf+8/Pr15d3yw4x96/+H5lzcn8Lz98Muvb57fvHw4Puer//356X9r0bUWP70/NvXL8RVutVm0Np/fPD9+p70/fhmB1798+PHU2P/5+enl8d3Tx2ujvwOar11bQxd0+o+Pb5+OE/lwfNAfnt5/ftAbFN9pRt9+eP/y/OHd6x8ef37z56fTi/3Xl1ZeH/+/Hz//zY+n//Xyv47T/dPT88eX1x+f/vT+OH3H//u3J/jl8eXNu3dPbx/efDyOy4enHx/e/vzp/b+/Onf18eXN+5dTBHF6kSstPD1/eP/w4Tjef/NXbDtxpOcJeHz9Gw7fvP/x8ySc8Xh+Lu2Jfv3L8S0/vX95/dPzh19enxfOH3568+7j41//+Ncrw23acG//ncN9/Nz98OE9Ge5zC7/XYN98nsxguzTY/61j/eE/j391MdA3gf327zA908N8/VEyY1wSGx/d9y40LZGNCG57CYOMwHe3S6/w/2+lv+dWeqEXuhHy3Y74LnRCN9pYxJ4X8qBbsWf7rRX/biv9QgB0q5Xab7disVb8diseauVEsdxqpcRaqbdbieUHZTG6sfzAF6PbY60sRnfEMp7F6M5YK4vR3aXs60ortinZ17VGTFjP19pwZT1faySE28XAWgi2izm2EGoXcLMQaBfItxBmF4vQQpBdfA8shNjFp8lDgF18JT0E2MUH20OIXewdF6qaN2/ffvrl07triZ99bseuNFODzew3W7kA7fOnjz9/91Thy5mc/Z029vDq+O9Pv17J2k7NHaOLV1/+1OvvhD7HmOGX32KoHy/i5Y+/Pj7++HCMLD69e3zwU6T82x88RTHHKPnPx/f48PyX34Kvr/91fKBjqP7234+JxTng+c7/Y6e4+o/fH4tva++HT+/+/eHp/cfH5++LkL+c6lrMn6VfqIOiTW8hKXK/FAv9+ubt48OvRxz8dBzfh58//fCdjOvc9l9Pk/Ifnx6Pec/XQPaYt5y7+tug9m/D0f++sPf0P3w6pVmtbdt3Y+Dnx1/fPJ2OL4/zKLV4yo9PEeub4+v9+fFLfvU3ITF/r+vB9+I5/ngxF6ck8IdPP/30+VFenj89XkzUL08fPx4f4vXnhPT50+epev3Lm+NjPx3b+fLHvweRPQo+FdYXmrBgy0FUXyjErn6WAl+lv8+7/8d9ki7kbTc/8je/8SW44dzeb0rVtq1ypZkmbVvXWunCtlWuA+Q751//8zCi7y0lur6n3LQHF7j8TYo+c5W/ScFHrsI3qfwTf5Oq9E26soCr9k261kpN3PX6Mkf/eBL6/T5aoo92rY9roO2JTqrayUh0UtROZqITVzvJ3PHbxE4S5be+3cIMd5K587ernXiik6l2UhKddLWTxIL/escv3ElixZu64hO1tx5MXfGJ0lsPpq74ROmtB1NXfKL01oOpizFReevB1M9KovDWg7rgE3W3HtT1nii79aCuxETRrQf1k5IoufWgLvZEwa0Hda33pDKpLgnhxenIb4qEELUp0oY9Ud7rQf1+dWAYEO0jUdvrYdPi1ERlL/XTlajrpX6CM0W91C5yUga8Tk56kv+WRXIhIFaEDfyFvii//nveqqc1IC2W0CdKlTWxB/3zVcUe9I/X0HpI1CfrYg/6l2sXe9A/XFPsQf9uXQ9Pr3ShB0PXg9MrXeix0PVI/koX+rI2cV0nSpGZuLAThchMXNkJ8bGJSztRg8zEtZ0oQGbi0kuUHzPx+5EpPiau7kzlMXF1Z8qOiUsvU3RM/IBkSo6JqztVb0zsIlF2SFt6I1NqbIhdJAoOTSmtGQn7sm9H/D3YRwF9jGAfUfr0rIUaf/1+K1H2tN9spQdbqTdbifOO28V8fL+tMNFoy6b22MvdfLcLjeTNRm4O84VG8mYjN2c8U25ratDMFNua2gozQtTtwT4a6GMG+7i4X3ucyzd/enx4efP+3/3WwfC8htQLmWbkk7BfaWVKn4RrrezSJ+FKK5dKzZ8ff3l6++bdSY/2/pZz5Xnkv9LjT28fH345Ttb/i5T4tf/Hr5Ll41J2uhiRf5EBceXzfA1nRfk8X2ukKp/na4206AfhaxZ79XvgPf8dDn6/fOS7CH6GfYLPsFmwk510ssU6uVA3/npcdA8vHx7Od+xuiTE+v8H3mzOhuXb1Wb8fiRf/m8ZvPuF29QmL8ITl6hN+/9x9XAgI1627+v5NaHyTH70vR9fWozuER7Q1nGa8ua9HKjea24XmdnF26rYav29PeHX8qrB+vp6Ehae4utB6V99fWFhfjyKvz1Wty+Fs6+EUVoxVeTi70Lqv31hYO1bU2ZnL4fT1cCrrZxOfsAk7kZk6V81W778vX78Jy2fKDygsn32JpbZcPX39usLiGepkC0unr99WWDlNnhhhD6rqMOyraSrLaerCuinLoexKAKcOZV8GcNv6dYV1sq1fV4jXTJzcHl8/ctPx5SPHgX0sJmm9T/T4kllviz2+6cjh+ljFbOsQY8QXjPp1GPH9Zh1Pjfi66fIwxleRulGMtpihdUw94otll988vvOs05MRXzamfjHGaqex9U4zV6slEELO+HIJhMwzvkJM3vhnWb3u+rRhxleGrU9XprCjjHVrq4T/bxPM77cRx7+cUE5hOajJ+oxvKiaH8ns8InM5kdnjC8jX8c++ish8HZHt8Z1FPvLa4+vH18HtvtpMfP0R3OO7icsnCnt8Ocmnp7sQlMknS3t8Pfkyn5vbaqPxZfY6iWwjeEI/N8BbBw/oJ9JtWOza79wquJoZ7oRcMg138m15/vTm48stwca3tstVEI0MO1KCM0tukYbHYwf3YaOdXChJloPuy0E3Axdfw4/s4OJruJOSYUOC8MnITb7FMtE3aODqbriT+Jr91vZ1+IwMZxQd9AkuAIfHYwcXgKOdeHzNfnuBq4PuBm76hh/ZwZ3lcCcpGisIH6/gGnH4DRq4EB3uRFizZQ2fkWHSooM+wbXq8Hjs8fHYluNRyCXt6CMXcEk73Ae4pB3uI8OcBbFTwOXs8PO3/CXzcB/x5TrW6BwJ8i464DP8oHX9oHv+Snp0ZOuWv1of7sPyN8TDfXj+hni4j5KgKoPAydgkXf/IX+mjxT/yS3Aq6pFNHYyRvsQeHovwQg0MxZ6+EP+Pj/v9E6qZcDoqch+m857BGU3YGzX58Uv6Jne8jxqFzfrzLghU1EA94Vw05KEY6Uvn8T7Cq3S97SfsiXb1eRPuRFPuw3TONgibC4HL6qO4TgJ6pgbKjcTldOS1roIy+0o6ZusPesJv6Eb6cm0ewzFtIAPtIzPYJTLY12vATEEoc+MY4AoW9zBbf3VUEpY+Jm8JCVMfk/c2QUtj6kH+hbRmBcT1Sdqoeb+C+Gi0vO9CvJOeUCtEh3yEh3x9YpxwsDF510mY2Ji8fc4tIQ4IDnnCwcblb3rCxMZN7iS8XgNsVcKxxuXkZQJXi3gnPaG1iIInvF4DrOwE1hXx0djzFhzhThSlkHqSlnClcXkjSfjSuLyR7ODufryTGr/W/W2i29/eY375+fnTyfT84adPn6sP/0+/yTwvFFPrUfF/mVHpggXA/i8zKkMYlf4vMypTGJXyLzMquzAq27/IqOybYC0y/mUGJe4u8o28+6cfFNdNaP75B6XIPjRXx+RUwebp/35OUP7nj0s8tK3/UuMSD27Hv9S4xMPb9d78TzUw8Qh3Hcr9Uw1MPMhdR/7/VAMTj3PXieI/08BYPNRdnyv8Uw1MPNxdH0P9Uw3M2v3r66dlXDk63q3ELcSuN7I0V/k2M9cbactGfN3I2rOrrBsZceOv640s/YW+kUHXG9njFlpXG/G1D9e+bmRpF/SNsrzeyBKxtkasl7gP1vVG1mZaa9j7ErG2Bpv3uA/V9UaWiLU12HztiLWGve9hW6mrbZQlYNegL0u8ruG6tldco7Us0boGa1mCdY3Vsv66rtvoYXOm622skLqGWFnhdA31skctfa42sXQ3XI9FtajZzvUmVhBdI6OuELoG+dKacL3W6gqf689G7VFnnOtNjLDU73obK3gGPsU1bk5ztY0WN6e53sYKoYGttnnYNeZ6G0vnmTVIlw6AgQCmrVAaCMfa0mVmDfW2tCRb47TNsNPJ9TaW39E1xvoW9iC53sYKp4EkZunFF8hhLhTKy0oBXxG7X22txlsr69aaXsXgRmvxmghj3dgIN1bXjc1oY4Ex26NtrWfzQjq8aGtft2VhA3pfN+bhxtq6sRKNM3272kaVHQTdrjYmmLa2L4jwErq/t49lRNz8ssnvN6KYtdrVJ/y+jGsfiltrU99/me3Vunx/QaP7UIv6/oK/3kMZ4vvPZYZY+vr9lUugTX5/xYB/V99/nVXO9fsL9z59yO+fMeAPv3/8kO/G+2dM+MPvv28JE/Xo++8WPry6/v67J3zO4+9f9Lv54devuhN2/MFb9OToxtBeLK1Pv/x6azf2gIR630d4d7/+TFN2gQ7Px754XeVtfds22Wg5OLvHti14AnVtII9NuGzjGxvIY9MleoZx4/Gqbt4bH76E8Wv45btusxp/8BE9QbgxslM3xQy//B51mrz+fLbpxprhAbR4PFeK+PIWX1FqIHZsfLWmSl2PrJAZmfry8SVV5c/dkpet6++d4GNX1Q+exZdUkz9WSxa3rb+mHl9TTf3geXxJNfmDt+R82/qDp1jQfWuuBd9+ya59G9B29QmVU4Z+9QmvjaGQIX07cKhXH3ZkmguVbj42Lpw3fMN9dK7W5w37cq6UCn91qnOlFPz7djhyda6KZ5oLzpViFFddnKsAa23ruRLWVd3kuRLWVenq4I5M49eBIKyrUtW5Eo4giqvDvC4E+C1Su4oEpRCgT3GulDqA3xq/OleKrZt3ca5qTVhwx+eqhaV8N+aqJ+pyhudqZBq/PleZiprhudoT9SXDc9W2sCbv+lw1SzjNRudKKRBo68BFKQloJs7VukKgbevRbLr1any+u17VLzxTiYqBNyZqhs8Jr7exh9u4Oh2ZUoBRvCiFAU2d6u6yceL1kRQqBKoLvCeo2uj4tqA67sb0d7nEW3yGhEJP6hanuKCtdzihXqCpQf6yXqCtIzuhYKDJ8Yxic6ZGjUIFQVsHjYLqwdW8eVk00NepmOBe5nKKIGggXE3EBAWEr/OwIRR2UsPFZT1BX59uCHqHIifMQnnBoh5GCDKIsj43matorqxDY6G6YFGzOEH0UOQzKEHzUNfhg1B2sKrxg6B9qGoAsa9WU11HEEJxwSqHEILwoa23eUHo0NSAZF+tprbe5nfBnFoNQ4QahE0OIYQahE0NIQQxRFuHEPsepzL6lUZsWWvwghO43ojFD+qvN+JxdeH1Rkr8GPp6IzWu87veSIsfg15vpGdOKkcIjbaNuJzv+hPO+Ani9Ub2uLDuaiMmnI9db0SQuF1vxONnS9cbCV8lvNFGDR+qXG+jRaVL15vo0dz+ehMjLFG63sYMZ6/X29jDgp6rbSxvaPv6E7W8oO3rL9SSq/f1R9vjMpfrbcSD9+tttLDi5HobPRxBXm9jhMUf19uY4fDreht7WIdxtY0L5vyLo8b3vkK/NTOvNmORZk48z+1mPNLMidq83UwJNWOrZmp877zeSIs8y2mJ3W6mR5qx5dOMSDNz1coMtLKtGtkDjayepEbge9qabrcSQe/pC3a7lQh4Twi/3UoEu3U1uBeM8o1WlqMbwW67HN0/Hl59fPvz48lP52y38+7D2w+/fHh5+vPn/7bu8+KPnFo4xq8fnn88/+GPL2/ODR97/fTnp4/Hzv7Pm6eX128/vP/xc5fnP3Zs8dc3z4+vf6s98uZzpPzlP969e/38+B+fHj++fHz98djcx5+eHn98dfbb+db+nz+9e/vm/adMDyeHoOOf//TZrejr3zu9yk9Pzx9fXn98+tP7N+8uTIae3j6enIWOf/TY//FvnVbGuYM3Lx+O4/zqf7/6PPy/a6cnV6THhzenKfvw9OPD258/vf/39VP88bM10XFMjmnFaST+zQ528IP98fBvx38eyud/O/7zUD//2/Gfh/b5347/PPTP/3b852F8/rfjPw/z878d/3nYP//b8Z+HYwx/+tfTz+EYin/+91M/du7o9HOwc1enn4OdOzv9HOzc3ennYOcOTz8HO3d5+jnYudPTz8HO3Z5+Dn7u9/Rz8HO//vn9fnvBU79+7vf0c/Bzv6efg5/7Pf0c/Nzv6efg535PPwc/93v6Ofi539PPoZz7Pf0cyrnf08+hnPstn0f2t6E99VvO/Z5+DuXc7+nnUM79nn4O5dzv6edQzv2efg7l3O/p51DP/Z5+DvXc7+nnUM/9nn4O9dxv/Tynv03qqd967vf0c6jnfk8/h3ru9/RzqOd+Tz+Heu739HNo535PP4d27vf0c2jnfk8/h1a+/bu13Q/l9F+np2jnp2ifsfUbuE5P0c5Pcfo5tPNTnH4O7fwUp59DOz/F6efQz09x+jn081Ocfg79/BSnn0M/P8Xp59DP/Z5+Dv3cb/+M6t9gfeq3n/s9/Rz6ud/Tz6Gf+z39HMa539PPYZz7Pf0cxrnf089hnPs9/RzGud/Tz2Gc+z39HMa53/F5Pf22oE79jnO/p5/DOPd7+jnMc7+nn8M893v6Ocxzv6efwzz3e/o5zHO/p5/DPPd7+jnMc7+nn8M89zs/r+TflvKp33nu9/Rz2M/9nn4O+7nf089hP/d7+jns535PP4f93O/p57Cf+z39HPZzv6efw37u9/Rz2M/97p+/Ib99RM5fkS+fkc/fke23D8n2+Uuy/da5ff56tePD+ef/nOf/9M//ef7fT/9tf/Pfxz3q23+X8/9fzv9tf/f37fz/n+B7/Gq+PH3Z9f7xeOS8ST5Y+eu3m9m/vnn7ePK9e/npw/MvDz+djnzO+9NpN/jHJhpvovImCm/CeRPGm9hwE3XnTUzexOBNcHRWjs7K0Vk5OitHZ+XorBydhaOzcHQWjs7C0Vk4OgtHZ+HoLBydhaOzcHQ6R6dzdDpHp3N0Okenc3Q6R6dzdDpHp3N0GkencXQaR6dxdBpHp3F0GkencXQaR6dxdG4cnRtH58bRuXF0bhydG0fnxtG5cXRuHJ0bRqftO29i8iYGb6LzJhpvovImCm/CeRPGm+DonBydk6NzcnROjs7J0Tk5OidH5+TonBydk6NzcHQOjs7B0Tk4OgdH5+DoHBydg6NzcHQOjs7O0dk5OjtHZ+fo7BydnaOzc3R2js7O0dk5OhtHZ+PobBydnCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScK+JUEWeKOFHEeSJOE3GWiJNEnCPiFBFniDhBxPkhTg9xdoiTQ5wb4tQQZ4Y4McR5IU4LcVaIk0KcE+KUEGeEOCHE+SBOB3E2iJNBnAviVBBngjgRxHkgTgNxFoiTQJwD4hQQZ4A4AcT5H07/cPaHkz+c++HUD2d+OPHDeR9O+3DWh5M+nPPhlA9nfDjhw/keTvdwtoeTPZzr4VQPZ3o40cN5Hk7z/A43grionWvauaT9d7jnyy8P8gte/BIOvyjBxexccMxFoVy4x8VVXADDRQqcSOZkHydk+KE5PuHEx1H47AAnejgqxyEU3u/wxwkjCTZAgUj7pwNAZ4BCgGKQLgK6CulngH6H8JcQf4zxfoC3JLwr4o0ZxwY4PMEREg7ScJyIQ1UcLeOAHecMOG3BmRNO3nD+iFNYnEXjRB6fJeDjDHyigg918LkSPtrCp2v4gA+fMeJjTnzSig978XkzPvLGp+744B9zD5j+wAwMJoEwD4WpMMzGYUIQc5KYFsXMLCaHMT+NKXLM0mOhANYqYLkEVmxg0QjWrWDpDFbvYAER1jBhGRVWcmExGdazYUkdVvVhYSHWNmJ5JVZ4YpEp1rliqS1W+2LBMdY8Y9k1Vn5j8TnWv2MJPr4FgC8i4LsQ+DoGvhGy85NtfLSNb+fwK0L8nhK/LMVvbPFrY/zuGr9Ax2/x2e9At2BMcsKFMy6ccuGcCyddOOvCaRfMu/DL1/wGOL+Gzu/C8wv53BWAWxNwfwRu0sCdIrhdBffM4MYd3D2EW5hwHxVu5sIdZbitDffW4QY/3GWIWx1xvyVu+sSdp7j9Fffg4kZg3I2MW6JxXzZuDscd6rhNHvfq44aB3LWQWydy/0ZuIsmdLLmdJvf05Mai3N2UW6xyn1duNssdb7ntLvf+5QbE3AWZWzFzP2huSs2dsbk9N/cI50bl3C2dW7Zz33huXs8d9LmNP68lwAsa8KoKvLQDry/Bi1zwShu83AevOcILn/DqK7wEDK9Dw4vh8Io8vCwQr03ECyTxKk28VBSvV8WLZvHKXbx8GK9hxgup8WpuvKQcr2vHi+vxCn+8zCCvdcgLLvrvcIMGY5LfoeGXaPgtGn6Nht+j4RdpMI/DS9TyOrm8WC+vGMzLFvPaybyAM68izUtZ83ravKg3ryzOy5vzGuu80DuvNs9L3jvmcRzzOI55HMc8jmMexzGP49xszr+SKJ5vovEmKm+i8CacN2G8iQ038XV9gCYmb2LwJjg6K0dn5eisHJ2Vo7NydFaOzsLRWTg6C0dn4egsHJ2Fo7NwdBaOzsLRWTg6naPTOTqdo9M5Op2j0zk6naPTOTqdo9M5Oo2j0zg6jaPTODqNo9M4Oo2j0zg6jaPTODo3js6No3Pj6Nw4OjeOzo2jc+Po3Dg6N47ODaPzGzMKmpi8icGb6LyJxpuovInCm3DehPEmODonR+fk6JwcnZOjc3J0To7OydE5OTonR+fk6BwcnYOjc3B0Do7OwdE5ODoHR+fg6BwcnYOjs3N0do7OztHZOTo7R2fn6OwcnZ2js3N0do7OxtHZODobRyfnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKOFXEmSJOFHGeiNNEnCXiJBHniDhFxBkiThBxfojTQ5wd4uQQ54Y4NcSZIU4McV6I00KcFeKkEOeEOCXEGSFOCHE+iNNBnA3iZBDngjgVxJkgTgRxHojTQJwF4iQQ54A4BcQZIE4Acf6H0z+c/eHkD+d+OPXDmR9O/HDeh9M+nPXhpA/nfDjlwxkfTvhwvofTPZzt4WQP53o41cOZHk70cJ6H0zy/w40gLmrnmnYuaf8d7vnyy4P8ghe/hMMvSnAxOxccc1EoF+5xcRUXwHCRAieSOdnHCRl+aI5POPFxFD47wIkejspxCIX3O/xxwkiCDVAg0v7pANAZoBCgGKSLgK5C+hmg3yH8JcQfY7wf4C0J74p4Y8axAQ5PcISEgzQcJ+JQFUfLOGDHOQNOW3DmhJM3nD/iFBZn0TiRx2cJ+DgDn6jgQx18roSPtvDpGj7gw2eM+JgTn7Tiw1583oyPvPGpOz74x9wDpj8wA4NJIMxDYSoMs3GYEMScJKZFMTOLyWHMT2OKHLP0WCiAtQpYLoEVG1g0gnUrWDqD1TtYQIQ1TFhGhZVcWEyG9WxYUodVfVhYiLWNWF6JFZ5YZIp1rlhqi9W+WHCMNc9Ydo2V31h8jvXvWIKPbwHgiwj4LgS+joFvhOz8ZBsfbePbOfyKEL+nxC9L8Rtb/NoYv7vGL9DxW3z2O9AtGJOccOGMC6dcOOfCSRfOunDaBfMu/PI1vwHOr6Hzu/D8Qj53BeDWBNwfgZs0cKcIblfBPTO4cQd3D+EWJtxHhZu5cEcZbmvDvXW4wQ93GeJWR9xviZs+cecpbn/FPbi4ERh3I+OWaNyXjZvDcYc6bpPHvfq4YSB3LeTWidy/kZtIcidLbqfJPT25sSh3N+UWq9znlZvNcsdbbrvLvX+5ATF3QeZWzNwPmptSc2dsbs/NPcK5UTl3S+eW7dw3npvXcwd9buPPawnwgga8qgIv7cDrS/AiF7zSBi/3wWuO8MInvPoKLwHD69DwYji8Ig8vC8RrE/ECSbxKEy8VxetV8aJZvHIXLx/Ga5jxQmq8mhsvKcfr2vHierzCHy8zyGsd8oKL/jvcoMGY5Hdo+CUafouGX6Ph92j4RRrM4/AStbxOLi/WyysG87LFvHYyL+DMq0jzUta8njYv6s0ri/Py5rzGOi/0zqvN85L3jnkcxzyOYx7HMY/jmMdxzOM4N5vzrySK5ZtovInKmyi8CedNGG9iw018XR+gicmbGLwJjs7K0Vk5OitHZ+XorBydlaOzcHQWjs7C0Vk4OgtHZ+HoLBydhaOzcHQWjk7n6HSOTufodI5O5+h0jk7n6HSOTufodI5O4+g0jk7j6DSOTuPoNI5O4+g0jk7j6DSOzo2jc+Po3Dg6N47OjaNz4+jcODo3js6No3PD6PzGjIImJm9i8CY6b6LxJipvovAmnDdhvAmOzsnROTk6J0fn5OicHJ2To3NydE6OzsnROTk6B0fn4OgcHJ2Do3NwdA6OzsHROTg6B0fn4OjsHJ2do7NzdHaOzs7R2Tk6O0dn5+jsHJ2do7NxdDaOzsbRybki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSJOFXGmiBNFnCfiNBFniThJxDkiThFxhogTRJwf4vQQZ4c4OcS5IU4NcWaIE0OcF+K0EGeFOCnEOSFOCXFGiBNCnA/idBBngzgZxLkgTgVxJogTQZwH4jQQZ4E4CcQ5IE4BcQaIE0Cc/+H0D2d/OPnDuR9O/XDmhxM/nPfhtA9nfTjpwzkfTvlwxocTPpzv4XQPZ3s42cO5Hk71cKaHEz2c5+E0z+9wI4iL2rmmnUvaf4d7vvzyIL/gxS/h8IsSXMzOBcdcFMqFe1xcxQUwXKTAiWRO9nFChh+a4xNOfByFzw5wooejchxC4f0Of5wwkmADFIi0fzoAdAYoBCgG6SKgq5B+Buh3CH8J8ccY7wd4S8K7It6YcWyAwxMcIeEgDceJOFTF0TIO2HHOgNMWnDnh5A3njziFxVk0TuTxWQI+zsAnKvhQB58r4aMtfLqGD/jwGSM+5sQnrfiwF5834yNvfOqOD/4x94DpD8zAYBII81CYCsNsHCYEMSeJaVHMzGJyGPPTmCLHLD0WCmCtApZLYMUGFo1g3QqWzmD1DhYQYQ0TllFhJRcWk2E9G5bUYVUfFhZibSOWV2KFJxaZYp0rltpitS8WHGPNM5ZdY+U3Fp9j/TuW4ONbAPgiAr4Lga9j4BshOz/Zxkfb+HYOvyLE7ynxy1L8xha/NsbvrvELdPwWn/0OdAvGJCdcOOPCKRfOuXDShbMunHbBvAu/fM1vgPNr6PwuPL+Qz10BuDUB90fgJg3cKYLbVXDPDG7cwd1DuIUJ91HhZi7cUYbb2nBvHW7ww12GuNUR91vipk/ceYrbX3EPLm4Ext3IuCUa92Xj5nDcoY7b5HGvPm4YyF0LuXUi92/kJpLcyZLbaXJPT24syt1NucUq93nlZrPc8Zbb7nLvX25AzF2QuRUz94PmptTcGZvbc3OPcG5Uzt3SuWU7943n5vXcQZ/b+PNaArygAa+qwEs78PoSvMgFr7TBy33wmiO88AmvvsJLwPA6NLwYDq/Iw8sC8dpEvEASr9LES0XxelW8aBav3MXLh/EaZryQGq/mxkvK8bp2vLger/DHywzyWoe84KL/DjdoMCb5HRp+iYbfouHXaPg9Gn6RBvM4vEQtr5PLi/XyisG8bDGvncwLOPMq0ryUNa+nzYt688rivLw5r7HOC73zavO85L1jHscxj+OYx3HM4zjmcRzzOM7N5vwribLlm2i8icqbKLwJ500Yb2LDTXxdH6CJyZsYvAmOzsrRWTk6K0dn5eisHJ2Vo7NwdBaOzsLRWTg6C0dn4egsHJ2Fo7NwdBaOTufodI5O5+h0jk7n6HSOTufodI5O5+h0jk7j6DSOTuPoNI5O4+g0jk7j6DSOTuPoNI7OjaNz4+jcODo3js6No3Pj6Nw4OjeOzo2jc8Po/MaMgiYmb2LwJjpvovEmKm+i8CacN2G8CY7OydE5OTonR+fk6JwcnZOjc3J0To7OydE5OToHR+fg6BwcnYOjc3B0Do7OwdE5ODoHR+fg6OwcnZ2js3N0do7OztHZOTo7R2fn6OwcnZ2js3F0No7OxtHJuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5IuNckXGuyDhXZJwrMs4VGeeKjHNFxrki41yRca7IOFdknCsyzhUZ54qMc0XGuSLjXJFxrsg4V2ScKzLOFRnnioxzRca5Ik4VcaaIE0WcJ+I0EWeJOEnEOSJOEXGGiBNEnB/i9BBnhzg5xLkhTg1xZogTQ5wX4rQQZ4U4KcQ5IU4JcUaIE0KcD+J0EGeDOBnEuSBOBXEmiBNBnAfiNBBngTgJxDkgTgFxBogTQJz/4fQPZ384+cO5H079cOaHEz+c9+G0D2d9OOnDOR9O+XDGhxM+nO/hdA9nezjZw7keTvVwpocTPZzn4TTP73AjiIvauaadS9p/h3u+/PIgv+DFL+HwixJczM4Fx1wUyoV7XFzFBTBcpMCJZE72cUKGH5rjE058HIXPDnCih6NyHELh/Q5/nDCSYAMUiLR/OgB0BigEKAbpIqCrkH4G6HcIfwnxxxjvB3hLwrsi3phxbIDDExwh4SANx4k4VMXRMg7Ycc6A0xacOeHkDeePOIXFWTRO5PFZAj7OwCcq+FAHnyvhoy18uoYP+PAZIz7mxCet+LAXnzfjI2986o4P/jH3gOkPzMBgEgjzUJgKw2wcJgQxJ4lpUczMYnIY89OYIscsPRYKYK0ClktgxQYWjWDdCpbOYPUOFhBhDROWUWElFxaTYT0bltRhVR8WFmJtI5ZXYoUnFplinSuW2mK1LxYcY80zll1j5TcWn2P9O5bg41sA+CICvguBr2PgGyE7P9nGR9v4dg6/IsTvKfHLUvzGFr82xu+u8Qt0/Baf/Q50C8YkJ1w448IpF865cNKFsy6cdsG8C798zW+A82vo/C48v5DPXQG4NQH3R+AmDdwpgttVcM8MbtzB3UO4hQn3UeFmLtxRhtvacG8dbvDDXYa41RH3W+KmT9x5ittfcQ8ubgTG3ci4JRr3ZePmcNyhjtvkca8+bhjIXQu5dSL3b+QmktzJkttpck9PbizK3U25xSr3eeVms9zxltvucu9fbkDMXZC5FTP3g+am1NwZm9tzc49wblTO3dK5ZTv3jefm9dxBn9v481oCvKABr6rASzvw+hK8yAWvtMHLffCaI7zwCa++wkvA8Do0vBgOr8jDywLx2kS8QBKv0sRLRfF6VbxoFq/cxcuH8RpmvJAar+bGS8rxuna8uB6v8MfLDPJah7zgov8ON2gwJvkdGn6Jht+i4ddo+D0afpEG8zi8RC2vk8uL9fKKwbxsMa+dzAs48yrSvJQ1r6fNi3rzyuK8vDmvsc4LvfNq87zkvWMexzGP45jHcczjOOZxHPM4zs3m/AuJsudbaLiFilsouAXHLRhuYaMtfFkYoIWJWxi4BYzJijFZMSYrxmTFmKwYkxVjsmBMFozJgjFZMCYLxmTBmCwYkwVjsmBMFoxJx5h0jEnHmHSMSceYdIxJx5h0jEnHmHSMScOYNIxJw5g0jEnDmDSMScOYNIxJw5g0jMkNY3LDmNwwJjeMyQ1jcsOY3DAmN4zJDWNyo5j8SnCCFiZuYeAWOm6h4RYqbqHgFhy3YLgFjMmJMTkxJifG5MSYnBiTE2NyYkxOjMmJMTkxJgfG5MCYHBiTA2NyYEwOjMmBMTkwJgfG5MCY7BiTHWOyY0x2jMmOMdkxJjvGZMeY7BiTHWOyYUw2jMmGMYl5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcTONgFgeTOJjDwRQOZnAwgYP5G0zfYPYGkzeYu8HUDWZuMHGDeRtM22DWBpM2mLPBlA1mbDBhg/kaTNdgtgaTNZirwVQNZmowUYN5GkzTYJYGkzSYo8EUDWZoMEGD+RlMz2B2BpMzmJvB1AxmZjAxg3kZTMtgVgaTMpiTwZQMZmQwIYP5GEzHYDYGkzGYi8FUDGZiMBGDeRhMw2AWBpMwmIPBFAy/SYMF4lgfjuXh/AYsvmSHb0Th6yv4rgEWhmMVL5ZcYn0cFjNh5QmWCWBOFxNwmC3BR9v0QJIeI9Hkn6ZsNNCm4RHd1OiniAKI/X0IP9g7fHk49nDqIfIg8OG6g8sefnXoV49+dul3n248dOejWy/d+2nwQaMfGn7R+I8GoDQCpiE4zQFoEkKzIJqG0TyQJqI0E6apOD0LoIcR9DSEHsfQ8yB6IEVPxOiRHD0TpIeS9FSUHsvSc2F6ME1PxunRPOUGKDlB2RFKz1B+iBJUlCGjFB3lCClJSVlSStNSnpgS1ZQpp1Q91QpQsQJVS1C5BtWLUMEKVcxQyQ7VDFHRElVNUdkW1Y1R4RpVzlHpHtUOUvEiVU9S+SbVj1IBK1XQUgkv1RBTETNVUVMZN9WRUyE7VdJTKT+9S0AvM9DbFDs+f6YH0PROC75Wg2/24MtF+H4TvmKFb3nhi2b4rptxKoQiEZMhmA3BdAjmQzAhghkRTIlQTgRfRsb3ofGVbHwrHF9Mx3fj8fV87BCATQqwTwK2asBuEdiwAntmYNsO7ByCzUuwfwq2cMEuMtjIBnvpYDsf7CiETY2wrxK2dsLuUtjgCntsYZsv7DSGzc6w3xq2fMOuc9j4DnvvYfs/7ECITRCxDyO2gsRulNgQE3tyYltQ7EyKzVGxPyu2iMUutdgoF3v1Yrtg7FiMTZOxbzO2jsbu1dhAG3t4Yxtx7GSOzdSxnzu2lMeu9thYH3v74/ICuMIBLrKA6zzgUhO42gUuuIFrfuCyI7jyCS6+guu/4BI0uAoOLsSDawHhckS4IhIuyoTrQuHSVLg6Fi7QhWuE4TJluFIaLtaG68XhknW4ah4u3Of85glFIr57gi+f4Nsn+PoJvn+CL6BQjgWXNcWVVXFxV1xfFpe4xVV2caFfXGsYlzvGFZdx0WdcdxqXvsbVt3EBcFyDHJdBx5XYcTF4XI/eKcfilGNxyrE4tk7zLxTHzLfQcAsVt1BwC45bMNzCRlv4siZACxO3MHALGJMVY7JiTFaMyYoxWTEmK8ZkwZgsGJMFY7JgTBaMyYIxWTAmC8ZkwZgsGJOOMekYk44x6RiTjjHpGJOOMekYk44x6RiThjFpGJOGMWkYk4YxaRiThjFpGJOGMWkYkxvG5IYxuWFMbhiTG8bkhjG5YUxuGJMbxuRGMfmVqQQtTNzCwC103ELDLVTcQsEtOG7BcAsYkxNjcmJMTozJiTE5MSYnxuTEmJwYkxNjcmJMDozJgTE5MCYHxuTAmBwYkwNjcmBMDozJgTHZMSY7xmTHmOwYkx1jsmNMdozJjjHZMSY7xmTDmGwYkw1jEvM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziYxsEsDiZxMIeDKRzM4GACB/M3mL7B7A0mbzB3g6kbzNxg4gbzNpi2wawNJm0wZ4MpG8zYYMIG8zWYrsFsDSZrMFeDqRrM1GCiBvM0mKbBLA0maTBHgykazNBgggbzM5iewewMJmcwN4OpGczMYGIG8zKYlsGsDCZlMCeDKRnMyGBCBvMxmI7BbAwmYzAXg6kYzMRgIgbzMJiGwSwMJmEwB4MpGH6TBgvEsT4cy8P5DVh8yQ7fiMLXV/BdAywMxypeLLnE+jgsZsLKEywTwJwuJuAwW4KPtumBJD1Gosk/TdlooE3DI7qp0U8RBRD7+xB+sHf48nDs4dRD5EHgw3UHlz386tCvHv3s0u8+3Xjozke3Xrr30+CDRj80/KLxHw1AaQRMQ3CaA9AkhGZBNA2jeSBNRGkmTFNxehZADyPoaQg9jqHnQfRAip6I0SM5eiZIDyXpqSg9lqXnwvRgmp6M06N5yg1QcoKyI5SeofwQJagoQ0YpOsoRUpKSsqSUpqU8MSWqKVNOqXqqFaBiBaqWoHINqhehghWqmKGSHaoZoqIlqpqisi2qG6PCNaqco9I9qh2k4kWqnqTyTaofpQJWqqClEl6qIaYiZqqipjJuqiOnQnaqpKdSfnqXgF5moLcpdnz+TA+g6Z0WfK0G3+zBl4vw/SZ8xQrf8sIXzfBdN+NUCEUiJkMwG4LpEMyHYEIEMyKYEqGcCL6MjO9D4yvZ+FY4vpiO78bj6/nYIQCbFGCfBGzVgN0isGEF9szAth3YOQSbl2D/FGzhgl1ksJEN9tLBdj7YUQibGmFfJWzthN2lsMEV9tjCNl/YaQybnWG/NWz5hl3nsPEd9t7D9n/YgRCbIGIfRmwFid0osSEm9uTEtqDYmRSbo2J/VmwRi11qsVEu9urFdsHYsRibJmPfZmwdjd2rsYE29vDGNuLYyRybqWM/d2wpj13tsbE+9vbH5QVwhQNcZAHXecClJnC1C1xwA9f8wGVHcOUTXHwF13/BJWhwFRxciAfXAsLliHBFJFyUCdeFwqWpcHUsXKAL1wjDZcpwpTRcrA3Xi8Ml63DVPFy4z/nNE4pEfPcEXz7Bt0/w9RN8/wRfQKEcCy5riiur4uKuuL4sLnGLq+ziQr+41jAud4wrLuOiz7juNC59jatv4wLguAY5LoOOK7HjYvC4Hr1TjsUpx+KUY3FsneZfKI6Rb6HhFipuoeAWHLdguIWNtvBlTYAWJm5h4BYwJivGZMWYrBiTFWOyYkxWjMmCMVkwJgvGZMGYLBiTBWOyYEwWjMmCMVkwJh1j0jEmHWPSMSYdY9IxJh1j0jEmHWPSMSYNY9IwJg1j0jAmDWPSMCYNY9IwJg1j0jAmN4zJDWNyw5jcMCY3jMkNY3LDmNwwJjeMyY1i8itTCVqYuIWBW+i4hYZbqLiFgltw3ILhFjAmJ8bkxJicGJMTY3JiTE6MyYkxOTEmJ8bkxJgcGJMDY3JgTA6MyYExOTAmB8bkwJgcGJMDY7JjTHaMyY4x2TEmO8Zkx5jsGJMdY7JjTHaMyYYx2TAmG8Yk5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcTCNg1kcTOJgDgdTOJjBwQQO5m8wfYPZG0zeYO4GUzeYucHEDeZtMG2DWRtM2mDOBlM2mLHBhA3mazBdg9kaTNZgrgZTNZipwUQN5mkwTYNZGkzSYI4GUzSYocEEDeZnMD2D2RlMzmBuBlMzmJnBxAzmZTAtg1kZTMpgTgZTMpiRwYQM5mMwHYPZGEzGYC4GUzGYicFEDOZhMA2DWRhMwmAOBlMw/CYNFohjfTiWh/MbsPiSHb4Rha+v4LsGWBiOVbxYcon1cVjMhJUnWCaAOV1MwGG2BB9t0wNJeoxEk3+astFAm4ZHdFOjnyIKIPb3Ifxg7/Dl4djDqYfIg8CH6w4ue/jVoV89+tml33268dCdj269dO+nwQeNfmj4ReM/GoDSCJiG4DQHoEkIzYJoGkbzQJqI0kyYpuL0LIAeRtDTEHocQ8+D6IEUPRGjR3L0TJAeStJTUXosS8+F6cE0PRmnR/OUG6DkBGVHKD1D+SFKUFGGjFJ0lCOkJCVlSSlNS3liSlRTppxS9VQrQMUKVC1B5RpUL0IFK1QxQyU7VDNERUtUNUVlW1Q3RoVrVDlHpXtUO0jFi1Q9SeWbVD9KBaxUQUslvFRDTEXMVEVNZdxUR06F7FRJT6X89C4BvcxAb1Ps+PyZHkDTOy34Wg2+2YMvF+H7TfiKFb7lhS+a4btuxqkQikRMhmA2BNMhmA/BhAhmRDAlQjkRfBkZ34fGV7LxrXB8MR3fjcfX87FDADYpwD4J2KoBu0VgwwrsmYFtO7BzCDYvwf4p2MIFu8hgIxvspYPtfLCjEDY1wr5K2NoJu0thgyvssYVtvrDTGDY7w35r2PINu85h4zvsvYft/7ADITZBxD6M2AoSu1FiQ0zsyYltQbEzKTZHxf6s2CIWu9Rio1zs1YvtgrFjMTZNxr7N2Doau1djA23s4Y1txLGTOTZTx37u2FIeu9pjY33s7Y/LC+AKB7jIAq7zgEtN4GoXuOAGrvmBy47gyie4+Aqu/4JL0OAqOLgQD64FhMsR4YpIuCgTrguFS1Ph6li4QBeuEYbLlOFKabhYG64Xh0vW4ap5uHCf85snFIn47gm+fIJvn+DrJ/j+Cb6AQjkWXNYUV1bFxV1xfVlc4hZX2cWFfnGtYVzuGFdcxkWfcd1pXPoaV9/GBcBxDXJcBh1XYsfF4HE9eqcci1OOxSnH4tg6zb9QHD3fQsMtVNxCwS04bsFwCxtt4cuaAC1M3MLALWBMVozJijFZMSYrxmTFmKwYkwVjsmBMFozJgjFZMCYLxmTBmCwYkwVjsmBMOsakY0w6xqRjTDrGpGNMOsakY0w6xqRjTBrGpGFMGsakYUwaxqRhTBrGpGFMGsakYUxuGJMbxuSGMblhTG4YkxvG5IYxuWFMbhiTG8XkV6YStDBxCwO30HELDbdQcQsFt+C4BcMtYExOjMmJMTkxJifG5MSYnBiTE2NyYkxOjMmJMTkwJgfG5MCYHBiTA2NyYEwOjMmBMTkwJgfGZMeY7BiTHWOyY0x2jMmOMdkxJjvGZMeY7BiTDWOyYUw2jEnM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjGOZxDPM4hnkcwzyOYR7HMI9jmMcxzOMY5nEM8ziGeRzDPI5hHscwj2OYxzHM4xjmcQzzOIZ5HMM8jmEexzCPY5jHMczjYBoHsziYxMEcDqZwMIODCRzM32D6BrM3mLzB3A2mbjBzg4kbzNtg2gazNpi0wZwNpmwwY4MJG8zXYLoGszWYrMFcDaZqMFODiRrM02CaBrM0mKTBHA2maDBDgwkazM9gegazM5icwdwMpmYwM4OJGczLYFoGszKYlMGcDKZkMCODCRnMx2A6BrMxmIzBXAymYjATg4kYzMNgGgazMJiEwRwMpmD4TRosEMf6cCwP5zdg8SU7fCMKX1/Bdw2wMByreLHkEuvjsJgJK0+wTABzupiAw2wJPtqmB5L0GIkm/zRlo4E2DY/opkY/RRRA7O9D+MHe4cvDsYdTD5EHgQ/XHVz28KtDv3r0s0u/+3TjoTsf3Xrp3k+DDxr90PCLxn80AKURMA3BaQ5AkxCaBdE0jOaBNBGlmTBNxelZAD2MoKch9DiGngfRAyl6IkaP5OiZID2UpKei9FiWngvTg2l6Mk6P5ik3QMkJyo5QeobyQ5SgogwZpegoR0hJSsqSUpqW8sSUqKZMOaXqqVaAihWoWoLKNahehApWqGKGSnaoZoiKlqhqisq2qG6MCteoco5K96h2kIoXqXqSyjepfpQKWKmClkp4qYaYipipiprKuKmOnArZqZKeSvnpXQJ6mYHeptjx+TM9gKZ3WvC1GnyzB18uwveb8BUrfMsLXzTDd92MUyEUiZgMwWwIpkMwH4IJEcyIYEqEciL4MjK+D42vZONb4fhiOr4bj6/nY4cAbFKAfRKwVQN2i8CGFdgzA9t2YOcQbF6C/VOwhQt2kcFGNthLB9v5YEchbGqEfZWwtRN2l8IGV9hjC9t8YacxbHaG/daw5Rt2ncPGd9h7D9v/YQdCbIKIfRixFSR2o8SGmNiTE9uCYmdSbI6K/VmxRSx2qcVGudirF9sFY8dibJqMfZuxdTR2r8YG2tjDG9uIYydzbKaO/dyxpTx2tcfG+tjbH5cXwBUOcJEFXOcBl5rA1S5wwQ1c8wOXHcGVT3DxFVz/BZegwVVwcCEeXAsIlyPCFZFwUSZcFwqXpsLVsXCBLlwjDJcpw5XScLE2XC8Ol6zDVfNw4T7nN08oEvHdE3z5BN8+wddP8P0TfAGFciy4rCmurIqLu+L6srjELa6yiwv94lrDuNwxrriMiz7jutO49DWuvo0LgOMa5LgMOq7EjovB43r0TjkWpxyLU47F2+9lidGoJUajlhgNWmI0aInRoCVGg5YYDVpiNGiJ0aAlRoOWGA1aYjRmidGYJUZjlhiNWWI0ZonRmCVGY5YYjVliNGaJ0ZglRoOWGA1aYjTqmVmpZ2alnpmVemZW6plZqWdmpZ6ZlXpmVuqZWalnZqWemZV6ZlbqmVmpZ2alnpmVemZW6plZqWdmpZ6ZlXpmVuqZWalnZqWemZV6ZlbqmVmpZ2alnpmVemZW6plZqWdmpZ6ZlXpmVuqZWalnZqWemZV6ZlbqmVmpZ2alnpmVemZWekBQ6QFBpQcEFR4QVHhAUOEBQYUHBBUeEFR4QFDhAUGFBwQVHhBUdkBQ2QFBZQcElR0QVHZAUNkBQWUHBJUdEFR2QFDZAUGFBwQVHhBU6JlZoWdmhZ6ZFXpmVuiZWaFnZoWemRV6ZlbomVmhZ2aFnpkVemZW6JlZoWdmhZ6ZFXpmVuiZWaFnZoWemRV6ZlbomVmhZ2aFnpkVemZW6JlZoWdmhZ6ZFXpmVuiZWaFnZoWemRV6ZlbomVmhZ2aFnpkVemZW6JlZoWdmhZ6ZFXpmVkoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUoQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUYQFUYQFUYQFUYQFUYQFUYQFUYQFUYQFUYQFUYQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUgQFUoQOSWInBJETgkipwSRU4LIKUHklCByShA5JYicEkROCSKnBJFTgsgpQeSUIHJKEDkliJwSRE4JIqcEkVOCyClB5JQgckoQOSWInBJETgkipwSRU4LIKUHklCByShA5JYicEkROCSKnBJFTgsgpQeSUIHJKEDkliJwSRA4JIocEkUOCyCFB5JAgckgQOSSIHBJEDgkiZwSRM4LIGUHkjCByRhA5I4icEUTOCCJnBJEzgsghQeSQIHJIEDkkiBwSRA4JIocEkUOCyCFB5JAgckgQOSSIHBJEDgkihwSRQ4LIIUHkkCBySBA5JIgcEkQOCSKHBJFDgsghQeSQIHJIEDkkiBwSRA4JIocEkUOCyCFB5JAgckgQOSSIHBJEDgkihwSRQ4LIIUHkkCByShAZJYiMEkRGCSKjBJFRgsgoQWSUIDJKEBkliIwSREYJIqMEkVGCyChBZJQgMkoQGSWIjBJERgkiowSRUYLIKEFklCAyShAZJYiMEkRGCSKjBJFRgsgoQWSUIDJKEBkliIwSREYJIqMEkVGCyChBZJQgMkoQGSWIjBJEBgkigwSRQYLIIEFkkCAySBAZJIgMEkQGCSJjBJExgsgYQWSMIDJGEBkjiIwRRMYIImMEkTGCyCBBZJAgMkgQGSSIDBJEBgkigwSRQYLIIEFkkCAySBAZJIgMEkQGCSKDBJFBgsggQWSQIDJIEBkkiAwSRAYJIoMEkUGCyCBBZJAgMkgQGSSIDBJEBgkigwSRQYLIIEFkkCAySBAZJIgMEkQGCSKDBJFBgsggQWSQIKKJ/wbz/g2m/RvL+jeW9G8s599Yyr+xjH9jCf/G8v2Npfsby/Y3lOxvKNffUKq/oUx/Q4n+hvL8DaX5G8ryN5TkbyjH31iKv7EMf4MfeHqwS8914bEuPNWFh7rwTBce6cITXXigC89z4XEuO81lh7nsLJcd5bKTXHaQy85x2TEuO8Vlh7jwDBce4dIInl7toje74MUueK8LXuuCt7rgpS54pwte6YI3uuCFLnafi13nYre52GUudpeLXeViN7nYRS52j4td44K3uOAlLnp5l5q7Um9XaO0KnV2hsSv0dYW2rtDVFZq6Qk9XaOnKHF2ZoSvzc2V2rszNlZm5Mi9XZuXKnFyZkSv0cYU2rvQDTauzwuKssDYrLM0KK7PCwqywLissywqrssKirKwmKyvJyiqysoKsrB4rK8fKqrGyYqysFisrxQorsVZ4W6HBywoN3lVo8KpCgzcVGryo0OA9hQavKTR4S6HBSwoN3lFo8IpCgzcUGryg0OD9hAZT4AYjrAYjrMYirMYirMYirMYirMYirMYirMYirMYirMYirIYirIYirIYirIYirIYirIYirIYirIYirIYirIYirMYirMZS4MauITR2C6GxSwiN3UFo7ApCYzcQGruA0Nj9g8auHzR2+6CxyweN3T1o7OpBYzcPGrt40Ni9g8auHTSYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WYz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WUz3WUz3WUz3WUz3WUz3WUz3WUz3WUz3WUz3WUz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WWz3WYzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Yzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Uzw2Uzw2Uzw2Uzw2Uzw2Uzw2Uzw2Uzw2Uzw2Uzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Wzw2Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Yz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Uz02Uz02Uz02Uz02Uz02Uz02Uz02Uz02Uz02Uz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Wz02Yz+0wn9thPrfDfG6H+dwO87kd5nM7zOd2mM/tMJ/bYT63w3xuh/ncDvO5HeZzO8zndpjP7TCf21k+t7N8bmf53M7yuZ3lczvL53aWz+0sn9tZPrejfG5H+dyO8rkd5XM7yud2lM/tKJ/bUT63o3xuR/nczvK5neVzO8vndpbP7Syf21k+t7N8bmf53M7yuZ3lczvL53aWz+0sn9tZPrezfG5n+dzO8rmd5XM7y+d2mM/ZBhM60ECjDVTaQKENOG3AaAMbbOC3zw9oYNIGKBKNItEoEo0i0SgSjSLRKBKNIpECkeKQwpCikIKQYhB/DCmA2N+H8IO9w5eHYw+nHiIPAh+uO7js4VeHfvXoZ5d+9+nGQ3c+uvXSvZ8GHzT6oeEXjf9oAEojYBqC0xyAJiE0C6JpmNOo58sDGM0DjeaBRvNAo3mg0TzQaB5oNA80mgcazQON5oFG80CjeaDRPNBoHkhLARku9oarvdFyb7TeGy34Riu+0ZJvtOYbLfpGq77Rsm+w7hss/AYrv8HSb7D2Gyz+Bqu/wfJvsP4bLABHK8DREnAG80CDeaDBPNBgHmgwDzSYBxrMAw3mgQbzQIN5oME80GAeaDAPNJgHGswDDeaBBvNAo3mg0zzQaR7oNA90mgc6zQOd5oFO80CneaDTPNBpHug0D3SaBzrNA53mgbRioNGasEaLwhqsCmuwLKzBurAGC8MarAxrsDSswdqwBovDGqwOa6w8rLH6sMYKxBqrEGusRKyxGrHGisQaqxJrrEyssTqxBgvFGqwUm//7EHh046E7H9166d5Pgw8a/dDwi8Z/NAClETANwWkOQJMQmgXRNMxp1PPlAQrNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNAwvNA2llYqO14w0WjzdYPd5g+XiD9eMNFpA3WEHeYAl5gzXkDRaRN1ZF3lgZeWN15I0VkjdWSd5YKXljteSNFZM3Vk3eWDl5g/XkDRaUz/99CDy68dCdj269dO+nwQeNfmj4ReM/GoDSCJiG4DQHoEkIzYJoGuY06vnyAJXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgZXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgZXlgZXlgZXlgZXlgZXlgZXlgZXlgZXlgZXlgZXlgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgRXmgZXmgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgY3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgY3lgY3lgY3lgY3lgY3lgY3lgY3lgY3lgY3lgY3lgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgQ3mgY3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgZ3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgZ3lgZ3lgZ3lgZ3lgZ3lgZ3lgZ3lgZ3lgZ3lgZ3lgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgR3mgZ3mgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgYPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgYPlgYPlgYPlgYPlgYPlgYPlgYPlgYPlgYPlgYPlgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgQPmgYPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgZPmgRPmgRPmgRPmgRPmgRPmgRPmgRPmgRPmgRPmgZPlgZPlgZPlgZPlgZPlgZPlgZPlgZPlgZPlgZPlgRPmgRPmgRPmgRPmgRPmgRPmgRPmgRPmgRPmgRPmgfP/K+3uceS6jjCAbsWYWMG8qur6WYE34FAOLGAACaAMgZacae8mjPECzJOK6mr2zNf33a9OQOyBiz1wsQcu9sDFHrjYAxd74GIPXOyBqz3wtAee9sDTHnjaA0974GkPPO2Bpz3wtAee9sDTHnjaA0974GkPPO2Bpz3wtAce9sDDHnjYAw974GEPPOyBhz3wsAce9sCzHnjWA8964FkPPOuBZz3wrAee9cCzHnjWAw974GEPPOyBhz3wsAce9sDDHnjYAw974GEPPOyBhz3wsAce9sDDHnjYAw974GEPPOyBhz0w3rEHwoCXDigdkDogdMCjA95xwOdBBANWB2gSH03io0l8NImPJvHRJD6axEeTqEHUHGoMNYUaQs0gH4YaIHs9xg/fHT88/uzxV4/Jw+Dj9w6/9njq6Kmnx66e+/rg0SefPnr12a+XD7396PVL7396AdUbsF7BtQNoCdEWpDUs9Nbz+vwLfPc/RP9qHfDSAaUDUgeEDnh0wDsOqNMBqwM0iaVJLE1iaRJLk1iaxNIkliYxNYmpSUxNYmoSU5OYmsTUJKYmMTWJqUkMTWJoEkOTGJrE0CSGJjE0iaFJDE1iaBIfTeKjSXw0iY8m8dEkPprER5P4aBIfTeKjSdQgag41htxW9HqkDzU9ijRA9nqMH747fnj82eOvHpOHwcfvHX7t8dTRU0+PXT339cGjTz599OqzXy8fevvR65fe//QCqjdgvYJrB9ASoi1Ia5j2QC2i2oS1iusuQJcRug3RdYzug3QhpRsxXcnpTlCXkroV1bWs7oV1Ma2bcV3Nqw0oTqiOKM+oDylQqZAp0akRKlK+MH8v3Xr87wOEKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiprqLKGKmuosoYqa6iyhiproLIGKmugsgYqa6CyBiproLIGKmugsoYpa5iyhilrmLKGKWuYsoYpa5iyhilrmLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsgYqa6CyBiproLIGKmugsoYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsqYqa6qypiprqrKmKmuqsiYqa6KyJiprorImKmuisiYqa6KyJiprmrKmKWuasqYpa5qypilrmrKmKWuasqYpa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprorImKmuisiYqa6KyJiprqrKWKmupspYqa6myliprqbKWKmupspYqa6myliprqbKWKmupspYqa6myliprqbKWKmupspYqa6myliprqbKWKmupspYqa6myliprqbKWKmupspYqa6myliprqbKWKmupspYqa6myliprqbKWKmupspYqa6myliprobIWKmuhshYqa6GyFiprobIWKmuhspYpa5mylilrmbKWKWuZspYpa5mylilrmbIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhshYqa6GyFiprobIWKmuhsn7/1uBzwOu7B6wOGB3QOuClA0oHpA4IHfDogHccUJrE0iSWJrE0iaVJLE1iaRJLk1iaxNIkpiYxNYmpSUxNYmoSU5OYmsTUJKYmMTWJoUkMTWJoEkOTGJrE0CSGJjE0iaFJDE3io0l8NImPJvHRJD6axEeT+GgSH03io0l8NIkaRM2hxpDbil6P9KGmR5EGyF6P8cN3xw+PP3v81WPyMPj4vcOvPZ46eurpsavnvj549Mmnj1599uvlQ28/ev3S+59eQPUGrFdw7QBaQrQFaQ3THqhFVJuwVnHdBegyQrchuo7RfZAupHQjpis53QnqUlK3orqW1b2wLqZ1M66rebUBxQnVEeUZ9SEFKhUyJTo1QkVKVVJn2s8Brc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6rytztvqvK3O2+q8rc7b6LyNztvovI3O2+i8jc7b6LyNztvovG3O2+a8bc7b5rxtztvmvG3O2+a8bc7b5ryNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovI3O2+i8jc7b6LyNztvovKyso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqqso8o6qqyjyjqqrKPKOqisg8o6qKyDyjqorIPKOqisg8o6qKxjyjqmrGPKOqasY8o6pqxjyjqmrGPKOqasg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyDyjqorIPKOqisg8o6qKyjyrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyryrqqrKvKuqqsq8q6qqyLyrqorIvKuqisi8q6qKyLyrqorIvKuqasa8q6pqxryrqmrGvKuqasa8q6pqxryrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqorIvKuqisi8q6qKyLyrqqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmqnKfKeaqcp8p5qpynynmonIfKeaich8p5qJyHynmonIfKeaicZ8p5ppxnynmmnGfKeaacZ8p5ppxnynmmnIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKeaich8p5qJyHynmonIfKme+onDDgpQNKB6QOCB3w6IB3HPB5kMCA1QGaxNIkliaxNImlSSxNYmkSS5OYmsTUJKYmMTWJqUlMTWJqElOTmJrE1CSGJjE0iaFJDE1iaBJDkxiaxNAkhiYxNImPJvHRJD6axEeT+GgSH03io0l8NImPJvHRJGoQNYcaQ24rej3Sh5oeRRogez3GD98dPzz+7PFXj8nD4OP3Dr/2eOroqafHrp77+uDRJ58+evXZr5cPvf3o9Uvvf3oB1RuwXsG1A2gJ0RakNUx7oBZRbcJaxXUXoMsI3YboOkb3QbqQ0o2YruR0J6hLSd2K6lpW98K6mNbNuK7m1QYUJ1RHlGfUhxSoVMiU6NQI/z+k/PsPb7/8/vHrt//ppy9/fPz29Zd//v72w9uXf/z08eXbf/vx7W8/f/zlr398+e3j649v3/7g3x9f//Xft3p1XN29qt4rX/3nn/8B7wF/fQ== Copy blueprint | [
{
"author": "",
"content": "[Koub] Moved to Show your Creations > Medium/Big/Gigantic Sized Structures",
"date": "2024-11-09T09:12:34+00:00",
"quotes": []
}
] | 1 | 2024-11-08T21:35:32-06:00 |
forum-topic-114238 | 114238 | Train sends unexpected signal when arriving at multiple provider station | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=114238 | chooski | Hello,
I'm running the latest version of LTN on my K2-SE playthrough, and have set up a station to provide byproducts from uranium processing. I have space in the warehouse for a full load (80 stacks) of each of U-238, stone, and iron. My expectation is that when a train arrives, the train's requested items is output on the green signal and enables the relevant stack inserters, however, the system is providing signals that I don't expect. In the image attached, you can see a signal of 10 stone is present (unexpected), along with the 3.9k iron that I did expect. Looking at the LTN history, I don't see that the train was dispatched requesting a mixed load of items, and I'm not even sure how I would request that if I wanted to.
The green wire goes from the yellow combinator to the power pole, then to each of the inserters. None of the inserters have "read hand contents" enabled. If I disconnect everything from the power pole except the yellow combinator, I can still see the signal, so it must be coming from LTN somehow.
https://imgur.com/a/ZFpUTRz | [
{
"author": "GrumpyJoe",
"content": "Welcome to thw forums. \n \nPlease use picture upload to forum, that way it would be easier for mobile reading. Can't put two tabs side by side. \n \nAlso, if you wouldn't mind people seeing your whole base, provide a save with location info of that station. Easier to 'debug' ingame.",
"date": "2024-07-11T04:19:53+00:00",
"quotes": []
}
] | 1 | 2024-07-10T19:11:04-05:00 |
forum-topic-110371 | 110371 | Version 1.1.101 | Releases | https://forums.factorio.com/viewtopic.php?t=110371 | Bugfixes
Fixed a crash when entering bad number values in some input fields. ( 110140 )
Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.
Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.
Fixed cloning a furnace would not preserve previous recipe id.
Fixed that selecting a locale would sometimes reset the setting back to "Default"
Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.
Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.
Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer. ( 110322 )
Modding
Fluid ingredient amounts must be larger than zero.
TransportBeltConnectables cannot be given given "building-direction-8-way" flag.
Scripting
Added LuaGuiElement::elem_tooltip read/write.
Added LuaEntityPrototype::boiler_mode read.
Added LuaGameScript::request_train_path.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
The robot is on vacation so it's me posting the changelog this time around. Happy holidays! | [
{
"author": "Amarula",
"content": "What a great work environment! *robot waves lazily from the beach in the back ground* \nHappy holidays to all of you!",
"date": "2023-12-26T14:28:16+00:00",
"quotes": []
},
{
"author": "Neutronium",
"content": "I saw the Twitter post and was wondering what happened lol \n \n https://twitter.com/factoriogame/status ... 6849115179",
"date": "2023-12-26T15:09:41+00:00",
"quotes": []
},
{
"author": "TheKillerChicken",
"content": "Thank you for the quick fix.",
"date": "2023-12-27T02:59:57+00:00",
"quotes": [
{
"author": "Sanqui wrote: Tue Dec 26, 2023 12:37 pm",
"content": ""
}
]
}
] | 3 | 2023-12-26T06:37:52-06:00 | |
forum-topic-22999 | 22999 | Szenarios/Challenges etc. | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=22999 | YuokiTani | I have made a savegame/Scenario as Challenge ...
use/install: the download - Scenario.zip goes into your factorio/saves - folder
dependency: Yuoki-Industries (YI-Engines, YI-PFW recommended)
download -> Stony Planet 0.1
You start at a Stone-Planet - Stone is everywhere, but no iron, copper or coal. Some old trunk and wood still around. But thanks to Yuoki-Industries you are not hopeless, YI-Hightech is with you. And someone forget 1000 Unicomp, and Cimotas in a chest nearby. So all you need is to claim this chest and start your journey to get off this planet or make it your new home.
download -> Factorian Waters 0.1
- survive on a small island and make your way back into civilisation | [
{
"author": "gxblp",
"content": "Stram says \"No such node(version)\"",
"date": "2016-04-21T03:42:24+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Factorian Waters - A hardcore YI-Map (until you reach the continent and escape) \n \nThe night is dark and cold. With the last drop of fuel you manage crashing your airplane into the ground. This was still great luck - find a small land in this great ocean. \nFor sure your airplane is only a big pile of scrap and will never fly again. Will you survive the next days and find a way back into the civilisation or will only your bleached bones later found by the search troops ? \n \nIt's in your hands - looks like the story of Fobinson Frusoe applys to you. \n \n \n \nyou can't escape without yuoki-industries mod if you won't cheat.",
"date": "2016-07-08T18:39:22+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content": "Feeling the wait for 0.15 so I gave these scenarios a go. \n \nThe island one is deceptively nasty. I had to reload saves a couple of times to be able to reach land at all.\n If you use too much resource on tech or building things, you won't have enough landfill to get anywhere. Even then it's nigh on impossible since land is so far away there are tons of big worms even at very low evolution rates (like 6% when I got there). I cheated and nuked them with a console command rather than reload again to see if I could get AP ammo and enough landfill. This one could be made somewhat easier by increasing the stone patch by 30 to 50%. Then you wouldn't need to spend so much UC on stone for landfill. \n\nStone planet is more relaxed and a lot easier. I put Uranium Power in the mods for this one but I suspect since it's a saved map that no uranium is going to show up anywhere.",
"date": "2017-03-07T02:16:45+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Thanks for feedback. \nI needed to make this as saved-games because the scenario works not really good for this. \nYes you need a lot of stone and i made a good amount of water around the island. if i remember correct - left way is closest to land. \nIf you use dirt-digger you should have enough stone to expand with landfill, but yes it's more a \"harder\" map.",
"date": "2017-03-08T18:47:48+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content": "Ah, I went north/northeast and it was a long, long way. If I'd remembered about the dirt machines it would have been easier. \n \nI watched the first four of your youtube videos showing stony planet today. You started somewhat differently to me - I went away from the water to build so I can easily make a bus and so on. Plus I took those plasma turrets and simply wiped out all biters for a few thousand tiles all round. No need to bother with defense then and those turrets are pretty OP at the early game. I have over 3000 alien artifacts piled up already. \n \nAs a bonus I found that where the map generation swaps over from the save to newly made, there's the mismatch caused by the map changes in 0.14. On the newly generated chunks I found some uranite so I may get UP to work after all.",
"date": "2017-03-08T23:23:04+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "if i remember correct, north/northeast is a mid-way - longest is east and south. \n \nyeah, i play a little bit restricted and small thinking \n \ni'am not sure if it makes much sense to keep these scenarios for the future. it's still not a real good goal in the game and the challenge is not to hard.",
"date": "2017-03-09T15:18:49+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content": "Maybe they could do with an update but it's a good way to teach about the unicomp mechanic. \n \nLike stony planet as a new map or scenario so that you don't get the jarring map change. Maybe do that thing where you disable the rocket silo and place one on the map miles away as a goal. The plasma turrets are the only things I'd change on the difficulty side (they are way OP to have at the beginning like that). To my mind it's more of a teaching thing than something that needs to be challenging. \n \nOr make a scenario to showcase the Profit for war things or the agriculture side.",
"date": "2017-03-09T16:44:56+00:00",
"quotes": []
},
{
"author": "mgp4ever",
"content": "I also started to play Factorian Waters. Thanks for the hint to go (for the shortest way) to the left. \nI use some dirt diggers to get stones... \nHope, i meet the aliens soon! GREAT challenge! Thanks Yuoki!",
"date": "2017-03-16T15:13:13+00:00",
"quotes": []
},
{
"author": "HanzColdcut",
"content": "Well hello and thank you for your mods i love the style and i loe the train most. i just started to mess with your mods and found your scenarios and thought i would give the Factorian Waters a try as it seems to be almost like a skyblock or seablock in factorio sense. \n \nnow this is quite the challenge! i am still trying to wrap my pickaxe around the situation with some fair stable success! \n \njust need to find a way to expand. just taking my time also added afew other mods but shouldn't take away from you mods that i am trying to work around. \n \nadded a pic of my messy very slow start at your Factorian Waters map. \nand thanks again for this i am enjoying it.",
"date": "2017-11-30T21:56:56+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Thank you for the picture \nYes the idea comes from Minecraft Skyblock and yes, the Factorion Seablock Challenge is better known and more popular. \n(but i think back in Apr 2016 was no Seablock Challenge to play) \n \nHave fun and a challenging experience",
"date": "2017-12-17T15:07:10+00:00",
"quotes": []
}
] | 10 | 2016-04-02T13:51:56-05:00 |
forum-topic-124151 | 124151 | Searching for playmates for MP | Multiplayer | https://forums.factorio.com/viewtopic.php?t=124151 | DaveLiG | Hey everyone!
I am just a regular player from GMT+1 timzone searching for teammates to play with. I have my fair share of experience (2000+ hours) but i dont mind playing with new and experienced players neither. Vanilla or not also.
Usually playing in the afternoons and evenings but feel free to contact me about the details. | [
{
"author": "lastofuns",
"content": "Hi, we can play together) \nI also have +1 time zone",
"date": "2025-02-01T20:31:05+00:00",
"quotes": []
}
] | 1 | 2024-12-10T06:20:37-06:00 |
forum-topic-127420 | 127420 | How to "stack balance" a belt? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127420 | vesoljc | Not sure if I missed this, but couldn't find the info on it. So, I have a 4wide belt that has a mixed number of stacked items. How do I "max stack" them all? | [
{
"author": "Tertius",
"content": "What is a \"4wide belt\"? If this is a bus of 4 parallel belts, you're compressing stacks of items on a belt the same way as you compress single items. A stack on a belt is behaving as a single item on the belt. \n \nIf you have a mix of stacks, partial stacks and single items, and you want to consolidate them to full stacks only, you need to take the items off the belt and put it again onto the belt with a stack inserter. The stack inserter will (re)construct full stacks of items while putting them back on the belt. There is no means to directly fill up existing non-full stacks on the belt. There is also no means to filter full stacks from partial stacks to just take off and rebuild non-full stacks.",
"date": "2025-03-12T10:04:55+00:00",
"quotes": []
}
] | 1 | 2025-03-12T04:01:42-05:00 |
forum-topic-116345 | 116345 | What I love about Space Age | General discussion | https://forums.factorio.com/viewtopic.php?t=116345 | Kyralessa | What's your favorite new Space Age feature? What great new thing have you noticed that you weren't expecting?
We have enough bug threads, so let's have a praise thread.
--
For me, still setting up smelting, what I've noticed is that ghosts look really good .
In the past distinguishing between ghosts and real items could be quite challenging.
These blue, phasing ghosts are still very recognizable as what item they are, but also recognizable as ghosts.
Much easier to use. This is a great change. | [
{
"author": "jamiechi1",
"content": "I like the color of the ghosts, but not the horrible wavy animation effect. Not good for older people with eye issues. \nEdit: On second thought, the new ghosts cover up the color of modded tiles of various colors. \n \nI do like the way that it is very difficult to edit and update my mods for the new version of Factorio. I like the challenge. I write some of my own mods. Too easy to just install someone else's mod. \n \nAnd I like being able to set up machines while they are ghosts, before they are placed. \n \nEdit: I now use a mod to fix the ghosts to look like they did with 1.1 Factorio.",
"date": "2024-10-24T21:28:18+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Quality. \nInfuriating at times. Rewarding at times. \nViable for multiple playstyles and at different stages of the game. \nMight sink extra hundred hours into just fiddling with it.",
"date": "2024-10-24T22:30:45+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Another subtle but really good change: \n \nIn Factorio 1.1, if you laid down a blueprint (or just a lot of ghosts) but didn't have bots yet, you could end up chopping a lot of trees by hand. But as you were chopping the trees, it was likely a lot of ghosts would disappear because when the tree disappeared, now you were inadvertently right-clicking on ghosts. \n \nIn Factorio 2.0, it appears that when you chop trees, you're locked into chopping mode. As long as you hold the right button down while chopping, you're only chopping, and not deleting ghosts or anything else. You can move from tree to tree continuously chopping without making a shambles of your ghosts. \n \nThis makes life much better.",
"date": "2024-10-25T08:41:47+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Now that I'm doing more scouting by car, I can really see the \"Natural paths\" feature talked about here: \n \n https://www.factorio.com/blog/post/fff-401 \n \nEven on a heavily-forested map, instead of constantly bumping into all-but-impassible forests or cliffs and having to backtrack, there's always a way around. Exploring the map by car feels really good now, nice and smooth.",
"date": "2024-10-26T09:55:01+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I really like the new silo as requester chest, i feel it's really making sending things to orbit accessible and easy compared to the circuitry involved in space exploration mod. \n \nI like quality, i didn't thought i would spend that much time trying to get more and more legendary things, i thought it would be for megabase, but after going to Fulgora i started to get a few and wanted more and more and ended up completly drawn into it like the first days i played the original factorio with forgetting to eat for the whole day. \n \nI like designing spaceship, they don't really need to serve a purpose, i just give myself a set of rules / objectives and spend time trying to make it work. \n \nI need to keep the rest for later because there's so much things i like x)",
"date": "2024-10-26T10:32:16+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "I like that less recipes are available at the start of the game, stuff like Electric mining drill and Radars need to be researched first. I also like that fish can spoil so you better catch a fish or two before you get into a fight!",
"date": "2024-10-28T13:27:20+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "Like mining the leaves in Satisfactory. Never thought of trying that here.",
"date": "2024-10-30T21:20:15+00:00",
"quotes": [
{
"author": "Kyralessa wrote: Fri Oct 25, 2024 8:41 am",
"content": ""
}
]
},
{
"author": "Kyralessa",
"content": "Another nice feature: However one may feel about cliff explosives being further down the tech tree, I like the fact that cliff destruction isn't available until cliff explosives are available. It means I can use the deconstruction planner without marking a bunch of cliffs for destruction when I have no way of destroying them right now.",
"date": "2024-10-31T11:03:59+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I like planting trees and having a way to mitigate pollution with biochambers.",
"date": "2024-11-08T01:08:48+00:00",
"quotes": []
},
{
"author": "Scarlett7Moore",
"content": "What I love about Space Age in Factorio is how it expands the game's scope into space exploration while maintaining the core gameplay loop of building, automating, and optimizing. The introduction of new planets each with distinct challenges and resources adds an exciting layer of complexity.",
"date": "2024-11-22T09:34:36+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Another thing I love about Space Age (which I really miss when I step back into Factorio 1.1 to play Space Exploration) is the pins. \n \nIn Factorio 1.1, when I want to drive (or jetpack) to something far away, I have to look at the map, head there, look at the map again, correct my course... \n \nIt's great to be able, no matter where I am, to just pin that arrow and drive straight toward it, not even needing the map once. \n \nIt's also been fantastically helpful for finding my car, my tank, my spidertron, and my fellow player in a two-player game.",
"date": "2025-03-04T10:11:42+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Platforms!",
"date": "2025-03-04T15:17:03+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "One can 'blacklist' items such as cliffs with the deconstruction planner. So not really an issue.",
"date": "2025-03-07T21:03:13+00:00",
"quotes": [
{
"author": "Kyralessa wrote: Thu Oct 31, 2024 11:03 am",
"content": ""
}
]
},
{
"author": "trancexpress",
"content": "Quality and the new automation machines with built-in productivity, plus handling byproducts and spoilage. I feel there are now more ways to build your factory and I'm happy due to it.",
"date": "2025-03-09T07:59:47+00:00",
"quotes": []
},
{
"author": "coffee-factorio",
"content": "I think I'll always be in love with Space Platforms.",
"date": "2025-03-14T22:33:07+00:00",
"quotes": []
}
] | 15 | 2024-10-21T13:19:22-05:00 |
forum-topic-127401 | 127401 | [2.0.39] Rare Thruster has oddly many decimals | Not a bug | https://forums.factorio.com/viewtopic.php?t=127401 | Boergeiam | When crafting tier 3 Thrusters, they show extra long decimals when refering to fuel and oxidizer consumption rates
Screenshot_7.png (375.9 KiB) Viewed 184 times
uncommon thruster shows a normal decimal amount
Screenshot_8.png (427.1 KiB) Viewed 184 times
(i can't show epic or legendary, i haven't researched that far yet, however, the factoriopedia shows it as normal decimal amounts )
Screenshot_9.png (135.45 KiB) Viewed 184 times
before this update, i don't recall them showing this many decimals, unfortunately i don't have a screenshot of that. however, | [
{
"author": "",
"content": "Thanks for the report. These values have been unchanged since 2.0s release. They simply get generated and converted to a string to show and it so happens that this one ends up with a repeating number.",
"date": "2025-03-11T21:38:16+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Also duplicate of 123113 Thruster of rare quality has consumption value with too many digits / 119546 Yumako & Jelly spoils in 1h17m59s instead of 1h18m .",
"date": "2025-03-11T21:52:02+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Should not display be cropped to display 1 or 2 decimal places instead of 5? Or round it to 9.60 not 9.599999?",
"date": "2025-03-12T03:39:49+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Mar 11, 2025 9:38 pm",
"content": ""
}
]
},
{
"author": "Boergeiam",
"content": "ah, my bad. i thought i checked for older reports too, and came up empty handed. I guess i need to learn how to search the forums better. \n \nThough i do think it's a small weird inconsistency, but i suppose that's up to the Devs to decide to keep in",
"date": "2025-03-12T09:51:08+00:00",
"quotes": []
}
] | 4 | 2025-03-11T16:19:37-05:00 |
forum-topic-90836 | 90836 | Train Filter Signs | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=90836 | TL;DR
This is a “counter suggestion” to Trains: Chain signals should factor in the length of the train .
What?
Introduce signals, that blocks trains with some (measurable) train (!) properties from driving through the block, where the sign is placed.
You can prevent trains crossing such signs.
- trains longer/shorter than x
- trains with/without cargo x
- ... (fuel lower than x? Filter double headed trains? Trains with special equipment?)
Implementation looks relatively simple: I think that could be easy added to the pathfinding. (?) because such signs work just like a broken rail. You cannot place the sign everywhere, for example it makes eventually no sense at crossings. I guess the most effort for this feature goes into the GUI.
No path: if a sign blocks a train from arriving his target it alerts the player. If the signal was changed after the train has been left station (path had been found), and an alternative cannot be found, it ignores the sign.
Nice to have: The sign could also be controlled by circuits. Again: if the sign changes and there is no alternative path, it ignores the sign.
Why?
Give the player a way handle trains with very different length. You cannot build good, fast crossings for any type of train. That makes such crossings inefficient. Instead enable the player to route trains to an optimized version for their length.
Other options can add very much gameplay value with a relatively low effort.
Some ideas:
- avoid crossings that the train with that length is not build for (the origin of this idea)
- route longer trains around the center of your factory
- make “main lines”
- with control by circuits: route around busy crossings
- route low fuel trains to stops with a refuel
- make waiting lines for one item type only
And many things more.
This is also quite related to the suggestions of adding penalty signs/signals to influence the pathfinder.
(Found viewtopic.php?f=80&t=21899
viewtopic.php?f=6&t=85260 ) | [
{
"author": "Laramy65",
"content": "I like this idea. I would also suggest they allow to have configurable pathfinding cost to cross it which can be positive or a negative value, making trains either prioritize some route or avoid it. There is already a clunky way of doing this, you can line a route with empty stations, or set a signal red with circuits which turns green when a train has entered the segment before it. would be epic to have more streamlined way to do this",
"date": "2020-10-30T08:41:52+00:00",
"quotes": []
},
{
"author": "Sad_Brother",
"content": "That thing changes over time on the route... \n \nI want to mention usefulness of length filter for stations but this suggestion cover it.",
"date": "2020-10-30T15:02:55+00:00",
"quotes": [
{
"author": "ssilk wrote: Fri Oct 30, 2020 8:06 am",
"content": ""
}
]
},
{
"author": "NotRexButCaesar",
"content": "This seems like a more complicated solution to the exact same thing as the chain signal change",
"date": "2020-10-30T19:06:19+00:00",
"quotes": []
},
{
"author": "Sad_Brother",
"content": "It look complicated? It is simple and controllable! \n1.At the moment, pathfinder works, train parameters are known. \n2.Some paths become closed for this train (so pathfinder has less ways to measure) and it get own personal way to go. \n3.Time to go that way. \nAlmost as now. Compare with \"chain signal change\": \n1.Pathfinder give train way to go. \n2.Train cannot go past chain signal because next signal block too short. \n3.Should it repath? Would it repath to the same short block? Will be that block reserved forever? \nIn my opinion \"chain signal change\" is more complicated and doubtful.",
"date": "2020-10-30T20:14:31+00:00",
"quotes": []
},
{
"author": "",
"content": "And combined with adding penalty points (see also Laramy65) this is in my opinion really a game changer for trains.",
"date": "2020-10-30T20:31:51+00:00",
"quotes": [
{
"author": "AmericanPatriot wrote: Fri Oct 30, 2020 7:06 pm",
"content": ""
}
]
},
{
"author": "Tesse11ation",
"content": "My question is, why was that thread locked? I didn't see any message explaining why. \n \n Maybe ssilk did it to stifle the competition, so that his suggestion takes the cake.",
"date": "2020-11-02T13:45:00+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "I was just in the process of replying to the other thread, and it got locked. \n \nThe point I was going to make, was to highlight a flaw in the argument for allowing longer trains to pass chain signals, and that is track length. We have already seen trains longer than a loop crash into themselves, so having them ignore certain chain signals could only exacerbate the problem. \n \nHaving a device that effectively gives us the ability to adjust the pathing cost could be very useful in many situations. My current \"hack\" is to use multiple circuit controlled waypoint train stops to increase the penalty - ugly, and cumbersome.",
"date": "2020-11-02T14:00:26+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "At the risk that this topic will be locked as well (because it going off topic) \n \nIn his last post ssilk wrote:\n \nwhich doesn't really reflect what boskid actually said:\n \nSo he wasn't 100% certain yet and even more importantly he was open to more discussion. Instead of locking the topic at most it could have been moved to \"Outdated/Not implemented\" imo. And even that would be inappropriate since boskid hadn't, as I said, made a final decision yet and it would be more difficult to discuss since I think people don't read the \"Outdated/Not implemented\" board that frequently.",
"date": "2020-11-02T14:56:01+00:00",
"quotes": [
{
"author": "KoblerMan wrote: Mon Nov 02, 2020 1:45 pm",
"content": ""
},
{
"author": "ssilk wrote:",
"content": ""
},
{
"author": "boskid wrote:",
"content": ""
}
]
},
{
"author": "NotRexButCaesar",
"content": "I think boskid meant “discuss among yourselves ”. He gave a lot of reasons why implementing it didn’t make any sense.",
"date": "2020-11-02T15:05:57+00:00",
"quotes": [
{
"author": "ickputzdirwech wrote: Mon Nov 02, 2020 2:56 pm",
"content": ""
},
{
"author": "ssilk wrote:",
"content": ""
},
{
"author": "boskid wrote:",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "The discussion continues here, with an alternative suggestion. \n \nI do understand, and agree with all of the reasons not to pursue the original suggestion, but that doesn't take anything away from the premise of having trains of different lengths being more manageable on the same network. Like I said, I also had a need for long long distance bulk trains, and shorter local trains. Either they are kept separate and use transfer stations, or some mechanism is employed to direct these different trains to their respective parts of the network. Controlling pathing costs is one such way. Nasty waypoint stops and complex signal and circuit networks is technically possible, but so unwieldy, that it's not worth bothering. \n \nI still think having the current train ID in the block readable from rail signals would satisfy a lot of wishes, and give players the control that is being requested.",
"date": "2020-11-02T15:38:40+00:00",
"quotes": []
},
{
"author": "Sad_Brother",
"content": "It could work. But in my opinion train id is the worst way to control pathfinder.\n \nSign, able to control allowed train length based on logic signals, would be able to simulate suggested chain signal change. \nAnd much more.",
"date": "2020-11-02T17:23:30+00:00",
"quotes": [
{
"author": "Squelch wrote: Mon Nov 02, 2020 3:38 pm",
"content": ""
},
{
"author": "AmericanPatriot wrote: Fri Oct 30, 2020 7:06 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Why was this locked? I have no idea. I guess someone by accident? Yes, I tend to remember my suggestions better than others - I think this is quite natural - but I guarantee I would never use such tricks to make them stifle out. (Deep Loking at KoblerMan) \n \nI admit, I shortened that quote a bit too much (I won’t to put much attention in that). But the core of his arguments was “that’s not gonna work well. And discuss to find a better solution.” \n \nAgreed. You know, trains can be destroyed. And there are some more actions, where trains can change their ID’s. \n \nUsing the id of anything in a program to decide, if something should do this or that remembers me to my current project, where my customer made exactly this. Instead of adding new fields into the database to let the program decide what to do on that criteria, they added code like “if ID=123 then do this, otherwise that”. Cold shudders run down my back, when I saw that. And how much code was changed to implement that. Such code is literally dead, it takes more time to figure that mess out and repair it, than to write it new. \n \nAnd the same is it in Factorio with the train-ID’s. There are programming paradigm, that are known to look fine at first, because they solve a simple problem very fast, but be be known to make everything worse or completely brake, because they are so weak. \n \nAnd - as said in the suggestion above: the right way to make that, is to have a criteria ON the train. Like the equipment grid, or something like a constant combinator, which enables you to distinct trains. And the filter here can look at the train and see “oh, it has this criteria, so this path is closed” (or “train has not this criteria, path is open”).",
"date": "2020-11-03T07:54:12+00:00",
"quotes": [
{
"author": "AmericanPatriot wrote: Mon Nov 02, 2020 3:05 pm",
"content": ""
},
{
"author": "ickputzdirwech wrote: Mon Nov 02, 2020 2:56 pm",
"content": ""
},
{
"author": "ssilk wrote:",
"content": ""
},
{
"author": "boskid wrote:",
"content": ""
},
{
"author": "Sad_Brother wrote: Mon Nov 02, 2020 5:23 pm",
"content": ""
},
{
"author": "Squelch wrote: Mon Nov 02, 2020 3:38 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Honestly previous topic about chain signals taking into account the train length was easier in terms of possible implementation. This however could have more possible use cases. \n \nThose signs if implemented, would have to affect pathfinder behavior to prevent some paths from being taken due to restrictions. There are certain restrictions about what can add a penalty (or prevent given path from being taken) and it relates to at what points pathfinder processes nodes. For example pathfinder node's are related to rail segments which can be split by junctions (when multiple rails merge) or by rail signals (which force rail segments to split - signals are always at one of the rail segment ends, never inside). If those signs would be required to bind to a rail segment, those segments would have to be able to take multiple signs into account and this would create an issue where a sign that is far behind could still affect a path for a train that is heading away of that signal - just because that sign would behave as it would be at the exit of the rail segment. For that those signs would in general work as rail signals, but here i would have to make them split rail segments as rail signals do, but to ignore the rail signal logic on them so they do not split rail blocks and do not require any reservations (they would immediately turn into rail signals). Quite a lot of weird changes. \n \nLets assume those signs would be literally a rail signals \"with one feature added\" for the ease of implementation. Pathfinder has to look into signal state anyway when searching path so adding extra features to rail signals is the least intrusive way to add logic into rails. \n \nTrain length restriction is possible to implement as trains never changes length during their travel (and when it changes length, it is now a different train) so this would have a well defined behavior. \n \nTrains with/without cargo condition in theory can change when traveling when player manually puts stuff into the train while riding that train. Because of this when a train would repath for any reason (let it be a signal that cannot be reserved due to another train) during a repath those conditions would have to be still checked and the train could slam the brakes just because the condition is no longer fulfilled. There is no \"if no path then ignore sign\" because that would mean either train remembers which signs were fulfilled at the repath when leaving train stop (or were fulfilled at the last successful repath) or it ignores all the signs, even those which were not on the path. Second approach would cause the train to possibly breach any condition. \n \nRouting low fuel trains for a refuel would not be solved by this. To fix this the train would have to change its current schedule record it is following. Routing low fuel trains with signs would require weird setups where the refuel train stop would be just another \"Iron drop\" train stop but without any place to drop iron, just so the train can be refueled without having an extra schedule record for refueling, but then the leave condition would be completly broken as it empty cargo would never trigger. It is far easier to have a dedicated train that brings the fuel to the vicinity of the unloading train stops and provides it directly to the trains that are unloading stuff so the period of unloading can be also reused for loading fuel. \n \nRouting around busy crossings: if a crossing is busy there will be a lot of trains increasing the penalty of such intersection so the trains should already avoid such intersections if another paths are available. For manually forcing to reduce congestion those signs would have to add extra penalty (which is a separate idea by itself). Extra penalty could apply to all the trains and all of them could choose another path that would now become congested. \n \nThis idea is not mature enough to be even considered to implement.",
"date": "2020-11-03T08:38:09+00:00",
"quotes": []
},
{
"author": "",
"content": "TL;DR \n \n- pointed out exact rules how the train should work with closed path overriding. \n- mixing in optional penalty-ideas (I think they are very highly tighted together), namely: \n---- when no filter is set it add just penalty to the train \n---- with filters you can turn off closing paths and only add penalty \n---- you can change amount of penalty (by player or circuits), even negative penalty (prefer paths) \nand some details. \n \n \nWould be completly ok for me: It's might look just a bigger than the normal signals and mybe it can show it's current functionality a bit. \n \nI had added this rule, to avoid that when you change the sign/signal, so that the train has no allowed path anymore. It would end with a completly mess, because a train then stops with \"no path\" on your main route. I think this danger is real and should be avoided somehow. But:\n \nYa, Sad_Brother figured that also out. Nothing which can change during the train is running is a good idea. \n \nThis suggestion works only well with things, that cannot change during normal automated train routes - and the special case that the player changes the train during traveling can be just a special case; I mean the main issue is the above, that you change something here and you create a complete deadlock somewhere else. So the idea was, that the reachablity of the next target is checked at start of the next schedule-entry and my thought was, that this is checked just once and if such a sign/signal then changes, it should ignore this, if there is no path left then. It might take a second pathfinding for this special case. \n \nBut on the other hand I think this will lead also to \"interesting game situations\", where you forgot, that when you change this so that there is no route left, it will ignore any sign. I don't know, if that is really a good idea. I would like to play with the details in some kind of beta-phase. \n \n So, I tried to make this ideas more detailed: \n \n- When the train is at the begin of the next schedule-entry (normally at a stop or started by the player) we do one special check: Is there a path? When yes: Is there a path, that this train is allowed yet? \n---- Subidea: Because this feature can also be used to control, if a train should leave a train stop (there have been some suggestions around that), it is similar to the new max. trains feature and should be displayeed similarly, as when no free destination stop is available. I don't know yet if I need an overview of such kind of trains anywhere to find problems, so I leave that out. \n- Then we do the \"normal\" path scan, this time we just add a ridiculous amount of penalty , every time, when a closed sign/signal is traveled through. This enables the train to avoid this path, but if there is no other path left, it goes that way. Or if there are other signs/signals, the train uses the \"shortest\" path. This is to avoid that the train gets stuck somewhere during it's travel. \n- This double-scan needs to be done only once per schedule-entry. I think this is affordable, but I cannot really know it. I think these scans can be done all in one turn, if clever programmed. \n- When the train state is changed by the player, it could just simulate this first scan. If the state changes (path suddenly not longer allowed) we can think about not allowing this player action (not a fan of), or warn the user, that this last operation will stop the train. \n \n Optional stuff, but highly relevant: \n \n- Instead of setting up a filter-condition, the player can just leave it free, so that the penalty is just added to every train. \n---- This changes the behavior so, that instead of disallowing a path it adds penalty to every train by the sign/signal. No pre-check is needed anymore, this spares this first check. \n- Another option might be, that the player can decide to turn path blocking off, even when the filter is set. This let the train just prefer one path over another, if the condition is met. \n- Next option is: The player can choose, how high this penalty is. If the player is allowed to set the added penalty himself: \n---- instead of taking a ridiculous amount (dunno, by default one million?), he can set it much lower. \n---- To make sense to this feature, we might need some kind of tool to measure the total penalty between two points to balance things out nicely. Would be enough if I could set a locomotive anywhere, give it a destination and when I hover over the schedule, it tells me somewhere the current total penalty. \n---- I can also set a negative penalty. Endless possibilies, like prefered paths etc. \n- I can set the amount of penalty by circuits. If that changes, the train will only take that into account, if he needs to repath. \n \n \nI know that, but I had many situations, where I would liked to have a bit more control about that. It also give me a bit more feeling, that I have the control over my trains (which is not really true ) but I really would like it. \n \nHuh, that sounds dark. Hope that helped a bit to bring more light into it.",
"date": "2020-11-03T15:18:46+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Nov 03, 2020 8:38 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "Reasonable, but something in my head screams \"combinatorial explosion\". What about chain signal signs?\n \nIt would be like removing the only piece of track connecting the train to the destination, \"no path\" feels appropriate. \nRegarding changing the setup of the train: \n \nChanging the train setup will switch the train to manual, so any restrictions become void. Switching the train to another station should behave as it does now, likely just a repath event. Changing signs on the trains route, such that the train is no longer allowed, should trigger a repath, potentially resulting in \"no path\". Changes for signs already reserved by the train, i.e. within breaking distance or as result of a chain signal section, should be ignored, like closing it signal via circuit network is now. \nSpeaking of repathing: \"slamming the brakes\" feels unnatural. If a train repaths and cannot reserve enough track for its current breaking distance, the new path should be discarded. If, as result, there is no viable path towards its new destination, it should break along its previously reserved path and enter \"no path\" state. \n \nSigns preventing the train from passing it should be treated as absolute, otherwise players will be confused when a train passes a sign it shouldn't be allowed to pass because that's the only route. Going into \"No path\" mode is more obvious (and easier to implement, as the special case isn't needed). This also gets rid of the double pathing when trying to leave a station. \nAs I said above, changing the condition should be treated similar to closing the normal signal: If the train has already pathed beyond it, and thus reserved the signal, the signal stays in the reserved state until the train has passed or repathed to another route. \n \nNegative penalties are problematic. They might break Dijkstra, if negative loops exists. And they will break the invariant of the currently used heuristic for A*.",
"date": "2020-11-03T18:09:16+00:00",
"quotes": [
{
"author": "ssilk wrote: Tue Nov 03, 2020 3:18 pm",
"content": ""
},
{
"author": "boskid wrote: Tue Nov 03, 2020 8:38 am",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Ajedi32",
"content": "I love this! Such a simple idea but with so many possible applications! Prevent long trains from entering sections designed for smaller ones, discourage trains from taking certain high-traffic paths unless their destination requires it, etc.",
"date": "2020-11-03T19:26:40+00:00",
"quotes": []
},
{
"author": "Sad_Brother",
"content": "No worse than signal block, which is busy by train far away. In that scheme you can attach several conditions for train to enter that segment. If the train is already on segment all signs are ignored. \nSign should behave as it would be at the entrance of the rail segment. Not at the end.\n \nSuch sign (or conditional rail signal, or rail signal with optional condition feature) would forbid to pass it instead of forbidding to enter block. More logical but to add several conditions you need several rail signals. Not a problem imho. \nBut there are two problems here: \n1. if condition changes while train's breaking point pass that sign/signal the train would pass it anyway. \n2. if condition changes while train's breaking point is already on the signal block before sign/signal, train would have no way to move suddenly. \n \nIt has enough reasons to mature. I state some above.\n \nToo complicated imho.\n \nI prefer optional penalty or restriction. \nRestriction decrease pathfinder burden. Penalty allow fine tuning.\n \nIt might work on schedule. But best would be moment when you aim at the map with goto cursor and see that white line. (If I can remember it correctly)\n \nDriver: \"I like to move near my beloved girl's house so much, I would drive here again and again. In circles.\" \nOr in Scientific words...\n \n \nAs far as I remember they are not even controllable for some reason...\n \nExactly.",
"date": "2020-11-03T21:03:20+00:00",
"quotes": [
{
"author": "boskid wrote: Tue Nov 03, 2020 8:38 am",
"content": ""
},
{
"author": "boskid wrote: Tue Nov 03, 2020 8:38 am",
"content": ""
},
{
"author": "boskid wrote: Tue Nov 03, 2020 8:38 am",
"content": ""
},
{
"author": "ssilk wrote: Tue Nov 03, 2020 3:18 pm",
"content": ""
},
{
"author": "ssilk wrote: Tue Nov 03, 2020 3:18 pm",
"content": ""
},
{
"author": "ssilk wrote: Tue Nov 03, 2020 3:18 pm",
"content": ""
},
{
"author": "ssilk wrote: Tue Nov 03, 2020 3:18 pm",
"content": ""
},
{
"author": "Nidan wrote: Tue Nov 03, 2020 6:09 pm",
"content": ""
},
{
"author": "Nidan wrote: Tue Nov 03, 2020 6:09 pm",
"content": ""
},
{
"author": "Nidan wrote: Tue Nov 03, 2020 6:09 pm",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "\"Chain signals have no state\" apparently. Which makes me feel like chain signals are implemented as an entirely different thing than signals, instead of signals with an extra feature. If we add that the circuit network also doesn't keep a state since it gets recalculated every tick (see the abstraction thread), then... I'm getting sidetracked \n \nBut when combining signs into signals, like boskid suggested, there might be a situation where a player wants a sign but the only place where they can put it is already occupied by a chain signal, thus creating a need for chain signal signs.",
"date": "2020-11-04T02:12:06+00:00",
"quotes": [
{
"author": "Sad_Brother wrote: Tue Nov 03, 2020 9:03 pm",
"content": ""
},
{
"author": "Nidan wrote: Tue Nov 03, 2020 6:09 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Too complicated: yes. Ok. I already thought that in my last post. And now I see what needs to be changed: \n \n Instead of closing a track like the OP suggest you can only add penalty! \n \nThe whole complicated rules with double scan for availability for target stop: gone! \nThe rules what happens, if the signal changes during a ride: gone! \nThe player needs not to decide between different operation-modes. \n \n So here is an updated description : \n \n- a sign can be added to a track, by default it works like a normal signal. \n- if you open it you can set up - besides the normal signal setup - two more parts: \n—— a filter. (*) \n—— an amount of penalty. \n- if no filter is set, but the penalty, the penalty is added to every train, that passes this signal in the pathfinder algorithm. If filter and penalty is set, the penalty is only added, if filter is true. If no penalty is set, but a filter, a very high penalty is added. \n- when a player changes the content of a train while driving, this will recalculate the path for each change. \n- only positive penalty can be set. \n- the things I don’t mention are still the same, like that we need a tool to measure penalty between two points, that the sign (or signal) should reflect it's internal state, and so on. \n \n(*) the filter looks a bit like circuit logic. But is different. On the left side we can choose parameters from inside the train: \n train length, number of locomotives/wagons, bidirectional or one-way, cargo (any item, that can be transported), equipment grid stuff, things, where we can distinct a train-type from others (there are other suggestions, like to put a constant combinator thing on the train) and other parameters on the train, that don’t change during a ride and I currently don’t know and make eventually sense. \nThe comparator works like in the decider combinator. \nThe right side is the value, which optionally can be changed from external circuit. \n \n Optional : \n \n- the value, that decides if and how much a filter filters, can be set by circuits. \n- Also the penalty-value. \n \nThat’s it. With this change this suggestion will still be super useful. The main disadvantage is, that you cannot control, when a train should leave a station. But I already thought that this feels a little bit too complicated. And it feels a bit like misusing the sign for schedule things.",
"date": "2020-11-04T07:13:44+00:00",
"quotes": []
}
] | 19 | 2020-10-30T03:06:47-05:00 | |
forum-topic-118282 | 118282 | [2.0.11, not observed in 2.0.23] Rendering performance drops on not so big base | Technical Help | https://forums.factorio.com/viewtopic.php?t=118282 | LDVSOFT | I've started playing Space Age and for some reason viewing my current Nauvis factory that is pretty tame given Factorio scale causes FPS to drop to around 30-40 frames per second. Looking at any relatively empty space restores the frame rate, and UPS is stable at 60. I don't know what exactly causes this, I've tried lowering the resolution from 4K to just HD (didn't feel like it made a difference), lower textures to medium (didn't feel like it made a difference), and also installed the game on Linux (Ubuntu 22.04) instead of Windows and tried both X11 and Wayland desktops, still FPS drops. I've enabled the show-gpu-time-usage but there isn't much to pin the cause.
I'm kinda afraid to continue since menu backgrounds from Vulkanus and Gleba feel stuttery. Is there anything extra to check? nvtop doesn't show that GPU is hitting 100%, load on Windows was also not dominating.
Code: Select all 0.000 2024-10-29 00:44:02; Factorio 2.0.11 (build 79682, linux64, steam, space-age)
0.424 Operating system: Linux (Ubuntu 22.04)
0.000 Initializing Steam API.
0.425 Program arguments: "/home/ldvsoft/.steam/debian-installation/steamapps/common/Factorio/bin/x64/factorio"
0.425 Config path: /home/ldvsoft/.factorio/config/config.ini
0.425 Read data path: /home/ldvsoft/.steam/debian-installation/steamapps/common/Factorio/data
0.425 Write data path: /home/ldvsoft/.factorio [22850/92148MB]
0.425 Binaries path: /home/ldvsoft/.steam/debian-installation/steamapps/common/Factorio/bin
0.504 System info: [CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, 8 cores, RAM: 15947 MB]
0.504 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>
0.507 Display options: [FullScreen: true] [VSync: true] [UIScale: manual-pixels (125.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.591 Video driver: wayland
0.592 Available displays: 1
0.592 [0]: Dell Inc. 27" - {[0,0], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz}
0.990 Initialised OpenGL:[0] AMD Radeon RX 6650 XT (navi23, LLVM 15.0.7, DRM 3.57, 6.8.0-47-generic); driver: 4.6 (Core Profile) Mesa 23.2.1-1ubuntu3.1~22.04.2
0.991 [Size] Window: 1920x1080, Backbuffer: 3840x2160
0.991 [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
0.991 [Version] 4.6
0.991 Graphics settings preset: very-high
0.991 Dedicated video memory size 8192 MB
1.253 Graphics options: [Graphics quality: medium] [Video memory usage: all] [DXT: high-quality]
1.253 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
1.273 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100
2.454 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
2.454 Info ModManager.cpp:434: FeatureFlag freezing = true
2.454 Info ModManager.cpp:434: FeatureFlag quality = true
2.454 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
2.454 Info ModManager.cpp:434: FeatureFlag segmented-units = true
2.454 Info ModManager.cpp:434: FeatureFlag space-travel = true
2.454 Info ModManager.cpp:434: FeatureFlag spoiling = true
3.958 Data stage cache loaded in: 1.504079 seconds.
4.036 Checksum for core: 1043092351
4.036 Checksum of base: 708330460
4.036 Checksum of elevated-rails: 1891730324
4.036 Checksum of quality: 4264147466
4.036 Checksum of space-age: 4032004066
6.169 Prototype list checksum: 124222065
6.249 Loading sounds...
8.438 Info PlayerData.cpp:68: Local player-data.json unavailable
8.438 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1730158913
9.686 Initial atlas bitmap size is 16384
10.027 Created an atlas bitmap (size 16384x16376) [none]
10.030 Created an atlas bitmap (size 16384x11508) [none]
10.030 Created an atlas bitmap (size 8192x4280) [decal]
10.034 Created an atlas bitmap (size 16384x4592) [low-object]
10.036 Created an atlas bitmap (size 16384x11896) [corpse-decay]
10.036 Created an atlas bitmap (size 8192x5416) [none]
10.036 Created an atlas bitmap (size 904x41) [not-compressed]
10.038 Created an atlas bitmap (size 8192x1840) [mipmap, linear-minification, linear-magnification, linear-mip-level]
10.042 Created an atlas bitmap (size 16384x6496) [terrain, mipmap, linear-minification, linear-mip-level]
10.043 Created an atlas bitmap (size 4096x2640) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
10.044 Created an atlas bitmap (size 4096x3024) [smoke, mipmap, linear-minification, linear-magnification]
10.044 Created an atlas bitmap (size 4096x1376) [mipmap]
10.045 Created an atlas bitmap (size 2048x1520) [mipmap]
10.045 Created an atlas bitmap (size 4096x2832) [mipmap]
10.046 Created an atlas bitmap (size 4096x2832) [mipmap]
10.047 Created an atlas bitmap (size 4096x2832) [mipmap]
10.048 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
10.053 Created an atlas bitmap (size 8192x3420) [alpha-mask]
10.214 Created an atlas bitmap (size 16384x16376) [shadow, linear-magnification, alpha-mask]
10.215 Created an atlas bitmap (size 16384x3652) [shadow, linear-magnification, alpha-mask]
10.216 Created an atlas bitmap (size 4096x1312) [shadow, mipmap, linear-magnification, alpha-mask]
10.217 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
10.217 Loading 3D bitmaps.
10.268 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
12.989 Atlases loaded from disk cache in 2.721753 seconds.
13.001 Parallel sprite loader initialized (threads: 7, bitmaps: 66)
19.486 Sprites loaded
19.515 Generated mipmaps (3) for atlas [3] of size 16384x4592
19.518 Generated mipmaps (3) for atlas [7] of size 8192x1840
19.526 Generated mipmaps (3) for atlas [8] of size 16384x6496
19.528 Generated mipmaps (3) for atlas [9] of size 4096x2640
19.530 Generated mipmaps (3) for atlas [10] of size 4096x3024
19.623 Generated mipmaps (3) for atlas [11] of size 4096x1376
19.625 Generated mipmaps (3) for atlas [12] of size 2048x1520
19.628 Generated mipmaps (3) for atlas [13] of size 4096x2832
19.678 Generated mipmaps (3) for atlas [14] of size 4096x2832
19.680 Generated mipmaps (3) for atlas [15] of size 4096x2832
19.684 Generated mipmaps (5) for atlas [16] of size 8192x3792
19.687 Generated mipmaps (3) for atlas [20] of size 4096x1312
19.734 Custom mipmaps uploaded (3203)
20.068 Factorio initialised
20.075 Steam Storage Quota: 23740/23841
25.172 Loading map /home/ldvsoft/.factorio/saves/_autosave2.zip: 8835085 bytes.
25.218 Loading level.dat: 19134102 bytes.
25.250 Info Scenario.cpp:178: Map version 2.0.11-3
27.214 Loading blueprint storage: Local timestamp -1, Cloud timestamp 1730043562
27.252 Loading script.dat: 1222 bytes.
27.267 Checksum for script __level__/control.lua: 2463946943
53.874 Quitting: user-quit.
54.370 Steam API shutdown.
54.379 Goodbye | [
{
"author": "Gummiente27",
"content": "As per post Performance problems and how to report them , your report is not complete.",
"date": "2024-11-19T19:41:53+00:00",
"quotes": []
},
{
"author": "LDVSOFT",
"content": "Sorry, didn't provide the save since I felt like maybe I would be advised what to record else on my machine to try to understand where the problem lies. \n \nBut I can share that on latest stable, 2.0.23, has massively improved performance for me! Maybe it was also caused by AMD driver updates, but now games don't lag in the same scenario on all-max graphical settings, and background simulations with demolishers and at Gleba run full speed.",
"date": "2024-12-08T15:41:12+00:00",
"quotes": []
}
] | 2 | 2024-10-28T19:30:21-05:00 |
forum-topic-127248 | 127248 | Corrupted Save | Technical Help | https://forums.factorio.com/viewtopic.php?t=127248 | zlone | My save corrupted about a while back and i would really like to continue playing Space Age where i left off, if someone could please help me, also all of the backups are also corrupted as well i have no idea why such a thing would happen, i would leave game running for long periods of time but other than that i feel like i did nothing wrong? | [] | 0 | 2025-03-03T18:24:49-06:00 |
forum-topic-29307 | 29307 | [0.13.8] Flashing chat colors after just 12200 hours ingame | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=29307 | Danielv123 | I would expect at the very least to be able to run my dedicated server for 3 years before strange shit happens
http://imgur.com/59VuCKL
No mods, savefile attatched. | [
{
"author": "",
"content": "Thanks for the report, \nAnd the nice gif, \n \nI have confirmed the problem",
"date": "2016-07-18T09:25:39+00:00",
"quotes": []
},
{
"author": "",
"content": "Factorio's upper hour limit is 19884.107~ before the tick rolls over to 0 and who knows what happens. Not 3 years. \n \nThat being said, I'll look at your save and see if I can figure out what's causing the color issue.",
"date": "2016-07-18T09:34:20+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed the rainbow for 0.13.10.",
"date": "2016-07-18T09:41:45+00:00",
"quotes": []
},
{
"author": "",
"content": "So only 2.26 years",
"date": "2016-07-18T10:11:45+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
}
]
},
{
"author": "vtx",
"content": "So you used an unsingned integer 32 bits. \n \nEither you reset the time tick to 0 or you could upgraded it to 64 bit unsigned integer that will provide : \n \n85 401 592 933 840,516 upper limit hours. \n \n9 742 367 434,843 years instead of 2.26 years. \n \nNo one will ever reach that in a single life time. That will prevent any other issues that can pop in when you overflow the tick counter. \n \nAs the OP boost the game tick by 250 with uint64 he will be able to sustain it for \n \n341 606 371 735,362 hours equal 38 969 469,739 years, still he'll never reach the end in a lifetime \n \n \nAlso if the network use BINARY data that will only add 4 bytes for the game tick.",
"date": "2016-07-18T10:40:48+00:00",
"quotes": []
},
{
"author": "Danielv123",
"content": "So, essentially they got ~30 hours to change to 64 bit intriegers. \n \nI would also really like to know what caused these colors. Large logistics numbers aren't nearly as dramatic.",
"date": "2016-07-18T12:41:28+00:00",
"quotes": [
{
"author": "vtx wrote:",
"content": ""
}
]
},
{
"author": "Compboy",
"content": "As the OP said. he would have loved to run his server \"AT LEAST\" for 3 years. which he could not get to. because of ... read above. \nHope they indeed consider vtx's comments.",
"date": "2016-07-18T13:09:01+00:00",
"quotes": []
},
{
"author": "",
"content": "2.26 years assuming a constant 60 UPS which it won't be if you're running it for that long.",
"date": "2016-07-18T14:10:30+00:00",
"quotes": [
{
"author": "Compboy wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Just to make it clear, we are not changing tick number to 64bit. If anyone spends 2.26 years of playtime on single map it is probably the time for restart.",
"date": "2016-07-18T14:13:50+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "You like shitstorms?",
"date": "2016-07-18T14:24:00+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
}
]
},
{
"author": "MajkStone",
"content": "So this bug is Y2K for factorio?",
"date": "2016-07-18T14:48:40+00:00",
"quotes": []
},
{
"author": "Adil",
"content": "When you've played a single map for 2.26 years of playtime, restarting it is probably the last thing you'd wish to do \nThough this is definitely not healthy.",
"date": "2016-07-18T18:20:17+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
}
]
},
{
"author": "Killerbee",
"content": "2 years of playtime is not that hard to get. \nI have multiple times a year lanparties with some friends. \nThe games that have a server that can be hosted will be run on a server after the lanparty so people can continue to play when they want to. \nThat way we have several servers now that have run for multiple years(Minecraft, farming simulator and some other games). \nIt is probably not a smart thing to do with Factorio, but it in my case it would be in the realm of possibilities.",
"date": "2016-07-18T18:33:52+00:00",
"quotes": [
{
"author": "Adil wrote:",
"content": ""
},
{
"author": "kovarex wrote:",
"content": ""
}
]
},
{
"author": "vtx",
"content": "To put things into perspective if you play ( or server is only active for ) 8 hours daily every days. Also you'll need to keep an average game.speed of 1. \n \nYou'll be able to play for 6.8 years.",
"date": "2016-07-18T18:47:29+00:00",
"quotes": []
},
{
"author": "Compboy",
"content": "you are right. but there are some weird folks like myself out there that tend to stretch things just because. \nlook at mincecraft servers that have been running for \"ages\". \nWhat if i would like to run it at say game speed 4? \n \nFor the moment I'll just go with what the Dev's agree on. but like the network re-work. I will be one that will say \" well we told you so. \" \nAt least they admit it in the FF this time.",
"date": "2016-07-18T19:48:53+00:00",
"quotes": [
{
"author": "vtx wrote:",
"content": ""
}
]
},
{
"author": "MrGrim",
"content": "Between the Y2K problem and the year 2038 problem and every problem in between it's surprising to me that anybody would use a 32 bit value for any kind of clock ever. I'd love to know the state of mind of the dev that did that at the exact moment the decision was made... thinking maybe at 3:00 AM, slightly drunk, right in the middle of a coding bender; 18 hours in, and that evil way of thinking that that haunts coders from the era of when computer RAM was measured in bytes kicks in... \n \n\"64 bit is a lot of bits... surely 32 are enough.. I wouldn't want to run out of RAM...\"",
"date": "2016-07-19T14:26:20+00:00",
"quotes": []
},
{
"author": "Adil",
"content": "Well, timer variable is probably not the only one, that is stored in the said size. There are probably lots of variable up to a few per entity, that need the same amount of ram. \nSomething that massively used certainly could make a difference in memory footprint. \nAlso, allocating additional bytes for something that is only used after two years of running does seem like a wasted ram. \nMaybe some form of relative indexing might be better for that. Or maybe just when game nears the final tick, reduce every time variable by same time amount so that all of them are in the beginning of scale again.",
"date": "2016-07-19T19:58:48+00:00",
"quotes": []
},
{
"author": "MrGrim",
"content": "Well, first and foremost the post was a joke.. the alcohol fueled 18 hour long coding bender part was the biggest clue. \n \nHowever, if you'd really like to discuss the finer points. Storing the game clock as a 64 bit uint doesn't require storing every other previously 32bit value as 64bit. So, there's that. However, let's say we did. \n \nYou could convert 4,346,624 run time values to 64bit for the size of the Factorio executable. For the cost of the games \"core\" data folder you could cover an additional 10,335,279. That puts us at an increased footprint of just a hair over 56MB. \n \nNow, I'll agree that for my old K6-2 system with 64MB of RAM that'd totally be an issue. Also that it was a 32 bit system and can't store a 64 bit value in a single register would be a bit of a big deal. \n \nLet's have some fun and up that to a factor of 10. 146,819,030 64bit unit's being tracked. A whopping 560MB worth. Lets say we have something wild like 1000 values per entity tracked. That's enough to track 146,819 entities. That's a big but doable map. Of course, we're not tracking 1,000 metrics per entity. \n \nOn an average DDR3 1333 based system it would take 3 frames at 60fps to read 560MB from RAM. So, there's one in the 32 bit camp. It would \"only\" take 1.5 frames to read the same number of 32 bit values. There's also cache considerations, of course. Oh ya, and the fun performance implications. Check out - http://nicolas.limare.net/pro/notes/201 ... rit_speed/ \n \nUsing 64 bit data types has trade offs, but the RAM utilization considerations are really far down the list. Of course, this was all just fun conjecture. \n \nI don't know how often the game needs to copy the current clock value and how many copies it needs to keep. It's possible converting to 64 bit might have a performance hit that's measurable outside the margin of error. It does have me curious.",
"date": "2016-07-19T21:00:16+00:00",
"quotes": [
{
"author": "Adil wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "Im gonna update this as I realized I forgot to tell you all the results of my test. Essentially, once it reaches 19884 hours it just ticks back over to 0. Got a nice 10 minute speedrun out of this, beat that! \n \nAnyways, stability is flawless as always.",
"date": "2016-08-28T16:44:46+00:00",
"quotes": []
}
] | 19 | 2016-07-18T04:22:37-05:00 |
forum-topic-15303 | 15303 | Yuoki Industries - Railways Core 0.6.20 (f0.16.0+) - Page 6 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=15303&start=100 | YuokiTani | damn! you caught me - good you remember me. i move this a little higher on my list
edit: looks better now ... | [
{
"author": "ElfnetGaming",
"content": "Is this like a steam superheater or something??",
"date": "2016-05-06T22:22:16+00:00",
"quotes": []
},
{
"author": "Fatmice",
"content": "Yes, it belongs to yi_engines.",
"date": "2016-05-06T22:58:41+00:00",
"quotes": []
},
{
"author": "driver",
"content": "I somehow like the sweet diesel-locomotives and smaller waggons. The smaller waggons capacities are good in my opinion for example because it's easier to set a filter and they need less inserters too unload. \nPerhaps the two workshops for construction of locomotives and waggons could be better integrated in the game visually by just using the empty rails of the game? \nThe construction of parts could be less cluttered without the different colours, which fill up the inventory and have no use in the game apart for locomotives parts. \nI would'nt mind a few, but better groundtextures for early use in the game, so far I only really like the white concrete.",
"date": "2016-05-11T09:14:17+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "- yes, this was the plan ... as many of the gfx before i need to rework this and some others. \n \n- yeah no really more use of colors at the moment - but in original i planned also mixed colors like orange, purple etc. - but now it's limited to the 5 current colors. if factorio offers in the future more options, so i can use colors to build colored-light's, chests, railroad-tracks etc. some floor-tiles uses also colors. \n- if possible more cargo-wagons and locomotives will appear so more colors used. but yes i know the problem with the tile- and part-factory. locomotive and cargo-wagon assembly is designed todo some work with hands to get a connection to your built locomotive. \n- it's atm unclear how far this mod can go with only railroad-focus things - as example water-tower, cokery for coks, steam-crane for load/unload, crossings, fences to prevent train accidents etc. \n \n- yes, i want to test these floor-tiles and get feedback - and yes not all are good, but you can only see this if you compare to others.",
"date": "2016-05-11T14:08:33+00:00",
"quotes": [
{
"author": "driver wrote:",
"content": ""
}
]
},
{
"author": "driver",
"content": "I usually like to build a railway as early as possible and low frequency for ressources on maps, but I don't really like to use very long transportbelts or my inventory for transport and I believe it's easier to plan a small base with integrated railway from the start than to add a railway later to your base. \nI don't know if it would make sense to automate steamlocomotives, but it would probably be better to reduce the required techlevels and keep out the fluidhandling/oilindustry at least for steamlocomotives. You could use waggons for storing materials at mining posts and drive them manually to your base. \nIf you want to keep the colours, I suggest to only use them on parts and not in the workshops, where you choose which locomotive you want to construct. \nConcerning groundtextures, there was a mod called roadworks 2.0, which isn't up to date but seem to have a few good looking textures (cobblestone and pavement) judging from the screenshots.",
"date": "2016-05-14T10:51:53+00:00",
"quotes": []
},
{
"author": "epiccraft_tv",
"content": "Anyone know why when I launch Factorio on 0.12.33, I get an error saying \"Error in assignID, item with name 'y-slag' does not exist.\"? \n \n-Epic",
"date": "2016-05-15T15:51:56+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Do you have the latest version ? - look at this post here viewtopic.php?f=70&t=15303&start=70 \n \ni hope somewhere in the future factorio can handle these dependency-things better.",
"date": "2016-05-15T16:29:10+00:00",
"quotes": [
{
"author": "epiccraft_tv wrote:",
"content": ""
}
]
},
{
"author": "Hyratel",
"content": "would it be possible (reasonable?) to get a tech tree integration for YI Trains? it doesn't make sense to have all the train systems available from the start, at least not until you unlock Railways; and it clutters the build menus.",
"date": "2016-05-17T20:38:09+00:00",
"quotes": []
},
{
"author": "Fatmice",
"content": "It's unlikely. Besides, the railway stuff has its own tab so how is that cluttering anything?",
"date": "2016-05-19T00:46:21+00:00",
"quotes": []
},
{
"author": "miturion",
"content": "Yes, please \nEspecially the steam crane sound cool.",
"date": "2016-05-23T17:42:20+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
},
{
"author": "driver wrote:",
"content": ""
}
]
},
{
"author": "epiccraft_tv",
"content": "Is there a faster version of the Steam Era Monument? If there isn't I think that adding one or adding the ability to add speed modules to it would be awesome!",
"date": "2016-06-01T18:02:09+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Plop a beacon/s next to it and speed it up ?",
"date": "2016-06-01T18:22:46+00:00",
"quotes": [
{
"author": "epiccraft_tv wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "only core updated yet - and i'am going to sleep now. \nat leat some locomotives and cargo-wagons are mobile.",
"date": "2016-06-27T21:28:43+00:00",
"quotes": []
},
{
"author": "Neotix",
"content": "I have suggestion for locomotives and wagons descriptions. \nWith so many locos and wagons it's hard to figure out which is faster/slower or have more power, how many slots wagons have ale their weight. \nYou made descriptions in thread with Railways Additions but not for all of them and it not include Railways Core. \n \nWhat I want to suggest is to change descriptions that include parameters. e.g. 108/49@20k (speed 108 without cargo and 49 with 20k cargo) for locomotive and 20/20k for wagons (20 slots and 20k weight).",
"date": "2016-06-28T09:25:12+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Situation: \nthe factorio-update 0.13 changes the train behavior and how the gfx should work with stretching and color-codeing. so far so good. \nbut here comes the downside for YI-Railways + Addons, i have added to many locomotives (26) and cargo-wagons (34). for almost all, new gfx-sheets needed, for locomotives twice if i would give you the color-option. also i need to figure out, how the new connection and joint-distance measured - so i can still support shorter train-stuff. \n \nOutlook: \nif i take a look into the future i feel like the situation in minecraft with Forge. before i have all updates finished, a new (or 2) version comes out and makes the previous work nearly useless. \nSo next updates/downloads are only to maintain a status where you can play with current trains - and the gfx or beheavoir is behind the actual game-development. you need to be a great railway-fan to continue useing this mod and addons. \nit's nearly impossible to make again ~ 60 sheets in the timeframe where the factorio-devs are made 2. so over time stuff gets removed instead of added ^^ - on the pro-side a much cleaner Railways-Tab.",
"date": "2016-06-29T19:32:15+00:00",
"quotes": []
},
{
"author": "Fatmice",
"content": "It's not only the issue with too many cars and heads, but their updated lengths also is causing issues with the code for liquid handling for the cars. All of the vertical fluid terminals must be rebuilt when you update the sprite sheets for the rail cars.",
"date": "2016-06-30T01:24:54+00:00",
"quotes": []
},
{
"author": "bigyihsuan",
"content": "2 suggestions, as I posted in the mods.factorio.com discussion: \n \n1. Tenders should move items with fuel values into the nearest locomotive for refueling. When a connected locomotive has no items in its fuel slots, the tender should place 4-5 items with fuel values into the locomotive slots, and remove said items from the tender's slots. \n \n2. Tenders should be 7-tiles long like the other cargo wagons, and perhaps have a larger inventory to compensate. Currently, the tenders are a few tiles shorter than the usual cargo wagon, and it makes making stations using them a pain because of the shorter train length. Having #1 implemented would give me a better incentive to using the steam engines and tenders.",
"date": "2016-07-13T11:37:52+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "thanks for your suggestion, \nbut i'am sorry to say but most locomotives and cargo-wagon will get lost by updates to fully compatible 0.13 behavior. \nand tenders very high on the \"to remove list\" - so you can remove these from your mind now. \n \nthis mod is also not in current development focus ... first i need a really huge portion of enthusiam to make and render some train-models again. \natm only for UP-Addon is a update to 0.13 behavior in plan.",
"date": "2016-07-13T16:10:24+00:00",
"quotes": [
{
"author": "bigyihsuan wrote:",
"content": ""
}
]
},
{
"author": "steinio",
"content": "Very sad. \nIt's so nice to play with all this lovely locos. \n \nMaybe you want to start with new models like some V100 or other nice german locos instead of carry the burden of remodeling existing ones.",
"date": "2016-07-13T16:41:57+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
}
]
}
] | 19 | 2015-08-28T10:56:22-05:00 |
forum-topic-9408 | 9408 | Suggestions | MoMods | https://forums.factorio.com/viewtopic.php?t=9408 | ludsoe | Because I list a feature here doesn't mean it will get done, its just to list ideas for future updates. Feel free to discuss features listed here, or suggest your own. Ill add it to the list.
MoCombat Code: Select all -BarbWire: A slightly weaker wall then normal walls, but when biters bite it they take damage.
-TeslaGun: A portable version of the Tesla tower that the player can use.
-SpaceBEES!!! AHHH: New Enemy spawner that has grows a swarm of space bees. The bees themselves would sting(Explode on impact) your buildings.
-HoverMine Tower: A construct-able defense structure that generates Hovermines that seek out enemy's to explode on.(Once they enter the towers fire range.)
-Artillery: Long Range cannons for taking out biters long before they see your walls.
-Shield Generator: Protects nearby buildings from damage while it maintains energy.
-ShotGun Turret
-Rocket Turret: Fires the same rockets your rocket launcher fires.
MoWeather Code: Select all -Hurricanes
-Tornados!!!!
-Meteor landing. -Rare? Maybe.
-Temperatures!
-Acid Rain
-Lightning strikes (rather then just thunder rumbling)
MoTransport Code: Select all -MiniTrains: Need more train mod support first.
-Planes: Need more vehicle mod support, per entity collision_mask and speed detection on cars please!
-Teleporters
MoPower Code: Select all -Fusion Reactor Buildings!
-Long Range Power Transfer
-HydroPower Plants | [
{
"author": "MiniMe943",
"content": "I haven't tried MoCombat yet, but it looks like it'll be a good mod for adding more weapons and defenses without necessarily making the game more difficult. But I noticed that you're leaving out(?) a turret, a flame turret. I don't see it listed but a turret that uses flamethrower ammo would seem pretty useful.",
"date": "2015-04-26T02:47:25+00:00",
"quotes": []
},
{
"author": "jobromedia",
"content": "The full MoPack zipfile raises errors when putting it in the mods folder causing Factorio to crash. \n \nSolution: Put all mods zip files into one big zip and distribute it instead.",
"date": "2015-05-21T05:10:59+00:00",
"quotes": []
},
{
"author": "Gaest",
"content": "Hello, ludsoe . I took the liberty to pimp up your energy mod with wind turbine sprite from SimCity 3000. Here how it looks in the end: \n Pictures \n \n \n \n \n \nBoth second and third pictures demonstrates maximum possible density of turbines placing, the free space between turbines is no more than visual effect because of the orientation of the turbine base. Not if that looks bad, in my opinion. \n\nFeel free to update your pack, if you want to. \nFor some reason, if I give the sprites default names, the program trims upper part of new animation, probably due some script quirks. \n \nUpdated mod: \n \n mopower_0.4.0.rar \n (209.65 KiB) Downloaded 764 times",
"date": "2015-09-24T15:07:47+00:00",
"quotes": []
},
{
"author": "MiniMe943",
"content": "Yes, this is the best thing I've ever seen. The default wind turbines have always bugged me and it would be great to finally have proper looking visuals. Ludsoe, please adopt this posthaste.",
"date": "2015-09-26T01:12:22+00:00",
"quotes": [
{
"author": "Gaest wrote:",
"content": ""
}
]
}
] | 4 | 2015-04-03T15:00:35-05:00 |
forum-topic-61132 | 61132 | please add support for deadlock stacking machines | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=61132 | sader753 | please add support for deadlock stacking machines atleast for fly ash | [
{
"author": "YuokiTani",
"content": "i think it would fit the mod better if fly-ash can be transformed into unicomp or slag",
"date": "2018-07-03T08:17:43+00:00",
"quotes": []
}
] | 1 | 2018-06-22T11:21:54-05:00 |
forum-topic-110710 | 110710 | Has anyone tried running Factorio on Raspberry Pi 5 Box64 ? | Technical Help | https://forums.factorio.com/viewtopic.php?t=110710 | dreamshadow1977 | I keep getting the following error running Ubuntu 23.04 LTS and Factorio on Box64:
1.003 Error Util.cpp:86: Failed to create OpenGL context: Could not create GL context: GLXBadFBConfig
glxinfo reports 'direct rendering: yes'
glmark2 shows the following:
OpenGL Information
GL_VENDOR: Broadcom
GL_Renderer: V3D 7.1
GL_VERSION: 3.1 Mesa 23.2.1-1ubuntu3.1
and properly runs all tests.
The basics that I read seem to indicate I need to update my video drivers, but glxinfo and glmark2 seem to indicate I'm set up just fine. Thoughts? Is there a setting I need to set on Box64 for the Pi5? | [
{
"author": "DarkShadow44",
"content": "AFAIK your OpenGL version is simply too low. I had the same issue on Asahi Linux, until they updated to 3.3. \nYou can try to fake the version like \"MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=430\"... Not very likely to work though.",
"date": "2024-01-16T18:24:54+00:00",
"quotes": []
},
{
"author": "dreamshadow1977",
"content": "Thanks. I'll look and see what forcing the setting looks like with an understanding that it could be less than ideal.",
"date": "2024-01-17T16:16:32+00:00",
"quotes": []
},
{
"author": "",
"content": "Even if you do get it working, I wouldn't keep your hopes up: viewtopic.php?f=23&t=110541",
"date": "2024-01-17T16:36:30+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Huh, interesting. Should affect single player though, unless I missed something. \nJust don't report any issues you encounter to the factorio devs.",
"date": "2024-01-17T19:08:27+00:00",
"quotes": []
},
{
"author": "dreamshadow1977",
"content": "Success. Switched to Armbian Plasma (as I'm a fan of the KDE Plasma desktop environment). \nUsed NicoD's Armbian-gaming script to install box64. ( https://github.com/NicoD-SBC/armbian-gaming ) \nDownloaded the Linux version from this website and ran \nbox64 factorio from the x64 directory. \n \n \nArmbian Plasma has a newer set of OpenGL drivers than what I was getting from a current ubuntu download. \n \nIt was still on the slow side, so I don't think you'll see any megafactories from the Raspberry Pi 5, but I can play it. At least I think I can. It's sitting on 'Cropping Bitmaps' for a good long while now.",
"date": "2024-01-20T18:13:41+00:00",
"quotes": []
},
{
"author": "vinnys",
"content": "Hey I am trying to get the game working on asahi right now, how did you do it? Using box64? I tried running it through steam now that asahi ships steam, but there appears to be some issue with the emulation on my system, so I am looking for alternatives",
"date": "2024-11-05T11:26:24+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Tue Jan 16, 2024 6:24 pm",
"content": ""
}
]
},
{
"author": "DarkShadow44",
"content": "Yeah, I compiled box64 (because 16k page sizes) and then just ran it.",
"date": "2024-11-05T18:29:24+00:00",
"quotes": []
},
{
"author": "vinnys",
"content": "It worked! I compiled using the M1 compiler options from the page you linked, and used the -j1 flag when running make to avoid running out of memory. It runs relatively smooth on my space age world. I have yet to get it working with wayland, though. Will try a bit more",
"date": "2024-11-05T19:52:48+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Tue Nov 05, 2024 6:29 pm",
"content": ""
}
]
},
{
"author": "djole94hns",
"content": "Hello, \nI know this is an ancient thread, but it's the first result for this topic so I'd like to post a solution that worked for me, might help someone, who knows. \n \nFirst of all, you need to build and install box64. Plenty of guides on it online. \n \nThen, download the linux version of Factorio. If you have it on Steam, just log in to factorio.com using your Steam account, and you'll get access to the standalone build. \n \nExtract the archive wherever you want your factorio \"install\" to be. \n \nOpen up the terminal, navigate to your /factorio/bin/x64/ folder, and while in that folder run the following command:\n Code: Select all MESA_GL_VERSION_OVERRIDE=3.3 ./factorio \n\nYou should be able to access the game menu now. Go to settings, set every graphics setting to low (maybe leave high res sprites and decorations, they won't affect performance that much). \n \nEDIT: The below issue is fixed by setting Video memory usage to All. \n \n However, you'll notice animated sprites are blacked out, not drawing properly. Well, that's the drawback of having such a low OpenGL version, which is why you should run factorio with a software renderer. \n \nGo to your factorio folder, find the config folder, and open config.ini. Find the following line: \n[code]ogl-accelerated-renderer=auto[/code] \nAnd change \"auto\" to \"false\". \n \nIt'll still run decently well, at least before you try loading a megabase. I've gotten solid 60fps on first load.",
"date": "2024-11-19T23:07:11+00:00",
"quotes": []
}
] | 9 | 2024-01-15T21:49:06-06:00 |
forum-topic-98835 | 98835 | [Request] Entity graphics for overhaul mod (Satisfactorio) | Texture Packs | https://forums.factorio.com/viewtopic.php?t=98835 | PFQNiet | Since September of last year I've been working on an overhaul mod: Satisfactorio . At this point is it pretty much feature-complete, and I'm in final testing before I look into releasing it.
However, I am not a graphics person. All of my buildings are currently just big white placeholder rectangles with the building icon. (It's surprisingly playable despite this lack of immersion!)
constructor-e.png (7.76 KiB) Viewed 4324 times
truck-station-n.png (33.33 KiB) Viewed 4324 times
I know it's gonna be a massive ask, but perhaps someone is feeling as ambitious with the graphics as I have been with the modding.
Here is the full list of buildings that are currently using placeholder graphics, in alphabetical order:
- Assembler
- Awesome Shop
- Awesome Sink
- Beacon (not a Factorio beacon, this is a stick you plant in the ground to mark places of interest)
- Biomass Burner (two sizes)
- Blender
- Coal Generator
- Constructor
- Conveyor Merger / Splitter / Smart Splitter / Programmable Splitter
- Craft Bench
- Drone Port
- Drop Pod
- Equipment Workshop
- Fluid Buffer / Industrial Fluid Buffer
- Foundation
- Foundry
- Fuel Generator
- Geothermal Generator
- Jump Pad / U-Jelly Landing Pad
- Lookout Tower
- M.A.M.
- Manufacturer
- Miner Mk.1/2/3
- Nuclear Power Plant
- Oil Extractor
- Packager
- Particle Accelerator
- Personal Storage Box
- Portable Miner
- Power Storage
- Radar Tower
- Refinery
- Resource Well Pressuriser / Extractor
- Smelter
- Space Elevator (HUGE entity!)
- Storage Container / Industrial Storage Container
- The HUB
- Train Station / Freight Platform / Fluid Freight Platform / Empty Platform
- Truck Station
- Valve
- Water Extractor
Additionally there are some resource entites:
- Bacon Agaric
- Beryl Nut bush (with and without nuts)
- Paleberry plant (with and without berries)
- Geyser
- Resource Wells (hole/cracks in the ground for a Pressuriser)
- Nitrogen Gas satellite node
As much as I wish I could just use the Satisfactory models, they don't always fit the same grid as Factorio (especially when it comes to the third dimension) and Satisfactory's animation cycles can be up to a minute long - this is fine with 3D rigged models but for 2D sprites a 3,600-frame animation is a *bit* excessive! So the entity graphics will need to be custom-made, but the style should be similar to Satisfactory overall.
Again, I realise this is a super ambitious project and a huge request to make, but if you're interested in helping please let me know! | [
{
"author": "InnerVoiS",
"content": "I am willing to start working on these designs. I've sent you a PM with a few questions so let me know what you think!",
"date": "2022-03-05T07:42:30+00:00",
"quotes": []
}
] | 1 | 2021-06-13T16:48:01-05:00 |
forum-topic-127119 | 127119 | [2.0.32] Corrupt save | Technical Help | https://forums.factorio.com/viewtopic.php?t=127119 | redson | Hello everyone,
As the title says, I unfortunately get the following error message when I try to load my save state:
Code: Select all Corrupt map: unknown quality prototype ID 255. File has likely been corrupted due to failing hardware.
What did you do?
I saved the game last night before quitting and waited for Steam to complete the cloud synchronization, quit Steam and turned off the PC.
What happened?
Nothing special, the PC shut down properly without any problems. The PC also booted up without errors and there is nothing critical in the system logs.
Does it happen always, once, or sometimes?
The message appears for the attached save, as well as for “autosave1”, “autosave2” and “autosave3”. Previous saves (including the current save) work, but they are already 3-4 weeks old.
Current savegame: https://drive.google.com/file/d/13ZiUcd ... sp=sharing
I hope I have provided all the important information and that perhaps my savegame can even be saved.
Many thanks and best regards | [] | 0 | 2025-02-25T06:26:59-06:00 |
forum-topic-126665 | 126665 | 3,6k Simpel Gleba Science | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=126665 | Tiandel | An easy way to get 3.6k science packs from Gleba. Little waste and few spores. A global alarm sounds when there is a shortage of food.
It is sufficient if 100 fruits are placed on the conveyor belt by the harvesters. The tape always holds 100 pieces.
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 Copy blueprint | [] | 0 | 2025-02-07T06:42:40-06:00 |
forum-topic-123014 | 123014 | Version 2.0.22 | Releases | https://forums.factorio.com/viewtopic.php?t=123014 | Minor Features
Assemblers circuit allows to choose if items in crafting should be included by read contents.
Asteroid collector circuit allow to choose if items held by hands should be included by read contents.
Changes
Jelly is no longer mined from Slipstack trees so it is less confusing where to get jelly from.
Nightvision is less orange.
Moved the "Any quality" option into the comparison dropdown.
Disabled spoiling for items created in an infinity chest until the first time they are removed from said chest.
Removed "Select previous technology" control which didn't work (replaced with the generic back/forward navigation in 2.0). ( 117255 )
Bugfixes
Fixed that undo tooltips could show the wrong surface. ( 122364 )
Fixed quality selector not appearing in infinity chest GUI if qualities are not yet unlocked. ( 122379 )
Fixed quality selectors in unfocused windows reacting to quality cycling. Fixes quality cycling while selecting upgrade planner entity modules.
Fixed selector combinator using the old quality dropdown UI.
Fixed a desync when holding blueprints with spidertrons. ( 121954 )
Fixed "option" key name on macOS. ( 109696 )
Fixed modifier key order on macOS.
Fixed that reaching inventory transfer limit didn't cancel additional item requests. ( 121746 )
Fixed performance issue when long transport line sequence is remerging while having active belt reader. ( 122454 )
Fixed "So Long and Thanks for all the Fish" achievement not triggering with Space Age enabled ( 121106 )
Fixed robots cancelling module upgrade requests if they didn't have enough storage for the old modules. ( 122101 )
Fixed that upgrading a rocket silo destroyed the second rocket if it was prepared. ( 122416 )
Fixed drawing of quality conditions in entity/blueprint preview in GUI. ( 117030 )
Fixed screenshot command crash when passing zoom of 0. ( 122591 )
Fixed it was not possible to copy settings between artillery wagons. ( 122595 )
Fixed another script issue in orbital logistics tips. ( 122042 )
Fixed that undoing a module upgrade didn't update the GUI. ( 119343 )
Fixed missing technology dependencies in quality technologies when playing base+quality. ( 122588 )
Fixed stack inserter would start dropping partial held stack when waking up by control behavior. ( 122439 )
Fixed an issue with obtaining achievements after loading a save file in some cases. ( 121934 )
Fixed construction robots not delivering items to an entity marked for upgrade. ( 121181 )
Fixed rocket silos requesting more items than their inventory size. ( 120671 )
Fixed flamethrower sound still playing after a tank is deactivated or destroyed with its ghost created. ( 122330 )
Fixed a crash when interacting with ghost tanks in some scenarios. ( 122613 )
Fixed persistent working sounds remaining silent after fading out on pause. ( 122809 )
Fixed that you could exit the rocket while landing on space platforms. ( 117064 )
Fixed a crash when your inventory was full and robots were trying to store items in your inventory. ( 118550 )
Fixed that infinite item resources would not produce if the yield went below 100%. ( 118214 )
Fixed that the automated insertion limit tooltip for artillery turrets was incorrect. ( 122895 )
Fixed cargo pod didn't have transparent background when landing on Fulgora. ( 121059 )
Fixed some light sprites rendered incorrectly when Occlude light sprites option was disabled. ( 122625 )
Fixed surface list being too tall when loading into a game in remote view. ( 122743 )
Fixed generic interrupt logic not replacing station names in wait conditions. ( 122519 )
Fixed that modded custom cameras would always show fog of war. ( 122994 )
Fixed a crash when pinning resource patch results that had been fully mined. ( 122985 )
Modding
Corpses used by entities with health automatically use the collision box of the parent entity. ( 118718 )
Added LuaEntityPrototype::auto_setup_collision_box which defaults to true.
Scripting
Added LuaEntityPrototype::auto_setup_collision_box read.
Events::on_cargo_pod_finished_ascending Lua event added.
'rocket-launched' achievement condition now triggered by cargo pod ascending instead of rocket.
removed property 'player_index' from Events::on_rocket_launched data.
Changed LuaLogisticPoint::targeted_items_deliver and targeted_items_pickup to include quality.
Changed all instances of get_item_count to support quality.
Changed LuaPlayer::get_quick_bar_slot to include quality.
Changed LuaEquipmentGrid::get_contents() to include quality.
Changed LuaEquipmentGrid::count() to support quality.
Changed LuaEntity::storage_filter read to include quality.
Added quality to selected_prototype during custom input events.
Added GameViewSettings::show_surface_list property to control its vibility in the Remote View.
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": "jamezhall",
"content": "Love the night vision change! thanks!",
"date": "2024-11-26T21:10:09+00:00",
"quotes": []
},
{
"author": "Cerberus",
"content": "Amazing, will make one of my setups much easier",
"date": "2024-11-26T23:49:09+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Nov 26, 2024 4:53 pm",
"content": ""
}
]
},
{
"author": "BraveCaperCat",
"content": "Yes.",
"date": "2024-11-27T00:08:25+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Nov 26, 2024 4:53 pm",
"content": ""
}
]
},
{
"author": "VlkaFenryka",
"content": "@WUBE \nThis update (Windows, MacOS and Linux) is still not available at GOG. \nJust a FYI, in case your deployment pipeline has broken without giving a notification to you. \nThis implies 2.0.21 also, see viewtopic.php?p=648417#p648417",
"date": "2024-12-02T10:15:05+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "@FactorioBot and @AllDevelopers, please look at this message:",
"date": "2024-12-02T12:18:33+00:00",
"quotes": [
{
"author": "VlkaFenryka wrote: Mon Dec 02, 2024 10:15 am",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "This is a usual problem with GOG, see for example here 76382 . \n \nJust download the game from factorio.com or Steam.",
"date": "2024-12-02T12:58:06+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Mon Dec 02, 2024 12:18 pm",
"content": ""
},
{
"author": "VlkaFenryka wrote: Mon Dec 02, 2024 10:15 am",
"content": ""
}
]
},
{
"author": "Suitcase08",
"content": "I dislike this change and prefer the previous configuration where it was one click instead of two to set the desired quality to any. \n \nI can see from a unified design standpoint it categorically fits with the quality comparisons as a wildcard, but from a user experience point of view I find myself needing to grab ANY Quality item a magnitude more often than I need to use other operations in the dropdown, so it feels warranted to have it as a convenient button as it was prior to this patch.",
"date": "2024-12-03T18:45:28+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Nov 26, 2024 4:53 pm",
"content": ""
}
]
},
{
"author": "WEBSpace",
"content": "+1 \nSeriously I can't understand if it's more convenient for someone to choose \"any quality\" this way. I'm already tired of clicking twice, to be honest. I think the old behavior was more convenient",
"date": "2025-01-19T05:06:35+00:00",
"quotes": [
{
"author": "Suitcase08 wrote: Tue Dec 03, 2024 6:45 pm",
"content": ""
},
{
"author": "FactorioBot wrote: Tue Nov 26, 2024 4:53 pm",
"content": ""
}
]
}
] | 8 | 2024-11-26T10:53:37-06:00 | |
forum-topic-59268 | 59268 | Pymods compatibility Mod - Page 3 | PyMods | https://forums.factorio.com/viewtopic.php?t=59268&start=40 | kingarthur | Damn it. Another one slipped thru the cracks. I'll get it fixed. In the mean time you can delete the second copy to get rid of the error. | [
{
"author": "kingarthur",
"content": "new update. fixed a bunch of duplicated items from angels mods and pyro. fixed a few double ingredients in recipes. fixed all the issues with getting pymods and omni to load",
"date": "2019-01-29T13:37:14+00:00",
"quotes": []
},
{
"author": "HAL 9000",
"content": "Are you planing on making Pymods fully compatible with Omnimatter, or am I just experiencing a really weird bug? \n \nThe mods load fine, however all of Pymod's ores spawn as there own deposits, except for the vanilla ore types. \nAnd there are no recipes to allow the ores to be extracted from the Omnite. Just Impure Omni reactions that only give a chance to revive the ores.",
"date": "2019-01-29T21:11:15+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "Not a bug. Just didn't get pyro added to omni yet. Had a few other fixes I didn't want to keep delaying till I did that. I'll be working on it tonight",
"date": "2019-01-29T23:38:45+00:00",
"quotes": [
{
"author": "HAL 9000 wrote: Tue Jan 29, 2019 9:11 pm",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "new updated fixed a bug and added pyro ores to omnimatter and disabled pyro ores spawning",
"date": "2019-02-02T10:57:32+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "new update fixed a few bugs related to duplicated items and missing checks for mods being enabled or not.",
"date": "2019-02-25T10:41:24+00:00",
"quotes": []
},
{
"author": "TwentyEighty",
"content": "kingarthur what mods should be enabled if I want to do Pyanodons minus PyRO? Just bobs ores? Your mod? Angels smelting? Anything else?",
"date": "2019-02-28T15:43:19+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "You only need my mod if your trying to use something not from pyanodon. Other than that it's pretty much up 2 you. \n \nIs there a specific setup your looking for",
"date": "2019-02-28T18:03:02+00:00",
"quotes": [
{
"author": "TwentyEighty wrote: Thu Feb 28, 2019 3:43 pm",
"content": ""
}
]
},
{
"author": "TwentyEighty",
"content": "Well without PyRO there are no ores. So I guess you need Bobs ores? Does that mean we need your mod too?",
"date": "2019-02-28T18:29:31+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "Yes. In that case you would need the compatibility mod. Bob ores and I believe bob plates to be able to use the extra ores",
"date": "2019-02-28T18:32:52+00:00",
"quotes": [
{
"author": "TwentyEighty wrote: Thu Feb 28, 2019 6:29 pm",
"content": ""
}
]
},
{
"author": "Alluvial",
"content": "TBaA is not loading with this error message: \n \n \n \n error message.png (66.51 KiB) Viewed 8179 times \n \n \n \n \nThese are the other mods I am running (with TBaA disabled): \n \n \n \n other mods.png (280.18 KiB) Viewed 8179 times",
"date": "2019-03-17T12:20:58+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "Ok. It's a broken check looking for Bob's nitrogen dioxide. I'll just it fixed asap",
"date": "2019-03-17T12:31:21+00:00",
"quotes": [
{
"author": "Alluvial wrote: Sun Mar 17, 2019 12:20 pm",
"content": ""
}
]
},
{
"author": "donoya",
"content": "How is progress on this fix? Or is it already resolved? I've been waiting for an update from this mod to play the game, so it's possible it's been solved in another mod.",
"date": "2019-03-31T05:20:03+00:00",
"quotes": [
{
"author": "kingarthur wrote: Sun Mar 17, 2019 12:31 pm",
"content": ""
}
]
},
{
"author": "kingarthur",
"content": "i believe ive fixed the error and ive posted a new update but i cant seem to track down exactly whats causing it as it seems some mod is removing nitrogen-dioxide.",
"date": "2019-04-01T09:48:54+00:00",
"quotes": [
{
"author": "donoya wrote: Sun Mar 31, 2019 5:20 am",
"content": ""
},
{
"author": "kingarthur wrote: Sun Mar 17, 2019 12:31 pm",
"content": ""
}
]
},
{
"author": "Holy",
"content": "I use assembly \n-Angels mods \n-Bobs mods \n-OmniMatter \n-Bio Industries \n-Mad Clowns \n \nThere was a problem with PyFusionEnergy gases, example Nitrogen",
"date": "2019-04-02T08:08:29+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "Can you send me your save and I'll see why that's not getting set correctly",
"date": "2019-04-02T08:11:35+00:00",
"quotes": [
{
"author": "Holy wrote: Tue Apr 02, 2019 8:08 am",
"content": ""
}
]
},
{
"author": "Holy",
"content": "Sent in the private message",
"date": "2019-04-02T08:34:03+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "ok. ill look into later when im home \n \nare you on v16 or v17",
"date": "2019-04-02T08:40:44+00:00",
"quotes": [
{
"author": "Holy wrote: Tue Apr 02, 2019 8:34 am",
"content": ""
}
]
},
{
"author": "Holy",
"content": "v17",
"date": "2019-04-02T08:50:11+00:00",
"quotes": []
},
{
"author": "Alluvial",
"content": "deadlock: circuit 1; distillation unit; chipshooter factory",
"date": "2019-04-02T23:00:54+00:00",
"quotes": []
}
] | 19 | 2018-04-01T23:30:40-05:00 |
forum-topic-126749 | 126749 | [hrusa] [2.0.34] [SA] Landing pads have output hatches info | Assigned | https://forums.factorio.com/viewtopic.php?t=126749 | Hares | Steps to Reproduce
Deploy a landing pad
Attach a cargo bay
Expected:
Input hatches: 3 + # of cargo bays (4)
No output hatches (not mentioned)
Actual:
Input hatches: 3 + # of cargo bays (4)
Output hatches: # of cargo bays (1)
See Also
Probably went unnoticed because of this: 126748: [SA] Move space platform hub info above its contents
02-10-2025, 23-12-30.png (383.18 KiB) Viewed 245 times | [
{
"author": "",
"content": "This info is technically correct. The bay hatch is both an input and output hatch, even though the landing pad lacks the capability to use output hatches to send items. I will think about how to address this.",
"date": "2025-03-10T14:35:30+00:00",
"quotes": []
}
] | 1 | 2025-02-10T14:15:58-06:00 |
forum-topic-117764 | 117764 | [2.0.11] Rebind use to left click breaks spidertron remote | Bug Reports | https://forums.factorio.com/viewtopic.php?t=117764 | WildWolf | Rebinding the Use item keybind makes the new spidertron remote unusable when bound to Left Click
This is possibly an unintended side effect of the rebind features and not having the full list of keybinds for the spidertron remote in the list.
Steps to reproduce:
1. Change Use item to Left Click
2. Select a spidertron with Left Click
3. Try and move the spidertron with Left Click
4. Spidertron remote has now unselected the spidertron due to conflicting keybinds | [
{
"author": "Tallinu",
"content": "I came looking for this issue, but for me it was caused by the blueprint selection controls which drag boxes, such as \"Select for blueprint\" and \"Select for deconstruction cancellation\". \n \nIf any of these controls which drag a box are bound to Right-click or Shift + Right-click, this appears to override the ability to \"Right-click to send spidertron\" or \"Shift + Right-click to queue movement command\". \n \nWhen I rebound these \"drag a box\" controls to be on the left button, the spidertron movement commands both worked as expected. \n \nI come from way back when Factorio's default mouse buttons were consistent with other games, where \"place/interact\" is RMB and \"mine/pickup\" is LMB, and have been rebinding the mouse buttons that way ever since the defaults were changed. With the old spidertron remote, there was no conflict, but now the spidertron selection controls seem to use the blueprint selection controls and there's no way to rebind them separately, or rebind the move controls to avoid the conflict until it's fixed. \n \nAs a workaround, we can swap blueprint box-dragging to the left button (and suffer all sorts of mis-clicks) until there's a solution for this. Such as giving spidertron selection its own box-dragging control that you can rebind separately from blueprint selection. (Preferably all of its controls would be rebindable separately from controls that do other things when you aren't holding a remote.) \n \nHere's the specific configuration that was causing problems for me: \n \n \n \n \nAs I said, rebinding so that nothing on RMB or Shift + RMB would drag a box caused its movement controls to work again. \n \n(In case it matters, I'm not running the expansion, just the current stable version.)",
"date": "2024-10-26T22:46:08+00:00",
"quotes": []
},
{
"author": "Zaflis",
"content": "For me too the issue is binding \"Use item\" for grenades into left-click like it's always been:\n \n \n \n 10-29-2024, 20-49-11.png (24.46 KiB) Viewed 896 times \n \n \n\nThe regular send command doesn't do anything, but the Shift-right-click for queued movement works. Changing the keybind to right-click would fix the issue but is little harder to play. \n \nIn my opinion the remote should have a different keybind, not to share the \"Use item\". It does feel more convenient to use right-click to order the spider around, but for grenades it doesn't feel right.",
"date": "2024-10-29T18:52:52+00:00",
"quotes": []
},
{
"author": "",
"content": "The reason \"use-item\" was re-bound to right click by default is so you don't left-click to open an entity GUI and throw grenades at it instead.",
"date": "2024-10-29T19:09:43+00:00",
"quotes": []
},
{
"author": "Zaflis",
"content": "Having tried that at least you can't open GUI's with grenade in hand. But on spidertron the left-click clashes with left-click area selection. That is why the left-click grenades only really works if the keybindings are separated. The RTS-like unit control is always right-click move and that is very understandable even from Starcraft. But \"using items in hand\" is traditionally left-click in games, including Factorio in the past. \n \nEdit: When you think about it, \"Using item in hand\" is also act of building belts. I guess that is where the custom comes from. Getting used to building belts with right-click would feel out of place. But it's also potential opportunity to share keybinding.",
"date": "2024-10-29T20:19:04+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Oct 29, 2024 7:09 pm",
"content": ""
}
]
},
{
"author": "Tallinu",
"content": "Except that way back when (some years ago, way before 1.0), opening entity GUIs had been right-click, not left, using items in hand was right-click, and building new things too. They had originally been all on the same button, and then they were still all on the same button afterward, it was just the other same button (the left). Unless you're talking about a more recent change? Are you saying \"use\" and \"mine\" are both on RMB by default now (with open GUI still on LMB as it has been since that years-ago swap)? When did that happen? \n \nI remember that the controls basically matched Minecraft, but then suddenly they got reversed because (the reason I remember reading, anyway) people were supposedly trying to left click on things to open GUIs and were deconstructing buildings instead, as if it was too hard to remember which button did what for some reason... Seemed pretty bizarre to me at the time. Trying to use opposite controls in different games would've been a nightmare, so ever since that change I've just rebound things to reverse the mouse buttons back the way they were originally. (Except apparently at some point I didn't flip those box-dragging selection controls from RMB to LMB so now they ended up conflicting on the Spidertron, or something along those lines.) \n \n... And why would anyone walk around their base with grenades equipped in hand??? That's really asking for trouble no matter what button \"use item\" is on! Put those back in your pocket first! (There's a key for that. It's not like some games where you always have some item selected.) I guess some people need a refresher on their explosives safety training... \n \nAnyway, this all seems a bit off topic, the point is that it isn't clear which key bindings apply to the functions of the Spidertron remote and you can end up in a situation where keybinds that used to create no conflict now make the remote effectively unusable and you have to hunt through your bindings trying to figure out which one(s) are responsible and experiment with changes until you find the right one(s), and then you may have to use keybinds that you're not used to and/or find uncomfortable if you want the remote to be usable.",
"date": "2024-10-30T11:52:38+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Oct 29, 2024 7:09 pm",
"content": ""
}
]
},
{
"author": "Architector_4",
"content": "Just ran into this too. \n \nI'd love at least a \"janky\" fix like making \"drag to select spidertrons\" action not activate if the left-mouse is clicked and not dragged, activating \"move spidertron\" instead. \n \nAlso worth noting that it's not unusable , you can still use Shift+Right-click to submit movements as queue, but you do lose ability to override the queue and force spidertron movement elsewhere. \n \nAlso, an acceptable compromise workaround for other people running into this would be to also bind \"Use item\" to \"Middle-mouse\", which is unused in default controls except for the hotbar and the editor, and middle-click your spidertrons around.",
"date": "2025-02-27T05:12:40+00:00",
"quotes": []
},
{
"author": "Feraly",
"content": "This is an issue for me too. I do not want to use right-click to use items, because I want to be able to pick up my car or my turret while holding a grenade or a repair pack.",
"date": "2025-03-05T23:04:00+00:00",
"quotes": []
}
] | 7 | 2024-10-26T16:14:28-05:00 |
forum-topic-115107 | 115107 | Friday Facts #426 - Resource search & Assembler GUI improvements - Page 2 | News | https://forums.factorio.com/viewtopic.php?t=115107&start=20 | Svip | They do that in a lot of screenshots, so you can see the tooltip with its context. | [
{
"author": "vpsj",
"content": "I don't know if the devs read these threads or not, but since the topic is about searching there is one feedback/suggestion I would like to give: \n \nTLDR: Ability to search for items based on their color \n \nIn detail: \n \nThis has happened countless times for me where I have NO idea what a specific item is called. For example: I have been playing the game for over 300 hours and I still don't know what the sciences are. I just call them red science, green science, blue science etc. It's the same for chips. Red chips, blue chips, green chips, so on and so forth. \n \nMany times I open up the inventory menu, quickly start typing \"green chips\" and when nothing shows up I have to remind myself that they are actually called \"Electronic circuits\". This wastes a lot of time and in my opinion it would be a lot quicker if - let's say I start to type \"green\" and all the items in the factory that are primarily green in color show up. (Like the chips, Uranium items, etc) \n \nObviously I am not expecting it to work for every item and every color. But at the very least I'd love if some of the most common color or alternate names that most players use can be added in the game. \n \nI have no idea how easy or difficult would it be to implement something like this but I do feel it will be useful. \n \nThoughts?",
"date": "2024-08-30T12:06:27+00:00",
"quotes": []
},
{
"author": "gnutrino",
"content": "RE: negative quality modifier, from reddit:",
"date": "2024-08-30T12:12:20+00:00",
"quotes": [
{
"author": "kovarex wrote:",
"content": ""
}
]
},
{
"author": "maniak1349",
"content": "Now thats some feature I wanted since 2015. I even started to make a working mock up on SDL to show how convenient it would be, but then decided that you guys probably know all about it already, just don't have time to put it into the game. And there it is. Was I right or what? Thank you!",
"date": "2024-08-30T12:13:14+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "BrainlessTeddy",
"content": "\"Yummy value\" \nI hope that stays.",
"date": "2024-08-30T12:20:05+00:00",
"quotes": []
},
{
"author": "Upserter",
"content": "Wondering if \"negative quality\" could be integrated with damage. So it would be possible to overcrank an assembler with speed modules to make it produce slightly-damaged outputs, for items that can be damaged.",
"date": "2024-08-30T12:25:01+00:00",
"quotes": []
},
{
"author": "",
"content": "Yummy value, best name ever \\o/. Hope it's not a placeholder. \nNice to have more QoL. The more time flies, the more I appreciate QoL.",
"date": "2024-08-30T12:31:16+00:00",
"quotes": []
},
{
"author": "QGamer",
"content": "Looking at the map some more, they're actually elevated tracks going *above* the wall. \n \nLooking at the map even more, the fact that there are walls & defenses (looks like laser turrets to my eyes) around the ore patch suggests that Vulcanus is a dangerous planet indeed, & it's not just that you might lose your footing & fall into a lava lake. \n \nSo... is this a teaser for cool new enemies to fight? Or environmental hazards? Or both?",
"date": "2024-08-30T12:35:35+00:00",
"quotes": [
{
"author": "EvanT wrote: Fri Aug 30, 2024 11:25 am",
"content": ""
}
]
},
{
"author": "Justderpingalong",
"content": "The previous FFF also teased something about Vulcanus enemies and I expected them to be showcased in this FFF. But alas, we must wait another week. \n \nAlso can we please get an april fools option which gives silly names to all the stats. Please.",
"date": "2024-08-30T13:03:03+00:00",
"quotes": [
{
"author": "QGamer wrote: Fri Aug 30, 2024 12:35 pm",
"content": ""
},
{
"author": "EvanT wrote: Fri Aug 30, 2024 11:25 am",
"content": ""
}
]
},
{
"author": "RocketManChronicles",
"content": "This is a great FFF, the Assembling Machine tooltips will really help. But.... \n \nI am still waiting for Assembling Machine Graphics updates! This thing looks so out of place with everything else being high-res.",
"date": "2024-08-30T13:12:39+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "My first thought is, could resource search be used in a self-expanding factory setup? \n \nLong time ago there was a post about a self-expanding factory called grey goo. It used mods like recursive blueprints, but as I recall, the biggest hurdle was scanning the terrain for resources.",
"date": "2024-08-30T13:20:58+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I like \"Yummy value\" \n \nI think it's quite the change to have the ouput \"calculated\" for us now. Most likely for the better considering all those extra little seconds wasted here and there and the inefficiency it represented. I understand it's not quite the helmod or factory planner, it's a minimal approach, i think it's good because it won't overwhelm (me) with various mandadory spreadsheets attempting to provide different ways of presenting the information in the game but it still makes the basic info available easily in a way that allow (me) to make sure interpretation of the math is correct. \n \nI like the ressource hightlight on map view, i do that manually in train world particularly, it's another extra inefficiencies removed and i suppose will be very helpful to find ressources on different planets. It makes me anticipate a lot the new map view, with all the changes it's hard to keep track. \n \nI like the ability to pin the outposts, it will help me organise those things if there's some updating going on with the ore value. I know i would have lots of trouble otherwise",
"date": "2024-08-30T13:21:14+00:00",
"quotes": []
},
{
"author": "",
"content": "I would like the option to hide the resource name on the map and only show icon and amount, like Resource Map Label Marker allows to: \n \n \n \nI can scan easier for icons than for text, and the text is quite obstructive. The search can still find the icon name.",
"date": "2024-08-30T13:22:11+00:00",
"quotes": []
},
{
"author": "againey",
"content": "The devs most definitely read these. \n \nAs for your suggestion, I concur. A fairly standard way to implement this is to add an aliases field to every item definition which can contain one or multiple alternate names. Not sure how Factorio does localization, so it might be more complicated in that respect, especially if modders wanted to change or add aliases. Maybe the list of aliases should specifically be something that the language system supports, instead of the raw item definitions themselves. That way, different languages could have a different number of aliases for each item. (Example, \"gray\" or \"grey\" for military science.)",
"date": "2024-08-30T13:58:53+00:00",
"quotes": [
{
"author": "vpsj wrote: Fri Aug 30, 2024 12:06 pm",
"content": ""
}
]
},
{
"author": "Galapagon",
"content": "Hi devs, thank you for your hard work! \n \nIn the Electromagnetic plant tool-tip example, it says 28.1 and 84.4 but doesn't list a value. Is it safe to assume those are also per second? \nWith the new recipe tool-tip, will it show the default values, or the modified values like the previous example?",
"date": "2024-08-30T14:27:12+00:00",
"quotes": []
},
{
"author": "Terrahertz",
"content": "I just noticed something, whatever creatures run around on Vulcanus are probably quite terrifying, otherwise how would you justify that packed ring of turrets around the coal patch:",
"date": "2024-08-30T14:27:42+00:00",
"quotes": []
},
{
"author": "Terrahertz",
"content": "As the image shows +100% productivity and 28.1 is roughly half of the 56.3/s output, it is highly likely those other values are also /s",
"date": "2024-08-30T14:33:32+00:00",
"quotes": [
{
"author": "Galapagon wrote: Fri Aug 30, 2024 2:27 pm",
"content": ""
}
]
},
{
"author": "GregoriusT",
"content": "how would you justify not protecting the mine to the top right at all whatsoever if they were truly terrifying? xD",
"date": "2024-08-30T14:44:42+00:00",
"quotes": [
{
"author": "Terrahertz wrote: Fri Aug 30, 2024 2:27 pm",
"content": ""
}
]
},
{
"author": "mistotebe",
"content": "One thing stands out to me:\n \n\nDoes it mean there's research that irreversibly changes productivity of some recipes? How does that work with things like Gleba where your factory might need to be tuned well not to spoil and productivity changes changing the balance...",
"date": "2024-08-30T14:49:23+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Terrahertz",
"content": "Fair point. Although we don't see, if it is truly undefended or if defense is just missing on the side we can see. Maybe this side is defended by the wall at the bottom, the coal mine and the lava pool around it. Who knows? \n \nOR \n \nWhatever is running around there, has just a taste for coal",
"date": "2024-08-30T15:10:26+00:00",
"quotes": [
{
"author": "GregoriusT wrote: Fri Aug 30, 2024 2:44 pm",
"content": ""
},
{
"author": "Terrahertz wrote: Fri Aug 30, 2024 2:27 pm",
"content": ""
}
]
}
] | 19 | 2024-08-30T06:00:03-05:00 |
forum-topic-97384 | 97384 | Angel's Mods Development Team | Angels Mods | https://forums.factorio.com/viewtopic.php?t=97384 | Arch666Angel | Team
Lovely_Santa
Dr. Pez
kingarthur
Discord Server | [] | 0 | 2021-03-29T04:47:21-05:00 |
forum-topic-109561 | 109561 | [1.1.94] Error updating to .95: "Error opening update package: [...] Data-Lifecycle.html not found" | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=109561 | P1tta | maybe its only me, but my factorio runs into issues updateing
Error opening update package: File C:/Spiele/Factorio/Factorio Experimental/data/../doc-html/Data-Lifecycle.html not found | [
{
"author": "",
"content": "Does the file it mentions exist on disk?",
"date": "2023-11-07T15:02:17+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "I had the same issue with updating. There were several .html's missing, data-lifecycle.html, global.html... Luckily I could copy them from my steam folder to my zip version and then it worked. \nStrange thing is, I can't remember that I deleted them.",
"date": "2023-11-07T15:29:20+00:00",
"quotes": []
},
{
"author": "",
"content": "Are you on Avira antivir?",
"date": "2023-11-07T15:34:11+00:00",
"quotes": []
},
{
"author": "P1tta",
"content": "i cant find it \n \nmaybe someone can share the full path where it should be?",
"date": "2023-11-07T15:42:26+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Tue Nov 07, 2023 3:02 pm",
"content": ""
}
]
},
{
"author": "fishycat",
"content": "It is in factorio folder, a folder called doc-html",
"date": "2023-11-07T15:46:16+00:00",
"quotes": []
},
{
"author": "P1tta",
"content": "yeah there is no Data-Lifecycle.html",
"date": "2023-11-07T15:55:31+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "I have tried to update to latest version repeatedly but I keep getting an error. Factorio restart didn't help. Haven't tempered with install files. No mods installed. Should I try uninstalling and clean install? \n \n \n factorio_sPUnxTWi7A.png (106.97 KiB) Viewed 4082 times",
"date": "2023-11-07T16:42:47+00:00",
"quotes": []
},
{
"author": "",
"content": "I tested it with an old installation and I get the same error:\n Code: Select all 0.001 2023-11-07 16:59:35; Factorio 1.1.92 (build 61698, win64, full)\n 0.001 Operating system: Windows 11 (build 22000) \n 0.002 Program arguments: \"C:\\Spiele\\Factorio\\Factorio Experimental\\bin\\x64\\factorio.exe\" \n 0.002 Config path: C:/Spiele/Factorio/Factorio Experimental/config/config.ini\n 0.002 Read data path: C:/Spiele/Factorio/Factorio Experimental/data\n 0.002 Write data path: C:/Spiele/Factorio/Factorio Experimental [816294/953131MB]\n 0.002 Binaries path: C:/Spiele/Factorio/Factorio Experimental/bin\n 0.036 System info: [CPU: Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz, 4 cores, RAM: 8433/16321 MB, page: 17000/25025 MB, virtual: 4255/134217727 MB, extended virtual: 0 MB]\n 0.092 Memory info:\n 0.092 [0]: 0215 CMZ8GX3M2A1600C9 4096 MB 1333 MHz \n 0.092 [1]: 1311 M2F4G64CB8HB5N-CG 4096 MB 1333 MHz \n 0.092 [2]: 0215 CMZ8GX3M2A1600C9 4096 MB 1333 MHz \n 0.092 [3]: Samsung M378B5273DH0-CH9 4096 MB 1333 MHz \n 0.094 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]\n 0.133 Video driver: windows\n 0.133 Available displays: 1\n 0.133 [0]: \\\\.\\DISPLAY1 - AMD Radeon RX 6700 XT {0x80005, [0,0], 1920x1080, 32bit, 144Hz}\n 0.196 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll\n 0.272 Initialised Direct3D[0]: AMD Radeon RX 6700 XT; id: 1002-73df; driver: aticfx64.dll 31.0.22011.4008\n 0.272 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none\n 0.272 [Local Video Memory] Budget: 11475MB, CurrentUsage: 2MB, Reservation: 0/5865MB\n 0.272 [Non-Local Vid.Mem.] Budget: 7496MB, CurrentUsage: 1MB, Reservation: 0/3876MB\n 0.272 Tiled resources: Tier 2\n 0.272 Unified Memory Architecture: No\n 0.272 BGR 565 Supported: Yes\n 0.272 MaximumFrameLatency: 3, GPUThreadPriority: 0\n 0.273 Graphics settings preset: very-high\n 0.273 Dedicated video memory size 12243 MB\n 0.435 Desktop composition is active.\n 0.435 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] [Color: 16bit]\n 0.435 [Max threads (load/render): 32/4] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:95]\n 0.546 [Audio] Backend:SDL(default); Driver:wasapi, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 0.978 Loading mod core 0.0.0 (data.lua)\n 1.261 Loading mod base 1.1.92 (data.lua)\n 2.533 Loading mod base 1.1.92 (data-updates.lua)\n 2.687 Checksum for core: 2152183905\n 2.688 Checksum of base: 27561446\n 3.100 Prototype list checksum: 3034860339\n 3.162 Loading sounds...\n 14.682 Info PlayerData.cpp:76: Local player-data.json available, timestamp 1696770672\n 14.682 Info PlayerData.cpp:83: Cloud player-data.json unavailable\n 14.944 Initial atlas bitmap size is 16384\n 14.998 Created atlas bitmap 16384x16376 [none]\n 15.003 Created atlas bitmap 16384x13056 [none]\n 15.004 Created atlas bitmap 8192x4188 [decal]\n 15.005 Created atlas bitmap 16384x5568 [low-object]\n 15.005 Created atlas bitmap 8192x4432 [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 15.006 Created atlas bitmap 16384x6064 [terrain, mipmap, linear-minification, linear-mip-level]\n 15.006 Created atlas bitmap 4096x3216 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 15.006 Created atlas bitmap 4096x1856 [smoke, mipmap, linear-minification, linear-magnification]\n 15.007 Created atlas bitmap 4096x3104 [mipmap]\n 15.007 Created atlas bitmap 8192x2272 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 15.007 Created atlas bitmap 8192x1496 [alpha-mask]\n 15.013 Created atlas bitmap 16384x14764 [shadow, linear-magnification, alpha-mask]\n 15.013 Created atlas bitmap 8192x2336 [shadow, mipmap, linear-magnification, alpha-mask]\n 15.013 Created atlas bitmap 2048x240 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 15.019 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 54.774 Parallel Sprite Loader initialized (threads: 3)\n 68.827 Sprites loaded\n 68.849 Generated mipmaps (4) for atlas [3] of size 16384x5568 \n 68.860 Generated mipmaps (3) for atlas [4] of size 8192x4432 \n 68.871 Generated mipmaps (3) for atlas [5] of size 16384x6064 \n 68.882 Generated mipmaps (3) for atlas [6] of size 4096x3216 \n 68.893 Generated mipmaps (3) for atlas [7] of size 4096x1856 \n 68.930 Generated mipmaps (3) for atlas [8] of size 4096x3104 \n 68.941 Generated mipmaps (5) for atlas [9] of size 8192x2272 \n 68.952 Generated mipmaps (3) for atlas [12] of size 8192x2336 \n 68.956 Custom mipmaps uploaded (1942)\n 69.435 Factorio initialised\n 69.438 Info HttpSharedState.cpp:58: Downloading https://updater.factorio.com/updater/get-available-versions?username=Loewchen&token=<private>&apiVersion=2\n 70.018 3 packages available to download (experimental updates enabled).\n 105.558 Info HttpSharedState.cpp:58: Downloading https://updater.factorio.com/updater/get-download?package=core-win64&from=1.1.92&to=1.1.93&isTarget=false&username=Loewchen&token=<private>&apiVersion=2\n 107.743 Info HttpSharedState.cpp:58: Downloading https://updater.factorio.com/updater/get-download?package=core-win64&from=1.1.93&to=1.1.94&isTarget=false&username=Loewchen&token=<private>&apiVersion=2\n 108.833 Info HttpSharedState.cpp:58: Downloading https://updater.factorio.com/updater/get-download?package=core-win64&from=1.1.94&to=1.1.95&isTarget=true&username=Loewchen&token=<private>&apiVersion=2\n 122.778 Error DownloadingUpdatesGui.cpp:108: Checking update packages failed: Error opening update package: File C:/Spiele/Factorio/Factorio Experimental/data/../doc-html/Data-Lifecycle.html not found\n 154.324 Quitting: user-quit.\n 154.551 Goodbye",
"date": "2023-11-07T16:50:18+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "I have the same error. A total of 5 files were missing. \n \nThe updater reported the following files: \n- Data-Lifecycle.html \n- Global.html \n- Instrument.html \n- Libraries.html \n- Migrations.html \n \nThese files were missing in my current installations. After I had copied these files from the ZIP download of version .94 into my current installation, the update also worked.",
"date": "2023-11-07T16:52:04+00:00",
"quotes": []
},
{
"author": "",
"content": "Thank you for the reports, we are currently investigating the cause. The files are present in the full 1.1.94 package, and the update package to 1.1.95 attempts to modify them. The cause of them going missing is yet unknown. For now, if you run into this issue and wish to upgrade to 1.1.95 please download the full package. \n \nP.S. Please let us know if you encounter this issue on Linux or Mac.",
"date": "2023-11-07T17:11:54+00:00",
"quotes": []
},
{
"author": "",
"content": "I believe I got this fixed for Windows. I was able to downloaded 1.1.94, deleted the affected files, and upgraded to 1.1.95 without an error. Please let us know if you still encounter this issue. \n \nI will run the same fix for Mac and Linux just in case.",
"date": "2023-11-07T17:41:51+00:00",
"quotes": []
},
{
"author": "",
"content": "Update packages that work around this issue should now be available for all platforms. Please let us know if you still run into this issue or a similar one, otherwise I will mark this as fixed soon :)",
"date": "2023-11-07T18:04:42+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "I have tested it and the update could now be carried out without any problems. \n \nThank you for the quick solution to the problem.",
"date": "2023-11-07T19:25:49+00:00",
"quotes": []
},
{
"author": "knusperelch",
"content": "I've tried updating today from 1.1.95 to 1.1.96 and got the same error message: \n \nUpdate fehlgeschlagen: Checking update packages failed: File /Applications/factorio.app/Contents/data/../doc-html/auxiliary/data-lifecycle.html has unexpected content \n \nUpdate fehlgeschlagen is \"update failed\" in german \n \nI'm playing on mac and used version 1.1.95, but even with reinstalling last downloaded version 1.1.94 i get the same error. And the files are there in the game package, but in the folder /Applications/factorio.app/Contents/doc-html/auxiliary/data-lifecycle.html",
"date": "2023-11-08T19:56:31+00:00",
"quotes": []
},
{
"author": "",
"content": "Sorry about the trouble but could you please copy the file Code: Select all /Applications/factorio.app/Contents/doc-html/auxiliary/data-lifecycle.html somewhere to your home directory, create a .zip, and upload it as an attachment here on the forum? This will help us determine what has gone wrong. For now, the solution is to download the full 1.1.96 version.",
"date": "2023-11-09T09:34:56+00:00",
"quotes": [
{
"author": "knusperelch wrote: Wed Nov 08, 2023 7:56 pm",
"content": ""
}
]
},
{
"author": "knusperelch",
"content": "No worries, you guys are amazing. Loving the game and I already loaded the full 1.1.96 to continue playing. \n \nUnfortunately I overwrite the old install, but it happened with a fresh 1.1.94 install. I can install the 1.1.94 again and send you the file if you like, but I think the file should be right, after a new install, or? \n \nI'm playing on mac and play the version, loaded from the website. no steam or something.",
"date": "2023-11-10T12:29:24+00:00",
"quotes": []
},
{
"author": "knusperelch",
"content": "Updated today to the 1.1.97 without problems. Therefore I think the problem is fixed?",
"date": "2023-11-18T01:17:23+00:00",
"quotes": []
}
] | 17 | 2023-11-07T08:40:03-06:00 |
forum-topic-65436 | 65436 | [kovarex] [0.17.1] "'Item' is in the way" message should not appear for the same item placed | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=65436 | wahming | e.g. if you're placing transport belts, and you click on another belt in the same facing, you get the floating error message "Transport belt is in the way". This is unnecessary and irrelevant information. As a general rule, if whatever is in the way is the same object and the exact same positioning as what you're trying to place, skip the error message. | [
{
"author": "",
"content": "Yes, I agree, that in this case, it shouldn't make the message.",
"date": "2019-03-01T23:09:26+00:00",
"quotes": []
},
{
"author": "gamestefan",
"content": "I noticed that the same happens when pasting a blueprint over existing items using the new copy-paste features. Placing the blueprint holding shift does not give a floating message.",
"date": "2019-03-02T10:23:23+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Should this be happening ?",
"date": "2019-03-02T10:50:10+00:00",
"quotes": []
},
{
"author": "catpig",
"content": "I think I would prefer it would let you overwrite in that situation, like with real belt placing.",
"date": "2019-03-05T19:11:51+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Sat Mar 02, 2019 10:50 am",
"content": ""
}
]
},
{
"author": "Reika",
"content": "Agreed.",
"date": "2019-03-12T19:26:23+00:00",
"quotes": [
{
"author": "catpig wrote: Tue Mar 05, 2019 7:11 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Sat Mar 02, 2019 10:50 am",
"content": ""
}
]
},
{
"author": "",
"content": "Ghost building tweaks like this is one of the bigger tasks for later",
"date": "2019-03-13T11:24:27+00:00",
"quotes": [
{
"author": "Reika wrote: Tue Mar 12, 2019 7:26 pm",
"content": ""
},
{
"author": "catpig wrote: Tue Mar 05, 2019 7:11 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Sat Mar 02, 2019 10:50 am",
"content": ""
}
]
},
{
"author": "Solinya",
"content": "In general I would agree, but there are some cases it's useful. For example, when building a stone wall through a forest, the tree sprites cover up tiles above them, so it can be hard to tell if there's a wall underneath all the trees. In this case, seeing \"a wall is in the way\" actually helped confirm I had a solid wall present as there's no way (afaik) to rotate the camera or see under the trees without removing them. \n \nIt's also been a little helpful when trying to upgrade e.g. red belt to yellow belt on belts full of items in the middle of a multi-belt bus, where it can be hard to tell which type is under the mess. Same with items where it can be hard to tell if they're a blueprint ghost or not (such as small power poles).",
"date": "2019-03-18T00:00:23+00:00",
"quotes": [
{
"author": "wahming wrote: Wed Feb 27, 2019 10:25 am",
"content": ""
}
]
},
{
"author": "TruePikachu",
"content": "I'm just curious, is there any particular reason why this is stickied?",
"date": "2019-03-19T03:41:56+00:00",
"quotes": []
},
{
"author": "tehfreek",
"content": "It's probably one of those important-but-not-trivial fixes, so its visibility needs to be high.",
"date": "2019-03-20T00:06:31+00:00",
"quotes": []
},
{
"author": "",
"content": "Acknowledged problem that isn't fixed right away, so it stays on the top and is not reported repeatadly.",
"date": "2019-03-21T16:44:31+00:00",
"quotes": []
},
{
"author": "wahming",
"content": "I suppose that means it'll be fixed next week instead of this week.",
"date": "2019-03-22T04:25:48+00:00",
"quotes": [
{
"author": "kovarex wrote: Thu Mar 21, 2019 4:44 pm",
"content": ""
}
]
},
{
"author": "Ultros",
"content": "+1 to the agree. This also applies to replacing a non-ghost entity with a ghost entity, which I think should also be allowed. Without modding reach, it is annoying to have to run over to rotate an item when your workflow deals with mostly remote bot placement.",
"date": "2019-04-04T16:38:59+00:00",
"quotes": [
{
"author": "catpig wrote: Tue Mar 05, 2019 7:11 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Sat Mar 02, 2019 10:50 am",
"content": ""
}
]
},
{
"author": "TruePikachu",
"content": "I'm not quite sure about directly replacing non-ghosts with ghosts, as it can mess up some workflows e.g. copy/pasting chunks of belt to extend busses. Maybe using a modifier key (Ctrl? Shift doesn't feel like a proper fit for this in all situations).",
"date": "2019-04-05T01:30:17+00:00",
"quotes": [
{
"author": "Ultros wrote: Thu Apr 04, 2019 4:38 pm",
"content": ""
},
{
"author": "catpig wrote: Tue Mar 05, 2019 7:11 pm",
"content": ""
},
{
"author": "BlueTemplar wrote: Sat Mar 02, 2019 10:50 am",
"content": ""
}
]
},
{
"author": "bobingabout",
"content": "Place a gate over a wall (or wall over a gate) and it works fine. \nDo the same with a ghost, error, cannot place gate, wall is in the way.",
"date": "2019-05-22T21:22:59+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, it is solved for the next release.",
"date": "2019-07-01T14:54:55+00:00",
"quotes": []
},
{
"author": "NickKsh",
"content": "Yes! Finally! Thank you kovarex <3",
"date": "2019-07-01T18:35:03+00:00",
"quotes": []
}
] | 16 | 2019-02-27T04:25:31-06:00 |
forum-topic-120981 | 120981 | [2.0.16] quality support for LuaFlowStatistics (currently its name & count) | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=120981 | Quezler | would be nice to be able to get and set quality item flows. | [
{
"author": "",
"content": "I think they already do support it? Just the docs have not been updated. From looking at the code it should support parsing as \"IDWithQuality\" for a given type (items, entities). I don't know how to lua-docs it when the type changes depending on the instance of the flow statistics.",
"date": "2024-11-20T15:28:53+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "yeah you're right, could you move this to documentation requests or something or should i make a new post for it?",
"date": "2024-11-20T21:19:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, the flow stats docs are updated for the next release to reflect that it uses IDs instead of names now.",
"date": "2024-11-25T10:28:12+00:00",
"quotes": []
}
] | 3 | 2024-11-11T08:11:47-06:00 |
forum-topic-18380 | 18380 | Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec) | Show your Creations | https://forums.factorio.com/viewtopic.php?t=18380 | SpeedDaemon | I started my latest game with the goal of doing about one rocket launch every 10 seconds, along with a no-robot challenge. Bob's Mods (minus enemies and military), RSO, and the usual mess of helper mods (FATS, FARL, blah blah blah). Unlike my previous Bob's mods games, I decided to allow the total abuse taking full advantage of Bob's God modules.
A launch every 10 seconds is pretty quick, but not too special. Then it began to look like I might be able swing one per second with a bit of extra work, which is more like ludicrous speed. But what the heck, gotta have something to aim for, right?
Then, after building a bit, I realized my math was off, failing to fully account for module production bonuses. It would be more like THREE launches per second. What the heck! Go straight to plaid!
I thought I'd post some pics as I go along to get some feedback.
Currently the only robots on the map are 10 logistics bots to service character slots, and 10 constructors in a personal roboport to build blueprints. I don't really count those against a no-bot challenge.
UPDATE: Success! Averaging about 1900 rockets every 10 minutes
288 silos fed by 73 belts
Limiting factor right now seems to be the logic boards going to the control units. Might be able to bump it to 312 or 336 silos with some minor upgrades.
Instead of a bunch of screenshots, I uploaded a Factorio Maps render: http://theharms.org/misc/factorio-pics/plaid-rockets/
40 minutes worth of launch stats
10-minute production stats
10-hour production stats
a lot of rockets | [
{
"author": "SpeedDaemon",
"content": "Low-density structure production facility is complete! \n \n28 production units, and requires 4 iron trains, 4 copper trains, and 2 coal trains (with dedicated mines) to keep running (these are Bob's Mk3 wagons, so one train is 24k ore). \n \nTrain stations and part of the production grid.\n My eyes hurt \n\nMap of the area\n Birds eye view \n\nTest run: steady state ~78k/min (aiming for 72).\n this totally hoses my long term production graphs",
"date": "2015-12-19T00:20:24+00:00",
"quotes": []
},
{
"author": "SpeedDaemon",
"content": "Success! OP updated with map replacing screenshots",
"date": "2015-12-26T06:58:04+00:00",
"quotes": []
},
{
"author": "voyta",
"content": "Good job sir. \n \nFunny how the silo loading oscillates with two peaks, did you turn it on in sequence?",
"date": "2015-12-26T13:37:13+00:00",
"quotes": []
},
{
"author": "SpeedDaemon",
"content": "I turned them all on at once (the power poles connect in a grid, so it's all or nothing). I let all of the belts and buffers fill up first, though, which is why it's peaky - they mostly all launch at the same time. \n \nI think one of the peaks may be after the silos pick up a satellite. Some of them are also out of phase, because the first column or two was running ahead of time for testing.",
"date": "2015-12-26T16:43:15+00:00",
"quotes": [
{
"author": "voyta wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "I find it funny how my vanilla base peaks out at a just as high plate consumption, and I launch one every 20 seconds for reference.",
"date": "2016-02-03T12:22:40+00:00",
"quotes": []
},
{
"author": "devilwarriors",
"content": "Any chance you would upload the map somewhere and mods (if anything other that statistic mods)",
"date": "2016-02-10T11:36:28+00:00",
"quotes": []
}
] | 6 | 2015-12-13T23:04:03-06:00 |
forum-topic-126660 | 126660 | Change map_gen_settings based on position | Modding help | https://forums.factorio.com/viewtopic.php?t=126660 | pelocammelo | Hej everybody,
Im quite new to modding factorio, but Im trying. It would be great to have some input from the experts
The mod idea: I would like to generate different biomes on nauvis, each corresponding to the different planets in space age. I love spaceship logistic and the space age mod in general, but I thought it would be cool to do it all on nauvis with long distance trains connecting the different biomes.
I have found mods which allow something similar, but they mostly mix all resources so they are available everywhere on nauvis. I would like to have distinct biomes representing the different planets.
For the first version of the mod the easiest solution would be to simply check the y position of a chunk and use the map_gen_settings of different planets. It is not really biomes, but the results would be a planet with bands, not too different from earth: you go south to the equator and find a gleba belt (tropical zone) and after a vulcanus belt (desert/warm area) at the quator. Same going north, first a fulgora belts and then artic region of aquilo.
I tried coding control.lua something like this (just to see if it works):
script.on_event(defines.events.on_chunk_generated, function(event)
if event.position.y > 100 then
data.raw.planet.nauvis.map_gen_settings = data.raw.planet.fulgora.map_gen_settings
end
end)
Well, it didn't work I have the feeling that the event on_chunk_generated is activated after the chunk is generated, which is not ideal.
Anyone with some experience on map generation can give me advice? Do you think the general idea would work?
Cheers | [
{
"author": "Natha",
"content": "You would need to create your own noise expressions for that",
"date": "2025-02-07T10:53:32+00:00",
"quotes": []
},
{
"author": "pelocammelo",
"content": "Alrigth, I looked into noise expressions and you are very right. So, I could add to nauvis all the entities from the other planets and use the probability_expression in the autoplace to be 0 unless the position is correct. But then the noise expression should be the default in the designated areas.",
"date": "2025-02-07T14:48:29+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "Just create one or more expressions that return 1 in a specific (circular) area and 0 everywhere else. Then multiply this with the entity/tile specific expression",
"date": "2025-02-09T09:16:11+00:00",
"quotes": []
},
{
"author": "pelocammelo",
"content": "Im trying to test a bit the idea and for now I just want to set the noise expression of anything on nauvis to 0 if x>0. I think once this work I would be able to extend it. Im taking all the expressions used on nauvis and then changing the noise expression associated with that name, however it is not really working. The code is in data-update.lua \n \ndata:extend{ \n { \n type = \"noise-expression\", \n name = \"nauvis_biome_perimeter\", \n expression = \"if(x >= 0, 0, 1)\" \n }, \n} \n \nfor _, expression in pairs(data.raw.planet.nauvis.map_gen_settings.property_expression_names) do \n local base_noise = data.raw[\"noise-expression\"][expression.name][\"expression\"] \n data.raw[\"noise-expression\"][expression.name][\"expression\"] = \"(\" .. base_noise .. \")*nauvis_biome_perimeter\" \nend \n \nAny idea why it might not do anything?",
"date": "2025-02-13T15:28:44+00:00",
"quotes": []
},
{
"author": "pelocammelo",
"content": "Quick update, I finally manage to influence some of the noise expressions, the code is now: \n \ndata:extend{ \n { \n type = \"noise-function\", -- takes two noise function in input and output their product \n name = \"noise_multiply\", \n parameters = {\"noise_1\", \"noise_2\"}, \n expression = \"(noise_1)*(noise_2)\" \n }, \n { \n type = \"noise-expression\", \n name = \"nauvis_belt\", \n expression = \"if(y >= 100, 0, 1)\" \n }, \n} \n \nfor _, prototype in pairs(data.raw[\"tree\"]) do \n if prototype.autoplace then \n local expression = prototype.autoplace.probability_expression \n prototype.autoplace.probability_expression = \"noise_multiply{noise_1 = nauvis_belt, noise_2 = \"..expression..\"}\" \n end \nend \n \nThis changes the noise expression for all trees and I can limit the generation to specified areas, now at y>=100. Following the same reasoning I could limit all objects in data.raw[\"simple-entity\"] and \"resource\". However, I would now like to distinguish between entities/resources from the different planets, so I can use a different noise expression for those. \n \nIm thinking about using the \"data.raw.planet.nauvis.map_gen_settings.autoplace_settings\" as a list of prototypes to compare with the ones from data.raw[\"tree\"/\"resource\"], but I don't think the prototypes in nauvis auto_settings match the prototypes in data.raw. Any ideas how could I solve this? \n \nCheers",
"date": "2025-02-24T08:32:48+00:00",
"quotes": []
},
{
"author": "Natha",
"content": "They do. \nAnd why using your own noise_multiply function? it should work by simply multiplying the two operands in probabilty_expression",
"date": "2025-02-24T11:08:26+00:00",
"quotes": [
{
"author": "pelocammelo wrote: Mon Feb 24, 2025 8:32 am",
"content": ""
}
]
},
{
"author": "pelocammelo",
"content": "Yes, you are right, they do. Altough I can't find a direct relation between the trees in nauvis map_gen settings and the trees listed in data.raw[\"tree\"]. But the rest of the prototypes have a corresponding prototype in data.raw. \n \nAnyway, I made some progress, I actually managed to limit the autoplace of most nauvis prototypes to a specified region, and added the settings from the other planets, so that now the map generates with 5 belts, each corresponding to the different planets. Attached a picture of the result. \n \nNext I will have to fix the elevation and cliffs, but I can't figure out which is the noise-expression used by nauvis, anybody has suggestion? adding a property_expression_name called elevation doesn't seem to help. I will post the full code after I fix it.",
"date": "2025-02-26T08:04:08+00:00",
"quotes": []
},
{
"author": "pelocammelo",
"content": "I did some progress, attached the mod file. There are some problems left to be fixed, mainly with the cliffs and the tile placements. For some reason some of the tiles won't work properly. \n \nIf anybody is interested in having a look and let me know any feedback is much appreciated",
"date": "2025-03-02T18:35:06+00:00",
"quotes": []
}
] | 8 | 2025-02-07T03:45:03-06:00 |
forum-topic-48232 | 48232 | [MOD 0.15] AAI Industry | Mods | https://forums.factorio.com/viewtopic.php?t=48232 | Title: AAI Industry
Short Description: The industry part of Advanced Autonomous Industries. Adds motors, powered offshore pumps, burner labs, and more. Alters tech and recipes. Additional features will be added gradually. Other AAI mods are NOT required. Works with Bobs and Angels.
Name: aai-industry
Mod State: Alpha
Downloads: Mod Portal
Long Description
The Industry section of Advanced Autonomous Industries.
Adds Motors, and intermediate product used in almost everything that can move or has internal movement. Primarily used is transport belt, burner inserters, and other devices not powered by electricity. Also used as a component in Electric Motors.
Adds Electric Motors, used in most things that are powered by electricity.
Electronic circuits now require an insulator instead of iron. You can use wood or slices of stone brick (stone tablets).
Most sturdy buildings now require a stone-based construction material, usually stone brick or concrete.
Most items that have earlier versions now require the earlier version. Burner Inserters are upgraded with Electric Motors to make Inserters. Steel Furnaces are required for Electric Furnaces. Each armor tier requires the last, etc.
Some of the early game items are locked behind tech: Radars now requires Radar research, etc.
The offshore pump now requires power to pump water.
Adds Burner Lab and Burner Assembling Machine.
Adds Burner Turbine Generator, useful when you don't have access to water.
The Concrete and Stone mod is bundled into this mod, it is not required separately.
Integrates well with Bob's and Angel's mods, technology prerequisites have been set of for natural technology progression. | [
{
"author": "ModZero",
"content": "I think the plain motor should be included in initial recipes? It's currently impossible to build the burner lab (love the sprite, btw) without using the console. \n \nFor others, this is taken from StormTAG on the mod site:\n Code: Select all /c game.player.force.recipes[\"motor\"].enabled = true",
"date": "2017-05-21T22:30:50+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content": "I was just coming here to post the same thing. At least that explains why motor is missing.",
"date": "2017-05-21T23:28:34+00:00",
"quotes": []
},
{
"author": "",
"content": "No idea how that happened, it must have been a last minute change. Anyway fixed now.",
"date": "2017-05-22T00:13:32+00:00",
"quotes": []
},
{
"author": "ModZero",
"content": "That was quite fast. Thanks!",
"date": "2017-05-23T18:08:07+00:00",
"quotes": [
{
"author": "Earendel wrote:",
"content": ""
}
]
},
{
"author": "Bobblybook",
"content": "Just following up from my post over at Angel's bug report page: \n \nOn 0.15.13 with latest version of Angel's, Bob's, and AAI, on difficult recipe mode. \n \nThe electric motor recipe is now fixed, however the Burner Turbine Generator has some graphical bug when placing. It seems to suggest it wants water input at the top, and steam output below. When you place it, the steam output changes to two steam outputs below, yet none of the three actually connect to pipes. The generator works correctly without any connections, it just seems to be a graphical thing. \n \nAlso, it does not rotate. This might be intended, however the input/output arrows on the ghost sprite do appear to rotate.",
"date": "2017-05-24T00:23:17+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content": "I assumed those arrows are present because internally it contains a boiler, water and steam engine. Even though nothing connects to it, the game engine may force them to exist as part of the entity.",
"date": "2017-05-24T16:32:01+00:00",
"quotes": []
},
{
"author": "",
"content": "That's correct, although I have since found a way around that by scripting the fluid transfer. That might be released soon, it needs more testing.",
"date": "2017-05-26T00:53:43+00:00",
"quotes": [
{
"author": "Ratzap wrote:",
"content": ""
}
]
},
{
"author": "StormTAG",
"content": "This mod is super fun IMO. I want it to go even farther! \n \nMy favorite part is that Green Science no longer requires circuit boards, so you you don't need a wood source with Bobs/Angels. \n \nYou should consider deeper integration with angel's new cement bricks, etc. More advanced structure would require cement bricks or reinforced cement bricks instead of just stone bricks. Similarly, I'd like to see more levels of motor/engine requiring steel gear, cobolt gears, etc.",
"date": "2017-05-26T16:57:57+00:00",
"quotes": []
},
{
"author": "Zerogoki1983",
"content": "Would it be possible to include the funktion from the burner leech mod.",
"date": "2017-05-27T22:40:19+00:00",
"quotes": []
},
{
"author": "Nightinggale",
"content": "I noticed that if you put burner turbines on the same grid as steam engines, the power production prefers burner turbines (33% efficiency) over steam (50% efficiency). Ideally it would be the other way around, making burner turbines be part of the power production capacity, but they only activate when the rest can't supply the demand. \n \nBurner turbines seems to be needed even after switching to steam power despite their lower efficiency because they can operate without water. This means if you have a complete power production stop, you need a burner turbine to power the water pump and inserters to fuel the boilers. Steam powerplants can no longer start themselves from a complete stop since they will be out of water. \n \nThis is actually realistic as in real life powerplants often can't start themselves. Some powerplants have a single steam engine, which can be started on batteries or even a hand powered generator. Once it's running, it can supply the 5 MW needed to start the high efficiency steam engines with filtered chimneys. When the high efficiency steam engines start supplying, the low efficient and unfiltered starter engines can shut down. This system is for the really rare case where all powerplants shuts down at the same time because usually the high efficient ones can start each other. \n \nI second that and I will go a step further (or multiple steps) \nSay we have a burner inserter moving from A to B, it should then do the following (in this order)\n \n Fuel itself from A (belt or output slot) \n Fuel itself from B (belt or output slot) \n Fuel itself from A (fuel slot) \n Fuel itself from B (fuel slot) \n Fuel B from A (belt or output slot) \n Fuel B from A (fuel slot) \n Work as normal inserter \nThis should apply to all inserters, though electric inserters should skip the fuel self steps. \n \nThis makes it much easier to set up a chain of assemblers or smelters (steel production) as well as having belts without coal to use as input for assemblers. \n \nI'm not sure if this should be in this mod, bob's inserter mod, or a standalone. What I do know is that automated fuel movement is critical to this mod.",
"date": "2017-05-28T14:07:29+00:00",
"quotes": [
{
"author": "Zerogoki1983 wrote:",
"content": ""
}
]
},
{
"author": "Darloth",
"content": "if power plant priority is still a thing, the burner turbines could be set to tertiary?",
"date": "2017-05-29T21:00:31+00:00",
"quotes": []
},
{
"author": "",
"content": "If I set them to \"tertiary-output\" Factorio throws an \"invalid electric usage priority\" error. \n \nI'll take a look at burner leeching.",
"date": "2017-05-31T09:25:20+00:00",
"quotes": [
{
"author": "Darloth wrote:",
"content": ""
}
]
},
{
"author": "Nightinggale",
"content": "I found another issue, though it's mainly a mod combo issue. If crafting combinators receives multiple signals, it will pick the leftmost one in the build list. This is an issue with this mod because it gives higher priority to assembler mk1 than to burner assembler, meaning if you try to build both, it will try to build mk1 first and get stuck due to lack of burner assemblers. This is fixed sticking to the vanilla approach of having the most primitive to the left in the build list, meaning burner assemblers should be left of assembler mk1. \n \nI noticed the burner assembler being placed far to the right in the list and didn't really care until I tried to automate with crafting combinators. You can make wire logic to give custom priority, but it would be easier and nicer if mods sticks to the convention about placement.",
"date": "2017-05-31T10:38:09+00:00",
"quotes": []
},
{
"author": "undarl",
"content": "To perhaps ask the obvious: have you tried spelling that \"terciary\"? Factorio seems to use that spelling in other entities.",
"date": "2017-05-31T16:50:20+00:00",
"quotes": [
{
"author": "Earendel wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "I never would have guessed that. Thanks, it seems to work.",
"date": "2017-06-01T17:30:56+00:00",
"quotes": [
{
"author": "undarl wrote:",
"content": ""
},
{
"author": "Earendel wrote:",
"content": ""
}
]
},
{
"author": "Nightinggale",
"content": "I ran some tests with power priority and now it appears to work perfectly. Burner turbines can now act as emergency power once they have become obsolete due to efficiency. Most importantly the right setup can make burner turbines automatically restart steam engines, which have stalled with no water/fuel due to a power failure despite not using the burner turbine for normal power production. \n \nI noticed another glitch related to the combo with another mod. Bob's power adds research for better boilers and steam engines, but they do not require the steam power tech from this mod. This means it's possible to get boilers mk2 and steam engines mk2 without having researched mk1. Something about injecting an additional requirement to those techs they are present should do the trick.",
"date": "2017-06-01T19:55:10+00:00",
"quotes": []
},
{
"author": "ZombieMooose",
"content": "Failed to load mods: Error in assignID, item with name 'pumpjack' does not exist. \n \nSource: pumpjack (recipe). \n \nMods to be disabled \n* base \n* aai-industry \n \nI'm running plain bob's+angels with everything except bobs inserters with what is it really used for, ratio tree, and a modified hand crank generator for 0.15.",
"date": "2017-06-01T21:38:45+00:00",
"quotes": []
},
{
"author": "",
"content": "You left out Omnimatter, which looks like for some reason it removes the pumpjack item but not the pumpjack recipe.",
"date": "2017-06-01T22:13:51+00:00",
"quotes": [
{
"author": "diongham wrote:",
"content": ""
}
]
},
{
"author": "ZombieMooose",
"content": "yeah I left a picture of my mod list \n \nI'll send this to the mod author as well.",
"date": "2017-06-01T22:41:33+00:00",
"quotes": [
{
"author": "Earendel wrote:",
"content": ""
}
]
}
] | 19 | 2017-05-21T15:13:56-05:00 | |
forum-topic-46369 | 46369 | [0.15] Whizer's German Translations | Mods | https://forums.factorio.com/viewtopic.php?t=46369 | JoeWhizer | This mod is a compilation of my translations into German of other small mods that I use. I plan to include more mods in the future. You don't need to use all of the mods below to benefit of the translation. You can just install the mod also if you're only using one of the listed mods.
Currently included translations for the following mods:
Advanced Solar
Autofill
Auto Recycling Plant
Bottleneck+Logistics
Concrete-and-Stone
Google Maps Factorio style
Long Reach
Modular Charge Packs
Nuclear Fission Armor
Nuclear Fuel
Nuclear Locomotives
Upgrade Builder and Planner
Shoot N Scoot
Honk
Link to the mod-portal:
https://mods.factorio.com/mods/JoeWhize ... anslations
If you have any sugguestions for small mods that you wish to be included, add them in the comments below.
Cheers,
Joe | [
{
"author": "bNarFProfCrazy",
"content": "Thanks for your work translating these. +1 \nHave you considered asking the respective mods authors to include your translations directly? \nThat way they can be included in the original mod and you will help more people. \n(without the need to search for translation mods) \n \nBtw mod authors really like things like that, because they feel like: \n\"Hey, someone is using the plugin and likes it enough to invest some work/time as well.\"",
"date": "2017-05-06T13:47:13+00:00",
"quotes": []
},
{
"author": "JoeWhizer",
"content": "Thanks for your feedback, glad you like it. \n \nWell, I did that with one very big mod and translated it completely into German and posted it in the mod thread - the author thanked me but didn't include the translation yet. This was around christmas. Now someone else uploaded a Mod translation pack into 4-5 languages for this mod. \n \nTo contact all those modders and to hope they would might add this and find out months later they do not, seems to much work. If they like it, they could just grab it from here and let me know. \n \nCheers, \nJoe",
"date": "2017-05-06T21:47:20+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "Hey Joe, I'm looking for someone to translate Dectorio into German. If you're interested, I'd be happy to package it into the mod directly with credit to you. \n \n https://mods.factorio.com/mods/PantherX/Dectorio",
"date": "2017-05-25T01:55:45+00:00",
"quotes": []
},
{
"author": "Dark___Pearl",
"content": "Hello Joe, \n \nI am the maker of Charcoal Burner. Would it be possible for me to package your translation of my mod with the mod itself? With my limited knowledge of German I can see it is a very good translation. Of course you will be credited as the translator with a link to your complete set of translations.",
"date": "2017-05-27T09:58:27+00:00",
"quotes": []
},
{
"author": "JoeWhizer",
"content": "Hey Dark, \n \nsorry, I wasn't in the forums for some time. Sure you can add the translation into your mod. \n \nLet me know if you need anything in addition. \n \nThanks, \nJoe",
"date": "2017-06-17T08:15:52+00:00",
"quotes": []
},
{
"author": "Dark___Pearl",
"content": "Hey Joe, \n \nThanks for letting me package your translations. Since your translation I've added some Angels functionality which isn't in your locale.",
"date": "2017-06-18T10:34:33+00:00",
"quotes": []
},
{
"author": "JoeWhizer",
"content": "okay cool, I will remove the translation for Charcoal then from my translations later today. \n \nThanks for adding, appreciated!",
"date": "2017-06-19T12:04:03+00:00",
"quotes": []
},
{
"author": "Xillian112",
"content": "Can u update to 0.16.x please ? Would be nice. But great job so far !",
"date": "2018-03-18T09:50:14+00:00",
"quotes": []
}
] | 8 | 2017-05-04T16:20:34-05:00 |
forum-topic-86305 | 86305 | Article on satisfactory mentions user ratings often calling factorio "the better satisfactory" | Spread the Word | https://forums.factorio.com/viewtopic.php?t=86305 | Impatient | In an austrian newspaper (german language)
https://www.derstandard.at/story/200011 ... lusivitaet
Google translation of the part:
Which in turn sparked disgruntled user comments, that this article on satsifactory is a hidden promo for factorio. | [
{
"author": "",
"content": "I only found one comment complaining about the Factorio comparison. Yay for the person promoting that we're releasing 1.0 soon though :p \n \nOfftopic: Ist es normal, dass in den Kommentaren gesiezt wird? Ist das so eine kulturell österreichische Sache?",
"date": "2020-06-25T07:38:59+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "Ja voll, ich glaub die Österreicher sind da viel reservierter. Ich vermute Du bist Deutscher?",
"date": "2020-06-25T08:32:55+00:00",
"quotes": [
{
"author": "Bilka wrote: Thu Jun 25, 2020 7:38 am",
"content": ""
}
]
},
{
"author": "",
"content": "*Norddeutscher und somit ziemlich weit weg von der österreicherischen Kultur. Aber trotzdem nah genug dran um die Kommentare lesen zu können",
"date": "2020-06-25T08:48:39+00:00",
"quotes": []
},
{
"author": "Nosferatu",
"content": "Nein. Du ist eigentlich Standard im österreichischen Teil des Internets.",
"date": "2020-06-25T12:33:21+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "Also auf derstandard.at nicht. Vielleicht duzen sich einige User im Web-Ressort, sonst aber nicht. Je nach Erhitzung beim diskutieren, erfolgen schon unwirsche Reaktionen wenn man jemanden duzt. Im Allgemeinen siezen sich die User in den Foren dort.",
"date": "2020-06-25T12:50:59+00:00",
"quotes": [
{
"author": "Nosferatu wrote: Thu Jun 25, 2020 12:33 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Please, remember this is an English forum .",
"date": "2020-06-25T12:53:42+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "You know, it all went off-topic. \n \nThe thing is, I don't even know the names of the things we are discussing. I think it is called a \"respectful you\" and a \"casual you\", which both are used in the german language. Something that isn't used in english. You are from france, if I recall right. Do you make that distinction in french?",
"date": "2020-06-25T13:01:59+00:00",
"quotes": []
},
{
"author": "",
"content": "Indeed, we have \"tu\" for \"du\" (the casual you) and \"vous\" for \"ihr\" but also for \"Sie\" (the polite you). Well If I'm not totally mistaken, my German is extremely rusted.",
"date": "2020-06-25T13:27:50+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "No you are not mistaken. These are the correct correspondences. \n \nEnglish, in fact used to have a distinction between thou (Du) and ye/you (Ihr). The first got out of use because it was increasingly seen as disrespectful. So historically speaking, English only useses the formal form to address people But in modern language it is not considered formal anymore. \n \nBut this is really off topic",
"date": "2020-06-25T15:05:40+00:00",
"quotes": [
{
"author": "Koub wrote: Thu Jun 25, 2020 1:27 pm",
"content": ""
}
]
},
{
"author": "5thHorseman",
"content": "That is ridiculous, calling Factorio a \"better Satisfactory\" when it's OBVIOUSLY the other way around. \n \nSatisfactory is a worse Factorio.",
"date": "2020-06-25T18:27:05+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Impatient",
"content": "Props for knowing your way around in the german language.",
"date": "2020-06-25T21:46:04+00:00",
"quotes": [
{
"author": "Koub wrote: Thu Jun 25, 2020 1:27 pm",
"content": ""
}
]
},
{
"author": "lovewyrm",
"content": "Satisfactory exceeded my highly critical expectations (I held off cause I figured that a '3d factorio' would run like Scheibenkleister (the word in German one might use to not say Ssssshhhhh-) but it actually performed rather well) . \nExploring (in fact, some of the textures and regions gave me a strange sort of nostalgia, which was nice) was the best part for me of the game and the ~30 hours or so I played were, yes, quite satisfying. \n \nHaven't touched it for some time now though. The 'idea' of scaling up in satisfactory for some reason turns me off. I think about it, but what I get from my brain is a tinge of tedium so I just watch lets players instead, lol. \n \nAlso, while I very much enjoy the handcrafted map, I don't know how much it serves the gameplay core. Which I, despite not being too attracted to it in Satisfactory, consider solving logistics and engineering problems, and the static map, I dunno, it leaves a bland taste in my mouth from a problem solving perspective. \n \nOverall I like the game, but I don't feel very motivated to play it a lot. \n \nAlso: Actual disliked aspect I have: Dumb memes and references. Yeah, haha, fellow epicmen, I get the reference AHAHA HAHAH HAH HAH HA HH I too am a consumer of popular culture so I know the reference so I laugh and I clap at the references because I recognize them AHHUU AHUU AHUUU AHUUUUU..HURRRRRRRRRRRRRRRRRRRRRRRRRRRR. \n \nbleh.",
"date": "2020-06-27T12:57:08+00:00",
"quotes": []
},
{
"author": "TheKillerChicken",
"content": "As much as I like Satisfactory, the Unreal 4 Engine has severe limits compared to Factorio. I also like Factorio more, but that is because I like 2d games more than 3d games. Factorio is also a complete package, whereas Satisfactory is a buggy mess at this time. Also: you do not fight hordes of murderous and maddened alien bugs. Factorio is what I call a Tera-scale factory builder. Sorry for the Necro, but I just wanted to weigh in on my personal opinion.",
"date": "2023-02-06T04:14:51+00:00",
"quotes": []
},
{
"author": "archaicvirus",
"content": "I think satisfactory is a good game. I try not to be too harsh on satisfactory, knowing that they were most likely inspired by Factorio. Either way, as an aspiring dev I can't help but imagine how frustrating it must be to always be compared to another title, instead of merit-based judgement. I mean I believe everyone should still be able to express their opinion, however these are two very different games, only similar in certain aspects. IMO I will always prefer to play Factorio. I love the community, how the game is highly optimized, and the replay value makes it the winning title in my book. With that being said, Factorio is the winning title for me compared to any game, personally.",
"date": "2023-03-23T19:42:08+00:00",
"quotes": []
},
{
"author": "TheKillerChicken",
"content": "I like Factorio more as I can go yotta-scale with the values. Unlike Satisfactory, I can test the bandwidth of my DRAM as well. For Satisfactory, I have an RTX 2080Ti with 32x 3.6Ghz and 128G RAM for that. I also like that Factorio has Zerg in it, and with mods, can make then mega-brutal. I also like to pollute to the point that it is at yotta-scale pollution. No other game I know of can have values of that insane value. Satisfactory is limited to 2.1B for everything despite it being a 64-bit engine. Perhaps the UE5 update will allow me to go at yotta-scale madness.",
"date": "2023-06-04T01:56:36+00:00",
"quotes": []
}
] | 15 | 2020-06-25T02:14:12-05:00 |
forum-topic-68314 | 68314 | [0.17/0.18] LTN Combinator - Page 3 | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=68314&start=40 | nuhll | WHat you mean? how can one combinator instead of (out of my mind 4?) combinators be more hard? Just standardize it, like left always to inventory and right always to inserters. Or make a dropdown (dont know if that is possible) where u can select "Inserter Cable:" [DROPDOWN] "connected Green Cable, connected Red Cable" | [
{
"author": "nuhll",
"content": "I created some artwork to show what i mean. Coolest thing would be a LTN stop which combines the best from your mod (nice UI) and the function of the vanilla LTN stop. So you only would need to wire the Stop with chest and inserters, set options in UI and finish. \n \n Fast and \"easy\" solution \n \n \n \n easiest solution.jpg (45.53 KiB) Viewed 8418 times \n \n \n Nice to have UI implementation (select what is connected means pick red or green wire)\n \n \n \n nice to have UI.jpg (85.8 KiB) Viewed 8418 times",
"date": "2019-04-12T13:30:13+00:00",
"quotes": []
},
{
"author": "eduran",
"content": "Its a lot more complicated than that. You also need to connect the station itself. That makes two inputs and two outputs. Using a Constant combinator is no longer sufficient. A single entity with four different (and easily to distinguish) connection points is not something that is simple to implement. From a player's point of view I'd like to have all that functionality, but as a modder a can already see a lot of problems.",
"date": "2019-04-12T13:42:52+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "Yes, youre right, i forgot that one cable to LTN output if im correct? \n \nCan u have LTN lamp, inventory and LTN output on one cable?",
"date": "2019-04-12T13:58:47+00:00",
"quotes": [
{
"author": "eduran wrote: Fri Apr 12, 2019 1:42 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "I want something like that too but it's realy hard to implement. You can't have a LUA script that reads out signals, computes something and sets a result. While technically possible the CPU overhead brings the game to a standstill. There is no way in LUA to only run the computation if the input signal changes. So you have to run the script for every LTN stop on every tick. That quickly becomes too much overhead. So the only way is to implement this with vanilla combinators and have a dummy entity that construct the combinator network when placed or tears it down when deconstructed. And you see how well that works with preserving the wires to other entitites with LTN stops already. The same problems would arrise with a custom combinator. \n \nOne thing I want to have are output signals for how much surplus a provider station has (supply - provider limit) and how much lack a requester station has (request + requester limit). That has to be computed in stacks now so one combinator per item. Only sane way to do that is to add this to something like the LTN Combinator. Every time you change what is provided or requested it would add or remove combinators under the hood. But so far all just ideas.",
"date": "2019-04-12T14:16:13+00:00",
"quotes": [
{
"author": "dockmeister wrote: Thu Apr 11, 2019 5:03 pm",
"content": ""
},
{
"author": "nuhll wrote: Thu Apr 11, 2019 10:53 am",
"content": ""
}
]
},
{
"author": "nuhll",
"content": "I cant say anything to the technical solution for this, as i have 0 programming knowledge. If u need more functionallity to make this work, request it from the devs... \n \nFirst thing that comes in my mind is a random check only every \"what ever\" till \"what ever\" ticks. So not all stops would work at the same time. \n \nFrom user perspective the best solution would be a 1 entity with GUI. Next would be 3 (LTN stop, your combinator, another of your combinators for inserters, chests).",
"date": "2019-04-12T16:52:23+00:00",
"quotes": [
{
"author": "mrvn wrote: Fri Apr 12, 2019 2:16 pm",
"content": ""
},
{
"author": "dockmeister wrote: Thu Apr 11, 2019 5:03 pm",
"content": ""
},
{
"author": "nuhll wrote: Thu Apr 11, 2019 10:53 am",
"content": ""
}
]
},
{
"author": "dockmeister",
"content": "eduran is right. \nIt is possible to modify a combinator to serve as constant and arithmetic combinator. But it would need 4 wires and that is hard to implement intuitively for the user. \n \nThere would be a way around that, but there is no event being raised by factorio whenever an entity is dis-/connected to a circuit network. \n \nI don't see a way to implement such a feature, in a way that would be an improvement over current solutions.",
"date": "2019-04-12T19:14:09+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "What is missing? Maybe we can request it?",
"date": "2019-04-13T08:29:41+00:00",
"quotes": []
},
{
"author": "dockmeister",
"content": "Factorio currently does not notify mods if and when the user connects or disconnects an entity to a circuit network. \nWith such an event i could reduce the needed connections to two outputs: \n1 output for the LTN Station \n1 output for inserters \n \nThat would make this feature feasible. \n \nThere are already several interface requests like that. I will bump one those later. But don't get your hopes up - one of the requests is from 2017 and WUBE is currently not focused on implementing interface requests.",
"date": "2019-04-13T10:03:57+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Combinators are really limited for modders. \n \n1) Lamps let you read out signals. \n2) Constant combinator lets you set a limited amount of signals. \n3) Other combinators have hardcoded functions. \n \nAny per-tick updates are out of the question performance wise. And inserters need the correct item counts per tick. \n \nSo there really is no way around of using the vanilla combinators, program them and wire them up to the train stop as you would do manually. This can happen in LUA. So my approach would be to extend the LTN stop to include the vanilla combinators and programing. So you only have to place one entity. \n \nThe problem remains though. The wires to the outside are flakey at the moment for some reason. So in a BP you might still end up with no wire from the train stop to the inserters.",
"date": "2019-04-15T10:15:08+00:00",
"quotes": [
{
"author": "nuhll wrote: Sat Apr 13, 2019 8:29 am",
"content": ""
}
]
},
{
"author": "nuhll",
"content": "Maybe dont use combinators then? Couldnt this be more efficient done via other modder methods?",
"date": "2019-04-20T08:36:56+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "It's the same for all entities. Constant combinator and Lamp are just the go-to entity because all they have is a wire connetion and no overhead. Working with signals in LUA is very slow. It's a bad API interface.",
"date": "2019-04-21T19:46:36+00:00",
"quotes": [
{
"author": "nuhll wrote: Sat Apr 20, 2019 8:36 am",
"content": ""
}
]
},
{
"author": "nuhll",
"content": "and theres no other way to give ltn the correct commands?",
"date": "2019-04-22T10:09:42+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "After using an LTN combinator to be both provider and requester it is impossible to turn on of the options off again. The combinator remembers the signals being set from the combined mode so next time the GUI is opened it shows up as provider+requester again. Disabling provider or requester and exiting the GUI should remove the respective signals and return the combinator to single mode again.",
"date": "2019-04-22T10:58:48+00:00",
"quotes": []
},
{
"author": "nuhll",
"content": "Lets Brainstorm. \n \nOn the one hand we have a user which want to have everythign as easy as possible. Best for this would be one entity, max 2, connected with cables accordingly. \n \nOn the other side we have factorio with LTN, LTN works via vanilla combinators and arithmetic and so on. \n \nThe question is now, can we give/read the correct commands from LTN in a more efficient way (userfriendly) then its currently. Without thinking at the current limitations from the game (these we could maybe change if we ask)",
"date": "2019-04-24T09:17:37+00:00",
"quotes": []
},
{
"author": "eduran",
"content": "It would be possible to make such a combinator. But coding an UI and properly working multi-piece entities is not easy. For a sense of scale: LTN-C has ~1700 lines of code, LTN-T has ~4200. Nothing wrong with figuring out how it could work and would ideally look. But you still need to find someone who is willing to put quite a bit of effort into making it a thing.",
"date": "2019-04-24T09:36:22+00:00",
"quotes": [
{
"author": "nuhll wrote: Wed Apr 24, 2019 9:17 am",
"content": ""
}
]
},
{
"author": "nuhll",
"content": "Maybe if we find a good way to imrpove LTN a programer has some pity for us non programmers and make it...",
"date": "2019-04-24T13:00:53+00:00",
"quotes": [
{
"author": "eduran wrote: Wed Apr 24, 2019 9:36 am",
"content": ""
},
{
"author": "nuhll wrote: Wed Apr 24, 2019 9:17 am",
"content": ""
}
]
},
{
"author": "Blokus",
"content": "If you want a mega-combinator, the Advanced Combinator mod may be helpful to you. Unfortunately I have found it a bit deficient for some things that seem like they should be reasonable. Also, to avoid UPS hell even when your base is small, you wind up needing to lower the tick rate, which means you need to take the tick rate into account in your designs.\n \nUsually not, because usually you're only isolating multiple signals of the same type (e.g. the actual inventory vs. the inventory with the request target subtracted off) by putting them into different circuit networks. In my builds this leads to \"identity combinators\" (like \"each * 1 output each\" or \"each != 0 output each as input count\") that just serve to send a signal only one way.",
"date": "2019-04-25T00:31:12+00:00",
"quotes": [
{
"author": "nuhll wrote: Thu Apr 11, 2019 12:32 pm",
"content": ""
},
{
"author": "mrvn wrote: Thu Apr 11, 2019 11:15 am",
"content": ""
},
{
"author": "nuhll wrote: Thu Apr 11, 2019 10:53 am",
"content": ""
},
{
"author": "dockmeister wrote: Thu Apr 11, 2019 7:05 am",
"content": ""
},
{
"author": "nuhll wrote: Wed Apr 10, 2019 9:13 pm",
"content": ""
},
{
"author": "nuhll wrote: Fri Apr 12, 2019 1:58 pm",
"content": ""
},
{
"author": "eduran wrote: Fri Apr 12, 2019 1:42 pm",
"content": ""
}
]
},
{
"author": "Saucy",
"content": "Hi. I noticed some problems with the mod. Let me show you:",
"date": "2019-04-28T09:24:37+00:00",
"quotes": []
},
{
"author": "dockmeister",
"content": "hi, \n \nthanks for the report. I uploaded a fix with the following changes: \n- Depot is never visible \n- 50M provide threshold will be reset upon enabling provider \n \ncheers",
"date": "2019-04-28T11:39:31+00:00",
"quotes": [
{
"author": "Saucy wrote: Sun Apr 28, 2019 9:24 am",
"content": ""
}
]
}
] | 19 | 2019-03-23T11:38:50-05:00 |
forum-topic-114961 | 114961 | Possible unlimited resources exploit in Space Age ? | General discussion | https://forums.factorio.com/viewtopic.php?t=114961 | Mad Inventor | Having seen the previews for recyclers and quality bonuses, I'm wondering if it would be possible to break the game with a combination of productivity modules and recyclers.
The quality preview said that the Space Age quality bonuses could apply to productivity modules, which would mean even more free products for the same materials.
If you build up productivity bonuses and then send part of their production to be recycled (using splitters, filter inserters etc), could the recyclers end up producing more raw materials than you need to produce the stuff you recycle?
I haven't seen if anyone has already brought up this idea. But it could trivialize the resource management side of the game, if you could reach a point where you don't need to mine any raw materials or even produce intermediate products, because you get all your input by recycling the "free" output from productivity. | [
{
"author": "HunD34TH",
"content": "If I remember correctly \nMax productivity capped at 300% ( moddable ) \nRecyclers gives 25% of the items",
"date": "2024-08-22T19:00:20+00:00",
"quotes": []
},
{
"author": "",
"content": "2.0 is the next major release version and does not include Quality or the Recycler, those are part of the expansion.",
"date": "2024-08-22T19:24:33+00:00",
"quotes": []
},
{
"author": "Mad Inventor",
"content": "- Edited the post and topic to mention the expansion instead of the 2.0 version. \n- I'm not sure this system would be impossible even if 300% productivity is a maximum, because productivity bonuses are compounded when you apply them to each intermediate product as well as a \"final\" product. This depends on how recycling will work. If it only returns the intermediate products that are directly used to make the recycled item (example - green circuits from recycling modules), then this limits how much you can get for free by recycling the productivity \"extras\". \nIf recycling returns the most basic raw materials (example - recycling modules returning the copper and iron that made the green circuits) and those are then fed through a production chain in which every step has some productivity bonus, this could still lead to an unlimited resources situation.",
"date": "2024-08-23T19:36:26+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Honestly, I wouldn't worry about it. It's not even out yet, and the devs are aware of potential exploits using productivity and recycling. They'll make it work without issues.",
"date": "2024-08-23T19:39:07+00:00",
"quotes": []
},
{
"author": "HunD34TH",
"content": "These things that you are theorize about are already explained in the FFF 375 \n https://factorio.com/blog/post/fff-375",
"date": "2024-08-24T04:58:50+00:00",
"quotes": []
},
{
"author": "JoshuaJosephson",
"content": "There's a prod cap \n \nAnd theres a 25% resource drop chance with the recycler. \n \nI think this will add up to 65-70% of the resources being available.",
"date": "2024-09-11T19:19:41+00:00",
"quotes": []
},
{
"author": "EustaceCS",
"content": "Why would you want to if, among basic resources, you already have infinite oil, water and, technically, fish in v1.1 and infinite iron&copper at lava planet in v2.0+DLC? \nI believe at least space biome also offers infinite stones. \nYou shouldn't ever have necessity in abusing productivity + recycler combo. \nNot unless you'll really need it for making something self-replicating (read: ammo) in some real tight space (read: space platform). If import will be nerfed to make this strategy kinda valid, of course :3 \nUnless you're into infinite wood (and in case if, somehow, Gleba won't provide some means for getting infinite wood)... \nUranium variants are a problem though.",
"date": "2024-09-18T22:15:15+00:00",
"quotes": [
{
"author": "Mad Inventor wrote: Thu Aug 22, 2024 6:22 pm",
"content": ""
}
]
},
{
"author": "coffee-factorio",
"content": "The other way devs balance these things is by overages. So if your module build is going to use say 3x copper than everything else, even if can go \"break\" even on a negative feedback loop you then have to carefully balance how many resources you're producing. Otherwise, the resources will back up into a machine and jam part of your factory. Dealing with this is typically the source of existential horror in mods that feature infinite resource sources; like Space Exploration and Nullius. Since those predate Space Age, and Space Exploration is Earandel's baby - Wube has someone on staff who gave me seven good reasons to use normal mining.",
"date": "2024-10-19T15:41:32+00:00",
"quotes": []
}
] | 8 | 2024-08-22T13:22:44-05:00 |
forum-topic-59759 | 59759 | pY Raw Ores Discussion - Page 74 | PyMods | https://forums.factorio.com/viewtopic.php?t=59759&start=1460 | kingarthur | ive released a new version that should fix that and the tin-chromium over with an update to py petroleum handling | [
{
"author": "Xavier4407",
"content": "Hello \n \nI have just started a game with a friend, and I am confused with making liquid glass from quartz \n \nThe glassworks requires quartz ore and fuel, but the game doesn't say me which fuel \n \nCould someone explain me how do I make liquid glass from quartz to make red science?",
"date": "2020-12-13T12:47:50+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "ant fuel with fuel walue works therere is a wiki in game for that",
"date": "2020-12-13T15:58:40+00:00",
"quotes": [
{
"author": "Xavier4407 wrote: Sun Dec 13, 2020 12:47 pm",
"content": ""
}
]
},
{
"author": "Xavier4407",
"content": "Which type of fuel should I use?",
"date": "2020-12-13T16:12:57+00:00",
"quotes": []
},
{
"author": "yzorr",
"content": "Probably coal gas AND tar is the correct answer. Raw coal into DDTs will be the source. \n \nPlease be aware that you will not be happy with the results, and it gets much, much grimdark from here.",
"date": "2020-12-14T00:48:26+00:00",
"quotes": []
},
{
"author": "yzorr",
"content": "On the other hand, nothing you are upset about will actually be a real problem, but that takes a few hundred hours into Py to realize.",
"date": "2020-12-14T00:50:08+00:00",
"quotes": []
},
{
"author": "yzorr",
"content": "As long as I’m spamming advice, I assume that you’re using helmod, and you have been using helmod through a rocket launch or two of AB, but you’re all grown up now. You need to upgrade to YAFC. \n \n https://github.com/ShadowTheAge/yafc",
"date": "2020-12-14T00:58:04+00:00",
"quotes": []
},
{
"author": "solntcev",
"content": "Hello, does molten chromium intended to be locked at \"chromium processing - stage 3\"? Other molten metals available on stage 2 technologies.",
"date": "2020-12-14T20:39:38+00:00",
"quotes": []
},
{
"author": "mrbaggins",
"content": "Looks nice for planning when not playing, however I'm going to try the latest factory planner first, as it appears to have a really good new matrix solver.",
"date": "2020-12-16T01:35:21+00:00",
"quotes": [
{
"author": "yzorr wrote: Mon Dec 14, 2020 12:58 am",
"content": ""
}
]
},
{
"author": "Pridesfall",
"content": "I'm not able to select the hot air drill head recipe in the casting unit. It shows in the list of recipes possible but is red along with the hot air recipe for equipment chassis and lead container. FNEI shows those 3 can't be made with any machines right now while Helmod says they work with the casting units. Is that intentional? \n \nPlaying with full PY suite and I have all research done up to chemical. \n \nThanks",
"date": "2021-01-16T08:59:03+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "that there in the casting machine? yes. that you cant actually craft them? no. its likely due to a missing extra pipe and itll need fixed. which is what the smelter is for",
"date": "2021-01-16T09:16:23+00:00",
"quotes": [
{
"author": "Pridesfall wrote: Sat Jan 16, 2021 8:59 am",
"content": ""
}
]
},
{
"author": "Expresso",
"content": "And if the anthill has not been generated?",
"date": "2021-01-28T08:56:25+00:00",
"quotes": [
{
"author": "immortal_sniper1 wrote: Sun Dec 13, 2020 3:58 pm",
"content": ""
},
{
"author": "Xavier4407 wrote: Sun Dec 13, 2020 12:47 pm",
"content": ""
}
]
},
{
"author": "immortal_sniper1",
"content": "Ant hill?",
"date": "2021-01-28T09:20:10+00:00",
"quotes": [
{
"author": "Expresso wrote: Thu Jan 28, 2021 8:56 am",
"content": ""
},
{
"author": "immortal_sniper1 wrote: Sun Dec 13, 2020 3:58 pm",
"content": ""
},
{
"author": "Xavier4407 wrote: Sun Dec 13, 2020 12:47 pm",
"content": ""
}
]
},
{
"author": "ming.yuan",
"content": "hey the new advanced casting recipe is really killing me. I revisited an old save from 1.0 and hey, all lines need to be updated now. What a pain. Anyway, keep up the good work guys. The mod is definitely amazing.",
"date": "2021-03-26T08:07:23+00:00",
"quotes": []
},
{
"author": "aklesey1",
"content": "Is it possible to improve lamps production by using molten glass and another elements? \nIts idea for new recipe",
"date": "2021-03-26T16:31:01+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "no",
"date": "2021-03-27T00:48:06+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Fri Mar 26, 2021 4:31 pm",
"content": ""
}
]
},
{
"author": "immortal_sniper1",
"content": "what about adding new recipes with items we allready have? \nLike he have LEDS in pyHT why not a add a LED lamp recipe ? \nThere is also what about more advanced lamp types like halogen and neon?",
"date": "2021-03-27T08:58:55+00:00",
"quotes": [
{
"author": "kingarthur wrote: Sat Mar 27, 2021 12:48 am",
"content": ""
},
{
"author": "aklesey1 wrote: Fri Mar 26, 2021 4:31 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "I like recipe called sodium vapor lamp from PY Veganism, immortal_sniper1 \nMay be just take this one recipe and put it here?",
"date": "2021-03-27T22:32:50+00:00",
"quotes": []
},
{
"author": "immortal_sniper1",
"content": "well i dont have edit rights BUT if i had i would consider it (after i look the recipe up man maybe balance it )",
"date": "2021-03-28T06:07:00+00:00",
"quotes": [
{
"author": "aklesey1 wrote: Sat Mar 27, 2021 10:32 pm",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "Can sodium carbonate be used for another goals? Can we make sodium aluminate liike in angel mods?",
"date": "2021-05-01T10:22:11+00:00",
"quotes": []
}
] | 19 | 2018-04-21T13:55:38-05:00 |
forum-topic-106061 | 106061 | Pixel art blueprints! | Tools | https://forums.factorio.com/viewtopic.php?t=106061 | mlgarrett | I really wanted to get a picture of my dog into my Factorio base, so I wrote a program to make me a blueprint. This is not the first app of its kind, but it's a fun toy and I want to share!
Piχtor.io
https://pixtor.io
To use Piχtorio, you upload an image, and choose which tiles you want to draw with. A scaling factor lets you tune the size of the resulting blueprint, and you can also choose and re-order the tiles to tune the aesthetics.
The app applies the κ-Means clustering algorithm to your image to reduce its colors to the number of tiles you have selected. You may need to tinker a little bit to get a good result. Images with little color variation get cleaner results if you select fewer tiles. Some pictures will work better than others. The preview is very rough; it is better to look at the result in-game.
You can put your dog into your base too!
Or your god!
Or Pikachu!
Or the moon!
The code is open-source. I have tested it a bit, but I expect there are still bugs. Also the server is kind of weak, and κ-Means is kind of expensive, so please be patient. Don't hesitate to contact me directly or via GitHub if you have errors; I want to fix them! Contributions are welcomed and encouraged.
I hope you enjoy this tool! Please send me screenshots of your creations! They will make my day.
- mlgarrett | [] | 0 | 2023-04-30T16:42:28-05:00 |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.