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25
forum-topic-125972
125972
ConstantCombinatorPrototype::pulse_duration is unknown uint
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=125972
BrainGamer_
ConstantCombinatorPrototype::pulse_duration is specified to be a uint but the prototype docs do not contain such a type. Only the specific variants uint8 , uint16 , uint32 , uint64 . The runtime docs however do have a uint concept.
[ { "author": "", "content": "uint32; 2.0.31.", "date": "2025-01-15T00:27:54+00:00", "quotes": [] } ]
1
2025-01-14T18:15:31-06:00
forum-topic-126805
126805
More rotations to rail ramp
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126805
erkki772
Rail ramp to have 45 degree rotation would help doing more funny spaghetti rails
[ { "author": "", "content": "During 2.0 development we decided against this idea because that was considered to be out of VRAM budget as it would not only require 45deg ramp sprites but also 45deg sloped sprites for all rolling stocks.", "date": "2025-02-12T22:45:04+00:00", "quotes": [] }, { "author": "mzlink", "content": "But that would be required for turns anyway, unless you do transformation in real-time.", "date": "2025-02-16T14:09:02+00:00", "quotes": [ { "author": "boskid wrote: Wed Feb 12, 2025 10:45 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Currently there are no sprite for sloped trains ( going up or down an elevation level ) that are not vertical or horizontal as when an elevation change happens it's always in orthogonal axis. Adding diagonal ramps would mean some sprites added for the ramps themselves, but also all the diagonal trains sprites going up or down, wagons and locomotives, artillery wagons, fluid wagons. \n \nI wouldn't mind trading half the resolution or half the current framerate for 45° diagonal ramps on the same VRAM budget, but increasing VRAM usage means player could use less mods.", "date": "2025-02-16T16:15:11+00:00", "quotes": [ { "author": "mzlink wrote: Sun Feb 16, 2025 2:09 pm", "content": "" } ] } ]
3
2025-02-12T16:43:38-06:00
forum-topic-124487
124487
Proposal: Publish JSON schema for mod's info.json on API Docs portal
Development tools
https://forums.factorio.com/viewtopic.php?t=124487
Hares
TL;DR API Docs should provide JSON schema for `info.json` file. Why? JSON schema is popular and well-supported format for validating JSONs before submission. It is also integrated to most of the IDEs. I've seen JSON shemas for 1.1, but for 2.0 there're none. Why not? I can hear you suggesting me to use modding development toolkit, but it's supported only for VSCode IDE, and thus its usage is rather limited. Disclaimer: Biased opinion. VSCode has horrible UI clearance, terrible performance, and has many other problems. Not all mods require extended Lua checkers, and for file-tree management I would 100% prefer JetBrains' IDEs.
[]
0
2024-12-15T10:36:24-06:00
forum-topic-127556
127556
[boskid] Selector Combinator Count Input
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127556
Novacean
Hello all together, i need some help with understanding the Selector Combinator. My Problem is, that the Selector Combinator shows the right Count Input when connected to an Roboport Hub, but if i connect it to another combinator, the input is wrong. So what am i doing wrong here? I really do not get it and tried various combinations.. Thanks for your help
[ { "author": "Tertius", "content": "There's no error, you just mistake one number for the other. \n \nThe value 94 you see in the selector combinator is taken from the input, it's the value of arithmetic combinators coming from the roboport, i. e. it's the amount of arithmetic combinators in the logistic network. It's a somewhat useless value to show in this moment, but it is what is shown here. \n \nThe value 179 is the actual number of distinct signals coming from the roboport.", "date": "2025-03-16T21:49:45+00:00", "quotes": [] }, { "author": "Novacean", "content": "Thank you so much for your Reply! \nBut i still do not get it. \nIf the value 94 in the selector Combinator shows the actual number of arithemtic combinators coming from the roboport, then why does the value 179 show the actual number of distinct signals coming from the Roboport? \nMy arithmetic combinator is connected to the output of the Selector Combinator. Shouldnt my arithemtic combinator also show 94? \nI do not understand why the \"179\" should show the actual number of distinct signals from the Robotport even it is not directly connected via a green wire. \n \nRoboport -> Green wire -> Selector Combinator \"94\" -> Red Wire -> Arithmetic Combinator \"179\" \n \nThank you", "date": "2025-03-16T22:20:42+00:00", "quotes": [] }, { "author": "Tertius", "content": "The value 179 is generated by the selector combinator, because you configured it to \"count inputs\". It's the result of \"count inputs\". The signal (<arithmetic combinator>) was set by you. \nBy coincidence the signal <arithmethic combinator> is also present at the input of the selector combinator, with a value of 94. This value is irrelevant, it's only relevant in the sense that it is nonzero, so it contributes with 1 to the input count value. \nIt would be less confusing if you chose a virtual signal for output of the input count, for example the virtual signal <C> (C for count), since <C> can never have a value as output from the roboport inventory. \n \nWhat happens is this: \nThe input of the selector combinator is connected to the roboport with green wire. You configured the selector combinator to \"count inputs\". So the selector combinator count the inputs, and it finds 179 of them. You configured the selector combinator to output this value as the signal <arithmetic combinator>, so the output of the selector combinator is signal <arithmetic combinator> with the value of 179. And this is what the arithmetic combinator (the item you put on the map) receives with the red wire. \n \nIt seems you somehow misunderstand the operation \"count inputs\" or how values are assigned to signals. \"count inputs\" means the selector combinator looks at its input and counts how many signals with nonzero values exist. It doesn't add any values, it counts the amount of nonzero signals. A roboport outputs signals for each of the items available in the logistic network, and it seems your network contains 179 different items at the moment, so this is what the selector combinator returns with \"count inputs\". \nThis value must be stored with some signal, so it can be used. A signal is like a variable in programming. In Factorio, there are a bunch of predefined signals, one for each item, and a few virtual signals that can be used freely (the letters A-Z and a few more signals). You assigned the value to the signal predefined for arithmetic combinators, which is somewhat strange, but works. It would be more clear if you used a virtual signal, so it cannot be mistaken with a real item signal. \n \nMay be you explain what you intend to achieve with your 2 combinators on a high level. Don't mention combinators in that descripion. What value or what condition do you intend to get or compute or evaluate?", "date": "2025-03-16T22:54:01+00:00", "quotes": [ { "author": "Novacean wrote: Sun Mar 16, 2025 10:20 pm", "content": "" }, { "author": "Novacean wrote: Sun Mar 16, 2025 10:20 pm", "content": "" } ] }, { "author": "", "content": "Oopsie, that slot was supposed to take value from the output of combinator, not from the input. Fixed for 2.0.42.", "date": "2025-03-16T23:19:18+00:00", "quotes": [] }, { "author": "Novacean", "content": "Thanks Tertius for the explanation. \nTo clear things up i made it more easy now with \"Train Stop\". See the attached Screenshots. \n \nThe first Screenshot Shows that 10 \"Train Stop\" are in the Network. The Roboport Reads \"Read logistic Network Contents\". \nThe Second one shows that the Selector Combinator is Set to \"Count Input Signal\" and is connected via a Green wire to the Roboport. At this Point it Counts correctly the 10 \"Train Stop\" which are in my Network. \nNow i connect it with a Red (or Green, does not matter) to the Arithmetic Combinator (on the output side ofc..). \nIn the third Screenshot the Arithmetic Combinator now shows me 177 \"Train Stop\" (fluctuates between 177 and 178) even it should show in my opinion 10 \"Train Stop\". \n \n\nBooksie, if i understand you right this is a bug? But even if it is a bug i do not understand your answer Which Slot was supposed to take values from the output of the combinator? And Which Combinator do you mean? \n \n------------------------------------- \n \n \n \n The first Screenshot Shows that 10 \"Train Stations\" are in the Network. The Roboport Reads \"Read logistic Network Contents\". 427520_5.jpg (240.41 KiB) Viewed 182 times \n \n \n \n \n \n The Selector Combinator is Set to \"Count Input Signal\" and is connected via a Green wire to the Roboport. At this Point it Counts correctly the 10 \"Train Station\" which are in my Network. 427520_6.jpg (740.87 KiB) Viewed 182 times \n \n \n \n \n \n The Arithmetic Combinator now shows me \"177\"(fluctuates between 177 and 178) even it should show in my opinion \"10\". 427520_7.jpg (579.36 KiB) Viewed 182 times", "date": "2025-03-16T23:53:44+00:00", "quotes": [ { "author": "boskid wrote: Sun Mar 16, 2025 11:19 pm", "content": "" } ] }, { "author": "", "content": "Issue was inside of selector combinator gui where you configured the Mode of operation to be \"count inputs\". In this gui, the \"count output signal\" allows you to configure under what signal should the count be transmitted on the output. In that case this selector was sending a signal of \"arithmetic-combinator signal of 179\". This slot however was not taking value from the output (which would be 179) but it took a value from the input. In this case it happened that one of the signals on the input was an arithmetic-combinator signal with value of 94. this value of 94 was completly irrelevant for this selector combinator mode as selector counting inputs does not care about vaues of the incoming signals (as long they sum to non zero), it only cares about count of incoming signals. \n \n \n \n 03-17-2025, 01-01-04.png (217.61 KiB) Viewed 170 times", "date": "2025-03-16T23:59:47+00:00", "quotes": [] }, { "author": "Novacean", "content": "Thank you boskid again for the explanation. \nBut to understand how the Selector Combinator \"Count Input\" should work : \nIf you take a look at my examples \"Train Stop\", i should expect the Signal at the Arithmetic Combinators Input 10 \"Train Stations\", right? \n \nThanks", "date": "2025-03-17T00:08:50+00:00", "quotes": [] }, { "author": "", "content": "\"Count input\" tells you how many unique signals are on the input. \n \n\nWrong. It will be 177 since this is how many unique signals you got on the input.", "date": "2025-03-17T00:18:38+00:00", "quotes": [ { "author": "Novacean wrote: Mon Mar 17, 2025 12:08 am", "content": "" } ] }, { "author": "Novacean", "content": "Now i get it and also understand where the Bug lies. \nThanks all together", "date": "2025-03-17T01:02:36+00:00", "quotes": [] } ]
9
2025-03-16T15:35:17-05:00
forum-topic-93853
93853
Use SHIFT + X and SHIFT+ Y for flipping blueprints
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=93853
fishycat
TL;DR Use SHIFT + X and SHIFT+ Y for flipping blueprints What ? My suggestion is to use SHIFT + X and SHIFT+ Y for flipping blueprints. Why ? It is easier to remember which axis is which. Hmm, was G vertical flip or horizontal? With the new system you always know which axis you flip.
[ { "author": "Kyralessa", "content": "I mean, you can customize the controls to whatever you like...", "date": "2021-01-02T14:05:44+00:00", "quotes": [] }, { "author": "fishycat", "content": "Sure, but IMHO makes just sense with x and y as default.", "date": "2021-01-02T14:18:21+00:00", "quotes": [] }, { "author": "", "content": "So Shift-X flips vertically and Shift-y horizontally?!", "date": "2021-01-03T02:19:09+00:00", "quotes": [] }, { "author": "fishycat", "content": "Almost... \n \n \nI guess it makes more sense with german keyboard layout with x and y next to each other.", "date": "2021-01-03T12:24:35+00:00", "quotes": [ { "author": "ssilk wrote: Sun Jan 03, 2021 2:19 am", "content": "" } ] } ]
4
2021-01-02T05:50:21-06:00
forum-topic-121252
121252
Belt based storage for 81k items
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=121252
gaddhi
This is my attempt at a belt storage for space platforms. Storage capacity: 81458 items Area: 52x52 tiles Density: 30.1 items per tile (=3.76 straight belts per tile) Time to fill/empty the belt: 33-36 minutes (legendary inserters: 32 minutes) BeltStorage.jpg (339.48 KiB) Viewed 1305 times Blueprint: https://factorioprints.com/view/-OBZyyrP5snX9bGUOBPT
[ { "author": "Kalanndok", "content": "Fill and empty speed should be the same as it's just one long belt and it seems to be capped at 30 items per second. Is that correct? \n \nAnd shouldn't you fill the little 2x2 squares with some more undergrounds?", "date": "2024-11-13T10:29:36+00:00", "quotes": [] }, { "author": "gaddhi", "content": "The fill and empty speed depend on the distance to the first red belt from the start and from the end. Since these two distances are different, the times are different. \nIf I find a way to fill these 2x2 squares with additional belt storage, I will. Currently they are already packed with 5 or 6 overlapping belts, so it's not as easy.", "date": "2024-11-13T10:53:16+00:00", "quotes": [] }, { "author": "gaddhi", "content": "I was able to improve the storage. \n \nBy improving the corner-utilization, adding splitters for more storage and by using inserters to store additional items, I was able to squeeze in more than 100 additional items from 81354 to 81458. \nThe time to fill/empty the belt got reduced from 40-45 minutes to 33-36 minutes and with legendary inserters to 32 minutes.", "date": "2024-12-04T00:12:00+00:00", "quotes": [] } ]
3
2024-11-13T04:13:07-06:00
forum-topic-127259
127259
[2.0.38] defines.logistic_member_index is missing some values
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127259
Xorimuth
https://lua-api.factorio.com/latest/def ... mber_index is missing some values. Calling https://lua-api.factorio.com/latest/cla ... stic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no indication from the defines as to what the second one is. I think it is missing LogisticContainer::providerLogisticMemberIndex and maybe also some others (Cargo Landing Pads?)
[]
0
2025-03-04T08:06:41-06:00
forum-topic-120311
120311
base health of rocket turret is too low
Balancing
https://forums.factorio.com/viewtopic.php?t=120311
Stargateur
gun turret 2x2: 400 hp; ratio 100 laser turret 2x2: 1000 hp; ratio 250 flamethrower turret 2x3: 1400 hp; ratio 233.3 (100% fire) artillery turret 4x4: 2000 hp; ratio 125 (tons of resistance) tesla turret 4x4: 1000 hp; ratio 62.5 railgun turret 5x3: 4000 hp ratio 266.6 wall 1x1: 350 hp ratio 350 (somehow less resistance than artillery turret) rocket turret 3x3: 400hp ratio 44.4 rocket turret have a pathetic base health ratio (and tesla too but at least 1000 is enough to handle some damage) (and gun turret is also quite bad compared to laser) rocket turret should have at least 1500 hp, 1800 hp look perfect
[ { "author": "fencingsquirrel", "content": "I was about to make a topic on this, but man this really needs to be emphasized. \n \nRocket turrets <<<evaporate>>> when big stompers appear, and they were clearly meant to counter them. The main problem is that their other low hp counterpart, gun turrets, was balanced around killing behemoths with uranium bullets in a fraction of a second. Rockets simply take too long to reach their target. You can put beefier weapons in front, in which case the rocket turrets contribute nothing because their targets are either already dead or destroyed your turrets. \n \nI have found use in using them as enemy wake upcall for tesla turrets, or just massed themselves, in parts of the factory I don't expect to get attacked and that's about it. If 20 blow up by some freak attack out of nowhere, they can get replaced. \n \nProtecting farms or artillery? Hell no. \n \nThey could easily be buffed 4x hp considering what they are meant to target. Really anything less and they're just not useful. Consider that a player already needs to have a functional base on gleba just to unlock them, so they put in the effort. They should be good!", "date": "2025-02-07T05:19:49+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "I do agree it just feels too low no matter how you look at it. You could even double the HP and they would still not be too strong. So... actually doubling their health is actually an outright realistic suggestion! That's just how extremely low their HP is! \n \nThe critical weaknesses of rocket turrets are numerous:\n \n Rockets are slow, and this speed problem is even worse when you consider that stompers move very fast. \n Because of low HP and low turning rate, rocket turrets will lose the fight, having shot zero rockets , if they started off in the wrong turning position. \n Compared to other turrets, they are very expensive to craft. \n Contrasted to rocket turrets, Spidertrons do not even need to turn at all and fire multiple times faster (and have easily 10x as high effective health.) \n \n\nAll of this is made so much worse by their low HP. They die very easily!", "date": "2025-02-07T08:11:57+00:00", "quotes": [] }, { "author": "Chernobyltoast", "content": "Was just gonna post something like this, it really is ridiculous how an expensive 3x3 turret is tied with the starting MG turret for the lowest hp. \n \nIts also the only turret that's weaker than its handheld counterpart with half the ROF as the rocket launcher. \nThey're only really suited for dealing with strafers with their long-ish range, though it really isn't that great considering how quickly stompers can close the gap and pop them underfoot. \n \nThey definitely need an increase to their health so they can be more than a progression block for space travel, maybe even some more range if that doesn't mess with their balance as space platform defences too much.", "date": "2025-02-08T12:34:46+00:00", "quotes": [] }, { "author": "fencingsquirrel", "content": "I think a large range boost could alternatively work instead of hp: I think the rationale was that rocket turrets were meant to be behind things, but this simply doesn't work with big stompers just walking all over everythign in front. \n \nAn interesting change to rocket turret would be to dramatically increase it's range and reduce it's rate of fire. But this would mess with space balance so perhaps not.", "date": "2025-02-08T20:59:11+00:00", "quotes": [] }, { "author": "h.q.droid", "content": "Or maybe a \"rocket flying speed\" research? \n \nRocket turret actually has decent range, but the rocket flies so slow that a single biter can walk up to it before getting hit. It's worsened by the aiming algorithm, when a rocket is enough to kill something the other turret will stop firing at it. Combined with the friendly fire of red rocket and the tiny HP, we get suicidal turrets.", "date": "2025-02-11T12:43:19+00:00", "quotes": [] }, { "author": "CyberCider", "content": "This is where target priorities are especially useful. Make rocket turrets target exclusively spitters, and let the closer range turrets handle biters.", "date": "2025-02-12T08:42:10+00:00", "quotes": [ { "author": "h.q.droid wrote: Tue Feb 11, 2025 12:43 pm", "content": "" } ] } ]
6
2024-11-07T22:56:25-06:00
forum-topic-16566
16566
Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=16566
This is about handling of alerts: - how they will appear for the player - how they can be handled inside (and outside) of the factory. Also automation/automated handling - how to get more/useful information from an alert. Articles: viewtopic.php?f=6&t=4080 Better overview: Issue list and event log viewtopic.php?f=6&t=4195 Custom Alarm/Notification/Player Set Alarm/Attention viewtopic.php?f=6&t=5247 Show power shortage icon as soon as you don't provide enough energy viewtopic.php?f=6&t=6097 Add extra viewport windows viewtopic.php?f=6&t=6110 Show general direction of alert on minimap and full map viewtopic.php?f=6&t=8690&hilit=alert Small UI improvements viewtopic.php?f=6&t=8707&hilit=alert Better “No Path” feedback for trains viewtopic.php?f=6&t=8778 Event alert filters? viewtopic.php?f=6&t=8802 Alert thresholds on boxes. viewtopic.php?f=6&t=9394 Notifications System viewtopic.php?f=6&t=12355 Desktop Notifications viewtopic.php?f=6&t=12362 Add player fighting alert viewtopic.php?f=6&t=12647 Custom Signs viewtopic.php?f=6&t=13912 Notification when drill out of ore viewtopic.php?f=6&t=14566&hilit=alert Manual Toggle Combinator viewtopic.php?f=6&t=15376 Audible alert when gun turrets are out of ammo viewtopic.php?f=6&t=22113 Extra warnings/alerts for various events viewtopic.php?f=6&t=22269 Network Signal Notification Messages viewtopic.php?f=6&t=23242 Configurable Alerts (PLEASE!) viewtopic.php?f=6&t=23255 Notification Centre viewtopic.php?f=6&t=23626 No alerts when combat events on screen viewtopic.php?f=6&t=25146 Redo the power bars. viewtopic.php?f=6&t=26647 Display signals values on Map viewtopic.php?f=6&t=27554 Damage alert viewtopic.php?f=6&t=28148 Motion Detector viewtopic.php?f=6&t=28150 Display Signal Information on Map / Signal Beam viewtopic.php?f=6&t=33983 Message block. (circuit network) viewtopic.php?f=6&t=40759 Better Robot Notifications viewtopic.php?f=6&t=41068 Option to turn off notifications viewtopic.php?f=6&t=46386 Dismissing alerts viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms
[ { "author": "StoneLegion", "content": "Great collaboration of information. We might even see some these features in 0.13 because I know Rseding91 had said they wanted to open the GUI up a but more for modding.", "date": "2015-09-24T15:05:42+00:00", "quotes": [] }, { "author": "", "content": "Makes me happy.", "date": "2015-09-24T15:33:17+00:00", "quotes": [] }, { "author": "Grimakar", "content": "Maybe this is worthy to be considered: No Alert, when damage is done On Screen -> viewtopic.php?f=6&t=23626", "date": "2016-04-13T21:49:27+00:00", "quotes": [] }, { "author": "dstar4138", "content": "At the very least it would be nice to have more event types in the Mod API: http://lua-api.factorio.com/latest/defi ... nes.events \n \nThat way Modders can do whatever they want with Alerts (personally I'd like to see someone work on an alert stream published to a log which could be read by a third-party program, i.e. group-server events published to my Android phone, or local-game map events on my secondary monitor with gps coordinates/mini-map). \n \nIf the end goal being to automate everything, it should include the response to some of these events", "date": "2016-09-05T11:55:11+00:00", "quotes": [] }, { "author": "thereaverofdarkness", "content": "It shouldn't ever buffer an alarm, it should delete any alarm which would sound before the minimum timer has expired. Alarms should sound immediately or never.", "date": "2017-02-04T17:11:31+00:00", "quotes": [] }, { "author": "Tontow", "content": "I really would like to see some kind of alert heat map and graph. \n \n \nIn map view, you would have an the option to set the time frame that you want to view (just like in the power readout graph screen) and a heat map of alerts so you can quickly identify where you need to concentrate your defenses. The more alerts / damage / destroyed buildings there are in a given area, the hotter the area will appear on the map. \n \nClicking on an area of the heat map will bring up a graph (like the power readout graph you get when you click a power poll) that will show alert data from the near by surrounding area (adjustable size?) where you clicked over x amount of time. It would show data like: Number of turrets that engaged the enemy, buildings damaged, buildings destroyed , enemy strength, enemy number, enemy type, average turret ammo level , ammo spent , etc.", "date": "2017-08-25T18:08:50+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Potentially useful :\n \n\nSee also : \n [MOD REQUEST] A 2nd Wall Type - Doesn't give an Alert if damaged, Doesn't repair unless no damage for configurable time \n viewtopic.php?f=33&t=89206 \n \nMuch more recently : \n Disable alerts for damaged walls \n viewtopic.php?p=628224 \n \nSee also, in the opposite direction : \n Need Audible Alerts Mod \n viewtopic.php?f=88&t=70165", "date": "2024-11-09T21:03:38+00:00", "quotes": [ { "author": "Nividica wrote: Wed Mar 23, 2016 3:16 pm", "content": "" } ] } ]
7
2015-09-24T09:56:14-05:00
forum-topic-116753
116753
[may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=116753
fpx007
In FFF #432 devs posted "Aquilo is notably lacking in basic resources. On the other planets you can land with nothing and build your way to another rocket. On Aquilo if you land with nothing then you can do nothing." So I guess that should also apply to Fulgora, i.e. players can start a base in Fulgora with NOTHING, which this is an intended feature. However, in my recent playthrough, I almost trapped there. I landed with nothing, only to find that I was unable to set up a power grid. Lighting rods, either natural or artificial, cannot act as electricity poles. While for standard poles, the small ones requires wood and the medium and big ones require iron rods , so all 3 types can't be made without a powered recyclers. Thus, substations are the only viable option . However, since I hadn't unlock the related tech, I was unable to build one and locked there. Finally, I researched that tech and solved the problem. Since Electric energy distribution 2 is not a precondition of landing Fulgora, unlike Electric energy distribution 1 ( finding Fulgora requires Electric energy accumulators , which requires Electric energy distribution 1 ), players may make similar mistakes as me when first landing on Fulgora if not spoiled, which is lethal if their Nauvis base ceased to for function for some reason. Thus adding iron rods to ruins drop can solve this issue at minimal change. If devs don't think this solution is proper, possible other changes may include: also making research Electric energy distribution 2 a precondition of landing Fulgora adding some natural electricity poles as ruins on Fulgora adding the function of electricity poles to lighting rods
[ { "author": "Soul-Burn", "content": "It was said in the past the middle 3 planets can be built up from a naked crashlanding. \n \nHowever, if you do not have substations researched, you can not build any power distribution. \n \nMedium and big electric poles require iron sticks, which can not be got on the planet without recycling down with recyclers. Recyclers need power, which needs poles. \n \nPossible solutions: \n* Make ruins give some sticks \n* Require substation tech for the planet, like how accumulators are required \n* Give lightning collector ruins a supply area, or some power pole ruin", "date": "2024-10-23T06:42:57+00:00", "quotes": [] }, { "author": "fpx007", "content": "TL;DR \nFulgora ruin structures should also drop iron sticks. \n What ? \nWithout the recipe for substations, players are unable to set up a power grid on Fulgora. (Small poles require wood and medium and big poles require iron sticks, which are not available on Fulgora without using a powered recycler.) Since Electric energy distribution 2 is not mandatory (a precondition) for landing Fulgora, there is a chance that players being trapped there when first landing on it without the recipe unlocked first. \n Why ? \nPrevent players from soft-lock while landed on Fulgora. Enhance the playstyle \"land with nothing and build your way to another rocket\" proposed in FFF #432. \n \nThe details as well as alternative solutions can be found in my original post viewtopic.php?f=5&t=116753 . Sorry I didn't find this designated subforum for suggestions first.", "date": "2024-10-23T07:20:07+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moved to Ideas and Suggestions", "date": "2024-10-23T08:40:06+00:00", "quotes": [] }, { "author": "gyorokpeter", "content": "I would prefer making substations a requirement as opposed to adding more junk drops to ruins.", "date": "2024-10-23T09:13:54+00:00", "quotes": [] }, { "author": "", "content": "Ref: 116753", "date": "2024-10-23T09:29:35+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Technically, not a bug, merged the report into the suggestion about giving tools to be autonomous on Fulgora in the absence of iron rods.", "date": "2024-10-23T11:32:41+00:00", "quotes": [] }, { "author": "Alenonimo", "content": "Is it possible to get to Fulgora without electric furnaces and assemblers on board? I know you can make iron plate in the space platform to make ammo and shoot the asteroids, so maybe the iron rods could be made in space and shipped down? Or just ship down some iron plates to handcraft some? \n \nUnless it's somehow possible to go to Fulgora without any furnaces on board, I think this could work, therefore not softlocking anyone in there. \n \nWait, nevermind. I knew I was forgetting something. Landing pad. Yep. But if you could handcraft one with the items in Fulgora...", "date": "2024-10-23T13:38:14+00:00", "quotes": [ { "author": "Soul-Burn wrote: Wed Oct 23, 2024 6:42 am", "content": "" } ] }, { "author": "fpx007", "content": "It is possible, as players may import ammo to space platform instead. \n \nBesides, unlike nauvis space, dangerous asteriods float in fulgora space. Thus players may want to send their space platform back to nauvis after reaching fulgora, especially when the bottom part of space platform is unprotected. Thus, space platform are nolonger available.", "date": "2024-10-23T17:49:14+00:00", "quotes": [ { "author": "Alenonimo wrote: Wed Oct 23, 2024 1:38 pm", "content": "" }, { "author": "Soul-Burn wrote: Wed Oct 23, 2024 6:42 am", "content": "" } ] }, { "author": "", "content": "viewtopic.php?f=3&t=117418 \n \n [Koub] Moved to Implemented in 2.0", "date": "2024-11-01T11:13:36+00:00", "quotes": [] } ]
9
2024-10-22T21:06:22-05:00
forum-topic-114372
114372
The Crust Factory Game
Off topic
https://forums.factorio.com/viewtopic.php?t=114372
RealK
Is anyone playing the new game 'The Crust'? I find a quite nice concept but had not yet the possibility of try it. Is it similiar to factorio?
[ { "author": "GrumpyJoe", "content": "About a week before release (beta?) I saw an ad on Twitter. The trailer is only CGI cutscenes and makes it feel a little bit like ANNO 2205 (I think that's the number. The one you go to the moon) \n \nThere are now plenty of Youtubers showing it. If you follow basebuilding people, I'm sure you'll find it. \nSaw it played by people I watch for Oxygen not included, Captain of industry etc. \n \nDidn't look tho, got plenty of games to play at the moment and the CGI trailer gave me a strange feeling about it.", "date": "2024-08-23T20:00:10+00:00", "quotes": [] } ]
1
2024-07-20T14:45:58-05:00
forum-topic-100105
100105
Issue with Krastorio
5dim's mod
https://forums.factorio.com/viewtopic.php?t=100105
cyberfox2795
I was using Krastorio 2 and 5Dims when I encountered an issue. The Electric lab has a slot for basic science cards, but 5Dim's Lab Mk2s do not. Thus I cannot do any science as they are a core research item. They have slots for tech cards of red and up but not basic.
[ { "author": "vjbone", "content": "I can guess that mods are not compatible", "date": "2021-09-28T04:41:51+00:00", "quotes": [] }, { "author": "cyberfox2795", "content": "But there is a 5Dim's compat mod that specifically lists Krastorio 2??? The advanced lab in Krastorio says it can't use basic tech cards at the cost of being faster as later research drops the use of basic cards. I still think that for early to mid game there should be a faster lab that uses basic cards. So I turned to 5Dims. Again, there is a compat and no where does it say the mk2 labs will not use basic cards. Is there anything at all I can do to make them accept basic cards?", "date": "2021-09-28T08:57:05+00:00", "quotes": [] } ]
2
2021-09-27T20:32:40-05:00
forum-topic-54086
54086
[MOD 0.15] Train state colours
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=54086
aaargha
Info Name: Train state colours Version: 0.1.3 Factorio-Version: 0.15.37, 0.16.0, 0.17.0, 0.18.0 Description: Changes the colours of trains depending on which state they're in. Multiplayer: untested (should be no problems) License: http://unlicense.org/ Release: 2017-11-19 Download-Url: https://mods.factorio.com/mod/TrainStateColours Website: viewtopic.php?f=96&t=54086 Source: GitHub Category: Other Tags: Trains, debugging Just a simple mod that can help when debugging train issues. Colours mean: Green: on_the_path Orange: arrive_signal Red: wait_signal Teal: arrive_station Blue: wait_station Black: any other state
[]
0
2017-11-19T07:44:42-06:00
forum-topic-125093
125093
The Turing Train (aka fully functional Turing machine using trains)
Railway Setups
https://forums.factorio.com/viewtopic.php?t=125093
Hares
Well, I did it. Behold, The Mighty, The Turing Train! The Turing Train So, the rules for The Turing Train are as follows: A tape is represented by an arbitrary large straight railway track with no rail signals or any other control units besides the train stops which are always enabled. A cell on that tape is represented by a chest that can hold a single item from the alphabet (or hold no item). A moving head is represented by a double-headed train that can move in either direction towards any neighboring train stop, as well as do no move. A state register is represented by a contents of the train cargo. Any positive number represents state ID, while zero items represents finished state. A finite table of instructions is a grid of constant combinators, three for each state -- one for choice of what to write; one for choice of the next state, and one for choice of the next movement. The Journey I got hit by that idea a few days ago while discussing combinators (ref: 124776: Combinator cookbook 2.0 ) and train not wanting to leave their own train stop (ref: 118475: [2.0.12] Train does not move between stops with same name (MR) ), so that got me thinking if I can combine both of these knowledges together. The idea of almost or completely circuitless TM (ref: https://youtu.be/b1PlPG2vUjY ) was rejected almost instantly as there would be little to no control on the train cargo (program was supposed to be written in the list of interrupts, and the states was represented by different parallel tracks for the train). The next idea was to make a completely stateless set of combinators for that Turing machine with the single head processor (non-moving, sadly), but after making proof of concept and failing time after time I decided that my TTT can have them as long as they do not carry states between the train stops: One on each train stop, counting time since train arrival to prevent the write operation before the combinators finish their calculations One on the head processor, for storing the train state on the moment of its arrival to guarantee only one change per step There's also a shared wiring between all train stop cells and the processor: Copper wire used to carry electricity from the infinite source on the processor to the train stops Red wire carries signal from the head to the processor Green wire carries signal from the processor back to the head The Processor The processor itself is relatively simple: Head processor overview 12-25-2024, 03-43-11.png (1.31 MiB) Viewed 716 times At first, it reads if the train arrived to the train stop, and if it is, remembers the current state ( S for state and symbol from the alphabet for the cell value) until train leaves that train stop. All signals are logical. Then, it uses a simplest grid mapping for the state: after a set of three combinators representing instructions of the current state is chosen (states instructions can be extended almost infinitely to the right), these are mapped from the current cell value to a new one. Empty cells are represented by a special non-item guard signal of red cross ( ). For all of these, a key in the map is current value as signal ID, and value of that signal is as follows: For the write value mapping, value of the signal in the mapping is symbol ID in the alphabet, or -1 for value erasing. For example, in my alphabet (blueprint parameters 0 to 9 -- thanks Wube these are items!) numbers 1-9 have ID of 1-9, and number 0 has ID of 10. (Factorio doesn't like zero-value signals) The result is decoded to be signal type and not symbol ID. For the change state mapping, value of the signal in the mapping is target state, or negative value for the program termination. Technically, program will be also finished on zero-value target state, but I tried to avoid any zero-value signals. The result is encoded as S . For the target direction mapping, the possible values are +1 for moving right, -1 for moving left, or 0 (this time it was perfectly fine, BTW). The result is encoded as signal D . Example: Mappings of old cell values for the new ones in state Q2 12-25-2024, 03-53-48.png (688.54 KiB) Viewed 716 times The Moving Train The moving train is also very simple. It's has empty schedule and its list of interrupts includes: Train schedule overview 12-25-2024, 04-04-24.png (100.8 KiB) Viewed 716 times Start. Does nothing, just asks train to enter automatic mode and attach to the train stop it's currently parked in. Move Right. Asks train to move right and then park. Move Left. Asks train to move left and then park. Are you surprised? Wait. Train remains parked on the current train stop while also re-attaching to it (re-triggering enter event). Why are there extra train stops? Because in 2.0, trains don't like to move to a different train stop when they are parked on the train stop with target name, even if it becomes disabled. However, even though I dislike that behaviour most of the time, here it was kinda savor by letting me implement "Wait" interrupt without actually moving the train. Thus, a cell always have 4 train stops. Which leads to us to the... BTW, I made this with the raiguard's beautiful Editor Extensions mod, as well as couple of others QoL, but removed them before publishing the map. The Tape Cell Tape cell overview 12-25-2024, 04-19-02.png (724.89 KiB) Viewed 716 times The tape cell is the most-complicated entity here. Even though it has only few combinators, it was a pure wiring hell. Firstly, I needed to make sure train will never reach its own cell by moving the opposite direction, so the entire cell is slightly shorter such that "backside" locomotive cannot already touches the opposite direction train stop. Then, I needed to ensure that the cell propagates its value to the head processor only when its occupied by the train, but regardless of direction that train came in -- so, both train stops are joined by a single wiring and have exactly the same settings besides name & color. Then, there's two sets of inserters interacting with the infinity chests. One set is dedicated to writing the current cell value and it utilizes the set filter (whitelist/blacklist) modes from the circuit network and the fact the erase item signal is non-item. The other interacts with the train directly and moves/removes "Science Pack" dummies (thanks Wube these are real item with the stack size of 1!) to/from the wagon until their number matches the state. Initially, I wanted carry alphabet characters on the infinite wagon of train instead of storing them in chest, but, unfortunately, it ruined "Inactivity" wait condition. Of course, I could make "Time passed" condition or "Circuit network" condition, but the first can ruin big state shift (i.e., if I move from the state 1 to the state 40 it's 39 inserter swings), and the second required additional logic & wiring which I tried to avoid. The Result The result is fascinating. It took me only about 8 hours set up from zero to hero, and it works almost flawlessly. The only problems I noticed are: You cannot provide no signals in the states table for the purpose of "the same" result, you must "rewrite" current value If the train reenters the same train stop, even though it's result is as expected, the process includes changing items from the wrong state and only after that inserting the correct item as the train appears on the train stop so fast the combinators does not reset The "Program ended" diode is not working; the "Program ended" beep sounds upon reaching the last instruction and not resolving it. The attached savefile implements classical numbers incrementor (adds one to the input number), as well as the turing machine program I used as a reference (which I stole from one educational site's with the Turing Machine emulator ). If you want to experience it yourself, download the savefile (no Space Age nor mods are needed), enter any number by putting blueprint parameters (have I thanked Wube for these being items with the stack size of one already?) to the boxes (and extending the train track if needed), and then pressing Start on the train. If you want to restart (i.e., for another number increment), you need to return the train to its initial state by putting exactly one science pack item to the cargo wagon. Technically, it is possible to write a converter from that program to a Factorio-compatible blueprint (I did the similar as recently as today for writing text with the constant combinators), but I'm too lazy to do so.
[]
0
2024-12-24T19:40:19-06:00
forum-topic-127477
127477
Change mod settings during gameplay
Technical Help
https://forums.factorio.com/viewtopic.php?t=127477
PADTAPAKAH
Is there a way to change the settings during the game? I don't want to play from 0, but I also want to customize the mods.
[ { "author": "eugenekay", "content": "Yes:\n Startup Mod settings can be changed from the Main Menu —> Settings window. These requires you to Restart the game to apply \n Map settings are Per-Save; access them from the Pause (Escape) Menu. \n Player Settings apply to your profile, changeable from either the Pause or Main Menu. \n\nGood Luck!", "date": "2025-03-14T04:45:30+00:00", "quotes": [] } ]
1
2025-03-13T23:34:11-05:00
forum-topic-125405
125405
[2.0.28] ghost support for entity.get_logistic_sections()
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=125405
Quezler
It would be nice if you could manage the logistic sections of requester/buffer chest ghosts.
[ { "author": "", "content": "I've changed this, and get_logistic_point() to work with ghosts for the next release.", "date": "2025-01-03T16:16:46+00:00", "quotes": [] } ]
1
2024-12-31T10:08:44-06:00
forum-topic-125832
125832
[Pard][2.0.28] Failed to get "Rush to space" achievement on steam
Assigned
https://forums.factorio.com/viewtopic.php?t=125832
iBird
Played with a friend. He was a server. My friend got the achievement, but I didn't get it.
[ { "author": "eugenekay", "content": "Per the Factorio Wiki :\n \n\nYou can “catch up” to the server by remaining connected for a few hours (or days….) and this will re-enable Achievements for the Client. \n \n Previously", "date": "2025-01-11T17:10:56+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "iBird", "content": "eugenekay, But I actually got this achievement in the game itself. It just didn’t show up on Steam.", "date": "2025-01-11T17:20:09+00:00", "quotes": [] }, { "author": "", "content": "Do we have any updates on this? The game is always trying to sync achievements with Steam in both directions. Since there is only one report on this matter, do you still have it gained locally and not gained on Steam?", "date": "2025-03-05T19:10:34+00:00", "quotes": [] } ]
3
2025-01-11T11:01:41-06:00
forum-topic-112990
112990
Factorio Forums • [1.1.107] LuaSurface.create_entity docs missing stack property
Attempting to create an item-on-ground with LuaSurface.create_entity without providing the stack parameter results in an error. https://lua-api.factorio.com/latest/cla ... ate_entity The stack property works fine, however it is not documented that it is accepted by the function. /c game.player.surface.create_entity{name = "item-on-ground", position = game.player.position} Error: Key "stack" not found in property tree /c game.player.surface.create_entity{name = "item-on-ground", position = game.player.position, stack = "blueprint"} works sucessfully. I assume it accepts a SimpleItemStack.
[ { "author": "", "content": "I see now that this is supposed to go in viewforum.php?f=233 - sorry about that", "date": "", "quotes": [] }, { "author": "", "content": "\"item-on-ground\" is an \"item-entity\" prototype. If you look closely, right below the table \"Parameters\", after the sentence \"Other attributes may be specified depending on the type of entity:\", you'll find this note about item-entities:\n \n \n \n Screenshot at 2024-04-16 06-27-58.png (216.9 KiB) Viewed 771 times \n \n \n\nSo the info already is available, but it's easy to miss the optional, type-based parameters after the first table. For example, I recently had to search the forum because I couldn't figure out how to create a character-corpse with >0 item slots. I eventually found an answer to a question about exactly the same issue that pointed out the type-specific parameters (fun fact: I've also posted the original question some years ago).", "date": "", "quotes": [ { "author": "Danielv123 wrote: Mon Apr 15, 2024 9:00 pm", "content": "" } ] }, { "author": "", "content": "As Pi-C notes, this already documented for the entity type, which is \"item-entity\", not \"item-on-ground\".", "date": "", "quotes": [] } ]
3
forum-topic-110671
110671
Random slowdowns on the forum
This Forum
https://forums.factorio.com/viewtopic.php?t=110671
Hi, I'm experiencing right now random slowdowns on page loads when browsing the forum. Doesn't happen on every page, but still quite often. I was able to capture one of these in the network monitor of my browser : big screen capture 2024-01-14 10_15_13-Factorio Forums - New posts.jpg (343.07 KiB) Viewed 2012 times Can happen on any kind of action : while banning a spambot, trying to preview the post I'm currently writing, loading a single thread, with or without images, ... Are there currently known issues with the forum hosting ?
[ { "author": "steinio", "content": "Same", "date": "2024-01-14T10:09:36+00:00", "quotes": [] }, { "author": "picklock", "content": "I can confirm the behavior, too.", "date": "2024-01-14T10:20:25+00:00", "quotes": [] }, { "author": "mmmPI", "content": "To me it happens when i try to preview or post something, and edit not so much when changing pages \n \nalso logging in is always slow, but not showing the \"active topics\"", "date": "2024-01-14T11:16:12+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I was just experiencing this a little bit ago, too. Was just trying to go to the main board page to see what was highlighted as having new posts, but it was taking forever to load, so I moved on to something else. It seems to be loading at normal speeds now at the moment. \n \nEdit: And about 10 mins later, it's struggling again....", "date": "2024-01-14T14:43:18+00:00", "quotes": [] }, { "author": "", "content": "OK thanks everyone for the confirmation, now I know it's not just me. The Devs will probably get things fixed as soon as the weekend is over.", "date": "2024-01-14T16:13:06+00:00", "quotes": [] }, { "author": "", "content": "Just want to drop a quick update that the performance issues were caused by a bit of a DoS vulnerability in phpBB that somebody seemingly decided to exploit, we're working on patching it up.", "date": "2024-01-15T14:48:40+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I had no such problems today", "date": "2024-01-15T15:33:49+00:00", "quotes": [] }, { "author": "aka13", "content": "I wonder why you'd dos a forum of a non-competetive game though", "date": "2024-01-15T16:50:22+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Because some people are bored, a-holes, or maybe just had a plain old gripe against Factorio and/or its devs.", "date": "2024-01-16T13:48:30+00:00", "quotes": [ { "author": "aka13 wrote: Mon Jan 15, 2024 4:50 pm", "content": "" } ] } ]
9
2024-01-14T03:25:33-06:00
forum-topic-116135
116135
Space Age - running a server?
General discussion
https://forums.factorio.com/viewtopic.php?t=116135
nuclearpidgeon
Hi all, Really excited to try out Space Age when it launches in the next few days. I've been planning to run a home server for some friends and just wanted to understand what may or may not be involved to to this. Will Space Age require a new server binary download? Or is it like a modpack that you would just apply to the current Stable / 1.1.110 release? And will it work/be available for Linux on release? I ran a quick search for some info but couldn't seem to find any answered questions about the topic...
[ { "author": "", "content": "Space Age will release simultaneously with a 2.0 update, and both will require you to upgrade from 1.1.110. \n \nThe game will be available on Linux on release, in both regular and headless versions. The freely distributed headless version will come with Space Age support.", "date": "2024-10-20T11:09:30+00:00", "quotes": [] }, { "author": "morse", "content": "Does it mean that there won't be a separate server binary for space age hosting? How do you switch the game between \"vanilla\" and \"SA\" then?", "date": "2024-10-20T19:37:29+00:00", "quotes": [ { "author": "Sanqui wrote: Sun Oct 20, 2024 11:09 am", "content": "" } ] }, { "author": "", "content": "if you give the headless binary a vanilla save it will boot in \"vanilla mode\" without the feature flags", "date": "2024-10-20T19:54:11+00:00", "quotes": [] }, { "author": "terror_gnom", "content": "and what will it do, once spaceage is released, when you run Code: Select all factorio --create ? That's right now my approach to start a vanilla, blind default-settings spaceage run", "date": "2024-10-20T20:12:42+00:00", "quotes": [] }, { "author": "morse", "content": "This is also how the pterodactyl/pelican script does it. Checks if the savefile exists, and runs Code: Select all --create if it doesn't. I guess there should be a switch in Code: Select all map-gen-settings.json . At least that's how I would implement it", "date": "2024-10-20T20:52:13+00:00", "quotes": [] }, { "author": "Mole", "content": "With the release in a few hours, could you confirm if there are any major changes in public API of the headless version? Many of us are probably looking to have server running (with vanilla settings) for the first playthrough with friends shortly after release. Knowing whether to expect the server to _just work_ would be helpful for the ones who take a break from work just to play the game", "date": "2024-10-20T21:45:50+00:00", "quotes": [] }, { "author": "", "content": "The headless server hasn't changed much. The biggest change is that it requires a newer glibc version 2.30.1, so make sure your servers are on debian 11 or newer equivalent. By default --create wil produce a space-age save. If you want to change it to vanilla you need to create a mods/mod-list.json like this. \n Code: Select all {\n \"mods\": \n [\n \n {\n \"name\": \"base\",\n \"enabled\": true\n },\n \n {\n \"name\": \"elevated-rails\",\n \"enabled\": false\n },\n \n {\n \"name\": \"quality\",\n \"enabled\": false\n },\n \n {\n \"name\": \"space-age\",\n \"enabled\": false\n }\n ]\n}", "date": "2024-10-21T08:31:14+00:00", "quotes": [] }, { "author": "nuclearpidgeon", "content": "Thanks for all the info folks, appreciate it", "date": "2024-10-21T10:27:16+00:00", "quotes": [] }, { "author": "Eiermann", "content": "I recommend creating the save game locally and upload the save file to the server. Doing it like this has the big benefit, that you can tweak the map generation parameters in the GUI till it matches you expectations (eq. amount of water and so on). I do hope that the space-age flag is part of the save game and i can still use this method for new servers.", "date": "2024-10-21T10:33:12+00:00", "quotes": [] }, { "author": "", "content": "yes that will work, might have to run factorio with Code: Select all --sync-mods once", "date": "2024-10-21T10:39:07+00:00", "quotes": [ { "author": "Eiermann wrote: Mon Oct 21, 2024 10:33 am", "content": "" } ] }, { "author": "Eiermann", "content": "Worked just fine. I just had to remove outdated mods.", "date": "2024-10-21T11:58:45+00:00", "quotes": [] }, { "author": "bjQrnen", "content": "Any way of confirming if the save on the server is space age or not?", "date": "2024-10-21T19:15:19+00:00", "quotes": [] }, { "author": "mothravsmechabilbo", "content": "Pre-Space Age I ran a vanilla factorio server on a spare Mac mini just using the downloaded non-steam version of the game and started it with the command line. Is there a way to do this with 2.0.8 and include Space Age as well? My Mac server version of Factorio auto-updated to 2.0.8, but there is no Space Age content.", "date": "2024-10-22T03:13:49+00:00", "quotes": [] } ]
13
2024-10-20T06:02:54-05:00
forum-topic-121831
121831
mod exploration menu : mods per page setting.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121831
Rafiz
I don't like all changes to mod explorer, but that's just me being grumpy. But one problem is bigger and breaks my flow. I'm used (from 1.1) to scrolling down through mods and reading their names, picking ones that sound like something I want along the way... But with new menu I must click new page every so often... Having to jump out of scrolling and reading mode and moving pointer to button "next page" every 5 seconds is supper inconvenient and slows down entire process a lot (maybe even by 50%) I couldn't find any setting to change the number of mods per page, there seems to be no hotkey to go to next page, and when I keep mouse over "next page" button - I can not scroll down at the same time. And I also tried new workflow idea - pressing down arrow, while hovering mouse over next-page : but once you click next page down arrow no longer goes to next mod. it's just ... Unfixable inconvenience apparently... I don't know what else can I do on my part to fix my flow to be nearly as convenient as it was in 1.1 My suggestion/idea would be to add option to just have mod explorator without pages and it would maybe take some time to read all mod descriptors like in 1.1 but once it did there's no interruptions (it's anyway surprising how slowly next pages are loading, as in 1.1 I could get all mods loaded in 2 seconds and in 2.0 "next page" with just 20 mods loads for 0.5-1.0 second (probably because of icons(?) there was no icons in 1.1 until you clicked..). Or there could be option to tweak "x mods per page" and I would set it to 100'000, or 1000.... I would much rather take break for minute for [ALL] mod thumbnails to load than deal with that page clicking :/ Or there could be option "compact view" that would not show thumbnails, just mod titles. I liked 1.1 menu so much more... Having description under mod name is also not convenient. A lot of text lines my eyes have to skip before there's next mod title...
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0
2024-11-17T07:38:23-06:00
forum-topic-107652
107652
Search should not be case sensitive
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=107652
datarza
If I enter something is search box, should be displayed everything without restriction. Example: for `ПлА`, `пла` or `ПЛА` should be displayed everything, what contains `пла` in any case image_2023-07-05_153113201.png (41.16 KiB) Viewed 2651 times image_2023-07-05_153214852.png (55.33 KiB) Viewed 2651 times PS: not only for train overview windows, for all searches
[ { "author": "", "content": "Thanks for the report however we don't attempt to do case translation for non-English character sets as the complexity is too much for us to maintain.", "date": "2023-07-05T20:00:47+00:00", "quotes": [] }, { "author": "datarza", "content": "What? \n \n \n \n images.jpg (4.96 KiB) Viewed 2612 times \n \n \n \n Could you try to find another person for the answers who is more experienced?", "date": "2023-07-05T23:46:19+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Jul 05, 2023 8:00 pm", "content": "" } ] }, { "author": "waitofaiorur", "content": "Uh... He's one of the main developers. If he says it's too complex it probably is. \nInternationalization is troublesome at the best of times.", "date": "2023-07-10T19:16:12+00:00", "quotes": [] }, { "author": "datarza", "content": "I don't believe you.", "date": "2023-07-10T22:23:36+00:00", "quotes": [ { "author": "waitofaiorur wrote: Mon Jul 10, 2023 7:16 pm", "content": "" } ] }, { "author": "lm-", "content": "Believe it. \n \nIt is hard. With english char, to make characters lower or upper, all you have to do is unset or set specific bit. And that's it. It's easy. It's efficient. Uses almost no memory to do. \n \nNow for the unicode characters... not so trivial, because upper/lower spacing is not symmetrical in unicode and thus you need a table with mapping. This table is big. And you need a hash map which is a lot heavier that just flipping a bit. Or ordinary array, they will be quick but will waste a lot of ram for nothing, since there will have to be empty fields. And these gaps will be small enough so that OS won't be able to optimize memory usage of it. \n \nSo yeah, case insensitive for anything other than plain ASCII *IS* a *LOT* harder. Whole internationalization is a mess already. First computers were basically designed with only ascii characters in mind.", "date": "2023-07-21T06:14:15+00:00", "quotes": [ { "author": "datarza wrote: Mon Jul 10, 2023 10:23 pm", "content": "" }, { "author": "waitofaiorur wrote: Mon Jul 10, 2023 7:16 pm", "content": "" } ] }, { "author": "KeepResearchinSpoons", "content": "the stance of \" call me a manager here! \" is not something that would get you anywhere :> \n \nbut that aside; I've looked the thread back in the day, yet decided it was not worthy of any input when I glanced over the other posts of the author. \nnowadays I still believe this thread is not of any interest per itself. \n \n however the underlying issue is indeed is . \nThus I would like to cover both bases, hehehe. \n \n \n First of all , \nthis one thread can be easily killed away as a yet another duplicate of this old one \nsince this thread per se does not REALLY introduce anything new or worthy , putting it under-the-carpet might be for the best overall. \nthe \"original\" duplicate will never know that yet another one has bitten the same dust; neither will the original get more attention; but it is the duplicate all the same. \n \n \n Secondly , \nthe issue of unicode collation is largely misunderstood in general. Even here we can see both parties either over-value or under-value it. (and both being right, though)\n cpp does not natively support unicode \nI would like to remind all the newbs that factorio is written down to the CPP (c++) classes as a way of packing the \"logic\". \nAs a side effect of such decision, we get the woefully lacking \"native\" support of unicode. \nSimply because cpp as a language kinda predates the era where unicode took over the world. \n \nstd::string might just not be aware that characters could be multi-byte sequences; \n \nand even if it was, declaring a full unicode support is kinda tricky in general (even emojies support is \"fun\" when you start to look into country flags, for example; look up TW flag history, if you want some IRL drama); \n \nbasically, in the cpp land there is no simple-and-natural way out with unicode. Might have changed with the latest cpp revisions, not sure; but they are probably kinda tricky to follow either way.\n \n total complete collation is crazy hard \ncollation kinda means you can compare strings A and B to decide if they are \"the same\". \nflip-the-bit option proposed above is an example of lowercase-it-all approach (uppercase it all, for the fans of Microsoft, haha). \n \nSimple example of dates collation: m/d/y vs d.m.y; could be solved with a perfect \"isodate\" yyyy-mm-dd form. \nHarder example of numbers collation: 1.00 and 1,00 is probably what looks the same for you. but 1_00 and 1,00 can also mean the same as 100; could only be solved with the help of the \"context\" of what 1,00 * probably * means by-default. \n \nSame kind of stuff exists for languages. \nIn English you get kinda close to what \"canonical form\" of a grammar could be. Programming then dances around it even more, using a subset with a number of strict rules (such as with JSON) that make the \"context-free parsing\" part of it easy. \nAnd that largely influences what ppl consider languages to be in the first place. \n \nYet, with, say, Russian, all the words are mutable. Some have to, some depend on your taste preference. You can say change the \"copper-plate\" depending on how or where you want to use it. (\"plateys\", \"coppah\" etc is kinda allowed, if you are willing to) You can even say \"iron-gears\" in a few different popular ways, still meaning \"gears\" for any native speaker (since the same \"root\", think \"gearz\"). Maybe not something one would consider for collation, but even the \"plurals formula\" is fun; declension; wiki is what you can look at for some more fun. \n \nBut CJK (\"glyphy langs\") can get you further than that. \nThere, you can write the stuff that sounds the same, means the same ...yet is written not the same way. \nAnd there is more than one way to do that! \nNot just \"capital\" letters but the \"sets\" of same-meaning glyphs. \nAnd don't get me started on how they \"mutate\", compact or extend. \nAs such, imagine the collation that allows you to, say, have: \nLDS -> Low density structure, or even GC -> (eh) Electronic-Circuit (yep, no Green in ANY form here, haha). \n \nthe ability to have the latter WOULD have been nice. Especially if user could control the mapping. \nBut I suppose that would have some fun effects on determination and overall system complexity, hehe. \nYet, for the CJK languages, having such an extensible vocab would be a killer feature in more ways than one. \n \nAnd who knows, maybe there is even a goto-way to collate all that stuff already in the cpp world; but sorry, I do not speak cpp fluently ;> \n \nWell, even Hebrew lets you \"omit\" the vowels as you go. German has ẞ/ß (for \"ss\", see eszett; wiki ). \nAnd most languages there are have some sort of irregular yet popular and widely used stuff. \nAnd there is a whole another issue of motors-vs-engines like collation, often seen with players reading the non-english locale try to communicate in English. \n \nso in short, making a perfect collation even for a known subset of world grammar is tough. Even for any \"reasonable\" limit on what is \"the same\". \nthus having a take of \"latin only, and the rest we do not care\" is \"valid\" and \"understandable\". \nDefinitely not something of \"call me a manager here!\", I would say.\n \n \nWith that said, let's imagine we were trying to actually solve this issue at hand. \n(since, well, it is VERY popular one, kinda a FAQ item at this point) \n apparently for cyrillics it is kinda easy \nMost \"duplicates\" of the matter that I've seen so far refer to Cyrillic family. \nSkipping the strong-and-complex lib-that-does-it-all option, it is kinda hard to grasp why it just \"does not work\" for `К==к` and `М==м` as it does for `K==k` with `M==m`. \n \nIn fact, looking at the unicode Cyrillic blocks ( wiki ) does give a suggestion that it would be as easy as adding a Titillium style font . \nWell, the font was added only with v1.1.38, @@2021-08-18 (post-release), but now we have it :> \n \nNicely enough, unicode blocks are mostly linear, which in turn allows for these kinds of \"hacks\" that do the \"flip-a-bit\" approach with a range-check. Without any sizeable hash-maps, dicts or the like. (still, a few more checks) \nPlease look into it if you have the time to, as it introduces pretty much a crapton chunk of value for quite a reasonable buck. Even though not directly. \n \nThere are some not-so-trivial details as when the \"lowecase bit\" bleeds out to the first byte of the pair that represent the codepoint; but overall it is on the \"easily manageable by one person\" scale.\n \n \n \nWould be nice to have this issue addressed in some form of a best-effort approach. \nBut let's speak on workarounds for mods as well.\n scripting scripting if you please take me across the raging seas \nNaturally, both Python and JS have a native way around with `\"Привет Мир!\".lower()` or `\"Привет Мир!\".toLowerCase()`. \nAnd Lua does not really. Because Lua is Lua. Nice and * simple *. \n \nHaving a game-engine implementation bindings to a \" proper \" lowercase in a form of `scripts.lowercase(str)` would be fun and neat, right. \nHaving it overload the string.lower might even be more fun (and * probably * won't cause too much problems, as far as I can imagine). \n \nIf we are talking static content (searching over pre-defined strings) one can probably even build-and-bake a radix tree right away, but well, to hell with it. Let's speak \"real scale\" effort where ppl do not even wrap the critical routines with pcalls. Really, what can possibly go wrong. Just mark it as incompatible if any problems arrive and that's it. Hehehe. (yet, less complex often also means easier to reason about! which is ok) \n \nThen, say, \"static\" content allows us to have a \"canonical\" form of a string stored alongside for indexing purposes. These can be made with either Python or JS with quite a small scripting effort. As long as the canonical representation is uniform, it lifts up half the trouble (at the cost of memory usage). And works for even more complex languages where the \"canonical\" form could be manually tweaked to whichever is the norm. \n \nBut since we are in the land of naive contraptions, \nhere's a workaround that you can do for your own script on Cyrillic (with the naive hashmap-ing approach). A proper \"lowercase\" of sorts, baked with your own alphabet-like collation of choice. \nAll it really allows for is to have the case-insensitive search over the strings that have some Cyrillic inside in the Lua land. Dynamically . \nMaybe not much, but, well, it does mean a lot for some. \nWould prefer if it \"worked\" right away somehow, but this workaround is also an option; if you are aware of the issue, that is.\n \n \n afterall , this issue still needs an \"escalation\", mostly for awareness reasons though. \nthe collation hack also linked above probably solves the issues of all the players (or most) that are being repeatedly referred to this old post (as for duplicates) each time they re-discover it. \n\"the fix\" does not introduce much value of itself, but saves a day for all the newbs perceiving the \"limited\" search utility as \"permanently broken since long before\" in the current state of things. \n \nTo my personal opinion, going with a modding-interface-request for this specific sort of collation for Lua might be easier, since this one seems to be eternally perma-stuck in \"duplicates\". But well, all things have a natural chance to change for the better sooner or later with enough love and time to it. \n \n Have fun and may the gearz force be with u! :>", "date": "2023-07-24T17:23:24+00:00", "quotes": [] }, { "author": "datarza", "content": "lm-: was you frozen in the 1980s and melted just now? - https://www.google.com/search?q=app+loc ... or+dummies \n \nIncredible nonsense, many times moaned feature for seven years, seven string of code to implement, stubbornness of Factorio staff is amazing", "date": "2023-07-29T18:22:18+00:00", "quotes": [] }, { "author": "jamiechi1", "content": "I agree with @datarza on this one. I can't imagine the coding on this to be that difficult.", "date": "2023-07-30T10:39:27+00:00", "quotes": [] }, { "author": "coppercoil", "content": "You are not familiar enough with Unicode. Some players are so incompetent, so they don't even know what to google for. \n \nOn the other hand, maybe devs could implement lowercase for some of most common and relatively simple languages.", "date": "2023-07-31T10:29:47+00:00", "quotes": [ { "author": "jamiechi1 wrote: Sun Jul 30, 2023 10:39 am", "content": "" } ] }, { "author": "", "content": "[Koub] Moderator-me speaking. The request was clear, I'm sure the devs have understood what's requested. There's no need fighting publicly on this forum over whether the request is easy or hard to implement. And certainly not calling each other names. \nSo keep calm, constructive, and polite, or I will enforce calmness myself.", "date": "2023-07-31T15:16:52+00:00", "quotes": [] } ]
10
2023-07-05T14:35:15-05:00
forum-topic-119104
119104
Train Station reservation option by interrupts
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119104
LoneWolf_LWP
TL;DR Allow in an interrupt to reserve all the stations for this train that are found/going to be visited, so that the next train with the same interrupt would not be dispatched if its not needed. (by checkbox : to control this behaviour only when you want/need it) What ? 11-01-2024, 18-18-04.png (64.17 KiB) Viewed 1588 times The stations that are found by the interupt would all get an incoming train on the 'C'/ and removed from the train limit parameter in the station if the option is checked. aka : reserved for that train. Even if the train is going to the first station in the list the second one would also know/see that it is coming. Why ? Trying to do this by signals created at the stations (that also controlled the opening and closing of the station) is not working as the train interrupts and combinators are updated seperated from each other. This results that all trains get set with the same signal. But that signal was meant for one train to dispatch and change the current signal due to that the station is now seeing a train coming on the 'C' parameter that is used a confirmation we dispached a train and did not need anymore so remove the signal so no other trains are able to use it. But the signal was not updated in time by the combinators due to the update order. Resulting in a stampede of trains getting dispatched to do just one job for one train, and that was not the expected behaviour. I'm confident that we can do it by complex combinator designs but then we are back to doing it like in 1.0 or just revert back to LTN or something (to be clear iI have nothing against those mod's). But my impression was that we would be able to do it by interrupts more easely so the huge amount of combinaters (several at every station) could be reduced/eliminated improving ups in large save's/overhaul mod's. By adding this and the option we already have for interrupts to interrupt other interrupts, enough fail safe could be build in by the player to avoid deadlocks (for example : if the route gets blocked go to a depot and wait until you can continue with the original interrupt). The option would also be completly optional by check box for the players that don't want this behaviour to happen.
[ { "author": "ichaleynbin", "content": "I've seen a lot of people with similar issues, enough that I'm sure this particular problem will be in the Discord FAQ at some point. That interrupt condition set is a very natural one and makes a lot of sense. There are plenty of solutions to the stampede problem, and plenty of other ways to avoid it, but it would be so nice if those conditions behaved nicely. I like the idea, as far as finding a way to integrate this into the game naturally with systems already in place, but it is also an interesting optimization problem in its own right, and I think we have the tools. \n \nI like the suggestion but I could see reasons to keep things as they are", "date": "2024-11-01T18:19:07+00:00", "quotes": [] }, { "author": "danbopes", "content": "I ran into this issue as well today. When the train limit on the requestor station opened up to 1, 14 trains were dispatched, all trying to deliver to that same station. It’s frustrating, as this seems like it could be addressed relatively simply. \n \nProposed Solution: A mechanism to check the station's reservation status across incoming trains could prevent multiple trains from queueing up unnecessarily. Something along the lines of: \n Code: Select all int incomingTrains = count_if(trains.begin(), trains.end(), \n [&](Train& train) { \n return std::any_of(train.schedule.begin(), train.schedule.end(), [&](const Stop& stop) {\n return stop.is_interrupt && stop.station == destination;\n });\n });\n\nif (incomingTrains < destination.limit) {\n // Allow new train to be dispatched\n}\n \n\nThis conceptually reserves the destination stations ahead of time for incoming trains, ensuring only the needed train is dispatched. However, the current Lua API and interrupt system make it challenging to implement this directly in mods, as we can’t easily intercept or manage train reservations at a low level. \n \nAdding an option like this to the game would improve efficiency for players who rely heavily on train networks, particularly in larger games. It would also help reduce the need for complex combinator setups at each station just to handle simple dispatch scenarios.", "date": "2024-11-07T06:42:27+00:00", "quotes": [] }, { "author": "nyghtwulf", "content": "I've run into this same issue in a different setup and would appreciate having this option. Which, is also similar to this: viewtopic.php?f=6&t=119346 \n \nThere are probably ways to solve this with circuits and combinators, but that seems a bit janky when we just got all these new train interrupt functions and tools. I'd like to be able to control trains with train controls, not have to build a micro processor with combinator logic to manage dispatches and then deal with a host of other issues and bugs and probable edge cases. \n \nIt feels like a simple option as pointed out in the other thread, just give us an option to make interrupts respect already active temprorary stations as reservations on a station if said station is in a schedule, and even if the train is not enroute to that station. \n \nJust adding to the thought for clarity, here's what I was working on..\n \n \n \n train_schedule.png (77.13 KiB) Viewed 1277 times \n \n \nI have load and unload stations that have combinators that enable/disable the station if the station has enough material for a train load or has enough capacity to accept a load of material. \nIf I have multiple trains with this schedule, multiple load stations that provide the material and ready/open for pickup, and a single dropoff station enables as it can accept a load, then multiple trains will dispatch to each of the provider stations. And then all will get trapped/stuck as they try and deliver to the single requester station. \n \nThere is the 'Destination full or no path' condition which can be used to catch this and send trains back to a depot so that they dont clog the provider stations. But that doesnt solve the mass dispatch issue. This can be half solved with Enough Trains and a second interrupt to check train-self for a load that matches a given request. But that just seems like a lazy janky solution that would mean having to have extra trains than really needed as you'll have to account for each material's thundering heard. \n \nA lot of tl;dr: Allow and/or have the option to make interrupts respect station train limits. Don't add new interrupts that contain a station that already is at its limit with trains that have that station in their temporary schedule and such trains are not yet heading to said at-limit station.", "date": "2024-11-14T22:23:07+00:00", "quotes": [] }, { "author": "bluegreen1024", "content": "I was able to solve this by enabling only one train at a time among all trains waiting at \"Depot\" stations, using a combinator clock that sends signals to each station to trigger each train's wait condition one by one. But I agree that this is janky and some sort of automatic reservation system would be useful.", "date": "2024-11-15T07:31:40+00:00", "quotes": [] }, { "author": "lelick", "content": "Upvoting this", "date": "2024-11-15T15:48:25+00:00", "quotes": [] }, { "author": "Rayffer", "content": "I've ran into this issue and it's sad that I have to go through these hops, via a clock to be able to enable this behavior, feels hacky and non intentional to me, as the train's schedule actually includes the station.", "date": "2024-11-15T22:00:40+00:00", "quotes": [] }, { "author": "AileTheAlien", "content": "I'm still trying to work around this problem. Because I only dispatch one train at a time from my depot, and requester stations and provider stations fill and drain slowly, they usually only get enough room for one train. (All my stations are named the same way, like \"[iron plate icon] provider\" or \"[steel plate icon] requester\".) But I still occasionally end up with two trains that have been dispatched to fetch, for example, iron plates, and then the requester station only has room for one train. The second train ends up waiting at the iron-plate station, with nowhere to go. My trains will always empty their cargo before going back to the depot, so they won't contaminate stations with incorrect materials, but this still means that I need extra trains. \n \nAs far as I can see, this isn't solvable. You could store lists of train IDs in combinators, when they get dispatched to fulfil a request for a specific resource. However, because you don't know what specific requester station a train is going to service, you can't update the train-limit of any specific station. This makes it more possible to have too many trains dispatched. I think in my case, my provider station is filling up quicker than requester stations, so more than one train can be dispatched to get iron plates, even though the requester station only has room for one train. But it's like, 2am, and I'm sick of trying to make trains work sensibly. I already solved the problem of trying to dispatch trains with interrupts, but keeping item-icons in their names, but now I've stumbled into the problem of too many trains being dispatched...which apparently other people found a month before me. (Aka, this whole thread. ) \n \nDo you have a set of blueprints for requester stations, provider stations, and depots you could share? I'm already only dispatching one train at a time, but I don't have a solution to too many trains being dispatched for a resource. (That is, more than the requester station can unload.) Dispatching only one train at a time is easy, since I have a single depot station, and just make the other trains wait with signals:\n depot that only sends one train at a time \n \n \n depot.png (1.24 MiB) Viewed 925 times", "date": "2024-12-02T08:34:33+00:00", "quotes": [ { "author": "bluegreen1024 wrote: Fri Nov 15, 2024 7:31 am", "content": "" } ] }, { "author": "feng", "content": "I just opened forum now because I wanted to make a suggestion thread about the exact same thing. Giving us a checkbox on train station targets to get reserved when being part of a schedule and a train is en route. Something like \"Reserve Station Slot before approach\" checkbox on every target station. \n \nRight now interrupt conditions like \"only true if Pickup is free AND Dropoff is free\" only work when you only got 1 Pickup station (train limit = 1) lol \nIf you got multiple Pickup stations for 1 item, as many trains will depart as you have opened pickup stations... even if you only have 1 Requester station open as the requester station limit gets not used until the trains depart from Pickup Station after loading and travel to Requester Station. \n \n\nI think you are talking about some different issue as the problem we talk about is not solvable just with a \"depart clock\" at the depot as this would just result in getting all the trains departed one after the other but still overfilling the Requester Station. \n \nI built a solution on my own without using the train limits. Basically a \"client-server\" setup, with the server circuit at the depot getting signals from Pickup and Requester Stations and saved in separate memory cells. They generate then a \"delivery order\" which gets send to the trains at the depot (with a tick cycler and Depot Station IDs). After a train departs from depot, the availability in Pickup Memory cell and Requester Memory cell gets subtracted by 1. Its working but eeeeeeh, needs many combinators for avoiding hiccups and its absolutely fragile to power outages.... Hello @ Fulgora", "date": "2024-12-02T11:36:13+00:00", "quotes": [ { "author": "bluegreen1024 wrote: Fri Nov 15, 2024 7:31 am", "content": "" } ] }, { "author": "Calid", "content": "+1", "date": "2024-12-02T16:36:30+00:00", "quotes": [] }, { "author": "nyghtwulf", "content": "The workaround I am using is two parts. I make use of the 'if destination is full' interrupt to catch when a train is trying to deliver to an already being fulfilled station. This interrupt is set to interrupt all others and send the train back to the depot. This does not solve multiple trains being dispatched to multiple same-item providers for a single station requesting. To fix that, I have 2 separate delivery schedules; 1 is to deliver to the requester if the train has a full load. This interrupt is BEFORE the 'go to the provider to get a load and then deliver' interrupt. \n \nWhile this works, it means I have to compensate with additional trains to deal with trains being parked in the depot with materials. \n \nThe interrupt system really feels like they wanted players to run trains in a very specific manner. All provider stations are named the same (aka 'Load'), regardless of item type. All trains are set to go to Load as their default. Then interrupts are used to detect what item was just picked up and what explicitly named station they should be taken to. If no 'Load' stations are available, you can use the 'destination is not valid or full' interrupt to send the trains to a waiting depot. \n \nIt feels somewhat confining when with just a few additional options players could do a lot more things with trains.", "date": "2024-12-07T21:19:52+00:00", "quotes": [ { "author": "AileTheAlien wrote: Mon Dec 02, 2024 8:34 am", "content": "" } ] }, { "author": "feng", "content": "Exactly, they even wrote it in one of their FFFs that you need a depot for catching the overloaded trains... \n \n\nI'm surprised though that Wube was happy with this solution... as it is more a workaround than a solution. A solution would be if only as many trains as needed would be on tracks. \n \n\nI hope that they will add more features with 2.1. They already confirmed some new circuit features and also in one FFFs about train stations they said something like \"station names can't be set dynamically YET\". So... fingers crossed.", "date": "2024-12-08T12:40:27+00:00", "quotes": [ { "author": "nyghtwulf wrote: Sat Dec 07, 2024 9:19 pm", "content": "" }, { "author": "FFF #389 wrote:", "content": "" }, { "author": "nyghtwulf wrote: Sat Dec 07, 2024 9:19 pm", "content": "" } ] } ]
11
2024-11-01T13:11:43-05:00
forum-topic-95828
95828
[#2] Worst DS Map Race - AntiElitz vs. Nefrums
Videos
https://forums.factorio.com/viewtopic.php?t=95828
AntiElitz
The second "Anti vs Nefrums" Race is now on YouTube in 21:9. A direct comparison for anyone interested: https://youtu.be/bHGi1TPU8sU
[]
0
2021-02-07T10:29:04-06:00
forum-topic-114418
114418
cat steam engine
Videos
https://forums.factorio.com/viewtopic.php?t=114418
bluesciencepack
i made this video in a rush, 0 video editing skills pspspsPSSpspsPSPS.mp4 this cat is suffering a brownout (8.9 MiB) Downloaded 172 times it was used in discord servers as a "server power generator" meme, and i had an idea, a silly idea
[ { "author": "mmmPI", "content": "It's not in the proper category because it is not a footage of the game, not even sure this should be on the forum because it's just trash.", "date": "2024-07-29T16:18:34+00:00", "quotes": [] } ]
1
2024-07-23T15:30:29-05:00
forum-topic-92480
92480
Version 1.1.4
Releases
https://forums.factorio.com/viewtopic.php?t=92480
Bugfixes Fixed that train could get stuck when one station is disabled and other station is full. ( 92195 ) Fixed selection tool counts rendering. ( 92334 ) Fixed that building electric pole ghosts on electric poles marked for deconstruction didn't work correctly. ( 91915 ) Fixed that spidertron logistics didn't count the personal robots in flight towards spidertron's item count. ( 92350 ) Fixed that zooming with keyboard in the train schedule gui was too fast. ( 92338 ) Fixed that zooming with keyboard in the world view was too fast. Fixed that it was not possible to select player's own character to command spidertron to follow the player in multiplayer. ( 91923 ) Fixed that it was possible to multiply electric energy by using accumulators covered by multiple sub networks connected with power switches. Fixed that on Linux and Mac, uploading blueprint library to Steam Cloud could make the asynchronous saving process hang. ( 91952 ) Fixed crash when loading some saves with weaved underground belts when mods are removed. ( 92374 ) Fixed the inconsistency between calculation text size internally and in the Textbox related to the UTF8 characters. ( 92355 ) Fixed crash when cancelling map loading while connecting to a server. ( 91677 ) Fixed that electric power/inserters and transport belt tips were shown in the tutorial mission levels where it wasn't even unlockable. ( 91854 ) Fixed showing highlights when holding something in cursor in the simulation. ( 92340 ) Fixed that the icon selection GUI would close every time the main menu simulation changed. ( 91927 ) Fixed several style issues with the container GUI. ( 91943 ) Fixed that cancelling map loading when connecting to a multiplayer game was still waiting for the map to fully load. Changes When building electric poles by dragging, the last built pole is always connected with wire before considering other connections. ( 91933 ) Power switch will now save it's on/off state in blueprints and the state can also be copy-pasted between power switches. ( 92394 ) Fixed it was not possible to use AltGr to type special characters on national keyboard layouts. ( 91681 ) Fixed editing existing blueprint to disable snap-to-grid would break the blueprint layout in some cases. ( 92009 ) Scripting Added LuaEntity::follow_target read/write. Added LuaEntity::time_to_live read/write for sticker entities. Added LuaEntityPrototype::rocket_rising_delay, launch_wait_time, light_blinking_speed, door_opening_speed, rising_speed, engine_starting_speed, flying_speed and flying_acceleration read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "Kiu", "content": "Update failed: \n.../Factorio/data/core/locale/pl/info.json has unexpected content \n \nWin64/de/GOG/InClient-Update-Method", "date": "2020-12-03T15:43:49+00:00", "quotes": [] }, { "author": "ptx0", "content": "if you're trying to report a bug, wrong place.", "date": "2020-12-03T15:56:10+00:00", "quotes": [ { "author": "Kiu wrote: Thu Dec 03, 2020 3:43 pm", "content": "" } ] }, { "author": "jodokus31", "content": "Thank you very much for your hard work!", "date": "2020-12-03T16:09:35+00:00", "quotes": [] }, { "author": "lukegb", "content": "Hmm, https://factorio.com/api/latest-releases still says 1.1.3 is the latest for headless (although the website itself is correct).", "date": "2020-12-03T16:19:12+00:00", "quotes": [] }, { "author": "", "content": "Its fine for me, maybe you have some cached version", "date": "2020-12-03T16:34:50+00:00", "quotes": [ { "author": "lukegb wrote: Thu Dec 03, 2020 4:19 pm", "content": "" } ] }, { "author": "ptx0", "content": "then your API is not providing proper cache invalidation \n \n https://restfulapi.net/caching/", "date": "2020-12-03T16:38:04+00:00", "quotes": [ { "author": "Klonan wrote: Thu Dec 03, 2020 4:34 pm", "content": "" }, { "author": "lukegb wrote: Thu Dec 03, 2020 4:19 pm", "content": "" } ] }, { "author": "Squelch", "content": "That link did show 1.1.3 when I tested it shortly after the post. It now shows 1.1.4 as expected.", "date": "2020-12-03T16:40:11+00:00", "quotes": [ { "author": "Klonan wrote: Thu Dec 03, 2020 4:34 pm", "content": "" }, { "author": "lukegb wrote: Thu Dec 03, 2020 4:19 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "Hoping for \n \n balancing \n \n increased spidertron movement speed or equipment grid size", "date": "2020-12-03T18:08:02+00:00", "quotes": [] }, { "author": "riking", "content": "Nah, the spidertron speed buff I want to see is \"Spidertron can now climb on and attach itself to a train wagon\"", "date": "2020-12-03T18:30:42+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Thu Dec 03, 2020 6:08 pm", "content": "" } ] }, { "author": "orzelek", "content": "That would be pretty cool. \nGo to train car and \"enter\" it to attach", "date": "2020-12-03T18:32:06+00:00", "quotes": [ { "author": "riking wrote: Thu Dec 03, 2020 6:30 pm", "content": "" }, { "author": "AmericanPatriot wrote: Thu Dec 03, 2020 6:08 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "Even better. I suggested that in the ideas and suggestions forum before spidertron was added. \nthe most annoying thing with the spidertrons is picking them up and putting them down to ride in a train.", "date": "2020-12-03T20:55:57+00:00", "quotes": [ { "author": "riking wrote: Thu Dec 03, 2020 6:30 pm", "content": "" }, { "author": "AmericanPatriot wrote: Thu Dec 03, 2020 6:08 pm", "content": "" } ] }, { "author": "Xorimuth", "content": "That's actually a feature that I wrote for my Spidertron Engineer mod ( https://mods.factorio.com/mod/SpidertronEngineer ). Now that you've mentioned it here, I think that I might release that little bit as a standalone mod, without all the 'transform-the-player-into-a-spidertron' extra that the original mod adds.", "date": "2020-12-03T21:04:30+00:00", "quotes": [ { "author": "orzelek wrote: Thu Dec 03, 2020 6:32 pm", "content": "" }, { "author": "riking wrote: Thu Dec 03, 2020 6:30 pm", "content": "" }, { "author": "AmericanPatriot wrote: Thu Dec 03, 2020 6:08 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "Please do", "date": "2020-12-03T21:54:04+00:00", "quotes": [ { "author": "Xorimuth wrote: Thu Dec 03, 2020 9:04 pm", "content": "" } ] }, { "author": "Daeruun", "content": "+1 \nSounds great", "date": "2020-12-03T22:12:35+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Thu Dec 03, 2020 9:54 pm", "content": "" }, { "author": "Xorimuth wrote: Thu Dec 03, 2020 9:04 pm", "content": "" } ] }, { "author": "Xorimuth", "content": "Great. It’ll probably be within a week, and I’ll post here when it’s published. If anyone has any suggestions for what to call it, let me know!", "date": "2020-12-04T00:23:22+00:00", "quotes": [ { "author": "Daeruun wrote: Thu Dec 03, 2020 10:12 pm", "content": "" }, { "author": "AmericanPatriot wrote: Thu Dec 03, 2020 9:54 pm", "content": "" }, { "author": "Xorimuth wrote: Thu Dec 03, 2020 9:04 pm", "content": "" } ] }, { "author": "0xE1", "content": "Can we get Logistics moved anywhere but middle of screen? Anything but Logistics is better to be there", "date": "2020-12-04T01:15:55+00:00", "quotes": [] }, { "author": "ptx0", "content": "i tried it, expecting to see it latch on physically. i was disappointed.", "date": "2020-12-04T03:15:58+00:00", "quotes": [ { "author": "Xorimuth wrote: Thu Dec 03, 2020 9:04 pm", "content": "" } ] }, { "author": "Xorimuth", "content": "Haha that is far beyond my graphical capabilities.", "date": "2020-12-04T03:22:19+00:00", "quotes": [ { "author": "ptx0 wrote: Fri Dec 04, 2020 3:15 am", "content": "" }, { "author": "Xorimuth wrote: Thu Dec 03, 2020 9:04 pm", "content": "" } ] }, { "author": "robot256", "content": "I've thought about doing that for Vehicle Wagon, actually. For example, use the Spider Remote to click on a Vehicle Wagon flatbed car, and it walks over and curls up onto it. I have no idea how to animate the legs, but we could certainly get the behavior right. \n \nNormally when vehicles are loaded they are held in stasis (actually deleted), but we could replace it with a \"legless spider\" that teleports along with the train so that logistics and equipment keep working while riding the train.", "date": "2020-12-04T04:09:08+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
19
2020-12-03T09:32:29-06:00
forum-topic-125567
125567
Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=125567
IsaacOscar
Bassically, I suggest deleting the following line of Lua code: Code: Select all recipe.auto_recycle = nil See https://github.com/wube/factorio-data/b ... tes.lua#L6 I don't know why it's there, and is causing problems for mod's that that want to add new recipes/items to the game. With out that line of code, one can simply write: Code: Select all if mods["quality"] then require("__quality__.data-updates") end After adding/changing any recipes/items, and the recycling recipes will re-generate. Unfortunately, due to the `recipe.auto_recycle = nil` line, it will generate incorrect recycling recipes for Landfill, Nutrients, Raw Fish, Uranium-238, Uranium Fuel Cells, and Tree Seeds. To fix this issue, I can of course write: Code: Select all if mods["quality"] then for _, k in pairs{"landfill", "nutrients-from-biter-egg", "nuclear-fuel-reprocessing", "uranium-fuel-cell", "wood-processing", "fish-breeding"} do if data.raw.recipe[k] then data.raw.recipe[k].auto_recycle = false end end require("__quality__.data-updates") end But that won't work if other mod's define recipes with auto_recycle = false. See 124656 for more discussion about problems re-generating recycling recipes.
[ { "author": "brevven", "content": "+1 to this. \n \nCurrent behavior makes it quite literally impossible to broadly guarantee mods can respect one another's \"auto_recycle=false\" parameters. This is especially true given that every mod that modifies recipes has to regenerate recycling recipes, because they cannot guarantee their modifications load before quality generates recycling recipes. \n \nHere's some further context: https://mods.factorio.com/mod/bzlead/di ... ffce2d5207", "date": "2025-01-06T06:13:15+00:00", "quotes": [] }, { "author": "", "content": "The reason it is being removed now is to make the \"check unused prototype data\" not flag it as unused - since it's used during data stage and not by the engine itself. \n \nI'll make the engine mark it as used even if it doesn't do anything with it. That way it can stay during the whole data stage.", "date": "2025-01-07T15:47:50+00:00", "quotes": [] }, { "author": "curiosity", "content": "Would be great if this was available to mods. There are other mods that add properties in this manner.", "date": "2025-01-07T23:50:03+00:00", "quotes": [ { "author": "Rseding91 wrote: Tue Jan 07, 2025 3:47 pm", "content": "" } ] }, { "author": "IsaacOscar", "content": "I think they're talking about the --check-unused-prototype-data command line option, so its only an opt-in check. Also, according to https://wiki.factorio.com/Command_line_parameters , mods can opt out of it by putting they're data in a table with ignore set to true.", "date": "2025-01-08T02:37:51+00:00", "quotes": [ { "author": "curiosity wrote: Tue Jan 07, 2025 11:50 pm", "content": "" }, { "author": "Rseding91 wrote: Tue Jan 07, 2025 3:47 pm", "content": "" } ] }, { "author": "curiosity", "content": "Why are you telling me? I am well aware.", "date": "2025-01-08T14:39:54+00:00", "quotes": [ { "author": "IsaacOscar wrote: Wed Jan 08, 2025 2:37 am", "content": "" }, { "author": "curiosity wrote: Tue Jan 07, 2025 11:50 pm", "content": "" } ] }, { "author": "IsaacOscar", "content": "Sorry, I wasn't sure! \nIt's just there's already a way for mods to have stuff ignored so you don't need a new engine feature for it.", "date": "2025-01-08T14:43:10+00:00", "quotes": [ { "author": "curiosity wrote: Wed Jan 08, 2025 2:39 pm", "content": "" } ] }, { "author": "curiosity", "content": "Oh, didn't notice you were pointing out the ignore mechanic specifically. That mechanic is a massive hack. Field named \"ignore\" can easily collide with a legitimate field and it only works for table values anyway. Better replace it with something proper now that the foundation has been laid.", "date": "2025-01-08T14:59:35+00:00", "quotes": [ { "author": "IsaacOscar wrote: Wed Jan 08, 2025 2:43 pm", "content": "" } ] }, { "author": "brevven", "content": "Seems like this made it into 2.0.31 ? Thank you!", "date": "2025-01-20T03:52:50+00:00", "quotes": [] } ]
8
2025-01-04T08:10:24-06:00
forum-topic-113059
113059
Trans-Nauvis RR
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=113059
rmmfac
After I launched my first rocket, I wondered what the edge of the map looks like. 15 months later, I completed a rail line to the northeast corner of my solo play / vanilla /default / freeplay map. Playtime: 2772 hrs (11/28/22-4/14/24) Filesize: 3093 MB Length of rail line from the 0,0 coordinate: ~1414 kilometers Number of rail line defense artillery bases: 933 Number of ammo supply bases: 15 Number of automated resupply trains: ~108 Here is what the NE corner looks like. NECorner.png (2.76 MiB) Viewed 2041 times I have the Savegame in Google Drive, if anyone is interested. Oh...and see that stone field in the lower left? It's 2.4G in size...a bit on the small side for that area.
[ { "author": "meianove", "content": "please post the savegame,i need this to finally complete my life.", "date": "2024-05-19T00:11:41+00:00", "quotes": [] } ]
1
2024-04-19T09:33:31-05:00
forum-topic-125041
125041
maximum zoom out (0.3?) Is more possible?
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=125041
oyunbagimlisi
is there a code/mod that I can use to change the maximum zoom out limit in the game? https://assets-mod.factorio.com/assets/ ... c7dcc1.png In Shortcuts for 2.0 mod, although the default setting in the settings is 0.1, when I look with f5 my scala value appears as 0.3. (Mod settings work correctly at any value above 0.3) When I switch to editing in Raiguardun editor mode, I get the zoom out I want, but I can't go below 0.3 in the normal map. Can you help?
[ { "author": "oyunbagimlisi", "content": "This is really important to me. Can you please help? \n \nI added a second screenshot. The scala value written on the top left caught your attention. One is in map editing mode and the other is in normal play. I can't zoom in more than 0.300 in normal play. \n \nI want to zoom in to values ​​like 0.120 like in editor mode...", "date": "2024-12-25T07:18:20+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "One trick is to resize the game window into a square. Zoom is limited by your longest screen dimension.", "date": "2024-12-26T01:10:58+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "In version 1.1 mods could provide button with further zoom out than scroll wheel allowed. This has apparantly been \"fixed\" / removed in 2.0", "date": "2024-12-28T15:26:05+00:00", "quotes": [ { "author": "DaveMcW wrote: Thu Dec 26, 2024 1:10 am", "content": "" } ] }, { "author": "Jap2.0", "content": "Does /c game.player.zoom=0.1 work?", "date": "2024-12-28T16:44:46+00:00", "quotes": [] }, { "author": "oyunbagimlisi", "content": "No, unfortunately.", "date": "2024-12-30T17:07:11+00:00", "quotes": [ { "author": "Jap2.0 wrote: Sat Dec 28, 2024 4:44 pm", "content": "" } ] }, { "author": "Jap2.0", "content": "Huh, in freeplay it is limited to 0.3 but in the map editor you can go to 0.1 (which is the limit there). I'll update the wiki...", "date": "2024-12-30T19:20:49+00:00", "quotes": [ { "author": "oyunbagimlisi wrote: Mon Dec 30, 2024 5:07 pm", "content": "" }, { "author": "Jap2.0 wrote: Sat Dec 28, 2024 4:44 pm", "content": "" } ] } ]
6
2024-12-23T21:04:17-06:00
forum-topic-116350
116350
[2.0.7] Corrupted railways blue print saved by 1.1.110-0
Duplicates
https://forums.factorio.com/viewtopic.php?t=116350
lelick
Corrupted railways crossing (2x2 railways) Factorio v1: Screenshot 2024-10-21 at 22.41.04.png (4.25 MiB) Viewed 134 times Factorio v2: Screenshot 2024-10-21 at 22.38.12.png (221.38 KiB) Viewed 134 times 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[ { "author": "", "content": "Thanks for the report. That is a duplicate of 116106 which is fixed for version 2.0.9.", "date": "2024-10-21T18:46:38+00:00", "quotes": [] } ]
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2024-10-21T13:43:27-05:00
forum-topic-127076
127076
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https://forums.factorio.com/viewtopic.php?t=127076
tachydor
TL;DR Add filtering option to inserters/splitters to only grab/change lane of items with specific freshness level conditions fulfilled. What? Splitters/inserters get the filter option "freshness threshold", which works similar to the decider combinator: a constant (or even more potent, a circuit network signal!) is compared with item's freshness timer, and only items that fulfill the condition are put in the filtered lane (splitter) or grabbed (inserter). It doesn't matter too much if the threshold is defined in percent or time (ticks or seconds), but as an example, let's assume it's implemented using "ticks left until spoiling" as threshold: Example 1; a circular belt is constantly filled with new yumako mash, and next to the belt are biochambers that produce bioflux for agricultural science, as well as some more biochambers to make carbon fiber. The inserters to move yumako into carbon fiber production are set to filter "freshness < 7200" (will spoil in less than two minutes of ticks) and the inserters to make bioflux are set to filter "freshness >= 7200" (to only use the freshest yumako). Example 2; a belt of biter eggs is headed towards a productivity 3 module sub-factory. Near the actual production of the modules, a splitter with the filter "freshness < A" splits off biter eggs close to hatching to be burned in heating towers, depending on the value of the circuit network signal "A". ("A" could be calculated by some combinators to either be "a huge number", sending all biter eggs to be incinerated when there are too few ingredients to make more productivity 3 modules, or "one minute of ticks" under normal operation, to get rid of eggs about to hatch if there's some overproduction of eggs). A new symbol/signal to represent freshness would be intoduced in the filtering GUI, perhaps something like a spoilage item with a timer on top? This new symbol/signal would make up the right-hand-side of the decider-combinator-like GUI, while the other side would be a constant or circuit network signal selected by the player. (Inspired by the quality filter GUI). Why? I think adding more control to freshness levels adds an interesting new dimension to the Gleba-/spoilables-puzzle (as far as I'm aware, there's only "freshest/most spoiled first" on inserters next to a container at the time of writing). The incentive is the possibility to get spoilable items of better-known freshness and greater resource utilization by turning almost-spoiled ingredients into un-spoilable items instead of spoilage. I also like the idea of being able to automate disposal of "dangerous" spoilables (biter eggs/captive nests) in a more elegant way than "put up a bunch of turrets and repair bots to clean up the mess if there's a stall in certain areas of the factory".
[]
0
2025-02-23T08:36:23-06:00
forum-topic-17501
17501
Performance optimization - post your saves - Page 22
General discussion
https://forums.factorio.com/viewtopic.php?t=17501&start=420
fwyrl
Seeing some significant lag when opening a space platform hub with enough cargo bays to hit the maximum inventory size of 65535 slots. On my machine, the lag starts getting noticeable in an empty world around 30k slots, and bad around 50k. Interestingly, it looks like this results in a larger FPS hit than UPS hit, as it's the only time I've seen my game with an FPS below my UPS on this hardware, and it's not a small margin - 8 FPS, 60 UPS. Assuming this is not really considered a problem, and it doesn't have any effects if the inventory isn't open, but in case anyone else wanted a hauler that could move an entire planet, be forewarned - set your schedules before expanding storage to unreasonable degrees. Changing schedule at single digit FPS is painful.
[ { "author": "Sopel", "content": "save: https://drive.google.com/file/d/14xGD7n ... sp=sharing , disregard mods, load as vanilla (file uploads on the forum still not working for me on firefox) \n \ncopied from discord \n[07:47]Sopel:\n \n \n \n image1.png (18.86 KiB) Viewed 2176 times \n \n \n[07:47]Sopel: I assume these checks are done every tick? \n[07:47]Sopel: (this is from a ~90ms per tick save. main thread readings only) \n[07:50]Sopel: the new logistic bot thingy also looks quite costly\n \n \n \n image2.png (26.04 KiB) Viewed 2176 times \n \n \n[07:51]Sopel: most robots that I use are in throughput-limited and not latency-sensitve applications \n[07:53]Sopel: love me some dynamic memory allocation taking like 2ms per tick\n \n \n \n image3.png (30.19 KiB) Viewed 2176 times \n \n \n[07:56]Sopel: space platforms also produce a huge amount of particles, this is without my mod that disables them\n \n \n \n image4.png (14.12 KiB) Viewed 2176 times \n \n \n[07:59]Sopel: and something that probably won't change but is nevertheless interesting. ref: https://mulark.github.io/tests/test-000 ... 00061.html \n \n \n \n image5.png (19.86 KiB) Viewed 2176 times \n \n \n[08:00]Sopel: most inserters in practice end up taking from belts, rather than putting on belts. belt->silo, belt->train \n[08:08]Sopel: postTransferHook not that big of an issue in practice, but taking a lot of items out of the hub by robots is still very costly, and not due to robots themselves\n \n \n \n image6.png (26.17 KiB) Viewed 2176 times \n \n \n[08:09]Sopel: that's everything worth noting that I can see now \n[08:10]Sopel: oh, one more thing, these are still quite costly for what they do. and I believe update shadow was still doing something even when I removed it in prototypes (though here it's vanilla) \n \n \n \n image7.png (21.69 KiB) Viewed 2176 times", "date": "2025-01-09T08:15:50+00:00", "quotes": [] }, { "author": "Blaster", "content": "Space Platforms get very slow to build constructions when they get big. Take a look at my Fusion Cube for what I mean. \n \nAlso, a blueprint is attached for Fusion Cube if you want to build one in a sandbox.", "date": "2025-01-11T21:30:27+00:00", "quotes": [] }, { "author": "", "content": "I don't understand what you mean. What's \"slow\" about it? Is it lagging the game?", "date": "2025-01-13T13:55:45+00:00", "quotes": [ { "author": "Blaster wrote: Sat Jan 11, 2025 9:30 pm", "content": "" } ] }, { "author": "Blaster", "content": "The game's build system is very good at keeping itself from causing lag, but it itself gets reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeealy slow about it. I'm currently trying to make \"build stages\" for the Cube, and doing so, I'm cutting away large sections of the cube to make one of the intermediate stages. Removing the platforms takes several minutes per \"column\" of platform tiles in a roughly 100x100 square, with almost a minute of nothing happening followed by removing one column, then repeat. This is using the desconstruction planner. \n \nThe opposite is also true - when it gets big enough, placing buildings to construct on the Cube can take several seconds or longer before it responds by building it. \n \n \n Utopia Planitia.zip \n This is a world where you can see the lag in action. Go to the \"Fusion Cube\" space platform to see. (12.13 MiB) Downloaded 24 times", "date": "2025-02-01T18:43:13+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Jan 13, 2025 1:55 pm", "content": "" }, { "author": "Blaster wrote: Sat Jan 11, 2025 9:30 pm", "content": "" } ] }, { "author": "Muche", "content": "There are 18k space platform foundation tile deconstruction orders in your particular case. That's a lot of orders. \n \nThe algorithm that selects which platform tiles to deconstruct to make sure the platform is kept contiguous (despite 123811 Mines can create holes in space platform ) looks to be biased - it takes 1 tick to deconstruct 3 tiles (marked green) on the left, and 8 ticks to deconstruct 1 tile on the right.\n \n \n \n 124199-PlatformDeconBiasWE_NS.jpg (94.37 KiB) Viewed 1575 times \n \n \nAlso see 124199 Deconstructing lots of platform tiles at once is very slow . \n \nFor comparison, building doesn't seem to show this bias - all adjacent tiles (albeit subject to some performace batching) start the construction animation:\n \n \n \n PlatformCon-WE_NS.jpg (36.2 KiB) Viewed 1575 times", "date": "2025-02-01T20:35:44+00:00", "quotes": [] }, { "author": "luc", "content": "Space platforms in general are slow for me. Game runs solid 60fps on any surface I think (we expanded to every planet now short of outer solar system edge, so it's not a small factory anymore either) but as soon as I open a space view it goes down to maybe 40 fps while I'm doing nothing. Doesn't matter if I zoom in or anything (that often helps in busy views). The laptop is not great so I don't expect it's still solid 60 if I have a big base in view, but an empty platform doing nothing? That's a bit weird \n \nNot sure if you notice this sort of thing on the development hardware that is probably great to be able to work smoothly", "date": "2025-02-13T22:43:40+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Jan 13, 2025 1:55 pm", "content": "" } ] }, { "author": "", "content": "Is it still slow in the latest experimental version? There were several improvements about exactly that in 2.0.34", "date": "2025-02-13T23:55:04+00:00", "quotes": [ { "author": "luc wrote: Thu Feb 13, 2025 10:43 pm", "content": "" } ] }, { "author": "travvo", "content": "Hi Rseding, I was experiencing this recently as well (2.0.34). I was coming back from the shattered planet in a pretty big ship ( https://old.reddit.com/r/factorio/comme ... runner_at/ ) and I deconstructed some of my interior platform tiles to reduce weight and increase speed. In particular trying to remove tiles from bottom to top takes a long time, much faster to cancel deconstruction, deconstruct one tile wide to the top of the area and then deconstruct from the top down. \n \nHere's a copy of my save where I've marked the same deconstruction on the ship (Neb Kheperu Ra) while it's parked in Nauvis orbit. My game is running steady at 60 FPS/UPS but tile removal takes a very long time. \n \n \n SA7_SP_branch.zip \n (35.94 MiB) Downloaded 43 times \n \n \n \n \n Factorio_ Space Age 2.0.34 2025-02-13 16-38-10.mp4 \n (30.04 MiB) Downloaded 46 times \n \n \n\nTy so much, 10 year player and huge fan", "date": "2025-02-14T00:47:08+00:00", "quotes": [] }, { "author": "travvo", "content": "Hi Rseding, some follow-ups. \n \nFirst, with regard to space platform deconstruction: I've been finding that once my ship is over a certain size, and I've taxed the deconstruction algorithm enough, it will stop working no matter how small I make my ship. Here I was reducing a ship that was thousands of tiles long, and by the end I had to click single tiles to remove them, otherwise the algorithm would hang forever: \n \n \n \n 20250217162802_1.jpg (450.22 KiB) Viewed 949 times \n \n \n \n \n TESTWORLD_save.zip \n (9.67 MiB) Downloaded 16 times \n \n \n\nIf I tried to deconstruct a large block it would reduce down to a tree structure like you see here and go no further. I switched to using mines and biters to blow off the back 99% of ships after this because it was much easier. \n \nSecond: I fully acknowledge that I was doing stupid things to cause this. This seems like exactly the kind of behavior you are trying to identify in this thread. \n \nI was trying to test the limits of getting a ship to the shattered planet using /editor, including invincibility/lab tiles/stacked thrusters. I did make it to the shattered planet already: \n \n \n \n 20250220082954_1.jpg (267.34 KiB) Viewed 949 times \n \n \n\nAgain obviously stupid. Took me awhile for the asteroids to clear, and to get the platform back to Nauvis. It took a good 30 minutes for the solid band of deep-space asteroids to clear around the ship, but eventually they did. However, even when all asteroids were gone and the game was running at 60/60, the background asteroids were low res and moving at around 5 UPS, and the fog had long vertical bars. This persisted for minutes: \n \n \n \n 20250220092518_1.jpg (296.85 KiB) Viewed 949 times \n \n \n\nWhen I saved and reloaded it was immediately fixed: \n \n \n \n 20250220093429_1.jpg (362.33 KiB) Viewed 949 times \n \n \n \n \n TESTWORLD3.zip \n (10.91 MiB) Downloaded 18 times \n \n \n \n \n factorio-current.log \n (8.29 KiB) Downloaded 13 times", "date": "2025-02-20T18:35:33+00:00", "quotes": [] }, { "author": "luc", "content": "Thanks for the tip! It doesn't help though. I just tried a few things to narrow down the issue (TL;DR: the three bold parts): \n \n- Launching a new platform and zooming in until the hub+platform fills the screen gets 52 fps \n- Panning away (not changing zoom) until there are no entities in view makes it a bit faster : 55 fps. Even one asteroid chunk makes it go back down to 52 fps \n- The remove view on a planet does not have this, so it's not remote view generally but the space view specifically (I get solid 60 fps when viewing a grass field on Nauvis) \n- A few entities aren't usually an issue either: viewing an outpost on Nauvis in remote view, I get ~59.5 fps \n- (Viewing the main base zoomed out gets me 40 fps, but there's a lot of stuff happening so that makes sense to me) \n- Local view on a planet (Aquilo): an empty view with just myself in it is 60 fps, and the small-ish base in (non-remote) view is ~58 fps, no problems with local view either \n- Viewing a built-up space platform, not very big but also not empty, gets like 46 fps. No big hurdle to playing, until the save grows further at least, but just weird \n \nIf any of this is unexpected and thus worth making a bug report for (with time usage etc.), let me know. I'm assuming it would be wontfix \"your computer is a potato and space is hard\"", "date": "2025-02-21T15:56:18+00:00", "quotes": [ { "author": "Rseding91 wrote: Thu Feb 13, 2025 11:55 pm", "content": "" } ] }, { "author": "", "content": "Please post a log file and a save file showing the FPS issue.", "date": "2025-02-21T16:05:00+00:00", "quotes": [] }, { "author": "luc", "content": "", "date": "2025-02-21T16:07:20+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Feb 21, 2025 4:05 pm", "content": "" } ] }, { "author": "", "content": "You're running on a Intel(R) UHD 620 for a graphics card (an integrated GPU in the processor). Since you're playing on a laptop, there's nothing you can do to make that run faster. You'd need a new computer. For reference, my laptop's GPU vs the UHD 620: https://www.videocardbenchmark.net/comp ... Laptop-GPU", "date": "2025-02-21T16:12:34+00:00", "quotes": [] }, { "author": "luc", "content": "Right, thanks but I'm well aware that the computer isn't fast, hence me comparing it to the normal views that are all 60 fps unless there's a lot going on and the space view that always runs slow... \n \nBut if it's expected that space view is slower then all is good :thumbs_up:", "date": "2025-02-21T16:16:03+00:00", "quotes": [] }, { "author": "", "content": "Yes, it's expected that rendering on platforms is more demanding. The stars, dust, and background clouds all increase the rendering demand.", "date": "2025-02-21T16:19:31+00:00", "quotes": [] }, { "author": "erkki772", "content": "I got very heavy bot base. If that zip doesn't show, here's the link \n \n https://drive.google.com/file/d/1crh52Y ... sp=sharing \n \nYou can summon 160k logistic bots by trashing every buffer chests content next to biolabs \n \nMods: lilys treenade, raiguard calculator and allowed modules", "date": "2025-03-01T02:08:46+00:00", "quotes": [] }, { "author": "", "content": "I don't know if you did that already (we don't log these settings), but disabling \"Show space dust\" and possibly \"Show fog\" could boost your FPS of space platform scenes.", "date": "2025-03-01T09:06:04+00:00", "quotes": [ { "author": "luc wrote: Fri Feb 21, 2025 4:16 pm", "content": "" } ] }, { "author": "luc", "content": "Oh, thanks for making me double check that! I thought I had already set all the graphics options to be quite minimal but forgot I re-enabled some of them because e.g. Gleba really looks amazing with that ambience (on other planets, the graphics options don't make such a big ambience-feeling difference). Indeed, those two options are enabled and, without them, it's 60 fps now on an empty platform and 59 fps on a moving one. Very good indeed! My bad for thinking the team hadn't considered low-end systems as much when making space age (still very playable regardless though, I shouldn't complain) . Both options seem to have a roughly equal performance impact btw, so I think I'll leave fog enabled because of Gleba but disable the space dust", "date": "2025-03-01T17:30:03+00:00", "quotes": [ { "author": "posila wrote: Sat Mar 01, 2025 9:06 am", "content": "" } ] }, { "author": "erkki772", "content": "I found really huge game freezing. When on low power and having big robot grid and tons of construction orders, game can freeze up to 20 seconds \n \n https://drive.google.com/file/d/1hvBMV- ... sp=sharing \n \nHere's the save. \n \nMods : lily treenade - raiguard calculator - allowed modules", "date": "2025-03-12T21:47:49+00:00", "quotes": [] } ]
19
2015-11-01T19:53:39-06:00
forum-topic-124123
124123
Question: Link to a topic/post that is topic-merge-safe
This Forum
https://forums.factorio.com/viewtopic.php?t=124123
Hares
Hi there, fellow forum readers. I have a question regarding a topic-merge feature used by moderators. As some of you already seen, I'm often provide links of format: "id: topic title" (interactive link with topic id). However, if two topic are merging, only the older of them wil "survive", and younger ones cease to exist, thus rendering links of kind forums.factorio.com/123456 returning 404. Thus, I raise two questions: Is it possible to format a link to a topic, or topic opening post that will survive that merge operation? Is it possible to define a server-side redirects from merged topics to the topics they are merged into? (This question is mostly addressed to the forum administration team) Edit: It looks that for question one, the full links of format forums.factorio.com/viewtopic.php?t=123456&p=654321#p654321 are working correctly, so I might update my instant link button script (see: 123987: [Showcase] In-forum instant link button ). Note: In this post, example links are intentionally missing protocol so they are not parsed as active.
[ { "author": "Jap2.0", "content": "I have not verified what you wrote, but that's interesting. It appears that links of the form forums.factorio.com/viewtopic.php?p=650448 are valid, so presumably post id but not topic id is maintained through a merge.", "date": "2024-12-09T22:59:40+00:00", "quotes": [] }, { "author": "", "content": "Topic was 124136", "date": "2024-12-10T03:53:45+00:00", "quotes": [] }, { "author": "", "content": "I'm afraid I'm the one merging every single suggestion post I find in several versions . As you have noticed, the oldest thread ID kind of disappears during a merge operation. That's why one gets 404 afterwards. \nHowever the individual posts retain their post ID. So if you want a link to survive a thread merger, it must be a link to a post. Example : \n- Link to this thread : viewtopic.php?f=55&t=124123 (or the shorter version : 124123 ). Notice the t=xxxxxx, that's the thread's ID \n- Link to your post, centred on your post : viewtopic.php?p=651078#p651078 . Notice the p=xxxxxx, that's the post ID. The #pxxxxxx is the part that centers the display on your post. \n- Link to your post, not centred on your post : viewtopic.php?p=651078 . Your post is somewhere on the page, but the web page is not centred at your post (works best on long threads, and on posts way below the top ot the page). \n \nYou may get also forum links with f=xxxxxx somewhere in the URL. That's the subforum' ID, and most of the time, it's totally redundant (you can spot it in the first link I provided and removing it changes nothing). \n \nConcerning the necessity for you to point duplicate suggestions, it took me all this time to catch up the spike of posting on the forums after Space Age was released, spending every free moment I had. Usually, I spot the duplicate suggestions are they are posted, but I have lagged up to one week behind. Luckily, I'm almost done now, things have started settling. No doubt I have missed some duplicates, and I will merge them as I stumble on them. So apologies, and thank you for your patience .", "date": "2024-12-10T20:24:40+00:00", "quotes": [ { "author": "Hares wrote: Mon Dec 09, 2024 10:18 pm", "content": "" } ] }, { "author": "Hares", "content": "Okay, instant link button updated to use `viewtopic` URLs. Unfortunately, source code almost doubled. \nThanks for answers @Koub @Loewchen! \n \n(Also, feel free to use one & provide feedback if needed)", "date": "2024-12-10T23:35:16+00:00", "quotes": [ { "author": "Koub wrote: Tue Dec 10, 2024 8:24 pm", "content": "" } ] } ]
4
2024-12-09T16:18:33-06:00
forum-topic-127188
127188
Railgun research. Shots per charge
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127188
erkki772
Railgun shooting is heavily limited to animation. Having research that make it shoot multiple rounds before charging again would help it to keep real shooting speed. It would gain bigger charge bank to allow more shots. It have 10MW bank now. So charging rate and charge would increase 100% each research.
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0
2025-02-28T10:23:35-06:00
forum-topic-101563
101563
The most simple, tillable & effective kovarex enrichment today - not combinator, no complication or fuss.
Energy Production
https://forums.factorio.com/viewtopic.php?t=101563
brunzenstein
The most simple, horizontal endless tillable & effective kovarex enrichment today (add beacons to enhance productivity at your desire) - not combinator, no compilation or fuss. Even laymen like me can / will understand the dead simple mechanic of this easy solution to a complicated matter. Only put bad uranium in the upper left box and 40 good uranium in the machine and your good to go forever. 0eNrVVttu4jAQ/Rc/xxXOhQBSv2RVRSYZwKpjR7bDlq3y7ztOtiFQLyX0qS+lvp0zc+aWd7KVLTRGKEc270SUWlmy+fVOrNgrLv2eOzVANkQ4qElEFK/9ymrJDW24Akm6iAhVwRvZsC768mUJyhmxa/cweRh3LxHBA+EEDPz94lSott6CQeQzc82lpCChRJiSNloCgjfa4lutPC3i0XT5lEXkhP+tnjLkUSD2h61ujUdn7MUbekURjxS/ta5A0fIA1oWw8yl2ACm5Gyn5AikdkXbcOiqUBePw4JZReRgqG6HgrTFgLXWGK9to4+gW5G1Hl72IlTCoen8hDjAsH2BYzmLIH2DIZjGsHmBIZzGsz5nsePlKd0JiRG+GNpmG9oIA82N4PxTNRxmOFC0aL9qaxklGulDSs8UDDiezHGazaze+9PeydiOWBR2J5+s6Jl8W0BU7oTNaFls48KPQxr8qhSlb4Qo8q0aonTDWFZ+63lEY1+LO2az+BoUjmJM7CLX3/c/3W8d98134Rd1ww50nI8+kG87VYJT12Mz/MVBNW6TAFUsnkvQbOYa7m5UdEdFomhEVFL2C6NIf+NfTr8VOQu38VvElvcKor+jFedVHbuCNgsI8ONSIQRujS0w/RPHzovfWNgAVrXXVSqCJz66QLen8wKeXgf9ZoY6vQ53NCvVqZqjPc6OGykN8Wb5je4g/1L0zhXs37pjUbHkV8ruKnIXnIsu/M7YWnzrg7XQCxbcSikpY/0s2Oy4tROOxAV4VB64qn3cOLUURnGknNz72h6tYG0PcHs+etZc9pMtqhsjZVOTLThqCXn9njv84yfP/KBwvgp/Ttwai992Xb/9JvZl8u0cEC9oOcqxYmq/jPGMZS5aLrvsLrun9ag== Copy blueprint Not my own idea but also good
[ { "author": "Raxnar", "content": "I realize this was posted over 2 years ago but I do like the design. \n \nOne issue I'm seeing is that it stalls every once and a while with 5 U-235 on the longer belt. Otherwise this is very very tidy. \n \nI am wracking my brain how to prevent it from getting stuck like this. \n \nHopefully your still around and perhaps have a simple fix. \n \nCheers,", "date": "2024-12-01T03:02:28+00:00", "quotes": [] } ]
1
2022-02-11T11:42:35-06:00
forum-topic-114736
114736
base_productivity applies regardless of the productivity limitation for recipes
Modding help
https://forums.factorio.com/viewtopic.php?t=114736
rhynex
EDIT: boskid and Stringweasel explained so my question is different now. see my last post below. hello devs, I would like to raise this issue to your attention even though I would accept it marked as "not a bug". it just nags me and maybe there is a better way for communicating this thing. I am looking at base_productivity prototype property of assembler machine (for ex). what I did was to create a new assembler machine with base_productivity. as you can guess, my first test was to use barrel-unbarrel to see if it creates some fluid out of nowhere. surprisingly it worked very good, no fluid was created. "I thought" the base_productivity property heeded to the intermediate product list that we add recipes when we want productivity modules to be applied (like gear, but not pipe). I went ahead and created my machine but realized in fact barrel-unbarrel recipes are the only ones that are not affected by base_productivity of the machine. every other recipe works with base_productivity (pipe or ammo even), gets productivity bonus. so the bug report is like this: - create a new assembler machine and set base_productivity to 1 (%100, so input one, get two) - use barrel-unbarrel to expect two fluid instead of one, but game does not apply base_productivity. it looks silly to make this bug work actually so I would wish other way around, base_productivity not applying to recipes that are not accepted by productivity modules either. maybe the reason of introduction of base_productivity was something else but as I see and expected, the machine should still heed to that intermediate product list if recipe accepts productivity modules. v2.0 is approaching so I would like to know if there is a change on handling this issue or have a new way of limiting recipes not affected by base_productivity. I think I remember this, you also created machines with this property in expansion so maybe you already have a different solution my wish would be actually storing this information (accept productivity or not) at recipe prototype. such a breaking change can be applied at 2.0. I believe it is suggested but I cannot find any post about it. maybe mods can help about this. to mods, feel free to move or merge this with another topic if you feel appropriate.
[ { "author": "Stringweasel", "content": "This is due to the recipe. The unbarreling recipes have catalyst_amount set, meaning no productivity will be applied.", "date": "2024-08-10T14:14:43+00:00", "quotes": [] }, { "author": "rhynex", "content": "aha, another property. thanks a lot @Stringweasel. one mystery is resolved while the actual issue remains. \n \n\nthe documentation and behavior is a little inconsistent. doc says \"Amount that should not be affected by productivity modules (not yielded from bonus production) and should not be included in the item production statistics.\". I do not use productivity modules at all. it is base machine's property and catalyst_amount thing is taken into consideration about productivity set by base_productivity: it ignores both productivity module effects and also base_productivity while a non-intermediate random recipe (like pipe) is not treated same. I actually expect both (productivity modules and base_productivity) to be taken same but maybe that is not so easy. \n \nthat is the actual question to devs actually. should such inconsistency be treated as a bug or not.", "date": "2024-08-11T13:44:34+00:00", "quotes": [ { "author": "Stringweasel wrote: Sat Aug 10, 2024 2:14 pm", "content": "" } ] }, { "author": "", "content": "From the machine point of view there is no distinction between productivity from modules, productivity from machine or (for 2.0) productivity from technology's recipe productivity research. It is all counted as \"productivity\" and affects speed of bonus progress bar being incremented while machine is crafting. \n \ncatalyst_amount affects what happens when bonus progress reaches 100%: for each product only the amount that exceeds the catalyst_amount is given extra. If crafting the ingredients required some amount of item that your recipe gives back, that item was a catalyst and in order to not introduce positive feedback loop where the catalyst amount would be growing, catalyst is not given in bonus products.", "date": "2024-08-11T14:36:20+00:00", "quotes": [] }, { "author": "rhynex", "content": "thanks for explanation @boskid. I think I understand it better now. \n \nthe \"productivity\" you mentioned is not same when it comes to that list, about recipe selection on machine: https://github.com/wube/factorio-data/b ... tem.lua#L4 here. well, not different but it is applied at different stages. the list just prevents recipe selection, nothing else. \n \nthat is what I am (trying) asking in first post as well, why base_productivity and productivity modules apply differently at final output? (for barrel-unbarrel I got it, catalyst_amount is the reason). then that list prevents recipes to be chosen when machine has productivity modules but it is fine to select the recipe in a machine that has base_productivity and furthermore productivity from base_productivity applies, which means list does not apply same here. \n \n\"is this normal?\" because if they are meant to be same thing as \"productivity\" then game has a bug. if not then no. recipe selection is prevented only (because module does not accept it), that is all but then what is the overall reason for that list? is not it to prevent the \"productivity\" you described to be applied on excluding recipes? this is what I (tried to) question about. I will try to change title of post if possible \n \nthanks for your replies.", "date": "2024-08-11T15:15:27+00:00", "quotes": [ { "author": "boskid wrote: Sun Aug 11, 2024 2:36 pm", "content": "" } ] }, { "author": "", "content": "If you carefully take a look at `productivity_module_limitation` you will notice that it is used by modules, not by recipes. When there are no modules inserted into the machine then that machine does not know (does not care) about which modules are incompatible with it, it knows there is base productivity to be applied so it counts bonus progress and gives bonus items. `productivity_module_limitation` on the modules says that if a machine sees this module while recipe does not support that module then the module is ejected (if it was a module in the machine's module inventory) or is ignored (if it happened to be in the beacon's module inventory). \n \nThere are multiple changes that are scheduled to be released with 2.0 so a lot of stuff mentioned here will be outdated after.", "date": "2024-08-11T16:25:58+00:00", "quotes": [] }, { "author": "rhynex", "content": "that is a shame that it does not apply to recipes in general but it is also exciting to see how this flow will go with v2.0. thanks for your patience and answer @boskid", "date": "2024-08-11T17:16:12+00:00", "quotes": [ { "author": "boskid wrote: Sun Aug 11, 2024 4:25 pm", "content": "" } ] } ]
6
2024-08-10T07:57:52-05:00
forum-topic-116510
116510
Factorio Forums • [2.0.8] Slow multiplayer map downloading speed
I'm hosting a Space Age server for myself and the map download speed is unreasonably slow. The server is hosted on a second laptop on the same WiFi network. The Factorio download speed peaks at 50-60kB/s. I've also used iperf3 to test the bandwidth to the laptop: Code: Select all Connecting to host 192.168.2.82, port 5201 [ 5] local 192.168.2.185 port 35442 connected to 192.168.2.82 port 5201 [ ID] Interval Transfer Bitrate Retr Cwnd [ 5] 0.00-1.00 sec 5.46 MBytes 45.8 Mbits/sec 0 229 KBytes [ 5] 1.00-2.00 sec 8.82 MBytes 74.0 Mbits/sec 0 578 KBytes [ 5] 2.00-3.00 sec 6.24 MBytes 52.3 Mbits/sec 0 839 KBytes [ 5] 3.00-4.00 sec 3.75 MBytes 31.4 Mbits/sec 0 882 KBytes [ 5] 4.00-5.00 sec 1.25 MBytes 10.5 Mbits/sec 0 882 KBytes [ 5] 5.00-6.00 sec 2.50 MBytes 21.0 Mbits/sec 2 617 KBytes [ 5] 6.00-7.00 sec 2.50 MBytes 21.0 Mbits/sec 0 617 KBytes [ 5] 7.00-8.00 sec 6.25 MBytes 52.4 Mbits/sec 0 693 KBytes [ 5] 8.00-9.00 sec 7.50 MBytes 62.9 Mbits/sec 0 764 KBytes [ 5] 9.00-10.00 sec 6.25 MBytes 52.4 Mbits/sec 0 813 KBytes - - - - - - - - - - - - - - - - - - - - - - - - - [ ID] Interval Transfer Bitrate Retr [ 5] 0.00-10.00 sec 50.5 MBytes 42.4 Mbits/sec 2 sender [ 5] 0.00-10.07 sec 48.0 MBytes 40.0 Mbits/sec receiver iperf Done. I've also tested ping and it averages at 3ms. This test has normal speeds for connecting to a computer literally 1 meter away, so it's weird to see Factorio downloading the save file at a snails pace. 10-22-2024, 09-01-35.png (4.35 MiB) Viewed 1674 times
[ { "author": "", "content": "Having the same problem. Is there already a solution?", "date": "", "quotes": [] }, { "author": "", "content": "No, they game is insisting on me logging on once and STAYING THERE.", "date": "", "quotes": [] }, { "author": "", "content": "Hey there, thanks for the report. How much does your download speed improve when you connect by ethernet cable? Unfortunately the Factorio networking protocol is very sensitive to latency. You can also try to experiment with the segment size in server-settings.json.", "date": "", "quotes": [] }, { "author": "", "content": "Hey, thank you very much for answering! The speed does not improve very much. The speed is between 100 kbit/sec and 300 kbit/sec while using windows. On Ubuntu the speed goes up to 700 kbit/sec. However, there is no difference between LAN and WLAN. Pings are stable lower than 15ms. \nI tried to experiment with the segment sizes. I'm not sure how to decide which values are fitting in this case. Nevertheless, increasing oder decreasing does not have a great impact on download speed. (Headless Server hosted on Hetzner dedicated)", "date": "", "quotes": [] }, { "author": "", "content": "I tried doubling the default min and max segment sizes, but it didn't affect anything. The download speed was also the same for connecting through my local IP and the public one. \nDuring the gameplay there are no connection issues. \n \n \n 10-29-2024, 09-43-13.png (96.37 KiB) Viewed 1429 times", "date": "", "quotes": [] }, { "author": "", "content": "Testing latency: \n- client -> server\n Code: Select all --- 192.168.2.82 ping statistics ---\n25 packets transmitted, 25 received, 0% packet loss, time 24112ms\nrtt min/avg/max/mdev = 2.073/5.916/35.144/7.065 ms\n \n- server -> client\n Code: Select all --- 192.168.2.229 ping statistics ---\n24 packets transmitted, 24 received, 0% packet loss, time 23122ms\nrtt min/avg/max/mdev = 1.839/5.587/41.931/8.306 ms", "date": "", "quotes": [] }, { "author": "", "content": "I think there is some problem with the map downloads, maybe when the save starts to get big, I don't know. \n \nThe thing is that on my case I host the server on my computer, I am connected by an ethernet cable, done speedtests and results were download of around 500mbps, upload of 600mbps. But my friends are downloading the save very slowly every time they connect. \n \nThey have good networks, speedtests were correct giving more than 300mbps of download speed for them, but it is taking a lot of time to download the map. I have no limits on the upload speed, so I don't know what could be happening, as this even happwn with firewall off and even using dmz.", "date": "", "quotes": [] }, { "author": "", "content": "I don't know why exactly, but connecting a VPN fixed the issue. My theory is that the home router doesn't handle UDP that well and VPN makes it route through TCP.", "date": "", "quotes": [] }, { "author": "", "content": "You don't know which router messes it up, I'd say its likely not your home router, but some router inbetween you and your server which is overwhelmed and likes(is programmed to) to drop UDP packets first.", "date": "", "quotes": [ { "author": "KikuGIe wrote: Mon Nov 18, 2024 10:43 pm", "content": "" } ] }, { "author": "", "content": "I had this issue 5 years ago and it was my router. I had to call Verizon and have them change settings so I could connect the router to the modem through Ethernet instead of Coax, and the problem went away. \n \nIt is still 1/2 or more Factorio's fault for failing when no other app on my entire home network failed. Factorio does something with UDP that some routers don't like. It does not surprise me that tunneling solved the problem. The game should just use its own tunneling then, right? Oh well.", "date": "", "quotes": [] }, { "author": "", "content": "It seems like this isn't just a problem with us then, We are working through Bisect Hosting and we just got to Vulcanus. However the Map upload service only sends between 400kb and 500kb per connection packet, and sends them in inconsistent variables between 5s and 45s, which means that my map consisting of 21.96mb takes about 10 minutes to join into. and thats for each player. it slows down even more on multiple player joins.", "date": "", "quotes": [] } ]
11
forum-topic-14582
14582
[MOD 0.12.x] Factorio Maps
Mods
https://forums.factorio.com/viewtopic.php?t=14582
jeroon
Type: Mod Name: Factorio Maps Description: This mod creates a Google Map of your Factorio game. It will create a local html file, nothing has to be uploaded for it to work. License: Free for all Version: 0.5.9 Release: 2016-01-16 Tested-With-Factorio-Version: 0.12.24 (minimum required: 0.12.11, for older versions check here ) Category: Helper Tags: Maps, Google License License Everyone can use, change and release as they see fit, just don't forget to put my name somewhere Pictures Pictures Version history Version history 16 jan 2016: v0.5.9 - Disabled on_load to fix Unknown key:"Error while running the on_load: __FactorioMaps__/Files/control.lue:363: attempt to index global 'game' (a nil value)" 17 oct 2015: v0.5.8 - Updated to Factorio 0.12.11 where game.on_init was changed to script.on_init 17 sep 2015: v0.5.7 - Added HeilTecs updated browser coordinates code 13 sep 2015: v0.5.6 - Added YPetremanns code to make the mod compatible with multi player 9 sep 2015: v0.5.5 - Added Narcs code: location in the browsers url bar, so you can link to a specific position on the map. 15 aug 2015: v0.5.4 - Fixed MP maps not working. 6 aug 2015: v0.5.2 - Fixed typoo with "Show Alt info" 6 aug 2015: v0.5.1 - Updated to 0.12.x - 0.11.x and before: history Usage : - use "Midday" so your images are nice and light. - Click "Generate Images". This will start taking the screenshots, and generate an index.html in the script-output folder. Script-output is in the same folder as Saves. - Open index.html in your browser (Double click it/Open With/Drag in browserwindow) - For info on the advanced options, click Help. [Warning: on bigger maps it might take a while, and take up quite a bit of discspace. Works in singleplayer, should work in multi player (use at own risk!), though people might disconnect. Does not work with headless server. You can always load multiplayer maps in singleplayer and make maps that way.] ToDo: - Local maps don't seem to work in Edge Browser for me, need to look into that further - Add markers to the map/ set center of map (need to figure out Google Maps pixel to Latitude) - Make advanced stuff disappear with the click of a button ; )
[ { "author": "cengbrecht", "content": "My Map running on version 12. \n https://www.brokedcomputer.com/maps/index.html", "date": "2015-08-06T20:46:28+00:00", "quotes": [] }, { "author": "jeroon", "content": "mngrif found out the Alt info wasn't showing, fixed now in 0.5.2 .", "date": "2015-08-06T20:50:02+00:00", "quotes": [] }, { "author": "mngrif", "content": "https://lennier.info/factorio/FactorioM ... index.html \n \nIT'S ALIVE!!!!!!", "date": "2015-08-06T20:59:48+00:00", "quotes": [] }, { "author": "Cooolaid", "content": "This is exactly how Maps \"should\" look like when pressing [ M } in game. \n \nReally nice work (jeroon)", "date": "2015-08-08T00:30:14+00:00", "quotes": [] }, { "author": "billw", "content": "This doesn't work on MP maps even when loaded in SP \n \n/edit I looked, the code half uses game.players[1]. the other half uses game.player. Search replaced game.player. with game.players[1]. and it works now on my MP map.", "date": "2015-08-14T22:49:13+00:00", "quotes": [] }, { "author": "cengbrecht", "content": "This should be a feature!", "date": "2015-08-15T17:22:43+00:00", "quotes": [ { "author": "billw wrote:", "content": "" } ] }, { "author": "jeroon", "content": "Thanks for that, I've updated the mod \n \nIt's only usable in singleplayer. You can however now load a multiplayer map in singleplayer and make a map that way.", "date": "2015-08-15T19:37:40+00:00", "quotes": [ { "author": "billw wrote:", "content": "" } ] }, { "author": "FISHMANPET", "content": "So this is probably a bug in the mod and not a bug in Factorio, but the game crashed building the map. Not sure if it generated all the images or not (my guess would be it did) but the index.html was gone from the script-output directory. Not sure if the log file (attached) is enough information but not sure if it's possible to get anything more detailed. \n \nThis is running 12.4 on Win7 x64, using the zip package, not the installer.", "date": "2015-08-19T18:48:38+00:00", "quotes": [] }, { "author": "jeroon", "content": "I'm no expert on crash logs, but the only thing I see is : \n \nluaremove_path error: Scripts can only use file space inside of C (requested path was C:/Users\\FISHMANPET\\Dropbox\\Factorio_0.12.0\\script-output\\FactorioMaps/Map(96,55)1024) \n \nNow i don't see anything weird there, except that you're using a dropbox folder. Can you try copying your entire factorio folder outside dropbox, and try again?", "date": "2015-08-20T10:27:29+00:00", "quotes": [] }, { "author": "jeroon", "content": "Updated to 0.5.5. \n \nChangelog: \nNarc changed the javascript output, so now when you zoom in/out/move in your browser, the location in the browsers url bar updates, so you now can link to a specific position on the map. Very handy for pointing people to a point on your map. Thanks Narc!", "date": "2015-09-08T10:11:36+00:00", "quotes": [] }, { "author": "Narc", "content": "Hey, I just got a multiplayer patch from YPetremann over on github. The diff looks like this: https://github.com/narc0tiq/FactorioMap ... b6689f?w=1 \n \nI went ahead and included a version bump and packed it up as a tentative v0.5.6 -- grab it from https://github.com/narc0tiq/FactorioMap ... _0.5.6.zip . \n \nEveryone, be aware that I am not Jeroon and therefore this is not an official update. \n \nAlso please note that if you're using a headless server you cannot use FactorioMaps, as it will happily crash the headless peer when it tries to take screenshots. Notably, the confusing warning we saw earlier shows up again: \n Code: Select all 107.508 Warning LuaGameScript.cpp:1078: luaremove_path error: Scripts can only use file space inside of /home/narc/srv/factorio/script-output (requested path was /home/narc/srv/factorio/script-output/FactorioMaps/bob-world-3)\n \nBut this is not actually directly related to the crash that happens immediately thereafter: \n Code: Select all #0 0x7fbc88f2cd40 in ?? at ??:0\n#1 0x5e1f8a in getWidth at /tmp/factorio-yavVX5/src/Graphics/Display.cpp:197\n#2 0x4455ff in luaTakeScreenshot at /tmp/factorio-yavVX5/src/Script/LuaGameScript.cpp:990\n#3 0xa8169e in callWrapper at /tmp/factorio-yavVX5/src/Script/LuaBinder.hpp:307\n[...remainder ellided...]\n \nThat said, if you're doing multiplayer the classic way (with all peers playing), this will let any player trigger the map generation instead of requiring player 1 to do it. Do remember that all players will perform the same operations, and also that since the map generating process is usually quite long, it will likely result in everyone disconnecting from everyone else.", "date": "2015-09-11T04:52:03+00:00", "quotes": [] }, { "author": "jeroon", "content": "Thanks for the changes YPetremann, I've updated the first post. \n \nNote that I haven't tested it myself in a Multi Player game, it crashed my game when I tried to use it with 2 local clients, so use at own risk, backup your backups bladibla. \n \nAs stated in the first post, you can always open your MP game in Single Player and use Factorio Maps that way.", "date": "2015-09-13T19:50:26+00:00", "quotes": [] }, { "author": "HeilTec", "content": "Great work on creating this useful helper. \n \nThe ability to create and share map and coordinates has been a fantastic help in multiplayer games. \n \nA slight issue with the browser history made me look for a fix. \nEvery move or zoom that changed the URL added a new history entry. \n fix By using location.replace() the cluttered history is avoided:\n Code: Select all function update_url() {\n var center = map.getCenter();\n var zoom = map.getZoom();\n var href = location.href;\n\n href = href.split(\"#\")[0] || href;\n href = encodeURI(href);\n window.location.replace(href + '#' + center.lat().toFixed(2) + ',' + center.lng().toFixed(2) + ',' + zoom);\n}\n \n\nPS: This can be used to patch already generated maps by directly editing the index.html file and just replace the update function. \n\nI have made a pull request to Narc's github \n \n(edit: Removed download - get the new version.)", "date": "2015-09-17T01:08:12+00:00", "quotes": [] }, { "author": "Narc", "content": "And I've built it up into a v0.5.7: https://github.com/narc0tiq/FactorioMap ... _0.5.7.zip \n \nThank you very much for the fix!", "date": "2015-09-17T05:00:07+00:00", "quotes": [ { "author": "HeilTec wrote:", "content": "" } ] }, { "author": "HeilTec", "content": "I hope for a bright future for this. \n \nI wonder if more parts of the API can be used?", "date": "2015-09-17T06:03:19+00:00", "quotes": [ { "author": "Narc wrote:", "content": "" } ] }, { "author": "jeroon", "content": "Thanks for the changes, I've updated the first post", "date": "2015-09-17T06:53:14+00:00", "quotes": [] }, { "author": "Narc", "content": "Hurrah for cooperative development!", "date": "2015-09-17T07:03:31+00:00", "quotes": [] }, { "author": "Ezzue", "content": "Hey! \nMan I love this mod! \nBut how do you upload it to a website? And any suggestions on which sites? \nThanks in advance.", "date": "2015-09-30T07:24:04+00:00", "quotes": [] }, { "author": "jeroon", "content": "Updated to 0.5.8 due to changes in Factorio 0.12.11: game.on_init has become script.on_init and game.makefile is now game.write_file. \n \nBecause of this changes the new version won't work for versions older than 0.12.11, I've attached the previous version (0.5.8) to this post. \n \n WARNING: The file attached to this post is the old version, new version is in the first post!", "date": "2015-10-17T19:31:34+00:00", "quotes": [] } ]
19
2015-08-06T15:28:04-05:00
forum-topic-90745
90745
[1.0.0] pump pulling in fluid that does not match destination
Not a bug
https://forums.factorio.com/viewtopic.php?t=90745
-DeadlyKitten
a pump pulls in fluid that it does not have a hope of putting in the destination due to the destination due to having a different type of fluid easy to work around in this case but could potentially be a hard problem to diagnose in the case of a contaminated fluid line, Screenshot 1: Real example of issue (highlighted pump contains light oil) Screenshot 2020-10-26 185344.png (249.28 KiB) Viewed 1439 times Reproduction: 1) create the thing in screenshot 2 (blueprint 1) 2) remove the Infinity pipes 3) Place blueprint 2 over the top to connect pipes (screenshot 3) 4) observe that the fluid from the first tank does not flow into the 2nd tank due to light oil in the pump 4b) observe also that if you do not know about this issue (or that the pump color shows its fluid) this would be very difficult to fix I expected it to not pull in fluid unless the output was the same type of fluid or was empty edit: forgot screenshots and blueprints screenshot 2 Screenshot 2020-10-26 194923.png (105.89 KiB) Viewed 1439 times screenshot 3 Screenshot 2020-10-26 194938.png (89.43 KiB) Viewed 1439 times blueprint 1: 0eNrFldtugzAMhl9l8jVUhDNc7jWmqUpbj0WDgJJQrap49zlFLTt0dS8m7TKO/cW/yU+OsGlHHIzSDuojqG2vLdRPR7Cq0bL1MXcYEGrYK+NGigSgZecDc0YoYApA6R2+Qy2m5wBQO+UUzpjT4rDWY7dBQwmX6kERNYCht5Tca38QAcI4XmUBHKBOxCqbpuAHIWYJgiEkF4LSL0rTVsiiIkIFl/y1ReeUbqxPPHeDzvQtjl3YSOtZaLZ0sGzwpNphRxHpRkPrmKhdv/Nl0oUtSuvgWqcpqzVitGYcQZQMIb97WguKn1armlcX9qr9o0kVrM6C0VmyhJQhVCwhYwgiYhEJh2AdJjiHifj+T578r0FEwqrl/gaCNZngTCZYl3EmE4vLhrEbbhESGvNOGdzOu+k12uIG63pDEw6d1G8373T2S2PlvajqM+lLi/E1bsUJ9rfQ4/LvuNy/MYquC9Uub1cArdwgvVfweI49CIru0di5i1KkRVoVeSGiPMun6QOaEjve blueprint 2: 0eNqNld1ugzAMhV9l8jVUBAh/l3uNaarS1kPRIKAkVKsq3n0ObG21tfMu4/h8OYEj5wy7bsLRauOhOYPeD8ZB83IGp1ujulDzpxGhgaO2fqJKBEb1obB2xCnMEWhzwA9oxPwaARqvvcYVsyxOWzP1O7TUcFFr86YNbcWjJnwE4+BINZhwIpHibCMjOEGTiY1cDljbtw6916Z1oe8LNaK3Q4dTH7fKBRTaPZ2rWlwO9NhTRfnJ0jolaj8cgkz5uEPlPMxz9MtoejH6wF966+8OIOMAggHkHCBhAJIBcPqC0XMXKBl9xugrRs/9gZrRS0YvEgaQcwDBAAoOwKWw5ABcCisOwKWw5gBcCgUXQ8HmkAuiuEni1I9/ETIaNQdtcb/u5vdo11w6P1iaMrFX5v2PfMkHtup/gq6fSC6z8MZgem90Jcx1qxVW/IQVYXprGpekvL4KEXRqh/QSwPN37Sml6hGtWz1UIi/zuixKkRSymOdPJfgD8A==
[ { "author": "valneq", "content": "I have the vague impression that your expectation does not necessarily match with the way Wube has simplified the fluid-mixing prevention systems. \nAn explanation here (scroll down to the third section \"Fluid Mixing Prevention - take 9001\"): \n https://factorio.com/blog/post/fff-351 \n \n[edit] PS: If you experience temporary fluid mixture due to reworking you pipes, you can always click on a pipe or storage tank and check the fluid content of the entire pipe system and flush the polluting fluid. If the mixture is permanent you will have to fix the pipes that incorrectly connect different fluid systems first.", "date": "2020-10-27T02:22:53+00:00", "quotes": [ { "author": "-DeadlyKitten wrote: Tue Oct 27, 2020 1:47 am", "content": "" } ] }, { "author": "Squelch", "content": "It is entirely possible to have a multi-fluid system, but a few tricks have to be played to isolate one fluid network from another. What you are attempting to do is fraught with problems as you have discovered. As said, the fluid mixing problems are much improved,and I do not believe that what you are experiencing in this, and the other report are bugs.", "date": "2020-10-27T02:32:20+00:00", "quotes": [] }, { "author": "-DeadlyKitten", "content": "the point about stuck fluids is mostly for new players that do not already know about the quick-remove feature, the part i care about is that this would allow fluid un-mixing, as currently that is very difficult due to viewtopic.php?f=47&t=90742 , this would allow a way to un-mix fluids without the large bank of combinators you would need to do something like this using the current system \n \nan example mixed fluid system that currently is not posable without moded pieces of equipment\n \n \n \n Screenshot 2020-10-26 210638.png (603.99 KiB) Viewed 1416 times \n \n \n\nthe pump does not activate because the tank has 0.9 fluid so the circuit network cannot read it", "date": "2020-10-27T03:09:12+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moved to Not a bug. The devs have explained several times that they added the \"empty fluid\" mechanism AND simplified a lot the checks to prevent fluid mixing on purpose. Now, there are many more ways to get fluids mixed when building stuff (with blueprints for example). The solution is to empty the fluids.", "date": "2020-10-27T06:08:40+00:00", "quotes": [] } ]
4
2020-10-26T20:47:28-05:00
forum-topic-125125
125125
Factorio Forums • Legendary electronic circuits 28/s
This design upgrades normal quality circuits into legendary circuits. Input is 28 green circuits and 2.8 red circuits per second. Output is 28 legendary green circuits and 2.8 legendary red circuits per second. It is optimized for Processing Unit Productivity 13. At lower tech levels it has reduced yields. 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/Mg5OQjyYIew2TmsbyIax2wQ6OuPuBIGONlwcgvhc5OJQDJin4pBUCeVcHEYepiXjAHlTXTIOlEdPkxFJqxkjlYyeWuM00VNIQWUNdmzU/oAy8KxhzXEUEfeBWldZEzjDAj/ZFTnTBn9n0WmO+n81mrJ9ga85jt0492P3bfy1/RgHt/25/Rg3nn77c5vw6MZtItP2t/Zz3OYSbH9rP8ftraP79m33qi2D5ptiWZfb2vv5pNFXzd/+vjNI/tgs7+vJrKzu/3iYTH+UVRsp/dmYHFs2Og/RxugcOI9gHh//D7oUzcg= Copy blueprint circuit_upcycle.jpg (617.3 KiB) Viewed 1317 times
[ { "author": "", "content": "You're saying this thing converts common inputs to legendary outputs in a 1-to-1 ratio? How is that even possible? I am genuinely curious. Level 13 productivity gives you 2.8x the outputs per input, but recycling divides that by 4. \n \nEdit: Added in the emag plant productivity.", "date": "", "quotes": [] }, { "author": "", "content": "5 legendary prod modules add another +125%, pushing the total over the cap of +300% / x4. \n \nThis works for all recipes where you can reach the +300% prod cap and get the ingredients back by recycling.", "date": "", "quotes": [] }, { "author": "", "content": "Ah, good call. I didn't look close enough and assumed those were quality modules. So all the quality up-conversion happens via recyclers. \n \nThanks for the explanation.", "date": "", "quotes": [ { "author": "Nidan wrote: Wed Jan 22, 2025 7:12 pm", "content": "" } ] } ]
3
forum-topic-111882
111882
Average troughput for the last second using memory
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=111882
SpookyMask
Hello, first of all I want to thank @Qon and @mmmPi for the warm welcome. You really make me feel included. I got encouraged by your insight and got inspired so here is my second blueprint. It gives the exact number of pulses in the last second after the first second it started listening. The problem the model solves is remembering the state before a whole second so that it can be discarded from the result. If we counted 17 pulses and before 60 ticks there was a pulse, we have to subract it from 17 as we are not interested what happend more than a second ago. Solution is with bits, bits in integers. Two integers to be precise. But that is enough only for the one lane of a belt - when the pulse can be only 0 or 1. For the case when there is a pulse with value of 2, we have to double the logic. But it's simple copy and paste so that is not a problem. The model is easily scalable horizontaly (length of period measured in 30 ticks per block -- that fits in an integer --), and vertically (maximum pulse value --1+7 stack inserter needs 8 vertical blocks--) One integer (30 ticks) is not enough for precise measurement. For example, 1 item per second needs to be registered once every 60 ticks. So we need two consecutive integers to store double the data. When two lanes are used in a belt, it is possible that you recieve an impulse with value 2. With inserters the value can be even larger. So we add the cases when P >= 2, P >= 3, etc. Enjoy an example with some flashy lights: 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 Copy blueprint EDIT: Updated version considering combinator delay 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 Copy blueprint By the way, how can I type the BBcode for the collapsable panel with a Plus? I searched, but never found an option.
[ { "author": "Qon", "content": "Np, pleasure is mine \n \nThanks for using [ bp] tags for blueprints now \nQuickly skimming through your explanations for now, but it looks like you made a pretty awesome blueprint. I like that you used the bits and shift operations to properly drop old data, and combined ints together when they overflow. \n You can just quote me and you will see the BB code I used for this spoiler", "date": "2024-03-18T23:19:37+00:00", "quotes": [ { "author": "SpookyMask wrote: Mon Mar 18, 2024 10:13 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Is this an average throughput or rather an exact throughput ? if i understood the description it's not an average, it's a perfect count, even more it's a picture of the previous 1 second of belt worth of pulses in the precise order in which they arrived. \n \nIt seem to me that you use number as area where you write 1 or 0 if there was a pulse, and then you shift to write again 1 or 0 and again so you need enough number to write 60 ticks, which means 2 numbers of 30 digits each (at least) to store enough 1 or 0 to physically represent the pulses that occured during the previous second not as a sum, but similar to the idealized computer where a a piece of memory is a tape read by a single head. \n \nHence the lamps, those represent those numbers there are 60 no 120 what oh right because there could be 2 pulses in a tick due to the 2 side of the belt, and you wouldn't store \"2\" instead you store \"1\" and \"1\" in 2 different numbers, so really there are 4 numbers used. But for inserters that could insert on the belt being read, you say it would be possible to keep track of the exact count, by extending the lamps array to also store the potential 3rd or 4rth pulse that one may need to register if they occur during the same tick. \n \nI'm not sure i got everything right, when i see AND or >> operation, i automatically doubt what it does, it's only when I have built the number that i understand what it means ^^ If i understood what it does it's from your description, and pausing and counting things in the model, not trying to follow the signals and guess what they mean. \n \nWhat 'annoyed' me with the wording \"average throughput\" is that it could be something that is not as precise as your contraption, for example measuring the number of pulses in the last 10 seconds, and dividing by 10, to give \"average throughput\". Such contraptions are efficient for throughput calculations in that they are very small and can be used to sample over long period of time without additionnal combinators, i made this one inspired by a train counter i saw on this forum already : \n \n 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 Copy blueprint \n \nNow this kind of design cannot be used with fancy lamps, it doesn't work the same way, the memory is not well organized, it's just a sum, not a picture of each thing that happen in the order in which they happen. It's not as cool as an algorithm but it also fit the description you used for yours, which produce something of additionnal value. it's different yet same name. I don't know other name though, and i like the machine \n \n(sometimes i notice you can create error if you empty the belt with the character, there are some excess bits that may get stuck in the numbers ? the lamps count when pausing game was 16, but the combinator signal was saying 18. So i suppose, it's in the additionnal bits that are not visible that this occur, and it stays in the machine somehow ? ) characters are not supposed to empty the belts being used for counting purposes, i know it's my fault, and i couldn't understand exactly how it happened but it also happened on the other version without lamps when i tried the same thing again several time.", "date": "2024-03-19T01:32:56+00:00", "quotes": [] }, { "author": "SpookyMask", "content": "Thank you @Qon. mmmPi, all your understanding is correct. It's an exact troughput, my bad. The blueprint is really any good for 1 second, as you would need 60 * 2 blocks to display items per minute But it would be precise though. \n \nI'll check the bug. Curious!", "date": "2024-03-19T08:37:17+00:00", "quotes": [] }, { "author": "Nidan", "content": "I'd call it a running or moving average, but since the measured duration and the displayed duration are the same, it ends up being the same as a sum and exact. \n \nYes, due to the method used for adding delay.\n \nCorrect. Elsewhere this might be called a \"shift register\". \n \nThat looks (in part) like a factorio bug. After slowing down the game enough to be able to read the signal from the belt, I can sometimes see 2 or 3 being reported when starting to pick up items. This increased value will go into the accumulator/memory (the OR combinator) as is, but the shifting logic is only prepared to handle at most 1 and will thus fail to negate the extras. \n \n \nThe duration measured seems to be slightly too long, I see a consistent output of 8, with 9 appearing for single ticks, in the half belt case (which is 7.5 items/s); so probably 65 ticks instead of 60. (You need to account for the time taken by the non-shifting combinators.) \n \nThe extension for inputs larger than one isn't wrong, but it's going to be a pain the larger the numbers get. Once you hit 10 just building delay combinators will result in the smaller circuit. Instead of checking ≥2, ≥3, …, I suggest isolating the individual bits (&2, &4, …), but I need to spend two additional combinators per row to do so. \n \n 0eNrtXN1uozgUfhdf7kJlg20gqiqNtDd7szva29UIEeK21iQQgVNtVeUB5i32Zl9snmQNND9NIPiYNEVKb2YUfg72+fx953wG9QVN5yuxLGSm0OQFyTTPSjT5+wWV8iFL5tUx9bwUaIKkEgvkoCxZVL+SQqrHhVAyddN8MZVZovICrR0ks5n4B03I2umNoYokK5d5odypmKu9m731NweJTEklRTOa+sdznK0WU1Ho6NsYMruXmT7lpo+iVDr2Mi/1bXlWPbUKFbIb5qBnNHEJJzesfkhzS1wKpWT2UFaXFmKRP4l4pc/NlSjELK7Gqk+pYiXW1WQOhuABhkDfZwj+dgilStLvrsxKUeg7e7KA6yHMZCHS5hLaEpsCYlNgbAZIHX+f1HHA9DhweoH59AJ/G5tFFtO7T+alcFBzuGHK66Pn+YMsK3aWqRRZKtylnqYeQZqvKqZ7GDtokc9qKit3LpJ6fFvyfmtLWujsoiez1mQFB9PZS5UmzKsK5Cu1XFV8P3pC1KUNLU/iNyee1RKbYEDwABqcAIJH0OAeIHh4cxICre+qyOfxVDwmT1JLtr4vlUW6kioWWTKdi3gmy+r/7eranC5EMosfk2wWV0H0GF/5tbtic7y5tFleeF0/NGvGUC9nUv3zUAiR7Wu7nOkB+rtg1e96IbZlxDfPSIih6aaA4AQanAGCe9DgHBDchwYPAMEZNHgICE6hwSOrQsk0lVorP7aqjZ3hANIRQkXP86wKXedYd7ybiVTqGrDf/bWoEdkE5IZa9Bq2kpKZ3CrGvSxKFR+1k0+yUCt9ZDfH+gpXJOkjanRHz7qqd7j6sVgmRT3QCbrT9zRlyDzq1ybk8jmui2h8X+SLWGZVKdv0GeZKR/bRqg5QqrXOQV63NtKDO3xsJpbeTs82CelBba9AdeBmJ+eHc/ZCwxkwq36fBefs97lVw3/eMQRWnfN5xxD2eMCWoURQFdhFPo8QlKIKE7/Rg3wptBrUo0B//mWhB7+jdRfldR6PuBCe5oLPD89rD9wlBFulMHhQJ6kiMJAB3gBJzwPkDhDSApJ/gNLtrQVKX1pR6kqeqab6GFgIfWjmzlIIv76tguSgCv788Z9dRq3qYNtajXpIceQHDs4HR3A5dqWoJdIJjvnEcJkQOMfYmTkGw/WIhOQtB+/uzsZBYphcr6fv8aBQdSwR3zME1YODGowa1C9//GbXD4Na3mNcTze8vuFmgA80JSH+1GKj0ndgULAtkXoISg1hpvDG07t6LaWwAguGqmsJMENQGRxU+qmlLbiexI33ULuFsK1ocThawbtZBrwFA6bB+2i558WqLfcMgpSpefMDW//hf2DN88Zf8zoFDYP8gSmM4QB/4F9rTQthVs6DQtW1BCJDUKMB/sC/4poWwvwBNdyrodjWH/if/uCkHTMkymkCUsO9FEoG9P/XqpW0Zy+F4oFQdSwBariXQr0B/f8VayUloBrHzPp76g94JYDH8m7nLIA00WGYHL6gZRTSM1JDy0yhr3P53utccs7XuUc2su981DUlBnQzHnTRXeizgp8//rVea511uv4MC6L5oD0dyg2XHR9gVcaqDVZvFE9LgwGzj4owHwhYVxEODKGFbiYEI6Xf7YXJ1551GJqGOwXU4rML/Em/thQf0S8YCFgH/ZipP40GfJ81qKAfdyyGr9wYHuDFRrMaqw/jBvsxm0YxhCw4ZuiPGRlgpa6peW/LMcgGM0NzyyzMLR8dIu4BJL9cBBCQv2U9xoMTM//L4P43DHuU+KLvtzYg7uP160Xw8k7XWOabft1Ym0QI1B1QUvutDBqNpkJ91FaGD9m5YIY7F8zW5hsDck02n4E+AWCGNp8NsPnj4c2H+AzWY/MZHwhYl88wtPnM1uaPjX6jsPlANA1tPhtg86+dfj02nwUDAeuin+FnASyy98wj6kg+yDMzkGfmhlsvHNt75tHS7VKeGfSWnxvuYnBi75nHg4jrfYBn5oM2MRpPrEWu/hstk70/C+OgJ1GUTT5DQoNIdwaYkQiH6/X/QcrtZQ== Copy blueprint \nTop half is a slight rearrangement of your bp, I combined all those 1<<30 combinators into one and removed some unneeded green wire. \nBottom half is my take on the problem: In addition to my suggestion above it's also vectorized. It uses more combinators right now, but that should break even once you need to handle inputs ≥3 or delays ≥67.", "date": "2024-03-19T14:03:10+00:00", "quotes": [ { "author": "mmmPI wrote: Tue Mar 19, 2024 1:32 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "SpookyMask wrote: Mon Mar 18, 2024 10:13 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Thanks you, but MY bad you were correct, i think Nidan's wordings made me realize, it's an average of 1 second of time, it's also an exact count but it doesn't make it less of an average throughput, the average of every tick over 1 second . It's not one or the other. It is both ! My question was poorly asked by mistake sorry. \n \n\nIt's also good for shorter period ! like 30 ticks or 15 ticks , maybe with adapation, again i'm not exactly sure how it works precisely i think i understand the idea, maybe i'm mostly talking about the lamps part, the way they show the history, but also the way some time frame are stored into 1 number, this is inspiring. \n \nInstead of storing every single frame individally it give inspiration for storing , maybe 15 consecutive ticks in \"1 time\" and then compress into a single number. \nThis way it will be in binary from 0000 up to 1111, and since numbers in factorio are 32 bits it is possible to write 8 of those 4 bit number inside a single one. \n \nSo the machine would listen during 15 ticks, and output \"4\" in decimal, or ( 0100 ) then it could output \"7\" ( 0111 ) or \"14\"( 1110 ) and \"3\" (0011) , that makes 4 decimal numbers for 60 ticks, and only 16 bits for that full second. So the machine could speak only 4 time per second and stay silent the rest of time, and still describe the sum of pulses that occured during this quarter of a second during which it was silent. Less precise. Lossy compression \n \nOn the other hand other machines could speak at the same time. Using numbers between 16 and 240 in decimal, as those in binary are 0001 0000 up to 1111 0000. and then from 256 to 3840 and so on so as to avoid overwitting the other bits of the little numbers fit inside the bigger number. \n \n\nI've heard that term before, maybe from you i think i even made one such for lamp display with scrolling text but i don't know when it applies and when not, or like which part. Is it still a shift register if you do as described just before with groups of digits into a single digit ? or is the \"shift register\" wording refering to the lamp area and the method used to do the fancy effect ? \n \nBecause for the scrolling text display it was more obvious to me that it would be called a shift register, but it didn't require re-arranging the bits inside of a number or give them a meaning based on their position relative to time and not to quantity as i thought is usually the case for binary number. Instead i could send into the circuit different signal to activate each lamp of the display. first lamp active if signal [A.] is 1 , second lamp if signal [B. ] is 1 , third lamp if signal [C] is 1 for a 3 pixel high screen. And it was the scrolling effect that was achieved with the \"shift register\". So if you sent A then B then C then B it would draw a horizontal beat. I think it applied in there, but the discussed blueprint to me is doing also other things than that. I don't know the name. Maybe bit stuffing ? \n \nCompressing time into less time is what i see in the blueprint, because it stays precise, when broadcasting the result under the form of a number of \"item per second\", it is doing lossless compression, it display exact throughput. \n \nMy description with sampling every 15 ticks is less precise when doing the rendering, but it compresses more time into less time. Instead of a shift of 1 occuring every tick, it would be a shift of 4 occuring every 15 ticks. It's still \"bit stuffing\" and \"shift register\"? i think ,but it's still different than the blueprint because it's lossy it's doing sums when the original blueprint is doing perfect count. I suppose there must be words to describe those differences, i don't know them. That makes me think of music boxes \n \n\nI investigated and kept a save game, where the count of both version were biaised, they showed 18 and 20 respectively and now 34 and 42. The second jump in inacurracies was caused by me mistakenly disconnecting part of the upper version from power. And doing the same again on the bottom version to see if it could have been what caused the initial divergence from 15 to 18 and 20. \nI understand from this accident that the blueprint could prevent errors occuring from character picking up on belts, but that it is not self correcting. Somehow though, it doesn't have an internal state, because when the version where the misscount occured are copy pasted, they do not show a bad count, they get reset and show correct amount again, and are immune to character grabbing. That may not be the best method of investigation. \n \nI used another one too that features this binary vizualier from Tertius connected to the bottom version, fancy lamps ! : \n \n \n\nThanks you, but MY bad you were correct, i think Nidan's wordings made me realize, it's an average of 1 second of time, it's also an exact count but it doesn't make it less of an average throughput, the average of every tick over 1 second . It's not one or the other. It is both ! My question was poorly asked by mistake i didnt meant it as a trap. \n \n\nIt's also good for shorter period ! like 30 ticks or 15 ticks , maybe with adapation, again i'm not exactly sure how it works precisely i think i understand the idea, maybe i'm mostly talking about the lamps part, the way they show the history, but also the way some time frame are stored into 1 number, this is inspiring. \n \nInstead of storing every single frame individally it give inspiration for storing , maybe 15 consecutive ticks in \"1 time\" and then compress into a single number. \nThis way it will be in binary from 0000 up to 1111, and since numbers in factorio are 32 bits it is possible to write 8 of those 4 bit number inside a single one. \n \nSo the machine would listen during 15 ticks, and output \"4\" in decimal, or ( 0100 ) then it could output \"7\" ( 0111 ) or \"14\"( 1110 ) and \"3\" (0011) , that makes 4 decimal numbers for 60 ticks, and only 16 bits for that full second. So the machine could speak only 4 time per second and stay silent the rest of time, and still describe the sum of pulses that occured during this quarter of a second during which it was silent. Less precise. Lossy compression \n \nOn the other hand other machines could speak at the same time. Using numbers between 16 and 240 in decimal, as those in binary are 0001 0000 up to 1111 0000. and then from 256 to 3840 and so on so as to avoid overwitting the other bits of the little numbers fit inside the bigger number. \n \n\nI've heard that term before, maybe from you i think i even made one such for lamp display with scrolling text but i don't know when it applies and when not, or like which part. Is it still a shift register if you do as described just before with groups of digits into a single digit ? or is the \"shift register\" wording refering to the lamp area and the method used to do the fancy effect ? \n \nBecause for the scrolling text display it was more obvious to me that it would be called a shift register, but it didn't require re-arranging the bits inside of a number or give them a meaning based on their position relative to time and not to quantity as i thought is usually the case for binary number. Instead i could send into the circuit different signal to activate each lamp of the display. first lamp active if signal [A] is 1 , second lamp if signal is 1 , third lamp if signal [C] is 1 for a 3 pixel high screen. And it was the scrolling effect that was achieved with the \"shift register\". So if you sent A then B then C then B it would draw a horizontal beat. I think it applied in there, but the discussed blueprint to me is doing also other things than that. I don't know the name. Maybe bit stuffing ? \n \nCompressing time into less time is what i see in the blueprint, because it stays precise, when broadcasting the result under the form of a number of \"item per second\", it is doing lossless compression, it display exact throughput. \n \nMy description with sampling every 15 ticks is less precise when doing the rendering, but it compresses more time into less time. Instead of a shift of 1 occuring every tick, it would be a shift of 4 occuring every 15 ticks. It's still \"bit stuffing\" and \"shift register\"? i think ,but it's still different than the blueprint because it's lossy it's doing sums when the original blueprint is doing perfect count. I suppose there must be words to describe those differences, i don't know them. That makes me think of music boxes \n \n \nI investigated and saw that at some point the count of both version were biaised, they showed 18 and 20 respectively and then 34 and 42. The second jump in inacurracies was caused by me mistakenly disconnecting part of the upper version from power. And doing the same again on the bottom version to see if it could have been what caused the initial divergence from 15 to 18 and 20. \n \nMaybe initial offset happened during l construction in area only partially covered by power pole. \n \nI understand from this accident that the blueprint canprevent errors occuring from character picking up on belts ( tried too ), but that it is not self correcting/ foolproof if the throughput stays full. Somehow though, it doesn't have an internal state, because when the version where the misscount occured are copy pasted, they do not show a bad count, they get reset and show correct amount again, and are immune to character grabbing. It is puzzling. \n \nI realized i could use this binary vizualier from Tertius i had in library to recreate fancy lamps easily so i made a blueprint where it's attached , it show the binary representation of the number of green science pack of the bottom version in the place where it's connected with lamps turn off being 0's and lamp turned on 1's, it could be helpful to understand what's going on i found \n \n[bp]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 Copy blueprint", "date": "2024-03-19T23:42:47+00:00", "quotes": [ { "author": "SpookyMask wrote: Tue Mar 19, 2024 8:37 am", "content": "" }, { "author": "SpookyMask wrote: Tue Mar 19, 2024 8:37 am", "content": "" }, { "author": "Nidan wrote: Tue Mar 19, 2024 2:03 pm", "content": "" }, { "author": "Nidan wrote: Tue Mar 19, 2024 2:03 pm", "content": "" }, { "author": "SpookyMask wrote: Tue Mar 19, 2024 8:37 am", "content": "" }, { "author": "SpookyMask wrote: Tue Mar 19, 2024 8:37 am", "content": "" }, { "author": "Nidan wrote: Tue Mar 19, 2024 2:03 pm", "content": "" }, { "author": "Nidan wrote: Tue Mar 19, 2024 2:03 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I gave it second or third thought, and for it to be an average i'd expect a division, 15/second is not average over 1 second of every tick, that would be instead 0.25 item per tick on average over 1 second, but it is \"7.5 item exactly\" if counting in 1 second there is no \"averaging\" to me , more like \"aggregating\" but i'm not sure of the wordings. It's an interesting machine for sure.", "date": "2024-03-20T09:08:08+00:00", "quotes": [ { "author": "mmmPI wrote: Tue Mar 19, 2024 11:42 pm", "content": "" } ] }, { "author": "SpookyMask", "content": "Thanks for pointing that out. Here is a more stable version - accounted for the delay in the combinators. Now it's exact, although I don't know why in some tests it needs hard reset (delete everything and paste it again). \n \n 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 Copy blueprint \n \nThe R flag changes to signals every tick, the result is now correctly 60.", "date": "2024-03-21T12:03:50+00:00", "quotes": [ { "author": "Nidan wrote: Tue Mar 19, 2024 2:03 pm", "content": "" } ] } ]
7
2024-03-18T17:13:38-05:00
forum-topic-120333
120333
Ignore Fluid signals at "Quality Transfer"
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=120333
Xellnix
TL;DR Quality transfer should ignore fluid signals What ? current the quality transfer works on every signal except the signal you use as input (if not set to constant), so if i check for qualitys of ingredients of a recipe, i check for each quality tier if i have them available, but if i loop the ingredients of blues to check if i can craft them epic, i cant, as the transfer also outputs a epic acid signal, but the storage never has a epic signal as fluids never have a quality (thats also a issue with holmium, as that limits holium to be never crafted anything other than common) ofc there is a workaround, i just can loop the fluid signals into transfer selectors to output every acid rarity into the network (at my skill lvl thats 4 more combinators) but as stated, fluids never have a quality, so quality fluid signals shouldnt be a thing Why ? to make automation via circuit easier/handy
[ { "author": "Stin", "content": "I use the higher fluid signals for complex Fluid calculations. I would like if it stay as it is. \n \nMay i suggest a solution for your problem? \n \nHere is a fluid quality filter for your work (input must be green / Last comninator is useless only for signal reading) \n \nTopic with this solution: 121695 \n \n \n \n Signal Filtering for fluid.png (308.6 KiB) Viewed 513 times \n \n \n 0eNrNmttuq0YUhl8FcVlBxRljde/LLfWqF+1dFFljGMejDQwdhiRu5AfoW/SiT9Yn6eLgOM422/wQVVWkaMCzvn8xJ35b68Xc5g2vlCi1uX4xM16nSlRayNJcm19ErrmqDb3nxq/ioWS5wXZ0x/i9YbnQghu7vBGZUXef1QYrM0MrVtY76kNBhaGlUUpVUOApxLRMkcqyNtd3L2Yf2ArrQ8VJseNRl5IV7WWqmozbUuTmkcLKjD+ba/doXQl8FEqTwjlUiYe9tplS8ulNsHc1uM/tcA7uc34T5x/vLZOXun2CPvXu4rApm2LLFWX1GpuJusrZwa5Yydt8KlmLfjxfTCLZXrz6MbTMAzVXbZNENH+m0Td/LqtG25+HEWr7D8gHxXlpPwnF25RY/sQO9abe05OttWp4+0zv0vHOQ0hjrVmp7VQWW1EyLdXVpOJzUkmXFAVqJfPNlu/Zo6Ao6lrztI2qL9s0Gqe5scxdv2be3b0+vU+MutLlafzXZlNSmgXl1eoXFVNdvmvzU3ejaRdpN/+n6bRuLpwFdH+Mvufs8bCUHozR827lLqSHY/SKt7PKm8J+YPUShWhMoW7yXaNEarO0uz1bIR4doWZLfFrUS+ir0fw1Z8UScjJG1nvVEF3Zu4Yvml3XuSkhn0Um/li2vdzRnZuzR7aIPLpzC0nnR2kL1bHmC/g3BFJZVQtHZ3QH72VeCNphtcyb7pRdojK6k3lOJzDt5YPmiwRGNzJrKYKlLP+YJ4lvCC2Cj25nupRkb5aNUfJduvzKtSy5vZeLTiTPmaSSynzRseqN72qh9+263S4dL290e++ampaRTQ6pLhZNuOdPdxWKKT4VG0x/LSDYEHMqCDrCX/UIPsZ8CoJeYQYLQSeYdwDQvoMbHwTv4u4BwXvznAMi4U92DQg1QB0DAg9xt4Dgo1lOAVGIUZeAwFdzHQIikiDuAAAHDuQMELI7yxUgCt48R4BI+LgbQPAB7gQQfDjdBfBKpFOx0XQXgGBjzAUg6BXuAhB8grkAAB06mAtA0C7mAhC0h7sABO/jLgDBB/NcACIRTnYBCDVCXQACj3EXgOBXs1wAopCgLgCAR85cF4CIuIgLQMAe5AIQsj/LBSAKwTwXgEiEuAtA8BHuAhB8PN0F5PyBlxlTh6ls4HdimJ1gfgDlxw5uCmANF3MGMN/D7AHM9zGPAPMD3CjAGiHuFmCNaJ5lgHXiyb4BRq9Q8wArJLiDQDVWziwbAcu4qJeAFby5hgJW8hFXAdMDyFrA+HCWv4BlonkmA9aJcacBa6xwuzFN457+jlfqLfzzilL0GAXXdK7fqri4LALJhOorKrrSgGvVF2f0hj7OxGspxk6oWm9u18T0PWzO0n1bSFLzFoPHSTrC2FAi9AP1ko2umhn6b9PelFw/SfW1ex7FM3O9Y3nNrb725VTncpnytzFtr9eQDnC8Ol3BuVqH08uX3l035iq6rI25PVcD991Evb26mz1vF8vznz//MmcMZTsoHyP/9035K7NyovDNIMrKzGxrrPq1NFIddiuzSQ9+fQOHZ2b3fpM3l0SIbt+322Y4d+xTtdz5KNpkvNatLHVE5+bag0UzTib/f3IynWrXuhKyjzl1ro5RDBTvuSPFe8ZPtvFLl5I5rURvBYhGZ9H4nehvtFyG4sx6onKypDgw/q+KA2f9JB6EjuNcFgi+fluX71zFUOT5nde951xWA76OWmvibamg30M83xnsAx1zbS1nOwx3nuVavuXeW10r6Fq+5VHLG1rJ0AqssGsFXSugFv23IrpHPKF5QXLnWl6Lvi5taTWtzS9diW5fymvYn427IeNP/fPfU9dHmpNuvsPIS4IkCYPACfwwOh7/BVjKghM= Copy blueprint", "date": "2024-11-16T10:05:32+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "This suggestion is reasonable. \nIf fluids can't be involved with Quality in any way - fluids shouldn't be involved with Quality in any way. \nImpossibility to have Quality for liquids is hardcoded, riiiiiiight?", "date": "2024-11-16T11:26:18+00:00", "quotes": [] }, { "author": "Stin", "content": "That is correct, but that does not mean that qualitative signals for liquids are meaningless. I use these as 5 signal levels to control liquids. At the moment I only need 3 (2 extra)", "date": "2024-11-16T11:36:35+00:00", "quotes": [ { "author": "EustaceCS wrote: Sat Nov 16, 2024 11:26 am", "content": "" } ] }, { "author": "Xellnix", "content": "well i need 4 more combinators to generate all 5 quality tiers, so that would be less than your posted setup for filtering, so yes the workaround is quite simple, still it bugs me as you can check every other recipe ingredients for different qualitys when you just throw them into quality transfer and compare them to the network, but if the recipe has a fluid, you are forced to do a workaround", "date": "2024-11-16T15:52:45+00:00", "quotes": [] }, { "author": "Firestorm253", "content": "i mean sure, you found a solution to it, i did smt similar, but that doesn't mean that it shouldn't be available in the basegame as a feature. just like quality \"Any\" in combinators", "date": "2024-11-16T16:26:57+00:00", "quotes": [ { "author": "Stin wrote: Sat Nov 16, 2024 10:05 am", "content": "" } ] }, { "author": "Stin", "content": "There are four combinators, the others are for illustrative purposes only. \nI have no problem ignoring quality for fluidity when an option is introduced. But that was not suggested. The suggestion was to change the current way of calculation. \nThis would break my liquids system on every planet in my megabases. \nLiquids can't be so easily gelled via the logistic network. That's why I transfer the actual volumes into the Uncommon quality layer. \n \nIf I made a change, I would have to redesign everything with liquids and it would be many times more complex", "date": "2024-11-16T17:45:46+00:00", "quotes": [] } ]
6
2024-11-08T03:25:26-06:00
forum-topic-121830
121830
Official Bluesky account
Spread the Word
https://forums.factorio.com/viewtopic.php?t=121830
zappor
You guys should have a Bluesky account! Nice to follow to get the latest updates!
[]
0
2024-11-17T06:53:34-06:00
forum-topic-105576
105576
[MOD 1.1 - 2.0] Picklock's Set Inventory Filters
Mods
https://forums.factorio.com/viewtopic.php?t=105576
picklock
Type: Mod Name: Picklock's Set Inventory Filters Description: With this mod the filters of filterable inventars can be set or deleted. License: GNU GPLv3 Version: 1.3.0 Release: 29.11.2024 Tested with-Factorio-version: 2.0.23 Compatible with Factorio: Space Age: Yes Download: mods.factorio.com Download-Url: https://mods.factorio.com/mod/PicksSetInventoryFilter Category: Utility Tags: Utility, Gui, Rocket silo stats Website: viewtopic.php?f=190&t=105576 Introduction With this mod, the filters of filterable inventories can be set or deleted. Sorting inventories and merging the contents of the inventory slots is also possible. The following inventories are supported: Cargo wagon Car Tank Spidertron Spidertron's trash slots (sort only) Player's inventory Player's trash slots (sort only) storage chests (sort only) logistic chests (sort only) +++++++ License GNU GPLv3.0 Link: https://opensource.org/licenses/gpl-3.0 +++++++ Long Description - Story This mod can be used to set or delete the filters of filterable inventories. The name of the item, its quality and the comparator are stored in the filter. If a filter is used as a template, it is copied. If an item is used as a template, the name of the item, its quality and the comparator selected by the player are used. Sorting inventories and summarising the contents of the inventory slots is also possible. The following inventories are supported: Cargo wagon Car Tank Spidertron Spidertron's trash slots (sort only) Player's inventory Player's trash slots (sort only) storage chests (sort only) logistic chests (sort only) The following filter options are available: All: The filter of all slots in the inventory is set to the filter or content of the first slot or item at the player's cursor. Depending on the mod settings, the filter for occupied slots is not set or is set to the content. Right: The filter of the slot to the right of the slot under consideration is set to its filter or content. Down: The filter of the slot located below the slot under consideration is set to its filter or content. Set: The filters of the individual slots are set to the content of the slots. No filter is set for empty slots. Clear: All set filters of the inventory are deleted. If the "Always keep player's main inventory sorted" setting is activated in the Factorio interface settings, the player's main inventory is automatically sorted by Factorio itself. In god mode, the player has no trash slots. This is why the button for sorting trash slots is not displayed in god mode. +++++++ Known Issues There aren’t any open issues. +++++++ When you find a problem, post it below and I will add it to the list of issues to be dealt with when possible. For more detailed discussions you can always send me a PM. As I’m not always online it may take a while till you get a response. I will consider the posts or issues I see, and do my best to work fixes into the mod, although I might not reply directly to every notice. +++++++ Regarding bugs, hopefully there will be few crashes and loading failures. I have solved all of these that I found by my local testing. Interaction with other mods is almost wholly untested. +++++++ Abbreviated changelog Version: 1.3.0 Date: 29.11.2024 Features: Quality and comparator string added to the filters that are set. Info: If a filter is used as a template, the comparator string of the filter is used. If an item is used as a template, the comparator string selected by the player via the drop-down menu is used. Locale: Updated and tweaked language files --------------------------------------------------------------------------------------------------- Version: 1.2.0 Date: 21.10.2024 Features: Update for game version 2.0 --------------------------------------------------------------------------------------------------- Version: 1.1.2 Date: 07.12.2023 Features: Added manual sorting function for the player's inventory when other inventories are open. --------------------------------------------------------------------------------------------------- Version: 1.1.1 Date: 12.11.2023 Features: Added manual sorting function for the Spidertron's trash slots. Optimisations: Optimized the position of the GUI for Spidertron at a resolution less than or equal to 1920x1080. Locale: Updated and tweaked language files --------------------------------------------------------------------------------------------------- Version: 1.1.0 Date: 10.11.2023 Features: Manual sorting function for sortable inventories added. Optimisations: Optimized position of the GUI Locale: Updated and tweaked language files --------------------------------------------------------------------------------------------------- Version: 1.0.3 Date: 30.08.2023 Bugfixes: Fixed a bug that caused a crash if the event on_gui_clic was not triggered by this mod after opening a filterable inventory. --------------------------------------------------------------------------------------------------- Date: 29.08.2023 Optimisations: Optimized position of the GUI Bugfixes: Fixed a rare error that occurred due to the on_gui_click event with an invalid LuaGuiElement. --------------------------------------------------------------------------------------------------- Version: 1.0.1 Date: 15.03.2023 Locale: Updated and tweaked language files --------------------------------------------------------------------------------------------------- Version: 1.0.0 Date: 15.03.2023 Info: Initial release Locale: English, German are available. License: GNU GPLv3 +++++++ Inspiration I want to thank the Factorio team for making such an amazing game. It’s my favorite game at the moment. +++++++ A Note: In making this mod, I tried my best to work with the base assets and my own custom code. But it is possible that I missed something like a copied placeholder. If you find something that should not be there, please tell me explaining what it is, and I will try to rectify the matter as soon as possible.
[ { "author": "picklock", "content": "Update V1.1.0 for Factorio V1.1: \n- Updated and tweaked language files \n \nSee start post for details. \n \nA typo in the mod name has been fixed with this hotfox.", "date": "2023-03-15T17:46:37+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.0.2 for Factorio V1.1: \n - Optimized position of the GUI \n - Fixed a rare error that occurred due to the on_gui_click event with an invalid LuaGuiElement. \n \nSee start post for details.", "date": "2023-08-29T14:25:19+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.0.3 for Factorio V1.1: \n- Fixed a bug that caused a crash if the event on_gui_clic was not triggered by this mod after opening a filterable inventory. \n \nSee start post for details.", "date": "2023-08-30T05:54:55+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.1.0 for Factorio V1.1: \n \n Features: \n - Manual sorting function for sortable inventories added. \n Optimisations: \n - Optimized position of the GUI \n Locale: \n - Updated and tweaked language files \n \nIf the \"Always keep player's main inventory sorted\" setting is activated in the Factorio interface settings, the player's main inventory is automatically sorted by Factorio itself. \nIn god mode, the player has no trash slots. This is why the button for sorting trash slots is not displayed in god mode. \n \nSee start post for details.", "date": "2023-11-10T14:46:22+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.1.1 for Factorio V1.1: \n \n Features: \n - Added manual sorting function for the Spidertron's trash slots. \n Optimisations: \n - Optimized the position of the GUI for Spidertron at a resolution less than or equal to 1920x1080. \n Locale: \n - Updated and tweaked language files \n \nSee start post for details.", "date": "2023-11-12T09:46:35+00:00", "quotes": [] }, { "author": "picklock", "content": "During my current playthrough I often had the need to sort my inventory while another inventory was open. Since I found it inconvenient to close the open inventory and open my inventory to sort it, I added the function that my inventory is sortable even if another inventory is open to my mod. \n \nUpdate V1.1.2 for Factorio V1.1: \n \nFeatures: \n - Added manual sorting function for the player's inventory when other inventories are open. \n \nSee start post for details.", "date": "2023-12-07T14:22:51+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.2.0 for Factorio V2.0: \n \nFeatures: \n- Update for game version 2.0. \n \nSee start post for details.", "date": "2024-10-21T15:07:56+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.3.0 for Factorio V2.0: \nDate: 29.11.2024 \n Features: \n - Quality and comparator string added to the filters that are set. \n Info: \n - If a filter is used as a template, the comparator string of the filter is used. \n - If an item is used as a template, the comparator string selected by the player via the drop-down menu is used. \n Locale: \n - Updated and tweaked language files \n \nSee start post for details.", "date": "2024-11-29T10:04:07+00:00", "quotes": [] } ]
8
2023-03-15T07:06:01-05:00
forum-topic-21899
21899
Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21899
This suggestion goes around influencing the train routes, so that - for example - trains will not drive needless through heavy used stations. Or that a heavy used track will be surrounded by the trains. There are two general directions: 1. Add a pass-thru-station. A station is added to the train schedule, where the train must pass thru, before it can go to the next station. Also known as "drive over". 2. Add signals (or other entity) that adds a penalty to the train pathfinder, so that the pathfinder avoids to take that path. And added since v0.13: 3. Control signals via circuit network . You can set the entry signals to this "forbidden zone" to red and switch green only, if the right train comes. There are reasons, that speak more to direction #2. For example: With #1 each train must eventually change their schedule, if a new track is added. That is avoided with solution #2, cause you change the track and not the trains. #3 is not so easy and it takes a lot of know how, to find out, how this works. To handle a large number of trains with the pass-thru-stations makes it dependent on another feature "Train Routes". That is never a good idea, cause a route should have nothing to do with the track, that is finally taken! It would mean to loose flexibility of your train network. For those situations, this won't work (complicated routing, depending on complex situation), there is the idea to have viewtopic.php?f=6&t=13849 Smart rail signals (which will come with very high probability with v0.13) Suggestions viewtopic.php?f=6&t=14030 Rail that pathfinding sees as 100 units long instead of 1 viewtopic.php?f=6&t=18670 How trains choose a station. viewtopic.php?f=6&t=20037 New option for Rail Stations - No "Through" traffic allowed viewtopic.php?f=6&t=20233 Add item to define train pathfinding penalty for a railway viewtopic.php?f=6&t=25944 Train station skipping conditions viewtopic.php?f=6&t=29978 Allow rail to be connected to the circuit/logistic network viewtopic.php?f=6&t=30033 Train pathing - forbid passing through stops viewtopic.php?f=6&t=30239 Treat closed signal identically to red signal viewtopic.php?f=6&t=32459 Railway Speed Limits viewtopic.php?f=6&t=40406 Train privilages block viewtopic.php?f=6&t=43159 Train Station: Option to require stop viewtopic.php?f=6&t=45971 Train path finding logic (0.15) viewtopic.php?f=6&t=47695 Train pathfinding on stations with same name Control Refueling (Taken from viewtopic.php?p=317175#p317175 , thanks to Jap2.0) viewtopic.php?f=6&t=25944#p224447 Train station skipping conditions viewtopic.php?f=6&t=33195 Train Go-To Conditions viewtopic.php?f=6&t=49447#p287036 Allow Trains to select their own stop. viewtopic.php?f=6&t=52484 Detecting Locomotive Fuel Level viewtopic.php?f=6&t=53454 Train Maintenance Orders viewtopic.php?f=6&t=53768 Adding a fuel wait condision to trains viewtopic.php?f=18&t=53927 Advanced train routing viewtopic.php?f=18&t=54009 A couple of questions about refueling trains Older suggestions (PRE-0.13!) You need to know, that the train routing was completely reprogrammed with v0.12, nevertheless some suggestions are useful. viewtopic.php?f=6&t=1934 [0.8.5] Train Pathfinding Issue viewtopic.php?f=6&t=7346 Better train logic (smarter alternative route finding) viewtopic.php?f=6&t=9417 Path Signals viewtopic.php?f=71&t=13265 Express or Fast train signals viewtopic.php?f=71&t=13361 Train Routing Logic Related viewtopic.php?f=80&t=7717 Can the player be killed by train? (Train kills?!) viewtopic.php?f=6&t=7787 Train Lines and global filters viewtopic.php?f=6&t=8707 Better “No Path” feedback for trains viewtopic.php?f=68&t=10312&start=10 Connect train stops to circuit networks viewtopic.php?f=6&t=12491 Semi-automatic and extra train options. viewtopic.php?f=6&t=13849 Smart rail signals viewtopic.php?f=6&t=15339 Give the first chain signal in a row an outstanding design viewtopic.php?f=6&t=19764 Setting train orders to create dynamic train routing viewtopic.php?f=6&t=25683 Visible Rail Blocks viewtopic.php?f=6&t=38244 Train type sensor viewtopic.php?f=6&t=44513 Possible way to control a train's next station. viewtopic.php?f=6&t=50128 New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule [scheduling based on conditions instead on stop-names] viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty)
[ { "author": "Ghoulish", "content": "Isn't the need for the proposed change negated by just having good rail design / layout / stacking? \n \nYour second point I don't understand, how exactly would it be implemented or work? You'd maybe have a 3rd type of signal that could stop certain trains from using a path? How would that work within the UI? Also, what would happen if there wasn't an alternative path? Lockup? Haven't we just gone full circle and are back to good rail layout or design?", "date": "2016-03-21T08:08:18+00:00", "quotes": [] }, { "author": "ratchetfreak", "content": "The goal is to avoid trains from entering stations and passing through when they don't need to. There is currently no way to do sow without designing your network from the ground up to prevent that. \n \nthe extra penalty signal should just add a cost to the path that travels through it just like a train on the rails currently does. So if there isn't an alt path the train can pass the signal.", "date": "2016-03-21T10:46:20+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Yeah I see it now, so the train would take an alternative route as it doesn't need to use that station, a sort of no go zone for a length of track unless that station was specifically required.", "date": "2016-03-21T11:47:37+00:00", "quotes": [] }, { "author": "", "content": "I've added ratchetfreak's explanation above.", "date": "2016-03-21T15:42:18+00:00", "quotes": [] }, { "author": "", "content": "Sorry for doubleposting, but I think it makes sense to point to this post: \n viewtopic.php?f=80&t=7717&p=146599#p146599 Can the player be killed by train? (Train kills?!) \n \nI copy the content:", "date": "2016-04-09T11:55:20+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "phi1010", "content": "I don't think using Slowdown as the only penalty measure is the complete solution. \n \nSlowdown -> Penalty might not apply sometimes: \nWhere I want the trains to drive slow, they will need more time, so it makes sense to increase the pathfinding cost, if I want them to arrive as early as possible. \nDepending on how the fuel usage is calculated (time, time*speed=distance, distance*speed) I might want to reduce the fuel cost by slowing trains down (or to avoid pollution, if they actually produce any). \n \nPenalty -> Slowdown will not apply sometimes: \nI have some much-used cul-de-sac stations (usually for fluid wagons not working with filter inserters), which should not be used by other trains to turn around, blocking the way for the trains which actually need to use this path, and making things less efficient; when there is a designated turnaround loop at some distance. In this case I don't want the trains using the station to slow down, I want them to turn around and stop as fast as possible. (Using dead ends instead would require a second train and risk the train entering the station backwards, when the pathfinder decided to recalculate the path at some point on a two-way-track, causing wrong items to land on wrong belts.)", "date": "2016-08-21T21:38:28+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "", "content": "It was hard to imagine in head, how this is locking. \nAs I understand it, you use a station to turn a train into the right direction? But that is no drive through: He stops and turns around! The point of drive through is, that the train drives through it, without loosing speed. \n \nI'm still not so convinced about drive through stations. It works well for example in OpenTTD. But will this fit to Factorios map-dimensons? Remember: This is an additional step in the setup of the train routes of trains. With your growing train network you need to keep always in mind: Uhm, there is this drive through station, I don't need to forget to add it to the schedule. \n \nIn contrast to penalty: penalty needs to be configured once and then you can forget about it. \n \nIn any way: A penalty is of course no guarantee, that a path is not used in really every case, but it will work in much more than 95% of cases. \n \nAnd for the remaining 5%: That cases of misrouting wil be rare and will not influence the transport much. But if: Imagine negative penalty for making preferred paths. And if still problems/not running perfectly? Therefore we have the circuits-signals. \n \nBTW: controlling train routing by circuit network is another option: I added it to the Original Post.", "date": "2016-08-21T23:34:50+00:00", "quotes": [] }, { "author": "phi1010", "content": "I use a single two-way track with a loop at the end (so no stopping while turning around!) with exactly one two-way exit; no signals except two at the exit to the junction. The train drives into the section, turns at the other end, stops at the station, and exits the station again. No train should enter this section without stopping at the station. \n \n \n \n Cul-de-Sac-Station as unwanted turning point 2016-08-22 03_51_33-ArtRage - Unbenannt.png (348.2 KiB) Viewed 15601 times \n \n \n \nNo, the train stopping there isn't a drive through. But many trains that want to turn around use it as drive through, while they should use the intended turning point (at the left). I'd like to add a penalty here to prevent drive throughs, but without slowing the stopping trains down, thus i don't think using only \"slowdown signals\" as signals that can add points to the pathfinder without seperate \"penalty signals\" (or an \"add penalty, no slowdown\" functionality in one combined signal) is a complete solution to the problem of finding undesired paths:", "date": "2016-08-22T02:00:37+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" }, { "author": "ssilk wrote:", "content": "" } ] }, { "author": "fregate84", "content": "I try to \"up\" that. Especially : \n \n \n\nA have lots of train who go to station, and get stuck for 2-3 mins at the station, because pathfinder choose that it's better than wait 10 sec ... If we can have a signals who ask that the block is usable only if no other choose is available, it would be good.", "date": "2016-12-23T11:08:45+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "mrvn", "content": "I have a side station with a single waiting bay for delivering coal for the refinery complex and for some reason the train with the crude oil barrels has chosen to drive through the station. Now the crude oil barrels are stuck in the waiting bay waiting for the coal train to finish unloading and clear the station. But since the refinery is out of crude oil no plastic is made and no coal is used up. So the coal unloading never happens. It's all deadlocked. \n \nMaybe we need a third kind of signal that is only green for trains with the next station(s) after the signal as destination.", "date": "2016-12-25T20:17:27+00:00", "quotes": [ { "author": "fregate84 wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Optera", "content": "Having pure OTTD style waypoints might be one way to do it, but i prefer merging points 2 and 3: a signal that adds configurable penalty through circuit network. \nIt could be as simple as having the current block signal accept a signal as penalty input similar to how you can set a signal for logistic network bot statistics at roboports. \nAs for pure circuit controlled path blocking. I don't see how you could prevent trains from pathing through a station without signals being able to read train schedules.", "date": "2016-12-25T20:35:31+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "In my opinion the pathfinder itself should be adjusted. \n \nLike so that each block has a cost that rises the more often trains pass through it and the longer they are staying in that block (like a Time-spent/Block-length ratio or something). At some point the train will look for an alternative route to avoid costly blocks and only go through a block if there is no other route that has blocks that are less costly. \n \nPretty much like a congestion simulation. It would work on a coarse-grained level that distributes the load over the entire network over time. It would try to balance itself out. \n \nThe signals would work on-top of that in a just-in-time manner for the situation when two or more trains still decide to take the same path or try to use two crossing paths. \n \n \n \nSo what would happen is that most drive-through stations would be avoided automatically since trains stop there to load/unload adding up to the time-spent ratio. \n \nHeavy load crossings would also be avoided because more trains using a crossing would also mean that the time-spent ratio goes up.", "date": "2016-12-25T20:41:11+00:00", "quotes": [] }, { "author": "fregate84", "content": "I found a way to add a (big) penalty to a path : viewtopic.php?f=194&t=40067", "date": "2017-01-18T22:11:44+00:00", "quotes": [] }, { "author": "phi1010", "content": "For me, it does not work depending on a the count of green signals on both paths (don't ask me why, I don't understand it. More green signals on both routes seem to make the path recalculation more probable change the path) and fails as soon as one single train is on the correct route, causing a red signal and a \"train blocks the path\"-penalty to appear there. \n \nThus, red signals alone don't seem to work reliably enough to trick a train into taking an extra round (a waiting circle before entering a station, just making the path longer than necessary to let other trains pass) -- here a configuratble penalty signal with an infinite penalty (equals \"no rail at all\") would come really handy to make trains take the \"wrong\" turn on purpose, if it could enforce a path recalculation (not only when the train stops, since we can't check whether a train has actually stopped at a closed signal).", "date": "2017-03-05T17:38:18+00:00", "quotes": [ { "author": "fregate84 wrote:", "content": "" } ] }, { "author": "fregate84", "content": "Agree. A simple way could be a check box on train stop who only allow train who stop to the signal.", "date": "2017-03-05T21:17:51+00:00", "quotes": [] }, { "author": "", "content": "Now playing again 100+ hours with trains. \n \nWhat I found is this: \n- The current pathfinder tries to keep the train going. \nThis is useful, cause in many cases, even if one train is going a longer way it is for the network as whole much better to keep the transport fluid. A stopped train takes time to be stopped and accelerate. In that time the running train is half through the longer path. \n- Even if we have a paththru station: That would not guarantee, that the train will run before or after that passthru exactly the shortest path. You cannot guarantee that and for a game in that size/dimensions of Factorio it doesn't make sense to force that, cause the pathfinder is in 70-90% much smarter than the player (for the mass of transports): See above! \n- The current pathfinder already tries to avoid train stops. But not enough. I think this will be increased a lot in 0.15. \n \n \nAnd from that follow these ideas: \n \n- The faster a train is, the more unlikely it should be to take a path, that makes him stop now. \n \n- What's missing here is more transparency, why a train now takes this path instead of that. The player should see (eventually a debug-view) somehow, what are the pathes that has been checked and why this one is currently the best. Could be primitive and complicated feature yet, and then we will see, if this is really useful. \n \n- I thinks to a more clever scheduling when the train can choose between different stops: Trains should have an ETA time (A super simple distance/speed calculation). And train stops should store an average stop-time. With that numbers (and some more already generated) a train can occupy an estimated time-window at a train stop and compare that with other train stops (of the same name). And then choose that one, which occupies the least time (with the biggest open time-window). This would allow really clever train-routing without doing anything. \n \n- It's a good question, if Factorio should make the train logistic too simple for the player (by adding more clever automation). But I think this looks simple when you are playing in a small Factory. But when you try to make the factory bigger it becomes soon quite annoying, cause it is more and more like micromanagement and you wish more and more, that it just works. \n \n- So it is eventually also an idea to be able to force a recalculation by train-signal. For example: an \"T\" (for Trigger) into a train-signal triggers the next train to recalculate the path and the signal sends as confirmation (when a train has received that) the \"K\"-signal (for OK). Which doesn't mean that the train changes it's path, but it recalculates it. If some next signals are red then or if there is a train of a train stop, it is perhaps now the better way to go around. And vice versa. But it doesn't force the train to go that way, cause in general the pathfinder is much better than any player, cause he is so much faster. So if a train still insists on going that way, well, then it is so. The main thing is, that the train does it's job.", "date": "2017-03-06T18:20:43+00:00", "quotes": [] }, { "author": "fregate84", "content": "agree ssilk, but for me, you forgot the main problem. Train can choose any \"shortest path\", even a \"waiting way\" to a station, who will block all other train. \nSo I think we need something to ask pathfinder not to use this way if any other way is available. \n \nlet me illustrate my point of view : \nWhen my iron plate train (green line) stop to unload, the waiting way are block. Because I do not use lot of plate, train can take 10 min to unload. \nSometime, a other train choose the \"waiting way\" as best path (because of congestion). like the red line. This thing create lot of problem and congestion on my entire base, and finish to block all my train.\n \n \n \n ScreenShot001.jpg (251.5 KiB) Viewed 14896 times \n \n \n \n \n \n ScreenShot002.jpg (72.96 KiB) Viewed 14896 times", "date": "2017-03-07T09:59:57+00:00", "quotes": [] }, { "author": "Optera", "content": "The easiest way to allow players flagging certain paths as reserved would be the ability to add a path penalty to signals via circuit network.", "date": "2017-03-07T12:18:21+00:00", "quotes": [] }, { "author": "mrvn", "content": "Unless there are more signals off screen your train station has less signals than the pass through. Even with an extra signal off screen they would be equal. The train station itself must cost in the path finder or trains would always go that way. \n \nI imagine what happened was that the red train picked a path at a time when no train was stopped at the train station but a train was on the pass through. Going by the station therefore was the only way without stop. And since the train isn't hitting any red signals before the branch it doesn't recompute. \n \nI think you can do 2 things here to make this happen less often with your current design: \n1) less signals on the pass through / more on the stop. \n2) turn the last signal before the stop red if all the signals in the waiting bay are green. \n \nThere is also a simple thing you can do to prevent excessive waits if it odes happen: Add a condition to the green train to leave the station if there is a train waiting behind it. Maybe combine that with \"and 30s passed\" or use combinators to send a signal if a train has waited there for 1 minute.. \n \nYou could also change your design and make the exit of your train stop before the entry. You branch off the main line, make a half turn, have your waiting bay and then your station going backwards and then another half turn to join the main line again. Or branch off with a quarter turn, waiting bay, half turn, station, quarter turn and join. The drawback there is that a half turn takes more space than a simple parallel line. But with the exit of the station before the entry no train will ever pick that route by accident because not picking it will always be cheaper no matter what. I used this \"_O_\" design in a few places and put the whole factory for that stop into the O with great success.", "date": "2017-03-07T15:22:27+00:00", "quotes": [ { "author": "fregate84 wrote:", "content": "" } ] } ]
19
2016-03-20T13:23:41-05:00
forum-topic-127056
127056
Red science not unlocking & White science not unlocking
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=127056
nightwolfmilan
hiii i have probleam with Red science not unlocking & White science not unlocking im using mods 1 .png (238.1 KiB) Viewed 72 times 2 .png (125.24 KiB) Viewed 72 times this is my mod list... i need instant blue print mode, Furnace for high speed... please help me,..
[]
0
2025-02-22T09:16:28-06:00
forum-topic-101173
101173
FAQ of how to make a modpack for the Mod Portal?
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=101173
Normal69
Howdy? Could you help me please about how to make the necesary things to upload a modpack to the Mod Portal? I've googled for it, and searched here, but haven't found anything useful. Looking into a modpack-zip I saw that the info.json is the key, but I've rather automate the naming and version numbers, wouldn't do it without the exactt knowledge. The best would be a written description, if possibble, or a link to one. Thank you, and Happy This Year.
[ { "author": "vjbone", "content": "Like this? viewtopic.php?f=190&t=93136 \nMake modpack mod that has needed dependences. Use that mod to make edit things in other mods and your own scripts", "date": "2022-01-08T09:36:48+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Technically, the mod portal does NOT support mod packs, only (separate) mods with dependencies. \n \nOne reason why the the above official version of the Sea Block modpack is NOT on the mod portal is because the mods it depends on (themselves by a variety of modders) could in new versions decide to break compatibility (or just change the balance in unexpected ways). \n \nThere's probably a way to force the dependencies to use a specific (range of ?) versions, but I'm guessing that Sea Block doesn't do it because it would be *not* flexible enough, and involve too much faffing around in text files, while there's a much easier workflow of just zipping the mods ?", "date": "2022-01-08T10:30:43+00:00", "quotes": [] }, { "author": "robot256", "content": "If you do upload a mod using dependencies to form a pack, do make sure to put your name in the title so people don't confuse it with something else.", "date": "2022-01-08T13:44:58+00:00", "quotes": [] }, { "author": "Normal69", "content": "Thank you for beginning communication! \n \nLike here: https://mods.factorio.com/tag/mod-packs?version=1.1 \n \nMore exactly from where I could get the dependent mod names into the info.json, like these for example:\n Code: Select all \"dependencies\": [\n \"aai-containers >= 0.2.9\",\n \"aai-industry >= 0.5.11\",\n \"aai-programmable-structures >= 0.7.3\",\n \"aai-programmable-vehicles >= 0.7.15\",\n \"aai-signals >= 0.6.1\",\n \"aai-signal-transmission >= 0.4.4\",\n \"aai-vehicles-chaingunner >= 0.6.1\",\n \"aai-vehicles-flame-tank >= 0.5.1\",\n \"aai-vehicles-flame-tumbler >= 0.6.1\",\n \"aai-vehicles-hauler >= 0.6.1\",\n \"aai-vehicles-laser-tank >= 0.6.4\",\n \"aai-vehicles-miner >= 0.6.1\",\n \"aai-vehicles-warden >= 0.5.3\",\n \"aai-zones >= 0.6.4\", \n\nI'd rather don't mistype anything, so just wanna be sure from where I could get the exact name field identifiers?", "date": "2022-01-08T17:55:47+00:00", "quotes": [ { "author": "vjbone wrote: Sat Jan 08, 2022 9:36 am", "content": "" } ] }, { "author": "vjbone", "content": "In info.json of mods that will be in modpack. there you can find line name and version", "date": "2022-01-08T18:11:34+00:00", "quotes": [ { "author": "Normal69 wrote: Sat Jan 08, 2022 5:55 pm", "content": "" } ] }, { "author": "Normal69", "content": "You see my problem finely - where can I find that info.json? \nI've searched (with total commander) for it in the game/settings-saves/ModMyFactory directories, but haven't found it: \nc:\\Users\\Normal\\AppData\\Roaming\\Factorio\\ \ng:\\Games\\ModMyFactory\\ \ng:\\Games\\Steam\\steamapps\\common\\Factorio\\ \n \nShare your knowledge with me please! \n Unless you mean I should go separately into all mod zips, and take the names from their info.json. \nI'm a bit sleepy, thanks.", "date": "2022-01-08T19:20:00+00:00", "quotes": [ { "author": "vjbone wrote: Sat Jan 08, 2022 6:11 pm", "content": "" }, { "author": "Normal69 wrote: Sat Jan 08, 2022 5:55 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "Yes, from their info.jsons... but which should also be the same as the name of the mods zips/folders themselves (give or take some capitalization ?)", "date": "2022-01-09T00:24:20+00:00", "quotes": [] }, { "author": "vjbone", "content": "In tc there is search in zip archives. Every mod has this file inside main directory. \nYes you can copy paste archive names but IMO check files", "date": "2022-01-09T05:53:10+00:00", "quotes": [] }, { "author": "Normal69", "content": "Thanks! \n \nSo as usual, no more amount of work and tries, as configuring a minecraft modpack. \n \nI cross my fingers to work for the first time: \n https://mods.factorio.com/mod/unholy_legacy", "date": "2022-01-10T15:49:58+00:00", "quotes": [] }, { "author": "Qon", "content": "Yes. But the file \"mod-list.json\" in your mod folder contains the internal names of all your mods. It doesn't contain version number though, but you can see that from the file names of the mods. If you want a faster way to find the internal names of the mods that is.", "date": "2022-04-10T11:26:52+00:00", "quotes": [ { "author": "Normal69 wrote: Sat Jan 08, 2022 7:20 pm", "content": "" } ] } ]
10
2022-01-08T02:13:11-06:00
forum-topic-127287
127287
[Rseding91] [2.0.39] Map Tags cannot be moved with Shift-Click shortcut
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127287
eugenekay
What did you do? Open Remote View Mouseover a Tag/icon previously placed on the map Shift-Click to move the Icon What happened? Icon stays in place What did you expect to happen instead? It might be obvious to you, but do it anyway! Icon would follow the mouse cursor / move for placement Does it happen always, once, or sometimes? Since updating to 2.0.39, using Shift-Click - worked in 2.0.38 and previous Tags can be moved normally via the "Move" icon in their dialog box. Tags can be pipetted(using "Q") and placed on the Map Click-dragging on an Icon moves the map - this has not changed. Changing the Primary and Secondary binding for "Move tag" to other combinations (Right-click, Alt+Left-click, Etc) also do not work. I have reviewed the Control settings for "left-click" and friends; I do not think I have made any changes to these, but I have not cross-checked with the Defaults. Screenshot 2025-03-05 140528.png (189.07 KiB) Viewed 964 times Thanks for reading!
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-05T20:26:51+00:00", "quotes": [] }, { "author": "AnriMachishiro", "content": "FYI, not only the shift+left-click becomes unavailable, but also long-pressing left-click.", "date": "2025-03-06T06:14:40+00:00", "quotes": [] }, { "author": "Usul", "content": "Really? 2.0.40 release notes do not mention this here bug #664872.", "date": "2025-03-12T18:39:59+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Mar 05, 2025 8:26 pm", "content": "" } ] }, { "author": "", "content": "That's the post number, not the topic number. The topic number 127287 which is referenced in the 3rd line of bug fixes in 2.0.40 changelog.", "date": "2025-03-12T18:56:45+00:00", "quotes": [ { "author": "Usul wrote: Wed Mar 12, 2025 6:39 pm", "content": "" }, { "author": "Rseding91 wrote: Wed Mar 05, 2025 8:26 pm", "content": "" } ] }, { "author": "eugenekay", "content": "Works for me. \n \nTry testing before Replying.", "date": "2025-03-12T23:34:52+00:00", "quotes": [ { "author": "Usul wrote: Wed Mar 12, 2025 6:39 pm", "content": "" }, { "author": "Rseding91 wrote: Wed Mar 05, 2025 8:26 pm", "content": "" } ] } ]
5
2025-03-05T13:10:59-06:00
forum-topic-18281
18281
(0.15.10) MoWeather 0.4.0 - Page 3
MoMods
https://forums.factorio.com/viewtopic.php?t=18281&start=40
pezzawinkle
please take this idea as complete and utter sarcasm While your at it with seasons, you could change the default temperature of water to be lower in winter (say 10C) and warmer in summer (say 26-30ish)... This could have the potential to mess with the other form of power production, unless they are still acting as magic box's.
[ { "author": "ludsoe", "content": "Just a heads up guys, Mo-weather V 4 should be released now. (My mediafire mirror is already updated and ready to go. But I seem to be having issues with mods.factorio) \nThis update includes everything in the experimental released before, as-well as configurable settings. (I can add more on request.) \n(My testers were unavailable this week, so this build isn't fully tested. Be warned.) \n \nThere's currently 3 presets in this release. \n \nNone: Disables the weather systems --For those who only want the time control settings. \nDefault: The standard experience, should have a balanced setup for weather providing all the systems. \nRainWorld: Theres a huge focus on rain, its mostly overcast or raining. Solar power is nearly useless in this setting. \n \nThere's a weather announce setting on a per player basis, it only supports English locales currently.", "date": "2017-05-14T15:46:03+00:00", "quotes": [] }, { "author": "ZombieMooose", "content": "Have you tried the portal again?", "date": "2017-05-17T13:20:48+00:00", "quotes": [] }, { "author": "ludsoe", "content": "It appears to of finally worked.", "date": "2017-05-17T17:48:34+00:00", "quotes": [] }, { "author": "Jeroen D Stout", "content": "Ahh, my other favourite game of the year \n \nThis mod looks very nice and I like the idea a lot!", "date": "2017-05-18T12:58:21+00:00", "quotes": [ { "author": "ludsoe wrote:", "content": "" } ] }, { "author": "Tekero", "content": "Hi! Can you please update this mod to Factorio v0.16? Thanks in advance!", "date": "2018-03-05T20:45:58+00:00", "quotes": [] }, { "author": "Nukeist", "content": "Seconded with a pretty please on top", "date": "2018-03-06T10:10:01+00:00", "quotes": [ { "author": "Tekero wrote:", "content": "" } ] }, { "author": "steinio", "content": "0.17 experimental version. \nNot tested in multiplayer.", "date": "2019-12-22T22:48:34+00:00", "quotes": [] }, { "author": "Unknow0059", "content": "Would be cool to have it for 17", "date": "2020-05-29T05:16:48+00:00", "quotes": [] }, { "author": "steinio", "content": "One post above yours i posted the file for 0.17 or do you mean 0.18? \nThat would be here: https://mods.factorio.com/mod/moweather-se \n \nCu, steinio.", "date": "2020-05-29T14:45:24+00:00", "quotes": [ { "author": "Unknow0059 wrote: Fri May 29, 2020 5:16 am", "content": "" } ] }, { "author": "Unknow0059", "content": "Oh, I'm sorry. I did read that post but didn't see the attachment. Thank you.", "date": "2020-06-05T11:31:50+00:00", "quotes": [] } ]
10
2015-12-09T17:18:38-06:00
forum-topic-126809
126809
Personal Tesla Defense Mod
Mods
https://forums.factorio.com/viewtopic.php?t=126809
pluralmonad
Hello, fellow engineers! I've been playing Factorio since 2020 and have used mods heavily most of that time. My first Space Age playthrough was vanilla just to experience the game as intended at least once. But everything since then is always full of mods. I recently created my first official mod and wanted to post it here to see what people think (link at bottom). It is a copy of the personal laser defense equipment that fires the same beam as the tesla turret. I really like the addition of the tesla weapon types and wanted my engineer to have access to this tech for personal defense in late game situations. I must say that the experience of creating a Factorio mod could not have been smoother. It is clear that a ton of love went into making Factorio very extensible. Anyone wanting to dip their toe into modding should check out the earlier versions of the mod as it shows essentially a barebones setup to add something to the game. I expected to have a hard time adding configurability to the mod but adding settings was as straightforward as everything else involved in modding Factorio. I am a software developer/DevOps engineer by trade and enjoy writing code and automating everything. So I wanted to share the little script I have been using to facilitate faster iterations on my mod the last day or so. It is not super clean, but has really reduced the amount of manual file editing I need to do for each iteration (and forgetting to sync up all the versioning in files). It is a bash script meant to run on a Linux machine. Even if the script as is would not be useful to you, maybe it will give ideas on how to streamline your own mod development lifecycle. Any questions, suggestions, or requests for the script or mod can go here or on the mod discussions. The factory must grow! Cheers! https://mods.factorio.com/mod/PersonalT ... eEquipment
[ { "author": "pluralmonad", "content": "The attached screenshot is the directory/file structure that I use with the above attached script. I run the script like Code: Select all bash ./dev.sh test or Code: Select all bash ./dev.sh pkg depending on if I am testing or packaging for release. \n \n \n \n Screenshot from 2025-02-12 20-07-43.png (24.16 KiB) Viewed 220 times", "date": "2025-02-13T02:11:08+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Neat! \n \nThis will hopefully simplify my Spidertron Cleanup Squad assigned to Gleba… lasers and rockets don’t always cut it. There are a lot of “kitchen sink” weapons mods that go too hard; this looks to be a nice Vanilla-wishlist style addition. \n \nCan you please upload the mod source to GitHub as well? Thanks for the hard work! \n \n \n-Eugene", "date": "2025-02-13T02:12:59+00:00", "quotes": [] }, { "author": "pluralmonad", "content": "I did not since the mods are not compiled and essentially open source by default (and I have avoided Github since its acquisition). If it would be valuable I will get some code put up there anyway. \n \n \nEdit: added to Github and link is now on the mod page.", "date": "2025-02-13T02:51:33+00:00", "quotes": [] }, { "author": "pluralmonad", "content": "I have added a couple features to this since posting here. The best one is that the personal tesla defense can now fire a fully configurable custom beam (same graphics). All the values that seemed valuable to me now have knobs to turn and adjust the custom beams behavior in startup settings. \n \nHopefully this makes the mod more accessible to many more play styles.", "date": "2025-02-13T22:36:11+00:00", "quotes": [] } ]
4
2025-02-12T19:20:05-06:00
forum-topic-125482
125482
A boost to Nauvis
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125482
cruel
I love Nauvis but I feel like it is just too repetitve, just doing the same stuff over and over and being able to stop any biters with minimal defenses in a few hours. I think a new biter and mechanic could make the game a bit more fun IMO. Starting from electric furnaces, we could add a new mechanic called, "Radiation". Radiation would be a slow expanding invisible gas that would expand to the same extent as pollution. With this new mechanic there would be some new monsters that could evolve. The normal biters could turn into stronger and more resistant, called the "Adamant Biter". This Big, Purplish, Veiny biter could have immense strength with added resistance to the artillery shells, bullets, and electric weapons including laser turrets and tesla guns. The only way to effectively kill them would be with the Railgun turret. There could also be new biter spawners and new spitters. The new "Plasma Spitters" would spit a blueish purple acid that could expand and destroy defenses way faster. They would be purple or other colors like that. The spawners also could be resistant to artillery shells, the new spawners would be bigger with more health. And adding like an Tungsten Rod cannon in space could help with killing these spawners. To add onto the Radiation, the way this mechanic works is that as it expands, and you decide to stop your production, your radiation could either A. come to a complete stop in the middle, or B. even with everything idling, it could give off a small amount of Radiation per furnace you have (Or other advanced late game building). But even with A or B, the Radiation won't decrease from a big circle to a smaller circle like Pollution, but opposite, the core of the Radiation will dissipate (Core of your base) before the Radiation further out. I believe this could add some good challenge at Nauvis instead of getting a wall up, and then just sitting and nothing can happen to you.
[ { "author": "Khazul", "content": "You should have a look at this list of biter mods: \n https://mods.factorio.com/user/MFerrari", "date": "2025-01-02T21:59:04+00:00", "quotes": [] }, { "author": "angramania", "content": "There are enough mods improving enemies in very different and interesting ways. And of course there are even more mods improving arsenal. If you think that your idea is better than all of them then create your own mod.", "date": "2025-01-02T23:44:19+00:00", "quotes": [] }, { "author": "jaylawl", "content": "Gotta agree that these sound like ideas more suitably for modding. Not because your ideas sound bad, but because biters are unlikely to change so significantly. If you don't want any mods the best you can do for now is to release a few legendary grade biter spawners, easily possible in vanilla gameplay. These will spawn expansion groups.", "date": "2025-01-03T01:34:09+00:00", "quotes": [ { "author": "cruel wrote: Thu Jan 02, 2025 7:15 pm", "content": "" } ] }, { "author": "kitters", "content": "You should see this first: \n viewforum.php?f=80 \n viewtopic.php?f=6&t=30240 \nThere are already many suggestons about new biters. And many mods implementing it. \nAnd many abstract and general suggsetions about adding completely new mechanics. \"Hi, love your game, but would like to see more resourses like gold, nickel, mercury...\"", "date": "2025-01-03T19:46:45+00:00", "quotes": [ { "author": "ssilk wrote: Thu Apr 21, 2016 9:41 pm", "content": "" }, { "author": "", "content": "" } ] } ]
4
2025-01-02T13:15:04-06:00
forum-topic-126686
126686
Add related_transport_belt to LuaEntityPrototype
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126686
PietersieliePC
I've been working on a mod that adds some useful upgrade options and configurations when dealing with belt networks and spaghetti where dragging a base game upgrade planner is unfeasible. One of the features I want to add is upgrading only belts of the same tier as the originally selected belt. To do this, I need to be able to determine the splitter, transport belt, and underground belt of the relevant tier, e.g., if my initial selection is `fast-transport-belt`, I want to find `fast-splitter` and `fast-underground-belt` as well. Finding transport belts and underground belts that are related is easy given that the `related_underground_belt` property is exposed in `LuaEntityPrototype`. However, while `SplitterPrototype` has a similar `related_transport_belt` property, it is not exposed in `LuaEntityPrototype`. My main motivation for this request is compatibility -- while I can easily make a list of known tiers and use those prebuilt tables, it would be significantly easier for other belt mods to ensure compatibility with my mod by allowing the tier table to be built at runtime request. If I can write all my code without once using a hardcoded prototype name, that would be great.
[ { "author": "curiosity", "content": "It doesn't mean what you want it to mean. Better check belt speed instead.", "date": "2025-02-08T15:27:55+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "PietersieliePC", "content": "Belt speed can conflict if multiple belt tiers have the same speed (e.g., Space Exploration express and space, or the various deep space belts). All I want is an identifier, and EntityID is enough for me to use or filter a search on.", "date": "2025-02-08T21:26:28+00:00", "quotes": [ { "author": "curiosity wrote: Sat Feb 08, 2025 3:27 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Muche", "content": "How is your mod planning to cope with modded belts which leave the (optional) related_*_belt properties empty, or use the same reference for various splitter tiers?", "date": "2025-02-08T22:16:20+00:00", "quotes": [] }, { "author": "PietersieliePC", "content": "If the property isn't set, it fails safely and I will add a message that the user should contact the author of the belt mod to add compatibility. If the demand is there, I might add a compatibility user option that will, if set, use the belt speed if the properties aren't set.", "date": "2025-02-09T16:33:24+00:00", "quotes": [ { "author": "Muche wrote: Sat Feb 08, 2025 10:16 pm", "content": "" } ] }, { "author": "curiosity", "content": "That's the trivial of the two situations. What about the other one? What will you do when there's a completely unrelated belt there (most likely a vanilla one)? It's a valid use of the API. \nNot to mention that the other mod's author will be completely in the right to shoot down your (by proxy) request. They don't need an external belt sound for their splitter.", "date": "2025-02-09T22:37:01+00:00", "quotes": [ { "author": "PietersieliePC wrote: Sun Feb 09, 2025 4:33 pm", "content": "" } ] }, { "author": "PietersieliePC", "content": "Why would they need an external sound to point to a belt that's not vanilla? The sound properties are set in the TransportBeltPrototype. I am unaware of a mod that adds only splitters and not a corresponding belt. Therefore, I don't think there's any reason except misunderstanding to have that property set to a vanilla belt rather than the corresponding mod belt, even if it is allowed by the API. Regardless, if the splitter is set up to have an unrelated belt in that property, then there is no way for my mod to know. I will leave it as a potential issue on the mod's description, with the recommended remedy for the belt mod. The only way for me to resolve it in my mod (rather than on the belt mod's side) would be to hard code the tiers for every mod that adds a belt tier, and update on every version that changes it. I do not think that is good development practice, especially when a relatively trivial and clean alternative is available. And while there is no obligation for other mod authors to set the two properties I use, there is equally no obligation on me to support those mods. Hard coding the vanilla tiers and leaving it at that would've been easier, but since there is a potential solution to support most if not all other belt mods, I don't see why it's not worth pursuing.", "date": "2025-02-10T08:30:40+00:00", "quotes": [ { "author": "curiosity wrote: Sun Feb 09, 2025 10:37 pm", "content": "" } ] }, { "author": "protocol_1903", "content": "When doing mods like these, I prefer to use entity-name instead of any other properties. (Most) mods follow the same conventions for naming similar entities (pipes, splitters, pipe to grounds, underground belts) so by knowing what the convention is, you should be able to find what the associated prototypes are.", "date": "2025-03-05T16:45:14+00:00", "quotes": [] }, { "author": "PietersieliePC", "content": "There are many solutions, yes. But I'm not looking for a way to do it. I'm asking for the right way to do it to be made available. I have a working hack to smuggle the relevant information from the prototype/data stage through to the control stage. But that's not the right way to do it, and it adds an overhead to update if Factorio updates. If this property is available, it just simplifies any work I need to do and greatly helps compatibility with other mods.", "date": "2025-03-06T07:31:14+00:00", "quotes": [ { "author": "protocol_1903 wrote: Wed Mar 05, 2025 4:45 pm", "content": "" } ] }, { "author": "curiosity", "content": "But it's the wrong way. The property doesn't mean what you want it to mean.", "date": "2025-03-06T11:04:12+00:00", "quotes": [ { "author": "PietersieliePC wrote: Thu Mar 06, 2025 7:31 am", "content": "" } ] }, { "author": "protocol_1903", "content": "If there's ever any convention, something's going to break it. You just need something that works 95% of the time, then you can work around the rest with a more manual approach. Most of my mods don't work in combinations because there isn't an established convention, or the established one is broken. Just gotta roll with it.", "date": "2025-03-07T01:45:34+00:00", "quotes": [ { "author": "PietersieliePC wrote: Thu Mar 06, 2025 7:31 am", "content": "" } ] } ]
10
2025-02-08T08:04:32-06:00
forum-topic-74067
74067
Technology popup
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=74067
DaveMcW
After completing the "Repair the lab and Assembling machine" objective, the technology tree gui opens. But all technologies are still disabled, so it just confuses the player. After you close the technology tree gui, the "Unlock new recipes" mission starts and then you have to repoen the technology tree gui to select Basic electronics. It would be nice if there was a way to suppress the initial technology tree popup.
[ { "author": "valneq", "content": "Yes, it happens quite frequently that a technology is the current objective, and you see the technology popup before you get the \"objective accomplished\" message. I quite frequently spend some time in the technology view when it opens. This makes me forget which objective I have just accomplished, and I am wondering about this question when I see the message once I finally close the technology window. And as DaveMcW said, new technologies can become available only after you get the message, and you have to immediately re-open the technology tree to see it different from what you have just spent some time looking at. \n \nThis does not feel like a logical order of events.", "date": "2019-09-03T20:41:21+00:00", "quotes": [ { "author": "DaveMcW wrote: Sat Aug 03, 2019 9:08 pm", "content": "" } ] }, { "author": "", "content": "I will be sure to consider this when we redesign the \"Technology complete\" popup.", "date": "2019-09-23T09:53:58+00:00", "quotes": [] } ]
2
2019-08-03T16:08:51-05:00
forum-topic-120608
120608
Simple way to cap a circuit signal at a maximum value?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120608
Mad Inventor
There's probably a very simple answer, but it's driving me crazy. How do I set a signal value to a maximum if it is above the maximum, but otherwise leave it alone? If I use a decider combinator with "less than or equal" it will output the value if it is equal to or below the maximum, but if the value is above the max, it will output nothing, not the maximum I want. If I add a second, parallel combinator with "greater than", I can't have it output the maximum because a decider can only output the incoming value (which is above the maximum) or 1. If I use a different signal (such as a gray color signal when I'm trying to cap the iron ore signal) with a constant combinator for the maximum, then a decider can be set to output the "input count" of that different signal if the one I'm trying to cap is higher. And then I will need to somehow swap it back to having that value on the original channel. With all the improvements that were made to circuits/combinators in 2.0 (or even ones before that I missed) there's got to be a way to set a maximum value without using 3-5 different combinators.
[ { "author": "brittlecracker", "content": "Hi! I have thought a little about it and can't find a clever way to do it. A naive way is to use two deciders and an arithmethic combinator:\n \n First decider reads input signal, if less than max, output that signal. \n Second decider reads input signal, if greater or equal to max, output 1 of that signal. Output of that connects to input of arithmetic combinator, which multiplies the value by the max and outputs it. \n Join the outputs of first decider and the arithmetic combinator and you will have the input value capped at max. \n \n\nWould that work for you? If so, here's a parameterized blueprint for that. It also uses a single constant combinator (on the other circuit color) that sets the max, so it's easier to update after the blueprint is placed. \n \n 0eNrVVc2OmzAQfhU0p7ZyVgsB2iD11HNOe1xFyMBksQS2a0x2o4gH6IP0xfokHZv8l91oK/VQIUXj8fx+33iyg6LpURshLWQ7EKWSHWSPO+jEk+SN00neImRQYSkqNLNStYWQ3CoDAwMhK3yBLBzYhAs3wtYtWlFOe0XDigFKK6zAMas/bHPZtwUaCssOoVxdlkt7HoiBVh35KulyUrxZGKd3CYMtiVH4+S6hVORojWryAmu+EeRFph2Wzqu7lCn9oRsGa9FYNNdau9WumI0wtqdOj9WNnc+WpPlOF9QCKaUyrTeikjU3vuQMvnpF7+BeDCv6qEbd8C2avMKuNEKPDcED2i6wNQYtfxFt3wYflh8DboPnWpS1v9hwoi6oOZmpoMCg5FpjBY6KKxyjU6UWsZmVNXZ2Er8vJ/xiwm8i1py9MRGTlBwCJp6QSpgRcsjiaXr2cXO6q8SRqPMTkbIWprP5HyPngKaJo6ru3aARu+R2ZnaTwcHNpOqt7u0rD+EihSNwAqT4GLjFSvTtDBtq2tBD0KrBSZiim8gnf438/L9A/uql/PrxE95Hhgugt7l/XvnaqDYXklwhW/Omw1eoStnb62oK2Pi9wJ5CX2H7D8FUGgnKcZl8ggOON3INfv6fqSEH+GPIQjZn4Yp5KfVSxCLSRXsp8RLZkBR6KabP6eiXPGKSEtKkpKPIx2Qjn/s+9lywg5DB4tTTcr///Lrz223vJaqT0YPqTYnB2FzgDZgzuGzvuJ5nRxYcELd3tkdFWGzpdPrDZNDwAglL+Mabsm8Ibfnk9nXghi8Yh4/Bhrr1mZI0WsSLRRLH9/E8SYfhN/HThN0= Copy blueprint", "date": "2024-11-09T22:37:02+00:00", "quotes": [] }, { "author": "BaggyK", "content": "Use a constant combinator to feed in the maximum value, then have two deciders one for less than the maximum which outputs the original item count, the other for greater or equal to the maximum which outputs the maximum input.", "date": "2024-11-10T09:50:40+00:00", "quotes": [] }, { "author": "mergele", "content": "That also needs a translation to a help signal and a delay to keep synchronous., bringing it up to 5 combinators. \n \nThis setup does it with 4\n \n \n \n 3.png (4.35 MiB) Viewed 1540 times \n \n \nYou can set the maximum per constant combinator feeding a virtual signal in, making setting it up and using it multiple times easier, but then you need a decoupler on the input to prevent side effects, so since I don't know your requirements I left that off.", "date": "2024-11-10T10:45:13+00:00", "quotes": [] }, { "author": "Nidan", "content": "The OP got very close to the solution. Instead of putting the maximum directly into the deciders, put it into a constant combinator connected to both deciders, using the other wire color. \nDecider 1: Each red <= Each green, output Each red \nDecider 2: Each red > Each green, output Each green \nYou can replace Each with the actual signal you're interested in if you don't want nor need the vectorized version.", "date": "2024-11-12T15:41:53+00:00", "quotes": [] }, { "author": "arl85", "content": "If I'm interessed in capping a single signal, I just found a simply method\n \n \n \n immagine.png (71.13 KiB) Viewed 1380 times \n \n \n\nconstant combinator with \"up arrow\" as maximum value (in this case DOT signal is for demo purpose, the signal I want to cap) \n \n \n \n immagine.png (337.72 KiB) Viewed 1380 times \n \n \n\nconnected to a selector combinator outputting first signal ordered ascending (so minimum value) \n \n \n \n immagine.png (244.31 KiB) Viewed 1380 times \n \n \n\nplus a convertor to go back to my signal \n \n \n \n immagine.png (301 KiB) Viewed 1380 times \n \n \n \nPlease note that both my solution and the previous blueprint work only if the signal you want to cap is > 0; in case of signal = 0, in both cases max will be returned \n \nedit: an improved version that works even when no input signal is provided. \n \n 0eNqVVd9vmzAQ/leQX2eqQEi3IHXStOdqL3uYlEbIgWtiDWxmm6RRxP++O3CARmnTipez74f9ff7uOLFN2UBtpHIsPbECbG5k7aRWLGU/RR04HVTiJdgLDGOcyVwry9LViVm5VaKkJHesAaP30rgGdzhToqKNPiJ8ZC3mqQJeWBq1/BOZPyaZ8ccymzoUxujDJHP+qTP/TDKTds0ZKCedhB50tzhmqqk2YBDOkC2MdLsKnMzDXFcbqYTTBovX2sqezRMj/PecHVkaRsu7BZ5TSAN57044Q2qd0WW2gZ3YS0zHnLFuhu6iq2XJ8SyNddmHYYHId4TMApWhWtYJevMZZ7oGI/yTf8FM3bi6mdb2pWph0HBgwhlrWyxWl+IIJrsQjVZ7MI6Egw5ZgIEi8LXoJS4ojMebQolkaPM+gYu7hafwW3udsimcvibj3shQyix9FqUF/8hTJt5CJGwOSL3aBg/UC0+K3OOOVNdwzQdc5xPex/V1wPX1UhpRfB2o7QPsaxtVem42jiop8b0ud282D2f/0IFwcFNpU3VBeH1SAF0/ZQ/dRkO8RbPZrF3j9xZ/K39Q2Kvg4XzMul8HBucPWOSP2JVVU/XTJjjqJjjQ01yhNxkuXUBOIrvRdjdV48tcdNl0tfp00wl1dDtUCWsv2PvO+KtamQJ30OZvdyb2C0udaVCiWwOgvGBbGkZ9a350AI/D8J3XwX5VKJ5AKqzsG5Wal9q2lupJ/d5JG4zsBrhSAAV1tQ7kc6C0z0VHbfRekkurrsABVcwpor84hWxBUX8iSAJEAQRnFfGIx3y+5qsYrYRHnRWjlaA176x4jRnDFOpZ8Ni9LvjZSBnJcqTicfiHkZh8kizGgF/9BT2pnHyvJ97QE+EgCuL+dqN0DycdVLgaf7aclWIDpb9aLsq8Kb14cXzarvriPl4my+UiSWbJfHHftv8B/VOiiQ== Copy blueprint \n \nconnect input signal here\n \n \n \n immagine.png (142.66 KiB) Viewed 1332 times", "date": "2024-11-15T17:49:40+00:00", "quotes": [] } ]
5
2024-11-09T09:52:45-06:00
forum-topic-126065
126065
Agri science spoilage is not fun, just annoying.
General discussion
https://forums.factorio.com/viewtopic.php?t=126065
mooklepticon
First off - I know it's mod able. I have it. I think it shouldn't have to be modded. It's really inconsistent and doesn't add anything. Every other end product on gleba doesn't spoil. Only science packs. Every other science pack doesn't spoil in any manner. Space logistics aren't robust enough to support the needless fine tuning for it. There is no trade off for science packs being able to spoil. They're just crappy.
[ { "author": "Nemoricus", "content": "It adds a unique challenge because it can’t be stockpiled, and is one of the few reasons to build platforms that are as fast as possible.", "date": "2025-01-17T13:55:47+00:00", "quotes": [] }, { "author": "waterBear", "content": "Factorio is a game that rewards finding solutions to complex design challenges. Gleba is the most difficult of the challenges presented. \n \nThe big rewards include biolabs (insanely good), explosive damage research (spoiler: Very useful for end game platforms going to shattered planet ), and research productivity upgrades (also requiring packs from Aquilo, which are not trivial to scale, either). \n \nIt is supposed to be hard, and to force you to master several facets of the game at once - space logistics, planetary logistics, and production on Gleba. Vulcanus is the easiest, not really presenting any challenges. Then Fulgora, which presents lots of challenges on-planet but none in space, then Gleba, which extends the challenge to logistics between itself and Nauvis, and finally Aquilo which extends the challenges to the whole playing field.", "date": "2025-01-17T14:22:50+00:00", "quotes": [] }, { "author": "adam_bise", "content": "The only thing I don't like about ag science is being unable to connect a wire to labs. If I can't read the research or missing items then all I can do it either keep a steady stream of ag science coming in whether it spoils or not or manually prevent ag science requests when they aren't needed. \n \nI've wired up a single lab by having it powered by an accu and using that to switch on other labs, but unless I am mistaken there is no way to \"tell\" that I am currently researching something that requires ag science. \n \nIt results in a choice between mandatory waste or manual intervention. \n \nHmm, I suppose I could setup one lab on gleba and detect if an inserter grabs an ag science pack, then turn on the rest of the biolabs and requests HMMMMMMMMMM But it will spoil and they will grab it anyway. Oh wait, I could detect if an inserter grabs a non spoilable science pack. OK NVM", "date": "2025-01-17T15:58:47+00:00", "quotes": [] }, { "author": "angal", "content": "This is awesome. Definitely \"auto Gleba halt\" doable now. \n \nThank you. \n \nAdditional thoughts/hints: \n If you get spoilage out of the lab - current research don't need ag science. If no science where inserted in lab for a long time, either need ag science/researches stalled for other reason", "date": "2025-01-17T19:31:04+00:00", "quotes": [ { "author": "adam_bise wrote: Fri Jan 17, 2025 3:58 pm", "content": "" } ] }, { "author": "waterBear", "content": "That is an interesting and seemingly unavoidable problem. I just planted recyclers at the end of my science belts for the overflow ag packs and left the lights on at Gleba. It's brutish, but fits. As someone else pointed out, resources on Gleba are \"free\" (everything grows back or breeds itself) so you don't really need to conserve unused products, just trash them immediately. Keep the science flowing forever...even if it's right into the trash.", "date": "2025-01-17T20:00:58+00:00", "quotes": [ { "author": "adam_bise wrote: Fri Jan 17, 2025 3:58 pm", "content": "" } ] }, { "author": "trancexpress", "content": "Making the packs themselves and transporting them is done with renewable resources; after a point its very easy to overproduce them at no resource cost. What difference does it make that you cant stockpile them? Just overproduce and burn the spoilage.", "date": "2025-01-17T21:41:43+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Genius! Thanks! \n I think I will read hand of ag inserter and spoilage inserter. If both are true then ignore, if only ag is true then begin a counter. This at a single lab on gleba with a trickle of all sciences. Thanks again!", "date": "2025-01-18T05:42:43+00:00", "quotes": [ { "author": "angal wrote: Fri Jan 17, 2025 7:31 pm", "content": "" }, { "author": "adam_bise wrote: Fri Jan 17, 2025 3:58 pm", "content": "" } ] }, { "author": "fatallight", "content": "It's not just that they turn into spoilage, they also provide less science the older they are. Which, by the way, I did not see explained anywhere. I had to notice by watching the packs get consumed by labs. \n \nI know that you can add quality to them which increases their spoil time but I haven't tried it yet. Does it also increase the amount of science they produce (over and above 1, not just by lessening spoilage)? As if stands, you're forced to scale up Gleba beyond the other sciences just to keep up, even if you've got the interplanetary logistics worked out.", "date": "2025-01-18T13:55:50+00:00", "quotes": [] }, { "author": "Muche", "content": "It's mentioned and shown in the Spoilables and research Tip & trick .", "date": "2025-01-18T14:21:16+00:00", "quotes": [ { "author": "fatallight wrote: Sat Jan 18, 2025 1:55 pm", "content": "" } ] } ]
9
2025-01-17T07:18:04-06:00
forum-topic-108645
108645
Recipe Unrandomizer
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=108645
Akillibirisi
It sounds a little weird giving this name to the topic, even more so considering there’s a mod that does the exact opposite, yet unpredictability makes it impossible to create precise production lines. I personally don’t like it when things go randomly out of control, input-starving or overflowing the lines. I hope there are people that agree with me enough to address this issue. My proposal is that chance based recipes work like machines with productivity modules, with chances of each item being produced turned into separate production progress, then added up in each subsequent production cycle, producing the chance based item if it’s progress exceeds 100% and adding the remaining excess progress into the next cycle. Example: Item A to Item B with 60% chance produces nothing in the first cycle. Second cycle produces item B (60+60=120) and adds the excess chance (120-100=20) to the next cycle. Third cycle will not produce the item (20+60=80). And fourth cycle produces item B again (80+60=140) then adds the excess (140-100=40) onto the next cycle and so on. Some items feature multiple chance operations like 25% chance each for producing 1, 2, 3, or 4 items in one cycle. This would be averaged to 2,5 items per cycle. I thought of this idea after playing Sea Block mod pack where lots of recipes were chance based. This would not be much useful for vanilla as there's only one such recipe. I was hoping that the modding API allows for an algorithm that converts all recipes, including modded ones.
[ { "author": "DarkShadow44", "content": "I mean, I'm not an expert but I don't think the engine allows for that. If possible, it would probably come with a massive UPS hit since you'd need to handle each machine individually.", "date": "2023-09-10T22:57:03+00:00", "quotes": [] }, { "author": "Akillibirisi", "content": "Mod would check and override all chance based recipes during startup then keep track of one or several recipe progresses, just as if a productivity module is attached. There may be a more friendly API to implement this behavior, I can't tell since it's beyond my knowledge. Though there's a vanilla feature already that works similarly so I don't really think it would be that resource intensive if implemented properly.", "date": "2023-09-11T00:10:57+00:00", "quotes": [] } ]
2
2023-09-10T16:54:19-05:00
forum-topic-106288
106288
script to keep latest+stable dedicated servers updated on linux
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=106288
quyxkh
Code: Select all #!/bin/bash # put this in your /opt/factorio or wherever you want your two server installs kept, # it'll check releases, do any fetching and set the `latest` and `stable` symlinks while getopts vx-: opt; do case $opt in # just debugging options here x) set -x ;; v) set -v;; *) echo $opt $OPTIND $OPTARG ;; esac; done; shift $((_=--OPTIND,OPTIND=1,_)) set -a declare -A url fn v size etag latest stable source /dev/stdin <<EOD $( export LC_ALL=C for version in stable latest; do ( checkurl=https://factorio.com/get-download/$version/headless/linux64 # scrape the HTTP bounce and download metadata for useful values curl -sLI $checkurl | sed -nE ' s,[[:space:]]+$,, /^HTTP[^ ]* 302/,/^$/ { /^location:/ { s,.* ,url['$version']=,p; s,\?.*,,; s,.*/,fn['$version']=,p s,\.tar\..*,,; s,.*_,v['$version']=,p } } /^HTTP[^ ]* 200/,/^$/ { /^content-length:/ s,.* ,size['$version']=,p; /^etag:/ s,.* ,etag['$version']=,p; } ' ) & done wait ) EOD fetch() { if [[ ! -r ${fn[$1]} || `stat -c%s ${fn[$1]}` != ${size[$1]} ]] then curl -C - -o ${fn[$1]} ${url[$1]} & fi } fetch stable; if [[ ${v[latest]} != ${v[stable]} ]]; then fetch latest; fi wait for version in stable latest do ( url=${url[$version]} fn=${fn[$version]} v=${v[$version]} size=${size[$version]} mkdir -p $v ln -sfT $v/factorio $version if [[ `stat -c%y $v` != `stat -c%y $fn` ]] then tar Cxf $v $fn || exit touch -r $fn $v fi ) & done wait
[]
0
2023-05-20T16:47:43-05:00
forum-topic-33661
33661
Get all popular mods in one zip (tracks popularity 24/7)
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=33661
luc
Am I the only one who does not feel like downloading every mod separately, for every server again and again? You don't have to anymore serverlist.lgms.nl/#downloadMods The mod pack downloader From this website you can download all popular mods in one zip file. It collects popular mods (played by 2 or more players) per game version so that you get the mods that are popular for (and definitely work with) your game version. It tracks 24/7, updates the mod pack every hour and calculates popularity over the past 7 days. The mod pack gets big quickly, for the latest Factorio version it's more than a gigabyte. Therefore there is an option to limit the size of the mod pack. This uses an algorithm which gets you the most bang for the buck: it divides every mod's popularity score by its size, and the ones with the highest score (most popularity per megabyte) get added first. This means that in a mod pack of 100MB, it will not add a 90MB mod if there are 50 other mods of 150KB that are nearly as popular. Let me know what you think and how it can be made even more useful! --- Note: this tool is integrated with the unofficial Factorio serverlist. See this topic for the Factorio serverlist.
[]
0
2016-10-02T07:55:46-05:00
forum-topic-127356
127356
Visualization of broken wires when moving
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127356
Viidi
Recently added a cool feature that allows you to keep the wire connection during the Cut-Move-Paste operation. If you Paste too far, the wires break. And sometimes it's hard to keep track of this. I'd like to add some kind of visual that will show which wires will break when moving.
[]
0
2025-03-09T07:18:02-05:00
forum-topic-126221
126221
phpBB upgraded to 3.3.14
This Forum
https://forums.factorio.com/viewtopic.php?t=126221
The forum software has been upgraded to phpBB 3.3.14. Please let us know if you run into anything that seems wrong.
[ { "author": "Tertius", "content": "If you attach an image with drag+drop, the image is uploaded but the attach tag text isn't added to the message text. You need to click the \"Place inline\" button, which was not required with the previous forum version as far as I remember.", "date": "2025-01-22T12:23:54+00:00", "quotes": [] }, { "author": "Nemoricus", "content": "It seems to have made the orange for thread titles darker, which makes them harder to read against the grey that this forum uses as a background.", "date": "2025-01-22T14:50:59+00:00", "quotes": [] }, { "author": "Muche", "content": "Am I using the special characters in search wrong? \nSearching (in bugreports) blueprint shift tile returns 29 matches. \nSearching blueprint shifts tile returns 3 matches. \nI expected blueprint (shift|shifts) tile to join the results. Instead it returned the same 3 matches as above, ignoring \"shift\" altogether. \nI think it worked before?", "date": "2025-01-29T15:07:17+00:00", "quotes": [] }, { "author": "Hares", "content": "What was the previous version so I could compare them in terms of changelog?", "date": "2025-02-04T21:19:27+00:00", "quotes": [ { "author": "Sanqui wrote: Wed Jan 22, 2025 12:10 pm", "content": "" } ] }, { "author": "", "content": "Three letter words are no longer searchable, so you can no longer search for e.g. \"car\". It would be really important to restore the old behavior.", "date": "2025-02-05T09:54:43+00:00", "quotes": [ { "author": "Sanqui wrote: Wed Jan 22, 2025 12:10 pm", "content": "" } ] }, { "author": "Amarula", "content": "Making the sad search even sadder does not seem a good thing. TBH it isn't that big a deal for me, when I want to search the forums, I go use my browser search. A morning chuckle from a forum search long ago: viewtopic.php?t=62504", "date": "2025-02-05T13:40:30+00:00", "quotes": [] } ]
6
2025-01-22T06:10:51-06:00
forum-topic-55502
55502
Copy contents of blueprint to a buffer chest.
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=55502
xenoxaos
I think being able to copy paste to a buffer chest from a blueprint could be helpful. This could be like copying an assembler to a requester chest. This could be helpful for quicker long distance placement like solar arrays.
[ { "author": "", "content": "Totally legit.", "date": "2017-12-21T20:44:34+00:00", "quotes": [] }, { "author": "wpirobotbuilder", "content": "Yes, this would be amazing. +1. I would use this for nuclear reactor expansion, where I need lots of materials if I want to add a new pair of reactors + turbines.", "date": "2017-12-23T00:13:00+00:00", "quotes": [] }, { "author": "invisus", "content": "Sorry for the necro on this, but I just spent a few hours searching through the forums, reddit, the mod portal, etc! \n \nVery much this! \n \nGiven that:\n \n Logistics bots source and target the logistics network basted on priority \n Construction bots fetch entities from the closest logistic chest \n \n \nIt makes complete sense to support pasting entity lists from blueprints into buffer chests given it's the second use case, \"as a more localized supply for construction.\" \n \n \n \nBeing able to copy your logistics requests from inventory to a buffer chest might be nice, but not specifically what I had in mind. \n \n \n \nAn interesting workaround in the steam forums from KoS about incorporating a pre-configured chest with your blueprint. This allows for easly Shift+RightClick (copy) and Shift+LeftClick (paste) to a new chest wherever you want it, or as she suggests, reblueprinting the chest to plop down. \n \n \nGiven the ease of copying the ingredients from an assembler's recipe into a requester chest , it seems to make a lot of sense to implement a similar QoL improvement to ease the use of buffer chests by allowing a player to paste a blueprint's entities.", "date": "2019-01-21T04:18:35+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "PanTobi", "content": "Ty 4 adding Upgrade Blueprint <3 \n \nSometimes when i want to go for example for new Oil i take my MK2 with BPorts and i go somewhere away from my Base where \ni don't have Roboports yet... so i need to pickup some items to my Inventory, go where i want and build Blueprint using my Inv. Bots \n \nBut sometimes i forgot to take some items or i take not enough to finish my Blueprint \nThats why, \"Blueprint Requester Chest\" Idea \n \n \nwe can put Blueprint to special Slot in this Chest and Chest will work like normal Requester Chest \nit will Request all items that You need to build selected Blueprint \n \nOnce Chest have all items for Blueprint it will give Signal or something ... \n \nChest also should have 3 Priority Levels \n1 - High -> Ignore all placed Prints on World and all Requester chest + Player / Deliver to Blueprint Chest \n2 - Normal -> Ignore all Requester chest and Player Request / Deliver to Blueprint Chest \n3 - Low -> Ignore Blueprint Chest / Deliver only if Items are not needed somewhere else \n \nit Would be also cool if BP. Req. Chest return Value between 1 and 1000 \ndepending on how big % of items from Print are already in Chest ... \n \nOfc. Chest should have Infinite amount of Space, because some Prints require a lot of Items. \nbut Chest should be also locked from puting items that are no need for Print", "date": "2020-04-10T09:00:50+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into older topic with same suggestion. \nLike this : https://mods.factorio.com/mod/blueprint ... est_revamp ? \nAlso related : viewtopic.php?f=6&t=14504", "date": "2020-04-10T12:04:30+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Moved to Implemented.", "date": "2024-12-13T22:57:13+00:00", "quotes": [] }, { "author": "", "content": "Agreed. For those not aware: clicking \"add section\" while holding a blueprint is a way in 2.0", "date": "2024-12-13T23:14:27+00:00", "quotes": [ { "author": "Koub wrote: Fri Dec 13, 2024 10:57 pm", "content": "" } ] } ]
7
2017-12-21T12:21:21-06:00
forum-topic-123232
123232
ISO a mod that sets "Use filters" for inserters on platforms
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=123232
runamucker
I think this is too much to ask the Devs, but it would make a nice QoL mod. The problem: 11-28-2024, 19-11-20.png (321.85 KiB) Viewed 475 times Mostly when I place inserters from the hub on a space platform I forget that they're going to immediately start pulling random items out of the hub, then I have to mine them and the spillage. Even when I remember, I have to place the inserter the wrong way, set the correct filter, then rotate it back in the right direction. A solution: I'd like a mod that causes all inserters placed on space platforms to initially have the "Use filters" checkbox checked.
[ { "author": "vadcx", "content": "I've had that myself even when playing around in creative. \n \nBut it's not all inserters, only those that are pulling from the space hub? I mean, no other place on a platform would really need manual whitelisting?", "date": "2024-11-29T08:56:39+00:00", "quotes": [] }, { "author": "runamucker", "content": "Yep, I'd be fine with that too. For a mod developer, it would be much simpler to do this for all inserters on the space platform rather than checking whether the grabbing end is in the hub. I'd be fine with unchecking \"Use filter\" on the other ones, or copy-pasting settings from one without filters, or using Ctrl-C.", "date": "2024-11-29T10:36:17+00:00", "quotes": [ { "author": "vadcx wrote: Fri Nov 29, 2024 8:56 am", "content": "" } ] }, { "author": "Kyralessa", "content": "You can copy an existing inserter (with Use filters on, but no filter set) to place a new one, or place new inserters with a blueprint, to achieve this.", "date": "2024-11-29T10:38:45+00:00", "quotes": [] }, { "author": "aka13", "content": "Yeah, you can, but that is quite a couple more clicks. I think the problem is that the envisioned playstyle by the devs is simply not hub-inserter-heavy, where it is not an issue. I enjoy designing the platform around the hub being a sorter-storage, and it gets REALLY annoying. I usually place an inserter sideways, set a filter, and then rotate it back in place, which is a lot more clicks than I find fun. I agree with OP that such a mod would be really great. \n \n \n \n 11-29-2024, 11-53-23.png (2.68 MiB) Viewed 416 times", "date": "2024-11-29T10:53:40+00:00", "quotes": [] } ]
4
2024-11-28T18:08:11-06:00
forum-topic-58560
58560
Color picker GUI
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=58560
Dune
When setting color for a locomotive, train station (and maybe for yourself with the /color command), it'd be nice to get a GUI of all the entities in game (including the colors in the 123,abc symbol area) and be able to select one to get its primary color. It's tough guessing numbers for iron ore, iron plate, copper etc. Thanks!
[ { "author": "djedeleste", "content": "TL;DR \nWhen typing in colour values in the RGB fields, have the existing value selected instead of putting the cursor at the end of the value. \n \n What ? \nI've been using the color picker somewhat largely today, while tuning colors of stations and trains to that of their content or destination. I'm using the Factorio cheatsheet to get RGB values corresponding to the items i want, so i want to type new RGB values on a lot of stations/trains. \n \nCurrent behaviour when tabbing or clicking to the fields is that the cursor is at the end of the current value. This means that to type a new value in, i need to either delete the previous one or just select it, and then type in the new values. \nSince we more often want to completely change the value (rather than slightly modify it), i think it would be more practical if the whole value was selected when tabbing to it or selecting the field, so that typing in a new value directly replaces the previous one without having to first select/delete it. \n \nThis behaviour would make the job shorter in most cases, and seems consistent with other programs in a lot of cases. \n Why ? \nMakes it easier to change RGB values of items than currently. \nEdit : just realized this behaviour already exists for train station names for example, so would also be more coherent inside the game too.", "date": "2019-04-07T18:27:10+00:00", "quotes": [] }, { "author": "Starfly", "content": "TL;DR \nColor-coding things in Factorio is annoying. \n \n What ? \nI love coloring things to have another level of identifying things. With the changes of parametrised blueprints and trains picking the color of their destination stop, I became already depressed by thinking about using the RGB-Picker again. \nWhen I want to color all my iron ore related trainstops in the same color, I have to manually mix a somewhat fitting color in a RGB mixer and then transfer this setting to all other train stations. If i build another iron ore mining outpost, i have to get their train station's color settings from some existing iron ore station or remember the RGB-numbers. \n \nTwo things would help here a lot, which can even be combined: \n1. The RGB-Picker has a button with a the list of all factorio items. These items act like a list of predefined colors, but showing items instead of the colors. When I click iron ore, it will set the RGB to mix a color representing iron ore (grey-white with tint of blue maybe?). Now I can consistently pick the same color for the same group without hassle. \n2. Color codings implemented as a parameter in the new blueprints. I define my train station blueprint: train station item parameter = X, defined when placed (e.g. iron ore); color=X(would also be iron ore as X=X, but picking the rgb settings of it). This way, I can use the parametrized blueprint for every kind of (solid) ressource and it automatically colors it fittingly. \n Why ? \nIt would let us chose consistent colors for the same items more easily. It also can be a foundation of other color related ideas, like defining lamp colors by circuit more easily.", "date": "2024-10-15T12:46:43+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged several threads with the same suggestion. \nAlso a few more loosely related suggestion threads : \n viewtopic.php?f=6&t=42705 (HSV color picker) \n viewtopic.php?f=6&t=49043 (recently used colors picker)", "date": "2024-10-15T14:13:32+00:00", "quotes": [] }, { "author": "plepper1", "content": "+1 to the parameterized color picker", "date": "2024-10-28T17:47:27+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "+1 from me. What I end up doing is alt-tabbing to a website that has the RGB colors listed. However, they're not always right and it'd be better if it was in game. Even listing the RGB on the factoripedia page would be an improvement.", "date": "2025-02-04T21:07:57+00:00", "quotes": [] } ]
5
2018-03-09T21:57:12-06:00
forum-topic-119149
119149
[MOD 2.0] Picklocks QuickBar Import/Export
Mods
https://forums.factorio.com/viewtopic.php?t=119149
picklock
Type: Mod Name: Picklocks QuickBar Import/Export Description: This Mod allows you to export your current quickbar and import it in a different save. License: MIT Version: 1.1.1 Release: 23.02.2025 Tested with Factorio version: 2.0.35 Compatible with Factorio: Space Age: Yes Download: mods.factorio.com Download-Url: https://mods.factorio.com/mod/PicksQuickbarImportExport Category: Utilities Tags: Blueprints Website: viewtopic.php?f=190&t=119149 Introduction This mod allows you to export the current Quickbar settings as a string and import it into another save. This makes it easy to transfer the Quickbar settings from an old save to a new save with little effort and without complications. This also allows Quickbar settings to be shared with other players. ! The import process is destructive. You cannot restore the old configuration once a string has been imported. ! +++++++ License MIT Link: https://opensource.org/licenses/MIT +++++++ Long Description - Story The mod was originally created by Therenas. However, he no longer updates the mod and has marked his mod as deprecated. I have adapted the mod to Factorio V2.0. I am publishing the mod with the kind permission of Therenas. This mod allows you to export the current quickbar as a string and import it into another save. This makes it easy and uncomplicated to transfer the quickbar from an old save to a new save. The quickbar can also be shared with other players. The content of the quickbar is exported / imported as follows: Items Quality of the items Blueprints are imported as empty blueprints The import / export process can be called up (depending on the mod settings) via a user-defined button at the top left or via the quickbar and keyboard shortcuts. The mod should be compatible with other mods. Currently German, English and limited French are supported as languages. ! The import process is destructive. You cannot restore the old configuration once a string has been imported. ! +++++++ Known Issues There aren’t any open issues. +++++++ When you find a problem, post it below and I will add it to the list of issues to be dealt with when possible. For more detailed discussions you can always send me a PM. As I’m not always online it may take a while till you get a response. I will consider the posts or issues I see, and do my best to work fixes into the mod, although I might not reply directly to every notice. +++++++ Regarding bugs, hopefully there will be few crashes and loading failures. I have solved all of these that I found by my local testing. Interaction with other mods is almost wholly untested. +++++++ Abbreviated changelog Version: 1.1.1 Date: 23.02.2025 Bugfixes: A bug has been fixed that caused a non-recoverable error if you confirmed an import string by pressing the Enter key after inserting it. --------------------------------------------------------------------------------------------------- Version: 1.1.0 Date: 30.11.2024 Features: Added the quality of items to the export string. Info: The comparator string cannot be imported because the modding API does not allow this. Graphics: Updated shortcut icon and increased its size to 56px. Locale: Updated and tweaked language files --------------------------------------------------------------------------------------------------- Version: 1.0.1 Date: 01.11.2024 Bugfixes: Changelog formatting corrected so that the changelog is also displayed ingame. --------------------------------------------------------------------------------------------------- Version: 1.0.0 Date: 01.11.2024 Info: Initial release Locale: English, German are available. Frensh (Taken from Therenas Mod or translated with deepl.com) License: MIT +++++++ Inspiration I want to thank Therenas for his approval to publish this mod. I also want to thank the Factorio team for making such an amazing game. It’s my favorite game at the moment. +++++++ A Note: In making this mod, I tried my best to work with the base assets and my own custom code. But it is possible that I missed something like a copied placeholder. If you find something that should not be there, please tell me explaining what it is, and I will try to rectify the matter as soon as possible.
[ { "author": "picklock", "content": "Update V1.1.0 for Factorio V2.0: \nDate: 30.11.2024 \n Features: \n - Added the quality of items to the export string. \n Info: \n - The comparator string cannot be imported because the modding API does not allow this. \n Graphics: \n - Updated shortcut icon and increased its size to 56px. \n Locale: \n - Updated and tweaked language files \n \nSee start post for details.", "date": "2024-11-30T16:09:59+00:00", "quotes": [] }, { "author": "picklock", "content": "Update V1.1.1 for Factorio V2.0: \nDate: 23.02.2025 \n Bugfixes: \n - A bug has been fixed that caused a non-recoverable error if you confirmed an import string by pressing the Enter key after inserting it. \n \nSee start post for details.", "date": "2025-02-23T09:06:00+00:00", "quotes": [] } ]
2
2024-11-01T17:05:45-05:00
forum-topic-106553
106553
No Graphics mod tool
Development tools
https://forums.factorio.com/viewtopic.php?t=106553
RedRafe
" No Graphics " mod is a tool I've been recently using while modding Factorio, especially for data-stage and early gameplay mechanics. It certainly earned a sweet spot among my tools and was crucial when dealing with big mod-packs, otherwise my computer could never have handled those. This mod (unreleased, but available on GitHub ) removes 80-90% of game sprites, allowing to drastically decrease loading times (at least for me, that I'm mainly working on an old laptop). I've been reluctant on releasing it on the mod portal, both because I feel there's still room for improvement in the code, and because I fear players might add it to their own saves and I don't like that idea. Here's my personal example on the "performance" boost on my 2015 laptop with integrated graphics dealing with big mod-packs. Loading times (from launch to main menu): 35.5 s (SpaceExploration) 22.0 s (SpaceExploration + No Graphics mod) = 13.5 s saved 149 s (Pyanodon AlternativeEnergy) 29 s (Pyanodon AlternativeEnergy + No Graphics mod) = 120 s saved There are many options to get better graphics, but not the opposite. Since this mod is more of a necessity/requirement for me to be able to work, if anyone is interested in contributing, please do. It can still be optimized in a lot of areas, and every speed boost is very welcome!
[ { "author": "eradicator", "content": "Feel free to take inspiration from my (now unmaintained) code https://mods.factorio.com/mod/eradicators-vram-saver", "date": "2023-06-09T17:09:04+00:00", "quotes": [ { "author": "RedRafe wrote: Thu Jun 08, 2023 4:10 pm", "content": "" } ] } ]
1
2023-06-08T11:10:54-05:00
forum-topic-80140
80140
Friday Facts #330 - Main menu and File Share Shenanigans
News
https://forums.factorio.com/viewtopic.php?t=80140
Here it is! (beep boop) https://factorio.com/blog/post/fff-330
[ { "author": "LegitimateTeddy", "content": "I for one would be interested in the 'Continue' button reconnecting to the last multiplayer server. I don't think it'd make much sense to have it on the top level of the menu, above both single and multiplayer otherwise. If it were meant to be a singleplayer-only feature, just put it in the singleplayer menu.", "date": "2020-01-17T16:31:39+00:00", "quotes": [] }, { "author": "Gergely", "content": "If we are talking about the main menu, you should make either it's background or foreground more lively at least. It doesn't give a good impression. \n \nEither have it load a factory as a background (similar to what open ttd does), a video, or exchange the movable window (which is movable for no reason) for something better. Or anything really. Just do something about it that makes it feel as active as the rest of the game.", "date": "2020-01-17T16:32:39+00:00", "quotes": [] }, { "author": "SRXcraft", "content": "Continue button should open a menu with the list of saved game if people want to continue playing one of their base not necessarily the latest save...", "date": "2020-01-17T16:35:37+00:00", "quotes": [] }, { "author": "Raphaello", "content": "hmm.. is \"pipes-in-satisfactory-test\" folder in one of screenshots some kind of CS-style trolling? \n \nAlso, I'm REALLY surprised by your QNAP finding. I'm currently waiting for a new batch of NASes to show up in the market to replace my aging DIY Ubuntu based fileserver. I will probably not use RAID on the NAS at all but rather rely on good backup strategy (I don't care too much about uptime).", "date": "2020-01-17T16:37:53+00:00", "quotes": [] }, { "author": "matjojo", "content": "Can we please get a way to save our direct connect games to somewhere? I like that it saves the last one, but I don't like keeping a list of ips and sites to connect to.", "date": "2020-01-17T16:41:05+00:00", "quotes": [] }, { "author": "billbo99", "content": "Personally I have never had any issues with my QNAP devices, and I have been using them for 5+ years. \nOne is in the garage as a backup target, the main one is in my office and I have it hosting a couple of virtual servers. \n \nI wonder what grade of hard disks they were using, from what has been said in the past getting IT gear in Prague isnt that easy.", "date": "2020-01-17T16:42:09+00:00", "quotes": [] }, { "author": "deef0000dragon1", "content": "I personally disagree. That would leave basically no differentiation between continue and Load Game. The point, as far as I can tell, with continue, is to give a one click, near zero time, solution to get playing the game. \n \n\nI agree with the continue server thing. I think that it would be REALLY cool if it went a step further and, assuming you had a save, and the server was down, it started a server, but that would require some shenanigans on the side of recording who all joined, to make sure someone else who was in the game has not done the same thing already. \n \nand as I stated above, one click, near zero time. I for one prefer a way to have it show up as quickly and prominently as possible.", "date": "2020-01-17T16:46:26+00:00", "quotes": [ { "author": "SRXcraft wrote: Fri Jan 17, 2020 4:35 pm", "content": "" }, { "author": "LegitimateTeddy wrote: Fri Jan 17, 2020 4:31 pm", "content": "" } ] }, { "author": "Lubricus", "content": "For the main menu \nI think Mods could be hidden behind settings. (Don't know if it's better just an...) \nI have only used the editor with the command line from a normal save, i have never made any scenario. So either I do it wrong or the menu should include opening a normal save with the editor.", "date": "2020-01-17T16:47:38+00:00", "quotes": [] }, { "author": "psihius", "content": "And that is why people shell out money for Synology NAS stations \n \nAlso, ZFS on Linux has issues and Linus recently wrote a whole tirade on why it will probably never be properly supported on Linux, so you might want to rethink your FS choices. But if anything, unRAID might be a good choice for your needs to host a file server on a PC", "date": "2020-01-17T16:47:45+00:00", "quotes": [] }, { "author": "Mathematician", "content": "Yep! Put the image of the last save as background. How perfect smooth transition into game after hitting \"continue\" button would it be...", "date": "2020-01-17T16:50:39+00:00", "quotes": [ { "author": "Gergely wrote: Fri Jan 17, 2020 4:32 pm", "content": "" } ] }, { "author": "deef0000dragon1", "content": "ALL software (including linux, OSX, insert favorite software here) has issues. And obviously you missed the \"misinformed statements by highly influential figures,\" link. ZFS has goods and bads, and for many, its all you need (and better then standalone raid). Espically in the form of freeNAS.", "date": "2020-01-17T16:55:41+00:00", "quotes": [ { "author": "psihius wrote: Fri Jan 17, 2020 4:47 pm", "content": "" } ] }, { "author": "conn11", "content": "The Continue feature might come in handy. Also liking the cleaned up start new game options, much more consistent then currently implemented. \nInteresting folder selection by the way: lasers for trains, Spidertron (apparently from the last decade) 0.18 keeps getting more interesting.", "date": "2020-01-17T17:08:16+00:00", "quotes": [] }, { "author": "cynicalwanderer", "content": "I think having the \"Single Player\" as a submenu container is unnecessary. A majority of people will only ever play in SP mode most of the time and there's only two options under it anyway, so the extra click to unfold the submenu feels like a nuisance. Multiplayer is a whole other category of its own and so a submenu is more justifiable to have there to get at the various options. So you could just have: \n \nContinue \nNew Game \nLoad Game \nMultiplayer \n-> sub menu for that \netc.", "date": "2020-01-17T17:13:42+00:00", "quotes": [] }, { "author": "seePyou", "content": "Maybe some find QNAP NAS boxes cool, and working for years. I also do not. Instead I find Synology NAS boxes far better and in the level of \"prosumer appliance\" as in fire-and-forget. The drives even survived a recall, so they were readable from one to the other and I get to use whatever disks I like and have one or two disk failure resistance. \nYes, this is a pro-synology post. No, I'm neither employed nor paid by Synology. I'm just a fan. \nAnd if QNAP works for you, awesome! Glad it works for you and you like your product", "date": "2020-01-17T17:14:07+00:00", "quotes": [] }, { "author": "R3vo", "content": "I love the changes to the main menu. This had always confused me because it was unintuitive.", "date": "2020-01-17T17:19:06+00:00", "quotes": [] }, { "author": "CrystalFerrai", "content": "I only ever play in multiplayer mode. Having a continue button that does not continue my last game is misleading and useless. It really should be inside of the single player menu if it is a single player only feature. Alternately, place all single player options on the main menu and remove the single player submenu. Either way, the Continue button needs to be with other single player options. Making continue reconnect to the last played multiplayer game would be a nice bonus though. \n \nAside from that, the new menu structure looks nice!", "date": "2020-01-17T17:21:05+00:00", "quotes": [] }, { "author": "b0bst3r", "content": "\"pipes-in-satisfactory-test\"", "date": "2020-01-17T17:26:44+00:00", "quotes": [] }, { "author": "NoxiousPluK", "content": "Did you just choose to ignore the link posted at the bottom or the article? Or was it added later. \n https://arstechnica.com/gadgets/2020/01 ... ight-dope/", "date": "2020-01-17T17:31:16+00:00", "quotes": [ { "author": "psihius wrote: Fri Jan 17, 2020 4:47 pm", "content": "" } ] }, { "author": "WarStalkeR", "content": "Can I please get Train Lasers and Horse Armor DLC? Thanks.", "date": "2020-01-17T17:35:09+00:00", "quotes": [] } ]
19
2020-01-17T10:23:32-06:00
forum-topic-127570
127570
[2.0.41] Crash placing blueprint (FillBlueprintParametersGui::confirm)
Duplicates
https://forums.factorio.com/viewtopic.php?t=127570
Beefstah
I'm running 2.0.41, on my Steam Deck (which is fully up to date) When pasting a simple parameterised chest+inserter, if I double-click the parameter, and the second click lands on the map instead of in the parameter selection box, the parameter selection box is empty, and the ghost has moved to where the cursor was for the second click. If I then choose a suitable item as the parameter, and click confirm, the ghost updates with the new parameter, but the parameter selection box remains. If I then click confirm again the game crashes completely. The BP string I'm using is Code: Select all 0eNqNU8tug0AM/BeflyihJQ/UnnrqsecoQgu4iSVYqFmSRhH/Xhvy7EsRl93BMx574ABp0WLN5DzEB6Cscg3EywM0tHa2UMzZEiEG4soF2QYbD50Bcjl+QjzpzHWp39dauiX2rSDmxGVab3xgmavdFTm8jzxUBDm6/RX5oVsZQOfJEw6O+8s+cW2ZIos184tzA3XVCKVy2lFkgjAaRQb2EM+mo6hTR990wouOa5C9YP+pzETFQE6M2VAwNyBL9VwVSYobu6WKlZURZy35BJ1NC8wh9tyiOcNCyc8d3okbn/xIpLYsBzEUjHUxGp23mmM01lup7712gyeQyUSmkOJhWaf8zG9iBj4kAVmC4K7isk/jRvAZdP1tg8lZVP0ruJPRtcdyYkJ9VoKdxYfmx6Qpv4T86rGUm0B/WAluNnKHP43y2OgYpTkdYojGl9Zvre0TF2RrmTQO/er6CUltxVf/iIHCpigpwIv12UY5MlXvKpqGi8fFIppOxvNwPu+6L67xHc8= I'll get the save uploaded shortly.
[ { "author": "Beefstah", "content": "savegame", "date": "2025-03-17T16:28:10+00:00", "quotes": [] }, { "author": "", "content": "Post the log of a session with the crash please, see 3638 .", "date": "2025-03-17T16:29:51+00:00", "quotes": [] }, { "author": "Beefstah", "content": "I don't have a dmp logfile. I've looked in ~/.factorio, and I only have the factorio-current.log file", "date": "2025-03-17T16:41:18+00:00", "quotes": [] }, { "author": "Beefstah", "content": "This is what I do have", "date": "2025-03-17T16:44:55+00:00", "quotes": [] }, { "author": "", "content": "Great, that is the only thing I asked for.", "date": "2025-03-17T16:49:07+00:00", "quotes": [ { "author": "Beefstah wrote: Mon Mar 17, 2025 4:44 pm", "content": "" } ] }, { "author": "", "content": "123557", "date": "2025-03-17T16:50:23+00:00", "quotes": [] } ]
6
2025-03-17T11:23:51-05:00
forum-topic-99504
99504
Can I check pending events? Can I make on_tick function run last and not first?
Modding help
https://forums.factorio.com/viewtopic.php?t=99504
Rafiz
I have two functions : script.on_event({defines.events.on_train_changed_state},__train_changed_state) script.on_event({defines.events.on_tick},__on_tick) I must know if train changed state before on tick, because if it changed state, I stop train, but function __on_tick is always firing before __train_changed_state. I already tried registering them in reverse order but it didn't helped. Without looking for __train_changed_state game crashes, because I "try to change direction of automatic train", but I can't look it up before on_tick. (I know it is always firing after __on_tick, because I tried some game.prints() and those in __train_changed_state never fire up right before crash. My on-tick code overwrites train physics, so it will indeed try to change direction of automatic train if it was moving in opposite direction. (it just sets speed, it doesn't look what speed is set by game) I need to know in __on_tick if there's pending __train_changed state event, or I must get some post-tick function and I can move my __on_tick code here.. I also tried some weird methods like looking if train state was manual in last tick and isn't now, but it also won't cut it, because if it was automatic moving forward and I change it to automatic-backward it won't "flip" state and will crash.. Now that I think about it, I could check each frame for what station is next and if it changes, instantly stop train, but.... I want more elegant solution
[ { "author": "DaveMcW", "content": "I would simply stop using on_train_changed_state. It does not do much anyway. You can build your own function to track old_state if needed. \n \nIf you are using on_tick, you have already failed at being elegant. Admit your defeat.", "date": "2021-08-04T17:41:31+00:00", "quotes": [ { "author": "Rafiz wrote: Wed Aug 04, 2021 5:21 pm", "content": "" } ] }, { "author": "Rafiz", "content": "But when I try to use on_train_changed_state, somehow _on_tick gets fired first anyway. Maybe it's bug? Because specific event should always happen before timed events. \n \n//edit : changed screenshot, previous wasnt showing enough code. \n https://imgur.com/a/br4dVFk here's proof -> I mean proof that on_tick happens before on train changed state, error message doesn't matter, just wanted to stop execution right after showing what I wanted to show. \n \nas for on_tick not being elegant, how am I going to overwrite physics, if not by using on_tick function? Game physics don't even work similarly to mine, I can't adjust parameters to work like I want it to work. \n \nI could write my own tracker and not use on_train_changed_state, but ... events are here to use them, and they should fire in specific way (events that are triggered go instantly, and events that are timed(like on tick) go when it's their time). \n \n \n \n//ok I finally stopped edditing sorry for my dislexion, at first I even didn't understood your message, cause I read it incorrectly, hence so many edits", "date": "2021-08-04T17:44:42+00:00", "quotes": [] }, { "author": "", "content": "Changing sign of LuaTrain::speed for a train that is in automatic throws intentionally because otherwise the train would move backward on the path and there are no informations stored to decide onto which rails the back of the train should enter onto. A train in automatic has to always move in the direction of its path. Boolean which says if the path is a front-facing or back-facing is not exposed but if you have positive LuaTrain::speed, you should keep it positive (zero is also allowed). If it was negative (when a train is going backward), the speed will be negative and you are only allowed to write negative values here (zero is also allowed). \n \nTrain state changes are slightly deferred. They only happen after the update of a particular train but before update of other trains within the same tick. Those updates happen in the train manager. There is one special case where this event may be sent slightly earlier but this is related to the manual mode of a train. \n \non_tick events are dispatched slightly before map update, and the train manager updates during map update. \n \nThere are no good ways for you to control the train speed precisely in automatic because the train during its update is doing the acceleration logic and braking logic immediately followed by the move logic. If you would want to precisely control the train you would need to replace the train's fuel to something that gives no acceleration then you can kind of assume the speed will not increase due to built it logic, but at the same time the train speed would stay at 0 causing it to be not possible to query the train movement direction based on the LuaTrain::speed being positive or negative immediately after the train's state change event.", "date": "2021-08-04T19:05:23+00:00", "quotes": [] }, { "author": "quyxkh", "content": "Well, \"must\" if you don't stop the train in on_changed_state. My first-blush response would be that adapting to the actual event firing sequence is better than complicating the whole engine.", "date": "2021-08-04T20:49:28+00:00", "quotes": [ { "author": "Rafiz wrote: Wed Aug 04, 2021 5:21 pm", "content": "" } ] }, { "author": "Rafiz", "content": "Thanks for detailed response. \n \nAs for controlling train speed precisely, it's really minor problem for me, *actual* speed is always wrong by very small amount, but acceleration and friction forces are way more convincing and that's what I only care about. \n \nIf I replaced fuel power modifiers with zero's I would have to overwrite car physics too, and do a lot more things, but it is interesting idea. \nI think starting movement from stop wouldn't be problem, because when train is stopped, I use special case \"simplePhysics\" and it just *appends* sign equal to direction of acceleration, which is accesible from train riding_state.acceleration. It doesn't matter if acceleration is zero I believe - because my trains can start moving even if vanilla physics wouldn't let them start moving (like 20 wagons : 1 locomotive). \n \nBut now that I look at my code I actually already check for train moving direction. (looking at last 4 \"meaningful\" (not \"end\" only) lines..) I will look through my whole code again to find what fails. last \"meaningful\" line is the only place in whole code where I apply speed to factorio's LuaTrain, so it happens always just after check, and if check fails it sets my \"train\" speed to 0, right before applying it to factorio train. \n \nIii think I get it, if simple physics have some error, then it might propell full-stopped train (and it is fully stops in frame when I click auto-route) in opposite direction. My check checks only for opposite sign, it doesn't care if something was zero... So, train gets stopped by factorio, my simplePhysics propel it in wrong direction (to be found why), and last lines check don't apply, because it thinks - train was stopped, it has to start moving somehow, so both directions are allowed. \n \nSo I must look at error in simplePhysics... accelerate function should never return force value that is <0, but I will just give it a bit of math.abs(), to make sure... In this case acceleration direction MUST be ... actual acceleration direction, and I get it from factorio API, so it also have to be right. \n Code: Select all function simplePhysics(train,accel_direction) --starting from full stop.\n\tlocal force = acceleration_force(train);\n\tlocal acceleration = force*train.mass_reciprocal;\n\tvelocity_mps = acceleration*framerate_multiplier;\n\ttrain.speed_mps = velocity_mps*accel_direction;\nend\n\nlocal discoveryInterval = 120;\n\nfunction isStopped(train)\n\treturn (train.factorioTrain.speed == 0) --I actually check for real-factorio train speed when deciding if train is *really* stopped.\nend\n\nfunction _on_tick(e)\n\tif (e.tick % discoveryInterval == 0) then\n\t\tregisterTrains(); -- todo : throw away this discovery interval from on_tick. Use on_placed [placed.entity.type] instead.\n\tend\n\tfor trainID, train in pairs(global.trainData) do\n\t\tif train.factorioTrain.valid then\n\n\t\t\tlocal accel_direction;\n\t\t\tif (train.factorioTrain.riding_state.acceleration == defines.riding.acceleration.accelerating) then\n\t\t\t\taccel_direction = 1;\n\t\t\telse\n\t\t\t\tif (train.factorioTrain.riding_state.acceleration == defines.riding.acceleration.reversing) then\n\t\t\t\t\taccel_direction = -1;\n\t\t\t\telse\n\t\t\t\t\taccel_direction = 0;\n\t\t\t\tend\n\t\t\tend\n\n\n\t\t\tif (isStopped(train)) then\n\t\t\t\ttrain.speed_mps=0; --if factorio train speed is 0, set our train speed to zero as-well.\n\t\t\t\tif(accel_direction~=0) then\n\t\t\t\t\tsimplePhysics(train,accel_direction); --simpler case\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif(accel_direction~=0) then\n\t\t\t\t\tfullTrainPhysics(train,accel_direction); --it includes resistance physics. There could be separate call for resistancePhysics() right before/after, but I wanted all infomration accessible in 1 function for debugging.\n\t\t\t\telse\n\t\t\t\t\tresistancePhysics(train); --only resistance.\n\t\t\t\tend\n\t\t\tend\n\t\t\tif (math_sign(train.factorioTrain.speed)*math_sign(train.speed_mps)==-1) then\n\t\t\t\ttrain.speed_mps = 0;\n\t\t\tend\n\t\t\ttrain.factorioTrain.speed = mps_to_speed(train.speed_mps);\n\t\tend\n\tend\nend \n \n\nOook, I found out error. I changed isStopped(), during reviewing this responce, from checking my_train.speed, to checking factorio_train.speed. It don't crash anymore, tho now train if asked to switch auto-pilot direction just stays in place while going full-throttle and using fuel. It's another problem, which I probably can handle \n \n \nAah, and that another problem was easy to spot, while trying to repair *above described* error, I made this : \n Code: Select all function __train_changed_state(e)\n\tlocal factorioTrain = e.train;\n\tlocal train = global.trainData[factorioTrain.id];\n\ttrain.speed_mps = 0;\n\tfactorioTrain.speed = 0;\nend\n \nAnd train just changes states continously when I stop him and he tries to start moving. \n \nOh, and now it changes to \"breaking before station\" too early, because it don't really know how long it will really break, but it's all smaller problems. I think biggest problem is solved, and that's what matters, thanks for responces.", "date": "2021-08-04T20:49:56+00:00", "quotes": [] } ]
5
2021-08-04T12:21:00-05:00
forum-topic-124561
124561
[Rseding91] [2.0.26] evolution command shows hidden surfaces
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=124561
Quezler
The evolution command shows both prototype hidden planets and force hidden surfaces when you do not provide it an argument. Depending on whether it is considered a debug or gameplay command it seems desirable to hide surfaces that mods intentionally hide from the players. Optionally showing all the hidden surfaces again when giving it an "all" argument, but since the second argument also accepts surface names it would collide. Alternatively using a different font color or different font size might also help to tell the surfaces apart. I do not see running the evolution command with the name of a hidden planet/surface and getting hidden data a bug, merely it showing up in the main list. (in the example screenshot the cargo flow surfaces are technically not hidden since i do want them to show up in remote view, but still undesired here though)
[ { "author": "", "content": "Ok, I've changed it for the next release so it wont' show hidden surfaces.", "date": "2025-01-08T14:10:48+00:00", "quotes": [] } ]
1
2024-12-16T13:28:53-06:00
forum-topic-43544
43544
Profilio - Profile manager, keep saves and mods in sync
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=43544
Artorp
I created a profile manager that ties mod folders with save folders so it's easier to switch between different environments. It also supports different installations. Screenshot Features: Manage different profiles, each profile has a different set of mods and saves Tie profiles to specific versions of Factorio, switch between old version with a few mods to an experimental version with many Uses symlinks or junctions, with optional fallback to regular move Multiplatform, tested on Linux and Windows, should work on Mac (Mac users, please let me know) Check out the readme for a quick-start guide: https://github.com/Artorp/Profilio/blob ... /README.md Download from the Github releases page: https://github.com/Artorp/Profilio/releases
[]
0
2017-03-31T07:10:57-05:00
forum-topic-98085
98085
[Request] Graphics to make the Car into a Jeep Wrangler
Texture Packs
https://forums.factorio.com/viewtopic.php?t=98085
zaanzabar
I got to thinking that it would be cool to have my car look like a Jeep Wrangler JL like I have in my driveway. I could probably do it myself, but I'm sure someone else out there knows all the tricks about how to make it colorable, make the lights look right, and all that. Would probably be complimented by a quick mod to install, but I can replace the graphics manually if necessary. Any takers?
[ { "author": "darkfrei", "content": "Can you use blender-3d? \n https://www.cgtrader.com/free-3d-models ... c83e7c8f89", "date": "2021-04-30T12:09:15+00:00", "quotes": [ { "author": "zaanzabar wrote: Mon Apr 26, 2021 11:33 pm", "content": "" } ] } ]
1
2021-04-26T18:33:59-05:00
forum-topic-98040
98040
Multiplayer Server charts
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=98040
zft
Hi there ! I was trying to find some online charts with factorio dedicated servers across all server versions and could not find any. So I've decided to create my own: https://dservindex.com/ The project is very alpha, but I want to extend it. Currently, It just shows data for last 1 hour. Later, I want to add more features: top over week average charts top over month average charts top <of something else> full text search per server detail pages with connection details, mods, description, player count charts apply Factorio like css theme Tecnical info: backend: express.js + timescaledb. cron script scrapes Matchmaking API once in 1 hour into database. Express serves filtered data to nuxt frontend: nuxtjs + vuetify + cloudflare Let me know if you see this project useful or not, or if you have some ideas or suggestions. --- Update 24.04.21: - bbcodes are filtered out as temporary solution. - full text search added - filters are synchronized with query router. For example: https://dservindex.com/?has_password=fa ... arch=comfy Update 26.04.21 - theme switched to dark - performance issues addressed - more info added to the main page - about page
[ { "author": "ptx0", "content": "might wanna disable HTTP/3 for now in Cloudflare because it's unreliable across different browsers - for instance, MS Edge, even though it's based on Chromium, doesn't behave the same as Chrome. Neither does Vivaldi or Opera, though somehow Firefox friggen nailed it perfectly and Google missed the boat.", "date": "2021-04-23T17:38:49+00:00", "quotes": [] }, { "author": "zft", "content": "> might wanna disable HTTP/3 for now in Cloudflare ... \nmakes sense. switched off", "date": "2021-04-23T19:06:57+00:00", "quotes": [] }, { "author": "ptx0", "content": "i realised after i posted that, i didn't give you any feedback on the site, which is great, and i like it. but i feel left out because my server is intermittent \n \nmy one wish is that it supported item icons, but, i get that's a whole... can of worms..", "date": "2021-04-23T19:50:34+00:00", "quotes": [ { "author": "zft wrote: Fri Apr 23, 2021 7:06 pm", "content": "" } ] }, { "author": "zft", "content": "Update 26.04.21 \n \n- theme switched to dark \n- performance issues addressed \n- more info added to the main page \n- about page", "date": "2021-04-26T17:12:02+00:00", "quotes": [] }, { "author": "Johnm81", "content": "Sorry to necro this thread but is there a way to search servers by mods they are running?", "date": "2022-05-25T13:42:09+00:00", "quotes": [ { "author": "zft wrote: Mon Apr 26, 2021 5:12 pm", "content": "" } ] }, { "author": "zft", "content": "Update 12.09.22 \n \n \n* feat: player charts on server pages. For example https://dservindex.com/servers/Free%20B ... hZTzJ0QT0= \n* fix: clickable title \n* fix: some server names were showing empty \n* fix: grid on server page", "date": "2022-09-12T21:13:21+00:00", "quotes": [] }, { "author": "zft", "content": "[/quote] \n \nSorry to necro this thread but is there a way to search servers by mods they are running? \n[/quote] \n \nI will add this soon", "date": "2022-09-12T21:15:26+00:00", "quotes": [] } ]
7
2021-04-23T09:48:03-05:00
forum-topic-121538
121538
Escape Successful
Videos
https://forums.factorio.com/viewtopic.php?t=121538
Lofty
Recorded my first trip to the edge of the solar system. The game struggled to top 20 FPS for the trip, but my ship made it there and back on its first try. If that was 100000 km I'm not sure how someone would make it 4000000, but I'm happy with the results I got. 292 hours, vanilla. Enjoy the crunchy video compression. https://factorio.com/galaxy/Calcite%20I ... ta4-4.B4W5 Blueprints attached if anyone wants to examine them
[ { "author": "", "content": "[Koub] Moved to Show your Creations > Videos.", "date": "2024-11-18T21:24:44+00:00", "quotes": [] } ]
1
2024-11-14T22:16:11-06:00
forum-topic-127532
127532
[2.0.41] Crash repeatedly (PipelineBindings)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=127532
ExpensiveMachine1342
The game crashed when I tried to place a logistics hub, here's the log: https://pastebin.com/NaNtk7Yr
[ { "author": "pioruns", "content": "As the log says: \n \nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.", "date": "2025-03-16T03:54:42+00:00", "quotes": [] }, { "author": "ExpensiveMachine1342", "content": "I don't have the save anymore but there's no mods or other steps except as mentioned in my post", "date": "2025-03-16T17:02:57+00:00", "quotes": [] }, { "author": "", "content": "What is a \"logistics hub\"?", "date": "2025-03-16T17:13:04+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however without a way to reproduce this there's nothing we can do.", "date": "2025-03-17T12:41:52+00:00", "quotes": [] } ]
4
2025-03-15T15:54:06-05:00
forum-topic-109591
109591
Version 1.1.96
Releases
https://forums.factorio.com/viewtopic.php?t=109591
Bugfixes Fixed a desync related to manual crafting large recipe counts. Fixed that Arm builds of the game would not render cliff previews correctly. ( 109564 ) Fixed train fulfilled fraction was always showing full green background. ( 109566 ) Fixed a desync when mods cause resources to generate with 'infinite' richness. Fixed a desync when mods change character interaction distance to super large values. Fixed a desync when technology prices would grow beyond 18~ quintillion. Fixed a desync when related to mods and custom map generation. Fixed a desync when mods define corpses with very long lifetimes. Fixed a crash when entering large values for train wait times. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "FuryoftheStars", "content": "Lot of \"fixed when mod [defines absurdly huge value for something]\" in there.", "date": "2023-11-08T12:13:41+00:00", "quotes": [] }, { "author": "mmmPI", "content": "It's a good feeling when you learn the reason of the crash you wanted to report in the list of those already fixed \nComon steam give the 1.1.96 already !", "date": "2023-11-08T12:29:10+00:00", "quotes": [] }, { "author": "JohnTheCF", "content": "\"Fixed comically large spoon causing a desync\"", "date": "2023-11-08T14:24:03+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "No laughing matter here. \nAs \"base\" game is technically a mod-like bunch of content definitions on top of exceptionally refined engine (riiiiight? In-game UI sends mixed messages in regard to this...), \nand since DLC will likely be a mod-like bunch of content definitions on top of exceptionally refined engine, \nthese mod-specific bugfixes can be in fact parts of preparations for DLC. Which may or may not be susceptable to these problems in current Stable. \n(and even if my assumptions are wrong, that extra care for modders is really, really nice)", "date": "2023-11-08T20:04:08+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Wed Nov 08, 2023 12:13 pm", "content": "" } ] }, { "author": "Ceisc", "content": "Guessing this shouldn't happen when connecting to multiplayer games: \n \n23.406 Error FloatCast.hpp:40: !std::isnan(input) was not true", "date": "2023-11-08T23:36:49+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "You should create a bug report if necessary: viewforum.php?f=7", "date": "2023-11-09T13:08:23+00:00", "quotes": [ { "author": "Ceisc wrote: Wed Nov 08, 2023 11:36 pm", "content": "" } ] }, { "author": "brunzenstein", "content": "The update crashes on a MacBook Air M2 latest OS \n pic \n \n \n Bildschirmfoto 2023-11-11 um 21.23.12.png (1.05 MiB) Viewed 9622 times", "date": "2023-11-11T20:25:11+00:00", "quotes": [] }, { "author": "", "content": "See viewtopic.php?p=596135#p596135", "date": "2023-11-11T20:34:46+00:00", "quotes": [ { "author": "brunzenstein wrote: Sat Nov 11, 2023 8:25 pm", "content": "" } ] }, { "author": "brunzenstein", "content": "Thanks - reload Factorio fresh from your homepage worked indeed", "date": "2023-11-13T18:23:53+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Nov 11, 2023 8:34 pm", "content": "" }, { "author": "brunzenstein wrote: Sat Nov 11, 2023 8:25 pm", "content": "" } ] } ]
9
2023-11-08T06:07:41-06:00
forum-topic-114347
114347
Friday Facts #420 - Fusion Reactor
News
https://forums.factorio.com/viewtopic.php?t=114347
Here it is! (beep boop) https://factorio.com/blog/post/fff-420
[ { "author": "Terrahertz", "content": "This look amazing , so is there a followup FFF for the other details? \n \nLike fuel economy and what the requirements of this tech are? For instance the Planet on which the tech is unlocked.", "date": "2024-07-19T11:15:20+00:00", "quotes": [] }, { "author": "Sunrosa", "content": "Oh wait does this mean crafting machine prototypes can have negative energy costs (produce energy)? I've been waiting a long time for this. This is great! Here's hoping it works with solids too", "date": "2024-07-19T11:24:14+00:00", "quotes": [] }, { "author": "dog80", "content": "can we get a line-art mod looks like an old sci-fi film", "date": "2024-07-19T11:29:56+00:00", "quotes": [] }, { "author": "husnikadam", "content": "So if I understand the mechanic correctly, the fussion reactor consumes cells and coolant only as needed and it doesn't waste them if the plasma buffer is full?", "date": "2024-07-19T11:30:00+00:00", "quotes": [] }, { "author": "Durabys", "content": "So.....I guess EPS plasma conduits are not in the cards for Fusion Reactors? \n \n https://memory-alpha.fandom.com/wiki/El ... sma_system", "date": "2024-07-19T11:30:56+00:00", "quotes": [] }, { "author": "maniak1349", "content": "Overheats? Meltdowns? At least some sort of control or moderation via circuits which will allow to increase output if done correctly? \nWas kind of disappointed with nuclear energy when it was introduced without any kind of xFUNx mechanics. Was hoping for some this time around.", "date": "2024-07-19T11:32:34+00:00", "quotes": [] }, { "author": "Nedreow", "content": "Looking at it Fusion seems like a straight upgrade to Nuclear Fission. I wonder how the devs plan to keep the old thing from just being skipped over?", "date": "2024-07-19T11:33:19+00:00", "quotes": [] }, { "author": "gnutrino", "content": "If I'm reading this part right I think no:", "date": "2024-07-19T11:34:58+00:00", "quotes": [ { "author": "Sunrosa wrote: Fri Jul 19, 2024 11:24 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Sunrosa", "content": "That's in the section about how they prototyped the design for testers. Not the final build. That's actually the problem I myself am trying to get around right now with making my own mod.", "date": "2024-07-19T11:35:56+00:00", "quotes": [ { "author": "gnutrino wrote: Fri Jul 19, 2024 11:34 am", "content": "" }, { "author": "Sunrosa wrote: Fri Jul 19, 2024 11:24 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "The Phoenixian", "content": "Ah, excellent! Time to add \"dumping neutron-degraded coolant waste\" to the list of our crimes. \n \n(Okay, maybe a bit out there as a first thought, but I've been struck by just how much Space Age adds to the Engineer's aesthetic as The Worst Industrialist between recycling as a enabler for conspicuous consumption, space platforms' kessler syndrome in a box, mining archeological dig sites, and the sheer amount of neutron radiation many fusion fuels, especially D-T, throw out in comparison to fission comes up a lot in circles that discuss it.)", "date": "2024-07-19T11:40:07+00:00", "quotes": [] }, { "author": "Uxi", "content": "Has the max pumping rate of the Offshore Pump been increased from 1200 to like ~3000? \nOtherwise I don't understand how the 4 pumps can supply enough water for that 2x4 Nuclear build.", "date": "2024-07-19T11:42:54+00:00", "quotes": [] }, { "author": "Fridge", "content": "Here's hoping that if the natives stop the coolant flow that we get Fusion bomb scale explosions!", "date": "2024-07-19T12:05:50+00:00", "quotes": [] }, { "author": "CyberCider", "content": "It’s FUSION Sapphire!", "date": "2024-07-19T12:20:20+00:00", "quotes": [] }, { "author": "BrainlessTeddy", "content": "Thats pretty cool and all but I would lie if that image of a spaceship powered by a fusion reactor didn't make me want a space harbour. Just imagine. Every planet having a space harbour of sorts where local spaceships (platforms ik, but i'll just call them ships) and long distance ships meet. And if you are for example on a relatively close planet to the sun there will be a lot of ships powered by solar but every now and then there will be other ships arriving and departing for longer journeys to more distant planets which rely on more exotic fusion power. \n \nNow that I think of that it reminds me of the train station in Manchester. The local trains where running on gas or diesel probably but there were the occasional electric powered trains that apparantly are mostly going towards London. \n \nEdit: Grammar", "date": "2024-07-19T12:24:30+00:00", "quotes": [] }, { "author": "aka13", "content": "Looks good, and an interesting puzzle for sure. \nI still have hopes for a more complex power system, like RealisticReactors, which is more fun&dangerous to tinker with that simply a pattern puzzle... \n \n\nBy gating it behind planetary progression, where you can't get it before you create X different science packs.", "date": "2024-07-19T12:33:02+00:00", "quotes": [ { "author": "Nedreow wrote: Fri Jul 19, 2024 11:33 am", "content": "" } ] }, { "author": "Shuisman", "content": "Looks very cool! Excited to use this! \n \nNow that I see the chemical reactor on the space platform, i think it should have an alternate smoke animation. In space it would be more of straight diluting jet, rather than a structure that entrains external fluid (air), mixes, creating vortices and so on… \n \n \n \n Screenshot 2024-07-19 at 14.32.53.png (1.5 MiB) Viewed 13385 times", "date": "2024-07-19T12:33:23+00:00", "quotes": [] }, { "author": "SoShootMe", "content": "Nuclear power in current Factorio presents some design challenges, but the biggest is pipe throughput which to me feels more like a nuisance than a challenge (possibly obviated by fluid handling changes in 2.0). Then there's fuel-saving control, but the complexity in that (which adds interest, for me at least) is \"forced\" by the inability to use reactor temperature, and with abundant fuel, unnecessary anyway. Arguably part of the design challenge, but finally, there's the logistics arising from the burnt result and recycling, but they don't add much. \n \nI can see some new design challenges with Fusion power, but mostly different rather than more/less. I often find fluid logistics somewhat annoying (aside from the pipe throughput issue which may not be a factor in 2.0) so increasing the requirement for that is not a big win as far as I'm concerned... Overall, without things such as you mentioned my first impression is \"underwhelmed\" . \n \n\nMy guess is it will be more expensive (to build and/or cumulative technology cost to unlock). But also it sounds like the intention is for different situations to favour one or the other to a meaningful extent, ie it's not really a \"straight upgrade\" anyway.", "date": "2024-07-19T12:35:50+00:00", "quotes": [ { "author": "maniak1349 wrote: Fri Jul 19, 2024 11:32 am", "content": "" }, { "author": "Nedreow wrote: Fri Jul 19, 2024 11:33 am", "content": "" } ] }, { "author": "FasterJump", "content": "The fusion system looks great! \n \nI don't really understand the semi-closed cycle of the coolant (is the plasma made of coolant?), but I'm sure that it will make sense later. \n \nI like the idea of playing with the coolent temperature: some real life generators (from coal to nuclear) have fluids to convey energy (via change of state) and fluids to cool down the first fluid. \n \nSeeing the generators turn on or off like a cellphone battery icon would have been great, but I'll try not to rant about the new fluid mechanic here!", "date": "2024-07-19T12:43:49+00:00", "quotes": [] }, { "author": "The Phoenixian", "content": "Given how the FFF update talks about import requirements, and the mention of it coming up at around the same time as the final planet, it wouldn't surprise me if Fusion's deal is trading space and potential efficiency for a vastly more complicated crafting chain. If it pulls from the end of the tech tree then I could see it potentially requiring a crafting chain split across multiple different planets in order to function. Contrast fission power where, even at the worst, the entire chain can be crafted on just Nauvis and exported. (Assuming the fuel cells are light enough to launch in bulk, anyways.) \n \nAdd in mention that Fusion appears to require an electricity draw to function means a cold start is going to first require ramping up some other generator, even above and beyond other power plants.", "date": "2024-07-19T12:51:09+00:00", "quotes": [ { "author": "SoShootMe wrote: Fri Jul 19, 2024 12:35 pm", "content": "" }, { "author": "Nedreow wrote: Fri Jul 19, 2024 11:33 am", "content": "" } ] } ]
19
2024-07-19T06:00:04-05:00
forum-topic-96919
96919
Failed to load mods: Error in assignID: Item with name 'hopper-furnace' does not exist
Modding help
https://forums.factorio.com/viewtopic.php?t=96919
Oy_Oy
I'm just trying to get my bearings trying a couple of simple things to learn my way around a bit... In this one I was modifying a script from the https://wiki.factorio.com/Tutorial:Modd ... al/Gangsir tutorial. Originally I had changed the source_inventory_size to 2000, however when I could not get this to work I removed this line to try to figure things out. Anyways, here is my item.lua: Code: Select all --item.lua local hopperFurnace = table.deepcopy(data.raw["furnace"]["electric-furnace"]) -- copy the table that defines the electric furnace item into the hopperFurnace variable hopperFurnace.name = "hopper-furnace" hopperFurnace.icons = { { icon = hopperFurnace.icon, tint = {r=1,g=0,b=0,a=0.3} }, } local recipe = table.deepcopy(data.raw["recipe"]["electric-furnace"]) recipe.enabled = true recipe.name = "hopper-furnace" recipe.ingredients = {{"copper-plate",5}} recipe.result = "hopper-furnace" data:extend{hopperFurnace,recipe} Here is the original script I copied this from, which still runs without throwing an error: Code: Select all --item.lua local fireArmor = table.deepcopy(data.raw["armor"]["heavy-armor"]) -- copy the table that defines the heavy armor item into the fireArmor variable fireArmor.name = "fire-armor" fireArmor.icons = { { icon = fireArmor.icon, tint = {r=1,g=0,b=0,a=0.3} }, } fireArmor.resistances = { { type = "physical", decrease = 6, percent = 10 }, { type = "explosion", decrease = 10, percent = 30 }, { type = "acid", decrease = 5, percent = 30 }, { type = "fire", decrease = 0, percent = 100 } } local recipe = table.deepcopy(data.raw["recipe"]["heavy-armor"]) recipe.enabled = true recipe.name = "fire-armor" recipe.ingredients = {{"copper-plate",200},{"steel-plate",50}} recipe.result = "fire-armor" data:extend{fireArmor,recipe} Any hints would be much appreciated! --Edit updated with code tags
[ { "author": "Techfish3000", "content": "First off, use code tags Code: Select all like this to make your code more readable. \n \nOtherwise, your problem is the copy of the furnace. \nYou are copying the furnace entity, not the item. It would look like this instead i'm pretty sure: \n Code: Select all local hopperFurnace = table.deepcopy(data.raw[\"item\"][\"electric-furnace\"]) \n\nIf not, I'm not sure what is wrong.", "date": "2021-03-14T23:30:55+00:00", "quotes": [] }, { "author": "Oy_Oy", "content": "Good call, that did it! \n \nThanks too for correcting my poor forum syntax, I fixed both and it's working just fine.", "date": "2021-03-14T23:37:27+00:00", "quotes": [] }, { "author": "Techfish3000", "content": "No problem, glad to help.", "date": "2021-03-14T23:42:41+00:00", "quotes": [] } ]
3
2021-03-14T18:07:48-05:00
forum-topic-68688
68688
Elemental Resistances for Energy Shield Prototypes
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=68688
Techfish3000
Could be used for say, a "Fire Shield" that protects 100% against fire, but everything else unchanged.
[]
0
2019-03-29T04:15:07-05:00
forum-topic-104230
104230
Custom Keyboard
Fan Art
https://forums.factorio.com/viewtopic.php?t=104230
Sweet-Tan
A friend made this mechanical keyboard for me as a gift. Needless to say, it's pretty awesome. I'm not super into the mechanical keyboard scene, so I'm not sure what each of the components are, but I can find out if anyone is curious. Full Keyboard PXL_20221126_201320277 - Copy.jpg (1.13 MiB) Viewed 3756 times Special Keys PXL_20221126_201411055 - Copy.jpg (794.52 KiB) Viewed 3756 times
[ { "author": "dog80", "content": "very nice", "date": "2022-11-26T20:39:47+00:00", "quotes": [] }, { "author": "Tiaronus", "content": "Custom keycaps are awesome", "date": "2025-02-03T02:48:05+00:00", "quotes": [] } ]
2
2022-11-26T14:26:51-06:00
forum-topic-101108
101108
API request :)
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101108
FuryoftheStars
Hey orzelek, Any chance you can grant outside access to your isInStartingArea function? I have an infinite resource mod that I just added a setting for applying only to starting area resources. While I'm still trying to figure out how exactly to determine that in regards to vanilla seems the starting area slider doesn't apply to resources, I did want to get it to work with your mod as well.
[ { "author": "orzelek", "content": "This might not be difficult but are you prepared to handle multiple starting areas that this function will take into account? \n \n I'd also need to figure out how to ensure that passed surface index points to something that actually exists - I'm not sure how game behaves if you ask for surface that doesn't exist. \n \n Hmm opsie. Scratch above - this function relies on internally held table of surface data. So publishing it might not be that easy since you have no idea about that table and I'd need to somehow map function input to that table and it doesn't have even surface name I think. \n \nActually I checked when looking at the other API and I'm using game surface index to index my table. So this might be doable. Multiple starting areas remaing a valid question altho I have no idea if anyone out there is using that.", "date": "2022-01-03T22:30:37+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Without looking back into the code, my memory of the function was that I feed it a surface index and x/y coords that I want it to check. It then handles all of the checking and returns true if it's in any starting area, if I understood it correctly. This is perfectly fine for me and my use.", "date": "2022-01-04T18:47:02+00:00", "quotes": [] }, { "author": "orzelek", "content": "Thats correct. The thing is it's checking the main starting area but also all other custom starting areas that can be added to RSO. There is a big chance no-one is actually using those.", "date": "2022-01-04T21:49:59+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Tue Jan 04, 2022 6:47 pm", "content": "" } ] }, { "author": "orzelek", "content": "Added access to isInStartingArea in 6.2.12. \nLet me know if it works properly. \nIt requires surface index (can be read from game surface index property) and tile coordinates x,y.", "date": "2022-01-08T16:52:06+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Thanks. Haven't had a chance to try yet, but hopefully soon. \n \nQuestion, regarding vanilla, does the game technically only have 1 start position? How does it handle competitive MP? At the moment, I'm checking to see if something is outside of the start area with this\n Code: Select all util.distance({0,0}, resource.position) > resource.surface.get_starting_area_radius() \nBut that makes the assumption of only 1 start point at {0,0}.", "date": "2022-01-12T15:53:19+00:00", "quotes": [] }, { "author": "orzelek", "content": "Game has one starting position per surface I think. Everything else is handled in lua like in PvP scenario for example.", "date": "2022-01-12T20:29:34+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Wed Jan 12, 2022 3:53 pm", "content": "" } ] }, { "author": "FuryoftheStars", "content": "I'm sorry it took me so long... but I've finally tested this and it worked. Thanks!", "date": "2022-04-07T21:46:41+00:00", "quotes": [] } ]
7
2022-01-02T22:49:17-06:00
forum-topic-26613
26613
Mod upgrader 0.12.35-0.13.9
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=26613
Adil
This is a python script which uses regular expressions to perform changes mentioned here It is written to plug the most outstanding breakages of compatibility, however complicated data flow analysis is outside of its scope. Usage: 1. Put it near 'mods' folder (in factorio folder or elsewhere) 2. Launch the script with python. (I've tested it on python3) 3. A folder 'new_mods' will be created which will contain hopefully workable versions of the mods. Tried on The following mods loaded in 0.13 after application of scripts 5dim_automatization 5dim_core 5dim_trains AbandonTrain AdvancedEquipment Advanced_Personal_Defense Aircraft Avatars bad-chest Burner_Generator Cannon-Turret CargoRocket Chests Combat_Units commandcontrol ConcreteLogistics DesertSun DroneHome DynamicExpansion Encapsulation fluid-barrel GunTrains Laser_Beam_Turret LogisticsSigns MapCursor nightvision nixie-tubes PackedConcrete Placement_Chest radar-two rctank SignPosts SmartLoader SmartTrains TiTaN turrets-range underground-mining-drills UniqueBackerNames UnlimitedUpgrades Unstable-ground WrenchFu yi_engines Incompatible These are way too different. Mostly because of no longer existing entities or new graphics requirements. autofab DroneHome FARL rso-mod Hive Wars Yuoki_0.2.31 Development Well, I've spent quite a while on this script, to a certain extent it is functional. It was educational. However, I doubt the current branch has a future. I've chosen to implement this in python because it comes with easy to install interpreter for each platform, as well as tools for folder scanning (unlike lua). However, this brought burden to development and functionality: python regexp library while fancy lacks facilities to handle the code of complicated structure, you have to fall back to consecutive scanning of the text every so often. Also, it is problematic to detect expressions that come together during runtime (procedural generation of the data). So this script will not be developed further. It is unknown I'll be doing this again, so I'll put my thoughts about the better program for the task here: Moving away from lua was a mistake. Most of the problems in updating arose from prototype format alterations unmentioned earlier. To handle those, instead of only parsing text it'd be more productive to actually run the files in mod, compare the data they produce with the vanilla one and to create additional files with commands that would handle the discrepancies. The code would still also need to be parsed for other changes, but lua regex actually comes with search for balanced brackets, which is instrumental to code fixing. On the flip side, standard distribution is bare bones and you'll have to either write platform-dependent shell-calls and their parsing, or to pack a custom distribution with bonus libraries, which makes it difficult to check the code for what it is doing.
[ { "author": "Nebbeh", "content": "Just tried this on my entire mod folder but none of the mods that was updated worked ingame.", "date": "2016-06-28T00:11:14+00:00", "quotes": [] }, { "author": "nonstickfrypan", "content": "Does not update this (the file in new_mods/ is identical) \n \n[code]data.raw.player.player.build_distance = 200 \ndata.raw.player.player.reach_distance = 200[/code] \n \nnvm... it's not supposed to", "date": "2016-06-28T04:34:46+00:00", "quotes": [] }, { "author": "nonstickfrypan", "content": "Code: Select all $ python3 updater.py \nupdating\n_____Orbital-Ion-Cannon-master_____\nTraceback (most recent call last):\n File \"updater.py\", line 341, in <module>\n main()\n File \"updater.py\", line 33, in main\n if not match.group(2) or not match.group(3):\nAttributeError: 'NoneType' object has no attribute 'group'", "date": "2016-06-28T04:37:43+00:00", "quotes": [] }, { "author": "darkfrei", "content": "I have this error", "date": "2016-06-28T21:24:53+00:00", "quotes": [] }, { "author": "Adil", "content": "Apparently, because updater.py was supposed to be located nearby the `mods` folder, not in it. \n \nHowever, it's unlikely to work anyway, there's been a bunch of changes unmentioned previously, \nFor examplte these include the increased rigorousness of json parsing and there quite a bunch of mods I've found that have that one defined pretty lazily. \nI believe most modders will, fix their mods themselves before I'll have time to deal with this. I'm sorry.", "date": "2016-06-29T00:49:13+00:00", "quotes": [ { "author": "darkfrei wrote:", "content": "" } ] }, { "author": "Adil", "content": "I've finished the script, \nnotable feature of the new release is that it became less forgiving about deviations from standard. Thus quite a part of the upgrade was detecting and fixing of those errors in code. \nStill, some of the mods are way to gone to be covered by this. \nThe list in the op shows the mods I've been able to start in 0.13, some of them (Advanced_personal_defense) I've even seen working, but I can't guarantee that scripted part of the mod will work without a hitch.", "date": "2016-07-03T23:37:40+00:00", "quotes": [] }, { "author": "SamSam", "content": "Hive Wars? I'm surprised to see that as incompatible, given that it was fairly simple for a friend and I to fix as the issues that didn't allow it to load were just basic ones, I believe that we had to change game.get_surface, we had to change some item names that were changed (eg piercing-rounds-magazine) and add 2 properties to a character prototype (loot_pickup_distance and item_pickup_distance). However I believe that that final fix was not in control.lua, that could be the problem? Also we are still having desyncs when placing worm items if anyone has ideas. I can upload a version that works if you want to compare it when I get home in a few hours. \nEdit: Still seems like a very helpful tool, hope I can get some good use out of it so thanks for making it!", "date": "2016-07-04T01:40:39+00:00", "quotes": [] }, { "author": "Adil", "content": "There's been more prototype format alterations than mentioned in changelogs. \nbelts, pumps, and many more obtained new fields that needed to be added. Yesterday I was too tired to figure out what `connector_frame_sprites` is and where could I get those. \n \nAlso, the version of Hivewars I had (maybe not the most recent one) had a plain copypaste of vanilla in its data.lua. Which referenced other, now different files in vanilla (stone-furnace-fire.png for example) there's no graceful solution this problem that doesn't involve creating reading comprehension program. \nI've added dirty workaround for such problem encountered in the Hivewars, but that will not solve similar problems with other mods. \n \nThat being said I've updated the download in the op.", "date": "2016-07-04T10:46:11+00:00", "quotes": [] }, { "author": "SamSam", "content": "Hi, I used this today and it seems to work very well . One bug though:\n Code: Select all '(?<!electric-)mining-drill':'electric-mining-drill', \nin the 'medium' section causes burner-mining-drill to become burner-electric-mining-drill which makes the mod not work but of course it is easy to fix. \nThanks", "date": "2016-07-05T15:41:24+00:00", "quotes": [] }, { "author": "Adil", "content": "Ouch, I don't remember why it is this way and not just plain replace as other renamings are. \n Let's hope: [code]'(?<!electric-)(?<!burner-)?mining-drill':'electric-mining-drill'[/code] solves this. \nedit 7.08.2016: It solves nothing, and I don't really remember why this replacement appeared in the first place, still, a moderated version of it is now in the new version of the script.", "date": "2016-07-05T17:39:27+00:00", "quotes": [] } ]
10
2016-06-12T11:44:32-05:00
forum-topic-6008
6008
Let's see your clever builds - Page 23
Show your Creations
https://forums.factorio.com/viewtopic.php?t=6008&start=440
hansinator
Nice link. I've adapted socket's design to fix that problem. I've stretched the design a little to fit in two input belts. It's the same height but wider while still retaining beacon count, beacon effects on furnaces and efficiency. Two input belts means you can have the upper and lower furnace row smelt two different materials. Another thing is, that with two input belts you can achieve full efficiency when smelting stone, as stone requires twice the input material for the same output. It exhibits exactly the same properties as socket's build in all other aspects, including that 2 furnaces will buffer up material if you don't have two output belts after the last splitter (except for steel). I needed to replace the fast inserters on the furnace input side with stack inserters, because the fast ones sometimes suffer from something like a seizure and continuously fail to pick up stuff. Oh one more additional feature: one furnace block powers all beacons that affect it, so you can use a power switch to turn off a a block without needing logic to keep it powered when the neighboring furnace block is still active. If you want to do that you must strip the copper wires from all wooden poles after placing a neighboring block (to remove the inter-block wiring) and re-wire them. Blueprint variant A Code: Select all H4sIAAAAAAAA/71ay46jOhD9lSibuwlXsSEkrRaL2c1uFvMBLSa4W2gIIDCjbkX59zGhk3uDX1W26VUWweV6nDr1gKJZVc0xr1Yv2ZnVvOQl67Pzuc5PLFv/ YvmxqdebtunFH02dnd+ziDxtPrIouWxKzk7js+Nvtu5bxoro1BRDxaJ4vTk2Q80zerlcNkZpaVBpNKS0oIYGtTOkmSSgrCSgrENIG0MaSUJaSUKaSV3N7E95 VUWsYkfelceobSo2z6yr0THmCPpEij1A5ifYe9uxvo/6tio5Z908bfbj89t/d5dNUXZC7PhHKp3mXV73bdPx6Ber+FzGbpRBzBJ096eh7qf/l5DcJZxYUQ4n Y1RoPOkv3TrUBeveOoGNQnlv8mk3/2jFqWbg7cDXaCmxpH1qkWj2RiLL+0/CzQ2vQ1fnR8kT5NOix2xpO5EoQtSfkn8Yk+Y173lU1j3r5EhPRfIBJRRnGdkD cGaWcPCWsDd5FxbxSQtlxMvaBUJT0hMQhMwAIIkfAFAKozBvk0i0Lpj5tOf58bcWpBQAUpAqkPAa04X6A03OOC9mIVtA9kBUCkd2k0puZLf3g7oRR3JFpKCo y5UM7eEYHXSLwASaWRgFQ+a+ouBpFLSQ33KAkNkJhAcFk6DyQ4EFpHNlPrQE36qOF7oVpOiDRT20cXUz/YqqqYe5W97oqwOiYsoNFbZe6isCvFoqGiqkFob+ waUwBSiVhjbCXSOnSkniBYnRsVIS/0qpGie8EsrQhsOhrBgwsBll6K5RBfE+sS0Qd2qqiBA80wC1DV3cLPJuWHbPUqqoSDgBkLywa6BZppiXOQF2SVSRQuiF yuiCbbh9ygg0n5XB1aMEtiS5Xrb1Sf7pOqX5Dh3btBHysp7qBVjXRT7bIrrVXwxYCl7v316AVDnthRZanO3snrCtJGQMe03diQEUFj8RLz8Zh24DYgABn8cb 4oi9PTkskTnoAuM2W6fgOJvDlHhFCYpKoO3GoEv0gu6WQqaGF+cQDOPEi+WRN93IWeHVVmsxjWpmnxbzF5EQhOEdMo86ZJYDtCQW0MtV2Yd3FAXBiXdI+gW8 I3cWDrxDJOLGZomis/IZHLyYh6Kohy7HPdRAPgAzdupcsgQCTDBwcQ/9d+I9fsS+44figwD7rZYhEDKH0Ivv7OExyk6zh0aA/kMuh49FoA3Pk6SPFzS2WPNS N/P0H5Yt92GNArGQISfoO+VEJ3CGZu2ncg7uMU2CMnzMKjiGGzz6+L2oPAC9ixh9QNHXfj64CJgdsQz0jXGXhEMLWZL6tPa4DlkIw5LgibjDKXBYCFupC7Tk vPUezlwpkjhCzvT2xNAyaD9cXYgiFfXIZUoLR5H6egahSLIUjIkTjvW9FOJdm1yCjC6g4QEr97jI12AKMhQKCtVHBfvyrc6r7PzpGKHuevNgnnhUePl9HH8M D0vj4O0YlY79KTs+5NXt5PRnRO4nYuCJb/cTibBn+uu7cEP5T7/6eRJuKOu3FYl+XIG7Ek8/d4wL7VYvz6wu/gL515htwzEAAA== The double-splitters on the output side are needed to fully compress the belt. If you want to smelt stone you should remove the input splitter thingy and instead input two full belts of stone. Here's a variant that is two tiles shorter but requires 4 output splitters (and blue splitters need quite a few precious circuits to build them). variant B Blueprint variant B Code: Select all H4sIAAAAAAAA/91ay27rNhD9FcObbqzClPxIcKEuuuqui36AwEh0QlyZEigqiGHk30vJjzYeim+7QVe51+KMhmfOnOFDVTOrmxLXsyI/EiaooKTLj0eG9ySf k4+Wk65LBMesaxsukhdSi/mibTo5sGH58SNP0tXikCerz0VFOSnHn+V/nDxkwMPm6uGF4LJhtxbLswUVZD/EO/zN511LSJXsm6qvSZLNF2XTM5Gnn596b2gb 1VsW1VvUmUadaMx5xpxlzLhiAhY1lVFZFrUAvGvzohVdW1MhCL+t+c3gF/26VuuEg1ZlIVo1ekj1MUzNYK2fQS1/4rRMdj1nuCS31ulofYtryyWk0tU7FQct vDvciYSyjnBFZJkGF63hEsCRugGKniwA1Xt41nnQg4rWYaBeAuxZRfgrl88rZYhbGOJCHFrpoelF24v51WO3x3WdXMNum1odc+YeRDoZBGVfYxC4/DmV8pPy GFJuCgXSZgoPOwogfwo8hTFAi9UmHCqF3ngzx5M4a1vemBTsfkiHypCiNBxRUjDQB6SH6BGsYG9O+VFKofnuSgQ11bW4IsuQfx9CdywNBBXEGSeoY96E8exe KJIIoTvKffBiKA2XodReh2wCslntah0opMZxwb09JyzMw9K5653mjmxIvycV7ffa1jtyQxGExdrYMHfTUut5chpu3XsM5kErZSvUnZa9NgDoNjqnVe+NF7n3 Fbypixfyht9pw/NjSXnZU1HIJ9XZeEd5J4qOvjJc58fTi98pFz2u54uzqIwPE8wO4o2yVxmRtJdKIyFcyn/uW8yxkO7nv83/jaghX+lD8rWMWSXIq0qQpkp0 Od18k5QuLq+Q+SBFsyualsinw6uy6zNOcFW8YVYNgQjCRJcL3hNrOqwfwQZ7yXTZegTWroqh/23lmivBow5UMveAaaJpOhOGX2pSVLQb/o501dF5h+vunwGX n08jh8pw7+EKYfBpfY8QUlV7CakcxcrBuXBUrfg7t7xHLFCi9jufdqdazv1vy1xDTqTqNd+ZnSisA+uggAsZ5x2+daM1sxpsdfTi+gh1ve7lfCt1dODcf8YL n+WXW5WA46VUkSPLq6fT3dky7O5sc0pU2D4cOS7uR+CD3ro2O5i6rxupaQJtyjizMTadQQylZHXuZrykM8iDHkMEwvBw4LFDQ4Bzqb1d0DlagiDxAs8hVra5 tNv1WvDaFNF6KiKn+0ANu7Q5gtx2Q+ApUBmegjnyPEWRiaNWC3cuJ7cGd9vIBN668tckbnHRS2OQOfPjchZKJVBDYdhatw07qQksNE330CUDCLBVLqDKOmIH lzlBqYCdKMgdVP2QoonRADz1P1T+EZQPd/uwG39YFyG5QLBMgtwBKQsjHoIaF+YPtu+g6cJu7kFl0DLtqAw7o+tG0Vr/NWHAzYLbMh/B5Yy7vYfOwy2e6+mF Yo+nTv70x+RRvyWP+im5hzPLbwgz0+tjAhMTl7vBYoFKREw8pzH1nfo9ELEAJCZLfAk/+VH7PTCxqR1XTZEjhxNmOfLrufRgdzmUPr9HDpVi+DHonWYwOHS9 mKXATH32ja4WmaXF71eLlZzP6dEfsl3QX7rZX3sp2pS9zlDy59jRZnL0D06EjG5W/CCs+hvBqayEiTQAAA== Now, on to the real fun If you're like me and you think "well if I can get more output than one blue belt and if I don't use two output belts the furnaces will buffer up, which wastes energy put into the beacons", then you'll maybe find the next two builds interesting. I've added more beacons to get the maximum out of one block: ~2707 iron/copper plates or stone per minute. For steel it is less and can fit onto one output belt, of course. My calculations show that I can put the output of 6 furnaces on one side of a blue belt, so I thought I just need to output the last two ones onto a separate belt. That however does not work, because if the 2nd last inserter of the upper or lower row is fast and outputs continously without pausing then the minute stalls (which are wanted and caused by inserting onto underground belts) that propagate along the input direction will make the 3rd last inserters fail to output stuff fast enough. This in turn causes the furnaces to buffer up. It sometimes works and sometimes not, depending on how the motion of the inserters is synced (or out of sync, if you want to see it that way; what actually matters is the phase shift between the waveforms that describe the inserter rotation angle over time). It is influenced by how full the input belts are when the furnace starts up. I have solved that by only activating the 2nd last inserters on the upper & lower side when the 3rd last ones are not holding anything in their hand. No combinators required. Took me some hours to analyze the problem properly.. Here's the result with two output belts where each belt has the same material on both sides/lanes: two outputs variant A Blueprint two outputs variant A Code: Select all H4sIAAAAAAAA/81aQY+zNhD9KxGXXqCKIdls9IlDb7310GNVIRa8WesjgIxZbRTlv9eQ3aiJHXtsT7Y97Srg8fjNzJtnm7pbNF1VNosiP9JWMMHokB+Pbbmn efRCy6pro7jvBvmga/PjR56kT/EhT1anmAm6n96d/ubR0FNaJ/uuHhuaZFFcdWMr8vR0OsVGaxmqtSWmNbJBtYa6UoK6UtSFYq4Tc5WYfmEChhpK1CxDLQDU 2kSlDW9Gox89p8OQCF62Q99xkbzQRmj5Mj3FNeO0mn9+crSwAVgY25ryHZc+1lobK9VGLA69tNCNoh9F5OjT2uRTI3/irEpeR96WFb0dm05jyS3ePZdQS1Pv TBzCYSfP4aCR7V3QWHuNmXnFZI2zYpu/mkS5E+RhXzZNcnG77xq9z5m7EykUtNdyEAlrB8oF5dpueWNFVq7gXVO80LfynXU8P1aMVyMThXxSfw5+ZXwQxcB2 bdnkx/PE74yLsWyi+HPx88OEvlN+EG+s3UmfpIVBlBL3pfx335e8FHKCKI9O87P27ISM3V8Rif7OjztOqZztLJoOBavzTGLlEbMlbmES4l+Yz2FZaoqnhgQN 4ZSz0KJ7LbqeyjhMb2fx1zNOy7p4K9t6CrqQ8A+54CO9PJ8fzS9NVnICDV+69QmfO61aDGp4VV899gpWCthCyw+LvibFr4eZMlpDJ46YairCh8W/hcN1tOfJ 4H78rWmbzuwN0SumkGvarmvIHVjVGHTyuKogGu4AjVO5NHWFB49lVJlgxjOwx0DSJ1WLaOVmwBSZPa3ZuDcS7zx+CWuM57mIOZoAKU6A0y0N00GWtrxemk34 TuH+FqVPAjZYZ51vsQDS3iSccc4C+vF7hfSuv7cUIMrqp1mn++cTuc0nF9UMQxuumu9lgDle66BwGdF9AnADRKA6AQURqJC8sUf/JvYmKEy0ZY4PTjVZFWoQ e2iy745ChYtIBCrCIW+A3gylIZV7XUjIj4OQKcjYgsyS6nEERCDixAKTymFhBEQQCehWzZiwMConCwV9AweFk1CKzEIXZauPNiA6K31d2rW/BYehb5hQAzxn 6vLXtb+STDW56Yrael70v/cuAaySalSpx/VFkIFNqIFVqIF1qIE01EBmN2C7wJnoB/H+hszm4HvGoB0qub984yWAknvO8nfuYJjns3P7AR0mOjiIuJEx5LoR ak16/b+vW0i6uTqwN29TQ1P4WYHHNdBbx7yxuhPGJ9t7aeeXxhvkMlObRpi9FIi+qUYylxL5L66wCHn2ucNSu5vHQZDS4VypGre/kdB6VQgj2B13VlZ7FygW SkdxDcUTbjHjdkxVjwY7B0l+04WMmrqw3TWgKVn2wmqaG7w3ZShRCdLHF5eOYnUn7EhNw9ZBxw6qhA+zpyoK98RTu66PF6HcT5Rm7SauiCqNIKtXd0Qe04bt 1cFNwniwFMzXmg2uPor3P+hG/Z4b9XNu1K+5UT/m9jAG/Owus02PCQwmLg+DBYAKIiaISeyJLujrHgsgmFnim/B3Pyt/BCaQ2sHkFEyyc2Vh+WY17waP12cv 07ivg5fPeeSrsn18TB3C8LJyhfE1LFWG6c930suIDDjit8uIlVzP+dHvsmGzX4bFn3vZ5li7W6TJH3MzXci3f3AqpHeL4gdt638AdQjbxLs0AAA= And another variant with two outputs where each belt carries both materials on different lanes: two outputs variant B Blueprint two outputs variant B Code: Select all H4sIAAAAAAAA/+VbTW/jNhD9K4YuvViFScv2Ggv10FNvPfRYFIIi0QmxsiRQVJDA8H8vJTnu2qTI4Ye3KXpKsRKHnDdv3sxQddksqqbIq0WWnkjNKaekS0+n Oj+SNHoiedHU0bJtOvGgqdPTWxrj3fI9jZPzknJyHN4d/qZR1xJSxsem7CsSr6Nl0fQ1T/H5fF5qrSVBraGQ1tCXoNaCeoqCehrU0bB+BjSGA9raBrS1D2gL hXQShfQShXQTh3QTbxyNkYoUnNEiPvSszgtyr0brwS66t9syYbLg9JXyd735t5aRros5y+uubRiPn0jF7zdZDZvg87KkTJxm+Oft1cIh73hM644wTphSK28W Ymnrvi4Je2biaKVq80khbzdf8vdWWGh63vY8snNm4siMMwa0J7K6o90d86qKr5u0TaXeYf3dEp4X3+bwnfTegK8eDaxDAxih9WyEaH0bID28+zBcNh1XJqWJ UAaLW6j/2mDuNLE0E+eeNwaoA8mGAZhNYKQVOuQAtL8oKZLGQ5IUfASGMXmwHCUWYiQngZ0UKWTeMipyAjnJ0KQPj84NRRXySg1FKXDIDYWUW4gQuueLAejd jwAahRYhVTfkgLRMALt8wZDKrTWg1R2IAQXl7AwoGgc7A4rY2tYoPAjPKlh7OZobSK060pGUtD9q6/h49bGyrrR4O+fFvfaBnNhpnIBZ2GosaEeGzb0j1hPD xAoECqmh3x+S1F2gIOFGbuFezbo4E2/QlAXDDD5lOcQfJYqDiHGas6bKnshL/koblp4Kyoqe8kw8KS+LD5R1POvoc51X6Wk6+ytlvM+raHkR5PFhTF4Je+cv tH4WXgkLQqdF5FbiP49tznIuNojS4dFlE0byMnvJ63LYjpOadylnPbk+Hx+NLwk2kIEw4r16Or2gzZ8Riv5KT8+MEHHM6Qr0PaNlutufz/BRf6zND570p3HQ kPigcRDCTUB+ILf8uPZw3hKwDQI6ZICEIKbLHIVmaxJnYGrWHLKmJYLxw9vrx/Md3fLdYogMEEr0aC13oipYyLWi+XjNzGuTYv4SWarNv3RqJB37SmxS508V yUraDX9vSa9IikNedf+88PHP32WGNRsU8uvE9Z0X1zVUUynV52eaqrn5nzNNVS0ci/TeRfcU/aGbqic/oEArm1JblVb2RZ8jdyA3KKBY6dzXTQQ2Ny+gqUfL GfzoVgA5pQS2aFphBsG0BV/3rGxgGO93FDCYr3SQ5SL59sMWqsu1gx7urq0ol5g9Xdn8vPG9LrF0errn8LqkSXwNrH0N4HkDxg/LN+tsv3sOgDt80R7vrD0/ aG+kre3VdJpwfaBHKzOEJk9Wc55YfY5D3pDuJVfsZ6gv3nB8gcYVFJ/9PEGB55GyG8+cRxuexDs6Uo7PRAcEi6Q4lomPvWFdA0lvGtg9c8+WbHp7s1xxuk6W g+R9OF+ZkaKGIYGSKqxtnMBaD5+arIDV3r94V4AgBUASOlBkkEJVPtdtJ9psHK475brulYlI1jsfxsiqY3uebYiiJHdvdlUA7byZL7cL7kUNyZ2D7XGkttTr cyCSmw/HgR+cof/pD3koSZSpbhynFSOfYU4NXFpxiNqKNcUVPL578R9LspJ4yByWq7bdejkbr+vnf+8S9OcuQX/tEvTHLg7GgP/b9Nq0fUhgUEhgHoYLBJag qISzhR+ESWKGZBvOi304U+hRiCAAJCggJiggKNgRlNnf6FjYEm8WY19wuu1VhnUfjcplH/GqqF9vQ4nSvCx9tfhYhqVl6n4IX1esgSt+va4QHczl0W+istGf usUfR1HZRG+1wPHvYxVdiLe/MsLF6RbZV1KXfwM0C4rt2jkAAA== Depending on how you may want to join belts with splitters one or the other variant may be more or less handy. For variant B I suggest using an overflow-splitter to make one fully compressed and one sparse output belt per furnace block and join a couple of sparse belts together until you get another compressed belt. This way you can economize on belt usage. Given that blue belts can carry 2400 items/min and the furnace block has a theoretical output of ~2707 items/min a properly overflow-splitted sparse belt should carry 307 items/min. 2400 / 307 amounts to ~7.8, so it should be fine to join 7 sparse belts into one. It gets a little more tricky with variant A, because it carries around 1353.5 items/min which is less than a blue belt. If you join two of them you've again got 2707 items/min which makes the situation the same as for variant B in terms of throughput considerations. Another idea is to use lower-tier output belts. For variant A for example it is enough to output to two red belts. While speaking about lower tier belts... if you only smelt iron, copper or steel with the variants seen so far, then you can also replace the input belts by red ones and use both sides of the belts. For stone however you need the full capacity. Here's a very, very basic overflow splitting and sparse belt joining example. To make it work under all conditions you'd need a different overflow splitter, but it works as an example. sparse belt joining If you smelt steel you can remove the complicated output section, feed two full input belts, extend the whole thing to 30 furnaces and ride on the bright side of efficiency: extra wide steel setup Blueprint extra wide steel setup Code: Select all H4sIAAAAAAAA/72cQW/bOgzHv0rRy7vEQEmpWYshxwHvvsOOQ5Z4g/ESJ7CdoUWR7/6c5K19rSSaFKmcBqwRY5F//f6y6Hi9u9nsVsvNzffFS90OzdDU/eLl pV1u68Xtj3q52rW3s/2uH/+waxcvT4vqHmbPi8ofZ81Qb0+fPf27uO33db2utrv1YVNX7na22h3aYYHH43FGRfOfTKN502imM3WmM3WmM3WmM0XTmaLpTNF0 pmA6UzCdKZjO1HaZms7TMJgzjDU3jPWYGavfLjebqt7Uq6FrVtV+t6nfB76I5J7+drBMC1jmBYolBjmJQcvEoGVisFhiHCcxzjIxzjIxrlhiPCcx3jIx3jIx vlhiqktoJxni5ENQPgTkQ8QjQDxAPALFI5x4hP84on7ad3XfV0O3bPv9rhuqH/Vm+HivgKdRcJytm24MffrveU4E/H8EH0Q4tOu6+9WN0lxHY0AQYz4bnvdj hN1h2B+G27eIfzLw89C1y1VcyfBxkey7cX2MgX83wzO5Vn4u+6Fq2r7uhrqL3gm9yxUKBqIiyReQaMrk720iTMxiotCXeUQL3bTv68wM6MNppZQjiWiiRdRp sR+Wq3+SmrojxMicqntMJi+vGpeAnPKSy+VOLzT3wK+iJCJPabQu3Lwco1xEveKZOuNFegnI0RkpeReu9VDyJMJc6FXy7Ai8in9NE2BmXZOFNrGgfyJlg2Tl kXJeVpbRwLxQbF6MS9IVHiP7AtVSRYH7SSKaaFPpp8wLBhMTQwMTA7Y/06vHYKsA5n4KZn4KSj/lXjDbFildgIFBg42fgtpPwcBPwdhPwcBPwcxPC9pptpuq zdTAS22t1MBJrY3U3EftbPQatEwvaj4r9Q6aXsYCTurdM0JJlRYihMuSgr+GEkLaZNQgXJ2sk7cIZXKu3u5WOL21zFNCeoOY452RPZ58fArDpBJfDdfeJ2Pb NpbmIrssmU8CxyenA6h8Lbbd1Ag4smdMxaML/nAVF0pvM/LWG6S3CZkoZxulJB6nPsSSIe9dqSVD32mSgsCrmBGaW7HAi3kBjR0ncnSWIQjKSElBUMbNnIC1 Z6KtaaLWNTHfNl0524w1AVgljxz2y2zTaW3T6W0z1kbRrMJI6yLLNt1VbNNZ26aztk1vbJvewjbJviW1ZOheLn0Lp7RNajqhV0rZ7a3dMfIIRsbdZORpChmi fMRCZAFI5jMC3IeSEQaIKD7jwZ+7nOeN4MhU9+V5ET3u6Oda3OU7YokgH1PwH8e9iWhbr5vDln7mzmekz2P6WrnniBCEyHyM4VFVG7rV/ymdW25PfJ6aZ84J 83lPoWzSB3pJJZ6hHvdRPRO1woK1ulPXCh+FtZqK92CkcdTxh27LEvzgzjNEVzxvDEVhDo9QzyO04hEU5BEweER3JfX8ACnQpuJZ8ghkPIKCPAI9j4xxZEWj gjDSs8gQRVkk0q8vmypBsSIFGZYxSE2gJC+yVkWSZrJ0P6jSPS3G+Xstkg0jNXggqUFZc8Wb3DVNXGu44nStlcBiswECkqIFOhQXLekWOcfJEJoFt4NSjjzh PlOGHlSzJ9wsZ60MLI0LnMe9a2J2fBjyzlu5HCHthsIZfUp9Df44Y/6ERw7Z/HEC/oTHFFL+OFP+uGz++HL8CY/ohOe1+r2PDX98af74LP54Y/7cc/kzPaHz QTdzLd0TxEq/KSfjF9X8o26UDoLzIMWp/J0ywLm3kWpi8X5JHvkR8tSh9EPwpQkBpt9RZPqKooxgk70C3RPTZwaaPTHtUX9BoVRFNctce8xXEzheYc6un8hD +iVRCmRwuhZmVT53LUSzy9S+pAWSLxmXKRlSAAxecroXnJoxX5Ehxyfq8ImW+MQC+EQ9PtEUn6jHJ+rwicXwCQJ8ghSfoMTndJNFVxXg8jf9frhy+AQdPqEA PkGPTzt65sFTx07TnWeBjae6PLbc1C9Q3RIoBE1gIzNMJ3nFrhwu1bBM0oiBynlJUCYZztHIo/ki1DMSkqqXMhIgh5EQrltBRiFTxMmXUxYTTmQ7I34KOLKD yGkoiZ6+nmwoCYgDmQuA9xI8HiQjm3XymrEgJlF4D41FFRq5E1L9OkiFSsyUiqCJZQI9J7BnNaudipXOkJWuqBIjJ2diVkZOu3KaX2asdEJWulKs9HzFRs6F yWv2BVnphaz0RRUaOXSX/6YnUCjdUvJCRYyfHGOcPtk3v9rlZvHy3xWO425n775n/Og43adTg4v4cNB//DMMyWH9UNebar9ZDm8jXDDid9MNh+XmddD5j9W3 1xF+nM/lT3+PImn+6m++PI16qb416/rm6+krbr5uxzqNWT5+7uphvMSb75/rdv0vltO9SeViAAA= If you don't like extra-wide steel smelting then I got the steel-double-whopper for you. It is two "normal" blocks stacked vertically with shared input/output belts. It's only got 28 furnaces and thus makes less efficient use of the beacons in comparison to the wide setup, but therefore it fits the width of the other variants. steel-double-whopper Blueprint steel-double-whopper Code: Select all H4sIAAAAAAAA/+VdS2/bOBD+K4Eve7EBk5ZlG4X3tIfe97BHQ7GZVlhZMiS6aBDkv69sJWlqvualtMCeUtTiaObjzDfDMUkfmruq2RfV3W77ZGpb2tJ026en ujia7eTeFPumnkxPTdd/0NTbp+/bmV5NH7ez9fO0tOZ4efbydzvpTsYcZsfmcK7MbDGZ7ptzbbf6+fl5GpWWiUpTktLUWlSaqKVK1FJRQ2XtFBSmBWXlgrI2 grKUpJFK0kolaaaWNFMvicLM91Nrum5m26LuTk1rZ/emsl6+zJ+nh7I1++t/Z0gJuSMhdySc64Npv7S9jgevjKUrY2ofT72E5mxPZzv5IbHqH2jL/ezh3NbF 3txKWlwkLW/ROrU9UL3gb6V9jILW2WL/76ysO9Na03oJ/Cc1NdrUedDUsv7ZUgj6g9+G0I9jNQQQHSugxUOiAk1udyyqavam9qmp/Dqv8EosoLBHPWBIkzwP UK4XBZ0d5AKa7gKbEaPFZRY0VAhagAn0cFXAC5Ke6DhiHOkxeQlCSzEX8jgkElg4qUVRyj6CkDzhQqWjjERGbmAQqMj1ZGx0eTIHg4Y8JA+c9IEPxwkND+1j YVLSJOTJIVQSUo4DxpFejYi06044EvIUV1gWkq2ttKdkwAmIJmaIAI/r4QR4XA0nwMNVOAGQ1UFUQJRYgDX3q9+/W+Qwau5BpYxu04tCAQlHcyjPx2jtMThG hl3r5Wy9cxdI2lpvCeHTh6Kz8bXYkg6huoUwsVi68tuCXZsAVnMBo1ALTC++AWcHrd9AE5bCcCGDIWitB0Eg5mAq80jZN7Vtm2p3b74W38qm3T7ty3Z/Lu2u /+TwMvihbDu768ovdVFtn4YXfytbey6qyfQlk14/nBX1o/1a1l96jfrxfXrtDZ73/zyeirawvfjJn5N39gPcWjlujVmUwiYZvigNeXLcTXKel8Qm1U0Ev2ZO p6+v6A0xu+Zh15xM/+nlVYu3z1pTHHZfi/pwUcSa2nZb254Nem7hhItZRUPiC+KwN/4aDcnfZPbA9fb4KeMXQaLCHm3q4r4yu0PZXf5ePTbm0Q9F1f144PW/ hycvwbGdY/1dOP95iIyU/VYfkft8/IbNfL7o/t3z3oaU9TzVFrcD8r8JxTjxZaOlcG9x94uTAKKPJJiGvQUqNtijK4503Cla4OHXKOnOEanW1B+QonW0FAY3 oshzNAxHNgu0x7kIvSuOAE8eIvSuOAI8jE4QgG7TXPXWvG+ZX6sNt+NFWs4Ns5nQCdA64ktYYNFcOkhgm14LtuYZW8KCbUUWkQDY9aDj7075o3YRYDWl3ohb qF8xKJgAONVD8QQuobOp3NjFq+KJNsp2Bzfs8ap4ApDXflB5UCKxw+l6OGniPD6J7JrN+dS/wUZaVKONgC/OodMV9cU13xXXspwByQsJjTyJgRcbnjyBb33H UgWUn2X4R4B+hPMEGxqP1+C5BlIOxNUIex5igvjpQTo5eFyXkxrCZIqYLAiHRnu8/KwQyXCErABKdAmFRJKCcmkGrYgnohkE4asBsRqFazdio8hTUOIbRZ6i C4eMm8A16MVuDFJezPNWTwjjeQC0iEs0ztD8lu7RMOZUc53C06egCNDI5taa0EnQ65s3hc+fzSWPn4kJU4LCrjFFEAbd4K8gx9XEjJFEZjRgQLiIwiInS48E SgbAJJczYyMnSo0FiYJgogRBUYKoaCIqwXNzBFnwrKMIgzy7GdJJB/uiNf5FQ+IKVGfx9vDydiC+WZA776acHhm65KNvL7wmUlR5Hgd+HgYe2uPYAPGLN1vW kYkEnCSkAw+sCpBhMOwDZSKbQec6Dq3jMvg+lpaJkc1HhIjLJRTU+MQC5RVY9fXe/9KH/cbf5ixJQ2wSCmqDoCDHxaEElI1LPxmefCLZFIZn0HUxIeTkBWwE OSmBRDpX+hs7Hjxsj2/RKADnRHtNbr5Alu5gkrl29UbeubTCO/5LHYkvWClFLvI9Q5GL3kFyGfRuEw/0fBZwU7t+CQ7OOSb0FqP57TtpNeeCX49c5dCPpEa/ j1+nrUwXkEyYshBMlLNT49/VoYGzmtwHEYANeoQJf4JpJQR0/hE45wIwL/nOCYUMeI4HSUNsEgrqj6tOxiIgN5bQJSQLnqCT4Q+ujB0QLlOj48HNRwj33VAo x5MeSABfc8TYCIcTEeI7YDblhKsGPOWowKQljwowYjJaOKVPGvAnOXlOgGNchLCAxwyw0wFwqOQpBc54wnpAu7SKX7hQvnsmnSNYUgbllIslGHd8DOslloCM K2DBFaDTAiBfLMAupoo2m1e3YkD7bIZxvLsnVH4rgrJ8WDpCSHpg7gGC7GGXvIdOqRBQ+O8VGHcuDXuzeVhvgFMO3m7OC6KrRZCpj7ngmo3KGuswyZ3mPH0y qL8h9pmzb9N0SBttlpbgGz7diE42O5G43kLgFmeCsagEPQ4+NexEIEzbbpHB3VvOniaHMHEJgM//4UxG3VjO8n0J+lcuq2C1cGOYu6ecp0+wLmPsKOfSv1uk oc1y8zTtAgQeuG7Rwplst3JA6qNF+N9dECGXuQDyTi7tOeMBS0rAXnuxy0QBMZzsOnDGuxGLfz/3Gk9kM0JHQiG8+V70t19Ef/pF9JdfRH/4hSAMuGdvlXq9 JDCSuIwGCwgVOUO0nKh8JEiyNCIbOSuUICJqLEgUABMlCIoWBOWaeRGy+icvt2z1T/58N9dl3OvFXC/v6R/tU3Zveq9A+GHni5jXYTo6rLPGVLNTVdgfIxbO CP+NYZ/fRly69MNHn/vMVv7R3f19kXv3V3O+7y3/52tzOvW11vOn1thevbvdJ1Mf/gNSyrsQ6GwAAA== Finally there's a screenshot of my test map where I've literally built dozens of different furnace blocks each with subtle variations to test if they work properly over longer periods of time: test map If you want to individually confirm my claims or like to see more variations (where lots of them do fail) then you are invited to play my test map which can be downloaded via the following link: http://wikisend.com/download/776676/bigfurntest.zip Finally you might ask "Why? It is no real improvement over socket's design which smelts iron & copper just fine". For me it is an improvement, because now I can do count-perfect smelting, which wasn't possible with the other compact design. Let me know what you think about these designs!
[ { "author": "Juggla", "content": "Here is a clean Steel smelting setup. Not original, I'm sure. But, I haven't seen something like this. I like to start new games all the time. So, I'm consistently looking for early/mid game setups. I know using filter inserters is expensive. I used to use a similar setup with underground belt winding in and out of the line and I found that was almost just as expensive. Plus this looks a lot cleaner and is MUCH easier to expand. \n \nIt's not currently set up to upgrade to electric smelting but could be easily adapted to do so. Though, I like to use robots to smelt steel late game.\n The attachment Untitled.jpg is no longer available", "date": "2017-01-15T19:35:23+00:00", "quotes": [] }, { "author": "vanatteveldt", "content": "@juggla: I normally setup something like this: \n \n \n \nThe power lines are annoying to setup until you get medium poles, but it only requires 'normal' components and can be easily expanded. \n \nIf you want to output to the bottom you can also divert the coal from the top, although that makes it a bit annoying if you want to make it longer", "date": "2017-01-16T09:38:08+00:00", "quotes": [] }, { "author": "Juggla", "content": "Yah I used something similar for a long time. It's perfectly viable and kind of the standard way to smelt early steel. \n \nBut I was aiming for something where I don't have to have 2 coal lines. As well as my personal preference to have a single line of smelters. It looks cleaner to me that way imo. And as far as \"normal components\", the filter inserters only requires electronics (30 science 1 packs) which is an easy early research to do. By the time i need a steel smelting line I want electronics done anyways so i can start making bigger poles. And at the low cost of 2 extra iron plates and 6 extra green circuits per steel smelter, well I'll take it", "date": "2017-01-16T23:11:35+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Hmm, if I was looking for something compact I would probably have a coal belt and an iron belt next to each other, furnaces either side all pulling from the coal belt (using long handles where necessary). Every second furnace pulls from the iron belt and the rest pull from the adjacent furnace. \n \nPersonally I just draw from my main iron feed, so if steel backs up my factory gets the extra iron.", "date": "2017-01-17T17:31:18+00:00", "quotes": [] }, { "author": "Aldimosh", "content": "May not be the most efficient or compact, or smart, so really its not that good, but it works and I'm proud of it. \n \n \n \nFor something created in the middle of the night, barely keeping my eyes open, i think its worth showing. Man i should become a plumber! A 2-Dimensional pixel block plumber? yeah that'll work.", "date": "2017-01-19T10:43:25+00:00", "quotes": [] }, { "author": "Deadly-Bagel", "content": "Well the only competition is that one guy, he used to be rather popular but is getting on a bit now =P", "date": "2017-01-19T10:56:34+00:00", "quotes": [ { "author": "Aldimosh wrote:", "content": "" } ] }, { "author": "mophydeen", "content": "You could use 1 underground in the middle to separate steel from the coal.", "date": "2017-01-22T07:49:51+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "MKNZ", "content": "I try to design my bases with an internal road for cars, I don't see many people do this, but I'm sure I'm not the first", "date": "2017-02-15T03:04:55+00:00", "quotes": [] }, { "author": "MKNZ", "content": "http://plays.tv/video/58a3c50abe826860f4/my-road- \n \nMy first post couldn't be a URL", "date": "2017-02-15T03:05:41+00:00", "quotes": [ { "author": "MKNZ wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "Cars. Because trains are just Too Easy.", "date": "2017-02-15T05:25:20+00:00", "quotes": [ { "author": "MKNZ wrote:", "content": "" }, { "author": "MKNZ wrote:", "content": "" } ] }, { "author": "dinodod", "content": "Variant 1 of the steel smelter \n \n \n \n s.jpg (559.68 KiB) Viewed 22613 times", "date": "2017-02-28T13:39:44+00:00", "quotes": [] }, { "author": "DOSorDIE", "content": "Iron Smelting without extra Coal Line \n \nHowTo: \nTimed Inserter send 1 Coal all 2,5 second (150 Ticks) \nThe Bottom Inserter take the coal when more than 2 on the belt \n \n \n \n Iron Smelting with included Coal.jpg (349.49 KiB) Viewed 22093 times \n \n \n\nEDIT: Change Picture for a better one", "date": "2017-04-04T09:13:47+00:00", "quotes": [] }, { "author": "js1", "content": "Hm, this got me thinking..\n \n \n \n steel-setup.jpg (178.57 KiB) Viewed 21835 times \n \n \n\nAnd a more compact, but little funky variation:\n \n \n \n steel-setup-funky.jpg (131.6 KiB) Viewed 21830 times", "date": "2017-04-19T22:37:22+00:00", "quotes": [ { "author": "Juggla wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "I think we should make a \"early steel smelting\" competition and thread \n \nWhat about this design (that I'm sure has been posted earlier, since it's fairly obvious): \n \n \n \nIt avoids filters and splitters and uses 0.5 underground belt and 1 long-handed inserter per steel smelter, which is cheaper than a filter inserters plus long handed per smelter \n \nedit: or an alternative to Juggla's setup: \n \n \n \nThis uses a long-handed inserter instead of a filter inserter, cheaper and easier to setup, at the cost of separating the coal and iron belt. If you want the ore belt in the middle you need 1.5 long handed inserters per steel smelter, which is still cheaper (and imho easier) than a filter inserter:", "date": "2017-04-23T03:45:28+00:00", "quotes": [] }, { "author": "Mehve", "content": "This was the pattern I used on my last startup. \n \nIt gives a full belt to the ore, and only gives a single lane to the much lower volume coal and steel, no filter inserters or splitters needed, and just 1 UG needed at the end, with an optional splitter for lane balancing. Fairly compact, since the inserters only extend towards the middle, and it has a common input/output end, so extending it is simple. The coal/steel belt has enough throughput to support a fast ore belt upgrade in the future, although an express upgrade would theoretically bottleneck, not to mention give trouble to the long inserters for picking up. \n \nEdit: Or for maximum cost effectiveness and to avoid using fast belts, it's dead simple to double the input belts. \n \n ...", "date": "2017-04-23T05:14:33+00:00", "quotes": [] }, { "author": "iceman_1212", "content": "My non-electric steel smelting build of choice. 5 lanes iron for 1 lane coal. I put this together past the point where I carried yellow inserters (for inventory efficiency) - the blues are ofc not necessary.", "date": "2017-05-02T11:49:50+00:00", "quotes": [] }, { "author": "Mehve", "content": "Looking forwards to a new slew of balancer options", "date": "2017-05-05T22:45:21+00:00", "quotes": [] }, { "author": "js1", "content": "I like this one very much, thanks! What I like the most is that it is easy to upgrade to electric furnaces, if you space your smelters by 1.", "date": "2017-05-06T08:50:32+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "teenusa", "content": "My new 16 to 16 Balancer: \nIt is 16 by 23. \nThe only things wich is really annoying, is that only one undergroundbelt is in the way of getting a 16 by 22 balancer. \nThe stats of the Balancer: \n \n \n \n 16to16_result.PNG (6.53 KiB) Viewed 20555 times \n \n \nAnd the Balancer:\n \n \n \n 16to16_picture.PNG (394.07 KiB) Viewed 20555 times \n \n \n BlueprintString 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 \n \nIs there a better and smaller 16 by 16 Balancer out there? because i did not found one yet. \n \nThe first art of the splitter, the 8 by 8 Balancer is really similar to the Balancer of Mehve. \nSo Credit to you, Mehve.", "date": "2017-05-20T14:29:30+00:00", "quotes": [] } ]
19
2014-10-01T10:08:20-05:00
forum-topic-84250
84250
Init script from GitHub
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=84250
Defcon5
Hello, I posted a day or so a reply ( viewtopic.php?p=491425#p491425 ), but got no answer so far. Is there anybody that can help me out? I run factorio at the moment when i logged in on the server on the forgroud and i want to run it as a daemon. The system is running on SMP Debian 4.19.98-1 (2020-01-26) x86_64 GNU/Linux. I hope that the creator of that script can help me out.
[ { "author": "Jap2.0", "content": "Have you tried making an issue on Github?", "date": "2020-04-26T20:08:43+00:00", "quotes": [] }, { "author": "Defcon5", "content": "No i didn`t... maight trying that also.", "date": "2020-04-26T23:04:33+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "It looks like that's the recommended place to ask questions, so that might be your best bet.", "date": "2020-04-27T04:00:47+00:00", "quotes": [] }, { "author": "Defcon5", "content": "I hope he reads it", "date": "2020-04-27T09:11:15+00:00", "quotes": [ { "author": "Jap2.0 wrote: Mon Apr 27, 2020 4:00 am", "content": "" } ] } ]
4
2020-04-26T07:55:46-05:00
forum-topic-126997
126997
item.set_blueprint_entities() clears the mapping even when nothing changes
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126997
Quezler
The on_player_setup_blueprint has a mapping, in the description it warns that it can become "incorrect": However this seems to suggest that if a mod adds/removes an entity to the blueprint that the numbers will simply not line up anymore / references entities that aren't in the blueprint anymore / lacks references to existing entities when they get added / etc But it seems that even writing the same mapping back to the blueprint causes the mapping to become not just "incorrect", but outright completely empty: Code: Select all /c script.on_event(defines.events.on_player_setup_blueprint, function(event) local blueprint = event.stack if blueprint == nil then return end game.print("before: " .. serpent.block(event.mapping.get())) blueprint.set_blueprint_entities(blueprint.get_blueprint_entities()) game.print("after: " .. serpent.block(event.mapping.get())) end) - start new world - run command - place your starting furnace - ctrl c / blueprint it - notice the second mapping being empty It would be nice if it could be mentioned on this event that `set_blueprint_entities` will wipe the mapping and not just make it "incorrect", and on the set_blueprint_entities method a warning to only call if it you have modified the entities since "it can break stuff elsewhere if you write to it needlessly"
[ { "author": "Quezler", "content": "an extra remark: \n \ni resorted to reading and writing the blueprint entities as a whole because \"hey, its convenient and nothing warns me against it\" even when all i did was edit blueprint entity tag since there was no apparent harm, if anything set_blueprint_entity_tag seemed like the \"older/deprecated\" method at the time whilst it is in fact the one you should be using when you only modify the tags, so a note that you should only use set_blueprint_entities when you add or remove entities would be nice. \n \n https://github.com/Quezler/glutenfree/c ... 1a3924a4f4", "date": "2025-02-24T11:38:00+00:00", "quotes": [] }, { "author": "curiosity", "content": "This seems to need a clarification. Apparently set_blueprint_entity_tag doesn't count as changing the blueprint. What else doesn't? What does?", "date": "2025-02-24T17:01:17+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
2
2025-02-20T11:47:37-06:00
forum-topic-27087
27087
How is This Board Working? Revision #3
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=27087
This is not carved into stone and is also no lonesome decision of a moderator, it reveals the current state of doing things in this board. First: You can post any suggestion about the game here (For suggestion about this forum use This Forum ). But before posting you should check the following things: Read this article: Read this OR be ignored! Look into Frequently Suggested / Link Collections (see below) Search, before you post, cause others have similar ideas. Are you in the right board? Suggestions for the Factorio vanilla game go to the Suggestions board (this board). Take care, that you do not post accidentally in the subboards, while you crawl through existing suggestions. Suggestions for the Lua-Api/Mod-Development go to the board Modding interface requests . Suggestions for New Mods go to the board Ideas and Requests For Mods . Suggestions for/about this forum go to the board This forum . You can use that board also for discussing where to post, if you are in doubt. Suggestion for the wiki : It's a wiki, if you find something get an account and change it yourself, instead of posting suggestions. You cannot break it, there is always an UNDO. . If you are unsure or for any other reason use Wiki Talk , but it is eventually better to go to the appropriate discussion page (again: You need a wiki-account to change on wiki). Suggestions for the Mod Portal go to Mod portal Discussion . Suggestion for mods : There are two or three options: Either a thread (or a whole board for some bigger mods) in the mods-board (look into the mod-description!), a discussion on the mod-portal itself, or - if it is hosted on github - it is also a good idea to open up an issue there. Use the Suggestion Template to post. The most important points are repeated there. Before posting you should know also the following things: This board primary goal is to create ideas/suggestions that eventually end in an implementation. But the second goal of this board is to discuss and become friends. In other words: TO HAVE FUN! So don't write for the devs, write for the forum members. A suggestion is taken by the devs when they are about to look for new ideas. Or when they just stumble upon it. They will not implement your suggestion, just because it is wanted by many other users of the forum. This is no democracy... so polling doesn't make sense. They pick your suggestion, because of game value . See below about it! The devs have enough ideas/material for the next 3 years. Their TODO-lists are full. Which doesn't mean, that they have fixed plans (only the next version is relatively fixed). There are not only the devs, that will implement new ideas. There are also modders. Some of the best mods where originally ideas from this board or Ideas and Requests For Mods ! If your suggestion is too long, unclear, too complicated or doesn't add a game-value (see below), it has a high chance, that the devs won't read it. See how to write better suggestions . It is then also a high chance, that moderators or other forum users will begin to ask questions. That is nothing bad in general - misunderstandings can be found. The devs love explanations with pictures. A picture says more than 1000 words. And in the end it spares you and others a lot of time. Don't tell the HOW. A suggestion is most times not implemented in the way it is described here. They take the suggestion as inspiration. So don't explain how much items should be used for research and how many tiles an entity should be. It has not much relevance, cause you cannot know, when that suggestion might be implement. That is part of balancing! Much, much later. This is about IDEAS. Don't tell the WHAT. Explain the WHY! Example Bad suggestion: I didn't searched for it, but what did the devs think about a new exo-skelletons. It should be faster and more durable. The crafting should take 8 iron plates and two electronic circuits. And it must be researched before. ... 10 lines of what he wants to do with the new exo-sekeletons ... Good suggestion: I always have the problem, that the F-key is too near to the D-key and so I pick up items all the time, that I don't want. I want to have more distance between that keys. My idea was simply, that we use the G-key instead of the F. Do you have better ideas? Posting Doublettes About 50% of all suggestion in this board are already existing. So you have a high chance, that your suggestion is such a candidate. There is nothing against making a doublette-suggestion! It reveals, how many of the players want it. But the moderators don't like them. Not again... The point, which is important, and which makes the difference is this: You should know the other ideas, before you post a similar one! You should have an answer to questions like "Why is yours now better than X?" "How can I combine all the good ideas from X, Y and Z into yours?" ... The Frequently Suggested / Link Collections We highly recommend to study that lists, before you're making a suggestion. In the case, similar suggestions already exists, a moderator might add something like "Added to ...some link to article XXX...". That is neither positive nor negative. But latest at this point you should take some time to read that linked other ideas. Game value At the Factorio celebration party the devs underlined it: The top priority is the game value. If there are two options and they need to choose which one and one has the bigger game value it will hit over all other arguments. What will this suggestion bring for the game-play? What is game-play-value? That means, there is always a consideration: How much more complexity will a suggestion bring in vs. how much more game-play ? In simpler words: Added game-play vs. added complexity. The calculation is simple and in most cases very objective: If the awaited rise in complexity is higher, than the awaited rise in game-play, well, then this is not a good suggestion (and eventually will be rejected). That may be discussed. If there are good arguments, which bring in more game-value, then this can change of course, nothing is fixed here, but the measurement is really this simple line. Examples A suggestion, which brings in more complexity than game-play: "I suggest a new type of inserter, that can rotate 90 degrees". This can already be done with the game (there are mods, that implement them), but it adds a very high complexity to the game (I need to built so many new types of inserters, or how to choose the right type of inserter?). Another suggestion, which brings in more game-play than complexity: "Female Character". This has a high game value vs. complexity, but is of course complex to implement. But this is not the job of this forum to estimate the effort. Perhaps everything is already finished (the rib has already been taken out ) to implement it right in one day. We are not counting about effort in development! That is of course an argument, but if a suggestion is good enough it was always so, that it was implemented. You have made it? You finished your first post? If it is good, maybe nobody will say anything. If not, the forum will discuss it. Or the other way around... don't care about it! Keep positive thinking! The forum is quite fair and a controversy discussion is a good sign, that you "might found something interesting". Previous version: viewtopic.php?f=6&t=14702
[ { "author": "", "content": "I made some changes to the former post, added especially a list of where to post which kind of suggestion. Thanks to Mathematics7 for this idea.", "date": "2017-06-19T16:20:11+00:00", "quotes": [] } ]
1
2016-06-26T19:36:13-05:00
forum-topic-124181
124181
[SA] Every time I see a demolisher...
General discussion
https://forums.factorio.com/viewtopic.php?t=124181
NineNine
Am I the only one who says this out loud every time I see a demolisher? mmmshaihulud.mp4 (579.23 KiB) Downloaded 123 times
[ { "author": "coffee-factorio", "content": "Mr. Wiggly do you want more bioflux those nasty biters don't need it no they don't. \n \nI am keeping two so that when I am long gone, they can repopulate. And so I can pet them on the nose with the spidertron. Did you know they're like great white sharks? The kind of just vibe if you rub 'em like that.", "date": "2024-12-15T05:56:06+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Probably not, but also probably many players only know about the new movies", "date": "2024-12-22T11:37:59+00:00", "quotes": [ { "author": "NineNine wrote: Tue Dec 10, 2024 9:48 pm", "content": "" } ] }, { "author": "NineNine", "content": "Well, that's a real shame, if that's the case. The worms in the new ones weren't nearly as intimidating as the ones in the original movie.", "date": "2024-12-22T14:43:08+00:00", "quotes": [ { "author": "mmmPI wrote: Sun Dec 22, 2024 11:37 am", "content": "" }, { "author": "NineNine wrote: Tue Dec 10, 2024 9:48 pm", "content": "" } ] }, { "author": "jamiechi1", "content": "And now I want to watch the old movies again. (I liked all of them.)", "date": "2025-03-07T22:01:35+00:00", "quotes": [] } ]
4
2024-12-10T15:48:22-06:00
forum-topic-49461
49461
[MOD 0.15.15+] FNEI Mod
Mods
https://forums.factorio.com/viewtopic.php?t=49461
_npo6ka_
Type: Mod Name: Factorio NEI Description: FNEI mod. All recipes for items and usage for them. License: MIT Category: Helper mods Download-Url: https://mods.factorio.com/mods/npo6ka/FNEI Gallery Long Description Factorio NEI mod. !!! Alpha version of the mod. !!! Search in English only. This mod will help you find all the recipes to create the selected item. Also you can see the use of the selected item. Hot key: open gui: ctrl + E Previous recipe: Backspace Select recipe: left click = recipes of the selected item right click = usage of the selected item
[ { "author": "_npo6ka_", "content": "I would like to hear your remarks, advice and wishes.", "date": "2017-06-07T21:36:21+00:00", "quotes": [] }, { "author": "Duane", "content": "This is going to make a lot of mods a lot easier to understand, especially those without dedicated English translations because of the formatting. This looks really neat, and you should be proud of it. I really like how clean the GUI is.", "date": "2017-06-08T05:45:46+00:00", "quotes": [] }, { "author": "Xuerian", "content": "Great work so far. \n \nImmediate feedback: \n \nIf possible, anchor GUI panel on top-left instead of center, and move the recipe navigation to below the recipe name, so that the buttons don't move around when you click them. \n \nUseful things I can think of would be: \n \n* Option to hide ingredients/results labels \n* Sort unavailable (Unresearched) recipes after available ones \n* Dropdown for all recipe names", "date": "2017-06-08T07:11:01+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "Thank you for your feedback.\n \nThis restriction api this game. Gui can only be created in the central screen. This problem can be solved using the static size of the recipe gui. \n \nI will take into account your wishes for further developmen", "date": "2017-06-08T08:46:17+00:00", "quotes": [ { "author": "Xuerian wrote:", "content": "" }, { "author": "Xuerian wrote:", "content": "" } ] }, { "author": "Xuerian", "content": "I tinkered around with it myself and replaced all references to player.gui.center with player.gui.left and it works fine. Am I missing some side effect, problem, or other consideration? \n \nI also moved the buttons below the label and hid the other two labels. \n \nLooking forward to any further development either way. \n \nEdit: Went ahead and made a pull request with most of those changes.", "date": "2017-06-08T08:55:39+00:00", "quotes": [ { "author": "_npo6ka_ wrote:", "content": "" } ] }, { "author": "Netoen", "content": "Great job on developing so much needed mod for Factorio, hope to see it get better and better with every update. \nOne side note tho, as much as Shift+E sounds logical, bob's inserters already use it, so this early into creating your mod I'd consider switching to something else. Maybe Ctrl+E ? \nGonna be testing it these days myself.", "date": "2017-06-26T22:10:33+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "Thank you for your feedback. I will try to resolve this issue. \n \nIt would be more logical if the hotkey at the bob inserters had a Shift + R, since the inserters rotate on the R key. \nI used a similar logic, we look at recipes using the help of the E key, so the search for recipes for the item should take place on the same key.", "date": "2017-06-27T14:44:04+00:00", "quotes": [ { "author": "Netoen wrote:", "content": "" } ] }, { "author": "Netoen", "content": "He actually has some part of inserter rotated on Shift+R", "date": "2017-06-27T15:20:32+00:00", "quotes": [] }, { "author": "Netoen", "content": "Also, it would be lovely eventually to see ability to just minimize current recipe to side and/or get it pinned there. \nAnother thing I would like to see - closing window with E is arguable, since I often want to craft things for the recipes I am viewing, say a furnace or electrolyzer. \nAside from that, I myself always change \"previous recipe\" to Space rather than Backspace. Besides, in factorio it is shooting an enemy, so a safe to use. \nAnd after everthing is done feature like copying recipe into buffer so that I would paste it using Shift+LMB would make a world of difference. \nBut still even now mod worth a lot. Thanx for your effort !", "date": "2017-07-01T14:33:48+00:00", "quotes": [] }, { "author": "ratti", "content": "Lovely mod, works well and looks great everything you need for lots of recipes! Thanks!", "date": "2017-08-16T16:24:17+00:00", "quotes": [] }, { "author": "Trainwreck", "content": "Some of the recipes displayed are completely unavailable for crafting. An example of this is the plastic bar recipes when playing with angels petrochem. Angels has removed the technology unlock for the regular plastic recipe, and added an unlock for its own liquid plastic recipe. But FNEI still displays the regular coal -> plastic recipe, even though there is no way to unlock it. Perhaps FNEI should not display recipes which are disabled and have no technology unlock.\n \n \n \n fnei.png (264.23 KiB) Viewed 23635 times", "date": "2017-09-03T01:35:41+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "Thank you for your report, fixed in 0.0.11 version!", "date": "2017-09-09T21:32:46+00:00", "quotes": [ { "author": "Trainwreck wrote:", "content": "" } ] }, { "author": "Trainwreck", "content": "Thanks for the update, I noticed few unattainable recipes are still showing up with version 0.0.11. I believe the issue this time is that the technology itself has been disabled. Angels disables the base game oil processing technologies and adds a set of new technologies for its own processing setup.\n \n \n \n fnei2.png (279.71 KiB) Viewed 23544 times", "date": "2017-09-10T01:48:35+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "I will try to fix this problem. \nNow we have a lot of sorting lists of recipes and checking them with the settings. \nI'll have to think about sorting optimization...", "date": "2017-09-10T20:36:57+00:00", "quotes": [ { "author": "Trainwreck wrote:", "content": "" } ] }, { "author": "Trainwreck", "content": "Someone over in the sea block pack thread pointed out that FNEI causes multiplayer desyncs. I managed to reproduce a desync with the following procedure: \n \n1. Player 1 starts a new multiplayer game \n2. Player 1 presses ctrl+e to open FNEI gui \n3. Player 1 clicks right arrow in the FNEI gui to scroll to page two of the recipe list \n4. Player 2 joins game \n5. Player 2 presses ctrl+e to open FNEI gui \n \nThe game then desyncs, player 2 rejoins and FNEI is open on page 2, even though player 2 never clicked the scroll arrow. \n \nI had a brief skim through the FNEI source code, my guess is the fnei.rc.recipe_page variable needs to be stored per player.", "date": "2017-10-06T08:11:25+00:00", "quotes": [] }, { "author": "FactorioParadox", "content": "Really liked this mod on the other sandbox game and it's great to see it here, but I think you should come up with a more original name for it (unless you're the creator of the other one).", "date": "2017-10-09T23:32:56+00:00", "quotes": [] }, { "author": "nOObe", "content": "dear _npo6ka_; \n \nIs a reverse recipe lookup possible? It would be very handy for beginners trying many of the complex mods to find their way.", "date": "2017-10-22T16:09:21+00:00", "quotes": [] }, { "author": "_npo6ka_", "content": "Thank you for your report. I'll try to fix the problem in the next update.", "date": "2017-10-22T23:13:17+00:00", "quotes": [ { "author": "Trainwreck wrote:", "content": "" } ] }, { "author": "_npo6ka_", "content": "I came up with this name for a few weeks. This name seemed the most original of all options.", "date": "2017-10-22T23:16:01+00:00", "quotes": [ { "author": "FactorioParadox wrote:", "content": "" } ] } ]
19
2017-06-07T16:34:57-05:00
forum-topic-126407
126407
[raiguard][2.0.33] non-blocking-saving is no longer non-blocking
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126407
BleakHorizon
As of 2.0.33, when saving with 'non-blocking-saving' enabled, the game completely freezes during the duration of the saving process. I reverted to 2.0.32 to make sure, and the feature works properly there. I am running on Linux Mint 22.
[ { "author": "", "content": "Post a log of a session with the issue, see 3638 .", "date": "2025-01-28T18:21:53+00:00", "quotes": [] }, { "author": "chris-tier", "content": "Not OP but I'm having the same issue, log file attached. \n \nLinux Mint 22.1", "date": "2025-01-28T19:51:31+00:00", "quotes": [] }, { "author": "BleakHorizon", "content": "Here's my log file:", "date": "2025-01-28T20:17:58+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.34.", "date": "2025-01-28T21:14:09+00:00", "quotes": [] } ]
4
2025-01-28T12:03:09-06:00
forum-topic-105962
105962
Game crashing randomly
Technical Help
https://forums.factorio.com/viewtopic.php?t=105962
Newonline
Hi there, in the last two days my game keep crashing randomly while i am playing. I tried disabling auto save, as some crashes coincided with it, but the error continued, the version is 1.1.80
[ { "author": "", "content": "Unless you can reproduce this reliably I'd assume this is a system stability issue. Try disabling any overclock including xmp and see if that helps.", "date": "2023-04-19T20:44:25+00:00", "quotes": [] }, { "author": "Newonline", "content": "I don't have any overclock or xmp enable and is still crashing. I tried lowering the graphics or resolution of the game but it kept crashing, it only happens with factorio other games work normally", "date": "2023-04-21T03:32:45+00:00", "quotes": [] }, { "author": "fishycat", "content": "Another thing you could try, in graphic options set video memory usage to high or medium.", "date": "2023-04-21T13:57:33+00:00", "quotes": [] }, { "author": "Newonline", "content": "I tried this today and crash again", "date": "2023-04-21T18:58:11+00:00", "quotes": [] }, { "author": "", "content": "You can try reducing the number or render threads in graphic settings. If you are comfortable doing it you can also increase memory and/or vcore voltage and see if it improves stability.", "date": "2023-04-21T20:39:22+00:00", "quotes": [] }, { "author": "Newonline", "content": "I tried and didn't work, i create a new save for testing and crashed too", "date": "2023-04-22T01:55:31+00:00", "quotes": [ { "author": "Loewchen wrote: Fri Apr 21, 2023 8:39 pm", "content": "" } ] }, { "author": "", "content": "Tried what?", "date": "2023-04-22T02:20:17+00:00", "quotes": [ { "author": "Newonline wrote: Sat Apr 22, 2023 1:55 am", "content": "" } ] }, { "author": "Newonline", "content": "Ok, i tested some things and a think is a problem with the dual monitor setup, I disabled the second monitor and the game worked normally, then I turned the second monitor back on and the game crashed in 5 minutes.", "date": "2023-04-22T02:28:40+00:00", "quotes": [ { "author": "Loewchen wrote: Sat Apr 22, 2023 2:20 am", "content": "" }, { "author": "Newonline wrote: Sat Apr 22, 2023 1:55 am", "content": "" } ] } ]
8
2023-04-19T15:09:31-05:00
forum-topic-125646
125646
[Mod Portal] Idea: Include factorio version when deprecating a mod
Modding discussion
https://forums.factorio.com/viewtopic.php?t=125646
shadow0133
Currently, Nullius Momenti modpack ( https://mods.factorio.com/mod/nullius-momenti-modpack ) is not possible to install, because some of the dependant mods have been deprecated. But the deprecation only matters for factorio 2.0, as these mods still are useful for 1.1 One idea I have is to add "Since Factorio Version" field for the mod deprecation, so that it wouldn't break older mods and modpacks
[ { "author": "shadow0133", "content": "here is the list of 409 mods and modpacks which cannot be currently installed with dependencies in versions <= 1.1 of factorio because of this issue: https://github.com/Shadlock0133/factori ... broken.txt", "date": "2025-01-15T18:12:14+00:00", "quotes": [] }, { "author": "robot256", "content": "I thought the whole purpose of marking a mod deprecated was so that it doesn't show up in search but can still be synced to saves that use it. It would make sense for deprecated mods to also be downloaded when they are required dependencies of non-deprecated mods. \n \nIn this case, I believe the author was wrong to mark https://mods.factorio.com/mod/FuelTrainStop as deprecated. They rightly did not publish a release for 2.0, so it won't show up in any searches for 2.0 mods. In 1.1 the functionality is still needed. You don't need to mark a mod deprecated simply because you stopped maintaining it", "date": "2025-01-17T06:20:27+00:00", "quotes": [] }, { "author": "robot256", "content": "Magu fixed Train Fuel Stop just now. How many does that fix?", "date": "2025-01-25T00:22:51+00:00", "quotes": [ { "author": "shadow0133 wrote: Wed Jan 15, 2025 6:12 pm", "content": "" } ] }, { "author": "shadow0133", "content": "4 modpacks:\n \n as2_pyanodons \n geekbattery-ocean-pvp \n greysmod_bobs \n salocraft", "date": "2025-01-26T14:28:03+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "robot256", "content": "Most useful would be the list of dependencies that are marked deprecated. I'm interested in finding out if any of them have versions for 2.0. I think this is worth bringing up to Wube in the bug report forum or discord. \n \nNow that I think about, it *might* be possible for the Mod Portal backend to deliver a different \"deprecated\" flag depending on what version of the game is asking for it, but that would add a lot of complications on their end.", "date": "2025-01-26T16:15:21+00:00", "quotes": [] }, { "author": "robot256", "content": "I've found your file broken_with_reason.txt \n \nA bunch of those deprecated mods are correctly marked deprecated, and it's on the depending mod author to update their dependency to a more current release. \n \nI'll see how many look like they are really an issue. It could be that we only have to ask a few authors to change their flags and it will be fine.", "date": "2025-01-26T16:25:30+00:00", "quotes": [] }, { "author": "shadow0133", "content": "make sure you go to newest commit https://github.com/Shadlock0133/factori ... reason.txt", "date": "2025-01-26T19:43:00+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 26, 2025 4:25 pm", "content": "" } ] }, { "author": "robot256", "content": "Can you check the dependencies for only the mods that have a version for 1.1? I think we can treat anyone downloading mods for a new game in 0.18 as an outlier.", "date": "2025-01-26T20:13:45+00:00", "quotes": [ { "author": "shadow0133 wrote: Sun Jan 26, 2025 7:43 pm", "content": "" }, { "author": "robot256 wrote: Sun Jan 26, 2025 4:25 pm", "content": "" } ] }, { "author": "shadow0133", "content": "that gives 304 mods: \n \n https://github.com/Shadlock0133/factori ... or_1.1.txt", "date": "2025-01-27T20:55:05+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 26, 2025 8:13 pm", "content": "" } ] }, { "author": "shadow0133", "content": "including recent un-deprecation of RecipeBook, it's 283 mods now", "date": "2025-02-19T20:20:23+00:00", "quotes": [] }, { "author": "shadow0133", "content": "it's now 232 broken 1.1 mods, with nullius modpacks now working :3", "date": "2025-03-06T16:48:31+00:00", "quotes": [] } ]
11
2025-01-06T07:32:52-06:00
forum-topic-104992
104992
Edit Train Schedules via PHP
Tools
https://forums.factorio.com/viewtopic.php?t=104992
ptx0
What is it I have grown weary of manually updating complicated train schedules because we can't merely point a conditional to a new station name. Who wants to have to delete all the entries to recreate the whole schedule? Not I. Blueprint strings are just base64-encoded zlib-compressed JSON strings with a version byte prepended (0). This script allows finding & replacing strings in the station name as well as item conditional. Easily change a station from "[item=logistic-science-pack] Green Science Load [item=logistic-science-pack]", to "[item=chemical-science-pack] Blue Science Load [item=chemical-science-pack]" just by exporting and importing a blueprint! To use it: 1. Place a file called "bp.txt" with the blueprint string of a locomotive with a train schedule you wish to update, into the same directory as this script 2. Update and/or add entries to the to_find and to_replace array with a piece of, or, the entire station name you wish to replace. In the example below, it finds "Green" in "Green Science" and replaces with "Blue", for "Blue Science" 3. Update and/or add entries to the to_find and to_replace array with an in-game item name, if you wish to update "Cargo count" conditionals to reference a different item. In the example below, it finds "logistic-science-pack" and replaces it with "chemical-science-pack" Code: Select all <?php $path = __DIR__ . '/bp.txt'; $j = get_blueprint($path); $to_find = [ 'Green', 'logistic-science-pack' ]; $to_replace = [ 'Blue', 'chemical-science-pack' ]; $schedules = &$j['blueprint']['schedules']; foreach ($schedules as $id => &$sched) { $s = &$sched['schedule']; foreach ($s as $order => &$stop) { $station_name = &$stop['station']; echo 'Station: ' . $station_name . PHP_EOL; foreach ($to_find as $find_key => $find_string) { if (strpos($find_string, $station_name) !== 0) { $new_station = str_replace($find_string, $to_replace[$find_key], $station_name); $stop['station'] = $new_station; echo 'Changed station name to ' . $new_station . PHP_EOL; } foreach ($stop['wait_conditions'] as $condition_key => &$condition) { if (isset($condition['condition']['first_signal']['type']) && $condition['condition']['first_signal']['type'] === 'item' && $condition['condition']['first_signal']['name'] === $find_string) { $condition['condition']['first_signal']['name'] = str_replace($find_string, $to_replace[$find_key], $condition['condition']['first_signal']['name']); echo 'Changed condition to ' . $condition['condition']['first_signal']['name'] . PHP_EOL; } } } } echo PHP_EOL; } $new_path = __DIR__ . '/new-bp.txt'; create_blueprint($new_path, $j); echo PHP_EOL; function get_blueprint($path) { $txt = file_get_contents($path); $no_version = substr($txt, 1); $b64 = base64_decode($no_version); $d = zlib_decode($b64); file_put_contents(__DIR__ . '/bp.json', $d); $j = json_decode($d, true); return $j; } function create_blueprint($path, $data) { $j = json_encode($data); file_put_contents(__DIR__ . '/new-bp.json', $j); $d = zlib_encode($j, ZLIB_ENCODING_DEFLATE, 9); $b64 = base64_encode($d); $added_version = '0' . $b64; return file_put_contents($path, $added_version); }
[]
0
2023-01-21T14:32:22-06:00
forum-topic-127359
127359
Hidden space platforms
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127359
thesixthroc
It would be useful to be able to hide space platforms from the sidebar GUI and the manual rocket launch GUI. This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly.
[ { "author": "BraveCaperCat", "content": "Have you tried hiding the space platform surface? \nIf that doesn't work, it seems like a good idea.", "date": "2025-03-17T02:00:48+00:00", "quotes": [ { "author": "thesixthroc wrote: Sun Mar 09, 2025 3:47 pm", "content": "" } ] }, { "author": "thesixthroc", "content": "Yes", "date": "2025-03-17T15:21:29+00:00", "quotes": [] } ]
2
2025-03-09T10:47:47-05:00
forum-topic-114216
114216
What about half-full cancelled trains?
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=114216
i-make-robots
Trains loaded with material are cancelled by LTN and returned to depot. then they are reassigned and the train goes to a station with an unfiltered miniloader that proceeds to pollute my factory. How do I get the system to recognize that it's either (a) cancelling too soon or (b) still got stuff in the train car that should be unloaded before reassignment? Thank you, and have a great day!
[ { "author": "robot256", "content": "In my LTN build I made every depot unload the trains to active provider chests. The inactivity condition on the depot schedule prevents the train from leaving until it is fully empty. This is normally a rare occurrence. \n \nWhy are your deliveries being cancelled? Do they time out during unloading? The intention of LTN is for requesters to be circuit controlled and only request a train when there is enough buffer space to unload it. You might need more/faster inserters for items with large stack sizes.", "date": "2024-07-09T15:33:11+00:00", "quotes": [] } ]
1
2024-07-08T12:11:14-05:00
forum-topic-127426
127426
[2.0.39] Placing non-minable tiles does not erase hidden tiles
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127426
Natha
that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles". Code: Select all /c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}}) /c game.player.surface.set_hidden_tile({0, 0}, "concrete") /c game.player.surface.set_tiles({{position={0, 0}, name="deepwater"}}) It still has "concrete" has hidden tile. Only when placing an "out-of-map", hidden tiles will be erased
[]
0
2025-03-12T06:34:23-05:00
forum-topic-124569
124569
[2.0.23] Fusion reactor doesn't output plasma to one of the ports
Bug Reports
https://forums.factorio.com/viewtopic.php?t=124569
zox_zoxz
I have a fusion power setup with 6 reactors and 48 generators. All reactors share plasma ports, reactors A and B are connected to generators as follows: Port 1 (reactor A) is not connected, no plasma flow expected. Port 2 (reactor A) is connected, plasma flows as expected (left lime path on the screenshot). Port 3 (reactor B) is connected, plasma doesn't flow , expected path is marked with red color on the screenshot. Port 4 (reactor B) is connected, plasma flows as expected (right lime path on the screenshot). Expected behavior: Reactors A and B output plasma via ports 2, 3 and 4. Observed behavior: Only ports 2 and 4 are working. Re-building generator connected to port 2 (marked with orange X) fixes the issue temporary. After some time the setup stalls again. Not sure what triggers the issue. Broken setup save: https://drive.google.com/file/d/1o63zdT ... c-9i4/view Fixed setup save: https://drive.google.com/file/d/1IrMJ9V ... 6oDUr/view Power plants in question are on Vulcanus. 20241216125402_1.png (2.96 MiB) Viewed 379 times
[ { "author": "adam_bise", "content": "Seems related to 122346", "date": "2025-01-22T22:36:45+00:00", "quotes": [] } ]
1
2024-12-16T15:41:19-06:00
forum-topic-75167
75167
Py Mods Streams
PyMods
https://forums.factorio.com/viewtopic.php?t=75167
pyanodon
Here´s a place to publish any running streams of playes having a try with pymods. A good place to find instructions, tutorials and guides from other players. I will slowly put links here to their channels and videos and how far they went in the mods before give up OtakuShowboat: Actualy beat full pymods, including pyAL. Have a youtube channel too where he posts the previous streams. Started a series of tutorials explaining his opinions and tips about several py chains and features. Here FC Gaming: Pretty funny japanese guy which are playing an old version of pymods (0.16), still playing and actually beating the mod, which is remarkable due the imbalances that versions had. Boldviking: Very nice veteram factorio guy which is actually trying to beat pyAL. Globsteer: Stream everyday PYmods, but unfortunatelly he did save the videos. Manic C Lo: Started stream pymods, worth a watch. Krydax: Veteram factorio player, trying to beat the mods. If you have a stream or video series playing my mods, please contact me and i will add you here. You wont be added if just played once, it must have a sequence and some sort of progression. Tutorials are also welcome.
[ { "author": "pyanodon", "content": "Some updates! From the previous post, only Otakushowboat and Boldviking are playing for now. Here some new: \n \n \nDgray: https://www.twitch.tv/dgray20 and https://www.youtube.com/channel/UCfIGLX ... VIJHgsyrjw \n \nCobai: https://www.twitch.tv/cobai \n \nFreaksaus: https://www.twitch.tv/freaksaus \n \nInjisera: https://www.twitch.tv/injisera", "date": "2020-06-23T21:55:57+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "As2piK is currently Twitch streaming every day taizan's AngelBobPy modpack on a ribbon world. \n \n \n \n As2piK_AngelBobPy_end_day_4_progress.png (886.89 KiB) Viewed 4717 times \n \n \n(In French.) \n \nTwitch archives here ... for as long as those are available. \n \nYouTube backups here ... eventually. \n \nAs2piK already did Bob + Angel + pY High Tech (+ Bio Industries) before, but only this clip seems to remain ? \n \nNo exact modlist yet, but it looks like for non-QoL mods it is : \n- Most Bob 's (except for : no Bob's Character Classes and no Clock EDIT : and no Bob's Modules ) ? \n- Full Angels ' (except Decorations : «vanity mods») \n- Full pYanodons (except the still closed alpha pY Alternative Energy ) \n- the aforementioned taizan 's AngelBobPy that tries to make them all work together \n- SlasherBANe 's Py Functionnal , but updated to Factorio 1.1 \n- Renai Transportation \n \n \nEDIT : Map exchange string :\n Code: Select all >>>eNqFVD1oFEEUnjGc+bsLUa4RJKZIu6KXi42SHW3EQgsbK4vZvbnc\nkL2ZdXY3JhHximCl2AiijWlt7CzsAoIoKEis7CI2FgoRRUGEOLOzs7d\n7e8s9mNl33/d23nvfmz0IIDgLtNkA7NjNGexFXcpo1LUEd1cBQAiAnq\n2eM5itEC+w2jQIIkE0pdfRhGI4jAT2rBUcZOnphOaCnC7BGyX4YgneL\nMGXSvAzWbzq0DDqEmYFhPj9Fnt2xeECr2ebrrkdwbvD5Jh0uex0EJ12\nue8TUcCnCCPdDcvBAdGQsp5dp6wt1Q6JVSLRsIDGqIDFUQHNUQFLowJ\nyetbSAKVJlpmkgrOidB7BreL96nJvw2kRJsXm5n5pqsrIOvFoWJSbUX\neVFMcwzih35NSy2ASnnhVg1srNV2ay0jufK0cxDpV7QMRavhxFmYuRT\nyEJ1Vxu9ArUdRbgGxEW4WaucgWHlBXyhTTEbFi+TcrcXOF+hwd+B8tx\nDMpyJE9Zpxo5MXU1xbcElmmI5DqWwz3ayokxIfDNzNyTCQuyIiNDEuT\nQAHvFGVaDyGtHwvJx6HZyJ0sZCtE1o0OBqYSCqHz6U1arKv+MhobW1r\njnSsq1fOrnuplUahbiAbz9d3uttzUHevKzPbgD5g8O1JLengTUArAXR\n0OJGau4Hm23AZg/L9eFOAjAW/XnFz9vPrShjjmJEmc/QXYcg1wyzhVU\nSi0Yp5k5ZzG2nxlHJw1liiRqAvUdTW4pEsL7319s/3m9swz/Pfuxe9l\nBps649nH1OJRuTx4re5mGmDP37IT6ZMP375R9s2FFvVFX2/6uUuvRYQ\nBnZ6S3fU9u88eBKW3ZHFNHsB3bb9PJF+N8tAf7kEKcU4fPqe2N2uKEa\nWVQu+gBguiEYY/1Q+T7DZCtodXv8K1J+yqTf6CQ4iCyfQwgC2jIGKZU\nwla6fR1Lq5F6fhg3v9BTBMeUo6J+SUz/Uow5Sj9nUSz3GOibvBt3r1+\n99h8k3MKe<<< \n(With a few extra ore fields that have been manually added later to not get stuck.) \n- Rail World (without RSO ), but no cliffs / no enemies / no pollution \n- 128 tiles = 4 chunks high Ribbon World \n- starts the game limited to 4×4=16 chunks, new chunks unlocked at the rate of 4×4=16 chunks for every 10 Twitch subscriptions.", "date": "2022-05-23T14:28:06+00:00", "quotes": [] } ]
2
2019-09-01T20:15:43-05:00
forum-topic-126056
126056
Auto Mall MK1
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=126056
Strummz
Green Circuit on power pole contains wanted items that are missing from the logistic network. Red Circuit is available items in logistic network. One wanted item is selected at random and if there are no missing ingredient is stored in the 2 combinator memory cell on the left and sent to the Assembler. Bottom Right is logic to detect missing ingredients, if everything is available then craft for 30s (timing circuit is bottom row) otherwise store missing items in memory cell and craft the most required one, repeating if necessary to find something craftable. 01-16-2025, 20-07-15.png (840.68 KiB) Viewed 529 times Can be tricked to handle one fluid (lubricating oil) by adding its signal to the red circuit. Want to experiment with clock logic to have a shorter timeout when the assembler isn't working. Fairly certain that one of the combinators handling reset logic can be removed and combined with the others. Not optimized the layout for tiling. Code: Select all 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
[]
0
2025-01-16T22:27:08-06:00
forum-topic-21446
21446
How to: Play 5dim mod with ores from bobores
5dim's mod
https://forums.factorio.com/viewtopic.php?t=21446
McGuten
Thanks to Murlocking for make this guie
[]
0
2016-03-13T15:53:35-05:00
forum-topic-24889
24889
[0.14.21] Modpack: Farlands v0.14.7
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=24889
Pandemoneus
Type: Modpack Name: Farlands Description: The modpack is based on RSO, Angel's mods, Bob's mods and Misanthrope. RSO is used to space out the resource generation and adds the need to use trains. That is why there are many train companion mods included. Angel's mods revamp the resource system by reducing the amount of different ores and instead adding compound ores from which the vanilla ores and Bob's ores are extracted. Together with Bob's mods both add an additional layer of complexity that should postpone the end game by several hours. I also made sure to not add redundant mods. You will find out that this modpack does not add multiple mods that all do the same thing. All mods are carefully hand-picked to enhance the gameplay. License: MIT , for indiviual mod licenses see the respective linked mod threads. Version: 0.14.7 Release: 2016-12-20 Tested-With-Factorio-Version: 0.14.21 Category: ModPack Tags: Modpack, Farlands, Angel's mods, Bob's mods, RSO, Trains Download-Url: https://github.com/Pandemoneus/Farlands ... 0.14.7.zip Website: https://github.com/Pandemoneus/Farlands Map Generation Map Generation I recommend setting Water to Low (or Only in Starting Area for a wasteland-style map). With the standard RSO settings enemy bases are far away, so if you want an additional challenge I recommend reducing the size of the starting area and increasing enemy spawns. The pack is optimized for all ore settings at Medium . Tweak them to make the pack easier or harder. Multiplayer Multiplayer The pack works for both singleplayer and multiplayer, have fun! Mod List Mod List air-filtering_0.4.3 all-tiles-stack-to-1k_1.0.0 angelsaddons-oresilos_0.2.2 angelsaddons-pressuretanks_0.1.1 angelsaddons-warehouses_0.1.3 angelsbioprocessing_0.1.1 angelsinfiniteores_0.4.5 angelspetrochem_0.2.1 angelsrefining_0.4.5 angelssmelting_0.1.2 angelstrigger-refining-enableproductivity_0.1.1 Atomic Locomotives_1.0.0 autofill_1.4.6 beltSorter_0.3.5 BetterFluidColors_1.0.2 blueprint-string_4.0.0 bobassembly_0.14.0 bobconfig_0.14.0 bobelectronics_0.14.0 bobenemies_0.14.0 bobgreenhouse_0.14.0 bobinserters_0.14.2 boblibrary_0.14.3 boblogistics_0.14.5 bobmining_0.14.0 bobmodules_0.14.1 bobores_0.14.0 bobplates_0.14.0 bobpower_0.14.0 bobrevamp_0.14.1 bobtechsave_0.14.2 bobtech_0.14.0 bobvehicleequipment_0.14.2 bobwarfare_0.14.2 Bottleneck_0.4.5 color-coding_1.1.1 Crafting_Speed_Research_0.1.4 DayNightExtender_1.1.10 DeathChest_0.13.3 EarlyTrains_0.14.2 EfficienSee_1.0.49 Enhanced_Map_Colors_1.3.9 EvoGUI_0.4.108 Explosive Termites_1.1.9 FARL_0.7.2 filtered-deconstruction-planner_0.4.10 fix_recursivehandcrafting_0.14.0 FLAN_1.0.3 Flare_14.0.3 Force Fields_1.0.10 Foreman_1.1.3 GDIW_0.14.1 GlobalWarming_0.6.0 Honk_2.1.2 ItemCount_1.0.1 Laser_Beam_Turrets_0.1.8 Macromanaged_Turrets_1.1.3 MapLabels_0.1.2 Misanthrope_0.7.1 nekoRepairPacks_1.0.0 nixie-tubes_0.3.10 OilPatchExhauster_0.14.3 Orbital Ion Cannon_1.4.5 original-music-hd_1.0.2 Orphan Finder_1.0.3 quickug_0.14.1 RailTanker_1.4.0 Reactors_1.5.1 Red Alerts_1.1.2 research-queue_1.4.3 robotMiningSite_0.5.0 rso-mod_2.2.7 Satellite Uplink Station_1.0.4 ScienceCostTweaker_0.14.0 ShinyBob_0.14.6 ShuttleTrain_1.1.4 SmartTrains_1.1.7 SP_Respawn_0.13.3 Squeak Through_1.1.5 steinios_Bobs_patch_0.14.0 steinios_Reactors_patch_0.14.2 StickyNotes_1.0.11 StoneWaterWell_1.0.2 Teleportation_0.14.9 TheFatController_1.0.2 TrainDriver_0.0.3 TrainSpeedLimit_1.0.9 undecorator_1.0.3 upgrade-planner_1.2.14 Upgrade_2.4.0 VehicleSnap_1.14.1 Vehicle_Radar_0.2.1 what-is-it-used-for_1.1.5 Screenshots and Lets Plays Screenshots and Let's Plays [0.14] Early game setups for blueprinting by Shanix: https://imgur.com/a/Bbhpm [0.12] German let's play series by Sphinx2k: https://www.youtube.com/playlist?list=P ... fwjXsx09So [0.12] By MewMew : http://imgur.com/a/jJGYx ] Issues and Suggestions Issues and Suggestions Known Issues: Biters still attack even when playing on Peaceful. That is a feature of Misanthrope. If you want a truly peaceful setting, I suggest removing or disabling Misanthrope. Please post any feedback or modpack issues in the issue tracker of my repository or in this thread. https://github.com/Pandemoneus/Farlands/issues Version history Version history See my release page.
[ { "author": "Supercheese", "content": "Small note: there are newer versions (than the versions on the modpack's Github page) of Logistics Railway and Orbital Ion Cannon available - versions 1.0.7 and 1.1.0, respectively. \n \nThere are also newer versions of Bob's Enemies and Bobplates .", "date": "2016-05-04T19:36:23+00:00", "quotes": [] }, { "author": "SlyJacob", "content": "Looks awesome, going to try out! Thanks", "date": "2016-05-04T21:50:52+00:00", "quotes": [] }, { "author": "Pandemoneus", "content": "Thanks. I hope with the new Factorio mod portal it will be easier to get notified about updated mods.", "date": "2016-05-04T21:54:36+00:00", "quotes": [ { "author": "Supercheese wrote:", "content": "" } ] }, { "author": "Supercheese", "content": "Indeed, auto-notification of available updates would be amazing.", "date": "2016-05-04T22:25:33+00:00", "quotes": [ { "author": "Pandemoneus wrote:", "content": "" } ] }, { "author": "Pandemoneus", "content": "v0.1.2 is now out. \n Changelog UPDATED \nBob's Enemies 0.12.6 -> 0.12.7 \nBob's Plates 0.12.10 -> 0.12.11 \nLogistics Railway 1.0.6 -> 1.0.7 \nOrbital Ion Cannon 1.0.9 -> 1.1.0", "date": "2016-05-04T23:51:00+00:00", "quotes": [] }, { "author": "SlyJacob", "content": "After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe some generation mod? \n \nEdit: This time, after installing latest factorio bugfixing patch aswell, it's running without spikes.", "date": "2016-05-05T08:27:17+00:00", "quotes": [] }, { "author": "Pandemoneus", "content": "I don't notice any lag spikes, but I have a beefy computer.", "date": "2016-05-05T12:22:25+00:00", "quotes": [ { "author": "SlyJacob wrote:", "content": "" } ] }, { "author": "SlyJacob", "content": "I guess it was some sort of first-time-mods-loaded thing. Because it's fine now. Or it was mod version related, because I updated those that were mentioned by someone in the thread, before you released the updated modpack. \nThanks", "date": "2016-05-05T19:57:56+00:00", "quotes": [ { "author": "Pandemoneus wrote:", "content": "" }, { "author": "SlyJacob wrote:", "content": "" } ] }, { "author": "Pandemoneus", "content": "Updated to v0.1.8! \nThe modpack also requires Factorio version 0.12.33 now.", "date": "2016-05-15T10:50:45+00:00", "quotes": [] }, { "author": "Asekhan", "content": "Awesome pack, we're using it as initiation to modded Factorio, so far we love it. As for lag spike, my friend have a pretty average computer and we get a fair warning when one of the massive pack of biter decide it's time to attack, it just lag so much when hundreds of biter look for a path to our base. We also got issue with treefarm when it's chest is full, look like it's constantly trying to cut the mature trees but it can't and we get constant lag spike. Everytime when the storage is full we wonder if it's a biter attack or simply too much wood lol. I'm begining to think about fixing the code of treefarm... But other than that we didn't notice much lag. \n \nAlso, we had to remove \"Macromanaged Turret\" as it caused desync issue. That was before the update, but there was no info about this on their thread so we didn't try the new version yet. \n \nWe just unlocked the blue research, going smoothly, great pack overall, thanks a lot =)", "date": "2016-05-18T15:57:48+00:00", "quotes": [] }, { "author": "Pandemoneus", "content": "I've read about the lag issues with Treefarm, there's an issue posted on their Github page. I am waiting for the update. \nThanks for the feedback.", "date": "2016-05-18T16:15:37+00:00", "quotes": [ { "author": "Asekhan wrote:", "content": "" } ] }, { "author": "MewMew", "content": "I am getting the same Problem. Would love to play this but those spikes make it unplayable. They come like every 3 seconde too! \n \nWhat bugfixing patch are you talking about?", "date": "2016-05-19T11:04:58+00:00", "quotes": [ { "author": "SlyJacob wrote:", "content": "" } ] }, { "author": "superiorx", "content": "I'm getting the same FPS bug with Treefarm unfortunately \nBesides that though, this mod pack is amazing Thank you so much for updating and maintaining it, Pandemoneus!", "date": "2016-05-19T13:23:32+00:00", "quotes": [ { "author": "Pandemoneus wrote:", "content": "" } ] }, { "author": "Pandemoneus", "content": "The Factorio 0.12.33 patch I suppose. You can get it by going to your Steam library, right-click on Factorio -> Properties -> Betas and select \"expertimental\". \n \n\nThanks. I will wait for a timely patch for Treefarm. I am reclutant to remove the mod because ScienceCostTweaker adds resin to the science packs and you need lots of wood for Bob's circuits too. I know that Angel adds a way to get wood, too, but it's not accessable early on.", "date": "2016-05-19T13:35:26+00:00", "quotes": [ { "author": "MewMew wrote:", "content": "" }, { "author": "superiorx wrote:", "content": "" } ] }, { "author": "superiorx", "content": "I don't think you need to take it out of the mod pack either. I managed to fix crudely fix the issue by adding an extra inserter to remove excess wood from the tree farms", "date": "2016-05-19T13:54:59+00:00", "quotes": [ { "author": "Pandemoneus wrote:", "content": "" }, { "author": "MewMew wrote:", "content": "" }, { "author": "superiorx wrote:", "content": "" } ] }, { "author": "Pandemoneus", "content": "Alright, I mentioned the Treefarm issue in the issue spoiler in the first post.", "date": "2016-05-19T14:03:19+00:00", "quotes": [] }, { "author": "MewMew", "content": "Emptying the treefarms did fix the spikes! lol", "date": "2016-05-19T14:22:29+00:00", "quotes": [] }, { "author": "Asekhan", "content": "Those lag spike where bugging me, especially for something so simple, so I fixed it. I sent them a pull request on git with the fix so we should get an official update soon. In the mean time, here's my version if you want.", "date": "2016-05-19T23:41:13+00:00", "quotes": [] }, { "author": "roy7", "content": "Thanks!", "date": "2016-05-20T03:54:50+00:00", "quotes": [ { "author": "Asekhan wrote:", "content": "" } ] } ]
19
2016-05-04T09:01:51-05:00
forum-topic-53637
53637
Friday Facts #214 - Concrete rendering
News
https://forums.factorio.com/viewtopic.php?t=53637
https://www.factorio.com/blog/post/fff-214
[ { "author": "torham", "content": "I hate to say it, but that concrete is... not very believable. Even if you just pour it without doing any sort of finish, it would look much flatter. What you have here is a stone brick floor, just like the ...stone brick floor we already have. \n \nEdit: I would personally go for something like this :", "date": "2017-10-27T15:46:10+00:00", "quotes": [] }, { "author": "Sauerkraut", "content": "I love the new borders and stone textures, but the concrete looks too shabby imo. Concrete floor should be flat. If it is not flat, how exactly is it faster to drive over concrete than over dirt?", "date": "2017-10-27T15:49:18+00:00", "quotes": [] }, { "author": "", "content": "+1 It looks good, but it doesn't look like concrete . I'd say to keep the textures, but give it to the stone bricks instead of the concrete. Then make another item (Stone path? Tiles?) for the current stone brick texture.", "date": "2017-10-27T15:54:29+00:00", "quotes": [ { "author": "torham wrote:", "content": "" } ] }, { "author": "Proxy", "content": "to be honest, i eitehr wish we had a way to make concrete not form a diagonal line when 2 diagonal C-tiles are palces... to make pixel arts better. \nor make them more versitile. \nlike more angles... \nExample: \n \nWhite = Tiles \nGreen border = non-tile (just visual) \nRed border = Ignored/not visible... because the border and middle section of the visual stuff are overlapping \n \n \nI still want a way to decorate my base with pixel arts without them blending together.", "date": "2017-10-27T15:57:36+00:00", "quotes": [] }, { "author": "TwoD", "content": "The new concrete texture looks way too busy and hazardous. You'd never be able to walk on it and it'd take time to level any machinery placed on it. Once you get to put concrete everywhere you have a level of automation which suggests you're basically laying down a factory floor. \nI've walked on factory floors for years and all are almost as smooth as the grey backround seen here, apart from a few long running cracks, large rectangular areas from touch-ups, or smaller spots where old sawed off machinery feet are still embedded in them. \nMany newer floors have been given an almost glossy coating to repel oils and other spillage.", "date": "2017-10-27T16:02:26+00:00", "quotes": [] }, { "author": "TwoD", "content": "Just scale everything up and zoom out.", "date": "2017-10-27T16:04:00+00:00", "quotes": [ { "author": "Proxy wrote:", "content": "" } ] }, { "author": "Matthias_Wlkp", "content": "Your concrete looks like a typical middle-eastern European side walk made of concrete tiles. And yes, you can move faster on such sidewalk than on grass. \n \nLove it.", "date": "2017-10-27T16:04:24+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "I agree with the others that the concrete doesn't look like real concrete. \n \nHowever, unlike the others, I don't care because it looks great.", "date": "2017-10-27T16:07:05+00:00", "quotes": [] }, { "author": "MrGrim", "content": "I really like the new look, but I like the grid pattern and smoothness of the current concrete more. :/ It would be great if we could somehow get both.", "date": "2017-10-27T16:09:56+00:00", "quotes": [] }, { "author": "Pinga", "content": "Cool but, that look less like concrete than the current implementation. \n \n \n \nConcrete is plain and tiled, just like it is in game right now. Those are just more brick paths. \n \nAlso, when you paint concrete, you want the transitions to be sharp, not smudged. \n \n \n \nThe new version looks like someone randomly spilled paint on the transitions. \n \nIt's great that you are putting higher resolution textures, but real concrete is really plain and simple, and painted lines are sharp, so I don't think we need something so fancy. Also, the visible tiles were useful.", "date": "2017-10-27T16:13:19+00:00", "quotes": [] }, { "author": "Limeth", "content": "Very much agreed, I do like the new texture, but I would prefer it if it was an additional terrain type.", "date": "2017-10-27T16:14:27+00:00", "quotes": [ { "author": "MrGrim wrote:", "content": "" } ] }, { "author": "wlfbck", "content": "have", "date": "2017-10-27T16:19:13+00:00", "quotes": [ { "author": "Friday Facts wrote:", "content": "" } ] }, { "author": "Escadin", "content": "What you created here may not look like concrete but.... \n can we keep it, please? Please! \nIt looks absolutely gorgeous and I need to have that in my factory. \n \nThat aside,... \nOne issue Factorio has always had with flooring which I haven't seen mentioned is plants and grass sticking out from under a solid concrete surface. It just looks weird and unrealistic because the plants are obviously just stoicly rendered on top. I love it when there are cracks in your worn stone paths which bushes use to grow through or when they grow around the edges like in the last picture. \nHowever, perfectly new concrete shouldn't have that. No bushes, no grass and no frigging tree stumps all over my brand new floor! It should delete nature and help industries dominate the scene.", "date": "2017-10-27T16:23:35+00:00", "quotes": [] }, { "author": "chris13524", "content": "While I do like the texture of this concrete, it doesn't look like concrete. I liked the old texture, not only because I could run fast, but that it made the background feel more flat and structured than the dirt/grass does. It also had the grid pattern which was VERY nice for counting and stuff without having to turn on the artificial grid lines. Things would snap to a position on the screen, not an arbitrary position, made it feel more predictable. Personally, I'd suggest a stone path, brick path (this new texture) and concrete (which is flat and squared according to the tiles). \n \nI also agree with @Pinga, the hazard lines should be square or diagonal, not faded like they are now. Fading is really weird IMO and doesn't happen IRL. \n \nAnd as a side note, please add stuff to make decorations (that garden in the post is really cool!). Planting trees and shrubs, modifying the landscape (desert, grass), stuff like that would be nice. More creative, relaxing stuff besides the strict structured factory...would be a nice contrast.", "date": "2017-10-27T16:37:05+00:00", "quotes": [] }, { "author": "promaty", "content": "This concrete looks more difficult to walk on than grass, it seems like I would trip over protruding bits if I tried to walk on it. The transitions are OK, but the texture itself should be way smoother. \n \nCan you please make it more like this? \n \n \n \n concrete.PNG (6.22 MiB) Viewed 22183 times", "date": "2017-10-27T16:39:01+00:00", "quotes": [] }, { "author": "Escadin", "content": "It doesn't fade, it's just a sloppy paint job around the edges. And why not? The edges aren't important, neither are the looks. It just needs to work. This effect fits perfectly into the makeshift aesthetics of Factorio.", "date": "2017-10-27T16:52:00+00:00", "quotes": [ { "author": "chris13524 wrote:", "content": "" } ] }, { "author": "", "content": "I love the aspect of the new concrete ... but it does totally not feel like concrete to me. I hope it will be in the game, but not as concrete. To illustrate, it reminds me this (I know it's a wall, but for the looks) :\n And this is not concrete", "date": "2017-10-27T16:57:37+00:00", "quotes": [] }, { "author": "sicklag", "content": ".", "date": "2017-10-27T17:04:33+00:00", "quotes": [] }, { "author": "sparr", "content": "Every example on that website is still completely flat; there are no parts sticking up and casting shadows on other parts. \n \nIf anything, this new concrete art should be the new stone brick art.", "date": "2017-10-27T17:20:31+00:00", "quotes": [ { "author": "sicklag wrote:", "content": "" } ] } ]
19
2017-10-27T10:38:27-05:00