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forum-topic-126679
126679
[2.0.34] Resolve type discrepancies in the Prototype JSON Format
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126679
Geheim
When deserializing the data-raw-dump.json file (extracted via the --dump-data command line parameter ) with a type safe language, some adjustments have to be made. The following list is complete (for version 2.0.34 without additional mods) and grouped into two main categories, with no specific order otherwise. For each adjustment, one example is given (often including the exact line(s) from the data-raw-dump.json file) with suggestions on how to resolve it, together with other related forum posts if found: Different types CustomInputPrototype::linked_game_control has an empty string as default value. Remove default or set valid value? CreateTrivialSmokeEffectItem::only_when_visible has a default value of false , but the type is float . This should be a bool instead? One of the timestamps of SingleGraphicLayerProcessionBezierControlPoint has a floating point value on line 912484 ("timestamp": 722.5,). Since MapTick should probably stay an integer, set an integer value for this one case as well? TriggerEffect contains an unknown union member DamageEntityTriggerEffectItem , which seems to be this one without the Entity part. Rename it to DamageEntityTriggerEffectItem ? Related: 118305 DamageTileTriggerEffectItem has the same type field with value "damage" set, which should be "damage-tile" instead? TechnologySlotStyleSpecification::level_range_offset_y -> line  6958  ("level_range_offset_y": -2.5,). Since this also only appears once, use an integer value for this offset? ItemProductPrototype::amount -> line  76792  ("amount": 1.25,). All three amount values ( amount , amount_min , amount_max ) should probably be floats ? Related: 125229 CreateParticleTriggerEffectItem::tail_length_deviation -> line  410653  ("tail_length_deviation": 0.5,). This and tail_length could be floats instead? WorkingVisualisations::shift_animation_waypoint_stop_duration -> line  583922  ("shift_animation_waypoint_stop_duration": 487.5,). Duration usually sounds like a float ? BaseAttackParameters::lead_target_for_projectile_delay -> line  941786  ("lead_target_for_projectile_delay": 82.5,). Delay also sounds like a float ? TriggerEffectItem::repeat_count -> line  961484  ("repeat_count": 0.65,). There are a lot of other floats for this property, change the type to float ? Interestingly, repeat_count_deviation is never a float . Is there a reason why empty arrays are set as {} instead of []? This is kind of against the JSON standard . E.g. the ingredients for the recipe-unknown recipe on line 60888 . Use [] for empty arrays instead? Related: 109077 Missing properties/variants Sound is missing a variant for a single filename, e.g. line 28681 ("left_click_sound": "__core__/sound/gui-menu-small.ogg"). Add one similar to SoundDefinition ? Related: 117186 BoundingBox has a third "unused" orientation , which is still used but not part of the tuple variant, e.g. lines 467071-467083 has an orientation with value 0.125 . Would it make sense to add a third variant with { MapPosition , MapPosition , RealOrientation }? ShortcutPrototype::action is missing the variant  redo , which is used in line  861459  ("action": "redo",). Add this variant? AchievementPrototypeWithCondition::objective_condition is missing the variant  late-research , which is used in line  888343  ("objective_condition": "late-research",). Add this variant? NeighbourConnectableConnectionDefinition::location has a position and direction of type  MapPosition , but on line  940107  there is ("direction": 0) and there is no variant that only takes one float . Either allow a single value as variant or set a valid MapPosition ? UtilityConstants::huge_animation_sound_area and UtilityConstants::space_platform_default_speed_formula are missing for the  default   utility-constants  from lines  29842-33649 . Make them optional? CursorBoxSpecification::rts_selected and CursorBoxSpecification::rts_to_be_selected don't exist in the data-raw-dump.json file, but spidertron_remote_selected and spidertron_remote_to_be_selected do from lines 36373-36610 . Rename those fields? Related: 117186 EditorControllerPrototype::ignore_surface_conditions is missing for the  default   editor-controller  from lines  43986-44014 . Make this optional? SpaceLocationPrototype::gravity_pull is missing for the  space-location-unknown   space-location  from lines  201016-201024 . Make this optional? Related: 117186 FootstepTriggerEffectItem might contain actions in which case it seems that all inherited properties are not defined, e.g. for the CharacterPrototype::synced_footstep_particle_triggers starting from line  422765 . Either don’t inherit from CreateParticleTriggerEffectItem , or make the remaining properties ( particle_name and initial_height ) also optional? RailPictureSet::rail_endings is missing for the  dummy-rail-ramp   rail-ramp  from lines  681603-681733 . Make this optional? Related: 117186 AchievementPrototypeWithCondition::objective_condition is missing for the  solaris   dont-use-entity-in-energy-production-achievement  from lines  888008-888023 . Make this optional? Related: 117186 ProcessionTimeline::audio_events is missing for the timeline of the  default-rocket-a   procession  from lines  908324-908386 . Make this optional? Related: 117186 SingleGraphicLayerProcessionBezierControlPoint is missing the frame for the  podjet_emission   single-graphic  from lines  908548-908579 . Make this optional? Sorry for the long post, I just wanted to have all findings in one place. Please let me know if you would like to have separate requests and/or more details to (some of) those points. Cheers! Edit: Added reference for l.
[ { "author": "BrainGamer_", "content": "Hello there fellow strictly typed dump parser \n \n\nI ran into this some time ago ( 109077 ). The reason for it is quite simple: lua has no concept of arrays. Its tables all the way down, the lua \"arrays\" are just a special case of tables. Its a bit of a pain to deal with especially since the following is also a valid array representation: \n Code: Select all \"flags\": {\n 1: \"placeable-neutral\",\n 2: \"player-creation\"\n}\n \n\nWith 2.0 getting rid of a lot of value coercions I don't think the second variant I showed in the mentioned thread is still a thing (the numeric keys being strings eg. \"1\", \"2\", ...). \n \nIn regards to certain properties being documented as integer values but being dumped with decimals: this is also an artifact from lua. There are no integers in lua, all numbers are represented as doubles (at least in the version factorio uses). So the engine does the conversion from float to integer when loading the data.raw into the engine side prototypes (just truncating the decimals). \n \nThe other parts do seem like documentation inconsistencies/oversights. \nI'd make several separate posts for them tho. Provides better searchability and tracking whether certain things got resolved or not. \n \nWhat kind of tool/project are you working on that uses data dumps?", "date": "2025-02-13T03:25:19+00:00", "quotes": [ { "author": "Geheim wrote: Sat Feb 08, 2025 3:20 am", "content": "" } ] }, { "author": "Geheim", "content": "Hello there! \nThanks for the reference and your insights. I was under the assumption that the data dump comes from the engine, but if it comes from Lua then that explains some of the points already. I will follow up on this in your thread. \n \nSounds good, thanks. \n \nI guess you could call it an autopilot for playing the game. Mainly just playing around for now though and it’s more of a proof of concept so far, but as soon as it gets usable in some form I will share it in a separate topic, so stay tuned if that sounds interesting.", "date": "2025-02-13T16:14:08+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] } ]
2
2025-02-07T21:20:05-06:00
forum-topic-100296
100296
Rendering to accept players visibility with [index] = true table
Already exists
https://forums.factorio.com/viewtopic.php?t=100296
Honktown
I'm currently writing a mod where I would like visibility of a rendered object to be enabled/disabled as a player option. There's no difficulty with this, except there is a slightly bothersome interface: the player visibility in rendering functions. I can store player visibility as a table local to the file, and the most obvious / performant / convenient expression is keying by player_index, and the value being true or the key being absent. i,e, {[1] = true, [2] = true, (player 3 was removed), (player 4 has setting = false so key is not present), [5] = true... } However, according to LuaRendering, all the player tables should be arrays: https://lua-api.factorio.com/1.1.42/LuaRendering.html Effectively I need to poorly represent the visibility settings, adding or removing players by looping over the whole table every time a player changes the setting (so it's prepared for draw_* functions), or I have to build the table every time I want to draw. The former is cumbersome, the latter would scale very poorly. In my case, the frequency of visibility is an entity selected with on_selected_entity_changed, and changing settings would be infrequent. The table pattern is similar to the existing pattern of collision mask: https://lua-api.factorio.com/1.1.42/Con ... lisionMask A speculative difference is that since players can be uints, strings, luaPlayers, the first value would need to be tested as true to be loaded "the other way". If collisions masks were dependent on the key type being string vs uint... then that logic doesn't work. Edit: (actually I guess it does)
[ { "author": "Honktown", "content": "Turns out I can't use force *and* players to restrict only to those players on a certain force... I still have to build the table anyway. I guess there's 2 API requests, players-as-dictionary and filterable by force (even only filtered by a single force would be enough - an optional me-and-us-vs-them visibility).", "date": "2021-10-18T05:35:58+00:00", "quotes": [] }, { "author": "", "content": "Hmm, I think you can just use a map of `[index] = index`, which would be performant enough and easy to maintain", "date": "2021-10-18T12:30:33+00:00", "quotes": [] }, { "author": "", "content": "The specific reason it was supported for collision mask as input, was that the EntityPrototype would return the collision mask as `[string] = true`, \nAnd then if you wanted to put that into a function such as surface.find_entities_filtered, you would need to loop through and unpack it \n \nSo the input of collision mask was extended to allow the input from the prototype format, ie, read the collision mask as `[string] = true` \nIn this case there is only the one representation of the collision layer, the string, \nSo the differentiation between an array of strings and a map of string->bool was trivial \n \nWith this player input, as you said, the player can be represented by a string, index, or LuaPlayer, \nSo the determination of what format being given is less clear to evaluate", "date": "2021-10-18T12:34:04+00:00", "quotes": [ { "author": "Honktown wrote: Mon Oct 18, 2021 2:23 am", "content": "" } ] }, { "author": "Honktown", "content": "Thanks for the reply. With your hint, I tried with a numbered key, and with a string - both work (assumed you were offering a player index used twice). \n \nEdit: also I think I didn't realize an empty players table meant \"render to everyone\" - from what I can see, looks like players are filtered by force provided, which simplifies a LOT", "date": "2021-10-18T19:12:13+00:00", "quotes": [ { "author": "Klonan wrote: Mon Oct 18, 2021 12:30 pm", "content": "" } ] } ]
4
2021-10-17T21:23:54-05:00
forum-topic-126488
126488
picture_box/drawing_box revival
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126488
Quezler
In 2.0.7 the drawing box (internally referred to as the picture box) was replaced by drawing_box_vertical_extension. This was likely done to make the data stage of the vanilla mods cleaner, simply being able to increase the height instead of mentally mapping the entire box and extending both corners. However it does lead to some limitations in terms of modding, it is not uncommon to create entities made up of several selectable parts, for example a recent mod i am working on has a bounding box for the entire area, but a smaller selection box so that near the edges you can select another "layer" of the machine: Screenshot 2025-01-31 at 12.06.20.png (29.5 KiB) Viewed 157 times The problem is that the full entity is not in frame, we can remedy this slightly with the drawing_box_vertical_extension: Screenshot 2025-01-31 at 12.05.53.png (26.36 KiB) Viewed 157 times However the bottom is still out of the frame, it would be nice if we got some finer grained control returned to us, possibly in the form of: a) being able to define a box again, and that box being used as the base for the drawing_box_vertical_extension instead of the selection box b) a "drawing_box_south_extention" of somekind, in which case being able to add a negative value to either in order to "zoom in" would be nice Additionally, being able to set the center of the drawing, either via a center offset or an offset picturebox would be nice in cases where the texture extends further in one direction than another: Screenshot_2025-01-10_at_20.44.11.png (326.78 KiB) Viewed 157 times Whilst i understand that modded entities consisting of multiple parts isn't technically supported or intended, giving us some tools to use would be awesome.
[ { "author": "protocol_1903", "content": "+1, i haven't ran into this issue specifically (i use smaller entities) but it's an issue nonetheless", "date": "2025-02-04T17:11:13+00:00", "quotes": [] } ]
1
2025-01-31T05:15:07-06:00
forum-topic-127146
127146
(ICE) Asteroid spawn above Nauvis
Balancing
https://forums.factorio.com/viewtopic.php?t=127146
GrumpyJoe
Just like yesterday , this artificial roadblock of bad balancing is bringing me here. Again, 100x science map and i´m not able to produce enough ice with this abomination Screenshot Factorio ISS.png (380.66 KiB) Viewed 823 times Thats 79 asteroid collectors Ice crushers with prod 1 modules. Roughly 80 ice/min. Not calculating productivity (it ran only 40min) thats less than 16 Oxide chunks/min at 5 ice/oxide, with some oxide gained back from crushing even. Starting a ship around Nauvis always has been frustrating with standard asteroid spawn rate and i thought about complaining about it during my normal runs But now it´s getting ridicolous. The little ones could be alot more, since they dont hurt and beginners would see them impact and not be surprised when they first move a ship. This always felt like something thats made annoying cos there were no other ideas. Hence the ship name I love this game, but even on my 3rd SA run, i have a bitter taste in my mouth
[ { "author": "eugenekay", "content": "Asteroid spawn rates (I think?) are actually Constant while you are Stopped in Orbit, regardless of the Size or Shape of your platform… so adding more arms or enlarging your platform does exactly nothing. \n \nYou need to have your Platform move to somewhere with more asteroids if you want to catch those Asteroids. I agree that Factoriopedia’s graph of Asteroid Spawn Rates is not the best way to explain this mechanic (or a lot of things), but you will find that there are far, far more Oxide asteroids near Aquilo than Vulcanus. Adjust your platform’s schedule to visit these areas until you’ve restocked sufficiently… Interrupts are a great tool to detect & alter course so you don’t have to fly all the way out, just to pick up some rocks. \n \nIf you are getting Frustrated with the game and not having Fun, may I suggest that you stop playing for a little while? I find that playing a different game for a few days can clear my head… OpenRCT2 is a personal favorite. \n \nGood luck!", "date": "2025-02-26T15:39:56+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "You didn´t read the part about my 3rd SA playthrough? \nAlso, top right corner, i can´t actually move yet. \nI tought i have seen it all and can now begin to enjoy it, but every time i start it up i find some other half finished thought hanging around in a corner. \n \n \nThat´s 3h doing nothing, when not able to scale up, no matter how your platform looks \nWell, the kitchen is clean now, wifey is happy. \nAFK gaming 4tw \n \nOnly thing i can think of is making it alot smaller and duplicate it", "date": "2025-02-26T15:51:33+00:00", "quotes": [ { "author": "eugenekay wrote: Wed Feb 26, 2025 3:39 pm", "content": "" } ] }, { "author": "eugenekay", "content": "Yes, I always read the entire post before Replying. I choose to assume that everybody can learn something every day, which is something that I aspire to do myself. I have been playing Factorio for years and I am still finding new Mechanics which surprise and delight me; I’m not sure how this is a problem? \n \nIf you are not getting sufficient Science Throughout from a single Platform for your chosen Research Cost and playtime … you can change something about your setup. This is an Open Forum, so you should expect to see Suggestions for other ideas to try, Discussion about the merits of your complaint, and other viewpoints.", "date": "2025-02-26T16:02:08+00:00", "quotes": [ { "author": "GrumpyJoe wrote: Wed Feb 26, 2025 3:51 pm", "content": "" } ] }, { "author": "GrumpyJoe", "content": "I appreciate a hint in changing playstyle, i even thought about that multiple platform thing while reading your first reply. \nIt just felt like you overlooked me researching thrusters in the screenshot. \n \nIf its a fact that you cant scale up for orbit asteroids, more platforms is the only way. \nThats my main concern with SA. Its too restrictive \"because balancing\", while it was promoted as diversifying how people build \n \nAnyway no offense intended, hope none was taken", "date": "2025-02-26T17:09:48+00:00", "quotes": [] }, { "author": "Tertius", "content": "As was said, the asteroid spawn rate in orbit is constant. Additionally, spawned asteroids are drawn to the center of the map, so if you build a platform whose collectors completely cover the whole perimeter, you collect them all. No matter how large the perimeter. \n \nSo for a stationary platform the task is to find the smallest platform that covers all the perimeter with collectors and is still big enough to hold all necessary buildings. \n \nAs example, here is my creation from some time earlier in the game. For the early game without asteroid processing productivity it's balanced, as far as I remember. It's reprocessing metallic and carbonic asteroids to increase ice production. \nIf you need more than one platform is able to get, you need to launch multiple platforms. According to Rate Calculator, one platform of this is able to create 262 SPM. If you need more, you can increase productivity, but this costs energy, so you need more energy, which needs more space. Might be easier to just launch multiple platforms or to design a slowly moving platform with just 1 thruster that slowly travels between Nauvis and Vulcanus and is able to collect more asteroids. There are many more oxide asteroids near Aquilo, but in my opinion it's overkill to travel that far with that weapon requirements to handle the big asteroids there.\n \n \n \n 02-26-2025, 18-05-04.png (1.26 MiB) Viewed 745 times \n \n \n 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 Copy blueprint", "date": "2025-02-26T17:16:58+00:00", "quotes": [ { "author": "GrumpyJoe wrote: Wed Feb 26, 2025 3:25 pm", "content": "" } ] }, { "author": "GrumpyJoe", "content": "Thanks for the clarification and the BP \n \nMultiple platforums it is then, need about 900spm \nSadly, \"For the early game without asteroid processing productivity it's balanced\" is way after the point I am now, since I´d need to visit Vulcanus for reprocessing first \nAlso needs blue belts, which i dont wanna research just yet \n \nWhile writing here, Thrusters were researched and im about to build the first moving ship \nNow that I know the concept of how asteroids spawn, I´d have a head start if i ever start a xXXX science map again \n \nBut i still think spawn rate in orbit is way too low, even for a normal x1 map", "date": "2025-02-26T17:36:18+00:00", "quotes": [ { "author": "Tertius wrote: Wed Feb 26, 2025 5:16 pm", "content": "" }, { "author": "GrumpyJoe wrote: Wed Feb 26, 2025 3:25 pm", "content": "" } ] }, { "author": "computeraddict", "content": "Reading this, it might be worth the devs adding thrusters research to the list of research that's exempt from the science multiplier and have it join Automation.", "date": "2025-02-27T05:40:26+00:00", "quotes": [] }, { "author": "Khagan", "content": "Almost true. There is enough randomness in the trajectories that if you use an absolutely smallest practicable platform some of the chunks will miss by far enough that they won't be collected; making the platform slightly wider will collect all of them. Testing in the editor with a minimal platform gave me about 24 chunks per minute; making it twice as wide increased that to about 30 per minute (which I'm fairly sure was everything).", "date": "2025-02-27T10:26:33+00:00", "quotes": [ { "author": "Tertius wrote: Wed Feb 26, 2025 5:16 pm", "content": "" } ] }, { "author": "GrumpyJoe", "content": "Nah, its ok(ish), i believe its only half the silo. with 3 science \"collector\" platforms i got it down to an hour, which is roughly what i was \"aiming\" for \nMaking it completely exempt is overkill", "date": "2025-02-27T19:42:20+00:00", "quotes": [ { "author": "computeraddict wrote: Thu Feb 27, 2025 5:40 am", "content": "" } ] } ]
9
2025-02-26T09:25:05-06:00
forum-topic-54584
54584
[0.16.x] Speed Contol [1.0.4]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=54584
Fentus
[0.16.x] SpeedControl version: 1.0.4 dependencies: base >= 0.16.0 description: Adds four buttons to increase or decrease the speed of the game. Hot Keys: (Minus / Plus / Shift+Minus / Shift+Plus) Screenshots Downloads SpeedControl_1.0.4.zip (3.79 KiB) Downloaded 524 times Also hosted here: https://mods.factorio.com/mods/s2upidpe ... eedControl
[ { "author": "Seliv", "content": "Is it possible to customize the buttons? \nI made a little dumb fork for myself \n https://mods.factorio.com/mod/SimpleSpeedControl", "date": "2024-10-27T05:34:19+00:00", "quotes": [] } ]
1
2017-12-13T11:29:47-06:00
forum-topic-127531
127531
[2.0.41] Some Gleba decorative aren't hidden by graphics settings
Not a bug
https://forums.factorio.com/viewtopic.php?t=127531
Muppet9010
It seems that some Gleba decoratives aren't being hidden when the graphics setting "Show decoratives" is disabled. See the highlighted one below. 03-15-2025, 20-31-30.png (3.48 MiB) Viewed 107 times Found as a friend found regular gleba hard to read visually and so we started turning off all the visual flares to make it simpler.
[ { "author": "", "content": "Thanks for the report however this is working as intended. Those are not classified as decoratives and are instead decals and always draw.", "date": "2025-03-16T00:38:44+00:00", "quotes": [] } ]
1
2025-03-15T15:34:16-05:00
forum-topic-127036
127036
Red Lightning Danger symbol IF active Lightning Storm on Fulgora
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127036
Biometrix
Title, I think the yellow is fine, but it could be better if an active one made it red. Minor, but cool.
[]
0
2025-02-21T17:47:49-06:00
forum-topic-118122
118122
Interrupt triggers for inaccessible station
Not a bug
https://forums.factorio.com/viewtopic.php?t=118122
RiverRob
Interrupts are triggering and generating temp entries into the trains schedule when the train cannot access the station. The trigger also does not reserve a space at the station (train limit does not change when interrupt is triggered). The image is an example of the interrupt 10-28-2024, 03-01-18.png (48.25 KiB) Viewed 760 times This is working in a pull system where one train goes out and gathers all the ingredients instead of multiple trains delivering all the different ingredients. Blue print string of example trains and their interrupt schedule is below 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 Copy blueprint
[ { "author": "robot256", "content": "I don't think trains have ever checked station accessibility before deciding where to go. I would expect that a train that has departed for an inaccessible station will continue looking for an accessible station with the same name, but will not re-evaluate any interrupt conditions or return to its prior station.", "date": "2024-11-05T20:22:46+00:00", "quotes": [] }, { "author": "robot256", "content": "Related: 116107 \n \nEdit: I misremembered what I was told in 102289 . At least in 1.1, trains without an accessible, available stop will continually attempt to path to inaccessible, available stops until a better station becomes available. It seems this logic has been transferred to interrupt conditions and created some new side effects.", "date": "2024-11-06T14:04:37+00:00", "quotes": [] }, { "author": "", "content": "This is Not a bug.", "date": "2025-03-17T17:03:16+00:00", "quotes": [] } ]
3
2024-10-28T05:05:26-05:00
forum-topic-124950
124950
Allow mods to access the tank's trash inventory
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=124950
smcpeak
TL;DR Allow mods to access the tank's trash inventory by providing a proper inventory defines constant. What? Currently, there is no symbolic constant in defines.inventory for the tank's trash inventory to use with get_inventory . There is only car_trunk and car_ammo. Experimentally, I found that spider_trash (4) works with the tank too, retrieving its trash inventory, but it's not clear whether that is guaranteed. If that is intentional, I suggest adding a sentence of documentation to spider_trunk clarifying that it works for the tank too. If not, I request a car_trash symbolic constant. Why? Mods often interact with vehicle inventory, and being able to do so for the tank's trash inventory is unexceptional.
[ { "author": "", "content": "[Koub] Moved to Modding interface requests.", "date": "2024-12-23T20:57:18+00:00", "quotes": [] }, { "author": "", "content": "Added for the next release.", "date": "2024-12-30T20:25:54+00:00", "quotes": [] } ]
2
2024-12-22T11:13:09-06:00
forum-topic-97571
97571
ART with concrete and stuff.
Fan Art
https://forums.factorio.com/viewtopic.php?t=97571
MorningDiaper
This is my first time messing around with "ARTCRETE" as I like to call it. I got tired of looking at dead space around my starter base so I decided to postpone my first megabase and work on beautification! This thing started as a sword and then ended up kinda like a Aztec carving chewing on the rails....with decorative heat pipes for pizaz O yeah!
[ { "author": "FrostMonolith", "content": "Quite intricate.", "date": "2024-10-21T02:56:48+00:00", "quotes": [] } ]
1
2021-04-03T05:45:25-05:00
forum-topic-90930
90930
Persistent toolbar and logistics settings
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=90930
Tesse11ation
What...? You ever play Factorio? You ever play Factorio and use the toolbar? You ever play Factorio and use the toolbar, then finish your game or jump into a new game, and realize that you have to redo your settings all over again? If you're anything like me, this is just extra steps to you, and a major annoyance. In fact it's such an annoyance to me that I don't bother to set up the toolbar in 90% of games that I play, and just shuffle around with my inventory. Alright, great. How should we fix this? Simple: store the player's toolbar and logistics auto trash/request preferences in a .ini file in the %appdata% directory. Every time a new game starts, or the player joins a new world, call a function which reads the .ini file and sets up your toolbar and logistics prefs for you. This is already how the game stores the player's blueprints, so it's not a far cry. That's cool and everything... but why should we do that? I dunno about you guys, but I would rather spend more time playing the game than dedicate 10 minutes after each major research milestone to set up my hotbar, and 15 minutes each time when hitting logistics network tech to set up my auto trash and auto request. This is like half an hour total each game just to configure everything the same way that you've done in past games. Essentially, this is one big QoL improvement that has been missing since the implementation of these new systems. TL;DR: Make toolbar settings and logistics request and auto trash settings persistent across all playthroughs. Accomplish this by storing the data in a file in the %appdata% directory, like player blueprint storage.
[ { "author": "Squelch", "content": "A global and persistent settings file would be great, but kept in the configuration location as specified by the player in config-path.ini rather than solely %appdata% \n \nI do like to have different settings depending on the map and mod combination I'm playing, so as well as a global preferences, a per map/save series set of preferences and mod-list.json stored in a subfolder under /saves along with the actual saves would be most welcome.", "date": "2020-11-02T14:15:23+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "Yeah that makes sense. My thought was that you would only need one global setting, but that also doesn't account for mods, etc.", "date": "2020-11-02T14:29:31+00:00", "quotes": [ { "author": "Squelch wrote: Mon Nov 02, 2020 2:15 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "I think I’d rather have an export/import system, so that I can easily sync them on multiplayer servers.", "date": "2020-11-02T14:56:39+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "Yeah, this is a good idea. Though if the setting is stored locally in a file, you should be able to copy/paste that file and share it around. I agree though, having a system like the blueprints where you can export it to string would be great.", "date": "2020-11-02T15:01:29+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Mon Nov 02, 2020 2:56 pm", "content": "" } ] }, { "author": "MassiveDynamic", "content": "I think we should add this suggestion to all the other similar suggestions that ask the devs to take all the play elements out of the game. I suggest factorio plays itself autonomously and we, the players, simply watch and eat popcorn. I mean come on, everyone hates the early game with all that walking and manual crafting, so shouldn't the game just start with bots? Then blueprints are a pain to deal with. Go online, find somebody's blueprint, download it, let the bots fill it in and then realize that it doesn't include a 5000000 GW power plant. Back to google. Repeat all those steps again. What about the hassle of those darn beacons. It would be better if they affected a larger area so that I wouldn't have to think about how to maximize my production. The list goes on. I think we shouldn't have to do anything at all that requires thought or effort. Come on devs, this game is unplayable. \n \n \n \n-The above comments are made while holding my tongue firmly in my cheek. Just kidding guys.", "date": "2020-11-02T17:49:16+00:00", "quotes": [] }, { "author": "Squelch", "content": "Go sit on a cactus. You had me for a moment,.", "date": "2020-11-02T18:08:11+00:00", "quotes": [ { "author": "MassiveDynamic wrote: Mon Nov 02, 2020 5:49 pm", "content": "" } ] }, { "author": "Tesse11ation", "content": "Yes, this is the best suggestion I've ever seen for Factorio. For a game so focused on automation, it's only a matter of time before the community suggests the game should automate itself! \n \n Hey, wait a minute...", "date": "2020-11-02T19:12:04+00:00", "quotes": [ { "author": "MassiveDynamic wrote: Mon Nov 02, 2020 5:49 pm", "content": "" } ] }, { "author": "", "content": "[Koub] Please people, keep this on topic \nSo far, there have been very related suggestions for : \n Quickbar export/import \n Auto trash settinfs export/import \n \"Everything that makes sense\" export/import \n \nCouldn't get my hand on the suggestion for the logistic requests, despite I'm sure I've seen it somewhere.", "date": "2020-11-03T08:22:19+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "Well, I think this feature could save a lot of time and energy, and I really don't see a downside to it.", "date": "2020-11-03T12:18:32+00:00", "quotes": [ { "author": "Koub wrote: Tue Nov 03, 2020 8:22 am", "content": "" } ] }, { "author": "", "content": "Don't get me wrong, I'm all for the \"add mechanisms for exporting/importing settings for everything that makes sense\", I just provided the links to these other suggestions because I felt they're somehow related to this thread, an for the readers to have a better overview on the subject.", "date": "2020-11-03T13:25:47+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "Yeah I'm aware. \n \nI wonder if this functionality could be modded in? I'm not a modder so I wouldn't know. The only \"mods\" I've ever made are changing some default values in config files, like making all of the guns much deadlier in HL2.", "date": "2020-11-03T13:42:11+00:00", "quotes": [ { "author": "Koub wrote: Tue Nov 03, 2020 1:25 pm", "content": "" } ] } ]
11
2020-11-02T08:02:55-06:00
forum-topic-79000
79000
Belt placement as a sizeable brush
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=79000
uliko
Make belt placement a sizeable brush tool similar to landfill to enable placing multiple lanes at the same time. Sizing could either be as a square or a single line of parallel belts. Helpful lategame when placing huge amounts of belts and personal robots can't keep up with only four fusion reactors being available to provide power.
[ { "author": "", "content": "I think that doesn’t make things really easier, you can paste 8 lanes at once, but you need a special tool for that. Which is used only in some very special cases. \n \nInstead of introducing new tools, I would like to see, that copy/paste is a lot more easier to use. For example, I copy me part of multi-belt and paste it while walking. So you can copy also edges. What I would like to see here too is flipping/mirroring. Or simpler choosing former copied blueprints. Everything which makes this building with the copy/paste easier and more useful.", "date": "2019-12-16T15:51:53+00:00", "quotes": [] }, { "author": "Squelch", "content": "Copy/pasting, or even a blueprint library of your favourite layouts is far more desirable, and configurable in my opinion. However, what would be nice while laying belts out, is to be able to draw by dragging the pointer in a similar manner to rail tracks. ie click to start the line, drag the pointer and release to end. The method on how this might be invoked instead of laying belts immediately on click, is another question. Perhaps a click and hold for a second on the first belt segment? \n \nCurrently, to make straight lines, the player must run in the direction they wish to lay the belt, but this is often spoilt when bumping into trees, rocks, or walking over an already laid belt (pre belt immunity research)", "date": "2019-12-17T00:17:19+00:00", "quotes": [] }, { "author": "GlassDeviant", "content": "I do this all the time with blueprints. No need for some tool that makes this game work like some other game you liked. About the only improvement I could make to laying belts is being able to set a start point and then move to an endpoint and have the belt laid between those points, but that idea is too subject to pathing issues to make it viable without some heavy weight code, or even with it in some cases. \n \nIf you want an 8-wide lane to have multiple lengths, blueprint it in multiple lengths.", "date": "2019-12-17T18:02:40+00:00", "quotes": [] }, { "author": "Squelch", "content": "It seems we seek the same thing. Drawing of straight lines is all that is required in my opinion. No pathing desired (railtrack often does not lay where I intend, and belts could get even more snarly), so the belts are laid within reach of the player when they are held in hand, and ghosts are laid otherwise for those longer runs. I envisage it working in much the same manner as laying railtrack, but without the pathing. Where a belt cannot be laid according to the normal rules, it is omitted and leaves the player to do the fiddly bits. \n \n@ulika, if it's ok with you, I would be happy to format the above suggestions according to the desired template? These would be the closest to a belt brush that I personally see feasible, and would allow you to quickly lay multiple lanes at once too. \n \nFor people with impaired movement or co-ordination, I can see this would be highly useful.", "date": "2019-12-17T19:04:26+00:00", "quotes": [ { "author": "GlassDeviant wrote: Tue Dec 17, 2019 6:02 pm", "content": "" } ] }, { "author": "GlassDeviant", "content": "Sounds like a good approach, plus it would reduce the number of blueprints I maintain to do sections of X parallel belt tracks of length Y and type Z (normal, fast or express). One tool to rule them all, and in the menu bind them!", "date": "2019-12-17T23:04:29+00:00", "quotes": [] }, { "author": "uliko", "content": "Blueprint-related alternatives are not feasible for the reason I outlined in the original post, see https://www.youtube.com/watch?v=xhUI_-UJ1F0", "date": "2019-12-18T22:57:51+00:00", "quotes": [] }, { "author": "", "content": "Im not here to say how to play Factorio. But when I watched that video I thought ”oh my god”. \n \nWhen you are about to lay more than 3000 items with your personal robots, you are doing something wrong - in my eyes. This takes forever. This is not advanced, nor lategame, it’s just slow. \n \nThe better way to do this is placing the blueprints and let the construction bots of your robotic network do their job, while you are building something else. And for lategame I think of interconnected roboports, or self-requesting outposts, and most stuff is covered with roboports... \n \nAnother reason: A tool like described in OP will not help in construction of the edges. But - in my eyes - the edges are the most time consuming thing here (from the sight of a player, not the time it takes to build it).", "date": "2019-12-21T14:12:06+00:00", "quotes": [] }, { "author": "eradicator", "content": "As someone who has worked on a prototype belt-planner mod (no need to get your hopes up), i have to say that video is completely unsuited to get your point across. A well balanced belt brush mod would still be placing belt ghosts, because placing that many belts instantly from the player inventory would be well beyond the realm of what the player is usually capable of. Seeing that you already managed to place the belts, maybe you just want a mod that gives you instant blueprint revival powers. (If you're now tempted to say \"i dont want mods\" then you should urgently read the sticky topic in this forum. And google up why \"belt planner\" has been officially rejected already.)", "date": "2019-12-22T07:49:58+00:00", "quotes": [ { "author": "uliko wrote: Wed Dec 18, 2019 10:57 pm", "content": "" } ] }, { "author": "kbk", "content": "Actually this is quite feasible in late game. I usually enjoy packing 2 fusion reactors, at most 1-2 exoskeletons, some advanced batteries and at least 4 mk2 personal roboports into my suit by that time. Works pretty fast but you have to slack off from time to time to recharge your batteries and inner roboport buffers. \n \nLogistic network, on the other hand, is huge by that time — if I ever come to use it — so conbots really grind my gears while traversing slowly from its outer reaches to the spot I demand them to be. There also is an implication of trying to keep the smaller networks (e.g. ones which main goal is to fix the walls on some spot) separated from the bigger factory-wide one, so generally I like to have zero active networks where I paste some blueprints.", "date": "2019-12-22T11:01:16+00:00", "quotes": [ { "author": "ssilk wrote: Sat Dec 21, 2019 2:12 pm", "content": "" } ] }, { "author": "vanatteveldt", "content": "Yeah that video is a mess. \n \nYou can use ~infinite bots from stationary roboports, so why not make a 64 wide (or whatever that was) blueprint with roboports integrated so you can fire and forget?", "date": "2019-12-22T11:33:33+00:00", "quotes": [] } ]
10
2019-12-15T19:20:23-06:00
forum-topic-127395
127395
[2.0.39]Robots can't plant trees
Duplicates
https://forums.factorio.com/viewtopic.php?t=127395
A.Sher
Factorio2025.03.11-18.47.55.01-ezgif.com-optimize.gif (8.54 MiB) Viewed 88 times
[ { "author": "", "content": "See viewtopic.php?t=127375", "date": "2025-03-11T17:16:35+00:00", "quotes": [] } ]
1
2025-03-11T11:36:53-05:00
forum-topic-127408
127408
Manual rocket launch with products? (And hiding launch products in tooltip)
Modding help
https://forums.factorio.com/viewtopic.php?t=127408
Sapphire
I want to implement an Easter egg which involves launching a cat into space. (I'm porting this mod: https://mods.factorio.com/mod/petcat ) There are 2 problems I am having: It looks like manual-mode items cannot have products. When trying to launch it, the launch button is greyed-out, with the tooltip stating that there is not enough room in the cargo landing pad. I've noticed this even happens to the vanilla satellite if I change its mode as well. I want to be able to hide the rocket launch products from the tooltip when hovering over the item. (Y'know, to not give it away) Is there any way to accomplish either of these things? The current item definition looks like this: Code: Select all local cat_item = { type = "item", name = "cat", icon = "__petcat__/graphics/cat_icon.png", icon_size = 128, stackable = false, stack_size = 1, flags = {"not-stackable"}, place_result = "cat", subgroup="defensive-structure", rocket_launch_products = {{type="module", name="mouse", amount=1}}, send_to_orbit_mode = "manual" } The launch products do work correctly if I set the mode to "automated", but then it shows in the tooltip for the rocket silo's inventory slot as a launch-able item, which also ruins the surprise. I also don't want it to be automatically launch-able anyway.
[]
0
2025-03-11T19:36:34-05:00
forum-topic-116001
116001
A Tour of Nullius
Videos
https://forums.factorio.com/viewtopic.php?t=116001
coffee-factorio
I was having so much fun with Nullius I decided to make a video series about it. Due in part to having adhd and a day job it's going on 700 hours, also because Nullius kind of challenges you a bit. Blowing up my starter base with a terraformer is part of the fun. https://www.youtube.com/channel/UCT-9pa ... Wt4dgCYliA If some folks have time between all the new stuff for Factorio 2.0, this was one of the mods that informed it and it is a blast to play.
[ { "author": "coffee-factorio", "content": "I have to pause it so that the developer can update the mod to 2.0 :\\ Ah well. It is a good thing.", "date": "2024-10-27T18:38:33+00:00", "quotes": [] }, { "author": "Anachrony", "content": "In Steam you can choose what version of the game you play with. It will update to the latest by default, but you can choose 1.1. Even when mods support 2.0 there's no guarantee that the changes won't cause problems in your factory, so it may be advisable not to switch on an existing playthrough.", "date": "2024-10-27T21:45:44+00:00", "quotes": [] }, { "author": "coffee-factorio", "content": "AAAAAAAA! \n \nAnd thank you, that's really thoughtful. I am playing on steam, so that's really handy information and might change to a \"week on 2.0, week off 2.0\". The Nullius tour is honestly a little harder because I'm trying to fit things I've built into 10-20 minutes of explanation. And uh. You know what you built.", "date": "2024-10-28T23:14:02+00:00", "quotes": [] } ]
3
2024-10-17T18:01:54-05:00
forum-topic-111951
111951
64-bit integer limit
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=111951
Epb7304
TL;DR expand integer limit to 64-bit What ? Currently signals work on a 32-bit system, which means that each signal can have 2^32 possible values (-2.1G < x < 2.1G) I propose this be expanded to a 64-bit number, which would mean that each signal would have a possible 2^64 value or (-9.2E < x < 9.2E) Why? I know I am not alone when I say that I constantly will hit the 32-bit limit when designing circuits, this is typically when I want to compress a few smaller signals into 1 larger one, or when I want to track a large number of items. Expanding the integer limit to 64-bit would allow values in the Quintillions and I for one would believe the Can to be sufficiently kicked. This also would not require the game to be run in 64-bit (if its not already) since you should just be able to assign 2 number slots per signal
[ { "author": "Illiander42", "content": "As someone who's had to do that, it's a mess. \n \nAnything you're doing in particular that needs more than 32 bits?", "date": "2024-03-23T23:03:39+00:00", "quotes": [ { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "https://factorio.com/blog/post/fff-158", "date": "2024-03-23T23:33:24+00:00", "quotes": [ { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" } ] }, { "author": "Epb7304", "content": "Even better, that would make this change nearly seamless and not overly complicated either", "date": "2024-03-24T03:18:23+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Sat Mar 23, 2024 11:33 pm", "content": "" }, { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" } ] }, { "author": "Epb7304", "content": "The biggest thing is actually to do with FFF 402 and compressing my data streams to only 1 signal so it will not interfere with other information in the data stream, this issue also arises however when wanting to store a particularly large value. Say, the amount of power your base is producing/consuming, or how many seconds your base has been working for, or how many iron plates you have made (yes those are in statistics, but this would be for a display board or a smart base system).", "date": "2024-03-24T03:24:34+00:00", "quotes": [ { "author": "Illiander42 wrote: Sat Mar 23, 2024 11:03 pm", "content": "" }, { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" } ] }, { "author": "mmmPI", "content": "One can't read that on circuit though, it's only the accumulator charge. \n \n\n2 billion second is 60 years or so which makes it unlikely to me that it would be achieved in a game of factorio , but even if going x64 speed during a full year, it would be possible to store the number of hour, or days, similar to storing the number of MW and not Watt to reduce by a factor 1 000 000. \n \n \n\nThe same apply in the game, it's possible if you want to store 3 billions second worth of time to use the channel \"C\" and \"D\" instead of just 1 that would see an overflow. \n \nI'm not against the suggestion but there are other topics with better arguments", "date": "2024-03-24T04:14:23+00:00", "quotes": [ { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" }, { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" }, { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" } ] }, { "author": "Illiander42", "content": "Timeslotting and negotiating for channel ownership works fine for putting mutiple data streams over radar connections. As soon as we get access to new combinators there'll probably be a few people putting out blueprint books for that. Happy to run you through the broad strokes of how to do those if you want (I'm waiting for new combinators to do my blueprints). \n \nAnd as the other poster said, you can do large value counting yourself if you really need it. \n \nThe only reason I can think of for this would be if we run out of bitflag space in the non-item signals, and that can be solved by adding more virtual signals to the pile instead of making the numbers bigger.", "date": "2024-03-24T10:36:39+00:00", "quotes": [ { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" }, { "author": "Illiander42 wrote: Sat Mar 23, 2024 11:03 pm", "content": "" }, { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" } ] }, { "author": "", "content": "This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit integers precisely.", "date": "2024-03-24T10:41:48+00:00", "quotes": [] }, { "author": "Qon", "content": "How about 53-bit integers then? It's more than 32 so we get some benefit. We can't store 2 32-bit signals in one, but we can store 2 26-bit signals or 3 17-bit signals, which is both a benefit over being limited to e.g. 2 16-bit numbers when packing multiple values into a single signal type.", "date": "2024-03-24T11:06:43+00:00", "quotes": [ { "author": "boskid wrote: Sun Mar 24, 2024 10:41 am", "content": "" } ] }, { "author": "", "content": "How about 32-bit integers? Its possible to store 3 10-bit signals or 2 16-bit signals.", "date": "2024-03-24T13:10:13+00:00", "quotes": [ { "author": "Qon wrote: Sun Mar 24, 2024 11:06 am", "content": "" } ] }, { "author": "Illiander42", "content": "Would the UTF support (which is always good for localisation) be worth the upgrade pain?", "date": "2024-03-24T13:27:19+00:00", "quotes": [ { "author": "boskid wrote: Sun Mar 24, 2024 10:41 am", "content": "" } ] }, { "author": "pleegwat", "content": "A limited bignum implementation in combinators should not be too difficult, especially since you're only adding in scalars. If the accumulator is larger than 1 billion decimal, subtract 1 billion from it and increment the next accumulator up. I guess that would be 3 or 4 combinators for every additional factor of a billion? And I'm sure it vectorizes.", "date": "2024-03-24T14:13:57+00:00", "quotes": [ { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" } ] }, { "author": "Illiander42", "content": "2 combinators if deciders could output an arbitrary number, unless it needs a tick delay to not double-count? Possibly a single combinator in 2.0.", "date": "2024-03-24T19:42:17+00:00", "quotes": [ { "author": "pleegwat wrote: Sun Mar 24, 2024 2:13 pm", "content": "" }, { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" } ] }, { "author": "TheKillerChicken", "content": "No thanks, I do not want to invest in a server that will require 4 terabytes of memory due to the integers flooding the memory pool. 32-bit is just fine for most circumstances in this game. I have all my stacks at 2 billion, and that is suffice for me as I play this game with stupidly huge values.", "date": "2024-08-07T20:28:20+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "I'd recommend using a mod that adds more virtual signals, AFAIK you can add an arbitrary number of them - if you feel like having 2 signals for each item, it should be doable. \n \nIs there anything else new in recent lua release that would be useful for factorio? Because I didn't think so. And upgrading sounds like a massive pain... \n \nCurious though, what happens at those sizes? Do the circuit values overflow or does it cap at the maximum positive number? \nNot sure what you mean by \"flooding the memory pool\".", "date": "2024-08-08T20:37:35+00:00", "quotes": [ { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" }, { "author": "boskid wrote: Sun Mar 24, 2024 10:41 am", "content": "" }, { "author": "TheKillerChicken wrote: Wed Aug 07, 2024 8:28 pm", "content": "" } ] }, { "author": "TheKillerChicken", "content": "If the entire 64-bit pool was utilised, it would require super-computer level memory space. All my stacks at 2 billion eat up about 10 GB of memory space, but 64-bit integers are 1.8 duodecillion. No possible home machine can even begin to have that kind of memory capacity (~1-4 exabytes).", "date": "2024-08-14T14:01:03+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Thu Aug 08, 2024 8:37 pm", "content": "" }, { "author": "Epb7304 wrote: Sun Mar 24, 2024 3:24 am", "content": "" }, { "author": "boskid wrote: Sun Mar 24, 2024 10:41 am", "content": "" }, { "author": "TheKillerChicken wrote: Wed Aug 07, 2024 8:28 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "That's not how any of this works though? Just because you have 64bit integers doesn't mean you use exabytes of storage. \nI don't understand what \"stacks\" eat 10GB of memory for you, you really have 2 billion chests? Anyways, doubling 32bit to 64bit only doubles the storage requirements.", "date": "2024-08-14T17:07:20+00:00", "quotes": [ { "author": "TheKillerChicken wrote: Wed Aug 14, 2024 2:01 pm", "content": "" } ] }, { "author": "TheKillerChicken", "content": "What I mean is that if the value keyed into the game logic was a full-blown duodecillion, it will hit ~2 exabytes of ram. Now, will someone even be able to achieve that? I do not think so. Now with all of this being stated, perhaps with this case, setting a duodecillion may NOT eat up much DRAM at all. And what I mean with the stacks is that every item that I create can stack up to 2 billion. It is slowly eating up my memory as I get into the 100 billion+ stacks of items. I treat this game more like a DRAM/Processor benchmark with huge values and ultra-overpowered machines/beacons than an actual game to see how much abuse my server/client can take before they choke and crash or cause a permanent de-syncornisation. Thankfully, this game has a very optimised memory pool code, so I also feel that it COULD be possible in Factorio Space Age to increase the stacks, logics, and arithmatic values to the full 64-bit integers. Once again, it all depends on how the user treats this game and I would hit an exabyte really quickly with those values due to how crazy I have my values. I would use the 4.2 billion value, but the machines break due to the recipes creating some kind of memory-feedback or memory-kludge, thus causing the machines to not acknowledge the ingredients in them. Hand-crafting is not effected. I think a perfect balance would be 48-bit integers, but I do not develop games, I just play with the data and scripts that were created for the game(s). The maximum storage chest size is 65536, which is a 16-bit integer, and due to my said values, those chests fill up within a period of 1 week. I see a memory hit with those, but not significantly. I think the item stacks will hit the memory pool the hardest as it has to calculate the code of each item. I DO wish the beacon radius could be as large as the logistic and construction bot port can go (mine is set to 2 million by 2 million). The beacon is limited to 64x64 radius. Also, apparently the module slots can go up to 65536 as of 1.0, a definite increase from its' previous 6. I modified the big lab to have 250 module slots in it. I use the god modules (250% buffs) with a beacon of 64x64 radius with 8 module slots in it. Yes, my goal is simply: How much can a 6-channel DDR3-1866 LRDIMM server and a 2-channel DDR5-4800 gaming client can take in this game.", "date": "2024-08-17T11:03:26+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Wed Aug 14, 2024 5:07 pm", "content": "" }, { "author": "TheKillerChicken wrote: Wed Aug 14, 2024 2:01 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "Again, that's now how it works. Going from 32bit to 64bit simply doubles the memory requirements. For those integers.", "date": "2024-08-17T14:45:47+00:00", "quotes": [ { "author": "TheKillerChicken wrote: Sat Aug 17, 2024 11:03 am", "content": "" } ] } ]
18
2024-03-22T23:00:10-05:00
forum-topic-127245
127245
[2.0.32] Linux Headless behind pfsense FW
Technical Help
https://forums.factorio.com/viewtopic.php?t=127245
Jimlo
Hello all! I'm a bit lost and am experiencing some odd behaviors with the ports on my headless server. In short: I'm expecting to be running my server on default port 34197 but Factorio pingpong servers say I'm hosting on 57021. For context, I'm using DDNS on my ISPs router which has a port set up as an exposed host which connected to my PFSense firewall, where my Factorio headless server sits behind on a docker container. I've run across this helpful thread explaining issues running into Outbound Hybrid NAT rules for PFSense. So I went ahead and configured Hybrid Outbound NAT and set my self up with a WAN Firewall rule to allow incoming connections to my server on port 34197 And a screenshot of my Outbound Hybrid NAT rule: #1 #2 A screenshot of my WAN FW Rule: Now I'm running into a weird behavior where my server is configured to use the default port, 34197, but the Factorio pingpong servers say I'm hosting on port 57021. While attempting to connect to my server, I can watch the Firewall logs block incoming connections on my WAN interface to 57021. These blocked connections are expected, as I've only configured WAN Rules to allow incoming connections on 34197. And if it matters at all, this is the docker image I'm pulling from: factoriotools/factorio:stable Here's the current running logs of the server: Code: Select all +++ readlink -f /docker-entrypoint.sh ++ dirname /docker-entrypoint.sh + INSTALLED_DIRECTORY=/ + FACTORIO_VOL=/factorio + LOAD_LATEST_SAVE=true + GENERATE_NEW_SAVE='"true"' + PRESET= + SAVE_NAME= + BIND= + CONSOLE_LOG_LOCATION= + mkdir -p /factorio + mkdir -p /factorio/saves + mkdir -p /factorio/config + mkdir -p /factorio/mods + mkdir -p /factorio/scenarios + mkdir -p /factorio/script-output + [[ ! -f /factorio/config/rconpw ]] + [[ ! -f /factorio/config/server-settings.json ]] + [[ ! -f /factorio/config/map-gen-settings.json ]] + [[ ! -f /factorio/config/map-settings.json ]] ++ find -L /factorio/saves -iname '*.tmp.zip' -mindepth 1 ++ wc -l + NRTMPSAVES=0 + [[ 0 -gt 0 ]] + [[ '' == \t\r\u\e ]] + //docker-dlc.sh Disable mod elevated-rails for DLC Disable mod quality for DLC Disable mod space-age for DLC + EXEC= ++ id -u + [[ 0 == 0 ]] + usermod -o -u 845 factorio usermod: no changes + groupmod -o -g 845 factorio + chown -R factorio:factorio /factorio + EXEC='runuser -u factorio -g factorio --' + [[ -f /bin/box64 ]] + sed -i '/write-data=/c\write-data=\/factorio/' /opt/factorio/config/config.ini ++ find -L /factorio/saves -iname '*.zip' -mindepth 1 ++ wc -l + NRSAVES=1 + [[ "true" != true ]] + [[ 1 == 0 ]] + [[ "true" == true ]] + FLAGS=(--port "$PORT" --server-settings "$CONFIG/server-settings.json" --server-banlist "$CONFIG/server-banlist.json" --rcon-port "$RCON_PORT" --server-whitelist "$CONFIG/server-whitelist.json" --use-server-whitelist --server-adminlist "$CONFIG/server-adminlist.json" --rcon-password "$(cat "$CONFIG/rconpw")" --server-id /factorio/config/server-id.json --mod-directory "$MODS") ++ cat /factorio/config/rconpw + '[' -n '' ']' + '[' -n '' ']' + [[ true == true ]] + FLAGS+=(--start-server-load-latest) + exec runuser -u factorio -g factorio -- /opt/factorio/bin/x64/factorio --port 34197 --server-settings /factorio/config/server-settings.json --server-banlist /factorio/config/server-banlist.json --rcon-port 27015 --server-whitelist /factorio/config/server-whitelist.json --use-server-whitelist --server-adminlist /factorio/config/server-adminlist.json --rcon-password je2Ohxiw7vi6ahz --server-id /factorio/config/server-id.json --mod-directory /factorio/mods --start-server-load-latest 0.000 2025-03-03 19:22:45; Factorio 2.0.32 (build 81349, linux64, headless, space-age) 0.000 Operating system: Linux 0.000 Program arguments: "/opt/factorio/bin/x64/factorio" "--port" "34197" "--server-settings" "/factorio/config/server-settings.json" "--server-banlist" "/factorio/config/server-banlist.json" "--rcon-port" "27015" "--server-whitelist" "/factorio/config/server-whitelist.json" "--use-server-whitelist" "--server-adminlist" "/factorio/config/server-adminlist.json" "--rcon-password" <private> "--server-id" "/factorio/config/server-id.json" "--mod-directory" "/factorio/mods" "--start-server-load-latest" 0.000 Config path: /opt/factorio/config/config.ini 0.000 Read data path: /opt/factorio/data 0.000 Write data path: /factorio [214259/243172MB] 0.000 Binaries path: /opt/factorio/bin 0.011 System info: [CPU: Intel(R) Core(TM) i5-6600T CPU @ 2.70GHz, 4 cores, RAM: 31971 MB] 0.011 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.012 Running in headless mode 0.012 Audio is disabled 0.013 Info ModManager.cpp:444: FeatureFlag expansion-shaders = false 0.013 Info ModManager.cpp:444: FeatureFlag freezing = false 0.013 Info ModManager.cpp:444: FeatureFlag quality = false 0.013 Info ModManager.cpp:444: FeatureFlag rail-bridges = false 0.013 Info ModManager.cpp:444: FeatureFlag segmented-units = false 0.013 Info ModManager.cpp:444: FeatureFlag space-travel = false 0.013 Info ModManager.cpp:444: FeatureFlag spoiling = false 0.017 Loading mod core 0.0.0 (data.lua) 0.033 Loading mod base 2.0.32 (data.lua) 0.212 Loading mod base 2.0.32 (data-updates.lua) 0.276 Checksum for core: 544741660 0.276 Checksum of base: 183736295 0.505 Prototype list checksum: 2902124721 0.538 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1741029693 0.538 Info PlayerData.cpp:73: Cloud player-data.json unavailable 0.540 Factorio initialised 0.540 Info AuthServerConnector.cpp:616: Performing TLS check. 0.540 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/tls-check/success 0.902 Info AuthServerConnector.cpp:641: TLS check success. 0.902 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/api-login?api_version=6 1.799 Info AuthServerConnector.cpp:201: Got token from auth server for username(Jimlo). 1.803 Info ServerSynchronizer.cpp:20: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0). 1.803 Info ServerMultiplayerManager.cpp:806: updateTick(18446744073709551615) changing state from(Ready) to(PreparedToHostGame) 1.803 Info ServerMultiplayerManager.cpp:806: updateTick(18446744073709551615) changing state from(PreparedToHostGame) to(CreatingGame) 1.803 Loading map /factorio/saves/_autosave1.zip: 630400 bytes. 1.814 Loading level.dat: 803003 bytes. 1.820 Info Scenario.cpp:153: Map version 2.0.32-0 1.840 Blueprint storage "blueprint-storage-2.dat" was not found, trying to load previous version storage "blueprint-storage.dat" 1.841 Loading script.dat: 1195 bytes. 1.845 Checksum for script __level__/control.lua: 522968567 1.846 Info UDPSocket.cpp:32: Opening socket at (IP ADDR:({0.0.0.0:34197})) 1.846 Hosting game at IP ADDR:({0.0.0.0:34197}) 1.846 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=6 2.195 Info AuthServerConnector.cpp:108: Obtained serverPadlock for serverHash () from the auth server. 2.195 Info ServerMultiplayerManager.cpp:806: updateTick(713) changing state from(CreatingGame) to(InGame) 2.214 Info ServerRouter.cpp:664: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address 2.214 Info UDPSocket.cpp:44: Opening socket for broadcast 2.215 Error InterruptibleStdioStream.cpp:60: Got EOF on stdin; closing 2.215 Info RemoteCommandProcessor.cpp:126: Starting RCON interface at IP ADDR:({0.0.0.0:27015}) 2.215 Info CommandLineMultiplayer.cpp:288: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20 2.332 Info ServerRouter.cpp:547: Own address is IP ADDR:({77.12.11.95:57021}) (confirmed by pingpong1) 2.349 Info ServerRouter.cpp:547: Own address is IP ADDR:({77.12.11.95:57021}) (confirmed by pingpong3) 2.482 Info ServerRouter.cpp:547: Own address is IP ADDR:({77.12.11.95:57021}) (confirmed by pingpong4) 2.674 Info MatchingServer.cpp:123: Matching server game `20760104` has been created. 2.682 Info ServerMultiplayerManager.cpp:738: Matching server connection resumed The really weird thing was I did have it up and running correctly! Then I was messing around attempting to host a second docker container for the Space Age expansion and I bungled it all up. I went the nuclear option, wiped everything out and started building from scratch and have gotten myself stuck here. Please help!
[ { "author": "adam_bise", "content": "I have factorio headless behind pfsense. I will post the config when I get home.", "date": "2025-03-03T20:34:30+00:00", "quotes": [] }, { "author": "adam_bise", "content": "It's been a minute since I set this up so I will just post my config. I do remember you had to do a special rule for UDP hole punching. \n \nNat Config: \n \n \n \n fwnat.png (159.91 KiB) Viewed 582 times \n \n \n\nACE / Filter: \n \n \n \n fwace.png (163.03 KiB) Viewed 582 times \n \n \n\nUDP Hole Punch Entry: \n \n \n \n fwhole.png (62.82 KiB) Viewed 582 times \n \n \n\nUDP Hole Punch Detail: \n \n \n \n fwhole2.png (137.37 KiB) Viewed 582 times \n \n \n\nNAT Mode: \n \n \n \n fwnatmode.png (76.74 KiB) Viewed 582 times", "date": "2025-03-04T02:44:20+00:00", "quotes": [] }, { "author": "Jimlo", "content": "Interesting, thanks so much for posting those! I'll have to tinker a bit with my Outbound NAT rule as I see some differences in my rules. I'll report back when I get off work and have done some testing.", "date": "2025-03-04T05:27:11+00:00", "quotes": [] }, { "author": "Jimlo", "content": "Well, still no dice. I wondered if it may be something with docker, so I've eliminated that from the scenario and installed straight onto my linux server. I went through, deleted all my NAT configs and associated FW rules and have rebuilt them, but am still running into the same behavior. \n \nInterestingly enough if I follow your Hybrid Outbound NAT I run into more issues as seen in the logs here: \n Code: Select all 3.036 Info UDPSocket.cpp:44: Opening socket for broadcast\n 3.036 Info CommandLineMultiplayer.cpp:288: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20\n 3.153 Warning ServerRouter.cpp:541: Received own address message reply with conflicting address (got IP ADDR:({77.12.190.212:13626}), expected IP ADDR:({77.12.190.212:29054}))\n 3.153 Warning ServerMultiplayerManager.cpp:654: Determining own address has failed. Best guess: IP ADDR:({77.12.190.212:29054})\n 3.170 Warning ServerRouter.cpp:541: Received own address message reply with conflicting address (got IP ADDR:({77.12.190.212:24239}), expected IP ADDR:({77.12.190.212:29054}))\n 3.303 Warning ServerRouter.cpp:541: Received own address message reply with conflicting address (got IP ADDR:({77.12.190.212:42899}), expected IP ADDR:({77.12.190.212:29054}))\n 3.504 Info MatchingServer.cpp:123: Matching server game `20766418` has been created.\n 3.520 Info ServerMultiplayerManager.cpp:738: Matching server connection resumed \n\nBut if I check the \"Static Port\" as recommend in other posts and on the netgear docs , then I clear up those \"conflicting address\" errors, but am left with a seemingly high random port. Today it seems to be 57027. \n Code: Select all 2.779 Info ServerMultiplayerManager.cpp:806: updateTick(0) changing state from(CreatingGame) to(InGame)\n 2.786 Info ServerRouter.cpp:664: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address\n 2.786 Info UDPSocket.cpp:44: Opening socket for broadcast\n 2.787 Info CommandLineMultiplayer.cpp:288: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20\n 2.904 Info ServerRouter.cpp:547: Own address is IP ADDR:({77.12.190.212:57027}) (confirmed by pingpong1)\n 2.920 Info ServerRouter.cpp:547: Own address is IP ADDR:({77.12.190.212:57027}) (confirmed by pingpong3)\n 3.054 Info ServerRouter.cpp:547: Own address is IP ADDR:({77.12.190.212:57027}) (confirmed by pingpong4)\n 3.248 Info MatchingServer.cpp:123: Matching server game `20766439` has been created.\n 3.254 Info ServerMultiplayerManager.cpp:738: Matching server connection resumed \n\nI noticed that some of my pfsense field options don't contain the same verbiage as yours. I'm currently running: \n2.7.2-RELEASE (amd64) \nbuilt on Mon Mar 4 19:53:00 UTC 2024 \nFreeBSD 14.0-CURRENT", "date": "2025-03-04T17:02:48+00:00", "quotes": [] }, { "author": "NineNine", "content": "I'm not a networking expert, but I've had enough experience with ISP-provided routers to suggest that you might save yourself a lot of headache in the long run by either buying a real router, or using Open-WRT on any hardware.", "date": "2025-03-04T21:03:36+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Wait, you have 2 routers? \n \nYou will need inbound and outbound NAT rules for the upstream router as well. \n \nHave you gotten the server to work directly behind the Netgear router? \n \nPerhaps the Netgear router has a passthrough mode you can use so only the pfsense is doing any natting? \n \nI don't even know how or if the outbound NAT would work in a double NAT setup. \n \nI would try to eliminate one of your routers, or at least put this server behind the first router. \n \nGiven that you are still seeing the wrong port number, I would guess the problem still lies with UDP hole punching. That UDP hole punching config does work on my pfsense router, but I don't have an upstream router. \n \nYou could look for a place on the Netgear router to configure an upstream outbound NAT, if that is even a thing, IDK \n \nPerhaps on Netgear an outbound NAT like this: interface=WAN source=<ip pfsense> source proto=UDP source port=34197 dest=any dest proto=UDP \nAnd on pfsense: interface=WAN source=<ip of factorio server> source proto=UDP source port=34197 dest=any dest proto=UDP \n \nYou would still need the inbound nat as well: \nOn netgear inbound nat: Interface=WAN Source=any source port=any dest=WAN IP dest port=34192 NAT IP=pfsense IP NAT port= 34197 \nOn pfsense inbound nat: Interface=WAN Source=any source port=any dest=WAN IP dest port=34192 NAT IP=factorio server IP NAT port= 34197", "date": "2025-03-05T02:05:34+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Please post the details of this. \n \nAlso, please post the WAN IP address of your pfsense router. If it is a private address, then I can't say if this setup would even work.", "date": "2025-03-05T02:20:43+00:00", "quotes": [ { "author": "Jimlo wrote: Mon Mar 03, 2025 8:14 pm", "content": "" } ] }, { "author": "Jimlo", "content": "Sorry for the slow responses, between work and other activities I haven't been able to tinker around with this as frequently as I would like. \n \n\nYes, an ISP provided Fritz!box 7530 with an \"exposed host\" connected to a Protectli machine running PFSense. \n \n\nI was wondering if this might be the case. By setting up the required port forwarding rules on the ISP provided Fritz!box modem/router, I can get a Factorio server to run and be accessible directly behind the Fritz!box router. The Fritz!box does have an \"exposed host\" mode that can be enabled which says that the \"host is completely visible and accessible in the internet without protection. Firewall protection is disabled for this device.\" This is the best technical explanation I'm able to find of this. Sorry it's in German, but I am in Germany (as a native English speaker). After re-reading this, I do believe I might be hung up on this translated bullet point: \"Incoming connections for whose target port separate IPv4 port shares are not forwarded to the \"Exposed Host\", but to the device selected in the separate share.\" \n \n\nI would like to eliminate my ISP provided router, but currently it also functions as a DSL modem for a VDSL2 connection. I'm still learning a bit more about that, but from what I see the Protectli Vault doesn't have VDSL2 support. \n \nI definitely agree that it does seem the problem is somewhere with the UDP hole punching. Why else would I be getting a mostly, random high port? And from my understanding, a double NAT setup is not going to work with my current network setup. \n \n\nUnfortunately, it is indeed a private address and as I've looked into it more, I think I have to agree with you. Thanks for taking some time to think about my situation! I might have to look into getting a 3rd party modem to eliminate some of the drawbacks and limitations of the ISP provided Fritz!box.", "date": "2025-03-07T16:32:46+00:00", "quotes": [ { "author": "adam_bise wrote: Wed Mar 05, 2025 2:05 am", "content": "" }, { "author": "adam_bise wrote: Wed Mar 05, 2025 2:05 am", "content": "" }, { "author": "adam_bise wrote: Wed Mar 05, 2025 2:05 am", "content": "" }, { "author": "adam_bise wrote: Wed Mar 05, 2025 2:05 am", "content": "" } ] }, { "author": "adam_bise", "content": "Glad you are getting closer to a solution. Your DSL / Router seems to be both a modem and router combined. There is typically a way to disable the router function of these. Sometimes labeled as \"passthrough mode\". Alternatively you could get a compatible DSL modem that doesn't have any router function and connect that to your pfsense. \n \nRegards. \n \n-Adam", "date": "2025-03-07T17:00:15+00:00", "quotes": [] }, { "author": "Jimlo", "content": "Interesting, I was thinking the exposed host functionality was originally accomplishing this, but after reading more about it and looking into your suggestion, there is a PPPoE Passthrough mode. Although there seems to be some drawbacks impacting speeds. I'll play around with setting up PPPoE Passthrough on my PFSense box and report the results back here when I get a chance. Thanks again, Adam!", "date": "2025-03-08T09:33:34+00:00", "quotes": [ { "author": "adam_bise wrote: Fri Mar 07, 2025 5:00 pm", "content": "" } ] } ]
10
2025-03-03T14:14:23-06:00
forum-topic-19454
19454
FactorioGear
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=19454
yareczek
Hi folks! I want to introduce you to my new mod manager program. I took my old FMM and rewrite it with new GUI and some other stuff. ScreenShots FG_1.jpg (98.02 KiB) Viewed 39157 times FG_2.jpg (124.62 KiB) Viewed 39157 times FG_3.jpg (126.31 KiB) Viewed 39157 times What is it for? Well base for this program is easy managing mods for different servers or challenges. Turn On/Off mods without restarting game. Because community of mods is growing and there will be some game-play packs I want to make it easer for both sides. Just select a pack and don't worry about downloading mods one by one sounds cool? How to use it? This is program made under and for windows (it may work on emulators). Personally I don't like installers (to much trash want to be installed) so I prefer deliver single exe file. Just run it and done. It's working. Is it working with factoriomods.com? Yes. If you run program as an administrator, you can select File->ADD (under Browser Integration section). Now when you click Install on factoriomods.com my program will pop-up and you can proceed with adding selected mod. There is also REMOVE button to wipe mod install protocol from registry. Also there is Mods section on top bar. You can load list of mods from there. This is also integration with factoriomods api. Download FactorioGear_v0.0.0.6.zip (2.78 MiB) Downloaded 1532 times Crashes If any crash come up for you please send debug information to me so I can fix it. You can send it here on topic, PM on forum or by email: factorio(a)yareczek(dot)pl Change log v0.0.0.6 - FIX Crash EOleSysError if mods folder is missing - ADD Information if new version of FactorioGear available (can be turn off) v0.0.0.5 - ADD Selecting mods to delete (Hold Ctrl and select mods to delete, confirmation will pop up after Ctrl is released - ADD Direct download progress is now visible - ADD Save in Packs section (Make our own Modpack of enabled mods, url to zip files are empty!) - FIX Crash if no address in direct download - FIX MOD LIST not updating after direct download - FIX Modpack from file window is not showing up FactorioGear_v0.0.0.5.zip (2.49 MiB) Downloaded 521 times v 0.0.0.4 - ADD Mods that are not used will be moved to FGB folder in mods directory - ADD If you hold [Shift] and press on mod, window will pop up with info about selected mod. (double click on popup will open homepage - if there is any) - FIX Added exception handler, this should prevent crashes if zip file are damaged. There will be info about that damaged file. - FIX Adding pack sometimes crashes program. FactorioGear_v0.0.0.4.zip (2.49 MiB) Downloaded 397 times v 0.0.0.3a - FIX Bug while adding mods from ModPack v 0.0.0.3 - FIX crash for Win10 users (unconfirmed) - ADD mod pack handling FactorioGear_v0.0.0.3a.zip (2.46 MiB) Downloaded 601 times v 0.0.0.2 - ADD crash reports FactorioGear_v0.0.0.2.zip (2.43 MiB) Downloaded 530 times v 0.0.0.1 - Initial release FactorioGear.zip Initial release v0.0.0.1 (1.99 MiB) Downloaded 684 times ModPack file construction { "name":"My Modpack", "author":"My Name ", "contact":" your@mail.address ", "homepage":"factroio forum maybe? ", "version":"0.0.0", "gamever":"x.x", "MODS":[ { "name":"My Mod 1", "author":"Mod by someone", "homepage":"Mod www", "ver":"1.0.0", "url":"direct zip address" }, { "name":"Rotatable Pipes", "author":"GotLag", "homepage":" http://www.factoriomods.com/mods/rotatable-pipes ", "ver":"1.0.0", "url":" http://gozaima.su/factorio/0.12/Rotatab ... _1.0.0.zip " }, { "name":"Electric Furnaces", "author":"GotLag", "homepage":"", "ver":"1.3.0", "url":" http://gozaima.su/factorio/0.12/old/Ele ... _1.3.0.zip " }, { "name":"Letters", "author":"yareczek", "homepage":"", "ver":"0.0.2", "url":" https://forums.factorio.com/forum/dow ... hp?id=4173 " } ] } TO DO: - mod packs handling - mod search button - GUI personalization ? (If you like to have it) - Help tutorial for beginners - Multiplayer handler I really looking for your opinions. What you would like to see. I thinking about making server dynamic list, is it what you looking for? Any ideas and critics are welcome.
[ { "author": "StanFear", "content": "when I launch and select the factorio.exe file, I get : \n Code: Select all Acess violation at address 0073C09C in module 'FactorioGear.exe' \nRead of adress 00000003", "date": "2016-01-27T13:11:24+00:00", "quotes": [] }, { "author": "yareczek", "content": "What system do you use? \nDo you have some security programs? \n \nAfter you select Factorio.exe program will write his own config file in same dir where he is running.", "date": "2016-02-03T14:34:09+00:00", "quotes": [ { "author": "StanFear wrote:", "content": "" } ] }, { "author": "StanFear", "content": "windows 10, \nand Factorio is installed in programmes (which requires admin privileges to write in) \nmaybe chech if you can write, and if you can't write in appdata or something (you're using C# right ? then you can use Code: Select all Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) to get the appdata folder)", "date": "2016-02-04T09:50:56+00:00", "quotes": [ { "author": "yareczek wrote:", "content": "" }, { "author": "StanFear wrote:", "content": "" } ] }, { "author": "Oritemis", "content": "Please give a follow up on this, isn't working on Windows 10.", "date": "2016-02-07T16:56:17+00:00", "quotes": [] }, { "author": "", "content": "For me it only works on Windows 10 (laptop), it doesn't work on Windows 7 (desktop), I tried with and without admin privileges on both platforms. \nOn both computers Factorio is installed in the D:\\Games\\Factorio (desktop) or C:\\Games\\Factorio (laptop) folder, so they are writeable by every program run. Running it as Admin gives the same result as running it as User. \n \nOn Windows 7 I get the following error: \n \n \nAlso, Ikarus ( http://www.ikarussecurity.com/ ) flags your software as Trojan-Downloader.Win32.Banload.", "date": "2016-02-07T17:05:26+00:00", "quotes": [] }, { "author": "yareczek", "content": "Thx for info. \nI will try fix it asap.", "date": "2016-02-11T00:08:15+00:00", "quotes": [] }, { "author": "yareczek", "content": "I think you can be right. I will change way of saving data. \nBTW I'm using Delphi, I do not like C# writing style.", "date": "2016-02-13T13:07:26+00:00", "quotes": [ { "author": "StanFear wrote:", "content": "" }, { "author": "yareczek wrote:", "content": "" }, { "author": "StanFear wrote:", "content": "" } ] }, { "author": "Oritemis", "content": "Sorry to ask about it again, but since you already have been paid, what is the corrected version?", "date": "2016-02-22T20:02:33+00:00", "quotes": [] }, { "author": "yareczek", "content": "Try new version 0.0.0.3 should work fine now. \nIf not then I'll make fast work around fix.", "date": "2016-03-01T22:10:22+00:00", "quotes": [] }, { "author": "Oritemis", "content": "No, still the same bug as before... Access violation...", "date": "2016-03-12T20:37:01+00:00", "quotes": [] }, { "author": "yareczek", "content": "Please submit bug report, this will help me to fix your issue", "date": "2016-03-12T23:37:28+00:00", "quotes": [] }, { "author": "space_jockey", "content": "Any fix for this? From skimming google results it appears as though Delphi is below C# tier (I'm no fool but I've never heard of Delphi before, sounds like a terri-bad WYSIWYG editor), are there any advanced functions that allow for the same control you have on your system but for others? I mean, does this manager work? Has anybody other than OP got it to work? Your old one works so I'm assuming people use that one and don't report back because it's the same error. \n \nI never get any error. I run it, the folder it's in becomes unresponsive, there's no process in my details tab, and the only fix is to reboot. \n \nI would very much like to use your new manager due to its features but if you're not fast enough somebody will beat you to it.", "date": "2016-03-16T20:31:52+00:00", "quotes": [] }, { "author": "yareczek", "content": "Delphi is just another programming language some info here: https://en.wikipedia.org/wiki/Delphi_%2 ... anguage%29 \n \nAbout bugs and problems. \nI wonder too how is it working for others, I got few reports about problems and AFAIK they are fixed in last version 0.0.0.4 \nI really would appreciate any feedback on is it working at all. But I can't enforce anyone to do that. \n \nAs for your problem with unresponsive folder after running FG it's completely new for me. There is nothing that should require any privilege access to start. \n \nBefore the window shows up program is asking for the factorio.exe file (only one and then it saves it for future starts), then it's looking for sth like %appdata%/factorio/mods/mod-list.json. If he finds it then begin to check for mods one by one. Every mod, in mods folder, need Info.json file (it read it and save those data), in last version there is new folder named FGB (FactorioGearBackup) where are stored all the mods that are not needed at the moment. After that window is pop up with all that info about mods. \n \nThere was some issues with checking zip files that are damaged, but now if it is unreadable, program will skip it and go on. \n \nPlease PM or email me and I'll try to solve your problem, but I need more details.", "date": "2016-03-16T22:09:10+00:00", "quotes": [] }, { "author": "Captain_Falcon", "content": "having trouble with the direct download not showing the mod in the mod list, idk if its workin or not but would luv sum help", "date": "2016-03-17T01:56:48+00:00", "quotes": [] }, { "author": "yareczek", "content": "Hi there, \nYou are right after direct download you need to manually refresh the list (Context menu RMB on mod list -> Refresh). I'll add auto refresh in next version, also I'll add progress bar for direct download.", "date": "2016-03-18T00:57:21+00:00", "quotes": [] }, { "author": "7h3w1z4rd", "content": "Things to add in my opinion. \n Ability to make modpacks \n Ability to clear mods folder \n Ability to delete mods \n\nPlz add these features", "date": "2016-03-18T10:24:27+00:00", "quotes": [] }, { "author": "yareczek", "content": "This can be done only partialy. I can generate mod list, but you still need to enter direct url to zip file. \n \nWhat do you mean? Delete all files from mods folder? \n \nCan be done. Will be added to next version.", "date": "2016-03-18T16:48:31+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Factorio2016", "content": "Recipe: cleared the folder! downloaded desired modifications! Packed for yourself and with those who will play with you in the archive.\n \nthe delete all button near the delete button mod", "date": "2016-03-19T23:00:17+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "yareczek", "content": "Ok I think it's time to new release. Version 0.0.0.5 of FactotioGear is now avalible. \n change log v0.0.0.5 FIX Crash if no address in direct download \nFIX MOD LIST not updating after direct download \nFIX Modpack from file window is not showing up \nADD Selecting mods to delete (Hold Ctrl and select mods to delete, confirmation will pop up after Ctrl is released \nADD Direct download progress is now visible \nADD Save in Packs section (Make our own Modpack of enabled mods, url to zip files are empty!) \n\nHope if you see any mole... I mean bug, just crush it xD", "date": "2016-03-20T22:44:19+00:00", "quotes": [] } ]
19
2016-01-24T13:11:17-06:00
forum-topic-125162
125162
Request - Average line displayed on production chart when viewing single item.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125162
mooklepticon
TL;DR - Add the average line to the production graphs when viewing 1 item as a dashed line or something. What? - The production graphs show the instantaneous production in graphical form and summarize with the average in the bottom right corner. I'd like to see that on the graph, as well. (All my fellow manufacturing nerds, x-bar chart!) A toggle would be fine, too. The graph already gives the crosshairs where the mouse is and you can kinda eyeball it by hovering your mouse where you think the average is or directly put it where the graph says to put it. Why? - Graphs are meant to convey scaled information at a glance instead of doing math in your head. Seeing that line conveys instantly where the average is can give you a good summary statistic of the situation.
[]
0
2024-12-26T10:19:05-06:00
forum-topic-49395
49395
[0.15.x] Bob's Angelthon 0.15 (Alpha)
Angels Mods
https://forums.factorio.com/viewtopic.php?t=49395
DarkShadow44
Name: Bob's Angelthon 0.15 Alpha Description: This mod adjusts Angel's Mods (in combination with Bob's Mods) to integrate Angel's Mods into Marathon Mod Automated. License: MIT Version: 0.2.0 Download: Mod portal I've created an continuation of Warringer' mod Bob's Angelton for 0.15. This mod adjusts Angel's Mods (in combination with Bob's Mods) to integrate Angel's Mods into Marathon Mod Automated. It basically rebalances some of Angel's recipes that are too cheap for usage in Marathon mode. Note: This mod is considered an Alpha. Due to big changes in recipes, and the possibility to use expensive recipes, some of the recipes are disabled. Especially the smelting part. It should work, but is not fully complete yet. If you want to help me with the ratios, just drop a reply here! DarkShadow44
[ { "author": "hoho", "content": "Marathon Mod Automated already has support for Angel's stuff in 0.15. What makes your version different?", "date": "2017-06-06T19:59:36+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Oh, didn't notice marathon mod automated integrated it. \nI'm coming from 0.14, and a lot of the recipes seemed cheaper, so I added the changes that made them more expensive again. \nEspecially the tanks/warehouses/silos seemed way to easy to get for what they do, so I reworked that. \nNow, maybe it would make sense to add these big changes to marathon if it already tweaks the rest?", "date": "2017-06-06T20:26:48+00:00", "quotes": [] }, { "author": "romtos", "content": "Just a heads-up: there is now an in-game marathon mode. Combined with the Automated Marathon Mod, there are very few cheap recipes. \n \nI initially didn't know and found the resulting recipes cheap as well.", "date": "2017-06-07T00:18:44+00:00", "quotes": [ { "author": "DarkShadow44 wrote:", "content": "" } ] }, { "author": "DarkShadow44", "content": "I know, and that's what I'm working with. But the tanks and silos are still too cheap.", "date": "2017-06-07T14:23:51+00:00", "quotes": [ { "author": "romtos wrote:", "content": "" } ] } ]
4
2017-06-06T12:26:38-05:00
forum-topic-119798
119798
[kovarex][2.0.14] Smart belt bug: when dragging over obstacles or when dragging fast or when upgrading
Assigned
https://forums.factorio.com/viewtopic.php?t=119798
pantabo1
I have been collecting a variety of different weird behaviours in the smart belting in this version. For some of them I am not sure if they originate from the same "bug", so they are in this post grouped together, I hope that is fine . They are recorded with an overlay on, so what I did should be readily available. The bug results in unneccessary belts, broken underground, wrong rotations and even wrong directions of belts (how it can flip the direction of the belt that I am currently holding is beyond me), half undergrounds, etc. number 1: a belt is used as an obstacle. The belt goes perpendicular to the dragged belt. Then i smart belted over it and after that dragged belt over it again and doing it fast. this breaks the ug and places unnecessary undergrounds further down the belt. expected: the same result as before i dragged belt over the smart belt. number 2: I replaced the ghosted ug with my belt and dragged quickly back and forth. This seems to be the same behaviour as number 1. expected: not getting those weird gaps in the belt and the underground ending up in the same way as before i "reapllied" the smart belt. number 3: Here i also replaced previously placed smart ug. similar to number 2 and 3 expected: not placing the unnecessary ug, not breaking the ugs, not leaving a belt tile "above" the underground section. number 4: Similar to numbers 1 through 3. Except that now the belt direction gets changed as well. expected: not reversing the belt direction. and same as the above, simply "reapplying" the smart belt. number 5: No undergrounds get placed when dragging up, but it does when dragging down expected: I would assume that the underground gets placed when dragging up, same as it does when dragging down. number 6: When upgrading from yellow undergrounds to red undergrounds it places an extra underground once again. expected: simply upgrading the belt and underground belt to red belts. and same as above, not placing the extra undergrounds and therefore not breaking the previous ugs number 7: same or similar to number 6 but doesnt fully replace / upgrade the belt. and i upgrade the belt to red. take notice in the change the direction, which might be the cause to do with the missed belt "above" the undergrounded section. expected: well, not that. number 8: here it correctly upgrades the belt but unnecessaryily removes belts once again
[ { "author": "AntiElitz", "content": "Can confirm I encountered all of these, even while playing casually.", "date": "2024-11-04T19:13:34+00:00", "quotes": [] }, { "author": "pantabo1", "content": "also because i forgot to add: \n https://www.twitch.tv/antipatience/clip ... o1cYlfSwr5", "date": "2024-11-04T19:25:13+00:00", "quotes": [] }, { "author": "CoUsT", "content": "I'm also getting similar behavior just casually playing. Didn't investigate further but was annoyed more than once by this weird behavior. Some fixes or redesign is definitely needed.", "date": "2024-11-05T09:06:19+00:00", "quotes": [] }, { "author": "pantabo1", "content": "https://www.twitch.tv/antipatience/clip ... zmNt1UbPOE", "date": "2024-11-09T21:49:16+00:00", "quotes": [] }, { "author": "pantabo1", "content": "", "date": "2024-11-10T21:34:55+00:00", "quotes": [] }, { "author": "AntiElitz", "content": "I want to underline how bad the smart belt situation is right now, basically I cannot drag a single belt through the base anymore without checkign for every single crossing afterwards. It's takes the fun out for me as I encounter an error cause by this like every 5 minutes. I really hope this has high priority. Its by far the worst issue with the game as of now and subjectively became much worse as of recently. Dragging nay belt backwards seems specifically terrible right now.", "date": "2024-11-12T15:05:09+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Meanwhile these issues are fixed, consider turning it off ? \n \n(Yes, the two options look to be back in, seemingly merged into one ?)", "date": "2024-11-12T16:27:22+00:00", "quotes": [] }, { "author": "pantabo1", "content": "2.019", "date": "2024-11-15T21:20:26+00:00", "quotes": [] }, { "author": "pantabo1", "content": "in 2.0.19 i found two similar bugs:", "date": "2024-11-16T23:44:35+00:00", "quotes": [] }, { "author": "", "content": "119681", "date": "2024-11-18T21:04:21+00:00", "quotes": [] }, { "author": "pantabo1", "content": "also: when dragging over ghosted ug with an obstacle the exiting ugs are not placed (version 2.0.31)", "date": "2025-01-20T19:52:57+00:00", "quotes": [] }, { "author": "", "content": "Bugs 1-4 and 6 are fixed for 2.0.34.", "date": "2025-02-06T17:07:34+00:00", "quotes": [] }, { "author": "AntiElitz", "content": "That are awesome news! Thank you!", "date": "2025-02-06T17:27:20+00:00", "quotes": [] }, { "author": "pantabo1", "content": "Awesome! Thank you!", "date": "2025-02-07T08:48:21+00:00", "quotes": [] }, { "author": "", "content": "In the future, please submit each case as a separate bug report instead of putting it all into one.", "date": "2025-03-12T19:00:01+00:00", "quotes": [] }, { "author": "", "content": "Most issues have their own report, they are just still in Bug Reports and not assigned.", "date": "2025-03-12T19:06:25+00:00", "quotes": [] } ]
16
2024-11-04T12:30:51-06:00
forum-topic-119990
119990
Higher rarity space platform
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=119990
Scalinger2
I'm checking whether I'm just doing something wrong first but I can't seem to place uncommon space platform. I was hoping that they would count as more units or something as a higher quality but they don't place at all for me.
[ { "author": "Bertus", "content": "I found this too. I made some uncommon space platforms but they don't place.", "date": "2024-11-05T22:17:02+00:00", "quotes": [] }, { "author": "smartexclusive", "content": "What tool are you using to set the platform space?", "date": "2024-11-06T04:03:21+00:00", "quotes": [ { "author": "Scalinger2 wrote: Tue Nov 05, 2024 8:15 pm", "content": "" } ] }, { "author": "", "content": "[Koub] Moved to Gameplay Help. \nAs of now, I think there is no use for higher quality space platform : \n viewtopic.php?p=625500#p625500", "date": "2024-11-06T14:04:49+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "Seems like more and more things come up that wasn't thought about.", "date": "2024-11-06T14:11:13+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "Since none of its properties have the \"quality diamond\", that tells you how it improves with quality (unlike the assembler for example), it should be expected that making it in higher quality is useless.", "date": "2024-11-06T16:25:01+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Yeah, but it would be nice if it actually had some useful quality property. Like more health & further reduced weight per tile. Not that weight really means a lot, but still. ^^", "date": "2024-11-06T16:27:18+00:00", "quotes": [ { "author": "jdrexler75 wrote: Wed Nov 06, 2024 4:25 pm", "content": "" } ] }, { "author": "computeraddict", "content": "Since a recent update it has one use: making a higher quality starter pack", "date": "2024-11-06T16:29:47+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "But is the only benefit more health for the hub, or is it actually useful?", "date": "2024-11-06T17:30:53+00:00", "quotes": [ { "author": "computeraddict wrote: Wed Nov 06, 2024 4:29 pm", "content": "" } ] }, { "author": "Hares", "content": "This seems to be fixed in 2.0.15", "date": "2024-11-06T17:45:20+00:00", "quotes": [] }, { "author": "Scalinger2", "content": "That's good to know!", "date": "2024-11-07T02:12:15+00:00", "quotes": [ { "author": "jdrexler75 wrote: Wed Nov 06, 2024 4:25 pm", "content": "" } ] }, { "author": "bombcar", "content": "I'm on 2.0.21 and I can't figure out how to use it. I guess I can only make starter packs with this extra?", "date": "2024-11-21T19:15:18+00:00", "quotes": [ { "author": "Hares wrote: Wed Nov 06, 2024 5:45 pm", "content": "" } ] } ]
11
2024-11-05T14:15:07-06:00
forum-topic-4580
4580
Thank you (Make the dev-team happy today!) - Page 28
General discussion
https://forums.factorio.com/viewtopic.php?t=4580&start=540
Kyralessa
It reminds me of a quote from George Bernard Shaw: "The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man." Stay unreasonable!
[ { "author": "NotAlpha", "content": "I want to talk about Wube. I have never seen a company that is that humane and that actually cares about the community, they have proven on and on that being vocal and nice to the community is the way to go, I have not had any single bad interaction with a single Wube dev and I've talked with a couple. You can honestly put it as a selling point for one of the most addicting and well crafted games on the planet, so good that it backfires and makes me not wanna launch it up because i know im going to be stuck in a loop hole expanding my factory. The people i have met through factorio are life changing and its all because of community that was taken care of by the developers. Thank you Wube Software for creating this amazing game. \n \nAlso if any of you at Wube want Swedish candy just shoot me a DM looool.", "date": "2021-01-15T20:35:39+00:00", "quotes": [] }, { "author": "dahhakd", "content": "Hey guys, I just wanted to thank the Factorio dev team for another amazing release. \n \nThanks to the new train stop's train limit feature I was able to massivery simplify the trains setup on my game. I'm posting this just to illustrate how much of a game changer it has been in one real game. \n \nMy play style is to have individual mining stations and individual space pack factories. I have a blueprint for a space factory with a fixed output and just create new copies when expanding my production. To supply this new factory I create new mining stations for the requesite materials. Previously I had to uniquely name every mining station, every factory station and then match them. Now I can just use a single name and limit the trains on both sides, then I get a single huge pretty much autonomous fleet of trains. \n \nBefore, having to uniquely name every station: \n \n \n \n \n before-limit-map.png (725.27 KiB) Viewed 10371 times \n \n \n \n \n \n before-limit-trains.png (41.9 KiB) Viewed 10371 times \n \n \n \n \n \n before-limit-stations.png (23.89 KiB) Viewed 10371 times \n \n \n \n \nNow using a single name for several stations: \n \n \n \n \n after-limit-map.png (717.51 KiB) Viewed 10371 times \n \n \n \n \n \n after-limit-trains.png (49.5 KiB) Viewed 10371 times \n \n \n \n \n \n after-limit-stations.png (51.02 KiB) Viewed 10371 times \n \n \n \nThe new trains/stations interface is also very good, thanks for that!", "date": "2021-01-31T05:08:48+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into the \"Thank you Devs\" thread.", "date": "2021-01-31T09:25:15+00:00", "quotes": [] }, { "author": "ChargedShrapnel", "content": "Dear Factorio Team, \n \nI've been playing this game for eight months now, and running the latest experimental version whenever possible. \n \nYesterday: \nI experienced my first crash/bug. It was late, and I was too tired to report and follow-up. \n \nToday: \nI woke up to an update. First item on the bugs fixed was the issue I experienced. \n \nConclusion: \nThis is the most amazing development team in the gaming world! I am so happy to have purchased this game and supported the wonderful team. Your passion for this game shows in it's limitless playability and incredible attention to detail and stability. Thank you all for all you do! \n \nBest Regards, \n ChargedShrapnel", "date": "2021-02-05T23:58:01+00:00", "quotes": [] }, { "author": "JayS", "content": "I got this game way back in December 2014 (see my profile creation date), and stopped playing it after a year or so. But recently I am really getting back into it, and all I have to say is that I love it as much as when I first played. Thank you devs for making the best game ever, and thank you community members because I think we have one of the best communities out there!", "date": "2021-02-08T02:07:17+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into the \"Thank You\" thread.", "date": "2021-02-08T06:49:33+00:00", "quotes": [] }, { "author": "SamLL", "content": "Hey folks, \n \nI'd heard about Factorio for a long time - I think maybe originally from some posts on Hacker News pointing to the Factorio Friday Facts - but I was waiting for it to be officially 1.0 before buying. I picked it up at the start of 2021, played through to first rocket launch, and really enjoyed it. Now I've been watching KatherineOfSky's \"1.0 Entry to Megabase\" YouTube videos and contemplating how much more there still is in the game. \n \nWhat I wanted to give you the greatest compliments on, though, is your impressive software development process. I'm a professional software engineer over in the corporate world, and your team's openness, communication with customers, and transparency is really inspirational. Taking the time you have with these forums, the directness of bug reports & feature requests, and the behind-the-scenes information of the FFF, is outstanding. I have no doubt that this has been a major contributor to your success. \n \nCongratulations, and best of luck to you in your work on the upcoming expansion pack. May the refactorings be smooth, the bugs be reproducible, and the codebase elegant.", "date": "2021-02-15T14:48:39+00:00", "quotes": [] }, { "author": "joehalks", "content": "Great game. Awesome job by the developer.", "date": "2021-03-08T12:26:43+00:00", "quotes": [] }, { "author": "Catari64", "content": "GG", "date": "2021-03-10T11:02:22+00:00", "quotes": [] }, { "author": "Tertius", "content": "Factorio is different to any game I played so far on so many levels - wow! \n \nIt's going round and round in my brain, even if I don't play. Need to compute ratios, need to organize myself, study the mechanics in the wiki. \nI was 3 days working on an Excel spreadsheet to compute ratios required to evenly produce the science packs (probably done most often before, but had to do it myself to understand). \n \nIt is an educational game. I realized, logistics in the real world is not about just hiring drivers and send them off to transport things. It's also about managing flow of resources, and how to produce and consume the right amount of things. I now understand the meaning of some course of studies at university. I forgot the exact name, but it's about designing production processes. You have to get rid of byproducts or design a process without byproducts. \nI understand now why freight trains in the real world are miles long, and passenger trains only a few wagons. \nI understand now why a whole industry has to stop if some tiny precursor product is missing. \nAnd I understand now why you have to disconnect a country-wide electricity system if there is energy shortage at some point. And why it is not so easy to to get a stopped electricity system back to work at full power. \n \nAnd it's exiting. As long as you are not yet that organized like me, you realize every once in a while that all your trains are stopped, because 2 are facing each other on the same track. Or your whole 1:20:40 power plant is out of fuel, but why? You checked before and there was plenty of solid fuel and you even added another oil refinery (better compute the ratio than estimate. A full chest with overflow fuel lasts only until it is empty after a power plant upgrade). \n \nOr you try to thread some belt across your whole factory to bring that one item over there. I have a nice spaghetti factory so far. Beyond repair. \nAnd instead of deconstructing everything and build with a sensible design, I continue to add patches. \"Just one more assembling machine\", the required items are already near (near, but not here). Or \"just want to design and build a clean train infrastructure before rebuild\", and while I construct the tracks, power fails. Or my oil gets low and I need to connect a new oil field. Or I have to add an additional copper mine to accommodate increased demand, and the train concept has to be reworked. \n \nGreat game! I never thought such stuff can make an interesting game. \nI played Rimworld before and thought Factorio is kind of similar, and it is kind of similar, but it is also completely different. It starts where Rimworld ends, because Rimworld doesn't scale after a certain point mid game. \nIt's even somewhat cute. The flying robots are cute. Whoever designed the sounds, great. \nOne of the most intelligent game I ever played. More than just time-wasting entertainment.", "date": "2021-04-16T01:01:54+00:00", "quotes": [] }, { "author": "steve7100", "content": "I have to be honest initially I was not that interested in the game and then I saw Spidertron, it was love at first sight !!! A mechanical spider that shoots rockets & lasers ??? Yes Please \nFunny thing in real life I hate spiders but Spidertron is the coolest vehicle I've ever seen in a video game. \nEven the sound effects of it walking are perfect, those weird little burbles and whizzes. \nI applaud the devs for making a free demo of the game, (Mac version too) if not for that I doubt I would have ended up purchasing the full game. This game was a welcome distraction from all the craziness of the past year. Also thank all the great mods that are out there helping keep me playing my map after launching the first rocket. I can see why this game has grown such a large community of fans. \nThank you again !!", "date": "2021-07-05T16:28:15+00:00", "quotes": [] }, { "author": "Faraday", "content": "This game was a very pleasant surprise. Those sandbox games are amazing and give wings to imagination and creativity. It is really nice to see it. \nDespite having played Terraria and Minecraft in the past, Factorio is, by far, the one I liked the most. The automation process feels like a practical puzzle of finding the bottlenecks in production. \nProvocative, creative, interesting, challenging, deep. I am fortunate that I gave it a try.", "date": "2021-07-23T16:08:48+00:00", "quotes": [] }, { "author": "chovynz", "content": "With all the rubbish against Gamers happening lately, I just wanted to Thank you Team, for making a great game and for respecting your player-base. Thank you for the awesome Company and the awesome Community. \n \nYou guys and gals Rock.", "date": "2021-07-26T22:11:24+00:00", "quotes": [] }, { "author": "BrainlessTeddy", "content": "Thank you Wube Software for this awesome game I keep getting back to. It's just super satisfying to play this game, optimised to the last line of code. It's the best sandbox or rather toolbox I've bought.", "date": "2021-07-26T23:29:48+00:00", "quotes": [] }, { "author": "JRTimm", "content": "Hi, just want to add another huge Thank You to entire team for creating one of the best titles out there! You guys/gals rock! Cant wait for the expansion. \n \nregards, \n \nJRT", "date": "2021-08-28T10:06:22+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "Another good feature of Factorio: the volume controls. \n \nVery few games go this far with the ability to control different audio sources to such a degree. It really hits the right spot, in those moments when you just want in peace and quiet for a while, the perfect balance of being able to play with just the most minimal sounds, letting you keep only whatever's necessary.", "date": "2021-09-27T17:14:51+00:00", "quotes": [] }, { "author": "bluewilson", "content": "And though this thank you thread should go well into 2022, as a token of our appreciation, all I can do now is push it beyond September.", "date": "2021-10-04T10:12:08+00:00", "quotes": [] }, { "author": "Kostriktor", "content": "best developers ever ! \nthanks and God bless", "date": "2021-10-11T19:15:06+00:00", "quotes": [] }, { "author": "Durr", "content": "I don't know if the devs venture over to Reddit often, so I'm just going to leave this link here: \n https://www.reddit.com/r/factorio/comme ... ew_player/", "date": "2022-01-21T16:57:07+00:00", "quotes": [] } ]
19
2014-06-27T03:29:01-05:00
forum-topic-127105
127105
Factorio 2.0 Extensible nuclear power plant
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=127105
Elwys
So I designed a nuclear power plant than can be extended with no limit except fuel cells consumption. Power plant.jpg (3.85 MiB) Viewed 248 times There are spaces between heat exchangers and turbines for rails, pipes or anything one would need to pass there. Here is the blueprint: Power plant.txt (13.88 KiB) Downloaded 22 times
[]
0
2025-02-24T11:07:42-06:00
forum-topic-121766
121766
[2.0.19] Detect whether a cargo-pod LuaEntity has a player inside
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=121766
thesixthroc
I believe there is no way currently.
[ { "author": "", "content": "I've changed get_passenger() to give the character for cargo pods for the next release.", "date": "2024-12-30T23:21:57+00:00", "quotes": [] }, { "author": "Quezler", "content": "Will there be support from the player's side as well? aka reading player.physical_vehicle & control.vehicle? or only resolvable from the cargo pod's side?", "date": "2024-12-31T14:18:55+00:00", "quotes": [] }, { "author": "", "content": "I wrongly assumed that was already possible. I've changed LuaEntity::cargo_pod read into LuaControl::cargo_pod read and made it work for players for the next release.", "date": "2024-12-31T15:20:52+00:00", "quotes": [] } ]
3
2024-11-16T14:01:23-06:00
forum-topic-58136
58136
[MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Angels Mods
https://forums.factorio.com/viewtopic.php?t=58136
MadClown01
Description: Brings many new ores & minerals to games with Angel's Refining and Bob's Ores active. Details: Name: Clowns-Extended-Minerals Latest Release: v0.1.5, March 1st 2018 Factorio Version: 0.16 Download: Here Hello again! This mod brings in many new rare minerals to our AngelBob games, giving us many new production options and making every map truly unique. Many thanks to Arch666Angel for his mods and for permission to use tints of his icons. Ore Catalogue Sanguinate Sanguinate crushing & sorting - to manganese & silicon screenshot.png (2.14 MiB) Viewed 34507 times Named for its clotted, blood red appearance. Particularly valuable source of Manganese, Sulfur and Phosphorus Rare mineral (half as prevalent as Crotinnium & Jivolite) Easy to drill Refines to Manganese, Silicon, Calcium Sulfate, Phosphorus, and Titanium Antitite Antitite thermal refinery input & output - to all 6 products screenshot.png (2.24 MiB) Viewed 34507 times This tough crystal is a unique among minerals as a source of lithium. Chrome and platinum are among the other valuable products. Moderately rare mineral (3/4 as prevalent as Crotinnium & Jivolite) Hard on tier 1 drills (2.75 mining hardness) Refines to Tin, Lithium Chloride, Nickel, Aluminium, Chrome, and Platinum Pro-Galena Pro-Galena crushing - with basic sulfur dioxide generation screenshot.png (2.27 MiB) Viewed 34506 times Named after a very similar mineral on far away Earth Moderately rare mineral (3/4 as prevalent as Crotinnium & Jivolite) Easy to drill Refines to Lead, Calcium Sulfate, Silver, Zinc, Thorium, and Uranium Adamantite Adamantite mining with Mining Drill Mk3s screenshot.png (2.38 MiB) Viewed 34477 times Extremely hard, scarce and valuable source of fluorite Vary rare mineral (1/4 as prevalent as Crotinnium & Jivolite) Extremely hard to drill - requires Mk3 or higher drill for reasonable output Refines to Iron, Tin, Fluorite, Chromium, Titanium, and Tungsten Phosphorite Compact phosphorite refinery screenshot.png (2.38 MiB) Viewed 34498 times Shiny white clusters of phosphate minerals set into limestone. Contains valuable radioactive elements. Moderately rare mineral (3/4 as prevalent as Crotinnium & Jivolite) Easy to drill Refines to Phosphorus, Limestone, Iron, Lead, Uranium, and Thorium Orichalcite Basic Orichalcite crushing & sorting - to copper and manganese screenshot.png (2.42 MiB) Viewed 34493 times Source of copper & manganese Moderately rare mineral (3/4 as prevalent as Crotinnium & Jivolite) Easy to drill Refines to Copper, Manganese, Nickel, Zinc, Gold, Tungsten Eliongate Eliongate mining with Mining Drill Mk2s screenshot.png (2.34 MiB) Viewed 34477 times Tough green ore, slightly radioactive Rare mineral (half as prevalent as Crotinnium & Jivolite) Very hard mineral - requires Mk2 or higher drill Refines to Copper, Lead, Cobalt, Chrome, Thorium, Platinum Other Minerals Alluvial Deposit Alluvial mining & basic sluicing screenshot.png (1.98 MiB) Viewed 34258 times Sands rich with various metals and gems Moderately rare mineral (3/4 as prevalent as Crotinnium & Jivolite) Very soft mineral - low hardness and mining time With research, can sluice randomly to a large range of minerals Oil Sands Oil Sand mining screenshot.png (2.27 MiB) Viewed 34256 times Sands caked in low-quality oils Moderately rare mineral (3/4 as prevalent as Crotinnium & Jivolite) Soft mineral, easy to drill - but requires 5 steam each to mine With research, can be liquified into a combination of oil residuals & crude oil Graphics are a work in progress! Future Plans Crystal Deposits Weirder & rarer minerals Shaft mining Compatible with RSO from the next update to that mod. All feedback, bug reports etc welcome!
[ { "author": "Light", "content": "I'll give this a test to help out a bit. My initial feedback for the moment is with regards to phosphorous ore. \n \n \n \nIt's interesting to note that while phosphorous is brighter, the raw ore is oddly darker and looks like crushed crotinium. That could do with some brightening and maybe a bit of an outline so it pops out a bit more. \n \nThe ore patch on top is phosphorous and crotinum on bottom. I feel that far less shadow would be ideal here, so that the ore looks more like salt and less like rock. The minimap colour also reflects the more polished white appearance in comparison.", "date": "2018-02-24T14:56:41+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Thanks Light! \n \nOpening GIMP now", "date": "2018-02-24T20:28:30+00:00", "quotes": [ { "author": "Light wrote:", "content": "" } ] }, { "author": "aklesey1", "content": "Looks cool, i like ur work MafClown01 \nI don't know can ask u here, in this topic, but can u think about minerals which can contain resources from py mods-suite, or may be made some another ways to get it with saving main way to process it with py-way \nDon't harry just think about that \nI like to play with bob's+py+angel's although it is a difficult path i must say - bcuz main big problem in start is silicon - so may be we can have 1 natural ore for angel's refining process which can contain quartz - quartz and sand are some of the most common resources on Earth why we can't mass produce it on a planet similar to Earth?", "date": "2018-02-24T21:35:48+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Hi aklesey1 \n \nGlad to hear you're enjoying it! \n \nI'm trying py mods for the first time myself, still not knowledgeable enough to properly make a call on all that yet. \n \nI have implemented crushed stone sorting in MadClown01's Processing - maybe I should think about adding silicon to the output there? That would in effect be treating stone as a refinable mineral just like other - quite an interesting train of thought. Alternately I could add an easily accessible \"feldspar\" mineral or something... \n \nLots to think about, thank you very much!", "date": "2018-02-25T03:34:58+00:00", "quotes": [ { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "MadClown01", "content": "Ok so I redid the Phosphorite ore icon - it still looks a bit like it should swap places with the Crotinnium icon, but honestly the Crotinnium one is pretty hard to outwhite! \n \n \n \n screenshot.png (637.93 KiB) Viewed 34252 times \n \n \n \n\nThe way that Angel's ore sheets work is that he has these raw white ore sheet files, and tints them with his generation code as required. To create the Phosphorite ore, I literally just used one of the sheets untinted. I'll put making a new ore sheet on my to-do list", "date": "2018-02-25T03:52:59+00:00", "quotes": [ { "author": "Light wrote:", "content": "" }, { "author": "Light wrote:", "content": "" } ] }, { "author": "randiskhan", "content": "Edit: New version of RSO (v3.5.7) supporting the new ores/resources has been posted to mod portal. Changes below no longer relevant. Thanks orzelek! \n \nCool idea MadClown01. Thanks for the work! \nAlso thank you orzelek for all your hard work on RSO . \n \nI got RSO to spawn the new MadClown01 ores. \nThese changes should detect if \"MadClown01's Extended AngelBob Minerals\" is loaded, just as RSO does for other mods. \nI used the values in RSO for Crotinnium & Jivolite for all the MadClown01 ores. No settings are included for donut spawning. \n \n1) Unzip the RSO mod somewhere to make changes. \n2) Changes to \"mainconfig.lua\" in directory \"respourceconfigs\".\n Add the following line near the others that start with \"require\" near the top. I like to put it right under the one with \"angelsores\" since Angel's is a dependency.\n Code: Select all require(\"resourceconfigs.clownsores\") \nAdd the following section right below the section labeled with \"-- angels ores\" (around line 172).\n Code: Select all -- Clown's ores\nif game.entity_prototypes[\"clowns-ore1\"] then\n\tfillClownsOresConfig()\nend \n3) Add new file \"clownsores.lua\" to directory \"respourceconfigs\". Contents as follows.\n Code: Select all function fillClownsOresConfig()\n if game.entity_prototypes[\"clowns-ore1\"] then\n config[\"clowns-ore1\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\n if game.entity_prototypes[\"clowns-ore2\"] then\n config[\"clowns-ore2\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\n if game.entity_prototypes[\"clowns-ore3\"] then\n config[\"clowns-ore3\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\n if game.entity_prototypes[\"clowns-ore4\"] then\n config[\"clowns-ore4\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\n if game.entity_prototypes[\"clowns-ore5\"] then\n config[\"clowns-ore5\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\n if game.entity_prototypes[\"clowns-ore6\"] then\n config[\"clowns-ore6\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\n if game.entity_prototypes[\"clowns-ore7\"] then\n config[\"clowns-ore7\"] = {\n type=\"resource-ore\",\n \n allotment=60,\n spawns_per_region={min=1, max=1},\n richness=12000,\n size={min=15, max=20},\n min_amount = 150,\n \n starting={richness=4000, size=15, probability=0},\n }\n end\nend \n4) Zip RSO back into .zip archive and place in mods directory.", "date": "2018-02-25T06:19:04+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Heya, unfortunately I've already sent him a config file for my ores - which have settings making them rarer than crotinnium or jivolite. \nThanks anyway, and thanks for the interest! \n \nAlso, I've just released 0.1.1 with Oil Sands and Alluvium!", "date": "2018-02-25T08:01:47+00:00", "quotes": [ { "author": "randiskhan wrote:", "content": "" } ] }, { "author": "aklesey1", "content": "Here's one of my suggestions to pyanodon when i asked him about some compatibility with angel's - we have 2 useful machines in py coal processing: \n1) Solid separator \n2) Classifier \nMay be we can have recipes for these machines to process sand and chrushed stone", "date": "2018-02-25T09:02:41+00:00", "quotes": [ { "author": "MadClown01 wrote:", "content": "" }, { "author": "aklesey1 wrote:", "content": "" }, { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "randiskhan", "content": "Coolness. I figured orzelek would soon have your minerals supported in RSO. I was interested in seeing if I could get it to work, as I was WAY to anxious to try the new crusher candy.", "date": "2018-02-25T10:33:31+00:00", "quotes": [ { "author": "MadClown01 wrote:", "content": "" }, { "author": "randiskhan wrote:", "content": "" } ] }, { "author": "MadClown01", "content": "I'll look into it - can't promise anything yet though \n \n\nNo worries", "date": "2018-02-25T11:08:43+00:00", "quotes": [ { "author": "aklesey1 wrote:", "content": "" }, { "author": "randiskhan wrote:", "content": "" } ] }, { "author": "Light", "content": "The oil sands made me chuckle given I work in the petrochemical industry, specifically in the oil sands. If only it was as easy as the mod to extract and process. \n \nBalance wise the oil sands and ore sorting are fine, however, alluvium is a game breaker. It generates the most powerful ores with no effort whatsoever, namely titanium and uranium. They undermine Angel's recipes of getting these very valued ores and should be substituted for something else. I'd also argue that sand sluicing is also very generous for what little that requires as well. \n \nPart of the joy of Angels is taking simple resources and refining them in more complex ways to get more out of them, but that comes with the price of byproducts, more demanding requirements, and additional crafting time. Thus far you've given some early game options, but they're giving a lot of very valuable materials without any of the work. You could even bypass gold and crystal/gem production using these recipes very early, which takes away from the experience. \n \nSince this is still early in development, you have time to jot down refining ideas and compare them to Angel's methods to make sure they don't overshadow what we already have and to align with Angel's design philosophy.", "date": "2018-02-25T11:24:41+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Thanks Light. Feedback noted, thanks for bringing this up. My intention with sluicing is to create an opportunity for very limited advanced ore refining in a way that is so randomised and inefficient that it should be incomparable to a proper Angel's Refinery when both are scaled to use similar inputs / power / space. In other words, the whole point here is that yes these recipes are designed to be extremely simple, but should ideally pay for it in nearly every factor to an extent that causes it to NOT break the game. \n \nTaking a closer look, it is quite possible that I have the balance completely wrong here. \n \nSeveral avenues for rebalancing here (in order of how appealing a solution I find each one:) \n \n Drastically alter probabilities of generating each item output uniformly - possibly by a factor of 10 or 100. As it stands, one randomly gains a ore output for roughly every 15 or so alluvium - if this figure increased to more like 150, or even 500 then the power and logical complications required to sustain production would make alluvium far less appealing for mass production. \n Drastically alter probabilities of generating each refined ore, especially the ones requiring more complex refining - by a very large factor - while leaving the probabilities for less useful minerals like crystal dust untouched \n Introduce more waste products to increase the logistic complexity of sluicing, maybe slag or sodium chloride, or even clay or crushed stone \n Make alluvial deposits even rarer and smaller \n Alter other recipe parameters such as time, ingredients required (would reduce brokenness only pseudolinearly) \n Gate alluvium sorting behind far more tech \n Eliminate production of the more valuable products such as thorium, uranium etc \n\nI absolutely agree with you that alluvium should not be a fix-all solution, and my intention is not to give players a cheap escape from the jaws of Angel's Refining \n \nI'm certainly interested in taking a closer look, and I'm probably going to use the first three rebalancing options - but simultaneously I think that alluvial deposits have a valid place in here and can potentially be balanced in such a way that they can achieve this functionality without breaking the game. \n \nThe way I see them being used is this: \nI need ~30 gold ore for some quick crafting? Better put some sluicing together and come back in 5 mins. \nI need a sustainable belt of gold ore? Refinery time. \n \nAny other opinions regarding balancing & functionality are more than welcome!", "date": "2018-02-25T11:57:23+00:00", "quotes": [ { "author": "Light wrote:", "content": "" } ] }, { "author": "Light", "content": "This right here is what I wanted to touch on, since I understood what you were aiming for. Do not be afraid to use single digit percentages for the rarer items, given you will be processing the recipes thousands of times per patch or even more. Angel's recipes will give a stable flow for sure, but even at 10% you can get a lot of that item when you give it enough time. \n \nI use the geothermal mod which has a 3% chance to give a uranium ore if you find the ultra rare special oil patch for it. After an hour I'll have perhaps one stack of the uranium ore, which is obviously not sustainable but a nice little bonus given I'll be processing it for many hours. Naturally you'll scale up as you find more uranium thermal patches and that ore bonus slowly starts to provide an extra stack or two per hour, but it's still not enough to replace Angel's uranium processing. \n \nContrast this with being an ore patch that provides millions of ore rather quickly and that single percentage is much more mandatory for balance purposes because you're able to feed far more machines at a time. \n \nI'll also have to correct you in saying that crystal dust isn't very useful. Next to slag it's the most valuable item in the game, as both slag and mineral dust can be used to create any ore through mineral slurry. This means that high amounts of mineral dust can be just as powerful as giving the ore directly, even if there's a bit of RNG to both processes. I'm not saying I object to having it in the recipe, just that it's more valuable than you probably thought it was. \n \nPersonally I'd rather see mud, clay, limestone, or salt as byproducts over slag or stone. We get enough of those already so something different would be a bit more interesting.", "date": "2018-02-25T12:52:45+00:00", "quotes": [ { "author": "MadClown01 wrote:", "content": "" } ] }, { "author": "orzelek", "content": "I've released the new RSO version with support for extended ores. \nOne thing I noticed is that there are no infinite varieties for our ores - is that by design?", "date": "2018-02-25T13:21:39+00:00", "quotes": [] }, { "author": "SqFKYo", "content": "Heyas, any chance you'd make this omnimatter compatible? \n \n https://mods.factorio.com/mod/omnimatter has very terse instructions how you can make it so:", "date": "2018-02-25T14:19:20+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Mella", "content": "Wow man new resources for angel's system and there 7 types of resources looks nice but i can't see methods for straight getting of any bob's resources with using any of 3 types of catalysts, you are working under this, right? \nAnd aklesey1 is right - i think we ned some angel ore to get quartz early - it can be sanguinate - only problem what i'll do with tons of manganese when i can't process it, because i need to research method for its smelting \n \nEmperorZelos, author of omnimods should be prepared, because he has to make an update - ohhh yeah its will be really funny to see that huge system with 6 + 7 angel ores \n \nAlluvium looks like snow lol, oil sand looks like dirty swamp - looks beautiful", "date": "2018-02-25T20:01:32+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Rebalanced for 0.1.2 \n \n\nFair call although one cannot create chrome, platinum or manganese through slurry atm. \n \n\nYeah that's reasonable. I won't put any of those as byproducts for sand sluicing as they've been \"washed out\" earlier in the chain, but it could work for alluvium. \nThanks for the suggestion. \n \n\nThanks heaps orzelek! \nI'd like to add infinite varieties in the near future, but I haven't completely made up my mind on how to best implement them yet. \n \n\nSure thing! I'll get onto it when I can. \n \n\nTry sand / alluvium sluicing \n \n\nIf you've found, transported and refined sanguinate before researching manganese smelting, then you and I have very different ways of playing the game! \nAs far as silicon is concerned - one can crush and sort bobmonium super early, and it's not like the tin produced simultaneously goes unused. I'll look further into crushed stone / stone sorting, but I'm not entirely convinced that silicon ore is hard to come by. Besides, even if I implemented a mineral that smelted into pure silicon straight away, I'd probably make it quite rare just like my other minerals, to keep the central focus on Angel's minerals! \n \n\nHahaha I wouldn't blame him for taking a sec to evaluate demand before sinking time into something like that. It'll probably depend completely on whether his audience is interested enough! \n \n\nThanks \nYes, alluvium on actual snow (Alien Biomes) is quite hard to see - might need some more work done on it. I'm happy with the texture of the Oil Sands, but unfortunately the outlines of the deposits are VERY blocky, and I'm having trouble changing this. It's a work in progress, and might take a while - but I'm happy with the funtionality, so I've released them now because... why not", "date": "2018-02-25T22:42:31+00:00", "quotes": [ { "author": "Light wrote:", "content": "" }, { "author": "Light wrote:", "content": "" }, { "author": "Light wrote:", "content": "" }, { "author": "orzelek wrote:", "content": "" }, { "author": "SqFKYo wrote:", "content": "" }, { "author": "Mella wrote:", "content": "" }, { "author": "Mella wrote:", "content": "" }, { "author": "Mella wrote:", "content": "" }, { "author": "Mella wrote:", "content": "" } ] }, { "author": "orzelek", "content": "If you create ore with name matching pattern:\n Code: Select all \"infinite-\"..normal name \nThen RSO will automatically add it to center of ore patches based on threshold setting. \nYou need to define min/max normally. If you add autoplace it will show in map settings, without it it won't be listed there. I think Angel uses RSO detection in infinite ores mod to add the autoplace when RSO is not present.", "date": "2018-02-26T02:33:00+00:00", "quotes": [] }, { "author": "ZombieMooose", "content": "Great work! \n \nCommenting to stay up to date and give praise", "date": "2018-02-26T03:48:16+00:00", "quotes": [] } ]
19
2018-02-24T00:24:43-06:00
forum-topic-119182
119182
[Pard] [2.0.12] Winning the game without winning the game – Achivements
Assigned
https://forums.factorio.com/viewtopic.php?t=119182
the_rubble
So according to my Achievements I've finished the game in less that 40 hours and all other good stuff. But I've also not finished the game??? In reality I've only just got to space. I've had a trip to Vulcanaus and that's it. I've got the Research with Agriculture without visiting Fulgora as well. Any one got any ideas what is going on? pics Screenshot 2024-11-02 at 00.46.18.png (52.99 KiB) Viewed 386 times Screenshot 2024-11-02 at 00.45.07.png (73.61 KiB) Viewed 386 times Screenshot 2024-11-02 at 00.04.38.png (654.83 KiB) Viewed 386 times
[ { "author": "", "content": "What version of the game is that? \nPost the save file please, see 3638 .", "date": "2024-11-02T01:22:54+00:00", "quotes": [] }, { "author": "the_rubble", "content": "Please find the save as requested, or whatever version was latest Exp on Oct. 30th. \n \nSteam Mac(Intel)", "date": "2024-11-02T10:26:39+00:00", "quotes": [] }, { "author": "", "content": "potential duplicate with 126274 and 120475", "date": "2025-03-13T02:27:14+00:00", "quotes": [] } ]
3
2024-11-01T19:47:15-05:00
forum-topic-33729
33729
Items per second in tooltip?
General discussion
https://forums.factorio.com/viewtopic.php?t=33729
mooklepticon
Is there some way to enable items/second in the tooltip?
[ { "author": "ellipseindustry424", "content": "I'm also interested in this.", "date": "2016-10-04T08:20:29+00:00", "quotes": [ { "author": "mooklepticon wrote:", "content": "" } ] }, { "author": "", "content": "Items per second on what? \nBelts? Trains? Assemblies? Altogether?", "date": "2016-10-05T09:25:42+00:00", "quotes": [] }, { "author": "SirLANsalot", "content": "I would assume he is talking overall. \n \nSo say you have multiple assemblers making gears, you would then be able to see your items per a second production when mousing over the assembler, or having the number be below the icon in detail mode. Either way I do think there needs to be a little more direct showing of an IPS outside of just pressing P. However I would leave this up to a modder to make.", "date": "2016-10-05T11:38:26+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "mooklepticon", "content": "Example: Assembler A makes 3 items in a recipe that takes 2 seconds and a crafting speed of 1.25. 3/2/1.25=1.2 items per second. It feeds Assembler B that takes 1 of those items in a recipe that takes 3 seconds and a crafting speed of 0.8. 1/3/0.8=0.41666... items per second. The ratio of those assemblers is 1.2/0.41666...=2.88 Assembler B's per Assembler A's. \n \nThis gets inordinately complex when you have massive item chains with more than 2 assemblers. Items per second is really all you need to relate 2 assemblers to each other. Doing the items/recipe-time/crafting-speed math beforehand gets a bit complex to then do the assembler ratio. A computer can easily do the items per second. This feels like a QOL improvement that Factorio has tons of other examples.", "date": "2016-10-05T14:51:23+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] } ]
4
2016-10-03T11:36:09-05:00
forum-topic-66257
66257
"Notice" poping up every time I want to save game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=66257
diablek
See attachment. I tried to reinstall the game (Steam), did not fix issue.
[ { "author": "PantherX", "content": "I keep having this issue too.", "date": "2019-03-02T03:14:13+00:00", "quotes": [] }, { "author": "sparkylicious21", "content": "I have the same issue every time I go to make a manual save. I played through the first campaign mission before starting a new game as I was curious to see what was new in the campaign. I don't know if the error is because of something tied to the new campaign, as in going through the new campaign causes the error to pop up. Or if it is tied to something else, and it just pops up when you go to save the game. I don't see any other issues other than the error message, but it is annoying to have to close it every time I go to save.", "date": "2019-03-02T06:31:55+00:00", "quotes": [] }, { "author": "wheybags", "content": "Does this error happen whn you select a save from one of the old campaigns?", "date": "2019-03-04T15:49:55+00:00", "quotes": [] }, { "author": "PantherX", "content": "It happens whenever I try to save a game. It can be a brand new map or an existing save, as soon as you go Menu > Save game, the error immediately pops up. I suspect it might be iterating over the saved games as I have some from the old campaign, and if I select those in the save list, the error pops up again. It probably needs to only display that error if you click on one of the old campaign saves, rather than immediately upon displaying the save window.", "date": "2019-03-04T22:08:26+00:00", "quotes": [] }, { "author": "PantherX", "content": "I should also have said that it's still an issue on 0.17.5", "date": "2019-03-04T22:17:35+00:00", "quotes": [] }, { "author": "diablek", "content": "I can confirm that it happens on both old and new saves. Campaign or free play..it doesn't matter. \nIt pops up when I click \"Save game\", and I have to close it by clicking CONFIRM, escape key doesn't work sadly, then I save the game, and it pops up again! \nJust tried in 0.17.6, still the same. Mods/no mods - doesn't matter", "date": "2019-03-06T01:57:01+00:00", "quotes": [ { "author": "PantherX wrote: Mon Mar 04, 2019 10:08 pm", "content": "" } ] }, { "author": "PantherX", "content": "Still happening on 0.17.7 but I've verified that deleting my old campaign saves (the \"A New Hope\" ones) means that this message no longer pops up. \n \nThe bug therefore is better summarised as: \"Error appears on the save game screen whenever old 0.16 campaign save games are present\" \n \nThese errors are irrelevant anyway as the old saves cannot be loaded in 0.17. It should just ignore them unless a player tries to load an unsupported 0.16 save.", "date": "2019-03-07T01:19:01+00:00", "quotes": [] }, { "author": "diablek", "content": "Are you saying that I have to delete every save prior to 0.17 in order to fix this? \n \nAlso, I noticed that this bug report is under \"Campaign/Scenario issues\". That's not true, at least not in my case. \nNotice pops up in freeplay also. It pops us anytime I want to save a game, and also after I saved it.", "date": "2019-03-07T02:18:51+00:00", "quotes": [ { "author": "PantherX wrote: Thu Mar 07, 2019 1:19 am", "content": "" } ] }, { "author": "PantherX", "content": "I don't believe it's a campaign issue either. This really should be moved to the main bug report forum as it affects the save game screen globally. \n \nAnd no, you don't have to delete every 0.16 save, only 0.16 saves that were of the campaign missions. At least, that's what fixed it for me.", "date": "2019-03-07T02:25:58+00:00", "quotes": [] }, { "author": "", "content": "Someone post a log after a session with the issue please.", "date": "2019-03-07T11:49:49+00:00", "quotes": [] }, { "author": "PantherX", "content": "Sure, here's all the details. The log file doesn't show anything unusual however I have attached an old campaign save that will reliably reproduce the issue. I performed these tests on 0.17.8. \n \nSteps to reproduce:\n Copy the attached save to the Factorio saves directory (or have an existing game with an old 0.16 campaign save) \n Start a new game, or load any save game \n Go to Menu > Save game \n You are immediately presented with the dialog below \n \n Additionally, if you then click \"Confirm\" and select the old save in the save window, you'll see a similar error pop up along with a notice that the save file is invalid or corrupt... \n \n\nIf you delete the invalid or corrupt save file from your saves folder and restart the game, the issue no longer occurs. \n \nLOG FILE:\n Code: Select all 0.000 2019-03-08 09:06:12; Factorio 0.17.8 (build 43440, mac, steam)\n 0.000 Operating system: macOS 10.14.3\n 0.000 Program arguments: \"/Users/x/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio\" \n 0.000 Read data path: /Users/x/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data\n 0.000 Write data path: /Users/x/Library/Application Support/factorio [723357/1069181MB]\n 0.000 Binaries path: /Users/x/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents\n 0.043 System info: [CPU: Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz, 4 cores, RAM: 16384 MB]\n 0.043 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]\n 0.249 Available displays: 1\n 0.249 [0]: iMac - {[0,0], 2560x1440, SDL_PIXELFORMAT_ARGB8888, 60Hz}\n 0.368 Initialised OpenGL:[0] NVIDIA GeForce GT 755M OpenGL Engine; driver: 4.1 NVIDIA-12.0.21 355.11.10.50.10.103\n 0.368 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO\n 0.368 [Version] 4.1\n 0.503 Graphics settings preset: medium-with-low-vram\n 0.503 Dedicated video memory size 1024 MB (detected from GeForce GT 755M; VendorID: 0x1022700)\n 0.503 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: low-quality]\n 0.503 [Max load threads: 32] [Max texture size: 4096] [Tex.Stream.: 1] [Rotation quality: low] [Color: 32bit]\n 1.014 Loading mod core 0.0.0 (data.lua)\n 1.100 Loading mod base 0.17.8 (data.lua)\n 1.357 Loading mod base 0.17.8 (data-updates.lua)\n 1.491 Checksum for core: 2736929835\n 1.491 Checksum of base: 3541142062\n 2.251 Loading sounds...\n 2.488 Info PlayerData.cpp:69: Local player-data.json unavailable\n 2.488 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551950117\n 2.665 Crop bitmaps.\n 4.926 Parallel Sprite Loader initialized (threads: 3)\n 9.220 Initial atlas bitmap size is 4096\n 9.224 Created atlas bitmap 4096x4096 [none]\n 9.230 Created atlas bitmap 4096x4084 [none]\n 9.233 Created atlas bitmap 4096x4092 [none]\n 9.235 Created atlas bitmap 4096x4092 [none]\n 9.237 Created atlas bitmap 4096x4072 [none]\n 9.240 Created atlas bitmap 4096x4096 [none]\n 9.240 Created atlas bitmap 4096x360 [none]\n 9.240 Created atlas bitmap 4096x1952 [decal]\n 9.240 Created atlas bitmap 4096x3824 [low-object]\n 9.240 Created atlas bitmap 4096x2000 [mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]\n 9.242 Created atlas bitmap 4096x4080 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]\n 9.243 Created atlas bitmap 4096x4064 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]\n 9.243 Created atlas bitmap 4096x416 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]\n 9.243 Created atlas bitmap 4096x1600 [smoke, mipmap, linear-minification, linear-magnification]\n 9.243 Created atlas bitmap 4096x1388 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]\n 9.243 Created atlas bitmap 4096x836 [alpha-mask]\n 9.246 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]\n 9.248 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]\n 9.253 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]\n 9.253 Created atlas bitmap 4096x528 [shadow, linear-magnification, alpha-mask]\n 9.253 Created atlas bitmap 4096x1296 [shadow, mipmap, linear-magnification, alpha-mask]\n 9.309 Created virtual atlas pages 4096x4096x2\n 10.612 Texture processor created. GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 10.920 Parallel Sprite Loader initialized (threads: 3)\n 36.960 Sprites loaded\n 39.389 Generated mipmaps for atlas of size 4096x3824\n 42.481 Generated mipmaps for atlas of size 4096x2000\n 44.919 Generated mipmaps for atlas of size 4096x4080\n 46.811 Generated mipmaps for atlas of size 4096x4064\n 50.595 Generated mipmaps for atlas of size 4096x416\n 53.911 Generated mipmaps for atlas of size 4096x1600\n 53.946 Generated mipmaps for atlas of size 4096x1388\n 54.002 Generated mipmaps for atlas of size 4096x1296\n 54.035 Generated mipmaps for virtual atlas of size 4096x8192\n 54.159 Custom inputs active: 0\n 54.326 Factorio initialised\n 61.923 Loading Level.dat: 1063826 bytes.\n 61.924 Info Scenario.cpp:147: Map version 0.17.8-0\n 61.991 Checksum for script /Users/x/Library/Application Support/factorio/temp/currently-playing/control.lua: 1848333929\n 124.356 Quitting: user-quit.\n 124.356 Info GlobalContext.cpp:678: Waiting for child processes to exit: \n 124.691 Steam API shutdown.\n 124.691 Goodbye\n \n\nSAVE GAME:", "date": "2019-03-07T22:21:34+00:00", "quotes": [ { "author": "Loewchen wrote: Thu Mar 07, 2019 11:49 am", "content": "" } ] }, { "author": "diablek", "content": "Great explanation, PantherX! \n \nEverything he describes was happening to me also. I just removed 0.16 campaign saves and no more error.", "date": "2019-03-09T01:57:01+00:00", "quotes": [] }, { "author": "movax20h", "content": "Same here. Linux, amd64, Steam. \n \nI never had 0.16 installed on this machine, however I did play 0.16 before, so maybe it was stored and then restored from Steam Cloud.", "date": "2019-03-10T01:15:41+00:00", "quotes": [] }, { "author": "", "content": "Fixed in 17.13 by Rseding", "date": "2019-03-15T10:42:09+00:00", "quotes": [] } ]
14
2019-03-01T19:59:56-06:00
forum-topic-88025
88025
[1.0.x] Bob's Mods: General Discussion - Page 2
Bob's mods
https://forums.factorio.com/viewtopic.php?t=88025&start=20
bobingabout
They exist in both because they're used by both, and both are the same. Whichever loads last should be the one being used. you can figure out load order by looking at the log file. However, editing the mod itself isn't recomended, if you update it will be over-written. A better practice would be to create your own mod that redefines the projectile in data-updates.lua, that way even if my mods update, your changes aren't lost.
[ { "author": "mgla", "content": "Hi, \n \nI just wanted to say that I have been playing with your mods on a server with friends for the past 2 months, and we enjoying them immensively. \n \nThanks for all your work! We really appreciate it!", "date": "2020-09-28T12:26:44+00:00", "quotes": [] }, { "author": "H_Sage", "content": "0.18 \n \n \n1.0 \n \n \nDid I do something wrong? Why icons changed? I realy like the first one. Maybe some mod changed it? But which one? Tell me please!", "date": "2020-10-30T11:11:50+00:00", "quotes": [] }, { "author": "bobingabout", "content": "The first one is a broken link for some reason, so I can't see it. \n \nThe second one you're calling 1.0 though, that's my icons, that's what they looked like in 0.18 too.", "date": "2020-10-30T13:04:06+00:00", "quotes": [ { "author": "H_Sage wrote: Fri Oct 30, 2020 11:11 am", "content": "" } ] }, { "author": "H_Sage", "content": "The first one from viewtopic.php?t=46948 \nTitle: \"Original Bob's electronics\" \n \n \nI always play with this icons before update to 1.0, so i'm confuse. I thought these were original icons. \n \nSame pics: \n(from this post: viewtopic.php?f=51&t=28456 )", "date": "2020-10-30T13:34:58+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I think the last time I used these graphics was back in 0.16", "date": "2020-10-30T14:47:18+00:00", "quotes": [ { "author": "H_Sage wrote: Fri Oct 30, 2020 1:34 pm", "content": "" } ] }, { "author": "H_Sage", "content": "These are really great icons. They can be clearly seen on the conveyor belt, they differ well from each other and are clearly drawn. They also show what rank they are, without even knowing it. I think that the difference in rank should be seen in style, not color, and these icons clearly show that. \n \nIt would be great to be able to select a style in the mod settings. \n \nThese icons are also great if done in their own style. Colored ones hurt your eyes, merge with conveyors and you can't see the difference between them. \n \n \n (Basic - wooden board+resistors, advanced - fiberglass board+transistor, high rank - soldermask +microchips. Nice clear and style!)", "date": "2020-10-30T16:47:19+00:00", "quotes": [] }, { "author": "valneq", "content": "Admit it, deep inside you actually want to use this: \n https://mods.factorio.com/mod/reskins-bobs", "date": "2020-10-30T16:49:44+00:00", "quotes": [ { "author": "H_Sage wrote: Fri Oct 30, 2020 4:47 pm", "content": "" } ] }, { "author": "H_Sage", "content": "Thanks, but I prefer a different rank distinction. The factory rainbow doesn't look good. Devices will look better if the colors are less conspicuous. It is better to paint not walls, but patterns and lines. Thus, the style of the device will remain the same, but the differences in rank will still be visible, but there will be no feeling of a toy factory.", "date": "2020-10-30T17:05:02+00:00", "quotes": [ { "author": "valneq wrote: Fri Oct 30, 2020 4:49 pm", "content": "" } ] }, { "author": "H_Sage", "content": "In the mod files, I found two versions of the icons. One of them is located in the \"colour-coded\" folder and are installed by default. Is it possible to somehow switch the use of \"color\" to \"standard\" in the settings? I searched but couldn't find.", "date": "2020-10-30T17:09:50+00:00", "quotes": [] }, { "author": "kirazy", "content": "You have to uncheck the \"Color Update\" setting under one of Bob's mods.", "date": "2020-10-30T18:14:51+00:00", "quotes": [ { "author": "H_Sage wrote: Fri Oct 30, 2020 5:09 pm", "content": "" } ] }, { "author": "H_Sage", "content": "Thanks a lot, I found it! \n \n For others: its \"Bob's Metals, Chemicals and Intermediates mod\" in settings.", "date": "2020-10-30T18:35:26+00:00", "quotes": [ { "author": "kirazy wrote: Fri Oct 30, 2020 6:14 pm", "content": "" } ] }, { "author": "bobingabout", "content": "Actually, it appears under the header for whatever mod loads last that includes the option, several mods that add the option. \nIt would be better to say that it \"Most commonly\" shows up in MCI's settings.", "date": "2020-10-30T21:58:47+00:00", "quotes": [ { "author": "H_Sage wrote: Fri Oct 30, 2020 6:35 pm", "content": "" }, { "author": "kirazy wrote: Fri Oct 30, 2020 6:14 pm", "content": "" } ] }, { "author": "Mecejide", "content": "Is there a reason why the miner 2 class character recipe uses an electric furnace instead of an electric furnace 2? The builder 2 and fighter 2 require the upgraded versions of their predecessors’ ingredients.", "date": "2020-11-06T00:17:31+00:00", "quotes": [] }, { "author": "kalebsrevenge", "content": "As someone still playing 1.0 i thank you for making all your mods so very modular. I appreciate your existince.", "date": "2023-10-04T10:43:53+00:00", "quotes": [] } ]
14
2020-08-15T09:01:16-05:00
forum-topic-48830
48830
Web-based Factorio calculator
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=48830
MightyMooquack
I've been working on a web-based calculator for some time now, and I recently finished a fairly substantial re-write. You can find it here. Some notable features include: Proper handling of oil products. It can accurately tell you how many oil refineries and cracking plants you will require. Support for speed and productivity modules, including beacons. Able to configure the mining productivity bonus. Arbitrary numerical precision. Calculations are performed using bigint rationals, so errors from floating-point calculations should not be an issue. Supports calculating the production chains for multiple simultaneous outputs. Can display rates per second, minute, or hour. Supports vanilla 0.15.16, in both normal and expensive modes. And I'm probably forgetting some things. I am terrible at UIs, so I apologize in advance for the lack of style and rather inscrutable interface. But I designed this thing primarily for my own use, and I have found it useful, so I hope that others will as well.
[ { "author": "", "content": "I have totally missed this post. First, I'll move the topic into calculators subforum, but as a feedback, you're far less terrible at UI thad you'd think .", "date": "2017-06-13T19:10:26+00:00", "quotes": [] }, { "author": "MightyMooquack", "content": "That first post was made before I overhauled the UI. It's much better now.", "date": "2017-06-13T22:29:55+00:00", "quotes": [] }, { "author": "MrPeachboy", "content": "Nice work! Easy and very quick to work with. I very much like the belt-compression overview.", "date": "2017-06-20T19:04:57+00:00", "quotes": [] }, { "author": "Kaoskiller", "content": "@MightyMooquack, \n \nThis Looks great! \n \nI wish i had the programming skills. I only have web grahpic design skills.", "date": "2017-08-17T21:30:59+00:00", "quotes": [] }, { "author": "leitk", "content": "This is a great help. I've been playing on expensive, and I like that it has a setting for that as well. The only problem it that it tells me how much I need to spend to get high tech going, and that's going to be difficult to afford", "date": "2017-10-13T00:53:25+00:00", "quotes": [] }, { "author": "leitk", "content": "Is there a way to load mod recipes into the data tables for this? \nIt would be nice to also add modded factories and modules as well. \n \nI've been playing Space Exploration, and it adds a lot of new items.", "date": "2019-09-22T14:02:37+00:00", "quotes": [] } ]
6
2017-05-28T21:10:04-05:00
forum-topic-115894
115894
Enemy level based on distance
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=115894
Zechner
TL;DR A setting at game generation to get higher-level enemies at greater distances from the base. What ? Currently, you can control the rate of evolution — how fast the enemies get stronger over time . I would like a setting to make them also (or alternatively) get stronger with distance from the base. Not just the size of enemy bases, but also the level of enemies. Why ? The higher your skill at the game, the faster you can develop and expand while minimising pollution. For any given technology, a skilled player will reach it while at a lower evolution factor than a less skilled player. That means that a less skilled player will face more challenging enemies. The difficulty can of course be adjusted by changing the evolution settings at game generation, but it can be hard to guess the right setting for your skill level, and it may be several hours before you realise you've made things too hard (or too easy). If you're a less skilled player, or you prefer to play at your own pace, but you still want enemies present, you can switch off evolution. But then you don't get to experience the higher-level enemies at all. If enemy level increases with distance — basically, a distance factor is added to the evolution factor — players who are more skilled and expand faster will face harder enemies, while those who expand more slowly will have a lesser challenge. This makes it much easier to balance the difficulty. This is obviously not for everyone, but should be fairly easy to implement, as a mod or in the main game, while significantly increasing the appeal of the game for more casual players.
[ { "author": "Panzerknacker", "content": "AFAIK this is already in the game.", "date": "2024-10-12T18:04:44+00:00", "quotes": [] }, { "author": "", "content": "They are not stronger with distance, there are just more of them (which indirectly make them marginally harder to fight, but just because they may overwhelm the player). More precisely the nests generated by map gen get bigger with distance.", "date": "2024-10-13T06:57:37+00:00", "quotes": [ { "author": "Panzerknacker wrote: Sat Oct 12, 2024 6:04 pm", "content": "" } ] }, { "author": "Panzerknacker", "content": "Ah ok, I thought the worms were also of stronger type in the more distant nests.", "date": "2024-10-13T07:30:48+00:00", "quotes": [] }, { "author": "thekoreanseal", "content": "Yes, but at least worms get stronger", "date": "2025-03-09T06:54:29+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "Yeah I was right from the beginning. The worms are stronger and the nests bigger which makes these further nests much harder to destroy.", "date": "2025-03-09T07:41:04+00:00", "quotes": [] }, { "author": "AnriMachishiro", "content": "I think it won't work as good as OP thinks. \nIn current game, the more distance there is, the more nests biters have. \nIf you just let \"the more distance there is, the more evolution biters have\" happen too, the more distance there is, (the more nests * the more evolution) biters would have. \nThe change of difficulty would be too precipitous. \nAlso, more evolution does not only mean more life points, but also means more resistance. To those who just start their game, it's nothing with you're a new player or a skilled player, lv3 biter is almost invincible. Nests with lv3 biters in them around the player base would be actually a cage to player, and when they get lv4, they would ruin everything very fast than current game. \nIn short, it's only a punishment to players who want to expand their factory, limiting their choices more than increasing strategy. \n \nThen how about limit the size of nests to \"similiar size\"? \nSince the evolution would usually level-up to 99% at last, it just turn the final phase less challenge than the current balanced game. \nThen it's only a degraded variant than current game. \n \nActually in most situations, enemy system is some \"tax\" you pay when your factory is growing. \nYou pay a tax when you want more space or mines. You pay another tax when you expand the producing. \nIt's nothing with \"skilled\" or not, or in other word, the only thing about \"skilled\" or not is whether you can afford the tax or not. \nThe idea of OP would destory the current tax system. \nA lv1 biter (HP:15) costs 4 pollution points to attack, and need to pay 4/10*3=1.2 iron plates (as yellow magazine) to kill it. \nA lv3 biter (HP:375, PHY-RES: 8/10%) costs 80 pollution points to attack, since not-upgraded yellow or magazine cannot damage it, it actually needs unlimited materials to kill one. \nAnd it doesn't need any pollution if it's just defending. \nI don't think introducing lv3 biter in a game just starts would be good, even you've upgrade the bullets, it's still too heavy a tax. \nEven you shrink the lv3 biter into a lv1 biter's size, it's 4 pollution points -> 18.75HP + 8/10% PHY-RES. Obviously it's not designed for an early phase game. \n \nBtw, to new players, there is always a choice to: \n- Don't allow biters expand their nests (like the railway world); \n- Only allow biters evolve by destorying their nests \nThen biters would act like playing chess with you. Even new players won't be blocked up anyway.", "date": "2025-03-11T07:47:01+00:00", "quotes": [] } ]
6
2024-10-12T12:33:23-05:00
forum-topic-123074
123074
[2.0.22] cannot change the recipe of a fixed_quality assembler in-gui
Duplicates
https://forums.factorio.com/viewtopic.php?t=123074
Quezler
steps to reproduce: - set fixed_quality on an assembling machine - load the game and and select a recipe with that fixed quality - try to press "change recipe" and notice the button doing nothing the expected behavior is that you're allowed to select a different recipe since only the quality is set as fixed
[ { "author": "", "content": "Fix for this is covered by 123072 .", "date": "2024-12-09T12:05:28+00:00", "quotes": [] } ]
1
2024-11-27T03:36:58-06:00
forum-topic-127365
127365
[2.0.32] Crash zooming in on biter alert (agui::ListBox::keyAction)
Pending
https://forums.factorio.com/viewtopic.php?t=127365
TactiCool
I click on the red alert, and if I try to click to open the map at the attack it crashes. No mods are enabled, steam verify files runs smoothly.
[ { "author": "", "content": "Can you please post the save file you experience this crash on? Based on the crash, it looks like it's crashing when pressing the \"end\" key on the keyboard - which doesn't match what you said you did to make it crash.", "date": "2025-03-10T15:23:08+00:00", "quotes": [] } ]
1
2025-03-09T15:47:10-05:00
forum-topic-121072
121072
Items held by the inserters shouldn't spoil.
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=121072
ik1ne
TL;DR Make items held by the inserter not spoil for max-efficient, lock-free factory. What? Items held by the inserters doesn't spoil. Why? Consider this case: 1. Inserter picks up item that is about to spoil. 2. While the inserter arm is mid-air, the item spoils. 3. The target machine doesn't accept spoilage, so the inserter is stuck at this state and so does the target machine. When feeding biter spawner, it is more efficient to use most spoiled item first because the nutrient value doesn't get affected by the freshness of the bioflux. However, after configuring the inserters to pick up most spoiled item first, I noticed some biter spawner starvation due to the inserter trying to insert spoilage to spawner. After setting the priority to fresh one I never experienced the issue, but I hope there's a way to maximize bioflux efficiency while not worrying about inserter locking. Note: After writing this, I found the lua api flag enter_drop_mode_if_held_stack_spoiled( https://lua-api.factorio.com/latest/pro ... ck_spoiled ), probably suggesting this is an expected behavior. Please disregard this suggestion if setting the priority to fresh one is the intended solution.
[ { "author": "McFrugal", "content": "I agree with this, for one important reason: if an inserter is taking items off a belt to feed a machine, and the item rots while the inserter is swinging, then the inserter will get clogged and there's no way to prevent it. You'd have to put a second inserter to grab any potential Spoilage off of the first inserter and that is absurd.", "date": "2024-11-13T04:11:52+00:00", "quotes": [] }, { "author": "Ranakastrasz", "content": "Kinda like trying to use burner inserters for everything in that way. \n \nI think this is abusable though. Instead, if an inserter has something spoil while held, it places it in the target machine's trash slot, like when recipes are changed. Only for just now spoiled stuff, so it won't grab spoilage or anything.", "date": "2024-11-13T04:28:34+00:00", "quotes": [] }, { "author": "AntiBlueQuirk", "content": "I think preventing items from spoiling in inserters' hands is a good idea, but their spoilage level should still drop all the way to zero. That way the inserter can still always successfully insert the item, but it will spoil immediately in the target inventory. That's fine, because that would happen eventually anyway. The only exception I would make is for things that don't spoil into an item, like eggs. There's no point in preventing this spoilage, and it prevents preserving eggs forever by just jamming them in an inserter.", "date": "2024-11-13T04:47:21+00:00", "quotes": [] }, { "author": "", "content": "This idea makes no sense for at least 3 reasons: \n1/ There is no difference between item spoiling in the inserter hand and item spoiling inside of the drop target's input inventory, just trying to make items not spoil in inserter hand does not prevent the items from spoiling in the target so you need to make your gleba setups resiliant to spoilage in such cases anyway. This idea would not change this at all. \n2/ If an item spoils while in hand, then inserter will hold an item that is known to be a spoil product of a different item. Such items get slightly different treatment when trying to insert into entity where the item does not fit into input inventory. If its attempted to be inserted into assembler and it does not fit ingredients inventory it will be put into dump inventory as a spoil product. \n3/ Proposed logic could be abused to prevent spoilage by using inserters and power switches. Entire spoil mechanic was implemented under design assumption that once started, spoiling never changes speed.", "date": "2024-11-13T06:47:40+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Thanks, that's good to know - I think that makes the entire suggestion void. \n \nWhat exactly do you mean?", "date": "2024-11-13T09:01:27+00:00", "quotes": [ { "author": "boskid wrote: Wed Nov 13, 2024 6:47 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Everspace", "content": "I noticed this being a little wonky with a stack inserter holding spoilage not dropping/inserting due to not reaching it's stack size.", "date": "2024-11-17T06:04:22+00:00", "quotes": [] }, { "author": "tobinyehle@gmail.com", "content": "This should include fuel inventory so you can't clog a nutrients inserter on recipes like iron bacteria where the recipe spoilage is different than the fuel required for the biochamber.", "date": "2024-11-18T22:32:32+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "mairazl", "content": "I think this might not be true for captured biter spawner as I've seen an inserter pointing at one, with a piece of spoilage in the inserter's inventory, completely stuck unable to insert the spoilage into the spawner's trash slot, and I lost the spawner after some seconds.", "date": "2024-12-13T01:01:14+00:00", "quotes": [ { "author": "boskid wrote: Wed Nov 13, 2024 6:47 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "Ths issue is that you need to remove the eggs from the output slot first. See viewtopic.php?f=182&t=124219", "date": "2024-12-13T01:30:01+00:00", "quotes": [ { "author": "mairazl wrote: Fri Dec 13, 2024 1:01 am", "content": "" }, { "author": "boskid wrote: Wed Nov 13, 2024 6:47 am", "content": "" } ] }, { "author": "kemurphy", "content": "Agreed with the reasons mentioned above why preventing spoilage in inserter hands doesn't make sense; instead, I think it would make sense for machines that take spoilable ingredients to accept spoilage from an inserter directly into the items-spoiled-inside-the-machine slot?", "date": "2025-01-23T11:02:05+00:00", "quotes": [] }, { "author": "Uberang", "content": "I had an issue with this as well. Had my gleba factorio running without issue even while afking for over a week, then one time when I came back to it, saw I was getting alerts that it was taking damage, checked, and the belt with the eggs on was fully saturated and they were regularly expiring - until now, I'd been consuming more eggs than I actually produce, so the turrets I set up had never even killed anything in all that time. \n \nLooked around, and the problem was science wasn't getting bioflux, with the machines not making bioflux because the inserters were all holding spoilage. Nothing in the machines at all except nutrients, as the moment any spoilage is in the machine, other inserters dump it out, but because you can't insert spoilage, doesn't even seem to go to any trash slot, the inserters for the jelly and mash were stuck, and had to manually remove it from the inserters via bots to get everything running again. Thankfully that's the only thing that went wrong, and the factory wasn't fully dead. \n \nHaving to manually do this when bad rng hits is kind of against the spirit of the game imo, unless there's some way of automatically taking trash away from inserters (that are positioned over a line of machines, not belts or empty space), that I don't know about.", "date": "2025-01-23T12:44:05+00:00", "quotes": [] }, { "author": "", "content": "I suspect both of those posts were created due to 2.0.30 recently becoming stable when there was a bug in it where an inserter could incorrectly decide to grab a spoilage from a belt when it was freshly spoiled and inserter was already trying to pickup the previous item. This should be fixed in 2.0.31 and because i heard about this from couple of places already we are making 2.0.32 stable now as it contains a fix for this behavior.", "date": "2025-01-23T13:59:44+00:00", "quotes": [ { "author": "kemurphy wrote: Thu Jan 23, 2025 11:02 am", "content": "" }, { "author": "Uberang wrote: Thu Jan 23, 2025 12:44 pm", "content": "" } ] }, { "author": "Uberang", "content": "Can confirm I updated to 2.0.30 and hadn't seen the behavior before that \n \nThank you very much for the info, I'll make sure to update", "date": "2025-01-23T14:12:57+00:00", "quotes": [] }, { "author": "kemurphy", "content": "Unfortunately I was already on 2.0.32 via the beta channel earlier tonight when I observed my inserter holding spoilage and failing to insert into a biochamber in need of fuel with no internal spoilage. \n \nEdit: And it was a direct upgrade from 2.0.28, so I never saw 2.0.30.", "date": "2025-01-23T14:15:01+00:00", "quotes": [] }, { "author": "Wilm0rien", "content": "I just ran into this problem and the rootcause on my side was the different behavior of the stack inserters: in contrast to bulk inserters the stack inserters wait for a full stack until they swing around. if the nutrition in their current stack turns into spoilage the item in the inserter will never be able to complete and the inserter gets stuck indefinitely. \n \nFor me banning stack inserter from gleba solved the problem", "date": "2025-02-02T10:42:40+00:00", "quotes": [ { "author": "boskid wrote: Thu Jan 23, 2025 1:59 pm", "content": "" }, { "author": "kemurphy wrote: Thu Jan 23, 2025 11:02 am", "content": "" }, { "author": "Uberang wrote: Thu Jan 23, 2025 12:44 pm", "content": "" } ] } ]
15
2024-11-11T21:52:59-06:00
forum-topic-127407
127407
Expandable, tilable, buffered and unbuffered nuclear power.
Energy Production
https://forums.factorio.com/viewtopic.php?t=127407
Kingdud
All prints are tileable and designed to expand until you hit a practical limit (pipe segment length, belt capacity, etc). 'Peak' power designs are steam buffered. Meaning the reactors only run with the steam reserve is low enough that no energy would be wasted. If you expand peak reactors, you need to link all red/green circuits together, as all inserters and reactors much be part of the same circuit for it to work correctly. This linking happens automatically if you expand using the included blueprints up to 1.3GW, past that, you should be building base load or fusion power, rather than relying on nuclear. With steam buffering, you either have to ensure the heat networks (reactors, heat pipes) are physically separated, or the reactors and inserters need to all be part of one circuit. 'Base load' reactor designs operate constantly and do not have any form of steam buffering. The core concept is that they will feed the power needs of things like beacons and other loads that never stop. In a factory that ramps up and down constantly, it may be necessary to have multiple 'peak' power plants to handle transient load rather than relying on base power. If demand ever drops below base output, those reactors will heat up and waste fuel. The 'right' and 'left' edge blueprints can be overwritten by the 'core' blueprint as you expand your base load. The only reason for the 'right and left' sides is because the reactors on the end generate less heat, and thus need fewer exchangers/turbines. Quality upgrades are supported; upgrade all components together. Contains prints for: 40 MW, steam buffered reactor 40mw Screenshot_20250311_192158.png (168.85 KiB) Viewed 183 times 160 MW, steam buffered reactor 2c Screenshot_20250311_192302.png (198.29 KiB) Viewed 183 times 480 MW, steam buffered reactor 4c Screenshot_20250311_192355.png (60.55 KiB) Viewed 183 times 1.1 GW, steam buffered reactor 1.3 GW base load, center section 8c base Screenshot_20250311_192451.png (121.37 KiB) Viewed 183 times 1.1 GW base load, 'left' edge 1.1 GW base load, 'right' edge Kovarex cell. 1-2 kovarex cells should be all you need for many GW of power. Toss a single beacon between two cells and you'll (probably) never run out of u235. Assumptions: All belts flow in the same direction, so fresh fuel comes in on one side of the reactor 'line' and spent fuel exits on the other. 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 Copy blueprint
[ { "author": "Kingdud", "content": "I hit the 60k character limit with my previous post, so to expand on the concept of expanding peak power: \n \n \n \n bad_expansion.png (793.55 KiB) Viewed 178 times \n \n \nThat's what a bad expansion looks like. The heat networks are connected (via the cores touching each other) but the circuit networks are not, and there's a secondary combinator (in yellow) that needs to not be there. \n \nThis is what it looks like when it is fixed:\n \n \n \n good_expansion.png (1.18 MiB) Viewed 178 times \n \n \n\nThis keeps all the reactors in sync, and ensures that all the steam tanks stay about the same level (assuming you expand when they are empty). The expansion pictured above would supply around 2.4GW. \n \nAlternatively, if you're forgetful, another option is to expand them like this:\n \n \n \n good_expand_2.png (759.94 KiB) Viewed 178 times \n \n \n\nThat only gives 2.2 GW of power, but you don't have to remember to connect anything. This also doesn't require you to make sure that the steam tanks are near empty when you online it.", "date": "2025-03-12T00:41:26+00:00", "quotes": [] } ]
1
2025-03-11T19:29:12-05:00
forum-topic-127277
127277
[2.0.32] Electric mining drill direct pickup does not decrease expected resources deposit
Won't fix.
https://forums.factorio.com/viewtopic.php?t=127277
nukamiso
Reproduction Steps: Place an Electric mining drill and start mining resources such as copper ore. Connect a belt conveyor to the output of the Electric mining drill. Intentionally clog the belt conveyor to prevent resources from being transported out of the Electric mining drill (e.g., block the end of the belt conveyor, transport a large amount of slow-moving items). Wait until the Electric mining drill is full of resources and holds resources internally. Directly pick up the Electric mining drill by selecting it with the mouse cursor and moving it to the inventory. Check your inventory and confirm that the picked-up Electric mining drill and the resources (such as copper) that were inside the Electric mining drill have moved to your inventory. Return to the resource mining location and check the resource deposit. Expected Behavior: When an Electric mining drill is picked up, it is considered normal behavior that the resources held inside are also picked up along with the Electric mining drill. However, the expected behavior is that the resource deposit should also decrease accordingly, and a state where resources can be infinitely proliferated should not occur. Actual Behavior: When the above steps are performed, the Electric mining drill and the resources inside are collected into the inventory, but the resource deposit does not decrease. By repeating this operation, if a situation where the belt conveyor is clogged is created, it becomes possible to infinitely proliferate resources.
[ { "author": "", "content": "Can you please post a save file showing this?", "date": "2025-03-05T12:53:49+00:00", "quotes": [] }, { "author": "nukamiso", "content": "Thank you for your reply. \nSave data attached. \nYou will be able to reproduce the reported phenomenon by picking up the electric mining drill next to the character.", "date": "2025-03-05T13:30:34+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the save file. You have mining productivity 110% researched which means the drill will produce an ore from productivity before actually mining any in-world ore, and then get stuck because it can't put it anywhere. Because you then manually remove it, and put it back, and there is no other drill touching the ore it's trying to mine, it never reduces the ore amount in-world. \n \nSince the only way to exploit this is to manually mine the drill, and at best you get 1 ore per operation, I don't consider this worth trying to change. The reward for sitting there manually hand-cranking the drill is you get some extra ore. But in reality, just building another ore patch would get you infinitely more ore that's already free in the world to collect.", "date": "2025-03-05T14:05:15+00:00", "quotes": [] }, { "author": "nukamiso", "content": "Thank you for your investigation. \nI overlooked the mining bonus. \nIt seems I'm still not proficient enough with Factorio. \nI'll play the game more to become more familiar with it.", "date": "2025-03-05T14:37:36+00:00", "quotes": [] } ]
4
2025-03-05T06:30:02-06:00
forum-topic-113410
113410
Was at the Gym
Off topic
https://forums.factorio.com/viewtopic.php?t=113410
dietrich001
Was at the gym and running on the treadmill and all I could think about is that if I stopped running I would be loaded into an assembling machine.
[ { "author": "mmmPI", "content": "and made into ?", "date": "2024-05-09T16:01:57+00:00", "quotes": [] }, { "author": "dog80", "content": "hehe", "date": "2024-05-09T16:02:14+00:00", "quotes": [] }, { "author": "danbopes", "content": "Power Armor MK2", "date": "2024-12-04T17:09:37+00:00", "quotes": [ { "author": "mmmPI wrote: Thu May 09, 2024 4:01 pm", "content": "" } ] } ]
3
2024-05-09T10:54:00-05:00
forum-topic-57533
57533
[MOD 0.16.x] MadClown01's Science - Page 2
Angels Mods
https://forums.factorio.com/viewtopic.php?t=57533&start=20
aklesey1
Oh dude don't tell him about py suite combined with omnisuite - that's too badass too hardcore
[ { "author": "Sir_Cherry", "content": "I tried it. And I'm interested, but I don't think it'd be a good idea to install pysuite 60 hours in. I'd have to rebuild everything. \nI'll use it when I finish with the current game", "date": "2018-02-26T16:30:28+00:00", "quotes": [ { "author": "aklesey1 wrote:", "content": "" }, { "author": "SqFKYo wrote:", "content": "" }, { "author": "Sir_Cherry wrote:", "content": "" } ] }, { "author": "MadClown01", "content": "Ok, trying to balance this stuff without ever actually playing an Omni game is giving me a headache \n \nI am starting an omni playthrough, and in the mean time I've taken Sir_Cherry's suggested modification and added it to my code. \n \nI believe that my mod is now currently quite balanced for a pure Angel's playthrough. \n \nOmni is going to be hard work. I'm probably going to add another fluid box to the facilities, just so I can add more complexity to recipes. \n \nThanks for the inputs, and for calling out the overpoweredness!", "date": "2018-02-27T01:14:55+00:00", "quotes": [] }, { "author": "jessefjxm", "content": "Just found that new recipes of science pack don't support productivity modules This would be a really bad news compared to vanilla recipes", "date": "2018-03-16T23:38:37+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Thanks for the report, will fix asap \n \nEDIT: Fixed", "date": "2018-03-17T20:18:23+00:00", "quotes": [ { "author": "jessefjxm wrote:", "content": "" } ] }, { "author": "aklesey1", "content": "Hi, MadClow01 can ask one wish? \nCan ur recipes for science pack be compatible with this mod https://mods.factorio.com/mod/KaoExtended \nThis mod uses so called \"technology component pack\" - each pack uses one of few previous versions of the packs to use it in progression in crating process for next science pack \n \nThe mod itself is designed to seriously complicate the process and to stimulate the use of a variety of materials \n \nMy wish to u is to adapt this \"components\" to each of ur new recipes for science packs \n \nI understand that this is not an easy and difficult wish for ur new science pack (can some game balance issues) - bcuz there is seen a very serious gap between the changed recipes and ur recipes", "date": "2018-03-17T20:43:13+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Added to the todo list", "date": "2018-03-28T18:28:18+00:00", "quotes": [ { "author": "aklesey1 wrote:", "content": "" } ] }, { "author": "arbarbonif", "content": "Having a weird bug with making science packs from liquids. For some reason If I attach the pipes, then select the recipe (or change the recipe) the pipes don't link up. Picking up and replacing the pipes with the recipe in place fixes it and they work fine. Graphically and functionally you can see the pipes sitting next to the entry ports, unconnected; they snap to if the recipe is selected before the pipes are placed tho.", "date": "2018-04-05T21:21:09+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Funnily enough I'm having the same issue. I'm going to try playing around with shifting the pipe inputs and see if I can make things work better", "date": "2018-04-07T23:37:43+00:00", "quotes": [ { "author": "arbarbonif wrote:", "content": "" } ] }, { "author": "Kubimate", "content": "Bob's mods have changed colour codes for science packs, now it's YELLOW RED blue purple pink GREEN white It's an easy fix, I tried it myself - just swap icon names around... OR maybe not so easy, because you'll have to make it enabled only when bob's are detected", "date": "2018-04-10T22:53:31+00:00", "quotes": [] }, { "author": "MadClown01", "content": "Fixed", "date": "2018-04-11T04:20:26+00:00", "quotes": [ { "author": "Kubimate wrote:", "content": "" } ] }, { "author": "orzelek", "content": "You know that this is optional and can be disabled in settings? \nIt looks very strange if you played game for long time and whole color set has been modified", "date": "2018-04-11T07:06:48+00:00", "quotes": [ { "author": "Kubimate wrote:", "content": "" } ] }, { "author": "Kubimate", "content": "Thanks for the quick fix \n \n\nYup, I'm just one of those people that found this change to be more logical. I got used to it in a few hours.", "date": "2018-04-11T07:33:37+00:00", "quotes": [ { "author": "MadClown01 wrote:", "content": "" }, { "author": "orzelek wrote:", "content": "" } ] }, { "author": "steinio", "content": "Hi, \n \nmade a german (locale\\de) locale for this mod:\n \n \n Clowns-Science.cfg \n (1.42 KiB) Downloaded 210 times", "date": "2018-04-13T19:06:10+00:00", "quotes": [] }, { "author": "Light", "content": "Just noticed that the particle accelerators are giving omni science packs which naturally do nothing without omni. \n \nI'm also wondering about the balance of the research facilities, as not only are the two fluids far easier to make then normal science but it's cheap and fast in comparison. I feel there needs to be a catalyst (or several) included with the fluids that helps to match the tier of materials usually available around that point in time, plus a much higher creation time for higher tier packs to better match the creation time from start to finish of regular packs. (24 seconds is slower than red/green but much faster than all the materials used to make blue.) \n \nThis is due to my family game which has relied mostly on research facilities for blue science since it makes the tech easily accessible due to less research required and no higher end intermediates. The only thing we need to do is be patient and keep the steam engines fueled up so we eventually get plenty to work with. We don't have electronic circuit boards or batteries made and yet we have a few thousand blue packs in a chest ready to go. Were it not for the intense research multiplier we use, I'd imagine we could use them to research everything rather rapidly to skip a tier. For the moment they've given us a nice jumpstart but I fear we may become too reliant on their use to save resources and time in the long run, which kind of undermines the point of multiple pack recipes you've added as well. Longer creation time and catalysts would shift the priority of the facility to being a supplement instead of a replacement of science production, which I believe was your intention with it.", "date": "2018-06-09T00:12:49+00:00", "quotes": [] }, { "author": "igorhgf", "content": "Today, bob updated his mods and deleted electrum. Angel's already updated to cover this changes, but i still have problems loading Clowns-Science.", "date": "2018-06-10T18:19:12+00:00", "quotes": [] }, { "author": "credomane", "content": "Like you said, Bob announced that electrum would be getting removed a while ago because nothing used it in his mods. Well, one of the solar panels did, previously, but it got moved to gold-plate. \n \nI've attached a fixed \"Clowns-Science_1.0.5.zip\" to this post. I followed bob's precedent and changed all electrum-alloy to gold-plate. There was only once instance of this. The Clown's alternative recipe for Production Science.", "date": "2018-06-13T01:37:44+00:00", "quotes": [ { "author": "igorhgf wrote:", "content": "" } ] }, { "author": "MadClown01", "content": "Hi Light, thanks for the suggestion. I'll rebalance the pack times. You only should see the omni science packs if you have some omni mods installed?\n \nFixed", "date": "2018-06-16T11:28:12+00:00", "quotes": [ { "author": "Light wrote:", "content": "" }, { "author": "igorhgf wrote:", "content": "" } ] }, { "author": "Light", "content": "I forgot that I use omniscience to exponentially increase science requirements to extreme marathon levels. Although, the mod check should include the main omni mod which uses these packs just to be sure they're not added for those who can't. \n \nThe rebalance is most certainly required after I created the Mk2 building which gives x2 speed at only x1.5 power. This in itself also needs a tweak given the major bonus for little power use, as six Mk2 has the speed of twelve Mk1 but only 36MW compared to 48MW. This would normally be flipped as a much high power cost for higher speed (and less footprint) is the norm across the board. It should more realistically be x2 power for x1.5 speed, which with a longer recipe time doesn't negate the value of a faster machine while also maintaining a more natural balance. \n \nWe have not reached the point of particle accelerators yet to comment on their balance in detail, but I can already tell they need a major recipe cost increase given nuclear power + efficiency modules easily negate its only drawback for VERY fast and almost free science. It's like a megabase designed for science creation condensed in a tiny building, so it needs that longer recipe time for the recipes that give higher end packs but slightly shorter for the easier and fewer science packs. Space science being made by this building would be less controversial if it was far longer to create compared to rockets without a major beacon setup and/or nuclear reactors to fuel a good dozen accelerators or more. The percentage should still remain since no catalyst is being used and thus can be considered \"unstable\" when using raw electricity.", "date": "2018-06-17T06:02:52+00:00", "quotes": [ { "author": "MadClown01 wrote:", "content": "" }, { "author": "Light wrote:", "content": "" } ] }, { "author": "GrumpyJoe", "content": "Found a bug \n \nIm using all * the packs in my base, mostly 33/33/33%, green + pink 50/50, just for the sake of using them evenly. Not interested in balancing out the ore sorting so it could run hands free. \nCalculating huge numbers shows that they are pretty balanced in raw mats (like plates and circuits), i dont mind a few % off and im not calculating raw ore. \nAwesome stuff there! \n \nSo... cant believe that noone has noticed that before: \n Military II cant use productivity modules \nProbably the last i´ll build, so no hurry, but my iron sheet demand just skyrocketed \n \n \n * I think the liquids/gases are too easy, so I´m excluding them. \nBtw, when i used them to quick tec up to infinite tec or before spacex 2 weeks ago, i also noticed that weird pipe connection bug. Picking them up and place again worked, but from the first 2 assemblers BPing them around, bots screwed up placement. So it seems, not saying its actually the bot´s fault. \n \nHope i can get this base \"finished\" soon and make a tour, your mods deserve more attention! \n \n \nA little motivation for you. All 3 red science packs. Creative mode test build, bobs MK8 modules, 10k SPM \nYes, i just noticed one AM was missing modules.... \n \n \n \n MC all red science.png (607.61 KiB) Viewed 8848 times", "date": "2019-01-23T23:00:37+00:00", "quotes": [] } ]
19
2018-02-05T06:11:06-06:00
forum-topic-97495
97495
Factorio blueprints website
Tools
https://forums.factorio.com/viewtopic.php?t=97495
barrykun
Hi! I would like to introduce you all to a new website: https://factorioblueprints.tech/ It's a lot like factorioprints/school that most of you probably already know, but aims to offer new and innovative features like in-page rendering of blueprints, browsing through books, advanced search and more. It's still under heavy development, so if you have any suggestions please let me know. Of if you would like to contribute, the project is open source at https://github.com/barthuijgen/factorio-sites and PRs are always welcome! The current roadmap can be found here, if you have a suggestion it might be on there already. https://github.com/barthuijgen/factorio ... projects/1 I hope some of you find it useful!
[ { "author": "Impatient", "content": "Looks good!", "date": "2021-04-01T21:18:05+00:00", "quotes": [] }, { "author": "Hornwitser", "content": "Really cool, I'm impressed.", "date": "2021-04-03T00:16:27+00:00", "quotes": [] }, { "author": "vidaper", "content": "Really good! I like it and found some nice blueprints. Thanks!", "date": "2021-08-29T08:06:15+00:00", "quotes": [] } ]
3
2021-04-01T08:14:56-05:00
forum-topic-127064
127064
[2.0.35] Crash after mod error on updating BP in library (SingleBlueprintRecord check fails)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127064
kryojenik
This is a crash of the factorio binary after an error in a mod crashes the mod / save game. It specifically happens when attempting to update a blueprint in a players library, and not when attempting to update a blueprint in the game library. While attempting to update the BP in the game library, the mod errors shows. After clicking confirm you are returned to the game load screen. In the attached save, updating the blueprint in inventory works fine. Updating the blueprint in the game library will crash the running save with a mod error (index local 'bp' (a nil value) and return you to the game load screen. Copy either (or make a new) blueprint in the players personal library and attempt to update that one - you will get the index a nil value error, but will crash the binary to desktop after clicking confirm. pic Screenshot 2025-02-22 180100.png (138.44 KiB) Viewed 150 times Code: Select all function on_player_setup_blueprint(e) local bp = e.stack --[[ Yes, this is a mod error. It should be something like: local bp = e.stack or e.record if not bp then return end The mod error should probably not result in the full crash of Factorio, just the the mod and running save. ]] local entities = bp.get_blueprint_entities() for _, ent in pairs(entities) do game.print(ent.name) end end
[]
0
2025-02-22T18:15:47-06:00
forum-topic-103919
103919
Factorio items by tier
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=103919
JasonC
I've put together a list of items by "tier" (link goes to list on GitHub; I'm sure I'm not the first), if anybody finds it useful. A "tier" is a set of recipes where every input comes from one of the "tiers" before it. Bonus graph: I stuck a big ol' sloppy recipe graph in there, too. Might make a nice poster if I could figure out how to clarify the bunched up edges a bit . I'll put a bbcode version of the list, and the graph image, in the next two posts. Hope it's helpful, J
[ { "author": "JasonC", "content": "Here is the tier list: \n \n Notes :\n \n nauvis represents natural resources \n fake-steam just represents boilers and heat exchangers \n fake-used-up-uranium-fuel-cell just represents a nuclear reactor \n \n Tier 0 \n \n nauvis (copper-ore, iron-ore, uranium-ore, coal, stone, crude-oil, water, wood, raw-fish)\n \n \n \n Tier 1 \n \n advanced-oil-processing (heavy-oil, light-oil, petroleum-gas)\n \n crude-oil \n water \n \n basic-oil-processing (petroleum-gas)\n \n crude-oil \n \n copper-plate (copper-plate)\n \n copper-ore \n \n fake-steam (steam)\n \n water \n \n iron-plate (iron-plate)\n \n iron-ore \n \n landfill (landfill)\n \n stone \n \n stone-brick (stone-brick)\n \n stone \n \n stone-furnace (stone-furnace)\n \n stone \n \n uranium-processing (uranium-235, uranium-238)\n \n uranium-ore \n \n wooden-chest (wooden-chest)\n \n wood \n \n \n Tier 2 \n \n coal-liquefaction (heavy-oil, light-oil, petroleum-gas)\n \n coal \n heavy-oil \n steam \n \n concrete (concrete)\n \n iron-ore \n stone-brick \n water \n \n copper-cable (copper-cable)\n \n copper-plate \n \n firearm-magazine (firearm-magazine)\n \n iron-plate \n \n grenade (grenade)\n \n coal \n iron-plate \n \n heavy-oil-cracking (light-oil)\n \n heavy-oil \n water \n \n iron-chest (iron-chest)\n \n iron-plate \n \n iron-gear-wheel (iron-gear-wheel)\n \n iron-plate \n \n iron-stick (iron-stick)\n \n iron-plate \n \n kovarex-enrichment-process (uranium-235, uranium-238)\n \n uranium-235 \n uranium-238 \n \n light-armor (light-armor)\n \n iron-plate \n \n light-oil-cracking (petroleum-gas)\n \n light-oil \n water \n \n lubricant (lubricant)\n \n heavy-oil \n \n pipe (pipe)\n \n iron-plate \n \n pistol (pistol)\n \n copper-plate \n iron-plate \n \n plastic-bar (plastic-bar)\n \n coal \n petroleum-gas \n \n shotgun-shell (shotgun-shell)\n \n copper-plate \n iron-plate \n \n solid-fuel-from-heavy-oil (solid-fuel)\n \n heavy-oil \n \n solid-fuel-from-light-oil (solid-fuel)\n \n light-oil \n \n solid-fuel-from-petroleum-gas (solid-fuel)\n \n petroleum-gas \n \n steel-plate (steel-plate)\n \n iron-plate \n \n stone-wall (stone-wall)\n \n stone-brick \n \n sulfur (sulfur)\n \n petroleum-gas \n water \n \n uranium-fuel-cell (uranium-fuel-cell)\n \n iron-plate \n uranium-235 \n uranium-238 \n \n \n Tier 3 \n \n automation-science-pack (automation-science-pack)\n \n copper-plate \n iron-gear-wheel \n \n big-electric-pole (big-electric-pole)\n \n copper-plate \n iron-stick \n steel-plate \n \n boiler (boiler)\n \n pipe \n stone-furnace \n \n burner-inserter (burner-inserter)\n \n iron-gear-wheel \n iron-plate \n \n burner-mining-drill (burner-mining-drill)\n \n iron-gear-wheel \n iron-plate \n stone-furnace \n \n cargo-wagon (cargo-wagon)\n \n iron-gear-wheel \n iron-plate \n steel-plate \n \n combat-shotgun (combat-shotgun)\n \n copper-plate \n iron-gear-wheel \n steel-plate \n wood \n \n electronic-circuit (electronic-circuit)\n \n copper-cable \n iron-plate \n \n empty-barrel (empty-barrel)\n \n steel-plate \n \n engine-unit (engine-unit)\n \n iron-gear-wheel \n pipe \n steel-plate \n \n explosives (explosives)\n \n coal \n sulfur \n water \n \n fake-used-up-uranium-fuel-cell (used-up-uranium-fuel-cell)\n \n uranium-fuel-cell \n \n flamethrower (flamethrower)\n \n iron-gear-wheel \n steel-plate \n \n flamethrower-ammo (flamethrower-ammo)\n \n crude-oil \n steel-plate \n \n gun-turret (gun-turret)\n \n copper-plate \n iron-gear-wheel \n iron-plate \n \n hazard-concrete (hazard-concrete)\n \n concrete \n \n heat-exchanger (heat-exchanger)\n \n copper-plate \n pipe \n steel-plate \n \n heat-pipe (heat-pipe)\n \n copper-plate \n steel-plate \n \n heavy-armor (heavy-armor)\n \n copper-plate \n steel-plate \n \n low-density-structure (low-density-structure)\n \n copper-plate \n plastic-bar \n steel-plate \n \n medium-electric-pole (medium-electric-pole)\n \n copper-plate \n iron-stick \n steel-plate \n \n piercing-rounds-magazine (piercing-rounds-magazine)\n \n copper-plate \n firearm-magazine \n steel-plate \n \n piercing-shotgun-shell (piercing-shotgun-shell)\n \n copper-plate \n shotgun-shell \n steel-plate \n \n pipe-to-ground (pipe-to-ground)\n \n iron-plate \n pipe \n \n rail (rail)\n \n iron-stick \n steel-plate \n stone \n \n refined-concrete (refined-concrete)\n \n concrete \n iron-stick \n steel-plate \n water \n \n rocket-fuel (rocket-fuel)\n \n light-oil \n solid-fuel \n \n shotgun (shotgun)\n \n copper-plate \n iron-gear-wheel \n iron-plate \n wood \n \n small-electric-pole (small-electric-pole)\n \n copper-cable \n wood \n \n steam-engine (steam-engine)\n \n iron-gear-wheel \n iron-plate \n pipe \n \n steam-turbine (steam-turbine)\n \n copper-plate \n iron-gear-wheel \n pipe \n \n steel-chest (steel-chest)\n \n steel-plate \n \n steel-furnace (steel-furnace)\n \n steel-plate \n stone-brick \n \n storage-tank (storage-tank)\n \n iron-plate \n steel-plate \n \n submachine-gun (submachine-gun)\n \n copper-plate \n iron-gear-wheel \n iron-plate \n \n sulfuric-acid (sulfuric-acid)\n \n iron-plate \n sulfur \n water \n \n transport-belt (transport-belt)\n \n iron-gear-wheel \n iron-plate \n \n \n Tier 4 \n \n advanced-circuit (advanced-circuit)\n \n copper-cable \n electronic-circuit \n plastic-bar \n \n arithmetic-combinator (arithmetic-combinator)\n \n copper-cable \n electronic-circuit \n \n assembling-machine-1 (assembling-machine-1)\n \n electronic-circuit \n iron-gear-wheel \n iron-plate \n \n battery (battery)\n \n copper-plate \n iron-plate \n sulfuric-acid \n \n cannon-shell (cannon-shell)\n \n explosives \n plastic-bar \n steel-plate \n \n car (car)\n \n engine-unit \n iron-plate \n steel-plate \n \n chemical-plant (chemical-plant)\n \n electronic-circuit \n iron-gear-wheel \n pipe \n steel-plate \n \n cliff-explosives (cliff-explosives)\n \n empty-barrel \n explosives \n grenade \n \n cluster-grenade (cluster-grenade)\n \n explosives \n grenade \n steel-plate \n \n constant-combinator (constant-combinator)\n \n copper-cable \n electronic-circuit \n \n decider-combinator (decider-combinator)\n \n copper-cable \n electronic-circuit \n \n defender-capsule (defender-capsule)\n \n electronic-circuit \n iron-gear-wheel \n piercing-rounds-magazine \n \n discharge-defense-remote (discharge-defense-remote)\n \n electronic-circuit \n \n electric-energy-interface (electric-energy-interface)\n \n electronic-circuit \n iron-plate \n \n electric-engine-unit (electric-engine-unit)\n \n electronic-circuit \n engine-unit \n lubricant \n \n electric-mining-drill (electric-mining-drill)\n \n electronic-circuit \n iron-gear-wheel \n iron-plate \n \n explosive-cannon-shell (explosive-cannon-shell)\n \n explosives \n plastic-bar \n steel-plate \n \n fast-transport-belt (fast-transport-belt)\n \n iron-gear-wheel \n transport-belt \n \n flamethrower-turret (flamethrower-turret)\n \n engine-unit \n iron-gear-wheel \n pipe \n steel-plate \n \n fluid-wagon (fluid-wagon)\n \n iron-gear-wheel \n pipe \n steel-plate \n storage-tank \n \n gate (gate)\n \n electronic-circuit \n steel-plate \n stone-wall \n \n green-wire (green-wire)\n \n copper-cable \n electronic-circuit \n \n inserter (inserter)\n \n electronic-circuit \n iron-gear-wheel \n iron-plate \n \n lab (lab)\n \n electronic-circuit \n iron-gear-wheel \n transport-belt \n \n land-mine (land-mine)\n \n explosives \n steel-plate \n \n locomotive (locomotive)\n \n electronic-circuit \n engine-unit \n steel-plate \n \n military-science-pack (military-science-pack)\n \n grenade \n piercing-rounds-magazine \n stone-wall \n \n nuclear-fuel (nuclear-fuel)\n \n rocket-fuel \n uranium-235 \n \n nuclear-fuel-reprocessing (uranium-238)\n \n used-up-uranium-fuel-cell \n \n offshore-pump (offshore-pump)\n \n electronic-circuit \n iron-gear-wheel \n pipe \n \n oil-refinery (oil-refinery)\n \n electronic-circuit \n iron-gear-wheel \n pipe \n steel-plate \n stone-brick \n \n poison-capsule (poison-capsule)\n \n coal \n electronic-circuit \n steel-plate \n \n power-switch (power-switch)\n \n copper-cable \n electronic-circuit \n iron-plate \n \n programmable-speaker (programmable-speaker)\n \n copper-cable \n electronic-circuit \n iron-plate \n iron-stick \n \n pump (pump)\n \n engine-unit \n pipe \n steel-plate \n \n pumpjack (pumpjack)\n \n electronic-circuit \n iron-gear-wheel \n pipe \n steel-plate \n \n radar (radar)\n \n electronic-circuit \n iron-gear-wheel \n iron-plate \n \n rail-chain-signal (rail-chain-signal)\n \n electronic-circuit \n iron-plate \n \n rail-signal (rail-signal)\n \n electronic-circuit \n iron-plate \n \n red-wire (red-wire)\n \n copper-cable \n electronic-circuit \n \n refined-hazard-concrete (refined-hazard-concrete)\n \n refined-concrete \n \n repair-pack (repair-pack)\n \n electronic-circuit \n iron-gear-wheel \n \n rocket (rocket)\n \n electronic-circuit \n explosives \n iron-plate \n \n rocket-launcher (rocket-launcher)\n \n electronic-circuit \n iron-gear-wheel \n iron-plate \n \n slowdown-capsule (slowdown-capsule)\n \n coal \n electronic-circuit \n steel-plate \n \n small-lamp (small-lamp)\n \n copper-cable \n electronic-circuit \n iron-plate \n \n solar-panel (solar-panel)\n \n copper-plate \n electronic-circuit \n steel-plate \n \n splitter (splitter)\n \n electronic-circuit \n iron-plate \n transport-belt \n \n train-stop (train-stop)\n \n electronic-circuit \n iron-plate \n iron-stick \n steel-plate \n \n underground-belt (underground-belt)\n \n iron-plate \n transport-belt \n \n uranium-rounds-magazine (uranium-rounds-magazine)\n \n piercing-rounds-magazine \n uranium-238 \n \n \n Tier 5 \n \n accumulator (accumulator)\n \n battery \n iron-plate \n \n artillery-shell (artillery-shell)\n \n explosive-cannon-shell \n explosives \n radar \n \n artillery-turret (artillery-turret)\n \n advanced-circuit \n concrete \n iron-gear-wheel \n steel-plate \n \n artillery-wagon (artillery-wagon)\n \n advanced-circuit \n engine-unit \n iron-gear-wheel \n pipe \n steel-plate \n \n assembling-machine-2 (assembling-machine-2)\n \n assembling-machine-1 \n electronic-circuit \n iron-gear-wheel \n steel-plate \n \n battery-equipment (battery-equipment)\n \n battery \n steel-plate \n \n beacon (beacon)\n \n advanced-circuit \n copper-cable \n electronic-circuit \n steel-plate \n \n belt-immunity-equipment (belt-immunity-equipment)\n \n advanced-circuit \n steel-plate \n \n centrifuge (centrifuge)\n \n advanced-circuit \n concrete \n iron-gear-wheel \n steel-plate \n \n chemical-science-pack (chemical-science-pack)\n \n advanced-circuit \n engine-unit \n sulfur \n \n distractor-capsule (distractor-capsule)\n \n advanced-circuit \n defender-capsule \n \n effectivity-module (effectivity-module)\n \n advanced-circuit \n electronic-circuit \n \n electric-furnace (electric-furnace)\n \n advanced-circuit \n steel-plate \n stone-brick \n \n energy-shield-equipment (energy-shield-equipment)\n \n advanced-circuit \n steel-plate \n \n explosive-rocket (explosive-rocket)\n \n explosives \n rocket \n \n explosive-uranium-cannon-shell (explosive-uranium-cannon-shell)\n \n explosive-cannon-shell \n uranium-238 \n \n express-transport-belt (express-transport-belt)\n \n fast-transport-belt \n iron-gear-wheel \n lubricant \n \n fast-inserter (fast-inserter)\n \n electronic-circuit \n inserter \n iron-plate \n \n fast-splitter (fast-splitter)\n \n electronic-circuit \n iron-gear-wheel \n splitter \n \n fast-underground-belt (fast-underground-belt)\n \n iron-gear-wheel \n underground-belt \n \n flying-robot-frame (flying-robot-frame)\n \n battery \n electric-engine-unit \n electronic-circuit \n steel-plate \n \n laser-turret (laser-turret)\n \n battery \n electronic-circuit \n steel-plate \n \n loader (loader)\n \n electronic-circuit \n inserter \n iron-gear-wheel \n iron-plate \n transport-belt \n \n logistic-chest-active-provider (logistic-chest-active-provider)\n \n advanced-circuit \n electronic-circuit \n steel-chest \n \n logistic-chest-buffer (logistic-chest-buffer)\n \n advanced-circuit \n electronic-circuit \n steel-chest \n \n logistic-chest-passive-provider (logistic-chest-passive-provider)\n \n advanced-circuit \n electronic-circuit \n steel-chest \n \n logistic-chest-requester (logistic-chest-requester)\n \n advanced-circuit \n electronic-circuit \n steel-chest \n \n logistic-chest-storage (logistic-chest-storage)\n \n advanced-circuit \n electronic-circuit \n steel-chest \n \n logistic-science-pack (logistic-science-pack)\n \n inserter \n transport-belt \n \n long-handed-inserter (long-handed-inserter)\n \n inserter \n iron-gear-wheel \n iron-plate \n \n modular-armor (modular-armor)\n \n advanced-circuit \n steel-plate \n \n night-vision-equipment (night-vision-equipment)\n \n advanced-circuit \n steel-plate \n \n nuclear-reactor (nuclear-reactor)\n \n advanced-circuit \n concrete \n copper-plate \n steel-plate \n \n personal-roboport-equipment (personal-roboport-equipment)\n \n advanced-circuit \n battery \n iron-gear-wheel \n steel-plate \n \n processing-unit (processing-unit)\n \n advanced-circuit \n electronic-circuit \n sulfuric-acid \n \n productivity-module (productivity-module)\n \n advanced-circuit \n electronic-circuit \n \n roboport (roboport)\n \n advanced-circuit \n iron-gear-wheel \n steel-plate \n \n solar-panel-equipment (solar-panel-equipment)\n \n advanced-circuit \n solar-panel \n steel-plate \n \n speed-module (speed-module)\n \n advanced-circuit \n electronic-circuit \n \n substation (substation)\n \n advanced-circuit \n copper-plate \n steel-plate \n \n tank (tank)\n \n advanced-circuit \n engine-unit \n iron-gear-wheel \n steel-plate \n \n uranium-cannon-shell (uranium-cannon-shell)\n \n cannon-shell \n uranium-238 \n \n \n Tier 6 \n \n artillery-targeting-remote (artillery-targeting-remote)\n \n processing-unit \n radar \n \n assembling-machine-3 (assembling-machine-3)\n \n assembling-machine-2 \n speed-module \n \n battery-mk2-equipment (battery-mk2-equipment)\n \n battery-equipment \n low-density-structure \n processing-unit \n \n construction-robot (construction-robot)\n \n electronic-circuit \n flying-robot-frame \n \n destroyer-capsule (destroyer-capsule)\n \n distractor-capsule \n speed-module \n \n discharge-defense-equipment (discharge-defense-equipment)\n \n laser-turret \n processing-unit \n steel-plate \n \n effectivity-module-2 (effectivity-module-2)\n \n advanced-circuit \n effectivity-module \n processing-unit \n \n energy-shield-mk2-equipment (energy-shield-mk2-equipment)\n \n energy-shield-equipment \n low-density-structure \n processing-unit \n \n exoskeleton-equipment (exoskeleton-equipment)\n \n electric-engine-unit \n processing-unit \n steel-plate \n \n express-splitter (express-splitter)\n \n advanced-circuit \n fast-splitter \n iron-gear-wheel \n lubricant \n \n express-underground-belt (express-underground-belt)\n \n fast-underground-belt \n iron-gear-wheel \n lubricant \n \n fast-loader (fast-loader)\n \n fast-transport-belt \n loader \n \n filter-inserter (filter-inserter)\n \n electronic-circuit \n fast-inserter \n \n fusion-reactor-equipment (fusion-reactor-equipment)\n \n low-density-structure \n processing-unit \n \n logistic-robot (logistic-robot)\n \n advanced-circuit \n flying-robot-frame \n \n personal-laser-defense-equipment (personal-laser-defense-equipment)\n \n laser-turret \n low-density-structure \n processing-unit \n \n personal-roboport-mk2-equipment (personal-roboport-mk2-equipment)\n \n low-density-structure \n personal-roboport-equipment \n processing-unit \n \n power-armor (power-armor)\n \n electric-engine-unit \n processing-unit \n steel-plate \n \n production-science-pack (production-science-pack)\n \n electric-furnace \n productivity-module \n rail \n \n productivity-module-2 (productivity-module-2)\n \n advanced-circuit \n processing-unit \n productivity-module \n \n rocket-control-unit (rocket-control-unit)\n \n processing-unit \n speed-module \n \n rocket-silo (rocket-silo)\n \n concrete \n electric-engine-unit \n pipe \n processing-unit \n steel-plate \n \n satellite (satellite)\n \n accumulator \n low-density-structure \n processing-unit \n radar \n rocket-fuel \n solar-panel \n \n speed-module-2 (speed-module-2)\n \n advanced-circuit \n processing-unit \n speed-module \n \n stack-inserter (stack-inserter)\n \n advanced-circuit \n electronic-circuit \n fast-inserter \n iron-gear-wheel \n \n utility-science-pack (utility-science-pack)\n \n flying-robot-frame \n low-density-structure \n processing-unit \n \n \n Tier 7 \n \n atomic-bomb (atomic-bomb)\n \n explosives \n rocket-control-unit \n uranium-235 \n \n effectivity-module-3 (effectivity-module-3)\n \n advanced-circuit \n effectivity-module-2 \n processing-unit \n \n express-loader (express-loader)\n \n express-transport-belt \n fast-loader \n \n power-armor-mk2 (power-armor-mk2)\n \n effectivity-module-2 \n electric-engine-unit \n low-density-structure \n processing-unit \n speed-module-2 \n \n productivity-module-3 (productivity-module-3)\n \n advanced-circuit \n processing-unit \n productivity-module-2 \n \n rocket-part (rocket-part)\n \n low-density-structure \n rocket-control-unit \n rocket-fuel \n \n speed-module-3 (speed-module-3)\n \n advanced-circuit \n processing-unit \n speed-module-2 \n \n spidertron-remote (spidertron-remote)\n \n radar \n rocket-control-unit \n \n stack-filter-inserter (stack-filter-inserter)\n \n electronic-circuit \n stack-inserter \n \n \n Tier 8 \n \n spidertron (spidertron)\n \n effectivity-module-3 \n exoskeleton-equipment \n fusion-reactor-equipment \n low-density-structure \n radar \n raw-fish \n rocket-control-unit \n rocket-launcher", "date": "2022-10-28T22:16:25+00:00", "quotes": [] }, { "author": "JasonC", "content": "", "date": "2022-10-28T22:18:01+00:00", "quotes": [] } ]
2
2022-10-28T10:46:49-05:00
forum-topic-101345
101345
using cheat command softlocks the game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=101345
kingarthur
if i input the cheat all command while the crafting menu is open the game will lock up and not respond to any controls ingame. i believe it is due to the crafting menu covering up the victory screen which locks out interaction with the crafting screen but leaves the victory screen uninterruptible as the crafting menu is still the top layer of what the mouse is hiting on clicking.
[ { "author": "", "content": "Thanks for the report however I'm not sure I understand what you're saying... \n \nWhat are the steps to reproduce the issue?", "date": "2022-01-27T00:57:09+00:00", "quotes": [] }, { "author": "kingarthur", "content": "Open the crafting menu. While it's open open the console and use the /cheat all command. \n \nIn this case where I locked the game it will trigger the victory screen as in pymods its triggered by completing research on a space tech.", "date": "2022-01-27T01:20:34+00:00", "quotes": [] }, { "author": "Hornwitser", "content": "I'm unable to reproduce this. /cheat all does not cause the win screen to appear when running without mods. And if I launch a rocket launch while the crafting screen is open the \"game finished\" dialog appears on top of the crafting screen.", "date": "2022-01-29T07:49:58+00:00", "quotes": [] }, { "author": "kingarthur", "content": "here ive assembled a small test mod to show what i mean. attached here and added to the first message. simply start a new game and then open the crafting menu. after that type /cheat all into the console and it should then unlock all techs and lockup the game as not even escape or enter key will do anything.", "date": "2022-01-29T08:08:55+00:00", "quotes": [] }, { "author": "KeepResearchinSpoons", "content": "REPRO POSITIVE \nlinux build on 1.1.53 softlocks [ v ] \n \nsteps to rep:\n new game and 2 commands \nLOCK! \nnew game no mods; prob a host-new-mp one as usual;\n Code: Select all /sc\nscript.on_event(defines.events.on_research_finished, function(event)\n game.set_game_state\n {\n game_finished = true,\n player_won = true,\n can_continue = true,\n victorious_force = game.forces.player\n }\n game.print(\"hit\")\nend)\n \nfor the stable repro I ask you to open the inventory screen \nthen /cheat\n \n\nA few ways to escape the doom after it happened:\n \n you can die. Works, but uh \n you can prepare (enque) a cutscene or a saver-script (some delayed script) beforehand, anything works actually, just closing the inventory somehow un-deadlocks it. \n \n YOU CANT EXIT! Escape does not work! Get trapped forebah! (or use the steps above to clean the gui state kappa)", "date": "2022-03-05T23:13:04+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. The issue was resolved in 1.1.54 (currently experimental). You should be able to see the victory screen and click continue.", "date": "2022-03-07T09:34:02+00:00", "quotes": [] } ]
6
2022-01-23T00:21:20-06:00
forum-topic-127503
127503
Designate allowed building area
Modding help
https://forums.factorio.com/viewtopic.php?t=127503
adam_bise
I would like to designate an area like coordinate x,y to coordinate a,b and then disallow building certain entities in that area. Is this possible? Also, it is possible to allow building an assembler, but disallow setting certain recipes within the designated area? The mod is for a scenario, if that helps. Does anyone know how to do this? Thanks!
[ { "author": "eugenekay", "content": "You can try setting-up a different LuaForce and Surface to achieve separate Tech trees & play areas. This would be great for a “Rocket Race” amongst multiple teams. \n \nI don’t think there is an explicit way to dis/allow a given Force from building Entities on the same Surface, if they are able to reach it & have the materials available. But you can have separate Spawn Points per Force. If the Terrain can separate players for long enough (water works good; make sure to disable Landfill technology in your Scenario!) you can make a Team Combat map. \n \nGood Luck! I always like seeing new Scenario mods; there aren’t very many compared to the amount of Recipe Tweaks etc.", "date": "2025-03-15T03:01:42+00:00", "quotes": [] }, { "author": "adam_bise", "content": "OK I was afraid of this. So the next best thing would be to script the deletion of disallowed entities from a given area. To do this without pissing off the player would require the areas to be visible somehow. \n \nIs this possible?", "date": "2025-03-15T17:35:52+00:00", "quotes": [] }, { "author": "Natha", "content": "You can draw a color tint on this certain area using rendering", "date": "2025-03-15T21:20:59+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Sure is! To dis/allow entities you will need to use the Events API to listen for the various Entity changes, most importantly is probably on_entity_built; which even allows a Filter. \n \nDepending upon the flavor of your scenario you can use Hazard Colored Concrete, Water, or Cliffs to draw a bounding box around the “Area” you have defined. A custom map generator or starting with a Lab/Grass terrain is probably easiest.", "date": "2025-03-15T22:06:16+00:00", "quotes": [ { "author": "adam_bise wrote: Sat Mar 15, 2025 5:35 pm", "content": "" } ] }, { "author": "adam_bise", "content": "That'll work. Thanks for the info!", "date": "2025-03-16T17:49:10+00:00", "quotes": [] } ]
5
2025-03-14T17:52:08-05:00
forum-topic-96233
96233
Perfect Nuclear Cloverleaf v5 - Space Age, Modular 1-4 cores book: 40-480MW, All the bells and whistles - Page 3
Energy Production
https://forums.factorio.com/viewtopic.php?t=96233&start=40
gGeorg
Latest Update: Version 3 released. The top post updated. - better understanding of liquid flows allowed me reduce number of Steam storage tanks from 8 to 4, ( while all the features are unharmed) - one turbine removed (84 to 83) to reduce overspend steam. This reduce chance of core overheating from highly unlikely to impossible in gameplay. (Although still possible in a lab environment with precisely timed max power consumption peaks for several hours)
[ { "author": "gGeorg", "content": "It would. There is a nice (re)procesing added you could download. However, put it inside plant is a bit wierd as it can support many power plants, it looks to me better to have just one. \n \nAlso your other idea to add more turbines for peak power was reconsidered. I find out it is better to do oposite, remove one to get \"perfect ratio\" 83. There is serious reason to do so, overheating. I found out the power plant which uses peak output can suffer overheating issue. More info you find in the top post.", "date": "2021-12-02T06:30:51+00:00", "quotes": [ { "author": "mrvn wrote: Sun Nov 07, 2021 5:13 pm", "content": "" } ] }, { "author": "mrvn", "content": "Lets see if I understand the problem correctly: The power consumption is maxed out. So all the turbines run full steam ahead until the steam tank run dry. At that point all heat exchangers run full throttle and all produced steam is consumed. You constantly fuel the reactor. Right? \n \nIn that state the reactor then overheats? That means you don't have enough heat exchangers, not enough water or the heat pipes are insufficient somewhere.", "date": "2021-12-02T08:54:35+00:00", "quotes": [ { "author": "gGeorg wrote: Thu Dec 02, 2021 6:30 am", "content": "" }, { "author": "mrvn wrote: Sun Nov 07, 2021 5:13 pm", "content": "" } ] }, { "author": "gGeorg", "content": "First part is correct. \nit looks like this: \n1. plant is connected to 500MW consumtion. \n2. plant start to deiver defalt output (lets assume, no surplus steam at this moment so it is 480MW) \n3. plant is disconected of the grid because factory accumulator level. (there are other sources like solars or steam plants, or other nuclears) \n4. surplus steam steam is stored in Storage tanks because of no consumption \n Now the magic starts \n5. plant is connected to grid and starts to deliver peak output, (lets assume 490MW) \n6. plant is consuming heat by speed of 480MW / second, but is consuming steam by speed of 490MW / second. It means stock of steam is going down by speed about 200 steam per second (all are rounded raw numbers). \n7. Conditions for next power cell are: fuel_ready & 200s_passed & steam_low means, all 3 conditions are valid but heat stored in heatpipes is still there. \n8. new cell is inserted e.g. system inserts new cell before the heat of previous cell is fully consumed. \n9. power plant is disconected \n10. steps 5-9 repeats, so after a while heat in cores&heatppipes accumulates to the 1000C. \n \nMore surplus turbines > more peak > bigger difference between consumption of steam vs consumption of heat > leads to overheating and wastefull plant. The speed is important factor, or delta consumption of steam if you are mathematician.", "date": "2021-12-02T09:18:13+00:00", "quotes": [ { "author": "mrvn wrote: Thu Dec 02, 2021 8:54 am", "content": "" }, { "author": "gGeorg wrote: Thu Dec 02, 2021 6:30 am", "content": "" }, { "author": "mrvn wrote: Sun Nov 07, 2021 5:13 pm", "content": "" } ] }, { "author": "mrvn", "content": "If you have enough heat exchangers than all the heat from one fuel cell should be consumed in 200s. But I guess I forgot a scenario where that won't be possible. So it's: \n \n- not enough heat exchangers \n- not enough water \n- not enough heat pipes (don't think that's possible for 2x2 reactors) \n- not enough steam tanks \n \nIf all the steam tanks get filled up in under 200s then part of the fuel cells get stored as heat if consumption drops to 0. \n \nLets think through the scenario step by step: If you have extra steam turbines then you could empty all the steam tanks, trigger a refuel and stop consuming power in 200s intervals to get more and more heat stored. To empty the steam tanks you have to consume all the new steam produced, which means the perfect ratio of steam turbines would be all busy, and then some. And you have to do empty the steam tanks in under 200s, the faster the better. To get the tanks empty in under 200s you have to be able to consume all the stored steam with just the extra steam turbines in under 200s. Easy enough to compute how many extra turbines you can safely have from the number of steam tanks. \n \nThe reduction from 8 to 4 tanks hurts you there.", "date": "2021-12-02T15:05:16+00:00", "quotes": [ { "author": "gGeorg wrote: Thu Dec 02, 2021 9:18 am", "content": "" } ] }, { "author": "gGeorg", "content": "You didnt catch the trick. Plant gets grid-On/Off. That negates 200s condition. When plant is disconnected, it fills steam tanks. \nIt also gives an extra time for fuel burning 200s. Then, fuell cell is depleted but heat is stored in pipes and cores, they cant be processed into steam because tanks are full and plant is disconnected. \n \nAt this moment, plant connect to grid again, quickly consume steam in storages (becouse of peak output) and trigger insertion of new cell. Get noticed, heat is still stored in cores and heatpipes. This is the moment when heat builds up. \n \nThis process repeats, for example because of day/night cycle, so heat goes up and up to 1000C. \n \nIt is not about shortage of anything you named. It is oposite, it is peak consumption of steam creates problem.", "date": "2021-12-02T15:35:45+00:00", "quotes": [ { "author": "gGeorg wrote: Thu Dec 02, 2021 9:18 am", "content": "" } ] }, { "author": "mrvn", "content": "No, no. I got that trick. \n \nThe part I'm disagreeing about is \"quickly consume steam in storages\", more specifically the \"quickly\" part. The whole scenario relies on the fact that you have too much heat. You have all that stored heat so the heat exchangers are all ready to work. If you only consume the normal 480MW output all the used steam gets replaced by new steam, which balances out and the steam tank remain full. For the steam tanks to actually become empty you have to overdraw power, get those additional steam turbines working. \n \nLet say you have 4 extra steam turbines. That means you can produce an extra 23.28MW at the cost of 240 steam/s that the heat exchangers can't replace. With 4 tanks == 100k steam it takes 416 seconds to drain them. Your \"low steam\" threshold is probably not 0, say it's 50k. Then it takes 208 seconds to drain the tanks to \"low steam\" levels. 208 seconds with all the heat exchangers working all out. It takes 200s of the heat exchangers working fully to convert the heat from one set of fuel cells into steam. So for 200 seconds you work on the stored heat from one set of fuel cells and then for 8 seconds you lower the stored heat before a refuel will be triggered. \n \nSo instead of raising the store heat you actually end up lowering the stored heat. With just 4 extra turbines the \"quickly\" in \"quickly consume steam in storages\" is just not there. If you had 8 extra turbines then it would only take 104 seconds to reach \"low steam\" levels and you would have the scenario you describe. \n \nThe math tells me that for every steam tank above the \"low steam\" level you can have 2 extra steam turbines. If that doesn't work then somewhere there must be an error.", "date": "2021-12-03T00:53:35+00:00", "quotes": [ { "author": "gGeorg wrote: Thu Dec 02, 2021 3:35 pm", "content": "" }, { "author": "gGeorg wrote: Thu Dec 02, 2021 9:18 am", "content": "" } ] }, { "author": "mmmPI", "content": "I have tested the V3 and here are some feedback : \n \nThe first test was done with 50 beacons connected to the power pole next to the power switch on the 480MW version. This representing a consumption of 24.3MW with only 5 MJ of buffer. This is lab environment . \n \n1)The thing that was problematic to me was the notification all the time. Because in the test setup the 5MJ of the single accumulator was depleted in like 10 to 15 second (eyeballing numbers) which cause the power plant to turn on/off on/off and trigger the notification \"power plant is online\" continuously. \n \n2)I forget to pipe the water input in the tank and i didn't notice which makes me think there could be a notification for the water in the water tank. But at the same time maybe it's not a good idea because notifications are annoying \n \n3) i increased the number of beacon to 700 still with 1 accumulator and found that the beacon had not enough power because the power switch cut too frequently. \n \n4) i added accumulator during a period of low power, this means the accumulator connected to the power switch had MORE charge than my other accumulator. And it made the matter worse because the power switch never allowed my other accumulator to charge, as soon as the one connected to the switch had 50% charge, then the grid are separated, and the other new accumulators run low on charge and are never allowed to catch up. \n \nCondition were 700 beacon and 35 accumulator when this loop occur I had to remove the speaker . \n \notherwise it make sense to remove turbine for the situation you describe since 200 has passed , if steam is low then fuel is inserted no matter temperature. If you drain steam too fast, heat inserter have backlog work to do and the heat is wasted. Adding another heat exchanger could help make sure new cell are inserted only when temperature is low and not just steam due to overdrain on steam compared to steam production. Otherwise maybe stop the counter when power plant is off grid ? \n \ni think the more important problem is the throughput of the 1 accumulator used to trigger the power switch, it drain too slow when you don't have enough accumulator and then things start running out of energy because the accumulator can only provide 300kw it would be required to discharge faster, output more than 300kw if you have 70% consumption of power it shows this is what cause point 1 3 and 4. point 2 is just me", "date": "2021-12-03T02:23:23+00:00", "quotes": [ { "author": "gGeorg wrote: Thu Dec 02, 2021 6:23 am", "content": "" } ] }, { "author": "gGeorg", "content": "One accumulator is sensor. Such sensor can be overloaded. Recommend to read section \n\" 2. Connecting power plant to grid and Wasteless \" \nespecially part \n\" It works very well in case your battery output is at least similar to your factory consumption. Otherwise, batteries will fluctuate quickly up&down with possible brownouts. \nSo, make sure your battery fields are large enough , \nOR \nset SR latch OFF (Output: ) to E>100%. This way power plant will be online always. \" \n \nPerhaps you can advice me how to make it more durable against a user ? \n Stop a counter is interesting idea, so you postpone one condition. Hmmm, I can give it a try. Measure heat is an option, but for different plant. It requires specific layout so it allows make controls based on level of heat, not steam. I have this plant in my mind for half a year. \n \n Solution \n \n \n\nThank you for the review", "date": "2021-12-03T07:12:50+00:00", "quotes": [ { "author": "mmmPI wrote: Fri Dec 03, 2021 2:23 am", "content": "" }, { "author": "mmmPI wrote: Fri Dec 03, 2021 2:23 am", "content": "" }, { "author": "mmmPI wrote: Fri Dec 03, 2021 2:23 am", "content": "" } ] }, { "author": "mrvn", "content": "You can measure heat directly but you can measure if a heat exchanger is working. And every heat pipe needs a 1°C gradient. So if you add 50 heat pipes and then a heat exchanger and see if it consumes water / produces steam then it will trigger when the point where the heat pipe connects is above 550°C. \n \nUnfortunately the heat pipe also adds in delay. So you can't connect 400 heat pipes to the nuclear reactor to measure when it reaches 900°C. The reactor will overheat way before the heat travels that far. But there is some middle ground one can work with.", "date": "2021-12-03T07:26:11+00:00", "quotes": [ { "author": "gGeorg wrote: Fri Dec 03, 2021 7:12 am", "content": "" } ] }, { "author": "mmmPI", "content": "It depends \n \n \n advice2.jpg (78.72 KiB) Viewed 7602 times \n \n \n \n\nin my mind i thought that if you have large excess of heat exchanger, then the steam will never be low when temperature is >500° because the heat is drained very fast. So fuel would never be inserted in a hot reactor. You do not measure heat, you create the condition that heat=>steam is never the bottleneck even with excess turbines. The problem become that during electricity peak consumption, the power plant exceed 480MW for some time and then goes to brown-out/black-out and repeat the cycle. I think it's worse than sometimes little overheating as you have now. \n \nI am not sure stopping counter is a good idea, it is just an idea the risk i see is if there is a drain on the power plant while it is offgrid, but i think that's neglectible given the inner solar and accu. and i'm not sure it's really needed given the present functionning. \n \nI think another \"risk\" coming from user is messing up the internal grid but there is not much you can do against that", "date": "2021-12-03T08:19:58+00:00", "quotes": [ { "author": "gGeorg wrote: Fri Dec 03, 2021 7:12 am", "content": "" }, { "author": "gGeorg wrote: Fri Dec 03, 2021 7:12 am", "content": "" } ] }, { "author": "jimakoskx", "content": "Hello all, \nI am new and i didnt want to start a new post ...so (and sorry if i am disturbing-interfering) \n \nhere is my setup for a 2x2 nuclear reactor. \n \nI tryed first with a signle network of water and steam paumps (and tanks) \nbut seemed to be not proper working \nso today i made it all 24 heat exchangers SEPERATED . \n \nSeems that works well", "date": "2022-01-05T08:25:22+00:00", "quotes": [] }, { "author": "gGeorg", "content": "Hello, \nas your design is not related to four leaf or improvement of given desing. It is better to make your own topic. There is plenty space for you no worry. \n Thank you for removing your previous post from this topic.", "date": "2022-01-06T10:50:11+00:00", "quotes": [ { "author": "jimakoskx wrote: Wed Jan 05, 2022 8:25 am", "content": "" } ] }, { "author": "jimakoskx", "content": "\"Thank you for removing your previous post from this topic.\" \n \nReally Sorry to hear that bad ...news ...from your perpesctive. \n Consider my post deleted . \n--- \nand feel free to continue living without it (interfering your precius post) \nJust that as from the directives of new era (not burning books etc) \nits may be better to not destroy the flow of history by erasing comments etc . \nExcept ...emergency cases that we can call police ,moderators ,administrators etc to do the dirty job. \n---- \nSo i am again repeating ..considered it erased and sorry. \n \nReally nice game mostly from the development aspect! \nBe well and have fun.", "date": "2022-01-06T17:02:02+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "?? \n \nYou posted in someone else’s thread that was specifically about their design and had specifically requested input on their design in this thread. I don’t think it’s too much to ask for you to post your stuff about your own, unrelated design, in its own thread. \n \nThey’re not censoring you. Just asking that you create your own thread for your own project in an effort to keep this one about the original design.", "date": "2022-01-06T21:52:17+00:00", "quotes": [ { "author": "jimakoskx wrote: Thu Jan 06, 2022 5:02 pm", "content": "" } ] }, { "author": "micah.weihert", "content": "Hello, gGeorg, this nuclear setup is amazing for a super fast quick setup that can grow with you. It is my main nuclear setup for every game I play. \n \nHave you shared this on any of the regular blueprint sites. So I can save it in case this forum gets taken down due to age or pirating.", "date": "2023-08-29T18:49:01+00:00", "quotes": [] }, { "author": "gGeorg", "content": "Thank you. I hope it also gives you some ideas how to improve/control your other production. \n This forum is my only place to contribute to Factorio. I shared the Blueprint as a file, so you can download it and save it whenever you need. Although I think that this forum will survive longer than MS One Drive", "date": "2023-09-01T13:03:16+00:00", "quotes": [ { "author": "micah.weihert wrote: Tue Aug 29, 2023 6:49 pm", "content": "" }, { "author": "micah.weihert wrote: Tue Aug 29, 2023 6:49 pm", "content": "" } ] }, { "author": "engineersmurf", "content": "Hi gGeorg, \n \nthank you for the blueprint. I am currently playing with Space Exploration mod. This mod changes the efficiency of solar panels e.g. they are only 30% effective. This can lead to the reactor logic / pumps running out of power. The reactor only needs solar/Accumulator for the first start, after that you have steam - e.g. my work around is extracting some steam into a tank and connecting a turbine to the pump/logic pole network, thus is has become independent of the solar efficiency.", "date": "2024-08-15T13:45:00+00:00", "quotes": [] }, { "author": "gGeorg", "content": "You are welcome.\n your workaround made independent internal power dependent again. \nNot very smart move. I would rather add 2 x more panels to offset mod specifics. So instead of 3 panels in there will 9 panels. I think there is enough space inside the square, to keep foot print small.", "date": "2024-09-14T10:34:52+00:00", "quotes": [ { "author": "engineersmurf wrote: Thu Aug 15, 2024 1:45 pm", "content": "" }, { "author": "engineersmurf wrote: Thu Aug 15, 2024 1:45 pm", "content": "" } ] }, { "author": "gGeorg", "content": "It is updated version for Space Age . The DLC comes with the new challenges and removes some old challenges, therefore the Perfect design need to adapt accordingly. Along with new blueprint book, supporting text and design tips are also updated. It took me a lot of time, so if you like the design, post a message. Also, if you've noticed any imperfection, or possible improvement, let me know.", "date": "2025-02-02T17:07:16+00:00", "quotes": [] } ]
19
2021-02-16T12:57:30-06:00
forum-topic-127183
127183
[2.0.37] Train add stop keyboard hints shown in Remote View on all surfaces
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127183
Hares
Steps to Reproduce Get on a track like a pro train Open Remote view Navigate to a different surface Expected: This widget is hidden: 02-28-2025, 15-38-08.png (23.47 KiB) Viewed 78 times Actual: It is shown See Also 126133: [2.0.31] remote view train schedule shows wrong stop 126281: [2.0.32] Ctrl-click on train stop to add as temp stop adds misaligned locations Click to expand the recording
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0
2025-02-28T06:40:34-06:00
forum-topic-111862
111862
NPP 2xN by PMAP
Energy Production
https://forums.factorio.com/viewtopic.php?t=111862
PMAP
Introduction Hello everyone and thanks to Google Translator. An expandable nuclear power plant in which a base section of 2 reactors produces 180 MW, and subsequent sections of 6 reactors add 960 MW. Overview Overview.jpg (502.77 KiB) Viewed 1247 times Sides Sides.jpg (476.39 KiB) Viewed 1247 times Wires Wires.png (17.73 KiB) Viewed 1247 times Book of blueprints 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 Copy blueprint Advantages Launches automatically (as soon as the drones deliver fuel). No pumps. Turbines are loaded evenly. Does not overheat and without loss of steam. Separate power supply from the external network ensures trouble-free operation of the installation. There is a mechanism for advance fuel supply, thanks to which: Capable of accelerating at 100% power. Reacts in a timely manner to a sharp increase in voltage, minimizing the drop in power. The entire installation operates as one, but each section of the installation independently makes decisions regarding fuel supply. With low energy consumption, as many sections will work (supply fuel) as necessary, down to 0. Each section has a mechanism for synchronous fuel supply to the reactors. The blueprint include the landfill of the territory. Fuel delivery is carried out by drones, but you can manually place fuel in the reactor, and this will not violate the logic of the installation. You can add a new section at any time. Disadvantages The need to place the installation on the water so that there are two trenches with water, and most likely a lot of filling of the territory will be required. Each section contains a drone station and a radar, as a result you will get more than you need (you can leave it as is, or you can remove the extra ones). There are no drone stations at the edges of the sections; to automate the construction, you will have to place the necessary stations at a distance at the end of the installation, and then remove them. See how it works You can see the work in real game conditions by downloading the save this topic . Paying attention Internal power supply only for combinators and manipulators. Drone stations and radars are powered from an external network. How to install? First of all, you need to select an area with water so that you get two parallel trenches (refer to the pumps in the drawing). Install the base section for 2 reactors (this drawing includes a blank for the first addition). Next, additional sections of 6 reactors are installed. In this case, the base section turns into a section for 8 reactors. It is placed closely, with the two outer and middle power line supports matching the previous section. Place a fuel supply chest and a spent fuel storage chest in the logistics network area. Add transport drones to the drone station (for example, at the rate of 1 drone per 1 reactor). To receive energy, connect to any big electric pole or any substation (medium electric poles are internal power).
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2024-03-17T03:35:14-05:00
forum-topic-107909
107909
Better mod management client-side
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=107909
AddahDraggon
TL;DR A way to group/organise/selectively activate and deactivate groups of mods (I am aware of info about mods when joining a server, but I think some sort of system before that would be cool too). What ? I think some sort of tag system with functions like "enable/disable all mods tagged with X", "add mod/all active mods to tag X", "compare mods between tags" etc. would work just fine. Why ? For example: If you are completing a modpack, or you downloaded a modpack and want to spice it up a little with some mods you chose by yourself, it is good to have a straightforward way of being able to revert to "baseline", or have a bundle of favourite QoL mods you want to have in most (but for some reason not all) cases. Another example: When you are trying something out for a server with friends, which is a bit different than what you usually play and want to find a blend that would suit everyone, and then not have to click back all the mods back one at a time.
[ { "author": "Lezreth", "content": "The ability to organize mods would help everyone who plays with mods, multi and single player both. I would add to this suggestion a folder view, where you can group your mods into folders. You would then be able to toggle entire folders of mods on/off with one click, or individually and the folder's checkbox would show a dash when some mods inside are enabled and some disabled.", "date": "2023-12-08T15:29:34+00:00", "quotes": [] }, { "author": "jockeril", "content": "I think my ideas for mod management are a bit simpler but here are mine: \n \n1. in the manage view (at least) - be able to filter the active mods, or at least sort the mods by those active (I'm thinking at the top) - but on-demand - I don't think the order of the mod list should change as soon as I (de-)activate a mod, especially if I clicked on one by mistake. also a refresh might cause the list to go back to the top and that can be annoying when you have a long list... \n \n2. in the main menu -> mod settings - I'd like a way to expand and collapse individual mods' setting collection so I don't have to scroll long when using those large mods like Krastorio 2 for example - I didn't notice this before, because I didn't use many mods or mods that have a lot of settings... \n \n 'nuf for now", "date": "2024-09-26T15:39:08+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Yes, I'd love mod groups! I often download mods for testing, and finding the mods I usually use is often not that easy in that long list...", "date": "2024-09-26T22:45:08+00:00", "quotes": [] }, { "author": "jockeril", "content": "I guess nothing like that will get implemented before 2.1 - a shame really, \n \n\n Have you considered using modpacks ? - you can probably make them private and put the list of mods in the description to make it easy to know which are where and then you can mix and match - it's just like creating a new mod, but it's only a info.json I think (you can check some existing modpack to get an idea how it's done) \n \n the only caveat, I think, is that then the actual mods get installed and added to the list, so maybe it doesn't resolve the issue of finding (or sorting) them in different ways... \n \n we should keep responding in this post so it gets noticed more and if enough people join in on the ideas here, it might get picked-up by the devs", "date": "2024-10-30T10:56:40+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Thu Sep 26, 2024 10:45 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "Yeah, I use that as workaround, but a proper solution would still be appreciated.", "date": "2024-10-30T22:59:59+00:00", "quotes": [ { "author": "jockeril wrote: Wed Oct 30, 2024 10:56 am", "content": "" } ] } ]
5
2023-07-23T16:18:09-05:00
forum-topic-114097
114097
Limit the number of a direct dependencies per mod
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=114097
Merssedes
I suggest to add the limit for the number of a dependencies that mod can directly reference. Suggested limit: 100. For those who really need to have more dependencies, they can add intermediate mods to group them. Reasoning: I don't currently see valid use case for mods like this: * https://mods.factorio.com/mod/all-the-modportal * https://mods.factorio.com/mod/BestMods * https://mods.factorio.com/mod/better * https://mods.factorio.com/mod/better_start * https://mods.factorio.com/mod/osm-lib-postprocess * https://mods.factorio.com/mod/sparkletr ... mers-final * https://mods.factorio.com/mod/zzzzzzzzz ... zzzzzzzzzz
[ { "author": "jodokus31", "content": "I also stumbled over those mods. Not really sure, what to think about them. \nThe \"all-the-modportal\" sounds a bit like a leeching tool to host/store the mods somewhere else.", "date": "2024-06-30T09:16:00+00:00", "quotes": [] }, { "author": "Pi-C", "content": "Yes! I've noticed those mods as well. They are quite a nuisance as they show up in all reverse dependencies. I want to know what mods link back to mine, so that I can check whether I need to add compatibility code. But such mods that depend on all the mods on the mod portal just make that useless. \n \nMoreover, the dependencies of those mods don't really make sense as they depend on really everything, even on mods that haven't been updated to Factorio 1.1 ( example ).", "date": "2024-06-30T09:31:31+00:00", "quotes": [] }, { "author": "curiosity", "content": "Then what is the point of your limitation? If anything, it will make those mods even more spammy.", "date": "2024-07-08T05:48:48+00:00", "quotes": [ { "author": "Merssedes wrote: Sun Jun 30, 2024 7:26 am", "content": "" } ] }, { "author": "Merssedes", "content": "The point is that it will not be possible to make simply copying list of all mods on mod portal, it will require more work to make and even more to automate. So legitimate mods that actually require more dependencies will do it manually once. Mods that made just to add all mod portal as dependencies, will require actual work to do. Excpetially considering that for more than 9900 dependencies (if limit will be 100) it will require at least 2 levels of dependency merging.", "date": "2024-07-08T18:06:17+00:00", "quotes": [ { "author": "curiosity wrote: Mon Jul 08, 2024 5:48 am", "content": "" }, { "author": "Merssedes wrote: Sun Jun 30, 2024 7:26 am", "content": "" } ] }, { "author": "curiosity", "content": "The work of getting the list of all mods is significantly greater than the trivial work of dividing them up. It will stop no one.", "date": "2024-07-09T00:51:13+00:00", "quotes": [ { "author": "Merssedes wrote: Mon Jul 08, 2024 6:06 pm", "content": "" } ] }, { "author": "Merssedes", "content": "No?.. \n https://mods.factorio.com/api/mods?page_size=20000", "date": "2024-07-09T05:44:40+00:00", "quotes": [ { "author": "curiosity wrote: Tue Jul 09, 2024 12:51 am", "content": "" }, { "author": "Merssedes wrote: Mon Jul 08, 2024 6:06 pm", "content": "" } ] }, { "author": "curiosity", "content": "You still need to parse the result. And I didn't say it was a lot of work, I only said it was more work than dividing them up.", "date": "2024-07-09T07:27:10+00:00", "quotes": [ { "author": "Merssedes wrote: Tue Jul 09, 2024 5:44 am", "content": "" } ] }, { "author": "Qon", "content": "If you read about https://mods.factorio.com/mod/sparkletr ... mers-final you see why these other mods are needed. Apparently they can be used to improve performance of other mods! \n \nDo we prefer a handful of these mods and people depending on the ones already existing, or do we really want hundreds of them by introducing a limit of 100? I think it's better as it is compared to the alternative. \n \n\nThey are used by other mods \"legitimately\" as dependencies to ensure they load last. \n \n\nAll reasonable programming languages that might receive JSON data can parse it. Its just a call to JSON.parse(), it's like the most trivial thing.", "date": "2024-07-09T08:56:03+00:00", "quotes": [ { "author": "jodokus31 wrote: Sun Jun 30, 2024 9:16 am", "content": "" }, { "author": "curiosity wrote: Tue Jul 09, 2024 7:27 am", "content": "" }, { "author": "Merssedes wrote: Tue Jul 09, 2024 5:44 am", "content": "" } ] }, { "author": "Nidan", "content": "I'd rather have the possibility to declare an opportunistic \"load me as late as possible\", falling back to the usual ordering rules to resolve conflicts.", "date": "2024-07-09T10:56:16+00:00", "quotes": [ { "author": "Qon wrote: Tue Jul 09, 2024 8:56 am", "content": "" }, { "author": "jodokus31 wrote: Sun Jun 30, 2024 9:16 am", "content": "" } ] }, { "author": "robot256", "content": "That mod itself explains that it is a terrible hack and has not been tested to ensure all the dependencies don't cause unintended effects. \n There are probably much better ways to improve the performance of the underlying mod, or there is a smaller list of mods that it actually needs to depend on/load after. \n \nIn my own mods I put a lot of effort into making sure dependencies are not required for most things, using the three data stages for the intended purposes. I did have to contact other mod authors to ask them to correct how their mod code behaved to avoid circular dependencies and such. \n \nIt would be a better experience for users if mod makers put more thought into their dependencies. Sure it would limit how much some of them contribute to the community, but that's a tradeoff we should discuss.", "date": "2024-07-09T15:28:41+00:00", "quotes": [ { "author": "Qon wrote: Tue Jul 09, 2024 8:56 am", "content": "" } ] }, { "author": "Merssedes", "content": "List of just names (bash code):\n Code: Select all curl https://mods.factorio.com/api/mods?page_size=max|jq '.results[].name'", "date": "2024-07-09T16:53:08+00:00", "quotes": [ { "author": "curiosity wrote: Tue Jul 09, 2024 7:27 am", "content": "" }, { "author": "Merssedes wrote: Tue Jul 09, 2024 5:44 am", "content": "" } ] }, { "author": "curiosity", "content": "Case in point, coming up with that command is more work than splitting up the resulting list.", "date": "2024-07-09T20:54:31+00:00", "quotes": [ { "author": "Merssedes wrote: Tue Jul 09, 2024 4:53 pm", "content": "" } ] }, { "author": "Merssedes", "content": "You can split entire list of 13k+ mods in 2 minutes?", "date": "2024-07-10T18:36:55+00:00", "quotes": [ { "author": "curiosity wrote: Tue Jul 09, 2024 8:54 pm", "content": "" }, { "author": "Merssedes wrote: Tue Jul 09, 2024 4:53 pm", "content": "" } ] }, { "author": "curiosity", "content": "Sure, with any editor that shows line number.", "date": "2024-07-10T22:55:13+00:00", "quotes": [ { "author": "Merssedes wrote: Wed Jul 10, 2024 6:36 pm", "content": "" } ] }, { "author": "Merssedes", "content": "I'd like too see this in action... \nBut IMHO, we gone offtopic.", "date": "2024-07-11T04:38:20+00:00", "quotes": [ { "author": "curiosity wrote: Wed Jul 10, 2024 10:55 pm", "content": "" }, { "author": "Merssedes wrote: Wed Jul 10, 2024 6:36 pm", "content": "" } ] }, { "author": "curiosity", "content": "The point is, this suggestion will do nothing but add to the number of useless garbage mods, not to mention the additional garbage mods required by legitimate use cases. The increase in difficulty you point out is barely noticeable, and that's before any kind of automation.", "date": "2024-07-11T06:58:55+00:00", "quotes": [ { "author": "Merssedes wrote: Thu Jul 11, 2024 4:38 am", "content": "" } ] }, { "author": "Merssedes", "content": "OK. Are you able to write automated generation of such modpack?", "date": "2024-07-11T17:00:04+00:00", "quotes": [ { "author": "curiosity wrote: Thu Jul 11, 2024 6:58 am", "content": "" }, { "author": "Merssedes wrote: Thu Jul 11, 2024 4:38 am", "content": "" } ] }, { "author": "curiosity", "content": "Sure, why not.", "date": "2024-07-12T01:48:09+00:00", "quotes": [ { "author": "Merssedes wrote: Thu Jul 11, 2024 5:00 pm", "content": "" } ] }, { "author": "Merssedes", "content": "BTW, there is no automated way to upload mods, therefore it will have to be done by hand. How much time does it take to upload new mod? And 130 new mods?", "date": "2024-07-27T10:23:18+00:00", "quotes": [ { "author": "curiosity wrote: Thu Jul 11, 2024 6:58 am", "content": "" }, { "author": "Merssedes wrote: Thu Jul 11, 2024 4:38 am", "content": "" } ] } ]
19
2024-06-30T02:26:21-05:00
forum-topic-100225
100225
Version 1.1.42
Releases
https://forums.factorio.com/viewtopic.php?t=100225
Bugfixes Fixed an API error when checking for updates for a large number of mods. ( 99801 ) Fixed that inserters wouldn't remove burnt result items from assembling machine recipes with no item outputs. ( 99799 ) Fixed vehicle weapon slots GUI not highlighting with the corresponding ammo slot when selected Fixed tank cannon weapon showing a "1" in the vehicle weapon slots GUI Fixed that entities not containing certain collision masks would never collide with tiles. ( 100132 ) Fixed a crash when opening the tutorials GUI through Lua command. ( 100166 ) Rocket silo no longer drains more energy at night. ( 100109 ) Fix tank cannon showing smaller range than the cannon shells. ( 100049 ) Fix ugly death GUI when the game is paused in MP. ( 100080 ) Fix 'Game finished' GUI had an incorrect tooltip for the green button. ( 99921 ) Fixed that copy paste entity tips were dependant on the copy-paste tool tip instead of copy paste entity category. Modding Added OffshorePumpPrototype::check_bounding_box_collides_with_tiles. RocketSiloPrototype::lamp_energy_usage now can be zero. Scripting Added freeplay remote interface to read the value of `skip_intro`. ( 100169 ) 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": "fishycat", "content": "Is this unlimited now, or the number increased? \n \nAnd I thought my mod number (~320) is high...", "date": "2021-10-11T12:15:37+00:00", "quotes": [ { "author": "FactorioBot wrote: Mon Oct 11, 2021 11:41 am", "content": "" } ] }, { "author": "", "content": "We didn't increase any internal limits but the update check request could become too long for our cloud provider (at 400-500mods). This update removes this limitation. (By moving the modlist from the URL into the BODY of the HTTP request)", "date": "2021-10-11T12:37:24+00:00", "quotes": [ { "author": "fishycat wrote: Mon Oct 11, 2021 12:15 pm", "content": "" } ] }, { "author": "fishycat", "content": "Nice one! Thanks for the explanation.", "date": "2021-10-11T12:41:36+00:00", "quotes": [ { "author": "vinzenz wrote: Mon Oct 11, 2021 12:37 pm", "content": "" }, { "author": "fishycat wrote: Mon Oct 11, 2021 12:15 pm", "content": "" } ] }, { "author": "Mskvaer", "content": "Version 42 ! The final one, the one with all the answers !", "date": "2021-10-11T15:44:04+00:00", "quotes": [] }, { "author": "valneq", "content": "", "date": "2021-10-11T17:02:18+00:00", "quotes": [ { "author": "Mskvaer wrote: Mon Oct 11, 2021 3:44 pm", "content": "" } ] }, { "author": "jodokus31", "content": "Would be indeed a bold statement", "date": "2021-10-12T07:15:16+00:00", "quotes": [ { "author": "valneq wrote: Mon Oct 11, 2021 5:02 pm", "content": "" }, { "author": "Mskvaer wrote: Mon Oct 11, 2021 3:44 pm", "content": "" } ] } ]
6
2021-10-11T06:41:35-05:00
forum-topic-126401
126401
Space Age MEGA Bases
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=126401
majere119
Alright addicts, lets see what y'all are cooking up for idiotic and completely unreasonable SPM numbers to test the limits of the sim now.
[ { "author": "solublefish", "content": "Are these hiding someplace else? I'm polishing up my first large Space Age project and wonder where that community is and what people are interested in seeing shared. Also I don't know what metrics people are using, really. \n \nI've designed for all 12 sciences, targeting one per tick of each for now. (12*60*60*60 = 43200 spm) I'm running at about 36000 spm and just tuning and testing to be sure it's stable over many hours and to push it closer to the design target. \n \nIn 1.x I believe this would comfortably be \"megabase\" terratory (though I've always thought they should be \"kilobases\" until we're at 1 million science per second). But of course with the new tools it's far easier to achieve these numbers. And of course in Space Age it's really multiple bases. My big Nauvis base only handles the 6 \"easy\" sciences, of course, so it's rating would be half. But my Aquilo base is hardly \"mega\" at all - it's pretty much the minimum for the target and mostly just hacked together. \nI'm also thinking many people won't even be interested in doing all 12 sciences - there are legitimately different challenges with each.", "date": "2025-02-13T06:07:08+00:00", "quotes": [] }, { "author": "Tertius", "content": "I don't understand your 43200 number. As far as I understand, SPM is counted per science, so if you're consuming all 12 different science packs at the same time, you have 1000 SPM if you consumed 1000 of each of them. You count this as 12000, but actually it's just 1000 SPM. \n \nAdditionally, if you say one per tick, that's 60 per second and 60*60=3600 per minute, so it's 3600 SPM you're aiming for. Not 43200 SPM. \n \n60 per second/3600 SPM is one green belt per science pack being continuously consumed by the lab area. However, I don't know how quality science packs are being counted, since higher quality science packs have a probability to not being consumed by one lab cycle. I guess the community looks at the ingame production statistics, filter for \"science pack\", then look at the numbers shown.", "date": "2025-02-13T23:21:45+00:00", "quotes": [] }, { "author": "solublefish", "content": "Yeah these are some of my questions. \nCertainly I do \"look at the ingame production statistics, filter for science pack, then look at the numbers shown\". Of course there are multiple numbers and we want some kind of aggregate or summary. Yes, I'm doing about 3000 each and I think my build should support 3600 each (36K or 43K total) once I polish out some remaining bugs. \nRegardless, it feels like it's not as simple as each vs total and I haven't seen much discussion of Space Age \"mega\". \n \n Tertius mentioned the quality wrinkle - of course different designs may use different levels or mixes. FWIW my understanding is that higher quality packs \"drain\" slower, rather than having a bonus chance. Admittedly I haven't played with them much and I could be confused. Regardless I don't know how they should be counted in a summary number. (I'm using only \"normal\" quality atm.) \n The agricultural (Gleba) science has less useful science per item than the others, since it's always at least somewhat spoiled by the time you use it. If you're producing, transporting, and consuming 1000 of each regular color, you might need anywhere from maybe 1200 to 1500 Gleba packs to come out even. In terms of logistics, that's real - you're physically shipping more items. But they drain faster so in terms of science value they're at a discount. (I'm using about about 40% \"extra\" atm.) \n Are we only considering \"all-twelve\" builds? I could see a lot of people just not being interested in scaling out Promethium. I know a lot would prefer to skip Agricultural. Personally I find EM (Fulgora) tedious at scale. (I'm doing them all atm.) \n I guess we're sharing whole games? There's kinda no such thing as an all-twelve \"megabase\" unless we're redefining \"-base\" to mean \"5 planetary bases and some space platforms\". (I have 5+18=23 surfaces atm.) \n I assume it'll be common to use Biolabs on Nauvis with their 50% \"science pack drain\". But it might be interesting to use regular labs on Gleba, Vulcanus, or in orbit. If your game does that, is your SPM number halved, doubled, or the same? (I'm using biolabs on Nauvis.) \n The game itself now reports the \"science per minute\" on the mouesover in the upper right. Surely that's the most obvious number people see, but it's an aggregate of some kind. I'm not actually even sure how it's calculated. I think it's the same as the \"overall research output\" in the stats graph. (Mine shows between 28K and 42K recently.) \n The \"research productivity\" infinite science increases well, your research productivity. I suppose we want to ignore that bonus since otherwise we'll end up mostly counting how long your game's been running? (I'm at +490% atm.) \n I guess it's not a new issue, but game settings seem important. Of course there are a zillion options and it may be impossible to compare between them. Maybe that's not even a goal. (I'm using railworld preset plus no enemies.) \n Similarly not a new thing, but presumably we're looking for some kind of sustainable average throughput? Hands off for 1 hour? 10? 100?", "date": "2025-02-14T07:06:38+00:00", "quotes": [] }, { "author": "Tertius", "content": "The traditional (pre Space Age) SPM counting was actually the space science pack, because this was by far the most expensive one, and it boiled down to: \"how many rockets can I launch per minute?\" I don't know if you were around with 1.1, but the fastest launch cycle was 1 rocket per slightly more than 1 minute per rocket silo, and each rocket resulted in 1000 space science packs, so if someone says \"I have a 3000 SPM base\", he meant: \"I'm able to do 3 rocket launches per minute\". Military science was often left out while counting SPM, I guess because it required one of the bigger production lines and there was no infinite exponential research that included military science, so you had to manually add a new research every few minutes to not run out of researches. \n \nIn 1.1, the limiting factor was UPS. At some point, the engine was simply not fast enough to handle a base with even more SPM. So the optimizations went from \"more SPM\" to \"more UPS\" and many strange designs started to show up that primarily optimized UPS before throughput. \n \nAs far as I see, Space Age has not yet matured enough with the players to have a baseline of what is a good or a great number. But if you ask me, a megabase is only a full implementation of the game if it implements every game mechanics, so it has to include producing the promethium science pack, so the thing to research for benchmarking is research productivity, so a valid SPM number is what shows up in the stats screen for promethium science pack consumption (or any other pack) while researching research productivity. It makes no sense to pick just the easiest science packs - that's not competitive. \n \nIf you're unable to do research productivity, you have a growing but not yet finished (mega)base.", "date": "2025-02-15T15:18:54+00:00", "quotes": [] }, { "author": "solublefish", "content": "Yeah I played ~500 hours of 1x but never really tried to participate in the online community. After a couple hundred hours in Space Age, and having had a good experience in the train intersection thread on this forum, I figured I'd look for the megabase group. But I guess it doesn't really exist here. The OP asked for \"completely unreasonable\" builds and I'm not even seeing \"totally reasonable\" endgame planets. They must exist - a quick look at the Galaxy of Fame shows plenty of big stuff. Of course those are mostly pre-promethium but some are from months ago. Is everyone on Reddit or Discord or something?", "date": "2025-02-17T06:19:06+00:00", "quotes": [] }, { "author": "charonme", "content": "I'm interested in seeing a multi-k spm fulgora setup, does anyone please know where I can find some? I thought this would be the place", "date": "2025-02-17T15:49:03+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Great things take time to achieve. \n \nI have been revisiting and redesigning my Blueprint Books and Production Setups continuously since Space Age released, but I have yet to “complete the game” by automating all Science Packs and scaling them Up - or Down? Quality and Recycling does peculiar things to Beacon maths. All of the Rail curves are different, the new Stack Inserters and Belts require change layout sizes, Power poles reach farther, more Circuit machine configurations to get lost in, the list goes on.", "date": "2025-02-18T00:03:45+00:00", "quotes": [] }, { "author": "solublefish", "content": "Here's my Fulgora - 3600 EM science per minute. \n It's neither pretty nor optimized, but it works.\n \n \n \n 02-18-2025, 14-18-12.png (793.16 KiB) Viewed 1622 times \n \n \n \n \n \n 02-18-2025, 14-18-24.png (7.62 MiB) Viewed 1622 times \n \n \n \n \n \n 02-18-2025, 14-18-34.png (7.26 MiB) Viewed 1622 times \n \n \n\nAlmost everything I've done on Fulgora is to save space, mostly for fun. Strictly speaking it probably would have been easier to just take more space. You can expand to more islands and use Foundation more aggressively and use lower-quality buildings and modules. \n \nThe actual production chain isn't too complicated. Mine scrap and recycle it. Cook the ice, stone and holmium ore into holmium solution for the electrolyte, superconductors, and science packs. About half the green circuits come from recycling blue circuits. I make some batteries to supplement the recycling. This isn't strictly necessary but it reduces the amount of scrap I have to deal with. \n \nThe main gimmick on Fulgora is, of course, all the extra stuff you have to deal with from recycling scrap. I think the easiest thing to do is set up a big bank of recyclers hooked to requester chests and some logic to recycle extras. I use a little circuitry and \"set requests\" but it can be done with just conditions on inserters. I have such a setup near the center of the base and really it's probably easier to use bots for everything. \n \nBut I also set up some mixed-cargo trains and \"trash islands\". I got annoyed by zillions of bots, plus in the long run it may be better for UPS. (Though the 2.0 engine appears to handle *lots* of bots.) Mostly this is just a pile of recyclers feeding themselves to empty the trains. I did also build a setup to improve the trashing speed by first making some things like centrifuges and landfill. This destroys more items per second in the same footprint, but isn't necessary. Note that re-re-recycling solid fuel is faster than burning it. \n \nI'm using a fusion plant instead of stacks of accumulators, again just to save space. It's a ~5GW design based on one by dts: https://www.factorio.school/view/-OEifwlHmaB-_-GnTzVT Note that if you'd rather use accumulators, high quality ones are a good deal. No need to make high quality lightning rods.", "date": "2025-02-18T22:17:43+00:00", "quotes": [ { "author": "charonme wrote: Mon Feb 17, 2025 3:49 pm", "content": "" } ] }, { "author": "charonme", "content": "Thanks, I'm currently testing this setup, it's supposed to be standalone and copied to multiple islands, so far I have 10 of them. They produce around 130EM science each from one turbo belt of recycled stuff.\n \n \n \n fulgora_unit9_setup.png (3.38 MiB) Viewed 1544 times", "date": "2025-02-19T16:18:30+00:00", "quotes": [ { "author": "solublefish wrote: Tue Feb 18, 2025 10:17 pm", "content": "" } ] }, { "author": "solublefish", "content": "Nice! I like the idea of using the same build on many islands. Especially the distributed rocket silo. And the rare quality buildings is a nice sweet spot. My hunch is you could fit 2 of these on most islands, depending on your map settings. I assume you have access to Foundation, otherwise it's a pain to make roboport coverage work. Not strictly required but very handy. I expect like me, your main challenge is efficiently recycling the extra junk and I see you're using some of the same tricks I stumbled on. If you have access to biter eggs, I think you'll find level 3 productivity modules valuable. Speed 3 less so, but they're easier to make.", "date": "2025-02-19T18:19:58+00:00", "quotes": [ { "author": "charonme wrote: Wed Feb 19, 2025 4:18 pm", "content": "" } ] }, { "author": "charonme", "content": "I don't! I haven't even gone to Gleba yet and the roboports are local to that island only. Each of those island processing units is completely independent with its own silo, power, vault ruin mining site, and bot network.", "date": "2025-02-20T13:25:19+00:00", "quotes": [ { "author": "solublefish wrote: Wed Feb 19, 2025 6:19 pm", "content": "" } ] }, { "author": "solublefish", "content": "Nice. I'd say you've done quite well on Fulgora and 1K EM SPM is rather overkill for now. But then, one of the great things about Factorio is how different players can dig down into different overlapping challenges.", "date": "2025-02-20T15:12:15+00:00", "quotes": [ { "author": "charonme wrote: Thu Feb 20, 2025 1:25 pm", "content": "" } ] }, { "author": "solublefish", "content": "I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science packs, plus some partially spoiled Agricultural. \n \nHere's 50 hours. That's not hands-off since that would be too boring. But over that time I've been been building out future-looking stuff - mostly chains for legendaries I'm not really using yet.\n \n \n \n 02-24-2025, 09-31-01.png (423.8 KiB) Viewed 1175 times \n \n \n\nHere's a Galaxy of Fame link. \n \nEverything is my own except: \n- I'm using balancers compiled by raynquist \n- I'm using a couple of fusion plants derived from dtds and www \n- The 4L rail intersections are mine but they're based on Bocian's excellent 2L Celtic Knot. \n \nI'll add posts about each surface rather than making this one huge. I can blueprint specific stuff if anyone is interested. \n Nauvis \n Vulcanus \n Fulgora (posted earlier) \n Gelba \n Aquilo \n \"2B\" space platforms \n \"Voyager\" promethium ship", "date": "2025-02-24T17:36:13+00:00", "quotes": [] }, { "author": "solublefish", "content": "Nauvis first, of course.\n \n \n \n 02-24-2025, 09-42-50.png (474.05 KiB) Viewed 1173 times \n \n \nThe first 6 sciences and biolabs live in the northernmost rail block. It takes in molten metals, coal, stone, and crude by rail. I hope to be able to clone this multiple times to scale out. \nThe builds are mostly straightforward - traditional belt and beacon strips. Normal quality machines, modules, inputs, and outputs. Most stuff is using stacked Express (blue) belts - 90 Hz per lane. \nThe raw inputs plus plastic are belted across the north, with circuits and science to the south. From west to east you have petrochemicals, yellow, purple, cyan, black, green, and red science. Then red circuits and green circuits. A few chunks are squeezed in sideways to save a little fooprint. No rocket supplies or construction materials are made here. The ratios are pretty tight and the input train stations are heavily utilized. \nNotice that the molten metals are so much more efficient compared to furnaces that it's suprisingly easy for stone to become a bottleneck rather than iron or copper. \n \nThe lab array spans the south of this block and run 100% utilized. The 6 basic sciences come from the machines above, and the 6 \"exosciences\" come on mixed-content trains. All 12 are fed into the labs from the west. Agricultural (Gleba) science loops around the block - it's good to keep it moving so you can filter out spoilage as necessary. When running properly this isn't really a requirement, but it makes it a lot easier to deal with changes or if you research something that doesn't use Agricultural. Similarly the biolabs have spoilage output for that situation. That's the only use for bots in this block. \n \nThe next rail block contains the standby train depot and fuel station. (Plus it happens to have a crude oil field.) I'm using 2-4-0 trains on nuclear fuel. RHT, 4 lanes, 9 spacing. I've started making higher quality fuel but am not using it yet. Almost all the trains use the new interrupts to do on-demand routing and refueling. I'm sure there are better designs available now. In particular I think mine could be improved to better optimize the number that have to go back to the depot. I'm sure the rail signaling can be improved, and I can do better merges and lane changes. Probably that'll become necessary when I add science blocks. \n \nThe 3rd block is smelters. I'm still surprised how little space they take compared to 1.X. These aren't even high-quality builds. I'd like do central stone smelting here, though rails for purple science still need plain stone. As I scale out, if I get too much rail congestion I might move smelting near the mines, though that does involve dealing with calcite in a smarter way. \n \n \nThe 4th block contains... everything else. The \"mall\", rocket silos, cargo landing, fusion plant, and a few odds and ends. It's all a bit haphazard. Here I import the 6 exosciences, fusion fuel, calcite, and foreign building materials. Rocket supplies and most construction materials for export are made here. \nThe pile of circuits in the middle is my on-demand assembly contraption. I've seen the word \"Automall\" thrown around so I'm sure someone has a better version. There's a sizable area devoted to refining legendary biter eggs for productivity modules. That's mostly for future use - I'm currently only using them in a few targeted spots. \nFor scaling out, I'll probably need to handle the landing pad and imports more formally, but most of this won't need to grow much. \n \nOutside the central rail blocks are just boring mines. I have a huge mining efficiency and railworld presets so I need very few. This is deliberate since I find building yet more mines pretty dull. There is a biter farm which is only slightly less boring since it has a special train to feed them bioflux and fetch the eggs.", "date": "2025-02-24T17:47:15+00:00", "quotes": [ { "author": "solublefish wrote: Mon Feb 24, 2025 5:36 pm", "content": "" } ] }, { "author": "solublefish", "content": "Vulcanus. Exports 60 Hz Metallurgic science, tungsten, turbo belts, Speed 3 modules, foundries.\n \n \n \n 02-24-2025, 09-49-45.png (298.44 KiB) Viewed 1168 times \n \n \nThe core of the base is the straighforward Metallurgic science build around a simple bus. There's a decent mall to the east, including Speed 3 and Turbo belt production. \n \nA large chunk of the southwest is recently devoted to legendary tungsten and stone products. I'm not really using them yet, just preparing for the future. That area has sprawled a bit and will get a rebuild. Note: the Hazard Concrete and Hazard Refined Concrete recipes are very fast to build and recycle - very cheap extra quality chances. \n \nVulcanus is now fusion powered, though I went a long way on steam from acid neutralization. It's very easy to stamp down another 192MW whenever you need it. \n \nNo trains yet but I'll probably put one in when I have to build the next tungsten mine. \n \nNote that this game has enemies off, which eliminates the devourers. I played a shorter game with enemies and I do like the devourers. The \"territorial\" design lets you build on Vulcanus and start to take advantage of the new tech, but puts up gates to serious expansion requiring work on other planets first. Of course like the biters, in the \"endgame\" they're more tedious than interesting so I expect most people to turn them off in large builds.", "date": "2025-02-24T17:51:33+00:00", "quotes": [ { "author": "solublefish wrote: Mon Feb 24, 2025 5:36 pm", "content": "" } ] }, { "author": "solublefish", "content": "Gleba. Exports ~100 Hz Agricultural science, carbon fiber.\n \n \n \n 02-24-2025, 09-53-10.png (208.48 KiB) Viewed 1165 times \n \n \nLike many players (I think), It took me while to get used to building short lines and handling nutrients and spoilage at every step. For me one important key was treating excess inputs as a first-class problem needing planned logistics. Yes, it's useful to reduce wasted production as much as you can, but it's also valuable to let go of resources you're not going to use right away. Burn or recycle them if necessary. I am careful to process all the raw fruit first so I make plenty of seeds. \n \nIn the end I designed a pretty tight widget for science and stamped it down ~30 times. Carbon fiber and a few bits come from hacky variants of that. Pretty much all the nontrivial construction materials were imported. I'm still importing some LDS and blue circuits. \n \nThere's now a small chain for high quality materials for future use. It's fed only by \"extras\" for now. \n \nNo trains. The only outposts are the boilerplate farms. There are a bunch not shown in the screenshot. \n \nAgain I'm using fusion power now but most of the game ran on steam from burning pulp. You don't need much power since Biochambers use nutrients instead. Even now I'm only pulling about 500MW. That's mostly bots and the rest is rockets. \n \nNote that this game has enemies off, which makes building out a Gleba base a lot easier. I did a shorter playthough with enemies on, and I do like the new pentapods. I did a pretty good job designing my build to avoid spoiling eggs, but I found I always still wanted turrets for backup. Once you have fusion and some military research, just plop down plenty of lasers. The 50% resistance barely matters at that point. I might like to see some pentapods with a flat resistance to encourage using the new tesla weapons.", "date": "2025-02-24T17:55:30+00:00", "quotes": [ { "author": "solublefish wrote: Mon Feb 24, 2025 5:36 pm", "content": "" } ] }, { "author": "solublefish", "content": "Aquilo. Exports 60 Hz Cryogenic science + Quantum Processors, lithium plates, fusion fuel, barrelled fluoroketone, fusion reactors and turbines, railguns for building Voyagers.\n \n \n \n 02-24-2025, 09-58-24.png (157.27 KiB) Viewed 1157 times \n \n \n\nI'm least happy with my Aquilo base. It gets the job done with 2 cryogenic science strips, plus one for quantum processors. The main challenge was of course designing for the heat pipes. In the end that mostly came down to embracing tons of underground belts. I use bots for handling imported materials, but it doesn't take many so the penalty is manageable. One oddity is I'm making and burning a huge excess of fuel just to use up the ammonia that comes with the ice. I don't see a good way around that. \n \nThe ugly area in the middle is where I boostrapped averything and haven't finished cleaning up. There's a probably rebuild in my future anyway. \n \nIt's on fusion power now of course, but fission was critical to the build, both for power and heat. Even then I found it challenging to keep from stalling the water supply, and very hard to restart. If the roboports freeze or lose power, there's nothing you can do except take a trip to go fix it. Later I sent a couple of spidertrons out there to do my bidding. Low quality is fine - you just need the unfreezable fission power and portable roboport. \n \n1 train to fetch lithium brine (railworld preset). It also carries solid fuel outbound to heat the outposts.", "date": "2025-02-24T18:02:00+00:00", "quotes": [ { "author": "solublefish wrote: Mon Feb 24, 2025 5:36 pm", "content": "" } ] } ]
17
2025-01-28T10:19:17-06:00
forum-topic-119242
119242
Prioritise Space Platform Construction Materials
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119242
overskye
TL;DR Logistics requests for a space platform's construction materials should be prioritised over it's other requests. What? Screenshot 2024-11-02 132200.png (545.25 KiB) Viewed 2618 times I have noticed that when a space platform reaches orbit in a damaged state there isn't a clear rationale for which items are delivered first. Note that all items requested in the above screenshot are available on planet in the same logistics network as the rocket silos. I think that the items requested for construction should be sent first so that the platform can be repaired and prepared for another journey Why? As a player I feel that sending the resources to repair the platform is more urgent than the platform's normal logistics requests. If the construction materials are delivered first then the player can choose to launch the space platform with an incomplete cargo if it is needed urgently. This is not a significant problem unless the base on the orbited planet is struggling to produce rockets on time. Thanks for the amazing expansion!
[ { "author": "mmmPI", "content": "I like the suggestion, it make sense that construction request would be prioritised over regular request to me.", "date": "2024-11-02T10:29:37+00:00", "quotes": [] }, { "author": "Rauschkind", "content": "i do not like this idea. I DO want something simmilar, but just prioritizing the construction material was bad if a ship under construction was dependend on certain deliveries to not blow up, like, maybe ammo. \n \ninstead, i would suggests to be able to prioritize a product manually, with seperate settings for desired quantity and prioritized quantity. so you could say: i want item x 100 times, but if i run below 50, make that a priority.", "date": "2024-11-02T11:30:13+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I think given the balance of the game you are expected to make ammo on the platform, and it's a bit on you when you try to expand and you can't defend your platform, you don't need to defend your platform in Nauvis, and you can build them there fine in game currently. \n \nHowever, if a platform gets damaged and a cargobay is destroyed, it would be beneficial to have the material for construction before anything else, since it is possible that nothing else may fit including the ammo. This is sometimes a problem in game currently. \n \nIf ammo are a priority, then building materials must be higher on the list imo.", "date": "2024-11-02T11:44:42+00:00", "quotes": [ { "author": "Rauschkind wrote: Sat Nov 02, 2024 11:30 am", "content": "" } ] }, { "author": "Rauschkind", "content": "while i build my ships, i might not have the capacity yet. \ni do not think you made a very good argument. forced priority on one thing would be even worse then no priority at all. \nlook, i am supporting your idea generally. i just think we would need control over such a feature.", "date": "2024-11-02T14:08:23+00:00", "quotes": [] }, { "author": "dzikakulka", "content": "When a space platform has \"Auto request missing construction materials\" checked and ghost entities placed on ghost foundation tiles, there doesn't seem to be any particular ordering in fulfilling created requests. \n \nWith big enough builds (large blueprinted platforms) this can lead to a frustrating deadlock where the hub inventory space is depleted before any foundation gets requested and arrives, which then needs manual intervention to drop some of the (still needed) materials, wasting time and rocket launches. \n \nWhile I agree that normally logistic network should fulfil requests in an unspecified order, this case could use an exception to make building space platforms at scale much more convenient.", "date": "2024-11-08T13:37:35+00:00", "quotes": [] }, { "author": "kpreid", "content": "What? \nWhen a space platform makes requests for construction, always sort space platform foundation first in the list, and cargo bays second. \n \nRight now, foundation and cargo bays are usually in about the middle of the list (for the platforms I’ve designed). This means that a lot of buildings may be launched before any of them can be built. Instead, request foundation first, so that buildings can always be built as soon as they’re received.\n Why? \n \n If you’re building or modifying a platform by hand rather than from a blueprint, it’s harder to read when lots of things are ghosts. Sending foundation first will reduce the chances of that, because while you always need both foundation and a building to put on it, foundation is useful for all buildings whereas a rocket load of that building is more specific. \n Another user mentioned (but not in the suggestions forum or I can’t find it) that with a large platform, it’s possible for the automatic construction requests to get into a stuck state where the hub is full but nothing can be built. If foundation were launched first, it would always be possible to build the buildings so they don’t take up hub space. Similarly, launching cargo bays second ensures that any necessary cargo space expansions are available (but that is a much less likely problem since it requires there be non-building items involved).", "date": "2024-11-18T16:34:47+00:00", "quotes": [] }, { "author": "Sworn", "content": "+1 \n \nYah, I got this one myself, copy and paste my space science, and it got full of items, and nothing got build because there was no platform to expand it. \nAnnoying as hell. Sure, just send some items down, and some platform up and job is done, but still annoying", "date": "2024-11-18T18:12:34+00:00", "quotes": [ { "author": "kpreid wrote: Mon Nov 18, 2024 4:34 pm", "content": "" } ] }, { "author": "mmmPI", "content": "That kinda make sense but i've seen people on other topics complaining that they want the ammo to be loaded first.", "date": "2024-11-18T18:36:52+00:00", "quotes": [] }, { "author": "kpreid", "content": "Good point. I build all my platforms on Nauvis, so I don’t need to worry about quickly supplying ammo. But, that sounds like something that would be hard to handle automatically at all, and so would be better served by building a small interim blueprint before a big one — because you’re going to want to build everything involved in supplying the turrets, and that could be all sorts of things.", "date": "2024-11-19T03:06:00+00:00", "quotes": [] }, { "author": "Muche", "content": "Ref 122185 Space Platform can deadlock on initial build preventing build progression due to race condition .", "date": "2024-11-20T02:24:07+00:00", "quotes": [] }, { "author": "macdjord", "content": "Note that if you're building a platform in the orbit of a planet other than Nauvis, you can't just slap down a giant blueprint and then start sending stuff up to build it with, because even if you send the ammo first, it does no good without guns to shoot it, and those guns are presumably at the edges of the blueprint. You'd have to build up in stages, first build a minimal platform with guns and ammo to defend itself, then ship up the resources to build the blueprint, then build the blueprint all at once so you can start using the new guns. \n \nNow, you do need to keep the platform supplied with ammo as you're shipping up the parts for later expansion. I think it would work fine if the priority list went ammo -> foundation -> cargo bays -> everything else. As long as nobody requests so much ammo that it completely fills the hub, it won't stall out.", "date": "2024-11-21T04:34:42+00:00", "quotes": [] }, { "author": "Paradroid", "content": "+1 from me too. I've just run into this trying to make a platform from a blueprint. The blueprint needs 7000 foundation so it deadlocks itself, because it fills up with building first before request foundation, by which time its storage space is full. \n \nVery annoying and means big platforms can get themselves into a situation where they can't be built from blueprints.", "date": "2024-11-24T23:20:02+00:00", "quotes": [] }, { "author": "Khazul", "content": "+1 - Ive had deadlocks from this many times. \n \nOut of frustration made a logistics group containing just foundations and a few cargo bays called 'Build the f****** platform!' and switch that one immediately and auto-logistics off. \n \nBe nice if I didn't have to do this. \n \nI dont care about ammo as I always build at Nauvis anyway so it doesnt keep getting trashed while it is being built.", "date": "2024-11-25T02:01:40+00:00", "quotes": [] }, { "author": "Hommit", "content": "Very reasonable", "date": "2024-11-25T07:01:07+00:00", "quotes": [] }, { "author": "Tinyboss", "content": "Someone in another thread had a great idea, a bit more general: prioritize things that could be built now if we had them. So that's naturally going to be platforms, and it will work outward from the hub, meaning cargo bays will get sent up early, too. \n \nThis generalizes better to any future modded content.", "date": "2024-11-25T15:53:48+00:00", "quotes": [] }, { "author": "mrvn", "content": "While I agree that space platform foundation is crucial for all construction once you get the recipe to produce copper from asteroid chunks you can build space foundation in space. \n \nWhich brings me to another feature request that I think meshes with this one: I don't want to request space foundation or anything else I produce in space. \n \nAnd I don't want to be able to request construction stuff at just some planets so I can still use the \"All Requests satisfied\" condition. \n \n \nSo overall what is needed is a way to prioritize and filter and extend the construction requests so one can: \n \n- always see what the platform is made of showing what's present and what's missing (top/bottom number) \n The construction requests should just be the first group in the requests box and and enabling/disabling the group itself enables/disables automatic deliveries. I want to be able to request construction materials but load rockets manually, too. \n- reorder items and get them delivered from first to last \n- blacklist items from being requested \n- whitelist / blacklist planets for each item \n This needs multiple choices. More than one planet might be able to supply items. \n- change minimum amount for rocket delivery", "date": "2024-11-25T16:38:53+00:00", "quotes": [] }, { "author": "Sworn", "content": "viewtopic.php?p=647795#p647795 \n \nThis, that you mention in another thread, would be a really good solution, it would request only things that it can actually build. \nSo, when first pasting a blueprint it the only thing it can build is the platform, so that would be the only thing going up. \n \nAs it expands, it will start to request the rest as well", "date": "2024-11-30T16:49:39+00:00", "quotes": [ { "author": "mrvn wrote: Sat Nov 30, 2024 3:51 pm", "content": "" } ] }, { "author": "J-H", "content": "Yes. \nAlso, having construction robots prioritize power lines would be great.", "date": "2024-11-30T17:24:18+00:00", "quotes": [] }, { "author": "Xellnix", "content": "this needs to be fixed, would even say that is not a suggestion, it is a BUG, a platform that just requests auto stuff that isnt sortable, requests stuff it cant even place without foundations, i want to place a platform and dont care about, but i have to, first i have to place a bp with the foundation+storages and after that the real bp \n \nso requesting only the stuff it can build (and foundations are always buildable) would be nice (ofc if there are turrets ammo should be piped too) \nanother option would be to NOT auto request stuff if there is already a rocket size stack of it present at the storage, the platform doesnt have to gather 2k belts first and block the storage if it cant even place 100", "date": "2024-12-02T16:55:58+00:00", "quotes": [] } ]
19
2024-11-02T03:30:47-05:00
forum-topic-119628
119628
[Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=119628
j_matya
I have a blueprint which is a set of 2 assemblers that share a blue chest in the middle (since shipping off-world is expensive), and is used as part of a bot-mall off-world. This is the BP String: 0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa/jgjSQ8sr/Qcy2uCtiiXktS7irKDW+fFkTLiYtQ5iLI9+Y22XvfgIMIUVZQMhP7hlLG23hEBAc4qyUENlyDmTOcEoOsFn0IHnWCUwAgywdqU4FW2I8f8iXKhA2GOkUJlimcVP1CpaJExon5x8RNtlWiJg8Z5iN2PGUoqpMoWX9nkAgaKCNdDQ0qpcu2N5+mnWr9XOjX6jDoIEKSgzVz4PJ09tnkFHsBrxkUNiTpn4QsefSlzqVzKJBGAWTcE94bsKeQZIhID2b+d7F+RDazgdlY4sja3rDIcyRKMzQ/ELY5EqnWy15MFeWwhNCtpBWuROk4OqYYKfC5NB40RV7OLPddluNiz2b5/6Sfavia6B/gZvil6y55uzM7HI+vyubDOFx0K3tsh384hX3/QBYcNuMAOF0xwvgEX2uHCCS4w4CI7XDTBhQZcbIeLJ7jIgEvscMkEFxtwqR0uneASA25jeZQ2+ixNClbwOtu1ZdnXpG7kprOR3N47/Pc+Gd4/6h3p2+/JOPkP9yS+vicxvvWexGv3JJTCGDlYr069nu7RaNB33nz4OpjUN1d4N7/BjbpvXCler0nxQjoL0H0QNkaQPYX9c3n5SuaZPLhPHt4nj+6Tx6vyV61L7pOn98k3t8svJ9J5HmyRpw95CSXaVrnWeZn8qMt4TxoCnUHXf9+q1hj+HEE9S0KwINiuIVwQfEtCtCAEloT4moDtfUgWBFsf0gXB1gdvs0DYGoHxHGEuKmiJVJEaQv7+ZXPQE/THvlWHEU6DNA0D308SL+m6P2cskus= Copy blueprint Input is asking for Top and Bottom Assembler crafted item. It (among others) sets the requestor chest for both item's ingredients. Screenshot_20241103_214332.png (780.87 KiB) Viewed 856 times When choosing two different items which have identical ingredients (Medium/Big electric pole), the second set of ingredients are not added (well, it basically should be merged with the first one's value since they are the same item), but are kept with the placeholders: Screenshot_20241103_213923.png (29.72 KiB) Viewed 856 times (update) This was the original set of placeholders for reference: Screenshot_20241103_220825.png (25.79 KiB) Viewed 842 times I am not sure it is considered a "real" bug, but my expectation from this level of parametrization of an automation game is that it should be handled by merging both requests into one single by adding up the numbers of both the ingredient values.
[ { "author": "", "content": "Thanks for the report. \nParameters resulting in a duplicite requests are now (in the next release) merged into the existing requests with the count summed.", "date": "2025-03-10T13:27:37+00:00", "quotes": [] } ]
1
2024-11-03T14:46:33-06:00
forum-topic-125732
125732
Add launch target surface to `on_cargo_pod_finished_ascending`
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125732
LCStark
TLDR: Add the cargo pod launch target to the `on_cargo_pod_finished_ascending`, storing a `LuaSurface` or at least the surface ID for standard launches and `nil` for launching to orbit. Currently the `on_cargo_pod_finished_ascending` lets us read whether the cargo pod was launched by a rocket silo or a platform (via `launched_by_rocket` bool) and we can get the launch surface by reading the `surface` of the cargo pod `LuaEntity`. As far as I can tell, there is no way of getting where the cargo pod was launched TO. My specific use case for this is my Power Satellites mod. The player can use the rocket silo to launch the power satellites to orbit, like they would launch satellites in a non-SA game. Satellites launched to orbit are expended and start generating power received by receiver buildings on the ground. My issue is that since there is no way to determine whether the rocket was launched to the orbit or to a platform, every launch increases the power generation. This creates a minor exploit whereby the player can launch a single powersat to the platform to get more power, then send it back down to be infinitely reused. I could fix that by delaying the power generation trigger, using `on_cargo_pod_finished_ascending` to store the cargo pod and launch surface then check stored values in `on_tick` or `on_nth_tick`, but adding additional checks on every (nth) tick seems like a pretty expensive operation for something that happens exactly once on every launch event. I think having the target surface in `on_cargo_pod_finished_ascending` event would also be beneficial for space platform modding. One idea that came to me was a special platform (belonging to a different force) that the player could send some items to, either as a way of trading or completing some mod-specific objective.
[ { "author": "curiosity", "content": "This should still be added, but\n \nCan't you just remove your item from the cargo pod? Though I don't see the define, I assume the pod has an accessible inventory since it sounds like you are checking it.", "date": "2025-01-08T15:06:16+00:00", "quotes": [ { "author": "LCStark wrote: Wed Jan 08, 2025 1:43 pm", "content": "" } ] }, { "author": "LCStark", "content": "Hmm, I didn't think of that. If I could remove the satellite from the cargo pod in the `ascending` event after I've used it, then it would at least prevent the re-use of the same item over and over again. Though I think it might be confusing for players if they launch to a platform instead of orbit and see an empty cargo pod arriving with their satellite seemingly vanished. Plus it would prevent them from transporting the satellites to other planets if they want to outsource their production. I'll still have to try that and see if it works, thanks for the idea! \n \nIt still leaves the issue of differentiating between launching to orbit vs launching to a platform to run the power generation code only when it should be ran. Having the target accessible would let me cleanly prevent both issues from occurring.", "date": "2025-01-08T15:58:52+00:00", "quotes": [ { "author": "curiosity wrote: Wed Jan 08, 2025 3:06 pm", "content": "" } ] } ]
2
2025-01-08T07:43:38-06:00
forum-topic-125935
125935
[2.0.30] Crash - Vanilla, while wandering around Gelba
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=125935
kenmras
What did you do?: In the latest experimental I'm getting a crash that I can't figure out how to re-create. I'm on Gelba after setting up a basic base on Fulgora and Vulcanus and I just updated a request on one of my space stations to ask Nauvis for heat pipes, excangers, and turbines. I return to gelba and do a few minutes of stuff and then it crashes. I do a different thing every time but same results. What happened?: I get a total freeze of the screen and then it crashes to windows with no error. Once it happened about 10 min after loading, another time about 2 min after loading. This crash has now happened about 6 times. What did you expect to happen instead?: I expect no crash Does it happen always, once, or sometimes?: it seems to happen every time I try to load. I don't know if it is event related because I seem to be able to make a few min of progress, then save and it doesn't change the result. I've only tried it on my lapotp. will try on a different computer when I get the chance.
[ { "author": "", "content": "You could check the os event logs, but the logs provided don't show any crash.", "date": "2025-01-14T06:05:23+00:00", "quotes": [] }, { "author": "kenmras", "content": "OK digging a little deeper I'm getting matching LiverKernelEvent paired with \"Factorio Stopped Responding and was closed\" here is the windows report. What else would be helpful? \nAlso, as I'm playing factorio i'm not getting any crash when watching a space platform or a remote planet. Only when moving my character on Gelba. \n----------------------------------------------- \n \nSource \nWindows \n \nSummary \nHardware error \n \nDate \n‎1/‎12/‎2025 11:15 PM \n \nStatus \nNot reported \n \nDescription \nA problem with your hardware caused Windows to stop working correctly. \n \nProblem signature \nProblem Event Name:\tLiveKernelEvent \nCode:\t141 \nParameter 1:\tffff8388a64e0010 \nParameter 2:\tfffff802365867b0 \nParameter 3:\t0 \nParameter 4:\tffff838898c6f080 \nOS version:\t10_0_26100 \nService Pack:\t0_0 \nProduct:\t256_1 \nOS Version:\t10.0.26100.2.0.0.256.48 \nLocale ID:\t1033 \n \nFiles that help describe the problem \nWATCHDOG-20250112-2315.dmp \nsysdata.xml \nWERInternalMetadata.xml \nmemory.csv \nsysinfo.txt \nWERInternalRequest.xml", "date": "2025-01-14T21:16:35+00:00", "quotes": [] }, { "author": "eugenekay", "content": "0.070 System info: [CPU: Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz, 8 cores, RAM: 5974/16238 MB, page: 5855/17262 MB, virtual: 4350/134217727 MB, extended virtual: 0 MB] \n 0.650 Dedicated video memory size 128 MB (detected from Intel(R) UHD Graphics 620; VendorID: 0x8086; DeviceID: 0x5917) \n 1.049 Desktop composition is active. \n 1.049 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: low-quality] \n \nThis is a Kaby Lake-era Intel, so it’s prooobably not the CPU failing. \n \nLiveKernelEvent being generated in a game, where there is not a CPU issue or ProgramException being generated, usually indicates Graphics Drivers issues. You have an Intel UHD 620; but are using Graphics Quality: High. I suspect that you are low on VRAM, and the crash occurs while waiting for Gleba’s sprites to be paged-in to the GPU memory, in the graphics driver itself. \n \nCheck your Driver versions, in particular the Intel UHD bits. The ones from Windows Update are not always the most up-to-date…. Also try reducing your Graphics settings, especially Texture sizes. \n \nGood Luck!", "date": "2025-01-14T21:27:29+00:00", "quotes": [] }, { "author": "kenmras", "content": "Thank you. I confirmned there is no crash on my desktop computer with an NVIDIA 3060. \nI'll try that and report.", "date": "2025-01-15T19:26:05+00:00", "quotes": [] } ]
4
2025-01-13T18:32:40-06:00
forum-topic-90901
90901
Text plates
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=90901
DrLogiq
I was just reading the latest FFF and it mentioned how the Factorio logo was designed as if it were an entity which could theoretically be built in the world, and it made me think: wouldn't it be really awesome to have all letters/numbers/symbols as placeables in game? I know there is a text-plates mod which does this, but I'm talking about vanilla, and using the font and style of the Factorio logo, perhaps made from copper, with an iron variant too. This would make labelling areas of your base possible, and the letters should perhaps show on the map as simplified glyphs. I think size variations should also be possible, so that labels for major areas of a base can be larger and smaller direction labels can be smaller. When I say label, I mean a row of placed characters of course, just like in the aforementioned mod. I would love this, as it'd bring a lot to factory design and would especially be great on servers/multiplayer, where there may be new players joining who don't know their way around. text-plates is one of those must-have mods but if we could have an implementation in the base game, even better! If the idea is to make vanilla as enjoyable as possible, this feels - to me at least - like a very obvious and important step. I hope plenty of people would like to see this as a feature in the future too. I'll gladly wait until other more important things are finished, for sure, but please at least consider the idea for the future :)
[ { "author": "Qon", "content": "In that thread I posted about the solution. The game already has text \"text plates\" buildable in game.", "date": "2020-11-01T10:50:40+00:00", "quotes": [ { "author": "Qon wrote: Fri Oct 30, 2020 10:44 am", "content": "" } ] }, { "author": "coppercoil", "content": "These letters do not look good: the font is not \"industrial\", the blue background looks clear but it is not \"organic\" for Factorio. This is debugging information, not a text entity itself. \nIn short... \nDoes it work? Yes. \nDoes it look good? No. \nCan we ask for nicer things? Yes.", "date": "2020-11-01T11:52:58+00:00", "quotes": [ { "author": "Qon wrote: Sun Nov 01, 2020 10:50 am", "content": "" } ] }, { "author": "Squelch", "content": "Attach Notes has both sign-posts and allows us to add labels and descriptions to entities with various font styles too. \nI use it extensively in both my factory and test sandbox to designate areas and leave notes for myself on what a particular circuit network is meant to do for example. \nI would love to see something like it in vanilla.", "date": "2020-11-01T15:57:24+00:00", "quotes": [] }, { "author": "MassiveDynamic", "content": "Or you can do this.... \n \n \n \n Screenshot (56).png (923.78 KiB) Viewed 5678 times \n \n \n 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 Copy blueprint", "date": "2020-11-01T17:11:31+00:00", "quotes": [] }, { "author": "DrLogiq", "content": "coppercoil is right, the idea is for it to look decent, and not require alt-view & combinators or multiple tile spaces to achieve simple text.", "date": "2020-11-01T20:31:17+00:00", "quotes": [] }, { "author": "", "content": "https://mods.factorio.com/mod/textplates \n https://mods.factorio.com/mod/DeadlockMoreTextPlates \n https://mods.factorio.com/mod/EvenMoreTextPlates", "date": "2020-11-02T02:32:56+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "This. The current solution relies on people having specific settings turned on. Personally I usually run with combinator logic turned off on alt-view, specifically because it gets very noisy/distracting very quickly when walking through areas which have lots of circuitry. Also, it usually doesn't make any sense to me anyway unless I go into each combinator individually and check what the logic is. \n \n\nPretty sure OP is aware of the mods, he's specifically asking for implementation in vanilla. Frankly I agree with him.", "date": "2020-11-02T13:39:00+00:00", "quotes": [ { "author": "DrLogiq wrote: Sun Nov 01, 2020 8:31 pm", "content": "" }, { "author": "ssilk wrote: Mon Nov 02, 2020 2:32 am", "content": "" } ] }, { "author": "Deadlock989", "content": "This is a lot more difficult than you might think. I know this because I spent hours on it . \n \n\"Text plate\" fonts have to be monospaced or they look like shit on a grid. The irony is that monospaced fonts themselves typically look very pedestrian. This is why there are no great works of literature published in Courier New. The Factorio logo font is not monospaced. \n \nEarendel created a custom monospaced font from scratch for his mod. I, on the other hand, wasted a day or two trying out various public domain monospaced fonts to try and set up an automated workflow in Blender. \n \nI tried out about 30 fonts. 28 of them were pants on a stick. Of the remaining two, one of them turned out to have spacing issues that required editing by hand which defeated the whole purpose of the exercise. Neither of them looked like the Factorio font and they did not even look \"industrial\". One was excessively cheerful and the other one, which I went with in the end, was pretty much \"digital\". \n \nThere is a reason why typography is a high art form. \n \nThe Text Plates and Attach Notes mods work perfectly adequately. If you want text plates (or non-monospaced floating notes) in your game, you can have them. There is absolutely no reason to not install a mod except for the loss of cheevments, which is a stupid reason.", "date": "2020-11-02T13:47:11+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T14:22:47+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T14:25:55+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T14:34:04+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T15:00:33+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T15:13:07+00:00", "quotes": [] }, { "author": "eradicator", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T15:39:40+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T15:54:51+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "[Moderated by Koub : off topic]", "date": "2020-11-02T15:56:55+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "I acknowledge that. \n \nWith this statement, I was making a generalization. I understand the complexity of the problem here, you laid it out quite eloquently. Though, OP has a point that Wube has already added the \"factorio logo\" as an entity in-game, so that is a good frame of reference for text plates in the base game. \n \nWill this ever happen? Probably not. Mainly because once the \"this already exists as a mod\" apologists roll in, there's no more room for negotiations.", "date": "2020-11-02T16:04:59+00:00", "quotes": [ { "author": "Deadlock989 wrote: Mon Nov 02, 2020 3:56 pm", "content": "" }, { "author": "KoblerMan wrote: Mon Nov 02, 2020 3:54 pm", "content": "" } ] }, { "author": "Deadlock989", "content": "That's one entity, which already existed as an asset and is designed expressly for the purpose of appearing on the menu screen in pre-designed cutscenes, not as an in-game entity with separate shadows, collision boxes, etc. that will ever be used by a player. \n \nA full set of individual text plates would consist of at least forty or fifty more entities which don't currently exist as assets. The existing font \"style\" would need redesigning from scratch to fill a tile grid or it would look like arse on toast. \n \nThen there are international character sets to consider. Accents, non-Roman alphabets, etc. \n \nI made my own logo entity at the weekend, ahead of the upcoming \"menu simulation\" feature. It took me two hours to get it to a state where it pleased me. One entity and it still doesn't meet the Factorio art standard. Maybe I'm just slow. \n \nJust install the damn mod.", "date": "2020-11-02T16:15:38+00:00", "quotes": [ { "author": "KoblerMan wrote: Mon Nov 02, 2020 4:04 pm", "content": "" } ] }, { "author": "Squelch", "content": "With the complexities and impact on real estate that bringing something like this to game, perhaps another tack could be taken? \n \nI can't speak for others, but my personal wish is to be able to label certain parts of my factory. Physical text plates like the new ones Wube are bringing to the title screens or the examples already demonstrated here would indeed serve this purpose. However, I'd be just as satisfied if we could mark an area with a tint, and have the label displayed when the cursor is in that zone. Just like the blue marquee when building a blueprint, or the orange logistics zone for roboports, but with colours and text defined by the player, and displayed on demand.", "date": "2020-11-02T16:17:01+00:00", "quotes": [] } ]
19
2020-11-01T03:23:49-06:00
forum-topic-100150
100150
What would you have done if 2012 had arrived
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=100150
MrNikocro
Story The Maya predicted that, 2012, the day humanity will disappear. Seeing the danger coming, a secret group of engineers, thinkers, researchers, and talents decided to design a plan to save humanity. They developed infrastructure capable of withstanding natural disasters, but what they did not foresee was that nature left them with no choice. 2012, nature has regained its right but not as humanity thought, the earth is covered with water only the infrastructure designed to save humanity stands. No possibility of developing a civilization... By chance, there is a Core miner, which allow you to have ressources from the planete. Only one option: Leave Earth for a new world. For nearly 200 years, humanity has been working to design a space platform in order to be able to exploit the resources of space. However, in the face of the few resources that humanity was able to send into space with rockets, the station did not progress enough and any hope of leaving the earth began to disappear. 2258, the year when everything changed... Seeing humanity desperately struggling for survival, an hold alien race named Gloriante decided to help humanity. The Gloriante offered several advanced technologies, but none allowing humanity to leave the earth. The Gloriante considered that humanity had to save itself by itself. Among the technologies that the Gloriante left to humanity were dimensional chests allowing resources to be sent instantly to the space station, as well as an almost inexhaustible source of energy. A considerable gain in resources for humanity. However, the Gloriante also explained to humanity that in systems close to Earth there were no planets conducive to their sustainable development and that they would have to venture very far into the galaxy. To do so, the Gloriante left behind them, two capable ships. The first to be able to transport resources in large quantities from other planets, the second able to take everything left of humanity to a planet where to resettle. But the Gloriante gave them only unfinished ships. If humanity wanted to save itself, it would have to explore a new horizon, make even more scientific discoveries, in order to be able to activate the ship. Humanity then decided to put in charge of the project one person, this person: It is you commander, good luck, the survival of humanity depends on you. Information: There is 3 different lvl Easy : You have already a small base ready on you Space Station with full ressources 2012 easy.zip Easy (21.21 MiB) Downloaded 302 times Meduim : Same has easy but you don't have any ressources on start. 2012 Meduim.zip Meduim (21.21 MiB) Downloaded 320 times Hardway : you only have the structure of the station, everythings has to be done. 2012 Hardway.zip Hardway (21.07 MiB) Downloaded 308 times For all the lvl : All research are done before Space, auto Satelite rocket for space research. You have 25 rockets to start then you will have to send to Nauvis refueling Some useable ressources to start.
[]
0
2021-10-01T15:32:25-05:00
forum-topic-125143
125143
Not able to find Bobs and Angels mods
Bob's mods
https://forums.factorio.com/viewtopic.php?t=125143
crispcar
On Google, I only find dead downloads from years ago, and posts claiming that you can simply download the mods in the game, with a lot of upvotes and people agreeing. I can't find any downloadable versions of the two modpacks, either on Google or in the game's mod browser. Except for the single inserter created by Bobbingabout. Are there versions that are compatible with the current Factorio? If not, what are the most recent versions, and how far back would I have to go to restore my Factorio version from the "betas"?
[ { "author": "", "content": "They most probably haven't been ported to Factorio 2.0. I think you can only play with those mods on the 1.1 version of Factorio.", "date": "2024-12-26T12:35:14+00:00", "quotes": [] } ]
1
2024-12-26T04:16:46-06:00
forum-topic-832
832
Telling inserters where to place items on transport belts
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=832
DexterNemrod
At the moment Inserters place any items automatically on the outer lane of the transport belts (from their position). It would be very helpful for factory design, if instead we could tell inserters that they should always place their items into a specific lane (i.e. left, middle or right lane) (yes, there is a middle lane ... if you start your transport belt directly at a mine output or inserter (with the belt running away from the mine/inserter [instead of running sideways]) items get placed in this lane)
[ { "author": "", "content": "There are more than 3 \"lanes\". Get much iron in your hands, go over a belt and press Z some times. There are some moving stones, which are \"out of the belt\". \n \nPutting stuff into the middle of a belt doesn't make sense from the gameplay, because it blocks all other items or brings the hole flow to stuck (strong curves with the belt). \n \nIt is always possible to bring an item to the \"other side\" by using some tricks and I think it is part of the gameplay to handle this \"left/right lane\" things and all the cludder you can produce, when you make it wrong.", "date": "2013-05-13T14:44:32+00:00", "quotes": [] }, { "author": "MF-", "content": "+ this works as intended, it is a part of the design challenge.", "date": "2013-05-13T19:20:50+00:00", "quotes": [] }, { "author": "DexterNemrod", "content": "Ah O.K., if it is intended then just imagine that I wrote nochting at all", "date": "2013-05-14T11:14:34+00:00", "quotes": [] }, { "author": "AndaleTheGreat", "content": "Would like to see an option (likely in gui) to set the Inserter arms to set on a specific side. I have watched and mine puts to farthest 4 to 8 times, then once on nearest. \nSame option could work for taking things off as well. This would mean we'd need a third option like 'default' that uses the old method.", "date": "2014-05-16T00:31:33+00:00", "quotes": [] }, { "author": "Molay", "content": "I've never had that happen to me on a straight belt. Did that happen on a curved belt? How did you manage this?^^", "date": "2014-05-16T03:24:16+00:00", "quotes": [ { "author": "AndaleTheGreat wrote:", "content": "" } ] }, { "author": "Garm", "content": "I believe this can happen when belt is moving directly away from inserter. The inserter places it in the middle ad item itself decides where to go. It usually chooses one side but if there are other items it can go the opposite I believe.", "date": "2014-05-16T03:47:56+00:00", "quotes": [ { "author": "Molay wrote:", "content": "" } ] }, { "author": "AndaleTheGreat", "content": "It happens from the side. \nIf placing on end it tends to go to right (as viewed from insterter position).", "date": "2014-05-16T05:43:51+00:00", "quotes": [] }, { "author": "Garm", "content": "never seen it happening on side. in fact a lot of my designs revolve around the fact that inserters always put at the opposite side. even if i got 1 in 50+ chance of happening i would've noticed it as it would've broken a lot.", "date": "2014-05-16T06:41:16+00:00", "quotes": [] }, { "author": "GewaltSam", "content": "It only happens sometimes if you insert on belts in curves or \"from behind\". If you add from the sides, inserters ALWAYS put stuff on the far side, never seen it any other way (and i use that mechanic a lot for my creations). \n \nPlease show us a screenshot in which case this wasn't working for you, AndaleTheGreat. \nBTW, you don't really need an option for the side of the belt used (it could in fact even be problematic for multiplayer, scenarios and stuff). If you know how, you can easily switch sides, merge things together on belts with products on the side you choose them to be, and so on. It's just a question of design, but there are many little tricks to learn. But that's a bit offtopic; fact is, the problem you're describing shouldn't happen at all, except for the mentioned cases.", "date": "2014-05-16T10:40:15+00:00", "quotes": [] }, { "author": "MF-", "content": "Pictures, please. \n \nIf the belt is not running directly away from the inserter or curved, the side should remain constant.", "date": "2014-05-16T13:35:55+00:00", "quotes": [] }, { "author": "AndaleTheGreat", "content": "I'll try to catch it happening when I play again. I only realized it at one point cuz of my stuff getting blocked up. I wonder if something else was on the other side possibly.... I can't remember how that build went. Using no autosave and I got on the phone with a client but forgot to hit ESC so lost that build. I will make a point try and recreate tho. \n \n \nThis doesn't change the fact that I'd still like it for retrieval tho.", "date": "2014-05-16T13:48:07+00:00", "quotes": [] }, { "author": "", "content": "No, declined , this is already a mod (wide & near inserters): https://forums.factorio.com/forum/vie ... =14&t=3403", "date": "2014-05-16T16:03:42+00:00", "quotes": [] }, { "author": "Hyena Grin", "content": "Inserters will in fact stop putting items onto a belt if the far lane is full. They are so reluctant to place items on the near side of the belt that they will cease to function. So I'm not sure what your situation was. \n \nWhen picking up objects, they will prefer the near side of the belt, but will take from either side if the near side is empty. \n \nWhen placing down objects, they will only place on the far side of the belt. Which is good, because if it was random then a lot of my designs would have gummed up entirely. \n \nI think that it would be a suitable feature for the Smart Inserter. It already has a UI, so it'd be nice if you could use the UI to choose which lane the arm was placing stuff on. \n \nBut it looks like you're stuck with a mod.", "date": "2014-05-17T01:25:45+00:00", "quotes": [] }, { "author": "AndaleTheGreat", "content": "I shall take hold of this mod and squeeze it and love it and call it George. Also, good idea with smart insterter having it. Still haven't recreated, but haven't been playing as much as drinking tonight.", "date": "2014-05-17T04:06:31+00:00", "quotes": [ { "author": "Hyena Grin wrote:", "content": "" } ] }, { "author": "khh", "content": "Makes sense, this seems like a design choice to me. After all small but surmountable problems is the very thing that makes this game fun.", "date": "2014-05-17T04:53:58+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "pawel.dawidowski", "content": "joined into here, cause identical -- ssilk \n \n------------------ \nSimple addition to a inserter would be a simple button which allows you to choose whenever the inserter put an item on close side or far side of the belt (lcurrently they always put it on far side). \n \nThis might help to project more complex production chains.", "date": "2014-06-13T12:49:48+00:00", "quotes": [] }, { "author": "arl85", "content": "I think that having to face this \"limitation\" of inserter putting on far side is part of the game. \nAnd you can easily change side using belt (see here )", "date": "2014-06-13T13:43:23+00:00", "quotes": [] }, { "author": "tecxx", "content": "i put my vote up for this. \ni'd also like inserters to have a switch or button which defines if they should put items to the \"near\" or \"far\" side of the belt. \nsame goes for drill outputs. i dont see the gameplay advantage of constructing workarounds just to output the item on a different side of the lane.", "date": "2014-07-24T15:06:56+00:00", "quotes": [ { "author": "pawel.dawidowski wrote:", "content": "" } ] }, { "author": "", "content": "Userstory: See title. \nPrerequisites: complete. \nGame-value: \n- Questionable, cause it changes a basic concept, which is part of the game. \n- devs stated, that it is part of the game to handle the problems with near/far side. \n- this is available as mod (see previous page in this thread) \nDeveloper-costs: Unknown. \nUser-opinions: Especially older gamers are against this.", "date": "2014-07-24T19:09:41+00:00", "quotes": [] } ]
19
2013-05-13T08:06:45-05:00
forum-topic-52433
52433
❗How to ask for help - READ BEFORE POSTING❗
Technical Help
https://forums.factorio.com/viewtopic.php?t=52433
Technical Help is for issues that can be fixed on the users side, if you want to report a bug instead, see here . To get assistance provide all the information as requested in this topic. Search first Read the Technical Help FAQ Read the Known issues Use the advanced search , limit it to only look in the Technical help sub-forum, don't make a sentence, use keywords like: Crash, load, start, inserter, train, ... Before opening a new topic, try updating to the latest version , the issue might already be fixed. Title Starts with the version number of the latest version you had experienced the issue with in square brackets: [0.12.22] Do NOT use a range of versions: [0.12.XX] or [12.19 to 12.22] For issues on the Nintendo Switch add [switch] after the version: [0.12.22][switch] What happened and in what context: Crash when setting train schedule. Bad: Game crashed Description What did you do? What happened? What did you expect to happen instead? It might be obvious to you, but do it anyway! Does it happen always, once, or sometimes? Be precise! When i click with the mouse on Quit in the main menu... Not: When I close the game. If you can reproduce the issue, provide the exact steps! Provide Attachments log-file for every report! save-file for any save file dependent issue mods not available on the mod portal screenshots, gifs, videos, anything that helps to describe the issue when reporting Performance problems provide the debug overlay screenshots requested there Upload files <30MB as direct forum attachment , upload bigger files to Google Drive or Dropbox instead and post a public link. Good luck!
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0
2017-09-05T15:39:49-05:00
forum-topic-101105
101105
RSO regenerate/clear
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101105
emp_zealoth
I might be doing something wrong, but neither /c remote.call("RSO", "clear") or /c remote.call("RSO", "regenerate") seems to affect some of the chunks I've already visited, but not all. I could see ore patches changing on the outside of permament radar coverage, but not within (the scans would update showing ore missing and find new patches) Is there a way to force re-generate everything outside the starting area? I've had bad settings when i started the map and now i have really fugly ores all over the place Those ore patches get cleared just fine But partf of a patch of coal remains, as well as those two blobs further north Those ore patches are below the ones in 2nd pic, and won't get erased no matter what, patches further away from main base got cleared without issue
[ { "author": "emp_zealoth", "content": "I figured it out \nI changed the region size from 7 to 15 and for some reason that makes the /rso-clear /rso-regenerate not work in (what i assume) is the \"starting area\", which suddenly got bigger, due to region size change \nWhen I changed the region size back to 7 and ran /rso-clear or regenerate it worked just as expected. \n \nSo i guess it has something to do with starting area being counted weird (also, I'm pretty sure with increased region size the starting area overall gets way too big - ive had some RSO maps with bigger regions where any ores other than the starting ones were massively pushed out)", "date": "2022-01-03T00:57:14+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "I've noticed this, too. With a region size of 21, I believe it was, and a starting size of 600%, no ores spawned until around 2000 tiles from the starting area.", "date": "2022-01-03T02:05:36+00:00", "quotes": [ { "author": "emp_zealoth wrote: Mon Jan 03, 2022 12:57 am", "content": "" } ] }, { "author": "orzelek", "content": "I think that there is a note somewhere that you should not change the region size in a running game - thats because you will notice issues like this potentially. \n \nAnd starting area size is in regions and thats taken from map settings. So making region size to 21 means a huge starting area. \nYou don't need to set it so big in map settings when planning to play with such big region sizes. \n \nIf you want to clear the ores outside starting area then set region size to old value, call clear and then set it to new one and then regenerate ores.", "date": "2022-01-03T02:15:35+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Ah, ok. I guess that explains it. In my use case, I was wanting the distance between spawned ores to be really spread out, but I was still having issues with biter bases starting fairly close (ended up just decreasing the frequency and size sliders for them). Also, starting area affects cliffs, and I like to try and push them some, too, without affecting their frequency or continuity further out.", "date": "2022-01-03T02:21:20+00:00", "quotes": [ { "author": "orzelek wrote: Mon Jan 03, 2022 2:15 am", "content": "" } ] }, { "author": "orzelek", "content": "Hmm I do recall seeing something about enemies mentioned somewhere else. I might need to check if enemy generation is respecting starting area size correctly.", "date": "2022-01-03T02:27:28+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Mon Jan 03, 2022 2:21 am", "content": "" }, { "author": "orzelek wrote: Mon Jan 03, 2022 2:15 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "I did happen upon this thread a few minutes ago while looking for something else: viewtopic.php?t=71050 \n \nEdit: Hah! And I posted in that thread back then, too. I gotta test if that issue with Rampant not using spawners spawned by RSO is fixed or not....", "date": "2022-01-03T02:38:55+00:00", "quotes": [ { "author": "orzelek wrote: Mon Jan 03, 2022 2:27 am", "content": "" }, { "author": "FuryoftheStars wrote: Mon Jan 03, 2022 2:21 am", "content": "" }, { "author": "orzelek wrote: Mon Jan 03, 2022 2:15 am", "content": "" } ] }, { "author": "orzelek", "content": "I checked the code and it should respect the starting area size properly. One thing that might make enemies to be before resources if they simply roll randomly in their region closer then resources. \nAnd I think I vaguely remember that bug might have been that enemy bases are not properly scaled based on actual distance from starting area.", "date": "2022-01-03T22:34:53+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Mon Jan 03, 2022 2:38 am", "content": "" }, { "author": "orzelek wrote: Mon Jan 03, 2022 2:27 am", "content": "" }, { "author": "FuryoftheStars wrote: Mon Jan 03, 2022 2:21 am", "content": "" }, { "author": "orzelek wrote: Mon Jan 03, 2022 2:15 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "Yeah, sorry, if you have RSO biter generation enabled and vanilla biter generation disabled, that is indeed true. I have the opposite set at the moment because of that bug with Rampant where it wasn't generating attack waves with biters created by spawners that were placed by another mod. That's the bug I need to check and see if it's still present or not. If it is fixed, then I can switch those settings back around and that should solve biter nest spawning too close.", "date": "2022-01-04T18:51:17+00:00", "quotes": [ { "author": "orzelek wrote: Mon Jan 03, 2022 10:34 pm", "content": "" }, { "author": "FuryoftheStars wrote: Mon Jan 03, 2022 2:38 am", "content": "" }, { "author": "orzelek wrote: Mon Jan 03, 2022 2:27 am", "content": "" }, { "author": "FuryoftheStars wrote: Mon Jan 03, 2022 2:21 am", "content": "" }, { "author": "orzelek wrote: Mon Jan 03, 2022 2:15 am", "content": "" } ] }, { "author": "orzelek", "content": "From what I recall RSO biter generation can still nerf Rampant badly so it's.. hard to get correct. Rampant is not used to having so few biter bases I think - I did not do to many experiments on that and I still used vanilla gen with it.", "date": "2022-01-04T21:51:37+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Hmm, but didn't RSO use to greatly increase the number of biter nests compared to vanilla ? (Or is that only for Death World ?)", "date": "2022-01-05T18:22:45+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "If you mouse over the \"Use RSO biter generation\" setting, the popup has the text \"[...] It's more sparse then vanilla to allow for resource scouting.\" (Speaking of which, orzelek, \"then\" should be \"than\".) \n \nThat said, I'm trying to do some testing. \nVanilla on/RSO off, vanilla map gen set for 25% freq / 25% size, Rampant still sends attack waves and expands, etc. \nVanilla off/RSO on, vanilla map gen set for 100% freq / 100% size (these do seem to have an effect still), RSO set for 25% freq / 100% size, so far I'm not noticing them expanding or doing much of anything, but I'm still testing .", "date": "2022-01-05T18:45:04+00:00", "quotes": [ { "author": "BlueTemplar wrote: Wed Jan 05, 2022 6:22 pm", "content": "" } ] }, { "author": "orzelek", "content": "RSO is meant to make enemy bases more sparse by design. It lets you explore freely at least before they they start expanding and fill up the free space. I didn't check how it looks when you set it to deathworld.", "date": "2022-01-05T19:50:15+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Wed Jan 05, 2022 6:45 pm", "content": "" }, { "author": "BlueTemplar wrote: Wed Jan 05, 2022 6:22 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "That was my experience with RSO in 0.16 - Death World had a LOT more nests than the (old) vanilla generator (pretty sure that this description was already there ?) - but I thought that it was just trying to replicate the (yet older) \"wall of red\" 0.14 feeling ?", "date": "2022-01-06T17:22:17+00:00", "quotes": [] }, { "author": "orzelek", "content": "It seems that current deathworld RSO might be actually denser then vanilla one. My guess would be that vanilla changed since I don't recall any RSO changes in that area. \nIf you want some real fun set the enemy sliders to 600% and start the game", "date": "2022-01-07T11:57:02+00:00", "quotes": [ { "author": "BlueTemplar wrote: Thu Jan 06, 2022 5:22 pm", "content": "" } ] } ]
14
2022-01-02T18:15:50-06:00
forum-topic-122823
122823
[2.0.20] Automate This! Achievement doesn't work with Assembling Machines 2 and 3
Translations
https://forums.factorio.com/viewtopic.php?t=122823
IsaacOscar
Feel free to ignore this incredibly minor and pedantic complaint, But the "Automate This!" achievement: screenshot.png (159.16 KiB) Viewed 315 times Isn't granted if you place an Assembling Machine 2 or Assembling Machine 3. I suggest it be changed to work with these two, or the description be changed to "Build an assembling machine 1 ."
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0
2024-11-24T21:43:22-06:00
forum-topic-127515
127515
How does "each" work as output in the new decider combinator?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127515
yankee42
I have read the "Signal Switch"-Section in the circuit network cookbook in the wiki and I am trying to understand what it is doing. It exploits the special behaviour of the "each" signal when used as an output, but I don't fully understand how it works. My first guess is that each "each"-test has the side-effect of adding matching signals to a list of output signals. So let's start with a very simple example: simple.png (16.13 KiB) Viewed 188 times In pseudo-code I could maybe write this as: Code: Select all if (each_input_matches(=, -1)) output_each() Now what I think is that if I expand "each_input_matches" it would probably look like this: Code: Select all output = [] # start with an empty list foreach signal, value in signals if value == -1 then output += (signal, value) return notEmpty(output) However as a side-effect the "output" is preserved and if I select "each" as output, I will get that list of signals as output. But what if I start to use "and" and "or"? Let's try this: if-else-1.png (74.75 KiB) Viewed 188 times There is a constant combinator (outputing 1=-1, 2=-2) connected as you can see in the list of input signals. The example consists of two "and"-blocks connected by "or". There is no belt-signal, so the first and-block is false, but the second one is true. Nevertheless, the each test in the first and-block does match, because there is a signal with the value -1. So why is the signal "1=-1" not added to the output? Theory: In most programming languages a statement such as "if (A=1 and B=2)" where A<>1 will not check B anymore. So I'd guess that in the example above the decider checks "belts>0", but this is not true and thus the "each_input_matches(=, -1)"-check is not executed. If this theory is correct, then changing the order would change the result. So I try this: if-else-2.png (72.45 KiB) Viewed 188 times This disproves my theory, because the order of the conditions does not change the result. So now I am at a loss. My next theory would be that the decide will reorder the conditions, so that each-checks always come last and they are skipped if any connected and-condition is false. Now I am running out of ideas on how to test this theory and I need your help: If there are multiple "each"-conditions in a decider combinator, what is going to end up in an output?
[ { "author": "jdrexler75", "content": "Basically, for each input signals, ALL conditions are evaluated. For those input signals where the result is true, you get that signal in the \"each\" output. \n \nI would write it as the following pseudo code:\n Code: Select all output = [] # start with an empty list\nfor each_signal, each_value in signals\n if evaluate_conditions(each_signal,each_value) then output += (each_signal, value_switch ? each_value : 1)\nreturn output\n \n\nSo in your second example, it would be\n Code: Select all output = [] # start with an empty list\nfor each_signal, each_value in signals\n if (belt_signal>0 and each_value==-1) or (belt_signal==0 and each_value==-2) then output += (each_signal, value_switch ? each_value : 1)\nreturn output\n \nThe each_signal \"type\" itself is not part of the condition. It is only used for selecting which signal gets the selected output value. And the belt condition uses the belt signal value, not the each signal value, because you're checking the belt signal, not the each signal. \n \nSo in your example with belt>0 you get all input signals that are equal to -1, and with belt==0 you get all input signals that are equal to -2.", "date": "2025-03-15T10:52:13+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "To make it easier to understand what's going on, I think it would help to reorder the \"each\" rule to be first, like this. Red is from the constant provider, green is from the inventory.\n \n \n \n Screenshot_20250315_120014m.png (407.59 KiB) Viewed 143 times \n \n \n\nIt's not obvious in the screenshot, but the input values on the red line are 10001, 10002, 10003 etc. Maybe a blueprint would help: \n 0eNrlV9tuozAQ/ZXKz04VSEkI0u7LfkYVIQcmjVWwWdukjSL+fcckTYBySUgfIu0b2J45Z86MfOBA1kkOmeLCkOBAeCSFJsHrgWj+Jlhi1wRLgQQkhojHoCaRTNdcMCMVKSjhIoZPEjgFbQmxyQwTpj3GLVaUgDDccDhili/7UOTpGhQmpX2JKMmkxlgpLKLlsHj2KNnjw7OHKDFXEB23fWozGCWTcA1btuMYjjH6uK/rz8jjqyhKNjwxoGqrizOrFAxLEh5NmMZDkseTaJuLd2T2N2cJVoJnhFQpamIJpBlTJfOA/CoXcqu5O51a7U7J/UvJTK2luDO5U0u+PCeXn9jKuzJ7U9u9NyXzDDf+2AT6KVOweeIRkAqo2yoiSmv2maWCTeL40COqwvGUEWjNxdvN5U+dOpcO1O9q34fqVlBnnaiNNtwHOatAvnRCsnjHRATxpGV4Va63N0O7DY29YeiW0R4NXRV6PgzdHPzRuFW1FzcM8zjEWUNk/4ZBHo/o1u+O64Z4PNys5UY5gmlSrIrCsmk4hEt73KnbIGZX2cMpZYh7MT8bRfUN77MNV9qEF+c7ibTjyuRlxSd+xxMTYNHWWiDaDeb5HnfjbVi0KFplFAowH1K9l8wVxCQwKgerMgAWvmGJhiabq2JsL5qlD7hiW9XDIbXyfg+WV7I7c7XER5X3hQvhqS9MxKSt5h9u94ANPWK7u75TetrdE/J/tbvP/x+x162fjT2N7jr/SF1Gz5G5yXLT/O25steRzPZh6WLhRsk05AJznTlfJbj1NqTxgY5kSbw61KEudVa4xg2kiHn5R6Nkh5/SpW15c3f5slx6c2fqu75fFP8AM0nFgg== Copy blueprint \n \nSo the logic is, \"if we're evaluating the metal asteroid recipe signal, compare the metal chunks to the following value and add the recipe to the output if true\". The key is that you can uniquely identify the signal type from the signal value using the red wire, and so do different conditions depending on the signal type, which a standard each condition does not do.", "date": "2025-03-15T11:07:14+00:00", "quotes": [] }, { "author": "Tertius", "content": "An EACH can be seen as multiple combinators, each processing one signal, and all inputs and all outputs connected. \nImagine the processing logic first collects all nonzero signals on the input, regardless of color. Now it processes every condition that contains an EACH and replaces it with a bunch of internal combinators each one processing one of the collected signals. The signals are given the values from their corresponding input, i. e. red, green, or red+green. \n \nSimple conditions without each are attached to each of these expanded internal combinators. \nIn your example, the <1> and the <2> signals are collected, so the first condition with EACH becomes 2 conditions: \n(I use == for \"is equal to\" to differ between condition and value assignment) \n<1> == -1 \n<2> == -1 \n \nThe 2nd condition becomes: \n<1> == -2 \n<2> == -2 \n \nThe conditions come with an additional simple condition with AND, and is combined with the expanded EACH. The combined 1st EACH becomes: \n<1> == -1 AND <belts> > 0 \n<2> == -1 AND <belts> > 0 \n \nThe second one: \n<1> == -2 AND <belts> == 0 \n<2> == -2 AND <belts> == 0 \n \nThis is now processed like this. \nInputs are <1> = -1, <2> = -2, <belts> = 0 \n \nLet's evaluate the single conditions: \n<1> == -1 AND <belts> > 0 becomes -1 == -1 AND 0 > 0, so it becomes false for <1> \n<2> == -1 AND <belts> > 0 becomes -2 == -1 AND 0 > 0, so it becomes false for <2> \n \nThe other EACH: \n<1> == -2 AND <belts> == 0 becomes -1 == -2 AND 0 = 0, so it becomes false for <1> \n<2> == -2 AND <belts> == 0 becomes -2 == -2 AND 0 = 0, so it becomes true for <2> \n \nBoth are combined with OR, so the end result is true, if either one of the two is true. One of the EACH expansions is true (the last one), so that EACH becomes true. This EACH is true, so the OR combination is true. So the whole condition in the combinator is true, so an output is generated. \n \nNow to the output generation: \nThe output is an EACH as well, so it is expanded with every signal that resulted in a true result in condition evaluation. This happened for one of the EACH, for the <2> signal, so the output EACH is expanded with the <2> signal. You defined it to output=1. Since the <2> signal matched 1 time at input processing, the 1 is output 1 time, resulting in a value of 1 for the <2> signal. \n \nYou see order has nothing to do with evaluation. The order is irrelevant.", "date": "2025-03-15T12:24:09+00:00", "quotes": [ { "author": "yankee42 wrote: Sat Mar 15, 2025 8:46 am", "content": "" } ] }, { "author": "yankee42", "content": "Thanks for response.\n \nI had to run this through my head a number of times. This does make sense. I think the key I was missing then is, that the foreach-Loop is actually the \"outer command\". So the the whole \"if\" is executed for each signal and not just the inner condition. \n \nAlso thank you Tertius. For your examples I would have better used \"A\" and \"B\" instead of \"1\" and \"2\", but I think I got it. You model yields the same result as the \"outer command\" model, but actually makes for sense to me from a logic perspective.", "date": "2025-03-15T12:33:56+00:00", "quotes": [ { "author": "jdrexler75 wrote: Sat Mar 15, 2025 10:52 am", "content": "" } ] }, { "author": "Tertius", "content": "Don't make the mistake and see combinators as a program or subroutine. There's no program sequence. Instead, it is more like a rule based state machine. \nIt's completely static, not dynamic like a program. \n \nYou have an input state, rules, and an output state. The rules are given high level and expanded to internal raw rules that actually process the input state to produce intermediate and output states. Any AND and OR define how intermediate states are created and combined. All conditions combined with AND create one intermediate state, and conditions combined with OR combine these intermediate states.", "date": "2025-03-15T12:43:05+00:00", "quotes": [] } ]
5
2025-03-15T03:46:32-05:00
forum-topic-51945
51945
OldWormSound - Because an acid-spitting worm the size of a train should be intimidating
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51945
Reika
Mod Info: Remember the 0.11 and earlier worms, with their deep roars, the ones that actually sounded intimidating rather than like a wet vomit? Now you can have them back. This mod restores those sounds, and additionally adds a slight amount of postprocessing to make the different worm sizes more distinguishable. No screenshot is necessary or possible, but here is a sample of the sound: https://clyp.it/m1uquaov?token=765b2328 ... 4ee7bfa064
[]
0
2017-08-17T14:59:32-05:00
forum-topic-121897
121897
[2.0.15] Inconsistent character's reach range when flying in mech armor
Minor issues
https://forums.factorio.com/viewtopic.php?t=121897
Pat86
What did you do? Noticed gaps when landfilling a lake by hand. What happened? When placing tiles, the maximum range is anchored to the character's sprite, not its actual (?) top-down position. As such, it keeps bobbing up and down. It also moves ~1 tile up when entering flight mode. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expected all building actions to behave the same, regardless of whether I'm flying or not. This could cause inconsistent tile placement when I'm for example paving ground and have to fly over obstacles, e.g. rocks, trees. Does it happen always, once, or sometimes? Happens consistently, easy to replicate. Might need to tap W/S a couple of times to get into the sweet spot range on the Y axis. In addition to tile placement, it seems like other actions are also affected, such as deconstruction, entity access and attacks. I believe that character's range should be decoupled from its sprite/flying state and stay the same when flying or walking.
[ { "author": "Pat86", "content": "Can confirm that the personal roboport's construction range is also attached to the sprite, visually and functionally", "date": "2024-11-18T14:22:11+00:00", "quotes": [] }, { "author": "LCStark", "content": "[2.0.19] There's also a small issue with the minimap, where if you're at just the right Y position while flying in the mech suit, the minimap will bob up and down as well.", "date": "2024-11-18T14:28:31+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. These things are known behavior with flying and so far have been deemed acceptable.", "date": "2024-11-18T15:35:35+00:00", "quotes": [] }, { "author": "Hares", "content": "This closes GUI for entities if you are flying on their reach's end. \nIt took me a minute to figure out why this keeps happening. \n Click to expand the video \n \nNote that I didn't press E to close GUI of that chest!", "date": "2024-11-30T01:36:48+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Nov 18, 2024 3:35 pm", "content": "" } ] }, { "author": "IsaacOscar", "content": "Yup, I just had this exact same problem when opening a chest, it was really annoying and took me a bit to work out what was going on. \n \nI wouldn't expect this to be too hard to fix (e.g. by keeping track of how far in the air you are hovering, and subtract this from the players y position when computing the players reach and minimap display).", "date": "2024-12-09T12:39:16+00:00", "quotes": [] }, { "author": "FasterJump", "content": "When running and flying, the character pickup reach changes. I found it slightly annoying (probably in my top 5 annoying things in Factorio). \n \nI understand that it's acceptable so far, but I hope for a fix in Space age 1.1. What would be the technical limitations to this? Maybe the personal lasers and incoming projectiles needs to aim for the character sprite for consistency, rather than the true Y location. But I know that other mechanics (for example, the center of the screen) use the true Y location*. Couldn't the map and reach range use it too? \n \n(*I mean, when the character hovers, the screen remain centered on the true Y coordinate, so the game already use this variable) \n \nIn my playthrough, now that I have the power armor I'm always scared to press F to pickup items, because any buildings (even power poles) can cause inconsistent item pickup... and I end-up with trash that I have to manually get rid of. (although I don't need to pickup items often: because of quality, I don't often need basic materials) \n \nSo, why not use the true Y (center of screen) to determine the reach range? \n \nIn the screenshot below, I ran from left to right while picking up items. \n \n \n \n 03-13-2025, 14-01-19.png (668.07 KiB) Viewed 88 times \n \n \n \n \n \n 03-13-2025, 14-35-47.png (13.76 KiB) Viewed 73 times", "date": "2025-03-13T01:02:09+00:00", "quotes": [] } ]
6
2024-11-17T16:06:49-06:00
forum-topic-117211
117211
Factorio Forums • [raiguard] [All versions?] Mining Drills don't show contents of outgoing fluid box
I've never really noticed this before but apparently Pumpjacks, which are the only mining drills using an outgoing fluid box, don't actually display how full it is? For example: screenshot 2024-10-24 19.25.05.png (2.21 MiB) Viewed 2946 times I only know it's full because it says it's full, but there's no information regarding what's actually in it. Only from code do I know it can store 1000 units of fluid, but it would be really useful to have that information presented in the game. So is it a bug? Is it a feature request? Is it intended behavior?
[ { "author": "", "content": "Thanks for the report. I have implemented this for 2.0.33. \n \n \n \n 01-23-2025, 12-56-14.png (503.24 KiB) Viewed 2843 times", "date": "", "quotes": [] }, { "author": "", "content": "I've actually \"noticed\" this, kind of, but it never occurred to me to consider it a bug or missing feature. Thanks for fixing!", "date": "", "quotes": [] } ]
2
forum-topic-80705
80705
Friday Facts #332 - More sounds & Map color tweaks
News
https://forums.factorio.com/viewtopic.php?t=80705
Here it is! (beep boop) https://factorio.com/blog/post/fff-332
[ { "author": "Gergely", "content": "My thought when I first heard those new bot sounds: \n \nToday isn't april fools day is it?", "date": "2020-01-31T14:18:40+00:00", "quotes": [] }, { "author": "Vectura", "content": "Personally I think that's a really bizarre choice for the bot sounds, it's like a broken midi player or something.", "date": "2020-01-31T14:23:16+00:00", "quotes": [] }, { "author": "xng", "content": "\"they don't sound very different but they are smoother sounding and less annoying.\" \n \nIn reality though, these super high pitch sounds are really headache inducing, especially if hearing them for more than a minute at a time. Like scratching on a blackboard with your nails or the dentist drilling the teeth of the guy next to you.", "date": "2020-01-31T14:27:56+00:00", "quotes": [] }, { "author": "deef0000dragon1", "content": "possible really dumb question, but would it be possible to add an advanced graphics tab or something in the settings where we can set the colors for different things on the map ourselves? \nNot only would it allow for users to customize the map to their liking, making what they view as important more prominent, but it might also increase accessibility by allowing colorblind users to adjust it so it is useful for them too.", "date": "2020-01-31T14:46:39+00:00", "quotes": [] }, { "author": "Serenity", "content": "It certainly takes time to get used to the different and often much louder sounds, but the high frequency sounds of some things like belts are really, really bad. Even with the fix to the belt sound it'S still annoying. It's not a good thing when the player wants to move somewhere more quiet \n \nAs for map colors, have you ever considered coloring the different belt tiers? Instead of all belts being yellow. There is a mod that does that and it looks very nice. Also really useful sometimes when you want to upgrade belts.", "date": "2020-01-31T15:39:00+00:00", "quotes": [] }, { "author": "bc74sj", "content": "I really dislike that refined concrete is the darkest after upgrading my base from stone brick to it and seeing the colors reverted. \nThe screenshot you posted has less than 30 roboports in it, I even more strongly dislike the pale yellow color of it with my 7000 roboports sitting on top of the darker refined concrete. Not really a fan of pale yellow or artificial banana flavored candy, which this reminds me of (wacky wafers not runts, but they are both awful).", "date": "2020-01-31T16:39:23+00:00", "quotes": [] }, { "author": "Reika", "content": "I have to say, I hate the new belt sounds. They sound much more \"metal on metal grinding\" than the \"whirring\" of before, and unlike the combat robot sounds you mention right below, there appears to have been no effort made to make the different types harmonize (as much as a sound like that CAN be made to harmonize). As a result, if you have mixed belts, as is common in the midgame, you are subjected to two or even three dissonant grinding tones at once. \n \nYou mention a \"whine\" in the blue belts, but it is in fact the red belts that I find most bothersome, meaning what is bothering me is either escaping your notice or seems unproblematic to you. \n \nI appreciate the effort of this, but the results are markedly worse than before, so much so that I am *certain* that if this sound makes it to release as-is, I will be modding it right back out and will never look back.", "date": "2020-01-31T17:06:18+00:00", "quotes": [] }, { "author": "IronCartographer", "content": "Regarding map colors, there's some question about consistency with previous definitions on a technical level:\n \n\nMaxreader is responsible for the lovely Custom Map Colors mod so he's more tuned into this than most. \n \nAs for sounds... I can't say that I agree with an entirely new direction, with changing the theme and feel of things seeming almost like a bait and switch at this point to some. The \"dirty/muddled\" effect may not be as exciting as the new ones, but for some people that is the point: They were relaxing...rather than exhausting . \n \nI get that opinions will vary, universal appeal is impossible, and people will inevitably mod things to their liking, but please take the long-term effects seriously as well as immediate \"shiny appeal\" of the new sounds. This all reminds me of how some audiophile gear is so good at generating precise high frequency distributions that it makes music more fatiguing than cheaper, more muddled speakers to many listeners. Consistency and relaxation are desirable too. \n \nThat said: I have a rather distinctly amusing memory of one player who felt cheated that the exciting trailer music was not used in-game when near factory areas...so if you want more excitement and dynamism, I hope there's a chance you can look into making the soundtrack more dynamic and responsive to events on a per-player basis. Maybe not something that can be done for 1.0 at this point, but something that could be incredibly powerful if done right.", "date": "2020-01-31T17:11:03+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "BattleFluffy", "content": "I agree. And we players want this to be right too, and I'm so happy to be able to join in with the discussion to make sure it's as good as possible. Thankyou for all your hard work, and for engaging with us. :> \n \nI want to say at the outset, I love the majority of what has been done so far. I haven't spent much time with the new (EQ'd) belt sounds yet, so I'll reserve my feedback on that for later. I think that the listener position should be at the player's position. Having it at the screen center makes me feel disconnected from my body, and removes some of the feeling of looking at a distant radar image. \n \nIn this post I mainly want to talk about the Combat Robots. \n \nThe 3 chords effect is a cool idea... but really... when will that ever happen in real play? As far as I'm aware, the player normally uses only the best type of combat robot they have available. \n \nChords/tones in general might be a false economy for sound effects. What if Spotify is playing a song in the background, and it contains a totally different set of chords, forming a massive dissonance? That's gonna sound bad. It might be best to avoid tones/chords wherever possible simply to avoid conflicts with background music. \n \nAlso I feel like this might be a missed opportunity. Real life robots make some really cool sounds. Why not use some of those sounds? These are also \"flying robots\", perhaps they should sound like Racing Drones ? There are dozens and dozens of examples of amazing robot sounds in games... synth tones is just not right here. \n \nWhile we're on the subject of Combat robots, I think the \"orbit the player\" mechanic and \"swing them into the nest\" combat style are unsatisfying and could do with a rework. I've played with a lot of new players who have been excited at the prospect of Combat Robots, and subsequently sorely disappointed when they found out that a) they have a limited lifetime and b) they just follow the player around and don't actively \"engage and terminate\" nearby enemies the way we might have hoped for.", "date": "2020-01-31T17:45:20+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "eradicator", "content": "I have to confess that perhaps one of the very first mods i ever made was \"turn off belt sound\". To me the omni-presence of belts just means that - regardless of what sound you give them - they will always produce and immense level of constant background noise-pressure that i just can't tolerate as a (self proclaimed) noise-sensitive person. Every other sound is localizable (assemblers, inserters, etc all \"move\" when i move) which makes them far less annoying to me than the constant belt-noise-torture.", "date": "2020-01-31T18:01:36+00:00", "quotes": [ { "author": "xng wrote: Fri Jan 31, 2020 2:27 pm", "content": "" } ] }, { "author": "IronCartographer", "content": "It may not be as common now, but the oldschool common practice was maxing out on destroyers, and throwing distractors in all directions to ... do exactly what their name suggests. \n \nSo while defenders may be replaced by destroyers, there's potential for the two upper tiers being used together rather than mutually exclusive. \n \nThis raises an interesting question: How are sounds being tested? Are there test-cases scripted to generate a certain sequence of events and player interactions for comparing how the sounds flow?", "date": "2020-01-31T18:31:37+00:00", "quotes": [ { "author": "BattleFluffy wrote: Fri Jan 31, 2020 5:45 pm", "content": "" } ] }, { "author": "fishycat", "content": "I don't know what you guys hear, but you should definetely wear headphones while testing new sounds. Belt sounds are still threatening. Also please go over the offshore-pump, too. It sounds terrible. The new bots sound like from an asia-spa, ommm. \n \nBut the new map colors are really great, I like them a lot. \n \n \nedit: the more I think about it, I feel you should revert to the old sounds, which were absolutely nuts and just right.", "date": "2020-01-31T18:35:34+00:00", "quotes": [] }, { "author": "PaszaVonPomiot", "content": "Hey devs. I must say that this iteration of sound redesign isn't good. New belts' sounds are not bad but worse than original. The original belt sounds seems better and they are, I must say, a hallmark of Factorio. New bot sounds just doesn't fit to the game and I simply dislike them. Previous sounds were much better. I think bots shouldn't generate continuous sounds. \nOn the other hand map colors is nice touch and >500 players game proves that you are doing damn good job.", "date": "2020-01-31T18:38:56+00:00", "quotes": [] }, { "author": "JekoRhino", "content": "Don't know if this was asked already \nbut are there going to be sounds for damaged structures? \nLike a sudle difference that you could hear and notice. \nWould bee a fun thing to have.", "date": "2020-01-31T18:52:32+00:00", "quotes": [] }, { "author": "conn11", "content": "Contrary to some of the so far expressed opinions, I do like most of the the new sounds and think they are an improvement. Not yet entierly perfect, but definetly the right direction. Things most bothering me, are the new entity destroyed alert sound and the somewhat weak sounding locomotives. On the other hand, the new offshore pump sound is definetly an upgrade. \nWith the now much clearer audio, same transitions do feel to \"sharp\" (like offshorepumps to reactor/heatpipes in close proximity), maybe the audible distance and fading of sounds has to be twaeked some more. \n \nEdit: clarification of examples.", "date": "2020-01-31T19:16:19+00:00", "quotes": [] }, { "author": "Nefrums", "content": "I also line the new sounds, except the biter attack alert sound, that will take some time to get used to. \n \nNice to see you featuring good streamers in the fff!", "date": "2020-01-31T19:28:40+00:00", "quotes": [] }, { "author": "torham", "content": "Those Bot sounds are dope! I really like them!", "date": "2020-01-31T19:53:09+00:00", "quotes": [] }, { "author": "Xuerian", "content": "As long as the sounds remain able to be overridden I suppose it's fine, but I'm sad to say I'm really not a fan of them either. :\\", "date": "2020-01-31T19:55:19+00:00", "quotes": [] }, { "author": "Rahbek", "content": "I got 3 things I want to leave here as feedback. Now while this is mostly negative feedback that doesn't mean you haven't been doing an amazing job with the game so far, but I feel a bit unhappy about the changes mentioned in the dev blog and for that reason want to share my thoughts. So let me start off with the worst offender - sound: \n \n1) While I applaud the effort of wanting to re-work the soundscape of factorio I am not really sure you've been going into the right direction with this. At least the latest changes as outlined in the dev blog are the worst ones so far and I agree with the criticism raised by others before me about the belts but its really the bots that to me feel really out of place. \nI understand the general idea of wanting to create a soundscape that \"sounds\" well together - especially for a whole busy factory - but here's some food for thought that I hope can explain why to me the new sounds feel so out of character for the game (even taking away from the experience): \n \nWhen Albert set out to re-do the graphics it was mentioned in one of the dev blogs that one key aspect of the game and its graphics that he aimed to preserve was - as best as I remember - something along the lines of this: It is a messy dirty place, it's a factory it's not polished and nice so while the graphics might be HD after the rework and redesign they should still reflect the nature of the game and the environment it's trying to set the player in. \n \nI think this approach is missing from the new sounds. That \"dirty\" low-fi you described might be exactly why - to me anyways - belt sound was never something I criticised before. \n \n \n2) Not a huge fan of the map colours you picked (like the roboports) - but the idea of updating the colours is a good one. \nPersonally I used this mod for long time and I feel like for the most part it works quite well in terms of colours and received a lot of user feedback as well over the years: https://mods.factorio.com/mods/osldgoth ... Map_Colors \n \n3) Definitely not a bad idea at all what deef0000dragon1 suggested here:", "date": "2020-01-31T20:35:36+00:00", "quotes": [ { "author": "deef0000dragon1 wrote: Fri Jan 31, 2020 2:46 pm", "content": "" } ] } ]
19
2020-01-31T08:11:17-06:00
forum-topic-105591
105591
Can i send Wube some money?
Spread the Word
https://forums.factorio.com/viewtopic.php?t=105591
Whitland
Hi! Just read the news that factorio supports wayland on linux, and i wanna send them some money for this. Is there a donation link or something?
[ { "author": "", "content": "Hi, not really, but if you think that Wube deserves more than the price you paid for the game for that, feel free to make a gift to someone close who might like Factorio but hasn't tried it yet.", "date": "2023-03-16T12:22:24+00:00", "quotes": [] }, { "author": "Whitland", "content": "I mean i guess i dont have the game on steam, but i'd like to do you know, \"thank you for the continued linux support, heres 30 bucks\" or something. \n \nAnyway. \n \nWube! Thank you for the continued linux support! Imma go buy the game on steam again, to show my thanks. Thank you again, you guys are awesome", "date": "2023-03-16T20:33:25+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "You can buy the game as many times as you want through their site.", "date": "2023-03-16T23:04:53+00:00", "quotes": [ { "author": "Whitland wrote: Thu Mar 16, 2023 8:33 pm", "content": "" } ] }, { "author": "MEOWMI", "content": "A great way is also to buy merch, although it's mostly shirts, at least it's an alternative to buying things to wear at home and you can support the game at the same time.", "date": "2023-03-17T02:08:52+00:00", "quotes": [] }, { "author": "Synchrose", "content": "Probably the best thing you can do is promote Factorio. Tell people about the game.", "date": "2023-07-23T20:43:28+00:00", "quotes": [] }, { "author": "Qon", "content": "You can get a steam key for free for yourself if you bought the game through the website. \n \nAnd then you can also buy more copies from Factorio.com (Wube gets more money this way, otherwise steam takes their cut) to give to friends!", "date": "2023-10-24T18:02:40+00:00", "quotes": [ { "author": "Whitland wrote: Thu Mar 16, 2023 8:33 pm", "content": "" } ] }, { "author": "EustaceCS", "content": "(Also, GOG.com version exists. And a version for Nintendo Switch became available recently)", "date": "2023-10-29T03:19:29+00:00", "quotes": [ { "author": "Qon wrote: Tue Oct 24, 2023 6:02 pm", "content": "" } ] } ]
7
2023-03-16T06:31:29-05:00
forum-topic-87911
87911
Friday Facts #360 - 1.0 is here! - Page 11
News
https://forums.factorio.com/viewtopic.php?t=87911&start=200
valneq
Here, I guess: https://alt-f4.blog/
[ { "author": "Leche06", "content": "Funny fact: 360° = 2 pi ==> A complete Circule", "date": "2020-09-14T18:58:32+00:00", "quotes": [] }, { "author": "catma", "content": "Did I miss the memo, or will there be no post-launch FF? Even for just a few times more?? \n \nI feel 20 percent of my factorio addiction was reading the FF, they were so well crafted...", "date": "2020-09-19T02:13:21+00:00", "quotes": [] }, { "author": "5thHorseman", "content": "Both, actually. Read the bottom few paragraphs of the very Friday Facts you're replying on.", "date": "2020-09-19T02:18:10+00:00", "quotes": [ { "author": "catma wrote: Sat Sep 19, 2020 2:13 am", "content": "" } ] }, { "author": "RobertTerwilliger", "content": "Sorry, this comment won't have any valuable content. \nI'm just having 1.5-month FFF withdrawal", "date": "2020-10-02T16:03:26+00:00", "quotes": [] }, { "author": "valneq", "content": "You already know about the Alternative Friday Factorio Fan Facts? \n https://alt-f4.blog/", "date": "2020-10-02T17:02:08+00:00", "quotes": [ { "author": "RobertTerwilliger wrote: Fri Oct 02, 2020 4:03 pm", "content": "" } ] }, { "author": "eradicator", "content": "Gotta admit they're not near as good as the real thing. Especially the last one that pretended the whole alien-egg graphic thing was a big \"mystery\" that only Klonan knew about (protip: most people who played that version would probably know if they cared to zoom in). If they had at least uncovered information about \"The-Duracell-Incident\"™. And this week the first topic is what... the changelog of Yuoki's mod?", "date": "2020-10-02T23:21:05+00:00", "quotes": [ { "author": "valneq wrote: Fri Oct 02, 2020 5:02 pm", "content": "" } ] }, { "author": "RobertTerwilliger", "content": "Yeah, I do. It's like \"non-alcoholic vodka\" (Slav joke - basically a water under label you desire) \nEdit: I mean no offence, it just can't replace the loss. \nAnd now irregular FFFs prevents my life to go on...)", "date": "2020-10-09T18:48:05+00:00", "quotes": [ { "author": "valneq wrote: Fri Oct 02, 2020 5:02 pm", "content": "" }, { "author": "RobertTerwilliger wrote: Fri Oct 02, 2020 4:03 pm", "content": "" } ] }, { "author": "Xenomorph", "content": "Happy Birthday Version 1.0", "date": "2021-08-14T13:28:11+00:00", "quotes": [] }, { "author": "jona5", "content": "Happy Birthday V1.0 \n \nYou don't look a day older.", "date": "2022-08-14T20:57:15+00:00", "quotes": [] }, { "author": "Dial-up", "content": "A couple of months ago I decided to read all fff from the very first one, before that, from the moment of purchase I almost didn’t read fff, I bought the game on February 25, 2018, this is after 231-fff(and game version 0.16.51), and this was the first purchase of any game in my life! \n \nI don’t know why, but while watching random channels on Twitch I found this game, less than 5 minutes passed when I realized that I would really like this game, which immediately brought me to the stream page, since then I’ve been I played for 1500 hours (fun fact, I didn’t pirate the game, I immediately bought it, but when I say this, people around me don’t believe me ) and now I’m writing this text. \n \nWell, although it's late, congratulations, you've done a great job and created a wonderful game that you want to return to again and again.", "date": "2023-11-12T02:38:38+00:00", "quotes": [] } ]
10
2020-08-14T04:02:43-05:00
forum-topic-126752
126752
Set assembler sub-toggle for "cancel craft" on set recipe
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126752
Milichip
TL;DR This option on the right: factorio_5VcFfyAbDx.png (247.96 KiB) Viewed 458 times What? Add an option for assemblers to cancel their current craft and eject all items if the current "set recipe" signal has disappeared. (if another DIFFERENT valid recipe signal is received, it will cancel the current recipe and switch to the new one immediately) Why? I am using the "set recipe" function to craft multiple rarities of the same item in a mall (e.g. normal electric pole AND uncommon electric pole) in one assembler. Switching the recipe automatically makes the inserters in front push items into it, however despite the fact that I pull the item as soon as I can from the item and remove the signal in only a few ticks, the assembler immediately starts another recipe, leading to an overproduction of 1 craft every single time. The existing alternative solutions to fix this issue (feeding an exact amount of items) OR (adding -1 to the amount desired after a delay once production starts where the delay would need to arrive after items are loaded but before the assembler finishes 1 craft) OR (adding -1 to the amount desired after the machine outputs it is working, except it's not -1 if the recipe crafts multiple of the item at a time e.g. 2 for belts) are not the most engaging, in my opinion. On top of that, having the additional control is relevant for very long recipes which is very relevant in cases where the player triggered something (i.e. pulled items from chest) and wants to immediately have feedback for that action (some machines immediately spitting out whatever they were doing to refill what the player demanded). Also the extra flexibility would be relevant in mods.
[ { "author": "Muche", "content": "I wasn't able to reproduce your issue. \n \nYes, when the signal for recipe/item intended to be crafted changes/is removed, the machine finishes the current craft, but immediately after that it dumps everything into trash slots, it does not start another craft cycle. \nMy guess for you encountering it is due to combinator delays in circuit network, or some signals interference/leakage. \n \nHave you experimented with your circuitry reacting to Read working signal? \nFor example, if it detects the machine started working, block the recipe signal, so the machine crafts for one cycle only. \nLater it can react to Read recipe finished to set a recipe back. \n \nAs for the \"Cancel current craft\" option, I don't think it is feasible. \nIssues mentioned in, for example, 117890 Assembling machine trash slots function as infinite storage , 123664 Crusher adds more and more trash slots , 120100 productivity exploit +100% are currently deemed acceptable because the only way to trigger them is manually.", "date": "2025-02-10T22:21:57+00:00", "quotes": [] }, { "author": "", "content": "No. \n \nThis was one of corner cases we considered and we will not be adding it. Reason is that at certain stages of game you may have >100% productivity and this option would allow to automate abuse of it making it an infinite productivity by cancelling craft when bonus progress finishes but before main cycle finishes.", "date": "2025-02-11T07:51:54+00:00", "quotes": [] }, { "author": "Milichip", "content": "I don't think there is a way for the machine to read its output -without- starting a new recipe. \nThe \"fastest\" thing I have found is this:\n \n \n \n factorio_g07y98hTrw.png (79.05 KiB) Viewed 324 times \n \n \n\nWhich, as you can see, starts a craft immediately before it gets the chance to disable itself. \n \n\nThat makes a lot of sense, though in that case would it be possible to just add a signal to tell the machine NOT to start a craft, even if it has ingredients available? \n \nCurrently, the problem with \"set recipe\" is that if you set it for one tick, it won't immediately start crafting until the items are loaded in, at which point the recipe can take as little as .5 seconds to complete, thus mandating the usage of a decider combinator if you want to craft an exact amount of items.", "date": "2025-02-15T13:10:34+00:00", "quotes": [ { "author": "Muche wrote: Mon Feb 10, 2025 10:21 pm", "content": "" }, { "author": "boskid wrote: Tue Feb 11, 2025 7:51 am", "content": "" } ] }, { "author": "Tertius", "content": "To craft exactly the desired amount, you need to change the recipe while the last craft is in progress. \n \nThe decision \"I have enough in storage, change to other recipe\" cannot be based on the amount of things you have, because of the latency of the decision process after a craft finished to provide a new recipe. This takes at least 1 tick (this isn't actually achievable, real process is at least 2-3 ticks), but in this 1 tick the machine has already started another production cycle if it has enough ingredients. \n \nSo you need to decide \"I have enough after the current cycle\" to have a few ticks to provide the new recipe while the last craft is in progress. If this craft finishes, and a new recipe is already in place in this moment, the machine ejects everything and switches to the new recipe. \n \nHow to decide \"this is the last craft\" is up to you. When I was at the same point as you, I decided it's not worth the trouble. Every single machine with recipe changing needs to be handled with this. But a few items overproduction is not really an issue. Instead of 100, it's 105. So what? I admit it's becoming unpleasant if you let the mall craft singular items like an expensive armor or an equipment module, but I simply let it go. \n \nIt's also kind of difficult to determine you have enough. How to count? It takes time to transport an item to your storage for counting. Inserter swing, robot transport, belt moving. And there's the quirk with the logistic network that robots will reserve/carry 4 items instead of just 1, and an item vanishes from counting temporarily while being carried by a robot. To be honest: not worth the hassle. I accept a little bit of overproduction.", "date": "2025-02-15T14:40:27+00:00", "quotes": [] }, { "author": "Muche", "content": "This contraption crafts exactly 10 iron gear wheels, one at a time, clearing the recipe and AM's inventory after each cycle. \nIt relies on input inserter swinging slower than the circuit network does the calculations. \n 0eNrNV11vmzAU/SuVX2eqQoA2kbbH/YE+9CGKkAM3wSoYZptkUcV/37UhlCRuSqpNmiIlxh/nXp97fEzeyLpooJZcaLJ4IzythCKL5RtRfCtYYfoEK4EsCFMKynXBxdYrWZpzAd6MtJRwkcFvsvBb6liUQcozkF5alWsumK7kaEnQrigBobnm0AW1D4dENOUaJGLSI86+qjIQXpqD0oSSulK4qBImkokdxfcRJQey8B6fwvuoNbmcYQUD1ropXj0uFEiNAw6wx1MwSjIuIe2mhJQgRVpWRbKGnO047gjXpVymDdeJAp1seIHAuCEtG8DVwzNu8EjWkAyXlfC2wKS3zwEKTOdXwwpMHMdEJUtmupC9mknL3oJ8J4a2DjQpkRazpYKlrwW33DQKzlO4IGM2mYzYv0KGH9zIBh2GJLAsyZnIEgOA6V3MsIN2WrdJ/19ROYWwcIiiNGJ/KMQ4+FSI0QDFJNd5CZqn4/PhAA1vrsA7tOE3s3DKDGy4VFiY4ZzqQ21S2XGpG0vQcZt2hgd40s2JVWBgDJbSzFjFAyVVDUikTYN8w5VVo+vmZuzWxVE8zD1G/ISh6IpKn9wUqW5cnbZPhPXX5WY6GkOf/9Cu8OPa++N0oxq53swttqcvuV5wKTMH9vydCrHhAocm+XMHflxiPELjnWLLIKGsdpA0oiMesoRrKHFowwoFp/UYV6EumIYxuajO3hmZ9gpgNqnholq5mPIf6NWbzrGp+Sn9H8nMmF3KzVHoDM56WteVGBJUDtnJ2L6Srxj8ve9k6vQD9tOc3B5s+qoX4pSl/658x6XucsIranJT1eOeOdb4aXmzgb2Q1nEKxyCJAG1I6hU4lGIrAUQvPUvIjZGfLyL/+ErkIwYkfTy8Fu211dnt+cvaZ567A3nQuVEXIl/E789Zn4C9Cz9wKT+4UQ7hfyGHs/vs5nXXy+eg7yzUNLF9tbq95OpDYp0w2ciqTLhAoCG3ySXHHPZYI5PBMqA+nVF/RZf4TSM6s62AhjTAFn5TrKFpRtiMbSvGidjp2yb++rYXTdY3bX/UNmCmy0yfrTCs8Xz7Tnv8X0JJwdZ4wy7IM+i7zg7vMrwr8NWgfwOhBIWtrJyiOJiH83kUxeE8CoO2/QNFiF6U Copy blueprint", "date": "2025-02-15T16:21:26+00:00", "quotes": [] }, { "author": "Milichip", "content": "I'm aware of that. I can make it work no problem, I'm just saying it's not very engaging and I would like to have an additional tool at my disposal, because deciding \"this is the last craft\" for, conveyor belts (which craft 2 at a time) is a pain in the ass, since you \"don't know\" they are going to craft 2 unless you specify that information yourself. So adding 1 item to the signal while the machine is working is not good enough - for belts, you need to add 2. \nI have also made another thread suggesting a way to read how many products a recipe will craft, however it is a lot more nuanced of an issue since it involves probabilistic crafts. \n \nRegardless, this would be a neat tool. I believe extending the disabling behavior to have a checkbox that says \"Finish current craft if disabled\" would work great for this. Then you could just have it disable itself whenever it is working.", "date": "2025-02-15T18:17:03+00:00", "quotes": [ { "author": "Tertius wrote: Sat Feb 15, 2025 2:40 pm", "content": "" } ] } ]
6
2025-02-10T14:46:17-06:00
forum-topic-125730
125730
Perceived performance: performance to animation speed modifier
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125730
Quezler
rubberducking posts: https://discord.com/channels/1396775903 ... 1099580416 some of the new space age assembling machines have a performance_to_activity_rate of 2, but it seems the property is only read for generators. so either the documentation needs to be updated that "that" only works for generators and the rate of 2 removed from all assembling machine prototypes in the official mods, or assembling machines should support the performance_to_activity_rate properly.
[ { "author": "Quezler", "content": "posila mentioned @ https://discord.com/channels/1396775903 ... 3410575370 that its basically just for audio, \nits placement & usage in between the minimum & maximum animation speeds of assembling machines highly suggest it controls how quickly (or slowly) the maximum cap is actually red, a misconception luka had too @ https://discord.com/channels/1396775903 ... 4700250194 , also the struct where performance_to_activity_rate also resides in is litterally labeled \"affects animation speed\" \n \nso if this really is \"not a bug\" move it to modding interface requests? since it would be really nice if you could control how many speed modules/beacons are needed to reach the maximum animation speed. (and if not there, documentation improvement requests, since it is currently really hard to figure it out based on context)", "date": "2025-01-08T13:03:56+00:00", "quotes": [] }, { "author": "", "content": "I'll fix/update the doc so it's clear(er). \n \nEdit: and remove performance_to_activity_rate from crafting machines where it does nothing", "date": "2025-01-08T15:05:36+00:00", "quotes": [] }, { "author": "", "content": "The docs have been updated and some of the lua definitions cleaned up for the next release, 2.0.31. \n \nI'm moving this to Modding interface requests, for a performance to animation speed modifier.", "date": "2025-01-15T12:13:48+00:00", "quotes": [] } ]
3
2025-01-08T06:19:42-06:00
forum-topic-127392
127392
[2.0.39] Wasted space in BP Library Slots View
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127392
Usul
In the new "Slots view" of the Blueprint Library, right-hand side window edge does not align with content, as it does so in the other two view modes "List view" and "Grid view". 03-11-2025, 16-04-20.png (304.55 KiB) Viewed 127 times Sorry for another nit-pick, but I simply love the near-perfect factorio GUI and I can't unsee some minor issues like these once I've noticed them.
[]
0
2025-03-11T10:07:54-05:00
forum-topic-126101
126101
Factorio Forums • Bad gateway error
wiki.factorio.com gives 502 Bad Gateway nginx
[ { "author": "", "content": "The wiki is displaying this error for me at the moment:\n \n \n \n factorio_wiki_502.png (8.83 KiB) Viewed 442 times \n \n \n Merged...", "date": "", "quotes": [] }, { "author": "", "content": "Wiki is back online, apologies for the inconvenience.", "date": "", "quotes": [] }, { "author": "", "content": "Thank you Sanqui, and everyone else included in fixing this problem.", "date": "", "quotes": [] }, { "author": "", "content": "Yes, thank you.", "date": "", "quotes": [] } ]
4
forum-topic-113966
113966
Nuclear Power Plant from the future - Page 5
Energy Production
https://forums.factorio.com/viewtopic.php?t=113966&start=80
Theikkru
If you'd like to learn more, I've got plenty of references and info in the balance proposal thread I made , and it's still open for discussion. I won't go into detail here, though, so as not to de-rail the thread. It's not just that, but also that the devs specifically mentioned pumps pulling from storage tanks as a special case, so I presume they do something like reach maximum flow at a lower percentage of fill or some such. In combination with pipe snaking capacity etc., that means you'd probably only need as many tanks as are necessary to provide enough direct connection points for the pumps you want. In fact, you'd pretty much always want to deploy tank-to-pump setups to get maximum pumping effectiveness.
[ { "author": "", "content": "That's what I understood too. Optimal tank usage should be limited to \"as many as needed for downstream usage\", and be drawn from by a pump.", "date": "2024-06-29T06:51:47+00:00", "quotes": [ { "author": "Theikkru wrote: Fri Jun 28, 2024 11:34 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I've been thinking about that, currently there is already a \"higher max throughput\" when you use pump to get liquid out of tank that i understand as : not more than the capacity of 1 entity can be transfered each tick. Meaning that for pipes it's 100 fluid per tick, ( 6000 /s) whereas for tanks, there is no \"limit\" due to this phenomenon but rather a limitation on the pump speed ( 12000 /s ). \n \nI wonder if this kind of thing will still be at play, with the \"teleporting\" liquid, it seem like they can teleport from source to destination, but i'm not sure what would be the \"source\" if you have a 4 tanks connected together, holding 100K fluid, and a pump extracting fluid from 1 of the tank, to transfer it into another group of 4 tanks. I suppose in such cases, only 12K fluid will be transfered per second. ( 200 per ticks). \n \nBut then when the group of source tank run low, their level will balance to say 50 fluid in each tank. Will the pump push the 200 remaining fluid all at once ? Or only be able to extract 50 per tick as it's the quantity of fluid in the \"directly\" connected tank ? \n \ntank to pump setup are what i use for train stations, but i thought the update meant it won't be as \"necessary\" as it used to be, i'd WANT to avoid deploying tank to pump setup everywhere, even if it's max pumping effectiveness, i wasn't feeling compelled to do so before the update, only in rare places that really needed it, mostly for non-optimized builds. Supposedly it will be easier in the future to deal with fluid, so i think players are also meant to be able to avoid placing pump everywhere, as a design choice, even if it means skipping on the fastest transfer speed. But i'm not sure if it's the case. \n \nIn my previous example, it would mean the pump extract the max amount of fluid in a single tick from the whole network (200 and not just 50 from the tank it is directly connected to ) ( super easy mode and different from current reason that tank=>pump=>tank have higher thoughput than with pipes). Again not sure what will be the \"special case\".", "date": "2024-07-03T10:22:37+00:00", "quotes": [ { "author": "Theikkru wrote: Fri Jun 28, 2024 11:34 pm", "content": "" } ] }, { "author": "Theikkru", "content": "I think you're getting hung up on the old idea of pipes/tanks having their own properties. In the FFF they showed individual flow rate and capacity bars on each tank or piece of pipe, but under the new system, there's no such concept; all pipes and tanks connected contiguously will share the same \"pool\" of fluid. \nIt's not so much that fluids are teleporting from one end of the pipe to the other, as it is that there just isn't any concept of distance or separation between points along a \"pipe segment\". In other words, the \"source\" of fluid you are pumping out of (or the destination you're pumping into, for that matter,) will no longer ever be a particular pipe or a tank, but the \"pipe segment\" as a whole. Whether a pump is intaking from a pipe piece or a tank is only relevant in determining whether it gets the special case bonus to flow; all other properties of that individual pipe or tank are irrelevant. \nUsing your example of 4 full tanks (100kfluid) pumping into 4 other tanks, and assuming a pump rating of 12000fluid/s, and that the tank-pump bonus is something like max flow until 50% fill, then you can expect max flow (-12000fluid/s) for the first ~4.167 seconds, after which it would decrease according to f=-12000e^(-t+4.167). If you were to stick a pipe in between the pump and tank instead, your flow would just be f=-12000e^(-t), so just a lot worse throughput all around. \nP.S. I'm probably missing a constant factor for t in those equations due to lazy calculus, but the idea's there.", "date": "2024-07-04T15:34:22+00:00", "quotes": [] }, { "author": "mmmPI", "content": "It may be true that i'm not able to picture properly the new system, that's part of why i made this post. \n \nThis particular video from the FFF, is what i called \"fluid teleporting\" in the \"last pipe of the snake\", as i supposed it would also act in my nuclear power plant, where the steam or water will reach all turbines at the same time. \n \n \nIt appears to me that there IS a concept of \"individual\" properties. The tank being still 25K capacity and not into the same group as the \"snake of pipe\". both being separated by a pump making them seemingly 2 \"segment\" where the \"quantity inside the snake of pipe\" can be \"decreasing\" whereas the \"quantity in the last tank\" would be \"increasing\" in the last few seconds of the videos. \n \n \n\nIn such case, my design as posted on the first page would work \"better\" without any pumps at all, than with 1 single pump. ( considering the single pump \"cut\" the segment into 2 following my interpretation of the previous video). That seem counter-intuitive to me. \n \n\nThis i don't understand/follow your reasonning anymore, this is part of what is puzzling me, if the \"pump\" DO NOT separate the segment, as it seem to me you suggested earlier , then 4 tanks => pump => 4 tanks, should be considered a single \"fluid box\"/\"segment\" as soon as the pump is open to me. \n \nIt seem counter-intuitive that the pump would not be the determining factor for the speed at which the liquid is transfered in that if instead of a pump you'd place a pipe to make it 4 tanks => pipe => 4 tanks, it seem to me that your calculus for flow would also apply. ( since it's entirely based on difference of quantity of fluid ). \n \nI may be doing mistake of interpretations x), i think many players are too because it seems to me that players understood the FFF quite differently.", "date": "2024-07-04T16:20:04+00:00", "quotes": [ { "author": "Theikkru wrote: Thu Jul 04, 2024 3:34 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 3:34 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 3:34 pm", "content": "" } ] }, { "author": "Theikkru", "content": "Numerically, this understanding is correct: there are two pipe segments with those properties. However, what's relevant for flow calculations is the properties of the two pipe segments, and not the properties of the individual components within those segments. It just so happens that the second pipe segment in that example consists of only 1 tank, so it shares the same properties as that tank. If you were to connect another piece of pipe to that tank, the properties of the segment would change to include that piece of pipe, and the properties of the individual tank would cease to be relevant.\n \nCounterintuitive as it may seem, that is the behavior of the new rules. Eliminating extraneous tanks would also help the pipe segment fill faster by decreasing the pipe segment capacity, which would help increase flow. Conversely, tanks directly before pumps would help flow despite increasing pipe segment capacity, because of the special case.\n \nThe pump does separate pipe segments. My calculations are based on a pump max flow rating of 12000fluid/s.\n \nThat calculus would not apply if a pipe piece were connecting instead of a pump, because there is no flow within a pipe segment: the entire segment shares the same fluid. In addition, those calculations are only dependent on the max rating of the pump, and the percentage fill of the source pipe segment; there is no \"difference of quantity of fluid\". The amount of fluid in a destination pipe segment is only relevant if it's 100% and stops flow entirely.", "date": "2024-07-04T21:11:46+00:00", "quotes": [ { "author": "mmmPI wrote: Thu Jul 04, 2024 4:20 pm", "content": "" }, { "author": "mmmPI wrote: Thu Jul 04, 2024 4:20 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 3:34 pm", "content": "" }, { "author": "mmmPI wrote: Thu Jul 04, 2024 4:20 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 3:34 pm", "content": "" }, { "author": "mmmPI wrote: Thu Jul 04, 2024 4:20 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I think i understand better what you meant, i had missed some details earlier, and you seem convinced about your description, but i cannot be convinced that \"easily\" \n \nConsidering the situation where 4 tanks are filled with water, and 4 tanks are empty next to it. Connecting the 2 fluid system with a pump (suddenly) may lead to the situation you describe. (For reasonning purposes i will agree). But if you connect them with a pipe instead. Then there is only 1 segment with 8 tanks and a pipe in the middle. There will be \"fluid transfer\" in between different entities from the same fluid network containing different quantity of fluid relative to their capacity. no ? \n \n( from the pipe to the tanks or from some tanks to other tanks \"through\" that connecting pipe ). \n \n\nThis seem to me problematic. As if you don't use the pump at all, the \"flow\" would be \"even better\". Otherwise, the \"pump\" would act as the bottleneck, with a flow capped at 12K/s whereas there would be no cap for a network in a single segment. ( in the power plant design, this means i shouldn't use any pumps at all between the offshore pumps and the heat exchangers.) \n \nUsing a single pump would cap the water intake at 12K/s from my understanding of what you described, and 3 pumps 36K/s. So my design would only work without pumps, or with 3 + pumps , but if using a single one it would be \"worse\" than with 0 pumps ? ( i repeat how counter-intuitive that seem to me, the situation being slightly different than previously mentionned). \n \n( this is related to the first case, the \"fluid transfer in between different entities from the same fluid network\", in that if instead of 4 tanks on each side there was 400 tanks, the fluid level reaching equilibrium overtime would cause a \"flow\" of much much higher value through a single pipe than through a pump according to how i understand your explanation. this seem to be not consistent with the idea that pump and tank working together are a \"special case\" for high throughput , if the \"max\" possible flow means not using pumps and could be achieved with only pipes) \n \nI don't know for sure where you would leave some margin for the \"thoughput numbers\" to be tweaked as said in the FFF. And i don't have a more consistent explanation of what i think the \"new\" rules are. But i am not convinced by your explanations, not saying you are wrong, just that it's part of what \"may be\" for me, it's an \"hypothesis\" that leaves almost no un-answered question. Almost ... ^^ But it is not enough for me to exclude in a categoric manner that there could still be misunderstanding or things we missed/weren't told yet. ( i would say you have \"convinced\" me otherwise ).", "date": "2024-07-04T22:09:53+00:00", "quotes": [ { "author": "Theikkru wrote: Thu Jul 04, 2024 9:11 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 9:11 pm", "content": "" } ] }, { "author": "Panzerknacker", "content": "[Moderated by Koub, please refrain from trolling. If you have nothing constructive to tell, don't say anything.]", "date": "2024-07-04T23:28:30+00:00", "quotes": [] }, { "author": "Theikkru", "content": "I think there is a key detail you are missing that relates to this rule in the FFF:\n \n---\n \nNo. You need to discard the idea that there is fluid in those individual entities, and understand that fluid only exists in the pipe segment as a whole. By connecting the two tank sets with pipes, you are merging two pipe segments into one, irreversibly, causing all properties across that segment to instantly become one and the same, based on merging calculations; that's not really \"flow\" or \"transfer\". (This distinction is important later.) If you then remove one of those pipes, you are then simply dividing the one segment into two, with equal fill percentages.\n \nHere is the problem: for fluid to be useful, it must ultimately leave a pipe segment and enter some other entity to be used (e.g. turbines, chemical plants). Therefore, there will always be a \"machine\" (governed by the FFF rule that I quoted above) at the end of a pipe system. It is useless to discuss \"flow\" or \"fluid transfer\" within pipe segments, because the limiting factor will always be downstream of that pipe segment. \nIn the case of 0 pumps in your power plant example, flow would remain at max rate so long as the pipes remain 100% full, but as soon as they fall below that fill level, the machines trying to extract from them (whether that be turbines or heat exchangers) would start to lose performance. In other words, there must always be a volume of fluid equal to the capacity of the pipe segment trapped in that pipe segment in order for full flow to occur. This is why REDUCING the capacity of a given pipe segment is good. \nIf, however, you put a tank-pump arrangement as close as you can to the downstream \"machines\", you divide what was one pipe segment into two, with different properties: the first segment, with most of the capacity, that can be drawn down to a much lower fill level (50% in my calculus example) without compromising flow, while the second segment, with much smaller capacity, still must remain full. This effectively turns the first segment into a fluid buffer, and reduces the total volume of fluid required to run the pipe system effectively, especially over long distances (due to the increased capacity).", "date": "2024-07-04T23:40:06+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "mmmPI wrote: Thu Jul 04, 2024 10:09 pm", "content": "" }, { "author": "mmmPI wrote: Thu Jul 04, 2024 10:09 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I have this in memory; but i don't understand how it should be interpreted in the case of \"no machine\" only tank and pipes and/or pumps. The \"maximum\" mentionned though i think understanding that's where you consider flow can only exist and as such would be the place where \"tweaking numbers\" is done. ( otherwise it's not \"flow\" for you as i understand the next quote). \n \n \n\nWell to me that is flow and transfer, i imagine the situation where on the left you have 4 filled tanks, and on the right 4 empty tanks , then i manually put a pipe to connect them, and have the game pause, and only go 1 tick at a time and considering the amount of \"green bar\" as shown in the FFF in every tanks. \n \nInitial situation is indeed 2 segment , one empty , one full, then they are connected, but the level of water will not stay as 1 group full and 1 group empty, the \"empty group\" will have like shown in the FFF a \"green bar\" that will increase over time at a certain rate. no ? \n \nI feel like it won't be instantaneous.( like in the FFF video when the pump is turned on, the green bar \"increases\" during a short duration in all the pipes ) \n \nAnother way to think of it as flow (for me) would be to consider that you put the pipe in the middle and remove it after 1 or 5 or 10 or 20 ticks and compare the fluid quantity in the 2 different group of tanks. Then divide the quantity in the previously empty group of tanks by the amount of time during which a pipe was connecting the 2 groups. ( that's why i strike \"irreversibly ) \n \nThe part i underlined to me seem to suggest that you say the quantity after 1 or 5 or 10 or 20 ticks will be the same : 50% of what was initially in the group of tank that was filled. I think it is not correct because of the video shown in the FFF, but maybe you think it will be different if instead of turning a pump \"on\" it is a pipe that is placed ; since one is creating 2 segment and not the other ? That would be to me the thing counter intuitive, if you put a pump you create 2 segment and thus lower the rate of transfer compared to a single segment made of pipes. \n \nWhat you describe to me would STILL be a \"flow\" , a flow of 50% of fluid contained in one segment, (tank 1 2 3 4 ) toward what was previously another segment ( tank 6 7 8 9 ) in a single tick. ( if adding pipe cause fluid level in the new segment made from the 2 old to be levelled immediatly upon unification and stay as is after the unificating pipe is removed the next tick). \n \n\nThat's another thing x) I have seen fluid going IN AND OUT of entities in the past, i think it can still happen in vanilla with the boilers when you put them inline that the quantity of water in a single one goes up and down a little before settling. Not sure how it will be in the future. \n \nI understand when you say the limiting factor will always be downsteam of that pipe segment but depending on previous situation, i'm not sure it will be the case all the time. Considering the picture of the FFF, if the pump in the snake of pipe is only turned on 1 tick every other tick, the \"throughput\" will be 6000 fluid per second. If you have 60 heat exchanger, they would require more than 6000/S. \n \nAs i see it the \"pump\" itself could become the limiting factor in the design i posted. Thus i would need, while building, to keep track of how many \"connexions\" exist between the segment that contain all the offshore pumps ( pushing water at infinite rate). And the segment that contain all the heat exchanger. ( pulling at a limited rate based on fluid % OR/AND pulling at a certain rate due to the machine receipe/normal consumption). \n \nIt could happen that my offshore pumps segment and the heat exchanger segment need \"more flow\" between them no ? so that the segment of fluid containing the heat exchanger receive more water via the pump from the other segment with the offshore pumps than the consumption of the heat exchanger when their segment is full and their work at full capacity would be. \n \nIf ( 1 pump => 12K fluid/s but 150 heat exchanger => around 15K/s consumption) = I need more pumps between the 2 segments ? \n \nI dont this it's useless to discuss flow, but there are many things like that, where (many) other people think it's useless to discuss but not me; It's quite subjective \n \n\nI understand the first part, but i don't necessarily draw the same conclusion or at least i add nuances/reserve for special cases. \n \nIt seem to me that If you want the better flow, you also need the larger segment, because the quantity of fluid in absolute value that can be pulled from any segment while keeping the machine connected to it running at 100% is larger for larger segment, you can use more machines at the same time, which means somehow you have more 'useful' flow. \n \nYes you need the segment filled with fluid for better flow ( not 10% filled), AND you need that segment to be the highest capacity possible for better flow. ( i think) Hence why i said my power plant could work better with 0 pumps between offshore pumps and heat exchanger. That segment capacity would be hugeee, so all the heat exchanger \"consuming their tick consumption\" would still not be significant regarding the fullness or not of the segment which would make it \"immune\" to flow reduction. \n \nIt's going into niche case that cannot really be demonstrated in game but to explain when it's not \"immune\" i could think of a segment that is composed of : \n-a single pipe \n-6 offshore pumps connected to it ( impossible in game) \n- a pump exctracting fluid from that single pipe to put into a tank. \n \nOffshore pump produce 20 fluid per tick, so if there was 6 connected to a single pipe, they wouldn't be able to produce 120 fluid per tick, since pipe can only hold 100. \nSimilar situation but maybe more plausible in game may occur if you use not offshore pumps (because you need 6 to exceed a pipe's capacity) but regular pumps and a \"too small segment\" for the expected quantity of \"fluid turnover\" occuring every tick. \n \nGiven that real pumps can push 6000 or 12000 fluid per second, that is 100 or 200 per tick, if \"a segment of fluid\" is composed of 10 pipes, and 10 pumps are attempting to push fluid, and 10 other attempting to pull. Wouldn't it mean that doublling the amount of \"pipes\" in the network would allow more transfer ? \n \nIn some more general perspective that would be asking : \n \nWhy would transfering to \"tank\" be so much better if now pipes are not having a \"100\" individual capacity anymore ? As that was what limited their transfer rate for me. \n \n( asking to anyone including myself this is not a trap x) ) \n \n\nThat's not what i had in mind when designing the power plant. I think that make sense considering what you said earlier, as a logical consequence, but i am not so sure i agree / understand the previous step. \n \nAnyway it's interesting to read, it make me think about different strat to test, and consider i could have misunderstood things", "date": "2024-07-05T01:35:58+00:00", "quotes": [ { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" }, { "author": "", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" } ] }, { "author": "Theikkru", "content": "In the absence of machines, (note: pumps are machines,) the following rules apply:\n \n---\n \nNo; it will be instantaneous. (See the third rule above.) The FFF video takes time because the pump is a machine transferring/flowing between two segments, not merging two segments into one.\n \nI don't consider that useful terminology, because regardless of the shenanigans you do with merging and splitting pipe segments, the only transfer/flow that really matters is when you use a machine to transfer the fluid out of one of those pipe segments for use, in which case all the calculations and rules described earlier apply.\n \nI suspect that devices that can pass through fluids (like boilers and turbines) will behave like a pipe with a machine stuck to it, i.e. they will become part of the pipe segment for fluid passthrough, but will behave like a machine for actual fluid use.\n \nYou are correct that the calculations regarding differing flow rates between various machines along a pipe system are important, but you have missed the point. My statement was:\n \nThat was referring to what you called \"flow\" or \"transfer\" when merging fluid segments. My point was that such shenanigans occurring within and between pipe segments alone are pointless, because the only part that matters is when fluid flows out to machines (such as the pumps, heat exchangers, and offshore pumps you brought up).\n \nI'm not convinced that limitation exists; I see no reason the calculations cannot first determine how much fluid is trying to be deposited into the pipe segment from upstream sources, then determine the intended draw from downstream sinks based on current segment fill, and then pass the fluid through without changing the value of fluid in the segment if the two are equal. \nIn any case, even if such a limitation existed, it would be very superficial in nature, since two pieces of pipe would be enough to handle one pump-tick of fluid, and any practical scenario is going to require more than that in piping just to make useful connections between said pumps and other useful machines.\n \nI'm not seeing how a higher capacity would help at all, (besides the bare minimum required to satisfy the potential limitation above,) or how tick-per-tick consumption would have anything to do with the fullness of the pipe segment, unless fluid input into the segment is overall lower than output from the segment. I don't understand what you mean by \"immune\" to flow reduction, since reduction would occur if, and only if, the pipe segment is less than 100% full.\n \nThis is what I mean by not occurring in real scenarios: your first example requires breaking game geometry, and the second, while technically a valid example, serves no practical purpose; there is no point to the second set of pumps.\n \nIt wouldn't be better. One of the points I was trying to make, originally, was that under the new system, pretty much the only place tanks are practical, is immediately upstream of a pump, to enable the special case.", "date": "2024-07-05T03:29:59+00:00", "quotes": [ { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "Theikkru wrote: Thu Jul 04, 2024 11:40 pm", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" } ] }, { "author": "mmmPI", "content": "Maybe this is somewhat inappropriate, i wouldn't do if it was sensitive matter, but i think in this case it is ok to quote some private messages that are part of this discussions ( let me know if i should remove them i tought it would help re-focus the discussion) : \n \n\nThis to me answer many questions about how you consider the fluid system that was revealed is to be understood. \n \n\nThat makes sense to me in that it is consistent with your other interpretation. I have hard time acknowledging it, and my intuitition is trying hard to find some mistakes in that reasonning, because i don't want to hear that fluid will behave this way, but i think you are sadly on the right side of interpretations there .... ^^ \n \n\nFrom a gameplay perspective i understand that it is pointless figures to have, it would be figures of \"flow\" or \"transfer\" that i would have used to compared the \"old\" and \"new\" system to highlight the \"max\" throughput that was possible with the \"old\" and the \"new\". And how \"pumps\" are \"worse\" than \"pipe\" for \"flow\" in certain conditions when they would cut a segment in 2 segments limiting the \"flow\" from one to another, ( to 12K/S +/- adjustement related to fill-level) versus \"unlimited\" when a pipe is used. \n \n \n\nThis i think is answered by the PM i quoted at first, i was not sure how to consider \"those limitations above\". In my mind the current \"special case\" for pumps pulling from a tank is due to the \"higher\" capacity of the tank versus the pipe ( 100 fluid for a pipe is the max that can be \"transfered\" each tick\" capping it at 6K/S). I understand that in your explanations, this is no longer the case, as a pump will be able to pull not only from the pipe to which it is attached, but from the whole segment ( and thus be able to pull more than \"100\" fluid per tick). This is still a bit puzzling, because you also say that tank will still be a \"special case\" of \"higher throughput\". Which can make sense if devs made something particular for it as you seem to believe. ( i can understand the tank is made \"better\" on purpose , but the \"pipes\" could also allow more than 6k/s fluid transfer (potentially) if pump is allowed to pull from the whole segment and not the single 100 capacity pipe no ? \n \n\nI agree it's not real scenario, it was more \"thought experiment\" to invent an illustrating case where one or another intepretation would yield very different results so that it's easier to understand what is one's interpretation. I send PM afterward because i realized i may have not been clear when saying it. I think i understand how you say pump are going to work. That would mean for the power plant that \"no pumps\" is better than 1 or 3 pumps where i used 3. Which i dislike from gameplay logic. \n \n\nI understand your reasonning i think. But i'm not sure how to explain why \"pipes\" would not have \"unlimited\" pulling rate when a pump is connected and the pipe and its segment is \"full of fluid\". ( pump pulling from tank is \"special case\", but why the \"regular logic\" when applied to pipes, yield a lower throughput ? ( if pumps are allowed to pull not only from the pipe to which they are attached, but from the whole segment). \n \nI feel this is little details of math, but those are what need to be fully understood to design perfect power plant, it probably will feel MUCH MUCH simpler when the system is released and things can be measured/tested, but from this thread i will have a list of things to test and measure", "date": "2024-07-06T11:50:19+00:00", "quotes": [ { "author": "Theikkru wrote: Fri Jul 05, 2024 4:16 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 4:03 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 4:03 am", "content": "" }, { "author": "Theikkru wrote: Fri Jul 05, 2024 3:29 am", "content": "" }, { "author": "mmmPI wrote: Fri Jul 05, 2024 1:35 am", "content": "" }, { "author": "Theikkru wrote: Fri Jul 05, 2024 3:29 am", "content": "" }, { "author": "Theikkru wrote: Fri Jul 05, 2024 3:29 am", "content": "" }, { "author": "Theikkru wrote: Fri Jul 05, 2024 3:29 am", "content": "" }, { "author": "Theikkru wrote: Fri Jul 05, 2024 3:29 am", "content": "" }, { "author": "Theikkru wrote: Fri Jul 05, 2024 3:29 am", "content": "" } ] }, { "author": "Theikkru", "content": "It's fine.\n \nYes, they could.\n \nThat would remain true only if the pipes stay full at all times. If the pipes end up less than full at some point, then depending on the respective machine flows, the pumps could help keep the second segment \"pressurized\" to full, even while the first segment is slack-filled, which would result in higher exit flow. \nThis is why I keep insisting that you have to include the machine(s) downstream of any pipe segments in your considerations: because that is what will ultimately become a critical limiting factor.\n \nBecause pipes (and other \"pipe segment\" constituents) don't \"pull\"; they just provide a connection point for the segment's fluid. It's always the downstream machine (in this case the pump) that defines the limit on flow through and out of a given pipe segment, and when connected to a pipe, the pump would be limited to its nominal max flow rate (and any reductions to that due to fill percentage of the segment). \nNote: As I interpreted the \"tank-pump flow bonus special case\" to be an ability to reach max flow at lower fill percentages, there would be no difference between pipe-pump and tank-pump flow at 100% segment fill. That interpretation, however, is an assumption on my part: it is possible that the devs intend to implement that special case in a different manner, (such as a flat increase to the pump's max flow statistic,) in which case different behavior would be expected.", "date": "2024-07-06T14:22:40+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Jul 06, 2024 11:50 am", "content": "" }, { "author": "mmmPI wrote: Sat Jul 06, 2024 11:50 am", "content": "" }, { "author": "mmmPI wrote: Sat Jul 06, 2024 11:50 am", "content": "" }, { "author": "mmmPI wrote: Sat Jul 06, 2024 11:50 am", "content": "" } ] }, { "author": "mmmPI", "content": "This i understand what you mean i think now. \n \n\nFor my power plant ,i think that would translate as => i would consider heat exchanger cannot consume as much as 104 water per second, and have enough offshore pumps so that the pipe necessarily stays full at all time. So i would remove the tanks and the pumps that contain water to make it a single huge segment with the 2nd picture. That seem pretty boring, and the 1 pipeline-for-all-thing . This seem like it could be resumed as [input] / [pipe-segment/magic-box] / [output]. As long as it's a single segment. \n \nThen for steam, the same reasonning could apply, while making sure the turbines can only consume less steam than what is produced per the combined amout of heat exchanger. \n \nBut then in doing so ( without pumps and only 2 segments) , it would not make sense to add tanks in the steam segment as buffer, because those when depleting in their regular role of buffer could cause the steam segmet of pipe to be less than 100%, obvisouly, which may hinder the rate at which the turbine can consume steam, and cause a power drop ? \n \nAdding pumps for control of fluid flow was something i did with my nuclear plant sometimes, not only control of fuel, but both control method would yield less-than-full pipes in regular operation, before the refuel is done, or when the steam buffer is low. It gets more complicated when it's not only speculation on wether or not we understood the same things when reading the rules, but also on how we would apply it to actually make a power plant, i realize now about this thread \n \n\nThat wasn't my question, but i like the answer, it makes it even clearer to have it said again differently, i probably missused the word \"pull\" and wasn't very clear in my words and understanding. \n \n\nThis was what i meant to question. The detail that was/is continuing to puzzle me. One of the thing that is on the list of things to measure for when i can play the expansion \nI may be wrong but maybe the fluid segment contain fluid as a whole which is then distributed into every entity based on its volume, => pipe 100 tanks 25000 ,which is then the cause for the \"optimal case\" being pump-to-tanks compared to pump-to-pipes. That wouldn't be simulating fluid \"flow\" from and into every single different entity. Instead i think that could be some sort of necessary calculation done only once per entity having a different volume in the segment, because they would all have the same amount of fluid (all pipes / all tanks / modded-tank ) , and used to limit the rate at which machine can pull in case of less than full segment from the particular entity to which it is attached based on its amount of fluid in absolute value. \nThat would explain without special treatment why tanks yield optimat transfer rate when used with pumps. ( and give me some feel that the fluid system still try to mimick the behavior of fluid as mentionned in the FFF, and so despite not simulating fluid itself)", "date": "2024-07-06T18:10:41+00:00", "quotes": [ { "author": "Theikkru wrote: Sat Jul 06, 2024 2:22 pm", "content": "" }, { "author": "mmmPI wrote: Sat Jul 06, 2024 11:50 am", "content": "" }, { "author": "Theikkru wrote: Sat Jul 06, 2024 2:22 pm", "content": "" }, { "author": "Theikkru wrote: Sat Jul 06, 2024 2:22 pm", "content": "" }, { "author": "Theikkru wrote: Sat Jul 06, 2024 2:22 pm", "content": "" } ] }, { "author": "Theikkru", "content": "That would be a neat explanation for most of the behavior, (and would duplicate the behavior of my assumption about the tank-pump bonus without having to rely on an explicit special case,) but, unfortunately, the following part of the FFF seems to directly contradict it:\n \nIf your explanation were to apply, then multiple machines trying to pull from the same junction pipe piece would have a max pulling rate limited by the absolute value of the fluid in that individual junction pipe piece. That does not appear to be the case. In fact, the only mention of the volume of individual pipe/tank pieces in the entire FFF is in the section describing how they are merged to form a segment.", "date": "2024-07-06T19:10:15+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Jul 06, 2024 6:10 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "Yes, that would have been the idea, junction or not actually, just a single strech of pipe with 2 consumer connected on the last one would have given them both half the max potential pulling rate compared to having them offset by 1 pipe so they do not attempt to pull from the same, and so no matter the length of the pipe. \n \nIt could be a symbolic quantity of fluid that can be transfered to every entity pulling from that pipe ,and next tick is removed for the quantity of the whole segment several time if needed. That would need to not exceed the total quantity of fluid in the whole segment to not \"generate fluid\". If a pipe can hold 100 fluid, max pulling rate is 100 per tick, and if 3 machines tries to do so, they could only if the segment contain at leat 300 fluid. \n \nNot sure which is the simplest/ most plausible explanation then x) \n \n\nThat would still hold be true, but i would see it as sparing some details for a further FFF", "date": "2024-07-06T20:01:37+00:00", "quotes": [ { "author": "Theikkru wrote: Sat Jul 06, 2024 7:10 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Theikkru", "content": "That would conflict directly with the statement:\n \n---\n \nThat would imply that there is a global limit on how much any one machine could draw from any pipe segment based on whether it's connected to a tank or a pipe, in addition to the nominal flow rating each machine already possesses in its properties. I see nothing in the FFF to suggest that, only the explicit special case for a tank-pump connection, specifically. \nFurthermore, that method would incur a lot of unnecessary computational burden for the client, which, otherwise, would only need to perform a single calculation to look at the sum of the nominal flow rates of all (output) machines connected to a segment, multiply by the fill ratio of the segment, compare to the total fluid volume available in the segment, and then declare a global outflow multiplier for all those machines for that tick. \nI'm afraid that the more I hear about that theory, the less likely it seems, given what's in the FFF, and the streamlining the devs are trying to accomplish.", "date": "2024-07-06T21:33:50+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Jul 06, 2024 8:01 pm", "content": "" }, { "author": "", "content": "" }, { "author": "mmmPI wrote: Sat Jul 06, 2024 8:01 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Hmmm not necessarily as junction could be describing for example a cross made of pipes without any pumps. When pumps are used it would not be a junction inside a fluid segment, it's another segment, so other rules applies. \n \nThere is a special case where a system to prevent fluid from being taken multiple times is needed when a single pipe has more than 1 pump pulling from it and i proposed a solution. \n \n\nYes, that seem like the stuff i proposed is not very good x) but i'm not a game-dev, and i haven't spent lots of time on it, something better can probably be done and if it was what was prepared for the fluid 2.0 but not explained with enough details for me to understand i wouldn't be surprised ( not having everything mentionned explictly). \n \nI mean, this discussion is super long and i'm still not sure i understand, so just from FFF it would have been impossible and maybe it was not attempted to go into those details, but rather let players know that something was done for the fluid, to gauge beforehand if it would be worth to do another FFF on that, or too risky or something and some more technical explanations not added for clarity.", "date": "2024-07-07T00:31:11+00:00", "quotes": [ { "author": "Theikkru wrote: Sat Jul 06, 2024 9:33 pm", "content": "" }, { "author": "", "content": "" }, { "author": "Theikkru wrote: Sat Jul 06, 2024 9:33 pm", "content": "" } ] }, { "author": "Theikkru", "content": "I don't understand what you mean by this; the rules as defined in the FFF should handle such a case normally. Lets say, hypothetically, that you have a pipe segment that is 2 pipe pieces long, and 3 pumps are trying to draw from one end of that pipe segment. Lets also assume that that pipe segment is half-full, and that all capacity and flow ratings are the same as current Factorio. The tick calculation would go something like this: \nSTART \nGet segment capacity - 200 \nGet segment fill - 50% \nDetermine segment volume - 200×50%=100 \nSum output flow ratings - 200×3=600 \nDetermine intended output - 600×50%=300 \nCheck intended output against volume - 300>100→100 \nDetermine output factor from intended output - 100÷600=16.6667% \nRemove intended output from segment - [new segment fill 0%, 0 volume] \nDetermine pump output - 16.6667%×200=33.3333 \nSend output to pumps - [each pump gets 33] \nDump remainder - [one pump gets an additional 1] \nEND \nIt shouldn't matter how big or small the segment is, or how many machines are connected; the same calculation can service them all at once.", "date": "2024-07-07T01:01:25+00:00", "quotes": [ { "author": "mmmPI wrote: Sun Jul 07, 2024 12:31 am", "content": "" } ] }, { "author": "mmmPI", "content": "In this example the segment capacity is 200, this is \"too small\" to illustrate what i mean, apart from being that \"special case\" as mentionned for me ealier, because in this case the whole segment even if filled at 100% cannot hold enough fluid for all 3 pumps to pull at the max rate. \n \nUsing the same value such as \"segment capacity\" , \"segment fill\" and the \"check intented output against volume\" but a bit different, i think it is possible to do first : \n \n(1) read segment volume = amount of fluid in it \n(2) get segment capacity ( number of pipe * pipe capacity ) +( number of tank * tank capacity ) .... \n(3) get segment fill % ( (2) / (1) )*100 \n(4) get entity from which pumps are attempting to pull volume (3) * capacity of that particular entity \n(5) get pump max optimistic pulling rate from that entity ( number of pump attached to that single pipe * (4)) \n(6) check if all pump can pull at max rate : => compare (5) and (1) \nif (5) < (1) , all pumps gets to pull (4) quantity of fluid, \nif (5)> (1), all pumps gets to pull [(1)/number of pumps]*(3) quantity of fluid \n \nI called this a special case when (5)>(1) considering then pump cannot pull at the optimistic max rate, because there isn't enough fluid in the segment for that. So in such case they would pull at a lower rate than the \"max rate\", based on the fill level. \n \nI think it's almost like you said, but somehow making a room for saying why 6000 fluid per secong could be the max pulling rate for a pump, based on the capacity of a single pipe being 100. And also why pulling from tanks is much better than pulling from single pipe ( 25000/tick vs 100/tick without any tweakings ). \n \nI'm not saying it's likely or desirable, it's part of the stuff that i'm wondering.", "date": "2024-07-07T03:13:58+00:00", "quotes": [ { "author": "Theikkru wrote: Sun Jul 07, 2024 1:01 am", "content": "" } ] } ]
19
2024-06-21T14:20:39-05:00
forum-topic-94030
94030
Open Factorio Server Manager
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=94030
majormjr
Open Factorio Server Manager Open Factorio Server Manager is a tool to help create and manage a multiplayer Factorio server. It allows the management of a multiplayer server through a Web UI and provides tools to help manage installed mods, server configuration and many other features. Features Allows control of the Factorio Server, starting and stopping the Factorio binary. Allows the management of save files, upload, download and delete saves. Manage installed mods, upload new ones and more Manage modpacks, so it is easier to play with different configurations Allow viewing of the server logs and current configuration. Authentication for protecting against unauthorized users Available as a Docker container The latest release of 0.9.0 adds a new UI and many improvements and bugfixes. Checkout the wiki for installation instructions, the manager can be run via Docker or directly from the release bundle.
[ { "author": "memyselfandfactorio", "content": "really love this frontend. Easy to use (once you get it setup..) I´m running it in a docker container. You have to watch out on boot up, the admin user password is RANDOMLY generated, and is displayed in the logs - or like in my case the admin password was left at \"factorio\" and after a update, I wasn´t able to logon anymore. Help was fast and forthcoming on github! Thanks for that quick response! \n \nScreenshots for those who don´t know what this actually does: \n \nmain: \n \n \n \n \n factorio-01.PNG (86.43 KiB) Viewed 15263 times \n \n \n \n \n \n factorio-01.PNG (86.43 KiB) Viewed 15263 times \n \n \n \n \n \n factorio-04.PNG (211.26 KiB) Viewed 15263 times \n \n \n\nwhat I really like, is how easy it is to get mods up and running - upload a save game, and extract the mods from there. ( you do have insert your api key / user/pw in the server settings..) and it downloads them directly. No more guess work of what mod is in what save game \n \nKeep up the great work!", "date": "2021-02-15T08:44:31+00:00", "quotes": [] }, { "author": "majormjr", "content": "Open Factorio Server Manager 0.10.0 \n \nThis release moves to a new sqlite3 backend and adds support for 1.14.0 save files along with many small improvements. \n \n \n Added \n \n Config files can be defined with absolute paths. - Thanks to @FoxAmes \n Support for >= 1.1.14 factorio saves - Thanks to @knoxfighter \n Setting in info.json to allow usage without ssl/tls - Thanks to @knoxfighter \n \n Changed \n Rework of the authentication, to have a bit more security. - Thanks to @knoxfighter \n Changed from leveldb to sqlite3 as backend database. - Thanks to @knoxfighter \n generate new random passwords, if no exist, or if they are \"factorio\". - Thanks to @knoxfighter \n Use \"OpenFactorioServerManager\" instead of \"mroote\" as go package name. - Thanks to @mroote \n Disable mods-page, while server is running - Thanks to @knoxfighter \n Renamed GO-package from mroote to OpenFactorioServerManager to match git repo - Thanks to @mroote \n Fixed \n old factorio versions depended by mods always shown as compatible - Thanks to @knoxfighter \n Crosscompilation with mingw-w64 on linux. (Broke with sqlite3) - Thanks to @knoxfighter \n Crash on async writing to websocket room array. - Thanks to @knoxfighter", "date": "2021-02-15T17:08:22+00:00", "quotes": [] }, { "author": "Claw22000", "content": "Hello, \n \nI tend to choose to use server managers when I setup my servers. I love that you have made this! I just can't seem to get logged in though. Most of the time the first time you connect to one it walks through user and password creation. I have done quite a bit of reading on this and it seems you need to see the password as its being created. the issue with the docker is you can't see that while its being created. there are no logs to pull it from either. Wasn't sure what else to do since I didn't want to post it as an issue as its clearly user error. Might be best to add something to the wiki on the getting started or possible usage sections for the first time use. \n \nThanks again for making a cool creation like this. Please help \n \nDrClaw", "date": "2022-11-25T00:28:46+00:00", "quotes": [] }, { "author": "Claw22000", "content": "I was able to get help on github. To assist someone searching here was the solution. \n \nIt is only printed once, when a new password is generated (when the container is created or you have deleted the sqlite.db file). Docker is printing the log, when you are attached. If you have missed the output, or want to show it again, use docker logs or docker compose logs to view previous output. \n \nSee docker documentation for further info: https://docs.docker.com/config/containers/logging/ \n \nThe option to configure the password in the conf.json file was removed a while ago.", "date": "2022-11-25T01:14:56+00:00", "quotes": [] }, { "author": "Drykill", "content": "Hello! \n \nIs it possible to assign more RAM to the Server Manager? Or does he grab what he can get? \nWith a bigger map my Server starts lagging. Unraid Docker. \nOr just upgrade the available RAM in the Server ? \n \ndk", "date": "2023-10-05T18:28:01+00:00", "quotes": [] }, { "author": "asdff45", "content": "We don't anything about the RAM of the factorio server. That resource is fully managed by factorio and the host (Unraid).", "date": "2023-11-04T23:01:37+00:00", "quotes": [ { "author": "Drykill wrote: Thu Oct 05, 2023 6:28 pm", "content": "" } ] }, { "author": "Req2", "content": "I've setup OFSM Docker and it works just fine, however I want it to autostart after reboot but can't figure out how to use the --autostart command for ofsm to a docker instance. \n \nFor clarification, the docker instance start after reboot but not the game, I want the game to autostart as well. \n \nIf someone can point me in the right direction that would be very helpful. \n \nUPDATE! \nThis solved it for me. \n https://github.com/OpenFactorioServerMa ... r/pull/413", "date": "2024-10-25T07:15:32+00:00", "quotes": [] } ]
7
2021-01-07T11:06:01-06:00
forum-topic-109077
109077
[1.1.92] data.raw JSON dump serializes empty arrays wrong
Minor issues
https://forums.factorio.com/viewtopic.php?t=109077
BrainGamer_
In JSON array types are expected to be something like this Code: Select all [ value1, value2, ... ] and an empty array should be Code: Select all [] but when getting the data.raw JSON dump by using the --dump-data flag fields that should be arrays and are empty are serialized as Code: Select all {} which implies the field to be a map type of sorts and not an array.
[ { "author": "", "content": "Thanks for the report. Factorio doesn't actually support array types in data.raw. All types in data.raw are dictionaries with anything looking like an array being numeric-dictionaries. \n \n{ value1, value2, ... } is actually short-hand for { 1=value1, 2=value2, 3=... }", "date": "2023-10-07T03:08:47+00:00", "quotes": [] }, { "author": "BrainGamer_", "content": "Interesting to know! The prototype docs just specified some types to be array[union] which is how I ended up at the assumption that they are arrays and that tripped when trying to deserialize \"{}\" as an array.", "date": "2023-10-07T07:09:32+00:00", "quotes": [ { "author": "Rseding91 wrote: Sat Oct 07, 2023 3:08 am", "content": "" } ] }, { "author": "", "content": "We use the term \"array\" to mean \"you don't need to care about the key values\" but Lua itself only supports dictionaries (actually hash-maps under the hood).", "date": "2023-10-07T14:32:05+00:00", "quotes": [ { "author": "BrainGamer_ wrote: Sat Oct 07, 2023 7:09 am", "content": "" } ] }, { "author": "BrainGamer_", "content": "Makes sense. I still need to care about it in some way tho since the JSON changes \"type\" from being an array to a map when the \"array\" (or internal hash-map) is empty \n \nI found a workaround but it is pretty hacky..", "date": "2023-10-08T07:33:59+00:00", "quotes": [ { "author": "Rseding91 wrote: Sat Oct 07, 2023 2:32 pm", "content": "" } ] }, { "author": "moon69", "content": "Why is it inconsistent though? \n Code: Select all \"flags\": \n [\n \"placeable-neutral\",\n \"player-creation\"\n ], \nvs\n Code: Select all \"flags\": \n {}, \n\nPlease can we have empty flags in JSON dump as follows?\n Code: Select all \"flags\": \n [],", "date": "2023-11-10T15:54:11+00:00", "quotes": [] }, { "author": "", "content": "I went and looked into the \"flags\" case and found something interesting. Because Lua has no such concept as \"dictionary\" vs \"array\" when we parse it from Lua into C++ we have no idea what the type is when it's empty. To Lua, an empty table is an empty table - it's not a dictionary or array. So we have to pick one and when the Lua table is empty it defaults to \"empty dictionary\" on the C++ side. Along comes the \"convert to Json\" and it sees an empty dictionary and writes out {}. \n \nTo summarize: I don't see this ever changing. Unless Lua gets built in support for JSON (which i'm going to go out on a limb and say it never will).", "date": "2023-11-10T16:18:10+00:00", "quotes": [] }, { "author": "", "content": "Perhaps a more realistic solution would be writing everything as dictionaries when converting to JSON since that's actually closer to what Lua uses.", "date": "2023-11-10T16:21:28+00:00", "quotes": [] }, { "author": "BrainGamer_", "content": "The fun thing is that this is not the only valid representation for this! Since Lua basically does everything with HashMaps like Rseding said you can have the following: \n Code: Select all \"flags\": \n {\n 1: \"placeable-neutral\",\n 2: \"player-creation\"\n }\n \n\nor even better: \n Code: Select all \"flags\": \n {\n \"1\": \"placeable-neutral\",\n \"2\": \"player-creation\"\n }\n \n\nMy solution to all of this in the end was to write a completely custom serde deserializer for this special type: https://github.com/fgardt/factorio-scan ... #L107-L154", "date": "2023-11-10T16:22:08+00:00", "quotes": [ { "author": "moon69 wrote: Fri Nov 10, 2023 3:54 pm", "content": "" } ] }, { "author": "Geheim", "content": "Ran into this as well with version 2.0.34. Just to understand the dumping process better: Is the JSON generated directly from Lua or with C++ after data.raw was parsed? How are the types from the API docs generated? Is the same type information available during the data dump?", "date": "2025-02-14T13:23:46+00:00", "quotes": [] }, { "author": "", "content": "C++ takes the raw data.raw from Lua and dumps it as json. No processing or validation is done, e.g. values that the game only reads as integers will still be Lua's doubles which sometimes leads to confusion: viewtopic.php?p=593576#p593576 . \n \nThe types in the API docs are defined by hand, based on what the C++ source code loads. \n No. But there are machine readable docs available at https://lua-api.factorio.com/latest/aux ... otype.html and tools like FMTK use them to support type annotations for Lua: 106458", "date": "2025-02-14T13:49:54+00:00", "quotes": [ { "author": "Geheim wrote: Fri Feb 14, 2025 1:23 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Geheim", "content": "Interesting choices, thanks for the quick clarification and references.", "date": "2025-02-14T18:46:05+00:00", "quotes": [] } ]
11
2023-10-06T19:55:52-05:00
forum-topic-102134
102134
[Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
Already exists
https://forums.factorio.com/viewtopic.php?t=102134
bolderbrush10
The entities-tab in the map editor doesn't seem to fire any of the on_mined() / on_died() functions or anything when removing entities. Please update the map editor to fire some kind of event when entities are removed, so mods can detect this and delete their hidden entities / etc as appropriate. I'd personally be okay if it was even an entirely new callback.
[ { "author": "", "content": "This already exists: https://lua-api.factorio.com/latest/eve ... _destroyed", "date": "2022-04-15T16:22:09+00:00", "quotes": [] }, { "author": "bolderbrush10", "content": "Ah. Yes, I think I can try that. Thank you.", "date": "2022-04-15T16:24:29+00:00", "quotes": [] }, { "author": "bolderbrush10", "content": "I did some testing and using LuaBootstrap.register_on_entity_destroyed() has worked for my situation. \nI've marked this thread as closed, feel free to move it to 'Already Implemented' or wherever is appropriate.", "date": "2022-04-15T20:33:29+00:00", "quotes": [] } ]
3
2022-04-15T10:35:42-05:00
forum-topic-14535
14535
From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=14535
YuokiTani
I think all Themes in the subject needs a own thread, so it's here.
[ { "author": "Darloth", "content": "Theorycrafting you say? \n \nSounds like a perfect place for an analysis of plastic production. \n \nAssuming 50% energy reduction because YI modules make it really cheap to get that. \n \n1.2mw * 0.5 = 0.6mw to run cimota \n \n= 0.6mj per second \n= 1.2mj for 8 plastic = 0.15mj per plastic \n= 3mj to convert 10 petrol = 0.3mj per petrol \n= 0.525mj total per plastic \n \n \n0.5 coal + 3 petrol + 0.5 seconds = 1 plastic \n \n0.42mw * 0.5 = 0.21mw to run oil refinery \n \n5 seconds = 1.05mj to convert 10 oil into 11 intermediate products, of which 5.5 is usable petrol, cracking the rest costs about the same again, so assume about 2.1mj to crack 10 oil into 10 petrol, ish, which is about 0.21mj to crack 1 oil to 1 petrol. \nvery small cost to mine 1 coal. \n \nabout 0.63mj to produce 3 petrol from 3 oil \n= about 0.315mj per plastic \n \n \nSo, doing it 'naturally' costs about 0.2mj less per plastic produced, BUT (and it's a big but ) you get only 6.6 plastic per 10 oil, and the production chain to produce it is pretty huge. \n \nA pair of cimota reactors can produce it straight out of the derrick at 8 per 10 oil, and since higher rank modules work better on the lower number of machines, can probably be made efficient enough to make up for that energy, wheras you'd need to upgrade the modules in at a minimum four machines to do the same for natural oil - you'll also need to run that production cycle off coal, which is theoretically limited (though abundant) and generally the plumbing for it will be considerably more complicated with pipes and belts and all sorts. \n \nAs a final thing, you don't even NEED to use oil for plastic with the reactor, it'll happily take blue+green stuff->uc2, iron, copper, whatever, and still be more efficient than using the actual resources. Personally, I think 4 or 5 plastic for one UC2 might be more appropriate.", "date": "2015-08-05T21:49:32+00:00", "quotes": [] }, { "author": "Fatmice", "content": "I disagree. You should note that none of Youki's machineries have the benefit of productivity modules. I consider the extra plastics gotten through cimotas as a productivity bonus. You are atomically constructing plastics whereas the vanilla production uses chemical reactions. The two processes are leagues apart in terms of productivity. Therefore, I say it is exactly as it should be, 8 plastics per unicomp. Better technology should always yield more from staring materials. \n \nFurthermore, you can not convert 10 oil into 1 unicomp, it is 1 unicomp -> 10 oil so equating 10 oil -> 8 plastic is false.", "date": "2015-08-05T23:45:18+00:00", "quotes": [] }, { "author": "MantisShrimp", "content": "I made a corn to energy POWAH plant with notes and such. I hope this is useful for others trying to get into the mod and more specifically YI's various energy sources. This mod is awesome but the learning curve is a bit steep. Hopes this helps. \n \nThe ratio is pretty much 1 corn farm can provide enough seeds for 25 corn farms, so whatever the size you're planning on building, it needs to be multiple of 25. As for pressers, it's 1 presser per 2 corn farms. This build requires you to kick start the pressers with electric motors, but once the liquid-fuel burner kick in, it's self-sufficient and be ran indefinitely, provided that you provide the big boiler in the middle with solid fuel, which can be infused crystal. \n \nThe steps for this build is: \ngrow CORN->pressed into VEGGIE OIL->burnt to make MECHANICAL FLUID->BOIL to 500temp(require solid fuel in boiler)->ran through turbines to make ENERGY \n corn POWAH plant \n corn POWAH plant with notes \n POWAH produced", "date": "2015-08-06T02:01:45+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "also a nice build (in vanilla it takes ~ 100 steam-engines to get 50 MW+) \ni infuse mostly mud because unicomp is to expensive (i think always 20 iron/copper burned) - and use the gearbox-way in smaller scale. \nbut of course machines/factories get bigger so more power is needed \n hmm, vanilla plastic presupposes you have coal and crude-oil aviable nearby and huge quantities. if you play more small-scale like i'am with only 1 refinery (max. 2) and not expand to much, your coal and oil is exhausted. \nin general is uc->plastic a fail because it's the only not raw-material that can transmuted.", "date": "2015-08-06T17:08:10+00:00", "quotes": [ { "author": "Darloth wrote:", "content": "" } ] }, { "author": "MantisShrimp", "content": "I've thought about using infused mudballs, since they're a by product of a lot of things, alien crystal, washing iron/copper and such. I just haven't had a chance to connect this power plant to other factories in my world and unicomps are super plentiful since I transmute everything into it and it comes in stacks of 2500 so I can carry around obscene amount of them. I'm hoping to creating a power plant and supplying solid fuel that's entirely self sufficient. For this power plant, I will most likely use Vugar to go with the farming theme. I'll start on a solid-fuel engine power plant using infused mudballs afterward.", "date": "2015-08-06T17:54:42+00:00", "quotes": [ { "author": "YuokiTani wrote:", "content": "" } ] }, { "author": "oLaudix", "content": "Screenshot without all the text to see what is what would be usefull. Also what do you mean by infused crystal?", "date": "2015-08-06T21:57:51+00:00", "quotes": [ { "author": "MantisShrimp wrote:", "content": "" } ] }, { "author": "MantisShrimp", "content": "I edited the original post to have one without all the text. Infused crystal is just another form of solid fuel, think coal on crack. It's made by putting Unicomps (the pink blocks) into an Infuser. Apparently it's not greatly efficient, but I like them. Yuoki Industries adds ton of fuel, some can be made from coal or wood while others from polluted air and the new ores it adds.", "date": "2015-08-06T22:51:15+00:00", "quotes": [ { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "oLaudix", "content": "Thanks, its much more clear now. It is clearly late game build though I go full solar by that time. Btw how is power transmission shaft different from pipe? I successfully transported hydraulic pressure fuild through both.", "date": "2015-08-07T03:19:36+00:00", "quotes": [ { "author": "MantisShrimp wrote:", "content": "" }, { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "MantisShrimp", "content": "psssshhhh, here's a secret, the shaft are actually pipes because hydraulic fluid is well a fluid, just like oil, water and such. Took me a while to figure it out. They're just fancy looking pipes. They come in 2 different colors. They look nice for moving hydraulic fluid so I use them. \n \nYeah, this is pretty late game. However, there isn't a reason why you couldn't use corn to power smaller power plants, you would have to use smaller boilers and smaller turbines/generators, but it's pretty much the same. I just happened to went balls to the wall and built like 200 corn farms in my world. Like you, by the time I can reliably push the biters back I go full solar spam. I have paved worlds with solar panels. This is just another way to renewable energy that looks more interesting than fields and fields of solar panels.", "date": "2015-08-07T04:48:11+00:00", "quotes": [ { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "SKleen75", "content": "Hello Shrimp, \n \nwhat boiler are you using there? I cannot find it. \n \nGreedz \nSKleen75 \n \n \n************** \nNevermind. I found it. I forgot to update.", "date": "2015-08-07T08:22:01+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "it's correct - but because hydraulic-fluid has different fluid-values it's more sticky and the flow-loss is higher. \nshafts give backpressure and can limit the flow, especially if you can't produce enough hydraulic-fluid. i think after 10 - 15 vanilla pipes the hydraulic is nearly stuck. but best use depends on your build.", "date": "2015-08-07T14:18:29+00:00", "quotes": [ { "author": "MantisShrimp wrote:", "content": "" }, { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "oLaudix", "content": "I have quick question about Hydromechanical Power and Hydraulic Pressured fluid. I noticed that Engine produces Hydromechanical Power, but the result is Hydraulic Pressured Fluid. Is it the same thing? \n \n2nd question is about sutiation like this: \n \nIn scenario above 1 engine can support almost full 5.3 generator and when i switch to lubricant + water it can do it easly. I understand the boilers to engines energy ratio but how do i calculate how much Pressured Fluid ill use on maximum output?", "date": "2015-08-07T18:11:15+00:00", "quotes": [] }, { "author": "Fatmice", "content": "1/ Yes, they are the equivalent things, but not the same fluid in the prototypes. \n \n2/ You need some math.\n Code: Select all P_max=(544/6)(fluid_usage_per_tick)(60 ticks)(effectivity)(water_heat_capacity)\n\n* P_max is the power generated in KW from converting whatever fluid at maximum performance.\n* fluid_usage_per_tick and effectivity are taken from lua files as defined by the mod author for their particular engines.\n* 544/6 is the maximum energy conversion rate of the game, ~90.6 KJ/s.\n\n P_max\nActual-Fluid-usage-per-second= ------------------------\n [(heat_capacity)(Fluid-temperature - default_temperature)]\n\n* This is the actual fluid usage rate by the generator in the game when working.\n* heat_capacity and default-temperature are taken from lua files as defined by the mod author for that particular fluid.\n* Fluid-temperature is the current fluid temperature value, it could be lower than the maximum value defined for that fluid. \n\nFor your 5.3-Generator-S, the prototype is y-meg-s, effectivity = 0.95, fluid_usage_per_tick = 1.0939; I am going to assume your water heat_capacity = 1; MF heat_capacity = 10, default_temperature = 15, max_temperature = 500; I'm going to assume your MF is at max_temperature when it arrives at the generator. \nP_max = (544/6)(1.0939)(60)(0.95) = 5653.2752 KW ~ 5.7 MW \nFluid usage at P_max = 5653.2752 / (10*(500-15)) = 1.1656 MF/s ~ 1.2 MF/s", "date": "2015-08-07T19:10:11+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "because misunderstanding ... i constantly switch the names ... mechanical-force, shaft-power, hydraulic-fluid, hydraulic-pressure all the same. designed as Shaft-Power and output is torque ... but these fluids destroys everbodys imagination - using boilers is complete wrong, but possible ^^ \nbecause from design you give rpm with some torque in a gearbox and more torque comes out. thats that gearboxes do for you. if you use boilers you waste your fuel, because every boiler has a efficency. the big boilers around 72% ... give them 8 MJ to eat they put only 5.76 MJ in the fluid. the generators designed to use Shaft-Torque so they have also a bad efficency and this multiplys the negative effects with boilers (in your setup 0,72 * 0,95 = 0,68 - but still more than vanilla (0.5) ^^). the fluid in your setup only transport the MJ ... \nif you use the gearbox (or 2) you don't need any feeding fuel and get a higher output. - this would remove the bad-boiler-efficency \n \nfatmice setups are compensate the negative effects by using high-efficent boiler and rensuir-turbine and at bigger scale this effects no more interest. but small scale you should use the gearbox - in my opinion.", "date": "2015-08-07T19:14:49+00:00", "quotes": [ { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "oLaudix", "content": "Well i noticed that Pressured Fluid didnt move engines at 15 degrees so i assumed i need to heat it up. I wondered what gearbox was for. Gonna try it. Also its no final design or anything I just build stuff to see how it works. \n \nEDIT1: K I dont get how gearbox work I need to put 1,6 fluid to get 1,4? But that is a loss? \n \nIt works but i have no idea how to calculate stuff now How many gearboxes i need to fully power the generator \n \nEDIT2: K now i get it. After each gearbox i loose some of the fluid but its temperature increases by 100 degrees. This is more fun than i though Now i need to figure out how hot the fluid needs to be to move the engines properly \n \n\nThis is very usefull. Thank you.", "date": "2015-08-07T21:11:56+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "Fatmice", "content": "It depends on the type of generator and how many of them downstream of the gearbox. Use my math to figure it out.", "date": "2015-08-07T21:45:30+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "here comes lubricant in play ... this reduces gearbox-friction (the loss) and allow more torque-transmission", "date": "2015-08-08T14:04:28+00:00", "quotes": [ { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "oLaudix", "content": "And its a huge difference. On 5 gear transmisions, to raise the temp to 500 i get 51% with water and 82% with lube. Big difference' \n \nFluid handling is hard though ... I imagine i cant just put 50 Steam Generator A Even though producing 10 fluid per second could feed that.", "date": "2015-08-08T18:16:25+00:00", "quotes": [ { "author": "YuokiTani wrote:", "content": "" }, { "author": "oLaudix wrote:", "content": "" } ] }, { "author": "MantisShrimp", "content": "Say hello to my Empire of Dirt, aka the infused mudball super center, also produces alien crystals(for fancier crystals) and poisons(for sulfuric acid for processing units) and unicomps(from transmuting the stones). I built a smaller version of this beast and was able to get like 70 or so infused mudballs a minute, so I figured I should super size it to obscene scale. I was originally making this solely for the unicomps transmuted from everything, but found that the other byproducts are super useful for other things. I currently don't have enough resources to make all the modules this thing needs. All of the miners and pressers need level 2 efficiency mods, all of the infusers and beacons and washers need level 3 speed and efficiency mods. Hopefully I got the ratios correct. I generated a world with extremely large terrain segmentation and I'm in the middle of a desert, so I got room to expand in every direction without water or even trees in the way. So space isn't a factor. Probably going to need to replace the fast belts with express belts. We'll see how it turns out when my robots finish moving the main base. I've decided to transmute all raw resources into unicomp and then transport them with a single cargo train, since unicomps are easier to store. Then if I need iron/copper, I will transmute and wash them all beforehand to get poison for the massive processing unit factory to come. \n Empire of Dirt", "date": "2015-08-08T21:58:18+00:00", "quotes": [] } ]
19
2015-08-05T10:42:25-05:00
forum-topic-123935
123935
[2.0.23] Platform tiles can be built underneath thrusters if sufficiently far
Minor issues
https://forums.factorio.com/viewtopic.php?t=123935
IsaacOscar
Bassically, you can place a platform tile below a thruster if it is at least 93 tiles below the top of the thruster: Screenshot 2024-12-07 161030.png (800.31 KiB) Viewed 1736 times As you can see in the above image, the red area prohibiting platform tiles from being placed under the thruster is only 88 tiles high. This means you can make a platform with lots of thrusters, but small width, and thus get a much faster ship than would otherwise be possible (see 122717 )
[ { "author": "eugenekay", "content": "The Thrusters' hitbox cannot be Infinitely long, since it is always possible to build the Factory (and Platform) to be a bit bigger.... The size of the hitbox corresponds well to the \"exhaust cloud\" graphics, so I think it looks / works good. \n \nYes, it is possible to build a \"long ship\" with multiple banks of thrusters overlapping. Yes, this makes a very fast ship (this example manages 500km/s through the Inner solar system, if Ammo production can keep up). \n \nNo, you don't have to build your ship like this if you don't want to. No, Factorio is not \"realistic\". \n \nOutside of Factorio, the \"engines forward\" design tradeoff can make more sense for some designs which have a high Mass-Fraction, such as sublight travel between solar systems. The ISV Venture Star uses a Tensile structure with the engines at the Forward end of the ship, separating it from the Payload (to lessen the effects of Radiation, without heavy Shielding), giving a lighter structure (Wires are lighter than Beams, think about large Suspension Bridges on Earth), and it looks cool. The Cosine thrust losses at 89° are only about 1.7%; the structural weight savings (and corresponding lessening of overall Fuel requirements) can more than make up for this. \n \n \n \n Screenshot 2024-12-07 124149.png (3.01 MiB) Viewed 1679 times \n \n \n \n \n \n Screenshot 2024-12-07 123935.png (51.1 KiB) Viewed 1679 times", "date": "2024-12-07T17:51:06+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Well, there's already a 200 tile limit for how far above the platform hub you can build (due to a cheese where someone used platform tiles as shields against asterooids). So having an overal height limit doesn't seem too bad. \n \nHmm, the gap looks unecessarily longer than the animation. \nAlso the animation goes out to the sides as well. \n \n\nWell using a circuit network contraption I came up with, a 100ton ship with two engines stacked on top of eachother \ntook 50 seconds to travel from nauvis to vulcanus, with a maximum speed of 320 km/s, and average of 298 km/s \nWhereas the following 66tone ship:\n \n \n \n Screenshot 2024-12-08 125642.png (633.16 KiB) Viewed 1615 times \n \n \nTook 67 seconds, with a maximum speed of 238 km/s, and average of 224 km/s. (So about 25% slower) \n \nSo I do consider this bug to be an \"exploit\" and not just allowing for strange looking platforms. \n \nI'd expect the speed difference to be even bigger if you stack more engines vertically vs. horizontally.", "date": "2024-12-08T03:00:20+00:00", "quotes": [ { "author": "eugenekay wrote: Sat Dec 07, 2024 5:51 pm", "content": "" }, { "author": "eugenekay wrote: Sat Dec 07, 2024 5:51 pm", "content": "" }, { "author": "eugenekay wrote: Sat Dec 07, 2024 5:51 pm", "content": "" } ] }, { "author": "eugenekay", "content": "As linked in the previous report (#122717), the formula space_platform_acceleration_expression is well-published:\n Code: Select all space_platform_acceleration_expression = \"(thrust / (1 + weight / 10000000) - ((1500 * speed * speed + 1500 * abs(speed)) * (width * 0.5) + 10000) * sign(speed) ) / weight / 60\", \n\nOr, refactoring the mathematics a little bit for readability: \n \n _________________________Thrust_________________________ \n( 1 + Weight / 10M ) - ( 1500(Speed² + Speed) * Width/2 + 10K ) \n \nThen, divide again by Weight*60 to find the Acceleration. I am ignoring the Absolute Value and Sign functions; those seem to handle cases where the ship is traveling \"backwards\" due to insufficient Thrust. \n \nWhile I am sure that Wube gave much careful consideration and balance testing to the Constants, they are indeed not based in \"Earth Physics\". It is a Game, not a Space Simulator. The only \"exploit\" I see here is that yes, the Scaling (0.5) and Balance ( + 10000 )factors for \"width\" result in a larger Dividing effect upon the Thrust, than the \"1+Weight/10M\" adds, for ships smaller than 10 Million Tons. My Borg Cube (512 x 512) weighs in at 52 607 Tons, but it already has issues with insufficient Asteroid collection to sustain itself. Being able to double/triple/quadruple the \"Thrust\" value (as in my Arrow-ship) permits you to, well, increase the amount of Thrust that is being Divided. The increases in Weight*60 (as the bottom-most Divisor) have a much lesser effect, but I have not done the math / testing for the effect with more banks of thrusters..... I prefer not to use Infinity Pipes/Chests for synthetic testing in-game. The in-game \"realistic approach\" feels more Fun. \n \nI'm not sure if it is possible to modify these Constants in a mod? The most Realistic change would be to eliminate the usage of Width entirely here; its implicit purpose is to provide \"Friction\", which.... makes about as much sense as the density of Asteroids measured in Meters; or the paltry \"15 000 km\" between Planets that needs to be increased to the scale of Hundreds of Million Kilometers. The \"drag\" factors would presumably need to be eliminated entirely, giving no upper Speed Limit - very useful for crossing the chasms of real space.", "date": "2024-12-08T03:56:11+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "At no point do I care about realism here, I just want the game to be fun, look cool, and be understandable. (And factorio absolutely does an excellent job of the first two points!). It's the last part that I'm mainly concerned with here as you can see from my other bug post, the fact that 'width' even has an effect on platform speed is completely hidden from the player, but using another hidden mechanic (the fact that the thruster 'hitbox' is only 83 tiles high) you can bypass this. Also, I'd argue it's less fun to have to build ships in this weird format to maximise speed, personally I would just have speed be limited by the weight alone and not allow anything below thrusters. Then you have to make ships with thrusters at the bottom, but are free to work out how to optimise the weight. \n \nSorry, I was just being lazy. But yes, a real ship would need to be wider to support asteroid defense and produce fuel. But once you've got your minimum width, you can just copy and paste it vertically (as in your arrow ship) to arbitrarily increase your speed and not have to further suffer the width penalty. \n \n\nIt is, see https://mods.factorio.com/mod/Rocs-Impr ... tform-Drag , as for the 83 tile limit, that can easilly be changed by modifying https://github.com/wube/factorio-data/b ... s.lua#L799", "date": "2024-12-08T04:07:55+00:00", "quotes": [ { "author": "eugenekay wrote: Sun Dec 08, 2024 3:56 am", "content": "" }, { "author": "eugenekay wrote: Sun Dec 08, 2024 3:56 am", "content": "" }, { "author": "eugenekay wrote: Sun Dec 08, 2024 3:56 am", "content": "" } ] }, { "author": "IsaacOscar", "content": "So I fiddled around with the bottom of the red 'hitbox' (which defaults to 90.3), and I got strange results:\n \n Setting it to infinity causes my mod to fail to load (telling me the value can't be finite) \n Setting it to roughly 10^306 or larger causes factorio to crash on startup (telling me an \"unexpected error has occurred\"). \n Setting it to roughly 10^10 or larger causes the red 'hitbox' to totally disappear (so you can build anything right below the thruster) \n Setting it to roughly 6×10^6 (i.e. 6 million) or larger makes it behave like the default 90.3 \n Setting it to a number of at most 5×10^6 (i.e. 5 million) however seems to work without problem \n \n\nFor reference, the default width and height limit of a factorio map (including planets and platforms) is 2 million, so 5 million is more than enough. \n \nI'm wondering if I should make a seperate bug report for the above weird behaviour (in particular, point #2).", "date": "2024-12-08T04:35:13+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Signed 64-bit Integers max out around 2^63 =~ 9.22 x 10^18. I would not expect values larger than this to reasonably work in the Factorio engine, for any Numeric value. \n \nThe Vertical limit for Platforms is around 1000200 tiles, which would be a reasonable value to \"Fix\" this. \n \nBut I don't think it's a Bug, just a Design Decision. And I like Arrow ships. They're a fun expression of the \"tile space\" problem that Platforms bring.", "date": "2024-12-08T05:40:10+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Ok so my little mod that change the limit to 5 million, causes factorio to hang when destroying thrusters, or putting one in your cursor. \nSo I guess there is a reason Wube gave it a relatively low limit.", "date": "2024-12-10T14:17:55+00:00", "quotes": [] }, { "author": "", "content": "As far as I know it is intended that you can not build tiles or anything behind engines. But as you’ve found setting the exclusion range to a huge value has massive performance issues and no other solution has been found so far.", "date": "2024-12-11T04:20:40+00:00", "quotes": [] }, { "author": "spacedog", "content": "A simple solution would be to have a hard cap on the number of engines that can be placed anywhere in the surface, based on platform width (i.e. dividing the platform width by 4). At that point, the impracticality of defending such a long ship will make the problem mostly self-correcting. \n \nOtherwise, I'd definitely vote to leave it alone if the fix would cause performance issues for the 99% of people not doing this, because the thrust calculation already has severe diminishing returns in place based on the platform width. Adding a second set of thrusters behind the first set doesn't double ship speed -- it takes 3 extra sets of thrusters (like the image above) to double your speed. And then you have to ensure your front weapons can keep up with the speed. \n \nPlus once you get up over 500 km/s, the majority of the transport speed bottleneck starts to come from waiting for cargo pods to come and go. A little extra speed just doesn't have a huge impact on throughput, since the distance between planets is so small. It's fun to play with this, but it's not (IMO) the best platform design.", "date": "2024-12-12T04:18:00+00:00", "quotes": [] }, { "author": "GTG3000", "content": "Couldn't you just keep a map of {x: y} data to say \"at this X coordinate, you can't build anything below Y value because that's where the engine ends\" ? It's a pretty considerable addition to the build code, but space platforms are already pretty special I think. \n \n[edit] \nAt the second thought, I see the issue with this approach - it only covers cases *after* the thruster was placed. Deconstructing all in a line would require an additional script to run down the chunks and check everything. Hm.", "date": "2024-12-12T04:29:10+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Dec 11, 2024 4:20 am", "content": "" } ] }, { "author": "braxbro", "content": "Easy solution to that; keep a map of x:y for the current bottommost y-value, and a map of x:y for the y-value limit for that column. Then, when a thruster is being placed:\n \n Check if the new y-value limit is more restrictive than the bottommost y-value in the column. If it is, deny placement. Otherwise, do normal placement checks for the thruster. \n Then, update the y-value limit and bottommost y-values to account for the placed thruster. \n \n\nOf course, I don't think hardcoding such a change would be positive for the game overall, considering that it'd be effectively enforcing the developers design principles on the entire modding scene. The current solution may be open to minor exploits, but I don't see a huge issue with it especially with how it is only relevant once you start scaling stupidly large in space (which is already afaik discouraged by finite resources being available per platform, regardless of width?)", "date": "2024-12-17T17:06:53+00:00", "quotes": [ { "author": "GTG3000 wrote: Thu Dec 12, 2024 4:29 am", "content": "" }, { "author": "Rseding91 wrote: Wed Dec 11, 2024 4:20 am", "content": "" } ] }, { "author": "GTG3000", "content": "Yeah, the current situation isn't much of an issue, I feel. Thrusters simply having huge hitboxes is an elegant enough solution that doesn't require additional logic. \n \nI can't really think of a way to make it mod-friendly other than splitting it into four maps - x:y up/down and y:x left/right - for limits and an \"onplace\" hook to ask the object if something offends it that's already there. \n \nProbably way too much effort for not enough of a usecase.", "date": "2024-12-18T02:13:54+00:00", "quotes": [ { "author": "braxbro wrote: Tue Dec 17, 2024 5:06 pm", "content": "" }, { "author": "GTG3000 wrote: Thu Dec 12, 2024 4:29 am", "content": "" }, { "author": "Rseding91 wrote: Wed Dec 11, 2024 4:20 am", "content": "" } ] }, { "author": "mmmPI", "content": "There should be no hitboxes, instead the thrusters should burn whatever is behind if there is enough fuel for the trail of flame to reach it.", "date": "2024-12-18T02:44:22+00:00", "quotes": [] }, { "author": "", "content": "I'm going to put this into minor issues for now. there have been several talks internally about ways to prevent this but so far no solution has been found that doesn't have a performance impact. \n \nAdditionally the longer this has been a thing, the more people will be upset if it is ever disallowed/changed. That doesn't mean it won't be some day but for now it doesn't appear to be a priority.", "date": "2025-03-10T16:29:36+00:00", "quotes": [] } ]
14
2024-12-07T00:15:32-06:00
forum-topic-127145
127145
Factorio Forums • Version 2.0.36
Minor Features Added an option to mute sound categories in sound settings. ( 126735 ) Added an option to control the volume of Programmable speaker sounds via circuit network. ( 112852 ) Added an option to stop playing sounds of Programmable speaker when input signal changes instead of waiting for the sounds to finish playing. ( 112852 ) Added an option for Programmable speaker to use Cyclic sounds. ( 112852 ) Decider combinator output constant can be changed. Changes Added missing open/close GUI sounds and fixed incorrect open/close GUI sounds for various entities. ( 126967 ) Changed the "Train stop names" checkbox in the blueprint ui to be always on by default. Graphics Updated space platform related icon like the hub, starter pack, icon for the surface and the tech icon. Used the new virtual signal icon for research also for the research icon in the production graphs. Optimizations Improved belt reader performance. Bugfixes Fixed that a small empty UI box was visible on the main menu. ( 126989 ) Fixed a crash when generating a variable track would encounter a filesystem error. Fixed sound accents could play when they shouldn't on switching between machine GUIs. ( 122518 ) Fixed a crash when changing some modded assembling machine recipes. ( 126995 ) Fixed a failing SegmentedUnit-related consistency check when loading some saves. ( 126642 ) Fixed that the building preview and actual build position could differ at some resolutions and zooms. ( 118896 ) Fixed a crash when trying to drop items onto game's title bar. Fixed LuaWireConnector was returning wrong values of the electric network index. ( 127085 ) Fixed that clicking on a station in train GUI created unexpected browse history entries. ( 119527 ) Fixed that traversing train GUI browse history entries didn't preserve centered locomotive. Fixed that going back in history to remote driving didn't change player surface. ( 118006 ) Fixed LuaSurface::calculate_tile_properties() not ignoring unknown variables. ( 126849 ) Restored signal-ghost virtual signal. ( 126713 ) Fixed decider combinator gui could show old input or output signals when fps < ups and last signals change happened at skipped frame. Fixed construction robots storing incorrect items in a filtered storage chest if their upgrade job was cancelled. ( 125750 ) Fixed that changing the volume of a Programmable speaker wouldn't update the volume of a playing sound with Surface playback mode. Fixed that changing playback mode of a Programmable speaker wouldn't affect currently playing sounds. Fixed that trivial smokes for player effect could cause new chunks to be generated when looking at the map. ( 127011 ) Fixed missing walking sounds for rails. ( 127117 ) Fixed that undo removal of tile ghosts did not set the last user. ( 127084 ) Modding Added optional ProgrammableSpeakerNote::cyclic_sound. ( 112852 ) Scripting Added optional 'stop_playing_sounds' parameter to LuaEntity::play_note(). Added LuaSchedule. Added LuaSpacePlatform::get_schedule(). Added LuaTrain::get_schedule(). Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "", "content": "Hooray! One less click every time….", "date": "", "quotes": [ { "author": "FactorioBot wrote: Wed Feb 26, 2025 2:28 pm", "content": "" } ] }, { "author": "", "content": "Christmas comes early!", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "A higher power has finally answered my prayers and at the same time saved me from going crazy and eventually turning berserk. ALL THOSE TRAIN STATIONS! [sorry]", "date": "", "quotes": [ { "author": "FactorioBot wrote: Wed Feb 26, 2025 2:28 pm", "content": "" } ] }, { "author": "", "content": "This. Is. Awesome.", "date": "", "quotes": [ { "author": "FactorioBot wrote: Wed Feb 26, 2025 2:28 pm", "content": "" } ] }, { "author": "", "content": "Logistic Platform Network mod when", "date": "", "quotes": [ { "author": "protocol_1903 wrote: Wed Feb 26, 2025 4:18 pm", "content": "" }, { "author": "FactorioBot wrote: Wed Feb 26, 2025 2:28 pm", "content": "" } ] }, { "author": "", "content": "noice", "date": "", "quotes": [] }, { "author": "", "content": "Will I need to start a new game to get the new Decider Combinator functionality? I don't seem to have the little pencil icon on mine.", "date": "", "quotes": [] }, { "author": "", "content": "That it awesome. I always had to use two devices, decider and then arithmetic one, first to check condition and output \"1\" and then multiply it to my desired value. Now, I can do it all in one device? That's awesome.", "date": "", "quotes": [ { "author": "robot256 wrote: Wed Feb 26, 2025 3:08 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "", "content": "Are you sure you have the update? It could still be an experimental only", "date": "", "quotes": [ { "author": "XkyDiver wrote: Thu Feb 27, 2025 4:15 am", "content": "" } ] }, { "author": "", "content": "Currently, the stable version is 2.0.32. So if you don't have experimental updates enabled, you won't see the changes in this update yet.", "date": "", "quotes": [ { "author": "XkyDiver wrote: Thu Feb 27, 2025 4:15 am", "content": "" } ] }, { "author": "", "content": "First Patch in SA that changed something really annoying for me Loving, that we can set the decider output can be configured. \n \nI would like to see conditions without any normalform. I don't get why it was implemented in the current way. Another option would be to copy and paste parts of conditions. In the current state setting complex conditions is a nightmare.", "date": "", "quotes": [] }, { "author": "", "content": "I wanted this one in sooooo many games! \nEdit: I misunderstood, I thought it was to turn off certain categories of sound effects (like, say, rocket launch). Still, very nice to have.", "date": "", "quotes": [ { "author": "FactorioBot wrote: Wed Feb 26, 2025 2:28 pm", "content": "" } ] }, { "author": "", "content": "Thanks a lot for the API for working with the schedule. BUT. Why is it so complicated and illogical? \n \n https://lua-api.factorio.com/latest/con ... ition.html - this looks like a crutch \n \nAnd adding an element to the schedule: I did add_record, but what index should I use in add_wait_condition? \n \nProbably, the index can be obtained using get_record_count(), but where is the guarantee that another mod won't have time to intervene and change the schedule? \n \nMy post may seem toxic, please forgive me, I'm just overwhelmed with emotions.", "date": "", "quotes": [] }, { "author": "", "content": "For adjusting individual sounds I suggest creating/using a mod. \nWe have a lot of sound categories already. \n \nEdit: FYI, rocket silo sounds are under Environment.", "date": "", "quotes": [ { "author": "catpig wrote: Fri Feb 28, 2025 10:01 pm", "content": "" } ] }, { "author": "", "content": "Thank you both for the prompt response. I look forward to this change hitting the Stable branch!", "date": "", "quotes": [ { "author": "Lorenzo wrote: Fri Feb 28, 2025 9:42 am", "content": "" }, { "author": "meganothing wrote: Thu Feb 27, 2025 4:30 pm", "content": "" } ] } ]
15
forum-topic-56934
56934
[16.17][linux] Game won't start without libssl.so.1.0.0
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=56934
kitcat
After updating to 0.16.17 via the in-game updater, Factorio failed to start and complained about missing libssl.so.1.0.0. It gives the same error every time I try to start it. Code: Select all juser@pc:/vol/ssd/factorio/factorio.16/bin/x64> ./factorio ./factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared object file: No such file or directory That’s not too surprising because I don’t have OpenSSL 1.0.0. I’m on Debian Stable and it comes with OpenSSL 1.0.2 and 1.1. 1.0.0 is not included because it’s not officially supported anymore. I still have Factorio 0.16.16 and it works just fine. According to ldd, it’s not linked against OpenSSL. Logfile of the update attached. Can’t attach a newer logfile because Factorio 0.16.17 doesn’t even run and thus won’t create one. I also attached the output of ldd for the 0.16.16 and 0.16.17 Factorio binaries. Linking precompiled binaries against OpenSSL is a huge pain, AFAIK. Good luck with that. Edit: Considering other library issues currently popping up, such as the libpng one ( 56922 ), maybe a different build system was used and it pulled in OpenSSL even though it’s not even needed? Compiling the outdated OpenSSL version 1.0.0 and feeding it to Factorio 0.16.17 makes the binary start, but then it runs into the libpng issue.
[ { "author": "274Below", "content": "Same issue on Fedora 27. \n Code: Select all Jan 22 17:33:17 fqdn factorio[9198]: /opt/factorio/base/bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared object file: No such file or directory \n\nI do, however, have libssl.so.1.1: \n Code: Select all $ ls -la /usr/lib64/libssl.so*\nlrwxrwxrwx. 1 root root 16 Nov 13 06:52 /usr/lib64/libssl.so.10 -> libssl.so.1.0.2m\n-rwxr-xr-x. 1 root root 448640 Nov 13 06:52 /usr/lib64/libssl.so.1.0.2m\nlrwxrwxrwx. 1 root root 16 Nov 6 03:24 /usr/lib64/libssl.so.1.1 -> libssl.so.1.1.0g\n-rwxr-xr-x. 1 root root 451232 Nov 6 03:24 /usr/lib64/libssl.so.1.1.0g", "date": "2018-01-22T22:38:33+00:00", "quotes": [] }, { "author": "Nidan", "content": "Same issue here, game wants libssl/libcrypto 1.0.0, I have 1.0.2 and 1.1 installed. Tricking the linker into using them doesn't work due to missing symbols. \nDebian oldstable still has version 1.0.0, but that's, well... old \n \nI recommend linking against a less ancient version of libssl and libcrypto", "date": "2018-01-22T22:39:43+00:00", "quotes": [] }, { "author": "straylit", "content": "I'm hitting the same error here on a headless multiplayer server running Debian as well. \n Code: Select all /opt/factorio/bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared object file: No such file or directory \n\nI added a symbolic link to libssl1.0.2 in /usr/lib/... \n Code: Select all sudo ln -s libssl.so.1.0.2 libssl.so.1.0.0\nsudo ln -s libcrypto.so.1.0.2 libcrypto.so.1.0.0\n \n\nand got the following error: \n Code: Select all /opt/factorio/bin/x64/factorio: /usr/lib/x86_64-linux-gnu/libcrypto.so.1.0.0: version `OPENSSL_1.0.0' not found (required by /opt/factorio/bin/x64/factorio)\n/opt/factorio/bin/x64/factorio: /usr/lib/x86_64-linux-gnu/libssl.so.1.0.0: version `OPENSSL_1.0.0' not found (required by /opt/factorio/bin/x64/factorio)\n/opt/factorio/bin/x64/factorio: /usr/lib/x86_64-linux-gnu/libssl.so.1.0.0: version `OPENSSL_1.0.1' not found (required by /opt/factorio/bin/x64/factorio) \n\nlibssl1.0.0 is eol.", "date": "2018-01-23T00:45:43+00:00", "quotes": [] }, { "author": "", "content": "Should be fixed in 0.16.18", "date": "2018-01-23T10:51:09+00:00", "quotes": [] } ]
4
2018-01-22T15:38:56-06:00
forum-topic-126466
126466
TabbedPane with tabs on bottom?
Modding help
https://forums.factorio.com/viewtopic.php?t=126466
scruffyvoltherder
Is there any way to make a tabbedpane with the tabs on the bottom end?
[ { "author": "yaim904", "content": "Hi, I don't know much about GUI, but I think there is no easy way to do it, I mean, the one that comes programmed doesn't include it. \n \nBut I think you can play with shapes and colors to simulate one.", "date": "2025-03-14T17:20:24+00:00", "quotes": [] } ]
1
2025-01-30T01:26:25-06:00
forum-topic-6740
6740
[0.11.x] Uranium Power - Page 11
Atomic Power
https://forums.factorio.com/viewtopic.php?t=6740&start=200
Fatmice
I'll look at the chemistry and see but it is possible to recover the fluorine as HF. Of course recovery is not 100 % , but it should allow reuse of most of the fluorite starting material
[ { "author": "tomcat", "content": "after some reading it seems hydrogen fluoride is produced from fluorite by application of sulfuric acid (hinthint) \n \nand to make pure fluorine from hydrogen fluoride you electrolyze it with potassium fluoride as a \"catalyst\" I'm assuming the potassium in the electrolysis vat isn't used up in any major proportion so you could just do a chain as such: \n \nfluorite + sulfuric acid = hydrogen flouride, \nhydrogen fluoride + coal (carbon electrode thats eaten up during electrolysis) = fluorine \nfluorine + yellowcake = uranium hexafluoride \n(insert uranium enrichment here) \nenriched + depleted hexafluoride > uranium oxide + less hydrogen fluoride than used originally \n \nhydrogen fluoride is stored and recycled back to fluorine to be used for reprocessing or enrichment of more mined uranium", "date": "2015-02-25T00:02:10+00:00", "quotes": [] }, { "author": "Fatmice", "content": "The schema for the steps prior to fuel fabrication is fine I think. While the the mod is based on real chemistry, there must be some simplification to reduce recipe complexities. So I will incorporate a reduction step to convert UF6 -> UO2 + HF. This will allow this schema to recycle HF. \n \n(Stoichiometry is ignored) \nYellowcake + HF -> UF6 \nUF6 -> Enrichment process \nEnriched UF6 + H2O(steam) + H2 -> Enriched UO2 + HF (recovery 95%) \n \nThis will require the introduction of two new fluids, namely H2, steam, and one more building. \n \nHydrogen gas take from coal gasification (dirty process) \nH2 + coal + steam -> H2 + pollution \n \nSteam will be made from water in an assembler-prototype (consumes fuel). Note this is wet steam and not the dry steam made in the steam generator, a separate building for the reactor complex. The dry steam is also of a higher temperature. \n \nI'm still thinking about reprocessing schema, but HF should be recoverable there in a similar fashion. Thanks for bringing the HF issue to my attention.", "date": "2015-02-25T00:24:43+00:00", "quotes": [] }, { "author": "mrtux", "content": "I really like the mod \nTook me a while to get a nice layout for the enrichment process, but that's what Factorio is about! \n \nThe heat exchanger never really came to use – but that may be due to Dytech providing pipes with vast capacity. I never came to the point where one pipe could not fully utilise the plant. Frankly, I had to look at other games to see that the layout with two loops is feasible. \n \nIn this thread I read about ideas to extend the mod, but there is nothing on github. Are those still only ideas? I have been thinking about making a nice blender model for the heat exchange. \n \n \nOne last question: There also seem to be plans for nuclear power in Dytech – will the mods still work together?", "date": "2015-02-27T20:21:15+00:00", "quotes": [] }, { "author": "Fatmice", "content": "I'm glad you're enjoying the mod. The heat exchanger is an alternative where fluid carrying heat is conserved. The aim of course is to allow two closed loops like how the real nuclear reactor cools itself. \n \nIf you're not aware, I'm the developer and maintainer of this mod now and keep my own github for this. See my signature for details. \n \nThe ideas for extending the mod is being implemented. I work on the mod mostly during the weekends so the github is updated more frequently then. If everything is fine, I expect to push fluoride recycling, steam generator, and reactor recirculation pump with functional code, placeholder graphics, recipes, etc. to the github this weekend. Hopefully my friend and I will be able to make a decent blender model of the steamer for fluoride recycling. \n \nFeel free to submit graphics as I'm a newbie at blender \n \nConcerning Dytech, I've never play the mod so I don't know how this mod is currently working with Dytech. Users feedback is welcomed. More generally, this mod is intended to be neutral with respect to mod interaction so whatever it is currently providing should still work regardless of whether Dytech has its own nuclear power or not, at least in theory. If down the line users informed me otherwise, then I will see what to do about that. In other words, the two mod should work in tandem without one adversely affecting the other or at least I could control my side.", "date": "2015-02-27T20:59:44+00:00", "quotes": [] }, { "author": "mrtux", "content": "I really wasn't. You footer contains the relevant post (on page 17, which I frankly did not read). Do you think the link could be included in the opening post? \n \n\nI have checked you github repository – looks nice. \n \n\nI'll have a look, but it seems you have most of the stuff covered. I am a newbie, too, I have only contibuted one model so far which is pending review: https://github.com/Dysoch/DyTech/pull/276 \nI will try out your current release and if something comes up I might send a pull request. \n \n\nThanks, I will have an eye on compatibility.", "date": "2015-02-28T13:36:09+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" }, { "author": "Fatmice wrote:", "content": "" }, { "author": "Fatmice wrote:", "content": "" }, { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "Fatmice", "content": "Unfortunately, that is out of my control However, it will soon be remedied after I release 0.6.0 as that is when I will start a new thread. The current situation is only temporary and transitional, so you'll have to excuse the complications. I only added a signature to my post recently when it became clear that people are confused about what to do and where to find stuff.", "date": "2015-02-28T19:10:41+00:00", "quotes": [ { "author": "mrtux wrote:", "content": "" } ] }, { "author": "mrtux", "content": "Alright, then the problem will sort out itself. \n \nThanks for the effort you are putting into this mod. I am going to try it out just now.", "date": "2015-03-01T10:13:59+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "mrtux", "content": "I tried version 0.5.3 (download link in signature) on a savegame that came from 0.5.1 with Factorio 0.11.16 and I keep getting the following message: \n \n\nKlicking \"ok\" quits the game, Esc lets the game run, but the power plant does not have any fuel (natuarlly, as this is controlled by the event handler). \n \n \nAdd: line 288 contains an access to LReactorAndChest[5], which seems to be nil. It is set to 0 in line 259, but this might not have been applied for my safe-game yet. Maybe this needs to go to the upgrade-script? \nI fixed it by adding the following before line 288:\n Code: Select all \t\t\t\t\tif LReactorAndChest[5] == nil then\n\t\t\t\t\t LReactorAndChest[5] = 0\n\t\t\t\t\tend \n\nAdd2: I also had to place my reactor again (maybe the link to the access port was missing) \n \n Not sure if this fixes my issues – I could not observe used-up fuel yet. (Constant demand around 80MW.) \n(Just read your comment on #1 in github, so this part is no longer relevant.)", "date": "2015-03-01T10:34:17+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Fatmice", "content": "Reactor no longer use fuel as energy is added directly to its buffer based on the amount and type of fuel assemblies in the reactor port. As for the error, breaking and replacing the reactor and its port will fix the problem. I don't quite know why the migration script did not work for you. It would seem not all instances in the glob.LReactorAndChest were initialized for the the new index [5] when the migration script clearly requested it be so. \n \nPerhaps it is because you updated from 0.5.1 and I had only included migration script for 0.5.2. I'll add another script for 0.5.1 in the next release for good measure.", "date": "2015-03-01T15:09:59+00:00", "quotes": [] }, { "author": "SHiRKiT", "content": "I don't quite understand how to get it to work. It feel really really complicated and I got lost =\\ \n \nIs there any way to set this up besides copying the build from the screens?", "date": "2015-03-01T18:15:47+00:00", "quotes": [] }, { "author": "mrtux", "content": "Which part? \n \nFor the water heating, the simplest would be to just pipe water through the reactor and feed it to the steam engine, like you would do with a boiler setup. If this works for you, the loops and preasurized water come next. \nTo obtain the fuel assembly, have a look at the recipies – this is normal factorio stuff. The tricky part is to set up your factory so that you are left with only 0.2% and 4.7% parts. (The first for ammunition, the latter for fuel assemblies.) \n \n \nAfter all, this is Factorio!", "date": "2015-03-01T18:47:55+00:00", "quotes": [ { "author": "SHiRKiT wrote:", "content": "" } ] }, { "author": "mrtux", "content": "I have sent you a pull request that changes the script so that runtime errors do not occur when glob.LReactorAndChest[5] is nil.", "date": "2015-03-01T18:49:49+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "SHiRKiT", "content": "I have no idea what are those Heat Exchangers and what they do", "date": "2015-03-01T18:56:36+00:00", "quotes": [ { "author": "mrtux wrote:", "content": "" }, { "author": "SHiRKiT wrote:", "content": "" } ] }, { "author": "mrtux", "content": "They transfer heat from water to water. \n \nJust try it out: Run a pipeline of 100° water through one side (marked red/hot) and cold water through the other and see what happens to the temperatures.", "date": "2015-03-01T19:10:44+00:00", "quotes": [] }, { "author": "Fatmice", "content": "Accepted. \n \n\nHave you tried playing the example build? You can fudge with stuff there to see how things work. A more direct approach would be a video tutorial from me, but I won't make that until the next release.", "date": "2015-03-02T01:16:10+00:00", "quotes": [ { "author": "mrtux wrote:", "content": "" }, { "author": "SHiRKiT wrote:", "content": "" } ] }, { "author": "mrtux", "content": "I was a bit puzzled about the Heat Exchange requiring fuel. It turned out that after burning the first piece of wood the machine kept running on its own. Is this intended behaviour? \n(Factorio 0.11.16 and Uranium Power 0.5.3)", "date": "2015-03-02T12:00:18+00:00", "quotes": [] }, { "author": "Fatmice", "content": "The fuel requirement is because I used burner for power. At the moment, I simply add power to the building since it used so little, which is a stand-in for some loss of heat during the exchange event. You might want to take a look at the patch notes. \n \nIt's quite simple to make the thing behave like TE . I already have lua code for this and will add it for the next release so it will take power from the hot liquid once the hot and cold liquid connections are made to supply itself with power. \n \nAs for why a heat exchange requires power, that is a Factorio requirement when using assembler-prototype. Assemblers can not run on 0 power.", "date": "2015-03-02T23:10:22+00:00", "quotes": [] }, { "author": "mrtux", "content": "That's a nice idea. \n \n \n\nI suspected something like that. My train of thoughts was: \n \n Heat Exchange needs power? oh well, that's realistic \n Why would I need burning fuel for something that is next to electricity? \n How can the example build keep running without a fuel provider? \n Look, the thing keeps running withoug re-fueling! \n\nI believe there are some things that can be improved with liquid handling in general (lots of issues in other mods, too). As I am using DyTech, currently the most efficient thing might be to heat lava with a nuclear power plant, which isn't very realistic. \n \n \n \nBtw: Have you read about http://en.wikipedia.org/wiki/Molten-Sal ... Experiment ? This would be a nice milestone later on the roadmap.", "date": "2015-03-03T10:27:08+00:00", "quotes": [ { "author": "Fatmice wrote:", "content": "" }, { "author": "Fatmice wrote:", "content": "" } ] }, { "author": "Fatmice", "content": "Well Factorio fluid is very basic. The developers are aware of the limitations but they have other pressing matters to address first at the moment. I hope when they get to it, the fluid will be behave more like flowing fluid and not packets of fluid. If you are using the reactor to heat lava, you might want to know they only operate at 10% of thermal rating. Another word, the 5by5 reactor (144 MW) will only output at max 14.4 MW of heat. I had considered adding an electric liquid heater. Maybe that is something useful? \n \n\nYes, I'm aware of that reactor type. I suppose once I added the fast reactor then I will work on adding liquid reactors. In terms of fuel handling and reprocessing, it if far more elegant.", "date": "2015-03-03T16:23:52+00:00", "quotes": [ { "author": "mrtux wrote:", "content": "" }, { "author": "mrtux wrote:", "content": "" } ] } ]
19
2014-11-16T17:17:46-06:00
forum-topic-108642
108642
Crash on Load - 3% - 1.1.87
Technical Help
https://forums.factorio.com/viewtopic.php?t=108642
DTSX
Hi all, I'm having issues loading the game now that I'm coming back to it- though loaded just fine in the past. I can't get past 3% (base game mod). For troubleshooting, here's the steps I've taken so far: 1. Updated Drivers (nVidia, Razer) 2. Uninstall/Reinstall Factorio 3. Uninstall/Reinstall Factorio on a different drive 4. Deleted all mods/files from %appdata%, replaced config.ini where it should be 5. Uninstall/Reinstall Steam Any idea how to proceed?
[ { "author": "", "content": "Check windows logs and see if it contains anything about the crash. There's nothing in the log file which means the game was never notified that anything went wrong and windows killed it.", "date": "2023-09-10T15:57:59+00:00", "quotes": [] }, { "author": "DTSX", "content": "Here's what I could find in the windows log (I think I have the right one- Event Viewer) \n \nFaulting application name: Factorio.exe, version: 1.1.87.61545, time stamp: 0x64a3e868 \nFaulting module name: ntdll.dll, version: 10.0.19041.3324, time stamp: 0xda4a9f63 \nException code: 0xc0000374 \nFault offset: 0x00000000000ff459 \nFaulting process id: 0x4aa4 \nFaulting application start time: 0x01d9e40eae2fb374 \nFaulting application path: F:\\SteamLibrary\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe \nFaulting module path: C:\\Windows\\SYSTEM32\\ntdll.dll \nReport Id: 2dbd8e32-c20b-4151-9ebb-044ecb991c90 \nFaulting package full name: \nFaulting package-relative application ID:", "date": "2023-09-10T17:47:59+00:00", "quotes": [] }, { "author": "DTSX", "content": "After doing some digging, it looks like it's a Razor Chroma issue (hopefully), but I'm having issues updating the config.ini as there's none to start with. Is there any way I can get a clean version of it?", "date": "2023-09-10T20:56:48+00:00", "quotes": [] }, { "author": "", "content": "If you delete it the game will create a new one.", "date": "2023-09-10T21:45:29+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "The error code you got is \"STATUS_HEAP_CORRUPTION\". Wouldn't be the first time that some program tries to add functionality into a game and ends up crashing it. \n \nIf you think it's Razor Chroma, why don't you try to uninstall it and see if that fixes the issue?", "date": "2023-09-10T22:00:27+00:00", "quotes": [] }, { "author": "DTSX", "content": "After deleting, it doesn't generate a new config.ini. I assume that's because the game hasn't properly loaded in yet with settings. As for Razer, I've tried deleting Synapse, but no dice. \n \nI can't imagine a mouse being the reason why Factorio doesn't work, but here we are haha.", "date": "2023-09-10T22:39:44+00:00", "quotes": [] }, { "author": "DTSX", "content": "Troubleshooted finally- \n \nIt is, in fact, the enable-razer-chroma-support=false. \n \nSteps to solve were to basically get a config file that I pulled from a 0.15 branch, add in the above line item, then update. \n \nAn easier solve would be an accessible config file somewhere on the forums that we can download. In the event that this happens again, a person would have to download multiple versions of factorio to get that config.", "date": "2023-09-10T23:25:22+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Shouldn't that config be irrelevant when you don't have Razor Chroma installed?", "date": "2023-09-10T23:34:09+00:00", "quotes": [] }, { "author": "DTSX", "content": "Apparently not. It seems just having a razor device installed requires that perimeter which is... not great since the config doesn't generate unless you get to a certain % in the load process. Because the crash happens before the base game mod is accessed, the game can't generate the config file which is needed- to generate the config to punch in that line.", "date": "2023-09-11T00:18:38+00:00", "quotes": [] } ]
9
2023-09-10T09:47:08-05:00
forum-topic-68404
68404
Factorio Forums • Spoiler tag - Page 2
Your username (in top right of page) -> user control panel -> board preferences -> my board style. Spoilers work with the Factorio theme, but not prosilver.
[ { "author": "", "content": "Even with that one, the simple ones work for text only.", "date": "", "quotes": [] }, { "author": "", "content": "Fixed, the \"simple\" spoiler will now work even in the prosilver themes.", "date": "", "quotes": [ { "author": "Jap2.0 wrote: Mon Nov 25, 2024 1:14 am", "content": "" } ] }, { "author": "", "content": "No, it still does not \nBut it does not matter, at least I know now it's the theme. I wanted to screenshot, but ctrl-v is not working anymore, so you will have to trust me on that one", "date": "", "quotes": [] }, { "author": "", "content": "It works for me. \n \nPerhaps a stylesheet is getting cached, try holding shift and then press the reload button.", "date": "", "quotes": [ { "author": "aka13 wrote: Wed Nov 27, 2024 7:48 am", "content": "" } ] }, { "author": "", "content": "Oh yeah, it does now, I should be ashamed not having cleared the cache before opening my mouth", "date": "", "quotes": [] } ]
5
forum-topic-126301
126301
Factorio Forums • Fast changing booth in rocket silo...
You shouldn't require to take off all of your stuff manually, just jump in the rocket and lift off. Your equipment/inventory will be stored separately for each player, for each planet, and gets restored when you return. Perhaps you might have to touch the rocket silo to get your stuff...
[ { "author": "", "content": "An issue doing it automatically is people would be confused as to where their stuff has gone. \n \nAlso, suppose you have in your inventory bunch of plates, circuits, machines and a rare tank full of rare equipment you intended to take with you on a new planet. Now it's all in a limbo. \nPlates and circuits would be better used in the existing factory than stuck in the limbo while you are offworld. \nMachines could be used in a future expansion, but that might be hours away. If you've prepared robot network properly, you might not need to return, ever, managing everything from the remote view. \nAnd you really want that tank with you. \nSo now you have to drop back to Nauvis anyways, sort your inventory, launch plates/circuits/machines/tank up, leaving only junk you don't mind having in limbo.", "date": "", "quotes": [] }, { "author": "", "content": "=> Tips&tricks popup... Maybe a first warning/query that you will leave the planet without your ammunition and the stuff in your personal inventory. \n \nIf you don't want to save your inventory, you'll empty it in some provider chest first. \n \nIf you don't read the manual, it's your... adventure.", "date": "", "quotes": [ { "author": "Muche wrote: Fri Jan 24, 2025 9:47 pm", "content": "" } ] }, { "author": "", "content": "Could be like an addon building that does this automated inventory management. \n \nPersonally I've started not keeping anything with my character, cause of the inventory and travel hassle. I use remote control roboports and spidertrons.", "date": "", "quotes": [ { "author": "Muche wrote: Fri Jan 24, 2025 9:47 pm", "content": "" } ] }, { "author": "", "content": "I agree with this suggestion. \n \n Firstly , is the amount of storage fair ? \n \nMaxed-out MK3 armor with legendary toolbelts is 20+125+25*5*17 = 2270 slots. About 47 normal quality steel chests. A rocket silo is 9x9 spaces or 81 chests of spaces (and 1000 steel + other ingredients instead of 9*9*8 = 648 steel for a 9x9 chest grid). So storage-wise, yes it is fair. \n \n Secondly what are the alternatives? \nThere is emptying manually to a chest grid. Don't forget to turn off logistics requests! \n \nThere is also logistics trash. But that is only easier, if Trash unrequested is kept on during normal gameplay and there are not too many groups to manually uncheck. Otherwise unique items you are no requesting will be lost to the logistic system when you turn it on. \n \nNeither of these is good for a small annoying task. Factorio does have tasks purposely kept manual. For example, manual artillery has twice the automatic range. Or rockets (in vanilla) and cars. But these tasks are generally fun, much more so than repeatedly transferring items. \n \n Implementation \nEach silo would contain a large inventory that only is interacted with by the player. The player would have to click \"store inventory\" before being allowed to launch. And then click \"retrieve inventory\" when they get back home. They can also manually access the inventory or view it remotely but they need to be within range to actually transfer items (like chests). \n \nThe inventory can appear below the \"rocket progress\" section. The buttons can be next to \"deliver cargo\", \"travel to space platform\", etc, where there is empty space. \n \nFor multiplayer each player has their own inventory and \"store inventory\"/\"retrieve inventory\" will apply for their inventory only. Each player inventory is given one tab for player names. Players can also manually view or transfer items to/from other player's inventories if they want to prank each-other. \n \nBut how does it have space for each player's items? It starts out with one player slot and each cargo bay (or three cargo bays, if you really want to be fair on material cost and space) adds one extra slot. Another use for cargo bays.", "date": "", "quotes": [] }, { "author": "", "content": "I think this could work and support the idea.", "date": "", "quotes": [] }, { "author": "", "content": "It should only be transparent, i.e. a player's inventory for each planet separately. If you climb in the rocket, you leave all items behind, and get them back when landing. Perhaps you MIGHT be able to see your inventory of other planets, but mainly you shouldn't have to put everything in several chests before using a rocket. You may even be warned everytime that you leave your inventory contents behind - that's less annoying than dealing with the chests.", "date": "", "quotes": [] } ]
6
forum-topic-117305
117305
Quality Gating is flawed
General discussion
https://forums.factorio.com/viewtopic.php?t=117305
Balthazar
I hate how legendary quality is locked behind all the science packs. I got really excited when i unlocked it at first and figured out how to do a good setup for it, but then realiced i cant actually make the best versions until i hit postgame, so what is the point? I'm already limited in the types of items i can make until i get the higher tier, is me having legendary cars and stone furnaces really that gamebreaking? Tearing down and rebuilding quality production lines as new tiers unlock sucks. Adding more outputs and intermediates doesn't. Structure quality has near zero value, speed is a low value benefit outside of miners and pumpjacks. Why not improve pollution/power efficiency instead? Quality already have scaling systems in place, it doesn't need double dipping I would like to instead see tech unlocks that allow quality crafts ONLY for items of a certain tech tier; red science quality, green science quality, blue science quality etc.
[ { "author": "FasterJump", "content": "I've had some fun making 4 T1 (Q3) quality modules. Then I unlocked T2 modules (you don't need to visit planets for that) and I built my module setup with the machines intended for T3 module production, as a placeholder for now since I haven't researched T3 yet) \n \nI've started saving uncommon/rare parts made early on and used it to build uncommon/rare weapons, modules, armor modules, space plateform gear (solar panels...), uncommon tank for larger grid size/HP/canon-quality. \n \nI don't need legendary equipment early on, I prefer to work my way towards it as my game progresses. I don't need to use legendary burner inserter and furnaces. Just because it's possible doesn't need you should do it, quality belts exist too even though quality only increases their HP. \n \nFaster assembling machines = less polition per item crafted, because machine pollution is per minute. \n \nPs: opinions and facts are different things", "date": "2024-10-25T17:11:29+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "Wrong.\n \nIn early game, don't ask yourself how to make X thing of Y quality. \nAsk yourself which X thing you can make out of Y quality resources. \nP. S.\n \nMhm. From same shelf with \"make millions by investing into koйncoin crypto (not scam) (real)\".", "date": "2024-10-25T17:24:53+00:00", "quotes": [ { "author": "Balthazar wrote: Fri Oct 25, 2024 1:29 am", "content": "" }, { "author": "Balthazar wrote: Fri Oct 25, 2024 1:29 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Balthazar", "content": "Can either of you explain why the current state of the game is better than what i am suggesting or are you too busy tone policing to discus the game on the discussion forum?", "date": "2024-10-25T17:51:55+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "I don't feel obliged to dismantle unjustified \"\"\"\"(fact)\"\"\"\" thing.\n \nNor \"tone policing\" part. \nI had a pretty shitty week, full of useless waiting and no less useless running trying to wrestle a set of documents from our local officials. A set of documents which we shouldn't have in the first place - but other officials insisted that we had to have these anyway. So... d'oh... \n...what I'm leading to, I'm not using already-sunken mood to propagate negativity. I'm trying sticking with neutral tone and memes cut from \"Ed, Edd and Eddy\" (check these out, by the way. Some of these are literally begging to be added to this theme). Because it improves my mood too and helps other people feel better as well. \nContrary to slamming \"\"\"\"(fact)\"\"\"\" label on random assumption then rolling with it, ignoring arguments aimed at foundation of this erroneous assumption. \nHere, let me try again.\n \nAs of explanation part... well... if, once in 20 years, anyone really cares about my real opinion... I'd prefer a text from one of my ex'es (including ex-coworkers) - but Factorio is fine too. So lo and behold... an opinion ... \n \nUsual automatization games are quite linear. \nBe it Satisfactory or Stardew Valley - there are fixed set of choices. \nToo fixed. \nPre-DLC Factorio is, in fact, RELATIVELY linear too. Although randomized map gen saves things a little, in the end it's still 1-3 \"families\" of optimized choices - and runner-up non-hardcore players trying to keep up with these choices on their own. \n \nDLC spices things up by making things not-so-linear. \nYes, let's ignore few red flags pointing at Gleba still being shoehorned into roster of viable choices \nEach planet offers a centerpiece theme and a handful of (quite loosely related IMHO) assotiated technologies, each of which is somewhat unique. \nThese technologies don't quite compete with each other, in the end the player can have them all, - but player have to prioritise. \nAnd each choice in this (still quite finite) decisions tree matters alot for nearest 10-100 hours of gameplay \nAnd that's without Quality in play. \n \nQuality turns already-branching DLC decisions tree into a goldern FRACTAL. \nEven with three midgame planets choice, it's a headache to evaluate. \n \nShould I go for infinite Quality roll attempts? \nShould I go for jackpot (read: Gleba) instead? \nShould I go for recycling instead? \nWould I want to invest my time into building Quality related infrastructure? For each of three cases - and then for endgame? \nWould I fare well without other two choices in nearest 100 hours of playtime? \nShould I commit into Quality, anyway? If I shouldn't - what am I losing? If I should - how seriously? For everything or for specific things? For which things in particular? How deep is a rabbit hole? \nShould I stick with best grade things - or with whatever RNG blessed me with? \nHow can I tilt the RNG to my favour? With EACH/ANY of these three midgame planet choices? And what I gonna do next? \nMaybe this specific item is worth getting with Quality? Any or best or specific Quality? \nAnd how the hell am I supposed to get Coal (Rare) reliably? (<- this question is much more important than it looks) \n \nThe game is not about linear optimized choices from start to finish anymore. \nEven if Quality is disabled - it's still affecting your decisions. \nThis is one of the best things a game mechanics could have. \nAnd its implementation is quite reasonable in Factorio (if we'll take into account potential performance hits from OTHER implementations of interactions with Quality). \n \nWorth mastering. \nAND worth skipping. Which is still an official developers' position, right? \nEither choice (and everything in between) is viable, either choice gives food for thought. \nNeither gets into the way of actually playing the game.", "date": "2024-10-25T19:29:03+00:00", "quotes": [ { "author": "Balthazar wrote: Fri Oct 25, 2024 5:51 pm", "content": "" }, { "author": "EustaceCS wrote: Fri Oct 25, 2024 5:24 pm", "content": "" } ] }, { "author": "Balthazar", "content": "Aaah thats what this was about. Changed the topic title, picture me bowing and scraping in front of you with tears streaming down my cheeks in a truly humbled display, my voice quivering with fear and regret as everyone claps for your victory. \n \n NOONE IS ASKING FOR QUALITY TO BE REMOVED \n \nI agree with your take on quality but it is completely besides the point; noone is going to want legendary stone or steel furnaces once they have the means to make them because you have foundries and electric smelters unlock later that are actually relevant. Rare modular armor is still worse than regular power armor and its easier to get to the regular power armor than to make the rare modular armor, much less than what a legendary modular armor would take, but a legendary modular armor would stay relevant for much longer unless you put in the effort to make quality power armor too. Having options in video games that are irrelevant do not actually add much to the game, especially when theres no reason they need to be irrelevant. \n \n THE SUGGESTION IS TO ALLOW LEGENDARY ITEMS OF EARLY TECH BECAUSE THEY ARE OUTCLASSED LATER BY LEGENDARY END TECH ITEMS \n \nThis could be done by changing the techtree to unlock all quality levels for items researched with a certain tech level in stages: \n Red Tech Quality Crafting Green Tech Quality Crafting Blue Tech Quality Crafting Purple Tech Quality Crafting \n\nGradually unlocking tech levels: \n Red Tech Quality Crafting Rare Red Tech Quality Crafting Epic Red Tech Quality Crafting Legendary Green Tech Quality Crafting Rare Green Tech Quality Crafting Epic Green Tech Quality Crafting Legendary Blue Tech Quality Crafting Rare Blue Tech Quality Crafting Epic Blue Tech Quality Crafting Legendary \n\nOr any combination of them also works. We both like your fractal, so why not expand it? \n \n Destroying and rebuilding quality component production \n \nSince you can't make legendary plates or gears any setup making these has to be changed once the new tiers are unlocked. This introduces three rebuild stages as quality tiers unlock, which is extremely excessive. If your component assembly simply adds new products the same way your factory normally expands this problem is eliminated. If rebuilds are needed it'll be because your plans change or you hit endgame and move to a much larger setup, not something the game forces you through.", "date": "2024-10-26T06:07:26+00:00", "quotes": [ { "author": "EustaceCS wrote: Fri Oct 25, 2024 7:29 pm", "content": "" } ] }, { "author": "MeduSalem", "content": "Well, it is not wrong. Epic quality requires to go to Gleba because the tech needs the agriculture SP and Legendary requires to go to Aquilo and requires all the SPs from all planets. Otherwise you are stuck with Rare quality. \n \nBecause I have quite a lot of quality stuff the past 2 days and the best I got was Rare stuff. Because I have not been to Gleba yet. ^^ \n \nUnless you can get Epic/Legendary stuff from recycling regardless of the 2 tech unlocks because that I have not done as excessively yet because I only just moved to Fulgora.", "date": "2024-10-27T15:17:06+00:00", "quotes": [ { "author": "EustaceCS wrote: Fri Oct 25, 2024 5:24 pm", "content": "" }, { "author": "Balthazar wrote: Fri Oct 25, 2024 1:29 am", "content": "" } ] }, { "author": "EustaceCS", "content": "It is.\n Promethium science packs are not required.", "date": "2024-10-27T15:20:57+00:00", "quotes": [ { "author": "MeduSalem wrote: Sun Oct 27, 2024 3:17 pm", "content": "" }, { "author": "EustaceCS wrote: Fri Oct 25, 2024 5:24 pm", "content": "" }, { "author": "Balthazar wrote: Fri Oct 25, 2024 1:29 am", "content": "" } ] }, { "author": "MeduSalem", "content": "But you need the Cryogenic one for Legendary. And that can only be made on Aquilo.", "date": "2024-10-27T15:22:00+00:00", "quotes": [ { "author": "EustaceCS wrote: Sun Oct 27, 2024 3:20 pm", "content": "" } ] }, { "author": "computeraddict", "content": "I'd have to run the numbers, but I suspect that the numbers of legendary t2 assemblers you can build with the resources required to unlock t3 assemblers is very small", "date": "2024-10-27T16:15:24+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "I appreciate the... how do you call it nowadays in neutral manner... spirit of competition manifested in these brave words. \nI, however, still do not agree with this statement. Nor is the game itself. \nNow, what else I've missed in this theme...\n \n \n \n \n Screenshot From 2024-10-27 18-46-36.png (533.95 KiB) Viewed 7152 times \n \n \nIntended for another theme. But here it will be of more use. \nYou can designate Quality filters way ahead of schedule. \nThis simple trick offers 0 necessity to actually rebuild stuff in either case (current state of affairs vs proposed).\n \nLegendary boilers are made from former. Space platforms can use some of the latter #thanksfreecarbon #burnburnburn . \nArmor is a valid example - however, with enough determination it is possible to skim all the way up to Power Armor MK II tech so... ugh... it's more of a question if earlier armor techs are becoming too obsolete too soon. \nIf I'd actually had a fever fit to point at something and declare that its Legendary variant is unreasonable to get, it probably would be Space Platform Starter Packs. \nHub HP is a nonexistant bonus: you either pre-build asteroid-ready platform somewhere, wait until it gets first batches of ammo then move it to its destination - or you watch it nosediving in upper layers of atmosphere. . . \nAnd the cost is slightly beyond reasonable.", "date": "2024-10-27T19:06:19+00:00", "quotes": [ { "author": "MeduSalem wrote: Sun Oct 27, 2024 3:22 pm", "content": "" }, { "author": "EustaceCS wrote: Sun Oct 27, 2024 3:20 pm", "content": "" }, { "author": "Balthazar wrote: Sat Oct 26, 2024 6:07 am", "content": "" }, { "author": "Balthazar wrote: Sat Oct 26, 2024 6:07 am", "content": "" } ] }, { "author": "MeduSalem", "content": "Well, it does not matter whether you agree with the statement or not. \n \nThe game agrees with me because while toying around with quality yesterday on Nauvis as part of my preliminary tests regarding quality... by click mistake (didn't properly copy an inserter setting) I forgot to set a limitation on production. And then I left off for Fulgora which I spent most of my time today and didn't watch Nauvis too closely. Because of that I am now the proudly owner of 40k Green circuits with Uncommon quality. And a few thousand more with Rare quality. ^^ \n \nIf it would be possible to get Epic or legendary without researching the corresponding techs that are locked behind the Gleba & Aquilo researches which require their respective science packs then by the factor 10 chance I am sure I would have gotten at least a few hundred Epics and a couple dozen Legendary circuits. \n \nBut I got no epics or legendaries. \n \nSo I don't know how you can say that the game does not agree with me. That it requires those researches for Epcis & Legendary to even appear is a reality. \n \n \n \nBut that said, I am not complaining about it. I have no problems with Epic & Legendary needing additional researches only available on those two planets. \n \nYet I can understand why other people might think that it is way too late to make any sense to them because they probably don't intend to play much further than Aquilo and finishing the game, while Legendary stuff is probably more something to work towards if you keep on playing the campaign for much longer.", "date": "2024-10-27T22:18:26+00:00", "quotes": [ { "author": "EustaceCS wrote: Sun Oct 27, 2024 7:06 pm", "content": "" } ] }, { "author": "factorioioioio", "content": "Gating Epic and Legendary behind late-game research is not fun. By the time I build legendary items, I have no time to actually use them since the game is pretty much done. I probably will just skip quality completely next time unless there is a mod that makes quality unlock all at the same time. Yes you can build factories with epic and legendary in mind even though you don't have it unlocked yet but once again there isn't that much time to actually use them making it not worth the effort. \n \nStop arguing over silly semantics because clearly you understand what OP is getting at and it is a valid point.", "date": "2024-11-21T18:31:24+00:00", "quotes": [] }, { "author": "SirSmuggler", "content": "I think this highlights the issue. Different players have very different ideas of when the game is \"done\". \nTo some the game is over when you reach the \"end screen\" and there is no point continuing on that save. \nTo some the \"end screen\" is where the game begins, you finaly have all the tools unlocked and can begin building the \"real\" factory. \n \nIt's kind of imposible to \"balance\" the game just right for both types of players (and all types in between).", "date": "2024-11-25T09:41:53+00:00", "quotes": [ { "author": "factorioioioio wrote: Thu Nov 21, 2024 6:31 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "Yeah, how is this different from non-SA nuclear bomb / artillery / spidertron ?", "date": "2024-11-25T11:53:16+00:00", "quotes": [] }, { "author": "Stargateur", "content": "I kind of agree, first it's unexpected, I was surprised when I found out it. Then, come on it's just not fun, popping a legendary out of luck is wonderful and if this happen early game it's even more fun. quality is gacha yes or not ? Specially lock legendary behind aquillo is SO LATE GAME. at the very least we should have it before aquillo (logically volcanus since fulgora unlock tier 3 quality modules and gleba epic, thus I still argue we should have all quality when we unlock quality). \n \nBTW: imagine you have 4 module 2 quality. 8% quality, 10% of 10% of 10% of 8%... 0.008% come on, it's like a miracle, and if someone try to farm it it would cost him TONS of resources. there is no reason to gate legendary and epic quality. What limit it should be the resource you want to invest in it.", "date": "2024-11-29T21:46:58+00:00", "quotes": [] }, { "author": "mrvn", "content": "First I think you are thinking of quality the wrong way. When you do quality early the only investment of resources is the stuff you do get with quality. The 95-85% you do not get quality for simply keeps flowing through the factory the normal way and builds science packs or rocket parts or whatever. \n \nThe problem and complexity comes when you have a bunch of steel or provider chests full with rare advanced circuit boards. What ever are you going to do with them. I think quality without recycling simply doesn't work for all but a few items, probably not legendary or you do everything in quality in parallel to normal. Not such a bad idea given that quality science packs last longer. If you go that router and actually use up all the material that isn't the highest quality then the waste is 0. [Although FYI you get more benefit from productivity modules at the cost of a lot more power (where you can use them).] \n \n \nSecondly you can use combinators and set recipe to build all levels of quality in the same machines. Even better with trains. Wait for a train load of rare copper cables and rare iron plates to be ready and send out 2 trains to fetch them. Then switch your circuit board factory over to rare circuit boards and let it go. \n \nAnd as already mentioned you can always plan ahead: \n \n \n \n quality.png (816.69 KiB) Viewed 4804 times \n \n \n\nWow, I just wipped that up in my last savegame as a demonstration and just got the Legendary Module achievement. Didn't even realize I had all the ingredients for it just lying around by now. \n \n \nYou say \"10% of 10% of 10% of 8%... 0.008%\" but that is not quite true. This is just a 3 step chain not showing the ingredients being made but you can see that an uncommon Q3 is not 10% of 10% of 10% but 10% + 10% + 10% or one third of all Q3 modules are uncommon. It does require some uncommon red and blue circuit boards and uncommon superconductors. But you get those with 10% too. The 10% of 10% of 10% only applies when you need to rise 3 quality levels in 3 steps with no do over. If you need to rise 5 levels to legendary with just these 3 steps it's 1% of 1%. Or one in 10000 Q3 modules. \n \nBut 20% of Q2 modules are uncommon and 10% of that is rare. The longer the chains get the higher the percentage of quality stuff gets. It's both multiplicative and additive. And then you can recycle to both go one step back and get another chance to raise the quality at the same time. For example if you need high quality steel then you start with the minors giving you iron ore, electric furnace for iron plate and steel. That's 3 chances to raise quality already. Then make steel chests out of it and recycle it. Another 2 chances added but now it costs you 75% of the steel. But hey, if you don't want to build low density structure with it then 25% recovered it better than nothing and 5% of that has a higher quality level than before. \n \nSo lets do some math. First off improve your quality modules. Legendary Q3 modules give 6.2% quality or 24.8% for 4 modules, not just 10%. Electric furnaces give 12.4% quality. \n \nSo for steel with large miners and electronic furnaces it's 0.248 + (1-0.248) * 0.124 + (1-0.248)*(1-0.124)*0.124 = 0.422933248 ~= 42.3% uncommon or better steel plate. \n \nProduce steel chest + recycle once: 0.248 + (1-0.248) * 0.124 + (1-0.248)*(1-0.124)*0.124 + (1-0.248)*(1-0.124)*(1-0.124)*0.248*0.25 + (1-0.248)*(1-0.124)*(1-0.124)*(1-0.248)*0.248*0.25 = 0.485616546869248 ~= 48.6% \n \nDo it again: 0.248 + (1-0.248) * 0.124 + (1-0.248)*(1-0.124)*0.124 + (1-0.248)*(1-0.124)*(1-0.124)*0.248*0.25 + (1-0.248)*(1-0.124)*(1-0.124)*(1-0.248)*0.248*0.25 + (1-0.248)*(1-0.124)*(1-0.124)*(1-0.248)*(1-0.248)*0.248*0.25 + (1-0.248)*(1-0.124)*(1-0.124)*(1-0.248)*(1-0.248)*(1-0.248)*0.248*0.25 = 0.52106420311300322099 ~= 52.1% \n \nIt's over half of steel becomes uncommon or better And only half the iron resource cost. So it's more like 100% of the iron resources you mine becomes uncommon or better steel plate. It's not legendary steel but you get more uncommon than common steel. \n \n \nNow if you look at e.g. the Legendary mech amor going from ore to amor then you have more than 3 steps. The longer each chain is the more chances you have to rise a level. So some ingredients will be easier to come by than others. And more importantly the ingredients will be something you can use for something else if you didn't get the required quality. If you stop looking at it as a 0.008% chance of getting a legendary amor at your first try and realize that you can build the ingredients for 125 armors at close to your 0.008% chance and build science packs or rocket parts with the 124 failed tries then suddenly that 125th try that gives you a legendary armor is not so expensive or even anything you worry about. \n \nIt's a huge number of resources you will need if you only build the armor. Like 200'000 iron ore gives you with your low 10% numbers: \n- 18'000 uncommon + 2'000 rare iron plates \n- 3'600 rare + 380 epic + 20 legendary circuit boards \n- 702 epic + 94 legendary processing units. \n \nYou need 100 legendary processing units for the mech armor (last recipe only) so nearly there. And that is without any productivity bonus from foundries, Electromagnetic plants or productivity research. But as said the failures aren't wasted if you build something else with it. 200k iron ore is nothing overall. \n \nPS: sorry, should have started with iron resources like with steel above, the minder give quality too. But you get the point. Game wide it's not that many resources.", "date": "2024-11-29T23:27:32+00:00", "quotes": [ { "author": "Stargateur wrote: Fri Nov 29, 2024 9:46 pm", "content": "" } ] }, { "author": "Stargateur", "content": "You kind of prove my point, it's not impossible to get legendary if you WORK FOR IT. Even without recycler if you design a very good factory, that grind quality at every step possible, you will get good stuff overtime and you will be rewarded by quality stuff for few resources. But that my point, let reward the player for playing with quality. Right now except late game it's just gacha game and frustrating cause you can't have the luck to get legendary. And you have the feeling of washing resource cause you want the best aka legendary. Right now quality early game just feel punishing. Especially for casual to even veteran player, only the best will have the patience and the skill to grind quality early, and for what ? ok uncommun medium electric pole are better than sex, but I don't really feel grind few rare mining drill or few rare assembly machine is rewarding enough. If I go for quality I wish to be able to have legendary from start not have to wait aquillo... that really frustrating and unfun.", "date": "2024-11-29T23:54:17+00:00", "quotes": [ { "author": "mrvn wrote: Fri Nov 29, 2024 11:27 pm", "content": "" } ] }, { "author": "mrvn", "content": "You don't need quality to play the game at all. In fact I don't recommend touching that stuff for your first game at all. It's purely a post win thing for people that want to attempt the scattered planet. I'm actually underwhelmed by it overall. The most use I've got out of quality so far is better accumulators on Fulgora because it saves space. And even those I just enjoyed getting them as a side product of building the science packs. No active hunt for them. I see it more as a status thing to have legendary stuff. So having it end game / post win doesn't feel bad to me. \n \nBetter armor? I hunted a few aliens on Nauvis at the start of the game, a handfull of nests on Gleba and one worm on Vulkanus. Only reason I even have armor is for the roboports. \n \nBetter turrets? Some more reach would be nice I though. But it's not like turrets on planets get any use if you watch your pollution cloud. And in space the asteroids come to you and it's just quantity over quality. You don't even use red ammo or explosive rockets. \n \nLarger chest? Faster Assemblers? Just build more. \n \nBetter miners? I had to work hard to get the \"resource patch exhausted\" achievement. \n \nMore arms on the collector? Not really an issue. I get more asteroid chunks than I can use while in system. It's only the scattered planet where you run out of resources. \n \nNow there is one thing I totally forgot to go for so far: Qluality productivity modules. Going from 10% or 25% per module is a huge step. Putting those in your rocket silo and biolabs would be a big increase in productivity. Grinding those might actually save resources in the end. Next game I play I will do quality just on green/red/blue circuit boards and those modules till I have enough for all biolabs and silos. \n \nWhat do you really want to have better quality that you would use and not just show off?", "date": "2024-11-30T00:18:57+00:00", "quotes": [ { "author": "Stargateur wrote: Fri Nov 29, 2024 11:54 pm", "content": "" }, { "author": "mrvn wrote: Fri Nov 29, 2024 11:27 pm", "content": "" } ] }, { "author": "Stargateur", "content": "Again you prove my point, you say \"don't do quality at all\" that a enormous failure from a design point of view. Again right now specially for beginner quality is punishing more than rewarding. (Don't get me wrong I LOVE quality overall I just really disagree to lock better quality tier to end game). Quality multiply by 5 items in game, it's a pain at start, but it's amazing once you have it. At least don't punish beginner and let them have the chance to hit a jackpot that will be fun, and let very good player try to design an early base that grind quality that will be fun to them. They is no reason to limit legendary and epic to aquillo cause you unlock new building that are better on gleba, vulcanus, fulgora and aquillo, so anyway if you go for megabase or very late game gameplay you will have to rebuild your factories anyway. So again, there is no reason to lock higher tier quality to aquillo and gleba.", "date": "2024-11-30T00:28:28+00:00", "quotes": [ { "author": "mrvn wrote: Sat Nov 30, 2024 12:18 am", "content": "" } ] } ]
19
2024-10-24T20:29:35-05:00
forum-topic-123884
123884
Memory cell for dummies?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=123884
mooklepticon
Can anyone help me with an explanation of a memory cell for someone who doesn't understand it very well? I understand a counter or timer. I have the single combinator counting up to once a minute and resetting. I want to read in a item ID once per minute and then keep out putting that for the entire minute, and when it resets (the 1 minute is up) it reads the item ID again. (maybe it changed, maybe not, doesn't matter.) What I'm trying to do is get the top inventory item in my logistic Network and send that to my recycling Loop but I only want the item to change once a minute. I have everything else working just fine but the item can change very rapidly once there are several items all at the top of the list that are close in inventory count. This drives my logistic Network insane and has the Bots moving around like crazy and they are halfway there when the item is no longer requested.
[ { "author": "mmmPI", "content": "There are different ways of making a memory cell, but often time the idea is to have a combinator looping onto itself with a value that doesn't change, thus \"stored\" in memory. Then variation can occur depending on how you want to set and/or read this value. This means different combinators setup. \n \nFor the usecase you describe it is possible to reuse the logic you described counting up to a minute to act as trigger signal to set the value in the memory cell, and to reset it. \n \nThe memory cell can be a decider combinator looping onto itself with red wire. With an additionnal green wire connected to the input. The idea being that the red wire will hold the value ( and you can connect and \"read\" from there), and the green wire will recive the counter to tell when to update. ( the new value is received on the red wire) \n \nThen the decider combinator need to be configured to check if the signal \"C\" on the green wire is above or equal to 1(the counter). And if so the output should be \"everything\" on the red wire. This means that \"most of the time\" the value that are present in the input are going to be present also in the output the next tick, and will cycle \"holding\" the value in memory. \n \nThis also means that when the counter is at 0, the memory cell will stop this cycle, the next tick nothing will be present in output. Instead it will be the time to give a new value on the red wire for the memory to store for the next minute. It is possible to do so using a second decider combinator, also connected to the counter with a green wire to its input, and to whatever value you want to read from, but this time detecting when C = 0 on the counter. And only then, outputting \"Everything\". On a red wire, to feed the first decider combinator. \n \nThis means that when the counter is at 0, this second decider combinator will \"read\" \"whatever value you want to read from\". And pass this on a red wire for the next tick, at the same time as when the first decider combinator condition is invalid causing it to output nothing the next tick. \n \nWhen the counter is at 1, the first decider combinator again loop onto itself the value on the red wire, but this value is the one that came from the second decider combinator the previous tick. \n \nAs always when trying to describe a \"\"simple\"\" setup with word, i feel like a blueprint would help much more, so i also join a blueprint that follows what i just described to illustrate a memory cell that update a value every 300 ticks. \n \n 0eNrNVktu2zAQvQrBTVuADqyfkwjoquvusgsCg5LGNlGKVEnKjmH4AL1He7GepENK/htObQRo4Q9GFDnz5r3hkCtayBYaI5Sj+YpWYEsjGie0ojl9mgGZc3xP9IRw68BoURErpopLS7jBcSWXpG0q7qAiMAezJBmxUGpVEaGIQweNXoDBfwmUUYFvLM2fV7Tz4mMqXgMGq6AUFZhBqetCKO60oWtcoCp4pXm0fmEUlBNOQLc+PCzHqq0LMDiBbfz4CI4rt++I0UZb0WW1ouhvEI3uMkaXNE/vMgyDi5zRclzAjM8FrsBpmIZfYQ9tDL3BxOhESCTleNQtGw9kLoxrMcUtsi7lwRcc+Y4vED4OKm3qMAnhNtwEuDn9HAZaLwqmjh/E2Ei+BDM+lMjNhCX4VQAVSjDRJpAe1iLtTncmUnlCWcwuUH+GsX2+KmE6RnDgPHu9z7EvBbHlcf8JOZsIY914VwpvMtdJFfSleTIcHtH2+8dP6itFt65p3XGhve39L4jmO25n3BEDFtxR5Vvy0U+SFSmARKQWqnVAitYR4chi80JqNe0UcmAdehNqasmnc0olVyoV/29KRSc6/aLswOdYgVto8y3ENlDRfII9BhidGgDE7kwL65ulDfoEhj2uk1De+TZSiHupEp76SvD7rIZao/IlSImi+5GQ1HkZ05tkzP69jAeN6V1EuLjRYHOC9CmRgyPhhNbs2taf9q1/9M6tP922/g7hjoFZO4WBfsVkBptj9LpDIE6RMbaNFL9x9BzHL8R00BhdA9Lf1jdiuB8eYEiuxFBD5WMjBi6lKG8EEQ2HF8/DsDm7O0vJFSlnHLssqblaEidqsAx78Afb3VsM8AqtEu8oWGRdm747V2Gj4yRAYlEYTKK/1hyX2P1ehfn9ssDd62l6jljEYha9sOeY+U8arJQlLO6tNFgJzktY0ltpbyVsFNbiHJbhPPQsHNRe4O0ljlHJC8D9SL/uehOO4uazAWE2ih/Tx8cMf2n0EK3XfwBO52ul Copy blueprint", "date": "2024-12-06T20:43:53+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Thank you. This works exactly as I wished. I think I'm about halfway to understanding it!", "date": "2024-12-07T14:38:43+00:00", "quotes": [] } ]
2
2024-12-06T12:10:21-06:00
forum-topic-12455
12455
Read this, OR be ignored
Texture Packs
https://forums.factorio.com/viewtopic.php?t=12455
This board is for - modders, which are good in programming and bad in creating graphics, - graphics/designers/hobby artists that are good in creating 3D-models/rendering, but bad in programming. So if you as a modder want some artist to make a request into this board, please provide the following information for each graphics you need: - The target or the idea behind the graphics should be clear. - How big do you want each graphics in the end. Either in pixels or in tiles. Or should it be an icon? - What kind of graphics do you need. List all your missing graphics and describe them as good you can, give examples, "should look like..."; the artist doesn't want to download/install a mod, only to see, that it is not, what he likes to do. - He doesn't want to download the mod for a preview, but the mod should be realized yet. It makes no sense to do the graphics first. Makes things a lot easier. - How should it look like? Old fashioned. Futuristic. Alien. Like Factorio. Again: Try to bring reference-pics. Think also in the sense of an artist: What would an artist would like to make. Is it too difficult? Too detailed? The style too extravagant? Too organic/technic? An artist thinks also in categories like "Would I like to have such a thing in my collection of self-made 3D models?" (maybe he can reuse it in other projects?) "How would it look 3D printed?" and so on. One last note: Even if you have made everything correct: There is no guarantee, that someone takes your ideas and creates graphics for them.
[ { "author": "MF-", "content": "suggestion: Rename to \"Read this, OR be ignored: Texture Packs\". \nrationale: It might look that the same thread is simply posted on more boards.", "date": "2015-05-30T08:36:00+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "please can every finished request changed in subject from [Request] to [Done] ?", "date": "2015-08-28T14:19:27+00:00", "quotes": [] } ]
2
2015-05-21T10:44:34-05:00
forum-topic-98194
98194
Tutorial Scenarios & New Hope remake?
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=98194
dennisw100
Hi, i came back into Factorio after a while and noticed that the New Hope campain got removed. I wonder are there any remakes of them or do I have to go back to old versions if I wanna play them again? Also that kinder goes in the same direction (cause I always saw New Hope as being a extension of the Tutorial) are there any community made tutorial scenarios the normal tutorials just end with the start of using Trains and I would like to have more. I know Free Play is the True way to play but I always enjoyed these smaller missions alot
[ { "author": "GreenFlagCZ", "content": "Try this. It's not same like new hope, but I did it similar way. You should feel like continue with campaign after tutorial and its vanilla and lore-friendly. \n \n https://mods.factorio.com/mod/Story-Missions", "date": "2021-10-13T22:34:31+00:00", "quotes": [] }, { "author": "dennisw100", "content": "Thanks I will look at it", "date": "2021-10-17T15:08:09+00:00", "quotes": [ { "author": "GreenFlagCZ wrote: Wed Oct 13, 2021 10:34 pm", "content": "" } ] }, { "author": "the_potty_1", "content": "I was going to suggest the same thing, it's really good. \n \nEDIT Oh. Necro. Sorry.", "date": "2024-12-07T20:04:18+00:00", "quotes": [] } ]
3
2021-05-04T16:24:52-05:00
forum-topic-127436
127436
[2.0.40] Crash when copying space platform hub
Duplicates
https://forums.factorio.com/viewtopic.php?t=127436
Eisberg
While being in map view, I want to clone one of my ships. I select the ship, I press CTRL-C and use my mouse to select the Space platform hub . The game crashes. Other items are okay. No mods activated except SpaceAge. I had some minor mods enabled (Visible Planets, Rate Calc, but without them it also crashes). Using Linux (EndeavourOS) and my Steam Deck, same behaviour. But it does not happen on every ship, only on these ships: * Aquilo-Icon * Solar egde-Icon * Vulcanus Science Transporter to Nauvis Link to SaveGame: https://drive.google.com/file/d/1_HfZJd ... drive_link
[ { "author": "", "content": "127435", "date": "2025-03-12T17:51:09+00:00", "quotes": [] } ]
1
2025-03-12T12:49:56-05:00
forum-topic-116817
116817
Ability to craft lower quality with higher quality
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=116817
husnikadam
IMHO it should be possible to craft lower quality items with partially higher quality items. Otherwise there is no automated use of higher quality items, unless you want to produce like quality science with the whole production chain having multiple quality tier recipe assemblers. As every production chain which spits out quality items as a byproduct, will eventually clog as quality items buffer get full. So I can neither set up dedicated quality items production (without recyclers), nor use quality in main production and filter out quality byproducts without eventually clogging the system. My suggestion is, that assemblers should accept any higher quality items for given recipe, (f.e. craft normal green chip using uncommon wire and normal iron). For this to work, recipes would need to accept different qualities of given ingredient at the same craft (f.e. 2 normal + 1 uncommon wire for green chip). I think it should work in automated assemblers, and shouldn't in manual crafting as you can't hand craft higher quality anyway. Assemblers would need to be able to accept items of different qualities in the same input slot. I think the slot should display the total number of items + highest tier of some of the items. Also, ctrl clicking an inventory should move all same quality infredients into the assemblers but not the higher quality ingredients. That should be possible only by dragging higher tier ingredients into an assembler I hope my thoughts are somewhat clear. Otherwise, please provide suggestions, how to use quality earlygame efficiently without wasting chests of low quality products
[ { "author": "Phoenixia", "content": "I might just be inexperienced but the quality early on feels a bit of a time sink that's not worth the time (without the recycler). \nBut the main pain point is that I can't craft items with mixed quality, so I am to beg the question, why not ? \n \nMixed quality crafting could work as follows: \n \nAll rare: At least rare or better \n2 rare, 1 uncommon: Uncommon or better ( Increased chance of rare weighted 2:1 ) \n3 legendary, 1 normal: Normal or better ( Increased chance of legendary weighted 3:1 )", "date": "2024-10-23T13:19:10+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into the existing suggestion to add the possibility to craft lower tiers products with higher quality components.", "date": "2024-10-23T17:03:45+00:00", "quotes": [] }, { "author": "VertebreakHER", "content": "Initially when I first researched quality modules and started putting them in machines I thought this is more or less how it would work, based on the word of FFF #375 and because I naturally assumed it would work in an intuitive way. I was very excited to see if placing them very early in a production chain (in iron and copper plate smelters) would seed a quality increase throughout various end products, but was disappointment to find out they simply clogged up existing setups. \n \nThe only viable ways to use quality early game are by making entire separate branches of production dedicated to each quality tier, discovering a way to control the recipe of assemblers through circuits and adding that to every single assembler, or using it only in end products. For as potentially contentious as the random element is, I would think it should allow you to leverage that for very lucrative results. But realistically until you get recyclers it feels more like a boring loot level roll, and rather than recyclers feeling like a clever way to exploit the system they're the only way to exploit the system. \n \nMy first thought was that there should be an \"Any Quality\" recipe setting that allows a machine to accept any level of quality, and determine the quality of the output based on the mix. But I like the suggestion of accepting a higher tier of quality for lower settings much more as it offers more control. \nI think \"Accept Higher Quality\" should be a toggle alongside the recipe's current quality setting (possibly on by default?) so that players can keep the current heavily restricted input for setups designed to sort through quality. \n \nThere are two ways to handle mixed quality in recipes that I believe could be implemented with fair results. (It goes without saying that if every input has the same quality level, that will carry over to the output as expected.)\n Each level of quality improves the chance of the output having a higher quality (the highest possible output being the highest quality item in the input.) \n A machine will always output the lowest level of quality in the input, effectively wasting higher quality. \n\nOption one is makes placing quality modules at early intermediaries more viable and \"fair\", but determining the quality level chance could perhaps be less performant? \nOption two makes it much less likely for early intermediaries with high quality to produce useful results further down a production chain, its a lot more brutal and makes the change being proposed less viable in practice as you'd need much better luck to get a better end product. But it may also be easier to implement. \n \nPersonally, option one seems like the most ideal of the two I proposed. I am probably over-blowing any concerns of performance and difficult implementation and it would introduce much more satisfying results for players, especially since it plays nicer with using additional quality modules at mid-points in the production chain to help your chances. \n \nI don't believe anything suggested here would be particularly overpowered as creating entire setups for managing quality or using recyclers will still be more consistent and therefore more powerful in contrast to quality's innate inconsistency. But it would definitely make quality modules feel like less trouble to work with in comparison to speed and production modules (which would be more sensible considering quality is unlocked very early into a playthrough. \n \nEdit: Actually I'm thinking about it and determining a chance to keep higher quality based on mixed inputs should be relatively simple. If the number of inputs in a recipe multiplied by the highest quality level in the input, is divided against the total quality level of each input, you get a nice ratio to work with. Roll the dice based on that ratio, if the result fails roll it again for a lower quality level until you hit the lowest quality level in the input.", "date": "2024-10-24T07:23:57+00:00", "quotes": [] }, { "author": "Alwego", "content": "+1 \n \nIt's frustrating when you have so much shit in inventory but it's impossible to craft one stupid power pole, because each ingredients has other quality.", "date": "2024-10-24T18:43:59+00:00", "quotes": [] }, { "author": "Ranakastrasz", "content": "Yea. I kinda thought/hoped that you could just feed a recipe whatever quality you wanted and either it would average or floor the qualities for the recipe. As in, it just works (tm) \n \nMostly I think you are best off qualifying up and filtering components like circuits and gears and then steel and crafting a small number of better items like powered armor or shotguns.... (Actually I think I need quality wood for that) \n \nAnd quality quality modules naturally. \n \nQuality modding red bullets and filtering them out for personal use, so you don't fall behind on the turret double dipping on damage. \n \nOnce I get to fulgore I imagine the recycler makes it way more controllable though. And you will be able to sort of tier down via abuse of speed modules, I think. But realistically it will probably act more like a void loop.", "date": "2024-10-24T19:01:16+00:00", "quotes": [] }, { "author": "Danjen", "content": "I can see both sides to it; as a player, it's annoying and you have lots of leftover scraps. Especially concrete and steel, which take a long time to break down and have multiple things left over. I have to make a dedicated recycler just for these due to the long craft time. \nOn the other hand, Fulgora's challenge is for scaling up with limited space, and dealing with logistics challenges. I could go either way on it, but I think I would prefer having a checkbox or whatever on an assembler that overrides and allows higher Q things to be used instead \n \nIf you use say, blue iron for making a normal quality iron gear, it should still output normal gears (because that's the craft target - it would only be overridden if you use a quality module)", "date": "2024-10-25T00:15:07+00:00", "quotes": [] }, { "author": "Phoenixia", "content": "The following is relevant if quality isn't changed to accept mixed quality: \nAfter reading the blog about quality I'd like to quote it. \n -------------------------- \n\"You don't have the recycler soon in the game, \nso you can't really just recycle to get the best stuff, \nthe most common way how to start with the quality is to just insert some quality modules into production of final products , \nwhich emits some higher quality products as a by product. \nThis results in a stage of the game, \nwhere you pick the very limited number of higher quality modules, machines etc. made as a side effect, and you can decide what are the most important parts of the factory that need boosting.\" \n And \n\"Later, especially once you unlock recycling, it can be a HUGE trap to try to get too high quality of too many things too early. \nThe cost is just too high, and you can easily realize, that 90% of the production of your factory goes into trying to get the legendary cool thing you want .\" \n -------------------------- \nSo without the recycler the different permutations will require separate factory for each quality level. \nThese tips would fit really well in \"Tips & tricks\", as some of these traps aren't well communicated or obvious.", "date": "2024-10-26T18:48:01+00:00", "quotes": [] }, { "author": "Stargateur", "content": "the problem is now we have all items * 5... I tried to put quality module into my factory to craft quality ingredient, but except from filling my coffer its feel useless. Also, epic and legendary are lock. So even try to start early with quality using clever logistic is not rewarding cause you can very easily brute force rare item with normal ingredient. \n \nPut quality module on recycler should not allow to get quality ingredient on the contrary, it should LOWER the quality of items. It's too easy to brute force quality with recycler and it's too hard to craft quality material from normal production. \n \nDisclaimer: I didn't finish my play-though yet and I'm still far from being expert with quality.", "date": "2024-10-27T00:59:02+00:00", "quotes": [] }, { "author": "VertebreakHER", "content": "I've been putting a lot more thought into this and why things were probably done the current way and I've realized there is a legitimate reason why machines were not given the ability to handle mixed results (although I believe its solvable.) \n \nA very serious practical concern is that different quality levels are entirely different stacks of items. This means that once for example quality 2 is in an assembler, it cannot accept any more standard quality of that item. In the worst case scenario, this would result in an assembler not having enough quality 2 components to craft and then being permanently clogged by overflow of standard items. In this situation, the clog would be practically impossible to identify, especially in enormous factories. From this standpoint it is actually much better that assemblers cant accept anything other than a specific quality, because items will be caught on the belts instead of the assembler inventory and the clog can be spotted. So I can understand why things are the way there are, because otherwise without careful consideration quality could destroy a playthrough. \n \nBut I think there are possible solutions. \n \nOne proposal is altering the current quality system to allow for mixed quality stacks, so uncommon or rare or higher can be mixed in with standard quality. Personally even though I am suggesting this, I don't like this idea because how the mixed quality would be represented is annoying. It can't be represented by a basic array and would require a specific dataset like a dictionary. Probably very annoying to work with. There's the matter of how this would be handled by splitters on belts, which would generate huge headaches and massive throughput inconsistencies (a potential answer is making inserters only able to pick up non-mixed stacks and separated mixed stacks so mixed never goes on belts, but would be very annoying to manage proper implementation of this.) And how trying to represent mixed quality through the current UI would be clustered and confusing. This would basically be like trying to make item stacks on belts but ten times worse. \n \nA second proposal which I think is much simpler and more practical is to just expand the input inventory of crafting machines to accept multiple quality levels, similar to how they have a dump inventory on recipe change. This would be much simpler, since no automation is able to remove from the input inventory of a crafting machine and inserters only insert as much as needed this caused far fewer problems. A possible issue is if players try to use this to place more items then otherwise possible into a machine, or if someone has a loader mod installed that has no concern for \"need\" over \"greed\". Trying to solve for that could be very problematic, but it also seems like not the kind of exploit that would offer many serious advantages. It may however cause throughput concerns if a machine is able to accept more items than normal. \n \nFinding a non-janky solution is probably quite difficult but I do think there's a way!", "date": "2024-10-27T03:41:44+00:00", "quotes": [] }, { "author": "Zijkhal", "content": "I just wanted to suggest something similar, glad I searched for it first. My motivation came when I saw that if I put quality modules into my copper cable production, it clogs up the Green Circuit production, because the GC assembler can't accept quality cables, and I need quality iron plates to use those cables. This came as quite a surprise to me, because I just assumed that quality worked somehow along the lines of how I'm describing it below. \n \nThe way I imagine this working is that for recipes with multiple ingredients (for example, GC) we'd be able to use different quality inputs for each type of input material. Something like 1 uncommon iron plate, and 3 common copper cable. There would be no mixing quality in the input stack, ie all copper cables have to be the same quality. The output would be a weighted average of the input, relying on RNG. For this case, it would be 75% common, and 25% uncommon. If the assembler has a single quality module (for the ease of the example) the outputs would be the weighted average of the common and uncommon drop chances. ie, all common inputs would see 0.9% uncommon, and 0.1% rare output, and the all uncommon input case would have 1% rare output. (for ease, I'm assuming that higher rarity is not yet unlocked) Taking the weighted average, the result would be 0.99*0.75 + 0*0.25 = 74.25% common, 0.009*0.75 + 0.99*0.25 = 25.425% uncommon, and 0.001*0.75 + 0.01*0.25 = 0.325% rare. \n \nIf a quality step is missing, for example, 3 common copper cables, and 1 rare iron plate, the math gets trickier, because it would make intuitive sense to get uncommon results as well, not only common and rare. I think a viable approach would be to calculate the \"average\" quality, (3*1 + 1*3)/4 = 1.5, so 50% between common and uncommon. The simplest method would be to just output 50% common, and 50% uncommon items, although, it perhaps would make more intuitive sense to have a system that would enable rare items to be made as well. What comes to mind is something based on how different the average input quality is compared to each possible output quality: common, and uncommon are both 0.5 away, while rare is 1.5 away. Logically, that would mean that common and uncommon would have the same chance of being made, while rare would have a third of the chance of either common or uncommon. That would give a ratio of 3 part common, 3 part uncommon, and 1 part rare. so 3/7 = 42.857% common, same for uncommon, and 1/7 = 14.286% rare. I think that turning 25% rare input into 14%(ish) rare output, along with a healthy chunk of uncommon output is a fair compromise. Naturally, the numbers can easily be tweaked, this is just to illustrate my idea better. \n \nIt would be really awesome if the crafting machines could accept any quality if the input slot is empty, kind of like furnaces do with various smeltable ores. \n \nWhat would be necessary UI-wise is to be able to select the input quality per input item, instead of per crafting machine, as well as the ability to select quality conditions instead of just a specific quality.", "date": "2024-10-30T04:18:47+00:00", "quotes": [] }, { "author": "Doddler", "content": "Right now I'm trying to produce an iron bus out of rare iron plates and I've run into a really annoying issue: unlocking epic rarity now means I lose 10% of my entire rare plate production to epic. But I don't want epic plates, I want rare plates, I have nothing to pair the epic ones with and eventually I'll need to trash them to keep the loop from backing up. I'd have been way better off not completing the research at all, which feels backwards. I'd rather there were simply a way to turn those epic ones back into rare, or at least prevent hitting epic unintentionally.", "date": "2024-10-30T06:18:05+00:00", "quotes": [] }, { "author": "tovernaar123", "content": "+1 really hope this get added in some for or another, I would say add a crafting recipe that use the any quality logo and make it work as the others but allow mixing, and if mixed it crafts the lowest tier item that the inputs have.", "date": "2024-10-30T13:26:21+00:00", "quotes": [] }, { "author": "myridium", "content": "I agree with the OP's description of the problem. The different quality levels are annoying to deal with and pointless in early game. \n \nI have a proposal: \n \nAssembly machines currently buffer the ingredients they receive. They can store enough for the next recipe (usually) and a bit more. This buffer should be multiplied: one ingredient buffer for each quality level. An assembly machine with a 'mixed quality' recipe could then craft the recipe for any one of the quality levels, using whatever ingredients are available inside the machine. (In fact, this should be the default , rather than explicitly selecting a quality level!). This is a slick way to solve the problem, and it doesn't cause any issues with exploits from allowing recipes with ingredients of mixed qualities. It would also work well with logistic request chests, that could request items of all quality levels. The machine could have an option to 'prefer highest quality' so that it crafts with the highest-quality buffer that is filled. (Also, inserters could be configured, perhaps by default, to pick up items of highest quality first.) \n \nThis seems like the most natural solution to the problem, and lends itself to automation. I think it keeps within the Factorio spirit. As long as the assembly machine is stocked with the right ingredients, it will craft the highest quality available. This will naturally cause the higher quality ingredients to be used up first, as long as you can keep them in stock. Many assembly lines could be kept the same, with the only alteration being extra belts/logistics inputs that convey the higher-quality ingredients. And if you remove them, no biggie, the factory works as before but will output the lower quality products.", "date": "2024-10-30T13:44:43+00:00", "quotes": [] }, { "author": "Ranakastrasz", "content": "That will be mildly helpful, but without mixed quality recipes, will still easily result in jamming. \n \nYou will just fill up with varying qualities, but for any recipie with multiple components, you still need a perfect match for a craft to occur. \n \nMy idea is to allow any combination of raw materials, and use either the average quality or the average of each component stack, to determine the quality of the recipie, probabilistically. So mixing in higher quality components give somewhat better results, but more importantly, it always at least works. \n \nOr, alternatively, just use the highest valid quality, but that is boring and has poor results.", "date": "2024-10-30T14:23:52+00:00", "quotes": [] }, { "author": "myridium", "content": "I think the current implementation of item qualities in assembly machines is needlessy complex. \n \nProposed change: \n1) Have assembly machines buffer the ingredients (and outputs) corresponding to the recipe for every unlocked quality level , each displayed in a different row within the machine. \n2) Have the assembly machine craft the recipe with the highest-quality buffer that is currently filled. \n3) Profit. \n \nThis solves numerous issues already highlighted by other players in other threads. It would allow higher-quality goods to promulgate naturally throughout the assembly line, as long as you kept separate belts for each quality level of each ingredient. Or, if you only wanted to handle a certain quality level of output, then you can set the respective inserter to only take out things of that quality level. Simple. \n \nThe assembly machines have a circuit network option to output the required ingredients for the recipe. They could output the sum of the ingredients for all quality levels of the recipe. This should work naturally with setups that have requester chests hooked up to request the appropriate ingredients. \n \nI can't see a drawback to this approach. Please consider simplying the current clumsy system with this approach.", "date": "2024-10-30T14:24:53+00:00", "quotes": [] }, { "author": "Panzerknacker", "content": "Also agree with OP, I imagined it would work like this already. Maybe just have assemblers auto-accept any quality, if you want to feed em with specific quality you simply use splitters?", "date": "2024-10-30T14:38:35+00:00", "quotes": [] }, { "author": "myridium", "content": "It seems like a good idea at first but it's no good to allow a probabilistic choice like that because the player can get around having to have a high quality expensive ingredient. They could dilute the odds with high quality chips and avoid supplying that high quality modular suit mk. 2, for example. Although, maybe there is a way to make this work if the ingredients are weighted by the total amount of raw ingredients (iron ore, etc) required... \n \nI agree that would produce a much cleaner and more satisfying solution. However, I doubt that the devs will adopt it.", "date": "2024-10-30T15:05:13+00:00", "quotes": [ { "author": "Ranakastrasz wrote: Wed Oct 30, 2024 2:23 pm", "content": "" } ] }, { "author": "MeduSalem", "content": "I do kinda share some of the sentiment of the issue with quality. That it might be interesting to allow the usage of higher quality ingredients, even if the result item quality will be based on the lowest quality ingredient. ^^ \n \n \n\nThis is similar to the argument that I made back in the Quality FFF about it. ^^ \n \n \nBut that said, from a design perspective I do kinda get why they made it the way it is currently; it kinda slip-streamed a lot of the implementation. \n \nBecause for calculation & performance purposes it always only has to consider the recipe's target output quality for determining what quality it will be. It is a fixed ratio/probability table that doesn't ever change as long as you don't change the recipe. Mathematically you can set the table up once after selecting the recipe & inserting modules; you can cache that and make a quick lookup for every item (at least that is how I would do it and think they are doing it since it also has to be deterministic). \n \nBut if it would also have to consider the input qualities to determine an average quality then things get complex for every single item that is crafted. Every single time it would have to calculate a new probability depending on the combination of ingredient quality, further deluded by the quality modules and their quality. It effectively turns a calculation that can be done once currently into one that would needs to be done a bazillion times. I think that might cut somewhat into performance too.", "date": "2024-10-30T15:24:15+00:00", "quotes": [ { "author": "Ranakastrasz wrote: Wed Oct 30, 2024 2:23 pm", "content": "" } ] }, { "author": "Zijkhal", "content": "AFAIK the big performance draw in Factorio is related to memory, not calculations. As such, a few more calculations could potentially have negligible performance impact, because the bottleneck lies in the cache and memory \n \nHonestly, I don't wanna find excuses why not to do this, because it *can* be done relatively performance friendly, I think.", "date": "2024-10-30T17:01:26+00:00", "quotes": [ { "author": "MeduSalem wrote: Wed Oct 30, 2024 3:24 pm", "content": "" } ] } ]
19
2024-10-23T04:48:14-05:00
forum-topic-85707
85707
[1.1] - Artisanal Reskins: Bob's Mods - Page 2
Bob's mods
https://forums.factorio.com/viewtopic.php?t=85707&start=20
kirazy
Ah, lel. Fixed for next release. It wasn't sufficiently robust in making sure it only ran if I had prepared the entities. I'll have to go over the compatibility as a whole again. I really wish they made it easy to make shrunk icons, though. :<
[ { "author": "valneq", "content": "I have the impression that something about the icons is cut off. Most notably when putting them as markers on the map. \n \nIn case it matters: I am using 125% UI scale (default for my screen). \n \n \n \n artisanal_reskin_cut_off.jpg (450.83 KiB) Viewed 7059 times", "date": "2020-07-11T19:04:00+00:00", "quotes": [] }, { "author": "kirazy", "content": "5.png (1.66 KiB) Viewed 7052 times \n \n \n\nNo, that's correct. The tier labels don't have a black border on the left side since the UI itself is black and I wanted them mostly to the left. \n \nI hadn't thought about using them as map icons, though, so I'll have to think about that, lol. \n \nEdit: Experimenting with a new set of labels that have a border all the way around, will push an update to the library soon if it looks fine.", "date": "2020-07-11T20:33:43+00:00", "quotes": [] }, { "author": "kirazy", "content": "I've pushed a library update that resolves this issue. Enjoy.", "date": "2020-07-11T22:15:53+00:00", "quotes": [] }, { "author": "valneq", "content": "You are amazing! Thanks for the instant fix.", "date": "2020-07-11T22:24:41+00:00", "quotes": [ { "author": "kirazy wrote: Sat Jul 11, 2020 10:15 pm", "content": "" } ] }, { "author": "valneq", "content": "I appreciate the addition of robot parts. However, with the setting of tiers to \"ingredients\" (default), the flying robot frame and the construction robot tools are red, while the construction robot brain and the final construction robot are yellow. Same with logistic robots. Higher tiers are similarly inconsistent.", "date": "2020-07-13T16:44:54+00:00", "quotes": [] }, { "author": "kirazy", "content": "Hmmmm. \n \nI'll tweak this, I think. This is related to having only 5 tiers to work with, the sets of entities that have 5 don't have tiers based on ingredients. Might need a 6th tier, or to just have the robot parts not be ingredient-tier based. \n \nFor what it's worth, this inconsistency is vanilla Bobs, if you look at the color on the interface on the robot brains.", "date": "2020-07-13T20:03:09+00:00", "quotes": [] }, { "author": "kirazy", "content": "After some discussion on Discord about a 6th tier, tentatively I'm moving forward with this: \n \n \nI've also taken the opportunity to improve the tier labels 32px mipmap, and it's crisper/cleaner. \n \nThese are the options under consideration, personally I think Violet looks best with the rest of the lineup. The challenge is visual separation from the other colors.\n \n \n \n 6th-tier-planning-document.png (758.44 KiB) Viewed 6960 times", "date": "2020-07-14T02:35:47+00:00", "quotes": [] }, { "author": "valneq", "content": "Considering that (currently) the only difference between the highest tiers of robots is the radioisotope thermoelectric generator (RTG) which, apart from those robots, is only used for satellites. Since both satellites and their product (space science packs) are largely white in color, it might make sense to make the highest tiers of robots white, too. \n \nBy the way: Is there a reason why the first tier of available logistic chests (with ingredient tiers) is presented as tier 3? After all, it is the same technology level as the first available robots, which are tier 2. So it feels inconsistent.", "date": "2020-07-14T19:31:10+00:00", "quotes": [] }, { "author": "kirazy", "content": "White may be a good choice. \n \nChests are ranked the way they are due to Electronic Circuit Boards which are almost universally at least a tier 3 ingredient. I say almost, because things are messy and inconsistent and there's a lot of bleed between tiers. I can see moving them back to tiers 2-4 with a 6th tier for robots for consistency.", "date": "2020-07-14T19:40:06+00:00", "quotes": [ { "author": "valneq wrote: Tue Jul 14, 2020 7:31 pm", "content": "" } ] }, { "author": "valneq", "content": "I would try to make it consistent with the colors associated with the assembling machines. The first tier of logistic chests is the same tech level as assembling machines 3 (steel and white circuits), which are currently presented as being tier 2, or red. \nThe next higher tier of ingredients (3, blue) is more dominated by more complex metals: brass, aluminium, kobalt steel, invar – but the next level of circuits (logic boards) appears at tier 4, or purple. \nI am not sure what you mean with \"bleed\" between tiers.", "date": "2020-07-14T20:33:03+00:00", "quotes": [] }, { "author": "kirazy", "content": "For example: \n \nSteel plates are in ASM 1 and 2, \nSteel gears in Asm 2, \nSteel bearings in ASm 3 \n \nAll of those items are in Steam Engine 2. \n \nElectronic circuit boards are in Asm 2 and 3. \n \nEssentially there's not a clear demarcation between each class/tier of materials, there's some that are in what could be considered \"lower\" tiers, and some that could be considered \"higher\" tiers. So ingredient-mapped is not as straightforward as name-mapped is. \n \nBut I appreciate the feedback, this sort of feedback is exactly what I was looking for.", "date": "2020-07-14T20:56:57+00:00", "quotes": [ { "author": "valneq wrote: Tue Jul 14, 2020 8:33 pm", "content": "" } ] }, { "author": "valneq", "content": "I never thought of steel plates and steel gears or steel bearings to be of different tiers. They become available pretty much at the same time in the tech tree. \n \nAnd I don't think there is any reason why higher tier items should not be able to require a mix of different tier materials. The tier of the final item should, however, always be defined by the highest tier of ingredient required. Using assembling machines as a guideline should make \"ingredient tiers\" largely straightforward. Of course there are materials that are never an ingredient to assembling machines. But for those you should be able to find consistent tiers by equating their tier with an item that is an ingredient to assembling machines and that becomes unlocked at a similar depth in the tech tree or has a similar complexity of production chain.", "date": "2020-07-14T21:47:27+00:00", "quotes": [] }, { "author": "kirazy", "content": "If you apply this strictly, vehicle fusion reactors 1-3 are all tier 4, and fusion reactors 4-6 are all tier 5. \n \nshields are tiers 3, 4, 5, 5, 5, 5 \n \nIt is, in general, reasonably straightforward, but there are messy exceptions when you're trying to balance usable tier labels and ingredient-based labels. \n \nWhat I'm saying is that 5 or 6 labels aren't enough to capture the level of granularity necessary, so some compromises are necessary. I will agree that the logistic bots, ports, chests, and parts should all line up.", "date": "2020-07-14T21:50:47+00:00", "quotes": [ { "author": "valneq wrote: Tue Jul 14, 2020 9:47 pm", "content": "" } ] }, { "author": "valneq", "content": "I see. Hrm … I never think too much about equipment. It feels like that stuff is more or less following its own logic, because at some point it requires modules, which are not very well separated by ingredient tiers. However, if you find a consistent way to put the different modules into ingredient tiers (maybe because of the different gems) then you could find a global mapping of ingredients to tiers. But you are right, you will probably end up with something like 10 or 12 tiers of global ingredient tiers. That might make things more confusing than anything else.", "date": "2020-07-14T22:13:29+00:00", "quotes": [] }, { "author": "valneq", "content": "I have an issue with shadows. Not sure if Angel's mods or this one is causing it. See screenshot:\n \n \n \n Strand Casting machine casting shadow onto copper pipe strand_casting_shadow.jpg (1.83 MiB) Viewed 6866 times \n \n \n\n[edit] It also happens without Artisanal Reskins, but just with Angel+Bob. So please disregard. Reported to Angel's mods.", "date": "2020-07-15T19:41:58+00:00", "quotes": [] }, { "author": "kirazy", "content": "This is an Angel's bug related to having the shadow be part of the entity instead of a separate layer coded with draw_as_shadow. :[ The game renders entities over other entities based on x/y coordinates, so an entity closer to the bottom of the screen his a higher draw order than entities further up, which the pipe is. \n \nWhen I get to making the Angels reskin I will fix this. :>", "date": "2020-07-15T19:45:10+00:00", "quotes": [] }, { "author": "valneq", "content": "Thanks for clarifying it here.", "date": "2020-07-15T20:39:19+00:00", "quotes": [ { "author": "kirazy wrote: Wed Jul 15, 2020 7:45 pm", "content": "" } ] }, { "author": "DarkShadow44", "content": "Hey there, the slider for the comparison doesn't work for me.", "date": "2020-07-15T22:07:45+00:00", "quotes": [] }, { "author": "kirazy", "content": "Hm. It works for me, but I couldn't do anything about it if it didn't. It's not my site, just a site I found. \n \nEdit: It only works for me. Fun times. I will pull that for now.", "date": "2020-07-15T22:09:41+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Wed Jul 15, 2020 10:07 pm", "content": "" } ] } ]
19
2020-06-06T20:52:10-05:00
forum-topic-122219
122219
[2.0.20] Highlights of space platform requests stays on slots not items as inventory changes
Minor issues
https://forums.factorio.com/viewtopic.php?t=122219
Lyqyd
In a space platform hub, if you hover over a request, matching items are highlighted. If the inventory changes such that those items are no longer in those slots (i.e., from items being sent down to the surface), the orange highlights on those slots remain in place while the items do not. Screenshot is attached.
[ { "author": "", "content": "Thanks for the report. Unfortunately, the current highlight system just isn't able to handle changing inventories like this and so this is the best option we have.", "date": "2025-03-03T16:11:30+00:00", "quotes": [] } ]
1
2024-11-19T22:44:29-06:00
forum-topic-90837
90837
Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
News
https://forums.factorio.com/viewtopic.php?t=90837
Here it is! (beep boop) https://factorio.com/blog/post/fff-362
[ { "author": "Linver", "content": "Hi all. The new randomly rotated menu backgrounds, at modding level, will change the behaviour of main_menu_background_image_location field? Or will implement new fields like \"main_menu_background_image_locations\"?", "date": "2020-10-30T08:46:42+00:00", "quotes": [] }, { "author": "", "content": "There are now main_menu_simulations. If there is any simulation defined, the image is not used.", "date": "2020-10-30T08:49:19+00:00", "quotes": [] }, { "author": "", "content": "Oh yes, mods, you will be able to defines all your own simulations if you want! \n \nAnd if not, if there are no simulations (defined in utility constants), the old system of a single main menu background will be used", "date": "2020-10-30T08:49:52+00:00", "quotes": [ { "author": "Linver wrote: Fri Oct 30, 2020 8:46 am", "content": "" } ] }, { "author": "Linver", "content": "Thanks for the answers. Any idea about when will be out?", "date": "2020-10-30T08:55:22+00:00", "quotes": [] }, { "author": "STSchiff", "content": "Wow, the ghost belt and pole placement extras are awesome, aswell as pressing e to confirm and the spidertron build evasion \n \nDid you add logistics to spidertron? I think you meant that, but I don't explicitly see it. \n \nIdea for the main screen: Do some post processing to the map, so that colors aren't super vibrant, maybe a bit like with the website background image. I kinda like the old, relaxed, darkish background. Having a super vibrant 'IN YOUR FACE' flashy thing going on would maybe take away a bit of clarity from the menu. \n \nOr maybe make a big, transient box shadow under the menu UI itself, so that it's nicely elevated. \n \nThanks for keeping the improvements coming <3", "date": "2020-10-30T08:55:35+00:00", "quotes": [] }, { "author": "ManaUser", "content": "Only bit I'm a little skeptical about is ghosts replacing physical buildings. Guess I'll have to wait and see how I like it, but I wonder if an option to enable or disable this would be good.", "date": "2020-10-30T09:00:03+00:00", "quotes": [] }, { "author": "AlexAegis", "content": "This is quite the spooky update right before halloween with all these ghostly features", "date": "2020-10-30T09:00:57+00:00", "quotes": [] }, { "author": "DOSorDIE", "content": "Absolut genius little improvments! \nGood job ... when we can have it \n \nAnd 1 more little change we need. \nWhen you chat and have 4 Lines of tools the \"first\" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage. \nPlease set the start of chat 1 line higher. \nThat would be a nice QOL change", "date": "2020-10-30T09:01:07+00:00", "quotes": [] }, { "author": "Enderdraak", "content": "I like it, does this mean you can now build a wall of rails to prevent a spidertron from going somewhere?", "date": "2020-10-30T09:02:11+00:00", "quotes": [] }, { "author": "", "content": "Its already done for 1.1", "date": "2020-10-30T09:02:16+00:00", "quotes": [ { "author": "DOSorDIE wrote: Fri Oct 30, 2020 9:01 am", "content": "" } ] }, { "author": "", "content": "Spideyboi can still step between the rails:", "date": "2020-10-30T09:04:46+00:00", "quotes": [ { "author": "Enderdraak wrote: Fri Oct 30, 2020 9:02 am", "content": "" } ] }, { "author": "Nefrums", "content": "Does rotate work on ghost enteties?", "date": "2020-10-30T09:06:40+00:00", "quotes": [] }, { "author": "Enderdraak", "content": "Also I think I read somewhere that: \nA, chat becomes scroleble in some way. \nB, chat and console would be split. \n \nAre there any plans like that still left? Cuz something like LTN (Errors & warnings only) still tend to swap the chat to some unuseblilty degree.", "date": "2020-10-30T09:07:07+00:00", "quotes": [] }, { "author": "Enderdraak", "content": "Also when all those rails are curved?", "date": "2020-10-30T09:07:46+00:00", "quotes": [ { "author": "Klonan wrote: Fri Oct 30, 2020 9:04 am", "content": "" }, { "author": "Enderdraak wrote: Fri Oct 30, 2020 9:02 am", "content": "" } ] }, { "author": "Camylarde", "content": "amazing qol improvements again. WUBE - World\\s masterclass in polishing a game. \n \nMy only question is what game will you guys make next and when do you want my money?!", "date": "2020-10-30T09:09:02+00:00", "quotes": [] }, { "author": "Kalixt", "content": "Apart from ghosts, there is one tweak to building by dragging for poles. \n \nThanks !!!", "date": "2020-10-30T09:10:05+00:00", "quotes": [] }, { "author": "Enderdraak", "content": "yes that indeed deserves a big thanks", "date": "2020-10-30T09:10:41+00:00", "quotes": [ { "author": "Kalixt wrote: Fri Oct 30, 2020 9:10 am", "content": "" } ] }, { "author": "", "content": "I don't know what kind of intersections you will be making but I think it will be okay", "date": "2020-10-30T09:13:20+00:00", "quotes": [ { "author": "Enderdraak wrote: Fri Oct 30, 2020 9:07 am", "content": "" }, { "author": "Klonan wrote: Fri Oct 30, 2020 9:04 am", "content": "" }, { "author": "Enderdraak wrote: Fri Oct 30, 2020 9:02 am", "content": "" } ] }, { "author": "gGeorg", "content": "That is great. Hail of trains and random wires from blueprint bugs me for years. Thank you so much. \nI have nice laser fence design,using switching power on demand, which need precise wiring. So with a new update I can stamp it instead of manually repair each tile. Superb. \n It is eighter unfortnate statement or unfortnate functionality. \nTest case: Make a regular grid of poles conecting eeach other, so each pole has 4 conections. \nThen make it so, the bluprint of 4 poles conecting each other, with only one wire connects to the rest of the grid. \nThen stamp blue print. Result should be, the blue print connects with only one wire, not four. \ne.g. The blue print should search for \"outside\" conectivity only by those poles, which was not manualy restricted (to inside connection). \ne.g. The pole which is on the edge of blue print and has manualy restricted wires (to only inside connections), it should stay so. So after placing a blueprint there is an pole in range available but not connected. \n \nWould you also fix 3rd of my long term pain. Add Description for a combinator. Due to complexity of some creations, it is great to prevent re-invent wheel feel and allow write notes what is what, what it is doing/idea/guide. Basiicaly same descrition box as blueeprint has.", "date": "2020-10-30T09:15:38+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] } ]
19
2020-10-30T03:38:49-05:00
forum-topic-126980
126980
Cargo Landing Pad: Throughput-optimal 3.600 items/s without bots
Show your Creations
https://forums.factorio.com/viewtopic.php?t=126980
DemRat
Hello! Today I will showcase my most dearest project over the last two weeks month or two (writing this took a while ) - the best possible cargo landing pad throughput that doesn't use bots. For a different (not necessarily better) reading experience you can visit my work in progress blog . Have a clip of it in action: Isn't it beautiful? 106 legendary stack inserters moving 3.600 items every second onto 30 turbo transport belts. Additional benefits: backup resilience no bots seamlessly works with lower quality no bots neigh incomprehensible cursed no bots This post is structured in multiple parts: Blueprint String Constraints Operating Principle Entity Layout Circuitry Usage Guide Prior Work Q&A I will do my best to make each of these as straightforward and easy to follow as possible - I do take suggestions! A lot of the decision making in this project is interdependent, so I recommend at least skimming every section, though I do try to make them somewhat independent. Now, without further ado, let me guide you through this beauty monstrosity thing . Chapter 0: Here ya go 0eNrtPdtuIztyvzLwS4BAs2neyYPdAEk2993kIY+Lg4HGozMjrEd2JPmcnSzmA/IXecmP5UvSrGZ3U3bTXawaSxpbWJzVlLu7WCwWi2Td+Oer9zf3q7vterO/+uHPV+vr283u6oc//Plqt/64Wd7Ev22Wn1dXP1xdL7cfb9/eLDcf1puPb++WH66+Lq7Wmw+rP139IL7+uLhabfbr/XrVfQ7Al3eb+8/vV9v2hUWPZn+/fX/7dr9dbnZ3t9v92/erm/3V4urudtd+fLuJDbYI3+qm+ZVZXH1p/+nsr8zXr4tHOGUtThX8HE5VjzPM4dT1ON0cTlOP087htPU49RxOV4/TzOH09TjlHM5Qj1PN4RRNPdJZoReiHqmYRVo/lfys2Iv6ueRn56eon0x+VvBF/WzyszNU1E8nPzudRP188rPzSdRPKD8v/PUzys/OUvlwRt23y8/24/a2/S2jPRT/xdX+y13EcHu/v7vfX001IyjNNNXNSEIzzlc3oyjNhOpmNKUZV91M/Vx1swpA1s9VNzutZP1cdbMKQNbPVTc7V2X9XHWzc1XVr35udqFS48xcbtf7T59X+/X12+vbz+/Xm+X+dju5kRxJjRL2Yb1dXXcvtLxst7v77e3Nu/erT8uf1y2C9qsR87v28QfAtosPflpvd/t348Y4CevP6+3+vv3LQFr3xtv15qfbuEferSKaiGu3X8ZtdtuJ27vVdtlRcfXrX7efdhJfi/zrJJNGvfJ59WF9//nt6qbt8rbl1N3tzWqSRyPnTYHzirODLyHVHKS6gNRw9vAlpJaDtNR9xznBlJB6DtJS9wPnvFFAqhsO0kL3teCctkqUSg7SEqWKczYqIdUcpKXuG87JsISUddwsdd9xznElSj0HaYnSwDnFFig1DQdpgVLDOnGWkFL2vhlajdstGsU5gpe4rDlISwwxnNNyCanlIC1133GMBSWknoO01P3AOdcXKLUNB2mBUis4Zo0SpZKDtESp4lggSpRqDtISpYZjgClRyrLqlCh1HFtJCannIO30a3ZWEnKqjcCxHBVY7BoO0gI3HGGCiUpuOMJ8O1wXEG0oTj+QbdTPRje7ajjDQYoknGDGCbVtOI79qcQcz0FaEvnAMWoVkPqGg7TQfS84lrISpZKDtESp4ljKSkg1B2mp+4ZjKCxRajlIS5S6WnOVcrPbae851sdS9wMHaYHS0FSbNJUNBybN5zRirpbXnyaNmG/loRXzLwlGzA75pBEzjDrhw+p63R4O8WZehTLzJrQP2JNDf8Bz6/7u7XK7vf0lY1W1nbjt391yC/374eo37Wt54+82q/0vt9s/ApHb1YerH35a3uxWi6uP29Wq7eR+e7962Pbjb+JbwyeAYGh39S6Rudx8uIrhHN1gPgwGmRvRn1fbL/tP683Hdlx/nB5ZWTuy2cT8eoSxnOjKg8H5v//+X9rwTLF6QZ6TBzT99SxFzz74v41EYZotSQbLxyAL+pXlY1AFpKZ6zcqM7CVKWT6GElLHQVrqvqdY7/wBWoT1LoQ6TaFiZwdmHKwB+qI3zldv/D1Tb4iGEheS+ZKQ8igaSmBI5glCtyM5vhFZCkdTHKyqhJUS95H5nNA8MRwvTJF6y8Fa5LTj+GGKWFmBj0UOBI57p0QrJfZRPJCJXH1PtiE4fpgSPwixkOFwE4KgnBUaWeS55mAt8sNwPDNFWi0Ha5FWx/HNFLF6DtYiBwLHO1PCKhsO1hIHpOB4PSTKsCqk5DiBigxh+auKDNEchhSxGo7LpsgBy/GnYAeP5cJSyEZYgcrYRgIv+Fci9zOq4bVzsG9ab4rNsBxfJZlSkoO1JP+KGamMZr3mtYNlPcvlVWS95WAtsp5ghJ9fjRTFTuDqz2WE8ETnalWcpkxYp6s7oymHTFd/oCIENbr51UazPGQl8dSkGavqeWIqLU6ZJ+qotulkyTmZKWm5GU1caH9H7iSpdHZM2qBmnB3o7pOdHYM97e5LO7z3m/27n7a3n991S0Iis2CyIoS/uvl1mRD/6ubX5SwAFjcrMv+kOvqsYA5nccAC3SEpju+QvCiKF6IospjuanepPLHcPdNUNKxqAk0pCVhysIoSVlZFgSKtmoO1SKupD0UZXG7N4130y0yvE1lUPdr5a+eZ7wjM9xlSjL/z++d97VYk8zTJS1jQGYcFCUMxvGUOSoE84xESOLJWGpSDx5Icxaq+L6Q0KlnfjuK4SZE80xz3JrINw3FLllZjQlJIhrW0IBCyQsL8LoeQFhLmdzmURJDwQArnxo6SFzK/k6IkhvhZflBSQdw8VsVx7jU4M6djVdgpks4qsVMcPMtx7hWxOo5zr4jVc7AK5OAFDkOQjRByQLyclRBCEoiXs1wnZIF4NY9VcbAWOaA5+WPI6U3IC/FNtYRYjnsQ2xPHaaQ4CJ6TQ1YUmMDBiuR6aHj1pBqcWzMIjrOtxPcgOSlwWA4pTiOlwQ3MyldYvlf7pvTl6Pt9HH2zyH/k0B5aNS6h7eca2v6P3ND2QDALZo5v+SoqnongOVEHRcXOqosnSjUsG3qMwVEm+0VzozW3bATH4d6URERysBYFT9Hd+Cf0YF/WnEq5/WfmmiOzlB50AclB70WhmcZqGP5V60tYLaEiaDYDj7o+niqZXjaOURK0zHvPGdGinFRnffqD4bwopnNVTP/AVUyUrLIwK3CC5KwLB9MDVVVcVqczj7RfDvDnvA0UtVurMSDkFEN7hCAtSchGHN3s5bnKKUVbXMiEpUeVNJfYzktsJy22UwpOueKyNHPqFcPMm3XGS8EpX4xsQ3Luz0mr8pxLQJLu+ghievEvGu8lIbk1awTJL06x46LGldWHwSxAooyVk1VelHzJySov0+oYISJoORwnbXsmvP5ju4Xarbb71fbpgIvHolFYgK7X2+v79f7ddrX88O7Tsjt97lsqdoNW/M9WvbU0tRTcrD6uNh+W2y/TshxqSHWnJDVLsq0i1SPjab8lqaKGVP2UfD0/rZJG6ykkQNWQak5KqmZElUyI7GQbnBIDRb1LyEn2T+wGpjUk4bYUr2aVe5aijF7exDzWwIiyKbKZcGGKn1/gSfnGvnoHREk3nl/xKenG8yu+5lTALtPKqQdQptUyYlrKWDllrssc8IzQoTJWTvZ/kQOmoYfbXGwCF5sA1SZgBD0WqHmZpsQsM5MSA9O80BLZ0pDq5TzceCGu3NQE/jdH4/+poo7kozubUPwX9fyvTzi185scQsJp7ub3ryKyTGYJp6s/3W1Xux1mlHM/t8OOciAn+lt38Xufsd/777h+b9uQQyKQ8/S72xNkGbboJPxRJxbvgZb0JHxrj10B4WQbD6uIhdmTMjxRYfbL2eg7PxtRUsTtwaSft5BaVoSBKykWS1As5kSbrdPpFce4vRg7vp4zvsWFI7AKMSTaZ42ohBz4zLVfIp6QA59hLYm8Y7m8Hw2mn2yD5fIuUs654LfMZcOLNMCeI7KkeITHKzwxfZ7d45Vl2iNI9Q9YcVxSORcUlyUtd6Vvl+uPn/Zv25+baff0cNibQuWbClTmaVRVrmhZlqAjuKKzBH+0/25eI/oqr7EqC+YxOKA5zteSZFLqBIjKpZhSJmBez1LqAsyvCd7zvKRY7c2qFFDkSWg4WEs8oVQC8PO0Sg7WIq2c1P8yVs3BWuSA4Tg0i1gtB2uRA47sJoVTzeXwfzn84w7/WY433gv16o7QgXPr99QObqIRVZ/Crk446Z/HAq2aegu0k3NaWjWSXB3guF6giz79vvWpysoBEC4eL87j712Dqiz7vbbQv7WXNM0zTtNUjaG72M2L9KOq+gtQ89gGjTnnq4ZzBzW2DYJZ39e2Eep9zuMJyhRWfEpSu6uknHJVqj1oYxKr5GAt8kOx6oAnjsy5UhQlP9kcEI9gO8uXiGzDcvpRHFrODcblofWssujooQ0cf1aJeMm50rjIaFljaw9Pad7nNjQrKWmkmhOQqjhjZXCn4Cwzdt7jEoZtxCSqUVFcL7cfb9/+svzYfv2UFyhuNVeb5fub1bub24/rXbvh3r375dO6hT/f/hy3Qf0+7Xa7bttL2+VWiNebn1v4tmVdi/T9Mla6mybKEpxThf45dP/M8frnCR6zQv9q/HjqSVSKleRVUl512aVPToVnn7x12aWirBKPQavijBZu80bIC82cN0WJMByspeWMdTttGavjYC1ywDPuvC3TyspGK9FKu3zWPj2PZ72RinYXrXt6SiKalXSnkr2USD0vowslRdfMTwjNwVqavPX3/6pT2v4uGRlEuf0nZkaGepR1XXch9ZOKsXywpWRly6fanGzE87IKDa1rge73MheVf14q3zSM+tVF5Ww4tbaxh3ojyUWyj7P1OIZTwCi6C0xfah9cXNJElzQh0Tx30alXEeKjDKuQuippV5YjUJawOorF3x/gReweaFnauZdR4uJzlQkcX6ZCGXwoN9T62jZIdS9d7cDQLqi11c0ojg8VyTFW8iGyDZbDsDQJKffT6lmFYUlT21QPref4N4vEs+rXlhhNSc+TZRGZ3qHysvVKDHH1eTSheTCWo9H8ftMu2p/bdyebUjQ/ojq+H9FpXs6ewsm441xLnZg/LzcW7YML2V7+eX1wBxmAWB+qmkZFrKArj17pUzliBd0TkOobWv3UU5BKrKB7ClIlei6qo83Fg6RHrBN7ei6yrjJG7pWyDMUqN7E6gZvYW06V2arV1VO2Zb6p3Zax7kku7kJ8fYSl87NYaRcjh1qW8NIhJUroKcmRbnbfGhTPu4xlkOYQj9MKlNzJ2lNaIBRzyTzU+oXWQ1SBonqcrhYjkoOq+uDJy6Qr6CKdpc6hNZyaxypI9i8na+1fupE8xyeO+bpRHE9nkU2sQqZgX36JE1c3huNZkyVuWw7W4hg6uoNOX0I0vpsQjX9hhmjoxnOq5haFOrCq5opXUTVXC8KOO3cnNcjVSAjOvbaFi7J1fV5TTnsRq+J4jpoSVs27vFTg1mNheH48gR1Qy3F9NShLqKYkN9n58fU8Vxda5gPPc4cdCsnKS0QOhRQc11RpKCTBmWFmp5qs8lvoMiue3b6opeb55tAyYji+KIGUEcvxqgnMkV7LmkqEWRdOMbY1fo6MEacgNXD8WqV5qBqOq7KkM5TgYG0qTLRasSqjFjugaMU0a+Vit9q/+2l90yLe9ftxosjEM0bC054M1q2K+hNsTfte3C2vV2931+vVpv1tgT9e5Xg2t9vPsC19EDUXTxz3u9UhjZMM07RCqa+XYYbmYT1bhrVHrOXNzf32YzvJn5Ftlubtfe1sG5fk9fZ28/b602q3n2FZt9gnH+cUTo/FafE4A81D/mrViG5ofvrXyzCBlVqDltosxXIGp8bjVLS60Wc7sMuP7fbv/qbdpC1vnnN8Na3a9Kvnm+GFOmBPuaRkP988ZQtBNet4JaeRpj3Cpax+/pCma1ZF5095SjXM8BCsGBlCwdBAO2EaVg3t0gnT1Oh35046pqxQkyIDDC9OBi0plhdIgW7H8SIpGkqqrzbM+A107wInhqCk2GzDC4DAUm8J0WRPbA0mrZ6k7Bwna1eYLDunKjpFVPtGCDk6bt6ylmXlUCrlihdaKVdneUW1acImXCrlnnEGv86Su2jX3hqP1A2eXpK3udx6e8YBPH/LDeCxNUeIMQogSd5Rt5uuYdxGCwRPYhWMYAgTUFsAV1XU052UyYoRtvGYHdPOZsrdf+6gkUmsBp9aEwpL5PTwoZP6YvD9gJaSSPSr2AlkLpGuyesLqqbDVd5vUR7+I8hrIOW5Pp5a+nWZ9apSDjO+hdfOt6r8x+aUU8PTSrw+nhpzuXsvbowVjXHh1TOuoli3CxULkkeX7o5LF28FlhUrsK+o3u1cTYdrQuVGs91J1EzNZmG0n55ic0u591NX7vVDzcI6GhNPwY7AsX4Wt+FBMq5sKx7TAidXDXsuCZpeH7O53At3KcKHLcKnA8nJJWoNf8GS8/hgmXoJhTZ17e25uQXdXQptXuY4dY7Tre7Gv8iL8HR9un/u7Shcj22ahoPVlrBWXRoVDvAdt4KaaSTNiO9OQConQfMxwZP7ONNUnEODm1b1ehIx+hwaV94B7XNbgk1jCaZvVIcdKQ/qJJJFS9k6yXwlGq3tuRpfnzk42wiitdq9WoZho9kz7419OvLcCFmP083hJJpa3dmaWp99ZDWNY/b1csxgszAa/Fyw9Thn50KVzTfQR/YbrGDC02h1p6A1EIz0mM1RVrxhzitx1N3gwXW3cx2u2Q1KyTHCOoz93FQVgMjM0aeQLFmji5086YyVhmzbBmvEJXL0fCJHjeRUfStaPKTjYC1ZZ6Sn26DdpZbcdxOK+q/MUFSTFTIhhkObCR/qnI/E1Fc6yQ21hXvUTFbphHDLkrGv4pYlozhF4Myjuxb9ZBssiyPuPkdTVeYkQ2+Ob3yqKjCSGYv1CUi1BDsuZpOZlb3A2nHNMXbuyhPsuKgOB5px9ASDXlW5IiP1BFNJC5pZ0rxWs6SWNIbpV8swVW9z1TN2pqwSBhqnmcP50DF203K4VYotSz5Ml/7JNjrb1X/etySM3Pjz+KfobH9//9NPI5cmm7c0o6h5tUZR7Wgc06+XY77e5Ds7FUM9zrmpaBqaadacwChlBI1WfQpaJcGMjNmbZRU/sGbko2xGjSaYkVEdNjSz6Ukk1NLM0SeRUMcxz2uUeT6rK0K43cPYF3q7h6HUQXliHzJpySBcWexEpbXECsaFDtCPSazZVXxpSPAxuN19UVNSs+u6sjv898HmYHrLgBlozOYh/uEexOvrjyWzZlaYpToMVF2KL5yxxftvuBbv+ko6uflT4SY05yJ7g7owz1jOhRIGd7WusY5mtyyrj2+49GYVVmqqL2WWYNwtxoZyp3Y4YPUUVtfQClQchbeOUDTeHpA4iVVyalBI1NxzimDOVYgJlxXQwFakUMc4MlSV4FA1HbY0w6F83eUKjHM0vqnXzjdPK/Mgj6IQA812J09pu0Oxve4idFEW1/PrmSCURsBoRvwt50NphKMsBTUXnQ/mMlSHNa3ewFH2KlX3pWd1G46iNwgXpGckljZS3nGKKuA2UnU1JtSRx5xTAre4Jc/qSNBuG8aeKHhVIHDjl9WEqA4+VZfCCpeka2zStaHUCRGVJpXAKYCMNXcEVj1ko19oPWQTGPWQ5aUe8jlHtQfHutDYCOSCx6jLIF5kXQbDq8tQqOJvm4Zjq8Rdbmsbwbo02TQoobGN5PRFYNYVS6mN4MttFPilOQV+UVce2KYqxNg+6MLzbtdtY1lXO6MFxnHsy9jB9IybnR8P5rRUVoUOm+MOZl1hAH1k4gTrgmispAnJuB8aKQRVefoZ9uPwWdc7iOQDEnF3PllBu50VwYeXEidpBe0m1lfFovpbV9M8LYZ9WlF/6+o8zkC6RPSchvIo1+ha2ZCup32FjKq/ZXVWSmX9LavzOBXpttDXpMSqih94+SpZZKo3Jhmjai6jtJJ3ferUgQNxF5wllAzI3La4Y7H0vK4ht9EycLqC20arhnFlKLYNwg2onrYbVpKWvnGUU8GjvO+6G2exYlOV+e3ckXlgGDe0Yi1wyrIubEUzmneP6pMa7olWPeuWWHTnWDcTCJRVTjc8BiK7oln+ZGRXJOt+WHRXWJcO4FY3rTlt4OyxmlH7SVxqP52Vl8xqVu2nkq9GO+b1wUjvm9WMclDyhVxJYLO8X3TNoWHS68IdKTbL/K12jTeXiw4uMTe0mBtrBMN7rD1qCcuyr2nFwXQoFwd74oCbJWcT6njp8CrqeFmjGd5xHUr6zHCwFrWkZQUMJDlCSI5jONrL1FPOIxnegFulH6Uz1znJ0UwipDSPXtyJKT3ZBuGGZ1NWT9OHYCs5HcE2ohieXh2QjTzMLXu//DKdLTRsHSbR0DylicpntotYmo/ySMQ5kjPpSMR5kkvwSMRVVPr2aliip1C5esXka/c0TpCynbQ/fm0RS0iX9c3sCk+4bT7jQ8BxmWBgmd+bOMPB6lELl7MMS35xB+EcwweBXUSy/Ek06W6edIKVdH5L5RsO1pKAeIIZ1MzTKjlYi7QqhvW5TKvmYC3Sahjm5TKtloO1SKvjFEvS4YUWS7KeYQNsLiXhv5sCOb9jFsixPjCqURUne2jqwzLGFdDVeMhDRdq3d30L01RX1B/05mlU6IqDwy7ZE3PG0QnjNmjC5r3QP8PZrKLuqbHBctqwqA1goBVp1Se4C8cGT6PVnoLWwNkCW4x8OELyU3ZAQLYhOG04XBuSwytkG4qzA0fySjNCYbBtcMJtsLyyHF4VLulxhGyl7FxRxOo5WG0JKydWpohVNBysJQ4ITjBMmVbJwVqkVRFOK9mi80Izzl2WXkTIxH/BfDEoR4Fuml6cp9FYpL/BPo3GIdHIp9HUqyw/jjWqxq6rS6vxZezPfsOJyxJb3q8/Is5J4UnuZukfcwcPNyB65oOHk5JwRptWoRJ/sDLH658mHBwL/SMcrGTl7JCWlFeiT1Ad3klHShPS+hS0eo6vxaA2p5QciqayjSyHAr0c+6aW8d/96qxYZ8NCIXenqgt5+VrOf2/BnE6pWp7YygX9Ys0+B2v2vzOt2U5pRv3F8pQ0nIOrLmG1HKxFWl3tVBnXd3upA3iJScbGJDvlOSaS4qwIHKylWaGb2lmR7cteSEqEy9LGanOULqrhohoqVIOW5OiDFzTdVPWNTKPSwd4O8Fz3M11/WiFLNQwXNL0t39DkshRMZN5Uf5yU57mBJ03q4+3Un1E5dpLx7dRz9eTLFS2m2SiTrYTdLL+04vFhtbveru+SReA/4HSwe7PcvAG19uaXT6vNm83tZvVmvXvzebne7Nv/Vh8mrT21Kb+jTKtTHtQ/rDZfOonKYtEeHE7/59vk1+LPcoXx+X0agd2b/afVmx2MVvvkTatv1jdvtqvdaj89NJzbsrQsbSIdL60JVy3eac/JasLVvnb16bF5I4WLCpxpGBU5i3w3gpcpheR7fvssMON2btcSTO2Ezs2RLWs+3H6+mu6y4uQ6IWWAklJoqhupLYzQX1p1Wi357Sxk7A04do2b5D5BEcrqIXacnDlsI75yN63Cw930MffPf1N7ueliQC5nkf8tHbmaRf53dOR6Fvlv6cjNLPK/pyO3s8j/gY7czSL/RzpyP4v8n+jIwyzyf6Yjj+FgM9j/hYF9fo7+KwP7/CT9HQP7/Cz9PQP7/DT9Nwb2+Xn679UXP8fF7vb+rv27MG9+t9qDPn7i3NC+9X7dnutuf3rTnuX+Yje93yPc8ypqly1K9n1T3YjgRFRhG5GcRlDX/jhC9r33v3piFz7ZiObkppQOKZYQt/PEqW2aPZaW8H+MO9pcXU69q7Z0fktSPY1UeRQ+EgJ8dKUgVV1GnWE/iiDV5eyb446Ok7RwNHWCcDRK6r+cVXSEZP8Mq0IFoDlCVWc1T7nlhOfhVjBC6r9/Yr2f5g4rzBDZRqg02/jmnMw2F9fx9+o69pz63Ujh9qzATWQb5DDO00ygS31YdH1Y51nJlEj5YSVTItsgXIA6RNaqY8d5n6qWhvOsQM3SbsSz8kGRA+w5lJe8fD7QQ0z1pdb1eemy0HDiLUvCzbrxvCh49XecZ9v3S1Gb7yYN4N+4aQBB0SNdLxrq3DSUpgeTXmb99zPrf8+e9eSAPHHeAXm/oTN1iNaknMUDK4xOlFbx2gyl0J+Mm/M3LTGjfouWoG8Y8ksVpVFOy5LEnMCsyEfchd6OUJkqiyXENeIbQgb1UH2jOZsM6gcJ1H/1bROoPaG4VhbliB0KyYlyxDaiqFGOzQnzG15BKLgnFCXLIiCxw284EZDYRmytjInzWTefJ8fKE4qqZTE8WMZ7TgwPtpFqh1s4i9E9fYrUqMUexY8930H1GRKKPKE+nve1ciZYsWLYRiShgIw7u+3PW/GsBWS8UJyYMexYEOI1qve7WaE6ZO7MUAar+ca5M15YTgAV6nZULwhhHqa2jdoS7l6d0zm51qw5aZYim8rqDZtnu/KU0oDwB2svAidmCyeukrB6qdo26i9ez6KrChez+qw6ITK1KAunak6cqA8yWBtP3/5vcbXevbs9kP5HfGFdHYQcUc2Jl0O2QQlzCGeyG0F/14Wj7tb/tYpff5tty5Giz6aVlrScKC2kaLBuakK2UZ25mAXyoMXvufRLJlZVWkYXi4F4QglL5yqZrlg3TiHbqF+NsjZKq5GqTkN3rK10rjcm6VGcOCUkJ1n3WCHboKwCWTj8C70pyivWvVyiJMWufm6IeayeddvXyx1D1iVOwO32eLLb317/MVK9ydcP+OvVD0qa2PIAuRxyNoe8zCB98Ez7HItpDiDZ5JDKWzBG5ZDTOXTQng35m06KA0jFfv7SaorYtz+0ClwspHEL9eMiAmoR2r8M/5bjv4UxHSAXMr4kh3/Lhe7/LRvXPzCLYBam/7cwdgRko3PAAeBdfE1lgEzfhKbFLLSHZgCQjYJmWqAlTBugPhLeAgGojAT2lMG/4wPZAz2ZLaBb0poO6DpgO8BkdHaAFR0QYjOJYy3QfmPTNwGwHQAegNitloQWTw5ZoK6DpMrflAkJsAOemRFKXOkg1Ygc6t9sWdL2s2mAFxGSAMkEKfiue+Yz5nZQfLOHNLzZfRfa7yJ/YseBacA6nSA98C5KigIWiQGSTcghIRNkAUvqO0CyPQ9lkBUDNA5IguQBlMYHhgZwigGKb3aQj3wRdoAkQHKEhtb9QeuRE1J0UhfHseVe6ESgg6RJvI5jPI4tQDIJWA/ZAWpxmtRC+0WOE/oe/PBMjxLSviMAEglqRzN0PYIRb3FqwAIjPrQX50z+TEHr/TOdcbCDtOihSItqQnrTgvSE1F4nrQF6m6DEsw5Sjc6giLOH8vbcQXvdnJLpzQCcP4D6FqIUtZDqaBEybz1BaoDid02CFIy76qgGqN3nDM/0MKOjbCiAgGdRigbOg6QMowKyuJBedn0AKOLsIJA6mXjWQSpRHf/aQp30wO9COpcgUM5K5pBP3ymZY4nzfmwdoOgdA8hEJRllCfpgQP+1/68TpAc5k0bCiDXpGUDaDM8iFpewRCi2AK2byJcogypBLQ8bnZ5F6dFJ9/SQHyADz0wG+QRFKdfteKsEKZAzMUBqaCHKizJJzsyBhAA0yKCF+WBT/yzorF7O4hejfEbJBCk3A6RdojN+sdCqxwl8aeUM6Iy/8AwoszBXXBo/Z/OxBUjJ9MwfjC1ASokEwUj34weQ1s3wbNQTHRSf9dC4IiTI2wzSKvUINIrSiZYA81YnvnT6JY20Ao3SS0iCtMwh3+kJWF+gdZEgCVD/bJTPDuqloId8giRQ1rfeSWTfAshg03G+g3S/YWlgTpueMgVSl7YmDUirUelNDW+q4dkoBRGK0mMSZKDvJuGM2ruXOtCHCy371qNERqh/NuqCDup1XYJkeiZFJhMJcolO1fEzPYPZHx1IHRQ1ijZigCRAMkEZdxPkc8gkWrTMZjGMP8x+PUD9LFawuxjfjJwYnwEnGp2ehWy+R0jDqADU6Zd+jOIvjF/3LM4jldYq4DLMP5kgBRD01sF8UHaAJEAyQaPMd1Av8z2U+h653OJM0hr5utA+8TN+P0qrz3VWgnoOeui7TiPmoe86SZYPB9+F7Dvg3cClDjJJg8EXwJfuzU63djqkg0za6cS/6gyLP8DiD7BEOo2V6bu4r9PWHkAJpwCtmFbDHur2ih1kVDM8G3VkB5nEa5gXLT+7EYN5AZBM0DgqPSRyyOXPRpwwYjJxooOSpoW/ts9SH2C97ccWWhpbUCIfB4Cs0AkCnEmXR2jU+lqZTOoiNEqdViHT0BEadTLIRgslnBpw6oSzmzlJLyUoySDM7RZSAyQBkgnKxhYg2/fPQHs+cckCnWlv2kFGJnmxBvRnN+NAGlqo/87m495BwaXvbC4F1sIs7nGCDKokgzbkYwSQaRIUZ/PCiGaAJEAyQe24u9QjF3JZciGXpW5t7LnUrYY9lzzIhE9S4EEmQsISoHWZvotrSNv6CEmAZIIMzCozQkm/RN5FLCZ9p4G7Jn0HM9UneQk2HweA4ps9pOHN7ru4+kYOwqgE0OwhjUP8HbhrYL3t+ZmgJLsm6ov2mU9QyHhtYK3qeQ29bqH0HeyMI9Q9AywiYYEZZ9K5Cn5bTWQSZADqdizAg0ETGZiN4zPoQ/9MdZqv25cnKNjsmU1rP2iBQSY6KD7rINBLrscZbRcRAsoU0KkSnTCLjXUJAr6keWs0cDDtiSIkAQKcsFIOOGFtHNqDs3a80a6DLGBJLWgYae3SM+Bnkgn46zDuxoBEphUd+NpC6U0DOJMkAycXNs1w4OTCpj0YyClAwBcLVKfTUoLSuTH+tf0u7YJgBEbOW6Azrbfwu7BN4qDLNWaC+nGAHa5J+90Osr1kOeCES5wAyPZyFjV1q8ES5zuo5zXMfuObDLJqfCbhmRwg288OD+Oe9ks9lDgIq73t5wqs6L3+TJCzOdTzE/SE1Qkn6AmbTksRaqUudIapDhroBCvAQFkHJftLgrxPz4BnybIA4zHOgA5KlgXTaY3Qfwd6N/Q44xzrxxZGrh2/bkcNvy3nuxbgt4VUguIMj5LcQRpo6XbbMFYjzjj+i3jhvRkgl6TACmgvWVw6KF6uphIk4ZkcIJdWEiuAsqF1GE05PpMwKgBJoNqlFkAv2aSXEpTW/ghJeNZ9B31wPkEmG/cEpXFPUN8/gGJ9HoC6PUP/Zgf1bwIUL2TqIJnJGcgNzFuVoHHeWthRR5noIJ9JCIw/cFcmKOM1nPSHMbLQQtrXWZjFNu3rYD4tbFrfgXeLeG2SSlBsoTvjQc+AS2aAhh7B3Ix3qqgExe9k+s5nc6WDBp4B5HteRx6AzIsB8qqHQHZ7vsCO2qU9WIK8zKDoBeihjE6A4jOA4uiAXGeQTW/CSTjeMg+tB+if7DjoYDXs+ZKgdF6JkBo46GB29JxIUNDpzbgT6HnmQMpdWoFgri1ikHsPSYD0CIlOJoD6YdyBwoWTPZbYB5f2WTCfFvFGPZ1B3byFebiIdY6AFjDgj2/KxN0OAl3gTXozrg/9OCQojUMH9eMA72TPNIyRO4DGN0cJ6SCfnAGRr7H1kHrkAGf6Tjf5qHSQDwmKUh4zoUWCJEDddzIfow4KKkHd2JoEaZDy1HcNPTJyeHb4poI3RYI0QDqDeqoBSnto+CJrAfRg+0wnqH3TmPQmyPwB5Ju+7yGTZAen6/gmPIMdhEsnRXhn5DVAMa6sg0CWbP8mQGn1BTkdn8FOYHiWoCR1sDLHce+hTApglz7IEuzSB5mAtTj6qbtn4QGUvQmr7/AsenqyZwqe+fRM5XIGu/Txmc6lNRxwHnRB5K5KUPtm8jv5ppupnWTBL0Aqg8IAKYC6N22a4SpBEp7pBGkYh64F6K3o5MyDNTuGGHeQSbqgg6KW8slq1EMdX0BfjDjj7yJGV/TQqIW97Dgvu+9gz+7T2TBB/XdKZHPTK5PxE0Zg4Ce8k/Tuj4ur9X71Od7wfHO/utuuN9GtfrN8v7qJOQN3y+vVm9/ewn07P6+2O3DTtnvUoENot7/Ca6u/fv1/ALb+JQ== Copy blueprint Chapter 1: Constraints This build is born from a very specific need I had in my main save file: Move arbitrary items as quickly as possible from the cargo landing pad onto trains. With a proper setup for the train network, I could request whatever I want and be sure that it gets transported to where I need it. I also, for no adequately explainable reason, don't want to use bots. Because I can. From this a few design constraints emerge piece by piece: As many tiles as possible around the CLP need to be filled with inserters. (Duh.) Yet still, Cargo Bays must be attached to the CLP, to allow for sufficient throughput from space. The primary inserters must be inventory to inventory, as they would slow down otherwise. (It takes 4 ticks for a belt to move all items out of a stack inserters hand) These inventories must be emptied immediately, as to never overflow, or stop the primary inserters by lack of space. There must be more inserters taking out of the inventories than there are primary inserters, as they necessarily must be slower at moving items. To ensure throughput on the train terminal, the items must be (mostly) ordered. A minimized footprint is preferred - because it allows to also use bots (possibly), because it makes it easier to put on planets with limited space, and because there are few things more enjoyable to me than to find entirely pointless space saves on my builds. Chapter 2: Operating Principle The output of the CLP is divided into 15 pairs of inserters. Each pair outputs into a cargo wagon, which provide the necessary surface area to fulfill constraint 5. Each of these pairs is adressed as one, providing 32 items per second of throughput for a selected item type. Four additional inserters per cargo wagon provide the necessary inventory-to-belt-throughput. They output onto two belts. While one belt would be sufficient for the pair of inserters, two belts give leeway for blockage on the output belts, which otherwise would immediately lead to a drop in throughput. A selection mechanism is employed to chose what item to output from the CLP. This mechanism selects both an item of which there is some configurable sufficient quantity, and an inserter pair that is currently without a job. This amount and type is assigned as a job to that pair. The amount is also remembered as a negative bias, to prevent over-assigning. The pair then counts the items it moved, and once the final items are picked up, signal themselves as ready for the next job. The selection mechanism is then quick enough to assign the next job before they finish their swing, leading to a seemless pickup of the next sufficient item. Chapter 3: Entity Layout To achieve sufficient throughput, two inserters insert into one cargo wagon (or two chests, where two inserters *then* insert into one cargo wagon). Four inserters then empty the cargo wagon onto a total of two output belts. The output onto these belts must be split between the sides of the belt for at least one of them, as otherwise it's just one belt full but with twice the belt count. This lead to a lot of micro-decisions about belt and inserter placement that I will not get into. Most likely, a lot of this can be improved. To power the inserters, I originally wanted to use substations. They require too much space, so instead eight uncommon medium electric poles are used, to reach the middle primary inserters on each side. All other power poles are of common quality. To minimize the footprint, all belts converge to one solid block of belts at the top. This makes the routing unnecessarily complicated. I will not apologize. The necessary width of the construction is 8 (CLP) + 2 * (6 (wagon) + 3 (inserters) + 1 (chest) + 1 (belt)) = 30 tiles. Three inserter pairs at the bottom plus two on each side need to be routed so that they reach the top. This makes fourteen belts that somehow get routed to the top. A few of these are trivial, as there is enough place on the outside side wagons for underground belts to be routed. sensible-underground-belts.png (502.48 KiB) Viewed 673 times With a bit of weaving, a few more can be routed: side-weaving-one.png (293.62 KiB) Viewed 673 times side-weaving-two.png (243.63 KiB) Viewed 673 times Finally, for the remaining few belts, we do the single most cursed thing I have done so far. You might have noticed at some point that you only need two rails to place a cargo wagon, which spans six tiles. So, technically 4 tiles are covered by the wagon, but the floor underneath it is free. This allows you to place inserters where they really, *really* shouldn't be. inserter-under-wagon.png (365.93 KiB) Viewed 673 times I have made liberal use of this. Most of the rest of the routing is relatively straightforward. A lot of it is mandated by the goal of not widening the footprint - without it, it would be very easy to just go outwards more. Instead, I had to find space to move belts inwards, where the top wagons would create natural gaps if you were to route more liberally. The heavy use of underground belts also buy space for the necessary wiring, which made it relatively easy to find space for all logic units. logic-units-one.png (476.25 KiB) Viewed 673 times Finally, the selection mechanism is spread out at the bottom of the construction, for a total footprint of 34x36 tiles, leading to thirty belts at the top, where each pair of adjecent belts transports the output of one primary inserter pair. Chapter 4: Circuitry To achieve arbitrary item throughput, the output of every pair of inserters must be selected dynamically. The logic here consists of three parts: The local command circuitry (lcc), of which there is one per inserter pair The item decision circuitry (idc) The pair selection circuitry (psc) To achieve perfect item throughput, the whole selection process must run within the span of one swing of an inserter arm, which is eight frames at legendary quality. Achieving this was the hardest part of the build (directly followed by assembling the logic at all). All three components are joined together by a common green wire. The idc and psc closely work together. I will go through these in order. The local command circuitry depends on the pair selection circuitry and vice versa, so I recommend reading both fully for comprehension. Local command circuitry (lcc) lcc.png (959.75 KiB) Viewed 673 times The lcc has the task to manage the current task of any given inserter pair. A task consists of an item type and an amount to move, given as a negative number. The first part of the lcc is the ID generator. The ID generators of all lccs are wired in sequence to generate a unique id for each lcc. The id is simply a bit field which gets shifted in sequence, i.e. the first lcc has the id 1, the second the id 2, third is 4 etc. up to 16384 (2 to the power of 15). These ids enable the identification of each lcc to the pair selection circuitry. While no task is given, the lcc outputs the id on a unique letter signal. Originally, the ids formed a bit mask of available inserter pairs, but the decoding was a frame too slow to allow this. When the psc selects this lcc, it transmits the up arrow with the id, as well as an item amount, for two ticks. The lcc stores these with the job counter decider combinator which discards all non negative values and feeds the rest into itself. Whenever the inserters pick up items, the amount is immediately deducted from the stored job on the wire. This leads to the job being done the very tick that the inserters *pick up* the last items, leaving seven more ticks to receive the next task. From the point of view of the lcc, a task transmission looks like this: Frame 1: The stored job amount reaches zero Frame 2: The lcc letter goes on the common wire Frame 3: Waiting... Frame 4: Waiting... Frame 5: The arrow signal is set to the lcc's ID for this and the next frame Frame 6: The negative item amount goes into the job counter Frame 7: The amount is multiplied by minus two and put on the inserter wire. Another combinator puts one more on the wire. Additionally, the amount goes into the counter a second time. This leads to the sum of the wires being exactly one, which sets the filter of the inserters. Frame 8: The inserters parse the filter. Frame 9: Beginning on this frame, the filter is active. The inserters pick up the next items without losing a single frame. This new task is then executed until all items have been moved, which leads back to outputting the letter signal. If no task is assigned, the inserters idle until a task arrives. Item decision circuitry (idc) idc.png (209.47 KiB) Viewed 673 times The item decision circuitry selects an item, of which there is a sufficient amount stored, to be extracted from the CLP. The first part is easy: A combinator system filters the available items according to a threshold. This is freely replaceable. In my case, a constant combinator selects a number of stacks, and a selector + decider + arithmetic combinator combo filter the signals for those that exceed that amount. These signals then get fed into a selector combinator that selects a random input, to ensure that all items get moved eventually. (It should be possible to build a system that prioritizes certain items, like perishables.) The randomly decided signal then gets put into a holding cell, which is a R/S Latch that stores one set of signals until it gets reset, and as a bonus outputs the stored signal for exactly one frame on a separate wire. In this case, the selected signal gets put on the common wire and just remains there until reset. holding-cell.png (97.21 KiB) Viewed 673 times Pair selection circuitry (psc) psc.png (427.47 KiB) Viewed 673 times This is the heart of the circuit, as it is the part I optimized the most to make this construction work. It has the goal of selecting which pair of inserters gets the next job. For this, an inserter id must be put on the up-arrow channel of the common wire. Additionally, both the psc and the idc need to be reset. The overall process has five steps: 1. The signals on the common wire get filtered, so that only the letters which identify the lccs are made available to the rest of the circuit 2. A random letter is selected. 3. The letter gets translated into an arrow by a holding cell. 4. If an item amount is present, a reset signal is sent to both the psc and the idc holding cell. 5. A two frame lockout is initated, to give time for the letter signal to disappear from the common wire. The holding cell is reset, taking the next signal after the lockout. This leads us to the overall sequence of events that leads to assigning a job. The full selection sequence Independently: A negative item amount goes on the common wire Frame 1 (lcc): The stored job amount of an lcc reaches zero Frame 2 (lcc): The lcc letter goes on the common wire Frame 3 (psc): Non-letters are filtered from the common wire Frame 4 (psc): A random letter is selected Frame 5 (psc): The letters id is put on the bus as the arrow signal for this and the next frame Frame 6 (lcc): The negative item amount goes into the job counter Frame 7 (lcc): The filter of the inserters is set. Frame 8 (lcc): The inserters parse the filter. Frame 9: The filter is active and the inserters pick up the next items without losing a single frame. Chapter 5: Usage Guide With the mechanisms explained, here is a quick guide on how to use this in your own world. For the most part, you can just plop down the blueprint and go. Make sure that all combinators are placed before setting the requests on the CLP. In the blueprint as is, the selection of items happens by filtering for an amount of stacks set in the Stack Constant Combinator. For whatever you want to move, the total amount should be a multiple of 32 (or the amount a stack inserter can move, in the case of artillery shells for example), to ensure that the primary inserters can move the full amount. stack-constant-combinator.png (99.82 KiB) Viewed 673 times The operation can also be modified: Custom Selection Selection happens every 5 ticks. This means that there is a delay of 75 ticks (5 per pair) until all inserters are running after full depletion and a new shipment. It takes 8 ticks to move 32 items. That means at least 160 items need to be moved per batch so that all inserters run permanently. From this follows that the selection mechanism needs to, for maximum throughput, select 160 items at a time. Additionally, selections should happen in multiples of 32, as otherwise the stack inserters might stall due to missing input. This selection has 5 ticks to take place, reading from the bias selector. I would put a picture here but I ran out of available attachment slots. It's the idc selector with two "each". Slowing down the selection means losing maximum throughput. Specifically, two items are lost per additional tick, spread out over the duration of moving the selected amount of items. Or said differently, the throughput lost is negligable as long as the quantities moved are sufficiently large. Reserving items The bias selector can be used to remove items from the calculation. By inputting a negative amount for a single tick, that amount becomes reserved and will not be moved by further selections. This bias has to be cleared manually by inputting corresponding positive amounts for a single tick. This could, for example, be used for interacting with the logistics network in a way that does not interfere with normal operation. I would put a picture here but I ran out of available attachment slots. It's the idc selector with two "each". Operation with lower quality entities The uncommon medium power poles are _required_ for operation. The primary inserters can be downgraded arbitrarily. The belts can be downgraded, the underground belts cannot. Chapter 6: Prior Work I actually only had two external inspirations. First is Dosh Doshingtons video on not using belts , as inspiration for using train cars. The second is Nilaus' video on a high throughput cargo landing pad, from where I stole the idea to put chests to get the train cars closer to the CLP. Chapter 7: Q&A Question 1: Why. Because I can. Question 2: No but why though. I sometimes get those moments where I think, "this should be doable", and then I got to work on it until I have either proven or disproven it. This one started with the simple problem of moving items from the dock onto rails, and how to make it scale. And since there is a physical upper limit for the throughput without bots, I got stuck on thinking about what the best possible solution would even look like. About like, over a month later, here we are. Question 3: What do you have against bots? They are boring. It's easy to just throw bots at the problem, and it's also seldomly truly optimal. It also doesn't use trains, which are clearly better than bots, objectively. And before you suggest combining both, I already did that on Fulgora, so it would be boring to do it again. Question 4: What else did you try? My first approach was to make all inserter pairs independent. This failed due to the simultaneous selection problem: How can two independent logic units know what the other will do this frame? They might try to move the same item type. They cannot know, hence there needs to be a central decision unit. Not having logic is out of the question, as it would make it impossible to ensure that all items get moved, or have any influence on which items get moved when, and it would lead to very, very mixed belts. In the first design with a central control unit, I just iterated all ids because selecting ids seemed too painful. This is when the idea for bit masks came up, which also made the selection way easier. At that point, I was still working with common rarity inserters, so iterating for up to 15 frames was acceptable. I made an image post on that version, where a commenter pointed out that legendary inserters are faster. So I had to accelerate. It took a while to grind down from up to 23 frames to consistent 8 frames - but it worked. And that's where it's at.
[ { "author": "adam_bise", "content": "It is! \n \n\nThat does check all of the boxes. \n \n \n\nSee? To me this is adequate. \n \n\nStarting to like this guy. \n \n\nLove it! \n \n\nI reject any and all sense of sarcasm here. \n \n\nThe crowning achievement. See? To me this is the focal point of the entire build. Beautiful. \n \n\nAbsolutely! \n \n\nQFT \n \nThank you, that was a pleasure to read and looks very interesting. The circuit parts went a bit over my head, but I do love overly-complicated monstrosities projects like these.", "date": "2025-02-20T21:22:46+00:00", "quotes": [ { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" }, { "author": "DemRat wrote: Thu Feb 20, 2025 9:22 am", "content": "" } ] } ]
1
2025-02-20T03:22:45-06:00
forum-topic-126685
126685
Factorio Forums • [2.0.34] Crash with "!this->buffer was not true" on modded pipe
Log: https://drive.google.com/file/d/16FXjHO ... sp=sharing Savefile: https://drive.google.com/file/d/1j1H7Av ... sp=sharing Crashes to desktop a few seconds into save with no interaction (on warping). Log stacktrace says Code: Select all 95.842 Info ConsistencyScraper.cpp:83: queued check: entity [name=wdm_ship_pipe, type=pipe-to-ground(PipeToGround), position={-47.500, 30.500}, direction=East, force=player, surface=space_ship_player, setup=true, owned-by-ghost=false, to-be-deconstructed=false, to-be-upgraded=false, simulation=false] The pipe is from Warp Drive Machine https://mods.factorio.com/mod/Warp-Drive-Machine The save has a lot of other mods installed but I don't think any of them interact with those pipes in any way. Save just wouldn't load if i removed them.
[ { "author": "", "content": "Update: \nRemoving the offending pipe causes another wdm_ship_pipe to error instead. \nRemoving all wdm_ship_pipe from the surface prevents crash. \nDisabling consistency-scraper in \"the rest\" settings prevents the crash. \n \nNo idea what the setting does though so not sure if it will break anything else. Is it new? my 2.0.32 install doesn't have the setting.", "date": "", "quotes": [] }, { "author": "", "content": "That is new option that was added in 2.0.34 with the feature itself. I noticed a pattern with people's getting corrupted saves overwriting all autosaves which i am slightly tired of but we cannot run full consistency check before every save as it slows down the process significantly and there is huge pressure onto having save as fast as possible. Consistency scraper is a partial solution to this: if people would get corrupted game state somehow, this feature should after some time (preferably before all autosaves are overwritten) detect that something is wrong. This check tripping in other cases is a slightly expected side effect since usually consistency checks are rarely running for players (only when updating game or mods). Lets say that is part of \"offensive programming\", and the switch you found in hidden settings is a safety switch if you believe it is tripping incorrectly. Most likely raiguard will be checking if the fluid buffer consistency check tripping is a real issue or a false positive.", "date": "", "quotes": [ { "author": "mooseyman wrote: Sat Feb 08, 2025 12:10 pm", "content": "" } ] }, { "author": "", "content": "Thanks for the detailed response. \n \nI couldn't find anything about consistency in any of the API docs, is it something we should be keeping in mind when developing mods? or is there anything we can do to help prevent it? I am not the dev of this mod but I have my own projects so would be good to know. \n \nPotentially relevant for him then that setting consistency-check to always doesn't cause any crashes (on saving, loading, or game start). But I will keep it on for now and hold a backup of my save in case there is something corrupted.", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "There is not. Consistency is supposed to be enforced by the engine and prevented at all possible entry points either by errors (can’t do x, wrong value provided and so on) or by silently making things correct when it applies.", "date": "", "quotes": [ { "author": "mooseyman wrote: Sun Feb 09, 2025 1:51 am", "content": "" } ] }, { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.35.", "date": "", "quotes": [] } ]
5
forum-topic-96281
96281
[1.1.25] Lua crashes with rocket silo (no mods)
Technical Help
https://forums.factorio.com/viewtopic.php?t=96281
Gummiente27
Happens when clicking on the top left corner rocket silo button. Also see Unknown key: gui-silo-script.frame-caption in the top left. Hovering the icon gives Unknown key: gui-silo-script.button-tooltip Happens when waiting until rocket 997 is launched (happens shortly after loading save): Map loaded was loaded last time with 1.0.0 version (and was first generated when version 0.15.34 was new and got upgraded many, many times as factorio got updates without problems so far). Logs: https://gist.github.com/Janmm14/8967eff ... d2ae1ac544 Save: https://drive.google.com/file/d/1h-3vgK ... sp=sharing
[ { "author": "", "content": "Can you follow the steps listed here: \n viewtopic.php?f=49&t=95422", "date": "2021-02-18T10:59:33+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "I did what was desribed in the thread, but it did not help. \n \nAs I looked in the file Factorio\\temp\\currently-playing\\control.lua it did not change to the new 3-liner one for whatever reason. \n \nWhile the folder Factorio\\temp\\currently-playing is gone when not having factorio open, the control.lua file is reported as last edited 27.10.2018 when opening my save and still contains the old lua. \n \nI rechecked my save zip and it does still contain the new control.lua 3-liner, it is saved to steam cloud. Also freeplay.lua is identical to the one in C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\data\\base\\scenarios\\freeplay \n \nLooking into the factorio log, it now shows two different checksums for control.lua script while loading:\n Code: Select all 32.654 Checksum for script C:/Users/Jan/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1735894310\n 32.755 Checksum for script C:/Users/Jan/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 3602540928 \nThe second one is the same checksum as in the old log. \n \nWhole new log: https://gist.github.com/Janmm14/de46b01 ... 12c413e06b \nEdited save: https://drive.google.com/file/d/1ILxJSX ... sp=sharing", "date": "2021-02-18T11:35:51+00:00", "quotes": [] }, { "author": "", "content": "Do you have any custom scenarios? It is most likely repopulating the save with the old script from the scenario", "date": "2021-02-18T12:01:55+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "Ah thats it. I updated control.lua in the scenario's folder and it's fixed now.", "date": "2021-02-18T12:39:07+00:00", "quotes": [ { "author": "Klonan wrote: Thu Feb 18, 2021 12:01 pm", "content": "" } ] } ]
4
2021-02-18T04:24:08-06:00
forum-topic-13362
13362
Have Some Questions Before I Buy.
General discussion
https://forums.factorio.com/viewtopic.php?t=13362
mikey45
I am very interested in the game but I have a few questions/concerns before I actually buy it. First off, my friend told me that after you do a few runs in the game the process begins to get repetitive. I was just wondering how long into the game do you guys feel it gets a little boring? And are there good mods that could alter game play enough to enhance the replay value? Secondly everyone talks about making the most efficient factories, are there multiple ways or "setups' to be used to achieve the same level of efficiency of others builds? I guess my point being is there enough room for creativity to the point where there is multiple ways to achieve the same goal. Lastly how friendly is the learning curve to newer players? I don't have allot of time to just sit down and watch/read tutorials. I was hoping that I could jump on for a few hours and try to improve my builds or factories and there being enough things to do that will keep me interested. Hope you guys could help me out. And yes I played the demo but still just want the opinions of people who own the game.
[ { "author": "", "content": "This question is hard to answer. It depends on the person. I'm into around 500 hours of gameplay (most of it with vanilla game), and I know for sure people in this forum are well into their x000s. Some others will begin to get bored way before. \n \n\nYeah. A lot . Factorio is well moddable, and has been modded a lot. It goes from mods that alter just a small aspect of the gameplay to real overhauls that change most of the game contents. \n \n\nI'm not sure there is an optimal layout, or at least something that's so superior to all other layouts that it really makes some difference. And don't forget there are many ways to optimize. Optimize space wise ? optimise energy comsumption wise ? just optimize the ratios ? the expandability ? If you don't copy, without understanding them, the layouts you'll find on let's plays (but try to figure by yourself instead), there is always something you'll do better on the next run. \n \n\nI didn't watch tutorials or let's plays before my first game, I felt the game worked as it should. However, there are many \"pro tips\" I have learned later on, mostly by reading this forum or looking to a few videos (but really a few vids, I don't like spending my time watching other people play when I could be playing myself). \nThis being said, Factorio is not an easy game. You won't make the perfect factory the first try, neither the second, neither the 10th. But you'll keep trying", "date": "2015-07-06T06:01:48+00:00", "quotes": [ { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" } ] }, { "author": "johanwanderer", "content": "Even before the mods, a vanilla game would probably take about 50-100 hours to \"win\" as it is now, assuming you play it from scratch and learn along the way. After that, a new factory would be quicker to build / more efficient / etc. but the replay value (for me) is in the goals you set for yourself and the level of creativity involved in achieving them. For example, if you start out in an area with limited resources, your factory may look very different than one built in a rich area. As for mods, there are tons, just look under the modding sub forums. \n \n\nFirst of, there are always space constraint, unless you always generate flat terrains. Working around the terrain is always fun for me. Then there is pollution and how it affect nearby enemies. You may find yourself having to customize your base to relocate pollution to appease that one large base that you won't be able to deal with until much latter in game. Lastly, there are resources. And then there are modules . A factory with extensive module use will look vastly different than one that does not, because modules will change the way a component behave. \n \n\nI think the fun in Factorio is that it is so open. There is no \"wrong\" way to build it (unless it kills you ) I wouldn't watch tutorials before building your first factory, just follow the in-game tutorials when you first start. I feel like that's how one should have his/her first experience with the game. After you build your first base, watching others build theirs will give you something to compare to.", "date": "2015-07-06T16:50:18+00:00", "quotes": [ { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" } ] }, { "author": "DaveMcW", "content": "The controls are the most unfriendly part. If you have a problem, you can probably solve it using using Alt, Q, or R.", "date": "2015-07-06T16:55:44+00:00", "quotes": [ { "author": "mikey45 wrote:", "content": "" } ] }, { "author": "Xterminator", "content": "1.) It really depends on the person. I got a bit bored of vanilla gameplay after about 100ish hours and 4 playthroughs or so. But some people have out in 5 or 10x that amount of time and still only play vanilla. \n \n2.) Yes there a massive amount of mods out there. As Koub said, there are small ones that just add or change a few features or items, and then there are ones that change a huge amount of the game to make it more complex and such. \n \n3.) There aren't really many layouts that are just flat out better than all others. And there many ways to optimize and be efficient. Or you don't have to focus on efficiency at all and just do what you want. That is the great thing about Factorio, there are so many different approaches to take when playing the game. \n \n4.) Factorio is not an easy game to just pick up and learn. Don't get me wrong, you can learn by just playing but it will probably take multiple tries to get things right and might be frustrating at times. But that is part of the fun! I didn't watch tutorial videos or read anything before playing, but I did watch some normal lets plays which did help me get just a basic understanding of how the game worked. So if you have time to even watch a few episodes, it can help a lot. \n \nHope this helped!", "date": "2015-07-06T16:59:52+00:00", "quotes": [] }, { "author": "Gandalf", "content": "I currently have five games saves (vanilla) at around 50 hours each. The last actually has a little more but I will admit after that much time there really isn't anything new that could happen. And yes, right now I probably would get pretty bored starting a new world. \nHowever I haven't even touched any mods yet and there are definitely some huge game changers out there. For example youtuber Arumba currently has a Let's Play series involving “Bob's mod”. Check it out, maybe that can sooth your worries a little. \nSo if this sort of game is your thing at all I'd say you're looking at at least 100-150 hours of gameplay before things start getting repetitive and you may want to look into mods. Also keep in mind, that devs are actually working on adding more content, especially in the end game. The next update (0.12) is just around the corner. \n There are definitely many ways to go about building your factory or even just certain parts of it. There are a few popular designs, like the “main bus layout”, but even using that you still have a lot of decisions to make. This is really not the part you should be worried about. \n Since you've played the demo I'd say it doesn't get any more difficult than that. The main challenge is really just grasping the basic concepts of the game. After that it's mostly figuring out good layouts so things get produced fast and in proper ratios. If you play with high enemy settings you can increase the challenge (at least for early and mid-game).", "date": "2015-07-07T02:11:43+00:00", "quotes": [ { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" }, { "author": "mikey45 wrote:", "content": "" } ] }, { "author": "cpy", "content": "If you get bored with lego because using same lego bricks is repetitive, then this game is not for you. This is a great factory sandbox game with tons of mods that enhance tech, complexity or combat aspect of the game, you can always try to make your own mod and have fun with it. This game won't limit you in freedom of what you can do here.", "date": "2015-07-07T08:35:31+00:00", "quotes": [] }, { "author": "", "content": "I made it sticky, cause that question comes about every 2 month.", "date": "2015-07-07T21:18:46+00:00", "quotes": [] }, { "author": "Lerxst", "content": "I've put about 100+ hours into the game so far and the immersion level can vary, I'll admit. Sometimes I'll start up a new game and set the difficulty up to provide some more of a challenge. I think this factor varies by the type of game you feel like playing at the time. If you want the OCD style factory layout game, then it can keep you occupied for hours on end. If you want a brutal survival game, then you hit a certain peak where nothing provides a challenge anymore... I'd say that's the point you can encounter some of that boredom. \n \nSince there's not really any competition in factory setups, I try to be creative. There's no right or wrong way to it and all my save games are totally different layouts from one another. \n \nThe learning curve is actually quite nice. Some games bombard you with loads of info at the start that you have to commit to memory and then get lost trying to do. This game gives you a little bit as you go and from there, it's pretty self explanatory as you unlock new techs.", "date": "2015-08-18T17:19:46+00:00", "quotes": [] }, { "author": "thiosk", "content": "Hi There \n \nI played the demo for 10 minutes and bought it at about 7:30 pm on a Friday, after my wife had left for some work travel. Home alone. \n \nI played pretty well continuously, through the weekend, and then took two sick days off work and played through those. I went to work the rest of the week, but I didn't really work. I could see conveyor belts in my sleep. I started new maps each day, more or less. \n \nThe sickness broke during the next weekend, and I bulldozed my whole current map and started really digging into the tech and trying to solve the problems I made. I looked up some designs online for how to deal with certain basic design problems. \n \nNow I'm able to work on that map for a couple hours a week and exist like a normal person. \n \nThe game is generally forgiving if you can survive that first attack. \n \nIts only at .12, and the direction seems pretty robust, so I expect plenty of new things. The other thing is, they seem to be going deep, with the signaling and what not. You can get really complicated, and i like that depth.", "date": "2015-08-22T06:20:03+00:00", "quotes": [ { "author": "mikey45 wrote:", "content": "" } ] }, { "author": "", "content": "This is good to hear. I almost started feeling guilty reading the post up to this point", "date": "2015-08-24T15:17:54+00:00", "quotes": [ { "author": "thiosk wrote:", "content": "" } ] }, { "author": "MalcolmCooks", "content": "Efficiency isn't something you really have to worry about unless you want to, because you have an infinite world and there are always new resources. You don't have to concentrate on making an effecient factory, I think that is something that interests very experienced players as a new challenge. The game allows so much flexibility that there are basically an infinite number of permutations to build the same factory, and you can develop one that appeals to you.", "date": "2015-08-29T18:48:07+00:00", "quotes": [ { "author": "mikey45 wrote:", "content": "" } ] }, { "author": "ljcomplex", "content": "So I'm pretty fond of the vanilla, and I will say that I start petering out on maps around the time that I'm expanding from my main base to using trains. Thats fixed itself a bit since I figured out how to work signals and make junctions correctly, but Robots and expansion were the points I kept making new maps. \n \nThat being said, each time I'd wipe a factor off a map, I'd have a new idea for how to make it efficient, or I'd replace it with something completely different. I've stuck with the main bus design pretty steadily, and its sered me well, but the shoot offs have been radically different each time. \n \nAs for mods, Bob's Mods are freaking awesome, and Dytech is pretty fun. I'd reccomend Bob's though, for starting out. They're prett modular, but play off of each other. It you want a challenge, put all of them in and prepare to relearn most things about how factories are set up", "date": "2015-09-01T05:52:58+00:00", "quotes": [] }, { "author": "GewaltSam", "content": "Mods add a lot to the game if you played through vanilla Factorio one or two times. \n \nI would recommend Resource Spawn Overhaul (as always ) for the need to build some trains. With it, the game generates a lot less resources in vicinity of your starting area, so you need to build trains to get resource patches far off. \n \nI played Bob's Mods with a friend a few months ago, and the level of complexity is just crazy. I wouldn't recommend it for starters at all; you'll get very complicated builds for the advanced stuff. It's great for advanced players though, and if bored, one should definitely give it a try. \n \nSince this weekend, I am building with the same pal on a RSO / Marathon map, and it's awesome. You can't use any of the old builds, because you need a lot more resources, and the production times went up a lot (for example: 2x copper wire take 2 seconds and 10 (!) copper bars to produce). It's crazy fun, the pacing is totally different and it makes the game a whole other experience. \n \nThere are also some optional mods that add alternative stuff (like TreeFarm), and some that just make your life a lot easier (Landfill, RailTanker) or more comfortable (FATController). One should definitely look around the mod forums a bit. \n \nI personally am not a fan of the Dyson mod - the last time I checked it was mostly just crazy fast/productive versions of old stuff, which makes the factory even smaller than a vanilla one, while I looove to go big in this game. And the balancing is way, waaaaay off, if you ask me.", "date": "2015-09-22T09:57:12+00:00", "quotes": [] }, { "author": "Lallante", "content": "I dont know anyone who enjoyed their first 2-3 hours in Factorio and who then didnt go on to 100 hrs + \n \nGiven a AAA game often has less than 10-20 hours gameplay and zero replay value (maybe eked out to 50+ hours for the dedicated multiplayer adherents, which are maybe 5% of players), I think thats pretty fricking amazing. \n \nPlay the demo. If you enjoy it there is a lot more where that came from", "date": "2016-03-17T11:53:08+00:00", "quotes": [] }, { "author": "Sinnersaix", "content": "Well when you liked the Demo, the Games just cots 20 Bugs. You spend way more then 8 Hours, before you have seen what you can do with all the Technologies. \n \nTheses Days, all the AAA Games cost 60 Bugs and rarely get you 8 Hours, exept big (mostly empty) Open World Games. And when you can play those for 50 Hours, then you can play Factorio for much longer. \n \nSo its not simple Buy, its an Investment in good Time. And try to get a Buddy for Multiplayer ^^ that doubles the Fun. \n \nIf you dont Enjoy building Stuff, well there are still other Games ^^", "date": "2016-03-26T15:02:59+00:00", "quotes": [] }, { "author": "Proculis", "content": "Hello everyone! \n \nI tried factorio at my brother's and I like it lot. I'd like to buy it as well, but I have a couple of questions of a more technical nature: \n1. Will the game always be playable without steam? \n2. Will I be able to reinstall the game with the same key once I upgrade my PC? (possibly also on a different OS?) \n \nHave a nice evening, \n \nProculis", "date": "2016-04-11T16:00:09+00:00", "quotes": [] }, { "author": "Phillip_Lynx", "content": "1.) Yes \n2.) Yes", "date": "2016-04-11T16:08:54+00:00", "quotes": [] }, { "author": "Proculis", "content": "Thank you for the quick answer", "date": "2016-04-12T17:34:29+00:00", "quotes": [] }, { "author": "vasudevan", "content": "i want to know what kind of games do you have", "date": "2016-04-16T11:59:39+00:00", "quotes": [] } ]
19
2015-07-05T23:26:35-05:00
forum-topic-127061
127061
LTN alerts outputs in Chinese not English
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=127061
Oldwargoat39
I ran into a weird situation the Alerts for LTN are outputing in Chinese when I do not have any language pack installed. Does anyone have a clue
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0
2025-02-22T13:34:10-06:00